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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.
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|Sega Enterprises]] in [[1983]] as a [[game programmer|programmer]]. In his first year, he created a 2D boxing arcade game called ''[[Champion Boxing]]'',<ref name="gccx">[[Retro Game Master|GameCenter CX]] - 2nd Season, Episode 13. Retrieved on 2009-04-04</ref> which became his debut work and was later ported to Sega's first home game console, the [[Sega SG-1000|SG-1000]].<ref name="gccx"/> 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." His and AM2's efforts finally 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 onscreen avatar was dictated by the movements the player made on the stationary motorcycle cabinet. AM2 soon followed with the immersive, 3D-esque shooting 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. But Out Run's innovations didn't necessarily lie in the design of the car; it offered players a wide variety of driving paths and routes to complete the game, increasing replay value. It also featured a radio with three songs to choose from as players drove through the wide variety of landscapes. The soundtrack has proven to be quite popular in the gaming world. Despite what its name may have suggested, Out Run wasn't merely a racing game; it was a virtual road trip.
Suzuki joined [[Sega|Sega Enterprises]] in [[1983]] as a [[game programmer|programmer]]. In his first year, he created a 2D boxing arcade game called ''[[Champion Boxing]]'',<ref name="gccx">[[Retro Game Master|GameCenter CX]] - 2nd Season, Episode 13. Retrieved on 2009-04-04</ref> which became his debut work and was later ported to Sega's first home game console, the [[Sega SG-1000|SG-1000]].<ref name="gccx"/> 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." His and AM2's efforts finally 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 onscreen avatar was dictated by the movements the player made on the stationary motorcycle cabinet. AM2 soon followed with the immersive, 3D-esque shooting 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. But Out Run's innovations didn't necessarily lie in the design of the car; it offered players a wide variety of driving paths and routes to complete the game, increasing replay value. It also featured a radio with three songs to choose from as players drove through the wide variety of landscapes. The soundtrack has proven to be quite popular in the gaming world. Despite what its name may have suggested, Out Run wasn't merely a racing game; it was a virtual road trip.


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In [[1993]], Suzuki created ''[[Virtua Fighter (arcade game)|Virtua Fighter]]'', the first [[3D computer graphics|3D]] [[fighting game]], which became enormously popular and spawned a series of sequels and spinoffs.<ref name="gccx"/> The ''Virtua Fighter'' series was recognized by the [[Smithsonian Institution]] as an application which made great contributions to society in the field of art and entertainment. For the first time ever, a Japanese game became a part of the Smithsonian Institution's Permanent Research Collection on [[Information Technology]] Innovation, and is now being kept perpetually at the Smithsonian's [[National Museum of American History]] in [[Washington, D.C.]]
In [[1993]], Suzuki created ''[[Virtua Fighter (arcade game)|Virtua Fighter]]'', the first [[3D computer graphics|3D]] [[fighting game]], which became enormously popular and spawned a series of sequels and spinoffs.<ref name="gccx"/> The ''Virtua Fighter'' series was recognized by the [[Smithsonian Institution]] as an application which made great contributions to society in the field of art and entertainment. For the first time ever, a Japanese game became a part of the Smithsonian Institution's Permanent Research Collection on [[Information Technology]] Innovation, and is now being kept perpetually at the Smithsonian's [[National Museum of American History]] in [[Washington, D.C.]]


Suzuki's ''[[Shenmue]]'' for the [[Dreamcast]] gave rise to a new style of [[adventure game]]s, bending it away from the typical mold most games of its nature seem to fit into, with Suzuki's own concept denoted as "[[Open world|FREE]]" (''Full Reactive Eyes Entertainment''). The story, graphics and the innovative system exceeded those of many previous games. ''Shenmue'' is currently the second most expensive game to be developed (being surpassed by ''[[Grand Theft Auto IV]]'' in which it costing roughly 100 Million USD.) with the whole project costing 70 million USD.<ref>[http://www.youtube.com/watch?v=mmXVco0Bkyk YouTube - Shenmue: The 70 million Dollar question]</ref> ''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 character]]s going about their daily routines. The game's large interactive environments, wealth of options, level of detail and the scope of its urban sandbox exploration has been compared to later sandbox games like ''[[Grand Theft Auto III]]'', ''[[Fallout 3]]'', and Sega's own ''[[Yakuza (series)|Yakuza]]''.<ref name=Escapist>Brendan Main, [http://www.escapistmagazine.com/articles/view/issues/issue_285/8455-Lost-in-Yokosuka Lost in Yokosuka], ''[[The Escapist (magazine)|The Escapist]]''</ref><ref name=GTM>[http://www.nowgamer.com/features/1148/interview-with-shenmue-creator-yu-suzuki Shenmue: Creator Yu Suzuki Speaks Out], ''[[GamesTM]]''</ref><ref name=IGN>[http://uk.games.ign.com/top-100-game-creators/9.html Yu Suzuki], [[IGN]]</ref><ref name=1UP>[http://www.1up.com/do/feature?pager.offset=3&cId=3182648 The Disappearance of Yu Suzuki: Part 1], [[1UP]]</ref> It is also known for the [[quick time event]] gameplay mechanic.
Suzuki's ''[[Shenmue]]'' for the [[Dreamcast]] gave rise to a new style of [[adventure game]]s, bending it away from the typical mold most games of its nature seem to fit into, with Suzuki's own concept denoted as "[[Open world|FREE]]" (''Full Reactive Eyes Entertainment''). The story, graphics and the innovative system exceeded those of many previous games. ''Shenmue'' was the most expensive game to be developed (until ''[[Grand Theft Auto IV]]'' in 2008), with the whole project costing 70 million USD,<ref>[http://www.youtube.com/watch?v=mmXVco0Bkyk YouTube - Shenmue: The 70 million Dollar question]</ref><ref>{{cite web|title=Shenmue: Through the Ages|publisher=[[IGN]]|date=August 7, 2007|url=http://uk.xbox360.ign.com/articles/811/811423p1.html|accessdate=2011-03-22}}</ref> equivalent to 93 million USD in 2011.<ref>{{cite web|title=CPI Inflation Calculator|publisher=Bureau of Labor Statistics|url=http://www.bls.gov/data/inflation_calculator.htm|accessdate=2011-03-22}}</ref> ''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 character]]s going about their daily routines. The game's large interactive environments, wealth of options, 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)|Yakuza]]'' series, ''[[Fallout 3]]'', and ''[[Deadly Premonition]]''.<ref name=Escapist>Brendan Main, [http://www.escapistmagazine.com/articles/view/issues/issue_285/8455-Lost-in-Yokosuka Lost in Yokosuka], ''[[The Escapist (magazine)|The Escapist]]''</ref><ref name=GTM>[http://www.nowgamer.com/features/1148/interview-with-shenmue-creator-yu-suzuki Shenmue: Creator Yu Suzuki Speaks Out], ''[[GamesTM]]''</ref><ref name=IGN>[http://uk.games.ign.com/top-100-game-creators/9.html Yu Suzuki], [[IGN]]</ref><ref name=1UP>[http://www.1up.com/do/feature?pager.offset=3&cId=3182648 The Disappearance of Yu Suzuki: Part 1], [[1UP]]</ref> The game also introduced the [[quick time event]] mechanic in its modern form and coined a name for it, "QTE". The mechanic has since appeared in many later titles, including popular [[action game]]s such as ''[[Resident Evil 4]]'', ''[[God of War (series)|God of War]]'', ''[[Tomb Raider: Legend]]'', ''[[Heavenly Sword]]'', and ''[[Robert Ludlum's The Bourne Conspiracy]]''.<ref>Adam LaMosca, [http://www.escapistmagazine.com/articles/view/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance On-Screen Help, In-Game Hindrance], ''[[The Escapist (magazine)|The Escapist]]''</ref>


One of Suzuki's most notable arcade games was ''[[Ferrari F355 Challenge]]'', a [[racing]] [[Vehicle simulation game|simulator]] created upon a strong partnership with [[Ferrari]]. The game itself drew attention not only from the gaming industry overall, but also from the automobile industry. [[Rubens Barrichello]] of the [[F1]] Team Ferrari was quoted by Suzuki to "have considered to purchase one for practicing."
One of Suzuki's most notable arcade games was ''[[Ferrari F355 Challenge]]'', a [[racing]] [[Vehicle simulation game|simulator]] created upon a strong partnership with [[Ferrari]]. The game itself drew attention not only from the gaming industry overall, but also from the automobile industry. [[Rubens Barrichello]] of the [[F1]] Team Ferrari was quoted by Suzuki to "have considered to purchase one for practicing."

Revision as of 17:57, 23 March 2011

Suzuki, Yu
Yu Suzuki
Born (1958-06-10) June 10, 1958 (age 66)
OccupationGame 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 Shigeru Miyamoto, he has been responsible for the creation of many of Sega's most important arcade games such as Hang-On, Out Run, After Burner II, Virtua Fighter, Daytona USA and Virtua Cop as well as the 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.[1]

Career

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 a passionate interest in music and the arts. That interest would stay with him for the rest of his life. He also enjoyed building numerous model cars, houses, and robots with plastic blocks, as well as establishing 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 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 practised, 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,[2] which became his debut work and was later ported to Sega's first home game console, the SG-1000.[2] 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." His and AM2's efforts finally 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 onscreen avatar was dictated by the movements the player made on the stationary motorcycle cabinet. AM2 soon followed with the immersive, 3D-esque shooting 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. But Out Run's innovations didn't necessarily lie in the design of the car; it offered players a wide variety of driving paths and routes to complete the game, increasing replay value. It also featured a radio with three songs to choose from as players drove through the wide variety of landscapes. The soundtrack has proven to be quite popular in the gaming world. Despite what its name may have suggested, Out Run wasn't merely a racing game; it was a virtual road trip.

After these hits, Suzuki's creativity continued to yield great results for Sega, from the jet fighting After Burner series in the late 1980s to the roller coaster racer Power Drift in 1988. The dawn of the 1990s saw Suzuki bringing immersive gaming to the next level with a spiritual sequel to After Burner called G-LOC in 1990, 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 and he wanted to fully exploit its capabilities. 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 polygonal graphics, Suzuki and AM2 went right to work. 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. Virtua Racing proved to be a foreshadowing of the next 3D project from AM2, one that proved to be their biggest success to date.

In 1993, Suzuki created Virtua Fighter, the first 3D fighting game, which became enormously popular and spawned a series of sequels and spinoffs.[2] The Virtua Fighter series was recognized by the Smithsonian Institution as an application which made great contributions to society in the field of art and entertainment. For the first time ever, a Japanese game became a part of the Smithsonian Institution's Permanent Research Collection on Information Technology Innovation, and is now being kept perpetually at the Smithsonian's National Museum of American History in Washington, D.C.

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). The story, graphics and the innovative system exceeded those of many previous games. Shenmue was the most expensive game to be developed (until Grand Theft Auto IV in 2008), with the whole project costing 70 million USD,[3][4] equivalent to 93 million USD in 2011.[5] 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, wealth of options, 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.[6][7][8][9] The game also introduced the quick time event mechanic in its modern form 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.[10]

One of Suzuki's most notable arcade games was Ferrari F355 Challenge, a racing simulator created upon a strong partnership with Ferrari. The game itself drew attention not only from the gaming industry overall, but also from the automobile industry. Rubens Barrichello of the F1 Team Ferrari was quoted by Suzuki to "have considered to purchase one for practicing."

Rumored retirement

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 unique dodgeball-esque one-on-one fighting game whose development was headed by Suzuki, and the character-based racing game Sega Race TV (limited release).[verification needed]

Mainstream return

In April 2010, Gofanboy reported that Yu Suzuki would be appearing at E3 2010 revealing a once-cancelled game remodeled for the Playstation 3,[11] unfortunately Yu Suzuki wasn't at the Sega Booth at E3 nor were there any games revealed developed by AM+ or Am2, the news reported never materialized.

However, it was revealed that fall that a new game in the Shenmue Series titled Shenmue City was being developed by SUNSOFT & YS NET (Yu Suzuki's new studio discretely established when he retired from Sega) for Yahoo Games.[12][13][14]

List of major works

Title Year released Platform Role
Champion Boxing 1984 --- Producer / Director
Champion Pro Wrestling 1985 --- Producer / Director
Space Harrier 1985 Sega Space Harrier hardware Producer / Director
Hang-On 1985 Sega Space Harrier hardware Producer / Director
Out Run 1986 Sega Out Run hardware Producer / Director
Super Hang-On 1986 Sega Space Harrier 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 Out Run 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 Producer
Ferrari F355 Challenge 1999 Sega NAOMI Producer / Director
Shenmue 1999 Dreamcast Producer / Director
Shenmue II 2001 Dreamcast, Xbox Producer / Director
Propeller Arena 2001 Cancelled Dreamcast Producer
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
Shenmue Online Cancelled PC Director
Psy-Phi 2005 Cancelled Sega Lindbergh Producer
Sega Race TV 2008 Sega Lindbergh Producer
Shenmue City 2010 Yahoo Mobage Service Director

References

  1. ^ http://games.ign.com/top-100-game-creators/9.html
  2. ^ a b c GameCenter CX - 2nd Season, Episode 13. Retrieved on 2009-04-04
  3. ^ YouTube - Shenmue: The 70 million Dollar question
  4. ^ "Shenmue: Through the Ages". IGN. August 7, 2007. Retrieved 2011-03-22.
  5. ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2011-03-22.
  6. ^ Brendan Main, Lost in Yokosuka, The Escapist
  7. ^ Shenmue: Creator Yu Suzuki Speaks Out, GamesTM
  8. ^ Yu Suzuki, IGN
  9. ^ The Disappearance of Yu Suzuki: Part 1, 1UP
  10. ^ Adam LaMosca, On-Screen Help, In-Game Hindrance, The Escapist
  11. ^ http://www.gofanboy.com/go-fanboy-news/2317-yu-suzuki-bringing-formerly-canceled-game-to-playstation-3/
  12. ^ http://www.ysnet-inc.jp/about_yu.html
  13. ^ http://www.segabits.com/?p=5333&cpage=1#comment-3046
  14. ^ http://www.andriasang.com/e/blog/2010/11/02/yu_suzuki_speaks/

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