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

Reviving Retro Games with Kids: A Surreal and Transformative Experience

TThe weather was distinctly Scottish during the holidays, so instead of attending the planned party, my family and I stayed home to celebrate Hogmanay. Our youngest son’s friends and their parents joined us for dinner. As the kids in our group started getting rowdy around 9pm, we decided to host a mini midnight countdown party in Animal Crossing.

I hadn’t played Animal Crossing since lockdown. Taking care of my virtual island kept me sane while stuck in my small apartment with a baby, toddler, and teenager. Our guests brought their Switch, so we created avatars for the kids to enjoy new games together at our year-end party.

They had fun chasing each other with bug nets for a while, then gathered in the plaza with other island residents to watch a giant countdown clock while Tom Nook, the raccoon king of the island, wore party gear. On New Year’s Eve 2021, a memory struck me. Even though I was alone on the couch, I felt accompanied by my Animal Crossing friends as we watched the countdown together. My youngest son had just started walking and was unsteady on his feet. Seeing him interact with his brother, eager to stay up late, felt surreal.

It’s always surreal to watch kids discover and enjoy video games. Their presence changes the game, reshaping my memories of playing it alone or with new save files. Last year we all started playing Pokemon together, which added a new layer of enjoyment to a game I loved as a child. Super Mario 3D World feels like a completely different game when played with my kids, with their reactions and interactions shaping the experience.

The Legend of Zelda: Link’s Awakening has been remade on Switch. Photo: Nintendo

Recently, my youngest son wanted to try a Zelda game, so we played Link’s Awakening on Switch. Despite my past difficult memories associated with the game, it was heartwarming to see my son navigate the game with joy and excitement.

To my parents, video games were unfamiliar and slightly suspect. Now, I act as a guide for my kids, introducing them to the worlds within the screen that fascinate them.

In the future, if our gaming interests diverge, I may become a tourist in their gaming world. For now, Animal Crossing remains a constant. I resurrected our family island for the kids to manage, pulling out my old Switch Lite. The island served as a refuge for our children during lockdown, a product of hours of labor that is now in need of revitalization. Despite my hesitations, my kids want to return and create something new.

Source: www.theguardian.com

Celebrating 20 Years of Katamari Damacy: The Surreal and Colorful Game That Remains the Weirdest Yet Most Beloved

MWhen I was a kid, my parents were somewhat skeptical of video games. When I was a kid, I had a Super Nintendo and his N64, but they only let me play on the weekends, so on Fridays I’d come home from school and munch on Mario 64 with a big pack of Haribo Tongue Fastiks. I was there. My gaming horizons didn’t expand until his teenage years. Around that time, I started making enough money to buy myself a PlayStation 2 and started participating in forums with other geeks whose gaming worlds were much broader than mine.

PlayStation 2 had several features strange game. While the N64 had some success, and I’ve developed a lasting attachment to his Mystical Ninja starring Goemon, it wasn’t as good as the Sony console. There was “Dark Cloud” and “Monster Hunter,” “Ryu ga Gotoku,” “Mojib Ribbon,” “God Hand,” “Okami,” and “Rivit King,” but as far as I know, this is Frolf (Frog Golf). This is the only game about.

And then there was Katamari Damacy, the very epitome of everything weird and wonderful in the PlayStation 2 library, a fun game that celebrates its 20th anniversary this week.

The premise is this. The eccentric king of the universe, who wears Shakespearean purple tights, drinks too much beer and messes up the universe. And you, his little green prince, have to take the sticky ball to Earth. Roll it and collect bigger and bigger objects until they are big enough to replace a moon or a planet. This song is a strong contender for the best theme song in video game history, and also one of his best intro sequences. Behold.

Actually, she’s only 5cm tall. “That body, that physique. Are you really our son?” cries the king. Therefore, he must start small. You’ll need to start with something really small, like rolled up thumbtacks, dice, or empty soy sauce packs. Animals will chase the ball to try to throw it off course, and precious trash will be scattered if it hits something too big to roll. Katamari Damacy is surreal, hilarious, and a lot of fun, winding up cows, cars, people, and eventually buildings, islands, and clouds. It’s only about four hours long, but it leaves a lasting impression on everyone who plays it, simply because the music is haunting. Twenty years later, it still pops into my head from time to time as I wait for the kettle to boil.

Katamari soul. Photo provided by Bandai Namco

Katamari Damacy symbolizes Japanese game development during this era. PS2 technology was good enough for game designers’ more ambitious ideas to start blossoming, and budgets weren’t yet so outrageous as to require multi-million sales. The result is a slew of short, surreal, and often quite broken games. who I really wanted that. You can clearly see the designer’s heart reflected in it. Many of these games were never released to the world. Katamari Damacy itself was never officially released in Europe, but fortunately for curious teenagers in the ’00s, importing the game was relatively easy if you knew how to use the Internet. Thankfully, the PS2’s region lock was easily circumvented. In 2004, getting a copy and putting it to work felt like unearthing an artistic treasure.

Katamari designer Keita Takahashi brought together students from publisher Namco’s design school and programmers from the arcade division to complete the game in less than a year on a budget of £650,000. Takahashi studied sculpture at art school and went on to create some interesting games, but it’s safe to say that none were as interesting as this one.Namco continued make a series without him Many years have passed since he left the company in 2009, but things have never been the same. Recent Katamari Damacy games have felt like self-parody. The reason Katamari Damacy is so loved is precisely because no one has ever seen anything like it before.

No doubt, this is mainly because I am not a teenager anymore, but I hardly ever feel that way now. It feels like you’re playing something you’ve never seen before.If you’re lucky do not have For those who have already experienced it, there is a great remaster of Katamari Damacy on Steam and all consoles called Katamari Damacy Reroll. Happy 20th birthday, beautiful weirdo.

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Dragon’s Dogma 2. Photo: Capcom

dragons dogma 2 ‘ released on Friday and I’m having the time of my life. I’ve been waiting 12 years for a sequel to the weirdest medieval RPG I’ve ever played, and it didn’t disappoint. It’s like Elden Ring meets The Witcher, except it’s pleasantly silly in that it can pick up people and carry them around for hours. For no reason, you find yourself fighting an ogre in the middle of a crowded city where no one is paying attention.

This is the antithesis of the tightly scripted RPGs that currently dominate the genre, and instead allows you to mix and match a bunch of fun systems and experiment with how they collide, giving you a sense of the unexpected. always happens. As I type this, I’m in a haunted castle with a magician who looks like Aladdin Sane-era David Bowie and a retinue of greatsword-wielding warriors straight out of Dark Souls. I’m in the middle of an adventure.

Available on: PS5, Xbox Series X, PC
Estimated play time: 50+ hours

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Sony’s PlayStation VR headset. Photo: Afro/Rex/Shutterstock
  • Bloomberg claims that Sony has temporarily suspended production of the product. PSVR2 virtual reality headset, thousands of units remain unsold. Sony has never fully bought into the luxury of this expensive accessory – it’s only released a few games for it since its launch last year – and consumer demand just isn’t there either. It seems that. I’m sorry I said that.

  • Mutsumi Inomatathe character designer and artist who defined the look of Bandai Namco’s Tales series of role-playing games; died63 years old.

  • EAstudio is the latest giant publisher to suffer layoffs. 5% reduction in workforce worldwide. Apex Legends developer Respawn was the hardest hit.

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Question Block




Pokemon Sword and Shield. Photo: Nintendo

This week’s question from reader Danny:

“Which Pokemon game for Nintendo Switch would you recommend for my introduction?” 9-and Will my 6-year-old daughters be involved in this series? ”

Luckily, Danny, I just introduced Pokemon to kids my age this year, and now they’re hooked. They get so much joy out of these games and it’s really gratifying. Here he has two good options. The first one Pokemon Let’s Go Pikachu and Eevee!is a remake of the OG Red/Blue Pokemon games that blends old-school combat and collecting with Pokemon Go-style catching, where kids can help catch creatures by simulating throwing Pokeballs at the screen. Masu. (Also, if you played the original version, your kids will think you’re omniscient.)

Other options are pokemon sword and shield, just finished with the kids. It’s simple, cartoonishly beautiful, easy to read, and comes with all the game mod cons that first-generation Pokemon trainers had to do without (which moves are effective against opponents, which (e.g. actually letting you know if a technique is ineffective). (on the battle screen).

If you have any questions for the questions block or anything else you’d like to say about the newsletter, please reply or email pushbuttons@theguardian.com.

Source: www.theguardian.com