- Source: After Burner
- Source: Afterburner
After Burner is a rail shooter arcade video game developed and released by Sega in 1987. The player controls an American F-14 Tomcat fighter jet and must clear each of the game's eighteen unique stages by destroying incoming enemies. The plane is equipped with a machine gun and a limited supply of heat-seeking missiles. The game uses a third-person perspective, as in Sega's earlier Space Harrier (1985) and Out Run (1986). It runs on the Sega X Board arcade system which is capable of surface and sprite rotation. It is the fourth Sega game to use a hydraulic "taikan" motion simulator arcade cabinet, one that is more elaborate than their earlier "taikan" simulator games. The cabinet simulates an aircraft cockpit, with flight stick controls, a chair with seatbelt, and hydraulic motion technology that moves, tilts, rolls and rotates the cockpit in sync with the on-screen action.
Designed by Sega veteran Yu Suzuki and the Sega AM2 division, After Burner was intended as being Sega's first "true blockbuster" video game. Development began in December 1986, shortly after the completion of Out Run, and was kept as a closely guarded secret within the company. Suzuki was inspired by the 1986 films Top Gun and Laputa: Castle in the Sky; he originally planned for the game to have an aesthetic similar to Laputa, but instead went with a Top Gun look to make the game approachable for worldwide audiences. It was designed outside the company in a building named "Studio 128", due to Sega adopting a flextime schedule to allow for games to be worked on outside company headquarters. An updated version with the addition of throttle controls, After Burner II, was released later the same year.
After Burner was a worldwide commercial success, becoming Japan's second highest-grossing large arcade game of 1987 and overall arcade game of 1988 as well as among America's top five highest-grossing dedicated arcade games of 1988. It was acclaimed by critics for its impressive visuals, gameplay and overall presentation, and is seen as being important and influential. It was followed by a series of sequels and ports for many platforms, including the Master System, ZX Spectrum, and Famicom. Sega also produced several successors to the game to capitalize on its success, such as G-LOC: Air Battle. After Burner has also been referenced in many other Sega video games, such as Fighters Megamix, Shenmue, and Bayonetta.
Gameplay
The game allows the player to control an F-14 Tomcat jet airplane. At the start of the game, the player takes off from an aircraft carrier called the SEGA Enterprise on a mission to destroy enemy jets over 18 stages.
In the arcade version, the jet employs a machine gun and a limited number of heat-seeking missiles (in the Master System version the player has unlimited missiles). These weapons are replenished by another aircraft, after beating a few stages. The aircraft, cannon and missile buttons are all controlled from an integrated flight stick.
The game itself was released in two variations in the US: a standard upright cabinet and a closed rotating cockpit deluxe version. In the cockpit version, the seat tilted forward and backwards, and the cockpit rotated from side to side. It featured two speakers at head-level for stereo sound, and had a seatbelt to hold the player when the cockpit moved. Both cabinets contained a grey monitor frame with flashing lights at the top that indicated an enemy's "lock" on the player's craft. Japan also received a commander cabinet that moved left and right. A third variation, called commander, released elsewhere, featured an open cabinet.
Development and release
After Burner was designed by Yu Suzuki of Sega AM2, with assistance by programmer Satoshi Mifune and composer Hiroshi "Hiro" Kawaguchi. Development of the game begin in early December 1986 shortly after work on Out Run was completed, with much of the development team having worked on Out Run. After Burner was intended as Sega's first "true blockbuster" video game; as such, the project was kept as a closely guarded secret within the company during the entirety of its development cycle. When the game was in its initial concept stages, Sega had adopted a flextime work system, allowing development of games to be done outside the company; After Burner was one of the first games to be produced under this new system, with development taking place in a building named "Studio 128".
Suzuki was inspired by the film Laputa: Castle in the Sky and initially wanted to employ a similar aesthetic for After Burner, but this idea was scrapped early on in favor of a style akin to the movie Top Gun, as Suzuki wanted the game more approachable for a worldwide audience. The game was programmed and tested on a PC-98 system, making it the first Sega-published video game to be developed using personal computers rather than workstations.
One of the biggest challenges the team had to overcome was researching and implementing sprite and surface rotation, which for the time was considered a milestone in video games. The team also struggled with creating the smoke trails made by firing missiles, seeing several tweaks and revisions as development progressed. Unlike their earlier game Out Run, which featured real-world locations in its levels, Suzuki lacked the time to visit any specific places or landmarks, so he and his team made up their own stage settings. Suzuki toyed with the idea of having the Soviet Union as the antagonists to potentially increase sales in the west, but decided against it later on after struggling to tie it together with the game's level designs and settings. The refueling and landing sequences were created to add variety.
The After Burner arcade cabinet was significantly more expensive than most of Sega's other machines at the time. The first prototype unit constructed, which consisted of the monitor attached to a steel frame, was claimed by Mifune to have "amazing power", but was considered too dangerous to operate and had the power levels lowered. Suzuki also thought of the game using a gyroscopic arcade cabinet that spun the player around, an idea that later became the R-360. A throttle control was briefly considered, but was abandoned as it would have destroyed the game's difficulty balance. It uses the Sega X Board, which was also used for games such as Thunder Blade (1987) and Super Monaco GP (1989). After Burner was officially released in Japan in July 1987, and in October of that year in North America. In Europe, it was released in September 1987, with the hydraulic sit-in cabinet costing £4,000, or $6,500 (equivalent to $17,000 in 2023), in the United Kingdom.
After Burner II
After Burner was followed by After Burner II, which was released in the same year (1987), also released for the Sega X Board arcade system. Some consider this game to be more of a revision of its predecessor, rather than an entirely new game, a practice later repeated by Sega for Galaxy Force and Galaxy Force II. In the game, players fly an F-14 Tomcat jet fighter, gunning down enemies while avoiding incoming fire. After Burner II came both a standard arcade cabinet and a servo actuated, sit-down motion simulator version which moved according to the motion of the plane onscreen. The cockpit would bank in the same direction the on-screen aircraft was banking. It is an updated version of After Burner, with the addition of throttle controls. It was a commercial success, becoming Japan's highest-grossing arcade game of 1988.
The game was mostly created by three men: Yu Suzuki, Satoshi Mifune, and Kawaguchi. During development, it was codenamed Studio 128 to specify the secrecy of the project.
Reception
= Arcade
=Game Machine listed After Burner as being the most popular arcade game of August 1987 in Japan, where it went on to be the second highest-grossing large arcade game of 1987 (just below Out Run) and the overall highest-grossing arcade game of 1988. In the United States, it was one of the top five highest-grossing dedicated arcade games of 1988, and remained a top ten earner at various arcades through 1990. In the United Kingdom, it was the top-grossing arcade game upon release in September 1987.
The arcade game received positive reviews from critics. Clare Edgeley of Computer and Video Games called it a "fabulous game" with praise for the gameplay and motion cabinet while noting it has a lock-on mechanic similar to the Data East arcade game Lock-On (1986). Top Score said it has "all the finger-numbing action of the best arcade shoot-em-ups, combined with some of the most stunning animation ever seen in a video game" and that it was "a glossy air combat game that ranks higher than similar efforts that have preceded it". The review called it "one of the most beautiful and realistic shooting games ever produced" with "somewhat shallow" gameplay that is nevertheless "definitively worth the price of admission" especially in the "cockpit simulator" cabinet.
Sinclair User reviewed the arcade game, scoring it 8 out of 10. Ciarán Brennan of Your Sinclair said that, despite the higher price point, do not "let a little thing like a pound coin stand between you and action like this". Robin Hogg of The Games Machine called it the "hottest Sega release so far" with praise for the graphics and gameplay, but with some criticism towards the £1 UK price.
At the 1987 Gamest Awards in Japan, After Burner won the Best Graphics award, while being a runner-up for Game of the Year (2nd place), Best Ending (6th place), Best VGM (4th place), Best Sound Synthesis (8th place) and Most Popular Game (3rd place). After Burner also won a Special Award at the 1988 Gamest Awards. In the United States, After Burner won the award for "Most Innovative Game" at the Amusement & Music Operators Association's 1988 AMOA Games Awards.
= After Burner II
=In Japan, After Burner II was tied with After Burner as the highest-grossing arcade game of 1988.
Mega placed the Mega Drive version at number 38 in their Top Mega Drive Games of All Time. MegaTech magazine praised the smooth and fast gameplay, as well as the sound.
Ports
The game was ported to the Amiga, MS-DOS, Amstrad CPC, Atari ST, X68000, FM Towns, Commodore 64, Master System, PC Engine, Sega Saturn, MSX, ZX Spectrum. The C64 has two versions: a European version by U.S. Gold, and a US version by Activision and Weebee Games. A port of After Burner to the 32X was done by Rutubo Games, and was known as After Burner Complete in Japan and Europe. An unlicensed NES port of the game developed by Tengen also exists, which was reworked by Sunsoft for their Japanese-exclusive port to the same console. A port of After Burner to the Game Boy Advance was included in an arcade 4 pack named Sega Arcade Gallery.
After Burner for the Master System was a best-seller for Sega in the United States during 1988.
Computer Gaming World reviewed After Burner on the Master System, citing aircraft depicted in "remarkable detail", "spectacular" scenery, and excellent explosions. On the ZX Spectrum the 1988 conversion of After Burner by Activision was well-received, with Sinclair User describing it as "top-class coin-op conversion destined for the top of the charts" and giving it 90%, whilst Crash magazine gave it 86% overall. Zzap!64's reviewers were unimpressed with the Commodore 64 version which was described as "incredibly disappointing" with "laughably bad" graphics and sound. It was given an overall rating of 17%. A later Computer Gaming World review for the PC was much more critical, giving the game one star out of five and stating that it was inferior to the arcade version.
Reviewing the 32X version, GamePro commented that the graphics, sound, and gameplay are all great, but that the only difference between it and the Genesis version of After Burner II are some minor graphical and audio enhancements, making it only worthwhile to gamers who have never played an After Burner game before.
After Burner II has been translated and ported to numerous home systems: PC Engine, X68000, Mega Drive/Genesis, Famicom, FM Towns Marty, Atari ST, Amiga, Amstrad CPC, Commodore 64, and Sega Saturn.
The game was rebuilt with stereoscopic 3D feature as one of 3D Classics for Nintendo 3DS.
Legacy
= Sequels and related games
=Although the After Burner brand was long dormant, Sega created a number of aerial combat games centered on the F-14 Tomcat with many similar features, which are frequently regarded as part of the series. These include G-LOC: Air Battle and its sequel Strike Fighter (later rebranded After Burner III in its home release). Later games associated with the series include Sky Target (which retained similar gameplay and presentation to the original, but with the addition of 3D graphics) and Sega Strike Fighter (an arcade flight combat game which featured free-roaming movement, boasting similar music but with an F/A-18 Hornet as the main plane).
In 2006, Sega released a new sequel on Sega Lindbergh hardware, After Burner Climax, the first arcade game to bear the brand since After Burner II.
After Burner Climax was later ported to Xbox Live Arcade and PSN. It was followed by the spin-off After Burner: Black Falcon for the PSP in 2007. After Burner Climax was de-listed in December 2014, leaving the game no longer available for purchase, only to be brought back in March 2019 to digital mobile platforms for free, with ads, under the Sega Forever brand.
In Japan, After Burner II was released on the PlayStation 2 as part of the Sega Ages classic series.
M2 ported After Burner II in Sega's 3D Classics series to the Nintendo 3DS eShop in Japan on 2013 and worldwide in 2015. This version is faithful to the original arcade game with additions, including Touch Controls and screen layouts that resemble the Upright as well as the Commander and Deluxe cabinets. An unlockable new Special mode was also added, which used a time-slowing "Burst" system similar to After Burner Climax, and featured a different story and altered stages. This mode has no stage select or continues, and instead depends on frequent acquisition of extra lives over the course of the game in order to complete it.
= In other games
=An emulated version of After Burner is playable at the in-game arcade in Shenmue 2.
The plane from After Burner makes a cameo in Fighters Megamix, accessed with a cheat code.
The music from After Burner appears in a remix in Chapter 8, entitled "Route 666", of Bayonetta (developed by PlatinumGames and published by Sega). This remix is reused in Super Smash Bros. for Wii U and Super Smash Bros. Ultimate on the Bayonetta stage, Umbra Clock Tower.
An area based on After Burner, "Carrier Zone", appears as a tennis court in Sega Superstars Tennis and as a race track in Sonic & All-Stars Racing Transformed. The latter also features a playable racer, AGES, whose vehicle transforms into an After Burner-inspired F-14 Tomcat during flight segments.
A remix of After Burner appears in Hatsune Miku: Project DIVA on both the arcade & console versions, complete with Vocaloid vocals.
Notes
References
External links
After Burner at the Killer List of Videogames
After Burner at the Killer List of Videogames
Retrospective of the series at Hardcore Gaming 101 Archived 2016-07-02 at the Wayback Machine
After Burner at Lemon Amiga
After Burner at SpectrumComputing.co.uk
After Burner at MobyGames
After Burner Arcade Walkthrough
After Burner II at Arcade History
"After Burner II game footage". YouTube. Archived from the original on 2021-12-13. Retrieved 2020-05-24.
An afterburner (or reheat in British English) is an additional combustion component used on some jet engines, mostly those on military supersonic aircraft. Its purpose is to increase thrust, usually for supersonic flight, takeoff, and combat. The afterburning process injects additional fuel into a combustor ("burner") in the jet pipe behind (i.e., "after") the turbine, "reheating" the exhaust gas. Afterburning significantly increases thrust as an alternative to using a bigger engine with its attendant weight penalty, but at the cost of increased fuel consumption (decreased fuel efficiency) which limits its use to short periods. This aircraft application of "reheat" contrasts with the meaning and implementation of "reheat" applicable to gas turbines driving electrical generators and which reduces fuel consumption.
Jet engines are referred to as operating wet when afterburning and dry when not. An engine producing maximum thrust wet is at maximum power, while an engine producing maximum thrust dry is at military power.
Principle
The first jet engine with after-burner was the E variant of Jumo 004.
Jet-engine thrust is an application of Newton's reaction principle, in which the engine generates thrust because it increases the momentum of the air passing through it. Thrust depends on two things: the velocity of the exhaust gas and the mass of the gas exiting the nozzle. A jet engine can produce more thrust by either accelerating the gas to a higher velocity or ejecting a greater mass of gas from the engine. Designing a basic turbojet engine around the second principle produces the turbofan engine, which creates slower gas, but more of it. Turbofans are highly fuel efficient and can deliver high thrust for long periods of time, but the design tradeoff is a large size relative to the power output. Generating increased power with a more compact engine for short periods can be achieved using an afterburner. The afterburner increases thrust primarily by accelerating the exhaust gas to a higher velocity.
The following values and parameters are for an early jet engine, the Pratt & Whitney J57, stationary on the runway, and illustrate the high values of afterburner fuel flow, gas temperature and thrust compared to those for the engine operating within the temperature limitations for its turbine.
The highest temperature in the engine (about 3,700 °F (2,040 °C)) occurs in the combustion chamber, where fuel is burned (at an approximate rate of 8,520 lb/h (3,860 kg/h)) in a relatively small proportion of the air entering the engine. The combustion products have to be diluted with air from the compressor to bring the gas temperature down to a specific value, known as the Turbine Entry Temperature (TET) (1,570 °F (850 °C)), which gives the turbine an acceptable life. Having to reduce the temperature of the combustion products by a large amount is one of the primary limitations on how much thrust can be generated (10,200 lbf (45,000 N)). Burning all the oxygen delivered by the compressor stages would create temperatures (3,700 °F (2,040 °C)) high enough to significantly weaken the internal structure of the engine, but by mixing the combustion products with unburned air from the compressor at (600 °F (316 °C)) a substantial amount of oxygen (fuel/air ratio 0.014 compared to a no-oxygen-remaining value 0.0687) is still available for burning large quantities of fuel (25,000 lb/h (11,000 kg/h)) in an afterburner. The gas temperature decreases as it passes through the turbine (to 1,013 °F (545 °C)). The afterburner combustor reheats the gas, but to a much higher temperature (2,540 °F (1,390 °C)) than the TET (1,570 °F (850 °C)). As a result of the temperature rise in the afterburner combustor, the gas is accelerated, firstly by the heat addition, known as Rayleigh flow, then by the nozzle to a higher exit velocity than that which occurs without the afterburner. The mass flow is also slightly increased by the addition of the afterburner fuel. The thrust with afterburning is 16,000 lbf (71,000 N).
The visible exhaust may show shock diamonds, which are caused by shock waves formed due to slight differences between ambient pressure and the exhaust pressure. This interaction causes oscillations in the exhaust jet diameter over a short distance and causes visible banding where pressure and temperature are highest.
Thrust augmentation by heating bypass air
Thrust may be increased by burning fuel in a turbofan's cold bypass air, instead of the mixed cold and hot flows as in most afterburning turbofans.
An early augmented turbofan, the Pratt & Whitney TF30, used separate burning zones for the bypass and core flows with three of seven concentric spray rings in the bypass flow. In comparison, the afterburning Rolls-Royce Spey used a twenty chute mixer before the fuel manifolds.
Plenum chamber burning (PCB) was partially developed for the vectored thrust Bristol Siddeley BS100 engine for the Hawker Siddeley P.1154 until the program was cancelled in 1965. The cold bypass and hot core flows were split between two pairs of nozzles, front and rear, in the same manner as the Rolls-Royce Pegasus, and fuel was burned in the fan air before it left the front nozzles. It would have given greater thrust for take-off and supersonic performance in an aircraft similar to, but bigger than, the Hawker Siddeley Harrier.
Duct heating was used by Pratt & Whitney for their JTF17 turbofan proposal for the U.S. Supersonic Transport Program in 1964 and a demonstrator engine was run. The duct heater used an annular combustor and would be used for takeoff, climb and cruise at Mach 2.7 with different amounts of augmentation depending on aircraft weight.
Design
A jet engine afterburner is an extended exhaust section containing extra fuel injectors. Since the jet engine upstream (i.e., before the turbine) will use little of the oxygen it ingests, additional fuel can be burned after the gas flow has left the turbines. When the afterburner is turned on, fuel is injected and igniters are fired. The resulting combustion process increases the afterburner exit (nozzle entry) temperature, resulting in a significant increase in engine thrust. In addition to the increase in afterburner exit stagnation temperature, there is also an increase in nozzle mass flow (i.e. afterburner entry mass flow plus the effective afterburner fuel flow), but a decrease in afterburner exit stagnation pressure (owing to a fundamental loss due to heating plus friction and turbulence losses).
The resulting increase in afterburner exit volume flow is accommodated by increasing the throat area of the exit nozzle. Otherwise, if pressure is not released, the gas can flow upstream and re-ignite, possibly causing a compressor stall (or fan surge in a turbofan application). The first designs, e.g. Solar afterburners used on the F7U Cutlass, F-94 Starfire and F-89 Scorpion, had 2-position eyelid nozzles. Modern designs incorporate not only variable-geometry (VG) nozzles but multiple stages of augmentation via separate spray bars.
To a first order, the gross thrust ratio (afterburning/dry) is directly proportional to the root of the stagnation temperature ratio across the afterburner (i.e. exit/entry).
Limitations
Due to their high fuel consumption, afterburners are only used for short-duration, high-thrust requirements. These include heavy-weight or short-runway take-offs, assisting catapult launches from aircraft carriers, and during air combat. A notable exception is the Pratt & Whitney J58 engine used in the SR-71 Blackbird which used its afterburner for prolonged periods and was refueled in-flight as part of every reconnaissance mission.
An afterburner has a limited life to match its intermittent use. The J58 was an exception with a continuous rating. This was achieved with thermal barrier coatings on the liner and flame holders and by cooling the liner and nozzle with compressor bleed air instead of turbine exhaust gas.
Efficiency
In heat engines such as jet engines, efficiency is highest when combustion occurs at the highest pressure and temperature possible, and expanded down to ambient pressure (see Carnot cycle).
Since the exhaust gas already has a reduced oxygen content, owing to previous combustion, and since the fuel is not burning in a highly compressed air column, the afterburner is generally inefficient in comparison to the main combustion process. Afterburner efficiency also declines significantly if, as is usually the case, the inlet and tailpipe pressure decreases with increasing altitude.
This limitation applies only to turbojets. In a military turbofan combat engine, the bypass air is added into the exhaust, thereby increasing the core and afterburner efficiency. In turbojets the gain is limited to 50%, whereas in a turbofan it depends on the bypass ratio and can be as much as 70%.
However, as a counterexample, the SR-71 had reasonable efficiency at high altitude in afterburning ("wet") mode owing to its high speed (mach 3.2) and correspondingly high pressure due to ram intake.
Influence on cycle choice
Afterburning has a significant influence upon engine cycle choice.
Lowering the fan pressure ratio decreases specific thrust (both dry and wet afterburning), but results in a lower temperature entering the afterburner. Since the afterburning exit temperature is effectively fixed, the temperature rise across the unit increases, raising the afterburner fuel flow. The total fuel flow tends to increase faster than the net thrust, resulting in a higher specific fuel consumption (SFC). However, the corresponding dry power SFC improves (i.e. lower specific thrust). The high temperature ratio across the afterburner results in a good thrust boost.
If the aircraft burns a large percentage of its fuel with the afterburner alight, it pays to select an engine cycle with a high specific thrust (i.e. high fan pressure ratio/low bypass ratio). The resulting engine is relatively fuel efficient with afterburning (i.e. Combat/Take-off), but thirsty in dry power. If, however, the afterburner is to be hardly used, a low specific thrust (low fan pressure ratio/high bypass ratio) cycle will be favored. Such an engine has a good dry SFC, but a poor afterburning SFC at Combat/Take-off.
Often the engine designer is faced with a compromise between these two extremes.
History
The Caproni Campini C.C.2 motorjet, designed by the Italian engineer Secondo Campini, was the first aircraft to incorporate an afterburner. The first flight of a C.C.2, with its afterburners operating, took place on 11 April 1941.
Early British afterburner ("reheat") work included flight tests on a Rolls-Royce W2/B23 in a Gloster Meteor I in late 1944 and ground tests on a Power Jets W2/700 engine in mid-1945. This engine was destined for the Miles M.52 supersonic aircraft project.
Early American research on the concept was done by NACA, in Cleveland, Ohio, leading to the publication of the paper "Theoretical Investigation of Thrust Augmentation of Turbojet Engines by Tail-pipe Burning" in January 1947.
American work on afterburners in 1948 resulted in installations on early straight-wing jets such as the Pirate, Starfire and Scorpion.
The new Pratt & Whitney J48 turbojet, at 8,000 lbf (36 kN) thrust with afterburners, would power the Grumman swept-wing fighter F9F-6, which was about to go into production. Other new Navy fighters with afterburners included the Chance Vought F7U-3 Cutlass, powered by two 6,000 lbf (27 kN) thrust Westinghouse J46 engines.
In the 1950s, several large afterburning engines were developed, such as the Orenda Iroquois and the British de Havilland Gyron and Rolls-Royce Avon RB.146 variants. The Avon and its variants powered the English Electric Lightning, the first supersonic aircraft in RAF service. The Bristol-Siddeley/Rolls-Royce Olympus was fitted with afterburners for use with the BAC TSR-2. This system was designed and developed jointly by Bristol-Siddeley and Solar of San Diego. The afterburner system for the Concorde was developed by Snecma.
Afterburners are generally used only in military aircraft, and are considered standard equipment on fighter aircraft. The handful of civilian planes that have used them include some NASA research aircraft, the Tupolev Tu-144, Concorde and the White Knight of Scaled Composites. Concorde flew long distances at supersonic speeds. Sustained high speeds would be impossible with the high fuel consumption of afterburner, and the plane used afterburners at takeoff and to minimize time spent in the high-drag transonic flight regime. Supersonic flight without afterburners is referred to as supercruise.
A turbojet engine equipped with an afterburner is called an "afterburning turbojet", whereas a turbofan engine similarly equipped is sometimes called an "augmented turbofan".
A "dump-and-burn" is an airshow display feature where fuel is jettisoned, then intentionally ignited using the afterburner. A spectacular flame combined with high speed makes this a popular display for airshows, or as a finale to fireworks. Fuel dumping is used primarily to reduce the weight of an aircraft to avoid a heavy, high-speed landing. Other than for safety or emergency reasons, fuel dumping does not have a practical use.
See also
Aerospike engine
Components of jet engines
Index of aviation articles
Propelling nozzle
Ramjet
References
External links
Photo of the reheat fuel spray nozzles of a Bristol Siddeley Olympus (picture at bottom left of page)
"Tailpipe Reheat" a 1949 Flight article
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