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Yu Suzuki

Yu Suzuki
File:Yu Suzuki - Game Developers Conference 2011 - Day 3.jpg
Yu Suzuki at the Game Developers Conference 2011
Born (1958-06-10) June 10, 1958 (age 62)
Kamaishi, Iwate, Japan
Occupation Game producer

Yu Suzuki (鈴木 裕 Suzuki Yū?, born June 10, 1958) is a Japanese game designer and producer who has spent his entire career with Sega Enterprises. Often referred to as Sega's answer to Nintendo's Shigeru Miyamoto, he has been responsible for the creation of many of Sega's most important arcade games, including the pseudo-3D sprite-scaling games Hang-On, Space Harrier, Out Run, and After Burner, and pioneering polygonal 3D games such as Virtua Racing, Virtua Fighter, Daytona USA, and Virtua Cop, as well as the critically acclaimed[1][2] Shenmue series for the Dreamcast. In 2003, Suzuki became the sixth person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame. IGN listed him at #9 in their Top 100 Game Creators of All Time list.[3]


Suzuki was born and raised in Iwate Prefecture, Japan, the older of two children to parents who were elementary school teachers. Suzuki's father was Yuzuru, and his mother, Taka, taught piano. Suzuki has one younger sister named Yuka, who became a dance teacher. Yu Suzuki's interests were wide-ranging as a child. At a young age, he was encouraged by his father to have an interest in music and the arts on which it would end up staying with him for the rest of his life. He also enjoyed building numerous model cars, wooden miniature houses, and robots made of plastic blocks, as well as a passion for drawing.

Before entering college, Suzuki flirted with the idea of going into education, having been influenced by his parents. After a while, he thought of becoming an illustrator and then a dentist; however, the latter dream was short-lived, as he didn't pass the required entry exam for dental school.[citation needed] Ever resourceful, Suzuki began to play the guitar, but he stated in an interview with G4TV that, "No matter how much I practiced, I never got that much better."

Seeing the similarities between the plastic blocks he played with as a child and the architecture of electronic design, Yu Suzuki decided to pursue computer programming at the Okayama University of Science. He graduated from there in the early 1980s. He was also interested in music. He played guitar at Music club called "Muscat" at Okayama Ridai.

Career at Sega

Suzuki joined Sega Enterprises in 1983 as a programmer. In his first year, he created a 2D boxing arcade game called Champion Boxing,[4] which was later ported to Sega's first home game console, the SG-1000.[4] Under the mantle of Sega's development studio AM2, Suzuki began working on another arcade game which would prove to be the big stepping-off point of his career. "To develop this game," Suzuki told G4TV, "I rode on motorcycles a lot. When we came up with the prototype (for the arcades), I would ride on that prototype bike for hours and hours every day."[citation needed] His and AM2's efforts culminated into the game Hang-On, released in 1985. Hang-On was a success as it broke new ground in arcade technology. It did not feature any traditional controls, as the movement of the on-screen avatar was dictated by the movements the player made with their body on the motorcycle cabinet. This began the "Taikan" trend, the use of motion-controlled hydraulic arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on video game consoles.[5] Running on the Sega Space Harrier hardware, it was also the first of Sega's "Super Scaler" arcade system boards that allowed pseudo-3D sprite-scaling at high frame rates.[6] The pseudo-3D sprite/tile scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s.[7] Suzuki stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D."[8]

AM2 soon followed with the 3D-esque third-person shooter game Space Harrier later that year. Showing his interest in Ferraris, Suzuki created the driving simulator Out Run, which was released in 1986. Although it didn't officially feature a Ferrari, the player controlled a car that looked almost exactly like one. Out Run offered players a wide variety of driving paths and routes to complete the game, adding elements of nonlinear gameplay and increasing replay value. It also featured a radio with three songs to choose from as players drove through the wide variety of landscapes. At the Golden Joystick Awards, Out Run was awarded the Game of the Year award.[9]

Suzuki's later hits included the jet fighting After Burner series in the late 1980s and the roller coaster kart racer Power Drift in 1988. Improving on the "Super Scaler" technology and road scrolling effects of Hang-On and Out Run, Power Drift created "all of its track layouts with flat bitmaps" to simulate a "wholly 3D space using strictly 2D technology.".[10]

In 1990, Suzuki brought out a spiritual sequel to After Burner called G-LOC, which featured a gyroscope-like cabinet that rotated 360 degrees to give players the realistic illusion of flying a fighter jet. Suzuki had been interested in 3D technology since his days in college.[citation needed] Although Space Harrier and Out Run had graphics similar to 3D, they did not fully utilize the capabilities. When Sega released the Model 1 development board, a piece of hardware capable of generating 3D polygonal graphics, Suzuki and AM2 began developing games for it. In 1992, they released the 3D Formula 1 racer Virtua Racing, which was considered one of, if not the most, realistic-looking arcade games on the market at that time. GameSpot listed it as one of the 15 most influential video games of all time, commenting that "It wasn't the first fully polygonal game on the market ... but along with Virtua Fighter, Sega's 1993 release on the same hardware, it introduced the concept of polygonal graphics to the masses."[11] In 1993, Suzuki created Virtua Fighter, the first 3D fighting game, which became enormously popular and spawned a series of sequels and spinoffs.[4] It inspired many 3D fighting games such as the Tekken and Soul Calibur series.[12] Some of the Sony Computer Entertainment (SCE) staff involved in the creation of the original PlayStation console credit Virtua Fighter as inspiration for the PlayStation's 3D graphics hardware. According to SCE's former producer Ryoji Akagawa and chairman Shigeo Maruyama, the PlayStation was originally being considered as a 2D focused hardware, and it wasn't until the success of Virtua Fighter in the arcades that they decided to design the PlayStation as a 3D focused hardware.[13] The Virtua Fighter series was recognized by the Smithsonian Institution,[14] as an application which made great contributions to society in the field of art and entertainment.[citation needed]

The following year, he created Virtua Cop, which broke new ground by popularizing the use of 3D graphics in shooter games.[15] It inspired 3D light gun shooters such as Time Crisis and The House of the Dead as well as 3D first-person shooters such as GoldenEye 007.[16] Suzuki also oversaw most of the home console conversions of AM2's arcade games.[17]

Suzuki's Shenmue for the Dreamcast gave rise to a new style of adventure games, bending it away from the typical mold most games of its nature seem to fit into, with Suzuki's own concept denoted as "FREE" (Full Reactive Eyes Entertainment). Shenmue was the most expensive game to be developed until Grand Theft Auto IV in 2008, with the whole project costing 70 million USD,[18] equivalent to 93 million USD in 2011.[19] Shenmue was a major step forward for 3D open world, nonlinear gameplay, touted as offering an unparalleled level of player freedom, giving them full reign to explore an expansive sandbox city with its own day-night cycles, changing weather, and fully voiced non-player characters going about their daily routines. The game's large interactive environments, level of detail and the scope of its urban sandbox exploration has been compared to later sandbox games like Grand Theft Auto III and its sequels, Sega's own Yakuza series, Fallout 3, and Deadly Premonition.[3][20][21][22] The game also revived the quick time event mechanic and coined a name for it, "QTE". The mechanic has since appeared in many later titles, including popular action games such as Resident Evil 4, God of War, Tomb Raider: Legend, Heavenly Sword, and Robert Ludlum's The Bourne Conspiracy.[23]

Suzuki's arcade game Ferrari F355 Challenge was a racing simulator created upon a strong partnership with Ferrari. Rubens Barrichello of the F1 Team Ferrari was quoted by Suzuki to "have considered to purchase one for practicing." The game was considered the most accurate racing simulation of the Ferrari F355 possible up until that time.[12][24]

In 2003, Hiroshi Kataoka directed sequels for OutRun and Virtua Cop. Suzuki left AM2 to form a new MMO Studio eventually named DigitalRex.

MMO Studio (2004–2009)

At DigitalRex Yu Suzuki worked on 4 games Psy-Phi, Shenmue Online, Sega Race TV and an unannounced fantasy sports game. Shenmue Online and the Sports game were cancelled during development. PsyPhi a game that was initially delayed due to development shifting from Sega Chihiro to Sega Lindbergh Arcade boards.[25] The game was successfully completed but was never shipped as it performed poorly at location testing.[26] One of the biggest problems with the game the developers couldn't get around was that players' fingers heated up too much from the friction of moving over the screen, and the game just became painful to play.[27]

The goal of his new studio was to make Shenmue Online to penetrate the rising Asian MMO RPG markets.[28] After numerous problems in development Shenmue Online was quietly cancelled[29] The development of Shenmue Online cost Sega and JCEntertainment almost $26 Million dollars [30][31]

After 4 years away from AM2 Yu Suzuki released his first game an Arcade racing game titled Sega Race TV released under the studio name AM plus. The game was given a limited release and did not do well commercially. After the release of the game Suzuki resumed non executive work as an adviser for AM2.

In the spring of 2009, rumors surfaced that Yu Suzuki would step down from Sega after 26 years of employment. However, an article written by Brendan Sinclair, a reporter for the American video game journalism website GameSpot, stated the rumors to be false and that an anonymous representative for Sega of America revealed that Suzuki was in fact not retiring but staying "in a much more diminished capacity" than in the past. He has become the manager of the R&D department for Sega's new development studio, AM Plus. AM Plus has solely focused its attention on the Japanese video arcade market with such titles as Psy-Phi (which was cancelled), a dodgeball-esque one-on-one fighting game whose development was headed by Suzuki, and the character-based racing game Sega Race TV (limited release).[32] According to a gamasutra interview, Yu Suzuki plans to officially leave Sega in September 2011 to concentrate on his own development studio YS NET. However, he will not completely cut ties with Sega as he will take an advisory role within the company.[33]

Mainstream return with YS.Net

In 2010 it was rumored that Yu Suzuki would be appearing at E3, and revealing a game for the PlayStation 3 incorporating the new PlayStation Move motion control technology. The game was rumored to be a reworked Psy-Phi.[34][35] Although this was proven as a hoax as Suzuki was not in attendance at E3 and no updates are available on the cancelled Psy-Phi.

Yu Suzuki's actual main stream return took place in fall of 2010, with a new game in the Shenmue Series, titled Shenmue City, was being developed by Sunsoft and YS Net (Yu Suzuki's new studio) for Yahoo Games.[36][37]

In December 2010, 1UP posted an interview with Yu Suzuki titled "The Disappearance of Yu Suzuki" it was his first English interview in several years. It was also a career retrospective conducted by former 1UP Editor in Chief James Mielke with Tak Hirai (both are employees at Tetsuya Mizuguchi's Q Entertainment).[38]

In March 2011, Yu Suzuki was at GDC to receive a pioneer award for his body of work.[27] Prior to the award ceremony, He also participated in an open panel career retrospective hosted by Mark Cerny. Also at GDC he participated with MEGA64 to record his voice for a parody video on "how shenmue was meant to end" In December 2011, Yu Suzuki flew to TGS (Toulouse Game Show) in France and participated in an open panel career retrospective. He also participated in an open with Tekken producer Katsuhiro Harada, they both talked about their games and fought each other in both of their respected fighting franchises.

In 2012, Suzuki designed a mobile game for the Virtua Fighter series, titled Cool Champ.[39]

In 2013, Suzuki designed a new shooting game, titled Shooting Wars with Premium Agency; this was YS.Net's first original game unrelated to any of Suzuki's previous Sega franchises.[40][41] In July 2013, Suzuki returned to France for Monaco Animé Game Show.

On March 19, 2014, Yu Suzuki held a Shenmue Postmortem at the Game Developers Conference 2014, with Suzuki discussing the development of Shenmue.[42]

On June 2014, Yu Suzuki received a "Legend Award" in Barcelona, Spain during Gamelab Barcelona 2014.[43]

Games developed

Title Year released Platform Role
Champion Boxing 1984 Sega SG-1000 Producer / Director
Champion Pro Wrestling 1985 Sega SG-1000 Producer / Director
Space Harrier 1985 Sega Space Harrier hardware Producer / Director
Hang-On 1985 Sega Space Harrier hardware Producer / Director
Out Run 1986 Sega OutRun hardware Producer / Director
Super Hang-On 1986 Sega OutRun hardware Producer
Enduro Racer 1986 Sega Space Harrier hardware Producer / Director
After Burner 1987 Sega X Board Producer / Director
After Burner II 1987 Sega X Board Producer / Director
Power Drift 1988 Sega Y Board Producer / Director
Turbo Outrun 1989 Sega OutRun hardware Producer
G-LOC: Air Battle 1990 Sega Y Board Producer / Director
Virtua Racing 1992 Sega Model 1 Producer / Director
Virtua Fighter 1993 Sega Model 1 Director
Virtua Cop 1994 Sega Model 2 Producer
Virtua Fighter 2 1994 Sega Model 2 Producer / Director
Virtua Cop 2 1995 Sega Model 2 Producer
Virtua Fighter 3 1996 Sega Model 3 Producer
Virtua Fighter 3 Team Battle 1997 Sega Model 3, Dreamcast Producer
Ferrari F355 Challenge 1999 Sega NAOMI Multiboard, Dreamcast, PS2 Producer / Director
Shenmue 1999 Dreamcast Producer / Director
Shenmue II 2001 Dreamcast, Xbox Producer / Director
Virtua Fighter 4 2001 Sega NAOMI 2, PS2 Executive director
Suzuki Yu - Game Works Vol. 1 2002 Dreamcast
Virtua Fighter 4 Evolution 2002 Sega NAOMI 2, PS2 Executive director
Virtua Fighter 4 Final Tuned 2003 Sega NAOMI 2 Producer
Propeller Arena 2003 Leaked Online Dreamcast Executive director
Virtua Cop 3 2003 Sega Chihiro Executive director
OutRun 2 2003 Sega Chihiro Producer
Sega Race TV 2008 Sega Lindbergh Producer
Shenmue City 2010 Yahoo Mobage Service Director
Virtua Fighter: Cool Champ 2011 iPhone Director[44]
Virtua Fighter: Fever Combo 2014 iPhone, Android Director[45]
Bullet Pirates 2013 Android, iPhone (2013) Director[46][47]

Unreleased Games

Title Year canceled Platform Role
Propeller Arena 2001 Dreamcast Producer
Psy-Phi 2005 Sega Lindbergh Producer
Shenmue Online 2006 PC Director


  1. ^ "Shenmue for Dreamcast". Game Rankings. Retrieved 2014-05-02. 
  2. ^ "Shenmue for Dreamcast Reviews". Metcritic. Retrieved 2014-05-02. 
  3. ^ a b "Top 100 Game Creators of All Time - Yu Suzuki". IGN. p. 9. Archived from the original on 2009-03-12. Retrieved 2014-05-02. 
  4. ^ a b c GameCenter CX. Season 2. Episode 13 (in Japanese). 
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  6. ^ IGN Presents the History of SEGA: World War, IGN
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  11. ^ "Virtua Racing--Arcade (1992)". 15 Most Influential Games of All Time. GameSpot. 2001. Archived from the original on 2013-03-20. Retrieved 2012-05-02. 
  12. ^ a b Towell, Justin (April 6, 2009). "Yu Suzuki's five finest moments: As legendary Sega man steps down, we celebrate his legacy". GamesRadar. Retrieved 2012-04-15. 
  13. ^
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  15. ^ IGN N-Gage (July 7, 2004). "Virtua Cop". IGN. Retrieved 2009-02-27. 
  16. ^ Hollis, Martin (September 2, 2004). "The Making of GoldenEye 007". Zoonami. Archived from the original on 2011-07-18. Retrieved 2011-12-22. 
  17. ^ "In Your Home by Christmas!". Sega Saturn Magazine (5) (Emap International Limited). March 1996. p. 19. 
  18. ^ Kolan, Patrick (August 7, 2007). "Shenmue: Through the Ages". IGN. Retrieved 2014-05-02. 
  19. ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2011-03-22. 
  20. ^ Main, Brendan. "Lost in Yokosuka". The Escapist. Retrieved 2014-05-02. 
  21. ^ "Shenmue: Creator Yu Suzuki Speaks Out". GamesTM. December 28, 2010. Archived from the original on 2011-01-02. Retrieved 2014-05-02. 
  22. ^ Mielke, James (2010). "The Disappearance of Yu Suzuki: Part 1". 1UP. Retrieved 2014-05-02. 
  23. ^ LaMosca, Adam (July 24, 2007). "On-Screen Help, In-Game Hindrance". The Escapist. Retrieved 2014-05-02. 
  24. ^ IGN Staff (September 19, 2000). "F355 Challenge: It's hard. It's hard. And it's hard. But god, is it worth it.". IGN. Retrieved 2014-05-02. 
  25. ^ Gantayat, Anoop (September 1, 2005). "JAMMA 2005: Hands On with Psy-Phi". IGN. Retrieved 2014-05-02. 
  26. ^ Gantayat, Anoop (November 2, 2005). "Psy-Phi Update". IGN. Retrieved 2014-05-02. 
  27. ^ a b Sinclair, Brendan (March 2, 2011). "Yu Suzuki still wants to make Shenmue 3". Gamespot. Retrieved 2014-05-02. 
  28. ^ Gantayat, Anoop (September 5, 2004). "Yu Suzuki Talks Shenmue Online". IGN. Retrieved 2014-05-02. 
  29. ^ Gamespot Staff (August 5, 2005). "Shenmue Online facing trouble?". Gamespot. Retrieved 2014-05-02. 
  30. ^ Gamespot Staff (August 25, 2005). "Who's got the rights to Shenmue Online?". Gamespot. Retrieved 2014-05-02. 
  31. ^ Gantayat, Anoop (August 3, 2004). "Shenmue Goes Online". IGN. Retrieved 2014-05-02. The title, which has been in development since February of last year, has a development and marketing budget of 30,000,000,000 won ($25,945,455 US). The marketing budget is said to include costs for both Korea and overseas. 
  32. ^ "It's Showtime". Sega Arcade. Archived from the original on 2011-10-10. Retrieved 2014-05-02. 
  33. ^ Sheffield, Brandon (August 11, 2008). "The Evolution Of Sega: A Conversation With Simon Jeffery". Gamasutra. p. 4. Archived from the original on 2008-08-17. Retrieved 2014-05-02. 
  34. ^ George (April 5, 2010). "Rumor: Yu Suzuki to show Playstation Move game at E3?". SEGAbits. Retrieved 2014-05-02. 
  35. ^ Thompson, Brandon (5 April 2010). "Yu Suzuki Bringing Formerly Canceled Game to Playstation 3". Archived from the original on 2010-04-07. Retrieved 2014-05-02. 
  36. ^ "About Yu Suzuki" (in Japanese). Retrieved 2014-05-02. 
  37. ^ Gantayat, Anoop (November 2, 2010). "Yu Suzuki Speaks". Andriasang. Archived from the original on 2010-11-04. Retrieved 2014-05-02. 
  38. ^ Mielke, James (2010). "The Disappearance of Yu Suzuki: Part 1". Retrieved 2014-05-02. 
  39. ^ Cool Champ Virtua Fighter PDF
  40. ^ "Global Vision". Premium Agency Inc. Retrieved 2014-05-02. 
  41. ^ "Press Release: Yu Suzuki, well known for "Virtua Fighter" and "Shenmue", appointed as an advisor and executive producer, for the video game development of Premium Agency Inc." (PDF). Premium Agency Inc. June 22, 2011. Retrieved 2014-05-02. 
  42. ^ Reynolds, Matthew (March 19, 2014). "Shenmue postmortem: 10 revelations from Yu Suzuki's GDC 2014 talk". Digital Spy. Retrieved 2014-05-02. 
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External links

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