Reviews from

in the past


Veredito: Navinha 3D de fliperama bonzão, antes de existir 3D.

Cara, eu sou fã de jogos com espírito de arcade e de jogabilidades caóticas baseadas em reflexos. Gosto muito de Star Fox, de Kid Ikarus Uprising e de ambientações lisérgicas viajadas. Não é nenhuma surpresa que eu ia gostar de Space Harrier.

É um jogo de navinha 3D focado em conseguir chegar o mais longe possível. Só que não tem muito foco em navinha. Você é um cara voador com um canhão debaixo do braço e os inimigos são insetos gigantes, mamutes caolhos e estátuas saídas direto da Ilha de Páscoa que jogam bolas de fogo em cima de você, tudo enquanto tu desvia de dados D20 que a fase te joga do nada pra te matar e de postes indestrutíveis que parecem uma fusão de coqueiros com cogumelos gigantes. Apenas mais uma terça-feira na Zona da Fantasia.

Infelizmente só cheguei na 8ª fase por enquanto. Quando descobri que eram 18 no total... É, joguinho, um dia eu volto pra você. Por enquanto ainda não gitgudei o bastante pra te zerar, assumo minhas limitações. Mas um dia eu consigo!

how the fuck is this not an adaptation of a cheesy 80s flick?!?

i was too nice to space harrier II

This game has always felt like a technical demo for Sega's 16-bit Super Scaler system board. I'm sure Yu Suzuki liked his artistic vision here, but I frankly hate this fever dream nonsense. The actual gameplay is so one-note that it doesn't save it from being a mediocre shooter that just so happens to have state of the art visuals.


Thank you Yakuza 0 very cool

Qual foi a brisa da Sega quando criou isso?

Técnicamente brutal la conversión a Master System, con unos sprites enormes y varios temazos. En la parte jugable se queda lejos del arcade, tanto en el control como en la detección de las colisiones, pero sigue siendo bastante entretenido.

Eso sí, la versión PAL mejor ignorarla. A 50fps es insufriblemente lenta.

The speeds at which you'll dodge obstacles as you blaze through the stages are absurd, in a good way. It's also worth noting how the gradually increasing difficulty makes a limited selection of enemies feel fresh for way longer than it would in other games, even if they wear out their welcome towards the end.
Depth percetion absolutely will fuck you up though, no matter how good the super scaler may be there's just no way to perfectly convey depth with sprites

Fechei ele hoje de novo, e nossa… nostalgia é um troço engraçado né? Eu achava o game ÓTIMO, tipo fav, e agora eu não gostei tanto. ^^"

No início o jogo realmente é super divertido. Mas quando você tá muito a frente no game, começa a ser meio chato por ter muitos níveis e fica hard por conta da quantidade de obstáculos. Ai tu escuta o narrador toda hora com "you are doing great" e aí sim ferra completamente a experiência. E olha q eu não tomei game over. xD Acho q só não gosto da voz dele. =P

Além disso, na minha cabeça os chefes eram fodões, e olhando de novo achei eles muito iguais (fora visual) e super fáceis.

Mas, óbvio, vale jogar ainda muito por conta do começo e do estilo diferentão dele. So não sei se recomendo zerar haha.

1 cc'ed this in Shenmue. Life goal achieved

played in shenmue, hit boxes are too big!

Well, after I had brought up how I wanted to get to this game in my After Burner review, I feel like it is about time I finally took the initiative to do so. So yeah, Space Harrier, yet another classic arcade game from Sega, and another one made by Yu Suzuki, but originally conceptualized by a fine fellow named Ida, who originally wrote a 100-page document to propose the idea, while also specifically mentioning that the game should have the word “Harrier” in the title. Little bit of a weird request, but considering the nature of the game when conceived, it made sense, but ultimately, this Harrier game would be completely flipped on its head by Yu Suzuki. I’m assuming he just took a look at all of the cliches in video games that were quite prevalent in the 80s, saw all of the space shooters lurking about, and decided to join in on the party, and thus turned the game into Space Harrier.

So now, after finally playing and beating the game after a long time of wanting to, I found Space Harrier to actually be pretty damn good. It was worth finally checking out after all this time, and in terms of Yu Suzuki’s other products, I would say that it is an improvement over After Burner. I know, that one came after this, and I still think that After Burner was great, but this one manages to not only have a more interesting theme, but also a lot more features that After Burner was lacking, making it an overall more enjoyable experience.

The graphics are of course great, and pretty revolutionary for the time, the music is alright, but again, like with After Burner, it can be hard to hear sometimes with all of the sound effects that happen a lot of the time, the control is pretty fast, simple, and fluid, although the directions for how to tilt up and down did throw me off for a bit at the start, and the gameplay is the fast and frantic fun that After Burner gave, but with more stuff to sweeten the experience.

The game is a 3D arcade rail shooter, where you fly through many different stages, shoot down as many enemies and pieces of debris and land as possible, take on fast and frantic boss fights, and avoid plenty of obstacles that are flying straight towards you. All of this may seem pretty standard for a lot of Yu Suzuki’s later works, and it doesn’t sound all too grand on the surface, but back when this came out, there was practically no other game like it in the arcades, aside from possibly Hang-On. It established this fast, fun and hectic means of progression and combat, one that would be implemented into several of Suzuki’s later games, and for being one of his first attempts, it feels incredible to run through. That is, until you start to die over and over again, but there was never any point where I felt like giving up, because of the rush that I had from what I was experiencing.

In addition, unlike After Burner, this game also has several elements that don’t make it too repetitive as it keeps going. There are plenty of bosses throughout, and yes, while they are repeated several times, they at least change something about them to make them standout more from the others. They aren’t even that easy either, where they can kill you pretty quickly if you aren’t careful, but that’s the thing: you can kill them quickly too, so it is all just a matter of reflexes, pattern memorization, and skill. That, or just fly around and shoot until you win, that works too. Alongside all of this, the game now features several bonus stages, where you rise on this creature eerily similar to that of a Never-Ending Story character whose name escapes me, and you go around smashing a fuck-ton of debris to collect… points. No extra lives or continues, just… points. I mean, I guess they lead to more lives, but come on, that’s pretty lame.

If I really had to complain about some aspects about this game, there are a few things that I could bring up. Like many games of the era, it does reuse a lot of stage layouts and themes to extend playtime, and while I didn’t mind it so much in this game, it is pretty noticeable, and I am sure that some people wouldn’t be on board with that. In addition, while all of the stages for the most part follow the same format, that being a shoot-’em-up section with a boss fight at the end, the final stage of the game is a boss rush, all leading to the final boss. Now, I have nothing against boss rushes, but only if there was a sense of growth given to the character that would warrant rematches against these foes, like with the Mega Man games. But here, there was no growth whatsoever, so while the bosses can still be taken down pretty quickly, it remains completely unnecessary. Not to mention, the final boss is a huge pain in the ass, but it is appropriate for him being the final boss, and it didn’t make me all that mad.

Overall, for being one of Suzuki’s first major products, it absolutely nails everything that it sets out to do, and I am so glad that I finally got to try it out after putting it off for so long. Yeah, the game isn’t perfect, and it isn’t too exciting compared to other games out near that time, but for what it does on a technological and gameplay basis was enough for me to have a great time throughout, and I would definitely recommend it for those who haven’t checked it out yet.

Game #234

Was super excited to see the cabinet in person for once - I've never played a helicopter-control cabinet before, but Space Harrier was a fun one to learn the control with! It's a fairly common at the time space shooter, except that its from a totally different perspective. So actually, scratch that, it's a shooter (which is a common arcade genre) but controls so different it's like a whole new experience. With the seated helicopter controls, too? Woo- what a rush.

I didn't get to play the game for too long, because there was this 60+ year old business man that made the machine his homebase, eating and drinking there with his pile of coins, and holy shit, he was GOOD, completely had the enemy paths memorized and was eating away at his high score all at what seemed like a lazy Sunday afternoon to him. He was kind enough to let me play a round when he went to go buy a soda and uh, yeah this game is HARD - he made it look like a piece of cake, though. I'm really not used to the helicopter controls, but watching him play it, it was super satisfying once nailed.

Chill dude, which added to the chill experience. Space Harrier has crazy good graphics and unique gameplay for 1985 - I'm sure I would rate it higher if I eventually got the groove of it, but I honestly had a pretty good time playing it a bit and then watching some dude who was an absolute BEAST demolish the game.

3.5/5

Fun game i played on yakuza 0 where you shoot everything you see and avoid obstacles and enemy attacks. Also this looks really good for a game that came out in 1985

A decent port that looks better than most, but falls flat with the audio.

I played this game in Yakuza 0 and it was fucking cool thank you Yakuza

I just happened to play this in the yakuza 0 arcade minigame, but got hooked on it. its surprisingly advanced for a game of its time in both graphics and gameplay. definitely better quality than your average arcade game.

I played this game inside of yakuza 0

Thank you Yakuza for give me access to such a fun arcade.

Great example of a very one note arcade game that plays that note very well. The difficulty creep never feels overblown and the slight variations in aesthetic and enemy variety keeps every level feeling fresh.

Thx shenmue's loterry, btw this game is really fun

Lo juge dentro de shenmue xd

It's interesting to play around a bit with these days, but not worth finishing any more.


I respect it a lot. Not gonna be playing it all the time or anything but on the occasion I feel like it it's a pretty fun time. Very cool for the time, and that music carries hard honestly

Where is the "Yakuza" platform

A fun port of a fun arcade game.

I've actually played this game four times. Once on the TG16 (the platform I selected, and the one I'm most familiar with). Once I've unlocked it in "Sonic's Ultimate Genesis Collection". Once in "Fist of the North Star: Lost Paradise" after I found the arcade cabinet out in the desert, and once in Yakuza 0. Every single time, it was always a joy to play.

There's just something so satisfying about flying at top speed, straight ahead towards enemy monsters, dodging all sorts of things coming at you in full force, and destroying wave upon wave of creatures and robots (and sometimes environmental objects) along the way.

Not my favorite game of all time, but I've never had a bad time playing it either.

Lack of depth perception and low frame rate really hold this concept back, plus theres only 1 type of ammo