Difference between revisions of "Space Harrier"

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:''For home computer conversions, see ''[[Space Harrier (Elite Systems)]]'' and ''[[Space Harrier (Dempa)]]''.''
+
:''For home computer conversions, see [[Space Harrier (Elite Systems)]] and [[Space Harrier (Dempa)]].''
 
{{Bob
 
{{Bob
 
| bobscreen=Space Harrier Title.png
 
| bobscreen=Space Harrier Title.png
 
| publisher=[[Sega]] {{NES}} [[Takara]], {{TG16}} [[NEC Avenue]] (JP), [[NEC]] (US)
 
| publisher=[[Sega]] {{NES}} [[Takara]], {{TG16}} [[NEC Avenue]] (JP), [[NEC]] (US)
| developer=[[Sega AM2]] {{SMS}} {{GG}} [[Sega]] {{NES}} [[White Board]] {{TG16}} [[Dempa]] {{32X}} [[Rutubo Games]]
+
| developer=[[Sega AM2]] {{SMS}} {{GG}} [[Sega R&D2]] {{NES}} [[White Board]] {{TG16}} [[Dempa]] {{32X}} [[Rutubo Games]]
 +
| system=[[Sega Hang-On hardware]], [[Sega 32X]], [[Sega Master System]], [[Sega Game Gear]], Nintendo Famicom, TurboGrafx-16, [[Virtual Console]], Android
 
| romsize={{Arcade}} 1.75MB,{{fileref|SpaceHarrier Arcade EU Flyer.pdf|page=4}} {{SMS}} 256kB, {{GG}} 128kB, {{32X}} 2MB
 
| romsize={{Arcade}} 1.75MB,{{fileref|SpaceHarrier Arcade EU Flyer.pdf|page=4}} {{SMS}} 256kB, {{GG}} 128kB, {{32X}} 2MB
| system=[[Sega Hang-On hardware]], [[Sega 32X]], [[Sega Master System]], [[Sega Game Gear]], Nintendo Famicom, TurboGrafx-16, [[Virtual Console]], Android
+
| sounddriver=
| genre=Shoot-'em-Up
+
| peripherals=
 +
| players=1
 +
| genre=Shooter
 
| releases={{releases
 
| releases={{releases
| arcade_date_jp=1985-12 {{ref|http://vc.sega.jp/vca_harrier/}}
+
| arcade_date_jp=1985-12{{ref|http://vc.sega.jp/vca_harrier/}}
| arcade_date_world=1985
+
| arcade_date_us=1986
 +
| arcade_date_uk=1986
 
| nes_date_jp=1989
 
| nes_date_jp=1989
 
| tg16_date_us=1990
 
| tg16_date_us=1990
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| sms_date_us=1987-03
 
| sms_date_us=1987-03
 
| sms_code_us=7001
 
| sms_code_us=7001
| sms_rrp_us=43.00 {{fileref|CGW US 051.pdf|page=51}}
+
| sms_rrp_us=43.00{{fileref|CGW US 051.pdf|page=51}}
| sms_date_eu=1987-08 {{fileref|CVG UK 073.pdf|page=132}}
+
| sms_date_eu=1987-08{{fileref|CVG UK 073.pdf|page=132}}
 
| sms_code_eu=7080
 
| sms_code_eu=7080
| sms_rrp_uk=24.95 {{fileref|ACE UK 16.pdf|page=167}}{{fileref|SpecialOffer SMS UK PrintAd.jpg}}
+
| sms_rrp_uk=24.95{{fileref|ACE UK 16.pdf|page=167}}{{fileref|CVG UK 078.pdf|page=26}}
 
| sms_date_jp=1986-12-21
 
| sms_date_jp=1986-12-21
 
| sms_rrp_jp=5,500
 
| sms_rrp_jp=5,500
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}}
 
}}
 
{{releasesGG
 
{{releasesGG
| gg_date_us=1991-11 {{fileref|GamePro US 027.pdf|page=95}}
+
| gg_date_us=1991-11{{fileref|GamePro US 027.pdf|page=95}}
| gg_rrp_us=34.95 {{fileref|GamePro US 029.pdf|page=126}}
+
| gg_rrp_us=34.95{{fileref|GamePro US 029.pdf|page=126}}
 
| gg_code_us=2314
 
| gg_code_us=2314
 
| gg_date_eu=1991
 
| gg_date_eu=1991
 
| gg_code_eu=2314
 
| gg_code_eu=2314
| gg_rrp_uk=24.99
+
| gg_rrp_uk=24.99{{fileref|SegaPro UK 05.pdf|page=59}}
 
| gg_date_jp=1991-12-28
 
| gg_date_jp=1991-12-28
 
| gg_rrp_jp=3,500
 
| gg_rrp_jp=3,500
 
| gg_code_jp=G-3212
 
| gg_code_jp=G-3212
| gg_date_br=1992-04 {{fileref|Supergame BR 09.pdf|page=48}}
+
| gg_date_br=1992-04{{fileref|Supergame BR 09.pdf|page=48}}
 
| gg_code_br=013510
 
| gg_code_br=013510
 
| gg_date_kr=199x
 
| gg_date_kr=199x
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}}
 
}}
 
{{releases32X
 
{{releases32X
| 32x_date_us=1994
+
| 32x_date_us=1995-01{{fileref|NextGeneration US 02.pdf|page=95}}
 
| 32x_code_us=84505
 
| 32x_code_us=84505
| 32x_date_eu=1995-01 {{fileref|CVG UK 157.pdf|page=139}}
+
| 32x_date_eu=1995-01{{fileref|CVG UK 157.pdf|page=139}}
 
| 32x_code_eu=84505-50
 
| 32x_code_eu=84505-50
 
| 32x_date_jp=1994-12-03
 
| 32x_date_jp=1994-12-03
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}}
 
}}
 
{{releasesAndroid
 
{{releasesAndroid
| android_date_jp_ps=2011-07-15 {{ref|http://www.4gamer.net/games/123/G012307/20110715097/}}
+
| android_date_jp_ps=2011-07-15{{ref|http://www.4gamer.net/games/123/G012307/20110715097/}}
 
}}
 
}}
 
| esrb=e
 
| esrb=e
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| cero=a
 
| cero=a
 
| oflc=g
 
| oflc=g
 +
| elspa=3
 
}}
 
}}
'''''Space Harrier''''' (スペースハリアー) is an arcade shoot-'em-up game, in a third-person rail shooter format, designed by [[Yu Suzuki]]. It was released by [[Sega]] in late 1985.
+
'''''Space Harrier''''' (スペースハリアー) is an [[arcade]] shooter game, in a third-person rail shooter format, designed by [[Yu Suzuki]]. It was released by [[Sega]] in late 1985, for the [[Sega Hang-On hardware|Sega Space Harrier hardware]] (an upgrade of the [[Sega Hang-On hardware]]).
 +
 
 +
==Story==
 +
''Space Harrier Saga Prologue''
 +
 
 +
''Once upon a time there existed a beautiful utopia located far, far beyond the most distant galaxy of the universe, called "Dragon Land".''
 +
 
 +
''It was a peaceful world brimming over with life and light. Then suddenly in the space year 6226, a dastardly scheme carefully orchestrated by the evil one was unleashed on this land which had once been a "Garden of Eden". Supernatural phenomena became rampant throughout the devastated planet and barbaric and evil creatures could literally be seen roaming everywhere. Although everything imaginable appeared to have been destroyed on Dragon Land, the only living thing that continued to resist the forces of evil was "Uriah", a friendly dragon. He was nearly at his wits' end in his unrelenting search for a savior, when lo and behold, a fighter from Earth with superhuman ability and physic powers heard his plea for help and arrived on the scene to help save the day.''
 +
 
 +
''Now, with the whole universe as your audience, a legendary battle that is surely destined to be passed down to future generations, is about to unfold.''
 +
 
 +
''Welcome to Fantasy Zone''
 +
 
 +
Storyline taken from western (EU and US) version of Master System port which is shown after 4 attract demos at title screen.
  
 
==Gameplay==
 
==Gameplay==
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''Space Harrier'' was conceived by Yu Suzuki relatively early in his career, at a time where the concept of shoot-'em-up games in 3D space were considered taboo. For much of the early 1980s, the technology simply did not exist to deliver satisfactory results for what Suzuki wanted - low screen resolutions of the era were thought to make enemies too small to hit, and as a result, Sega's earlier rail shooters ''[[SubRoc-3D]]'' and ''[[Buck Rogers: Planet of Zoom]]'' saw limited success in arcades, while "tube shooters" such as [[Atari]]'s ''Tempest'' and [[Konami]]'s ''[[wikipedia:Gyruss|Gyruss]]'' heavily restricted movement and aiming.
 
''Space Harrier'' was conceived by Yu Suzuki relatively early in his career, at a time where the concept of shoot-'em-up games in 3D space were considered taboo. For much of the early 1980s, the technology simply did not exist to deliver satisfactory results for what Suzuki wanted - low screen resolutions of the era were thought to make enemies too small to hit, and as a result, Sega's earlier rail shooters ''[[SubRoc-3D]]'' and ''[[Buck Rogers: Planet of Zoom]]'' saw limited success in arcades, while "tube shooters" such as [[Atari]]'s ''Tempest'' and [[Konami]]'s ''[[wikipedia:Gyruss|Gyruss]]'' heavily restricted movement and aiming.
  
Initial plans were to use military planes (or more specifically, the [[wikipedia:Harrier Jump Jet|''Harrier'' jump jet]]), but a lack of memory space for the graphics caused a shift towards science fiction. The decision to use an analog joystick over a digital joystick was because Suzuki felt it was better suited for a flying game and it gave the player greater control over pointing and shooting<sup><small>(''Retro Gamer'', {{num|145|page=27}})</small></sup>. According to Suzuki, in order to counteract the above problem with aiming at small targets, the team created a "homing missile system like a real fighter aircraft and made it into an easy to hit shooting system".
+
Initial plans were to use military planes (or more specifically, the [[wikipedia:Harrier Jump Jet|''Harrier'' jump jet]]), but a lack of memory space for the graphics caused a shift towards science fiction. The decision to use an analog joystick over a digital joystick was because Suzuki felt it was better suited for a flying game and it gave the player greater control over pointing and shooting{{ref|''Retro Gamer'', {{num|145|page=27}}}}. According to Suzuki, in order to counteract the above problem with aiming at small targets, the team created a "homing missile system like a real fighter aircraft and made it into an easy to hit shooting system".
  
 
Suzuki wanted to keep the game's appearance family-friendly. The game's fantasy world is largely a homage to the artist [[wikipedia:Roger Dean (artist)|Roger Dean]] and the 1984 fantasy film ''[[wikipedia:The NeverEnding Story (film)|The NeverEnding Story]]''. The game also references the ''[[wikipedia:Gundam|Gundam]]'' anime series with its robotic "Dom" enemies.
 
Suzuki wanted to keep the game's appearance family-friendly. The game's fantasy world is largely a homage to the artist [[wikipedia:Roger Dean (artist)|Roger Dean]] and the 1984 fantasy film ''[[wikipedia:The NeverEnding Story (film)|The NeverEnding Story]]''. The game also references the ''[[wikipedia:Gundam|Gundam]]'' anime series with its robotic "Dom" enemies.
  
Due to its limited production time, the game's six bosses were created within three months, a distinctive boss every two weeks. Each boss was made up of at least eight or more sprites, which move in sequence. The game makes use of repeated sprites moving at high speed, as a way around technical memory limitations <sup><small>(''Retro Gamer'', {{num|145|page=24}})</small></sup>.
+
Due to its limited production time, the game's six bosses were created within three months, a distinctive boss every two weeks. Each boss was made up of at least eight or more sprites, which move in sequence. The game makes use of repeated sprites moving at high speed, as a way around technical memory limitations{{ref|''Retro Gamer'', {{num|145|page=24}}}}.
  
The game introduced a true analog flight stick for movement,{{ref|http://www.eurogamer.net/articles/2013-07-07-space-harrier-retrospective}} with the ability to register movement in any direction as well as measure the degree of push, which could move the player character at different speeds depending on how far the stick is pushed in a certain direction.{{ref|http://retro.ign.com/articles/906/906935p2.html}} It also featured a basic homing missile gameplay mechanic, and a full-motion cockpit cabinet <small>(''Retro Gamer'', {{num|145|page=22}})</small>; its cockpit-shaped arcade cabinet moved in the direction the player moved the joystick.
+
The game introduced a true analog flight stick for movement{{ref|http://www.eurogamer.net/articles/2013-07-07-space-harrier-retrospective}}, with the ability to register movement in any direction as well as measure the degree of push, which could move the player character at different speeds depending on how far the stick is pushed in a certain direction.{{ref|http://retro.ign.com/articles/906/906935p2.html}} It also featured a basic homing missile gameplay mechanic, and a full-motion cockpit cabinet{{ref|''Retro Gamer'', {{num|145|page=22}}}}; its cockpit-shaped arcade cabinet moved in the direction the player moved the joystick.
  
 
===Legacy===
 
===Legacy===
''Space Harrier'' became one of 1986's major chart hits in the arcades.{{ref|http://www.solvalou.com/subpage/arcade_reviews/103/320/space_harrier_review.html}} Its success established Suzuki as the leading arcade game designer at the time.{{ref|http://www.eurogamer.net/articles/2013-07-07-space-harrier-retrospective}} ''Space Harrier'''s arcade success led it to become one of the most ported Sega games in history. Sega themselves would handle [[Sega Master System]] and [[Sega Game Gear]] ports in 1986 and 1991, respectively, the Master System game in particular being a top seller for the console and one of the more accurate, readily available versions of its day.
+
''Space Harrier'' became one of 1986's major chart hits in the arcades{{fileref|SinclairUser UK 059.pdf|page=92}}. Its success established Suzuki as the leading arcade game designer at the time{{ref|http://www.eurogamer.net/articles/2013-07-07-space-harrier-retrospective}}. ''Space Harrier'''s arcade success led it to become one of the most ported Sega games in history. Sega themselves would handle [[Sega Master System]] and [[Sega Game Gear]] ports in 1986 and 1991, respectively, the Master System game in particular being a top seller for the console and one of the more accurate, readily available versions of its day.
  
 
[[NEC]] brought ''Space Harrier'' to the PC Engine/TurboGrafx-16 with [[Takara]] also bringing it to the Nintendo Famicom in 1989. Squaresoft's NES game ''The 3D Battles of WorldRunner'' is often considered to have been heavily inspired by ''Space Harrier'' also.
 
[[NEC]] brought ''Space Harrier'' to the PC Engine/TurboGrafx-16 with [[Takara]] also bringing it to the Nintendo Famicom in 1989. Squaresoft's NES game ''The 3D Battles of WorldRunner'' is often considered to have been heavily inspired by ''Space Harrier'' also.
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The game was included as a minigame in both ''[[Shenmue]]'' and ''[[Shenmue II]]'', and more recently the Master System version of the game was made available via the [[Wii]]'s [[Virtual Console]] service in 2008, followed by a Virtual Console Arcade release a year later. It has also appeared on the [[Nintendo 3DS]] as ''[[3D Space Harrier]]''.
 
The game was included as a minigame in both ''[[Shenmue]]'' and ''[[Shenmue II]]'', and more recently the Master System version of the game was made available via the [[Wii]]'s [[Virtual Console]] service in 2008, followed by a Virtual Console Arcade release a year later. It has also appeared on the [[Nintendo 3DS]] as ''[[3D Space Harrier]]''.
  
The game's basic homing missile mechanic was the basis for, and was superseded by, the lock-on system of Yu Suzuki's 1987 title ''[[After Burner]]'', which was then adopted by later rail shooters such as Sega's ''[[Panzer Dragoon]]'' and ''[[Rez]]'' <sup><small>(''Retro Gamer'', {{num|145|page=28}})</small></sup>.
+
The game's basic homing missile mechanic was the basis for, and was superseded by, the lock-on system of Yu Suzuki's 1987 title ''[[After Burner]]'', which was then adopted by later rail shooters such as Sega's ''[[Panzer Dragoon]]'' and ''[[Rez]]''{{ref|''Retro Gamer'', {{num|145|page=28}}}}.
  
 
''Space Harrier'' (and its sequels, beginning with 1988's ''[[Space Harrier 3D]]'') are set in the "Fantasy Zone", the same setting as [[Fantasy Zone|the arcade game with the same name]]. This relationship was explored further with the Sharp X68000 port of ''Fantasy Zone'', which includes a ''Space Harrier'' level, and the cancelled TurboGrafx-16 title ''[[Space Fantasy Zone]]'', which was a hybrid between the two games.
 
''Space Harrier'' (and its sequels, beginning with 1988's ''[[Space Harrier 3D]]'') are set in the "Fantasy Zone", the same setting as [[Fantasy Zone|the arcade game with the same name]]. This relationship was explored further with the Sharp X68000 port of ''Fantasy Zone'', which includes a ''Space Harrier'' level, and the cancelled TurboGrafx-16 title ''[[Space Fantasy Zone]]'', which was a hybrid between the two games.
 +
 +
===Versions===
 +
====Master system version====
 +
''Space Harrier'' was brought to the [[Sega Master System]] relatively early on in the console's lifespan and, as was customary for virtually all home ports of the game (and others from this era, such as ''[[OutRun]]'' and ''[[After Burner]]''), the game uses pre-drawn graphic sets as opposed to scaling the sprites in real time. This leads to a "choppy" scaling effect as enemies and objects move into and out of the screen, as only a handful of sizes can be rendered.
 +
 +
Unlike the Master System version of ''[[OutRun]]'', ''Space Harrier'' "cheats" in order to accommodate as many objects on screen while retaining the checkerboard floor (and ceiling). From a technical perspective, the enemies are not rendered as sprites, but as background tiles, and therefore cannot be layered on top of each other. The lack of transparency around the edges of objects causes the levels to look "blocky" - something particularly noticeable with bosses which in the arcade game, are often constructed of multiple sprites layered on top of each other.
 +
 +
====32X version====
 +
On the 32X, ''Space Harrier'' is close to being arcade perfect, but suffers from frame rate drops when too many sprites are on-screen.
  
 
==Production credits==
 
==Production credits==
{{multicol|
 
 
===32X version===
 
===32X version===
'''Reprogrammed by:''' [[Rutubo Games]]<br/>
+
<section begin=credits_32x />{{creditstable|
'''Programmer and Planner:''' [[Masatoshi Hashimoto|M.Hashimoto]] (Rutubo Games), [[Shinichirou Mukaigashira|S.Mukaigashira]] (Rutubo Games), [[Katsumasa Tsuneyoshi|K.Tsuneyoshi]] (Rutubo Games), [[Tetsu Matsushima|T.Matsushima]] (Rutubo Games), [[Masaichirou Mishima|M.Mishima]] (Rutubo Games)<br/>
+
*'''Reprogrammed by:''' [[Rutubo Games]]
'''Thanks:''' Y.Kenji (Rutubo Games), [[Takeshi Maeda|T.Maeda]] (Rutubo Games)<br/>
+
*'''Programmer and Planner:''' [[Masatoshi Hashimoto|M.Hashimoto]] (Rutubo Games), [[Shinichirou Mukaigashira|S.Mukaigashira]] (Rutubo Games), [[Katsumasa Tsuneyoshi|K.Tsuneyoshi]] (Rutubo Games), [[Tetsu Matsushima|T.Matsushima]] (Rutubo Games), [[Masaichirou Mishima|M.Mishima]] (Rutubo Games)
'''Special Thanks:''' [[Mamoru Shigeta|M.Shigeta]], [[Hiroshi Aso|H.Aso]], [[Osamu Sato|O.Sato]], Y.Ohoka, S.Yonekura, H.Lee, [[Kotaro Hayashida|K.Hayashida]]<br/>
+
*'''Thanks:''' Y.Kenji (Rutubo Games), [[Takeshi Maeda|T.Maeda]] (Rutubo Games)
'''Presented by:''' [[Sega|Sega Enterprises Ltd.]]
+
*'''Special Thanks:''' [[Mamoru Shigeta|M.Shigeta]], [[Hiroshi Aso|H.Aso]], [[Osamu Sato|O.Sato]], Y.Ohoka, S.Yonekura, H.Lee, [[Kotaro Hayashida|K.Hayashida]]
 +
*'''Presented by:''' [[Sega|Sega Enterprises Ltd.]]
 +
}}<section end=credits_32x />
  
 
===Master System version===
 
===Master System version===
: '''PC Unit'''
+
<section begin=credits_sms/>{{multicol|
'''Directed by:''' [[Berial Mut 743]]<br>
+
{{creditstable|
'''Produced by:''' [[Yuji Naka|Nitta Tai Yuji]]<br>
+
{{creditsheader|PC Unit}}
'''Screenplay by:''' [[Yuji Naka|Nitta Tai Yuji]], [[Berial Mut 743]], [[Tamo]], [[Koshihikari]]<br>
+
*'''Directed by:''' [[Berial Mut 743]]
'''Story by:''' [[Berial Mut 743]]<br>
+
*'''Produced by:''' [[Yuji Naka|Nitta Tai Yuji]]
'''Editor:''' [[Tamo]], [[Koshihikari]]<br>
+
*'''Screenplay by:''' [[Yuji Naka|Nitta Tai Yuji]], [[Berial Mut 743]], [[Tamo]], [[Koshihikari]]
'''Art Director:''' [[Fuuuuuk]]<br>
+
*'''Story by:''' [[Berial Mut 743]]
'''Art Designer:''' [[Mayu]], [[Col Khadafy]], [[Matilda Yoko]], [[Sukeban Tamun]], [[3712 SK]]<br>
+
*'''Editor:''' [[Tamo]], [[Koshihikari]]
'''Music Arranger:''' [[Bo]]<br>
+
*'''Art Director:''' [[Fuuuuuk]]
'''Proposed by:''' [[Yuji Naka|Nitta Tai Yuji]]<br>
+
*'''Art Designer:''' [[Mayu]], [[Col Khadafy]], [[Matilda Yoko]], [[Sukeban Tamun]], [[3712 SK]]
'''Special Thanks:''' Arcade Unit, [[Yu Suzuki|Yu]], Cota, [[Hiro]], [[Bin Chan]], Chisuke, Eiro, Pideshi, [[Kanako Kohyama|Kan]], [[Hiroshi Aso|Shy Guy Aso]], Sant<br>
+
*'''Music Arranger:''' [[Bo]]
'''Present from:''' [[Sega]]
+
*'''Proposed by:''' [[Yuji Naka|Nitta Tai Yuji]]
 +
*'''Special Thanks:''' Arcade Unit, [[Yu Suzuki|Yu]], Cota, [[Hiro]], [[Bin Chan]], Chisuke, Eiro, Pideshi, [[Kanako Kohyama|Kan]], [[Hiroshi Aso|Shy Guy Aso]], Sant
 +
*'''Present from:''' [[Sega]]
 +
}}
 +
}}<section end=credits_sms/>
  
 
===PC Engine version===
 
===PC Engine version===
'''Main Programmer:''' T.Kurebayashi<br>
+
<section begin=credits_pce />{{multicol|
'''Music Driver:''' Perfect Senoko<br>
+
{{creditstable|
'''Music Editor:''' Nazo1 Ken Ken<br>
+
*'''Main Programmer:''' T.Kurebayashi
'''Sound Effector:''' [[Shigeharu Isoda|ROM Writer Nasu]]<br>
+
*'''Music Driver:''' Perfect Senoko
'''Graphic Coding:''' T.Matsushima, T.Kurebayashi<br>
+
*'''Music Editor:''' Nazo1 Ken Ken
'''Test Player:''' K.Tsuchida, A.Yamashita<br>
+
*'''Sound Effector:''' [[Shigeharu Isoda|ROM Writer Nasu]]
'''Special Thanks to:''' Daddy Naniwa, [[Toshio Tabeta|T.Tabeta]]<br>
+
*'''Graphic Coding:''' T.Matsushima, T.Kurebayashi
: '''- Space Harrier -'''
+
*'''Test Player:''' K.Tsuchida, A.Yamashita
© [[Sega]] 1986<br>
+
*'''Special Thanks to:''' Daddy Naniwa, [[Toshio Tabeta|T.Tabeta]]
: '''PC Engine'''
+
 
Programmed by [[Dempa|Dempa Micom Soft]]
+
*- Space Harrier -
 +
*© [[Sega]] 1986
 +
*PC Engine
 +
*Programmed by [[Dempa|Dempa Micom Soft]]
 
}}
 
}}
 +
}}<section end=credits_pce/>
  
==Technical information==
+
==Hints==
===ROM dump status===
+
<gallery>
{{romtable|
+
SpaceHarrierSMSUSHints.jpg|Master System US hints
{{rom|32X|quality=good|sha1=|size=|date=|source=Cartridge}}
+
</gallery>
{{rom|32X|prototype=yes|quality=good|size=|date=1994-09-20|source=}}
+
 
}}
+
==Magazine articles==
 +
{{mainArticle|{{PAGENAME}}/Magazine articles}}
  
==Photo gallery==
+
==Promotional material==
 
<gallery>
 
<gallery>
SpaceHarrier Arcade Cabinet Rolling.jpg|Rolling cabinet
+
SpaceHarrier Arcade JP Flyer.jpg|Arcade JP flyer
SpaceHarrier Arcade Cabinet SitDown.jpg|Sit-down cabinet
+
SpaceHarrier Arcade EU Flyer.pdf|Arcade EU flyer
SpaceHarrier Arcade Cabinet Upright.jpg|Upright cabinet
+
SpaceHarrier SMS JP TVAdvert.mp4|Master System JP TV advert
 
</gallery>
 
</gallery>
 +
{{gallery
 +
|{{galleryPrintAd
 +
|ACE UK 06.pdf|ace|6|12-13
 +
|CVG UK 077.pdf|cvg|77|10
 +
 +
|text=Master System print advert
 +
}}
 +
 +
|{{galleryPrintAd
 +
|HobbyConsolas ES 043.pdf|hobbyconsolas|43|6-7
 +
|text=32X print advert
 +
}}
 +
}}
  
 
==Artwork==
 
==Artwork==
Line 178: Line 228:
 
</gallery>
 
</gallery>
  
==Hints==
+
==Photo gallery==
 
<gallery>
 
<gallery>
SpaceHarrierSMSUSHints.jpg|Master System US hints
+
SpaceHarrier Arcade Cabinet Rolling.jpg|Rolling cabinet
</gallery>
+
SpaceHarrier Arcade Cabinet SitDown.jpg|Sit-down cabinet
 
+
SpaceHarrier Arcade Cabinet Upright.jpg|Upright cabinet
==Magazine articles==
 
{{mainArticle|{{PAGENAME}}/Magazine articles}}
 
 
 
==Promotional material==
 
<gallery>
 
SpaceHarrier Arcade JP Flyer.jpg|Arcade JP flyer
 
SpaceHarrier Arcade EU Flyer.pdf|Arcade EU flyer
 
SpaceHarrier SMS JP TVAdvert.mp4|Master System JP TV advert
 
UltimateGamesMachine SMS UK PrintAd.jpg|Master System UK print advert
 
32X ES PrintAd 1995-04.jpg|32X ES print advert
 
 
</gallery>
 
</gallery>
  
Line 205: Line 245:
  
 
===Master System version===
 
===Master System version===
{{ratings
+
<section begin="SMS_ratings" />{{ratings
 
| icon=SMS
 
| icon=SMS
| allgame=90
 
| allgame_source=''[https://web.archive.org/web/20141114131236/www.allgame.com/game.php?id=1789 AllGame]''
 
 
| cgtc=78
 
| cgtc=78
| cgtc_source={{num|1|page=71}}
+
| cgtc_source={{num|1|page=71|pdf=CompleteGuideToConsoles UK 01.pdf}}
 
| cgtc_1=77
 
| cgtc_1=77
 
| cgtc_source_1={{num|4|page=107|pdf=CGtC UK 04.pdf}}
 
| cgtc_source_1={{num|4|page=107|pdf=CGtC UK 04.pdf}}
| gamesmachine=92
+
| gamesmachineit=92
| gamesmachine_source={{num|1|page=62/63|pdf=TheGamesMachine IT 001.pdf|pdfpage=62}}
+
| gamesmachineit_source={{num|1|page=62/63|pdf=TheGamesMachine IT 001.pdf|pdfpage=62}}
| gamespy=90
 
| gamespy_source=''[https://web.archive.org/web/20080408021728/hg101.classicgaming.gamespy.com/sms/sharrier.htm GameSpy]''
 
 
| joypad=72
 
| joypad=72
 
| maniac=68
 
| maniac=68
Line 233: Line 269:
 
| sfuk=92
 
| sfuk=92
 
| tilt=80
 
| tilt=80
| tilt_source={{num|49|page=106/107}}
+
| tilt_source={{num|49|page=106/107|pdf=Tilt FR 049.pdf|pdfpage=106}}
}}
+
}}<section end="SMS_ratings" />
 
{{Scanbox
 
{{Scanbox
 
| console=Master System
 
| console=Master System
Line 281: Line 317:
  
 
===32X version===
 
===32X version===
{{ratings
+
<section begin="32X_ratings" />{{ratings
 
| icon=32X
 
| icon=32X
| allgame=90
 
| allgame_source=''[https://web.archive.org/web/20141114235136/www.allgame.com/game.php?id=1388&tab=review AllGame]''
 
 
| consolesplus=70
 
| consolesplus=70
 
| consolesplus_source={{num|41|page=104|pdf=ConsolesPlus FR 041.pdf|pdfpage=104}}
 
| consolesplus_source={{num|41|page=104|pdf=ConsolesPlus FR 041.pdf|pdfpage=104}}
Line 298: Line 332:
 
| joypad_source={{num|40|page=}}
 
| joypad_source={{num|40|page=}}
 
| maniac=68
 
| maniac=68
 +
| maniac_source={{num|2/95|page=44|pdf=MAN!AC DE 1995-02.pdf}}
 
| mega=82
 
| mega=82
 
| mega_source={{num|27|page=30/31}}
 
| mega_source={{num|27|page=30/31}}
Line 312: Line 347:
 
| segapro=43
 
| segapro=43
 
| segapro_source={{num|41|page=67}}
 
| segapro_source={{num|41|page=67}}
 +
| segapro_1=67
 +
| segapro_source_1={{num|56|page=27}}
 
| ufg=71
 
| ufg=71
 
| ufg_source={{num|3|page=86/87|pdf=UltimateFutureGames UK 03.pdf|pdfpage=82}}
 
| ufg_source={{num|3|page=86/87|pdf=UltimateFutureGames UK 03.pdf|pdfpage=82}}
 
| videogames=47
 
| videogames=47
 
| videogames_source={{num|2/95|page=91|pdf=VideoGames DE 1995-02.pdf|pdfpage=87}}
 
| videogames_source={{num|2/95|page=91|pdf=VideoGames DE 1995-02.pdf|pdfpage=87}}
}}
+
| videogamesus=60
 +
| videogamesus_source={{num|74|page=65|pdf=VideoGames US 74.pdf|pdfpage=65}}
 +
}}<section end="32X_ratings" />
 
{{Scanbox
 
{{Scanbox
 
| console=32X
 
| console=32X
Line 350: Line 389:
  
 
===Game Gear version===
 
===Game Gear version===
{{ratings
+
<section begin="GG_ratings" />{{ratings
 
| icon=GG
 
| icon=GG
 
| cvg=46
 
| cvg=46
Line 356: Line 395:
 
| gamepro=80
 
| gamepro=80
 
| gamepro_source={{num|29|page=124|pdf=GamePro US 029.pdf|pdfpage=126}}
 
| gamepro_source={{num|29|page=124|pdf=GamePro US 029.pdf|pdfpage=126}}
 +
| gen4=79
 +
| gen4_source={{num|40|page=155|pdf=Generation4 FR 040.pdf|pdfpage=155}}
 
| hobbyconsolas=87
 
| hobbyconsolas=87
 
| hobbyconsolas_source={{num|3|page=58|pdf=HobbyConsolas ES 003.pdf|pdfpage=50}}
 
| hobbyconsolas_source={{num|3|page=58|pdf=HobbyConsolas ES 003.pdf|pdfpage=50}}
Line 372: Line 413:
 
| videogames=63
 
| videogames=63
 
| videogames_source={{num|6/92|page=123|pdf=VideoGames DE 1992-06.pdf|pdfpage=121}}
 
| videogames_source={{num|6/92|page=123|pdf=VideoGames DE 1992-06.pdf|pdfpage=121}}
}}
+
}}<section end="GG_ratings" />
 
{{Scanbox
 
{{Scanbox
 
| console=Game Gear
 
| console=Game Gear
Line 380: Line 421:
 
| spinemissing=yes
 
| spinemissing=yes
 
| cart=Space Harrier GG EU Cart.jpg
 
| cart=Space Harrier GG EU Cart.jpg
 +
| manual=Space Harrier GG US Manual.pdf
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Game Gear
 
| console=Game Gear
Line 412: Line 454:
  
 
===PC Engine version===
 
===PC Engine version===
{{ratings
+
<section begin="PCE_ratings" />{{ratings
 
| icon=PCE
 
| icon=PCE
 
| cvg=89
 
| cvg=89
Line 420: Line 462:
 
| joystick=82
 
| joystick=82
 
| joystick_source={{num|3|page=45|pdf=Joystick FR 003.pdf}}
 
| joystick_source={{num|3|page=45|pdf=Joystick FR 003.pdf}}
}}
+
}}<section end="PCE_ratings" />
 
{{Scanbox
 
{{Scanbox
 
| console=TurboGrafx-16
 
| console=TurboGrafx-16
Line 450: Line 492:
 
| spine=SpaceHarrier NES JP Box Spine.jpg
 
| spine=SpaceHarrier NES JP Box Spine.jpg
 
| cart=Space Harrier NES JP Cart.jpg
 
| cart=Space Harrier NES JP Cart.jpg
 +
}}
 +
 +
==Technical information==
 +
===ROM dump status===
 +
{{romtable|
 +
{{rom|32X|quality=good|sha1=|size=|date=|source=Cartridge}}
 +
{{rom|32X|prototype=yes|quality=good|size=|date=1994-09-20|source=}}
 
}}
 
}}
  
Line 457: Line 506:
 
==References==
 
==References==
 
{{NECRetro|italics=yes}}
 
{{NECRetro|italics=yes}}
 +
{{multicol|
 
<references/>
 
<references/>
 +
|cols=3}}
  
 
{{SpaceHarrier}}
 
{{SpaceHarrier}}
 
 
[[Category:Hang-On hardware games]]
 
[[Category:Hang-On hardware games]]

Revision as of 12:19, 12 August 2017

For home computer conversions, see Space Harrier (Elite Systems) and Space Harrier (Dempa).

n/a

Space Harrier Title.png

Space Harrier
System(s): Sega Hang-On hardware, Sega 32X, Sega Master System, Sega Game Gear, Nintendo Famicom, TurboGrafx-16, Virtual Console, Android
Publisher: Sega
Nintendo Entertainment System
Takara,
TurboGrafx-16
NEC Avenue (JP), NEC (US)
Developer:
Genre: Shooter

















Number of players: 1
Release Date RRP Code
Famicom
JP
1989 ¥? ?
Sega Master System
JP
¥5,5005,500 G-1310
Sega Master System
US
$43.0043.00[1] 7001
Sega Master System
EU
7080
Sega Master System
AU
Sega Master System
KR
GB-2310
Sega Master System
TW
G-1310
Sega Game Gear
JP
¥3,5003,500 G-3212
Sega Game Gear
US
$34.9534.95[6] 2314
Sega Game Gear
EU
2314
Sega Game Gear
BR
013510
Sega Game Gear
KR
GH1010JG
Sega 32X
JP
¥4,9804,980 GM-4005
Sega 32X
US
84505
Sega 32X
EU
84505-50
Sega 32X
AS
84505
Wii Virtual Console
JP
500pts500
Wii Virtual Console
US
500pts500
Wii Virtual Console
EU
500pts500
Wii Virtual Console
JP
(Arcade)
800pts800
Wii Virtual Console
US
(Arcade)
800pts800
Wii Virtual Console
EU
(Arcade)
800pts800
Google Android OS
JP
(PuyoSega)
CERO
Missing Parameter!

Space Harrier (スペースハリアー) is an arcade shooter game, in a third-person rail shooter format, designed by Yu Suzuki. It was released by Sega in late 1985, for the Sega Space Harrier hardware (an upgrade of the Sega Hang-On hardware).

Story

Space Harrier Saga Prologue

Once upon a time there existed a beautiful utopia located far, far beyond the most distant galaxy of the universe, called "Dragon Land".

It was a peaceful world brimming over with life and light. Then suddenly in the space year 6226, a dastardly scheme carefully orchestrated by the evil one was unleashed on this land which had once been a "Garden of Eden". Supernatural phenomena became rampant throughout the devastated planet and barbaric and evil creatures could literally be seen roaming everywhere. Although everything imaginable appeared to have been destroyed on Dragon Land, the only living thing that continued to resist the forces of evil was "Uriah", a friendly dragon. He was nearly at his wits' end in his unrelenting search for a savior, when lo and behold, a fighter from Earth with superhuman ability and physic powers heard his plea for help and arrived on the scene to help save the day.

Now, with the whole universe as your audience, a legendary battle that is surely destined to be passed down to future generations, is about to unfold.

Welcome to Fantasy Zone

Storyline taken from western (EU and US) version of Master System port which is shown after 4 attract demos at title screen.

Gameplay

Space Harrier is an early example of what has now been termed the "on-rails" shooter - one in which the game is played from a "third-person" perspective firing "into" the screen. This was not the first game of its kind - Sega themselves had experimented with the idea in Buck Rogers: Planet of Zoom in 1982, however Space Harrier is thought to have been the first significant release in this new sub-genre, and in turn went on to inspire many games, Sega or otherwise, made since.

In Space Harrier the player controls "the Harrier", a blond-haired man with a jetpack who travels across eighteen stages in the "Fantasy Zone" shooting at enemies and objects while avoiding enemy fire and other hazards. Unless hit, the Harrier constantly travels into the screen - the player can move horizontally and vertically, but has no control over the speed travelling forwards, which is instead dictated by the game.

Despite its name, Space Harrier is not set in space - the Harrier is always able to traverse a stage on land, as well as utilising his jetpack to hover above it. The differences are purely aesthetical - the rate at which the player moves through a stage is constant, only occasionally slowing down during two threat-less bonus stages, 5 and 12, which sees the player rides a friendly dragon known as "Uriah" with the objective of destroying as much scenery as possible.

The objective of the game is simply to survive. Each non-bonus stage has its own boss, and the final stage sees the Harrier fight all of these bosses for a second time. Once this is done, the game loops, and will continue until the player runs out of lives and credits.

In its original arcade form, Space Harrier relies solely on an joystick and fire button. The joystick is analogue - one of the first seen in an arcade game, with the ability to register movement in any direction as well as measure the magnitude of the force. It was also designed to self-center if not in use, though many home conversions lack this. Furthermore the game is notable for its use of digitized speech and its sit-down arcade cabinets, whose motion is affected by the movement of the joystick. Both features were rare things to see in 1985, as was much of the Super Scaler technology used within the game itself.

History

Development

Space Harrier was conceived by Yu Suzuki relatively early in his career, at a time where the concept of shoot-'em-up games in 3D space were considered taboo. For much of the early 1980s, the technology simply did not exist to deliver satisfactory results for what Suzuki wanted - low screen resolutions of the era were thought to make enemies too small to hit, and as a result, Sega's earlier rail shooters SubRoc-3D and Buck Rogers: Planet of Zoom saw limited success in arcades, while "tube shooters" such as Atari's Tempest and Konami's Gyruss heavily restricted movement and aiming.

Initial plans were to use military planes (or more specifically, the Harrier jump jet), but a lack of memory space for the graphics caused a shift towards science fiction. The decision to use an analog joystick over a digital joystick was because Suzuki felt it was better suited for a flying game and it gave the player greater control over pointing and shooting[13]. According to Suzuki, in order to counteract the above problem with aiming at small targets, the team created a "homing missile system like a real fighter aircraft and made it into an easy to hit shooting system".

Suzuki wanted to keep the game's appearance family-friendly. The game's fantasy world is largely a homage to the artist Roger Dean and the 1984 fantasy film The NeverEnding Story. The game also references the Gundam anime series with its robotic "Dom" enemies.

Due to its limited production time, the game's six bosses were created within three months, a distinctive boss every two weeks. Each boss was made up of at least eight or more sprites, which move in sequence. The game makes use of repeated sprites moving at high speed, as a way around technical memory limitations[14].

The game introduced a true analog flight stick for movement[15], with the ability to register movement in any direction as well as measure the degree of push, which could move the player character at different speeds depending on how far the stick is pushed in a certain direction.[16] It also featured a basic homing missile gameplay mechanic, and a full-motion cockpit cabinet[17]; its cockpit-shaped arcade cabinet moved in the direction the player moved the joystick.

Legacy

Space Harrier became one of 1986's major chart hits in the arcades[18]. Its success established Suzuki as the leading arcade game designer at the time[15]. Space Harrier's arcade success led it to become one of the most ported Sega games in history. Sega themselves would handle Sega Master System and Sega Game Gear ports in 1986 and 1991, respectively, the Master System game in particular being a top seller for the console and one of the more accurate, readily available versions of its day.

NEC brought Space Harrier to the PC Engine/TurboGrafx-16 with Takara also bringing it to the Nintendo Famicom in 1989. Squaresoft's NES game The 3D Battles of WorldRunner is often considered to have been heavily inspired by Space Harrier also.

With the release of Space Harrier for the Sega 32X (originally known as Super Space Harrier during development) in 1994, the full arcade experience was finally available in the home. This was followed by the Sega Saturn release of Sega Ages Vol. 2 Space Harrier in 1996, and as part of multiple compilations since, including the Game Boy Advance's Sega Arcade Gallery, the PlayStation 2's Sega Ages 2500 Series Vol. 20: Space Harrier Complete Collection and the PlayStation 3/Xbox 360's Sega Mega Drive Ultimate Collection. A remake and port was also released in Japan under the Sega Ages 2500 as Sega Ages 2500 Series Vol. 4: Space Harrier, which came to the west as part of Sega Classics Collection.

The game was included as a minigame in both Shenmue and Shenmue II, and more recently the Master System version of the game was made available via the Wii's Virtual Console service in 2008, followed by a Virtual Console Arcade release a year later. It has also appeared on the Nintendo 3DS as 3D Space Harrier.

The game's basic homing missile mechanic was the basis for, and was superseded by, the lock-on system of Yu Suzuki's 1987 title After Burner, which was then adopted by later rail shooters such as Sega's Panzer Dragoon and Rez[19].

Space Harrier (and its sequels, beginning with 1988's Space Harrier 3D) are set in the "Fantasy Zone", the same setting as the arcade game with the same name. This relationship was explored further with the Sharp X68000 port of Fantasy Zone, which includes a Space Harrier level, and the cancelled TurboGrafx-16 title Space Fantasy Zone, which was a hybrid between the two games.

Versions

Master system version

Space Harrier was brought to the Sega Master System relatively early on in the console's lifespan and, as was customary for virtually all home ports of the game (and others from this era, such as OutRun and After Burner), the game uses pre-drawn graphic sets as opposed to scaling the sprites in real time. This leads to a "choppy" scaling effect as enemies and objects move into and out of the screen, as only a handful of sizes can be rendered.

Unlike the Master System version of OutRun, Space Harrier "cheats" in order to accommodate as many objects on screen while retaining the checkerboard floor (and ceiling). From a technical perspective, the enemies are not rendered as sprites, but as background tiles, and therefore cannot be layered on top of each other. The lack of transparency around the edges of objects causes the levels to look "blocky" - something particularly noticeable with bosses which in the arcade game, are often constructed of multiple sprites layered on top of each other.

32X version

On the 32X, Space Harrier is close to being arcade perfect, but suffers from frame rate drops when too many sprites are on-screen.

Production credits

32X version

Master System version

PC Unit

PC Engine version

  • Main Programmer: T.Kurebayashi
  • Music Driver: Perfect Senoko
  • Music Editor: Nazo1 Ken Ken
  • Sound Effector: ROM Writer Nasu
  • Graphic Coding: T.Matsushima, T.Kurebayashi
  • Test Player: K.Tsuchida, A.Yamashita
  • Special Thanks to: Daddy Naniwa, T.Tabeta

Hints

Magazine articles

Main article: Space Harrier/Magazine articles.

Promotional material

Logo-pdf.svg
Master System print advert in ACE (UK) #6: "March 1988" (1988-02-04)
also published in:
Logo-pdf.svg
Logo-pdf.svg
32X print advert in Hobby Consolas (ES) #43: "Abril 1995" (1995-xx-xx)
Logo-pdf.svg

Artwork

Photo gallery

Physical scans

Arcade version

Arcade, World
SpaceHarrier Arcade US Marquee.jpg

Master System version

Sega Retro Average 
Publication Score Source
78 №1, p71[21]
77 №4, p107[22]
92 №1, p62/63[23]
72
68
80 №2/24
90 1987-05-16
60 №1, p97[24]
82 №5
80 №23, p59
87 №6, p29[25]
92
80 №49, p106/107[26]
Sega Master System
80
Based on
13 reviews
Sega Retro Average 
Publication Version Score
Complete Guide to Consoles (UK)
78
[21]
Complete Guide to Consoles (UK)
77
[22]
The Complete Guide to Sega (UK) PAL
77
[27]
Computer Action (DK)
100
[28]
Console XS (UK) PAL
84
[29]
The Games Machine (IT)
92
[23]
Micromanía (segunda época) (ES)
80
[30]
Mean Machines Sega (UK)
77
[31]
Power Play (DE)
60
[24]
S: The Sega Magazine (UK) PAL
82
[32]
Score (CZ)
60
[33]
Sega Power (UK) PAL
75
[34]
Sega Pro (UK)
87
[25]
Sega Pro (UK) PAL
84
[35]
Soft (DK)
80
[36]
Tilt (FR)
80
[26]
Sega Master System
80
Based on
16 reviews

Space Harrier

Master System, US
Spaceharrier sms us cover.jpg
Cover
Spaceharrier sms us cart.jpg
Cart
Spaceharrier sms us manual.pdf
Manual
Master System, EU
"English" variant
SpaceHarrier SMS EU English Cover.jpg
Cover
Space Harrier SMS EU Cart.jpg
Cart
SpaceHarrier SMS EU English Manual.pdf
Manual
Master System, EU
"no limits" variant
Space Harrier SMS EU Box.jpg
Cover
Space Harrier SMS EU Cart.jpg
Cart
Master System, EU
® variant
SpaceHarrier SMS EU cover.jpg
Cover
Master System, JP
Space Harrier SMS JP Box Back.jpgNospine.pngSpace Harrier SMS JP Box Front.jpg
Cover
Spaceharrier sms jp cart.jpg
Cart
Master System, AU

Master System, TW

SpaceHarrier SMS TW cart.jpg
Cart
Master System, KR

32X version

Sega Retro Average 
Publication Score Source
70 №41, p104[37]
32 №5, p118-121[38]
78 №69, p58[39]
56 №25, p62
55 №9, p13
72 №40
68 №2/95, p44[40]
82 №27, p30/31
35 №2/95, p105[41]
49 №29, p88/89[42]
60 №2, p93[9]
77 №51, p104[43]
83 №63, p58/59
43 №41, p67
67 №56, p27
71 №3, p86/87[44]
47 №2/95, p91[45]
60 №74, p65[46]
Sega 32X
61
Based on
18 reviews
Sega Retro Average 
Publication Version Score
Beep! MegaDrive (JP) NTSC-J
73
[47]
CD Consoles (FR)
32
[38]
Consoles + (FR) NTSC
70
[37]
Famitsu (JP) NTSC-J
68
[48]
GamePro (US) NTSC-U
78
[39]
Games World: The Magazine (UK) PAL
55
[49]
Joypad (FR) PAL
72
[50]
MAN!AC (DE) PAL
68
[40]
Mega (UK) PAL
82
[51]
Mega Fun (DE) NTSC-U
35
[41]
Mega Play (US) NTSC-U
57
[52]
Mean Machines Sega (UK) PAL
49
[42]
Player One (FR)
77
[53]
Play Time (DE) PAL
64
[54]
Power Up! (UK)
76
[55]
Saturn Fan (JP) NTSC-J
77
[56]
Score (CZ)
60
[33]
Sega Magazine (UK) PAL
70
[57]
Sega Power (UK) PAL
83
[58]
Sega Pro (UK) PAL
43
[59]
Sega Pro (UK) PAL
67
[60]
Sega Saturn Magazine (JP) NTSC-J
91
[61]
Super Juegos (ES)
86
[62]
Todo Sega (ES)
68
[63]
Ultimate Future Games (UK) PAL
71
[64]
Video Games (DE) PAL
47
[65]
VideoGames (US)
60
[46]
Sega 32X
66
Based on
27 reviews

Space Harrier

32X, US
SpaceHarrier 32X US Box Back.jpgSpaceHarrier 32X US Box Front.jpg
Cover
Space Harrier 32X US Cart.jpg
Cart
Spaceharrier 32x us manual.pdf
Manual
32X, EU
SpaceHarrier 32X EU Box Back.jpgSpaceHarrier 32X EU Box Spine.jpgSpaceHarrier 32X EU Box Front.jpg
Cover
Space Harrier 32X EU Cart.jpg
Cart
32X, JP
SpaceHarrier 32X JP Box Back.jpgSpaceHarrier MD JP BoxSpine.jpgSpaceHarrier 32X JP Box Front.jpg
Cover
SpaceHarrier MD JP CartTop.jpg
Space Harrier 32X JP cart.jpg
Cart
Spaceharrier 32x jp manual.pdf
Manual
32X, Asia
SpaceHarrier 32X Asia Box Back.jpgSpaceHarrier 32X Asia Box Spine.jpgSpaceHarrier 32X AS Box Front.jpg
Cover
SpaceHarrier 32X Asia Cart.jpg
Cart

Game Gear version

Sega Retro Average 
Publication Score Source
46 №125 (Go!), p8/9[66]
80 №29, p124[6]
79 №40, p155[67]
87 №3, p58[68]
90 №23, p144[69]
80 №17, p80[70]
86 №30, p47
71 №5, p59[7]
92 №3, p54[71]
92 №7, p78[72]
63 №6/92, p123[73]
Sega Game Gear
79
Based on
11 reviews
Sega Retro Average 
Publication Version Score
Ação Games (BR)
100
[74]
Beep! MegaDrive (JP) NTSC-J
58
[75]
Console XS (UK) PAL
64
[76]
Computer & Video Games (UK)
46
[66]
Mean Machines: The Essential Sega Guide (UK)
63
[77]
Famitsu (JP) NTSC-J
55
[78]
GamePro (US) NTSC-U
72
[6]
Génération 4 (FR)
79
[67]
Hippon Super (JP) NTSC-J
50
[79]
Hobby Consolas (ES)
87
[68]
Joystick (FR)
90
[69]
Mega Force (FR) PAL
65
[80]
Micromanía (segunda época) (ES)
55
[81]
Mean Machines Sega (UK) PAL
63
[82]
Player One (FR)
80
[70]
Play Time (DE)
83
[83]
Sega Power (UK)
86
[84]
Sega Pro (UK)
71
[7]
Sega Pro (UK) PAL
71
[85]
Sega Force Mega (UK)
92
[72]
Sega Force (UK) PAL
92
[71]
Sega Saturn Magazine (JP) NTSC-J
65
[86]
User (GR) PAL
76
[87]
Video Games (DE)
63
[88]
Sega Game Gear
72
Based on
24 reviews

Space Harrier

Game Gear, US
SpaceHarrier GG US Box Back.jpgNospine.pngSpaceHarrier GG US Box Front.jpg
Cover
Space Harrier GG EU Cart.jpg
Cart
Space Harrier GG US Manual.pdf
Manual
Game Gear, EU
SpaceHarrier GG EU Box Back.jpgNospine.pngSpaceHarrier GG EU Box Front.jpg
Cover
Space Harrier GG EU Cart.jpg
Cart
Game Gear, JP
SpaceHarrier GG JP Box Back.jpgNospine-small.pngSpaceHarrier GG JP Box Front.jpg
Cover
Space Harrier GG JP Cart.jpg
Cart
Game Gear, BR
SpaceHarrier GG BR Box.jpg
Cover
Spaceharrier gg br cart.jpg
Cart
Spaceharrier gg br manual.pdf
Manual
Game Gear, KR
SpaceHarrier GG KR Box Back.jpgNospine-small.pngSpaceHarrier GG KR Box Front.jpg
Cover
SpaceHarrier GG KR Cart.jpg
Cart

PC Engine version

Sega Retro Average 
Publication Score Source
89 №90, p108[89]
58 №8, p16[90]
82 №3, p45[91]
PC Engine
76
Based on
3 reviews
Sega Retro Average 
Publication Version Score
Aktueller Software Markt (DE)
63
[92]
Computer Entertainer (US)
83
[93]
Complete Guide to Consoles (UK)
88
[21]
Complete Guide to Consoles (UK)
80
[94]
Computer & Video Games (UK)
89
[89]
Electronic Gaming Monthly (US)
58
[90]
Joystick (FR)
82
[91]
PC Engine
78
Based on
7 reviews

Space Harrier

TurboGrafx-16, US
SpaceHarrier TG16 US Box Back.jpgNospine.pngSpaceHarrier TG16 US Box Front.jpg
Cover
SpaceHarrier TG16 US Card.jpg
Cart
SpaceHarrier TG16 US Box Front JewelCase.jpg
Jewel Case
PC Engine, JP
Space Harrier PCE HuCard Back.jpgSpace Harrier PCE HuCard Spine.jpgSpaceHarrier PCE JP Box Front.jpg
Cover

Famicom version

NES, JP
SpaceHarrier NES JP Box Spine.jpgSpaceHarrier NES JP Box Front.jpg
Cover
Space Harrier NES JP Cart.jpg
Cart

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega 32X
CRC32
MD5
SHA-1
Cartridge
Sega 32X
CRC32
MD5
SHA-1
1994-09-20 Page

External links

References

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NEC Retro has more information related to Space Harrier
  1. File:CGW US 051.pdf, page 51
  2. File:CVG UK 073.pdf, page 132
  3. File:ACE UK 16.pdf, page 167
  4. File:CVG UK 078.pdf, page 26
  5. File:GamePro US 027.pdf, page 95
  6. 6.0 6.1 6.2 File:GamePro US 029.pdf, page 126 Cite error: Invalid <ref> tag; name ":File:GamePro US 029.pdf_p126" defined multiple times with different content
  7. 7.0 7.1 7.2 File:SegaPro UK 05.pdf, page 59 Cite error: Invalid <ref> tag; name ":File:SegaPro UK 05.pdf_p59" defined multiple times with different content
  8. File:Supergame BR 09.pdf, page 48
  9. 9.0 9.1 File:NextGeneration US 02.pdf, page 95
  10. File:CVG UK 157.pdf, page 139
  11. http://www.4gamer.net/games/123/G012307/20110715097/
  12. File:SpaceHarrier Arcade EU Flyer.pdf, page 4
  13. [Retro Gamer, №145, p27 Retro Gamer, №145, p27]
  14. [Retro Gamer, №145, p24 Retro Gamer, №145, p24]
  15. 15.0 15.1 http://www.eurogamer.net/articles/2013-07-07-space-harrier-retrospective
  16. http://retro.ign.com/articles/906/906935p2.html
  17. [Retro Gamer, №145, p22 Retro Gamer, №145, p22]
  18. File:SinclairUser UK 059.pdf, page 92
  19. [Retro Gamer, №145, p28 Retro Gamer, №145, p28]
  20. Computer & Video Games, "March 1988" (UK; 1988-02-15), page 10
  21. 21.0 21.1 21.2 File:CompleteGuideToConsoles UK 01.pdf, page 71 Cite error: Invalid <ref> tag; name ":File:CompleteGuideToConsoles UK 01.pdf_p71" defined multiple times with different content Cite error: Invalid <ref> tag; name ":File:CompleteGuideToConsoles UK 01.pdf_p71" defined multiple times with different content
  22. 22.0 22.1 File:CGtC UK 04.pdf, page 107 Cite error: Invalid <ref> tag; name ":File:CGtC UK 04.pdf_p107" defined multiple times with different content
  23. 23.0 23.1 File:TheGamesMachine IT 001.pdf, page 62 Cite error: Invalid <ref> tag; name ":File:TheGamesMachine IT 001.pdf_p62" defined multiple times with different content
  24. 24.0 24.1 File:PowerPlay DE 001.pdf, page 97 Cite error: Invalid <ref> tag; name ":File:PowerPlay DE 001.pdf_p97" defined multiple times with different content
  25. 25.0 25.1 File:SegaPro UK 06.pdf, page 29 Cite error: Invalid <ref> tag; name ":File:SegaPro UK 06.pdf_p29" defined multiple times with different content
  26. 26.0 26.1 File:Tilt FR 049.pdf, page 106 Cite error: Invalid <ref> tag; name ":File:Tilt FR 049.pdf_p106" defined multiple times with different content
  27. The Complete Guide to Sega, "" (UK; 1991-05-xx), page 62
  28. Computer Action, "Juli/August 89" (DK; 1989-0x-xx), page 34
  29. Console XS, "June/July 1992" (UK; 1992-04-23), page 145
  30. Micromanía (segunda época), "Mayo 1990" (ES; 1990-0x-xx), page 66
  31. Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 136
  32. S: The Sega Magazine, "April 1990" (UK; 1990-03-01), page 9
  33. 33.0 33.1 Score, "Duben 1995" (CZ; 1995-04-01), page 46
  34. Sega Power, "October 1991" (UK; 1991-09-05), page 59
  35. Sega Pro, "April 1993" (UK; 1993-03-11), page 72
  36. Soft, "" (DK; 1988-02-18), page 31
  37. 37.0 37.1 File:ConsolesPlus FR 041.pdf, page 104 Cite error: Invalid <ref> tag; name ":File:ConsolesPlus FR 041.pdf_p104" defined multiple times with different content
  38. 38.0 38.1 File:CDConsoles FR 05.pdf, page 118 Cite error: Invalid <ref> tag; name ":File:CDConsoles FR 05.pdf_p118" defined multiple times with different content
  39. 39.0 39.1 File:GamePro US 069.pdf, page 60 Cite error: Invalid <ref> tag; name ":File:GamePro US 069.pdf_p60" defined multiple times with different content
  40. 40.0 40.1 File:MAN!AC DE 1995-02.pdf, page 44 Cite error: Invalid <ref> tag; name ":File:MAN!AC DE 1995-02.pdf_p44" defined multiple times with different content
  41. 41.0 41.1 File:MegaFun DE 1995-02.pdf, page 105 Cite error: Invalid <ref> tag; name ":File:MegaFun DE 1995-02.pdf_p105" defined multiple times with different content
  42. 42.0 42.1 File:MeanMachinesSega29UK.pdf, page 88 Cite error: Invalid <ref> tag; name ":File:MeanMachinesSega29UK.pdf_p88" defined multiple times with different content
  43. File:PlayerOne FR 051.pdf, page 100
  44. File:UltimateFutureGames UK 03.pdf, page 82
  45. File:VideoGames DE 1995-02.pdf, page 87
  46. 46.0 46.1 File:VideoGames US 74.pdf, page 65 Cite error: Invalid <ref> tag; name ":File:VideoGames US 74.pdf_p65" defined multiple times with different content
  47. Beep! MegaDrive, "January 1995" (JP; 1994-12-08), page 26
  48. Famitsu, "1994-12-09" (JP; 1994-11-25), page 39
  49. Games World: The Magazine, "March 1995" (UK; 1995-01-26), page 13
  50. Joypad, "Mars 1995" (FR; 1995-0x-xx), page 79
  51. Mega, "December 1994" (UK; 1994-11-30), page 30
  52. Mega Play, "February/March 1995" (US; 1995-0x-xx), page 49
  53. Player One, "Mars 1995" (FR; 1995-0x-xx), page 104
  54. Play Time, "2/95" (DE; 1995-01-04), page 104
  55. Power Up!, "Saturday, April 22, 1995" (UK; 1995-04-22), page 1
  56. Saturn Fan, "1995 February" (JP; 1995-01-07), page 34
  57. Sega Magazine, "January 1995" (UK; 1994-12-15), page 86
  58. Sega Power, "February 1995" (UK; 1994-12-15), page 58
  59. Sega Pro, "February 1995" (UK; 1994-12-29), page 67
  60. Sega Pro, "April 1996" (UK; 1996-02-28), page 27
  61. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 84
  62. Super Juegos, "Enero 1995" (ES; 199x-xx-xx), page 54
  63. Todo Sega, "Febrero 1995" (ES; 1995-0x-xx), page 35
  64. Ultimate Future Games, "February 1995" (UK; 1995-01-01), page 86
  65. Video Games, "2/95" (DE; 1995-01-18), page 91
  66. 66.0 66.1 File:Go UK 06.pdf, page 8 Cite error: Invalid <ref> tag; name ":File:Go UK 06.pdf_p8" defined multiple times with different content
  67. 67.0 67.1 File:Generation4 FR 040.pdf, page 155 Cite error: Invalid <ref> tag; name ":File:Generation4 FR 040.pdf_p155" defined multiple times with different content
  68. 68.0 68.1 File:HobbyConsolas ES 003.pdf, page 50 Cite error: Invalid <ref> tag; name ":File:HobbyConsolas ES 003.pdf_p50" defined multiple times with different content
  69. 69.0 69.1 File:Joystick FR 023.pdf, page 144 Cite error: Invalid <ref> tag; name ":File:Joystick FR 023.pdf_p144" defined multiple times with different content
  70. 70.0 70.1 File:PlayerOne FR 017.pdf, page 80 Cite error: Invalid <ref> tag; name ":File:PlayerOne FR 017.pdf_p80" defined multiple times with different content
  71. 71.0 71.1 File:SegaForce UK 03.pdf, page 54 Cite error: Invalid <ref> tag; name ":File:SegaForce UK 03.pdf_p54" defined multiple times with different content
  72. 72.0 72.1 File:SegaForceMega UK 07.pdf, page 78 Cite error: Invalid <ref> tag; name ":File:SegaForceMega UK 07.pdf_p78" defined multiple times with different content
  73. File:VideoGames DE 1992-06.pdf, page 121
  74. Ação Games, "Fevereiro 1992" (BR; 1992-02-xx), page 42
  75. Beep! MegaDrive, "December 1991" (JP; 1991-11-08), page 40
  76. Console XS, "June/July 1992" (UK; 1992-04-23), page 149
  77. Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 170
  78. Famitsu, "1991-12-13" (JP; 1991-11-29), page 40
  79. Hippon Super, "January 1992" (JP; 1991-12-04), page 93
  80. Mega Force, "Janvier 1992" (FR; 1992-01-15), page 44
  81. Micromanía (segunda época), "Marzo 1992" (ES; 1992-0x-xx), page 35
  82. Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 143
  83. Play Time, "4/92" (DE; 1992-03-04), page 84
  84. Sega Power, "May 1992" (UK; 1992-04-02), page 47
  85. Sega Pro, "April 1993" (UK; 1993-03-11), page 74
  86. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 88
  87. User, "Noémvrios 1992" (GR; 1992-1x-xx), page 66
  88. Video Games, "6/92" (DE; 1992-05-29), page 123
  89. 89.0 89.1 File:CVG UK 090.pdf, page 108 Cite error: Invalid <ref> tag; name ":File:CVG UK 090.pdf_p108" defined multiple times with different content
  90. 90.0 90.1 File:EGM US 008.pdf, page 16 Cite error: Invalid <ref> tag; name ":File:EGM US 008.pdf_p16" defined multiple times with different content
  91. 91.0 91.1 File:Joystick FR 003.pdf, page 45 Cite error: Invalid <ref> tag; name ":File:Joystick FR 003.pdf_p45" defined multiple times with different content
  92. Aktueller Software Markt, "August/September 1989" (DE; 1989-07-28), page 49
  93. Computer Entertainer, "December 1989" (US; 1989-12-18), page 9
  94. Complete Guide to Consoles, "Volume IV" (UK; 1990-11-xx), page 53



Space Harrier series
Space Harrier (JP home computers | Elite versions | Sega Ages Vol. 2 | mobile | 3D) (1986) | Space Harrier 3D (1988) | Space Harrier II (Electronic) (1988) | Planet Harriers (2001) | Typing Space Harrier (2002) | Sega Ages 2500 Series Vol. 4: Space Harrier (2003)
Albums
Yu Suzuki Produce Hang On/Space Harrier (1997) | Planet Harriers The Original Soundtrack (2001) | Space Harrier II: Space Harrier Complete Collection Original Soundtrack (2005)
Other Media
Space Harrier (video) (1987) | Space Harrier: White Dragon no Yuusha (1988)