I never really thought much about
Space Harrier. I like vintage Sega just fine, I just never spent much time with that particular game for whatever reason. Then I read
this interview with M2, who ported it and the rest of the Sega 3D Classics line to 3DS, and I resolved to buy
3D Space Harrier as soon as it was released.
M2's obsessive love of
Space Harrier, evident in the overwhelming, comical level of detail applied to the port, was the most ringing endorsement possible. The care put into the port made
me care more about the game, showing the persuasive power of a truly bespoke adaptation. And by giving me cause to reevaluate
Space Harrier, Sega's 3D Classics line allowed me to see just how well it holds up.
Space Harrier is
vibrant in that classic Sega arcade way. Your character moves around the screen at insane speeds, while rocks, fireballs, moai heads, and serpentine dragons fly straight at him (and at you). The way enemies enter the screen in dance-like patterns suggests a classic shooter like
Galaxian or
Galaga, but with the speed turned way up and the perspective shifted, lending it the intensity of a modern shmup. Bright colors and fun, quirky text ("Many more battle scenes will soon be available!" the game says when you die) add to the idiosyncratic appeal.
M2's presentation takes a game that could only have been made by 1980s Sega and makes it feel modern in all the best ways. There's nothing retro about a 60FPS shooter on a handheld, especially one that displays in 3D. Optional settings go even further to make the 3DS version unique, with always-on (yet totally optional) touch controls, screen size settings to emulate arcade monitors or enable more modern widescreen, and even a mode that tilts the whole display to simulate the motion of a motorized arcade machine ... complete with motor and button noises recorded from a real
Space Harrier cabinet.