After Burner Climax was delisted from Xbox 360 on December 16th, 2014. It was likely delisted from PlayStation 3 on or near this date. On December 3rd, two tweets from AM2 Producer Noriyuki Shimoda and Sega of Japan project manager Yasushi Yamashita announced that the game would be delisted on December 24th. This was reported on by Twitter user lifelower the day after.

Nostalgia is a powerful marketing tool as evident by the reinvention of J.I.Joe, Transformers and the A-Team. But what generation nostalgia loves more than anything are re-releases or re-imaginings of their favorite games from when they were kids. Just look at 1942: Joint Strike, The New Super Mario Bros., Bionic Commando Rearmed, TMNT Arcade, and the constant re-releases of one Final Fantasy game after another.


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Players choose between the F-18 Hornet, the F-15 Eagle, and the F-14 Tomcat for their at-home shoot-em-up experience. Enemy jets come directly at the player in large numbers and can be shot down either manually with the machineguns or automatically with missiles after a lock has been achieved. When the climax meter is filled, players can lock onto several targets at once in slow motion, then quickly eliminate an entire squadron of planes in one fell swoop.

After Burner Climax is a reedit of the classic aviation arcade game of the same name that first came out on arcade machines in June 2006. Years later it appeared on Xbox 360, Playstation 3, iOS, and Android, but after a while it stopped being available for download. Luckily, five years later, SEGA has rescued it and now offers it for free (with ads) as part of the SEGA Classics line.

The basic spec of the arcade game basically means that there are no problems whatsoever in creating a nigh-on perfect copy on both consoles, with just one difference. The Xbox 360 version of Afterburner Climax features full-on 4x multi-sampling anti-aliasing while the PS3 game has absolutely none whatsoever.

Aircrafts include: F-14 Super Tomcat, F-15E Strike Eagle or F/A-19E Super Hornet in 4 different color variations and fully loaded with guns and missiles. Afterburner Climax features 20 new stages including Volcanic Islands, an Iceberg Base, Nuclear Arsenal, plus secret and extra stages.The machine is in great condition ready for site or home games room.

As well as completing the game you also get a certain number of challenges that once completed allow different modes and unlocks to use within the game. These will either make the game more difficult or just more fun to play. Example of these are ones that made your cursor the same size as it is when your in climax mode as well as also making your jet super fast or super slow. While most of these are just added perks that make the game more fun to re run through. There are a few which will get the hardcore fans going that ramps up the difficulty and makes the game even more challenging.

Looks absolutely awesome this. Was a massive fan of Afterburner back in the day, don't dare to think about how many quids I pumped into it at the arcade.Glad to see they have put more into it and not just regurgitated the old version, but without losing what Afterburner essentially is.

At the start of the game, the player takes off from an aircraft carrier called the SEGA Enterprise, which shares a similar name to the one used in the 1986 film Top Gun. The jet itself employs a machine gun and a limited set of heat-seeking missiles; there is an unlimited amount of 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.

Climax kicks off by letting you choose among three aircraft: the F/A-18E/F Super Hornet, F-15E Strike Eagle, and F-14D Super Tomcat. Then, following a short scene explaining that your mission is to prevent a hostile nation from launching a nuclear strike, you find yourself flying at breakneck speeds as squadron after squadron of enemy fighters send impossible numbers of missiles at you. You have guns for close-range enemies and missiles for targets that are farther away. Banking and tilting your plane so that your targeting cursor moves over enemies instantly results in lock-ons, letting you unleash a barrage of your constantly recharging missiles to blow your targets from the sky. All the while, you'll be trying to bank and roll to avoid the missiles streaking in your direction.

There are a few new elements that set Climax apart from earlier After Burner games. Here, you're given the occasional special objective. These include destroying helicopters carrying enemy ground troops, and increasing your speed to tail a stealth bomber that is immune to missile locks and taking it out with guns. There are also some branching pathways and some levels where you fly through the interiors of cavernous enemy bases. Additionally, as you take out enemies, you fill up your climax gauge. When triggered, this ability briefly slows down time, which dramatically increases the size of your targeting cursor, making it easy to lock on to and destroy a large number of enemies. But these are all minor additions; not game changers. This is still fast and fun arcade action for the 10-12 minutes or so it'll take skilled players to reach the ending, but the lock-on-and-shoot action doesn't offer enough depth or variety to stand up well to multiple play-throughs.

In an effort to add replay value to Climax's home version, Sega has included a secret final stage and a wide variety of special options that you unlock as you play the Arcade mode and accomplish various tasks. For instance, Reaching the ending once lets you play with your targeting cursor enlarged to climax-mode proportions at all times. Downing 70 percent of the enemies in a stage 10 times gives you access to armor that reduces all damage by half. For those who enjoy a challenge, there are also a few unlockable options that make the game more difficult by reducing your gun's power or your armor's effectiveness, preventing missiles from replenishing, and the like. These options are fun to tinker around with, and it can be satisfying to tear through the enemy with numerous options tilting the odds dramatically in your favor.

Scent of blood was in the air, so I've been relentlessly going after the score - got spasms in my hand and aching legs from sitting in one place for too long. I was getting impatient after earlier setting a number of new records in the first half (each would have been enough to take me past the 2,000,000 point if added to my previous best) but then dumping it in the final few stages due to the pressure.

Still, I knew it was just a case of keeping calm. Took a break to watch some TV, then went back to it for another couple of goes before bed. Average start, no outstanding stage scores, but I held on to my credit - played it safe on mission 12 to keep the 5 star rating, went into the final with a single life in hand. This time I nailed the multiple climax mode sweeps and didn't screw up the emergency order, went into the missile chase with 1,890,000 or something. Just had to get an excellent rating and hope I shot enough additional targets to take me over the limit.

I'd place this experience alongside earning the platinum trophy for Wipeout HD and unlocking the AX tracks for F-Zero GX - all three showed that a shortage of natural skill can be overcome with a bit of brute force determination. Very satisfying but I know that if I go back to any of those games after a long blank, I wont be able to do it again.

Edit - I also just noticed the total number of players has increased by 6 since the previous screenshot. That's very weird, given that the game can't be bought anymore. People have been recently playing score attack for the first time, 6/7 years after the game was released??

I actually came back to post a teaser of the other thing I've got on the backburner with this game... started about three years ago when I had my last big obsessive phase. Question is, will I finish it before I beat my high score again?

Nothing definite confirmed, but my suspicion is that there is a faster rate of refill for the climax gauge than I previously knew about, which allows you to trigger it far more often. My current speculation is if the rates are as follows, going from slowest to fastest;

I wore out my controller before I could beat my high score. I noticed a week or two ago that there was an awful lot of finely ground plastic dust accumulating on the ball of the analogue stick after a session - I guess I wasn't diligent enough in cleaning it because a few days ago the left stick started to automatically trigger an up signal - very obvious in the menus but with the inverted flight controls what it meant was I couldn't always reach the targets at the top of the screen, as I was fighting against these phantom controller signals. I disassembled it and went at it with the airduster but only got a temporary improvement.

*So about training in stage 4A - the game is still revealing secrets. There is a point is when a squadron of Harrier IIs fly in from the rear. Something funny was definitely going on with them. Through the magic of climax mode I was able to watch in slow motion as one of the Harriers deployed a whole bunch of chaff to shake off my missile, and what was a single locked target became about six. I haven't been able to confirm if that boosts the combo by 5 as well (it should) but what I can say for sure is if you are not in climax mode it risks a break in the combo, as your missiles whiff. That alone is helpful as it's confirmation of when to use the gauge. I'd noticed some enemies behave like this before but hadn't given it much thought, I guess I thought they were exploding into bits or something. If they do in fact grant bonuses to the combo gauge then that's a whole new resource to investigate, as they occur in other stages too. ff782bc1db

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