User Reviews

There are no reviews for this game.

Our Users Say

Category Description User Score
AI How smart (or dumb) you perceive the game's artificial intelligence to be 3.0
Gameplay How well the game mechanics work (player controls, game action, interface, etc.) 3.0
Graphics The quality of the art, or the quality/speed of the drawing routines 2.8
Personal Slant How much you personally like the game, regardless of other attributes 3.3
Sound / Music The quality of the sound effects and/or music composition 2.9
Story / Presentation The main creative ideas in the game and how well they're executed 2.7
Overall User Score (7 votes) 3.0

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
Wir haben uns vor Ort sowohl mit dem kleinen Commodore, als auch mit dem Atari ST befaßt, und können den Überschall-Jäger allen Shoot-Em-Up-Freaks nur wärmstens ans Herz legen.
The music fares very well, providing players with a soundtrack and associated sound effects that fit the mood and pacing of the game perfectly. Upbeat, fast-paced tunes help keep the tension high. All in all, After Burner proves yet again that Sega know the arcade business like no one else. The game may be a tad short on replay value, but you'll struggle to find anything better.
The graphics are the worst of the bunch. They're colourful but very blocky - to the extend that it's often very difficult to see what is going on and where the missiles are coming from. The sound too is poor - the effects especially.
Commodore Format (Apr, 1991)
A very good conversion of a decidedly second rate arcade game means you should only consider this if you're already obsessed with adding it to your collection.
Commodore Format (Jul, 1992)
You'd do better to wait until G-LOC comes down to a realistic and affordable price, I reckon. Afterburner just doesn't spread the marmalade.
If you can put up with the barely adequate graphics, confused play and at times horrific presentation, you may find a barely playable game. The worst feature is the presence of character blocks around missiles and aircraft when they pass over the ground - such crudities haven't been seen for at least five years. If you've a perverse desire to waste your money, give this version of Afterburner a whirl.
Zzap! (Jan, 1991)
The feel of the coin-op is lost in sluggish response, dubious collision detection and little of the coin-op's glossy presentation - very disappointing given Argonaut's reputation. At least the main plane graphic looks good, which is about the only positive thing that can be said.
Games Preview (Jan, 1989)
Lydeffekterne er simple, og grafikken er en katastrofe: Dine skud ligner runde snebolde, og de er så dårligt lavet, at du kan se den firkantede sprite, skudene er i. Fjenderne har også missiler, men beklageligvis er de kun animeret i to trin. Du ser missilerne når fjenden affyrer dem, og næste gang du ser dem, er når de rammer dig! Denne lille "detalje" gør at det er næsten umuligt at undvige missilerne.
Zzap! (Mar, 1989)
After all the hype and promotion, the game doesn't live up to it: the 64 conversion of a Afterburner is incredibly disappointing. The graphics and sound are laughably bad, making the idea of a multiload (which, incidentally, it is) a joke. The glitchy plane wobbles about in a flat sky over bland and blocky ground formations that do anything but rush towards you in 3D, and the chunkiness of the other sprites has to be seen to be believed. if you brought this, then you have my commiserations.
Power Play (Jan, 1989)
Afterburner auf den C 64 umzusetzen war sicher eine undankbare Aufgabe. Der Automat verließ sich auf Spezial-Effekte und brachte spielerisch nur heiße Luft. Die C 64-Version bietet spielerisch nicht mehr und ist dazu technisch ziemlich schlimm.