fbpx
Wikipedia

Burning Rangers

Burning Rangers[4] is a 1998 action game developed by Sonic Team and published by Sega for the Sega Saturn. Burning Rangers is set in a futuristic society in which fire is the remaining danger. Players control one of an elite group of firefighters, the Burning Rangers, who extinguish fires and rescue civilians in burning buildings. Most of the tasks the players complete are centred around collecting energy crystals to transport civilians to safety. In lieu of an in-game map, Burning Rangers features a voice navigation system which directs players through corridors.

Burning Rangers
European cover art
Developer(s)Sonic Team
Publisher(s)Sega
Director(s)Naoto Ohshima
Producer(s)Yuji Naka
Designer(s)Takao Miyoshi
Programmer(s)Takuya Matsumoto
Artist(s)Naoto Ohshima
Hideaki Moriya
Kosei Kitamura
Composer(s)Naofumi Hataya
Fumie Kumatani
Masaru Setsumaru
Platform(s)Sega Saturn
Release
Genre(s)Action, third-person shooter
Mode(s)Single-player

Development began shortly after the release of Christmas Nights in November 1996. Producer Yuji Naka wanted to create a game which involved saving people rather than killing them. Sonic Team chose to connect the game with firefighting as they thought it was an effective way of having players identify with heroism. It was released in Japan in February 1998, and later that year in North America in May and in Europe in June. Burning Rangers received mostly positive reviews. Critics unanimously commended the game's soundtrack and audio, with the voice navigation system receiving particular praise. The response to the graphics was mixed, with some critics feeling they were among the best on the Saturn, although it was noted for its poor collision detection and occasional glitching. The game was among the final seven Saturn games released in America.

Gameplay edit

 
In this screenshot, the player-character is extinguishing a fire. From left to right, the interface displays the time, number of crystals collected, health meter, danger meter, and water nozzle.

Burning Rangers is a third-person shooter game in which players complete missions involving extinguishing fires and rescuing civilians.[5][6] The game is set in a futuristic society in which fire is the only danger, and stars an elite group of firefighters, the Burning Rangers.[7][8] The player assumes control of one of two apprentice rangers, and completes tasks across the game's four levels.[9] The primary objective is to transport stranded civilians from burning buildings, by collecting energy crystals dropped from extinguished fires.[10] A minimum of five crystals are needed to transport a civilian to safety; the player receives an energy shield if they use ten.[11] The crystals function similarly to rings in Sonic the Hedgehog games: possessing at least one crystal allows a player to survive damage from an enemy or fire. Being hit once scatters the player's crystals and renders them vulnerable to death.[10][12][13][14]

The game's four stages take place in a power plant, underwater habitat, space station and spaceship in zero gravity, respectively.[5][12][15] Every level is an interior space, and consists of multi-storied rooms and corridors divided by interlocking lifts and doors.[8] The player is equipped with a jet pack to reach higher areas and perform acrobatic maneuvers such as backflips and rolls.[16][17][18] They can also swim and dive underwater.[5][12] Robots[19] attack the player with shooting flames should they come into contact. Each stage ends with a boss battle, ranging from fire-breathing flowers to robotic fish.[12][19][20] As in many Sonic Team games, upon completion of a stage players are graded on their performance.[21]

Since there is no in-game map, the player character relies on a voice navigation system to find their way. The mission controller gives the player directions depending on their location, which can be repeated at any time.[10][6] At the end of each stage, the player receives a rank based on their score and success at putting out fires, with "S" the highest and "D" the lowest.[22] Once the game is completed, a random generator mode is unlocked which mixes up the order of corridors in the game's four stages,[23] with a potential total of 3,125 unique routes.[5][24]

Development edit

Concept and planning edit

We wanted to create a game where you could rescue people. Nowadays, there are so many games where you just kill people. Instead we decided to make a rescue game.

Yuji Naka in an interview with Sega Saturn Magazine[25]

Development of Burning Rangers started around November 1996, after the release of Sonic Team's previous game Christmas Nights (a Christmas-themed demo for Nights into Dreams).[26] The development team of 31 (out of Sonic Team's staff of about 50) was directed by Naoto Ohshima and lead designer Takao Miyoshi. The rest of the team consisted of three game planners, six programmers, eighteen designers, and two sound producers, most of whom had worked on Nights into Dreams.[27][26] In addition to the Sonic Team staff, Sega allotted a full consumer software team to the project.[28]

The concept originated with the idea of rescuing people as opposed to killing them, which was an element that producer Yuji Naka felt was too common in contemporary video games.[25] The team chose firefighters as they felt that fire was the most appropriate way to create fear and tension. In a retrospective interview, Ohshima said that many of the things done by firefighters—along with rescuing people—were "the very essence of a Sonic Team game", and that they recognised that a firefighter was a hero with whom people could identify.[29] The team wanted to make a game with a rescue theme as Naka thought there were few games based on that concept.[26] According to Takeo Miyoshi, "Our first inspiration came from the explosion and building destruction scenes of Hollywood movies. We just wanted to describe the heroism of lifesaving in that loud, explosive type of setting."[27] The developers wanted to design a future that was "clean and beautiful", with sustainable energy, but where disasters still could occur, and only heroes could protect people from them. The designers envisioned that a futuristic firefighter would be acrobatic and dexterous to reach places where people were trapped.[30]

According to Miyoshi, Burning Rangers was conceived as an online game for four players, but became a single-player game when the team faced network problems; Sonic Team revisited the concept with the Dreamcast game Phantasy Star Online (2000).[31] Although the target audience of Burning Rangers was people who enjoyed action games, the developers also wanted to attract fans of other Sonic Team games.[30] Ohshima stressed that he was aiming at a wider audience and not the type of person who only played Sonic the Hedgehog, adding that "players should recognise the Sonic Team touch immediately" with Burning Rangers.[26] The working title was Firefighter, but it was dropped as the team wanted a "cooler" sounding name. Naka felt that "burning" had a "go for it!" connotation in Japanese, and fit with the disaster-rescue theme. He was initially unsure about having "ranger" in the title as he felt that a ranger referred to park rangers in western culture. The team thought that the image of a "ranger" also brought to mind the Power Rangers franchise, and after consulting speakers of other languages, Burning Rangers was chosen as the game's name.[30]

Design edit

During the early stages of development, some members of Sonic Team visited Hong Kong shortly before the transfer of British sovereignty, in hopes of finding inspiration for the game's stages.[32] Some staff also travelled to Universal Studios in California to experience the Backdraft attraction to learn how to generate a similar sensation in the game.[30] The team also visited a special firefighting event in Tokyo where they witnessed robots putting out fires, and were surprised to see how it compared to their image of the game's futuristic setting. Naka recalled that the robot had special infrared sensors and a camera which could see through fires, and was impressed by their techniques.[32] According to Naka, the team did not ask for advice from professional firefighters during development, partly due to the concern that their game would not be well received, as Naka thought they would have said that real firefighting "wasn't that simple". At the Tokyo Games Show, a real firefighter, however, did comment that the character's costumes were too thin. Naka reflected that if they had made any of game elements highly realistic, the contrast between those elements and the clearly fictional elements would have been exaggerated.[32]

 
Yuji Naka, the game's producer, pictured in 2015

The game uses the same engine as Nights into Dreams.[5][32][33][18] When Sonic Team developed Nights into Dreams, they were new to programming for the Sega Saturn, and when the engine was re-used for Burning Rangers they were able to make it faster and more capable.[32] To design the stages and environments, Miyoshi outlined the corridors first, then placed fires in them before adding light effects to simulate the appearance of fire. Miyoshi thought that the team had over-reached in designing the game's detailed stages, saying: "everyone in the team wanted to put so much into the game that we only completed about half of what we wanted to do."[34] Naka said that although they designed only four stages, they ensured that the player's experience would increase progressively throughout the game because each stage was very large.[26] The developers initially used motion capture technology to capture data for poses and animation, but Naka soon discovered that it was impossible to get the results the team wanted, as it was unfeasible for people to perform the special motions they needed.[32] The developers resorted to creating the animation by hand, and only used the motion capture data for the player characters' walking animations.[32]

There were many difficulties in developing the game's voice navigation system, as no verbal dialogue had featured in a Sonic Team game before.[26] Naka asserted the team had rethought all ideas of what should be included in the game during development, and the idea of not including any on-screen maps but rather relying on a voice navigation system was "there from the start".[35] The team tested different forms of navigation systems and picked the best. Although previous Saturn games which used voice navigation systems (e.g. Solar Eclipse) did so in conjunction with background music, they felt that background music would detract from the sensation of being present in the game.[34][36] Miyoshi thought that the only audio accompaniment being the sound effects of fire and walls creaking would produce immersion.

The team originally wanted to record the game in six languages, but found the volume of work too difficult, reverting to English and Japanese instead. Before selecting voice actors, Miyoshi designed the characters and built up a mental image of what they would sound like.[34] The Japanese voices were provided by Hikaru Midorikawa (Shou Amabane), Yūko Miyamura (Tillis), Hiroko Kasahara (Chris Parton), Tomokazu Seki (Lead Phoenix), Ryūzaburō Ōtomo (Big Landman), Toshihiko Nakajima, Takehiro Murozono, Yukiko Iwai (additional voices), and Aya Hisakawa (Ilia Klein).[37] For the English version, Sonic Team hired several voice actors who had appeared in American television programmes, including Benny Grant (Shou Amabane), Janna Levenstein (Tillis), Yvette Lowenthal (Chris Parton), Michael McGaharn (Lead Phoenix), Roger Rose (Big Landman), Carolyn Lawrence (Ilia Klein), Michael Reisz (Commander and Victims), Jeannie Elias (Victims), and Kimberly Brooks (Victims).[34][26][38] According to Miyoshi, all audio work was re-written several times throughout development; he considered it to have "evolved" alongside the team's production of the game itself.[39]

We made a specific point of developing the game's sound—particularly the voice acting—and the audio navigation system in such a way that we could fully convey the sense of being in a 3D space, and of being caught up in a dramatic scenario.

Takao Miyoshi in an interview with GamesTM[36]

Designing the game's fire effects proved to be difficult due to the Saturn's rendering limitations. Miyoshi explained that during testing stages, the team spent a lot of time checking how well they would be able to create fires, which was a pivotal aspect of the game.[40] In the first test ROM they produced, Miyoshi discovered that they were able to achieve "some quite beautiful" fire effects by disguising blocky sprites with various degrees of transparency and lighting effects. At the time, few games used polygons in 3D spaces for acrobatic and exploration-orientated gameplay.[36]

Burning Rangers' animated cutscenes were produced by TMS Entertainment and its subsidiary, Seoul Movie, who had also produced the Virtua Fighter anime and the Man of the Year short on Sonic Jam for Sega, as well as cinematic feature films such as Akira and Little Nemo: Adventures in Slumberland. The company has produced content for Sega since it was subsidised as TMS-Kyokuchi. The game's anime cutscenes were made with a digital process rather than traditional ink and paint, as this made them easier to compress onto a CD-ROM.[34][6] According to Miyoshi, the entire development of the game spanned around a year and a half, although the programming took less than a year.[27]

Sega of Japan planned for Burning Rangers to be the headliner of their 1997 Christmas season releases,[28] but the game was not ready for release in Japan until early 1998.

The game was among the final seven Saturn games released in America.[41] Each of the main developers reflected on what they were proudest of: Naka expressed relief that Sonic Team were able to "get a good overall balance" for the game, whereas Miyoshi thought that the voice navigation system was the strongest aspect. Main programmer Takuya Matsumoto was delighted to see it released before the Saturn's discontinuation, saying "the fact that we've been able to push the Saturn this far is enough for me to die happy".[42] Burning Rangers was released exactly nine months before the Japanese release of Sega's next console, the Dreamcast.[27] IGN's Levi Buchanan characterized the release as an example of the Saturn's "ignominious send-off", writing that "sunset Saturn games like Panzer Dragoon Saga and Burning Rangers demanded far better launches. The way these games were slipped into retail with zero fanfare and low circulation was insulting to both hard-working developers and Sega fans."[5]

Reception edit

The game received favourable reviews. In Japan, Famitsu gave it a score of 32 out of 40.[48]

Reviewers praised Burning Rangers' colourful lighting effects, but criticised its collision detection and occasional graphical glitching.[54][51][9][45][10] Lee Nutter of the British Sega Saturn Magazine enjoyed the detailed characters and described the lighting effects as excellent, although he, along with IGN's Levi Buchanan, noticed that the visuals had minor problems.[54][5] Sonia Herranz of HobbyConsolas and Ed Lomas of Computer and Video Games commended the character's designs, colourful lighting and detailed visuals, though Lomas declared that the graphics "[did] often look a mess".[51][45]

The game's poor collision detection was unanimously criticised by reviewers, and Colin Williamson of AllGame also felt that the game's prominent polygon errors were a problem, though he appreciated the attractive lighting effects.[10] Some critics compared the game's visuals to those of Nights into Dreams.[12][41] Ryan MacDonald of GameSpot commented that the Japanese import had a similar look and feel to that game's 3D environment, and that Burning Rangers' polygonal graphics were "some of the best [he had] ever seen".[12] Mike Weigand of GamePro considered that the majority of the game featured "drab" stage designs,[9][c] and in a retrospective review GMR's Dave Smith thought that the game "looks like hell" and had not aged as well as Nights into Dreams, and that its engine could not handle a free-roaming environment without harming its visuals.[41] Weigand felt the game's 3D environment was a mix of both Tomb Raider and Nights into Dreams.[9]

The soundtrack and sound effects received praise, though reviewers recognised that the game lacked music to create tension.[24][5][10] Buchanan appreciated that the game contained a few tracks of "excellent" Sega-style music, with his favourite being the theme song.[5] Although Williamson, Weigand, and Nutter noted the lack of in-game music, they lauded the vocal tracks, voice samples, and sound clues.[10][24][9] Most reviewers questioned the quality of the dialogue.[24][41][51][10] Weigand felt it was "lame",[9] and Smith said the game contained "some of the worst voice acting ever produced by human lungs".[41] Herranz had difficulty understanding crucial dialogue since the audio was only recorded in English, although she admitted that the voice guidance system was an innovative element.[51] Williamson praised Sega's decision to produce full voiced dialogue as opposed to subtitling original Japanese dialogue, and also praised its "good-to-excellent" English voice acting, though it was "no Shakespeare".[10]

Reviewers had mixed opinions on the control scheme and use of the Saturn 3D controller.[16][9][17][10] Nutter noted that the controls were a mix of those featured in Tomb Raider and Nights into Dreams, praising the use of the analogue stick to perform complex manoeuvres.[16] A reviewer from the Japanese Sega Saturn Magazine felt the game was more comfortable with an analogue pad as opposed to the default Saturn controller,[17] and Williamson similarly thought the control scheme was "great" when used with an analogue pad.[10] In contrast, Weigand criticised the lack of a custom configuration and described the controls as "squirrelly", even with the analogue controller.[9] A couple of reviewers criticised the game's short length and lack of difficulty.[24][5] Nutter suggested that accomplished players would have it "clocked" in a couple of days and felt it did not take much effort to complete the four levels,[24] whilst Buchanan said it was "too short for its own good", a problem made worse by its enjoyable gameplay.[5]

Notes edit

  1. ^ Two critics of Electronic Gaming Monthly gave the game each a score of 7.5/10, one gave it 8.5/10, and the other gave it 6.5/10.
  2. ^ In GameFan's viewpoint of the game, three critics gave it each a score of 81, 73, and 83.
  3. ^ GamePro gave the game three 4/5 scores for graphics, sound, and fun factor, and 3.5/5 for control.

References edit

  1. ^ . Sega Central. 28 May 1998. Archived from the original on 28 June 1998. Retrieved 3 May 2023.
  2. ^ 児玉; 田村; 生形 (27 February 1998). "Now on Sale Saturn Soft Impression!! バーニングレンジャー". Saturn Fan (in Japanese). Vol. 4, no. 2/27. Tokuma Shoten Intermedia. p. 144.
  3. ^ . Sega Europe. Archived from the original on 2 December 1998. Retrieved 3 May 2023.
  4. ^ Japanese: バーニングレンジャー, Hepburn: Bāningu Renjā
  5. ^ a b c d e f g h i j k l Buchanan, Levi (3 September 2008). "Burning Rangers Retro Review". IGN. Ziff Davis. from the original on 31 May 2023. Retrieved 11 September 2023.
  6. ^ a b c Nutter 1998, p. 57.
  7. ^ Sonic Team 1998, p. 2.
  8. ^ a b Jevons 1997, p. 110.
  9. ^ a b c d e f g h Weigand 1998, p. 108.
  10. ^ a b c d e f g h i j k l Williamson, Colin. . AllGame. All Media Network. Archived from the original on 15 November 2014. Retrieved 24 October 2016.
  11. ^ Sonic Team 1998, p. 21.
  12. ^ a b c d e f g MacDonald, Ryan (25 March 1998). "Burning Rangers Review [JP Import]". GameSpot. Fandom. from the original on 20 June 2004. Retrieved 11 September 2023.
  13. ^ Sega Saturn Magazine JP staff 1998, pp. 60–61.
  14. ^ Sonic Team 1998, p. 22.
  15. ^ Sonic Team 1998, pp. 17–18.
  16. ^ a b c Nutter 1998, p. 58.
  17. ^ a b c Sega Saturn Magazine JP staff 1998, p. 59.
  18. ^ a b "NG Alphas: Burning Rangers". Next Generation. No. 36. Imagine Media. December 1997. pp. 114–16. Retrieved 11 September 2023.
  19. ^ a b Jevons 1997, p. 111.
  20. ^ Lomas 1998, p. 64.
  21. ^ "Saturn Previews: Burning Rangers". Electronic Gaming Monthly. No. 103. Ziff Davis. February 1998. p. 58. Retrieved 12 September 2023.
  22. ^ Sonic Team 1998, p. 24.
  23. ^ GamesTM staff 2008, p. 137.
  24. ^ a b c d e f g Nutter 1998, p. 59.
  25. ^ a b Nutter 1998, p. 51.
  26. ^ a b c d e f g Edge staff (February 1998). "Burning Rangers (Preview)" (PDF). Edge. No. 55. Future Publishing. pp. 50–52. (PDF) from the original on 19 May 2023. Retrieved 11 September 2023.
  27. ^ a b c d GamesTM staff 2008, p. 134.
  28. ^ a b "Introducing... Sonic Team's Awsome[sic] Burning Ranger!". Sega Saturn Magazine. No. 24. EMAP. October 1997. pp. 6–7. Retrieved 11 November 2019.
  29. ^ Nutter 1998, pp. 50–51.
  30. ^ a b c d Nutter 1998, p. 52.
  31. ^ Mielke, James (2 August 2020). "Phantasy Star Online's director talks Diablo influences, cut features, and Christmas Nights". Polygon. Vox Media. from the original on 30 August 2020. Retrieved 23 August 2020.
  32. ^ a b c d e f g Nutter 1998, p. 53.
  33. ^ Herranz 1998, p. 104.
  34. ^ a b c d e Nutter 1998, p. 54.
  35. ^ Nutter 1998, pp. 54–55.
  36. ^ a b c GamesTM staff 2008, p. 135.
  37. ^ "Burning Rangers". Behind The Voice Actors. Retrieved 13 October 2023.
  38. ^ "Burning Rangers English Voice Confirmation by ADR Director Bobby White". Imgur. Retrieved 13 October 2023.
  39. ^ GamesTM staff 2008, p. 136.
  40. ^ GamesTM staff 2008, pp. 134–135.
  41. ^ a b c d e f Smith 2003, p. 103.
  42. ^ Nutter 1998, p. 55.
  43. ^ . GameRankings. CBS Interactive. Archived from the original on 7 March 2016.
  44. ^ D'Aprile, Jason (14 August 1998). . Gamecenter. CNET. Archived from the original on 19 August 2000. Retrieved 11 September 2023.
  45. ^ a b c Lomas 1998, p. 65.
  46. ^ Edge staff (April 1998). "Burning Rangers [JP Import]" (PDF). Edge. No. 57. Future Publishing. pp. 94–95. (PDF) from the original on 6 February 2023. Retrieved 12 September 2023.
  47. ^ Boyer, Crispin; Davison, John; Hsu, Dan; Smith, Shawn (July 1998). "Burning Rangers" (PDF). Electronic Gaming Monthly. No. 108. Ziff Davis. p. 141. Retrieved 12 September 2023.
  48. ^ a b "バーニングレンジャー". Famitsu (in Japanese). Enterbrain. from the original on 12 September 2023. Retrieved 12 September 2023.
  49. ^ "Burning Rangers". Game Informer. No. 64. FuncoLand. August 1998.
  50. ^ Chau, Anthony "Dangohead"; Mylonas, Eric "ECM"; Ngo, George "Eggo" (August 1998). "Burning Rangers". GameFan. Vol. 6, no. 8. Metropolis Media. p. 17. Retrieved 12 September 2023.
  51. ^ a b c d e Herranz 1998, p. 106.
  52. ^ "Burning Rangers". Next Generation. No. 44. Imagine Media. August 1998. p. 92. Retrieved 11 September 2023.
  53. ^ Sega Saturn Magazine JP staff 1998, p. 58.
  54. ^ a b Nutter 1998, pp. 58–59.
  • GamesTM staff (April 2008). "Behind the scenes: Burning Rangers". GamesTM. No. 69. Imagine Publishing. pp. 132–37. Retrieved 12 September 2023.
  • Herranz, Sonia (1 July 1998). "Burning Rangers". HobbyConsolas (in Spanish). No. 82. Axel Springer. pp. 104–6. Retrieved 12 September 2023.
  • Jevons, Dan "Knightmare" (December 1997). "Burning Rangers (Preview)". GameFan. Vol. 5, no. 12. Metropolis Media. pp. 110–11. Retrieved 12 September 2023.
  • Lomas, Ed (July 1998). "Burning Rangers". Computer and Video Games. No. 198. EMAP. pp. 64–65. Retrieved 12 September 2023.
  • Nutter, Lee (July 1998). "Burning Rangers (Interview)". Sega Saturn Magazine. No. 31. EMAP. pp. 50–59. Retrieved 12 September 2023.
  • Sega Saturn Magazine JP staff (23 January 1998). "Burning Rangers: The Invincible Five". Sega Saturn Magazine JP (in Japanese). No. 86. SoftBank Group. pp. 58–61.
  • Smith, Dave (November 2003). "Retroactive: Burning Rangers". GMR. No. 10. Ziff Davis. p. 103. Retrieved 12 September 2023.
  • Sonic Team (1998). Burning Rangers instruction manual. Sega. pp. 2–18.
  • Weigand, Mike (August 1998). "Video Game Survivor's Guide: Burning Rangers". GamePro. No. 119. IDG. p. 108. Retrieved 11 September 2023.

External links edit

  • Official website (in Japanese)
  • Burning Rangers at IMDb  
  • Burning Rangers at MobyGames

burning, rangers, 1998, action, game, developed, sonic, team, published, sega, sega, saturn, futuristic, society, which, fire, remaining, danger, players, control, elite, group, firefighters, extinguish, fires, rescue, civilians, burning, buildings, most, task. Burning Rangers 4 is a 1998 action game developed by Sonic Team and published by Sega for the Sega Saturn Burning Rangers is set in a futuristic society in which fire is the remaining danger Players control one of an elite group of firefighters the Burning Rangers who extinguish fires and rescue civilians in burning buildings Most of the tasks the players complete are centred around collecting energy crystals to transport civilians to safety In lieu of an in game map Burning Rangers features a voice navigation system which directs players through corridors Burning RangersEuropean cover artDeveloper s Sonic TeamPublisher s SegaDirector s Naoto OhshimaProducer s Yuji NakaDesigner s Takao MiyoshiProgrammer s Takuya MatsumotoArtist s Naoto OhshimaHideaki MoriyaKosei KitamuraComposer s Naofumi HatayaFumie KumataniMasaru SetsumaruPlatform s Sega SaturnReleaseJP 26 February 1998 2 NA 28 May 1998 1 EU 19 June 1998 3 Genre s Action third person shooterMode s Single player Development began shortly after the release of Christmas Nights in November 1996 Producer Yuji Naka wanted to create a game which involved saving people rather than killing them Sonic Team chose to connect the game with firefighting as they thought it was an effective way of having players identify with heroism It was released in Japan in February 1998 and later that year in North America in May and in Europe in June Burning Rangers received mostly positive reviews Critics unanimously commended the game s soundtrack and audio with the voice navigation system receiving particular praise The response to the graphics was mixed with some critics feeling they were among the best on the Saturn although it was noted for its poor collision detection and occasional glitching The game was among the final seven Saturn games released in America Contents 1 Gameplay 2 Development 2 1 Concept and planning 2 2 Design 3 Reception 4 Notes 5 References 6 External linksGameplay edit nbsp In this screenshot the player character is extinguishing a fire From left to right the interface displays the time number of crystals collected health meter danger meter and water nozzle Burning Rangers is a third person shooter game in which players complete missions involving extinguishing fires and rescuing civilians 5 6 The game is set in a futuristic society in which fire is the only danger and stars an elite group of firefighters the Burning Rangers 7 8 The player assumes control of one of two apprentice rangers and completes tasks across the game s four levels 9 The primary objective is to transport stranded civilians from burning buildings by collecting energy crystals dropped from extinguished fires 10 A minimum of five crystals are needed to transport a civilian to safety the player receives an energy shield if they use ten 11 The crystals function similarly to rings in Sonic the Hedgehog games possessing at least one crystal allows a player to survive damage from an enemy or fire Being hit once scatters the player s crystals and renders them vulnerable to death 10 12 13 14 The game s four stages take place in a power plant underwater habitat space station and spaceship in zero gravity respectively 5 12 15 Every level is an interior space and consists of multi storied rooms and corridors divided by interlocking lifts and doors 8 The player is equipped with a jet pack to reach higher areas and perform acrobatic maneuvers such as backflips and rolls 16 17 18 They can also swim and dive underwater 5 12 Robots 19 attack the player with shooting flames should they come into contact Each stage ends with a boss battle ranging from fire breathing flowers to robotic fish 12 19 20 As in many Sonic Team games upon completion of a stage players are graded on their performance 21 Since there is no in game map the player character relies on a voice navigation system to find their way The mission controller gives the player directions depending on their location which can be repeated at any time 10 6 At the end of each stage the player receives a rank based on their score and success at putting out fires with S the highest and D the lowest 22 Once the game is completed a random generator mode is unlocked which mixes up the order of corridors in the game s four stages 23 with a potential total of 3 125 unique routes 5 24 Development editConcept and planning edit We wanted to create a game where you could rescue people Nowadays there are so many games where you just kill people Instead we decided to make a rescue game Yuji Naka in an interview with Sega Saturn Magazine 25 Development of Burning Rangers started around November 1996 after the release of Sonic Team s previous game Christmas Nights a Christmas themed demo for Nights into Dreams 26 The development team of 31 out of Sonic Team s staff of about 50 was directed by Naoto Ohshima and lead designer Takao Miyoshi The rest of the team consisted of three game planners six programmers eighteen designers and two sound producers most of whom had worked on Nights into Dreams 27 26 In addition to the Sonic Team staff Sega allotted a full consumer software team to the project 28 The concept originated with the idea of rescuing people as opposed to killing them which was an element that producer Yuji Naka felt was too common in contemporary video games 25 The team chose firefighters as they felt that fire was the most appropriate way to create fear and tension In a retrospective interview Ohshima said that many of the things done by firefighters along with rescuing people were the very essence of a Sonic Team game and that they recognised that a firefighter was a hero with whom people could identify 29 The team wanted to make a game with a rescue theme as Naka thought there were few games based on that concept 26 According to Takeo Miyoshi Our first inspiration came from the explosion and building destruction scenes of Hollywood movies We just wanted to describe the heroism of lifesaving in that loud explosive type of setting 27 The developers wanted to design a future that was clean and beautiful with sustainable energy but where disasters still could occur and only heroes could protect people from them The designers envisioned that a futuristic firefighter would be acrobatic and dexterous to reach places where people were trapped 30 According to Miyoshi Burning Rangers was conceived as an online game for four players but became a single player game when the team faced network problems Sonic Team revisited the concept with the Dreamcast game Phantasy Star Online 2000 31 Although the target audience of Burning Rangers was people who enjoyed action games the developers also wanted to attract fans of other Sonic Team games 30 Ohshima stressed that he was aiming at a wider audience and not the type of person who only played Sonic the Hedgehog adding that players should recognise the Sonic Team touch immediately with Burning Rangers 26 The working title was Firefighter but it was dropped as the team wanted a cooler sounding name Naka felt that burning had a go for it connotation in Japanese and fit with the disaster rescue theme He was initially unsure about having ranger in the title as he felt that a ranger referred to park rangers in western culture The team thought that the image of a ranger also brought to mind the Power Rangers franchise and after consulting speakers of other languages Burning Rangers was chosen as the game s name 30 Design edit During the early stages of development some members of Sonic Team visited Hong Kong shortly before the transfer of British sovereignty in hopes of finding inspiration for the game s stages 32 Some staff also travelled to Universal Studios in California to experience the Backdraft attraction to learn how to generate a similar sensation in the game 30 The team also visited a special firefighting event in Tokyo where they witnessed robots putting out fires and were surprised to see how it compared to their image of the game s futuristic setting Naka recalled that the robot had special infrared sensors and a camera which could see through fires and was impressed by their techniques 32 According to Naka the team did not ask for advice from professional firefighters during development partly due to the concern that their game would not be well received as Naka thought they would have said that real firefighting wasn t that simple At the Tokyo Games Show a real firefighter however did comment that the character s costumes were too thin Naka reflected that if they had made any of game elements highly realistic the contrast between those elements and the clearly fictional elements would have been exaggerated 32 nbsp Yuji Naka the game s producer pictured in 2015 The game uses the same engine as Nights into Dreams 5 32 33 18 When Sonic Team developed Nights into Dreams they were new to programming for the Sega Saturn and when the engine was re used for Burning Rangers they were able to make it faster and more capable 32 To design the stages and environments Miyoshi outlined the corridors first then placed fires in them before adding light effects to simulate the appearance of fire Miyoshi thought that the team had over reached in designing the game s detailed stages saying everyone in the team wanted to put so much into the game that we only completed about half of what we wanted to do 34 Naka said that although they designed only four stages they ensured that the player s experience would increase progressively throughout the game because each stage was very large 26 The developers initially used motion capture technology to capture data for poses and animation but Naka soon discovered that it was impossible to get the results the team wanted as it was unfeasible for people to perform the special motions they needed 32 The developers resorted to creating the animation by hand and only used the motion capture data for the player characters walking animations 32 There were many difficulties in developing the game s voice navigation system as no verbal dialogue had featured in a Sonic Team game before 26 Naka asserted the team had rethought all ideas of what should be included in the game during development and the idea of not including any on screen maps but rather relying on a voice navigation system was there from the start 35 The team tested different forms of navigation systems and picked the best Although previous Saturn games which used voice navigation systems e g Solar Eclipse did so in conjunction with background music they felt that background music would detract from the sensation of being present in the game 34 36 Miyoshi thought that the only audio accompaniment being the sound effects of fire and walls creaking would produce immersion The team originally wanted to record the game in six languages but found the volume of work too difficult reverting to English and Japanese instead Before selecting voice actors Miyoshi designed the characters and built up a mental image of what they would sound like 34 The Japanese voices were provided by Hikaru Midorikawa Shou Amabane Yuko Miyamura Tillis Hiroko Kasahara Chris Parton Tomokazu Seki Lead Phoenix Ryuzaburō Ōtomo Big Landman Toshihiko Nakajima Takehiro Murozono Yukiko Iwai additional voices and Aya Hisakawa Ilia Klein 37 For the English version Sonic Team hired several voice actors who had appeared in American television programmes including Benny Grant Shou Amabane Janna Levenstein Tillis Yvette Lowenthal Chris Parton Michael McGaharn Lead Phoenix Roger Rose Big Landman Carolyn Lawrence Ilia Klein Michael Reisz Commander and Victims Jeannie Elias Victims and Kimberly Brooks Victims 34 26 38 According to Miyoshi all audio work was re written several times throughout development he considered it to have evolved alongside the team s production of the game itself 39 We made a specific point of developing the game s sound particularly the voice acting and the audio navigation system in such a way that we could fully convey the sense of being in a 3D space and of being caught up in a dramatic scenario Takao Miyoshi in an interview with GamesTM 36 Designing the game s fire effects proved to be difficult due to the Saturn s rendering limitations Miyoshi explained that during testing stages the team spent a lot of time checking how well they would be able to create fires which was a pivotal aspect of the game 40 In the first test ROM they produced Miyoshi discovered that they were able to achieve some quite beautiful fire effects by disguising blocky sprites with various degrees of transparency and lighting effects At the time few games used polygons in 3D spaces for acrobatic and exploration orientated gameplay 36 Burning Rangers animated cutscenes were produced by TMS Entertainment and its subsidiary Seoul Movie who had also produced the Virtua Fighter anime and the Man of the Year short on Sonic Jam for Sega as well as cinematic feature films such as Akira and Little Nemo Adventures in Slumberland The company has produced content for Sega since it was subsidised as TMS Kyokuchi The game s anime cutscenes were made with a digital process rather than traditional ink and paint as this made them easier to compress onto a CD ROM 34 6 According to Miyoshi the entire development of the game spanned around a year and a half although the programming took less than a year 27 Sega of Japan planned for Burning Rangers to be the headliner of their 1997 Christmas season releases 28 but the game was not ready for release in Japan until early 1998 The game was among the final seven Saturn games released in America 41 Each of the main developers reflected on what they were proudest of Naka expressed relief that Sonic Team were able to get a good overall balance for the game whereas Miyoshi thought that the voice navigation system was the strongest aspect Main programmer Takuya Matsumoto was delighted to see it released before the Saturn s discontinuation saying the fact that we ve been able to push the Saturn this far is enough for me to die happy 42 Burning Rangers was released exactly nine months before the Japanese release of Sega s next console the Dreamcast 27 IGN s Levi Buchanan characterized the release as an example of the Saturn s ignominious send off writing that sunset Saturn games like Panzer Dragoon Saga and Burning Rangers demanded far better launches The way these games were slipped into retail with zero fanfare and low circulation was insulting to both hard working developers and Sega fans 5 Reception editReceptionAggregate scoreAggregatorScoreGameRankings75 43 Review scoresPublicationScoreAllGame nbsp nbsp nbsp nbsp nbsp 10 CNET Gamecenter8 10 44 Computer and Video Games nbsp nbsp nbsp nbsp nbsp 45 Edge8 10 46 Electronic Gaming Monthly7 5 10 47 a Famitsu32 40 48 Game Informer7 25 10 49 GameFan79 50 b GameSpot6 2 10 12 HobbyConsolas92 51 IGN8 10 5 Next Generation nbsp nbsp nbsp nbsp nbsp 52 Sega Saturn Magazine UK 90 24 Sega Saturn Magazine Japan 80 53 GMR8 10 41 The game received favourable reviews In Japan Famitsu gave it a score of 32 out of 40 48 Reviewers praised Burning Rangers colourful lighting effects but criticised its collision detection and occasional graphical glitching 54 51 9 45 10 Lee Nutter of the British Sega Saturn Magazine enjoyed the detailed characters and described the lighting effects as excellent although he along with IGN s Levi Buchanan noticed that the visuals had minor problems 54 5 Sonia Herranz of HobbyConsolas and Ed Lomas of Computer and Video Games commended the character s designs colourful lighting and detailed visuals though Lomas declared that the graphics did often look a mess 51 45 The game s poor collision detection was unanimously criticised by reviewers and Colin Williamson of AllGame also felt that the game s prominent polygon errors were a problem though he appreciated the attractive lighting effects 10 Some critics compared the game s visuals to those of Nights into Dreams 12 41 Ryan MacDonald of GameSpot commented that the Japanese import had a similar look and feel to that game s 3D environment and that Burning Rangers polygonal graphics were some of the best he had ever seen 12 Mike Weigand of GamePro considered that the majority of the game featured drab stage designs 9 c and in a retrospective review GMR s Dave Smith thought that the game looks like hell and had not aged as well as Nights into Dreams and that its engine could not handle a free roaming environment without harming its visuals 41 Weigand felt the game s 3D environment was a mix of both Tomb Raider and Nights into Dreams 9 The soundtrack and sound effects received praise though reviewers recognised that the game lacked music to create tension 24 5 10 Buchanan appreciated that the game contained a few tracks of excellent Sega style music with his favourite being the theme song 5 Although Williamson Weigand and Nutter noted the lack of in game music they lauded the vocal tracks voice samples and sound clues 10 24 9 Most reviewers questioned the quality of the dialogue 24 41 51 10 Weigand felt it was lame 9 and Smith said the game contained some of the worst voice acting ever produced by human lungs 41 Herranz had difficulty understanding crucial dialogue since the audio was only recorded in English although she admitted that the voice guidance system was an innovative element 51 Williamson praised Sega s decision to produce full voiced dialogue as opposed to subtitling original Japanese dialogue and also praised its good to excellent English voice acting though it was no Shakespeare 10 Reviewers had mixed opinions on the control scheme and use of the Saturn 3D controller 16 9 17 10 Nutter noted that the controls were a mix of those featured in Tomb Raider and Nights into Dreams praising the use of the analogue stick to perform complex manoeuvres 16 A reviewer from the Japanese Sega Saturn Magazine felt the game was more comfortable with an analogue pad as opposed to the default Saturn controller 17 and Williamson similarly thought the control scheme was great when used with an analogue pad 10 In contrast Weigand criticised the lack of a custom configuration and described the controls as squirrelly even with the analogue controller 9 A couple of reviewers criticised the game s short length and lack of difficulty 24 5 Nutter suggested that accomplished players would have it clocked in a couple of days and felt it did not take much effort to complete the four levels 24 whilst Buchanan said it was too short for its own good a problem made worse by its enjoyable gameplay 5 Notes edit Two critics of Electronic Gaming Monthly gave the game each a score of 7 5 10 one gave it 8 5 10 and the other gave it 6 5 10 In GameFan s viewpoint of the game three critics gave it each a score of 81 73 and 83 GamePro gave the game three 4 5 scores for graphics sound and fun factor and 3 5 5 for control References edit IF YOU CAN T STAND THE HEAT GET OUT OF THE GAME Sega Central 28 May 1998 Archived from the original on 28 June 1998 Retrieved 3 May 2023 児玉 田村 生形 27 February 1998 Now on Sale Saturn Soft Impression バーニングレンジャー Saturn Fan in Japanese Vol 4 no 2 27 Tokuma Shoten Intermedia p 144 SEGA SATURN SOFTWARE LINE UP 3 97 2 98 Sega Europe Archived from the original on 2 December 1998 Retrieved 3 May 2023 Japanese バーニングレンジャー Hepburn Baningu Renja a b c d e f g h i j k l Buchanan Levi 3 September 2008 Burning Rangers Retro Review IGN Ziff Davis Archived from the original on 31 May 2023 Retrieved 11 September 2023 a b c Nutter 1998 p 57 Sonic Team 1998 p 2 a b Jevons 1997 p 110 a b c d e f g h Weigand 1998 p 108 a b c d e f g h i j k l Williamson Colin Burning Rangers Review AllGame All Media Network Archived from the original on 15 November 2014 Retrieved 24 October 2016 Sonic Team 1998 p 21 a b c d e f g MacDonald Ryan 25 March 1998 Burning Rangers Review JP Import GameSpot Fandom Archived from the original on 20 June 2004 Retrieved 11 September 2023 Sega Saturn Magazine JP staff 1998 pp 60 61 Sonic Team 1998 p 22 Sonic Team 1998 pp 17 18 a b c Nutter 1998 p 58 a b c Sega Saturn Magazine JP staff 1998 p 59 a b NG Alphas Burning Rangers Next Generation No 36 Imagine Media December 1997 pp 114 16 Retrieved 11 September 2023 a b Jevons 1997 p 111 Lomas 1998 p 64 Saturn Previews Burning Rangers Electronic Gaming Monthly No 103 Ziff Davis February 1998 p 58 Retrieved 12 September 2023 Sonic Team 1998 p 24 GamesTM staff 2008 p 137 a b c d e f g Nutter 1998 p 59 a b Nutter 1998 p 51 a b c d e f g Edge staff February 1998 Burning Rangers Preview PDF Edge No 55 Future Publishing pp 50 52 Archived PDF from the original on 19 May 2023 Retrieved 11 September 2023 a b c d GamesTM staff 2008 p 134 a b Introducing Sonic Team s Awsome sic Burning Ranger Sega Saturn Magazine No 24 EMAP October 1997 pp 6 7 Retrieved 11 November 2019 Nutter 1998 pp 50 51 a b c d Nutter 1998 p 52 Mielke James 2 August 2020 Phantasy Star Online s director talks Diablo influences cut features and Christmas Nights Polygon Vox Media Archived from the original on 30 August 2020 Retrieved 23 August 2020 a b c d e f g Nutter 1998 p 53 Herranz 1998 p 104 a b c d e Nutter 1998 p 54 Nutter 1998 pp 54 55 a b c GamesTM staff 2008 p 135 Burning Rangers Behind The Voice Actors Retrieved 13 October 2023 Burning Rangers English Voice Confirmation by ADR Director Bobby White Imgur Retrieved 13 October 2023 GamesTM staff 2008 p 136 GamesTM staff 2008 pp 134 135 a b c d e f Smith 2003 p 103 Nutter 1998 p 55 Burning Rangers for Saturn GameRankings CBS Interactive Archived from the original on 7 March 2016 D Aprile Jason 14 August 1998 Burning Rangers Incomplete Gamecenter CNET Archived from the original on 19 August 2000 Retrieved 11 September 2023 a b c Lomas 1998 p 65 Edge staff April 1998 Burning Rangers JP Import PDF Edge No 57 Future Publishing pp 94 95 Archived PDF from the original on 6 February 2023 Retrieved 12 September 2023 Boyer Crispin Davison John Hsu Dan Smith Shawn July 1998 Burning Rangers PDF Electronic Gaming Monthly No 108 Ziff Davis p 141 Retrieved 12 September 2023 a b バーニングレンジャー Famitsu in Japanese Enterbrain Archived from the original on 12 September 2023 Retrieved 12 September 2023 Burning Rangers Game Informer No 64 FuncoLand August 1998 Chau Anthony Dangohead Mylonas Eric ECM Ngo George Eggo August 1998 Burning Rangers GameFan Vol 6 no 8 Metropolis Media p 17 Retrieved 12 September 2023 a b c d e Herranz 1998 p 106 Burning Rangers Next Generation No 44 Imagine Media August 1998 p 92 Retrieved 11 September 2023 Sega Saturn Magazine JP staff 1998 p 58 a b Nutter 1998 pp 58 59 GamesTM staff April 2008 Behind the scenes Burning Rangers GamesTM No 69 Imagine Publishing pp 132 37 Retrieved 12 September 2023 Herranz Sonia 1 July 1998 Burning Rangers HobbyConsolas in Spanish No 82 Axel Springer pp 104 6 Retrieved 12 September 2023 Jevons Dan Knightmare December 1997 Burning Rangers Preview GameFan Vol 5 no 12 Metropolis Media pp 110 11 Retrieved 12 September 2023 Lomas Ed July 1998 Burning Rangers Computer and Video Games No 198 EMAP pp 64 65 Retrieved 12 September 2023 Nutter Lee July 1998 Burning Rangers Interview Sega Saturn Magazine No 31 EMAP pp 50 59 Retrieved 12 September 2023 Sega Saturn Magazine JP staff 23 January 1998 Burning Rangers The Invincible Five Sega Saturn Magazine JP in Japanese No 86 SoftBank Group pp 58 61 Smith Dave November 2003 Retroactive Burning Rangers GMR No 10 Ziff Davis p 103 Retrieved 12 September 2023 Sonic Team 1998 Burning Rangers instruction manual Sega pp 2 18 Weigand Mike August 1998 Video Game Survivor s Guide Burning Rangers GamePro No 119 IDG p 108 Retrieved 11 September 2023 External links editOfficial website in Japanese Burning Rangers at IMDb nbsp Burning Rangers at MobyGames Portals nbsp Video games nbsp 1990s Retrieved from https en wikipedia org w index php title Burning Rangers amp oldid 1208769628, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.