After Burner
Arcade combat at Mach 2
Yu Suzuki's 1987 fighter jet spectacular put players in a rotating cockpit for the ultimate arcade power fantasy.
Overview
Yu Suzuki wanted to put players in a fighter jet. Not just any jet—an F-14 Tomcat, afterburners blazing, missiles locked, the horizon spinning as you barrel-rolled through waves of enemies. After Burner delivered that fantasy through dedicated cabinets that moved with the action.
Fast facts
- Developer: Sega AM2 (Yu Suzuki).
- Release: July 1987.
- Cabinet: deluxe version with rotating cockpit.
- Perspective: third-person, behind-aircraft view.
- Inspiration: Top Gun (1986) and military aviation.
- Speed: relentless pace, no time to think.
- Sequel: After Burner II (1987), enhanced version.
The cabinet
The deluxe After Burner cabinet was an event:
- Rotating seat: 360-degree movement following on-screen action.
- Flight stick: throttle control and missile fire.
- Surround sound: the roar of the afterburner.
- Physical presence: impossible to ignore across the arcade.
Standard sit-down cabinets existed, but lost the magic.
The gameplay
Pure arcade intensity:
- Lock-on targeting: hold targets in sight, fire missiles.
- Vulcan cannon: unlimited ammo for close threats.
- Barrel rolls: evasive manoeuvres (press both buttons).
- Speed: enemies approach constantly, no respite.
- Stages: varied environments, continuous scrolling.
Not simulation—sensation.
Home conversions
Bringing After Burner home meant compromise:
- Sprite scaling: home hardware struggled with smooth zoom.
- Speed reduction: slower than arcade to manage limitations.
- C64: impressive attempt, captured feel despite constraints.
- Amiga: closer to arcade, still not the cabinet.
- Master System/Genesis: Sega’s own platforms got quality versions.
No home version replaced the arcade experience—intentionally.
Design philosophy
Suzuki’s trilogy approach (Hang-On, Out Run, After Burner):
- Aspiration: drive Ferraris, fly jets—things players couldn’t do.
- Spectacle: attract attention, demand to be played.
- Accessibility: anyone could pick up and experience the thrill.
- Hardware integration: design game and cabinet together.
Legacy
After Burner represented arcade gaming at its most excessive—dedicated hardware, physical motion, overwhelming sensory assault. Home gaming couldn’t compete. That was the point; arcades offered experiences you couldn’t have anywhere else. The genre evolved into console flight games, but nothing recaptured that rotating cockpit.