GunBound

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GunBound (full name – GunBound World Champion, formerly GunBound: Thor's Hammer) is a freeware, online-only computer game developed in South Korea by softnyx.

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GunBound: World Champion {{#if:{{{image|}}}|<tr><td colspan="2" style="text-align: center;">{{{image|}}}
Developer(s) softnyx {{#if:{{{publisher|}}}|<tr><th style="background-color: #ccccff;">Publisher(s)<td>{{{publisher|}}}
Release date(s) June 2005 (International)
Genre(s) Strategy
Mode(s) Multiplayer {{#if:{{{ratings|}}}|<tr><th style="background-color: #ccccff;">Rating(s)<td>{{{ratings|}}}
Platform(s) Windows {{#if:{{{media|}}}|<tr><th style="background-color: #ccccff;">Media<td>{{{media|}}}

Contents

Gameplay

GunBound is similar to the turn-based Worms game series, which were themselves based on earlier two-dimensional ballistics-simulation games such as Scorched Earth (IBM PC platform). Players are assigned to opposing teams that take turns firing at their opponents with their "mobiles".

Players can choose from a wide range of unique mobiles, ranging from a giant mechanical slug (Grub) to a Triceratops (Trico). Players can move their mobiles a limited distance, choose a weapon (either weapon 1, 2, or SpecialShot) and adjust the angle and power to which they will fire their shot within a limited time. Shots are affected by the wind and its direction on different maps, as well as a green to white laser called Thor (color depends on power) which takes effect in certain rounds to give more damage. Similar to the Worms games, the map is entirely destructible and makes it possible to destroy a mobile by making it fall off the map (this technique is commonly called "bunging").

Gold is awarded for performing well and winning the game, which can be used to rent avatar items for one week, one month or buy them permanently. These items boost players' statistics in one or more areas, such as attack strength, defense, speed, and so forth, but only have an effect on the "Avatar On" worlds/servers (with the exception of popularity, which gives players 1% more gold per point in any world/server).

Game Types

There are four game types in GunBound, each with different playing styles and strategies.

  • Solo - Each player has only one life. When everyone in a team dies, the game is over.
  • Score - Each team has a set number of lives. When a player dies, that player's team loses one life, but can come back in four turns. The game ends when one team reaches zero lives or when a team has no one on the map.
  • Tag - Each player has control of 2 mobiles and can switch between them (the second selected mobile will only have half as much life points as normal).
  • Jewel - Players attack targets, known as "Jewel" which give gold and points. Mobiles are invincible, and when someone is bunged, they can drop back down at no penalty. The first team to reach or exceed 100 points wins. They also win if everybody on the other team is bunged.

Maps

Currently, there are 21 maps to choose from (including all A-Sides and B-Sides). They are listed below:

  • Miramo Town (A-Side and B-Side)
  • Nirvana (A-Side and B-Side)
  • Metropolis (A-Side and B-Side)
  • Sea of Hero (A-Side and B-Side)
  • Adiumroot (A-Side and B-Side)
  • Dragon (A-Side and B-Side)
  • Cozy Tower (A-Side and B-Side)
  • Dummy Slope (A-Side and B-Side)
  • Stardust (A-Side and B-Side)
  • Meta Mine (A-Side and B-Side)
  • Cave/Random (Cave can only be played on, with a random chance, by selecting Random map due to its closed range positioning of mobiles)

Originally, only Nirvana, Cozy Tower and Meta Mine had B-sides, but since the update of GunBound World Champion, all maps have a B-Side.

List of Slot Items

During a Tag or Solo match, defeated players receive a slot wheel which automatically spins. If and when it generates three identical items, it allows them to drop or use these beneficial or harmful items on the remaining players. The option of respining the slot is also available. The drops fall from the very top of the screen and, unless otherwise stated are affected by wind greatly depending on wind power and direction. They are as follows:

  • Dynamite - A small explosive that is affected by wind, and does about 50-60 damage for a direct hit, as little as 17 depending on its proximity.
  • Hammer - Similar in weight to dynamite in terms of winds affects on its movement, however the hammer spins as it falls allowing it to knock a player's angle off more than dynamite can. It also does around 50 damage.
  • Lightning - Preferred by most players for its higher damage, 76-80, and because it strikes straight down, doing less land damage than either dynamite or hammer, yet unaffected by wind.
  • Treasure Chest - Contains a 1 slot basic item of random nature, (It used to have a probability of containing gold, but that was removed.)
  • Wind Null - Sets the wind's strength to 0 when used.
  • Wind Reverse - Reverses the wind's direction when used.
  • Question mark Chest - this appears as a regular treasure chest with a question mark on top of it in the slot screen, however once deployed it can fall as any of the previously mentioned items (lighting, dynamite, hammer, treasure chest, wind null, wind change). Note that if the item is a wind item, it will actually work, and the wind will change accordingly after 4 turns, when the item would be dropped.

All items require four turns to fall or activate. The small triangle facing downwards denotes the drop point of origin, and will count down from 4. Each triangle's color is the color of the team of the player dropping the item. (A red player's drops will be marked as red triangles, and a blue player's drops will be marked blue.)

Depending on the drop mode selected in the lobby area by the host (basic or attack) gold bonuses are also available through the slots in the form of 10, 50, or 100 gold. This, however, is only available in basic mode, attack mode allows only items.

Prizes, avatar items, GP and gold

During game play prizes of gold and GP are awarded. Awards are given for giving a good amount of damage (either for a full game or in a single turn), destroying or bunging (making a player fall off a map) an opponent, shooting with a high angle and, of course, winning a game (although players on the side that loses are allowed to keep the GP and gold they earned during the game). Gold is the in-game currency that can be used to purchase avatar items. These items may be bought permanently with gold or cash, or may be rented for a chosen period of time, depending on the amount a player spends.

Avatar items enhance:

  • defense - the amount of damage prevented
  • attack - the amount of damage dealt
  • life - the amount of health/"HP" a player has (when it's gone, the player dies)
  • bunge - the amount of land that is destroyed by a shot
  • delay(orange) - the amount taken away from only one's normal delay
  • item delay(blue) - the amount taken away from only the delay that is added to players from using an item
  • shield - the healing speed and capacity of a shield (only Mage, A.Sate, Lightning and JD have *shields, so it's a pointless stat to have unless using these bots)
  • popularity - the amount of gold players are awarded

The maximum number of points in any one category is 50. It is also possible to have negative points.

To earn items faster, a player can pay softnyx with real-world money. This is called "cash." Using cash is sometimes looked down upon by a few players, since the items were not earned by the skill of the player. Although most items can be rented with cash or gold, some items are gold only or cash only. Gold only items are usually the most powerful items with the best upgrades. One notable exception to this rule is the cash-only phoenix and its blue-flamed brother, which are very powerful items. Cash only is also used for the power-user card, a temporary status that makes a player earn gold and GP faster (+10% gold and +20% GP) and enhances the status of the games he hosts to attract more players. The power-user card also gives a host unlimited number of kicks in the game room instead of 5 and prevents him from losing gold or GP in penalties such as damaging a teammate.

GP is the point system that determines ranking. Penalties of a loss of GP and gold are given for plays that help the opposing side. However, the penalty for damage to a player on one's own team is not given if the damage is less than 50 (out of the ~1000 damage it takes destroy average mobiles with no avatar to help them last longer) or if a player gives any damage to the opposing side on the turn as well, no matter how much.

Note: In some game zones (11, 12) avatar bonuses do not apply, except for the star (or popularity) stat, which increases the amount of gold won in a game. These Zones are known as "Avatar Off" zones. Many people play there with a combination of avatars that give players 50+ popularity since that's the only stat that matters. These are called "money suits" but they are not official sets. They are relatively cheap and help players earn gold 1.5 times as fast. (See above; one point in popularity = 1% more gold.)

Delay

This number in the delay chart/list at the bottom left hand corner determines the turn order. Delay is determined by 4 factors:

  • The first is the base delay of the mobile itself.
  • This is then added to the delay of the shot type selected.
  • This is then combined with the added delay of any items that are selected to be fired.
  • All of this is then added to how much time a player took to fire their shot.

In a player's turn, the timer is set for 20 seconds (failing to complete the shot within 20 seconds results in forfeiture of turn, which can also be done without adding any extra delay through a "skip turn" button) when a player's turn starts and measures in increments of .01. Delay that is added to the shot due to time is calculated at +10 delay per second for all bots (except Turtle, which has +12 delay per second). Equipping avatars that affect either the delay stat or the item delay stat also influence the turn delay. As with most statistics, however, it only applies to Avatar On servers.

Delay is a considerably important factor when playing GunBound, as skillful management of delay will allow a player to take turns faster than his or her opponent.

Shooting Modes

Slice and Dragshot are the two different modes of controlling shot power.

  • Slice is the default setting and is operated by holding the spacebar and releasing it to reach the desired power. It is the most common amongst beginners, as it is easy to control and use. On the other hand, it can take a great deal of time to gain much power, thus increasing the delay for that shot.
  • Dragshot is the most common choice among "pros" and shotgunners because it allows the player to move the power bar selector back and forth with the mouse. This can increase speed (minimizing delay) players can make pixel wide adjustments. However, the longer the user drags, the more the power bar jumps around randomly, thus reducing accuracy. It is also preferred due to the fact that the power bar can be reset simply by dragging it back to 0 power (where in slice if one's powerbar goes over the desired point there is no way to reduce it).
  • Sniper Mode was one of the shooting styles in Gunbound: Thor's hammer. Sniper mode utilizes the space key just as in the slice shot, but the bar travels at a faster speed. This reduces delay, but if not controlled properly, accuracy is greatly reduced. In Gunbound World Champions, the Sniper Mode no longer exists.

List of GunBound mobiles and their attacks

  • Aduka (Laser Electricity Machine) – A light purple Spider-like mobile. Also nicknamed 'Thorbot' because its shot 2 attack triggers the Thor's Hammer; the vulgar 'AssBot' as the machine itself fires its bullets from the rear, just like the Nak. Abused by many in so-called "Aduka shot 2/SS only" games to power up Thor's damage resulting in high-damage high-gold shots towards the end of the game, as well as easier double kills.
    • Shot 1: Fires an electric ball that does damage, plus minor splash damage. Does not affect Thor unless it is active on the moon disk.
    • Shot 2: Fires three "mini aduka" tracers that trigger Thor's Hammer to fire at the spot where they hit. Damage increases as Thor levels up. For this reason, if Thor is at the correct angle you can easily hit yourself with this shot. For the same reason, it is also possible to hit an enemy if the mini adukas are landed behind it.
    • SS/55 Shot: Fires a large "mini aduka" projectile that goes through everything; triggers Thor's Hammer when it hits an enemy mobile (even if all their health is gone in Solo/Tag mode), a jewel, or a mini-Raon. This shot can pass through multiple players, and is used to double kill or get a player that is 'burrowed'. (around 100-200 damage, little or no land damage) Note: As the laser, and not the mini aduka, is dealing the damage, land in between Thor and the target will block the shot. In this case there may be land damage as Thor will hit the land blocking the target instead of the target itself. But if you use aduka,you must hit one player or it damages itself.
  • Armor Mobile/ArmorMobile (Explosion/Machine) – Resembles a small red Tank Powerful damage but rather high delay.
    • Shot 1: Fires a missile with extensive land damage (around 150-200 for direct hit, does land damage in the shape of a wide oval)
    • Shot 2: Fires a missile that explodes twice with small land damage (200-300 for direct hit, one cm diameter, then 1/2 cm diameter).
    • SS/55 Shot: Fires a missile that transforms into a stronger one after exactly 3 seconds, extensive land damage. Best used with high angle.
  • A.Sate/A. Sate/Asset/Sate/Cheapo/The Spanish Bot (Laser/Shield) – has a disc floating above it that shoots lasers. Great for shooting at an enemy above. Has difficulty hitting enemy if there is land above them. Often hear players yell about hitting a tiny piece of land in front of them. Mostly used for long distance. A.Sate means "Adium Satellite".
    • Shot 1: Fires a "tracer" projectile which is very lightweight, a single beam of laser is shot at the landing spot from a lower disc position. The disk is pretty low above the bot’s head.
    • Shot 2: Fires the same "tracer", but instead 3 laser beams are shot at the landing spot from a far higher disc position. The shots spread apart the longer distance it travels and can do an average 250-300 if all 3 lasers hit. Is much more effective from short-medium range; As the lasers spread out, it can become impossible for all of them to hit an opponent. To add additional complexity, when shooting to the left, the lasers come from top to bottom, but when shooting to the right, the lasers come from the bottom to the top. Since the lasers do a slight amount of land damage, slight changes in aim are needed depending on which direction the shot is being fired.
    • SS/55 Shot: Fires a projectile. The disc moves above the landing site and shoots 5 shots. One is shot straight down and the other four are shot at even spaces left and right. Does an average of 400-500 damage to any mobile, regardless of defence. Aiming is completely arbitrary, a perfect hit does full damage, a "near" miss does full damage, a "big" miss also does full damage
  • Bigfoot/BigFoot (Explosion/Machine) – Resembles a monster truck with a cannon mounted on the front. Also known as NoobBot or NoobFoot because the wide radius of the missiles can hit even with poor aim. This bot has very small shot angle.
    • Shot 1: Fires 4 missiles, excellent for bunging
    • Shot 2: Fires a barrage of 6 tiny explosives that spread out into 3 streams as they travel.
    • SS/55 Shot: Fires 8 red missiles similar to its shot 1 with dual item
  • Boomer/Boomer Launcher (Hit/Bionic) – extremely sensitive to even the smallest amount of wind causing "hook-" or "backshots". The bot is very hard to use, and players with good handling of the bot are referred to as 'Boomer Pro'
    • Shot 1: Fires a boomerang
    • Shot 2: Fires 4 boomerangs
    • SS/55 Shot: Fires a boomerang that transforms into a golden metal boomerang after approximately 1.8 seconds
  • Grub (Electricity/Bionic) – looks like a yellow semicircle. Also referred to as a “noob bot” for the same reason as Bigfoot.
    • Shot 1: Fires a blue ball that explodes on contact with the ground or a mobile. Little damage and is considered to be one of the worst shot 1’s in the game.
    • Shot 2: Fires 4 purple balls that roll around until contact with a mobile, and are the only shots that can bounce on the edge of the course. The balls will explode after about 5-6 seconds, whether it hits a bot or not. Because the shot often lands behind and in front of the enemy at the same time, this bot is often used to make money.
    • SS/55 Shot: Fires a purple ball that rolls around and does more damage the longer it touches, much like a life drain. A very opportunistic shot but has potential for a 1-hit KO.
  • Ice (Hit/Bionic) – also called Elephant, Mammoth, or Yak
    • Shot 1: Fires an icicle with extensive land damage
    • Shot 2: Fires a snowball from the mammoth from a slightly lower release position than its shot 1 (the trunk instead of the cannon). Any damage results in 5-point reduction in defense that lasts for the duration of the game (even after respawn in Score mode). Maximum defense reduction is limited to 50 points on a single mobile.
    • SS/55 Shot: Fires a snowflake that turns into an enormous snowflake on contact with the ground or a mobile. It does slightly more damage than Shot 2, but, due to recent updates, only decreases the defense of anything in the snowflake's radius by 5 instead of 20.

Note: Defense reduction only applies to Hit-type attacks, meaning Hit-types such as the NakMachine will deal more damage while other mobiles will still deal the same damage.

  • J.D./JD (Electricity/Shield) – also nicknamed as Cake or Cakebot because of its idle animation which involves 2 smaller versions of JD that pop out of its head like a wedding cake.
    • Shot 1: Fires an electric ball that shocks nearby enemies with splash damage.
    • Shot 2: Fires a ball that sucks in surrounding mobiles, jewels and also mini-Raons; affects Creature-types less. Very useful for bunging an opponent when there is not much land under them, as it will pull them into the hole.
    • SS/55 Shot: Pushes mobiles away from impact site while doing moderate damage, but cannot push them off cliffs, affects Creature-types less.
  • J.Frog/J. Frog/Frog (Hit/Bionic) – one of two new mobiles since the update of GunBound World Champion: Frog, often considered the hardest bot to use due to its sensitivity to wind, requires the player to shoot to the side of the enemy. The interesting thing about this bot is that it is not affected by Thor, Thunder, or any of the other weathers that affect damage.
    • Shot 1: A moderately powered blob of jelly that climbs walls, it has a set detonation time (e.g. it won't detonate if a player hits someone directly). As soon as the shot hits the ground, it starts crawling counterclockwise (left). Will be affected by hurricane if the shot has not landed yet but when it is crawling it walks right through the hurricane.
    • Shot 2: Same as shot 1, but it crawls clockwise (right). Has the same delay.
    • SS/55 Shot : A blob of jelly that climbs walls, does damage as long as it is in contact within about 1/2-1cm of the mobile, much like Grub's SS/55 Shot. Be careful when using this shot because its direction is determined by either how hard players shoot it and in which direction, also it is determined by which way the wind is blowing. The only time that this is important is if players barely tap their shot. This shot isn't powerful at all unless they have a high attack bonus, the opponent's defense isn't applied, or the player's opponent is stuck on a very small piece of land that makes the shot rotate around it, thereby passing them a few more times.
  • Kalsiddon (Explosion/Machine) – other new mobile since the update of GunBound World Champion, also called BigFoot 2. Its Shot 1 and 2 can produce a so-called "Nuke"-Shot when being close to the enemy and making the smaller missiles split off the tracer inside the opponent, thereby causing immense damage. Up until mid-July 2005, one-hit-kills were possible using this technique, but this immense killing power was reduced by the softnyx team to even out the mobiles.
    • Shot 1: Fires a missile which splits into two smaller missiles and a tracer at the summit of its flight. The tracker will fall to ground with little-moderate attention to wind. The missiles fly in circles until they hit the land where the tracker landed or another obstacle. The higher angle the shot was made, the more accurate the missiles hit the target.
    • Shot 2: Same as shot 1 except with 4 missiles. It is able to do over 1500 damage with Dual and Force.
    • SS/55 Shot: Same as shot 1 except the missile splits into 4 missiles and 1 red tracer, then 8 missiles and 4 purple tracers. The purple tracers follow the red tracer and the 8 missiles follow their purple tracer. The tracers tend to spread apart a little after splitting.
  • Lightening/Lighting/Lightning (Electricity/Shield) – also nicknamed Lovebot because it makes a heart shape out of lightning when idle. Considered to be weak but extremely powerful in the right hands due to insanely low delay.
    • Shot 1: Fires a tracer that passes through other mobiles. A thunderbolt comes down at impact site (150-210 damage for direct hit). Always has 76 splash damage.
    • Shot 2: Fires a projectile that passes through other mobiles. 2 thunderbolts come down in a "V" shape at impact site (note this angle is 45 degrees on either side from a vertical origin). Also note that the left thunderbolt hits the ground a split-second before the right one, which sometimes creates a "y" shaped lightning bolt (never a backwards "y"). Also has splash damage.
    • SS/55 Shot: Fires a projectile that DOESN'T pass through other mobiles. A thunderbolt hits every enemy mobile in the surrounding area on or near the impact site.
  • Mage, (Laser/Shield)
    • Shot 1: Fires a laser
    • Shot 2: Fires 2 intertwining, helix formation lasers. The longer the shot flies in the air, the slower the helix rotates, and the more likely that one laser will miss.
    • SS/55 Shot: Fires a dark blue object that removes mobiles' shield regeneration within a radius for several turns, dealing damage similar to a shot 2 plus all the current HP of the targeted mobiles' shields. Care must be taken when attack is used close to self, as it will sap your own shields as well.
  • Nakmachine/NakMachine/Nak(Hit/Machine) – also nicknamed as Bubblegum or Bumble Bee due to the way it blows bubbles when idle, or it could also be vulgarly named as another 'Analfur Bot' as this machine also fires its bullets from the rear. It is relatively slow but compensates with a good armor and health point. It is very difficult to operate his Weapon 2 due to its special ability. It's unbelieveably high defense, health, attack power and angle range make up for its average mobilty range.
    • Shot 1: Fires an electric sphere that is very heavy, meaning that it is less affected by the wind factors.
    • Shot 2: Fires a "oscillation bomb" which digs underground and then resurfaces further in a reverse parabolic arc of its original path through the air, depending on the strength of firing. The shot will drop into the earth and rebound back to the surface, exploding when it hits the surface. The underground arc is determined by angle and power of shot. It is also possible to fire it directly underground. When the shot 2 is underground, it will automatically rise to surface. This makes the shot difficult to use long-range because the faster the shot is going when it hits the ground, the further underground it will travel before resurfacing and exploding. Many players avoid this by moving as close as possible to the enemy mobile and simply "drop" the shot on top of them.
    • SS/55 Shot: Fires a miniature Nak that can go through ground and explodes upon impact with a mobile, a jewel, or a mini-Raon. Care must be taken when aiming this shot, as it weighs more than the other shots, and thus will fall faster and need more power. Since most players don't use it very often, and aren't very familiar with the weight, one will often see this shot fired full power straight at the opponent. Average damage 200.
  • Raon Launcher/RaonLauncher/Leon Launcher/LeonLauncher/Raon/Roan(Laser/Machine) – also nicknamed "Pregbot" or "BabyLauncher" because of its Shot 2 & SS giving birth to "babies".
    • Shot 1: Fires 3 strings of helix rotating gears. High land damage makes it useful for bunging. But many players would not want to use raon launcher because if you miss a shot it will kill you(destroy).
    • Shot 2: Fires 2 mini-Raons (often called "mines" or "babies") that walk towards the nearest mobile (including the player) on the next turn. It has to be near a mobile to activate (denoted by a green light), or else it will just sit there (denoted by a red light).
    • SS/55 Shot: Fires a larger mini-raon that will walk the direction it is facing when it lands. Like Frog’s SS, it cannot climb walls. Occasionally on very close-range high angle shots the user will find that it turns around towards the owner in mid-air. Average damage 200-300 if shot right.
  • Trico (Explosion/Bionic) – also nicknamed as Dino or Dinosaur as it somewhat resembles a dinosaur, or "cabbage bot", as its weapon resembles cabbages.. It is also arguably one of the trickiest bots (along with boomer) to use without using a guide.
    • Shot 1: Fires an exploding green "cabbage"
    • Shot 2: Fires 3 exploding green "cabbages" with the 2 on the outside revolving around a center one. The revolving stops if the balls go through a tornado. Also the three balls travel differently depending on from which direction they are fired. VERY tricky to land all 3 balls. Usually they "spread" over a large area and do 80-100 damage. However if all 3 are landed it can do up to 300. Used effectively only by the rare "trico pro" or Spanish Hacker.
    • SS/55 Shot: Fires a rainbow colored ball that turns into an earth-removing spinning attack upon impact. Extensive land damage as well as damage; however damage is somewhat random.
  • Turtle (Hit/Bionic)
    • Shot 1: Fires a stream of water
    • Shot 2: Fires 2 streams of water that intertwine initially (like Mage shot 2), but converge after exactly 3 seconds. Performing a High or Ultra High angle shot makes this easy to do, and causes significantly more damage.
    • SS/55 Shot: Fires a blob of water which splits into 6 smaller blobs after approximately 1.8 seconds (it had been 3 seconds during Gunbound: Thor's Hammer, but has been changed with the release of Gunbound World Championship). Also used by pros to do massive damage by timing it so that the missile splits a split second before impact.

One may also choose the "random" feature on the mobile selection screen. In addition to the above mentioned mobiles, there is also a slight chance that a player may receive one of two (or in the case of a tag mode battle, an extremely rare chance of both) unselectable mobiles. These Mobliles are much more powerful. The chances of getting one is around 1/20

  • Dragon (Explosion/Bionic) – floats above the ground, making Nak 2 shots less effective, raon 2 shots almost completely useless, as well as Grub shot 2, and allowing it to traverse and climb very steep terrain. Frog shots can only hit if timed precisely, as the explosion will just blow away the ground under Dragon.
    • Shot 1: Shoots a breath of fire
    • Shot 2: Shoots 4 breaths of fire, similar to bigfoot shot 1 but much, much more powerful, and less bunging capability. High delay
    • SS/55 Shot: Shoots a projectile which summons five mini-dragons to attack its landing spot from different angles. Very high delay. Only useable with good damage on flat ground (e.g. Meta Mine)
  • Knight (Laser/Machine) – has a sword above it that shoots lasers (very similar to A. Sate). Its shots do more damage, have higher delay, and a wider angle to shoot from/
    • Shot 1: Fires a tracer; burning swords are shot at the tracer landing spot from the lower sword position
    • Shot 2: Fires a tracer that attracts more burning swords from a higher sword position.
    • SS/55 Shot: Fires a tracer, a barrage of burning swords are shot down vertically at projectile landing spot.

Each mobile has their strengths and weaknesses, and their modes of attack differ by their shot types. For example, J.D. and Big Foot are known to make large holes in the map, which is useful for bunging. On the other hand, A.Sate requires more precision, but a well-calculated shot will yield lots of damage. Turtle and Kalsiddon are better at long range/high angle shots, while mage and boomer are more useful for short range shots. Some bots (e.g. lightning and JD) sacrifice damage for low delay). Splash damage can affect enemies even when the shot is inaccurate, but it is not affected by dual.

Mobile and attack types

Each mobile is one of three types: Creature (Bionic)

  • Strong against Electricity-type attacks
  • Weak against Laser-type attacks
  • Healing items extra effective

Machine

  • Strong against Hit-type attacks
  • Weak against Electricity-type attacks

Shield

  • Strong against Laser-type attacks
  • Weak against Hit-type attacks
  • Has less HP, but also carries an additional shield that regenerates over time

Each mobile has one of four types of weapon:

  • Electricity
  • Explosion
  • Hit
  • Laser

Explosion-type attacks do the same damage to all mobiles.

Most projectiles directly damage the opponent. Some have "splash damage", with a larger radius. This is not affected by dual or dual+. Others use tracers, (similar to using a laser to aim a bomb). These are Lightning, Aduka, A.Sate, and Kalsiddon. Depending on curcumstances, this may be easier or more difficult. This is not to be confused with the laser weapon type.

Items

Prior to each game, powerups can be selected and equipped, with up to 6 basic items, or 3 large items. These items offer a variety of benefits to the user, such as "Dual", which allows players to fire two shots in one turn. Items also add extra delay to the user's shot as a price for using the item, this is commonly mistaken by new players to be a gold cost due to the fact that the delay added is labeled on the item in the bottom right hand corner (hence many new players, mistakenly, bring all "bloods" which have no delay cost, but instead require a health penalty). In solo and tag games, players can gain new one-slot items by grabbing treasure chests dropped by defeated players.

Name Slots Delay Effect
Blood 1 0 User loses 8% of remaining health; next attack 33% more powerful
Bunge shot 1 50 Next attack does 25% greater land damage
Change Wind 1 150 Changes wind speed/direction to opposite of the current direction
Dual 2 600 Selected weapon fires twice in one turn
Dual+ 2 250 After selected weapon is fired, the other non ss weapon fires also
Energy up 1 1 100 Regain some health, creature types gain an additional 5%
Energy up 2 2 300 Recover 25% of maximum health, creature types gain an additional 5%
Power up 1 150 Next attack 33% more powerful
Team Teleport 2 50 Switch places with the teammate with the lowest health; ends current turn
Teleport 2 100 Shoots a projectile that teleports players to its landing spot; ends current turn
Thunderbolt 2 100 A thunderbolt, or multiple thunderbolts (depending on number of projectiles in the selected shot) hits where the next attack lands

Moon Disk

The Moon Disk, located in the bottom left-hand corner of the screen (Or bottom right in new layout for World Championship released in November of 2005), is a series of icons known as "satellites" that affect the gameplay. Here is a list of the satellites in the Moon Disk:

  • Force - On the Moon Disk, Force looks like a sun. In the game, it looks like a sunbeam. Shots that go through the Force have their attack power increased. The amount of attack power increase is directly proportional to the amount of time the shot stays in the sunbeam. Turtle, however, has an exception. When using it's SS shot, it must have split first. If left in giant ball form it will not retain the properties of Force.
  • Hurricane (also known as Tornado) - On the Moon Disk, Hurricane looks like a hurricane. In the game, it looks like a tornado (hence the moniker Tornado). Shots that pass through the hurricane are wrapped around it a varying amount depending on angle, then continue on their normal trajectory. If the shot is ascending as it enters, it will travel farther, and if it is descending, it will fall shorter, usually by two angles. However, if a player stands in the tornado and fire with a high enough angle, it will continue up and be 'lost' somewhere.
  • Electricity - On the Moon Disk, Electricity looks like an electric orb. In the game, it looks like a lightning beam. Electricity basically adds a less damaging version of Lightning's first shot to shots that pass through it.
  • Wind - On the Moon Disk, Wind looks like a comet. When this icon comes up, both the wind speed and direction change once, staying the same until the next time Wind comes up in the Moon Disk.
  • Land - On the Moon Disk, Land looks like a piece of ice. Supposedly, this satellite is supposed to increase the land damage by 15%, but has never been seen on any map in Gunbound.
  • Protection - On the Moon Disk, Protection looks like a crescent moon. For anybody who has a turn when Protection comes up, that player gets a small increase in energy for each turn under the Protection. Bionic mobiles get twice the effect of other mobiles.
  • Ignorance - On the Moon Disk, Ignorance appears as a black disk. Ignorance has three main traits: 1) It causes Item Lock, meaning all players lose access to their items. There is no exception to this rule. 2) It causes shield mobiles to stop regenerating their shields. 3) It decreases the recharge time of player's SS.
  • Thor - On the Moon Disk, Thor looks like a smaller version of the actual Thor satellite in the game. When this satellite is activated, Thor shoots out a laser in addition to the normal shots (except for Aduka shot 2 and SS, which both utilize the Thor laser). The more damage Thor causes, the higher the "level" Thor becomes. Higher Thor levels mean that, for each laser shot from Thor, more damage is caused.
  • Note about Force, Hurricane, and Electricity - When two or more of the same satellite appear in a row, the sunbeam, tornado, or the lightning beam from the previous instance(s) of Force, Hurricane, or Electricity will stay until a different satellite comes up on the Moon Disk.

Sudden Death

Sudden Death mode activates after a set number of turns. Each type of Sudden Death has a special effect on shots. In all three variations of Sudden Death, items are deactivated when the sudden death period begins.

  • Big Bomb Death: Shots destroy more ground; Super Shots are disabled.
  • Double Death: Shots are fired twice; Super Shots are disabled. (like dual item being used at all times)
  • Super Shot Death: Super Shots can be used every turn. Usually, a person can only take a SS once every 4 turns
  • No Death: Sudden Death doesn't activate at all for the duration of the game.

List of slang/shorthand commonly used on GunBound

Gunbound uses much of the same slang as the rest of the internet (see List of Internet slang). There are some, though that are rarely used elsewhere:

  • Aimbot = A program created for use in aiming at opponents with perfect, or near perfect, accuracy. However, with the introduction of the nProtect Hacking Prevent System, it has become very difficult, if not impossible, to find an aimbot that functions. Most of the programs found on the internet are not "bypassed," but usually the ones that players must purchase function until nProtect "patches" new aimbots.
  • bar (1 bar, 2 bar, 3 bar) = The power bar in Gunbound has 3 marks inside it called 'bars', they are used to help teammates distinguish shots. ex: Someone might tell their teammate "Angle 87, 2 bar" would mean shooting 87 degrees at 2 bar power. Decimals are also used for precision.
  • botter = A user using automated programs to win 1 VS 1 games. Usually consists of a player versus a new account that automatically walks off the map, then restarts the game. This is considered foul play and counter measures have been instituted by Softnyx in the form of reduced Gold and GP awards in 1 VS 1 matches. This is different from aimbotting where a person actually has to work to hit.
  • bunge = The action of destroying the land from under an opponent, thereby defeating them. Presumably used due to a mistranslation of bungee by Softnyx.
  • eBay wand = wands are some of the highest ranked players on Gunbound. If they are poor players, it seems like the screenname was bought off of eBay.
  • haircut/headshot = when someone's shot "slices" the top of another person, but doesn't actually hit (the player's "body" will not register as a hit, only the mobile itself does.)
  • nado = tornado/hurricane
  • SS/55 = special shot (yellow button on GunBound: Thor's Hammer and red button on actual GunBound; it can be used every 4 shots by the player, and will recharge twice as fast during Item Locks. Frequently and incorrectly called 55 as the other 2 buttons are "numbers," and the letters SS look like a 55 as well)
  • Thor = Thor's Hammer, the metallic satellite floating in the sky that sends lasers to give extra damage
  • true angle = A player mobile's "true angle" is referred to the darker shade of green when aiming their shots. Hitting one's opponent outside the true angle reduces damage by 1.5x.

GunBound has a rudimentary profanity filter, only filtering a few English swear-words (the word "damn", is not filtered, although, amusingly, it also filters a few perfectly acceptable English terms like "suck"). Screennames can be filtered by the Gunbound Site at registration, so no-one can use profanities in their name, though there are many people that get pass this filter and find a way to use profane words in their name. In chat, players will use misspellings, replacement characters (such as "\", which is displayed as "₩" in-game), or extra spaces to get around the filter for in game chat. The words "Jesus" and "tai" (a Korean swear word) were also banned before, but have now been allowed.

See also

External links

pt:GunBound th:Gunbound