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Hicksville Town: The town stage is my personal favorite. This is nothing more than a simple and usually harmless romp through Hicksville. The only guys that can possibly give Billy Bob some trouble are the gunmen shooting from the windows. Do not estimate your gunslingin' so soon, feller. It's much too easy getting distracted by a green gunman, leaving an open target on your back. Gun.Smoke's general strategy is to shoot everything that moves as well as the statonary objects, like barrels. They'll hold items, ammo, and money. Remember to cover your own heiny first, though. Also, it is wise to think of Gun.Smoke as nothing but a more unique SHUMP. This means you always be is motion--moving side to side, back and forth, and shooting the whole time if using the basic, unlimited gun.
The muscle, dynamite-wielding men are easy enough to avoid. Just remember that even if Billy shoots these muscle brains down, if they had the chance to throw some TNT, any explosives will still explode. Another good strategy to think about is to move up on screen if an enemy has managed to sneak behind you. YOU CANNOT TURN AROUND TO SHOOT. So make sure to run forward to lose these pains in the butt. When you forward into the next stage (and into the beyond) you can also purchase smart bombs (they explode and kill everything on screen when you get hit) to lay waste to those dirty dealers.
Look out for the last barrel on the right side of the screen found after the woman shop keeper. There's a horse in there, which means Billy Bob will be able to take more damage from his foes. It's also a quite cool ride if I do say so myself. For the first stage I recommend not upgrading to any other weapons just yet. You'll need to save up money to buy the wanted poster--calling on the boss--which means repeating the whole stage again. Later when you pass the second shopkeeper, two more enemies are introduced into the gunfire: a bandit that hops across the screen trying to knife you and a red gunman holding a blaster that shoots a stream of 3 bullets. After the second time through, when you reach the man shopkeeper, you should have about 30,000 thus warranting you the warrant. When the screen stops scrolling and the music changes, the first boss is about to make his appearance. When the gunmen begin to roam in, the lone barrel you saved (or should have saved) holds a POW. With the lesser guys temporarily down, you'll have open room to blast away at the "big guy." With enough hits, the rifleman will fall to the ground and continue to fire at you while now wiggling on the ground. You can't hit him when he's in this position, so wait until he comes back up.
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