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
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 / NESAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
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
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension The content pacing score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints. | Reviewed | 7.7 / 10 | Not provided |
| Dimension The core experience score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints. | Reviewed | 7.9 / 10 | Not provided |
| Dimension The presentation immersion score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints. | Reviewed | 8.2 / 10 | Not provided |
| Dimension The technical usability score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints. | Reviewed | 7.6 / 10 | Not 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
- Categories
- Action · Primary genreShooter
- 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
- Famicom / NESWorldwide1990
Game gallery
Sources
Not provided