"The evacuee jumps up from the life net and falls down a little rightwards." --Fire instruction manual
Developer
Nintendo R&D1
Release Date
31st of July, 1980 (Japan)
With Fire we are again blessed with a unequivocally simplistic title that lays out the tone the designers were trying to strike. This time, we are faced with a primal force - a word that leans close into our collective intelligence and whispers "danger". No carefree circus act, no jaunty pirates, no mere garden disturbances. Flames lick the skies, desperate victims leap out from windows, and emergency workers struggle against the odds to save them all. And with each miss now represented by an angel of the departed, there is no mistaking that here we have a life-and-death situation.
So how does this tally with the need for nonthreatening premises I jabbered on about last time? Well, I think one could argue that Fire marks an early turning point for the range in terms of courting the public. As Game & Watch games were designed in tandem to accommodate a two-month manufacturing time, Fire is likely to have been the first designed under knowledge of the retailer reaction to Ball. True, Nintendo used to be quite adept at hiding sales figures from their employees, but as Fire saw the development team swell in size by the addition of two more personnel (Masao Yamamoto and Takehiro Izushi), there must have been some awareness that the future of the Game & Watch range was now more secure than ever before. What better time to introduce danger and death?

These are changes that make Fire, in my own personal opinion, a more satisfying game to play. Every evacuee taken to the ambulance feels like an accomplishment; a life saved. And even though the torrent of victims is still never-ending (there must have been a real housing crisis), Fire shakes the structure up a bit by introducing a soon-to-be-standard Game & Watch element - the temporary reprieve. For every 100 points scored, the number of evacuees leaping from the flames briefly subsides. This gives the game a nice sense of flow - a just-have-to-get-to-the-next-hundred urgency that compels you forward.

Still, if this story is true then it is a testament to the pride in their work this team held - that they took such care in crafting a cohesive experience that a version of Fire with leftwards motion would not be tolerated, in spite of essentially identical functionality. And perhaps even an early sign of the importance of rightwards motion in the future of the company.
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