| Space Harrier | |
|---|---|
European arcade flyer | |
| Developer | Sega R&D1 |
| Publisher | Sega |
| Designer | Yu Suzuki |
| Programmers | Yu Suzuki Satoshi Mifune |
| Composers | Hiroshi Kawaguchi Yu Suzuki |
| Series | Space Harrier |
| Platform | |
| Release | October 2, 1985
|
| Genre | Rail shooter |
| Mode | Single-player |
| Arcade system | Space Harrier hardware[21] |
Space Harrier[a] is a 1985rail shooter developed and published bySega as anarcade video game. It was conceived as a realistic military-themed game played in the third-person perspective with a player-controlledfighter jet, but technical and memory restrictions resulted in Sega developerYu Suzuki redesigning it around a jet-propelled human character in a fantasy setting. The arcade game is controlled by an analogflight stick while the deluxearcade cabinet is a cockpit-stylelinear actuatormotion simulator cabinet that pitches and rolls during play, for which it is referred as ataikan (体感) or "body sensation" arcade game in Japan.
It was a commercial success in arcades, becoming one of Japan's top two highest-grossing upright/cockpit arcade games of 1986 (along with Sega'sHang-On).[22] Critically praised for its innovative graphics, gameplay and motion cabinet,Space Harrier is often ranked among Suzuki's best works. It has made severalcrossover appearances in other Sega titles, and inspired a number of clones and imitators, whileCapcom andPlatinumGames directorHideki Kamiya cited it as an inspiration for him entering thevideo game industry.
Space Harrier has beenported to over twenty differenthome computers andhome video game consoles, either by Sega or outside developers such as Dempa in Japan andElite Systems in North America and Europe. Two home-system sequels followed inSpace Harrier 3-D andSpace Harrier II (both released in 1988), and the arcade spin-offPlanet Harriers (2000). Apolygon-based remake of the original game was released by Sega for thePlayStation 2 as part of theirSega Ages series in 2003.

Space Harrier is a fast-pacedrail shooter game played in athird-person perspective behind the protagonist,[23] set in asurreal world composed of brightly colored landscapes adorned withcheckerboard-style grounds and stationary objects such as trees or stone pillars. At the start of gameplay, players are greeted with a voice sample speaking "Welcome to the Fantasy Zone. Get ready!", in addition to "You're doing great!" with the successful completion of a stage.[24] The titleplayer character, simply named Harrier,[note 1] navigates a continuous series of eighteen distinctstages[28] while utilizing an underarm jet-propelledlaser cannon that enables Harrier to simultaneously fly and shoot. The objective is simply to destroy all enemies—who range from prehistoric animals andChinese dragons to flying robots, airbornegeometric objects and alien pods—all while remaining in constant motion in order to dodge projectiles and immovable ground obstacles.[24]
Fifteen of the game's eighteen stages contain aboss at the end that must be killed in order to progress to the next level;[29] the final stage is a rush of seven past bosses encountered up to that point that appear individually and are identified by name at the bottom of the screen.[28] The two other levels are bonus stages that contain no enemies and where Harrier mounts an invincible catlike dragon named Uriah,[24][note 2] whom the player maneuvers to smash through landscape obstacles and collect bonus points. After all lives are lost, players have the option of continuing gameplay with the insertion of an extra coin.[32] AsSpace Harrier has no storyline, after the completion of all stages, only "The End" is displayed before the game returns to the title screen andattract mode, regardless of how many of the player's extra lives remain.[32]
The market research department told me not to make the game. I asked them why [3D shooters] didn't succeed and they told me it was because the target is too small. Based on that, my conclusion was that I basically had to make sure the player could hit the target. So, I made ahoming system that guaranteed that the target could be hit. When the target was close, it would always hit, but when the target was in the distance, the player would miss. So the result of whether the player would hit the target or not was determined the second the player took the shot.
The game was first conceived by a Sega designer named Ida,[33] who wrote a 100-page document proposing the idea of a three-dimensional shooter that contained the word "Harrier" in the title.[33] The game would feature a player-controlledfighter jet that shot missiles into realistic foregrounds, a concept that was soon rejected due to the extensive work required to project the aircraft realistically from varying angles as it moved around the screen,[33] coupled with arcade machines' memory limitations.[34] Sega developerYu Suzuki therefore simplified the title character to a human, which required less memory and realism to depict onscreen.[34] He then rewrote the entire original proposal, changing the style of the game to ascience-fiction setting while keeping only the "Harrier" name.[33] His inspirations for the game's new design were the 1984 filmThe Neverending Story, the 1982anime seriesSpace Cobra, and the work of artistRoger Dean.[34] Certain enemies were modelled on characters from the anime seriesGundam.[35] Suzuki included a nod to the original designer in the finished product with an enemy character called Ida, a largemoai-like floating stone head, because the designer "had a really big head".[33] Three different arcade cabinets were produced: an upright cabinet, a sit-down version with a fixed seat, and its best known[27][36][37] incarnation: a deluxe cockpit-style rolling cabinet that was mounted on a motorised base and moved depending on the direction in which players pushed the joystick. Sega was hesitant to have the cabinets built due to high construction costs; Suzuki, who had proposed the cabinet designs, offered his salary as compensation if the game failed, but it would instead become a major hit in arcades.[38]
Suzuki had little involvement with the game after its initial release: theMaster System port was developed by Mutsuhiro Fujii andYuji Naka, and they added a final boss and an ending sequence which were included in subsequent ports. The game was too successful for Sega to abandon the series, and other Sega staff, such asNaoto Ohshima (character designer forSonic the Hedgehog),Kotaro Hayashida (planner ofAlex Kidd in Miracle World), andToshihiro Nagoshi (director ofSuper Monkey Ball) have had involvement in various sequels. In a 2015 interview, Suzuki said that he would have liked to create a newSpace Harrier by himself, and was pleased to see it ported to theNintendo 3DS.[35]

Space Harrier was one of the firstarcade releases to use16-bit graphics and scaled sprite ("Super Scaler") technology[39] that allowedpseudo-3Dspritescaling at highframe rates,[40] with the ability to display 32,000 colors on screen.[41] Running on theSega Space Harrierarcade system board[42] previously used in Suzuki's 1985 arcade debutHang-On,pseudo-3Dsprite/tile scaling is used for the stage backgrounds while the charactergraphics are sprite-based.[40] Suzuki explained in 2010 that his designs "were always 3D from the beginning. All the calculations in the system were 3D, even fromHang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to2D. So I was always thinking in 3D".[43]
The game's soundtrack is byHiroshi Kawaguchi, who composed drafts on aYamaha DX7 synthesizer and wrote out the final versions assheet music, as he had no access to a "real"music sequencer at the time.[44] AZilog Z80CPU powering both aYamaha YM2203synthesis chip and Sega'sPCM unit that was used for audio anddigitized voice samples.[27][44]Space Harrier utilized ananalogflight stick as its controller that allowed onscreen movement in all directions, while thevelocity of the character's flight is unchangeable. The degree of push and acceleration varies depending on how far the stick is moved in a certain direction.[41] Two separate "fire" buttons are mounted on the joystick (a trigger) and on the control panel; either one can be pressed repeatedly in order to shoot at enemies.
The deluxearcade cabinet is a cockpit-stylemotion simulator cabinet that pitches and rolls during play, for which it is referred to as ataikan ("body sensation") arcade game in Japan.[45][46] It is often mistakenly referred to as ahydraulic cabinet, as a pair of motorizedlinear actuators in the base tilted the cabinet in two axes.[citation needed]
Space Harrier has beenported to numeroushome computer systems andgaming consoles, with most early translations unable to reproduce the original's advanced visual or audio capabilities while the controls were switched from analog to digital.[24] The first port was released in 1986 for the Master System (Mark III in Japan), developed bySega AM R&D 4.[47] The first two-megabit cartridge produced for the console,[5] the game was given a plot in which Harrier saves the "Land of the Dragons" (rather than the "Fantasy Zone") from destruction, with a new ending sequence in contrast to the arcade version's simple "The End" message.[24][29][48] All eighteen stages were present but the backdrops therein were omitted, leaving just a monochromatic horizon and the checkerboard floors. An exclusive final boss was included in a powerful twin-bodied fire dragon named Haya Oh, who was named after then-Sega presidentHayao Nakayama.[24] Hayo Oh has also been included as a boss in theFamicom,[49]Game Gear,[50]X68000 andNintendo 3DS versions of the game.[51] The 1991Game Gear port is based on its Master System counterpart, but with redesigned enemies and only twelve stages,[24] while Rutubo Games produced a near-duplicate of the arcade version in 1994 for the32Xadd-on for theSega Genesis.[48] Both games featuredbox art by Marc Ericksen.[52]
Other releases were developed for non-Sega gaming systems such as theTurboGrafx-16 and theFamicom, while Europe and North America saw 8-bit home computer ports byElite Systems for theZX Spectrum,[53][54]Amstrad CPC andCommodore 64 in 1986, and later in 1989 for the 16-bitAmiga andAtari ST. The Commodore 64 received two conversions, one originating in the UK and the other from the USA.[24][27]
M2, in collaboration withSega CS3, portedSpace Harrier to the handheldNintendo 3DS console in 2013, complete withstereoscopic 3D and widescreen graphics—a process that took eighteen months.[55][56][57] Sega CS3 producer Yosuke Okunari described the game's 3D-conversion process as "almost impossible. When you take a character sprite that was originally in 2D and bring it into a 3D viewpoint, you have to build the graphic from scratch".[58] During development, M2 president Naoki Horii sought opinions from staff members regarding the gameplay of the arcade original: "They'd say it was hard to tell whether objects were right in front of their character or not. Once we had the game in 3D, the same people came back and said, 'OK, now I get it! I can play it now!'"[58] The port included a feature that allowed players to use the 3DS'sgyroscope to simulate the experience of the original motorised cabinet by way of a tilting screen,[59] compounded by the optional activation of the sounds of button clicks and the cabinet's movement.[60] Horii recalled in a 2015 interview that he was intrigued by the possibility of craftingSpace Harrier and past Sega arcade games for the 3DS using stereoscopic technology: "Both SEGA and M2 wanted to see what would happen if we added a little bit of spice to these titles, in the form of modern gaming technology. Would it enhance the entertainment factor? I think the reception that the releases have had from critics highlights that these games are as relevant today as ever, and that means we've succeeded".[61]
| Aggregator | Score |
|---|---|
| Metacritic | 70/100 (3DS)[62] 74/100 (Switch)[63] |
| Publication | Score |
|---|---|
| AllGame | 4.5/5 (32X)[64] 2.5/5 (PC)[23] 4.5/5 (SMS)[65] 3/5 (T16)[66] 3/5 (Wii)[67] |
| Crash | 77% (ZX)[69] |
| Computer and Video Games | Positive (arcade)[46] 82% (Amiga)[70] 35/40 (CPC)[71] 78% (SMS)[72] 89% (T16)[73] 34/40 (ZX)[71] |
| GamePro | 4/5 (32X)[74] |
| GameSpy | 9/10 (SMS)[75] |
| IGN | 4.5/10 (Wii)[76] |
| Micromanía | 8/10 (SMS)[77] |
| Next Generation | 3/5 (32X)[68] |
| Sinclair User | Positive (arcade)[78] 5/5 (ZX)[53] |
| Tilt | 16/20 (SMS)[79] |
| Your Sinclair | 9/10 (ZX)[54] |
| Zzap!64 | 85% (Amiga)[80] |
| Computer Gamer | Positive (arcade)[81] |
| Gamest | 19/24 (arcade)[82] |
The game was commercially successful upon its initial arcade release. Sega unveiledSpace Harrier at the 1985Amusement Machine Show in Japan, where it was the most popular game.[83] In January 1986,Game Machine listedSpace Harrier as being the top-grossing title on the monthly upright/cockpitarcade cabinet charts in Japan.[84] It remained at the top of the upright/cockpit arcade charts for much of 1986, through February,[85][86] March[87][88] and early April,[89] then returning to the top in May,[90][91] remaining at the top through June,[92][93] July[94][95] and August,[96] and then topping the charts again in October.[97] Overall, theSpace Harrier rolling type cabinet was Japan's second highest-grossing upright/cockpit arcade cabinet during the first half of 1986 (below onlyHang-On),[98] and the overall highest-grossing upright/cockpit arcade game during the latter half of 1986.[99] It was later Japan's seventh highest upright/cockpit arcade game of 1987.[22]
The arcade game was positively received by critics upon release. Reviewing the game at the 1986Amusement Trades Exhibition International inLondon, Clare Edgeley ofComputer and Video Games hailed it as a "crowd stopper" due to its "realistic" moving cockpit, graphical capabilities and "amazingtechnicolour landscapes" but cautioned: "Unless you are an expert, you will find it very difficult".[46] Mike Roberts ofComputer Gamer magazine praised the "extremely good" graphics, the "quite good" 3D effects, and the cockpit simulator cabinet.[81] The July 1986 issue of Japanese magazineGamest rankedSpace Harrier at number one on its list of best Sega arcade games.[82]
The game was also positively received upon its home releases. Thehome computer conversion ofSpace Harrier was in the top five of the UK sales chart in December 1986,[100] and was tied as runner-up with theCommodore 64 titleUridium forGame of the Year honors at the1986 Golden Joystick Awards.
Ed Semrad ofThe Milwaukee Journal gave the Master System port a 9/10 rating,[101] andComputer Gaming World deemed it "the best arcade shoot-'em-up of the year ... as exciting a game as this reviewer has ever played".[102] Phil Campbell ofThe Sydney Morning Herald praised the 1989Amiga conversion as "absorbing" and "a faithful copy of the original".[103]Computer and Video Games called the port "an entirely unpretentious computer game full of weird and wacky nasties".[70] Paul Mellerick ofSega Force wrote that the Game Gear version was "amazingly close to the original ... thescrolling's the speediest and smoothest ever seen".[104]GamePro commented that the 32X version had "straightforward controls", graphics relatively close to the arcade version, and was "a nice trip down memory lane",[74] whileNext Generation dubbed it as decent, solid game.[68]AllGame called the game "a must-have" title for 32X system.[64]
Lucas Thomas ofIGN rated the 2008Wii port a 4.5 score out of 10, citing its "poor visuals and poor control" and "dulled" color palette.[76]Jeff Gerstmann ofGiant Bomb, in his review ofSonic's Ultimate Genesis Collection, criticized theSpace Harrier emulation's "numerous audio issues that make it sound completely different from the way the original game sounds".[105] Bob Mackey ofUSGamer was critical to Nintendo 3DS port.[60]
The game continues to garner praise for its audio, visual, and gameplay features.[25][106][107]GameSetWatch's Trevor Wilson remarked in 2006: "It's easy to see why the game is so well-loved to this day, with its blinding speed and classic tunes".[108] In 2008,Retro Gamer editor Darran Jones described the game as "difficult", but "a thing of beauty [that] even today ... possesses a striking elegance that urges you to return to it for just one more go".[109] That same year,IGN's Levi Buchanan opined: "Even today,Space Harrier is a sight to behold, a hellzapoppin' explosion of light, color, and imagination".[41] Eric Twice ofSnackbar Games noted in 2013: "It's easy to just see it as just a game in which you press the button and things die, but Suzuki is a very conscious designer. He has a very specific vision behind each of his games, and nothing in them is ever left to chance".[110] In a 2013Eurogamer retrospective on the series, Rich Stanton observed: "The speed at whichSpace Harrier moves has rarely been matched. It's not an easy thing to design a game around. Many other games have fast parts, or certain mechanics tied to speed—and it's interesting to note how many take control away at this point. Every time I playSpace Harrier ... the speed blows me away one more time. It is a monster".[36]
Eric Francisco ofInverse described the game's visuals in 2015: "Imagine anacid trip through an '80s anime, aRobert Jordan novel, and earlySilicon Valley binge coding sessions".[111]GamesRadar ranked the arcade original's bonus stage among the "25 best bonus levels of all time" in 2014, likening it to players pilotingThe Neverending Story's dragon characterFalkor.[112]Kotaku named theSpace Harrier tribute stage fromBayonetta in their 2013 selection of "the trippiest video game levels".[113] Also in 2013, Hanuman Welch ofComplex includedSpace Harrier among the ten Sega games he felt warranted a "modern reboot", citing its "kinetic pace that would be welcome on today's systems".[114]
Space Harrier spawned two home-system sequels in 1988. TheMaster System exclusiveSpace Harrier 3-D utilized Sega'sSegaScope3-D glasses, and featured the same gameplay and visuals as the port of the original game while containing new stage, enemy, and boss designs.[30]Space Harrier II was one of sixlaunch titles for the Japanese debut of theMega Drive (Sega Genesis),[115] and released as such in the United States in August 1989.[116] In December 2000, fifteen years after the original game's debut, Sega released the loose arcade sequelPlanet Harriers, which again continued the gameplay style of the franchise but featured four new selectable characters each possessing distinct weapons, in addition to five fully realized stages and a new option of purchasing weaponpower-ups.[115] However,Planet Harriers had only a minimal presence in the United States due to its faltering arcade scene, and it was never given a home release.[117] In 2003, aremake of the originalSpace Harrier was developed byTamsoft as part of the JapaneseSega Ages classic-game series (Sega Classics Collection in North America and Europe) for thePlayStation 2.[118] The graphics are composed ofpolygons instead of sprites while several characters are redesigned, and a selectable option allows players to switch to a "fractal mode" that replaces the traditional checkerboard floors withtexture-mapped playfields and includes two new underground stages.[24] Power-ups such as bombs and lock-on targeting fly toward and are caught by the player during gameplay.[119]
The originalSpace Harrier was packaged with three of Yu Suzuki's other works—After Burner,Out Run, andSuper Hang-On—for the 2003Game Boy Advance releaseSega Arcade Gallery. TheSpace Harrier Complete Collection (Sega Ages 2500 Series Vol. 20: Space Harrier II in Japan),[120] developed by M2 for the PlayStation 2, followed on October 27, 2005, to commemorate the 20th anniversary of the franchise,[121] and was composed of all the official series releases "to go with the various generations of our customers", according to Yosuke Okunari.[122] Bonus content included a record-and-replay feature and an arcade promotional-material gallery,[123] in addition to images of Hiroshi Kawaguchi's sheet music and notes for the original game's soundtrack.[124] The 1991 Game Gear port is hidden therein as anEaster egg.[118]
Space Harrier was re-released for theNintendo Switch in Japan on June 27, 2019, and two months later worldwide as part of theSega Ages lineup.
Space Harrier has shared an unofficial connection with another Sega shooter franchise,Fantasy Zone, which debuted in Japanese arcades in March 1986.[125] Both series are believed to be set in the same universe;[41]Space Harrier's opening line of dialogue at the start of gameplay ("Welcome to the Fantasy Zone") has been cited as a reason, but this was dispelled byFantasy Zone director Yoji Ishii in a 2014 interview.[45] A 1989 port ofFantasy Zone for the Japan-exclusiveSharp X68000 contains a hidden stage called "Dragon Land" that featuresSpace Harrier enemy characters and is accessible only by following a specific set of instructions.[115] In 1991,NEC Avenue developedSpace Fantasy Zone for theCD-ROM, featuringFantasy Zone's main character Opa-Opa navigating nine levels of combined gameplay elements and enemies from both franchises. Despite a December 1991 preview inElectronic Gaming Monthly[126] and advertising designed by artistSatoshi Urushihara,[115]Space Fantasy Zone was never released due to a legal dispute with Sega over NEC's unauthorized use of theFantasy Zoneproperty.[127] However,bootleg copies were produced after a playablebeta version of the game was released on the Internet.[115] Opa-Opa is included inPlanet Harriers as a hidden character,[115] while one of three available endings in the 2007 PlayStation 2 releaseFantasy Zone II DX has Harrier and Uriah attempting to eliminate a turned-evil Opa-Opa bent on destroying the game's eponymous Fantasy Zone.[128]
The arcade version ofSpace Harrier is included in the 1999Dreamcastaction-adventure titleShenmue as a minigame, and as a full port in the 2001 sequelShenmue II.Sega Superstars Tennis and the 2010 action-adventure gameBayonetta featureSpace Harrier-inspired minigames.[129][130] The title is available as anunlockable game inSonic's Ultimate Genesis Collection (2009), for theXbox 360 andPlayStation 3, though with sound emulation differences.[105] In the 2012 titleSonic & All-Stars Racing Transformed, aremixed version of theSpace Harrier main theme plays during the "Race of Ages" stage, in which aholographic statue of Harrier and a flying dragon appear in the background.[115] In addition,Shenmue characterRyo Hazuki pilots a flyingSpace Harrier sit-down arcade cabinet during airborne levels.[131] Sega included an emulation of the original title as a minigame in several titles of theirYakuza series, such as the 2015 releaseYakuza 0,[132] and the 2018 releasesYakuza 6: The Song of Life,Fist of the North Star: Lost Paradise andJudgment.
The success ofSpace Harrier resulted in the development of other first/third-person rail shooters that attempted to emulate its three-dimensional scaling, visuals, and gameplay capabilities, causing them to be labeled "Space Harrierclones".[133] One of the most notable examples was the 1987Square titleThe 3-D Battles of WorldRunner for the Famicom and Nintendo Entertainment System,[134][135][136] which was followed byPony Canyon's 1987 Famicom releaseAttack Animal Gakuen[137] and other Japan-exclusive games such asNamco'sBurning Force,[138]Asmik'sCosmic Epsilon,[139] andWolf Team'sJimmu Denshō,[140] all released in 1989. According toAllGame,Nintendo'sStar Fox (1993) "was influenced by early first-person 3D shooters such as"Space Harrier.[141]
According toThe One magazine in 1991, Sega "arguably pioneered the deluxe ground-ride cabinet cum video game with classics such as"Space Harrier. Sega went on to produce "bigger" and "better" motion simulator cabinets for arcade flight games such asAfter Burner (1987) and theR360 cabinet forG-LOC: Air Battle (1990).[142]
Hideki Kamiya, the director ofPlatinumGames and creator of theDevil May Cry series, citedSpace Harrier as an inspiration for his entering the video game industry in a 2014 interview: "There were so many trend-setting definitive games that came out [in the 1980s], likeGradius andSpace Harrier. All these game creators were trying to make original, really creative games that had never existed before".[143][144]
Game composerYuzo Koshiro was a fan of the game's music. He saidSpace Harrier was the first time he had heardFM synthesis music, and the game inspired him to become avideo game music composer. He considersSpace Harrier composer Hiroshi Kawaguchi to be one of Sega's best ever composers.[145]
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