Conrad B. Hart
The protagonist, an amnesiac agent who investigates the alien threat and tries to recover his identity.
Documented for this version
D-pad | Move Conrad and adjust his position. |
|---|---|
A | Fire the pistol. |
B | Jump or perform a contextual movement. |
C | Draw or holster the pistol. |
How it plays
Flashback is viewed from a side-on perspective across large, screen-based areas. Conrad must run, jump, climb ledges, draw his pistol, activate devices, collect objects, and solve hazards while advancing through five story-driven stages.
Progress depends on finding the correct route and using inventory items at the right locations. Hostile creatures, guards, traps, and timed situations punish careless movement. The game is single-player and uses passwords to continue from later sections.
Plan your run
Treat every jump as a deliberate movement rather than rushing forward. Stop at ledges, observe patrol patterns, and draw the pistol before entering areas where enemies can appear.
Search each screen for usable objects and remember where inventory items were found. Save passwords after major progress, and use the environment to separate enemies instead of exchanging fire in confined spaces.
Meet the cast
The protagonist, an amnesiac agent who investigates the alien threat and tries to recover his identity.
Conrad's ally, who helps him after the opening escape and provides important story support.
Before you begin
Use short, controlled movements near ledges and traps.
Keep the pistol ready, but avoid wasting time fighting enemies that can be bypassed.
Record passwords carefully because they are the main continuation system.
Flashback is a cinematic science-fiction platformer developed by Delphine Software International for the Sega Genesis. The game follows Conrad B. Hart, who awakens on an alien world with no memory and must reconstruct his identity while uncovering a dangerous invasion plot. Its play style combines carefully animated platform movement, exploration, gunfights, and environmental puzzles rather than arcade-style continuous action. The Genesis version was widely recognized for its rotoscoped animation, atmospheric presentation, and demanding but deliberate controls. Its emphasis on timing and observation gave it a distinctive place among early-1990s console action games, although some players found the collision rules and instant deaths unforgiving.
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