The Konix Multisystem was a cancelled video game system under development by Konix , a British manufacturer of computer peripherals.
90-449: The Konix Multisystem began life in 1988 as an advanced Konix peripheral design intended to build on the success of the company's range of joysticks. The design, codenamed Slipstream, resembled a dashboard-style games controller, and could be configured with a steering wheel, a flight yoke, and motorbike handles. It promised advanced features such as force feedback , hitherto unheard of in home gaming. However, it soon became apparent that
180-400: A blitter chip that allowed vertical and horizontal hardware scrolling . Flare were specifically aiming their machine at the gaming market, eschewing such features as 80 column text display (considered the requisite for business applications such as word processing ) in favour of faster graphics handling. This meant that in spite of its modest 8-bit CPU the system compared well against
270-860: A pinball machine in 1989. Simple haptic devices are common in the form of game controllers , joysticks, and steering wheels. Early implementations were provided through optional components, such as the Nintendo 64 controller's Rumble Pak in 1997. In the same year, the Microsoft SideWinder Force Feedback Pro with built-in feedback was released by Immersion Corporation . Many console controllers and joysticks feature built-in feedback devices, which are motors with unbalanced weights that spin, causing it to vibrate, including Sony 's DualShock technology and Microsoft 's Impulse Trigger technology. Some automobile steering wheel controllers, for example, are programmed to provide
360-460: A stick shaker is engaged which simulates the response of a simpler control system . Alternatively, the servo force may be measured and the signal directed to a servo system on the control, also known as force feedback . Force feedback has been implemented experimentally in some excavators and is useful when excavating mixed material such as large rocks embedded in silt or clay. It allows the operator to "feel" and work around unseen obstacles. In
450-480: A "Tactile Touchpad" design with button functionality and haptic feedback incorporated into the tracking surface. The tactile touchpad allows for a feeling of "give" when clicking despite the fact that the touchpad no longer moves. In December 2015 David Eagleman demonstrated a wearable vest that "translates" speech and other audio signals into series of vibrations. This allowed hearing-impaired people to "feel" sounds on their body; it has since been made commercially as
540-537: A "feel" of the road. As the user makes a turn or accelerates, the steering wheel responds by resisting turns or slipping out of control. Notable introductions include: Tactile haptic feedback is common in cellular devices . In most cases, this takes the form of vibration response to touch. Alpine Electronics uses a haptic feedback technology named PulseTouch on many of their touch-screen car navigation and stereo units. The Nexus One features haptic feedback, according to their specifications. Samsung first launched
630-611: 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. 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
720-659: 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
810-473: A computer screen. In 1995, Norwegian Geir Jensen described a wristwatch haptic device with a skin tap mechanism, termed Tap-in. The wristwatch would connect to a mobile phone via Bluetooth , and tapping-frequency patterns would enable the wearer to respond to callers with selected short messages. In 2015, the Apple Watch was launched. It uses skin tap sensing to deliver notifications and alerts from
900-457: A haptic subwoofer module for their OP-Z synthesizer allowing musicians to feel the bass frequencies directly on their instrument. The use of haptic technologies may be useful in space exploration , including visits to the planet Mars , according to news reports. After Burner After Burner II Arcade, Mega Drive/Genesis , Amiga, Atari ST, MS-DOS, Famicom, X68000, Video Challenger , PC Engine , Saturn , FM Towns After Burner
990-403: A human scans (runs their finger over a surface) to gain information about a surfaces texture. A significant amount of information about a surface's texture on the micro meter scale can be gathered through this action as vibrations resulting from friction and texture activate mechanoreceptors in the human skin. Towards this goal plates can be made to vibrate at an ultrasonic frequency which reduces
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#17327731763551080-399: A motor shaft. As the shaft rotates, the spinning of this irregular mass causes the actuator and the attached device to shake. Piezoelectric actuators are also employed to produce vibrations, and offer even more precise motion than LRAs, with less noise and in a smaller platform, but require higher voltages than do ERMs and LRAs. One of the most common forms of haptic feedback in video games
1170-748: A phone with haptics in 2007. Surface haptics refers to the production of variable forces on a user's finger as it interacts with a surface such as a touchscreen. Notable introductions include: Haptics are gaining widespread acceptance as a key part of virtual reality systems, adding the sense of touch to previously visual-only interfaces. Systems are being developed to use haptic interfaces for 3D modeling and design, including systems that allow holograms to be both seen and felt. Several companies are making full-body or torso haptic vests or haptic suits for use in immersive virtual reality to allow users to feel explosions and bullet impacts. In 2015, Apple Inc. 's MacBook and MacBook Pro started incorporating
1260-455: A punch or kick. The vest plugs into the audio output of a stereo, TV, or VCR and the audio signal is reproduced through a speaker embedded in the vest. In 1995, Thomas Massie developed the PHANToM (Personal HAptic iNTerface Mechanism) system. It used thimble-like receptacles at the end of computerized arms into which a person's fingers could be inserted, allowing them to "feel" an object on
1350-604: A real vehicle. Direct-drive wheels , introduced in 2013, are based on servomotors and are the most high-end, for strength and fidelity, type of force feedback racing wheels. In 2007, Novint released the Falcon , the first consumer 3D touch device with high resolution three-dimensional force feedback. This allowed the haptic simulation of objects, textures, recoil, momentum, and the physical presence of objects in games. Air vortex rings are donut-shaped air pockets made up of concentrated gusts of air. Focused air vortices can have
1440-417: A remote server to control their sex toy. The term was first coined by Ted Nelson in 1975, when discussing the future of love, intimacy and technology. In recent years, teledildonics and sex-technology have expanded to include toys with a two-way connection that allow virtual sex through the communication of vibrations, pressures and sensations. Many "smart" vibrators allow for a one-way connection either between
1530-408: 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
1620-455: A system known as Flare One. Flare's prototype system was Z80 based but featured four custom chips to give it the power to compete with peers such as the Amiga and Atari ST . The 1MB machine (128k of ROM , 128k of video RAM , 768k of system RAM ) promised graphics with 256 colours on-screen simultaneously, could handle 3 million pixels per second, output 8 channel stereo sound and had
1710-408: A useful warning of a dangerous flight condition. Servo systems tend to be "one-way", meaning external forces applied aerodynamically to the control surfaces are not perceived at the controls, resulting in the lack of this important sensory cue . To address this, the missing normal forces are simulated with springs and weights. The angle of attack is measured, and as the critical stall point approaches
1800-416: 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
1890-430: A wristband. A tactile electronic display is a display device that delivers text and graphical information using the sense of touch. Devices of this kind have been developed to assist blind or deaf users by providing an alternative to visual or auditory sensation. Haptic feedback is used within teledildonics , or "sex-technology", in order to remotely connect sex toys and allow users to engage in virtual sex or allow
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#17327731763551980-492: 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
2070-452: Is controller rumble. In 1976, Sega 's motorbike game Moto-Cross , also known as Fonz , was the first game to use haptic feedback, causing the handlebars to vibrate during a collision with another vehicle. Force feedback devices use motors to manipulate the movement of an item held by the user. A common use is in automobile driving video games and simulators, which turn the steering wheel to simulate forces experienced when cornering
2160-482: Is essential to perform complex tasks via telepresence . The Shadow Hand , an advanced robotic hand, has a total of 129 touch sensors embedded in every joint and finger pad that relay information to the operator. This allows tasks such as typing to be performed from a distance. An early prototype can be seen in NASA 's collection of humanoid robots, or robonauts . Teleoperators are remote controlled robotic tools. When
2250-459: Is geared up to rotating masses of vertices at incredible rates." However, of the original Flare One's vertex computation performance, Zarch author David Braben had noted that whilst similar levels of performance might be difficult to achieve on an Archimedes computer, the performance bottlenecks in solid 3D games were actually "scanning databases of shapes and putting polygons on screen". Numerous game developers were recruited to produce games for
2340-428: Is that generally SA sensors can detect textures with amplitudes greater than 200 micrometers and FA sensors can detect textures with amplitudes less than 200 micrometers down to about 1 micrometer, though some research suggests that FA can only detect textures smaller than the fingerprint wavelength. FA mechanoreceptors achieve this high resolution of sensing by sensing vibrations produced by friction and an interaction of
2430-510: Is to both enable multi-fingered robots with a sense of touch, and gain more insights into human meta-learning. Haptic technologies have been explored in virtual arts, such as sound synthesis or graphic design , that make some loose vision and animation . Haptic technology was used to enhance existing art pieces in the Tate Sensorium exhibit in 2015. In music creation, Swedish synthesizer manufacturer Teenage Engineering introduced
2520-461: Is used to provide confirmation of touch commands without needing the driver to take their eyes off the road. Additional contact surfaces, for example the steering wheel or seat, can also provide haptic information to the driver, for example, a warning vibration pattern when close to other vehicles. Force-feedback can be used to increase adherence to a safe flight envelope and thus reduce the risk of pilots entering dangerous states of flights outside
2610-562: The 16-bit machines in the market at the time. It could move sprites and block graphics faster than an Atari ST, and in 256 colours under conditions when the ST would only show 16 colours. It could also draw lines 3 times faster than an Amiga and even handle the maths of 3D models faster than the 32-bit Acorn Archimedes . In spite of these specifications and bearing in mind their target gaming market, Flare aimed to retail their machine for around £200 (equivalent to £680 in 2023), half of what
2700-463: 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
2790-578: 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
Konix Multisystem - Misplaced Pages Continue
2880-463: The 1960s, Paul Bach-y-Rita developed a vision substitution system using a 20x20 array of metal rods that could be raised and lowered, producing tactile "dots" analogous to the pixels of a screen. People sitting in a chair equipped with this device could identify pictures from the pattern of dots poked into their backs. The first US patent for a tactile telephone was granted to Thomas D. Shannon in 1973. An early tactile man-machine communication system
2970-566: The Amiga and ST were selling for. Ultimately, Flare's resources to put it into mass production were limited. Holloway approached Flare and proposed a merger of their respective technologies to create an innovative new kind of gaming console with the computer hardware built into the main controller and in July 1988 a partnership was formed. Development work was carried out by Flare, with assistance from British games programmer Jeff Minter . Konix wanted
3060-542: 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
3150-476: The Mutant Camels , System 3's Last Ninja 2 , Vivid Image 's Hammerfist , and Logotron's Star Ray . A game called Bikers was to be developed by Argonaut Software to be included as a free game with the system. Signs of trouble in the progress to the release of the console did not take long to arrive. By May the release date had slipped from August to October. By October, a first quarter 1990 release
3240-492: 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 ,
3330-470: The Slipstream project had the potential to be much more than a peripheral. Konix turned to their sister company Creative Devices Ltd, a computer hardware developer, to design a gaming computer to be put inside the controller to make it a stand-alone console in its own right. It was shortly after this development began that Konix founder and chairman Wyn Holloway came across a magazine article that described
3420-633: 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
3510-520: 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
3600-663: 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
3690-465: 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
Konix Multisystem - Misplaced Pages Continue
3780-427: 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
3870-534: The cover disc of issue 8 of Retro Gamer magazine. Force feedback Haptic technology (also kinaesthetic communication or 3D touch ) is technology that can create an experience of touch by applying forces , vibrations , or motions to the user. These technologies can be used to create virtual objects in a computer simulation , to control virtual objects, and to enhance remote control of machines and devices ( telerobotics ). Haptic devices may incorporate tactile sensors that measure forces exerted by
3960-480: The fingerprint texture moving over fine surface texture. Haptic feedback (often shortened to just haptics) is controlled vibrations at set frequencies and intervals to provide a sensation representative of an in-game action; this includes 'bumps', 'knocks', and 'tap' of one's hand or fingers. The majority of electronics offering haptic feedback use vibrations, and most use a type of eccentric rotating mass (ERM) actuator, consisting of an unbalanced weight attached to
4050-415: The force feedback that would be felt in real life. Simulated forces are generated using haptic operator controls, allowing data representing touch sensations to be saved or played back. Haptic interfaces for medical simulation are being developed for training in minimally invasive procedures such as laparoscopy and interventional radiology , and for training dental students. A Virtual Haptic Back (VHB)
4140-427: The force to blow out a candle or disturb papers from a few yards away. Both Microsoft Research (AirWave) and Disney Research (AIREAL) have used air vortices to deliver non-contact haptic feedback. Focused ultrasound beams can be used to create a localized sense of pressure on a finger without touching any physical object. The focal point that creates the sensation of pressure is generated by individually controlling
4230-520: The friction between the plate and skin. Electrical muscle stimulation (EMS) and transcutaneous electrical nerve stimulation (TENS) can be used to create haptic sensations in the skin or muscles. Most notable examples include haptic suits Tesla suit, Owo haptic vest and wearable armbands Valkyrie EIR. In addition to improving immersion, e.g. by simulating bullet hits, these technologies are sought to create sensations similar to weight and resistance, and can promote muscle training. Haptic feedback
4320-485: 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
4410-456: The limitations caused by the shortage of RAM (kept low to keep prices down), “My only concern is memory, or lack of it. For instance, in the game that I'm writing I am using six-channel FM synthesized sound. Now that takes up a hell of a lot of memory. I couldn't usefully fit any more samples, and that's sad.” The memory issue was also flagged by Crash magazine, which pointed out that the floppy disk format meant that games had to be loaded into
4500-620: The machine to use a 16-bit processor, so the Z80 was removed and replaced with an 8086 processor. They also demanded that the colour palette be expanded to 4096 colours, the same as that of the Amiga. To reduce manufacturing costs, the Flare One's four custom chips were integrated into one large chip. In order to keep the cost of software down, it was decided that the software media would be 3.5” floppy discs rather than ROM cartridges used universally by consoles up to that time. The embryonic console
4590-496: The machine's RAM (originally intended to be 128k) in turn requiring the system to be constantly accessing the disk drive. Konix intended to remedy the problem with RAM upgrade cartridges, provided that the price of RAM fell in the future. Overall though, programmers received the system positively. Jeff Minter described the controller itself as "superb," while Chris Walsh of Argonaut Games stated that "Polygon based games like Starglider 2 are going to be easy to program. The machine
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#17327731763554680-474: The mobile phone of the watch wearer. Human sensing of mechanical loading in the skin is managed by Mechanoreceptors . There are a number of types of mechanoreceptors but those present in the finger pad are typically placed into two categories. Fast acting (FA) and slow acting (SA). SA mechanoreceptors are sensitive to relatively large stresses and at low frequencies while FA mechanoreceptors are sensitive to smaller stresses at higher frequencies. The result of this
4770-544: 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
4860-500: The multi emulator MAME . The Konix Multisystem's design was later released independently by a Chinese company called MSC (MultiSystem China) as the MSC Super MS-200E Multi-System, although this was simply an inexpensive PC games controller, without any special internal hardware. Video taped footage showing several games being worked on for the system survives. Excerpts from the footage were later issued on
4950-509: 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
5040-522: The operational borders while maintaining the pilots' final authority and increasing their situation awareness . Haptic feedback is commonly used in arcade games , especially racing video games . In 1976, Sega 's motorbike game Moto-Cross , also known as Fonz , was the first game to use haptic feedback, causing the handlebars to vibrate during a collision with another vehicle. Tatsumi's TX-1 introduced force feedback to car driving games in 1983. The game Earthshaker! added haptic feedback to
5130-579: The operator is given feedback on the forces involved, this is called haptic teleoperation . The first electrically actuated teleoperators were built in the 1950s at the Argonne National Laboratory by Raymond Goertz to remotely handle radioactive substances. Since then, the use of force feedback has become more widespread in other kinds of teleoperators, such as remote-controlled underwater exploration devices. Devices such as medical simulators and flight simulators ideally provide
5220-522: The phase and intensity of each transducer in an array of ultrasound transducers. These beams can also be used to deliver sensations of vibration, and to give users the ability to feel virtual 3D objects. The first commercially available ultrasound device was the Stratos Explore by Ultrahaptics that consisted of 256-transducer array board and a Leap motion controller for hand tracking Another form of tactile feed back results from active touch when
5310-564: The project ultimately went under when Konix ran out of cash without a completed system ever being released. After the project was abandoned, Flare Technology began work on a new project, Flare Two , which was eventually bought by Atari and, after further development, formed the basis for the Atari Jaguar game console. The original Flare One technology was purchased by arcade gambling machine manufacturer Bellfruit for use in their quiz machines. Drivers for these games are also included in
5400-450: The recovery of sensory function due to its more immersive nature. Haptic technology can also provide sensory feedback to ameliorate age-related impairments in balance control and prevent falls in the elderly and balance-impaired. Haptic Cow and Horse are used in veterinary training. Haptic puzzles have been devised in order to investigate goal-oriented haptic exploration, search, learning and memory in complex 3D environments. The goal
5490-425: 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
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#17327731763555580-481: 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
5670-405: The smooth and fast gameplay, as well as the sound. 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
5760-635: 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
5850-474: The system, including Jeff Minter's Llamasoft , Electronic Arts , Psygnosis , Ocean , Palace and U.S. Gold , with Konix promising 40 games to be available by Christmas. Lucasfilm was mooted as a developer with the possibility of releasing their own branded version of the machine in the US, but nothing was ever confirmed. Games known to be in development for the system during 1988 included Llamasoft's Attack of
5940-402: The term "haptic" is often associated with active touch to communicate or recognize objects. One of the earliest applications of haptic technology was in large aircraft that use servomechanism systems to operate control surfaces. In lighter aircraft without servo systems , as the aircraft approached a stall , the aerodynamic buffeting (vibrations) was felt in the pilot's controls. This was
6030-445: 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. 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
6120-714: The user on the interface. The word haptic , from the ‹See Tfd› Greek : ἁπτικός ( haptikos ), means "tactile, pertaining to the sense of touch". Simple haptic devices are common in the form of game controllers , joysticks , and steering wheels . Haptic technology facilitates investigation of how the human sense of touch works by allowing the creation of controlled haptic virtual objects. Most researchers distinguish three sensory systems related to sense of touch in humans: cutaneous , kinaesthetic and haptic . All perceptions mediated by cutaneous and kinaesthetic sensibility are referred to as tactual perception. The sense of touch may be classified as passive and active, and
6210-415: The user, or a remote partner, to allow control of the toy. For individuals with upper limb motor dysfunction, robotic devices utilizing haptic feedback could be used for neurorehabilitation. Robotic devices, such as end-effectors, and both grounded and ungrounded exoskeletons have been designed to assist in restoring control over several muscle groups. Haptic feedback applied by these robotic devices helps in
6300-402: 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,
6390-476: The work of a British group of computer hardware designers whose latest design was looking for a home. The article in question, published in issue 10 of ACE magazine in July 1988, featured Flare Technology , a group of computer hardware designers who, having split from Sinclair Research (creators of the ZX81 and ZX Spectrum home computers), had built on their work on Sinclair's aborted Loki project to create
6480-484: 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. An emulated version of After Burner is playable at the in-game arcade in Shenmue 2 . The plane from After Burner makes
6570-543: 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 was followed by After Burner II , which
6660-464: 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
6750-417: 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
6840-464: Was considered to boost the total RAM for the machine to 768K. Despite the impressive specification on paper, the design did suffer from some limitations. Nick Speakman of software developer Binary Designs pointed out that "the custom chips are very powerful, but they require a lot of programming talent to get anything out of them. The screen handling [also] isn't as fast as we anticipated it to be." Brian Pollock of software publisher Logotron highlighted
6930-464: Was constructed by A. Michael Noll at Bell Telephone Laboratories, Inc. in the early 1970s and a patent was issued for his invention in 1975. In 1994, the Aura Interactor vest was developed. The vest is a wearable force-feedback device that monitors an audio signal and uses electromagnetic actuator technology to convert bass sound waves into vibrations that can represent such actions as
7020-420: Was envisaged. The December edition of The Games Machine magazine revealed the scale of the problem. According to company sources, Konix had been on the brink of calling in receivers. Cheques had bounced, employees hadn't been paid and software development had been brought to a halt in mid-October as developers had reached the stage where they could continue no further without a finished machine. In March 1990 it
7110-445: 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 . The game allows the player to control an F-14 Tomcat jet airplane. At
7200-471: 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
7290-429: 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. 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
7380-575: Was rebuilt with stereoscopic 3D feature as one of 3D Classics for Nintendo 3DS . 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
7470-405: 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
7560-459: 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
7650-412: 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
7740-655: 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
7830-516: Was revealed that Konix had sold the rights to sell their joystick range in the UK to Spectravision who also manufactured the rival QuickShot joystick range. They had effectively sold off the family silver in order to keep the MultiSystem project alive. Autumn 1990 was to be the new release time. Eventually, beset by delays and in spite of all of the media coverage and apparent demand for the machine,
7920-549: Was revealed to the computing press at a toy fair held at Earls Court Exhibition Centre in February 1989. It boasted market leading performance, MIDI support and revolutionary peripherals including a light gun with recoil action and the Power Chair, a motorised seat designed to reproduce in the home what "sit-in" arcade games such as After Burner and Out Run delivered in the arcades . Another innovative feature
8010-546: Was successfully integrated in the curriculum at the Ohio University College of Osteopathic Medicine . Haptic technology has enabled the development of telepresence surgery, allowing expert surgeons to operate on patients from a distance. As the surgeon makes an incision, they feel tactile and resistance feedback as if working directly on the patient. With the introduction of large touchscreen control panels in vehicle dashboards, haptic feedback technology
8100-516: Was the ability to link two MultiSystems together to allow for head-to-head two player gaming. Release was slated for August that year. Several games in development had a version produced for the Konix Multisystem, including Vivid Image 's Hammerfist . A redesigned system oriented around a 32-bit processor clocked at 30 MHz with support for CDs exclusively was announced in 1993 in collaboration with TXC. An optional 512K RAM cartridge
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