Post subject: Gun.Smoke pacifist
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
I wanted to ask if anyone would be interested in seeing a playthrough of Gun.Smoke. The objective would be to beat the bosses and not kill any of the normal enemies. To keep me from going up to the boss area with out shooting (it would be boring), I have to destroy all the barrels. Some things I know: Enemies can be forced off the screen by positioning yourself close to them when they spawn in at the top of the screen. Multiple enemies on the screen does not generate lag, but causes graphical issues (Sprites don't fully render). Lag frames occur on the wanted poster intro and level loading screen Things I would like to know: Should this be attempted? Is there a way to reduce lag? Any RAM watch/LUA that could help?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Player (50)
Joined: 2/7/2012
Posts: 70
I loved this game as a kid but I unfortunately don't think it would make for a good TAS, pacifist or not. There's a left+down+right glitch but that's about it I think. Someone else might find it to be an enjoyable playthrough however.
Joined: 6/18/2012
Posts: 18
I'm not too keen on the idea of a pacifist run. Then again, I don't think Gun.Smoke lends itself too well to any kind of TAS. It's one of those things where I'd be interested in seeing it if it existed, but I'm not sure if it would be all that fun to watch even if it were technically impressive. I'd say skip this one unless you're willing to set a very high bar for yourself and still know you'd probably face disappointment.