[{"TitleName":"Space Harrier II","Publisher":"Grandslam Entertainments Ltd","Author":"Jason Wilson, Matt Furniss, Nicholas Kimberley, Steinar Lund","YearOfRelease":"1990","ZxDbId":"0004665","Reviews":[{"Issue":{"Name":"Crash Issue 74, Mar 1990","Price":"£1.7","ReleaseDate":"1990-02-22","Editor":"Oliver Frey","TotalPages":52,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Oliver Frey\r\nFeatures Editor: Richard Eddy\r\nStaff Writer: Mark Caswell\r\nEditorial Assistant: Viv Vickress\r\nPhotography: Michael Parkinson\r\nContributors: Nick Roberts\r\nProduction Manager: Jonathan Rignall\r\nProduction Supervisor: Matthew Uffindell\r\nArt Director: Mark Kendrick\r\nReprographics: Robert Millichamp, Tim Morris, Rob (the Rev) Hamilton, Jenny Reddard\r\nDesign: David Western, Melvin Fisher\r\nSystems Operator: Ian Chubb\r\nGroup Advertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Caroline Blake, Christian Testa\r\nAssistant: Jackie Morris [redacted]\r\nGroup Promotions Executive: Richard Eddy\r\n\r\nMail Order: Carol Kinsey\r\n\r\nSubscriptions\r\n[redacted].\r\n\r\nDesigned and typeset on Apple Macintosh II computers using Quark Express and Adobe Illustrator '88, output at MBI [redacted] with systems support from Digital Reprographics [redacted]. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group.\r\n\r\nDistribution by COMAG, [redacted]\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens (like a game that has been offered as a prize being scrapped) we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of CRASH. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop the Viv Vickress a line at the [redacted] address). No person who has any relationship, no matter how remote, to anyone who works for either Newsfield or any of the companies offering prizes, may enter one of our competitions. No material may be reproduced whole or in part without the written consent of the copyright holders. We cannot undertake to return anything sent into CRASH - including written and photographic material, software and hardware - unless it is accompanied by a suitably stamped addressed envelope. We regret that readers' postal enquiries cannot always be answered. Unsolicited written or photo material is welcome, and if used in the magazine is paid for at our current rates. Colour photographic material should be 35mm transparencies wherever possible. The views expressed in CRASH are not necessarily those of the publishers.\r\n\r\nCopyright CRASH Ltd 1989 A Newsfield Publication. ISSN 0954-8661. Cover Design by Oliver Frey"},"MainText":"Grandslam\r\n£9.99 cass, £14.99 disk\r\n\r\nJust as Elite are releasing the original Space Harrier on their Encore label (see Budget), Grandslam come up with the imaginatively titled sequel. Get your jet pack warmed up, push the safety catch off that laser blaster sail prepare for twelve (count 'em!) levels bristling with more enemies than you can shake a pointy stick at.\r\n\r\nWhizz past futuristic cities, vast alien factory sites and Greek inspired landscapes and avoid too much sight seeing - the attackers are just as varied as the backdrops: batmen, knights in shining armour, lions and even giant nuns (I kid you not!) spew death at you. As in the original you can either run along the ground, or if the reception is too hot, try out your jet pack in the sky, which is just as packed with foes. And what with the end of level bad guys all this amounts to trigger finger exercise.\r\n\r\nHang on, have I got the wrong game? This is Space Harrier... no, it's definitely II (or Scramble Spirits?). You've guessed: this is basically the original game with a few graphical improvements, but that may not be such a bad thing because it was rather good.\r\n\r\nProgrammers Teque claim the sprites are bigger and more varied than before, which is true. The amount of opposing creatures has certainly increased, and only the difficulty level is just the same (ie damn hard).\r\n\r\nNothing new, not brilliant, but still very playable: my opinion is, buy this - and the original too.\r\n\r\nMARK 80%","ReviewerComments":["All fans of Space Harrier cheer jolly loudly (hurrah!), because Space Harrier is... well… exactly the same! There is now a column up the right of the screen showing a flashy picture of a trendy woman and the Space Harrier II logo, but that aside. I can't tell the difference between the two. If you take a really close look I think you'll find the graphics have changed slightly. The same programming technique has been used to produce the 3-D effect which made the original such a hit, but that was in 1986. Basically, you dodge obstacles coming towards you and shoot nasty aliens. From level to level you do the same, the only changes being the look of the aliens and the colours used on the two monochrome halves of the screen. If you didn't buy the original Space Harrier this may be worth taking a look at. Otherwise you're really just buying the same game again!\r\nNick Roberts\r\n69%"],"OverallSummary":"A slicked up rehash of a reasonable original to turn on newcomers and revitalise ailing fans.","Page":"43","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Mark Caswell","Score":"80","ScoreSuffix":"%"},{"Name":"Nick Roberts","Score":"69","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"76%","Text":""},{"Header":"Graphics","Score":"75%","Text":""},{"Header":"Sound","Score":"67%","Text":""},{"Header":"Playability","Score":"67%","Text":""},{"Header":"Addictivity","Score":"68%","Text":""},{"Header":"Overall","Score":"74%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 51, Mar 1990","Price":"£1.7","ReleaseDate":"1990-02-18","Editor":"Matt Bielby","TotalPages":92,"HasCoverTape":false,"FlannelPanel":"Editor: Matt Bielby\r\nArt Editor: Catherine Peters\r\nDeputy Editor: David Wilson\r\nProduction Editor: Andy Ide\r\nDesigner: Martin Sharrocks\r\nTechnical Consultant: Jonathan Davies\r\nContributors: Marcus Berkmann, Robert Corradi, Jonathan Davies, Tony Dillon, Mike Gerrard, Ivan Hawksley, Duncan MacDonald, Tanya Maldem, David McCandless, Jackie Ryan, Wag, Louise Willers\r\nGroup Advertisement Manager: Lynda Elliott\r\nAdvertisement Manager: Caroline Day\r\nClassified Advertisement Executive: Chris Skinner\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nAdvertisement Production: Claire Baker\r\nNewstrade Circulation Manager: Stephen Ward\r\nMarketing Services Manager: Zoe Ringrose\r\nSubscription Manager: June Smith\r\nPublisher: Teresa Maughan\r\nFinance Director: Colin Crawford\r\nManaging Director: Stephen England\r\nChairman: Felix Dennis\r\n\r\nPublished by Dennis Publishing Ltd, [redacted] Company registered in England.\r\nTypesetters: Point Five [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinted By: Riverside Press [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1990 Felden Productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Sinclair is a monthly publication."},"MainText":"Grandslam\r\n£9.99 cass/£14.99 disk\r\nReviewer: Duncan MacDonald\r\n\r\nSequels, eh? What would life be like without them? Actually, I'll tell you what life would be like without them... It would be totally crap. Absolutely and totally crap. It wouldn't really be worth living at all.\r\n\r\nRight, you see a wonderfully brilliant film for instance, it ends, erm, and that's it. What can you do? Well, you can always watch it again (if it's on video). And then you can watch it again. And then again. And then again. (Yes, we get the idea. Ed) But eventually you'll have had enough, and you're going to want something 'new' (but just as good). And it's the same with arcade games. Someone brings out something really excellent, you play it a trillion times, finish it and, erm, have to look for something else to get into. How annoying - especially as you've 'learnt the rules', as it were. This happened with Sega's Space Harrier and its rather wonderful Speccy counterpart. There you were one minute, blasting dragons by the dozen, and then suddenly, er, they were all dead. What I'm leading up to is this - here, at last, is a sequel to Space Harrier. And it's every bit as funky as the original.\r\n\r\nFirst of all the scenario, but don't worry - it's quite a short one. Space Harrier (which basically means a futuristic sort of geezer with a jetpack on his back) has a quest, which is to rid the fantasy land (which is where he is) of the cruel tyranny imposed by the Dark Harrier (who's the super-mega-nasty at the end of the game). And that's it. Right. I'm off then. (Oi, come back! Ed)\r\n\r\nSpace Harrier II, like its prequel, is a viewed-from-behind pseudo-3D move-into-the-screen jobbie. You control the hero of the piece, Space Harrier (let's call him 'Space' for short, shall we?). 'Space', basically, has to zoom around all over the shop, avoiding the eight hundred thousand squillion enemy sprites which come hacking out of the screen at him. This is where Space's jetpack comes in very handy - it means he doesn't have to stick to being a pedestrian, his little legs running for all they're worth. Indeed no. He can take off and fly as well. This is quite often a good thing to do, as a lot of the floor detail scrolls at you with such speed that death is never far away. Mind you, things aren't really any easier when you're in the air, given the numbers of the enemy. To add to the panic, on some of the 12 levels there're also tall pillars to avoid. These items have to be, er, sidestepped.\r\n\r\nAt the end of each level there's the obligatory mega-nasty, each of which, it has to be said, is very nasty indeed - from a giant 'Go-Bot' type stompy-footed robot thingy to an absolutely ginormous jellyfish, which hops about and spews fireballs at you. After (or more probably if) you complete all the 12 levels, there's a sort of Level '12A' in which you take on each of the mega-nasties you've already seen in quick succession. Complete this and it's on to the final battle - with old Dark Harrier himself. What a nasty geezer he is. And hard to hit, too. He hops about as if he's got three litres of molten Bovril scrunged inside his underpants.\r\n\r\nOh, I forgot about the bonus rounds. These don't happen very often, but they're rather crucial. 'Space' jumps onto a jet-board and finds himself in a lump of action much the same as the main game. Only here points aren't just points. No, siree. In these bonus sections points make prizes. And guess what the prizes are? I'll tell you - they're extra lives. Yippee!\r\n\r\nSo there you have it. Space Harrier II is actually much the same to look at as its prequel, but the going is tougher and the mega-nasties are more 'mega'. Addictiveness is the name of the game - no gasp-inducing new graphics routines or anything like that - but if the first Space Harrier was right up your alley then this will be too. Of course, if you never saw the first Space Harrier then you'll be in for even more of a treat. (Until you finish the game that is, after which life will lose all meaning - see the first paragraph again.)","ReviewerComments":[],"OverallSummary":"The sequel to Space Harrier. Not awe-inspiring, but hardly disappointing either. Frantic 3D shoot-'em-up action all the way.","Page":"83","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Duncan MacDonald","Score":"85","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Life Expectancy","Score":"85%","Text":""},{"Header":"Instant Appeal","Score":"85%","Text":""},{"Header":"Graphics","Score":"85%","Text":""},{"Header":"Addictiveness","Score":"85%","Text":""},{"Header":"Overall","Score":"85%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 96, Mar 1990","Price":"£1.6","ReleaseDate":"1990-02-18","Editor":"Jim Douglas","TotalPages":93,"HasCoverTape":false,"FlannelPanel":"TRAVEL SPECIAL\r\n\r\nJIM \"private jet\" DOUGLAS (Editor)\r\nBeing a bloody stinking yuppie, our Jim just had to go on the piste, that's skiing to you. He's bought his dayglo green end purple salopettes, got some mirrored raybans and applied some of that gungy white zinc stuff to his kisser and now he's ready for a mega pose on the top of a snowy slope. God, what a poser, I hope he breaks both legs.\r\n\r\nGARTH \"where's me backpack man\" Sumpter (Staff Writer)\r\nGarfy baby has decided it's time to find himself (maan), so he's booked into a Kibbutz in The Himalayas for the summer. He's bought himself some loon pants and a string of love beads and a pack of josticks, and is now practising his spaced-out Hippie look (maaaaaaaaaaaan).\r\n\r\nOSMOND \"a nice quiet break\" BROWNE (Designer)\r\nOz decided to go for a peaceful holiday so the team recommended an 18-30's trip to Benidorm. He's hoping to meet some interesting chums and a better class of girlie (fool). He's just heard he's sharing a room with his predecessor Tim 'lagered up' Noonan and 25 of his mates. Rather you than me, matey.\r\n\r\nAL SKEAT (Production Editor)\r\nPoor old Al. She did all the ringing around for the others and booked up their vacations and the rotten sods have spent all the cash in the holiday kitty and left her with nothing. She's currently on the blower to her Auntie Vi, who says she's welcome to stay at her 'smashing' caravan on Canvey Isle, with her and Uncle Eric, as long as she doesn't mind sleeping with their incontinent Wire-haired Terrier. Al can hardly wait. \r\n\r\nNo part of this magazine may be reproduced, transmitted, stored in a data retrieval system or transcribed without express written permission from the Publishers. (Who are all in a foul mood at the moment, so don't bother asking.)\r\n\r\nAdventure: The Sorceress\r\nI've Got This Problem: Rupert Goodwins\r\nAdvertisement Manager: James Owens\r\nSenior Sales: Martha Moloughney\r\nAd Production: Emma Ward\r\nMarketing Manager: Dean Barrett\r\nMarketing Assistant: Sarah Ewing\r\nPublisher: Terry Pratt\r\n\r\nSinclair User, EMAP B+CP, [redacted]\r\n\r\nCover Illustration: Jerry Paris\r\n\r\nPrinted by Nene River Press, [redacted]\r\n\r\n©Copyright Sinclair User 1990"},"MainText":"Label: Grandslam\r\nAuthor: In-house\r\nPrice: £9.99 £14.99\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Alison Skeat\r\n\r\nWhat's going on? I don't understand? Can somebody please explain. Here am I reviewing Grandslam's Space Harrier II which costs £9.99, and I'd like to tell you all how good it is, and how much fun I had playing it.\r\n\r\nThe thing is, as you read through this issue you'll eventually get to page 82 where you'll see our Chris has reviewed Space Harrier I which only costs £2.99. Now, I've had a look at both games, and call me a div-ead if you like, but I can't see much difference between the two.\r\n\r\nYou are Space Harrier. You're stuck in a Fantasy Land made up of 12 levels. You must run across the chessboard patterned ground towards the mountains shooting trees, bushes, creatures, floating rings and end of level monsters with your laser gun until you have got rid of Dark Harrier, the nasty man who rules the land.\r\n\r\nI have been told that the graphics on the full price version are much better than the budget. Also, there's some sampled speech, and the end of level monsters look slightly different. And, whereas in Space Harrier the monsters came at you from the bottom of the screen, the new version has them coming in from top AND bottom (wippee-wow!).\r\n\r\nApparently, another major difference is that Space Harrier II is a conversion of the Sega Megadrive game and not a conversion from the coin-op, like Space Harrier I. Oh yeah, so where did they originally get the material, if not from the coin-op?\r\n\r\nSorry, it still has the same feel to me. Now, don't get me wrong, it's not that I don't like Space Harrier II, because I do. You can play it for ages as there are plenty of levels to get through and the action is very fast and furious.\r\n\r\nThe only problem is that I really don't want to encourage you to spend a tenner on something that is just as good for three quid because it makes me feel like a bit of a cheat. It all would have been perfectly fine had those sneaky sods at Elite not thoroughly stolen Grandslam's thunder by releasing a virtually identical game for a third of the price.","ReviewerComments":[],"OverallSummary":"Good game, shame about the price.","Page":"20","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Alison Skeat","Score":"75","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"68%","Text":""},{"Header":"Sound","Score":"70%","Text":""},{"Header":"Playability","Score":"73%","Text":""},{"Header":"Lastability","Score":"79%","Text":""},{"Header":"Overall","Score":"75%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 100, Mar 1990","Price":"£1.3","ReleaseDate":"1990-02-16","Editor":"Julian Rignall","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: Julian Rignall\r\nArt Editor: Andrea Walker\r\nDeputy Editor: Paul Glancey\r\nStaff Writer: Paul Rand\r\nAdvertising Manager: Nigel Taylor\r\nDep Ad Manager: Joanna Cooke\r\nSales Executive: Tina Zanelli\r\nProduction Assistant: Glenys \"Teddy\" Powell\r\nPublisher: Graham Taylor\r\n\r\nSubscription Enquiries to: EMAP Frontline, [redacted]\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nPrinted By: Nene River Press, [redacted]\r\nColour By: Proprint, [redacted]\r\nTypeset By: Jaz and a big fat printer\r\nDistributed By: EMAP Frontline\r\nThanks: For Nothing\r\n\r\n©C+VG 1990\r\nISSN No: 0261-3697"},"MainText":"Grandslam\r\nSpectrum £9.99, ST £19.99\r\n\r\nNot to be confused with the 1986 coin-op (which Elite converted to home computers), Space Harrier II is in fact a conversion of the Sega Megadrive game which was released when the machine was launched at the beginning of last year.\r\n\r\nIt's basically very similar to the coin-op original, with the player taking control of a jet-packing, laser-toting hero on a mission to liberate the Fantasy Zone from alien occupation.\r\n\r\nThere are twelve different areas to fly through, each one swarming with aliens which must be dodged or blasted. At the end of each zone is a big mother alien - destroy it and you can move on to the next area. When all of them have been dispatched, the Fantasy Zone is free.","ReviewerComments":[],"OverallSummary":"Space Harrier II is a very well-programmed, good looking and playable game, but suffers the same problems as the ST version - it's just much too similar to the original game which you can now get for only £2.99.","Page":"46","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Julian Rignall","Score":"77","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Teque's graphic artists have certainly produced some pretty sprites, of which these robots are a good example."},{"Text":"Yike! A triple-headed turtle greets you at the end of level one."}],"BlurbText":[{"Text":"ATARI ST SCORES\r\n\r\nGraphics: 88%\r\nSound: 87%\r\nValue: 67%\r\nPlayability: 78%\r\nOverall: 78%\r\n\r\nAlthough Space Harrier is a very slick and faithful conversion of the Megadrive game, featuring colourful, fast and smooth 3D graphics and decent sounds, it doesn't really have anything new to offer. Okay, so you've got a new set of aliens to blast, but really it's just the same as the previous game. Still, if you can't get enough of Space Harrier, or missed out on the original, this is about the best version you're likely to see on the ST."},{"Text":"UPDATE\r\n\r\nAmiga, Amstrad and C64 versions should all be available by the time you read this. They're all looking very promising - but bear the above criticisms in mind if you're thinking of buying them."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"77%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 29, Apr 1990","Price":"£1.5","ReleaseDate":"1990-03-15","Editor":"Richard Montiero","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"EDITORIAL OFFICE\r\n[redacted]\r\n\r\nConsultant Editor: Richard Monteiro\r\nDeputy Editor: Richard Eddy\r\nSub Editor: Dominic Handy\r\nStaff Writers: Robin Candy, Mark Caswell, Warren Lapworth\r\nEditorial Assistants: Vivien Vickress\r\nPhotography: Cameron Pound, Michael Parkinson\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\nEditorial Director: Oliver Frey\r\nProduction Manager: Jonathan Rignall\r\nProduction Supervisor: Matthew Uffindell\r\nReprographics: Robert Millichamp, Tim Morris, Jenny Reddard, Robert Hamilton\r\nDesign: Mark Kendrick, Melvyn Fisher\r\nSystems Operator: Ian Chubb\r\n\r\nADVERTISING\r\nAdvertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Caroline Blake (assistant), Jackie Morris\r\nGroup Promotions Executive: Richard Eddy\r\nMail Order: Carol Kinsey\r\nSubscriptions rates available from main address\r\n\r\nDesigned and typeset on Apple Macintosh II computers running Quark Xpress, Adobe Illustrator 88, with systems support from Digital Print Reprographics, [redacted]. Colour origination by Scan Studios [redacted]. Printed in England by BPCC Business Magazines (Carlisle) Ltd, [redacted] - a member of the BPCC Group. Distribution effected by COMAG, [redacted].\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters and while we offer prizes in good faith, believing them to be available, if something untoward happens we reserve the right to substitute prizes of comparable value. List of winners are available after the closing date from Viv Vickress at [redacted] (please enclose SAE). No person who has any relationship to anyone who works for Newsfield Ltd or any of the companies offering prizes may enter one of our competitions. No material may be reproduced in part or in whole without the written consent of the copyright holders. We cannot undertake to return anything sent into TGM - including written and photographic material, hardware or software - unless it's accompanied by a suitable SAE. We regret that readers' postal enquiries cannot always be answered. Unsolicited written or photographic material is welcome, and if used in the magazine is paid for at our current rates - we reserve the right to edit any written material. The views expressed in TGM are not necessarily those of the publishers.\r\n\r\n©1990 TGM Magazines Ltd 1990\r\nA Newsfield Publication ISSN 0954-8092\r\n\r\nCover Design Oliver Frey"},"MainText":"Spectrum 48/128 Cassette: £9.99, Diskette: £14.99\r\nAtari £19.99\r\nAmiga £19.99\r\nC64 Cassette: £9.99, Diskette: £14.99\r\nAmstrad CPC Cassette: £9.99, Diskette: £14.99\r\nMSX £9.99\r\n\r\nTAKE ME HIGHER...\r\n\r\nHe knew it was time. There could be no further delay. The Dark Harrier had reigned in the Fantasy Land for too, too long, bringing fear where once there had been happiness, night where there had been day. Death where there had been life...\r\n\r\nThe Space Harrier II, brother to the original hero who restored peace to the Dragon Land, knew what had to be done. He pulled on his strengthened flight suit and boots and put on his gloves, flexing his hands so they fitted snugly. He picked up his combined jetpack and laser cannon unit, testing its weight before pressing an orange octagonal button. Various lights and readouts flickered into life and the jet/cannon emanated a low buzz. Harrier II walked over to the transporter pad and surveyed the scene before him, a section of the dying Fantasy Land. Heaving the jet/cannon under his right arm, he sighed and activated the transporter. Kicking in the jet, he was suddenly speeding over a strangely coloured but overwhelmingly bleak land scape, his suit pressed against him and his hair forced flat against his head. Space Harrier II had just enough time to catch his breath before a squad of hawk-like spacecraft homed in on him, guns blazing...\r\n\r\nThe game needs little explanation. There are 12 levels, with strange names like, Zero Polis, Felcold, Hell Peak and Fallpyram, and the starting level can be chosen from any one of them. But to finish the game the mysterious 13th level, domain of the Dark Harrier, must be conquered and that can only be accessed when the preceding dozen levels have been completed.\r\n\r\nHarrier has the freedom of most of the screen, flying or running when at ground level but always travelling at a constant speed (he's quite an athlete, this Harrier fella). Unless, that is, he's hit by an alien, obstacle or missile, in which case he stops rather quickly and loses one of his five lives, so it's best to avoid doing this. His cannon has unlimited energy to blast the aliens but most obstacles are indestructible. The vast and unusual end-of-level monsters sometimes seem similarly invulnerable but with persistence on the fire button they'll soon be pushing up the 15-foot daisies.\r\n\r\nWell, S Harrier Esq gets around a bit, his adventures in Dragon Land converted to just about every format under the sun, and now his identical (apart from the colour scheme of his suit) twin brother is poised to sweep the board. At first I was doubtful that Space Harrier it would have the necessary power, having long since played, enthused over and forgotten the conversion to Sega Mega Drive. But, with an open (vacant) mind, I hooked up the trusty ultra-autofire joystick and launched myself into Fantasy Land.\r\n\r\nShoot-'em-ups are a computer game genre that will never die or even fade away, and even though Space Harrier's 3-D viewpoint and player control is not, in itself, sufficient to spawn a family, Space Harrier II is a worthy son. Fast, hectic blasting and dodging are all there is to it but it brings back happy memories of the old days when the original was around and is almost as refreshing and exciting a game as it was then.\r\n\r\nBeing able to select any of the 12 levels is a great, user-friendly option. It prevents boredom - you can tackle any level, with its own distinct array of obstacles and opponents, whenever the fancy takes you - and varies difficulty, although it's pretty damn challenging whatever level you play! In short, if you want a fast (vast?) blast, try the vertical take-off and landing of the Space Harrier II.","ReviewerComments":[],"OverallSummary":"Obviously a lot less sophisticated than the ST, but still not as good as it could've been. The chequered landscape floor moves smoothly and at good speed, and Harrier, aliens, missiles and horizon features are well defined. The problem is with colour clash, unsurprisingly - with different objects in close proximity it's difficult to see what you should dodge first. Thin sound effects do little to help a mildly fun but limited-interest blaster.","Page":"30,31","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Warren Lapworth","Score":"71","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"It's the Speccy version! Just as mean, tough and nasty. Sadly when the action gets fast the monochrome sprites can mingle too much, making it difficult to see what to shoot and what to avoid."},{"Text":"Yelp! There go the Reboks! Watch out for the dragon curling round the bottom of the screen - he packs a mean punch!"}],"BlurbText":[{"Text":"ATARI ST\r\n\r\nTo get the bad news over with, the good old giant chessboard ground doesn't work very well, it's fine in the foreground and moves smoothly (if a little slowly), but towards the horizon perspective is strange and unnatural. Although sprite 3-D is jerky, it's quite fast and definition is very good. Music is good and there's a sampled scream and an enthusiastic 'Get ready!'\r\n\r\nOverall: 79%"},{"Text":"'WHAT ABOUT THE ORIGINAL HARRIER, THEN?'\r\n\r\nSpace Harrier was a Sega coin-op which drew attention primarily because of its cabinet, not its fast 3-D graphics and gameplay. It was one of the first machines to use hydraulics, throwing the player around in his chair as they played. It was very similar to Space Harrier II, the only differences, bar graphical ones, being unselectable levels and dragons in plentiful supply, which you could ride on - if you had the necessary skill and timing.\r\n\r\nElite produced the home computer versions, which varied in quality. Obviously 8-bit versions were nothing spectacular, particularly the slothful Commodore 64, but you can put it to the test if you wish by getting a copy on Elite's Encore label, at £2,99. 16-bit versions? Funny you should mention that...\r\n\r\nA year ago, if you wanted to play all 20 levels of Space Harrier on your Amiga or ST, you would've had to flog out a whopping £39.98, £19,99 for the main program and £19.99 for the data disk holding the last ten levels. But now you can get both disks together, re-released, repackaged, for 20 quid.\r\n\r\nThe program itself is unaltered: smooth and speedy chequered landscape, colourful sprites appearing in good 3-D ready for Mr Harrier to blast with his combined jetpack and gun while a lively soundtrack urges him on. The Amiga wins out with its full-screen playing area and better sounds, but both have fast 3-D and lots of action for the money..\r\n\r\nMachine ratings:\r\nAmiga: 79%\r\nAtari ST: 72%"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"71%","Text":""}],"CompilationReviewScores":[]}]}]