3d Fantasy Zone Ii Wiki

Arcade gameplaySpace Harrier is a fast-paced game played in a perspective behind the protagonist, set in a world composed of brightly colored landscapes adorned with -style grounds and stationary objects such as trees or stone pillars. At the start of gameplay, players are greeted with a voice sample speaking 'Welcome to the Fantasy Zone. , in addition to 'You're doing great!' With the successful completion of a stage.

The title, simply named Harrier, navigates a continuous series of eighteen distinct while utilizing an underarm jet-propelled cannon that enables Harrier to simultaneously fly and shoot. The objective is simply to destroy all enemies—who range from prehistoric animals and to flying robots, airborne and alien pods—all while remaining in constant motion in order to dodge projectiles and immovable ground obstacles.Fifteen of the game's eighteen stages contain a at the end that must be killed in order to progress to the next level; the final stage is a of seven past bosses encountered up to that point that appear individually and are identified by name on the bottom of the screen. The two other levels are bonus stages that contain no enemies and where Harrier mounts an invincible catlike dragon named Uriah, whom the player maneuvers to smash through landscape obstacles and collect bonus points. After all lives are lost, players have the option of continuing gameplay with the insertion of an extra coin. As Space Harrier has no storyline, after the completion of all stages, only 'The End' is displayed before the game returns to the title screen and, regardless of how many of the player's extra lives remain. Development. The market research department told me not to make the game.

For Fantasy Zone on the Sega Master System, the GameFAQs information page shows all known release data and credits. 1-2 Players; Wikipedia (EN):: Sega 3D Classics Collection, 3DS.

I asked them why didn't succeed and they told me it was because the target is too small. Based on that, my conclusion was that I basically had to make sure the player could hit the target. So, I made a that guaranteed that the target could be hit. When the target was close, it would always hit, but when the target was in the distance, the player would miss. So the result of whether the player would hit the target or not was determined the second the player took the shot.—, 2010The game was first conceived by a Sega designer named Ida, who wrote a 100-page document proposing the idea of a three-dimensional shooter that contained the word ' in the title.

The game would feature a player-controlled that shot missiles into realistic foregrounds, a concept that was soon rejected due to the extensive work required to project the aircraft realistically from varying angles as it moved around the screen, coupled with arcade machines' memory limitations. Sega developer therefore simplified the title character to a human, which required less memory and realism to depict onscreen. He then rewrote the entire original proposal, changing the style of the game to a setting while keeping only the 'Harrier' name.

His inspirations for the game's new design were the 1984 film, the 1982 series, and the work of artist. Certain enemies were modelled on characters from the anime series. Suzuki included a nod to the original designer in the finished product with an enemy character called Ida, a large -like floating stone head, because the designer 'had a really big head.' Three different arcade cabinets were produced: an upright cabinet, a sit-down version with a fixed seat, and its best known incarnation: a deluxe cockpit-style rolling cabinet that was mounted on a motorised base and moved depending on the direction in which players pushed the joystick. Sega was hesitant to have the cabinets built due to high construction costs; Suzuki, who had proposed the cabinet designs, offered his salary as compensation if the game failed, but it would instead become a major hit in arcades.Suzuki had little involvement with the game after its initial release: the port was developed by Mutsuhiro Fujii and, and they added a final boss and an ending sequence which were included in subsequent ports.

The game was too successful for Sega to abandon the series, and other Sega staff, such as (character designer for ), (planner of ), and (director of ) have had involvement in various sequels. In a 2015 interview, Suzuki stated that he would have liked to create a new Space Harrier by himself, and was pleased to see it ported to the. Hardware. Space Harrier arcade machineSpace Harrier was one of the first releases to use and scaled sprite ('Super Scaler') technology that allowed at high, with the ability to display 32,000 colors on screen. Running on the previously used in Suzuki's 1985 arcade debut, / scaling is used for the stage backgrounds while the character are sprite-based. Suzuki explained in 2010 that his designs 'were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On.

I calculated the position, scale, and zoom rate in 3D and converted it backwards to. So I was always thinking in 3D.' The game's soundtrack is by, who composed drafts on a synthesizer and wrote out the final versions as, as he had no access to a 'real' at the time.

A powering both a chip and Sega's unit that was used for audio and voice samples. Space Harrier utilized an as its controller that allowed onscreen movement in all directions, while the of the character's flight is unchangeable. The degree of push and acceleration varies depending on how far the stick is moved in a certain direction. Two separate 'fire' buttons are mounted on the joystick (a trigger) and on the control panel; either one can be pressed repeatedly in order to shoot at enemies.Ports Space Harrier has been to numerous systems and for over a quarter of a century, with most early translations unable to reproduce the original's advanced visual or audio capabilities while the controls were switched from analog to digital. The first port was released in 1986 for the Master System ( Mark III in Japan), developed. The first two- cartridge produced for the console, the game was given a plot in which Harrier saves the 'Land of the Dragons' (rather than the 'Fantasy Zone') from destruction, with a new ending sequence in contrast to the arcade version's simple 'The End' message.

All eighteen stages were present but the backdrops therein were omitted, leaving just a monochromatic horizon and the checkerboard floors. An exclusive final boss was included in a powerful twin-bodied fire dragon named Haya Oh, who was named after then-Sega president. The 1991 port is based on its Master System counterpart, but with redesigned enemies and only twelve stages, while produced a near-duplicate of the arcade version in 1994 for the for the. Both games featured by Marc Ericksen. Other releases were developed for non-Sega gaming systems such as the and the, while Europe and North America saw home computer ports by for, the and, among others.M2, in collaboration with, ported Space Harrier to the handheld console in 2013, complete with and widescreen graphics—a process that took eighteen months. Sega CS3 producer Yosuke Okunari described the game's 3D-conversion process as 'almost impossible.

When you take a character sprite that was originally in 2D and bring it into a 3D viewpoint, you have to build the graphic from scratch.' During development, M2 president Naoki Horii sought opinions from staff members regarding the gameplay of the arcade original. 'They'd say it was hard to tell whether objects were right in front of their character or not. Once we had the game in 3D, the same people came back and said, 'OK, now I get it!

I can play it now!' ' The port included a feature that allowed players to use the 3DS's to simulate the experience of the original motorised cabinet by way of a tilting screen, compounded by the optional activation of the sounds of button clicks and the cabinet's movement.

Horii recalled in a 2015 interview that he was intrigued by the possibility of crafting Space Harrier and past Sega arcade games for the 3DS using stereoscopic technology. 'Both SEGA and M2 wanted to see what would happen if we added a little bit of spice to these titles, in the form of modern gaming technology. Would it enhance the entertainment factor? I think the reception that the releases have had from critics highlights that these games are as relevant today as ever, and that means we've succeeded.' Reception ReceptionAggregate scoreAggregatorScore70/100 ( 3DS)Review scoresPublicationScore4.5/5 ( 32X)2.5/5 ( PC)4.5/5 ( SMS)3/5 ( TG16)3/5 ( Wii)77% ( PC)35/40 ( PC)78% ( SMS)89% ( TG16)82% ( Amiga)4/5 ( 32X)9/10 ( SMS)4.5/10 ( Wii)5/5 ( PC)9/10 ( PC)Sega unveiled Space Harrier at the 1985 in Japan, and it was positively received upon its initial arcade and home releases. It tied at runner-up with the title for honors at the.

Reviewing the game at the 1986 in, Clare Edgeley of hailed it as a 'crowd stopper' due to its 'realistic' moving cockpit, graphic capabilities, and 'amazing landscapes', but cautioned: 'Unless you are an expert, you will find it very difficult.' Ed Semrad of gave the Master System port a 9/10 rating, and deemed it 'the best arcade shoot-'em-up of the year. As exciting a game as this reviewer has ever played'. Phil Campbell of praised the 1989 conversion as 'absorbing' and 'a faithful copy of the original.' Computer and Video Games called the port 'an entirely unpretentious computer game full of weird and wacky nasties.' Paul Mellerick of wrote that the Game Gear version was 'amazingly close to the original. The 's the speediest and smoothest ever seen.'

Commented that the 32X version had 'straightforward controls', graphics relatively close to the arcade version, and was 'a nice trip down memory lane', while enthused: 'No fan of the game who owns a 32X should be without it. It's one of the few must-haves on the system.' However, Lucas Thomas of IGN rated the 2008 port a 4.5 score out of 10, citing its 'poor visuals and poor control' and 'dulled' color palette, and of, in his review of Sonic's Ultimate Genesis Collection, criticized the Space Harrier emulation's 'numerous audio issues that make it sound completely different from the way the original game sounds.' Bob Mackey of said of the Nintendo 3DS port: ' Space Harrier remains a shallow game built around dated visual pizazz, and that hasn't really changed. But you're not likely to find a more lavish and loving presentation than Space Harrier 3D.'

The game continues to garner praise for its audio, visual, and gameplay features. 's Trevor Wilson remarked in 2006: 'It's easy to see why the game is so well-loved to this day, with its blinding speed and classic tunes.' In 2008, editor Darran Jones described the game as 'difficult', but 'a thing of beauty that even today. Possesses a striking elegance that urges you to return to it for just one more go.'

That same year, 's Levi Buchanan opined: 'Even today, Space Harrier is a sight to behold, a hellzapoppin' explosion of light, color, and imagination.' Eric Twice of Snackbar Games noted in 2013: 'It's easy to just see it as just a game in which you press the button and things die, but Suzuki is a very conscious designer. He has a very specific vision behind each of his games, and nothing in them is ever left to chance.'

In a 2013 retrospective on the series, Rich Stanton observed: 'The speed at which Space Harrier moves has rarely been matched. It's not an easy thing to design a game around. Many other games have fast parts, or certain mechanics tied to speed—and it's interesting to note how many take control away at this point. Every time I play Space Harrier. The speed blows me away one more time. It is a monster.'

Eric Francisco of described the game's visuals in 2015: 'Imagine an through an '80s anime, a novel, and early binge coding sessions.' Ranked the arcade original's bonus stage among the '25 best bonus levels of all time' in 2014, likening it to players piloting The Neverending Story's dragon character. Named the Space Harrier tribute stage from Bayonetta in their 2013 selection of 'the trippiest video game levels'. Also in 2013, Hanuman Welch of included Space Harrier among the ten Sega games he felt warranted a 'modern reboot', citing its 'kinetic pace that would be welcome on today's systems.' , the director of and creator of the series, cited Space Harrier as an inspiration for his entering the video game industry in a 2014 interview.

'There were so many trend-setting definitive games that came out in the 1980s, like and Space Harrier. All these game creators were trying to make original, really creative games that had never existed before.' Legacy Space Harrier spawned two home-system sequels in 1988. The exclusive utilized Sega's, and featured the same gameplay and visuals as the port of the original game while containing new stage, enemy, and boss designs. Was one of six for the Japanese debut of the (Sega Genesis), and released as such in the United States in August 1989.

In December 2000, fifteen years after the original game's debut, Sega released the loose arcade sequel, which again continued the gameplay style of the franchise but featured four new selectable characters each possessing distinct weapons, in addition to five fully realized stages and a new option of purchasing weapon. However, Planet Harriers had only a minimal presence in the United States due to its faltering arcade scene, and it was never given a home release. In 2003, a of the original Space Harrier was developed by as part of the Japanese classic-game series ( in North America and Europe) for the. The graphics are composed of instead of sprites while several characters are redesigned, and a selectable option allows players to switch to a 'fractal mode' that replaces the traditional checkerboard floors with playfields and includes two new underground stages. Power-ups such as bombs and lock-on targeting fly toward and are caught by the player during gameplay.The original Space Harrier was packaged with three of Yu Suzuki's other works—, and —for the 2003 release. The Space Harrier Complete Collection ( Sega Ages 2500 Series Vol.

20: Space Harrier II in Japan), developed by M2 for the PlayStation 2, followed in October 27, 2005 to commemorate the 20th anniversary of the franchise, and was composed of all the official series releases 'to go with the various generations of our customers,' according to Yosuke Okunari. Bonus content included a record-and-replay feature and an arcade promotional-material gallery, in addition to images of Hiroshi Kawaguchi's sheet music and notes for the original game's soundtrack. The 1991 Game Gear port is hidden therein as an.Space Harrier was re-released for, as part of the Sega Ages lineup.Other appearances Space Harrier has shared an unofficial connection with another Sega shooter franchise, which debuted in Japanese arcades in March 1986. Both series are believed to be set in the same; Space Harrier's opening line of dialogue at the start of gameplay ('Welcome to the Fantasy Zone') has been cited as a reason, but this was dispelled by Fantasy Zone director Yoji Ishii in a 2014 interview.

A 1989 port of Fantasy Zone for the Japan-exclusive contains a hidden stage called 'Dragon Land' that features Space Harrier enemy characters and is accessible only by following a specific set of instructions. In 1991, developed Space Fantasy Zone for the, featuring Fantasy Zone's main character Opa-Opa navigating nine levels of combined gameplay elements and enemies from both franchises. Despite a December 1991 preview in and advertising designed by artist, Space Fantasy Zone was never released due to a legal dispute with Sega over NEC's unauthorized use of the Fantasy Zone. However, copies were produced after a playable of the game was released on the Internet. Opa-Opa is included in Planet Harriers as a hidden character, while one of three available endings in the 2007 PlayStation 2 release Fantasy Zone II DX has Harrier and Uriah attempting to eliminate a turned-evil Opa-Opa bent on destroying the game's eponymous Fantasy Zone.The arcade version of Space Harrier is included in the 1999 title as a minigame, and as a full port in the 2001 sequel.

And the 2010 action-adventure game feature Space Harrier-inspired minigames. The title is available as an in (2009), for the and, though with sound emulation differences. In the 2012 title, a version of the Space Harrier main theme plays during the 'Race of Ages' stage, in which a statue of Harrier and a flying dragon appear in the background. In addition, character pilots a flying Space Harrier sit-down arcade cabinet during airborne levels. Sega included an emulation of the original title as a minigame in several titles of their series, such as the 2015 release, and the 2018 releases,. Influenced games The success of Space Harrier resulted in the development of other first-person rail shooters that attempted to emulate its three-dimensional scaling, visuals, and gameplay capabilities, causing them to be labeled ' Space Harrier '.

The first and most notable example was the 1987 title for the Famicom and Nintendo Entertainment System, which was followed by 's 1987 Famicom release Attack Animal Gakuen and other Japan-exclusive games such as 's, 's Cosmic Epsilon, and 's Jimmu Denshō, all released in 1989.Complete series. Space Harrier (1985) —, various other non-Sega home systems. (1988) — Master System. (1988) —, various other non-Sega systems. (2000) — Arcade only. Space Harrier Sega Ages Edition (2003) —. Sega Ages 2500 Vol.

20: Space Harrier Complete Collection (2005) — PlayStation 2. 3D Space Harrier (2013) —See also., 1983 arcade game with similar gameplayNotes. From the original on March 20, 2015. Retrieved January 6, 2015.

^ Sega Hardware Encyclopedia MASTER SYSTEM/Sega Mark 3 software. (in Japanese). From the original on October 11, 2016. Retrieved October 4, 2016. From the original on January 3, 2017. Retrieved August 5, 2006. ^ blackoak (2014).

From the original on September 23, 2016. Retrieved September 22, 2016.

^ Marriott, Scott Alan (14 November 2014). Archived from the original on 14 November 2014.

Retrieved September 25, 2016. CS1 maint: BOT: original-url status unknown. ^ Kalata, Kurt (December 8, 2013).

Retrieved August 11, 2016. ^ Racketboy (Nick Reichert) (December 1, 2014).

From the original on October 10, 2016. Retrieved October 9, 2016. From the original on July 24, 2017. Retrieved September 29, 2016. ^ Hill, Giles (February 18, 2014). From the original on August 27, 2016.

Retrieved October 1, 2016. ^. From the original on October 12, 2006. Retrieved October 7, 2016. ^ (PDF). (PDF) from the original on August 12, 2016.

Retrieved August 11, 2016. ^ (PDF). September 15, 2016. (PDF) from the original on September 16, 2016.

Retrieved September 15, 2016. From the original on September 16, 2016. Retrieved September 15, 2016. ^. Retrieved September 30, 2016.

^ Mielke, James (December 8, 2010). Archived from on June 4, 2016. Retrieved September 19, 2016. ^ Konstantin Govorun; et al. (November 2013). (Russian; translated and reprinted on ShenmueDojo.net).

From the original on October 12, 2016. Retrieved September 17, 2016. ^ Nick Thorpe; Yu Suzuki (August 13, 2015). 'The Making Of: Space Harrier'. Pp. 22–31. ^ Stanton, Rich (July 7, 2013).

From the original on October 1, 2016. Retrieved September 28, 2016.

Lambie, Ryan (June 3, 2010). From the original on October 3, 2016.

Retrieved October 2, 2016. Kent, Steven (2001).

The Ultimate History of Video Games. P. 501. John D. Vince (ed.) (2003), Handbook of Computer Animation (p. 4-5),. ^ Fahs, Travis (21 April 2009).

From the original on 18 January 2016. Retrieved 1 February 2011. Levi Buchanan (5 September 2008). From the original on January 3, 2017. Retrieved September 4, 2016. Mielke, James (December 7, 2010).

Archived from on July 26, 2015. Retrieved August 11, 2016. ^ blackoak (2009). From the original on October 8, 2016. Retrieved October 7, 2016.

^ Buchanan, Levi (5 September 2008). From the original on 9 October 2016. Retrieved 1 February 2011. Horowitz, Ken (January 3, 2006). From the original on September 15, 2016.

Retrieved September 4, 2016. ^ Buchanan, Levi (2008-11-17). From the original on 2016-06-25.

Retrieved 2016-10-06. Retrogaming Addict (in French).

From the original on 14 October 2016. Retrieved 30 August 2016. ^ Taylor, Graham (December 1986)., p. From the original on October 2, 2015. Retrieved March 24, 2014. ^ Smith, Rachael (March 1987)., p.

From the original on October 2, 2015. Retrieved March 24, 2014. From the original on 2013-04-09. Retrieved 2014-03-24.

Jenkins, David (December 23, 2013). From the original on September 14, 2016. Retrieved September 3, 2016. Sato (May 30, 2013). From the original on July 25, 2015.

Retrieved September 26, 2016. ^ Phillips, Joshua (November 26, 2013).

Nintendo Life. From the original on September 16, 2016. Retrieved September 15, 2016. December 19, 2012. From the original on July 26, 2015. Retrieved October 1, 2016.

^ Mackey, Bob (November 29, 2013). From the original on October 13, 2016. Retrieved September 30, 2016. Diver, Mike (July 23, 2015). From the original on July 22, 2016. Retrieved October 3, 2016.

From the original on October 6, 2016. Retrieved September 25, 2016.

^ Baker, Christopher Michael. Archived from the original on November 14, 2014. Retrieved November 14, 2014. CS1 maint: BOT: original-url status unknown. November 15, 2014. Archived from the original on November 15, 2014.

CS1 maint: BOT: original-url status unknown. 14 November 2014. Archived from the original on 14 November 2014. CS1 maint: BOT: original-url status unknown. Archived from the original on November 14, 2014. Retrieved September 25, 2016.

CS1 maint: BOT: original-url status unknown. Burkhill, Keith (December 1986). World of Spectrum.

From the original on October 1, 2015. Retrieved March 24, 2014. Burkhill, Keith (January 1987). World of Spectrum. From the original on October 1, 2015. Retrieved March 24, 2014.

Computer and Video Games, Complete Guide to Consoles, volume 1, page 71. Rignall, Julian.

Computer and Video Games (April 1989), p. Retrieved March 24, 2014. ^ Lacey, Eugene. Computer and Video Games (April 1989), p. (PDF) from the original on September 27, 2016. Retrieved September 25, 2016.

^. From the original on 2016-09-27. Retrieved 2016-09-25. Kalata, Kurt (April 8, 2008). Archived from the original on April 8, 2008. Retrieved September 30, 2015.

CS1 maint: BOT: original-url status unknown. ^ Thomas, Lucas M. (November 3, 2008). From the original on October 1, 2016. Retrieved September 27, 2016. The Arcade Flyer Archive.

Retrieved October 1, 2016. Edgeley, Clare (March 1986). From the original on November 19, 2016. Retrieved October 4, 2016. Semrad, Edward (May 16, 1987). Retrieved September 30, 2015. Worley, Joyce; Katz, Arnie; Kunkel, Bill (September 1988).

'Video Gaming World'. Computer Gaming World. Pp. 50–51.

Campbell, Phil (May 15, 1989). Retrieved September 24, 2016. Mellerick, Paul (March 1992). From the original on October 2, 2016.

Retrieved September 27, 2016. ^ Gerstmann, Jeff (February 16, 2009). From the original on February 26, 2014. Retrieved September 28, 2016. Rowe, Brian (September 27, 2011). From the original on September 23, 2016.

Retrieved September 21, 2016. Brown, Tom (December 20, 2015). Nintendo Wire. From the original on October 10, 2016. Retrieved October 7, 2016.

Wilson, Trevor (June 28, 2006). From the original on July 14, 2016. Retrieved September 24, 2016.

Jones, Darran (July 16, 2008). From the original on October 5, 2016. Retrieved October 3, 2016. Twice, Eric (May 24, 2013).

Snackbar Games. From the original on September 27, 2016. Retrieved September 24, 2016.

Francisco, Eric (July 15, 2015). From the original on September 23, 2016. Retrieved September 21, 2016. Towell, Justin; Sullivan, Lucas (March 31, 2014). From the original on October 12, 2016. Retrieved September 26, 2016.

Vas, Gergo (February 4, 2013). From the original on September 27, 2016. Retrieved September 24, 2016. Welch, Hanuman (November 10, 2013). From the original on January 27, 2015. Retrieved September 26, 2016.

Leone, Matt (May 28, 2009). Archived from on September 27, 2016. Retrieved September 25, 2016.

The film has a 94% fresh rating on based on 35 reviews. Themes Viewers and critics have often questioned whether or not the film is really a dream that Walker has after he is shot in the very beginning. Director Boorman claims to not have an opinion on the matter. Download point blank 2019.

Lawson, Caleb (September 15, 2014). From the original on September 25, 2016. Retrieved October 7, 2016. ^ Kalata, Kurt (December 8, 2013). Hardcore Gaming 101. From the original on September 26, 2016.

Retrieved September 23, 2016. Alaimo, Chris (May 14, 2014). Classic Gaming Quarterly. From the original on October 18, 2016.

Retrieved October 15, 2016. Buchanan, Levi (September 5, 2008). From the original on September 27, 2016. Retrieved October 14, 2016. ^. November 25, 2013.

From the original on September 19, 2016. Retrieved September 15, 2016.

Gerstmann, Jeff (April 1, 2005). From the original on November 14, 2017. Retrieved October 11, 2016. SEGA AGES 2500 SERIES Vol.20. Sega (in Japanese). Archived from on August 3, 2014. Retrieved October 8, 2016.

SEGA AGES 2500 Series Vol.20 Space Harrier II Space Harrier Complete Collection. Playstation.com (in Japanese).

From the original on February 16, 2011. Retrieved October 9, 2016. Renaudin, Josiah (October 25, 2013). From the original on August 3, 2018.

Retrieved September 26, 2016. Staff (November 2, 2005). From the original on September 21, 2016. Retrieved September 2, 2016. Sega Ages (in Japanese). From the original on September 26, 2016. Retrieved October 8, 2016.

Fahs, Travis (October 1, 2008). From the original on September 24, 2016. Retrieved September 23, 2016. From the original on September 24, 2016. Retrieved September 23, 2016. Reis, Marcelo.

Universo PC Engine. From the original on September 24, 2016. Retrieved September 23, 2016. Kalata, Kurt (July 15, 2014).

Hardcore Gaming 101. From the original on September 13, 2016. Retrieved September 23, 2016. Geddes, Ryan (March 19, 2008).

From the original on September 21, 2016. Retrieved September 12, 2016. Hoggins, Tom (October 20, 2014). From the original on October 11, 2016. Retrieved September 17, 2016. Powell, Chris (December 30, 2013). From the original on August 7, 2016.

Retrieved September 10, 2016. Van Allen, Eric (January 19, 2017). Wolfgang's Vault. From the original on December 16, 2017. Retrieved December 15, 2017.

Lim Choon Wee; et al. (October 25, 1990). Retrieved September 24, 2016. Tryie, Ben (February 28, 2011).

From the original on October 18, 2016. Retrieved October 15, 2016. Gesualdi, Vito (February 22, 2013). From the original on September 27, 2016. Retrieved September 24, 2016.

Charlton, Chris (November 30, 2015). Archived from on July 31, 2016.

Retrieved October 16, 2016. Kalata, Kurt; Derboo, Sam (September 5, 2014). Hardcore Gaming 101. From the original on October 18, 2016. Retrieved October 14, 2016. Kalata, Kurt (May 21, 2013).

Hardcore Gaming 101. Archived from on May 7, 2016. Retrieved October 14, 2016. Cifaldi, Frank (January 11, 2010).

Archived from on October 18, 2016. Retrieved October 16, 2016. Gifford, Kevin (May 24, 2010). From the original on March 16, 2017. Retrieved October 14, 2016.External links. at Coinop.org. at.

at SpectrumComputing.co.uk. (in Japanese).

Due to the Coronavirus Disease (COVID-19), we are under heavy load of retrogamers wanting to travel back to those old and safe times. Please choose thoroughly every game you download and share the bandwidth with everyone.
    > >
  1. Fantasy Zone II
3 / 5 - 1 vote

Description of Fantasy Zone II SEGA Master System

If you haven't played Fantasy Zone II or want to try this action video game, download it now for free! Published in 1987 by SEGA of America, Inc., Fantasy Zone II (aka ファンタジーゾーンII オパオパの涙) was an above-average shooter title in its time.

Captures and Snapshots

Screenshots from MobyGames.com

Comments and reviews

There is no comment nor review for this game at the moment.

Wiki

Write a comment

Share your gamer memories, help others to run the game or comment anything you'd like. If you have trouble to run Fantasy Zone II (SEGA Master System), read the abandonware guide first!

Download Fantasy Zone II SEGA Master System

We may have multiple downloads for few games when different versions are available. Also, we try to upload manuals and extra documentations when possible. If the manual is missing and you own the original manual, please contact us!

Just one click to download at full speed!

SEGA Master System ROM

Similar games

Fellow retro gamers also downloaded these games:

DOS, Mac, C64, Atari 8-bit, Atari ST, Apple II, PC-881983