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$3.95/$4.95 Canada/£2.25 
January, 1993 

0 14302 80184 5 



n M 


He’s back, she’s 
back and it’s back!!! 
And they’re hunting 
foryor/in these hot 
new sci-fi video 
game blockbusters. 
GAME™ explodes 
with all the incred- 
ible action of the 
arcade smash! 
ALIEN 3™ pits you 
against deadly face 
huggers and acid- 
spitting aliens. 
the final showdown 
between the inter- 
galactic stalker and 
LA’s finest. 

So get the good, 
the bad and the 
ugly... before they 
get you!!! 





ALIEN 3 TM & © 1992 Twentieth Century Fox Film 
Corporation. All Rights Reserved. PREDATOR 2 TM & © 
1990, 1992 Twentieth Century Fox Film Corporation. 

All Rights Reserved. TERMINATOR, T2, Endoskeleton and 
the depiction of the Endoskeleton TM & © 1992 Carolco 
Pictures Inc. (U.S. and Canada); Carolco International N.V. 
(All Other Countries). All Rights Reserved. Sublicensed 
by Midway Manufacturing Company from Acclaim 
Entertainment, Inc.© 1991 Midway Manufacturing 
Company. All Rights Reserved. Sega, Game Gear, Genesis 
and Menacer are trademarks of Sega Enterprises Ltd. 
Nintendo®, Super Nintendo Entertainment System®, 
Nintendo Entertainment System®, Game Boy® and the offi- 
cial seals are registered trademarks of Nintendo of America 
Inc. Arena Entertainment™ is a trademark of Arena 
Entertainment. © 1992 Arena Entertainment. All Rights 
Reserved. LJN® and The Arcade Game™ are trademarks 
of LJN, Ltd. 1992 LJN, Ltd. All Rights Reserved. 


Power On! 6 

Feedback 8 

Hotline 10 

Insert Coin Here 20 

Game Doctor 22 

Video Game Gallery 58 

Software Gallery 80 

CD Gallery 90 

Portable Playtime 96 

Joystick Jury 100 

Fandom Central 102 

The Kunkel Report 106 

Gaming On-Line 108 

Test Lab 110 

Lore 112 

The EG Poll 113 

Things to Come 114 

You decide which games are the years best! 
EG’s 1992 Game Awards Page 26. 

Toys — from movie to video game. 
Playing With Toys Page 46. 

The Sega CD is here and EG has it! 
CD Gallery Page 90. 


• National Fan Club 

The first national electronic 
gaming fan club, and EG has all 
the information so you can 
become a member 17 

• EG’s 1992 Game Awards 

EG lets the readers pic the best of 
the best for our first annual 
Electronic Games’ Awards of 
Excellence 26 

• Player’s Guide to Gaming Gifts 

The Holiday Season is upon us, 
and EG has gone all out to provide 
our readers with some great gift 
giving ideas 37 

• Playing With Toys 

A brief look at what is sure to be 
one of the biggest holiday films, 
and the game license made in 
Hollywood Heaven 46 

• Ultimate Helicopter Simulator 

Electronic games have many uses, 
including training the country’s 
best chopper pilots how to do their 
jobs better 50 

• EG Interview 

Tom Kalinske has helped change 
Sega from an 8-Bit midget to the 
16-Bit master. We talk to him in 
this months intreview 54 

About the art— We at EG would like to thank the following artists for their contributions to this issue: 

Jeff Mangiat — Cover art - Mario and Link © 1992 Nintendo of America: Sonic and Tails © 1992 Sega of America: Mega Man, Chun Li, and Ryu 
© 1992 Capcom: Battletoads © 1992 Tradewest: Leisure Suit Larry © 1992 Sierra On-Line. 

Eric Curry — All department logos, and various photography 
David M. Davis — Gaming On-Line logo 
Ed Renfro — National Fan Club 
Cliff Spohn — EG Interview 

Mark Watts — EG Award of Excellence and Players' Guide to Gifts 

And Special Thanks to Electronic Arts for use of graphics from LHX Attack Chopper for our Helicopter Simulator article. 

Watch this space for future deals on SPAM™, the lunch meat with an attitude, and Norman’s Vienna Sausages — MMMMMMM-Good! 

4 Electronic Games 

As if things weren’t ooky 
enough! Now Pugsley 
Addams must go on a 
simply torturous 
scavenger hunt. There’s 
all sorts of unnaturally 
delightful traps. And 
hidden switches all about, 
which produce the 
loveliest, blood-curdling 
effects when Pugsley runs 
into them. There’s even 
magic money which has 
an extra lively effect you 
won’t want to miss. So get 
ready to get spooky, and 
get set to get kooky.’s 
Pugsley ’s Scavenger 
Hunt! En garde! 

Screen shots shown are from the 
Super NES version of the game. 

© 1992 H-B Production Co. All Rights 
Reserved. Based on the characters 
created by Charles Addams. TM 
designates a trademark of Paramount 

i j 



[ — J 


5, ■ 




■ 39 




Pictures. Game program © 1992 Ocean 

Ocean of America, Inc. 

Software Limited. Ocean is a registered 
trademark of Ocean Software Limited. 

1855 O'Toole Ave., Suite D-102 
San Jose, CA 95131 


Nintendo, Super Nintendo, Game Boy™, 
and the official seal are registered 
trademarks of Nintendo of America, Inc. 

A Look Ahead Is Better Than None 

Predictions are as much a part of celebrating the new year as noisemakers 
and champagne. From supermarket tabloid psychics to Sunday morning T.V., 
people are taking a sneak peek at things to come. Prophecy is a tricky busi- 
ness. I’ve learned a few tricks in my 12 years as an electronic gaming maga- 
zine editor. The vaguer the forecast, the more likely it is to come true. The fur- 
ther in the future it's set, the less chance anyone can say “I told you so.” (Nos- 
tradamus is now well beyond the reach of carping critics.) Seers walk the line 
between exciting long shots and surefire ones that put the audience to sleep. 

Focusing my crystal ball on the next 12 months, here are some of the things 
we can expect in 1993. At the sacrifice of some mystery, I’m also including an 
indication of how I arrived at each prediction. 

• The SNES will become the number one selling 16-Bit system. Smart mar- 
keting and solid software has closed the gap. Nintendo should be able to 
retake the top spot it lost when the Genesis captured gamers’ fancy. 

• More video game cartridges will be released in 1993 than in the year just 
ended. Licensed and unlicensed third-party publishing is on the upswing, and 
strong hardware sales should send it through the roof by Christmas ‘93. 

• 16-Bit multimedia games won’t replace ROM carts in the U.S. It will take 
great software to get families to pop for an expensive peripheral, and I don’t 
believe there’ll be enough good titles to pry open those wallets. 

• The first multimedia game hit (100,000+ copies) will appear. This may 
take cross-system publishing, but the CD audience is expanding fast. Introduc- 
tion of 32-Bit game consoles in the last quarter would cinch this forecast. 

• Cartridge prices will drop, but it won’t be across the board. “Top shelf” 
games will cost about the same, but look for more titles at low and medium 
price points. The tag on hits will stay high, because publishers don’t feel 
“must have” titles are price-sensitive, and probably see marketing advantages 
in keeping ROM cart prices up to make CD software look like a bargain. 

• Despite the appeal of the basic concept, “black box” systems will still be 
looking to make a breakthrough at the end of 1993. The Tandy VIS system, 
also offered under the Zenith label, may have the best shot, but lack of 
enough entertainment software limits the market for such appliance machines. 

• The divorce between audio and video CD will be well on the way. The limi- 
tations that the audio standard imposes on multimedia entertainment are too 
confining to suit most hardware and software manufacturers, and alternative 
formats will be enlisting heavy industry support by the second half of 1993. 

• Fandom will continue to boom, led by the ever-improving crop of regular 
fanzines. NAEGE (see story in this issue) will foster a lot of fan activity. The 
first national convention won’t turn from dream to reality in 1993, but expect 
serious discussion of this mammoth project by next Christmas. 

It’s always nice to end on a surefire, guaranteed-to-please prediction. Flere’s 
mine: You’ll find out whether all these other prognostications are pipe dreams 
or the real thing right here in the pages of Electronic Games magazine! 

— Arnie Katz 

JANUARY, 1993 




Steve Harris 


Arnie Katz 


Bill Kunkel 

Joyce Worley 


Marc Camron 

Ross Chamberlain 

Russ Ceccola, Ed Dille 


Martin Allessi, Jay Carter, Danyon Carpenter, 
Joe Funk, Steve Honeywell, Franklin Horowitz, 
Alex Reese, Shey Stevens, Mike Valias, 

Mike Weigan, Scott Wolf, Rick Zalud 


Juli McMeekin 


Colleen Bastien, Production Manager 
Tim Ostermiller, Copy Editor 
John Stockhausen, Ad Coordinator 
Suzanne Farrell, Ad Manager 


( 515 ) 280-3861 

Andrew Eisenberg 
Eisenberg Communications Group 
2121 Avenue of the Stars, 6th Floor 
Los Angeles, CA 90067 
(310) 551-6587 


Steve Harris, President 
Mike Riley, Vice President of Operations 
Mark Mann, Financial Director 
Cindy Polus, Financial Manager 
Harry Hochman, Circulation Director 
Renee Delgado, Circulation Manager 
Harvey Wasserman, Newsstand Director 
Donna Cleppe, Newsstand Manager 
John Stanford, Manufacturing Director 
Debbie Maenner, Manufacturing Manager 



Electronic Games (ISSN #1063-8326) is published monthly by Decker 
Publications, Inc. 1920 Highland Ave., Suite 222, Lombard, IL 60148. 
Subscription rates for U.S.: $23.95, Canada and Mexico: $33.95, and all 
others by air mail only: $80.00. Single issue rates: $3.95. POSTMASTER: 
Send address changes to Electronic Games, P.O. Box 7311, Red Oak, IA 
51591-2311. For subscription changes, change of address, or correspon- 
dence concerning subscriptions call 800-444-3334. The editors and the 
publisher are not responsible for unsolicited materials. No part of this 
publication may be reproduced without the expressed written permission 
of Decker Publications. Inc. Copyright © 1992, Decker Publications, Inc. 
All rights reserved. All materials listed in this magazine are subject to 
manufacturers change and the publisher assumes no responsibility for 
such changes. Printed in the USA. 

6 Electronic Games 

Blast your todf through dangerous , 
low-level attacks. (RBMB) 

Sink enemy ships with torpedoes and dive 
bombs - if you can. (Aces of the Pacific ) 

Take on the great Axis and Allied acei 
in one-on-one duels. (Red Baron) 

Hang on as enemy jire rips U 
your cockpit. (WWII: 1946) 

The Great War Planes ™ Series 

From the mud-filled trenches ofWWI to the smokin: 

[g ruin of Pearl Harbor, the 

evolution of flight is celebrated in Damon Styes epic Great War Planes series of his- 
torical flight simulations. Beginning with the award-winning Red Baron 6 , the series 
continues with WWII Pacific Theater combat in Aces of the Pacific and moves into 
modern-day action over the Persian Gulf with A-10 Tank Killer IS". Now the excite- 
ment continues with all new expansion disks for Red Baron and Aces of the Pacific. The 
Red Baron Mission Builder updates the classic WW1 simulation with new planes, new 
aces and a powerful mission builder that allows you to create your own historic mis- 
sions. For Aces of the Pacific comes WWIJ 1946 , an expansion disk that explores the 
new planes and missions of an alternate future where the atomic bomb was never 
dropped and WWII continued past the boundaries of history. 



,| # ; 




I ;X 


A Gaming Pioneer 
Comes Home 

I was thrilled to see your magazine 
on the newsstand. I was even more 
pleased to discover that you are 
geared toward the older gamers. I 
don't buy the vast majority of the 
gaming magazines, because they 
make you feel guilty if you're past 
puberty. Electronic Gaming Monthly 
and Computer Game Review do a 
great job of covering video games 
and computer games respectively, 
but I've also been looking for a mag- 
azine that reports on the industry as 
a whole. It appears that my search is 
over. Judging from your first issue, I 
have a lot to look forward to. Thanks 
for the great first issue and keep up 
the good work. 

Chris Wu, Pensacola, PL 

Thanks, Chris. It’s always a thrill to 
hear from old readers like yourself. 

The Family that Plays Together... 

I’m 51 years old and compete 
against my son, daughter and their 
spouses on SNES and Genesis. My 
subscription card is in the mail. Your 
goal and philosophy (Power On! A 
New Beginning...) puts you right on 
top of my reading list. 

Arthur IVI. Smith, Chanute, KS 

Isn’t it great how games cut 
across all ages? They are truly an all- 
family experience. 

Some Good Ideas 

I loved the first issue of your maga- 
zine! Finally, a magazine for the older 
game player! Please continue to 
keep the same amount of reading 
material in your magazine. I am so 
tired of the kiddie gaming magazines 
filled with comics and pictures. 


Letters From Our Readers 

I think it would be better if you 
could print your subscription 
coupons and other coupons or forms 
to send in on the back page of adver- 
tising - something we wouldn’t miss 
or ruin by cutting out the coupon. 

I enjoyed the Kunkel Report on joy- 
sticks. I too learned to play video 
games on the Atari 2600. Maybe 
that is why I had so much trouble try- 
ing to learn the Nintendo control 
pads. I adapted, but I prefer the pis- 
tol grip joysticks. Do you know if 
there are any pistol grip joysticks 
planned for release for the SNES? 

Mrs. Martha Guilliams, 
Barberton, OH 

Thanks for the good suggestion; 
we’ll pass it along to our art depart- 
ment. Be sure to check Ross 
Chamberlain's article in December’s 
Players ' Guide for information on the 
latest controllers. 

More History! 

I did not quite know what to expect 
when I picked up the first issue of 
EG. I have been a die-hard gamer for 
just over ten years (I’m 19). As I 
thumbed through EG, I was delighted 
at the quality. 

I have one suggestion. How about 
a detailed history of video games, 
with pictures of early 80’s games 
(arcade and home)? There are mil- 
lions of kids out there who do not 
believe the planet Earth existed 
before 1985. Besides, all of us 
codgers would love a trip down mem- 
ory lane, since a lot of us have sold 
our old systems. Anyway, I hope EG 
sticks around for ten more years, 
cause this time the road ahead is 
paved with silicon, and there ain’t no 
crash in sight! 

Cypher-D-Snark, Kingman, AZ 

Well, Cypher-old-buddy, we sure 
hope you get your wish: we hope EG 
lasts forever! And thank you for your 
suggestion about the history article, 
it goes right along with our interests, 
and we will surely keep it in mind. 

Wants Game Design Info 

I'm 14 and I've played video 
games since I was 2 years old, so I 
became interested in video game 

I do have some suggestions to 
make, though. You need a letter sec- 
tion to tell people the steps of 
designing a video game, and where 
to send it to see if any businesses 
are interested. 

Bob Petty, Russell Springs, KY 

How’s this for sen/ice? Ask for a 
letter column and here it is! And, an 
article about game design is also a 
good idea. We 'll try to do just that. 

About that Ad... 

I saw the subscription page which 
showed issue 1, but as my eyes 
strolled down further, another EG 
cover was shown with "Players' 

Guide to Role Playing" on top, with 
the issue number Vol. 1, Issue 1! 
Was this mag a prototype turned 
down in favor of the released first 

Josh Bay, Fremont, NE 

That's a keen observation, Josh, 
and a good question. Actually, that 
was a prototype done for the poten- 
tial advertisers before EG started. 

But there 's nothing to buy; all the 
interior pages were blank! 

Keep those letters coming to: 

Feedback, c/o Electronic Games, 
330 South Decatur, #152, 

Las Vegas, NV 89107 

8 Electronic Games 




Rock the rim with 27 of the hottest 
NBA® All-Stars. Downtown or in the 
paint, driving offense and intense “D” 
take it to the hoop with the likes of 
Patrick Ewing, Clyde Drexler and Chris 
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' NBA- All-Star cfillengeJ 

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Available for 

Ail NBA and Team Insignias depicted are the properties of the respective NBA Teams and NBA Properties, Inc. and may not be reproduced 
System - Nintendo Entertainment System - . Game Boy Game Link'" and the official seals are trademarks of Nintendo of America. Inc P 
Entertainment. Inc. All rights reserved All-Star Challenge*" &LJN-' are trademarks of LJN. Ltd. 1992 LJN. Ltd All rights reserved 

itten consent of NBA Properties. Inc Super Nintendo Entertainment 
e Pros'" is a trademark of Acciaim Entertainment. Inc 1 1992 Acclai 






MLSA Expands 
to Non-Sports 

Long a stats-sport 
game maker, Micro- 
League moved into the 
non-sports arena with 
Laser Squad, a space- 
based tactical war game. 
This new direction fol- 
lows an alliance with 
Krisalis Software Ltd. of 
England, which resulted 
in a name change from 
MicroLeague Sports 
Assn, to MicroLeague 
Interactive Software. 

President Neil Swartz 
called the game “an 
exciting entry into a new 
market for us,” but 
pointed out, “We’re not 
so much getting out of 
our sports programming 
background as we are 

building on it.” The com- 
pany also introduced 
Ultimate Cards, which 
provides 12 computer 
opponents for Whist, 
Spades, Crazy 8’s, 
Hearts, Gin Rummy, or 
Oh Hell! 

A third non-sports title 
is Revelation, which 
asks the gamer to figure 
out combinations to 
crack safes. 

Far from giving up the 
roar of the crowd, the 
company also premiered 
MicroLeague Action 
Sports Soccer, an 
action/arcade approach 
to stat play, produced in 
conjunction with Krisalis. 
MicroLeague Football 2, 
an update of its classic 
coaching simulation 
game, also came out. 

Sega CD Debuts 
on Big Screen 

There were games 
over Times Square when 
Sega did its roll-out of 
the new Sega CD in New 
York City (see associat- 
ed story elsewhere in 
this issue). Cory Fox, a 
ten-year-old from Long 
Island, NY, manned the 

controller to demon- 
strate Sewer Shark on 


New Yorkers on their 
way to work were treated 
to the sights and sounds 
of fast-action gaming on 
the world’s largest TV, 
the 750 square foot 
Sony JumboTron, as 
Cory described the 
action on Good Morning 

Apple Introduces 
New Macs 

There are new Macin- 
tosh computers growing 
on the Apple tree. Apple 
introduced its Macintosh 
Performa line, a series 
of computers for first- 
time buyers. They come 
in three varieties, and 
each includes pre-loaded 
applications to make it 
easy for new computer- 
ists to get started. 

The Performa 200 is a 
black & white, based on 

the Mac Classic II. Per- 
forma 400 is based on 
the Mac LC II, with a 
256 color display. Both 
come with 4 MB of RAM 

and 80 MB hard disk dri- 
ves. The Performa 600, 
a new design with a 
32MHz 68030 micro- 
processor and color dis- 

play, comes with 4 or 5 
MB of RAM, and a 160 
MB hard disk. There’s 
also an optional CD for 
the 600. All three mod- 
els include an enhanced 
version of System 7. 

Prices range from 
about $1250 for the 
200 to $2500 for the 
600 with CD-ROM. It will 
be easier than ever to 
find them, since they’ll 
be sold in Sears, Mont- 
gomery Ward, Silo, 

Office Depot, OfficeMax, 
Staples, and other retail 


Spud Speller Spiels 
for Wordtris 

And the word was not 

Twelve-year-old William 


Figueroa signed with 
Spectrum Holobyte as 
the national spokes- 
person for Wordtris, the 
word game in the Tetris 
family. Figueroa gained 
fame last summer when 
he corrected Vice Presi- 
dent Dan Quayle on the 
spelling of potato. 

Wordtris, which he 
will help promote as an 
action game with an 
educational twist, is 
available for the Super 
NES, Game Boy, Macin- 
tosh and DOS systems. 

Settle Fight 

Electronic Arts and 
ESPN, the cable net- 
work, have settled their 
differences over the 
EASN logo that resulted 
in suits and countersuits 
last fall (EG December 
1992, p.12). ESPN had 
claimed trademark 
infringement, and EA 
filed counter claims 
including one to restrain 
ESPN from using its 
marks in the interactive 
entertainment business. 
Following the settle- 

ment, Electronic Arts 
renamed its sports ori- 
ented video game line 
as EA Sports and will 
advertise the games on 

Stan McKee, Electron- 
ic Arts senior vice presi- 
dent and CFO, said, 
“We’re pleased to come 
to a swift and satisfacto- 
ry solution of these legal 
issues.” ESPN’s execu- 
tive vice president, net- 
work marketing and gen- 
eral counsel stated, “We 
look forward to exploring 
other mutually beneficial 
opportunities with EA.” 

Street Fighter II 
Clobbers Pirate 

The pirates don’t have 
a chance when they 
come up against Street 
Fighter II Champion Edi- 
tion. A FHIIIsboro, NJ 
retailer, Steven Law of 
Cointek US, has been 
arrested for copyright 
violation. Fie was 
accused of making and 
selling illegal copies of 
Capcom’s hit coin-op. 

The counterfeit boards 
were confiscated in 

The FBI arrested Mr. 
Law in September 1992, 
and the case has not yet 
gone to trial. 

According to a state- 
ment from Mr. Law’s 
attorney, he is innocent, 
since (according to Mr. 
Law) Capcom’s copy- 
rights are unsecured. 

Nintendo Brings 
Starlight To Kids 

Nintendo joined with 
the Starlight Foundation 
to help brighten the 
days for hospitalized 
kids, with a donation of 
$525,000 to finance 
Nintendo Fun Centers 
for 68 hospitals nation- 
wide. The Fun Centers, 
trolleys with a TV moni- 
tor, SNES, library of 
games, and VCR, pro- 
vide entertainment for 
patients at bedside. 

Actress Emma 
Samms, founder of 
Starlight, officially 
launched the program, 
with a presentation of 
Nintendo Fun Centers to 
the pediatrics ward at 
L.A. County+ USC. On 
hand for the cere- 
monies, along with 
numerous actors, med- 
ical personnel and Nin- 
tendo officials, were 
Mario and Yoshi cos- 
tumed characters. 

Emma Samms explained 

why she thinks the pro- 
gram is important: “This 
donation will bring video 
game entertainment to 
more than 6,500 hospi- 
talized children each 
month... [Nintendo’s] 
donation will help so 
many of these children 
forget about the pain of 
treatment or surgery and 
allow them to cope with 
the long days in a hospi- 
tal room." 

"fiU ' r n 

Phil Rogers, VP of 
Operations for Nintendo, 
expressed pleasure at 
the gift, “Our business is 
to entertain children, 
and this donation 
ensures that hospital- 
ized kids can play games 
just as if they were lead- 
ing normal lives.” 

Happy Birthday, 

Pac-Man had a birth- 
day! 1992 marks ten 
years since the yellow 
chomper’s wocka-wocka 
was first heard through- 
out the land. 

Born in Japan to proud 
parent company Namco, 
Pac-Man first saw the 
light as a coin-op in the 
Island Nation. The maze- 
chase game became the 
first mammoth hit of the 
arcade era, partly 
because it was the first 
game with wide appeal 
to women players. 

At the peak of Pac- 
Man fever, players put 

over 50 million quarters 
per week into coin-op 
slots, to guide the bright 
yellow smile-profile 
through eating dots, col- 
lecting energizers, and 
avoiding Blinky, Pinky, 
Inky and Clyde until they 
turned an edible blue. 

Pac-Man spawned a 
host of maze-chase rip- 
offs, and even managed 
an entire family of his 
own: Ms. Pac-Man, 

Baby Pac-Man, and 
other variants like Pac 

But to him goes the 
honor: EG salutes Pac- 
Man, and Namco, the 
company that gave him 
life. Flappy birthday! 

Electronic Games 11 

Games Fly High 

FlightLink, a digital in- 
flight computer commu- 
nications system cur- 
rently being tested on 
USAir 757s and soon to 
be on some Continental 
Airlines’ MD-80 aircraft, 
lets travelers use phone 
and fax services, get 
stock quotations, and 
play video games in the 
l air. So far, the games 
offered are fairly primi- 
tive, such as tic-tac-toe 
and a version of Othello. 

The FlightLink system 
puts an LCD screen 
above the food tray at 
each passenger's seat, 
with a telephone hand- 
set beneath the armrest. 
Buttons and a credit 

Hatch CD Plans 

Sony and Nintendo 
caught many people by 
surprise with the 
announcement of a 
game console which 
Sony plans to release 
next August. The 
machine combines a 
SNES with a CD-ROM 
drive, and accepts both 
SNES cartridges and CD 

card reader on the hand- 
set allow passengers to 
select and pay for specif- 
ic services. 

The system is a devel- 
opment of In-FLight 
Phone Corp., the brain- 
child of John D. Goeken, 
a pioneer in the high- 
tech communications 
field. Goeken was a 
founder of MCI 
Communications and the 
FTD Mercury Network of 
Florist Transworld 
Delivery Association. 

Additional information 
and entertainment ser- 
vices are planned, 
including digital broad- 
cast reception, access 
to connecting gate infor- 
mation, express car 
rental and hotel check- 
in. As far as 
games are 
color screens 
with improved 
resolution are 
expected, and 
are under way 
with game cre- 
ators. Goeken 
promises the 
number of 
games will be 
increased to 
200 . 

Nintendo plans to 
make a CD attachment 
for the SNES, which will 
be fully compatible with 
the Sony system. It’s 
also slated for August 

Nintendo is also work- 
ing with Philips to estab- 
lish a format to make 
SNES-CD-ROM software 
compatible with Philips 
CD-I equipment. This will 
be welcome, in light of 
the many CD titles 
already made by Philips. 

A Look To The East... 

by Marc Camron 


In the early 1980s, 
the Atari 2600 was the 
system of choice for any- 
one who wanted to play 
video games at home. 
There were other 
machines (ColecoVision, 
Matel’s Intelivision, and 
even other systems from 
Atari), but none 
remained as popular as 
the 2600. 

Later, trends shifted to 
the Nintendo 8-Bit sys- 
tem. This followed a 
period of decline in the 
video game industry. The 
public wanted more out 
of their home systems, 
and companies had a 
problem delivering. 

Now, the trends have 
shifted again; this time 
to 16-Bit systems, 
namely the SNES and 
the Genesis. The public 
is still demanding more 
from their games, but 
now the companies are 
in a position to deliver. 
Bigger games are being 
designed all the time, 
some on cartridge and 
now on CD. There are 
innovations being made 
in graphics, sound, and 
user interface. 

At their trade show in 
Tokyo, Nintendo 
announced a new 3-D 
graphics chip for their 
Super Nintendo. This chip, 
based on the highly publi- 
shed RISC technology, will 
allow programmers to cre- 
ate such effects as tex- 
ture mapping, shading and 
a real-time 3-D perspec- 
tive. Games utilizing this 
chip should be available in 
Japan in early 1993. 

There has also been a 
step taken in user inter- 
face, with the SNES 
Mouse. This product is 
currently available in both 
the United States and in 
Japan. While only a few 
projects have been 
announced for the U.S. 
market, Japan is preparing 
quite a few mouse games 
including Sim Ant and 
Populous 2. 

Another mouse game 
that marks another break- 
through for the SNES is 
Royal Conquest. This 
game, from Jaleco, is the 
first to offer full Dolby 
Surround sound. It will be 
made available in the U.S. 
under the name King 
Arthur’s World. 

It is advances like these 
in home gaming that keep 
the hobby alive. Can “vir- 
tual reality” be far behind? 




to the tale of Ys 

warrior! Grab 



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prepare fur am 

idvanlure blffrteel, sweat and 

pzlb Adol the Wanderer, yo ubK^jjM^diia t 

rme! villle Galbalan and 

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Wanderers From Ys III is a trademark of American Sammy Corporation, 1991. 

TOHMa m!6n«n]awfflr.i :M 

Crystal Ball 

This month, Strategic 
Simulations, Inc. gave 
us an advance look at 
some of the role-players 
scheduled for 1993. 

Veil of Darkness, cre- 
ated by Event Horizon 
(who also developed The 
Summoning), casts the 
player as a downed 
cargo pilot in Transylva- 
nia, in a horror-fantasy 
that pits the gamer 
against the resident 
vampire. It features over- 

head views and animat- 
ed cinematic sequences. 
It’s said to be “the scari- 
est, but easiest-playing 
Gothic horror story” ever 
done, and is scheduled 
for March completion. 

Eye of the Beholder 
III: Assault on Myth 
Drannor is the finale to 
this epic. This one is 
being developed in- 
house, and SSI promis- 
es more detailed graph- 
ics, a more complex 
plot, and three times the 
cinematics as the previ- 

ous games in the series. 
It’s over 50% larger than 
Eye II, due in April. 

The Grey Isles (expan- 
sion disk) adds 17 more 
levels to AD&D: Dark 
Sun. Later in ‘93, AD&D: 
Dark Sun II continues 
the story with new art 
and system upgrades. 

Science fiction and 
horror fans won’t be for- 
gotten. M and M II are 
RPGs set on alien 
worlds. Sky Realms of 
Jorune is a vast, non-lin- 
ear science fantasy 

world with real-time com- 
bat and action. 
Scheduled for April, 

Forgotten Realms 
Unlimited Adventures: 
Build Your Own Fantasy 
Role-playing Epic 

promises to be the 
biggest design kit ever. 
The name says it all; 
there’s a library of char- 
acters, monsters, and 
art on disk, so players 
can create their own sce- 
nario for and then emu- 
late in their own design. 
Definitely a winner! 

War Continues 

We spoke too soon 
when we said it was 
over. Sega filed for a 
rehearing of their copy- 
right infringement case 
against Accolade, after 

the appellate court lifted 
the injunction that had 
prevented Accolade from 
marketing their Genesis- 
compatible line of video 
games. At that time, the 
court said that an opin- 
ion would follow. 

The court acknowl- 
edged that copying soft- 

ware code in order to 
create compatible, com- 
mercial products is an 
undefined area of law. 

Sega spokesmen indi- 
cate the company plans 
to “vigorously pursue" 
the case, which means 
Ballistic's future is still 
in doubt. 

Accolade Chairman Al 
Miller opined, “Neither 
copyrights nor trade- 
marks are intended to 
provide a ‘lock-out’ 
device to prevent... com- 
patible software for any 
computer-based system, 
including the Genesis 
video game system." 

ourney back 
in time to the 
year 1957 on 
an expedition 
to the dark 
heart of the Amazon 
Basin. A desparate, 
crazed message sends 
you on a perilous search 
through a land where 
legends come to life, 
danger hides behind 
every corner, and 
incredible treasures wait 
to be discovered. 

AMAZON is designed 
in the style of the serials 
of the 1940’s and 50’s 
such as Flash Gordon, 
The Lost City, and 

These serials were made 
up of intriguing, fast 
paced episodes which 
placed the hero in unbe- 
lievable peril. AMAZON 
contains 14 exciting 
episodes filled with plot 
twists, mysterious charac 
ters and heart stopping 
cliff-hangers. You haven’t 
had this much fun since 
the drive-in days! 

Metal monsters seek your 

Galoob Uncorks 
SNES Genie 

Galoob rushed out a 
SNES version of the 
Game Genie, just in time 
for limited quantity sales 
during the holiday sea- 
son. Packed with the 
video game enhancer is 
a handbook containing 
sets of codes for over 
fifty games, ranging from 
Act Raiser and Addams 
Family to Xardion and 
Ys-Wanderers from Ys 
III, plus a free offer of 
fifty more sets of codes 
when available from 

Up to five effects 
codes can be entered at 
a time to select added 
lives, starting levels and 
resources, or, for mas- 
ters, to start out with 
fewer lives and heavier 
difficulties to overcome. 

Bobcat Challenges 

Bubsy in: Claws 
Encounters of the 
Furred Kind 

(Accolade/Genesis & 
SNES) will give a certain 
hedgehog a furry fight 
when it hits the market 
in March. It features the 
same kind of high action 
and great graphics that 
kept Sonic rolling to 
record sales, and a catty 
sense of humor guaran- 
teed to make gamers 
meow with delight. 

Bubsy Bobcat has to 
stop Earth’s latest band 
of invaders, the Woolies 
from the planet Rayon, 
who’ve come to steal 
our yarnballs. 

The furmeister travers- 
es a monster-sized uni- 
verse, recovering yarn- 
balls and destroying 

Woolies, while avoiding 
a large variety of ene- 
mies as he travels 
through five worlds and 
fifteen chapters before 
he reaches the final 

The graphics are out- 
standing, and the game 
world is huge. Bubsy can 
do over 40 animated 
actions, speak, and dis- 
play many expressions 
and mannerisms. He 
flips, floats through 
water slides, flies, and 
explores each world 
while collecting yarn- 

The production 
team is headed by 
Senior Producer 
John (Cosmic 
Osmo/Mech War- 
rior) Skeel and 
designer Mike 
Berlyn. Lead pro- 
grammer for the 
Genesis version is 

Mike Schwartz, and 
Scott Williamson on the 
SNES version. Has Sonic 
met his furry Match? 




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Digital Books 
Write New Chapter 

The Digital Book Sys- 
tem is a pocket-calcula- 
tor size device that 
accepts two ROM chips, 
each with up to 45 
megabytes of data, and 
can cross-reference their 
data. Two Digital Books 

are packed with the sys- 
tem and sold at a com- 
bined price of $199.95: 
Merriam Webster Dictio- 
nary Plus (including Mer- 
riam-Webster Collegiate 
Thesaurus and Spell Cor- 
rector) and Word Games, 
a collection often inter- 
active word games. 

Weighing in at 4.6 
ounces, includ- 
ing lithium bat- 
teries (for up to 
60 hours of run- 
ning life) and the 
two chips, the 
Digital Book Sys- 
tems will initially 
be sold through 
the chain of 
Tandy’s Radio 
Shack stores. 

The Force 
Flips Out 

R2D2 jumps to action 
as the Star Wars trilogy 
takes on a new format in 
Data East’s pinball, 
available in early Decem- 
ber. The player joins 
Luke Skywalker and the 
Rebel Alliance in collect- 
ing tri-ball and double 
jackpots to destroy the 
Empire’s Death Star. All 
to the original themes 
from Star Wars, 

The Empire Strikes Back 
and Return of the Jedi 
are represented. 

EG Readers’ 
Popularity Poll 

January 1993 

Favorite Video Games: 

1. Street Fighter 11/ 

2. Legend of Zelda-Link/ 

3. Sonic the Hedgehog/ 

Favorite Computer 

1. Wing Commander 11/ 

2. Ultima 7/ Origin 

3. Leisure Suit Larry- 
Caribbean/ Sierra 

Favorite Coin-Op Games 

1. Street Fighter 11/ 

2. X-Men/ Konami 

3. Terminator-2/ Midway 

High-End CD 
Shines In Boston 

The CD-ROM Exposi- 
tion & Conference, held 
September 29 through 
October 2 in Boston, 
stressed high-end prod- 
ucts, such as systems 
for writing to CD-ROM 
and specialized, fixed 
databases, but there 
were a few morsels for 
entertainment fans. 

Sony introduced its 
Electronic Book Author- 
ing System for its fan- 
tastic Data Discman; 

New Media Schoolhouse 
showed Talking Classic 
Tales, which includes 
five illustrated electronic 
fairy tales. 

Young Minds, Inc., 
impressed game-seek- 
ers with an as-yet-unti- 
tled baseball game fea- 
turing full-motion video, 
real players and stats. 
Although the baseball 
game suffered slightly 
from compression lags, 
its graphics are 
absolutely breathtaking, 
the closest thing yet to 
watching a game on TV! 

Behind the Headlines 
With Joyce Worley 

High Fiber Diet 

The September ruling 
on fiberoptic delivery of 
electronic media may be 
the single most impor- 
tant event in the history 
of our hobby since the 
invention of Space War 
in the MIT computer 

The Federal Communi- 
cations Commission 
ruled that fiberoptic 
cable networks can con- 
nect to local phone ser- 

vices, and download 
electronic media. Now, 
IBM and Apple are 
rumored to be consider- 
ing joint ventures with 
cable companies, look- 
ing to provide interactive 
entertainment. Numer- 
ous software manufac- 
turers are also looking at 
the possibilities inherent 
in such home-delivery 

It will take a few years, 
but eventually games will 
be downloaded into 
homes, much as cable 
TV is delivered to the 
home viewer. The end 
user will have a piece of 

gaming equipment 
attached to the televi- 
sion, and select from a 
list of available software, 
just as we now choose a 
movie from the pay-per- 
view menu. 

Will this make home 
software obsolete? Not 
in the near future. Every 
movie is not available on 
channel, and so will the 
lists of games available 
be limited. Nonetheless, 
fiberoptics seems likely 
to hold the future of 
home gaming. And, as 
such, it should bring 
about a bonanza of 
games. The mass mar- 

ket serviced by such 
systems will provide 
game companies the 
kind of volume needed 
to increase game devel- 
opment and reduce cost 
to the end user. 

Game delivery via 
fiberoptic networks 
should produce the envi- 
ronment to promote big- 
ger, more intricate inter- 
active entertainments at 
cheaper prices than 
could ever be possible 
in today’s gaming econo- 
my. It may take a more 
than a decade — but I 
sincerely believe it will 

16 Electronic Games 

Digispeech Launches sound sources, including 

External PC Audio Sound B ! aste ' audi0 

standards and Windows 
Now it’s not necessary multimedia extensions, 
to open your computer The Port-Able Sound 

to install quality sound. unit runs on AC or DC 

Digispeech’s external power, includes a built-in 

audio system for DOS microphone and speak- 

systems, due out early er, and features FM-syn- 

in 1993, plugs into the thesis and DSP (digital 

PC’s parallel port and is signal processing) capa- 
said to be compatible bility. Suggested retail 

with major industry price is $189.95. 

Sweeps Winners 
See Big Games 

Three lucky sports 
fans each won trips for 
two to top events in Kon- 
ami’s Triple Sweeps pro- 
motion for Game Boy 
titles. Greg Pierce, 11, at the Indy 500; and 

of Hudson, NH, who pur- Karen Parks, 30, of 

Harahan, LA, won a trip 
to a pro basketball play- 
off game with her entry 
from Double Dribble. 

Until they get to view 
their prizes, they'll be 
experiencing them on 
their Game Boys! 

chased Blades of Steel 

and sent nning entry, will 
see a professional hock- 
ey playoff game; Stanley 
Weeks, 48, of Bain- 
bridge, WA, picked up 
World Circuit Series and 
will join the spectators 

Interplay Signs 
King of Clay 

Cineplay Interactive, a 
division of Will Vinton 
Studios, has signed with 
Interplay Productions 
(Santa Ana, CA) software 
publishers for two years’ 
exclusive distribution of 
new products. Cineplay 
was founded by game 
designer Kellyn “Defend- 
er of the Crown” Beck 

and Claymation creator 
Will Vinton. 

Interplay founder and 
president Brian Fargo 
said, “Our companies 
are an ideal match. As 
we get more involved 
with clay animation, we 
could not have asked for 
a better partner... We 
have valuable expertise 
to offer Cineplay as they 
get more involved in 
computer animation.” 

Top Coin-Ops; Aug.'92 

Figures courtesy of 
Replay Magazine, based on 
an earnings-opinion poll of 

Best Upright Videos 

1. Mortal Kombat, 

; Williams 

2. Street fighter ll:CE, 

3. Terminator 2, Midway 

4. Double Axle, Taito 

3. Lethal Weapon 3, 
Data East 

4. Getaway, Williams 

5. Fun House, Williams 

6. Hook, Data East 

7. The Machine, 

8. Black Rose, Midway 

9. Hurricane, Williams 

10. Super Mario Bros., 

Top PC Games:Aug.'92 

5. Sunset Riders, 

The list of top-selling 

; Konami 

computer software was 

6. Space Gun, Taito 

compiled by PC Research 

7. Steel Gunner, Namco 

of Washington, DC., based 

8. Turbo Out Run, Sega 

on sales data received 

9. Captain America, 

from Software Etc., Elec- 

Data East 

tronics Boutique, Babbages 
and Waldensoftware. 

: 10. S.C.I., Taito 

Best Deluxe Videos 


1. Links, Access 

1. X-Men, Konami 

2. Civilization, 

2. Race Drivin', Atari 


3. Final Lap 2, Namco 

3. Aces of the Pacific, 

4. Steel Talons, Atari 


5. Mad Dog, 

4. Indiana Jones: Fate 


of Atlantis, LucasArts 

6. Hard Drivin’, Atari 

5. Ouest for Glory 1, 

7. Road Riot, Atari 


8. Final Lap, Atari 

6. Legend of Kyrandia, 

9. Rad Mobile, Sega 


10. Galaxy Force, Sega 

7. F117A Stealth 

Best Coin-Op Software 

Fighter 2.0, MicroProse 
8. Powermonger, 

1. World Heroes, SNK 

Electronic Arts 

2. Street Fighter II, 

9. G unship 2000, 



3. Aero Fighters, 

10. Darklands, Micro- 



4. Wrestlefest, Technos 

5. Total Carnage, 


1 Op IVIo-DUo huUCcmOll 


6. Raiden, Fabtek 

1. Where in the World is 

7 . King of Monsters 2, 

8. Atomic Punk 2, Irem 

Carmen Sandiego, 


2. Mavis Beacon Teach- 

9. Fatal Fury, SNK 

es Typing, 

10. Steel Gunner 2, 

Software Toolworks 


3. Where in the USA is 

Best Pinball Machines 

Carmen Sandiego, 

1. Addams Family, 

4. New Math Blaster 


Plus, Davidson 

2. Terminator 2, 

5. Your Personal Trainer 


for the S.A.T., Davidson 

Electronic Games 1 7 



Inside the First Fan-run 
Club for Gamers 

by Arnie Katz 

Electronic Gaming Fandom is on 
the rise! After months of burning 
phone lines and burdening mail carri 
ers, the world’s leading video and 
computer gamers have formed a 
group to promote the interests and 
activities of electronic gaming fans. 

“There are two main reasons why 
we’ve decided to form the National 
Association of Electronic Gaming 
Enthusiasts,” explains Edward Fin- 
kler, the dynamic and youthful presi- 
dent of the new organization. “The 
first is to foster greater communica- 
tion among electronic gaming fans, 
including those who are already 
publishing fanzines. 

Right now, there 
are large seg- 
ments of the fan 
community that 
are separate from 
each other, and I 
want to bring 
those elements 
together so 

everyone is more 
aware of the activity 
that’s taking place 
in fandom today. It 
can be a starting 
point for many elec- 
tronic gamers who 
would like to con- 
tact fandom.” 
Among the activi- 
ties planned by the 
club are two bi- 
monthly magazines 
which members will 
receive free. The 
NAEGE Journal will 
be the club maga- 
zine. Besides infor- 
mation about the group’s activities, 
the NAEGE Journal will carry fanzine 
listings, thought-provoking essays, 
listings of forthcoming games and 
new releases, international gaming 
reports, and many other articles and 
features of interest to video and 
computer gaming enthusiasts. The 
first issue will be ready to ship in 
January, so new members can 
expect to get something for their 
dues as soon as they join. 

“The other publication is called 
Gamer’s Forum,” explains Finkler. “It 
will be a running discussion of impor- 
tant gaming topics.” Knowing how 
seriously many gamers take their 
interest, this should be a lively bi- 
monthly publication. 

NAEGE plans to develop an 
array of activities and ser- 

house and an amateur press associ- 
ation. The club can already offer 
members four free publications: a 
membership roster; The Cheater’s 
Compendium (an anthology of video 
game Easter eggs), a directory of 
fanzines, and a classic systems 

“The other reason is to promote 
the interests of the gaming public to 
the industry,” he continued. "NAEGE 
will allow gamers to have more of a 
voice with the industry, and it will 
give game companies a way to con- 
nect with fanzines.” 

Besides a president, NAEGE has a 
council of five directors who will act 
as the group’s legislature. Although 
the founders of the group will fill 
these posts on an interim basis, 
NAEGE will be strictly democratic, 
and the membership will elect their 

“One thing I feel very strongly 
about is doing a national gaming 
convention for fans,” Finkler states. 
“It probably won’t happen immedi- 
ately, but NAEGE will work toward a 
position in which it can sponsor and 
support a convention. 

“NAEGE has to crawl before it can 
walk,” Finkler admits. “First, we 
must get the organization going. 

Once we are functioning, I promise 
that we will listen to any ideas for 
future activities. If something will 
help electronic gaming, 
we’ll support it.” 

Want to get 
more out of electron- 
ic gaming? Join the 
National Association of 
Electronic Gaming Enthusi- 
asts (NAEGE), the only national 
organization run by and for fans 
of the world’s most exciting 

A charter one-year membership 
costs $10. Send check (made 
payable to Richard Karpp, NAEGE 
treasurer) to: P.O. Box 240523, 
Honolulu, HI 96824-0523! 


($4.00 handling charge for each 
tape, applicable toward a purchase 
of Super Battletank. Ask the 
operator for details. Offer may be 
withdrawn at any time.) 


The Soviet-made T-72 tank ^ r irPr^T'' - 

turns toward you and fires. ^3 ... <afin» r 

A near miss-its shell bursts 
with awesome force. 

You return fire and the - ^ f 

enemy explodes in /'/ 

a furious blaze. 

This is Operation ^ 

Desert Storm. You I 

are the commander of ; M 

the Ml A1 Abrams battletank-the most 
powerful ground assault vehicle ever built. It’s up to you 
<; jj l to search for and destroy heavily-armed enemy tanks, helicopters, 
SCUD launchers, and strongholds before they blow you off the map. 
The combat is intense, loud, and lethal. And you only have to go as far 
as your living room and your Super Nintendo ™ or Genesis ™ system to feel it. 

Designed by Garry Kitchen and Alex DeMeo. 
Genesis program by Mark Morris. 

Actual Genesis screens may vary. 

Published by Absolute Entertainment, Inc. Super Battletank: War in the Gulf is a trademark of Absolute Entertainment, Inc. All rights reserved. Absolute Entertainment is a registered trademark of Absolute Entertainment, Inc. All rights reserved. Nintendo, Super 
Nintendo Entertainment System, Super NES and the Official Seals are trademarks of Nintendo of America Inc. ©1992 Nintendo of America Inc. Sega and Genesis are trademarks of Sega Enterprises Ltd. ©1992 Absolute Entertainment, Inc. All rights reserved. 



by Jay Carter 

They came from around the world, 
more than 8,000 strong, to view the 
latest and greatest, the best and 
brightest from over 200 companies 
each helping to shape the future of 
coin-operated amusement entertain- 
ment. The occasion was the 1992 
AMOA Expo (The Amusement & 

Music Operators Association’s Inter- 
national Exposition), one of two 
annual industry trade shows where 
the inside movers and shakers actu- 
ally move and shake. 

An event that travels from one 
venue to another, this time the fes- 
tivities were staged at the Opryland 
Hotel in Nashville, Tennessee, Those 
in attendance were filled with antici- 
pation, a little apprehension, and a 
great amount of interest. There was 
the realization of the fact that this is 
one leisure time field that appears 
more than ready to continue its 
explosive global growth and 
increased popularity. 

Apart from looking ahead at what 
the future will hold for game players 
everywhere, the industry also took 
this opportunity to look back and 
honor those efforts that had not only 
been the most successful, but also 
deeply influenced the business over 
the past year. Coming as no sur- 
prise, the best video game for 1992 
was Capcom’s Street Fighter II 
Championship Edition, while pinball 
honors for best of the year went to 
Bally’s The Addams Family. 

In addition, operators during the 
Expo’s proceedings voted on the 
much-heralded Best Game of AMOA 

1992, awarding Konami with the 
honor for their all-new digitized 
graphics in Lethal Enforcers. 
Undoubtedly created to capitalize on 
the popularity of Midway’s Termina- 
tor 2 gun game, this two-player effort 
has added appeal and interest due 
to the fact that it features company 
personnel on-screen as part of 
the cast of characters. The 
player portrays a law 
enforcement officer out to 
take on criminals in a vari- 
ety of settings. The first 
assignment is a bank rob- 
bery already in progress: 
get the bad guys and pro- 
tect the innocent! Of 
course, some of the gang 
has to get away for a high 
speed car chase down a 
crowded city street. 

The action then moves to 
Chinatown with scenes including 
subway turnstiles, a station platform 
and a moving elevated train, for 
encounters against some surly nin- 
jas and a very dangerous goon 
squad. Survive all this and advance 
to Metro Airport (which looks suspi- 
ciously like Chicago’s O’Hare) 
where a hijacking must be 
stopped. But the fun doesn’t end 
there; more awaits with drug dealers 
and a dockside duel. Finally, there’s 
a chemical plant with more hidden 
enemies, toxic explosions and a 
chance to try out night vision equip- 
ment before an AH-64 Apache heli- 
copter blows the roof off all the 

In between stages, players can 
hone their marksmanship at a shoot- 
ing range where statistical accuracy 
advances them up in rank from 
patrolman to commander. The 

weapon is an easy-to-handle six- 
shooter (reminiscent of Nintendo’s 
old favorites, Duck Hunt and 
Hogan’s Alley), although power-ups 
along the way award magnum bul- 
lets, an M-16 rifle equipped to fire 

bursts, a 
grenade launcher 
and a 12-gauge shotgun. 

One important fact to remember 
is that there’s limited ammo at any 
given time during the game. Reload- 
ing is accomplished by aiming any- 
where off the screen and pulling the 
trigger before you can get back into 
the fray. 

20 Electronic Games 

clown, Lee Pai Long; the champion 
of the dark side, Mickey Rogers; 
madman John Crawley or Ryuhaku 
Todo, master of ancient Japanese 
fighting arts. 

Controls are via an eight-way joy- 
stick and four action buttons, 
although there is also an added abili- 
ty of recovering a special ‘spirit’ 
power. This is not a simple task 
since there’s an ‘art’ to keep your 
distance from an oncoming adver- 
sary and replenish your strength. 

New storyline with new characters, 
new secret moves and new strate- 
gies: Art Of Fighting has all this and 
much more. 

Segueing away from fighting 
games and offering its own one-two 
punch is Sega’s remarkable Virtua 
Racing simulators in both a single- 
player deluxe cockpit or linkable twin 
sit-down models that bring the latest 
in computer graphics technology to 
life. Based primarily on a 32-Bit CPU, 
the sense of visual realism displayed 
is dynamically enhanced by power 
that processes 180,000 polygon 
images per minute. 

Those fortunate enough to have a 
local game room with the Virtua Rac- 
ing DLX model will discover the com- 
fort of an almost plush driver’s seat 
that will have you feeling G-Forces. 
These are courtesy of Sega’s High 
Response Drive System that pulls 
you over to the side of the cockpit 
when you hook into a turn, and 
makes you feel the force of the 
tires pulling at the steering 

The 32-inch wide vision moni- 
tor is a sight to behold, with 
three different courses — begin- 
ner (The Big Forest), medium 
(The Bay Bridge) or expert (The 
Acropolis). There’s a butterfly 
shifter along with accelerator 
and brake pedals and the option 
to test your mettle in a manual 
or automatic powered Formula 
race car. 

Whether competing solo or in a 
Twin Type cabinet that can allow 
from two to eight racers to compete 
head-to-head, players can choose 
one of four different viewing perspec- 
tives that range from above the race 
course to a dramatic, heart-thumping 

Other highlights from the AMOA 
Expo, especially for the millions of 
Street Fighter fans out there, was 
the announcement by Capcom of an 
official TURBO upgrade for SF2 
Championship Edition. Game play is 
faster, that’s f-a-s-t-e-r, to really put 
skills to the test. There’re also new 
secret moves and combinations that 
should make this favorite an even 
more challenging experience. 

Not to be outdone in attracting 
martial arts enthusiasts, SNK has 
released a two-player, head-to-head 
street fighting game that uses 102 
megabytes of computer memory 
(nearly twice the megs of any previ- 
ous Neo»Geo game). Art Of Fighting 
takes advantage of this increased 
power to deliver oversized, detailed 
characters and action that zooms in 
and out for a constantly changing 
perspective of the conflict on-screen. 

Whether the backdrop is a dimly-lit 
piano bar, restaurant or a once 
peaceful Japanese dwelling, Art Of 
Fighting uses a tried and 
true formula of different 
(eight in all) 
and bonus 

(three) to get 
through a best two-of- 
three match, as players attempt to 
move up the winner's ladder. There 
are eight characters to choose from, 
including the legendary acrobat 

first person driver’s view. Basic 
game play is a five-lap race, during 
which the operator must pass a 
series of checkpoints in order to 
earn bonus time and the opportunity 
to race for the checkered flag. 

Without a doubt, the graphics are 
what makes this game so appealing. 
The incredible speed of graphics 
reproduction and the smooth-flowing 
feel of actual racing bring the gamer 
into a entirely new environment. The 
first-person perspective allows the 
most intense view of the racing 
action. You'll see cars splinter apart 
after impacting an obstacle, and the 
pavement will speed by at an amaz- 
ing rate! This is definitely not a sim- 
ple game-it requires great hand-eye 

Also speeding to game locations is 
a follow-up to one of the most popu- 
lar driving games in recent history, 
Final Lap. Namco unveiled the origi- 
nal only a couple of years ago and 
then introduced a sequel that is now 
followed by Final Lap 3. Once again 
putting the emphasis on driving tech- 
nique as well as speed, the linkable 
(up to 8 players) sit-down twin mod- 
els or the upright versions provide an 
adrenaline-pumping Formula One rac- 
ing experience. This time the circuit 
focuses on a tour of Europe, includ- 
ing France, Spain, England and San 
Marino. Each track features its own 
not-so-subtle challenges, from the 
high speed straightaways of England 
to the precision hairpin curves of 
San Marino. 

From fighting to driving and every- 
thing in between, the world of coin- 
operated amusement games contin- 
ues to forge ahead resulting in a new 
crop of games that should keep each 
of us reaching into our pockets for 
more change. And the best only gets 
better as we get ready to embark on 
a new year of thrills. Next time we’ll 
take a closer look at a broad variety 
of attractions highlighted by Atari’s 
innovative Space Lords, Irem’s styl- 
ish Skins Game golf challenge, a 
two-player novelty machine from 
Data East called Lizard Command, 
pinball and much, much more news. 
Until then, keep playing and experi- 
ence the latest in gaming! 

Electronic Games 21 

EG’s Answer Man Speaks 

by The Game Doctor 

Back again, crew, with more ques- 
tions and answers from the wide 
world of interactive electronic gam- 
ing. We have the usual impressive 
array of questions this month, so 
let's get on with the show... 

Q: I come to you near the point of 
complete frustration, Game Doctor. 
I’ve been playing video games since 
the mid-80s and have a nice collec- 
tion of older games and magazines. I 
am attempting to put together a 
complete list of all the video game 
systems that were ever released and 
I have come across several refer- 
ences to systems known as Adven- 
tureVision and UltraVision. I know 
these systems existed, as friends of 
mine tell me they remember seeing 
ads for them, but for the life of me I 
can’t find anyone who actually owned 
or even saw one. Got any info, 

The Game Maven 
Broadway, PA 

A: Sure do, Maven. The problem 
you 're having, however, Is probably 
related to the fact that neither of 
these machines were, strictly speak- 
ing, video game systems (i.e., they 
did not hook up to a home TV set), 
and one of them was never even 

AdventureVision was a tabletop 
system from Entex that offered a 
6, 000 dot matrix display, with two 
joysticks each boasting four action 
buttons. It was priced at less than a 
hundred dollars and came packed 
with Defender. Although the system 
was released along with subsequent 



software (including an adaptation of 
the Stern coin-op, Turtles), it disap- 
peared into the sunset pretty quickly. 

The Ultravision was a somewhat 
different story. Also a stand-alone 
system, it was advertised as a com- 
bination high-end arcade machine 
(complete with headphones and two 
joysticks), color TV and home com- 
puter (an optional Master Keyboard 
was scheduled for subsequent 
release). The two games which were 
supposed to initially support the sys- 
tem were Condor Attack and 
Karate. For whatever reason, howev- 
er, this system never actually made 
it to the market. As a matter of fact, 
the Doc was present at the press 
conference where the system was 
scheduled to be unveiled. The sys- 
tem never showed, however, leaving 
a flustered and embarrassed P.R. 
woman holding the bag. 

Both systems are circa 1982, if 
that helps. And while we 're taxing 
the Doctor's already uncertain mem- 
ory, here's a real stumper... 

Q: I went to this place that has 
this club of gamers, and I was told 
that they have a lot of things that no 
one else has. This includes over 30 
titles for the ColecoVision Super 
Game Module and a full color Vec- 
trex! I saw one game that they had 
running on an old computer in a very 
dark room that I have never seen 
before. It is a sequel to an old game 
that I used to play on my Atari called 
Nexar, which was put out by Spec- 
traVision in 1982. The box features 
a big, white train-like spaceship that 
rides on a green highway destroying 
these chemical factories and enemy 
fighters. There is also a small, white 
vehicle that resembles a high-tech 

sports car that rides beside it. The 
main character of this game is a 
cute little mouse-clown. 

I am left in total shock over all that 
I have witnessed. Please help! 

Michael Anderson III 
North Metro, GA 

A: Let’s get this over right now: I 
can 't imagine what game this could 
be, and neither could my half dozen 
or so primary game consultants. I 
am, therefore, calling upon the col- 
lective memory of Video Gamedom 

Here 's what I was able to deter- 
mine: the VCS game you refer to is 
The Challenge of Nexar, published 
by SpectraVision. It appeared in 
1983, but was based on a 1982 
computer program published by Sir- 
ius Software and developed by David 
Lubar, a famous name from gam- 
ing's past. After an exhaustive 
search of software published by Sir- 
ius during that year, the only other 
major science-fiction release I could 
find was Repton, which does not 
sound like the game you described. 

Anyone who can supply the answer 
to this stumper earns themselves a 
Game Doctor Prize Packet! 

Q: There are many different compa- 
nies that make cleaners for the 
SNES and SNES carts. Many of 
these are not licensed by Nintendo. 
Will these possibly harm my soft- 

Kris Johnson 
Rockwell, NC 

A: As long as cartridge cleaners 
have been around, I have yet to hear 
any complaints from readers as to 
adverse effects. I'm less sure about 

22 Electronic Games 


Get ready for the hottest sports' games this side of the 

and interactive close-up plays. Get ready to 
* rumble as George Foreman and show the world the | 
power of a Big George Super Punch! Take it to the hoop " 
with 27 NBA' All-Stars in the most intense one-on-one o-ball 
action! Tackle Super High Impact " for all the bone-crunching 
football excitement of the arcade smash! 

When you're tired of watching from the sidelines... 
it's time to Play with the Pros! 


ARENA, @| 





cleaners designed for use on the 
actual hardware, but since the main 
thrust of these cleaning systems 
seems to be eliminating the gunk 
that builds up on the metal contact 
plates, I don’t see how they could in 
any way harm hardware or software. 
After all, video games, especially 
NES software, have a tendency to 
accumulate impurities after exten- 
sive play, a problem which is espe- 
cially acute on frequently rented car- 
tridges. When the dirt buildup on the 
metal contacts becomes thick 
enough, it literally blocks contact 
and does not allow the game to run 
smoothly, if at all. 

You may want to patronize game 
cleaner manufacturers with a history 
of stability. Doc’s, for example, (a 
company in no way related to yours 
truly) has been around for years and 
has a line of quality products. 

Q: You guys said that Wing Com- 
mander by Origin is going to be 
released on the SNES. I have Wing 
Commander for my 33mhz IBM and 
it runs at a fairly good clip. Yet the 
SNES only runs at 3.58mhz. Won’t it 
run tremendously slow? 

Doug Trueman 
Calgary, Alberta CANADA 

A: Once again, we see how fruit- 
less it can be to compare absolute 
specs on two totally different sys- 
tems. Software Toolworks ’ SNES ver- 
sion of Wing Commander runs at 
pretty much the same speed it ran 
on the Doc’s old 386/33 (with a 
Turbo feature that took the speed up 
to over 50mhz). Yet, as you point 
out, the SNES runs at under 4mhz. 
Why are the speeds comparable? 

Several reasons, actually. The 

major advantage the SNES holds 
over the PC in this regard is its abili- 
ty to use sprites, on-screen charac- 
ters and objects which can be easily 
manipulated. On the other hand, 

PCs, which were not designed pri- 
marily to play games, require that 
the entire screen (or major portions 
thereof) be regularly re-drawn. 
Because of the time it takes to do 
this, the PC requires a much greater 
speed to accomplish what the SNES 
can do at a much slower rate. 

Remember, as Doctor S.M., one of 
my most gifted consultants, pointed 
out, we’re dealing with different 
brains here. And, just as no two 
human brains are exactly alike, no 
two computer and/or video game 
systems work in exactly the same 
way. Simply comparing specs, the 
way the hardware companies too 
often do, is frequently deceptive. 

Q: I wanted to ask your opinion on 
something. I’m really into what goes 
on in the electronics business and I 
got to thinking about the renting of 
SNES and Genesis carts at [stores 
like] the Blockbuster chain. My opin- 
ion is that, with prices being higher 
for the 16-Bit games, if the compa- 
nies do not release a big sequel to a 
popular game or license a hit coin-op, 
they will not sell as many copies. 

Obviously, I have thought this 
through and was wanting to know 
your opinion on this and what could 
happen in the future to sales. 

Jay Graham 
Pennsauken, NJ 

A: Okay, Jay, that’s a fair question. 
But the first thing you must realize is 
that the actual number of copies of 
video game software sold to rental 
outlets is relatively small potatoes 
compared to overall sales numbers. 
Thousands of stores around the 
country are renting out video games 
to one degree or another, and when 
a major new title (let’s say Sonic 2) 
comes along, the average store will 
pick up anywhere from 2-6 copies. 

On a game that is not a hot sequel, 
doesn ’t feature Mario, and has no 
strong license to hype it, the stan- 
dard order is probably one or two 
copies. So we're probably talking 

about 25-35 thousand copies on the 
titles that are purchased, with only 
the obvious potential mega-hits likely 
to get broad-based orders. 

The reason rental outlets purchase 
so few video games is twofold: one, 
there are considerably fewer video 
game machines than there are 
VCRs. This is augmented by the vari- 
ety of game machines in use. While 
there used to be two types of VCRs, 
that has been pretty much narrowed 
to one: the VHS format. There are 
currently three major video game sys- 
tems, with several less popular and 
handheld ones. The system with the 
largest following is the NES, and its 
popularity is starting to wane. 

Then there’s a secondary problem. 
Even if the rental stores can sell 
dated video games at bargain rates, 
it is common for frequently-rented 
cartridges to be in less than exem- 
plary condition. The unscrupulous 
consumer could take that used, bat- 
tered game, walk to a software out- 
let, and exchange it for a new copy. 

The area where rental games have 
a more profound impact than in 
sales is in the way they allow gamers 
to try a game out for a night or two 
at a couple of bucks a pop, giving 
them an inexpensive look at a game 
they would otherwise be forced to 
spend $50-$60 to purchase. If play- 
ers are turned off to bad games, 
they avoid purchasing them. This is 
very good for the gaming industry. 
After all, how many $50 turkeys 
would you buy before deciding that 
video games are just too expensive 
and stale? 

I would also hope that this ability 
to play a game before the point of 
purchase will lead to a decrease in 
popularity of the generic side-shoot- 
ing, meet-the-boss contests which 
already glut software shelves. 

And that about brings this month’s 
office visit to a close. Thanks for 
stopping by, and remember to send 
all questions, comments and correc- 
tions to: 

The Game Doctor (EG) 

330 S. Decatur 
Suite 152 

Las Vegas, NV 89107 

24 Electronic Games 

All Addictive SUtteg# VVcu (Efciuc 
KetwciL tud /stcdeLu Cciu^ettblc 

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The Modern Version Of The Award Winning Classic 

• AdvaS 

• Superi 

By Mark Baldwin and Bob Rakosky 

(OR 1-818-999-0607 outside U.S.) P.O. BOX 4302 HOLLYWOOD, CALIFORNIA 90078-4302) 

^1992 New World Computing, Inc and White Wolf Productions. Empire Deluxe is a trademark of New World Computing, Inc. 

New World Computing is a registered trademark of New World Computing, Inc. 

IBM screens shown. Actual screens may vary. t 

1993 Electronic 
Gaming i Awards 



Here are the nominees - 
now you pick the winners! 

ml by The Editors of Electronic Games 

fj It was a great year for electronic gaming. 

When EG’s editors and writers pooled 
I their experience to produce this salute to 
the best video and computer funware, we 
found that the original plan to just pick win- 
ners in each category was inadequate. There 
were too many excellent games, each with its 
own supporters within the staff. 

That’s why we’re turning the final decisions 
over to the best-informed and most experi- 
enced gamers in the nation — the readers 
of this magazine. This article introduces 
all the award candidates and tells why we 
think they merit such prizes. 

In some instances, we’ve nominated the 
same game in more than one category. Actual 
winners will receive awards in only one cat- 
egory, so that we can honor as many 
of these excellent titles as possi- 

Now it’s your turn. Just fill out 
the ballot, return it to Electron- 
ic Games by the deadline, and 
then check out the March issue 
of EG to find out how your 
favorites fared in the overall 

26 Electronic Games 

Video Game of the Year 

During the 1950s and 1960s, the 
motion picture industry's slogan was 
“Movies are better than ever!” Thanks to 
16-Bit consoles, that line would work just 
as well for today’s video games. Not only 
does the hardware, augmented by 
sophisticated ROMs, give designers and 
developers more scope for their cre- 
ations, but experience enables them to 
more fully utilize the systems’ extensive 

Street Fighter II, the first 16 Meg game, 
is the one to beat for game of the year. 

NHLPA Hockey ‘93 (Electronic 
Arts/Genesis). Hockey is fourth among 
team sports, but this compelling simula- 
tion could turn anyone into a rink rat. The 
incredible realism of the skaters as they 
swoop up and down the vertical playfield 
is unsurpassed. 

Sonic the Hedgehog 2 (Sega/Gene- 
sis). Bigger, faster, and better is definite- 
ly the name of this game. The addition of 
Tails allows the sequel to offer split- 
screen, simultaneous two-player action. 

Street Fighter II (Capcom/SNES). 
There’s more to this combat masterpiece 
than big sales numbers. Great audiovisu- 
al effects and frenetic action make this 
one of the most successful sequels of 
all time. 

Computer Games 
of the Year 

When test pilots extend the capabili- 
ties of an aircraft, it’s called pushing the 
envelope. That’s what most leading pub- 
lishers do these days. The reason: 
designers and developers can hardly wait 
to get to the next level of hardware. 

There are even computer titles that are 
obviously trial runs for multimedia 
games. The programs in this category 
are not only the best of the year, but per- 
haps the best of all time. 

Aces of the Pacific (Dynamix/MS- 
DOS). This air combat classic builds on 
the Red Baron game system to make the 

planes of World War M’s Pacific Theater 
take wing again. When a flight simulator 
combines authenticity, playability, and 
audiovisual brilliance, a Game of the 
Year nomination is the inevitable result. 

Civilization (MicroProse/MS-DOS). Sid 
.Meier vvas primarily known for flight simu- 
lators. Then came Railroad Tycoon. In 
1992, Meier tried his hand at a world 
building game with equally spectacular 
results. The player takes control of a civi- 
lization and attempts to help it survive 
and thrive through the centuries. 

Indiana Jones and the Fate of Atlantis 
(LucasArts/MS-DOS). Seldom has an 
adventure based on a license been truer 
to its inspiration, yet so original. Design- 
er Hal Banwood spins a well-told tale of 
a Nazi spy who steals the contents of a 
statue which Indiana Jones has discov- 
ered in a museum warehouse. Beautiful 
artwork depicts over 200 locations. 

SimLife (Maxis/MS-DOS). This “god 
game” starts with the creation of a com- 
plete ecosystem and its lifeforms. Then 
the computerist must modify the climate, 
manipulate the beings genetically and 
control the evolution of the planet. This 
open-ended simulation teaches some 
valuable lessons as it seizes the player’s 
total attention. 

Spear of Destiny (Id Software/MS- 
DOS). Despite the odds, it's still possi- 
ble for a tiny company to hit the software 
heights. This first-person castle crawl 
has superb action, impressively somber 
graphics, and an animation speed of 30 
frames per second for the smoothest 
play-action ever seen on a game of this 

Aces of the Pacific is one of the best- 
selling flight simulators of all time. 

Wing Commander II (Origin Sys- 
tems/MS-DOS). This outer space adven- 
ture combines high-impact dramatic 
scenes with thrilling first-person ship-to- 
ship combat. Especially when played 
using the add-on voice disk, Wing Com- 
mander II is like becoming a character in 
a big-budget space opera movie. 

Multimedia Games 
of the Year 

It’s true that there's a lot of shovel- 
ware, but originals are much more com- 
mon on CD than just a year ago. This cat- 
egory, which may be new to many of our 
readers, includes multimedia games for 
personal computers, "black box" sys- 
tems, and video game set-ups. 

Dragon Slayer (TTI/TurboGrafx Super 
CD). The same design team that pro- 
duced Book of Y’s gets the credit for this 
tour de force. It clearly demonstrates 
how far multimedia has come in a very 
short time, because Dragon Slayer is 
just about everything the earlier title was 
not. This mammoth quest game is metic- 
ulously detailed and incorporates highly 
involved game play. 




Chap. 3 LOST MINI} 

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Sir Evan! I have the 
Seeker’s message ! 

LV 21 
H? 1 094/ 1034 
HP 313/ 313 
4 1701 

ETHffi LV 2.1 

FP 340/ 840 
HP 432/ 432 

SONIA LV 2 o| 

HP 600/ 600 
HP 557/ 557 


HP 306/ 306 
HP 236/ 236 


Dragon Slayer is an Epic Role Playing 
adventure for the Turbo Super CD-ROM. 

Night Trap (Sega/Sega CD). Full- 
motion video adds horrifying realism to 
this invasion by vampires from space. 

The player must prevent the blood 
drinkers from feasting on a house party 
full of beautiful young women. Dealing 
with rapid-fire threats is sure to keep the 
would-be protector hopping. 

Loom (LucasArts/PC-CD). When is 
shovelware not shovelware? When the 
publisher orders an entirely new set of 
graphics, rewrites the music score, and 
adds wall-to-wall speech to the skeleton 
of an outstanding computer adventure. A 
great innovation is the “hot spot” inter- 
face in which any object the cursor touch- 
es appears in a special window. 

Portable Game 
of the Year 

Gaming on the go continues to gain 
wide acceptance among many players of 
all ages. It is rare to get on an airplane 
and not discover at least one or two 
passengers fervently trying to conquer 
the next level with one of the three major 
hand-held systems. EG’s excellent 
“Portable Game of the Year" lineup well 

Electronic Games 27 

J 1993 Electronic 
M Gaming Awards 

fS Here are the nominees - 
11 now you pick the winners! 


represents the 
diversity of sub- 
ject and imple- 
mentation possible on these tiny fun 

cart employs a variety of viewpoints, 
including side-scrolling, jumping/shoot- 
ing, topdown and even a cockpit-style 

Caesar’s Palace (Virgin/Game Boy). 
Fantastically detailed, angled topdown 
graphics present the player-character as 
he moves through the fabled Caesar's 
Palace casino in Las Vegas. Instead of 
monsters and aliens, the gamer encoun- 
ters slot machines, blackjack, poker and 
other games of chance. 

Rampart (Atari/Lynx). Take a classic 
action-strategy arcade game, shrink it 
down to Lynx size and you're frequently 
left with very little in the way of graphics 
and play action. In this case, the devel- 
opers rate a pat on the back for preserv- 
ing the game’s appeal and tossing in 
some sterling graphics. 

Shinobi (Sega/Game Gear). Shinobi 
fans should do double backflips over this 
fantastic, side-scrolling action game. The 
player must rescue four color-coded nin- 
jas. each the possessor of a special 
power. Once the player assembles the 
quartet and heads into the final sce- 
nario, the challenge of picking the right 
ninja to handle each situation makes 
this game even more compelling. 

Star Wars (Capcom/Game Boy). It may 
not be original, but Capcom really 
stretched itself on this one, combining 
the basic elements of the three films 
Into a series of mini-arcade games. The 

Fifteen years after the movie was first 
seen, Star Wars is making a comeback. 

Best Action Video Game 

Real-time excitement is still the corner- 
stone of video gaming, but 16-Bit has 
broadened the scope of this category. 
Twitch games, which depend on sheer, 
blinding reflex speed, are still a staple of 
the field, but the 16-Bit carts feature a 
much wider variety of action and often 
require some quick thinking, too. 

Axelay (Konami/SNES). Despite its 
"one-starfighter-against-the-horde” plot- 
line, this is a truly original shoot-'em-up. 

It introduces a brand new pseudo 3-D 
viewpoint, created with the power of the 
SNES' Mode 7, that provides players 
with a completely novel play experience. 

Look no further than Space MegaForce 
for the hottest SNES shooting action. 

Space MegaForce (Toho/SNES). 
Incredible audiovisuals make this an 
exceptional blast bonanza. The illustra- 
tions, the animation of the weapons, and 
the magnificent bosses are three exam- 
ples of the breathtaking graphics in this 
scalding shooter. The alternative rock 
musical score is another big plus, and 
the digitized explosions are like a physi- 
cal force. 

Street Fighter II (Capcom/SNES). See 
entry under "Video Game of the Year" 

Super Mario Kart (Nintendo/SNES). 
Some cynics may have thought “what a 
farfetched use of the ‘Mario’ license!” 
when they first spied it in the store, but 
booting this rambunctious racing game 
was a surefire mind-changer. Despite the 
“cute game” graphics, the multi-level rac- 
ing action is a guaranteed fan-pleaser. 

Teenage Mutant Ninja Turtles IV: Tur- 
tles in Time (Konami/SNES). If these 
awards included a “Best Sequel” catego- 
ry, this translation of the popular coin-op 
would’ve been a serious contender for 
the honor. Excellent use of the SNES’ 
“Mode 1” to create striking visual 

Best Action/Action- 
Strategy Computer Game 

Video games are synonymous with 
action, but real-time thrills are also an 
important element of entertainment soft- 
ware. There's often a leavening of strate- 
gy, because computerists like to exer- 
cise their brains as well as their fingers. 
But the cathartic value of an unre- 
strained shooter can’t be dismissed. 

Domark adds some new twists to an 
old classic with Super Space Invaders. 

Agony (Psygnosis/Amiga, Atari ST). 
Who says computer software can't have 
the visceral appeal of topflight video 
games? Psygnosis has been disproving 
that statement for years. Agony is the 
latest case in point. The smooth scrolling 
and fluid animated graphics compare 
favorably with 16-Bit side scrollers. 

Aquaventura (Psygnosis/Amiga, MS- 
DOS). Those who think only video games 
have contests fit to challenge action 
aces should try this nautical shooter. 

The player can save the survivors of an 
alien invasion of earth by using the semi- 
aquatic craft to destroy enemy bases. 
Each level includes a first-person 3-D 

Hunter (Activision/Amiga). Seventeen 
vehicles are available in a campaign to 
free the islands of the Archipelago from 
Mainland domination. The player blazes 
through a huge polygon-fill landscape, 

28 Electronic Games 









1 or 2 players 

573 EAST 300 SOUTH STREET, SALT LAKE CITY, UTAH 84102, TELEPHONE (801) 531-1867 

r •:«*»>* 


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W* k ill 

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1993 Electronic 
Gaming Awards 

Here are the nominees - 
now you pick the winners! 

displayed in 
son, to com- 
plete single missions, major offenses, or 
a full campaign scenario. 

Spear of Destiny (Id Software/MS- 
DOS). See entry in the "Best Computer 
Game of the Year" category. 

Super Space Invaders (Domark/MS- 
DOS). Gamers have cried for re-publica- 
tion of the classics, and this update of 
Space Invaders certainly fulfills player 
expectations. The aliens are trickier than 
the ones gamers faced in 1978, espe- 
cially when they break out of their order 
at the higher skill levels. 

Best Adventure/RPG 
Computer Game 

Home computing has come a long, 
long way since the crude adventures pat- 
terned on the mainframe text classic Col- 
losal Cave. The parser-driven puzzle 
quests are now part of gaming history, 
replaced by icon-, menu- and controller- 
driven games with eye-blasting sonic and 
visual effects. The development of more 
intuitive interfaces makes it possible to 
create adventures and roleplaying games 
with the rich texture of a novel or movie. 

Black Crypt (Electronic Arts/Amiga, 
MS-DOS). This 20-level dungeon crawl 
combines cutting edge art and sound 
with combat-oriented roleplaying ele- 
ments in a vast subterranean labyrinth. 

Monsters leap to life in vivid animation, 
backed with pulse-quickening sound, 
instead of just taking up space in the 
display window. 

The Dagger of Amon Ra (Sierra On- 
Line/MS-DOS. Amiga). Bruce Balfour con- 
tinued the exploits of Laura Bow in an 
adventure set in 1926 New York City. 

This time, she's on the trail of a missing 
relic and a remorseless murderer. Illus- 
trations with a tinge of art deco dovetail 
perfectly with deft story-telling. 

Darklands (MicroProse/MS-DOS). 
Medieval Germany provides the backdrop 
for this ambitious dark fantasy adven- 
ture. The grimly realistic artwork creates 
an ambience in which supernatural ele- 
ments seem plausible. Sumptuously cut 
scenes also enhance this remarkable 
roleplaying game. 

Indiana Jones and the Fate of Atlantis 

(LucasArts/MS-DOS). See the entry in 
the "Computer Game of the Year” cate- 

Ultima VII (Origin Systems/MS-DOS). 
The start of a new storyline has invigorat- 
ed Lord British’s chronicle. The new con- 
trol system is close to transparent. This 
allows the armchair adventurer to con- 
centrate on the menace of the Black 
Guardian. The graphics are the best so 
far in the series. 

Best Adventure/RPG 
Video Game 

Darklands is a different sort of RPG, 
offering an alternate to Germany's past. 

Finding games for this category 
would’ve been a quest in itself as recent- 
ly as 1990. but video gamers have 
become enthusiastic adventurers in the 
last two years. The games themselves 
have quickly gone from slightly more 
strategy-intensive action quests to game- 
worlds of fair depth and complexity. 

Equinox (Sony/SNES). In this sequel 
to the eight-bit Solstice, the player 
becomes a wizard who must venture 
through increasingly challenging puzzle 
dungeons. The unusual graphics make 
splendid use of mode 7. 

Dragon Warrior 4 (Enix America/NES). 
Creative ideas like letting a character buy 

John Madden Football ‘93 will set the 
standard for all video gridiron contests. 

Equinox offers action, adventure, 
problem solving for the advanced gamer. 

a weapons shop soften the effect of the 
generic material. The game unfolds in 
five chapters. A different character stars 
in each of the first four, and then all of 
them combine for the big finish. 

Final Fantasy Mystic Quest (Square 
Soft/SNES). The third Final Fantasy role- 
playing adventure elaborates the game- 
system, graphics and sound of Final Fan- 
tasy II to spin a yarn about ridding the 
Focus Tower of a plague of monsters. 

The player must unlock four doors that 
guard the crystals of the Earth. The 
menu-based command scheme helps the 
player handle weapons, armor, and 
important objects. 

Best Sports Video Game 

When 16-Bit extended video gaming’s 
demographic reach to include older play- 
ers. one result was a tremendous 
increase in the quality and quantity of 
sports titles. The editors' toughest task 

in this category was winnowing the out- 
standing sports carts down to a manage- 
able number of nominees. 

Joe Montana NFL SportsTalk Football 

3 (Sega/Genesis). This latest version 
has improved graphics and more natural 
play-by-play announcing. The play-section 
system is strictly “learn as you go," but 
that doesn't prevent this lively game 
from duplicating pro grid action. 

30 Electronic Games 

John Madden Football ‘93 (Electronic 
Arts/Genesis). From the pregame scout- 
ing reports to analyst Madden's helpful 
hints, the latest revision upholds the 
high standards established by the first 
two entries in the series. An innovative 
play-option is “sudden death" mode. 

NCAA Basketball (Nintendo/SNES). It 
shatters the mold of previous roundball 
simulations with mode 7 magic that 
keeps the up-and-down-the-court action 
continuous in this five-on-five contest. 
The on-the-court view makes NCAA Bas- 
ketball an especially exciting and 
engrossing basketball simulation. 

NHLPA Hockey ‘93 (Electronic 
Arts/Genesis). See the entry under the 
“Video Game of the Year” category. 

Side Pocket (Data East/SNES). This 
enjoyable pocket billiards simulation fea- 
tures a beautiful table in direct overhead 
perspective, and the evocative sound 
effects work well with the realistic ball 

Best Sports 
Computer Game 

After a couple of incredible new prod- 
uct years, the pace of sports game intro- 
ductions slowed in 1992. Just because 
there were fewer debuting titles doesn’t 
mean there was any decline in quality, 
though. To the contrary, this year's nomi- 
nees are as good or better than the 
cream of the 1991 crop. 

The programmers at MLSA hit another 
home run with MicroLeague Baseball 4. 

4-D Boxing (Electronic Arts/MS-DOS). 
Distinctive Software introduced its Tru- 
Motion technology in this unusual ring 
simulation. The slickly animated three- 
dimensional polygon graphics may sur- 
prise first-timers, but the pugilistic action 
is championship caliber. 

John Madden II (Electronic Arts/MS- 
DOS). The original John Madden grid pro- 
gram for PCs was a mess. The totally 
revamped sequel snatches victory from 
the jaws of defeat. Monday morning 
quarterbacks control every aspect of the 

pro game. The “from the end zone” view 
makes it clear what the well-animated 
players are doing on the vertically 
scrolling gridiron, and even a relative 
newcomer will have no trouble giving 
orders to the offense and defense. Grid- 
iron gusto is alive and well. 

MicroLeague Baseball 4 (MLSA/MS- 
DOS). The world's best statistical replay 
baseball simulation keeps getting better. 
This version cleans up the algorithms a 
little, but the major changes are in the 
audiovisual effects. The graphics are 
256-color VGA and include full-motion 
digitized sequences and fully detailed 
representations of stadiums. 

MicroLeague Football II (MLSA/MS- 
DOS). The top publisher in the stat base- 
ball field has taken some time coming up 
to the same high standard in football, 
but this extensive revision scores a 
touchdown and converts the extra point. 
Jim Nangano's revamped interface keeps 
the details from overwhelming the player- 

World Circuit (MicroProse/Amiga. MS- 
DOS). Formula One racing is beautifully 
simulated in this exciting game that lets 
computerists test their driving skill on all 
16 grand prix tracks. The graphics utilize 
both polygon fill and bit mapping to pre- 
cisely mimic every detail of the actual 

Best Strategy 
Computer Game 

Cartridges outsell floppies five- or ten- 
to-one, but the computer is still supreme 
when it comes to braingames. Time is a 
factor in the vast majority of video 
games, but those who want to immerse 
themselves in contemplative strategy 
inevitably turn to computer software to 
get the special kind of mental stimula- 
tion that only a top-of-the-line strategy 
game can provide. 

Civilization (MicroProse/MS-DOS). See 
entry in the “Computer Game of the 
Year” category. 

The Lost Admiral (Quantum Quality 
Productions/MS-DOS). The first game 
from a new publisher successfully 
bucked the trend toward progressively 
more detailed tactical war games with a 
sweeping strategy contest of naval 
supremacy. It’s great against a human 
opponent or the outstanding computer- 
ized foe. 

SimAnt (Maxis/MS-DOS). After build- 
ing cities in SimCity and planets in 
SimEarth. players were ready for this 
ingenious excursion into the minuscule 
domain of the humble ants. This is much 
more than an electronic ant farm; players 
defend the ant colony and struggle 

against the forces of nature, the incur- 
sions of mankind, and the menace of the 
ferocious red ants. 

Solitaire’s Journey (Quantum Quality 
Products/MS-DOS). This imaginative pro- 
gram is a dream come true for those who 
enjoy a quiet game of solitaire. It 
includes 105 one-player card contests, 

Even an outwardly simple card game 
can require much thought and strategy. 

arranged in tournaments, tours, and 
quests. The clever settings provide excel- 
lent visual diversion. 

Theatre of War (Three-Sixty Soft- 
ware/MS-DOS). The designers crossed 
the strategic war game with chess. The- 
atre of War presents a streamlined bat- 
tle with troops based in the Middle Ages. 
World War I, or the contemporary era. 

One or two players fight these real-time 
skirmishes on a playfield, shown in 
angled overhead, that combines ele- 
ments of the chess board and a terrain 

Best Action-Strategy/ 
Strategy Video Game 

The large number of worthy award can- 
didates in this category proves that video 
gaming has moved to a new level of 
sophistication. Though there are few out- 
right braingames of note for video game 
systems, the action-strategy format has 
found a ready audience among more 
mature and experienced players. 

Desert Strike returns players to the Gulf 
for a shot at personally winning the war. 

Electronic Games 31 

1993 Electronic 
Gaming Awards 

Here are the nominees - 
now you pick the winners! 

Crue Ball (Elec- 
tronic Arts/Gen- 
esis). A lot of 

thought went into the layout of the play- 
fields in this video pinball game. The 
mutating tables are a fine blend of light- 
ning action, tantalizing play features, and 
that dash of flipper skill that separates 
champion silverballers from mere pre- 
tenders. Even the Pinball Wizard would 
be challenged by this video flipper-fest. 

Desert Strike (Electronic Arts/Gene- 
sis). The Mother of All Mideast War 
Games boasts some of the most intense 
military combat action ever seen in an 
electronic game, yet this is more than a 
mindless blast-a-thon. 

Rampart is a build-and-conquer strategy 
contest designed for one or two players. 

Monopoly (Parker Brothers/Genesis, 
SNES). This electrified edition should 
please the purists while delighting those 
who prefer their games with crisp anima- 
tion and music-to-make-money-by sound. 
One to eight can play a standard game or 
one of 12 variations. No more looking for 
lost paper money and scattered playing 

Rampart (Electronic Arts/SNES). The 
latest reworking of this durable game 
outfits it with a new set of special fea- 
tures without upsetting the delicate bal- 
ance of its much-admired game play. 
Among the new elements are the option- 
al three-quarter perspective and cus- 
tomized difficulty parameters. 

Wordtris (Spectrum HoloByte/SNES). 
Just when satirists were inventing a par- 
lor game in which contestants guess the 
next bizarre transmutation of the classic 
Tetris, Spectrum HoloByte came up with 
a truly inspired switch on the falling 
blocks formula. This time, the object is 
to manipulate falling letters to form 
words, the longer the better. 

Best Electronic 
Game Graphics 

Those who worship at the altar of play 
action are fond of saying “You can’t play 
the graphics." That’s true, but it neglects 
the pivotal role of the visuals in estab- 
lishing player involvement and creating 
the encompassing play environment that 
yields the most satisfying games. Eye- 
popping graphics can't turn a bad game 
into a good one, but it can lift a strong 
program to classic status. 

Darkseed (CyberDreams/MS-DOS). 

The renowned H.R. Giger provided the 
artwork for this clever trans-dimensional 
adventure. The look of the game subtly 
transforms when the plot carries the 
player from our world to the dark-tinged 
world on the other side. 

Hook (Sony ImageSoft/SNES). Brilliant 
graphics highlight this action contest 
based on the popular film. The fine back- 
grounds, crisp figure animation, and mul- 
tiple perspectives give this charming side 
scrolling, jump-and-hack action contest a 

Some of the finest game graphics can 
be found in Hook, by Sony Imagesoft. 

unified visual appearance like no other 
game on the market. 

Links 360 Pro (Access/MS-DOS). Talk 
about realism! Golfing enthusiasts and 
game players alike will admire and enjoy 
this breakthrough game. Smooth game 
play and incredible graphics add to the 
playability. Ads for this excellent gold 
simulation compare actual scenes with 
the depictions in the game, and only the 
most eagle-eyed are likely to spot differ- 

Sonic the Hedgehog 2 (Sega/Gene- 
sis). See entry in the “Game of the Year" 

Ultima Underworld: The Stygian Abyss 

(Origin Systems/MS-DOS). Most game 
people believe that first-person perspec- 
tive is the ideal way to present a fantasy 
roleplaying adventure, but it has taken 
awhile for implementation to catch up 
with aspiration. Ultima Underworld’s 
new technology makes movement flow 
naturally and monsters more menacing. 

Best Electronic Game Sound 

Audio used to be the stepchild of 
video and computer gaming. What a dif- 
ference a few years make! Extensive 

Willie Beamish offers excellent sound 

and wonderful voice characterization. 

speech and multi-layered musical scores 
make the on-screen images seem more 
solid and enhance the drama of crucial 
game situations. 

Loom (LucasArts/PC-CD). See the 
entry in the “Multimedia Game of the 
Year’’ category. 

Space MegaForce (Toho/SNES). See 
the entry in the “Best Action Video 
Game" category. 

Willy Beamish (Sierra On-Line/Sega 
CD). This game, quite entertaining as a 
floppy, is especially notable for its audio 
as a multi-media adventure game. The 
light-hearted, lilting melodies are just 
right for this tale of the nine-year-old Willy 
Beamish. The upbeat score also pro- 
vides the perfect background to the 
game’s visual humor. 

32 Electronic Games 


Available at your favorite software retailer or call 1-800-999-4939 for MC/VISA. 

Copyright © 1992 ORIGIN Systems, Inc. Ultima is a registered trademark of Richard Garriott. Origin is a registered trademark of ORIGIN Systems, Inc. Serpent Isle is a 
trademark of ORIGIN Systems, Inc. We create worlds is a registered trademark of ORIGIN Systems, Inc. 

UJc O U&u Ut ’ : 


• An original story line continuing 
the Ultima VII adventure, but 

no previous Ultima experience is 
necessary. Serpent Isle is a 
stand alone game. 

• An unexplored region of 
Britannia with new terrain 
features — you'll even trudge 
through ice and snow. 

• "Paper-doll" system that lets 
you select clothing, armor and 
weapons from a detailed, 
full-length view. 

• Large, close-up portraits of every 
character you meet - in 256 
color VGA/MCGA graphics. 

• Digitized speech, enhanced 
sound effects and a dynamic 
musical score (with supported 
sound boards). 

• Available for 386SX, 386, 486 
or 100% compatible systems. 

1993 Electronic 
Gaming Awards 

Here are the nominees - 
now you 


* Humorous 

Electronic Game 

Even those who take their gaming seri- 
ously enjoy a dash of lighthearted fun. 
Putting laughs into video and computer 
games is no easy task. About the only 
thing harder is making players recoil from 
the screen in fright. Here are 1992's 
best at finding electronic gamers’ funny 

pick the winners! 

Bart's Nightmare takes players into the 

world of our favorite underachiever. 

Bart’s Nightmare (Acclaim/NES). 
Sculptured Software successfully brings 
the humor of The Simpsons prime-time 
cartoon series to the interactive screen 
in a multi-phase action adventure. When 
Bart falls asleep while doing his home- 
work, he dreams that a gust of wind 
sweeps his term paper into a series of 
wild and wacky dream worlds. 

Greendog: Beached Surfer Dude 
(Sega/Genesis). This send-up of fantasy 
adventures sends the player, as a water- 
logged beach bum. on a quest to find a 
powerful artifact: the Surfboard of the 
Ancients. Well-animated figure work and 
clever sound effects enhance the fun in 
this moderately challenging action adven- 

Death Valley Rally (Sunsoft/SNES). 
Beep-beep! You're the irrepressible Road 
Runner in this madcap interactive Looney 
Tune. Wile E. Coyote is hot on the speed- 

Cartoon or reality? It is up to you to 
decide when playing Death Valley Rally. 

ster's tail as they race from level to level 
in this solitaire action contest. At the 
end of each level, the Coyote has one of 
his screw-loose traps. 

Willy Beamish (Sierra On-Line/MS- 
DOS). Those who found Sierra’s best- 
known humorous adventures (Space 
Quest, Leisure Suit Larry) a bit heavy- 
handed got a very pleasant surprise 
when this amusing title hit the stores. 
Sight gags and sly bits of kid humor are 
plentiful in this charming game. Willy 
Beamish shows humorists don't need a 

Best Science Fiction or 
Fantasy Electronic Game 

Fads in game subject matter come and 
go. but science fiction and fantasy are 

- «5I ! 



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Looking for a fantasy role-playing game? 
Kyrandia is possibly the best one ever. 

the perennial popular choice. The year 
just ended was no exception, so there’s 
a superb group of candidates for this 
particular prize. 

The Legend of Kyrandia (Westwood 
Studios/MS-DOS). The group behind Eye 
of the Beholder, the finest adventure of 
1991, have created a new system that 
blends roleplaying with a puzzle quest. 
The player's on-screen surrogate jour- 
neys through more than 100 gorgeously 
rendered scenes to vanquish the mad 
jester Malcolm. 

Super Star Wars (JVC- 
LucasArts/SNES). It isn't easy to put a 
new spin on the best-known series of sci- 
ence fiction movies, but this multi-phase 
thriller pulls off the trick in fine style. The 
gamer plays action sequences that fol- 
low a new plotline, but everything comes 
together for the assault against the 
dreaded Death Star! 

Wing Commander II (Origin Sys- 
tems/MS-DOS). See entry in the "Com- 
puter Game of the Year” category. 

Best Fanzine 

In its third year, fandom arrived as a 
significant component of electronic gam- 
ing. That’s why Electronic Games has 
decided to recognize the contributions of 
gaming fanzines with an annual award. 

Computer Gaming Update, edited by 
Danny Han and Terrence Yee (P.0. Box 
240523. Honolulu, HI 96824-0523/12 
per copy). This attractive fanzine concen- 
trates on computer software and fea- 
tures the most intelligently written news 
analysis section in fandom. 

Digital Press, edited by Joe Santulli 
(29 Cupsaw Ave., Ringwood, NJ 07456- 
2818/$1.25 per issue). The highlight of 
the year was the electronic gaming scav- 
enger hunt, but Digital Press delivers 
well-written reviews and authoritative arti- 
cles issue after issue. 

Mindstorm, edited by Aaron Buckner 
(9474 Fallston Ct., Blue Ash, OH 
45242/$l per issue). Aaron leads a top 
cast of contributors in this wide ranging 
fanzine. The accent is definitely on video 
games, but Mindstorm also provides 
intelligent discussion of fandom itself 
and even ventures into other fields of 
pop culture. 

Paradox, edited by Chris Johnston. 
Jason Whitman, and Justin Schuh (316 
E. 11th Ave.. Naperville. IL 60563/$l 
per issue). The editorial troika is explor- 
ing new territory for electronic gaming 
fandom by producing a fanzine largely 
devoted to discussions of the hobby 
itself. Exceptionally well-written and more 
attractive than ever, Paradox is enjoy- 
able reading for any gamer. 

34 Electronic Games 

The 1993 Electronic Games Awards 

Official Ballot 

Vote for one item only in each category, and please do not 
vote in any categories with which you are unfamiliar. Please 
vote only once, and send your ballot to Electronic Games 
Awards, 330 S. Decatur, #152, Las Vegas, NV 89107. 

Photocopies or handwritten ballots will be accepted, so you 
don’t have to tear up your copy of EG. 

Deadline: January 20, 1993. 

Video Game of the Year 

NHLPA Hockey ‘93 (Electronic Arts) 

Sonic the Hedgehog 2 (Sega) 

Street Fighter II (Capcom) 

Computer Game of the Year 
Aces of the Pacific (Dynamix) 

Civilization (MicroProse) 

Indiana Jones - Fate of Atlantis (LucasArts) 
SimLife (Maxis) 

Spear of Destiny (Id Software) 

Wing Commander II (Origin Systems) 

Multimedia Game of the Year 
Dragon Slayer (TTI) 

Night Trap (Sega) 

Loom (LucasArts) 

Portable Game of the Year 
Caesar’s Palace (Virgin) 

Rampart (Atari) 

Shinobi (Sega) 

Star Wars (Capcom) 

Best Action Video Game 
Axelay (Konami) 

Space MegaForce (Toho) 

Street Fighter II (Capcom) 

Super Mario Kart (Nintendo) 

Teenage Mutant Ninja Turtles IV: 

Turtles in Time (Konami) 

Best Action/Action Strategy Computer Game 
Agony (Psygnosis) 

Aquaventura (Psygnosis) 

Hunter (Activision) 

Spear of Destiny (Id Software) 

Super Space Invaders (Domark) 

Best Adventure/RPG Computer Game 
Black Crypt (Electronic Arts) 

The Dagger of Amon Ra (Sierra On-Line) 
Darklands (MicroProse) 

Indiana Jones & 

the Fate of Atlantis (LucasArts) 

Ultima VII (Origin Systems) 

Best Adventure/RPG Video Game 
Equinox (Sony) 

Dragon Warrior 4 (Enix America) 

Final Fantasy Mystic Quest (Square Soft) 

Best Sports Video Game 
Joe Montana NFL Sportstalk Football 3 (Sega) 
John Madden Football ‘93 (Electronic Arts) 
NCAA Basketball (Nintendo) 

NHLPA Hockey ‘93 (Electronic Arts) 

Side Pocket (Data East) 

Best Sports Computer Game 
4-D Boxing (Electronic Arts) 

John Madden II (Electronic Arts) 

MicroLeague Baseball 4 (MLSA) 

MicroLeague Football II (MLSA) 

World Circuit (MicroProse) 

Best Strategy Computer Game 
Civilization (MicroProse) 

The Lost Admiral (Quantum Quality Prod. 

SimAnt (Maxis) 

Solitaire’s Journey (Quantum Quality Products) 
Theatre of War (Three-Sixty Software) 

Best Action Strategy/Strategy Video Game 
Crue Ball (Electronic Arts) 

Desert Strike (Electronic Arts) 

Monopoly (Parker Brothers) 

Rampart (Electronic Arts) 

Wordtris (Spectrum HoloByte) 

Best Electronic Game Graphics 
Darkseed (CyberDreams) 

Hook (Sony ImageSoft) 

Links 360 Pro (Access) 

Sonic the Hedgehog 2 (Sega) 

Ultima Underworld (Origin) 


Best Electronic Game Sound 
Loom (LucasArts) 

Space MegaForce (Toho) 

Willy Beamish (Sierra On-Line) 

Most Humorous Electronic Game 
Bart’s Nightmare (Acclaim) 

Greendog: Beached Surfer Dude (Sega) 

Death Valley Rally (SunSoft) 

Willy Beamish (Sierra On-Line) 

Best Science Fiction or Fantasy Electronic Game 
Betrayal at Krondar (Dynamix) 

The Legend of Kyrandia (Westwood Studios) 
Super Star Wars (JVC-Lucas Arts) 

Wing Commander II (Origin Systems) 

Best Fanzine 

Computer Gaming Update 
Digital Press 

Electronic Games 35 

MU Hyl Staotl Rktel 

Advanced combat flight 
simulator with 360° 
polygon graphics. 

All-new graphics 
with action on both 
sides of the street! 
Coming | an. '93! 

Build fortresses 
and position 
cannons before 
the battle ! 

full line of Tengen hits at Toys"R”Us, 
Kay-Bee Toys, Target, Babbage's, Electronics 
Boutigue, Software Etc. and other fine retailers! 

Or call 1-800-2-TENGEN to order. 



PAPERBOY: TM and ©1984 Atari Games Corp. Licensed to Tengen, Inc. 
©1991 Tengen, Inc. All rights reserved. RBI: TM and ©1987 Atari Games 
Corp.; licensed to Tengen, Inc. ©1991 Tengen, Inc. All rights reserved. 
RAMPART, STEEL TALONS: TM Atari Games Corp.; licensed to Tengen, 

Inc. ©1992 Tengen, Inc. All rights reserved. Sega, Genesis and Game 
Gear are trademarks of Sega Enterprises, Ltd. 

Get Tengen’s great hits for your 
Genesis" and you’ll do more than 
play. Everything’s so real, you’ll 
live the action and excitement! 

RBI"4 has such awesome anima- 
tion, graphics, sound and realistic 
play, you'll experience every crack 
of the bat, every roar of the crowd 
as you play in the big league! 

In STEEL TALONS; feel your 
stomach drop, 

your hands sweat and your heart 
pound as you fly the Army's most 
advanced attack helicopter on 
dangerous combat missions! 

Fire away in RAMPART,” an 
explosive game of superb strategy, 

graphics and action 
— and more! 

graphics and 
action, as you 
seek to conquer 
the Middle Ages! 

Ride your bike 
with twice the 
fun and laughter 
when you wreak 
mischief as 




by Joyce Worley, Ross 
Chamberlain & The EG Staff 

It’s the holiday season and time 
to think of gift giving and getting. 
The staff of Electronic Games has 
compiled a catalog of some of the 
best, most interesting and helpful 
high-tech gadgets we’ve seen. 
Some help you play better; others 
help you work more efficiently. All 
are guaranteed to excite any lucky 
person who finds one or more of 
these items under the tree. These 
all should be at your computer 
retailer, but we’ve listed phone 
numbers in case they’re hard to 

the Game Boy, 
at $9.95, or the 
Portable Carry 
All Deluxe, also 
for Game Boy, 
at $14.95, will 
hold and com- 
plement the 
game unit. 

They’re all from 
ASCII Entertain- 
ment Software, 

Inc. (415-570- 

The Pro 

Pouch+ is an all- 
purpose carry 
case for most 
hand held game 
units, retailing 
for $19.99, by 
NAKI International 

The Light Boy Game Keeper 
is a durable hardshell case 
designed by Vic Tokai, Inc. (310- 
326-8880), to hold both the Game 
Boy and Light Boy, plus six game 
cartridges, ear phones, the game 
link, and the Nintendo recharge- 
able battery pack. It costs $27.99. 

magnifier, a 
sound amplifier with 
speakers, and a thumb joystick 
with a contoured fire button. It’s 
$39.95 from STD Entertainment 
(USA), Inc. (410-785-5661). 

Gaming On The Go 

To keep your expensive portable 
equipment safe, the following 
items are worth consideration. 

ASCIIware’s Game Gear Carry All 
for $19.95, Portable Carry All for 

The Game Keeper will organize even 
the messiest Game Boy collection. 

Lighting The Screen 

These gadgets help cut the 
squint of the LCD screen. 

NAKI’s Brite Beam adjustable 
magnifier and light, for the Game 
Boy, lists at $19.99. 

NightSight, Tengen’s light and 
screen magnifier for the Game Boy, 
at $19.99, can be powered by 2 
AA batteries or the company’s AC 
adapter (408-473-9400). 

The Light Boy, by Vic Tokai, uses 
replaceable bulbs to give the Game 
Boy bilateral lighting and cuts sur- 
face refraction. The rugged original 
unit retails for $24.95; a mini-pack 
version is going for under $20. 

The Handy Kit has everything 
needed to enhance the Game Boy, 
including replaceable lights, an 

Keep Them Playing 

To keep from running out of 
juice, NAKI’s 12 hour Action-Pak 
Plus snaps into a Game Boy bat- 
tery housing. The $19.99 unit 
includes an AC Adapter/Charger 
and can be charged up to 500 
times, for 6,000 hours of playtime. 

The Game Gear player can get 
3000 hours of battery life with 
NAKI’s Game Gear Turbo Twins 6 
hour rechargeable battery, for 

Tengen’s Tranz Power car ciga- 
rette lighter adapter allows for 
juice on the highway for $12.95. 

Tengen’s Power Clip ($24.95) is 
a rechargeable battery pack that 
clips directly into the Nintendo 
Game Boy battery compartment. 

38 Electronic Games 

Ion /4vuf, Occa&iM 

Keep Them Working Right 

Video games may become erratic 
and quirky if cartridge contacts get 
worn or dirty, so the NAKI Elimina- 
tor uses a 3M strip to clean the 
contacts. System specific units 
plug into cartridge slots of Ninten- 
do, Game Boy, Genesis orTurbo- 
Grafx, and all retail for $11.99. 

Hard-playing gamers who are 
rough on their video game systems 
might need one of these Tengen 
repair kits: the Pad Repair Kit for 
Genesis controller; Pad Repairz Kit 
for NES controller; or Boy Repairz 
Kit for Game Boy (prices vary). 

Staying In Control 

Original-equipment controllers 
are okay, but watch that avid 
gamer’s eyes light up when one of 
these is unwrapped. 

Cure video game thumb with the 
revolutionary Turbo Touch 360°. 

Video gamers tired of thumb 
fatigue and erratic directional con- 
trol will welcome the Turbo Touch 
360 from Triax Controls, Inc. (800- 
858-7429). Its application of the 
touch sensitive capacitance plate, 
used for 20 years in elevators, is 
said to be a breakthrough on a par 
with the switch from vacuum tubes 
to transistors. It’s available for the 
Sega Genesis ($34.95), the Super 
Nintendo ($34.95) and NES 

The Triton Game Master pro- 
grammable controller models store 

favorite combination moves with 
which to combat the opposition. 
There are also turbo moves, accel- 
eration, repeat, and an auto pilot 
mode that allows preprogrammed 
combinations to continue hands- 
free during regular play. Made by 
Triton Toys, Inc. (408-268-5527), 
it’s available for the Genesis, 


Hunters and would-be Rambos in 
the living rooms of America might 
like the feel of Sega’s Menacer, a 
modular target shooter for Gene- 
sis. It’s composed of three inter- 
locking units, the firing module, a 
stock, and a binocular scope 
which, with an on-or-off visible 
screen cursor, allows a variety of 
play options. A cartridge with six 
games is packed with it, for 
$59.99. It comes from Sega of 
America, Inc. (415-508-2800). 

Similarly inclined Super Nintendo 
players can get the Super NES 
SuperScope 6, essentially a shoul- 
der pack and rifle-like unit using 
infra red technology to aim at the 
screen. Nintendo of America, Inc. 
(800-255-3700), packages it with 
a cartridge containing six games: 
three varieties of Blastris and 
three of BattleClash. It retails for 

For youngsters and whimsical 
adults with PCs or Macintosh sys- 
tems, Logitech’s Kidz Mouse is 
designed for smaller hands. Its 
cute, rodent- shaped design hous- 
es a fully functional two-button 
mouse. Included in the suggested 
$79 retail price is a tutorial and an 
educational program, Dinosaur Dis- 
covery Kit by First Byte Software. 
It’s available from Logitech Inc. 

TurboGrafx-16 owners who dis- 
like all the controller switching 
involved when more than two play 
will find that Turbo Technologies, 
Inc. (800-366-0136) has met their 
problem with Turbo-Tap, which per- 

The Kidz Mouse is just for fun and 
built especially for little hands. 

mits up to five Turbo Pad con- 
trollers to be attached to the Tur- 
boGrafx-16 game unit simultane- 

The Video Game Super Chair is 

the ultimate control device for seri- 
ous gamers. The player sits in the 
padded chair with his feet on the 
leg rest. Body movements control 
on-screen action. Fire and select 
buttons are in the handle grips. It’s 
$149.95 with carrying case, from 
Games 2000 (619-369-7400). 

For the multimedia fan with the 
new CDTV multimedia interactive 
system, the next step might be to 

The Menacer is Sega’s latest 
attempt at a light gun peripheral. 

record combined visuals from the 
CDTV and a video camera, tape or 
even live TV signals. This can be 
done with the Video Genlock Card, 
$249.99 from Commodore Busi- 
ness Machines, Inc. (215-431- 

Electronic Games 39 

"PCatyeM,’ tyuicte, fo 

Some Dedicated Fun 

Something old, something new 
applies in more ways than one to 
each of these slightly different 
approaches to electronic entertain- 

Love classic video games? Tel- 
eGames USA’s Personal Arcade. 

$29.95, is said to be compatible 
with over 90 ColecoVision games. 
TeleGames (214-227-7694) has 
the old games, too. 

The Chesster Challenger will not 
only give the family chess fiend a 
serious game, but it also senses 
moves and discusses its play, for 
$249. German and French speak- 
ing models are also available from 
Fidelity Electronics (305-597- 

Portable Smarts 

We live in the age of the informa- 
tion revolution. One of the handiest 
reminders of this is the electronic 
book that puts lots of information 
right at your fingertips. 

For that baseball fan who knows 
almost everything, the hand-held 
Big League Baseball Electronic 
Encyclopedia holds over a million 

baseball stats, including 620,000 
batting and 270,000 pitching sta- 
tistics, with personal data on any 
player in the history of the National 
or American Leagues. The shirt- 
pocket marvel comes from Franklin 
Electronic Publishers, Inc. (609- 
261-4800), for $99.95. 

The crossword puzzler who can’t 
seem to track down that elusive 
word need only consult Franklin’s 
Crosswords Puzzle Solver, a 1.8 
oz. pocket-size package that holds 

250.000 words and phrases, 
including proper nouns, for 

For the secretary (or boss), 
Franklin also produces the Spelling 
Ace Plus, a 7-oz. electronic book 
that can check and correct 

100.000 words, including 20,000 
legal and business related terms, 
for $59.95. And, for the visually or 
physically challenged, the $500 
Language Master Special Edition 
is a fully speaking electronic dictio- 

Boom Box turns your IBM into 
a musical monster machine. 

nary, thesaurus, spelling corrector 
and English language resource. 

Planning a trip? The pocket-size 
Berlitz Interpreter from Selectron- 
ics translates between English, 
French, Italian, German and Span- 
ish. It can interpret 12,500 words 
and 300 travel phrases per lan- 
guage, and includes an exchange 
calculator for three currencies. This 

The Miracle Keyboard is for those 
serious about learning how to play. 

$79.95 unit and other Selectronics 
products are marketed by Vi-Tel 
Electronics (201-440-8700). 

Selectronics also makes a credit- 
card-size 26 Language Translator 
that holds 1000 words each, for 
$59.95. Colorful national flag 
icons are used to select among 

Music For Your Ears 

The whole family can rock around 
the Christmas tree in style with 
one of these high-tech musical 

Boom Box lets IBM and Amiga 
users make music using a bank of 
different instrument sounds, 
drums, bass and synth patterns, 
then record their creations to play 
back. It’s a snap to use, with many 
extra features like echo, remix, 
samples, turntable scratches, and 
lots more. Order it for $59.95 from 
Dr. T’s Music Software (617-455- 

Software Toolworks’ Miracle key- 
board is the ultimate musical add- 
on, since it replicates 128 instru- 
ments, contains its own stereo 
sound system, and is MIDI compat- 
ible. It also features The Miracle 
Piano Teaching System, for begin- 
ners or adepts who need to brush 
up. The Miracle can track a class- 
room full of students, now avail- 
able for Macintosh ($499.95), 

IBM, Amiga, Super Nintendo and 

Hum 7ift> tfo ‘Volume 

40 Electronic Games 

Genesis ($479.95), and Nintendo 
($379.95) from Software Tool- 
works (415-883-3000). 

Sound Ideas for Gift Giving 

A computer gamer without 
enhanced sound is missing out on 
almost half the fun. Music, sound 
effects and even speech have 
become integral parts of the gam- 
ing process. 

Ad Lib (418-529-9676) was the 
first company to make it big in the 
PC sound board market. The Ad Lib 
sound board quickly became the 
standard in the industry, until it 
was somewhat overshadowed by 
the speech synthesis offered by 
the Sound Blaster series. Ad Lib’s 
light dimmed slightly a year or so 
ago when the vaunted Ad Lib Gold 
board was delayed. The good 
news, however, is that the long- 
awaited Gold, or SRP board, as it 
is now known, is available for a list 
price of $299.99. The original Ad 
Lib board is also still available for 
under $50. 

Creative Labs (408-378-3838) is 
a prime mover in the PC sound 
sweepstakes with its Sound 
Blaster ($149.95) and the newer 
Sound Blaster Pro ($299.95). The 
Sound Blaster offers speech capa- 
bilities not found in the standard 
Ad Lib board. The Sound Blaster 
features 11-Voice FM music syn- 
thesis, a digitized voice channel 
and is fully Ad Lib compatible. The 
Pro offers an 8-bit digitized voice 
channel and 4-operator, 20-voice 
0PL-3 stereo FM music synthesiz- 
er. It also interfaces with Creative 
Labs’ CD-ROM drive and Windows 

Omni Labs’ (818-813-2630) 
AudioMaster has 24-voice poly- 
phonic, multitimbral stereo synthe- 
sis, an on-board 68008 micro- 
processor, 384Kb RAM and multi- 
channel PCM playback with inde- 

pendent vol- 
ume con- 
trols. The 
package also 
some great 
software and 
retails at 

whose Thun- 
der Board 
was quite 
popular, now 
has the Pro 

Spectrum 16, a 

16-Bit version of the 
company’s PAS-8 sound 
system. These boards use Yama- 
ha’s OPL-3 sound chip and offer 
the convenience of SCSI (Small 
Computer System Interface) com- 
patibility, allowing the board to 

Game playing gloves make a great 
stocking stuffer for the enthusiast. 

interface with CD-ROM, hard and 
optical drives. The PAS-16 lists at 

Another new entry to the sound 
board sweepstakes is the 

Advanced Gravis UltraSound 

(604-431-5020), a 16-Bit, 32-voice 
sound card that’s a real bargain at 


This board is also available in a 
bundle with Chuck Yeager’s Air 

Combat (EA) for $219.95. The air 
combat software has been 
retooled to take maximum advan- 
tage of the Ultrasound’s unique 

Stocking Stuffers 

Here are some little extras that 
any gamer would love to own. 
Check out these delightful items. 

Few handle their video games 
with kid gloves, unless you count 
these gloves for kids: Champion 
Video Game Gloves are colorful 
gloves with a variety of popular 
license names and symbols, such 
as Superman, Batman, Sega, 
Sonic the Hedgehog, TurboGrafx 
and most recently, Home Alone 2. 
Retailing for $13.99, they’re made 
with leather palms, a spandex 
back and a padded thumb for 
reduced fatigue, by Champion 
Glove Manufacturing (800-247- 

uxtk 'THuAiozt (fyfo 

Electronic Games 41 

Special Helpers 

Here are some things to make 
your computing time more fun and 
more productive. 

able; it makes even idle moments 
entertaining. Johnny tries to 
escape his desert island in a 
series of randomly generated 
sequences that unfold a story in 
full color, with as much animation 
as a typical adventure. It works 
with Windows 3.1, supports all 
major sound cards, and retails for 
$34.95 from Sierra. 

Johnny Castaway is the answer 
to all those boring screen-savers. 

Turn your television into a coloring 
book with the Video Painter. 

Mario Teaches Typing works for 
all ages, but has definite kid 
appeal with the familiar plumber as 
on-screen tutor through games and 
drills that make learning fun. It’s 
$39.95 for MS-DOS computers, 
from Interplay Productions (714- 

For The Newest Gamers 

Get the kids off to a good start 

Sound Explosion for Windows, 

from Programmer’s Warehouse, 
(602-443-0580) adds sound 
effects to any Windows program. 
Over 500 effects (buzzers, clash- 
es, bells, explosions, alarms, and 
many more prerecorded sounds) 
can customize computing, even 
without a soundboard. It adds a lot 
of pizzazz for only $49.95. 

Screen Antics: Johnny Castaway 
is the greatest screensaver avail- 



Over 500 Incredible Sound Effects 

Sound Explostion provides hundreds 
of sounds for hours of enjoyment. 

Be aware of the world with Mac- 
Globe 1.3 from Brpderbund Soft- 
ware (415-382-4400). The $59.95 
package for the Macintosh has pro- 
files of 208 countries, with 
detailed maps and data, including 
updates on 18 emerging nations in 
Eastern Europe. 

If you can’t type, you can’t com- 
pute. Fortunately, there’s no better 
typing tutor than the computer, and 
there’s software to help learners 
better their skills. 

Mavis Beacon Teaches Typing! 
is the best typing program avail- 
able. It gives customized guidance 
through exercises and games, and 
even contains a resume writer. It’s 
for all ages, available for most 
computer systems and even CD- 
ROM (which includes an invaluable 
dictation mode to help stenos pick 
up their speed). For children or 
adults, it’s $39.95 - $49.95, 
depending on system, from 
Software Toolworks. 

The IQ Unlimited is designed for the 
beginning computer user in mind. 

as they play with some neat pack- 
ages for the younger set. Some are 
equally helpful for adults who 
aren’t ready to tackle full-sized 

Vtech’s IQ Unlimited Computer 

was designed for kids, but is great 
for computer-shy adults, too. It 
hooks to a TV and contains a word 
processor, spreadsheet, database, 
graphs, BASIC, BASIC tutor, calcu- 
lator, spell right, calendar, two edu- 

42 Electronic Games 

King James, Revised Standard Ver- 
sion, and New International Ver- 
sion. Listing at $249 but generally 
available at $199, each contains 
both the Old and New Testaments. 
This device also features instant 
reference capability, a built-in 
search thesaurus, phonetic 
spelling corrector and a pronuncia- 
tion guide, as well as a multiple 
bookmark function. This is a must- 
have for any serious bible scholar. 

Selectronics has an expandable 
Electronic Bible in the New 
International Version, with both 
Old and New Testaments and 
all the footnotes found in the 
standard NIV, and full concor- 
dance capability for $299.95. 
Cartridges are available that 
provide features such as a 
daily devotional guide, Hebrew 
and Greek language aides, and 
an English spelling guide including 


cational games and an art studio, 
for $200, from Video Technology 
Industries (708-215-9700). An IQ 

Unlimited Printer is available sepa- 
rately, or it connects to most 
Epson printers. 

Texas Instruments gets kids off to 
the right start with their computer. 

Vtech also has Video Painter for 
young artists. The laptop sketch 
pad plugs into the TV and lets you 
use pencil, crayon, bold line, letter- 
ing or paint mode, and many other 

features (including save to VCR 
tape), for $99. Extend your child's 

Texas Instruments’ Talking Mas- 
ter Mouse Computer introduces 
computing to children as young as 
4 with 24 activities including math, 
preschool spelling, music and 
games, including word games. 
Large, colorful program cards fit 
into the monitor screen and an 
LCD display shows through a cen- 
ter window. With a suggested list 
price of $65, it’s available from 
Texas Instruments (800-842-2737). 

Heavenly Holidays 

To honor the holiday season, 
whether celebrating Christmas or 
Chanukah, here are some 
reminders that even in this high- 
tech age there are some things 
that never get obsolete. 

Franklin Electronic’s Electronic 
Holy Bible is available in three of 
the most popular versions: the 

The Interactive Old Testament 

contains the King James Version of 
the Old Testament on CD-ROM, 
with dictionary, concordance, and 
many other components. Additional 
features include children’s stories 
with illustrations, maps and geog- 
raphy, archaeological discoveries 
and political, cultural and econom- 
ic histories of the bible lands. A 
comparison of theologies is also 
provided. It’s costs $79.95 from 
Azeroth (206-392-9941). 

Davka’s offering for this 
Chanukah will have the whole fami- 
ly smiling. Jerusalem Stones is a 
tumbling-block game, with Hebrew 
letters on the falling pieces. Back- 
ground scenes depict beautiful 
sites in the ancient city. It works 
with Windows, and is available for 
$24.95 from Davka 

All of the gifts presented in this 
section can be found at your local 
electronic or discount store. 

Electronic Games 43 

At Sony Imagesoft, we’re 
revolutionizing the video gaming 
world with a totally unreal lineup of 
games for the Sega-CD. We’re the 
first to put the power of music 
video creation in your hands with 
two music video games featuring 
smash music artists Kris Kross 
and C+C Music Factory. They’ll 
blow you away with incredible CD 
sound, digitized live-action music J 


We’ve also taken Chuck Rock and - animation, Chuck Rock is 
our own movie-based Hook and definitely gonna kick butt and take 

powered them up for the Sega-CD. names. And Hook for the Sega-CD, 

With nine more levels than our 16- which features digitized scenes 
bit version, plus incredible new -I from the movie, never-before- 

seen computer graphics of Hook’s 
ship, and CD-quality audio from 

the film soundtrack, takes our „ for a totally new, totally unreal 
critically acclaimed 16-bit game to video game experience, you 

the next level. So if you’re looking _ ; found it. From Sony imagesoft. 

It’s a whole new game. 

- video clips and the awesome 
power to direct, edit and produce 
your own music videos. .^4=*; 

Sewer Shark, our action-shooter, 
takes you to a new realm of game 
play. Digital video of live actors and 
CD sound put you in the cockpit of 
this flight simulation shooter. Set in 
rat-infested sewers following a 
nuclear holocaust, you’ll team up 
with ace sewer-jockey Ghost to 
transport supplies to human 
outposts. Your mission’s clear: 
deliver the goods and fry the rats. 

Miss a turn and you’re history. But 
make it all the way ... and you’re in — i 

4 * 

p- Solar City, maxin’ out to beaches, 
babes and awesome rays. 


C+C Music Factory/Make Your Own Music Video. Kris Kross/Make Your Own Music Video, Sewer Shark, Hook and Chuck Rock are distributed by Sony Imagesott Inc., 9200 Sunset 
Boulevard, Suite 820, Los Angeles, CA 90069 Sony Imagesoft and Imagesoft are trademarks of Sony Imagesoft Inc. C+C Music Factory appears courtesy of Columbia Records, Inc. 
©1990 CBS Records Inc. ©1990 CBS Records Inc. Kris Kross appears courtesy of Sony Music Entertainment Inc. © 1992 Sony Music Entertainment Inc. ©1992 Sony Music 
Entertainment Inc. Sewer Shark developed for Sony Imagesoft by Digital Pictures. Inc. ©1992 Digital Pictures, Inc. All rights reserved. Sewer Shark is a trademark of Hasbro, Inc. 
Hook ©1991 TriStar Pictures. Inc. All rights reserved Hook™ and associated character names are trademarks of TriStar Pictures. Inc Chuck Rock is a trademark of Core Design 
Limited. ©1992 Core Design Limited. Sega and Sega CD are trademarks of Sega Enterprises. Ltd. All nghts reserved. 





by Russ Ceccola 

Games based on TV or movie char- 
acters and properties date back to 
the Atari 2600 with games like E.T. 
and Raiders of the Lost Ark. Such 
licensed games usually go in one of 
two directions: they either follow the 
plot of the movie directly, or just use 
the characters as dressing for a 
game that bears no resemblance to 
the spirit of the source. Games that 
take a licensed movie, TV program or 
character and actually expand on the 
original with creative and new game 
play are rare. 

David Crane and Alex DeMeo, two 
designers at Absolute Entertainment 
with a good track record of success- 
ful licensed games, are involved in a 
joint effort based on some scenes 
from the Barry Levinson movie, Toys. 
Toys for the Super NES and Genesis 
game systems will reflect the fun of 
the movie and give players enough 
flexibility and challenge to enjoy the 
game repeatedly. 

David Crane acted as creative 
director on Toys and Alex DeMeo 
was the technical director, responsi- 
ble for the code and the translation 
of Crane’s ideas to the 16-Bit game 
systems. In a recent interview, Crane 
described their approach to the pro- 
ject. “Whenever you have a movie 
license, the question is always how 
to make a game from it. If the movie 
is out, you can see it and get your 
ideas from the source. In our case, 
we only had a script and tried to 

design the game to match the look 
and feel of the visuals we were able 
to see and those we imagined. 

“The game is a license and you 
want it to reflect the look, the char- 
acters and the feel of the movie, but 
it’s up to us to make it a fun game," 
Crane remarked. 

In Toys, the player controls Leslie, 
Robin Williams’ character in the 
movie, as he defends the Zevo toy 
factory from a general who has taken 
over the factory and wants to manu- 
facture war toys. There are multiple 
levels in the toy factory, with game 
play and layout of the rooms some- 

what different on each. In every 
room, the player must pit his arsenal 
of toys against the general’s war 
toys and take out the security cam- 
era. Rooms are rendered right from 
set stills, but Toys does not limit the 
player or require him to go through 
the rooms of a level in any specific 
order. Players have freedom to try 
any of them and the challenge 
increases as the game moves on, 
with additional war toys and good 
toys on the later levels. 

Crane thought that the matchup of 
war toys and Leslie’s toys could be 
an exciting basis for a game. He 

TOYS TM & © 1992 Twentieth Century 

Photo: Sidney Baldwin © 1992 20th Century Fox Fox Film Corporation. All Rights Reserved. 

46 Electronic Games 

mentioned that “the inventory of 
good toys makes for interesting 
game play because you can experi- 
ment with the toys and their attribut- 
es in the battles throughout the fac- 
tory. We created our own toys for the 
video game because we weren’t sure 
what director Barry Levinson was 
going to use in the movie and 
because of the limitations of render- 
ing on the video game machines. 
Objects had to follow certain size 
constraints and we needed to fit a 
number of toys on a game screen to 
have a fun battle.” 

Zevo Toys comes home with the 

Super NES game from Absolute. 

Indeed, the idea of battling toys is 
something new to video games and 
holds great possibilities. Leslie’s 
good toys are the type you might find 
in the preschool section of a toy 
store. The general’s war toys might 
be tanks, jeeps or helicopters. This 
variety is what will make Toys differ- 
ent for each player. 

As research aside from the normal 
gizmos and gadgets he buys, Crane 
admitted that he “took a field trip to 
a toy store during the design of 
Toys. At that point, I felt we didn't 
have enough bad toys in the game, 
so I tried to find some that we could 
pervert into bad toys. I also had to 
put myself in Leslie’s shoes and 
think of what toys might be turned 
against me." 

The mixture of toys and scenery 
from the film will bring to mind the 
battle scenes from the movie, yet 
allow the player to control all the 
action. This is the kind of game 
design Crane enjoys. He revealed 
that “I try to design my games so 
that, even though I might know how 

Photo: Sidney Baldwin © 1992 20th Century Fox 

to get through them, there may be 
someone who can get better at them 
than me. I do that by designing alter- 
nate ways to complete challenges in 
the game." 

Toys gives players many possibili- 
ties and methods to take out the war 
toys. Although some ways might be 
better than others, the discovery of 
the best matchups is half the fun of 
the game. You might be more skillful 
than Crane at Toys, but he still 
remains undefeated at his own 
SNES tennis game, Amazing Tennis. 

Toys will be out in February or 
March, not too long after the movie 
is gone from theaters. The idea 
behind the game is unique and will 

more than likely become another 
success in the careers of Crane and 
DeMeo. The inventory of bad toys 
and good ones is not certain at this 
point, but there will be plenty of fun 
regardless of the final mixture. 

Crane affirmed that “there’s a lot 
of action, but also a cerebral ele- 
ment to the battles. We’re proud of 
the overall concept and it will be dif- 
ferent than anything you’ve seen 
before in a game. The game is going 
to be visually stunning and we hope 
to capture the whimsical and feel- 
good nature of the film.” This is the 
mixture which all licensed games 
strive toward. If anyone can pull it 
off, Crane and DeMeo can. 

TOYS TM & © 1992 Twentieth Century Fox Film Corporation. 
All Rights Reserved. 

Electronic Games 47 

The Game That Never Was 

Many movies have featured arcade 
or video games in certain scenes. 
Atari’s Missile Command appeared 
in War Games, with the film notably 
using the game’s "GAME OVER” 
screen as its “The End” screen. In 
Terminator 2, the Robert Patrick Ter- 
minator chased John Connor through 
an arcade. The writers of the horrid 
Freddy’s Dead included a dream 
sequence in which a victim imagined 
himself inside a video game. The list 
goes on and on. 

Absolute Entertainment’s design- 
ers, longtime contributors to the 
video game field since its beginnings 

in the late ‘70s, were contracted to 
produce a video game for the recent 
Barry Levinson film Toys that serves 
not as filler or background scenery, 
but as an integral part of the plot. 

This is not only a landmark accom- 
plishment for Absolute, but also for 
the video game industry, as the line 
between video games and movie 
visuals narrows, and the talents of 
game designers get put to use in 
other areas. 

The game in question, Tank Gun- 
ner, is an upright coin-op video game 
played in an arcade by the general 
who takes over the Zevo factory. 

Garry Kitchen and Barry Marx shared 
the design chores, and Alex DeMeo 
and Roger Booth worked on the tech- 
nical aspects of the game. Jesse 
Kapili took care of the graphics and 
Mark Van Hecke contributed the 
sound effects in the segment. 

Fox contacted Absolute because of 
their past relationship on games 
their designers did for other compa- 
nies, like The Simpsons games for 
Acclaim and the Home Alone games 
for T.H.Q. They wanted to make sure 
that Tank Gunner turned out right 
because “the game is an integral 
part of the characterization of the 
general in the 
movie. You 
learn a lot 
about him by 
watching him 
play the game,” 
Kitchen men- 
tioned in a 
recent inter- 

Although the 
segment of the 
film in which 
see Tank Gun- 
ner only lasts a 
couple minutes 
and worked out 
to be roughly 
two pages in 
the script, a lot of work went into 
making it effective in the scene. 
Co-producer Charles Newirth acted 
as the design team's contact at Fox 
and relayed all the messages and 
comments from Levinson and others 
involved with the scene. Kitchen 
revealed that "we had the flexibility 
of making the game happen, but we 
had to please Levinson and Newirth 
and revise it to fit the game they 

Tank Gunner was designed on the 
Super NES and placed in an upright 
cabinet for the arcade scene in a 
simulated “attract mode” (demo 
mode for an arcade machine as it 

Tank Gunner was made for the 
movie, and its not in the stores. 

waits for a player). Although the 
game was implemented on the 
Super NES, it has the look and feel 
of a real arcade game and incorpo- 
rates “fast-action mayhem, with 
planes, tanks and helicopters com- 
ing from all directions; just the type 
of game a general might like,” 
according to Kitchen. The Tank Gun- 
ner footage took two months to put 
together and “it was lot of work and 
a long road to get there. In fact, the 
game is a lot more complex than we 
anticipated from the start, and we 
pushed the limits of the SNES.” 

Tank Gunner might remind some 
people of Super Battletank, but it is 
unique to Toys and will not be trans- 
lated to the home market as a com- 
mercial game. 

Kitchen found the experience to be 
enlightening, especially about what 
goes on during the production of a 
film, and rewarding for those 
involved. It will be nice to see the 
name of a leading video game com- 
pany in the credits of a major motion 
picture. Kitchen explained that “this 
segment is something we’re proud of 
and is in our portfolio as a major 
accomplishment. We can now let 
people know that we have experi- 
ence in this type of work and want to 
do more projects like it.” 

It is a testament to the experience 
and talent of the designers at 
Absolute to land a project like Tank 
Gunner. Perhaps their skills will be 
utilized in Hollywood again. 

48 Electronic Games 

© 1992 Absolute Entertainment, Inc. All Rights Reserved. 

Play UkeJ! Champion! 


Available soon 
for Game Boy and 
the Nintendo 

Available now for 
the IBM PC. 

Published by UBI Soft, Inc. © 1992 
1505 Bridgeway, Suite 105 * » 

Sausalito, CA 94965 
(415)332-8749 ^ 

Developed by Blue Byte I'W' 
Jimmy Connors photos by Duomo 
© Duomo 1991 

Nintendo, Game Boy, Super Nintendo Entertainment 
System and the official seals are registered trademarks 
of Nintendo of America Inc. © 1991 Nintendo of America 





by Ed Dille 

These simulators make high-flying 
dreams almost real, but they’re not 
for every joystick jockey. Whirly-bird 
pilots experience what it’s really like 
up in the blue, in this king-of-simula- 
tors that trains military pilots. 

Situated at the heart of NAS Jack- 
sonville, one of the largest Naval Air 
Stations in the southeast, the Paul 
Nelson Helicopter training facility 
educates thousands of naval avia- 
tors yearly. The facility, named for a 
squadron Commanding Officer killed 
when his helicopter suffered a 
mechanical failure, uses simulators 
extensively to better prepare aviators 

for similar in-flight emergencies. 
Unlike the training units in Pensaco- 
la, which are geared toward student 
pilots, Paul Nelson provides continu- 
ing education to SH-3 and SH-60F 
squadrons which deploy aboard fleet 

The SH-60F is the replacement for 
the SH-3, which is being relegated to 
cargo duties after serving its mission 
for over twenty years. The mission of 
the newer copter is detection, local- 
ization, and destruction of sub- 
marines which have penetrated the 
outer screen of a carrier task group. 
The primary sensor utilized to do this 
is an active sonar transducer, low- 
ered from the helicopter while the 

pilot maintains a static hover a mere 
ten feet above the ocean. Once sub- 
merged, the transducer is keyed 
from the aircraft to send an active 
sound pulse into the medium, any 
returns of which could indicate the 
presence of a “contact of interest." 
The flight technique for deploying the 
sensor is called dipping and requires 
considerable skill to avoid embar- 
rassing, costly and potentially fatal 
“water landings." 

The ability of SH-60F squadrons to 
complete their mission is measured 
via “operational readiness," Navy 
buzzwords that indicate equipment 

readiness, manning levels and, most 
important of all, training. The staff of 
the Paul Nelson helicopter training 
facility, which is comprised of Senior 
Naval Aviators as instructors and 
civilian technicians for maintenance 
and support, provides invaluable con- 
tributions to the third leg of the oper- 
ational readiness triad. Pilots aver- 
age three simulator periods a month, 
but some have considerably more if 
squadron commitments do not 
require their presence elsewhere. 

The only hard and fast requirement 
is that the simulators remain 100% 

The facility houses two separate 
SH-60F simulators, with components 
spread through three large rooms. 
One area holds SOTS modules 
(Sonar Operator Training Simulators) 
that replicate ail of the anti-subma- 
rine warfare (ASW) functions occur- 
ring in the back end of the aircraft. 
These simulators are static, but they 
are fully integratable with the cockpit 
modules in a single mission profile. 
The sonar operator experiences 
everything he would on an actual 
mission except aircraft movement. 

A second area houses the cockpit 
sections, which are free standing 
electro-mechanical hydraulic enclo- 
sures, accessed through retractable 
gantries. Between the two in a glass 
enclosed room is the heart of the 
system, a NASA-style control room 
where instructors and technicians 
bring the system to life. 

Two mainframe computers act as 
the central nervous system, a Gold 
3297 controlling the flight model and 
all graphics, and a Gold 3267 simu- 
lating ASW functions, including 
oceanographic conditions, sound 
propagation profiles and submarine 
tactics. The system is split so that 
each simulator can operate indepen- 
dently or, if desired, both can be 
linked to allow pilots to fly a joint 
mission. When this latter condition is 
imposed, pilots are able to see the 
second simulator as another aircraft 
on their visual display, operating in 
the same computer generated envi- 
ronment. It is also possible to con- 
nect simulators in different locations 
via modem to allow national cross 

The graphics displayed by the 
3297 are geared toward low visi- 
bility conditions (i.e. , night, 

dusk and dawn), which are the most 
hazardous for pilots. The cities of 
Jacksonville, FL and San Diego, CA 
(sites of both east and west coast 
simulators and the squadrons they 
serve), are modeled in exquisite 
detail, albeit in shades of gray with 
some color lighting. During our func- 
tional check flight, the Instructor 
took off from NAS North Island, 
checked the traffic on the Coronado 
Bay bridge (yes, the cars are there) 
and proceeded to fly through some 
of the condominium high rises (a la 
Blue Thunder), something that is def- 
initely frowned upon in the real 
world. Following this, we warped off- 
shore via computer magic, practiced 
some ASW tactics for a carrier task 
group modeled in infinitesimal detail, 
and landed on the carrier for lunch. 

Flight modeling throughout was 
extremely responsive and realistic. 
The delay between the pilot putting 
the stick over and the helicopter 
maneuvering is measured in 
nanoseconds, despite the fact that 
seven different electrical, mechani- 
cal and hydraulic systems are inter- 
facing. Also, the computer generated 
graphics are projected from below 
the cockpit to mirrors filling both 

'ectromc 6a , 

window screens, allowing near per- 
fect immersion in the virtuality world. 
A system upgrade is in the works 
which will allow daylight flights with 
full motion video, which will permit 
total suspension of disbelief. Howev- 
er, this is still many years from 

There are several major advan- 
tages to using the simulator over 
actual “hops” (a term referring to 
one four hour cycle or less), and 
absolutely no disadvantages. Given 
the fiscal constraints imposed by 
decreasing defense budgets, the 
simulators are a bargain, since they 
provide virtually cost-free training. 
Maintenance and electrical costs are 
inconsequential compared to actual 
flight time, where fuel alone costs 
$98 per hour. Further, it takes 18 
man hours of work on the SH-60F for 
every hour it is flown, not to mention 
the very tangible cost of spare parts 

Of even greater significance is the 
fact that many in-flight emergencies 
can be recreated in the simulator 
that can’t happen in the aircraft with- 
out actually risking a crash. A prime 
example would be the loss of a tail 

rotor, which causes the airframe to 
spin uncontrollably in opposition to 
the torque of the main rotor blades. 
Any pilot who has experienced that 
feeling in the simulator is more likely 
to react properly in the event of a 
real world emergency. System opera- 
tors have the ability to program on 
the fly and impose any combination 
of casualties to the aircraft in the 
course of a mission, making every 
hop unique. The objective is to test 
pilot knowledge of NATOPS (prepro- 
grammed casualty control actions 
that all pilots are required to memo- 
rize), and to ensure familiarity with 
unusual situations to promote imme- 
diate recognition of potentially dan- 
gerous conditions in the real world. 

Naval aviators are known for their 
tales of narrowly escaping the jaws 
of death, usually illustrating the 
same with grandiose hand gestures, 
but many of them also speak rever- 
ently of simulators and those with 
the foresight to design them. We can 
all hope for a day when warfare itself 
is simulated, the results tabulated 
via point score vice more morbid sta- 
tistics. Perhaps the armed forces of 
the United States can look into pro- 

ducing simulators for many of our 
combat vehicles. One can only 
assume that, as in the use of this 
helicopter simulator, more simula- 
tors for more vehicles would result in 
better training, reduced cost, and 
most importantly, saved lives. In the 
interim, however, it is nice to take 
comfort in the knowledge that simu- 
lators are saving lives every day, and 
this is due to the efforts of everyone 
involved in the simulator's perfor- 
mance. Electronic Games salutes 
the men and women of the Paul Nel- 
son Helicopter Training Facility, and 
others like it throughout the country, 
for a job well done! 

Electronic Games wishes to thank the 
Department of the Navy for allowing us to 
view some of this process. More specifi- 
cally, thanks are due to the Instructor, 
Lieutenant Commander George Cox and 
two employees of Reflectone, Robert E. 
Sparkman and Michael C. Bauer, for giv- 
ing freely of their time to make this article 
possible. Reflectone is a Tampa, Florida 
based industry that produces commercial 
and military flight simulators in addition 
to motion simulation attractions for Sea 
World and Busch Gardens amusement 
parks. Look for additional coverage of 
their projects in future issues. 

— Ed Dille 



'The best simulator 
I've ever seen !" 
RickZalud, Computer 
Game Review 

“Makes the term 'virtual' 


Dave Moskowitz, Video Games 
and Computer Entertainment 

“Sets a totally new standard for 
helicopter simulations!" 

Arnie Katz, Electronic Games 

"Redefines the state-of-the-art in 

computer simulation graphics!" 
Computer Gaming World 

: xjxrn 

i'i m 

i ■ 

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From Novalogic™, the creators 

the promise 
true! You comi 

Century Attack Helicopters - the Boeing 
Sikorsky RAH-66 Comanche, not just over, 
but in and around ultra-realistic 3-D 
terrain. Can it be true? Absolutely! 

Thanks to NovaLogic's radical new 
simulation environment VOXEL SPACE™, 
which produces graphics 500 times more 
detailed than any of those tired old 
polygon graphic games. You'll dive from 
mountain peaks, dart through winding 
canyons, and roar through pulse-pounding 
combat in stunning cloud-filled skies. 

unprecedented speed, and 
sweat-dripping, teeth-clenching, 
white-knuckle excitement unlike 
anything you've ever experienced on a 
personal computer. Tear out to your 
nearest software dealer and tear into a 
new reality! 

sttclihn a ii^^^'sthtr'ilh^^' 
a First simulator with mat-time controls of 
RAH-66 Comanche 

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m Real-time fly-bys through actual terrain data 
m One-minute learning curve 
a Superb musical score and sound 

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For the IBM-PC 386 SX or greater. 386/486, 32 bit mode game with 4 megabytes of linear addressed power! 

Woifpack, Comanche, Maximum Overkill, VOXEL SPACE, NovaLogic, and the Nova Logic logo are trademarks ofNovaLogic, Inc., 
19510 Ventura 6ivd., Ste. 200, Tarzana, CA 91356 © 1992 by NovaLogic, Inc. AH Rights Reserved. 


A Look at the Force 
Behind Sega of America 

entertainment that 
people will 
choose, Jm 

Tom Kalinske 

by Marc Camron 

When considering the driving 
forces behind the video 
game industry, most people 
think about the program- 
mers who make the games, 
or the designers whose 
ideas go into the complex 
interactive storytelling nec- 
essary to make a game 
interesting. Yet, there are 
others who have an intrinsic 
responsibility in making 
video carries a form of 

Electronic Game 

: v 

H I i 

V A---:-'- 


mers, just can- ~ 

not fit on a cartridge. This 
leads to where CD technology will 
come into play, if it is not being 
geared as a replacement to cartridge 

Among these people (the market- 
ing specialists, industry analysts, 
and advertising moguls), one posi- 
tion stands alone. An overseer, ulti- 
mately responsible for how well the 
company does. A position that will 
either reap tremendous reward, or a 
prime position in the unemployment 
line. The position is CEO. Often com- 
bined with the position of President, 
this is the most powerful position at 
any company, the one at the head of 
the battle in good times or bad. 

At Sega of America, Tom Kalinske 
is this person. Head of operations 
since October 1990, Kalinske 
brought to Sega more than 18 years 
of experience in the toy field, includ- 
ing the positions of President and 
CEO at Universal Matchbox group, 
and President and co-CEO of Mattel, 
Inc. He is credited with leading Sega 
of America to a 63% share of the 16- 
Bit market. 

On October 15th, Mr 
Kalinske was on 
hand in 

City to 
unveil Sega's 
much awaited CD- 
ROM attachment. 
Amidst all of the ballyhoo, 
Mr. Kalinske found time to 
talk to EG about the new direc- 
tion his company is heading with 
the Sega CD, and the effect of the 
CD on gaming in general. 

It is said that CD gaming is the 
way of the future. Many people have 
commented on how this will effect 
the sales and development of car- 
tridge based games. The impact will 
not be as immediate as some think. 
“A lot can be done with a four or 
eight meg cartridge,” Kalinske said. 
“The compression techniques keep 
getting better all the time.” This cer- 
tainly seems to be the case with 
Sonic 2 or Joe Montana NFL Sport- 
stalk Football, which features tons 

Though a lot of time has been spent on 
the CD, Sega still found time for Sonic 2. 

based games. Kalinske stated there 
are basically five different types of 
products being worked on for the 
Sega CD player. 

The first is the value disc: a CD 
which contains four to six existing 
games, either previously released on 
cartridge, or arcades that Sega was 
unable to release in cartridge form. 

Second, there are the “enhanced 
cartridges.” These are games that 
have been previously released on 
cartridge, and have had “better 
sound, voice, extra video [cinemas] 
_and occasionally even extra 
levels added.” 

of digitized 

Kalinske went 
on to state that 
“There is too 
much emphasis 
put on memory, 
but as long as 
the trend is 
towards larger 
games, the pro- 
grammers will 
need to find 
ways to make 
those games 
fit. ” 

The CD is the 
perfect answer. 

There are things that are just not 
possible in cartridge-based games. 
Full motion video, no matter how 
much squeezing there is on the part 
of the program- 


motion or 
games: games 
like Night Trap and 
Sewer Shark, two of 
the initial releases for the 
CD player. 

Next, there is what is being 
referred to as “Unique Animation” 
games. While very little has been 
released on this new type of game, 
Kalinske states that “this will be the 
first time players will be able to inter- 
act with true computer graphics, 
rather than bit-mapped images.” 

Finally, there is a type of entertain- 
ment that defies definition. The other 
uses for the Sega CD, like the Make 
Your Own Music Videos, and their 
latest breakthrough, Virtual VCR, 
expand it even further. Many of the 
possibilities have yet to be explored. 

Electronic Games 55 


What is being done to insure that 
the Sega CD receives a warmer 
reception in the U.S. than it did in 
Japan? Kalinske’s position on the 
American arm of the company is that 
of strength, not resign. “Instead of 
just porting over games from the 
software available in Japan, the 
majority of game development is 
being done here in the States. Fully 
one-third of Sega of America’s 
employees are involved in research 
and development. There is also the 
problem that the early Japanese 
games did not take advantage of the 

right, and with 
the proper expo- 
sure and mar- 
keting, Sega 
can gain the 
same hold on 
the CD market 
as we have had 
with 16-Bit car- 
tridge games.” 

Indeed, there 
are many differ- 
ences between 
the Japan and 
U.S. releases of 
this product. 

While games 
were sparse in 
Japan for the 
first year after the CD’s release, 
there will be at least fifteen titles 
ready for the U.S. Sega CD by Christ- 
mas this year. An additional 50-60 
titles are planned by the end of 
1993, meaning a possible 75+ 
games by the time Nintendo releas- 
es their long delayed CD-ROM 
system. Kalinske also 
pointed out that by 
the time the 
first gener- 

CDs are 
Sega will be on 
their third (and 
possibly fourth), gen- 
eration of games. 
Kalinske believes that 
Sega has a bright future. 
Third party developers are jump- 
ing on the CD bandwagon from all 
sides. Heavy hitters like Electronic 
Arts and Konami are now starting 
development of games the system. 
There are also some other peripher- 
als being developed for the Genesis 
, including a six button 
controller and a mouse. Both will be 
released sometime in 1993. 

Finally, speculating on the distant 
future for Sega, Kalinske pointed to 
their alliance with GE to develop a 
“Virtual Reality type military simula- 
tor.” He says 

of this project 
to will find its way 
into the arcade and con- 
sumer levels. Kalinske 
believes that both 16-Bit and 16- 
Bit CD-ROM “will remain for quite a 
while. The time technology will move 
forward to 32-Bit will only be after 
the developers have exhausted the 
16-Bit medium, and when 32-Bit can 
be produced affordably for the gener- 
al public.” 

After speaking with Mr. Kalinske, 
one thing shone through as being 
certain: Sega will be around as long 
as video games are. I asked Mr. 
Kalinske to sum up Sega's goal, and 
he was quick to state that “Sega is 
committed to providing the best 
interactive experience the consumer 
ever had and will continue to do so 
until it [the experience] is perfect. 

We chase technology not for the 
sake of technology, but for the con- 

And with that commitment to the 
players, how can they go wrong? 

56 Electronic Games 

Sega’s commitment to new types of 
games is apparent with Sewer Shark. 

CD’s power. Those were first genera- 
tion games, and now there has 
been time to work with the sys- 
tem and more fully explore 
its capabilities. 

“Finally, a much more 
aggressive marketing 
campaign is 
scheduled for 

was exe- 


the arcade 


1 1 lit I 


iiALL jA£'J uO 



LIL. . 

Ill I 1 1 1 IM 1 



Super High Impact for Genesis brings the fast-paced action of the 
BONE-CRUNCHING arcade smash home. Choose from 18 hard-charging 
teams and over 30 plays, from a red dog blitz to a never-say-die super fly. 
“Yer Toast” if the HIT-O-METER rates your tackle “Dweeb”, but you can 
settle the score with an all-out team brawl! 

Stop watching from the sidelines... This is football action so real... 
it’s Bone Crunching! _ . — __ 

arena. * c “ 



Super High Impact “ ©1991 is a registered trademark of Midway" Manufacturing Company. Used by permission. Sega and Genesis are trademarks of Sega Enterprises Ltd. Arena Entertainment™ is a trademark 
of Arena Entertainment. ©1992 Arena Entertainment. All rights reserved. 

Batman Returns 

1 Player 

Okay, all you Batman addicts, time to 
put on your skin-tight, black zoot suit and 
face the forces of The Catwoman, The 
Penguin and Max Shreck. 

Batman Returns for the NES follows 
the same basic plot as last summer's 
movie. Batman must brave the streets of 
Gotham City to rid them of the villains 
reeking havoc upon the streets. Batman 
has been known to be a tough guy and 
he uses a full compliment of punches, 
kicks and slides to finish 'em off! The 
player can also utilize a special attack 
where he whips his cape around that can 
down even the toughest foes with one 
swipe. However, the only drawback is 
that this attack drains one hit point from 
The Caped Crusader. 

The levels are very well drawn and are 

Batman has returned to the streets to 
fight not one, but many super-villains. 

dimly lit to add a sense of mystery to 
Batman's crusade for justice. Stage 1-1 
puts our hero right in Gotham Plaza. 

Here is where the player will hone his or 
her skills in basic combat. The enemies 
are weak but there are plenty of them. A 
unique aspect of Batman Returns is that 
the game runs on a hit point system, so 
the player only receives one life. While 
this may be frustrating for the beginning 



player, it really has its advantages, since 
the player can take multiple hits without 
dying every time. As extra incentive, scat- 
tered throughout various stages are gift 
boxes that contain heart power-ups to 
give you a boost of hit points. 

After fighting through an endless 
parade of enemies, Batman must face 
his first boss. This boss begins by toss- 
ing a barrel that can knock the player 
down while he charges at Batman with 
his fists flying! This is the perfect oppor- 
tunity to use the Batarangs. If all five of 
his Batarangs hit the boss, his energy 
will become half of what it was. Then, 
use the special attack to finish him off 
for good. Batman's reward is a box that 
grants him with more life if his first bar 
drops down to zero. 

Stage 2-1 takes place in front of 
Shreck's department store. The enemies 
will attack more and some even wield 
machine guns. A very useful technique is 
to slide into the opponents, which stuns 
them for a brief moment, and then turn 
around and unleash a fury of punches to 
end their assault. Stage 2-2 is inside the 
department store where highly trained 
enemies literally leap from walls and 
pounce from the ceiling. One of the more 
challenging aspects of this stage is 
about half way through where Batman 
must use the grappling hook to shoot 
radio controlled helicopters out of the 
sky to stop them from bombing out the 

The goal is to reach the Ivory Tower 
where The Catwoman awaits to fight Bat- 
man high above the streets. She begins 
her attacks with a deadly aerial assault, 
but as she receives more damage, she 
resorts to using a nasty whip. Using a 
combination of of jump kicks followed by 
a quick special attack will finish her off 
quickly. Afterwards, the story unravels 
further with a detailed cinema display. 

Although the game has the look and 
feel of a Batman game, if you take out 
Batman and replace him with a turtle, 
you have one of Konami's other video 
game hits. Not that it's a bad idea to 

port over existing play mechanics, but in 
the dying 8-Bit market, having some 
unique play options would definitely help. 

This is not to say that Batman Returns 
will be beaten in a couple of hours. This 
is a challenging game that will keep 
experienced players coming back for 
more. The password feature is a very 

The special spin attack is devastating, 
but it takes health off Batman’s meter. 

nice touch and cuts the monotony out of 
beating all those easier levels over and 
over again. Also, the interaction between 
Batman and boss characters takes place 
within text boxes to let the feel of the 
movie come alive. 

In closing, Batman Returns offers up 
some awesome 8-Bit action that has 
been noticeably missing from the mar- 
ket. With a combination of great control, 
catchy tunes, and a good story to follow, 
this game will make a fine addition to 
any Batman buff's video game collection. 

— Danyon Carpenter 


85 % 

58 Electronic Games 

Dragon’s Lair 

Data East 
1 Player 

Dragon’s Lair first saw the electronic 
light of day as a mid-80s laserdisc coin- 
op created by former Disney animator 
Don Bluth. His output of hit films since 
then has elevated him to superstar sta- 
tus in the world of theatrical animation. 

There wasn’t much game in Dragon’s 
Lair, but it was certainly something to 
see. This wasn’t just a well-animated 
arcade game; it was an interactive car- 
toon of a quality considerably higher than 
the then-current Saturday morning TV 
fare. Granted, the interaction was pretty 
primitive. Player-character Dirk the Dar- 
ing, seen from behind, moved through 
elaborately rendered castle corridors, 
and faced a variety of enemies and 
deathtraps, all of which could be thwart- 
ed only by the timely press of an action 
button. The ability to play the game well 
rode on the player's memorization capa- 
bilities. The action pattern for each 
sequence was always the same, and, 
once learned, allowed experienced 
gamers to breeze through the game, hit- 
ting the button and moving the joystick in 
a robotic, patterned style. 

Basically, there was a lot more watch- 
ing than playing, but it drew the curious 
into the fading arcades in tremendous 
numbers, stimulating business in the 
process. The boom was short lived, how- 
ever, since by the time the next genera- 
tion of laserdisc games arrived, including 
Bluth’s own Space Ace and an infre- 
quently seen Dragon’s Lair sequel, their 
cost proved prohibitive to arcade opera- 
tors and their weaknesses seemed sud- 
denly transparent to gamers. 

Since its dramatic debut on the arcade 
stage, there have been several attempts 
to bring Dragon’s Lair to home gaming 
systems, including a duplicate of the 
arcade software that was sold along with 

Some corners of the castle are so dark 
Dirk can barely see his own movement. 

a laserdisc player which could interface 
with Amiga and Atari ST computers. More 
recently, a beautifully animated, side- 
scrolling version appeared on the NES, 
and this was the genesis of this SNES 
conversion developed by Motivetime Ltd. 
for Data East. 

Despite the change in perspective, 
this version is pretty faithful to the origi- 

The map guides Dirk through the castle. 

Some levels will lead to several paths. 

nal. The player, working at any of four dif- 
ficulty levels, is once again cast as Dirk 
the Daring, a somewhat bumbling knight 
assigned the challenging task of rescu- 
ing Princess Daphne from the horrific 
castle of the wizard Mordroc. The quest 
takes him from the high battlements, 
through the castle and down into the 
labyrinth-like catacombs beneath it, fac- 
ing off against gigantic snakes, bats, 
ghosts and, of course, Mordroc himself. 

The action buttons permit Dirk to leap, 
swing his broadsword or hurl battleaxes, 
while the control pad allows left-right 

movement and even lets the eternally 
besieged Dirk duck. It takes a little time 
to master the multiple controls, and 
Dirk’s rather loose-limbed movements 
make him a little tough to stop on a 
dime — or any other unit of currency for 
that matter. The largest differences 
between this version and the coin-op lie 
in the perspective and the movement. 
While the arcade version demanded thor- 
ough memorization and precise, timely 
moves, the SNES counterpart relies 
more on overall video game skills of 
quickness and coordination. 

The graphics are superb, with a nice 
variety of backgrounds, including an 
effective underwater sequence. It’s even 
amusing to watch Dirk die, as he cross- 
es his arms in resignation before crum- 
bling into dust, reminding the player of 
the arcade death scenes. 

Those who have heard the name Drag- 
on’s Lair spoken in reverent whispers 
may wonder what all the shouting was 
about, but taken on its own terms, this 
is an excellent product. It will certainly 
entertain fans of the arcade original. 

— Bill Kunkel 


78 % 

Electronic Games 59 


Bulls vs. Blazers and 
the NBA Playoffs 

Electronic Arts 


1-2 Player 

Like flight simulators and fantasy role- 
playing games, basketball simulations 
always seem to be with us. The problem 
is that no basketball game has yet 
reached the levels of excellence found in 
the best baseball, football and even 
hockey sims. For whatever reason, the 
perfect visual perspective continues to 

An instant replay feature is included, so 
players can relive their finest moments. 

elude developers. This is probably due to 
the fact that the basketball playing area 
is rather small in comparison to football 
and baseball, and trying to manipulate 
ten full-grown men with blazing speed 
and graceful athletic ability is not that 
easy to accomplish. Sometimes watching 
a televised game can be a practice in 
strict attentiveness! 

Bulls vs. Blazers has a number of 
strong points. It can be played solitaire 
and in twin two-player modes: head to 
head and cooperative. It uses all the real 
NBA teams and players, offers ratings 
and extensive statistics for those play- 
ers, and presents the entire package 
wrapped in a fairly intuitive interface. 
There are three play levels, from pre-sea- 
son to the playoffs, and it is even possi- 

ble to develop a nice shot repertoire. The 
game also features some signature 
moves of some popular players. 

The program puts a realistic emphasis 
on the importance of passing, setting 
picks and other roundball nuances. 

These tactics will appeal to the hard-core 
basketball enthusiasts while also provid- 
ing a great gaming environment for the 
video game experts. 

In addition, there is a VCR-style replay 
system similar to those found on most of 
the sports games in the EASN (Electronic 
Arts Sports Network) series. 

The game’s primary problem is a tough 
nut to crack: the angled side perspective 
is a major-league pain in the neck. In 
basketball, with all those players tangled 
around one another like Siamese twins, 
it is virtually impossible to track the 
movements of individual players. Much 
of the time, in fact, the player with the 
ball isn’t even visible on the screen, or is 
buried behind a pack of giants gathered 

The only time there is a meter to guide 
shooting is when going for a free-throw. 

around the key. Sometimes, the player 
may feel a lack of complete control, but 
this Achilles’ heel is somewhat sur- 
mountable. After several hours of play, it 
becomes significantly easier to track 
specific players and keep pace with the 
overall on-court action. 

But the bottom line is that there has 
got to be a better way to visually present 
basketball than side-view, even when 

That said, there are plenty of other 
nice features, including the arcade and 
simulation play modes. The former offers 
fast-moving, relatively mindless basket- 
ball, sans fouls and fatigue, while the 
simulation mode incorporates those ele- 
ments to great effect, forcing substitu- 
tions and enhancing the game's realism. 
There is also a password system for sav- 
ing tournaments in progress. 

Overall, the Bulls vs. Blazers' excel- 
lent statistical base and numerous real- 
istic features will be a definite turn-on to 
roundball mavens, but it’s hard to imag- 
ine any player who won’t be periodically 
frustrated by the program’s display. 

— Bill Kunkel 


82 % 

60 Electronic Games 



Htr a L.APY, WoULp You'd 

4 Special "VS. Mode" lets you 
battle as any of the 1 6 gonzo 
characters and go toe-to-toe 
with everyone — even your 
fellow Cyborgs! 

Blast the blazin' Slash Skaters 
under the strobe-lights of the 
Lexington Disco. 

Go berserk as Berzerker and take 
on a fire-breathing Swammy in 
the special I -on- 1 "VS. Mode." 

The Big Apple's gone rotten and an old ally is at the core. 

Your mission: destroy Martha Splatterhead — former Combatribe-babe 
turned Gotham gang-queen. But before you get close to this renegade- 
mama, you'll have to do some head-bashin' with five of New York City's 
most feared gangs — on their turf! 

Licensed by 

lECHIIOS (Nintendo) 

% amERican iechhos inc. u ^ * 

The Combatribes TM ©1992 American Technos. Inc.. 

1 9200 Stevens Creek Blvd., Suite 1 20, Cupertino. CA 950 14 

Nintendo, Super Nintendo Entertainment System and the Nintendo Seal of Quality are 
registered trademarks of Nintendo of America Inc. © 1 99 1 Nintendo of America Inc. 


Sony Imagesoft 
1 Player 

Occasionally, there is a game so com- 
pletely unique that comparison with other 
games is impossible. Equinox is the 
sequel to the cult 8-Bit hit Solstice. Like 
the 8-Bit version, Equinox is primarily a 
puzzle game. Each room in the dungeons 
require patience and thought to com- 
plete. Even so, Sony has expanded on 
the action and adventure aspects of this 
game, bringing each of these game play 
characteristics together for one all-out 

Shadax, the hero of the first install- 
ment, has been kidnapped by his stu- 
dent, Sonia. It seems Sonia’s ambition 
has gotten the better of her, and now 
she is bent on ruling the world! As the 
son of Shadax, it is up to the player to 
journey across the land and into the evil 
empress’ dungeons. 

There are seven lands in Equinox, and 
a total of eight dungeons to complete. 

The first dungeon only has 16 rooms, 
and is not very difficult to finish, but 
each one is larger than the one before. 
The final dungeon boasts a massive 107 
rooms. The objective in each room is dif- 
ferent, and oftentimes certain rooms 
must be completed in order. There are 
different objects to be found, including 
keys, magic scrolls, new weapons, and, 
in each dungeon, 12 tokens. The tokens 
are necessary to summon the boss at 
the end of the level. The player can also 
obtain potions to increase magic, apples 
to increase life, and harp strings (by 
defeating the first five bosses) to accom- 
plish a special surprise. 

The graphics of equinox are outstand- 
ing. The overworld is rendered using 
Mode 7, and it is possible to rotate the 
land around the character while moving. 

It is also possible to rotate the overworld 
map in the same way. Underground, the 
dungeons are viewed from a 3/4 over- 
head perspective. While this makes the 

game a little more difficult to control, it 
has allowed the programmers to create 
optical illusions in the game. Sometimes 
it is impossible to tell what level an 
object lies on until the character 
attempts to interact with it. Some may 
find this frustrating, but overall, it just 
adds to the challenge of the game. The 
animation of both the main character 
and the creatures is fluid, and even the 
large bosses do not suffer from any slow- 
down or break-up. It is obvious how much 
work went into this game just by looking 
at the incredible graphics. 

The sound is very good, but can get 

Battle creatures in the overworld in 
order to power-up your life and magic. 

The bosses move in a pattern. Try and 
stay alive long enough to memorize it. 

repetitious after several hours of play. 
Game play, while being smooth and pre- 
cise, does suffer due to the perspective. 
It is a case of sacrificing some ease in 
play for overall appearance and chal- 

This game also offers a high degree of 
challenge. The difficulty is very hard, spe- 
cially when fighting the various bosses. 

The character can only take one hit 
before starting a section over. Frequent 
game saving is mandatory. 

All in all, Equinox is a game that 
stands above the crowd. The story may 
not be original, but the execution certain- 
ly is. This is a game that exercises both 
the mind and the hands. For anyone 
looking for something new, or for those 
who complain that games are getting too 
easy, Equinox is worth checking out. 

— Marc Camron 


92 % 

62 Electronic Games 

Cal Ripken Jr. Baseball 

1-2 Players 

For future Hall-of -Famer Cal Ripken Jr. 
to put his name on a video baseball 
game, you would expect nothing less 
than a quality product. That is precisely 
what you get in this Mindscape rendition 
of America's pastime for the Genesis. 

The problem is, this cart breaks no 
new ground. It is nothing more than a 
polished Tommy Lasorda Baseball, which 
came out in 1990. 

One factor where this game improves 
on Lasorda is the flexibility in game 
setup. From the menu at the game's 
beginning, the player may choose 
between a variety of options: one can 
play an exhibition game, a regular sea- 
son game or hone those hitting skills in 
batting practice. The cart also allows one 
to view the respective team rosters and 
adjust difficulty settings. 

The player can choose to host the 
game in a cavernous domed stadium 
where homers don’t come easily, a 
Wrigley Field-like outdoor stadium with a 
short porch on all sides, or a standard- 
sized outdoor park. 

Pick from one of sixteen teams and a 
MVP and All-Star team. The most notable 
exception from the teams Mindscape 
included is the 1992 World Series Cham- 
pion Toronto Blue Jays. 

A minor gripe about the regular game 
mode is when season records for all the 
teams are posted at the end of each 

game, teams are not displayed according 
to their won-loss record. Instead, they 
are listed in alphabetical order with four 
teams in each division. 

Though the teams are different, many of 
the Major League cities are represented. 

The game is not licensed by major 
league baseball, so all players are fic- 
tional except, of course, Cal Ripken Jr. 
Teams generally reflect their major 
league counterparts from the 1991 base- 
ball season. 

Once the team(s) are selected, get 
ready to "Play Ball!" Listen to the nice 
rendition of the national anthem or skip 
it and get to the game. 

As mentioned earlier, once the game 
begins, there is not much difference from 
Lasorda. The game has slightly better 
graphics, the animation is a little 
smoother and the responsiveness more 
accurate, but overall, the player may get 
the unmistakable feeling that he has 
played this game before. One significant 
difference between Lasorda and Ripken 

is the presence of cinema screens in the 
latter. When there’s a close call at a 
base or home plate, the player is treated 
to a magnified view of the play. The play- 
er has no control during cinema screens 
nor can he decide whether or not his 
baserunners slide during close plays. 

Nonetheless, it’s a fun game. Unlike 
many baseball simulations, the speed of 
throwing, pitching, and running is propor- 
tional. For example, a speedy base steal- 
er can usually swipe a base if the pitcher 
throws a slower speed breaking ball, but 
his chances of success are reduced if a 
fast ball is thrown - the ball gets to the 
catcher quicker which means he can 
throw it to second base sooner. 

Throughout the game, organ music 
starts when the game stops. You’d think 
the music would get irritating after while, 
but it actually gives the cart a sense of 

Cal Ripkin Jr. Baseball even shows how 
far the player’s home runs are hit. 

atmosphere. The voice -unlike many 
sport simulations- also contributes to 
the atmosphere. Instead of some cheesy 
monotone announcer, the voice has per- 
sonality and even shouts, "Strike three! 
Yer-r out!" when a player whiffs. 

This could have been an outstanding 
game, if it was produced three years 
ago. But it’s almost 1993, and tweaking 
a concept introduced in a first generation 
Genesis game just doesn't merit an 
exceptional rating. While the graphics, 
sound and speech create a festive base- 
ball environment, it seems to be just 
another baseball simulator. Nothing 
really new or ground breaking. 

— Joe Funk 


76 % 

Electronic Games 63 

John Madden '93 

Electronic Arts 
1-2 Player 

How do you improve on what may 
arguably be the best sports simulation 

It's not easy, but that’s exactly what 
Electronic Arts has done with John Mad- 
den Football '93 for the Genesis. 

For those already familiar with the 
basic Madden interface, not much has 
changed. The screen is still split horizon- 

tings at the start of the game, the gamer 
will notice that there are a few more 
teams to choose from. But these aren't 
just any teams; these are eight of the 
greatest pro teams in the last two 

Imagine playing smash-mouth football 
using the undefeated '72 Miami team 
against Pittsburgh's vaunted Steel Cur- 
tain of 1978. Or do the Super Bowl shuf- 
fle with the colorful cast of characters on 
the 85' Chicago team and take on the 
Dallas Doomsday defense of 1978. 

Besides all these legendary clubs, 
Madden '93 has not only an All-Madden 
team of '93 All-Stars, but also an All- 
Madden, All-Time team - truly the tough- 
est of the tough guys, and the best of 
the best. 

Once the armchair coach has selected 
his team, the game begins. Call the coin 
toss, consider the wind direction, choose 
to kick or receive and which goal to 
defend. The game looks pretty much the 
same as previous Madden titles. 

On offense, choose plays from a play- 
book that remains largely unchanged 
from Madden '92. New features for the 

John Madden ‘93 features the same 
great game play as the earlier versions. 

Madden' 93 also features an element 
that will break new ground in video 
games. For the first time, a voice created 
by a home video game system is recog- 
nizable. Hear John Madden's praise after 
freight-training a halfback in the hole: 
"Where'd that truck come from?" Or 
hear, "Hey, heck of a play" after complet- 
ing an 80-yard bomb. 

When the game is over, players are 
presented with an expanded statistical 
breakdown of the game. View not only 
the usual stats in offensive and defen- 
sive categories, but find out whose run- 
ning back gained the most yards on how 
many carries, his average yards per rush, 
how many touchdowns he scored, etc. 
There's defensive player stats, too. See 
which player had the most tackles, 
sacks, and interceptions. 

Like other Madden releases, Madden 
'93 is great either in one or two-player 
mode. The game has always excelled in 
the two-player mode however, because 
the computer opponent can be beaten 
rather easily with practice. But the unpre- 
dictability of a human opponent can keep 
this game fresh until. ..well, maybe until 
Madden '94. 

If there's one way EASN could improve 
the Madden series, it would be to 
license the NFL in order to use team 
names and logos. 

Despite that admittedly minor short- 
coming, EASN must be commended for 
re-working what may be the most cele- 
brated sports game ever, and making it 
even better. 

— Joe Funk 

tally for the offense and defense, and all 
the pro teams are available to use. And 
a defensive back can still lay out a spine 
crackling hit on a poor wide receiver com- 
ing over the middle. 

All the good stuff about the old Mad- 
den games is here, but the wizards at 
EASN have managed to make the hal- 
lowed title even better. 

Changes are noticeable the first time 
you plug in the cart. On the option set- 

'93 playbook include a QB stop clock 
play and the no huddle offense. 

On defense, make a nasty clothesline 
tackle on the punt returner as he tries to 
dance by, or taunt the opposing QB after 
smearing him into the artificial turf. 

During play, Madden '93 coaches will 
notice that game play is even faster and 
smoother than before. The players have 
more moves too, like one-handed grabs 
and shoestring catches. 


96 % 

64 Electronic Games 



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- . .And 

Win Your 

Leader Board 

Check out the top qualifiers in each event. 

Have you met the Challenge? 

400 M Hurt-les 

These athletes have what it takes to attack the track and cross the 
finish line in record time. 

Rank Name 





Desmond Wu 

San Carlos, CA 




Ted Chuh 

San Mateo, CA 




Shannon White 

Phoenix, Al 




Bennett Meyer 

Richmond, 1 /A 




Evan Burns 

Detroit, Ml 



Water Slaughter 

These water warriors have shown their dominance of the acqueduct 
and defeated their opponents taster than anyone else out there. 
Rank Name City Character Time 


Ted Chuh 

San Mateo, CA 




Desmond Wu 

San Carios, CA 




Jerry Anderson 

Edina, MN 




Howard Issac 

Peoria, IL 




Pat Hudson 

Denver, CO 



Skyline Scramble 

In the most dangerous event of all, these athletes have proven their 
strength and endurance, vaulting 13 buildings and crossing the 
finish line in world record time. 

Rank Name 





Ted Chuh 

San Mateo. CA 




Desmond Wu 

San Carlos, CA 




Jed Overland 

Des Moines, IA 




Nick Vinnetti 

Newark, NJ 




Gregory Lee 

Omaha, NE 




These Judo Masters have proven they've got the brains to outwit 
their opponents and the brawn to pummel them in the fastest times 

Rank Name City Character Time 


Desmond Wu 

San Carlos, CA 




Ted Chuh 

San Mateo, CA 




Perry Fazio 

Milwaukee, Wl 




Brad Worth 

Stamford, CT 




Sandy Beck 

Kansas City, KS 



Tie-Breaker Questions 

The tie-breaker questions wilt determine the winner if two or more 
entrants have achieved the same qualifying time in any of the 
events. Make sure you answer both questions. 
theauswehs to these questions must be written on a plain 3X5 piece of 


Question 1: 

What gift does Todd bring Team Thornley at the airport, in the 
victory animation sequence following a 1 -player Tournament victory 
by Southside High? 

Question 2: 

How many gold medals are available on the Hammer Throw golf 

$5, OOO 


Show The World Just How Good You 
Are... And BAG BIG BUCKS! 

In May, 1993 American Technos and Electronic Gaming Monthly 
will award a total of $5,000— IN CASH— to the country’s top 
gamers. We’ll dole out the dough to the top five record holders 
in each of four Street Challenge events: 400-M Hurtles; Water 
Slaughter; Skyline Scramble; and Judo. 

You’ll be able to keep track of the current world record and 
record-holder right here on our World Record Holders Board— 
which we’ll update each issue between now and March. 

Can you get your name and record up on the board for the world 
to see? Even more important, can it stand up against all 
month after 
month until 
we make 
with the 

you’re goin’ 
up against 
the best — 
and just like 
you, they 
can’t wait to 
get their 
hands on 

Contest Rules Please Read All Rules Carefully! 

1. To Enter: Send a photo of the game screen showing your best time in PRACTICE mode 
of any of the four listed events to: "I'll Take The Challenge", 2401 Broadway, Suite 103, 
Redwood City, CA 94063 

Write your name and phone number in ink on the back of your photo for identification (on 
Polaroids write on the front border). Then, on a plain 3x5 piece of paper hand print your 
name, address and phone number, as well as your answers to both Tie-Breaker Questions 
1 and 2 listed here on the World Record-Holders Board. 

(See Tie-Breaker below) 

2. Entry Restrictions: Entries must be from the game's PRACTICE mode in order to 
qualify. (In Practice Mode you are not able to buy extra power-ups, to keep everyone 
competing on equal footing.) 

3. Photo Requirements: After completion of an event in PRACTICE mode, wait until after 

the "WINNER " announcement completely disappears. The screen will automatically 

pause. DO NOT PRESS ANY BUTTONS. With the game paused on this screen you can take 
your time to shoot your picture. After you have taken the picture, press the start button 
to resume game play. Any entries not adhering strictly to these photo requirements will 
be disallowed. Illegible entries or tampered photographs will not be eligible. Original 
negative may be requested from winners if contest sponsor desires. The decisions of the 
judges are final. Sponsor and/or affiliated companies are not responsible for mutilated, 
destroyed, undelivered or otherwise damaged entries. 

Photo tip: If your camera's flash fires, it may well wash out the T.V. screen and your score 
won't be readable. Consult your local camera dealer as to how to take pictures of a T.V. 
screen. Polaroid or other color prints acceptable. No slides. Entries will not be returned. 

4. Prize Limitations: Enter as often as you like in any or all four eligible events. (Does not 
include Hammer Throw Golf.) However, only one entry from each contestant— the best 
time on file from that contestant— will be considered in each event upon completion of 
the contest. Awards will be limited to one cash prize per household per event, or no more 
than four total cash prizes per household. 

5. Cash Disbursement: Cash prizes to be awarded will total $5,000. A total of 51,250 for 
each of the four events, will be disbursed as follows: First Place: S650 , Second Place: 

S300 , Third Place: S150 , Fourth Place: S100, Fifth Place: 550 

Winners will be notified by phone and/or certified mail. Winners' names and prize infor- 
mation may be used by Electronic Gaming Monthly and American Technos for promotion- 
al or advertising purposes without further compensation. 

6. Tie-Breaker: In the event of a tie, where two or more entrants have the same winning 
time, the contestant with the correct answers to both tie-breaker questions will be 
declared the winner. In the event that the contestants have answered both questions 
correctly, the applicable cash prize(s) will be divided equally among them. 

7. Entry Deadline: Entries must be postmarked no later than March 31, 1993. Winners' 
names will appear in the May/June, 1993 Edition of Electronic Gaming Monthly. 

8. Contest is NOT open to employees of American Technos, Inc., Sendai Publishing Group, 
Inc., or members of their immediate family, affiliates, subsidiaries, advertising and 
promotion agencies and printers. All prizes will be awarded. Taxes are the responsibility 
of winners. 

9. For a list of winners, send a self-addressed stamped envelope to: "I'll Take The 
Challenge", 2401 Broadway, Suite 103, Redwood City, CA 94063 

Take It To 


Stef CHteME 

“Crash” Cooney and his posse from Southside High 
own every sports record in Spring Hill history. 

Legends? Heroes? Not in this town — where Todd 
Thornley and all the rich snobs up on the Hill think 
Southsiders are low-lifes. 

So Todd and the silver-spoon mama’s boys at the three 
“Hiller” schools have issued a desperate challenge to 
save their fading reps: Let’s take it to the streets in the 
Southside. rules. refs. penalties— and we’ll 
see who comes out in one piece. 

And just in case the Hillers can’t handle Crash ‘N’ The 
Boys, Todd’s rich daddy has fielded Team Thornley— a 
ringer group of super-athletes from Thornley Industries. 

Five radical events. Five motivated teams. 

Five members per team. Only one winner. 

Southside ’s Crash Cooney sets another 
400M Hurt-les course record. Crash and the 
Southside Boys— Cheese, Noise, Dragon and 
Sting-Nay— gut the Hitlers to shame. 

Todd Thornley lorgets to let go and takes a 
ride in Hammer Throw Gott. His Washington 
High team has been humiliated by Crash 
once too often. This time it’s personal. 

“Sgreck” Sgreckles, Jetlerson High’s 
captain shows his lethal moves in the 
Water Slaughter. He thinks Lincoln and 
Washington are almost as bad as 
Southside. Almost. 


amERican iechhos inc.‘ 

Licensed by 


Rocky Rockowitz makes use ol the 
devastating super kick in the Judo event. 

The elite, computer-controlled Team Thornley 
is out to crush Hillers and Southsiders alike. 

Artie Van Smythe vaults from rooftop to 
towering rooftop in the Skyline Scramble. 
Lincoln High’s team captain despises the 
Southsiders— especially Crash. 

Crash 'N' The Boys TM and 

©1992 American Technos, Inc. 

All rights reserved. American 
Technos and its logo are trade- 
marks of American Technos, Inc., 
19200 Stevens Creek Blvd., 

Suite 120, Cupertino, CA 95014. 
Nintendo, Nintendo Entertainment 
System and the Nintendo Seal ot 
Quality are registered trademarks 
of Nintendo of America Inc. 
©1991 Nintendo ol America Inc. 

Steel Talons 

1 Player 

based hardware. Other hit games includ- 
ed Hard Drivin’, Race Drivin and Stun 
Runner. Then there was the very popular 
Steel Talons. This game put player 
against player or player against computer 
in a 12 round helicopter simulation that 





, Jrc 

The army has Green Berets, the Navy 
has their Seals, but the greatest chopper 
pilots are known as Steel Talons. In 
order to join the ranks of the best known 
pilots in the bunch, the player must 
prove himself in the simulator before 
being allowed to fly a real 15 million dol- 
lar gunship. Training is tough and rigor- 
ous, so the player must be well prepared 

Steel Talons offers three different types 
of missions for the player to choose. 

was very true to reality and form. This 
version for the Genesis has been closely 
recreated from the original arcade game 
with the exception of only one player 
being able to play. Upon enteringthe 

to fly 12 action packed missions of dead- 
ly situations in order to complete his 
training. There is only so much time to 
complete every mission; thus, expert 
planning is crucial. Will you make the cut 
and be given a chance to fly the real 
thing? Only time will tell. 

Steel Talons was first introduced in 
arcades as a two player unit. It was the 
fourth game to be made on polygon- 

game, select from Training, Combat or 
head-to-head play with the computer. 
Training prepares the gamer for the chal- 
lenge of the other levels and basically 
gets him accustomed to flying the heli- 
copter. Combat is the real thing with 12 
missions of enemy action. Last but not 
least, play head-to-head with the comput- 
er. It’s the player against a computer 
controlled gunship. The objective is to 

Weapons, damage, and enemies can be 

monitored from inside the helicopter. 

destroy the enemy gunship while avoid- 
ing ground fire. All three of these selec- 
tions are very fun to play and different 
enough so they remain interesting. 

Flying the helicopter itself is a lot easi- 
er than the original arcade machine. It 
has been simplified for the sake of game 
play. The arcade machine suffered a lit- 
tle because players were so preoccupied 
with trying to keep their helicopter in the 
air instead of destroying targets. Overall, 
it subtracted from the fun of the game. 
Fortunately, this lovely translation is very 
fun to play and simple to control. 

The helicopter is very advanced in 
weapon and computer equipment. It is 
equipped with Hellfire missiles and a 
rapid firing 30mm chain gun. It also has 
a computer for targeting and locating the 
enemy in all directions. The radar screen 
will help the player locate himself as well 
as the enemies and will assist him in 
rapidly destroying the targets. 

Overall, Steel Talons is a very well 
rounded simulation. The graphics are 
accurately done to the polygon style of 
the original. The sound and music are 
extremely realistic. The speed of the 
game suffers very little in comparison to 
most poly games done on the Genesis. If 
you are a big fan of the arcade game, 
you will not be disappointed with this 
translation. If you are a newcomer to 
these types of games and would like to 
try this poly game, I feel you may be 
impressed enough to buy others in this 

— Franklin Horowitz 


78 % 

68 Electronic Games 



SNES/Super Scope 6 
1-2 Players 

Just when you thought it was safe to 
holster your light-gun. light-bazooka, 
here comes Battleclash from Nintendo. 
This is the first new game since the 
Big-N released the Super Scope, but, as 
promised, it is a grand one. 

Battleclash takes the player around 
Earth of the future. It seems there has 
been an accident of some sort, and most 
of the planet has been destroyed. Many 
of Earth’s largest cities are now being 
controlled by bosses wearing suits of 
very sophisticated battle armor. It is the 
players job to clean up the Earth (and 
eventually the moon) and regain control. 
This is the only way peace and harmony 
can be reestablished. 

The player takes control of one such 
suit of armor, or at least the armor’s 
weaponry. There is also a pilot on board 
to control the suit’s movement. Listen to 
the pilots advice and take careful aim. 
The Earth must be brought back under 

Battleclash is not the first game to 
place the player inside a mech-type unit. 
The difference is, this time players need 
not worry about the strategy aspects. 

The whole point of this game is to blow 
away the other guy. Each of the bosses 
has a specific weak-point. It is important 
to find this weak-point quickly and exploit 
it. The character can only survive a little 
while against the boss' weapons, so 
speed is of utmost importance. 

The primary weapon available is the 
machine gun. The scope should be set 
on turbo-fire. With this, the machine gun 
will automatically be the selected 
weapon. There is a super-shot available 

by holding the 
gun's fire until it 
has a chance to 

Once every 
round, the play- 
er can access a 
bomb, but it is 
important to fire 
this only when 
the enemy has 
stopped moving 
as the bomb 
has to reach the 
boss the same 
way a regular 
shot does. The 
player can also 
obtain some 
one-time only 
weapons from some of the bosses when 
they have been defeated. 

The graphics in Battleclash are defi- 
nitely the best ever for a home gun- 
game. The enemies are innovative and 
both well-drawn and well-animated. There 
is a good variety in the different bosses, 
and some of them even loose limbs or 
pieces of their armor when they are fired 
upon. The last boss is so large that he 
must be blown away a piece at a time. 

Unlike the graphics, the sound is 
uneventful. The game could have used a 
little more attention here, and while the 
sound isn’t bad, it just doesn’t stand 

The game plays smooth, and the only 
thing the player has to worry about is fir- 
ing the gun. There is no slowdown, even 
when the bosses are zipping all over the 

There is also a wide variety of play 
options. One player can go through the 
game, defeating all of the bosses and 
beating the game. There is also a one 
player time trial 
mode, with 
three different 
levels: low, 
medium, and 
high. In each of 
these, there are 
a certain num- 
ber of bosses to 
be defeated, 
and the comput- 
er tracks the 
amount of time 
spent on each 
one and totals 
them for rank. 
Similarly, there 
is a two player 
mode with the 
same options. 

Instead of just competing for rank, the 
players compete against each other. 

The only problem with this game is 
that it is just too darn easy. It can be 
beaten without much thought in an after- 
noon. And while the game does hold 
some replay value, there is some ques- 
tion as to how long a game like this can 
remain interesting. 

The map shows your route around Earth 
and eventually all the way to the Moon. 

Overall, Battleclash is exactly what the 
Super Scope needed: a fun game with 
good graphics. Hopefully in the future, 
there will be some more challenging 
games for this peripheral, but for now, 
Battleclash fills a nearly year long void. 

— Marc Camron 


81 % 

Electronic Games 69 


Chester Cheetah — 

Too Cool to Fool 

1 Player 

There are unexpected twists and turns 
in the endless search to find characters 
from other media to populate video and 
computer games. When Virgin copped 
the rights to the 7-Up Spot characters 
and produced a winner, other publishers 
turned their collective gaze toward ani- 
mated product shills as potential video 
game stars. 

Too Cool to Fool is based on a sub- 
cartoon premise: a bully named Mean 
Eugene and his toady bulldog have 
ripped off Chester’s motorcycle. Chester 
is the theoretical resident of a dullsville 
zoo where his situation is reminiscent of 
the old Tennessee Tuxedo toons. 
Chester has his own motorcycle, for 
example, and is allowed to dress like a 
human being, so this is not exactly the 
Attica of zoos. Eugene, on the other 
hand, is not only mean, he is downright 
nihilistic. He doesn’t want to ride 
Chester’s bike, he wants to bust it up 
and scatter the pieces over as wide a 
terrain as the developers could fit into 
the available ROM. 

Chester then sets off on a wimpy 
quest to retrieve the remnants of his 
wasted cycle. He can jump, run and 
crawl on his belly like a reptile. His main 
agenda is leaping into the air, Super 
Mario-style, and capturing what look like 
a cross between pizzas and basketballs 
but are probably Cheetos. He encounters 
springy bugs, who give him a vertical 
boost if he lands on them, turtles (why 
are video games obsessed with turtles 
as enemies?) and various combinations 
of Eugene and his bulldog sidekick. 

It is unlikely, however, that Cheetos 
spokes-feline Chester Cheetah is going 
to give the Mario Brothers any sleepless 
nights. Based on his star turn on the 
SNES, Too Cool to Fool (with a second 
game, Power Moves, slated for co- 
release), he has neither the charm nor 
the content to get him over in gaming. 

The turtles do have a neat gimmick: 
when inside their shell, Chester can 
jump on them like a trampoline without 
effect. They are only vulnerable when 
they come out of their shells and scoot 
around on roller skates. Actual physical 
contact with the bugs, turtles, etc., costs 
Chester a life. 

From snack food to game hero, Chester 
Cheetah is just too cool for words alone. 

The game seems to have a zillion 
power-ups, few of which possess even 
the most tenuous logical continuity with 
one another. Many of the power-ups are 
even bogus. At one point, Chester 
encounters an electric guitar. When he 
makes contact with it, the game switch- 
es to a non-interactive sequence showing 
Chester duckwalking slightly to the left 
and right, while any enemy creatures that 
wander on screen are instantly dis- 
patched by his guitar licks. The fact is, 
however, that Chester doesn’t make any 
forward progress with this power-up. It’s 
a sham, the mere illusion of a special 
weapon that the character could just as 
easily disregard. 

The graphics are pleasant, but there is 
very little visual background to suggest 
that Chester is in a zoo, or anyplace else 
in particular. Also, while it is perhaps 
laudable to limit the violence quotient in 
video games, Chester’s lack of offensive 
output leaves the player with nothing to 
do but jump. And jump. And jump. This 
game seems to be a rushed project- 
more thought and game programming 
could have alleviated the sparse offen- 
sive capabilities. 

Perhaps Power Moves will prove a bet- 
ter vehicle for Chester, but the character 
just doesn’t seem to possess the visual 
charisma or personal appeal a winning 
video game character needs. Lessons 
could be learned from the Mario crew. 
Besides, just how cool could a cat char- 
acter with a name like Chester really be, 

— Bill Kunkel 


82 % 

70 Electronic Games 


^ •RAB 

Electronic Arts 


JUST CALL (800) 245-4525 ANYTIME OR 



Sony Imagesoft 
1 Player 

One of the biggest 
holiday movies of 
1991 is coming to 
the 16-Bit game 
scene in 1992. 

Hook, from Sony 
Imagesoft, is ready 
for release on the 
SNES, and a version 
with special anima- 
tion and scenes from 
the movie is in pro- 
duction for the Sega 

The story of the 
movie remains 
intact, but there is a 
slant toward the 
action that many 
movie-to-game con- 
versions strive for 
but never achieve. 

The player assumes 
the role of Peter Ban- 
ning, a businessman 
and father. Living in 
the real world has definitely gone to 
Peter’s head. He doesn’t even remember 
that there was a time when he was 
somewhere else. A place where pirates 

A map screen is shown before each 
level. Jolly Rogers represent levels. 

and adventure lie, and where little boys 
don’t grow up. 

Captain Hook still lives in that place 
called Neverland, and wants to trick 
Peter into returning to Neverland and fin- 
ishing the feud of days past. To fulfill his 
evil plan, Hook has kidnapped Peter’s 
children, and now Peter must return to 
Neverland to rescue them and face Hook 
one more time. 

The game takes the player through 
twelve levels of side-scrolling action, on 
a quest to rescue Peter's children and 
defeat Hook. The first goal is to best the 
leader of the Lost Boys, regain Peter's 
sword, and his title of Pan. Once this 
task is finished, it is time to clean up 
Neverland. There are pirates everywhere, 

and treasure for Peter Pan to gather up. 
At the end of each level there is a boss 
that must be beaten to advance. 

What makes this game different from 
most games based on movie licenses is 
that this game is good! In many cases, it 
seems that companies are content to 
purchase a license for a hit movie, and 
not spend any money developing the 
game. Sony has done the opposite. 

While the movie was good, the game is 

The graphics are top-quality, with much 
attention paid to detail. The gameplay 
and control are also very well done. 

When Peter jumps, he seems to float in 
the air, and during a long jump, the char- 
acter will execute a flip at the peak to 
inform the player that he is on his way 

Tink provides Pixie Dust so Peter 
can fly circles around the bosses. 

down. This floating takes a little getting 
used to, but is very smooth. As for 
sound, John Williams’ soundtrack 

remains intact. 

The only real 
sticky spot is the 
level of difficulty, or 
rather the lack 
thereof. Once the 
pattern of enemies 
is learned, as well 
as where extra 
lives can be found, 
an average player 
should be able to 
walk through the 
game. This isn’t to 
say that the game 
isn’t worth pur- 
chasing just 
because it is easil- 
ly beaten. The 
graphics and 
sound give the cart 
a certain replay 

Overall, Hook is 
an excellent game, 
suitable for all age 
groups and levels 
of game players. The question that 
should be asked in these cases is 
"Would this game be any good if it 
wasn’t for the license attached?” The 
answer here is "Yes." Whether or not a 
person enjoyed the movie, Hook remains 
a worthwhile game for anyone who wish- 
es to visit Neverland one more time. 

— Marc Camron 


88 % 

74 Electronic Games 

TURBO TOUCH 360 by triax 

Technology Break-through in Video Game Control 

Call 1-800-858-7429 for the name of your nearest Turbo Touch 360 retailer 

Patent Pending. Sega, Genesis and Master System are registered trademarks of Sega of America, Inc. Nintendo, Nintendo Entertainment System(NES) and Super Nintendo Entertainment System 
(Super NES) are registered trademarks of Nintendo of America, Inc. Turbo Touch 360 and Triax are trademarks of Triax Technologies. ©1992, Triax Technologies 

For use with 

w Sega Genesis'”’ and 
Master System ® 

For use with 
System ® 

For use with 
Super Nintendo 
System ® 

























Captain America and 
The Avengers 

Data East 
1-2 Players 

With the large show of force and cur- 
rent explosion of Batman, it would seem 
that DC comics is riding high. The 
renewed interest and popularity of this 
character can be based solely on the 
movie and new cartoon exposure. This 

Players choose between The Vision, Iron 
Man, Captain America, and Hawkeye. 

rush of Batmania has led to many new 
products including home video games on 
almost all formats. However, Marvel isn't 
going to sit back and let "the other guy" 
dominate the gaming market. To combat 
the surge in cartoon and comic heroes 
flooding the market, Data East brings us 
Captain America and the Avengers. 

In this comic caper, the player battles 
against several famous villains from the 
comic pages, all under control of the Red 
Skull. It seems the long time nemesis of 
Captain America has obtained a mind 
control device and is using its power to 
control the Avenger's worst foes. 

To do battle with the onslaught of 
super villains, the player can choose 
from three of the Avengers, (Vision, 
Hawkeye, and Iron Man), as well as Cap- 
tain America. Each character has their 

own unique abilities and style as made 
famous by the comics. Unlike some 
games that give you simple movements, 
this one exploits each character's attrib- 
utes. There are six basic types of move- 
ment: normal attack, special attack, 
jump attack, block, slide, and throw. All 
these movements vary for each charac- 
ter. For example, when Captain America 
blocks, he uses his shield whereas the 
Vision renders his body density so low 
that attacks don't effect him. Also, since 
the Vision is extremely strong, he lifts 
objects with one hand while others may 
have to use two. This touch of "realism" 
and integrity is refreshing to see. 

Another good feature of this game is 
that it not only allows for two players, but 
it even has a versus mode. You can play 
with a friend and clobber the bad guys, 
or kill off your pal for stealing the power 
ups in a face-to-face battle. Both modes 
allow you to configure the controller to 

Each of the characters has a special 
attack. Cap uses his trusty shield. 

your needs, and there are numerous diffi- 
culty settings when playing the game's 

An added touch of spunk to the game 
is the cameos by four other famous 
Avengers. Wasp and Submariner both 
make appearances in their native territo- 
ries (air and water, respectively). Quick- 
silver races by and drops off a power pill, 
while Wonder-Man supplies flying crafts 
for the non-aerial avengers. 

Some of the lacking features include 
the fact that the game's fighting can be 
simplified by constant dashing or always 
staying in the air by flying or jumping. 

Yet, on the harder modes, action is fast 
and furious. There is also a good graphi- 
cal representation of the super heroes 
and villains. They are accurately drawn 
and remain truthful to their characters in 
the comics in their fighting abilities. 

Fans who have followed these comic 
heroes through their "careers" as well as 
those who have never seen them can 
easily get into this comic crusade. The 
enjoyable game play is attractive to all 
players. Avengers, assemble! 

— Howard Grossman 


78 % 

76 Electronic Games 

Spiderman and the 
X-Men in Arcade's 

1 Player 

With a title like Spiderman and X-Men 
in Arcade's Revenge, you'd expect a 
game that matches the intensity and 
excitement of the comic book pages 
where Marvel's red hot heroes reside. 

With this cart the player gets a good 
looking, solid-playing game that packs a 
decent punch, but it is not powerful 
enough to cause a serious concussion. 

When the game begins, you must first 
assume the role of Spiderman in a pre- 
liminary round. 

Although it provides an effective prac- 
tice session the first few times you play 
the game, the preliminary level gets 
awfully tedious after while. You must 
disarm 20 devices in sequence before 
you can advance. Every time you die, you 
must re-accomplish this task. 

Once this requirement is completed, 
the player earns the right to choose 
which superhero he wishes to use. Each 
character has its own set of superhuman 
qualities and a specific mission that 
he/she must fulfill. 

• Spidey is famous for his super 
strength, the ability to stick to almost 
any surface, his premonitional Spider 
Sense and his trusty Web-Shooters. Use 
his skills to get through the warehouse 
level. "With great power comes great 

responsibility," and Spidey is ready to 
take it to the enemies with the gamer's 

• Wolverine has unbreakable adaman- 
tium claws and an internal skeletal sys- 

Each of the characters must escape the 
maze Arcade has designed just for them. 

tem that makes him incredibly tough. 

Can you survive the machine-gun wield- 
ing jack-in-the-boxes and find your way 
out of the deadly fun house? Do your 
best, bub! 

• Cyclops possesses a concentrated 
ruby red laser beam that can fry his ene- 
mies. He can also punch and kick his 
enemies at close range. Find your way out 
of a mine shaft, but be careful not to 
electrocute yourself on the tracks. Utilize 
Cyclops' strong character to accomplish 
the goal. 

• Gambit deals death blows to his ene- 
mies by flinging kinetically charged 
cards. In his level, the player must stay 
active or he will get squashed by the 
relentless Doomball. Deal the enemies a 

Full House of pain! Gambit pulls no 

• Storm masters the elements by con- 
juring up whirlwinds or lightening bolts to 
thwart her adversaries. Venture underwa- 
ter against an ocean of enemies. Keep 
an eye on your air supply or you'll find 
yourself belly-up and blue-faced. 

Once the player selects his character, 
he must remember that there is no time 
limit to finish a level. Patience is the key 
to conquering this formidable cart. 

The game would have been better if 
there were more built-in flexibility. One 
cool addition would be if you could select 
any of the five characters - and any of 
the five missions - at the outset. Each 
character has different abilities, so the 
player would have to learn five separate 
techniques for getting through a particu- 
lar level defeating a certain boss. 

The players must master each of the 
character's powers to triumph here. 

Instead, he has to use the same char- 
acter on the same level every time he 
plays. This lack of variety substantially 
limits the potential of what could have 
been an outstanding game. 

Hopefully, Acclaim doesn't get discour- 
aged in their effort to transfer comic 
book heroes from paper to an electronic 
medium. With exciting and colorful art- 
work, fan recognition, and built-in story- 
lines, comic book heroes have virtually 
infinite possibilities in video games. The 
incredible plots of some of the best 
known super heroes would translate well 
to the video game realm-this title 
makes a strong case for future releases. 

— Joe Funk 











72 % 

Electronic Games 77 


Andre Agassi Tennis 


Designed by: Greg Omi 


1-2 Players 

pointed by this fast-paced take on racke- 
teering, because it doesn’t have the spe- 
cial touches and overall depth that are 
hallmarks of 16-Bit titles. 

That doesn’t mean it’s a bad game, or 
that Andre Agassi Tennis isn’t fun for a 
few brisk rounds. It’s simply that a 
licensed tennis game seems to promise 
so much more than this one actually 
delivers on the screen. 

The one or two-player contest, which 
also operates in self-play, offers both 
singles and doubles competition. There 
are three modes of play: practice, tourna- 
ment and a skins game. The latter intro- 
duces variable monetary rewards for 
each point scored. 

The helpful practice phase simulates 
an automated ball-serving machine. It 
sprays them to all parts of the court to 

It comes down to a question of expec- 
tations. Gamers know their systems, and 
they make assumptions about what a 
good game for that machine should 
include. No one belittles a GameBoy car- 
tridge because the sound isn’t as good 
as a Genesis, there isn’t as much pro- 
gramming as a multimedia title, or graph- 
ics comparable to the Amiga. Savvy 
gamers judge new titles in light of their 
knowledge of the hardware’s capabili- 

Andre Agassi Tennis is a highly 
playable, arcade-style tennis cartridge 
that would’ve delighted owners of eight- 
bit systems had this new publisher 
released it in the late 1980s. All but the 
youngest Genesis gamers may be disap- 

help the video gamer get used to the 
control system. Unfortunately, there is 
no way to practice volleying, though a 
few sets against any of the imaginary 
athletes included on the cartridge soon 
gets the on-screen Agassi leaping about 
the court with his customary skill. 

Apart from Agassi himself, the eight 
players included with the game are obvi- 
ously meant to suggest specific well- 
known pros. Pre-match screens display 
strength and accuracy ratings for each of 
their basic strokes and an overall speed 

The two female netters can be 
matched against any of the men without 
a ratings adjustment. This produces 
some unrealistic gaming in mixed singles 

Andre Agessi Tennis even gives players 
the opportunity to practice their serves. 

matches, especially since one of the 
women has ratings superior to Agassi’s. 

The four different types of courts are 
well-drawn in trapezoidal format with the 
net stretched horizontally across the 
screen. The surroundings are poorly 
detailed and not animated. The judge 
does not make calls in a pop-up window 
or interact with the players. It is the 
absence of such niceties on the playfield 
that stamp Andre Agassi Tennis as less 
than state-of-the-art. 

Sound is equally sparse. The program 
verbalizes the names of the players 
when each one’s statistical summary 
appears, but the music and sound 
effects remain unimpressive. 

Playability is this cartridge’s greatest 
strength. Moving a player within range 
and pressing button A (for a smash) or B 
(for a lob) is all that is needed to make a 
shot. The direction pad controls the 
angle of deflection, backspin, and top- 
spin. This provides an admirable control 
scheme, allowing a new player to quickly 
pick up on the mechanics of the game 
without becoming frustrated. However, 
once the gaming aspects are mastered, 
the overall challenge of the contest 
begins to wear thin. 

Andre Agassi is one of the top-seeded 
tennis stars in the world and a threat to 
win any major tournament. This game, 
however, won’t make the cut for real stu- 
dents of the sport. It offers little that is 
not available in other cartridges, includ- 
ing eight-bit ones. 

— Arnie Katz 


75 % 

78 Electronic Games 

Super Battle Tank: 

War in the Gulf 

Absolute Entertainment 
Designed by: Garry Kitchen 
1 Player 

The enemies in this action combat 
game are a good deal more active than 
the ones our Desert Storm troops faced 
in the real war. In the Genesis edition, 
which derives from earlier versions for 
MS-DOS computers and the SNES, Iraqi 
tanks, helicopters, and SCUD missile 
launchers are quite eager to slug it out 
with the allies’ Abrams M1A1 battle 
tanks. However, the M1A1 has some 
pretty powerful tricks up its cannon. 

Super Battle Tank presents ten 
increasingly difficult missions, each of 
which is preceded by a briefing. These 
non-interactive sequences have minor 
animations, such as a pointer that waves 
in the general direction of an easel- 
mounted map with no particular logic. 
Holding down a button makes the pream- 
bles run faster, but there is no way to 
skip these rather bland and unexciting 
segments. The mission stats that follow 
the briefing would probably be enough 
information for most digital tankers. 

The post-mission reports are of greater 
interest, mostly because they include a 
scoring summary. Pressing the A button 
after an unsuccessful battle permits the 
gamer to retain accumulated score and 
start the next round of play by attempting 
the failed assignment again. This contin- 
ue feature comes in handy. 

Two display screens put the player into 
the action. Button C calls up a map 
overview with the locations of all tanks, 
helicopters, bases, missile sites, mine- 
fields, and chemical dumps represented 

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The computer will display new enemies 
and inform players of their capabilities. 

by small, but easily identifiable symbols. 
Most gamers will employ the long-range 
screen to approach a target and then 
switch to the first person cockpit per- 
spective for close combat. 

The B button cycles through the 
MlAl’s three weapons: laser-guided 
shells, a 120mm cannon and the 
machine gun. The sighting cursor 
changes to indicate which weapon is cur- 
rently active. Pressing the A button fires 
whichever weapon is currently on-line. 

The Abrams also has a Night Vision 
Scope that helps see in the dark. Unac- 
countably, it only works for 30 seconds 
at a time, and the number of uses is lim- 
ited. The Smokescreen comes in handy 
for confusing the enemy, though the doc- 

umentation carries a warning against 
traveling at high speed through the haze. 

The start button is the tank’s gas 
pedal. Holding it while pressing the direc- 
tion pad up makes the tank go faster, 
while pressing down applies the brakes. 
Pressing the pad left or right while accel- 
erating turns the vehicle. The direction 
disk raises and lowers the gun angle or 
swivels the turret, as necessary. The 
command control system always desig- 
nates directions as they would appear 
from the tank cockpit, which can be a lit- 
tle confusing on the long range screen. 

The battle screen includes instruments 
that give a lot of information that is inter- 
esting, if not always useful. The exact 
gun angle, movement speed, and range- 
to-target are nice to know, but they exert 
little influence over the play of the game 
and aren't noticed during heavy battles. 

The tank is equipped with long range 
radar to track all of the level’s enemies. 

The short-range radar, with an over- 
head view of the area surrounding the 
tank, is much more practical. It helps the 
player avoid blind-side attacks from the 
flank or rear. Also handy is the Weapon 
Status panel, giving an instant report on 
the effectiveness of a weapon. 

The graphics are about average, 
though the coloring of the night missions 
is especially attractive. The sound 
effects are adequate, nothing more. 

The timeliness of the subject is the 
main recommendation for Super Battle 
Tank, and it is hardly the only treatment 
of the Mideast conflict available on the 
home gaming screen. 

— Arnie Katz 


72 % 

Electronic Games 79 





Designed by: Ken Karakotsios 
1 Player 

While other major publishers have 
been content to simulate the more tangi- 
ble components of life on our planet — 
from sports games to simulators of 
everything from biplanes and tanks to 
VTOLs and attack helicopters — Maxis 
has always had a more profound agenda. 

It began with SimCity, a ground break- 
ing gamble that spiraled from a cult sen- 
sation to a mass-market phenomenon. 
For the first time, instead of coaching a 
football team or putting a hot sports car 
through its paces, players were given 
almost godlike powers that enabled 
them to build and maintain simulated 
cities. The intuitive interface allowed 
users to designate zones for commer- 
cial, industrial or residential use, estab- 
lish a tax base, orchestrate mass transit 
and even construct airports, harbors and 
sports stadiums. It was the quintessen- 

Genetic engineering for fun and profit. 
Design a variety of new beings. 

tial example of education as entertain- 
ment. While learning firsthand the diffi- 
culties of maintaining large urban areas, 
SimCity also provided exactly the type of 
positive reinforcement that makes good 
electronic gaming such a compelling 

Inspired by its success, Maxis tried 
the same approach on a variety of fasci- 
nating subjects. Sometimes the scope 
was broad, as in SimEarth, where users 
guide a living planet from its creation to 
its demise over a span of 10 billion 
years. In other projects, Maxis narrowed 
its focus. In SimAnt, users direct the 
growth of an ant colony stationed on the 
lawn of a typical, middle-class American 

These projects have now culminated in 
Maxis’ masterpiece, SimLife, a program 
that toys not only with state-of-the-art sci- 
ence but with crucial questions about the 
very nature of life itself. Artificial Life (A- 
life) experiments have produced ques- 
tions that may shake the very founda- 
tions of Western scientific thought. For 
example, life has traditionally been 
defined in terms of what it was. A-life 
suggests that it may be more correct to 
perceive life in terms of what it does, 
how it reacts to stimuli and whether or 
not it evolves to meet changing condi- 

Computer models have already creat- 
ed viable, single-cell lifeforms in labora- 
tories that mimic actual cellular behavior 
to a remarkable degree. Where does it 
lead? Will it eventually be possible to 
break down a human being, cell by cell, 
and store him or her on a memory stor- 
age device for modification (the replace- 
ment of cancerous cells with healthy 
models, for example) and eventual repli- 

Obviously, SimLife will not allow you to 
save your pet goldfish to disk, but it is a 
remarkable product that provides a mind- 
opening introduction to the nature of life 
itself. The user creates a model of an 
ecosystem, gives it an environment, then 
populates it by creating and modifying 
lifeforms on the genetic level. 

Two of the program’s neatest features 
are the user’s ability to control evolution 
- an ecosystem can range from a stag- 
nant mess to a madhouse of mutation - 
and the option of changing the laws of 
physics for the simulated universe. 

The icon and menu-driven game sys- 
tem will be second nature to owners of 
earlier Maxis efforts while even newcom- 
ers to the world-building business should 
find the operation fairly simple to manip- 
ulate. The program is large. Breaking 
down the creation of an ecosystem to 

The habitat and environment must be 
controlled to sustain the new life-forms. 

the cellular level is not exactly on the 
level of a roll-your-own golf course con- 
struction kit, after all. But it is surprising- 
ly approachable. 

Special kudos to computer sound mae- 
stro Russell Lieblich, perhaps the best 
composer/audio man in the business, 
who creates sounds that seem utterly 
apt to the on-screen activity. 

SimLife is an important game, but 
even arcade addicts shouldn’t let that 
put them off, because it is also an 
incredibly entertaining and enlightening 

— Bill Kunkel 


Complexity Average 








93 % 

80 Electronic Games 

Plan 9 from Outer Space 


Designed by: Gremlin Graphics Software 
1 Player 

The first thing players need to know 
about this point-and-click adventure is 
that it has absolutely nothing to do with 
the actual Edward Wood classic of cine- 
matic ineptitude, Plan 9 from Outer 
Space. Plan 9 is a mystery adventure 
involving the making of the movie. The 
Producer hires a detective, the player, to 
retrieve some Plan 9 from Outer Space 
reels that have vanished from his safe. 

The interface is not unlike the one 
which Dynamix has popularized in the 
last couple of years. The mouse (or key- 
board) moves a cursor around a main 
display, which fills about one-third of the 
screen. A message appears directly 
above the display whenever the cursor 
encounters possible avenues of travel. 
The pointer changes into a direction sign- 
post to insure that the gamer is aware of 
the opportunity. Clicking at that point 
causes the detective to move to the indi- 
cated destination. 

Other possible actions are listed in a 
menu in the lower right corner of the 
screen. A point-and-click on any com- 
mand causes the cursor to change 
shape and prints the action portion of 
the command above the action window. 
Clicking on any object in the window com- 
pletes the printed version of the com- 
mand at the top-center of the screen and 
executes the order. Sometimes this 

causes descriptive text to appear in the 
message area below and to the left of 
the main display. 

The "talk” command triggers the 
menu-driven conversation system. The 
player picks something to say from a list 
of possibilities, and sees the answer in 
an on-screen word balloon. 

One inconvenience in the control sys- 
tem is that once the game implements a 
command (except “talk”), it returns to its 
original, unhighlighted state on the 
menu. If the player wants to examine six 
objects in the same room, therefore, it is 
necessary to click on “examine” six 
times. The conversation system func- 
tions until the player ends the discus- 
sion; too bad the other action choices 
don’t persist in a similar manner. 

Which of these guys is not of this world, 
and what is the meaning of his warning? 

The illustrations are good, if simple, 
but the tone is uneven. Some scenes 
look like a slightly animated comic book, 
while others try to evoke the horror 

Clues could be hidden anywhere, so 
make sure you leave no stone unturned. 

ambience with stark images. Alternating 
innocuous and threatening scenes 
heightens the effect on the viewer, but 
the style of the artwork should be more 

Those who thought the days of frustra- 
tion ended with the passing of the pars- 
er-driven adventure may find their relief 
was premature. Too often, the program 
tells the player that the current order is 
meaningless, unhelpful, or impossible. 
Players readily accept something being 
physically impossible, but it sets the 
teeth on edge when the game flat out 
prevents the user from doing something 
obviously because the designer didn’t 
want to deal with the ensuing complica- 
tions. This is lazy game-writing. 

The dialogue doesn’t sparkle, and the 
prose gets pretty bad in a few spots. 
Again, more time in programming would 
have been appreciated. The skimpy docu- 
mentation answers few questions, 
including the whereabouts of the fast for- 
ward and rewind features mentioned 
prominently on the back of the package. 
Another question worth asking is why, in 
a game in which the inventory keeps 
track of the player’s money, are cab 
rides free? (Please, don’t tell us this is 
in imitation of Edward Wood’s slapdash 
approach to movie production.) 

Plan 9 from Outer Space is not worthy 
of its clever premise. It is a slightly bet- 
ter than average adventure of moderate 
complexity. It has some nice moments, 
but perhaps not as many as it should’ve. 

— Arnie Katz 









Electronic Games 81 


Heaven & Earth 

Buena Vista Software 
Designed by: Michael Feinberg and 
Scott Kim 
1 Player 

Heaven & Earth's overall theme, a 
kind of New Age path to enlightenment 
based on presumed Tibetan legends of 
a long-lost land, is as flamboyant as its 
name. Indeed, as its excellent docu- 
mentation acknowledges at the outset, 
“Entertainment software falls into one 
of three categories: toys, puzzles, or 
games.” And that’s what the three main 
segments are supposed to be: The Card 
Game is just that, The Pendulum is a 
toy, and The Illusions is a treasure 
chest of puzzles. 

The Illusions comprise twelve sepa- 
rate puzzle types, ranging from varia- 
tions on the maze theme, through slid- 
ing block puzzles of the classic “15” or 
“Dad’s” puzzle sort, to some that bring 
changes on the jigsaw or tiling theme. 
Each type has four difficulty levels, des- 

Heaven and Earth is more than just a 
game, it is a package of entertainment. 

ignated Ocean, Desert, Mountain and 
Sky, with appropriate graphics, and 
each level contains twelve puzzles (sce- 
narios). These generally begin with one 
or two easy pieces to solve, mainly to 
demonstrate the special features of 

File Game Options Help 

■ ” T J— r y 

that portion. 

Then the chal- 
lenges begin. 

As an exam- 
ple, some maze 
variants use mul- 
tiple cursor 
blocks to trace 
the paths, con- 
trolled together 
by the mouse or 
direction keys. If 
any one of the 
cursors is 
blocked, all are 
prevented from 
moving. Not too 
difficult to mas- 
ter, eh? Then 
along comes the 
puzzle where 

some of the cursors may move in oppo- 
site or mirrored directions to the con- 
trolled set! 

The Pendulum features a weight or 
pendant swinging over a bowl-shaped 
playfield. In the arena may be one or 
more jewel-like vortices with “gravity 
wells" that can influence the path of the 
pendulum. The path can also be influ- 
enced by movements of the mouse or 
arrow keys, and the idea is to get the 
pendant to pause close to a positive 
vortex long enough to be “captured” by 
it, at which point the vortex will disap- 
pear. But some vortices are negative, 
and if the pendulum is captured by one 
of these, that scenario must start over 

Neither of these two segments could 
be totally transferred to physical repre- 
sentations, so they must be considered 
as computer-requisites. The Card Game 
might conceivably translate to a real 
deck of cards, but not well. It would 
lose the special sounds and animated 
graphics that bring it above the ordinary, 
and the scoring is sufficiently complicat- 
ed. With positive and negative multipli- 
ers for certain combinations of special 
cards, it’s just as well the computer 
takes care of it. 

It's said to be based on a traditional 
Japanese flower card game, “Flanafu- 
da," which is in the rummy family. A pic- 
ture card shows a landscape (represent- 
ing Ocean, Desert, Mountain or Sky), a 
top border representing one of the four 
seasons, and a side border denoting 
one of the four elements: Earth, Air, Fire 
and Water. Certain combinations of 
these represent months — almost an 
astrological viewpoint. 

Scoring depends on creating tricks of 
two to four cards out of sets of cards 

<<> o n 


3 Landscapes - Sky (300 x 2 = 600 pis.) 

Hand Score 700 Hand 1 Deal 8 Game Score 

selected from repeated deals. But scor- 
ing is complicated by randomly generat- 
ed “celestial phenomena," such as 
lightning, rain, snow, a tornado or rain- 
bow, lunar eclipse or aurora borealis, 
and these multiply or negate the value 
of the trick in which they’re included. 
There are no difficulty levels here, but 
background graphics representing the 
level names are selectable at will. 

There is a fourth element to the 
whole: The Pilgrimage, a randomized 
sampling of each of the others, high- 
lighted by quoted wisdom and poetry. 

This sequence awards the player by col- 
oring in small segments of a full-screen 
black-and-white illustration at each com- 
pleted step, which may be a puzzle, a 
set of tricks from the card game that 
reaches a specific score, the capture of 
a vortex by the pendulum, or just an 
inspirational poem to read. 

The word addiction is a positive 
attribute in this hobby, but for this expe- 
rience a better word might be dedica- 
tion, if not devotion. Heaven & Earth 
inspires that kind of attitude for the 
gamer who likes to just play. And if 
enlightenment should join the gamer 
along this pathway, why, so much the 
better. Luckily (for some of us, anyway), 
it’s not required. 

— Ross Chamberlain 








88 % 

82 Electronic Games 

IBM 256-color VGA 

A Technological 
Breakthrough m 3-D 

Action Fantasy! 


Ultima ® Underworld'; 
move over! 

Legends of Valour™ 
sets a new standard 
with the smoothest, 
most life-like screen 
scrolling in fantasy 
adventures. The fast, 
seamless first-person 
view never jerks or 
slows down — even 
when you’re turning. 

And unlike the 
competition, our 
256-color VGA 
texture and detail 
is retained even 
when you move 
close to an object. 

WORLDS! Explore two 
huge worlds: 28 miles of 
overworld town and an 
underground series of 
dungeons and labyrinths. 

Never before has any world 
been so massive or fully 
developed. The dynamic, evolving 
music score further heightens the realism. 

streamlined point-and-click interface to easily interact 

with hundreds of characters and 
monsters, each with a unique 
personality. One-touch icon- 
based combat sequences are 
fast and furious. Encounters 
change depending 
on day or night 
* conditions. 

^ \ And Auto- 
tracks every 
step you take. 

STORY. Choose 
from an array of 
professions by joining 
any of nine guilds. 
Embark on over 45 excit- 
ing quests with multiple 
endings. Restore a king 
to power, slay an evil 
demon and become 
the stuff of which 
legends are written! 


3-D fantasy adventuring 
never looked better! 

For play on IBM and Amiga. 
Cluebook available. 

Check out our demo at your 
nearest software store! 

Experience the hottest, smoothest 3-D scrolling graphics ever in an underworld, or any world! 

TO ORDER BY VISA/MC: call 1-800-245-4525 (in USA & Canada) . ULTIMA and UNDERWORLD are trademarks of Richard Garriott and ORIGIN Systems, Inc., respectively. 

LEGENDS OF VALOUR is a trademark of Strategic Simulations, Inc. ©1992 Strategic Simulations, Inc. All rights reserved. 



□ B, 

■ ■ 

■ ■ 

■ ■ 


Red Zone 


Designed by: Gallagher, Burcombe, 
Watkins, Parkes & Riding 
1 Player 

When Konami/Gremlin released Team 
Suzuki in 1991 it was the only serious 
first-person motorcycle simulation to hit 
these shores. 

Now Psygnosis, one of the few soft- 
ware publishers still committed to the 
Amiga, has released Red Zone. This bike 
race simulator is named for the area 
where the tachometer maxes out and all 
hell threatens to break loose. Although 
similar in many ways to Team Suzuki, 

Red Zone features enough of the usual 
Psygnosis nuances to make it exciting. 

The bike in Red Zone is lightning-fast 
and the controls are extremely precise. 

The main menu offers manual or auto- 
matic gearbox, practice laps, single 
races, or a full racing season. The rider 
can customize just about every conceiv- 
able aspect of graphic detail, challenge 
and control. Trackside surfaces, sky 
detail, mountain backdrops, oil patches 
and cheering spectators are all available, 
but it slows the display update. 

On a standard Amiga, with every detail 
option selected, the game looks great 
but is almost impossible to play. The 
sacrifice in control response results in a 
vicious cycle of over-control and crashes. 

Things improve immensely with all 
detail switched off, but then the tracks 
take on an eerie abandoned atmosphere 
with only the track and trackside walls 
visible through the windscreen. The 
default options seem to have the opti- 
mum balance of detail and speed, but 
players may experiment to find levels 
that suit them. 

On accelerated Amigas, a specially 
optimized code takes advantage of the 
higher processor speed and allows a fast 
race, even with a moderately high detail 

Who said motorcycle racing was a bed 
of roses? At least they include doctors. 

Using a mouse rather than joystick or 
keyboard achieves the smoothest steer- 
ing as well as the most efficient acceler- 
ation, shifting and braking. 

Ten International Grand Prix courses 
are available. A qualifying lap determines 
the player's position on the starting grid 
and then it’s every man for himself. Once 
the race has started, unique Psygnosis 
touches really kick in. The bike rears 
back with bursts of acceleration and 
pitches forward in sudden stops, subtle 
shadows fall over the instrument cluster 
under bridges, and a brilliant shower of 
sparks flies when a rival’s bike goes 

Options include a map display, nice 
but impractical external views, bike re- 
centering (but not necessarily facing the 
right way) and rear-view mirrors. An 
action replay helicopter view shows the 
last few moments of the race. 

As the inevitable collisions occur, dam- 
age accumulates and the bike's handling 
deteriorates. Pit stops repair damage, 
then it’s back into the fray. Since scoring 
is point-based, losing a race or even fail- 
ing to qualify doesn’t necessarily end the 

Red Zone is not a game for the casual 
player. It takes patience and practice to 
master but holds a season full of excite- 
ment for the determined biker. 

— Scott Wolf 



Hard I 









83 % 

The Lost Files of 
Sherlock Holmes 

Electronic Arts 

Designed by: Mythos Software 
1 Player 

London, 1888. The fog shrouds the 
city like a murky swamp. Suddenly, a 
shrill cry rises to the smokey rooftops. 
Another victim falls to the terror that is 
Jack the Ripper. 

In The Lost Files of Sherlock Holmes, 

the player takes on the role of the 
famous dectective while he investigates 
a murder in nineteenth century London. 
Holmes' frequent antagonist and some- 
time colleague, Inspector Lestrade of 
Scotland Yard, has asked the detectec- 
tive for assistance in the investigation of 
a murdered young girl. The case appears 
to be open and shut, but Sherlock 
Holmes thinks otherwise. The player, as 
Holmes, travels all over London, interro- 
gating witness, searching for clues, and 
interviewing various people who were 
associtated with the witness. The many 
people involved may or may not be telling 
all they know, and Holmes must piece 
together the truth hidden behind the hor- 
rifying murder. Is this the evil work of the 
notorious Spring-Heeled Jack, or has 
some other villain decided to copy his 
gruesome operations? 

This game follows the famaliar play 
mechanics of modern graphic adven- 
tures, but the overall plot, with its gritty 
realism and strong historical background, 
makes it stand out. The player views the 
game from a third person 3-D perspec- 
tive, and has total control of Holmes' 
movements and actions. The game 
screen is divided by an interactive upper 
portion and a point-and-click action menu 
and the bottom. Using the action menu, 
the player can examine, pick up, talk, 
use, look, move, open, close, or give 
objects and actions at any time during 
the game. 

The duo interface is very easy to use, 
and provides the player with a unique 
perspective of game playing. Holmes is 

84 Electronic Games 


If you think you’re good at games, then let’s have some 
real fun. When you’re online with GEnie® Multi-Player 
Games, you’re playing real people, in real time. Some of 
the best players around the world. □ Splash a bandit in Air 
Warrior®, and you’ve just taken out eight other guys, who’ll 
be back gunning for you. Blast a MechWarrior® in MultiPlayer 
BattleTech™, and who knows? Could be that jerk from the 
coast. Could be a mercenary who’s looking for a few good 
friends. □ With GEnie, the possibilities are endless, the 

people are terrific, and even the prices are competitive. So 
put some new life into your joystick, and sign on. We’ll see 
just how good you are. □ Sign up now: I . Set your modem 
for half duplex (local echo) at 300, 1200 or 2400 baud. 
2. Dial toll free — 1-800-638-8369. Upon connection, enter 
HHH 3. At the U # = prompt, enter XTX992I8, Electric 
then press RETURN 4. Have a major credit card or your 
checking account number ready. □ For more information 
in the U.S. or Canada, call 1-800-638-9636. 


IOR" | MUL1 

Li corporation- 



Air Warrior is a registered trademark and Stellar Emperor is a trademark of Kesmai Corporation. MultiPlayer BattleTech is a trademark and 


multi-player games 


MechWarrior and BattleTech are registered trademarks of FASA Corporation. 


London is a big city, and this case will 
take all of the player’s best deduction. 

free to travel throughout the city, via a 
handy hansom cab, always at his dispos- 
al. Wherever Holmes goes, Dr. Watson, 
his faithful and helpful partner, keeps 
careful notes on every conversation that 
takes place. This is very useful when 
backtracking to find clues, and the jour- 
nal may be printed at any time. In addi- 

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tion to his note taking expertise, Watson 
will occasionally provide help to Sherlock 
when a particularly difficult situation aris- 

What makes this particular adventure 
stand out from the rest is the brilliant 
reconstruction of nineteenth century Eng- 
land incorporated into the game. The 
graphics, while not ground breaking, are 
true to the historical period. The many 
scenes where Holmes must visit to 
search for clues are stratight from the 
great Sherlock Holmes films and televi- 
sion episodes. This is best seen in the 
opening animation, where the player is 
greeted with a dark, rainy evening scene 
and the acutal murder is played out. The 
soundtrack is never annoying, and 
changes as Holmes visits different areas 
throughout the city. 

The game play moves quickly; the play- 
er can converse with characters more 
than once to gain further information 
about the case, and can visit the many 
scenes in the game again and again. 

This provides the player with the opportu- 
nity to backtrack during the game, in 
case anything 
might have been 
missed or forgot- 
ten. The game is 
quite quick on a 
386, and the disk 
access time dur- 
ing scene trans- 
fers is short. 

Perhaps the 
one drawback to 
this particular 
title is the overall 
difficulty. It is not 
a simple adven- 
ture - one must 
be quite analyti- 
cal when playing, 
and some of the 
solutions to par- 
ticular puzzles 
seem slightly irra- 
tional. For example, Holmes has to ask 
for a certain kind of perfume (out of four 
possiblities) to gain access to a particu- 
lar witness. However, this does not 
detract from the playability. 

The Lost Files of Sherlock Holmes will 
provide many hours of enjoyment to the 
hard-core adventurer. Elementary! 

— Tim Ostermiller 



Designers: Graeme Ing and Robert Crack 
1 Player 

SimCity and Populous started off a 
whole new genre of computer games that 
mix strategy and real-time changing envi- 
ronments. Utopia, the latest in this craze 
that almost glutted the strategy section 
of the software shelves, borrows ele- 
ments from some of these games, but 
remains unique. 

Utopia takes place in a science-fiction 
environment and requires players to cre- 
ate the perfect society, while defending it 
from alien cultures and spies. The ulti- 
mate goal is to increase the Quality Of 
Life rating to 100%, thus creating a 
“Utopia” of sorts. 

This is difficult, because there are lots 
of elements and factors that go into the 
Q.O.L. rating. Players must produce ener- 
gy, control finances, erect buildings, 
strengthen defenses, encourage industry 
and develop better machines to bring the 
Q.O.L. rating to a respectable level. The 
science fiction flavor of Utopia is a new 
twist on the genre, although the game- 
play might seem too familiar to some 

Utopia has a slick, icon-driven inter- 
face that enables players to access the 
information they need about their colony 
instantly. The main view is a three-quar- 
ters perspective of the section of the 

Sporting game play similar to Populous, 
Utopia is heaven for strategy lovers. 

map the player wants to examine. Func- 
tion buttons along the right side of the 
screen bring up all of the game com- 
mands. These buttons pop up appropri- 
ate screens, including a set of maps of 
the game world that visually represent 
data with a color scheme. 

Game play moves quickly and players 
must monitor the map carefully. Utopia 
is good as a strategy game, but not so 
hot as a science fiction game. It has the 

86 Electronic Games 


We Play 


a Hard Ball III leads oil with digitized players 
and 256 color VGA graphics. Nobody beats this 
double play combo. Visuals as eye opening as a line 
drive up the middle. Animation as smooth as a 
Gold Glove shortstop. From fresh mowed grass 
to ivy covered walls, details that capture 
The Show. 

HardBall III tests each hitter’s power with eight 
real ballparks. Famous fields from both major 
leagues. Your catcher may have just enough pop 
to put it out of Chicago’s “friendly confines!' but 
can he go deep in Toronto? 

a HardBall III takes a full cot at major league realism. A power line-up that includes printable stats, standings and 
box scores; the ability to import data from HardBall //” Earl Weaver ll m and Tony LaRussa™-, plus aTeam & Player Editor 
that allows you to alter everything from team logos to a player’s ability. 

\rrm \nc 


The best in entertainment software." 

HardBall III has the 

best play-by-play man in the business. Network 
broadcast great Al Michaels joins the HardBall 
III Team up in the booth, with a digitized 
description of all the action. 

HardBall III thrusts you into the heat of a pennant 
race. It's a 1 62 game, major league season - complete with 
road trips and an all-star game. Compile good numbers 
along the way and maybe you’ll make the roster. 

The only computer game with Hall ol Fame credentials. You don’t 
outsell every baseball title in history by standing pat in the 
off-season. New HardBall III redefines computer baseball once 
more with real play-by-play announcing; unprecedented graphics, 
realism and playability; plus more of the authentic baseball 
nuances that serious fans want in a simulation. More runs. 

More hits. No errors. 

To order, visit your favorite software retailer or call 

HardBall III zooms in on the bang-bang plays. 

Five camera angles cover the entire ballpark. 
Watch instant replays and save the best for 
your own personal Highlight Reel. 

HardBall III 
plays textbook "team 
effort" defense. The strongest 
fundamentals in the game. Outfielders back 
up one another and infielders act as cut-off 

men, coming out to take the throw. 

Play-by-play announcing requires 2MB of RAM. Actual game screens from IBM PC VGA version of the game. Other versions may vary. HardBall III, HardBall II and HardBall! are trademarks of Accolade, Inc. Earl Weaver-ll is a 
trademark of Electronic Arts. Tony LaRussa is a trademark of Strategic Simulations, Inc. All other product and corporate names are trademarks and registered trademarks of their respective owners. © 1992 Accolade, Inc. All rights reserved. 


flavor of a European game and succeeds 
as something a little off-the-wall for 

The graphics are clean and present 
the data nicely. Although the perspective 
has been done before, Utopia’s maps 
offer new buildings, devices and other 

This board of advisors will inform you as 
to the condition of the Utopian world. 

graphic touches to separate itself from 
the crowd. Sound effects are sparse and 
music is not a big factor. 

Utopia is original enough for fans of 
games of this genre, but others might 
want to pass it by if they expect some- 
thing brand new. Yet, those who tough it 
out will find quite a challenge beneath 
the familiar surface. 

— Russ Ceccota 












B-17 Flying Fortress 


Designed by: Mike Brunton 
1 Player 

Veterans of the early days of computer 
games may remember a simplistic but 
very addictive Strategic Simulations 
game called 50 Mission Crush, named in 
honor of the soft combination covers 
worn as a badge of honor among bomber 
crews that completed that milestone. 
More recently, players of LucasArts air 
combat games vicariously experienced 
the tension of piloting a big, slow target 
deep over hostile territory. Until the re- 
lease of B-17 Flying Fortress, however, 
players lacked a dedicated roleplaying 
simulation that personalized the contri- 
bution made by these valiant crews. 

Prior to beginning a tour of duty, play- 
ers select the nose art and name of their 
bomber. Next, a crew photo appears to 
access individual service records. Every 
crew member is rated from poor to excel- 
lent in gunnery, bombing, technical, med- 
ical and piloting. Crew members are best 
at their trained specialty, but they may 
have other strengths that will prove criti- 

B-17 allows the player to monitor the 
positions of the bomber’s entire crew. 

cal when trying to bring a damaged 
fortress and wounded crew members 
home. Those members that survive mis- 
sions increase in skill. Wounded crew 
members will be replaced by less skilled 
“new guys,” but may return after a period 
of recovery. Hence, the emphasis of the 
game is on bringing the boys home in 
one piece wee victory at all costs. 

After training, initial missions are 
somewhat easier than subsequent ones, 
as the Luftwaffe had yet to perfect coor- 
dinated intercepts and concentrated anti- 
aircraft fire. 

The player may only manually control 
one crew member at a time, while the 



Sea! ol Quality 



Nintendo, NES, Super NES, the official seal, and Super Mario Bros.1 are registered trademarks of Nintendo America, Inc. Teenage Mutant Ninja Turtles 2 
copyright and trademark of Ultra Inc., used under license from Mirage Studios. All other elements are copyright 1991 IMN Control. 


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others perform their functions under 
computer control. Proper decisions for 
first aid, managing bomber damage, 
sending timely, accurate radio traffic, 
and reassigning personnel as required 
aid in higher scores. 

Digitized photos and bitmapped graph- 
ics make up the static screens, with 
polygon-fill aircraft modeling for the flight 
sequences. The overall effect is not as 
crisp as Dynamix or LucasArts products, 
for example, but the animations are clear 
enough to permit aircraft recognition. 
Flight modeling realistically produces the 
ponderous and lumbering feel of piloting 
the four-engine heavy bomber. 

The only program glitch involves 
switching from manual back to computer 
control after taking corrective actions for 
battle damage. Specifically, this involved 
throttling back an overheating engine 
only to have the computer pilot immedi- 
ately rematch rpm with the remaining 
engines when control was returned. 

Success comes to those who can fly 
straight and level in the terminal phase 
of the bombing run despite enemy fight- 
ers and flack. It takes nerves of steel to 
finish a tour of duty. 

— Ed Dille 












Spellcasting 301: 

Spring Break 

Designed by: Steve Meretzky 
1 Player 

Ernie Eaglebeak and his Hu Delta 
Phart fraternity brothers are headed 
south to the infamous spring break hot 
spot, Fort Naughtytail. Filled with 
thoughts of sand, surf, sex and sorcery 
in the sun, the merry band secured reser- 
vations at the Royal Infesta Hotel. After a 
brief magic carpet ride, the boys arrive 
only to find that their rival fraternity, 

Getta Loda Yu, have already initiated fes- 

The Loda Yu’s challenge Ernie and his 
buddies to compete in a number of con- 
tests over the course of the vacation. 
Physical zealots can flex their pects in 
weight lifting, mud wrestling, body surfing 
and voileybali. Esoteric thinkers and engi- 
neering majors are encouraged to enter 
the drink mixing, tanning and sandcastle 
building contests. 

As often happens in resort towns, the 
local authorities are cracking down on 
spontaneous euphoria. Consequently, 
Ernie is thrown into the slammer with 
frightening regularity for innocuous infrac- 
tions. He’s forced to come up with 
increasingly inventive escapes to ensure 
that he is on hand to aid his fraternity 
brothers in the competition. 

Steve Meretzky established himself as 
the king of camp and sexual innuendo 
with such early titles as Leather God- 
desses of Phobos and the first two 
installments in this series, Sorcerers 

Women, beer, and beaches: Just what a 
sorcerer need for a good spring break. 

Get All the Girls and The Sorcerer’s 
Appliance. Mr. Meretzky’s success, how- 
ever, is not all attributable to the subject 
matter. He has developed one of the 
best adventure game interfaces on the 
market. Players have the option of typing 
directly to the cursor, selecting from verb 
and preposition menus which are updat- 
ed throughout the game, or performing 
many actions by double clicking the 
mouse on the item to be manipulated. 
Spellcasting 301 is undoubtedly the 
best installment in an already highly suc- 
cessful series. 

— Ed Dille 


Complexity Average 











3021 Bethel Rd. #108 
Columbus, Ohio 

"Make Mario Run Backwards!" 

GAMEHANDLER lets you revive the investment you have in games 

T n ft 

Here's a neat trick you can do only with 
GAMEHANDLER! If you've already beaten 
Super Mario Bros. 1 from Nintendo, now 
you can add a new challenge. Tip your 
GAMEHANDLER controller upside-down 
and see if you can beat the game running 
backwards. Now Mario has new dangers 
and new timing for his jumps, and even 
throws his fireballs backwards. 


Cowabunga, Dude! Here's an awesome trick 
for Teenage Mutant Ninja Turtles 2 from Ultra. 
Again only with the GAMEHANDLER controller 
you can Hyperwarp— actually disappear and re- 
appear around the screen. When you push your 
jump button on GAMEHANDLER, quickly flick 
your wrist right or left. This is helpful when 
the bad guys surround you on the higher levels. 


"Make Turtles Disappear!" 




| later you can expand GAMEHANDLER to woik on the 1 6-bit Super NES . 

Sega CD - Pack-in Software 
Sherlock Holmes 
Sol Feace 
Sega Classics 

Sega CD 

1-2 Players (depending on game) 

Once again, some marketing genius has 
decided to release a system with pack-in soft- 
ware based on quantity rather than quality. 
Actually, this is sort of half-true. While none 
of the games packed-in with the Sega CD are 
original, the quality is above that of your aver- 

Sherlock Holmes is included to show off 
the CD’s handling of full-motion video. 

age multi-game pack in. Partially in response 
to the Turbo Duo which was recently released 
with five games packed-in, Sega now brings 
forth their CD unit with six games included. 
Please keep in mind that this review only cov- 
ers the software included with the Sega CD, 
and not the system itself. 

Sherlock Holmes is the most original of 
the pack-ins, at least original in the sense 
that it has not previously appeared on the 
Genesis. The game has been seen before, 
first on the TurboGrafx CD, and since for just 
about every computer platform sporting a CD 
drive, making it one of the top selling CD- 
ROM titles. 

While not being a bad game, Sherlock 
Holmes suffers from being several years old. 
The video is not as clean as other releases 



such as Night Trap and Sewer Shark. 

Sound is excellent, as is the voice, and, while 
being short, this is an enjoyable game to 
play. A good thinking game for those who 
have not seen it before. — Overall 84% 
The second stand alone game is Sol 
Feace, a shooter originally released as one of 
the first Mega CDs in Japan, and later in the 
U.S. as the cartridge game Sol Deace. The 
CD version of this game does add better 
sound, and cinema displays that were left out 
of the cartridge version of the game. It 
appears that after considering TTI's decision 
to pack in the ultra-intense shooter Gate of 
Thunder with their Duo, Sega decided to 

All of the Arcade Classics are excellent 
games, and best sellers in their own time. 

— Overall 94% 

The only problem with any of these games 
is the possible player familiarity with them. It 
is assumed that the majority of those who 
will buy a Sega CD already own a Genesis. 
Unfortunately, this means that said players 
may have played one or more of the games. 
Even Sherlock Holmes, which wasn’t previ- 
ously available on the Genesis, may have 
been played before, given its exposure on 
other systems. 

While this does not effect the score the 
pack-in games have received, it may indeed 


e. urn am 

Sol Feace, while not being spectacular, While a little heavy on fighting games, 

is certainly a solid side-scrolling shooter. the Sega Classics disc is a good value. 

pack-in Sol Feace as a counter measure. This 
was a good choice, as Sol Feace is one of 
the better shooters for the Genesis system. 
Action is fast and constant, and the graphics 
and sounds are both very well done. Sol 
Feace is all around a very good shooter, and 
Sega should be commended for its inclusion. 

— Overall 87% 
The final game disc is really four games in 
one. The Sega Classics: Arcade Games 
offers four excellent Genesis games to those 
who have not purchased one or more of them 
for their old system. The games included are 
Golden Axe, Revenge of Shinobi. Streets of 
Rage and Columns, all best-selling games on 
the Genesis system. The first three are all 
action games, and Columns is a strong oppo- 
nent for Tetris. 

be a problem for some potential buyers of the 

All in all, the pack-in offers a great value, 
and the games are all very good. Still, one 
original offering would have been a nice 

— Marc Camron 


Complexity Average 








88 % 

90 Electronic Games 

The Adventures of 
Willie Beamish 

Sega CD 
1 Player 

Willie is an average young man. He 
has a pet frog, plays video games, picks 
on his sister, doesn't do his chores, 
doesn’t obey his parents, doesn’t think 
much of his teachers or others in charge, 
and will always come through to save the 
town in its time of need. Okay, maybe 
Willie is a little too much Saturday morn- 
ing cartoon to be called “an average 
young man," but he is the hero of our 
story, The Adventures of Willie Beamish. 

It is the beginning of summer vacation, 
and the only thing on Willie’s mind is the 
Nintari championships. Willie, you see, 
wants to show the world that he is the 
best Nintari player there is, no if’s, 
and's, or but's about it. Unfortunately, 
he doesn’t have the money to get there. 

Here is where the adventure starts. It 
is up to Willie to find a way to the Nintari 
championships. The only way to get the 
money is by winning the big frog jumping 
competition. The player will find different 
obstacles along the way, including a 
power-hungry woman, bent on controlling 
Willie’s poor town. 

Willie would do just about anything to 
make it to the Nintari championships. 

As a game, Willie Beamish is wonder- 
ful. For anyone who wants to experience 
a little more childhood (albeit a cartoony 
version of how childhood is), this game 
delivers quite well. The graphics are won- 
derfully drawn, and while the animation 
is not as complete or interactive as a 
regular video game, the sacrifice is well 
made. Make a choice and watch Willie 
go off in a direction, causing mayhem 
and excitement in his path. 

The sound in the game is unparalleled 
for video games. This marks the first 
time for a console system that all of the 
lines are spoken, instead of written on 
the screen. The actors chosen to read 

the parts are equally impressive, laying 
waste to the days when video game voic- 
es, even those on CD, where just a 
bunch of similar bad voices obviously 
reading cue-cards. 

This type of game may be new to 
some who are used to traditional video 
game adventures or role-playing scenar- 
ios. Willie Beamish is a graphic adven- 
ture, closely related to the text adven- 
tures of computer days past. The on- 
screen system features a point-and-click 
interface. Those who have used a com- 
puter and mouse will pick up on it imme- 
diately. Actually, the game would be easi- 
er with a mouse, but the Genesis con- 
troller is adequate, and will do the job 
until Sega gets around to introducing 
their mouse later next year. 

Objects can be used on one another 
and with people to solve the various puz- 
zles and progress through the game. 
While it may look strictly like a kid's 

Willie must behave. If he isn’t a good 
boy, he won’t get to the championships. 

game, the puzzles in Willie Beamish are 
difficult, and younger players may need 
some help in figuring them out. 

Sierra has made a name for itself with 
this type of game, and Willie Beamish 
more than holds up their tradition of 
graphic adventures. 

Willie Beamish also marks the first of 
the computer “shovelware" for the Sega 
CD. That is, games that already exist in 
computer format and, many times, 
already appear on CD-ROM. Many of 
these games are excellent, and they are 
so easy to port over, that they offer the 
publishers a way to get some extra 
mileage out of their games. Sierra has 
already signed on to do several more 
titles, and other companies have com- 
mitted to do the same. 

Overall, Willie Beamish is one of the 
best initial releases for the Sega CD, and 
it shows of some the system's nuances. 
It is true that this game doesn’t take full 
advantage of the powerful new functions 
of the system, and is really nothing more 
than a clone of the computer CD original. 
But with a game this good, who cares? 

— Marc Camron 


Complexity Average 





94 % 

Electronic Games 91 


Cobra Command 

Sega CD 
1 Player 

motion video format mixed with a video 
overlaid cursor to give players a true 
high-action adventure. The helicopter is 
equipped with machine guns and a mis- 
sile launcher, both having unlimited 
ammunition to blast away. As different 
video scenarios present themselves, 
enemies will be highlighted. It is the play- 
er's job to shoot the enemy that is high- 
lighted by positioning the cursor in the 
bracket and firing the correct weapon. 
Machine guns are used for air targets 
and missiles are for the ground based 
targets. As different views and perspec- 
tives present themselves to the player, 
different enemies and targets become a 
threat, and the player must act fast or be 
shot down in a ball of fire. 

Although the full motion video is good, 
it is a little lacking in color and frames 
compared to the original, but this is due 

It is almost fun getting hit a few times 
just to see the animated explosion. 

As a part of the world defense league, 
players are equipped with a high pow- 
ered helicopter. The mission: stop the 
evil forces of earth and their goal to over- 
come the globe by spreading chaos to 
every human on the planet. Fly to various 
parts of the world that are threatened by 
evil forces and smash their plans of suc- 
cess. Fly fast and hard or the chances of 
survival are slim. 

Cobra Command is one of the first 
games available for the Sega CD player. 

It offers full motion video mixed with CD 
quality sound. Some people may remem- 
ber that Cobra Command was originally a 
coin-op game that was done on a laser 
disk format by Wolf Team. Surprisingly, 
the original people have been contracted 
to recreate this video adventure on the 
Sega CD. Cobra Command uses a full 

Sega and Wolf Team have gone to great 
lengths to preserve the original game. 

This adventure takes the player 
through several scenarios including a 
city, a canyon, a swamp, a jungle, 
a forest and finally to the enemy’s main 

to the access speed and capabilities of 
the Genesis and the CD player. Being a 
big fan of the original, I found this ver- 
sion to bring back many fond memories 
of the fast paced action and quality 
sound of the arcade version. Game play 
is impressive, as this game plays just 
like the coin-op. A feature has been 
added to this version that enables play- 
ers to pick the speed of the cursor. This 
should please players who feel the 
default setting is too slow. 

Overall, the look and feel of this game 
is terrific considering the limitations of a 
five inch CD compared to a Laser Disc. 
This game really puts players in an inter- 
active movie where they are allowed to 
participate and change the outcome. The 
sounds and voices are very realistic and 
placed into the scenarios very well. Not 
enough can be said about how they have 
successfully transformed this original 
Laser Disc game into a Sega CD game. 
The only complaints are technical ones: 
every other frame of video is removed to 
save memory and to make the game run 
faster, and the amount of colors used in 
the original have been scaled down. The 
final result is that the colors are a little 
washed out. Flowever, these are minor 
grievances. This game is still lovely to 
watch and fun to play. Try cranking this 
one through the stereo. 

— Franklin Horowitz 


87 % 

92 Electronic Games 

It Took 2,000 Years For Someone 
To Make Chess Better* 

The power and sound of 
CD-ROM brings the most 
challenging game on earth 
to life in Battle Chess™. 
An entire medieval world 
at war is reflected on the 
checkered field. 

“Battle Chess must rank as the most 
entertaining chess game around, and the funniest.” 
- The Games Machine 
Everyone who’s ever had a knight take a 
pawn has seen that capture as more than one 
piece replacing another on the board. In 
players’ minds, the bold knight, resplendent in 
his armor of silver or ebon, sallies forth and 
slays the foul footsoldier. Combat, mortal 
combat, is the heart and soul of chess, but this 
aspect of it can only live in the mind’s eye ... 
until now! 

“Battle Chess is the next step beyond all existing 
chess programs.” 

- Video Games & Computer Entertainment 
Lots of computer chess games capture the 
basics of chess. But now the power of CD- 
ROM lets Battle Chess™ bring the game to 
life by combining a magnificent chess logic 
system with colorful, humorous, and dramatic 
three-dimensional animations, a dramatic 
musical score, superb sound effects and a 
complete talking tutorial! 

“Every chess player will want a copy of this 

program. Highly recommended.” 

- Computer Gaming World 

M Advanced, state-of-the-art 3D 
animation in 640 x 480 resolution 
with 256 colors 

I Over 3 1 megabytes of animation and 

■ Over 45 minutes of digital CD audio , 
with mood music and combat sound 
effects played directly from your CD- 
ROM drive 

■ Complete 25 minute tutorial: Using 
the Battle Chess™ humorous style of 
animation , each piece comes to life and 
teaches you about its movement, history and 
strategy, in stereo CD sound 

■ Play against the computer or your friends , or 
let the computer play against itself 

■ Modem capability for long-distance games 

■ Ten levels of play challenge even the most 
sophisticated player 

MS-DOS and MacintoshScreens Pictured 



1 7922 Fitch Avenue 
Irvine, California 92714 
714 553-6678 

To order 

CD-ROM, call 
1-800- 969-GAME, or 
see your local retailer. 

© 1992 Interplay Productions. All rights reserved 

BATTLE CHESS™ ENHANCED CD-ROM is a trademark of 

Interplay Productions, Inc. 

Use the control pad to move the 
crosshairs around the screen and the A 
button to fire. When approaching a 
rodent, Catfish will make a box around it 
that blinks for easier identification. How- 
ever, the player shouldn't just keep 
pressing the A button (it rapidly fires - no 
turbo stick needed); an energy level is 
diminished each time the gun is fired, so 
use ammunition sparingly. If the player 
runs out of firepower, he may crash or 
receive a message from the boss, Com- 
missioner Stenchler. He will either com- 
pliment the player's work or fire him, in 
which case he must begin again. If the 
player misses too many targets, Ghost 
will scold him and literally slap him 
around. As stated earlier, the technical 
components are up to par with some of 
the other early 
CD releases (this 
is the same 
bunch that gave 
us the intriguing 
Night Trap). 

The problem 
comes with repet- 
itive game play 
and the fact that 
the player will 
probably expire 
his energy levels 
before really get- 
ting anywhere. 

The jargon and 
premise are inter- 
esting (it is sup- 
posedly based on 
an upcoming 
movie), but at its 
core it is nothing 
more than a sim- 

Perhaps stan- 
dards for the 
Sega CD may 
have been set too high, but this particu- 
lar release just isn't very exciting. The 
player will be expecting a little more from 
the disc, but it is just too repetitive to be 
exciting for very long. Frying rats in a tun- 
nel can be fun, but not for an entire day. 
It's a nice try, but it falls a bit short. 

— Mike Weigand 


"hole-hogs") through a labyrinth of tun- 
nels, blowing away all types of critters- 
most notably giant mutated rats, aptly 
named ratigators. On this first flight the 
player is teamed with a foul-mouthed vet- 
eran named Ghost. Ghost gives the 
gamer the illustrious title of "Dogmeat," 
and it is off through the tunnels to exter- 
minate the ratigators. There is a mechan- 
ical probe, Catfish, who speeds ahead of 
the player, relaying directions back to his 
craft (which pipe to take, where the most 
critters are, etc.). Catfish plays a pivotal 
role here: when he sends directions such 
as "we've got some hungry critters at 
twelve, six, three," those are the direc- 
tions the player must follow. Simply 
translated: go up, down, right. 

As the player speeds through the tun- 

nels, the arrows at the top of the con- 
sole will light up. When they blink in a 
particular direction, that means a tunnel 
in that direction is coming up. If the play- 
er misses the right tunnel, or takes the 
wrong one, the arrow will blink red. 

Sometimes the gamer can miss one 
tunnel or take a wrong one without too 
much trouble. But if it becomes a habit, 
the player will hit a dead end, run into a 
pair of doors that didn't completely open, 
or otherwise be destroyed. If the direc- 
tions are correctly followed, Catfish will 
relay new instructions. To turn into a tun- 
nel, push the joypad in the direction of 
the tunnel and press the B button. For 
the trip, the ship is armed with two pow- 
erful guns. 

Everybody can use a little bit of help, 
and Ghost is as little help as possible. 

Sewer Shark 

Sony Imagesoft 
Sega CD 
1 Player 

For one of the 
newest and earliest 
games for the new 
Sega CD system, 

Sewer Shark does- 
n't really deliver. A 
lot of work obvious- 
ly went into this 
game, and the 
graphics and real- 
life action are syn- 
chronized perfectly. 

But the game is 
rather difficult, and 
if the player gets 
fired or blown up, 
it's back to the very 
beginning. The 
premise is rather 
simple: the player 
is starting the first 
day of his new job 
as an 


This job, however, 
is a little different. 

Since the game is 
set in the future, the old methods of the 
Orkin man are outdated and useless. In 
these times, one flies spaceships (called 


Complexity Hard 








76 % 

94 Electronic Games 



.ilimi suuuffs (crowd noises (K<\) 

8 courses 
3 hrauejt! 

IBM VGA. Macintosh color. 
& Amiga screen shots shown 

(/T w r*V>i.e 

K- 1 1* 4 

LJ & / 1 
u « — ^ — * J 

From “classic” holes to the bizarre, DigiTek Software’s new HOLE-IN-ONE MINIATURE GOLF DELUXE 
uses the ease of a special interface (point and click) to provide fun and excitement for all ages (with as many as 
four players at once!). Incorporating new state of the art graphics and realistic digitized sounds into the five 
original courses from the best selling HOLE-IN-ONE MINIATURE GOLF, and, adding three new courses, 
the Deluxe Edition comes complete with a whopping eight (!) 18-hole courses (144 holes). Fight against 
gravities, magnets, hills and pits on your quest for the best score. HOLE-IN-ONE MINIATURE GOLF 
DELUXE will provide hours of fun and entertainment. 



1916 Twisting Lane 
Wesley Chapel, FI. 33543 
(813) 973-7733 
To order call 

1 - 800 - 783 - 8023 ! 


Data East 
Game Boy 
1-2 Players 

Tumblepop is one of the most 
attractive, engaging and downright 
charming additions to the Game Boy 
universe in some time. It’s the year 
2018 and the world has become 

Tumblepop offers game play similar 
to the NES classic Bubble Bobble. 

hopelessly screwed up in the opti- 
mistic manner traditional to video 
games and science fiction novels. 
There are goofy monsters and mega- 
mutants and they’re ready to rumble 
to see who gets to keep what’s left 
of 21st Century Earth. 

Metaphorically, it’s the bottom of 
the ninth and the beasties are win- 
ning when the player-character steps 
up to the plate in hopes of salvaging 
the entire war. Instead of a bat, how- 
ever, our hero is armed with a “vacu- 
ulator," a suction device powerful 
enough to not only clean your rug, 
but to also devour it, along with any 
pets, furniture or family members 
unwise enough to be in the vicinity. 
Fortunately, it makes a dandy 
weapon against the mutant-types. 



erwise th e player simply selects an 
entry point on one of the beaten up 
buildings and enters. 

At this point, the game toggles to 
a scrolling, multi-level, side-view 
combat mode. The player-character 
can move left or right along each 
level, and jump one level in either 
direction. There are, however, dan- 
gers everywhere, and gamers must 
remember to pop the monsters back 
out once they’ve been sucked up — 
if too many mutants are trapped in 
the vacuulator for too long, the 
machine explodes, costing a life. 
Lives are also lost through contact 
with a monster, a monster’s bullet, 
or a falling into a trap. 

When an enemy has been 
destroyed, a coin will appear in its 
place and these coins can be used 
back at the trading post to acquire 
neat new gizmos. There is also the 
usual collection of bosses and a 
special, climactic level which can 
only be reached after destroying all 
eight zones twice. 

It sucks ’em up, 
then spits ’em 
back out as a 
weapon capable 
of destroying 
their comrades. 

The player 
begins by 
selecting from 
among the three 
available play 
modes: soli- 
taire, two-player 
or construction, 
in which players 
can create their 
own gamefields. 

The Tumble- 
pop world of 
2018 comprises two areas, each of 
which contains four sections. These 
eight sectors each represent one 
game level. The first four sectors 
contain buildings which have been 
heavily damaged by the monsters 
while the buildings in the last four 
zones are inhabited by mutants. The 
player-character moves about a 
scrolling world map seen from a 
slightly angled top-down perspective. 
The starting point is a small shop 
where items can be purchased, oth- 

Each jack-'o-lantern represents a level. 
Be sure to stock up outside stores. 

96 Electronic Games 



Introducing Tetris® Classic. 

Great new VGA graphics. 

Great new features. 

Great music and sound. 

It’s everything Tetris is-and 
more! A slew of new challenging 
options, including head-to-head 
play, competitive or cooperative 
modes and a frenzied dual-pit play 
field. VGA graphics give the game 
a hot new look. 

And the music 
and sound effects 
are worthy of a 
5-star Hollywood 
production. It 
isn’t easy to 
improve a classic. 

But we just did. 

Super Tetris'." 

The super sequel to best-selling 
Tetris. Super challenging. Super 
addictive. Because it comes with a 
blockbusting twist-bomb pieces 
that help you blast your way down 
to the bottom of the pit and discover 
treasures. Super Tetris. Just when 
you thought you’d broken the habit. 


If you thought Tetris was fun, look 
what we did to Wordtris. This time 
the falling pieces are letter blocks. 
Instead of forming lines, you form 
words. The challenge builds as the 
levels go higher and the blocks fall 
faster and faster. It’s Tetris made letter 
perfect. You have our word on it. 

Available for IBM DOS, Windows and Mac/Macll. 

Available for IBM and Mac/Macll 

Also available for Game Boy and Super NES 

Tetris Classic available for IBM DOS and Windows. 

Spectrum HoloByte 


A Division of Sphere, Inc. 2490 Mariner Square Loop, Alameda, CA 94501 

For Visa/MasterCard orders call 24 hours a day, 7 days a week: 
1-800-695-GAME (Orders Only) 

For technical questions call: 1-510-522-1164 (M-F: 9am-5pm PST) 

Super Tetris, Tetris Classic and Wordtris are trademarks and Tetris is a registered trademark of V/O 
Electronorgtechnica. Spectrum HoloByte is a registered trademark of Sphere, Inc. 

The two-player version is also quite 
interesting, with gamers alternately 
cooperating and competing, as is the 
construction mode, but it is only for 
experienced players. 

Tumblepop has a great look, plays 
very slickly and should appeal to a 
wide variety of action-strategy fans. 

— Bill Kunkel 







90 % 


93 % 

85 % 

95 % 

Prince of Persia 

Game Gear 
1 Player 

Jordan Mechner’s Prince of Persia 
has been converted to just about 
every computer, video and portable 
game system in creation. Most ver- 
sions have been extremely impres- 
sive, obviously inspired by the high 

The player’s goal is to escape from 
the dungeon and rescue the princess. 

quality of the original. But Tengen’s 
Game Gear version, while visually 
splendid, has a serious problem: 
character movement is too inexact. 

As most of you probably know, 
Prince of Persia is a multi-level 
action adventure in which a superbly 
animated player-character must 
move through several scenarios in 
order to effect the release of the 
eternally kidnapped princess and 
become the titular ruler of Persia. 

The game begins with the player 
dropped, sans weapons, into the 
dungeons. He can either face off 
against an armed guard or traverse 
the entire labyrinth in order to find 
the sword at the end of the cata- 

The multiple scenarios involve a 
series of trapdoors and kinetic puz- 
zles which must be mastered in 
order to open gates, elude obstacles 
and conclude the adventure. 

The game’s primary appeal lies not 
only in its wickedly clever tricks and 
traps but in its exquisite, rotoscoped 
animations. Even on the small Game 
Gear screen, each character's move- 
ment, from leaps to falls to scram- 
bling up to a higher level, are all flaw- 
lessly articulated. The problem, as 
mentioned earlier, is that the player 
control is too inexact for a game as 
precision-oriented as this. Once the 
character gets moving, he often con- 

tinues for a few extra steps even 
after the gamer has signalled him to 
stop. Worse yet, leaps were very dif- 
ficult to execute in the beta version. 

Death comes in many forms for those 
who do not look before they leap. 

Given its flaws (serious though 
they may be), Prince of Persia is still 
an impressive contest with graphics 
as good as you’re likely to see on 
any portable game system. 

— Bill Kunkel 


83 % 

98 Electronic Games 

CHIPS & BITS SEGA & SNES BUY 4 GET 1 FREE* 802-767-3033 

'THE MYSTICAL QUEST' starring Mickey Mouse 
features lifelike Disney animation, 7 levels includ- 
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suits which give Mickey different abilities. $59 


GENESIS Systm $125 
GENESIS No Cart $99 
GENESIS CD Plyr$289 
AC Adapter $ 9 
Arcade Power Stck $39 
Champ Joystick $24 
Control Pad $19 
Explorer Joystick $19 
Game Genie $54 
Genistick $19 


Strider 2 $49 

Sunset Riders $43 
Superman $43 

Sylvester & Tweety$49 
Talespin $39 

Tazmania $44 

Technocop:Final M $52 
TMNT Hyperstone $46 
Terminator $49 

Terminator 2 $43 

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Mickey & Donald $44 
Out of this Wrld CD $54 
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Risky Woods $43 
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Saint Sword * $19 
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Afterburner 2 $42 

Atomic Runner $42 
B Bomb $36 

Bio Hazard Battle $44 
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Death Duel $49 

Galaxy Force 2 $29 

Hellfire $39 

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Beast Wrestler 


Blck Hole Asslt CD $49 

Chakan Forevr Mn 


Deadly Moves 


Double Dragon 3 


Fatal Fury 


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King of Monsters 


Mystical Fighter 


Panza Kickboxing 


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Slaughter Sport 


Streets of Rage 2 


Street Smart 


Two Crude Dudes 



Breach 2 






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Dragon's Fury 










Mega Lo Mania 


Metal Fang 








7 Cities of Gold 


Shanghaii 2 


Super Conflict 




Warrior Rome 1 or2 




Wheel of Fortune 


Where World CSD $49 

Where's Waldo? 


Happ Control Pad $19 
Menacer $59 

Power Clutch $34 
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Triton Control Pad $26 
Turbo Touch 360 $29 
Wireless Control #1$34 
Wireless Control #2$22 

Alien vs Predator $39 
Aliens 3 $43 

Alisia Dragoon $32 
Ariel Little Mermaid $36 
Bart Space Mutants$43 
Batman $42 

Batman Jokers Rtn $43 
Batman Returns $49 
Cadash $44 

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Dolphin $44 

Dracula $49 

El Viento $49 

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Golden Axe 2 $39 

Green Dog $39 

Home Alone $39 
Hook $49 

Indiana Jones LC $49 
James Pond 2 $42 

Jewel Master $16 
Keepr of the Gates $52 

allows you to 
play Rash and 
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the way 
the Dark Queen 
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12 levels of fun 

Tiny Toon 
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Turrican * 

Universal Soldier 
Vallis * 

Where Time CSD 
Wolf Child 
Wonder Boy MonsL$46 
Xmen $46 

Young Galahad $42 
Zombie High $36 










Arcus 123 $49 

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Lord of the Rings $59 

Might & Magic 3 $49 

Outlander $44 

Phantasy Star 2or3 $59 
PStar 3 Hint Book $14 

'STREET FIGHTER II' brings the #1 arcade smash 
hit to your SNES. Choose from 8 characters with 
unique fighting styles to defeat champion street 
fighters from around the globe. 2 players. $64 

Simpson KrustyFH $42 
Slime World $43 
Sonic Hedgehog 2 $49 

Vampire Killer $52 
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Y’s 3 $44 

Jen Capriati Tennis$43 
Joe Montana 2 $49 

J Madden Football * $29 


J Madden ’92 $42 

J Madden '93 $49 

Jordan vs Bird $39 
King Salmon $42 
Lakers vs Celtics $42 
M Lemieux Hockey $39 
Mike Ditka Footbll $29 
MLBPA Sprts Talk $52 
Mohammed Ali Bxg$54 
NBA Super Allstar $43 


Actraiser $44 

Aliens 3 $49 

Alien vs Predator $42 
Arcus Spirits $49 
Batman Rvng Jokr $49 
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Battle Toads $59 
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Chester Cheetah $54 
Chuck Rock $49 

MONTANA' is a 

12 Meg football 
game with a 
anouncer & all 
28 teams. Play 
a full season, 
playoffs, or in 
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Has multiple 
field views with 
zoom & instant 
replay. Fori or 
2 players. $46 

NFL Sports Talk Fb$46 
NHLPA Hockey '93 $49 

Nolan Ryan $49 

Olympic Gold $45 
PGA Tour golf 1or2$49 
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RBI 3 $32 

RBI 4 $46 

Rgr Clemens MVP $43 
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Summer Challenge $49 
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Team USA Basktbll$43 
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Pacific Theatr Ops $59 
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Race Drivin' $45 

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Test Drive 2 $46 



Cool World 


Death Valley Rally $52 



Dragon's Lair 


Dream TV 


Family Dog 


Generation 2 




Great Battle 


Harley's Hum Advtr$54 

Home Alone 2 




James Bond Jr 


Joe & Mac 


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Lethal Weapon 


Mickey Mystl Quest$59 



Out of this World 


Prince of Persia 


Radio Flyer 


Ren & Stimpy 




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Search Ultra Force $54 



Simpsns Krusty FH$49 





Spanky's Quest 


Star Trek 




Supr Shadow Beast$49 

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Super Troll Land 


Super Valis 4 


Swamp Thing 




Teen Mtnt Nnj Trtls 

i $54 

Terminator 2 



you to 
control 8 differ- 
ent WWF super 
like Hulk 
mate Warrior, & 
with spe- 
ires in and 
of the ring 
action, singles, 

matches. $43 


SNES System $145 
SNES no cartridge $99 
AC Adapter $ 9 

Ascii Pad $24 

Champnshp Jystick$69 
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Turbo Touch 360 $29 

Time Slip $46 

Tiny Toon Adventrs$54 
Tom & Jerry $49 
Toxic Crusader $54 
TOYS $49 

Ultraman $39 

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Vikings $49 

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Zelda 3 $49 


Aero Biz 
Casino Kid 2 

Faceball 2000 
Mario Paint 
On the Ball 
Populous * 
Push Over 















Romnce 3 Kgdm 2 $59 
Shanghaii 2 $46 

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First Samurai 
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Street Fighter 2 
Super Combatribes$54 
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Ultimate Fighter $54 








Inindo $59 

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Ultima False Prpht $59 
a race 
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1000. Features 
levels of en- 
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Killers, and a 
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Diamond Challenge$54 
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Air Mail Canada $6: HI, AK, 
PR, 2 Day $ 12 . Advertised 
prices are for new games. Used 
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All sales final. Shipping 
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Defectives replaced with 
same product. Price, avail- 
ability &offersubjecttochange. 

We got some great entries for this, 
the first fan-written column of 
reviews in EG. It would seem that 
there are many up-and-coming game 
reviewers out there, ready to give 
their opinions. 

It wasn’t easy to pick the two best 
reviews, because all the writers had 
good points to make. Here are the 
winners of the review contest, and 
some of the runners-up. 




Winning review 
by Evan Karp 

Log Entry 545: The embryo has 
been planted in Mike Dawson’s 
head, the one that will allow us to 

As in all adventures, pay careful 
attention to every place you visit. 

take over Earth. Sure, Mike Dawson 
can stop us, but he’ll have a long 
way to go. If he can't deal with the 
headache he’s going to wake up 
with, he has no chance. He’ll have to 
travel in his own world before even 
entering the Dark World that I live in. 
If he makes it that far, I doubt that 
he’ll even realize that the two worlds 
mirror each other. He'll have to pick 



up items and use them at the right 
place. If he misses something, even 
if it’s a small item, he may have to 
start his quest all over again. I also 
found out that someone may be con- 
trolling Mike Dawson’s actions. Well, 
if it’s true, I took precautions. The 
person who controls Mike Dawson 
will hear great sounds, and see Daw- 
son’s area in great detail, as well as 
my world. And me, I’ll be recognized 
as a work of art, from someone 
called H.R. Giger. Good luck, you’ll 
need it. 

Runner Up Review 
by Dan Brown 

I think Dark Seed has got to be 
the weirdest game on the market. 
The game is a sort of horror/RPG 
scenario putting you in the shoes of 
a man named Mike Dawson. He has 
a headache because the new house 
he just bought is inhabited by alien 
beings, and the aliens have implant- 
ed an alien egg in his brain! The 
alien will hatch in three days and, of 
course, Mike will die in the process. 
The object is to kill the alien inside 
him before that 
happens. The 
game’s graphics 
and music are 
superb, if you like 
horrifying scenes. 

All the back- 
grounds are done 
by the artist H.R. 

Giger, the same 
man who made 
the cover for the 
Players Guide to 
Science Fiction 
located on page 
47 in the October 
issue of EG. I like 

the fact that the game gives you a 
lot of freedom. Overall, I am 
impressed by this title and Cyber- 
dreams' work. 

Team USA Basketball 

(Electronic Arts) 

Genesis, 1-2 Players 

Winning Review 
by Tony Bueno 

Team USA Basketball follows in 
Electronic Arts’ tradition of great 
sports titles, and it will not disap- 
point fans of their previous games. 

The game play is definitely the 
most impressive feature. I found it 
very fun and challenging even when 
using the Dream Team. During this 
game, you have the options of play- 
ing 5, 10, 15 or 20 minute periods, 
and using any of the Olympic basket- 
ball contenders. In two player and 
non-tournament mode, you can 
choose an All-World team and also 
play any team against themselves. 
Rules and court configurations are 
exactly the same as in Barcelona, 
with the trapezoid lanes, free throw 

100 Electronic Games 

Jit5f(i;rr h&uvt faT [37 fj> f> J |7i7iToo7 

zu*.i vj =jji=| j:* > > :l> I i- 

lines, two period games, and a thirty 
second shot clock. 

The graphics and sounds are also 
quite good. The players are well-ani- 
mated, so they all can be easily iden- 
tified. The sounds capture squeaking 
shoes on the court and the digitized 
voice of the referee. There is also a 
lengthy (but somewhat unnecessary) 
graphic explanation of the two 
teams' countries before every game. 

All in all, Team USA Basketball is 
a fine sports game for the Genesis. 

It is recommended for basketball 
enthusiasts and fans of sports game 
in general. 

Runner Up Review 
by Joel Pritchard 

“It’s almost real!" Team USA Bas- 
ketball is obviously the result of 
some brilliant programming. Though 
basketball is not a new concept, this 
game certainly adds a new dimen- 
sion. Utilizing 8 Megs, the program- 
mers at Electronic Arts definitely 
have created a winner. 

The backgrounds are extremely 
bright and colorful. Not only do the 
players move smoothly, but you can 
also read the numbers on their jer- 
seys! With realistic player movement 
and colorful sprites, video game real- 
ism takes on a whole new meaning. 

The soundtrack is another positive 
aspect of this game. The sound fits 
well and never becomes tedious or 
distracting. The sound effects make 
this game even more exciting. 

Be ready for challenge and excite- 
ment. Team USA Basketball will test 
your hand-eye coordination. You can 

pass the ball, 
shoot it, or do 
signature moves. 
Once you catch 
on, you won’t 
want to let go. 

This cart is a 
must for anyone 
looking for a 
game that 
applies action, 
skill and chal- 
lenge. The con- 
cept makes you 
feel more 
involved than 
most other 
games. The 
numerous moves and styles will 
appeal to players of almost every 
taste. Team USA Basketball is a 

Honorable Mention Review by 
Shawn Shackelford 
Team USA Basketball by Electron- 
ic Arts for the Sega Genesis is quite 
a game! It is a limited edition basket- 
ball game which has the great 
Dream Team Olympic players all in 
one cart. Team USA goes up against 
15 international basketball teams. 
The game action is a bit complicated 
by the slow movement, but it doesn't 
detract too much from the overall 
playability. The countries' national 
anthems was a nice touch, although 

Information is offered on countries 
players may not be familiar with. 

I think that Electronic Arts could have 
done the music a little better. If 
you’re a basketball fan and like 
video games, this one’s for you. The 
Dream Team plays on in your Sega 
Genesis! On a scale of 1 to 10, I 
give it an 8. 

The United States occupies over 3 
rnillion square miles of North 
America and contains some of the 
most spectacular natural 
phenomena on Earth 

Join the Jury 

Review a game and win games 
in EG’s monthly contest! 

Each month, Electronic Games’ 

critics review dozens of new 
releases. They do a great job, 
but a lot of our readers are 
knowledgeable and perceptive 
about the games, too. For the 
first time in any gaming maga- 
zine, our unique monthly contest 
lets you strut your stuff. We’ll 
pick two games each month, 
one computer and one video, 
and challenge gamers to review 
them. Then, in “The Jury," EG 
; will print the best ones. If we 
print your review, you will win a 
: video or computer game of your 
choice! (Any system except Neo 

The rules are simple: 

1. All reviews must be of the 
nominated games. 

2. Entrants can submit only one 
review of each game. 

3. All submissions become the 
property of EG. 

4. Reviews should be 200 

i words or less, typed double- 

5. The month’s two best 
reviews (one in each division), 

: as determined by EG editors, 
earn the writers a video or com- 
puter game of their choice. 
(Sorry, no Neo Geo carts.) 

6. The contest is open to any- 
one who has not sold profes- 
sionally to EG within the previ- 
ous 12 months (exclusive of this 

Games for Contest #4: 

Joe Montana NFL Sports Talk 
Football lll/(video game Genesis) 
King’s Quest VI/(computer game) 

Deadline for this month’s con- 
test: January 1, 1993 

Send entries to: 

The Jury 

(Electronic Games) 

330 S. Decatur, Suite 152 
Las Vegas, NV 89107 

Electronic Games 101 




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• Jerry Wolensenko 

• Art V. Cestaro Jr. & III 
Odyssey Software, Inc. 

• Garry Kitchen 
Absolute Entertainment 

• Rob Holmes 

Acclaim Entertainment, Inc. 

• Neil Swarz 
MicroLeague Sports 

• Bill Stealy 

• Brian Fargo 
Interplay Productions 

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Villa Crespo Software 

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Camerica Corp. 

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American Video Entertainment 

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Three-Sixty Pacific, Inc. 

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Absolute Entertainment 

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Virgin Games 



Fanzines, Get 
Yer Fanzines! 

by Arnie Katz 

Space is limited this issue, due to 
our feature on the National Associa- 
tion of Electronic Gaming Enthusi- 
asts. So let’s dispense with my 
usual introductory spiel and get right 
to the good stuff — this month’s 
new fanzines. 

Totally Super NES #4 

Edited by Andy Saito 
3216 Colebrook Ct. 

Mississauga, Ontario, Canada L5N 3E2 
Bimonthly, $1.50 per issue 
8 pages. 

News, reviews, and tricks are the 
staples of this entirely editor-written 
fanzine. As its name implies, this is 
100% devoted to Nintendo’s 16-Bit 
system, though Andy evidences inter- 
est in all phases of electronic gam- 
ing, especially coin-ops. 

An examination of the Superscope 
and its software continues, and 
there are also reviews of recent 
games, including two Simpsons 
titles for Super NES. 

Andy’s enthusiasm gives Totally 
Super NES a positive attitude 
towards the games that is infectious. 
This upbeat fanzine would benefit 
from longer reviews and more editori- 
al presence. 

Master Minds #4 

Edited by Todd Lintner, 

6406 Jacobs Way, Madison, Wl 53711 
Frequent, $1.00 per issue 
16 pages. 

This all-platform 'zine, reviewed in 
the October 1992 EG, continues to 
improve every issue. Todd keeps the 



tone light and friendly with feisty, 
funny lines like: “My colophon is big- 
ger than yours! Nyah! Nyah!” This is 
one fan editor who knows how to 
have a good time! 

That doesn’t mean that Todd 
doesn’t take gaming seriously, 
though. His reviews aren't long, but 
they generally hit the target. He 
doesn’t let his overall enthusiasm 
for the hobby keep him from pointing 
out flaws as well as strengths. 

Master Minds is one of the 
fanzines leading the way to more 
diverse subject matter. Gaming is 
still number one, but Todd also gives 
us flashes of his personal life and 
some interesting movie reviews 
along with the news, tips, and cri- 

Todd provides his own illustra- 
tions, with mixed results. The comic 
strip wasn’t my cup of tea, but the 
cover is more successful. Maybe 
Todd could use some of his graphics 
talent to letter larger headings for 
the sections to make it easier to find 
things in this 'zine. There are better 
fanzines, but few are more appealing 
than Master Minds. 

Paradox #2 

Edited by Chris Johnston, 

Jason Whitman, and Justin Schuh 
316 E. 11th A ve„ Naperville, IL 60563 
Frequent, $1 per issue, 16 pages 

Want a unique fanzine with a wide 
range of material about video and 
computer gaming? This opinionated 
yet humorous fanzine gets the Fan- 
dom Central seal of approval, even if 
they do call me a too-respectful “Mr. 
Katz’’ instead of “Arnie". 

This trio of young editors blend 
well-reasoned, though forceful, opin- 
ions and armor-piercing humor with 

unexpected skill. Paradox leans 
toward fannishness (meaning arti- 
cles that contain material about the 
hobby itself), but there’s plenty here 
to stimulate and entertain the seri- 
ous electronic gamer. 

Instead of news and capsule 
reviews, Paradox has many short 
features and columns, each a tightly 
focused essay on a specific subject. 
Chris Johnston describes a visit to 
Steve Honeywell, editor of CGR. 
Readers like Lance Rice cavort in 
fandom’s liveliest letter column, and 
there’s an “Open Letter to Game- 
Busters.” Jason Whitman ponders 
the fate of the NES, and much, much 
more. Game and fanzine reviews 
complete the picture. 

Chris Johnston’s commentary on 
the need to keep fandom in perspec- 
tive as a hobby is welcome reading, 
but Paradox’s editors should apply 
his views on pseudo-professionalism 
to their own fanzine. They’ve reduced 
such tripe, but there are vestiges, 
like the full-page subscription offer 
and numerous apologies for late- 
ness. Fanzines can’t truly be late, 
because no one should expect them 
to meet announced release dates 
like a prozine. A good fanzine like 
Paradox is worth a little wait. 

It’s hard to predict the future of a 
fanzine from its second issue, but 
Paradox is already making a serious 
claim to being one of the elite 
fanzines. If the staff can produce six 
issues a year, it could soon rival 
Maelstrom and Cyberbeat. 

Attention fanzine editors: If you 

want your fanzine reviewed in 
Electronic Games, send your 'zine to 
Arnie Katz, 330 S. Decatur, Suite 
152, Las Vegas, NV 89107. 

104 Electronic Games 


1 - 900 - 903-3309 



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and commentary about video, computer, multimedia, 
and portable electronic games. 

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connoisseurs... Now you get the fast 
breaking news, controversial inter- 
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they're happening. 

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The Virtues of Virtuality 

by Bill Kunkel 

Your first impression upon entering 
a Virtuality center is how far removed 
it seems from the traditional concept 
of arcades. The boisterous, colorful 
and sometimes downright seedy 
ambience of the typical coin-op col- 
lective has been replaced by a sleek, 
almost silent storefront. Inside are 
anywhere from five to eight game 
systems and a bank of wall monitors 
offering two-dimensional coverage of 
the ongoing contests. Here, the 
sights and sounds are internal rather 
than external. 

The Virtuality systems at New York 
City’s South Street Seaport center 
seem more like transporter stations 
from the Star Trek universe than 
existing coin-ops (appropriately 
enough, a Star Trek: The Next Gen- 
eration game is already in the 
works). Each system consists of a 
raised, circular platform onto which 
players climb after a concise but 
thorough briefing on how the technol- 
ogy works. Participants then don the 
high tech headgear and pick up the 
controller. Large, hoop-like contrap- 
tions are lowered to the players' 
waist level, in order to keep them 
from stepping off the edge of the 
platform. (Other centers offer Virtuali- 
ty systems in a sit-down format that 
more closely resemble existing 
arcade games, but these stations 
are not as space efficient as the 
stand-up models.) 

The headgear is the prime compo- 
nent of each Virtuality station. Inside 
each helmet, a pair of tiny monitors 
set into the eyepieces display the 
game environment in true 3-D. The 
helmet also contains sensors which 

track any player movement and dis- 
play the appropriate visual images 
on the monitors. 

The game stations are networked 
together so that players can com- 

There are both standing and sitting 
models of the Virtuality machine. 

pete head-to-head or in groups, with 
the systems created to accept a vari- 
ety of software. The most popular 
first generation game seems to be 
Dactyl Nightmare, a survival contest 
in which players stalk one another 
across a multi-level, checkerboard 
landscape. Players turn in the direc- 
tion they wish to move and press an 
action button to go straight ahead 

I guarantee you have never 
experienced anything 
quite like Virtuality. 

while a second button fires a hand 
weapon. There are objects to hide 
behind as well as a wild card in the 
form of an avian dinosaur who peri- 
odically picks up players and 
deposits them in random positions 
on the game field. 

Is Virtuality the next “Big Thing" in 
electronic entertainment? Quite pos- 
sibly, though there are drawbacks. 
For one thing, operator involvement 
is much higher than on the arcade 
level. Prospective customers require 
extensive explanation and personal 
attention; you can’t stick these 
machines in the back of a 7-11 and 
let them run themselves. 

Then there’s the question of the 
headgear, which is not only too 
heavy for easy play, but comes in a 
one-size-fits-all format. While it is 
possible to tighten the headpieces, 
the monitors frequently fall below 
eye level and must be propped up by 
the player. There are, in fact, 
moments when the technology 
defeats itself, when simply turning 
around with all that equipment and 
dangling wires becomes a challenge 
in and of itself. Finally, at current 
prices ($5 per player for a three 
minute game in the New York cen- 
ter), Virtuality is an expensive experi- 

On the plus side, I can guarantee 
that you have never experienced any- 
thing quite like Virtuality. If someone 
told me ten years ago that within a 
decade it would be possible to actu- 
ally enter the gaming environment, I 
would have assumed they’d seen 
Tron too many times. 

Virtuality is here. It may not be per- 
fect, but it works. And all gamers 
with an iota of curiosity owe it to 
themselves to check it out. 

106 Electronic Games 

EGM is the only mag loaded with special pull- 
out strategy guides, killer maps and super 
secrets that will send your scores soaring! 

You 'll find all this and more only from the 
Biggest and Best video game magazine. Be 
the first to get every action-packed page 
delivered to your door by subscribing today! 

Each big full-color issue of EGM is packed 
with In-Your-Face information and exclusive 
coverage of the hottest video game action 
you can find. 


Get 12 issues of EGM for only $27.95! Send payment to: 
EGM, P.0. Box 7524, Red Oak, IA 51591-0524 




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$100.00. Any/all checks or money orders must be payable in U.S. funds, and must be drawn on an American bank. (American 
Express money order, Citibank money order, or any other type of check or money order that would go through a U.S. branch bank.) 

Please allow 6-8 weeks for your first issue. 

S1 170 


players, only 100 of whom (on aver- 
age) finish the quest each week. 
Carmen Sandiego is an on-line 
translation of Broderbund’s 
popular title that allows play- 
ers to start a new mystery 
each week and compete 
against players from 
around the country for rankings 
in the “ACME Detective Hall of 
Fame." CEO is a non-real time multi- 
player business simulation that uses 
much of the knowledge one would 
acquire in pursuit of an M.B.A., but 
at a significant discount. 

Custom choice games (pay-to-play) 
include Mystery Party, Rebel Space 
and Golf Tour. Mystery Party is simi- 
lar to the board game, except that 
each one of eight characters is 
played by a team of members. A sep- 
arate bulletin board is set up for 
each team to allow players to dis- 
cuss events in the game and vote on 
the next move. Each game lasts for 
four weeks and is updated daily. 
Rebel Space is a galactic land rush 
game that includes aspects of explo- 
ration, conquest, colonization and 
combat. Fifty players compete in 
non-real time, seeking to improve 
eco-spheres and technologies of 
primitive races, and consolidate their 
holdings against marauding mili- 
tarists. Golf Tour offers owners of 
Jack Nickalus Golf, Signature Edi- 
tion (Accolade) to compete in opens 
for up to 150 players, or invitationals 
for 4-32 players. Courses are down- 
loaded for unlimited practice and, 
when the player is ready, a ticket is 
requested. The player has three 
hours off-line to complete the round 
and upload the results. If one makes 
the cut, then the next round of play 
begins. Additional areas offer one 
person quick-play games and other 
topics of interest. 

The Prodigal BBS 

by Ed Dille 


1200/2400 baud 

Monthly fee with special charges for 
some services. 

When first introduced in the late 
80’s, The Prodigy on-line BBS was 
almost as conservative as its par- 
ents, IBM and Sears. Fortunately, 
the designers of the service were 
attuned to consumers and consider- 
able evolution has occurred in the 

In the early days, electronic 
gamers would have been hard 
pressed to find more than common 
shareware, but that has changed. 
Now, subscribers can access a dedi- 
cated Game Center. This banquet of 
entertainment combines Prodigy’s 
basic service games, custom choice 
games, gaming news, a hint center, 
popularity polls for games and a 
Game Club together under a single 

Among the basic multi-player 
games (i.e., those that do not 
require additional charges) are Mad- 
Maze, Where in the World is Car- 
men Sandiego, and CEO. MadMaze 
is a classic type mainframe fantasy 
RPG that emphasizes communica- 
tion and problem solving over hack 
and slash. Further, it is a massive 
game that boasts 50,000 regular 

Fantasy-Football is just one of the 
entertainment choices on Prodigy. 

lation to Power Shopping (a scary 
prospect indeed). Ms. Kane avoids 
the textbook approach and writes in 
a light, conversational prose. The 
book is also heavily illustrated with 
actual screen shots to accentuate 
the text. 

The book will pay for itself by 
reducing user access time and 
increasing productivity while connect- 
ed to the service. 

— Ed Dille 

It is encouraging to see Prodigy 
striking agreements with third party 
developers like Accolade and Broder- 
bund. Such trends indicate healthy 
growth in Prodigy's service. 

Prodigy Made Easy (second edition) 
Pamela Kane 
McGraw Hill ($19.95) 

290 pages (softbound) 

As on-line services mature, they 
tend to become a morass of jump 
words and menus that are daunting 
to the average user. Furthermore, on- 
line time is wasted if you cannot pick 
your destination quickly. As such, 
guide books such as this are not 
only handy, they can be necessary. 

Prodigy Made Easy simplifies and 
clarifies everything from initial instal- 

^ i 




i Owners ef Ffl Fantasy-Football - 
[ Uelcoae Id the quickest may to get 
weekly slats for gour offline gane 
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108 Electronic Games 

This season, the most detailed 
football simulation ever 

hits the field. . . 

...and sidelines the 

• • 


Play as a coach, quarterback, or general 

Imagine filing football and wanking 
the action from all paints of view. 

■q xt. *V W .'*.•*»* 

l * l £ II 

"i Ji w 
f » sv 


* -V W '*?• 
h n « ^-v.t 

Design your own plays or customize over 
200 stock plays. 

The action vanes from city to city, just 
like in real life. 

Stats... Action... Everything... 

From Dynamix, the company that redefined flight simulation with lied Baron and 
Acesofthe Pacific , comes' the most comprehensive and graphically detailed football 
simulation to ever hit the computer field. Unlike the competition. Front Page 
Sports Football isn't a Watered down version of reality covered bv a fancy license of 
famous names. It does everything like you've never seen before. Action, stats, 
management.. . every conceivable element of the game is recreated in amazing 
detail. And most importantly, you decide what to control. Pure action, pure stats 
or anywhere in between. . . the choice is yours with a simple click of the button. 

Iront Page Sport, Football I vetything a lootbal! simulation should be. 

Sfflisflencs in 
Sports Sima 

To get your copy now, call: 

1 (800) 326-6654 

Adaptability Is Uppermost 

by Ed Dille 


IMN Control 

Prices vary based on model 
($49.95 average) 

Available now: 

Coming Soon: 

16 Bit adaptor - Gives upward com- 
patibility with SNES 

Many gamers^ave wished for 
more control and precise movement 
when tackling their favorite games. 
Companies such as Nintendo have 
offered many products to help 
increase the player's enjoyment. The 
concept of registering player move- 
ment in three dimensional space is 
not new (remember the Mattel power 
glove?), but peripherals which incor- 
porate this principle become increas- 
ingly valuable as designers move 
toward virtual reality-based games. 
Dane Galden, president of IMN Con- 
trol, has developed a proprietary 
gravity sensor that registers both the 
direction and speed of movement 
away from centerline by the player’s 

The principle of operation is similar 
to that of accelerometers used 

extensively in scientific evaluations 
to measure the force required to 
accelerate or deceler- 
ate a body in 
motion. Most 
ters are 

mechani- JF 

cal sys- r 

a mass 

spring in a 
fluid which 
acts as a 

medium that ■ 

simulates inertia. 

The degree of 
oscillation impart- 
ed on the mass 
as a result of 
outside forces 
is then convert- 
ed to an electric 
signal via trans- 

Disassembly of 
the Gamehandler 
controller won’t reveal 

vidually wired to a microprocessor 
which correlates the input of the 
motion sensors with that of the six 
controller/selector buttons. 

Further, the microprocessor 
feeds the combined input to 
the video game control deck 
at a much higher data rate 
than traditional controllers, 
and the effects of this differ 
depending on the software pro- 
gram. Some examples of the 
special effects and changes 
include Mario and Yoshi run- 
ning sideways in Super 
Mario World, single button 
moves for Street Fighter 
II. backwards movement 
for the Ninja character in 
Revenge of Shinobi and 
the ability to hyperwarp 
Turtles around the 
screen in TMNT II for 
the NES. Again, these 
features are software 
dependent and unpre- 
dictable since many 
games were devel- 
oped and pro- 
grammed before the 
controller actually 
became available. How- 

such a device, however, 
as IMN Controls has replicated the 
effect electronically. Ringing the 
inner base of the controller are sen- 
sors that register changes in electri- 
cal potential based upon player hand 
movements. These sensors are indi- 

ever, it is exciting to see what 
moves your favorite characters can 
perform with this new joystick. You 
might be surprised! 

Some newer games will have spe- 
cial capabilities built into them in 
consideration of the controller, but 

Some special effects include Mario and Yoshi running sideways 
and the ability to hyperwarp Turtles around the screen. 

110 Electronic Games 

additional tricks and tips are discov- 
ered in the older games all the time. 
IMN Control publishes a free monthly 
newsletter for registered users of its 
products to update these secrets. 
Additionally, they sponsor monthly 
contests for the best new trick in 
that issue. 

Selector arrangement is highly 
functional, allowing simultaneous 
operation of three buttons with the 
hand holding the stick, leaving the 
off hand completely free. The A but- 
ton is normally the large finger grip 
on the front of the controller, 
although the player can selectively 
switch the A and B functions easily, 
even in the middle of play. This 
comes in handy if a better control 
scheme is desired and the player 
does not wish to reset the game. 

The B button is a small button locat- 
ed ergonomically in the thumb’s nor- 
mal resting place. Select is located 
on the bottom forefront of the unit, 
again to allow easy manipulation by 
the pinky finger. 

The Start button, Rapid Fire and 
Slow Motion selectors are also locat- 
ed on the top of the controller, within 
comfortable range of thumb move- 
ment. The slow motion feature is 
active only when depressed, allowing 
the player to switch back and forth 
during tight spots in flying/shooting 
games like Battle Command. Addi- 
tionally, the controller comes with a 
ten-foot cord for freedom of move- 

Controller sensitivity is an issue. 
Because the slightest movements 
are detected, there is a learning 
curve to be overcome. Furthermore, 
tilting the controller too far in any 
one direction reverses the electrical 
field read by the motion sensors and 
changes the character’s direction of 
movement. In horizontally scrolling 
games like the Mario series, howev- 
er, beginning with the controller tilted 
forward and wiggling the wrist back 
and forth can produce the fine con- 
trol necessary for precision running 
and jumping moves. Regardless of 
sensitivity concerns, the combined 
advantages of the controller far out- 
weigh the disadvantages. 

Expandability is a marketing con- 
cern for IMN Control. They avoid 

Dane Galden: The Man 
Behind The Magic 

EG: What was the impetus behind 
the original idea for Gamehandler? 
Galden: / was fascinated with the 
idea of character control in 3-D 
space, leaving the other hand free 
to do other things. Right now that 
just means eating popcorn or 
something, but soon we will be 
releasing other new technologies 
to occupy that hand. At the winter 
CES in Las Vegas, we will be 
announcing a virtual reality based 
product that builds upon the exist- 
ing Gamehandler system. I can’t 
really say more about it now, but I 
think it’s unlike anything out there 
so far. 

EG: What developmental issues 
posed the biggest problem? 
Galden: / think the biggest problem 
is to remain completely upward 
and downward compatible. We are 
trying to build a line of products 
that support and promote one 
another, such that players are not 
forced to buy new peripherals when 
they change systems. Additionally, 
we are in extensive negotiations 
with several game companies to 
get them to incorporate Gamehan- 
dler features into new cartridges. 
EG: In the interest of keeping con- 
sumer costs down, we think the 16 

Bit adapter was a great idea. Will 
the other add-ons under develop- 
ment adhere to both your compati- 
bility and pricing goals? 

Galden: Oh, absolutely! The RF 
remote, for example, can be 
plugged into the bottom of any of 
the Gamehandlers, making it 
instantly compatible for all sys- 
tems, so players with multiple con- 
soles will only need one. We’re tar- 
geting that at $30 retail, to keep it 
well within the reach of most play- 
ers. Also, because it’s RF based, it 
won’t suffer many of the intermit- 
tent problems associated with 
infrared devices. Also, the remote 
allows our earphone and micro- 
phone accessories to be fully 
remote. As another example, on 
the pricing side of the question, 
our sensitivity adjust (which will 
allow skilled players finer control) 
will retail under $15. 

EG: What user base do you have 
now, and how are you projecting 
its growth? 

Galden: It’s tough to say exactly 
what our base is right now, but it’s 
growing daily. We are projecting 
tremendous growth during the 
Christmas season and the first 
quarter of next year, when we for- 
mally announce our new virtual 
reality product. 

— Ed Dille 

making their own equipment obso- 
lete by providing a 16 Bit adaptor for 
their NES controller at considerably 
less expense than buying the SNES 
version. The objective, naturally, is to 
encourage game players to retain 
their Gamehandler controllers when 
they upgrade to more capable 

Other Expander Series add-on 
products due for release include an 
attachable RF remote that avoids the 
ill effects of infrared, a microphone/ 
earphone adaptor that allows kids to 
talk back to their games, and a sen- 
sitivity adjust for expert players. 

The overall ease of use and pre- 
cise control make the Gamehandler 
a heavyweight contender in the world 
of third party game controllers. 

Gamers who use their products can 
expect a quality piece of merchan- 
dise for the price. The obvious mes- 
sage is that IMN Control seeks to be 
in control of the video game peripher- 
al market. Its degree of success in 
that endeavor will depend entirely on 
how deeply its marketing campaign 
can penetrate the user base. With 
sufficient units abroad, cartridge and 
computer designers will be forced to 
program features which support the 
controller series; with the current 
success of the Gamehandler and 
future releases planned, it will proba- 
bly happen. Since such inroads are 
already being laid in the Asian mar- 
ketplace by Mr. Galden and his 
team, can the U.S. be far behind? 

— Ed Dille 

Electronic Games 111 

The Official Guide to 
Sid Meier’s Civilization 

Keith Ferrell, Compute Books, 224 
pages (softbound, $14.95) 

Only a handful of games ever 
achieve the design depth and rich 
play experience of Civilization. Guid- 
ing a culture from its primitive begin- 
nings to the colonization of space is 
not only intimidating, it encompass- 
es many interrelationships that are 
not readily apparent to most players. 
Sid Meier and Bruce Shelley antici- 
pated this and provided players with 
a finely written manual an on-line 

Despite their laudable efforts, or per- 
haps because of them, mastery of 
the game is highly elusive. This 
guide, written in collaboration with 
Sid Meier, provides players addition- 
al enlightenment in their quest to 
become either the sole remaining 
despot or the leader of the free 

The first four chapters delve into 
the frame of mind of successful 
empire builders, address the issues 
of expansion versus consolidation, 
and lay a foundation for further dis- 
cussion of the ideas portrayed in the 
game. A walk-through explores the 
initial phases of exploration neces- 
sary to survive the primitive era of 
the game. 

Chapters five and six respectively 
explore defensive and offensive mili- 
tary considerations, and the oft 
neglected importance of diplomatic 
units is emphasized. Finally, the 
author cautions players against the 
stagnating effects of isolationism. 

Chapters seven and eight detail 
cultural considerations and illustrate 


a proper balance of commerce and 
government. Keeping the population 
happy becomes increasingly difficult 
as one progresses from despotism 
toward democracy. Religious consid- 
erations, management of the labor 
force and proper allocation of 
resources between arts and sci- 
ences become critical. 

The Official Guide To 
Sid Meier’s 

The Authoritative Guide 

The final two chapters concern 
periods of global war and peace. The 
discussions of nuclear diplomacy, 
economic warfare and technological 
deterrence are engrossing. Consider- 
ations surrounding pollution and 
global warming are also included to 
aid players who survive long enough 
to actually participate in the space 

The first appendix delineates 175 
hints and tips, categorized by points 
in the game, and conversations with 
Sid Meier and Bruce Shelley round 
out the offering nicely. 

— Ed Dille 

How to Design and 
Sell Video Games 

Pat King, Sligo Video, 1 hour video- 
tape, $19.95. 

At one time or another, most video 
gamers have an idea for a game 
they’d like to see, and sometimes 
they feel the idea is good enough to 
try to sell. It’s up against a lot of 
competition though. 

Prospects are not necessarily 
hopeless for the persevering, which 
is why this videotape was made. Pat 
King, himself a game designer, inter- 
viewed a dozen professionals, one a 
lawyer, the rest involved with design- 
ing, programming and producing 
video games, among them EG’s own 
Arnie Katz and Bill Kunkel. King 
asked seven questions he’s heard 
over and over from would-be game 
creators: how to get a video game 
idea programmed and marketed, to 
make a presentation, get an entry 
level industry job, make contacts, 
put together a development system, 
protect original ideas, and (the big 
one) what are the secrets of good 
game design? He caught on tape the 
kind of counsel and insights only 
those in the industry could offer. 

It is made clear throughout that 
just an idea is not enough. Solid 
preparation and presentation are as 
vital here as in any effort. So too is 
direct involvement with some area of 
the industry. If this sounds daunting, 
it shouldn’t; the video game industry 
is growing and vital. However, its 
economics have pretty much brought 
it past the point where anyone can 
make a success alone. Some of the 
paths of entry are shown here. 

— Ross Chamberlain 

112 Electronic Games 

The Electronic Games Reader Poll 

The editors of Electronic Games want to know about you, the reader, so that we can tailor the magazine to meet your 
particular needs. The monthly Reader Poll will let us know what aspects of the electronic gaming hobby are most inter- 
esting to you. We also want to know what you’re playing, and to receive your vote for the most popular game programs 
each month. 

Just circle your choices below, then send your poll sheet (or a photocopy if you prefer) to: 

Electronic Games Reader Poll, 330 S. Decatur, Ste. 152, Las Vegas, NV 89107. 

Sex: Male Female 

Age: Under 16 17-23 24-30 31-40 Over 40 

Family Income: Under $20,000 $21,000-$35,000 $36,000-$40,000 Over $41,000 

I regularly play: Video Games Computer Games Both 

I spend hours per week playing electronic games: 

Under 2 2-5 6-10 More than 10 

I spend under $ per week on computer and video games: 

$20 $20-$50 $60-$100 More than $100 

Please check all hardware you own or plan to buy in the next 12 months: 


Nintendo NES 

Other 8 Bit Videogame 


Sega CD 

Super NES 



Game Boy 

Game Gear 




MS-DOS Computer 

Other (write in name) 

I will will not buy a Multimedia gaming system in the next 12 months. 

I purchase my software at Toy Store Electronics Store 

Mail Order Other 

I own video games and computer games. (Please indicate number.) 

I plan to purchase video games and computer games in the next year. (Please indicate number.) 

Please rate the following game subjects from 1 (no interest to me) to 10 (very interesting to me): 

Science Fiction Martial Arts 

Fantasy Mystery 

Arcade Military 

Sports Flight 

Other (please write in category) 

Please rate your interest in these types of electronic games from 1 (not interesting) to 10 (very interesting): 

Video Games Coin-Ops Games 

Computer Games MultiMedia Games 

My favorite video games are: 

My favorite computer games are: 

1 . 

1 . 





My favorite multimedia game is: 

1 . 

My favorite coin-op game is: 


Look For HI I This 

Much More Fit Newsstands January 12, 1992! 

Coming Rttractions... 

The Players’ Guide to 
Fantasy Gaming 

Grab your trusty sword and 
mithril armor, and find out what the 
would-be wizard down the street has 
planned, because EG’s magazine- 
within-a-magazine for February ven- 
tures into the mystic, mythical world 
of interactive fantasy gaming. This 
special section previews the hottest 
games in development, offers can- 
did conversations with top design- 
ers, and takes you on a guided tour 
of Lord British’s private domain. 

The Making of a 
Multimedia Masterpiece 

Electronic Arts is pulling out 
all the stop to make “The Secret 
Files of Sherlock Holmes" a mul- 
timedia milestone. Our editors 
take you right to the sound 
stages and the design depart- 
ment to show how everything 
comes together. 

Goal!: Electronic Games 
1992 Hockey Review 

Flashing skates and slashing 
sticks fill America’s gaming screens, 
because its electronic hockey time! 
Whether you’re a rink rat or just love 
action gaming. EG’s annual report on 
video and computer hockey cartridges 
and disks delivers the straight scoop 
on games based on the world's 
fastest sport. 

And Be Sure to Look For the Very Latest 
High-End Gaming, Including: 

Video Game Gallery 
The Game Doctor 
Software Gallery 
Power On! 
Multimedia Gallery 
The Kunkel Report 
The Jury 

Portable Playtime 
Fandom Central 
Insert Coin Here 

Test Lab 
Playing It Smart 

and don’t forget all the latest news in 
EG’s exclusive Hotline section! 

In the February Edition of Electronic Games 

N E -II 

The Building of A Dynasty 

urctucs .l I I 19 19 13 

ICEffJytJ I 1 UTJWJia 

( Wjndtrap 

Only one house will prevail 

Atreides Trike. 


T HMf 

DM 0 




Control all aspects of combat and construction 

Select and build varieties of installations. 

Acquire valuable information from your Mentat 

Conquer Arrakis this fall on your IBM PC! 

for more inhumation, pricing and orders 
pleas^call 800-VRG-IN07. 

Visa, Mastercard, American Express 
ahd checks accepted. 

Inc. ©1-984 Dino De Lauremiis 

n i versa! 



of Dino* 






are back as 
again, fight 
|wets of Los 
iphjeves, and 


rtaugh and Riggs, 
ios and mayhem i 
seles. Conquer th 
l:ome tricky oj| 




x Seal of Quality / 

1855 O'Toole Ave. 

Suite D-102 
Son Jose, CA 95131 

?CeWW!?*WeAPON. characters, names, and all related indicia are trademark! 
Warner Bros., a Time Warner Entertainment Company © 1992. All Rights#* 
£ 1992 Ocean Software Limited. Ocean is a rraii 
re Limited. Nintendo, Super Nintendo, Game.Boy 1 
&tered trademarks of Nintendo of America, Irjfc. o 


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