Current version:Famicom / NES
Cross Fire

Cross Fire

CrossFire is a side-scrolling run-and-gun somewhat reminiscent of Contra series, although played at a slower pace. All that is known about the plot is that you are Eric the soldier and you single-handedly fight evil all over the world, from Vietnam to Colombia. You start with your fists and grenades, but soon obtain a sub-machine gun which can be upgraded to spread shot and even to rocket launcher. The upgrades are usually located in breakable crates. Unlike most Contra games, Eric doesn't die in a single hit, but has a lifebar which is partially replenished or extended every time he picks up a weapon upgrade or a medal.

AI score · out of 10
7.9 / 10
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About this game

CrossFire is a side-scrolling run-and-gun somewhat reminiscent of Contra series, although played at a slower pace. All that is known about the plot is that you are Eric the soldier and you single-handedly fight evil all over the world, from Vietnam to Colombia. You start with your fists and grenades, but soon obtain a sub-machine gun which can be upgraded to spread shot and even to rocket launcher. The upgrades are usually located in breakable crates. Unlike most Contra games, Eric doesn't die in a single hit, but has a lifebar which is partially replenished or extended every time he picks up a weapon upgrade or a medal.

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Famicom / NES

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

7.9 / 10Famicom / NES

Cross Fire is assessed here as a specific FC/NES release with its documented strengths and practical limits kept in view.

CrossFire is a side-scrolling run-and-gun somewhat reminiscent of Contra series, although played at a slower pace. All that is known about the plot is that you are Eric the soldier and you single-handedly fight evil all over the world, from Vietnam to Colombia. You start with your fists and grenades, but soon obtain a sub-machine gun which can be upgraded to spread shot and even to rocket launcher. The upgrades are usually located in breakable crates. Unlike most Contra games, Eric doesn't die in a single hit, but has a lifebar which is partially replenished or extended every time he picks up a weapon upgrade This assessment focuses on the specific FC or NES release and on the play actions, goals, and progression documented for Cross Fire. Its value comes from how clearly the central rules create decisions and feedback across a session. Pacing is judged by the variety of situations, the learning curve, recovery after failure, and the reason to replay. Presentation is considered through readability, animation, sound, and the consistency of the game's style rather than by modern resolution. Practical limits such as period controls, guidance, saving, or required accessories are included only when they affect this release. Players who enjoy learning compact systems and improving through repeated attempts are the clearest audience, while anyone seeking modern convenience

Strengths

  • The documented central loop gives Cross Fire a clear identity and a learnable set of goals.
  • Progress rewards understanding the rules and applying them more consistently across repeated situations.

Weaknesses

  • The original release can create friction through its documented difficulty, guidance, control, or recovery limits.

Who it is for: Players interested in the original FC/NES design and willing to learn its period-specific rules.

Play notes: Check the documented language, saving, accessory, and recovery conditions for this exact release.

View scoring basis
DimensionReview stateScoreWeight
Dimension

The content pacing score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed7.7 / 10Not provided
Dimension

The core experience score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed7.9 / 10Not provided
Dimension

The presentation immersion score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed8.2 / 10Not provided
Dimension

The technical usability score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed7.6 / 10Not provided

Review sources

Not provided

Core information

Developer
Kyugo Boueki
Publisher
Kyugo Boueki
Release date
1990
Platforms
Famicom / NES
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
ShootingPixel ArtSolo-friendlyLinear LevelsMelee CombatFast-pacedWar2D GraphicsMain Story Under 10 HoursSide-scrollingPlatformingArcade Style
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Not provided
Perspectives
Not provided

Release editions

Sources

Not provided