Difference between revisions of "Space Harrier"
From Sega Retro
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− | :''For home computer conversions, see | + | :''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 |
Revision as of 00:39, 1 October 2016
- For home computer conversions, see Space Harrier (Elite Systems) and Space Harrier (Dempa).
Space Harrier | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Hang-On hardware, Sega 32X, Sega Master System, Sega Game Gear, Nintendo Famicom, TurboGrafx-16, Virtual Console, Android | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Sega Takara, NEC Avenue (JP), NEC (US) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Sega AM2 Sega White Board Dempa Rutubo Games | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Shooter | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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).
Contents
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[11]. 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[12].
The game introduced a true analog flight stick for movement[13], 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.[14] It also featured a basic homing missile gameplay mechanic, and a full-motion cockpit cabinet[15]; 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[16]. Its success established Suzuki as the leading arcade game designer at the time[13]. 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[17].
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.
Production credits
32X version
- Reprogrammed by: Rutubo Games
- Programmer and Planner: M.Hashimoto (Rutubo Games), S.Mukaigashira (Rutubo Games), K.Tsuneyoshi (Rutubo Games), T.Matsushima (Rutubo Games), M.Mishima (Rutubo Games)
- Thanks: Y.Kenji (Rutubo Games), T.Maeda (Rutubo Games)
- Special Thanks: M.Shigeta, H.Aso, O.Sato, Y.Ohoka, S.Yonekura, H.Lee, K.Hayashida
- Presented by: Sega Enterprises Ltd.
Master System version
- PC Unit
- Directed by: Berial Mut 743
- Produced by: Nitta Tai Yuji
- Screenplay by: Nitta Tai Yuji, Berial Mut 743, Tamo, Koshihikari
- Story by: Berial Mut 743
- Editor: Tamo, Koshihikari
- Art Director: Fuuuuuk
- Art Designer: Mayu, Col Khadafy, Matilda Yoko, Sukeban Tamun, 3712 SK
- Music Arranger: Bo
- Proposed by: Nitta Tai Yuji
- Special Thanks: Arcade Unit, Yu, Cota, Hiro, Bin Chan, Chisuke, Eiro, Pideshi, Kan, Shy Guy Aso, Sant
- Present from: Sega
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
- Space Harrier -
© Sega 1986
PC Engine
- Programmed by Dempa Micom Soft
Hints
Magazine articles
- Main article: Space Harrier/Magazine articles.
Promotional material
Master System JP TV advert
- 32X ES PrintAd 1995-04.jpg
32X ES print advert
also published in:
- Computer & Video Games (UK) #77: "March 1988" (1988-02-15)[18]
Artwork
Photo gallery
Physical scans
Arcade version
Master System version
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80 | |
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Based on 16 reviews |
Master System, AU |
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Master System, KR |
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32X version
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66 | |
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Based on 27 reviews |
Game Gear version
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72 | |
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Based on 24 reviews |
PC Engine version
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||
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78 | |
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Based on 7 reviews |
PC Engine, JP |
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Famicom version
Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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✔ |
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Cartridge | ||||||||||||
✔ |
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1994-09-20 | Page |
External links
- Sega of Japan Virtual Console pages: Master System, Arcade
References
NEC Retro has more information related to Space Harrier
|
- ↑ File:CGW US 051.pdf, page 51
- ↑ File:CVG UK 073.pdf, page 132
- ↑ File:ACE UK 16.pdf, page 167
- ↑ File:CVG UK 078.pdf, page 26
- ↑ File:GamePro US 027.pdf, page 95
- ↑ 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 - ↑ File:Supergame BR 09.pdf, page 48
- ↑ File:CVG UK 157.pdf, page 139
- ↑ http://www.4gamer.net/games/123/G012307/20110715097/
- ↑ File:SpaceHarrier Arcade EU Flyer.pdf, page 4
- ↑ [Retro Gamer, №145, p27 Retro Gamer, №145, p27]
- ↑ [Retro Gamer, №145, p24 Retro Gamer, №145, p24]
- ↑ 13.0 13.1 http://www.eurogamer.net/articles/2013-07-07-space-harrier-retrospective
- ↑ http://retro.ign.com/articles/906/906935p2.html
- ↑ [Retro Gamer, №145, p22 Retro Gamer, №145, p22]
- ↑ http://www.solvalou.com/subpage/arcade_reviews/103/320/space_harrier_review.html
- ↑ [Retro Gamer, №145, p28 Retro Gamer, №145, p28]
- ↑ Computer & Video Games, "March 1988" (UK; 1988-02-15), page 10
- ↑ 19.0 19.1 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 - ↑ 20.0 20.1 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 - ↑ 21.0 21.1 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 - ↑ 22.0 22.1 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 - ↑ 23.0 23.1 Complete Guide to Consoles, "" (UK; 1989-10-16), page 71
- ↑ The Complete Guide to Sega, "" (UK; 1991-05-xx), page 62
- ↑ Computer Action, "Juli/August 89" (DK; 1989-0x-xx), page 34
- ↑ Console XS, "June/July 1992" (UK; 1992-04-23), page 145
- ↑ Micromanía (segunda época), "Mayo 1990" (ES; 1990-0x-xx), page 66
- ↑ Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 136
- ↑ S: The Sega Magazine, "April 1990" (UK; 1990-03-01), page 9
- ↑ 30.0 30.1 Score, "Duben 1995" (CZ; 1995-04-01), page 46
- ↑ Sega Power, "October 1991" (UK; 1991-09-05), page 59
- ↑ Sega Pro, "April 1993" (UK; 1993-03-11), page 72
- ↑ Soft, "" (DK; 1988-02-18), page 31
- ↑ Tilt, "Décembre 1987" (FR; 1987-1x-xx), page 106
- ↑ 35.0 35.1 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 - ↑ 36.0 36.1 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 - ↑ 37.0 37.1 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 - ↑ 38.0 38.1 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 - ↑ 39.0 39.1 File:MeanMachinesSega29UK.pdf, page 88 Cite error: Invalid
<ref>
tag; name ":File:MeanMachinesSega29UK.pdf_p88" defined multiple times with different content - ↑ File:NextGeneration US 02.pdf, page 95
- ↑ File:PlayerOne FR 051.pdf, page 100
- ↑ File:UltimateFutureGames UK 03.pdf, page 82
- ↑ File:VideoGames DE 1995-02.pdf, page 87
- ↑ 44.0 44.1 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 - ↑ Beep! MegaDrive, "January 1995" (JP; 1994-12-08), page 26
- ↑ Famitsu, "1994-12-09" (JP; 1994-11-25), page 39
- ↑ Games World: The Magazine, "March 1995" (UK; 1995-01-26), page 13
- ↑ Joypad, "Mars 1995" (FR; 1995-0x-xx), page 79
- ↑ MAN!AC, "02/95" (DE; 1995-01-11), page 44
- ↑ Mega, "December 1994" (UK; 1994-11-30), page 30
- ↑ Mega Play, "February/March 1995" (US; 1995-0x-xx), page 49
- ↑ Player One, "Mars 1995" (FR; 1995-0x-xx), page 104
- ↑ Play Time, "2/95" (DE; 1995-01-04), page 104
- ↑ Power Up!, "Saturday, April 22, 1995" (UK; 1995-04-22), page 1
- ↑ Saturn Fan, "1995 February" (JP; 1995-01-07), page 34
- ↑ Sega Magazine, "January 1995" (UK; 1994-12-15), page 86
- ↑ Sega Power, "February 1995" (UK; 1994-12-15), page 58
- ↑ Sega Pro, "April 1996" (UK; 1996-02-28), page 27
- ↑ Sega Pro, "February 1995" (UK; 1994-12-29), page 67
- ↑ Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 84
- ↑ Super Juegos, "Enero 1995" (ES; 199x-xx-xx), page 54
- ↑ Todo Sega, "Febrero 1995" (ES; 1995-0x-xx), page 35
- ↑ Ultimate Future Games, "February 1995" (UK; 1995-01-01), page 86
- ↑ Video Games, "2/95" (DE; 1995-01-18), page 91
- ↑ 65.0 65.1 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 - ↑ 66.0 66.1 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 - ↑ 67.0 67.1 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 - ↑ 68.0 68.1 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 - ↑ 69.0 69.1 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 - ↑ 70.0 70.1 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 - ↑ 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 - ↑ 72.0 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 - ↑ File:VideoGames DE 1992-06.pdf, page 121
- ↑ Ação Games, "Fevereiro 1992" (BR; 1992-02-xx), page 42
- ↑ Beep! MegaDrive, "December 1991" (JP; 1991-11-08), page 40
- ↑ Console XS, "June/July 1992" (UK; 1992-04-23), page 149
- ↑ Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 170
- ↑ Famitsu, "1991-12-13" (JP; 1991-11-29), page 40
- ↑ Hippon Super, "January 1992" (JP; 1991-12-04), page 93
- ↑ Mega Force, "Janvier 1992" (FR; 1992-01-15), page 44
- ↑ Micromanía (segunda época), "Marzo 1992" (ES; 1992-0x-xx), page 35
- ↑ Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 143
- ↑ Play Time, "4/92" (DE; 1992-03-04), page 84
- ↑ Sega Power, "May 1992" (UK; 1992-04-02), page 47
- ↑ Sega Pro, "April 1993" (UK; 1993-03-11), page 74
- ↑ Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 88
- ↑ User, "Noémvrios 1992" (GR; 1992-1x-xx), page 66
- ↑ Video Games, "6/92" (DE; 1992-05-29), page 123
- ↑ 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 - ↑ 90.0 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 - ↑ 91.0 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 - ↑ Aktueller Software Markt, "August/September 1989" (DE; 1989-07-28), page 49
- ↑ Computer Entertainer, "December 1989" (US; 1989-12-18), page 9
- ↑ 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) |
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- Old-style rating (mega)
- Old-style rating (megafun)
- Old-style rating (mms)
- Old-style rating (nextgeneration)
- Old-style rating (playerone)
- Old-style rating (ufg)
- Old-style rating (videogames)
- Old-style rating (videogamesus)
- 18 old ratings
- Old-style rating (cvg)
- Old-style rating (gen4)
- Old-style rating (hobbyconsolas)
- Old-style rating (joystick)
- Old-style rating (sfm)
- 11 old ratings
- Old-style rating (egm)
- 3 old ratings
- Missing ROM hashes
- Games with known prototypes
- Old technical information
- Space Harrier (franchise)
- Hang-On hardware games