Difference between revisions of "Space Harrier"

From Sega Retro

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==History==
 
==History==
 +
===Development===
 +
According to Yu Suzuki, the "original plan was supposed to be the military plane Harrier but "there was not enough memory space for the graphics so we changed the format to science fiction." He also noted that, because there "were no successful 3D shooting games before ''Space Harrier''", when he "submitted this idea, the 3D shooting genre was still taboo because the enemies were too small to hit." This was the case in Sega's earlier rail shooters ''[[SubRoc-3D]]'' and ''[[Buck Rogers: Planet of Zoom]]'' which saw limited success in arcades, while tube shooters such as ''Tempest'' and ''[[wikipedia:Gyruss|Gyruss]]'' avoided the problem by restricting movement and aiming. According to Suzuki, in order to "solve this problem, we added the homing missile system like a real fighter aircraft and made it into an easy to hit shooting system.” <small>(''Retro Gamer'', {{num|145|page=22}})</small> The decision to use an analog joystick over a digital joystick was because Suzuki felt it was better suited for a flying game and it gave the player greater control over pointing and shooting. <small>(''Retro Gamer'', {{num|145|page=27}})</small>
 +
 +
Suzuki wanted to keep the game's appearance family-friendly. He said the game's fantasy world was largely a homage to the artist Roger Dean and the 1984 fantasy film ''Neverending Story''. The game also references the ''[[wikipedia:Gundam|Gundam]]'' anime series with its robotic Dom enemies. Due to its limited production time, the game's six bosses were created within three months, a distinctive boss every two weeks. Each boss was made up of at least eight or more sprites, which move in sequence. The game makes use of repeated sprites moving at high speed, as a way around technical memory limitations. <small>(''Retro Gamer'', {{num|145|page=24}})</small>
 +
 
===Commercial Performance===
 
===Commercial Performance===
 
It became one of 1986's major chart hits in the arcades.{{ref|http://www.solvalou.com/subpage/arcade_reviews/103/320/space_harrier_review.html}}
 
It became one of 1986's major chart hits in the arcades.{{ref|http://www.solvalou.com/subpage/arcade_reviews/103/320/space_harrier_review.html}}
Line 105: Line 110:
  
 
The game was included as a minigame in both ''[[Shenmue]]'' and ''[[Shenmue II]]'', and more recently the Master System version of the game was made available via the [[Wii]]'s [[Virtual Console]] service in 2008, followed by a Virtual Console Arcade release a year later. It has also appeared on the [[Nintendo 3DS]] as ''[[3D Space Harrier]]''.
 
The game was included as a minigame in both ''[[Shenmue]]'' and ''[[Shenmue II]]'', and more recently the Master System version of the game was made available via the [[Wii]]'s [[Virtual Console]] service in 2008, followed by a Virtual Console Arcade release a year later. It has also appeared on the [[Nintendo 3DS]] as ''[[3D Space Harrier]]''.
 +
 +
The game's basic homing missile mechanic was the basis for, and was superseded by, the lock-on system of Yu Suzuki's 1987 title ''[[After Burner]]'', which was then adopted by later rail shooters such as Sega's ''[[Panzer Dragoon]]'' and ''[[Rez]]'' <small>(''Retro Gamer'', {{num|145|page=28}})</small>. [[Platinum Games]] designer [[wikipedia:Hideki Kamiya|Hideki Kamiya]], in a 2008 Facebook post, cited ''Space Harrier'' as one of his favourite video games of all time and an influence on his career. [https://www.facebook.com/note.php?note_id=9380283311]
  
 
==Critical Reception==
 
==Critical Reception==

Revision as of 13:47, 30 September 2015

For home computer conversions, see Space Harrier (Elite Systems) and Space Harrier (Dempa).
For 3D home console conversions, see Space Harrier 3D (Master System) and 3D Space Harrier (3DS).

n/a

Space Harrier Title.png

Space Harrier
System(s): Sega Hang-On hardware, Sega 32X, Sega Master System, Sega Game Gear, Nintendo Famicom, TurboGrafx-16, Virtual Console, Android
Publisher:
Arcade
Sega Master System
Sega Game Gear
Sega,
Nintendo Entertainment System
Takara,
TurboGrafx-16
NEC
Developer:
Genre: Shooter / Shoot-'em-Up

















Release Date RRP Code
Famicom
JP
1989 ¥? ?
Wii Virtual Console
JP
500pts500
Wii Virtual Console
US
500pts500
Wii Virtual Console
EU
500pts500
Wii Virtual Console
JP
(Arcade)
800pts800
Wii Virtual Console
US
(Arcade)
800pts800
Wii Virtual Console
EU
(Arcade)
800pts800
Google Android OS
JP
(PuyoSega)
CERO
Missing Parameter!

Space Harrier (スペースハリアー) is a third-person rail shooter / shoot 'em up game developed by Yu Suzuki and Sega AM2 which makes use of Super Scaler technology. It is one of many A-list arcade games developed by Sega during the 1980s, placing Sega firmly on the map and inspiring numerous sequels, starting with Space Harrier 3D.

Space Harrier and its sequels are set in the "Fantasy Zone", the same setting as the arcade game with the same name. This relationship was explored further with the Sharp X68000 port of Fantasy Zone, which includes a Space Harrier level, and the cancelled TurboGrafx-16 title Space Fantasy Zone, which was a hybrid between the two games.

The game spawned the sequels Space Harrier II (1988) and Planet Harriers (2000).

Overview

Using Sega's "Super Scaler" technology, the game produced pseudo-3D sprite-scaling at high frame rates, with the ability to scale as many as 32,000 sprites and fill a moving landscape with them, along with 6144 colors on screen out of a 98,304 color palette. It also introduced a true analog flight stick for movement, with the ability to register movement in any direction as well as measure the degree of push, which could move the player character at different speeds depending on how far the stick is pushed in a certain direction. The game was also an early example of a third-person shooter; it was influenced by Buck Rogers: Planet of Zoom, and in turn influenced later 3D shooters such as Nintendo's Star Fox in 1993.

Running on the arcade system board previously used by Hang-On, the pseudo-3D sprite-scaling in the game was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s. Yu Suzuki stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On." and concluded "I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D".[1] The game's success established Suzuki as the leading arcade game designer at the time.[3]

Gameplay

In Space Harrier the player controls "the Harrier", a blond-haired man with a jetpack who travels across the Fantasy Zone shooting at enemies and objects. It is a third-person "on the rails" shooter, in which the Harrier is constantly travelling into the screen - the player can move horizontally and vertically, but has no control over the speed travelling forwards. Similar to Fantasy Zone, the Harrier can traverse either on-foot or in the air without issues. The objective of the game is simply to survive, the chances of which are increased by shooting down enemies and avoiding obstacles.

Space Harrier contains 18 levels, each with a boss at the end. The 5th and 12th levels, however, are bonus stages with no threats, in which the player rides a friendly dragon known as "Uriah" with the objective of destroying as much scenery as possible. The 18th level, similar again to Fantasy Zone, is a boss rush, where the Harrier needs to defeat all the bosses he has encountered so far for a second time. The game relies solely on a joystick and fire button - arcade versions have the joystick self-center if not in use, though many home conversions lack this.

The game is also notable for its use of digitized speech and its sit-down arcade cabinets affected by the movement of the joystick, both of which were still quite rare things to see in 1985.

History

Development

According to Yu Suzuki, the "original plan was supposed to be the military plane Harrier but "there was not enough memory space for the graphics so we changed the format to science fiction." He also noted that, because there "were no successful 3D shooting games before Space Harrier", when he "submitted this idea, the 3D shooting genre was still taboo because the enemies were too small to hit." This was the case in Sega's earlier rail shooters SubRoc-3D and Buck Rogers: Planet of Zoom which saw limited success in arcades, while tube shooters such as Tempest and Gyruss avoided the problem by restricting movement and aiming. According to Suzuki, in order to "solve this problem, we added the homing missile system like a real fighter aircraft and made it into an easy to hit shooting system.” (Retro Gamer, №145, p22) The decision to use an analog joystick over a digital joystick was because Suzuki felt it was better suited for a flying game and it gave the player greater control over pointing and shooting. (Retro Gamer, №145, p27)

Suzuki wanted to keep the game's appearance family-friendly. He said the game's fantasy world was largely a homage to the artist Roger Dean and the 1984 fantasy film Neverending Story. The game also references the Gundam anime series with its robotic Dom enemies. Due to its limited production time, the game's six bosses were created within three months, a distinctive boss every two weeks. Each boss was made up of at least eight or more sprites, which move in sequence. The game makes use of repeated sprites moving at high speed, as a way around technical memory limitations. (Retro Gamer, №145, p24)

Commercial Performance

It became one of 1986's major chart hits in the arcades.[4]

Legacy

Space Harrier's arcade success led it to become one of the most ported Sega games in history. Sega themselves would handle Sega Master System and Sega Game Gear ports in 1986 and 1991, respectively, the Master System game in particular being a top seller for the console and one of the more accurate, readily available versions of its day.

NEC brought Space Harrier to the PC Engine/TurboGrafx-16 with Takara also bringing it to the Nintendo Famicom in 1989. Squaresoft's NES game The 3D Battles of WorldRunner is often considered to have been heavily inspired by Space Harrier also.

With the release of Space Harrier for the Sega 32X (originally known as Super Space Harrier during development) in 1994, the full arcade experience was finally available in the home. This was followed by the Sega Saturn release of Sega Ages Vol. 2 Space Harrier in 1996, and as part of multiple compilations since, including the Game Boy Advance's Sega Arcade Gallery, the PlayStation 2's Sega Ages 2500 Series Vol. 20: Space Harrier Complete Collection and the PlayStation 3/Xbox 360's Sega Mega Drive Ultimate Collection. A remake and port was also released in Japan under the Sega Ages 2500 as Sega Ages 2500 Series Vol. 4: Space Harrier, which came to the west as part of Sega Classics Collection.

The game was included as a minigame in both Shenmue and Shenmue II, and more recently the Master System version of the game was made available via the Wii's Virtual Console service in 2008, followed by a Virtual Console Arcade release a year later. It has also appeared on the Nintendo 3DS as 3D Space Harrier.

The game's basic homing missile mechanic was the basis for, and was superseded by, the lock-on system of Yu Suzuki's 1987 title After Burner, which was then adopted by later rail shooters such as Sega's Panzer Dragoon and Rez (Retro Gamer, №145, p28). Platinum Games designer Hideki Kamiya, in a 2008 Facebook post, cited Space Harrier as one of his favourite video games of all time and an influence on his career. [2]

Critical Reception

Arcade Version

The arcade game was well received upon release. Computer and Video Games magazine reviewed the arcade game in its March 1986 issue, after reviewer Clare Edgeley played it at the 1986 ATEI show, along with the arcade version of Super Mario Bros. She stated, "Perhaps the games to steal the show were" Space Harrier along with Shrike Avenger (1986), praising their hydraulic cockpit cabinets that "twist, turn and move" in the same direction as the joystick, making them "the most realistic" simulators "to date". She praised Space Harrier's "excellent graphics" for being "all in 3D with amazing technicolour landscapes" and a "multitude of objects" on screen, as well as "the sounds of the battle" output by "large speakers" where "you could almost lose touch with reality". She also praised the gameplay for being "exciting" and "very fast" paced, as well as the continue feature, but stated the game can be "very difficult."[5]

Clare Edgeley gave the arcade game a retrospective review in the February 1987 issue of Sinclair User, where she noted it had one of the first hydraulic arcade cabinets she had seen, along with 1986's Shrike Avenger. She stated that Space Harrier's "fabulously colourful 3D graphics" and "the movement of the sit-in cabinet were, and still are, breathtaking", noting "the seat-belt" and "turbulent" ride which "hurls you up, down, left and right" and tilts "the cabinet in a roll in whatever direction you push your joystick", concluding the game to be "great fun."[4]

Home Conversions

The home conversions were also well received. The game was runner-up in the category of "Game of the Year" at the 1986 Golden Joystick Awards.[6]

Computer Gaming World in 1988 called Space Harrier "the best arcade shoot-'em-up of the year ... as exciting a game as this reviewer has ever played".[7]

Production Credits

32X Version

Reprogrammed By: Rutubo Games
Programmer and Planner: M.Hashimoto (Rutubo Games), S.Mukaigashira (Rutubo Games), K.Tsuneyoshi (Rutubo Games), T.Matsushima (Rutubo Games), M.Mishima (Rutubo Games)
Thanks: Y.Kenji (Rutubo Games), T.Maeda (Rutubo Games)
Special Thanks: M.Shigeta, H.Aso, O.Sato, Y.Ohoka, S.Yonekura, H.Lee, K.Hayashida
Presented by: Sega Enterprises Ltd.

Master System Version

PC Unit

Directed by: Berial Mut 743
Produced by: Nitta Tai Yuji
Screenplay by: Nitta Tai Yuji, Berial Mut 743, Tamo, Koshihikari
Story by: Berial Mut 743
Editor: Tamo, Koshihikari
Art Director: Fuuuuuk
Art Designer: Mayu, Col Khadafy, Matilda Yoko, Sukeban Tamun, 3712 SK
Music Arranger: Bo
Proposed by: Nitta Tai Yuji
Special Thanks: Arcade Unit, Yu, Cota, Hiro, Bin Chan, Chisuke, Eiro, Pideshi, Kan, Shy Guy Aso, Sant
Present from: Sega

PC Engine Version

Main Programmer: T.Kurebayashi
Music Driver: Perfect Senoko
Music Editor: Nazo1 Ken Ken
Sound Effector: ROM Writer Nasu
Graphic Coding: T.Matsushima, T.Kurebayashi
Test Player: K.Tsuchida, A.Yamashita
Special Thanks to: Daddy Naniwa, T.Tabeta

- Space Harrier -

© Sega 1986

PC Engine

Programmed by Dempa Micom Soft

Gallery

Artwork

Hints

Promotional Material

Physical Scans

Arcade Version

Arcade, World

Master System Version

Sega Retro Average 
Publication Score Source
90 AllGame
78 №1, p71
77 №4, p107[8]
92 №1, p62-63[9]
90 GameSpy
72
68
80 №2/24
90 1987-05-16
82 №5
92
80 №23, p59
87 №6, p29[10]
Sega Master System
83
Based on
13 reviews
Sega Retro Average 
Publication Version Score
Complete Guide to Consoles (UK)
78
[11]
Complete Guide to Consoles (UK)
77
[8]
The Complete Guide to Sega (UK) PAL
77
[12]
Computer Action (DK)
100
[13]
Console XS (UK) PAL
84
[14]
The Games Machine (IT)
92
[9]
Micromanía (segunda época) (ES)
80
[15]
Mean Machines Sega (UK)
77
[16]
Power Play (DE)
60
[17]
S: The Sega Magazine (UK) PAL
82
[18]
Score (CZ)
60
[19]
Sega Power (UK) PAL
75
[20]
Sega Pro (UK)
87
[10]
Sega Pro (UK) PAL
84
[21]
Soft (DK)
80
[22]
Tilt (FR)
80
[23]
Sega Master System
80
Based on
16 reviews

Space Harrier

Master System, US
Spaceharrier sms us cover.jpg
Cover
Spaceharrier sms us cart.jpg
Cart
Spaceharrier sms us manual.pdf
Manual
Master System, EU
® variant
SpaceHarrier SMS EU cover.jpg
Cover
Master System, EU
"no limits" variant
Space Harrier SMS EU Box.jpg
Cover
Space Harrier SMS EU Cart.jpg
Cart
Master System, JP
Space Harrier SMS JP Box Back.jpgNospine.pngSpace Harrier SMS JP Box Front.jpg
Cover
Spaceharrier sms jp cart.jpg
Cart
Master System, TW

SpaceHarrier SMS TW cart.jpg
Cart
Master System, KR

32X Version

Sega Retro Average 
Publication Score Source
90 AllGame
70 №41, p104
32 №5, p118-121[24]
78 №69, p58
56 №25, p62
55 №9, p13
72
68
82 №27, p30-31
35 №1995/02, p105[25]
49 №29, p88-89[26]
60 №2, p93
77 №51, p104[27]
83 №63, p58-59
43 №41, p67
71 №3, p86-87
Sega 32X
64
Based on
16 reviews
Sega Retro Average 
Publication Version Score
Beep! MegaDrive (JP) NTSC-J
73
[28]
CD Consoles (FR)
32
[24]
Consoles + (FR) NTSC
70
[29]
Famitsu (JP) NTSC-J
68
[30]
GamePro (US) NTSC-U
78
[31]
Games World: The Magazine (UK) PAL
55
[32]
Joypad (FR) PAL
72
[33]
MAN!AC (DE) PAL
68
[34]
Mega (UK) PAL
82
[35]
Mega Fun (DE) NTSC-U
35
[25]
Mega Play (US) NTSC-U
57
[36]
Mean Machines Sega (UK) PAL
49
[26]
Player One (FR)
77
[37]
Play Time (DE) PAL
64
[38]
Power Up! (UK)
76
[39]
Saturn Fan (JP) NTSC-J
77
[40]
Score (CZ)
60
[19]
Sega Magazine (UK) PAL
70
[41]
Sega Power (UK) PAL
83
[42]
Sega Pro (UK) PAL
43
[43]
Sega Pro (UK) PAL
67
[44]
Sega Saturn Magazine (JP) NTSC-J
91
[45]
Super Juegos (ES)
86
[46]
Todo Sega (ES)
68
[47]
Ultimate Future Games (UK) PAL
71
[48]
Video Games (DE) PAL
47
[49]
VideoGames (US)
60
[50]
Sega 32X
66
Based on
27 reviews

Space Harrier

32X, US
SpaceHarrier 32X US Box Back.jpgSpaceHarrier 32X US Box Front.jpg
Cover
Space Harrier 32X US Cart.jpg
Cart
Spaceharrier 32x us manual.pdf
Manual
32X, EU
SpaceHarrier 32X EU Box Back.jpgSpaceHarrier 32X EU Box Spine.jpgSpaceHarrier 32X EU Box Front.jpg
Cover
Space Harrier 32X EU Cart.jpg
Cart
32X, JP
SpaceHarrier 32X JP Box Back.jpgSpaceHarrier MD JP BoxSpine.jpgSpaceHarrier 32X JP Box Front.jpg
Cover
SpaceHarrier MD JP CartTop.jpg
Space Harrier 32X JP cart.jpg
Cart
Spaceharrier 32x jp manual.pdf
Manual
32X, Asia
SpaceHarrier 32X Asia Box Back.jpgSpaceHarrier 32X Asia Box Spine.jpgSpaceHarrier 32X AS Box Front.jpg
Cover
SpaceHarrier 32X Asia Cart.jpg
Cart

Game Gear Version

Sega Retro Average 
Publication Score Source
46 №125, pGo!8/9
87
90 №23, p144
80 №17, p80[51]
86 №30, p47
71 №5, p59[52]
92 №3, p54[53]
92 №7, p78[54]
Sega Game Gear
81
Based on
8 reviews
Sega Retro Average 
Publication Version Score
Ação Games (BR)
100
[55]
Beep! MegaDrive (JP) NTSC-J
58
[56]
Console XS (UK) PAL
64
[57]
Computer & Video Games (UK)
46
[58]
Mean Machines: The Essential Sega Guide (UK)
63
[59]
Famitsu (JP) NTSC-J
55
[60]
GamePro (US) NTSC-U
72
[61]
Génération 4 (FR)
79
[62]
Hippon Super (JP) NTSC-J
50
[63]
Hobby Consolas (ES)
87
[64]
Joystick (FR)
90
[65]
Mega Force (FR) PAL
65
[66]
Micromanía (segunda época) (ES)
55
[67]
Mean Machines Sega (UK) PAL
63
[68]
Player One (FR)
80
[51]
Play Time (DE)
83
[69]
Sega Power (UK)
86
[70]
Sega Pro (UK)
71
[52]
Sega Pro (UK) PAL
71
[71]
Sega Force Mega (UK)
92
[54]
Sega Force (UK) PAL
92
[53]
Sega Saturn Magazine (JP) NTSC-J
65
[72]
User (GR) PAL
76
[73]
Video Games (DE)
63
[74]
Sega Game Gear
72
Based on
24 reviews

Space Harrier

Game Gear, US
SpaceHarrier GG US Box Back.jpgNospine.pngSpaceHarrier GG US Box Front.jpg
Cover
Space Harrier GG EU Cart.jpg
Cart
Game Gear, EU
SpaceHarrier GG EU Box Back.jpgNospine.pngSpaceHarrier GG EU Box Front.jpg
Cover
Space Harrier GG EU Cart.jpg
Cart
Game Gear, JP
SpaceHarrier GG JP Box Back.jpgNospine-small.pngSpaceHarrier GG JP Box Front.jpg
Cover
Space Harrier GG JP Cart.jpg
Cart
Game Gear, BR
SpaceHarrier GG BR Box.jpg
Cover
Spaceharrier gg br cart.jpg
Cart
Spaceharrier gg br manual.pdf
Manual

PC Engine Version

Sega Retro Average 
Publication Score Source
89 №90, p108[75]
PC Engine
89
Based on
1 review
Sega Retro Average 
Publication Version Score
Aktueller Software Markt (DE)
63
[76]
Computer Entertainer (US)
83
[77]
Complete Guide to Consoles (UK)
88
[11]
Complete Guide to Consoles (UK)
80
[78]
Computer & Video Games (UK)
89
[75]
Electronic Gaming Monthly (US)
58
[79]
Joystick (FR)
82
[80]
PC Engine
78
Based on
7 reviews

Space Harrier

TurboGrafx-16, US
SpaceHarrier TG16 US Box Back.jpgNospine.pngSpaceHarrier TG16 US Box Front.jpg
Cover
SpaceHarrier TG16 US Card.jpg
Cart
SpaceHarrier TG16 US Box Front JewelCase.jpg
Jewel Case
PC Engine, JP
Space Harrier PCE HuCard Back.jpgSpace Harrier PCE HuCard Spine.jpgSpaceHarrier PCE JP Box Front.jpg
Cover

Famicom Version

NES, JP
SpaceHarrier NES JP Box Spine.jpgSpaceHarrier NES JP Box Front.jpg
Cover
Space Harrier NES JP Cart.jpg
Cart

External Links



Space Harrier series
Space Harrier (JP home computers | Elite versions | Sega Ages Vol. 2 | mobile | 3D) (1986) | Space Harrier 3D (1988) | Space Harrier II (Electronic) (1988) | Planet Harriers (2001) | Typing Space Harrier (2002) | Sega Ages 2500 Series Vol. 4: Space Harrier (2003)
Albums
Yu Suzuki Produce Hang On/Space Harrier (1997) | Planet Harriers The Original Soundtrack (2001) | Space Harrier II: Space Harrier Complete Collection Original Soundtrack (2005)
Other Media
Space Harrier (video) (1987) | Space Harrier: White Dragon no Yuusha (1988)
  1. http://www.4gamer.net/games/123/G012307/20110715097/
  2. File:SpaceHarrier Arcade EU Flyer.pdf, page 4
  3. http://www.eurogamer.net/articles/2013-07-07-space-harrier-retrospective
  4. 4.0 4.1 http://www.solvalou.com/subpage/arcade_reviews/103/320/space_harrier_review.html
  5. File:CVG UK 053.pdf, page 82
  6. https://archive.org/stream/cvg-magazine-066/CVG_066_Apr_1987#page/n99/mode/2up
  7. File:CGW US 051.pdf, page 51
  8. 8.0 8.1 File:CGtC UK 04.pdf, page 107 Cite error: Invalid <ref> tag; name ":File:CGtC UK 04.pdf_p107" defined multiple times with different content
  9. 9.0 9.1 File:TheGamesMachine IT 001.pdf, page 62 Cite error: Invalid <ref> tag; name ":File:TheGamesMachine IT 001.pdf_p62" defined multiple times with different content
  10. 10.0 10.1 File:SegaPro UK 06.pdf, page 29 Cite error: Invalid <ref> tag; name ":File:SegaPro UK 06.pdf_p29" defined multiple times with different content
  11. 11.0 11.1 Complete Guide to Consoles, "" (UK; 1989-10-16), page 71
  12. The Complete Guide to Sega, "" (UK; 1991-05-xx), page 62
  13. Computer Action, "Juli/August 89" (DK; 1989-0x-xx), page 34
  14. Console XS, "June/July 1992" (UK; 1992-04-23), page 145
  15. Micromanía (segunda época), "Mayo 1990" (ES; 1990-0x-xx), page 66
  16. Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 136
  17. Power Play, "Ausgabe 1" (DE; 1987-11-27), page 97
  18. S: The Sega Magazine, "April 1990" (UK; 1990-03-01), page 9
  19. 19.0 19.1 Score, "Duben 1995" (CZ; 1995-04-01), page 46
  20. Sega Power, "October 1991" (UK; 1991-09-05), page 59
  21. Sega Pro, "April 1993" (UK; 1993-03-11), page 72
  22. Soft, "" (DK; 1988-02-18), page 31
  23. Tilt, "Décembre 1987" (FR; 1987-1x-xx), page 106
  24. 24.0 24.1 File:CDConsoles FR 05.pdf, page 118 Cite error: Invalid <ref> tag; name ":File:CDConsoles FR 05.pdf_p118" defined multiple times with different content
  25. 25.0 25.1 File:MegaFun DE 1995-02.pdf, page 105 Cite error: Invalid <ref> tag; name ":File:MegaFun DE 1995-02.pdf_p105" defined multiple times with different content
  26. 26.0 26.1 File:MeanMachinesSega29UK.pdf, page 88 Cite error: Invalid <ref> tag; name ":File:MeanMachinesSega29UK.pdf_p88" defined multiple times with different content
  27. File:PlayerOne FR 051.pdf, page 100
  28. Beep! MegaDrive, "January 1995" (JP; 1994-12-08), page 26
  29. Consoles +, "Mars 1995" (FR; 1995-0x-xx), page 104
  30. Famitsu, "1994-12-09" (JP; 1994-11-25), page 39
  31. GamePro, "April 1995" (US; 1995-xx-xx), page 60
  32. Games World: The Magazine, "March 1995" (UK; 1995-01-26), page 13
  33. Joypad, "Mars 1995" (FR; 1995-0x-xx), page 79
  34. MAN!AC, "02/95" (DE; 1995-01-11), page 44
  35. Mega, "December 1994" (UK; 1994-11-30), page 30
  36. Mega Play, "February/March 1995" (US; 1995-0x-xx), page 49
  37. Player One, "Mars 1995" (FR; 1995-0x-xx), page 104
  38. Play Time, "2/95" (DE; 1995-01-04), page 104
  39. Power Up!, "Saturday, April 22, 1995" (UK; 1995-04-22), page 1
  40. Saturn Fan, "1995 February" (JP; 1995-01-07), page 34
  41. Sega Magazine, "January 1995" (UK; 1994-12-15), page 86
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  53. 53.0 53.1 File:SegaForce UK 03.pdf, page 54 Cite error: Invalid <ref> tag; name ":File:SegaForce UK 03.pdf_p54" defined multiple times with different content
  54. 54.0 54.1 File:SegaForceMega UK 07.pdf, page 78 Cite error: Invalid <ref> tag; name ":File:SegaForceMega UK 07.pdf_p78" defined multiple times with different content
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