I’ll never forget the first time I saw Space Harrier. It was at Disneyland’s Starcade in the mid-’80s. They were fortunate enough to have the deluxe sit-down version, too. The entire cabinet would tilt as you moved the flight stick around, a popular feature in a number of arcade games at the time, like Sega’s own Out Run and After Burner. I never would see that version in any other arcade after that, so looking back, I feel fortunate that I was able to play and experience it. More so than the cabinet, however, was the game itself.
The title screen alone was enough to capture my imagination with its huge spinning logo, one-eyed woolly mammoth, and beautiful-looking mecha. I was a huge Robotech nut as a kid, so how could I resist? I couldn’t. Even the sound the game made when you inserted a quarter or token was cool. That’s a small, but important detail that I really miss from modern gaming.
And then I pressed Start. Oh my goodness, those graphics! It absolutely blew my mind. Hardware sprite scaling wasn’t something we would see in home consoles until the Super Nintendo and Neo Geo in the early ’90s, and it was still a relatively new technology in arcade games. Using Sega’s Super Scaler technology, they took the concept of 3D gaming using 2D sprites to a whole new level. It represented a paradigm shift for me, establishing a very clear graphics capability line between arcade and home consoles, and altering my expectations from then on.
That was one of those moments where I figured playing an arcade-perfect port at home would never be possible. And I would be mostly correct for the better part of the next decade, until 32X and Saturn ports would finally make the impossible possible. It really shows just how advanced Sega’s arcade technology was back then.
However, that didn’t stop me from wanting the home Space Harrier experience ASAP. Back in junior high, several of my friends all generously chipped in and bought me the Sega Master System version for my birthday. I knew there was no way it would be as good as the arcade, but then again, I’m the one who thought Cobra Command was possible on it, so my hopes were still unrealistically high. After containing my excitement, I opened it up and turned it on…
I was actually quite impressed with the title screen! It approximated the look of the arcade version, right down to the light glinting off the mecha’s gun, which was always one of my favorite details. It also had a new, majestic-sounding title screen song, which the arcade game lacked. So far, so good.
Then I started playing it, and that’s when disappointment set in. I mean, it wasn’t bad and I still played it endlessly for weeks on end, but when so much of Space Harrier‘s appeal is in its visuals, it’s easy to be let down. When you stop and think about what they achieved, however, on hardware that was never designed to do this, Sega pulled off a small miracle. It might not be as fast or pretty as the arcade original, but it still plays, looks, and sounds good in its own right.
One of the things that made the Master System version stand out was the exclusive final boss, Haya Oh. The first time I got to it, I was so surprised, because I was expecting the lackluster “The End” from the arcade game. In addition to it having an intense and memorable music track, it provided a good challenge and was a nice example of developers adding extras to the home versions. It also had a surprisingly lengthy epilogue hinting at a sequel, so that obviously got my attention. That sequel came in the form of 1988’s Space Harrier 3-D, but I never did play it because I didn’t have the SegaScope 3-D Glasses. I remember wanting them bad — real bad — but I think it was the limited game library for it that never made me ask for them.
As the Sega Genesis’ release date drew near in late-’89, so did that of Space Harrier II. With the Genesis being a 16-bit videogame console, and early signs looking terrific with strong entries like Ghouls’n Ghosts and Thunder Force II, I wondered if this would be the era for my beloved Space Harrier to come home in all its glory. Even though the review of it in EGM was very average, I still wanted to give it the benefit of the doubt.
Oh, how wrong I was. Not only did it have an absolutely awful and generic title screen — seriously, what is that? — but the music was a complete downgrade except for the main theme, which was OK, but hardly came close to the classic original. Most disappointingly, the visuals seemed even choppier than the Master System version. The sprites were nice and big, and the scrolling playfield now shifted perspective, but the objects scaled poorly, and the artwork overall was very generic.
This was not what I was expecting out of Sega’s brand-new console, and it goes down as one of the most disappointing games on the Genesis for me. It would be another 6 years before I would reunite with the series, this time on the infamous Genesis 32X add-on.
Despite its lackluster software lineup and hideous design, I bought a used 32X in late-’95, and it came with the only two games I would ever play on it: Space Harrier and After Burner.
Although the 32X version of Space Harrier suffers from some frame drops when there’s a lot going on, it’s one of the better ports. It controls well, and for all intents and purposes, looks and sounds exactly like the arcade version. I just couldn’t stand the 32X itself, and after only a few weeks with it, I sold it.
As I mentioned earlier, an even better version of Space Harrier would be released shortly thereafter in ’96 for the Sega Saturn under their Sega Ages label, and that’s the one I still have. At long last, what I consider to be an arcade-perfect version of one of my favorite arcade games now exists, looking and playing beautifully at home. I would spend additional money to buy the Saturn Mission Stick for an even closer approximation of the arcade experience. It was glorious, taking me back to that fateful day at Disneyland.
When I think about it, the reasons why Space Harrier was such a big influence on me seem superficial. It first and foremost came down to the graphics. For a game that’s pushing nearly 30 years in age, it still looks fantastic to me. It was really unique at the time to be playing a shooting game where you were flying forward, with enemies and obstacles coming at you at breakneck speeds. It has a terrific sense of style, with bright colors, individual stage names, amazing sound, a wide variety of enemies and bosses, and rewarding twitch gameplay. Successfully navigating one of its accelerated stages is still a tremendous rush.
It might be a one-trick pony, but it does that one trick exceptionally well. Perhaps one day I will own that elusive sit-down cabinet, too.