Difference between revisions of "After Burner"

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Line 5: Line 5:
 
| tab1=X Board
 
| tab1=X Board
 
| tab2=Master System
 
| tab2=Master System
| publisher=[[Sega]]
+
| publisher=[[Sega Enterprises, Ltd.]]
 
| developer={{company|[[Studio 128]]|system=XBD}}
 
| developer={{company|[[Studio 128]]|system=XBD}}
{{company|[[Sega]]|system=SMS}}
+
{{company|[[Sega Enterprises, Ltd.]]|system=SMS}}
 +
| distributor={{company|[[Amiro]]|system=XBD|region=FR}}
 +
{{company|[[Unidesa]]|system=XBD|region=ES}}
 +
{{company|[[Tonka]]|system=SMS|region=US}}
 +
{{company|[[Kanal 10]]|region=SE rental|system=SMS}}
 +
{{company|[[Tec Toy]]|region=BR|system=SMS}}
 +
{{company|[[Samsung]]|region=KR|system=SMS}}
 
| system=[[Sega X Board]], [[Sega Master System]]
 
| system=[[Sega X Board]], [[Sega Master System]]
| peripherals={{SMS}} [[FM Sound Unit]]
+
| peripherals={{SMS}} [[FM Sound Unit]]  
 
| genre=Shooting{{ref|https://web.archive.org/web/20191231022720/https://sega.jp/history/hard/mastersystem/software.html}}
 
| genre=Shooting{{ref|https://web.archive.org/web/20191231022720/https://sega.jp/history/hard/mastersystem/software.html}}
 
| players=1
 
| players=1
 
| releases={{releasesArcade
 
| releases={{releasesArcade
| xbd_date_jp=1987-07-17{{ref|http://sega.jp/fb/segahard/master/gallery.html}}
+
| xbd_date_jp=1987-07-13{{fileref|GameMachine JP 313.pdf|page=12}}{{ref|https://web.archive.org/web/20140407231322/https://www.sega.jp/fb/segahard/master/gallery.html}}
 +
| xbd_date_us=1987
 
| xbd_date_uk=1987-10{{magref|cvg|73|134}}
 
| xbd_date_uk=1987-10{{magref|cvg|73|134}}
| xbd_date_us=1987
+
| xbd_rrp_uk=10,000{{ref|1=[https://doi.org/10.7551/mitpress/12420.003.0013 Meades, Alan (2022-10-25). "SegaWorld, Street Fighter II, and Exporting Games to Japan". ''Arcade Britannia: A Social History of the British Amusement Arcade''. The MIT Press. pp. 203-231 (214-20). ISBN 978-0-262-37234-3.]}}{{magref|ace|6|25}}
 
| megatech_date_uk=19xx
 
| megatech_date_uk=19xx
 
}}
 
}}
Line 26: Line 33:
 
| sms_date_eu=1988
 
| sms_date_eu=1988
 
| sms_code_eu=MK-9001-50
 
| sms_code_eu=MK-9001-50
| sms_date_uk=1988-03{{magref|cvg|77|10}}
+
| sms_date_uk=1988-03{{fileref|SMSGamesCatalogueUK.pdf|page=2}}{{magref|cvg|77|10}}{{fileref|BristolEveningPost UK 1988-04-01 Page 57.jpg}}
 
| sms_code_uk=MK-9001-50
 
| sms_code_uk=MK-9001-50
| sms_rrp_uk=24.95{{magref|ace|7|51}}{{magref|gamesmachineuk|4|54}}<!--29.99{{magref|segapower|23|40}}-->
+
| sms_rrp_uk=24.95{{magref|ace|7|51}}{{magref|gamesmachineuk|4|54}}{{fileref|Mastertronic UK Catalogue 1988.pdf|page=2}}<!--29.99{{magref|segapower|23|40}}-->
 
| sms_date_br=19xx
 
| sms_date_br=19xx
 
| sms_date_au=1988
 
| sms_date_au=1988
Line 38: Line 45:
 
| sms_code_fr=MK-9001-50
 
| sms_code_fr=MK-9001-50
 
| sms_date_gr=19xx
 
| sms_date_gr=19xx
 +
| sms_date_se=19xx
 +
| sms_date_se_r=19xx
 
}}
 
}}
 
}}
 
}}
 
'''''{{PAGENAME}}''''' (アフターバーナー) is a third-person rail shooter [[arcade]] game designed by [[Yu Suzuki]] and developed by [[Studio 128]], released for the [[Sega X Board]] system in 1987. The game was released in three variations: a standard upright cabinet, and two cockpit versions, one that tilts left and right, and one a rotating cockpit version. An updated version was released months later, ''[[After Burner II]]''.
 
'''''{{PAGENAME}}''''' (アフターバーナー) is a third-person rail shooter [[arcade]] game designed by [[Yu Suzuki]] and developed by [[Studio 128]], released for the [[Sega X Board]] system in 1987. The game was released in three variations: a standard upright cabinet, and two cockpit versions, one that tilts left and right, and one a rotating cockpit version. An updated version was released months later, ''[[After Burner II]]''.
  
''After Burner'' stands as one of [[Sega]]'s most successful arcade games, building on the momentum started earlier in the decade with ''[[Hang-On]]'', ''[[Space Harrier]]'' and ''[[OutRun]]''. It was the first game to utilise [[Sega X Board]] technology, allowing for the easy scaling and rotation of in-game sprites, producing three-dimensional graphics. It is also remembered for its then-revolutionary sit-down cabinet design, complete with a horizontally rotating seat and a vertically rotating cockpit, controlled (like the game) by the integrated analog flight stick, with the cabinet's motion corresponding to the joystick's movement.
+
''After Burner'' stands as one of Sega's most successful arcade games, building on the momentum started earlier in the decade with ''[[Hang-On]]'', ''[[Space Harrier]]'' and ''[[OutRun]]''. It was the first game to utilise [[Sega X Board]] technology, allowing for the easy scaling and rotation of in-game sprites, producing three-dimensional graphics. It is also remembered for its then-revolutionary sit-down cabinet design, complete with a horizontally rotating seat and a vertically rotating cockpit, controlled (like the game) by the integrated analog flight stick, with the cabinet's motion corresponding to the joystick's movement.
 +
 
 +
Its analog flight-stick controls moved in all directions and measured the degree of push, a precursor to the analog thumbsticks of later console controllers including the [[XE-1 AP]], [[N64]] controller and [[Control Pad (Saturn)]]. ''After Burner''<nowiki>'</nowiki>s gameplay also featured a lock-on system, which was adopted by later rail shooters such as Sega's ''[[Panzer Dragoon (series)|Panzer Dragoon]]'' and ''[[Rez]]''.{{magref|retrogamer|145|28}}
 +
 
 +
==Story==
 +
''{{PAGENAME}}'' has 3 different stories: A Japanese story, printed in promotional material for the arcade game and which has a loose sequel in the manual to the Japanese [[Game Gear]] game ''[[G-LOC: Air Battle]]'', a Western story printed in the [[Master System]] version's manual, and an in-game story likely based on the game's development, cryptically hinted at through in-game messages.{{ref|https://replayburners.web.fc2.com/ab2/ab2_story.html}}
  
Its analog flight-stick controls moved in all directions and measured the degree of push, a precursor to the analog thumbsticks of the [[N64]] and later consoles. ''After Burner''<nowiki>'</nowiki>s gameplay also featured a lock-on system, which was adopted by later rail shooters such as Sega's ''[[Panzer Dragoon (series)|Panzer Dragoon]]'' and ''[[Rez]]''{{magref|retrogamer|145|28}}.
 
  
 
==Gameplay==
 
==Gameplay==
Line 58: Line 71:
 
| [[Yu Suzuki]] }}
 
| [[Yu Suzuki]] }}
 
The game was also influenced by popular culture. Suzuki was originally inspired by [[wikipedia:Hayao Miyazaki|Hayao Miyazaki]]'s 1986 [[wikipedia:Anime|anime]] film ''[[wikipedia:Castle in the Sky|Laputa: Castle in the Sky]]'', and the game was going to have a similar [[wikipedia:Steampunk|steampunk]] sci-fi/fantasy theme. After watching the 1986 Hollywood film ''[[wikipedia:Top Gun|Top Gun]]'', the team realized that the game needs to attract worldwide audiences, so they changed it to a more realistic theme with an F-14 fighter jet. The game was intended to start off in the Mediterranean and head towards Russia, but the team didn't have the time to scout out locations like they did for ''[[Out Run]]'', so much of the scenery in ''After Burner'' ended up being imaginary. A major challenge when creating the game was [[sprite]]/texture rotation, researching how to rotate the surfaces of the sprites, which was a major milestone. Another major milestone was making the smoke trails from missiles look more realistic.{{ref|[http://shmuplations.com/afterburner/ After Burner II: Developer Interviews (Yu Suzuki, Satoshi Mifune, Hiroshi “Hiro” Kawaguchi, Ryu)]}}
 
The game was also influenced by popular culture. Suzuki was originally inspired by [[wikipedia:Hayao Miyazaki|Hayao Miyazaki]]'s 1986 [[wikipedia:Anime|anime]] film ''[[wikipedia:Castle in the Sky|Laputa: Castle in the Sky]]'', and the game was going to have a similar [[wikipedia:Steampunk|steampunk]] sci-fi/fantasy theme. After watching the 1986 Hollywood film ''[[wikipedia:Top Gun|Top Gun]]'', the team realized that the game needs to attract worldwide audiences, so they changed it to a more realistic theme with an F-14 fighter jet. The game was intended to start off in the Mediterranean and head towards Russia, but the team didn't have the time to scout out locations like they did for ''[[Out Run]]'', so much of the scenery in ''After Burner'' ended up being imaginary. A major challenge when creating the game was [[sprite]]/texture rotation, researching how to rotate the surfaces of the sprites, which was a major milestone. Another major milestone was making the smoke trails from missiles look more realistic.{{ref|[http://shmuplations.com/afterburner/ After Burner II: Developer Interviews (Yu Suzuki, Satoshi Mifune, Hiroshi “Hiro” Kawaguchi, Ryu)]}}
 +
 +
Several members of the development team worked mainly worked on the project at night, with [[Satoshi Mifune]] recalling in ''[[After Burner 20th Anniversary Box]]'' that he often worked until 3 or 4 O'clock in the morning, then played late night billiards at a pool bar, come back to the office at 7 A.M., had a nap, and then continued working at 7 P.M.. A lot of time spent programming the game was also wasted, due to unfortunate circumstances surrounding the different programmers. One of the programmers, [[Masahiko Kobayashi]] (also known as Match) would regularly save backups of the work of lead programmer [[Yu Suzuki]]'s work before Kobayashi returned home. Suzuki would then continue programming early in the morning, but while napping later in the day, Kobayashi would return and restore progress back to the previous backup, causing Suzuki to have to do the work all over again. This is recorded to have went on for several days before the cause was discovered{{intref|After Burner 20th Anniversary Box}}.
  
 
''After Burner'' was originally designed to have melodies play over the "After Burner/Red Out" and "Final Take Off" music tracks, but these were taken out of the final game, potentially through fears that they'd be drowned out in a busy arcade environment. Though these versions were never heard in the arcades, they adapted for the album ''[[Sega Game Music Vol. 3 After Burner]]'' in 1987 (appearing in other albums since), and have been brought back as options in later games (for example, ''[[3D After Burner II]]''). The melodies were also used for the FM Towns version released in 1989, in a remixed CD format.
 
''After Burner'' was originally designed to have melodies play over the "After Burner/Red Out" and "Final Take Off" music tracks, but these were taken out of the final game, potentially through fears that they'd be drowned out in a busy arcade environment. Though these versions were never heard in the arcades, they adapted for the album ''[[Sega Game Music Vol. 3 After Burner]]'' in 1987 (appearing in other albums since), and have been brought back as options in later games (for example, ''[[3D After Burner II]]''). The melodies were also used for the FM Towns version released in 1989, in a remixed CD format.
Line 73: Line 88:
  
 
==Production credits==
 
==Production credits==
===X Board version===
+
{{mainArticle|{{PAGENAME}}/Production credits}}
{{creditstable|
 
*'''Lead Developer / Lead Programmer:''' [[Yu Suzuki]]
 
*'''Programmer:''' [[Satoshi Mifune]]
 
*'''Composer:''' [[Hiroshi Kawaguchi|Hiroshi "Hiro" Kawaguchi]]
 
| source=Interviews{{ref|[http://shmuplations.com/afterburner/ After Burner II: Developer Interviews (Yu Suzuki, Satoshi Mifune, Hiroshi “Hiro” Kawaguchi, Ryu)]}}
 
| console=XBD
 
}}
 
 
 
The arcade version of ''After Burner II'' has no detailed credits screen, but instead aliases of the developers are seen on the backs of clothing in the ending sequence:
 
{{creditstable|
 
*[[Kio]], [[Yu Suzuki|Yu]], [[Tokuhiko Uwabo|Bo]], [[Kim]], [[Hiroshi Kawaguchi|Hiro]], [[Asu]], [[MK]], [[Satoshi Mifune|Bin]], [[Mr]], [[Sada]], [[Ken]]
 
| source=In-game credits
 
| console=XBD
 
}}
 
  
 
==Magazine articles==
 
==Magazine articles==
Line 118: Line 119:
 
<gallery>
 
<gallery>
 
AfterBurner Arcade Cabinet SitDown.jpg|Sit-down cabinet
 
AfterBurner Arcade Cabinet SitDown.jpg|Sit-down cabinet
</gallery>
 
 
==Merchandise==
 
<gallery>
 
AfterBurner PhoneCard JP Front 1.jpg|Telephone card (1)
 
AfterBurner PhoneCard JP Front 2.jpg|Telephone card (2)
 
AfterBurner PhoneCard JP Front 3.jpg|Telephone card (3)
 
 
</gallery>
 
</gallery>
  
Line 181: Line 175:
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Master System
 
| console=Master System
| region=SE
+
| region=SE ([[Brio]])
 
| cart=
 
| cart=
 
| manual=AfterBurnerSMSSEManual.jpg
 
| manual=AfterBurnerSMSSEManual.jpg
 +
}}
 +
{{Scanbox
 +
| console=Master System
 +
| region=SE (rental; [[Kanal 10]])
 +
| cover=AfterBurner SMS SE Box Kanal10.jpg
 
}}
 
}}
 
{{Scanbox
 
{{Scanbox
 
| console=Master System
 
| console=Master System
 
| region=GR ([[Zegetron]])
 
| region=GR ([[Zegetron]])
| cover=Afterburner SMS GR cover.jpg
+
| cover=
 
| cart=Afterburner sms us cart.png
 
| cart=Afterburner sms us cart.png
| manual=AfterBurnerSMSEUManual.pdf
 
}}{{Scanbox
 
| console=Master System
 
| region=GR ([[Zegetron]])<br>"No Limits" variant
 
| cover=AfterBurner SMS GR nolimits cover.jpg
 
| manual=AfterBurnerSMSEUManual.pdf
 
}}{{Scanbox
 
| console=Master System
 
| region=GR ([[Zegetron]])<br>® variant
 
| cover=AfterBurner SMS GR nobarcode cover.jpg
 
| manual=AfterBurnerSMSEUManual.pdf
 
 
}}
 
}}
 
{{Scanbox
 
{{Scanbox
Line 238: Line 226:
 
| region=MX
 
| region=MX
 
| cover=Afterburner ms mx cover videocentro.jpg
 
| cover=Afterburner ms mx cover videocentro.jpg
 +
| cart=Afterburner sms us cart.png
 +
}}
 +
{{Scanbox
 +
| console=Master System
 +
| region=ZA
 +
| cover=AfterBurner SMS ZA Box Front.png
 
| cart=Afterburner sms us cart.png
 
| cart=Afterburner sms us cart.png
 
}}
 
}}
Line 252: Line 246:
 
===ROM dump status===
 
===ROM dump status===
 
{{romtable|
 
{{romtable|
{{rom|SMS|sha1=51531DF038783C84640A0CAB93122E0B59E3B69A|md5=6271C183513E0BE0543E326419EE989E|crc32=1C951F8E|size=512kB|date= |source=Cartridge|comments=|quality=|prototype=}}
+
{{rom|SMS|sha1=51531DF038783C84640A0CAB93122E0B59E3B69A|md5=6271C183513E0BE0543E326419EE989E|crc32=1C951F8E|size=512kB|date= |source=Cartridge|comments=|quality=}}
 
}}
 
}}
  

Latest revision as of 20:33, 8 November 2024

For Western home computer versions, see After Burner (home computers).

n/a

  • X Board
  • Master System

After Burner Title.png

AfterBurner SMS Title.png

After Burner
System(s): Sega X Board, Sega Master System
Publisher: Sega Enterprises, Ltd.
Developer:
Distributor:
Arcade (X Board)
Amiro (FR)
Arcade (X Board)
Unidesa (ES)
Sega Master System
Tonka (US)
Sega Master System
Kanal 10 (SE rental)
Sega Master System
Tec Toy (BR)
Sega Master System
Samsung (KR)
Peripherals supported:
Sega Master System
FM Sound Unit
Genre: Shooting[1]

















Number of players: 1
Release Date RRP Code
Arcade (X Board)
JP
¥? ?
Arcade (X Board)
US
$? ?
Arcade (X Board)
UK
£10,000[4][5] ?
Arcade (Mega-Tech System)
UK
£? ?

























Sega Master System
JP
¥5,8005,800 G-1340
Sega Master System
US
9001
Sega Master System
EU
MK-9001-50
Sega Master System
FR
300F300[14] MK-9001-50
Sega Master System
UK
£24.9524.95[11][12][13] MK-9001-50
Sega Master System
SE
Sega Master System
SE
(Rental)
Sega Master System
GR
Sega Master System
AU
MK-9001-50
Sega Master System
BR
Sega Master System
KR
GB-4340

After Burner (アフターバーナー) is a third-person rail shooter arcade game designed by Yu Suzuki and developed by Studio 128, released for the Sega X Board system in 1987. The game was released in three variations: a standard upright cabinet, and two cockpit versions, one that tilts left and right, and one a rotating cockpit version. An updated version was released months later, After Burner II.

After Burner stands as one of Sega's most successful arcade games, building on the momentum started earlier in the decade with Hang-On, Space Harrier and OutRun. It was the first game to utilise Sega X Board technology, allowing for the easy scaling and rotation of in-game sprites, producing three-dimensional graphics. It is also remembered for its then-revolutionary sit-down cabinet design, complete with a horizontally rotating seat and a vertically rotating cockpit, controlled (like the game) by the integrated analog flight stick, with the cabinet's motion corresponding to the joystick's movement.

Its analog flight-stick controls moved in all directions and measured the degree of push, a precursor to the analog thumbsticks of later console controllers including the XE-1 AP, N64 controller and Control Pad (Saturn). After Burner's gameplay also featured a lock-on system, which was adopted by later rail shooters such as Sega's Panzer Dragoon and Rez.[15]

Story

After Burner has 3 different stories: A Japanese story, printed in promotional material for the arcade game and which has a loose sequel in the manual to the Japanese Game Gear game G-LOC: Air Battle, a Western story printed in the Master System version's manual, and an in-game story likely based on the game's development, cryptically hinted at through in-game messages.[16]


Gameplay

In After Burner, the player pilots an F-14 Tomcat-inspired jet (named F-14 Thunder Cat in the Master System manual) through 18 levels, destroying enemies with machine gun fire and a limited supply of missiles. Similar to Space Harrier, it is an "on-the-rails" shooter - the plane will travel continuously into the screen, with players only able to adjust its X and Y coordinates.

The objective in After Burner is to survive through each of the 18 stages, usually by avoiding enemy missile fire, however "bonus" stages, which occur every six levels, require the player to dodge scenery and not crash. Shooting down enemies is technically optional, although alleviates the risk of being destroyed. The player has a limited supply of missiles which are refueled at various intervals throughout the game.

History

Development

After Burner began development in December 1986.[17] It was inspired by Yu Suzuki's real-life experience of personally piloting a real jet aircraft and participating in air combat when he visited Florida, United States:[18]


At first, after reading all the appropriate guides, they lectured us for a couple of hours, explaining everything. Afterwards, I got into a jet aircraft, and flew around with an instructor. The aircraft was equipped with a laser gun and smoke bombs. And there were two of us. If you hit the opponent, a smoke bomb activates, and that means he was shot. And we were flying around for about two hours shooting each other. [...] After that, I realized that all games about aircraft aren't interesting enough. ... Because in those it was much more difficult to control the aircraft than in real life. Seriously! And I realized something: all those flight simulators were created by people who hadn't even flown a real aircraft!

Yu Suzuki


The game was also influenced by popular culture. Suzuki was originally inspired by Hayao Miyazaki's 1986 anime film Laputa: Castle in the Sky, and the game was going to have a similar steampunk sci-fi/fantasy theme. After watching the 1986 Hollywood film Top Gun, the team realized that the game needs to attract worldwide audiences, so they changed it to a more realistic theme with an F-14 fighter jet. The game was intended to start off in the Mediterranean and head towards Russia, but the team didn't have the time to scout out locations like they did for Out Run, so much of the scenery in After Burner ended up being imaginary. A major challenge when creating the game was sprite/texture rotation, researching how to rotate the surfaces of the sprites, which was a major milestone. Another major milestone was making the smoke trails from missiles look more realistic.[17]

Several members of the development team worked mainly worked on the project at night, with Satoshi Mifune recalling in After Burner 20th Anniversary Box that he often worked until 3 or 4 O'clock in the morning, then played late night billiards at a pool bar, come back to the office at 7 A.M., had a nap, and then continued working at 7 P.M.. A lot of time spent programming the game was also wasted, due to unfortunate circumstances surrounding the different programmers. One of the programmers, Masahiko Kobayashi (also known as Match) would regularly save backups of the work of lead programmer Yu Suzuki's work before Kobayashi returned home. Suzuki would then continue programming early in the morning, but while napping later in the day, Kobayashi would return and restore progress back to the previous backup, causing Suzuki to have to do the work all over again. This is recorded to have went on for several days before the cause was discovered[19].

After Burner was originally designed to have melodies play over the "After Burner/Red Out" and "Final Take Off" music tracks, but these were taken out of the final game, potentially through fears that they'd be drowned out in a busy arcade environment. Though these versions were never heard in the arcades, they adapted for the album Sega Game Music Vol. 3 After Burner in 1987 (appearing in other albums since), and have been brought back as options in later games (for example, 3D After Burner II). The melodies were also used for the FM Towns version released in 1989, in a remixed CD format.

Legacy

The original After Burner was released exclusively in Japan, however the western world would receive an updated version of the game, After Burner II in the months which followed. After Burner II is extremely similar in design, bar a few minor tweaks (such as a throttle control, extra levels and slight changes to the missile system), so much so that people often consider it to be a more "complete" version of After Burner than a direct sequel. Due to the similarities and shared cabinet designs and artwork, After Burner II is frequently confused for the original After Burner. A similar relationship would develop with Galaxy Force and Galaxy Force II, also produced by Sega AM2.

In its original form, After Burner was only ported to the Sega Master System (as the console's first four megabit game[20]), however many ports of After Burner II were released under the name of After Burner for home consoles and computers, including the Amiga (twice), Amstrad CPC, Atari ST, Commodore 64, IBM PC, FM Towns, MSX, PC Engine, X68000 and ZX Spectrum.

It was also ported to the Sega 32X by Rutubo Games and went under the name of After Burner Complete.

After Burner in its original form was also released as part of Sega Arcade Gallery for the Game Boy Advance.

After Burner has made appearances in popular culture. For example, it made an appearance in the 1991 film Terminator 2: Judgment Day.[17]

Production credits

Main article: After Burner/Production credits.

Magazine articles

Main article: After Burner/Magazine articles.

Promotional material

X Board version

AfterBurner XBoard US Flyer.pdf

PDF
US flyer
AfterBurner XBoard US Flyer.pdf

AfterBurner XBoard JP Flyer.pdf

PDF
JP flyer
AfterBurner XBoard JP Flyer.pdf

AfterBurner XBoard FR Flyer.pdf

PDF
FR flyer
AfterBurner XBoard FR Flyer.pdf

AfterBurner XBoard ES Flyer.pdf

PDF
ES flyer
AfterBurner XBoard ES Flyer.pdf

Master System version

Logo-pdf.svg
Print advert in (UK) #6: "March 1988" (1988-02-04)
also published in:
  • (UK) #77: "March 1988" (1988-02-15)[9]
Logo-pdf.svg
Logo-pdf.svg
Print advert in (GR) #72: "Dekémvrios 1990" (1990-xx-xx)
Logo-pdf.svg

Photo gallery

Physical scans

X Board version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
(UK)
80
[21]
(DE)
80
[22]
(UK)
80
[23]
Arcade (X Board)
80
Based on
3 reviews

After Burner

X Board, JP

Master System version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
(UK)
70
[11]
(DE)
63
[24]
(UK)
51
[25]
(UK)
51
[26]
(UK) PAL
51
[27]
(DK)
50
[28]
(UK) PAL
85
[29]
(UK)
90
[30]
(UK)
60
[12]
(DK)
45
[31]
(FR)
81
[14]
(ES)
70
[32]
(UK)
51
[33]
(DE)
50
[34]
(CZ)
68
[35]
(UK) PAL
51
[36]
(UK) PAL
25
[37]
(UK) PAL
93
[38]
(UK) PAL
85
[39]
(NL)
72
[40]
(FR)
75
[41]
Sega Master System
64
Based on
21 reviews

After Burner

Master System, JP
AfterBurner SMS JP Box Back.jpgNospine.pngAfterburner ms jp cover.jpg
Cover
Afterburner ms jp cart.jpg
Cart
After Burner Mark III Manual.pdf
Manual
Master System, US
Afterburner ms us cover.jpg
Cover
Afterburner sms us cart.png
Cart
Afterburner sms us manual.pdf
Manual
SegaAdventure SMS US Poster Back.jpgSegaAdventure SMS US Poster Front.jpg
Poster
Master System, EU
Afterburner ms eu cover.jpg
Cover
Afterburner sms us cart.png
Cart
AfterBurnerSMSEUManual.pdf
Manual
Master System, EU (Sega®)
AfterBurner SMS EU r nobarcode cover.jpg
Cover
AfterBurnerSMSEUManual.pdf
Manual
Master System, EU ("No Limits")
AfterBurner SMS EU nolimits cover.jpg
Cover
AfterBurnerSMSEUManual.pdf
Manual
Master System, FR (Blister pack)
AfterBurner SMS FR blister back.jpgAfterBurner SMS FR blister front.jpg
Cover
Master System, FR (Plain blister pack)
AfterBurner SMS FR blister alt back.jpgAfterBurner SMS FR blister alt front.jpg
Cover
Master System, SE (Brio)

AfterBurnerSMSSEManual.jpg
Manual
Master System, SE (rental; Kanal 10)
AfterBurner SMS SE Box Kanal10.jpg
Cover
Master System, GR (Zegetron)

Afterburner sms us cart.png
Cart
Master System, AU
AfterBurner SMS AU cover.jpg
Cover
After Burner SMS AU Manual.pdf
Manual
Master System, AU (No barcode variant)
After Burner SMS AU Cover.jpg
Cover
After Burner SMS AU Cart Top.jpg
After Burner SMS AU Cart Back.jpgAfter Burner SMS AU Cart Front.jpg
Cart
After Burner SMS AU Manual.pdf
Manual
Master System, BR
Afterburner ms sa cover.jpg
Cover
AfterBurner SMS BR Cart.jpg
Cart
AfterBurner SMS BR Manual Alt.pdf
Manual
Master System, BR (newer)
AfterBurner SMS BR Box Cardboard.jpg
Cover
AfterBurner SMS BR Cart.jpg
Cart
AfterBurner SMS BR Manual.pdf
Manual
Master System, KR

Afterburner SMS KR cart.jpg
Cart
Master System, MX
Afterburner ms mx cover videocentro.jpg
Cover
Afterburner sms us cart.png
Cart
Master System, ZA
AfterBurner SMS ZA Box Front.png
Cover
Afterburner sms us cart.png
Cart

Mega-Tech version

Mega-Tech,

AfterBurner MegaTech Cart Back.jpgAfterBurner MegaTech Cart.jpg
Cart

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Master System
 ?
CRC32 1c951f8e
MD5 6271c183513e0be0543e326419ee989e
SHA-1 51531df038783c84640a0cab93122e0b59e3b69a
512kB Cartridge

References

  1. 1.0 1.1 https://sega.jp/history/hard/mastersystem/software.html (Wayback Machine: 2019-12-31 02:27)
  2. File:GameMachine JP 313.pdf, page 12
  3. https://www.sega.jp/fb/segahard/master/gallery.html (Wayback Machine: 2014-04-07 23:13)
  4. Meades, Alan (2022-10-25). "SegaWorld, Street Fighter II, and Exporting Games to Japan". Arcade Britannia: A Social History of the British Amusement Arcade. The MIT Press. pp. 203-231 (214-20). ISBN 978-0-262-37234-3.
  5. ACE, "March 1988" (UK; 1988-02-04), page 25
  6. Computer & Video Games, "November 1987" (UK; 1987-10-15), page 134
  7. Computer Entertainer, "April 1988" (US; 1988-04-16), page 07
  8. File:SMSGamesCatalogueUK.pdf, page 2
  9. 9.0 9.1 Computer & Video Games, "March 1988" (UK; 1988-02-15), page 10
  10. File:BristolEveningPost UK 1988-04-01 Page 57.jpg
  11. 11.0 11.1 ACE, "April 1988" (UK; 1988-xx-xx), page 51
  12. 12.0 12.1 The Games Machine, "March 1988" (UK; 1988-02-18), page 54
  13. The Mastertronic Catalogue (UK; 1988), page 2
  14. 14.0 14.1 Génération 4, "Eté 1988" (FR; 1988-0x-xx), page 20
  15. Retro Gamer, "xxxx xxxx" (UK; 20xx-xx-xx), page 28
  16. https://replayburners.web.fc2.com/ab2/ab2_story.html
  17. 17.0 17.1 17.2 After Burner II: Developer Interviews (Yu Suzuki, Satoshi Mifune, Hiroshi “Hiro” Kawaguchi, Ryu)
  18. Yu Suzuki Interview, Strana Igr, November 2013
  19. After Burner 20th Anniversary Box
  20. Computer Gaming World, "June 1988" (US; 1988-xx-xx), page 41
  21. Commodore User, "October 1987" (UK; 1987-09-xx), page 98
  22. Power Play, "Ausgabe 2" (DE; 1987-12-28), page 104
  23. Sinclair User, "April 1988" (UK; 1988-03-18), page 82
  24. Aktueller Software Markt, "März 1988" (DE; 1988-02-19), page 41
  25. Complete Guide to Consoles, "" (UK; 1989-10-16), page 47
  26. Complete Guide to Consoles, "Volume IV" (UK; 1990-11-xx), page 89
  27. The Complete Guide to Sega, "" (UK; 1991-05-xx), page 52
  28. Computer Action, "Juli/August 89" (DK; 1989-0x-xx), page 34
  29. Console XS, "June/July 1992" (UK; 1992-04-23), page 137
  30. Computer & Video Games, "March 1988" (UK; 1988-02-15), page 122
  31. Games Preview, "8/9 1989" (DK; 1989-xx-xx), page 67
  32. Micromanía (segunda época), "Enero 1990" (ES; 19xx-xx-xx), page 27
  33. Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 132
  34. Power Play, "Ausgabe 3" (DE; 1988-02-22), page 91
  35. Sega News, "Říjen 1996" (CZ; 1996-xx-xx), page 27
  36. Sega Power, "October 1991" (UK; 1991-09-05), page 40
  37. Sega Power, "October 1991" (UK; 1991-09-05), page 55
  38. Sega Pro, "November 1991" (UK; 1991-xx-xx), page 18
  39. Sega Pro, "April 1993" (UK; 1993-03-11), page 70
  40. Software Gids, "Mei/Juni 1990" (NL; 1990-05-xx), page 31
  41. Tilt, "Mai 1988" (FR; 1988-0x-xx), page 100


After Burner

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Books: (1988)
Music: (1990)
Videos: (1987) | (1987)

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Games in the After Burner Series
Arcade
After Burner (1987) | After Burner II (home computers) (1987) | G-LOC: Air Battle (home computers) (1990) | Strike Fighter (1991) | Sky Target (1995) | Sega Strike Fighter (2000) | After Burner Climax (2006)
Sega Master System
After Burner (1987) | G-LOC: Air Battle (1991)
LCD handheld game
After Burner (1988)
Sega Mega Drive
After Burner II (1990) | G-LOC: Air Battle (1993)
Sega Game Gear
G-LOC: Air Battle (1990)
Sega Mega-CD
After Burner III (1992)
Sega 32X
After Burner Complete (1995)
Sega Saturn
Sega Ages After Burner II (1996) | Sky Target (1997)
Windows PC
Sky Target (1997)
Mobile phone
After Burner II (200x) | After Burner II DX (2007)
Sony PlayStation 2
Sega Ages 2500 Series Vol. 10: After Burner II (2004)
Sony PlayStation Portable
After Burner: Black Falcon (2007)
Xbox 360
Sony PlayStation 3
After Burner Climax (2010)
Nintendo 3DS
3D After Burner II (2013)
Google Android OS
iOS
After Burner Climax (2013)
After Burner related media
Music
(1987) | (1990) | (1991) | (1997) | (1998) | (2006) | (2007) | (2018) | (2020)
Film
(1987) | (1987)