Thanks! 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
> 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! 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…
Space Harrier – Developer Interview Collection
11–20 of 33 posts
Re: Space Harrier – Developer Interview Collection
#12I really only knew of Yu Suzuki because of Shenmue. I had no idea he was a hardware engineer as well, and led AM2.
Re: Space Harrier – Developer Interview Collection
#13I really only knew of Yu Suzuki because of Shenmue. I had no idea he was a hardware engineer as well, and led AM2.
Re: Space Harrier – Developer Interview Collection
#14For those interested, Lou's pseudo-3D page goes over some of the techniques used in this and similar games: http://www.extentofthejam.com/pseudo/
Re: Space Harrier – Developer Interview Collection
#15"President Nakayama used to visit our office from time to time. The thing with Nakayama was, if he saw that the graphics were complete in your game, he would tell you it was done and it was time to release it. Nevertheless, we couldn’t just hide the game from him and show him nothing when he came by. So I rigged up a little switch underneath my desk…when I pressed that switch it would wipe the color RAM. You could wi…
"When I pressed that switch it would wipe the color RAM. You could wipe the color RAM, and it wouldn’t affect the rest of the game—everything would keep running, just the colors would get all glitched. To a layperson, it would look like the game wasn’t complete yet. Well, one time we did this, and randomly, the colors of the sky looked extremely striking. Then I used our development tool ICE to stop the CPU and extract the color RAM data, and those became the colors we used for Space Harrier."
Re: Space Harrier – Developer Interview Collection
#16For those interested, Lou's pseudo-3D page goes over some of the techniques used in this and similar games: http://www.extentofthejam.com/pseudo/
Oh, wow, this was a fantastic read, thank you!
The whole series of videos is amazing.
Re: Space Harrier – Developer Interview Collection
#17That is fascinating. I'd always wondered why Space Harrier's world was so goddamn weird and psychedelic, and reading that they consciously based it on Roger Dean makes so much sense. For reference: https://www.nme.com/photos/the-far-out-prog-rock-album-art-o... https://gallery.rogerdean.com/
I also always suspected that the furry dragon from the bonus stages was inspired by the luck dragon Neverending Story, but I'd never seen it directly confirmed until now. Neat.
Re: Space Harrier – Developer Interview Collection
#18This interview seems uniquely Japanese while still reading incredibly charming and interesting. Some meta-design along with the nuts and bolts of what this small team accomplished.
Re: Space Harrier – Developer Interview Collection
#19Re: Space Harrier – Developer Interview Collection
#20Out Run though brought even more 3d feeling with the up and down.