
Get ready for classic shoot-'em-up action in Toaplan's Fire Shark, now on PC with modern updates. An evil and overwhelmingly powerful military force is about to take over not only a small country, but the whole world... Defeat the enemy and accept your place of honor!
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The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 22reviews | 91% | — | $3.8K |
| $7.99 | 1ratings | 100% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
✍️ A Theory of Shmup Evolution By: Joseph Salomonsen Gradius → R‑Type → Darius → Toaplan → Cave / Treasure / G.rev 🟨 Foundations — Designed Space Gradius (Konami, 1985) The origin of control: resource systems, checkpoints, and authored space. The player shapes their ship to survive the level. R‑Type (Irem, 1987) The Force system: space becomes weaponized. A slow, methodical philosophy—positioning over reflex. Darius (Taito, 1987) Branching structure and spectacle. The first step toward non-linear shmup identity. 🟥 Line 1 — Density → Pattern → Bullet Hell (Toaplan → Cave) Twin Cobra (Toaplan, 1987) The definitive military shooter. Discipline, routing, survival. (my personal fave) Truxton / Tatsujin (Toaplan, 1988) The birth of the “Mega-Bomb” aesthetic—power as expression. Batsugun (Toaplan, 1993) The bridge to Bullet Hell. Density begins to dominate space. DoDonPachi (Cave, 1997) The system is complete. Patterns become language. Mushihimesama (Cave, 2004) The organic extreme. Bullets form ecosystems, not just obstacles. Deathsmiles (Cave, 2007) A divergence: horizontal design fused with atmosphere. Bullet hell becomes mood, not just system. 🟩 Line 2 — Weight → Realism → Physicality (Seibu → G.rev) Raiden II / DX (Seibu, 1993) The peak of “Heavy Metal” sprite-work. Industrial, grounded, uncompromising. Under Defeat (G.rev, 2005) The final expression of the military shmup. Momentum, recoil, and battlefield physics replace abstraction. Here: space > bullets weight > pattern movement > memorization 🟦 Line 3 — Mechanics → Abstraction → Philosophy (Iuchi Lineage) Hiroshi Iuchi ❤️ Radiant Silvergun → Judgment Silversword → Ikaruga → Kokuga → Ubusuna Treasure → M‑KAI → G.rev → M2 Radiant Silvergun (Treasure, 1998) The maximalist foundation. A shmup with layered systems and narrative ambition rarely seen in arcades. Judgment Silversword (M‑KAI, 2004) The technical bridge. The “Silver” philosophy reduced to pure system and code. Ikaruga (Treasure, 2001) The minimalist apex. Seven weapons collapse into one binary system: Black or White. The “chess” of shmups. Kokuga (G.rev, 2012) The tactical pivot. The ship becomes a tank. Weight replaces speed. Strategy replaces reaction. Ubusuna (M2, 2025/2026) The philosophical return. A synthesis of polarity and modern standards—a reflection on the lineage itself. ✅ Synthesis Shmups do not evolve in a single line. They fragment into three competing philosophies: Toaplan → Cave = density / pattern / abstraction of space Seibu → G.rev = weight / realism / physical presence Treasure → Iuchi = system / reduction / philosophy All of them emerge from: Gradius = designed systems R‑Type = controlled space Darius = structural possibility ✅ Final statement From Gradius’ authored space to Cave’s infinite bullet fields, from Iuchi’s compression of systems to G.rev’s return to physicality— The shmup is not just reflex, but a philosophy of dynamic control.
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Languages: English
Hours played at review time, across 22 reviews with recorded playtime.
El juego es pura y dura nostalgia, tienes un selector de naves sencillo y una capa de dificultad desafiante. Si extrañas los juegos retro de naves para arcade, este juego es para ti.
Excelent port of one of my least favourite toaplan games (but not bad). bitwave has done it again. good port with modern conveniences like small hitbox, autofire and rewind. It m2 quality without bells @whistles, except in sound emulation. Now about the game. The game is a classic shmup with few but fast bullets with great acuracy. This games is hard, it suffers a bit of gradius syndrome. But what i most hate is the powerup system. There are 3 types of weapons to choose, and some are bad (green). When the powerup appears stays for a long time in the screen and it is easy to pickup by accident, specially considering that the worst item is always appearing. It ruins a bit a game that could be great. This game is brutal, even for shmups standards.
Bem nostálgico e fiel ao original, com algumas melhorias e um porte muito bom ao PC. O aconselhável é jogar no controle, no teclado não é muito bom.
Ok!
j'aimerais bien jouer mais cela ne fonctionne pas avec mon pad ps3 dommage
Great game play Plays well on the Steam Deck
最完美的版本
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.8K | 82 | 57% | $1.99 | |
| $3.8K | 51 | 61% | $3.99 | |
| $3.8K | 199 | 61% | $0.99 | |
| $3.9K | 74 | 89% | $3.99 | |
| $3.8K | 99 | 75% | $3.99 | |
| $3.8K | 53 | 87% | $4.99 |