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Classic Games

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.

C64SpectrumAmiga arcadeshootersega 1987–2024

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.

See also