This week’s Nintendo Power recap finally takes us into the 16-bit era, with issue #28 for September of 1991 and our cover story is Super Mario World for the SNES. I’m strongly considering dropping my “no classics” restriction for this game. However, let’s see what else we have this issue first.
Letters: We get a bunch of suggestions for future contests.
Super Mario World Guide: We get coverage of Mario’s new companion, Yoshi, as well as the game’s power-ups. We also get notes on some of the enemies in the game, along with some of the over-world maps. We also get notes on what levels are where, but we don’t get detailed level maps – which is kind of unfortunate, as this is the only mainstream Mario game I’ve gotten lost on. For the record, I also got a little lost in Super Mario RPG, but that’s a slightly different matter. We also get some notes on finding the Star Road – but again, they don’t get in a lot of detail on anything. Read more
This week we continue with our EGM recaps with issue 63 for October of 1994. Our cover story for this issue is Donkey Kong Country for the SNES, one of Rare’s latest games.
Editorial: Well, last issue, Steve Harris teased an announcement this issue about Capcom’s responce to their lower review for Super Street Fighter II Turbo. Well, this issue we learn Capcom’s response – they blacklisted (at least where Advertisements are concerned) EGM to “make a statement” in the words of Capcom’s director of marketing. Steve Harris says that the only statment coming from Capcom here is that they don’t have faith in their products, and I can’t help but agree. Further, I’d expand on that by saying that any game publisher or developer who engages in the journalistic equivalent of the Tarkin Doctrine only succeeds in making them look like the bad guy to the gaming press. If they blacklist a blogger or web site, then they’re picking on the little guy. If they’re blacklisting an established bastion of games journalism, then they’re making a Nixon-esque enemies list. Further, this is only aggrivated when they’re doing the blacklisting for a review that isn’t particularly bad. The Street Fighter II series had been pushing perfect scores in EGM for most of its run. This is the first game that didn’t, and thus they get upset over it. Read more
Video Games Live 2008-2009 Tour Poster (courtesy of videogameslive.com)
So, I’m doing a break in my usual reaps with a review of a concert I went to today. To be specific, Tommy Tallerico and Jeff Wall’s tribute to video game music – Video Games Live has finally come to Portland, and I’ve finally seen it. So, what did I think?
The Premise
Tommy Tallerico & Jeff Wall lead (in this concert) the Portland Philharmonic and the Pacific Youth Choir in a performance of music from various video games, including the Kingdom Hearts series, the Final Fantasy series, Mario, Legend of Zelda, and other games. Read more
Yes, I am aware that I didn’t finish my recap of Season 1 of Burn Notice. To make up for it, I’m going to review the entire season (and season 2 besides, on a later week). However, we need to begin at the beginning. There will be spoilers, but they’ll be below the cut. I’ll try doing some spoiler-guarding stuff this time.
The Premise:
I’ll let the star of the show take this one (courtesy of IMDB):
Michael Westen: [voice-over] My name is Michael Westen. I used to be a spy. Until…
voice on phone: [phone rings] We got a burn notice on you. You’re blacklisted.
Michael Westen: [voice-over] When you’re burned, you’ve got nothing: no cash, no credit, no job history. You’re stuck in whatever city they decide to dump you in.
Michael Westen: Where am I?
Fiona Glenanne: Miami.
Michael Westen: [voice-over] You do whatever work comes your way. You rely on anyone who’s still talking to you. A trigger-happy ex-girlfriend…
Fiona Glenanne: Shall we shoot them?
Michael Westen: [voice-over] An old friend who used to inform on you to the FBI…
Sam Axe: You know spies… bunch of bitchy little girls.
Michael Westen: [voice-over] Family too…
Sam Axe: [phone rings] Hey, is that your Mom again?
Michael Westen: [voice-over] … if you’re desperate.
Madeline Westen: Someone needs your help, Michael!
Michael Westen: [voice-over] Bottom line? Until you figure out who burned you… you’re not going anywhere. Read more
The GamePro Recaps have hit issue 50 for September of 1993. Our cover story is Mortal Kombat, the latest fighting game (as of this issue) to rock the arcades. The cover art though, isn’t so hot, but that’s to be expected.
Letters: We get a letter discussing improvements to game endings. Or, at least getting it something better than “Congratulations, You Won.” We also have a small string of letters discussing violence in games, and they generally agree is that some games are too violent for parents and they’re disappointed with Sega instituting a rating system because it would promote censorship. We also get questions about what systems might be getting what cheat devices. Read more
Darkman is, by far, my favorite Sam Raimi film. I like it more than his Spider-Man films. I like it more than Army of Darkness. In my mind it is one of the best masked avenger films, and one of the best superhero films. Everything about it is excellent, from the direction, to Liam Neeson’s performance. It’s just excellent. So, when I found out about this game in Nintendo Power, I wanted to give it a try. Yes, it’s a movie licenced game from Ocean, but it can’t be all bad, can it?
The Premise:
Peyton Westlake is a scientist working on a synthetic skin formula for burn victims. When Robert Durant, crime boss, burns down his lab and leaves him for dead, horrifically burned and scarred, Westlake swears vengeance, and takes his imperfect formula (which only lasts for 99 minutes when exposed to direct sunlight), and uses it to take apart Durant’s gang, piece by piece. Read more
Our Nintendo Power Recaps continue with Issue #27 for August of 1991. Our cover story this issue is a Game Boy game – Mega Man: Dr. Wily’s Revenge.
Letters: This issue our focus is on a Little League baseball team from the US that got to play in Japan, with a little help from Nintendo of America.
Ninja Gaiden III Guide: The Ninja Gaiden series comes to not its final installment – but the last one for quite some time. Irene Lew has been murdered, and Ryu has been framed, and now Ryu must avenge his her murder and clear his name. We get the powers, including all the new ninja arts and power-ups. We also get maps for Acts 1 through 7, with some storyline notes, and notes on beating the bosses up to level 4. Read more
The EGM recaps continue with issue #62, for September of 1994. Our cover story is, of all things, Primal Rage. I mean the game looked good, but it wasn’t that good.
Editorial: The internet… it’s spreading. Okay, that isn’t specifically the topic of the column this issue, which is from Steve Harris, returning to the editorial pages one more time. The topic this time is the response on internet message boards to the the editorial column from last issue, about the constant reiterations to Street Fighter being too excessive. To be specific, the internet fans defended Super Street Fighter II Turbo, and felt that the Game Boy game that recieved honors as the Game Of The Month last issue was unworthy. It goes to show that you can’t please everyone on the internet. That said, we don’t have the specific content of the posts, and since this is 1994, when internet use wasn’t as wide spread (and generally required dial-up), it’s likely that the posters used proper grammar, and didn’t resort to some of the more childish comments that you see on the internet these days (in part because you wouldn’t have had as many immature kids online in the US). Oh, and apparently Capcom did something in response to the reviews as well, which they’ll get into next month. Capcom USA didn’t blacklist them for failing to be appropriately deferential at the altar of Street Fighter, did they? Read more
I’m not going to say I’ve watched everything Mel Brooks has ever done, but I’ve watched a fair chunk of it, and I’ve enjoyed what I’d seen. However, I’d never gotten around to watching Blazing Saddles. The film is widely regarded as being Brooks best film, aside from, maybe, Young Frankenstein. So, I’ve watched it, now what did I think about it?
The Premise:
Bart, an African-American man working on the railroad, is saved from execution for assaulting one of the racist over-seers for the railroad, to be appointed by the Eeeeevvvvvviiiiillll Lieutenant Governor Hedley Lamar as the sheriff of the town of Rock Ridge – which Lamar is trying to force out so he can claim the land for himself as the rail-road comes through it, so he can make a fortune. However, Lamar has underestimated Bart, and his new deputy, Jim, aka The Gunslinger Formerly Known As The Waco Kid. Read more
We continue with the GamePro recaps with issue #49. The cover story for this issue is, not unsurprisingly, considering the era – Street Fighter II Turbo.
Editorial: It’s actually about something this issue! To be specific, Sega’s debuted their rating system for games, which will end up (with a few revisions) becoming the industry standard. Nintendo, seeking to get the upper hand in the Console War, actually attacked Sega for this, saying that it was an illegitimate justification for selling violent games.
Letters: We get questions about whether they ever had to give out a 1.5. They did, once, to Andre Agassi Tennis, which goet a 1.5 for Control, but they otherwise try to avoid putting games that rate that low in the magazine. I suspect they put that one in there because they interviewed Agassi when he was promoting the game. We also have props coming in for their poster artist, Francis Mao. There are also questions about why there is so much empty space in game cartridges (the explanation GamePro gives is for cooling, though I’m a little iffy on that), and a question which gamers will spend much contemplation on in the console generations to come – how do I easily switch between two consoles that use the same connector? They also messed up the code to enable Champion Edition on Street Fighter II Turbo. Read more
This week, I’m taking a break from doing the featured games from this issue of Nintendo Power, to go with one of the Also Rans – a game that was featured in the “Now Playing” column, but didn’t get a full strategy guide. Specifically, I’m picking Over Horizon, a shump from Hot-B.
The Premise:
The game’s story is… nonexistent. You’re flying a star fighter and have to defeat a force of invading aliens. That said, the game does have as one of its features the ability to customize your weapons with traits from other weapon power-ups you encounter through the various levels.
The Good:
Finally, we have a shump which has enemies come in from behind, that also lets you shoot backwards without having to do any fancy shenanigans with your controller.
The Bad:
In order to view your score or see how many extra lives you have remaining, you have to pause the game. This is what HUDs are for class. Game Design 101 – remember?
The Ugly:
I couldn’t get past the first level. This isn’t because I suck at shumps (though I’m not great). This is because halfway through the level we have these vine like critters blocking your path through the level that I can’t get through. If I fly into them, I die. If I shoot them, nothing happens. In theory, I could die, and use my temporary invulnerabilty to get through it (which I did a couple of times) – but unless you have unlimited lives, I shouldn’t have to do that. And even if I do have unlimited lives, that’s bad game design. Again, Game Design 101 people.
The Verdict:
This game deserved to be among the Also Rans – I have to give them credit for that. Don’t play this game.
Well, our Nintendo Power recaps have reached our first issue without Howard Phillips – issue #26, for July of 1991. our cover story is another movie licensed game, Robin Hood: Prince Of Theves. It’s basically an intigration of a still from the movie with some artwork they did, and while it’s not great, it’s better then the last couple issues art. I’ll cut ’em some slack.
Letters: We get a couple letters of parents who got NESes and Game Boys from their kids, but more or toddlers playing (or trying to play) their parents NESs. We also get another letter about the invulnerability of the Game Boy. A soldier serving in Iraq had his Game Boy badly damaged in a fire, and he’d sent it in to see if he could get a replacement. They’d planned to send a new one out anyway but they tried the damaged Game Boy (which they show pictures of) to see if it worked. In short, it worked! I’m impressed! Read more
Okay, our EGM recaps continue with issue number 61 for August of 1994. Our cover story is Super Return of the Jedi, and this issue weighs in at 181 pages in length. Well, then, let’s get started.
Editorial: Our Editorial this issue is from Ed Semrad, and covers the latest incarnation of Street Fighter II. The general consensus is that in the EGM offices the thrill is gone out of the relationship with Street Fighter II. Nobody’s playing it in the EGM offices anymore. To be fair, there aren’t particularly any new characters in the game, the stages are pretty much the same, and the moves are pretty much the same. All in all, they don’t think it’s worth the $70-80 it would cost (in 1994 dollars) to get this game new, and for future reviews, they will be taking into account re-releases of the same content with a fresh coat of paint – like with the Street Fighter II re-releases. Read more
Buy Smiley's People from Amazon.com (cover art will vary).
As you can probably tell by some of the subject matter of my reviews, I like spy fiction. In particular, I enjoy John LeCarre’s work, especially the character of George Smiley. Previously I’ve watched the adaptation of his novel Tinker, Tailor, Soldier, Spy, though I didn’t review it here. What I will be reviewing today, though, is the adaptation of the 3rd novel of the “Quest for Karla” trilogy, Smiley’s People, which once again puts George Smiley (played by Alec Guinness) of the British Secret Service (aka the Circus) up against Karla of the KGB, played by Patrick Stewart. There are some spoilers below the cut. Read more
The GamePro recaps continue with issue 48, for July of 1993. This issue’s pretty short, only 156 pages long, and our cover story is Jurassic Park. Oh, and the cover art is still bad, though this issue’s had some of the better covers in a while.
Editorial: We’re not totally re-iterating the table of contents this time. This issue we get a discussion of licenced games and how wonderful they are. Just wait a few years, you’ll (hopefully) change your tune.
Letters: We get demands for the mail section getting an expansion. We also get complaints about cheap AI, and we get questions about the use of “Final” in the titles of game series with lots of sequels (referring to Final Fight, not Final Fantasy, as people like to be snarky about now). Read more
So, in honor of Howard Phillips last issue of Nintendo Power, I’m reviewing the game for the last installment of Howard & Nester – The Lone Ranger from Konami.
The Premise:
You play as the Lone Ranger, the last of a group of Texas Rangers whose posse was murdered by Butch Cavandish, the notorious outlaw. You, along with your side kick, Tonto, go forth to avenge their deaths, and rescue the president, who Cavandish has kidnapped! Read more
The Nintendo Power recaps continue today with Issue #25 for June of 1991, with our cover story of Battletoads. Just to say right now, I’m not picking Battletoads for my Quality Control pick. I’ve played it before, it’s really freaking hard, and it’s a classic – which is all the more reason to check out what came out around the same time. This issue clocks in at 108 pages and the cover art is unfortunately crap. This is doubly unfortunate as this is Howard’s last issue with Nintendo Power. Who will be writing the letters at the end of the issue next? Who will Nester team up with? What will happen at Nintendo of America’s offices without somebody wearing a bow tie?
Letters: This issue it’s all about pets and gaming, particularly cats with a fixation on gaming equipment, and video games themselves. Unfortunatley, we don’t have any particularly Lolcat worthy pictures. Ah well. Read more
We’re now at EGM #60 for July of 1994, with our cover story being more stuff on Mortal Kombat II. I have to say that the art isn’t fantastic. It’s great – but not fantastic. The issue weighs in at 194 pages.
Editorial: This issue’s editorial is from Danyon Carpenter, eulogizing over the death of the last 8-bit console system, the NES, as well as contemplating the glut of systems on the market.
Letters: Speaking of gluts, we have a letter about the growing glut of bad games on the market as we come to the end of the 16-bit generation, and the dawn of the 32-bit generation. Though, as a general rule of thumb, while we get some good games in the transitional period on occasion, a lot of times major developers have their best teams working on the launch titles for the new upcoming hardware, so they can try and get something good out of the new system. Sometimes it works, sometimes it doesn’t. Meanwhile, the developers and teams who aren’t putting out launch titles (and thus don’t have dev kits for the new systems) can’t be necessarily quite as ambitious, as whatever they put out won’t necessarily do as well on the market once the next gen starts building up steam. Oh, and then there are companies like LJN which put out shovelware on a regular basis anyway. Read more
I’ve never watched an “art” film before. I’ve watched films with artistic intent. I’ve watch films that used artistic imagery, and I’ve watched films which made me think (which is one of the things I consider important with films that are “artistic”). However, I’ve never really seen a film that I’d call an out-and-out “art film.”
Until now.
The Premise: The film is a non-verbal one. The film depicts a series of images, in their original speed, sped up, or slowed down, depicting the world, and the flow of modern life, set to a score by Phillip Glass. I’m really understating this, as there’s more to it than that, but I can’t quite explain without getting into the stuff that I’d normally do in the Good, Bad, and Ugly segments
My Thoughts: This film is stunning. It is visually amazing. It is audibly amazing. I hadn’t seen a movie that was deliberately without a story (I’d seen ones that were unintentionally without a story, but that’s another matter), but this was the first I’d seen where the film itself was intentionally without a narrative as we normally think of it. However, it still works. Read more
Another week, another GamePro. This issue is issue number 47 for June of 1993. Our cover story is a puzzle game – Yoshi’s Cookie! The issue isn’t too long, only 163 pages long, which is nice. Oh, and just to remind you that this is the 90s, and we’re starting what will become a long series of bad video game films, we have an ad for Super Mario Bros. the movie. “This ain’t no game” indeed.
Editorial: This issue has a whole a new look, and with it they’re discussing the future of gaming again, and apparently the future of gaming is Virtual Reality! Goggles, headsets, gloves, the works! Hah! It’s 15 years later and they still haven’t worked that out!
The Mail: We get some questions about some of the previously pictured Sonic The Hedgehog zones that didn’t make it into the game. There are also questions about support being phased out for the NES and about the growing Video Game Violence debate (with more mention being given to Mortal Kombat than Night Trap). Read more
This is going to be a little different from most of my other Quality Control columns, because with most of my other quality control columns I’m able to beat the first level of the game I’m playing. Not so here. So, I’m going to ditch the formal structure (somewhat) and speak frankly.
The premise of the game is kind of interesting. Future Earth is under attack by an alien threat, and you, as the pilot of the mecha Battle Unit Zeoth, must go forth and defeat the the alien invaders for the safety of earth. Read more
Alright, our Nintendo Power recaps continue now with issue #24, for May of 1991. Our cover story is Vice: Project Doom, which I’ve previously reviewed, so we can reasonably say in advance that this probably won’t be our Quality Control pick for this week.
Letters: This issue we have an art heavy letters section. Specifically we have a bunch of Mega Man III fan art.
Vice: Project Doom Guide: We get a run-down of the weapons in the game, though they describe vice squad’s signature weapon as a whip, though it looked more like sword in the game. We also get screen shots of the cut-scenes, and gameplay notes of the levels 1 through 9. Scores: Graphics & Sound 4.3, Play Control 4, Challenge & Excitement 4.3, Theme & Fun 3.8.
Howard & Nester: This issue, Howard & Nester are playing Monopoly, and Nester ends up going to jail, and has try to get a Get Out Of Jail Free card. Read more
Our EGM recaps continue this week with a recap of issue #59, for June of 1994. Our cover story is what will become the first 3D Fighting game, Virtua Fighter – currently in arcades, and later for the Saturn. This issue is clocking in a 229 pages.
Editorial: The European Computer Trade Show has come and gone, and EGM has left with the award for best US game magazine, a reward that is well deserved in my opinion. Of the game magazines I’ve recapped thus far, EGM has been the better of the three. Now, once I finish EGM, GamePro, or Nintendo Power, I’ll have to move on to something else, and that could change things up some, but anyway, let’s move on.
Letters: We get a letter asking about the US release of Final Fantasy V, and apparently, according to their sources in Square, it will be getting a release outside of the Final Fantasy name, with Final Fantasy VI getting the US release as Final Fantasy III. Though, ultimately, Final Fantasy V doesn’t get released in the US as anything other than Final Fantasy V, and gets its first legitimate release as part of the Final Fantasy Anthology for the Playstation. Also, unfortunately the Duo is basically now dead. They’re not selling new systems anymore, and only selling new games in mail-order. If you can’t increase your install base, you’ve stagnated your market share. You’re dead, Jim. We have requests for more RPGs for the Neo-Geo and more RAM for the Genesis (to which I say, to quote Shane Bettenhausen, “It’s nice to want things.”) Read more
I’ve been a fan of gangster films (with gangsters of most types), ever since I discovered Shadowrun when I was in middle school. So, I’ve become kind of familiar with the genre (though I’m not even going to pretend I’ve seen seen everything the genre has to offer). So when my Netflix recommendations popped up Hoodlums, I added it to my queue – as I had not seen a gangster film set in the classic gangster period featuring African Americans, and I was kind of hoping it would be a good take on the genre, and that it would portray it’s subjects appropriately.
The Premise: Ellsworth “Bumpy” Johnson has just gotten out of prison in 1936 (in the midst of the Great Depression) and has returned to Harlem where, he intends to get back into helping “Madame Queen” Stephanie St. Clair in running the numbers business (an underground lottery). However, Dutch Shultz has been muscling in on her turf, and has been getting the attention of district attorney Thomas Dewey, with Lucky Luciano (representing the Commission of New York’s mafia families) attempting to maintain order. Being that this is the kind of film that it is, things go out of control, and a gang war is waged across the streets of New York. Read more