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Wednesday, March 7, 2018

Videogame Review, Space Harrier for the Sega Master

I’m going to review Space Harrier for the Sega Master console but first I’ll leave a video here from a biased Sega fan.  There’s no smoothness in the game because although there’s consistent speed, incomplete shapes don’t add onto the integrity of the arcade version.  Good ballet is smooth, not this Space Harrier.  Why is this Sega fan ignoring the fact there’s Chinese dragons BEING BLOWN UP in this game?  But yes I think both of us know this game is dedicated work.  Sega just needs to be more at peace and stop feeling so comfortable about broken toys; they need compassion and self-respect.  Lord Karnage, the reviewer for Classic Game Room I’m relating to here, basically gets hypnotized by the whole Sega concept and I don’t think he respects himself much.  Wit tells him to ignore the fiction idea and just dream into Space Harrier’s universe.  Maybe he’s better as a savage.  Carnage, whatever.



https://youtu.be/Teo1fQE_Gm4

Videogame Review, Space Harrier for the Sega Master

“Timmy, put the toy down!  It’s broken!”


Dreams have been shattered by the Sega Master because the company for such a video game machine basically want me to be on as much fire as they are through broken pictures.  Everything is a mess.  Let me tell gamers this and be square and hip for the 80’s time.  Space Harrier is cool and smooth in the arcade but malnourished and uncensored on the Sega Master which rests on my table with a forbidding trance of darkness to so much of its red and white label I begin digging through my mind for what’s wrong with this particular program- there’s stamps of color all over the gameplay mechanics of which impress me for their movements and shifts of electrical output until it’s realized that graphics/visuals hang in the air with less animation and more pop-open physics.  Science about this game is implied in my complex message to Sega’s hard efforts at work because I see tough progress throughout Space Harrier even if puppets or stamps of color or labels of low bushes, high rocks, blinking stoneheads and ruined dragons and more let me instigate on the game-flow mechanics, exquisite appetite on my mind, touching the black controller to find what starts the chaos against galactic time and body-drifting space of little universes.  Yet because Sega Master is only so many bits for its privilege of arcade performance, Space Harrier looks like a collection of computer errors rather than great, intrinsic, 3D-like programming.  Maybe Sega deserves credit for failing so well.  Wasn’t it difficult for them to have their black machine cough up details floating in the madness where an awesome guy dressed in 80’s, back-to-the-future style regresses on fronts towards tremendous output of conflict beyond the Sega Master’s ability, way over the top?  “Off the Wall” isn’t always a positive comment.  Space Harrier is most certainly off color and Chinese dragons need a complete makeover.  Going for broke on a marketing ploy isn’t easy.  Okay, okay.  Trying to appeal to a mess is like adoring a broken toy and gamers who grew up with Space Harrier on the Sega Master might dispute with me because they’re hearing definitive noise in my review to which opposition may be possible, although drastically numb-minded.  For that matter, serious judgment should be made on someone who doesn’t get much of a definitive clue out of this game, as everything is broken and in need of management for a console other than the Sega Master.  Sure, the Sega Master can be impressive, but trying to force Space Harrier onto this console is like putting ice in hot coffee to get a cold sip of goodness: highly unlikely, more bullshit.  What’s bullshit to me?  A programmer attempting to present a game with a straight face no matter how awful and vain it is.  Fashion is bias.  People are going to remember the arcade game and will be playing this with the arcade in mind, hence there’s progress if any at all.  I’ve actually done well in this game with all the inflated high scores towards the blinking stones of doom above a glowing, rolling ground of checkerboard texture which changes in magnificence and 8-bit possibilities before I leave the broken pictures with an initialed high score and return to the prodigious, mind-inducing title screen.  So my complaint about this game is that it doesn’t use enough puppets or stamps throughout the animating pixels to complete the scenes for Harrier who’s such a good sport about being among the conflicting messes of time along those little universes.  Besides, Chinese dragons?  Sounds a bit politically incorrect for Japan’s standards.  Right now I’m thinking about different Chinese restaurants I’ve been to where placemats would be placed around the tables to indicate your fortune for birthdays since they’re mythological anniversaries by Asian standards to which further, colorful understanding is required, yet I’m unsure as to whether I’d hit a Chinese dragon with a jet-propelled laser cannon’s puffing ammunition.  Controls for this game can’t be good if you don’t excel much at the graphics before your eyes; as I’ve said before, graphics and gameplay can go hand in hand.  If you decide to try this game, play the original arcade game first, then everything will be approachable although nothing makes sense when we’re shooting at computer errors rather than accurate, visual objects.

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