Video games, Where I Read

Where I Read – Analog Computing Issue 2

We move on with the issues of Analog Computing with its sophomore issue, for March and April of 1981. As you can see from the cover, we’ve got coverage of some printers for the Atari 8-bit systems.

Editorial

Last issue’s Editorial column was a statement of principles, while this issue’s column is a request for feedback from readers asking what they’d like the magazine to become. They also stated that at the behest of Atari dealers they’ve decided to stop running ads for their own Atari software. That’s kind of disappointing. Yeah, it could be construed as being biased in that you’re not reviewing your own apps, but on the other hand, that they’re publishing their own software provides a bit more clout to their reviews – they’ve developed for the system, so they know what software development for it entails.

They’ve also announced that they’re not going to run ads for mail-order houses or specific retailers. I can kind of get why they’re doing that, but it still feels like a boneheaded move to me. Part of having editorial integrity is, in my opinion, you run ads for the people you want to run ads for, in accordance with your ad policy – and once you’ve set your ad policy, you don’t change it because retailers who carry your magazine get pissy because you’re running ads for competing firms. Considering that last issue they strongly came out in favor of Atari fanboyism, their yielding compromise here feels a little depressing.

Additionally, they’re accepting program submissions, for review, and possibly for listing. They’re also announcing that since they stopped running ads for their own products, they’re depending more on advertisers for revenue instead of subscriptions. Since they’ve also cut mail-order firms and other retailers from their list of approved types of advertisers (which is something that EGM didn’t even do), then this could be a little tricky.

Letters

That was fast. Usually it takes an issue or two to get letters, at least that show up in time for deadline. I guess that being bi-monthly makes that less of a problem.

Our first letter has a possible solution for the program lock-up problem from last issue. Apparently the “BYE” command can clear up lockups like this. I can’t find the details, but presumably BYE is the kill process command. The letter also had a little news tip of interest. Apparently Ham Radio operators who are also Atari enthusiasts were trying to start some sort of Atari Ham Radio program on Monday nights at 8 PM eastern, at 14.329 Mhz. It’s kind of interesting, the ways computer enthusiasts found to exchange information, before Usenet started finding its way outside of academia.

Letter number two starts off with asking about what readers have permission to copy. Remember when you had to have written permission to photocopy stuff? I’m glad those days are over. The writer also runs down a few computer issues that the customer doesn’t have to be in warranty to have Atari fix, even if the computer is out of warranty. Most of these problems involve adding or removing capacitors from the motherboard. Also, apparently crossing your power cable with your printer cable could cause RF interference. God, the loads of cables coming out of the back of my tower would have tremendous problems with RF interference back in the day. We also have an alternate method for making hyperspace jumps in Star Raiders.

There’s a bit more stuff related to contacts on Atari computers, and that Atari might want to switch from their current contact design to gold-plated ones for improved conductivity. There’s also a letter from the head of marketing at Axlon Inc, hyping their new memory module for the Atari 800, that can expand the system’s memory up to a stunning 256KB of RAM. No one could possibly need more than that!

Another writer brings up the TRS-80 and the Apple, and how Atari is the last hope for the industry since those systems are crap and won’t be anywhere in the future. Well, he’s half-right. Finally, we get a very impressive letter from an 8th grader with what is basically an article submission, explaining what the PEEK and POKE commands do. It’s not perfect, but this probably the first time this kid has done technical writing, so I’ll cut him some slack. Wonder what he’s doing now.

Atari News

Atari is working on an accounting suite for businesses. It has an Accounts Receivable system capable of handling up to 300 customers at a time, with a max of 1200 monthly customers. The General Accounting application can handle 2700 transactions a month for up to 750 accounts and finally, Inventory control will handle covering stocks of up to 1000 different items. All in all, this sounds like a decent application for a small business.

Atari’s also working on a word processing application, which I’ve used and I’d say it was okay when I was in grade school, but now I prefer WYSIWYG applications like OpenOffice or even premier.

New Products

First up is a brand spanking new modem for the Atari from from the Micro-peripheral corporation. The modem includes a printer interface, so it can print off everything you see on your screen for later reference, as well as a tape recorder so you can record the information you viewed for playback later. Or, to put it another way, the tape recorder lets you save files. Frankly, that’s kind of awesome. It’s horrifically dated now, and even if I had one of these, I wouldn’t be able to use it as the BBS services would no longer be up and running. Still, were this the 80s and were I a hacker or just a general geek who hung out on BBS services, I’d want this so freaking bad. That said, this would cost $249 in 1981 dollars (approximately $546 now).

Activision has home ports of Kaboom and Freeway for the 2600, both of which have been released for Game Room, and have been covered on GiantBomb.com’s Game Room features. Meanwhile, Automated Simulations has a few games for the Atari 8-bit systems under their Epyx brand. They have The Datestones of Ryn, Invasion: Orion, and Rescue at Rygel. None of these I’d heard of before. Manhatten Software (that’s not a typo – at least not my typo) has a casino blackjack game designed to teach you how to get thrown out of casinos by counting cards. For the record, fuck casinos who treat card counting like cheating.

Disk Files – Note and Paint

We have our first program listing of the issue, with a 100-item inventory management app. While the application isn’t very useful in modern systems, the listing might offer a little useful information on the theory of designing database systems.

You’re Wasting Arrays

A column from Charles Bachand about being a better programmer – particularly with regards to using system resources more wisely. Bachand boasts that the programming techniques he recommends will cut down on memory space used by 80%. First, they recommend using single byte numbers (255 or less) through a chunk of memory (about 256 bytes large) starting at the memory location 1536, or $600 if you’re using machine language. These sections would have to be accessed with PEEK and POKE.

Next, you can hack basic to handle the limitations for array storage. Basically, (no pun intended), in ATARI BASIC, Arrays – places you store variables are designed to only be able to be two-dimensional, and there are some limits to their size in two-dimensions. Thus, if you’re making a lot of variables, you might end up needing multiple arrays. Well, not anymore, as Charles has a hack for you that lets you create 3-dimensional arrays instead. Finally, if you need arrays that are bigger than the 256 byte space at 1536, they recommend using DIM to define the arrays… as strings.

Now, all this programming advice is very useful if you’re doing, say, Atari 8-bit home-brew programming. However, if you’re using anything else then this advice won’t nearly be as useful, as modern versions of C, for example, handle memory usage differently then ATARI basic would.

Rumors

This is sort of like the Quartermann column, but not presented in anything near as interesting a style. Of note in the rumors are:

  • a multi-player Star Raiders (fat chance)
  • a new OS (maybe)
  • a screen dump cartridge (maybe, though I don’t know how useful that would be)
  • a voice synthesizer and voice recognition system (I can see the first but not the second)
  • an EPROM burner (which sounds fun, lets you author your own cartridges – which could be useful for the modern home-brew community, as well as independent software publishers from the time who want to publish for something other than floppy or cassette – as both of those need external devices.)
  • a home port of Galaxian which would in theory step upon the ground covered by the home port of Space Invaders.
  • a dummy terminal version of the Atari 400.
  • the Atari Program Exchange – a service that will help 3rd party developers get their software published through Atari.

We get an ad for Letter Perfect from LJK Enterprises, a word processing program that boasts the ability to adjust your header and footer, and even delete whole lines of text, all for the low, low price of $149.95.

Balance Your Checkbook

For our next program listing, we’re continuing with the practical programs with one to help you balance your checkbook. This code is a little better documented than the last app. Still, there are already existing open source apps you can check out if you’re looking to write your own checkbook app, like HomeBank.

Player/Missile Graphics

Like the title says, this article covers Player/Missile graphics when you’re writing games. What are Player/Missile Graphics you ask? Well, with Atari systems, the “player” is whatever sprite on-screen that’s being controlled by the character. The missiles are autonomous sprites which move on their own accord, based on rules set by program. They don’t give the details for what this program listing does, but my suspicion is that it’s a Space Invaders clone.

Unleash the Power of Atari’s CPU

I suspect that if you were a programmer in the 80s, and Spam E-Mail existed, instead of herbal Viagra, you’d get messages telling you how you could unleash your CPU’s inner power. Anyway, this article does have some useful information, like how the system has a dedicated GPU, called ANTIC. To my knowledge this makes for the earliest computer system to have a GPU. Anyway, Basically, their way of boosting your processor speed is having your system stop using the GPU if it has to some heavy thinking, whether it’s math calculations or plotting out a chess move. That would explain some of the blinking in the 2600 version of Reversi that’s on Game Room (as commented on by Jeff and Ryan) in past Game Room Rundowns. For those who are wondering about that, Reversi is one of the games commonly used when designing AI systems. Chess is used as well, as is Go – though people working on more advanced game algorithms have yet to design one that will work for Go, due to the game’s complexity.

Cannon Duel

This is a listing for an artillery duel game, one which doesn’t have the player account for wind speed, which is disappointing, as that’s what separates the children from the adults, when it comes to artillery games.

Reviews

First up is Decision Maker. Basically, this application lets you enter all the information you have for a decision – where you must choose between one of 10 options, weight the information based on how important it is to you, and then tells you which one to pick. Frankly, this is one of those things that would probably be easier to do with a pad of paper.

Listen

For our Music Composer program, we get a listing for an application that will let you more easily and perfectly translate your compositions in Music Composer to a text hard copy that you can then re-enter, and have translated into music again. To show you how the program works, we also get an output/input listing for “Yellow Submarine” by The Beatles. When do we get AC/DC?

Atari VCS

The 2600 has gotten its first big 3rd-party publisher, and perhaps the first major 3rd party publisher in general – Activision. Activision is putting out their first five titles: Fishing Derby, Dragster, Checkers, Bridge, Boxing & Skiing.

A Clipping Routine

This little listing is another useful piece of code for writing games. The last one taught you how to draw Player & Missile characters. This one handles drawing off-screen without getting error messages. Now, I’m not going to enter the listing, so I’m not going to get the details about what it looks like, but I do wonder if this just has drawing off-screen, or if it will have the image wrap. Similarly, I wonder if this would allow for scrolling images – and thus scrolling levels, and thus, theoretically, I dunno, Mario for the Atari 8-bit? Commander Keen? Anyway, I’m putting the listing up as an image if you want to read it and maybe play with it.

The Game Room

This is meant to be a new ongoing column that will serve as a combination game design/game review column. It’s an interesting idea. I haven’t heard of any columns anywhere that connect directly connect game design theory discussion and game reviews in this fashion. Now, I just hope that they’ll try to keep the design concepts connected to the game reviews – illustrating a concept and then focusing on games that carry out that concept with varying degrees of success.

This issue they’re talking about building playfields, and in particularly randomly generating them. This is different from modern procedurally generated content. This is more of a less sophisticated Nethack – like randomly populating a Snake/Light Cycle level with some obstacles. They’re implementing this with a sort of ship battle game – we have two moving ships on-screen, a Player (the player’s ship – natch) and a Missile (the enemy ship), plus additional missiles for any shots fired by the ships. However, we want to populate the field with some islands, and to make things interesting and varied between plays, we want to randomly place them, but we don’t want them to be put on top of each other, and we don’t want to accidentally spawn a ship on top of the island. So, we get another useful subroutine for handling the generation of the playfield. This makes the third useful subroutine for designing games we’ve gotten this issue. Now, all we need next is one for collision detection, one for shooting, and one for the actual AI, and we’ll have all the pieces for a game. From that it would be just a patter of putting the pieces together.

Reviews (Cont)

Our next review is for another “edutainment” simulation game on par with last issue’s SCRAM. Specifically, we have Energy Czar. Your job is to regulate energy policy to meet certain environmental goals without pissing off the public so much that you get fired. This feels like the kind of game that the Atari 8-bit systems would have problem handling, but might work a little better now, in the hands of the right developer. Their reviewer like the game’s challenge, though he came in suspecting it would be terribly dull.

We also have a review of the Mosaic Memory Expansion Kit. Basically, this is a kit you can install into your system that lets you increase the amount of memory you can work with, thus making it easier to do software development. The device was actually made by a company that would have been not too far from me – Mosaic Electronics in Oregon City. Mind you, installing the memory isn’t as easy as it is with modern systems, as you have to solder the memory onto the board. Naturally, this process will void your warranty, though apparently since the system only shipped with a 90 day warranty, this might not be a problem.

As an aside, a 90 day warranty! Really? Most computers now ship with a one-year warranty! My God, and my customers when I did tech support complained when we wouldn’t do support longer than a year, saying that warranties were longer back in the day.

Next up is a review of War at Sea, a serial-numbers-filed-off port of Battleship. It’s apparently a one-player only version, though it has some interesting sound presentation, particularly with Morse code effects and some engine rumble, as well as a ticker-tape message for the winner. The reviewer things a two-player version could work, but I’m not so sure of it working for hot-seat play.

Download Terminal!

The exclamation mark was their idea.

Anyway, this listing is another useful, practical application – an app that lets you save the output from your modem to a floppy drive or, presumably, a cassette tape drive. Practical for the time, but not really useful now.

Reviews (cont.)

We have a review of a calculator application. Not something I’m particularly interested in. There’s also Mind Bogglers, a collection of simple puzzle games, like variants of Simon, Hunt the Wumpus (called Mystery Box), and an Othello clone.

There’s also a round-up of various first party Atari printers – an 80 column and 40 column dot matrix printer and a thermal printer. All the reviews are favorable, which is unsurprising, considering their fanboyism at this time. We do get a sample printout for each printer, which is a nice touch though.

Machine Language to Basic Conversion

This is another program listing of the practical sort. Apparently Atari’s own Assembler/Editor cartridge doesn’t translate Machine Language back to Basic very well, after you’ve done the original translation from Basic to Machine Language. This is something that’s kind of important, if you’re planning on selling a program to someone and you want them to be able to edit the code – something that was somewhat important at the time.

Assembler/Editor – A Non Tutorial

As it says, this isn’t a tutorial on how to use Atari’s Assembler/Editor. By which I mean it’s not a complete tutorial, instead covering some of the basic features of the Editor side of the app, like auto-numbering, exporting your program to a floppy disk, and so on.

Bugs and Bytes

I get the impression that Assembler/Editor just came out, as that’s the big running theme for this issue. They could have, in theory titled this issue “The Assembler/Editor Issue” on the cover. Anyway, the manual for Assembler/Editor said you could CLOAD code from tape (CLOAD, I presume, meaning “Code Load”). However, it doesn’t work that way – so instead they have a little subroutine they’d written to help you do that. We also have advice on what to do when you have two files with the same name (apparently this version of DOS doesn’t catch that automatically).

In The Spotlight

We get a look at some of the programs being developed by Adventure International. They published Star Trek 3.5 that was being reviewed last issue, as well as a bunch of upcoming text adventure games. Adventure International would later develop a text adventure game based on the Buckaroo Banzai film.

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If this isn't a cheap shot, then I don't know what is.
Video games, Where I Read

Where I Read – Nintendo Power #49

After a far too long delay, I’m finally carrying on with my Nintendo Power Recaps with issue #49 for June of 1993. Our cover story for this issue is the crossover that nobody was really anticipating – Battletoads and Double Dragon. It perhaps bears noting that it is the Battletoads which are hogging the spotlight here (no pun intended) while one of the Lee brothers is in the far background.

The letters column this issue has a request of more reviews of alternate controllers. It does bear mentioning that as we moved into the 16-bit generation, magazines dedicated less space to reviews of 3rd party controllers. Gamers still knew they existed, thanks to massive numbers of ads but we didn’t get dedicated reviews of them.

B.O.B Guide

This is a side scrolling run-and-gun game from E.A. for the SNES. The game follows a teenage robot who crashes his dad’s spaceship on a planet full of enemies. He has to fight through them all and make it to his date. The game incorporates falling damage, related to how quickly you fall, which is a nice touch. We get maps of stages one through six, as well as weapon and utility item notes. I’m also noticing that none of these stages have boss fights, which was probably a daring move for the time. There are some more difficult stage-specific enemies, but no set-piece boss fights, except towards the end of the game, which isn’t covered in this guide.

Taz-Mania Guide

So, Taz Mania is running wild, Brother. Unlike other versions of Taz-Mania, this one uses Mode Seven graphics, to make this a sort of racing game, with the player standing behind Taz as he runs down roads wrecking havoc, collecting Kiwis along the way. We get maps for the first 3 stages and, due to the camera angle not allowing screen-shot maps, they’re hand drawn.

Casino Games Round-up

First up is Vegas Stakes for the SNES. We get info on the five different casinos you can play at, none of them officially licensed. The games are the usual games for a casino game – 5 Card Stud, Blackjack, Craps, Roulette, and Slots.

Next up is Super Caesar’s Palace, which does have an official license. This game has only one casino, but a slightly larger collection of games. In addition to the usual stuff, there’s Red Dog (draw 2 cards and then bet on whether your card will be in between the two). There’s also horse racing and keno.

Yoshi’s Cookie SNES Guide

Well, Yoshi’s cookie has gotten a SNES port, which means it’s time for a guide for the SNES version. Of note with the SNES version is Bullet-Proof Software, the same people who brought us Tetris, developed the game. Alexey Pajitnov even did the puzzle design..

Power U

If this isn't a cheap shot, then I don't know what is.This is basically a Q&A column, with a bit of FAQ to it. We’re starting off with a surprising cheap shot at Sega and the Genesis, with their response to the question “Does the SNES have Blast Processing.” Nintendo’s response is, basically, “Sega won’t tell us what Blast Processing is in the first place, so they really can’t say. The closest they could get to a straight answer was Sega saying that developers program their games to get the most out of the console’s system resources. That’s something the SNES, and for that matter, all consoles are capable of, so if that is the real, technical definition of Blast Processing, then it’s essentially meaningless. Or Sega just didn’t tell Nintendo because they’re a competitor, and Nintendo’s just going for the blatant low blow. I’m going with the latter because we have an actual honest-to-god editorial cartoon mocking the Genesis.

Next up is a question about whether the SNES CD-Rom or the Super FX is better. I’d say the Super FX is better because it actually came out, though Nintendo says it’s apples and oranges. We get another question about the lack of first party sports games, and Nintendo decides not to give a straight answer and points to all the third-party titles instead of saying “We’re getting out of the sports games business because Madden is awesome”.

We get a question about what all the possible colors on the SNES do. Well, Timmy, they help the SNES show many different types of colors on-screen at once, including multiple objects that are the same color.

Finally, we get detailed information about the SNES’s processor speed, and then a side-by-side statistical comparison on the SNES and the Genesis in terms of processor speeds, memory and that sort of thing. As any PC hardware buff will tell you, that information is meaningless without benchmarking but even now nobody’s written benchmarking software for the SNES and Genesis. It would be interesting to see, if you wrote such an application, and were able to create cartridges for the software for the SNES and Genesis, how they would turn out.

All in all, though, this article reminds me a lot of some of the raw numbers articles from EGM that came out earlier. I wonder if it was a response to how popular such articles were.

Battletoads in Battlemaniacs Guide

The SNES finally gets its own Battletoads game. I should really hunt down the arcade game version of this on MAME, if for no other reason because it was dramatically more violent than the home console versions, and just to compare it to the console versions or something. We get maps for every level except the last, including the rocket-bike levels, which is a really nice touch, though you don’t get timing information. Still, if you’ve played the first Battletoads game, all the levels look pretty much the same.

Battletoads in Ragnarok’s World Guide

Like with the other Battletoads games, this one, for the Game Boy is pretty similar to all the earlier games. You have several brawling stages, you have a jet bike stage, and you have a stage where you zip around on snakes.

Battletoads & Double Dragon Guide

This little guide covers the NES version of the game. While this version keeps some of the classic Battletoads level types – brawler, Rocket-bike, Swinging wrecking ball, it does ditch the snake level type, which is nice.

Controller Roundup

We get a run-down of various notable controllers, both first and third-party for the SNES. This includes a few 3rd party controllers that are only available in Japan, like ASCII’s one-handed controller for use with Wizardry-style RPGs. Unsurprisingly, ASCII also what is basically a memory card unit for your SNES that lets you transfer your saves between games – like the Wizardry series, which ASCII also released in Japan.

Bubble Bobble Part 2 Preview

This is more of a preview than anything else. We get a refresher on the gameplay mechanics of the Bubble Bobble series.

Titus The Fox Preview

Mascot-based action platformer, and the rundown of the gameplay mechanics we get makes it clear that it doesn’t have particularly much to distinguish it from other games in the genre.

Raging Fighter Preview

This is Konami’s fighting game for the Game Boy. We get a list of the roster and a stat breakdown. No move lists though.

Normally I don’t go into counselor’s corner much, but there’s one trick of note here – we get a 3 page spoiler-free guide (not that it matters much) for Destiny of an Emperor for the NES. For those who don’t remember, that was the Romance of the Three Kingdoms themed RPG from Capcom.

Also, for this issue’s Nester’s Adventures, Nester (playing Batman Returns) would learn to use a cape attack when a heart is in the area, if it wasn’t for the fact that Batman and Catwoman were teaming up to hit him with a logic bomb so they can go off for a hot date.

Fire and Ice Guide

Another puzzle game for the NES gets a guide. We get maps of a few of the rooms, as well as some notes for the level creator.

I’m not going to go in-depth here, but we also get a run down on a bunch of upcoming hockey titles and, with Father’s Day coming up, we get a repeat of some hints for games that you might want to play with your dad.

Top 20

For the SNES, Legend of Zelda regains the top spot, while Mario firmly retains his hold on #1 on the Game Boy and NES.

Now Playing

Of note among the also-rans is The Terminator for the SNES, which apparently is too easy for power-players, despite the fact that it has no continues, and it drove the Angry Video Game Nerd up the wall. There’s also Super James Pond for the SNES, and F-15 Strike Eagle for the Game Boy.

Pak Watch

Sunsoft has an upcoming Bugs Bunny game based directly on several specific cartoons, which will likely be a future Quality Control pick. Jaleco has the fighting game Tuff E Nuff. Koei has PTO, and JVC has Dungeon Master.

So, for my Quality Control pick. I’ve already done Yoshi’s Cookie, so that’s out. I think I’ll go with Raging Fighter, just to give a Game Boy fighting game a try.

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Video games, Where I Read

Where I Read – Nintendo Power #48

We’re moving on with the Nintendo Power Recaps with issue #48 for May of 1993. Our cover story for this issue is the beat-em-up adaptation of the Batman Returns film. Our letter themed topic for this issue is suggestions for contests. The prizes that are printed seem pretty reasonable. We have one writer who suggests a Wrestlemania themed contest, with the winner getting a trip to Wrestlemania IX, second prize being a Super Wrestlemania Game Pak and a years subscription to WWF magazine, and the runners up getting Nintendo Power jackets. Another reasonable one is a trip to a snowboarding championship (have the X-Games started yet?), with the winner getting a meet-and-greet with the contestants, as well as snowboarding lessons from the winner. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #104

I’ve found one more gap that I can fill in my Electronic Gaming Monthly Recaps – with issue 104 for March of 1998. Our cover story for this issue is Yoshi’s Story for the N64. This issue also has the absolute dumbest ad for Klonoa ever – in that it deliberately tries to draw a connection between the main character of the game and blood-borne pathogens of the sexually transmitted variety. Yeah. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #47

We continue on with the Nintendo Power recaps with issue #47 for April of 1993. Our cover story for this issue is Starfox, after it played second fiddle to Tiny Toon Adventures last issue. Our letters column this issue has a bunch of letters asking the question of what column they’d like to get rid of, and what they’d like to replace it with.

Overall, most of the readers of the magazine would like to get rid of George & Rob’s column. I’m not too surprised – the column’s reviews aren’t necessarily as useful as the reviews in, say, EGM – though they’re more useful than the reviews in GamePro. A couple readers also suggest dropping the comics, Player’s Picks and Power Players. I kind of like Power Players. While I don’t report on the high scores listed in the magazine, when I was reading issues of Nintendo Power as a Kid, it always interested me. It was like the high score list on arcade machines, except with people from all over North America, instead of just local people. It provided me as a player with something to look up to. As it is, I wouldn’t mind if such leader-boards were built into emulators that supported high scores like, say, UberNES or, alternatively, on Wii’s Virtual Console. I wouldn’t mind dumping Nester’s Adventures though. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #66

Cover for EGM #66I’ve finally found another issue of EGM to fill one of the holes in my back catalog, with issue #66 for January of 1995. Our cover story for this issue is Killer Instinct, and is looking positively ’90s-licious. We also get a look at the Virtual Boy on the cover. This issue’s editorial column is about the Virtual Boy, and to be short, Ed Semrad is not impressed with it, in terms of game quality, display quality, or quality of the controls.

Letters

This issue’s letter of the month is a cautionary tale to warn people not to let bug spray get on your compact disks – told from one reader who accidentally got bug spray on her Sega CD game, which ruined the game. We also get a question about upcoming CD based fighting games – they mention Samurai Shodown CD, Fatal Fury Special CD, Eternal Champions CD, and Brutal.

We also get a letter from a writer who wants to make his own Turbo Duo games, and thus continue to provide support for the system. Unfortunately, doing such a thing would be incredibly expensive, both in terms of chip manufacture, and in terms of licensing fees, and learning Japanese well enough to translate the documentation. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #46

So, I’m continuing on with the Nintendo Power Recaps with issue #46, for March of 1993. I’m also posting this issue of my recap on GiantBomb.com. Hello to you all! Anyway, this issue’s cover game is Tiny Toon Adventures: Buster Busts Loose. All things considered, the cover art for this issue is a little better then some of their earlier cover art for licensed properties (as opposed to licensed photographs).

Our letters column actually has stuff that’s worth mentioning this time. We have a letter asking about a code to play as the bosses in Street Fighter II (code? No. hack using a Game Genie or Pro Action Replay that they can’t talk about? Yes!) There’s also a letter about the trading cards that they have at the back of each issue that I haven’t been talking about (because it doesn’t really matter), and a letter about how you can get a job as a game counselor – live in Seattle, be over 16, have great skills at video games, and have better skills at communicating what you’re doing. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #21

After a little break to get some schoolwork done, I’m going to carry on with filling one of my gaps in the EGM recaps. This issue is issue #21 for April of 1991. The focus of this issue is on 16-bit systems, from Nintendo, Sega, and NEC. The Editorial column for this issue focuses on Sony and Nintendo’s announcement that they working on an optical drive for the SNES, one we all know never pans out, and ultimately leads to the development of the PlayStation.

Letters to the Editor

We get letters applauding EGM’s staff’s prior articles on the TurboGrafx-16, as well as a question about how they got their screen shots of Darius Super in a prior issue – they snuck them at a convention, how else? There are also letters about other magazines running tricks and news stories that they ran first, which they’re flattered about. Continue reading

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News, Video games, Where I Read

My Electronic Gaming Monthly Retrospective

So, for the moment I’ve run out of EGM issues to recap – at least moving towards the present day. There are still some gaps in the backlog that need to be filled, and do intend to fill those once I get the issues. In the meantime though, I’m going to take a moment to look back at the history of EGM, and a look at my recaps. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #45

We’re continuing on with the Nintendo Power recaps with issue #45 for February 1993. Of note in the letters in this issue is one calling for the SNES getting Final Fantasy III, which they say we’ll get it as an adaptation of Final Fantasy V (sort of, we get Final Fantasy VI instead).

Cybernator Guide

Konami has a new mecha action game, and this is the guide for it. We get a map for the first stage, as well as notes and boss strategies for stages 2, 3, and four. Reading this, and seeing the plot summary – this feels like a Gundam game based on the original series. It’s probably not a Gundam game, but I suspect the plot similarities are deliberate for Japanese audiences. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #122

This week we come to what will be the last of my EGM recaps, sort of – for September of 1999. I say sort of because there are some back gaps in my archive which I really need to fill, and once I get the issues to fix them, I will. However, as I’m not recapping any issues of EGM’s current run (the one that they’re currently publishing both online and in print), I won’t be recapping any issues chronologically after this one. Unless some get put up on Retromags. Have I confused you enough yet? Good.

It’s appropriate then that this issue’s cover story is the launch of the Sega Dreamcast, which is somewhat widely accepted as the last console to be considered “retro”. Now, eventually I suspect the retro game community to accept the GameCube and Xbox as being retro systems, but for now, the Dreamcast is the last retro console. Considering that this is the first console launch of the “next” generation, the EGM staff is understandably pumped. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #44

We’re moving on to Nintendo Power’s 6th year, with our cover story for this issue being Mickey’s Magical Quest from Capcom. There’s letters about Mario Paint, but not much of note. Also, from the Table of Contents, we have a significant note – the SNES games have been moved to the front of the magazine, with the NES games being moved to the back. It’s doesn’t seem like much, but it’s a really big shift. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #121

So, after filling a few holes in my recaps of EGM, we now continue forward again with issue 121 for August of 1998. Our cover story is most of the upcoming Resident Evil games for the PlayStation and other systems. Our Editorial column this issue is about the upcoming torrent of Dreamcast titles, as well as wishing John Ricciardi well in his new job of Editor in Chief at Expert Gamer, EGM’s companion strategy magazine. I’ve been somewhat considering doing EGM2/Expert Gamer for my next recap column after I get caught up with EGM, though recapping Die Hard Game Fan is also tempting as well. Also, now amongst EGM’s contributing writers are James “Milkman” Mielke, Tom Ham of Newsweek and the Washington Post (who still writes for the post), and Gary Mollohan. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #43

We continue on to the last issue of Nintendo Power for 1992, and the cover game for this issue is Road Runner’s Death Valley Rally. The letters column for this issue has nothing of interest.

Batman Returns Guide

So, this is more of a brawler than a Ninja Gaiden style action-platformer. Oddly enough, we get maps of the whole game. It’s kind of odd – you really don’t need maps for brawlers. Boss strategies, certainly and maybe specific notes for levels, but not maps. Maps are considerably more useful for platformers. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #42

This week, once again, we’re filling another gap in my archive of EGM recaps, with issue #42 for January of 1993. Our cover story for this issue is Teenage Mutant Ninja Turtles: The Hyper-stone Heist for the Genesis. Our editorial column for this issue relates to CD Rom systems. In particular, Sega’s got the Sega CD, and while it doesn’t have a lot of great software, at least they have software. Nintendo’s CD system is still promises in the ether, yet they’re still attacking Sega’s system in press releases. Well, Nintendo of America is anyway – I haven’t finished reading Game Over, but thus far, Nintendo of America is the one that most often seems full of bull. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #42

We’re continuing with our Nintendo Power Recaps, with issue 42 for November of 1992. Our cover story for this issue is Super Star Wars for the SNES.

Joe & Mac Guide

The first major cave man platformer has come out for the NES, and the art on this preview fails anatomy pretty badly. We get maps of the first 4 levels of the game, as well as notes for fighting the various bosses.

Crash & The Boys Street Challenge Guide

This is, essentially, a Track & Field game with a River City Ransom skin. We have Hammer Throw Golf, Water Slaughter (a swimming event, where both competitors can fight underwater if they so choose, and they do choose), Skyline Scramble (pole vault between the roofs of buildings), and Judo (straight-up fight). Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #41

This week we’re going back to fill another gap in my archive. Specifically, issue 41 for December of 1992. Our cover story for this issue is Road Rash 2 from EA. For those unfamiliar with the series, Road Rash is a motorcycle combat racing game series. Our editorial column from this issue is from Ed Semrad, hyping the changes to EGM. Basically, the magazine is now bigger and better. No information about whether it’s more badass.

In the letters column we get several letters about whether or not there is a boss code for standard Street Fighter II. Capcom says there isn’t, but Capcom also says that there isn’t a character vs. same color character code either, and they’re running that code this issue. That said, I don’t see why you’d want to both be playing characters of the same color, because then it’d be harder to tell which character is yours. We also have a letter hoping for more Star Wars games, and another letter from a reader who figured out, entirely on his own, why the names for Vega, Balrog, and M. Bison were switched around in the American version of Street Fighter II, and he wants to check to see if he was right (he was). Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #41

Moving on with the Nintendo Power Recaps, we have issue 41 for October of 1992. Our cover game for this issue is Super Mario Kart, which would go on to spring a very long series of cart racers (and, if you really think about it, also bringing about the Wipeout series). This issue’s letters are all on the topic of how readers got the money for their NES (aside from, you know, asking your parents).

Adventure Island 3 Guide

Master Higgins is back. We don’t get complete maps of each area, but we get maps of at least half the levels in the first two areas, as well as strategies for beating the final boss (which is part of the important part, as well as notes on Stage 3 through Stage 8. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #120

My original intention for my next EGM recap was to do a recap of issue #117, but  my copy of that issue was incomplete. So, I’m moving on to issue #120. Our cover story for this issue is WWF Attitude, and it’s autographed by Stone Cold Steve Austin even. Now, while this is EGM’s 12th year, they’re calling this their 10th anniversary issue. That doesn’t quite make any sense with me, but I’ll leave that aside.

Our editorial column for this issue reflects on another of the string of school shootings the nation was contending with in 1998 and 1999, and the worst of the shootings at that – the school shooting at Columbine High School in Littleton, Colorado. On the one hand, while this was the worst of all the school shootings, to my knowledge any school shootings after that point either didn’t get any media attention, or they didn’t happen. However, this shooting, being the biggest, and because the shooters listened to heavy metal music and developed custom levels for Doom, brought the anti-video game hysteria to a pitch above that caused by the Night Trap hysteria, and wouldn’t be seen again until the Hot Coffee controversy. Thanks to some poorly informed and in poor taste remarks from Littleton’s sheriff that were jumped upon by the New York Times Magazine, it even threatened to resurrect the anti-D&D hysteria, that had died when Patricia Pulling had been discredited. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #40

We continue on with the Nintendo Power recaps with issue #40, for September of 1992. The cover game for this issue is Felix the Cat for the NES. I find it interesting that so soon after the launch of the SNES, we still haven’t gotten many SNES games on the cover of the magazine. Most of our letters this issue are about where you’d like to take your Game Boy.

Felix the Cat Guide

We also get complete maps of the first 3 stages, as well as power-up notes and notes on stages 4 through 6.

Prince of Persia Guide

Jordan Mechner’s classic acrobatic game has come out on the NES. For those unfamiliar with the game, are the unnamed prince. You have one hour to rescue the Princess from the evil grand Vizier before he either forces her to marry him or kills her. We get maps of levels 4 through 14 and the end of the game. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #110

Before going further ahead in my EGM Recaps, I’m going to fill another gap in my archive – the gap for issue #110 for September of 1998. Our cover story for this issue is Metal Gear Solid for the PlayStation. The cover art isn’t too bad in my opinion.

The editorial column for this issue is by John Davidson, and addresses the semi-maturing of games, in terms of the sexuality of characters, though not necessarily the maturity of the stories or the character designs. Well, there are some ways to go until we reach some of the more mature stories we have now, in terms of Mass Effect and Dragon Age (particularly their treatment of GLBT characters), but the game industry has to get the Moral Majority to a point that you can show two men kissing in Dragon Age without having congressional hearings. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly Issue 113

On to issue #113 of Electronic Gaming Monthly for December of 1998. Yeah, that’s another gap in my archive, but that’s okay. Our cover story for this issue is The Legend of Zelda: The Ocarina of Time for the N64, which is still one of the best regarded Zelda games of all time, on par with Link to the Past. As a note, the masthead for this issue now includes James “Milkman” Mielke, Ryan MacDonald, and Mark MacDonald.

Our editorial from John Davidson for this issue is on some of the spectacular games they’ve gotten to play at EGM recently. Aside from Zelda, they’ve also gotten to play more of Metal Gear Solid, and they’ve gotten to play Virtua Fighter 3 on the Dreamcast. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #38

On with the Nintendo Power recaps. We’re on to issue 38 for July of 1992. Our cover story for this issue is Street Fighter II for the SNES. I will not be doing a Quality Control for that game unless everything else stinks, because it’s Street Fighter, we all know it’s good. We’ve actually got some decent cover art this time, with Guile hitting a high kick. The letters for this issue are general slice-of-life stuff. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #107

We have another gap in the EGM archives, which takes us forward almost a year, to issue #107 for June of 1998. Our cover story for this issue is Turok 2, and this issue also gives us some very nice cover art, in my opinion. Our editorial column for this issue is from John Davidson, who is now EIC for GamePro, which he has significantly re-formed. The editorial column is, as columns often are, about the shape of things to come. The Game Boy Color has been announced, and Sony has introduced some new technology to allow developers to push the PlayStation hardware even further then they had previously.

Letters

So in the several issue gap lay 1997’s April issue, and it’s April Fool’s Day joke, which was one of the most legendary jokes in EGM since the Sheng Long cheat – the All Bonds cheat. For those who are unfamiliar, the cheat was a fake cheat that let you, unlocked a series of skins for Goldeneye 007 for every single prior official James Bond – Connery, Lazenby, Moore, and Dalton. This issue has a series of responses to the “cheat” both positive and negative. Continue reading

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