Video games, Where I Read

Where I Read – Nintendo Power #26

Magazine Nintendo Power - Robin Hood_ Prince of Theves V4 #7 (of 12) (1991_7) - Page 1Well, 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! Continue reading

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Where I Read – Electronic Gaming Monthly #61

Magazine Electronic Gaming Monthly - Super Return of the Jedi V7 #8 (of 12) (1994_8) - Page 1Okay, 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. Continue reading

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Video games, Where I Read

Where I Read – GamePro #48

Magazine GamePro - Jurassic Park V5 #7 (of 12) (1993_7) - Page 1The 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). Continue reading

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Where I Read – Nintendo Power #25

Magazine Nintendo Power - Battletoads V4 #6 (of 12) (1991_6) - Page 1The 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. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Montly #60

Magazine Electronic Gaming Monthly - Mortal Kombat II V7 #7 (of 12) (1994_7) - Page 1We’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. Continue reading

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Video games, Where I Read

Where I Read – GamePro #47

Magazine GamePro - Yoshi's Cookie V5 #6 (of 12) (_6) - Page 1Another 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). Continue reading

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Where I Read – Nintendo Power #24

Magazine Nintendo Power - Vice_ Project Doom V4 #5 (of 12) (1991_6) - Page 1Alright, 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. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #59

Magazine Electronic Gaming Monthly - Virtua Fighter V7 #6 (of 12) (1994_6) - Page 1Our 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.”) Continue reading

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Where I Read – GamePro #46

Magazine GamePro - Sports V3 #5 (of 12) (_5) - Page 1Despite my going back to school, and all that effecting my time I have for writing, the GamePro recaps continue with issue #46 for May of 1993. We have another Sports issue. Our Editorial this issue also discusses the violence in video games debate, with the general advice being that the onus for protecting kids from violent content lies in the hands of parents. However, as game ratings only exist on the Genesis, and they’re not necessarily consistent, I have to say that this advice isn’t as reasonable, but that’s just me.

Letters: Not much this issue. We get letters about playing as the bosses in the SNES version of Street Fighter II, people applauding the Sega CD, and people complaining about the grainy video on the Sega CD.

Hot at the Arcades: We have a Looney Tunes arcade game that didn’t get a home release, and Creature From The Black Lagoon licenced pinball table.

The Cutting Edge: This issue we have coverage of the VVS. It’s a TV, in a pair of glasses! Yeah… they’re still working on this and it’s still clunky as hell. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #23

Magazine Nintendo Power - Power Blade V4 #4 (of 12) (1991_4) - Page 1Our Nintendo Power recaps continue apace today with our recap of issue #23 for April of 1991. Our cover game this issue is Power Blade… and frankly I’m not too impressed by the art this time. I wonder if the brisk pace of the issues is making it more difficult for the artists to really bring the quality.

Letters: Operation Desert Shield is underway, and our Servicemen in Saudi Arabia love the Game Boy. We have a full page of letters from Servicemen who brought their Game Boy and are playing the crap out of it. I wonder how many Servicemen in Iraq now and in Afganistan brought their DSes and PSPs. Though, I suspect that you could probably bring more PSP games because of their size, but you could possibly lose them more easily for the same reason.

Power Blade Guide: The game is out, though the look has been re-worked to make the protagonist a bit more of a Ahnuld/Stallone Musclehead. We get a list of the moves and power-ups for the game, and we get maps of the all 7 sectors of the game. Scores: Graphics & Sound – 3.7, Play Control – 4, Challenge & Excitement – 4.2, Theme & Fun – 4. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly #58

Magazine Electronic Gaming Monthly - Super Street Fighter II Turbo V7 #5 (of 12) (_5) - Page 2We move on to issue 58 of EGM, for March of 1994. Our cover story is Super Street Fighter II Turbo. The cover art is great, except for the face, which doesn’t quite work based on the perspective. The issue clocks in at 232 pages.

Editorial: This month’s editorial by Ed Semrad is around, basically, the growing pains over the upcoming rating system for video games, with Sega and Nintendo fighting over whose system they would use. Sega’s is modeled after the ESRB’s ratings and would have both system’s games come out evenly. Nintendo’s appears to be designed in a more convoluted fashion, and would make just about every single game on the Genesis look awful. Ed describes this as being over “the most trivial of things” which, due to 20/20 hindsight, and California’s law over the rating system going to the Supreme Court, and Left 4 Dead 2 being banned in Australia, I’m having a bit of a chuckle at that phrase. To be fair though, Ed probbly couldn’t see this coming. Though, considering the outrage over Night Trap and Mortal Kombat, he probably should have seen this coming. We all should have seen this coming. Continue reading

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Where I Read – GamePro #45

Magazine GamePro - Starfox V5 #4 (of 12) (1993_4) - Page 1My GamePro Recaps continue with Issue #45 for April of 1993. This issue is about 177 pages long and our cover story is StarFox. Though, the length of the issue will probably be padded a little by the second half of their strategy guide for Sonic 2. The editorial this issue is, basically, saying that the NES is managaging to hang on by it’s fingernails. Well… we already knew that, from the fact that NES games are still coming out. So, let’s just move along.

Letters: We get a letter about the SFX Chip, and what it does (it lets the system create crude 3D polygonal shapes), what the expansion port on the bottom of the SNES if for (nothing), whether we’ll get a NES converter for the SNES (Innovation’s working on one, but Nintendo cracks down on them like a ton of bricks).

LamePro: We have the debut of GamePro’s god-freaking aweful April Fool’s section. EGM comes up with with a made-up cheat in the magazine, complete with screen shots as evidence, and asks you, the reader to find it (thus requiring some thought). GamePro, on the other hand, does a lame, fake magazine, with pathetic made-up parodies of existing games. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #22

Magazine Nintendo Power - Metal Storm V4 #3 (of 12) (_3) - Page 1Alright, this week’s issue of Nintendo Power is issue #22 for March of 1991. Our cover story is the mecha action game Metal Storm (which was the poster game last issue), and a lot of the art on the cover is very similar to last issue’s poster (but that’s okay).

Letters: We have a letter from a kid who managed to be a Nintendo Game Counselor for a day thanks to a letter he wrote to the Mickey Mouse Club. So, I guess something good came out of the Mickey Mouse Club (instead of just Brittney Spears and Justin Timberlake). We also have the Nintendo Rap… which I’m just going to tip toe on by.

Metal Storm Guide: We get some notes off the bat about the “reverse gravity” system and some of the weapons and power-ups in the game. We then get some maps of the first 6 levels. On the bright side, the game has a password system (which, frankly, a lot of games on here don’t have). Apparently stage 2, by the way, there have unlimited vertical scrolling on the levels (with the maps wrapping). That could make it easy to get lost in the levels without the map. Anyway, the general visual theme of the levels is pretty industrial, with not a lot of visual variation to it, at least in the the levels we get pictures of. Ratings: Graphics & Sound 3.8, Play Control 3.7, Challenge and Lasting Interest 3.7, Theme & Fun 3.7. Continue reading

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Where I Read – Electronic Gaming Monthly #52

EGM #52 CoverAnother week, another hole I’ve discovered I can fill in my EGM Archive. In this case, it’s issue #52 for November of 1993. This issue is quite epic in its length – 324 pages long, and our cover story is Sonic CD. Oh, and there’s a Super Street Fighter II Strategy Guide that will probably pad this issue out a little.

Editorial: Christmas 1993 is coming up. So, there are so many consoles out, how do you decide? Basically they do a run-down of all the consoles on the market, and pick them all apart except for the SNES and Genesis. Not much else other than this.

Letters: Well, we get people not happy with Major Mike being off to the side for his reviews. We also get more letters about Project Reality (which the EGM staff dismisses as vaporware), Nintendo has a new top-loading version of the NES, which they also poo-poo. Personally, I like the Top Loading chassis, as that way I don’t have to worry about the pins getting bent as much. We also get a letter from a producer at Sunsoft covering issues with the World Heroes games, with the original letter being 3 pages long, and they had to shorten. I wonder what happened to the original letter. If Ed Semrad or Steve Harris reads this (as he was still the EGM publisher at the time), and they know what happened to the original letter, and want to do a full rebuttal to all the points in the letter that aren’t in their response here, please let me know. In the course of their response, they do take a moment to slip a shot in at GamePro and their frequency of Perfect Scores (across the board 5s), which I can’t argue with in the slightest (nor the lack of criticism in their critical reviews). As far as their criticism that the scores were two low, they refer them to Famicom Tsushin’s score, which is an overall 24 (7, 5, 6, 6), which is lower then their score. Continue reading

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Where I Read – GamePro #44

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

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

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Where I Read – Nintendo Power #21

Magazine Nintendo Power - Star Tropics V4 #2 (of 12) (_2) - Page 1We move on to issue 21 of Nintendo Power. Our cover story is StarTropics. The cover art is much better than last issue, with an interesting mix of drawn art with papercraft art. Again their editorial is hyping the coverage in this magazine (re-stating the table of contents). Though, they do say one contraversial thing… only it’d probably only be contraversial if the internet was more wide spread – they say that the NES port of Ultima: Quest of the Avatar is better than the PC version. I’m going to have to take issue with that. Not a big issue, but a slight one.

Letters: We get more letters about invincible NES Control Decks and Game Boys. We also have a woman with a pet racoon that she named Tanooki. For the record – Exotic Pets Are Bad!

Teenage Mutant Ninja Turtles II – The Arcade Game Guide: I’m surprised this wasn’t on the cover, considering that at this point, Turtlemania is running wild, brother! Anyway, we get some small screen shots comparing the NES and Arcade versions of the game. Basically, the sprites on the arcade version look a little bigger, and you’ve got 4-player multi-player. We get maps of some of the early areas of the game, including notes on what enemies come out when and, just as helpfully, how many there are for single player and multi-player (as, in two-player you get more enemies than in single-player). Also, we get the number of hit-points for the bosses, and again, the bosses (well, some of them) have more HP in two-player than in single-player. Anyway, we get maps of the first 7 stages. We also get some two-player strategies, including the basic stuff, like “Who uses the health power-up”, and slightly more advanced stuff, like “Which Turtles go well togeather.” We also get the 10 turtle cheat for the game. Score: Graphics & Sound – 3.9, Play Control – 4.1, Challenge & Entertainment – 4.3, Theme & Fun – 4.0. Continue reading

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Where I Read – Electronic Gaming Monthly #45

Magazine Electronic Gaming Monthly - Bram Stoker's Dracula V6 #4 (of 12) (1993_4) - Page 1For this week’s EGM Recap we’re going to take a step back to fill another gap in the archive (hopefully I’ll be able to alternate these until all the gaps are filled). This issue I’m going back to April 1993 for issue #45 of Electronic Gaming Monthly. This issue’s of average size, about 183 pages, and our cover story is the game adaptation of Bram Stoker’s Dracula, directed by Francis Ford Coppela. Of all the Coppela films to get a video game adaptation, this is the one that needed it the least.

Editorial: Ed Semrad gives his thoughts on Winter CES, and he’s going to be a little outspoken here – you see, his game of the show isn’t Starfox, which was a cover story the previous issue, it’s Slipheed for the Sega CD. Continue reading

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Video games

Where I Read – GamePro #43

Magazine GamePro - Star Trek_ The Next Generation V4 #2 (of 12) (1993_2) - Page 1It’s time for our next recap of Game Pro. We continue ever foreward with our coverage of issue 43. This issue is about 201 pages long and our cover story is Star Trek: The Next Generation, and various games based on that. However, our cover art, while it’s not an original art asset, it’s not well chosen either. I’m not going to cover the editorial this issue, because (again), it’s just covering the stuff that was in the table of contents.

Letters: We have questions about getting the Sci-Fi channel on your local cable provider, and a bunch of other Street Fighter II questions, some of them involving illegal bootlegs of the game.

Cutting Edge: This issue they’re taking a step into the realm of PC Gaming, with talking about using a CD-ROM Drive on your PC. Now there’s a nostalga hit for you – I remember when games took boatloads of floppy disks to install. Yeah, I hated that and I love how CDs and now DVDs help limit the amount of disk swapping. Oh, and if someone says they liked swapping 10+ floppy disks during installation, punch him (and he will be male) in the crotch. Anyway, to be more specific, this is a hack that allows you to hook up your TurboDuo to your PC. This is probably not legit, at least as far as Turbo Technologies is concerned, but it is kind of cool. Speaking of TTI, they’re working on a 32-bit system, which isn’t much of a surprise, and Sega’s working on one too. Oh, and Camerica is putting it’s “Aladdin System” aka the Game Genie. Continue reading

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Where I Read – Nintendo Power #20

Magazine Nintendo Power - Mega Man III V4 #1 (of 12) (1991_1) - Page 1Anyway, it’s time to get started with Nintendo Power’s 4th year. This is issue #20, and our cover story is Mega Man III, and I have to say the cover art isn’t as good as some of the stuff from the previous year, particularly Rush. However, US cover art for the core Mega Man series has never looked good in general. Anyway, this issue is of average length, at 107 pages. This issue also gives us a start-of-issue “editorial” section which is, basically, re-stating the Table of Contents – except we haven’t actually gotten the Table of Contents yet (where as GamePro, which puts it up after the Table of Contents). Anyway, I’ll finally be discussing the scores they’re giving this time, as with this issue, I can finally tell what the heck their scores are! Previously they had a kind of really rough mercury thermometer thing going on, which made it difficult to tell what score they were trying to give. Now they’ve changed the scores to more solid numbers, so I can actually tell what they’re supposed to be.

Letters: The Woz Loves Tetris. No, seriously. Steve Wozniak has written a letter saying how much he enjoys playing Tetris, complete with a photograph of his high score. Also, our servicemen in Iraq for Desert Shield love their Game Boys too, which make sense because they can take a bigger beating than a Rolex and Samsonite luggage combined. Continue reading

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Where I Read – Electronic Gaming Monthly #57

Magazine Electronic Gaming Monthly - Beavis & Butthead V7 #4 (of 12) (1994_4) - Page 1Once again the EGM Recaps are going forward once more. The issue we’re covering today is issue #57, for April of 1994. Our cover story is (*ugh*), Beavis and Butthead. I grew up when that show was on the air, and I never found it funny. Anyway, it’s getting video games based on it, and if the history of comedy TV show to video game adaptations is any sign of the future, this is going to suck too. Anyway, this issue’s kind of long, at 212 pages, so we might as well get this over with.

Editorial: The price point of the N64 (still known as Project Reality) has been announced, and it’s going to cost $240. This leads to Ed’s editorial about how, basically, video game systems are expensive toys, and at this point in it’s history, I wouldn’t dispute that. I’d say the point where video game systems started to jump the gap from a “toy” to as much of a part of your home theater system as your stereo was, possibly, with the PS2, and it’s ability to play DVDs. Considering at the time the DVD format was pretty new, this helped get a lot of DVD players in people’s homes, in the same sort of way the PS3 helped get people Blu-Ray players. Continue reading

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Where I Read – GamePro #42

Magazine GamePro - Battletoads V5 #1 (of 12) (1993_1) - Page 1We’re on to issue 42 of GamePro, the first issue of the magazines 5th volume, but not it’s 5th year (it’s been publishing for 3 and 1/2 years), which means that they’ve been doing some creative accounting in the counting. Not that any publisher would do such a thing, right DC, Marvel? Anyway, our cover story is Battletoads, and since the art assets are not provided by Tradewest or Rare, much as the art of Chester Cheetah was provided by Frito-Lay last issue. Anyway, this issue comes in a 224 (approximate) pages, though we’ve got another Street Fighter II insert so that will pad that somewhat. They had another insert last issue, but I skipped it, because if you really want the Street Fighter moves, that’s what GameFAQs is for (and Super Street Fighter II Turbo HD Remix has a move-list option on the pause menu).

Editorial: We have content! The TurboDuo’s coming out, as is the SegaCD, and they’re going head-to-head. The Duo’s got a somewhat more substancial library of games, but the Sega CD has Sega’s slick marketing machine (can you say “Sega does what Nintendon’t”?) behind it. Continue reading

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Where I Read – Nintendo Power #19 (Guide #4)

Nintendo Power Guides - Multi-Tap V1 #4 (of 4) (1990_12) - Page 1We have now come to the final Nintendo Power strategy guide, published in December of 1990. It weighs in at a slim 77 pages, and is covering games that support multi-tap. Well, there’s not a lot of ground to cover, so we might as well get started. Though I have to admit, for the last guide issue, the cover art… isn’t very good. I’m not sure though what they could do to replace it.

Your Friend the Multi-Tap: We get a run down of the wireless NES Satellite and the wired Four Score, as well as some discussion of multi-tap ethics, and things that can be done to make things run smoothly, such as color coding the player inputs and the controllers (red controller is always P1, etc.) Very useful stuff instead of having to pause the game and having to follow the cable to the system, at least until the PS3 and X-Box 360, where they were kind enough to give you a visual aid on your controller. Anyway, this is really useful device, some of which is obvious enough to have occured to someone else, but not to me.

NES Play Action Football: As I’ve mentioned previously, I’ve played the crap out of this game as a kid. However, I never owned a multi-tap so I couldn’t play it 4 player. For that matter, I never played it 2-player either. We get a run-down of the various teams and their playbooks, as well as some notes on the various types of plays and advice for succeeding with each team. Continue reading

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Where I Read – Electronic Gaming Monthly #46

Magazine Electronic Gaming Monthly - Street Fighter II_ Championship Edition V6 #5 (of 12) (1993_5) - Page 1We’re taking another slight step back with the EGM recaps to fill another hole in the archive. In this case, we’re covering Issue #46 for May of 1993, with a cover story of Street Fighter II: Special Championship Edition for the Genesis.

Editorial: Our editorial this week comes from Ed Semrad, and covers Review Scores, and basically re-iterating that they stand behind their review scores, even though various publishers won’t necessarily be happy with them, and that they will say what they think in their editorials, even if game publishers and developers won’t like it, instead of re-iterating the table of contents (take that GamePro).

Letters: So, the first question of the issue is “Is Street Fighter 2 coming out for the Genesis?” Well, if someone ripped the cover off your copy of this issue, yes. We also get letters saying how awesome Starfox is. Oh, and apparently their April Fool’s day joke the issue prior was a mock schedule for Atari Jaguar games (including Virtua Pong and Yar’s Revenge 2). We also get more letters in response to Phil Mushnick’s letter (this would be the Rupert Murdoch-owned NY Post’s Phil Mushnick) in the April issue. I still haven’t found the April issue, so I don’t know what he said, so I can’t re-but it on my own. However, apparently Muschnick’s main targets appear to be EA and the Madden games, and also appear to be from the perspective of someone who had never played a video game before (particularly considering the responses we get this issue all reiterate that last point). Anyway, Muschnik’s letter made the “Psycho Letter of the Month” column (which I usually don’t cover). Anyway, one of the other points that I’m picking up second hand from this column is that Muschnik feels that the Madden games encourage kids to be violent in sports – considering the enouragement given in terms of “sick hit” football videos that I recall from Middle School and High School (including ones featuring prominant ESPN broadcasters who, let’s just say, thought they were “Awesome Baby”) I’d say that it’s not Madden’s fault, or EA’s fault, but the sports media’s fault – which Muschnik is part of. Oh, and we get another letter about the changes between the Japanese Ranma 1/2 game and the US Street Combat game, a question about mature content in Japanese games being carried over to the US (particularly nudity), and the RPG Dark Wizard for the Sega CD, which is apparently supposed to come out July ’93. Continue reading

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Video games, Where I Read

Where I Read – GamePro #41

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

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

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

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