30 Years of Afterburner

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30 Years of Afterburner

Postby MrThunderwing » Fri Jan 13, 2017 11:36 am

Hey everybody! After Burner by Sega turns 30 later this year. I've made a video looking in depth at the game, its sequels and its legacy. Please check it out at the link below and let me know what you think.

http://www.youtube.com/watch?v=ZGEP1eJN8Q0

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Re: 30 Years of Afterburner

Postby VF3 addicted » Wed Jan 18, 2017 12:52 pm

good job man :)
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Re: 30 Years of Afterburner

Postby terminento » Thu Jan 19, 2017 1:03 pm

Havent had the time to watch it, but will do for sure once I can ;)
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Re: 30 Years of Afterburner

Postby terminento » Wed Jan 25, 2017 5:55 am

Watched the video. Great job!

My main gripe with After Burner were the "looping barrel rolls" the game pulls. Allow me to elaborate:

There are two types of fighter-jet/starship games that try the 3D thing: either they are fixed to the horizon, and the plane/ship just turns left and right, tilting a bit and coming back to horizontal automatically (as in, for instance, Rogue Squadron), and the ones that allow you to move freely in 3D, such as Ace Combat, in which if you tilt the plane, it will remain tilted, and won't come back to horizontal unless you do it yourself.

I like both types of games, the ones that stay horizontal (I love Star Wars 32X), and the ones that let you break loose. The issue that I have with After Burner, (aside from what happened to you, the dying over and over and over thing) is that it pulls this "do a barrel roll!" thing, during which I don't have the control of the plane, and that I seem to pull of accidentally more often than not. I don't think it adds anything to playability aside from merely being flashy, and since I'm not the one doing it, rather than the game itself, it dissorients me and makes me feel dizzy (which doesn't happen when I am the one tilting the plane and pulling "barrel rolls" in other games).

Thus, I think I might enjoy After Burner III much more, since the plane actually moves the way you tell it to.
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Re: 30 Years of Afterburner

Postby MrThunderwing » Thu Jan 26, 2017 11:34 am

Thanks VF3 addicted and terminento. If I recall correctly the actual technique for the barrel roll in the arcade was to move the joystick left-right or right-left quickly, so it is pretty easy to do the barrel roll accidentally (same as in After Burner Climax, albeit to a lesser extent). The dying over and over again thing was only really an issue in After Burner 1, it seemed to have been evened out a bit by After Burner 2 (all though that game's still no push over and was designed to get you to pump as much as your pocket money into it as you could afford).

I've never played the original Rogue Squadron, but I know in Rogue Squadron 2 the game was fully 3D and had the whole if you tilt the plane of axis then the ship stay tilt thing going on. I wanted to love that game so much, but the gameplay just never really clicked with me and I could never really get my head around how the radar worked, which always made trying to locate the last few TIE fighters more of a chore than anything else (particularly as the missions would have an invisible time limit).
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Re: 30 Years of Afterburner

Postby terminento » Fri Jan 27, 2017 5:26 am

Well, yeah, in Rogue Squadron you could tilt the ship by means of using the Z button, but as soon as you release the button the ship evens itself on it's own. There isn't much strategic advantage to tilting the ship in that game series, either: there is always this short of "horizontal" thing going on, there's always an up or down even in stages that happen in space and there is no need for such a thing. And yeah, even though the rest of the ships basically move in a 2d top down pattern the radar sucks big time: tiny, cluttered, has this sphere distortion for some reason, uses color that don't stand out from one another (like, red over orange? seriously?) It is basically undeciferable and pretty much useless, forcing you to rely on the targeting computer (which lowers your score).
And, yeah, I used it as an example of the "non tilt" thing, but I agree that Rogue Squadron games, impressive graphics aside, are pretty frustrating. The escort missions are atrocious, and the objectives are never clarified or explained to the player, so you learn by means of failing again and again. In this sense, I like Star Wars 32 X much more, as it is pretty straightforward: shoot ships within time limit, proceed to next stage: never gets old.

After Burner barrel roll should have been a separate button, as you'll be pressing left right left right a lot in a game that saturates the screen with enemy fire and missiles. I always enjoyed Space Harrier much more as it felt less of a sensory overload.
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Re: 30 Years of Afterburner

Postby MrThunderwing » Fri Jan 27, 2017 10:30 am

terminento wrote: The escort missions are atrocious, and the objectives are never clarified or explained to the player, so you learn by means of failing again and again.


Oh Gaawd, I hated those escort missions soooo much. The ones where you've got to protect a certain rebel ship from fighters, but there's no damage meter display to show you how of a beating it's taken (or even any obvious on screen clues, like the ship visibly taking damage). Without warning the game would suddenly switch to a cut-scene of the ship exploding and Boom! Gameover. I've actually found the flying sections in Star Wars Battlefront to be much more entertaining (well I had until EA nerfed the lock-on function in an update awhile back...). I actually made a couple of video comparisons between the two games last year.

terminento wrote:After Burner barrel roll should have been a separate button, as you'll be pressing left right left right a lot in a game that saturates the screen with enemy fire and missiles. I always enjoyed Space Harrier much more as it felt less of a sensory overload.


One of the home ports did actually let you do this, I can't remember which one it was off the top of my head - I think it might've been the Saturn?
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