Gunslinger Justice

Main Game
The player assumes the role of Wild West vigilantes Kade and Trip, who go on (mis)adventures of blasting bandits, and in the process, try to eliminate the biggest criminal in the west, but they will have to go far and wide in order to reach him.

Blood Pact Spin-off
More TBA for All Stories

Gameplay
The gameplay takes heavy inspiration from Gunfighter: The Legend Of Jesse James and its sequel, but there are some differences, some core changes are:


 * Lives: Gunslinger Justice, by default, gives you three lives, out of a maximum of five, and the player can change the amount of lives they start with (in the options of course), from one to the said maximum of five, and are measured by hearts.
 * Timer: The Gunfighter duology's timer is like the first Time Crisis game (timer keeps on ticking, is added a set amount when getting a checkpoint, and instant death when you run out of time), while Gunslinger Justice had a timer in a similar manner to Time Crisis 4 (timer stops when an area is cleared and is reset to a fixed amount, undermentioned in the Time Allocation below, and you lose one life when it runs out).
 * Continues: Gunslinger Justice allowed infinite continues, but there is an option to limit the amount of continues.
 * Scoring Points: Gunslinger Justice had more extreme scoring points

Weapons

 * Pistol
 * Damage - 5
 * Magazine - 8 (Maximum at any given time)
 * Machine Gun
 * Damage - 2
 * Initial Magazine - 50
 * Fire Rate - 16 bullets/second (hold to keep firing)
 * Shotgun
 * Damage - 10
 * Initial Magazine - 10
 * Fire Rate - can be fired once every 1/3 of a second
 * Rifle
 * Damage - 50
 * Initial Magazine - 2
 * Fire Rate - can be fired once every second

Desperation Situation
Desperation Situations are like Multi-Screen Battles from Time Crisis 4, there is a certain condition (survive long enough, kill enough enemies, and in the case of The Mad Ones, an entire Mini-boss fight), if a bullets hit a side that you are not in (or you are but reloading), the barricade that's protecting you will take damage, the barricade's durability is measured in shields, if the player is hit but is not facing the enemy and/or are on cover, they take 1/2 unit of damage, if the player runs out of time, the barricade takes one unit of damage, if you get hit and is facing the projectile that hits it, you lose one life, but you won't fail the desperation situation, failing the desperation situation, will give you a score penalty when you clear the level, the only way to restore it is when a second player joins.

Desperation Situations in the main game

 * Prologue (Double Trouble) - The Mad Ones mini-boss
 * Barricade Durability - 2 (four hits)
 * What is needed to pass - Defeat the Mad Ones
 * Failure Penalty - 20,000 points
 * Stage 1-2 (Triple Trouble) - Near the end, where you protect yourselves from large gang of rifle-wielding criminals
 * Barricade Durability - 2 (four hits)
 * What is needed to pass - defeat all enemies
 * Failure Penalty - 50,000 points
 * Stage 2-3 - Right before the boss, another desperation situation comes, this time against dynamite-throwing thieves and a Gatling Gun duo.
 * Barricade Durability - 3
 * What is needed to pass - defeat all enemies
 * Failure Penalty - 30,000 points

Single Player gameplay options

 * Lives: changes how many lives you begin with, minimum setting is one, maximum is five, and the default is three.
 * Life Limit: can set how many lives one player
 * Continue Limit: Toggles if continues should be limited, there are three options
 * Disabled (Default) - Unlimited Continues
 * Enabled - Limits the amount of continues, the number of times you can continue depends on what the "Credits" Setting is set to.
 * No Continues - You're not allowed to Continue, lose all your lives, and it's Game Over.
 * Credits - How many times you can continue, ranges from one to nine credits.
 * Timer - had three settings, "Lenient", "Standard", "Strict", this setting affects the timer, see Time Allocations.
 * Auto-Switch - if you reload and you have no weapons for the non-pistol weapon, it automatically switches to the pistol, that is if this optioned is enabled (Enabled by default)

Stages and Bosses
The are six stages (like in Time Crisis 5) in the main game and Blood Pact. There is also a three-stage prequel campaign. The Main game also had a playable prologue and epilogue

The Mad Ones
Reggin, Steve and Edgar are three menaces who just want to fuck with everyone


 * Health
 * Prologue/First Encounter: 1 health bar each (50 HP each)
 * Stage 3-2/Second Encounter: 1 health bar each (100 HP each)

Evil Rider
Evil Rider is a horse rider who sports a shotgun, with some similarity to Dark Horse from Sunset Riders.


 * Health: 3 Health Bars (300 HP)
 * Attacks
 * Shotgun
 * Ramming

In General

 * 1-Up: You can shoot bowls of spaghetti for an additional heart, on top of that, there are
 * Anti-Frustration Features
 * Anything that will surely hit your hero will be in red, and there is also an effect from the attacker's gun/hand that will show to indicate it. This gameplay element was taken from Time Crisis II, however, this does not apply to certain bosses
 * If your hero takes any damage, the timer is instantly reset, which includes running out of time, again, this was taken from Time Crisis II.
 * During the "Wait" sequences, your timer is reset to a fixed amount, this was again, taken from Time Crisis II, although the time you get depends on part of the stage., like in Time Crisis 4.
 * Unlike the game it inspired from, Continuing won't make you repeat the level again, instead, you continue on the spot.
 * When you reload while your using a non-revolver weapon and it has no bullets, it changes back to postil
 * In Desperation Situations, losing a life won't make you fail the situation, unlike in Time Crisis 4, where losing a life will instantly give it a failure, here, you only fail the situation when the barricade is completely destroyed.
 * Combo: Unlike the game it was inspired from, you can chain combos for additional score, unlike the Time Crisis games that feature this, you keep your combo during the "Wait" sequences, the meter also refills to full as well.
 * Hostage Spirit-Link: Like the game that inspired it (Gunfighter), shooting a civilian reduces your life by a 1/2 unit (the Gunfighter Duology made you lose an entire life, as opposed to just one half here) and costs you 5,000 points (which does not overlap with the 1,000 points that is reduced for subsequent shots), said subsequent shots to the corpse of the dead civilian will just further reduce 1,000 points.
 * One Game For The Price of Two: Inverted, it's actually two games for the price of one
 * Scoring Points
 * Score Multiplier: In Addition of combos, there is also a score multiplier, and it works similarly to the one from Mad Bullets (take damage and it resets to x1 (unless you ran out of time), take too much time without shooting or shoot a civilian, and it reverts to it's previous multiplier., and the combo bar keeps on draining until it's completely empty and the multiplier is at "x1", even on "Wait" sequences, maximum multiplier is four bars/x8 multiplier)
 * Spiritual Successor: To Gunfighter: The Legend Of Jesse James, and its sequel, Gunfighter: The Revenge Of Jesse James

Main Game

 * Goldfish Poop Gang - The Mad Ones
 * Shout-Out: One of the bosses is named Injun Joe



Blood Pact

 * Even Evil has Standards: Blud and Gabe prefers their criminal acts without killing civilians.
 * Villain Protagonist: Blud and Gabe are bank robbers.

Trivia

 * At the moment, the only console release is on ProtoGame consoles because those console had a light-gun (The ProtoGame BFG)
 * (Real Life Trivia) the name of the game was AI-Generated.