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'''''Gun Fight''''', known as '''''Western Gun''''' in Japan<ref name="Kotaku"/> and Europe,<ref name="eu_flyer"/> is a 1975 [[Arcade game|arcade]] [[multidirectional shooter]] designed by [[Tomohiro Nishikado]],<ref name="kohler18"/> and released by [[Taito]] in Japan<ref name="Kotaku"/> and Europe<ref name="eu_flyer">{{cite web|title=Western Gun|work=The Arcade Flyer Archive|publisher=[[Killer List of Video Games]]|url=http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1358|access-date=2011-04-02}}</ref> and by [[Midway Games|Midway]] in North America.<ref name="Kotaku">{{cite web|author=Stephen Totilo|title=In Search Of The First Video Game Gun|publisher=[[Kotaku]]|date=August 31, 2010|url=http://kotaku.com/5626466/in-search-of-the-first-video-game-gun|access-date=2011-03-27}}</ref><ref name="kohler18">{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|chapter-url=https://books.google.com/books?id=auMTAQAAIAAJ|page=18|chapter=Chapter 2: An Early History of Cinematic Elements in Video Games|publisher=[[BradyGames]]|isbn=0-7440-0424-1|access-date=2011-03-27}}</ref> Based around two [[Old West]] cowboys armed with revolvers and squaring off in a duel, it was the first video game to depict human-to-human [[Action game|combat]].<ref name = gamespy2/> The Midway version was also the first video game to use a [[microprocessor]].<ref name = gamespy2/><ref name="Kent"/> Following its November 1975 release in North America, it went on to sell over 8,000 arcade cabinets in the United States.<ref name=history>http://www.arcade-history.com/?n=gun-fight-upright-model-no.-597&page=detail&id=1040</ref> It was ported to the [[Bally Astrocade]] [[video game console]]<ref name="Steinberg"/> as a [[pack-in game|built-in game]]<ref name="micro_1978">{{cite book|title=Mini-micro systems, Volume 11|year=1978|publisher=[[Reed Business Information|Cahners Publishing]]|url=https://books.google.com/books?id=cmNVAAAAMAAJ&q=gunfight|access-date=12 February 2012|page=46}}</ref> in 1977<ref>{{cite web|title=Gunfight (Astrocade)|url=http://www.gamefaqs.com/astrocade/924829-gunfight|publisher=[[GameFAQs]]|access-date=12 February 2012}}</ref> and later the [[Atari 8-bit family]].<ref name="atari"/>
'''''Gun Fight''''', known as '''''Western Gun''''' in Japan<ref name="Kotaku"/> and Europe,<ref name="eu_flyer"/> is a 1975 [[Arcade game|arcade]] [[multidirectional shooter]] designed by [[Tomohiro Nishikado]],<ref name="kohler18"/> and released by [[Taito]] in Japan<ref name="Kotaku"/> and Europe<ref name="eu_flyer">{{cite web|title=Western Gun|work=The Arcade Flyer Archive|publisher=[[Killer List of Video Games]]|url=http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1358|access-date=2011-04-02}}</ref> and by [[Midway Games|Midway]] in North America.<ref name="Kotaku">{{cite web|author=Stephen Totilo|title=In Search Of The First Video Game Gun|publisher=[[Kotaku]]|date=August 31, 2010|url=http://kotaku.com/5626466/in-search-of-the-first-video-game-gun|access-date=2011-03-27}}</ref><ref name="kohler18">{{citation|author=Chris Kohler|year=2005|title=Power-Up: How Japanese Video Games Gave the World an Extra Life|chapter-url=https://books.google.com/books?id=auMTAQAAIAAJ|page=18|chapter=Chapter 2: An Early History of Cinematic Elements in Video Games|publisher=[[BradyGames]]|isbn=0-7440-0424-1|access-date=2011-03-27}}</ref> Based around two [[Old West]] cowboys armed with revolvers and squaring off in a duel, it was the first video game to depict human-to-human [[Action game|combat]].<ref name = gamespy2/> The Midway version was also the first video game to use a [[microprocessor]].<ref name = gamespy2/><ref name="Kent"/> It was ported to the [[Bally Astrocade]] [[video game console]]<ref name="Steinberg"/> as a [[pack-in game|built-in game]]<ref name="micro_1978">{{cite book|title=Mini-micro systems, Volume 11|year=1978|publisher=[[Reed Business Information|Cahners Publishing]]|url=https://books.google.com/books?id=cmNVAAAAMAAJ&q=gunfight|access-date=12 February 2012|page=46}}</ref> in 1977<ref>{{cite web|title=Gunfight (Astrocade)|url=http://www.gamefaqs.com/astrocade/924829-gunfight|publisher=[[GameFAQs]]|access-date=12 February 2012}}</ref> and later the [[Atari 8-bit family]].<ref name="atari"/>


==Gameplay==
==Gameplay==
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Both ''Western Gun'' and ''Gun Fight'' had artwork of Wild West cowboys on the [[video game arcade cabinet|cabinet]], with matching in-game graphics featuring cacti, rocks, and human characters (and a covered wagon in ''Gun Fight''). These [[cartoon]]-like humans were in contrast to earlier games which used miniature shapes to represent abstract blocks or spaceships.<ref name="kohler18"/>
Both ''Western Gun'' and ''Gun Fight'' had artwork of Wild West cowboys on the [[video game arcade cabinet|cabinet]], with matching in-game graphics featuring cacti, rocks, and human characters (and a covered wagon in ''Gun Fight''). These [[cartoon]]-like humans were in contrast to earlier games which used miniature shapes to represent abstract blocks or spaceships.<ref name="kohler18"/>


The original game, ''Western Gun'', was created by Tomohiro Nishikado for Taito.<ref name="kohler18"/> Taito licensed ''Western Gun'' to Midway for release in North America, one of the first such licenses, after the 1974 [[scrolling]] [[Racing video game|racing game]] ''[[Tomohiro Nishikado#Speed Race|Speed Race]]'',<ref name="Kohler-211">{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=211|publisher=[[BradyGames]]|isbn=0-7440-0424-1}}</ref> also designed by Nishikado,<ref>{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=16|publisher=[[BradyGames]]|isbn=0-7440-0424-1}}</ref> and the 1974 [[sports game]] ''[[List of Taito games|Basketball]]''.<ref>http://allincolorforaquarter.blogspot.co.uk/2013/11/video-game-firsts.html</ref> The title ''Western Gun'', while making perfect sense for [[Engrish|Japanese audiences]] in that it conveyed the setting and theme as simply as possible, sounded odd to American audiences, so it was renamed ''Gun Fight'' for its American localization.<ref name="Kohler-211"/>
The original game, ''Western Gun'', was created by Tomohiro Nishikado for Taito.<ref name="kohler18"/> Taito licensed ''Western Gun'' to Midway for release in North America, one of the first such licenses, after the 1974 [[scrolling]] [[Racing video game|racing game]] ''[[Tomohiro Nishikado#Speed Race|Speed Race]]'',<ref name="Kohler-211">{{citation|author=Chris Kohler|year=2005|title=Power-Up: How Japanese Video Games Gave the World an Extra Life|page=211|publisher=[[BradyGames]]|isbn=0-7440-0424-1}}</ref> also designed by Nishikado,<ref>{{citation|author=Chris Kohler|year=2005|title=Power-Up: How Japanese Video Games Gave the World an Extra Life|page=16|publisher=[[BradyGames]]|isbn=0-7440-0424-1}}</ref> and the 1974 [[sports game]] ''[[List of Taito games|Basketball]]''.<ref>http://allincolorforaquarter.blogspot.co.uk/2013/11/video-game-firsts.html</ref> The title ''Western Gun'', while making perfect sense for [[Engrish|Japanese audiences]] in that it conveyed the setting and theme as simply as possible, sounded odd to American audiences, so it was renamed ''Gun Fight'' for its American localization.<ref name="Kohler-211"/>


Taito's version was based on [[Discrete circuit|discrete logic]], like other arcade video games of the time.<ref name="kohler18"/> When [[Dave Nutting]] adapted the game for Midway, he decided to base it on the [[Intel 8080]], which made ''Gun Fight'' the first video game to use a [[microprocessor]].<ref name="Kent">Steve L. Kent (2001), ''The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world'', p. 64, Prima, {{ISBN|0-7615-3643-4}}</ref> Nutting's company Dave Nutting Associates had already used microprocessor technology in prototypes of arcade [[pinball]] machines, and the first arcade [[pinball]] machine to include a microprocessor, ''[[The Spirit of '76 (pinball)|The Spirit of '76]]'' by [[Mirco Games]], used this technology under license.
Taito's version was based on [[Discrete circuit|discrete logic]], like other arcade video games of the time.<ref name="kohler18"/> When [[Dave Nutting]] adapted the game for Midway, he decided to base it on the [[Intel 8080]], which made ''Gun Fight'' the first video game to use a [[microprocessor]].<ref name="Kent">Steve L. Kent (2001), ''The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world'', p. 64, Prima, {{ISBN|0-7615-3643-4}}</ref> Nutting's company Dave Nutting Associates had already used microprocessor technology in prototypes of arcade [[pinball]] machines, and the first arcade [[pinball]] machine to include a microprocessor, ''[[The Spirit of '76 (pinball)|The Spirit of '76]]'' by [[Mirco Games]], used this technology under license.
Line 33: Line 33:
Midway's version, which had a black-and-white [[Raster graphics|raster]] [[Computer display|monitor]] with a transparent yellow screen overlay, used [[bitmap]]ped [[framebuffer]] technology to display the game text and graphics, including its [[Animation|animated]] human-like characters.<ref>http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=24</ref> To make the animation fast and smooth, the game included a special [[barrel shifter]] circuit built from multiple discrete chips.<ref>The schematic for the "game logic" board of ''Gun Fight'' has a shifter circuit made from four AMD Am25S10 4-bit barrel-shifter chips wired together, along with several [[7400-series integrated circuits|74175]] [[Flip-flop (electronics)|latches]] to hold the data to be shifted and the number of bit positions to shift by.</ref> The microprocessor used this to shift each pattern of picture bits, byte-by-byte, to the proper horizontal bit offset, reading back each shifted byte and then writing it into the framebuffer. The 8080, like other microprocessors of its era, had shift instructions that could only shift by a single bit position. With the shifter circuit, the microprocessor could quickly shift a picture byte by several bit positions, giving it more time for other work. A similar shifter circuit was used in later Midway and Taito games whose hardware was based on ''Gun Fight'', such as ''[[Sea Wolf (video game)|Sea Wolf]]'' and ''[[Space Invaders]]''.<ref name=mw8080bw.cpp>{{cite web |url=https://github.com/mamedev/mame/blob/mame0219/src/mame/drivers/mw8080bw.cpp |title=src/mame/drivers/mw8080bw.cpp |access-date=2020-03-09 |quote=Most of these games do not actually use the MB14241 shifter IC, but instead implement equivalent functionality using a bunch of standard 74XX IC's. }}</ref><ref name=8080bw.cpp>{{cite web |url=https://github.com/mamedev/mame/blob/mame0219/src/mame/drivers/8080bw.cpp |title=src/mame/drivers/8080bw.cpp |access-date=2020-03-09 |quote=... data shifter, using either ~11 74xx chips, AM25S10s, Fujitsu MB14221 or Fujitsu MB14241 chips, which all do the same thing. }}</ref> (In some later ''[[Space Invaders]]'' derivatives, such as Taito's ''[[Space Invaders Part II]]'' of 1979, this circuit is a Fujitsu MB14241, a single-chip implementation of the barrel shifter.)
Midway's version, which had a black-and-white [[Raster graphics|raster]] [[Computer display|monitor]] with a transparent yellow screen overlay, used [[bitmap]]ped [[framebuffer]] technology to display the game text and graphics, including its [[Animation|animated]] human-like characters.<ref>http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=24</ref> To make the animation fast and smooth, the game included a special [[barrel shifter]] circuit built from multiple discrete chips.<ref>The schematic for the "game logic" board of ''Gun Fight'' has a shifter circuit made from four AMD Am25S10 4-bit barrel-shifter chips wired together, along with several [[7400-series integrated circuits|74175]] [[Flip-flop (electronics)|latches]] to hold the data to be shifted and the number of bit positions to shift by.</ref> The microprocessor used this to shift each pattern of picture bits, byte-by-byte, to the proper horizontal bit offset, reading back each shifted byte and then writing it into the framebuffer. The 8080, like other microprocessors of its era, had shift instructions that could only shift by a single bit position. With the shifter circuit, the microprocessor could quickly shift a picture byte by several bit positions, giving it more time for other work. A similar shifter circuit was used in later Midway and Taito games whose hardware was based on ''Gun Fight'', such as ''[[Sea Wolf (video game)|Sea Wolf]]'' and ''[[Space Invaders]]''.<ref name=mw8080bw.cpp>{{cite web |url=https://github.com/mamedev/mame/blob/mame0219/src/mame/drivers/mw8080bw.cpp |title=src/mame/drivers/mw8080bw.cpp |access-date=2020-03-09 |quote=Most of these games do not actually use the MB14241 shifter IC, but instead implement equivalent functionality using a bunch of standard 74XX IC's. }}</ref><ref name=8080bw.cpp>{{cite web |url=https://github.com/mamedev/mame/blob/mame0219/src/mame/drivers/8080bw.cpp |title=src/mame/drivers/8080bw.cpp |access-date=2020-03-09 |quote=... data shifter, using either ~11 74xx chips, AM25S10s, Fujitsu MB14221 or Fujitsu MB14241 chips, which all do the same thing. }}</ref> (In some later ''[[Space Invaders]]'' derivatives, such as Taito's ''[[Space Invaders Part II]]'' of 1979, this circuit is a Fujitsu MB14241, a single-chip implementation of the barrel shifter.)


Nishikado believed that his original version was more fun than Midway's, but he was impressed with the Midway machine's improved graphics and smoother animation.<ref>{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|page=19|publisher=[[BradyGames]]|isbn=0-7440-0424-1|quote=As a game, I thought our version of Western Gun was more fun. But just from using a microprocessor, the walking animation became much smoother and prettier in Midway's version.}}</ref> This led him to design microprocessors into his subsequent games, including the [[Blockbuster (entertainment)|blockbuster]] 1978 [[shoot 'em up]] hit ''[[Space Invaders]]''.<ref name="kohler19">{{citation|author=Chris Kohler|year=2005|title=[[Power-Up: How Japanese Video Games Gave the World an Extra Life]]|chapter=Chapter 2: An Early History of Cinematic Elements in Video Games|chapter-url=https://books.google.com/books?id=auMTAQAAIAAJ|page=19|publisher=[[BradyGames]]|isbn=0-7440-0424-1|access-date=2011-03-27}}</ref>
Nishikado believed that his original version was more fun than Midway's, but he was impressed with the Midway machine's improved graphics and smoother animation.<ref>{{citation|author=Chris Kohler|year=2005|title=Power-Up: How Japanese Video Games Gave the World an Extra Life|page=19|publisher=[[BradyGames]]|isbn=0-7440-0424-1|quote=As a game, I thought our version of Western Gun was more fun. But just from using a microprocessor, the walking animation became much smoother and prettier in Midway's version.}}</ref> This led him to design microprocessors into his subsequent games, including the [[Blockbuster (entertainment)|blockbuster]] 1978 [[shoot 'em up]] hit ''[[Space Invaders]]''.<ref name="kohler19">{{citation|author=Chris Kohler|year=2005|title=Power-Up: How Japanese Video Games Gave the World an Extra Life|chapter=Chapter 2: An Early History of Cinematic Elements in Video Games|chapter-url=https://books.google.com/books?id=auMTAQAAIAAJ|page=19|publisher=[[BradyGames]]|isbn=0-7440-0424-1|access-date=2011-03-27}}</ref>

==Reception==
Following its November 1975 release in North America, it went on to sell over 8,000 arcade cabinets in the United States.<ref name=history>http://www.arcade-history.com/?n=gun-fight-upright-model-no.-597&page=detail&id=1040</ref>

In March 1976, the first annual ''RePlay'' arcade chart listed ''Gun Fight'' as the third highest-earning arcade [[1975 in video games|game of the previous year]] in the United States, below ''[[Tank (video game)|Tank / Tank II]]'' and ''[[Speed Race|Wheels / Wheels II]]''.<ref>{{cite journal |title=The Nation's Top Arcade Games |journal=RePlay |date=March 1976}}</ref> In October 1976, ''RePlay'' listed ''Gun Fight'' as the second highest-earning [[1976 in video games|arcade game of 1976]] in the United States, below ''[[Sea Wolf (video game)|Sea Wolf]]''.<ref>{{cite journal |title=Profit Chart |journal=RePlay |date=October 1976}}</ref> In November 1977, the first annual ''[[Play Meter]]'' arcade chart listed ''Gun Fight'' as the fifth highest-earning [[1976 in video games|arcade video game of 1977]].<ref>{{cite journal |title=Top Arcade Games |journal=[[Play Meter]] |date=November 1977}}</ref>


==Ports==
==Ports==

Revision as of 17:29, 2 March 2021

Gun Fight
File:Gun fight arcade flyer.jpg
Developer(s)Taito
Publisher(s)
Designer(s)Tomohiro Nishikado
Dave Nutting (US)
Programmer(s)Tom McHugh (US)
Platform(s)Arcade, Astrocade, Atari 8-bit
ReleaseArcade
  • NA: November 1975
Astrocade
Atari 8-bit
Genre(s)Multidirectional shooter
Mode(s)Multiplayer
Arcade systemTaito Discrete Logic (original)
Midway 8080 (US)

Gun Fight, known as Western Gun in Japan[1] and Europe,[2] is a 1975 arcade multidirectional shooter designed by Tomohiro Nishikado,[3] and released by Taito in Japan[1] and Europe[2] and by Midway in North America.[1][3] Based around two Old West cowboys armed with revolvers and squaring off in a duel, it was the first video game to depict human-to-human combat.[4] The Midway version was also the first video game to use a microprocessor.[4][5] It was ported to the Bally Astrocade video game console[6] as a built-in game[7] in 1977[8] and later the Atari 8-bit family.[9]

Gameplay

Western Gun is a fixed screen shooter[10] where two players compete in an Old West gun fight.[11] It was the first video game to depict human-to-human combat.[4][6] When shot, the characters in fall to the ground and the words "GOT ME!" appear above the body.[12] The game has two joysticks per player: an eight-way joystick for moving the computerized cowboy and the other for changing the shooting direction.[1][13] Unlike later dual stick games, Western Gun has the movement joystick on the right.

Obstacles between the characters block shots, such as a cactus,[14] and (in later levels) stagecoaches.[12] The guns have limited ammunition, with each player given six bullets. A round ends if both players run out of ammo.[10] Gunshots can ricochet off the top and bottom edges of the playfield, allowing for indirect hits.[10][14]

Development

Both Western Gun and Gun Fight had artwork of Wild West cowboys on the cabinet, with matching in-game graphics featuring cacti, rocks, and human characters (and a covered wagon in Gun Fight). These cartoon-like humans were in contrast to earlier games which used miniature shapes to represent abstract blocks or spaceships.[3]

The original game, Western Gun, was created by Tomohiro Nishikado for Taito.[3] Taito licensed Western Gun to Midway for release in North America, one of the first such licenses, after the 1974 scrolling racing game Speed Race,[15] also designed by Nishikado,[16] and the 1974 sports game Basketball.[17] The title Western Gun, while making perfect sense for Japanese audiences in that it conveyed the setting and theme as simply as possible, sounded odd to American audiences, so it was renamed Gun Fight for its American localization.[15]

Taito's version was based on discrete logic, like other arcade video games of the time.[3] When Dave Nutting adapted the game for Midway, he decided to base it on the Intel 8080, which made Gun Fight the first video game to use a microprocessor.[5] Nutting's company Dave Nutting Associates had already used microprocessor technology in prototypes of arcade pinball machines, and the first arcade pinball machine to include a microprocessor, The Spirit of '76 by Mirco Games, used this technology under license.

Midway's version, which had a black-and-white raster monitor with a transparent yellow screen overlay, used bitmapped framebuffer technology to display the game text and graphics, including its animated human-like characters.[18] To make the animation fast and smooth, the game included a special barrel shifter circuit built from multiple discrete chips.[19] The microprocessor used this to shift each pattern of picture bits, byte-by-byte, to the proper horizontal bit offset, reading back each shifted byte and then writing it into the framebuffer. The 8080, like other microprocessors of its era, had shift instructions that could only shift by a single bit position. With the shifter circuit, the microprocessor could quickly shift a picture byte by several bit positions, giving it more time for other work. A similar shifter circuit was used in later Midway and Taito games whose hardware was based on Gun Fight, such as Sea Wolf and Space Invaders.[20][21] (In some later Space Invaders derivatives, such as Taito's Space Invaders Part II of 1979, this circuit is a Fujitsu MB14241, a single-chip implementation of the barrel shifter.)

Nishikado believed that his original version was more fun than Midway's, but he was impressed with the Midway machine's improved graphics and smoother animation.[22] This led him to design microprocessors into his subsequent games, including the blockbuster 1978 shoot 'em up hit Space Invaders.[23]

Reception

Following its November 1975 release in North America, it went on to sell over 8,000 arcade cabinets in the United States.[24]

In March 1976, the first annual RePlay arcade chart listed Gun Fight as the third highest-earning arcade game of the previous year in the United States, below Tank / Tank II and Wheels / Wheels II.[25] In October 1976, RePlay listed Gun Fight as the second highest-earning arcade game of 1976 in the United States, below Sea Wolf.[26] In November 1977, the first annual Play Meter arcade chart listed Gun Fight as the fifth highest-earning arcade video game of 1977.[27]

Ports

In 1978,[28] the game was introduced to the home market with a port to the Bally Astrocade,[6] which included a color version of the game within the system's ROM.[29]

In 1983, Epyx released Gun Fight and another Midway game, Sea Wolf II, for the Atari 8-bit family as an Arcade Classics compilation.[9]

Legacy

The game was included in GameSpy's "Hall of Fame" in 2002.[12]

Atari, Inc. released a similar arcade game in 1976 titled Outlaw which was ported to the Atari VCS.

In 1982, the clone Gunfight was released for the Atari 8-bit family by Hofacker / Elcomp Publishing.[30] The Duel for the Commodore 64 is a clone released in 1985.[31]

References

  1. ^ a b c d Stephen Totilo (August 31, 2010). "In Search Of The First Video Game Gun". Kotaku. Retrieved 2011-03-27.
  2. ^ a b "Western Gun". The Arcade Flyer Archive. Killer List of Video Games. Retrieved 2011-04-02.
  3. ^ a b c d e Chris Kohler (2005), "Chapter 2: An Early History of Cinematic Elements in Video Games", Power-Up: How Japanese Video Games Gave the World an Extra Life, BradyGames, p. 18, ISBN 0-7440-0424-1, retrieved 2011-03-27
  4. ^ a b c Cassidy, William (May 6, 2002). "Gun Fight". GameSpy. Archived from the original on 24 January 2013. Retrieved 14 September 2012.
  5. ^ a b Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, p. 64, Prima, ISBN 0-7615-3643-4
  6. ^ a b c Shirley R. Steinberg (2010), Shirley R. Steinberg; Michael Kehler; Lindsay Cornish (eds.), Boy Culture: An Encyclopedia, vol. 1, ABC-CLIO, p. 451, ISBN 978-0-313-35080-1, retrieved 2011-04-02
  7. ^ Mini-micro systems, Volume 11. Cahners Publishing. 1978. p. 46. Retrieved 12 February 2012.
  8. ^ "Gunfight (Astrocade)". GameFAQs. Retrieved 12 February 2012.
  9. ^ a b "Atarimania - Arcade Classics: Sea Wolf II / Gun Fight". Retrieved 2011-02-01.
  10. ^ a b c "Gun Fight". Archived from the original on 2014-11-14.
  11. ^ "The Arcade Flyer Archive: Western Gun". Retrieved 2015-06-18.
  12. ^ a b c Cassidy, William (May 6, 2002). "Gun Fight". GameSpy. Archived from the original on 25 April 2012. Retrieved 3 December 2011.
  13. ^ Western Gun at the Killer List of Videogames
  14. ^ a b Rusel DeMaria & Johnny L. Wilson (2003), High score! The illustrated history of electronic games (2 ed.), McGraw-Hill Professional, pp. 24–5, ISBN 0-07-223172-6, retrieved 2011-04-02
  15. ^ a b Chris Kohler (2005), Power-Up: How Japanese Video Games Gave the World an Extra Life, BradyGames, p. 211, ISBN 0-7440-0424-1
  16. ^ Chris Kohler (2005), Power-Up: How Japanese Video Games Gave the World an Extra Life, BradyGames, p. 16, ISBN 0-7440-0424-1
  17. ^ http://allincolorforaquarter.blogspot.co.uk/2013/11/video-game-firsts.html
  18. ^ http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=24
  19. ^ The schematic for the "game logic" board of Gun Fight has a shifter circuit made from four AMD Am25S10 4-bit barrel-shifter chips wired together, along with several 74175 latches to hold the data to be shifted and the number of bit positions to shift by.
  20. ^ "src/mame/drivers/mw8080bw.cpp". Retrieved 2020-03-09. Most of these games do not actually use the MB14241 shifter IC, but instead implement equivalent functionality using a bunch of standard 74XX IC's.
  21. ^ "src/mame/drivers/8080bw.cpp". Retrieved 2020-03-09. ... data shifter, using either ~11 74xx chips, AM25S10s, Fujitsu MB14221 or Fujitsu MB14241 chips, which all do the same thing.
  22. ^ Chris Kohler (2005), Power-Up: How Japanese Video Games Gave the World an Extra Life, BradyGames, p. 19, ISBN 0-7440-0424-1, As a game, I thought our version of Western Gun was more fun. But just from using a microprocessor, the walking animation became much smoother and prettier in Midway's version.
  23. ^ Chris Kohler (2005), "Chapter 2: An Early History of Cinematic Elements in Video Games", Power-Up: How Japanese Video Games Gave the World an Extra Life, BradyGames, p. 19, ISBN 0-7440-0424-1, retrieved 2011-03-27
  24. ^ http://www.arcade-history.com/?n=gun-fight-upright-model-no.-597&page=detail&id=1040
  25. ^ "The Nation's Top Arcade Games". RePlay. March 1976.
  26. ^ "Profit Chart". RePlay. October 1976.
  27. ^ "Top Arcade Games". Play Meter. November 1977.
  28. ^ Template:Allgame
  29. ^ Rusel DeMaria & Johnny L. Wilson (2003), High score! The illustrated history of electronic games (2 ed.), McGraw-Hill Professional, p. 48, ISBN 0-07-223172-6, retrieved 2011-04-02
  30. ^ "Atarimania - Gunfight". Retrieved 2012-03-08.
  31. ^ "The Duel".