Pioneer, creator of genres and a unique talent that has given us a few unforgettable game. Often the great legacy of Yu Suzuki unfairly is not remembered as it deserves when compared to other common figures from the land of the rising sun such as Hideo Kojima and Shigeru Miyamoto.
The stirred and unstoppable mind of this creative has always shown great versatility through the catalog of works that make up his career; a set of titles that remind us carefully analyzed its value. These bets were revolutionary at the time and now get its own merits, stay in the memory of many treasuring its magic thanks to the unique style of its creator. Then we review the most notable of one of the most remarkable figures in the sector work.
Between the 80s and mid-90s, Yu Suzuki was mainly devoted to the world of recreational, achieving great success through a different and revolutionary games that were characterized by a mix of playable innovation and advanced graphics. His first job at Sega, Champion Boxing (1984), certainly not the most memorable but this boxing game in 2D despite its simple appearance managed to capture the hardness of the sport. Realism and perfection in the gameplay have been an almost constant signature in many of the works of Japanese and prove it every one of the successes that come in the years ahead.
Hang-Ong (1985), the video game which revealed the fans of Yu Suzuki for motorcycles, one of the first titles of recreation in using 16 bits and the famous “technology Super Scaler” from Sega, which allowed a high rate of images per second and scaling sprites that could simulate almost three – dimensional scenes. His great gameplay sought realistically recreate the world of motorcycling and its visual appearance with the design of recreational motorcycle as are remembered fondly by many features nostalgic arcade halls.
Space Harrier (1985) is considered by many as one of the most famous games in history. The original concept of this title was looking for an experience in which the player would pilot the famous vertical takeoff fighter “Harrier”. The limitations of the era ended with the first realistic idea to make way for a shooter pseudopodia dimensional science fiction with great touches. The fighter was replaced by a man of blond hair that can fly in any direction shooting all kinds of fantastic creatures. Improvisation and creative power of imagination can be the best weapons to solve a problem during development, this game is the perfect example.
Inspired by The Neverending Story, a work of which Suzuki is a big fan, Space Harrier also made use of technology Super Scaler offering an array of unforgettable fantastic frenzy. The success of this work is latent in the fact that it was ported to almost thirty different platforms at the time and over the years have been coming versions for Wii, Nintendo 3DS, Xbox 360 and PS3.
Before he arrived Ferrari F355, Suzuki already demonstrated his passion for Ferrari with OutRun (1986). There was no official license and no reference to the prestigious Italian brand is, however ass Ferrari Testarrosa in the center of the screen is unmistakable. A successful title that besides being ported to many platforms, has had more revisions. Blessed with technology Super Scaler at a more advanced level, OutRun makes playable the topic that many times we have seen reflected in American cinema; the dream of driving a red sports car with a blonde wench copilot.
Yu Suzuki was left with a thorn stuck with the issue of creating a game where we put ourselves at the controls of a fighter and this question was settled with After Burner (1987). The realism of its control system and its graphical section lifted him in the Awards Game of Japan. Using graphics with three – dimensional feeling and great speed in handling sprites thanks to the plate Sega X, showing the evolution of technology Super Scaler through a realistic experience of air combat. After Burner is one of the gaming machines more famous and successful history, also one of the most desired by collectors.
After all these games was no secret that Sega gambled heavily by cross towards developing three -dimensional terrain videgames which would replace the pixels and sprites by using polygons. The flag of the company in this exciting new stage was the great family Virtua.
Virtua Racing (1992) impressed the world carrying the genre of driving to a new level but it was the arrival of Virtua Fighter (1993) which managed to shake up the video game world with the design of their fighters, scenarios and that feeling of depth. A technical breakthrough that marked the way to go in a matter of using polygons and showed how would fight future titles in three dimensions. Then came Virtua Cop (1994), another legend in the field of fire with light guns, its success inspired many titles of these features that would become one of the most popular and varied experiences of the arcades.
Often when we think of Ferrari 355 Challenge (1999) invades us a slightly bittersweet feeling because it was one of the last wonders we could enjoy recreational before they began to disappear gradually. This time, Yu Suzuki himself had the Ferrari license to translate all his love for these cars, particularly towards the model 355. Such was his obsession accurately reflect his leadership that the result was a demanding way of truth, for many, one of the best driving simulators that have been created and one of the first photorealistic games in video game history. Unforgettable arcade your furniture equipped with three screens in addition to the version for Dreamcast, another jewel of the last console Sega.
It is said that one day, Suzuki, tired of creating intense but brief experience, the basic concept of what should be a game in a recreational decided, driven once again by its innovative and overcoming spirit, creating a long game and complex user submerged in a deep trip and once again, realistic. The result of this long sleep (today continues) were the first bars to create one of the games most ambitious role and unique gaming history: Shenmue (1999), one of the most captivating experiences that may experience a player.
Often qualifies Shigeru Miyamoto as “the father of video games” for his great contribution to the industry. Once, during an interview in 2010, Yu Suzuki gave his opinion on this statement noting humorously: “If Miyamoto is the father of video games, I guess I’m the mother.” In the background is not worth getting into arguments because as is also true: “mother no more than a ” and the legacy of this mother are some of the most innovative, influential and unforgettable works of videgames. Titles also introduce a revolutionary concept have helped to write the history of the game, and shaping the way, the greatest passions of its creator with an unmistakable stamp of perfection and realism rarely seen.