Video games, Where I Read

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. Continue reading

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Video games, Where I Read

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. Continue reading

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Video games, Where I Read

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… Continue reading

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Video games, Where I Read

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. Continue reading

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Video games, Where I Read

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). Continue reading

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Video games, Where I Read

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). Continue reading

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Video games, Where I Read

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. Continue reading

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Where I Read: Nintendo Power #7

The Cover of Nintendo Power #7

The Cover of Nintendo Power #7

Well, Nintendo Power has begun its second year, and it’s starting off rather nicely, with a Mega Man II cover story, with some rather nice sculpture work on the cover. The magazine is still bi-monthly though, and it’s also significantly shorter than the past few issues, with it only being 100 pages long-ish.

Mailbag: Of note this issue is a leter about hard working gamer who put built his own arcade cabinet using at TV, a NES, two NES Advantage sticks, and, of course, his own arcade cabinet framework. He even painted the sides. Very nice. They’ve also moved their Power Players spotlight to the front, but as it’s basically people hyping how awesome a gamer they are, I’m skippingthis. I really don’t need to cover people showing of their E-Wangs (which is the same reason, basically, why I don’t cover high score lists as well). Continue reading

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Video games, Where I Read

Where I Read: Electronic Gaming Monthly #40

The Cover of EGM #40

The Cover of EGM #40

Next up on the EGM Recaps is issue #40, for November of 1992. The cover story for this issue takes us a long time ago, to a galaxy far, far away, meaning Super Star Wars for the SNES. This issue is pretty big, weighing in at (approximately) a whopping 277 pages long (not including Electronic Boutique’s catalog, which I’m skipping). Ellis Peters’ Brother Cadfael novel The Summer of the Danes is shorter than that (224 pages). Our first ad of note in the issue is for Contra Force, the last NES Contra game.

Insert Coin – Editorial: Well, the topic of the issue this time is Video Game Piracy. Thanks to new accessories that allow you to copy game information right off the cartridge, piracy has moved form the PC realm to the Console realm as well. However, EGM is taking a stand against piracy, and if you come across a retailer selling the hardware used to pirate games, send the information to EGM at a certain address, and they’ll do something unspecified. Now, as I’ve mentioned, most of my Quality Controls are recorded using an Emulator. Basically, my stance on emulation is this – if you can get the game legally, at a price you can afford, then do it. I don’t have a Wii, so Virtual Console is not an option for me. If I did have a Wii, I’d be using Virtual Console for any game on Quality Control that’s listed on Virtual Console, and I’d be recording the video using a capture card. But I don’t have a Wii, so I can’t. So, that said, buy the cartridge, if you can find it. You’ll be supporting your fellow gamer in this tough economic times, and it will also (hopefully) build the market for 3rd party retro console machines like this baby from Think Geek, that lets you play both NES and SNES games. Who knows – if this sells well, once the patents expire we might get a similar gadget for the TurboGrafx-16 (& CD-ROM), and Sega Genesis (and Sega CD, and 32X). Continue reading

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Video games, Where I Read

Where I Read – GamePro #29

Magazine GamePro - The Simpsons_ Bart vs. The World V3 #5 (of 12) (1991_12) - Page 2Continuing with our GamePro recaps, I’ve got another substantial gap in the archive, this one 11 issues wide, taking me from issue 18, to issue 29, for December of 1991. Our cover stories this issue are GamePro’s upcoming TV show and Bart vs. The World for the NES. This issue’s also 173 pages long (approximately), shorter than contemporary issues of EGM. Though, if I keep getting gaps like this, I’ll end up risking getting ahead of EGM. Well, we’ll cross that bridge when we come to it. So, as quick historical note – over the course of this 11 issue gap, the SNES came out, taking the 16-bit console war from a 1-on-1 competition between NEC’s TurboGrafx 16 and the Sega Genesis to a 3-way dance. Further Tengen and Nintendo’s differences had become irreconcilable, with Atari/Tengen leaving Nintendo forever, in favor of the Genesis and Game Gear. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power Issue #6

Nintendo Power #6 Cover

Nintendo Power #6 Cover

Moving on to our next issue of Nintendo Power, issue number 6, for May and June of 1989, bringing the magazine’s first year to a close. Our cover story is a 10 page feature on the first Teenage Mutant Ninja Turtle game. Being that this issue is 119 pages long, that’s not insignificant. We’re also getting additional coverage of Bayou Billy, more coverage of Ninja Gaiden, and the results of the Nester Awards voting.

Letters: Not as much of interest this time, though we do get a compliment for the excellent service from the Nintendo Game Councelors. Continue reading

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Where I Read

Where I Read – GamePro #18

Cover for GamePro #18

Cover for GamePro #18

Well, I’ve got another gap in my GamePro issues, with our next issue being 8 months ahead, with issue 18 (or rather Volume 2 Issue 6). This issue was published in January of 1991, and weighs in at about 148 pages long. This is their annual sports issue, though their last one was about 11 months ago. I guess they either didn’t want to wait until February and possibly miss the super-bowl, or all the big sports games were coming out this month, and they didn’t want to be behind the curve – reasonable.

We get a pair of similar ads for a couple of fantasy RPGs for the NES – Dungeon Magic: Sword of the Elements from Taito, and Swords & Serpents from Acclaim.

Editorial: GamePro’s looking for a few good critics, and by a few I mean 250 new staff members. These staff members will be asked several times a year to evaluate games based on their rating system of Gameplay, Graphics, Sound, Challenge, and Fun Factor. In return – you get GamePro swag. Uh-huh. Continue reading

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Where I Read

Where I Read – Electronic Gaming Monthly Issue #23

 

Cover for EGM #23

Cover for EGM #23

So, as some of you may have heard, EGM, like the Undertaker, cannot stay dead for long (which is, by the way, a good thing). Steve Harris, former EIC of EGM during the era of the magazine which I am currently recapping, has got EGM back from Ziff-Davis, and will start publishing new issues later this year. Does this mean I’ll be stopping my recaps, which I started in remembrance of EGM? Nope, because there’s a lot of history to cover, and, frankly, I like to think this recap series has branched out into something bigger, focused on the history of video game journalism in general. So, with that in mind, we move on to EGM issue #23, for June of 1991. This issue is about 133 pages long, and our cover story is a preview of the upcoming Hudson Hawk licenced game, with Bruce Willis getting his first appearance in a video game. Continue reading

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Where I Read

Where I Read – GamePro #10

 

Cover Art for GamePro #10

Cover Art for GamePro #10

Today we move on to the fourth of our GamePro recaps, skipping over a couple issue (since I don’t have that issue) to issue number 10, for May of 1990. This issue has some horrifically fugly early 90s-late 80s cover art, which almost made my eyes bleed. I really hope that GamePro’s cover art improves soon. The issue is about 100 pages long. The cover boasts 14 new game reviews, and I sincerely hope that they actually are reviews this time, instead of just glorified previews, which are incapable of taking a stand on a game and saying whether or not the game actually has problems.

 

Editorial: The editorial staff has learned that adults are playing video games as well, and thus they would like to welcome them to the magazine, and as they run a tips and tricks column (and as adults are apparently using lots of the pay tip lines), they feel confident that their more mature readers will find them helpful. Well, if their reviews and other content don’t improve, adults are probably going to drop them like they’re hot, and go to EGM instead. Continue reading

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Where I Read

Where I Read – Nintendo Power #4

Nintendo Power #4 Cover   

Nintendo Power #4 Cover

This week we move on to the fourth issue of Nintendo Power for January & February of 1989. Our cover story this issue is their coverage of Zelda II: The Adventure of Link. According to the cover there’s also an feature about 3 upcoming football games, and the Captain Nintendo fanfic (I’m not going to dignify it as “serialized fiction” continues. This issue clocks in at, about, 110 pages, same as last issue.

Wrestlemania Strategy Guide: We’re starting off the issue with a strategy guide for WWF Wrestlemania, featuring basically most of the really major wrestlers from 1989’s Wrestlemania event (Wrestlemania V), and by really major I mean Bam Bam Bigelow, Andre the Giant, Honky Tonk Man, Hulk Hogan, Randy Savage, Ted DiBiase. Okay, not most of the really major wrestlers, but a lot of characters for a game on an 8-bit system. They have different power-ups for different characters, like Ted DiBiase’s money, Hogan’s crucifix (which is referred to as an “Golden X” because we can’t offend people with Christian imagery), and so on. Each characters also have their own different move lists, all of which have their own differences, that generally fit with the real-life wrestlers styles (Andre not having any top rope moves for example), through there are some odd elements like Hulk Hogan being able to do drop kicks but not having any leg-drops, Bam Bam Bigelow not having any front grapple moves, and so forth. Also, there aren’t any signature moves in this game, and no way to win by submission or knock out (which there was a precedent for at this time in the WWF – Ted DiBiase’s Million Dollar Dream). Continue reading

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Where I Read

Where I Read – Electronic Gaming Monthly Issue 37

 

EGM Issue 37 Cover

EGM Issue 37 Cover

Alright, we continue with our EGM recaps with issue 37, for August of 1992. And our cover game for this issue is a biggie – Sonic The Hedgehog 2. Plus the list of previews for a boatload of other games. The issue clocks in a slightly more reasonable 149 pages – though fear not, this will later skyrocket to an old-school Computer Shopper level tome in the future. Our first ad of the issue is for the NES port of King’s Quest 5. I’ve played the NES’s more seminal adventure game (Shadowgate), and I have to say that adventure games don’t work too well on the NES, particularly ones like King’s Quest where you can die over, and over, and over again. This issue also features the debut of it’s Game Doctor column.

 

Insert Coin – Editorial: Our editorial column for this issue is discussing the system war. Oh, and they actually call it that, a System War. On the one hand, Sega’s price point for the Genesis is currently a little lower than the SNES’s price point, after a long series of price slashes by both sides, which is probably annoying the crap out of retailers – or to be specific, the clerks in the stores who have to re-mark the price over, and over, and over again. As of the printing of this issue the SNES runs $99.95 ($151.91 adjusted) It doesn’t help that both sides are over-estimating their sales figures, and since we don’t have the NPDs yet to give an actual verifiable figure, any estimates coming out of anyone has to be taken with a grain of salt. I don’t recall if Babbage’s had started putting out sales figures at this time. Continue reading

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Video games, Where I Read

Where I Read – GamePro #8

Cover for GamePro #8

Cover for GamePro #8

This week we’ve got GamePro Issue #8, for March of 1990. Our page count has dropped a little bit to 85 pages. On the bright side, the cover art isn’t total crap anymore. Nothing new on the opening ads – just the same ad for Demon Sword we had last issue.

Editorial: GamePro’s Editorial columns are still, well, less talking about the state of the industry, or what they will be doing in the future, but instead telling you things you could have learned if you paid attention to the Table of Contents. I must admit that I always found GamePro to be inferior to EGM in most respects. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #3

Cover for Nintendo Power #3

Cover for Nintendo Power #3

We move on to Nintendo Power’s third issue, and it’s first holiday issue, for November and December of 1998. Our cover story for this issue is Track & Field II, and the page count has come back up to about 110 pages. As always, the magazine moves straight to the features and strategies from the page after the table of contents.

Track & Field II Strategy Guide: Well, right off the bat, the game’s got a bunch more events than the original Track & Field. For example, we’ve got fencing, archery, swimming, pole vaulting, high-dive, shooting, horizontal bar, canoing, and taekwondo. The controls of the game look fairly simple, for example, in fencing one button controls attacking, one controls defending, and then the D-Pad handles movement and combining one direction with a button performs a certain attack or defense. It isn’t exactly Street Fighter, but it’s got a bit of complexity to it. Anyway, we get strategies (and the controls) for each event. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly Issue #36

Cover for EGM issue #36

Cover for EGM issue #36

This week’s installment of the EGM reviews takes us forward to Issue #36 for July of 1992. Our cover art for this issue is Michael Keaton as the Dark Knight in Batman Returns – new Batman movie, new licensed games. A trend that would continue until The Dark Knight, which didn’t have any licensed games on consoles (phones don’t count). Our page count (for this issue) is 133 pages, though on the cover they bill “over 160 pages” – so unless my copy is missing an ad-insert, something is up. If anyone knows if my copy is missing pages or if it’s a misprint on EGM’s part, please let me know.

Anyway, our first ads are for Super Castlevania IV again, and then an ad for the Toxic Crusaders games (as in the film by Troma) for the NES, Game Boy, and SNES. What I want to know is this – with Nintendo’s draconian licensing policy for content in games, how the hell did a game based off a Troma movie get on a Nintendo console. They became famous for their use of over-the-top gore to the deliberate point of comedy, as well as grotesque character designs. Continue reading

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Video games, Where I Read

Where I Read – GamePro #7

Cover art for GamePro #7

Cover art for GamePro #7

For our next issue of GamePro we skip ahead a few months to issue #7 for February of 1990, billed as their “Insane Sports” issue, which, as you can tell from the cover art, has the dumbest cover art in the history of video game magazines. The issue is about 100 pages long. Our first ad for the issue is for Demon Sword, a Swords-and-Sorcery style adventure game, with one of the most absurdly stupid swords I’ve ever seen in the history fantasy art. To counter act it, we have an ad for Wizards & Warriors II, featuring Fabio on the cover! All things considered, this cover art isn’t too bad. Oh, and we get ads for Operation Wolf, Goal (Jaleco’s soccer game), Stealth ATF another NES Flight Sim, and a 3 page Genesis ad. That’s 8 pages of ads before the actual magazine has started. Continue reading

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Video games, Where I Read

Where I Read – Nintendo Power #2

The cover for Nintendo Power - Issue #2

The cover for Nintendo Power - Issue #2

Now, onwards with our Nintendo Power recaps with Issue #2, covering Castlevania II, which was the first Castlevania game I ever played. This issue is about 105 pages long, which is actually a drop in the page count from last issue, which is different for most gaming magazines. Normally the second issue is longer than the first issue (but not always).

Bionic Commando Strategy Guide: So, we have a strategy guide for the original version of Bionic Commando, which has been since been remade for the X-Box 360 and PS3 as Bionic Commando: Rearmed which you can get through X-Box Live Arcade, and through the Playstation Network. I’ve already purchased that game, and it’s decent (though it’s hard). It’s one of the first action platformers I recall that was non-linear in it’s path to the conclusion (Capcom would later borrow the map system from Bionic Commando for their second G.I. Joe video game), and it didn’t let you jump – but instead it gave you an alternative in the form of your grappling arm, as opposed to, say, Robocop which did precisely jack. In the course of my discussion of this game, I’ll go over any differences I observe from the NES version of the game to the re-make. Continue reading

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Video games, Where I Read

Where I Read – Electronic Gaming Monthly Issue #16

Cover for EGM #16

Cover for EGM #16

We continue with our Electronic Gaming Monthly reviews with EGM #16, to fill some of that rather large gap we’ve got between issue #6 and issue #25. This issue, which came out in November of 1990, and is significantly shorter than the issues from #20 on – only about 97 pages in this issue. The cover art for this issue is for Super Mario World for the SNES, which currently has a working title of Super Mario 4.

Our first ad for the issue is for Pac-Mania from Atari/Tengen, which looks lot like Pac-Man with an isometric camera angle, different environments, and jumping. Tengen really seems bound and determined to run the Pac Man brand to the ground. We also get ads for the game Skull & Crossbones, where you play a pirate trying to rescue a princess from a wizard and his undead warriors. Continue reading

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Video games, Where I Read

Retro Gaming – What We’ve Learned So Far

So, I’ve been doing my “Where I Read” posts for a little over a month now – now for a brief review to go over a few things we’ve learned about the evolution of this magnificent (heh) hobby we call gaming, from the various magazines I’ve read. I’ll be be doing similar installments every few months, as the series (plural) go on.

As for now, here’s the first 3 things we’ve learned.

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Video games, Where I Read

Where I Read: GamePro #1

The cover of the first issue of GamePro

The cover of the first issue of GamePro

So, as part of my continuing mission to chart the path of the early days of gaming, and hopefully put those titles available through the Wii’s virtual console or on the shelves of your local game retailer that sells classic games (or available on eBay), I’m also expanding my magazines I’m recapping to GamePro. GamePro is, at present, the only video game magazine on the market that isn’t attached to a retailer (like GameStop and Game Informer). GamePro’s first issue came out in May of 1989, the same month that EGM’s first issue came out. Unlike EGM’s first issue though, the cover art doesn’t specify any particular game, and the magazine is only about 65 pages long, which is a little shorter than EGM’s first issue, but not by much. Our first ad of the magazine is an ad for Atari’s first-party fan club, the Atarian Club. The ad in general looks really dorky – complete with an ultra-scrawny Atari-themed superhero (with cape and Atari-Shield) holding up a moon. The next ad, for Bubble Bobble from Taito, is a step up. Continue reading

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