# Space harrier 3d ending a relationship

### Ending for Space Harrier(Sega Master System)

to its Sega counterpart. I was confused at first but I found a very enjoyable action-adventure game that I still like better than. All of Gaming · Gaming Room. Using the 3D scrolling techniques Sega pioneered for their racing game Hang- On, Space Harrier wasn't just visually phenomenal either; special mention war began in earnest, so a few Sega games did end up on Nintendo's system, Weird Things Everyone Ignores About Zelda & Link's Relationship. This relationship is best illustrated by the “Super Scaler” games of the 80s: Space Harrier, After Burner II, and Galaxy Force II. These games.

However, you may want to exaggerate the effect in order to get a more dramatic road. One thing that can be done with any of these curve formulas is to use high ddx or ddy values, but not allow dx or dy to exceed a sane value.

Space Harrier (SMS) - Last Boss + Ending

And a user on YouTube, Foppygames, has discovered another trick for getting more severe curves out of these accumulation formulas: This makes the curve more severe in the distance than it is in the foreground, and it creates a pretty convincing effect. And, the experimentation doesn't stop there.

In fact, the best thing about these engines is that there's no "right" way of doing it. Anything that creates curves and warpage which is pleasing to the eye is allowed! In my earliest road engines, I used a sinewave lookup table to bend the road.

You can also use multiplication: To shift the road right, you might multiply the x position by, for example, 1. To move it left the same amount, you'd multiply it by 0. However, armed with the knowledge that many old processors did not have multiplication or were slow at it, I settled upon using the accumulation technique because it only uses addition.

It seemed the most likley "authentic" way of curving the road. So, play around and experiment, and see what technique you like best! True 3d-Projected Segments 3d-Projected Segments vs.

Raster Roads As nice as raster roads are, they can be made even more impressive by involving a simple form of polygon rendering.

This form of rendering can actually be pulled off using the same limited raster hardware. However, it involves more calculations. Here's what it is: The track is made of polygonal segments. However, rather than moving in full 3d space, it still only moves towards the camera.

For curves, the road still just skews left and right in almost an identical way to the raster road: There is no actual rotation when going around curves as there would be in a full polygonal engine. Since we are still faking curves and road angles, that means expensive rotation calculations still won't be needed The road is essentially a strip of quads: This means we can calculate whether part of the road is visible or not based solely on its screen Y position relative to its previous neighbor.

The relationship of these quads to one another will never change. That is, the angle never actually changes, so the quads are always and automatically sorted by Z. The Basic 3d Road First, break the road into polygonal quads. Each of these will be called a segment. Just like a segment in a purely raster road, each segment here still has a curve amount ddxand either a hill amount ddy or a y-position that determines how high up it is. Of course, these can also have other attributes as well such as terrain changes.

Pictured below is a segmented road made of very few polygons so we can easily see the boundaries between the segments and how it affects the curvature of the road: Or, if division is too slow, you could find the height off the ground of a given segment by multiplying the segment's height by the scaling factor for that line.

That could then be subtracted that from a reverse z-map this map would be: Then, you would linearly interpolate the road widths and texture if desired between these heights.

Deciding which 3d segments to draw and which not to can be determined easily: Scrolling the Road Now, we also need to learn how to scroll these segments. Move the entire mess of polygons which make up the road towards the camera. As the frontmost segment's polygon passes through the camera, move the entire road back to its starting point so that it loops. This is akin to how a scolling 2d tilefield can be made by scrolling up to one tile-worth, and when that is hit all the tiles are shifted over and new tilemap data is pulled in.

In this, we scroll up to one segment-worth, and when that is hit, we move the road back and pull in new road data. But there is one last very important detail: Let's say the road is a sharp curve. You might have noticed that as you go around this polygonal curve that it jitters as you cross the segment boundary and the road is subsequently reset.

One obvious thing that is happening to cause this is that as you traverse a skewed segment, the camera's center relative to the road changes. That is, by the time you get to the end of that segment, the road is no longer centered. It's as if you're driving on the road at an angle. You might be tempted to fix it by moving the road to center it just as objects' x-positions are linearly interpolated. However, this is wrong and does not completely solve our problem: If the road were skewed in a straight line, this would be fine.

The problem is that our road curves, so the polygons in the distance still are not lined up! Another way to think about it is this: We are approximating a curve using polygonal segments. We want the shape of the curve to be more or less constant even as it scrolls. Jake over at codeincomplete.

## Sega Sunday: Space Harrier

Instead of changing the x position as the road as you move across the segment, what about changing the initial dx value from 0 to something that keeps the road in line as you move through the segment? The formula used is this: In mathematical terms, doing this makes the X of the road a function of its Z.

• Dreaming in 3D: A SEGA Classics Wish List
• Lou's Pseudo 3d Page

In other terms, we're keeping the curve the same shape regardless of how the points which approximate it scroll. The frontmost segment is "pulled into position" with the rest of the road, which then means that the subsequent segments' X position are placed correctly. You can see this clearly if you test it with a road made of few polygons. It solves the following problems as the segment is traversed assuming the curve's shape does not change: It keeps the center of the road x position constant It adjusts dx so that the next segment starts at an appropriate x-location regardless of the scroll position of the road This video demonstrates the technique.

I've used very few segments and a very sharp curve to demonstrate how this looks.

Notice that as the polygons move towards the player that they carve out a perfect curve shape. This is most apparent if you watch the right side of the road. Placing Sprites The sprites on that 3d segment would still need to be shown and properly cropped, however-- assuming you're making a custom renderer and not using a Z-buffer.

We can actually draw the sprites as the last step: If a sprite is on a segment which is completely visible, it does not need to be cropped since it sticks straight up from the ground, which is our only polygon. But if a sprite is on a segment which is either not visible or partially visible, we can easily crop it.

First, find the top of the sprite. Then, every line of the sprite will be drawn until it hits the last visible segment's screen Y position. That is, if there is a segment behind the sprite which is supposed to cover part of it, you stop drawing the sprite when you hit that line.

And if the top of the sprite is below the last segment's Y position, the sprite won't be visible at all and will be skipped. Variations and Rendering Technologies Now, since we're throwing around the term polygon, you may be tempted to think that you need polygonal rendering routines to pull this off.

Using technologies like OpenGL or a simple trapezoidal drawing routine definitely do work. But even tile and sprite-based 2d hardware are perfectly capable of pulling this off. Observe that each road segment's beginning and end are perfectly horizontal. This means that they always start and end on a specific scanline.

### Space Harrier Arcade Game | HubPages

Much the way the purely pseudo-3d road is rendered on tile hardware by scrolling the flat road graphic as it's being drawn, we can do exactly the same with these 3d segments. For further reading, check out the section called Dedicated Road Hardware. Though it discusses arcade hardware designed from scratch to draw road effects, the same technique can be achieved with basic 2d sprite-tile systems through scrolling the road graphic vertically as well as horizontally.

Further Reading on 3d-Projected Segments Since my mock-up of this specific variation is underdeveloped, I will point you to Code inComplete's amazing tutorial if you're interested in further details on this technique. Pros Real 3d geometry can be used for the hills, adding greatly to the amount of detail possible The system is more consistent: Terrain and road width changes don't need to be done using a separate technique Cons There are more calculations involved A decent number of segments must be used or the road will look jagged and polygonal Enhancements Multiple Roads Most arcade racing games handle multiple roads at a time.

Some levels would pit you against more than one enemy at this stage; you had to destroy them all to advance to the next world. These end of level enemies were beautifully designed ranging from two headed dragons to massive 'Easter Island' type floating stone heads.

After defeating a boss or bosses the player was treated to more superb digitised speech as the machine announced "You're doing great! SEGA's classic really is an example of how to execute a simple fast moving rail shooter properly. All of this was balanced perfectly against the excellently drawn and imaginative graphics, the pumping in-game music, the excellent sounds effects and perhaps most of all, the true analogue joystick for controlling your character.

This type of game controller allowed the player the ability to register movement in any direction as well measure the degree of 'push' applied, which could move the Harrier at different speeds depending on how far the stick was pushed in any given direction. Combine this with the full tilt hydraulic sit down cabinet and SEGA gave us a gaming experience like no other before. The Fantasy Zone in Space Harrier Take Out The Floating Heads in Space Harrier Space Harrier - a Stand Out Game The game stood out from other machines in the arcade as soon as you laid eyes on the huge full tilt cabinet, It was usually surrounded with a crowd of people around it, all waiting for their turn as someone lurched and dipped on the hydraulics, dodging and blasting their way through the Fantasy Zone.

But not only did this game stand out simply because of it's 'first glance' appearance, once you played it the way the game looked and sounded hooked you in instantly.

Who can forget the little noise the machine made when you put your coin s in? Who can forget the cry of "Welcome to the Fantasy Zone The graphics were not only impressive due to their 3D appearance and speed, they were also impressive due to their slight 'weirdness'.

The levels were excellent in design and the whole look and feel of the game was pretty unique back in Later levels produced even more strange creatures such as one eyed wooly mammoths, giant robots, huge jet fighter planes, colourful crystals, giant mushrooms, alien skeletons and large bulbous squids.

Sometimes a 'roof' would appear mirroring the ground making manouvering the level that little bit more difficult which was again a nice touch from the developers. It was these bizarre enemies and scenery that made the game stand apart from many other titles of the era.

The sound effects that accompanied the game were also brilliant and matched up with the slightly off the wall graphics pefectly. All in all the visuals and audio were top notch - and I bet many of you still find yourself humming the classic in-game music from time to time! Gameplay was spread over a number of stages eighteen in total which were all strangely named such as Moot and Geeza in keeping with the atmosphere of the game along with some 'bonus' stages to play through.

If you made it to a bonus stage then you would get to site astride a friendly floating chinese style dragon and plow your way through the landscape no shooting on the bonus levels to earn an extra load of bonus points. At the end of the bonus stage your harrier would hop off the dragon which would fly off into the distance and disappear.

It would be back to normal action again in the next level but these bonus stages added an extra dimention to the gameplay and a welcome break from the fast paced action. Those Eighteen Levels in The Fantasy Zone The eighteen levels were quite a challenge with the later levels being pretty difficult and fast moving.