MAN OF AGES...AND OF SEGA
Looks like I've made it.
The 100th "Danger Zone" review, I was originally thinking of it as a few selected shmups to make an "Elite. Best of the Best" of shmup reviews in the wake of Top Gun: Maverick's release, but looks like it became my personal review series.
So let's make this big 100 a very special one, to celebrate a game that reached 40 years old in 2025 and still hasn't lost its edge. I'm talking Sega's arcade classic Space Harrier.

40 Years of Arcade History and counting.
Space Harrier. The arcade classic that consolidated Sega as the arcade champion in the 80's and gave worldwide fame to its creator Yu Suzuki. Basically, there was no arcade location without Space Harrier or any other Sega game back in the 80's and well into the 90's. They were the "big names" in that sector of the gaming industry and with all possible reasons and this game is among them.

Fantastic Action at breakneck speeds!
The gameplay is quite simple: Guide Harrier through 18 combat areas destroying all kinds of enemies and objects that get in his way. From trees to asteroids to living creatures and spaceships (Mukadens). While they come in hordes, you have one weapon: Your laser cannon. That's all what you need since the game focuses on speed and fast response to obstacle navigation, and that's what this game will offer more often: Speed. There's no brief moment where the stage pauses aside from boss battles, as you constantly run and dodge while shooting what you can in order to stay alive.
While Harrier can stumble with a bush and stay alive, crashing with trees, towers or pillars will kill you, taking one of your spare lives away. There's the option of having a "Trial Time" where you can die as much as you want within 30 seconds so you can get used to the controllers and the pace of the game. You can think of it as a "Semi-Practice Mode" of some sorts before the real battle begins.

Two Heads, Twice the Trouble.
Boss battles are interesting as they involve to hit a particular weak point of the boss (for example; Squilla/Godarni's head) to inflict damage. Curiously, the hit will make the same "Tung!" sound as it was deflected and bounced off, but the game will confirm it when the boss changes its colors. Others like Tetra or the Tomos swarm will require to open their hatches exposing their weak points so you can destroy them or simply shoot them down like the Doms in stages 4 and 9.

Harrier VS The Nuclear Peanuts
Bosses come in different forms; from dragons to mechanical squadrons and swarms of enemies or simply you have to force them to retreat like in Stage 16 since the mother ship is invincible.

After the injustified demolition of Fantasy Zone's forests
Greenpeace has declared Space Harrier and Uriah as enviromental terrorists.
Every few stages, you will be entering a bonus stage where Harrier will hop on the Dragon Prince Uriah to pummel all the trees and towers along the way. The objective is to take down all the trees you can, as they're worth 50,000 points each, but here's the catch; Uriah will move up and down so it will miss some of them.

Hey! Hey! It's Okay. I've never felt that way.
Hey! Hey! It's alright, dancin' in the Laser Light!
Stage 14 Asute is my overall favorite stage of the game. Along with the tunnel effect of the ceiling in the sky and faster floor scrolling, it adds flashing lights on the Binsbeens and towers for a more "disco" effect increasing the sensation of speed much further. ¿Don't believe me? Well, check it and see for yourself. No, pick the game, reach that stage and see for yourself.

You against the turf's big guys.
The final stage, Absymbel is the easiest stage of the game because is just a boss rush where Harrier is pitted against Godarni, Barbarian, Squilla, Ida, Salpedon, Syura and Valda, ditching the rest of bosses like the Tomos swarm, Octopus, Rolly and Tetra.

But what about the challenge of homeporting the game?
"The Challenge Will Always Be There" was one of Sega's mottos and one of the most 80's/Master System defining (along with "Major Fun and Games", "Now, there are no limits" or "Let The Games Begin"), but just like Sega likes to talk about challenge you with their homeports, there was a challenge they don't mention: The challenge of homeporting. When Sega and its staff challenged themselves on bringing the arcade smash hit home with sometimes dubious results.
Obviously, the home-based hardware was (most of the times) technically uncapable of keeping the pace of the "Super Scaler" Hardware (also called "Space Harrier Hardware") which was originally utilized Hang-On, but also on Space Harrier, Enduro Racer, and Super Hang-On.
So let's check the ports of Space Harrier out there. This is gonna be a long reading time.

Sunday Morning Gaming in 1986.
SEGA MASTER SYSTEM: When it comes to Space Harrier ports, this is immediately the first port anyone thinks about; the Sega Master System, which was the very first home port of the game. "The Two-Mega Cartridge" advertised as "Twice the Mega Power" (What's Mega Power and how can you have twice as much of it?) meaning it was a Two Mega-bit (2,000 Kilobit) game. While it seems to be a nice attempt it was more than clear the Master System was either unable to take up the challenge or someone at Sega didn't made the job right. First off, the background detailing was removed entirely, limiting the scene to a flat colored sky, the checkerboard floor was simplified (I can understand this was due to limitations), but the slower-than-normal speed of the background is a major offender, resulting in an incredibly slow and boring game. Another problem is that the sprite art feels preliminary, this can be noticed in the enemies and obstacles. You can notice the extra "square space" surrounding the enemy character something like "|
Spoiler

If anyone here knows what they were trying to say with "something", please let me know to update the review, OK?

Vectorial Harrier (Sort of)
AMSTRAD CPC: Anyone who know the horrible ports of arcade games into Amstrad will think "Seriously, who thought it was a great idea to port a super detailed, sprite scaler like Space Harrier to the Amstrad?" Well, while it sounds crazy, the Amstrad did the impossible this time, because while it made a minimalistic version of the Fantasy Zone, it was uncapable of making sprites of everything that wasn't Harrier himself. So, Harrier fights against hollow, vector-like sprites. This was meant to make the game possible and playable. It is worth of admire how the Amstrad retained the background scroll when you move left or right, so it was a crazy stunt, but it suffers from collision detection problems, making it more difficult than it should be and removes some of the bosses due to the limitations.

Calamity on Fantasy Zone. That's what this is.
This is what it had to be, right? Right? By the Dragons...
SINCLAIR ZX SPECTRUM: If you thought the Amstrad porting wasn't a good idea, then the ZX version is far worse. While it retains the checkerboard floor, things go all the way down to videogame hell. The enemy placement breaks the arcade accuracy, the graphics were terrible and to make things worse, there's no music or sound effects, except for BRRIAUMM!, BRIAUMM! BRRBRRBRRBRRIAUMM! Annoying as you can imagine.

Not-so "Nin-tensive" shooting action.
NINTENDO FAMICOM: Tengen releases aside, while Sega and Nintendo were known overseas as fierce rivals, seems like things were different in Japan since Space Harrier was among the many Sega titles that made its way to Nintendo's console along with Asmik's Juuoki (Altered Beast) and Sunsoft's After Burner II. Space Harrier was developed by Whiteboard and published by Takara (Takara-Tomy as we know it today) and while the sound department is similar to the Master System version in terms of music, the sound effects were changed to adjust the Famicom. This means the voice samples from the SMS were removed and Harrier makes a "PRRRRRRT!" sound when he's killed. The colors were "washed out", the checkerboard floor looks terrible and sprites were redrawn and shrunk compared with the Master System, but on the bright side, it has a few improvements: All stages have a background landscape, and it carries the hidden codes of the SMS version. Unfortunately, the gameplay is even slower than the Master System, there's a lot of flicker in the sprites, and the music starts over from the beginning after clearing the boss rather than picking where it left off like the arcade and Master System version, making it one of the worst ports.

A blocky "Day in the office" for homeporting Harrier.
NEC PC-6001: This port is very limited in colors and graphically, it only has Harrier, the rest is...well, remember the AVGN's "You are a square hitting a square" while laughing at Miniature Golf? Well, You are Space Harrier shooting squares, destroying squares while avoiding collisions with other squares. But being honest and jokes aside, this was an unexpected port for a computer that wasn't made for home entertainment. Yeah, the Nippon Electric Company "Personal Computer 6000 Series" were meant for business, so it was a surprise to see good ol' Harrier in this hardware. According to Retro Core/Battle of the Ports, the gameplay is good and "smooth to boot".

Sharp redefines the concept of "Coin-Up Conversion".
SHARP X68000: If there's a homeport champion of the 80's, that's definitely the Sharp X68000 computer. This port of Space Harrier is a solid testimony because it makes a very close recreation of the arcade game. Although the fantasy checkerboard floor is gone, most of the arcade elements are there: Arcade like colors, arcade accurate fast visuals and arcade like gameplay. There's sound effects from the arcade along with the voice samples, but like in most X68000 ports, the music was re-arranged. In a twist of fate, this port carries the features of the Master System such as Haya-Oh and the extended ending. It also explains Haya-Oh's origin as an evolution of the Koma Inu, Wiwi Jumbo's former servants. Despite the solid conversion, the only flaws of are the constant slowdowns that affects the gameplay and the new instances of engrish and mispellings ("Congraturations", "Coma Inu" "Hayaoh"). Obviously, it was still too much for the Sharp X68000 to handle, but still an accomplishment.

"Play Space Harrier on the job" Attempt #2
FUJITSU MICRO 7 / FM77AV: Looks like homeporting went "Back into business" again with bringing the game on a business computer. There's not too much to say about it, but the game makes a fairly good effort on graphics and sound, considering how many things were removed like the voice samples and the checkerboard floor.

Is he keeping up with the Commodore?...
COMMODORE 64 (SEGA): The home computer that "Is keeping up with you" got not one but two ports of Space Harrier. First off is the Sega version released in the United States, simplified things by removing stages and bosses from the original arcade (Squilla replacing Stanlay in Natura), swapped some of the stages (Amar is Ceiciel with Godarni and Ceiciel is Amar with the Doms boss fight), changed the Y-Axis to the videogame like "Up is up and down is down" and there's no ending after killing the final boss, looping all the way back to Moot. It also has collision issues (common problem of porting big games into small systems), but it has a well made rendition of the soundtrack, including boss themes.

...'Cos the Commodore couldn't keep it up with him...twice.
COMMODORE 64 (ELITE SYSTEMS): Released in Europe, the second version by Elite is a downgraded version of the Sega release. The scrolling floor effect was removed to being a flat color, the game speed was increased and the difficulty was increased. In both versions, the score doesn't run automatically by the dozens, only tracking the points given by defeated enemies.

Space Harrier "Computer Error Edition"
NEC PC-8801: Back to porting on business computers. The NEC PC-8801 got a port that looks like a glitched mess with slowdowns on the ceiling levels (Ceiciel for example). While the graphics of Harrier and the enemies are quite well made despite being on a non-gaming computer, the sound department is its best aspect by adding voice samples and sounds from the arcade. The "Welcome to the Fantasy Zone. Get Ready" sounds way too muffled, but not as horrible as the "Ghostbusters!" from the infamous NES game.

More tolerable than the other one.
SHARP X1: This port feels like an evolution of the PC-8801 version since it has background graphics and the explosions are a little bit more elaborated with smaller squares in an explosion shape. But it still suffers from slowdowns. Considering this was a port made on a computer from 1982, this was a well made work.

"Turbografx does what Genesisn't"
PC ENGINE/TURBOGRAFX-16: Dempa made this port of Space Harrier based on the X68000 version and downgrading it to make it fit on the PC Engine. Even with the simplification, it is considered a great port by many fans, this version of Space Harrier features the key aspects of the arcade games: Speed, faithful graphics and sound, even if this one is rendered on the PC Engine's sound card. The PCE/TG16 version is much harder than the arcade (just like their ports of Raiden and After Burner II), and to add salt to the wound, it lacks of continues unless you input "CNT" as initials to unlock the continue feature. While some of the enemy sound effects were taken from the arcade version, the voice samples are terrible

Taking "Cubism" to eye-hurting levels.
SHARP MZ-700: What...the...fuck..."Minimalism" and "Cubism" are short and not enough to describe this port of Space Harrier, where it looks like a mess of blocks that barely represent what they're supposed to be, resulting in a painful experience for your eyes because it hurts trying to follow the pace with such horrible graphics. This makes any amateur Lego animation/brickfilm look like a Tony Scott or Joseph Kosinski film. Also, there's no music, so you can turn the media player on and play either Space Harrier's soundtrack or The White Stripes song "Fell in Love with a Girl".

A first try for "Play Space Harrier on the go".
SEGA GAME GEAR: Rather than making a port from zero, Sega, (AM2 to be exact) went on the easy way and re-worked the Master System version, being the same slow, simplistic port of the game, but reduced to 12 stages and crammed in the Game Gear's screen. To make it differ from the Master System, Sega made a few more changes: First off, Stage names. "Moot" is now "Dozzer", second the enemy redesign which went for a more "Organic" (or "Bio-Weapon") approach, third was the introduction of a password so you can continue where you left off, fourth, it has continues so you don't have to start over or use a cheat code like in the Master System, and last one is the sound department which was re-arranged to differ from Sega's old console, feeling more like an expansion of the original SMS port. One of the downsizes along with the stage reduction is the bonus stage rewards. Instead of 50,000 points per tree, now is 5,000 points.

A question for Space Harrier: Have you played Atari today?
ATARI ST: Developed by Elite, the Atari ST version does a quite reasonable job as it manages to make the checkerboard floor arcade faithful despite the somewhat choppy frame rate. Unlike most computer games which you can use a keyboard or joystick, the ST version only allows you to play with the mouse. Also, the game was splitted in two parts: Stages 1-10 and Stages 11-20 (Just like the PC Engine port of R-Type). According to Battle of the Ports, there's a "complete" version with all the levels known as Space Harrier Plus.

El Space Harrier es amigo de la computadora Amiga.
COMMODORE AMIGA: Developed by Melnok, this port is based on the Atari ST version. So while the color palette is identical, there's ups and downs. To begin with, the game is full screen unlike the ST's wallpaper on the right and it has better music and even voice samples. Now let's talk about the flaws. In this one, the vertical movement is quite limited than the ST, second, the checkerboard floor was simiplified to have less squares like the Master System and Game Gear ports, the sound effects are constantly cutting off the music, but the worst flaw is that Harrier is more brittle than the rest of ports since if he touches a bush he dies (any similarities with Silver Surfer are purely coincidential and unintentional). Like the ST port, it was splitted in two, with the last stages in a second part called Space Harrier: Return to Fantasy Zone and there's also a version with the 20 levels (PC Engine R-Type all over again, don't ya?)

DOS-n't look bad?? Wait until you see it in action.
MICROSOFT DISK OPERATING SYSTEM (MS-DOS): Programmed by David R. Mattern and Brian A. Rice for Sega Computer Software, this port is based on the Atari ST version, but poorly programmed. The sound department is horrendous and there's no way to change it. The frame rate is the worst part of the game since it looks incredibly slow at the point that is virtually unplayable. Who was the "genius" that approved its release with such flaws?
If you play on an EGA (Enhanced Graphics Adapter), things will look like this.
Spoiler

I feel sorry for those who own a CGA (Color Graphics Adapter), because Space Harrier will be a painful experience.
Spoiler


An almost arcade perfect homeport.
SEGA 32X/SUPER 32X: Despite being a commercial failure, Sega's 32X had excellent ports of arcade classics like After Burner II Complete, Mortal Kombat II, and NBA Jam Tournament Edition. Space Harrier is among the list of coin-up conversions and of course, a great one like the previous mentioned. The sprite scaling is almost arcade perfect and the sound department is in perfect levels, making it the home definitive version from the 90's. However, the gameplay runs in a different speed. The arcade game runs at 60 frames per second, while the 32X runs at 30 with some slowdowns, and also replaced the traditional continue option for a more "Checkpoint" based one that required to reach a specific stage that will act as the checkpoint if you lose all your lives. If there was a reason for owning a 32X this was one strong reason.

11 Years later, arcade perfection at home was reached.
...but only in Japan.
SEGA SATURN: Released as part of Sega Ages and 1 year after Space Harrier's 10th anniversary, this one is considered as the "Perfect" port of the game as it carries the gameplay, graphics, sound and FPS speed, along with the support for analogue controllers. It was released with an accessory called "Mission Stick" as part of the Gentei Special Pack. It also retains the continue conditions of the 32X version.

Sometimes you need to take a break and hit the arcade.
SEGA DREAMCAST (SHENMUE): You can play this game as a bonus game when you enter "You Arcade". Not too much to say, this is a perfect emulation of the original game in all aspects. You can unlock Space Harrier on the Hazuki residence if you have the Space Harrier item (Sega Saturn port), to obtain it you have to win the Raffle of the Tomato Convenience Store on either Dobuita or in Harbor Lounge. To enter the raffle you have to buy one Cassette Tape or caramel, or chocolate or potato chips.
MICROSOFT XBOX AND SEGA DREAMCAST (SHENMUE II): Like in the first Shenmue, this is a direct port of the arcade game, but it has a problem: The XBOX version has a "Self-centering" issue that automatically put Harrier back in the center of the screen, while the original Shenmue you can decided if you want to toggle it on or off. You can find the cabinet at Pine Arcade Game. It was also the first time Harrier was ported on a Non-Sega console overseas. Looks like the company of "Major Fun and Games" realized their consoles' lives had a "Life's short" problem and their catalogue needed to leave their environment in order to keep the major fun alive, so they decided to go with the "Life's short. Play more" company, and this was the result; Another arcade-perfect port with the mentioned control flaws, but still a great option to play on a 2000's console.

Gives you an idea of how Space Harrier would look today.
PLAYSTATION 2 (SEGA 3D AGES): Like Sony says "Make. Believe" that's what we had to do when we have to talk about this port. Sega and Sony made it and we have to believe it. Space Harrier makes his way on Sony territory bringing the thrills of the Fantasy Zone on the PlayStation 2. Developed by Tamsoft Corporation for Sega as Vol.4 of the 3D Ages lineup with Yu Suzuki's supervision of course, this is not just a simple port, is a 3D reimagination of the original game which enhances the core gameplay by adding new power ups and lethal weapons like the Lock-On Laser and a bomb that destroys enemies and obstacles. It also adds new levels and bosses, increasing the total of levels to 21. Also, Haya-Oh appears in this version as part of the "Extra Stage" with the bosses that didn't made it in the original Absymbel, increasing the final total of stages to 22. Since this is a "budget" remake, it doesn't fully exploit the PlayStation 2's graphic capabilities as it should (think Metal Gear Solid 2: Sons of Liberty or Xenosaga Episode I: Der Wille Zur Macht for example). First off, the large enemies like the Manmos (mammoths) and Godarni are quite "Late PS1" blocky, the flashing effects in Azute are gone and the checkerboard floor doesn't look as amazing as the original one. There's also the option of selecting if you want "Fractal" texture for the surface or the classic checkerboard floor. While this idea is a twist on the formula, it also "pokes" the fantasy theme of the game. Unlike Sega Ages 2500 Vol.10 After Burner II where the game had the original arcade music, Sega-Tamsoft ditched that in Space Harrier replacing the memorable arcade soundtrack with a series of remixes and even new announcer dialogues such as "You got it Harrier, but its just started. Hang in there". Character changes were also featured, starting off with Harrier who looks like a Super Saiyan 3 from Dragon Ball Z with a Tour-de-France biking helmet. We've already know that Harrier looked very "sporty" with the attire he uses but this is more like "Space Harrier Super Sport Over 9000 Edition", Dom's were redesigned to look more like the obese cousin of the Decepticon Shockwave and less like Gundam's Mobile Suits (probably to avoid legal issues with Sunrise) and both Squilla and Godarni look more like dragons and less like worms.

20 Years doesn't stop Space Harrier.
It's a legacy that keeps trascending time and generations.
PLAYSTATION 2 (SPACE HARRIER COMPLETE COLLECTION): Sony's console got Space Harrier as part of Vol.20 of the Sega Ages 2500 Series compilation Space Harrier II: Space Harrier Complete Collection by Sega and M2 Co. Ltd. (Castlevania Anniversary Collection, Contra Anniversary Collection, Darius Cozmic Collection) as part of the 20th anniversary of the arcade game. This compilation featured the arcade version, the Master System and Game Gear ports, the Master System sequel Space Harrier 3D and the Genesis sequel Space Harrier II. Like in the Sega Saturn and the Shenmue games, the emulation is pretty accurate and a perfect way to play the arcade game at home.

PlayStation, BattleStation.
PLAYSTATION 3: Harrier's last incursion in Sony territory before Shenmue I & II HD on the PlayStation 4 and XBOX One was as one of the hidden unlockables of Sonic's Ultimate Genesis Collection/Sega Mega Drive Ultimate Collection. To unlock Harrier's timeless adventure you'll have to hop into a helicopter first. ¿What do I mean? Play Super Thunder Blade and complete stage 1 with 1,500,000 points.

On Sega consoles until the very end.
SEGA DREAMCAST (YU SUZUKI GAME WORKS VOL. 1): One of the titles featured in this compilation, while the game is arcade perfect in terms of gameplay and graphics, the music sounds different with the notes changed just like the PlayStation ports of The Raiden Project and Raiden DX, breaking with the concept of arcade accuracy.

Welcome to Asute GBA: Slower and boring.
No Refunds.
NINTENDO GAMEBOY ADVANCE: Sega realized that to keep the challenge "Always There", they had to "Play with Power", that means striking a deal with Bowser, teaming up with their former rival, Nintendo. As crazy as it sounds, Sega released officially their games on a Nintendo console. This time as part of Sega Arcade Gallery by THQ and Bits Studios where Harrier was bundled along with After Burner (the first one), Super Hang-On and Out Run. While the graphics seems to be right-on for GBA standards, the sprite animations are slow (Harrier's running animation for example), everything looks crammed due to the reduced screen (think After Burner II on FM Towns), the scrolling speed is "fixed" on a default speed, stabbing the fast pace of the game (being Asute the major offender of this with the dark and flash effects removed) and the sound department sounds different due to the "alternate notes" on the themes. Speaking of musical themes, boss themes were swapped; Godarni (renamed as "Godarnie" in this port) has the music of Syura, Barbarian, Salpedon and Octopus play Godarni's theme and the "You're doing great!" was trimmed to "Great!" and the main theme always starts from the beginning. It's obvious that this game was still very ahead for the GBA, but it was a second, yet nice attempt of playing Space Harrier on the go and quite better and more recognizable than the Game Gear version.

Fantasy Zone just "Made the call"
Space Harrier answered it.
JAVA J2ME: A cellphone port of the game was done by Sega and Nikitova for cellphones with JavaScript/J2ME support such as the Nokia S60. While it manages to catch some of the visuals and the arcade spirit, the gameplay speed is slow, it lacks of sound effects, the stages were reduced to 7, bonus stages were removed, the music resets after clearing a stage, and the continue format of the 32X and Saturn is repurposed, but this time the checkpointing is per stage. There's character redesigns in the game, being the Dom the most notorious as they're now based on the PS2's 3D Ages version (looks like Sunrise's rights prevail over retro-gaming preservation).

Now Space Harrier is playing with power.
And now you can play it anywhere!
NINTENDO 3DS: Continuing with the "Sega-Nintendo Alliance", Sega released Space Harrier on the Nintendo 3DS as 3D Space Harrier. This port features a simulated tilting screen to recreate the deluxe cabinet just like Super Hang-On and After Burner II. By utilizing the 3DS stereoscopic display it enhances the in-depth three dimensionality to the Fantasy Zone greatly improving the already arcade-perfect port to a fully authentic 3D feel. It also allows touch-screen support for both movement and firing. The game carries a Save state function and for a bit of extra challenge, it includes Haya-Oh as the final boss of the game.

The idea of playing Space Harrier "on the go" was realized once again.
NINTENDO SWITCH (SEGA AGES): The game emulation is as you expect, arcade perfect in all aspects. However, the "default" control system is "Shenmue-like" since it self centers Harrier on the screen once you let the control stick or D-Pad go. Fortunately you can adjust that by switching "Type 1" to "Type 2", but this only addresses the self-centering on the Analog Stick 'cos is you use the D-Pad it will self-center Harrier like in Shenmue 1+2 HD. Due to the use on large and wide TV screens, the movement range was "wider" on the sides in order to adapt both modern TV's and the Nintendo Switch. This decision allows us to have a greater view of the landscapes and but Harrier seems to be limited move in the same range as the original arcade (move to the sides for example).

The final challenge.
Like the 3DS version, it carries Haya-Oh as the final boss. However, the Original mode only allows you to continue three times before getting Game Over once and for all, which breaks the concept of playing the arcade game at home without spending coins. Speaking of credits, due to the Continue rule, you have to press X for credit and then for start the game, giving you the initial (or desired) amount of starting lives.

Unusual team-up, An entirely new challenge.
The newest feature of this version is the Komainu Mode where the Komainus provide you a barrier that protects Harrier against collisions with pillars and trees, making him able to destroy obstacles like Uriah. However, if a bullet hits a Komainu, the shield will go off until that Komainu recovers which will take a short while. As you progress several stages in this mode, the recovery time of the Komainus will improve, until you reach stage 18 where they "betray" Harrier by turning into the Haya-Ohs like in the X68000 port of Space Harrier.
On this mode, the score mechanic changes entirely by stopping the auto-running score in favor of a more modern shmup score system giving you points per each enemy down while ramming obstacles (trees, pillars, asteroids, etc.) gives you 1 point each.

So, the classic arcade was unlockable?
This is what I call "Reverse Progression".
After clearing the original game you will unlock the option to toggle Haya-Oh's battle on or off (and enabling infinite continues when Haya-Oh's goes "Haya-OFF"), while clearing Komainu Mode will unlock Haya-Oh's theme in the music player (Sound Test). This is what I call "Reverse Progression" because it goes the opposite way: In any other game you have to unlock the extra settings while here you play with the extra settings as default and the regular or "vanilla" game is an unlockable.
There's more ports of Space Harrier in later games like Judgment, Yakuza: Like a Dragon, Lost Judgment, Yakuza 0, whose release coincided with Space Harrier's 30th anniversary and 1 year later in Yakuza 6: The Song of Life. These versions are much more harder as they feature slower shooting and flight sim-style Y-Axis inverted.

Your mission is to save Darius and the Land of the Dragons
from vicious creatures led by the vile and crafty Belsar.
Darius and Space Harrier fans can't forget this one. The modernity of Space Harrier made its way to the Dariusburst series as part of the Sega DLC for Dariusburst CS: Chronicle Saviours where you can play as Harrier instead of a Silver Hawk. It was interesting to see how Taito adapted some of Space Harrier's concepts into the game like the choice of stages and bosses. Stage Alpha is clearly a reference to Moot and Dark Helios' evokes Squilla, Stage Beta is a desert stage nodding Geeza and picking Hungry Gluttons as the boss manages to evoke Ida and its multiple heads protecting it just like the small piranhas of Hungry Gluttons. However, Stage Gamma is more of an original stage along with the chosen boss; Twin Claw. It is kinda weird that the end results tag Harrier as "SILVERHAWK" on the remaining lives bonus.

A world beyond imagination.
One of the factors that made Sega the undisputed champion of any arcade location was not just the gameplay, but the visual quality. Space Harrier is no exception by combining three-dimensional effects with a massive color palette consisting of 6144 colors gave this game the vibrant, fast and dynamic pace it needs to recreate a fantasy world traveled at extraordinary speeds. The multi gradient sky colors break with the realism giving more fantasy to the concept of "Fantasy Zone".
The colors of the game have a very unusual origin. According to Yu Suzuki, if Hayao Nakayama (Sega's president back in the 80's) saw that a game's graphics were completed, he would consider the game finished and try to release it (suicide move) even if there's incomplete details (think the flat sky background in Hang-On). To get around that shit because they couldn't hide things when Nakayama came by, Yu rigged a switch under his desk to wipe Space Harrier's color RAM, using it for "on-demand graphical sabotage". During one of those times Yu had to use it, the effect looked so impressive. So what he did? Extracted the data and kept it as the game's final colors.

A man who can fly, lasers, robots, dragons.
It's a game with all the things you and your kids will like.
As the game implies, its main theme is fantasy, and this game involves a fantasy world that puts together anything a kid likes to imagine while playing: Being a flying hero, using weapons such as laser cannons, have an invincible beast to ride on and fight against assorted machinery and creatures such as jets, robots, dragons, and even supernatural beings, all put together with a checkerboard floor that adds more fantasy and imagination to this fantastic world where basically anything goes, giving us an unique world for an unique game.
Hiroshi Kawaguchi brought an incredible soundtrack with fast and upbeat momentums that fit quite well with the "Fantasy Zone" theme of the game. The way the game cuts it to play the boss theme and then resume gives the illusion of being several themes when in reality is a single, large track. Boss themes are also unique as we have a range from mysterious-like to calmed-tension (Ida, Barbarian/Syura) or the rocking-paced tune for the Uriah bonus stages. It was surprising to hear how shmup-epic the once Master System-exclusive Haya-Oh theme was in the emulated "Space Harrier Hardware", making it feel like part of the original soundtrack.
SPACE CURIOSITIES
- First entry of the Harrier series (Space Harrier > Space Harrier 3D > Space Harrier II > Planet Harriers).
- According to Space Harrier II's ending, the game timeline goes like this: Space Harrier 3D > Space Harrier > Space Harrier II.
- Yu's original idea for the game was to make a military-themed rail shooter, with the AV-8 Harrier jet as the protagonist. Hence why the game has the name Harrier on it.
- This idea explains why the cabinets resembled a jet cockpit similar to After Burner.
- The "Space" came from the fact that the game didn't had enough space for graphics, so they set the game in Sci-Fi/Fantasy while keeping the name and adding "Space" on it, becoming the Space Harrier we all know and remember.
- Speaking of jets, the enemy "Jet 1" ("Needle" in the 3DS version) is actually a VF-1 Valkyrie from Macross.
- Dom (or "Varel") are very similar to the MS-09B Doms from Mobile Suit Gundam.
- Uriah is clearly based on Falkor from the film The Neverending Story.
- Uriah's name might be a reference to the band Uriah Heep.
- "Geeza" is clearly a nod to the egyptian region of Giza. The "Desert-like" colors are a strong reference to it.
- "Amar" is written in the same way as the spanish verb of "Loving".
- The PS2 Sega 3D Ages version of the game wrongly call Ceiciel as "Ceiceil".
- Lucasia's boss "Tetra" has that name not just because is a Tetrahedron, it is also a name which means "Four", refering to the four equilaterous triangles which makes its pyramidal shape.
- "Natura" is a latin word which means "Nature".
- For a region that's named like nature, Natura is more mechanical and artificial. If you move to the left you'll notice buildings.
- The enemy ship "Mukadens" is refered as "Helicopter" in the Master System manual.
- The screenshots on the back of the Master System package are Spoiler-ish as they feature Godarni's battle in Absymbel and Harrier facing Doms in Natura.
- "Jet 2" was renamed "Buster" in the 3DS port of the game.
- While "Haya Oh" could mean "King Haya", it is actually a wordplay on the name "Hayao", most exactly, Hayao Nakayama.
- According to Yu Suzuki himself, there was more enemies they planned to add in the game, but they decided not to include them because they were "Too grotesque" (and that was a few years before R-Type and it's far more grotesque Bydo monsters).
- Manmos depiction as an one-eyed mammoth comes from the origin of the Cyclops myth theory: Ancient Greeks might have found fossilized skulls of extinct elephants (Dwarf Elephants) and mammoths, whose large central nasal cavity was misinterpreted as a single, giant eye socket.
- Curiously, the Master System version has two different stories for Space Harrier; the first one is in the back of the package where it implies that the Manmos is the leader of the enemies ("led the vile and crafty One-eyed Mammoth") and the manual story simply saying you need to save the Land of Dragons from extinction.
- The Sega 32X manual calls Harrier "Harri", Uriah is "Uriahan Wind Worm" and writes a new story explaining that Valda (the skeleton version of Squilla) is the mastermind behind the invasion which broke the protective field that once guarded Dragonland.
- Squilla and Barbarian return in Space Harrier II as the common enemies in Stage 1 "Stuna Area".
- Speaking of Space Harrier II, the Mega Mini 2 "Super Scaler" version utilizes the voice samples and sound effects from the original arcade game (Out Run "Get Ready" voice sample no more) further enhancing the Genesis sequel along with background improvements and using the classic stage font.
SPACE HARRIER REFERENCES
OTHER SEGA GAMES

Picking rings, blue balls and Chaos Emeralds in Lucasia.
- Sonic the Hedgehog's Green Hill Zone has checkerboard textures on the ground, similar to Space Harrier's floor.
- The bonus levels of Sonic the Hedgehog 3 are also a reference to the game.
- Stage 15 "Vicel" is featured as one of the questions Alex Kidd has to answer in Alex Kidd: High Tech World.
- The concept of Haya-Oh as a Sega Master System exclusive boss was repurposed on After Burner with the Grantanoff TU-1000 and the Amiga version of After Burner II.
- This "SMS bosses in Arcade re-releases" was also featured on the Sega Ages release of Thunder Blade with the Grantanoff as a boss.
- In After Burner II, the score will increase automatically as long as you're on the game while downed enemies add the dozen thousand points.
- Space Harrier's appearances on Shenmue which are also references to Yu Suzuki's work.
- There's a Space Harrier inspired level in Bayonetta.
- The X68000 port of Fantasy Zone has the Space Harrier-themed stage "Dragon Land".
- In the "Dark Opa-Opa" ending of the arcade version of Fantasy Zone II, it is revealed that Harrier and Uriah are his friends, implying that both Fantasy Zone and Space Harrier are in the same universe.
- The boss Bombdran from the Master System version of Fantasy Zone II is very reminiscent of Squilla.
- One of Xiaomu's quotes in Project X Zone is "Smash that barrier, space that harrier".
- In Sega Ages: Columns II (Switch), Wi Wi Jumbo appears as one of the "Jewel Case Characters" which are the random-selected artwork from the Sega Ages intro sequence.
NON-SEGA GAMES

When Namco took the challenge of being the next Sega.
NAMCO: BURNING FORCE
- 4th Day Area 2's colors are reminiscent of those of Stage 1 "Moot".
- 5th Day Area 2 is a clear copy of Stage 6 "Olisis".
- 2nd Day Area 2's worm boss resembles a fusion between Squilla from Space Harrier (and both Dylos and Mecadence from Space Harrier 3D as well).
- 3rd Day is clearly a Space Harrier reference due to the checkerboard floor used in the whole areas the day takes place.

Welcome to the (Final) Fantasy Zone.
Get Ready.
- Squaresoft's (Square-Enix today) Tobidase Daisakusen (Operation Jump-Out)/The 3-D Battles of World Runner and JJ: Tobidase Daisakusen Part II are considered clones of Space Harrier.
- The first 25 seconds of the first stage theme of Raiga: Strato Fighter sounds very similar to Space Harrier's "Main Theme".
- Yu Suzuki's Air Twister is a clone/homage to Space Harrier.
- Asura the Striker is an obvious clone down to the enemies (Squilla for example).
- Compile Heart's Dimension Tripper: Top Nep is a Hyperdimension Neptunia themed clone of Space Harrier.
- The protagonist of the indie game Frontier Force kinda resembles Harrier.

It doesn't even matter.
With a legacy of 40 years and counting, Space Harrier is a testimony of how a game can have what it takes to survive the pass of time and still look modern up to this day.
You can put a upright or deluxe cabinet at an arcade nowadays and people will still play the game because it doesn't get old despite having four decades on its back. Something that doesn't happen with games nowadays.
Timeless legacies like Space Harrier earn the 10 R-9's in the R-Scale.


Eda is glad to see a game whose legacy trascends time.