
Sorry, Fire Shark, but you didn’t wink at me like Trouble Shooter did.
I’ll still acknowledge that Fire Shark doesn’t look like much at first: you pilot an ordinary biplane into an oncoming force of tanks and aircraft, also of mediocre appearance. Yet things perk up very soon. Enemy fire constantly forces you to dodge and destroy as quick as you can, and the weapons gradually change from a routine spread shot to a twirling spiral green laser and a screen-filling octopus of a flamethrower. The opposition also gets more impressive, growing into more stylish assault vehicles and immense stage bosses. It’s a fantastic workhorse of a shooter. It’s not always pretty, but it’s constantly challenging you, leaving you wanting more at your inevitable defeat and even dropping small details for you to appreciate when you're not weaving through certain destruction.
When it comes to those details, my favorite is the ground crew that awaits at the end of each stage. They’re tiny green figures that scamper across the curiously friendly airfield where your plane lands, somehow in the middle of hostile territory, and those mechanics are usually up to something. At the game’s start they’ll form an encouraging arrow for you. On another level one of them will try to fly a plane like yours, only to crash it and apparently survive.
The best ground-crew routine appears at the end of stage four, when they’ll rush toward the landing strip and line up…except for one crew member, who trips over the barrier.

Whoops! Quick, get up and get in line before someone notices!

Uh-oh. Your boss noticed, and you’re getting chewed out.

But it’s okay, because now you’re back with the others…only you’re just a little out of step with the rest of the crew. That’s really a nice touch.
Toaplan went on to make more complex shooters with more complex background details, perhaps reaching their apex with that gorgeous spread of ocean life in Batsugun’s first stage. I think that Fire Shark was the start of that. There’s a certain care to it that isn’t really apparent in earlier works like Tiger-Heli, and it set a lot of standards for shooters both inside Toaplan and out of it. For example, Seibu Kaihatsu's original Raiden has a lot in common with Fire Shark, from the round, bullet-spraying tank turrets to the overall intensity of it. So when people talk up Raiden, you can mention that it swiped a lot from Fire Shark. You’ll be the old-school shooter version of those people who won’t let anyone mention the Ramones without bringing up MC5 or the Dictators or the New York Dolls.

There are several ways to enjoy Fire Shark, including a recent port of the original arcade game for the Toaplan Arcade Garage. Yet the Genesis version, which Toaplan themselves programmed, is hardly irrelevant, and I actually prefer it in many ways. The soundtrack has more impact there, and a special code lets you max out your weapons at any time. This fixes one of the game’s few general flaws: power-ups are a little too infrequent in the face of the opposition. So don’t feel guilty about pumping up that fire cannon and filling the screen like some b-movie giant spider.
So now I appreciate Fire Shark. I don’t like it quite as much as I do M.U.S.H.A or the Trouble Shooter titles (did I mention those?), but I think Fire Shark places in the top five shooters on the Sega Genesis. And on a system so full of them, that’s saying an awful lot.
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