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SEGA SPACE HARRIER HARDWARE
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HARDWARE DESCRIPTION
Main CPU : 2 x MC68000 @ 10 MHz
Sound CPU : Z80 @ 4 MHz
Sound Chips;
1st Configuration : YM2151 @ 4 MHz & SegaPCM @ 15.625 kHz
2nd Configuration : YM2203 @ 4 MHz & SegaPCM @ 31.250 kHz
Video Resolution : 320 x 224
Board composition : CPU board + Video board
Hardware Features : 128 Sprites on screen at one time, 2 tile layers, 1 text layer, 1 sprite layer with hardware sprite zooming, 1 road layer, translucent shadows

Hardware/Software Notes - There are small differences between the way these games use the hardware;
1 : The rom encoding is different on Hang-On/Super Hang-on to Space Harrier/Enduro Racer
2 : The road layers are different, Hang-On/Super Hang-on use v1.0 and Space Harrier/Enduro Racer use v1.1

Emulators : MAME


KNOWN SEGA SPACE HARRIER GAME LIST
Enduro Racer
Hang-On
Space Harrier
Super Hang-On (Hang-On Conversion)


Enduro Racer
1986
Hardware Notes : There were 2 versions with different sound boards.
1st Configuration : YM2151 @ 4 MHz, SegaPCM @ 15.625 kHz
2nd Configuration : YM2203 @ 4 MHz, SegaPCM @ 31.250 kHz
Enduro Racer
Enduro Racer
Enduro Racer Enduro Racer
Enduro Racer Enduro Racer
Enduro Racer
Manuals : Game Manual
PCB Pictures : Mother Board - Sound Board
Flyers : Normal Flyer
Magazine reviews : C+VG Feb '87 - SU Feb '87
Gameplay : An off-road trials bike racing game taking place over 5 stages, Enduro Racer introduced a unique cabinet feature where you pulled back on the handlebars (or entire bike in the deluxe version) to perform a wheelie. You needed to perform a wheelie when you hit the bumps or you would crash.
Game Credits
Developer: Sega AM2
Designer: Yu Suzuki
Music: Hiroshi Miyauchi (Hiro)
Other version : Enduro Racer (Sega Mega-Tech)
 

Hang-On
1985
Sound Chip : YM2203 @ 4 MHz, SegaPCM @ 31.250 kHz
Hang-On
Hang-On
Hang-On Hang-On
Hang-On Hang-On
Hang-On
Hang-On
Manuals : Game Manual
PCB Pictures : PCB Split - PCB Stack
Flyers : 4 Page Foldout Flyer - Poster - Japan Flyer
Magazine reviews : C+VG Dec '85 - SU Feb '87
Gameplay : A motorbike racing game taking place over 5 stages where you had to beat the clock to each checkpoint, steering was done in the deluxe cabinet by physically moving your body to lean the bike over (and by turning the handlebars in the upright versions).
Game Trivia : Released in July 1985, Hang On was a landmark arcade game in many ways. It was the now legendary Yu Suzuki and Sega AM2's first dedicated arcade game, and also started the "Taikan" era of arcades with large moving cabinets. It was the first of Sega's "Super Scalar" hardware games featuring pseudo 3D sprite scaling which would go on to dominate arcades until the introduction of 3D.
It was the first game with music by Hiroshi Kawaguchi (Hiro), who would go on to redefine arcade music for a generation (Outrun, Afterburner and many more), and it was also the first game to feature digitised drums in the music.
The deluxe ride on version was not powered at all, and just relyed on a big spring to keep the machine upright, unfortunatly this meant that smaller riders could not play the game as they were not heavy enough to tilt the machine by leaning!
Game Credits
Developer: Sega AM2
Designer: Yu Suzuki
Music: Hiroshi Miyauchi (Hiro)
Other version : Hang-On Jr. (1985,Sega System E)
Sequels : Super Hang-On (1987) - Super Hang-On (Hang-On Conversion) (1987) - Limited Edition Hang-On (1991)
 

Space Harrier
1985
Additional CPU : I8751 @ 8 MHz
Sound Chip : YM2203 @ 4 MHz, SegaPCM @ 31.250 kHz
Space Harrier
Space Harrier
Space Harrier Space Harrier
Space Harrier Space Harrier
Space Harrier
Manuals : Game Manual - Deluxe Version Manual
PCB Pictures : PCB
Flyers : Normal Flyer - Other Flyer
Magazine reviews : C+VG Mar '86 - SU Feb '87
Gameplay : Welcome To The Fantasy Zone! An into the screen sprite scaling shoot-em-up, where you play as a man holding onto a giant...jet powered laser gun? Shoot everything including trees, rocks, robots, mammoths, dragons, giant stone heads and.... all sorts of weird stuff....
Game Trivia : Space Harrier was Sega's first electro-mechanical motion cabinet, but it almost wasn't. Sega were worried about the high cost of building the cabinets and it took Yu Suzuki, who had proposed the cabinet designs, offering his salary as compensation if the game failed to get Sega to greenlight the project, and the rest as they say, is history.
The game actually has, by design, a homing system for your shots. Previously 3D shooters had been unpopular because they were "too hard". So it was designed that if they were "close enough" to the target and it wasn't far away, they would always hit.
Cheats / Easter Eggs : On stages where there are lots of bullets incoming at you constantly, the best tactic seems to be continuously circling around the outside of the screen.
Game Credits
Developer: Sega AM2
Designer: Yu Suzuki
Music: Hiroshi Miyauchi (Hiro)
 

Super Hang-On (Hang-On Conversion)
1987
Sound Chip : YM2151 @ 4 MHz, SegaPCM @ 15.625 kHz
Super Hang-On (Hang-On Conversion)
Super Hang-On (Hang-On Conversion)
Super Hang-On (Hang-On Conversion) Super Hang-On (Hang-On Conversion)
Flyers : Normal Flyer - Other Flyer - UK Flyer
Magazine reviews : YS Aug '87
Notes : An extensively reprogrammed version of Super Hang-On designed to work on this older hardware.
The original version of the game runs on Outrun Hardware.
Game Credits
Developer: Sega AM2
Designer: Yu Suzuki
Music: Katsuhiro Hayashi, Koichi Namiki
Prequels : Hang-On (1985) - Hang-On Jr. (1985)
Other version : Super Hang-On (1987,Sega Out Run)
Sequel : Limited Edition Hang-On (1991)
 

 

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