Space Harrier – Developer Interview Collection
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Space Harrier – Developer Interview Collection
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Re: Space Harrier – Developer Interview Collection
#2Re: Space Harrier – Developer Interview Collection
#3Thanks! I love all the Sega-era "billboard" style of games. There was actually a set of SegaScope 3D Glasses for use in the Sega Master System that could render a stereoscopic effect right on a NTSC-standard television set! https://en.wikipedia.org/wiki/Active_shutter_3D_system
Re: Space Harrier – Developer Interview Collection
#4Re: Space Harrier – Developer Interview Collection
#5Re: Space Harrier – Developer Interview Collection
#6Re: Space Harrier – Developer Interview Collection
#7Thanks! I love all the Sega-era "billboard" style of games. There was actually a set of SegaScope 3D Glasses for use in the Sega Master System that could render a stereoscopic effect right on a NTSC-standard television set! https://en.wikipedia.org/wiki/Active_shutter_3D_system
I had this! I'm too young to have played the Master System in its prime, but one day at my dad's office someone put a for sale ad on the bulletin board saying they had a bunch of old game systems and games. I bought the whole lot (a Genesis, NES, Master System, and a whole bunch of games/peripherals for each) for about $80. I was maybe 12 at the time, so a decent chunk of change I'd saved up.
Those goggles were one of the coolest and least practical things ever. The effect was kind of flickery.
Re: Space Harrier – Developer Interview Collection
#8The graphics were mind-blowing. Big part of why I became a programmer, even though I went down a different path than game development.
Those big, bright, detailed sprites moving around with hardware-accelerated scaling at a smooth rock-solid 60fps!
There had been nothing like that before.
I mean, we'd sort of seen all this before. There had been wireframe vector 3D games like Battlezone. And even in 1986 it's not like we'd never seen psuedo-3D scaling effects before; even the arcade version of Pole Position from ca. 1982 had smoothly-scaled sprites.
But nothing had ever come remotely close to putting it together like Space Harrier. The entire screen was filled with a mindbending number of these huge scaling sprites, and the sprites themselves were as wild as the pseudo-3D motion: dragons, mushrooms, robots, and other bizarrities all rendered in a color palette that was much more nuanced than many games that had come before, predominantly rendered in that signature 1980s "Sega" look that used vibrant colors sparingly amongst predominantly pastel shades, a look that was beautiful and functional.
Love reading interviews like this, where the devs talk about how hardware limitations shaped their design decisions.
Re: Space Harrier – Developer Interview Collection
#9Yu Suzuki's boss button made him look less productive than he actually was.
Re: Space Harrier – Developer Interview Collection
#10https://www.nme.com/photos/the-far-out-prog-rock-album-art-o... https://gallery.rogerdean.com/