Space Harrier II
Space Harrier II is a 1988 rail shooter video game developed and published by Sega. The sequel to 1985's Space Harrier, it was one of the original launch titles released for the Mega Drive in Japan and one of the six Sega Genesis launch titles in the United States the following year. It was later released on the Wii's Virtual Console in December 2006, and also on the Nintendo Classics service in April 2022.
Space Harrier II
- Model
- Space Harrier
- Date
- 1988
- Language
- Japanese
- Genre
- shoot 'em up
VALÉORINE Encyclopedia
VALÉORINE documentary reading
Documentary summary
Space Harrier II is a 1988 rail shooter video game developed and published by Sega. The sequel to 1985's Space Harrier, it was one of the original launch titles released for the Mega Drive in Japan and one of the six Sega Genesis launch titles in the United States the following year. It was later released on the Wii's Virtual Console in December 2006, and also on the Nintendo Classics service in April 2022.
Admitted source layer · organised and presented by VALÉORINE
Reference Check
Propose documentary evidence for Space Harrier II. A contribution is never written directly as fact: identity, source, rights and evidence gates still decide.
Sign in to contribute
Documentary evidence
Documentary basis
Authority files
wikidata · Q3492578 · wikipedia · Space Harrier II
In this article
The object
The object
Like Altered Beast, another launch title for the Mega Drive, Space Harrier II features digitized voice recordings during gameplay, and is also an example of some of the Mega Drive's early sound, with music composed by Tokuhiko Uwabo (credited as "Bo"). A graphically enhanced version included with the Sega Genesis Mini 2 was released in October 2022.
Key facts
Key facts
• Title — Space Harrier II • Developer — Sega • Designer — Yu Suzuki • Composer — Tokuhiko Uwabo Home computers Matt Furniss • Series — Space Harrier • Platforms — Mega Drive/Genesis, Amiga, Amstrad CPC, Atari ST, Commodore 64, MSX, ZX Spectrum, iOS • Released — Mega Drive/Genesis Amiga, Atari ST, C64, CPC, MSX, ZX Spectrum iOSJuly 22, 2010 • Genre — Rail shooter • Modes — Single-player
Plot
Plot
Harrier once again receives a call for help, this time from the 214th sector, light-years from his cruiser. Harrier travels there quickly with his "cosmic gate", and finds that Fantasy Land is once again being overrun by hostile forces. He resolves to once again save a world by fighting off the entire force himself.
Gameplay
Gameplay
Like the original, the game involves a superhuman hero who runs and flies towards a forever distant background on a checkerboard-styled ground. The player can hit any of the controller's buttons to cause the Space Harrier character to fire his large laser cannon (four shots at a time). There is also an option to turn on auto-fire in the game menu. As the playing field moves forward, enemies come from behind and from the far distance to attack the character, by either firing a projectile or trying to crash into him. The player must also dodge large objects in his path, some of which can be destroyed, such as trees, and others that cannot be, such as ionic columns and pylons. One hit from an enemy or a crash into these large objects will cause the player to lose a life; extra lives are awarded every certain number of points. Smaller objects, such as foliage, will only cause Harrier to trip, but this leaves him vulnerable to attack for two seconds. If the player loses all lives, the game will be over. There are a total of 13 stages, each with its own end boss. A stage usually consists of different landscapes (small objects vs. large objects), and can also move at different speeds (slow vs. fast). Some stages, such as Stuna Area, have a mid-level boss that can be easily defeated. Although the player can select any stage to start the game at, all twelve levels must be completed before moving on to the Final Chapter stage. There, the player must defeat all the main bosses over again, and then fight the Dark Harrier in order to complete the game. Enemies move onto the screen in uniform clusters. A signal tone is played to alert the player that there is a non-stationary enemy now in the playing field. In many cases, the enemies move in a straight line along a predetermined, pseudo-three-dimensional path. Waves of enemies also often come in pairs: one group will come from the left in the distance or foreground, followed by the same type and same number of enemies coming in from the right. Due to the inability of the Mega Drive to scale sprites, enemy, landscape, and shadow sprites are pre-rendered at different sizes.
Places
Named by the record
Places
Only places the record itself states, plotted where the house gazetteer settles their coordinates. Nothing is inferred from a name or a nationality.
- Japan
Named but not plotted · 1
Space Harrier II is associated with Japan.
Country
Reception
In 1989, ACE magazine listed Space Harrier II as one of the top three best games available for the Mega Drive at the time, along with Altered Beast and Thunder Force II.
Primary material
Documents and archives
reference work
- “Space Harrier II”, English Wikipedia, consulted as further reading
Reputable secondary · Wikipedia
authority record
- Wikidata, structured authority record Q3492578: Space Harrier II
General reference · Wikidata
Citations
References
Each reference names the institution holding it, so a reader may go to the document itself.
reference work
Secondary witnessauthority record
General reference
The Encyclopedia exists whether or not anything is for sale. Corrections are recorded rather than overwritten, and every version of this record is kept. Published 19 August 2026.
Elsewhere in Collectables
20,755 published records in this field, each with its sources named.
- Space GunWork
- Space HarpTerminology
- Space HarrierWork
- Space Harrier 3-DWork
- Space HawkWork
- Space Heroes Universe!Work
- space hopperTerminology
- Space HulkWork
Best supported in this field
For owners
Own a copy of Space Harrier II?
A specialist will read what you send and tell you what the house can establish, what it cannot, and whether the object is suited to sale. There is no charge and no obligation. The object stays with you throughout; nothing is shipped to us unless it is arranged in writing beforehand.