Uploaded September 2020 | Updated September 2026, 3 weeks ago
Full run of Gun Smoke (or Gun.Smoke) for the NES/Famicom, made by Capcom. In this run I cleared all 3 loops of the game with a no-death first loop. Played on a real NES with real cart, also using autofire/turbo controller.
Stage Listing:
00:00 - Start
00:54 - Stage 1 - Town of Hicksville
04:05 - Stage 2 - The Boulders
07:19 - Stage 3 - Comanchi Village
12:25 - Stage 4 - Death Mountain
16:27 - Stage 5 - Cheyenne River
19:51 - Stage 6 - Fort Wingate
24:20 - Final Boss + Ending
27:01 - Loop 2 Stage 1
30:05 - Stage 2
33:19 - Stage 3
38:25 - Stage 4
42:32 - Stage 5
46:11 - Stage 6
50:38 - Loop 2 Final Boss + Ending
52:55 - Loop 3 Stage 1
56:10 - Stage 2
59:24 - Stage 3
1:04:26 - Stage 4
1:08:29 - Stage 5
1:11:55 - Stage 6
1:16:28 - Loop 3 Final Boss + Final Ending
Gun.Smoke is game I was very familiar with, having owned and beaten it many times back in the day. It's one of the relatively few shmups on the NES where you play as a human and go around gunning down everything in sight with reckless abandon.
The basic powerups in the game allow you to move faster and extend the range of your gun. In addition to those, you can get a horse which allows you to move even faster and take multiple hits before you die. On top of that there are mid stage shops that allow you to buy additional special weapons to use, all of which require ammo in order to use. You can also buy the horse at certain shops.
So in this run (and indeed all of my runs where it is useful) I'm using am autofire/turbo controller. Some may argue that this breaks the game and to some extend I can see that, but I also find that rapping tapping "mechanics" are horrible and should never have been implemented in shmups. I'd rather keep my hands functioning long term than mash buttons endlessly. The gist of this is that when you are using autofire, it basically makes all of the special weapons useless and unnecessary, that is why you won't see me using them outside of a few smart bombs.
In order to fight the boss at the end of each stage, you need to either purchase or find the hidden "wanted poster" item in that stage.. If you don't get the poster, the current stage will endlessly loop (which also provides a method for maxing out the score, if you are so inclined).
Gun.Smoke has 3 loops, each of which has slightly harder difficulty, so if you truly want to "beat the game", you need to make your way to the end of the 3rd loop to see the final "The End" screen.
Full run of Gun Smoke (or Gun.Smoke) for the NES/Famicom, made by Capcom. In this run I cleared all 3 loops of the game with a no-death first loop. Played on a real NES with real cart, also using autofire/turbo controller.
Stage Listing:
00:00 - Start
00:54 - Stage 1 - Town of Hicksville
04:05 - Stage 2 - The Boulders
07:19 - Stage 3 - Comanchi Village
12:25 - Stage 4 - Death Mountain
16:27 - Stage 5 - Cheyenne River
19:51 - Stage 6 - Fort Wingate
24:20 - Final Boss + Ending
27:01 - Loop 2 Stage 1
30:05 - Stage 2
33:19 - Stage 3
38:25 - Stage 4
42:32 - Stage 5
46:11 - Stage 6
50:38 - Loop 2 Final Boss + Ending
52:55 - Loop 3 Stage 1
56:10 - Stage 2
59:24 - Stage 3
1:04:26 - Stage 4
1:08:29 - Stage 5
1:11:55 - Stage 6
1:16:28 - Loop 3 Final Boss + Final Ending
Gun.Smoke is game I was very familiar with, having owned and beaten it many times back in the day. It's one of the relatively few shmups on the NES where you play as a human and go around gunning down everything in sight with reckless abandon.
The basic powerups in the game allow you to move faster and extend the range of your gun. In addition to those, you can get a horse which allows you to move even faster and take multiple hits before you die. On top of that there are mid stage shops that allow you to buy additional special weapons to use, all of which require ammo in order to use. You can also buy the horse at certain shops.
So in this run (and indeed all of my runs where it is useful) I'm using am autofire/turbo controller. Some may argue that this breaks the game and to some extend I can see that, but I also find that rapping tapping "mechanics" are horrible and should never have been implemented in shmups. I'd rather keep my hands functioning long term than mash buttons endlessly. The gist of this is that when you are using autofire, it basically makes all of the special weapons useless and unnecessary, that is why you won't see me using them outside of a few smart bombs.
In order to fight the boss at the end of each stage, you need to either purchase or find the hidden "wanted poster" item in that stage.. If you don't get the poster, the current stage will endlessly loop (which also provides a method for maxing out the score, if you are so inclined).
Gun.Smoke has 3 loops, each of which has slightly harder difficulty, so if you truly want to "beat the game", you need to make your way to the end of the 3rd loop to see the final "The End" screen.








![Raiden (TG-16) - Full Run ALL Clear [to 2-7]
Full Run of Raiden (雷電) for the Turbografx-16/PC Engine. I made it to stage 7 of loop 2 before getting the game over, with a score of around 3.5 Million. This was played on a real TG-16 with the real HuCard.
Stage Listing:
00:00 - Intro
00:22 - Stage 1
02:58 - Stage 2
06:27 - Stage 3
09:43 - Stage 4
14:07 - Stage 5
17:55 - Stage 6
22:09 - Stage 7
25:10 - Stage 8
28:14 - Final Boss + Ending
29:16 - Loop 2 Stage 1
31:55 - Loop 2 Stage 2
36:15 - Loop 2 Stage 3
39:39 - Loop 2 Stage 4
45:07 - Loop 2 Stage 5
48:56 - Loop 2 Stage 6
54:39 - Loop 2 Stage 7
Raiden for the Turbografx/PC Engine is a port of the classic arcade game that was a massive hit back in the 90s, and it was virtually ubiquitous in arcades at the time. So how does this port stack up to the arcade version? Well its pretty good, but there are definitely some differences, some of which are only obvious if youve put time into both versions.
First off, the graphics are quite good in this port, everything looks pretty close to the arcade version unlike the Genesis port (which looked much more drab) or the horrendous SNES port (which is just terrible in general). The stages do seem a bit shorter than I remember though, so Im sure cuts were made to the length of the game. While the graphics looks nice there is still plenty of flicker when the screen gets filled up and things start to get hectic.
Unfortunately the music doesnt hold up as well, a lot of the tunes are muffled and just dont have the vigor that they did in the arcade version. Id actually rank this port near the bottom in that department, as even the SNES version had better music.
As for the mechanics of the game, the scoring is basically the same, you pick up medals throughout the stages which add to your end of stage bonus assuming you didnt die (medals x bombs x 1000 = end of stage bonus). That is the bulk of your score, the remainder comes from picking up excess powerups once you are fully powered, and you also get a massive 1 Million point bonus for clearing the game.
Unlike the arcade version, you can carry more bombs (9 vs 7) in this one, and you also continue to get extends based on score, whereas the arcade version capped you to only 2 of them. So this game throws a lot more extra lives your way, especially if you are scoring well.
Unfortunately (I guess depending on how you view it) this version does carry over the checkpoints on deaths that made the original Japanese arcade version so ridiculous. However, unlike that version where a single death was basically the end of your run, you can actually recover quite well in most of the checkpoints, especially if you got the fairy earlier.
When all that said I would probably still rank the TG version a tad behind the Genesis port, mainly because the Genesis version has fewer cuts to the stages, better music, and no flickering. Either way, this is a very solid and competent port, and it gets my recommendation. Raiden (TG-16) - Full Run ALL Clear [to 2-7]](https://i.ytimg.com/vi/6FEnAcwCF1I/mqdefault.jpg)

