After Burner Complete – Sega Megadrive / Genesis 32X Review

Retro Resolution Retro Review
  

System: Sega Megadrive / Genesis 32X
Year:1995
Developer: Sega AM2
Publisher: Sega

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Graphically very close to its arcade parent, After Burner Complete on the 32X successfully emulates the super-scalar technology of Sega’s arcade original, but in an arguably less effective manner than Space Harrier. Pop-up, the blight of the first generation of true 3D consoles, is evidenced even here on last generation 2D hardware, causing scenery to appear Mr. Ben Style (‘as if by magic…’)

Perhaps I’m just sorely lacking in ability, but to me this game redefines ‘unfair’, even when played on the surely ironically-named ‘very easy’ difficulty setting. Enemy fighters, helicopters, missiles and bullets fill the skies to such an extent that you feel as though you’re ploughing head long into a wall of metal. To add to your woes the aircraft doesn’t appear interested in reacting to the player’s input; the experience is less fly-by-wire, and more like a rodeo simulator.

Soon abandoning any attempt to fly rationally as too suicidal, two modes of progression emerge through Darwinian forces. The first option is to follow Peppy Hare’s admonitions in Star Fox 64 and barrel roll, constantly. This works as an evasive manoeuvre, but only in the same manner as the hyperspace button in Asteroids; inevitably in avoiding one collision you emerge helplessly straight into the face of another. Alternately, apply the aeronautical breast stroke – repeatedly alternate between lunging towards the floor and climbing as fast as possible, in a bid to pull off the old Blue Thunder 360 loop (which sadly can’t be done in this game).

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After Burner Complete - Sega 32X - Crash and Burn

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Virtua Fighter – Sega Megadrive / Genesis 32X Review

Retro Resolution Retro Review
 

System: Sega Megadrive / Genesis 32X
Developer: Sega
AM2 (arcade, 32X)
Year: Model 1 hardware (arcade original) 1993
Year: 32X 1995

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The classic Simpson’s episode Treehouse of Horror VI sees Homer unexpectedly breaking through the 2D confines of his world to appear in the three spatial dimensions of ours, the juxtaposition highlighting the hitherto unnoticed confining nature of the previous reality; Homer’s revelatory sensation is one mirrored by first-time players of Sega’s iconic Virtua Fighter.

Often hailed as a breakthrough for the genre, the Model-1 powered 1993 arcade title dragged the one-on-one fighting game kicking and screaming into the third dimension, eschewing sprites for fully animated quadratic-surfaced mannequin fighters. Whilst rendered entirely in 3D, the action still ensues entirely upon a horizontal plane, much to the title’s credit.  As Bruce Lee once said:

‘Do not deny the classical approach simply as a reaction, or you will have created another pattern and trapped yourself there’

The polygonal nature of the game enables a true paradigm shift in gameplay. Unhindered by pre-drawn animation frames Virtua Fighter’s smoothly realistic movement conveys the satisfying solidity of its fighters, and the bone-crushing weight of their attacks,  whilst allowing a previously unobtainable fluidity and depth of gameplay. The resultant experience appears a different beast entirely from those iconic 2D brawlers Street Fighter II and Mortal Kombat.

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Virtua Fighter - Sega 32X

Bereft of fireballs and fatalities alike, Virtua Fighter’s strength lays not in what pugilistic purists may bemoan as gimmicks, but in a repertoire of over 700 moves derived from a variety of traditional martial arts, including boxing and wrestling;  training is the key to success as much in the Virtua world as the real.

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Space Harrier – Sega Megadrive / Genesis 32X Review

Retro Resolution Retro Review
 

System: Sega Megadrive / Genesis 32X
Year: 1984
Publisher: Sega
Developer: AM2

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Space Harrier - Sega Megadrive / Genesis 32X

Enter the Dragon

Back in 1984 it was possible to Chase the Dragon and experience a full-on psychedelic trip for a paltry 50 pence, all thanks to Sega’s legendary AM2 team, creators of Space Harrier; this technicolour wonderment provides an early glimpse of magic from Yu Suzuki, author of the yet-to-come coin-op classics Outrun, Virtua Fighter, Virtua Cop, and groundbreaking open-world extravaganza Shenmue.

At my local arcade Space Harrier attracted long queues, being both a spectacular introductory showcase for Sega’s System 16 Super-scalar sprite-scaling technology (long before the infamous SNES mode 7 made such effects ubiquitous) and among the earliest articulated sit-down cabinets. Each credit for the deluxe incarnation cost a small fortune in comparison to contemporary machines and, for the average punter (well, for me at least), yielded a scant 30 seconds of gameplay in return.

In this early example of the rail-shooter the player is cast in the role of the eponymous Space Harrier, rushing into the psychedelic chessboard screen by means of a combined jetpack and laser-canon device. A frankly insane collection of enemies assaults the player, ranging from alien spacecraft to psychotic green heads (possibly modelled upon the mentally-challenged Gizmo doppelganger from Gremlins II. Then again, possibly not).

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