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). Read more
Alright then, on to our next issue of GamePro – issue 30 for January of 1992. Our cover story is for the Hook licenced game. Being that movie licenced games tend to suck, I’m wondering about this game more than a little bit. I also recall that GamePro also did a cover story for Enter The Matrix. Hopefully, if the game sucks, they’ll have the guts to give it an appropriate score. Anyway, this issue is about 178 pages long.
Advertising wise, we start off with a 4-page gatefold ad for Konami games. Whew, there’s something you don’t see in gaming magazines anymore. Maybe a 2-page gatefold, but not a 4-page gatefold – which is actually a bit of a shame, because in this era of gaming magazines, we had a lot of decent ads, at least, jus t going from memory they had a lot of decent ads. We also get an Genesis vs. SNES ad, hyping the Genesis’ larger game library, compared to the SNES’ game library – which isn’t entirely fair, as the Genesis has been out significantly longer than the SNES. Read more
Falcom is known for two major series – the Dragon Slayer series of games, and the Y’s series of games. The game I’m trying this time is from the former series. I’ve played one game in the series previously – Legacy of the Wizard. To be frank, I enjoyed the game, though I had no idea what I was doing, and I had a lot of problems navigating through the levels, but I had fun.
Well, Nintendo Power has begun its second year, and it’s starting off rather nicely, with a Mega Man II cover story, with some rather nice sculpture work on the cover. The magazine is still bi-monthly though, and it’s also significantly shorter than the past few issues, with it only being 100 pages long-ish.
Mailbag: Of note this issue is a leter about hard working gamer who put built his own arcade cabinet using at TV, a NES, two NES Advantage sticks, and, of course, his own arcade cabinet framework. He even painted the sides. Very nice. They’ve also moved their Power Players spotlight to the front, but as it’s basically people hyping how awesome a gamer they are, I’m skippingthis. I really don’t need to cover people showing of their E-Wangs (which is the same reason, basically, why I don’t cover high score lists as well). Read more
Next up on the EGM Recaps is issue #40, for November of 1992. The cover story for this issue takes us a long time ago, to a galaxy far, far away, meaning Super Star Wars for the SNES. This issue is pretty big, weighing in at (approximately) a whopping 277 pages long (not including Electronic Boutique’s catalog, which I’m skipping). Ellis Peters’ Brother Cadfael novel The Summer of the Danes is shorter than that (224 pages). Our first ad of note in the issue is for Contra Force, the last NES Contra game.
Insert Coin – Editorial: Well, the topic of the issue this time is Video Game Piracy. Thanks to new accessories that allow you to copy game information right off the cartridge, piracy has moved form the PC realm to the Console realm as well. However, EGM is taking a stand against piracy, and if you come across a retailer selling the hardware used to pirate games, send the information to EGM at a certain address, and they’ll do something unspecified. Now, as I’ve mentioned, most of my Quality Controls are recorded using an Emulator. Basically, my stance on emulation is this – if you can get the game legally, at a price you can afford, then do it. I don’t have a Wii, so Virtual Console is not an option for me. If I did have a Wii, I’d be using Virtual Console for any game on Quality Control that’s listed on Virtual Console, and I’d be recording the video using a capture card. But I don’t have a Wii, so I can’t. So, that said, buy the cartridge, if you can find it. You’ll be supporting your fellow gamer in this tough economic times, and it will also (hopefully) build the market for 3rd party retro console machines like this baby from Think Geek, that lets you play both NES and SNES games. Who knows – if this sells well, once the patents expire we might get a similar gadget for the TurboGrafx-16 (& CD-ROM), and Sega Genesis (and Sega CD, and 32X). Read more
Continuing with our GamePro recaps, I’ve got another substantial gap in the archive, this one 11 issues wide, taking me from issue 18, to issue 29, for December of 1991. Our cover stories this issue are GamePro’s upcoming TV show and Bart vs. The World for the NES. This issue’s also 173 pages long (approximately), shorter than contemporary issues of EGM. Though, if I keep getting gaps like this, I’ll end up risking getting ahead of EGM. Well, we’ll cross that bridge when we come to it. So, as quick historical note – over the course of this 11 issue gap, the SNES came out, taking the 16-bit console war from a 1-on-1 competition between NEC’s TurboGrafx 16 and the Sega Genesis to a 3-way dance. Further Tengen and Nintendo’s differences had become irreconcilable, with Atari/Tengen leaving Nintendo forever, in favor of the Genesis and Game Gear. Read more
So, my Quality Control for this issue is Cobra Triangle from Rare. This is, basically, a speedboat racing/shooting game. There’s no story to the game. Basically, you go through a series of about 25 stages, cycling through a 8 different stage types: Reach the end of the stage with boats trying to stop you, reach the end of the stage with obstacles (like whirlpools and log jams) trying to stop you, reach the end of the stage while jumping over whirlpools, (and for variation) collect as many power-ups as possible within the time limit, keep as many people as possible from being taken by enemy boats within the time limit, hit as many targets as possible while making your way to the end of the stage, take a number of mines to goal within the time limit, and defeat a boss within the time limit.
Being that 5 of these level types require you to either kill things, or have you fending off attack while completing the goal, the game is kind enough to give you some power-ups, using a Gradius-style power-up bar, with options for a speed boost, missiles (which actually work a little more like a split attack) and temporary invulnerability, among others. Read more
Moving on to our next issue of Nintendo Power, issue number 6, for May and June of 1989, bringing the magazine’s first year to a close. Our cover story is a 10 page feature on the first Teenage Mutant Ninja Turtle game. Being that this issue is 119 pages long, that’s not insignificant. We’re also getting additional coverage of Bayou Billy, more coverage of Ninja Gaiden, and the results of the Nester Awards voting.
Letters: Not as much of interest this time, though we do get a compliment for the excellent service from the Nintendo Game Councelors. Read more
Hudson’s Adventure Island (originally released in Japan as Master Takahashi’s Adventure Island) is an interesting game. Having never played any of the Wonder Boy games (the game series that Adventure Island is a clone of), I came into this positively cold, not knowing what to expect. I have to say that it’s not the best game I’ve ever played, nor the easiest, but it is interesting. I managed to actually record some video of a play-through this time around – I’ll get it up on my vodPod sidebar once GameTrailers is finished processing it.
The Premise:
You play as Master Higgins (in the Japanese version, it’s Takahashi), a guy whose girlfriend has been kidnapped by an evil chieftain while on vacation on a tropical island, and you have to go to rescue her. Read more
So, in my most recent recap of GamePro, I decided to pick for my Quality Control for that issue (since they haven’t started including review scors yet), Wall Street Kid, a stock market simulation game for the NES. In the course of looking for the game, I found various articles about the game, including reviews at SomethingAwful, and by Seanbaby. The general consensus about the game is that it’s bad. Really, really bad. Mind-numbingly bad. So, after coming across these, and having second thoughts about my pick, I started thinking about Stock Market Simulator games, Business simulators, and the way those fields have gone. Read more
In the annals of skateboarding games, the first game most gamers, even those who grew up in the 16-bit generation of gaming, think of when they think of skateboarding games is Tony Hawk’s Pro Skater. However, when you get to the 8-bit generation, the signature skateboarding game of the time, and the first game to be exclusively focused on skateboarding (technically the first focused “extreme sports” game) is Skate Or Die! for the NES. Coming out in 1989, while it is not the first game to depict skateboarding (an honor held by California Games), to a certain degree this is one of the first major sports games that were based off a real-world sport but not one that was either an Olympic sport or team sport. Read more
This week we’ve got GamePro Issue #8, for March of 1990. Our page count has dropped a little bit to 85 pages. On the bright side, the cover art isn’t total crap anymore. Nothing new on the opening ads – just the same ad for Demon Sword we had last issue.
Editorial: GamePro’s Editorial columns are still, well, less talking about the state of the industry, or what they will be doing in the future, but instead telling you things you could have learned if you paid attention to the Table of Contents. I must admit that I always found GamePro to be inferior to EGM in most respects. Read more
Blaster Master is a game I’ve heard abunch about when I was a kid, and when I ended up accumulating a bunch of bookson video game strategies – none of which were officially licensed, including a few written by Jeff Rovin, who would later go on to write Tom Clancy’s Op Center series. The game interested me, though often the books I was reading didn’t have pictures to show me what the game looked like, so I had to make assumptions on what the game looked like.
So, when Nintendo Power #3 had a preview of Blaster Master, I felt like it was woth giving it a try. The premise of the game is fairly simple. Your pet frog is mutated by radioactive waste and goes down a giant hole in the ground. You chase after him and fall down the hole yourself. There is no sign of your pet frog nearby, but there is super-high tech tank nearby, which you hop into to rescue your pet and hopefully bring him back to normal. Read more
We move on to Nintendo Power’s third issue, and it’s first holiday issue, for November and December of 1998. Our cover story for this issue is Track & Field II, and the page count has come back up to about 110 pages. As always, the magazine moves straight to the features and strategies from the page after the table of contents.
Track & Field II Strategy Guide: Well, right off the bat, the game’s got a bunch more events than the original Track & Field. For example, we’ve got fencing, archery, swimming, pole vaulting, high-dive, shooting, horizontal bar, canoing, and taekwondo. The controls of the game look fairly simple, for example, in fencing one button controls attacking, one controls defending, and then the D-Pad handles movement and combining one direction with a button performs a certain attack or defense. It isn’t exactly Street Fighter, but it’s got a bit of complexity to it. Anyway, we get strategies (and the controls) for each event. Read more
This week’s installment of the EGM reviews takes us forward to Issue #36 for July of 1992. Our cover art for this issue is Michael Keaton as the Dark Knight in Batman Returns – new Batman movie, new licensed games. A trend that would continue until The Dark Knight, which didn’t have any licensed games on consoles (phones don’t count). Our page count (for this issue) is 133 pages, though on the cover they bill “over 160 pages” – so unless my copy is missing an ad-insert, something is up. If anyone knows if my copy is missing pages or if it’s a misprint on EGM’s part, please let me know.
Anyway, our first ads are for Super Castlevania IVagain, and then an ad for the Toxic Crusadersgames (as in the film by Troma) for the NES, Game Boy, and SNES. What I want to know is this – with Nintendo’s draconian licensing policy for content in games, how the helldid a game based off a Tromamovie get on a Nintendo console. They became famousfor their use of over-the-top gore to the deliberate point of comedy, as well as grotesque character designs. Read more
For our next issue of GamePro we skip ahead a few months to issue #7 for February of 1990, billed as their “Insane Sports” issue, which, as you can tell from the cover art, has the dumbest cover art in the history of video game magazines. The issue is about 100 pages long. Our first ad for the issue is for Demon Sword, a Swords-and-Sorcery style adventure game, with one of the most absurdly stupid swords I’ve ever seen in the history fantasy art. To counter act it, we have an ad for Wizards & Warriors II, featuring Fabio on the cover! All things considered, this cover art isn’t too bad. Oh, and we get ads for Operation Wolf, Goal (Jaleco’s soccer game), Stealth ATF another NES Flight Sim, and a 3 page Genesis ad. That’s 8 pages of ads before the actual magazine has started. Read more
So, for Issue 2 of Nintendo Power, I picked for my game of choice Life Force by Konami, which was billed as the spiritual successor to Gradius.
To be frank, it has a lot in common with Gradius – both in terms of the ship design, most of the weapons in the game (laser, missile, option) and the power-up system in general. In general, the game controls pretty well, though I’m playing this with the X-Box 360 controller rather than the the NES controller, so I have an Analog Stick to work with. Anyway, the weapons work very well, and the game’s new weapon, the pulse cannon, works significantly better than the similar weapon from R-Type.
Ultimately though, if you want to make a good shump, what you need is good combination of solid controls, good level design, good weapon selection (and the weapons don’t have to be original, necessarily, they just need to be useful), and good enemy design – with both the generic enemies and the bosses, and both in terms of their movements, and in terms of their attack pattern (how do they move, do they fire bullets, if so how many bullets to they fire, how fast do they travel, and so on). Oh, and you can’t have slowdown. Read more
Now, onwards with our Nintendo Power recaps with Issue #2, covering Castlevania II, which was the first Castlevania game I ever played. This issue is about 105 pages long, which is actually a drop in the page count from last issue, which is different for most gaming magazines. Normally the second issue is longer than the first issue (but not always).
Bionic Commando Strategy Guide: So, we have a strategy guide for the original version of Bionic Commando, which has been since been remade for the X-Box 360 and PS3 as Bionic Commando: Rearmed which you can get through X-Box Live Arcade, and through the Playstation Network. I’ve already purchased that game, and it’s decent (though it’s hard). It’s one of the first action platformers I recall that was non-linear in it’s path to the conclusion (Capcom would later borrow the map system from Bionic Commando for their second G.I. Joe video game), and it didn’t let you jump – but instead it gave you an alternative in the form of your grappling arm, as opposed to, say, Robocop which did precisely jack. In the course of my discussion of this game, I’ll go over any differences I observe from the NES version of the game to the re-make. Read more
We continue with our Electronic Gaming Monthly reviews with EGM #16, to fill some of that rather large gap we’ve got between issue #6 and issue #25. This issue, which came out in November of 1990, and is significantly shorter than the issues from #20 on – only about 97 pages in this issue. The cover art for this issue is for Super Mario World for the SNES, which currently has a working title of Super Mario 4.
Our first ad for the issue is for Pac-Mania from Atari/Tengen, which looks lot like Pac-Man with an isometric camera angle, different environments, and jumping. Tengen really seems bound and determined to run the Pac Man brand to the ground. We also get ads for the game Skull & Crossbones, where you play a pirate trying to rescue a princess from a wizard and his undead warriors. Read more
So, I’ve been doing my “Where I Read” posts for a little over a month now – now for a brief review to go over a few things we’ve learned about the evolution of this magnificent (heh) hobby we call gaming, from the various magazines I’ve read. I’ll be be doing similar installments every few months, as the series (plural) go on.
As for now, here’s the first 3 things we’ve learned.
So, as part of my continuing mission to chart the path of the early days of gaming, and hopefully put those titles available through the Wii’s virtual console or on the shelves of your local game retailer that sells classic games (or available on eBay), I’m also expanding my magazines I’m recapping to GamePro. GamePro is, at present, the only video game magazine on the market that isn’t attached to a retailer (like GameStop and Game Informer). GamePro’s first issue came out in May of 1989, the same month that EGM’s first issue came out. Unlike EGM’s first issue though, the cover art doesn’t specify any particular game, and the magazine is only about 65 pages long, which is a little shorter than EGM’s first issue, but not by much. Our first ad of the magazine is an ad for Atari’s first-party fan club, the Atarian Club. The ad in general looks really dorky – complete with an ultra-scrawny Atari-themed superhero (with cape and Atari-Shield) holding up a moon. The next ad, for Bubble Bobble from Taito, is a step up. Read more
So, for my recap of Nintendo Power last issue, I decided to select RBI Baseball from Atari/Tengen. In retrospect, I probably shouldn’t have chosen to select a baseball game. NES baseball games in general had one major problem – their fielding controls stunk wholly and utterly. Batting usually worked well. Giving instructions to the runners usually worked well. However, I have yet to encounter a Baseball game for the NES that didn’t have absolutely horrid fielding.
As you can tell from the last sentence, RBI Baseball’s fielding is pretty bad as well. Specifically, it runs into 3 problems – well, technically 4 problems, but I’ll get to the 4th in a minute. Firstly, when you’re controlling fielders, you’re controlling blocks of fielders – you’re either controlling all of the outfield, or all of the infield. This makes getting the ball to the base where it’s needed more difficult, and makes catching fly balls more difficult. For that matter, the fielders you control don’t include basemen, so, among other things, I saw a baseball slide bounce right towards the space between my 3rd baseman and the shortstop. I went to move the 3rd baseman to catch it, and the shortstop moved instead – the computer got 2 runs in.
The second problem is that once the outfielders get the ball, whenever that will be, they never throw the ball to the infield hard enough, even if it’s center field throwing to 2nd base. Invariably, the ball will strike the ground several feet before it reaches the necessary base, bounces in to the basemen. If you’ve ever watched Major League Baseball, you know this never happens. I’d be willing to forgive poor fielding, if once I got the ball, I could get it where I needed to go quickly, and thus do damage control. Unfortunately, that’s not the case.
Third, getting fly balls is extremely difficult – whenever the ball goes up, it goes out of camera frame, and gives no definition on the arc for the ball – and whether it’s going, going, gone – or if it’s going to plop down a few feet outside of the infield. Again, this leads to more runs given up, and more runners on base, for really stupid reasons.
Finally, the fourth problem that I was saving for last, is that all of the concerns I just raised do not apply to the computer. This isn’t a case of “oh, I suck”, this is a case of the computer playing pro baseball, and because of the difficulties of the controls, the graphics, and the “physics”, I’m playing like Charlie Brown’s team. All in all, it makes the experience significantly less fun.
Now, there is a 7 game season available (one game against each team), and if you lose a game it isn’t a game over – however, there is no option to save your game and no password mode, so you have to play 7 games in one sitting. Just to make things slightly more annoying – there is no one-game two-player mode, just a best-of-7 series. You can still turn the system off or restart it after one game, but it’s still a nusance. For all the gripes I had playing the Bases Loaded series when I first got into gaming, RBI Baseball is worse. Don’t play this game.
All that said, it is interesting to see this game, and see how baseball games have evolved over the years of play. The genre has improved a lot.
So, I’m going to expand on my Where I Read threads some. Basically, throughout my EGM recaps, I’ve tried to contextualize the content of the magazines with my knowledge of gaming from what was going on in the world around that time, as well as what has gone on in the world since then, and general things that we, as gamers, have learned in hindsight. However, what I’d like to is to expand on that even more, by contextualizing the magazines, even further, it helps to read more magazines. So, to play off this theme, I’m going to basically add a few more gaming magazines to my recaps, not all at once, but slowly over time.
To give you an idea of how I’ll be including these recaps – EGM will be my “lead” magazine – I won’t recap any of the other magazines I do any further than I’ve progressed with EGM. If I haven’t reached the first issue of another magazine yet, I won’t start recapping it until EGM gets there. Oh, and one more thing, I’ll be including “House Organ” magazines in my recaps – Nintendo Power, as well as official Sega magazines as well (if I can find them). For each of those recaps, I’ll be doing a side feature which I’m going to refer to as Quality Control. The purpose of this feature will be to find a game that was previewed in that month’s issue and play it, and see if it lives up to how well the magazine hypes it. The game chosen will be selected by 3 criteria, of which it must fit at least 2.
I must not have played it before.
It must not be a “classic/landmark game” – one which is universally known as being good-to-perfect. None of the first 3 Sonic games, not the first Castlevania game, none of the core Mario Brothers games, not the first Final Fantasy.
It must be interesting.Specifically, it must catch my interest.
I will then play the game, (though I don’t have to beat the game), and then I’ll give my thoughts on the game, and whether the game the magazine in question was full of crap or not.
The first magazine I’ll be recapping is Nintendo Power #1. The first issue came out in July of 1988. At this time, Nintendo Power was a Bi-Monthly magazine, and it’s first issue was only about 114 pages long. It’s first cover was a nice looking clay Super Mario Bros. Diorama, which also got Mario’s hat’s color wrong (on the picture it’s blue with a black M in a red circle – in the games it’s red with a black M in a white circle. It’s a nitpick, but it makes the picture look off. The game getting top billing in the magazine is, no surprise, Super Mario Bros 2, a.k.a. Doki Doki Panic, with the playable characters from that game changed to be Mario, Luigi, Peach (who is getting a name for the first time), and Toad. Read more
We continue onwards with our EGM Recaps, with our review of EGM #35. I’ve also gotten EGM #15 as well from Retromags, but I’m going to hold off on that one for my next recap (as I’ve already unzipped this issue). Our game on the cover this issue is Teenage Mutant Ninja Turtles 4 – which has yet to received it’s subtitle of “Turtles In Time” though the time travel element is already evident in the cover art. Our page count for this issue is up from last issue, at about 180 pages. Our first ad of the issue is for Super Castlevania IV, and another ad for Hook for the NES. Now, before I get on to the articles, I just want to mention one little thing that either is an error on Sendai’s part, or a practical joke they did late – on the page for the editorial (Insert Coin), they have the credits for the magazine. For this issue, the credits are mirrored. Now, this issue is for June not April, so it’s not their prank. So, I have no idea what they’re doing here – hopefully they’ll explain later. Moving on…
Insert Coin – Editorial: Our column for this issue is by Steve Harris, about the upcoming Summer CES, which is for the first time open to the public. To Steve’s credit, he does not approach the news with the dread that you’d expect among modern game journalists, that the unwashed (sometimes literally) masses would flood upon the floor, and keep them from doing their job and playing the upcoming games so they could cover them (which is the train of thought that lead to the death of E3 in the first place). We’ll see the EGM editorial staff changes their tune. Read more