Where I Read – GamePro #44

Magazine GamePro - 1992 Year In Review V4 #3 (of 12) (1993_3) - Page 1Our GamePro recaps continue with our coverage of issue #44 for March 1993. Our cover story is the best games of 1992. Well, normally this would come out in the first issue of 1993 but it works. Our cover art is, I presume, of Shinobi, featuring a ninja of ambiguous gender. The isue’s 193 pages long, but they’ve also got a Sonic The Hedgehog 2 strategy guide in there, so that will probably pad it out some. Oh, and like usual, the Editorial column re-states the table of contents. *Sigh*

Mail: We get questions on Pro Action Replay in Street Fighter II Turbo, and why Turbo Technologies is being so slow in releasing titles for the Duo. They get into this on the Retronauts episode on the TurboGrafx, but basically, the problem is that TTI US has to go through a lengthly negotiation process with NEC and Hudson in Japan before localizing it, making it difficult to port games over. This kind of explains why the TurboGrafx and later the Turbo Duo basically were the Shump and WorkingDesigns RPG system, with the addition of LaserActive games like Mad Dog McCree once they got a CD-ROM drive in the system. Yeah, there’s Bonk too – but it bears mentioning that the TurboGrafx systems just didn’t have the same degree of 3rd party support (at least in the US than the Genesis and SNES had. We also get complaints about games costing $50 to $60 bucks in the US, and more in the UK. Get used to it. It’s going to cost that much until at least the present. Cartridge games are, frankly, expensive to manufacture, and the cost of making disk games hasn’t gone down much either (plus the hardware itself is expensive to make). Plus, in the UK, you’ve also got the VAT. Continue reading → Where I Read – GamePro #44


Where I Read – GamePro #41

Magazine GamePro - Chester Cheetah V4 #12 (of 12) (1992_12) - Page 1Our series of GamePro recaps continues to issue 41, for December of 1992. This issue is once again pretty long, at 240 pages, and our cover story this issue is the new Chester Cheetah game. That’s correct, our cover game is an advergame, one designed to get young people to buy more junk food. You want to know the roots of the modern obesity epidemic – right here. Okay, maybe not totally, but there’s stuff there. The art, for once, doesn’t stink though.

Editorial: It’s the end of another year, which means it’s time for another year in review column. Everything’s generally favorable, which is to be expected, because this isn’t exactly a golden age for gaming, but is a pretty awesome time to be a gamer.

Mail: The first question is “Are the Turbo Duo and Turbo CD compatible?” The answer is yes, but in the most round-about way I’ve seen. So, I’m going to clarify this for you. All prior Turbo Grafx games, both CD Rom and Chip games will play on the Duo. Games made for the Duo/Super CD-Rom will require an special upgrade chip called the super system card to play on the older TG-16. There. I did in two sentences what it took the GamePro editors two paragraphs to do. Who ‘da man? We also have requests for them to switch to perfect binding instead of staple binding. Well, while Perfect Binding makes it more difficult to scan, it makes it much easier to find the issue you want on your shelf. Yes, it doesn’t lie flat on your desk, so it’s not a good gameplay reference, but that only really matters if you’re putting maps in the magazine like EGM or Nintendo Power. GamePro doesn’t do that – you have no excuse. Continue reading → Where I Read – GamePro #41

Where I Read – Electronic Gaming Monthly #51

Magazine Electronic Gaming Monthly - Super Street Fighter II V6 #10 (of 12) (1993_10) - Page 1We’ve got another hole in our EGM coverage to fill this week, though it’s one that’s a little more recent. This week we’re recapping Issue #51 for October of 19993. Our cover story is Super Street Fighter II, and this issue weighs in at 229 pages. This also the debut their new visual look for the magazine, and they kind of herald or provide fanfare for the new look with an two-page spread of an image from Blade Runner.

Editorial: Ed Semrad has the editorial this month with his promotion to EiC, as Steve Harris has moved back a bit to just publisher instead of wearing both the publisher and Editor-in-Chief hat. This month the topic of writing is Nintendo delaying Project Reality (aka the Nintendo 64), shoving it back to 1995 – which doesn’t look very good considering how often both of Nintendo’s disk systems got shoved back over the past 3-4 years before finally dissipating like the cloud of vapor they were in the first place. At this point in Nintendo’s history they’ve become the master of the tease.

Letters: The editors of EGM were at CES and able to meet with readers, and the readers love that. Considering how good acclaim from people in general feels, the EGM staff probably loved it too. We also have some questions about playing the PC Engine version of Street Fighter II on the Turbo Express. Well, you will be able to do that, but you will need an appropriate adapter, but it can be done. However, you will need to use Select to toggle between punches and kicks. More questions wondering whether Phantasy Star 4 will come out in time or not (it will). We also have a question wondering if we’ll get more Menacer titles? Probably not – Sega only released 6 menacer games for it overall. There are also questions about getting compilations of the magazines (fortunately, Retromags is around for that – at least unless Steve Harris is able to get an archive of all the EGM magazines togeather, gets them scanned, and puts out a multi-DVD set, much like what’s been done for various Marvel titles. Continue reading → Where I Read – Electronic Gaming Monthly #51

Where I Read – GamePro #39

Magazine GamePro - Street Fighter II V4 #10 (of 12) (1992_10) - Page 1We’re continuing with the GamePro Recaps with issue 39 for October of 1992. The cover story for this issue is Street Fighter II – again. The cover art is god-freaking-awful – again. Now, the copy I’ve got is 149 pages long, but it’s missing a couple pages. Apparently there was a poster in the issue, that was removed before I got it. So, I have no idea how good the poster looks, how bad the poster looks, and what was on the back of the poster. Considering the cover art quality though, the person who removed the poster just may have done me a favor.

Editorial: This week’s Editorial is all about the Street Fighter II, it’s come out on Home Consoles in Japan, and it’s due to come out in the US… eventually.

Letters: We start off with a question about how much memory can be stored on a CD. They’re talking about the disk game version of The 7th Guest taking up 2 disks holding 8000 Megabits of memory like it’s a really big deal. By the way, that’s about 1 Gigabyte – and they do (sort of) clarify the size of the game. We also have discussion on buying your own arcade machine, and the specialized retailers you need to go to get one, specifically referring to getting Street Fighter II: Championship Edition. This kind of makes me wonder somewhat, why people haven’t tried working on some sort of version of Mugen or variant of Mugen that would allow you to, basically, take your game you built in Mugen, and play it through MAME, with a MUGEN “chipset” (much like they have files for the chipsets for various Neo-Geo and Capcom boards). Continue reading → Where I Read – GamePro #39

Where I Read – GamePro #38

Magazine GamePro - Comic Book Games V4 #9 (of 12) (1992_9) - Page 1Our GamePro coverage continues to issue #38 for September of 1992. Our cover story is a whole bunch of comic book games, most of them with the Marvel licence. This issue’s getting up there in length, at 163 pages long.

Editorial: Well, GamePro TV is now on cable… on the Sci-Fi Channel! That’s right, the Sci-Fi channel showing programming that wasn’t Sci-Fi, like wrestling, is not a new development.

Mailbag: We get a question about whether PC CDs will work on the SNES CD or Sega CD. Bwahahahahahahahahahahahaha… no. There are also questions about getting virtual reality systems (most systems run $60,000).

Cutting Edge: Now adults are getting edutainment games. Specifically, we get coverage of games designed to help people manage their diabeties. Ooohhhhkay. I think I’d prefer modern “non-games” like My Personal Trainer over this. We also get some information on Bullet-Proof Software’s Virtual Reality system, and Sony’s new home theater system, the XBR2.

Hot at the Arcades: Hook and the Addams Family movie are both getting pinball tables, plus Williams has a couple “sequels” to existing tables – The Getaway: High Speed II and Hurricane, a sequel to Comet & Cyclone. Continue reading → Where I Read – GamePro #38

Where I Read – GamePro #37

Magazine GamePro - Universal Soldier V4 #8 (of 12) (1992_8) - Page 2Alright, the GamePro recaps continue with issue #37 for August of 1992, with another movie licenced game on the cover – Universal Soldier, based on the Jean-Claude Van Damme vehicle. Remember when the Muscles from Brussles had a career? Okay, that’s a cheap shot, particularly since JCVD might revitalize the man’s career (I’ve heard very good things about it) – but basically from here, and maybe Street Fighter 2 on, the man’s career goes into a steady decline.

Editorial: Summer CES has come and gone, and they saw a bunch of new games that they’ll be talking about this issue. And no – they won’t be doing any discussion of anything other than the contents of this magazine in the Editorial section.

The Mail: We get a request for tips on older games, or more in-depth strategy guides for games that have been out for a bit, and get pointed towards GamePro’s SWATPro Magazine. For the record, I think there might still be a market these days for a “strategy guide subscription” Particularly if we can get something like the Kindle with color. GameFAQs has it’s merits, but a well laid out strategy guide with label maps and pictures of relevant areas of the game is still helpful, and might help me with situations such as, when the Flood was introduced in Halo 1, my getting lost – which actually ruined the emotional impact of the level. We also have another question about getting into the game industry – alas, the internet is not wide spread enough at this time where you can put an FAQ on GamePro’s home page with an answer to that question and put a link to it on the very front. We also get a request for more Master System coverage, since Sega hasn’t officially stopped supporting it yet (the problem is that many of the new games for the Master System are taking a hop, skip, and jump over the US and heading to Europe, where the Master System generally did well). Continue reading → Where I Read – GamePro #37

Where I Read – Electronic Gaming Monthly #44

Cover of EGM #44
Cover of EGM #44

With this installment of my EGM recaps, I encounter yet another gap in my archive, 3 issues long this time, bringing me to issue #44 for March of 1993, and we’ve got one heck of a cover story – Starfox, which I would say is number 5 on Nintendo’s top 5 first party franchises. The others, would, by the way, be Mario, Zelda, Metroid, and Pokemon, in no particular order. Oh, and this little fighting game from the arcades called Mortal Kombat has come to home consoles, but that franchise isn’t going any where, is it? (That was, by the way, sarcasm.) This issue is 163 pages long, which is down a fair bit from the previous issues that were nearly 200 pages long.

Insert Coin – Editorial: Well, CES has come and gone, and Nintendo won. Sega didn’t particularly have any playable demos of their games there (particularly for the Sega CD), and the ones they did were ones with cartridge graphics but CD music (not that there’s anything wrong with that – I’m playing Suikoden right now on the PS1, and that description sums up that game fairly well). Further, their existing peripherals (the Menacer) isn’t getting any new games, and they didn’t have any games to go with their Activator motion controller (though, to be fair, the Activator is probably up there with the Power Glove in terms of ambitious motion controllers that didn’t quite work). Continue reading → Where I Read – Electronic Gaming Monthly #44

Where I Read – Electronic Gaming Monthly Issue #39

Cover for EGM #39
Cover for EGM #39

We’ve got a 1 issue gap in my EGM issue count. Specifically we’re missing issue 38. No biggie. Unlike this issue, which is over 200 pages long! (You see what I did there?) Our cover story is Teenage Mutant Ninja Turtles IV – except now it’s coming to the Genesis. The FTC said “Mr. Lincoln tear down this wall!” and (though it was to avoid major financial damages) he did. This issue was published October of 1992. Our first ad of the issue is for Konami’s port of King’s Quest V for the NES. That’s right we’re still getting NES games even though the SNES has been out for quite some time.

Insert Coin – Editorial: EGM has done it’s second major re-structuring of it’s run, particularly with some new columns and so forth, as well as changing some of the look of the magazine. However, they’re still committed to provide the best of games journalism. Continue reading → Where I Read – Electronic Gaming Monthly Issue #39

Where I Read – Electronic Gaming Monthly Issue 37


EGM Issue 37 Cover
EGM Issue 37 Cover

Alright, we continue with our EGM recaps with issue 37, for August of 1992. And our cover game for this issue is a biggie – Sonic The Hedgehog 2. Plus the list of previews for a boatload of other games. The issue clocks in a slightly more reasonable 149 pages – though fear not, this will later skyrocket to an old-school Computer Shopper level tome in the future. Our first ad of the issue is for the NES port of King’s Quest 5. I’ve played the NES’s more seminal adventure game (Shadowgate), and I have to say that adventure games don’t work too well on the NES, particularly ones like King’s Quest where you can die over, and over, and over again. This issue also features the debut of it’s Game Doctor column.


Insert Coin – Editorial: Our editorial column for this issue is discussing the system war. Oh, and they actually call it that, a System War. On the one hand, Sega’s price point for the Genesis is currently a little lower than the SNES’s price point, after a long series of price slashes by both sides, which is probably annoying the crap out of retailers – or to be specific, the clerks in the stores who have to re-mark the price over, and over, and over again. As of the printing of this issue the SNES runs $99.95 ($151.91 adjusted) It doesn’t help that both sides are over-estimating their sales figures, and since we don’t have the NPDs yet to give an actual verifiable figure, any estimates coming out of anyone has to be taken with a grain of salt. I don’t recall if Babbage’s had started putting out sales figures at this time. Continue reading → Where I Read – Electronic Gaming Monthly Issue 37