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Gun Fight

From Alfawiki
Midway Manufacturing Company
Company typePrivate (at time of Gun Fight release)
IndustryVideo games, arcade games
FoundedJanuary 1, 1958; 68 years ago (1958-01-01) in Chicago, Illinois, United States
Headquarters
Chicago
,
United States
Key people
Dave Nutting (hardware designer), Jeffery Fredriksen (hardware designer)
ProductsArcade video games

Gun Fight, released under the title in Japan and Europe, is a 1975 multidirectional shooter arcade video game created by Tomohiro Nishikado and published by Taito in Japan and Europe, with Midway handling the North American release. Centered around a duel between two Old West cowboys armed with revolvers, it holds the distinction of being the first video game to portray direct human combat. The Midway edition was notable for being the initial arcade game to utilize a microprocessor rather than relying on TTL. Its design drew inspiration from Sega's 1969 electro-mechanical arcade title Gun Fight.

The title enjoyed widespread commercial success internationally. In Japan, Western Gun was ranked among the top ten highest-grossing arcade games in 1976. Across the United States, Gun Fight sold approximately 8,600 arcade units, securing its position as the third highest-grossing arcade game in 1975, second in 1976, and fifth in 1977.

The game was later included as a built-in offering for the Bally Astrocade console in 1977 and subsequently ported to the Atari 8-bit computers.

Gameplay

Western Gun presents a single-screen shooting experience where two participants face off in an Old West-style gun duel. It pioneered the depiction of human-to-human combat within video games. When a character is hit, they collapse and display the phrase "GOT ME!" above them. Each player operates two joysticks: one eight-directional joystick to maneuver their cowboy and another to aim their shots, with the movement control positioned on the right.

Environmental elements such as cacti—and later stages featuring stagecoaches—serve as obstacles that block bullets. Players are allotted six bullets each; a round concludes once both have exhausted their ammunition. Shots can bounce off the edges of the playfield, allowing for indirect hits.

The original Taito version Western Gun allows players full movement across the screen, whereas Midway's iteration, titled Gun Fight, confines each player to their respective half of the screen and showcases larger character sprites.

Western Gun

Developed by Tomohiro Nishikado at Taito Corporation, Western Gun was inspired by Sega’s 1969 electro-mechanical arcade game also named Gun Fight. That earlier game featured two cowboys moving along tracks behind cover such as cacti and saloons, with players earning points by shooting opponents within a set time limit. Nishikado expanded on these mechanics by introducing bullet ricochets and destructible cacti.

Building upon his prior work designing humanoid figures for TV Basketball (1974), Nishikado engineered articulated characters capable of free movement and aiming firearms via arm articulation. The game was constructed using transistor–transistor logic (TTL) circuitry before microprocessors became standard, making it one of the era’s most sophisticated TTL-based games.

Controls consisted of two joysticks per player—one dedicated to movement and firing, another for vertical aiming—making Western Gun arguably the earliest example of a twin-stick shooter.

Gun Fight

Taito had previously licensed titles such as TV Basketball and Speed Race (rebranded as Wheels) to Midway for distribution in North America. However, during development, Midway executives considered Western Gun's graphics unsuitable for U.S. audiences.

Dave Nutting Associates (DNA), led by Dave Nutting and Jeffery Fredriksen, specialized in designing coin-operated games. Utilizing the Intel 8080 microprocessor, Fredriksen developed hardware incorporating an economical framebuffer alongside a distinctive barrel shifter circuit that enabled efficient horizontal bit shifting for graphics rendering—an innovation that enhanced both performance and flexibility.

Initially, DNA proposed a microprocessor-driven baseball game to Bally Manufacturing (Midway’s parent company), but it was declined. Subsequently, Midway encouraged DNA to adapt Western Gun for their arcade system. Fredriksen enlisted University of Wisconsin-Milwaukee students Thomas A. McHugh and later Jamie Fenton to program the adaptation under Nutting's guidance using assembly language on an Intellec 8 development platform.

This adaptation featured enlarged player sprites, restricted movement to each player’s half of the screen, and introduced limited ammunition visually represented by on-screen bullets. The arcade cabinet included a bezel displaying score, time remaining, and bullet count, complemented by a yellow overlay enhancing visual effects. Controls were modified to include a larger aiming joystick with broader range than in the original.

Gameplay adjustments involved removing rock obstacles while adding indestructible trees and progressively challenging stages featuring more obstructions and a moving stagecoach. Midway launched this version as Gun Fight in November 1975.

Reception

In Japan, operator polls conducted during New Year’s holidays ranked Western Gun among 1976’s top ten highest-grossing arcade games.

In the United States market, Gun Fight sold approximately 8,600 units, ranking among the best-selling video games of its era and standing as the highest-selling title released in 1975.

The inaugural annual RePlay arcade chart from March 1976 placed Gun Fight as the third most popular video game among operators. By October that year, it ascended to second place behind Midway’s Sea Wolf. In November 1977, Play Meter cited it as the fifth top-charting arcade game of that year and later included it within its list of top 30 arcade games for 1978.

Tomohiro Nishikado reflected that while he found his own version more enjoyable, he acknowledged Midway’s enhanced graphics and smoother animations. This experience motivated him to pursue microprocessor-based hardware development leading to Space Invaders (1978). Notably, Space Invaders hardware closely mirrors that used in Gun Fight, including the barrel shifter circuit. This hardware design was also reused in subsequent Midway releases developed by Dave Nutting Associates such as Sea Wolf (1976) and 280 ZZZAP (1976). In Taito's sequel Space Invaders Part II (1979), this circuit was replaced by Fujitsu’s MB14241 chip—a single-chip implementation of the barrel shifter originally introduced with Gun Fight.

In 2021, The Guardian ranked Gun Fight as the eleventh greatest video game from the 1970s.

Ports

Dave Nutting Associates programmed a built-in version of Gun Fight for inclusion in the Bally Professional Arcade console ROM; this port was developed by Alan McNeil, who later gained recognition for creating Berzerk. In 1984, Epyx bundled Gun Fight alongside Midway's Sea Wolf II within their compilation titled Arcade Classics for Atari 8-bit computers.

Legacy

The success of Gun Fight' led directly to its sequel released in 1977: Boot Hill. Recognized by GameSpy’s "Hall of Fame" in 2002 as pioneering humanized character combat gameplay—a concept that dominated gaming for decades—it also stood among the first Japanese titles imported into North America and marked Midway's inaugural microprocessor-based arcade release.

The Atari Video Computer System title Outlaw, despite its name suggesting light gun gameplay, was essentially a clone of Gun Fight. Additionally, Hofacker / Elcomp Publishing produced a clone titled Gunfight for Atari 8-bit systems in 1982; followed by another clone named The Duel, released for Commodore 64 in 1985.

Taito incorporated a comparable control scheme within their run-and-gun release Front Line in 1982. In 1995, GamesMaster host Dominik Diamond described Sega's arcade title Virtual On: Cyber Troopers as "a futuristic version" inspired by Gun Fight.

See also

External links