
.png)
It was followed by more hits such as Galaxy Force, Last Survivor and Power Drift. With After Burner, running on the Sega X Board arcade system.

Its Super Scaler technology featured advanced sprite scaling and rotation capabilities. 1987-1995 After Burner, released for the Sega X Board arcade system in 1987. This was an early form of 3D texture-mapping. So I was always thinking in 3D." This was also true for games such as Space Harrier and OutRun. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. All the calculations in the system were 3D, even from Hang-On. He stated that his "designs were always 3D from the beginning. In a later interview, Suzuki said that the Super Scaler games were all initially designed as 3D games, and then simulated using three-dimensional sprite-scaling (which simulated the look of texture-mapped 3D polygons and looked significantly more impressive than early, flat-shaded, 3D polygon graphics), even as early as Hang-On in 1985. It was a successor to the Sega VCO Object arcade system board. They introduced the Super Scaler arcade graphics technology with the groundbreaking Hang-On in 1985, running on the Sega Hang-On arcade system board. The Super Scaler engine was designed by Sega's Yu Suzuki and his AM2 arcade division.
