At risk of betraying my age, the Genesis was the first system I ever owned. Sure, I have early memories of playing the NES at other people’s houses (or my accurately, watching others play), but the genny was all mine. Many of my best gaming memories were from the system’s punishing games and deep bass. Unsurprisingly, when I was older, and started to purchase older games, the Genesis was the first system that I chose to relive. At first glance, the genny was home to countless licensed games, as well as about a billion bargain bin sports games, but dig a little deeper, and you’ll find an endless treasure trove of excellent Japanese titles, most of which were brought to the West thanks to a company called Renovation. Among these niche games, the dominant genre was undoubtedly shooters. When I started collecting games for the system, many of the “top games for the system” lists included plenty of shmups. Thus, I stumbled upon classics like Gaiares, Lightening Force (Thunderforce III in Japan), Fire Shark, and others that I can’t seem to recall at the moment.
Needless to say, my endeavour to relive my Genesis-playing youth played a big part in crystallizing my then-emerging love for shmups. At this point, I now own most of the Western-released shooters for the system. They might not be as pretty as other 16-bit shooters, and there are some people who avoid 16-bit arcade ports altogether, but I can’t seem to get enough of them. This was an era of immense creativity and experimentation, especially as far as visuals were concerned. The environments, enemies, and (especially) bosses in 16-bit shooters are all over the map, and feature the sort of visual risk-taking that you don’t see as often these days. Trains with giant deformed heads attached? Spaceships in the shape of fish? Flying pharaoh head ships? Sure, why not? Many of the Genesis’ shooters came out in the first few years of its life-cycle, and today’s game is no exception. Released in 1990 in Japan, and 1991 in North America, Hellfire was one of several arcade ports for the system from legendary shooter developer Toaplan (who you might remember from my Batsugun review).
Publishers: Taito (Arcade), Seismic Software Inc. (Mega Drive), NEC Avenue (PC Engine CD-ROM)
Platforms: Genesis/Mega Drive (Featured), Arcade, PC Engine CD-ROM
Release Dates: 1989 (Arcade), 1991 (Japanese Mega Drive), 1991 (Genesis, European Mega Drive, PC Engine CD-ROM)
In the year 2998, humanity has reached a period of prosperity, and has successfully colonized numerous planets. Suddenly, an entity known as Black Nebula appears and starts devouring stars until it eventually reaches one of man’s colonies. The Black Nebula is revealed to be a robotic dictator named Super Mech, who intends to eradicate all of humanity with his vast space armada. In the arcade and Genesis versions, the main character is a Space Federation member named Lance, who pilots the only space fighter craft, the CNCS1, against Super Mech’s forces. In the PC Engine version, Lance is replaced with a female protagonist named Kaoru. Generally I love the simplistic, far future settings of space shooters, but Hellfire story is about as far-fetched as they come. Only one space fighter craft left in existence? Seriously!? I get it, the society of the future is past the need for warfare, but keep at least… 3 space ships around for defense! Jeez.
Originally released in arcades in 1989, Hellfire was unique in that it was one of only two horizontal shooters ever developed by Toaplan (the other being the infamous Zero Wing). Toaplan are remembered for blazing new ground with their giant output of vertically scrolling shooters, but horis? Not so much. Most shooter usually have a gimmick, and Hellfire is no exception. In this case, the gimmick is the ability to change between one of 4 shooting directions on the fly. I say the word “gimmick” lovingly, because in the case of Hellfire, it’s implemented extremely well. At any time, you can switch between shooting forward-facing, diagonal, backwards, or vertical lasers. For the most part, this adds a nice layer of depth to the game. My only criticism is that you have to cycle through the shot modes one at a time, meaning that if you need to switch to a diagonal laser in a pinch, you may have to hit the “switch shot mode” button up to to three times. As I’ll explain soon, Hellfire has a brutal level of difficulty, so you’re often forced to know when to switch to a certain shot, even before a certain wave of enemies appears onscreen. Conversely, the various shot modes open up more possiblities than in your average shooter. When watching videos of other people playing the game, their way of clearing a certain area is often different from mine, and involves the use of a different sequence of shot modes. Either way, by the time you master Hellfire, you’ll look like a pro, because you’ll be switching to appropriate directions of fire even before enemies appear onscreen. To the game’s credit, the gimmick is pushed to its limits, meaning that you will be forced to not only embrace it, but master it as well. In my opinion, the sign of a poorly implemented gimmick in a shooter is when you can clear the game without ever needing to rely on it.
As I alluded to earlier, Hellfire is brutal as f**k. Your character sprite is fairly large, and has an equally large hitbox. Hitting walls will kill you, and as you collect speedups, you’ll be moving so fast that walls present a serious lethality. In the later levels, bosses spew out incredibly fast bullets, which wouldn’t be nearly as difficult to dodge if you didn’t move so freaking far every time you tap the direction pad, and if your hitbox wasn’t so ridiculously huge. Needless to say, one of my important survival strategies is to avoid as many speedups as possible. Two or three is the sweet-spot; any more and you’ll be smashing into all manner of enemies and walls. By far Hellfire‘s most punishing aspect is its continue system, which might be one of the most crushing I’ve ever seen. Dying at anytime in Hellfire means being sent back to a checkpoint, often fairly far back in the level (think R-Type). This will cause you to lose all your powerups, and won’t even replenish your smart bombs, should you have run out. Even worse, dying near the beginning of a checkpoint will send you back to a previous checkpoint! This is the video game equivalent of multiple choice tests where you lose points for getting the wrong answer. Being sent to a checkpoint with zero powerups means you’re pretty much screwed, that is unless you’ve memorized the game to a tee, which is imperative should you wish to finish it. In fact, I would almost recommend practicing levels without powerups, because doing so will ensure that when you do have powerups, the game will feel considerably easier. Luckily, powerups are relatively easy to come by, so starting a level without any doesn’t mean that you’re entirely screwed. Fully powered up, you’ll shoot 3 horizontal lasers, and 2 diagonal lasers. Don’t expect any screen clearing weapons of mass destruction. In terms of other upgrades, you can collect an option that flies around randomly and sometimes damages other ships, as well as a giant laser bomb that passes through every enemy, and clears the screen of enemy bullets.
By the time you’ve mastered Hellfire‘s levels, you’ll be able to (mostly) play through the entire experience without dying, which as you can imagine, feels really rewarding. The one saving grace in Hellfire‘s difficulty is that on the default “Easy mode”, you’re given 20 continues, which is more than you’ll realistically use. Most times, you’ll find yourself putting the game down in frustration well before you’ve blown through all 20 continues. The other available difficulties in Hellfire are Hard (which I really can’t comment on because there’s no way I was going to try it), and “Yea Right”, which is the difficulty setting you unlock when you loop the game. As hard as Hellfire is, it rarely feels overly cheap; most deaths usually feel warranted, with the exception of the ones where you run into walls as a result of the ridiculous speedups. Overall, Hellfire’s challenge is what kept me returning to the game, and you will feel like a pro if you can make it to the last couple stages. One last tip if you plan to stay alive past the first level: in the options menu, turn the fire mode to “rapid”. This is absolutely essentially considering the pathetic pea shooter you start with. Your wrist (and sanity) will thank you.
Scoring in Hellfire is relatively straightforward. Basically, you get points for shooting down enemies (duh), and collecting bonus points in the form of floating “B” tokens. Once your ship is fully maxed out, powerups will stop dropping, and will be replaced instead by B tokens. As you collect the B tokens, they will progressively give you more points, Eventually, if you collect around 10 without dying, their point value will max out at a huge bonus of 10 000 points per token. As you master the game, and are able to survive long periods of time without dying, you’ll collect enough of these tokens to continue getting extends. In the American Genesis version, the first extend is received at 70 000 points, and progressive extends are given at every 200 000 points. Should you play the game flawlessly, you can finish with around 12 or more lives. Although this sounds generous, remember that dying starts you back at zero, in more ways than one. Therefore, playing for score in Hellfire means not dying, ideally not even once, which is much harder said than done. I’ve played the hell out of Hellfire, and I still can’t beat the game, period. I can get to the last stage on a credit, but past that point it’s just too ridiculously brutal. Should you reach the final boss, his attacks are so fierce that I had a hard time surviving his final attack even with save states…
Hellfire‘s visuals are competent, but far from the best you’ll see on the system. It holds its own compared to other early Genesis titles, but it looks pretty weak compared to later shooters like Thunderforce III and IV, M.U.S.H.A., and Bio Hazard Battle. The colors look too dark, the backgrounds are fairly bland, and there’s a general lack of detail. On the plus side, the graphics are really smooth, and are pretty much entirely devoid of flicker or slowdown. Although the environments are bland, I respect that they’re pretty varied. In particular, the second level’s Egyptian motif is really fun and original. Throughout the course of the game, you’ll explore a space station, an Egyptian-style temple, a pink organic planet, a swamp, another space station, and open space. The enemies are also fairly varied, other than a green mecha type that appears in waves in nearly every level. There are several larger enemy ships, which are nicely designed, and have weapons that animate independently.
Overall, I’d recommend Hellfire to any shooter fans that aren’t afraid of imperfect arcade ports, and any Genesis gamers that are looking for a challenge. The game is tough as nails, but it’s also really fun. If you step up to the challenge, you’ll find yourself spending countless hours on “one last try”. Everything runs really smoothly, and the 4-way firing mechanic is actually really well implemented. If there’s one thing I’d love to accomplish with this blog, its to convince sci-fi fans to give sci-fi themed shooters a chance. For newcomers, this might not be a great introduction to the genre, but considering that you can acquire it on the cheap, you can’t go too far wrong. So far I’ve been really impressed with Toaplan‘s Genesis output, and this is no exception.
Clicking any of the following thumbnails will open a gallery of Hellfire-related images