Gun Mayhem
Gun Mayhem |
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Developer: Kevin Gu This game has hidden development-related text. |
Gun Mayhem puts a twist on platform fighter games by giving players guns. Featuring Caveman Johnson, Gun Fu Master, a blue Santa, and lots of renamed real-world firearms.
Unused Text
Unused Trace Output
ActionScript code in Symbol 790, Frame 5 & 6 contains trace calls that are never executed.
trace("do not output this message");
trace("oh no you should not be reading this message");
Unused Message
Symbol 908 is a popup message meant to show up in Campaign levels when trying to start a level with no (human) player slots. The "Clear slot" button is not available for Player 1 in Campaign levels, so this message goes unused.
Symbol 908 | Transcript |
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At least 1 player must be active |
Unused Tutorial Text
Symbol 42 (hud_tutorialtext) is a tutorial covering game controls. Judging by the last line, it was meant to display in the tutorial level.
"Catch the Duck" game mode
Symbol 1274, Frame 1 contains a description for a nonexistent game mode called "Catch the Duck". Ducks do appear in the game, but are filled with explosives and players are supposed to avoid them.
Symbol 1274, Frame 1 | Transcript |
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Catch the Duck Hold on to the duck for as long as possible. You can pause the game at any time by pressing ESC or SPACE Game Options Lives 10 |
Unused Graphics
Collision Marker
Symbol 700, a tiny blue-and-orange square, is used by the developers to mark collision test points in powerup and AI player symbols. It contains only one line of ActionScript code, which is to hide itself.
Symbol 700 | Symbol 702 (playerAI) |
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Unused Weapons
gun_m1911weak ("COOL PISTOL INFINITY")
Sprite | Firing |
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This weapon is used in Campaign level 8 by the enemy AI, only as a fallback in case its De-materializer runs out of ammo. Despite the code name, this weapon has the exact same stat as the used Cool Pistol (gun_m1911) except ammo capacity, which is cranked up to 9999 (treated as "infinite" by game logic). It also (understandably) lacks a reloading animation.
gun_m1911gold ("LAME GUN")
Sprite | Firing |
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Another duplicate of the Cool Pistol with ammo capacity buffed to 24, though this value has no effect. (This weapon reloads instantly due to the lack of a reloading animation, so effectively infinite ammo.) It also notably has its weight undefined, causing the player to be unable to move horizontally when wielding this weapon unless the "SPEED " perk is present. Its sprite was later refined and used as the Gold Pistol in the sequel.
gun_nade1 ("POLICE GRENADE LAUNCHER")
Sprite | Firing & Reloading | Bullet (bullet5_grenade) |
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Works pretty much as one would expect; that is, launches an (otherwise unused) grenade when fired. The grenade then bounces forward and explodes after a couple of seconds, or instantly when on contact with an enemy. The explosion is the same as players' bombs, albeit with no sound and does not trigger an AI dodge. Has an ammo capacity of only 5.
gun_gloves
Sprite | Firing |
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Appearently players were meant to be able to punch each other directly instead of with a handgun! It will work if hacked into the game; a successful punch in the face will show an (otherwise unused) "POW" effect (fx_combo with asdf set to -7; bright yellow like the used "BOOM" and "QUACK" effects), and provide a knockback akin to a sniper hit. It lacks firing and hit sounds, and would fire a bullet on each punch due to the lack of melee attack logic. The fired bullets are not as powerful, though.
Oddities
AI cheating out on collecting crates
ActionScript code in Symbol 669 (crate), Frame 1 contains logic for weapon crates. A special case is coded in it that if an AI player collects a crate and gets weapon #26 (gun_lusa, Loser SMG), it is immediately converted to weapon #55 (gun_mini, Minigun). This means AI players cannot get Loser SMGs from crates, but will have double the chance to get a Minigun. The purpose of this special case is unclear.
if(randgun == 26 && _root.activeplayers[i].AI) { randgun = 55; }
The Gun Mayhem series
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Adobe Flash | Gun Mayhem • Gun Mayhem 2 More Mayhem • Gun Mayhem Redux |
- Pages missing developer references
- Games developed by Kevin Gu
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- Games published by Armor Games
- Adobe Flash games
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- Games released in 2011
- Games released in May
- Games released on May 20
- Games with hidden development-related text
- Games with unused graphics
- Games with unused items
- Games with unused text
- Gun Mayhem series
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Games > Games by developer > Games developed by Kevin Gu
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Games > Games by release date > Games released in May
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