Metal Slug: Missing in Action updated recently with some debug menu gubbins for 7 and XX. Still holding out for that debug menu in Metal Slug Advance! Anything to close the book on that game!

I've been playing a heck of a lot of Wild Guns lately, both the SNES
original and the fancy-pants Reloaded edition. For some reason it's
simply pushing all my buttons, it's the exact type of game I want to play at
this point in time! It's short, it's sweet, it's intense, and it pushes me to
play better with every attempt. I've finished the game on the hardest difficulty
with all characters in one credit on both versions now, and I'm still playing
it... partly because I don't know what to move on to next! Bot
Vice, maybe?
I'm still kicking myself for short-changing the game's new content in my last "Some
games I played in 2017" post, though I'm shocked there still isn't a good
list laying out all the changes and differences yet. The game's been out for
over a year! Not that it's a huge deal, the preview trailers do a decent job of
showing the highlights, but I've been playing both versions so much I want to
get it down just for posterity.
[+] 2 New Playable
Characters
Ya'll know about this one, surely! Bullet, the dachshund with a robot buddy
emphasises manoeuvrability; he can move freely while the robot's targeting
reticule is locked, and even be carried to the top of the screen to outrun
incoming fire. A bit of a tricky character to adjust to; the lock-on aiming
makes landing shots on fast-moving targets an ordeal, and you have to guide the
robot into position to melee close-range foes, but the freedom of movement and
crowd control is a bonus.

Doris is all about explosives - weapon pickups are just score items to her, her
every attack is like a stick of dynamite! You can charge it up for a larger
blast radius and multiplied score bonus, and she can fire three lassoes at once
in a tri-shot. Her default movement is sluggish and her unique electricity
attack used to block enemy shots requires good timing to work, but her damage
output is enormous and her dash, once mastered, is a life-saver. I also love her
to bits and am infuriated at the lack of fanart for her. Am I gonna have to
start commissioning people?!
Clint and Annie's previously full-screen bombs are now somewhat directional,
though I think Annie's covers the most range of all characters. All characters
have eight colour schemes, four by default, and a new one unlocked for every
time you complete the game as them.
[+] 4-Player
Multi-Player Support
The other big selling point! No longer just a two-player game, you can drag
an extra buddy or two as well along for the ride. I've yet to play this myself
because I'm a johnny no-friends (i jest, but nobody's willing to
play! you play Dark Souls yet you haven't the guts for Wild Guns?
cowards!), but it sounds a treat. It comes with some quirks regarding
difficulty though - see omissions.
[+] 2 New Stages

You won't see these if you play on Easy - playing on Normal will replace
Desolation Canyon with Underground, a stage set in a spooky-themed smelting
facility, while Hard will drop Ammunition Depot for Flying Ship, a ride through
the skies fighting airships, hot air balloons and Cho Aniki dropouts with
propeller-hats. They're great stages with unique new challenges; Underground is
shrouded in darkness, forcing you to shoot to disperse the mist, while Flying
Ship features large foes with tiny weak spots you have to target while avoiding
huge barrages of fire.
I'll say it now - if you've enjoyed vanilla Wild Guns, these two new
stages and two new characters are worth the cost of admission. If you're going
to be replaying the game with the various characters and difficulties, it adds
up to a lot of engaging playtime.
[+] 2 New Items
Everything else is just gravy at this point! A brand new weapon is the Laser
gun, which fires a constant stream of energy wherever it's targeted. It lags a
little behind your cursor, but it's quite good at mopping up any shots coming
your way, and ideal for sinking large targets in record time.
A new score item is also introduced: a big fat money bag. Blasting certain
baddies or environmental details will spawn this; shoot it to bounce it up into
the air; three times and it'll explode into dollar bills, which you can shoot to
collect for score bonuses. Reaching certain scores awards you extra lives, so
you don't want to miss out, but landing shots on it without getting sniped can
be tricky. Some old-school arcade design!
[+] Larger Screen +
Revamped Graphics & Audio


The game's been upgraded from 4:3 screen ratio to 16:9 (or
256x224 to roughly 480x270 if you want pixel resolutions). This means
most of the backgrounds have been partially redrawn and rearranged to spread
things out to fill the screen. Previously bland backdrops like the tank fight in
Desolation Canyon are given a total makeover, and screens now feature new
objects to interact with - Ammunition Depot has two cannons on its first
screen, Carson Town has two gas tanks on the roofs you can blow up for
bonuses...
Not just the level art, most graphics have gotten a bit of a spruce up. Clint
and Annie's clothing blows in the wind during their idle animations, the victory
art has been extended to show more than just their head and shoulders, and the
stage select has gotten a facelift. This does mean we lose the larger sprites of
Clint and Annie previously used on that screen, but that's only of note to dumb
sprite nerds like me. All the music has gotten new arrangements as well, and you
can unlock the option to use the original SNES-chip tracks by completing the
game on one credit.
[-] Bonus Stages /
V.S. Mode

The bonus stages (played after the second and fourth stages) are dropped, as
is the 2-player competitive version in V.S. Mode. It'd be a nightmare to balance
it to accommodate the three different play styles (never mind four cursors
on-screen!), and the game does play faster without them (not to
mention extra lives seem to be awarded more frequently this time), but
it's a bummer to lose the little relics of its arcade design mentality.
[-] Multi-Player
Difficulty Select
The bigger omission going by discussions in the Steam community is how the
difficulty in multi-player is tied to how many people are playing: two players
is Easy, three is Normal, and all four is Hard. As such, there's always two
stages that are locked-off to a certain number of players - a fearsome foursome
will have to forego Ammunition Depot and Desolation Canyon, while a gun-slinging
duo will miss out on Underground and Flying Ship, the two brand-new stages!
Players no longer have their own lives stock, but use from a shared pool, which
surprised many a let's player. This was probably an easier solution than
programming a dynamic difficulty that adjusts based on the setting and
the number of players, but it's a bit of a blow.
[=] Adjusted
Difficulty

By its very nature of supporting 4-player, making it widescreen and being
rebuilt in Unity, the game's difficulty couldn't be unchanged from the SNES
version. The game can be quite intimidating at first because the screen feels so
big - there's a lot of enemies on-screen, and what feels like a lot of
incoming fire! It's actually not that overwhelming - Hard difficulty in
Reloaded is slightly more relaxed compared to the SNES original, where
five enemies are sprung on you almost instantly in the first level.
It feels like some allowances are made for the player's survival. The stun-lasso
works on all bosses now, though only slows them down instead of freezing them in
place, and seems to do a better job of erasing enemy shots (not to mention the
extended range on Doris and Bullet's stun moves). Rapid-fire shots targeted at
the player seem a little more avoidable, and rolling or jumping straight into
bullets feels less common. Those last ones are conjecture, but it sure seems
that way!


Some bosses have brand new attacks, including the Carson Town robot hurling a
truck at you, and the Desolation Canyon tank firing bullets in addition to
mortars. However, some stages actually have less action going on - the Armored
Train's boss would throw dynamite often as a precursor to taking pot shots, but
in Reloaded will only use it as a lead-in to his dashing slash attack.
The trench coat gunmen in the final stage used to throw dynamite as they ran
past, an attack that made them more of a threat, and the wider screen means
there's more safe space between the turrets on the final fight.
The game's still a tough cookie to crack and packed
with rock-hard challenges, particularly the Flying Ship boss and the penultimate
screen in the final stage, but I'd dare say Reloaded is actually a bit
easier than the SNES version? Getting a one credit clear on Hard in the SNES
version still has me on the edge of my seat - the Armoured Train and final fight
stages are so tough! - but it feels a lot more attainable in Reloaded.

That said, Wild Guns Reloaded is still a tremendously fun game, one I'd
recommend to anyone nuts about anything arcade-like. Does it supplant the SNES
original? Well, not entirely - the adjustments to the difficulty and
multi-player make it worth your while to still play both versions with different
expectations. It would be nice if the game had some accessibility options - more
lives for multi-player or a level select on the main menu so you could practise
levels as much as you pleased.
I'd argue the difficulty and shared-lives meant YouTube spotlights on the game
did a crap job of 'selling' the game - the Super Best Friends, the Game Grumps
and Jim Sterling all did videos on it and barely managed to finish two levels,
hardly showing off any of the new content.
FlawedRed seems to be
the only channel with proper-ass playthroughs. It's a game you need to get
acquainted with to show it off well, and blind first-runs aren't much fun to
watch!
The game is coming to the Nintendo Switch soon and has seen a couple of minor updates so far, so there's a possibility Natsume will make some adjustments in future. I confess I'm kinda itching for an extra hard mode - I've blazed through the game on all difficulties with Doris, but I'm still holding out for that extra challenge! Ah well. Get the game if you haven't already!