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Zelda 64: First Hands-On Preview Inside 

Nintendo®^* PlayStation • Saturn • Super NES • Genesis • Arcade 


February,1998 
$4.99/$6.50 Canada 


70992 























Gamer First Aid 



stop the Call for 
game. help. 


Act quickly. 
The victim 
may faint. 


Get to the 
nearest 
hospital. 









In most Eidos-related emergencies, your first response 
will be to finish the victim's game, potentially resulting 
in the loss of a lot more than a friendship. So before 
playing games like Tomb Raider 2 or Deathtrap Dungeon, 
study the enclosed first aid instructions. Then mount 
them in an easily nccesible location near your 
PlayStation" And rest assured that once you've assisted 
the injured, you can finish what their lame ass couldn't. 



eiDOS 

You’ve been warned. 


































































Editorial 

By Ken Williams • ken_williams@zd.com 


T here is an important trend in gaming that’s gaining in popuiarity. Multiplayer gaming 
has clearly become the catalyst for growth in our industry—GoldenEye 007 and sports 
titles are among the hottest sellers on the market, and Location-Based Entertainment 
faciiities, or LBEs, are popping up everywhere. We have long since zoomed past the 
halcyon days of dark, seedy arcade hangouts and lone rebel gaming. Instead, gaming 
has become...gosp...socially acceptable. 

Things haven’t always been this social. In my early teens, nothing like LBEs or multiplayer 
games even existed. Arcades were seedy at best; usually poorly lit, cement-floor caves where 
I could escape the pressures of adolescence. The older kids smoked while playing a lone 
game of Space Invaders or Asteroids, their quarters lined up along the bottom of the screen. 
Arcades were usually crowded, yet there was a distinct lack of conversation. This was a soli¬ 
tary time; a time to be alone with a single goal—defeat the game—not a social gathering on 
par with school sporting events and mixers. It’s no wonder arcades were blamed for the cor¬ 
ruption of youth. Even at our best, we looked more like entranced zombies than the future 
of America. 

And then came the home systems—talk about a social placebo! I was one of the shameless 
statistics, joining a legion of teens frozen for hours, mesmerized by the dazzling graphics and 
engrossing gameplay of the latest Atari game. Social withdrawal? Certainly. But hey, I was 
developing hand-eye coordination, rightT'In hindsight, I’m amazed the FDA didn’t move to 
classify video games as some sort of narcotic. There was no alternative to reaching that looth 
round of Defender. Gaming was like a drug, and I, like many of my peers, was addicted for life. 

Sports fans have a name for such an intense focus; I was “In The Zone.” The problem was, 
being In The Zone was pretty lonely. Gradually, more games began to allow for more than one 
player at a time. It was the start of sornething big. Then the first four-player simultaneous 
titles began to filter into arcades and console systems. Anyone remember Warlords on the 
Atari 2600 and in the arcades? Now that was a game that required some pals to really enjoy. 
There suddenly was a social aspect to playing video games. 

Fast forward to my late teens, where arcades had undergone a radical transformation. Clean, 
well-lit game rooms started popping up everywhere. It got to the point where a kid only had to 
take a short walk to the nearest corner or mall to meet his buddies for a game of four-player 
Gauntlet or Cyberball. Martial arts games required a human competitor to have the most fun. 
Street Fighter, Double Dragon, Final Fight and Bad Dudes machines were constantly packed 
with two friends (or enemies) hacking away at each other. Suddenly, arcade games weren’t so 
much of a rebel, loner pastime anymore. Sure, many of us hunkered down at home at night to 
enjoy the latest incarnation of Mario, but gaming would never be the same. 

Today, home games have once again caught up with arcades in embellishing the human 
element of video gaming. Now we’re playing games like GoldenEye 007, Duke Nukem 3D, 
Bomberman, Mario Kart 64 and countless sports titles, all of which support—and are 
arguably at their best in—Multiplayer Mode. With the exception of a few genres like RPGs, 
many games require a friend to realize the full entertainment value. Even here at EGM, we 
used to grab our favorite titles and hunker down for some serious gaming binges, alone. Now 
we play sports, various fighting games and racing games as a group. We sometimes even visit 
the local Dave & Busters for merriment and mayhem. 

There’s only one thing missing in this pleasant evolution; multiplayer RPGs. With advanced 
Internet capabilities linking computers worldwide, PCs have had a head start. Breakthrough 
titles like Diablo, Meridian 59 and recently Ultima Online create virtual communities complete 
with unique, diverse roles for gamers. Whereas before you were forced to be the lone hero, 
now you can join a party of real friends, slay a dragon and battle the forces of evil as a 
team, sharing the glory and bonding of victory, and the humiliation and finger-pointing of 
defeat. Home consoles are the final frontier for multiplayer RPGs. Final Fantasy VIII Online? 

We can’t wait! 

There’s no question, the latest trend in gaming requires a little help from your friends... 


Number 11.21 
February 1998 


I Jonathan Lane 

Editorial Director 

Joe Funk • joejunkgizd.coi 


Ken Williams • ken_williams® 2 d.com 

Features Editor 

Crispin Boyer • crispin_boyer@>zd.com 

Associate Editors 

Dean Hager • dean_hager@ 2 d.e 0 m 

Dan Hsu • dan_hsuiizd.com 

Kraig Kujawa * kraig_kujawa@zd.com 

John Ricciardi • john_ricciardi@zd.com 

Shawn Smith • shawn_smith@zd.com 

Sushi-X • sushi_x@zd.com 

Junior Astronaut 

Michael Stassus • m_stassus@zd.com 

Senior Art Dlre^or 

Cyril Wochok • cyril_wochok@zd.com 

Associate Art Directors 

Andrew Burwell, Jason Hinman, Scott Parus 


Third-Party Liaison 

John Stockhausen • john stockhausen@zd.com 

News Editor (International & Domestic) 

Chris Johnston • chrisjohnston@zd.com 

West (toast Editor 

Kelly Rickards • kelly rickards@zd.com 

TMcks Editor 

Terry Minnich • tricks@zd.com 

Arcade Editor 


Chief Correspondent 

Ed Semrad • ed_semrad@ 2 d.e 0 m 

Forelqn Correspondents 

Stuart Levy, David Rider 


M. Damen, Dan Peluso 


Paul Ojeda 


Production Assistant 
Chris Melody 

Network Manager 

Analyst 

Mark LeFebvre • mark lefebvre@zd.cor 


Don Galen 

Circulation Coordinator 

Ann-Marie Mrozynski 

Subscription Service Humber: 303-665-8930 _ 

Business Manager 

Cathy Bendoff 

Advertising Inquires Contact: 

Ziff-Davis Inc., 19Z0 Highland Ave., Lombard, IL 60148 
Telephone: 630-916-7Z22 FAX: 630-916-9254 

Assoc. Publisher Sales & Marketing 

Account Executive 

Suzanne Farrell 

District Ad Sales Manager, Midwest & East Coast 

Anthony George 

West Coast District Ad Sales Manager, Northwest 

John Yoffie, 135 Main Street, 14th Floor, San Francisco, CA 94105 
Telephone: 415-357-5322 FAX: 415-357-5201 E-mail: jon yoffie@zd.com 

West Coast District Ad Sales Manager, Southwest 

Karen Landon, 135 Main Street, 14th Floor, San Francisco, CA 94105 
Telephone: 415-357-5460 FAX: 415-357-5201 
E-mail: karen landon@zd.com _ 

Send Advertising Materials Tk 


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Contents 


Electronic Gaming Monthly, February 1998, Issue 103 


Game Directory 

48 180-Degree Snowboarding 
53 AeroGauge 


105 Bomberman 64 
62 Breath of Fire III 
114 Broken Sword 


Chameleon Twist 
Colony Wars 


FIFA: RTWC 98 
Fifth Element 
Fighter’s Destiny 
Fighting Force 

F-Zero X 


Lode Runner 




. Mythologies: 


118.130 


Moto Racer 


^OQ n - Legend of Zelda: TOoT 


64 - R-Types, PS 

67 - Tekken 3, PS 

70 - Bushido Blade 2, PS 

70- Riven, PS 

72 - Alien Resurrection, P 

72 - C, PS 

72 - Fifth Element, PS 
76 - Last Blade, Arcade 
76-Rival Schools: UBF, A 


Turn to the Tricks 
section to look at the 
princess in her new ou 




84 ~ Where. Oh Where. Has My Little Arcade Gone? 

We trace the evolution of arcades, from the 
Nickel-in-the-Slot joints of the old days to 
today’s mammoth entertainment centers. 

96 -10 Games You Should Not Play Alone 

There are good games, and then there are 
those that are oh-so-much better when 
you’re pulverizing your friends. 


Departments 

4 - Editorial 

Gaming: it ain’t what it was 10 years ago. 

12 ~ Letters 

Angry fathers and gay men don’t mix. 

20 “ News 

Someone’s making a new system...and it’s not Nintendo, 
Sony or Sega. 

32 - Gaming Gossip 

PlayStation 64 development kits are shipping 


37- Legend of Zelda: The Ocarina of Time, N64 

46 - F-Zero X, N64 

48-NBA Basketball, N64 

49 - Mario Artist Series, N64 

52 - Super Mario RPG 2, N64 

53-Mother3, N64 

54 - Fighter’s Destiny, N64 

58 - Burning Rangers, SAT 

62 - Breath of Fire III, PS 


104 “ Review Crew 

Is this the last big wave of Saturn games we’ll see? 

126 “ Jump Start 

Get off on the right wheel with Diddy Kong Racing strategies. 

128 “ Tricks of the Trade 

Wanna see Princess Leia in her slave outfit? 

132 - Get Some! 

Check out the new Street Fighter V anime 
and a $5,000 dinosaur. 



















u’tf la aw 








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1 




letters 


Compiled by: Dan “Shoe” Hsu 


Growing Up 


a been observing the trend of nostalgia that has been 
sweeping the past few issues of your magazine, and I’ve given 
it some thought. It would appear the top loo list, readers’ 
responses and even Ed Semrad’s most recent column have 
demonstrated what fierce loyalty so many people possess 
toward the games of yesterday (and how many others don’t). It 
seems to me that video games, like other branches of the enter¬ 
tainment industry (movies, television, etc.) are subject to this 
form of appreciation mainly because of the many unique (and 
not-so-unique) viewpoints of younger and older gamers. 
Semrad stated in his column how unimpressed his son was with 
the games that Semrad himself appreciated. His son di( 
grow up with those games. Similarly, I didn’t grow up watching 
black-and-white serials at my local movie theater. 

Those who don’t grow up with certain things usually don’t 
appreciate them the same way. in fact. I’m imagining today’s 
youth growing up and becoming nostalgic about today’s games 
in an era that makes GoldenEye look like Pac-Man and hearing 
their kids say, “Yeah, I’m bored with that. Look at how much 
more fun today’s games are. The graphics are better too.” 

I could be completely wrong, of course. But the point I’m 
ing to make is that video games, like everything else, are sub¬ 
ject to individual interpretation and appreciation (except for 
dogs like Shaq-Fu), and while the era many games arrived in is 
now gone, lots of people still like them because their original 
charm isn’t gone. It all depends on who you are as a gamer as 
far as many of the aspects of game quality go. 

But that’s just my opinion. 

Ivan Henley—Broken Arrow, OK 


Whenever we bring up an old game in fond memory, we’re 
always wondering, “Do we still like this game because we liked 
it so much when we were younger? Or is it a genuinely good 
game, even by today’s standards?’’ More than one fantasy was 
destroyed when we brought out the classics in making the Top 
100. We found out some of these "awesome oldies” aren’t so 
awesome anymore. 

it’s not always nostalgia, however, that makes a classic good 
in our minds. Games like Ms. Pac-Man are still fun because they 
were made with one thing in mind: great gameplay. 

Thanks for your tetter. 



EGM Letters gives you the chance to 
praise, gripe, ask, speculate or simply 
reflect. 5GM will discuss some of today's 1 

8930 or by going to: htt(?://subscribe.egn 
respond to any letter^ We reserve the right to edit; 


1920 Highland Avenue, i 
Lombard, IL6014S 
e-mail: EGM_Mail@zd. 



Dukespeak 


Did you know that most of Duke Nukem’s quotes are from the Evil 
Dead movies? “Come get some,” “Hail to the king, baby,” are all such 
quotes. Also, the “kicking @$$ and chewing bubble gum” thing is from 
the movie They Live. Just wanted to let you know if you didn’t already 
and give you a few more reasons why Duke rocks! 

vmiletic@facstaff.w' 


George Presard, 3D Realms’ product manager on 
the original Duke Nukem (for the PC), told us that the 
Duke team wanted the game to be a pop-culture refer¬ 
ence fest. So, they threw in a few memorable quotes 
from some of the team’s favorite cult movies, the Evil 
Dead series and They Live. Good thing the developers 
aren’t fans of Coo/As/ce. 


On Ms Side 

I want to let you know that 1 totally agree that Resident Evil is over¬ 
rated. In fact, I think Resident Evil is probably the most overrated game 
in history! I bought the game because of the hype surrounding it, but 
when I played it, I was very disappointed. First off, I was forced to hear 
the horrible voice acting! Then there was the storage system, which 
made me want to puke. Overall, the game was OK, but it shouldn’t have 
gotten that much praise. By the way, that picture of Cloud’s ass cracked 



le up! 


Tom Vitale—Staten Island, NY 


Heh...heh...heh...he said ass cracked. Well, we’re glad someone w 
OK with us not including Resident Evil in the top 100. 


Political Turmoil 

Your response to issue #ioo’s 
“Letter of the Month” dismayed 
me. In that particular issue, you 
blame House and Senate conserv¬ 
ative Republicans for the ongoing 
political nagging over video games 
(you replied, “Then the conserva¬ 
tive senator/parent wouldn’t have 
anything to worry [or complain] 
about...” in that issue’s letters col¬ 
umn). You have put the blame on 
the wrong political wing, gentle¬ 
men. Video gaming’s most vocal 
Washington, D.C. opponents are 
Democrats, and more specifically 
liberal Democrats. The whole “let’s 
have the government rate video 
games” ordeal and its subsequent 
“Violence in video games” hear¬ 
ings were proposed by Senator 
Lieberman, an outspoken and 
extremely left-wing Democrat. 

. So why does EGM keep blaming 
conservatives for video games’ 
never-ending political turmoil? 
Perhaps the evidently-too-young 
sub-college-age editors are failing 
their poli-sci classes, unaware 
of the differences between right- 
and left-wing politics? Why, it was 
uber-Republican himself Ronald 
Reagan who once said something 
to the effect of “If parents would I 
watch their kids more closely and 


Video Game TV Show 
Looking For Staff 
Do you play video games and 
work in TV production? Ziff- 
Davis Television wants you! 
ZDTV is looking for segment 
producers, production associ¬ 
ates and interns for its daily 
gaming show. Only those with a 
passion for video games need 
apply. Staffing up in the first 
quarter of 1998, ZDTV’s gaming 
show will feature competitions, 
along with the latest previews, 
reviews, tips, tricks and news in 
the world of video gaming. 
Covering the entire spectrum 
from consoles to PCs, arcade to 
online, ZDTV is looking for team 
players capable of all aspects of 
production. The ability to 
operate a video camera, 
produce field segments and 
direct edit sessions is a must. 
Candidates should be familiar 
with studio production, and 
most of all, must be avid 
gamers. All interested parties 
should mail a resume and reel 
with a brief cover letter to: 

EM Capuano 

ZDTV 

650 Townsend St. 

San Francisco, CA 94103 













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egm letters 


intently, there would be no need at all for game rating systems and their 
like.” Truly, it’s the political leftists who want more and more govern¬ 
ment in our lives; video games are just another issue to them. 

Neiljohnson-f-mr.kotter@juno.com 

First off, we never blamed any Republicans. Second, If you had any 
political savvy, you’d realize that the “liberal” and “conservative” tags 
mean less now than ever when applied to the Republican and 
Democratic parties. You’d realize that lately we’ve seen the rise of the 
so-called “New Democrats,” who take a decidedly moderate approach 
in an attempt to please the majority of their constituents. Sen. Joe 
Lieberman is considered by many to be the “captain” of this new 
Capitol Hill crew, and that’s why we’re seeing a conservative policy- 
such as the game rating system—along with liberal views from a 
Democrat. Whew...we’ll get off our soapbox now. 


And The Name of This Game Is... 

The game you were talking 
about in issue 102 on page 16 is 
Astrod [sic], i know it is Astrod 
because you can go to Wal-Mart 
and check out the arcade file. 

Desmond Johnson, Jr.— 
Havelock, NC 

OK, thanks. 


Mission: Delayed, But Not Impossible 

I am writing to you to express my frustration over Nintendo 64’s 
Mission: impossible. Every time I get my new issue of EGM, I turn to the 
Coming Soon list and see Mission: Impossibly being pushed back 
another month. What’s the deal? 

Mike Wolfe—Indianapolis, iN 

We theorized that Ocean/Infogrames (the joint developers of 
Mission: Impossible) took their game back to the drawing boards upon 
seeing what an utterly fantastic job Rare did with GoldenEye 007. A 
spokesperson for Ocean, of course, denied this. He told us the game is 
being held back for its own reasons—being that M:l contains “revolu¬ 
tionary game mechanics,” the game is taking much longer to complete 
than anyone there anticipated. Right now, the game is slated for a sec¬ 
ond quarter release, 1998. Hopefully, it’ll be worth the wait. 



Macintosh Loyalist 


m writing in response to a comment made in your 102nd issue, “if 
it’s games you’re into, forget about a Mac—it’s not even worth consid¬ 
ering anymore.” I know that the PC game market is a hell of a lot bigger 
than the Mac’s, but I would also like to make it clear that there are a ton 
of great games for the Macintosh such as Quake, Duke Nukem 3D, 
MechWarrior il and so on. i also couldn’t help but notice that you at EGM 
use the Macintosh too. On page 178 in your looth issue (in the picture 
in the right-hand corner), you show a keyboard with the Apple logo on 


it. in the future, please think before 
hopping on the Macs-are-good-for- 
nothing bandwagon, especially if 
you use them yourselves. 

Lucifero63@aol.com 

We never said that Macintoshes 
are poor computers for production 
(which is what we use them for). 
We simply wouldn’t recommend 
them if you’re looking for a strong 
gaming machine. That is, unless 
you prefer shopping amongst the 
few games on that tiny island dis¬ 
play at the video game shop over 
the rest of the store. By the way, all 
those games you mentioned are 
also available on the PC. 


Wait, don’t get too excited here. 
We’re not looking for new edi¬ 
tors (well, not until Joe Funk 
catches Crispin sleeping again, 
anyway). We want your input. 
We want to know what childish 
antics you perform when you’re 
losing in a game (joypad tossing, 
name calling, etc.). Mail your 
best stuff to: 

LOSERS c/o EGM 
1920 Highland Ave. #222 


We'll publish some of the more 
creative responses in an upcom¬ 
ing feature in EGM. 


It Takes Guts '_ 

i want to commend you for print¬ 
ing the letter from Richard Spoonts, the gay man from Harvard [EGM 
Letters, issue #101]. I felt the mere fact that you let it see print deserves 
a big pat on the back. Why? Because presently, the world, in general, is 
taking an extremely “anti-gay” attitude. I’m sure that you received piles 
upon piles of letters blatantly trashing you for printing said letter. But 
you didn’t discriminate at all, and you let another point of view see light, 
it’s a gutsy move that i’m sure freaked many readers out, but one that 
validates my faith in you guys that you won’t be pushed around. 

As a straight white male, I get really tired of hearing others in my 
demographic group whine on and on about this issue. I don’t know 
about other readers out there, but the “hate those awful gays” attitude 
gets stale real fast. So another thumbs up to you guys at EGM. You could 
have sacrificed Richard’s letter for the purposes of a joke, hurting him in 
the process, but you didn’t, which I think deserves acclaim. 

ira Wells—wells_d@agt.net 

We hardly received any letters complaining about us printing Mr. 
Spoonts’ letter. We did get a couple, including one from a father who 
cancelled his sons’ subscription because he didn’t want his children 
exposed to such “filth.” We’re surprised this family is even reading 
Electronic Gaming Monthly; we certainly can’t imagine these kids play¬ 
ing video games. The electronic images and strange noises emanating 
from the “moving picture box” 
must be frightening to people 
living in the Stone Age. I 

And hey! We’re perfectly 1 
capable of printing letters 1 
without cracking a joke or | 
poking fun of (or insulting) | 
the author. Now...can you tell i 
us what the hell kind of name 
is Ira Wells? Sounds like a ' 
girly name... 




Question of the Moment 


We shouldn’t need to see a 
Direcipr’s Cut since [the cen- 
sored sCenes] should’ve been 
included in tbe first place. 


Many gamers are getting ripped 
off. In the case of Resident Evil: 
Director’s Cut, i feel Capcom 
shouldifecaLl the game and 


refund the gamers who foolish¬ 
ly bought it. 

Censored director’s cuts...what ; Eric^feasterly@xn.xerox.com 
an oxymoron. 

mojorecords@juno.com 


Just because Director’s Cut 
is censored doesn’t mean 
it’s a had game. Don’t go 
whmin| about how the 
game’s uncut, because it’s 
still a great game no mat¬ 
ter what you do to it. 

happystickman® 

mail.geocities.com 


A director’s cut is a version ^ 
of a product in which the 
director expresses his/her 
original vision. Censorship 
of a director’s cut is hypo¬ 
critical and not at all true 
to its label. 

RJStuff@aol.co 


Next Month’s Question of the Moment: What classic game(s) would you like to see revived for today’s systems? 

Send your short (very short, please), but sweet, responses to: EGM Mail@zd.com with the subject heading: Classics 










■NltPiB 







































egm letters 


All you folks (look up sarcasm in the dictionary, 
by the way) who wrote in and told us that this 
game is called Asteroids clearly did not check 
with this “Wal-Mart Arcade File,” whatever that 
• is. So the next time you’re in the mood for some 
classic arcade shootin’, go to your local video 
game retailer and ask to see their Astrod. Trust 
us, it’ll be fun! 


himself). Make sure to check out www.herb.lsa.umich.edu if you want 
to learn more about the fascinating world of fungi. 

Wake up guys! If you’ve ever seen the Super Mario Bros. Super Show 
on UPN, you would clearly see that Toad Is a male. 

Thomas Duffin—Berthoud, CO 

We never caught the Super Mario Bros. Super Show on TV because 
we never seem to want to turn to that channel. Want to know why? We’ll 
spell it out for you: U-P-N. ’Nuff said. 


Gender Bender 

I’m responding to your article about Toad in issue #101. You thought 
Virgin’s Cool Spot may possibly be a “chick.” Well in issue #88, page 50 
and 51, there is a Cool Spot Goes To Hollywood ad with the heading, 
“He’s Flirting With Disaster!” See? He. Hrt flirting with disaster. So next 
time you tackle gender issues, get the facts at least almost straight. 

Chase Macri—Hampton, VA 


Kee-ripes! Take it easy! 
Run out of laxatives, did 
we? The Toad story was 
done in fun, so chill. 
Besides, there is more than 
one Spot. Remember the 
early 7*UP commercials 
with Spots running ram¬ 
pant? Well, who do you 
think gave birth to all those 
Spots? A momma Spot. 

I saw your piece on Toad [What’s the Deal With Toad?—EGM #101]. My 
observation is that Toad is not a male or a female.: He is both. Science 
tells us that life cells of mold, spores or related fungi have no sex. Toad 
is a mushroom, and so are all of his people, right? Mushrooms are mem¬ 
bers of the fungi family. This explains it all, ya? Oh, except for one 
thing—all of the fungi family are asexual. This; means they breed 
amongst themselves and are both male and female, 

Clint Riese — Hibbing, MN 



I want to respectfully talk about Zero, from the Mega Man X series. 
You forgot to include (him or her) in your list of androgynous characters 
in the Toad feature. I think that Zero is a female hero. Can you solve the 
problem of this enigmatic character? 

Lymari Zayas—Patillas, P.R. 



In last month’s Video Same Timeline story, we 
Milton Bradley released Its Microvision handheld syst 
correct year was *979. We wish to thank Leonard 
author of the book Phoenix: The Rise and Fall 
Videogames, for clearing up the matter. Also, we’d Ito ti 
thank Steven Kent, author of the forthcoming book 
Electronic Nation, for contributing to the feature. 


Zero is male. You can read this 
for yourself in the Mega Man 
X4 manual. 


You can question his 
feminine appearance, and 
you can question his long, 
blond hair, but you can’t 
question his gender. 


Actually, fungi is neither 
male nor female, and mush¬ 
rooms themselves are not fungi 
(but merely a product of them). 
Bob Fogel, professor of biology 
at the University of Michigan- 
Ann Arbor (and curator of fungi 
at the U of M Herbarium), told 
us, “Mushrooms are the fruit 
bodies of certain fungi. 
Mushrooms are reproductive 
structures like apples on an 
apple tree, that’s made to 
spread the spores produced by 
asexual reproduction.” in short: 
Mushrooms do not reproduce 
(and therefore, have no sex). 
The fungi that makes them do 
reproduce (but have no sex— 
they either self-reproduce or 
match up with compatible 
fungi —however, they do 
it “plus” to “minus,” not male 
to female). 

What does this mean for our 
lil’ buddy Toad? It means he’s 
probably a bastard child of 
some nasty fungus somewhere, 
and he cannot be classified as 
male or female (and he defi¬ 
nitely cannot breed 
/EGMA and make other Toads 



*Dr at least get gaur name and work in the magazine and win 
goorsell a great prize IfIRST PLACE ONLYil. 


W NNER 


Close, but no controller 


OK, this is not envelope art. It’s a sculpture. Wanna make something oi it! 

















POWER and 
















AcliVisloH 


When you’re busy leaping 


treacherous chasms and 


swinging across deadly pits. 


don’t have 


)ntemplate life’s mysteries. 


After ail, being a legendary 


jungle adventurer suddenly 


thrust into a mystical universe 


Besides, you’ve already learned 
more than the meaning of life... 


You’ve learned what it means to 




The Medium Is 

The Message 



Nintendo proves that the 
DD is more than just your 
average add-on 

playable games and the delay was displaced by 
the games Nintendo showed on tape for the 
DD—including Mother 3 (Earthbound 64), 
Pocket Monsters Stadium, Pocket Monsters 
Snap, Super Mario RPG 2, Picture Maker, 
Polygon Maker, Talent Maker, SimCity 64 and 
SimCopter. All incorporate Nintendo’s vision of 
the DD—writability and creativity. 

The DD also opens up the option of bringing 
two separate games together, either by 
expanding a current cartridge or combining 
data from two different titles. “You could 
have a game, and we have talked about this 
in the context of the SimCity product family, 
where SimCity might be a disk-based game 
and SimCopter might be a cartridge-based 
game that would read the city data that you 
generated off SimCity and then would let you 
fly around your own SimCity. Or Streets of 
SimCity could be another add-on Sim file,” said 


Jim Merrick, Nintendo’s project manager of soft¬ 
ware engineering. “It actually is something that 
Maxis is working on now.” The method of com¬ 
bining data from one title to use in another is 
also being used in the Mario Artist Series. 

Merrick says that Nintendo will not be push¬ 
ing developers to make disk games over the 
current cartridge format. “That is up to the 
developer. We want people to support the DD. 
We think it offers many advantages for the 
licenses and the consumer. But it’s up to the 
developer ultimately as to what they choose to 
write for,” he says. “There are some games that 
there might be a cartridge version and a disk 
version, and the disk version might offer some 
enhancements over the cartridge version. So 
that is up in the air right now. We are not going 
to pull the plug on cartridges...” 

The added storage space and lower cost of 
producing a disk game will undoubtedly be 
tempting to developers who have not yet joined 
Nintendo’s ranks. However, 64 Megabytes still 
isn’t as much storage as a CD (650 MB), a 
drawback which might be considered by some 
to be fatal. CD audio and full-motion video are 
luxuries not afforded to developers by the DD. 

Could Nintendo have increased the storage 
space that the DD could hold per disk? “Yes, it 
could have been larger. You know, it doesn’t 
seem as large now when you have a cartridge 
game [Zelda 64] that is 32 MB. That’s half the 
size of the DD. But we’re really aware of 
the price sensitivity issue. We feel that 
overtime prices of games are 
going to drive down,” 
Merrick says. “It still is 
quite a bit of storage 
capacity when you con¬ 
sider that we are not 
advocates for full- 
motion video and other 
things that eat up a lot 
of CD space. The real¬ 
time stuff that you see 
in Zelda or Star Fox is 
every bit is as dramatic 
as FMV sequences and 
still tells the story 
equally as well, but 
uses the real models 


A s expected, the 64DD made its appear¬ 
ance at this year’s Nintendo Space 
World 1997, held Nov. 21-24 at the 
Makuhari Messe outside of Tokyo. The device 
hadn’t been seen or heard from since last 
year’s show, and while Nintendo announced a 
handful of additional titles that will be coming 
to the DD (and peripherals to go with them), no 
games were playable. 

During his annual speech, Nintendo presi¬ 
dent Hiroshi Yamauchi announced that the DD 
will hit Japanese shelves in June of ’98, instead 
of April as originally planned. The exact cost of 
the system will be announced in early 1998. 

But the disappointment from the lack of 





I 





Peripheral Visions 


Nintendo 64 Capture Cassette 


T he most interesting part of Space World ’97 
(apart from the games) was the sheer num¬ 
ber of peripherals for the N64 and Game 
Boy. At least a few of these will make their way 
across the Pacific, so to give you a glimpse of what 
you might be adding to your GB or N64, here's a 
rundown of the peripherals of Space World: 

The Game Boy Pocket Camera and Pocket Printer 
capitalize on the current photo sticker booth craze 
by allowing people to use the Game Boy as a digi¬ 
tal camera. The screen acts as the viewfinder, and 
you can snap and save up to 30 pictures on a sin¬ 
gle cartridge. The snapshots can then be edited or 
painted on, and then printed out onto stickers 
using the Pocket Printer. Both go on sale in Japan 
in February for about $50, and also come in differ¬ 
ent colors (corresponding to the 6B Packet colors). 

Moving to the N64, Nintendo has a way for 
gamers to bring portable games home and play 
them on the N64 and vice versa. Pokemon (short 
for Pocket Monsters), having sold 7.5 million 
copies in Japan, is the main reason behind the 
device, which lets the N64 share data with the 
Game Boy and vice versa. Pokemon fans can then 
bring their monsters home, use them to battle 
using the Pokemon Stadium 64DD game and then 
take them on the road with the Game Boy. There’s 
no doubt that this will give Japanese gamers a 
huge incentive to buy a Nintendo 64 and a DO to 
go along with it (just to play Pokemon). 

One of the strangest N64 peripherals yet comes 
with BioTetris, currently scheduled for a March 
release in japan from Amtek. The game comes with 
a clip that clips to your ear, and connects to the 
N64 controller. It reads your biorhythms and 
adjusts the game’s difficulty accordingly. You might 


Ever find yourself talking to ynur 

favorite game? Nintendo and Marigui intend to 
capitalize on this by bringing out a Voice 
Recognition System for the N64. The first game to 
use it is Pikachu Genki De Chu, starring one of the 
more popular (and cute) characters from Pokemon, 
Scheduled for release next fall, the VRS will retail 
for about $30 in japan. 

Nintendo’s also got a host of N64 peripherals 
to use with upcoming games. The Nintendo 64 
Mouse will come in handy for games like SimCity 
2000, SimCity 64 and the Mario Artist Series. 

Mario Artist will also take fuU advantage of the 
Capture Cassette—which has video, audio and 
microphone inputs for collecting video and audio 
data to use.' 

There^s also a digital camera interface cartridge 
coming from Nintendo. Fuff Film and Tokyo Electron 
next fall (in Japan). It allows you to take full-color 
pictures with a Fuji-standard digital camera and 
then interface its data module into the N64. The 
pictures can then be stored in a virtual photo 
album or used with the Mario Artist series. You can 
also just retouch them using the M64 then take 
them to your local photomat and have them print¬ 
ed on higher quality paper. The interface 
cartridge will set you back about $92. 

We'll keep you updated on whether any of these 
new peripherals, all announced at Space World, 


Nintendo 64 Voice Recognition Syster 


Amtex’s Bio-Tetris 


Game Boy Pocket Camera and Printer 


and takes a fraction of the space.” 

Multidisk games are definitely a 
possibility in the future, and Merrick 
told us that there are actually seven 
different ratios of read to write that a 
DD disk can have. The entire disk car 
be used as read-only, and up to 
38.44 MB of a disk can be writable. 

The drive spins at one continuous 
rate, so there’s a trade-off between 
write and read speed as the heads 
read closer to the center of the disk. 
Merrick told us that developers will 
have to decide how to use that to 
their advantage. 

The U.S. release of the 
64DD remains sketchy. 

George Harrison, Nintendo of 
America’s vice president of 
marketing and corporate com¬ 
munications, told us that the 
DD would hit the U.S. after its 
Japanese release. “We won’t 
talk about our plans [for the 
U.S.] until ET It won’t go until 
the software is ready. What we 
are seeing here is a demon¬ 
stration of several new prod¬ 
ucts but we still have to deter¬ 
mine which one we will launch 
it with,” he said. “We find that 
we will have to sell the DD to 
somewhere between 60 and 


Jim Merrick, Nintendo of America’s 
project manager of software engineering 
discusses with fGAf the advantages the 
64DD offers developers. 


80 percent of the N64 installed base 
and that will be quite a challenge. It 
is something that never has been 
done before.” 

The idea that a peripheral could 
be accepted by over half of the 
installed base of the original system 
would be a feat not duplicated in 
the video game industry before. 

But Nintendo has already done the 
impossible by introducing a success¬ 
ful cartridge-based game system in 
an industry dominated by the CD stor¬ 
age medium. At in May, Nintendo 
will show the DD for the first time on 
U.S. soil, and will probably at 
that time introduce addition¬ 
al games to launch it with in 
North America. 

Check out our previews of 
Nintendo’s new N64 and DD 
games later on in this issue. 

Pocket Monsters Stadium, 
a DD version of the popular 
Game Boy series will help 
make the 64DD a hit in 
Japan. The mega-popular 
series has sold over 7.5 
million units for the Game 
Boy since its introduction 
in February 1997. 









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Playing With Digital Poison 


Senators Lieberman and Kohl tell the industry what they're doiny riyht, and what they're not 


V iolence in video games once again 
took center stage in Washington in 
late November when The National 
Institute for Media and the Family, along 
with Senators Joseph Lieberman and 
Herbert Kohl, released the 



second annual report card on the interactive 
entertainment industry. 

The results were favorable. The arcade indus¬ 
try has yet to adopt the industry-wide ratings 
system, so they received an incomplete grade. 
Both rental and retail aspects of the interactive 
entertainment got high marks for ratings, but 
lacked enforcement of those ratings. 

“These developments are very encouraging, 
and I want to join Senator Kohl in praising the 
video game community for their cooperation 
and commitment to making the rating system a 
real success,” said Senator Joseph Lieberman, 
who, along with Senator Herbert Kohl, brought 
the video game violence issue to light over 
Mortal Kombat’s depiction of fatalities and 
Night Trap’s B-movie scenes. 

However, even with the high marks given to 
the industry, Lieberman is quick to point out 
that violence is still prevalent in many popular 
games. “The bad news, however, is that there 
remains a small but significant element within 
the industry that insists on churning out ever¬ 
more graphic, gruesome and grotesque prod¬ 
ucts,” he says, citing the PC titles Postal and 
Carmageddon. “Let there be no doubt: These 
games are not harmless fun, as some suggest, 
but digital poison.” 

Doug Lowenstein, of the Interactive Digital 
Software Association (IDSA), issued a state¬ 


ment presenting the industry’s viewpoint. 

“Video and computer games are used by 
people of all ages, genders and interests. Some 
products are not intended for children, just as 
some books and movies are not intended for 
younger audiences. And the Entertainment 
Software Rating Board (ESRB) ratings tell 
parents when this is the case. That’s how it 
should work—consumers are provided with 
the credible information they need to make 
their own informed purchasing decisions.” 

Lowenstein says that children are an impor¬ 
tant part of the market, but that because 
73 percent of PC gamers and 46 percent of 
video gamers are over 18, sanitizing the 
content for younger players ignores the inter¬ 
ests of older consumers. 

Before Thanksgiving, the National Institute 
for Media and the Family also issued a guide 
for parents called KidScore: The 1997 Parents' 
Guide to Software and Video Games. The guide 
rates games by violent content, giving parents 
the information they need when buying games 
for their children. To give you an example. Final 
Fantasy VII is summarized by the guide: “This 
game contains some violence, illegal and harm¬ 
ful behavior, disrespectful language and has 
the ability to cause fear in children.” 

The guide can be obtained by calling (888) 
772-2264. mediaandthefamily.org 



Dead Air 

The Sega Channel ends its broadcast day 


Wish For A Mega Hero 

Capcom grants a young boy's wish to meet his hero 


D uring the first week of 
December, a special wish 
was granted to Joey, an 
8-year-old boy from Ohio who 
suffers from a life-threatening 
form of cancer. Capcom and the 
Make-a-Wish Foundation fulfilled 
Joey’s wish to meet Mega Man. 

Joey and his family visited the 
Capcom Entertainment offices, 
where he played Mega Man Neo, 
saw how Capcom’s games are 
designed and was presented with 
many Mega Man gifts—including 
Mega Man cake, 
a sketch of 
\ Mega Man by 
4 the game’s 


creator, a Mega Man RC car and 
video games. Capcom also digi¬ 
tized a picture of Joey’s face and 
composed it into the image of 
Mega Man, so that he could 
become his favorite video 
game hero. 

“We really couldn’t have asked 
for a better Christmas present. In 
a time where violence in video 
games seems to take the center 
stage, it’s nice to show the world 
the positive side to video gam¬ 
ing,” said Bill Gardner, president 
of Capcom Entertainment. “Joey 
is a young man that Capcom will 
not forget.” 

www.capcom.com 


D uring the Genesis’ reign 
of the 16-Bit market, 

Sega toyed with the idea 
of “games on demand." That 
came to fruition through the 
Sega Channel, a 24-hour-a-day 
service that allowed players to 
download and play Genesis 
titles for a monthly fee. 

The idea worked, for the most 
part, but there were a few draw¬ 
backs. Sega’s older, bigger con¬ 
figuration of the Genesis system 
couldn’t be used with the Sega 
Channel adapter, making it hard 
to sell the idea to gamers who “o"’* watch J\l, ptaylV 
had bought a Genesis early in was the Sega Channel's motto, 
its life. When the Sega Channel 

debuted, it was toward the end of the Genesis’ rule, and only had 
150,000 subscribers out of the 20 million homes it was offered in. 

In late November, it was announced that the Sega Channel will 
stop broadcasting on June 30,1998. Run apart from Sega of 
America, the service had watched its subscriber base dwindle 
with the rise of 32-Bit consoles. 

Reportedly the Sega Channel had been toying with the idea of 
providing its games-on-demand service to personal computers, 
but with the rise of cable modems and Internet gaming, the need 
for a system like that through a coaxial cable also dried up. 

www.sega.com 
















Tidbits... 

Games that Go Platinum 

According to Ninterrdo, Diddy Kong 
Racing reached sales of 1 million 
copies in early December. Nintendo 
says that DKR is the fastest-selling v 
video game in history. 

Not to be outdone, Sohy also 
announced that Final Fantasy Vtt has 
exceeded sates of t million copies. 
Considering that FFVII is an RP6, this 
is a huge leap for the genre. 

Digitally Immortalized 

Ever dream of starring in a video 
game? Welt, with a new contest from 
Electronic Arts and Mello Yello, you 
can! EA will create digitized images of 
three lucky grand-prize winners to 
appear in a future EA game. The three 
winners get an all-expense-paid trip 
to EA’s HCi near San Francisco for a 
tour and a chance to check out the 
company's future games. 

To win, look under the caps of 20- 
oz., 1 liter and a liter bottles of Mello 
Yello. Each bottle includes an offer for 
$10 off EA’s games. 

The promotion runs through 
Feb. 28,1998 in markets throughout 
the Southeast. 

Robotech Still On 

Early In December, CameTek iled for 
Chapter 11 bankruptcy protection. 

Wheel of Fortune, the campany’s first 
N64 release. Is currently on shelves, 
jeopardy! has also just been released. 

But the project that might have, fallen 
Is their N64 title Robotech: Crystal 
Dreams. According to the company, the 
game is still on and making progress and 
will not be effected by the bankruptcy, 
According to CameTek’s Milt Bland, the 
game is stl ln development and is look¬ 
ing great, and should be out soon. “We 
want to make sure that this is the best 
game we can make before releasing it." If 
that holds true, then Robotech fans 
should be very pleased by the results. 



X Marks The Spot 

VM Labs hopes Ihst their new hardware will become the next big thing 


T here’s a new video game system on 

the horizon, but it’s not from any of the 
names you’ve heard before—no Sega, 
Sony, Nintendo, 3DO, Atari or Amiga. Dubbed 
the “Project X,’’ this new machine has been 
in development for three years by Los Altos, 
Calif.-based VM Labs. Shrouded in secrecy, the 
company has finally been able to share some of 
the details with EGM. 

According to VM Labs’ founder and CEO 
Richard Miller, who once served as Atari’s vice 
president of technology, the new system is “sev¬ 
eral generations ahead of the current gaming 
platforms.” Miller declined to cite exact system 
specifications, but the guys at VM Labs stress 
the fact that this machine will change the way 
games are made, allowing developers an 
unprecedented amount of freedom. They would 
not put a number on the main processor (64-Bit, 
128-Bit, etc.), but did say that it’s several times 
more powerful than current machines. 


that software development began ramping up 
about a month ago. 

VM Labs also points out that developers who 
have seen their technology are enthusiastic. 
They provided comments from Gerry Blau at 
AndNow LLC, who said “At first I was skeptical 
about the introduction of a new gaming platform 
in what is already an extremely competitive mar¬ 
ket, ruled by formidable players. However, by 
the end of our meeting with the wizards at VM 
Labs, I found it very difficult to think of any pos¬ 
sible outcome other than success for this new 
machine.” Previous credits from AndNow’s staff 
include Mr. Bones on the Saturn as well as Ecco 
the Dolphin and X-Men 1 and 2 on the Genesis. 
Formed in 1996, the company has yet to release 
its first game but are working on projects for 
other platforms. 

Japanese software support is also of concern, 
and one that VM Labs recognizes, but has not 
yet addressed. A majority of software for video 



Don’t forget to visit GameSpot News 
for the latest 111 video game headlines! 

http://headtine.gamespot.com 


Building the hardware is only half of the battle 
that VM Labs has ahead. Bringing out a new 
video game system is never a cake walk, and to 
handle manufacturing, the company is dealing 
with several major consumer electronics compa¬ 
nies. According to Miller, more than one compa¬ 
ny will be involved in producing “Project X” 
hardware, although specific hardware partners 
have yet to be disclosed. 

With the PlayStation currently at the peak 
of its success, 1998 may be the best time to 
release a new system. Current consoles are get¬ 
ting serious competition from the PC market in 
terms of graphics superiority, so it’s a good time 
to release hardware that could once again tip 
the scales toward the console side. The price 
of the machine will be a factor in its mass mar¬ 
ket appeal, and VM Labs told us that their 
machine will land at a price that’s competitive 
with current consoles. 

Once you have good hardware and a manufac¬ 
turer, the next vital step is software. A steady 
flow of software is a key factor in the success 
or failure of a system. While many consider 
Tempest 2000 as the jaguar’s killer app, lacklus¬ 
ter software support eventually killed the 
machine. VM Labs claims that they have gained 
the interest of developers and publishers and 


game systems comes from Japan, and while U.S. 
and European development can sustain a sys¬ 
tem for a while, Japanese development will be 
vital to the long-term success of “Project X.” 

Some will say that there just Is not enough 
room in the video game industry for another 
hardware platform. Bill Rehbock, VM Labs’vice 
president of third-party development points out 
that when Sony first introduced the PlayStation, 
there were as many as six systems on the mar¬ 
ket, and that at the time, Sony was new to the 
video game industry. 

Jeff Minter, who was behind what is widely 
considered the Jaguar’s best title. Tempest 2000, 
is also an active member of the Project X team. 
As a game developer, VM Labs says that Minter’s 
knowledge has helped them keep the project on 
the right track and focusing on the right things. 
Art created by Minter using early Project X tools 
can be seen at his Web site (http://www.magic- 
net.net/~yak/). 

If all the factors come together—software, 
solid hardware, a big marketing and promotional 
push, worldwide software support and a mass 
market price, then the “Project X” at the very 
[east has a chance. We will have more updates 
on the “Project X” in future issues of EGM. 

www.vmlabs.com 










Sushi-X Files 


e-mail: sushi..x@zd.com (c 


Something Special For Our Loyal Subscribers! 


shawn_smith@zd.com 



THE BLOB 


3 


Hoppy Stomp 

Charge #< 3 +Kick 

Rabbit Shortarm 

^ ® + Punch (close) 

Rabbit Longarm 

-^tt'^ac^ + PunchCfar) 

Hoppy Kick 

+ Kick 

Jackrabbit Punch 

003 + Punch 

SUPER MOVES 
Hash ’N Bash 

#3 003 0 +Kick 

Mega Carrot M. Gun 

0^0#^^ +Punch 

Rabbit Punch Overdrive 

-i '3 0 'i '3 0 +Punch 

CLAYTALITY 
Rabbit Out of a Hat 

^♦00 SR 

Rabbit Pellets 

SL 


Gum Toss 

+Kick 

Taffy Twist 

+ Punch 


Jelly Roll 

Charge 00 + Punch 

Air Twist 

'S-SO + Punch (in air) 

SUPER MOVES 
Big Gun 

Charge Punch, hit Kick 

Super Twist 

+ Punch 

KickO’ Plenty 
#000 + Kick 

CLAYTALITY 

Who Da Man! 

#3 0 SR 

Fireworks 

^0^0 

Splat! 

SL, SR, SL, SR 


Buzz Saw 

Charge 00 + Punch 

Blob Raid 

0«#Et^ + Kick 

L.A.P.D. 

+ Punch 
Dragon Glove 

#3 0 +Punch 


SUPER MOVES 
Irvine Axe Massacre 

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Super Lunge Punch 

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Overhead Axe 

#i2<3#»4a + Punch 

CLAYTALITY 
Launch From Island 

##SL ## 


Da Bomb Knock Off Top Half 

0#0SR #«OSR 

Meat Grinder Bite 

### SL SL ##0 SL 

Hit_and Run 

##00 + HP (2 inches away) 

Pac-Man 

SR 


BAD MR. FROSTY J 

( ICKYBDOCLAY ) 

Ice Bash 

+ Punch 

Unearthly Travel 

#65 0 + Punch 

Snow Ball 

Great Pumpkin 

Charge •^0+Punch 

#3 0+ Punch 

Blizzard 

Ghoul Roll 

#«0 +Kick 

Charge 00 +Punch 

Ice Pick 

Bats in the Belfry 

♦ ^ 0 + Punch 

0#® + Punch 

Ice Skate Dash Opener 

Boohooken 

Charge 00+ Punch 

0#3 + Punch 

SUPER MOVES 

Rising Ghoul Roll 

Frozen Frenzy 

♦ »0®#30 + Kick 

0«#«0 + Kick 

Icky Kick 

0e#3 0 + Kick 

Super Kicks 

#30#fl0 + Kick 

SUPER MOVES 

Super Hurricane 

03#»00 +Kick 

Evil Presence 

♦ t50#t40 + LP 

CLAYTALITY 

Snowcone Squeeze 

Icky Shuffle 

OoOO +Kick 

0##0 SL 

Haifa Loaf of Clay-Fu 

Knock Off Top Half 

#«0#«0 + Kick 

0#00 a few steps away 

CLAYTALITY 

Squish 

Demon Spin 

♦ 0 ♦ 0 a few steps away 

0^#30SL 

Launch From Island 

Scary 

##SL, SR 

♦ #00 SR 

( BANKER ) 

rEARTHWDRMJIM ) 

Merry-Go-Clown 

#ttO +Kick 

Fire! Fire! 

#30 + Punch 

Get ’Em Fifi 

EWj Punch 

♦ fi #■ + Punch 

0#a + Punch 

Ferris Wheel 

#«# +Kick 

Tumbleworm 

♦ «0 +Kick 

SUPER MOVES 

Worm Ball 

Welcome to the Big Top 

##+ Kick 

♦ «##«# + Kick 

Big Fifi 

#a0>#*0 +Punch 

Supers 

♦ BO#ttO + Kick 

CLAYTALITY 

SUPER MOVES 

Super Fire 

♦ 30#«0 + Punch 

Stairway to Heaven 

#65 0#*0 +Punch 

Super Propeller 

# 65 0# 16 0 +Kick 

Super EWJ Punch 

Cannon Claytality 

♦#♦♦ 

♦ flO#3 0 + Kick 

CLAYTALITY 

Off the Island Claytality 

0000 

Knock Off Top Half 

0#0 SR 

^e^djbutt Claytality 

Cow From the Sky 

#♦# SR, SL 


Squish 

0000 SR 


RUNG POW 


Crane Technique 

#eO + Punch 

Egg Fu Young 

0#3 + Kick 

The Crane 

#+ HK (in the air) 

Nunchakus 

#3 0 + Punch 

SUPER MOVES 
Pork Fried Rice 

#3 0#3 0 + Kick 

Fu Manchu 

#fl 0#3 0 + Punch 

Lo Mein 

#»##feO + Kick 

CLAYTALITY 
Bruce Lee Squish 

### 

Slice & Dice 
000 
Round Toss 
#♦00 
Pan Toss 

o#o# 


( HDUNGAN ) 

Voodoo Surfing 

#^0 +Kick 

Air Voodoo Surfing 

#® # + Kick (in Air) 

Chicken Baseball 

♦ 3 0 + Punch 

Voodoo Mask Smash 

♦# + Kick (in Air) 

Curse Crawl 

♦ 0 + Kick (in Air) 

Upperkick 

0#« + Kick 

SUPER MOVES 
Super Twirl 

#E5<3#»0 + Kick 


Graveyard Shift 
00#«0 +Punch 
CLAYTALITY 
Claytal Hand Grope 
### SL 
Claytal Bad Hand 
♦ SR 

Claytal Bad Mojo 
0 e# 30 SL 





























Clay Fighter 631/3 



The Cast of Clay Fighter 631/3 


Bad Mr. Frosty 

An evil snowman 
with bad habits. 


Bonker ; 

Whoever said I 

downs were fun? } 


Kung Pow 

Stereotypes go 
crazy with Kung. 


T. Hoppy 

A rabbit with a real 
Rambo complex. 


The Blob 

The name realty 
says it all. 


Taffy 

This guy's really 
bad for your teeth. 


Ickybod Clay 

A typical scary, 
Halloween type. 


Houngan 

A witch doctor 
and his chicken. 


Earthworm Jim 

Interplay’s token 
character! 


SECRET 


What do you think? ■, 


We’re trying something a little new with the Sushi-X Files these 
days. So what do you think? We still want your feedback, so don't 
slop those letters. The Idea here is to not only give you some- 
- thing to laugh at or enjoy, but also present some useful infor- 
^ mation—be it strategy for a game, a move list for a new 
fighting game, or other info to help take your gaming 
J further. So keep your ideas coming: tor 
Sushi-X Files 

1920 Highland Ave. Ste. 222 
' Lombard, IL 60148 ^ 


'Grumby” Speaks His Mind 


No, not Gumby. Unfortunately, we couldn’t afford Gutnby, so we got 
the second best thing, Grumbyt Being Gumby’s body-double, Grumby 
has an intimate knowledge of the green clay friend’s life and realm. 
Since Clay Fighter 631/3 deals with clay and violence, we thought 
we’d get Grumby’s opinion on violence in video games. Specifically, 
we asked Grumby the following; , - 


EGMt How do you feel about the amount of violence in video games' 
these days? 

Grnmby: Well, i think back to when we had to work with the 
Blockheads. 1 mean here are two guys who are constantly causing 
trouble. If they're not hoisting someone up on a ladder, theyVe top¬ 
pling over boxes. Even with all the mess they made, we never once 
had to resort to vtetence. Sure, we would’ve liked to mett them down 
or blow them up, but we didn’t ^ * 

EGM: So it’s fair to say that you think there’s too much of a focus on 
death and destruction? 

» ■; Grumby: 1 think sb, but 
■ then again—the triore I 
I think, about it, themore 1 

; killed those two. 1 mean, 
what A-hotes they: were! 
£GM: Oh; wet,..sorry 
1 to bring back those 

free s^scription to your • 
lrelf:Yeah...uh,..see 


A History of Clay 

Clay Fighter has really been around for some 
time. Starting way back on the Genesis and : 
Super NES, the little clay fighters have been at ' 
each other’s throats. Of course, if it weren’t for 
all of the gore of Mortal Kombat and the stan¬ 
dard Street Fighter set, we most likely would 
never have even seen one game tike Clayfighter 
made —let alone a half dozen or so! So here’s a 
short history of clay in video games. 


Clay Fighter 

Clay Fighter 2: judgement Clay 
Clay Fighter: Tournament Ed. 


Clay Fighter 2: judgement Clay 


PlayStation: 

Clay Fighter Extreme 


Nintendo 64: 

Clay Fighter 63 1/3 


On a side note, we shouldn’t forget 
Claymates on the Super NES and the 
upcoming Skullmonkeys (even though 
they’re not really in the CF series). 


Point 


Does Clay Fighter do a 
good job at being both 
fun and funny? 

POINT: Yes. for two 
reasons. One, the 
game does a good job 
of mixing several fight¬ 
ing game engines, and 
the control is very 
responsive. It just feels 
right. Two, Interplay 
rounded up several 
recognizable voice 
actors to lend each 
character a hilarious 
goofball personality. 

—Crispin Boyer 

COUNTERPOINT: 

No way. Sure, the 
game may be funny, 
but when it comes 
right down to it, I just 
wasn’t impressed with 
Clayfighter as a fight¬ 
ing game. It’s sup¬ 
posed to be funny, 
but that sure isn’t 
worth $60 to me! I’ll go 
with something that 
may not make me 
laugh, but will last a 
lot longer. 


Point 

Counter 






















Join America's favorite racing famiiy. 


Newman/Haas Racing. 

We’ve got racing in our blood. 




International News 


By John Ricciardi john_ricciardi@zd.com 




-:x-X 


Yamauchi Says “Stop Playing Dull Games” 


S pace World ’97 kicked off with an address 
by Nintendo Co., Ltd. president Hiroshi 
Yamauchi. He repeated Nintendo’s battie 
cry with both the Game Boy (which is stiil 
going strong after neariy nine years), N64 
and 64DD: quaiity over quantity, innovation 
over duilness. According to Yamauchi, Nintendo 
has the formula for success, and that their 
64DD and upcoming N64 titles will revitalize 



boring, drab market. 

“The recent TV game market is losing 
momentum. Naturally, it’s because of too 
many boring or too complicated software, that 
ordinary users can’t enjoy playing. Such games 
are flooding the market,” Yamauchi told the 
assembled crowd. 

The DD, in Nintendo’s estimation, will change 
the way video games are made—for the better. 
“We can’t have a bright future prospect for the 
TV video games right now. This is why we are 
about to offer the 64DD, to bring about a quali¬ 
tative change in games. Without introducing 
unique new ideas, we can’t persuade users to 
accept the 64DD, and that is why it’s taking a 
long time to launch the system,” he said. “As 
for the price, I want to make it as cheap as pos- 
sibie, but i can’t say how much it will be right 
now. We would like to make the notable differ¬ 
ence with the existing TV games.” 

“Now, the game industry is facing the turning 
point for the developers toward the next year 
and thereafter. The current TV game market is 


just the setting sun, and it must realize the 
changes. 1 beiieve the overseas [outside of 
Japan] TV game market is fine compared with 
Japan, but we can’t be optimistic. It, too, is 
facing the turning point, i think.” 

Yamauchi aiso announced that an N64 
version of Derby Stallion, a hugely popular 
PlayStation horse racer, is coming. Plus, he 
confirmed that the U.S. wili be getting Pocket 
Monsters (with a new name because of trade¬ 
mark issues) sometime in 1998. At the show, 
Nintendo offered players a special Pocket 
Monsters monster, and thousands of kids and 
their parents descended onto the Space World 
floor. Pokemon 
madness was so 
widespread that 
Nintendo added a 
fourth day to the 
show to accommo¬ 
date the over¬ 
whelming number 
of eager players. 



X-Men Vs. Street Fighter: The Story So Far 


S ega recently released their n 

Megabyte RAM upgrade cartridge for the 
Saturn in Japan. The cart, four times as 
big as the previous RAM cart (which was used 
with Marvel Super Heroes, Metal Slug, King of 
Fighters ’96 and several other titles), comes 
bundled with the fantastic Saturn conversion of 
Capcom’s X-Men Vs. Street Fighter. While the 4 
Meg cart isn’t backwardly compatible with the 
aforementioned smaller cart games, it does 
work with Marvel Super Heroes—and there are 
several games planned for it in Japan, including 


Vampire Savior, Dungeons & Dragons 
Collection and Marvel Super Heroes Vs. Street 
Fighter. Without this cart, whose U.S. release is 
stilt up in the air, it’s highly doubtful that any of 
these games wilt ever make it to the U,S. In 
other XM Vs. SF news, Capcom announced a 
version of the game for the PlayStation, but it’s 
a bit different The current title is X-Men Vs.: 
Street Fighter EX Edition (no, it’s not g-O). 
Because of the PlayStation’s RAM limitations, 
only one player can fight ofi each side. Instead 
of a tag team. You'll still be able to choose two 


per team, but only one of them will do the fight¬ 
ing—the other only comes in during special 
moves. To make up for the loss, they are includ¬ 
ing Training and Survival Modes—two options 
that aren’t available in the Saturn version of the 
game. A U.S. release 1 
of the “EX Edition” is I 
slated for this spring, T 
according to Capcom I 
USA representatives, f 
Look for a preview in 
EGMsoon. 


Enix Brings DQto GB 

Enix's Popular Dragon Quest Series Goes Portable 


The Ten Best-Selling 

Games As of Nov. 23 | 

|in 


I 


n a surprise move, Enix of Japan recently 
announced that the company’s hugely 
successful RPG series. Dragon Quest 
(known as Dragon Warrior in the U.S.), would 
be coming to the Game Boy. Titled Dragon 
Quest Monsters: Terry’s Wonderland, this 
first-ever portable Dragon Quest will be 
released in March 1998 overseas and will 
weigh in at a hefty 8 Megabits. Not much 
information has been released about the 
game yet, but it will be compatible with the 
Game Boy Link Cable, just like Nintendo’s 
Pocket Monsters, which as we reported 
earlier has sold over 7 million copies in 
Japan. Thanks to DQ’s enormous popularity 
in Japan, it’s expected that sales of this hot 
title will burst into the millions within weeks 


of its release. DQ fans might recognize the 
character Terry from Dragon Quest VI, the 
1995 Super Famicom RPG that was never 
released in the United States. 


fapan 


^ J.League Pro Soccer Club Tsukurou! 2 (Sega)-SS 


m 


^ Gallop Racer 2 (Tecmoj-PS 
Q Diddy Kong Racing (Nintendo)-N64 
Einhander (Square)-PS 

0 Let’s & Goll WGP Hyper Heat (Jalecoj-PS 
0 Devil Summoner: Soul Hackers (Atlus)-SS 
0 Pocket Monsters (NIntendoj-GB 
0 Power Dolls 2 (ASCII)-PS 
0 Everybody’s Golf (Sony)-PS 
0 Game De Hakkenl! Tamagotchi 2 (Bandai)-GB 




















A. Rcsr'V' -f! 

HPation logo are-lrademarf 
Iwemark of the fntei^ive Df 
are property of their re^ntive 











r 


Video Game Gossip G Speculation 


Madden football from Fox? 

EA, Virgin deal dead 
Rewritable PlayStation games? 


PS64 dev kits arriving this summer? 
Durai release pushed back to 1999 
Rare working on new Bond game? 


Quartermann 


S 


by a slew of urtent messages on our,wtretess EGM 
Mk2 satellite communicajfbn device. Here’s vyjiafbur Q-sleuths 
have unearthed 


0He’sM 


alutations Quarterfans! It is I, the great Q-holio, PlayStation 64 Tidbits 

reporting live from sunny Foster City, Canf.,,hQtnje-- ^xtsterCity, Calif.JJerry and I have uncovered a mother lode of 

of Sony of America’s HQ. Right nowH-W hiding in info on the l^ayStation successor. According to our Q-spies, the 
the bushes with my Nippojies'e buddy, Terry Aki. format of the PlayStatTofk64 has not been finalized as of yet. 

We were just abouUfH'nfiltrate Sony’s stronghold although the field has been narrowed down to two well-qualified 

via the air conditkrning vent, when we got^ddu_g^^_flflaiists. The first candidate in qVstion is the Mini Disc HD. As 
one wouTcTsutnii^se from the name, this new format is basically a 
high-density versfen-Qf the current gendr^tion Mini Disc. Unlike 
the existing Mini Disc {vvhich boasts aroundazo megabytes of 
rewritable storage space), th^ new MD HD i^^aid to feature over 
__4oo Megabytes of infinitely revirtjtable storage\pace. This new 
high'd'errsity version of the Mini Df^c is a format^ony has been 
working on foHhe last few years anHjs targeted tb,be the succes- 

..._...... ....____ sor to the Mini DisKThe PS64 would bp a prime can'qlidate to 

TV (njTndshare earned by- -—-ttseJhJs format si 

format dfilieir own w 
wdLrtd..give th€^PS64 tf 

' candidate i'p a 

—recent possibilityiXDVD-RW. 6ver the past ye'pr, Sony and\Philips 


No H/s Mine / 

(San Mateo, Cal/f.)This just in,/'We hear several reportsTrfffhb 
Q-informants t^at Fox Interactive is the latest gaipTrfg company 
launching a shorts lineup. According to those M-the-know, Fox is 
looking to leverage their presence 


;e Nintendo is also irttroducing a rewritable 
witfr-phe DD64. If used, the MD HD\format 
4 the sTprage capacity df a CD and tne 
ndcE 


their p'l 

the Fox Spirts label) to bring sports ganphg to a PlayStation and 
N64 near you by Christ/nas 1998. Considering how lucrativethe 
sports galling genre if with the gamifJg consoles/sports games 
make up,himost 50 percent of the video game raarkqt), this newv -tcuchl ^Ju^J=ll3lULy:\y’ 

comes ai little shocl^'to fans of sports video gdmes; Howevet, —ha.ye'ljeen woVin^on a rewri\able DVD formW. In contract to 

someonp else may fihd this move td be a shock to/their system. Toshi^atf DVD-f^W format, the '^ony/Philips dVd-RW is designed 

Who coi|ld that be? None other thah the leadpr misports/ga/nm^: {pbechdaper a|id n^ore efficient than Toshiba’s rewritable DVD, 

Electronic Arts. | ! i i 1 \ \ wJiichlwduld result ih lower licensing costs toidevelopers] Sony is 

You see, EA ownd.a sports franchise that 19 very near apd\ - 'hop^g the DVD/-RW.format wil.! be inexpensive enough tofuse by 
dear to tjiem: Madden Football. Up Until now, the fact that Jqlnh.,.^ tbe'tinTe the PldyStption 64 is/ready to roll. At this point, ^the mair 

Madden '(and Pat Surbrnerall, who is\also featured ir1\EA’s garhes)._stufhblmg blpck wbuld be (wjiit for it) cost. ^Ithough the/final 

1 television announcer for Fox Spotts was not^big'bqncern to format hafh’t bpen chosen yet, the Mini Dis/: HD seems to be 

the rriDrelogj,c4l path. / / / 

"Tri other-.PS64 news, Spny approached fdveral devetofrers late ir 
sjpdcsc^" .. 


I announcer for Fox Spotts was not'a^bigbqi 
EA as Foxy/as not in direct competitioiVwith EA Spbcts. fhatjs 
until now. Hhe news tha'bFox InteractiveViay launch a''sp,prts divi¬ 
sion (perhad^s even a football game) comp^fipates things grehtly.^.^ ippb Wifh proposed 


So what’s goi^na happen? At this point, it’s hkd to say. On 
hand, the Madden franchisees established naTns with great 
brand awareness among football gamers. On the othfer-hand, 
it’s difficult to dispute the fact th'bt john Madden is not the sole" 
property of Electroflip Arts and has obligations with Fox 
Will heads roll? The Cb-fyiann guaranteeVit... 


Westwood But EA Wouldnit — 

(Irrine, Calif.) Speaking of EA^-f^nd don’t we always?) talks"" 
between the sports gaming beherribth. and Virgin Interactive a 
reportedly dead in the water. Inside soufe-esjjeveal Virgin 
Interactive has until March 31,1998 to raise eh'ougtLcapitai to 
stay in business. Virgin initially wanted to hand.fl\ieLtti£j:Dinp 
to EA in exchange for a cool $215 million-bcash only, thank yo J 
very much. EA then countered that with a jbid of around $150 
million (most of which would be EA stock)|and back and forth |lh( 
negotiations went. Things reportedly camb to a screeching haljt 1 

when Brett Sperry, head of Westwood Studios (a subsidiary of " ^^-Quickies 


Virgin), demanded to be a member of £A’d board of directors. EA 
politely said no and proceeded to kick Virgin to the curb. Down, 
but not out. Virgin is reportedly speaking jto several other inter¬ 
ested heavyweight industry players (a nuijnber of which are very 

attracted to the idea of acquiring the yvell-ifegarded Westwood ^ __: ^ ^ 

Studios in the bargain). We do know dne tjhmgTbrl^ulellthe eafTy ig^lWenythatlusf about wraps it up for this month 

is ticking for Virgin. As soon as we he|r m(3.taVjxgiain£afr.Qm.lhe_0;fan5.CatcfLyalater* 

Q-crew, we’ll let you know. 


last month’s Q-Mannt I broke the news 
person shooter being worked qn by Rare using the GoldenEye 
engine. Well, our sources ipdicjate the game in question will be 
another Bond game, although it will not be a sequel to Golden- 
Eye. The game is currentlyjwel in development and is due out in 


^The "0" 


turned out most de.vdlopers were not (rapPY with the'design so 
Sony scrapped.it'and started to rede^gn the systeib. Because of 
this delaj(,-de'velopment systems Vjifn not be available until june of 
a9'98'at the earliest. The PS64 (yhow said to h^Ve four times as 
much memory as the curren)>PlayStation (3.^,<Megabytes) and is 

-targeTed to be at least asqlowerful as Segqts upcoming Dural 

syste n. That would^rrrban the system wqtild have 14 Megs of RAM 
(the [lural is,said'lo have around 18 lyie'gs of RAM) and should be 
able tff dirpiay more than 2 millioFtrolygons per second. The 
; PS64 is due for a Christmas i,99'9 release in japan with a U.S. and 
European release someUme m the year 2000, but we now hear 
that $ega’s DuraUwon’t ship until March of ’99 in Japan with a 
my Northt-AiTCrican release soon thereafter. My question is this: Will 
that eight-month window give Sega enough time to get back on 
track|as a hqfdwaTe'heavyihitter like they we 
with Ijhe Gehesis?...Oply tifne \|/ill tell... 



















total rush... 
The undisputed 
king of combat 
racing games! 






Electronic Arts are trade 






AS YOU CAN SEE [SORTOF], NEED FOR SPEED HAS GONE DOWN AND DIRTY. 

M B IN NEED FOR SPEED V-RALLY YOU CHOOSE FROM 11 WORLD RALLY CHAMPIONSHIP CARS. 


THEN YOU SLUG IT OUT DAY OR NIGHT OVER 42 PERILOUSLY LIFE-LIKE, GRITTY OFF-ROAD TRACKS. SNOW. RAIN. FOG. 
AND IF YOU'RE LUCKY BLISTERING HOT SUN ROUND OUT THIS BRUTALLY RAW JOURNEY. BRING SOAR 


ELECTRONIC ARTS 

www.ea.com 









©1997 Sony Electronics Inc. All rijhts reserved. Sony is a trademark ol Sony. 





64DD situation in the U.S. 
though? Not much. Pokemon 


(it's coming in late 1998), so 
NoA is going to have to rely 
on something else to push 
the DD out here, and right 


going to have enough big-name 
games to get the DD out in the 
U.S. before Christmas (they 
won't release it without at 


left their mark on the industry 
once again. Always about Inno¬ 
vation and setting the trends, 
Nintendo is pushing forward in 
Japan with a variety of Pocket 
Monsters games and some 
truly unigue peripherals (or 
downright weird, depending on 
which side of the fence you're 
on) that they are banking on to 
push the N64 back into the 
race in Japan, while getting 
the 64DD off to a rocket start. 


Shigeru Miyamoto shows off 
leWa 64 to excited members of 
the press at Space World ’91. 


Game Directory 

• Legend of Zelda; The 
Ocarina of Time 

• F-Zero X 

• 1080 Degree Snowboarding 

• NBA Basketball 

• Mario Artist Series 

• Super Mario RPG 2 

• Yoshi’s Story 

• Mother 3 

• AeroGauge 

• Tonic Trouble 

• Fighter’s Destiny 

• Wetrix 


Publisher/Developer 

Players/Genre 

% Done 

Release 

Nintendo Co., Ltd. 

1 

70 

April 1998 

Nintendo Co., Ltd. 

Action-RPG 

Japan 


Web Address; www.nintendo.co.jp 


The Long-Awaited 
Return To Hyrule 

The Legend of Zelda: 

The Ocarina of Time 


I t's been a long wait, but Zelda 64—now 
known as “The Legend of Zelda: The 
Ocarina of Time" in Japan—is finally on 
the way. Unfortunately for U.S. gamers, 
it won’t be hitting store shelves as soon 
as we had hoped. The Japanese release 
has been pushed back until the last 
week of April, meaning a stateside release 
isn’t likely until June or July at the earliest. 
The good news, however, is that we finally 
had a chance to spend some time with the 
game, and we came away more than 
impressed. In fact, impressed is quite an 
understatement. Zelda 64 is by far the best¬ 
looking Nintendo 64 game yet, and based on 
what we’ve seen and played, it’s safe to say 
ny very well end up being 
eru Miyamoto’s greatest 


^ The Story So Far... 

Much of Zelda 64’s 
story is still being 
1 kept under wraps. 
I Apparently, the 
li game takes place 
BEFORE the Super 
NES game, A Link 
to the Past, mak¬ 
ing it the earliest 
' game in the Zelda 
timeline. As a 
young member of 
the Kokiri family, Link 
L sets out to receive his 
guardian fairy at his 
clan s customary coming- 
^ of-age ceremony, when he 
stumbles across an injured fairy 
with a dark message: Don’t let 
the man named Gannondorf gain control of 
the Triforce. 

As the story goes, Canon is still an ordinary 
man and hasn’t yet become the evil SOB that 
you’ve come to know and hate in past Zelda 
games. The goal is to prevent him from get¬ 
ting ahold of the Triforce and turning into that 
monster, and to successfully achieve that 
goal, Link will have to travel through time—a 
first for the Zelda series. 


The Intro 


The game’s short-but-sweet intro sequence 
(which most likely wasn’t finished yet at the 
show) begins with a young Link approaching 
Hyrule Castle at night in the pouring rain 
(remind you of a previous Zelda game?). 
Suddenly he hears a noise and runs off to the 
side of the castle drawbridge to hide. As the 
castle gates swing open, a beautiful white 
horse—ridden by a Hyrulian guard and the 
young Princess Zelda—comes galloping out 
of the castle at full speed, as if being chased 
by someone. After they take off. Link walks 
out to the center of the drawbridge to see 
what happened, only to come face to face 
with Zelda’s pursuer, also on horseback. As 
you can imagine, the pursuer is none other 
than Canon (err, at this point his name is 
Gannondorf, a mere young thief), and as you 
can also imagine—he looks awesome. As 
Link and Canon glance upon each other for 
the first time, the camera heads off into the 
stars, setting the mood for the long adventure 
that’s about to take place. 


Touring Hyrule 

The version displayed 
on the Space World 
show floor was about 70 
percent complete, but it 
was set up so that you 
could only try certain 
portions of the game 


reviews 

























During the intro, we find the 
young Princess Zelda fleeing 
Hyrule Castle on horseback 
at night, accompanied by 
a Hyrulian Guard. 




through special “Tours” that were selectable on the 
Main Menu Screen. The three Tours, the Hyrule Tour, 
the Dungeon Tour and the Battle Tour, each showcased 
different areas of the game and let anxious showgoers 
get a good taste of the variety of different play styles 
in the game without having to play through the entire 
game to see them. Before we get into the Tours, 
though, let’s take a look at Zelda 64's control setup. 

The Controls 

Zelda’s control setup has obviously been very well 
thought out. Moving Link around is a cinch, thanks to 
the N64 Controller’s Analog Control Stick. Movement is 


used for Link’s sword (which can be upgraded at least 
twice during play). To unsheathe your sword, you 
press A once. To use it, you’d press A again. To put it 
back, you press B. Of course, there are various moves 
you can pull off with your sword, like charging it up, 
doing the old Whirling Blade technique and more, 'fou 
can even put away your Shield for a more powerful 
(though harder to handle) Sword later in the game that 
requires two hands to wield. Speaking of Link’s Shield, 
the R button is used to control it, while the L button is 
used for Options (such as bringing up the transparent 
map in dungeons, etc.). 

Next up is the multifaceted B button, whose usage 
depends on the situation you’re in. Above the icon on 
top of the screen is some text that changes as B’s func¬ 
tion changes. For example, if you approach someone, 
B will be used to “Talk” to that person. If you 
walk up to a treasure chest, B will change 
to “Open.” If you’re just walking around 
and want to search the area, B will let 


Recognize this guy? His 
full name is Gannondorf 
Dragmire. Silly name for 
such a powerful foe... 

The red target shown here 
appears when you press the Z 
Trigger button. This allows 
Link to focus on an object 
while moving about freely. 


similar to Mario 64, and while Link may not 
be able to perform Mario’s infamous “Butt 
Stomp,” his arsenal of moves and abilities 
far surpasses anything the stout plumber 
could even dream of. 

Pressing Start will bring you to a subscreen that is 
broken up into four separate areas, each with different 
info. There’s a Map Screen (to show the Field or 
Dungeon Maps), an Item Screen (where you can select 
your items, as well as view which Medals you’ve col¬ 
lected so far), an Equip Screen (where you can equip 

_ Link in four different areas— 

Sword, Shield, Clothes and 
Boots) and finally a Magic 
|[Hmtv4UU J Screen that displays the 
spells you’ve collected 


The young Link 
(above) will be 
able to use 
certain items 
and weapons 
that the older 
Link (right) 
cannot, and 


Back at the top of the Main 
Screen, there are icons for 
each of the main buttons—B, 
A and the bottom three C but¬ 
tons. The Top C button is used 
for camera control. Indoors, it 
changes to an overhead view 
that lets you see things from 
above, while outdoors it 
switches you to a first-person 
view so you can look up, down 
and all around Link. The Left C, 
Bottom C and Right C buttons 
are each used for items or 
weapons (like Bombs, a 
Boomerang, your Bow & 
Arrow, etc.). The A button is 


you “Check” your 

surroundings. There are several uses in all, and the 
ease of use makes it much easier to become immersed 
in the game without having to worry about which but¬ 
ton does what. You’ll be able to jump with the B button 
as well (usually when holding down the Z button to 
maintain a specific camera angle), but there will be 
several cases where the game will auto-jump small ■ 


Zelda 64DIJ^ 


( Although it's still a 
ways off, Mr. Miyamoto 
explained at the show 
' that the 64DD version of 
Zelda (which is how the 
game was originally going 
to be released on the 
64DD) is already in the 
early stages of develop¬ 
ment. He explained 
that they have not yet 
decided whether or not 
it will be an all-new 
quest, or an add-on disc that 
requires the original car¬ 
tridge to play. The game 
probably won't be released 
until 1999 in Jaoan. 




IN m 

FUTVPT, 

MA6HINR 

WIULNOf 

^ {/sen.- 

fnemi 


Imarss yourself in sewn unbelieuetls fantasy mrirls and anythiny organic. Through 18 punishing iavels, anti an end- 
take on a marrauding matallic hattalion of meohanized death less barrage of spsctacular eaplasive firepower and amazing 
machines with your weapon-packed, futuristic assault uehi- lighting effects, you must track the Shadow master down and 
cle. The Shadow master, an euil ouerlord, has gone complete- make scrap metal of him and his lethal robotic creatures, 
ly mad, and he will stop at nothing less than total genocide of Shadow master, the ultimate fentesy shooter. 










Inside the towns and houses, the 
camera can be switched to an 
overhead view, as shown here. 


the day too, showcasing the game’s 
f v-JB progressive time feature. 

When you first exit Link’s house, 
.. you’ll probably be blown away by the 

beautiful world that unfolds before your 
eyes. Local villagers will explain the game’s 
basics to you, while your guardian fairy, Navie, 
will lead you toward any important objects or locations 
(like the signpost near Link’s house, for example). 

The overworld and river areas (yes. Link can swim, 
too) are merely other places of Hyrule to explore. 
There are huge mountains, narrow valleys, dark 
caves—you name it, it’s there. In the demo, you could 
explore the town (the game Is only going to have one 
main town, similar to Zelda: A Link to the Past), which 
has several different interesting viewpoints, depend¬ 
ing on what area of the town you’re in. 

Then of course there’s the horse scene. There wasn’t 
too much to do in the demo, but you could mount 


pits and the tike for 
you, so you can 
concentrate on more 
important matters. 

Finally there’s the all-important (and completely 
innovative) Z Trigger button. The Z Trigger is used to 
“lock-on” to objects and enemies (and basically any¬ 
thing in the game you can interact with), so that Link 
can approach it and check it out without you losing 
sight of his surroundings. For example. In battle with 
the 3-D viewpoint, it would be very tough to maintain 
a clear view of the action if you’ve got Link jumping 


The Underworld conies to life 
in Zelda 64, with many old 
and new faces alike coming 
together to try to stop Link 
from finding the Triforce. 


and ducking, slashing and dodging, etc. 
without any camera control. So, to fix 
this problem, you simply hold down Z to 
lock on to your enemy so you can always 
see where it is, while still maintaining full 
control over Link. It’s an amazingly simple idea 
that works surprisingly well. Battles are now a treat 
to participate in AND to watch, and you’ll have no j 
problem becoming completely immersed in Zelda’s J 
3-D world because of this ingenious little addition M 
to the control setup. 

Back To The Hyrule Tour 

The first of the three Tours on the demo 
was the Hyrule Tour. The Hyrule Tour gave you 
four locations to start from, including Link’s 
House, the Hyrule overworld, a River area and 
outside the castle—riding Link’s horse. The dif- 
ferent scenarios took place at different times of 













Is It really just a game? 

Multi-Racing Championship hints more than just the scenery. It hlurs 
the line between gaming and reality. 

Each of MRC’s eight, fully customizahle vehicles (plus two other secret vehicles) allow 
you to tweak gears, brakes, suspension and more. And you’ll need to, because MRC’s 
three intense courses pit you against more than just the clock. You’ll be up against neck 
snapping terrain, nasty weather and up to 20 other drivers at a time. 

Designed for the N64 Rumble Pak, MRC’s detailed graphics, sound and multiple viewing 
perspectives can mean only one thing. 


It starts where all the others finish. 



















THEY COULD HAVE TAKEN ANYTHING. 
HIS HOME. 

HIS PRIDE. 

EVEN HIS FREEDOM. 


OUT THEY TOOK AWAY 


BECKO DETERMINED TD 5 TDD HIM. 













Link’s horse and ride around 
the fieids near the Castie, 
jumping over smail fences and 
hilis and trotting around to get 
used to the controi. 


The Dungeon Tour 

The Dungeon Tour aitowed 
you to start at one of three 
dungeon scenarios, each of 
which was a iittie bit different 
mHH ' other. Like previous 

Zeida games, there are traps 
puzzies in the dungeons, 
and there’s a siick map system 
which resides at the bottom 
corner of the screen that can be toggied on and 
off. There are huge pits and obstacles. Treasure 
Chests and keys and, of course, as you’ll read about 


Ahh, the Battle Tour. Certainly the most impressiv 
aspect of the Space World demo by far, the Battle 
Tour let you try your hand at three different J 

Boss battles—against Ghoma, wj 

Dodongo and Stalfos. The Stalfos 
battle is fairly simple—you fight M 
against two huge Stalfos A 
Knights in a big room, simply 
hacking and slashing until ^ 

ail that’s left is you and two 
piles of bones. The Ghoma and 
Dodongo battles, however, are 
truly a sight to behold. Without 
spoiling too much, let’s just say 
the cinematics before, during and 
after the battles are incredible, J 

and the actual creatures them- 
selves look amazing. Clearly battling M/m 
in Zelda 64 is going to be quite a JP 


Interacting with the locals is 
nothing new to Zelda fans. 


The Legend of Zelda series Is one of the 
most popular gaming franchises in the 
history of video games. Despite being 
around for over 10 years now, Zelda 64 
is only the fifth main installment In the 


licensed CD-i horrors and a very cool 
Game & Watch game). Here’s a quick look 
at each of the previous four Zelda titles. 


The Legend 
of Zelda: 
A Link to 
the Past 
(Super NES, 


A Brief History of Zelda 


NIKNDO 64 




The Missing Links 

—As you can probably tell from some of the screen 
shots here, you’ll play as both a young Link and 
an older Link. This ties in to the central plot of the 
story, with the Ocarina of Time. The Ocarina will allow 
Link to travel through time, but the exact details of 
how, why and when are still a bit cloudy. We do know 
that a place called the Tower of Time plays a big part in 
all of this, and we also know that 
the two different Links (young 
and old) can wield different 
weapons, some exclusive to 
their respective forms. 

—The Rumble Pak will be 
utilized in some form, although 
exactly how and how much is 
still up in the air. 

—Yes, the Triforce is back, 
and it’s the ultimate item. How 
will it tie in to this already awesome plot? We’ll just 
have to wait until this summer to find out... ^ 


The Battle Tour 
















You WANT TO BE A HERO' 


STUNNING GRAPHIC 


There are 1 □ levels of 


FAST ACTION THAT DEMAND 


Distributed by 


BATTLE IN THE ONLY GAME 











.»«MTEA(/)7 




I t may have been a long time In coming (over 
seven years, to be exact), but Nintendo is finally 
back in the garage working on a sequel to the 
smash hit first-gen Super NES racer, F-Zero. 
F-Zero X (tentative title) was shown in playable 
form for the first time at Space World ’97, and it 
wowed crowds with its fast, fluid animation, 
variety of crafts and intense track design. 

F-Zero X features four racing circuits to race on—the 
Jack Cup, the Queen Cup, the King Cup and a fourth 
Cup that (presumably) doesn’t open up until later in 
the game. Each Cup has a variety of tracks, just like 
the first F-Zero, and in fact many of them come 


Publisher/Developer 

Players/Genre 

% Done Release 

Nintendo Co., Ltd. 1-4 

Nintendo Co., Ltd. Racing 

Web Address; www.nintendo.co.jp 

An 

'''' 1998 Japan 

rmavnot™'r* 

aSnmetlS^I??sc 

^^-=1 A 1 

on a Japanese sys 

item, import at your 

- 1 ^ r 



[like this one) 


giant tubes 


Thank goodness 


for gravity 


part, entirety new). The track layouts are superb, with 
big jumps, lots of twists and turns, special features 
(like tracks that are spherical, where you race around 
the outsides of a huge tube that holds you in with 
some sort of gravitational pull) and more. And for 
those who complain about N64 games not having 
enough variety—there are 30 (yes, 30!) crafts to 
choose from, each with its own unique characteristics 
and drivers Oncluding the four from the first game). In 
addition, each craft is rated from A-E in terms of Body, 
Boost and Grip at the Selection Screen. 

Obviously the best part about F-Zero X, though, is 
the game’s astonishing sense of speed. If you thought 
the first F-Zero was fast, wait until you see this 
baby zip across your TV. We’re talking 60 
frames of animation per second, with 
crafts that reach speeds of 1000 km/h 
and more (our personal best was 
over 1400 km/h), and this is with up 
to 30 crafts on screen at once. Even 
the Two- and Four-player Modes are 
fast. Just like the 16-Bit version, 
there are “zippers” on the tracks 
that send you forward, and when 
you complete a lap, your craft gains 
the ability to “Boost” at the expense 
of your Power gauge. Fortunately, just 
after each lap you can race over 
special bars on the track that will 
help replenish lost energy 
(again, just like the first F-Zero). 
All in all, F-Zero X is shaping up 


to be a killer 
racing game, and 

with a 64DD add-on already in the works (see sidebar), 
you can count on seeing this baby in the headlines for 
a long time to come. The only problem? You’ll have to 
wait until late ’98 for the U.S. release. With any luck, 
NoA will give us a quick port so we can be playing the 
game before the end of 
the summer, 


Behind 
the Screens 

F-Zero X for the 64DD 

At the Space World show, Mr. 
Miyamoto revealed that F-Zero 
X would be one of the first N64 
cartridge games to have a 64DD 
add-on disc released sometime after 
the cartridge. With this add-on, you 
wiii be abie to choose from more hov- 
ercrafts, more tracks and best of 
ail-the disc wiil come with a track 
editor and a hovercraft editor! Not 
only will you be able to create your 
own tracks, but you'll be able to 
download ones that your friends may 
have made, or possibly (in Japan at 
least) download special event tracks 
from participating retailers with 
special kiosks. Heck, you'll even be 
able to record your best race and 
turn it into a ghost racer for someone 
else to race against on their machine! 
The possibilities are endless! 




















IHebt L0RP DEimos. ■ 
He's got E00KS that kIel 
Hahds 0F steel 

/AE0TrEnDtsP0SlTi0n. 


Lord Oeimos is jusr one of the vicious 
wArriors you’ll go AgAinst in Macc ■ 
Tlie DArh Age. EacH fighter comes 
with his or her own deAdly weApon And 
so mAny different moves And combos 
thAt inflicting pAin will be eASier thAn 
ever before. And thAnhs to the ArcAde 
development of the “Voodoo GrAphics” 
chipset, you’ll get 3-0 fighting like 
you’ve never seen before. So pick 
up Macc - The DArk Age todAg. But 
be cAreful of Lord Deimos - he’s looking 
for his next victim. 


1 . I Az.itir'i.'t.f.- ^ 

EVERYTHinG'S A WEAPOH. 





1080 Snowboarding 


ne of Nintendo’s two surprise games 
at Space World (the other being NBA 
Basketball), - - ■ 


From The 
Creators Of 
Wave Race 64... 


U .,, iq8o Snowboarding 

shocked everyone with its amazingly 
rich graphical detail, smooth control 
and overall polish that only an EAD 
game could provide. 

Developed by the same team that brought us Wave 
Race 64, 1080 Snowboarding is one of several snow¬ 
boarding games on the way to the N64 in the coming 
months. So far it seems to be the best one. There were 
three tracks to choose from at the show (there are sup¬ 
posed to be at least six in the final version), and three 
different boarders to race as, as well as (you guessed 
it) three different snowboards to race with. There’s a 
Match Race Mode, a Time Attack Mode and a Score 
Attack Mode (just like Wave Race), and two players 
can go head-to-head via a split-screen in the game’s 
Two-player 


Steep drops, big jumps, “mondo” stunts and more are 
all a big part of 1080’s highly realistic gameplay. 

the snow to the photorealistic scenery in and around 
each track. And control with the N64’s analog Control 
Stick makes everything move smooth as siik. it truly 
looks awesome. 

1080 is scheduled for a February release in Japan, 
and it WILL be comingto the U.S. soon after, so be sure 
to check back for a full preview of the U.S. version as it 
nears release. A 


Incredibly realistic graphics 
highlight the gameplay. 


Like Wave Race, 1080 Snowboarding 
features a Two-player Split-screen ^ 
Racing Mode. It’s smooth! 


H Nintendo’s second surprise 
Space World title is looking 
very nice so far, despite 
only being roughly 50 percent 
complete at the time of the 
show. NBA Basketball (tenta- 

is scheduled to be NBA 
Courtside) is Nintendo’s latest 
addition to their Nintendo 
Sports lineup, and is being 
developed by a U.S.-based 
company called Left Field Productions. 

Courtside features all of the official teams, players and stadiums 
from the NBA, and has nice polygonal graphics (obviously) and 
particularly strong player animations (especially for this 
stage of the game). All of the players are modeled after 
their real-life counterparts, and believe it or not, there 
seems to be a good amount of CPU A1 in this baby 
already—clearly a strong sign of a potential blockbuster. 

There’s full play-by-play announcing too, and the crowd 

really gets into the action, something that has been HHHH 

noticeably lacking from many NBA games as of late. 

Since the game won’t be available until July in Japan, it’s 
doubtful that we’ll see it here until the fall—unless iMKik.S'’*?,'’., 
Nintendo is planning on a simultaneous launch, or even a 
U.S. launch first. Whatever the case, as soon as more info 
is released, you’ll read about it right here in EGM. 


NBA Basketball will 
feature all of your favorite 
NBA players and teams 
in all their 3-D glory. 


Instant Replays and a variety 
of camera angles highlight 
the action in Nintendo’s 
NBA Basketball. 






























Piil)li$lier/Deve)op«r Pfayers/Genre % Done Release 

Nintendo Co., Ltd. N/A »/. June 
Nintendo Co., Ltd. Variety 1998 Japan 


Well Address: www.nintendo.co.jp 

Mario Artist 


Series 


NINTENDO 64 






Polygon Maker: 


is basically the 
64-Bit update 
of Nintendo’s 
classic Super 
NES game 
Mario Paint. 


karate, perform 
balancing 

and more—and best of all, you 
(or anyone else’s for that matter) 
al talent star for some 
you can do it’s scary. 

Each of these disks will be available in Japan 
launch of the 64DD, and are expected to be very 
affordably priced. Nothing official 
announced yet, but It’s likely that the 
series will come to the States. These disks 
realizations of just a few of the many cool 
the 64DD will be able to do once actual 
released for it when it launches in late 199! 


The Fun 
Machine Gets 
Creative 


t Space World, Nintendo unveiled the first 
JHHk three entries in the Mario Artist series 
(everyone remembers Mario Paint, 
right?). All three games are going to be 
available for the 64PD, and all three 
(four actually—the fourth title. 
Mm mk Sound Maker, wasn’t shown 

floor) will work in conjunction with each 
to the DD’s writability features. 

To accommodate these games, Nintendo_ 

both an N64 Mouse and something called a Cap 

Cassette, which has A/V inputs 
that allow you to hook up video 
cameras, VCRs—basically any¬ 
thing with Audio/Video out¬ 
put—so you can grab images 
and use them in your creations. 
For more on those, check out 
this month’s News section. 


Consider this the direct 
descendant of Mario Paint. You 
can draw your own pictures (up 
to four people can at the same 
time, if you wish), or download 
pictures and edit them with a 
variety of options and tools 

Picture Maker isn’t limited to 
mere 2-D creations like Mario 
Paint was. Go all out in 3-D! 


(similar to some higher-end PC 
paint programs). So simple, yet so much fun. And you 
can take your pictures and import them into the other 
programs, like Polygon Maker, where they can 
be mapped to polygonal characters for even more 
creative uses. 


Picture Maker: 




This one looked the most impressive—and rightfully 
so. It’s basically a stripped-down, affordable version of 
Nichimen Graphics’ high-end Nintendo 64 develop¬ 
ment tool, N-World, stuffed into a little 64DD disk. 
With Polygon Maker you can create 3-D models from 
scratch, then texture map them, animate them and 
the show, programmers showed 
and turned it into 
This one looked 


the most bizarre of the 
have the most poten- 
you create a person 
have it do a variety of 

Show. You can 
dance, practice 


































Laugh while you frag, from 
Hollywood to outerspace! 


lag some aliens with over 
dozen hi-tech weapons! 












Big weapons and bigger bosses 
for a fun-filied fragfest! 


Four-player, split-screen 
' Dukematch action. 


t Fram L.A. to the moon - 32 towering levels of 
Q0% interactive carnage! On film sets, in bars, on 
wing subways...no butt-ugly alien is safe from the 
. wrath of Duke! Grenade Launchers. Shrink Rays, 
^^ardcore 3D action. And graphics to kill for! 

coming to take out the garbage! 










mTENDO 64 




Publisher/Developer Players/Genre % Done Release 


j^uper Mario RPG 2 




Mario RPG certainly looks 
nice, but what’s with 
the flat 2-D Mario? 
Unfortunately, it’s too 
early to tell right now. 

r'l t a -X 


Mario RPG Takes 
On A Whole 
New look 


S uper Mario RPG was one of the most 
charming and well-designed games that 
ever graced the Super NES, and now, 
two years later, the first screens of the 
sequel have been released. Not much is 
known about the game yet, but as you 
can see by these pictures, it looks dras¬ 
tically different from the original. Mario Is now a flat 
2-D object In a 3-D world (this is obviously some sort of 
artistic thing), and according to Mr. Miyamoto, the 
game will be geared toward a younger audience. We 
just hope it’s as good as the first one. ^ 





Yoshi's Story 


The sequel to one of the 
most underrated Super NES 
games of all time is almost fin¬ 
ished, and will be available in 
Japan by the time you’re read¬ 
ing this. That’s right, Yoshi’s 
Story, the “2 1/2-D” follow-up 
to Yoshi’s Island, is on the way, 
and from what we’ve seen (and 
played), it looks fantastic. 


In Yoshi’s Story, the main goal is to 
collect fruits hidden throughout each 
stage in the game’s six worlds. There 
are six different Yoshis you can 
choose from in each stage (differing 
only in color), and no sign of that irri¬ 
tating baby Mario anywhere (thank 
goodness!). The game controls much 
like the first Yoshi, but with 
some nice enhancements. For 
one, everything is controlled 
with the analog Control Stick. 
So now Yoshi can lash his 
tongue out in any direction 
possible, and aiming eggs is 
much easier than it used to be 
Oust press the button to 
throw, and move the target 
anywhere on the screen 
with the Control Stick). And in 


addition to a variety of cool moves (both old and new), 
Yoshi now has the ability to swim. 

We don’t need to tell you how incredible the graph¬ 
ics are—these screen shots speak for themselves. 
But if you think this is nice, just wait until you see the 
game in motion. 


check back next 
month when 
E6M blows the 
doors open on 
Nintendo’s 
latest master- 

depth preview 
of Yoshi’s Story. 



























PoMisher/Oefelopef Pia^ers/ 


While there hasn't been much 
information released on Mother 3 
in quite a while, Nintendo did man¬ 
age to sneak some new video onto 
the giant video wall at the Space 
World show, and the game seems 
to be coming along nicely. For 
those of you who are unfamiliar 
with Mother, it's the Japanese 
version of our EarthBound series 
(EarthBound was Mother 2 in 
Japan). The full 3-D RPG is 
slated to launch with the 64DD 
when it arrives in June in 
Japan, and looks well on its way 
' to being completed. 

, The fight system 


Designed by 
the primary ere- iSWt* 
ator of Rayman, ' 

Tonic Trouble is ^ 

already starting ‘ “ 

to show com- * 

polling designs of ^ 

distinctiveness ' 

that made the ' 

aforementioned 

game find a niche - 

of its own. 

Tonic Troubie's plot revolves around an alien 
named Ed who drops a mysterious can onto Earth. 
Havoc ensues, and mutations of plants and animals 
break out throughout the planet. Seeking to fix the 
problems that he created, 
y T , jHBrm Ed must explore and fight 
!» ^ enemies with a variety of 

.* . weapons. As you can see 

from these screens, this 
7 game shows promise. Rest 

/ assured, we'll do a more in- 

f depth preview as soon as we 

get some more info. 


‘ the game looked 
quite polished for 
only being shown 
on video. We wiii 
have more on this 




It doesn’t take a genius to see 
how games like WipeOut and 
F-Zero have influenced AG. 


the wild designs of the vehicles, 
jroGauge is pretty straightforward 
both in gameplay and appearance 
(think WipeOut meets F-Zero). Five 
unique machines are available at the 
k game’s outset, including one that 
^ looks like an N64 controller craft. 
Five more are included but must be 
game. The crafts are ranked by 
speed, acceleration, shield and agility. Each one is dec¬ 
orated with wacky logos and paint jobs a la WipeOut. 
They resemble everything from sleek speeder-type 
vehicles to modified tugboats and dump trucks. 

Four tracks plus two bonus ones are spread out 
around the world. The courses feature lots of bridges, 
banked turns and the obligatory tube portions. The 
vehicles have the ability to fly very close to the ground 
or way above it. Because of the vehicles’ maneuvering 
abilities, the tracks have multiple levels and some¬ 
times alternate 
routes hidden 
among the lay- 1 
out. Also includ¬ 
ed are short 
pit-stop lanes 
in which cars 
can replenish 
their shields. 

Game modes 


Game speed remains constant 
even in Two-player Mode. 



The cars can take corners way up high or very low (like 
this one), adding a twist to traditional racing play. 

include: Grand Prix (with a time trial). Single Mode, 
Time Attack and Split-screen Two-player. 

Gameplay is similar to WipeOut with a bit more 
maneuverability. To help in this area, most of the cars 
have flaps that extend out on the turning side to help 
tighten corners. Turbo boost is done with a button 
combo but can only be used coming out of the corners. @ 



Previews 












Fighter's Destiny 


will be 
very inter- 
esting to see 
how the finished 
product turns out. ^ 


Destiny 
Turns On 
theN64 


Jokers steal your skills unless 
you defeat them in battle. 


Brush up on you 
the dummy in 


F ighter’s Destiny is a 3-D fighting game 
with 10 regular characters and a bunch of 
hidden ones — ranging from a clown to a 
Middle Eastern wrestler. In some of the 
game’s other modes, you’ll face bizarre 
opponents tike a cow (yes, that’s right— 
COW) and a training dummy. 

The setup is simitar to that of Virtua Fighter—you 
fight in a ring (of variable size) and the goal is to knock 
the other guy out as many times as possible. The 
graphics are smooth and move very fast, giving the 
game that arcade feel. 

Gameplay is different from most fighting games 
though. The action is points-based, meaning that each 
attack or knockdown gets you a certain amount of 
points. For instance, a “ring out” is only worth one 
point, so it’s not advantageous to just knock your 
opponent out of the ring and be done with it. Using 
special attacks and combos will get you more points. 
The game also lets you adjust the amount of points 
that each attack gives you, so you can customize the 
game to get rid of cheap wins. 

You can use either the analog or digital pad to con¬ 
trol your fighter, and configure almost every aspect of 
the game. There are plenty of modes to play, too. It’s 
got a One-player, Training and Vs. Mode, but Fighter’s 
Destiny has other modes that are not so common for 
fighting games. Record Attack is an endurance mode 
(with three categories—Survival, Fastest and 
Rodeo). In Survival, you’re pitted against 
opponents in a fight to the finish. As the 
name implies. Fastest Mode is based 01 
how quickly you can defeat your oppo¬ 
nent, and Rodeo is a battle to s( 
can stay in the ring. 

The game’s Master Challenge 
ilso vastly different from your 
nage fighting game. You fight 
of a certain skill or 
move. Your moves 
then be saved onto 
the N64 ’s memory cartridge 
and used against a 
friend and their cus¬ 
tomized fighter. 

Developed by Genki/ 

Imagineer, Fighter’s Destiny 
looks like the best fighting 
game for the N64 so far. 


Using special moves and combos ir 
Destiny will gain you more points. 


Wetrh 


After gaining skills in the Master 
Challenge Mode, you can save your 
traits and battle a friend. 


Wetrix is an imaginative puzzle 
game reminiscent of Tetris, only 
instead of stacking boxes the object 
is to build walls and barriers on a 
floating 3-D platform. If done cor¬ 
rectly, the falling pieces will stack 
up to form little corrals In which 
water will gather as it periodically 
falls from the sky. The more water 
that drains out due to faulty pools 
the quicker you lose. 

Along the way you'll have to deal 
with falling bombs, fire, ice and 
mines. Use these elements to patch 
or blow holes in your pools or just 
wreak havoc on your opponent. 
As the game progresses, pieces will 
fall faster with water coming in 
quicker intervals. 

Alternate modes of play include 
ice-covered platforms, variable 
landscape and random holes. Two- 
player Split-screen Mode offers a 
straight-ahead race for survival 
with the player who fills their drain 
first losing. 

The only question now is how long 
can cool new games like this one be 
spawned from the Tetris archetype? 


Look at the pretty rainbow...n 
they thought of everything! 




Two-player adds the 
bonus of controlled bomb¬ 
dropping to help slow your 
opponent’s progress. 


HIHTEHDO 64 


PuMIsher/DweloiMr Mayen/Genre % Done Release 


Sports 

s: www.infogrames. 












Call 1-888-625-2876 to purchase the SA-VA7 speakers and you’ll receive the Playstation" 
Underground’"CD Magazine, a CD carrying case, and a Sony baseball cap. 


Get the point? This magazine is loaded with reasons why you need the SA-VA7 

speakers-a sound system that can rattle your inner organs. It’s 17 inches of 
the most realistic sound projection you’ll ever drooS over. Bib sold separately. 


www.sony.com/sava 








Tt s a deadly 

HHIf ' international mission where your ^ 
PPIwily chance of survival will be your precision 
gun control, your razor-sharp aim and your 
impeccable sense of style. Good thing 
' you’re James Rond. In the new GoldenFye M 
t for N64, you ve got a 360-degree range, fl 
f 18 weapons and a license to kill. JK 
11^ Mope your tux is pressed. 







Some levels leave you in 
the dark, at least until you 
find the light switch. 


does the occasion¬ 
al radio chatter 
from other 

Burning Rangers 

monsters and the 
flames them¬ 
selves, you’ll bat¬ 
tle robots and 
other unfriendly 
station residents. 
Your ranger can 
wield five types of 
firefighting 
weapons, such as 
foam cannons and 
gas grenades, 
which you can 
power up by hold¬ 
ing the Fire button. 
Numerous traps— 
including collaps¬ 
ing floors and 
ixploding canis- 


5 flashlights to push back the darkness. 

Burning Rangers may not look as cutesy as 
Naka and his Sonic Team’s previous efforts, 
but it does pack all the trademark touches. 
You collect the apparently mandatory rings, 
and—just as in NiGHTS—you receive a grade 
for your rescue and firefighting efforts at the 
end of each level. Fans of Naka’s other titles 
certainly won’t be disappointed. ^ 


many stores have been dis¬ 
counting Saturn hardware in 
anticipation of a weak holiday 
sales season (Target dropped 
to $119 and EB dropped to 
$129-and by the time you're 
reading this there may have 

© been more drops), if 

you've been hoiding out. 
now might be the time 
to take the plunge. 


ters—pop up throughout the station, a 
To complicate matters, hostage locations are 
randomized each time you play. 

Burning Rangers uses a supercharged 
NIGFITS engine, so it looks and plays a little 
like the ground-based portions of NiGFlTS. 
Yet Burning Rangers has the Saturn perform¬ 
ing tricks through software that the system’s 
hardware was never designed to do. The 

















IpsvcnosisI 


Colony Wars ranks as the 
best space combat game 
on the'ElayStation." 


CRY FREEDOM 


Blast the chains of slavery straight to Hell. Join the rebellion and fly t 
hottest ships in the stars. You'll master six unique craft in your quest, ea 
with different flight characteristics and weaponry. You'll fly more than 
unique missions, success or failure determining a destiny that lies along o 
of five different paths. The cost of freedom is high. Are you willing to pay 










n? I've jumped 4D-fDDt gaps. 

'Coptered into virgin chutes. 
But nb\A/, I'm not riding for kicks, 
rfn, riding for gold, in Nagano.| 
And you're cutting ; u 
rhy groove. 

Shred it. 



jM 


mmr. 










Previews 



• Breath of Fire III 

• R-Types 

• Master of Monsters 

• Tekken i 

• Bushido Blade 2 

• Rascal 

• Riven 

• Alien Resurrection 

•C 



Breath of Fire III 





With the success of the piatinum- 
selling FFVII, the Japanese RPG flood 
gates should open. Let 'em flow! 

Sony also enjoyed plenty of suc¬ 
cess with their Power Price line 
of software. Consumer reaction 
to the Power Price games were 
overwhelming, especially during 
Christmas. Some of Sony's 
best-selling games like Game- 
Day '98 and Crash Bandicoot 2 
outsold the competition because 
they undercut their price. With 
a worldwide installed hardware 


Yep,just 


average day 


est—saving 


R emember Breath of Fire back 
in the days of the Super 
NES? Well, the popular 
series is now making its way 
onto the PlayStation. And 
with the update comes nice- 
looking 3-D graphics and a 
, among other features, 
s a healthy dose of plotline 
pick up the controller. Even 
m the beginning of the game, you can see 
that this isn’t like the old Breath of Fire- 
polygon graphics and neat-o effects 
■■■ the screen as a drapn lets 
on some baddies (you 
I dragon), 
are two different 
views: the map view and 
an area view. Although the 
map view is not quite as 3- 
D as the area map, it's still 
in an isometric view. While 
in the world map, you can 
around to various loca- 
such as towns, moun- 
and dungeons. When you 
place you can enter, you 
or simply get info, 
is different from the world 
map in that it uses 3-D polygonal graphics. 
The characters are still 2-D but nearly every¬ 
thing else in this view is polygonal. When 
you run into an enemy, you don’t go into a 
special fighting screen, your character(s) sim¬ 
ply spread out into attack formation and the 
battle begins. 

While in the area map view, each character 
has a unique action that he/she can perform 


Train rides are supposed to be fun, but in this case, 
it’s just a one-way ticket to hell! 

while walking around. For example, Ryu can use his 
sword to slash through the shrubbery to unveil 
a secret bag of gold or other goodies. More to 
come later. 0 


The 3-D graph- 


to the Breath 


boys from 
fire-breath¬ 


ing dogs. 














Viva Las Punky uemn’ Verticanj ^ggress ive Moves! Tomb Wader ^ 


Over 30 huge levels with multiple pathways and bonus levels! 
Think you’ve played it all? 

Think again! 

Action packed - in the air, on land and underground, in the water too! 

Thrash, skate, dig, glide and jump past legions of mutant mice! 

: Filled with that classic 2D action that everyone’s been talking about! 









ASCII Entertain 
SystemSoft, Ini 


www.eiilo5interactive.i 


Web Address: www.ascilent.i 


Followinq in the tradi- ■ 

tion of their latest hit, I fP' *' 

Fighting Force, Eidos is ^ ■ I ' ‘ ' 

bringing out yet anoth- 

er 3-D action game ^ *' 

with its roots grounded J u. -3 

in the days of classic Er-S’ 

side-scrollers. Nmja 

takes conventional ''^**®***| 

arcade action and puts ” ^ 

it in an open 3-D envi¬ 
ronment, with compiete freedom of movement. 
Gamepiay primarily consists of jumping on platforms, 
avoiding traps and fighting ninjas and monsters of the 
Orient. We’ve oniy seen early levels so far, so we'll keep 
you posted as we get updates. 


■PLAYSTATION 

R-Types 


Publisher/Developer Players/Genre % Done 

85 


The Classic 
Space Shooter 
Returns 


R-Type Delta will feature 
2-D gamepiay with 3-D 
modeled backgrounds. 


fter a long break, Irem is back in business 
with their first PlayStation game, R- 
Types. R-Types isn’t an all-new shooter 
though; instead, it’s a compilation disc 
containing the full arcade versions of 
the original R-Type and R-Type II (the 
latter of which has never been 
released on a home console—the PC Engine version of 
R-Type II is merely the second half of the original R- 
Type, which at the time didn’t fit on one HuCard). 

Both R-Type and R-Type II will be loo percent perfect 
translations of the arcade originals, and as a special 
bonus, Irem is adding all-new rendered FMV 
sequences to the games. Even better though, they’re 
including a demo moyie of their brand-new upcoming 
PlayStation R-Type sequel, R-Type Delta. R-Type Delta 
will retain the classic 2-D gamepiay of the older R-Type 
games, but with 3-D backgrounds and dazzling graphi¬ 
cal effects (similar to Philosoma or Einhander). From 
the limited amount of screens that have been released, 
It looks like R-Type Delta is still quite a ways off, but 
what we’ve seen so far certainly looks impressive. 

R-Types is due to be released in February in Japan. 
No U.S. plans have been announced yet, but hopefully 
someone (Working Designs maybe?) will pick it up for 
a U.S. release soon. The shooter market needs some 
rejuvenating, and bringing back true classics like the 
R-Type games is just the way to do it. ^ 


R-Type is known for 
its awesome Boss 
characters and 
challenging play. 


Master of Monsters 


Master of Monsters will return to 
the gaming forefront in a bright new 
32-Bit incarnation early in ’98. The 
former 16-Bit strategy game will 
boast several new features including 
impressive 3-D battles (hopefully) and 
a ton of new terrain to conquer. 

This turn-based strategy game will 
challenge you (or up to four players) to 
take command of your own race of 
home-bred monsters and turn them 
against anyone or anything that 
stands between you and world con¬ 
quest. Points and experience are 
gained by roaming new territories 
with the intention of taking them 
over by means of battle. Of course, 
your monsters do all the dirty 
work for you because you are 
S the Master of Monsters!!...or 
I at least you’re trying to be. 
’Vj-.';-. ; Eight different characters 
i are available, each with 
•’is/her own strengths 
'' I and summoning abilities. 
I Look for a full report in the 
; coming months. 


Puklisher/Deveioper Piayers./Geae % 
































IT'S A SIMPLE PROPOSITION, REALLY. JUST USE THOSE STRATEGIC POWERS IN THAT NOG¬ 
GIN OF YOURS TO OUTSMART AND DESTROY THE HUMORLESS GEOMETRIC BLOCKS AS THEY 
COME CRASHING TOWARD YOU. OR BE SQUASHED LIKE A POTATO CHIP. YOU MIGHT ALSO 
FIND YOURSELF CAREENING OFF THE END OF THE UNIVERSE. IS IT ANY WONDER YOU'LL 
KEEP COMING BACK FOR MORE? 


Only on PlayStation. 




gent 






Publisher/Developer Players/Genre % Done Release 


PLAYSTATION 


Namco 1-2 3rd Otr. 

Namco Fighting 1998 

Web Address; www.namco.cotn 


Tekken 3 



W l hen the two previous install- 
[ ments of the Tekken series hit the 
PlayStation, they had one thing in 
common: Both were improved over 
the arcade version. Still, we had our 
doubts over whether Tekken 3 
would make an equally stunning 
home translation. From what we have seen so far 
(admittedly, only screen shots), the game looks nearly 
arcade perfect. 

Tekken 3’s story starts where Tekken 2 left off— 
at the final battle with Kazuya (and Devil). Heihachi 
has gained control of Kazuya’s Wlishima conglomerate 
and is now helping to settle wars and aiding third- 
world countries. During an archeological dig in Central 
America, Heihachi’s workers dig up a mysterious 
life-form. Fleihachi knows not what it is because 
communication is lost. When he gets there, all that is 
left are corpses. 


Many of the old stars of 
Tekken came back. Of 


Fists of Iron 
and a Whole 
Lot More 


Tekken 2 has 
sold more than 
3 million units 
worldwide. 
They’ll more 
than likely sell 
one more, since 
Crispin just 
broke his copy 
into a million 
pieces due 
to extensive 
gamblinq debts. 
Yes, it's an 
addiction. 


Like Tekken 2, the KOs still look as painful as ever. 
Should “Beard-0” Paul be knocking down girls like that? 


As the strange story continues, Heihachi comes to 
conclusion that he must hold another King of Iron Fist 
Tournament. As fighters gather to challenge one 
another, so will PlayStation owners. Of course, no one 
will die (or hopefully even get hurt) when they fight 
each other on the PlayStation.. 

Tekken 3 has an improved graphics engine, 
lighting effects and more detailed characters. The 
backgrounds have also been improved, with all the 
pseudo 2-D buildings and structures of the arcade 
game. Of course, the PlayStation version will have a 
rendered intro along with ending cinemas for each of 
the characters. 

We should also put to bed rumors of Tekken 3 need¬ 
ing an add-on to work properly. Mike Fischer, Namco’s 
director of marketing, says that no add-on will be 
needed to enjoy the PlayStation version of the 
arcade hit. “The developmentteam is really push¬ 
ing the limits of the PlayStation,” commented 
Fischer. “Tekken 3 will showcase what the system 
is really capable of doing.” 

But is the system capable of reproducing 
the visual pizazz of the System 12-based 
arcade game? WeTl let you know when we get a 
playable version. ^ 









Sec Wo tvll... htar Wo tviL.. 





Arwc* u/itk (I kdler bMtt 
mi. (I bo<itlo«i^ of biZ><irre 
Wtdfoyiij ^on'n ICUi^vncMj 
tke UJt c\tisj kero. 

Km. jviMip. 

I^cfcdt viMtn i|ovt itivi ^jov[r 
beloved kovnev^/orW frovw tke 
evil vHUim Moq^ mi. k(j 
^kvlUVHOMket^ MilMlOM(. 


Unleash deadly emissions— from the 
Fart-Heod to the almighty Universe Enema. 


Give your thumbs a rest with 
bee-yoo-tee-ful cinematics! 


Over 90 levels hand-crafted in 
high-tech, superfiy, 3-0...GIAY! 


Crn(k tvil 

With YoW futt 














Adventure 


December 

1997 


Puzzte/Adv 


In March, Psygnosis will be 
bringing out a new 3-D game 
unlike anything you've seen 
before. This impressive-looking 
title will contain a bagful of tech¬ 
nical tricks, giving it a hi-res look 
in low-res, at 60 fps. 

The game concept also looks 
impressive at this early stage. The 
game has you following the adven¬ 
tures of Rascal, an original Jim 
Honson Croature Workshop-creat- 
s 'Xj ed character. Rascal must rescue 

I his kidnapped father, an inventor, 

|- by travelling through six worlds in 

, three different time zones. Each 

? of the worlds has a traditional 

- ' theme, like Aztec, Wild West, 

Pirate Boat and Castle. But what 
sets thls 3-D platform game apart 
from the rest are the different time 
periods. Each world has a past, present and future, giving the 
game a unigue approach to traditional themes (for example, 
the Wild West may have cowboys in the past, but it turns into 
a movie set for the present). 


Riven begins where Myst 
left off. You must aid Atrus 
in a search for his wife 
Catherine who has been 
imprisoned on the island by 
an evil man named Ghen. On 
Riven Island point and click 
your way through 100s of 
detailed rendered environ¬ 
ments, searching for 
clues in 4,000 plus 
scenes. Remarkably 

sizable. Riven is actu- V 

ally five times the size ^ 

of Myst and is contained I 

on five discs. Aside from 
the trademark graphic ^ ' 

splendor and challenging ^ 

puzzles. Riven takes the # a 

series to the next level by ^ 

including several anima¬ 
tion sequences ranging from roller-coaster type adven¬ 
tures to psychedelic underwater excursions. 

Although not your average game. Riven has the poten¬ 
tial of becoming a cult hit on the PlayStation. Gamers 
should prepare for a major puzzle experience. 


iPLAYSTATION 


, Publisher/Oeveloper Players/Genre % Done Release 


Web Address; www.psygnosis.coni 

Rascal _ 


Square's Unique 
Realistic Fighting 
Franchise Returns 


Some fighters will 
to battle with two 
for dual-bladed 


W i hile the original Bushido Blade 
I has only been out for a couple 
' of months here in the U.S., Square 
is already hard at work on the 
sequel in Japan. Bushido Blade 2 is 
well under way, and judging from 
what we’ve seen of it so far, it’s going 
to be a nice improvement to the unique samurai 
brawler that took traditional fighting games to an 
entirely new level. 

So far, 14 characters have been revealed, seven of 
which are new, while the other three are returning from 
the first Bushido Blade (Tatsumi, Mikado 
and Kannuki). There will be a Story Mode 
where you can choose to fight for one of I 
two clans, and there are numerous game- 
play enhancements planned, including 
faster, smoother play, better defensive tac¬ 
tics, two-sword fighting and more. In addi¬ 
tion, there are more unique fighting 
stances for each character, there are only 
two attack buttons now and there’s a heav¬ 
ier emphasis on the story in the Story 
Mode (now known as the “Top Mode" in 
BB2). This one’s still early, but already it’s look- Bushido Blade 2 will feature 
ing hot. We’ll have more on BB2 as it develops. In at least 14 characters, many 
the meantime, start sharpening your Nodachi...® of which are new. 


Like the Japanese original, 
Bushido Blade 2 will support 
Sony’s analog pad. 


Piiblisisef/DeTCtoper 

Psygnosis 
Traveller's Tales 


Players/Genre 
























PLAYSTATION 


Publisher/Developer Players/Genre 

% Done 

Release 

Konami 1 


March 

Appaloosa Action 

oU 

1998 


Web Address: www.honami.cam 




This newest compiiation from 
Midway showcases some true 
ciassics. None of these games 
were iow key in their time, and 
most are stiii remembered 
today by oider gamers. 

This edition inciudes Crystai 
Casties, Marbie Madness, 
Gauntiet, Miiiipede, Paperboy 
and Road Biasters. Our very 
eariy beta doesn't support 
anaiog controis ( '' ' 
wouid be nice for I 
Madness or Miiiipe 
muitipie piayers (bi 
Gauntiet screen 
show room for mon 
one piayer). This 
change as the 
approaches reiease. 




Piibiisher/Developer Piayers/Gesri % Done Release 


Pubiisher/Deveioper Piayers/Genre % Done Reiease 


After Contra: Legacy of War, 
fans of the long-running 
Konami series were itching to 
get a game that captured the 
classic feel. If all goes right, 
this game will be successful in 
bringing the series back to its 
rightful place. Not much is 
known about “C” at this time— 
not even if the game will 
be called Contra-but from 
the screen shots, it looks as 
if the game will be a combination of 2-D and 3-D levels 
with rendered backgrounds and enemies. The game 
is currently 30 percent complete, and Konami . ■ 
is hoping to ■ 
release the • 
game in March. 


^ Fox Interactive 1 Ui. 2nd Qtr. 

Arpnonaut Action 1998 


Wib Address; www.foxinteractive.com 


The Fifth Element 


Alien Resurrectioi 




The only shots available are 


Science-fiction movies lend 
themselves to video games, so 
it's no surprise that early 
screens are already appearing for 
the PlayStation (a Saturn one is 
also under development) version 
of Alien Resurrection, the game. 

This third-person, 3-D action 
game takes place in the Alien- 
infested corridored environment 
of the research vessel Auriga. 
Players will command five differ- 






Another movie- 
inspired game has 
arrived. The Fifth 
Element contains 
elements that will 
come as no sur¬ 
prise for many 
gamers. To draw a 
comparison, our 
early glimpses of 
the game reveal 
Tomb Raider-like 
room-to-room adventuring along with combat action rem¬ 
iniscent of Nightmare Creatures. Large polygonal charac¬ 
ters romp through 3-D buildings, city streets and land¬ 
scapes displayed in the ever-popular third-person per¬ 
spective. Playing as Korben or Leeloo, you must do your 
best to rid these areas of evil forces using several combat 
weapons including rifles, handguns and big blasters, not 
to mention your dukes. 

It’s not clear how closely 
follow the actual 
line, but if it stays true 
to past movie-inspired 
games, it .-.ill shed all 
semblance uf a plot and 
leave you with an all-out 
kill fest. Just use your 
imagination and pretend 
you’re Bruce Willis... 


















Savage, 

flair, 

% The Siant, Dean Malenko, 
















[Previews 







Kj «"-:,'0.«top6r Piayers/eenre faSoss Rsisase 

Capcom 1-2 1st Qtr. 

Capcom Fighting 1998 

f eis Address: www.capcom.com 


Game Directory 

• Rival Schools United 
By Fate 

• Last Blade 


about this? Keep going to the 
arcades! Our cash support in the 
form of quarters will help make sure 
that companies will be bringing 
home the most (financially) popular 
arcade hits The home translations 
are almost always flawless, and they 
manage to add options not available 
in the original release 
Coin-op companies don’t need to 
worry about lost business since 
arcades continue to stay one step 
ahead of the consoles in 
terms of technology. They 
merely need to push the 
76 y envelope of quality. 


Mortal Kombat 4 has been in the 
arcades for a few months now, and 
we just heard from Midway it may 
come home as early as March, with 
home conversions of NFL Blitz and 
Bio-Phreaks to follow. Some compa¬ 
nies take a little more time (Tekken 
3), but for the most part, companies 
are still feeding off the “arcade fren 
zy” of a game when they announce 
the console release. 


IPLAYSTATION 


Dies 


MGM Interactive announced that 
it will be publishingTomorrow Never 
Dies. The game begins where the 
movie leaves off by letting you play 
through an original screen-written 
story, while interacting with Bond- 
inspired characters. The action of 
the game is reminiscent of past 


be meshed together with cinemas. 
The finished product will have at 
least five styles of play that include 
skiing, driving and fighting level; 
They will be playable through first- 
and third-person views. TND’s 
scheduled release is fall ’98. 


Rival Schools United By Fate 


Rival Schools United By Fate is Capcom’s lat¬ 
est 3-D fighting game. Due out the first quarter 
of 1998, RSUBF is the first game to run on the 
brand-new Capcom PS-1.5 arcade board. (It’s 
basically an updated version of the original PS 
arcade board used with Star Gladiator and 
Street Fighter EX.) 

The story of RSUBF goes as such: Near the 
turn of the century, high school students are 
being mysterious¬ 
ly kidnapped by 
an unknown 
force. Four high 
schools have to 
fight it out to 
solve the mys¬ 
tery. The stu¬ 
dents must 
oppose a pow¬ 
erful enemy 
that even the 
police can’t 
The gameplay touch. And so they rise to the 
in RS is as fast occasion to take matters into 
and furious as their own hands, 
any 2-D game. The gameplay in RSUBFis 
a combination (so to 
speak) of other popular 


Capcom games. The Chain Combos, Supers and 
Alpha counters (Tardy counters in this game) 
are straight out of SFA and the Team attacks 
reek of X-Men vs. SF. Players choose two char¬ 
acters from one of the four high schools, and 
the characters can be 


switched between 
rounds. Some of the 
characters range from 
baseball and soccer 
players to school teach¬ 
ers and a school girl 
bearing an uncanny 
resemblance to Sakura 
from SFA2 and SFEX. 

There are 14 selec¬ 
table characters and all 
the character artwork 
has been illustrated by 
Bengis, Capcom’s top 
staff artist. Look for 
a PlayStation version 
of RSUBF sometime in 
the future. ^ 


Last Blade is SNK’s latest Neo*Geo offer¬ 
ing. The gameplay is similar to Samurai 
Shodown with weapon-to-weapon combat 
and projectile attacks. It’s so similar to 
Samurai Shodown that fans 
of the series should be 
happy with this game until 
SS4 hits the arcade scene. 

Last Blade also features a 
“Rage Meter” used for 
stronger basic attacks and 
Super attacks. Each charac¬ 
ter has six basic attacks 
(short and long range) 
which are accessed with the 


first three buttons. The fourth button is used 
for the “Shadow Block” (a form of counter 
attack). There are 10 characters to choose 
from and three Boss characters. 


Super combos play a big part in Last 
Blade. That’s a hell of a big bell. 


Fans of fighting games with 
projectile attacks will feel 
right at home. 




















CHIPS&BITSinc. Also Available www.cdmag.coiTi/chips.html 

POB 234 DEPT 10973 ROCHESTER, VT 05767 jaguar, 3D0 and GDI pgii ^ .300-000-4263 

INT’L 802 - 767-3033 FAX 802 - 767-3382 Source Code 10973 



m. 


VIDEO GAMES; SNES 



l~ VIDEO GAMES: GENESIS I 



winFn f^AME HINT BOOKS ~ I 

Donkey Kong Ctry 3 NOW $14 Playstation Play Gde 2NOW $12 




MK Mythologies NOW $10 

Mort Korn 3 Pckt KodeNOW $ 6 
MortKombtSPlayGdNOW $11 
Nint 64 Pocket Gde 2 NOW $ 7 
OddWorld Abes OddsyNOW $11 


Super Mario Kart R NOW $10 
Tekken 2 Official NOW $13 
Tomb Raider NOW $10 

Vandal Hearts Unauth NOW $12 
WCW vs. the World NOW $14 


DUMnu UAivitb 





UHlVitS 


KQ8:Mask of Eternity 01/99 $■ 


Battletech Starter 
Dr Who Starter 





‘DEATHTRAP DUNGEON' This ultimate dungeon thriller 
is based on the fantasy gamebook series and offers 10 
tortuous levels of combat. Armed with swords, mis¬ 
siles, muskets, magic spells and more, you can fight 
solo or multi-player combat in an eerie dungeon atmos- 


‘RESIDENT EVIL 2’ Join rookie-on-the-job Leon 
Kennedy as he sprints through the chaos of streets 
littered with debris. Pursued by zombies, he must make 
it to the Raccoon City Police Headquarters. The head¬ 
quarters equals Resident Evil's mansion in size and 
possesses the same creepy ambiance. 

Capcom (Adventure) 

Release Date: 1/98 PSX $52 


'BREATH DF FIRE III' Immense environments allow 
viewpoint rotation to reveal hidden pathways, items, 
secrets and powerups. Find the secret of the Dragon 
shrines or become an apprentice to learn magic and 


special abilities 

Capcom (Roleplaying) 
ease Date: 1/98 PSX $44 


‘POWER WHEEL' was designed to bring realism and 
playability to the video game player. Provides smooth 
four direction shitting. Brake and gas pedals provide a 
realistic feel and are ergonomically designed to be used 
either sitting or standing. Steering column can be 
adjusted for correct height. 

Game Source (Hardware) 

Release Date: NOW PSX/SAT $52 
‘LUNAR SILVER STAR' Join Alex as he begins a quest 
to save Lunar from the Magic Emperor. Explore 
dungeons and fight terrifying monsters as you advance 
towaro me explosive comoat mat win keep you 



‘MAGIC KNIGHT RAYEARTH' Three Japanese school¬ 
girls must save a Princess to restore peace to the land. 
Breathtaking animation with over 90 minutes of audio. 
When you talk to characters in the game, they reply! 
Working Designs (Roleplaying) 

Release Date: 2/98 SAT $52 

‘MORTAL KOMBATiMYTHOLOGIES’ The Mortal 

Kombat saga cohtihues with an all new storyline, 

mies while exploring 8 new worlds. Real-time 3D light¬ 
ing, fully rendered 3D characters. 


Midway (Adventure) 

Release Date: NDW PSX $46, N64 $76 
‘DIDDY KONG RACING ' While focusing on high-speed, 
entertaining racing action, Diddy Kong Racing also 
throws in the works by adding a large dose of adven¬ 
ture and exploration. Diddy Kong and seven other char¬ 
acters will race through a total of 20 beautiful 3-D 
courses with rivers, waterfalls, tunnels, canyons, lava. 


Release Date: NOW NG4 $54 


‘WARHAMMER' Become a fearless commander- paint¬ 
ing and assembling mighty fantasy armies to do battle 
on the tabletop. Warhammer provides you with the core 
regiments of two armies, the valiant Bretonnians, and 


Games Workshop (Board Game) 
Release Date: NOW BG $65 


‘MAGIC THE GATHERING 5TH EDITION' This deck 
contains 60 tradable game cards, randomly assorted, 
plus a rule book. Each player must have a deck. This 
deck may be enhanced with more cards sold in 
booster packs. 

Wizards of the Coast (Card Game) 

Release Date: NOW CG $7 


'DEADLANDS' The year is 1876, but the history is not 
our own. In this Weird West Roleplaying game, players 


Scientists armed with weird, steampunk gizmos, 
deadly Gunfighters, fearless Indian braves and wizened 


Pinnacle Entertainment (Pen/Paper RPG) 
Release Date; NOW RPG $22 




object to change 
ngand handling 

vhKiaOOoTtt 

































INTRODUCING THE FIRST GAME YOU CAN PLAY WITH THIS JOYSTICK. 











BETTER GRAB YOUR LIGHTSABER JEDl KNIGHT": 
r>ARK EORCES® 11 CONERONTS YOU WITH THE | 
JOYS OF JEDI KNIGHTHOOD. INTER-GALACTIC I 
ASSASSINS ABOUND ON SINGLE AND MULTI-PLAYER 3-D j 
LEVELS, EACH WITH THE SINGULAR INTENT OF PUTTING 
YOUR SKULL ON A STICK. AND THERE'S NO JOY IN THAT. 


WARS’--. . 



... — OMSK raecH; 



.Lucasarts 










One of the hottest 
games for the PC is 
finally making it to the 
PlayStation. Look for a 
full preview of this com¬ 
pelling dungeon game in 


Psygnosis has been 
known for their 
eye-popping visuals. 
Hopefully, they can 
bring their technical 
skill to their new 3-D 
platformer, Rascal. 


ing 

knnw 


soon 


Compiled by: John Stockhausen 


NINTENDO 64 


Yoshi’s Story is one of 
the most-anticipated 
platform games. Does 
its 2-D gameplay live 
up to expectations? 


From the creator of 
NiGHTS comes Burning 
Rangers. This new Saturn 
game places you in 
the role of a fancy, 
futuristic firefighter. 


SATURN 

Dead OF Alive : ' leemo feb, Figtttmg. 

Panzer Saga Sega March Act/Adventure 

House of the Dead Sega April Shooter 








Reversals 










SPORTS SERIES 


to the school. 

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your haot»s 



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Illustration by Jerry Blank 





D im lights. Rows of Defender and Joust machines. 

Greasy Galaga gurus in concert T-shirts. A jangled 
jingle of Pac-Man waka-waka and Centipede 
thump-thump-thump. Given the average age of an 
EGM reader, all that’s the stuff of arcades back 
when you first caught your fingers in Missile 
Command’s trackball, back in early ’80s suburban 
game-room land. 

Then you grew up. And so did the arcades. They 
grew in size, from cramped mall niches to today’s 
arena-size “Family Entertainment Centers,” as the 
industry calls them. They grew in content, with Final 
Fight sharing floor space with ticket-spitting Skee-Ball and Wack- 
a-Mole, as well as virtual-reality gizmos, massive ride games and 
bumper cars. And although the $7-billion-a-year coin-op industry 
has remained stagnant since the late ’80s, we’re seeing a boom in 
bigger, flashier, more expensive arcades. We’re seeing 30,000- 
square-foot location-based entertainment (LBE) centers—anoth¬ 
er industry tag-pop up across the country, including Sega and 
Steven Spielberg’s GameWorks centers and the immensely suc¬ 
cessful Dave & Buster’s chain of arcades for adults. 

Meanwhile the smaller, independent game rooms struggle 
to survive. 

What gives? Where are all the dark, no-nonsense arcades 
of our junior high hangout heydays? Why does every game 
room pack Mortal Kombat and Street Fighter right alongside 
Skee-Ball, plush prizes and other seemingly opposite entertain¬ 
ment experiences? And are these huge LBE centers inevitable in 



at the Evolution of Arcades 


the continuing evolution of arcades? 

The answers lie in the ups and downs of the industry. They lie 
in the way arcade operators try to lure in mom, dad and little sis— 
the typical teenage male—over the years. They lie in the 
arcadegoers seemingly yearn for a one-stop spot for all their 
eating and even shopping and movie-watching needs, 
to get a bird’s-eye view of the entire process, you have to go 
back-way back—to the very, very beginning. 


Four Score and 10 Years Ago... 

Before Pong, before pinball, before the suburbs and malls and 
there was that one breakthrough sensation that 
coin-op industry, and it came way back in the 1880s 
first coin-operated machine that took the world by storn 
vas called Nickel-in-the-Slot,” said Marcus Webb, editoi 
of RePlay magazine, the coin-op industry’s main trade publi 
;ation. “It was a variation on the Edison Dictaphone, and i1 
was the forerunner of today’s jukebox.” These bulky 
machines played prerecorded songs and speeches 
that were stored on interchangeable tubes (the entire 
recording industry as we know it today was created tc 
support the Nickel-in-the-Slot phenomenon). Although 
hardly hi-fi, Nickel-in-the-Slot created such a stir that lis 
parlors began sprouting across the country, in cities 
resort areas and amusement parks. These were the grand 
daddies of the modern arcades, and the newborn coin-of 
industry boomed. 

in 1906 came the Victrola phonograph, a $7 machine 
delivered the same experience in your living roon 
Nickel-in-the-Slot. Suddenly it was like fast forwarding 
years into the future, when the Nintendo EntertainmenI 
System offered gamers a cheap way to bring home pixel-perfect 
translations of arcade games. “The Victrola killed the Nickel-in 




Miyamoto to the Rescue 

Nintendo’s mega-hit Donkey Kong 
was actually built atop a spectacular 
failure—the game Radarscope, which 
Nintendo brought to the U.S. in 1980. 
it was a dud. So, to salvage the huge 
inventory of Radarscope machines 
gathering dust in a New Jersey ware¬ 
house, Nintendo charged a young staff 
artist named Shigeru Miyamoto with 
designing a game that could run on the 
Radarscope hardware. 

His creation was Donkey Kong, which 
became Nintendo’s first blockbuster. Yet 
it wasn’t until 1982’s Donkey Kong Jr. that 
the game’s plumber star was named 
Mario, in honor of the leasing manager 
of Nintendo’s warehouse. 


the-Slot business,” Webb said, “and so all these guys 
who had these locations ran out and got all kinds of 
novelty machines to fill up the place and keep attract¬ 
ing people, and that’s where the original Penny 
Arcades came from.” These gadgets-mostly fortune 
tellers, peep-show viewers, love testers and crane 
machines-are familiar even today, and they were so 
popular they spread out of the inner-city arcades and 
resorts into bars, tobacco shops and grocery stores. 

They were also the first in a series of “Next Big 
Things” that kept the industry afloat through a series 
of broadside bashes. Pin games, pinball’s flipperless 
precursor, drew a steady stream of down-and-out cus¬ 
tomers during 1930s Depression-era America. 

Pioneering companies such as Gottlieb and Bally pro¬ 
duced most of these simple machines, just as pioneer¬ 
ing arcades such as Playland and Sportsland began 
popping up in major cities. Besides pin games, these 
arcades featured Skee-Ball, claw games and other 
novelty machines, yet they were geared more toward adults, 
while children were sent to play in the amusement parks. 

But while the industry made it through the Depression 
unscathed, the 1940s were another story. Across the nation, city 
councilman and county commissioners—eager to combat the 
alleged evils of slot machines and other games of chance—began 
banning all coin-op amusements. “Suddenly many arcades closed 
their doors,” said Roger Sharpe, who has been involved in the 
industry for more than two decades and is now Williams’ director 
of marketing. “Some remained with just 
Skee-Ball types of entertainment and 





Girl Power 


Atari’s Centipede was the first 
arcade game to attract more women 
than men. So maybe it’s no small coin¬ 
cidence that it was also the first arcade 
game designed by a woman—Dona 
Bailey, who created the insect-blasting 
masterpiece with Ed Logg. 


fortune tellers and the like.” 

But arcade owners had little time to worry about the ill effects 
of city ordinances. America’s need for World War II war machines 

delivered what at the time seemed the coin-op industry’s _ 

death blow. “The majority of manufacturers during the 

war wound up changing over their production lines 

from games to building war materials, bomb sites / 

and the like,” Sharpe said. By the mid-’4os, coin- / / 

op-machine manufacturing was nonexistent, 

and arcades nationwide closed their doors as /1 

business nosedived to an all-time low. i i ^ % •' 1 

After WWII and the Korean War ended, the ’ 
few companies stilt able to manufacture coin-op \ \ 
games, as well as the few surviving arcades- 
the Playlands, amusement parks and resort game 
rooms—were rewarded with another innovation 
that jumpstarted the dying industry: the pinball flip¬ 
per, which brought about pinball as we know it today. 

Through the ’50s and ’60s, pinball became the most important 
machine in coin-op, with new arcades opening across the country 
to ride this new tide of success. But even more monumental was 
something that had been brewing since the close of WWII, when 
babies began booming and families started craving more space 
than cramped cities could provide. The history teachers call it 
suburban sprawl, and with it came the retail fortresses that 
defined suburbia. 

“Suddenly you have the phenomenon of the shopping mall,” 
Sharpe said, “and by the early and mid-1970s, what the shopping 
mall became was the place to go not only to shop but also for 
entertainment. Most malls built movie theaters. Many started to 
increase and improve their food services, so you wound up with 
the phenomenon of food courts.” The bright idea of sticking 
arcades in malls, of wedging them between the multiplex and the 


Bad Dreams, Man 

When Dave Theurer, the creator of 
Missile Command, set out to design 
Tempest (originally called Vortex), he 
wanted it to be a first-person take 
on the Space Invaders formula. 

But no one at Atari seemed 
. \ keen on the prototype 

\' game he’d come up with, 
■f'. . y , After struggling with 

y, some other concepts, 

1 j Theurer was unsure of 
I I his project’s future. 

Then he received a 
// creative boost from an 
unlikely source—a night- 
' mare. In it, creatures were 
clawing up at him from a tun¬ 
nel in the earth, and as hard as he 
tried he couldn’t defend against them. 
The next day, he went into the lab and 
soon had a similar scene playing out on 
the game screen. His nightmare had 
become Tempest, considered by many 
as one of the greatest arcade games of 












indoor McDonald’s, seemed a no-brainer. Sure enough, arcades 
migrated into the malls’ climate-controlled interiors at the begin¬ 
ning of the ’70s. 

Pinball was still the primary draw, but other, more sophisticat¬ 
ed machines such as shooting galleries, bowling games, air hock¬ 
ey and elaborate electromechanical devices that had players con¬ 
trolling model planes or driving race cars also snatched quarters. 
The game rooms were so successful that arcade chains began 
their mall-to-mall expansion, with the Time Out centers starting in 
New York, Bally’s Aladdin’s Castle spreading through the Midwest 
and Sega’s Kingdom of Oz opening on the West Coast. 

And then, in 1972, a strange-looking coin-op called Pong- 
developed by a newly formed company named Atari—began 
raking in quarters at a Sunnyvale, Calif, bar. 

The Golden Age... 

Pong wasn’t the first coin-operated video game (that honor 
goes to Computer Space), but it was the first whose popularity 
went supernova. Video games joined the pin game and the pinball 
flipper as the Next Big Thing in the coin-op industry. “Here was 
this introduction of a totally different technology that never exist¬ 
ed before,” Sharpe said, “it brought a whole new generation of 
people curious to see how they could interact with the TV screen.” 

Pong’s stellar success was followed by hit after arcade hit. 
Taito’s Space Invaders. Atari’s Asteroids. Namco’s Pac-Man. 
Williams’ Defender. Nintendo’s Donkey Kong. Sega’s Frogger. 
“There was a lot of innovation at that time, and games were sim- 
ause of the technology,” said Nolan Bushnell, 


games v 

a broad walk of life, because there wasn’t any 
built-in learning curve.” 

Bushnell banked on this all-inclusive 
nature of video games in 1978, when he pur¬ 
chased the Pizza Time Theater franchise 
(after selling Atari to Warner 
Communications). With its mix of animatronic 
animals, greasy pizza, birthday parties, Skee- 
Ball, plush prizes and video games, this new 
breed of arcade broke the mold of the dark¬ 
ened mall game room. Bushnell’s franchise 
was an immediate hit that soon grew to near¬ 
ly 300 locations. 

Although Pizza Time Theater (later renamed Chuck E. Cheese’s) 
spawned several clones, most of the arcade industry wasn’t ready 
to copy the chain’s conventions yet. Everyone was doing just fine 
as they were. By 1981, arcades had sprung up in just about every 
mall, many with rows of the same game. They were making 
money, lots of it, more than the coin-op industry had ever seen. 
The arcades earned $5 billion in revenues in ’81, while the coln-op 
industry as a whole brought in $7.25 billion. It was bigger 
than the movie and record industry combined, and it was way 
bigger than the $1 billion-a-year coin-op market of only a half¬ 
decade before. 

Then the whole thing went to hell. 


Invasion of the 
Coin-Abducting Aliens 

Taito’s Space Invaders became an instant 
hit In japan, where the game was so popular 
that soon after its release, the Japanese 
treasury department was hit with a mysteri¬ 
ous shortage of 100-yen coins. Turns out 
the coins were 
lllliiiiiiiippiPB^^ all inside Space 

invaders machines. 




The dim, teen-infested interiors of early-’80s 
arcades were the stuff parents loved to loathe 
{just as they feared letting little Johnny into 
the seedy pinball parlors of the ’50s). But with 
business booming, game rooms in 1981 saw no 
reason to change. 


Not exactly Mortal Kombat, early 
arcade machines were a biiarre lot of 
strength testers, fortune tellers and 
other gizmos that delivered novel 
thrills for about a penny a pop. 


Crash Course... 

Something bad happened to arcades in 1982: People stopped 
going. In one year, the coin-op industry’s revenues shrank by $3 
billion. Suddenly, there were too many game rooms, not enough 
gamers. “By ’82, the shooting match is over,” said Steve Kent, 








Bristol., England -- As Conal Wilmot 


NEXT TO ME IN THE LOO. BUT THEN, I TURN MY HEAD 


AND SHE’S GONE.” CONAL’S MOM THINKS HE’S “PLAIN BARKING 





LTOmB] 


Inset photo (above): Without warning, 
teo time becomes TRI time. 


eiDOS 





















author of Electronic Nation, a forthcoming book on the industry’s 
history. “The big arcades and the tiny ones were the first to go. 
The big guys disappeared because people just weren’t interested 
in going to arcades. And then the spillover, the folks who didn’t go 
to the big arcades would go to the smaller ones, and that was 
enough to keep them in business for another six months.” 

Over the next two years, the coin-op industry continued to slide 
into oblivion. Even Bushnell’s Chuck E. Cheese’s chain went bust 
in 1985, when it was purchased by ShowBiz Pizza Time. So why 
did all the self-proclaimed “Vidiots” who lined up for Pac-Wlan, 
Asteroids and Defender a few years before suddenly give game 
rooms the cold shoulder? Some industry observers think the coin¬ 
op video game was simply a fad that had run its course. Others 
say the arcade’s early-’8os downfall was tied to the equally dis¬ 
astrous crash of the home console industry. 

“The nail in the coffin was the public’s perception that video 
games were over, and that was all due to the crash of the home 
market,” said Keith Feinstein, president of the video game muse¬ 
um Videotopia. “There was all this news coverage of Atari col¬ 
lapsing in on itself, and Warner reporting huge losses. Then along 
comes the Cabbage Patch Doll. That’s the big Christmas gift and 
the next big story, and that translated into people saying all video 
games are done.” 

Arcade operators once again began the quest for the Next Big 
Thing to lure back their 

shrinking audience. _ 

Laser disc games pro- |||||||||||||||||||||^^ . -fjmSMjdy 

a resur- 

gence in 1983, thanks 
to the success Don 


Bluth’s animated dun- 3 k 

geon romp Dragon’s , 

Lair. But it wasn’t k. , 

enough-especially j| ^ 

when the Nintendo r 

Entertainment System 

debuted in 1985 and 

brought true-to-the- 

arcade games home. 

Game rooms had to 
reinvent themselves, 

or die. “There was an actual summit meeting of some leading 
industry figures in San Antonio,” Sharpe explained. “They coined 
the phrase Family Entertainment Center, making sure the word 
family was in there so it would be easier to sell. But more impor¬ 
tantly, they promoted the idea that the classic county-fair skill 
game, the shooting games, Skee-Ball, etc., were updated elec¬ 
tronically and brought into arcades. They were called redemption 
games, and you added the element of winning tickets and 
redeeming them for prizes.” 

And so even the mail arcades began adopting Chuck E. 
Cheese’s family-friendly tactics, bringing in cheap toy prizes, 
Skee-Ball and other ticket games, as well as a younger audience. 
Many even began hosting birthday parties in their cramped inte¬ 
riors. The game rooms put on their happy faces. They brightened 
up and became more kiddie friendly, leaving fewer and fewer 
teens to pick game rooms as their after-school hangouts of 
choice. And although no redemption machine ever brought in the 
$900-per-week profits of a hit arcade game, they did earn a 
steady flow of tokens that kept arcades going through the lean 
years of the middle and late ’80s. 

The game room goldrush of 1981 would never return. But the 
industry would see another spike in business soon enough, when 


The Iron Competition 

when Bally/Midway designed 
Tron, it arranged a competition 
between groups of its own designers 
to see who could come up with the 
best concept for the game. One 
design team planned a complex first- 
person veaor-graphics game to mir¬ 
ror the environments of the film. A 
second group opted to use estab¬ 
lished Midway technology to play a 
collection of five minigames, which 


the movie. 

in the end, the management went 
with the concept based on tried-and- 
true technology, since it had the best 
chance of being completed by the 
deadline. Incidentally, the fifth 
minigame had to be dropped from 
this design due to time and techno¬ 
logical constraints, but it was reborn 
later with better hardware as the 
game’s sequel. Discs of Tron. 




Arcades wanted to be more than just 
game rooms in the mid-’80s. So in 
came the fast food, the birthday 
parties and a broader audience. Family 
entertainment centers were born. 


The Asteroids 
"Lurker" 



in 1991 two Dragon Punching dudes named Ken 
and Ryu opened another chapter in arcade histo¬ 
ry—and some say nearly closed the book. 

The Curse of Street Fighter II... 

To hear Atari Games Game Director James 
Goddard tell it, the arcade scene was mighty 
lame in the early 1990s. Of course, we all know 
that; we were there, dropping tokens into Final 
Fight, N.A.R.C., WWF Superstars and not much 
else. Then Capcom released a sequel to its 1987 
game Street Fighter. “Here comes Street 
Fighter ii, and all of a sudden there’s four 
people around it,” Goddard said, “and this 
game opened up a sports-club mentality in 
arcades with its head-to-head competition. 
it had the whole macho thing going. Next 
thing you know, there’s six people around it. 

Then there’s eight people. Then there’s two 
machines. Then there’s 16 people playing it on a Wednesday 
night. Then there are three machines.” 

Goddard should know his Street Fighter history. He worked for 
Capcom between 1991 and ’93 as co-designer and U.S. producer 
of the Champion Edition and Hyper Fighting upgrades. He also 
created the character Dee Jay in Super SFII (not coincidentally, 
Goddard’s nickname is Djames). 

“All of a sudden, the arcade operator is looking at a 
machine that cost $1,600 that can earn $300 to $900 a week 
for eight months,” Goddard said. “A $200 upgrade comes 
out and he can get another eight ( 


Deep Dish Pac-Man 

During the heyday of the arcade 
shoot-’em-up (Space Invaders, Asteroids, 
Missile Command, etc.), a young game 
designer at Namco 
,, named Moru iwatani 

decided to create 
a game 




appealing to women as 
well as men. He settled on« 
maze-type game with 
enemies that were 
fashioned after 
. mop-heads. But 
when it came time 
to design the game’s 


Over dinner one night, Iwatani gazed 
at a pizza with a single slice removed, and 
suddenly he had the idea for his main 
character-a simple yellow circle with a 
slice missing. Pac-Man was born, and it 
went on to become one of the most suc¬ 
cessful arcade games of all time. 


r 


rsM m: 




A favorite high-scoring technique 
for Atari's 1979 arcade blockbuster 
Asteroids was to eliminate all but 
one small space rock, then sit and 
wait for the UFOs, picking them off 
one by one. This technique was 
called "lurking.” and adept lurkers 
could tie up a machine for hours on 
a single quarter. 

When Atari released Asteroids 
Deluxe in 1981, it was suddenly open 
season for lurkers. The designers 
improved the UFOs' aim, as well 
as unleashed hexagonal pods, which 
drifted about and fragmented 
into smaller ships when shot. These 
little guys would then hunt the 
players spaceship. 


nine months. That’s huge. People are buying houses off the kind 
of money they’re making from those machines.” It’s not surprising 
then that arcade owners wanted more of this newest Next Big 
Thing, and Capcom was only happy to oblige with upgrades 
(released in part to combat the illegal “Rainbow Edition” 
upgrades that less-scrupulous arcade operators Jacked into their 
SFII machines). 

Meanwhile, Midway’s Mortal Kombat put its own bloody spin 
on the SFII formula, and it, too, was a hit. “Suddenly, there are 
two camps of fanatics for two series, both fighting games, that are 
earning outrageous amounts of money,” Goddard said. “Now the 
arcade operator is going, ‘Wow, I gotta have more fighting 
games!’ At that point at Capcom there was this mentality of, ‘Well, 
heck, let’s just pimp the series!’ That’s when we asked, ‘Is this 
right? Wilt this be a problem?’ And sure enough, it was a problem 
for Capcom.” 

In 1992, Super SFi! hit an arcade scene clogged with fighting 
game clones, as well as gamers who were loyal to one series or 
another, but not eager to pump tokens into every new game that 
came along. Super SFII was a dud compared to its predecessors, 
and arcade operators began scrambling For the next winning 
fighting-game variation. They found it in Virtue Fighter and Killer 
instinct and Tekken, but none of these could bring back the 16- 
person-to-a-machine crowds of 1991. Those days, just like the big 
money boom of a decade before, were over. 

So just as SFI!, for a brief time, recharged the industry, it also 
bred a shrinking audience, a core of die-hard gamers who are so 
lethal at the art of video game hand-to-hand combat that no new¬ 
bies would dare challenge them. “! like to say that Mortal Kombat 
ill was only fun if you had a Ph.D. in Mortal Kombat,” Bushnell 
said of the fighting genre’s ill effects. “What this does is it tends 
to narrow the market. People who go into the arcades, a lot of the 
games developed today are for them specifically, not for Joe 



Jobs' First Job 

Atari's Breakout, 
the ultimate evolu¬ 
tion of the Pong'i 
style arcade game, 
was designed by a 
young Atari employ¬ 
ee named Steve 
Jobs, who would 
often call on his 
friend Steve 
Wozniak to lend a 

hand with technical problems or Just come 
down to the lab to play games. During 
Breakout’s design process, Jobs and 
Wozniak began cooking up the idea of ere- 
ating a personal computer. The two even 
went to Nolan Bushnell with the idea, but 
Atari was experiencing “growing pains,” 
and Bushnell didn't think it wise to risk 
branching into another business. 

Jobs and Wozniak built a prototype 
computer with parts “borrowed” from the 
Breakout project. The computer was called 
the Apple 1, and its successors went on to 
become the most influential personal 
computers in history in fact, there is 
rarely a video game made today that has¬ 
n’t felt that influence, either in the design 
of the game and its artwork or in the 
make-up of its hardware. 





Sixpack and not for the guy on the street.” 

Of course, other genres—namely driving and shooting—have 
grown in popularity to make up for the wane of the fighting game 
(note the coin-op blockbusters Cruis’n USA and Daytona USA). 
Still, profits from video game coin-ops have remained stagnant- 
and, in some cases, declined. “Wiliiams announced an i8 percent 
loss in its arcade and pinball division over last year,” said ian 
Berman, an industry anaiyst with Frost and Berman, “while 
Konami announced a lo percent loss in its arcade division. 
Everybody’s complaining in the last 12 months how much the 
industry has dropped in the number of quarters being spent and 
in sales of equipment.” 

Meanwhile, the home console market is expected to show a 
more than 40 percent jump in revenues this year over ’96. Such a 
boom only makes sense, considering that the Saturn, 
PlayStation and Nintendo 64 are pumping out arcade-qual¬ 
ity games at home, it’s like 1985 all over again, when the 
NES debuted and made iife even more difficult for the 
already beleaguered arcade operator. Once again, game 
rooms must evoive. “They have to come up with ways to 
prove that you get something from going to arcades that 
you wouidn’t get from staying home,” Kent said, “it can be 
done. That’s what Namco did best when they came out with 
Alpine Racer. All of a sudden you saw this game and said, 

‘Wow, this is something i could never do at home.’ Unless 
of course you’re Steven Spielberg.” 

Thinking Big... 

And if you’re Spieiberg, you build the prototype for the 
next generation of arcades. Spielberg’s GameWorks—a 


mm 


■■4 


Part night club, part game room, the 
Sega GameWorks centers try to offer 
something for everybody. Check next 
month for an on-location report. 







Editor’s Note: Special 
thanks to Keith Feinstein for 
providing many of this feature’s 
pictures and info on the games 
themselves. Feinstein is the 
president of Videotopia, a trav¬ 
eling exhibit on video game 
history that showcases more 


joint venture of DreamWorks 
SKG, Sega and Universal 
Studios—typifies these 30,000- 

square-foot arcades for aduits. in theory, the LBE centers offer 
everything: a club atmosphere, VR-type games and the newest 
arcade hits—including linked Super GTs and Lost World—that 
smaller arcades just can’t afford (some machines cost upward of 
S2o,ooo apiece). Most LBEs are within walking distance of movie 
theaters and shopping centers, the idea being that guests need 
never trek elsewhere for their weekly dose of entertainment. And 
with the notoriety of GameWorks and the success of the 12-loca¬ 
tion Dave 8 l Buster’s arcade chain, other big piayers—including 
Sony, Disney and Namco—are lining up to play the LBE game. 

But are these mega arcades living up to their hype? And how 
can the smaller game rooms survive when faced with super- 
expensive arcade hardware designed for the big boys? That’s for 
the second half of this feature, which you can catch next month, 
when we scout out the LBE centers for an on-location report, as 
well as look at the options of the small arcades (which are recent¬ 
ly finding unlikely allies in the PC industry). 

Big doings are most certainly ahead for arcades. And to hear 
some industry observers speak, it’s as if the coin-op scene is mor¬ 
phing once again, just as it did when the Victrola killed the listen¬ 
ing parlor and Nolan Bushnell’s Pong transformed the pinball par¬ 
lor into today’s video arcade, “i think that computer-driven social 
experiences were fairly limited up until recently, and those were 
called video arcade games,” said Carl Goodman, curator of the 
Digital Media exhibit at the American Museum of the Moving 
image in Austoria, N.Y. “Now with these LBE centers, you have 
many more computer-driven social experiences that take what 
was going on with arcade games many steps further. We’re only at 
the beginning of these sorts of experiences, and i just don’t think 
we’re going to cali them arcade games, and we’re not going to call 
the places in which they are piayed arcades.” @ 





Southern California’s Sunnyvale Golfland 
offers miniature golf to draw in more 
customers. But since this famous arcade 
is the prime testing site for new games 
from Capcom, Namco, SNK and others, it 
hardly needs the extra help. 



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W hile the Internet has become a popular 
conduit for multiplayer PC games, there’s 
no substitute for being able to sit around 
the television set and play games in your 
living room with a bunch of friends. This 
“social” gaming Is one of the biggest strengths of con¬ 
sole systems and responsible for their popularity today. 

Nowadays, just about every game has a Multiplayer 
Mode of some sort, but only a few are really designed 
with multiplayer action in mind. Great multiplayer titles 
incorporate gameplay elements that keep them fresh 
and replayable. They also usually support more than 
two players, although there are the outstanding excep¬ 
tions. Think about some of the great multiplayer games 
that continue to captivate their players sequel after 
sequel: Bomberman, Street Fighter, Madden and NBA 
Live. All possess that special element that keeps 
gamers coming back for more—even if the sequels 
aren’t much different from the ones before it. 

^ Multiplayer games are such a large part of our 
gaming diet that we decided to list 
10 of the best ones that really 
' that won’t 

get stale, and for the most 
part, more than two players 
can get in on the action 

” once. Some of 

Xk these games are 

, a , so skewed toward 

//V y i competitive game- 

yN. , play that they really 

V . ' aren’t even much 

fun to play by yourself. 

\;y . So gather your multitaps, 

extra controllers and plug 

■ vour console Into a large TV. 

These are the lo best multiplayer 
games you can find on the next- 
generation systems. 


10. International H 

SuperStar Soccer 64 v 

(Ninttndo 64| ^ 

The Game: 

Oh, it’s only the best soccer game ever— 
number 24 on EGM’s Top 100 List, for those 
keeping score at home. 

Why You Shouldn’t Play It Alone: 

Soccer games are much more exciting in 
multiplayer because great goals demand great 
teamwork. There’s no better play than when 
your teammate passes you the ball, and you 
finish the job with a sweet goal. 

How We Like To Play: 

ISS 64 doesn’t have many modes of play, and 
frankly, just using all four of the N64 controller 
ports is good enough. 

Best Excuse For Giving Up a Goal: 

Shoddy goalie A.I. it’s never your fault—it’s 
the poor goalie’s. They make great scapegoats 
for sore losers. 


by Kraig Kujawa 














The future of multiplayer gaming— 
and we’re talking beyond when Diablo 
hits the PlayStation—is becoming 
more clear as console manufacturers 
start to provide some clues into what 
we’ll be playing in years to come. One 
common denominator that we know 
about each new console system is that 
they will most likely embrace multi¬ 
player gaming over the Internet. 

Sega’s new system is embracing PC 
architecture and, probably, its connec¬ 
tivity. Nintendo’s forthcoming 64DD 
has 

been confirmed to have a modem, 
and what little has leaked about 
Sony’s PlayStation 2 suggests that 
they plan on taking a similar route. 

While any further speculation on the 
future consoles is just that, it is safe to 
surmise that companies know that 
multiplayer gaming over phone lines 
will be a “killer app.” Presumably, 
they intend on exploiting it in the next, 
next generation of gaming consoles. 


How We Like To Play: 

Having a lot of different teams can really 
encourage backstabbing. The player with 
the most remaining worms at the end of the 
game usually winds up with everyone else 
teaming against him—at least until his 
troops are worn down to their level. 

Did You Know?; 

Sony tried to stop the release of Worms 
because it was 2-D. Back when the 
PlayStation was still young, Sony was 
adamant that games on their system looked 
“next-generation,” which to them meant 
3-D. Thankfully, Worms finally crawled onto 
the PlayStation. 

8. Twisted Metal 2 

(PlayStation] 

The Game: 

lust about everyone loved wrecking their Hot 
Wheels when they were a kid, and Twisted 
Metal 2 allows you to revisit and indulge 
those childish urges in this wonderful, car¬ 
nage-filled sequel. 


How We Like To Play: 

Cruisin’ around Paris and destroying the 
Eiffel Tower is good multiplayer fun. Even 
better, when it falls, it forms a bridge. That 
way, destroying the Eiffel Tower doesn’t 
make you look like such a bad guy. The only 
other level nearly as entertaining is Hong 
Kong, complete with subways. 

Cheap Way To Play: 

Use the car Spectre. Keep away from your 
opponent and pepper him with the homing 
missiles that go through walls. That’s really 
annoying—and deadly. 

7. Street Fighter 
Collection 

(PlayStation/Satum) 

The Game: 

Super Street Fighter II, Super Street Fighter 
II Turbo, Street Fighter Alpha 2 Gold—three 
great 2-D fighting games, one inexpensive 
compilation that will satisfy any fighting 
game fan. 


9. Worms 

(PlayStation/Saturn) 


The Next Step 
in Multiplayer 
Gaming 


The Game; 

Worms is one of the most underrated multi¬ 
player games, but it has a strong cult follow¬ 
ing. You control a well-armed team of worms 
who position themselves along a large, 2-D 
landscape. Killing the other team involves 
strategy and understanding the subtleties of 
your weapon’s physics, not twitch gameplay. 
Why You Shouldn’t Play It Alone: 

Worms is a perfect example of an average 
one-player game that also delivers an excel¬ 
lent multiplayer contest. The game is much 
more interesting when you outwit your 
buddy by skillfully bouncing a grenade in his 
worm’s cubbyhole and blow him to bits. 


Why You Shouldn’t Play It Alone: 

When you play the Single-player Mode, it’s a 
lot of dumb vehicles versus you. The action 
is much more intense in a one-on-one battle 
where your combatant is smarter than the 
computer (he/she is smarter, right?). 












Why You Shouldn’t Play It Alone: 

One-on-one fighting games capture the true 
competitive spirit in all gamers. Nothing is 
more satisfying than mercilessly beating 
your friends into a bloody pulp...In a Street 
Fighter game, that is. 

How We Like To Play: 

EGM Street Fighter rules are simple: handi¬ 
caps off, the winner can continue playing 
and don’t reconfigure the buttons. Cheese 
wins, ticks (throwing someone when they’re 
blocking) and tap-throws are grounds for a 
real-life beating by the staff. Heck, we just 
look for excuses to give staff members a 
real-life thrashing. 

Why Didn’t Capcom...: 

...include the original Street Fighter II? Or 
Championship Edition? Or our office favorite. 
Hyper Fighting? The compilation, although 
excellent, doesn’t feel complete. 

6 . Point Blank 

(PlayStation) 

The Game: 


Broken 

Links 


Point Blank is a simple and colorful potpour¬ 
ri of dozens of light-gun minigames. 

Why You Shouldn’t Play It Alone: 

If you have two Guncons, a few friends and 
Point Blank, then you have a party. All types 
of gamers love Point Blank: young or old, 
male or female. Two can play at one time, 
both competitively (trying to outscore each 
other) and cooperatively (trying to reach a 
common goal). Even eight people can com¬ 
pete on two teams of four. With the variety 
Point Blank offers In gameplay, you can’t 
help-but have fun. 

How We Like To Play: 

For some reason, Crispin and Shoe invented 
the “Quick Draw” technique to keep 
them entertained between Point Blank 


minIgames. When It comes time to pick the 
next level, the two players must draw and 
shoot at their desired stage. This way, the 
faster hand gets to pick the next minigame. 
But That Sounds Kinda Lame...: 

It is, but the game itself isn’t. Don’t forget, 
Crispin and Shoe are easily entertained (and 
they invented this idea over a couple of 
brewskis at Dave & Buster’s). 

S. Madden NFL 98 

tPliyStation) 

The Game: 


Hardware advances in multiplayer 
gaming haven’t tome easily. Sony 
created the inexpensive Link Cable, 
but third-party support for it waned. 
Companies thought it was too unreal¬ 
istic to expect gamers to bring two 
television sets, PlayStations and 
copies of the same game in a room to 
play. For the most part, they are right. 
Too bad, because Link Cable games 
are a blast. 

Sega took the most risky and ambi¬ 
tious route with the NetLink. The idea 
was sound, but unfortunately there 
simply weren't enough Saturns sold to 
boost sales of this Internet device. 
Although software support is decent, 
killer multiplayer games such as 
Quake don't support the troubled Link. 


This is by far the most realistic football game 
on the market. It also happens to have the 
widest variety of Play Modes and Multiplayer 
Options found in a football game. 


Why You Shouldn’t Play It Alone: 

While Madden’s Al may be really good, 
nothing substitutes for the chess game that 
ensues between two veteran human players. 
Coming through in pressure situations, mak¬ 
ing big plays and doing awesome jukes is 
what multiplayer Madden is all about. And 
don’t forget the art of taunting and talking 
smack during the game. 

How We Like To Play: 

A few weeks ago, we had a Madden tourna¬ 
ment where we drafted our own teams then 
battled it out. It was great fun, and led to a 
lot of broken joypads and bruised egos. 

Also, playing two teams of two players is 
interesting because it really changes the 
way the game is played. The biggest chal¬ 
lenge is getting both players on the team on 
the same page when it comes to playcalling. 
It gets so serious that sometimes you make 
signals to your teammate when you’re call¬ 
ing a play so he knows what you’re running. 
Biggest Upsets In Our Madden Tournament: 
Upsets happen, and as they say, “That’s why 
they play the games.” John Ricdardi 






PlayStation 


How We Like To Play; 

Playing two teams of about three people 
each works really well. If it goes any higher, 
offenses get a little too unorganized and ille¬ 
gal. Finding six people to play isn’t too hard 
a task, because rookies tend to learn the 
basics of Live quite quickly. If things get 
hairy, just turn down the fouls and realism. 
We’re actually just starting to gear up for our 
NBA Live tournament, which will probably 
happen after the holidays. If you want to 
make a really in-depth tournament, you can 
undergo the time-consuming task of putting 
together teams with all-time great players 
(with the player creation feature). Then, you 
can save them to a memory card and use 
these custom players in a tournament. 
Overlooked Part Of This Game: 

The 3-Point Shootout taken from the NBA 
All-Star game is a really good but underrated 
part of Live 98. It’s also easy for casual 
gamers to pick up and be competitive at. 


Party Games 

There are multiplayer games, and 
then there are party games. Of course, 
party games are multiplayer games, 
but they generally consist of games 
that are easy to play. This Insures 
that no one Is left out of the action. 

For example, you might not want to 
play Twisted; The Game Show with 
your college buddies, but such a 
game might go down better in a 
party-llke atmosphere. Here'S some 
other party faves: 

Jeopardy! (N64) 

Monopoly (PlayStation) 

PaRappa the Rapper (PlayStation) 
Twisted: The Game Show (3DO) 

Wheel of Fortune (N64) 


notched his first win 
against art monkey 
Mike Stassus in the 
' critical elimination 

round. Editor in chief joe Funk, favored 
early to make it to the finals, bowed out in 
the first round due to a cheap call. 

4. NBA Live 98 

(PlayStation) 

The Game: 

This is the best PlayStation basketball game, 
by far. Live combines realistic hoops with 
intuitive control and fun gameplay. 

Why You Shouldn’t Play It Alone: 

However good Live is, the computer oppo¬ 
nent is just too easy to beat to a pulp (even 
on the hardest difficulty setting). Thus, to 
get some good competition, you really need 
to turn to humanoid help. 


3. Mario Kart 64 

(Nintendlo 64) 

The Game: 

Take a few of the most popular Mario char¬ 
acters, throw them in a bunch of souped-up 
go-karts and you have a totally unrealistic, 
yet awesome racing game. 

Why You Shouldn’t Play It Alone: 

There’s nothing like playing Mario Kart 64 
with four players at a time (well, OK, Diddy 
Kong Racing is something like it, but we pre¬ 
fer Mario Kart 64 for multiplayer games). 
Racing is fun and frantic; very few games out 
there let you shrink, shoot or squish your 
friends on the race track. You can also 
forego the racing factor and simply battle it 
out with three friends, head-to-head-to- 
head-to-head. Last kart standing wins. 

How We Like To Play; 

Cheap with no-holds-barred. No EGM editor 
feels an ounce of guilt releasing the light¬ 
ning bolt at the perfect moment to screw up 
another racer’s well-timed jump. Did that 
cheap little nudge knock you off a cliff? 

Heh...tough luck, sonny. You can also be 
really crafty and hang around second or 
third place until the last lap. This way, you 
can get the better power-up and speed past 
the leaders who get the crappy green shells 
because they’re in first. 



Why Mario Kart 64 Beat Diddy Kong Racing; 

It was a close call, but Diddy Kong Racing 
wins in the one-player department, and 
Mario Kart 64 wins in the multiplayer 
department (some even like the Super NES 
Mario Kart more). Why? Kart 64 is simply 
more exciting. The levels and power-ups 
were designed to keep races close and hec¬ 
tic (see above strategy). Everyone is always 
close to the action, and almost always, it’s 
anybody’s game. 









2. GoldenEye 007 

(Nintendo 64) 

The Game; 

As you’ve probably heard, this 3-D first- 
person game is one of the few that does 
its movie license justice. 

Why You Shouldn’t Play It Alone: 

GoldenEye is the first and best four-player 
Doom-type game on a console system, 
period. The multiplayer competition in this 
game is as groundbreaking as it is intense. 
Endless hours of fun cart be had with all of 
the different modes, some of which are 
unlocked by progressing through the game’s 
One-player Mode. There’s nothing better 
than filling your favorite Bond movie charac¬ 
ter up with lead—especially that short guy 
named “Oddjob.” 

How We Like To Play: 

There are a few modes we prefer, although 
we love ’em all. Try playing two-on-two 
teams with the Golden Gun. That’s about as 
intense as it gets. One shot, and you’re 
dead. And it feels oh-so-good to get those 
one-shot kills. It’s also amusing to see every¬ 
one running around the level like mad trying 
to find Golden Guns so that they have a 
fighting chance. If you’re wondering about 
which weapons to use, keep in mind that 
Rocket Launchers and Grenade Launchers 
are nice, but using Power Weapons and 
Automatics is more entertaining because it 
lends itself to long gun battles. 


Most 

If you’re killed by the weak little Klobb gun 
(named after Nintendo Guru Ken Lobb) in 
multiplayer competition, that’s reason to be 
ashamed. And whoever kills someone with a 
Klobb should probably get two points 
instead of one. 


1. Saturn Bomberman 

(Saturn) 

The Game; 

One of the grandfathers of multiplayer 
gaming, the latest in the series adds subtle 
improvements to a proven game. 

Why You Shouldn’t Play It Alone; 
Bomberman has never been known as a 
one-player game (although the N64 version 
tries its darndest to be one), if you bought 
Bomberman for solo action, you bought it 
for the wrong reason. 


How We Like To Play: 

Naturally, getting as many players as possi¬ 
ble into a game is a good idea. There’s 
plenty of room in the Hi-res Mode on the 
Saturn to allow 10 players to play at once. 
Unfortunately, the 10-player level is a very 
plain one (nothing but bricks), and we play 
on the more interesting, smaller levels. The 
soccer level is one of our favorites—how can 
you beat fire coming out of soccer goal nets? 
That’s something special, indeed. 

Dumbest Way To Lose Momentum; 

Sega held a Bomberman competition a few 
months ago in the EGM offices. The partici¬ 
pants in the finals match were Kraig and 
Shawn. Kraig was up 2-1 in a best of five. 
Game Three started, and oddly enough, one 
of the Bombermen died immediately. 
Apparently Kraig wasn’t paying attention 
and didn’t notice that his starting spot on 
the map changed, and it resulted in bombing 
himself out of game four in less than five 
seconds. Shawn took advantage of this 
embarrassing mistake and won game five 
to become the office’s new Bomberman 
champion. Let that be a lesson to all you 
Bomberman players out there. Learn from 
Kraig’s mistake—pay attention to your 
starting position. 



SEGA SATURN’ 


SONY 























[VtSUAL 















Our Philosophy 


displayed behind the revi 
for the same system. In ; 
ingenuity and replay valu 


ind based on how the game compares to other titles 
ion, the reviewers rate each game's graphics, sound, 
le averages of these scores are listed at the bottom. 


Editors’ Choice 


r Rating Scale 

lO-Perfection 

An absolutely flawless experi¬ 
ence. It doesn't get any better 

5-Average 

Not great, not crap. A ho-hum 
title that isn't for everybody 

9-Virtually Flawless 

Drop what you're doing and 
buy this nearly perfect game 

4-Rent Firet 

We have problems here. 
Definitely try before you buy 

8-Semradical 

Delivers everything you’d want 
in a game, despite minor flaws 

3-Tiine Waster 

Playing it for more than 10 
minutes gives you a migraine 

7-Wortliy 

A solid title that you won't 
regret buying 

2-Don't Even Rent 

The only point in playing this 
garbage is to make fun of it 

6-Goo(l, Not Great 

Sure, it has its problems, but 

1-Flushlt 

Run for vour life if vou see it. 


Current Favorites 

GoldenEye 007 
Armored Core 
Crtticaf Depth 
Frogger 

104 Favorite Genre: Shooting 



^ Shawn finds it hard to believe that February is already 
Last thing he remembers is Christmas-lots of gifts 
ip and a bit too much eggnog at one of his Christma 
F parties. Since he's a little confused, Shawn figures that 
r be best to just snuggle up by a toasty fireplace, grab a 
' " ■ and play some games. Sounds nice. 



Current Favorites 

X-Men Vs. SF tJapanese) 
Last Bronx 
Sonic R 
Burgertime 

Favorite Genres: 

Strategy/Puzzle 



Shoe missed a day of deadline so he could fly out to 
York to make his TV debut. MTV invited him to appea 
MTV Live, to speak as an expert on the video game Indus- I 
try. We were pretty flattered since we were the only mag- 
id to go. Imagine our surprise when Shoe sh 
up on TV for an entire minute. Well Shoe, 14 more to g 



k Chicagoland's arctic weather had Cris-who grew up in 
I Florida-looking for gaming-related ways to keep warm, r 
I tried heating his seat with the Naki laser sight, but the 
J beam wasn't powerful enough. Then he wrapped himself in 
r overheating PlayStations, but all those skipping games 
Prove him crazy. In the end, he just put his pants back or 


Current Favorites 

Alundra 

Legend of Zelda 64 
Monster Rancher 
Quake 


Current Favorites 

Colony Wars 
Armored Core 
NBA Live 98 

Madden NFL 98 (Retired) 

Favorite Genres: 



Feeling good after taking home the trophy 
office's Madden NFL 98 tournament by deft 
Team EGM comrade Dean Hager, Kraig is now ready to 
hang up the uniform and retire victorious from this 
year's game. He'll probably move on to basketball, or 
whatever new sports tournament we happen to cook u 





















Developer Midway 


Following in the footsteps of its PlayStation 
twin, MK Mythologies: Sub-Zero is probably 
the last attempt of this type of genre mixing 
for a while. Don’t look for MK Mythologies: 
Raiden anytime soon. While I somewhat 
enjoyed the PlayStation version, I detested thf 
N64 mockery. The cool cut scenes are com¬ 
pletely missing, replaced by static screens 
that look like Super NES rejects, I can't imag¬ 
ine how this game got approved by Nintendo 
for publishing. It has nothing that made the 
PlayStation version work for me. The sound 
and music aren’t nearly as crisp and moving 
on the N64, Overall, this translation feels like 


I have mixed feelings about Bomberman 64 ,1 1 
like it, but I think I do for the wrong reasons, I I 
mean, the One-player Mode is better than the I 
Multiplayer Modes! This can’t be right.„can it? 
It’s a weird situation. As a regular old one- 
player game, it’s a lot of fun with plenty to I 
offer. The graphics are simple, but still pretty 
nice (especially those reflections on water), 
and the music is great. One of the main things 
about the game that really rubs me the wrong 
way is the awkward camera positioning. Sure, 
the camera is fully adjustable, but even with 
that, certain tight areas make it impossible to 
get a really good angle on what you’re doing- 
or more important, who’s about to hit you or if 
you’re about to fall to your death. Since the 
game is one of action and exploration, I think 
it’s important to have a nice view of where 
you’re exploring, OK, now on to what B-man is 
known for—namely, multiplayer fun. As a 
Bomberman game (that is, as a multiplayer I 
game), Bomberman 64 isn’t Ml that great. 
Playing against Al opponents Is barely fun at I 
all, and the 3-O arenas make playing against I 
your friends more of a hassle than it*s worth I I 
understfBtrthat the entire:game is 3-8 and I 
they couldn’t make the Battle Mode 2-0, but I 
as it stands, the Multiplayer Mode needs* lot I 
of work. Overall, it’sa solid iP game, but those 
camera angles need some work. ■ C||guii|| 


Chameleon Twist is one of those games that 1 
shows off how creative this new generation of I 
programmers can fare but also how limiting 
their techniques are. What we have here is an 
utterly useless story line combined with an 
intriguing weapon: your tongue. Go figure. The 
various uses for your secret weapon are not 
only bizarre but limited at the same time. 

You’ll quickly find yourself more than a little 
bored, if your skill level is akin to beating 
Super Mario World. Obviously, Chameleon 
Twist is aimed at beginners, and with that in 
mind, I can see the appeal of the overly cute 
graphics and sickeningly sweet background 
tunes. Now if only they could fix the terrible 
camera angles, we’d have a real contender for 
a top spot in Top 10. Plus, it could have used 
more power-ups to add variety to the game. 
Basically, you won’t see much different in the 
game beyond the techniques you have from 
the start. There is no way to improve your 
character throughout the game, and that lack 
of advarrtemetrtburts a little. Maybe iff 
learned several new tongueiattacks, I’d be 
more mativaled to continueon to the next 
level. Not even the Multiplayer Mode Is very 
exciti,it®:flBd in fact, I don’t considerfItMrth 
mentiotlitl'g. Chameleon Twist is deafly meant 
for one-player use,and the Multiplayer Mode 
^as added without much thought. 3||3[|j 


writable carbon copy of I 


Bombepijan 64 represents a pretty.drpstic 
change to my favorite multiplayer series. Even 
though it plays almost nothing like previous 
Bomberman games, the One-player Mode is 
stilt a tot of fun and offers a nipe change Of 
pace from the tried-and-true 2-0 mayhem of 
the old days. Reding all the hidden Gold Cards 
Is a nfce added challenge, and the reward is 
wet! worth it My main gripe is that the Battle 
^ode gets old too fast Cffsplll 


Well, this ain’t exactly Mario 64, butth,pn it’s 
not supposed to be. Chameleon Twist's game- 
play emphasizes puzzle solving over explo¬ 
ration, with,lots of little tricky areas that ■ 
require specific tongue-flickiag moves. And 
the game is fun-while it lasts. The bripf, easy 
levels are proofenough that this game was 
designed for kids. That’s not to say grown-up 
players won’t enjoytt, at least for the few 
^dursfttakes to beatjbe game, CffSpin 


'Bomberman 64 looks exactly like how I’d pic¬ 
ture Bombermanln 3-D. But in my book, cer¬ 
tain games should stay 2-D, and the B-man 
series is no exception. The pne-ptayer game 
fairly decent. A third dimension gives the 
developers much more rootn to be creative 
here, lintortunately, it doesn’t work for the 
multiplayet game The 2-D gattres are much 
more exciting andffantic. The game could al; 
.use some more multiplayer maps. Da 


'chameleon Twist is a good example of how 
average a 3-D action/adventufe game canhe. 
It has the' standard cute characters, deaffi- 
de%ing,platform jumps and array of moves. 
But here’s the problem: Unlike Mario 64, this 
game doesn't really present anything new. 
Sure, the waV¥®u kill enemies is interest*#!' 
but certainly isn’t revolutionary. Besides alt of 
this, the graphics are a bit belpW-average and 
the control tteeds to b# tweaked. S^pWll 


This marksthe most drastic change,in.the 
Bomberman senes, and I’m not Justtaiking 
about the 3-D graphics. The One-ptayer Mode 
is much better fljan previous B-man games, 
thanks in part lb more in-depth gameplay and 
new elements. 1 don’t like the faster-paced 
Multipteyer Mode quite as much as the.previ- 
ous ones, but it is different, intense and fun to 
play. It’s good to see this new take on the 
Bomberman series done right. KrSiO 


former that suffers from one mrnor (well. 
majBr) problem: It’s too short. There areonly 
six stages,.andyou only needto go through 
four of them to get to the final Boss, t man¬ 
aged to go.dirough all six stagesfand the spe¬ 
cial seventh area) in about six hours, which 
says little for this game’s replayability. But still, 
what IS there is good, and the Battle Mode I 
imustag. Definitely give it a try. Johll i 


■Ecum 


Bern slightly cleaner, thanks to no load time, 
ut that isn’t enough to save MK Myth from a 
I fatality of the most gruesome kind. The quest 
ains true to the Mortal Kombat world, with 
I many of the attacks we all know and love. For 
:e reason, my uppercuts seem to miss 30 
percent of the time, despite passing through 
what should be a solid hit. It, seems that colli¬ 
sion detection isn’t done very well either. Well, 
that’s enough ranting for now t suppose. MK 
Mythologies ip no more than an average rental 
title, and not even thewrath of Shao Khan 
^outd change my mind. ' _ SUShl 


MK Mythploj,ies has the coolest premise (play¬ 
ing througlta-^de scrolling action title with a 
fightinggame-sharacter), but the execotioB 
just doesn't fly at all. The stage graphics can 
be nice sometimes, but the gameplay is very 
repetitive (there’s not nearly enough variety in 
the enemies), and the control is terrible. The 
story is kinda cool, and the (severely hacked) 
cinemas are neat, but that’s about all MKM 
to offw. Better luclFTtext time,-. Johlll 


___ jtand w,hat Midway was tryiqg.to do 

with MKMythologies, but the results are any¬ 
thing but stellar. First, the gamers morediifr- 
cuil than ttjtad to be simply because you have | 
to hit a buttorrto flip your chameter. That to 
meiVnot very ‘wtuitive. The character anima¬ 
tion is verystiffpnd awkward and the graphics | 
are only average for a 2-D action game. " 
Granted i’m net a fan of MK, btd yoa can find 
^better action games on the N64. Kelly I 

Besides some nicer-lookmg graphics and te„ _ 
tures, MK D%thologies on the N64 is'essenttal -1 
ly thesamttasthe PlayStatio^seisIon. One of r 
the things i miss is the FMV sequences (even 
thou#t they are cheesy). The control is still I 
the worst part of the game-why hit a button I 
to turn around even if it’s to maintain a certain g 
Style? i think the idea is excellerttbut it sore 
asn’t executed right I’m sure it can be done, I 

ot with this ond. Shawn! 






















Developer Player One 


Last Bronx is perhaps my favorite of the Sega ’ 
three-button fighters. It’s the type of fighting 
game a patient gamer (who’s willing to learn 
all the intricacies and nuances of the deep 
fighting engine) will truly appreciate, and the 
type a casual gamer would probably be bored 
with fairly quickly. Each character has dozens 
of unique moves, combos and juggles—plenty 
more than any 2-D sprite-based fighting game. 
It also has more personality than the average 
fighter. The character backgrounds and game 
intro and outro fit well together, giving the 
game a decent story line. But it's the (mostly) 
blunt weapons that set this game apart from 
the rest. Sure you can get swords and sabres 
in other fighters, but it’s very satisfying to 
bash your opponents in with tonfas and mal¬ 
lets. What I don’t like is the amount of damage 
simple combos can do. I play Yusaku, and a 
simple two-hit juggle can do almost 50 percent 
damage, if it properly connects. Add in a jump- 


ally speaking) doesn’t do well. Games like 
Myst, Mansion of Hidden Souls and D may 
have a cult following, but they certainly don’t 
make it into the mainstream console market. 
Luckily, it has been awhile since a game like Eo 
has been out, and besides that, the game is 
incredible. With that said, I hope the game 
does well. The intro sequence—and really all 
the video in the game—is spectacular. It cre¬ 
ates a great, cinematic mood. The story line 
and how it unfolds is much like an actual 
movie. Sure, the whole “trapped in a ship with 


tanoyancesinc 
|on breakup.) 
f fighters. Th| 
; Bronx offers| 
lame like Figl 


ytf the few games that 
^fejand it didn’t dm 
perfect blend of horroi 

fiTIiflraphics are 
and sound effects The 
^^^re of the gart#% 
i^^ns, but the few i 
^■es whll^ke ep^ 


. I didn’t expect rnu 
dayed the arcade v 
ihting style (w|K 
■tying to met^ 

IS. The depth of pl< 

Mastic, and th^S 
By Aerial Combo 
^playability. 


ENEMY ZERO ^ LAST BRONX 


Developer: Warp 


Developer: Sega 


ie get this straight—Midway decided to 
I release War Gods, but PASS on this? Hello? 

I Robotron 64 is one of the most addictive 
[ames to come along in quite some time, 
reing canned by Midway, Crave picked u| 
same and here it is, back from th 
his a wise move? You bet it was. 

)4’s action-packed gameplay will strongly 
I appeal to fans of twitch shooters and old- 
I school style arcade games (especially those 
I who liked Smash TV), and the variety of con- 
I trol setups (particularly the ability to use twi 
I N64 controllers at once) is a welcome 

Te game. The graphics are nothing to writ 
I home about, but they’re hardly what I’d call 
I bad. The music, on the other hand, is really 
I good—it’s almost all fast-paced techno and il 
I really gets your adrenaline pumping for the 
I frenzied gameplay. Still, what’s the best part 

* about Robotron 64? The amount of pure gam 
it offers. There are 200 stages 
time i reached 100,1 was sure it couldn't pdSsi- 

I biy get any crazier, but sure enough it kept 
I gomg-and going-all the way to 200. And 
I much to my surprise, I thoroughly enjoyed it 

* /hole way through (beforeEptayed it, I 
ed it’SWOttldn’t be too hot since Midway 

I passed on tt..,sHly me) The only glaring flaw? 

1 No two-player simuttaireous play. That 
1 Other than that though,1?64 rocks.' 


ssallftfthe problems thatplaguedthe 
I PS version. R64 is fast, frantic and sure as hell 
I hard to put down. This is the type of game 
I you’ll cottis back to time and time again. It hasl 
I alt the addictive qualities that made the origi- 
I nal so successful, plus a fewmkeextrasylike 
I Bosses, bonus Stages and power-ups. ft’s a flt- 
I tie too easy though, and $50-60 may be too 
much to pay for such a Simplistic game, [)g|| 

'I like the N64 version of this game rnpre than 
I the PlayStation one The pruSary reason is the 
I nonexistent toadtime, which helps the gdme 
I keep up (ft Signature frantic pace There is, 

I howevefifSlowdown during later levetS.'tLfeal- 
I ize there are many enemies on screen, but the 
I N64 hasfOaough muscle to cope. Thissfault 
I aside, just about everything possible has 
I been done to update this classic. If you like 
* Robotf0B,'you’ll like this remaketoo'. ■ Kraii 


lumber Of Players: 1-2 Best Feature: Tons of Moves Worst Feature: Not Enough Chara 





















Developer: Radical 


Quake for the Saturn is a remarkable re-cre¬ 
ation of the computer game, even in spite of 
its flaws. The game moves at a reasonable 
frame rate and Quake’s 3-D graphics and 
gioomy mood are intact—for the most part. 
The enemies’ animation is occasionally chop¬ 
py, and sometimes they blend in too well with 
the backgrounds when they are far away. 
Some improvements help make up for its defi¬ 
ciencies, such as new light sourcing on firing 
weapons and explosions not in the original. 
There are two major problems with this game 
that severely mar the excellent game engine. 
The first is the lack of multiplayer support. 
Quake is not a great one-player game-it 
gained its notoriety on the Net as a multiplay¬ 
er. The Saturn version of Quake doesn’t even 
have NetLink support, which is criminal, given 
Quake’s Internet roots. Also, the control is dif¬ 
ficult to manage, even when using the analog 
controller. Without being able to look around 
quickteftfee with a mouse oh tfieW, rtf* 
hardi^^ick off enemies above or befowystl 
(vstf^rl^ential). They did the best they could, 
botSte gam reality IS that current conseterron 
Boilers lust rfcti’t work well with Quake It’s 
l^bad that this game doesn’t have rrwftli 
IJtayer supp'SfOVithout that^and solid control, 
thfe greaMopIfig s«i»ver»ft of Qg^ 
^sn’t nearlya*good as the onginai K|.gjg 


In the arcade, Sega Touring Car has a reputa- 1 
tion as one of toughest racing games ever. I 
Now although it’s much easier to shave those I 
precious milliseconds off your time when you I 
don’t have to pay a buck per play, the Saturn I 
version is still one of the more challenging rac-1 
ing games in recent memory. If ever there was 
a driving game of millimeters, STC is it. Unless 
you hit every turn just right and accelerate just 
so, moving on to the next track is just a pipe 
dream. Because the margin of error is so small 
on each track and the demands are so great, 
only the utmost intensity and concentration 
will cut the mustard. I feel as though I need a 
pep talk and some cheerleaders whenever I 
play this game. As a two-player game, my spir¬ 
its lifted as I discovered that I didn’t suck at 
games; everybody struggles with this one at 
first. Part of the problem is that STC plays 
much better with the analog controller than 

lem IS tiwtjhe hyper-sensitive certrftlfB diffi¬ 
cult t&dosj^o grips with ancf the last prdSteml 


Last year. Virgin’s NHL Powerplay ’96 was 1 
widely considered to be the best all-around 
Saturn hockey game. Sega’s NHL All-Star 
Hockey ’98 is the unofficial sequel to 
Powerplay ’96, with the same developer 
(Radical), the same basic game engine and the 
same slick interface. Compared to the last All- I 
Star Hockey, this game is light-years above 
and beyond it in just about every category. But 
compared to last year’s Powerplay, ASH ’98 I 
falls short in several areas where it should’ve I 
improved. First of all, more important than any 
other problem, the game plays WAY too slowly. 
Everything moves along so sluggishly it almost 
seems like the game is running in some sort of 
slow motion. The animation of the players is I 
nice, and the overall graphics aren’t bad at I 
all—but when they’re moving like they’re in I 
quicksand, it really takes a lot of fun out of the I 
game. Another problem (which isn’t quite as I 
bad, but still noticeable, especially to veteran 
hbckSsf jaaibrs) is that the goaJrfffSh’ttoo 
hot Wl?« ttis adds up to is a gatM'thstJias 
lQad@)f potential, but falls thEjie# 

importantfeas. To its creditjlheplayerAI Is 


Powerslave and now Quake | 


Featured In: f6M #100 


:fCAf#101 


;f6M#99 


is_|»SBga designed this ga^tpibe-tougb 
3SjM5.Tbe developers went to great pains t 
insure this game accurately simulates the dtp 
Vittg physics of the European Tourftig Car rac¬ 
er*. TheySUSSeeded with that hut somebody 
fbrgotabout’the ga*s,Thi5g#Meisfoo 
hardcore «n for i^aoSThat^-scary, Ifnlli 


John 


LobotomyrSto know their st^ wheir?^, 
comes to ffrst^rson games..^^Satur(rpsrt 
Of Id’s Quake Is amazing, with'^lighting efcCt* 
that make it more impressive than the non¬ 
accelerated FC version Everything’s infact- 
ificludlng tberSpial level desl^ and Ninst-litch 
Nails jams. Toa-iad there’s no Deatbmatch 
iviorie, which’^ulc^^staunched thegatte’s 
replay vdlue through the roof Crisnin 


H Was there anyone not excited about this 
H game? Thtfikebout it: The home,DaytonaM/as 
y decerft Rally was leagues beBSfi.«d Touring 
■ Car’Stefutd’ve been awesome,.right’ Not really, 
H It n^*%*pks nice and is tepf thefestest 
9 haae racing games around ftarEhoddycon- 
n ftsSImwevBrjt^kes you format! of that. 

II Doiftbotbw^Vmgthiswitlisufan 
H pad. The IwtnegarralalsffjieAstBBy more 
11 tratfeitStfettranstbLiai# no^ ‘ Qgi] 


nersarftBlow, and thegraphics are 1: 


as Sega Rally «, but it suf comes ctosS: 
TftETSeflfa^^afepeed is a^^to(a1t^ragh 
the fram^fatescertainly suffflMigtthange), 
and the.^^K)l (particularly with the Analog 
Pad) IS sweet I like the whole aggressive' 
nature of the game (awesome fast paced 
musife-'aq^r-fast gameplajcetsA, andove#l 
it’s)i#tafcn gam#t6|fcy A^rtobri 
after the painfully weak Daytona CCE. Inh 



























h ImeL Aud uil [mLLL[2ad-u[i uud ratidu ta L-muiilci. 


Crash will have to work 


He’ll fly with a jetpack, surf on a jetboard 


ind saddle up a polar bear cub. He’s got 


obstacles. 











steep Slope Sliders may be a stupid name, ^ 
but the game itself is the best snowboarding 
sim on the consoles. Simply put, it’s a lot of 
fun. The four main courses are well-designed 
I and full of rocks, bumps, ramps and other 
I obstacles that launch you skyward for flips, 

I spins, board grabs and dozens of other cool 
tricks. You also get a half-pipe course, a more 
conventional Alpine track with slalom gates 
and a ramp- and rail-filled snowboarding park 
where you can really cut loose with the tricks 
(yes, the game’s setup is very similar to Sony’s 
Cool Boarders 2, complete with hidden alien 
character). Better still, once you open the four 
secret boarders—including a punk kid and a 
speedy racer who can’t perform any tricks— 
you can earn access to four secret tracks. And 
then you can open even more characters! It all 
makes for high replay value. The game con¬ 
trols fine, even though it doesn’t support ana¬ 
log. You need to use the A, B and C buttons 
with the shoulder buttons to pifWWWbd 
AHS.'theSftfltoves aren’t eafe b«f thif’b »^y 
they’re worth the big points. ^3*0 get a 
c^te»^system that ifeyotfwfehr 
your best tricks over and ovee|*sjBg sim 

cotert lenses, strobe lights airtifcr 
ta«t«a efff^ifyou like) Stg^s;^^lo|^ * 
Sliders’ graphics are a bit rough around the 
e(^btttt*ey’re 


Gobi Jones said, "This is the best soccer game 
on the planet." Gobi Jones’ licensing bonus 
check must’ve made him blind. Worldwide ’98 
is one of the biggest disappointments of the 
year for me. I was a huge fan of last year’s ver¬ 
sion. The problem is, soccer games in general 
have improved, and Worldwide didn’t. First off, 
the multiplayer aspect is seriously lacking (for 
example, only certain modes can be played 
with friends). When you start the match, you’re 
treated to an impressive view of the stadium 
and a loud crowd waving their home countries’ 
flags in support of their respective teams. But 
once the game begins, the disappointment 
kicks in. Human-controlled players are identi- 


addicting racing game with furry characters, ] 
Sonic R is your game. If you just want to race I 
through the game (so to speak), you can beat I 
it fairly quickly but you won’t see all there is to I 
see. Although there are only four main courses! 
(and a couple of additional hidden ones), this I 
game is a blast to play. There are tons of 
secret paths and items in the game (some of 
which open up additional characters and 
courses), so it’ll take a while for players to see 
everything. Each character has his/her own 
strengths and special abilities too, which offer 
incentive to try different tracks with different 
racers. Graphically, this is one of the best-look¬ 
ing Saturn games I’ve seen in a while. The 3-D 
texture-mapped graphics are absolutely lush 
in their detail, and the frame rate always 
seems to hover around 30 frames per second. 

In addition, I really think the track designs are 
excellent. Not only is there a lack of the I 
lamous clipping problem that all too'dTfen I 
tWtfead on the Sa^ftsybtrt tfte I 

« !an#tttWsandoff-track|,t*«rnsiTjSt* I 
'Ufi *@ly The music ipfele to«fl^. I 
dascripf fcr ^ tastes, and I ifowish nwj*- I 


large, colorful circles. The real trouble, howev¬ 
er, starts when play stops. With every corner 
kick, free kick, goal kick and throw-in, every¬ 
thing stops. You cannot move around the play¬ 
ers on the field to set anything up. You simply 

K vW the setup the ywi. 

ajwannoyance is tftS-Wttple’Wy. 
ay-by-play. The an^fcrs get 
plays and teams wrong almost all the time. 
Satftettme Sfcy il even scre^wC 

m^me ^'^ay’s standards.Itbas 


lis^re|5(|fl#ie tepid divl 3 w f ex^ 
to be. The game grew on me and if you j 
chance, it’ll probably grow on you. | 


YSj^wuestion about it—if a SflflTC racing 
ihad ts^done, this is th^way to-feit 

E mifiMart, I got thatgSkl Sortie 
Jtii^^ls, lots of col^stand a weird* 
h of animals). The graphics are some of 
iSfAmi tl^.Saturn, and aS C*Wesy a 9 ttej 
fare,yo»*n’t help butft«»«hert>^«^ 
(gam.tWfay they hidettitpcp-6pts ■ 
r«Ke,tDO;fwe(|kaK<»t intheSwOFalaYer 

^jteMhere’S.i^secrets.Sfe|Wn 


Steep Slope Sir 


i is a great snpwbaarding 
1 are OK (the textures are a 

othm thaTthat'ssl'is°a^ 


S WWS’pBisdefin 

dly perfect 

atrlSISTiice, and the ei^ifi^ntStff 
tfetyjolished up a littleJiit, b’ut other 

wise this is pretty much the same game as 

lastyearwttji^meannoyingteafts Tht^ 
that you ciE^^ve around whenever ttsh/fa 
opposngt**^ about to pLtt 4 b^t)alllft piay 

^houW be. Lerall I’m disappointed.,^ Johll 


: four hiddemcourses .and tons ofl 
lers. hjjDu’reVfiaturn Ow«# 
no^^^g MRWVirth alwing 


Sonic^^^^ne of those types of gamesthat 
drive you absolutely nuts because it’s soi-dar 
good, but it (Ul hdoesn’t give you enough of 


«lji'|o(^»atter one bit I^Sedte 

S lSSOeWflned fun' On t 0 ^oftMS,fte 
il fa.afewt flawless (only failing when 
you get stuck in a corner). This iiiie is easily 1 

S 3 P 10 favorite Saturn titles of all time. I’, 
go as far as .saying Steep Slope Sliders i 
lad better than Cool Boarders 2 S||gw| 


backward The game loof 
exciting as it used to be, 

of the hOflWdous goalie 
kickedffOaacross the fie 
way i^Jfce net in additic 
playi^ito^g the gamepi 
0 ne-^^)lVlodeS #8 Stil 
this game from being dis. 




Whenjou firstly Sonic R, you’JL^bably 
be turned off by the awkward control of the 

I " I I actually piefei the digital pad in Ihl 


What happened here? The first twp.y£t 
Worldwide Soccer were totally rockin' e 
now this! This game has the worst gr 
and the slowest gameplay of the serie 


h The physics of this fast racer rivals 

and you’ll fnJitfats&dOWar 
e^^Bs. Still, there aTe*me'gW^ 
ssfudt^wesome courses to comt^^So 
Inot^se interest for quite a while. My 


todoorfoaefttou 
ng in first. The Two 
exciting, antfifie 


best) and fcg^^e i 
.ide. Played apatpultl 
Sas Its merits (dSdo i| 
























I’m all for compilation discs that feature 1 
classic arcade games (even classic home 
games), but whether or not this one is worth 
owning is entirely up to the tastes of each 
individuai player. The seven games on AGH: 
The Midway Collection 2'are certainly classics 
by nature, but I found that after playing most 
of them again, some don’t live up to the fond 
memories that I have, while others are turning 
out to be even more enjoyable than I remem¬ 
bered them to be. For example, I loved Spy 
Hunter on the NES and in the arcade, but for 


I’ve been anxiously awaiting this one for a 
long time, and now that I’ve finally got my 
hands on it, I can confirm what I believed 
would be the case for quite a while. Simply 
put, Alundra rules. Action/RPG is a genre that, 
for some reason, has dropped off the face of 
the planet (sorry. Legacy of Kain isn’t my defin¬ 
ition of an RPG in any sense of the word unless 
you mean Really Poor Game), and WD’s bring¬ 
ing it back with Alundra just makes my day. 
Alundra is like a mix of Zelda and LandStalker 
(that’s practically holy), but with enough origi- 


At firstX^ted to call this one a yjttual O n 
rip-off butfljat couldn’t have bedwimfflttf' 
from the truth. Sure, the game ntayhave" 
trt^clij in it but there’s a lot iwei For one. 
Armored Core isn't set in a dinky arena. umI 
ly like the variety of environments and number 
of missions the Jiame gives ifc. ^ond, the 
game also allqvys you to buil® tustom mech 
and then us'e it In the game. I mean, what’s 
cooler than that’I’m solct. ShaWII 


Publisher: Midway 


Featured In; £CM #99 


Featured In: fCM #101 


Featured In: fCM #101 


INGENUITY 


of the game). Anyway- 
thing about Alundraf%§, 
,.„>,-|-difficult. In ap age where Aal 
l^ngeseeir^tpbave been riteijecond^i 
' • '')gi.Ateifdracome 5 ^str|ngteaW,i 
s difficult games around. R tow me ' 
■40-)tfurs to beat (feotlfh I do like to 


iyfmieX‘and I promise—the puzzles 
WILLstufep you at owppint or another. Great, 

John 


Yorkip^^signs’ first PlayStation..|gg^rings 
velcorne diYecsity to the system's role-playing 
the first acSon/RPG on ffrp 
■ fahSoflandStalker and 2 elda will love 


downrfght^^ant in design.Warklng0asigfls, 
as always.«fan excellent jr^btiiiflslatlng.the 
dialogue and story.although their trademark 

hi I jn 


jbig fan of LandStalker, and,j[Jj^ough 
Alundra doesn’t share LS’s isometric view, it 
»ve<$|mflanties. Although the ovwhsac 
nd realtime battles are very Zelda-ish, 
/le of tW puzzles, characteriart (with'the 
big oversized boots and head) and even some 
of the music tracks bring me back to Land- 
Stalker. Alundra’s action is challenging and 
wi ' r. 11J 1 the lengthy quest will take u 
■ :hunk out of your gaming life Kelli 


greens-and tans, see Qu»ke), 
ali'ths qufSE'in Alundra is very solid. This Is 

•■,.T c .-.ii Cl vpiy romfnitable 111 many 
gamers’hands, t r ■■ ■; t.' i,.-. r 

-'finalFantasyVII •, - "-Sgslli 


I , ,ii li, . = “ii-g’Vl ,1 

easily fnyfqvotjte game on tfee-clisc (I cai 
play il for hours without g® ng tired of 


-dofit,; 

i.and-pe 


’questionablerspltlfol), a 
Trivia ftrne'fs a nice extra.-evenif it does 
becoi* dbintless once yo|-ptaythroaghffie 
whole thirt once. In the eiHywhat it all ettnes | 
down to is whether or not yotffea fan of the 
gam^S mihe CDi'.lf^Uare, this., Jq||| 


Ever since I was a kid, I loved those television | 
shows, such as Transformers, Voltron and 
Robotech, that were chock-full of fightin’ 
robots. Armored Core is a game that puts you 
behind the wheel of those monstrosities in 
what amounts to a very deep and well- 
designed game. Like many other mech games, 
you play the role of a mercenary-for-hire 
whose only allegiance is to himself—and 
money. Credits are earned by completing con¬ 
tracts whose objectives include destroying 
other robots, killing monster ants and protect¬ 
ing bases. Adding complexity to the game is 
that you must pay for the ammunition spent 
and damage incurred during battle. This 
makes you carefully conserve your Prepower, 
and try to avoid being hit, even if you’ve got 
an overpowering mech. Once you save enough 
money from missions, you can upgrade just 
about anything on your mech, enabling you to | 
kill faster (to earn more money, to kill even 
laster, etc.). The best thing abSBfWHaifr' 
(^e rs the incredible amount of customiza- 
tibits you can do to your mecfcfay buying parts 

a in the ^tj.op..|tew arms, legs, jte^ip.atotion 
tp pn’asspFtment of weapons-.ednSe bought to 
tati£ 4 ifoiit»ji*b. As the missions get i»rd.ef,i 
5»ij' may find yiourself having to.adppt the way 
ydttpfay in adciition totefittingyour mech. Tbp 

..Ki^iql 


Sqmeliow, this arcade 
ingand disappoinling. 
artfa' 


i'ofmy,favottti 
^ AMoon Patrol, 

I Root Beer ■fepbsprXfww about 
f the original Tapper?)—but the 


me ox.>..J^uu„u„e,e,euceu„„„g^««W 

gravqrwi'of gam^Jhat shfuld have stt ' ' 


bunef'in oliscuri^f^^k goodness th^tffvm_ | 


jiHtfo' Sushi! 


J nored Core may be the best mech game to 

Ee..lt takes Virtual On’s classic formula and 
shes it one step further by ^ving you mis- 
hs and the ability to buy parts-for, and 
jtomize, your mech. Giant,robot combat is 
iply that much more fun if you’re earning ■ 
iney (from completing mission^ and-buyfpg 
re powerful gear. The game could’ve been 
It much better had it supported dual-analog 
ttwt(far“authentic’.’'mech controls.' DUU 


aitgs a pr^pnent of buyin||,,^^sic game | 
npilations.'After all, it’s the'-Bestway to 
ia\llB1toof Arne of tim,greatest games 
of all tim.e^MHunter wasS-tat^e di^arti* 

(it j^^psn’t do it formeanymo«)rWid | 
rest are fairly mediocre,.,except for 
BurgefTimei This is the REAL reason fO buy' 

■ s (^^Bition (even thoi^hWcontfols-bet 
on . ) I ...I' If you already have 
irgerTime, you may want to pass. |)0p 


le, Armored Core is the happy median 
/een the too simple Virtual>On and too "J 
ptextltleslike MechWarn^II|ncfCarrtSge 
1 . It takes arcade style gc^rty.aad 
tens it with strategic elen^Sasybu • 
iissioff.'iSaiguWgiJ' 

I youfmechwithdifferent parts and weapons. 
Is'fij^l st^jS about as challet«gitig as you 
ran get without crossing the line over into 
frustrating. This is not one to miss. Jq0 


I deepens it 


whether you (te the classics 

I- I learned that Spy Hunter IS 

t as fun as I remembered it to be, and that 
; onlysantes that I still enjoyed playing 
re BurgerTime and joust i. Otherwise'.-the 
presettatton of this pack copfljove been bet-1 
refined (although-the trivia game I 
offered up some interesting tidbits and interv¬ 


iews). Ovdrall, tM» Is a good ’-([rsifl 


ting Your Mech Worst Feature: Smalt Environments wwwplaystati 






















Officially licensed by PlayStation! 

Complete steering wheel, accelerator, brake and 
stick shift systemi 4-way D-pad plus 8 programmable 
digital action buttons. Incredible 270° wheel rotation. 


Also available for Nintendo 64 
with built-in Force Pack! 







I At first, I didn’t know what to expect from Autc^ 
I Destruct. On the surface, the game 
I more like a rip-off of Twisted Metal than any- 
I thing else, but after spending more time with 
to Destruct, I found this game has more 
I substance than TW in certain ways (keep in 
big fan of the Twisted 
I Metal series). For one, the learning curve and 
I pacing of the missions seems very well tuned 
I to my tastes. Although action is the rule of 
I the day, there are some aspects of resource 
1 management in AD, and whatever you need 
I always seems to be close at hand. This “just- 
in-time” resource availability works well In the 
I game. For example, I always had myself to 
1 blame for a failed mission instead of the 
I game...a good sign. All the action takes place 
in San Francisco, and even though the game 
I environment is absolutely huge (several 
I square miles), the radar is useful enough for 
I you to find what you’re looking for. If anything, 
I the city iSiTt^® big as it tak® what seems 
I like foreverto tiS/erse it. G@phte3lty, Auto 
I Destruct IS only about average. The texture 
I quality is OK-dod the explosions are decent, 

I but oyerall,the graphics a®tgjthing to write 

« . The music also gets onryour 
a while as the tunes are ref^ti- 
'e.jlf youTe into mission-based racefji.'Auto 

- Kelly 


1 Destg#i|a ( 


r lmagin|J,DTiS a Twisted Metal/FeJ^yii-79 
I mix with more depth and.^a much' larger 
I piling arra,^ahough the miaiops arepfetty 
the sarfle, they are all delivered with 
Jft.Wtndovv dressings to keep things itrter- 
I estirig-and fresh. If you’re a fan ofqffensiVet 
I driving, arid felt something was always mlss- 
I ingfrom the other games of fce genre (i.e., the 
I ma aforementioned.tftes), give AD a try. It 
might just have what you’re looking for. Qg|| 


' Auto De|{ruct do 
le graphics are 
lhejob,>fl< 


: get into the'^ 


issions do 




makes ft fun to drive around J 
find t$t@>Of protect things, but so . 
later you get bored -you’ll want more. The 
missions atlow'you to do different things, 
with a whole.airay of weaponry, bot all it 
bpijs-down to is j u^ dfMng around. Overall, 
It’S ntadewefl but dbistft la< 


I long. Shawn I 


I This is a very ambitious game that re<re. 

I cities for you to cruise tnyour'lupercar. I 
I Forthe mo^fRarf; the cities’are wen¥dn'Stfuct-| 
hougtr^ttifere is some yfsihle 3-Dj3op up. 
meptay is good, but ^eiBeofthe%ger 
nsJivrlt try your patieftclfWiis 

you’ve almost complete^one, 

‘ ;n red^tte^ntire mis- 


lecommend AD-lfs^agreat 
ily if youTe’a patient pllyef.' Kraifl 


I Prior to playing Broken Sword 1 r 

if the Knights ofTemplar. Nowthat I’ve 
I played the game, I want to know 

ihat’s cool about the game. You can’t 
I help but get drawn into the complex and 
I twisting plot, the characters you meet up with 
and the bad guys you’re after. Needless to say, 
the story line is excellent, but that’s 
I only thing that’s cool about Broken Sword. The 
I graphics are really nice-they totally look like 
I something from a Don Bluth cartoon and are 
ted just as well, too. The backgrounds 
io nicely drawn. One thing about the 
I graphics that I notice is that at times some of 
I the detail is lost, especially in the item bar and 
ertain objects that you must interact with. On 
re flip side, the item bar itself and all of the 
I Menu Screens in the game are really easy to 

jse. If you’re into games like this, buy 
I the PS mouse (especially for Broken Sword). 

I On the'daipgue end of things, the gam'e has 
I qufte a unjcjue cast, full of different voices. 

I Don’t .expect allofthe voice actingto beftaW- 
" ss,—or at'Jepst all of the accents to bb accif- 
te (is that feench or Russi*?). Whatever'the 
cent, there%'plenty of hurtorti 
I rollin’. The'bfggest flaw is the loa 
I thatiie.y'reaClhatlptrf.b'Jtttiere'sreAiOT of 
"^littleones that kind bf’f'add up." '' §||g^|| 


’ I carft^^l’ve cloyed a lot of pgprjt^nd-click 
_ but thisiftle IS a nice ewbption The 

I ailimkfons areg'ft'at, the voile acting Is fan- 
I tastic anAityries a quirkj^settse of hutUOr. (I 
I found myselfasking chara^^tots oftfiies- 
I tions justto.fiear what thejli say) Its iconic 
"g-islilso pretty gooBlthough the pics I 
^aittle larger or have text caJI-OutS. If I 
^Be old|rf^^ecfadvejtWp' lames, B 
Si^tty wfay successor. 'JogK 


n not a fpp of point-and-click graphic adven- I 
res but Broken Sword is intriguing enough f 
at it kept my interest gene from flatlining. 

I The load times are annoying moTd Often than 
I npt and the story is a bit on the linfear side 
I (there doesn’t seem to be a way to do the 
I wrong thing) but the dialogue is interesting' 

I enotjgh for metb care about whfthappensto I 
I the characters. Like rodfcanats, ibbsetypes of" 
^gamesareht as badas I remembered. |{G||y 


The FIFA series of games on the PlayStation 
been disastrous, but this FIFA looks like it 
. signify a turnaround (albeit a slow one) 
for the series. That is not to say that this is a 
great game—it’s not. It is, however, a substan¬ 
tial improvement over last year’s horrible FIFA 
97. FIFA 98’5 3 -d graphics are the most 
detailed of any 32-Bit soccer game, but the 
problem is that the game’s erratic frame rate 
and player animations leave much to be 
desired. Because of these problems, the con¬ 
trol of the game isn’t as smooth as it should 
be. Often, you are forced to take a few extra 
steps in the wrong direction because of chop¬ 
py polygonal animations. Such a thing is 
annoying when those extra steps force you to 
kick the ball out of bounds or overrun a pass. 
Overall, the gameplay is pretty realistic, and 
includes all of the moves you expect to see in 
a soccer game. The passing has some prob¬ 
lems, mostly due to passes not being led in I 
front of therr intended receive^ Also, the ’ I 
goalibintelligence is competdift, but prone to I 
some really dumb mistakes. §TAeasily has I 
most features and licenses of any soccer I 
16. Player creation, hundreds of real teams I 
several tttodes of play are available, but I 
does it matter If the gameplay isn’t refilled? EaI 
should coftCefitfate.oi\Ji|rprovlrt'8TlfA’f play so 
■' can better complement its I 


I two games may share the sajne^me but I 
HayStatioMrsion of Road’To'wwtd Cup 
98 doesn’tqtti^lave the rrtt^c thatthe N64 I 
version provides. That said, RTWC 98 is the I 
' t soccer game I’ve played on the PS so far.l 
graphics have a clean look and the anima-1 
tion is very smooth. Although the Singteiplayerl 
Mode Is fud to play, the multiplayer gatfie.is a I 
'■ t and 4 ‘half(ajiii 1 cj)be expected with a I 
«*^»ie). Not ted'by any mearts. |[0||y I 


RTWC.gg,|S, a very, very good soccer game and I 
on.e'of the best available for the'Play^tl&fl, if I 
not the best. It’s a FlUGE improvement over the! 
' jst (forgettable) FI FA, and as usual with EA I 
ports games, it’s loaded with options and hasi 
fantastic interface. The game controls reaiy I 
tflc.ely (AnalogPad support, teli'and (heart- I 
'ton is irrtp/essive too. My^t^complaint I 
ain] is that it’s just too easiTs^ing, steal- I 
whatever— make it harder, EA! Johll I 


■ The FIFA series continues to improve each 
1 year but still has trouble reaching the eyet-c 
I sive alt staifSWpfe. This yeaft^Fon'sfldws 
I off imprc^^^phics and r^t^'tiQvqs and 
r^sjian you can shbi^ a stick at, Th 
re'Wme rate, however,’-sticks 
ry difficult 


^rf-it’sve. 

.iff-stii isn’t very realisticand the-goi 
bit strange sorhetimes.frea'king-,exa 
■' “ -'"estshotsl I 


1 ated Sflveyfor the silliest shotS), “ : 






















Publisher: Midway 



You don’t need to be a fan of the original 
Apple or Commodore 64 Lode Runner to get a 
kick out of this update. You only need to be a 
fan of tough puzzles. I’m talkin' reo/iy tough 
puzzles. Some of the later levels in this more 
than 50-stage game had me so stumped, I 
tossed my controller aside in frustration. Still, 
the thought of getting to that next puzzle did 
keep me coming back for another crack. You 
can save at any time, so you’re not forced to 
backtrack through a lot of old stages if you 
screw up. While Lode Runner’s two different 
collections of single-player levels kept me 
busy, I actually had the most fun with the 
Two-player Mode. It forces both players to 
invent strategies, such as having one person 
run interference to distract the pursuing 
monks, while the other collects all the gold. 
Just as in past Lode Runner games, this one 
lets you make your own levels, which can be 
saved to a memory card. It’s a cool option, bu 
construgia^playable, well-balanwdsthges is 
touglaer than you might thinky|had itfbre fun 
making levels out of lewd pictetes* Lode 
l^<e#ier’s.simple graphics are far from'speclac 
ular (the character sprites ,ire"so-small, they’ri 
downright .adoable), but they are true to the 
And it’s the classic gameplay tlafs 
su/e to draw,®wholeww geh«i«tten @f farw 
J 0 this i5-.yea7old game. GriSDII] 


The level design in this racing game.is.very 
cute, as are the graphics. Althqt^h there are 
dfferert vehidbs (including bp^, and a few 
weapons, the gameplay becofe^-tpo repetl- 
lious. Even worse, the multiplayer part of this 
game is atrocious. The camera views make it 
unplayable(,and;the way that the Multiplayef 
mode IS designed to play is annoying. What' 
you’re left with is a very average racer that’s 
.only fun M Its One-piiy#Modest". h „*Kf3 jg 


Lode Runner was one of my favorite games 
years agOy^jd I looked forward to this adapta¬ 
tion. As you might assume, it has improved 
gra^iicsl sound and more levels, but nothing 
better than average. The sad truth is that LR’s 
gameplay no longer stands the test of time 
as 4 s.With-?qr^, additions, it could (and • 
should) have been freshened up. For this rea¬ 
son, I think only hard-core fans will enjoy this 
^ameyas’if has becdAe tio stale.' 


’This bring^back fond memories frgtjLm| 
Commod6i»64 days. It’s pretty rBuchthe same 
game.as Itwa's years ago, whto&a'good' . 
thifigrtbe Two-player Mode cfff'even get,. ' 
amusing, as players try to help each other out, 
but end up screwing themselves in the process. 
The Al IS inconsistent 1 1 1 -,1. i 

appareni reason at times Some of the levels 
were designed poorly, with dead ends and 
^heablraiJS aplenty Solid; but a'bit-bld. Ogg 


Maclil^tWes'WllnotwantWmiss^tS' 

upteted4fetStol|;‘'complete with so many ' 
modes get lost ti0nft|o fitKL'fcetn 

all. White th??)ne-player game is prelty^pd, 
the Multiplayer Mode is an utter joke. I don’t 
call “ Ajg-off edges less tel.y0ur oppo- > 
nent’sA&match. Yet thismalithe gamefeal- 
ly is-iSwer-i^fe’t v^.usefU« the 
^rackrWrtolargeljrtM-screen. , ^UShl 


■concept behind LodeRanfter, 

1 stays I rue-to that. The graph- 
and the puzzles slightly repeti 
n’t try to give you anything 

le game and slays true to its 

■,1 wouldn't pay $50 for it but 

' ' Shawl 


Featured In: fGM #101 


er watched the Japanese 
I Ghost in the Shell before but if it 

lis game, I gotta watch it. I knew going in thatj 

I Ghost in the Shell uses the Jumping Flash! 
engine but to my surprise this game is much 
re interesting and fun than JF1 and 2 (and I 

I really like both of those games). I really enjoy 
mission-based action games so this game is 
II of the missions are fairly 

I diverse and challenging, but the Bosses are 
way too easy. It took me a while to get used to 
having the ability to stick to any surface like a 
spider but once I did, it became second nature, 
really cool thing about that feature is that 
can sort of adjust the difficulty of the 

I game on the fly. When you take the high road 
and stick to the ceilings or walls the game is 

I range of fire and launch your (unlimited) mis- 
and pick off the enemy at will. On the 

1 other hand, if you’re feeling frisky you could 
jump into the frying pan anrfWWffTOTffeht 
■ Difficult,'but ttwefTtnore 

wardingthatway. The 3-Dgraphics are clean 
id thesi^'iC seems to fit lie mood ^esch 
issiqn^i^te well. On the Ihtai-sit 
atmv cartoons were kii ' ' 
j followed thestory tjiBsiafithe I 

.. r .leiok Ippi, evefflll %very I 

4'but a gttteteo short., .; |^Q||y | 


I mat wp tufflv ( 
I cooli|s(ft$ but 


».sirhM^feel 
,d ofsearorry 


I . ..._st admit, this game isn’t anything like 
wanted to see'fof such a high-profile anitr 
blse’d ga'rri%-S(B!, Ghost in t$e-$lleif provides | 
a pretty cobpfrst-person shooter tttlp fbat can 

I hold its-avvntgainst the rnyMaS other tiWes in 
the geflfe-While I was lookirtg for a detaUBd 
RPG/^Spure, I’ll settle for this gatwuwhfch 
-'isplWS'KOt scene animation frvaiingthatbf 
■, ,ni I ill ' i Too bad the 
ame doesn’t uphold Its namesake. Sys||j | 


GITS is a tp^ugh call for me. I love how the 
game laaiw^od feels just like the movie in -s; 
mansL'fefi'Detts, and the ability,!® ^mh walls 
(like a spider) adds an extra 6^l(ihUp,play 
that really dstinguishes GITS from mosLefliKi- 
dor-style games. My problem? Aside frbm;pf|e 
or two very cool stages, the gameplay is too 
■petitive With only three attMjs.styles; and 
_ .ot.much variety, things get old fast, it you’re a 
I tan otthewfdvie, ch&<t|t-out. * - 1 <■. Jnl|n 


| in|game that ttoderfully tfeis tittle or no I 
resembtsm^to fcom How?With Its fast pace.l 
the abilit|,to#mb walls anftswiBnety of mis- 
(wfehilet much more furt after the.first 
I three)^^nvironment5. You can be<aaiking 
t in a cityscape in one,'then 

_ . igtheoceanqfapeeding.3topga 

I highvi%inthe n^ffe/un)1iUtW>ttti«da few 

Joe I 


I lf you’re a fan of the i6-Bit versions of Micro 
Machines, then I have good news— the classic 
gameplay is nearly intact in this spectacular 
32-Bit update. For the uninitiated, the game 
has you racing Micro Machines (yes, those 
tiny toys) through oversized environments, 
such as the tops of dining-room tables, across 

I school desks, etc. Depending on the play 
mode, you’ll win by either beating opposing 
the finish line, completing a track 

I course longer than anyone else (trust me: It's 
)o easy to get lost in some tracks, or fall off 
le tabletops to smash on the linoleum floor 
I below). All of the coolest Micro Machines are 
represented, including monster trucks, tanks, 
I power boats—more than 30 bug-size vehicles 
" in all. Plus, you earn secret cars that are saved 
to your memory card and wagered in multi¬ 
player races. Yet it’s the tracks that are the 
real draw here. You’ll see nearly 50 courses 

each is mtwSpjqd in painstakirigdMalf.from 
the itogor»flte$that buzz over the water 
stag^ ts the'sticky spilled smip on the 
kitebw table. Still, as fun as «^ptayec tar¬ 
ing is, mnllpjajrer stinks. Sure, it supports ^ 
tO-etght pi|^eti and there’s ^ty of ««*»! 
But with everyone confined to,a single screen. 


:’s nic.q,ta.play a game like this ever.y..npv 
ga|(v—clean and simple fun. Tjje game starts 
ofttap'd of ilowbut gets much'better asfycw 
r.ii- . •! il the primitive graphics work sui- 
prttiii|t5|i,l^) Even though tllfrCOursesten# 
tobe a little short, I’m sure I’ll still comeback 
{o.tWs one. two more thingssWt^s up with 
th* kindeifat^ training level®; afid the lame 
characters you can.chopsef Overall, a solid lit 
rie'tepewn-racer . ‘AS- ‘'SfiaWH 



















i i 

C n 



It 
















Yoin« *®!!2!f£ 

HOiUHOU. 






^ ' Oq/I 


4? • /V/ 




>1SCII 


® 1997 YANOMAN GAMES ® 1997 CLIMAX. All rights reserved. ASCII Entertainment, Felony 11-79, and the Felony 11-79 logo err 
ENTERTAINMENT brand and product names are trademarks or registered trademarks of their respective holders. 



























Developer: Kalisto 


Utilizing a third-person engine that rivals Tombl 
Raider, Nightmare Creatures delivers an awe- I 
some horror story that you participate in. I 
Much like Clock Tower, you’ll soon find yourselfl 
slowly peeking around every corner looking fori 
the boogieman. The special attacks are sur- I 
prisingly easy to perform, and only the turning I 
speeds get on my nerves. Otherwise, 

Nightmare Creatures is a well-done title that 
has lots to offer those who love to explore as 
well as beat the crud out of undead meanies. 
Nearly every technique is useful, except the 
lame jumpkicks. Don’t even try them on most 
enemies, unless you enjoy being swatted from 
the air like a gnat. Also, this game is easily 
picked up by beginners as well as experts. You 
will not need to use the block button while you 
learn, but experts will quickly take advantage 
of it to complete their goals perfectly. Even the 
items are so powerful that it almost seems 
unfair to use them against the undead. Pistols I 
ki 11 wStth’one l.nt and life capsules are ifety I 


The E= sleeper hit and visually incredible One 
has finally arrived. So does it live up to its 
hype? Yes. This is what a 3-D Contra should 
be. It has huge explosions, lots of lights, a 
simple but effective story line and loads of 
action. And this action is apparent from the 
get-go—a short but impressive intro quickly 
gives way to an action-packed escape from a 
giant attack chopper along a narrow, elevated 
walkway! Yes, it is as cool as it sounds. The 


me of the old days of gaming. For example, 
you’re fighting a Boss at the top of a tower— 
BAM, the next level starts on the top of that 
building. And where are load times? Virtually 
invisible. My major gripe is control. There were 
times when I expected to move one way but 
ended up going another because of a camera 
change (i.e., pressing left moves me forward — 
camera rotates—now left is actually down). 
This is a problem inherent in most 3-D games. 
StiW-Jt can get annoying at times. Also, keep 

B mera change! 

e it so you c^^Se the mam 


t losing a limb 
suppose thatj 


SI IVel'enTfiayKhile.withi 
, and do m bos to boot, v; -j 


I one action-packed game that Visual 
pts really Worked haid on making origi ■ 
tTfotii^^execution faltsshort, the 
beW^em are brilli^<^njMt every 
I^^Btains a new concept in 3-D gun 


;£6M/f99 


:EGMm 


CGUm 


NIGHTMARE CREATURES . 




Developer: Visual Concepts 


i 


raphic feast, but thegameplay 
j rough edges that make it 
pd siimeiimesfrustrating), 
era view often makes control. 


The movingcameia view often makes control 
ling yoqtcharacter tough, and even harder to 
aim at^rtes Sometimeshuge explosions 
hide ^^g tactes you must lump, maktng 
your^^Bl a gupssmg game. One is a good 


m more fine tuning““'‘* Krajg 


U^is tpega^that will please^^e yet c 
appoint marfy® year. I persohcijly like the 

I ‘ ■ .1 detest Ih 

predidable patleins to the enemies, partici 
larlyihe Bosses f'l 

lenge foes, but will find yourself con 
stantl^Hing the crevices and bottomless 

hem “t ruin: -i'l- I 

ra(her?tfWsin bailie than by fcnHing Ciic 




quite 


nstthe 

obstarl 


Sushi 


w Ray Tracers. 

I looked like an updated version of Taito’s a 

:oin-op Chase FiQ. Then I beat the game 
ut 30 minutes, and I really have no 
I urge to play it again. There’s just not enough 
I to it. Each of the six levels has you barreling 
I down the highway in an indestructible car, 

I plowing through Sunday drivers for bonus 
m ramming a big Boss machine to 
ivel’s end. Sounds exactly like Chase 
J FIQ, right? Trouble is, Ray Tracers doesn’t pack 
I any personality, making for boring gameplay. 
ne courses are dull, the drone cars are no 
ore than random nuisances (which yield 
onus points when you hit ’em), and the six 
I Bosses are easy to topple. You simply turbo 
I boost into them until they die. Fleck, two of 
le Bosses—a helicopter and a Flarrier fight- 
e. Why don’t 
they just fly a few feet higher off the road, out 
of reach of your ramming attacks? On the plus 
id«,'®l|^)w;er 5 IS very fast Tb«?^^ 

‘ " The,^ur selectable cars cbhff#: 

lugh yoH’fUocout^a 

...getaTimfAtalK 

courses ag»b»st#dri|Be 
mt. butt adds little tB the feplpy-vstue. I 

I 

jCrispmJ 

I like the jolend of racing and desjrujtipn. in,, 

Ray TraceBs-l&t there are |ust too many prob¬ 
lems vyjtja th® game. The car’MtfflttoIs are 
overiyjfeJWW, and there is B^ant 3-D 
pop.oWv«ff»you can overlRf these techni¬ 
cal flaw's, yo'u cu n’t ignore hdW-b^ fl^gaihe 
IS. There aren’t many levels, and the B^^i 
are easily destroyed It won’t take the average 
player morq’than an hour or so toTmish the 

Do compgnies honestly think the y cart-g et 

ismg games thafbnty lake"!^ 

- ipleteTWhere’lthe-^uatityA- I 
troi?|?t-Tracer5 is an excell^game-great I 
glSphfcs.#eat concept, fast a«matioii, etc. . I 
But JO minutes of video game enjoyment is : I 
worth-paying for, right? Too bad, Ray; I 
,J co||iiye.5cored very high in my^fc. I 


premiseJo RayTracers is this: Drive car, d« 

S rUTTBlSSs I 
augkthe L 
introfi-s decent and the graphics are attially I 

! 1 . Ray Tracers is the most simplistic. 






















Developer Pack in Video 


I Fishing games have historically been fairly 
I popular for some unknown reason. I don’t 
I doubt that Reel Fishing will do well, but it 
on’t be by my recommendation. I really 
I couldn’t stand to watch someone play this for 
I the first time; my own experience was bad 
I enough. On the easiest level, in the simplest 
I fishing hole, you will find that catching a fish 
1 in Reel Fishing isn’t anything like real life. You 
J have a 95 percent chance of losing either the 
I fish, the halt, the hook, or (most likely) all 
three. Sure, you might finally get the hang of 
it after building your virtual fishing skills for 
I hours, but who wants to lose for that long? For 
ie thing, you are guaranteed to hook a fish. 

I These fish are dumb. Despite your high rate 
I of hooking a fish, you will find that these bad 
I boys can break your toughest line without 
:h problem. This is mainly due to the lack 
I of sensory feedback for the tension on the 
I line. Without that, it’s a pure guessing game. I 
I 10\^thefltheffeatures likethefish tanks,but 
I they towstfy aren’t what I’d basfs-fishlng ’ 

I game.-for. They are merely fillet Add the poorly 
I designed tackle box interface to my: list of 
I frustrating features. Carpal Tunnel Fishing is a 
I better naiJM fepit, as replacing your h®»fe#8e 
I and sinkertai^flS far too long thartks to the : 

I weak. »iettifs)*tem and loading. At leastt|d 
^sbing holetjackgmidrtdftare c»9l„ ■ ^^||j 


ly kindjjlgame, 

I WsiWtodiJiitK-for a “fish simi" this is.about E 
as realistic as it’s going to get. There’s a lot of E 

strategy i»»h<ed in choosi«i|iteSp^nt 
to use (httc^'bait, etc.), cpdbeing ^te-to 
keep care of som^ofyour cs^l^m 

your i^n-Hsh Tanks is very cool. The’muMis 
-ry^fig and the whol«fSfc hWBsAe I 


r There’s 1 

man™ c 


:_e thing about Reelfi|tijng-it 


Sough, the ftpphfcs andleel 
I of Reel Fi^Sfere nice. I cafYtsay my jaw ‘ 
drops Q^^ing, but thegbtb#-tertaidly#)es 
■ /e me thWeeling of really fis«g. fWBS 
e to'secmore detailed gSUbl® oh the pole 
d i^^Be screens. I wouMnttuyonyfrsh- 
; ga^e,:but if you’re into ftshirfg at all, then 
fo(^fe%iis one%Aeeperi 


) exp.|rt, but the few times I’ve d 
I few woTOS-yyith a rod and reel, I’ve ne 
consistent bites like in this fishing game. Just B 
ab^'^ery time you throw tte tore in, .you getE 
a bite from a fish. As you can fel, this isn’t a 
I qW^t^iy,TWstic game. Nevertheless, to ay 

S e, I ijld (J(e it. There’s a lot of quiliy,' 
abodfiOuch as. 


Developer Psygnosis 


Shipwreckers is a cute and original game 
whose simple play mechanics make 
appealing. Using an isometric view ti 
the cartoony 3-D terrain, your goal is to pilot 
pirate ship through various waterways in the 
hopes of securing harbors and finding trea¬ 
sure. The gameplay is mostly action-oriented, 
but there are a few basic puzzle elements that 
involve the opening of doors and the use of 
transporters. A variety of weapons such as 
flamethrowers, depth charges, rockets and 
mines are available in addition to any pirate’s 
weapon of choice—cannonballs. Although the 
One-player Mode is fun, the two-player com¬ 
bat is clearly this game’s strength. Here, play¬ 
ers square off in various water arenas with 
power-ups and ship upgrades available to 
them during battle. The game feels a lot like a 
fancy game of Combat, especially when the 
camera zooms way out when opponents dis¬ 
tance themselves. Aesthetically, Shipwreckers 
isn’t flashy, but its 3-D graphicsdTflffe-atmos- 
p!ietfe-bftl^4^ perfectly,iTie only annoy¬ 
ance is th^^’weapons aijd e^lo^n efrectsj 
are imptb^, but they lo^’o 
given i ^B t of the less flasljy 
music orj,#i'e other hand is truly annbyte^ and 
I fou^^gelf playing with it twped'off in. 
ordertbfep my.sw»^ Ortersd, Sh^iWlWker 
provSd toT|e a veifsSlWorthy vessel. IJl-gj] 


Shipwreck!rs’ mix of puzzles and iijgtseas 
shootigg^&n just didn’t do it for me. I got 
bor|^^PIring around the levels.-solving 
PL^Sfmost of which are e^y), and felling 
blbvyhtp'tttS'by the frustratinfty-tough’ene- 
r.i.". Foituria’ei . the game has a saving 
grace-its excellent Multiplayer Mode 'n to 
We people tan engage in ship-tq-ship death- 
matches m 10 different arenas. These multi¬ 
boat bouts can get pretty wild' CriSDill 


m. 




Shipwreckers is another game thaj.,;y.9u^ 
shouldn’t play alone. The Multiplayer Mode is I 
aitlBtarffbrrwtfff cool power-upiiirt'cfcniWo- * 
pbo% arenps (that’s a good Ihin^, however 

the single-player game is a little too baring 1 
and straightfemvard for my tastes. Basically, 

you go ar#M;6)lving puzzlesand shpoUng. L 
thittgss thete-JUfe isn’t that much to thisi^me. I 
Theframe rate slows.dovTO at times arjdtbe L 

W Overall, Shipwreckers is a fun littj£j.|izzle 
^ gaifte withii^li of action, tt^'wbtthtfbest 
I arobhd (toi#ai#d to similafiction/^ZZlfe 
I games lik||.&tVikings) butlrsftrtalr((^i 1 i;,lot I 
I of fun Tj^i^aphics look good and It has a 
ol muiipftiyer feature. ThWM^estfMIlMem 
I have with the game is the mosic-lt’s like 

-- It offt)itfotf.tiothfet‘elso,i™5This 

le fofctfre MultiphyeeMode V',. j 


Developer Sony Interactive Studios 


remember going out to see this game in 
/ery early stages, and getting excited. The ideal 
behind the game was not only to convey what I 
the Spawn world was like, but also to give 
PlayStation owners a fun gaming experience. 

I thought it shouldn’t be that hard to make a 
good Spawn game considering the 16-Bit one 
that came out really didn’t do the job. A lot of 
time passed and I couldn’t help but think of 
how cool the game was going to be. Well, 
it’s finally here and I can't say that I’m 
impressed. I’m a fan of Spawn (well a few of 
the comics and a lot of the figures anyway), 
and the game definitely has a certain horrific, I 
gritty feel, but that’s as far as it goes. 

Graphically, Spawn is a step below Tomb 
Raider. The special lighting effects and animat -1 
ed textures are impressive, but only 
I like the music—it being more for a 
most of the time, and then rockin’w 
sequence takes place. Which is another point. I 

The expj^*i in the game i*^. 

fight that are belc^i 

best. Ja^ef^nd that they w^eSift trying to I 
make a fighting game here, but since thisTs 
tho‘<%, b«»6ld’ve left out the fightirtg 

(oBi^i^re make it more like To^^B 
Raider’s action sequences). I_ reqUy waiitto J 


J “Yawn” IS more like it. Spawn’s a game nc 

« a fan of.the comic or film could like. 

fit’s Botthring, it’s fru5tr#ig.1t fail 
I miserably as a fighting ^Bie^^nd expte- I 
1 rative,ac4>#b#r, with a wealct|^iig engine, f 
J horrililil^cimera, choppy-Contiol ai|jbad 
I graphicsJtlWfks right down Ihefewit^, 

I Sirtech’s Excalibur 2055 and-ASC’sPerfefit 


M Looking for a bad action game? Smetl no fur- 
I ther tharfj^n. The most frustfeSng pto of 
I playingthis^e IS seeing hfflW-fBBchpd^- 
I tial itfeps (erf.-liad). A 3-D ar^sBigame.with - , 
I lighting game-sly le ball les sounds so 
I thspiyjbuttheexecution isn’bfhtre m Spite. 

■ as muddy as ai?*k\Afoo4'' 

a iM»ni».W^bWOn State, thes-D’ftghtijw I 
I engine 15 sfit^wid a«*s«wl, apd-’ite Pfi^AI I 
^just couldiYtife morelirtindearf • - ||6||v * 




' I haven’t .seen many bad third-pej; 
lis yea^ but Mmew hell would ha 
)mewhip.\k^n’t find much goe| 

I about thfcp^ly conceived tjttei%|ayny 
’ "I'nction was the awesothe 
art; McFarlarfeifeidws howtb I 
jsfans. Thatin mind, IhndK f 
with the ; 

I choppy, pixelated, slow-moving game h'. _ 

slishil 






















Developer: Ural Group LLC 


I’ll be the first to admit that it seems weird ' 
that Nintendo has their name slapped on 
these headphones, but if you think about it, 
it makes sense. If you can’t afford a big ol’ 
surround sound system and your parents or 
neighbors complain, these headphones are an 
inexpensive solution. After using them, 1 never 
want to mess around with wires anymore! It 
is sweet to just sit back wireless, hear the 
sounds from every game I play and not have 
to bother anyone around me (except when I 
would get mad at the game and scream). Plus, 
the set has two inputs. So not only did I have 
my systems hooked up to the headphones 
(through a switcherbox), but I also had my 
portable Walkman jacked in. The infrared unit 
needs to be plugged into a wall outlet, but has 
a pretty good range, and for most practical 
uses, the set should work just fine. The head¬ 
phones take a couple of AAA batteries which 
last a good 10-15 hours. I will say that the 
headphones themselves are a little snug. 
S«e.JlieyTe adjustable, but weftwftfc^hat 
SByjpakBntyears a little unttrti^rtable. The 
st^SSitlfwIStOteke a break evefydOUpleWOtyrs 
or SO. I tried f|te headphones «lBt a bypchof 

S t and they worked great With 

enjf1%y especially kick^ass whstryop 

as« tbeprsvitlia ga«^t has»«ijngs«eo 
,5(WiS,tt%«keyo^^ly there, 


Wrestling games usually aren’t my cup of tea 1 
but the newer games have sparked my interest! 
in the sport. WCW Nitro is one of them. I’m not I 
one to take pro wrestling any more seriously I 
than a form of organized (and sometimes over-1 
wrought) entertainment and this game is a I 
fine (but not outstanding) representative of I 
the “sport.” The graphics are well-done with I 
large wrestlers and a detailed wrestling arena I 
but the action seems to be set too far away. I I 
would’ve preferred if the viewpoint was up I 
close and personal. I want to see blood flow- I 
ing and bodies bouncing but that was nowhere! 
to be found in WCW Nitro. For a beginner like I 
me, the controls were simple and intuitive but I 
there seems to be a slight delay with each I 
button press. This doesn’t pose as much of a I 
problem in the One-player Mode because the I 
computer Al seems to be kinda dumb, but I 
when playing a real person, it can be really I 
frustrating. Speaking of playing a real person, I 

did notice tha»#ie game sl^ip)wn^«l4 
when fQ^^^stlers are all biTSdleerratJw I 

same tim«:|)verall, WCW Iftro fea g^dgiiiit 
not g^^Bestling game. ^g^on»«|i|k)se I 


Tennis Arena is a prime example of a solid 
tennis game that took a little too much libe 
with its arcade-ish feel. Now don’t get me 
wrong, I do understand the concept and fur 
an arcade-style tennis game, but I feel somi 
the stuff in this game is just dumb. For exar 
pie, just about every tennis game I’ve ever 
played uses the directional pad to create th 
extra little bit of "English” on the ball. With 
Tennis Arena you can use the D-pad if you 
want, but the effect is very subtle. The mair 
way of swerving the ball in the desired direi 
tion is to use the Li and Ri buttons which I 
is counter-intuitive and complicates things I 


control after a while, but if it ain’t broke, why 

fix it? Problem #2: Each player has their own 
“Unique Super Special Shot” where you’ll see 
ludicrous things like balls being hit by players’ 
bellybuttons and 360 spins. It all seemed a lit¬ 
tle cheesy to me. If you get in a long rally, you 
cati<a%r acquire a regular s^eW»f«"|le 
acquire this MfS a-sSr icon 

■ llayed under your play^^p problem 
is thaffc^an’t be turnedW, SO if yt». 

S thelsre ||^^buf these silly extras ’ 
t cubit tor^ritj- f ^ MtMu 


Although h isn’t great, this is the best_ _ 

wrestlinifArie I’ve played on,1Ke PtayStaStti. 
The.ac^frft quick, and the canferis intuftive. 
The 3-D graphics are pretty good.'bqt.when 

more than two wrestlers are on screen the 

B Sibody slammed -Such 3'thin® 
of the Multiplayer Mpg^ii 
Jf skimpy already. Snfficf to . 


SystsmlSIfWee bit pricey at $59 (MSRP), but 
if yot^e agaSisr who’s not tocrtwcerhed’ 
afctpfiavfegA'iound setup tbsb'Bibiow your 
nbig^afste# the next district, these babrSs 

are for you. The sound Is crystal-clear for at 
least as long as your controller cord will 
reach (and then some), and the unit and heat 
phones are nicely designed and take up little 
^pace. Perfect for late-night gaming. J0||[ 


I lot of fun. Both modes of 
Idone (World Tour for one 
Pi Tennis fofi^ttppte bil^r: 
enough lhat both die-hard 
I Kelly) and non-fans of the 


'^Here’s ajigat solution for those of you w 
are afraid of waking your folks or roomm; 

S g that late night gaming session Thi 
phones have excellent clarity and de 
ding far better than most television 
<ers. Using these headphones will 
nte ta«^f your gamir*«^rieSii 
unless^already own a kiltgrlWfie rtei 
systsBf^ again, you shouldn’t use a 


The pickiga have been slim latelyfor fans of 
PlaySt^Btonis games, so fennis Arena 
coul«»e come at a better time. Turns' 
out the fame’s pretty solid The Mujtiplayer 
M^de^ane-atbiast (especially when you-have 
IMJ- Tper 

arcade touch to the ather- 
^M alii^Mion. Control fc^b ut ^M 


When I r^d “Your Racket Is YourOnly,^ 
Weaponl&^his game’s box taiew 1! 

S resting expeeience UbtSoft 
ought tennis was'an interest- 

s all sorts 0^^ 
amusing,’but «ls«un<|«tfce 


WCW isJ.r!,other wrestling game, like it; 
c^§B^^Soks good, 

■ dstfere^and will appealH^psw 
fMge a WCW fan andyou own 
Jbvfousjy your game But fandoi 
what ties beneath the expensive been 
strictly average wrestling game with a 


Althguj 


t particularly need a^|^ 

• gameplay in the fGMoffici 


h»&these^les ones wsisB be ju^fliw 
aniidSfr^thflid I gave thenwlest drlueby 
pteyiBgG^aiEye and Maddeft^ andthe 

sound was crystal clear .. an 

a tittle price» to if you're anb^ftf papA. 
a«w»d youvrtth thei^ision.t«m«dmso 
prifemsifi»toohightopav Krajg 



















Com 



ELECTRONIC 

CMMinC 

= MONTHLY 


ng to the N 



ECM‘ 


Official 

PlayStation 

* Magazine 



e t 


February 1998 



^ideogamespot 


2D 


ZIFF-DAVIS 

a SOFTBANK 
company 




Editors' Choice Award 


Rank Number 


2 Last Bronx 

3 ? Diddy Kong Racing 
4?*SFCoilectlon 

5 Monster Rancher 

^ PiayStation/Tecrad 

6 Armored Core 

7 Bomberman 64 


9 Enemy Zero 
ho Robotron 64 

Hiatendo44/&»te 


Sliders 

























Why? 
Why NOT? 


Plus you II get 
exclusive gaming news, 
restricted cheats & codes, 
insider PlayStation inFo, 
access to PlayStation 
Underground merchandise 
and special oFFers. 


And you'll also get a $29.95 rate 
when you subscribe to the 
PlayStation Underground CD Mag. 


SitpUp-MliFIIEB 


Mail To; PlayStation Underground 

P.O. Box 152225, irving, TX 75015-9859 
Fax To: toii Free 1.888.780.SONY (7 e e 9 I 

oc Call Toll Free! 1.888.770.SONy (J669) 


0015 





















Weapons & Powering them up 



Magnets (yellow) 





Trick of 

the Month 

Colony Wars 

CHEAT PASSWORDS 


On the Main Menu Screen, go into the 
Options and then highlight and enter the 
Password Option. Choose “Enter” and put 
in one of the codes shown below for 
various results. The passwords are case 
sensitive, so enter them exactly as shown: 
Hestas*Retort - Infinite Energy 
Commander*Jeffer - Access to all levels, 
missions, acts, movies (at the Main 
Menu Screen). 

Tranquiltex - Super-cooled weapons 
(don’t heat up). 


Enter Commander*leffer to get You will receive ii 
access to all the levels. entering the Hest 

Meino*X33RTY - Infinite serondary weapons. 
AU*cheats*off - Turns off all the cheats. 


Jason Karol 
Mulberry, FL 


All of these codes must be entered while 
in the middle of the game. Find a flat 
surface and follow the movements 
carefully for each of the tricks listed: 
Level Skip - Step Left, Step Right, Step 
Left, Step Back, Step Forward, Turn 
around three times and then do a 
Forward lump and immediately press the 
Roll button to get the level end cinema. 


All Weapons - Step Left, Step Right. Step 
Left, Step Back, Step Forward, Turn around 
three times and then do a Backward Jump 
and immediately press the Roll button to 
get all weapons and plenty of ammo and 
items in your inventory. 

Exploding Lara - Step Left, Step Right, 

Step Left, Step Forward, Step Back, Turn 
around three times and then do a Forward 


lump and immediately press the Roll 
button. Lara will explode and you will 
have to begin the game again. 

Get Rid of the Butler - Go into the 
kitchen and open the freezer. When the 
butler follows you in, jump over him and 
close the door behind you. He won’t be 
able to get out and you can walk around 
without the butler following you. 




Do the Weapons code to get 
everything in your inventory. 















Final Fantasy 

eE6[lfiAi[E.HOCOgi;'5IAMiN‘A 

Here is a trick for Chocobo 
racing within the game. 

When racing your Chocobos, 
hold the Ri and Rz buttons 
simultaneously and your 
stamina will regenerate. C * 

Even if you speed up your ^ ^ | 

Chocobos, it will increase or 
stay the same. If you sprint, MANY [ 

the bar will drain slower „ . .. 

than before. ° 

Peter Land mEutLa 


hold the Ri and Rz buttons 
simultaneously and your 
stamina will regenerate. 
Even if you speed up your 
Chocobos, it will increase or 
stay the same. If you sprint, 
the bar will drain slower 
than before, 

Peter Land 
Waukesha, Wl 


Wars: Masters of Teras KasI 


Duke Nukem 64 

MANY MATS REVEALED 

To get these cheats to work, you must fiist enter the main code: 
l eft, Left, L button, L butlon. Right, Right, Left, Lett. This will open 
the "Cheals” Menu. After It is entered, pul in any one of Ihese 
codes on the Main Menu Screen for the results shown below; 
Invincibility - R button, R button, R button, R button, R button, R 
button, R button. Left. 

Items On/Off - R brrtfon, Right-C, Right, L button. Left-C, Lett, 
Right-C, Right. 

Monsters On/Off- L button, Left-C, Left, R butlon, Right-C, Right, 
Left, Left, Right. 

Benjamin Yavitz 
St. Louis, MO 


Froqger 

lEVElSfiFITAHO INFINITE IIVFS ^ 

These tricks will give you some great cheats to help you 
along in the classic come back to life. 

All Zones Open - Pause the game during play and press Right, 
Square, Triangle, Square, Triangle, Ri, Li, Ri, Li, Circle. 

Infinite Lives - Pause the game during play and press Right, 
Square, Triangle, Square, Triangle, X. 

Once you do either of these tricks, you will see the results in 
text on the bottom of the screen. 


I find the Level Select! 


Pause In the middle of your 
game and do the trick. 


Once you go back to the Level 
Menu, all of them will be open! 


Time Crisis 


USE PEDAL WITH THE GAME 

To do this method, you will 
have to have the Mad Catz 
steering wheel peripheral. 
Make sure your GunCon is 
plugged in port i and plug 
the Mad Catz wheel in port 
z. When you begin your 


© 


game, you can use the ped¬ 
als included with the wheel 
to activate the “duck” fea¬ 
ture. This will give you more 
of an arcade feel while 
playing the game. 

Wim de Koning 
Holland 


Fighting Force 


At the Main Menu Screen, Options. Now go into the 
press and hold buttons Li, Options Screen and you will 
Rz, Square, and Left (on the see that the first two options 

directional pad). Do this until will now let you select your 

“Cheat Mode” appears under level and Invulnerability! 


rIANY LHtAlbANOHIOOEN CHARACTERS 

The following tricks are to be done during the Character Loading Screen and can be done in 
the Versus and Practice Modes only. 

Big Head - Hold the Select button during loading. 

Super Deformed - Hold the Select, Down and X keys during loading. 

Tiny Mode - Hold Select, Down, X and Rz buttons during loading. 

The following characters or arena select features can only be unlocked if “Player Change at Continue” 
the Options Menu is set to “No," which is the default .setting. 

Unlock Oarth Vader - Play through Arcade Mode with Luke Skywalker on “Standard” or “Jedi” difficulty. 
Unlock Stormtrooper - Play through Arcade Mode with Han Solo on “Standard" or “)edi” difficulty. 
Unlock Jodo Kast ■ Play through and win against seven or more characters 
in “Survival Mode.” —■ •— “ 

Unlock Slave Leia - Play through Arcade Mode with Princess Leia on \ 

“jedi” difficulty. JpP 

dock Mara jade - Hold the Li, Lz and Ri buttons as you enter Team Mode 
“Jedi” difficulty. After the computer selects the characters, you will see _ 

“Battle for Mara Jade.” Win the battle and she will be released. | 

" lock the Ability to Select Arenas - (Practice and Arcade only) 

"lay through Arcade Mode with Chewbacca on “Standard” 
or “Jedi” difficulty. 








Moto Racer 



G-Police 

WEJPOSS, AMMO AND 5HIEID5 


These codes are to be 
entered on the Title Screen 
(with Start/Options); 

View Credits - Press 0 , T, 0 , 
0 , T, 0 , Up, Right, Left, X. 

View Victory FMV Sequence 
- Press 0 , T, 0 , T, 0 , T, Li, 

Up, R2, X. 

Enable Ail Tracks - Press Up, 
Up, Left, Right, Down, Down, 
0 , Rz, T, X. 

Enable All Reversed Tracks - 
Press Down, Down, Right, 
Left, Up, Up, 0 , L2, T, X at 
the Title Screen. 


Reverse Mode - Press Left, 
Right, Left, Right, 0 , 0 , Ri, 
Li, T, X, 


Pocket Bikes - Press Up, 
Down, R2, L2, Down, Up, Li, 
X at the Title Screen. 

CPU Bikes Only Go 50 km/h 
■ Press Down, Down, Down, 
0 , Li, 0 , L2, Down, Down, X. 

Turbo Boost - Press Up, Up, 
Up.T, Ri,T, R2, Up, Up,Xat 
the Title Screen. 


Unlimited Shields ■ On the 
Briefing Screen, hold 
Li+R2+Square. While hold¬ 
ing these, press Left. 

All Weapons and Unlimited 
Ammo - At the Loadout 




Screen (weapon choice), 
hold Li-tL2,-tRa-tCircte+ 
Triangle-tSquare. While 
holding these, press Left. 

Kevin White 
Belvidere, IL 


PlayStation Underground No. 4 

VANY BIDDEN CODB l^s 

Disci 

Contest - In the Bulletins section, hold Triangle and Circle. While holding them, press Square twice. 

New Memory Cartridges - In the Code Archive section, hold Triangle and Circle. While holding them, 
press Square twice. 

Where Are They Now? - In the Event Center, hold Triangle and Circle. While holding them, rapidly 
press Square. 

Parappa Fun Code - On the Main Menu Screen, press Square, Triangle, Circle, Triangle, Triangle. 

Disc 2 

Resident Evil 2 Video - On the Main Screen (with Cardinal SYN showing), 

press Square, Triangle, Square, Triangle. t 

Our Lady Peace Video - On the Main Screen (with Cardinal SYN show- ” * 

ing), press Circle, Triangle, Circle, Triangle, Circle, Square, Circle. ‘ 3 ' 

Twisted Metal 1 Ending - On the Main Screen (with Cardinal SYN show- . i, , ''f-.lfLo,- 

ing), hold Circle and Triangle. While holding them, press Square twice. 

Cool Boarders 2 Tips - On the Main Screen (with Cardinal SYN ' 

showing), press Triangle, Triangle, Circle, Triangle, Square. , 

Rprf Asnhalt fnrips - fin the Main Srrppn fwith 


Test Drive 4 

NEW CABS AND BACKWARD TBACKS 

Choose a One-Player Race from the Main Menu and choose a 
Drag Race from the Race Menu. Now choose a car and win the 
race. You will set a new record for the race. When the “Race Again” 
Menu appears, choose “Quit.” Now put in your name as KNACKED 
for backward tracks, or SAUSAGE to get four new cars (GTSR, TVR 
12/7, Pitbull Special and a ’69 Dodge Daytona)! The new cars and 
tracks will appear in the Single Race Mode only. 

David Howsley 
Purcell, OK 



Red Asphalt Codes - On the Main Si 
Cardinal SYN showing), press Si 
Square, Circle. 


in see an ending for 
>d Metal that was cut! 


Monster Rancher 


To do this trick, your breeding status must be in master rank 
(R-io). Note: You must have another game called, “Tecmo’s 
Deception” to do this trick. When you are about to breed a 
monster, put in the Tecmo’s Deception game CD and you will 
get a secret character from that game called Ardebaren when 
you generate a monster in the shrine! Also, PlayStation and 










iaN- i-.LV- 







Cool stuff you could probably live without, but shouldn’t 


O V is for Victory 

street Fighter maniacs can now kick back 
and watch the early adventures of Ken and 
.'u as they strive to become the best 
fighters in the world. Top-notch animation 
id a wonderfully developed story line 
highlight this lo-volume set. No, Sheng 
Long doesn’t make an appearance, but 
look for the hidden Akumas in nearly all 29 
action-packed episodes. 


O PaRapper’s CD 

if you got the urge to bust-a-move 
while playing PaRappa the Rapper, 
you’re not alone. Why, if it weren’t 
for the intensity of the game a 
(it requires all your concentra- JM 
tion), we’d all be layin’ out 
the cardboard for some old- Mk 
school breakin’. Get the 
soundtrack through this 
small but friendly importer. 


Price $i9.95(dubbed) each 
$24.95(subtitled) each 

For more information 

■ vw.manga.com 
phone (212) 780-4058 


O No Skip to My Lou 

After you get your PaRappa CD, check out the SL-S651C 
B Personal CD Player from Panasonic, it features a 10- 
p second anti-shock memory, so you can skip around like 
” an idiot and not miss a beat! A remote control and 
Illuminated control buttons make this pup a gem 
of a car CD player. 


Price $200 

For more information 

www.panasonic.com 
phone (201) 348-9090 


Why is it that with a cool license like Star Trek the only 
good games are the multimedia offerings from Simon & 
Schuster? Star Trek Captain’s Chair lets you explore 
every nook and cranny on the bridge of the Classic 
Enterprise, Voyager, Defiant—as well as the Next 
Generation’s Enterprise D and E. QuickTime VR technolo¬ 
gy lets you “walk” wherever you want to go, so you can 
check out all the cool bridge displays, many of which 
actually work when activated. Heck, touch the wrong 
button and you can even auto-destruct the USS Voyager! 


VESSEL SIAM 0B1142 










rive 3 BONUS nrdf 

coming yoLic yyay chi 


Hey Gamers! 

This time of year there are so many cool games coming our way it’s hard to inc 
enough space to tell you about ’em all. That’s why we have EGM and EGM^ 
special issues like the ippS Video Game Buyer’s Guide, Guide to 
Sports Video Gomes and Video Games for the Nintendo Although 
these mags are created by your favorite EGM and EGM^ editorSt they contain 
lots of information not found in the pages ot EGM and EGM^. Let me tell you a 
little about each... 


1998 Video Game Buyer’s Guide 

Put together by Dan Hsu and the rest of the Review Crew, this mag tells you 
our pick for this year’s best system and which games you should buy! We 
also have our Good, Bad and Silly look back on the gaming industry, along 
with a massive trick index and game review chart with over 1,300 games 
listed and rated! Plus, go behind the scenes with Shigeru Miyamoto on 
the future of Nintendo, and take a top-secret look at the world of video 
game-controller design. 


Video Games for Nintendo 64 

Written by brand-spankin’ new Review Crew guy (and Nintendo-book veteran) 
John Ricciardi, this mag has everything you’ve ever wanted to know about the 
N64. It’s packed with reviews of all the new N64 games, previews of more than 
20 hot new titles, a huge tips-and-tricks section and —best of all—strategy 
guides for all of your favorite games. John just got back from Japan with the 
latest Nintendo news, and he’s itchin’ to unload it allln this special issue. 


im make all the big plays? Want to know which 
bother playing? EGM’s guide will satisfy all of 
1 comprehensive strategies, interviews, in-depth 
/lew lineup of the ultimate sports titles. Watch 
interview with 


id-the-scenes blowout and 
EGM’s armchair jock Kraig Kujawa is writing 
linly on football, basketball and hockey titles. 


Features Editor 


Crispin Boyer 


Official 

PlayStation 

" Maaazina 


Available Today! 


Don't forget to look for our 
newest title... 



















Lookinq 
down the 
barrel of a 
machine qun 
is a memory 
a person 
doesn't 
quickly 


R emember the live CNN 
coverage of the Gulf War 
from inside iraq? 
Journalists sometimes 
have to go to dangerous 
areas to cover a story. 
Fortunately, video 
games are a rather 
“safe” industry to cover. 

Until now. 

For the past couple of months 1 
have been traveling around the world 
gathering information for a story i 
am working on. i was abie to go to 
a couple dozen countries including 
Russia and China, and to get the 
details, 1 had to go beyond the nor¬ 
mal tourist sites. That’s where things 
really got interesting. 

First, there was Russia, i always 
have had uncanny luck of being in the 
right spot at the right time, i got there 
just when they were celebrating the 
85th anniversary of the Russian revo¬ 
lution. i was among the crowds in Red 
Square taking pictures when a soldier 


Russia was getting a tour of the city 
with the prime minister of China and 
security was tight. Well, there 1 was, 
standing a foot taller than the crowd, 

Chinese soldiers, who proceed to 
grab me and pull me off to their car. 
All the time they were yelling some¬ 
thing in Chinese and one soldier had 


EGM's own gaming guru shoots from the hip 














tigeeib:" 













Month 


SMSiMIME' 

®Z3ZaM7ZZ7® 


The year 1997 was a great time 
for next-generation gaming. Now 
that the last games of ’97 have 
arrived, dress up in your tux, 
because it’s time for the 1997 EGM 
Editors’ Choice and Reader Awards. 
We’re sure you can guess some of 
the obvious winners, but there will 
be a few surprises. 


The next few months promise to 
be landmark ones for gaming. 

Kicking off the tidal wave is 
Resident Evil 2, which we will 
review, in addition to major cover¬ 
age of the N64 ’s Yoshi’s Story. Also Yoshi’s Story has been 
look for reviews of NBA In the Zone 
’98, Nagano Winter Olympics 
(N64/PS) and Winter Heat (SAT). 


ing our editors to drool for 
months. Finally, we get our 
hands on the popular dino. 


The only event big¬ 
ger than the Oscars, 
or the Super Bowl— 
The fGM Editors’ 
Choice Awards. 


Resident Evil 2 is 
an eagerly antici¬ 
pated sequel. 
Does it live up to 
expectations? 


March 1998 



If you can’t get Lara to the 
next level, she might not be 
“just another pretty face.” 


Travel through time and even 
hell to obtain the keys to the 
Tower of Hell while beatin’ up 
your foes! 


February 1998 


Mr. Groundhog won’t be popping 
his head out all too soon because 
EGM’ has a fantastic lineup of 
strategy guides next month. 

Starting with our second part to 
the Tomb Raider 2 guide, we left 
off with Lara dangling from a 
cliff...OK, maybe not. But we do 
show you how to conquer the next 


couple of levels and Bosses. 

Next, the zombies are on the 
loose in Raccoon City, and without 
our help, you could be zombie 
chow. Learn all the ins and outs 
of the sequel to Resident Evil. 

Plus, it will be a good day in hell 
if you use our Spawn strategy in 
next month’s issue! 


Check out the first-ever 
hands-on strategy guide 
available for Resident Evil 
2—and learn the ins and 
outs of this “killer” title. 


It’s finally here! February will 
see the first annual 0 PM Editors’ 
awards. What will be chosen as 
the Game of the Year? What were 
the standouts that will receive 
honorable mentions? Will joe 
Rybicki’s New Year’s resolution 
be regrowing his flowing mane? 
All these questions and more will 


be answered in February. 

Continuing our coverage on 
maximizing your PlayStation, 

CFG Lab’s president Brent 
Butterworth tells you how 
calibrate your television! Of 
course, the issue will still be 
packed with the latest info about 
all things PlayStation. 


You can cut the tension with a knife! 
What will the game of the year be? 























$5.00 OFF 


BRE Software 

Credit Card Orders: (209) 432-2684 

24 Hour FAXBACK Information System: (209) 432-2644 
E-Mail: BREINFO@LIGHTSPEED.NET 


Send us your old games/systems 

Receive a check back or purchase other titles of your choice 


jr order, payment, and this coupon to you. El 


To Buy Games To Sell Games/Systems 



No Boxes? 

No Instructions? 

Strategy Guides 
and Hint Books 

We are now buying Genesis, Super Ninte • ^ i 

and Saturn games without boxes or instructions, i ne 
following are prices for cartridge/disc only. 

Nintendo 8 bit (cartridge only)* $i ,uu 

Game Boy (cartridge only) $2.uu 

Game Gear (cartridge only) $2.uu 

Genesis (cartridge only) $2.uu 

Super Nintendo (cartridge only) $o.uu 

Saturn (disc only) $2.uu 

PlayStation (disc only) $5.00 

^ Nintendo 64 (cartridge only) $15.00 

Hogan's Alley and other zapped gun^or power pad games. ' 
packaged games (Virtua Fighter Remix, etc.) and games that were 
included with systems. Miscellaneous/extra PlayStation and Saturn 

Castlevania Survival Guide $12.95 

N64 Survival Guide $14.95 

N64 Survival Guide Vol. 2 '' " $14.95 

Call for more Guides/Hint Books 

Ask about used Guides/Hint Books 

The above strategy guides/hint books are BRAND NEW factory fresh. 


MACETHEDARKAGE 
MADDEN '98 
MARIO KART 64 
MISCHIEF MAKERS 


54.95/24.00 

49.95/22.00 

54.95/24.00 


MKMYTHOLOGIES SUB ZERO 
MKTRILOGY 
MULTI RACING CHAMP 
NAGANO OLYMPICS 
NBA HANGTIME 
'NTHEZONE 
)-BACKCLUB'98 
.....3REAKAWAY‘98 
PILOTWINGS64 
QUAKE 

ROBOTRON64 


WAYNE GRETZKY HOCKEY 
WAYNE GRETZKY'98 
WCWVS. NWO 
WHEEL OF FORTUNE 
YOSHTS ISLAND 64 


54.95/24.00 
49.95/20.00 
54.95/24.00 
54.95/24.00 
54.95/24.00 
49,95/22.00 
54.95/24.00 
54,95/24.00 
49.95/22.00 
54.95/24,00 
P. 49.95/22.00 
49.95/20.00 
49.95/20.00 

54!95/24!00 

49.95/20.00 

49.95/22.00 


•Impact Racing-In the I. 

ituii a Diuod - iron Man X-0 War - Johnny Bazookatoiic 
Jumping Flash 2 • K1 Arena Fighters ■ Killing Zone 
Kileak DNA imperative - King's Field 2 - Krazy Ivan 
Legacy of Kain - Lernmings - Loaded - Machinehead 

Monal KomLt sTba hThe Zone - NB^rJamTE. 
NBA Uve '97 - NBA Shootout '97 - NCAA Final Four '97 
NCAA Gamebreaker - NFL Full Contact • NHL '97 
NFL Gameday '97 ■ NFL Quarterback Club '97 
NHL Face Off '97 ■ NHL Powerplay '96 ■ Overblood 
Olympic Summer Games - Pandemonium • Pitfall 
Perfect Weapon - Primal Rage ■ Primal Rage 
Project Overkill - Project Horned Owl - Reloaded 
Return Fire - Revolution X • Ridge Racer 
Rise 2 Resurrection ■ Robotron X ■ Shellshock 


ider - Spot Goes to Hollywood • Star Gladiator 
_._rwinder- Steel Harbinger - Street Fighter Alpha 
Street Fighter Movie ■ Street Racer - Thunderstrike 2 
Tigershark - Time Commando ■ Tobal No. 1 - Top Gun 


Warhawk - Wipeout ■ Wipeout XL 

$19.95 Each 
Buy 2 Get 1 FREE 


Now Buying DVD Movies/Discs - Prices in this ad are good through February 28,1998 


“UrtheOUTsIl 


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Also available from Blaze: 
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Controller Extension Cables, Hyper 64 
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Call: (626) 839-8759 or Fax: (626)839-8751 or Visit Your Retail Stores Nearest You. 











1000’s More Titles 
Available! 

Want Something? Can’t 
Find It? 

WE’VE GOT IT! 

We Sell 

Previously Played 
Video Games, Decks & 
Accessories 
at Great Prices. 

We also Sell New Products! 




( PlayStation ) 


Sa« 


( GameBoy ) 


Saturn 


Andrett Racing $19 

D^onaUSA ^$4 

gS Axe Duel $15 

Legend of Oasis $19 

{J^f'QBC,ab97 

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0 ] m 



IMPORT 

Tales of Destiny 
Samurai Showdown 4 
Xenogears 
Z-Gundam Limited 
Bio Hazard 2 
Over Blood 2 
Chocobo Dungeon 
Grand Turismo 


Real Robot Finai Attack 
X-Men vs Street Fighter 
Gun Bike 

Front Mission Alternative 
Critical Blow 
Qrandstream Saga 
Gensou Suikoden Wars 

u.s. 

Road Rush 3D 
Breath of Fire 3 
Cardinal SYN 
Riven 

Deathtrap Dungeon 
Resident Evil 2 
NBA in the Zone 98 
WCW Nitro 
SEX: Enter Gecko 
San Francisco Rush 




[V m S' 

• NEO CD $339 WITH ANY GAME OF YOUR CHOICE. 

• We cany Neo-Geo CD and Neo-Geo cartndge panes. King of Fighters 97 



Final Fantasy 7 

Action Figures: $20 EA. 


DBZ Super Battle 
Collection Action 
Figures VoluME, 
1-27 Price From 
$12 to $18 EA. 


I'Ai -n't 


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ADVERTISER INDEX 


. 146-147 



Acclaim.5 

www.acclaimnation.com 

Activision.18-19 

www.activision.com 

Alps Electric.17 

www.interactive.alps.com 

ASC Games .15,102-103 

www.ascgames.com 

ASCII Ent.116-117 

www.asciient.com 

Atius.13 

www.atlus.com 

BRE Software.137 

www.bresoftware.com 

Capcom.148 

Chips 8i Bits.77 

www.cdmag.com/chips.html 

Eidos.C2-C4,88-89 

www.eidosinteractive.com 

Electronic Arts.34-35,68-69 

www.EA.com 

Funco.139 

www.funcoland.com 

Game Cave.144 

www.gamecave.com 

Game Express.142 

www.gexpress.com 

GT Interactive Ent.50-51,74-75 

www.gtinteractive.com 

Innovation.145 

www.innovationl.com 


www.gameshark.com 

Interplay Productions.30-31 

rw.interplay.com 


Jaleco, Inc. 

www.jaleco.com 

.63 

Konami. 

.60-61,82-83 

www.konami.com 


Lowbuys, Inc. 

.143 

www.lowbuys.com 

LucasArts. 

.6-7,78-79 


Nintendo or America. 

www.nintendo.com 

.>0-5/ 

.41 

www.oceanline.com 

.141 

Psygnosis. 

www.psygnosis.com 

Sega of America. 

.27, 39, 59, 93 

.10-11 

www.sega.com 

www.segasoft.com 

www.sony.com 

Sony (Hi-Fi Division). 

.22-23 

.65,108-09,125 

.36, 55 


.81 

www.tecmo.co.jp 

T*HQ, Inc. 



.138 

UBI Soft. 

.29 

www.ubisoft.com 



n; 

www.workingdesigns.com 



MISSION IMPOSSIBLE $69.00 

NAGANO OLYMPICS $61.00 

NBA IN THE ZONE 98 $61.00 

ROBOTPONX $66.00 

SUPERMAN 64 $69.00 

WHEEL OF FORTUNE $55.00 



ALUNDRA $45.00 

AUTODESTRUCT $43,75 

BASS MASTERS CLASSIC $40,00 

BATMANS, ROBIN $42,50 

CARDINAL SYN $41,50 

EXODUS $41.50 

JOE BLOW $44,00 

NAGANO OLYMPICS $46,50 

NBA IN THE ZONE 98 $46,50 

NBA SHOOTOUT 98 $40,00 

POWER SOCCER 2 $42,00 

RESIDENT EVIL 2 $47.00 

RIVEN: SEQUEL TO MYST $50.50 

SHADOW MASTER $43,75 

SKULL MONKEYS $45.50 

THEME HOSPITAL $43,75 

WCWNITRO $44.20 

WRECKIN'CREW $44.00 



BATTLE MONSTERS 
BLAST CHAMBER 
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CRITICOM 
DEFCON 5 
DOUBLE SWITCH 
JOHN MADDEN 97 
MORTAL KOMBAT II 
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PRIMAL RAGE 
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SPECIALS ARE LIMITED TO STOCK ON HAND, AND IN MOST CASES QUANTITIES ARE LIMITED. 
ARTWORK COPYRIGHT THEIR RESPECTIVE COMPANIES. ALL RIGHTS RESERVED. 
IMPORT PLAYSTATION GAMES ARE NOT COMPATIBLE WITH NEWER SYSTEMS, CALL FOR 
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Available At 
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HeALARCADE" 3 IN I JOLT GUN 

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rme you shoot the Bad guys! : 


Call 860-395*3090 or fax 860-388-0084 to order or locate the store nearest you, write us at Innovation PO Box 360 Old Saybrook, CT 06475. 
All trademarks and registered trademarks are properties of their respective owners. . ■' ^ . . ' ■ ■ ■ 


PSX Regular or Advanced Color Ccffltreltere -*THE 
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R^esidenj 
Evil 2 
Has I^isen. 



f'* 








n 


I 






JHE GAMING 
EVENT OF 1998 . 

Nothing Else Even 
Comes Close." 

- GameFan 


L, 


\ .. ' 





The most anticipated gaming event of 1998 has arrived. Resident Evil'“2, 
tlie shocking sequel to the Comtimer's Choice: Best PlayStation Game Overall 
plunges horror fans into the most intense, the most terrifying game experi¬ 
ence ever crafted. You see evil. You hear evil. You're overwhelmed by evil. 

If The Suspense Doesn't Kill You, Something Else Will. 

Play the online Resident Evil 2 game <^1 

at www.residentevil2.com Si I l. 

® CAPCOM CO., LTD. 1998 © CAPCOM U.S.A., INC. 1998 ALL RIGHTS RESERVED. RESIDENT EVIL is a Irademai* ol CAPCOM CO.. LTD. CAPCOM is a 
registered trademark ol CAPCOM., LTD. PlayStation and the PlaySlalion logo are trademarks ol Sony Computer Entertainment Inc. 





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