Space Harrier at 40: How Sega’s Surreal Classic Redefined Immersion in ’80s Arcades | Games

DDuring my family’s vacations in the 1980s, primarily spent at classic British seaside resorts, I devoted all my time and pocket money exploring arcades. From Shanklin to Blackpool, I dabbled in them all, drawn in by their vibrant bulb-lit facades and enticing names (Fantasy Land! Treasure Island!), alongside the alluring sound of beeping video machines within. Although I spent countless hours on well-known classics like Pac-Man, Galaxian, and Kung Fu Master, there’s one particular game that has always captivated me. It features a distinctive design that is both quirky and exhilarating. It offers a complete experience that feels like a blend of a traditional arcade game, a flight simulator, and a roller coaster. At the time, it appeared remarkably futuristic. Now, I find myself at the age of 40.

Launched by Sega in 1985, Space Harrier is a 3D space shooter where players control a jetpack superhero named Harrier. Harrier emerges on the screen and shoots down surreal alien foes amidst a psychedelic landscape. Initially envisioned by designer Yutaka Suzuki as a detailed military flight shooter, the graphic constraints of that era rendered this impossible. The animations were too complex. Thus, drawing inspiration from the flying scenes in the fantasy film The Neverending Story, he conceived something surreal and different, replacing fighter planes with flying characters and creating alien adversaries reminiscent of stone giants and dragons. It was vividly colorful and wild, akin to a Roger Dean artwork animated by the Memphis Group.

However, what truly captivated players was the game’s motion cabinet. Sitting in a cockpit-style seat connected to two motors that provided rocking motion in eight directions, as Harrier leaped, so did you; as he tilted from side to side, you mirrored his movements. Enemies constantly approached from various angles, switching direction and altitude, keeping you swooping down, rising up, and spinning your body into action. Throughout, a synth-pop score by Hiroshi Kawaguchi, known for his work on Suzuki’s “Afterburner” and “Outrun,” resonated through the headrest speakers. Advanced speech synthesis enhanced the experience, allowing machines to shout encouragement and instructions: “Welcome to the Fantasy Zone, get ready!”

Space Harrier was a truly immersive experience and exemplified Suzuki’s talent for crafting engaging gameplay. It was just one of the many projects he was proud of at the time. Notably, Taikan offered a physical sensory experience. Games like “Outrun,” “Space Harrier,” “After Burner,” and “Power Drift” emerged in arcades featuring large motorized or hydraulically driven cabinets designed to enhance realism. Suzuki and his team also created an animation technology termed Super Scaler, which allowed manipulation of thousands of 2D animation frames to simulate a 3D environment. What I cherished most about Space Harrier was the way this motion intertwined within its fantastical realms of checkered planets and surreal aliens. It felt akin to participating in a vibrant 1980s interactive pop video. Like Pac-Man or Tetris, its timelessness lies in its unique abstract world.

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Why does Space Harrier celebrate its 40th anniversary? This arcade cabinet could still entice players anywhere in the world (if one can still locate it), but sadly, such opportunities are diminishing. The machinery is aging, and the expertise to repair and maintain it is fading. Aside from a few adaptations for home computers and consoles (with the PC Engine and 32X versions being the most notable), I haven’t engaged with the game in years. Now, as I settle into that familiar seat, insert two 10p coins into the slot, and grasp the joystick in anticipation, I wonder: Will I ever rediscover that immersive gaming experience? Will I ever see my 13-year-old self exploring an arcade in northern England again? Regardless, Space Harrier remains fulfilling for whatever purpose.

Source: www.theguardian.com

Review of UFO 50: A Retro 80’s Game Returns to the Gaming Universe

WOne of the first indie game superstars of the 2000s, Derek Yu started designing games on graph paper with his friend John Perry while still a student. When Yu’s first major success, “cave exploration,” became a hit, he and Perry decided to collaborate once again, this time as men in their 40s. This heartwarming backstory is reflected in UFO50, an ambitious collection of 50 games. The narrative structure was crafted by a fictional game company during the years of 1982 to 1989. Each game in UFO50 features the nostalgic Atari 2600 and NES aesthetics with chunky sprites and a retro chiptune soundtrack, but incorporates modern design elements to bring a fresh twist to the retro style.

Why 50 games? No one knows for sure. But Yu and Perry, along with their supportive developer friends, showcased their design talents across a variety of genres, both familiar and completely innovative. One standout is “party house,” where players must balance a mix of guests to throw the ultimate house party, scoring points based on the success of the event. Other games in the collection include “night manners,” a point-and-click horror story, “bushido ball,” an Edo period themed game similar to Pong, and “rail robbery,” a stealth action game where players take on the role of an outlaw robbing trains.

Creating 50 games was a daunting task for Yu and Perry, requiring immense dedication and effort. The end result of UFO50 is a testament to their creativity and highlights the vast possibilities within the realm of game design, even in the simplest looking games.

Source: www.theguardian.com

Quantum Witch: The Intersection of Religious Cults and 80s Spectrum Games | A Gaming Adventure

THus’ kingdom is a rural idyll, with happy villagers wandering around the market, the young shepherd Len tending his flock and his partner Tyra repairing the shed. It’s as if they all live in a cozy farming simulator made by a benevolent game developer. But is that really the case? Or is it just an illusion cast by an evil god that has trapped them in their horrible pixelated appearance?

That’s the fun “meta” setting of Quantum Witch, a pixel-art platform game by lone developer Nikki Jay. Heavily inspired by old LucasArts adventures and the legendary Dizzy series for the ZX Spectrum, it’s a comedy game with a serious autobiographical heart. Jay grew up in a right-wing religious sect with very closed-minded views, based in the northeast of England. “They were obsessed with the end of the world,” she says. “They believed it could happen at any time, and that all evil people would be destroyed. So I Had “Being good. It was very oppressive.”




“This is not a platform game. Plot Former“…Quantum Witch.” Photo: Nikki Jay

Jay came out as a lesbian as a teenager, but was quickly shunned by her group. After a period of homelessness, she taught herself to code and found work as a software engineer, but the desire to share her story haunted her. “My mind was constantly swirling with what had happened to me,” she says. “I thought, ‘I can’t just hold onto this trauma, I have to do something about it.’ I knew there were other people out there who had been through the same thing. I wanted to tell them a story they could relate to and let them know there was something better out there.”

She initially thought she would write a novel, but found the process terrifying. Instead, she turned to games. Growing up in the 1980s, her family had a ZX Spectrum, which was her escape. “I escaped into video games because they let me create the worlds I wanted,” she says. “I was obsessed with computer-generated worlds. When I first played Trashman on the Spectrum, I thought, ‘This is amazing. This is a completely self-contained, internally consistent world that I can interact with.’ I loved it. It freed me from the fears I was facing in my life.”




“Multi-layered metaphor”…Quantum Witch. Photo: Nikki Jay

In Quantum Witch, Ren discovers that something malevolent exists beyond the saccharine pixel-art world she’s lived in, and sets off on a journey to discover the truth. Along the way, she’ll complete fetch quests and pick flowers for her partner, but ultimately must attack a god and take his throne. While the open Metroidvania-style structure suggests a standard platform game, the game is actually a “Choose Your Own Adventure”-style narrative quest. You’ll make many choices over the course of four hours of play, meeting characters and taking on optional side quests that will affect the outcome. “This isn’t just a platform game, it’s a game about discovering the truth,” says Ren. Plot Former“Your choices shape the story. There are multiple endings and, where possible, each side quest also has multiple endings. It’s a total logistical nightmare,” says Jay.

Throughout the adventure, the story is filled with the wonderfully silly humor that is typical of the ZX Spectrum development scene. Available on Steamyou encounter dancing skeletons who can see into time, a lampshade-worshipping religious group (“We’re not a cult!”), and a marketplace where all the merchants resemble famous video game protagonists, including a wordy archaeologist selling dodgy artifacts and a strange circular character trying to sell you stimulants to fight the ghosts in your mind. Naturally, Jay was also a big fan of Digitizer, the cult teletext gaming magazine known for its surreal humor. She later became friends with the magazine’s writer Paul Rose, who served as a script consultant for the game. “I had lots of ideas for storyline and character development for Quantum Witch, but I’d never written anything this long or complex,” Jay explains.[Rose] It’s really helped me organize and make it all work together.

After being blown away by how fun Thank Goodness You’re Here is, it’s great to see other developers taking cues from quirky British humor from the ’70s and ’80s. But Quantum Witch isn’t just a pun-filled comedy quest. It’s a multi-layered metaphor about game development, identity and escapism, and it’s based on its creators’ own experiences. It’s about what games are supposed to be about: making the biggest decisions that sometimes save your life.

“I wanted to introduce a theme of choice and responsibility that is really central to the story,” Jay says. “A lot of religions involve giving up your autonomy to some mysterious force you’ve never seen, heard or met. In the game, Ren reclaims that agency… It’s a queer liberation story.”

Quantum Witch is scheduled to release on PC in 2025

Source: www.theguardian.com

Can you guess the mysterious lost 80’s hit song that everyone is talking about? | Music

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The song is only 17 seconds long and sounds like 80’s Genesis playing at the bottom of a pool. But this bouncy but sonically degraded snippet of pop has become one of the internet’s biggest and most enduring musical mysteries.

This clip was uploaded in 2021 by a person named Carl92 who wanted to see if anyone could identify it. “I don’t remember its origins,” he wrote on his site called WatZatSong, adding, “I found it among a bunch of very old files on a DVD backup… it feels kind of nostalgic.” But even after this 17-second sample of his was posted on his Reddit, a powerful pop culture spirit is rarely lost, not a single person was able to identify the song or the artist.

This quest captured people’s imaginations. Last June it was my own subreddit – Named after the song’s unofficial title “Everyone Knows That (Ulterior Motives)”, or EKT, and currently has approximately 27,000 members. And recently, TikTok has become popular, with predictable results. Users flooded me with unhelpful comments like “Have you tried Shazaming?” which is like telling someone who lost their keys to check their pockets.

Bass, a music journalist from the Netherlands, is one of the subreddit’s moderators. He attributes the explosion in this exploration to a cultural shift. “We live in an age where knowledge is freely available and music can be consumed with few restrictions,” he says. “Music that was lost in the pre-internet era can be very interesting to young people because it’s something very foreign to them and they can’t easily look up songs.”

20 year old content creator with fame kylie bogley is one such convert. “We’re in the prime of a lost medium that will be viewed with great fondness in the future, and I’m grateful to be a part of it,” she says.

She is EKT. “Lost Wave” This movement collects dusty and forgotten songs, perhaps recorded from the radio or buried in folders of old MP3s, and attempts to give them names and artists. “There is another unconfirmed song and it is called “The most mysterious song on the internet‘ The mystery has remained unsolved for nearly 20 years. But I think EKT has outgrown its popularity,” says Bogley. “I don’t think it’s possible that we can’t find an artist.”

One obstacle is that the sound quality is so poor that no one can fully agree with the lyrics. There is even some doubt as to whether the singer is male or female. However, internet sleuths have identified the drum machine and synthesizer used for this song, most likely a LinnDrum and a Yamaha DX7. This narrows down the release date to his 1983 years and beyond. They also analyzed the background frequencies and figured out the format of the DVD. Apparently Carl92 was playing. Beyond that, forensic analysis was unable to locate it.

Dozens of similar-sounding artists (Roxette, Savage Garden, the one who sang the theme song for the Pokémon TV series) have all been asked if it’s their song, but no luck was. Unsurprisingly, misinformation also spread. Bass recalled a Redditor he claimed to have heard at a McDonald’s in Poland. “This person fabricated an email from a company to trick the search community into believing we were trying to find a song,” he says. “I think that’s the point of creativity.”


This song may have been an unreleased demo or an advertising jingle. Bass’ theory is that the piece was created in the United States for a movie or advertisement and “ended up on his VHS tape.” Someone had been recording audio in his room with his VHS tape playing in the background, backed up the file to his DVD, and forgot about it. ” Some think it may have come from Japan. Searchers are now trying to contact an unknown singer named White Mike Johnny Grove, who has a “strikingly similar voice,” Bogley said. Please pay attention to this column.

As for Carl 92, he disappeared, probably out of fear that online detectives would search him for clues. Some say he must have staged the whole thing, but maybe it’s some of the music he generated using his AI? If so, he could have directed tens of thousands of people. You’ve succeeded in destroying it. However, there is no evidence that he was not real. The despondent tone of his near-final message, which came just a few months after he posted EKT, certainly rings true. “It’s a dead end,” he wrote. “I just lost interest in that song.” But the rest of the world is just getting started.

Source: www.theguardian.com