Sequels, 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.
Right, 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.
First 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)
Space 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.
At 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.
Oh, 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!
So 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.)
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