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Gun.Smoke (Arcade)

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Title Screen

Gun.Smoke

Developer: Capcom
Publishers: Capcom (INT), Romstar (NA)
Platform: Arcade (custom)
Released internationally: November 1985
Released in US: 1986 (Romstar)


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Capcom's Gun.Smoke is a scrolling shoot 'em up...sans spaceship? What's going on here?

Yes, this game is set in the Wild West, and that means shootin' everyone you come across. Based on the long-running TV show, but not really. Watch out for cow skulls!

Unused Graphics

Notable cymbals {}
While there are around 50 special characters in the game's font, only 18 of them are used.
The 32 other unique characters don't appear anywhere, even in the name entry screen.
Notable symbols include a Hot Spring symbol and a small POW icon.
Tank.Smoke?! Something particularly strange is in the text graphics ROM; an entirely unique, completely unused font!
Note that this image was modified from how it's stored on the ROM; all tiles have been rotated 180°.
It's unknown where this font would be used, and it doesn't match a font used in any of Capcom's games.
The only clue as to what kind of game would use this font is the tank character in the 6th row.
Sign your name where no one will set it until decades later
The name Takashi Aoki is stored in the object graphics ROM.
Those aren't rubies, Petunia
A human skull with red eyes. Cow skulls appear in the game as a power-down item. This does not.
Wow
An alternate design for the POW item. This appears in Savage Bees as a weapon power-up.
It might have had a similar effect in this game.
Sure, they're cacti, but are they killer?
Despite being setting in the Wild West and all, there's a conspicuous absence of cacti.
There are some in the object graphics ROM, but they never appear in-game. Odd, that.
This is your left, that's your leftSooo sleepyThis is your right, that's your right
Boingzzzzzz
Graphics for an 11th boss! He wields two pistols, has a nifty hat, and looks very sleepy.

Presumably he would appear in the cut 11th stage seen below.
But it wasn't a rockIt was a Rock Mobster
A boulder is found near the cut boss's graphics. Presumably the boss would hide behind it.
There are two boss frames that are cut off at the torso; those could only be used if he was behind something.
A boulder. Another boulder.I like that boulder. That's a nice boulder.
Three other boulder graphics can be found in the tileset. The boulders in the game appear as a background.
Perhaps there was more involvement with the sprite priority planned.
He's plotting something. He's a grown boy. He can take the pain.You'd think that's his Mexican mustache. But according to German release, those are his eyes.Left this world while holding an imaginary bomb.
A cut short enemy, having many frames for walking, jumping, taking multiple hits and throwing bombs.
While the final game does feature enemies that throw explosives, they throw dynamite, not black bombs.
A casual Walk Cycle of the proud Law Breaker. Fetch!Alley-oop!K.O.
A cut bald enemy with an eyepatch, which has a striking resemblance to Sagat from the Street Fighter series!
He's stored right next to Pig Joe and like him, he's able to throw sticks of dynamite.
Although, the sprites seems to be very similar to the Bomber Enemy seen in the game.
With the exception of the unique Death Animation, containing 5 frames instead of 4.
Suggesting that either he was supposed to be Pig Joe's partner or just a harder version of the Bomber.
With unique frame for landing on the ground included! :D He kinda looks like Karnov, but the Color Palette is just a speculation.Quite experienced at High Jump events.
Another cut smaller enemy, containing only frames for jumping and throwing knives while in the air.
This could be the type enemy jumping constantly and be only vulnerable while standing on the ground.
He's located in between Fat Man and Wingate Family, probably meant to appear in either of these bosses.
Oh my god, JC a bomb!
A bomb thrown by the 1st cut enemy. In comparison to sticks of dynamite,
the frames suggest that the bomb was meant to work more or less the same way.
They just don't make them like they used to.
Breakable knife thrown by the second cut short enemy (different design to the ones thrown by Roy).
Wintage Pa is spreading bullets in 5 directions, while there's only 3. Maybe that was the reason for a change.
A larger bullet type stored near Wingate Family (Most likely meant for Wintage Father).
All of the Family Members shoot the basic round bullet type during the fight.
Hmm... barely noticeable.Much more detailed. :)
Animations of GunMan enemy and his Native incarnation taken down with the splash.
The Background Collision prevents them from getting anywhere near the water, so this goes unused.
Nice hair. Or is it a jacket?That's probably his hair.Most of the enemies in this game fall on their backs. This one is special!
A Native version of the Bomber was intended to appear in Round 6. The regular one was used instead.
The... secondary special.
Native enemy has frames for every action performed by GunMan.
Including falling from height, which has no use in Round 6.
Cutter prefers to jump too, but at least he walks during his entrance.
Pig Joe has frames for walking, though he prefers jumping during the entire fight
and only stops to immediately throw a couple sticks of dynamite.
The game spawns the regular ones by displaying their walking frame at random.This one is even angrier than the used one.
A different design of the bull, which uses a different color palette.
It's located near the end of the tileset along with other Native versions of the enemies.
Supposedly to replace the regular bulls in Round 6, which they don't appear in this stage at all.
Perhaps they didn't wanted horse being killed by the protagonist?
Wolf Chief jumping off his dead horse. In his round, there are two ambush segments where he's spectating.
While the game does register the hit visually when player tries to shoot it, his horse can't be killed.
And Wolf Chief himself fights without it at the end of the Stage.


(Translation: divingkataetheweirdo)
(Source: Original TCRF research)

Stage Select

A rudimentary stage select is in the game. Set the Slot A / Slot B credit settings to the appropriate value, then turn the Service Mode switch on when the copyright warning screen appears.

Slot B
Coins/Credit
Slot A
Coins/Credit
Stage
1 / 3 Credits 1 / 3 Credits Stage 2
1 / 4 Credits 1 / 3 Credits Stage 3
1 / 6 Credits 1 / 6 Credits Stage 4
2 / 1 Credit 3 / 1 Credit Stage 5
3 / 1 Credit 3 / 1 Credit Stage 6
4 / 1 Credit 3 / 1 Credit Stage 7
1 / 1 Credit 1 / 2 Credits Stage 8
1 / 2 Credits 1 / 2 Credits Stage 9
1 / 3 Credits 1 / 2 Credits Stage 10
1 / 4 Credits 1 / 4 Credits Ending


(Source: MAME "gunsmoke.c" driver file)

Unused Map

River keeps on rollin'

The map has been rotated to fit in the article.

An unused area is stored in the game's tile map starting at offset 5D40 and ending at 6938. This is probably where the cut boss would be fought.

This map can be seen in the game by modifying the RAM address E04F and set the value to 5F. This address controls the checkpoint position and requires to purposely lose a life to make it work.

However there seems to be no Background Collision implemented in this map whatsoever.

Otherwise, this is a fairly unremarkable level using the river archetype. The only structures of note are the two parallel bridges near the end of the stage.

Given how the tilemap matches the order of the levels in the game (except for Wolf Chief's Stage, being displayed as the last one), it can be assumed this map was meant to be Round 6, which ironically that's Wolf Chief's Round in the game.

(Source: Original TCRF research)

Unused Music

Two tracks are unused.

ID# Track Notes
38
An unused boss track. Could have been used for either Stage 4 or 7, the only stages to share boss themes.
3D
This is the same length as the other stage clear tracks, so it might have been used for that.
(Source: Original TCRF research)

Serial String

A hidden string can be found at 7E50 in each version. These strings also give an early title for the game.

Japan World NA Set 1 NA Set 2
85113    Gunman   J
    == GSJ_03 ==
85113    Gunman   N
    == GSE_03 ==
85113    Gunman   A
    == GSR_03 ==
85113    Gunman   A
    == GSA_03 ==
(Source: Original TCRF research)

Firefly Secret

Insert 16 credits and start the game. A Firefly worth 10,000 points will fly by near the start of the stage.

Regional Differences

Japan World North America
Gun.png Gun.ogg Gun.zzdummy

In a standard mid-80s Capcom game change, the number of letters per name was reduced from 8 to 3. The Romstar releases further alter the first two names from the World version's high score table.

Censorship

International West Germany
A typical bandit. Don't look Marian, keep your eyes shut!

In similar case to Commando, the game released in Germany has received graphical changes to the enemies and make them as robots while keeping the Western theme.

This version has most of the enemies (including the enemies absent from the game) having flashing eyes.

International West Germany
*Insert Magnum Force theme here* Professional Assassin for hire.
The only boss, that can be revived. Also, the only boss which has a visible round shadow during his jumps.
Originally, there were no plans for having ninjas. However, the president of Capcom requested to add one for the sake of the game's reception. Now he looks more mysterious and deadly.
He preferred to not change his name in the NES port. Interesting design.
That one specific portrait, using the green color palette. That's Pig Joe. Or is it Pig Josh?
Still sleepy. Yes. Even the Unused Boss has received a Robotic Makeover.
In comparison to previous Round worth $20000. This Round rewards with $80000 for beating the longest Stage in the game. No spear in this version.
Then the game jumps back to smaller amount of rewards, $20000. I knew it! He was a robot all along! No wait...
In later appearance he's the main leader of the bandits. Not gonna lie. Some of the edits actually look scary.
The Pre-Final Boss of the game, whose able to demolish the entire town. Now he became the Triclops!


International West Germany
GunSmokeArcPortrait11INT.png GunSmokeArcPortrait11GER.png

The second main change done in this version are the edited portraits of the bosses and make them look more robotized in detail.

As a result, some of the bosses' sprites were altered as well to match the edited design of the portrait.

International West Germany
GunSmokeArcNinjaINT.gif GunSmokeArcNinjaGER.gif

Ninja has his face covered in black with an eye blinking when he's throwing shurikens darts.

There appears to be leftover of his face while standing.

International West Germany
GunSmokeArcCutterINT.gif GunSmokeArcCutterGER.gif

Cutter has received a metal bar attached to his head.

International West Germany
GunSmokeArcFatManINT.gif GunSmokeArcFatManGER.gif

As a robot, Fat Man has a mechanical mouth and three eyes flashing red.

The color, which Fat Man didn't use in the original version.

International West Germany
GunSmokeArcWingateSonINT.gif GunSmokeArcWingateSonGER.gif

Wingate Sons have minor change to their eyes.

In compare to those two from the portrait, the edit seems to be based on the one on the left side.

International West Germany
GunSmokeArcWingateFatherINT.gif GunSmokeArcWingateFatherGER.gif

Wingate Father similar to Fat Man has a mechanical mouth.

Though, the frames where he's crawling look the same.

International West Germany
GunSmokeArcPigJoeJumpINT.png GunSmokeArcPigJoeDefeatINT.png GunSmokeArcPigJoeJumpGER.png GunSmokeArcPigJoeDefeatGER.png

Aside from these changes. Few other sprites were redrawn.

Pig Joe's jumping frame has been changed to not having mouth open, which results him spitting fireballs with his mouth closed.

Also, one of his frames when he's defeated has his arms edited and make the right hand less deformed.

International West Germany
GunSmokeArcWolfChiefHitINT.png GunSmokeArcWolfChiefHitGER.png

Wolf Chief's right arm was repositioned in different angle and doesn't hold his shotgun in Taking Hit frame.

Basically, it's the same sprite as one of the frames, when he's defeated.

International West Germany
GunSmokeArcNativeSpearINT.png GunSmokeArcNativeSpearGER.png

The Spear Throwing Native enemy has his right arm made to be a bit thicker.

With visible spear added in his hand to make it clear about which projectile he's about to throw.

Early Final
GunSmokeArcBootsEarly.png GunSmokeArcBootsFinal.png

In the Tileset of the German version of the game, there exist copies of the Power-Up graphics near the unused POW item.

In the International release, these tiles are completely blank.

While almost all of the Power-Ups look identical to the original counterpart. The boots giving movement speed Power-Up has early and less detailed design.

(Source: Original TCRF research)

Revisional Differences

There are two revisions of the North American game. The following changes were made to Set 2:

  • Copyright year changed from 1985 to 1986.
  • The boss demonstration dipswitch was changed. It now controls the number of starting lives, and the demonstration never plays. If the dipswitch isn't flipped, the player will start with 5 lives instead of 3.
  • The default high score was changed from 100000 to 110000.
  • Stages 3 and 6 were swapped, making early progress in the game much more difficult.


(Source: MAME "gunsmoke.c" driver file)