Wild Guns Reloaded

Wild Guns Reloaded

View Stats:
Evilnapkin Jul 15, 2017 @ 4:15pm
Only one complaint.
Think we could have a different button for melee? I'm sick of coming down from a jump, tapping X to melee, absolutely nothing happening (not even a shot), then hitting X again to try and melee again, instead starting the lasso animation, and getting killed by the guy in melee. Doesn't happen all the time, but it just killed my no continue easy run. I can clean it up, I can get more lives for when this happens, but this is absolutely infuriating.
Last edited by Evilnapkin; Jul 15, 2017 @ 4:16pm
< >
Showing 1-15 of 17 comments
I dont think that will happen, since that button would be barley used, but it would be nice.
Evilnapkin Jul 15, 2017 @ 4:48pm 
I did just get my Easy No Continue Run done but yeah I would still appreciate this. Another frustration is when you're coming down from dodging a bunch of bullets, and a melee guy swings and hits you before you get a chance to touch the ground and react. An air melee would be nice.

QoL suggestions that I'm sure won't be implemented... but again yeah would be nice touches.
Evilnapkin Jul 15, 2017 @ 4:56pm 
Is there a way to unlock the original through this? ie. Beat the game on Hard with no continue or something?
I dont think so, but you do unlock the old sound effects, if you even want them.
Evilnapkin Jul 15, 2017 @ 5:57pm 
Originally posted by Treefin:
I dont think so, but you do unlock the old sound effects, if you even want them.

It was cool for a playthrough, just did my Bullet No Continue Easy. Might as well give Normal a go with Clint now...
the higher difficulties have new levels, so that should be fun! Good luck!
Evilnapkin Jul 15, 2017 @ 5:59pm 
Does Hard have anything Normal doesn't?
Last edited by Evilnapkin; Jul 15, 2017 @ 7:08pm
Hard has some sort of airship level I think, i only saw it in a video once.
Evilnapkin Jul 15, 2017 @ 6:32pm 
Oh, I get it. See I thought each difficulty added an extra stage, so that on hard you had 8 stages total instead of 6... but it's each difficulty replaces one with a new one.

If Underground is available on Hard, that's... actually easier than having two of the other ones... I found it to be an extremely tame level overall.

Almost did Normal No Continues my first go. Died to Kid when he was blinking red. Oh well. So my understanding now...

Easy = 4 lives at the start of each continue.

Normal = Underground stage as 1 of the 4 middle ones, and 2 lives at start of each continue.

Hard = Flying stage as 1 of the 4 middle ones, and 2 lives at the start of each continue.

So not continuing is more important on the higher difficulties than lower. I thought this was going to be way harder than this is... I can definitely do this.
Last edited by Evilnapkin; Jul 15, 2017 @ 6:34pm
Evilnapkin Jul 15, 2017 @ 6:45pm 
Really no other changes on higher difficulties aside from the stage swap? This is all I'm noticing right now :\

And yep from the video looks like it's Underground, Flying, Gold Mine and Train... I don't know how Flying is, but Underground is definitely Easy, Train is Easy, Gold Mine is easy after the first segment. Was really expecting a marathon thing, this is disappointing.
Last edited by Evilnapkin; Jul 15, 2017 @ 6:46pm
CeeCee Jul 15, 2017 @ 7:53pm 
While I can't say either way in terms of a button swap, we can try to duplicate the issues you're having with pressing X immediately after a jump and pass this along to Natsume-Atari. Thanks for letting us know :)
Evilnapkin Jul 15, 2017 @ 9:45pm 
I don't think it's bug, but intentional due to the way the game is currently designed. You just can't melee when your character is considered airborne, but you can still be killed by melee before your character is considered grounded. I don't know if you guys are planning a sequel, but if so the ability to melee when airborne to avoid situations like this (where you can get meleed and die before landing even though you can't fight back) would make the game more playable. Not that it's "broken", just one of those frustrations of "But he could totally do it and I just lost a life over it!" Could make a new enemy type that's airborne and only goes on the melee plane as well... again not so much expecting a change in this game, I'm certain this is rooted.
Last edited by Evilnapkin; Jul 15, 2017 @ 9:46pm
Red Jul 16, 2017 @ 4:24am 
The game is entirely pattern based so the solution to your issue with getting melee'd while landing is a simple one: Don't land on a spot where you know this is going to happen.

They're not going to add new mechanics and change some restrictions this late when the game was entirely designed around the way it currently works like.

This is probably one of the few games this year where the "git gud" mentality applies. Pattern study and mastering of the mechanics (And restrictions on them) can take you far enough to never get hit once during an entire playthrough.
Last edited by Red; Jul 16, 2017 @ 4:25am
Evilnapkin Jul 16, 2017 @ 8:56am 
A questionable change I noticed compared to the original.

In the SNES version, when you shoot one of those random powerups that fly in, after you pop it open it shows you which powerup you're going to get. This makes it easy to avoid getting the peashooter if you're paying attention.

In this version, when you crack it open, it has a "?" on it, so you don't know what you're getting until you shoot it.

Why was this change made?
That was in the snes version too. but in that version they only droped in bossfights, i think.
< >
Showing 1-15 of 17 comments
Per page: 1530 50