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RUN AND GUNThe gun fires by itself. Your thumb decides where to go, how high to aim and when to throw.

01 / OVERVIEW

About Run and Gun

Run and Gun is an original browser-based side-scrolling shooter. You start at the left end of a night causeway and fight right, and the gun is permanently automatic — there is no fire button to hold. What you actually decide is three things: where to run, what angle the gun sits at, and when to lie flat. Walkers come straight at you. Gunners stand still, light their sight and shoot at your legs. Turrets sit three tiles up and open a port before shooting your upper body — which is why the gun has to come up. Mines lie flat on the floor and beep before they blow; hoppers crouch once and then jump at your head. What turns all of that into an advance is the toothed slab at the left edge: it moves right every frame, and being caught by it costs a life. At full speed you are more than five times faster than it, so you always have room to stop and line up a shot, or double back for a hostage — how much room is the thing you read off the two cursors on the progress rail. A stage is three sections with a flag at each boundary; once a flag is lit, dying puts you back on it and the line retreats with you. Each of the three stages ends with a fortress gun whose open port is both the moment it fires and the only moment it can be hit.

This is the picture a living-room television used to carry: a cartridge pushed into the slot, one figure walking right across the screen with a gun, a night skyline of girders and causeway behind them, and the controller handed over at the end of a section. Two people would crowd one sofa — one watching the pit under their own feet, the other shouting about the gun up on the ledge — sitting close enough to count the pixels, because the cable was only ever that long. Something at the left of the screen was always pushing you forward, and stopping meant dying. That pressure is as memorable as the picture. This game rebuilds the rhythm as a web page: no cartridge, no blowing into anything, open it and play — but the line that pushes you forward is all still there.

Browse all 街机射击 games →

【机】 Living-room console · 1985–1997 →

02 / HOW TO PLAY

How to play Run and Gun

  1. 01

    Tap the playfield to start — no sign-up and no download. On a phone, hold the run plate at the bottom: press the side you want to go to, and the vertical strip down the middle is where you stand still.

  2. 02

    Firing is permanently automatic, so there is no fire key on touch at all. Push the same thumb up on the plate and the gun tilts to 45° for the turrets up on their posts; push it down and you drop flat, which is how the high shots go over you.

  3. 03

    Two keys on the right: the upper one jumps on the press and jumps higher the longer it is held; the lower one is the grenade, which needs about 0.4 seconds of hold before it leaves your hand.

  4. 04

    On a keyboard: arrows or A/D to run, up and down to raise the gun and go prone, Space or K to jump, J to throw a grenade, Esc or P to pause.

  5. 05

    The top bar carries the score and the best score on the left and three keys on the right — pause, sound and reduce flashing — all reachable in one press. The control band has a swap-hands chip that mirrors the plate and the two keys. In the settlement, tapping the seed copies a link to this exact run.

03 / RULES

Run and Gun rules

The push line: a toothed slab at the left edge moves right every frame, and the moment the player is left of it a life is gone. It does not advance while the game is in standby, paused or inside a cut gate, so it measures the time you were really playing. At full speed you are over five times faster than it, which is why the pressure reads as 「how much room do I have」 rather than as a countdown.Three sections per stage: each stage is 240 tiles with a checkpoint flag at tile 80 and tile 160. Touching one lights it; dying puts you back on the last lit flag and the line retreats to one tile behind it, so a respawn can never drop you straight into the crusher.The foes: walkers close on you and hurt on contact; gunners never move, light their sight and shoot a low line at your legs; turrets sit three tiles up, open a port and shoot a high line at your chest, which standing cannot dodge — the gun has to come up; mines lie flat, beep when you come within a tile and only blow after the beep, and they score nothing; hoppers crouch once and then leap at your head.Going prone: push the plate down and you drop to a flat body, and the high line passes over you. The cost is that **prone does not advance** — which is exactly the answer at the end of a stage: the fortress fires only along the high line, so the default there is to lie down and stand up only when you want ground.The fortress gun: one per stage. Only a short window of each cycle opens its port, and that window is both when it fires and the only time it can be hit. It warns for two seconds on arrival and fires nothing during the warning. While it is alive it is the right-hand wall of the stage.Power and grenades: a P pickup raises the power tier (three of them, changing rate of fire and spread); a G pickup adds a grenade up to four. Dying costs **neither** — the tier and the grenades survive.Hits and lives: three lives per run. Contact with a foe, a hit from any projectile, being caught by the line, or falling out of the world each cost one life, and several at once in the same tick still only cost one. A respawn grants a window of invulnerability and the character blinks through it — that blink **is** the readout for 「am I still invulnerable」, which is why reduce-flashing only slows it and never switches it off.Mercy on a streak: the second death after the same flag grants a longer invulnerability on that respawn and tops the grenades up to at least two. That is the whole of it — the difficulty does not drop, the seed does not change and the line does not slow down, because a new seed would not be the same stage and would void the `?seed=` reproducibility promise on the spot.Scoring: walkers, gunners and hoppers are 100 each, a turret is 300, a freed hostage is 500 and the fortress gun is 2000. Mines score nothing — they are obstacles, not enemies. Anything already destroyed or collected stays gone across a reload, so the same spot can never be farmed twice.

04 / STRATEGY

Run and Gun strategy tips

Plant the thumb before you commit: the plate reads **which half you landed on**, not how far you dragged, so you are already moving on the press. There is no 「slide first」 step.When a mine beeps, jump and keep going. At full speed it genuinely cannot reach you — by the time it blows you are a dozen tiles past it. What kills people is the half-second of hesitation beside it.See a turret up ahead and push the plate up a second early. Once it opens its port it shoots the high line at your chest, and flat fire from the ground does not even reach its box.At the fortress, lie down by default and stand only when you want to close distance. Its shots are all high line, prone is immune to them, and prone costs no timer and no resource.The progress rail carries two cursors: the solid one is you, the toothed one is the line. Before you double back for a hostage, look at how wide the gap still is — that white space is the entire budget for the trip.A grenade needs about 0.4 seconds of hold. Released early you get a small thud and nothing else, so start the hold before a cluster is in your face, not after.

05 / FAQ

Run and Gun FAQ

Where can I play a run-and-gun shooter online for free?
Right here on the AfterClassGames Run and Gun page — it is a plain web page with no sign-up and no download, and it works on phones and desktops. Your progress stays in this browser on this device; it is never uploaded and it does not sync.
How do you shoot the turrets up high in a side-scrolling shooter?
Raise the gun. In Run and Gun, pushing your thumb up on the run plate tilts the muzzle to 45°, which is the only way to reach a turret sitting three tiles above the floor; on a keyboard it is the up arrow. Flat fire from the ground passes underneath its box and misses.
What is the line chasing me from the left edge?
It is the push line — a toothed slab that moves right every frame, and ending up to the left of it costs a life. It only advances while you are really playing: standby, pause and cut scenes all freeze it. At full speed you are over five times faster than it, so it pressures you without ever ambushing you, unless you stand still or keep backing up.
How do you dodge shots aimed at your upper body?
Go prone. Pushing down on the run plate drops you flat, and the high line passes over your head. The cost is that prone cannot advance, so it is a trade of ground for safety rather than a free invulnerability key. The fortress gun at the end of each stage fires only along the high line, which makes lying down the default answer there.
How long is one run of this game?
Clearing one stage without dying takes roughly thirty to sixty seconds, and a run is three stages sharing three lives — about six minutes for a typical run. The rules put a hard ceiling on it: a stage always ends within 150 seconds and a run within about nine minutes. There is no timer anywhere on screen; the pressure comes from the line, not from a number.
Can I play it one-handed on a phone?
Yes — it is designed that way. The run plate reads three things from one thumb: left and right to run, up to raise the gun, down to go prone. Jump and grenade are two separate keys on the other side. If you prefer the other hand, the control band has a swap-hands chip that mirrors the plate and both keys, and the preference is remembered.

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