Pistolero salvaje
NES Game Reviews #28 – Wild Gunman
Los televisores CRT tienen muchas ventajas sobre las pantallas modernas cuando se trata de juegos retro, pero la capacidad de jugar a juegos basados en pistolas de luz es quizás la más obvia. Las pistolas de luz funcionan manipulando la velocidad de exploración de un televisor CRT. Wild Gunman tiene un objetivo en pantalla. Cuando aprietas el gatillo, haces que la pantalla parpadee brevemente. Si tu puntería es correcta darás en el marcador. En un televisor de pantalla plana no hay velocidad de barrido, por lo que el juego es incapaz de saber dónde has apuntado en la pantalla, ergo siempre fallarás.
Light gun games were a staple of the early systems and The NES had a handful of compatible games, most fondly remembered is of course Duck Hunt, however to start things off I went with Wild Gunman.
The premise is very simple: Wild West gunslinging duel. Beat your opponent in a quick fire duel to the death! (Well not death actually, this is Nintendo, you simply shoot off their hats or somehow knock their trousers down).
Having chosen the single player duel, I was tasked with completing 99 duels in a row in order to complete the game. After phase 99, the games simply reverts back to phase 1. There’s no end screen to congratulate you, just back to the start. While you will need to pay attention at first, after a while you release the game is limited to duel no faster than 0.40 of a second. So as long as you can shoot faster then that (my average was around 0.28) then you’ll win everytime. Occasionally if I let my concentration slip too much, i’d find myself hitting as slow as 0.70 but luckily that was never against a faster opponent and 0.70 was sufficient.
Really, completing 99 phases is merely more of an endurance test than a challenge. I slipped on some vinyl and muted the game sound. I fear that later light guns may not be so forgiving!
Since besting this I realize it was unnecessary to beat up to phase 99. Instead beating the fastest duel of 0.4 of a second would have sufficed as that’s where the gameplay will loop presumably.