A shooter with places to revisit

Flying in both directions already gives Fantasy Zone a different rhythm from a fixed march through enemy waves. Warp connections make the sequel feel more like a place to search. The next purchase depends on the money you collect, so destroying a target is only part of the task: getting to its reward safely matters too. Cheerful scenery makes it easy to underestimate how busy the screen can become.

The sequel began as a 1987 Mark III home game. Its connected areas and health system gave players more to manage between boss encounters. M2 later built a System 16 reinterpretation in 2008; that version’s arcade appearance should not be mistaken for evidence that the 1987 game began on that hardware.

Keep track of the exits

Make a mental note of warp exits and shop positions. A better weapon is useful only if you can reach the next target with it. Try another route before assuming that a difficult section demands faster reactions.

Why we chose it for Master System

Warp connections and shopping make this home-designed shooter as much about choosing a route as clearing the screen.

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Release record

Original worldwide release: 1987. Release records above identify the console editions covered by this collection.

Sources and further reading3 references
  1. ソフトウェア一覧 | セガ・マークⅢ ↗SEGA · Accessed 2026-10-27

    Japanese Mark III and Master System release catalogue. These dates are not worldwide launches.

  2. ファンタジーゾーンII オパオパの涙 ↗SEGA · Accessed 2026-10-27

    Original 1987 home game, connected warp areas, shops and health. Historical Wii page, not a current storefront.

  3. PlayStation2ファンタジーゾーンコンプリートコレクション SYSTEM16版ファンタジーゾーンII 体験版公開のお知らせ ↗M2 · Accessed 2026-10-27

    Developer explains that the System 16 version was newly made in 2008. It is not the original 1987 Master System game.