Pistol Daimyo no Bouken/Walkthrough

Namco's Japan-only 1990 horizontal scrolling shooter arcade game Pistol Daimyo no Bouken is divided into fourteen stages over five worlds: Tabidachi no Maki (which forms the basis for that 1st stage), Waru Gappa no Maki (which forms the basis for the 2nd to 5th stages), Shuriken-dan no Maki (which forms the basis for the 6th to 9th stages), Ayakashi no Maki (which forms the basis for the 10th to 13th stages), and Gonsuke-dan no Maki (which forms the basis for that 14th stage). That above image is a full view of the game's overworld map; at the start of the game, a fan that indicates Pistol Daimyo's current position will unfold over the pagoda on the left side of the map (which represents the first world), and once he has cleared it, it will move forward to and unfold over the first row's first lantern on the right side of the map (which represents the first area of the second world and is indicated by a frog's leg). Once you have cleared it, the lantern will change its colour (from yellow to red) as the fan moves forward to and unfolds over the first row's second lantern (which represents the second area of the first world) - and once you have cleared it, the lantern will change colour (from yellow to red) as the fan moves forward to and unfolds over the first row's third lantern (which represents the third area of that first world). Once you've cleared it, that lantern will once again change its colour (from yellow to red) as that fan moves forward to and unfolds over the first row's fourth lantern (which represents the fourth and last area of the first world) - and once you have cleared it, the lantern will yet again change its colour from yellow to red as the fan moves forward to and unfolds over the second row's first lantern (which represents the first area of the third world, and is indicated by a shuriken). Once you have cleared all four areas of that third world, that fan will move down to and unfold over the third row's first lantern (which represents the first area of the fourth world and is indicated by a one-eyed flame); once you have cleared all four areas of that fourth world, the explosive Hiragana text ''To to no! Taihende gozaru! Aku no nō min soshiki Gonsuke-dan. Ikki wo okoshimashite gozaimasu! Sugu ni shirō ho he omo dori kudasare!'' (とっ との! たいへんで ござる! あくの のうみんそしき ごんすけだん. いっきを おこしまして ございます! すぐに しろうほへ おもどり くだされ!!) will appear on the map, and the camera will then pan up to that dojo at the top of the map (which represents that fifth world). The Hiragana/Katakana text down at the bottom of the map reads as Hajimari no men wo serekuto dekimasu (はじまリのめんをセレクトできます), while that three-script text shown above the first player's score reads Kō no hito (甲のヒト), the Katakana/Hiragana text shown above the high score reads as Ichiban no hito (イチバンのヒト) and the three-script text shown above the second player's score reads as Otsu no hito (乙のヒト) - but this was also the last game from Namco to have two players alternating turns at the control panel until 1995.

However, that fourth row of lanterns on the right side of the map (indicated by a one-eyed pyramid) represent what was going to be the game's original fifth world: Odoro Kyō no Maki, for which four "new" enemy characters were created; Odoro Kyo No Monsho (おどろ教の紋章, ), Bakudan Kozo (爆弾小僧,, ), and Purple Rocks (紫の岩, ). Three "new" boss characters, three of which were Soryo (僧侶,, ) and one of which was Odoro Kyo No Kyoso (おどろ教の教祖, ), were also created for this world - and that third Soryo was to be identical in appearance to the first one. The fifth row of lanterns on the right side of the map (indicated by a cannon) also represent what was going to be the game's original sixth world Kurofune Kitaru no Maki (黒船来たるの巻) for which five more "new" enemy characters were created; Peri (ペリー, ), Bakudan Geinin (爆弾芸人, ), Peri No Kurofune (ペリーの黒船, ), Yudo Missile (誘導ミサイル, ) and Fire Lion. A destroyable and four-Waru version of the third of these was also to be the boss upon what would have been the nineteenth stage and three more "new" boss characters were also created as well - Enormous Kujira (巨大クジラ ), Sakusu Man (サーカスマン, ) and Irasshamaita (イラッシャマイタ, ). The Galaxian characters, which had previously undergone the transitions to 5121 colours in Pac-Mania and Galaga '88, were also to have made an appearance in the game as enemies (and it would have been those Flagships' first role as antagonists since Super Xevious); it is also worth noting that Sakusu Man would have been indestructible (like the Kappa No Sara and Bacura), so as there was no way to defeat him, your game would basically be over regardless of how many lives you had remaining. Even if you were not to get hit by him, or the infinite amount of additional Fire Lions that would have been jumping towards you from the right side of the screen, Taimappu would eventually have walked into view in that bottom-right corner of the screen, rung his bells, and walked back off the right side of the screen again - and the also-indestructible brown Enormous Foot would then come down directly on top of your current position. Although you could move out of its way, it would come down directly on top of your new position once it had gone back up off the top of the screen again; it would also continue doing it forever given that there was again no way to defeat Sakusu Man.