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After Burner

From Alfawiki
After Burner
Company typeVideo game
IndustryVideo games
Founded1987
FounderYu Suzuki
Headquarters
Japan
ProductsAfter Burner, After Burner II
ParentSega

After Burner is a 1987 arcade rail shooter developed and published by Sega. Players pilot an American Grumman F-14 Tomcat fighter jet through eighteen distinct levels, engaging enemy aircraft using a machine gun alongside a limited supply of heat-seeking missiles. The game presents a third-person viewpoint reminiscent of Sega's earlier titles like Space Harrier and Out Run, and operates on the Sega X Board arcade hardware, which offers advanced capabilities for surface and sprite rotation. A standout feature was its hydraulic "taikan" motion simulator cabinet, designed to mimic cockpit movements with flight stick controls and secure seating equipped with seatbelts.

The game was created under the guidance of Sega veteran Yu Suzuki and the Sega AM2 team, marking Sega's first major blockbuster release. Development commenced in December 1986 following the completion of Out Run. Drawing inspiration from the movies Top Gun and Laputa: Castle in the Sky, Suzuki opted for a Top Gun-influenced aesthetic to maximize international appeal. Production took place offsite in "Studio 128" under a flexible work schedule. Later that year, an enhanced iteration featuring throttle controls, After Burner II, was introduced.

Commercially, After Burner achieved worldwide success—ranking as Japan’s second highest-grossing large arcade game in 1987 and topping the charts in 1988, while also placing among the top five highest-grossing dedicated arcade games in the United States that year. The title received acclaim for its visual presentation and gameplay mechanics, influencing subsequent games and leading to sequels and ports on systems such as the Master System, ZX Spectrum, and Famicom. Sega capitalized on this momentum with follow-ups like G-LOC: Air Battle. The franchise continues to be referenced in various Sega productions including Fighters Megamix, Shenmue, and Bayonetta.

Gameplay

Players take control of an F-14 Tomcat jet fighter, launching from the aircraft carrier named SEGA Enterprise to embark on a mission spanning 18 stages aimed at destroying hostile aircraft.

In the arcade edition, the jet is armed with a machine gun alongside a limited number of heat-seeking missiles (though the Master System port offers unlimited missiles). After several levels, a support plane resupplies the player’s weapons. The controls utilize an integrated flight stick for maneuvering.

For the US release, two types of arcade cabinets were available: a standard upright model and a deluxe rotating cockpit version. The deluxe cabinet featured tilting and rotation synchronized with stereo sound, plus seatbelt restraints for player safety. Both models included flashing lights signaling enemy lock-ons. Japan also received an additional commander cabinet capable of lateral movement, whereas other regions offered an open-style commander cabinet.

Development and release

After Burner was developed by Yu Suzuki of Sega AM2, with programming led by Satoshi Mifune and music composed by Hiroshi "Hiro" Kawaguchi. Work began in December 1986 shortly after completing Out Run, involving much of the same development team. Conceived as Sega’s inaugural "true blockbuster," the project remained confidential within the company. It was among the earliest titles produced under Sega’s new flextime work policy at "Studio 128."

Initially inspired by Laputa: Castle in the Sky, Suzuki shifted direction toward a style influenced by Top Gun to ensure broader global appeal. The game’s code was developed on a PC-98, marking Sega’s first utilization of personal computers rather than traditional workstations.

Key technical hurdles included implementing complex sprite and surface rotation—a significant achievement at that time—and perfecting missile smoke effects. Unlike Out Run, stages featured fictional locations due to time limitations. Although Soviet adversaries were considered during development, they were ultimately excluded to maintain coherent design consistency. Additional gameplay elements such as refueling and landing sequences were incorporated to diversify player experience.

The arcade cabinet came at a substantially higher cost than typical Sega machines. The initial prototype consisted of a monitor mounted on a steel frame; while powerful, it was deemed unsafe, resulting in reduced power settings for safety reasons. Suzuki also explored a gyroscopic cabinet concept that later evolved into the R-360. Plans for throttle controls were dropped to preserve game difficulty balance. The title ran on the Sega X Board, which powered other games like Thunder Blade (1987) and Super Monaco GP (1989).

After Burner debuted in Japan in July 1987, followed by releases in Europe in September 1987 and North America in October 1987. The hydraulic sit-down cabinet was priced at £4,000 (around US$6,000) within the UK market.

After Burner II

Following the success of After Burner, its sequel, After Burner II, was launched in 1987, also utilizing the Sega X Board arcade hardware. Generally regarded more as an enhanced version than a completely new release—a development approach Sega later repeated with titles like Galaxy Force and Galaxy Force II—this installment places players in control of an F-14 Tomcat fighter jet, tasked with confronting adversaries while dodging incoming attacks. It was distributed both as a conventional arcade cabinet and as a servo-driven sit-down motion simulator designed to replicate the aircraft’s movements. Upgrades included the addition of throttle controls and refreshed audio tracks, incorporating elements such as rock guitar riffs and octave variations within the soundtrack. The game achieved remarkable commercial success, securing its position as Japan's top-grossing arcade title in 1988.

The development team, operating under the codename Studio 128, was led by Yu Suzuki, Satoshi Mifune, and Kawaguchi, who maintained strict confidentiality throughout the project.

Arcade

In August 1987, Game Machine listed After Burner as the most favored arcade game in Japan. It became the second highest-grossing large-scale arcade game that year, trailing only behind Out Run, and ascended to become the leading arcade revenue generator in 1988. In the United States, it ranked within the top five highest-earning dedicated arcade games for 1988 and maintained a position among the top ten through 1990. Upon its UK release in September 1987, it dominated as the best-performing arcade game.

Critics offered positive evaluations of After Burner. Clare Edgeley from Computer and Video Games commended both its gameplay mechanics and motion cabinet experience, drawing parallels to Data East’s Lock-On (1986). The publication Top Score emphasized its intense action sequences and impressive animation quality, describing it as "one of the most visually striking and realistic shooting games," despite somewhat limited depth in gameplay. Scores included an 8/10 from Sinclair User, while Your Sinclair endorsed it despite a relatively higher price. Robin Hogg from The Games Machine praised its graphical fidelity and gameplay but expressed concern over the £1 cost in the UK market.

At Japan's 1987 Gamest Awards, After Burner earned Best Graphics and achieved high rankings across multiple categories, including second place for Game of the Year and third for Most Popular Game. Additionally, it received a Special Award at the 1988 iteration of the Gamest Awards. In America, it was honored with "Most Innovative Game" at the 1988 AMOA Games Awards.

After Burner II

In Japan, After Burner II matched its predecessor by becoming one of the highest-grossing arcade games in 1988.[1]

The Mega Drive edition was ranked number 38 in Mega magazine’s list of Top Mega Drive Games of All Time.[2] Additionally, MegaTech praised this version for delivering smooth and rapid gameplay alongside high-quality sound production.

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Ports

After Burner was adapted for a wide array of systems, including Amiga, MS-DOS, Amstrad CPC, Atari ST, X68000, FM Towns, Commodore 64, Master System, PC Engine, Sega Saturn, MSX, and ZX Spectrum. The Commodore 64 version saw two separate launches: one in Europe by U.S. Gold and another in the United States through Activision and Weebee Games. Rutubo Games produced a 32X version titled After Burner Complete, released in both Japan and Europe. An unauthorized port for the NES was initially created by Tengen but was later modified by Sunsoft for exclusive distribution in Japan. Additionally, the Game Boy Advance featured After Burner within the arcade compilation Sega Arcade Gallery.

In 1988, Sega's Master System edition became one of the top-selling titles in the US market. The magazine Computer Gaming World commended this version for its intricate aircraft models, striking environments, and dynamic explosion effects. The ZX Spectrum adaptation released the same year by Activision garnered favorable critiques, with Sinclair User awarding it a 90% score and Crash magazine giving it an 86%. On the other hand, the Commodore 64 port was met with disappointment, criticized for its inferior visuals and audio quality, receiving a mere 17% from Zzap!64. A subsequent PC evaluation by Computer Gaming World rated it with a single star, highlighting its failure to match the arcade original.

The 32X iteration earned positive feedback from GamePro, particularly for its graphics, sound design, and gameplay mechanics; however, it was considered only a slight improvement over the Genesis version of After Burner II, primarily appealing to new players.

Ports of After Burner II were made available on systems such as PC Engine, X68000, Mega Drive/Genesis, Famicom, FM Towns Marty, Atari ST, Amiga, Amstrad CPC, Commodore 64, and Sega Saturn. This title was subsequently upgraded with stereoscopic 3D functionality as part of the Nintendo 3D Classics collection for the Nintendo 3DS.

Sequels and related games

Although the After Burner franchise remained inactive for several years, Sega developed multiple flight combat games featuring the iconic F-14 Tomcat with gameplay closely resembling the original series. Titles such as G-LOC: Air Battle and its follow-up Strike Fighter—which was later renamed After Burner III for its home console release—are often regarded as spiritual successors. Later installments like Sky Target introduced three-dimensional visuals, while Sega Strike Fighter incorporated free-flight mechanics centered around an F/A-18 Hornet.

In 2006, Sega launched After Burner Climax on their Lindbergh arcade hardware, marking the first new arcade entry under the brand since After Burner II. This game was subsequently ported to digital platforms including Xbox Live Arcade and PlayStation Network (PSN), followed by a PSP-exclusive spin-off titled After Burner: Black Falcon in 2007. Although removed from digital storefronts in 2014, After Burner Climax resurfaced in 2019 as a free-to-play title supported by advertisements under the Sega Forever initiative on mobile devices.

In Japan, After Burner II was re-released on the PlayStation 2 as part of the classic Sega Ages lineup. Developer M2 also brought this version to the Nintendo 3DS via the eShop in 2013 (Japan) and globally in 2015. This adaptation remains faithful to the arcade original while incorporating Touch Controls and customizable screen layouts that replicate various cabinet designs. Additionally, it features a new Special mode that introduces a time-slowing "Burst" mechanic reminiscent of that found in After Burner Climax, accompanied by an alternate storyline and modified stages that emphasize expert gameplay without allowing continues.

Appearances in other titles

An emulated rendition of After Burner can be experienced inside the arcade setting of Shenmue 2. The legendary aircraft makes a secret appearance, unlocked via cheat code, in Fighters Megamix. The soundtrack from the game receives a remix treatment in Chapter 8 ("Route 666") of Bayonetta, a title developed by PlatinumGames and distributed by Sega; this rearranged track also features in both Super Smash Bros. for Wii U and Super Smash Bros. Ultimate during battles on the Umbra Clock Tower stage.

The "Carrier Zone" stage, drawing inspiration from After Burner, is reimagined as a tennis court in Sega Superstars Tennis and as a racing circuit in Sonic & All-Stars Racing Transformed. The latter game includes a playable character named AGES, whose vehicle transforms into an F-14 Tomcat during airborne sections, underscoring the franchise's impact across Sega's range of games.

Moreover, an After Burner remix featuring Vocaloid vocals is incorporated into both arcade and home console editions of Hatsune Miku: Project DIVA.

External links

  1. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named onitama.tv
  2. ↑ Mega magazine issue 1, page 76, Future Publishing, Oct 1992