Difference between revisions of "Line of Fire"

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| publisher={{company|[[Sega]]|system=XBD}}
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| publisher={{company|[[Sega Enterprises, Ltd.]]|system=XBD}}
 
{{company|[[U.S. Gold]]|system=Amiga,CPC,ST,C64,Spectrum}}
 
{{company|[[U.S. Gold]]|system=Amiga,CPC,ST,C64,Spectrum}}
 
| developer={{company|[[Sega R&D 1]]|system=XBD}}
 
| developer={{company|[[Sega R&D 1]]|system=XBD}}
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{{sub-stub}}'''''{{PAGENAME}}''''' (ライン・オブ・ファイヤー), or sometimes called '''''Line of Fire: Bakudan Yarou''''' (ライン・オブ・ファイヤー 爆弾野郎) in Japan , is a [[Sega X Board]] arcade light gun game developed by [[Sega R&D 1]] and manufactured by [[Sega]]. First released to Japanese and American arcades in December 1989{{fileref|Sega Arcade History JP EnterBrain Book-1.pdf|page=101}}, the game notably uses sprite scaling to simulate three-dimensional scenery, and saw contemporary ports to a number of personal computers.
+
{{sub-stub}}'''''{{PAGENAME}}''''' (ライン・オブ・ファイヤー), or sometimes called '''''Line of Fire: Bakudan Yarou''''' (ライン・オブ・ファイヤー 爆弾野郎) in Japan, is a [[Sega X Board]] arcade light gun game developed by [[Sega R&D 1]] and manufactured by [[Sega Enterprises, Ltd.]] First released to Japanese and American arcades in December 1989{{fileref|Sega Arcade History JP EnterBrain Book-1.pdf|page=101}}, the game notably uses sprite scaling to simulate three-dimensional scenery, and saw contemporary ports to a number of personal computers.
  
 
One year later, ''Line of Fire'' was significantly redesigned and ported to the [[Sega Master System]] as the titular ''[[Line of Fire (Master System)|Line of Fire]]''.
 
One year later, ''Line of Fire'' was significantly redesigned and ported to the [[Sega Master System]] as the titular ''[[Line of Fire (Master System)|Line of Fire]]''.
 +
 +
==Gameplay==
 +
===Missions===
 +
{{InfoTable|imagewidths=200|
 +
{{InfoRow
 +
| title=Mission 1
 +
| screenshot=Notavailable.svg
 +
| desc=''Capture the powerful machine gun unit from the enemy base!''
 +
}}
 +
{{InfoRow
 +
| title=Mission 2
 +
| screenshot=Notavailable.svg
 +
| desc=''Destroy the enemy jungle base.''
 +
}}
 +
{{InfoRow
 +
| title=Mission 3
 +
| screenshot=Notavailable.svg
 +
| desc=''Escape by high-speed boat.''
 +
}}
 +
{{InfoRow
 +
| title=Mission 4
 +
| screenshot=Notavailable.svg
 +
| desc=''Fighting in the canyon.''
 +
}}
 +
{{InfoRow
 +
| title=Mission 5
 +
| screenshot=Notavailable.svg
 +
| desc=''Do or die battle in the desert.''
 +
}}
 +
{{InfoRow
 +
| title=Mission 6
 +
| screenshot=Notavailable.svg
 +
| desc=''Foes await in the city's ruins.''
 +
}}
 +
{{InfoRow
 +
| title=Mission 7
 +
| screenshot=Notavailable.svg
 +
| desc=''Escape the enemies by aircraft.''
 +
}}
 +
{{InfoRow
 +
| title=Mission 8
 +
| screenshot=Notavailable.svg
 +
| desc=''Fly to your base by helicopter.''
 +
}}
 +
}}
  
 
==Story==
 
==Story==
Line 62: Line 107:
  
 
The plan had originally been to use ''Vidi-ST'' to screenshot (or "digitise") graphics from the arcade board in monochrome, which would then be edited and coloured by hand, but this proved too slow. The team then purchased a different digitising solution - the ''Coloupic'' by JCL, but this was incompatible with the arcade machine's NTSC output{{magref|zero|14|22}}. JCL offered to resolve it, but while the backgrounds came out okay, sprites did not{{magref|zero|14|22}}. The team eventually built a custom Amiga expansion board that could interface with the arcade ROMs, converted Sega's graphics into Amiga IFF files, and edited through ''PIXmate''{{magref|zero|14|22}}.
 
The plan had originally been to use ''Vidi-ST'' to screenshot (or "digitise") graphics from the arcade board in monochrome, which would then be edited and coloured by hand, but this proved too slow. The team then purchased a different digitising solution - the ''Coloupic'' by JCL, but this was incompatible with the arcade machine's NTSC output{{magref|zero|14|22}}. JCL offered to resolve it, but while the backgrounds came out okay, sprites did not{{magref|zero|14|22}}. The team eventually built a custom Amiga expansion board that could interface with the arcade ROMs, converted Sega's graphics into Amiga IFF files, and edited through ''PIXmate''{{magref|zero|14|22}}.
 +
 +
==History==
 +
===Legacy===
 +
''{{PAGENAME}}'' did not receive a sequel, but was loosely followed up by ''[[Laser Ghost (System 18)|Laser Ghost]]'' the following year, which pays tribute to its predecessor on the title screen with a tombstone marked ''1988-1990 Line of Fire''{{fileref|LaserGhost System18 Title.png}}.
  
 
==Production credits==
 
==Production credits==
===X Board version===
+
{{mainArticle|{{PAGENAME}}/Production credits}}
{{multicol|
 
*'''Programmer:''' [[Rikiya Nakagawa]]{{fileref|Sega Arcade History JP EnterBrain Book.pdf|page=30}} (D&K)
 
*MIY
 
*RYU
 
*ICH
 
*'''Programmed by:''' [[Tatsuya Watanabe]] (TAT)
 
*YOS
 
*NAM
 
*ABC
 
*DEF
 
*GHI
 
*DAI
 
| source=In-game high score table
 
| console=XBD
 
}}
 
{{hr}}
 
{{creditstable|
 
*'''Produced by:''' [[Sega]]
 
*'''Programmed by:''' [[Tatsuya Watanabe|Wata]]
 
| source=Internal ROM text{{ref|https://tcrf.net/Line_of_Fire_(Arcade)}}
 
| console=XBD
 
}}
 
{{hr}}
 
{{creditstable|
 
*'''Music:''' [[Bluetz Lee]]{{intref|Hyper Drive}}
 
| source=Developer mentions
 
| console=XBD
 
}}
 
 
 
===Amiga version===
 
The production credits are found in a rant located in the file s/startup-sequence, which explains that Sega would not allow them to put their names in the game.
 
{{creditstable|
 
*'''Programming:''' Richard Aplin
 
*'''Music:''' [[David Lowe|Uncle Art]]
 
*'''Graphics:'''
 
**'''extracting bitmaps from the original arcade game's video output:''' Andy Heike, Nick Vincent
 
**'''extracting sprites from the original arcade game ROM:''' Richard Aplin
 
**'''color reduction for the Amiga:''' Andy Heike, Nick Vincent, "and some students in Manchester"
 
*'''PCM sample extraction:''' Richard Aplin
 
*'''Copy protection:''' [[Tiertex]]
 
*'''Management:''' Steve Fitton (US Gold), Tony Porter (US Gold)
 
| console=Amiga
 
}}
 
 
 
===Atari ST version===
 
The rant mentioned above notes that Richard Aplin is also the programmer for that version, but unlike most Sega Amiga ports, this version was developed later.
 
  
 
==Magazine articles==
 
==Magazine articles==

Latest revision as of 20:58, 8 November 2024

For the redesigned Sega Master System port, see Line of Fire (Master System).

n/a

  • X Board
  • X Board (JP)
  • Amiga
  • Amstrad CPC
  • Atari ST
  • Commodore 64
  • ZX Spectrum

LineofFire title.png

LineofFire XBoard JP Title.png

Notavailable.svg

LineofFire CPC Title.png

Notavailable.svg

Notavailable.svg

LineofFire Spectrum Title.png

Line of Fire
System(s): Sega X Board, Amiga, Amstrad CPC, Atari ST, Commodore 64, ZX Spectrum
Publisher:
Arcade (X Board)
Sega Enterprises, Ltd.
Amiga
Amstrad CPC
Atari ST
Commodore 64
ZX Spectrum
U.S. Gold
Developer:
Genre: Shoot-'em-Up

















Number of players: 1-2
Release Date RRP Code
Arcade (X Board)
JP
¥? ?
Arcade (X Board)
US
$? ?
Arcade (X Board)
AU
$? ?



























Amiga
UK
£24.9924.99[2]
Atari ST
UK
£24.9924.99[2]
Amstrad CPC
ES
(Cassette)
Amstrad CPC
ES
(Disk)
Amstrad CPC
UK
(Cassette)
£10.9910.99[3]
Amstrad CPC
UK
(Disk)
£14.9914.99[3]
Commodore 64
UK
(Cassette)
£10.9910.99[3]
ZX Spectrum
ES
(Cassette)
ZX Spectrum
UK
(Cassette)
£10.9910.99[3]

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Line of Fire (ライン・オブ・ファイヤー), or sometimes called Line of Fire: Bakudan Yarou (ライン・オブ・ファイヤー 爆弾野郎) in Japan, is a Sega X Board arcade light gun game developed by Sega R&D 1 and manufactured by Sega Enterprises, Ltd. First released to Japanese and American arcades in December 1989[1], the game notably uses sprite scaling to simulate three-dimensional scenery, and saw contemporary ports to a number of personal computers.

One year later, Line of Fire was significantly redesigned and ported to the Sega Master System as the titular Line of Fire.

Gameplay

Missions

Notavailable.svg

Mission 1
Capture the powerful machine gun unit from the enemy base!

Notavailable.svg

Mission 2
Destroy the enemy jungle base.

Notavailable.svg

Mission 3
Escape by high-speed boat.

Notavailable.svg

Mission 4
Fighting in the canyon.

Notavailable.svg

Mission 5
Do or die battle in the desert.

Notavailable.svg

Mission 6
Foes await in the city's ruins.

Notavailable.svg

Mission 7
Escape the enemies by aircraft.

Notavailable.svg

Mission 8
Fly to your base by helicopter.

Story

In the game, you play as two escaping POWs who were captured after seizing a "secret machine gun unit" from the enemy.

Versions

Unlike most other Sega arcade conversions of the time, the Amiga and Atari ST versions feature some degree of software-based sprite scaling, although sprite limits meant this could not be implemented for the background of the first stage[4]. To compensate, the number of on-screen enemies is reduced over the arcade, and several enemy types had to be removed entirely[4].

The plan had originally been to use Vidi-ST to screenshot (or "digitise") graphics from the arcade board in monochrome, which would then be edited and coloured by hand, but this proved too slow. The team then purchased a different digitising solution - the Coloupic by JCL, but this was incompatible with the arcade machine's NTSC output[5]. JCL offered to resolve it, but while the backgrounds came out okay, sprites did not[5]. The team eventually built a custom Amiga expansion board that could interface with the arcade ROMs, converted Sega's graphics into Amiga IFF files, and edited through PIXmate[5].

History

Legacy

Line of Fire did not receive a sequel, but was loosely followed up by Laser Ghost the following year, which pays tribute to its predecessor on the title screen with a tombstone marked 1988-1990 Line of Fire[6].

Production credits

Main article: Line of Fire/Production credits.

Magazine articles

Main article: Line of Fire/Magazine articles.

Promotional material

Main article: Line of Fire/Promotional material.

Physical scans

Arcade version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Commodore User (UK)
66
[7]
Arcade (X Board)
66
Based on
1 review

Line of Fire

X Board, JP

Amiga version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
ACE (UK)
82
[8]
Aktueller Software Markt (DE)
50
[9]
CU Amiga (UK)
85
[10]
Computer & Video Games (UK)
85
[11]
The Games Machine (IT)
84
[12]
Joystick (FR)
76
[13]
Power Play (DE)
23
[14]
Raze (UK)
70
[15]
Tilt (FR)
50
[16]
Zzap!64 (UK)
65
[17]
Amiga
67
Based on
10 reviews

Line of Fire

Amiga, UK

LineOfFire Amiga EU Disk.jpg
Disk

Amstrad CPC version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Joystick (FR)
60
[13]
Zzap! (IT)
38
[18]
Amstrad CPC
49
Based on
2 reviews

Line of Fire

Amstrad CPC, UK (cassette)

Amstrad CPC, UK (disk)

Amstrad CPC, ES (cassette)

Amstrad CPC, ES (disk)

Amstrad CPC, ES (Especial 8 Bits)
LineofFire CPC ES Box Especial.jpg
Cover

Atari ST version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Aktueller Software Markt (DE)
45
[9]
ST Action (UK)
59
[19]
ST Format (UK)
39
[20]
Atari ST
48
Based on
3 reviews

Line of Fire

Atari ST, UK

Commodore 64 version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Commodore Format (UK)
40
[21]
Power Play (DE)
11
[22]
Your Commodore (UK)
55
[23]
Zzap!64 (UK)
32
[17]
Zzap! (IT)
32
[18]
Commodore 64
34
Based on
5 reviews

Line of Fire

Commodore 64, UK

ZX Spectrum version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Crash (UK)
70
[24]
Computer & Video Games (UK)
85
[11]
Svet Kompjutera (YU)
60
[25]
Sinclair User (UK)
82
[26]
Your Sinclair (UK)
72
[27]
ZX Spectrum
74
Based on
5 reviews

Line of Fire

ZX Spectrum, UK

LineofFire Spectrum UK Cassette.jpg
Cassette
ZX Spectrum, ES

ZX Spectrum, ES (Especial 8 Bits)
LineofFire Spectrum ES Box Especial.jpg
Cover

Specifications

Dimensions

Sit-Down Upright
1.05 m (41.339")
1.8 m (70.866")
1.8 m (70.866")


720 mm (28.346")
1.88 m (74.016")
1.03 m (40.551")


Mass: 230 kg (506 lbs) Mass: 150 kg (330 lbs)

References

  1. 1.0 1.1 Sega Arcade History, Enterbrain, page 101
  2. 2.0 2.1 ACE, "January 1991" (UK; 1990-12-xx), page 55
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Computer & Video Games, "December 1990" (UK; 1990-11-16), page 167
  4. 4.0 4.1 Zero, "December 1990" (UK; 1990-1x-xx), page 19
  5. 5.0 5.1 5.2 Zero, "December 1990" (UK; 1990-1x-xx), page 22
  6. File:LaserGhost System18 Title.png
  7. Commodore User, "February 1990" (UK; 1990-01-26), page 89
  8. ACE, "February 1991" (UK; 1991-01-08), page 60
  9. 9.0 9.1 Aktueller Software Markt, "März 1991" (DE; 1991-02-22), page 59
  10. CU Amiga, "January 1991" (UK; 1990-12-xx), page 56
  11. 11.0 11.1 Computer & Video Games, "January 1991" (UK; 1990-12-15), page 74
  12. The Games Machine, "Febbraio 1991" (IT; 1991-xx-xx), page 42
  13. 13.0 13.1 Joystick, "Janvier 1991" (FR; 199x-xx-xx), page 200
  14. Power Play, "3/91" (DE; 1991-02-15), page 120
  15. Raze, "March 1991" (UK; 1991-01-31), page 52
  16. Tilt, "Février 1991" (FR; 1991-0x-xx), page 79
  17. 17.0 17.1 Zzap!64, "March 1991" (UK; 1991-xx-xx), page 69
  18. 18.0 18.1 Zzap!, "Marzo 1991" (IT; 1991-xx-xx), page 16
  19. ST Action, "February 1991" (UK; 1991-01-xx), page 82
  20. ST Format, "February 1991" (UK; 1991-01-10), page 90
  21. Commodore Format, "March 1991" (UK; 1991-02-21), page 42
  22. Power Play, "4/91" (DE; 1991-03-15), page 119
  23. Your Commodore, "March 1991" (UK; 1991-02-22), page 24
  24. Crash, "January 1991" (UK; 1990-12-13), page 63
  25. Svet Kompjutera, "Jun 1991" (YU; 1991-xx-xx), page 75
  26. Sinclair User, "January 1991" (UK; 1990-12-18), page 52
  27. Your Sinclair, "January 1991" (UK; 1990-12-06), page 25
  28. 28.0 28.1 File:LineofFire Arcade JP Flyer.pdf


Line of Fire

LineofFire title.png

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