En un ataque de nostalgia por el hilo de la opinion del juegon de esta semana, estaba buscando imagenes del juego y encontre de chiripa esta entrevista que no habia visto:Entrevista a los desarrolladores de After Burner II
Dejo unos pequeños extractos:
Mifune: The fact that Out Run was a hit was undoubtedly a contributing factor, but After Burner was developed with the intention of being Sega’s first true blockbuster. Because of that it began in total secrecy, both within and without Sega. Yu was supposedly working on a project called “Studio 128”*, which apparently entailed some other things as well, but in any event, it was really top-secret: hardly anyone at Sega knew about it.
Suzuki: I think the arcade version of After Burner began development in the beginning of December, 1986.
Suzuki: I think it was a very wasteful process. For example, if we had three different ways to do something, well… we’d test out all three to see which was best. If two of the ideas seemed good we’d have to go back and revise things again, and no one really knew where this was all going.
Suzuki: Second, this was the first game that we made with a computer. We wanted to prove to Sega that we didn’t need expensive machines or computers to make our game, so we developed After Burner on the PC-98. We had a lot of fun, but most of all I’m happy that it all came together.
Hiro: The movie Top Gun was really popular at the time, so we had no trouble at all deciding that our next game, after we finished Out Run, would be dogfighting game with fighter jets.
Suzuki: Top Gun was an influence, but before I saw Top Gun, I already had the idea for a fighter jet game taking shape in my mind. In the beginning I was thinking of something more like Laputa: Castle in the Sky, something with that science-fiction anime feel. But Sega’s taikan games were to be sold not only in Japan, but in America, Europe, and all over the world. So we ended up switching things to an F-14 fighter jet, something that would be recognizable and approachable for anyone, no matter what country they were from. Americans, especially, tend to prefer realistic worlds to the fantasy, anime-ish worlds that Japan likes. Although, by now I think Americans largely understand the appeal of those fantasy worlds, too.
Mifune: The very first thing we researched for After Burner was how to rotate the surfaces of the sprites. Once we’d achieved this, it felt like the first big hurdle had been cleared. Another big milestone was making the smoke trails from missiles look realistic and cool.
Designing the Cabinet
Suzuki: The exact development costs are, of course, highly confidential, so I can’t talk about that. But it was incomparably more expensive than a normal cabinet, that’s for sure.
Hiro: As for the throttle control, it was something we started talking about in the middle of the first After Burner, but by that point the development was near its end, and adding a throttle would have destroyed the difficulty balance we’d created, so we released the game without it. But, as feared, without the ability to adjust your speed it was too hard, and there were a lot of other related gameplay problems that came up. So very soon after, we decided to release After Burner II as a “renewal” version, with the throttle included.
*¿Recordais que numero aparece en el portaaviones del cual despegamos al principio del juego?