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Front Line (Famicom, 1985) – 4 Loop Session Single Player 🪖💣💥

Автор: Nenriki Gaming Channel

Загружено: 2018-03-18

Просмотров: 36622

Описание:

🔔    / @nenrikigaming  

🎮 Title: フロント ライン (Front Line)
🕹 Platform Spec
🖥️ System: Nintendo Family Computer (Famicom, FC)
🌍 Region Label: JP 🇯🇵
📄 Revision: Original
📅 Release: 1985-August-01
🏢 Publisher: Taito Corporation
👾 Port Developer: Taito Corporation

🔁 Port Info
• Type: Downscaled / Cut‑down Port
• Origin: Front Line (Arcade, Japan, 1982)

🎲 Genre: Action → Shooter → Run and Gun

🧮 Score Profile
⭐️ Personal Score: C+
🌐 Consensus Score: B– (✓)
💬 Cultural Impact (Ψ): B (✓)
📆 Historical Tier: B+ (↑)

✅ Completion Status: 4× Loop Clear (Loop Definition: Full map)
🏁 Ending Type: No Ending (Score-based: 106,100 pts)

🔥 Difficulty Profile
📈 Difficulty Curve: Gradual → Loop Increase
⚙️ Perceived Global Difficulty: Demanding → Endurance (Fatiguing)

🧠 Play Mode: Focused Play
🎯 Intent: Documentation


Front Line is a top‑down Run and Gun in which the player controls a Sergeant advancing through enemy territory to destroy fortified strongholds 🪖💣. Released for the Famicom in 1985, this version is a Downscaled / Cut‑down Port of Taito’s earlier arcade title, adapted for home console hardware with reduced graphical complexity, simplified enemy density, and adjusted pacing. The game remained a Japan‑only release during its original lifecycle, with no official NES localization at the time.

Gameplay centers on continuous forward progression across four distinct battle areas: Valley Battle, Plains Battle, Desert Battle, and the Enemy Stronghold. Using the Directional Pad, the Sergeant moves in eight directions, which also determines the firing direction of all weapons. The B Button fires the pistol, machine gun, or tank cannon, while the A Button throws hand grenades and allows entering or exiting vehicles. There is no built‑in pause function, and in 2‑player mode, players take turns after each MISS.

Combat evolves by area. In the valleys, enemies consist solely of infantry armed with pistols. In the plains, tanks and armored vehicles dominate the battlefield. The pistol cannot damage enemy vehicles, making hand grenades and vehicle‑mounted weapons essential. Blue vehicles belong to allied forces and can be boarded; tanks are more durable than armored vehicles and allow damage recovery by exiting and re‑entering before explosion. Environmental obstacles such as mountains, bushes, rocks, blocks, rivers, and bridges shape movement and positioning.

The Enemy Stronghold marks the end of each map cycle and can only be destroyed by accurately throwing a hand grenade after exiting any vehicle. Upon destruction, the enemy formally surrenders, visually represented by a white flag, and a loop completion bonus is awarded 🎌. This sequence functions as a micro‑resolution, followed immediately by a restart from the beginning with increased difficulty. Front Line has no ending; progression is defined by repeated loops rather than narrative closure.

Scoring is central to play. Infantry defeated with the pistol award 100 points, while grenade kills grant 200. Vehicles destroyed by vehicle or tank fire award 100 points, with additional bonuses possible when damaging enemy tanks before destruction. Destroying the Enemy Stronghold grants 200 points, and each completed loop awards a bonus calculated as 3000 points multiplied by the number of completed loops. An extra Sergeant is awarded at 10,000 points. The score counter advances in increments of 100 and caps at 99,900; exceeding this value causes an overflow back to zero. In extended play, this allows effective scores beyond the visible limit, as demonstrated by a four‑loop session reaching an accumulated total of 106,100 points.

Structurally, Front Line is classified as an Action → Shooter → Run and Gun title, representing one of the earliest overhead examples of the subgenre. The game uses a Top‑Down View, operates in 2D, and features player‑driven continuous scrolling with forward vertical progression and horizontally bounded screen scrolling. Difficulty follows a Gradual curve with Loop Increase, becoming more demanding through sustained play rather than abrupt spikes. Globally, the challenge is Demanding and Endurance‑based, with fatigue emerging as a defining factor during marathon sessions.

Critically, the Famicom version is regarded as competent but restrained. While historically significant, it feels simplified compared to later run and gun refinements, earning a modest personal evaluation alongside a slightly higher long‑term consensus. Its cultural impact lies in its foundational role within the genre, even as it was later eclipsed by more advanced successors 🎮⏳.

00:00 Loop 1
03:22 Loop 2
06:59 Loop 3
10:49 Loop 4

#FrontLineFamicom
#FrontLine1985
#フロントライン
#FrontLine

Front Line (Famicom, 1985) – 4 Loop Session Single Player 🪖💣💥

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