Where I Read – Electronic Gaming Monthly #55

Magazine Electronic Gaming Monthly - NBA Jam V7 #2 (of 12) (1994_2) - Page 1So, the EGM recaps roll on, with another 2 issue gap, taking us from #53 to #55, for July of 1994. Our cover game for this issue is NBA Jam, Midway’s next big gaming franchise (though one that doesn’t last as long as the Mortal Kombat franchise. Anyway, this issue is considerably shorter than #53, running in at 231 pages – which is still a lot, but nowhere near 400 pages.

Insert Coin – Editorial: Much as Tipper Gore’s complaints about violent and sexual content in music lead senate hearings in the 70s and 80s, we now have our first set of Senate Hearings about violent and sexual content in video games. This will not be the last – we get another set of hearings after Columbine, and a third set of hearings after Hot Coffee. That’s correct – Video Games got more Senate hearings (that could have lead to federal laws censoring them) than Comic Books and Music combined, though they need 3 more series of hearings, though they need one more set of hearings to beat the movie industry. So, it’s time for Publisher Steve Harris (go Steve) to weigh on this whole mess. I agree with Steve Harris’ sentiments completely – and they’ve been expressed and re-stated by many game journalists since then, from EGM to GameSpot to GamePolitics. I’m going to put up a scan of Steve’s editorial and I encourage you to read it. I haven’t gotten to 1994 in GamePro yet, so I don’t know if GamePro takes a side on this or if Nintendo Power takes a side on this – I doubt it, as Howard Lincoln was doing his damnedest to force a victory in the Console War by kicking Sega under the bus. Specifically, he was claiming that all the violent content that people were objecting to was on the competition’s systems, notably Sega’s, whereas since Nintendo was already censoring the games that came out in the US for their systems, they basically were also already complying with the panel’s requests. Read more

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). Read more

Where I Read – Nintendo Power #14

Magazine Nintendo Power - Chip & Dale's Rescue Rangers V3 #1 (of 6) (1990_7) - Page 1Well, we continue on with the Nintendo Power recaps/reviews with the first proper issue (one that isn’t a strategy guide) of Nintendo Power’s 3rd year. Our cover story is Chip & Dale’s Rescue Rangers from Capcom, which is another of the Disney licenced platformers that I haven’t played. The art is a bit of step down for Nintendo Power, but that isn’t saying much – it’s like saying “that movie wasn’t so great – for a Hitchcock movie”. It’s still better than the Ninja Gaiden cover. Anyway, the issue is, as is par for the course for Nintendo Power, about 105 pages long.

Letters: We start off with a thank you for how wonderful the Nintendo World Championships worked out. Alas, but with the exception of the World Series of Gaming (and similar tournaments) we’ll never see their like again. We also get the invention of an automatic cord winder for the NES invented by a 9-year-old-kid for the Invent America project. Oh, and once again, we get a testimonial about how borderline bulletproof the NES was – a family in the US Virgin Islands got clobbered by Hurricane Hugo, and their house was wrecked. However, the TV still worked (once they got a generator set up) – and so did the NES! God the NES was a tough system. Except with regard to the pins – and that bit was entirely Nintendo of America’s fault, by going with the VCR style design rather than the top loading design of the Famicom. Read more

Where I Read – Electronic Gaming Monthly #53

Magazine Electronic Gaming Monthly - Eternal Champions V6 #12 (of 12) (1993_12) - Page 1So, the EGM recaps continue with issue #53 for December of 1993 (yeah, I’ve got a bit of a gap again, so you might want to mind that). Our cover story this issue is Eternal Champions for the Sega Genesis – which is one of the first games designed to work with Sega Activator, their motion controller, which is great, if you have an Activator and can get it to work with this. Anyway, the issue is pretty big, about 392 pages long.

There are a few changes with this issue of the magazine (the re-organization having officially taken place 2 issues ago. As of this issue, Ed Semrad is now Editor-In-Chief with Danyon Carpenter as Senior Editor with the new positions of the Managing Editor, with Howard Grossman in that spot, and Joe Funk as the life-styles editor. Martin Alessi is no longer on staff. Steve Harris is still on staff though as the publisher (a position he held before anyway), and hopefully he’ll still be on the Review Crew.

Insert Coin: The 32-bit Generation is beginning, with the battle lines being drawn. Sega is working on the 32X and the Saturn. Sony is still quietly working on the Playstation, preparing their revenge against their snubbing by Nintendo with all the secrecy of Darth Sidious. 3DO and Phillips have their systems, and Atari is kicking it up a notch with the 64-bit Jaguar. Additionally, there’s all the CD systems either currently on the market or coming out soon. Meanwhile, Nintendo’s just sitting pretty with the SNES on the market, and the 64-bit Project Reality system in development (which would later become the Nintendo 64). However, we do get some suggestions here, rather than just analysis, from Ed Semrad – Sega should make the CD portion of their Saturn optional. Considering that when the Playstation comes out, basically everyone goes to CD systems after realizing how less expensive it is to put out a game on disks rather than on cartridges (something PC gamers could already tell you), I’d say that advice is probably (unintentionally) bad. Read more

Where I Read – GamePro #36

Magazine GamePro - Alien3 V4 #7 (of 12) (1992_7) - Page 1We continue with our recaps of GamePro with issue 36 for July of 1992. This issue is of pretty average length at 112 pages long – with what is probably GamePro’s first extremely awesome piece of cover art, complete with jets of blood. I’m surprised that they got away with the blood on the cover, to be honest. It’s not a perfect likeness of H.R. Giger’s disturbing design, but it still captures the intensity of the design.

Editorial: After several issues of awesome editorial columns, we’re back to spending the editorial column doing the job the cover and the table of contents are supposed to be doing – hyping the contents of the issue. Disappointing.

Letters: Of note in the letters is one letter calling for 8-bit to die already. Long live 16-Bit! Long Live 32-bit! Long Live 64-bit! Long Live Quantum Computing! *gets hit by the readers* Ow!

Cutting Edge: This issue they’re covering CD games. We’re starting off with Commodore’s console system, the CDTV, which actually came out, though nobody remembers this because Commodore died 2 years after this issue hit newsstands (1994), and the OS was already obsilete. Anyway, Commodore killed this system the next year, in favor of Amiga’s CD32, which isn’t remembered much either, because, again, Commodore died the next year. Next up is the Phillips CD-I, with a list of various games coming out for the system, including one called Guest which would actually be The 7th Guest. Read more

Where I Read – Nintendo Power #13 (Strategy Guide #1)

Magazine Nintendo Power Guides - Super Mario Bros 3 V1 #1 (of 6) - Page 2This week, as the next issue of Nintendo Power I’m covering is a strategy guide, I’m going to do a review of the guide and then a review for that game. Now, I’m not going to necessarily do full playthroughs of all these games, particularly since some of these are RPGs (and thus entail grinding), or are just really long. I’ll do what I can, though. Usually these games are classics as well, so the reviews will more be my impressions about the game and general remberances. Due to length issues, I probably won’t have YouTube videos for these reviews, as I suspect my coverage will be longer than YouTube’s 10 minute time limit. We’ll see.

Well, the guide itself is shorter than we normally consider strategy guides to be – only 85 pages long. However, considering the length of the game and the size of the levels, this isn’t too unreasonable. The guide starts off with techniques first, before moving on to the level maps. We get information on Mario’s various moves & power-ups. The guide poo-poos the over-world items of the Anchor (which makes the Koopa’s airship stand still) & Music Box (which makes the Hammer Brothers stand still) though, which I disagree with. I’d spent a few occasions desperately chasing down the Koopa airship after having beaten all the levels, unable to catch the bloody thing. Similarly, I’ve had a few occasions where I really didn’t want to fight the Hammer Brothers, and found the Music Box very useful at avoiding them (or getting them to hold still so I could catch them if I wanted to take them on.) Read more

Where I Read – Electronic Gaming Monthly #50

Magazine Electronic Gaming Monthly - Street Fighter vs. Mortal Kombat! V6 #9 (of 12) (1993_9) - Page 1The EGM recaps continue with isue #50, for September of 1993. Oh, what a cover story we have this issue! In this corner, we have Street Fighter II Turbo. In the other corner, we have Mortal Kombat – the two franchises that will define fighting games in the United States for the next few years. Once again, as a reminder, this issue is rather long at approximately 197 pages. So let’s begin, or, rather (considering the fighting game cover) – Fight!

Editorial: This issue’s editorial from Ed Semrad covers the differences between the SNES and Genesis versions of Mortal Kombat – the SNES version has all the good stuff (blood, some of the fatalities, etc.) removed, while the Genesis version is as close as possible to an arcade quality port for a home console system. Unfortunately, what is the gamer to do – shut up and take it. Unfortunately, the kind of multiple-console releases we see a lot of in the modern generation of gaming (and the one prior) had significantly more titles getting multi-platform releases than the 16-bit era, where, at this point in the generation, multi-platform releases were relatively new – not to mention the problems with Nintendo penalizing developers and publishers who went multi-platform. Now, this might be a good place to say that censorship places artistic restrictions on games – but at this point in gaming’s history the “Games as Art” movement didn’t exist particularly, so if you wanted to reference a title where content restrictions would restrict the kind of stories that could be told, you’d have to go to import games – for example, the Shin Megami Tensei series of games (which most US gamers wouldn’t know about anyway). So, we have a dilemma. Read more

Where I Read – GamePro #35

Magazine GamePro - Taz-Mania V4 #6 (of 12) (1992_6) - Page 2So, onwards with our GamePro recaps. Our next issue is for June of 1992. This issue is at a semi-average length of 117 pages long, and it’s cover story is Taz-Mania for the Genesis. That’s right, it’s the early 90s, and now the Tazmanian Devil has the most marketing muscle of the Looney Toones. Not Bugs, not Daffy, not Tweety, not Sylvester, not Porky, not Elmer.

Editorial: Well, they’ve changed the rating system again, from a 5 point system to a 10 point system. Sort of. It’s more a 5 point system with half-points in-between. I’m more of a integer guy myself. To make things a little easier, they’ve also stopped giving a “point” score for difficulty, instead giving a brief descriptor – which is good, because on the number system difficulty was working on an entirely different scale from everything else. Well, we’ll see how the new system works out. Oh, and they’ve also added a new sports section, instead of doing semi-annual sports issues.

Mail: Our first letter is related to cross compatability between Phillips CD-I system and Nintendo’s “upcoming” SNES disk system, and rumors of plans for a color GameBoy. I suspect Nintendo is working on a Color Game Boy, though I know we don’t get it until around 1998-ish, and Sushi-X wants one even more than he wants a ninja pony. Also, they get called on a slight goof on their April issue, when they billed Jordan Vs. Bird as being for the SNES instead of being for the Genesis. We also get a letter bitching about Nintendo not putting out a 8-Bit converter for bringing NES games to the SNES (speaking of a pony), and a letter wanting to contact some of the “GamePros”. I still find obfuscating the reviewers identies through the use of false identites a little questionable – it feels like they’re trying to build popular identities for various writers and get readers to follow them, but to do it in such a way that the writers are disposable, and possibly making it difficult for writers to find work elsewhere, because the writers themselves aren’t actually getting credited for their work. Now, I could be (and I hope I am) totally wrong, but that’s the impression that editorial decision gives me. Read more

Where I Read – Nintendo Power #12

Magazine Nintendo Power - Super C V2 #6 (of 6) (1990_5) - Page 1Well, we have now come to the end of Nintendo Power’s second year, with significant changes to come in the magazines’s second year (with it basically becoming a monthly magazine – sort of). This issue (#12 for May-June of 1990) is, as it’s almost always been, of average length for a magazine about 100 pages long, and our cover story is Super C. Once again, we also get some of Nintendo Power’s great cover art. I just want to stress this again – Nintendo Power, when it brings it’s A-Game (as it’s doing right now) puts out better cover art than any contemporanious video game magazine.

Letters: We get a question about why a game costs $40-50 when it only takes 10% of that to manufacture the game (basically, it’s because of all the work that goes into the programming of the game, and the game testing needed to make sure the game works). We also get questions about getting the magazine in a French language edition for Quebec (the person writing the letter reads, speaks and writes french fluently, but his English isn’t nearly as good). Well, considering the small size of the market in Quebec, it’s not economical for Nintendo Power to produce a French edition for just that market and they a similar thing for Spanish. Something tells me that might change in the modern US. While the US isn’t actually a bi-lingual nation, there are enough people who learned Spanish before they learned any other languages to make it feasable. Read more

Where I Read – Electronic Gaming Monthly #49

EGM_Issue_049Now we continue onwards with our EGM recaps, with EGM #49 for August of 1993. Our cover story for this issue is the mascot platformer Aero the Acrobat, and the issue is 181 pages long.

Editorial: Summer CES is coming, and with it our first glimpses at everyone’s christmas lineups (though Tokyo Game Show and E3 have taken this niche more recently, with game content kind of disappearing from CES, after CES went to one show a year, instead of two).

Letters: We get a letter talking about how great the last CES was, and how awesome EGM’s booth was (flattery will get you everywhere). Also, we get a question about Street Fighter II: Championship Edition for the Genesis becoming the Special Championship Edition instead (short version, they’re getting the extra content from the SNES version, like Cammy, Thunder Hawk, and Dee-Jay. We also have a guy complaining about Sega’s upcoming game rating system – they’re not censoring the games you dolt, they’re just putting ratings on them, like there are on movies. Oh, and get used to ratings on games, because Sega’s rating system, with a few alterations, is the rating system we have today. Tough rocks, pal. Also, it’s likely that the Turbo Duo version of Street Fighter II won’t be coming out in the states, which is unfortunate. If it had gotten Street Fighter II (and possibly Mortal Kombat), it might have helped help keep the system going longer (particularly if it was a good port of the game) Read more

Where I Read – GamePro #34

Magazine GamePro - Splatterhouse V4 #5 (of 12) (1992_5) - Page 1Well, we continue with the GamePro recaps with issue 34, for May of 1992. Our cover story is Splatterhouse II for the Genesis (though they forget the Roman numeral). The issue is pretty short, about 100 pages long.

Editorial: actually has some content, in this case regarding Nintendo’s decision to increase the amount of carts they’re letting their licencees put out for the SNES, with, basically, GamePro’s editorial staff saying this doesn’t matter, because it’s still not providing variety, with multiple, for example Golf carts coming out the same time (which is, by the way, a horrible example – these different golf carts often have a variety of courses with no overlap between them. Frankly, in my opinion, different genres of games have different thresholds for overkill. For example, you can probably get away with 2-3 different football (or soccer, for that matter) series, and I’d say that having that variety is a good thing. By having multiple football franchises, the developers have to work to make their game different, and generally work on improving their game, and working to build a better football game. When that happens, everyone wins. On the other hand, I’d say that the games market can support 7-8 ninja based action-platformers, because there’s a lot of different ways you can use ninja in your games. You can tell a post-apocalypic story, you can have the modern vigilante ninja, the urban fantasy demon-hunting ninja, the Sengoku/Jidagaki period ninja, etc. I’m not saying all these games will be good, but I am saying that the market can handle this many games without hitting saturation. Read more

Where I Read – Nintendo Power #11

Magazine Nintendo Power - Super Mario Bros 3 V2 #5 (of 6) (1990_3) - Page 2So, our Nintendo Power recaps continue and, since yesterday’s recap of EGM was filling a gap in the issues I’ve reviewed, I’d say I’m catching up. The fact that Nintendo Power is, at this point in it’s life, bi-monthly helps make it easier for it to catch up. This issue of Nintendo Power, for example (#11), is the second-to-last issue of it’s second year, and brings us into 1990. I’m still 2-3 years behind everyone else, but if it stays as bi-monthly for a few more years of the magazine’s life, I’ll be able to catch up more quickly. Anyway, this issue is about 102 pages long, and features Super Mario Bros 3 on the cover. No, the game isn’t going to be my Quality Control pick. It’s Super Mario Bros 3, of course it’s going to be good. Nor will Silent Service be my pick – I played the crap out of it when I was a kid and I loved it. So, maybe something else will be my pick.

(Opens the magazine) I just had to open my big mouth. Nintendo Power is now, essentially, going monthly. They magazine proper is now going monthly, but now they’re doing special strategy guide issues in the down months. Being that the magazine already is heavy on the strategy guides, which thus basically serve as marketing by showing how cool the games are… things just got busy. Unless I can’t find copies of the strategy guide issues, then it’s business as usual. (Looks online) Yep, I can find the strategy guides. Well then, I’ll be recapping those. Depending on how the strategy guides work out, I may have to adjust my criteria for the Quality Control columns then. We’ll see. Read more

Where I Read – Electronic Gaming Monthly #12

Magazine Electronic Gaming Monthly - Ninja Gaiden II - Dark Sword of Chaos V1 #12 (of 12) (1990_7) - Page 1Well, we’ve got another slight break in my unbroken streak of EGM. Alas, alack, the world is lost… er, no, not really. The reason we’re doing the break in the series of more recent issues is because I now have EGM #12 for July of 1990, which will fill some of that gap I’ve got between issues 6 and 16 (or at the very least, wrap up the first volume of the magazine. Just to give you a reminder of where we are, chronologically, the first ad of the magazine is from Tengen, with a 2 page spread, advertising releases (on the black, unlicenced cartridges) of NES versions of first party (and classic 3rd party) Sega games, like Shinobi, After Burner, Rolling Thunder, and Fantasy Zone. This amuses me to no end. Anyway, this issue is actually pretty short, only 82 pages long (shorter than some Nintendo Power issues).

Editorial: We’re starting off with further discussion by Steve Harris of the article they ran 4 issues ago (which would be issue 8, which I don’t have yet) comparing the Genesis and TurboGrafx-16, and explaining why they published the article. Now, I need to hunt down issue #8 so I can find out what all the fuss was about. Read more

Where I Read – GamePro #33

Magazine GamePro - Michael Jordan V4 #4 (of 12) (1992_4) - Page 2Well, the streak of GamePro issues continues unabated. The next issue of GamePro is issue 33 for April of 1992, featuring Michael Jordan (who is not wearing a number on his uniform in this picture) on the cover. This issue is, again, fairly short – about 100 pages long.

Editorial: Finally we get some actual journalism in the editorial, relating to responses to questions posed to Nintendo of America regarding the SNES. First, related to the lack of backwards compatability, and whether or not an adapter will be shipped to allow older NES games to be played – they consider it inappropriate to sell an add-on adapter, instead we include all the cables necessary to play both (thus, if you sold your NES to upgrade to the SNES, and hoped for backwards compatibilty like the Genesis or TurboGrafx systems, we can make more money off you when you buy a new NES.) Also, some SNES games around launch have been experiencing slowdown and other framerate drops – this is because of the systems 4 CPUs working togeather to provide a superior graphical experience (in other words, it’s not a bug, it’s a feature – I thought Nintendo had actually learned something from the last video game crash, and all the crappy, buggy games being put out by companies like Intellivision, which is the company that coined the phrase). They also hype their CD-ROM add-on, which never comes out. Now, they don’t do the next step here, which is draw the necessary conclusions (Nintendo of America is an asshole), and respond as appropriate – Nintendo hasn’t changed their tune, in spite of their settlement with the FTC. However, from what I understand, the Debug systems that they use to review the pre-release code for games are basically property of Nintendo, so if they do say thing negative, in theory Nintendo could pull the consoles, and they wouldn’t be able to review games until months after they’d hit shelves, potentially killing them. Read more

Where I Read – Nintendo Power #10

Magazine Nintendo Power - Batman V2 #4 (of 6) (1990_1) - Page 2We’re on to issue #10 of Nintendo Power, for January of 1990. It’s a new year, a new decade, but not a new volume, though we’ve got a new hand-held system coming out. Our cover story for this issue is for the Batman game, featuring The Dark Knight small and in the background, and Jack Nichelson’s Clown Prince Of Crime large and in the foreground. Well, much like in The Dark Knight, it’s the Joker who steals the show. This issue’s a little longer than the last one, about 100 pages long.

Letters: We’re starting off with letters about the changes to Mario’s nose – and accusations of plastic surgery? *headdesk*

Batman Strategy Guide: Excuse me for a minute while I break out my Danny Elfman playlist (a track by Mystic Knights of The Oingo Boingo starts playing) No, the other Danny Elfman playlist! (Elfman’s main title for Batman starts playing). Much better! Anyway, we get maps of some if the first few stages (1 through 3), as well as notes on the last two episodes (4 and 5). Not much else here. They don’t even have any notes on what the power-ups do. Admittedly, often times these notes will be included in the manual, but it’s still useful to have that information in the magazine article, as the magazine is physically larger than the manual, making it a little more difficult to lose the magazine. Read more

Where I Read – Electronic Gaming Monthly #48

Magazine Electronic Gaming Monthly - Jungle Strike_Jurassic Park V6 #7 (of 12) (1993_7) - Page 1Well, we’re starting off this issue of EGM, number 48 (we have continuity again!) for July of 1993, off with one of the magazine’s first gatefold covers, featuring the sequel to Desert StrikeJungle Strike, as well as the upcoming Jurassic Park games, with the cover opening up to reveal basically a 2-page spread of Jungle Strike art. By the way, after the rather small last issue of GamePro, this issue of EGM is absolutely gargantuan, weighing in at 183 pages.

Editorial: This issue Steve basically has a discussoion of what he seeas as the state of the industry, commenting that bigger and better thigns are to come, and giving his thanks to the people who have helped the magazine get this far. If I didn’t know better, I’d say that Steve was moving on or something, from the tone of the editorial column – but I know better. Read more

Where I Read – GamePro #32

The Cover of GamePro #32
The Cover of GamePro #32

Well, while our EGM Recaps are getting broken up, our GamePro streak is, fortunately, continuing unbroken and unabated with issue 32, covering March of 1992. Our cover story is, not surprisingly for this period in game history, Street Fighter II. Unsurprisingly for this magazine, their cover art of Ryu, Guile, and Chun Li, which is done in-house, is god-freaking-awful. I’m looking forward to when Nintendo Power covers this period, as their in-house art has been, thus far, excellent, and I’m looking forward to their coverage of Street Fighter II (if there is any – I hope there is). This issue’s actually pretty short for gaming mags of the early 90s, only 98 pages long.

Letters to the Editor: We start off with a letter asking if there are plans to put out something similar to the Game Genie for the Genesis. Why yes, there is, it’s called the Pro Action Replay which, unlike the Game Genie, is still around. The Game Genie, on the other hand, didn’t survive the 16-bit generation, and was replaced by the GameShark – both of which are now obsolete, with now replacements, meaning that if you can’t beat a controller-breakingly hard game – tough rocks. We also have questions about what you can spend the $5 rebate you’re getting (as part of the weak-sauce damages that Nintendo has to pay out) on – you can only spend it on games. Which makes it even more pathetic. I’d bet that the $5 damages would probably cover not the licencing fees that Nintendo gets from the publishers, but rather the cut the publishers would be making on the game sales. We also get a letter asking when any winter sports games will be coming out for the Genesis or TG-16, mentioning specifically snowboarding. I don’t think we get a Snowboarding game at all until the 21st century. Read more

Quality Control – Willow (NES)

Get Willow for the NES from eBay
Get Willow for the NES from eBay

Well, my latest Quality Control column is ready, and this time I have video and audio ready. Excellent! I still shall, of course, have the text recap, for those who are at work and can’t listen to the video, or what have you.

The Premise:

Willow, a little person, must use all his skills in swordplay and magic to free the land from the grasp of the dark queen Bavmorda.

The Good:

This is a decent action RPG in the vein of Ys, with pretty good control. The graphics are alright for a NES game from this era, and sound isn’t totally awful eather, though I don’t recognize any of the music from the film.

The monster design is alright, and the monsters who shoot flame and other missles at you do have a discernable pattern, and the “bullets” are slow enough that if you spot the pattern you can avoid them. Also, upgraded weapons and armor come fairly regularly, and as the game is from a top-down perspective, it doesn’t run into any of the problems encountered by an Action RPG like Faxanadu. Read more

Where I Read – Nintendo Power #9

The cover of Nintendo Power #9
The cover of Nintendo Power #9

Alrighty then. Our Nintendo Power recaps take us to November & December of 1989 and issue #9 – the halfway point of Nintendo Power’s 2nd year. Their cover story is one heckuva title, and one which I’ve already talked about previously, at least the history of it – Tetris. Again, Nintendo Power is, at this point in its life (and I think in general), rather small, only about 100 pages long.

Letters: Of note this issue is a letter from a 75-year old retiree, with a poem about playing Legend of Zelda. We also get letters about the NES not recognizing that a cartridge is in it, or not reading the cartridge properly – thus the power light is flickering on and on. Fortunately, Nintendo makes cleaning kits to help you clean out the dust. Well… that’s part of it. There’s one other little thing… because the NES basically decided to design the system so it looks like a VCR (or a Betamax player), instead of using the top loading model of the Famicom, the system has problems with pins getting bent on it. This is something Nintendo doesn’t go into in this letter, and I don’t think it’s anything they ever acknowledge in the pages of Nintendo Power, except maybe when they launch the later top loading NES later. Read more

Where I Read – Electronic Gaming Monthly #47

Magazine Electronic Gaming Monthly - Mortal Kombat V6 #6 (of 12) (1993_6) - Page 1Alas, we have another gap in our EGM reviews for this week, as we move on to EGM #47 for June of 1993. But, fear not, this issue has one heck of a cover story – Mortal Kombat. The cover art itself could be a little better though, but we’ll leave that aside. This issue’s a big one too – almost 197 pages long.

Editorial: The editorial this issue is about probably one of the biggest stories of the console wars, at least with regards to third party publishers – Capcom has signed on with Sega, specifically to publish Street Fighter II: Championship Edition (the current build in arcades) for the Genesis before putting it out for the SNES. However, just to convolute things further, Capcom also announced they’d be putting out the next version of Street Fighter 2, titled Super Street Fighter II: Turbo on the SNES exclusively – which could potentially undermine the Genesis version of the game. Well, we’ll see how this turns out, ultimately. Oh, and there’s still the matter of the difference between the home versions of Mortal Kombat, the red, wet version… Read more

Where I Read – GamePro #31

The Cover of GamePro #31
The Cover of GamePro #31

We continue with our GamePro recaps with issue 31 for February of 1992. Finally, we get 3 consecutive issues in a row. Hurray! May the streak be long and fruitful. This issue is fairly short – about 140 pages long, with a cover story of Teenage Mutant Ninja Turtles III for the NES, which will hopefully get a bit more coverage than Hook got last issue (as a reminder, Hook got about 2 pages last issue). We also get an ad for Golden Axe II featuring a painting by Boris Vallejo, which is nice looking.

Editorial: No specific topic for the editorial column this issue, just a list of things that are to come and may be to come in 1992. They don’t really go into too many specifics, just a list. Meh. Read more

Where I Read – Nintendo Power #8

Magazine Nintendo Power - Duck Tales V2 #2 (of 6) (1989_9) - Page 1Our Nintendo Power recaps continue with issue #8, for September of 1989. Our cover story is Duck Tales. I must admit that I haven’t played any of the Disney platformers, and I’ve heard very good things about this one, so which gives this high marks early on for my Quality Control game. Now, we could get other games this issue which interest me even more. We don’t have a lot to cover this issue, as it’s only about 100 pages long. So, let’s move on, shall we?

Letters: We start out with a letter from a family who ran over their NES with their ’84 Cadillac, but was able to open it up, and the system still worked. Unfortunately, that doesn’t settle those problems with the pins getting bent, a problem that the top-loding systems didn’t have.

Duck Tales Strategy Guide: Well, after a very small letters column, we move on to our strategy guide for Duck Tales, and get maps for the Amazon Jungle, Transylvania, the African Mines (presumably meant to be King Solomon’s mines with the Serial Numbers filed off). We also get strategies for beating the Inca king (the boss of the Amazon level), the King of the Terra-Fermies (from the Himayalas stage – which we don’t get a map for), and Magica De Spell (from the Transylvania stage). Read more

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). Read more

Where I Read – GamePro #30

The Cover for GamePro #30
The Cover for GamePro #30

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