Line of Fire (video game)
| Industry | Video games |
|---|---|
| Founded | June 3, 1960 in Japan |
| Products | Video games, arcade games, consoles |
| Website | www |
Line of Fire / Line of Fire: Bakudan Yarou (ライン・オブ・ファイヤー 爆弾野郎) is a first-person light gun shooter developed by Sega and launched in arcades in 1989. The game was available in two arcade cabinet formats: a traditional upright model and a seated cockpit version, each equipped with dual positional guns. The cockpit design enabled players to sit and operate two machine guns simultaneously, utilizing potentiometer-based gun controls. The narrative centers on a duo of commandos escaping from a terrorist stronghold after capturing an experimental weapon.
While reviewers commended the arcade’s pseudo-3D visuals and innovative cockpit setup, the gameplay was often viewed as heavily influenced by Operation Wolf (1987) and Operation Thunderbolt (1988). Home computer adaptations were handled by U.S. Gold in 1990, followed by a Master System release in 1991, which shifted to an overhead run-and-gun format. The computer ports were criticized for their pixelated graphics, whereas the Master System edition received mixed feedback.
Gameplay
The player assumes control of a commando on a mission to dismantle a terrorist faction equipped with cutting-edge armaments. Throughout the operation, players acquire a "special weapon"—an automatic machine pistol mounted on a vehicle—to facilitate their escape from hostile forces.
Presented from a first-person perspective, the game uses two positional guns mounted on the cabinet to aim at enemies across eight distinct levels set in locations such as enemy compounds, jungles, canyons, deserts, and ancient ruins. Each level concludes with a boss encounter involving a vehicle that must be destroyed to proceed. Ammunition is limited, including machine gun magazines, hand grenades, and screen-clearing missiles; however, resupplies appear intermittently as shootable icons during gameplay.
The stages combine horizontal scrolling with pseudo-3D visual effects by leveraging Sega’s sprite processing hardware to simulate twisting and turning environments that mimic a three-dimensional landscape. Between levels, players view a map indicating their progress through the terrorist base toward liberation.
Development
The arcade version of Line of Fire operates on Sega X Board hardware, which incorporates two Motorola 68000 CPUs running at 12.5 MHz and audio powered by a Yamaha YM2151 sound chip. It renders raster graphics at a resolution of 320 x 224 pixels on a horizontally oriented monitor. Two cabinet styles were produced: a seated cockpit featuring mounted light guns and an upright cabinet equipped with attached light guns.
Ports
The game was licensed to U.S. Gold for home computer releases in 1990 across platforms including Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum. These versions lacked support for light guns; instead, players controlled an on-screen crosshair using mouse, joystick, or keyboard inputs to aim and shoot.
In 1991, Sega published a version for the Master System, developed by Sanritsu. This adaptation transformed the gameplay into an overhead vertically scrolling shooter while maintaining the original storyline but employed conventional controls without light gun functionality. It also supported the SegaScope 3-D Glasses, allowing players to activate a stereoscopic 3D mode via a button sequence during startup.
Reception
Commercially, Line of Fire performed well, ranking third among upright arcade machines in Japan as of February 1990 and securing a spot within the top four highest-grossing arcade titles in the United Kingdom during early 1990. In North America, it topped the RePlay charts as the highest-earning new arcade release in July 1990.
Critics lauded its pseudo-3D graphical presentation and innovative sit-down cabinet design; however, gameplay was often described as derivative of earlier titles such as Operation Wolf and Operation Thunderbolt. S: The Sega Magazine praised its "remarkable 3D graphics" alongside intense action sequences, while RePlay emphasized sharp visuals, lifelike explosions, and immersive backgrounds that contributed depth to the experience.
Sean Kelly from Zero magazine declared it the standout game at the 1990 Amusement Trades Exhibition International (ATEI), highlighting its visuals, audio quality, originality, and unique two-handed seated cabinet configuration. Amiga Action referred to it as "groundbreaking," citing its addictive cooperative play and authentic 3D environment. Conversely, Zzap!64 acknowledged impressive graphics but critiqued its gameplay complexity and challenge level. CU Amiga gave it an average score of 66%, considering it an inferior clone of Operation Wolf, noting less refined graphics and sound; they identified the sit-down cabinet as its primary attraction.
In retrospective evaluations, Hardcore Gaming 101 recognized its sophisticated sprite manipulation comparable to early first-person shooters and polygonal textures but regarded its gameplay as unremarkable.
Home conversions
The home versions of the game received varied reactions from critics. The Commodore 64 edition earned a 32% rating in Zzap!64, where it was faulted for having too few enemies displayed on screen despite its notable attempts at 3D visuals. Reviewers pointed out an inconsistent difficulty progression, with an initial level that was both lengthy and overly simple, followed by more challenging stages.
The Amiga adaptation enjoyed a more favorable reception, though it was not without criticism. Tony Horgan from Amiga User International commended the accurate graphical reproduction but remarked that the gameplay pace felt sluggish, implying the title was better suited for arcade environments than home consoles. According to Zzap!64, the introductory sequences and maps were well presented; however, the in-game graphics were described as "blocky," and there was an overabundance of enemies, a stark contrast to the Commodore 64 version. Amiga Action regarded it as a "top-tier conversion" that effectively conveyed the arcade atmosphere, despite occasional obstruction of foes by the scoreboard. Amiga Format praised its rapid gameplay and arcade-style visuals, even though some sprites appeared blocky. Steve Merritt from CU Amiga considered it more enjoyable than the original arcade release but felt that later levels did not offer enough challenge. Richard Leadbitter assigned both the Amiga and ZX Spectrum versions an 85% score, highlighting their well-balanced pacing, particularly on the ZX Spectrum.
The Master System port received mixed opinions. Console XS gave it an 82% rating, whereas Mean Machines expressed dissatisfaction due to significant differences from the arcade original. Critics observed that the Master System was capable of superior overhead shooters, referencing titles like Dynamite Duke. They criticized the small and poorly rendered graphics along with a low difficulty level; one reviewer managed to complete the final stage within an hour, concluding that fans of the arcade version would likely be most let down.