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Mixing up the level design between traveling on foot and on horseback keeps the action fresh and exciting, even if there really isn’t much difference between the two, controls-wise. The bosses each have their own boss themes too. What works about it is that the OST perfectly fits the imagery of the screen and not all the tracks are 200BPM action riffs, some of them are slower and somehow sadder ballads (Stage 6, for example, of course). As for the soundtrack, its fairly typical of an arcade game from the era, though infused with the sounds of the Wild West. Probably one of the more memorable things about Sunset Riders and it brings its characters to life.
SUNSET RIDERS GAME FULL
One of my favorite parts was the voiced line-readings full of swagger: “Alright, ma’am, don’t worry about it”. I miss the visual cue of the boss sprites flashing to indicate low health! There are certainly less interesting and uglier side-scrolling beat em ups and run and guns out there. The bar-floozies especially look bizarre with bright purples and neon greens. The backgrounds may at times be a tad blasé but the sprites are bouncy and well-animated, if not slightly chemical-colored. Is it itself racist? In the very least, its an interesting question, but really, it boils down to this being an incredibly fun and challenging cartoony video game about cowboys, not about political correctness. On the other hand, I completely understand how someone could be offended by this. And it’s not exactly like the Old West wasn’t racist. Sunset Riders was a Japanese visionary parody of American history, with less sensitivity than America itself treats her own history today. Should we pretend like it never existed, like we never played “Cowboys and Indians” when we were children? That’s another post for another time. The boss Chief Scalpem’s name was changed to Chief Wigwam, the Native American enemies were removed from Stage 6, some of the dialogue is altered, and the female bandits who toss dynamite sticks are swapped for male counterparts in an attempt to soften the blunt force of Sunset Rider’s violence. Gunning down “Injuns” in Stage 6 lays a bit of a trip on 21st century sensibilities, but changes were indeed later made to ports of Sunset Riders in an attempt to say “A little less yeehaw, please, boys”. The original arcade version allowed up to four players at once, though when Sunset Riders was ported to the Sega Genesis 1992 and the Super Nintendo in 1993 that number of players was reduced to one, with the Genesis version only featuring Billy and Cormano as playable characters.
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Their attacks can be upgraded by getting a few power-ups in each stage. The characters are fairly similar minus their color-coded apparel, and two of them wield dual revolvers and the other two brandish spread-shot rifles. Sunset Riders follows gunslingers Steve, Billy, Bob and Cormano (or the good, the bad and the ugly, and the man with no name), sharpshooting bounty hunters out for outlaws on the lam. It was a fast-paced, brightly colored and adventurous quarter-eater that satisfied every boyish fantasy, so long as those fantasies involved playing as cowboys. Konami’s side-scrolling run and gun Sunset Riders was one of my earliest favorites in the arcades, and not without reason. Here come the Sunset Riders, the rootn’est, tootn’est, outlaw shootn’est cowboys in the Wild West. Step aside John Wayne, pull up a chair Clint Eastwood, fly away Spike Spiegel, take a left turn at Albuquerque Yosemite Sam, go spin your cup elsewhere Doc Holiday.