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'''''Gun Fight''''', known as '''''Western Gun''''' in Japan<ref name="Kotaku"/> and Europe,<ref name="eu_flyer"/> is a 1975 [[Arcade game|arcade]] [[shooter game]] designed by [[Tomohiro Nishikado]],<ref name="Kohler"/> and released by [[Taito Corporation|Taito]] in Japan<ref name="Kotaku"/> and Europe<ref name="eu_flyer">{{cite web|title=Western Gun|work=The Arcade Flyer Archive|publisher=[[Killer List of Video Games]]|url=http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1358|accessdate=2011-04-02}}</ref> and by [[Midway Games]] in North America.<ref name="Kotaku">{{cite web|author=Stephen Totilo|title=In Search Of The First Video Game Gun|publisher=[[Kotaku]]|date=August 31, 2010|url=http://kotaku.com/5626466/in-search-of-the-first-video-game-gun|accessdate=2011-03-27}}</ref><ref name="Kohler">{{citation|author=[[Chris Kohler]]|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=18|publisher=[[BradyGames]]|isbn=0744004241|url=http://books.google.co.uk/books?id=auMTAQAAIAAJ|accessdate=2011-03-27}}</ref> It was a historically significant game,<ref name="allgame">{{allgame|10214|Gun Fight}}</ref> and a success in the [[Video arcade|arcades]].<ref name="Steinberg"/> It was soon ported to the [[Bally Astrocade]] console<ref name="Steinberg"/> as a [[pack-in game|built-in game]]<ref name="micro_1978">{{cite book|title=Mini-micro systems, Volume 11|year=1978|publisher=[[Reed Business Information{{!}}Cahners Publishing]]|url=http://books.google.co.uk/books?ei=mYQ3T9SFMcrR8QPP-tS6Ag&id=cmNVAAAAMAAJ&dq=gunfight|accessdate=12 February 2012|page=46}}</ref> in 1977<ref>{{cite web|title=Gunfight (Astrocade)|url=http://www.gamefaqs.com/astrocade/924829-gunfight|publisher=[[GameFAQs]]|accessdate=12 February 2012}}</ref> as well as several [[home computer]] platforms.<ref name="allgame"/><ref name="atari"/> ''Gun Fight's'' success opened the way for Japanese [[video game]]s in the North American market.<ref name="Kent"/> It was also the first video game to use a [[microprocessor]].<ref name="Kent"/>
'''''Gun Fight''''', known as '''''Western Gun''''' in Japan<ref name="Kotaku"/> and Europe,<ref name="eu_flyer"/> is a 1975 [[Arcade game|arcade]] [[shooter game]] designed by [[Tomohiro Nishikado]],<ref name="kohler18"/> and released by [[Taito Corporation|Taito]] in Japan<ref name="Kotaku"/> and Europe<ref name="eu_flyer">{{cite web|title=Western Gun|work=The Arcade Flyer Archive|publisher=[[Killer List of Video Games]]|url=http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1358|accessdate=2011-04-02}}</ref> and by [[Midway Games]] in North America.<ref name="Kotaku">{{cite web|author=Stephen Totilo|title=In Search Of The First Video Game Gun|publisher=[[Kotaku]]|date=August 31, 2010|url=http://kotaku.com/5626466/in-search-of-the-first-video-game-gun|accessdate=2011-03-27}}</ref><ref name="kohler18">{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|url=http://books.google.co.uk/books?id=auMTAQAAIAAJ|page=18|chapter=Chapter 2: An Early History of Cinematic Elements in Video Games|publisher=[[BradyGames]]|isbn=0744004241|accessdate=2011-03-27|quote=Meanwhile, Nishikado at Taito was developing character-based games like Western Gun, which was released in the US, by Midway, as Gunfight. Few American players knew at the time that they were playing a Japanese game, but the difference was clear. Taito was adding characters and fragments of story. This is not to say that Western Gun had story sequences or fleshed-out character designs, but it had artwork of wild west cowboys on the cabinet, and the in-game graphics, with cacti, covered wagons, rocks, and player-characters that identifiably human, matched the out-of-game artwork. Gunfight became Midway's first major video game hit. Its popularity could certainly be attributed to its originality amongst a field of identical games. What made it original was its use of human characters in a modern setting. Rather than miniature shapes that represented either spaceships or abstract blocks, Gunfight featured almost cartoonish humans. The original Japanese advertisement flyers for Western Gun showed that these were video game versions of Japanese manga characters. Of course, these manga style drawings were not used in the US, and even if they were, nobody would know they were Japanese — how could cowboys be Japanese, anyway?}}</ref> It was a historically significant game,<ref name="allgame">{{allgame|10214|Gun Fight}}</ref> and a success in the [[Video arcade|arcades]].<ref name="Steinberg"/> ''Gun Fight'' was Midway's first major video game hit,<ref name="kohler18"/> and its success opened the way for Japanese [[video game]]s in the North American market.<ref name="Kent"/> It was also the first video game to use a [[microprocessor]].<ref name="Kent"/> It was soon ported to the [[Bally Astrocade]] [[video game console]]<ref name="Steinberg"/> as a [[pack-in game|built-in game]]<ref name="micro_1978">{{cite book|title=Mini-micro systems, Volume 11|year=1978|publisher=[[Reed Business Information{{!}}Cahners Publishing]]|url=http://books.google.co.uk/books?ei=mYQ3T9SFMcrR8QPP-tS6Ag&id=cmNVAAAAMAAJ&dq=gunfight|accessdate=12 February 2012|page=46}}</ref> in 1977<ref>{{cite web|title=Gunfight (Astrocade)|url=http://www.gamefaqs.com/astrocade/924829-gunfight|publisher=[[GameFAQs]]|accessdate=12 February 2012}}</ref> as well as several [[home computer]] platforms.<ref name="allgame"/><ref name="atari"/>


The theme of the game involves two [[Old West]] [[cowboy]]s armed with revolvers and squaring off in a duel. Whoever shoots the other cowboy first wins the duel. Unlike in a real-life duel, however, both cowboys get numerous opportunities to duel in order to score points (one point per successful draw).<ref name="Kotaku"/> The game was included in [[GameSpy]]'s "Hall of Fame" in 2002.<ref>{{cite web|last=Cassidy|first=William|title=Gun Fight|url=http://uk.gamespy.com/articles/491/491634p1.html|publisher=[[GameSpy]]|accessdate=3 December 2011|date=May 6, 2002}}</ref>
The theme of the game involves two [[Old West]] [[cowboy]]s armed with revolvers and squaring off in a duel. Whoever shoots the other cowboy first wins the duel. Unlike in a real-life duel, however, both cowboys get numerous opportunities to duel in order to score points (one point per successful draw).<ref name="Kotaku"/> The game was included in [[GameSpy]]'s "Hall of Fame" in 2002.<ref>{{cite web|last=Cassidy|first=William|title=Gun Fight|url=http://uk.gamespy.com/articles/491/491634p1.html|publisher=[[GameSpy]]|accessdate=3 December 2011|date=May 6, 2002}}</ref>


==Gameplay and story==
==Gameplay and story==
''Western Gun'' was an early, [[Run and gun|on-foot]], [[multi-directional shooter]],<ref name="Kotaku"/> that could be played in [[Single-player video game|single-player]] or [[Multiplayer|two-player]]. It also introduced [[video game violence]], being the first video game to depict human-to-human [[Action game|combat]],<ref name="Steinberg">{{citation|title=Boy Culture: An Encyclopedia|volume=1|author=Shirley R. Steinberg|editor=Shirley R. Steinberg, Michael Kehler, Lindsay Cornish|publisher=[[ABC-CLIO]]|year=2010|isbn=0313350809|url=http://books.google.co.uk/books?id=XRGEIqzv5rsC|accessdate=2011-04-02|page=451}}</ref> and the first to depict a [[gun]] on screen.<ref name="Kotaku"/> The game also introduced [[Dual analog control|dual-stick]] controls,<ref name="Ashcraft">{{citation|title=Arcade Mania: The Turbo-charged World of Japan's Game Centers|author=Brian Ashcraft & Jean Snow|publisher=[[Kodansha International]]|year=2008|isbn=4770030789}}</ref> using two distinct [[joystick]] controls per player, with one eight-way joystick for moving the computerized cowboy around on the screen and the other for changing the shooting direction.<ref name="Kotaku"/><ref>{{KLOV game|10420|Western Gun}}</ref> Unlike later games, ''Western Gun'' has the main joystick on the right instead of the left. It was also the first known video game to feature [[Player character|game characters]] and fragments of story through its visual presentation.<ref name="kohler19">{{citation|author=[[Chris Kohler]]|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=19|publisher=[[BradyGames]]|isbn=0744004241|url=http://books.google.co.uk/books?id=auMTAQAAIAAJ|accessdate=2011-03-27}}</ref> The [[player character]]s used in the game represented [[Avatar (computing)|avatars]] for the players,<ref name="Steinberg"/> and would yell "Got me!" when one of them is shot.<ref name="kohler19"/>
''Western Gun'' was an early, [[Run and gun|on-foot]], [[multi-directional shooter]],<ref name="Kotaku"/> that could be played in [[Single-player video game|single-player]] or [[Multiplayer|two-player]]. It also introduced [[video game violence]], being the first video game to depict human-to-human [[Action game|combat]],<ref name="Steinberg">{{citation|title=Boy Culture: An Encyclopedia|volume=1|author=Shirley R. Steinberg|editor=Shirley R. Steinberg, Michael Kehler, Lindsay Cornish|publisher=[[ABC-CLIO]]|year=2010|isbn=0313350809|url=http://books.google.co.uk/books?id=XRGEIqzv5rsC|accessdate=2011-04-02|page=451}}</ref> and the first to depict a [[gun]] on screen.<ref name="Kotaku"/> The game also introduced [[Dual analog control|dual-stick]] controls,<ref name="Ashcraft">{{citation|title=Arcade Mania: The Turbo-charged World of Japan's Game Centers|author=Brian Ashcraft & Jean Snow|publisher=[[Kodansha International]]|year=2008|isbn=4770030789}}</ref> using two distinct [[joystick]] controls per player, with one eight-way joystick for moving the computerized cowboy around on the screen and the other for changing the shooting direction.<ref name="Kotaku"/><ref>{{KLOV game|10420|Western Gun}}</ref> Unlike later games, ''Western Gun'' has the main joystick on the right instead of the left. It was also the first known video game to feature [[Player character|game characters]] and fragments of story through its visual presentation, marking the beginning of cinematic elements in video games.<ref name="kohler18"/><ref name="kohler19">{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|chapter=Chapter 2: An Early History of Cinematic Elements in Video Games|url=http://books.google.co.uk/books?id=auMTAQAAIAAJ|page=19|publisher=[[BradyGames]]|isbn=0744004241|accessdate=2011-03-27}}</ref> The [[player character]]s used in the game represented [[Avatar (computing)|avatars]] for the players,<ref name="Steinberg"/> and would yell "Got me!" when one of them is shot.<ref name="kohler19"/>


Other features of the game included obstacles between the characters, such as a [[cactus]],<ref name="Wilson">{{citation|title=High score! The illustrated history of electronic games|author=Rusel DeMaria & Johnny L. Wilson|edition=2|publisher=[[McGraw-Hill Professional]]|year=2003|isbn=0072231726|pages=24–5|url=http://books.google.co.uk/books?id=HJNvZLvpCEQC&pg|accessdate=2011-04-02}}</ref> and in later [[Level (video gaming)|levels]], pine trees and moving wagons; these objects serve to [[Cover system|provide cover]] for the players and can be [[Destructible environment|destructible]]. The guns have limited ammunition, with each player given six bullets; a round ends if both players run out of ammo.<ref name="allgame"/> Gunshots can also ricochet off the top or bottom edges of the playfield, allowing for indirect hits to be used as a possible [[Strategy video game|strategy]].<ref name="allgame"/><ref name="Wilson"/>
Other features of the game included obstacles between the characters, such as a [[cactus]],<ref name="Wilson">{{citation|title=High score! The illustrated history of electronic games|author=Rusel DeMaria & Johnny L. Wilson|edition=2|publisher=[[McGraw-Hill Professional]]|year=2003|isbn=0072231726|pages=24–5|url=http://books.google.co.uk/books?id=HJNvZLvpCEQC&pg|accessdate=2011-04-02}}</ref> and in later [[Level (video gaming)|levels]], pine trees and moving wagons; these objects serve to [[Cover system|provide cover]] for the players and can be [[Destructible environment|destructible]]. The guns have limited ammunition, with each player given six bullets; a round ends if both players run out of ammo.<ref name="allgame"/> Gunshots can also ricochet off the top or bottom edges of the playfield, allowing for indirect hits to be used as a possible [[Strategy video game|strategy]].<ref name="allgame"/><ref name="Wilson"/>


==Development and technology==
==Development and technology==
Taito employee [[Tomohiro Nishikado]] designed ''Western Gun'' as a character-based game with fragments of story. While it lacked the [[cut scene]]s or fleshed-out character designs of later games due to technological limitations, the game presented early cinematic elements, through artwork of cowboys in the Wild West on the [[video game arcade cabinet]] which matched the in-game graphics featuring cacti, covered wagons, rocks, and human characters. In contrast to earlier games which used miniature shapes to represent abstract blocks or spaceships, ''Western Gun'' featured [[cartoon]]-like human characters, influenced by Japanese [[manga]].<ref name="kohler18"/>
Taito licensed its game ''Western Gun'' to Midway for release in North America, the second such license after the 1974 [[scrolling]] [[Racing video game|racing game]] ''[[Tomohiro Nishikado#Speed Race|Speed Race]]'',<ref name="Kohler-211">{{citation|author=[[Chris Kohler]]|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=211|publisher=[[BradyGames]]|isbn=0744004241|url=http://books.google.co.uk/books?id=auMTAQAAIAAJ|accessdate=2011-03-27}}</ref> also designed by Tomohiro Nishikado.<ref>{{citation|author=[[Chris Kohler]]|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=16|publisher=[[BradyGames]]|isbn=0744004241|url=http://books.google.co.uk/books?id=auMTAQAAIAAJ|accessdate=2011-03-27}}</ref> The title ''Western Gun'', while making perfect sense for [[Engrish|Japanese audiences]] in that it conveys the setting and theme as simply as possible, was considered to have sounded odd to American audiences, so it was renamed ''Gun Fight'' instead for its American localization.<ref name="Kohler-211"/>


Taito licensed its game ''Western Gun'' to Midway for release in North America, the second such license after the 1974 [[scrolling]] [[Racing video game|racing game]] ''[[Tomohiro Nishikado#Speed Race|Speed Race]]'',<ref name="Kohler-211">{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=211|publisher=[[BradyGames]]|isbn=0744004241|accessdate=2011-03-27}}</ref> also designed by Tomohiro Nishikado.<ref>{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=16|publisher=[[BradyGames]]|isbn=0744004241|accessdate=2011-03-27}}</ref> The title ''Western Gun'', while making perfect sense for [[Engrish|Japanese audiences]] in that it conveys the setting and theme as simply as possible, was considered to have sounded odd to American audiences, so it was renamed ''Gun Fight'' instead for its American localization.<ref name="Kohler-211"/> The manga-inspired artwork in the original Japanese version was also changed for release in North America, where most players were initially unaware of the game's Japanese origins. The game went on to become Midway's first major video game hit.<ref name="kohler18"/>
[[Tomohiro Nishikado]]'s original ''Western Gun'' design was based on [[discrete logic]], like most video arcade games of the time.<ref name="Kohler"/> When [[Dave Nutting]] adapted it for Midway, he decided to base it on the [[Intel 8080]], which made ''Gun Fight'' the first video game to use a [[microprocessor]],<ref name="Kent">Steve L. Kent (2001), ''The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world'', p. 64, Prima, ISBN 0761536434</ref> after his company Dave Nutting Associates had already included the first arcade microprocessor in a [[pinball]] machine it licensed this technology for, [[Spirit of '76 (pinball)|Spirit of '76]]. Nishikado believed that his original version was more fun, but was impressed with the improved graphics and smoother animation of Midway's version.<ref>{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=19|publisher=[[BradyGames]]|isbn=0744004241|url=http://books.google.co.uk/books?id=auMTAQAAIAAJ|accessdate=2011-03-27|quote=As a game, I thought our version of Western Gun was more fun. But just from using a microprocessor, the walking animation became much smoother and prettier in Midway's version.}}</ref> This led him to design microprocessors into his subsequent games, including the [[Blockbuster (entertainment)|blockbuster]] 1978 [[shoot 'em up]] game ''[[Space Invaders]]''.<ref name=Kohler/> ''Gun Fight'' uses a black-and-white [[Raster graphics|raster]] [[Computer display|monitor]] and a yellow screen overlay.

Tomohiro Nishikado's original ''Western Gun'' design was based on [[discrete logic]], like most video arcade games of the time.<ref name="kohler18"/> When [[Dave Nutting]] adapted it for Midway, he decided to base it on the [[Intel 8080]], which made ''Gun Fight'' the first video game to use a [[microprocessor]],<ref name="Kent">Steve L. Kent (2001), ''The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world'', p. 64, Prima, ISBN 0761536434</ref> after his company Dave Nutting Associates had already included the first arcade microprocessor in a [[pinball]] machine it licensed this technology for, [[Spirit of '76 (pinball)|Spirit of '76]]. Nishikado believed that his original version was more fun, but was impressed with the improved graphics and smoother animation of Midway's version.<ref>{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=19|publisher=[[BradyGames]]|isbn=0744004241|accessdate=2011-03-27|quote=As a game, I thought our version of Western Gun was more fun. But just from using a microprocessor, the walking animation became much smoother and prettier in Midway's version.}}</ref> This led him to design microprocessors into his subsequent games, including the [[Blockbuster (entertainment)|blockbuster]] 1978 [[shoot 'em up]] hit ''[[Space Invaders]]''.<ref name="kohler19"/> ''Gun Fight'' uses a black-and-white [[Raster graphics|raster]] [[Computer display|monitor]] and a yellow screen overlay.


==Series==
==Series==

Revision as of 21:27, 4 March 2012

Gun Fight / Western Gun
Developer(s)Taito
Publisher(s)Taito (Japan & Europe)
Midway (North America)
Designer(s)Tomohiro Nishikado
Dave Nutting (US version)
Programmer(s)Tom McHugh (US version)
SeriesGun Fight
Platform(s)Arcade, Bally Astrocade, Atari 8-bit family, Commodore 64, Commodore 128
ReleaseArcade Astrocade Atari Commodore
Genre(s)Multi-directional shooter
Run and gun
Mode(s)Two-player

Gun Fight, known as Western Gun in Japan[1] and Europe,[2] is a 1975 arcade shooter game designed by Tomohiro Nishikado,[3] and released by Taito in Japan[1] and Europe[2] and by Midway Games in North America.[1][3] It was a historically significant game,[4] and a success in the arcades.[5] Gun Fight was Midway's first major video game hit,[3] and its success opened the way for Japanese video games in the North American market.[6] It was also the first video game to use a microprocessor.[6] It was soon ported to the Bally Astrocade video game console[5] as a built-in game[7] in 1977[8] as well as several home computer platforms.[4][9]

The theme of the game involves two Old West cowboys armed with revolvers and squaring off in a duel. Whoever shoots the other cowboy first wins the duel. Unlike in a real-life duel, however, both cowboys get numerous opportunities to duel in order to score points (one point per successful draw).[1] The game was included in GameSpy's "Hall of Fame" in 2002.[10]

Gameplay and story

Western Gun was an early, on-foot, multi-directional shooter,[1] that could be played in single-player or two-player. It also introduced video game violence, being the first video game to depict human-to-human combat,[5] and the first to depict a gun on screen.[1] The game also introduced dual-stick controls,[11] using two distinct joystick controls per player, with one eight-way joystick for moving the computerized cowboy around on the screen and the other for changing the shooting direction.[1][12] Unlike later games, Western Gun has the main joystick on the right instead of the left. It was also the first known video game to feature game characters and fragments of story through its visual presentation, marking the beginning of cinematic elements in video games.[3][13] The player characters used in the game represented avatars for the players,[5] and would yell "Got me!" when one of them is shot.[13]

Other features of the game included obstacles between the characters, such as a cactus,[14] and in later levels, pine trees and moving wagons; these objects serve to provide cover for the players and can be destructible. The guns have limited ammunition, with each player given six bullets; a round ends if both players run out of ammo.[4] Gunshots can also ricochet off the top or bottom edges of the playfield, allowing for indirect hits to be used as a possible strategy.[4][14]

Development and technology

Taito employee Tomohiro Nishikado designed Western Gun as a character-based game with fragments of story. While it lacked the cut scenes or fleshed-out character designs of later games due to technological limitations, the game presented early cinematic elements, through artwork of cowboys in the Wild West on the video game arcade cabinet which matched the in-game graphics featuring cacti, covered wagons, rocks, and human characters. In contrast to earlier games which used miniature shapes to represent abstract blocks or spaceships, Western Gun featured cartoon-like human characters, influenced by Japanese manga.[3]

Taito licensed its game Western Gun to Midway for release in North America, the second such license after the 1974 scrolling racing game Speed Race,[15] also designed by Tomohiro Nishikado.[16] The title Western Gun, while making perfect sense for Japanese audiences in that it conveys the setting and theme as simply as possible, was considered to have sounded odd to American audiences, so it was renamed Gun Fight instead for its American localization.[15] The manga-inspired artwork in the original Japanese version was also changed for release in North America, where most players were initially unaware of the game's Japanese origins. The game went on to become Midway's first major video game hit.[3]

Tomohiro Nishikado's original Western Gun design was based on discrete logic, like most video arcade games of the time.[3] When Dave Nutting adapted it for Midway, he decided to base it on the Intel 8080, which made Gun Fight the first video game to use a microprocessor,[6] after his company Dave Nutting Associates had already included the first arcade microprocessor in a pinball machine it licensed this technology for, Spirit of '76. Nishikado believed that his original version was more fun, but was impressed with the improved graphics and smoother animation of Midway's version.[17] This led him to design microprocessors into his subsequent games, including the blockbuster 1978 shoot 'em up hit Space Invaders.[13] Gun Fight uses a black-and-white raster monitor and a yellow screen overlay.

Series

  1. Gun Fight (1975)
  2. Boot Hill (1977)

Ports

In 1978,[18] the game was introduced to the home market with its port to the Bally Astrocade console,[5] which included a color version of the game within the system's ROM.[19] That same year, David Crane programmed his own version of the game, entitled Outlaw, released by Atari for the Atari 2600 console.[20]

In 1983, Epyx ported Gun Fight and another Midway game, Sea Wolf II, to the Atari 8-bit family, and released them in an "Arcade Classics" compilation.[9] In 1987, Interceptor Software ported the game to the Commodore 64 and Commodore 128 computers.[21]

The opening chiptune used in Gun Fight[22] is sampled by the hit 1978 song "Computer Game" by Yellow Magic Orchestra.[23]

In the hit 1978 movie Dawn of the Dead, Peter and FlyBoy are playing this game at the mall. Peter loses as the allusion of Flyboy is bad shooter in real life.[24]

References

  1. ^ a b c d e f g Stephen Totilo (August 31, 2010). "In Search Of The First Video Game Gun". Kotaku. Retrieved 2011-03-27.
  2. ^ a b "Western Gun". The Arcade Flyer Archive. Killer List of Video Games. Retrieved 2011-04-02.
  3. ^ a b c d e f g Chris Kohler (2005), "Chapter 2: An Early History of Cinematic Elements in Video Games", [[Power-Up: How Japanese Video Games Gave the World an Extra Life]], BradyGames, p. 18, ISBN 0744004241, retrieved 2011-03-27, Meanwhile, Nishikado at Taito was developing character-based games like Western Gun, which was released in the US, by Midway, as Gunfight. Few American players knew at the time that they were playing a Japanese game, but the difference was clear. Taito was adding characters and fragments of story. This is not to say that Western Gun had story sequences or fleshed-out character designs, but it had artwork of wild west cowboys on the cabinet, and the in-game graphics, with cacti, covered wagons, rocks, and player-characters that identifiably human, matched the out-of-game artwork. Gunfight became Midway's first major video game hit. Its popularity could certainly be attributed to its originality amongst a field of identical games. What made it original was its use of human characters in a modern setting. Rather than miniature shapes that represented either spaceships or abstract blocks, Gunfight featured almost cartoonish humans. The original Japanese advertisement flyers for Western Gun showed that these were video game versions of Japanese manga characters. Of course, these manga style drawings were not used in the US, and even if they were, nobody would know they were Japanese — how could cowboys be Japanese, anyway? {{citation}}: URL–wikilink conflict (help)
  4. ^ a b c d Template:Allgame
  5. ^ a b c d e Shirley R. Steinberg (2010), Shirley R. Steinberg, Michael Kehler, Lindsay Cornish (ed.), Boy Culture: An Encyclopedia, vol. 1, ABC-CLIO, p. 451, ISBN 0313350809, retrieved 2011-04-02{{citation}}: CS1 maint: multiple names: editors list (link)
  6. ^ a b c Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, p. 64, Prima, ISBN 0761536434
  7. ^ Mini-micro systems, Volume 11. Cahners Publishing. 1978. p. 46. Retrieved 12 February 2012.
  8. ^ "Gunfight (Astrocade)". GameFAQs. Retrieved 12 February 2012.
  9. ^ a b "Atarimania - Arcade Classics: Sea Wolf II / Gun Fight". Retrieved 2011-02-01.
  10. ^ Cassidy, William (May 6, 2002). "Gun Fight". GameSpy. Retrieved 3 December 2011.
  11. ^ Brian Ashcraft & Jean Snow (2008), Arcade Mania: The Turbo-charged World of Japan's Game Centers, Kodansha International, ISBN 4770030789
  12. ^ Western Gun at the Killer List of Videogames
  13. ^ a b c Chris Kohler (2005), "Chapter 2: An Early History of Cinematic Elements in Video Games", [[Power-Up: How Japanese Video Games Gave the World an Extra Life]], BradyGames, p. 19, ISBN 0744004241, retrieved 2011-03-27 {{citation}}: URL–wikilink conflict (help)
  14. ^ a b Rusel DeMaria & Johnny L. Wilson (2003), High score! The illustrated history of electronic games (2 ed.), McGraw-Hill Professional, pp. 24–5, ISBN 0072231726, retrieved 2011-04-02
  15. ^ a b Chris Kohler (2005), Power-Up: How Japanese Video Games Gave the World an Extra Life, BradyGames, p. 211, ISBN 0744004241 {{citation}}: |access-date= requires |url= (help)
  16. ^ Chris Kohler (2005), Power-Up: How Japanese Video Games Gave the World an Extra Life, BradyGames, p. 16, ISBN 0744004241 {{citation}}: |access-date= requires |url= (help)
  17. ^ Chris Kohler (2005), Power-Up: How Japanese Video Games Gave the World an Extra Life, BradyGames, p. 19, ISBN 0744004241, As a game, I thought our version of Western Gun was more fun. But just from using a microprocessor, the walking animation became much smoother and prettier in Midway's version. {{citation}}: |access-date= requires |url= (help)
  18. ^ Template:Allgame
  19. ^ Rusel DeMaria & Johnny L. Wilson (2003), High score! The illustrated history of electronic games (2 ed.), McGraw-Hill Professional, p. 48, ISBN 0072231726, retrieved 2011-04-02
  20. ^ Brett Weiss (2007), Classic home video games, 1972-1984: a complete reference guide, McFarland, p. 87, ISBN 0786432268, retrieved 2011-04-02
  21. ^ Template:Allgame
  22. ^ Gun Fight on YouTube
  23. ^ Yellow Magic Orchestra (YMO) - Computer Games on YouTube
  24. ^ Mall Arcade (Dawn Of The Dead) on YouTube