History Main / DonotRunWithAGun

26th Apr '16 7:42:52 PM Kadorhal
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* In ''VideoGame/OrionPrelude'' you can neither shoot nor reload while running, except with the medi-gun

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* In ''VideoGame/OrionPrelude'' you can neither shoot nor reload while running, except with the medi-gunmedi-gun.



** ''VideoGame/GhostRecon'' plays much the same, being essentially a new game built on ''Rainbow Six'' mechanics. You're at your most accurate when crouched or prone, while shifting your view quickly or moving throws your accuracy into chaos until you let it settle, and your weapon type also has a bearing in exactly how accurate it can be at its best (e.g. a sniper rifle will be pinpoint accurate even at extreme ranges, while a support gunner's belt-fed weapon will be noticeably less accurate even at mid-range than an assault rifle). The game has minor RPGElements to allow you to upgrade stats on soldiers who survive missions, with the Weapon stat determining how fast they can sight back in after undertaking an action that causes the crosshairs to expand - they don't technically get more accurate than their weapon allows, but it does allow for follow-up shots to go where you actually need them at a faster rate.



* Equipping a rocket launcher or sniper rifle in ''VideoGame/MetalGearSolid2SonsOfLiberty'' forces you into first-person view, which disables your movement controls. To adjust position or dodge, you have to un-equip them. Fortunately, you can tap R2 to quickly un-equip and re-equip weapons.
** In the first ''VideoGame/MetalGearSolid'', while Snake could move while equipping weapons, once he started aiming or firing he was locked in place unless the player pressed and held the crouch button. It was awkward to do this while trying to fire, which was apparently on purpose, to stress how difficult it really is to run and fire a gun at the same time. Later games made it progressively easier - ''2'' moved the "run and gun" button to the other side of the controller, and every game since didn't even need you to hold another button to move while aiming or firing.

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* Equipping a rocket launcher or sniper rifle in ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearSolid2SonsOfLiberty'' forces you into first-person view, which disables your movement controls. To adjust position or dodge, you have to un-equip them. Fortunately, you can tap R2 to quickly un-equip and re-equip weapons.
** In the first ''VideoGame/MetalGearSolid'', ''Metal Gear Solid'', while Snake could move while equipping weapons, once he started aiming or firing he was locked in place unless the player pressed and held the crouch button. It was awkward to do this while trying to fire, which was apparently on purpose, to stress how difficult it really is to run and fire a gun at the same time. Later games made it progressively easier - ''2'' moved the "run and gun" button to the other side of the controller, before [[VideoGame/MetalGearSolid3SnakeEater the third game]] and every game since didn't even need you on removed any requirement to hold another button to move while aiming or firing.a second button.



** Vehicles similarly have firepower restrictions based on their speed. A stationary vehicle can fire all of its weaponswith normal accuracy, a vehicle that moves at "combat speed" can fire only a single weapon with accuracy while all others can only make highly-inaccurate "snap shots" in a similar manner to infantry as described above, while a vehicle moving at "cruising speed" can only fire snap shots. As with other units, certain types of vehicles have fewer restrictions.
* ''VideoGame/XCOMEnemyUnknown'' gives characters two actions per turn. A soldier can use both actions to move, or perform one move and then shoot or perform another action (reload/item/overwatch/etc). The exceptions to this rule are snipers, which can only shoot after moving if they have the Snap Shot skill, Heavies, who cannot use their rocket launcher after moving, and Assaults, who can double-move and shoot with the Run and Gun skill.

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** Vehicles similarly have firepower restrictions based on their speed. A stationary vehicle can fire all of its weaponswith weapons with normal accuracy, a vehicle that moves at "combat speed" can fire only a single weapon with accuracy while all others can only make highly-inaccurate "snap shots" in a similar manner to infantry as described above, while a vehicle moving at "cruising speed" can only fire snap shots. As with other units, certain types of vehicles have fewer restrictions.
* ''VideoGame/XCOMEnemyUnknown'' gives characters two actions per turn. A soldier can use both actions to move, or perform one move and then shoot or perform another action (reload/item/overwatch/etc). The exceptions to this rule are snipers, which who can only shoot after moving if they have the Snap Shot skill, skill; Heavies, who cannot use their rocket launcher after moving, moving; and Assaults, who can double-move and shoot with the Run and Gun skill.
5th Jan '16 2:17:20 PM Moopsball
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* ''VideoGame/XCOMEnemyUnknown'' gives characters two actions per turn. A soldier can use both actions to move, or perform one move and then shoot or perform another action (reload/item/overwatch/etc). The exceptions to this rule are snipers, which can only shoot after moving if they have the Snap Shot skill, Heavies, who cannot use their rocket launcher after moving, and Assaults, who can double-move and shoot with the Run and Gun skill.
26th Dec '15 11:47:21 AM Trogdor
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* In ''VideoGame/OrionPrelude'' you can neither shoot nor reload while using any gun, excepting the medicgun

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* In ''VideoGame/OrionPrelude'' you can neither shoot nor reload while using any gun, excepting running, except with the medicgunmedi-gun
26th Dec '15 11:26:39 AM Trogdor
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* In ''VideoGame/OrionPrelude'' you can neither shoot nor reload while using any gun, excepting the medicgun
26th Sep '15 7:04:09 PM YeOldeLuke
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* A common problem when gaming on laptops is a hidden function that disables the touchpad while typing. Designed to prevent the cursor from moving while the user is typing a document, it can cause the mouse to ignore commands while the user is pressing WASD. Sometimes this can be fixed by plugging in a mouse, but on older laptops the touchpad driver considers itself a mouse, and you'll have to find the setting and turn it off.

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* A common problem when gaming playing on non-gaming laptops is a hidden function that disables the touchpad while typing. Designed to prevent the cursor from moving while the user is typing a document, it can cause the mouse to ignore commands while the user is pressing WASD.WASD to run around. This means you can only fire your gun when you aren't moving (or any other keyboard function). Sometimes this can be fixed by plugging in a mouse, but on older laptops the touchpad driver considers itself a mouse, and you'll have to find the setting and turn it off.
26th Sep '15 7:01:26 PM YeOldeLuke
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[[folder: Real Life]]
*A common problem when gaming on laptops is a hidden function that disables the touchpad while typing. Designed to prevent the cursor from moving while the user is typing a document, it can cause the mouse to ignore commands while the user is pressing WASD. Sometimes this can be fixed by plugging in a mouse, but on older laptops the touchpad driver considers itself a mouse, and you'll have to find the setting and turn it off.
[[/folder]]
30th Jul '15 1:41:29 PM Psychopompos007
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* In ''VideoGame/VictorVran'', the trope is downplayed with standard mêlée attacks (the protagonist stops walking right before performing a blow, but the attack animation makes him walk forward), played totally straight with the firearms. Some special attack make you move when performing them, too.
20th May '15 2:36:22 PM Kadorhal
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* ''VideoGame/DevilMayCry'' has weapons that can only be fired while walking(At best) and stopped(At worst). Not that it stops the MookChivalry-lacking enemies from running and gunning. The pistols, however, can be fired in midair and used to hover. This makes them probably your best weapons.

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* ''VideoGame/DevilMayCry'' ''Franchise/DevilMayCry'' has weapons that can only be fired while walking(At walking (at best) and stopped(At stopped (at worst). Not that it stops the MookChivalry-lacking enemies from running and gunning. The pistols, however, can be fired in midair and used to hover. This makes them probably your best weapons.



** ''WorldInConflict'' is another notable exception. Almost all units can fire on the move, but their accuracy suffers from it. Infantry can't fire weapons while sprinting, though.
*** ''EndWar'' is similar, in that most units can run and gun, but suffer accuracy penalties. Tanks, however, cannot run and gun: when they spot an enemy, they will stop to shoot it.

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** ''WorldInConflict'' ''VideoGame/WorldInConflict'' is another notable exception. Almost all units can fire on the move, but their accuracy suffers from it. Infantry can't fire weapons while sprinting, though.
*** ''EndWar'' ''VideoGame/EndWar'' is similar, in that most units can run and gun, but suffer accuracy penalties. Tanks, however, cannot run and gun: when they spot an enemy, they will stop to shoot it.



*** ''[[VideoGame/DawnOfWar Dawn of War 2]]'', the sequel, utilizes the distinction even more aggressively, with most normal infantry and vehicles being able to move and shoot at the same time, while squads that use heavy weapons like Plasma Cannons or Shuriken Platforms, which can easily obliterate practically anything in their path in a matter of seconds, can't and require set-up before they can actually get down to business.
** TotalAnnihilation was subverts this. Units are divided into the mobile platform (legs, wheels, etc.), and a swivel, allowing units to shoot and move independently.

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*** ''[[VideoGame/DawnOfWar Dawn ''Dawn of War 2]]'', the sequel, 2'' utilizes the distinction even more aggressively, with most normal infantry and vehicles being able to move and shoot at the same time, while squads that use heavy weapons like Plasma Cannons or Shuriken Platforms, which can easily obliterate practically anything in their path in a matter of seconds, can't and require set-up before they can actually get down to business.
** TotalAnnihilation VideoGame/TotalAnnihilation was subverts this. Units are divided into the mobile platform (legs, wheels, etc.), and a swivel, allowing units to shoot and move independently.



** AdvanceWars played this trope straight for artillery units up until Days of Ruin/Dark Conflict, but only the battleship could move and fire on the same turn.

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** AdvanceWars [[VideoGame/NintendoWars Advance Wars]] played this trope straight for artillery units up until Days of Ruin/Dark Conflict, but only the battleship could move and fire on the same turn.



** The original ''VideoGame/CommandAndConquer: Red Alert'' subverts this for units that shouldn't move while firing, but [[TheComputerIsACheatingBastard only for AI players]]. The civilians that sometimes appear outside a building run around wildly and make a single frame attack while he's running about. Likewise, some of their artillery spends a single frame firing before continuing to move.

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** The original ''VideoGame/CommandAndConquer: Red Alert'' ''VideoGame/CommandAndConquerRedAlert'' subverts this for units that shouldn't move while firing, but [[TheComputerIsACheatingBastard only for AI players]]. The civilians that sometimes appear outside a building run around wildly and make a single frame attack while he's running about. Likewise, some of their artillery spends a single frame firing before continuing to move.



** Many infantry units in ''CompanyOfHeroes'' can shoot while moving, though hurting accuracy and possibly fire-rate while doing so and many heavier weapons require standing still or setting up to fire. It's also possible for tanks to its main cannon or auxiliary guns while moving. Some noticeable examples within the system include the sub-machine guns of Combat Engineers and Pioneers in the first game, whose accuracy gets multiplied by a factor of ''0.15'' from moving turning their already inaccurate fire into making the concept of them actually hitting while moving even at point-blank range seem only theoretically possible; Panzer Grenadiers in the second game with their [=MP44s=] who uniquely receive no accuracy penalties making them a horrific unit for infantry to be hounded by; and Pioneers' sub-machine guns in the second game who also do not receive accuracy penalties on the move though this is probably more because they already suck at killing anything while standing still anyway.

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** Many infantry units in ''CompanyOfHeroes'' ''VideoGame/CompanyOfHeroes'' can shoot while moving, though hurting accuracy and possibly fire-rate while doing so and many heavier weapons require standing still or setting up to fire. It's also possible for tanks to its main cannon or auxiliary guns while moving. Some noticeable examples within the system include the sub-machine guns of Combat Engineers and Pioneers in the first game, whose accuracy gets multiplied by a factor of ''0.15'' from moving turning their already inaccurate fire into making the concept of them actually hitting while moving even at point-blank range seem only theoretically possible; Panzer Grenadiers in the second game with their [=MP44s=] who uniquely receive no accuracy penalties making them a horrific unit for infantry to be hounded by; and Pioneers' sub-machine guns in the second game who also do not receive accuracy penalties on the move though this is probably more because they already suck at killing anything while standing still anyway.



* In VampireTheMasqueradeBloodlines, other characters will usually stand still and shoot. Some can try to run away if you come close, but practically everyone just pulls out a melee weapon. It's not very easy for you either though, unless you have a high Ranged and a stable hand.(Not very easy to run sideways. Backing up and shooting is extremely easy, and is a very good way to kill most stuff if you have the room.)

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* In VampireTheMasqueradeBloodlines, ''VideoGame/VampireTheMasqueradeBloodlines'', other characters will usually stand still and shoot. Some can try to run away if you come close, but practically everyone just pulls out a melee weapon. It's not very easy for you either though, unless you have a high Ranged and a stable hand.(Not very easy to run sideways. Backing up and shooting is extremely easy, and is a very good way to kill most stuff if you have the room.)



* In ''VideoGame/MightAndMagic VI''-IX, while your party can run around while attacking, casting spells, or firing arrows. All enemies have to pause, go through their attack animations, and then continue moving.

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* In ''VideoGame/MightAndMagic VI''-IX, VI-IX'', while your party can run around while attacking, casting spells, or firing arrows. All enemies have to pause, go through their attack animations, and then continue moving.



* Notable aversion in flight simulator games as stopping to fire generally means you're gonna stall out and crash into the ground. In fact, being planes, it's impossible to truly stay in one place (unless the plane has landed, in which case shooting people probably isn't the pilot's first priority); the player is expected to fire both guns and other ordnance accurately while moving and turning at fast speeds.

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* Notable aversion in flight simulator games as stopping to fire generally means you're gonna stall out and crash into the ground. In fact, being planes, it's impossible to truly stay in one place (unless the plane has landed, in which case shooting people probably isn't the pilot's first priority); the player is expected to fire both guns and other ordnance accurately while moving and turning at fast speeds. Sims set after World War II generally make this easier by shifting the focus from guns to missiles.



* ''SplinterCell'' uses this as well, with the added stipulation that sustained fire becomes gradually less accurate. This encouraged players to maintain the 'stealth' aspect of the game by firing in short, controlled bursts.
* Equipping a rocket launcher or sniper rifle in ''MetalGearSolid2'' forces you into first-person view, which disables your movement controls. To adjust position or dodge, you have to un-equip them. Fortunately, you can tap R2 to quickly un-equip and re-equip weapons.

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* ''SplinterCell'' ''VideoGame/SplinterCell'' uses this as well, with the added stipulation that sustained fire becomes gradually less accurate. This encouraged players to maintain the 'stealth' aspect of the game by firing in short, controlled bursts.
bursts if they fire at all.
* Equipping a rocket launcher or sniper rifle in ''MetalGearSolid2'' ''VideoGame/MetalGearSolid2SonsOfLiberty'' forces you into first-person view, which disables your movement controls. To adjust position or dodge, you have to un-equip them. Fortunately, you can tap R2 to quickly un-equip and re-equip weapons.



*** ''MetalGearSolid4'' completely changed the combat mechanic, allowing Snake to run and gun. It was incredibly useless, as the fire was inaccurate. The only advantage to it was that it would ''generally'' (but not ''always'') make the enemy duck behind cover. Of course, since this is a ''stealth'' game, it was generally inadvisable to do this.
**** In 4's online component, while you can technically move while aiming, bringing your gun up will slow you down significantly, and if you fire while moving, it still reduces your accuracy. There are several equippable skills within the game that reduce this effect a little, however.

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*** ''MetalGearSolid4'' ** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' completely changed the combat mechanic, allowing Snake to run and gun. It was incredibly useless, as the fire was inaccurate. The only advantage to it was that it would ''generally'' (but not ''always'') make the enemy duck behind cover. Of course, since this is a ''stealth'' game, it was generally inadvisable to do this.
**** *** In 4's online component, while you can technically move while aiming, bringing your gun up will slow you down significantly, and if you fire while moving, it still reduces your accuracy. There are several equippable skills within the game that reduce this effect a little, however.however.
*** Generally, reloading a weapon does not pin the player to their current spot, but there are some exceptions, like the unlockable Solar Gun from ''Boktai'' (see above) or the Tanegashima musket.



* ''Franchise/ResidentEvil'' games were known for forcing you to either move or shoot, never both, to the point where the ability to tip-toe while aiming is considered so much of a groundbreaking feature that it's all over ''[[VideoGame/ResidentEvilOutbreak Outbreak File #2]]'''s case cover. ''Mercenaries 3D'', ''Revelations'' and ''6'' are the only other games in which the [[InformedAbility extremely well-trained and experienced]] main characters have half the fighting skill of the [[ActionSurvivor Average Joes]] from [[Franchise/SilentHill the series below]].
* It's really rather weird that the entire ''Franchise/SilentHill'' series' protagonist group, basically, are able to shoot lighter guns and walk at the same time - in the cases of [[SilentHill2 James, Maria]], [[SilentHill3 Heather]] and [[SilentHill4 Henry]], with [[ImprobableAimingSkills an uncanny degree of accuracy]]. Seriously, if the target is at less than ten meters and the character is packing a pistol, ''they will '''not''' miss''. Keep in mind, [[BadassNormal none of them has any more experience in fighting or shooting than your everyday American civilian]].
* The ability to walk while aiming, and shooting, in ''Franchise/DeadSpace'' is considered to be one of the biggest differences between itself and the later games in the ''Franchise/ResidentEvil'' series, which are otherwise very similar in both controls and genre. Interestingly, you're not even penalized for doing so: your shots are just as accurate either way. Technically this trope is played straight, though, as you can't aim or shoot while sprinting.
* You can [[AvertedTrope indeed]] shoot while running in ''TheEvilWithin'', by holding down the shoot trigger without aiming. It's wildly inaccurate and is only really useful for quick shooting traps and fending off chasing enemies. Actually aiming slows you to a walk, though. You can't shoot while sneaking, either.

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* ''Franchise/ResidentEvil'' games were known for forcing you to either move or shoot, never both, to the point where the ability to tip-toe while aiming is considered so much of a groundbreaking feature that it's all over ''[[VideoGame/ResidentEvilOutbreak Outbreak File #2]]'''s case cover. ''Mercenaries 3D'', ''Revelations'' and ''6'' are the only other games in which the [[InformedAbility extremely well-trained and experienced]] main characters have half the fighting skill of the [[ActionSurvivor Average Joes]] from [[Franchise/SilentHill the series below]].
below.
* It's really rather weird that the entire ''Franchise/SilentHill'' series' protagonist group, basically, are able to shoot lighter guns and walk at the same time - in the cases of [[SilentHill2 [[VideoGame/SilentHill2 James, Maria]], [[SilentHill3 [[VideoGame/SilentHill3 Heather]] and [[SilentHill4 [[VideoGame/SilentHill4 Henry]], with [[ImprobableAimingSkills an uncanny degree of accuracy]]. Seriously, if the target is at less than ten meters and the character is packing a pistol, ''they will '''not''' miss''. Keep in mind, [[BadassNormal none of them has any more experience in fighting or shooting than your everyday American civilian]].
* The ability to walk while aiming, and shooting, in ''Franchise/DeadSpace'' is considered to be one of the biggest differences between itself and the later games in the ''Franchise/ResidentEvil'' ''Resident Evil'' series, which are otherwise very similar in both controls and genre. Interestingly, you're not even penalized for doing so: your shots are just as accurate either way. Technically this trope is played straight, though, as you can't aim or shoot while sprinting.
* You can [[AvertedTrope indeed]] shoot while running in ''TheEvilWithin'', ''VideoGame/TheEvilWithin'', by holding down the shoot trigger without aiming. It's wildly inaccurate and is only really useful for quick shooting traps and fending off chasing enemies. Actually aiming slows you to a walk, though. You can't shoot while sneaking, either.



* In the PlayStation ''Spec Ops'' games (released before ''SpecOpsTheLine'' and after ''Spec Ops II: Green Berets''), it is entirely impossible to shoot while moving.

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* In the PlayStation ''Spec Ops'' games (released before ''SpecOpsTheLine'' and after ''Spec Ops II: Green Berets''), games, it is entirely impossible to shoot while moving.



** In ''VideoGame/GrandTheftAutoIV'' you can walk quite briskly while aiming and firing. The only exceptions are the sniper rifles. (Yes, you can fire the RPG while running).

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** In ''VideoGame/GrandTheftAutoIV'' you can walk quite briskly while aiming and firing. The only exceptions are the sniper rifles. (Yes, you can fire the RPG while running).
20th May '15 1:54:21 PM Kadorhal
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Many newer games will simulate this with accuracy factors for weapons, where the shots travel somewhere within a cone that gets wider as the player moves faster (first popularized in Creator/TomClancy {{licensed game}}, but now common). This has created a minor genre split between "tactical" shooters where players will slow down, [[CrouchAndProne crouch, or even go prone]] to increase accuracy, and "classic" shooters that concentrate on high mobility and fast aiming. Not really the same as IJustShotMarvinInTheFace.

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Many newer games will simulate this with accuracy factors for weapons, where the shots travel somewhere within a cone that gets wider as the player moves faster (first popularized in Creator/TomClancy {{licensed game}}, game}}s like ''VideoGame/RainbowSix'', but now common). This has created a minor genre split between "tactical" shooters where players will slow down, [[CrouchAndProne crouch, or even go prone]] to increase accuracy, and "classic" shooters that concentrate on high mobility and fast aiming. Not really the same as IJustShotMarvinInTheFace.IJustShotMarvinInTheFace, although without taking care that trope can result from attempting this.



* The original ''VideoGame/TombRaider''. This was fixed by Tomb Raider 2, though.
** Though somewhat inverted in ''[=TR2=]'' and ''3'' with Lara's M16 and [=MP5=] weapons, with which Lara had to stand still while shooting.

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* The original ''VideoGame/TombRaider''. This was fixed by Tomb Raider 2, ''VideoGame/TombRaiderII'', though.
** Though somewhat inverted in ''[=TR2=]'' and ''3'' ''[[VideoGame/TombRaiderIII 3]]'' with Lara's M16 and [=MP5=] weapons, with which Lara had to stand still while shooting.



* ''Franchise/{{Castlevania}}'' heroes can rarely move while attacking. In games with many weapons available, it depends on which one you're using; certain weapons (such as the Blue Knuckles in ''VideoGame/CastlevaniaSymphonyOfTheNight'') are more valuable than they seem because they can be used on the go. Also handy is the backdash move, which will sometimes cancel attack animations early, returning control to the player (and letting you strike again faster than you're "supposed" to). {{Speed Run}}ners take these factors into account.

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* ''Franchise/{{Castlevania}}'' heroes can rarely move while attacking. In games with many weapons available, it depends on which one you're using; certain weapons (such as the Blue Knuckles in ''VideoGame/CastlevaniaSymphonyOfTheNight'') are more valuable than they seem because they can be used on the go. Also handy is the backdash move, which will sometimes [[LagCancel cancel attack animations early, early]], returning control to the player (and letting you strike again faster than you're "supposed" to). {{Speed Run}}ners take these factors into account.



*** Averted in its spiritual predecessors, ''VideoGame/PerfectDark'' and ''Videogame/{{Goldeneye1997}}'': The enemies actually seem to be ''more'' accurate when they're walking towards you and spraying bullets, though most attack animations in the latter still have the enemy standing otherwise still.

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*** Averted in its spiritual predecessors, ''VideoGame/PerfectDark'' and ''Videogame/{{Goldeneye1997}}'': ''Videogame/{{GoldenEye|1997}}'': The enemies actually seem to be ''more'' accurate when they're walking towards you and spraying bullets, though most attack animations in the latter still have the enemy standing otherwise still.



** Notably, the original ''Half-Life'' managed to disguise this pretty well - lots of people never realized the Marines couldn't move and shoot at the same time without it being pointed out.

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** Notably, the original ''Half-Life'' managed to disguise this pretty well - lots of people never realized the Marines couldn't move and shoot at the same time without it being pointed out. This is mostly because they're intelligent about covering each other: while some Marines are moving, others are shooting at you to draw your fire away from their comrades.
9th May '15 5:56:14 AM SeptimusHeap
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* Due to engine limitations, HaloZero features this.
* [[InvertedTrope Inverted]] in the shmup ''{{Suguri}}'': for most weapons, the titular ''player character'' becomes immobile, except when using the relatively weak but high-fire-rate machine gun (or the beefy flamethrower.)

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* Due to engine limitations, HaloZero VideoGame/HaloZero features this.
* [[InvertedTrope Inverted]] in the shmup ''{{Suguri}}'': ''VideoGame/{{Suguri}}'': for most weapons, the titular ''player character'' becomes immobile, except when using the relatively weak but high-fire-rate machine gun (or the beefy flamethrower.)
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