Fantasy Zone
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| Fantasy Zone | |
|---|---|
Japanese arcade flyer | |
| Developer | Sega R&D1[a] |
| Publishers | |
| Designer | Yoji Ishii |
| Programmer | Shuichi Katagi |
| Artist | Masaki Kondo |
| Composer | Hiroshi Kawaguchi |
| Series | Fantasy Zone |
| Platforms | Arcade, Master System, MSX, NES, TurboGrafx-16, X68000, Sega Saturn |
| Release | |
| Genre | Scrolling shooter |
| Mode | Single-player |
| Arcade system | Sega System 16A |
Fantasy Zone[b] is a 1986 horizontally scrolling shooter video game developed and published by Sega for arcades. It is the first game in the Fantasy Zone series, and was later ported to several home consoles, including Sega's Master System. The player controls a sentient spaceship named Opa-Opa who fights an enemy invasion in the titular group of planets. The game contains a number of features atypical of the traditional scrolling shooter. The main character, Opa-Opa, is sometimes referred to as Sega's first mascot character.[12]
The game's design and main character have similarities to Konami's TwinBee, and both games are credited with establishing the cute 'em up subgenre.[13] Fantasy Zone also popularized the concept of a boss rush, a stage where the player faces multiple previous bosses again in succession.[14] The game was followed by several sequels, beginning with Fantasy Zone II: The Tears of Opa-Opa in 1987.
Gameplay
[edit]
In the game, the player's ship is placed in a level with a number of bases to destroy. When all the bases are gone, the stage boss appears, who must be defeated in order to move on to the next stage. There are eight stages, and in all of them, except the final one, the scrolling camera is not fixed; the player can move either left or right, although the stage loops. The final level consists of a rematch against all of the previous bosses in succession before facing the final boss.
Opa-Opa uses two different attacks: the standard weapon (initially bullets) and bombs. He can also move down to land on the ground by sprouting feet and walking around until he flies again.
It is possible to upgrade Opa-Opa's weapons, get bombs and flying engine to increase speed, and get extra lives. To do these, the player must get money by defeating enemies, bases or bosses, and access a shop by touching a marked balloon. Prices rise with each purchase. When the player chooses to exit or the time runs up, another screen appears to equip these upgrades; only one engine, weapon and bomb can be equipped at a time.
Some of the purchasable weapons have a time limit that starts as soon as the shop is left. Some of the bombs can be used at any moment, but are limited in quantity. Engine upgrades are permanent. The powerups can also be reassigned by reentering the shop or touch a balloon with the word "Select" written on it. If the player loses a life, all of the upgrades are lost.
Ports and re-releases
[edit]
Fantasy Zone was ported to the Master System, MSX, Famicom/Nintendo Entertainment System, X68000, and PC Engine—all with similar gameplay, though with some notable differences. For example, the Master System version lacks some features such as the radar that indicates the location of the bases or a gauge that indicates energy level, and two of the bosses were replaced by alternate bosses.
Two different versions were released for the Famicom and NES. The Japanese version was released in 1987, developed and published by Sunsoft. The American version was released in 1990, developed by Pixel and published by Tengen. In 1997, Fantasy Zone was released in the Sega Ages series in Japan for the Sega Saturn.
Fantasy Zone was re-released as an enhanced remake for the PlayStation 2, again in the Sega Ages series. Although similar in appearance to the arcade version (even incorporating the original arcade sounds), this version uses polygons instead of sprites and adds some stages, including bonus levels with the viewpoint behind Opa-Opa as he tries to collect coins from any boss that was defeated at the moment; this game mode is very similar to Space Harrier, or the unreleased Space Fantasy Zone. This version was released in North America and Europe as part of the Sega Classics Collection.
Due to hardware limitations, this version was divided in three different parts. The Master System version was re-released in Japan for the Virtual Console on March 11, 2008, for Europe and Australia on April 11, and in North America on April 14.[15]
On September 18, the final Sega Ages disc was devoted to the series, Fantasy Zone Complete Collection. Instead of a 3D remake, it compiles all of the games in the series, including spin-offs, all of Sega's own versions, and a remake of Fantasy Zone II for System 16 hardware.
The original arcade version is unlockable in Sonic's Ultimate Genesis Collection. A 3D port of the game was released on March 19, 2014 for the Nintendo 3DS titled 3D Fantasy Zone: Opa-Opa Bros. New features of the 3DS port involve stereoscopic 3D visuals, adjustable difficulty settings, the ability to save the game, the ability to switch to the Japanese versions and US versions of the game, a Stage Select feature, and a new mode which involves the player playing as Upa-Upa, Opa-Opa's brother. The two replacement bosses from the Master System release can be unveiled, each replacing the standard boss.
The arcade version is a minigame in several entries in the Yakuza series, beginning with Yakuza 0.[16] It is identical to the original arcade release, except the addition of a rapid fire button.
A Sega Genesis port of the game was developed for the Sega Genesis Mini 2, the successor to the Sega Genesis Mini microconsole, which was released on October 27, 2022. The port added a Super Easy mode.[17]
Reception
[edit]Fantasy Zone was very successful in Japanese arcades, helping to give rise to the popular System 16 arcade board. In April 1986, it was the second top-grossing table arcade cabinet of the month in Japan.[18] It was the top-grossing arcade game in Japan from July–August 1986.[19]
The Sega Master System version was reviewed in 1988 in Dragon, given 4 out of 5 stars.[20] In 1988, it got four categories of 9/10 each from Computer and Video Games, calling it "a beaut of a game [where] I-want-to-eat-this-cartridge scrolling backdrop and aliens float in from all sides spitting death at you".[21] In 1989, Computer and Video Games rated the PC Engine version 88% and the Master System version 87%, considering the PC Engine version to be better than the Master System version but not as commercially successful.[22] Console XS reviewed the Master System version in 1992, giving it a 91% score.[23]
It was reviewed by Génération 4,[24] Sega Power,[25] Happy Computer,[26] and Tilt in 1987[27] and 1990.[28]
Sequels
[edit]- Fantasy Zone II: The Tears of Opa-Opa (1987)
- Opa Opa (released internationally as Fantasy Zone: The Maze) (1987)
- Galactic Protector (1988)
- Space Fantasy Zone (1990, unreleased)
- Fantasy Zone Gear: The Adventures of Opa-Opa Jr. (released internationally simply as Fantasy Zone) (1991)
- Super Fantasy Zone (1992)
- Fantasy Zone (Redemption Game) (1999)
- Medal de Fantasy Zone (2012)
Notes
[edit]- ^ Master System version developed by Sega R&D2; MSX version developed by Pony Inc.; Famicom version developed by Sunsoft; NES version developed by Pixel; TurboGrafx-16 version developed by Bits Laboratory; X68000 version developed by Dempa Shimbunsha; Saturn version developed by Rutobo Games.
- ^ Japanese: ファンタジーゾーン, Hepburn: Fantajī Zōn
References
[edit]- ^ "1986年セガ業務用ゲーム全リスト" [Complete list of Sega arcade games from 1986] (PDF). Mega Drive Fan (in Japanese). 1992. p. 83. Retrieved August 6, 2024.
- ^ "Availability Update". Computer Entertainer. Vol. 5, no. 7. October 1986. p. 14.
- ^ "Software List". Sega Hardware Encyclopedia (in Japanese). Sega Corporation. Archived from the original on June 21, 2019. Retrieved May 15, 2023.
- ^ "Sega Release Schedule to November 1987 - UK". Computer and Video Games. No. 73. November 1987. p. 132.
- ^ "Fantasy Zone MSX Ad" (PDF). MSX Magazine (in Japanese). ASCII Corporation. March 1987.
- ^ "Availability Update". Computer Entertainer. Vol. 9, no. 2. May 1990. p. 14.
- ^ "All Famicom games sorted from the latest release to the earliest". Famitsu. Archived from the original on October 15, 2023.
- ^ "Availability Update". Computer Entertainer. Vol. 8, no. 9. December 1989. p. 14.
- ^ "PC Engine Software List 1987-1988". GAME Data Room (in Japanese). Archived from the original on August 27, 2018.
- ^ Matsubara, Keigo (2019). "X680x0ソフトリスト963タイトル" (in Japanese). Video Game Search. Archived from the original on April 15, 2017.
- ^ "Software List (Released by Sega)". セガ 製品情報サイト (in Japanese). Sega.
- ^ Plunkett, Luke (April 6, 2011). "Remembering Sega's Exiled Mascot". Retrieved December 31, 2021.
- ^ "Fantasy Zone – Hardcore Gaming 101".
- ^ "Fantasy Zone – 2014 Developer Interview". Shooting Gameside. Vol. 10. September 26, 2014. Retrieved May 4, 2021.
- ^ "Fantasy Zone and Mega Turrican Now Available on Wii Shop Channel!". Nintendo of America. April 14, 2008. Archived from the original on June 13, 2013. Retrieved April 14, 2008.
- ^ Brown, Peter (January 19, 2017). "Yakuza 0 Review". Retrieved December 15, 2017.
- ^ "Sega has announced a Mega Drive Mini 2, including Mega CD games". June 3, 2022.
- ^ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (in Japanese). No. 282. Amusement Press, Inc. April 15, 1986. p. 21.
- ^ "ゲーム人気度ベスト10" [Best 10 Popular Games]. Gamest (in Japanese). Vol. 3 (September 1986). August 18, 1986. p. 73.
- ^ Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (August 1988). "The Role of Computers: FantasyZone" (PDF). Dragon. No. 136. pp. 76–81.
- ^ "Fantasy Zone review". Computer and Video Games. No. 79. May 1988. p. 123 – via Amiga Magazine Rack.
- ^ "Complete Games Guide" (PDF). Computer and Video Games. No. Complete Guide to Consoles. October 16, 1989. pp. 46–77.
- ^ "Software A-Z: Master System". Console XS. No. 1 (June/July 1992). United Kingdom: Paragon Publishing. April 23, 1992. pp. 137–47.
- ^ "Le site des anciennes revues informatiques - www.abandonware-magazines.org". Génération 4. 1987. Retrieved March 22, 2022 – via abandonware-magazines.org.
- ^ "Fantasy Zone" (PDF). Sega Power. December 1993. p. 130.
- ^ "Happy Computer". Happy Computer. November 1986 – via Kultboy.com.
- ^ "Tilt". Tilt. December 1987. pp. 100–101.
- ^ "Tilt". Tilt. March 1990 – via abandonware-magazines.org.
External links
[edit]- Fantasy Zone at Hardcore Gaming 101
Fantasy Zone
View on GrokipediaDevelopment and Release
Design Process
Fantasy Zone was developed by Sega's arcade division under the direction of designer Yoji Ishii, who aimed to create an original shoot 'em up following a failed space-themed project. The game was one of the earliest titles for Sega's System 16 arcade hardware, released in Japanese arcades in March 1986. This hardware enabled advanced sprite handling and scrolling capabilities, allowing for up to 128 sprites on screen, which developers doubled to 256 for effects like the protagonist ship's explosion animations.[4][1] The design drew inspirations from contemporary shoot 'em ups such as Space Harrier (1985), which shared a fantastical universe setting, but Ishii sought to differentiate with a "cute 'em up" aesthetic. This featured whimsical, cartoonish enemies and environments in pastel colors, contrasting the metallic, dark sci-fi visuals of games like Gradius (1985) and Xevious (1982). The cheerful protagonist ship, Opa-Opa, embodied this lighthearted tone, with its name derived from samba music influences to evoke playfulness.[4][1] A key innovation was the introduction of an economy system, the first in a shoot 'em up, where players collect coins from defeated enemies to purchase upgrades at in-game shops, adding resource management to the genre. Development emphasized horizontal scrolling with free left-right movement within screen bounds, inspired by titles like Defender (1981) and Drol (1983), enabling strategic rushing or retreating. The team, including composer Hiroshi Kawaguchi, completed the project in approximately six months, focusing on accessibility for broader audiences.[4] Core level design innovations included destructible enemy bases scattered across each planet-themed stage—typically 10 per zone—that players must eliminate to trigger boss encounters. These end-of-zone bosses were uniquely tailored, such as requiring specific weapons like the Smart Bomb against certain foes, culminating in a boss rush in the final stage. This structure blended exploration, destruction, and escalation, prioritizing a "boss game" feel over linear progression.[4]Initial Release
Fantasy Zone was initially released in Japanese arcades on March 15, 1986, and internationally in 1986.[5][6] Developed and published entirely in-house by Sega, the game ran on the company's System 16 arcade hardware, marking an early title for this 16-bit platform introduced in 1985.[7] The initial rollout featured upright cabinets as the primary design, distributed through Sega's established arcade network in Japan and later exported overseas, with typical play pricing set at 100 yen per coin in domestic locations.[8] Sega positioned Fantasy Zone amid intensifying competition in the arcade market from rivals like Namco and Capcom, emphasizing its innovative free-scrolling shooter mechanics and cute, pastel aesthetic as key differentiators to attract players.[4] The early production emphasized reliability on the System 16 board, with no major variants beyond standard upright models reported for the initial run, though cocktail table conversions appeared in limited locations.[1] Technically, the game operated at a resolution of 320x224 pixels, enabling vibrant visuals with support for up to 128 sprites on screen simultaneously, including hardware-assisted zooming and translucent effects.[9] Audio was handled by the Yamaha YM2151 sound chip running at 4 MHz, delivering chiptune music and effects that complemented the whimsical theme, powered alongside a Zilog Z80 subsidiary CPU.[7] These specifications allowed Fantasy Zone to showcase Sega's advancing capabilities in sprite handling and colorful graphics, setting it apart in the 1986 arcade landscape.[4]Gameplay
Core Mechanics
Fantasy Zone is a horizontal scrolling shooter in which players control Opa-Opa, a sentient spaceship with wings, defending the eight planets of the Fantasy Zone galaxy from an invading alien force.[10][2] The core objective is to eliminate all ten enemy bases on each planet, which serve as generators spawning waves of flying adversaries; destroying them halts further spawns and reveals a warp gate leading to the boss encounter, where the player must defeat the planet's oversized guardian to progress. If bases remain uncleared, enemy invasions intensify, eventually overwhelming Opa-Opa and ending the game.[10][2] Player controls feature 360-degree free movement via joystick, allowing Opa-Opa to navigate the screen in any direction while firing forward-facing bullets at enemies; additionally, a limited stock of bombs can be dropped, arcing downward to deliver area damage against ground targets and clusters of foes. Defeated enemies release collectible coins, which contribute to scoring and can be used for inter-stage shop purchases.[10][2] Levels are structured as looping horizontal maps across vibrant, pastel-colored planets, where players manually scroll left or right to hunt bases displayed on an on-screen radar; clearing a planet advances to the next, with eight total stages culminating in a boss rush finale. The scoring system grants points for each enemy and base destroyed, plus bonuses for swift completions and no-damage performances, emphasizing precise control and strategic base prioritization over the game's whimsical aesthetic.[10][2]Upgrade System
In Fantasy Zone, players access the upgrade shop by colliding with a distinctive balloon that appears at the start of each stage or after losing a life without defeating the boss, allowing purchases of temporary enhancements for the protagonist ship, Opa-Opa, using coins collected from defeated enemies.[11][12] These upgrades, which persist only until the next death, focus on improving firepower, mobility, and defensive options to tackle increasingly challenging levels filled with enemy bases and bosses.[1] The available upgrades fall into three main categories: engines for speed and maneuverability, shot weapons for offensive variety, and bombs for area-clearing attacks. Engines enhance Opa-Opa's velocity but can reduce control at higher levels, while shot weapons replace the default twin shot for limited durations (approximately 20 seconds before reverting), and bombs increase capacity up to 10, with types selected via a separate yellow "Select" balloon.[11][12] A special purchase option provides extra lives, essential since lives are not awarded based on score. Representative examples include the Jet Engine for balanced speed gains and the Laser Beam for piercing, high-damage shots against clustered foes.[1]| Category | Upgrade Example | Base Cost | Effect |
|---|---|---|---|
| Engines | Big Wings | $100 | Minor speed increase for basic mobility. |
| Engines | Jet Engine | $1,000 | Significant speed boost with maintained control for evasion. |
| Shot Weapons | Wide Beam | $500 | Fires a broad horizontal shot covering more area. |
| Shot Weapons | Laser Beam | $1,000 | Continuous, piercing beam for sustained damage on lines of enemies. |
| Bombs | Smart Bomb | $2,000 | Instant screen-wide explosion clearing all on-screen threats. |
| Bombs | Twin Bombs | $100 | Doubles bomb output for efficient base destruction. |