Player Two Start: An SNES-CD Timeline

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November 1996 (Part 1) - Sonic The Hedgehog 4
  • NOTE: We have a LOT of stuff planned for November 1996, so we've split the update into two parts. Part I will be today, part II will be tomorrow.

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    It was a fantastic month for new games here at EGM, perhaps the best month ever! The Review Crew's been working overtime to play all these games, and our Game of the Month might not be what you expect. That said, there were a lot of contenders this month, which means a lot of games vying for your holiday dollars. We really burned the candle at both ends to make sure you know as much as possible before you buy!”
    -Andrew Baran, in the mini-editorial before the Review Crew column in the December 1996 issue of Electronic Gaming Monthly

    What a huge show of support from all the Sonic fans around the world! Everyone here at Sega is extremely grateful for making Sonic 4sday such a huge success!”
    -Tom Kalinske, speaking in front of a gathered crowd at the Los Angeles launch of Sonic the Hedgehog 4 on November 7, 1996

    And Sonic the Hedgehog is another great example of the role of technology in improving lives all over the world. I join the kids of America and Japan and everywhere else in saying that we love Sonic the Hedgehog!”
    -President Bill Clinton, meeting with Sonic the Hedgehog at the White House in a November 8, 1996 photo-op

    Robotnik, this is unforgivable! I've had it with your schemes!”
    -Sonic the Hedgehog, in Zone 6, Act 4 of Sonic the Hedgehog 4

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    The 1996 presidential elections didn't see gaming become a big issue, though it was brought up in the second presidential debate, when a question about violent video games saw the two candidates, Bill Clinton and Bob Dole, give their responses about how they would handle the issue. While Clinton took a more moderate approach, saying that he'd consider putting pressure on retailers to avoid selling violent games to young children, Dole (running as the “culture warrior” candidate) took a much stronger stance, saying that he might use the power of government to put content restrictions on games. This didn't win Dole much love from the gaming community, and seeing that it was the first presidential election since the Super Nintendo CD and the Sega Genesis helped bring voting-age gamers back into the hobby for the first time since the Crash of 1983, in an extremely close election it might have cost Bob Dole the presidency. However, it was not an extremely close election. Bill Clinton won by taking 49.6% of the popular vote and 384 electoral votes, beating out Dole handily. Even Bob Dole's Atlanta bombing gaffe in October probably didn't cost him the election (though it probably did cost him Georgia, where Dole lost by just 3,000 votes). Meanwhile, his “culture warrior” stance didn't sway voters away from the popular President Clinton, who was overseeing a major economic recovery (I remember how well we were doing at the time since my parents were able to afford both a Sega Saturn and an Ultra Nintendo for me). It might have won Dole Kentucky (by just 400 votes), but to everyone else, it was “the economy, stupid”, and Clinton easily won his second term. Despite the Clinton victory, the Republicans kept control of the House, losing only six seats in 1996 to maintain a 224-209 majority. They even gained two Senate seats to maintain their majority, bumping it up to 55-45. How did Bill Clinton celebrate his presidential victory? By hosting Sonic the Hedgehog at the White House, of course! The photo-op was to celebrate the release of Sonic the Hedgehog 4, with Bill Clinton, Sonic the Hedgehog, some Sega execs, and a whole bunch of kids gathered around as the president gave a speech promoting technological progress. Considering that Sega had plans to meet with Bob Dole if Dole had won the election, one can only imagine how awkward that speech would've been....

    -”The 1996 Election: A Gamer's Perspective”, posted on Gamepolitics.com, October 27, 2007

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    Sonic The Hedgehog 4: The Basics

    Sonic The Hedgehog 4 follows the events of Knuckles: Renegade and the previous three Sonic games. It's a side-scrolling platformer with 3-D elements, particularly in the bonus minigame stages and the boss fights. The graphics are fully polygonal, objects and backgrounds are in full 3-D while the game features highly detailed sound effects, more than 25 music tracks, and full voice acting and rendered cutscenes. Though the game plays similarly to the Genesis titles in many respects, it introduces a new "combo" system for Sonic, allowing him (and his allies) to rack up multiple hits on enemies in a row to score massive amounts of rings and charge up for special attacks. Sonic can transform into Super Sonic for brief periods of time with enough combos, while Tails can use a laser gun on enemies, Knuckles gains fierce melee attacks that can knock out powerful enemies in a single blow, Amy's mallet gets super-sized, Corona gains a 360-degree energy wave attack, and Big the Cat can pound enemies into submission with giant fist attacks. Movement has been altered to allow Sonic to go through loops much more easily and allowing for more spectacular and fast-moving stages. The stage structure is such that most levels have Sonic and only Sonic playable, about a third of the levels allow you to choose certain other characters and a few even require you to use someone other than Sonic. In some levels, characters such as Tails, Amy, or Corona play the role of helpers, attacking or distracting enemies or helping you to find secret passages. The game has numerous secret items that you can collect for the purpose of opening up bonus minigame stages, although if you collect ALL of the secret items in every single level,you can open up an entirely new world to play through with a super tough boss at the end. The voice cast of the game is largely shared with the animated series, with Jaleel White reprising his role as Sonic, Bradley Pierce as Tails, and Jim Cummings as Dr. Robotnik. In addition, Amy Rose is voiced by Katie Leigh, Corona is voiced by Cree Summer, and Big the Cat is voiced by Rob Paulsen. The game features several lyrical songs, including the theme song "Race To The Power".

    The plot of the game is that Dr. Robotnik, tired of Sonic's constant thwarting of his plans, has devised the ultimate weapon: an enormous machine that sucks the very life essence from the world. To fuel the machine, Robotnik has begun kidnapping massive amounts of creatures from all over, draining their energy to power the evil machine until he can gather up the Chaos Emeralds for a more permanent power source. Robotnik's machine has turned entire continents into lifeless wastelands filled with evil monsters that Sonic and his friends must defeat as they journey across nine worlds to thwart the mad scientist's plans. The worlds, nine in all, each containing four acts, are as follows:

    World One- Terra Firma Zone
    A basic grassland/jungle zone with mixed areas of lush vegetation and nightmarish desolation. The boss of this area is the giant chimera featured in the E3 demos.

    World Two- Steamwork Zone
    A factory/coast zone where the marine wildlife has been turned into vicious carnivores and mechanical monstrosities due to Robotnik's machinations. The boss of this zone is an enormous mechanical shark that spits dozens of vicious barracudas at you.

    World Three- Ancient Ruins Zone
    A huge temple complex that Robotnik is attempting to convert into his private vacation land. You'll have to battle evil mummies and stone golems roused from their eternal slumber by Robotnik's machine. The boss of this zone is Dr. Robotnik, who has mounted an enormous stone golem to attack Sonic and his friends.

    World Four- Eternal Sun Zone
    An oppressive desert land where the sun beats down constantly, Robotnik is building a mirror array to focus the sunbeams to use for his own vile purposes. The boss of this zone is an enormous desert-dwelling fire breathing sand dragon.

    World Five- Misty Forest Maze Zone
    This zone takes place in a seemingly endless forest that Robotnik is harvesting with his huge machine. You'll need to battle your way through winding forest paths and even a haunted mansion. This zone is limited to Corona and Amy, as Sonic, Knuckles, Tails, and Big have been abducted by Robotnik prior to exploring this zone. The boss of the zone is an evil witch who lives in a huge mansion in the middle of the forest.

    World Six- Mobius City Zone
    This zone takes place in a ruined cityscape and contains the most references to and continuity from the SatAM Sonic series. Knuckles and Corona are heavily involved in this zone that also sees Robotnik taunting Sonic over Princess Sally's death. The boss of this zone is Robotnik in a huge arena, deploying robotic clones of himself to battle Sonic. This is portrayed as a climactic battle and a "fake final boss" to fool players, though after this world, Robotnik reveals that he has gained all the Chaos Emeralds, enough to power his machine and finish his work.

    World Seven- Chaotica Zone
    The Chaotica Zone is an other-dimensional realm Robotnik throws Sonic and his friends into following the events of World Six. You'll have to rescue Sonic's friends one by one over the course of this world, while also confronting their worst fears and regrets over their past. The boss of this world is a battle against shadow versions of Sonic's friends, defeating them releases them from their nightmares and enables Sonic and his friends to continue the fight against Robotnik.

    World Eight- Robotnikopolis Zone
    When Sonic and his friends return to the world, it's in the far future, and Robotnik has transformed it into his vision of paradise: a world where all are forced to obey him. This world contains bright environments reminiscent of earlier games' Casino zones, though underneath all the bright lights it's a terrible world of oppression and fear. The boss of this world is the TimeFiend, a huge humanoid monstrosity pulsing with electricity. Once he's defeated, Sonic and his friends are enabled to return to the present to stop Robotnik before he warps the world into Robotnikopolis. However, he still has his machine and the Chaos Emeralds...

    World Nine- Egg Labyrinth Zone
    Sonic and his friends plunge into the depths of Robotnik's labyrinth to defeat him across the final four acts. This world contains a boss in every act, with two heroes teaming up on each one: Amy and Big team up to take out a huge mechanical heart boss in act one, Knuckles and Corona team up to take out a flying helicopter boss in act two, and Sonic and Tails team up to fight Robotnik in act three. The final act is just the final battle, with Sonic getting help from all of his friends in a big multi-staged fight against Robotnik's mech. The fight has seven stages where each Chaos Emerald must be knocked out of the boss one by one. In the final stage, Robotnik dons the final Chaos Emerald in a mechanical suit and battles Sonic by using energy weapons and a big glowing sword on him. After Robotnik is defeated, his mech is destroyed. Robotnik's prisoners are freed, their energy restored by the Chaos Emeralds, which then disperse. The world is saved from Dr. Robotnik and Sonic and his friends decide to kick back and have a big party together to celebrate.

    World Ten- Legendary Zone
    The final secret world, accessed when all the secret items from the other nine zones are collected, this Zone contains some of the game's toughest challenges, culminating in a battle against the Legendary Champion, a golden knight that wields the power of the Chaos Emeralds. Despite his somewhat small size, he is incredibly tough to defeat.


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    Ted Crosley: I'm Ted Crosley...

    Alex Stansfield: And I'm Alex Stansfield, and we're here for the launch of Sonic the Hedgehog 4 here in Los Angeles. Right now there's an enormous crowd gathered around the stage enjoying the festivities, there's a concert by Smashing Pumpkins, and there are plenty more celebrities here.


    Ted: Yeah, Rachel Leigh Cook is here and I'm going to try and get an interview with her.

    Alex: Jonathan Taylor Thomas is here too and right now he's playing the game at one of the many kiosks set up. Our Brittany Saldita is actually over there talking with him right now, Brittany?

    *Brittany is standing next to Jonathan Taylor Thomas as he plays through Zone 1, Act 2*

    Brittany: So are you here just on your own or did Sega actually ask you to come?

    JTT: Well, Sega invited me but I woulda come on my own, I love Sonic! *he leaps over a couple of flying ladybug robots on the screen, running Sonic through a couple of loops*

    Brittany: One thing I've noticed is that this game moves really fast, faster than any Sonic game before it but as we said in our review a few days ago, it still feels perfect, you can control Sonic easily and you've got plenty of time to jump over these enemies and find hidden items. Are you having any trouble at all?

    JTT: Oh, no way, I've got this down.

    Brittany: Are you sure? 'Cause it's okay to admit if you need help with the game.

    JTT: *laughing* No, no, I've been playing Sonic since the first one, I'll be fine.

    Brittany: What do you like best about the game so far?

    JTT: The graphics are awesome, everything looks so colorful and real. The 3-D is great, it looks really cool and there's so much stuff going on. And the theme song too, the theme song's really cool.

    Brittany: You wanna sing it with me?

    JTT: *laughing loudly* Oh, no, no way.

    Brittany: Oh come on! You sang in The Lion King!

    JTT: That...that wasn't me singing.

    Brittany: What?!

    JTT: That was some other kid, I didn't actually sing for Simba in that movie.

    Brittany: *she is exaggerating how shocked she is* Wha....no! No, everything I know is a lie!

    JTT: Ohhhh, I'm sorry, I'm sorry-

    Brittany: I thought you could sing! *she's pretending to cry*

    JTT: *laughing as he finishes the stage* Aww man, I'm really sorry to disappoint you!

    Brittany: Ted, Alex, I'm standing here...with a complete fraud...! *JTT and Brittany both start laughing as they put their arms around each other's shoulders* This guy is a liar and a fraud, and nothing is real anymore. *JTT is doubling over with laughter and shaking his head* Back to you guys.

    Ted: Okay, well that was enlightening. And now I'm going to try to talk to Rachel Leigh Cook. Can she sing?

    Alex: I have no clue.

    Ted: Well anyway.... *some yelling is heard* huh? *he looks up toward the stage* We gotta....?

    Alex: *looking up too and looks a bit nervous* Uh, okay, we're being told....we're being told we have to get back from the stage. I don't know why but....

    Ted: We better move, that cop looks pissed. *doesn't know what's going on*

    Alex: Uh, we'll be back in a few moments I guess...?

    -excerpted from the GameTV Sonic 4 launch special which aired live on the afternoon of November 7, 1996

    Disaster was narrowly averted today at an event for the release of the video game Sonic the Hedgehog 4, when an explosive device was found near the stage. The bomb was discovered by LAPD officer Mark Fuhrman, who is being called a hero tonight after discovering the device and moving it a safe distance away so that it could be safely destroyed by the LAPD bomb squad. Fuhrman, who works for the LAPD as a detective, had been assigned as the head of security for the event and was making one last sweep near the stage during the Smashing Pumpkins concert when he spotted the device near a stage support, in the middle of a large crowd of attendees, many of them children. Police are now alleging the device had been planted by this man, Eric Rudolph, *a picture is shown* who was caught acting suspiciously a half mile from the event and was being detained by LAPD officers when word of the attempted bombing came in. Rudolph is also a suspect in the Centennial Park bombing at the Atlanta Olympics that killed 18 people, after police reported that he took credit for the bombing in an initial interrogation. We'll have more news on these events later in tonight's broadcast.”
    -Dan Rather, from the CBS Evening News on November 7, 1996

    (…)

    Ted: Okay, we're back, uhhhh..... I guess.... there was a bomb threat called in or something?

    Alex: Hmmm....

    Ted: You know, I did see a Bob-Omb walking around the stage a few minutes ago.

    Alex: You're saying Mario had something to do with this?

    Ted: Well, who else would it be?

    Alex: Okay, well, while we try to solve this mystery, and while Ted keeps trying to get that interview with Rachel Leigh Cook, let's check out more footage from Sonic 4.

    -excerpted from the GameTV Sonic 4 launch special which aired live on the afternoon of November 7, 1996

    November 7, 1996

    Sonic The Hedgehog 4 launches worldwide amidst enormous hype and glowing critical reviews, including a 39/40 from Famitsu and a 9.25/10 from Electronic Gaming Monthly. The game sells over a million copies worldwide on the first day, though it falls short of that mark in North America, selling a “mere” 700,000 (which instantly made it the fourth highest selling Saturn game in North America to date, and that counts the pack-in sales of Virtua Fighter and Virtua Racing). Though Sonic 4 isn't made a pack-in game immediately, a Sonic 4 Saturn bundle is expected to be released around Thanksgiving. The launch is accompanied by a massive worldwide release party that includes 15 North American launch events, including the main one in Los Angeles (which continues despite an attempt by Olympic Park bomber Eric Rudolph to detonate an explosive device at the event, he later claims that the fact that the Saturn had a game called Devil Summoner was his primary reason for the attempted bombing, this event has major negative repercussions for the Christian right, particularly Brent Bozell's Parents Television Council, which goes under after repeated offensive comments on various news channels draw the mainstream media's ire and bring the organization down by late 1997). Sonic the Hedgehog 4 is the final push that the Sega Saturn needs to surpass the Super Nintendo CD in monthly sales in North America. Indeed, there would never again be a month in which the Super Nintendo CD outsells the Saturn in the territory.

    (…)

    (Authors' Note: The following segment was contributed by our reader Mr.E!)

    "So, Sonic 4 was HUGELY hyped in 1996. I remember TV ads every other day, the Saturn Magazine having interviews with the staff. Archie's Sonic Comics (which will play a minor role later on in this review) made a 3-D(!) comic adaptation of the game. (I already looked at that in detail, in its nearly unreadable glory). For my part, I must have seen that E3 footage on tape at least 10 time. Tom Kalinske said it best when he said that Sega was going to make "the perfect Sonic game." It was the most innovative Sonic game up to that point, with beautiful graphics, unparalleled speed sections faster than any before a complex story, little tributes to all of the franchises success, but most notably 3-D cutscenes and boss battles, which were revolutionary for a Sonic game at the time. A game of this quality should have been the game that would truly make the Saturn a breakout. And it did. People credit it with increasing Saturn sales. And it was critically acclaimed. Most publications gave it 9s and 10s , and the burgeoning game website IGN named it one of the best games of the year. It was even a contender for Game of the Year in 1996's EGM awards. This was the definitive Sonic game. This will probably make this a contentious review, because this game is good. But I don't think it is as incredible as people thought at the time. It hasn't aged well.

    So, as you may or may not know, this is a side scrolling platformer, with some 3-D elements to it, such as the minigames and boss battles. The graphical elements have been upped from previous games. It is brighter, more colorful, more interesting to look at. There is also the sound effects, which hadn't been heard in a Sonic game before. The music was far better than the other games before it. Hell, what other Sonic game had songs with lyrics to them before? There was also the voice acting, including the always fantastic Jaleel White as Sonic. However, let's go into the main parts of the game. Despite the fact that Sonic now has the ability to do a number of combos, it still hasn't progressed much beyond the same gameplay of the first three games. You still run, you still use the Sonic dash attack, you still jump on the enemies, and you still have to collect rings. It isn't much different from the first three.The only point of innovation is the addition of new characters and the 3-D sections. Yeah, some people hate it, but you know what, it gives variation to these levels, more than the rest of the game has. Although, the fact that you could only play as (new) characters like Amy, Big and Corona for a few levels at best. The 3-D sections still are very fun to play, and provide a nice break from the more typical side-scrolling platformer. However, the 3-D really hasn't aged well. The 3-D looks nice, particularly the backgrounds and the cutscenes. However, let's compare to a game like Super Mario Dimensions. That had full 3-D gameplay throughout the game, and it was far more distinct from other Mario games before it. The 3-D still looks incredible in that game. In this game, it really looks dated, like it fells like a Saturn game, and in the end, it doesn't feel distinct from the other Sonic games. Despite this, those particular 3-D scenes have more innovation and more technique required than the rest of the game. The end boss fight with the Legendary Champion is still perhaps the hardest boss I have ever had. None of the 2-D stuff is bad, but other than the boss fights, it doesn't have much difference from the core gameplay of the previous three games. Following Sonic 3, considered now to be one of the greatest Sonic Games of all time, doesn't help. The sidescrolling sections are beautiful to look at, that's for sure. But it really isn't as revolutionary as Sonic 3.


    The story follows Sonic and his new friends, after Doctor Robotnik creates a device to completely drain the lifeforce from the world. He kidnaps many different animals to fuel the machine, until he could get a hold of the Chaos emeralds, which he could use as a permanent energy source. Sonic, Tails, Knuckles, Corona, Amy, and the new character Big the Cat go to stop him. You travel around a jungle, a desert, some ruins... Yeah, that's another thing. Those are the same level designs that we had in the other three games. Well, at least those ones. Let's be fair to those levels, those have many more worlds, than the other games, and they have many different facets that you could get to with other characters. Starting with the Mobius Zone, we do get more unique level designs. But even then, they are still too reminiscent of the zones in other games, like the Metropolis or Casino Night Zone. The Egg Labyrinth and Legendary Zones are the most interesting levels in the whole game. There, you have to team up various characters to defeat the bosses, particularly Eggman. After you defeat him, the Chaos Emeralds are dispersed, and you can go back, and get them. I didn't even know about the Legendary Zone, until I looked at a guide, and collected all the items I couldn't collected. Of course, there are many references to the SatAM series, including a reference to Princess Sally's death. Let me go on a tangent for a minute. Now, Sega wanted to have the story game be close to the popular animated series. However, most of the creators of that show had moved on from Sonic at that point. So, they went to the Archie Comics, considered the official successor to SatAM, and once again, Ken Penders was brought on to advise the game's story, and make it like the SatAM/Archie series. I talked a little about him during the Archie retrospective, and in my Knuckles Reneges review. Penders was not allowed to bring any of his characters into the game. However, he definitely had influence in the story. Knuckles and Corona's relationship is very similar to that in the comics. Eggman (Yeah, I know people complain about me calling him, but you know what, Eggman and Robotnik are same person.) has a certain degree of sadism that he had in the Comics, particularly with his plot to literally drain the Earth of life itself, and replace it with machinery. Even Sonic's personality had elements of comics in them. There are little allusions to comics in the game's backstory. Penders had a wider influence on the game than people often give him credit for. All while still writing the comic (he wrote that terrible 3-D adaptation of 4, if you recall). In fact, I think the reference to Princess Sally's death eventually caused her death in the comics. I find this particularly interesting. And this game is part of his complicated legacy amongst Sonic fans.


    I don't hate this game. In fact, I actually like this game a good deal. I played many times on my Sega Saturn. But, looking back, it actually isn't as good as I remember. Sonic 3 was an amazing game, and it would be hard to top it. Being on the Saturn, a newer console, didn't help matters. It was built as a demonstration of the Saturn, and it works, I suppose, but it really seems disappointing, when compared to the awesomeness of Sonic 3. Ultimately, it isn't, in many respects, revolutionary, and it does play it very safe. But, once again, it still is a good game. Just one that was misfortunate to have come out when it did. I still have my Saturn, and I still play Sonic 4 many times."
    - "Sonic Boom: Blog about a Hedgehog," entry entitled, "Review: Sonic the Hedgehog 4," dated June 11th, 2010


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    Sonic The Hedgehog 4
    What else can we say? This game is absolutely incredible. It sets a new bar for graphics and gameplay in a Sonic title, and it's got more levels than any Sonic game before it, providing hours of fun. This game is highly recommended for any Sega Saturn owner and if you don't have a Saturn, here's your reason to get one.
    10/10

    Beat Rush
    Namco's fighting/RPG arcade adaptation is somewhat reminiscent of Guardian Heroes, though it's much faster paced and plays much more like a sidescrolling Tekken than a game like Final Fight. That said, we wish this game were a lot less repetitive, as while the combat is pretty fun, you'll definitely tire of seeing the same enemy types over, and over...and over again.
    7/10

    Urobolus
    This Silpheed sequel dazzled us with some fantastic graphics and the story was quite enthralling, but it was definitely a lot shorter than we would've liked. Urobolus gives us a delicious taste of its beautiful world, but just as we're starting to savor it, the plate is snatched away. Add to the fact that the replay value is somewhat diminished compared to other shooters in its genre, and we were left more than a little disappointed.
    7/10

    -excerpted from reviews of some of November 1996's Sega Saturn releases in the December 1996 issue of Official Saturn Magazine

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    The Official Saturn Magazine Buzz Chart – November 1996

    1. Tomb Raider
    2. Sonic the Hedgehog 4
    3. Virtua Fighter 2
    4. Resident Evil
    5. Panzer Dragoon II Zwei
    6. NiGHTS Into Dreams...
    7. NHL '97
    8. Beat Rush
    9. Virtua Cop 2
    10. Turok: Dinosaur Hunter

    -

    *Ted Crosley and Alex Stansfield are standing outside of an office building, the Iguana headquarters.*

    Ted: We're about to give you guys an EXCLUSIVE look at Turok: Dinosaur Hunter for the Sega Saturn.

    Alex: That's right, the game's still a few months away but you're getting a special sneak peek, so let's go talk to some of the guys at Iguana and check it out.

    *The two of them are inside now with David Dienstbier.*

    Ted: All right, we're inside Iguana headquarters with the man himself, the lead designer for the Turok game, David Dienstbier.

    David: Hey guys, so this is where all the magic happens, this is where we've been working on Turok now for more than two years, it's almost ready for release and you guys are some of the first outside people to see it.

    Ted: Which means that the millions of people watching at home will be some of the first.

    David: Absolutely right.

    Ted: *looks at the camera* You see? You watch GameTV, we take care of you.

    *So now the three of them are facing a television screen showing footage of the game as one of the testers plays through an early level.*

    David: This is level one of Turok, we've got fifteen levels in all to explore.

    Alex: Fifteen?

    David: And they're huge. The CD-ROM on the Saturn gave us a lot of space to work with, so we sort of went nuts. Actually, right now we're just working on ironing out the final bugs.


    Alex: Right, with a game this big, you know, not everything is 100% at first.

    Ted: I have a question. Are there any ACTUAL bugs in this game?

    David: You know, it's funny you should ask that question because there is actually a giant acid-spitting praying mantis boss that you have to fight.

    Ted: Oh, sweet!

    Alex: Oh man. *shudders*

    Ted: My man Alex here, he's scared of bugs.

    Alex: Hey!

    David: If you're scared of bugs you won't want to play Turok, there are lots of creepy crawly bug monsters crawling about in very dark places.

    *Scenes are shown of Turok being attacked by dozens of bugs that he's desperately firing his shotgun at to try and kill them before he's eaten alive.*

    Alex: Damn! Why not take THOSE bugs out of the game?

    David: *laughing* We're going to add even more of those kinds of bugs just for you.

    Ted: Well, bugs are cool and all, but what about dinosaurs? There's “dinosaur” right in the title of the game, why not have some dinosaurs to fight?

    David: You will be fighting LOTS of dinosaurs in this game, don't worry.

    *More scenes from the game are shown of all the dinosaurs that appear, including raptors, a triceratops, and a brief snippet of the T-rex fight from near the end of the game.*

    David: And you'll be using lots of different weapons to do it. We have over 35 weapons in this game, including a gun that fires a nuclear explosion. That's called the Fusion Cannon, you won't be getting it until late in the game, but when you do...

    Ted: *faking an Arnold accent* You will crush your enemies, see them driven before you, and hear the lamentations of their women.

    David: Exactly.

    Alex: What's the lamentation of a dinosaur woman sound like?

    Ted: *making a dinosaur noise* Like that, maybe?

    *The two are now sitting down in front of a TV, Ted has a controller in his hand and is playing through level one.*

    David: So here you'll be controlling Turok and heading through just the first part of the first level. You're looking for a key so you can open up level two later on.

    Ted: So this game...it reminds me a lot of Doom but it takes place in this big, open world, which is really cool.

    Alex: Like Doom by way of Zelda.

    David: That's sort of a good way to put it, yeah.

    *Ted takes down the first two enemies, some bad guys with pistols, using a pistol of his own.*

    David: As you play through the game, you'll get stronger and stronger weapons, which you keep once you find them. So it's like “leveling up” in a way.

    Ted: Kinda reminds me of Metroid if it was a first-person game.

    Alex: Do you think Metroid could work as a first-person game?

    Ted: Well, if Turok works maybe we'll have our answer. Right now I'm having a lot of fun just exploring this world. It really is a huge world.

    David: You WILL have to go off the beaten path to find these things, it's not a straight-forward path.

    Ted: Yeah, I can already see where this branches off.

    Alex: Is there multiplayer in this game?

    David: There isn't, and I know I would've liked to have had it in there, but graphics-wise this game's already pushing it. This game, we feel it pushes the Saturn harder than any game before it.

    Alex: It is really impressive looking. Check out these graphics, everybody.

    *The camera zooms in to show the game's impressive 3D visuals, though there is some fog that clouds the path further out, the game does look like one of the best Saturn games so far.*

    David: There is some distance fog but-

    Ted: Actually it's kind of a cool effect, to see these creatures coming out of the mist. It's a necessary evil with some of these games, but you guys are using it to your advantage here I think. ...oh (bleep), a raptor! *struggling to kill it with his pistol*

    Alex: This looks like a hard game!

    David: It's definitely a challenge but we think Saturn players can handle it.

    *Ted hands the controller to Alex, who plays for a while longer. The scene then switches to the Acclaim motion capture studio as the two begin the next segment of the interview, talking with the mo-cap coordinator and one of the stuntmen.*

    -excerpted from the November 19, 1996 episode of GameTV
     
    November 1996 (Part 2) - The High Water Mark Of The SNES-CD
  • I think that sometimes when you spend so much time working on a game and it has so much anticipation from fans, it's always going to be a disappointment no matter what you do. I feel, and many others felt, that the game was a masterpiece. I'm very happy with Seiken Densetsu 3 and there isn't a thing I'd change about it.”
    -Hiroki Kikuta, in the January 1997 issue of Famitsu magazine

    So, while developing Biohazard, I kept thinking of ideas for Super Famicom CD games, because Capcom wished for a big seller on both main consoles and they did not have as much faith in Mega Man 7 as they did initially. It did not take me a long time to think of the idea for Iron Combatant. It was the little details that were hard to work out!”
    -Shinji Mikami

    You run out of ways to push the technology, past a certain point anyway. We saw what Argonaut was doing with Squad Four: Eclipse and we knew that we had hit kind of a wall. And by then we were working with the Ultra and going way further than we ever knew was possible. The development of Donkey Kong Country 3 made Goldeneye a no-go on the SNES-CD. By then, we said to ourselves, 'well, Tomorrow Never Dies will be out before we get this game finished'. But by 1996 we knew for sure that Goldeneye had to be on the Ultra.”
    -Ken Lobb

    Ohohohoho! You heroes greatly amuse me but once I have the power of the God Beasts I will become the new goddess of the world!”
    -Bigieu, Elements Of Mana

    -

    Donkey Kong Country 3

    Andrew: 9.0
    Mark: 8.5
    Mike: 9.0
    Sushi-X: 8.5 (quote: “Though the gameplay's gotten a bit stale, this lush, colorful world is still full of fun challenges and wacky creatures.”)

    Elements of Mana

    Andrew: 9.0 (quote: “While not the transcendent classic that its predecessor was, it's still a feast of visuals and music and it's one of the SNES-CD's most epic RPGs.)
    Mark: 9.0
    Mike: 9.0
    Sushi-X: 9.0

    Lufia II: Rise Of The Sinistrals

    Andrew: 8.0
    Mark: 8.0 (quote: “It might be a bit dated in terms of its graphics, but it's still a wonderful old-school RPG adventure.”)
    Mike: 7.5
    Sushi-X: 7.0

    Mega Man 7

    Andrew: 7.5
    Mark: 7.5
    Mike: 8.5
    Sushi-X: 8.5 (quote: “This game brings all the fun of old school Mega Man and gives it a massive graphical uplift.”)

    NHL '97

    Andrew: 6.5
    Mark: 6.5
    Mike: 6.0 (quote: “This series is really showing its age, and it's clear that most of EA's effort went into the Saturn version.”)
    Sushi-X: 7.0

    Super Bomberman 3

    Andrew: 8.0
    Mark: 8.0 (quote: “This great puzzle game remains a multiplayer treat.”)
    Mike: 7.5
    Sushi-X: 7.5

    Science Fighters 2

    Andrew: 7.0
    Mark: 4.0 (quote: “The first game was so much fun, but despite adding several fun new characters, the gameplay is way too clunky.”)
    Mike: 6.5
    Sushi-X: 4.0

    Slumlord: Back II The Streets

    Andrew: 1.5 (quote: “One of the most unnecessary sequels I have ever played.”)
    Mark: 3.0
    Mike: 1.0
    Sushi-X: 1.0

    Dark City: A Death In The Family

    Andrew: 8.0
    Mark: 7.0 (quote: “While not quite as good as the brilliant second game in the series, it's still a great way to end this excellent trilogy.”)
    Mike: 8.5
    Sushi-X: 8.5

    Stolen In Shadow

    Andrew: 9.0
    Mark: 8.0
    Mike: 6.5
    Sushi-X: 8.0 (quote: “Dark, thrilling, and intuitive, this is one of my favorite visual novels and continues the story of the previous game perfectly.”)

    Iron Combatant

    Andrew: 9.0
    Mark: 9.0
    Mike: 9.0 (quote: “One of the best action games I've ever played, there's not a single useless weapon.”)
    Sushi-X: 9.0

    The Human Body

    Andrew: 3.0 (quote: “An extremely dull platformer that sees you fighting your way through a human body battling parasites along the way. This game is a parasite.”)
    Mark: 4.5
    Mike: 3.0
    Sushi-X: 3.0

    -reviews of November 1996's SNES-CD games in the December 1996 and January 1997 issues of Electronic Gaming Monthly

    -

    Amidst the huge releases of Nintendo's big holiday tentpole games Donkey Kong Country 3, Squad Four: Eclipse, and Elements of Mana came a mecha action game from Capcom called Iron Combatant. Starring a badass woman who piloted an even more badass mecha suit, the game managed to be the third best selling new SNES-CD game of November 1996, and one of the best selling new IPs of the year. It remains one of 1996's most highly regarded games, and started one of Capcom's most enduring franchises. In fact, apart from Resident Evil, it was Capcom's most successful home console game of the year, beating out two Mega Man titles and a Street Fighter game! How the hell did it do it? Never underestimate the power of a good ad campaign.”
    -excerpted from “The Best Marketed Video Games Of All Time”, an article on the website The Business Of Gaming

    Though Iron Combatant was conceived to be a game that would give Capcom a hit on the SNES-CD to parallel the expected success of Resident Evil on the Saturn, it was anything but an afterthought. Designer Shinji Mikami worked on the game throughout the last half of 1995 and the first half of 1996, and he would later on go to say he enjoyed working on it just as much as he did Resident Evil. The game was conceived as a shooter/action title, somewhat similar to games such as Major Hazard, that saw the player navigating a large battlefield, following mission objectives to take down hordes of enemies. However, it also had a side-scrolling action component for some of its levels, and in other levels, its protagonist Layla even climbed out of the house-sized mecha suit to fight enemies on her own. The game featured anime cutscenes with much higher production values than the much-maligned ones in Mega Man X3, and they were even better received than those in Mega Man X4, though this is largely in part due to the performance of Layla's voice actress in the first game, Sheri Candela (Candela would later be replaced by the much more well-known and prolific Jennifer Hale in 2000's Iron Battalion for the Ultra Nintendo). The game featured fast paced combat, Layla's mech was no lumbering behemoth, it was agile and very well-animated, allowing it to rapidly dash and run across battlefields, taking down hordes of enemies as it went. The combat is sort of similar to a 3-D Metal Slug, with dozens of enemies appearing and quickly being destroyed by the mech's many, many different types of weapons. In side-scrolling mode, the combat could be compared to Contra, though both Layla and her mech are far more versatile and mobile. The game is also known for featuring large bosses, though the toughest (and most fun) boss fights are largely considered to be Layla's battles against her fellow “Iron Combatants”, the six human antagonists who don mecha suits of their own to battle Layla with. The plot of the game is that Layla is a survivor of an apocalyptic war along with her fellow colonists, living in a small village that mostly subsists on finding and salvaging scrap. When a neighboring, much larger empire looks to absorb Layla's village and enslave its people, she alone must defend it using the mecha that she and her friends have managed to unearth. That's pretty much the game, in terms of plot twists there aren't too many, though there are a few instances of friends becoming foes and foes becoming friends, with one character (Layla's love interest Albrecht) even going back and forth between the two numerous times before the penultimate boss battle when Layla is finally forced to put him down after realizing he's irredeemable. The game is also memorable for its magazine ad campaign which featured numerous artworks of Layla just generally being badass. Most of the artwork showed off Layla, her body lined with lean muscle but still very much feminine, clad in a green tanktop and baggy brown pants and riding her mecha suit into battle. Her face became etched into the minds of gamers throughout the year (she was seen as the SNES-CD's equivalent to Lara Croft in a lot of ways) and when the game finally was released, it sold extremely well. Surprisingly, the game did better in North America than it did in Japan, though it was considered a success in both territories and in Europe when it released there in the spring of 1997. Iron Combatant is remembered as one of the best games to be released in the waning days of the SNES-CD, and for those who eschewed the DKC and Mana hype to give it a try, their curiosity was very well rewarded.

    -excerpted from “Made Of Iron: A History Of The Best Mecha Combat Series In Gaming” from Gamesovermatter.com, July 21, 2014

    -

    Before we begin, this Counselors' Corner video contains some HUGE spoilers for Lufia II: Rise Of The Sinistrals, so if you haven't played the game yet, do NOT watch this! I mean it, it will completely spoil the game's biggest secrets for you!

    Okay, a LOT of people have been asking if there's a way to somehow keep Maxim and Selan alive at the end of Lufia II. And the answer is...yes! IF you're willing to put in a lot of work. At the end of the game, Maxim is told by Iris that he can save the world from the falling Doom Island if he can reach the controls at the island's core. However, what she does NOT tell Maxim, UNLESS you have beaten the 100 level Ancient Cave, is that there are three hidden emblems that Maxim can find and press on his way to the island's core. Now, here's the thing. You do NOT need to have beaten the Ancient Cave to activate those emblems. The intention of the game was that you will need to beat the Cave to learn about their existence, but since you have the counselors of Nintendo to help you out, you've just learned about them! However, they are well off the beaten path, and finding and pressing them will take you right to the edge of the time limit that the game gives you, so follow these exact steps to locate them. *tells you how to reach all three of them in time* Once you have activated all three emblems, activate the core and the game will end as normal. You'll get the normal ending, the world will be saved, Maxim and Selan's sacrifice is remembered through the ages, yada yada yada. However... now that the emblems have been activated, the game will ask if you want to save outside of Doom Island. Say yes and now you will end up just outside of Parcelyte. After you load the game, there will be a cutscene of an enormous island tower rising up from the ocean in the center of the three Triangle Islands. This is Sinistral Tower and this is the tower you will need to climb and beat if you want to unlock the game's secret ending.

    Make your way to Sinistral Tower, you can access it via submarine. Sinistral Tower is a 25-floor tower with lots of puzzles and the game's toughest enemies. It is tougher than Doom Island, though, in this counselor's opinion it is NOT tougher than the Ancient Cave. It does not, for example, contain the super cheap Gold Dragons that lurked at the end of the Cave with their instant kill attacks that relied on luck for your party to survive. Now, a detailed strategy on Sinistral Tower would make this video too long for Nintendo Power CD. However, we DO have a guide on how to beat this tower's puzzles in this month's Epic Center, so look for that guide in the magazine. You should be around level 80 to challenge Sinistral Tower, beat up on Cores to get your party to this high level. Once you reach the top, Arek the Absolute, true leader of the Sinistrals, will be waiting. He is incredibly dangerous, with the attack Hell Storm and twice as much hit points as Daos, the normal final boss of the game. Use your strongest special attacks like Octo Strike to take him down. Once Arek is beaten, you'll automatically evacuate Sinistral Tower as it sinks into the sea. Then, just beat the game again as normal. After fighting your way through Sinistral Tower, Doom Island and the Sinistrals will be an absolute cinch. Once you beat Daos, enjoy your well-earned secret ending. We won't show it here, but rest assured, Maxim and Selan make it out alive. Obviously, this isn't the OFFICIAL ending of the game, since the events of the first game show Maxim and Selan falling at Doom Island, but for those of you who can't stand sad endings, this video has shown you how to earn a happier one. Good luck!

    -from the Counselors' Corner video “Can I save Maxim and Selan in Lufia II: Rise of the Sinistrals?” in the July 1997 issue of Nintendo Power CD

    -

    Elements Of Mana: The Basics

    Elements Of Mana, known in Japan as Seiken Densetsu 3, is the sequel to the acclaimed RPG Secret Of Mana, and plays largely the same way, but with many key differences. The game is an action RPG, featuring real-time combat against enemies. Combat is considerably faster than Secret Of Mana, due to the elimination of the need to charge up attacks before using them and also the replacement of combos with special attacks that are charged by damaging enemies. The game continues to utilize the “ring” item system from Secret of Mana and also continues the item storage system that appeared in the game IOTL and in Secret of Mana ITTL, allowing the player to enter a menu outside of combat to transfer items into their battle bag. Among the differences in the game from the OTL version: like in Secret of Mana, three characters can be controlled by humans at the same time, unlike only two as IOTL. All characters, not just magic characters, possess “magic”, though physical characters like Duran, Kevin, and Lise have physically-based “magic” abilities, similar to the Force characters in Chrono Trigger. The game retains some of OTL's more criticized aspects, such as the random items required for character class changes and the enemies toward the end of the game that can utilize potentially party-wiping attacks. However, Hawkeye's critical attack glitch, which severely reduced his OTL effectiveness, is discovered early in production and fixed. The game's graphics are significantly better than IOTL, and are on par with the graphics in Legend of Mana, similar to Chrono Trigger, with even better character animation. In battle, attacks display a combo count and a “total damage” count, allowing the player to see numerically the number of hits they've landed in a short span and even enabling them to recover magic points for making large combos.

    The biggest change from OTL's version of the game is the plot, and though many of the basic elements of the game remain, many things are fundamentally overhauled, making for a game that's a significantly different experience from IOTL's game. First off, though the six playable characters are the same as IOTL, they now represent three different 'factions', the same factions laid down in the original Secret Of Mana: The natural world, the human world, and a balanced approach. Lise, princess of the valkyries, and Kevin, a beastman hybrid, represent the natural world. Charlotte, a half-elf of Light, and Hawkeye, of the thieves' guild, represent the balanced approach, and the human knight Duran and the ice princess Angela represent the human world. Lise and Kevin's main enemy, and the final boss of the game if you choose one of them as your main character, is the Dragon Emperor, who represents the crushing advance of humanity and the oppression that will destroy nature if technological progress is not kept in check. Charlotte and Hawkeye's main enemy is the Dark Witch Bigieu (who replaces the Dark Prince as the main villain from IOTL), who represents the worst mix of Mana energy with human ambition, and Duran and Angela's final enemy is the Mana God and its avatar, the Archmage Sevire, who represent the cruelty of nature and its desire to destroy mankind and halt technological progress. Depending upon the main character you select, the game's action is set off either by an attack by the Empire's forces on the Holy City of Wendel (the natural path), a mysterious series of magical killings in a desert village (the balance path), or an assault by beastmen on the port town of Jadd (the humanity path). Either way, the first half of the game involves your three chosen characters on the hunt for the eight Mana Spirits as the Empire, the Dark Witch, and Sevire battle both the heroes and each other for control of the world. Once the Mana Spirits are found, the conflict eventually comes to a head at the Mana Holyland, where an enormous battle between the Empire, Bigieu, and Sevire and his army of Beastmen is taking place. Unlike in OTL's game, where two of the factions are totally destroyed in the battle, here, all three main enemies survive, though one of them (Bigieu in the natural path, Sevire in the balance path, and the Empire in the humanity path) is left to battle you after the eight God Beasts are released after the events that transpire. After defeating one of the factions for good at the Mana Holy Land, the game once again branches off into three paths. Eight God Beasts must be defeated, but their locations and forms depend on which path you take through the game. In the humanity path, the God Beasts will appear largely as they do in OTL's Seiken Densetsu 3, though they'll be attacking different cities and you must stop them there (after fighting through a dungeon created smack in the middle of the city being attacked). In the balance path, the dungeons where you fight the God Beasts appear largely as they do IOTL, though their forms have changed as Bigieu has mutated them hideously with her dark magic. In the natural path, the God Beasts are being controlled by the Dragon Emperor to absorb the very elements of Mana from the Earth, and you must go into different large factory complexes to battle them, where they will appear as enormous, dangerous machines. During the game, the party, depending on which party members you choose, all have their own opinions about how the world should be, and they will quarrel with one another throughout the game, though unlike the villainous factions, the party members will come to all work together as a team to stop the evil that's taking over the planet. Once four of the God Beasts are defeated, the game takes a side trek as one of the two remaining main villains (Sevire in the natural path, the Empire in the balance path, and Bigieu in the humanity path) threatens to destroy the world and the party must take a break from their quest to defeat the God Beasts in order to handle this new peril. Once the villain is stopped, the game continues, with the remaining God Beasts hunted down and destroyed, only for the main villain to enact the final part of their plan: Sevire unleashes a horrible Mana plague to kill all the humans, Bigieu absorbs the Mana Sword to become a goddess, and the Dragon Emperor launches an assault on the Mana Tree. The final quest involves the party storming the final dungeon and finally defeating the main villain. Whatever happens, the ending is bittersweet: though the heroes all survive and the world is at peace, the events of the game have had severe consequences on the planet, which must recover for 1,000 years afterward.

    November 11, 1996

    Elements Of Mana is released in North America for the Super Nintendo CD. It becomes the second fastest-selling JRPG in North America, after Tale Phantasia and ahead of Chrono Trigger, but initial sales soon fade somewhat as word of mouth and critical reviews indicate that the game isn't quite as good as Secret Of Mana. Though a significant faction of fans do claim the sequel as superior, many more claim it to be a disappointment, despite largely excellent reviews from game publications. It's likely increased competition from other highly acclaimed RPGs that hurts the game's reputation somewhat (as when Secret of Mana was released, there weren't nearly as many RPGs to compare it to), but whatever the reason, Elements of Mana isn't considered a Game of the Year contender and it doesn't move SNES-CD systems nearly as well as Secret of Mana did three years before.

    -

    The success of the Super Nintendo CD put Capcom in a bit of a bind when it came to their classic Mega Man series. They'd intended to release Mega Man 7 as an SNES cartridge as their swan song for the system, but seeing how poorly the SNES version of Mega Man X2 performed led them to scrap their plans for Mega Man 7 entirely in favor of creating the game for the Super Nintendo CD. When it was finally released, in Japan in April 1996 and in North America in November, it was less of a continuation of the series and more of a “love letter”. The game combined elements and brought back Robot Masters from each of the six previous games: Cut Man (MM1), Heat Man (MM2), Top Man (MM3), Pharaoh Man (MM4), Star Man (MM5), and Yamato Man (MM6), revamping them to give them a weakness to one of the five other Robot Masters in the group. After Mega Man defeated these six, a NEW group of six new Robot Masters appeared after Bass and Treble, who'd been Mega Man's allies throughout his battle against the first six Robot Masters, betrayed him. However, Mega Man gained a new ally in Proto Man, who would advise Mega Man in his fight against these six new Masters: Burst Man, Cross Man, Fade Man, Scythe Man, Quake Man, and Gold Man. After defeating the six new Robot Masters, Mega Man then had to battle his way to Dr. Wily, first taking down Bass and Treble, and then being forced to battle against a brainwashed Proto Man before finally doing battle with Wily. The game, which featured graphics on par with Mega Man X3 and even some animated cutscenes, was considered a mild success, though it's clear Mega Man's stature had faded from its days on the NES. Despite this, it was considered to be one of the best games in the series and long-time fans of the series loved the callbacks to the original NES games. Mega Man 8 would be released in 1999.
    -from the article “Mega Man 7: Tribute Or Trouble?” on Gamesovermatter.com

    -

    The fading days of the Super Nintendo CD also saw the fading days of the detective game genre, and with it came the final installment of the Dark City trilogy, known by many as the pinnacle of the genre. This game, though not going to the human trafficking depths of its predecessor, still covered some pretty dark territory with a straight-up mob story. Dark City: A Death In The Family had the protagonist hired by a mob boss' beautiful daughter to find out the identity of her father's killer. As it turns out, the killer was a rival mob boss who begins coming after the detective's friends and family, leading him to question if he truly desired to remain on the job. It was a well-plotted and well-paced game and though hardcore purists disliked its drop in difficulty compared to the previous two games, most people praised it for being much more intuitive, and they enjoyed that in this game they could actually get to reach the ending, which provided a satisfying book-end to the series as a whole.

    The month of November 1996 also saw the release of Stolen In Shadow, the sequel to 1995's cult hit Daughter of Pearl. In this game, protagonist Corrine Pearl is abducted by an evil syndicate similar to the real life myth of the Illuminati, and in order to earn her freedom, she must unravel the group from within. It's one of the most brilliant character studies in the history of video games, certainly ahead of its time, and also maybe the best deconstruction of the “secret society” trope that exists in all of fictional media. That said, with how brilliant the game's plot and characters were, the gameplay itself was a slog compared with the tight, intuitive gameplay of Daughter of Pearl. DoP's great action sequences are almost entirely absent in the sequel, and the puzzles in Stolen in Shadow are frustrating at worst and boring at best. Those willing to get through the crappy gameplay to uncover the game's secrets were rewarded with an amazing storyline payoff, but the game itself sold horribly and it's a miracle the franchise wasn't killed (it's likely that the low-budget nature of the games enabled the making of further sequels).

    It's clear that by the end of 1996, video games were transforming. The detective genre, which had thrived in the early days of the CD-based systems, was fading away as the novelty of FMV gave way to the rendered cutscenes and advanced animation techniques made possible by systems such as the Saturn and the Ultra Nintendo. Though detective games and visual novels would always have a presence in gaming thanks to the groundwork laid during the fourth (and a half?) generation, they'd remain a niche genre until new technological opportunities arose to bring them back to prominence.

    -excerpted from “Detective Games: A Fascinating History (Part 1)”, an article on Gamesovermatter.com

    -

    Before we get into the Mask II review, I know I've been getting a lot of comments and e-mails from people wanting to see a review of Space Jam. But to be totally honest, Space Jam just...wasn't that bad of a movie. Michael Jordan's acting was pretty bad but they knew that and put him in situations where it wouldn't be that much of a problem. There were a few jokes that fell flat, but the movie itself was pretty decent and there's not much material I can use for a review. So...sorry, Space Jam haters...or, I guess, fans with a masochistic streak? I won't be doing Space Jam, at least not for the foreseeable future. So with that out of the way, here's my review of The Mask II!”
    -Doug Walker, in the November 13, 2007 episode of The Nostalgia Critic

    Space Jam was released on November 22, 1996. The movie saw Michael Jordan team up with the Looney Tunes to save Looney Tune Land from an alien invasion by playing a game of basketball against an evil group of space aliens called The Monstars. Now, while that doesn't sound like a good concept for a film, the movie itself touched on some of the more interesting aspects of Michael Jordan's personality, making it a decent character study in addition to a reasonably fun film about the Looney Tunes and basketball. The movie spent a lot of time dealing with Michael Jordan's defeat in the 1994 NBA Finals at the hands of the Houston Rockets, and takes place between the 1993-94 season and the 1994-95 season. The superstar, mired in doubt over not being able to lead his team to victory, finds himself leading a new team when the Looney Tunes take him to their world to help them defeat a group of space aliens led by the evil Swackhammer (played by Danny DeVito) who wants to abduct the Looney Tunes to make them part of his interplanetary theme park. By this time, the Monstars have stolen the talents of Patrick Ewing, Muggsy Bogues, Larry Johnson, and Charles Barkley, but when Michael Jordan arrives, he shows off some moves that leave even the giant Monstars in the dust. But Swackhammer, who has been watching footage from the 1994 Finals, decides to have the Monstars complete their team by stealing the talents of Hakeem Olajuwon, the “only man ever to beat Michael Jordan”. Once the Monstars steal Olajuwon's talent, it leads to a crisis of confidence for Jordan, who must take a trip back to his childhood home and talk with his father James (played by James Jordan himself) over a one-on-one game of Horse. The sequence, considered the best segment in the film (the two play Horse together while Bugs and Daffy go to retrieve Jordan's old North Carolina jersey) involves the two men discussing what made Michael Jordan so good: it's that he elevates his teammates and enables them to carry some of the weight for him, and that he doesn't have to shoulder the burden of losing alone. The sequence includes a flashback to the aftermath of the 1990 Eastern Conference Finals, where Michael Jordan went back to the team bus and cried in his father's arms, and shows a moment of vulnerability for Jordan that was uncharacteristic of his brash image (Jordan didn't want to do the scenes at first, but Phil Jackson and Jordan's agent both recommended that he show a softer side to fans, who were becoming antagonized by Jordan's arrogance during the 1995-96 season). The pep talk gives Jordan the confidence he needs to lead the Looney Tunes to victory, and the NBA superstars' talents are returned. The film ends with showing scenes from Michael Jordan and the Bulls' sweep of the Houston Rockets in the 1995 NBA Finals. The movie was well received by fans, crossing $100 million at the domestic box office. The filming also led to a friendship between James Jordan and Bill Murray, the two can still be seen hanging out at golf tournaments today.

    -from ”Welcome To The Jam: A Brief Review Of Space Jam”, on Bleacherreport.com, June 12, 2012

    -

    Donkey Kong Country 3: The Basics

    Donkey Kong Country 3: Dixie Kong's Double Trouble, is the third game in the Donkey Kong Country series and plays similarly to the first two. It sees Dixie Kong, friend to Donkey and Diddy, teaming up with the young Kiddy Kong to rescue their two friends after the two of them are abducted by aliens. It's the first Donkey Kong Country game that doesn't feature K. Rool as a villain, instead the villain of the game is the alien lord Konqueror. The game takes place in the Northern Kremisphere, a land that's similar to Canada and the Pacific Northwest, and involves the two Kongs travelling between locations via various watercraft that are earned throughout the game. Just like the previous two games, DKC3 is chock-full of secrets, including collectible bonus coins and a secret world, and the two Kongs also interact with the Brothers Bull, 15 anthropomorphic bulls who team up with the Kongs to help them rescue their 15 girlfriend cows who were also abducted by the aliens. If the Kongs can rescue all 15 cows, the Brothers Bull help them to open the secret world, the ninth world of the game. The eight worlds are as follows:

    World One: Funny Farm
    A farm-based world that introduces the basic gameplay of the game. The boss battle takes place in a giant barn against a huge barrel named Belcha (the exact same boss from World One of OTL's game)

    World Two: Kremwood Forest
    A forest-based world similar to OTL's second world of the same name. The boss of the world is a giant spider named Arich (again, the same as IOTL)

    World Three: Barrel Bay
    A huge ice-bound bay similar to Hudson Bay, featuring ice and water based levels. The boss of this world is a giant polar bear who throws barrels.

    World Four: Konghenge
    A sprawling ruin/toxic waste laden field where many aliens lurk. The boss of this world is a huge multi-tentacled alien beast named Kongthulhu.

    World Five: Razor Ridge
    Similar to OTL's Razor Ridge, with many cliffside levels and sharing the urchin boss Barbos from OTL's game.

    World Six: K3
    Similar to OTL's K3 world, this is an ice-bound mountain stage with lots of slippery terrain. The boss of this world is the evil snowman Bleak, similar to OTL.

    World Seven: Kremling City
    An urban-themed world with some allusions to the Game Boy's Donkey Kong game, depicting an attack on a Kremling-populated city by alien forces. The boss of this world is a massive UFO, and after the Kongs defeat it, they actually steal it and use it to enter the Mothership.

    World Eight: The Mothership
    A sci-fi themed world featuring lots of electrical-based hazards and alien enemies. The final boss of the game is Konqueror himself, a huge alien with lots of weapons.

    World Nine: Krematoa
    Similar to OTL's Krematoa, this is the secret world of the game with six very tough levels. The final boss is a souped-up version of Konqueror, though he's not as tough to beat as K. Rool in DKC2's secret world.

    November 18, 1996

    Donkey Kong Country 3: Dixie Kong's Double Trouble is released for the SNES-CD, and while it is well received by critics with mostly 8s and 9s, it, like Elements of Mana, is somewhat of a commercial disappointment compared to its predecessors. It's a hit, but not a runaway one, and by now it's clear that the SNES-CD is somewhat of an outdated system, despite a continuing stream of quality games. Where the previous two games broke new ground in graphical prowess, DKC3 looks dated despite being technologically better than the previous two games. Soon after the release of Donkey Kong Country 3, Rare announces that Donkey Kong Country 4 is in production for the SNES-CD for late 1997, despite coinciding with the expected release of the Ultra Nintendo. Rare is determined to make the game as good as it can possibly be so that it serves as a swan song for the now late-age console. Despite the disappointment of DKC3, the Super Nintendo CD is still selling quite well, seeing an uptick in sales due to the impending holiday season. With the Ultra Nintendo entering the latter stage of its development, the mood at Nintendo is optimistic, and company brass are getting ready to send the Super Nintendo CD off into the sunset.

    -

    Brittany Saldita: Elements Of Mana is a really, REALLY good game and I love that you can pick your party and that the game differs so greatly based on who you pick. Seriously, it's worth playing through three times for that reason, you get a different experience every single time.

    Alex Stansfield: I just didn't like how, especially toward the end, there are random enemies who can and WILL kick your ass. It sucks losing a half hour of work because some enemy you thought was a joke decided to whip out Vacuum Sword and cut your party to ribbons. You call it challenge, I call it bad game design.

    Brittany: If you know which enemies can do it-

    Alex: No, no, because sometimes they can do it while hiding out behind a tree or something!

    Brittany: I have never been killed by an enemy hiding behind a tree.

    Alex: I have and it sucked. This is a great game but there are some nasty flaws that Secret Of Mana didn't have.

    Brittany: And once again, you're bashing a game because you aren't good at it.

    Alex: I beat the game three times! It was just a lot harder than it needed to be!

    Brittany: If you stay prepared....you can take nine full party heals into battle with you. There's magic to heal and you have nine magic restoring items too. There is no reason you should be caught unaware at any point in the game. You have everything you need to get through it.

    Alex: No, this...this is worth docking a point over. I give Elements of Mana a 4 out of 5. It is a great game but seriously, seriously flawed.

    Brittany: I'm giving it a 5, it's my third favorite RPG of the year.

    -excerpted from the November 12, 1996 episode of GameTV

    Ted Crosley: Donkey Kong Country 3 is the same fun Donkey Kong Country gameplay that I've come to expect from the series, but man...man, not a lot has changed.

    Alex: If it's not broke, why fix it?

    Ted: It doesn't need fixed but it could use a fresh coat of paint. And I don't just mean graphically. And even that looks like crap compared to Sonic 4.

    Alex: I'm gonna agree that this game didn't do much to push the limits like, say, Sonic 4 did. I was hoping for some kind of 3-D boss fight but the closest thing to that was the snowball fight against Bleak.

    Ted: If a snowball fight is the most unique aspect of your game, you've got issues.

    Alex: Yeah, and even that snowball fight is wholesale copied from one of the minigames.

    Ted: *laughing* That minigame is one of my favorite things about this game, seeing Cranky ranting and raving as you kick his ass is hilarious. The game had a lot of good humor, but it just didn't mix things up enough to really wow me. I'm giving it a 3.5 out of 5.

    Alex: I'm gonna be a bit more generous and give it a 4, but wow, this is the first Donkey Kong Country game not to get a GameTV recommendation.

    Ted: Well, if you want me to recommend you, you gotta mix it up a bit more.

    (…)

    Brittany: We're about to give you all an exclusive first look at Turok, but before that, we've got a GameTV exclusive music video that we put together, featuring some of the fine ladies of this holiday season's biggest games. Here it is, set to Blackstreet's hit song “No Diggity”, this one goes out to all the girls out there!

    *cue a music video of video game moments featuring Lara Croft from Tomb Raider, Rebecca from Squad Four: Eclipse, Corona and Amy Rose from Sonic the Hedgehog 4, Dixie Kong from Donkey Kong Country 3, Lise, Angela, Charlotte, and Bigieu from Elements of Mana, and a few others, set to a somewhat abridged version of Blackstreet's No Diggity*

    -excerpted from the November 19, 1996 episode of GameTV

    -

    SNES-CD Power Charts: November 1996

    1. Super Mario RPG
    2. Tale Phantasia
    3. The Legend Of Zelda: Ocarina Of Dreams
    4. Road Storm
    5. Chrono Trigger
    6. Tetris Attack
    7. Grant Hill In NBA Basketball
    8. Soul Matrix
    9. Madden '97
    10. Tobal No. 1
    11. Fire Emblem: The Holy War
    12. Super Mario World 2
    13. WWF In Your House
    14. Ninja Gaiden IV
    15. Donkey Kong Country 2: Diddy's Kong Quest
    16. Eternal Night
    17. Super Mario World 3
    18. Valis: Soldier Of Light
    19. The War Between The States
    20. Monkey Island 2: LeChuck's Revenge

    -

    SEGA SATURN (including Sonic the Hedgehog 4!)- $249.99
    SEGA SATURN VIRTUA ARCADE SET (including Virtua Fighter 2, Virtua Racing, and Virtua Cop): $299.99
    SUPER NINTENDO CD SYSTEM (including Donkey Kong Country!)- $99.99
    SUPER NINTENDO CD: PLAYSTATION COMBO SET (including Donkey Kong Country, Super Mario World 2, and Super Mario All-Stars)- $129.99
    GAME BOY COLOR (including Donkey Kong Land 2!)- $59.99
    ALL SUPER NINTENDO CD GAMES (including Elements Of Mana, Donkey Kong Country 3: Dixie Kong's Double Trouble, Super Mario RPG, Squad Four: Eclipse, and more)- $39.99 or less
    ALL SUPER NINTENDO CD PLAYER'S CHOICE GAMES (including Super Mario Kart, Super Mario World 2, Donkey Kong Country, Star Fox, Squad Four, and more)- $19.99
    SONIC THE HEDGEHOG 4- $49.99
    VIRTUA FIGHTER 2- $39.99
    RESIDENT EVIL- $39.99
    NIGHTS: INTO DREAMS- $34.99
    SUN AND MOON- $29.99
    TOMB RAIDER- $49.99
    DAYTONA USA- $29.99
    SOUL EDGE- $29.99
    TEKKEN- $19.99
    -excerpted prices from Best Buy's day after Thanksgiving sale ad on November 29, 1996

    These shoppers are waiting outside of Wal-Mart this morning for the doors to open on what is considered by many to be the first shopping day of the Christmas season. Dubbed 'Black Friday' by some within the industry, so-called because it is said to be the first day that retailers turn a profit during the year, it's ranked as one of the year's top five shopping days since the early 90s, and for the last few years retailers have begun taking advantage of the day by offering sales on certain popular items. Appliances, furniture, and electronics all see price cuts today. One of the biggest selling items is expected to be the Sega Saturn. It normally retails for $300, but today in stores like KB Toys, Best Buy, and right here at Wal-Mart, it's being offered for $250, fifty dollars below its normal retail price. With hot games like Tomb Raider and the brand new Sonic the Hedgehog 4 being offered on sale as well, Sega games are going to be a hot commodity this holiday season. We're also seeing Star Wars toys becoming popular again in the wake of a theatrical re-release of the trilogy beginning in January of next year....”
    -excerpted from a report from KWOC-TV on the morning of November 29, 1996
     
    BONUS - The Nintendo Power Covers Of 1996
  • Here's a list of the Nintendo Power covers for 1996. Down the road I need to think about doing a list for Electronic Gaming Monthly and the Official Saturn Magazine....

    January 1996: The Year Of The RPG
    February 1996: Battletoads: Dark Queen
    March 1996: Chrono Trigger
    April 1996: Fire Emblem: The Holy War
    May 1996: Ken Griffey Jr.'s Winning Run
    June 1996: Tale Phantasia
    July 1996: E3 Special
    August 1996: Super Mario RPG
    September 1996: Game Boy Color
    October 1996: Squad Four: Eclipse
    November 1996: Elements Of Mana
    December 1996: Donkey Kong Country 3: Dixie Kong's Double Trouble
     
    December 1996 - Sega's Big Holiday
  • While sellouts are impressive, we also wanted everyone who wanted to buy a Saturn for Christmas to be able to have one that year. So that was a BIG focus for 1996, keeping supply well ahead of demand and keeping our fans happy. Because when our fans were happy, we were VERY happy.”
    -Tom Kalinske, in a 2013 interview with Kotaku.com about Sega's 1996 holiday season

    And while Sega does have a huge dearth of arcade hits and fighting titles, for those looking for Star Wars games, Nintendo's your best bet, with ports of some of the best PC Star Wars games and a Star Wars fighting game planned for later this year.”
    -quoted from ”Comic-Consoles: Which One Should A Sci-Fi Fan Buy?”, an article in the January 1997 issue of Wizard magazine

    -

    Bahamut Lagoon

    Andrew: 8.5
    Mark: 8.0
    Mike: 8.0 (quote: “Squaresoft's take on the strategy RPG is challenging but superb, and features competent voice acting to boot.”)
    Sushi-X: 7.0

    Clock Tower

    Andrew: 5.0
    Mark: 7.0 (quote: “A thrilling point-and-click title with plenty of challenge and some nice scares.”)
    Mike: 5.0
    Sushi-X: 6.0

    Duke Nukem 3-D

    Andrew: 8.0
    Mark: 7.5
    Mike: 6.5
    Sushi-X: 8.0 (quote: “While this port's not perfect, it's still a really fun first-person shooter with a great sense of humor.”)

    Marvel Super Heroes

    Andrew: 9.0 (quote: “Marvel's heroes punch and kick their way onto the SNES-CD in one of the most excellent fighting games to grace the console!”)
    Mark: 8.0
    Mike: 8.0
    Sushi-X: 8.0

    Space Jam

    Andrew: 3.5
    Mark: 4.0 (quote: “This game's just really bad, especially the SNES-CD version which doesn't even let you use Michael Jordan!”)
    Mike: 2.0
    Sushi-X: 2.0

    Star Wars: TIE Fighter

    Andrew: 8.0
    Mark: 8.5
    Mike: 8.5
    Sushi-X: 9.0 (quote: “A superb port, this title surpasses the excellent X-Wing and is one of the very best space combat games you'll find anywhere.”)

    Cat Jackson Comes Back

    Andrew: 6.5
    Mark: 7.0 (quote: “While this platformer sequel is fun, it still seems like an afterthought compared to some of Sony's other titles this year.”)
    Mike: 7.0
    Sushi-X: 6.0

    Strange Seed

    Andrew: 7.5
    Mark: 8.5 (quote: “The game that proves the FMV genre isn't quite dead yet, it's filled with lots of great anime cutscenes and is thrilling enough to keep the player glued to the controller.”)
    Mike: 5.0
    Sushi-X: 8.0

    Aria

    Andrew: 9.5
    Mark: 7.0
    Mike: 7.5
    Sushi-X: 7.5 (quote: “A beautiful and rewarding rhythm game that really pushes what the SNES-CD is capable of.”)

    -Electronic Gaming Monthly's reviews of December 1996's SNES-CD games in the January and February 1997 issues

    -

    If there's anything I remember about Christmas '96, it was Sonic the Hedgehog. Sonic was EVERYWHERE. You couldn't go into a mall, a department store, or a toy store without seeing Sonic and his friends plastered over everything. Not just Sonic 4, either, but toys, clothes, all kinds of stuff with Sonic on it. To a lesser extent, Sega was everywhere that year. Resident Evil, Tomb Raider, NiGHTS, in plenty of stores you had signs and posters with all the characters from those games on them. Sega was really trying to hammer home that the Saturn was the console with all the coolest games and all the best characters, and at the time, they really were. Nintendo didn't have much to push that Christmas, I think I remember Dog Dash and Squad Four showing up a lot but that's about it and those ads looked lame next to Sega's. Even on TV, Sega was everywhere. You had Sonic being advertised during kids' shows, and Resident Evil and Tomb Raider advertised on prime time. I saw huge lines at Saturn demo kiosks and kids looking at the posters in awe. I don't think Sega was trying to get Genesis owners to buy the Saturn, they were already gonna do it. I think they were trying to lure in people who were getting sick of waiting for the Ultra Nintendo to show up. All those cool posters, they were saying 'hey, sick of the same old crap from Nintendo? Check out the cool games you could be playing with us'. I'm sure with a lot of people it worked.”
    -a Youtube comment on the video “1996 Sega Christmas Ad!”

    Once Again, Video Games Among Top Selling Toys This Holiday Season

    It's another major Christmas for retailers, with sales up significantly from last year. And once again, video games are among the top-selling devices. Topping the list of biggest sellers is the Sega Saturn, a next-generation game console with hit games like “Sonic 4” and “Resident Evil”. The Saturn is proving to be a major hit despite the steep $299 price tag, and it's hard to find in some stores. Sega says that the asking price is justified due to the advanced technology under the hood, and Sega seems to be banking on the popularity of its mascot Sonic the Hedgehog to drive family sales. It's not just kids buying the Saturn: adults make up a majority of players, and games like “Resident Evil” and “Tomb Raider” are giving them plenty of reasons to play. In a close second, however, is the ever-popular Nintendo, driven this year by “Squad Four: Eclipse” and the latest game in the “Donkey Kong Country” series. Their Nintendo CD device is much cheaper than the Saturn, the system is selling for $99 and comes with a game and two controllers. However, many shoppers are holding out for the newest Nintendo device, which is said to play brand new games and the games of the current Nintendo CD. Nintendo does have an advantage: it's the only system selling the new Star Wars game, “TIE Fighter”, which puts you in the shoes of an Imperial soldier who must choose whether to lead a rebellion against the Empire or defend his life. With Star Wars one of the fastest selling toys this holiday season due to an upcoming theatrical re-release of the original trilogy and rumors of a prequel movie, those games could give Nintendo the edge on its edgy rival.

    -excerpted from an article in the December 17, 1996 Chicago Tribune

    -

    *A girl (Rachel Leigh Cook) enters a big, dark room lit by screens with video games playing on them. The games are Nintendo games, and she looks at one of the screens and scoffs.*

    Girl: You're still playing games on Nintendo?

    *The girl looks across the room to a pedestal with a Sega Saturn on it. She takes a controller and turns the system on. New screens pop up, showing footage from Sega Saturn games in comparison with the Nintendo footage.*

    Girl: Get a Sega Saturn.

    *The girl begins to play through the sweeping landscapes of Panzer Dragoon II Zwei.*

    Girl: What does the Saturn do? It does this.

    *Rapid-fire footage from various Saturn games begins to flash on the screen.*

    Girl: And you can't do this on Nintendo.

    *Footage from Sonic the Hedgehog 4 begins to play, showing Sonic zooming through the beautiful 3-D world and battling the huge bosses. A TV displaying footage from Dog Dash begins to spark before going staticy.*

    Girl: Or this.

    *Footage from Daytona USA begins to play, showing a car racing smoothly around the track. Footage from SNES-CD's NASCAR Racing is playing on another TV that soon malfunctions*

    Girl: Or this....

    *Footage from Tomb Raider plays, showing Lara Croft leaping across a chasm and shooting at a tiger. Footage from The Legend Of Zelda: Ocarina of Dreams plays before the TV sparks and goes staticy.*

    Girl: Or this.

    *Footage from Resident Evil plays, showing Jill nearly getting tackled by a zombie. Footage from The Basement is shown alongside it before the TV showing it sparks and goes out.*

    Girl: Or this.

    *Footage from NiGHTS plays, showing Nights flying through the colorful world. Footage from Super Mario RPG plays before the TV showing it sparks violently.*

    Girl: And don't even TRY doing this on Nintendo.

    *Footage from Panzer Dragoon II Zwei plays, showing the beautiful graphics of a complex shooting section. The TV next to it showing footage of Squad Four: Eclipse sparks violently and then explodes, throwing a shower of sparks that the girl walks through like a badass.*

    Girl: *looking right at the screen as the TVs with the Sega footage continue to play behind her amidst a bunch of sparking, smoking, and broken TVs that used to be playing Nintendo footage* Saturn does...what Nintendon't.

    *cue the Sega scream*

    SEGA!

    -a commercial that aired on North American TV beginning in late November 1996 and continuing through March 1997

    -

    Panzer Dragoon II Zwei inhabits a beautiful world that definitely builds upon what the first game achieved in both technological prowess and gameplay innovation. Unlike the previous game, there's no set path through this one, with numerous paths to take and levels to conquer. And your dragon changes as you play, enabling you to take on more and more challenges. Our only complaint with the game is that it's fairly short, with even a novice player usually able to play through the game in less than two hours. Yes, there are multiple ways to play, so there's some replay value present, but we were disappointed that this thrilling ride ended so soon, as we were expecting a game with far more epic length. Despite this shortcoming, the game itself is a masterpiece. It's easily the best looking title on the Sega Saturn and that's definitely saying something. The music is atmospheric, beautiful, and poignant. The game thrilled us at times, but we wish there could have been more.
    Our score: 9/10

    (…)

    Tempest Revolution is one of the year's most pleasant surprises, but in the end we shouldn't have been all that worried. Tempest 2000 is known as the best game on the ill-fated Atari Jaguar, receiving ports to the PC, the 3DO, and the Super Nintendo CD. When we learned that the Saturn wouldn't be getting a port of the game, it was disappointing, but when we learned it was because Jeff Minter and his team were making an all NEW Tempest game for the Sega Saturn, with the same amazing arcade-style shooter gameplay but also featuring an amazing new soundtrack and, get this, an actual storyline? We were blown away, and when we played this game, we were doubly blown away. Tempest Revolution may not be as pretty as, say, Panzer Dragoon II, but it more than makes up for it with its incredibly addictive gameplay, its huge supply of stages, and a compelling storyline featuring a crew of likeable space cadets on a seemingly impossible mission against endless waves of enemies. The boss stages are exciting and fun, and the game itself features a variety of addictive modes, including an endless mode (for high score purposes) and a four-player competitive multiplayer mode. It also features a hidden easter egg in the form of a port of the original arcade version of Tempest! All the hard work Minter's team put into this amazing game was worth it. For our money, this is one of the best Sega Saturn games ever made.
    Our score: 10/10

    -excerpted from Official Saturn Magazine's reviews of two of December 1996's Sega Saturn games in the January 1997 issue

    -

    Sega NetLink Is Here!

    Releasing in stores on December 1st, the Sega NetLink accessory will let you play online with millions of Sega fans from all over the world! For only $129.99, the device will add a 28.8 kbit/s modem to your Sega Saturn, which works with your standard phone line to hook up your Saturn to the internet. Initial games compatible with the device include Daytona USA, Virtua Fighter 2, Tekken, and Tempest Revolution, with more games coming later on. Sega also plans to sell a special Sega Saturn bundle including the device and Virtua Fighter II for $379.99.

    -excerpted from an article in the December 1996 issue of Offical Saturn Magazine

    -

    Bahamut Lagoon finally launched in the USA today! My first impressions of the game are that the graphics, while not quite as good as in Chrono Trigger, still really fit with the game's mood and style. The gameplay is quite fun, comparable to Fire Emblem but maybe more complex? The voice acting is...interesting. Working Designs has done work for Nintendo before with Telenet Japan's game but this is the first time they've done work for Squaresoft and it's an interesting mix. Basically, the game has briefly voiced skits/cutscenes in between levels and then characters say short lines on the battlefield as they're about to attack or if they're about to get killed. Some of the voices don't seem very appropriate for the characters, but I haven't seen all the characters because I've only played a little ways into the game. I'll have a full review some time down the road, but this game may take quite a while to get through.
    -from The UnOfficial SquareSoft HomePage on December 2, 1996

    RPGamer.net: So, Bahamut Lagoon was your first collaboration with Squaresoft. It wouldn't be your last, but what was it like as opposed to working with Telenet Japan or Game Arts?

    Victor Ireland: Squaresoft wanted to exert a lot more control, as I expected. There weren't any pop culture jokes in the game, for example, though we did get to have some fun with a few of the characters. We got to inject some humor into it, characters like Anastasia and Mist got some really funny lines and so I think there's some well-needed comedy relief in certain parts, which is good as it's a really serious game.

    RPGamer.net: You were also considering doing Treasure of The Rudras around that time, but nothing seems to have come of it.

    Victor Ireland: Well, unfortunately Squaresoft decided not to bring that game over. It's a real shame, since we'd have been willing to do it. Still, I'm glad that because of us, certain games were brought to the West that Squaresoft would've otherwise neglected.

    RPGamer.net: I know you were all really busy at the time with all the work on Tale Phantasia and Bahamut Lagoon. Did the work on those games teach you anything when you did the work on Starseekers of Exion?

    Victor Ireland: We learned a lot working with Squaresoft and that definitely carried over to Exion, it also carried over into our work on the two Lunar games for the Ultra. I got to be good friends with Ted Woolsey and we even collaborated on a couple projects together later on. Localizing games, it's definitely an art and I know a lot of the best cut their teeth on the Super Nintendo CD.

    -excerpted from RPGamer.net's 2003 interview with Victor Ireland

    -

    The end of 1996 saw the release of two of the Super Nintendo CD's most obscure cult hits, games that sold extremely poorly but were embraced by devoted fanbases and critics alike.

    Telenet Japan's Strange Seed was one of the last pure FMV games to be released, and one of the most beautiful. The game plays similarly to other FMV games such as Time Gal, though it also has similarities to the much more commercially successful Galaxy Fraulein Yuna series on the Sega Saturn. It is the story of Cassandra, a mysterious young woman who possesses the universe's last Khyber Seed in her body, a seed that if planted at the core of the galaxy will bring peace and prosperity to all the worlds within it. Cassandra must reach the galactic core before two powerful civilizations tear each other apart. It's a somewhat cliched plot but the ending, which features a journey into a black hole and through space and time, is truly inspired and the game has a bittersweet conclusion that fans still debate about to this day (though the Ultra Nintendo sequel, released as a traditional JRPG, answers most of the questions raised).

    The other game released that month that was very good and yet very unsuccessful commercially was Aria. The game was the first three-disc Super Nintendo CD game (indeed, it was one of only two three-disc games for the SNES-CD to be released in North America, the other being Game Arts' RPG classic Starseekers of Exion). The game consisted of 14 semi-platforming levels, though the game wasn't so much a platformer as it was a rhythm-based game, with a different song for each level. The game featured 14 lyrical songs, all of them sung in Japanese, with more of the song revealed as the player pressed buttons in time with the music, guiding a young girl named Aria through 14 mysterious and visually stunning levels. The game was actually somewhat hyped before its debut, appearing at E3 1996 and in numerous gaming magazines in the months leading to its release, but as the release date approached, the hype withered and it released with virtually no fanfare. The game sold well enough in Japan to recoup most of its large (for the time) budget, scoring a 36/40 in Famitsu and being quite well known when it was relased there in spring of 1996, but its US release saw it sell less than 10,000 copies. It's a shame, because those who have play it call it the best rhythm game of all time and some even call it one of the best video games of all time, period.

    -excerpted from “Unearthing The Classics: The SNES' Most Obscure Games”, posted on Alex Stansfield's blog on November 19, 2013

    -

    (Author's Note: We have to thank reader Lavanya Six for his Star Trek: Rubicon idea! I definitely think that it'll have some interesting ripple effects down the road...)

    It's a full-on fuckin' horror renaissance, man. Between that zombie video game, that vampire show on TV that's coming out soon, and Scream, people can't get enough of being scared shitless. It's great. This is my time and I'm lovin' every minute of it.”
    -Wes Craven, in an interview in the January 16, 1997 issue of Rolling Stone magazine

    This Friday there's two big movies coming to the box office, and we've got the scoop on both of them and which one you should see. First up, there's Scream, a sort of spoof horror film directed by Wes Craven. Featuring a group of teenagers who are being stalked by a mysterious killer who has an affinity for scary movies, it's not only a thrilling movie in its own right but it's an excellent skewering of its own genre for a generation who's increasingly aware of cliches and tropes in a genre that's become rather stale as of late. Next up, it's Star Trek: Rubicon, a new Star Trek film with a bit of Roman flavor to it, as Picard and his crew end up in the time of the Roman Empire, just before Caesar famously crosses the Rubicon and starts the Roman civil war. Ed Harris puts in an excellent performance as the then-general Caesar, while Patrick Stewart is always solid as Captain Jean-Luc Picard. The film itself, however, which sees the crew of the starship Enterprise teaming up with Caesar's legions to battle a Borg invasion, is somewhat of a disappointment, and the novelty of the crew in Roman times soon degenerates into a bit of a slog, especially since it seems like they just took what could've been a two-part episode of the show and turned it into a movie. The special effects and costumes are decent, which helps make this film worth it for Star Trek fans but not necessarily a must-see for anyone else. If you have to go to one movie this weekend, make it Scream. You'll be on the edge of your seat and you'll even get a few laughs when you're not screaming your head off.
    -excerpted from a KERO-TV entertainment news report on December 20, 1996

    -

    Brittany Saldita: Squaresoft's Bahamut Lagoon is a lot of fun and compared to other strategy RPGs, it's a lot faster paced which was a big plus for me.

    Gary Westhouse: I liked it, but.... there were some issues. I like to explore in RPGs and the format the game took, for me it just wasn't very much fun. Even in Fire Emblem I felt more freedom to roam the world.

    Brittany: And there is something that really disappointed me and that was the voice acting. And I'm surprised, because this is the same crew that did Tale Phantasia, so what gives? Maybe there just wasn't as much and they couldn't get into a good rhythm? I know the game has a lot of characters.

    Gary: Right, sometimes it was hard to keep track of what was going on and that took me out of the action too.

    Brittany: I liked feeding my dragons, it was kind of like feeding the capsule monsters in Lufia II but even more involved.

    Gary: Yeah but I just wished I could get them to follow simple orders!

    Brittany: On the one hand I guess that's part of the idea on the game but on the other hand I agree with you, sometimes the dragon didn't do what I wanted and it really pissed me off. But once I learned to feed it in a way that made it obey me, it did help. Ultimately, Bahamut Lagoon can be really rewarding if you're willing to put in the work and I give it a 4 out of 5.

    Gary: And I give it a 3.5.

    (…)

    Ted Crosley: Panzer Dragoon II Zwei is an amazing game! Unfortunately, it MIGHT not be worth 60 bucks.

    Alex Stansfield: And I felt the first game had this problem too, that it was just too short!

    Ted: Know what you're getting into, if you buy this game you will have fun...

    Alex: TONS of fun.

    Ted: BUT you are going to plow through the game pretty quick. It's challenging, but not so much that you're likely to get stuck, and so what happens is that you'll likely beat it in a couple of hours.

    Alex: That said, you should play through it and I played through it more than once to see all the levels. It's stunningly gorgeous...I mean absolutely on another level in terms of graphics, it looks amazing.

    Ted: You can see out to the horizon, the sky effects are outstanding, the water looks great, the Saturn is really showing off what it can do. So definitely buy it and play it, but yeah, just watch out that it'll probably be over all too soon. I give the game a 4.5.

    Alex: I'm giving it a 4.5 too. Short but oh, so sweet.

    -excerpted from the December 3, 1996 episode of GameTV

    (…)

    Ted: Star Wars: TIE Fighter, what did you think?

    John Walden: This game kicked ass! You know I'm a big Star Wars fan and this game, I've played it on PC already but the SNES-CD version, just as good.

    Ted: Yeah, they did the same control scheme as they did for X-Wing and it translated over really well. As far as ports go, it's a superb one. The sounds are all there, the graphics are pretty much identical, it's one of the best shooters available for the system.

    John: Right, and everything's there, all the missions, the training simulator, it's just this big huge package for everyone who loves Star Wars.

    Ted: I can already tell what you're gonna give this game, I'll go ahead and give it a 4.

    John: It's a 5 for me. The PC version is just about my favorite game ever and this is one of my top games of the year for the SNES-CD.

    Ted: And speaking of Star Wars, we're gonna give you guys a GameTV exclusive look at some cool stuff from Star Wars and Nintendo that's coming down the bend for next year.

    John: We've got all the info on the brand new fighting game by Rare coming out in 1997: Star Wars: Masters of Juyo. And we've also got a look at the Star Wars-themed Super Nintendo CD.

    (…)

    John: *standing with a representative from LucasArts as they show off the Star Wars SNES-CD on a pedestal, it's designed to look like the Millennium Falcon* Now this thing is really cool.

    LucasArts Rep: Not only will you get a special limited edition Super Nintendo CD, but this will come with three games: Star Wars: X-Wing, Super Star Wars Trilogy, and Star Wars: TIE Fighter. It'll retail for $159.99, and we're planning to release it around the time that Return of the Jedi will be hitting theaters next year, so some time in March you'll be able to get your hands on this.

    John: This is amazing, is this working right now?

    LucasArts Rep: Yep, you can plug it in and play it right now.

    John: Awesome. I think I'm gonna fire up some TIE Fighter on this thing, you guys stay tuned as we've got a review of PowerSlave for the Sega Saturn, coming right after this!

    -excerpted from the December 10, 1996 episode of GameTV

    (...)

    Ted: You know, I was pretty disappointed with this. I've always liked Duke Nukem but I think they should've done something a bit lighter instead of trying to port over Duke Nukem 3D.

    Alex: I think after Doom was ported over so well, 3D Realms thought “maaaaaaaaaybe this thing can play Duke 3D”. And it can, and it's a fun game, it's just not as fun as it is on PC.

    Ted: It's a decent port. I liked playing it, it's a fun game. I can't complain about the game itself, the game's fantastic and if you've got an SNES-CD and nothing else, go for it. It's not Alone In The Dark. They did a decent job.

    Alex: Yeah, if that's all you've got....I mean, the Saturn version drops in February so I'm probably getting that.

    Ted: Well, if you've got a Saturn there's no need even to be watching this, you've wasted five minutes of your life.

    Alex: We are handsome enough guys that watching us for five minutes is not a waste.

    Ted: You're right about that. In fact, we're so handsome that we're going to spend the next minute just posing and flexing so you all feel you've gotten your money's worth. *begins flexing his arms and making manly grunts alongside Alex*

    Brittany: *yells from off the screen* Take your shirts off!

    Alex: We don't love our viewers THAT much. *stops posing*

    Ted: But yeah, Duke Nukem 3D is a great game and there's not much that can change it, even a low frame rate. I'm giving it a 3.5 out of 5.

    Alex: I'm gonna be a little less generous and give it a 3. Good game, solid port, but if you've got a Saturn you can wait.

    -excerpted from the December 17, 1996 episode of GameTV

    -

    SNES-CD Power Charts: December 1996

    1. Super Mario RPG
    2. Dog Dash
    3. Tale Phantasia
    4. The Legend Of Zelda: Ocarina Of Dreams
    5. Kirby Super Deluxe
    6. Chrono Trigger
    7. Ultimate Mortal Kombat Trilogy
    8. Samurai Rush
    9. Road Storm
    10. Bikerz 2
    11. Darkstalkers: The Night Warriors
    12. Tetris Attack
    13. Soul Matrix
    14. Super Mario World 2
    15. Fire Emblem: The Holy War
    16. Mario Artist
    17. College Slam
    18. Suikoden
    19. Grant Hill in NBA Basketball
    20. Madden '97

    The Official Saturn Magazine Buzz Chart: December 1996

    1. Sonic the Hedgehog 4
    2. Tomb Raider
    3. Resident Evil
    4. Panzer Dragoon II Zwei
    5. Virtua Fighter 2
    6. NiGHTS Into Dreams...
    7. Turok: Dinosaur Hunter
    8. Virtua Cop 2
    9. NHL '97
    10. Tempest Revolution

    -

    December 31, 1996

    “And the ball is about to drop live here at Times Square!” shouted Dick Clark jubilantly, standing on a balcony overlooking the massive gathered crowd. Flanking him were a number of celebrities, including recording artist Selena who had just performed a concert to promote her new album which would be debuting next month. “Just 60 seconds to go now until we ring in 1997!”

    Selena smiled and clapped her hands, giving a loud cheer. Nearby was Celine Dion, the woman whom the media had been trying to provoke a feud between, due to the fact that their albums, Selena's Dreaming Of You and Dion's Falling Into You were front-runners for that year's Album of the Year Grammy. Despite the prodding, the two women had become friends, albeit not terribly close friends, due to their shared love of singing and music and the fact that both of them were enjoying a great deal of success without their sales seriously affecting each other's.

    “50....49....48....!” Selena counted down, reaching over to take her husband Chris' hand. The two of them had remained extremely close, especially since Selena's near deadly ordeal nearly two years earlier.

    “45...44...43...” Also up on the balcony was NBA superstar Shaquille O'Neal. His Magic had been going through somewhat of a rough patch and were currently in a three-way battle with the Celtics and Heat for number one in the division, but he and Dennis Rodman were the top rebounding tandem in the league despite their personal friction. “Hey, hey, Dick Clark, uh, what about my new album coming out soon?”

    Dick Clark laughed. He wasn't much of a hip-hop fan, but Shaq was naturally charismatic and the two had been cracking jokes whenever the camera was off them.

    “Well, you might not be as good of a singer as Selena here...”

    Selena and Shaq both laughed.

    “I can't rap though, I think he's very good, maybe my husband would like to give rapping a try though?” asked Selena, playfully nudging her husband as the ball continued to drop to usher in the new year.

    “Give it a try, come on, make a New Year's resolution right now that you'll give rapping a try. I wanna hear Celine Dion make a resolution too.”

    “No, no, no way! Ahahahaha....I would be terrible!” laughed Dion, taking a glance at the big countdown clock. “20... 19... 18....”

    “We are just moments away now from bringing in 1997! 15! 14! 13! 12! 11!”

    Everyone in the balcony began to count down now.

    “10! 9! 8! 7! 6! 5! 4! 3! 2! 1! HAPPY NEW YEAR!!!”

    Everyone in the balcony and everyone down in Times Square began to cheer as confetti fell from the sky and “Auld Lang Syne” started to play. Selena and her husband Chris shared a passionate kiss in the balcony while Dick Clark and his wife did the same. Out above Times Square, among the dozens of advertisement signs for various companies and products, were two that might catch the eye of a gamer watching the festivities. One was a large, colorful electronic light advertisement for Sonic the Hedgehog 4. The other, a large black banner with a cryptic logo on it, which read “Ultra is Coming...” with “1997” under it at the bottom of the banner.

    Across the country at the Kalinske household, Tom Kalinske didn't notice the Ultra ad. He was too busy kissing his wife as his daughters blew streamers and clapped their hands in excitement for the new year. After the kiss was through, he looked at his oldest daughter and then his other two, trying his best to form a stern “dad” voice.

    “All right, we let you guys stay up, but it's time for bed, head up there and get ready.”

    “Oh, I think we can let them stay up for another half hour,” said his wife with a smile. “They're so excited now they won't be able to fall asleep until then anyway.”

    “...okay, just a half hour and then bed,” said Kalinske, who heard the phone begin to ring. “Who'd be calling now...?”

    He walked over to the phone and picked it up. It was his boss at Sega of Japan, Hayao Nakayama.

    “I hope I did not wake you, though I am sure you are up celebrating the New Year, am I correct?”

    “Ahaha, yes, that's right,” said Kalinske, hoping he wasn't being called about some urgent news regarding the Saturn. It had been doing so well as of late, the sales figures they'd gotten predicted that Sega would win its first holiday over Nintendo since 1992, the year Sonic the Hedgehog 2 was released. Once again, the blue hedgehog had brought victory to Sega, and Kalinske hoped the streak would continue even as Nintendo prepared to release a new generation console. “Something going on?”

    “Only that we are having our best sales year in the company's history and it is largely thanks to you, my friend,” said Nakayama, a gracious tone in his voice. “I simply called to thank you for everything you have done for this company. We could not have enjoyed such success without you. I wish you and your family the happiest of new years.”

    Kalinske couldn't help but be a bit choked up at what he was hearing. His job at Sega hadn't always been an easy one, he'd steered the company through some of its lowest times, and the end of the previous year seemed like the biggest struggle to date. But just a year later, Sega was thriving, the Saturn was the word on everyone's lips and Sonic the Hedgehog 4 was the biggest game in the world. He didn't know what the future would bring, but the present was extremely bright.

    “Uh....um, thank you....and...happy new year to you too, sir.”

    “Enjoy this time with your family. We'll meet in two weeks to discuss our plans for 1997. For now, please, get some rest and have some fun. You have earned it. Thank you again.”

    “I certainly will,” said Kalinske, smiling as he set the phone back down. He turned to his family.

    “Who was it?” asked his wife, wondering what could possibly be making her husband smile so big.

    “It was my boss, he said happy new year and have fun and I'm the luckiest man in the world to have you guys.”

    Tom Kalinske gave each of his daughters the biggest hug he could give before giving his wife another passionate kiss.

    “Are you guys trying to make us go to bed?” groaned Kalinske's middle daughter, rolling her eyes before covering them up with her hands. “Geez guys!"
     
    1996 In Review
  • 1996 is always going to be remembered as the Saturn's year. It's when Sega showed off the system's full potential and when the third parties were churning out hit after hit. Sonic 4 might have aged a bit, but games like Resident Evil and Tomb Raider had timeless appeal.”
    -Dan “Shoe” Hsu, in an editorial in the January 2002 issue of Electronic Gaming Monthly

    In retrospect, was pushing a 'year of the RPG' really the best way to counter the Sega Saturn? Despite the popularity of the Final Fantasy games and Secret of Mana, role playing games were still a niche genre at the time. Also, though games like Tale Phantasia and Chrono Trigger frequently pushed the limits of what the Super Nintendo CD could do, 2-D RPGs tended to be a somewhat technologically backward genre of games, and compared to games like Resident Evil and NiGHTS, looked downright primitive to new buyers trying to choose between the SNES-CD and the Sega Saturn.”
    -from “Games With James #17: Saturn vs. Ultra Nintendo”, on the Angry Video Game Nerd website on August 14, 2013

    Choosing our overall Game of the Year was no small task. In recent years there's been a dominant game: Street Fighter II in 1992, Secret Of Mana in 1993, Donkey Kong Country in 1994, and The Legend Of Zelda: Ocarina Of Dreams in 1995. Not so this year, in fact, there were more than 20 games we found worthy of consideration for this award, spanning the SNES-CD, the Sega Saturn, the Sega Genesis, and even the Game Boy. It was our toughest decision yet, and we know not everyone will be happy with our selection.”
    -from the January 1997 issue of GameInformer, before choosing Squad Four: Eclipse as their game of the year, the only major publication to do so

    Is the Ultra Nintendo out yet? *laughing* I need something to do when Matt's away shooting Titanic.”
    -Robin Williams, from an interview on the set of Good Will Hunting

    -

    Top Selling Super Nintendo CD Games of 1996 (pack-in sales included, only North American sales during the 1996 calendar year are counted)

    1. Donkey Kong Country
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Super Mario World 2
    4. Donkey Kong Country 2: Diddy's Kong Quest
    5. Squad Four: Eclipse
    6. Dog Dash
    7. Super Mario World 3
    8. Tale Phantasia
    9. Super Mario Kart
    10. Chrono Trigger

    -

    1996 Nintendo Power Editors' Choice Top Ten SNES-CD Games

    1. Tale Phantasia

    Telenet Japan's beautiful RPG blew us all away with its engrossing battle system and epic storyline spanning space and time.

    2. Squad Four: Eclipse

    The sequel to 1994's hit game broke new ground for what the Super Nintendo CD could do as the four heroes battled an alien invasion.

    3. Chrono Trigger

    Squaresoft's time-travel RPG was a true masterpiece, following Crono and his companions on a journey across millions of years to battle a world shattering space parasite.

    4. Super Mario RPG

    In the Year of the RPG, even Mario got his own epic adventure! The plumber's quest to battle Smithy was a hit with Nintendo Power staff and players alike!

    5. Donkey Kong Country 3: Dixie Kong's Double Trouble

    Squad Four wasn't the only team battling an alien invasion, as Dixie Kong and her new pal Kiddy battled to rescue Donkey and Diddy from some nasty extraterrestrials.

    6. Fire Emblem: The Holy War

    Tactical battling took a big step forward in this strategy RPG spanning two generations of heroes!

    7. Eternal Night

    Konami's dark journey took a combat-ready noble through deep dungeons and even into the depths of the underworld to battle some truly scary foes.

    8. Elements Of Mana

    Square's sequel was a real delight, giving us a choice of heroes and a step-up in graphics and sound as we battled to take down eight fearsome elemental beasts.

    9. Kirby Super Deluxe

    Kirby came back in a big way with ten games in one, ranging from classic Kirby action to a wonderful RPG to a super-addictive racing mini-game!

    10. Dog Dash

    The Super Nintendo CD went to the dogs in this heartwarming tale that saw a young boy having to rely on man's best friend to make it home.

    -

    1996 Nintendo Power Awards(“The Nesters”)- compiled from fan voting, not a complete list of awards

    Best Graphics and Sound (SNES-CD)

    1. Squad Four: Eclipse
    2. Chrono Trigger
    3. Super Mario RPG

    Best Challenge (SNES-CD)

    1. Tale Phantasia
    2. Donkey Kong Country 3: Diddy's Kong Quest
    3. Squad Four: Eclipse

    Best Play Control (SNES-CD)

    1. Tale Phantasia
    2. Elements Of Mana
    3. Dog Dash

    Best Theme And Fun (SNES-CD)

    1. Chrono Trigger
    2. Tale Phantasia
    3. Squad Four: Eclipse

    Best Hero

    1. Crono
    2. Cless
    3. Woofle

    Best Villain

    1. Dhaos
    2. Lavos
    3. Smithy

    Most Innovative

    1. Tetris Attack
    2. Tale Phantasia
    3. Aria

    Best Overall (SNES-CD)

    1. Chrono Trigger
    2. Tale Phantasia
    3. Super Mario RPG

    -

    The Billboard #1 Songs Of 1996

    January 6: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    January 13: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    January 20: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    January 27: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    February 3: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    February 10: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    February 17: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    February 24: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    March 2: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    March 9: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    March 16: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    March 23: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    March 30: Because You Loved Me by Celine Dion
    April 6: Because You Loved Me by Celine Dion
    April 13: Because You Loved Me by Celine Dion
    April 20: Because You Loved Me by Celine Dion
    April 27: Ironic by Alanis Morisette
    May 4: Because You Loved Me by Celine Dion
    May 11: Ironic by Alanis Morisette
    May 18: Noche Amor by Selena
    May 25: Noche Amor by Selena
    June 1: Tha Crossroads by Bone Thugs n Harmony
    June 8: Tha Crossroads by Bone Thugs n Harmony
    June 15: Tha Crossroads by Bone Thugs n Harmony
    June 22: Tha Crossroads by Bone Thugs n Harmony
    June 29: Endless (Theme from “Barcode”) by Des'ree
    July 6: Endless (Theme from “Barcode”) by Des'ree
    July 13: How Do U Want It/California Love by 2Pac with KC and Jojo
    July 20: How Do U Want It/California Love by 2Pac with KC and Jojo
    July 27: Beyond The Blue by Counting Crows
    August 3: Beyond The Blue by Counting Crows
    August 10: Macarena (Bayside Boys Mix) by Los Del Rio
    August 17: Macarena (Bayside Boys Mix) by Los Del Rio
    August 24: Macarena (Bayside Boys Mix) by Los Del Rio
    August 31: Macarena (Bayside Boys Mix) by Los Del Rio
    September 7: Macarena (Bayside Boys Mix) by Los Del Rio
    September 14: Macarena (Bayside Boys Mix) by Los Del Rio
    September 21: Macarena (Bayside Boys Mix) by Los Del Rio
    September 28: Macarena (Bayside Boys Mix) by Los Del Rio
    October 5: Macarena (Bayside Boys Mix) by Los Del Rio
    October 12: Macarena (Bayside Boys Mix) by Los Del Rio
    October 19: Macarena (Bayside Boys Mix) by Los Del Rio
    October 26: Macarena (Bayside Boys Mix) by Los Del Rio
    November 2: It's All Coming Back To Me Now by Celine Dion
    November 9: No Diggity by Blackstreet featuring Dr. Dre
    November 16: No Diggity by Blackstreet featuring Dr. Dre
    November 23: No Diggity by Blackstreet featuring Dr. Dre
    November 30: No Diggity by Blackstreet featuring Dr. Dre
    December 7: Car Crash by Sheryl Crow
    December 14: Car Crash by Sheryl Crow
    December 21: I Believe I Can Fly by R. Kelly
    December 28: I Believe I Can Fly by R. Kelly

    (Author's Notes: Noche Amor, Endless, Beyond the Blue, and Car Crash are all original songs TTL. Toni Braxton's “Unbreak My Heart” is completely butterflied away, she just never writes it and consequently is much less famous than IOTL. Beyond The Blue is the theme from Superman: Last Son Of Krypton (it is a much, much better Superman song than that godawful Five for Fighting song from IOTL).)

    -

    Electronic Gaming Monthly Editors' Choice Awards 1996: (selected)

    Game of the Year: Chrono Trigger
    Runners-up: Tale Phantasia, Resident Evil

    This was a tough call. Two classic RPGs and a brilliant horror game on the Sega Saturn that had us thrilled for weeks. You could make a case for any one of these games, but in the end, it was Chrono Trigger that wowed us the most with its great soundtrack and awesome storyline.

    Super Nintendo CD Game Of The Year: Chrono Trigger
    Runners-up: Tale Phantasia, Squad Four: Eclipse

    It was another close three-way race but we gave it to Chrono Trigger. Tale Phantasia is an excellent game and Squad Four: Eclipse was a technical marvel, but Chrono Trigger edged them both out.

    Sega Saturn Game Of The Year: Sonic the Hedgehog 4
    Runner-up: Resident Evil, Virtua Fighter II

    Another razor-thin race saw Sonic 4 beating out Resident Evil to take the award for Best Saturn Game. Both games were amazing but we loved the action and storyline of Sonic 4 which took us to new worlds of wonder.

    Handheld Game Of The Year: Donkey Kong Land 2
    Runners-up: World Of Color, Dynastar

    The color enhancements given to Donkey Kong Land 2 by the new Game Boy pushed it over the addictive puzzler World of Color and the challenging shooter Dynastar.

    Best RPG: Chrono Trigger
    Runner-up: Tale Phantasia, Super Mario RPG

    Chrono Trigger beats Phantasia once again, though we have to emphasize that we adored both of these games. And don't count out Super Mario RPG, which was a role-playing game fitting of Mario's great reputation as an icon of gaming.

    Best Fighting Game: Virtua Fighter II
    Runner-up: Soul Edge, Tekken

    Sega Saturn brought it big time in the fighting games department. We knew a Saturn game had to take this, and Virtua Fighter II took it by a mile, seriously improving the graphics and adding fun new characters to the mix.

    Best Adventure Game: NiGHTS: Into Dreams
    Runner-up: Samurai Rush, Commander Keen: The Universe Is Toast

    There were some epic adventures this year, but NiGHTS Into Dreams... wowed us so much with its beautiful landscapes and high-flying action. Samurai Rush was a close second and we also loved the return of Commander Keen.

    Best Action Game: Resident Evil
    Runners-up: Squad Four: Eclipse, Tomb Raider

    For thrilling action, three games stood above all the rest, and we loved Resident Evil just a hair more than the thrilling Squad Four: Eclipse and the exploration-heavy Tomb Raider.

    Sidescrolling Game Of The Year: Sonic the Hedgehog 4
    Runners-up: Donkey Kong Country 3, Guardian Heroes

    It was a great year for the side-scroller and for the second time in three years, it was a battle between Sonic and Donkey Kong for the crown. This time, the hedgehog won. His Saturn game was his biggest adventure yet and innovated quite a bit more than Donkey Kong Country 3.

    Best Graphics: Sonic The Hedgehog 4
    Runners-up: Panzer Dragoon II Zwei, NiGHTS Into Dreams

    The Saturn really showed off what it could do with these three games, but in the end, the hedgehog's trip through nine beautiful new worlds impressed us even more than the beautiful but brief Panzer Dragoon II Zwei.

    Best Music: Chrono Trigger
    Runner-up: NiGHTS Into Dreams, Sonic the Hedgehog 4

    NiGHTS and Sonic both featured excellent soundtracks, but Chrono Trigger just might be the best we've ever heard in an RPG. This was an easy award to call.

    Electronic Gaming Monthly Readers' Choice Awards 1996:

    Game of the Year: Resident Evil
    Runner-up: Chrono Trigger

    Super Nintendo CD Game Of The Year: Chrono Trigger
    Runner-up: Tale Phantasia

    Sega Saturn Game Of The Year: Resident Evil
    Runner-up: Virtua Fighter II

    Handheld Game Of The Year: World Of Color
    Runner-up: Runic Gold

    Best RPG: Chrono Trigger
    Runner-up: Tale Phantasia

    Best Fighting Game: Virtua Fighter II
    Runner-up: Soul Edge

    Best Adventure Game: NiGHTS: Into Dreams
    Runner-up: Eternal Night

    Best Action Game: Resident Evil
    Runner-up: Tomb Raider

    Sidescrolling Game Of The Year: Sonic the Hedgehog 4
    Runner-up: Donkey Kong Country 3

    Best Graphics: Resident Evil
    Runner-up: NiGHTS Into Dreams

    Best Music: Chrono Trigger
    Runner-up: Aria

    -

    Gamepro 1996 Readers' Choice Awards

    Best Role-Playing Game:

    This was clearly a hotly debated category. In the end, Tale Phantasia won...by just three votes! Obviously, our readers loved both of these epic RPGs, and we can't blame them! Super Mario RPG was able to carve out a respectable third.

    Tale Phantasia: 30%
    Chrono Trigger: 30%
    Super Mario RPG: 17%
    Elements Of Mana: 11%
    Fire Emblem: The Holy War: 8%
    Lufia II: Rise Of The Sinistrals: 2%

    Best Sports Game:

    With big time NBA and MLB games, the Super Nintendo CD really brought it in the sports category this year, a category usually won by Sega titles! It was Ken Griffey's debut on the SNES-CD that won by a pretty decisive majority.

    Ken Griffey Jr.'s Winning Run (SNES-CD): 36%
    Grant Hill In NBA Basketball (SNES-CD): 17%
    NHL '97 (Saturn): 15%
    Frank Thomas' Big Hurt Baseball (Saturn): 10%
    Madden '97 (Saturn): 10%
    College Slam (Saturn): 4%
    NBA Live '97 (SNES-CD): 4%

    Best Fighting Game:

    This one was the biggest landslide of the year. Virtua Fighter 2 won by a mile! Not only was it the biggest arcade hit of the last year, it was easily the biggest home console smash and it dominated your voting.


    Virtua Fighter 2: 51%
    Soul Edge: 14%
    Twinblade: 12%
    Tekken: 9%
    Ultimate Mortal Kombat Trilogy: 7%

    Best Action Game:

    Sonic 4 was the most hyped game of the year and the results of this poll clearly reflect that! Sonic trounced his competition, beating back his Saturn rival NiGHTS and this year's Donkey Kong Country title for a huge victory.

    Sonic the Hedgehog 4: 48%
    NiGHTS Into Dreams: 20%
    Donkey Kong Country 3: 17%
    Dog Dash: 9%
    Kirby Super Deluxe: 3%

    Best SNES-CD Game:

    Once again, it was Tale Phantasia and Chrono Trigger, and once again, it was very close, but you liked Tale Phantasia just a bit more.

    Tale Phantasia: 23%
    Chrono Trigger: 21%
    Squad Four: Eclipse: 14%
    Super Mario RPG: 14%
    Elements of Mana: 9%
    Donkey Kong Country 3: 6%
    Eternal Night: 5%
    Dog Dash: 3%

    Best Saturn Game:

    Sonic 4 won but it wasn't easy! Resident Evil was extremely popular for most of the year, but Sonic wouldn't be denied his crown.

    Sonic The Hedgehog 4: 29%
    Resident Evil: 23%
    Virtua Fighter 2: 12%
    Tomb Raider: 7%
    NiGHTS Into Dreams: 7%
    Commander Keen: The Universe Is Toast: 4%
    Soul Edge: 4%
    Guardian Heroes: 3%

    Panzer Dragoon II Zwei: 3%

    Best System Overall:

    In another incredibly close vote, you chose the Saturn as your top system of the year! But look at that! The Game Boy got seven percent of the vote. Guess some people really like the new color upgrade!

    Saturn: 40%
    SNES-CD: 39%
    Genesis: 9%
    Game Boy: 7%
    Super Nintendo: 4%

    Best Game Overall:

    Sonic 4 won, but it wasn't an easy win, and it might have been the split between Tale Phantasia and Chrono Trigger that gave him the victory. Still, the hedgehog had to deal with his own votes being siphoned by our fourth and fifth place winners, so Nintendo fans can't blame the split entirely!

    Sonic The Hedgehog 4: 20%
    Tale Phantasia: 18%
    Chrono Trigger: 17%
    Resident Evil: 10%

    Virtua Fighter 2: 8%
    Tomb Raider: 5%
    Squad Four: Eclipse: 5%
    Super Mario RPG: 4%
    NiGHTS Into Dreams: 4%
    Donkey Kong Country 3: 2%
    Elements Of Mana: 2%

    -

    Sonic the Hedgehog 4 is out and it's the biggest hit of 1996, but is the hedgehog slowing down in 1997? Come on, you know Sonic NEVER slows down! Just recently, Sega announced not one, not two, not three, but FOUR Sonic the Hedgehog games making their way to the Saturn in 1997, and whether you're a fan of classic Sonic or a fan of any number of other popular game genres, there's going to be a game for you starring Sonic and his friends.

    Sonic Jam

    Sonic Jam is a compilation release containing Sonic the Hedgehog 1, Sonic the Hedgehog 2, Sonic the Hedgehog 3, Sonic CD, and several other Sonic games that have yet to be revealed. The games will all feature enhanced musical scores and new bonus levels!

    Sonic Fighters

    This is a 2-D fighting game featuring your favorite Sonic characters, from the blue hedgehog himself to characters like Knuckles the Echidna and Corona the Butterfly. It's scheduled for a spring 1997 release.

    Sonic RPG

    There is a Sonic the Hedgehog role-playing game in development for late this year! Not too many details are yet known but the game is said to combine elements from nearly every game in the series into a truly epic quest.

    Sonic R

    Sonic R is a kart-racing game somewhat similar to Nintendo's upcoming Ultra Mario Kart, featuring Sonic the Hedgehog characters racing across a number of different zones. The game is to support four-player racing and will be released sometime this fall!

    -excerpted from the February 1997 issue of Official Saturn Magazine

    -

    Development on the Ultra Nintendo is rumored to be nearly complete, and though the company has been largely mum about details on the console, they've begun to give certain media outlets a limited degree of information on the new console's specs, outside of what we've already gathered from trade shows like E3. From what we've seen, this console will definitely be the most powerful home gaming device to date, and its release is sure to be the biggest gaming event of the year.

    Hardware

    The Ultra Nintendo's hardware is rumored to be based off of an existing Hitachi-made CPU capable of over 130 megahertz of clock speed, which is vastly faster than the CPU found in the Super Nintendo CD. Such a fast processor would easily be capable of 3D graphics even better than the ones seen at E3. From the demonstration of Star Fox 2 shown at the San Jose Tech Conference in November, it's clear that the 3D in this game makes the 3D in games like Squad Four: Eclipse look utterly primitive. The console features impressive anti-aliasing capabilities that make for very smooth shapes, while the frame rate is impressively fast. Compared to the Saturn's Panzer Dragoon II Zwei, Star Fox 2 features faster movement and much more impressive shading, especially in stages taking place over water. The water in Star Fox 2 is highly reflective, demonstrating beautifully the console's graphical capabilities. Final Fantasy VII looks incredible, as seen at the 1996 Tokyo Game Show. The characters are rendered in full, detailed 3D, while the backgrounds contain a level of detail unheard of in even the most impressive Super Nintendo CD games. In addition to the powerful CPU, the Ultra Nintendo is running an enormously powerful graphics processor. Codenamed “Artemis”, the chip runs at over 100 megahertz, easily the most powerful graphics chip in a home console and more powerful than a lot of midrange gaming PCs. It's the Artemis that likely makes much of the advanced graphics of the Ultra Nintendo even remotely possible. Compared to the Saturn's co-processors, the Ultra Nintendo's co-processors enable the system to do a significant amount more work, and things that would be very taxing for the Saturn are much smoother on this system. Again, we're talking about a two year technological gulf, and Nintendo's decision to make gamers wait for the Ultra might well pay off. Even current arcade games, which run on significantly improved technology from the Sega Saturn, don't look as good as what we've seen from the Ultra Nintendo.

    Software

    The Ultra Nintendo will definitely have at least one major hit available at launch, likely Super Mario Dimensions, which looked to be in a late stage of development as of E3 1996 and is probably nearing completion for the Japanese launch in June. We're not sure what other games will be available for the holiday season, but out of Ultra Mario Kart and Final Fantasy VII, it's likely we'll see one or both of those games available in the launch window. Star Fox 2 is likely a spring 1998 release, though Argonaut has told us that they're working overtime on the game and not to be surprised if it's ready for the American launch, though they also told us they won't rush anything. Naughty Dog, developer of the hit game Dog Dash, says that they'll have a platformer ready for launch, while WayForward, who's been working on the Game Boy Color game Shantae, says that the sequel to their 1995 hit Nightsquad is in development as we speak. We've seen no less than a dozen impressive looking games for the Ultra Nintendo, with Super Mario Dimensions leading the pack. The game is shaping up to be massive, and it plays incredibly well, with the Ultra Nintendo much more well-suited to handle 3D gameplay than the Super Nintendo CD which tried with mixed results in Super Mario World 3. We're also fully hyped for Final Fantasy VII, which will be the first Final Fantasy game to take place in a modern world. Konami is said to be fully on board with the system, they're developing a new Castlevania game that they hope to have ready for launch, and Hideo Kojima tells us to “expect a surprise” at E3 1997. The only potential stumbling block for the Ultra Nintendo on the software front could be the new proprietary “Gigadisc” format, which packs a gigabyte of data onto a single disc. Sony has promised that the new format is largely similar to the CD-ROM, and so far we haven't heard any complaints from developers, but any new format can be tricky to work with at first, and time will tell if Nintendo and Sony's decision proves a wise one. Whatever happens with the Ultra Nintendo, it's clear that there won't be any shortage of quality games, something that slowed the Super Nintendo CD down early until Super Mario World 2 was released.

    -excerpted from an article in the March 1997 issue of Electronic Gaming Monthly

    -

    Ted Crosley: Okay, okay, no more teasing. It's now the time you've all been waiting for.

    Alex Stansfield: It's time to count down GameTV's top 10 games of the year!


    Gary Westhouse: There was a lot of fighting, biting, arguing, death threats, but we finally made our decision.

    Ted: Now remember, what two of us rated a game earlier in the year doesn't necessarily reflect what all five of us ranked a game for this list. Soooo, if a Hall of Fame game finishes below a non-Hall of Fame game, it's not us being inconsistent and fickle.

    Brittany Saldita: It is TOTALLY us being inconsistent and fickle.

    Ted: Well, with that in mind, let's start the countdown!

    Narrator: *in a big booming voice* GameTV's Top Ten Games Of 1996.

    Ted: And we start off the countdown with our number ten game... Elements Of Mana.

    Brittany: The Secret Of Mana sequel was a beautifully crafted epic RPG that gave you the choice between six main characters, each with their own strengths, weaknesses, and storyline.

    Alex: That's right, depending on who you chose, you'd end up fighting to preserve the natural world of Mana, advance the technology of humanity, or strike a balance between the two.

    Ted: The game featured the same super fun fighting system from Secret of Mana and once again let you take two friends into battle with you, making it one of the year's best multiplayer games as well.

    John Walden: At number nine, we had Eternal Night.

    Alex: Konami's violent, bloody castle crawler had you playing as a count who had to purge the forces of evil from his castle by any means necessary.

    Gary: Yeah, and then you got to take the fight straight to the devil himself in Hell.

    Brittany: Yeah, any game that turns the phrase “go to hell” into a good thing gets a thumbs up in my book.

    Ted: It takes all the style of the classic Castlevania series and turns it up to eleven, making for one of the year's most thrilling and spooky games.

    Alex: At number eight, the Sega Saturn's NiGHTS Into Dreams... didn't disappoint. It lived up to the hype and then some, thrusting us into a magical dream world where anything was possible.

    Ted: It showed us how beautiful a Saturn game could be and also featured some of the most impressive boss fights of the year.

    Brittany: It featured a huge 3-D world that you could fly through, making flying not just something restricted to rail shooters any more. It was also a heartwarming tale of two kids and their protector, punctuated with a beautiful musical score that truly brought video game magic to life.

    Ted: It moved at a bit of a slower pace than its cousin Sonic the Hedgehog, but that just gave us more time to explore the beautiful world and all its incredible sights and sounds.

    Brittany: Our number seven game of the year, believe it or not, was a handheld game! World of Color on the Game Boy is one of the most addictive puzzlers we've ever played and showed off the new Game Boy Color's capabilities in a big way.

    Gary: In World of Color, you have to create a path by bringing differently colored shapes together in order to guide your cursor through the stage before the world collapses in on itself. It's fast paced and it takes a lot of skill, but it's surprisingly easy to learn, the hallmark of a truly great puzzle game.

    Ted: You can play through on endless mode or you can enjoy the 88-level campaign, where the difficulty ramps up gradually as you go along. This game got into our Hall of Fame earlier this year, and for good reason. It's the best handheld puzzle game since Tetris, and we're still picking it up and playing it today.

    Alex: Hell, I'm playing it right now! *holding his Gameboy* Can you believe I'm getting paid for this?

    Ted: Well put that thing away, it's your turn to reveal the next game on the list.

    Alex: Uh....right, right....sure! Number six was Virtua Fighter 2, the hit arcade fighting game that became an even bigger hit on the Sega Saturn.

    John: With vastly improved graphics, faster combos and characters galore, Virtua Fighter 2 makes its predecessor, an excellent title in its own right, look pretty outdated. That's probably this game's only real flaw, the rest of it is pure fighting perfection.

    Gary: It even introduced new storylines for each character that made us feel like we really got to know these guys we were beating the hell out of each other with.

    Ted: Virtua Fighter 2 provided the perfect balance of skill and intuitiveness, so that whether you're a fighting game expert or a total rookie, you could still have a great time.

    Brittany: Our number five game of the year was Squad Four: Eclipse for the Super Nintendo CD. While the original Squad Four was somewhat larger in scope, Eclipse provided a perfectly streamlined experience that made the game a non-stop rush of hard hitting action.

    Ted: It seemed like aliens were everywhere this year, from Independence Day to the new Donkey Kong Country game, but nowhere was an invasion more fun than in this awesome sequel that let us blow away gigantic bosses and hordes of invading soldiers as we fought to liberate the galactic capital.

    Alex: Not only that, but the game featured some truly incredible graphics and a final boss fight that was completely out of this world.

    Ted: All right, we're down to the top four. And I gotta tell you, this top four was really close.

    Alex: That's right, only a single ranking point separated each of these four games from each other. In other words, all four of these games are worthy of the title Game of the Year. Each of these games was somebody's favorite game of the year, the #1 game was chosen by two of us which gave it the edge, but you can see how close it was when each of us has a favorite among them.

    Ted: So without any further ado, let's count them down. And the #4 game of the year was Alex's top choice.

    Alex: Number four of the year was Chrono Trigger for the Super Nintendo CD. It's a classic RPG with a killer soundtrack and some truly great characters. The battle system, which let you string together dozens of two-character and three-character combos, made every fight a strategy goldmine, and the incredible environments made this one of the most beautiful RPGs ever made.

    Brittany: Yeah, Chrono Trigger was a masterpiece in no uncertain terms. You could time travel between six different eras, and your actions affected events in each one as you went along. The voice acting was superb and this game was definitely worthy of all the hype.

    Alex: Chrono Trigger is a truly brilliant game, and was my personal pick for Game of the Year. Sadly, it finished fourth, but these next three games are awesome too. John, you're up.

    John: Well, my top choice for Game of the Year and our overall #3 was Sonic the Hedgehog 4. The blue hedgehog came back in a major way, with all new moves and a great new 3D perspective for this game's epic boss fights. Seriously, check out this fight against that huge dragon. That's only one of the more than a dozen bosses you'll face in this game, and that's not counting the hidden world you can open up by collecting all the hidden stuff.

    Ted: Gamers have been waiting for this game for a long time, and it DEFINITELY lived up to the hype. It contained everything that we've loved about Sonic over the last five years and was the perfect killer app at a time Saturn needed it most. And speaking of Saturn killer apps, Gary, your top pick is coming up.

    Gary: That's right, my #1 pick and our overall #2 was Resident Evil. This survivor horror game was unlike anything we've seen before, putting players in a mansion inhabited by mutated creatures and homicidal zombies. It brought a new level of fear through its gameplay which pushed players to their absolute limits, keeping them on the edge through the deprivation of resources and constant tension.

    Alex: Resident Evil was a fantastic game, it forced players to relearn everything they thought they knew about action games if they wanted to make it out of this spooky mansion alive.

    Gary: I loved Resident Evil, I wasn't on the show when you guys reviewed it but it's clear from the perfect score it was given that all of us here at GameTV felt the same way I did, that this game is a masterpiece that'll be loved for years to come.

    Ted: And now we get to the big one, the number one game of the year, and...I gotta say, I'm surprised I ended up liking this game more than everything else because it's not usually the type of game I go for. But, but, that's how good this game was, that it completely defied my expectations for it and rose to become one of my personal favorite games of all time. And Brittany, I know you loved it too.

    Brittany: I did! This game was my number one favorite and I'm thrilled to hear it was your favorite too. *she gives Ted a hug*

    Ted: The GameTV number one game of the year was... Tale Phantasia!


    Brittany: And what an amazing game it was. It took players to a magical world where the evil Dhaos threatened to conquer all. The innovative battle system made every fight a thrilling life and death struggle and this game had so many twists, turns, and secrets that it took more than 100 hours to uncover them all!

    Ted: Tale Phantasia broke new ground for its genre with its unique battle system and vast world. Its graphics were some of the most beautiful we've ever seen and the voice acting was full of humor and emotion, making us truly care about these characters who embarked on this epic journey.

    Alex: Tale Phantasia was my number two game of the year, right behind Chrono Trigger, and it was REALLY hard to pick between them. I agonized over the decision but ultimately it didn't matter because Tale Phantasia was number one anyway, and a worthy number one it is.

    Ted: Again, this year was full of amazing games. Any one of these games could have been number one, you could even have made a case for Squad Four: Eclipse and I'm sure there are some World of Color fans out there who are throwing their Game Boys at their TV screen right about now. Whether you're a Sega fan, or a Nintendo fan, you had some amazing games to play last year and this year doesn't look any different.

    Brittany: That's right because you've got the ULTRA Nintendo coming out finally!

    Alex: And next week we'll be here to review Terranigma for the SNES-CD, so don't miss that one.

    -excerpted from the January 7, 1997 episode of GameTV

    -

    And once again, we look back on a great year in games with our countdown of this year's ten biggest stories from the world of video gaming.

    #10: A Monster In Your Pocket

    When Pocket Monsters Red and Green launched early last year in Japan, few suspected that it would become a major phenomenon with millions of sales and a hit anime series on the way, while also persuading Sony to acquire its creator company Game Freak. We have yet to hear official news on the franchise's arrival in the West, but an announcement to that effect seems like a matter of time.

    #9: Saturn Does What Nintendon't

    Sega brought back its classic “Nintendon't” campaign for the holiday season and it was likely a major part of the company's success, topping Nintendo in sales over the holidays for the first time since 1992. Everyone loves the classics!

    #8: Games Find Their Voice

    This year saw a surge of video games to feature professional voice acting. Though the craze seemed to start with the rise of optical gaming media in 1992, this year it blew up with high profile Saturn games and SNES-CD titles alike, and now this craze seems to be here to stay.

    #7: Sega Goes Online

    The introduction of the Sega NetLink service to link up Saturn gamers with the World Wide Web is one of the more promising innovations in recent memory. Though sales of the expensive modem device have been slow, they're liable to pick up as more games are added to the service.

    #6: Color Your World

    The launch of the Game Boy Color brought full-color games to the handheld and enhanced sound capabilities as well. Hit games like Donkey Kong Land 2 saw a big boost in sales from the new Game Boy, and it's likely that Pocket Monsters will benefit greatly as well if it ever sees a North American release.

    #5: Resident Evil

    The survivor horror game became a huge phenomenon and the Saturn's first killer app when it launched in April, garnering numerous Game of the Year awards and millions of sales. A sequel has yet to be announced but like any good horror franchise, it seems inevitable.

    #4: Games Court Controversy

    Though the video game violence debate was largely settled in 1993 with the birth of the ESRB, video games still found themselves in the middle of political debates, including the 1996 presidential campaign. And let's not forget the near-tragedy at the official Sonic the Hedgehog 4 launch when a disgruntled bomber attacked the festivities in part due to his opposition to the Saturn's game Shin Megami Tensei: Devil Summoner...

    #3: An Ultra Revelation

    Nintendo formally unveiled their new Ultra Nintendo console at E3, and games like Super Mario Dimensions and Final Fantasy VII were playable for the first time. The system looks impressive and will no doubt be a huge hit when it's released later this year.

    #2: Sonic Boom

    Sonic the Hedgehog 4 was undoubtedly the biggest release of the year, selling millions of copies in its first month of release and spurring a huge holiday season for Sega's Saturn console. The game received rave reviews and proved that Sonic is still one of the biggest if not the biggest face in gaming.

    #1: The Saturn Surges

    And the biggest story of 1996 was the incredible performance by the Sega Saturn, which sold more than ten million units worldwide over 1996. Spurred by a price drop and a series of smash hits including Resident Evil, Tomb Raider, and last but certainly not least, Sonic the Hedgehog 4, Sega got a big year when they needed it most, and now the ball is in Nintendo's court to respond.

    -excerpted from the February 1997 issue of Next Generation magazine

    -

    Game Watch


    SNES-CD:

    Brandish 2: The Planet Buster - Winter '97
    Energy Breaker - Winter '97
    Klepto: Thief In The Night - Winter '97
    Rage 2: The Rage Returns - Winter '97
    Salvation 2 - Winter '97
    Sam & Max: Freelance Police - Winter '97
    Terranigma - Winter '97
    Toxic Waste 2 - Winter '97
    World Championship Boxing - Winter '97
    Commander Keen - Spring '97
    Deadman Sam 3 - Spring '97
    Dragon Quest VI - Spring '97
    ESPN: X-Games - Spring '97
    Fire Emblem: Keepers Of The Light - Spring '97
    Gun Warrior: Cannon Fire - Spring '97
    Gungriffon - Spring '97
    Harvest Moon - Spring '97
    Maruthiel - Spring '97
    Mega Man X4 - Spring '97
    Road Rash: World Tour - Spring '97
    Sailor Moon - Spring '97
    Wild Arms - Spring '97
    Blast Corps - Summer '97
    Breath Of Fire III - Summer '97
    Disney's Hercules - Summer '97
    Dog Dash 2 - Summer '97
    Intelligent Qube - Summer '97
    International Superstar Soccer '98 - Summer '97
    NBA Hangtime - Summer '97
    Norse By Norsewest - Summer '97
    Star Wars: Masters Of Juyo - Summer '97
    Tales Of The Seven Seas 2 - Summer '97
    Kirby's Adventure 3 – Fall '97
    NBA Live 98 – Fall '97
    Victory 2 – Fall '97

    Ultra Nintendo:

    Final Fantasy VII – Fall '97
    Nightsquad 2 – Fall '97
    Super Mario Dimensions – Fall '97
    Ultra Mario Kart – Fall '97
    Star Fox 2 – 1998
    Tale Phantasia 2 - 1998
    Zelda – 1998

    -excerpted from the January 1997 issue of Nintendo Power

    -

    1996 was a time of transition in the gaming world, particularly for Nintendo, whose fans would have to wait another year for the release of their next-generation console. Nintendo kept fans satisfied with some of the best Super Nintendo CD games, including Chrono Trigger, Tale Phantasia, Super Mario RPG, Squad Four: Eclipse, Eternal Night, and Dog Dash, but Super Nintendo CD sales finally began to go into decline due to the impending release of the Ultra Nintendo. Sega saw an opportunity and capitalized by releasing an unrelenting wave of hits including Sonic the Hedgehog 4 and Resident Evil. Sega positioned the Saturn as the “cool” system for a new generation of gamers, and became the first home games console whose user base consisted of a majority of adult players. On the PC front, Microsoft became a huge presence with a lineup of games for its Windows operating system, though it was Quake that proved to be the most popular and well received game of the year on computers. The game sold millions of copies and even challenged Sonic 4 and Chrono Trigger for Game of the Year in publications that included PC games in their considerations. While the year is largely remembered as being the year that Sega “came back”, it will also go down in history for seeing the beginnings of many of the most beloved and enduring gaming franchises of all time. Though Sega had won the battle, the Ultra Nintendo loomed large, and though the Saturn would continue to hold the lead over Nintendo throughout 1997, Nintendo's new console was a shadow that would only grow as the year went on.”
    -”The History Of Console Gaming: Year-By-Year (Part 6)”, Wired.com, June 19, 2012
     
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    1996's Original SNES-CD Games
  • Okay, here's the list of 1996's SNES-CD games that aren't based on an OTL franchise, along with brief descriptions for them.

    -

    Squad Four: Eclipse: The sequel to Nintendo's 1994 hit Squad Four, the team has returned to the capital planet, only for an army of invaders led by a Krill warlord hungry for revenge to invade the planet. Now Squad Four has to repel the invasion. The game is generally considered even better than the first and is one of the very best games on the SNES-CD in terms of graphics and general production values.


    Cat Jackson Comes Back: The sequel to Sony's 1995 mascot platformer, Cat Jackson Comes Back features the feline hero trying to save his girlfriend once more. Basically more of the same in terms of graphics, sound, and gameplay and gets middling to good reviews.


    Warriors and Conquerors II: Champions Of War: The sequel to 1995's strategy sim, featuring a new gimmick in the form of combat by champion, army leaders can engage each other in one-on-one duels. The game is better received than the original, though it's still no Civilization.


    Hotel Havoc 2: A sequel to Hotel Havoc, this game features the same puzzle-based gameplay as the original, though the graphics are better and there are three playable characters instead of one.


    Universalizer 2: The sequel to 1994's well received shooter game, this game ups the stakes by sending players into alternate dimensions and even back in time, with time travel being a huge part of the gameplay. This game is as highly praised as the original was, with some of the best graphics seen in an SNES-CD shooter game.


    Jewels Of The Realm 2: This sequel sees the main characters from the original game once again traveling through various stages and collecting power jewels, this time in pursuit of a pair of evil children. This game makes a few gameplay changes that are criticized and while still a good game, it doesn't do as well critically or commercially as the original.


    Bumblebee: Save The Queen!: The sequel to Zooble's Hive, it has the hero Zooble attempting to rescue the queen of the hive after she's kidnapped. It's a solid platformer game but nothing special.


    Science Fighters 2: Sequel to the silly 1994 cult classic, it introduces a bigger cast of fighters, 17 in all, but the novelty has worn off a bit and the gameplay is somewhat lacking.


    Major Hazard: FUBAR: Major Hazard is back, this time getting stuck across enemy lines with a squad of bumbling infantrymen and having to fight his way back through hordes of enemy soldiers. It's considered a step-up from the original in terms of gameplay and humor.


    Day of Malcarius II: The sequel to the original Day of Malcarius, this RPG takes place 300 years before the original and features a much darker storyline, with a group of young vampire hunters caught up in intrigue and terror when they're trapped in the domain of a dangerous death lord. It's not successful commercially but it's remembered as an RPG classic.


    Icebiter 3: This, the third Icebiter game, changes up the formula somewhat by heavily featuring two main characters, a man and a woman, and a new behind the character viewpoint, turning the game into a sort of full-on run and gun with platforming elements. It's a fairly polarizing game, seen as the series black sheep by some and a classic by others.


    Knightstar 2: Revenge Of The Dragon King: The villain from the first Knightstar game returns in this sequel to plague a new generation of heroes. Despite the game's decent production values, it's super generic and drowns commercially in a sea of great RPGs.


    Fatal Strike: Touch Of Death: Notukaga returns, this time to save the realm from an evil warrior king who knows a touch that can kill with one strike. With the same great gameplay style as the original it's a fairly big hit for Koei.


    Monster Wars II: Risen From The Grave: A sequel to the monster strategy game from 1994, it's basically the same game but with significantly improved graphics, voice acting, a lot more monsters and a really good campaign mode. It's considered one of the best strategy games of the year.


    Slumlord: Back II The Streets: The sequel to 1994's somewhat controversial Slumlord game, this game is far worse than the original and is considered one of the year's worst games.


    Dark City: A Death In The Family: The third and final installment in the cult hit mystery series, this game has the lead detective contending with a powerful mob boss who comes after those he cares about most.


    Stolen In Shadow: The sequel to Daughter of Pearl, this visual novel/action game has the main character caught up in another worldwide intrigue when she's kidnapped by an unknown criminal syndicate and must discover their secrets if she wishes to be safe again.


    Extreme Deerhunting 2: The sequel to 1995's Extreme Deerhunting game, it's basically identical gameplay with different settings and some bigger species of deer.


    Bikerz 2: The sequel to 1995's kid-friendly biker gang racing game features a lot more tracks and characters and is generally better received than the original.


    Slaughterbox: An isometric beat-em-up fighting game that takes place in a series of small rooms and is quite bloody, with a variety of brutal wrestling moves and even the involvement of bladed and bludgeoning weapons. Becomes probably the most controversial SNES-CD game since Mortal Kombat, the gameplay is rated somewhat above average.


    Soul Matrix: A Squaresoft RPG about a young man and woman who are born on opposite sides of the world but are drawn together by a strange psychic connection that gives them mysterious powers. The two start out as enemies but later bond and become friends and possibly even lovers. You can start the game as either one of them and the quest differs depending on which one you pick. While the game isn't quite as big as Elements Of Mana or Chrono Trigger, it's a very well reviewed game and a decent new IP for the company.


    Kyuriadan: Another Squaresoft game, this one an action/platformer featuring a young boy named Kyuriadan who journeys with a series of guides across numerous levels to find his destiny. It's praised heavily for its beautiful artstyle and wistful musical score, though the gameplay itself is only decent.


    Mechanix: An action game where you take control of one of five car mechanics who have to battle various monsters and enemies with different tools and weapons. It's a fairly mediocre game though some of the bigger bosses have decent animation.


    Tunnel Vision: A rail-shooter game about a plucky young hero who pilots a ship through a series of monster-infested tunnels. Actually somewhat like Sewer Shark in terms of gameplay but without all the FMV cutscenes. The gameplay itself is fairly fun though the graphics and music are somewhat generic.


    Samurai Rush: This game from Telenet is an action-RPG about a samurai who wields dual blades as he fights his way through a cartoonish version of feudal Japan to protect the innocent and uphold justice. It's one of two games that Working Designs works on in concert with Telenet in 1996, the first being Tale Phantasia, the game features a fun cast of characters and lots of voice acted scenes. The game is marketed well and ends up being a decent-sized hit.


    The Basement: A horror game taking place in an island mansion and the tunnels underneath, it plays somewhat like a dungeon-crawl/puzzler but has some combat sequences as well. Features some fairly advanced sprite-based graphics for the SNES-CD. It's compared somewhat to the Saturn's Resident Evil, and though Resident Evil is considered the superior game for tech and gameplay reasons, The Basement's more cosmic-horror type elements win it some fans.


    Road Storm: A motorcycle-racing game taking place in a variety of locales. Featuring twelve characters and customizable bikes, it actually turns out to be quite a hit due to its fast-paced racing action and gameplay, and it becoms a franchise.


    Hacker Jack: A puzzle/platformer where you play a nerdy teenage boy named Jack who goes around with his computer infiltrating various places and hacking into them, he starts out as a petty criminal but eventually becomes a hero. Though the gameplay is somewhat frustrating at times, the game does have its charm.


    Dino Dudes: A sort of Battletoads ripoff starring three anthropomorphic dinosaurs. The dialogue is horrible, gameplay is bad and it's inferior to Battletoads in every possible way.


    Agent Number 9: A first-person shooter about a secret agent sent on various missions to kill enemy soldiers and spies. The plot is somewhat generic and the gameplay isn't as fun as games such as Wolfenstein or Doom, indeed, the graphics aren't as good as those games either.


    Strange Seed: An FMV game from Telenet, one of the very last for the SNES-CD, about a space war and a mysterious woman that holds the key to ending that war. Though it features the same rather generic gameplay of other FMV games, the artwork and story is very highly praised and it's considered perhaps the best FMV game on the system. The game would receive a “sequel” in the form of a full-on RPG for the Ultra Nintendo later on.


    Killer Robot Stanley!: From Sunrise Games, it's a follow-up to their Jaguar game Attack of the Mutant Penguins, where the player must gather up forces of lawn gnomes to defeat a killer robot named, you guessed it, Stanley. The game is extremely strange but the graphics receive some praise.


    It Was A Dark And Scary Night...: A silly horror-based board/party game featuring a variety of spooky traps, funny cutscenes, and weird mini-games. It's considered decently fun, though not quite as good as Thrillseeker.


    Maze Mice: An action/puzzle game where you take control of a mouse in a series of mazes. Though the gameplay is rather simplistic, it does have some addictive puzzle solving elements that earn the game a few good reviews.


    Tropical Trouble: A group of people get shipwrecked on an island and have to dodge the natives and an increasingly scary variety of creatures in order to escape. This silly platformer is as generic as they come and gets average reviews and poor sales.


    Dog Dash: From Naughty Dog, this is an action platformer starring an energetic boy who rides on top of a giant dog, the dog can attack in a variety of ways, using his big tongue, his huge paws to pounce, or with supersonic barks, the dog is big and cute and cartoony and there are a variety of cutscenes showing the boy and the dog bonding. This is the game made by Naughty Dog in lieu of Crash Bandicoot, a game that they decided to shelve for the launch of the Ultra Nintendo due to technological reasons. Dog Dash is still one of the best looking SNES-CD games and becomes an enormous hit due to its excellent gameplay, lovable characters, and silly humor.


    Honorbound: A fairly generic fighting game featuring a group of fighters in a tournament for their survival, with the unique gimmick being that all the fighters are considered “good guys” and are given their own sympathetic reasons for being in the tournament. Despite this attempt at creating good characters, the game is largely considered a Mortal Kombat ripoff.


    Flame Squad: A top-down strategy-esque game somewhat comparable to Cannon Fodder where you command a group of flamethrower-wielding soldiers across a variety of maps littered with enemies. The art style is actually quite cartoonish and the game is played for pure laughs, the gameplay is praised and the series becomes a franchise.


    Eternal Night: From Konami, this is an action game that is somewhat similar to Castlevania but much faster paced with a focus on fighting huge scary bosses, you play as a black-garbed baron who ventures through haunted castles and even the netherworld to battle hordes of terrifying demons. The graphics, a dark landscape of haunting imagery with 3-D effects and lots of animation, is considered among the system's best, the soundtrack is an all time classic and the gameplay is widely praised, making this one of the year's biggest hits.


    Stealth: Dangerous Mission: A flight-based game where you play a stealth bomber on various missions into enemy territory, the gameplay is considered somewhat spotty and overall the game is a disappointment after being hyped for several months beforehand.


    SimZoo: From Will Wright, it's another game in the Sim series, this one putting you in charge of running a zoo. Acquire exotic animals, include rides, decide what to charge for admission and souvenirs, it's all up to you.


    Shopping Spree: An action game geared toward young girls, the game takes place in a variety of stores, malls, etc, you create a teenage girl character with the goal of spending as much money as possible. Action segments give your character more money to spend. The game's reviews are truly horrendous and the graphics are barely SNES-CD quality.


    Twinblade: A weapon-based fighting game using 3-D graphics. Featuring a variety of characters and weapons, it's considered somewhat similar to the arcade game Soul Edge, though with less detailed graphics. The gameplay is considered excellent and the graphics among the best on the system. The game is promoted heavily and becomes a major success.


    Stackector: A fast-paced puzzle game where you have to build large stacks of chained blocks in order to form combos and rack up points. It's considered a significantly more complex puzzler than Tetris Attack, though this makes it somewhat less intuitive. The graphics are also better, with some nice pseudo-3D and shading effects. It's well reviewed and gets decent sales.


    Filliard: A game that takes place on a track and has you leaping from track to track, dodging obstacles while targeting enemies. The game is extremely fast-paced and quite difficult but the gameplay is considered somewhat addicting and it gets good reviews for its music and how fun it is.


    Dead End: An action/stealth/shooter game where you're one of two dueling spies attempting to corner the other while in pursuit of assassins, criminals, and terrorists. The game features branching paths and difficult gameplay and gives you multiple ways to confront your rival spy. While some parts of the gameplay are quite generic, other parts are praised and the graphics and voice acting are considered quite good.


    King Of The Jungle: A game where you're a lion who's setting out to restore balance to the jungle after it's attacked by a horde of terrible beasts. You team up with a group of jungle friends to fight the beasts across many platforming levels. It's a fairly standard action platformer but it's popular amongst younger players.


    Samurai Buster: A hack-and-slash beat em up game where you're a samurai out to bring justice to a city of criminals and slavers. A rather violent game with lots of blood and a very mature storyline, it's still considered quite an excellent game in both graphics and gameplay and Matsuhito, the main character, becomes rather well loved among SNES-CD fans.


    Natalia: Teardrop of Fate: A fairly obscure RPG quietly localized and released amidst the slew of other RPGs released this year. Though a decent enough game, it pales in comparison to many of the others released this year and reviews are only average while sales are very bad.


    Everest: The World's Bravest: A mountaineering action game where you have to climb Mt. Everest, facing a myriad of obstacles along the way. Rather fantastical (featuring the Yeti as a final boss), it's considered a decent action game but nothing special.


    The War Between The States: A US Civil War real time strategy game from Koei. Featuring dozens of Civil War battles, it's considered one of their very best strategy games, letting you take control of the Union or the Confederacy in some of the most famous battles of the war.


    Skater Girl: An action game starring a bubbly teenage girl who loves to roller skate as she fights off a variety of enemies who are menacing her friends. Fully voiced and featuring numerous animated cutscenes, it's praised for its graphics and production values but the gameplay itself is fairly ordinary and sales are low.


    Steam Agent: An RPG from Atlus taking place in a steampunk world, you're a group of detectives out to stop a vicious murderer and his gang from taking over the city. Featuring fantastical weaponry, it's a cult classic game but sales are really low compared to other RPGs that year.


    Belle Weather: An action/adventure game about a girl who can control the weather to help her battle enemies and bosses. Deploy rain, lightning, burning heat, even tornadoes on your enemies as you treck through 17 levels. The weather controlling mechanic is considered quite unique and the game is well received.


    Aria: A music-based action game where you play as a beautiful girl named Aria and use musical notes to advance through levels. Featuring over 100 minutes of vocal music, it's the first three-disc game on the SNES-CD (the first two-disc game being Chrono Trigger) and is quite an obscure game, though it's considered beautiful and innovative by reviewers.


    Klepto: The Invisible Thief: A top down puzzle game where you play a thief who tries to steal from various buildings in a sort of stealth-puzzle based gameplay. You can utilize various items to make the thefts easier. Moderately well received with good sales.


    Chainsaw: A horror game where your character is trapped in the wilderness and has to make his way back to civilization while being chased by a killer with a chainsaw. The chainsaw-wielding killer can appear at any time, adding a unique element of tension to this game.


    Parachute To The Princesses: A somewhat generic action game where you're a cartoony paratrooper who has to rescue princesses across various levels. Gameplay is somewhat frustrating and the game gets below average reviews.


    VideoVision: A colorful and fun action game where you're a kid who leaps into video screens to discover new worlds and defeat a variety of villain. With dozens of weapons and abilities at his disposal, you have lots of ways to defeat these enemies and the game itself is quite well reviewed and successful.


    Iron Combatant: In this action game, you take the controls of a huge mechanized powersuit as you battle enemies across various stages. The game features several cutscenes and its main character is a badass female colonel named Layla. It has quite a good storyline and it gets very good reviews and sales.


    The Human Body: As the title describes, it's an action game that takes place inside the human body, battling viruses, parasites, and other enemies. Not well received at all.


    Off-Track: A racing game featuring big wheeled trucks on dirt tracks. Pretty simplistic and the graphics aren't much to look at either.


    Quizmaster: An original quiz game that takes the form of a game show with a snarky announcer and a variety of minigames. It has lots of questions to avoid too many repeats but the game itself gets only average reviews and below average sales.


    Tree Town: An educational game taking place in a town with lots of houses and stores, it's made for elementary-school aged kids and features quizzes and fun characters. It's actually not a bad game, but sales are pretty lousy.
     
    January 1997 - Vae Victis!
  • As development on Legacy of Kain went on, we saw what was going on over at Nintendo with all of their successful RPGs, and that helped to shape what we ended up doing with our game. Just subtle touches here and there, but we wanted to bring the game in line with successful games like Secret of Mana. As fate would have it, we released during the same month as Terranigma, and Sega thrust us right up for comparison.”
    -Denis Dyack, creator of the Legacy of Kain series

    Nothing made me sadder about losing Enix than seeing Terranigma. That was an incredible game and it represented the end of an era for Nintendo. Nintendo thought, maybe doing right by Enix to promote this game might help get them back, but by then it was too late.”
    -Dan Owsen, translator of the English version of Terranigma

    Why Sega? Why not? I mean, the Ultra had the better tech, but we liked what they were doing over there at Sega.”
    -Sam Houser

    And despite improvements in technology that bring home consoles closer and closer to arcade-level graphics and sound, the arcades are still popular. Much of that popularity can be attributed to Sega, whose partnership with Namco has made the company the market leader in arcade board technology.”
    -from the January 19, 1997 episode of Computer Chronicles

    The Ultra Nintendo is coming by the end of the year! But what will you be playing on Nintendo's newest system? Here's the scoop on many of the Ultra's biggest games, including games first introduced right here in the pages of Nintendo Power!”
    -from an article in the January 1997 issue of Nintendo Power

    -

    Sam and Max: Freelance Police

    Dan: 8.0
    Shoe: 8.5
    Crispin: 7.5 (quote: “This exciting SNES-CD exclusive builds upon its predecessor, but in a lot of ways it's also a retread that doesn't do enough to distinguish itself from Sam and Max Hit The Road.”)
    Sushi-X: 7.5

    Terranigma

    Dan: 9.0 (quote: “Challenging, poignant, and beautiful, this RPG is worth playing for anyone who's a fan of the genre, going far beyond anything else Enix has done in recent years.”)
    Shoe: 9.0
    Crispin: 9.0
    Sushi-X: 9.0

    Salvation 2

    Dan: 7.0
    Shoe: 7.0 (quote: “This shooter is fairly generic but it moves along at a blisteringly fast pace and provides a refreshing challenge.”)
    Crispin: 8.0
    Sushi-X: 8.0

    Toxic Waste 2

    Dan: 6.5
    Shoe: 5.0
    Crispin: 4.0 (quote: “The first game was pretty fun but this one's just plain gross.”)
    Sushi-X: 4.0

    Assassin

    Dan: 5.5
    Shoe: 5.5
    Crispin: 6.0 (quote: “It's a decent enough game but if you want ninja brawling action on the SNES-CD, Ninja Gaiden IV is still the way to go.”)
    Sushi-X: 6.0

    World Championship Boxing

    Dan: 9.0
    Shoe: 8.0 (quote: “Way more realistic than Super Punch-Out and the create-a-boxer mode is pretty robust.”)
    Crispin: 8.0
    Sushi-X: 8.0

    -Electronic Gaming Monthly's reviews of January 1997's SNES-CD games in the February and March 1997 issues

    -

    To Save The World, You Must First Rebuild It...”
    -the tagline for the North American release of Terranigma, which appeared in magazine advertisements for the game

    Terranigma: The Basics

    Enix's Terranigma launched for the Super Nintendo CD in North America on January 13, 1997. The action RPG is almost identical to OTL's in terms of gameplay and storyline, the main changes from OTL are somewhat improved sprite animations, limited 3-D in certain boss battles (particularly the battle with Dark Gaia), about five minutes of Granstream Saga-style anime cutscenes, and more references to God, the Devil, Heaven, and Hell in the game's English translation, owing to the more lax censorship standards in TTL. The game still tells the story of a boy named Ark, who is born in the Underworld and must rebuild the surface of the Earth, which was destroyed in a conflict eons ago. After emerging from the Underworld and taking on quests that rebuild the continents and guide the Earth's lifeforms back through their evolution to a technologically-based human civilization, Ark comes into conflict with the evil scientist Beruga, who froze himself into cryosleep before the first destruction of the Earth and seeks to reshape the world in his own image by contaminating it with a virus that kills all “weak” lifeforms and preserves the rest as mindless, immortal slaves. The primary villain of the game is Dark Gaia, implied to be this game's version of Satan, who has been using Ark to resurrect the world so that it can take control. Through sacrificing himself and all his friends back in the Underworld, Ark is able to defeat Dark Gaia and protect the lifeforms on the surface. In the end, it is implied that the people of Ark's village, and eventually Ark himself, will come back to life someday, and in a final animated cutscene after the credits, Ark's friend Elle gets a knock on her door. As she begins to turn the knob, the cutscene ends, leaving it up to the player to decide if Ark has returned or not.

    The game is promoted heavily by Nintendo, who realized in the process of translating the game that it could be a major success, and that they didn't wish to lose Enix as a software partner. However, Enix's exclusivity with Sega was a done deal by that point, and despite Nintendo's promotion of the game, Terranigma would be the second-to-last Enix game to appear on a Nintendo system. It receives stellar critical reviews and it is considered by many to be the SNES-CD's best game of 1997, even after the year is all said and done. It exceeds 300,000 sales in North America, making it one of Enix's top-selling games in the territory. When added to the 200,000+ sales in Europe and over 700,000 Japanese sales, the game becomes a million-seller for Enix. The game would later be ported to the Saturn as an enhanced remake in late 1997 in Japan and 1998 in North America.

    -

    It's hard not to compare the Saturn's new action-RPG Blood Omen: Legacy of Kain to the new Super Nintendo CD action-RPG Terranigma. Both games feature single protagonists from a top-down perspective, exploring the world, battling enemies, solving puzzles and the like. And though Legacy of Kain features an entirely connected world, compared to Terranigma's overworld screen, traveling from place to place in Kain's bat form is somewhat like using an overworld map to get around. Of course, Legacy of Kain covers much darker material, and the game is far more violent. Blood spews from everything you kill, and there are even spells that drain entire screens full of enemies of their blood and transfer it to Kain. In the end, however, the production values of Kain far exceed the SNES-CD's admittedly inspired RPG. The world of Kain is far bigger, the voice acting is far, far better, as are the graphics. We played both and though we'll be the first to admit we're somewhat biased, Blood Omen: Legacy Of Kain is the superior game. In fact, it might just be a contender for Game of the Year.

    OSM Score: 10/10

    (…)

    Official Saturn Magazine: So, a lot of the RPG elements were a late addition?

    Denis Dyack: Indeed they were. The damage numbers you see when striking an enemy or getting hit? That was a late add, as were some of the weapons. Initially, you could collect only five swords for Kain, but once we decided to make the game a bit more like an Eastern RPG in certain ways, we decided to add a few more swords and now there are twelve. We also made the combat just a bit smoother, though that can also be attributed to the power of the Sega Saturn.

    OSM: Was this always a Saturn game?

    DD: No, in fact our initial wish was to put this game on the 3DO, but when that system went belly-up, we switched to the Saturn. The Super Nintendo CD was never considered, there were things we wanted to do that we couldn't have done. A lot of the full-motion video, we couldn't have done the 3-D like we wanted unless we were on the Saturn, and the load times on the SNES-CD would've been hideous. We wanted to make the load times as short and as infrequent as possible.

    OSM: There are a lot of comparisons to some of the games on the Super Nintendo CD, but there really aren't many games like Legacy of Kain on the Saturn. Magiquest, Ultima perhaps, but Legacy of Kain is quite unique compared to most of the other games on the system. Did that help in your decision to bring the game to Saturn also?

    DD: Honestly no, we didn't really worry about if there would be other games in this genre on the Saturn, because we knew Legacy of Kain was going to be the best game regardless. This game has been three years in the making, it's a real passion project for all of us and I'm overwhelmed with the reception so far. In fact, we're hoping it encourages more games like this to come to the Sega Saturn!

    -excerpted from the Blood Omen: Legacy of Kain cover article in the January 1997 issue of Official Saturn Magazine

    Moderator: I think we have, in the third row someone here has a question...

    Anna Gunn: Oh, yes, hello!

    Moderator: Do you have a question for Mrs. Gunn?

    Fan: Um, sure, thanks, you are...an AMAZING voice actress but I'm wondering, if you've ever considered doing on-camera work. I know a lot of people don't consider voice acting to be “real” acting, though I think most of the people here understand all the passion and effort and skill that goes into voiceover and it's as real as any other kind of acting. But...you know with your talent I think, I think you'd definitely be able to make it doing on-camera work so I'm wondering if that was ever...if you'd ever considered on-camera work before?

    Gunn: Well first off thank you, I, um, you know it's really nice to hear when the fans let us know that they consider voice acting to be synonymous with acting because it really truly is, it's hard for people who don't know what goes on in the booth, all the moving around we do and all the emoting and everything else, to understand that it really is no different from what you see on-camera. On-camera work, I mean....in my early career I actually did primarily on-camera work, and I've done a few things, little guest things here and there. But, after doing Legacy of Kain, I think that was when I made the transition to doing primarily voice, that game just did so well and a lot of job offers came in, that's when voice acting in video games REALLY blew up and now 18 years later, there are so many jobs in it. So I'm glad to have had the career I've had. I mean, just to be mentioned alongside, you know, Jennifer Hale, Moira Quirk, actresses who are my friends and who are some of the legends in this industry, that is amazing and so I've loved every second of my voiceover career and I can't wait to see what awesome characters I get to do next!

    Fan: Thank you, thank you and you are amazing at your job. You are an amazing Samus.

    Gunn: Thank you very much!

    -from the Metroid: Starlight panel at the 2015 San Diego Comic-Con, July 8, 2015

    -

    Virtua Cop 2 A Big Hit

    It was Virtua Cop 2-mania at the Toys-R-Us in Long Beach, California yesterday. The game, which launched at arcades in 1995, finally came to the Sega Saturn to the excitement of hundreds of Sega fans lined up waiting their turn to bring one of their favorite arcade games home. The game, a sequel to the 1995 Saturn hit Virtua Cop, puts the player in the shoes of a police officer as they hunt down criminals, kidnappers, and terrorists in order to save their city. The game gives you the option of playing with a normal controller or using a realistic electronic gun to aim at targets on the screen. The game has drawn some controversy for its violent content, but Saturn owners are no stranger to violent video games. Earlier this month, the vampire adventure Blood Omen: Legacy Of Kain, sold more than 150,000 copies in its first week, despite the graphic violence depicted in the game. The Sega Saturn has appealed largely to older male players, though Virtua Cop 2 does introduce a female officer to the series in an attempt to convince players of both sexes to play the game. Most of the people lined up at the Toys-R-Us were boys and young men who ranged from their early teens to their late 20s, with some parents lined up to purchase the game for their kids. Despite warnings from clerks about the game's level of violence, few, if any parents were deterred from purchasing the game. The Sega Saturn has been the top selling game console now for the past two months, and industry analysts predict that it will remain so through the month of January.

    -from an article in the Long Beach Press Telegram on January 31, 1997

    Tekken 3 Soars Into Arcades, Saturn Release Not Yet Scheduled

    While Saturn owners are getting ready for Tekken 2 to hit home consoles next month, Tekken 3 is getting ready to make its way into arcades. It's scheduled to make its North American premiere at the grand opening of the first Sega Gameverse location in Seattle in early March, with a rollout into arcades across the country over the rest of the month. After the major success of the previous two Tekken games, it's set to be one of the biggest arcade launches ever, and should help to propel Sega's new arcade into the public eye as well. Sega is inaugurating the Tekken 3 launch with a major tournament at Gameverse, where the company also plans to hold a mini-press conference announcing a few of their games for later this year. EGM will have an article on Tekken 3 in next month's issue, and we'll also be there at Sega and Namco's launch event in March to give our readers the scoop on all the big announcements.

    -from the January 1997 issue of Electronic Gaming Monthly

    -

    The decision by LucasArts to launch a new Sam and Max game for the Super Nintendo CD was somewhat unexpected, especially considering the commercial performance of the port of Sam and Max Hit the Road on the console in 1994. Though critically beloved, the port had done underwhelming numbers, especially compared with how well The Secret Of Monkey Island had done. Still, though adventure games as a genre had declined on the system, LucasArts decided to take a risk, especially since there were no further plans for Monkey Island games on the console. The game would be designed with the SNES-CD in mind from the very beginning, maintaining the 2-D graphics and voice acting used in the original game, but with an optimized control scheme and references to Nintendo within the game's dialogue. It saw Sam and Max contracted to solve five cases, which were tied in with an overarching mystery plot about a mysterious feline woman and a treasure buried beneath an abandoned old hotel (an allusion to “Al Capone's Vault”, which Geraldo famously opened up and found largely empty, though in Freelance Police the treasure, belonging to a gangster named Rochester Ralph, was very much real). The critical reception to the game was good, though not QUITE as good as Sam and Max Hit The Road had been. However, commercially, the game was a surprise success, more than doubling the sales of the SNES-CD port of Hit The Road, and becoming one of the top selling new SNES-CD games of the month, trailing Terranigma and finishing a close second to World Championship Boxing. The game would eventually receive a PC version in 1998 (with an extra two cases but with the Nintendo references excised) and it paved the way for a third Sam and Max game in 2001. The inexplicable disappointment of the first Sam and Max game on the SNES-CD had been reversed by the inexplicable success of the second (though it's likely that clever advertising for the game played a role).

    -excerpted from “Sam And Max Hit The SNES-CD” on gamesovermatter.com

    -

    Brittany Saldita: Terranigma is a damn good RPG and out of the three Enix action RPGs, it's the best of the series.

    Ted Crosley: Wait, wait, it's part of a series?

    Brittany: According to Quintet, yes, Terranigma is the third game of a loosely-connected series of games that includes Soul Blazer and Illusion of Gaia.

    Ted: See, I thought Soul Blazer was connected to ActRaiser because they both had The Master in them.

    Brittany: Well....they're sorta all connected.

    Ted: *holding his head* Why can't they just be numbered like normal sequels?

    Brittany: They're not sequels, per se....

    Ted: *groaning*

    Brittany: I know, I know, it IS confusing, but there was nothing confusing about how good Terranigma is. The story is amazing, I won't spoil what hasn't already been revealed in the review, you just have to play the game. It's outstanding, I give it a 5 out of 5.

    Ted: Well, I'm not quite so thrilled about it, I'm giving it a 4. Yes, the game had an excellent storyline and excellent music, but the battle mechanics are a bit unbalanced, you're gonna have a lot of trouble killing anything in the late game until you level up but if you level up too much you'll be really overpowered.

    Brittany: I didn't mind that, I thought it cut down on level grinding more than you absolutely had to.

    Ted: The problem is that you don't know if you have to, you either get your ass kicked or you can beat the final boss with one hand.

    Brittany: Didn't you beat Tomb Raider with one hand?

    Ted: ...that was Alex!

    Brittany: Don't lie, I saw you, one hand on the controller and the other one...buried in a bag of Doritos.

    Ted: I was hungry!

    Brittany: You got Dorito dust on the controller! And IN the controller!

    (…)

    Alex Stansfield: And I KNOW you're gonna compare this game to Terranigma because the two of them are quite a bit alike.

    Ted: I REALLY preferred Legacy Of Kain. The gameplay was better, the world was bigger, and the voice acting, holy crap!

    Alex: Yeah, the guy who did the voice of Kain was amazing and even the dude who played Frollo in The Hunchback Of Notre Dame shows up as one of the characters.

    Ted: So yeah, I loved this game. It kicked a ton of ass, the vampires in this are way better than those vampires in the Anne Rice books.

    Alex: Yeah, Kain's a badass, everyone in this game is a badass pretty much.

    Ted: And you FEEL like a badass when you play. I mean...look at this spell! He sucks the blood out of EVERYBODY on the screen at the same time! That's the most badass thing I've ever seen in a video game!


    Alex: More badass than Sub-Zero yanking a dude's head off in Mortal Kombat?

    Ted: Way more badass than that. He even has a cool catchphrase.

    Alex: Vae victis!

    Ted: What's that even mean anyway?

    Alex: It means “woe to the vanquished”.

    Ted: Oh, SEE?! That is badass! I'm giving Blood Omen: Legacy Of Kain a very badass 5 out of 5.


    Alex: I'm also giving it a 5 out of 5. This game is REALLY good, all the way around. The graphics, the music, everything about it is just killer. Definitely check it out, it's the best RPG since Tale Phantasia.

    Ted: Agreed.

    *a siren sounds*

    Ted: To the wall!


    *Alex and Ted bring up a framed copy of Blood Omen: Legacy of Kain to the Hall of Fame wall as Brittany, Gary, and John gather around.*

    Gary Westhouse: I take it you guys liked the vampire game?

    Alex: It's going on the Hall of Fame Wall so indeed, we liked the vampire game.

    John Walden: Sweet, let's get that thing up there!

    *The game is mounted on the wall.*

    Ted: Blood Omen: Legacy of Kain is an absolute, must-play game, an instant classic that belongs in any Saturn owner's collection and is a VERY good reason to buy a Saturn if you don't already have one.

    -excerpted from the January 14, 1997 episode of GameTV

    (…)

    John: And we're here in New Orleans for Super Bowl week!

    Brittany: GameTV's here for the very first time to interview some of the players from the Packers and the Dolphins about the upcoming game.

    John: And by that we mean what video games they play, because this is a video game show and that's all you guys care about, right?

    *John is shown with Packers quarterback Brett Favre*

    John: So what kinds of video games do you play?

    Favre: *laughing* Honestly, I can't say that I play any video games. Football takes up a lot of my time, I wish I had time to play them because some of them look pretty fun, but I mostly focus on football.

    John: Well, you've been lighting it up this year, you're the MVP, so all that hard work has definitely paid off. Lemme ask you this, if you DID play video games, which one would you play?

    Favre: Uh, Mario, I guess maybe? That looks kinda fun. You'd have to show me how to play.

    John: Everybody can play Mario! Come on, if you can beat the Dallas Cowboys in the NFC Championship, you can play Mario.

    *Next up, John is shown interviewing Dan Marino from the Dolphins*

    John: All right, Dan Marino! I know we don't have much time but I'd like to ask if you like to play any video games.

    Marino: Awww, man, you know, I don't, but my kids play. My kids play all the time, they like to play uh, Mario, and there's this game with a silly looking dog that my sons have been playing.

    John: Oh, Dog Dash, that's a real good one!

    Marino: Yeah, they have a blast playing it.

    John: Hey, congrats on beating the Broncos and good luck in the Super Bowl. I'm supposed to be unbiased but I'm rooting for you guys since I'm from Florida.

    Marino: Hey, yeah, sure thing.

    *Now Brittany is shown with Packers kick returner/wide receiver Desmond Howard.*

    Brittany: This is Desmond Howard and I've got some questions for you about video games.

    Howard: Sure, sure, I love video games, go ahead.

    Brittany: If you could be any video game character you wanted, which one would you be?

    Howard: I'd be myself in Madden '97.

    Brittany: *laughing* Yourself?

    Howard: Yeah, I go for 300 yards a game in Madden. If I was going for 300 yards a game, man, we'd never lose!

    Brittany: That's a really good point! So are you a Nintendo guy or a Sega guy?

    Howard: Sega Saturn all the way, think you can tell me anything about Turok? I'm really looking forward to Turok.

    Brittany: It's gonna be awesome, there are t-rexes and there's a gun that fires a nuclear explosion.

    Howard: Really? *he looks quite excited* Now I REALLY wanna play Turok!

    Brittany: It's coming out in March!

    Howard: Think you could hook me up early?

    Brittany: *laughing* I wish! I'd probably look MYSELF up first, I'm looking forward to playing Turok too! Hey, good luck in the game Sunday!

    Howard: Thanks, thanks!

    -excerpted from the January 21, 1997 episode of GameTV

    (…)

    John: So Virtua Cop 2, not quite as...revolutionary as the first, but still a pretty solid game.

    Gary: Yeah, I mean, the graphics have improved, the gameplay's somewhat better, there's more characters to pick from...I dunno, I feel like there should be more to it.

    John: It was short.

    Gary: Right. There's like, three friggin' levels, and I just....I don't know if you can justify paying that much for such a short game.

    John: The multiplayer's fun.

    Gary: The multiplayer IS fun if you have a buddy who's around your skill level.

    John: And since all four of us are way better than you, you didn't have much fun with it? *smirks*

    Gary: I am not THAT bad at the game, I beat it, didn't I?

    John: Let's show another brief clip of Gary trying to get through Virtua Cop 2.

    *John and Gary are shown playing together, John is dominating in the points while Gary hits two civilians in succession*

    John: You're supposed to be saving the hostages, not shooting them!

    Gary: I'm....I'm putting them out of their misery!


    John: What?

    Gary: They look like they've been held hostage for like two hours, they gotta be bored as hell by now, I'm ending their boredom!


    John: *laughs* I think....I think....I think maybe they could've waited, I dunno, at least a few more hours to get back to their families.

    Gary: What if their kids are REALLY bad? Like Dennis the Menace bad?

    John: I still don't think-

    Gary: You don't think Mr. Wilson was wishing just once for someone to end his misery? Here comes Dennis messing up the car again! Some of those comics, he looked REALLY miserable.

    John: *laughing* Well, okay, if Dennis the Menace shows up, you might be onto something there.

    *the flashback ends*

    John: Now I kind of want to shoot Dennis the Menace.

    Gary: Well, regardless, this isn't a BAD game. It's decent and if you liked the first, you'll like the second. Just know that there's not much to the game. I give Virtua Cop 2 a 3.5 out of 5.

    John: Yeah, I agree, a solid 3.5 from me too.

    (…)

    Ted: Well, that's it for this week's episode of GameTV. Before we go, we want to give a special shout-out to the Green Bay Packers who won the Super Bowl 45-17 over the Miami Dolphins.

    Brittany: And to Desmond Howard, who won the MVP after taking TWO kickoff returns back for touchdowns! Enjoy your offseason and enjoy playing Turok when it comes out in a couple of months.

    Alex: And we also want to give a shout-out to Gunpei Yokoi who was gracious enough to let us interview him for our Days of the Hunt feature, that's coming next week along with our review of the game, we'll also be previewing a game coming out in April that was written by, get this, a former writer for the show Clarissa Explains It All.

    Ted: Yes, we'll be explaining THAT and lots more next week on GameTV!

    -excerpted from the January 28, 1997 episode of GameTV

    -

    SNES-CD Power Charts: January 1997

    1. Squad Four: Eclipse
    2. Super Mario RPG
    3. Dog Dash
    4. The Legend Of Zelda: Ocarina Of Dreams
    5. Tale Phantasia
    6. Policenauts
    7. Chrono Trigger
    8. Kirby Super Deluxe
    9. Descent
    10. Ultimate Mortal Kombat Trilogy
    11. Samurai Rush
    12. NBA Live '97
    13. Road Storm
    14. Icebiter 3
    15. Tetris Attack
    16. Flame Squad
    17. Super Mario World 2
    18. Soul Matrix
    19. Darkstalkers: The Night Warriors
    20. Donkey Kong Country

    The Official Saturn Magazine Buzz Chart: January 1997

    1. Sonic the Hedgehog 4
    2. Tomb Raider
    3. Virtua Cop 2
    4. Panzer Dragoon II Zwei
    5. Blood Omen: Legacy Of Kain
    6. Turok: Dinosaur Hunter
    7. Resident Evil
    8. Virtua Fighter 2
    9. NiGHTS Into Dreams...
    10. Duke Nukem 3-D

    -

    February 3, 1997

    It had been about six months since DMA Design had turned down an offer from Nintendo to collaborate on games for the Ultra Nintendo. The company had wanted to keep its options open, and saw the rising Saturn sales and public interest in the system as a sign that they should focus on developing games for the Saturn console, at least for the moment. At the time, the company was developing a game for both the Saturn and for the PC, a game that they planned on releasing late that year.

    The game was called Race'n'Chase, a game where the player could assume the role of a cop or a criminal as they completed various tasks in a large, open city. The game would focus on car races and cop chases, hence the name, and was coming along nicely. Sega had given DMA some input, though the company would still be free to produce the game as they saw fit. Still, Sega's influence on the game was beginning to show. The racing portions of the game had been expanded, and car chases were extremely fun, both on the law enforcement side and from the criminals' point of view.

    “If you ask me, I still prefer playing as the bad guy,” said Sam Houser, leaning over a desk where a co-worker was testing out a build of the game. Of course, Houser had always been somewhat of a rebel, and playing as the 'bad guy' appealed to that rebellious nature. Even so, even he had to admit that the game had become even more fun with Sega's suggestions put into place. Furthermore, the company hadn't made any attempts to cut down on the violence. You could still gun down pedestrians or run them over, and could commit crimes at your leisure. The company had no problem with controversy, and Sam and his brother Dan were thrilled that Sega hadn't once tried to censor their game. “I almost think maybe the game should focus more on committing crimes.”

    “Do we really wanna get rid of the cop chases though? Some of them are pretty fun,” said Houser's co-worker. “Giving the player a choice about what side of the law they wanna be on does make the game more about 'freedom'...”

    “True,” said Houser, continuing to watch the footage on the screen. He was already formulating an idea, probably too ambitious for this game but possible some day down the road, about playing as a criminal, committing a slew of crimes, and then getting to play as the cop who'd be responsible for hunting that criminal down. Maybe playing both sides of the law could be fun, for certain players at least. “I'm still not quite sure about the name though...maybe I could run my idea by Dan?”

    He had thought about calling the game Grand Theft Auto...but if the cop aspect stayed in, it might not be entirely fitting.

    Then again...maybe you could play as a CORRUPT cop...” thought Houser, a brief smile crossing his face. He still had some time to think of more ideas. After all, the game wasn't due out until October...
     
    February 1997 - Gunpei Yokoi's New Project
  • Sega's role in kicking off the next generation of fighting games can't be understated. The days when Street Fighter II and Mortal Kombat were the biggest games in town was over, and now games like Virtua Fighter and Tekken ruled the roost. It became the fighting game system, and gamers still loved to play fighting games.”
    -Tom Kalinske, “The Chase”

    It was my work with Sony and my friendship with Kutaragi-san that led me to modify my philosophy on game design to some extent. I had always believed that expensive, powerful technology interfered with creativity in design. But working with Kutaragi, I saw the possibilities that could arise with more advanced technology. While I never abandoned my beliefs about 'lateral thinking' entirely, I was given new ways in which to expand on those ideas.”
    -Gunpei Yokoi, in a November 2002 interview with Electronic Gaming Monthly

    3...2...1...Begin The Hunt!”
    -the introduction phrase to every level of Days Of The Hunt

    -

    Brandish 2: The Planet Buster

    Dan: 7.0
    Shoe: 9.0
    Crispin: 7.0 (quote: “A challenging and fun dungeon crawler with great music and a gripping plot.”)
    Sushi-X: 7.0

    Energy Breaker

    Dan: 6.5
    Shoe: 7.5
    Crispin: 7.0
    Sushi-X: 7.0 (quote: “Taito's take on the strategy RPG is pretty good fun, though the stages can be somewhat repetitive.”)

    Klepto: A Thief In The Night

    Dan: 8.5
    Shoe: 8.5 (quote: “Compared to the first game, which was fun but somewhat unfocused, this game gives significantly more bang for the buck. Every stage is exciting and there's not a single enemy or item out of place.”)
    Crispin: 9.0
    Sushi-X: 9.0

    Rage 2: The Rage Returns

    Dan: 8.0
    Shoe: 8.0
    Crispin: 7.0
    Sushi-X: 6.0 (quote: “The familiar gameplay is retained, but despite the addition of new characters, this game's quite the retread from the first.”)

    Applejack Road

    Dan: 5.0
    Shoe: 6.0 (quote: “Kids will like this colorful Western-themed game but most gamers should look elsewhere for platforming fun.”)
    Crispin: 5.0
    Sushi-X: 2.5

    Ocean Watch

    Dan: 7.0 (quote: “The beautiful graphics make this game a bit less boring, though it does say something when a game where you shoot into the ocean at hideously scary sea creatures gets boring.”)
    Shoe: 4.5
    Crispin: 6.0
    Sushi-X: 6.0

    Chocopop!

    Dan: 5.0
    Shoe: 5.0 (quote: “Another boring platformer. The chocolatey level designs just made me hungry.”)
    Crispin: 4.0
    Sushi-X: 4.0

    Days Of The Hunt

    Dan: 7.5 (quote: “One of the most exciting rail shooters in quite some time. The Super Scope 2 accessory enhances the fun.”)
    Shoe: 7.5
    Crispin: 8.5
    Sushi-X: 8.5

    -reviews of February 1997's SNES-CD games in the March and April 1997 issues of Electronic Gaming Monthly

    -

    With the release of Tekken 2, the series takes its seat as one of the very best fighting game franchises on the Saturn. It's one of the most vastly improved ports of an arcade game and a must-play for all Saturn owners.”
    -excerpted from Gamepro's perfect 20/20 review of Tekken 2

    Tekken 2: The Basics

    With Tekken 2, Namco poured a great deal of effort into making the game as good of a port as it could possibly be. In contrast with the original Tekken port, which featured only slight improvements, Tekken 2 got a full overhaul, including enhanced graphics and full CGI ending cutscenes for every character. In addition, the Saturn Enhance controller greatly improved the playability of the game introducing full arcade-style controls. The game exceeded even the popular Virtua Fighter 2 in terms of critical reception, and though sales weren't quite as robust, Tekken 2 still became the fastest-selling Saturn game since Sonic the Hedgehog 4. The release also kicked off what Sega and Namco were calling “The Month Of Tekken”, the month spanning the Saturn release of Tekken 2 and the arcade release of Tekken 3, with tournaments, contests, merchandise releases, and even a half-hour television special that aired in syndication. While the television special was mostly remembered for its cheesy acting from actors dressed as characters from the game, it was also an effective promotional tool for both Tekken 2 and Tekken 3. Coupled with a serious TV and magazine advertisement campaign, and the Month of Tekken elevated the franchise in terms of stature, to where only Virtua Fighter was seen as being equal to Tekken in the eyes of Saturn owners.

    (…)

    *Two hosts, a man and a woman, are shown in a somewhat dingy warehouse-like setting.*

    Man: And when Tekken 2 releases on February 18, Tekken Tuesday, you're going to get to play with some all new characters.

    Woman: Characters like Lei Wulong, a fierce martial artist-slash-cop who uses his fighting skills to put the most dangerous criminals behind bars.

    Man: Here's a quick peek of Lei in action.

    *Footage is shown from the Saturn version of Tekken 2, showing Lei taking out opponents with fierce combos. After the footage is shown, the scene cuts to an actor playing Lei on screen, running into a building as he chases down a criminal.*

    Lei: *he pursues the criminal into a large room* Stop, in the name of the law!

    Criminal: *smirks* You've fallen into a trap...

    *Lei is surrounded by criminals who slowly advance on him.*

    Lei: *doesn't look fazed*

    Criminal: Why aren't you scared?

    *The criminals rush at Lei, who fights them off with a series of rather goofy looking karate moves as generic techno music plays in the background.*

    Lei: *does a martial arts pose after taking out the last baddie*

    -excerpted from the syndicated “Tekken Special” show/advertisement, which aired on the weekend of February 8-9, 1997

    -

    Eighth Nicktoon To Air This Fall

    Nickelodeon has formally announced its newest Nicktoon, which will air its pilot episode after the Kids' Choice Awards on April 19. The show is titled Sam and Kira, and it follows the adventures of two seventh grade girls as they experience the trials and tribulations of middle school. The show is created by Dan Schneider, most well-known as being a member of the cast of Head of the Class, but currently working as the showrunner for Nickelodeon's variety comedy show All That.

    “There's definitely going to be a lot of humor in Sam and Kira, but it's not going to be quite as zany and random as the humor on All That,” said Schneider in a brief interview. “The girls have real adventures and real problems, and so not every moment is going to be laugh-out-loud crazy, there's going to be some emotional stuff there too.”

    The announcement of Sam and Kira is a departure from Nickelodeon's recent Nicktoons such as Phineas and Ferb and Kablam!, which have emphasized slapstick humor over serious character development. The show is said to be comparable to one of the first Nicktoons, Jim Jinkins' Doug, which was also a comedy but occasionally showed deep glimpses into the mind of its protagonist. The two girls, Sam and Kira, have contrasting personalities but a deep friendship that has existed since the two were in kindergarten. Sam (voiced by All That cast member Amanda Bynes), is cautious but also quite silly, while her pal Kira (voiced by Casper actress Christina Ricci) is a bit more serious and introspective, and somewhat defiant of authority. A role as a voice in a Nickelodeon animated series might seem like a step down for Ricci, who is considered one of Hollywood's most popular child stars, but the actress eagerly took the role after she was turned down for the main role in Disney's remake of their classic caper film That Darn Cat! (losing the role to singer Brandy Norwood). She and Bynes record their lines together whenever possible, and the two have already developed a friendship that Ricci says has helped the characters' chemistry on the show.

    “Getting to work directly with Amanda in the studio is really helpful, I can bounce lines off of her and we both have a lot of fun,” said Ricci during a break in a recording session.

    Sam and Kira is scheduled to begin airing weekly in September.

    -excerpted from the February 17-23 issue of TV Guide

    -

    This month in Epic Center, it's a double dose of RPG adventure from Koei and Taito! First, Brandish 2: The Planet Buster is the sequel to 1995's dungeon crawling adventure Brandish. The adventurer Varik once again finds himself in danger when he finds a mysterious sword capable of destroying the planet! This time, he must team up with his rival, the sorceress Alexis, to survive. Then, Taito brings us Energy Breaker, a strategy-RPG where you play as a girl named Myra who must carefully plan her every move in battle, lest she be defeated by powerful enemies who seek to destroy her! We'll have strategies to get you safely through the first few hours of both of this month's releases, and we'll also preview the new RPG from Working Designs and Game Arts, Starseekers Of Exion!

    -The intro to the Epic Center section in the February 1997 issue of Nintendo Power

    By this time in the SNES-CD's life, we were seeing some fairly obscure games make their way to the system. None of them were major hits. For example, February 1997's two JRPG releases were Brandish 2 and Energy Breaker, which barely sold 75,000 copies between the two of them in North America. Contrast that with the Saturn game Dragon Force, which sold well over 100,000 copies by itself. Still, there was life left for RPG fans on the system, including games like Dragon Quest VI, and of course, Starseekers of Exion, which proved to be one of the greatest RPGs to hit the system and was the swan song for Working Designs on the SNES-CD. RPG fans who owned the SNES-CD and who had gotten used to a steady stream of classics must've been dismayed to see games like Legacy Of Kain, Windborn, Krystalshade, and Planetary Probe all come out for the Saturn one after the other. But the Ultra Nintendo, and with it, the most anticipated RPG of all time, Final Fantasy VII, was on the horizon, and Nintendo fans were confident that they would have the last laugh.

    -from “A Brief History Of RPGs On Nintendo Systems” on Kotaku.com

    -

    Selina Over Celine At 1997 Grammy Awards

    The hotly-debated, much-anticipated showdown between Tejano superstar Selina and spectacularly gifted diva Celine Dion was finally settled at the Grammy Awards, and it was Selina who took home the big prize of the night, winning Album of the Year for Dreaming Of You. After Dion won for Best Female Pop Vocal Performance for her hit song “Because You Loved Me”, many thought Selina would come up short. But when Dreaming Of You won Best Pop Album, and then Selina went on to win Best Song for the song “Dreaming Of You”, it became a foregone conclusion that she would take the night's biggest award. The big win gave her three Grammys in all and cemented her status as one of music's biggest stars. Among the other big awards of the night, Record of the Year went to Alanis Morisette for “Ironic”, giving her her second straight year of winning one of the major Grammy awards after her big night last February. Best New Artist went to LeAnn Rimes, whose song “How Will I Live Without You” will appear this summer in the Nicolas Cage film Con Air.

    Selina accepted her Album of the Year award with a tearful speech giving thanks to her parents and husband, she also thanked her fans. On Grammy night there were massive celebrations in Southern Texas after news broke of Selina's big win. One highly-publicized gathering, which was briefly broadcast on the Grammy Awards ceremony itself, was a huge gathering of 14,000 people at a park in Houston, Texas which was showing the awards show on a massive screen set up for viewing. Dion was gracious in defeat, in an interview after the ceremony she called Selina a “wonderful performer” and an “inspiration”, and indeed, the two are said to be friends despite multiple reports in the media of a rivalry between them. Selina's next album, Last Night, is scheduled to be released at the end of April.

    -from an update posted on February 27, 1997, on Musicnews.com

    -

    Your games come to life with the all new Super Scope 2, only from Nintendo! Use it to play the all new game Days Of The Hunt, where you chase some of the most dangerous creatures in the land!”
    -excerpted from a commercial that aired in February 1997 advertising Nintendo's Super Scope 2

    An obscure bit of video game trivia comes from the files of Nintendo creative director Gunpei Yokoi, who was briefly pondering the creation of a portable 3-D gaming console set to be released some time in 1996. Ongoing development on the Ultra Nintendo killed the idea, but small pieces of it did survive in a somewhat ill-advised update to Nintendo's Super Scope accessory. Dubbed the Super Scope 2, the device used a limited form of stereoscopic 3-D to enable 3-D graphics in a very small selection of games, most notably Days of the Hunt, which had a Super Scope 2 mode that could be activated in conjunction with the accessory. The 3-D wasn't very good and produced somewhat of a nauseating effect for some gamers. The device was also used for games like Gungriffon and Independence Day. Perhaps the Super Scope 2 might've been more widely adopted if the original plan, to use it in conjunction with Nintendo's hit game Squad Four: Eclipse, had come to fruition, but the Super Scope 2 wasn't ready in time and it was instead promoted with Yokoi's game Days of the Hunt. That game WAS actually a decent success, but not due to the Super Scope 2 (in fact, many reviewers and players found the game much better without it). It's unknown if Yokoi's dream of a 3-D game console would've succeeded had it been made a reality, but the Super Scope 2 showed that even ideas that seem good at the time don't amount to anything without some games to go with them.

    -excerpted from an article in the June 2007 issue of GamePro

    -

    Gary Westhouse: Highrise was just about the most addicting and fun puzzle game I've played since Tetris Attack. The four-player mode is absolutely great and it's one of those games that people will be playing at parties for a long time.

    Ted Crosley: Yeah, and in contrast to a lot of other puzzle games where, you know, if your stack gets built up, you lose, it was nice to see a puzzle game where you actually have to build up your stack and keep it from falling down. And the falling down animations are pretty spectacular, seeing blocks and bricks rain down on the heads of the little anime characters down below is a lot of fun, it makes losing and making your opponents lose a lot of fun.

    Gary: Sending a cruise missile into the base of your opponent's stack is one of the most satisfying things I've done when playing a video game, it's right up there with dropping a 15-layer brick in Tetris Attack.

    Ted: The Saturn's not really a system known for its puzzle games, it's good to see them come up with one here. I think some people might be turned off by the anime motif but I loved it, it adds to the quirkiness and the amusement of the game.

    Gary: And the tutorial lady is pretty cute.

    Ted: Michiko the Tutorial Lady, yeah, she's no Sailor Jupiter but she's quite fine.

    Gary: She has a great laugh!

    Ted: It's actually a pretty annoying laugh.

    Gary: But it adds to the satisfaction in landing a huge blow on your opponent's stack. Their stack falls, Michiko laughs at them....

    Ted: *imitating her cackling laugh*

    Gary: Well yeah, it's annoying when YOU do it!

    Ted: Anyway, I'm giving Highrise a solid 4 out of 5.

    Gary: I'm giving it a 4.5, it's full of addictive puzzle play and has one of the best multiplayer modes of the year.

    -excerpted from the February 4, 1997 episode of GameTV

    Brittany Saldita: You know, as much as I dug the animations and the music in Dragon Force, I just couldn't get into the gameplay.

    Alex Stansfield: And you know, the game kind of finds itself stuck between that Koei real-time strategy mode of play and that Bahamut Lagoon RPG-like mode of play and you're right, I didn't really feel like this game moved at a pace that I found all that fun.

    Brittany: It gets SO repetitive, battles are really just a matter of spamming your best attack, sitting around and waiting for the results.

    Alex: And the good animations actually work against this game because they're soooooooo sloooooooow!

    Brittany: Do that again.

    Alex: *moving like he's in slow motion* Sooooooo slooooow!

    Brittany: *laughing* Battles take way longer than they should and the game isn't very strategic either. It's a shame because I felt like this game really WANTED to be good but in the end.... *she shakes her head* I'm giving it a 3 but I feel like that might be generous.

    Alex: I'll go ahead and give it a 3 too, again, the graphics are fine, it's just everything else that's not very good.

    -excerpted from the February 11, 1997 episode of GameTV

    Alex: Tekken 2 builds on what worked from the first, improving the graphics and presentation significantly. It's still the same old Tekken gameplay, but if you liked the first, you'll LOVE the second.

    Ted: Yeah, I felt that when using the NiGHTS controller especially, I had a lot more control. And you can use that controller for the original Tekken but it's even better with this new one.

    Alex: Absolutely. The moves are a lot easier and I could pull off combos a lot quicker.

    Ted: Well, it's not like Street Fighter where you really have to know everything. Here, it's much easier to chain up smaller moves to keep your opponent reeling.

    Alex: How'd you like the storyline in this one? Better? Worse?

    Ted: Do fighting games NEED to have a storyline?

    Alex: I thought the cutscenes were pretty neat.


    Ted: Well, yeah, I mean they could've used some voice acting but they were still pretty cool. I'm gonna give this game a 4.5 out of 5. It's better than the first Tekken and it makes me really excited to play Tekken 3.

    Alex: Yeah, 4.5 is my score too. A really good fighting game with a LOT to do, it's one of the most fun and most rewarding of all the Saturn fighting games.

    -excerpted from the February 18, 1997 episode of GameTV

    John Walden: When it comes right down to it, what Days Of The Hunt is is just a rather simple rail-shooter with the added option of multiple paths through the same level. It's fun but when you compare it to a game like Squad Four: Eclipse, it loses a lot of its novelty.

    Alex: I enjoyed this game. I didn't enjoy it with the Super Scope 2...*holds it up* But I enjoyed this game and I thought the story was really engaging too, you really feel for this girl who's hunting all these monsters.

    John: What's the deal with having a gun accessory for a game where you're shooting arrows, anyway?

    Alex: I know, I wish they could've made some kind of plastic attachment to make your gun look like a bow.

    John: We could do that with some duct tape and some tin foil.

    Alex: That is actually a good idea. It might look kind of stupid but it can't be more stupid than shooting arrows with a gun.

    John: Anyway, I give Days Of The Hunt a 3 out of 5. It was just way too repetitive for my tastes, even with the multiple level paths you ultimately end up having the same experience.

    Alex: I'm giving it a 4, I loved the open worlds that many of the levels seemed to portray, I loved the story and some of the monsters were really creative. As far as rail shooters go, you can do a hell of a lot worse.

    -excerpted from the February 25, 1997 episode of GameTV

    -

    SNES-CD Power Charts: February 1997

    1. Elements Of Mana
    2. Donkey Kong Country 3: Dixie Kong's Double Trouble
    3. Squad Four: Eclipse
    4. The Legend Of Zelda: Ocarina Of Dreams
    5. Super Mario RPG
    6. Dog Dash
    7. Tale Phantasia
    8. Mega Man 7
    9. Chrono Trigger
    10. Policenauts
    11. Kirby Super Deluxe
    12. Lufia II: Rise Of The Sinistrals
    13. The Basement
    14. Samurai Rush
    15. Ultimate Mortal Kombat Trilogy
    16. Super Bomberman 3
    17. NHL '97
    18. Super Mario World 2
    19. Road Storm
    20. Tetris Attack

    The Official Saturn Magazine Buzz Chart: February 1997

    1. Sonic The Hedgehog 4
    2. Virtua Cop 2
    3. Blood Omen: Legacy Of Kain
    4. Tekken 2
    5. Turok: Dinosaur Hunter
    6. Tomb Raider
    7. Resident Evil
    8. Virtua Fighter 2
    9. Dragon Force
    10. NiGHTS Into Dreams...

    -

    John Walden: It's an honor and a privilege to sit down with Mr. Gunpei Yokoi from Nintendo. Thank you again for giving us this interview.

    Gunpei Yokoi: *nods graciously* Of course.

    John Walden: The first thing I'd like to talk with you about is your new game, Days Of The Hunt. What was the inspiration for the game and what would you like players to take away from it?

    Yokoi: With Days Of The Hunt, I tried to imagine the beauty of nature and how this girl, Ana, would survive as she wanders through this enormous forest. These creatures you see, they've all been driven hostile by this mysterious force, and I wanted to contrast the beautiful environments you see with the fear that this girl must be feeling as she is forced to hunt these creatures and try to find a way to make it out of this situation.

    John: In that sense it's sort of like the situation that Samus is facing in your Metroid games, isolated and needing to fight her way to safety.

    Yokoi: That was where I drew a bit of the inspiration, yes. Though Ana is not a battle-tested warrior like Samus is, she has the same bravery and courage.

    John: Was it your idea to utilize the Super Scope 2 for this game? I remember that the game Solus, which was played with the original Super Scope, was really loved by a lot of people and this game played in similar ways when you used the Super Scope 2.

    Yokoi: The Super Scope 2 was a combination of my work and the work of others at Nintendo... taking one of my old projects and then combining it with some of theirs. I think it enhances the game, but I'm glad that it's not necessary to get full enjoyment out of the game.

    John: Are you planning to use the Super Scope 2 in future projects?

    Yokoi: I have thought of maybe using it for a future game similar to the original Mario Bros. title, but so far there hasn't been any progress on it. Perhaps later on?

    John: So even with the SNES-CD nearing the end of its lifespan potentially...

    Yokoi: Oh, I don't think we've seen the last of it! You know, I always try to utilize established technology in new ways, so if there's any idea I have for it, I'll try to find a way to put it into action!

    John: Well, speaking of technology, I was wondering if you had any plans for the Ultra Nintendo coming up soon.

    Yokoi: It's a really intriguing machine, isn't it? There's so much power there, but also a lot of potential. I have a lot of ideas for it too...

    John: Can we talk about Metroid? Because I know a lot of people watching this show want to know if you have anything planned for the next Metroid. Is there any chance it shows up on the SNES-CD?

    Yokoi: Well, I thought of many potential ideas for the follow up game to Super Metroid, but I never settled on anything that could've been possible on the SNES-CD. I think if we do see a new Metroid game it would be on the new system. I do have ideas for a new Metroid on the new system but I don't know if we're close to having an actual game ready!

    John: I think EVERYONE has ideas for what the new Metroid game could be.

    Yokoi: *laughing* I get those ideas from people sometimes, I know everyone has their own opinion because the Metroid games are quite popular. I hope that everyone who loved the previous Metroid games will have a bit more patience, you'll know about the new game when it's ready to be announced!

    John: Is it ready to be announced yet?

    Yokoi: Ahh, still not!

    John: All right, all right, let's talk about the new Game Boy. We've seen some recent innovation with the color screen and the new Sony sound chip, but what ideas do you have for something a bit more advanced?

    Yokoi: With the Game Boy, my original design philosophy was one of simplicity, to conserve battery power and to make games easier to develop. That philosophy still holds true, you know all the problems Sega's handheld systems have had that have limited their potential.

    John: Right, the Venus and its hour-long battery life were really troublesome.

    Yokoi: Right, right. And so whatever comes next from Nintendo will have to retain the same philosophy.

    John: You think we'll ever see something at least as powerful as, say, the Super Nintendo?

    Yokoi: We could release a portable Super Nintendo or even a Super Nintendo CD, but it would be very expensive and would drain batteries rapidly. I think any major advance in handhelds would need major advances elsewhere to be feasible. But I'm always open to new ideas! I'd love to see a much more powerful Gameboy.

    John: It's been rumored that you considered retiring at some point, is that true?

    Yokoi: Well, I did consider it, but then I began to realize that I'd be stepping down at a really exciting time! I think that as long as Nintendo and Sony are working and creating things together that I want to be a part of that process.

    John: Would you have stayed with Nintendo if, say, Sony and Nintendo had split up before agreeing to make the Ultra?

    Yokoi: I really can't say!

    John: So it wasn't your entire reason for staying.

    Yokoi: Right, it wasn't, it was just a part of it. I had other reasons and I'm glad to still be working with Nintendo.

    John: So, what's next for Gunpei Yokoi?

    Yokoi: Right now I am advising a team that's working on a game for the Ultra Nintendo next year, and I'm also working on new games to utilize the technology in the new model of Game Boy.

    John: Have you yourself been playing any games recently?

    Yokoi: When I have the time to play, I enjoy World of Color, and Ballistic Limit is very much like what I might have come up with for a CD-based Metroid, so if you haven't played that game yet and you are very impatient for a new Metroid title you might want to play it! I was very impressed with it and it was the game that introduced me to many of the people working at Sony.

    John: Thank you again for your time, this was a really fun interview and I hope we'll get to do it again in the future. *smiles and leans in, shaking Gunpei Yokoi's hand*

    Yokoi: Of course, thank you too!

    -excerpted from the February 25, 1997 episode of GameTV
     
    March 1997 - A Dinosaur Hunter And A Fateful Meeting
  • Anything Nintendo can do, we can do better. We do shooters better. We do fighting games better. We do platformers better. We do RPGs better. The Saturn does what Nintendon't. It's just that simple.”
    -Tom Kalinske, to a reporter from CNN at a press event for the release of Turok: Dinosaur Hunter on March 28, 1997

    Was I impressed with Turok? Well, yeah, it's a well made game, of course. Was it a game we wanted to have on the Ultra? I think....I think Acclaim's got something good in store for the Ultra, so don't read too much into Turok for the Saturn. I can't say anything else, but don't take Turok as the end-all be-all.”
    -Howard Lincoln, quoted in an article in the June 1997 issue of Electronic Gaming Monthly

    Turok's definitely turned things around for us. Before Turok, things were rough. After Turok, things are looking up. I'm looking forward to seeing what both Nintendo and Sega have in store and to working with them in the future.”
    -Acclaim's Jeff Spangenberg, speaking in an interview on the May 6, 1997 episode of GameTV

    Maybe people in America just don't like Dragon Quest, I don't know. The sales of VI were really disappointing, especially after Terranigma had done so well.”
    -Robert Jerauld

    So, the producers of GameTV had a problem. Though the hosts had embraced Brittany Saldita as an equal, the producers wanted a woman who could bring in male viewers, and the fiery, opinionated Saldita was bringing in more girls than guys. So, in the spring of 1997, they went straight-up eye candy by bringing in Lyssa Fielding. With her blonde hair, penchant for showing cleavage and her history hosting the game show Singled Out, producers thought they had the girl who could bring in even more drooling males. What they got, however, was a host who was even more opinionated and just as much of a gamer as Saldita. In fact, rather than becoming rivals as the producers thought they might, Saldita and Fielding became best friends very quickly, and the two joined with the male hosts to form a united front against any potentially sexist actions by the producers of the show. The producers could afford to potentially lose Brittany Saldita, but they could not afford to lose Ted Crosley and Alex Stansfield, who were enormously popular with viewers and who threatened to walk if they caught wind of any harassment of Saldita or Fielding.”
    -from the G4 TV episode “Icons: GameTV”, which aired in February 2003

    -

    *Faint footsteps are heard running through a grassy jungle*

    Narrator: Beyond space and time comes a world beyond imagination...

    *The footsteps keep running as a roar is heard in the background*

    Narrator: A world full of creatures from the distant past...

    *The footsteps stop.... the man who's running turns and quickly loads up a shotgun*

    Narrator: And horrors that defy description.

    *There's a pause....then a raptor leaps out at the man, who desperately pumps shotgun blasts into it as it leaps on top of him.*

    Narrator: And every moment is a fight for survival.

    *The man manages to push the raptor off, but more are coming. He runs, desperately trying to get away, only to come face to face with a T-Rex. He takes out another gun, a sci-fi looking gun, and blasts the T-rex with energy projectiles as it comes down on him.*

    *Scenes from the game begin to play, showing the first-person action of Turok and showcasing the game's incredible graphics as Turok ventures through a variety of worlds, ancient temples, lava fields and even futuristic ruins.*

    Will you survive?

    TUROK: DINOSAUR HUNTER

    Own it March 28

    Only on Sega Saturn

    *cue the SEGA! Scream*

    -from a commercial that aired on primetime television during the month of March 1997

    Turok: Dinosaur Hunter- The Basics

    Turok: Dinosaur Hunter for the Sega Saturn is a significantly larger game than OTL's game for the Nintendo 64. Rather than the eight levels featured in the Nintendo 64 game, TTL's Turok has fifteen, due to the significantly larger amount of space available on the Saturn CD format (OTL's game was 8 MB, TTL's is over 600). The levels comprise a diverse variety of environments. A plurality of the levels are jungle environments, but others take place in large lava fields, a futuristic alien labyrinth, an ancient temple, there's even one that takes place on an icy glacier. The game features even more music tracks including a few atmospheric pieces, Jeremy Soule collaborated with Iguana's Darren Mitchell on certain tracks (the glacier theme is reminiscent of the Phendrana Drifts music from OTL's Metroid Prime, for example). The game doesn't feature any voice acting aside from a few shouted lines from human characters, Turok does make groans and grunts but cutscenes are not voiced, this is said to be a stylistic choice to allow the player to put themselves in Turok's shoes. The game's graphics are somewhat more detailed than IOTL, again due to the increase in memory. In addition, there is a larger selection of guns and other weapons, more than 40 guns in all (the Cerebral Bore from OTL's Turok 2 makes it into this game) and more bladed weapons including a Japanese-style katana, for a total of 62 different equippable weapons, easily dwarfing the weapon selections found in most other console first-person shooters.

    The game's plot is largely similar to OTL's, with a few changes owing to the increase in the content of the game. As IOTL, the main character is a Native American warrior named Tal'Set, who takes on the mantle of Turok and pledges his life to protecting time from evil beings. One such evil being is a warlord who calls himself The Campaigner, who is attempting to find a powerful ancient weapon known as the Chronoscepter. Turok pursues the Campaigner through space and time, finally tracking him down to a place where the time fields have converged due to the Chronoscepter's influence. Turok must gather a piece of the Chronoscepter from all fifteen levels as he hunts the Campaigner down. Bosses include a deranged soldier in a Humvee, a giant praying mantis, a T-Rex, and The Campaigner himself (all bosses from OTL's game). Other bosses exclusive to TTL's game include a vicious abominable snowman, an alien overlord, a megalodon, a massive flying pteranodon, and an ancient magical cult leader. Turok also meets Shema, a priestess who falls in love with Turok after the two of them meet in the fourth level (an ancient temple ITTL's game). Eventually, Turok battles Shema's father in the eleventh level (he's the magical cult leader), and at the end of the game, Shema sacrifices herself to allow Turok to get the Chronoscepter away from the Campaigner.

    March 28, 1997

    Turok: Dinosaur Hunter is released amidst excellent critical reviews (the best reviewed game thus far in the year, surpassing even Blood Omen and Terranigma) and a wave of hype to become the fastest selling Saturn game since Sonic 4, even selling faster than Resident Evil did after its release the previous year. Turok becomes a major killer app for the Saturn and a bit of a cultural icon. Just as 1995 was known as the “year of the pirate” and 1996 was known as the “year of the alien”, 1997 was somewhat known as the “year of the dinosaur” between the releases of Turok and the Memorial Day release of The Lost World, the long-awaited sequel to the film Jurassic Park. The game is immediately greenlighted for a sequel, scheduled to release sometime in 1998 for the Sega Saturn.

    -

    Command And Conquer

    Dan: 8.0 (quote: “One of my favorite PC games finally comes to the SNES-CD, and while it's not a perfect port and not as good as the Saturn version, it's still an excellent, really fun game.”)
    Shoe: 9.0
    Crispin: 9.0
    Sushi-X: 8.0

    Commander Keen: The Universe Is Toast

    Dan: 6.5
    Shoe: 5.5
    Crispin: 5.0 (quote: “I wanted to enjoy this game but it's a badly gimped port of the excellent Saturn version.”)
    Sushi-X: 5.0

    Dragon Warrior VI

    Dan: 7.5
    Shoe: 7.5
    Crispin: 8.0 (quote: “RPG fans will find a lot to love in this great game that's as old-school as it gets.”)
    Sushi-X: 8.0

    Road Rash: World Tour

    Dan: 7.0
    Shoe: 7.0
    Crispin: 7.0
    Sushi-X: 8.0 (quote: “This fun motorcycle series takes its show on the road, letting you visit lots of countries as you smear your opponents on the pavement. Upgrading your bike is a fun and necessary diversion.”)

    Sailor Moon

    Dan: 7.0 (quote: “While I was hoping for something a bit more interesting than a cookie cutter beat 'em up, fans of the show will lap this game up.”)
    Shoe: 6.5
    Crispin: 6.0
    Sushi-X: 6.0

    Samurai Showdown III

    Dan: 8.0
    Shoe: 8.0
    Crispin: 8.0
    Sushi-X: 8.0 (quote: “Not much else to say except that this game picks up where the last two awesome fighters left off, continuing SNK's streak of success with this franchise.”)

    Shin Megami Tensei: Persona

    Dan: 7.5 (quote: “The interface could use some work, but there's no doubting the originality of this excellent RPG.”)
    Shoe: 5.0
    Crispin: 9.0
    Sushi-X: 6.0

    Deadman Sam 3

    Dan: 8.5
    Shoe: 7.5
    Crispin: 9.0
    Sushi-X: 9.0 (quote: “The graphics are some of the best I've seen this system put out, and the new characters add some hilarious humor to this already fun series.”)

    Gun Warrior: Cannon Fire

    Dan: 6.0
    Shoe: 6.0 (quote: “This series has really lost some of its luster, though the selection of guns remains quite robust.”)
    Crispin: 5.0
    Sushi-X: 5.0

    Jim And Kim Meet Tim

    Dan: 5.0
    Shoe: 5.0
    Crispin: 5.5 (quote: “They should've called this game Jim and Kim Meet Mediocrity.”)
    Sushi-X: 5.5

    Chifighters

    Dan: 8.0 (quote: “The variety of energy projectiles available gives a lot of strategic depth to this 2-D fighting game.”)
    Shoe: 8.0
    Crispin: 9.0
    Sushi-X: 7.0

    -reviews of March 1997's SNES-CD games in the April and May 1997 issues of Electronic Gaming Monthly

    -

    Dragon Warrior VI was the last game produced by Enix for a Nintendo system. It was released on the Super Nintendo CD in Japan in August 1996 and in North America in March 1997. The game was a traditional turn-based RPG, somewhat graphically primitive compared to other games of that era, though with extremely detailed character and monster designs and, in a series first, animation for its monsters. The game continues the “Zenithian Era” of the series, which spanned games IV-VI, and it has a somewhat lighter storyline compared to the previous two games as well, depicting the heroes venturing through various dream realms to find a sacred sword that will rend the enemy, Nastinaria the Nightwitch, asunder. The game is the first in the series to feature a female villain, a devious witch who seeks to steal the youth from the beautiful maidens whom various dream realms sacrifice to her in order to keep her evil magic at bay. The hero gains his first companion when he saves a girl from being sacrificed to Nastinaria, the girl (whose name is Beatrice) joins the party and she and the hero gain other companions as they venture forth. Eventually, the heroes come across the ancient King Zenith, who tells them of the path they must take to find the sword. Dreams are a very big part of the game's plotline, in this world particularly strong dreams are made real, while Nastinaria is said to come from a realm that feeds off of nightmares. The game had the same basic RPG gameplay as previous entries in the series, returning the class system back from the third game in the series, enabling the heroes to learn various techniques by spending enough time in a certain class (similar to the “job system” found in certain Final Fantasy games).

    Though the game, as Dragon Quest VI, performed extremely well in Japan (becoming one of the top selling SNES-CD games there), it did disappointingly in the states, failing to match the sales of Terranigma, though it was one of the top selling SNES-CD RPGs in North America of 1997. It was clear that in North America, Squaresoft ruled the RPG roost, and Enix had to hope they would find better sales with Saturn owners than they had on the Super Nintendo CD.

    -excerpted from “Dragon Quest And The West: A History”, published on Gamesovermatter.com

    -

    I wanted us to have all five seasons of Sailor Moon. I truly did, it was making us a lot of money at the time. I just felt that the political environment, at the time, was not conducive to those two characters and I didn't want it harming my other brands, particularly Power Rangers which was still very big at the time. I didn't do it because of homophobia or anything like that. It was a business decision and in retrospect, it was a bad one. I had no way to know that those two characters would be tolerated when they eventually did show up. All the people I talked to said that at the time, 1997, it couldn't be done.”
    -Haim Saban, when asked in a 2009 interview with the magazine Animazing why he decided not to pick up Sailor Moon S in the fall of 1997

    In the spring of 1997, Sailor Moon was peaking in popularity in the United States. The second season had just finished airing on Fox Kids, merchandise was flying off the shelves, and a brand new video game was set to come out for the Super Nintendo CD. Though it seemed like Sailor Moon was about to become the biggest cultural phenomenon in America, there were speed bumps ahead, and though the series continued to experience popularity and prosperity well into the next decade, it never quite reached the love it had from fans in early 1997.

    The biggest bump on the road, of course, was the subject of just what Fox Kids and Saban would do with the controversial Outer Senshi, Sailors Uranus and Neptune. The two characters were an integral part of the upcoming season, and the two of them, though not explicitly in the series itself, were easily identifiable as lesbians. At one point, Fox Kids had been willing to go through with airing the third season and later seasons anyway, hoping that the relationship was low-key enough to be ignored by sensitive parents, but just before a decision was to be made, Ellen aired its groundbreaking “Puppy Episode”, where comedian Ellen DeGeneres' character came out as a lesbian. The issue blew up massively in popular culture, and despite right-wing watchdog groups being somewhat muted by Parents Television Council president Brent Bozell's inflammatory comments on the Olympic bomber Eric Rudolph, the backlash toward DeGeneres was still enough to scare Fox Kids off from licensing the third season of Sailor Moon. Thus, the show, despite being the third highest rated on Fox Kids at the time (behind Power Rangers Zeo and The Buttkickin' Girls), was precluded from airing its third season, and the show continued airing reruns until the rights expired in 1998 and the show was snatched up by Cartoon Network (who was willing and able to order up the show's third, fourth, and fifth seasons for immediate dubbing and localization). But despite the show's success on Toonami, it never quite recovered from Fox Kids and Saban's refusal to localize episodes past the end of Sailor Moon R.

    In addition, the Sailor Moon video game, released in March 1997, was somewhat of a disappointment. Due to the success of the show on Fox Kids, the original beat-em-up SNES video game from Japan was given a fresh coat of paint and somewhat revamped for a Western release. It was ported to the SNES-CD, given added cutscenes right from the show, and even dubbed with the show's English voice cast. And yet, despite lots of commercials for the game on Fox Kids and elsewhere and cover features in both Nintendo Power (in March 1997) and GamePro (in February 1997), the game was somewhat of a disappointment, both critically and commercially. It sold well enough to turn a profit, but was not the mega-hit that had been expected, and it was another sign that Sailor Moon was on the decline. Of course, once the show started airing on Cartoon Network, somebody got the idea to re-do Sailor Moon: Another Story for the Ultra Nintendo and even to give it a Western localization...but that's a story for another day.

    -”A History Of Sailor Moon In The West: Chapter 3 (The Speed Bump)”, excerpted from an article on IGN.com, June 27, 2012

    -

    Did you think there was any way that the first Persona game would come to North America?

    After it came out that the guy who tried to bomb the Sonic 4 release did it because of Devil Summoner, absolutely not. First off, Shin Megami Tensei had been a commercial failure in the states, and then we were in a position of having to downplay Persona! The fact that the game tripled the sales of the original Shin Megami Tensei in North America was astonishing to me since we hadn't advertised it at all. It was entirely on word of mouth and I think maybe the internet might've had something to do with it. I guess the buzz on early Internet forums about this game made a lot of people curious, and also the magazine coverage due to what had happened with Devil Summoner. In the end though, there was no controversy about this game, at all. Like, none. We flew totally under the radar. Shin Megami Tensei was still far from being on the level of games like Final Fantasy or Mana, but it was a foothold at the very least, and a good sign of things to come.

    -excerpted from an interview on RPGamer.net with the Atlus localization employee responsible for bringing Shin Megami Tensei: Persona to the West

    -

    Marv Albert: And so Grant Hill is about to shoot two free throws, the Celtics lead the Magic, 76 to 74 and Rodman's still talking to the referee.

    Ahmad Rashad: And he's gotta be careful because if he gets another technical-

    Marv Albert: And he just got one! Rodman just got T'd up and that's his second and he is livid now! Dennis Rodman is furious and he just got ejected from this game.

    Ahmad Rashad: And this has been a problem for Dennis Rodman this year, here comes Shaq to try and hold him back from the referee...

    Marv Albert: And Rodman now decides he's going to finally leave the court. He's still fuming and he seems to be looking at a fan in the crowd. Someone in the crowd just yelled something and- oh my goodness, Rodman's in the stands!

    Ahmad Rashad: Uh oh, uh oh, this isn't good.

    Marv Albert: Dennis Rodman is going up into the stands after a fan and it's bedlam here in Boston and now there's a fight on the court! Shaq and Penny are fighting on the court and Penny is down, Shaquille O'Neal just decked his former teammate while Rodman is in the stands on top of a fan!

    Ahmad Rashad: Not good, someone's got to get up there and try to control Dennis Rodman!

    -from the NBA on NBC broadcast of Magic at Celtics on March 16, 1997

    “The melee in Boston stands out as one of the defining moments of the NBA in the late 90s. Lemme set the scene: The Orlando Magic had been one of the Eastern Conference's premier teams, but after Shaq demanded that Penny Hardaway be traded in the 1996 off-season, the team found itself in fourth place in the Eastern Conference. They were going into Boston to play the Celtics, who had the division lead by only a game, and the game had been fierce thus far with Shaq and Dennis Rodman dominating the boards. These two guys hated each other but they somehow cooperated well enough to keep the Magic in contention for the division lead. The Magic jump out to a lead in Boston, but the Celtics roared back in the third quarter and they lead by two when Rodman got called for a very questionable over the back foul on Grant Hill on a rebound. Rodman goes ballistic on the referee, and he'd already gotten one tech for arguing with the refs earlier in the game, he'd grown increasingly frustrated with the calls and finally enough was enough for him and he soon ended up getting tossed. Now, as he's walking to the locker room, an idiot Celtics fan shouts a racial slur down at him from the fourth row. That set Rodman off big time and he charged into the stands, punching the offending fan and tackling him into his seat. Meanwhile, on the court, Penny and Shaq start having words and Penny shoves Shaq, who responds with a punch that breaks Penny's nose and knocks him to the floor. This sets both teams off and a huge melee erupts. Grant Hill ends up holding Penny back, and this isn't one of those “somebody hold me back, somebody hold me back!” kind of things, Penny looked like he literally wanted to kill Shaq and Grant Hill probably saved him from getting Rudy Tomjanovich'd by keeping him from trying to go after Shaq again. (Also, right about now I'm pretty sure Disney regretted their decision to host a “Shaq Day” at Disneyworld after seeing their star-for-a-day break an All-NBA First Teamer's nose on national television.) Finally, security is able to pull Rodman out of the stands and they literally have to handcuff him and drag him off the floor. It's a hideous moment for the NBA and I'm amazed David Stern let Rodman play in the playoffs that year (though he did get suspended for the rest of the regular season). The fan that provoked Rodman did get called out after cameras clearly spotted his lips mouthing the racial slur and he ended up getting a five year ban from the Fleet Center, but the damage had clearly been done, both to the Magic and to Rodman's career. After the Magic's 45-37 finish and their loss to the rising Toronto Raptors in the first round, I'm sure Shaq was wishing he'd gone to the Lakers like he'd threatened before the Penny trade.”
    -excerpted from an article in an Orlando Magic fan blog on October 11, 2013

    -

    1997 saw two of the SNES-CD's most popular original franchises release their third and final installments on the system, and the performance of both of them is a reflection of how well the franchises held up over the years.

    Deadman Sam 3 was the better of the two by far. It saw Sam and Nellie, still denizens of the dead but occasionally paying visits to the surface world to playfully haunt people, meet a group of three playful and adorable harpies on a sacred mountain under siege from a gang of wicked spirits. It retained the same platforming gameplay of the first two games but the graphics got a significant bump from the previous two games and it's known as one of the best looking SNES-CD games overall, with huge, brilliantly designed bosses and outstanding animation and visual effects. The three harpies became fan favorite characters and fixtures of the series, and reviews were as excellent as the previous two games, cementing Deadman Sam as one of the SNES-CD's best trilogies.

    Meanwhile, Gun Warrior: Cannon Fire was a departure from the series' previous two titles...and not in a good way. As implied by the title, the game focused on cannons, its characters wielding them to take down enemy hordes. And while the cannons provided plenty of big booms, the gameplay was stilted, much slower paced and much more frustrating than the previous two titles. The on-the-fly rapid fire gunplay of the first two games was supplanted by slow, exacting cannon fire that made the game much more difficult than it should've been. Furthermore, while the option to use lighter guns still existed, they did MUCH less damage to the enemies, pretty much forcing cannons on you. While Gun Warrior DID get a much better received fourth installment on the Ultra Nintendo and the Saturn, the series' momentum had been severely curtailed.

    -excerpted from “SNES-CD Year In Review (1997)”, excerpted from a blog post on Gamesthatdontsuck.com, January 19, 2014

    -

    Ted Crosley: I'm Ted....

    Alex Stansfield: And I'm Alex.

    Ted: And it's a big day on GameTV because today, we're introducing a new host to the show.

    Gary Westhouse: *pokes his head on screen* Wait a second, so I'm not the new guy anymore?

    Ted: That's right, Gary, you're not the new guy anymore!

    Alex: Well, actually, we're introducing a woman so...technically Gary is still the new guy.

    Ted: Hmm, guess you're right, so we can keep ragging on him still?

    Gary: No! You guys promised you'd stop!

    Ted: Well, anyway, we do have a new host and you might recognize her because she used to be the host of the game show Singled Out. Here she is, welcome to GameTV, Lyssa Fielding!

    Lyssa: *runs onto the stage, clapping her hands excitedly* Hell yeah, let's get this thing started!

    Alex: I like her already.

    Lyssa: You better!

    Ted: So, is this better than Singled Out?

    Lyssa: Well, on Singled Out I helped people find love, but here I'm going to get re-acquainted with my first love.... video games! I've been playing 'em since Space Invaders, and yes, I ALWAYS kill the last guy.

    Ted: Well, we're not so sure about that so we brought out a Space Invaders machine and you can show us how good you really are.

    Lyssa: *cracks her knuckles* You got it... *she begins to play, quite quickly wiping out most of the aliens on screen, not having any trouble as she shoots through her shields and dispatches the last few of them with ease* Piece of cake.

    Ted: Well, today on GameTV, you'll be reviewing Chifighters and that won't be so easy.

    Gary: You guys made me review a bad game!

    Alex: Well, we'll find out if it's bad when the two of you review it, we've also got Command And Conquer for the Super Nintendo CDand also Duke Nukem 3D for the Sega Saturn. Plus, we're going to be going to the Sega Gameverse in Seattle for a behind the scenes look at the arcade before it opens! We'll be showing you all the sweet new games that you'll want to fight the crowds to play.

    Ted: So, Lyssa, you think I'd have a chance on Singled Out?

    Lyssa: Lemme get a good look at you... *walks around Ted, randomly poking him in various places* Ehhh... *looks at his teeth* Hmm.... well... I dunno, Brittany, would you go out with this guy?

    Brittany Saldita: Not a chance in hell! *smirks*

    Ted: Oh come on!

    Lyssa: We're bringing you previews, reviews, and news to help you choose. This...is GameTV!

    Gary: You let her do the intro on the first DAY?!

    Alex: Well, she's got experience!

    Ted: No, I agree with Gary, that was just plain wrong!

    -intro segment to the March 11, 1997 episode of GameTV

    Gary: So Chifighters is a pretty solid fighting game but not without a few issues.

    Lyssa: I gotta say, playing this game is like having Ryu and Ken using the Hadouken all the time. It's pretty neat and you've got to really change up your strategy when you know your opponent can toss a projectile attack with the push of a button.

    Gary: I just wish the actual melee fighting was a bit more developed, I get what the developers were trying to do but forcing you to use energy attacks because the punches and kicks are boring is kind of a bad way to go about it.

    Lyssa: Y'know, I think I disagree. It's part of the strategy. Energy blast, rabbit punch. Energy blast, rabbit punch!

    Gary: I loved the character design.

    Lyssa: They ripped off my look! Sandy looks just like me! *shows a quick juxtaposition of the buxom blonde fighter Sandy and Lyssa doing the exact same fighting stance and pose, Lyssa's hair is even done up like her*

    Gary: Does she host a game show?

    Lyssa: No, but she wants to, I can see it in her eyes!

    Gary: You can tell someone wants to host a gameshow just by looking into their eyes?

    Lyssa: What can I say, I have the world's weirdest superpower. *shrugs*

    Gary: Well, I give Chifighters a 3.5 out of 5. The basic concept is good but the sequel needs to work on the melee moves.

    Lyssa: And I give it a 4 for being really fun and having awesome characters even if one of them is a complete ripoff of my look!

    (…)

    Brittany: So Command and Conquer on the Super Nintendo CD and the Saturn are both great. The Saturn port's a little bit more accurate to the original PC game, so if you've got both systems, get the Saturn version, otherwise this game is great on both consoles.

    Ted: Yeah, the in-game cutscenes are all there in both versions and that's really the attraction of the game. It's a little hokey but who doesn't love some cheese in a video game cutscene? If you played Dune on the PC or the SNES-CD, you'll know what to expect from the gameplay here, it builds off of that and requires a lot of strategy to succeed. I had a ton of fun with it.

    Brittany: It's not an easy game but it's really rewarding if you put in the work. The graphics are good, especially on the Saturn, the SNES-CD version looks just a bit backward but it's still just as much fun to play.

    Ted: In the end, Command and Conquer is a worthy port and I'm giving it a 4 out of 5.

    Brittany: No arguments there, 4 out of 5 for both versions. And, you know, it's good to see that the Super Nintendo CD can still play some of the Saturn's games. Even Duke Nukem 3D is fairly serviceable on the SNES-CD.

    Ted: Yeah, but still, the Saturn has so many games that just aren't possible on the Super Nintendo CD.

    Brittany: I know, I know. The Saturn is awesome but the Super Nintendo CD is still really-

    Ted: Saturn does what Ninten-

    Brittany: *covers his mouth with her hand* If I gotta hear that one more time...

    Ted: *just mumbles it through her hand*

    Brittany: Just....just.... *twitching*

    Alex: *yelling from off screen* Is he saying it again?

    Brittany: Yes!

    Alex: Do we have to show the Ultra Nintendo preview footage again?

    Ted: *pulls away from Brittany* Saturn's still better!

    -excerpted from the March 11, 1997 episode of GameTV

    Ted: Turok is just about as good as it gets. The massive levels, the outstanding music....

    Alex: All those weapons...

    Ted: Show that beautiful Cerebral Bore footage again!

    *Footage is shown of the Cerebral Bore gutting an enemy's head*

    Ted: YES!

    Alex: It's easily the best FPS I've ever played on a console, bar none, hands down. It might be even better than Quake. Well....no multiplayer, but still.

    Ted: The single-player campaign is worlds, worlds better than Quake.

    Alex: Right. It's an epic adventure comparable to the Zelda games and it's a FIRST PERSON SHOOTER. I was just blown away. 5 out of 5, no question.

    Ted: Yep, 5 out of 5 easily.

    *A siren begins to blare*

    Ted: Oh, you know what that means?

    Lyssa: Can I do it this time? It's my first one!

    Alex: Only the people who reviewed the game get to hang the game up on the wall.

    Lyssa: That's no fair!

    Alex: Actually that's....perfectly reasonable, really.

    Lyssa: Fine, fine, but I get the next one!

    *Ted and Alex hang Turok up on the Hall of Fame wall while Brittany, Gary, John, and Lyssa watch and cheer.*

    (…)

    John Walden: Dragon Warrior VI was good, but I felt like it just didn't innovate very much for an RPG, you know?

    Alex: Yeah, it definitely had that old school feel to it but I wasn't feeling it like with games like Tale Phantasia. I mean, we just had Blood Omen: Legacy of Kain a couple months ago and it's hard to go back to a game like Dragon Warrior VI after something like that. Not like it was a BAD game, I mean, the music was awesome, the characters were great, the storyline was excellent, it was really long and epic... what I'm saying is....maybe....maybe an RPG doesn't HAVE to be cutting-edge to be an awesome game?

    John: I hear you, but it's still a bit primitive of a game. The music was definitely the best part. The game didn't suck and it WAS good, I was just waiting for something more.

    Alex: Enix definitely knows what they're doing, the game sold like hotcakes in Japan. Will it do well here? I dunno, but I'm going ahead and giving it a 4.

    John: Only a 3.5 from me, it's a solid game but nothing special.

    -excerpted from the March 25, 1997 episode of GameTV

    -

    SNES-CD Power Charts: March 1997

    1. Elements Of Mana
    2. Donkey Kong Country 3: Dixie Kong's Double Trouble
    3. Squad Four: Eclipse
    4. The Legend Of Zelda: Ocarina Of Dreams
    5. Tale Phantasia
    6. Marvel Super Heroes
    7. Super Mario RPG
    8. Chrono Trigger
    9. Dog Dash
    10. Duke Nukem 3-D
    11. Star Wars: TIE Fighter
    12. Bahamut Lagoon
    13. Kirby Super Deluxe
    14. Policenauts
    15. Lufia II: Rise Of The Sinistrals
    16. Cat Jackson Comes Back
    17. The Basement
    18. Samurai Rush
    19. Super Mario World 2
    20. NHL '97

    The Official Saturn Magazine Buzz Chart: March 1997

    1. Sonic The Hedgehog 4
    2. Turok: Dinosaur Hunter
    3. Blood Omen: Legacy Of Kain
    4. Tekken 2
    5. Resident Evil
    6. Virtua Cop 2
    7. Tomb Raider
    8. Doom II
    9. Fighters Megamix
    10. Duke Nukem 3-D

    -

    Final Fantasy VII Details Released

    Final Fantasy VII, one of the most anticipated role playing games of all time, is set to release on the Ultra Nintendo in Japan in August, and as the game nears completion, we're getting more and more details about the game's content. The game will span two of the Ultra Nintendo's 1GB Gigadiscs, making it easily the most massive Ultra Nintendo game released in the system's launch window. The game will also feature a first for the series: fully voiced cutscenes, with a good deal of character dialogue being voiced as well. After a positive reception to the voice acting in Chrono Trigger and Bahamut Lagoon, Squaresoft has spared no expense on the voice acting for its flagship series. The Japanese voice cast is a who's who of famous “seiyuu”, with some of the biggest names in anime among the cast, and Squaresoft intends the English version to be fully dubbed as well. The game is also said to feature multiple paths, depending on choices made throughout the game, and Squaresoft says that the player's actions in the first disc will determine the course of the story in the second. It's clear that the company intends for Final Fantasy VII to be their most successful game to date, and it's going to be one of the highest profile releases of the year, especially if it shows up in the Ultra Nintendo's North American launch lineup.

    Squaresoft's Future

    Squaresoft is also already beginning work on Final Fantasy VIII, despite the game not likely to be released before 1999. The storyline has yet to be hashed out, but it's rumored that the company will be tapping Tetsuya Takahashi to develop the bulk of the game's plot. The company is also beginning work on a game for 1998 based on the hit Japanese novel Parasite Eve. Squaresoft is likely to position the game as one of their biggest releases of the year when it hits the Ultra Nintendo. Squaresoft has doubled down on Nintendo in recent months, with staff frequently praising the system's technical and graphical capabilities. With rival Enix beginning to develop exclusively for Nintendo's rival Sega, Squaresoft is invested even further in Nintendo's success, and as the console war heats up further with the Ultra Nintendo's Japanese release just three months away, the company is undoubtedly gearing up to produce some of its best work. Future Ultra Nintendo titles slated for release in Japan by the end of 1997 include the fighting game Bushido Blade and the shooter Einhander.

    -excerpted from the April 1997 issue of Game Informer

    -

    March 31, 1997

    Polly Klaas walked down one of the hallways of Columbine High School, still somewhat saddened by the news she'd seen on that day's ChannelOne broadcast. It covered the story of the Heaven's Gate cult and how 39 of their members had committed suicide after the Hale-Bopp comet had passed near Earth recently. She couldn't imagine the kind of mentality that would lead someone to take their own life, especially over something as beautiful and awe-inspiring as a comet passing by the Earth.

    She was shaken from her thoughts by the yelling coming from nearby. They were words all too familiar to her, she heard them all the time from her fellow students. They were cruel words, hardly ever directed at her, but much more often directed at students like the boy she saw out of the corner of her eye, being harassed by a group of boys as he walked with his head down toward his next class.

    “Hey....hey! Why don't you look at us, huh?”

    “What's wrong with you, you little freak?”

    “Stop picking on him,” Polly found herself saying, directing a scolding look over at the boys. Her friend Caitlyn stood up for kids who were getting picked on all the time, and she found herself increasingly recognizing that she needed to take a stand against bullying like that too. “Leave him alone, why are you picking on him anyway?”

    “He's dressed all fuckin' weird,” said one of the boys, glancing angrily over at Polly.

    “Says who?” she replied, not backing down from the three bullies even as all of them turned toward her. “What are you guys, the fashion police or something? Leave him alone.”

    The three boys shrugged, not wanting to waste their time arguing with Polly, and turned to walk in the other direction. The boy who'd been getting picked on just kept on walking, ignoring Polly even as she came right up behind him.

    “Are you okay...?” she asked, touching him on the shoulder only for him to twist away from her. “I'm sorry....”

    “What the fuck do you even care for?” he said coldly, barely looking over his shoulder at her.

    “Sorry... I just....they shouldn't talk about you like that.”

    “Who cares? I don't even give a shit,” the boy mumbled, starting to walk away. Out of the corner of her eye, Polly could see the name written on the side of one of his textbooks.

    “Eric...?” Polly said, her voice lined with concern. “It's not okay for them to say those things to you. ….are you sure you're okay?”

    Eric could tell this girl was concerned for him, though he didn't think she should be. He didn't get picked on all that terribly often and he did have friends, even if he had trouble keeping them. Besides, he could take care of himself....he already felt the anger coursing through him, every time someone picked on him like that it made him want to....

    “It's okay, if you don't want to talk....I should probably get to class.”

    “...no, it's cool,” said Eric, letting out a sigh. There was something...calming about this girl, though he still could feel a deep, intense, almost uncontrollable rage at what those bullies had said to him. “You're right, those guys are shitheads. Thanks for speaking up, you're pretty cool.”

    “Oh...right, yeah sure...” Polly said, letting out an almost nervous giggle. “What's with this guy...?”

    “See you around,” said Eric, turning away from Polly and walking back down the hall. “She's like those preppy girls who walk around the school, not giving a shit about anybody...but...something's different about her. At least she fucking said something. None of the others ever would.”

    Polly looked up at the clock...she was almost late, she knew she needed to hurry but she couldn't stop thinking about that boy she'd just seen. She could tell that deep down something wasn't right about him but she could also tell he was hurting...was it something going on at home? Or was it just all the bullying?

    Or is he just...broken? Like the guy who broke into my house and tried to...”

    Polly's thoughts trailed off. She didn't want to remind herself of THAT terrible moment... however broken the boy she'd just met was, there was no way anyone could be that terrible.

    It would not be the last she'd see of Eric Harris.
     
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    Go Go, Alternate History Power Rangers!
  • And now... and update on the Power Rangers.

    --

    Power Rangers was a staple of my later elementary school years from fourth grade to seventh grade in middle school. I followed the series closely from the first season of Mighty Morphin’ to the middle of Lost Galaxy. The series was beginning a steady decline when Sailor Moon and Kickbutt Girls began to accrue a greater share of the ratings on Fox Kids. Power Rangersseemed tamer in comparison to Sailor Moon, which did not shy away from depictions of death and violence (though they were still sanitized compared to the Japanese originals) whereas Power Rangers generally shied away from death. That changed after the conclusion of Power Rangers Zeo when Saban decided to take the series in a more serious direction.

    It is worth nothing that Power Rangers Japanese precursor, Super Sentai, often explored more mature themes and characters died. Zeo’s counterpart, Chouriki Sentai Ohranger, was actually quite dark. Unfortunately, the 1995 Subway Sarin Incident in Tokyo forced constant rewrites that nearly led to the series’ cancellation. As such, Ohranger’s successor, Gekisou Sentai Carranger, was much more lighthearted and regarded as a parody of Super Sentai itself, which proved a challenge for the American writers who wanted to take Power Rangers in a more serious direction. Saban and Fox decided to bridge Zeo with what would become Turbo with a film for summer of 1997. Steve Cardenas, who played Rocky DeSantos, wanted to focus on his karate school and planned to leave the series at the end of Zeo.

    The main plot of Turbo: A Power Rangers movie was a space pirate named Divatox looking to awaken a dark force called Maligore so she could marry it and take over the galaxy, of course! In order to do that, she needed a talisman that belongs to a wizard from Zordon’s order called Lerigot as well as the sacrifice of five souls of “strength and purity.” We learn that two of those souls belong Jason Lee and Kimberly Hart from the Mighty Morphin’ era; what the audience did not expect that they were meeting with Zach and Trini to surprise Billy and Tommy with an impromptu “reunion.” However, Divatox’s forces arrive kidnap to kidnap though overwhelming numbers in the establishing scene before the opening credits. Most fans did not expect to see the return of Walter Jones or Thuy Trang to Power Rangers after their fallout with Saban (along with Austin St. John who did return for a stint as the Gold Ranger in Zeo) over salary. Their memberships in the Screen Actors Guild was an obstacle, especially to Haim Saban, but 20th Century Fox stepped in and forced him to relent because of the promotional opportunity by uniting the original Power Rangers one more time.

    Billy and Tommy arrive on the scene to fight the horde. Longtime comedy relief Bulk and Skull bumble into the fight and even provide some entertaining confusion fu before Divatox’s Piranhatrons abduct them along with the MMPR Rangers. However, even with the power of the Red Zeo Ranger, Tommy is barely able to retreat with Billy in tow. Meanwhile, Rocky is training along with student T.J. Johnson (played by Selwyn Ward) and Adam for a charity martial arts tournament. Tanya and Kat are there with them when Tommy and Billy burst in with the news of their friends’ kidnapping. Zordon then summons them to the Power Chamber with Billy, but unbeknownst to the (Zeo) Rangers, T.J. witnessed their exchange and learned of their identities.

    Zordon provides the typical exposition to explain the situation to the Rangers, when Divatox contacts the team with an offer: she will exchange Bulk and Skull for Billy on the condition they remain unmorphed. Despite protests from Tommy and the other Rangers, Billy agrees to the exchange and the two parties meet in an underwater cave, however, the meeting place in question is out of teleporter range, forcing the Rangers to walk. While Divatox holds up her end of the bargain, she and her subordinate open fire on the rangers, targeting their morphers. She also planted explosives, which she detonates to implode the cave upon escaping as extra insurance. With their morphers damaged and the Zeo powers failing, Rocky uses the last of his power to buy the others enough time for the other to make it to teleportation range while the cave collapses on him.
    Rocky’s death was a shock to the fanbase as no one had died on the show up to that point. Death was not that uncommon in Super Sentai; for example, Burai the Dragon (Green) Ranger from Kyōryū Sentai Zyuranger (the series Saban adapted into Mighty Morphin’ Power Rangers) died. However, Rocky’s death had a greater impact because of the suddenness of it. The Internet was only beginning to penetrate the mainstream culture and most of the show’s core audience did not read the trade papers so we had no idea that Cardenas was leaving.

    “I remember getting a sack full of letters from children and parents alike who were upset at Rocky’s death after the movie,”
    Cardenas told the audience of a panel at Power Morphicon in 2007. “One even went to say that I ruined her son’s childhood. However, you have to look at it this way. We can’t shelter children from the fact that everyone has to die sometime. Some people die of old age and some people die to save their loved ones from danger. I’m glad Rocky got to die that way. It made the movie and the character mean something to the audience.

    Indeed, Rocky’s death also gave the movie greater weight than its predecessor and established the stakes and that anyone could die. Producers also gave T.J. something a B-plot in the first act where he “borrows” one of Rocky’s old communicators from the MMPR days and accidentally transports himself to the Power Chamber just in time the witness Rocky’s death on the viewing globe. After the Rangers return, Zordon reveals that Billy finished the creation of a new set of powers before the prisoner exchange: the Turbo powers. Though in disarray, the Rangers agree but ask who the Blue Turbo Ranger will be. T.J. says that he will assume the mantle because, “It is my responsibility as Rocky’s student to finish the work he had started.” The Rangers (with the freshly-inducted T.J.) pursue Divatox to the Nemesis Triangle; Though Zordon informed them that they were under no obligation to assist the Rangers, Bulk and Skull agree to go on a mission to rescue Lerigot. Meanwhile, the Turbo Rangers divert Divatox’s main forces away from them. Despite the grimmer tone, Bulk and Skull’s mission to infiltrate Divatox’s dungeon relies heavily on slapstick comedy and dumb luck to avoid or incapacitate the Piranhatron guards.

    Through Lerigot’s talisman, she opens up the Dark Pit and offers the MMPR Rangers as her sacrifice. She sends a small army of Piranhatrons to delay the Turbo Rangers long enough for her to drop the MMPR Rangers into the Dark Pit and reawaken Maligore. He reincarnates the MMPR Rangers into his minions and even restores the original Dinozord powers [1] so that they can morph and face off with the Turbo Rangers. The battle is lopsided one could accept, the Turbo Rangers are hesitant to hurt their friends while their MMPR have no such scruples. For example, Kimberly thrashes Kat and then uses Tommy’s lingering feelings for her to get close and kick him in the chest. Meanwhile, Maligore hungers for more “pure souls” and grows to giant size and begins his long march towards Angel Grove. The Turbo Range attempt to withdrawal and pursue Maligore in the Turbo Megazord. However, the MMPR Rangers intercept them in the (Dino) Megazord. While the two teams battle , Bulk and Skull fumble to free Lerigot from confinement, they succeed and Lerigot uses his magic to free the MMPR Rangers from Maligore’s corruption.

    It should be worth noting that unlike the original Mighty Morphin’ Power Rangers: The Movie, Turbo largely used practical effects. It was a visual treat to see two Megazords fighting with out them looking as overly fake like the Ninja Megazord from the previous film. The closest the series as ever come to seeing a Zord fight on the television was the Tigerzord and Dragonzord battle from “Return of the Green Ranger” though it required much editing because both Zords were from different Super Sentai series and the audience never even got to see their attacks connect. Once freed from their corruption, both teams team up against Maligore and destroy him.

    Turbo: A Power Rangers Movie
    finishes with Rocky’s funeral where Tommy and Kimberly’s relationship received some proper closure after the “Dear John” letter she had sent to him in Zeo. Tommy lets go of his feelings for Kimberly and affirms his affection for Kat with Kimberly’s blessing. The original Power Rangers say their good-byes and go their separate ways. Meanwhile, Bulk and Skull come to a truce with the Rangers and decide to rejoin the Junior Police Force upon realizing they could be heroes in their own right. T.J. enters and wins the tournament in Rocky’s place, ending the film a somewhat uplifting note. Meanwhile, Divatox swears vengeance on the Rangers by destroying everything they love and protect.
    So how does Turbo: A Power Rangers Movie hold up? Personally, I liked it better than the original film. Though it had a smaller budget ($10 million in comparison the MMPR: The Movie’s $15 million), still made around $40 million total worldwide gross. Critical reception to Turbo was actually more positive. Roger Ebert, who compared MMPR: The Movie to synthetic foods “that have no fat, no sugar, no vitamins and no calories, but they come in bright packages and you can chew them” said that Turbo “Had substance. Maybe not the best kind of substance but least the characters has discernable traits, the monsters move more fluidly than the previous film, and the fight cheorography improved dramatically.” Ebert rated the film two stars out of four compared to the original’s half a star. Indeed, when looking at Turbo in the present, it was a film with substance unlike MMPR: The Movie. It proved there was still more life in the franchise going into its fifth season.

    -from the blog "The Musing Platypus" by B. Ronning, March 28, 2012

    [1] Later series would confirm that Maligore incidentally restored the Green and White Ranger powers.
     
    April 1997 - May The Odds Be Ever In Your Favor
  • The Ultra Nintendo is, simply put, the most advanced gaming device ever made. I consider my work on the new graphics chip to be the most challenging and fulfilling work of my career thus far, and I hope everyone who plays it will realize immediately just how much work went into this device!”
    -Ken Kutaragi in the June 1997 issue of Famitsu

    There's no shortage of RPGs releasing this month, but everyone here is still waiting for the big kahuna, by which I am referring, of course, to Final Fantasy VII.”
    -Dan “Shoe” Hsu” in the May 1997 issue of Electronic Gaming Monthly

    -

    Fire Emblem: Keepers Of The Light

    Dan: 8.5
    Shoe: 9.0
    Crispin: 9.0 (quote: “Nintendo's new Fire Emblem is even bigger and more epic than the previous game, and the graphics are some of the best yet seen on the system.”
    Sushi-X: 8.5

    Harvest Moon

    Dan: 8.0
    Shoe: 8.0
    Crispin: 8.0
    Sushi-X: 7.0 (quote: “While some may find this life sim rather boring, for those willing to put in the time it's a fulfilling experience.”)

    Mega Man X4

    Dan: 7.5
    Shoe: 7.5 (quote: “It's got the same classic Mega Man X gameplay, but the cutscenes can get pretty cheesy.”)
    Crispin: 7.0
    Sushi-X: 7.0

    Wild Arms

    Dan: 7.0
    Shoe: 8.0
    Crispin: 9.0 (quote: “This western-style RPG is just what the doctor ordered, it's a bit short but the characters and story are fantastic.”)
    Sushi-X: 7.0

    Ys V

    Dan: 7.0
    Shoe: 7.0
    Crispin: 6.5 (quote: “While somewhat basic compared to other RPGs, it's still a fairly engrossing game.”)
    Sushi-X: 6.0

    Syrielle

    Dan: 7.5
    Shoe: 9.5
    Crispin: 9.5 (quote: “One of the most emotional and heartwarming games I've ever played. It transcends its medium.”)
    Sushi-X: 4.0

    Maruthiel

    Dan: 7.0
    Shoe: 7.0
    Crispin: 8.0 (quote: “It's definitely a gorgeous game but the controls are somewhat weak compared to classics like Axelay.”)
    Sushi-X: 6.0

    Stay Off My Lawn!

    Dan: 3.5 (quote: “I'm amazed this game even got made. It gets boring pretty fast despite some of the unintentionally hilarious dialogue.”)
    Shoe: 2.0
    Crispin: 2.0
    Sushi-X: 4.0

    Hellstormers

    Dan: 8.0 (quote: “Very reminiscent of Cannon Fodder, this is one of the best war shooters available on the system.”)
    Shoe: 8.0
    Crispin: 8.0
    Sushi-X: 8.0

    Cherubim

    Dan: 7.5
    Shoe: 6.5
    Crispin: 7.5 (quote: “Sort of a cutesy alternative to Maruthiel, it's also a bit like the Cotton games in that it's a pretty cookie cutter “cute 'em up”. Not great, but certainly decent.”)
    Sushi-X: 7.0

    -reviews of April 1997's SNES-CD games in the May and June 1997 issues of Electronic Gaming Monthly

    -

    The awesome new action game Boom Island and a pair of RPGs highlight this month's new Saturn titles! There's something for everyone in this month's Review section!”
    -the intro to the Review section of May 1997's Official Saturn Magazine

    Boom Island encompasses a huge world and gives Chipp a ton of things to do as he hops from island to island, battling pirates along the way. Though some of the missions are a bit repetitive, the catchy music and wacky characters make this game a treat regardless and you'll also have lots of fun battling the game's numerous bosses. Boom Island might just be the best action title on the Saturn since Sonic the Hedgehog 4, and it's not to be missed.
    Score: 9/10

    Shining The Holy Ark is a challenging but engrossing RPG that hearkens back to the old school days of classic dungeon crawlers like Phantasy Star. The battle system's a bit simplistic but long-time RPG players will still find the game's difficult dungeons worth the trek. It's a decent sidestory to the Shining series and for Saturn owners who are craving some classic-style RPGs, it's worth checking out.
    Score: 6/10

    The Lost Kingdom is an epic quest that will take at least 30 hours to complete. With a great combination of 2-D and 3-D graphics, the game's visual style is excellent and you can recruit nearly a dozen characters to your party. While not as challenging as RPGs like Phantasy Star, it's a well-paced quest that ranks as one of the Saturn's best in the genre.
    Score: 7/10

    -excerpted from the May 1997 review section of The Official Saturn Magazine

    April 1997 saw a couple of very good original titles on the Saturn, particularly Boom Island, a 3-D platformer that beat Super Mario Dimensions to the punch by several months. The game played somewhat similarly to the later title Ape Escape, though it had a charm and a style all its own. The game starred the boy pirate Chipp, who lived on an island by himself. He did have numerous friends on neighboring islands who played with him and traded with him, and even a sort of “girlfriend” named Marie. However, one day the surrounding islands are invaded by Captain Maroon and his squad of silly but dangerous pirates, forcing Chipp to go on a mission to liberate his friends and save the day. The “Boom” in Boom Island came from the fact that Chipp could build cannons to fire at the pirates and their ships. You had to go from island to island, rescuing people from the pirates and liberating the islands. Of course, Marie got captured, and Chipp saves her early on, only for her to get caught again...and again...and again (literally, the final boss on each island is holding Marie hostage, this happens seven different times including the final battle against Captain Maroon). The game was fully voiced, with Jeff Bennett as Captain Maroon and Billy West as Chipp. The game was the start of a successful multi-platform franchise, but it all started with the first title on the Sega Saturn.

    Next up was The Lost Kingdom, sort of a spiritual successor to the Sword of Vermillion game on the Sega Genesis. It was a strictly traditional RPG, though with some modern touches including voice acting and pseudo-3D. The game basically involves a young man who stumbles his way into an ancient underground kingdom and eventually joins up with a band of rebels to overthrow a tyrannical king and defeat the monsters he unleashes. It's full of classic RPG cliches but it's still a pretty fun game. It was the first major Saturn RPG to be released that year, and one of the least commercially successful, though it did move a decent number of copies. April 1997 was a month chock full of RPGs on both the major systems, the SNES-CD saw the release of Wild Arms and another Fire Emblem title around this time, and so The Lost Kingdom was a sign that yes, the Saturn could be an RPG powerhouse too (though later games that year, particularly Windborn and Planetary Probe, cemented that fact).

    -excerpted from “The Saturn Games Of 1997”, a blog post on Gamesovermatter.com

    The Sega Saturn continues to dominate in Japan and Europe, and in the United States, its sales lead is steadily increasing. The release of Turok: Dinosaur Hunter in North America has provided a major boost in console sales, with nearly 300,000 Saturn consoles sold in the United States and Canada during the month of April. In Europe, Sonic the Hedgehog 4 has lead the overall software sales charts every single week since its November release, despite a fierce challenge from Blood Omen: Legacy of Kain in the month of February. It too will see the release of Turok in June, so it remains to be seen if that game can knock the hedgehog off the throne he's sat in for the last five months. In Japan, it's Phantasy Star V that's lighting up sales charts, spurring another major surge in Saturn sales ahead of the June 1997 release of the new Ultra Nintendo Entertainment System. Phantasy Star V takes the sci-fi based series into the past, though the fantasy-based setting hasn't alienated fans of the series, who gave the game its biggest opening sales week in series history.”
    -from the June 1997 issue of Wired magazine

    -

    After the success of Fire Emblem 4 on the SNES-CD, Nintendo rushed Fire Emblem 5 out the door for 1997. Despite the rapid production time, the game was still really, REALLY good, showing that Nintendo could do no wrong regarding its flagship RPG series. Keepers Of The Light took the story in a somewhat different direction, focusing on Naga and her Dragoon Legion, the 'Keepers of the Light' referenced in the title. The game wasn't as epic in scale as the previous title, but it did give players a choice of what route they wanted to take, essentially providing three games in one. It was also more difficult than the previous title, so despite the slightly reduced size, it may have taken longer for players to finish, also giving the impression that it was a larger game.”
    -”A Brief History Of Fire Emblem: A Player's Perspective”, from Kotaku.com on September 18, 2014

    Fire Emblem: Keepers Of The Light was a much less controversial game than its predecessor, and thus was censored very very lightly (only minor things like certain swear words and some partial nudity were cut). The incest plotline central to The Holy War was dropped, in favor of a more straight-forward storyline featuring a war between the humanity-favoring goddess Naga and her rival god who wished to see humans exterminated. The game also featured a slight bump in graphical quality from the previous game, though this was mostly due to a presentation overhaul more than anything else. It didn't sell quite as well as The Holy War in North America, though it was still a fairly successful game, especially in the somewhat sparse environment of the Super Nintendo CD's pre-Ultra lineup. With one of the fastest production times of any first-party Nintendo game, it was rushed out in response to the success of the previous title, but for the most part it succeeded in upholding the high standards of the series due to Shouzou Kaga's tireless work. He'd take a much needed break after work on Keepers of the Light was completed, and needless to say, he'd certainly earned it.
    -excerpted from “Coming To North America: Fire Emblem's Western Odyssey”, an article on RPGHero.com, December 10, 2011

    -

    The wedding sequences in Harvest Moon are still some of the most beautiful cutscenes on the SNES-CD. The game had only 12 anime cutscenes in all, about 30 seconds each, and six of them were reserved for the weddings between the player character and each of the six available wives. Managing to be both heartwarming and funny (especially Eve's, where we see just how much of a wild girl she is), the wedding scenes make the player feel a real sense of accomplishment at getting that far into the game, and enrich the game that much more.”
    -from IGN.com's retro review of the SNES-CD's Harvest Moon

    Remember Wild Arms? That goofy animated Western-styled commercial that played during Fox Kids? The really slow but still impressive pseudo-3D battles? The game was no masterpiece but it was unique for its day. Hell, the overworld theme even sampled 'Ecstasy of Gold'! While it was completely overshadowed by all the other great RPGs available on the SNES-CD, it still remains one of my favorites and a cult classic to a lot of people.”
    -a comment on Kotaku.com's “Talk Amongst Yourselves: Forgotten RPG Classics” post

    It's a bit of a shame that the Ys series really hit its stride at the same time that Final Fantasy VII was about to come along and usher in a new age of RPGs. The game was the best of the series to date, featuring some great action-RPG combat and a really expansive world and epic storyline. I remember it took a long time for Ys VI to come out afterward because they had to figure out how to retool the series to meet the new expectations of gamers, but V was an excellent swan song and it's a shame it tanked so badly in the States. Did pretty well in Japan, IIRC.”
    -from a comment on the /ys/ root on Rootalk.com

    -

    Mega Man X4 was the last of the “fourth generation” Mega Man X titles, though it embraced innovations like voice acting and cutscenes like no game before it. Though it retained the look and motif of previous Mega Man X games, it once again allowed the player to choose between X and Zero, providing a different quest for the two of them to overcome, essentially making for two games in one. X was tasked with hunting down and destroying Sigma once and for all, while Zero was tasked with tracking down a gang of young but dangerous Mavericks who were gathering materials to build themselves a leader. The game's cutscenes were particularly infamous for bad voice acting, X's cry of “What am I fighting FOOOOOOOOOOOOOOOOOOR?!” cry after discovering a city full of Sigma's scrapped victims was particularly infamous, though the voice acting during Zero's cutscenes was a bit better received (Alyson Court's performance as the rogue Maverick Sclera in Zero's quest was particularly praised). All in all, Zero's side of the game was seen as superior to X's, and gamers wondered if Capcom was “passing the torch” to Zero, so to speak (the series would split for later games with Zero being absent for Mega Man X5 only to return in late 1999 with a game of his own). Overall, Mega Man X4 mostly continued the series' slow critical and commercial decline. The game was a very moderate success, mostly overshadowed by other releases around that time. Was Mega Man becoming irrelevant? Gamers would have to wait for the Ultra and the Saturn to find out.
    -excerpted from “Mega Man X: A New Generation”, an article on Gamesovermatter.com

    Resident Evil 2, Breath Of Fire III Lead Capcom's Charge

    Fresh off the release of Mega Man X4, Capcom's braintrust is hard at work on the next wave of home console and arcade releases, with games planned for the Sega Saturn, the Super Nintendo CD, and the upcoming Ultra Nintendo, many of which are expected to be major hits.

    Of course, first among them is Resident Evil 2, sequel to last year's mega-hit for the Sega Saturn. Capcom says that this sequel will be even bigger than the first game, alluding to the possibility of two separate quests. Capcom's no stranger to including more than one playable storyline in their games, their recent Mega Man X4 featured separate stories for both X and Zero, and Shinji Mikami is taking notice of his colleague Keiji Inafune's efforts.

    “I think that providing two separate journeys, if at all possible, provides extra value for the player and an added incentive to play your game. So it would certainly be preferable to offer two scenarios in this sequel, which certainly will make this game even more popular than the first,” said Mikami in an interview with a Japanese video game program.

    Of course, Capcom's other franchises, such as Breath of Fire, are also receiving new installments. Breath of Fire III launched to good sales and positive reviews in Japan in February, and in August, it makes its way stateside for the Super Nintendo CD. Capcom says that the game's animations and backgrounds will push the system to its limits, providing a truly epic experience in the SNES-CD's waning months. Of course, that isn't to say the game will be Capcom's last for the system, X-Men vs. Street Fighter is said to be getting an SNES-CD port this holiday season. For fans of comic vs. video game battle royals who happen to own a Saturn, you won't be left out, Marvel vs. Street Fighter launches on the Saturn at about the same time.

    While companies such as Squaresoft and Namco have staked their fortunes on one side of the console wars, Capcom looks to continue to play both sides for the forseeable future. According to Capcom founder Kenzo Tsujimoto: “We are very excited by the technology offered by both Nintendo and Sega, and look forward to creating games that take advantage of the unique opportunities presented by both company's game devices.” What this means for the average gamer is that whatever side you take, you'll be able to play some of Capcom's best efforts for many years to come.

    -excerpted from an article in the June 1996 issue of Electronic Gaming Monthly

    -

    At the time I started working on Syrielle, which was 1996, I was doing a show for Nickelodeon about this girl detective, Shelby Woo. Nickelodeon had ordered some episodes from us and the show aired as a small preview series, but then we found out that they had declined to order more because they had decided to do a third season of their sci-fi show and because they were also ordering more episodes of their pirate show. So that left me with nothing to do, and then I got a call from a company, which turned out to be Activision, and they wanted to know if I would work on a video game for them. And of course, I didn't know the first thing about designing games, but they assured me that it would be a writing job and not an actual game design job. And of course, me not knowing then how good the writing in games had become, I was baffled that they needed a television writer to work on a video game. But it was good money and they gave me enough freedom that I agreed. And so that's how I started to formulate the idea which became Syrielle, which of course became what it is today.”
    -Suzanne Collins, speaking to a group of convention goers at PAX East in 2009

    Syrielle remains the most unlikely hit in the history of the Super Nintendo CD. Part visual-novel, part platformer, the game takes its cues from games like Forever With You, though the plot and gameplay of Syrielle is vastly deeper (say what you will about Koji Igarashi, but Suzanne Collins writes circles around him). The game is classified most accurately as a “friendship sim”, Syrielle's relationships with her classmates form the heart and soul of the game and determine just how the game will play out. In that regard, it compares favorably to games such as the Tales Of The Seven Seas and Persona series, though again, it's an entirely different beast. It stars a 15-year-old high school freshman named Syrielle, a girl who discovers, somewhat gradually, that she is part girl and part spider. While she looks exactly like a normal girl (most of the time), she can form webs, crawl on walls, and she has an almost irresistible urge to eat bugs (her “powers” manifest themselves different from Spider-Man's, she's not nearly as dextrous or strong and her webs work somewhat differently, and in the end, she's not really a superhero, just a very very VERY weird girl). While Syrielle is coming to grips with her “other side”, she still has to navigate the trials and tribulations of high school. She's not really a nerd, nor is she a popular girl, at least at the start of the game, she's an average girl with somewhat average friends, who, depending on your choices, you can lose or keep during the course of the game. Again, relationships with other students are a major part of Syrielle, there are more than 70 students you can form relationships with, whether it's being best friends, bitter enemies, or somewhat neutral, or anywhere in between. There's no voice acting in the game, dialogue plays out through a series of motion-comic like scenes where the characters pop in and out of the screen, their expressions changing from moment to moment. Syrielle is a two-disc game, there's so much dialogue and animation that the developers couldn't fit it all on one disc, so at the midpoint of the game there's a point of no-return that shifts the game from one set of dialogues and scenes to the next. Interspersed with Syrielle's dialogue scenes are platforming action stages, eighteen in all, though depending on what you do during the game, you'll end up playing through anywhere between six and twelve of them, and most of the stages have variants depending on what you do during the game. Syrielle is an emotional game at its core. Her struggles to fit in and cope as her powers manifest in increasingly dramatic ways is at the heart of the game. Her relationship with the popular and seemingly bitchy (but in reality, deeply, DEEPLY troubled) Stacy is one of the most complex in the game. In most games, you will LOATHE Stacy and she will loathe you, but if you work at it, Syrielle and Stacy can form the deepest and closest friendship in the game, a friendship in which Stacy throws away everything, her popularity, her own friends, to be friends with Syrielle. It's the only way to get what is universally considered the game's best ending.

    The game was hyped with a wave of advertisements on all the kids' channels, but was NOT expected to be a success by analysts, who believed that the game's format would turn off those used to platformers like Dog Dash and more gameplay-intensive games like Tales Of The Seven Seas. However, the game, while not a HUGE seller, made back significantly more than its budget and also became somewhat of a merchandizing dynamo throughout the late 90s and beyond, spawning an animated series, a line of children's novels (most penned by Suzanne Collins herself), and of course, a series of games that continues to this day. Many thought that Syrielle's success might kick off a visual novel craze, but despite some imitators showing up on the Ultra Nintendo and the Sega Saturn, none could catch the lightning in a bottle that Syrielle had caught upon its release. The series had, in many ways, brought the “kids' TV” hits from networks like Fox Kids and Nickelodeon to the video game medium. It achieved its success while Sailor Moon took a two-year break from airing new episodes in North America. It probably wouldn't have been made at all if Nickelodeon hadn't decided on airing shows about space adventurers and pirate kids over the girl detective show that Collins had been working on at the time. Syrielle was both a snapshot at where children's entertainment was in the late-1990s, and a peek at where it was headed in the next decade.

    -excerpted from an article on the website Pop Culture Wave, posted on January 14, 2015

    -

    Ted Crosley: Fire Emblem: Keepers Of The Light is definitely tougher than The Holy War, I found myself losing my best soldiers quite often.

    Alex Stansfield: Yeah, same here, and more often than not it left me pretty much doomed to failure. Normally that'd be a flaw in the game design but in Fire Emblem, most players will know what they're getting into.

    Ted: Yeah, it just encouraged me to start the fight over and form a better strategy. That said, I could NOT keep my best mage no matter what I did, eventually I just threw up my hands, said *bleep* it, and moved on.

    *A brief montage plays of Ted's mage Cara dying over and over again as Enya's Only Time plays in the background. Included in the montage is Ted throwing down his controller in frustration and it ends with him looking into the camera and shedding a single tear.*

    Alex: Dead mages or not, I loved how you could pick different routes, unlike The Holy War where you were pretty much stuck.

    Ted: Yeah, more RPGs, especially strategy RPGs where you're a campaigning army, need to do this. It added a lot of variety to a game that I felt was a bit on the short side.

    Alex: Yeah, I agree but if you take multiple playthroughs into account, it's a lot longer.

    Ted: Well, if you're a reviewer who doesn't have time for multiple playthroughs...

    Alex: You would've, if you didn't keep trying to keep your glass mage alive.

    Ted: Hey, she was my wife! My main character MARRIED her, he can't just let her die!

    Alex: Just use it for motivation to wreak vengeance on your enemies, like in a Harrison Ford movie. Anyway, I give Fire Emblem: Keepers Of The Light a 4.5.

    Ted: And I give it a 4. It's a great game and a worthy successor to the last one.

    (…)

    Brittany Saldita: The Lost Kingdom is an RPG that's mediocre in every sense of the word. Graphics, mediocre. Gameplay, mediocre. Characters, mediocre.

    John Walden: It was just plain boring.

    Brittany: Yeah, and really, what's with the glut of generic RPGs as of late? There's Wild Arms, which, except for its kinda neat Western setting is pretty much just an average RPG, and now this, where the setting is the same mythical medieval thing in pretty much every RPG out there these days. It's really sad and I think Saturn owners deserve better.

    John: Well, yeah, I mean look at what Nintendo just released, another awesome Fire Emblem game, and then you get this hot mess on the Saturn.

    Brittany: Well, it's not a hot mess...

    John: It's just average.

    Brittany: It's just average and I'm giving it a 3.

    John: I'm giving it a 2. RPGs aren't even my cup of tea and this game pretty much illustrates why.

    -excerpted from the April 15, 1997 episode of GameTV

    (…)

    Brittany: So, Boom Island is a really fun game, but...

    Alex: But?

    Brittany: But Marie is completely useless. I mean, look. She gets kidnapped in every single world. Compare her with like, Dona from Tales Of The Seven Seas. Some guy tries to kidnap her and she punches him in the balls so hard that everybody with testicles who played that game probably felt it.

    Alex: Oooh yeah. *covering his groin with his hands and wincing*

    Brittany: And even Victoria, I mean she actually got kidnapped but ONE time. One time and she never let it happen again. And that was only in one possible part of the story where the player had to kind of mess up. Victoria was infinitely less useless and a better character than Marie. Practically everybody else on those damn islands but Chipp was useless, and Chipp was annoying as hell.

    Alex: So I take it you didn't like Boom Island?

    Brittany: *sighs in resignation* It's a really fun game. I can't deny that, it's right up there with NiGHTS in terms of 3-D platforming, it's really good, the boss battles are excellent, the puzzles are intuitive...it's a great game but the storyline could have used some work.

    Alex: Chipp's not that annoying, he has a lot of silly one-liners but-

    Brittany: But that's what passes for humor in games these days, is silly one-liners?

    Alex: Well, what about James Bond?

    Brittany: But those are actually clever. Chipp just says whatever stupid crap comes into his mouth. When you shoot one of the fire enemies for example...

    *cue a scene from the game where Chipp blasts a fire enemy with water and quips “Guess that puts out that fire!”*

    Brittany: *she sighs in exasperation* No *bleep*, Sherlock.

    Alex: *chuckling* Yeah, I mean, some of the humor in this game is pretty bad, but I can't dispute that the game itself is really fun.

    Brittany: Right, I did have a lot of fun playing it, but some of the one-liners just made me groan. If you're a fan of cheese, you'll love this game.

    Alex: So it'll sell well in Wisconsin then?

    Brittany: I'm surprised they don't MAKE the game in Wisconsin, that's how cheesy it is. I'm giving it a 4.

    Alex: I've never seen you so pissed off at a game you're giving a 4 to. Well, I'm giving it a 4 too.

    Brittany: Just think, if the characters were just a little better I might've given it a 5.

    -excerpted from the April 22, 1997 episode of GameTV

    (…)

    Lyssa Fielding: Syrielle might seem like a game that's not worth your time, but it's incredibly deep and absolutely one of the greatest games I've ever played.

    Ted: I disagree....VIGOROUSLY.

    Lyssa: And you're wrong.

    Ted: I'm not-

    Lyssa: It was an amazing game!

    Ted: It was barely a game in the first place! You spend the VAST majority of the game walking around and talking to people. And it's not like an RPG, where you go to a town, find a guy, talk to him and that opens up a big huge dungeon, this game is talk to about fifty guys, then play a little platforming level, then talk to about fifty more guys!

    Lyssa: Have you ever played Alter Ego on the Commodore 64?

    Ted: I've never even heard of Alter Ego on the Commodore 64.

    Lyssa: Okay. Alter Ego was a life simulation game, where you explore dialogue trees and make decisions that individually don't seem significant, but they add up to an entire life. As you play through the game, you're making friends, you're having a relationship with your family, you're living out your entire life....it's a really emotional game. It actually....I played it when I was thirteen, back in 1986 I played it and I cried. I cried just from reading text on a screen.

    Ted: Okay, I can see crying at an animation in a game, but crying at text on a screen?

    Lyssa: Have you ever read a book that made you cry?

    Ted: It's supposed to be a GAME, not a book!

    Lyssa: Did you even have one emotional moment at all playing this game? Because I cried...I'm not going to spoil it but there's a point in the game where Syrielle and this character are just talking and I cried at it. This game MOVED me and I think it's going to move a lot of people who play it because the characters are so well written and brilliantly developed.

    Ted: I will admit to liking some of the interactions and the platforming was decent when I played it, but this is not as good of a game as you're making it out to be.

    Lyssa: It's brilliant.

    Ted: I don't think so.

    Lyssa: It's brilliant and it's my game of the year so far this year.

    Ted: Better than Turok? Better than Terranigma? Are you kidding me?

    Lyssa: It's even better than both of those games, in my opinion.

    Ted: Then your opinion's wrong!

    Lyssa: Did you even play the same GAME that I did?

    Ted: I played it enough to play through all 18 of the action levels, I played through it and got four of the endings. There are 12 endings.

    Lyssa: I got seven and I'm going back home after this to get the other five.

    Ted: I will admit to this being a very well made game, I'll admit that Syrielle herself is a REALLY interesting character. I thought she was going to be a ripoff of Spider-Man but I was pleasantly surprised to see how complex she was. I liked her. I did not like a lot of the other characters.

    Lyssa: So what score are you giving the game?

    Ted: I gave it a 3.

    Lyssa: I'm giving it a 5.

    Ted: *snorts and shakes his head*

    Lyssa: I personally recommend it to everybody watching this show.

    Ted: If you're not into visual novel games, I can't recommend it. If it could've been more like, say, Snatcher and Policenauts...

    Lyssa: Both of which are great games but nothing like Syrielle.

    Ted: Precisely.

    Lyssa: I can't believe you didn't like this game.

    Ted: I can't believe you gave it a 5.

    -excerpted from the April 29, 1997 episode of GameTV

    I think, when people saw how vigorously Lyssa defended Syrielle, they knew that she could hold her own with the other hosts, and they saw just how passionate of a gamer she really was.”
    -Alex Stansfield, from the G4 TV episode “Icons: GameTV”

    She mentioned having a Commodore 64. I mean, who the hell mentions having a Commodore 64? I didn't even have a Commodore 64!”
    -Brittany Saldita, from the G4 TV episode “Icons: GameTV”

    For a LONG time after that episode, people thought I hated Ted. I love Ted! I loved him even when we were having a huge fight over Syrielle! He just doesn't like visual novel games. It's okay. I mean, nobody's perfect.”
    -Lyssa Fielding, from the G4 TV episode “Icons: GameTV”

    -

    SNES-CD Power Charts: April 1997

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Elements Of Mana
    3. Terranigma
    4. Donkey Kong Country 3: Dixie Kong's Double Trouble
    5. Squad Four: Eclipse
    6. Tale Phantasia
    7. Chrono Trigger
    8. World Championship Boxing
    9. Super Mario RPG
    10. Dog Dash
    11. Sam and Max: Freelance Police
    12. Marvel Super Heroes
    13. Toxic Waste 2
    14. Kirby Super Deluxe
    15. Super Mario World 2
    16. Duke Nukem 3-D
    17. Star Wars: TIE Fighter
    18. Donkey Kong Country
    19. Policenauts
    20. Bahamut Lagoon

    The Official Saturn Magazine Buzz Chart: April 1997

    1. Turok: Dinosaur Hunter
    2. Sonic The Hedgehog 4
    3. Boom Island
    4. Tekken 2
    5. Blood Omen: Legacy Of Kain
    6. Doom II
    7. Tomb Raider
    8. Resident Evil
    9. Fighters Megamix
    10. Time Crisis

    -

    April 30, 1997

    Ken Kutaragi smiled as he stared at the black box in the glass case in front of him, a box with a CD-sized slot in the front of it and four controller ports lined up next to one another. It was the completed Ultra Nintendo, and it had just entered mass production in Japan.

    “Less than two months now,” said Kutaragi quietly, turning to his colleague, Minoru Arakawa. “I feel as if I cannot contain my excitement.”

    Arakawa too was excited to see the reception that Nintendo and Sony's new gaming device would receive once it was released to the public. The “Artemis” graphics chip provided by Sony brought a new level of fidelity to games that had even blown Shigeru Miyamoto away when he realized how beautiful games like Super Mario Dimensions and Star Fox 2 were going to look.

    “Saturn's sales continue to rise,” said Arakawa, citing a recent sales report that had Saturn sales near what Super Nintendo CD sales had peaked at just after the release of Ocarina of Dreams in Japan. “It will be difficult making up this much ground.”

    “I don't think it will be,” said Kutaragi confidently. “Once the advertising begins it will generate a wave of anticipation unlike anything ever seen before.”

    “You seem so sure,” replied Arakawa. “Yamauchi-san expects sales to be slow at first.”

    “He also did not expect the Super Famicom CD to succeed as it has done,” said Kutaragi. “There was a time when I was the only person who believed in it, and look where I am now. Standing next to you, looking at the greatest video game device ever created. It will sell millions even before it releases in North America.”

    Arakawa took one more look at the Ultra Nintendo, sleek and shiny in its glass case. He smiled, allowing himself to share in some of Kutaragi's confidence.

    Ken Kutaragi had been right about everything else. Minoru Arakawa had no reason to doubt him now.
     
    May 1997 - Iwata's Smashing Idea
  • For the first time on a home console, you can take the awesome multiplayer fun of Doom online. We'll give you the tips and tricks you'll need to compete in Doom NetLink.”
    -from the introduction to an article on Doom II's online mode in the July 1997 issue of GamePro

    We would've liked to port Doom II to the SNES-CD, but we put all of our efforts instead toward making the best port possible for the Sega Saturn. We hope our SNES-CD fans aren't disappointed, but we've got plenty coming up for the Ultra. I've been designing Daikatana with the Ultra in mind, so expect that to be pretty amazing.”
    -John Romero, in an interview in the June 1997 issue of Electronic Gaming Monthly

    I squeezed every drop I could out of the Super Nintendo CD for Frederico II, using games like NiGHTS as inspiration. I think the results turned out pretty amazing.”
    -Silver Sail's Carlos Delgado, talking about Frederico II in the August 1997 issue of Electronic Gaming Monthly

    Namco's been doing incredible work with us and Time Crisis is just the latest example of synergy between our companies. We have Fighters Megamix coming to the Saturn very soon, so look out for that!”
    -Tom Kalinske, in an interview in the June 1997 issue of Official Saturn Magazine

    I am absolutely dedicated to keeping HAL at the forefront of game design innovation as we prepare to launch the Ultra Nintendo. We are working on many games, it is difficult work but I think anyone who plays the Ultra will enjoy the results.”
    -Satoru Iwata

    -

    Alundra:

    Dan: 8.0
    Shoe: 7.5
    Crispin: 7.5 (quote: “It's a great action-RPG that will challenge and reward the player.”)
    Sushi-X: 7.5

    ESPN: X-Games:

    Dan: 6.0
    Shoe: 5.0
    Crispin: 7.0
    Sushi-X: 5.0 (quote: “The somewhat outdated graphics and simple gameplay keep this collection of extreme sports from being everything it could have been.”)

    Gungriffon:

    Dan: 6.0
    Shoe: 7.0 (quote: “This first-person mech piloting games shows lots of promise, but the SNES-CD does struggle to keep the game moving at a playable pace. The Saturn version runs much smoother.”)
    Crispin: 4.0
    Sushi-X: 4.0

    MLB '98:

    Dan: 7.5
    Shoe: 9.0
    Crispin: 7.0
    Sushi-X: 7.0 (quote: “It's the best looking baseball game on the SNES-CD, even better than Ken Griffey's Winning Run from last year, and the presentation is quite good.”)

    Romancing SaGA 2+3:

    Dan: 8.5 (quote: “A very well put-together collection of classic Super Nintendo RPGs, it doesn't add much in the way of graphics but it's the only way to play these excellent games on Western shores.”)
    Shoe: 8.5
    Crispin: 8.0
    Sushi-X: 8.0

    Frederico 2: Garcia's Revenge!

    Dan: 8.5
    Shoe: 8.0
    Crispin: 8.0 (quote: “It's just as fun as the original, though some of the 3-D segments are a bit dull. You'll prefer the 2-D platforming which thankfully makes up a majority of the game's content.”)
    Sushi-X: 8.0

    Empire: The Steel Kingdom:

    Dan: 9.0
    Shoe: 9.0
    Crispin: 9.0
    Sushi-X: 9.0 (quote: “Move over, Civilization! This title takes the best aspects of nation sims and RTS games to make for the best hybrid-sim game since Actraiser.”)

    -Electronic Gaming Monthly's reviews of May 1997's SNES-CD games in the June and July 1997 issues

    -

    May 5, 1997

    Satoru Iwata was seated in his office at HAL Laboratory. Across from him sat Masahiro Sakurai, and the two gentlemen were discussing HAL's upcoming plans for the Ultra Nintendo. The company had just released Kirby's Adventure 3 in Japan to positive reviews, which left Sakurai free to work on his next project, while Iwata had been asked to help with another matter...

    “Sony has asked me to help them with something pertaining to the Pocket Monsters games,” said Iwata.

    “Are they already thinking about the next one?” asked Sakurai. A sequel was inevitable due to the success of Red and Green, but he didn't think it would be coming so quickly.

    “Yes, but that is not what they asked for my help with,” Iwata replied. “They want me to help them with a proof-of-concept for a Pocket Monsters game utilizing technology more advanced than what exists on the Game Boy.”

    Sakurai thought that could only mean work on that battling game for the Ultra Nintendo, the one scheduled for release sometime at the beginning of 1998. Iwata had mentioned working on that game, but it too wasn't what he meant.

    “You're talking about Pocket Monsters Stadium?”

    “No. They want me to help create something for the Super Famicom CD, something that can form the base of the sequel to Red and Green. Sony and Nintendo are considering work on a new handheld Game Boy, far more powerful than the Game Boy Color.”

    Sakurai looked to be in shock. He knew Gunpei Yokoi was starting to become more receptive to advances in handheld tech, but he didn't think Yokoi would let them go THAT far.

    “How powerful are we talking about exactly?”

    “Possibly more powerful than the Super Nintendo CD,” said Iwata. “They're worried that the Saturn's success might drive Sega to try a new handheld and they'd like to beat Sega to market. A new Game Boy could be finished as soon as the end of next year and Sony wants Game Freak to have a new Pokemon game ready for its release.”

    Sakurai allowed himself a hearty laugh. The prospect of designing games for a new, more powerful Game Boy was exciting, and Iwata seemed pleased about the development as well. If Nintendo was really ready to take handheld technology into the new generation, the men wanted HAL Laboratory to be at the forefront. A new Kirby game for the new handheld would be quite successful, if that's what Nintendo was planning to do.

    “Well, if you need any ideas on the game, feel free to let me know, you know I'm full of them,” said Sakurai. Iwata responded with a smile and a nod.

    “Absolutely, I'm sure I'll hit a road block sooner or later. Now....let's discuss that project you were talking with me about earlier.”

    Sakurai had been considering a Nintendo fighting game for quite some time. With Sega having recently launched Fighters Megamix in Japan to considerable success, the concept of a video-game fighting mashup was proven, and the technology the Ultra Nintendo offered could easily make for a quality game.

    “Well, you know that game Dragon King we thought up together? I think that could form a good framework for what I'd like to do,” Sakurai began.

    -

    Matt Lauer: And certainly Windows has been a major success.

    Katie Couric: Now, I'd like to get your opinion on the recent chess match between Garry Kasparov and the computer Deep Blue. Deep Blue became the first computer to defeat a world chess champion yesterday, what's your take on this historic event?

    Bill Gates: Well, certainly it proves that computer technology has advanced so much in the past decade. The idea of a computer chess champion, it seems to the outside observer that something like that would have limited applications, but in reality it opens the door to a whole host of possibilities. Artificial intelligence provides the backbone of modern computing, it allows the computer to do more of the work so that the end user is free to focus on the tasks that they want to perform. The more work the computer can do, the less work the individual using the computer has to do and ultimately you can accomplish a lot more tasks. I've been working everyday to make computing easier for the average person. Windows has helped bring the personal computer into so many more homes, and it's allowing ordinary people to accomplish more things which ultimately is going to enrich the world.

    Matt Lauer: And are there any other advancements in computing technology that have piqued your interest?

    Bill Gates: Well, I've seen the most recent video gaming device from Nintendo, set to launch next month in Japan. It's called the Ultra Nintendo, I'm sure you'll be hearing a lot more about it in the coming months, but it's got the most advanced graphics processor of any dedicated gaming device. It's even comparable to some of the processors in a lot of the computers using Windows these days, which is really quite impressive.

    Katie Couric: Is that a field in which you'd like to take Microsoft someday, into video games?

    Bill Gates: Well, I get asked that from time to time, and the thing is this. Unless we can create a device that does a lot of what the personal computer can do, a device that has a lot of onboard memory to store applications, a device that allows the user to create their own content, a device that allows for an easy connection to the Internet, I still think that the PC is the best platform for gaming. Everything you can do on a home console, you can accomplish with a PC. Maybe in the future, when technology's come a bit farther along, we'll see.

    Katie Couric: Well, we've all learned that we can never say never when it comes to Bill Gates.

    Bill Gates: *laughs*

    Katie Couric: A man who's accomplished, I think, so much in the realm of technology.

    Bill Gates: I had a lot of help along the way, but thank you.

    Matt Lauer: Bill Gates, thank you for coming on the show today. *shaking his hand*

    Katie Couric: *shaking Bill Gates' hand* And you'll be speaking at the New Horizons Technology Conference right here in New York later today.

    Bill Gates: Yes, it's going to be a very exciting afternoon.

    Katie Couric: We'll take a commercial break, and be right back, here on Today.

    *a series of commercials airs, then the show comes back on*

    Katie Couric: Before we continue, we have... some rather sad news to pass along. This news involves one of the great....one of the great legends of American music. Bob Dylan, a legend, and, the voice of a generation, really...um, has died, at the age of 55. We're being told that he died of a heart attack earlier this morning, and...and it's just shocking news because he's right up there with some of the most influential voices in music history.

    -excerpted from the May 12, 1997 episode of Today

    -

    Hell comes to the Sega Saturn!”- the tagline for the Saturn release of Doom II

    Doom II: The Basics

    On May 15, 1997, Doom II is released for the Sega Saturn. The game is in reality a compilation pack containing both the original Doom (in its Ultimate Doom version) and Doom II. While the Saturn is technically capable of a 3-D Doom (as seen in OTL's Doom 64), the game remains largely in its original sprite style in order to enable the game to fit lots of content across both games (with over 50 playable levels between them). The game also contains a first for a console version of Doom: a multiplayer mode that enables up to four people to engage in a deathmatch at once. The multiplayer mode is fairly spartan (only deathmatches and a handful of maps), but it allows some of the popular PC multiplayer aspects of the game to be enjoyed by console players for the first time. It's even enabled for NetLink, allowing Saturn players to connect with one another across the Internet to compete in deathmatches (and also to download a handful of WADs handpicked and uploaded by Id software). Doom II quickly becomes the most popular NetLink game and it also spurs an uptick in Saturn modem sales (especially after Doom II becomes a pack-in game for it), but it doesn't become the killer app that would have put millions of modems in Saturn owners' homes. The technology is still too crude and unreliable (many players report lag with their 26K connections while playing) for Doom II to take off majorly. The game itself is a decent hit, though it doesn't quite match up to the sales of Turok: Dinosaur Hunter. Still, the game largely makes up for the disaster that was Doom on the Mega Charger, and becomes one of the best-selling Sega Saturn games of 1997.

    “The Doom II port to the Saturn was a real treat, especially since it included the original game for those of us who had a Genesis and missed out on getting a good Doom port. The frame rate was excellent even if the graphics were somewhat primitive compared to games like Turok. What I liked most was the multiplayer. I never went online with it, but I loved getting three of my friends together and spending the whole night hunting down and killing each other in the spooky levels. The music was some of the best of any of the Doom ports, especially since the game let you choose between a hard rock track (called “classic” Doom) and a spookier more atmospheric track (called “terror” Doom). I would sometimes play through the game during the day with the classic track and then at night I'd crank up the terror track and play through the game on the hardest mode. Taken together, the two games made for one of the most epic first-person shooters of all time, and even for seasoned players you could easily fill up a whole night playing through all the levels. While I waited for Quake to finally get released, I passed the time with Doom II, one of the best FPSes ever on the Sega Saturn.”
    -a comment on a Talk Amongst Yourselves article at Kotaku.com

    “Porting both Doom games to the Saturn was a real cinch since the system was so powerful. It wasn't any problem getting a smooth frame rate and I was just as proud of the Doom II port as I was with what we did with Doom on the SNES-CD. There was just too much content in Doom II to get it to run nearly as well on that system. We really did try, the first game sold something like three million copies on there so if we could've gotten Doom II on there, we would've. We just didn't want to half-ass it.”
    -John Carmack, in an interview in the June 1997 issue of Electronic Gaming Monthly

    -

    One of the last great SNES-CD sequels, Frederico 2: Garcia's Revenge! was released in 1997, and the anticipation was quite high considering what a popular sleeper hit the first game had been. Frederico 2 saw the sombrero-wearing hero return to action after Generalissimo Garcia begins to once again terrorize the land, this time by building a giant mech to smash up everything. He leaves Frederico's girlfriend, the vivacious (and rather busty) Madelina alone this time, instead simply gathering up as many robot parts as he can to build his machines. The game has largely the same exploratory platforming gameplay as the first, but adds in a few 3-D sequences that are somewhat awkward considering the SNES-CD's capabilities at rendering such sequences. The Ultra Nintendo would've handled them perfectly, but in Frederico 2 they're fairly mundane, short, and largely extraneous. The boss fights, all of them thankfully in 2-D, are much better than in the first game, with massive monstrosities for Frederico (and his friends) to fight. Madelina will show up from time to time with a silly comment or some items for Frederico to use, and on one occasion she even beats up a boss herself after it stirs back to life following a fight and attacks Frederico. She's much better in this game than in the last game when she spent most of it as Garcia's captive, and it's in this sequel that she became the fan-favorite she is to this day (and not just because of the fan service either). Familiar characters like Nacho the cat and Frederico's buddy Maloney also return to lend help as they always do. Overall, the game received a reception that was a bit muted from the first game (which itself had been such a surprise), but it still sold really well. In fact, it was one of the SNES-CD's best selling new titles of the year. The future of the series clearly looked bright, and fans eagerly waited to see what the next title, which was released on the Ultra Nintendo in 2000, would bring.
    -excerpted from “A History Of Frederico” on Nintendomemories.com

    Interviewer: Now, we hear the new game has a special theme song, is that true?

    Carlos Delgado: It IS true! But you'll have to beat the game to hear it. It was performed by Selena, who of course is pretty much the hottest music star in the world right now.

    Interviewer: And how did you ever get Selena?!

    Delgado: Well, being friends with her husband helps! *laughs* She was really excited to do the theme song for this game and our music director was excited to write something up. It's a little Latin-styled James Bond kind of thing, not very long but it's pretty funny. You'll enjoy hearing it as a nice little reward for beating the game.

    Interview: Well, Frederico 2 comes out on May 19 for the Super Nintendo CD! Don't miss it!

    -excerpted from an interview with Carlos Delgado in the May 1997 issue of Hispanic Tech News magazine

    -

    Alundra isn't quite The Legend Of Zelda, but it's still an excellent action-RPG for the Super Nintendo CD, its second great such title in a year after Terranigma. The system might be entering the last phase of its lifespan, but if you're a fan of hack and slash dungeon crawlers, it's still pumping out the hits.”
    -excerpted from Alundra's 4.375/5 review in the June 1997 issue of GamePro magazine

    We were spending a lot of time working on Starseekers of Exion at the time, that was our big project, but Alundra was a labor of love for the people who worked on localizing it. We didn't want to take it lightly even though it wasn't our big thing at the time, so I spent a lot of time micromanaging that game and making sure that our team was putting in the necessary work. The result is a game that I think was one of our best pieces of work, and once again showed the thought and effort we put into all of our games.”
    -Victor Ireland

    Alundra is the newest RPG for the Super Nintendo CD! It's full of mysterious dungeons and lovable characters, in one of the most epic quests you'll ever undertake! The game disc also contains an exclusive demo of Starseekers of Exion, which we'll be covering extensively in next month's issue.
    -introduction to Nintendo Power's article on Alundra in the May 1997 Epic Center

    -

    And what Empire: The Steel Kingdom lacks in graphics, it makes up for in terms of sheer depth and variety of gameplay. It's very reminiscent of the game ActRaiser back in 1992, that required you to micro-manage a town and then go out and battle bad guys in various platforming levels. Here, you have to micromanage your kingdom while expanding into other territories to build your empire. If you keep too tight or tyrannical a reign on your people, expect rebellions and defections. If you allow too much freedom, you might get overthrown or your kingdom could be infiltrated by spies. Of course, you also have to decide which nations to slaughter and which to absorb into your empire. A particularly strong band of soldiers could form a valuable division of your army, or they could become unruly and make trouble from within. It's one of the deepest strategy games in a long time, with an excellent combat system that's even more advanced than some of Koei's RTS titles, and it's a sim with all the smarts and strategy of Sid Meier's Civilization. It's among the very best strategy titles on the Super Nintendo CD, and if you can look past the somewhat archaic visuals, you have a very deep and fun nation-sim on your hands.

    Graphics: 3.0
    Sound: 4.0
    Play Control: 4.5
    Fun Factor: 5.0
    Challenge: Advanced

    -excerpted from the review of Empire: The Steel Kingdom in the June 1997 issue of GamePro magazine

    -

    Namco Brings The Big Guns To Saturn

    Time Crisis is just the latest Namco arcade hit to come to the Sega Saturn in recent months, but it won't be the last. A console version of Point Blank is in the works, and the company says that it hopes to bring more such games to the Saturn in the future. Of course, the Namco/Saturn partnership has largely hinged on the company's fighting games, and next month, North America will finally see the long anticipated Fighters Megamix, a collaboration between the two companies that will bring characters from some of their biggest fighting game franchises together at last. It's the most pre-ordered Sega Saturn game since Sonic the Hedgehog 4, and fans hope the game can deliver on everything the two companies have promised.

    In addition to the shooting and fighting games, Namco is publishing a game that they say will counter the Ultra Nintendo's Final Fantasy VII, set to release some time in the launch window of the Ultra Nintendo. Titled Windborn, the game is an old-school fantasy RPG with highly stylized graphics and a quest that Namco says will require over 60 hours to complete. Reviews of the game in Japan have been highly positive, including a 39/40 in Famitsu magazine and rave reviews from a hit Japanese television show that reviews popular video games. Namco, who once considered purchasing Telenet Japan's Wolf Team divison (which created the hit Tale Phantasia for the Super Nintendo CD, intends to push Windborn hard in the West, to avoid the niche label that most Japanese RPGs not called some variant of Final Fantasy seem to bear. A number of RPGs are scheduled to be released for the Saturn in the coming months, including an RPG starring the mascot Sonic the Hedgehog, but Namco is hoping that Windborn surpasses them all and further cements the lucrative relationship between Sega and itself.

    May 20, 1997

    Sega and Namco executives had gathered at Sega of Japan's headquarters to discuss the latest business pertaining to both their companies. Sega president Hayao Nakayama had recently approved a venture to improve the Saturn's technological prowess in the wake of the impending Ultra Nintendo release, and he knew that Namco would need to be involved every step of the way.

    “Gentlemen, today I would like to discuss a new endeavor,” said Nakayama, “one that will bring our companies' games to the forefront of technology. As you all know, the Saturn is technologically inferior to the Ultra Nintendo, despite our best efforts to futureproof the system. It is clear that we will need to enhance the Saturn to have a better chance at maintaining our market share once Nintendo's system is released. Therefore, I present to you the prototype for the “Ring” of Saturn, a device that will provide a memory boost to the Saturn to make it significantly closer to Nintendo's system in terms of capability.”

    A schematic for the prototype appeared on a projection screen. The executives from both companies studied it carefully as Nakayama continued to speak.

    “The Ring will expand the Saturn's memory and perhaps even provide increased processing capabilities, similar to the Mega Charger device for the Sega Genesis. We will announce the Ring sometime next year, once all of the technical specifics are in place. We hope that Namco will contribute some ideas or certainly some games that will utilize this device.”

    One of the men from Namco, a high-ranking technician within the company, raised his hand to speak. Nakayama nodded.

    “Will this device enable the Saturn to match the capabilities of our next generation arcade technology?”

    “The next generation of arcade games will still likely need to be pared down somewhat to be playable on the Saturn,” said Nakayama. “However, the Ring device will allow them to run in a form that will be nearly indistinguishable from their original counterparts.”

    The men from Namco exchanged whispers, but seemed pleased with the announcement regardless. Internally at Namco, there had been some recent consideration of revising the company's agreement with Sega to allow the company to make Nintendo games starting in 1999. Certain arcade titles would remain exclusive to the Saturn, but the company could make games that would take advantage of the increased capabilities of the Ultra Nintendo. With the announcement that Sega was taking steps to close the gap between the two consoles, the men could take the news back to Namco, and could hopefully head off talks of re-negotiating their contract with Sega, at least for the moment. It was clear that Sega had begun taking pre-emptive moves to counter Nintendo's impressive new console.

    “The Soul Edge sequel, it will likely only be possible on the Saturn with this new Ring device. We're looking to create the most advanced arcade game ever. Having it exclusive to the Saturn would be a major benefit, but only if it truly looks comparable to what it will look like in the arcades,” said Hiroaki Yotoriyama, whose Project Soul group was already hard at work on what would come to be known as Soul Calibur. “Can the Saturn provide the graphical fidelity we'll need?”

    “Absolutely,” said Nakayama confidently. “We're looking to make Soul Calibur one of the biggest Saturn releases ever. It'll blow Nintendo and their Killer Instinct sequel right out of the water. That's why we need your help to make the Ring a reality.”

    “We'll do whatever is needed,” said one of the Namco executives. “We believe the Sega Saturn is the console of the present and the future.”

    “Then let's get to work,” said Nakayama.

    -

    Ted Crosley: Doom II, is it better on the Saturn than it is on the PC? Yes? No?

    Alex Stansfield: Yes, with some caveats. The PC does provide a level of customization that you just can't get on the Saturn, and of course the online play is superior on a PC.

    Ted: You know, I tried Sega's online service for this game and it was actually pretty fun. If you've got a decent 28K connection, there's really not much lag at all, it's just like playing with your friends at home. Which, by the way....THANK YOU, Sega, for finally bringing us multiplayer console Doom!

    Alex: Right, the multiplayer is a really nice addition to what's already an outstanding single player campaign. Combining Doom and Doom II into one makes for a truly epic marathon game that any Doom fan will want to spend a whole weekend just plowing through.

    Ted: And the multiplayer?

    Alex: Coulda been better. They could've had more levels, bigger ones, and a capture the flag mode would've been nice.

    Ted: Capture the flag is for kids at summer camp.

    Alex: Capture the flag is fun as hell in an FPS!

    Ted: Deathmatches are where it's at, and Doom II has some of the best deathmatch action ever.

    Alex: I won't disagree with that, I did have a lot of fun even with the paltry stage selection. Honestly, you can't really go wrong with this game. I had some quibbles but they're mostly minor, Doom II is one of the best shooters out there for the Sega Saturn.

    Ted: Agreed, I give Doom II for the Saturn a 4.5 out of 5.

    Alex: A 4.5 from me too.

    -excerpted from the May 13, 1997 episode of GameTV

    (…)

    Brittany Saldita: So in the end, Frederico 2: Garcia's Revenge won't win any awards for innovation, but it's still a great action game and one of the best looking games on the Super Nintendo CD.

    Lyssa Fielding: Right, it doesn't really build on the first but it does everything that the first game did right, AND it introduced a lot of quirky new characters.

    Brittany: Like Salazar the blacksmith, he cracks some pretty funny jokes when you visit his shop.

    Lyssa: And don't forget that we see a LOT more of Frederico's sassy girlfriend Madelina.

    Brittany: You'd think she'd be just another damsel in distress, but this time she actually gets to stretch her legs and help Frederico out.

    Lyssa: Oh? You had doubts about her?

    Brittany: Well, she does seem to attract a lot of the male gaze.

    Lyssa: Hey now, just because a girl has big boobs- *she puts her hands on her own chest* doesn't mean she can't be fun and interesting.

    Brittany: Well of course YOU'RE fun and interesting! *laughing* No, no, I like what they did with Madelina in this game. She kind of reminds me of those wacky talk show hosts on the Spanish language channels. Very energetic and vivacious.

    Lyssa: Oh yeah, you can understand those weird soap operas, can't you?

    Brittany: Yeah, why, wanna watch 'em together and have me explain what's going on?

    Lyssa: Are you sure you can tear yourself away from Tale Phantasia long enough to watch them with me?

    Brittany: Ay dios mio, they told you about that?!

    Lyssa: It's okay, I used to be obsessed with Super Mario Bros. like that too. ...*smirks* When I was 12.

    Brittany: Okay, things are about to get VERY Mexican soap opera up in here... *fuming*

    Lyssa: *snickering* Settle down, what's your score for Frederico 2?

    Brittany: I'm giving it a 4, because while it's a really fun game to play, it doesn't improve significantly on the first game other than a graphical bump and an increased role for the best side characters.

    Lyssa: A 4 sounds about right. Okay, so in the show with the two heiresses fighting over their dad's fortune, what's the old guy with one tooth saying when the younger girl goes to see him about mixing up a batch of poison?

    Brittany: Oh, I have no idea.

    Lyssa: Don't you know Spanish?

    Brittany: Well yeah, but the guy only has one tooth, so...

    Lyssa: Oh, yeah. Maybe he's saying, “I should have flossed more often?” *walking off the stage with Brittany as the show goes to commercial*

    -excerpted from the May 20, 1997 episode of GameTV

    (…)

    *The six hosts of GameTV are standing outside of the Los Angeles Memorial Coliseum.*

    Ted: I'm Ted Crosley!

    Alex: And I'm Alex Stansfield!

    Ted: And we're here at the LA Coliseum, because it's Sports Week on GameTV!

    Alex: That's right, we're going to be holding the GameTV Games where us six hosts will compete in a series of athletic events to decide which one of us is the best at sports!

    Ted: And while we're doing that, we'll be reviewing some of this month's sports themed games! We'll be taking a look at MLB '98 for the Super Nintendo CD and the Sega Saturn! Plus, we'll check out ESPN: X-Games for the SNES-CD. We're also gonna review the new arcade game NFL Blitz, where the games are short but the hits are brutal!

    John Walden: And we'll also show you how to kick ass at the NBA arcade game NBA Hangtime, with some tips from the pros right here on GameTV.

    Lyssa: Hey guys, don't forget, we took an exclusive tour at EA Sports, where we got to see a sneak peek at some of the upcoming games for this year, including NBA Live 98, Madden 98, and NHL '98!

    Brittany: So get off that couch! Oh, wait....get ON the couch and watch us do the exercising for you!

    Ted: We're bringing you previews, reviews, and news to help you choose. This is Sports Week on GameTV!

    -the intro sequence to the May 27, 1997 episode of GameTV

    (…)

    Alex: We're back, and this game of HORSE is about to enter its final stage. Ted and Brittany are the last two left standing and they're both at S, so whoever can put a letter on the other person next will win the game.

    Ted: *is standing about 18 feet back from the hoop, his back is turned and he's going to try a behind the back shot*

    Brittany: You're not gonna make that in a million years.

    Ted: *takes a few dribbles*

    Lyssa: Miss it!

    John: If this goes in, this is gonna be...

    *Ted flings the ball back over his head and it goes in the hoop, nothing but net. Everyone cheers, even Brittany who has a bewildered and dismayed look on her face as Ted hands her the ball.*

    Alex: I can't believe that went in!

    Gary: Oh man. Oh man, Brittany...

    Brittany: I'll make this. *stands where Ted stood and turns her back to the hoop* Everybody cheer me on!

    Ted: Boooooooo!

    Lyssa: Come on, Brittany!

    Alex: I think she can hit it.

    Ted: I don't think so.

    Brittany: *takes the shot, the ball actually bounces around the rim a couple times but slides off*

    Ted: Yeah!

    Lyssa: Awwwww!

    Brittany: *bleep*!

    Lyssa: That was close though!

    Brittany: That was close, it almost went in!

    Ted: I win! I win the first event! I'm the HORSE master! *doing a silly dance*

    Brittany: Don't rub it in.

    Alex: All right, we're gonna review MLB '98 while we set up for the next event.

    (…)

    Ted: So when it comes right down to it, MLB '98 is a solid game, I thought it really improved on last year's with a lot more options and way better presentation. The Saturn version especially I thought was way better. You've got a much better home run derby mode, a lot more customization options...

    Alex: Yeah, the SNES-CD version is all right but obviously the Saturn version is significantly better.

    Ted: The hitting in both games I thought was better, the new swing system works great on both consoles and I thought it was a lot easier to take the kinds of swings I wanted to take.

    Alex: The SNES-CD is still a great system for sports games, though. It's not the kind of cutting-edge TV like stuff you get on the Saturn but still some really good games and MLB '98 is no exception. I give the SNES-CD version a 3.5 and the Saturn version a 4.

    Ted: I'm giving a 3 to the SNES-CD version and a 4 to the Saturn version.

    (…)

    *Ted, Alex, Brittany, John, Lyssa, and Gary are totally soaked after a water gun fight that Brittany won, she's only slightly less soaked than the others*

    Alex: You play NASTY!

    Brittany: I play for keeps, bitches! *she swings her hips around and raises her water gun up and down*

    Lyssa: I'm sore all over.

    Gary: Why did you guys all come after me? Honestly!

    Ted: Well, Brittany won the water gun fight, I still don't see how water gun fights are a sport but she won fair and square....sort of. We want to thank Larami for donating these awesome new Super Soaker CPS-2000, Constant Pressure System water guns for us to use...

    Alex: Water guns which will soon be banned by the Geneva Convention....

    Brittany: *pumps up her water gun and sprays Alex in the shoulder*

    Alex: Aaaahhh! *bleep*! *bleep*!

    Ted: *laughing at Alex's misfortune* We'll do the final event soon but first, check out our review of ESPN: X-Games.

    (…)

    Gary: The variety of events in this game is nice, but the presentation leaves a lot to be desired.

    John: I gotta agree, the commentary, which is pretty limited, doesn't really sync up with the events on the screen...

    Gary: Right, I don't want to hear “Right on! Killer!” every time I wipe out trying to pull a 540 bike jump.

    John: It gets annoying REALLY fast.

    Gary: I think ESPN could've waited for the Ultra to release this because the technical limitations of the SNES-CD really come to light here. The controls are decent but again, a more advanced controller might've helped, it's hard to pull off advanced tricks on some of the events.

    John: ESPN: X-Games is like half of a game. If you're a fan of the X-Games on TV, I mean, REALLY a huge fan....I still can't recommend this, watching them on TV is a lot more fun. Hell, going to the skate park and scraping up your knees is debateably more fun than this game.

    Gary: When I was a kid, scraping up your knees at the skate park was a badge of honor. “Hey, look at this cool kid, he's bleeding, he must be totally awesome!”

    John: Yeah, I remember when I got a cast back when I was 10 and all the cute girls were signing it.

    Gary: Lyssa, if I got hurt skateboarding, would you sign my cast?

    Lyssa: Yeah sure, I'd sign it, “nice compound fracture, moron!”

    John: Man, that's harsh! And I'm gonna be just as harsh on this game. 2 outta 5.

    Gary: 2.5 from me. It's at least got the base of a decent game there. Maybe next year on the next-gen systems it'll be better.

    (…)

    Alex: And the winner of the first ever GameTV Games is Ted Crosley! His team beat Brittany's team in Ultimate Frisbee, 7 to 4.

    Ted: Yeah, thanks to your awesome skills, buddy. *wraps his arm around Alex's shoulder*

    Brittany: *groaning* All right, well, I win the silver medal and I'm keeping the water gun in case Ted tries bragging about it too much.

    Ted: It'll be worth it!

    Brittany: *lowers her Super Soaker toward his groin*

    Ted: *laughs nervously* On second thought I think I'll be a gracious champion...

    Alex: Well, next week on GameTV we've got the awesome new role playing game Starseekers Of Exion, we'll be reviewing it AND we'll be taking you right up to the first boss so if you're a fan of epic role playing adventures like all the good people are, you won't wanna miss it!

    Ted: From the beautiful Los Angeles Memorial Coliseum, this has been GameTV!

    *The credits roll as the hosts playfully point their water guns at each other, Brittany blasts Ted a few times in the back making him yelp.*

    -excerpted from the May 27, 1997 episode of GameTV

    -

    SNES-CD Power Charts: May 1997

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Rage 2: The Rage Returns
    3. Elements Of Mana
    4. Terranigma
    5. Donkey Kong Country 3: Dixie Kong's Double Trouble
    6. Tale Phantasia
    7. Days Of The Hunt
    8. Chrono Trigger
    9. Squad Four: Eclipse
    10. Klepto: Thief In The Night
    11. Super Mario RPG
    12. World Championship Boxing
    13. Super Mario World 2
    14. Dog Dash
    15. Chocopop!
    16. Donkey Kong Country
    17. Policenauts
    18. Donkey Kong Country 2: Diddy's Kong Quest
    19. Sam and Max: Freelance Police
    20. Kirby Super Deluxe

    The Official Saturn Magazine Buzz Chart – May 1997

    1. Turok: Dinosaur Hunter
    2. Sonic The Hedgehog 4
    3. Doom II
    4. Tekken 2
    5. Fighters Megamix
    6. Blood Omen: Legacy Of Kain
    7. Tomb Raider
    8. Time Crisis
    9. Resident Evil
    10. Boom Island

    -

    May 27, 1997

    Michael Burns had spent a fun afternoon playing Doom II on the Saturn with his friends, but the day had taken a somewhat frightening turn. Now he was crouched in a closet with one of his friends as sirens blared outside.

    “Tornado emergency...?” said Michael somewhat nervously, referring to the extremely frantic nature of the warnings that were flashing on their television. “I've never heard anything like that before.”

    “They're saying on the news it totally wiped out a neighborhood a half an hour from here,” said Michael's friend, an equally nervous tone in his voice. The two didn't have a basement, but the house they were in was really sturdy and the closet they were taking shelter in was far from any windows or from the sides of the house. “Like every house, clean off the map.”

    “Shit...” Michael muttered under his breath. Outside, the wind was blowing and the sky was an ugly green, while on the news, the weather man had a dire tone as he continued to discuss the huge tornado slowly churning its way through the suburbs north of Austin, demolishing nearly every building it hit. “Should we have tried to get out? Like drive away?”

    “Dude, you never drive away from a fucking tornado, didn't you see what happened up on I-35?”

    “Yeah, but....those people had no idea the thing was coming...” said Michael, his voice trembling a bit as he remembered what he'd seen on the television just before he and his friend had decided to take shelter. The tornado engulfed the highway, packed with cars, and after it passed, it left a wide section of scoured asphalt...and no cars. “I just....maybe we oughta go next door or something, they got a basement, maybe...”

    His voice trailed off. The loud rumbling outside was getting louder and louder. The tornado was bearing down.

    “Burnie, help me get this mattress over us!” screamed Michael's friend over the rapidly loudening roaring of the tornado. “Oh shit, here it comes....!”

    The two young men huddled in the closet with the mattress over them, listening to the tornado as it got closer and closer. Michael could feel his ears popping as the pressure suddenly dropped...then he could hear the outer walls of the house ripping away.

    “FUCK!” he shouted, his voice unable to be heard over the ferocity of the tornado. The closet began to shake. “Oh fuck! OH FUCK!”

    The last thing Michael Burns and his friend ever saw was a black wall of death engulfing them as the wall of the closet was torn away.

    May 28, 1997

    By the time it was all over, the Central Texas Tornado Outbreak of 1997 (known in some circles, particularly in Texas, as “Super Outbreak II”) had claimed 496 lives. The steepest butcher's bill by far had been exacted by the tornado that had started in a field in Jarrell, wiped a neighborhood off the map, then remained on the ground as it moved, somewhat slowly at 20 miles per hour, toward the northern suburbs of Austin. Though the tornado would kill 471 and injure thousands, its relatively slow forward speed undoubtedly saved thousands of lives, giving people in the crowded urban area the time they needed to either take adequate shelter (which in the case of this particular tornado was either deep underground or in a reinforced concrete storm bunker) or flee the tornado's path in their vehicles. While this seemed to defy all conventional knowledge about what one should do in a tornado, the long lead time made this a strategy that actually saved many lives... though it did kill many who attempted to flee too late: nearly half the deaths from the tornado occurred when it passed directly over a packed Interstate 35, shredding over a hundred cars and leaving only five survivors among those whose cars were destroyed in the winds. The tornado, the strongest ever recorded, left a scar in the Earth nearly a mile wide and 40 miles long. A mobile Doppler radar van measured the tornado's wind speed at 347 miles per hour, a figure that would be debated and disputed for years to come, but led many in the media to dub the tornado an F6, previously thought “inconceivable” (officially, meteorologists awarded the tornado an F5 rating based on the actual damage reports, which included hundreds of houses completely removed from their foundations, and an entire shopping mall erased, leaving only a few twisted steel beams standing, in a miraculous occurrence, no one died at the mall, the people inside having all been ushered into an underground area of the building that had once been designated as a Cold War fallout shelter). The tornado prompted the first ever “tornado emergency”, issued as the storm seemed on an inexorable course to slam into downtown Austin, but mercifully roped out and lifted up just two miles from downtown.

    The day after the outbreak, President Bill Clinton came to Texas, flying over the areas worst hit by the storm before making a speech to a packed audience in Austin.

    “And though this disaster has tested the resolve of those who have lost friends, loved ones, homes... the people of Texas are strong and they will rebuild. We will rebuild from this storm. We will clean up the damage and these homes that were destroyed, these businesses that were damaged, they will be rebuilt and we will come out of this stronger. The people of Texas have come together in this time of great need and great suffering, and I have already seen the spirits of these people. I have heard the stories of lives saved by the courage and quick thinking of those caught in this storm's path. And as you rebuild from the storm, America is with you. Our hearts are with you, our thoughts are with you, our prayers are with you and America stands with you!”

    The gathered crowd cheered and applauded, and President Clinton continued his speech.

    “There is no storm furious enough to break the will of the American people. God bless the people of Texas, and God bless the United States of America.”

    The crowd cheered again, and President Clinton turned to embrace a woman who had lost all seven of her kids when the house her children had been sheltering in was shredded by the tornado. The woman still had tears streaking down her face as Clinton embraced her, trying as best he could to reassure her.

    These were the kinds of days I was grateful I had Monica for...” thought the president, thinking back to his affair with a young intern named Monica Lewinsky, whom he'd turned to for comfort when the stresses of the job began to weigh heavily on him. The two had stopped meeting about two months before, but the job hadn't gotten any easier for Clinton, even after being elected to another term. Now, he faced the worst tragedy of his administration, and though his skills at comforting the American people were proving useful once again, the pain he felt when he listened to the stories of the tornadoes' victims was something he couldn't heal.

    There was nothing you could've done...” he remembered his wife Hillary telling him before he'd left to go to Texas. And she was right, of course, even a president couldn't stop Mother Nature. He had to keep repeating those words in his head as he toured the damage sites. There are things even a president can't prevent, and a tornado was just about at the top of the list.

    He longed to get back to Washington as soon as he could. He'd have to deal with a hostile Republican Congress, but that he at least had some measure of control over.
     
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    June 1997 - Two More Hits For The Summer
  • Sega brings the arcade hits home. And now, Sega brings them all to you... in a single game!”
    -the intro to the Fighters Megamix TV commercial

    Fighters Megamix was the culmination of all the arcade fighting games we'd been able to have on the Saturn. It was a celebration of the fighting game craze that had swept the arcade world for the past six years and we were hoping it would be the hit of the year.”
    -Fighters Megamix director Hiroshi Kataoka

    Starseekers Of Exion, with its three discs and enough cutscenes to make an anime movie, was a truly epic adventure and the last of the great fourth-generation JRPGs. It was the end of the Golden Age of JRPGs, with Final Fantasy VII set to kick off the Silver Age just a few months later.”
    -from a 2013 article on IGN.com detailing the history of console JRPGs in North America

    I didn't ask for you to come with us! You came on your own! This isn't the time to get homesick or to start crying, it's the time to fight and if you're not ready to fight, then get back on the ship and don't even move until we're all done!”
    -Serai, Starseekers Of Exion

    -

    Blast Corps

    Dan: 8.0
    Shoe: 7.0 (quote: “A really ambitious game, but somewhat limited by the SNES-CD's capabilities. We can't wait to see Rare try this one again on the Ultra.”)
    Crispin: 8.0
    Sushi-X: 7.0

    Independence Day

    Dan: 4.5
    Shoe: 2.0
    Crispin: 5.0
    Sushi-X: 5.0 (quote: “For such an epic movie, the game itself is mediocre at best.”)

    International Superstar Soccer '98

    Dan: 8.0
    Shoe: 8.0
    Crispin: 8.5 (quote: “An excellent soccer title featuring great graphics and a huge roster of teams.”)
    Sushi-X: 8.5

    NBA Hangtime

    Dan: 6.0
    Shoe: 6.0
    Crispin: 7.0
    Sushi-X: 5.5 (quote: “It's a decently fun game, but it doesn't run nearly as smoothly as the excellent NBA Jam.”)

    Nobunaga's Ambition: The Star Lords

    Dan: 7.5 (quote: “This is a really fun and tricky strategy game that builds on what the last game achieved.”)
    Shoe: 6.5
    Crispin: 6.5
    Sushi-X: 6.5

    Norse By Norsewest

    Dan: 8.0
    Shoe: 9.0 (quote: “One of the best platformers I've ever played and a perfect sequel to the original Lost Vikings.”)
    Crispin: 9.0
    Sushi-X: 8.0

    Super Bomberman 4

    Dan: 7.0
    Shoe: 8.5
    Crispin: 7.5 (quote: “It's not a very original game but Bomberman is always fun regardless.”)
    Sushi-X: 7.0

    Annie Oakley In London

    Dan: 6.0
    Shoe: 8.0
    Crispin: 6.0
    Sushi-X: 6.0 (quote: “A really wild, really steampunky game that has a lot of fun moments but isn't very innovative in terms of gameplay.”)

    Starseekers Of Exion

    Dan: 9.0
    Shoe: 9.0
    Crispin: 8.5 (quote: “This is an outstanding RPG with great characters and over 50 hours of fun gameplay.”)
    Sushi-X: 8.0

    -reviews of June 1997's SNES-CD games in the July and August 1997 issues of Electronic Gaming Monthly

    -

    Starseekers Of Exion was a much bigger project than either of the Lunar games. It was a game we created to really push ourselves to our limits in terms of what we could do with a CD-based system, and in a way was a sort of intermediate step between those original Lunar games and the remakes we would do later on. A lot of the lessons we learned with Exion, we applied toward those remakes.”
    -Toshiyuki Kabooka, art director at Game Arts

    Starseekers Of Exion: The Basics

    Starseekers Of Exion is a three-disc RPG for the Super Nintendo CD. Developed by Game Arts and published in North America by Working Designs, it's an action RPG, with a combat system that has elements from both Secret Of Mana and Tale Phantasia. The player explores areas, including towns, dungeons, and the pathways between them, and when enemies are encountered, gameplay remains on the same screen but the player shifts into combat mode, where health and magic bars of the four current party members appear on screen as you fight the enemy with weapons and magic. Once the current combat is completed, experience points and money are gained and sometimes items are dropped. The game also contains puzzle elements with different action items to use outside of battle, as new items are gained, new areas are opened up. The game's graphics are highly detailed, comparable to the graphics that appear in games like Tale Phantasia, and the game has a huge musical soundtrack with over 60 songs, along with over 90 minutes of anime cutscenes in by far the most cutscene time of any SNES-CD game (which is the reason for requiring three discs). There are eight playable characters in total: the main character Orlan, a boy who gets caught up in the adventure, a girl named Melina with mysterious magical powers, the no-nonsense captain of the mission Serai, a woman who has a very painful past, Zakki, a wild former space pirate who bonds with Orlan, Luke, a nerdy boy who serves as the ship's bomb maker, Trina, a sharp-shooter who's also somewhat of a joker, Nashua, an older gentleman who's the most experienced crewmember on the ship, and Eileen, the ship's doctor and somewhat of a mad scientist. These eight characters each have distinct roles in battle and part of the strategy of the game is finding the best combination of them to use in a fight. Orlan, Serai, Zakki, and Trina are the more physical characters, while Melina, Luke, Nashua, and Eileen rely more on magic and techniques.

    The plot of the game begins more than 3,000 years earlier. The ancient planet of Exion is the galaxy's peak civilization, but a great evil has taken root on the planet. While those few who realize what is going on are trying to preserve nine ancient artifacts to keep them out of the hands of evil, the planet comes apart, with the artifacts being launched into space just in time. In the present day, Serai leads a crew of treasure hunters that includes Melina, Zakki, Luke, Trina, Nashua, and Eileen on a mission to find these artifacts. While on a planet to search for the first one, the planet is attacked by an army from the tyrannical Prism Empire, leaving many dead, including the family of a teenage boy named Orlan, who ends up stowing away on Serai's ship as it leaves the planet with the first artifact in hand. Serai wants to kick Orlan off the ship, but Zakki and Trina want to keep him around, much to the objections of Melina, who doesn't trust him at first. Initially, only Orlan, Melina, and Zakki are playable as party members but as events in the game continue to unfold, others become playable as well, eventually all eight of the ship's crewmembers are available to you (though sometimes events during the game prevent certain party members from joining you, people get separated, etc.). As the game goes on, Serai comes to trust a woman named Clarion, a member of the Prism royal family who wants to try and prevent the artifacts from falling into the wrong hands. Melina has her doubts about Clarion but Serai believes she is the key to stopping the Prism Empire. Eventually, however, at the end of the first disk, Clarion betrays the party and also betrays the Prism higher ups, becoming the queen of the Prism Empire and the main villain of the game. She seeks the dark power of Xadin, the evil wizard whose corruption destroyed Exion 3,000 years ago, and by bringing the artifacts together, she can achieve the power he never did. Clarion's betrayal leaves Serai in a near catatonic state and for a brief time, Melina becomes the leader of the crew. During the second disc of the game, Melina and Orlan become increasingly close, and eventually, at the end of the second disc, Melina realizes she's in love with Orlan. It's too late, however, as she is abducted by Clarion's dark forces, leading to a huge rescue mission at the start of the third disc that also co-incides with the search for the ninth and final artifact. Eventually, Melina is rescued after two or three dungeons' worth of adventuring, but Clarion manages to seize all of the artifacts and begins to impose her dark will on the galaxy. After a bit more adventuring, the final dungeon is reached. The final boss battle consists of three stages: the first is a fight against Clarion (a very powerful magic user) herself, the second is a fight against Clarion after assuming the power of the artifacts, and the third and final battle is a fight against a monstrous Xadin, who has absorbed Clarion and the artifacts and takes the form of a hideous eidritch beast. In the end, evil is defeated, peace is restored, and Orlan and Melina resume their adventures together, now as a couple, accompanied by Serai and their other friends as they continue to search the galaxy for new quests.

    In North America, the game launched with an optional special edition similar to the one for Tale Phantasia, making the game a 5-disc set when the bonus music CD and making-of video CD were factored in. Though this special edition didn't include the Official Nintendo Power Player's Guide (which could be purchased separately), it did come with a hardcover 96-page instruction booklet that included a short mini-guide that covered the first few hours of the game. It also included a special oversized poster/map showing all the planets that the team visits over the course of the game.The game itself, though hyped up quite a bit by Nintendo Power and other publications, and achieving excellent reviews, doesn't quite reach the sales heights of games like Terranigma or the major RPG hits of 1996. It sells a modest but still decent 200,000 copies in North America, not as many as it does in Japan but still enough to make the game a reasonable success and a beloved SNES-CD RPG, perhaps the last great RPG of the fourth generation.

    -

    (A special thanks to Starwarsfan for contributing the roster for TTL's Fighters Megamix!)

    Fighters Megamix combines all the big Saturn arcade hits into one epic battle royale. It's the most strategically deep fighting game yet and we'll help you pick which character you should take into your next arcade showdown.”
    -from the June 1997 issue of Official Saturn Magazine

    So people were saying, well, Super Smash Bros. was obviously a ripoff of Fighters Megamix. And that's not really true. Fighters Megamix, for all its characters and stages, was still essentially a 2-D, Street Fighter-style fighting game, while Smash Bros. is a four-way multiplayer rumble with items and gimmicks and the like. They're two totally different games. Hell, if you really want to get into this conversation, you could just say that Fighters Megamix ripped off X-Men vs. Street Fighter, but you don't hear anybody saying that.”
    -James Rolfe, in a blog video recorded on January 10, 2014 comparing the fighting games of the Saturn and the Ultra Nintendo

    What I remember about the summer of 1997 is sitting around with friends and playing a ton of Fighters Megamix. We all had it and we'd go around to each other's houses and play until we couldn't stay awake any longer. Each of us had our favorite characters to use. We'd make fun of each other for playing with crappy characters, we'd make fun of B.M. for his name, we'd have a hell of a time. That was the game I have a ton of nostalgia for from that year and I'm sure a lot of Saturn players will concur with me.”
    -from a comment posted on a subroot at Rootalk.com in 2014

    *scenes play from the various Fox Kids action cartoons of the time, with different lines dubbed in*

    Wolverine: You wanna throw down, bub?

    Buttercup: Bring it on!

    Sailor Jupiter: I'm gonna take you down!

    Red Ranger: You want a piece of me?

    *Images of more than a dozen Fox Kids characters come together on the screen, followed by a cloud of smoke and fighting sounds, symbolizing a massive Fox Kids cartoon melee*

    Announcer: Fox Kids' greatest heroes are mixing it up! And that can only mean one thing...it's time for the Fox Kids Megamix Contest! Sega's Fighters Megamix is the biggest game of the summer, an all out brawl between some of your favorite Sega characters! And now, you can bring all the action of Fighters Megamix right into your living room! How? Just send a 3x5 postcard with your name, address, and phone number to Fox Kids Megamix Contest! *gives the Fox Kids contest address* You can win one of thousands of prizes! Ten grand prize winners will win a brand new Sega Saturn Arcade Set, with copies of Virtua Fighter 2, Virtua Racing, Virtua Cop 2, and a brand new copy of the hit fighting game Fighters Megamix! Fifty first prize winners will win a copy of Fighters Megamix for their Sega Saturn! One hundred second prize winners will win this awesome Fighters Megamix t-shirt, and one thousand third prize winners will get a Fox Kids prize bag with some cool Fighters Megamix stuff! So join the rumble and enter the Fox Kids Megamix Contest!

    Bubbles: *flies out of the scrum* I'm gonna get HARDCORE! *flies back in*

    Sailor Moon: In the name of the Moon, I'm gonna kick all your butts!

    Announcer: Guys, you can stop fighting now! Guys, the commercial's over!

    *The rumble continues, rolling around the screen and overtaking the announcer, who lets out a dismayed yell.*

    -from an advertisement that aired on Fox Kids in June 1997

    Fighters Megamix: The Basics

    Fighters Megamix is a 2-D fighting game with 3-D graphics, released in arcades in late 1996 and for the Sega Saturn in North America on June 12, 1997. It contains characters from a large number of Sega and Namco franchises, including Virtua Fighter, Fighting Vipers, Soul, Tekken, Virtua Cop, Sonic, and others. The game was a major arcade success (IOTL, it was never released to arcades) and received a huge amount of pre-release hype accompanying its Saturn release, both in Japan (in spring 1997) and in North America (in June).

    The game's roster includes the following characters: From Virtua Fighter: Akira Yuki, Pai Chan, Lau Chan, Wolf Hawkfield, Jeffry McWild, Kage-Maru, Sarah Bryant, Jack Bryant, Shun Di, Lion Rafale, and Dural. From Fighting Vipers: Grace, Bahn, Raxel, Tokio, Sanman, Jane, Candy, Picky, Mahler, B.M., and Kuma-chan. From Sonic: Sonic, Amy, Dr. Robotnik, Bark, and Bean. From Tekken: Heihachi, Jin, Kazuya, and Jack. From Soul: Siegfried and Nightmare. From Last Bronx: Yusaku Kudo, NagiHojo, Joe Inagaki, and Hiroshi Tomiie. Other characters included Janet (from Virtua Cop), Pac-Man, among several others. Most of the game's characters were unlockable after performing certain tasks within the game, though everything could be unlocked via the use of a wildly distributed cheat code. The game receives good but not great reviews upon release, with Tekken 2 largely considered the superior game, but its huge roster and mix of characters from many Sega and Namco franchises is the main attraction of the game and it becomes the fastest selling Saturn game since Turok, making it the biggest video game hit of the summer.

    -

    NBA Hangtime, which releases on the Super Nintendo CD, the Game Boy Color, and the Sega Saturn later this month is just the latest arcade hit to make the transition to home consoles. Games such as Tekken 3, Mortal Kombat 4, and NFL Blitz are all slated to release on consoles sometime next year, with Tekken 3 already signed as a Saturn exclusive, and Mortal Kombat 4 having just been announced as an exclusive to the new Ultra Nintendo system. Though arcade attendance is down overall, the arcade is still heavily influencing the new generation games, with the biggest arcade hits also among the biggest console successes. Partnerships like the one between Sega and Namco have bolstered the profile of arcades and may have been a major influence in the development of the new arcade franchise Sega GameVerse, which is set to open several locations around the country over the next 18 months. Meanwhile, Nintendo's Killer Instinct 2 is still one of the most popular arcade titles, and the upcoming Ultra Nintendo port is one of that console's most anticipated games.

    The success of the games on Sega's Model 3, which, at 266 Mhz is one of the most powerful gaming machines ever created, is going to be a big driver of the Saturn's success going forward. Tekken 3 is the most popular arcade game in the world, and though that title won't look quite as good on the Saturn as it does in the arcades, should still be a major step forward in home console technology when it launches early next year, and could very easily slow some of the post-launch momentum of Nintendo's Ultra machine. The Model 3 is also seeing the launch in August of a new arcade title, Kogura Kings, a fighting game with action platformer elements, said to be inspired by Sega's work with the game company Treasure. Kogura Kings is said to alternate between fighting segments and competitive platforming, with the players' performance in the action segments said to directly influence how they'll then perform once the game returns to the fight. It's an innovative and somewhat risky title and will be receiving a Saturn port sometime in 1998.

    While Nintendo's modern arcade profile is so far limited to the Killer Instinct series, the company is pondering a version of Mario Kart for the arcades, said to be an enhanced version of their Ultra Mario Kart game which will launch with the Ultra Nintendo in Japan later this month. Ultra Mario Kart features only eight playable characters, but Nintendo's arcade version of the game could feature several more, and graphics that surpass even the powerful co-processors of the Ultra system. With Super Mario Kart being the third best selling Super Nintendo CD game worldwide, expanding the series to arcades seems like a logical step, and if the transition goes smoothly, it could lead to a wave of arcade hits from the company to rival its days in the early 1980s, where hits like Mario Bros. and of course Donkey Kong laid the groundwork for the company's entry into the home console business.

    -excerpted from an article in the June 1997 issue of GameInformer

    -

    Enix's updates to these games, which were quite primitive when released on the original NES, are small but meaningful. The graphics have been given a significant overhaul, though they still resemble Super Nintendo games and not the games we're used to seeing on the Sega Saturn. The difficulty remains, which will please classic RPG fans but will definitely turn off others. Overall, we're definitely glad to see the first three Dragon Warrior games on the Sega Saturn and we hope that IV-VI will be making their way here in the future. They're not the best RPGs, but they're some of the first, and RPG fanatics owe it to themselves to play the games that made later RPG hits possible.
    Score: 7/10
    -excerpted from the review of Dragon Warrior I-III in the June 1997 issue of Official Saturn Magazine

    Was the transition from working with Nintendo to working with Sega a smooth one, or were there some problems?

    At that time, Tom Kalinske wanted to get a lot of the big Japanese games to North America, and he put plenty of pressure on us to get that done. There were some of us, myself included, who worried about the profitability potential of RPGs on the Saturn, considering that aside from Phantasy Star, role-playing games had never been a huge thing on the Genesis. But with the success of RPGs on the Super Nintendo CD, Kalinske felt like Saturn fans would embrace RPGs on the Saturn as well, and there was the plus of not having to compete with Squaresoft. It was a challenge, but one that we were willing to embrace.

    That first year was a big one. Remaking the first three Dragon Quest games, Soul Blazer, Illusion of Gaia, and then of course there was Planetary Probe which was the big title Enix was doing that year.

    Enix REALLY put pressure on us to get Planetary Probe out ahead of Final Fantasy VII, since it was Enix's first big 3-D role playing game and they wanted to be able to say that we had a 3-D RPG before Squaresoft did. The quality of the game, thankfully, didn't suffer, but it was a hell of a crunch for the localization team. Compared to Planetary Probe, doing the Dragon Quest remakes was easy. There wasn't much more text in them than the original ones on the NES, so there wasn't much work to be done on that front. There was less text in those three games than there was in Final Fantasy VI. And don't forget about Krystalshade, the other big Saturn RPG that we were localizing that year. Actually, Krystalshade was probably my favorite game I've done for Enix up to that point. The team that had to work on Planetary Probe was jealous of the Krystalshade guys, absolutely.

    -excerpted from a Gaming.moe interview with Robert Jerauld, former Enix USA producer, November 24, 2014 (OOC: inspired by this OTL interview from November 15 http://gaming.moe/?p=331 )

    -

    Not too many people played that original Blast Corps, but I was proud of it. We pushed the SNES-CD pretty far and I thought it was just as fun as the sequel. Maybe it didn't look as good as what we did on the Ultra, but it was still a hell of a good game.”
    -Chris Stamper

    June 17, 1997

    Chris Stamper sat in his Atlanta hotel room, laptop in his lap, looking over the details of what Rare was going to be showing off at that year's E3. It would be the biggest E3 yet for the company, which was finally going to be revealing its big plans for Nintendo's upcoming Ultra, with games like Goldeneye 007 and the formal unveiling of what the company had been referring to internally as “Project DREAM”.

    Yesterday, the company had released Blast Corps, a demolition-based action title for the Super Nintendo CD. Though much of what Rare had wanted to do was limited by the technological capabilities of the SNES-CD, the game still received decent reviews, and though nothing had been announced, everyone at Rare, Stamper included, knew they wanted to do a sequel for the Ultra, where technological limitations wouldn't be a problem.

    The company was also going to be announcing its final SNES-CD game at the show, a game that, while many in the company thought it was redundant, was ultimately considered necessary due to how many people had played the previous three titles in the series. This time, however, they were going to mix things up. This game was going to be a step up from the last three. Rare was going to go out of the fourth generation with a bang, making the best damn game they possibly could and showing everyone that the company would be a force to be reckoned with once the Ultra Nintendo was released.

    Though the company would be revealing many titles for the Ultra Nintendo, Chris Stamper doubted that any of them, even Goldeneye 007, would get the kind of reception that they'd get when they announced Donkey Kong Country 4 for the SNES-CD.

    -

    Brittany Saldita: Starseekers Of Exion is a beautiful game, with endearing characters and a ton of awesome anime cutscenes.

    Alex Stansfield: Maybe too many anime cutscenes, to be quite honest. You can't skip them and I counted, I think there are more than 50 of them in the game. They pop up all over the place.

    Brittany: I think they added a lot to the game. The voice acting was fine, and they looked beautiful. Game Arts has come a long way from the Lunar games on the SNES-CD, these cutscenes looked smooth like real anime. They put a LOT of work into them.

    Alex: Here's the thing though. Some of them, some of the longer cutscenes are right before bosses, HARD bosses, and after the boss kicks your ass you gotta watch the whole thing again!

    Brittany: You could...NOT get your ass kicked.

    Alex: That's not the damn point.

    Brittany: It's a fair criticism to make. Putting a three minute cutscene before arguably the hardest boss in the game does make it a pain in the ass to have to reload and watch all of it again. If that's not your bag then you might have a problem with this game. BUT... I didn't have any problems with it at all. I felt the cutscenes, the voice acting, everything really added to the epic feel of this game. It's not too terribly difficult, I mean there's nothing in this game like there was in Lunar 2...remember having to spend level up points to save?

    Alex: *groans* Yeah.

    Brittany: There's nothing like that in Starseekers Of Exion. It's long, it's beautiful, you'll get REALLY attached to the characters by the end of it, I think it's the best RPG of the year and I give it a 5 out of 5.

    Alex: That's...really generous, I think. I'm gonna go 4. I definitely recommend it but damn, just let us skip those anime movies!

    Brittany: Maybe after the first time, yes, it could use a skip, but you don't want to skip them the first time! They're really beautiful!

    (…)

    Ted Crosley: So what was your opinion on the long-awaited Lost Vikings sequel?

    John Walden: Well, Norse By Norsewest is a fun game, but I don't think it does enough to distinguish itself from the first game. The new abilities are nice, the new characters are nice-

    Ted: I like the dragon.

    John: But the graphics are pretty much the same as they were in 1993. Even on the Saturn version, I thought, this looks like a game from 1993.

    Ted: Yeah, but graphics aren't everything and it's still nice to get more of The Lost Vikings. I felt that the original game was one of the best of 1993. Now, is 1993's best gonna cut it now that it's 1997? I dunno.

    John: I'll tell you: it's not.

    Ted: But it's not a bad game.

    John: No, no, absolutely not a BAD game. You know, that's the thing. A lot of companies, they think, “if it's not broke, don't fix it”. Rare's been doing that with the Donkey Kong Country games now for three years and those are all great, but this series was never THAT good. Not Donkey Kong Country good, anyway.

    Ted: So what's the verdict?

    John: It's a solid game. The puzzles are entertaining, the new abilities are fun to use, I just wish they'd done more to improve on the first game. 3.5 out of 5.

    Ted: I agree with you, it's a 3.5.

    -excerpted from the June 3, 1997 episode of GameTV

    Alex: I have a confession to make, I was NEVER a fan of the Dragon Warrior games. I didn't really get into RPGs until Final Fantasy. And these games, while they do LOOK nicer, a lot nicer than the originals, I still didn't have much fun playing them.

    Gary Westhouse: Well, RPGs have come so far since Dragon Warrior...

    Alex: Right. Last week we reviewed Starseekers Of Exion. And that game, blew me out of the water in terms of how good it looked. And then look at the preview footage for Final Fantasy VII...

    Gary: Astonishing!

    Alex: And I'm NOT the kind of guy to bash a game because the graphics are primitive. But when the gameplay itself is primitive...

    Gary: I feel like these games are on the Saturn because Enix wants to give people a chance to play all the old ones before they do Dragon Warrior VII, whenever that game is gonna be, and so people will go back and play these and be like... “man, the old ones sucked”!

    Alex: Well, I know the series sells huge in Japan. And even here in the States, a lot of people bought the originals. And V and VI were both great.

    Gary: Right.

    Alex: But even comparing these with like, the classic Final Fantasy games...when Square did Final Fantasy Origins, they improved those games. It was subtle but those games played more like modern Final Fantasy games. And Enix did NOTHING to improve these original three. I give Dragon Warrior I-III a 1 out of 5.

    Gary: That is harsh. That's harsh as hell-

    Alex: Why's it harsh?

    Gary: They're faithful ports.

    Alex: Of lousy games.

    Gary: Here's the thing. Partly, I want to judge them on how well they hold up today. And that's...admittedly pretty bad. But this is a well put together remake. And on those merits, I'm giving this compilation a 2.5.

    Alex: You just said they sucked!

    Gary: If you liked the original three on the NES and you have a Saturn, they're worth picking up.

    Alex: So if you're one of like two people who had an NES and has a Saturn now...

    Gary: There's a LOT more than two people who have both.

    Alex: Okay, okay, but still. If you want to know what REALLY old RPGs are like, then yes, pick this up. If you're like a normal person who realizes that games have moved on from those days, stay far, far away.

    -excerpted from the June 10, 1997 episode of GameTV

    Ted: Apart from its huge roster, Fighters Megamix doesn't do much to distinguish itself from games like Virtua Fighter 2. I feel like the big thing about this game is its roster. The actual gameplay... is fine, but...

    Alex: The dodge feature is pretty innovative.

    Ted: You know, that is. You don't have to block, you can sidestep moves and that does add a layer of strategy to the game. And you know what else is awesome?

    Alex: What?

    Ted: Getting to play as a giant chunk of meat!

    *shows footage of Mr. Meat beating on people*

    Alex: You're about to make a bunch of jokes about beating meat, aren't you?

    Ted: NOBODY beats my meat.

    Alex: You know, for what it is, Fighters Megamix is a pretty fun game. For those of you who've wanted to see Sonic and Nightmare beat the hell out of each other, this is your game. For those of you who want a fighting game as good as Tekken 2 or VF2, you might want to look elsewhere.

    Ted: I agree, it's more of a gimmick game than something that's going to change the fighting game landscape, but it's still a really great gimmick and I'll go ahead and give it a 3.5 out of 5.

    Alex: I'm gonna give it a 4. It's really fun to play, I think fighting game fans should pick it up, just know what you're getting into.

    -excerpted from the June 17, 1997 episode of GameTV

    -

    SNES-CD Power Charts: June 1997

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Terranigma
    3. Elements Of Mana
    4. Tale Phantasia
    5. Dragon Quest VI
    6. Rage 2: The Rage Returns
    7. Chrono Trigger
    8. Sailor Moon
    9. Donkey Kong Country 3: Dixie Kong's Double Trouble
    10. Commander Keen: The Universe Is Toast
    11. Super Mario RPG
    12. Squad Four: Eclipse
    13. Deadman Sam 3
    14. Days Of The Hunt
    15. Shin Megami Tensei: Persona
    16. Dog Dash
    17. Super Mario World 2
    18. Klepto: Thief In The Night
    19. Command And Conquer
    20. Donkey Kong Country 2: Diddy's Kong Quest

    The Official Saturn Magazine Buzz Chart – June 1997

    1. Fighters Megamix
    2. Sonic The Hedgehog 4
    3. Turok: Dinosaur Hunter
    4. Doom II
    5. Sonic Jam
    6. Tekken 2
    7. Tomb Raider
    8. NBA Hangtime
    9. Blood Omen: Legacy Of Kain
    10. Resident Evil

    -

    Super Mario Dimensions – 40/40
    Ultra Mario Kart – 35/40
    Castlevania: Symphony Of The Night – 39/40
    Wave Race – 33/40
    Ultra International Superstar Soccer – 31/40
    Ultra Adventurers – 24/40
    Doraemon: Nobita to Mittsu no Seireiseki – 29/40
    Gaso Hikari no Senshi – 29/40
    -Famitsu's reviews of the Ultra Nintendo's eight Japanese launch titles

    June 22, 1997

    The Ultra Nintendo is launched in Japan, with eight launch titles. The biggest seller among these launch titles is Super Mario Dimensions, the long-awaited 3-D Mario platformer developed by Shigeru Miyamoto. Nearly 85 percent of the people who by the Ultra Nintendo on launch week purchase the game. The system is an immediate sales success in Japan, becoming one of the biggest product launches of all time. The week that the Ultra Nintendo is released in Japan, Saturn sales there drop nearly 40 percent from the previous week, while the Ultra Nintendo's 800,000 units sold easily dwarfs the launches of all previous Nintendo consoles there. Reviews for all of the launch games rank from mediocre (in the case of the Camelot-developed Ultra Adventurers and the Japanese-only Gaso Hikari no Senshi, a puzzle/2-D platforming game), to among the best reviewed games of all time (both Super Mario Dimensions and Castlevania: Symphony of the Night are considered among the best games ever released, with a perfect and near-perfect score from Famitsu respectively). Sales continue to remain strong after the first week, with shortages reported in many places. The console launches in Japan with a 44,000 yen price tag, at the time equivalent to around $335 in the States. With E3 having come and gone (and most of the Ultra Nintendo's Western launch details having been revealed), the Japanese launch only adds to the intense amount of hype among the gaming community for the Ultra Nintendo's international launch. Despite the Ultra Nintendo's region locking (albeit weak and easily circumvented), imports of the console from Japan become commonplace over the next few months, especially after Squaresoft launches the hotly anticipated Final Fantasy VII in August. With an even more robust lineup of launch titles planned for the States, Nintendo anticipates selling one million Ultra Nintendo consoles in the first week after launch in North America. Production on the console ramps up in anticipation.
     
    E3 1997 - Introducing The Ultra Nintendo
  • Nintendo had given us a little taste of the Ultra at E3 1996, but what they showed us at E3 1997 blew everyone out of the building. It was a moment comparable to the first unveiling of the Super Nintendo CD at CES 1992, and everyone pretty much stood up and took notice.”
    -Dan “Shoe” Hsu

    When we saw what the Ultra Nintendo was capable of, I think I realized that my job had just gotten a lot harder.”
    -Tom Kalinske

    There weren't many long lines in Atlanta, but there were a lot of long walks! The place they had E3 in that year, it was just huge! I mean, I was glad there were plenty of kiosks for all the media to play games on, but I definitely got a workout that week.”
    -Ted Crosley

    My favorite E3 probably had to be the one in 1997. Our games were just huge that year. Quake, Daikatana, of course... it was the first year that Nintendo and Sega both had their next-gen consoles ready to go and our games took the show by storm. Well, and then there was that Goldeneye game...”
    -John Romero

    1998 was going to be the Year of Rare, and for the first time ever, we had our own presser at E3! Me and Chris felt like rock stars that year. It was just about the only place that a couple of nerdy Brits could look like rock stars, outside of, I dunno, maybe a Doctor Who convention.”
    -Tim Stamper

    -

    June 19, 1997

    *Howard Lincoln takes the stage.*

    Good morning, everybody. Twelve years ago, we introduced the Nintendo Entertainment System to North America, a console that revolutionized gaming forever. In 1991, we introduced the Super Nintendo, and the year after that, we teamed up with Sony to create the Super Nintendo CD, utilizing the new compact disc format to create games that were bigger and better, games that once again redefined what it meant to play a video game. This year, we're going to do it again. This year, the Ultra Nintendo will be released in North America and around the world.”

    *A picture of the Ultra Nintendo is shown, a black rectangular looking console with four controller slots and a slot for discs.*

    The Ultra Nintendo is the next generation of video game technology, the most powerful and advanced gaming device ever made. With dozens of companies already signed on to produce games for the Ultra Nintendo, it will also be the most innovative gaming device ever made. We're going to show you more than 50 upcoming Ultra Nintendo games this year at E3, most of which will be playable on the showroom floor. We'll be introducing some of these games shortly, but first, take a look at the innovation that our software partners, as well as the talented game makers at Nintendo and Sony, will be bringing to our newest game console.”

    *A five-minute video, set to U2's “Where The Streets Have No Name”, plays, showing off footage from games like Super Mario Dimensions, Final Fantasy VII, Ultra Mario Kart, Star Fox 2, Castlevania: Symphony Of The Night, Goldeneye 007, Yoshi's Story, Wave Race, Ballistic Limit 2, Oddworld: Abe's Odyssey, 1080 Snowboarding, Gran Turismo, Einhander, and more than a dozen other games, including early preview footage of Tale Phantasia 2 and the new Zelda game. When the video ends, there is raucous applause from the crowd.*

    As you can see, we have been preparing for this launch for a very long time, and on November 21st...”

    *The crowd applauds again as the release date is displayed on screen.*

    On November 21st, the Ultra Nintendo will launch in the United States and Canada, for $299, with Super Mario Dimensions, Mario's newest and greatest adventure, as the pack-in game.”

    *There is more applause as the price and pack-in are revealed.*

    The Ultra Nintendo brings a whole host of technological innovations to the table, and before we show you some of the many, many games that will be on display at this year's show, I'd like to introduce Mr. Ken Kutaragi, who has some more information about the Ultra Nintendo that we'd like to share.”

    *Ken Kutaragi steps out, a smile on his face as he goes over to Howard Lincoln and shakes hands with him, the two hug briefly and then Kutaragi steps up to the stage.*

    Good morning, I'm Ken Kutaragi and I am the head of development at Sony Interactive Entertainment. When I first proposed the idea of a Super Nintendo CD nearly a decade ago, I could not have imagined that it would lead to the most successful partnership in the history of this industry. But with the trust that so many have placed in me, I hope that I have been able to give all of you the very best that Sony has to offer. Right now I would like to discuss the new storage medium for the games of the Ultra Nintendo.” *he holds up a disc that looks identical to a CD but with a gold surface* “This is the GigaDisc, capable of holding up to one gigabyte of data. It is nearly double the side of the CD-ROMs used on the Super Nintendo CD and it will allow for far larger and more complex worlds to be created with these new games. The new Super Mario Dimensions, for example, spans 21 worlds emanating from a central hub world. All of these worlds could not have been made possible without the extra storage capacity of the new GigaDisc. This device will also ensure that the new Ultra Nintendo games retain their value, making it very difficult if not impossible for software pirates to copy these games. This will ensure that the price of games remains affordable for the average player. Now, in addition to this new GigaDisc technology, I would like to discuss the legacy capabilities of the new Ultra Nintendo. The Ultra Nintendo will be capable of playing both music CDs and Super Nintendo CD game discs.”

    *The crowd applauds at this, though it's a slightly muted applause since many in the media already knew of the Ultra Nintendo's backwards compatibility.*

    This means that gamers who might not have owned a Super Nintendo device will be able to jump right in and will have a large library of games already playable when they purchase the Ultra Nintendo. We hope to continue innovating in the years ahead, and we anticipate the Ultra Nintendo to remain the gold standard in video game devices for many years to come. Thank you, and now I will return the floor to Mr. Howard Lincoln.”

    *Kutaragi smiles and shakes Howard Lincoln's hand again before exiting the stage. Lincoln begins to speak again.*

    Thank you, Mr. Ken Kutaragi. As you have seen, the Ultra Nintendo hardware is very impressive, but what good is the hardware without games to play it on? We've been showing more and more of Super Mario Dimensions for the past year now. The game is already complete and is in the process of localization, and we'll have both the complete Japanese release and the latest English version of the game playable here at E3 for all of you to enjoy. Let's take a brief look at Super Mario Dimensions.*

    *Another quick video, about a minute long, plays, showing off the game. Mario is in the Mushroom Kingdom, wandering amongst a realm where time and space have torn, opening up new worlds for him to explore. We see him exploring worlds, both similar to OTL's Super Mario 64 (like Bob-Omb Battlefield, Jolly Roger Bay, Lethal Lava Land, and Tick Tock Clock), and entirely new worlds such as a giant factory, an outer space world, a world based on ancient Greece/Rome, and a world that takes place in a huge city, complete with what looks like Donkey Kong climbing a giant skyscraper. After the video ends, the crowd once again applauds.*

    In Super Mario Dimensions, Mario must rescue Princess Peach, who has once again been kidnapped by Bowser. However, in Bowser's haste to make sure Mario can't follow him, he has ordered his court wizard Kamek to cast a spell to create a world that Mario can't reach. The spell was botched, and now holes are being ripped in the fabric of space and time all over the Mushroom Kingdom! Mario must explore these dimensional rips, 21 in all, in order to gather Stars that he'll need to reach Bowser and rescue Princess Peach. There are 180 stars to collect, so Mario's work is definitely cut out for him. This game is the biggest and most epic Mario title yet. The most worlds in any previous Mario game was ten, in Super Mario World 2. This game has more than twice that number, with seven different objectives available in each world, and dozens more missions and goals to achieve outside of the dimensions in the Mushroom Kingdom. You'll be able to explore all of these worlds when you play Super Mario Dimensions at our massive Nintendo booth. Now, we've talked a lot about Mario today, but what about Mario's green dinosaur pal Yoshi? Well, you won't see much of Yoshi in Super Mario Dimensions, but don't worry, because Yoshi's got his own game and it'll be coming out early next year for the Ultra Nintendo.”

    *A brief video plays, showing the colorful graphics of Yoshi's Story, the sequel to the SNES game Yoshi's Island.*

    Yoshi's Story picks up where our classic game Yoshi's Island left off. In Yoshi's Story, Yoshi and his friends must work together to defeat a terrible evil that's darkened their land. You'll be exploring Yoshi's world, gathering items and completing mini-games in this brand new quest. As you can see, the Ultra Nintendo brings the colorful world of Yoshi to life like never before. It looks an awful lot like a living storybook, doesn't it? This game plays a lot like Yoshi's Island, with the familiar egg shooting and enemy munching moves that made Yoshi such a blast to play as on the SNES. Now, we know we haven't told you very much about this next game, because the folks at Argonaut Software have been so hard at work making it even better than the original. Last year, Squad Four: Eclipse continued the story of four brave interplanetary heroes, and this year, four different space heroes will see their own story continue...”

    *Brief scenes are shown from Star Fox 2, but instead of Muppets, it's full rendered graphics displaying Fox and his friends, similar to OTL's Star Fox 64 but with somewhat smoother graphics. The crowd applauds after the brief preview video is complete.*

    Star Fox 2 is the long awaited sequel to our 1993 hit, and as you can see, the technology that made Star Fox so amazing has gotten a significant improvement. Star Fox and his squad return once again to battle the evil Andross, but this time, they've also got to deal with the dangerous rival squadron Star Wolf, mercenaries hired by Andross to take them out. You'll need to fly faster and more skillfully than ever if you hope to survive an encounter with these ne'er-do-wells. But Star Fox 2 isn't just about an exciting and challenging single player mode...for the first time ever, we're introducing versus mode to the series. You'll get to take to the air or climb into the all-new Landmaster tank to battle your friends. Or, you can even do battle on foot. And, if you're on foot, you also have the option to play as the heroes of Squad Four. Star Fox 2 is looking to be our biggest space adventure yet, and you can demo both our exciting single player mode and the new versus mode out on the floor. Oh, and one more thing... Star Fox 2, like Super Mario Dimensions, will be available at the launch of the Ultra Nintendo on November 21st.” *the crowd applauds and cheers* “Now, this next game, unfortunately, will not be available at launch, but we're hoping it's worth the wait. We're going to bring all the exciting fun of the biggest extreme sport in the world right now, snowboarding, to the Ultra Nintendo. Our 1080 Snowboarding is going to be the most exciting snowboarding game yet, and it's set for release sometime next spring. We want to make the Ultra Nintendo your one stop shop for all sports, not only the major sports, which will all have games appearing on the system within the first year of launch, but also the latest and most thrilling extreme sports. In addition to 1080 Snowboarding, we've got the new water sports game Wave Race, which WILL be one of the many games available on launch day this November. Wave Race is an exciting and competitive racing title that not only features some of the most challenging racing of any video game, but some of the most extreme stunts you'll ever see. You can compete in races or you can challenge your skills in the game's stunt mode, with dozens of different stunts to perform and some of the most realistic graphics ever seen.”

    But while Nintendo's been hard at work producing some of the best original titles for the Ultra Nintendo, we wouldn't be where we are today without our many software partners who have also been tirelessly developing games for the Ultra Nintendo. Today, I'd like to announce that two of today's most popular video game franchises, which previously had not appeared on Nintendo systems, will be appearing on the Ultra Nintendo early next year. I think you've seen Lara Croft's face all over the convention center today...” *the crowd begins to cheer* “And I would like to announce that Tomb Raider, both the original game and its upcoming sequel, will be released on the Ultra Nintendo next year. And so I'd very much like to thank Eidos for bringing Lara Croft's amazing adventures to our new console, I have no doubt that everyone who plays the Ultra Nintendo will enjoy both Tomb Raider games when they're released next year. The original Tomb Raider, in fact, will be appearing in January. And I'd also like to discuss our friends at Capcom, who not only will be bringing two Mega Man games to the Ultra Nintendo next year, including an installment of their hit Mega Man X series, but will also be bringing the terrifying horror franchise Resident Evil to the Ultra Nintendo, also sometime next year.” *there are more cheers at this announcement* “And of course, I would be remiss to continue without thanking the folks at Sony, who have been our steadfast partners throughout the last five years, who have been equal partners in bringing our vision of the Ultra Nintendo to life, and who have also contributed some of the most beloved video game franchises in recent memory, including Twisted Metal, Tales Of The Seven Seas, Dog Dash, and Ballistic Limit. In fact, speaking of Ballistic Limit, there's a brief video those of you who are fans of that game will want to see...”

    *A video begins to play on the screen. Ash Beckland's voice can be heard over a black screen.*

    Ash Beckland: Mission Log 2747, Ash Beckland reporting... the intel was right, this planet is unfit for all organic life...

    *A very brief scene of Ash and several others walking out on the surface of a hostile looking planet is shown.*

    Beckland: The virus on this planet is capable of radical mutation...

    *Ash's friend Sara is looking through her visor, a horrified look in her eyes as a shadow draws across her face.*

    Beckland: Anything it touches is transformed, irreparably. The virus...threatens all sentient beings in the galaxy.

    *Ash and his fellow crew members are standing in a circle, firing their weapons desperately.*

    Beckland: And due to our exposure to the virus...none of us can ever come back home.

    *A voice can be heard screaming “Oh God! Oh God, no!”, as a scene of a crew member being swarmed by something hideous, followed by a very brief glimpse of Beckland looking slowly upward as an enormous monster, larger than a skyscraper, towers over him. The Ballistic Limit logo appears.*

    Beckland: We're already dead...

    SUMMER 1998

    *machine noises* Nin-ten-do

    *The crowd applauds and cheers after the trailer concludes.*

    Ballistic Limit 2 is only one of the many games that Sony will be bringing to the Ultra Nintendo over the next year. In fact, the company, in partnership with Naughty Dog, will be bringing another exciting game to the Ultra Nintendo just in time for the system's launch. Crash Bandicoot is the newest action platformer, starring a bandicoot with attitude named Crash who must rescue his girlfriend from the evil Dr. Cortex. Also next year comes perhaps the most realistic driving game ever made. It brings all the excitement of some of the most competitive racing in the world to your living room, and powered by the Ultra Nintendo's technology, it also brings some of the most realistic graphics as well. Say hello to Gran Turismo.”

    *Another brief video plays, showing off video from Gran Turismo's exciting race courses, this too draws plenty of applause from the crowd.*

    So, as you can see, over the coming months and beyond, the Ultra Nintendo will continue to bring the exciting and innovative games you've come to expect when you purchase a Nintendo console. However, we do have one more game to show off, and for that, I'd like to introduce the director of Squaresoft's North American division, Mr. Ted Woolsey.”

    *The crowd applauds as Ted Woolsey takes the stage.*

    Thank you, Mr. Lincoln. This is kind of a new role for me so I'm hoping all of you bear with me, I'm used to translating these games, so talking about them in public is something that's still a bit awkward.” *the crowd laughs* “Fortunately, I can go ahead and let this game do the talking because I think it speaks for itself. I'd like to show you now the very first five minutes of Final Fantasy VII.”

    *A video showing the first five minutes of Final Fantasy VII begins to play. It's very close to OTL, showing Midgar, Aeris, and the start of the familiar bombing mission, along with the game's combat system as you battle the first couple groups of soldiers outside of Mako Reactor No. 1. After the group enters the depths of the reactor, the video ends.*

    If you're all wanting to see more, we do have Final Fantasy VII playable at the big Squaresoft booth on the show floor. The game is in fact complete and will be releasing in Japan in August. It's currently in the process of localization and I'd like to announce for the first time that Final Fantasy VII will be a launch title for the Ultra Nintendo-” *VERY loud applause and cheering interrupts Woolsey here* “available on November 21st in the United States and Canada. But that's not the only game that Squaresoft plans to release for the Ultra Nintendo. We've also got a couple of fighting games on the way...” *the crowd cheers again at this* “Bushido Blade, featuring sword-wielding samurai, will be available in North America hopefully before the end of this year. And for early next year, we have God Bless The Ring, a sci-fi inspired fighting game with some very wild characters, that should be available next February. And we'd also like to announce a strategy role-playing title based on our popular Final Fantasy series, Final Fantasy Tactics, which will be available next spring. And it's not just the Ultra Nintendo we have games coming out for, Squaresoft will also continue to release games for the Super Nintendo CD, including a new title in our popular SaGa series, SaGa Frontier, that will also be coming out next spring. Also next year, two games still early in development that will be released later next year, including a sci-fi horror title based on a popular Japanese novel. You'll be hearing more about that game, Parasite Eve, most likely at next year's E3. Rest assured, Squaresoft is fully committed to the Ultra Nintendo and we hope to have many more games in the years ahead. Thank you and you can come see more of our games at the Squaresoft booth out on the floor.”

    *Ted Woolsey leaves the stage and Howard Lincoln returns.*

    Thank you, Mr. Woolsey. So, as you've seen, Nintendo has no shortage of games for our new Ultra Nintendo. In fact, our launch is planned to be one of the biggest console launches of all time. We've got seventeen games planned to be released on launch day, including Super Mario Dimensions, Star Fox 2, Ultra Mario Kart, and Final Fantasy VII.” *the crowd applauds and gasps at the four mega-blockbusters announced for launch day* “And....there is one more game I'd like to show off for you all right now, this game is still extremely early in development but we have a video ready. This game is from our partners at Konami, and I'd like just to show all of you an early look at this upcoming title.”

    *A video plays showing off a very early look at Metal Gear Solid, once again the crowd applauds.*

    Metal Gear Solid is set for release late next year, and Konami will have a lot more of it to show off at next year's E3. But for right now, thank you all and enjoy the show!”
    -keynote speech from Howard Lincoln at E3 1997

    Hey, thanks guys, I'm Tim Stamper and this is my brother Chris, and we're here to show off some of the upcoming games that Rare has in the works. I think we're going to go ahead and kick this off with a look at the game that most of you are here to see, it's a game that's been in the works for a long time and has gone through many iterations to get here, so let's just show off the almost-complete Goldeneye 007 for you all today.”

    *A video is played showing off a preview of Goldeneye 007, including the game's four-player split screen multiplayer mode. Chris begins to speak as the video is playing.*

    Er, as you can see here, this is our four player multiplayer mode, which is one of the very first first-person shooter games on a home console to have split-screen multiplayer. There's a variety of modes here, including classic deathmatch, there's capture the flag, or in this case, the briefcase, there's a lot of variety here so you can pretty much play however you'd like. The game itself follows the movie pretty closely but of course we've added a few things to make it a longer and meatier game.”

    That's right, here you've got the classic dam scene from the start of the movie, you can hear the classic James Bond music playing, it's more of a driving rock beat here. So certainly, um, Goldeneye is a game that we realized was only possible on the Ultra Nintendo. We're not going to have it out before the release of the new James Bond movie, which is kind of a shame, but we're not the kind of people to just rush a game out there, and I hope you all agree it was worth the wait.”

    *The Goldeneye video stops and the Stampers move on to the next part of their presentation, with Tim introducing the next game.*

    Now while Goldeneye was only possible on the Ultra Nintendo, we're not quite done developing games for the Super Nintendo CD. We know you all like Donkey Kong Country, and the big ape is getting ready for one more ride...”

    *The Donkey Kong Country 4: Donkey Kong Returns logo is shown on screen to a lot of cheers from the crowd.*

    That's right, Donkey Kong is back, and he's back with Diddy, Dixie, and Kiddy. For the first time, four players can take control at once, but with four Kongs comes new challenges, we've designed some tough stages that you'll be hard pressed to get through even with all four Kongs at your disposal. King K. Rool has returned for one final showdown with the Kongs, and it's gonna get hairy.”

    It's the biggest Donkey Kong Country game yet with ten worlds and over 70 levels. We're pushing Donkey Kong to his limits and we hope that this game sends the Super Nintendo CD off with a barrel cannon bang. We've got some levels available to play at the big Rare booth, so check us out if you get the chance.”

    *Chris Stamper remains at the podium now. After briefly discussing Star Wars: Masters Of Juyo for the Super Nintendo CD, set to be released later that year, and the Ultra Nintendo release of Killer Instinct 2, scheduled for 1998, he changes tones as he discusses what has up to this point been referred to in game publications as Project DREAM.*

    We've got one more big game scheduled for next year, and this one is a project we've been working on internally for more than three years now. We originally conceived it as a Super Nintendo CD title but, like Goldeneye, it was clear that this game wasn't going to be able to become a reality on last generation's tech. So instead, we kept this game on the backburner until the Ultra Nintendo development kit became available to us. After that, our minds started racing. What we're going to show today is a game that is about halfway done, perhaps a bit more than halfway, and that we're planning to release sometime next year. We called it Project DREAM, and now it's very close to being a reality.*

    *A video plays on screen as a teenage boy begins to speak. The boy is sitting in a badly damaged home on an island as his younger sister sleeps nearby.*

    I've always wondered, what's out there....? What's out there beyond this place that has nothing left for me?

    Boy: *he looks at his sister, a sad look on his face*

    Before my parents died, they said there were dangers, that we could never leave this place... that everything we needed was right here.

    *Scenes are shown of the boy wandering around, gathering food, fishing, trying to provide for his sister, but then a scene is shown of a terrible storm that nearly destroys their house and kills them.*

    Girl: *looking into her brother's eyes* Edison, are we going to be okay?

    Edison: Of course, Ella...I promise.

    It was a lie. After the storm, I knew if we didn't get off this island, we were going to die there. Whatever lay beyond this ocean, it couldn't be worse than what awaited us here.

    *The boy builds a raft, and with his sister, sails out across the ocean...another storm hits, he holds her close.... the raft washes up on shore and the boy is alone, nearly dead, as he is found by an anthropomorphic bear and his bird companion.*

    Kazooie: Who is he....?

    Banjo: He's hurt, we gotta help him!

    I made a mistake. And now, Ella's.....

    Edison: *sits up in bed* Where's Ella, where is she? ELLA!!!

    *The boy realizes he's in a village full of animal characters, including Banjo the bear, Kazooie the bird, Tiptup the turtle, Bumper the badger, Pipsy the mouse, and a dog named Dinger*

    Tiptup: Please, don't try to get up-

    Edison: I'm going to find my sister!

    *The first gameplay scenes are shown, the game seems to be a 3-D platformer like Mario but with much deeper combat, indeed the game in reality plays like a hybrid of OTL's Banjo-Kazooie and Kingdom Hearts, less role-playing elements than Kingdom Hearts and with a lot of Banjo-Kazooie-style collecting, after the gameplay scenes the boy is shown being brought on board a ship, blindfolded with his hands tied in front of him, a pretty girl about his age removes the blindfold and smirks at him, her name is Madera*

    Edison: Let me go, I have to find Ella!

    Madera: You're not gonna be findin' anyone, pirate!

    Edison: I'M the pirate?

    *More scenes play, showing a mix of human and animal characters in various roles, also showing more gameplay with Edison fighting alongside Madera and Banjo, Kazooie can be seen attacking out of Banjo's backpack. Then there's a scene showing a towering castle with lightning flashing in the sky, standing in the castle balcony is an ugly green witch who is almost identical to OTL's Gruntilda.*

    Gruntilda: Find them, find them all and bring them here!

    *Edison and Madera are seen standing in front of a shaman, OTL's Mumbo Jumbo.*

    Mumbo Jumbo: Inkum bokum! *casting a spell that causes a wave of smoke to engulf Edison and Madera*

    *Another scene plays, showing the two under attack from a pack of werewolves.*

    Edison: Madera, behind you!

    Madera: *barely dives out of the way in time to avoid the werewolf swiping at her*

    *Another scene is shown of Banjo strumming on his banjo as Edison and Madera and some of the animal characters begin to dance. More scenes play, including a boss fight against a huge lava creature.*

    I don't know if I'll ever see Ella again. I don't know if she's even still alive. But I'll never stop looking. I'll find Ella, or I'll die trying.

    *Edison and Madera are sitting on a hill underneath the stars. Madera places a hand on his.*

    Madera: I'll never stop looking either. We'll find her, Edison. You and me.

    Edison: *just smiles at her*

    *The game's logo is displayed.*

    THE DREAMERS

    1998

    Only for Ultra Nintendo

    *The crowd explodes into wild applause as the Stampers soak it all in. Tim Stamper speaks.*

    The Dreamers is the culmination of all of our hard work, effort, and creativity over the past three years. We hope you enjoy it and we do have a demo available to play on the show floor. Thank you all and come see us at our booth!”
    -Tim and Chris Stamper's keynote speech at E3 1997

    Welcome to Atlanta and welcome to E3 1997! I'm Tom Kalinske and I'm here to talk to all of you today about the number one video game console in the world. That's right from right here in North America to Latin America down south, to Europe, to Australia, and all over Asia, the Sega Saturn is the #1 selling game console of the past 12 months! And do you know why? Because Saturn does what Nintendon't: providing the best games with the best gameplay and the best graphics and the best everything else. Sonic 4 is the top selling game of the year and it's still lighting up the sales charts worldwide. Turok: Dinosaur Hunter is the top reviewed game of the year and still the top selling game in North America. And this year and next year, we're going to continue to bring you the greatest games that you can buy. We've prepared a music video with the help of our good friends, the Smashing Pumpkins, to show you all the games that you'll be playing over the next year and a half.

    *A music video is played: OTL's “The End Is The Beginning Is The End”, which IOTL was used to promote Batman and Robin. ITTL, a different song is used for the film, and so instead, Sega co-opts the song to use for a Saturn hype video. The video is similar to the one from OTL, but with clips from Saturn games, both upcoming and already released, instead of scenes from Batman and Robin. The games shown off include: Fighters Megamix, Turok: Dinosaur Hunter, Sonic the Hedgehog 4, Boom Island, Tekken 2 and Tekken 3, Daytona USA 2, Raigeki, Tick and Tock: Time Tricksters, Troublemakers, Sonic RPG, Planetary Probe, Krystalshade, Windborn, Phantasy Star V, Tomb Raider and Tomb Raider 2, Resident Evil and Resident Evil 2, Ultima: Scions of Britannia, Panzer Dragoon Saga, Operation Zero, and Contra: World War. The crowd cheers after the video.*

    The Sega Saturn continues to bring you the best games that you can't find anywhere else. And now, we'd like to announce that the Sega Saturn will be easier to buy than ever, because effective immediately, the MSRP of the Sega Saturn will be $249.99.” *the crowd cheers* “And, when you purchase the Sega Saturn, even if you've never played a Sega system before you'll be able to catch up on all of Sonic the Hedgehog's adventures, because not only will the all new Sonic the Hedgehog 4 be packed in with the console, but our Sonic compilation game Sonic Jam, featuring Sonic the Hedgehog 1, 2, 3, AND Sonic CD, along with several other classic Sonic the Hedgehog titles, will be included, for free, with the purchase of the Sega Saturn console. And, we'll also be releasing the new Sega Saturn Arcade Fight Collection, which includes the Sega Saturn, Fighters Megamix, Virtua Fighter 2, Tekken 2, and an extra Saturn controller for $329.99. So whether you're a Sonic fan or an arcade fighting junkie, we've got a fix for you. Now...on the subject of Sonic the Hedgehog. Our Sonic game collection: Sonic Jam, is available for sale right now. Right as I am talking, the new Saturn bundles and Sonic Jam are going on sale. And Sonic Jam, let me tell you about Sonic Jam because it's not just a collection of old Sonic titles. They've ALL gotten upgrades, including full CD audio soundtracks and, for all of these games, we've opened up the Sega vault to include all new levels. So even if you've played these games before on the Sega Genesis or the Sega CD, there are plenty of surprises in store and this collection retails for the low price of $39.99. But, that's not all the Sonic news we have to share. If you think that the only Sonic content we're releasing this year is a collection of classic Sonic games, well....check this out.”

    *Another video plays, showcasing the three new Sonic games set for release later in the year: Sonic Fighters, SoniQuest, and Sonic R.*

    Starting in July with the release of Sonic Fighters, we'll be releasing a brand new game featuring Sonic and all his friends every two months for the remainder of the year. In July, Sonic Fighters brings all of the Sonic characters you know and love, not just a select few like in Fighters Megamix, into the ring to brawl it out in one on one combat. In September, SoniQuest is an RPG featuring Sonic and his friends as they team up to stop a terrible evil that threatns their world. And in November, Sonic R brings the excitement of high speed racing to the world of Sonic for the first time! All three of these games will be playable at our booth, so go check them out and see all the latest fun that Sonic has to offer! But of course, one of our biggest games of the year is set for release this October, and to introduce that game, I'd like to bring Mr. Stephen Streater, president and founder of Eidos Interactive, up to the stage to talk about Tomb Raider II.” *the crowd applauds and cheers as Stephen Streater takes the stage*

    Thank you, Tom, it's a pleasure to be here today. Tomb Raider II is the sequel to one of last year's biggest hits, and I'm pleased to show off some gameplay footage right here right now, showing that Lara's learned a few new tricks over the past year...”

    *A gameplay video is displayed of Lara standing in a huge room filled with terracotta warriors, it's a maze room and Lara is being pursued by men in body armor.*

    Now, as you can see, Lara's in a bit of a spot here, but she's got some new tricks...”

    *Lara lays down a mine and goes to a different section of the room to detonate it, as she's making her way over there, an alert comes on screen, showing that Lara is being attacked from behind, with the touch of a button Lara can flip the attacker over her shoulder and with another timely button press Lara puts a bullet in his chest. The crowd cheers at this.*

    Lara's got a new 'situational awareness' that will help her out in melee situations. You'll be alerted to the presence of an enemy and if you trigger the command quickly enough you can get the jump on them even when they're coming from behind. Now, as for the rest of them...”

    *Another alert is displayed showing enemies in the proximity of the mine Lara just put down, even with a little split-screen showing the enemies approaching. Another button press and an explosion is triggered, blasting three of them into the air.*

    You've got new ways of dealing with enemies so you can focus on tomb raiding and exploration. There's a lot more to do, with even more levels than the previous game and an exciting new quest that will take Lara once again all over the world in pursuit of treasure. Tomb Raider II will be released for the Sega Saturn on October 9th. Thank you.”

    *Streater leaves the stage and Tom Kalinske comes back on.*

    And remember, the Sega Saturn will have Tomb Raider II before anyone else. We'll also have another hit game before anyone else, and right now we've got that game, Resident Evil 2, on the video screen right now.”

    *A preview video is shown of Resident Evil 2, depicting two new characters, Leon Kennedy and Claire Redfield, exploring a Raccoon City that's overrun with zombies. The game seems bigger in scope than OTL's game, taking Claire out of the city and to a strange survivalist compound outside the city's walls in a series of very creepy scenes, while Leon is shown dangling from a ceiling, shooting desperately as a massive licker approaches him.*

    Resident Evil 2 is set to be released on the Sega Saturn early next year, once again before it's released anywhere else. Now, here are some games that will be featured exclusively on the Sega Saturn, and while we're not going to call 1997 the Year of the RPG, we ARE going to say that this year, the Saturn's selection of epic role-playing games will be the best of any available system out there. We'd first like to announce that the latest installment of the classic RPG series Phantasy Star will be making its way to North America before the end of the year. Phantasy Star V: The Forgotten Colony, will take a new cast of characters to a world beyond imagination as they explore the remnants of an ancient civilization full of mysterious technology. This game is fully designed for the Saturn from the ground up, and as you can see, the graphics far surpass any of the previous four games in the series. This game has been a major best-seller in Japan since its release and we think it's the best Phantasy Star game yet. Leap into adventure with the all new epic role playing game Phantasy Star V, coming later this year. Speaking of great role-playing games, our partners at Enix have brought us two. First up is Planetary Probe, the kind of game you really need to see to believe.

    *A video starts to play, showing a beautiful space backdrop illuminated by stars. Suddenly, a spaceship enters the frame, showing off the game's impressive polygonal graphics.*

    Lance: Our mission is to explore the worlds beyond the stars, to uncover what secrets the cosmos keeps hidden.

    *A woman steps up next to Lance and she begins to speak.*

    Atria: To spread peace and knowledge throughout the galaxy, and above all, to quench the human thirst for discovery...

    *The ship is shown landing on a seemingly desolate world. Several astronauts step out. The land seems deserted but as the camera pans up, it shows a sprawling civilization with a city that seems to encompass a third of the planet. The camera continues to pan out and it travels along the galaxy, showing world after world, all filled with different civilizations and different types of landscapes.*

    PLANETARY PROBE

    October 1997

    *The crowd applauds as Kalinske begins to speak again.*

    Planetary Probe will take players all over the galaxy in search of new, amazing worlds to explore, with danger around every corner. It's an RPG that spans many worlds, but in Enix's other RPG, Krystalshade, you're confined to one world...though it's a very, very big world to explore.”

    *Another video is played, showing off Krystalshade's battle system, an action-RPG similar to OTL's Star Ocean*

    In Krystalshade, a young man named Archie will confront his destiny. The game features a fast-paced battle system that will require strategic knowledge and lightning quick timing, and will challenge even the most seasoned of role-playing game veterans. RPG vets might also like our next RPG, published by Namco, which is in a bit more of a traditional vein...”

    *A brief video shows an anime-like cutscene showing a young girl venturing across a beautiful landscape, being protected by her new friends, a group of heroes and heroines. The title of the game, Windborn, is shown, and then scenes from the game's exploration, with beautiful and colorful 2-D graphics, followed by scenes from the game's traditional turn-based battle system are shown.*

    Namco's Windborn follows the story of a girl named Brezia who is the last survivor of the People of the Wind, a race of people who can literally hear messages carried on the winds. Those who destroyed Brezia's people seek to destroy her as well, and only her new friends can protect her and help her find her purpose in this world. These four games are set to be released over the coming months, but they're not the only role playing games planned for the Sega Saturn. In fact, we've got another of our top original franchises getting the RPG treatment in Virtua Quest...” *the crowd cheers at this news as images of the Virtua Fighter characters are shown on screen* “Set to make its debut later this year. We've got more details on this game at our Sega booth, look under the big Virtua Fighter display for demo kiosks featuring Virtua Quest. And yet another of our original franchises is going to be making its RPG debut...”

    *A video is shown of Panzer Dragoon Saga, which features amazing graphics and gets some of the biggest applause of the show.*

    Panzer Dragoon Saga takes our popular dragon-mounted shooter game into the realm of the RPG. This game is going to be the most massive Saturn game to date, spanning a full four discs and encompassing a truly epic scope, far longer than the previous two Panzer Dragoon games combined. Now, I'd like to bring another special guest on stage and this man really needs no introduction. He's the legend behind the classic Ultima series, so everyone please give it up for Lord British himself, Richard Garriott!”

    *Richard Garriott takes the stage now, as the logo of Ultima: Scion Of Britannia is displayed on the screen above.*

    Thank you very much, Tom, and I'm glad to be here today. When I agreed to have Ultima featured on the Sega Saturn as one of its premiere franchises, I couldn't have imagined the success we'd have when we brought forth Ultima: The Worldly Lord as a featured launch title. Now, Ultima: Scion Of Britannia continues the Ultima legacy in a big way. In this game, you play as a young woman, living in our modern world, who discovers her heritage as the lost heir to the throne of Britannia, and who must venture to a world she's never known before in order to claim her birthright. But in order to achieve this goal, she must prove herself worthy by obtaining the eight Virtues as she explores a massive world, far more massive than the world featured in the previous Ultima game. In The Worldly Lord, the player had to build a city while roaming the world in search of people to populate it. In Scion of Brittania, the player must choose whether to earn the throne through obtaining the eight Virtues, or to seize the throne through force and deception. On your journey, you'll come across others who seek to lay claim to the throne. This game is all about entering a brand new world and shaping it in your image, for better or for worse.”

    *Garriott continues to speak as gameplay footage is shown, the game is near completion and it's a vast, open world with significantly better graphics than The Worldly Lord.*

    Scion of Britannia will be released in just two months, this August it will be released exclusively for the Sega Saturn. Thank you and please come visit our booth to try out this incredible new game!”

    *Garriott exits the stage to applause, hugging Tom Kalinske who returns and begins to speak again. Kalinske discusses several more games, including the fighting game Raigeki and Contra: World War, before reaching the end of his presentation, with Tekken 3 as the last game he discusses.*

    Tekken 3 will be released exclusively for the Sega Saturn next February. It and many, many more games will be available to play at our Sega booth. The Sega Saturn continues to be the home of the best games, the best characters, and the best value of any game console on the market, and in this year, the next year, and beyond, Sega will continue to do what Nintendon't. Thank you all very much and enjoy E3!”
    -keynote speech from Tom Kalinske at E3 1997

    -

    Ted Crosley: There's so many games here at E3, but obviously the first thing I wanted to check out, and Alex agrees with me, is the Ultra Nintendo.

    Alex Stansfield: And honestly, I don't know where to begin with this thing! This year there are a LOT more games available to play, I counted at least 40, including all the big ones, I'm gonna go ahead and start with Star Fox 2.

    *Alex plays through the first level, Corneria, blasting enemy ships out of the sky as character dialogue plays every few seconds.*

    Alex: As you can see, no more Muppets, this is all in-game graphics, and your wingmen are a lot more talkative in this game. Falco, Peppy, Slippy, they're all back, and there's a new character, a girl fox named Krystal who seems to be Fox's girlfriend, maybe?

    Ted: The game moves at a really smooth pace, everything looks a lot smoother, there are detailed environments and a lot more enemies this time around too. Even the bosses have something to say!

    *Alex is fighting the first boss who's talking trash to Fox and his crew as they circle around in all-range mode to take him down. After a bit more Starfox 2, the duo moves on to play some Final Fantasy VII*

    Ted: This is Final Fantasy VII and like Starfox 2, it's fully voiced.

    Alex: Yeah, this game is way more movielike than any Final Fantasy game so far. The first mission has you bombing some kind of reactor, and then you end up in the slums, it's a lot darker and dirtier than any Final Fantasy game before it as well. I think a lot of players will like the new, more serious direction they're going with this but I almost kind of prefer the light-hearted high fantasy roleplaying games.

    Ted: Well, we did try out Ultra Adventurers but it doesn't look nearly as fun as this, or as good. Check out how detailed the characters are in this game!

    Alex: And every enemy attack is so beautifully animated, I could see myself getting into random battles just to watch all the animations, wow!

    Ted: There are so many more Ultra Nintendo games to try out that it would take more than an hour to show them all to you. We'll try out a few more of them later in the show, including Goldeneye 007, which could very well be the game of the show so far.

    (...)

    Brittany Saldita: And I'm here with Yukio Futatsugi from Team Andromeda, trying out Panzer Dragoon Saga! I am just blown away by this game! *she's in the middle of a battle with a large enemy, quickly having gotten the hang of the game's targeting system* I never imagined that Panzer Dragoon could be adapted into such a fun RPG but I am enjoying myself way too much right now.

    *Brittany wins the battle and quickly gets into another one as Yukio points out some of the aspects of the battle system to her and the viewers.*

    Brittany: It looks like it's really complicated but honestly, it was pretty easy for me to master it and I imagine players won't have much trouble with this at all. It's such a beautiful game, it looks even better than Zwei and it looks better than most of the Ultra Nintendo games I've seen too.

    Yukio Futatsugi: You can move the dragon in all directions, in order to fully explore the world around you.

    Brittany: It's one of the biggest, most open RPG worlds I've ever seen. You've done amazing work and I can't wait to play this game once it's released. Panzer Dragoon Saga is looking like one of my most anticipated games of next year.

    (...)

    Gary Westhouse: This is Race'n'Chase, and it's definitely not like any game I've played before. You've got a lot of freedom here.

    Sam Houser: Well that's the idea, you can pretty much do whatever you want.

    Gary: It's a lot like cops and robbers, but as a video game.

    Sam: *laughing* Well, did you actually shoot people when you were playing cops and robbers?

    Gary: You know, some of those games got pretty intense! *he runs over a couple of pedestrians* Holy *bleep*!

    Sam: *laughing again*

    Gary: You can run over whoever you want?

    Sam: That's right, but watch out or you'll have the cops after you.

    Gary: It looks like they didn't notice me, that's good. *gets out of his car and starts shooting people with a machine gun* I think they'll notice this!

    Sam: Yeah, you got a star, you better run. *laughs*

    Gary: What if I don't wanna run?

    Sam: You don't have to, that's the beauty of it! You can just stay there and shoot the cops if you want to.

    Gary: *laughing* Before I continue, a disclaimer, MTV does not endorse the shooting of law enforcement.

    Sam: You guys don't play any NWA videos then? *laughs*

    Gary: *he tries to shoot more of the police officers but he ends up getting wasted* Damn, that didn't go so well!

    Sam: It's not an easy game!

    Gary: No, but it's a lot of fun. Race'N'Chase, for the Sega Saturn?

    Sam: Yep, and then coming to the Ultra next year.

    Gary: Sounds good!

    (...)

    John Walden: Hey, what's up? I'm John Walden and I'm sitting down to play some Gran Turismo. This game, a lot of people have said it's just about the realest racing simulator available anywhere, is that true?

    Kazunori Yamauchi: We've been working on this game since before the Super Nintendo CD was released.

    John: Is that right?

    Yamauchi: That's right, it was originally supposed to be an SNES-CD game, but when we saw the Ultra we re-did the whole thing from scratch, it just wasn't going to look good enough unless it was on the Ultra.

    John: Well let's see how well a job you guys did on this game. *he begins to play, the graphics look better than even Gran Turismo 2 IOTL, the Ultra Nintendo easily making the game's graphics look significantly better even than some OTL Dreamcast games* Good lord!

    Yamauchi: It's good?

    John: It's incredible! *he begins racing but gets into a couple of wrecks early on* It's not me, I'm just stunned by how realistic this game looks!

    Yamauchi: It was a pure labor of love, this game.

    John: It's got me floored. *he quickly gets used to it and is driving quite well on one of the game's gorgeous tracks* How many cars are in this game?

    Yamauchi: Over 200 cars.

    John: *crashes again*

    Yamauchi: *laughs*

    John: This game's unreal! I can't get over how realistic it is. Now, I had a lot of fun playing Ultra Mario Kart but this game seems to be for people who want something more realistic, more challenging.

    Yamauchi: Hopefully there's room for both games!

    John: I think there is, I think this game's gonna be a big hit. *he keeps playing*

    (...)

    Lyssa: *is playing Parappa the Rapper on a Super Nintendo CD* What we've got here is another musical game, in this game you're a rapping dog and you're trying to win the heart of a talking sunflower. The plot is ridiculous but some of these songs are really catchy!

    *Lyssa is playing the third level, with the flea market frog*

    Lyssa: In the rain or in the snow, got the funky funky flow.... *singing it to herself as she plays* It's a really charming little game! And that's the thing, even with all the hype over the Ultra Nintendo, a lot of the best games I saw at E3 were for the Super Nintendo CD. You've got Donkey Kong Country 4, Tales Of The Seven Seas 2 looks just amazing, and then there's Parappa, which, honestly might be my personal favorite. *continues singing* I can sell a bottle cap like this...

    (...)

    *Ted, Alex, Brittany, and John are sitting on a couch with Ultra Nintendo controllers in hand, the controllers are each a different color, one is black, one is gray, one is blue, and one is green.*

    Ted: All right, time to play some multiplayer Goldeneye. We don't have all day, so we'll play You Only Live Twice mode, if you die two times, you're out!

    Brittany: Sounds fair.

    Alex: Prepare to get capped!

    John: Y'all are going down!

    *They start to play in the Facility level, Ted quickly arms himself with the Golden Gun and he's going on the prowl.*

    Ted: Now, the Golden Gun can kill a person in a single shot.

    Brittany: Thanks for telling me so I know to stay away from you like I do after you've been eating Taco Bell.

    Alex: Oh *bleep*! *Ted takes him out in one shot*

    John: Damn, damn, damn! *Ted takes him out too, he quickly respawns and is able to get a decent automatic weapon*

    Alex: Brittany, where are you?

    Brittany: I'm not gonna tell you, you'll kill me!

    Alex: We gotta team up to take down Ted!

    Ted: Too late! *he shoots Alex, killing him again*

    Alex: NOOOOO!!!

    John: You're out, man.

    Alex: *shaking his head in dismay*

    John: *gets behind Ted and sprays him with automatic weapon fire*

    Brittany: Ha!

    John: *gets into a firefight with Brittany now*

    Brittany: Oh no, oh no oh no....!!! *John kills her too*

    Ted: *takes John out from behind with a karate chop* Hi-yah!

    John: Hell no! *groaning*

    Ted: Okay, so uh, who's not been killed?

    Alex: I think all of you guys are down to one life. *sighing*

    *Ted, Brittany, and John walk around for a bit, searching for each other, John gets a Golden Gun*

    Brittany: I'm coming for you, Ted!

    Ted: Aaaaahhhhh! *he tries to get under the floor*

    Brittany: *shooting at him*

    Ted: Come on, come on! *gets killed* NO!

    Brittany: YES! *kicking her legs excitedly*

    John: *stalking Brittany*

    Brittany: *she heads for where the Golden Gun spawn is but it's not there* That's not good...

    John: *keeps stalking her*

    Brittany: Either Ted had it when he died or John has it now. *she notices John getting close to her*

    John: Hey, hey, that's cheating, no peeking at my screen!

    Brittany: *laughs* All's fair in love and Goldeneye!

    Ted: Yeah, that's a legitimate tactic.

    John: I'm still gonna kill you!

    Brittany: *manages to hit him a couple of times, ducking around a corner and John barely misses shooting her* Come on...he's got like half his health left....come on come on...!!! *making a run for open ground*

    John: *following Brittany* You can't run, you can't run!

    Alex: I don't know, I think this one's over!

    Brittany: No no no no no!!! *laughing a bit now as she gets out into the open and turns to fire at John*

    John: Ah *bleep*, ah *bleep*! *Brittany hits him a couple times and gets him down to his last life bar but he manages to hit her with the Golden Gun and she goes down*

    Brittany: *lets out a shriek of frustration and kicks her legs in the air again*

    Alex: I gotta say, even though I suck and I got killed right away, that was pretty fun.

    Ted: Yeah, Goldeneye multiplayer...dare I say it, more fun than Doom multiplayer?

    Alex: The Ultra Nintendo seems to be setting itself up as THE multiplayer system, so games like Goldeneye and Star Fox and Mario Kart are all playing really nicely into that. Will that put it over the top of Sega? I think so.

    Ted: I wouldn't count Sega out just yet, they've got that awesome new Bomberman coming out.

    Alex: Yeah, but so does Nintendo.

    Brittany: Are you guys really fighting over Bomberman? *rolls her eyes*

    -excerpted from the June 24, 1997 episode of GameTV

    -

    Games, Games, And More Games: E3 1997

    As expected, Nintendo pulled out all the stops this year at E3, with their Ultra Nintendo as the centerpiece of the show. All the games they showed off in video form last year were playable for the most part, while Super Mario Dimensions, Final Fantasy VII, and Ultra Mario Kart all had completed versions ready at the show for us to try. Super Mario Dimensions was probably the best game at E3 as far as we were concerned, it's a massive game with an incredible variety of worlds to explore and objectives to achieve. No longer is Mario limited to “here's the stage, get to the end”, each of the game's 21 worlds was fully open for exploration and while there were still familiar things like level goals and boss fights, there were also more obscure objectives, like exploring a sunken ship for buried treasure, or plunging into a fiery volcano. Even Donkey Kong makes an appearance in one of the levels, bringing some awesome nostalgia to this otherwise shiny and new game. We also got to play Star Fox 2 for the first time and while its rail-shooter gameplay is familiar to those who enjoyed the SNES-CD original, it got a huge presentation boost, ditching the Muppets for fully rendered character polygons and massive multi-staged boss fights. If there's a game that we liked almost as much as Super Mario Dimensions, it was the new Castlevania game, which seemed to take some cues from Super Metroid in its level design. While the graphics were fairly primitive next to most other Ultra Nintendo games, we had trouble putting the controller down as we guided the new hero Alucard through a spooky castle filled with all sorts of deadly beasts. We also got to play an early demonstration of Telenet Japan's Tale Phantasia sequel, which doesn't yet have a final name but does look quite lovely on the new hardware. Other games we enjoyed: A tongue-in-cheek 3D platformer called Blasto, featuring a superhero of the same name, a very lovely Squaresoft RPG called Fairytale, featuring the music of Yasunori Mitsuda (of Chrono Trigger fame), and Rare's title The Dreamers, which looks to be an incredible hybrid of 3-D platforming and hack and slash adventuring. Rare had an incredible E3, perhaps winning the whole show between The Dreamers, Goldeneye 007, and their fourth and final SNES-CD Donkey Kong Country game, Donkey Kong Returns. Even though Nintendo was focusing on the Ultra Nintendo, the Super Nintendo CD had a pretty good showing itself in what is likely to be the console's final year of major releases, with sequels to Tales Of The Seven Seas, Dog Dash, and Victory all heavily featured and all looking quite good, and a Disney title based on their classic obscure animated film The Three Caballeros, which we enjoyed almost as much as the new Donkey Kong Country game. If Nintendo needed to score a bit comeback at E3 to counter the rising sales of the Sega Saturn, mission accomplished.

    However, it wasn't as if Sega had a bad E3. On the contrary. Though their two biggest third party games of the show, Tomb Raider II and Resident Evil 2, were also announced for the Ultra Nintendo, they'll be coming to the Saturn first, and both of them look really good, among the best games displayed at the show. Our personal favorite Saturn game was Saturn Bomberman, which, while not visually as pretty as Nintendo's Ultra Bomberman, looked to be somewhat more fun, and unlike the Ultra Nintendo's game, will feature a TEN(!!)-player versus mode. Sega also showed off a myriad of RPGs, and count us most impressed with Planetary Probe, a sci-fi adventure that looks to be in direct competition with Final Fantasy VII, with stunning 3-D graphics and some great battle animation. They also showed off RPGs such as SoniQuest, Virtua Quest, and Panzer Dragoon Saga, all three of which are based on some of the company's biggest franchises. It's clear that Sega saw Nintendo's big RPG lineup in 1996 and is now playing a bit of “monkey see, monkey do”, with RPG lovers as the clear winners. Sega also showed off a couple of anime adaptations, Ghost In The Shell which is coming this fall, and a Neon Genesis Evangelion game that will hopefully make it to the West sometime next year. While Nintendo may have stolen the show at E3, Sega definitely made their presence felt, and the rest of this year and 1998 look to be the most exciting time in video game history.

    -from Electronic Gaming Monthly's coverage of E3 1997 in the August 1997 issue

    -

    E3 1997 was the most eventful E3 to date, with games displayed by nearly every major software company. Nintendo and Sega proudly showed off their wares, while on the PC side of things, games like Quake II and Ultima Online made major splashes. Perhaps the most exciting game to come out of E3 is Half-Life, produced by Sierra and developed by Valve Software. The game is a first-person shooter focused on exploration. Though the game is still early in development, we were extremely impressed by its AI, which promises to provide the player with realistic enemies that will both challenge and horrify them. Half-Life likely won't be released until late next year or perhaps even early 1999, but in the mean time, we look forward to discovering more of this game as it gets closer to release. Another major game that was announced at this year's E3 was Duke Nukem Forever, the sequel to Duke Nukem 3D. Duke Nukem Forever promises to take the classic franchise into the next generation, with graphics rivaling even those found in games like Quake II. The game has been announced for a late 1997 release, with console ports announced to come some time in 1998. Another highly anticipated first person shooter is the game Daikatana, developed by John Romero and id Software. The game is being designed for Nintendo's new Ultra console, but is planned to have a concurrent PC release, and Romero has promised that the game will take the first person shooter genre to a “new level”, with time travel said to be a major element in the game's storyline. Tomorrow, we'll count down the top ten games that have us most excited from E3, and we'll also let you know what to expect for the second half of 1997.

    -from a June 21, 1997 article on Gamespot.com

    -

    >So, what was your favorite bit of news from E3?
    -->Galaxy Fraulein Yuna is getting localized! Games 1 and 2 set to come out for Saturn later this year!
    ---->That game was stupid when it came out on the PC Engine, what a pointless port.
    ------>It looks so much better on Saturn though.
    ---->The Saturn gets all the anime games, doesn't it? It's getting Magic Knight Rayearth next year too, right?
    ------>Yeah and Ghost Of The Shell too
    ------>Magic Knight Rayearth looks dumb
    ---->Awesome!
    ---->It looks SO good on the Saturn, I can't wait to play.
    -->Donkey Kong Country 4, yay!!
    ---->Why not make Donkey Kong Country 4 for the Ultra Nintendo?
    ------>They don't wanna compete with Super Mario Dimensions, duh
    -------->That is such a crowded launch, I have no clue what games to buy
    ---->And FINALLY Donkey Kong comes back to his own series, he was starting to get kidnapped more than Princess Peach
    -->The Dreamers looks amazing
    ---->I know, right?
    ---->AWESOME
    ---->That bear looks stupid and why does he have a bird in his backpack?
    ------>That was so cool
    ---->Ella's not dead
    ------>Yeah she'll show up later for sure.
    -->Resident Evil and Tomb Raider are coming to Ultra Nintendo!
    ---->This was a no-brainer, of course they were gonna come over eventually.
    ------>I knew Resident Evil was coming but I thought Tomb Raider would stay exclusive.
    ---->This is a slap in the face to Sega fans.
    ------>Shut the fuck up
    -------->U shut teh fuck up
    ------>Ha ha!
    ------>You guys still have the best fighting game franchise so quit whining
    -------->Nah, Killer Instinct is better
    ---------->Killer Instinct sucks
    ------------>Fuck you
    -------->Street Fighter III is Ultra exclusive, what are you talking about?
    -->I was waiting for Zelda news, nothing : (
    ---->Yeah really, when is it coming?
    ------>1999 at the earliest
    ---->It'll take FOREVER for the new Zelda
    ---->They at least showed that old video from earlier this year again I think
    ------>The one with the big Stalfos? That was from last year!
    -->The Ultra, it's backwards compatible, I don't have to buy an SNES-CD
    ---->Dude, just go buy one, it's only like 79 bucks
    ---->Don't most of us already have one?
    ---->I wonder what Babbage's will give me in trade?

    -excerpted from a video game forum on InsideTheWeb.com on June 25, 1997

    -

    The 3rd Electronics Entertainment Expo took place on June 19-21, 1997, in Atlanta, Georgia.

    The show had moved to a larger space from the previous year's show in Los Angeles, partly as a move to counteract some of the painfully long lines at certain booths in 1996. While the larger exhibition space did mitigate much of the problems with the lines (though games such as Final Fantasy VII, Goldeneye, and Tekken 3 still had some decent waits), the sprawling space did make for a somewhat difficult trek for journalists who had to make their way from one end of the floor to another, which often took upwards of 20 minutes.

    PC games had a bit of a resurgence at E3, particularly first-person shooters such as Quake II, Half-Life, Unreal, Duke Nukem Forever, Sin, and Prey. However, it was a console FPS, Goldeneye 007 for the Ultra Nintendo, that really stole the show, impressing many of the gathered journalists with its exciting four-player split screen deathmatch mode.

    Nintendo had the biggest showing of all at E3, revealing all the details of their upcoming Ultra Nintendo console, including the price ($299, largely as expected), several technical details (including backwards compatibility with the SNES-CD, the worst-kept secret in video gaming, and the new Gigadisc proprietary format for games), and most of the games in the console's launch window and beyond. As the event was just days before Nintendo's big Japanese launch, all of the Japanese launch games were present in their finished form, while Nintendo also introduced games such as Star Fox 2, Yoshi's Story, and 1080 Snowboarding to an eager public. Nintendo and Konami also showed off Metal Gear Solid for the first time, with a very impressive video that wowed audiences and confirmed the game to be a Nintendo exclusive. Other trailers that impressed the crowd included Ballistic Limit 2 and the former reveal of Rare's game The Dreamers, which, along with Goldeneye 007, showed that Rare had become Nintendo's most valuable second party, even ahead of companies like Argonaut and Telenet Japan, which also had impressive E3 showings. Zelda was, unfortunately, a no-show at E3. While it was in development at the time (and, as it turned out, fairly deep into its development cycle), Nintendo wanted to keep the game under wraps so as not to overshadow all the other games they were displaying at E3. While it was apparent by then that the SNES-CD was on its way out, games like Donkey Kong Country 4 and Tales Of The Seven Seas 2 were very well-received, and other titles like Intelligent Qube and Parappa the Rapper, both developed by Sony, also showed that the SNES-CD would continue to be a presence at least through 1997.

    While Sega had some of its thunder stolen by the fact that arguably its two biggest third-party games (Tomb Raider II and Resident Evil 2) were revealed to be coming to the Ultra Nintendo before Sega got the chance to formally show them off, Sega still made waves at E3 by announcing a Saturn price cut and two new bundles: A Sonic collection that included Sonic 4 and Sonic Jam (which was announced as being released AT E3) and a fighting game collection that included Virtua Fighter 2, Tekken 2, and Fighters Megamix. The company also showed off a myriad of Sonic games and a bunch of new RPGs, hoping to counter quality (Final Fantasy VII) with quantity. Though Sega had reason to be worried after the very positive reception to the Ultra, the company didn't show it at E3, confidently promoting dozens of upcoming Saturn games, and for the most part, Sega's E3, while not the brash display of hubris that was Sega's E3 1996, did feature more quality games than the previous year, reassuring Saturn owners that they'd indeed bet on the right horse, at least for the moment.

    3Dfx had a major presence at E3, with nearly every PC game displayed at the show featuring some kind of “powered by 3Dfx” logo nearby. The company even had some comparisons between games on the new Ultra Nintendo console and PC games featuring 3Dfx technology. Not surprisingly, the 3Dfx games looked better, though to Nintendo's credit, on some games it was hard to tell.

    Star Wars had a big booth set up at E3 as well, not only to promote the VHS releases of the new “special edition” trilogy, but a host of new games as well, including the fighting game Star Wars: Masters Of Juyo on the Super Nintendo CD (which Rare also promoted in their press conference), Star Wars: Shadows Of The Empire on the Ultra Nintendo, Star Wars: Battle Of Despayre on the Saturn, and the PC game Star Wars: Jedi Knight Dark Forces II. Their booth was flanked by men in Storm Trooper costumes and women in Princess Leia's slave outfit from Return of the Jedi, which highlights another aspect of E3 that really grew that year: booth babes. The Duke Nukem booth was flanked with numerous scantily clad women, and even the Eidos booth had a scantily clad Lara Croft on display to talk about Tomb Raider II. It was the beginning of a controversial trend that would continue in subsequent E3s, to a much greater extent.

    Ultimately, the consensus Game of the Show was Super Mario Dimensions, with Goldeneye 007 considered a distant second. If videos are counted, Metal Gear Solid has a good case for being considered Game of the Show. Either way, E3 1997 symbolized the true beginning of the fifth generation, with the Super Nintendo CD pushed aside in favor of the Ultra Nintendo, while the Saturn continued unabated, on an inevitable collision course with Nintendo's new machine.

    -excerpted from IGN's E3 1997 article (based on this real-life article on IGN.com about OTL's E3 1997: http://www.ign.com/wikis/e3/E3_1997 )
     
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    The Pop Culture Of TTL's 1997
  • (It's time for the pop culture update! First off, obviously not EVERYTHING that was suggested is covered here, not for lack of trying but for lack of ideas. I really did want to do a lot more on anime but I just couldn't come up with anything good, I'll have to cover general anime trends in a later update once my mind's a bit less drained.

    Second, thanks to everyone for 200,000 views! We're one of only about fifty timelines in After 1900 to reach this milestone and that's thanks to all of our loyal readers, you guys have really kept us going with your great input and fantastic suggestions and ideas. There's plenty more Player Two Start to come!)

    -

    The Summer Blockbuster Season Of 1997

    Looking back, talk about 1997's summer blockbusters begins and ends with three films: Men In Black, The Lost World: Jurassic Park, and Batman and Robin. The latter two were highly anticipated sequels to some of the biggest summer blockbusters of all time, while the first was a major sci-fi comedy featuring the talented Will Smith. The Fresh Prince was fresh off of starring in the biggest blockbuster of 1996, Independence Day, and once again he was starring in a film about defending the Earth from aliens, though this one had a much quirkier and comedic tone. And, despite being the only non-sequel among the summer's big three tentpole films, Men In Black performed the best domestically with a $295 million North American take, just a shade less than Independence Day. While The Lost World: Jurassic Park was hugely hyped and scored the biggest box office opening to date with $75 million over its first three days, it failed to live up to the critical performance of the original Jurassic Park and finished with a $230 million domestic take. And while Batman and Robin was considered a good film (though not as good as Batman Forever) and a box office success with a $65 million opening weekend and a $200 million domestic box office take, it didn't match up to Batman Forever. It had to settle for being the third biggest hit of the summer, like Superman: Last Son Of Krypton had done before it. As for the summer's other box office films: The Harrison Ford action thriller Air Force One and the Nicolas Cage action flick Con Air both did rather well, with Air Force One soaring into fourth for the summer. Disney's Hercules, a rather loose interpretation of Greek mythology, taking cues from films like Rocky with its “zero to hero” motif and eschewing the dramatic pathos of the classic myths for the familiar Disney musical comedy formula, barely made it to $100 million domestically, the least lucrative Disney film since The Rescuers Down Under. Featuring the voices of Tate Donovan as the titular demi-god, James Woods as the fast-talking villain Hades, and Susan Egan as the voice of Hercules' love interest Megara, the film did well with critics but didn't receive the high praise achieved by previous Disney classics. The biggest sleeper hit of the summer was the horror film Event Horizon, starring Sam Neill and Laurence Fishburne. The movie, about a crew of a ship that falls into a rift in space and time and experiences horrors beyond imagination, did well with critics and even better with fans, scoring a $26 million opening and eventually making $150 million at the domestic box office, slotting in just behind Air Force One as the summer's fifth biggest hit and easily besting The Fifth Element, another space-based sci-fi film. The sixth biggest hit of the summer was the romantic comedy Surf and Turf, starring Sandra Bullock as a hotel manager at an exclusive seaside resort who falls in love with a surfer dude played by Matthew McConaughey. The film took in $130 million at the domestic box office. All in all, though 1997 didn't quite reach the stellar heights of the previous year in terms of summer box office success, it still has to be considered a pretty good summer. The only films that didn't work that summer seemed to be children's TV show adaptations: Sailor Moon: The Movie, a localized version of Sailor Moon R: The Movie, took in a paltry $8.3 million in its opening weekend and $25 million domestically, failing to match even the pedestrian gross taken in by fellow Fox Kids film Mighty Morphin Power Rangers: The Movie in 1995. And Nickelodeon's second feature film, The Pete and Pete Movie, serving as a sort of “finale” to the beloved TV series (bringing back beloved characters like Artie, the Strongest Man In The World), was well reviewed by critics (Siskel and Ebert gave it two enthusiastic thumbs up), but it only took in about $20 million domestically.

    Batman And Robin: Not Great, But Still Pretty Cool

    After the success of Batman Forever, Joel Schumacher was given free reign with the next Batman film, Batman and Robin. While he intended to keep the series “fun”, he also wanted to keep the subject matter serious as a way to pay respect to the classic characters and maintain the quality of the film franchise. For that reason, he decided to use Mr. Freeze as the villain of the fourth Batman movie, and cast Patrick Stewart to play the chilly character (Arnold Schwarzenegger was considered and the studio lobbied for him, but after a screen test, Schumacher decided that Arnold just couldn't cut it from an acting perspective and decided on the more serious and talented Stewart). He also cast Claire Danes as Barbara Gordon, daughter of Commission Gordon, who decides to become Batgirl after her father is injured after being taken hostage by the gangster Rupert Thorne (played by John Goodman) at the start of the film. Schumacher wrote the script in conjuction with Batman: The Animated Series writer Boyd Kirkland, with Kirkland and Warner Bros. deciding to combine the proposed plot of an intended direct-to-video Batman movie with Schumacher's live-action Mr. Freeze treatment (Kirkland would later write and direct a Harley Quinn animated film in 1999). Batman and Robin served as an origin story for Mr. Freeze, with Victor Fries fired from his job after attempting to illegally commandeer a medical lab to try and treat his wife Nora's incurable disease. At the same time, Batman and Robin (played by a returning Val Kilmer and Leonardo DiCaprio) are keeping the peace in Gotham, but the city is coming under an increased threat of crime due to the machinations of the crime boss Rupert Thorne. After a hostage situation leaves Gordon laid up, his daughter Barbara (who has already been training in martial arts under Gordon's insistance after we find out that Gordon's wife was murdered when Barbara was a young girl), who has been closely following Batman and Robin's exploits, decides to create her own superheroine identity (using seized items from her father's evidence locker to cobble together a costume and gadgets). Meanwhile, Fries tries to sneak into a chemistry lab to work on a cure for his wife, but after Batman and Robin go in to foil the break-in, an accident leads to Fries being unable to function without the creation of a special cryogenic suit. Now armed with an array of ice-based weaponry, Fries dubs himself Mr. Freeze and makes a deal with Thorne: Thorne will provide Freeze with thugs and money if Freeze provides him with weaponry to arm his gang. Meanwhile, Batgirl introduces herself to Batman and Robin, and a conflict emerges: Robin wants Batgirl on the team (partially because he's smitten with her), while Batman refuses to train her, not wanting to go behind his friend Commissioner Gordon's back. Batgirl proves herself capable in battle, and they are able to foil one of Mr. Freeze's robberies. However, she does sustain a cut in a fight, and Mr. Freeze scans the blood and realizes that Barbara is a perfect match for his wife's DNA, and that her DNA could be used to make a cure for Nora's disease. Freeze abducts Barbara and takes her to an underground lab he's built on an offshore island. When Thorne shows up, demanding that Freeze stop working on a cure and commit a robbery for him, Freeze kills him. Batman and Robin head in to rescue Barbara and stop Freeze, though Barbara proves to be more than capable of defending herself, escaping her cell and making trouble for Freeze. Finally, there's a confrontation between Mr. Freeze and the Bat-team. Batman, Robin, and Barbara get the upper hand, though in the middle of the fight, Robin and Barbara are separated from Batman. The two of them stumble on Nora's room as Batman battles Freeze. Barbara reads Nora's diary in which it's shown that she and Victor were a truly loving couple and that Victor deeply laments the prospect of losing her, and she agrees to undergo the operation (which is very risky but not necessarily fatal to Barbara) in order to save Nora's life, something to which Robin deeply objects but which he can't bring himself to force Barbara not to do. However, the fight between Batman and Freeze has led to a lot of destruction in the lab, and eventually it causes a chemical vat to break and the lab to begin self-destructing. Being defeated by Batman and seeing his life's work go up in smoke, Freeze begins to despair, but Barbara (carrying Nora over her shoulder) tells him it's not too late and that they can still save Nora's life if they can get to a medical facility in time. Freeze shouts that Nora's been out of cryo-stasis too long and that there's no hope for saving her now. He allows the lab to collapse on top of him as Batman, Robin, and Barbara evacuate, taking Nora and Fries' lab notes with them. The final scenes of the film depict Gordon recovering from his wounds, but none the wiser about his daughter's new secret identity. Nora is back in cryo-stasis at Gotham University's medical lab. After Dick Grayson and Barbara share a kiss in the Batcave (making it clear that she intends to keep being Batgirl), Batman is asked by Commissioner Gordon what he thinks about a recent development: Victor Fries is alive and has agreed to turn himself in in exchange for being allowed to finish his work on Nora and find a cure that doesn't involve risking an innocent person's life. Batman tells Gordon that justice must sometimes be tempered with mercy and that Victor Fries isn't a monster. Mr. Freeze is then shown working in the lab on a cure, the lab having been relocated to underneath Arkham Asylum. The final scene of the film shows Batman, Robin, and Batgirl running toward the screen, and then the credits roll.

    The film, though criticized for not being as deep as previous Batman films, still receives decent reviews (and a 71% rating on Rotten Tomatoes), and Warner Brothers begins work on Batman Triumphant soon afterward.

    -from “The Cinematic History Of Batman”, an article on SuperheroesOnFilm.com

    Titanic: Smooth Sailing, or Monster Mess?

    James Cameron's Titanic is finally nearing completion. The film, which reportedly cost $200 million to make, stars Matt Damon and Kate Winslet as star-crossed lovers aboard the doomed ship. Budget over-runs have plagued the film, but Cameron promises it'll be worth the wait. Originally scheduled as a summer 1997 tentpole, it's set to be released in December, and only time will tell whether it's a titanic hit or a mega-flop.

    -excerpted from a July 17, 1997 Associated Press report

    CGI Animation: The Wave Of The Future?

    Pixar continues to work on its next animated film: A Bug's Life, said to be about a colony of ants forced to provide food for hungry grasshoppers. The film is scheduled for a holiday 1998 release, and after the success of 1995's Toy Story, big things are expected from it. Pixar MAY be receiving some competition from the film company Dreamworks, who in 1996 signed on with Sony to produce a set of CGI animated films. Though Dreamworks' planned adaptation of the book of Exodus is set to be a traditionally animated film, its CGI film, about a whimsical group of monsters who start a haunted circus, is set for a Halloween 1998 release and could compete with A Bug's Life for family dollars. Sony is also set to collaborate with Nintendo on the hotly anticipated release of the Ultra Nintendo later this year.

    -excerpted from a July 30, 1997 Associated Press report

    -

    The 1997 NBA Playoffs saw the Bulls trying to win their second three-peat in seven years, while a rising tide of young superstars were rising up to try and take him down. Here's a brief summary of each series.

    (1) Chicago Bulls over (8) New York Knicks, 3 games to 0

    Just a few years before, these two teams were battling for the Eastern Conference title. But the Knicks had clearly faded and Jordan and the 65-17 Bulls were just too good.

    (5) Toronto Raptors over (4) Orlando Magic, 3 games to 1

    The Orlando Magic had had a tumultuous season, being involved in one of the ugliest brawls in NBA history after Dennis Rodman ran into the stands to attack a fan and Shaq punched out his former teammate Penny Hardaway. Rodman was no match for Derrick Coleman, who had played the 1996-97 season like someone had lit a fire under his ass. Meanwhile, the Raptors' awesome backcourt combo of rookie Ray Allen and Damon Stoudamire was too much for the plodding Magic to handle and the Raptors took Games 3 and 4 at home easily to move on.

    (2) Boston Celtics over (7) Indiana Pacers, 3 games to 1

    The Pacers suffered through injury woes that season, though there was a silver lining in that the repeated injuries to Mark Jackson gave rookie Steve Nash a lot of time in the starting lineup and he was particularly heroic in the Pacers' valiant effort to survive in Game 4, but in the end, Grant Hill, Penny Hardaway, and the Boston Celtics moved on.

    (6) Washington Wizards over (3) Miami Heat, 3 games to 2

    The Wizards, who'd changed their name from the Bullets at the start of the season, had Rookie of the Year Allen Iverson and little else, but that was still enough to overcome Alonzo Mourning and the Heat. Iverson was sensational, with a 42 point performance in the clinching game which included a spectacular block on Alonzo Mourning that even made the hometown Heat crowd gasp in excitement.

    (1) Golden State Warriors over (8) Minnesota Timberwolves, 3 games to 0

    Kevin Garnett had led his Timberwolves to a 42-40 record, but all that got them was a date with the dominant Warriors in the first round. Mitch Richmond, Tim Hardaway, and Toni Kukoc shredded the T-Wolves, while rookie Kobe Bryant made valuable contributions off the bench. All three games were blowouts.

    (4) Houston Rockets over (5) Seattle Supersonics, 3 games to 2

    Despite having Hakeem Olajuwon, Charles Barkley, and Clyde Drexler on the same team, the Rockets had struggled that year with some of the younger, fresher teams in the Western Conference, and this series was a battle. In the end, the Rockets survived.

    (2) Utah Jazz over (7) Dallas Mavericks, 3 games to 0

    Big rookie Marcus Camby helped lead the Mavericks back to the playoffs, but he couldn't overcome John Stockton and the Mailman. The Jazz swept.

    (3) San Antonio Spurs over (6) Phoenix Suns, 3 games to 1

    The Spurs had an injury scare with their leader David Robinson at the start of the year, but the injury only cost The Admiral a few games, and the Spurs finished the season with a 56-26 record, good for third in the conference. They beat the Suns in four.

    (1) Chicago Bulls over (5) Toronto Raptors, 4 games to 1

    Though the Raptors' young nucleus put up a decent fight against the Bulls in the two games that took place in Canada, the Bulls were far too good and won fairly easily here.

    (2) Boston Celtics over (6) Washington Wizards, 4 games to 1

    In a battle of the NBA's hottest young stars, two proved better than one, as Hill and Hardaway proved far too good for Iverson to handle. The Celtics won, setting up yet another Michael Jordan/Grant Hill showdown.

    (1) Golden State Warriors over (4) Houston Rockets, 4 games to 2

    This series was a bit of a coming out party for Kobe Bryant, who started at shooting guard in game 3 after Mitch Richmond went down with an injury in the Warriors' Game 2 loss. Bryant came up huge with 26 points in a close Warriors' win and once Richmond came back, Golden State was able to finish off the Rockets in six.

    (3) San Antonio Spurs over (2) Utah Jazz, 4 games to 1

    David Robinson and the Spurs dominated this surprisingly one-sided series, proving to be the better coached team. They would move on to the Western Conference Finals for a showdown with the Warriors.

    (1) Chicago Bulls over (2) Boston Celtics, 4 games to 3

    Once again, Michael Jordan beat Grant Hill, though it wasn't easy. The Bulls won Game 7 by two with a last second shot from Michael Jordan at the foul line, one of the best game winners of his career.

    (3) San Antonio Spurs over (1) Golden State Warriors, 4 games to 2

    The Spurs pulled off the upset in this series, closing out the Warriors in a thriller at the Alamodome. David Robinson once again proved to be the difference, averaging 31 points over the six game series and proving that the Warriors' center Rony Seikaly just couldn't compete with one of the best big men in NBA history. It was another tough sports break for Oakland, their Raiders had the first pick in that year's NFL Draft and were hoping for Peyton Manning, though Manning decided to stay in school.

    Chicago Bulls over San Antonio Spurs, 4 games to 2

    Despite a fierce fight from the Spurs, who split the first four games with the Bulls and nearly stole Game 5, Michael Jordan once again proved to be a champion. The Bulls took this series, their third straight NBA championship and their sixth in seven years.

    The 1997 NBA Draft

    The 1997 NBA Draft was all about one man: Tim Duncan, one of the greatest NBA prospects of all time out of Wake Forest. The Los Angeles Lakers had the seventh best chance to get Duncan, but their ping pong ball came up first, giving them Duncan and prompting the biggest accusations of draft rigging since Patrick Ewing went to the Knicks in 1985. The Lakers missed out on Shaq in the summer of '96, but Duncan seemed to be a fair consolation prize. Other notable draft picks included Keith Van Horn, who went to the New Jersey Nets at #2, Chauncey Billups, who went to the Philadelphia 76ers at #3, and Tracy McGrady, who went to the Charlotte Hornets at #6. The Orlando Magic attempted to trade troubled power forward Dennis Rodman for the pick, but the Hornets turned them down flat.

    -”NBA History: 1997”, from an article on Bleacherreport.com

    -

    The 1997-98 Network TV Season: A Brief Overview

    In the fall of 1997, NBC's “Must See TV” still ruled the roost, and that didn't change. Friends, Seinfeld (in its final season), and the medical drama ER were three of the highest rated shows on all of television, though Union Square and Veronica's Closet were also huge. In Union Square, NBC finally found a solid 8:30 PM show after canceling so many others for not being able to retain enough of Friends' viewers. Other NBC sitcoms that continued to do well were Mad About You and the Jay Mohr sitcom Fair Play, which starred Mohr as a high school sports referee, Ally Sheedy as his cooler-headed wife, and Ray Combs as the older brother of Mohr's character, a wise-cracking lawyer. On Fox, Married With Children aired its final season, which was essentially a straight-up spoof of the much maligned final season of Roseanne, where the titular character hits the lottery. In Married With Children, Al Bundy hit the lottery and won $100 million and things still went terribly for him: his business investments failed, his son Bud dated a gold-digging supermodel (played by Uma Thurman in a performance that ended up winning her Best Guest Actress In A Comedy), his daughter Kelly became a publicly ridiculed socialite (in an “art imitating life” moment that now seems prophetic in the wake of the fame of heiresses like Paris Hilton), and his wife Peg still got on his nerves. The season was highly praised (a highlight was Ted McGinley's Jefferson D'Arcy being killed off after being eaten while attempting to jump a shark), and in the end, Al had lost all his money, barely able to get back his old job as a shoe salesman in a series finale that was universally considered better than Seinfeld's (which saw the four main characters all tossed in jail after laughing at a man in the street instead of helping him). Fox's animated sitcoms The Simpsons and King Of The Hill excelled in the ratings as well. On ABC, Home Improvement continued its run as a standout hit, while the new sitcomThe Game Of Life, which saw Eric Stoltz as an energetic video game reviewer and hapless bachelor, was an unexpected rookie hit, finishing 21st in the ratings that year. For the most part, CBS largely lacked a major hit. Touched By An Angel took a dip in the ratings, though Suits And Ties, a drama featuring Bill Pullman as a ruthless businessman, was a sophomore success and CBS' highest rated show at 12th overall. The 1997-98 TV season is considered to be fairly unremarkable overall, despite two of the most famous sitcom finales of all time. It wouldn't be until the fall of 1998 that network TV would see what many critics now call “the last great network TV renaissance”.

    -excerpted from an article on zap2it.com on June 22, 2012

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    1997 didn't bring much in the way of change for Toonami. Cartoon Network largely stayed the course, keeping The Real Adventures Of Jonny Quest, Reboot, and Slayers in the line-up, though they did ditch Robotech in order to bring in Batman: The Animated Series, which aired in re-runs while the new seasons aired on Kids' WB. The line-up wouldn't see a major shakeup until 1998, in which three of the anime mega-blockbusters that continue to define the block for so many would make their Toonami debuts.
    -excerpted from an article on Toonzone.net

    While the first season of The Real Adventures Of Jonny Quest was largely grounded in realism, the second season saw a return to the more fantastical elements that had defined the original 60s series: the supernatural, the weird, and the otherworldly. The tonal shift in the series was accompanied by a recasting of the voice actors, including swapping J.D. Roth as Jonny Quest for Roth's high-school buddy and fellow TV personality Ted Crosley (in a bit of GameTV-related trivia, Brittany Saldita read for Jessie Bannon to replace season one's voice actress Jesse Douglas and nearly got the part, but it went to Jennifer Hale in the end), Rob Paulsen replacing Michael Benyaer as Hadji, John de Lancie replacing George Segal as Dr. Benton Quest, and Robert Foxworth replacing Robert Patrick as Race Bannon. The change was lauded by a few old-school Quest fans but criticized by others who had grown accustomed to the more serious tone of the new series and who were alienated by Jessie becoming more of a “damsel in distress” archetype in season two. For season 3, which aired new episodes on Toonami every Friday in the spring and summer of 1998, there was a reconciliation of sorts. Some fantastical elements would remain but the series returned to a more realistic and serious tone, and season 3 was largely considered the best season of the show by fans, especially its thrilling ending.
    -from an article on “Jonny Quest Central”, posted in 2013

    Cartoon Cartoons Make A Splash

    With Dexter's Laboratory moving from TBS to Cartoon Network, it joins two new cartoons to form the first lineup of Cartoon Network originals known as “Cartoon Cartoons”: Van Partible's Johnny Bravo, and David Feiss' Cow and Chicken. While Johnny Bravo is somewhat of a throwback to 60s and 70s animated comedies, Cow and Chicken is edgier, somewhat of a Ren and Stimpy clone in terms of tone and content. Cartoon Network is also in talks with Danny Antonucci and Seth MacFarlane about creating the next wave of Cartoon Cartoons that will likely debut sometime in 1998.

    -from an article in TV Guide, July 19-25, 1997

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    A new fantasy novel for kids, “Harry Potter and the Philosopher's Stone”, is making a splash across the pond with excellent reviews from various publications. Its initial small print run has sold out, though the publisher plans another, larger print run for general consumption later this year. No word yet on if the novel will come to the United States, but those lucky few in England who have read the book have enjoyed it and if it continues to sell well, it's likely to receive an American release at some point in the next year or two.
    -from a CNN report, October 10, 1997

    This new book, Harry Potter, it's quite intriguing and something possibly worth looking into? The book rights were bought before it was released but maybe the rights to a video game or movie are still up for grabs? An animated collaboration with Dreamworks might be a hit and the format would be perfect for animation.”
    -an e-mail from Olaf Olaffson to Ken Kutaragi on November 23, 1997

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    Nickelodeon SNICK Lineup (beginning September 13, 1997):

    8:00 PM- Rugrats
    8:30 PM- All That
    9:00 PM- Sam and Kira
    9:30 PM- Swashbucklers

    Nickelodeon's sci-fi show Space Cases was barely renewed for its 20-episode third season, which aired during the summer and fall of 1997 and early 1998. It was thought that the success of Swashbucklers would kill any chances the show, which had middling ratings, would have of renewal, but Nickelodeon wanted to keep airing a sci-fi show and so Space Cases was saved. The third season saw the crew continuing their journey through the backroads of the galaxy on the ship Christa in search of Earth, but things got complicated when they ran into a search party sent from Mars, led by Prince Senfa (played by young actor/model Greg Sestaro in his first major acting role). Senfa ended up joining the crew after being stranded from his party. Eventually (after a four-part arc that saw the crew ending up in Andromeda, giving Radu a chance to reunite with his family), they made it back to Earth's Solar System, barely ahead of the invading Spung army. Instead of returning home right away, the crew returned to their home planets one by one to rally them to the cause of defending their homes from the Spung. When Senfa returned to Mars (in a two-part episode praised as the series' best), he seemingly betrayed the team to the Spung, only for it to be revealed as a ruse (he was attempting to lead the Spung into a trap instead, nearly costing him his life) and for him to return to the crew. Eventually, the Christa's crew made it back to Earth, where they united the solar system's forces for an all-out battle with the Spung (that was depicted in a TV movie that aired on SNICK in February 1998). The series ended in spectacular fashion and became one of Nickelodeon's most beloved shows (though not as beloved as shows like Swashbucklers, which had a better reception from both critics AND fans).
    -excerpted from “Tales From 90s Nickelodeon”, an article on TVMemories.com

    -

    It's the British invasion all over again! But this time it's not a Fab Four, but a Fab Five: The Spice Girls, Britain's hottest pop band, are burning up the American charts, taking two songs to the top of the Top 100 in the first half of 1997 alone: “Wannabe” and “Say You'll Be There”, the latter of which is arguably the song of the summer (though the current #1, “Bitch” by Meredith Brooks, has topped the chart quite a bit longer). The Spice Girls aren't through yet, they're planning an American concert tour later this summer and they're currently in the process of filming their movie Spice World, which is set to debut in theaters early next year. Not only that, but the girls have signed an exclusive deal with Sega to produce a Spice Girls video game for the Sega Saturn, set to release in conjunction with the movie.

    -excerpted from People magazine, July 14, 1997

    Brittany Saldita: And now, as part of our takeover of GameTV, it's the GameTV debut of the Spice Girls!

    *The Spice Girls walk onto the GameTV stage as their song “Spice Up Your Life” plays, giving Brittany and Lyssa warm hugs and kisses as they take their seats.*

    Lyssa Fielding: Okay, it's one hell of an honor to have you guys on the show.

    Posh Spice: Well thank you both very much!

    Sporty Spice: I've got to ask you, do you have a favorite Spice Girl?

    Brittany: Well, I don't want to play favorites with you guys, but...I do have a bit of a preference for Scary Spice.

    Scary Spice: *laughing* Ha! Thank you!

    Lyssa: Do I HAVE to choose?

    Baby Spice: Well I guess you don't HAVE to choose...

    Lyssa: It's funny you say that because you're probably my favorite by just a little bit!

    Brittany: I think it's because you two look so much alike!

    Baby Spice: *laughing* Haha....I think when I grow up I'd like to look like Lyssa.

    Lyssa: *laughing loudly*

    Brittany: So how's it feel to be back in the US for the first time since your tour?

    Ginger Spice: Um, it's very nice here, we love the great reception from our fans all over the world.

    Sporty Spice: Yeah, it's really been amazing how well we've been treated by fans here in the States.

    Baby Spice: It's great! And I love this studio, it's so big and nice and cool in here.

    Brittany: It's a really fun studio to work in, for sure, but I imagine you guys have been in all kinds of studios.

    Posh Spice: Oh, definitely.

    Ginger Spice: Yeah, but this is one of the nicer ones for sure.

    Scary Spice: I love all the screens here, are those for all different kinds of games?

    Lyssa: Yeah, sometimes we put different games on them, other times we put things like, well, you guys since you're the guests of honor here.

    Posh Spice: I feel like I want to get a game started up in here, do you all have the new Sonic racing one yet? We were over at Sega and we got to play it and it was really cool.

    Brittany: It comes out next month I think.

    Lyssa: Do you guys like the new Bomberman? I love the new Bomberman game for the Saturn.

    Posh Spice: Oh, I'm no good at that one.

    Scary Spice: She blows herself up every time she plays, it's kind of sad really.

    Baby Spice: *makes a sad face*

    -excerpted from the October 14, 1997 episode of GameTV

    -

    By 1997, Fox Kids had ended its “Where Kids Kick Butt” campaign, and the fall lineup for that year reflected that, with action shows Sailor Moon and X-Men gone from the weekday schedule and relegated to Saturdays (with Sailor Moon airing entirely reruns after Saban neglected to pick up Sailor Moon S). 1997 became what some Fox Kids fans called “The Year of Girl Power”. Both of the new fall shows, the anime pickup Magic Knight Rayearth and the comedy Jane's Brain, created by and starring comedienne Janeane Garofalo, featured female main characters, meaning that the weekday Fox Kids lineup was 75% girl-centric shows (with The Buttkickin' Girls remaining on the block). Jane's Brain was Fox's latest attempt at giving a stand-up comic the chance to create their own show (after Howie Mandel's Bobby's World and Louie Anderson's Life With Louie). Jane's Brain was arguably better than both of them, the show about a teenage girl who finds a way (with her best friend) to venture into the weird spaces of her own mind was beloved by critics and a cult classic, but the edgy and hard to understand show was a ratings flop, and it was dropped from the weekday lineup by February 1998 (Magic Knight Rayearth lasted about a year longer). The surging Power Rangers Turbo (which got a boost from the well received film that depicted the death of Rocky, the Red Ranger) continued the series' ratings success, and The Buttkickin' Girls remained network TV's most popular cartoon (and TV's most popular overall behind Rugrats and Phineas and Ferb). The two shows would carry Fox Kids until 1999 saw the block finally pick up its next major hit.

    -excerpted from “The History Of Fox Kids”, on NostalgiaBase.com

    -

    (Author's Note: Big thumbs up to our reader Fardell for this next Daria part! He sent me a big list of slight changes to Daria's first season that reflects the butterflies ITTL, full credit for this upcoming list goes to him, he gave me the list of references to use and I've adapted them into this list. The GameTV part after the reference list is mine.)

    With Daria reflecting a lot of the late-90s cultural zeitgeist at the time, and video games a big part of that, they certainly played a role, albeit a small one, in the show. Here's a quick list of game references from the show's first season:

    Esteemsters (March 3, 1997):
    There is something that looks like an Atari 2600 in Jane's room when they're watching Sick Sad World for the first time. One of the background characters in the Self Esteem Class (the one who asks Mr. O'Neill about the essay that he was setting about 'How the world would be a sadder place if you weren't in it') has a tv shirt advertising GameTV.

    The Invitation (March 10, 1997):
    Brittany says that her father is getting her a 'Cronus', a game console in the Daria world (a reference to the real-world Sega Saturn).

    Cafe Disaffecto (March 24, 1997):
    Daria compares Melody Powers (the subject of her story at the Coffee House) to a 'video game heroine'.

    Malled (March 31, 1997):
    At least one video game store is seen in the Mall of the Millenium.

    The Lab Brat (April 14, 1997):
    Brittany mentions that Brian has been playing the 'Cronus'.

    Pinch Sitter (April 21, 1997):
    The Gupty parents tell Daria that she is not to bring any 'Gamepad' when she's babysitting their children.

    The Big House (May 5, 1997):
    One of the activities that Helen and Jake try to engage Daria and Quinn in while they are grounded is video game playing. (On a system that resembles a SNES-CD). Of course, the teens defeat their parents in those just as much as in the board games...

    Road Worriers (May 12, 1997):
    No game references in this one, just wanted to point out the great use of a song from Nirvana's album Stains in the background of a scene.

    The Misery Chick (May 26, 1997)
    Tommy Sherman compares Jane to a 'weird gamer chick'.

    Also of note is the occasional crossover between Daria and GameTV: the production staff of both shows were friends, with Daria's voice actress Tracy Grandstaff a close friend of several of the GameTV hosts. Five of GameTV's nine hosts showed up as voices on Daria at some point.

    Ted Crosley: Probably the biggest role out of the GameTV hosts, he had a recurring voice role as a minor character at Daria's school who had a bit more of a major role in two later season episodes.

    Alex Stansfield: Appeared in two episodes: one notable guest appearance as the science nerd Billy in a season three episode.

    Brittany Saldita: Only one episode but a very memorable role: she voiced Casey, a lesbian who had an unrequited crush on Daria in a season four episode that ended up being nominated for an Emmy Award (but lost to The Simpsons). Casey is regarded as among the best of the show's one-shot characters.

    Lyssa Fielding: Could have had the biggest role out of all the GameTV hosts (she very nearly got the role of Daria's sister Quinn but lost out to Wendy Hoopes). Ended up playing a minor character over six episodes in the fifth season, a sorority girl from a nearby college who befriends Jane.

    John Walden: Very minor season two role, plays the voice of the running back on the school's football team in one episode.

    -excerpted from “Elements Of Pop Culture in Daria (Part 2)”, an article on IGN.com, June 28, 2010

    -

    Star Wars Prequels Announced, Filming To Begin Soon

    With the special editions of the Star Wars trilogy all achieving box office success, it seemed only a matter of time before additional Star Wars theatrical releases were announced, and now that time has come. George Lucas and Lucasfilm announced that filming would begin on a prequel trilogy for Star Wars and that the first film of the prequel trilogy would be released in 1999. Lucas says that the films will take place a generation before the original trilogy and will chronicle the Empire's rise to power and the early life of young Anakin Skywalker before becoming Darth Vader. Few other details have been announced, but it's likely that Star Wars merchandise sales will increase greatly in the months leading up to the first film. Books in the “Expanded Universe”, which tell stories that take place separate from the films, have been flying off the shelves since the release of the special edition trilogy, and video game sales of the series are also high, with multiple games and an expansion of the popular computer game X-Wing vs. TIE Fighter are also scheduled for release over the next 12 months.

    -excerpted from an article in Entertainment Weekly, July 22, 1997

    -

    The controversial series South Park, which has shocked and offended many and has sent many others into convulsions of laughter, airs its third episode this week, following “Cartman Gets An Anal Probe” and “Weight Gain 4000”. In this week's episode, “Dinosaur Hunters”, which spoofs the popular film The Lost World: Jurassic Park and the hit video game Turok: Dinosaur Hunter, Dr. Mephisto accidentally unleashes a horde of mutant dinosaurs on the hapless citizens of South Park, and it's up to Cartman and the kids to stop them, namely by arming a local Native American and sending him to hunt down the dinosaurs. Actor/Native American activist Russell Means has pre-emptively sent a letter about the upcoming episode to various media organizations in anticipation of stereotypes it seems to depict in promotional material released by Comedy Central. No doubt this week's episode will add fuel to the fires of controversy that South Park has already kicked up in its first two episodes.

    -from an article in the August 26, 1997 issue of USA Today

    -

    June 30, 1997

    Kurt Cobain hadn't expected to find himself in Memphis, but on the invitation of his fellow musician, he'd come out and found himself having quite a good time. Now, under the starry skies, he sat down next to the Mississippi River as his fellow musician Jeff Buckley sat down nearby.

    “So what's the progress on your next album?” asked Jeff, who'd been wrapping up work on an album he expected to release by the end of the year.

    “None,” Kurt replied, almost laughing at himself. “I've just been taking it easy. I got enough money that I never have to write another song again. Can you believe it?”

    This time, Kurt didn't stop himself from laughing. Jeff laughed too.

    “You write music, you get paid. All you gotta trade away is....fuckin' everything, pretty much,” said Kurt, shaking his head.

    “Shit, I'm sorry,” Jeff replied, putting down his guitar and looking over at his friend. “You okay?”

    “Yeah, don't worry about me,” said Kurt, leaning back and looking up in the stars. “I'm in a much better place than I was three years ago, that's for sure. But still....damn, I don't know if I'm ever gonna feel like doing another album.”

    “Well, you said it yourself, you don't have to. How's things going with Kathleen?”

    Jeff was referring to Kathleen Hanna, who Kurt had been meeting up with regularly over the past couple of years.

    “Still friends but....we didn't hook up again. She's cool though. I like talking to her, she's got her head on straight, not like me most of the time. Actually....I've been seeing Courtney again.”

    “Didn't she try to stab you that one time?” asked Jeff, referring to the well publicized incident just before Kurt had gone into rehab. “You sure you can be with a woman like that?”

    “I think a woman like that's just about the only woman I know how to be with,” said Kurt, laughing again. “Besides, she's mellowed out too. Shit, she won't stop apologizing to me. I think we're gonna get back together.”

    Now Jeff was the one laughing, but he was happy for his friend. If Kurt says Courtney had mellowed out, Kurt was probably right.

    “I just gotta watch it with the games around her,” Kurt said with a smile.

    “Hey, being with her, you don't need a video game for excitement.”

    Jeff stood up and walked down toward the river.

    “Speaking of excitement, I think I'm gonna get in the water.”

    “You be careful,” said Kurt. “Your buddies told me you almost drowned a month ago.”

    “Well this time you're here, you can be the lifeguard.”

    “Shit, fine, but I'm not taking off my clothes to get in there.”

    “Well neither am I!” Jeff said with a laugh, running into the river without taking off a single thing. Kurt just rolled his eyes and looked back up at the stars, listening to the sound of his friend's laughter as he thought about where he was in his life. Thirty years old and still one of the biggest music superstars in the world. It was still a tough life, knowing every word he wrote and sang would be endlessly scrutinized and that the media would never stop following him around...but even then, he could escape to peaceful moments like these.

    And if he found enough of those peaceful moments, he might actually find time to start writing songs again.

    -

    In Littleton, Colorado, Polly Klaas had just finished watching that evening's episode of Daria. She'd liked seeing Daria and Quinn school their parents at video games...she too could easily beat her parents in them, but then again her parents hardly ever played them. As she called her friend to talk about the latest episode, her thoughts never once wandered to that angry boy Eric she'd become acquainted with back at Columbine. The two had seen each other a few more times that year, and they'd even had a couple more brief conversations. She'd also become acquainted with Eric's friend Dylan, who seemed troubled in his own ways, though not as deeply as Eric was. The two of them were friendly to her, though they seemed angry whenever they looked at a few of the girls Polly considered to be her friends. Polly knew some of her friends said cruel things about boys like Eric and Dylan, and had begun asking some of them to stop, though most of them didn't. Polly's closest friend, Caitlyn, had never picked on boys like them, or anyone for that manner, and she was glad that she at least had one friend she didn't have to lecture about how to treat their fellow students.

    “I think there's only a few new episodes left,” said Caitlyn. “I hope it doesn't get canceled, it's a really funny show and the way Daria handles her problems is really amazing.”

    “I know, the show's so much like our school it's kind of creepy,” said Polly with a giggle. “I think dad's gonna let me go to the mall with you tomorrow, you still wanna go?”

    “Yeah, my brother's birthday is coming up, he wants this game....it's like a fantasy video game, Seekers Of Exion or something like that?”

    “....oh! Starseekers of Exion, that's the game I got in the mail from Nintendo this month!”

    “Are they still sending you games?”

    “Yeah, but I don't play as much as I used to, not enough time....this game is going to take me forever, I can already tell....hey....maybe....you think your brother would mind if he got a slightly used copy?”

    “Huh?”

    “I could give you the game and you could wrap it up and give it to him.”

    “Oh... no, Polly, you can't do that, I can't ask you to-”

    “I played it for like an hour and gave up, it's okay. I should've picked something else. You can have it, it's totally okay, I know he'll enjoy it more than me!”

    “Wow....you're awesome, Polly, seriously you are.”

    “Don't worry about it Katie...”

    “You are the freakin' best, I'm not kidding! Oh, I have to go.... I'll see you tomorrow okay?”

    “Yep, I'll see you then, good night, Katie!”

    “Night!”

    Polly set the phone down on the receiver and smiled, glad that she could do that small thing to help her friend. She didn't know it yet, but one day, she'd have a chance to help more people than she could ever possibly imagine.

    -

    July 1, 1997

    Steve Jobs sat down in his office, still not yet used to being back at Apple. After having his company NeXT acquired by them earlier in the year, he'd been brought on as a consultant, but later was named the company's interim CEO. Now he was back at the company he'd helped to found, which was currently going through one of its roughest patches to date. The company was in financial trouble, though it had sidestepped numerous potential disasters: most notably, the entry into video games that was about to sink the Japanese toymaking giant Bandai. Still, Apple was slowly bleeding money, and Jobs knew that Apple's future lay in whether or not NeXT's operating system could catch on with users. He was still seated at his desk when his secretary entered the room.

    “Mr. Jobs, it's someone on the line, I think you'll want to take this call.”

    Jobs nodded, and his secretary routed the call to his desk. He picked up the phone.

    “Steve, this is Bill....Bill Gates, from Microsoft.”

    Over the next hour, the two men discussed the deal that would give Apple enough money to keep them solvent and would put Microsoft Office and Internet Explorer in Apple's computers. But one of the subjects that came up was something that Jobs was still highly skeptical of.

    “So, what do you think about computer games, Steve?”

    “Well, you know... I feel like Apple's strength lies elsewhere. Let's be honest, people don't buy Apple computers to play games on them.”

    “I understand that, but people who buy computers like to play games. Didn't you almost get into the video game business?”

    “I wasn't even with the company then, but I would've said no to Bandai too. You saw what happened to them. One of the biggest toy companies in the world, they try to go into video games and now they're about to go bankrupt. I'm surprised you're not trying to buy them up too.”

    “Honestly, I thought about it,” said Gates. “But the thing is, video games are still a growth industry.”

    “There's only room for two companies in that industry. Hell, there's barely room for two companies in this one.”

    Gates laughed.

    “I know, I know. It's just... maybe if we put our heads together. Maybe we could make something happen. Think about it.”

    Jobs was already thinking about it. Between Microsoft and Apple, undoubtedly the two companies could come up with an impressive console. But Jobs had heard the news coming out of E3. The new Nintendo and Sony console looked like the tech product of the year. They could drive Sega out of the industry, just as Microsoft was threatening to do to its competitors.

    Maybe, just maybe, if Sega ever faltered, there'd be an opening.

    “The answer's no,” said Jobs. “Next topic.”

    “Just a thought, just a thought,” Gates replied. “And you're right, let's change the subject.”

    Steve Jobs didn't come back to Apple to bury it. And if he got into the game business, that's exactly what he'd be doing.

    But he was always thinking.
     
    July 1997 - The Saturn's Year Of The RPG
  • Windborn could've been a Super Famicom CD game, certainly. Or it could have been an Ultra Nintendo game. During development, we reached a sort of awkward phase where the game was too advanced for the Super Famicom, but it wouldn't look good enough on the Ultra Nintendo. That was when the decision was made to consider making it a Saturn game.”
    -Daigo Ashakawa, president of ArkiTek Software

    On the surface, the Saturn should have been the greatest JRPG machine of all time. No console on the market could do both 2D and 3D so seamlessly. Even with the rise of 3D RPGs kicked off by games like Planetary Probe and Final Fantasy VII, Windborn proved that the Saturn was an incredible system for old-school 2D JRPGs.”
    -Alex Stansfield in a blog entry on January 27, 2013

    Tales of the Seven Seas was such a huge success that we had to make another one before we moved on to the Ultra. With the weight of the unknown lifted off of our shoulders, we just did more of what worked the first time. Luckily, it worked for us again.”
    -Mark Cerny

    This is a game meant to test the player's mind and courage. The graphics don't need to be cutting edge in order to do that.”
    -Masahiko Sato, creator of Intelligent Qube, on why he chose to create the game for the Super Nintendo CD in lieu of waiting for the Ultra Nintendo or designing it for the Sega Saturn

    I think in all the hype over the Ultra Nintendo, people don't realize that Nintendo's still selling nearly a million Game Boys a month. So the right game could do very, very well.”
    Matt Bozon, co-creator of Shantae

    With you, I am home.”
    -Hane, Windborn

    Remember, stealing without a care is what I used to do. I'm protecting the people of this city now. I....I don't know if I'm up to leave anymore...”
    -Dona, Tales Of The Seven Seas 2

    -

    Disney's Hercules

    Dan: 6.0
    Shoe: 7.0
    Crispin: 5.0 (quote: “A fairly mediocre platformer with little of the movie's charm.”)
    Sushi-X: 5.0

    Intelligent Qube

    Dan: 8.0 (quote: “A wickedly tough puzzler that will definitely test your brains.”)
    Shoe: 8.0
    Crispin: 7.0
    Sushi-X: 7.5

    RayStorm

    Dan: 8.5
    Shoe: 9.0 (quote: “This shooter has some of the best graphics I've ever seen on the SNES-CD. Taito really knows how to squeeze every drop out of this system.”)
    Crispin: 8.0
    Sushi-X: 9.0

    Syndicate Wars

    Dan: 7.0
    Shoe: 7.5 (quote: “Definitely a decent port, but limited in comparison with the amazing PC original.”)
    Crispin: 7.0
    Sushi-X: 7.0

    Tail Of The Sun

    Dan: 6.0
    Shoe: 5.0
    Crispin: 5.0
    Sushi-X: 6.0 (quote: “I like how much freedom this game gives you but there's really not all that much to do.”)

    Slaughterbox 2

    Dan: 3.5
    Shoe: 5.5
    Crispin: 3.0 (quote: “This sequel is a big step back from the original and that's a real shame.”)
    Sushi-X: 3.0

    Tales Of The Seven Seas 2

    Dan: 9.0
    Shoe: 9.0 (quote: “This game picks up right where the awesome original left off. It remains one of the top game franchises out there.”)
    Crispin: 9.0
    Sushi-X: 9.0

    -reviews of July 1997's SNES-CD games in the August and September 1997 issues of Electronic Gaming Monthly

    -

    Tales Of The Seven Seas 2: The Basics

    Tales Of The Seven Seas 2 is the sequel to the pirate-themed 1995 hit Tales of the Seven Seas, published by Sony and devloped by Naughty Dog. The game takes place a year after the first game and features the same seven playable characters: Erick, Dona, Victoria, Creel, Albert, McKenna, and Jack, returning from the first game with largely the same abilities and skills, with a few new ones added in. Graphically, the game is largely the same as the first, though with a few added 3-D effects, the game is considered one of the best looking games to appear on the SNES-CD, and, like the original game, features a CD audio soundtrack and fully voiced dialogue. This time, instead of sailing on a ship for the majority of the game (though the seven characters still have their ship and travel on it from time to time), the game largely revolves around the bustling town of Port Seashell, the characters' main base of operations. Instead of wandering the ship talking to characters between missions, you can now wander the town and visit various places there, which, like in the original game, leads to dialogue trees and potential new missions. This game is a bit smaller in scope than the original, there are around 85 missions total, of which you'll complete somewhere between 20-30 if you take the straightest path through the story. There are once again endings for each of the main characters depending on the relationships formed during the game, though, like the original game, they're all “good” endings for the most part. The easiest ending to obtain and the “canon” ending is Dona's, as the main storyline somewhat revolves around her.

    It's a year after the end of the first Tales of the Seven Seas, and Erick and his friends have found a port of call: Port Seashell, a relatively peaceful town that's home to pirates and refugees from all over the seas who are looking for downtown or somewhere stable to live. In Port Seashell, however, Dona has found her mother, father, and younger sister, all of whom she thought had died. The remainder of the crew wants to get back to sailing the high seas, but Dona is slowly reconnecting with her family and is thinking about settling down with them again. All of this is complicated by the arrival of Silverbeard, a vicious pirate captain who is launching raids on Port Seashell in search of information about an ancient hoard of gold that lies buried somewhere on a nearby island. The action of the game largely revolves both around doing favors for townspeople in Port Seashell and stopping Silverbeard from collecting clues to the treasure (and also defending the town). Over the course of the game, you'll battle various members of Silverbeard's crew (and in some paths you can turn them to your side as allies). Depending on how the story goes (and in the canon and most common branches taken by players), one or both of Dona's parents die at the hands of Silverbeard, and Dona's younger sister is kidnapped by him at the end of the story to be taken as his bride, leading to the final confrontation with the deadly pirate in an ancient fortress where the great treasure is buried. After Silverbeard's defeat, Port Seashell is made peaceful once again. Dona realizes that her true destiny lies on the high seas with her friends, and the crew once again sets sail for their next adventure...

    Tales Of The Seven Seas 2, despite not QUITE reaching the same commercial success as its predecessor, is still one of the top selling new release games of the year and is fondly remembered as one of the last great hits on the Super Nintendo CD. It's also as well reviewed as its predecessor, with mostly 9s and even a few 10s. It doesn't kick off another huge pirate boom like the first game did, but it does solidify the series as one of Nintendo's best video game franchises.

    -

    Sonic Fighters

    Though Sonic fans will undoubtedly welcome this game, it's a clear disappointment compared to the Saturn's other excellent fighting games. With a rather basic battle system, clunky graphics, and a poor single-player mode, Sonic Fighters seems like more of a quick cash-in than a worthy entry into the fighting game genre for Sonic and his friends. We liked the robust character selection and some of the neat special moves, but if you're looking for a serious brawler, look elsewhere.
    Score: 6/10

    Hexen

    id Software does it again with another outstanding port to the Saturn. The haunting caverns and dark corridors of Hexen look great on the Sega Saturn, and the atmospheric soundtrack is perfect. It plays a lot like Turok but with a medieval twist. Though the graphics won't blow you away like Turok's did, the game itself is fun, challenging, and scary, and another outstanding first person shooter for the Sega Saturn.
    Score: 8/10

    Shinobi X

    While we wish Sega had done more to make this game stand out from the rest of the hack-and-slash beat-em-ups out there, Shinobi X is still a fun, fast-paced sidescroller with lots of different weapons and some killer boss fights too. It's one of those old arcade games that needed an update, and if you enjoyed the original, this is a borderline must-play.
    Score: 7/10

    Windborn

    In conclusion, this is an outstanding, epic RPG that stands among the best of all time. It's worthy of being compared to the classics on the Super Nintendo RPG, and now the Saturn has a classic to call its own. It features beautiful graphics, an engaging quest, a challenging but rewarding battle system, and one of the most emotional storylines we've ever experienced. Make no mistake, this is the game to beat for RPG of the year.
    Score: 10/10

    -excerpted from reviews of July's biggest Saturn games, featured in the August 1997 issue of Official Saturn Magazine

    Windborn – The Basics

    Windborn is a JRPG for the Sega Saturn, published by Namco and devloped by ArkiTek, a Japanese software developer (original to TTL) that got its start producing a few obscure games for the Super Nintendo CD, mostly RPGs and puzzle games. Windborn was also originally planned as a late SNES-CD game, but after ArkiTek realized that the game's advanced 2-D graphics wouldn't be possible on the SNES-CD and that the game might become lost amongst the Ultra Nintendo hype, the company switched to developing for the Saturn and signed on with Namco as a publisher. The game features entirely 2-D sprite graphics with animation and detail unparalleled in any console game before, made possible by the Saturn's 2-D graphics chip. It also features about 15 minutes worth of anime cutscenes and a large amount of fully voiced dialogue (which is performed mostly by semi-professionals, though a few voice actors who dubbed anime at the time like Tiffany Grant and Kimberly Yates also voice major characters in the game). The game also features a large soundtrack including two vocal songs, one performed about halfway into the game and the other performed over the game's credits. The game's battle system is largely traditional JRPG fare. There are eight playable characters in all with four spots in the party, three are open spots and one MUST be filled by the character Hane, the young girl whom the others are escorting throughout the story (occasionally Hane is gone from the party and this spot can be filled by someone else, but when she's there, she must be in the party). She's a decent spellcaster and healer, though she's defensively weak in terms of HP and defense stats. If Hane is knocked out in battle, you have a limited number of turns to revive her, if she's not revived by then (the number of turns you can take increases as the game goes on, however, certain enemy actions can reduce the counter), it's a game over. You can use healing items (fairly plentiful) or spells to revive her, if you don't have any of those, the other party members can all burn their turns to revive her as well (however, this can only be used a limited number of times per battle). However, there is a mechanic introduced about a quarter of the way through the game where Hane will fuse with another party member for the duration of the battle (or until the fused character is knocked out). You can do this in almost any battle with any other party member. The fused party member gains a slight stat boost and a unique ability (or in some cases multiple abilities) only accessible through this fusion mechanic. In most major battles, it's recommended to fuse Hane with another party member to gain these abilities, the power of the fused party member exceeds what Hane and the original party member could do alone.

    The game starts by introducing the “People of the Wind”, who are given life by the winds that encircle the world and are tasked with nurturing and protecting normal humans and all life on the planet. They live in small, nomadic tribes, watching over people and protecting the weak. However, a warrior prince named Mizashi became very strong and began to conquer all other nations. When the Windborn began to interfere with his conquests, he began to slaughter them, and used his popularity to convince his people that the Windborn were evil and sought to stop all progress, leading to a wholesale slaughter of the Windborn. Mizashi eventually gained enough power to bend the winds to his will, stopping the birth of new Windborn and killing all the rest until there was only one left... a nine-year-old girl named Hane. Hane, however, was captured by a group of mercenaries from Dokaru, one of the last remaining free kingdoms left after Mizashi has conquered most of the globe. One of these mercenaries, Tengu, is the main human protagonist of the story, and when he realizes that Dokaru's king wants Hane's powers extracted through torture, he decides to betray his fellow mercenaries and run away with her, which starts the action of the story. As Tengu travels, he meets with various other people who wish to help Hane. The heroes are searching for a secret underground palace that Hane says holds the secret of the Windborn's power. Meanwhile, the heroes are fugitives, both from Dokaru's forces and from those of Mizashi, who will stop at nothing to see Hane dead. As the journey goes on, Tengu, Hane, and their allies venture to various places around the world, all the while growing closer to this mysterious and precocious girl. Eventually, Tengu and his friends are able to lead a coup to replace the king of Dokaru with a benevolent princess, Asari. However, the night after the coronation, Mizashi overruns the Dokaru capital, and Asari, who Tengu had fallen in love with, is executed (Tengu is about to lunge at Mizashi but his friend Nara, a young woman who ends up being Tengu's true love later in the game, knocks him out before he makes a suicidal charge). The journey continues, until finally, about two-thirds of the way through the game, Tengu's party reaches the underground palace at the same time Mizashi does. After a great battle, the secret of the fortress is revealed...the fortress was the pinnacle of Windborn civilization and was home to King Shaman, leader of the ancient Windborn...but to the horror of Hane and the others, Shaman was a cruel, conquering king who was just as bad as Mizashi, and was sealed away by the gathered peoples of the world, with those survivors of his empire, the few surviving Windborn, vowing to atone for their deeds by using their power to help the peoples of the world. Now that the Great Windborn King has been unleashed on the world, he is seemingly unstoppable. Over the next part of the game, Mizashi and his armies are beaten back by King Shaman's assault, while Tengu, Hane, and their friends try to stay out of their way while scouring the world for a way to stop Shaman once and for all. Eventually, the entire world is overrun, with only Mizashi's capital city holding out against Shaman's forces. Mizashi, at the end of his rope, makes a deal with the heroes: he will use what he knows about the Windborn to give Hane the power to defeat Shaman. With no other options, the heroes are forced to trust them, and of course, Mizashi betrays them, instead seeking to take Hane's power for himself. This leads the heroes to mount an assault on Mizashi's palace and in an epic battle, the party defeats Mizashi and then Tengu beats Mizashi in one-on-one combat, avenging Asari and saving Hane. However, the turmoil allows King Shaman to break through the walls of Mizashi's city, and though the heroes save who they can, the city is overrun and a good portion of its inhabitants are slaughtered. However, there is one final secret that the Windborn kept, and it will enable Hane to defeat Shaman. The heroes make one final assault on Shaman's grand tower, battling his most powerful lieutenants along the way, including a zombie-like remnant of Mizashi, before finally confronting Shaman and defeating him in an epic four-stage final boss battle with four different unique final boss themes. After Shaman is defeated, however, Hane realizes that to truly annihilate him she must give up her life. Hane, after taking a piece of strength from every one of her friends, ascends to her true form as the Windborn Goddess, obliterating Shaman and his evil once and for all. Shaman is destroyed, but Hane is gone, having given up her life to defeat him. Tengu and his friends, though happy to have saved the world, also remember their friend, who, while no longer alive in her human, physical form, still lives on every time they feel the wind floating through the air.

    Windborn is known as one of the best RPGs of the year (and among some critics, THE best RPG of the year). It receives immense praise from critics with mostly 9s and 10s, including becoming the first Sega Saturn game to achieve a 40/40 from Famitsu. The game's sales, while mediocre when compared with mainstream Saturn hits, are still strong for a JRPG, with around 140,000 sales in North America, around 90,000 sales in Europe, and over a million sales in Japan. It's concluded that while the game might have sold somewhat better on the Super Nintendo CD, it would not have been quite as good. The game establishes the Sega Saturn as a viable system for JRPGs, and it's only the first major JRPG to be released for the Saturn that year...

    -

    Meanwhile, Sony's software success continues with Intelligent Qube on the Super Nintendo CD. It's the first puzzle game published by Sony, and it's received excellent reviews from media outlets around the world for its tense, challenging gameplay. The game has the player running around a flat plane as a large wave of blocks of various colors slowly rolls toward them. The player must clear these blocks before they reach the player's character and topple him over, which then triggers blocks to fall off the platform the player is standing on. If he falls from the stage, it's game over. The game then estimates the player's IQ based on their performance. The game's graphics utilize psuedo-3D to create the effect of a large, open plane as the blocks slowly roll toward the player, and though they're relatively simple, the game has been praised for creating a reasonable illusion of three-dimensional space. Though Sony is gearing up to begin releasing games for the Ultra Nintendo, including the platformer Crash Bandicoot at the system's launch, the company still has a strong lineup of games for this, which is largely considered the last year of major marquee releases for the Super Nintendo CD. Other SNES-CD games planned by Sony include Parappa the Rapper, which has the player controlling a cartoon dog who attempts to keep up with the rhythm and lyrics of various music instructors.

    -excerpted from an article in the August 1997 issue of Next Generation

    -

    And while Bullfrog, the company he helped to found in 1987, is launching Syndicate Wars on the Super Nintendo CD this month, a port of the successful PC game, Peter Molyneux says that he plans to leave the company after this month's release of Dungeon Keeper, also on the PC.

    “I think I've accomplished just about all I can there, and it's time for me to enter a new chapter of my life,” said Molyneux, who continued to design games over the past decade while occasionally moonlighting as a correspondent for various video game publications. “I'll still be designing games, but they'll be entirely different from what I was doing with Bullfrog.”

    When asked if the new generation of console hardware held any promise, Molyneux did heap some faint praise on the upcoming Ultra Nintendo.

    “I think the system is designed with big games in mind, big ambitious games and that it'll be capable of handling most of the big computer games over the next few years.”

    However, when asked if he would be designing games for Nintendo's new system, Molyneux was somewhat ambivalent.

    “I still think the true potential of gaming lies with the home computer. The consoles, even the cutting edge ones, lag a bit too far behind. But if someone gives me an opportunity, who knows? But look at Syndicate Wars on the Super Nintendo CD. The poor thing can barely handle it. It's a shame because the original game was something I'm really proud of. It's good that Nintendo's moving on. Hopefully they've futureproofed the Ultra better than they did their last gaming device.”

    With Molyneux moving onto greener pastures and Syndicate Wars launching to fairly tepid reviews, Bullfrog is at a time of transition, but the man who helped start the company says his old team will be just fine.

    “They're the best group of guys in the world to work with. This leaving's not a knock on them, I just felt I needed a new challenge. I wish them all the best.”

    -excerpted from an interview on Gamespot.com, July 29, 1997

    -

    With many of the headlines focused on the Saturn and the upcoming Ultra Nintendo, Nintendo's little device that could, the Game Boy, continues to quietly chug along. Having released a new iteration of the console last year, the Game Boy Color, the system's been experiencing a bit of a mini-renaissance. The Squaresoft RPG Sydonia released in April to favorable reviews. The system has also recently seen a couple of adaptations of SNES-CD hits. Deadman Sam's Skeleton Crew is the sequel to 1995's portable Deadman Sam adventure, while VideoVision: Remote Wars is a small-screen version of the 1996 hit that many critics say is even better than the original. Donkey Kong Land 3, based on Nintendo's Donkey Kong Country 3: Dixie Kong's Double Trouble, releases this fall and looks quite good in screenshots. The game is said to be designed for the Game Boy Color from the ground up, and is planned as the second Game Boy Color exclusive title. The first? This month's Shantae, a platformer/adventure title developed by WayForward, best known for 1995's Nightsquad. Shantae is significantly more lighthearted, it's a fantasy action romp featuring a genie with the ability to swing her hair to battle enemies and gain access to secret areas. The game features graphics better than any previous Game Boy title, comparable to many Super Nintendo cartridge titles and with an excellent soundtrack that takes full advantage of the new Gameboy's Sony-powered chip. What lies beyond for the little Nintendo that could? Zelda fans clamoring for a new portable adventure won't have to wait much longer: The Legend Of Zelda: The Mystic Mirror comes to North America in Spring 1998. And what of Pocket Monsters, the franchise taking Japan by storm? While Nintendo has confirmed that the game will come to North America eventually, news is only very slowly trickling out of Japan, showing that Nintendo's in no hurry to let their portable hit go international. It's likely that the company is holding back news until after the release of the Ultra Nintendo, so as not to let the game get lost in the wake of the new console's big debut. It's most likely that Pocket Monsters will come to the west sometime in 1998. That's no consolation to Japan-watchers salivating at every bit of news of the franchise's success, but it appears that Game Boy Color owners will have no shortage of games to tide them over until then.

    -an article that appeared in the September 1997 issue of GamePro

    -

    Alex Stansfield: Windborn is, full-stop, the best RPG since Tale Phantasia. It's a tremendously epic game filled with adventure, challenge, lots of side-quests and a huge world to explore. It's also a deeply moving story involving fantastic characters. It's a must-play for all Saturn owners.

    Brittany Saldita: Yeah, it's just an incredible game. I was blown away by how beautiful everything looked. The animation on the characters and the enemies was just superb. So much detail in all the backgrounds...I mean, this game arguably looks better than Final Fantasy VII. I think if you enjoy that sort of classic style 2-D, this is just about as far as you can go with it. It's incredible.

    Alex: And I wasn't expecting much from this game. I liked playing it at E3, but I thought it'd be just another fantasy RPG. I never expected anything like this, especially from Namco.

    Brittany: Yeah, they've been on fire this year, haven't they? Usually they just put out games about people punching each other, this is a nice change of pace.

    Alex: Well, we enjoy the games about people punching each other, but yeah, this kind of game is something we've never seen from them before and I love it.

    Brittany: Is the Sega Saturn really becoming an RPG powerhouse? You've got this game, you've got Blood Omen....

    Alex: Remember that old Saturn commercial where they bashed RPGs?

    Brittany: Yeah, we've come a long way. Though, you know, they'll bash pretty much anything Nintendo does.

    Alex: Nintendo should do a game about breathing if they really wanted to show Sega up. Or a game about pooping. Watch all the Saturn guys going around with their butts clenched, like *scrunches up his face* Saturn does....*groaning* what Nintendon't....nnnnnnggh....rrrrgggh.....

    Brittany: *giggles* Sega usually gets better results from doing what NintenDOES rather than what they don't.

    Alex: Go figure. I give this game a 5 out of 5.

    Brittany: I'm also giving it a 5 out of 5. Windborn is a beautiful, amazing game. FINALLY, a great old school style RPG on the Saturn!

    Alex: I love it! *a siren sounds* And you know what that means?

    Brittany: Another one for the wall?

    Alex: You got it!

    *Alex and Brittany, accompanied by Ted, Lyssa, Gary, and John, mount a framed copy of Windborn up on the Hall of Fame Wall*

    Alex: And there we go.

    Brittany: Windborn, the newest member of the GameTV Hall of Fame. Way to go!

    (…)

    Gary Westhouse: So what's the verdict on Shantae?

    Lyssa Fielding: I like it! Girl's got style, whipping her hair all around like that... *she tries to whip her hair like Shantae's but only ends up with a sore neck* Ooohh, you'd get whiplash REAL easy. *groaning and holding her neck*

    Gary: Reminds me of my days headbanging at Metallica concerts.

    Lyssa: Yeah, guess since she's a genie she can do that without any lasting health problems.

    Gary: That and the way she just constantly swings her hips back and forth, even when she's standing still. Somebody give that girl a hula hoop!

    Lyssa: Yeah, she just goes around and around, and around...

    Gary: This game kicks a lot of butt though. It looks GREAT for a handheld game.

    Lyssa: Easily the best looking handheld game I've ever seen. Holy crap!

    Gary: Yeah, it looks like it could be an early Sega Genesis game even.

    Lyssa: Well, good graphics don't mean anything without great gameplay, and Shantae's got butt kicking, exploration, platforming, she's got it all. I'm giving Shantae a 4.5 out of 5.

    Gary: And I give it a 4. Definitely one of the best Game Boy games of the year.

    -excerpted from the July 8, 1997 episode of GameTV

    (…)

    John Walden: Damn, this guy's got skills!

    Ted Crosley: Yeah, but Shinobi X was largely a dud for me. I'll give it credit for taking the great gameplay of the original arcade title and adapting it pretty well for the Saturn, but when you get over the hype of seeing Shinobi back in action, it's ultimately just a run of the mill platformer and a mediore one at that.

    John: That's where I'm gonna disagree. Now it's true, Shinobi doesn't tread any new ground, but the ground it DOES tread on is pretty nice. There's lots of cool bosses and the combat's pretty fun. It's a bit on the short side-

    Ted: That's another complaint I have. It's eight levels, they're not even that long, the game's largely padded with artificial difficulty that forces you to start the whole game over again if you run out of lives. So you're basically forced to result to cheese tactics that make the game repetitive instead of truly fun.

    John: It's a challenge and yeah, sometimes not a fair one. But it looks great, it plays smooth....I think it's a good game! I give Shinobi X a 3.5.

    Ted: And I'm giving it a 2.5.

    -excerpted from the July 15, 1997 episode of GameTV

    Ted: I'm glad to see Tales Of The Seven Seas is back and in fine form. The story, I thought, was even better than the last game, and the graphics got a nice upgrade. There's a lot of 3-D effects now, some great animation, I'm surprised they got it all on one disc.

    Alex: I'm glad they did because switching discs would've been a pain in the ass. But yeah, this game's as fun as the last one. There's not as many missions, but it's essentially still just as long of a game as the first one and it's a bit tougher too.

    Ted: I noticed that, a lot of the later missions and the boss fights are pretty tough. Whenever you fight one of Silverbeard's minions, you're in for a tough fight.

    Alex: And they brought all the old voice actors back, which is really nice.

    Ted: And Clancy Brown as Silverbeard is GREAT casting. If you've ever seen The Shawshank Redemption, you know this guy plays a convincing (bleep)hole.

    Alex: Yeah, he's fantastic. I can just imagine him spouting some of Byron Hadley's lines at certain parts in this game.

    Ted: Well, he does more of kind of a pirate accent in this game, so...Byron Hadley if he was a pirate?

    Alex: Which makes him even more dangerous.

    Ted: True, though in this game, Silverbeard doesn't beat someone to death for whining and crying.

    Alex: Though you at least get the idea that he would.

    Ted: Damn right he would.

    Alex: So what's your final score?

    Ted: I wanted to give it a 5 but I settled on a 4.5 because some of the missions DID get a bit repetitive, which made seeing everything just a bit of a slog.

    Alex: Well, I gave it a 4.5 because the combat, while still fun, also does get a little bit repetitive eventually, and that can be a bit of a takeaway from a REALLY long play session. But other than those pretty minor quibbles, it's an amazing game.

    Ted: Absolutely an amazing game, definitely recommended and lives up to the first.

    -excerpted from the July 22, 1997 episode of GameTV

    -

    SNES-CD Power Charts: July 1997

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Fire Emblem: Keepers Of The Light
    3. Tale Phantasia
    4. Terranigma
    5. Syrielle
    6. Mega Man X4
    7. Chrono Trigger
    8. Elements Of Mana
    9. Harvest Moon
    10. Dragon Quest VI
    11. Hellstormers
    12. Rage 2: The Rage Returns
    13. Donkey Kong Country 3: Dixie Kong's Double Trouble
    14. Super Mario RPG
    15. Super Mario World 2
    16. Squad Four: Eclipse
    17. Commander Keen: The Universe Is Toast
    18. Donkey Kong Country 2: Diddy's Kong Quest
    19. Doom
    20. Donkey Kong Country

    The Official Saturn Magazine Buzz Chart – July 1997

    1. Sonic The Hedgehog 4
    2. Turok: Dinosaur Hunter
    3. Fighters Megamix
    4. Sonic Jam
    5. Doom II
    6. Hexen
    7. Ultima: Scion Of Britannia
    8. Sonic Fighters
    9. Tekken 2
    10. Raigeki

    -

    And Beverly Hills is still in shock and mourning tonight after seven people were killed and 19 were injured in a rampage carried out just after 3:00 PM today. Among the injured is Tonight Show host and comedy superstar Jay Leno, who was hit in the arm and initially reported in serious condition, but is now said to be in good health and good spirits tonight in a Los Angeles hospital, on the way to a full recovery. The murders were carried out by 27-year-old Andrew Cunanan, who was shot and captured by police and is also in a hospital tonight, recovering from his wounds under heavy police guard. Cunanan was still conscious as he was loaded into the back of an ambulance after being shot by police, and when asked why he committed the massacre, he simply responded, “I wanna be famous.”

    The Beverly Hills massacre shines an increasingly white-hot spotlight on the matter of gun control, which has been a major part of President Clinton's domestic agenda since the passage of the federal assault weapons ban in 1994. This shooting is the third mass shooting incident in the past 12 months, following the incidents surrounding assassination attempts on the rappers Tupac Shakur and Biggie Smalls that between them left more than a dozen dead. Now, more than ever, President Clinton is putting pressure on Republicans in Congress to pass further measures restricting the availability of handguns. Conservative critics claim that any more gun laws represent an encroachment on Second Amendment rights, and many Republicans in Congress even want to repeal the assault weapons ban. The debate will surely echo through the halls of Congress into the latter part of the summer.

    -from a report on CNN on the evening of July 31, 1997
     
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    Sonic Jam, ATL-style
  • (Some info on TTL's version of Sonic Jam and the Genesis/Mega Charger's swan song. With approval from the authors.)

    Of the early Sonic the Hedgehog games, Sonic the Hedgehog 2 has the most storied history. What makes it unique is the amount of content cut from the game itself, including the Hidden Palace and Wood Zones. Both levels as well as Dust Hill and Cyber City appeared in the Sonic the Hedgehog 2 “Director’s Cut” that first appeared in Sonic Jam in 1997 after completing Sonic 2. However, most fans believed that these additional levels were new but the truth is far more interesting. A ROM of a Sonic 2 prototype appeared on a Chinese Geocities site, which revealed incomplete versions of Hidden Palace and the Wood Zone few weeks before E3 1997. Tom Kalinske later confirmed that the ROM was an authentic beta copy that an unknown party stole at a toy fair in 1992.

    The reasoning behind why Sega included Sonic 2: The Directors Cut in Sonic Jam was simple: to reward fans who bought the Genesis (and in the case of Sonic 3, Mega Charger) versions of the games, provided you beat Sonic 2 with the good ending. Sega placed Sonic co-creator Hirokazu Yasuhara in charge of the project, which included American members of the project like Tom Payne, Brenda Ross, and Craig Stitt. The game itself plays like a Mega Charger game with enhanced graphics, music, and sound. Most of the original levels had received a minor facelift, but the new levels included bosses that would have pushed the Mega Charger to its limits. I say that because aside from a limited run of one thousand copies distributed as prizes for various contests, the Sonic the Hedgehog 2: The Directors Cut did not receive a widespread Genesis/Mega Charger release, making it the rarest and most expensive Sonic game with a complete cart/box/instruction booklet set fetching nearly $1500 on eBay. Though purists prefer the original 1992 version, Sonic the Hedgehog 2: The Director’s Cut laid the foundation for later enhanced remakes.

    Hidden Palace Zone
    Arguably the most infamous “lost level” that STI removed from the game late in its development as evidenced by the mysterious musical track from the game’s sound test. The best way to describe it is a fusion of the cave and ancient ruins tropes with Chemical Plant zone-like tubes, bridges that glow as you run across them, well as geysers that shoot you high into the air. Like Aquatic Ruin, there are underwater portions. Badniks like the fire-spitting Redz, Stegway, and Bubbler, an underwater foe that would “bubble up” and explode when Sonic gets near. In keeping with the mostly-dinosaur theme of the Badniks, Robotnik attacks Sonic in a Tyrannosaurus mech equipped with flamethrower that requires Sonic to hit a knee to force it to kneel before he can attack Robotnik himself.

    Wood Zone
    Another Zone included in the Sonic 2 prototype, which STI cut before Hidden Palace. It is a deciduous forest that Robotnik is clear-cutting to make room for his factories; as such, hazards in this zone include buzz saws and conveyor belts. Badniks include Saw; an Orbinaut-like enemy who throws saw blades when Sonic draws close; Divebomber, a swallow-like Badnik that does as it name suggests; Leapfrog, and the return of Newtron from the original Sonic the Hedgehog. The boss of this zone is the Egg Spider that stays at the top of its web, fires sticky fluid to momentarily immobilize Sonic, and attempts to crush him with a body slam attack.

    Dust Hill Zone
    A fairly obscure Zone cut from early development of the game, a mock-up screenshot of the Zone appeared in magazines and even the 1992 Sears catalogue. It is a desert in the vein of Sandopolis from Sonic 3, but more resembles the Southwest with its buttes and cacti. It is very much a level built for speed with the trademark loop-de-loops, much like the Game Gear version of Sonic 2, Sonic can ride mine carts (though bottomless pits and spikes are abound in this level.) Badniks include Banper, the snappy and treaded Gator, and Madkart, a runaway mine cart Badnik who is particularly dangerous on inclines. Robotnik attacks in the Egg Rig, which draws inspiration from Mad Max. It is an auto-scrolling where Sonic must keep running ahead, time his leaps to the barrage of missiles Robotnik fires, and then roll to hit its weak spot.

    Cyber City Zone
    Interestingly, the Sonic 2 prototype refers to this Zone as “Genocide City,” which was problematic for obvious reasons. According to Tom Payne, what was supposed to be a single-act Cyber City in Sonic 2 ended up becoming the third act of the Metropolis Zone. Payne went back to the drawing board and created a new Cyber City that borrows design elements from TRON. Glowing circuit lines snake in between the chrome plates on the floor under a grid backdrop with laser traps and exposed wiring as common stage hazards. The stage also employs teleportation and reversed gravity as a gimmick, giving it a labyrinthine feel (not back for a single act.) Badniks include Cursor, an arrow shaped badnik that zigzags randomly across the screen at Sonic-like speed, and Kalmar, a Squid-like robot that wraps Sonic in its tentacles and self-destructs. Robotnik utilizes the teleportation gimmick of the stage to transport himself across the arena. However, he also uses holographic clones that will harm Sonic upon contact.

    Zone Order in Sonic the Hedgehog 2: The Director’s Cut
    Emerald Hill
    Chemical Plant
    Wood
    Aquatic Ruin
    Hidden Palace
    Casino Night
    Hill Top
    Mystic Cave
    Dust Hill
    Oil Ocean
    Metropolis
    Cyber City
    Sky Chase
    Wing Fortress
    Death Egg
     
    August 1997 - More Dog Dash, More Ultima
  • Scion Of Britannia was developed alongside Ultima IX, and both games influenced one another to a heavy degree. It was because of Scion that Ultima IX ultimately took a vastly different direction than what I'd originally intended for it.”
    -Richard Garriott, in an April 2002 PCGamer interview

    And so we needed to create a new form of lightsaber combat for the game. Well, George Lucas was working on something for one of the new characters in the new prequel film, and so together we sort of hashed out the idea of Form VII lightsaber combat, which became Juyo which is what we used for the game. It's a harsher, more aggressive style of combat, something appropriate for the type of game we were creating.”
    -Chris Stamper, discussing Star Wars: Masters of Juyo in an April 1999 interview with Wizard magazine

    May the Fighting Force be with you!”
    -the tagline for Star Wars: Masters of Juyo, appearing in the game's magazine advertisements

    The Summer Of The Fist: Video Games Get Punchy”
    -from the cover of the August 1997 issue of GamePro, featuring previews of Star Wars: Masters Of Juyo, Raigeki, and Twinblade II, along with strategies for Fighters Megamix and Sonic Fighters

    I've been gaming since I was like five, so it's pretty sweet to finally get to be IN a game. Dog Dash rules!”
    -13-year-old Ashley Johnson in a Dog Dash 2 preview video featured in the July 1997 issue of Nintendo Power CD

    Sega's partnership with Enix is finally paying dividends this month in the form of Krystalshade, but is the game the next big thing in RPGs, or a pretender to Tale Phantasia's throne? And is it even as good as last month's Windborn?”
    -an intro to Krystalshade's 41/50 review in the September 1997 issue of GameFan

    I let the boys play video games from time to time. I....personally I don't find them to be very engaging but Harry loves them. He enjoys this game where you're hunting dinosaurs. It's quite....it looks quite realistic, I suppose. It's a bit more violent than I'd like but I do know his friends are all extremely fond of the game. And it's just dinosaurs, after all. No harm done really.”
    -Princess Diana, in an August 26, 1997 interview with BBC News

    My God, they're going to bloody kill someone driving like that, aren't they?”
    -Princess Diana, watching a group of paparazzi on motorcycles drive by while being driven in a Mercedes on a Parisian street, August 29, 1997

    -

    Breath Of Fire III

    Dan: 8.0
    Shoe: 8.0 (quote: “Another outstanding RPG in this great series from Capcom, featuring a poignant storyline and some intriguing combat mechanics.”)
    Crispin: 7.0
    Sushi-X: 7.0

    Madden 98

    Dan: 7.5
    Shoe: 6.5
    Crispin: 7.0
    Sushi-X: 7.0 (quote: “Another year, another Madden. It's a decent upgrade from last year's edition and if you've got a Super Nintendo CD and like football, it's worth picking up.”)

    NCAA Football 98

    Dan: 6.0
    Shoe: 6.5 (quote: “There's not enough of a variety of plays to call, making for some fairly bland games.”)
    Crispin: 6.5
    Sushi-X: 6.5

    NHL 98

    Dan: 5.0
    Shoe: 5.0
    Crispin: 5.5 (quote: “This looks really primitive next to Saturn's always excellent NHL title.”)
    Sushi-X: 5.0

    Star Wars: Masters Of Juyo

    Dan: 9.0 (quote: “Rare's done it again, finally letting us duke it out with our favorite Star Wars characters!”)
    Shoe: 8.0
    Crispin: 7.5
    Sushi-X: 8.0

    Dog Dash 2

    Dan: 8.5
    Shoe: 8.5 (quote: “While not too much is changed, the great platformer formula and Woofle's awesome moves combine for a fantastically fun title.”)
    Crispin: 8.0
    Sushi-X: 8.0

    Five For Fighting Hockey '97

    Dan: 7.0 (quote: “Everyone's favorite hockey brawler is back and while it's not quite as polished or fun as the original, it's still the best hockey game to debut this month on the SNES-CD.”)
    Shoe: 6.0
    Crispin: 6.0
    Sushi-X: 7.0

    Twinblade II

    Dan: 8.0
    Shoe: 8.5
    Crispin: 9.0 (quote: “The addition of a character creator makes this weapon-based fighter even better than its arcade counterpart.”)
    Sushi-X: 9.0

    Wizard Stone

    Dan: 9.0 (quote: “A fast, fun, pretty platformer.”)
    Shoe: 8.0
    Crispin: 7.5
    Sushi-X: 7.5

    Illusion

    Dan: 4.0
    Shoe: 6.0
    Crispin: 4.5 (quote: “A generic, ugly RPG that's not worth the 30 hours it takes to beat it. Final Fantasy, this ain't.”)
    Sushi-X: 3.5

    18 Wheels Of Fury

    Dan: 6.5
    Shoe: 6.5
    Crispin: 7.0 (quote: “We didn't really need a game about semi-trucks, but it's got some thrilling racing action and decent AI.”)
    Sushi-X: 7.0

    -reviews of August 1997's SNES-CD games in the September and October 1997 issues of Electronic Gaming Monthly

    -

    Ultimately, Scion of Britannia presents a more defined path than The Worldly Lord, largely culminating in a quest with only two real paths: The Path of Virtue, or The Path of Deception. Both paths play very differently, but regardless, this game isn't nearly as open-ended as the previous title, and is structured far more similarly to a Final Fantasy-styled roleplaying game than an open world quest.”
    -excerpted from Official Saturn Magazine's 8/10 review of Ultima: Scion Of Britannia

    Ultima: Scion Of Britannia – The Basics

    Ultima: Scion of Britannia is the Saturn-exclusive sequel to 1995's Ultima: The Worldly Lord. Jeremy Soule returns to produce the game's soundtrack, and the game follows a female Avatar as she is transported to the world of Britannia to embrace her destiny as the world's ruler. The game is an open-world quest that presents two major pathways: in one path, the player seeks out the eight Virtues: Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility, by completing a series of quests related to each Virtue. In the other path, the player uses deceit and subterfuge to gain the throne, before ruling as a tyrant for all eternity. The player isn't committed to any one path until very late in the game, which means that players may undertake quests leading to either outcome for the majority of the game's campaign. The world of Scion of Britannia is significantly larger than the one in The Worldly Lord, with many towns and dungeons to explore. However, the game is largely streamlined, which means that towers and dungeons are somewhat smaller than in The Worldly Lord. Also, the player's relationships with NPCs aren't emphasized quite as much, making the game's relationship system less complex. This makes for a game that is considered more of an action title than a straight-up role-playing game, disappointing some Ultima fans. Though the game is reviewed quite well and becomes one of the best selling Sega Saturn games overall, it doesn't quite reach the critical acclaim of The Worldly Lord, and these complaints are taken into account as Origin begins work on Ultima IX for the PC.

    -

    Star Wars: Masters Of Juyo is a combo-based fighting game for the Super Nintendo CD! Developed by Rareware, well known for its work on Donkey Kong Country and Killer Instinct, the game lets you take your favorite Star Wars characters into the ring, joining some all new characters and a couple of Rare favorites as well!
    -excerpted from the August 1997 cover article in Nintendo Power

    List of characters:

    Luke Skywalker
    Princess Leia
    Han Solo
    Darth Vader
    Chewbacca
    Boba Fett
    Mara Jade
    Stormtrooper
    Castor Raid- A Force-adept who is being pursued by the Emperor after fleeing the Death Star in a stolen ship. Has trained himself in the ways of Juyo in secret and is now a soldier of fortune, with no alliance to the Empire or the Rebellion.
    Gulfarr- A brutish four-limbed alien being who is attempting to defend his territory from an Imperial incursion.
    Hurg Pylox- A winged pig-like alien who sells weapons to the highest bidder.
    Shanti Elonn- A beautiful alien woman who escaped from Jabba's slave pens and has trained herself in the ways of combat.
    Fulgore (unlockable)- From Killer Instinct
    Eyedol (unlockable)- From Killer Instinct

    But Masters Of Juyo isn't a straight-up clone of Killer Instinct, which might not necessarily be a good thing. It's arguably an inferior game, and as far as weapon-based combat goes, it also doesn't quite match up to this month's excellent release of Twinblade II. But as a Star Wars fighting game, it works pretty well, translating the classic lightsaber combat of the Star Wars series to the home console in a big way. If you're a fan of Star Wars, this game is a must-buy.”
    -excerpted from the 7.5/10 review of Star Wars: Masters Of Juyo in the September 1997 issue of GameInformer

    George Lucas: All right, well, I guess I'll be Luke, he's the hero after all.

    Ted Crosley: And I'm gonna pick the new guy, Castor Raid.

    Lucas: So we just...hit the A button to start?

    Ted: Yep. *hits the button* And away we go!

    *The fight begins, George Lucas is kind of awkwardly moving Luke around while Ted comes right over and hits him with a lightsaber combo to start the fight.*

    Lucas: Oh! *he winces as Luke bounces on the ground* That hurt!

    Ted: *kicking at Luke while he's on the ground, Luke gets up and takes a couple hits before swinging back and hitting Castor* You got me!

    Lucas: *is just awkwardly hammering buttons, he lands a couple more blows before Ted starts blocking and then hits him with another lightsaber combo* I'm losing!

    Ted: Here, use the Force, use the Force.

    Lucas: Which button is the Force?

    Ted: Hold down the R button, like this. *Ted holds down R for Castor, his Force meter begins depleting and he hits Luke with some strong blows, Luke is almost KOed now*

    Lucas: All right, all right, all right....! *he holds down the R button and hits A, punching through Castor's block and hitting him for some decent damage* That worked!

    Ted: *finishes Luke off with another lightsaber combo*

    Lucas: Did I lose?

    Ted: There's another round, there's another round, it's not over yet.


    Lucas: Another one? *laughs nervously*

    -excerpted from the August 26, 1997 episode of GameTV

    -

    Well, after the first Dog Dash game, we had a lot on our plates. There was all that work on Tales Of The Seven Seas 2, we were doing Crash Bandicoot for the Ultra...but the first Dog Dash game had been so big that we knew we had to go back and do another one. So we pretty much just took what had made the first game so great and brought it all back for the second game, adding a new girl to the mix to give Clark someone besides his dog to talk to. It wasn't the most innovative game but it was definitely fun and it sold really well for us. 1997 was a huge year.”
    -Jason Rubin, of Naughty Dog, in a February 1999 interview with Electronic Gaming Monthly

    The sequel to Dog Dash pretty much took the first game's formula and brought it back, making for a fun if not terribly creative platformer. The one big change? The addition of Clark's new friend Selkie (voiced by Ashley Johnson, who ended up working with Naughty Dog quite a lot after this), a mysterious 10-year-old girl who pops up through a portal in desperate need of help from Clark and his dog Woofle. Selkie is being pursued by mysterious creatures known as the Draconids, under the command of a pair of anthropomorphic dragon creatures Blaze and Roar (voiced by Jeff Bennett and Rob Paulsen), twin princes of a land called Draconia. The Draconids attack Clark's city, and he, Selkie, and Woofle must escape through the portal. Over the course of the game, Clark learns that Selkie herself is a Draconid who became human by stealing a power crystal from Blaze and Roar's personal stash, and that the crystal's power is gradually fading. It can only be restored, however, by absorbing the power from innocent human beings, and when its power is gone, Selkie will revert to a mindless, feral creature. Clark must choose between saving his new friend and protecting his fellow humans. You can switch between Clark and Selkie over the course of the game, Selkie possesses mysterious dragon powers including a spiked tail, fire breathing, and the ability to fly short distances. Like the original, Dog Dash 2 has six worlds, which are as follows:

    World One – New Dog City
    Clark meets Selkie and the two flee from Draconids through Clark's home city. The boss of the world is a giant fire breathing dragon on top of a building.

    World Two – The Highlands
    Journey through a windy, grassy plateau. The boss of this world is a big Scottish man with a huge set of bagpipes.

    World Three – Watery Wall
    A water-themed world. The boss of this world is a giant aquatic lizard.

    World Four – Dogbone Mountain
    Clark, Selkie, and Woofle must ascend a giant mountain. The boss of this world is a gigantic bird.

    World Five – The Crystal Factory
    A factory in which Power Crystals are produced. At the end of the world, after battling Blaze and Roar in a tough boss fight, Clark learns the full truth about Selkie.

    World Six – Selkie's World
    Selkie's homeworld, in which Clark must pursue the now-reverted Selkie through increasingly desolate landscapes. After battling Selkie herself in a boss fight, Clark offers to sacrifice himself to give Selkie permanent life as a human. Selkie is able to come to her senses long enough to refuse Clark's offer, saying that she doesn't want to live on as a human if it requires human lives to make it happen. It's then that Blaze and Roar appear in a giant dragon mech powered by the Power Crystals absorbed from the lives of everyone in Clark's city, including his friends and family. Clark, Woofle, and Selkie defeat the mech and Clark gets the crystal which will allow him to restore everyone back to normal, including the people of Selkie's world. However, once Clark has done so, there's a little bit of power left in the crystal. The restored queen of Selkie's world tells Clark that his heroism has added extra power to the Crystal, a power that can never fade or be taken away. He bestows this power on Selkie, allowing her to live as a human forever (but she can also revert to a dragon form if she chooses). Selkie reunites with her own family but promises to visit Clark sometimes, and the game ends.

    So, how did Dog Dash 2 perform? Quite well, actually, selling a good deal of copies, though not quite as much as the first. The series remained popular and used its popularity to help hype Crash Bandicoot's release as a launch game for the Ultra Nintendo. How'd that turn out? That story is for another article...

    -excerpted from “Dog Dash: A Brief History”, an article on Gamesovermatter.com

    -

    The development of Krystalshade began early in 1995, after Enix managed to poach a couple of the developers from Telenet Japan's Wolf Team who had left the Tale Phantasia project due to exhaustion. Enix was intrigued by Tale Phantasia and how innovative the battle system was, and wanted to develop something similar, either for the Super Nintendo CD or, most likely, for the Sega Saturn. By 1996, it was apparent that Krystalshade would be a Saturn game, and the main storyline and battle system began to take shape. Unlike Windborn, which was entirely fantasy-based, Krystalshade would be a combination of fantasy and steampunk elements, taking place in a world where magical technology was rapidly advancing the world's technological pace. The game's battle system was similar to Tale Phantasia's, though much faster paced due to the Saturn's enhanced abilities. It also allowed for the allocation of statistical bonuses upon leveling up, as well as the allocation of ability points which were gained in each battle, allowing a more customizable approach to character advancement. Graphically, while the game made heavy use of the Saturn's robust 2-D abilities, it also utilized limited 3-D in backgrounds and battle effects, making for a very unique and effective hybrid style.

    The plot itself revolved around the character Archie, who was a bright young science prodigy in Luxio City, center of magical research. He worked with objects called Krystals, which were the key to magical power in the world. Archie seemed to have a supernatural affinity for Krystal use, though he always found himself unusually drained after a particularly intense study session. One day, a woman enters Archie's home and kidnaps him. This woman, Lana, also seems to have the same mysterious weakness when Krystals are used around her, even moreso than Archie. Lana has targeted Archie because her world, a world parallel to the one in which Archie lives, is undergoing a crisis where the land is fading and people are dying, and Krystals are to blame. The effect, in which a person from the other world suffers fatigue and sickness upon the use of a Krystal, is called Krystalshade, and the reason Archie has it is because he is also from the alternate world (though he doesn't discover this until later on). The main villain of the game is a man named Dr. Pollux, who was the first man to find a way to access the other world and extract Krystals from it, and Archie and Lana team up with a variety of people from both worlds to take Pollux down. Eventually, Pollux discovers the Krystal Goddess, the being that maintains the balance of energy between both worlds, and decides to extract her Krystal to absorb her power. Despite the heroes' efforts, he succeeds, and takes control of the energy flow between both worlds, making him a nigh-unstoppable god that must be defeated.

    The game's plot is filled with a variety of twists and turns, but is also somewhat predictable (Archie and Lana's romance can be seen from miles away, though it interestingly reverses the typical male/female role in these types of games by making Lana the badass and Archie the somewhat weak character in need of protection). Curiously, unlike Planetary Probe and Windborn, there's very little voice acting in Krystalshade, limited mostly to battle scenes (this was likely Enix trying to save money since Planetary Probe was such a high budget game). It received good reviews, though it wasn't regarded as one of the year's best RPGs like Windborn and Planetary Probe were. Sales were also a bit disappointing, though strong at launch, it eventually failed to sell quite as much as Windborn either in Japan or in North America. Regardless of the disappointment, Krystalshade is fondly remembered among JRPG fans and remains a cult classic today.
    -from a 2003 article at RPGamer.net

    -

    A pair of classic gaming franchises make their big debut this month on the Sega Saturn, and we're bringing you the scoop on both of these outstanding games!

    First up, it's Golden Axe: Legacy. Yes, there WAS a fighting game already released, Golden Axe: The Duel, but Legacy brings back all the classic hack-and-slash action you've come to love, with four players able to take the controls at once! Kain, Milan, Gillius, and other descendants of the classic Golden Axe heroes now get their chance to shine in a sidescrolling adventure spanning eighteen stages.

    Next, it's Bomberman, the first Bomberman game for the Sega Saturn! Enjoy the game's massive Story Mode, or blow up your friends in the exciting multiplayer mode featuring support for up to 10 players at once! You heard that right, 10 players at once, making this game the biggest multiplayer game ever brought to a home console.

    -excerpted from the August 1997 issue of Official Saturn Magazine

    Golden Axe: Legacy is a polished, fun game that instantly brings back memories of slaughtering baddies in the Sega Genesis classics. The graphics look gorgeous and colorful. The bosses are huge and challenging, and four-player multiplayer mode runs without a hitch. This is without a doubt the best hack-and-slash sidescroller ever released. It's absolutely brilliant.”
    -excerpted from Crispin Boyer's 9.5/10 review of Golden Axe: Legacy in the September 1997 issue of Electronic Gaming Monthly, the game received a 9.25/10 overall score and Game of the Month honors in that issue, shared with fellow Saturn release Bomberman

    -

    In Japanese, “raigeki” translates to a stroke of lightning. That is the feeling one gets from playing Sega's fast and furious fighting game Raigeki, which requires lightning quick reflexes from the player to dodge their opponent's furious blows. The game, which released in February 1997, became a quick hit, joining Tekken 3 as one of the biggest fighting game hits of the year. Sega was already working on the home console port of Raigeki upon the game's arcade release, and now, it's set to debut for the Saturn next week. But what makes Raigeki so popular? The game is both loud and flashy, with colorful (literally) characters and a tongue-in-cheek sense of humor. The game has an announcer who insults players who get hit with a big combo, and even sometimes comments on the characters' strange fashion sense. There are 12 characters in all, ranging from a kimono-wearing geisha girl (who wears a different, randomly generated kimono to each match, the home console version promises to let players save their favorites or design their own) to a rich oil baron who drives right up to his matches in a massive limo adorned with big cow horns. The villain is Lee Brute, a sendup of Bruce Lee, who regards himself as a “serious” martial artist and insults everyone he faces, especially after he beats them up. Popular tournament players seem to get into the game's spirit, one can't go to an arcade these days without seeing boisterous Raigeki fans crowded around the game machine.

    In contrast, Twinblade II, the sequel to Nintendo's arcade hit Twinblade, is a much lower profile game. Like its predecessor, Twinblade II features characters who wield dual weapons in battle. The game moves at a much slower, more deliberate pace than Raigeki, requiring players to carefully plan out their strategies. It's not quite as popular as Raigeki in the arcades, or as popular as Nintendo's Killer Instinct series, but the first game did well and the second game still makes a reasonable profit. Like the original Twinblade, Twinblade II will face some stiff competition from Sega when it launches on home consoles, in this case, Sega's Raigeki. The SNES-CD version features a character creation mode which will allow players to create their own customized fighters in both look and ability. Nintendo hopes this feature will set Twinblade II apart from this month's console fighting game bumper crop which includes both Raigeki and Rare's big Star Wars fighting game, Masters Of Juyo. Who will rise to the challenge? This fight might not be settled until the holiday season.

    -excerpted from an article in the August 15, 1997 issue of Entertainment Weekly

    -

    *An animated boy explores a cave, stepping through traps along the way.*

    Boy: There it is...! *sees a runic stone on a pillar* Careful...careful... *tiptoes his way to the pillar, only for a huge chimera to leap down in front of him* Aaaaaaaaahhhh!

    *The chimera roars, but the boy takes out a magical staff with a glowing orb at the end. The orb glows, and the scene fades into scenes from a sidescrolling video game that shows a boy leaping through levels, dodging traps, and casting spells on enemies.*


    Narrator: From the makers of Bikerz, it's Wizard Stone, an all new adventure game where you must explore hidden passages in search of the legendary stones that will make you the most powerful magician in all the realm.

    *More scenes from the game are shown, including one where the boy is fighting a chimera as seen in the animation.*

    Narrator: But watch out, because danger lurks around every corner, and finding all of the stones won't be easy...

    *The scene returns to the animation, where the boy is holding the stone.*

    Boy: Job well done... *he emerges from the cave to see a massive world stretched out in front of him* Only eleven more to go!

    Narrator: Wizard Stone, available now for the Super Nintendo CD and Sega Saturn. Also soon to be available for your Game Boy.

    -a commercial that aired on television during August and September 1997

    -

    Vince McMahon: And now Austin's got Owen Hart up...no! Look, Owen Hart with the counter!

    *Owen Hart picks Steve Austin up and turns him upside down*

    Jerry Lawler: Uh oh!

    *Hart sits down with Austin, Austin's head missing the canvas by half an inch, a properly executed Tombstone Piledriver*

    Jim Ross: Tombstone Piledriver! And Austin's down on the mat!

    -from the WWF Summerslam pay-per-view on August 3, 1997

    -

    Alex Stansfield: Breath of Fire III is just an awesome, awesome game.

    Ted Crosley: Look, I didn't like Breath of Fire, I didn't like Breath of Fire II, and I don't really like Breath of Fire III either. The presentation is nice, the graphics are really nice, but I'm still not convinced that this is anything more than an average RPG.

    Alex: What's there not to like about it?

    Ted: The plot is confusing, camping is clunky, the game's just not as fun as lots of the other RPGs out there.

    Alex: I know you're not a big fan of RPGs...

    Ted: I am! Tale Phantasia was great!

    Alex: This game is outstanding. I loved the storyline, Ryu in this game was more developed than Ryu from the other two games... a lot more developed actually-

    Ted: Oh, big accomplishment. *rolls his eyes sarcastically* Just another generic RPG hero, and he stole his name from a far more awesome character. Capcom, you really need to stick to ONE Ryu, ONE! And maybe make another Moonlight game instead of trotting out this tired old horse again. Breath of Fire III gets a 3 from me.

    Alex: And I'm giving it a 4.5, it's an outstanding game and the best Breath of Fire game yet.

    (…)

    Ted: So, Bomberman for the Saturn is really fun.

    Brittany: I liked it. I mean, it's Bomberman, you can't really make a bad Bomberman game. So it was fine. But the 10-character multiplayer...honestly, who owns two multitaps for the Sega Saturn?

    Ted: I own four.

    Brittany: Who owns two multitaps for the Saturn who isn't a massive video game geek like me and Ted?

    Ted: Yeah, I get what you're saying, most people who play this will never get to experience the 10-player mode. But still, it supports any number of players from 1-10, so if you just want standard 4-player Bomberman, it's there.

    Brittany: Right, and I felt like the multiplayer was fun. This game's just not a big enough step up for me. I looked at the Ultra Nintendo Bomberman at E3 and wow, I was blown away. Here, they didn't really do full 3-D and it comes off looking like it could be a Super Nintendo CD game. It's fun but it's not enough of a step up.

    Ted: I see what you're saying...but still, it's a really fun game.

    Brittany: Well, yeah.

    Ted: I give it a 4 out of 5.


    Brittany: And I give it 3.5.

    -excerpted from the August 5, 1997 episode of GameTV

    Gary Westhouse: Tale Phantasia it's not, but Krystalshade still really impressed me.

    John Walden: There was a lot of stuff I liked about the battle system. The fact that using Krystal Powers drains your HP instead of your MP, that adds an extra element of strategy, where you have to decide whether to just use your regular special attacks that use your MP, or go for broke with those Krystal specials.

    Gary: And customizing your level-up bonuses let me really strategize. The storyline left a bit to be desired though, it was kind of predictable and I didn't form attachments with the characters like I did in other RPGs.

    John: I disagree, I thought the storyline was really interesting and the characters were outstanding, especially Lana.

    Gary: Lana's a badass, I have to admit, she was probably my favorite but so was the tool guy, Terry.

    John: Terry the tool guy, he's fun to play, kinda reminded me of Cid from Final Fantasy.

    Gary: Which one, there's more than one!

    John: *laughing* From 4, from 4.

    Gary: Speaking of 4, that's what I give Krystalshade, a solid 4 out of 5.

    John: I give it a 4.5, it's an outstanding role playing game even if it's not exactly the most memorable.

    -excerpted from the August 12, 1997 episode of GameTV

    (…)

    Alex: Here's my problem with Scion of Britannia, and I know you didn't mind it, but I minded it. It's an open world...but it railroads you. There are, pretty much two endings, and you really do HAVE to complete most of the quests before you can get to the end of the game. Basically, the few quests you miss become “optional”, but you still have to complete a certain number of quests. The best way...the best way to play this game, I think, is to play both sides and then decide toward the end if you want to be good or bad because then you can play through most of the quests.

    Ted: OR you could just play the game twice. Look, I loved Ultima, and I'm giving it a perfect 5 because it perfectly encapsulated the Ultima experience for me. I've played all eight of the PC games, I've played The Worldly Lord, I love Ultima and this game is like a love letter to Ultima fans.


    Alex: Except that even though it's non-linear, it's linear, if that makes sense.

    Ted: That makes NO sense.

    Alex: I had a lot of fun playing it, the graphics were top notch, the voice acting was great and the world was huge, but this game does have problems and I think you should know that if you play this game, it's not REALLY an open-world RPG, it's an action RPG that you can choose the order of the levels you're going to play in, but really, most of your decisions except one don't really matter.

    Ted: Maybe so but it's hidden so well.

    Alex: So it's the ILLUSION that your decisions matter.

    Ted: Isn't that all that matters? There's still so much different dialogue in the game. It DOES matter what order you do quests in. There's so much dialogue.

    Alex: Well that's what I said, it's a very well made game but it's not what it presents itself to be. I'm giving it a 4 but it's not as good as The Worldly Lord.

    Ted: I'm giving it a 5, it's a fantastic, fantastic game.

    -excerpted from the August 19, 1997 episode of GameTV

    (...)

    Alex: Okay, Raigeki's definitely not for the faint of heart, but if you're looking for a challenging and really fun fighting game, it's one of the best of the year.

    Lyssa Fielding: I've been playing Raigeki since it hit the arcades and I love it! This is an almost perfect port and the fact that you can save Hanami's kimono designs or even create your own is really awesome!

    Alex: I could see you messing around in the kimono maker.

    Lyssa: Yeah, I went with goth Hanami when I beat the game as her.

    Alex: My favorite guy is still Tomu the college student, reminds me of me when I was in college.

    *A pre-fight scene shows Tomu scarfing down ramen and guzzling a can of energy soda before his match*

    Lyssa: And the dialogue is STILL hilarious!

    Announcer: *as Tomu gets beaten up by Kokorama, the busty wrestler woman* Her eyes are on her face, pervert!

    Lyssa: *cackling with glee* There are hundreds of different phrases the announcer says and a lot of them are exclusive to the Saturn version! Also, the Saturn version lets you play as Lee Brute.

    *A scene shows Lee Brute insulting a character by telling them that their kung fu is worse than their body odor*

    Alex: Raigeki is excellent, and has some of the best 3-D graphics in any fighting game on the Saturn, even better than Fighters Megamix and really only rivaled by Tekken 2. It's amazing that such a good looking game runs so fast and smooth but that's a testament to the programming, there's no slowdown pretty much ever and so you can punch and kick and throw to your heart's content.

    Lyssa: There's really never a dull moment when you're playing Raigeki, I love this game to death and I'm giving it a 5.

    Alex: It really is a pitch-perfect arcade port and one of the Saturn's best fighting games, I'm giving it a 4.5.

    (…)

    Brittany: While Ted and Alex had the awesome honor of visiting George Lucas to talk about Star Wars: Masters of Juyo, John and I had the admittedly slightly less but still awesome honor of heading to Rareware headquarters, where we talked with Chris and Tim Stamper about not only Masters of Juyo but of all the upcoming Rare titles as well. Let's check it out, shall we?

    (…)

    *After talking about some of the processes that went into making Star Wars: Masters of Juyo, Brittany and John join the Stamper brothers as they head to a different part of the building, where Donkey Kong Country 4 is being worked on*

    John: And so this is Donkey Kong Country 4?

    Tim: That's right, this is our final SNES-CD project and we're really pulling out all the stops. As you can see on the screen, both Donkey and Diddy return as playable characters and we're kind of mixing things up a bit for this game. So if you'll both take a controller...

    *John, Brittany, Tim, and Chris pick up controllers, John is Diddy Kong, Brittany is Dixie Kong, Tim is Kiddie Kong and Chris is Donkey Kong*

    Chris: And as you can see for this level...

    *There's a four-player splitscreen with each of them taking the role of a different member of the Kong family*

    Brittany: Oh, wow!

    John: You're kidding me, all four of us at once?

    Chris: In certain levels in each world....there are six of these levels in all, you have the option to have four people controlling each Kong. If you have one player you'll switch back and forth but if you have four we can do them all at once, and basically...

    *The gameplay continues with each player in a different part of the level*

    Tim: You can trigger switches for the other players. So you can work together to complete the stage.

    Brittany: That's awesome! This, I've never seen this in a platform game before.

    John: Holy crap, wow.

    *Diddy Kong hits a switch that opens a door for Dixie Kong, who then hits a switch later on that opens a door for Donkey Kong*

    Brittany: Now, what if one of us sucks and we die? Do all four of us lose?

    Tim: Basically, if one of you dies, you lose a life, but you keep going, just restarting yourself from the beginning. But yes, if one of you gets a game over...

    John: *laughing* Damn!

    *The four of them manage to get to the midway barrel and keep going, flipping switches for one another as the level goes on*

    Chris: Believe it or not, this is fairly taxing on the Super Nintendo CD, to get four players in a stage at once like this. So the backgrounds are downgraded just a bit so the game doesn't slow down.

    Brittany: Well, obviously with four people playing at once, some compromises have to be made.

    Tim: We'll still working on this so hopefully it looks as good as possible in the finished product.

    *They beat the level with Donkey Kong hitting the goal barrel.*

    Chris: And there we go, you two are the first two outside of Rare to play four-player Donkey Kong. We didn't even have this ready for E3. We wanted to, but it was too much to get done in time.

    John: Well, thanks for showing us, that was really fun and this is definitely gonna be amazing, you guys are going away from the Super Nintendo era in a big way.

    Brittany: So you've got a lot of Ultra projects in the works too, right?

    Chris: Right, The Dreamers is top secret but we CAN show you a bit more of Goldeneye 007 which is also almost ready.

    *John and Brittany head over to another part of Rare, where Chris and Tim proceed to show them the frigate level from Goldeneye*

    -excerpted from the August 26, 1997 episode of GameTV

    -

    SNES-CD Power Charts: August 1997

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Fire Emblem: Keepers Of The Light
    3. Frederico 2: Garcia's Revenge!
    4. Tale Phantasia
    5. Chrono Trigger
    6. Terranigma
    7. Elements Of Mana
    8. Syrielle
    9. Empire: The Steel Kingdom
    10. Mega Man X4
    11. Super Mario World 2
    12. MLB '98
    13. Super Mario RPG
    14. Donkey Kong Country 3: Dixie Kong's Double Trouble
    15. Dragon Quest VI
    16. Alundra
    17. Harvest Moon
    18. ESPN: X-Games
    19. Rage 2: The Rage Returns
    20. Donkey Kong Country 2: Diddy's Kong Quest

    The Official Saturn Magazine Buzz Chart – August 1997

    1. Sonic the Hedgehog 4
    2. Ultima: Scion Of Britannia
    3. Raigeki
    4. Turok: Dinosaur Hunter
    5. Sonic Jam
    6. Fighters Megamix
    7. Krystalshade
    8. Tomb Raider II
    9. Doom II
    10. Windborn

    -

    These paparazzi are chasing photos worth potentially tens of thousands of dollars, and that makes their high-stakes game of cat and mouse both lucrative and dangerous. Last night's incident in Paris, where three paparazzi on motorcycles, including a 17-year-old girl whose mother tells reporters she was planning to study photojournalism at university next fall, were killed in a fiery crash while pursuing a car in which popular French actress Juliette Binoche was a passenger, simply stands as the latest reminder of just how dangerous the paparazzi can be. When reached for comment, Binoche expressed shock and dismay at the deaths of the photo-seekers, and apologized to their families, though officers at the scene stated that the car was driving within the speed limit and that the speeding paparazzi were entirely to blame for the crash. Critics of the paparazzi express fears that someday their actions might get innocent bystanders killed, as seen in last month's terrifying near miss where a car driven by a man attempting to get a photograph of Princess Diana nearly struck a 5-year-old boy. You can see in this video the mother is barely able to pull her son out of the way as the car briefly drives up onto the curb. Princess Diana is a frequent target of the paparazzi, as seen here in this video, shot yesterday morning as she arrived in Marseilles with her friend Dodi Fayed. Camera bulbs flash while dozens of photographers jockey for position, a veritable mob scene and one that is becoming increasingly common as the value of celebrity photographs skyrockets.
    -from a BBC News report on August 31, 1997
     
    September 1997 - A Rockstar Is Born
  • There is a new video game on the market called Race'n'Chase, available on Sega's newest game device. It allows the player to choose whether they wish to play as a criminal or as a police officer, and then gives them the freedom to do whatever they want. And it's that freedom that's a problem for some parents, who claim that the game gives points for committing lethal acts of brutality and may have a negative influence on young players.”
    -Anderson Cooper, ABC News, September 29, 1997

    A lot of us had more fun playing the bad guy, but the cop side of the game was fun too, so we left it in. Either people enjoyed it or they didn't care, because the game sold pretty damn well.”
    -Gary Penn, DMA Design creative director

    At Nintendo, at Sony, they make games for children and freaks. They can't handle the games that I am making for the Sega Saturn. The people who play those games on Nintendo, they are children who can't handle life.”
    -Kenji Eno in a controversial interview in the April 1997 issue of Famitsu

    Nooooo! Not again! Mariiiinnaaaaaaa!!!”
    -Professor Theo in a cutscene featured in world 3 of Troublemakers

    If you wanna be a hero, you gotta fly
    Don't be a big baby and start to cry!”
    -a line from stage 5 of Parappa the Rapper

    -

    Kirby's Adventure 3

    Dan: 8.0
    Shoe: 7.5
    Crispin: 8.0 (quote: “There's nothing special about this game and it doesn't have the variety of Kirby Super Star, but it's still a lot of fun.”)
    Sushi-X: 7.0

    Parappa The Rapper

    Dan: 8.0 (quote: “With fun lyrics and addictive gameplay, Parappa is the SNES-CD's newest star.”)
    Shoe: 8.0
    Crispin: 7.5
    Sushi-X: 8.5

    Rampage: The Revenge

    Dan: 6.0
    Shoe: 4.0
    Crispin: 5.0
    Sushi-X: 4.0 (quote: “This is a pretty sorry attempt to bring the old school monster brawling franchise into the present day, with graphics that look backward even for the Super Nintendo CD.”)

    -reviews of September 1997's SNES-CD games in the October 1997 issue of Electronic Gaming Monthly

    -

    Race'n'Chase may afford a lot of freedom, but at its core, it's a fairly simplistic game with primitive graphics. Some of the 'cop' missions are interesting, but if you play as a criminal you'll spend most of your time driving around and running over pedestrians. For some players, that'll be great. For most serious gamers, this game lacks the depth of so many other action titles. Even the 'racing' component promised in the title is an absolute joke compared with games like Virtua Racing and Super Mario Kart.”
    -excerpted from the 29/50 review of Race'n'Chase in the October 1997 issue of GameFan

    Adam Sessler: For all that controversy, all the hype that this game generated in the media, it just wasn't that good. After you got through the first few missions, everything after those was just a variation of those initial few.

    Ted Crosley: It was, uh.... you know, really not the game that the press would have you believe. People were making this big controversy about how the game was influencing little kids, but first the game itself has to be good, and Race'n'Chase really wasn't.

    Alex Hirsch: Mom wouldn't let me play this game back then, but I had friends who had it and I finally got to go to a sleepover where my friend had the game. So, I got there and my friend was all 'you gotta check this out, you gotta check this out!' And I was SUPER excited. And you know, we were running over people for a half hour and laughing but then it started to get boring...and more boring...and at some point we just put the controller down and moved on to something else. The first Race'N'Chase... didn't live up to the hype at all.

    Narrator: Though critical reviews were mixed, the game itself was a major sensation, especially once media coverage of the game's violent activities began to spread.

    *clips of the game's news coverage begin to play...*

    Female News Anchor: Race'n'Chase, the hot new game from Sega...

    Male News Anchor: The newest video game controversy is Race'n'Chase, a game where you score points for running over police officers...

    *a clip is shown of a few middle school aged kids excitedly holding the game at a Wal-Mart*

    Female News Anchor: Kids as young as nine years old say that they're playing the game...

    Tom Kalinske: I mean, kids had always gotten their hands on violent video games. Even with the ESRB rating system, we had tons of kids playing Doom, or Turok. We tried our best to educate parents, but a lot of them would just buy whatever for their kids.

    -excerpted from “Parents vs. Pixels”, a documentary that aired on G4 TV in October 2013

    Race'n'Chase released on the Sega Saturn on September 4, 1997. The game didn't have any television commercials, but magazine advertisements and media coverage served to hype up the game quite well, especially once the news media began to report on how violent and controversial the game was. The game itself was a hybrid of racing and driving action, where the player could choose between a “cop” path and a “criminal” path. Each path had about 30 missions that could be performed to “beat” the game, the game took place in three cities: Liberty City (a pastiche of New York), Vice City (a pastiche of Miami), and Carcer City (a pastiche of San Francisco). However, you didn't have to perform the missions. The bulk of the game was spent just wandering around one of the cities. You could drive in a car (any car in the game could be stolen) and do anything you wished. If you were a cop, you could pursue criminals (or arrest innocent people, eventually doing this enough would draw out a crowd of hippie protesters that you could arrest or run over). If you were a criminal, you could commit crimes or participate in street races in various locations. Cops could also commit crimes, though if you did enough of them you got classified as a “bad cop” and other cops would come after you. The missions themselves were fairly boring, most involved just making deliveries or killing people. The cop missions could be a bit more interesting, involving rescuing people and even undercover work, but being a criminal was still considered more fun due to the flexibility of the activities you could perform as a criminal. The graphics in the game were really primitive, it had a top down perspective and in a lot of ways resembled an SNES-CD or Mega Charger game (the Ultra Nintendo version in 1998 improved the graphics quite a bit, though they still lagged somewhat behind what that system was capable of).

    Though the game only scored moderately in reviews (a 5.625/10 average in Electronic Gaming Monthly, a 3.125/5 in GamePro, etc.), it sold quite well due to all the controversy and was the top selling new game of September 1997, beating out games like Troublemakers and even the long-awaited Sonic RPG SoniQuest on the Saturn. It also beat out SNES-CD games like Kirby's Adventure 3 and Parappa the Rapper, both of which were quite popular with critics. Race'n'Chase illustrated the fact that a game didn't have to be “great” to be a great seller, it just had to give players what they wanted. DMA Design would refine the formula for 1998's Race'n'Chase: London.

    -excerpted from “Race'n'Chase: Origins Of A Franchise”, an article on IGN.com, posted on March 16, 2012

    -

    None of you can use magic? Well that's not a problem, we'll just go see the Fairy Queen to get you all set right up!”
    -Wisty the Wizardess, SoniQuest

    Ever since Nintendo had launched their “Year of the RPG”, Sega had been mulling over the idea of a Sonic the Hedgehog RPG. The success of Super Mario RPG had clinched it, and by the time that game was released, Sonic Team had already begun initial work on a Sonic the Hedgehog RPG. The game would need to be distinct from Super Mario RPG to avoid accusations of “follow the leader”, and Sonic Team had their template in 1995's launch title MagiQuest, which featured an action-based adventure with real-time combat. That would become the model for SoniQuest's system, which was a hybrid of the turn-based combat made popular by the Dragon Quest and Final Fantasy series and MagiQuest's real time system. Unlike Nintendo, which partnered with Squaresoft to create Mario's epic, Sega chose to go it alone, though a partnership with Enix was considered. SoniQuest's battle system involved enemies on the field who could be approached. Once Sonic made contact with an enemy, a battle began, and during that battle, Sonic and his allies could be moved around and could fight with attacks or special techniques in real time. While this was going on, the player could see the enemy's turn charging up, and once that happened, attacks could be blocked or avoided. Parties consisted of four characters at a time, with the player controlling one at a time during battle (you could switch on the fly through the use of the shoulder button). The party consisted of six characters: Sonic, Tails, Knuckles, Amy Rose, and two originals: Wisty the Wizardess, a young magic using girl who was one of the first humans ever to appear in a Sonic game, and Tusk the Walrus, a walrus character who specialized in physical attacks. Unlike in Super Mario RPG, where Bowser joined the party, Sonic's nemesis Dr. Robotnik was one of the main foes of the game, though he was accompanied by a mysterious dark force called Prismatix. Prismatix sought the Chaos Emeralds and eventually took the form of an enormous monster to become the game's final boss. SoniQuest featured a lot of platforming, indeed, even though the game took place on a 3-D plane, there was plenty of Sonic-style platforming action in the game. The game was structured like a main series Sonic game, with zones and acts, though between the zones there were towns or other rest areas, and zones and towns could be revisited at any time. There were 12 zones in all, making for a fairly lengthy quest. Despite the fact that the game was very well made, with even better graphics than Sonic 4 and full voice acting with the entire cast of that game revising their roles, SoniQuest was not received as well as Super Mario RPG or other Saturn RPGs that year such as Windborn. Criticism of the game mainly revolved around the opinion that it was trying to do two things at once: it was trying to be a great Sonic game and also trying to be a great RPG, and didn't fully succeed at either. Reviews averaged around 7.5/10. As for sales, while the game was a commercial success, it didn't come close to the runaway success that Sonic the Hedgehog 4 achieved. It did outsell Windborn and Krystalshade and nearly matched the sales of Enix's hit game Planetary Probe, but ultimately, it wasn't the revolutionary RPG that Sonic fans were hoping for.

    -excerpted from ”A Not-So-Super SoniQuest”, an article on Gamesovermatter.com

    -

    From the makers of Gunstar Heroes comes a magical new world of adventure for your Sega Saturn!”
    -from the back of the Troublemakers game case

    Treasure's Troublemakers, published by Enix, is one of the strangest games to come out for the Sega Saturn this year. It stars Marina Liteyears, an android invented by the eccentric (and somewhat horny) Professor Theo. The two find themselves on Planet Clancer, where Theo is abducted by the locals and Marina has to hunt him down, battling hordes of strange foes along the way. Marina has just a few basic actions: jump, grab, throw, and shake. The game's levels are fairly short, though they do involve some puzzle solving (you'll need to gather up gold gems to see the game's best ending), but the thing that really stands out about Troublemakers are the boss fights. Boss fights were a HUGE part of Treasure's earlier classic Gunstar Heroes and they make a big splash here as well. By the time the game's over, Marina will battle a giant dragon and numerous giant mechs piloted by her enemies. The boss battles can be extremely challenging and will test the skills you've honed throughout the game's more than 50 levels.

    Ultimately, while Troublemakers isn't quite as good as Gunstar Heroes, it's a charming and fun game filled with several cute anime cutscenes and some very colorful graphics. It might be one of the best Saturn platformers of the year and should tide over most of you who are waiting for next month's excellent looking Tick and Tock: Time Tricksters.

    Review: 8/10

    -excerpted from the review of Troublemakers in the September 1997 issue of Official Saturn Magazine

    *Marina stands over the defeated Merco after beating up his mechanized bird, Phoenix Gamma.*

    Marina: Why are you doing this? Helping bad guys, kidnapping people...you're supposed to be heroes, not a bunch of losers!

    Merco: Marina...forgive us...the Emperor...led us astray...he led us to believe you were...tormenting the people of this world...

    Marina: That was my evil twin Calina! The Emperor hired her to trick you guys! You really are a bunch of IDIOTS! Now where's the Professor?

    Merco: The Emperor needed him for something...that's all we know...really...he said...if we helped you...he would restore us to our human selves...

    Marina: So you're not really a bird? And your friends aren't really a scary looking wolf and a goofy looking monkey? Ugggh.... if I help you guys out, will you help me stop the Emperor?

    Merco: No can do, Marina...you see...I've fallen deeply in love with you...and....and if you don't love me back, then...I'll just have to show you how strong love has made me! *he tries to stand up but he groans and hits the floor with a thud*

    Marina: You guys are LOSERS! I have to go find the professor.... *runs toward the Emperor's base as Merco watches her leave*

    Merco: Marina...I'll prove to you how strong my love is! I will show you the glorious light of love! *he begins to summon Phoenix Gamma back to him*

    -from the cutscene after level 5-6 of Troublemakers

    -

    Interplay's The Witcher Nears Completion

    One of the year's most highly anticipated RPGs is set to debut on PC this November. The Witcher, based on the fantasy novel series, features some of the best graphics we've ever seen and spans an enormous open world, allowing the player to create a character and take them across a vast land full of magic and mystery. Interplay hopes to continue from the success of their post-apocalyptic RPG Fallout, which became a surprise hit due to its deep character customization and unique setting. The company acquired the publishing rights to The Witcher earlier this year and helped Metropolis Software see the project through to completion. The results are nothing short of breathtaking, with Interplay promising the biggest world ever seen in an RPG. Early beta testers are said to be extremely impressed by the game, and it's speculated that players could easily spend over 100 hours in the game's world. It's already looking to be an early contender for top PC game of the year.

    -a news article in the September 1997 issue of PCGamer

    -

    Kirby's back for another epic adventure in Kirby's Adventure 3! He'll need all the powers he can get if he hopes to defeat Torogore, the bullish new villain who's out to stampede all over the magic of Dreamland! Joining Kirby in his quest is his new pal Girby, Kirby's pretty companion on this magical journey! Take control of Girby to unlock alternate powers for every enemy she swallows, or have a friend join you and take Kirby and Girby on their new adventure together!

    Kirby and Girby explore seven exciting new worlds over the course of the game. Here's a brief description of all of them to get you started on your journey!

    Green Greens – The familiar grassland is back, and Whispy Woods still rules the forest, but Torogore's fiery influence can even be felt in this early stage!

    Molehill Mountain – Kirby's got to navigate these treacherous cliffs and duck the mole people living within if he wants to make it closer to Torogore's lair!

    Aquatic Arboretum – Underwater gardens fill this beautiful stage, so put on your flippers and send Kirby and Girby on a swim!

    Cake Canyon – This is the sweetest world in the game, full of yummy treats for Kirby and Girby to consume, but don't spend too much time eating cake and not enough time eating foes!

    Doomdark Doorway – This creepy world harbors a secret: one of Kirby's old foes has been calling this place his home!

    Skysurf Soaring – Kirby and Girby take to the air in this challenging world full of flying foes!

    Big Bull Barricade – Torogore's made his lair here and some of the game's toughest challenges lay in your path. Don't give up, Kirby!

    -excerpted from Nintendo Power's October 1997 article on Kirby's Adventure 3

    -

    I never imagined I'd get to work with Nintendo on a project like this. Masaya Matsuura and his team are the real geniuses behind Parappa, I'm glad my art was able to inspire them to create such wonderful work. I can't wait to see what they come up with next!”
    -Rodney Greenblat

    Considering the art style we were working with, the Super Famicom CD was a natural choice for the game. We were able to use the same kind of graphics they had created for Yoshi's Island on cartridge, and that worked well for the flat paper look of the characters. When we needed to do a cutscene we just made a video and put it on the disc. We actually had trouble fitting it all on one disc! It was a tight squeeze but we succeeded and got all six levels onto a single disc. The game was a very interesting challenge for us and I'm glad it was quite popular, that popularity was very encouraging.”
    -Masaya Matsuura

    The initial game concept featured a fifth stage showdown with all of Parappa's previous teachers. They would be all fighting over who would get the bathroom first and Parappa would need to defeat them all by rapping in order to win access to the toilet. Gunpei Yokoi from Nintendo was touring the studio and he had a look at the toilet level idea and commented that it seemed rather crude. It was Sony who had the final call, it was Sony's game, but Matsuura respected Yokoi's opinion on the issue and he conceived a new stage five where Sunny Funny got trapped in a freezer and Parappa had to save her with inspiration from the superhero Jet Baby. The toilet level would have been interesting to see, but the Jet Baby level does fit in a bit more with the 'I gotta believe' theme of the game. It's just one of those interesting little 'what if's that come up so often in the development stages of games.
    -excerpted from a rootalk.com subroot: “Most interesting video game 'what might have beens'?” posted on January 14, 2015

    -

    This month's Enemy Zero is one of the Saturn's most intriguing releases. The game, which is part FMV, part survival horror title, combines elements of both action and horror games to create a unique and challenging experience. We're now privileged to have a brief chat with the man behind Enemy Zero, Kenji Eno.

    (…)

    Official Saturn Magazine: If we recall correctly, the original D was released to the Super Nintendo CD in Japan only. And then it was released here for the Sega Saturn. You caused a lot of controversy with your comments on Nintendo earlier this year...

    Kenji Eno: *laughs*

    OSM: They were very strong comments.

    Eno: Well, they were true. Nintendo didn't respect my game. They didn't respect the work put into it. They didn't respect the message behind it. Only Sega gave D the treatment it deserved which is why it sold so much better in for the Saturn than it did for Nintendo. And Enemy Zero would just be impossible with the technology Nintendo has. They have only just now gotten around to releasing the Ultra Nintendo. It's disgraceful how long they took. Sega has had the best system on the market for three years now and there is no doubt who will win this so-called “console war”.

    OSM: Enemy Zero is an extremely unique and frightening game.

    Eno: And Sega knew what I had in store for it. They did not make an attempt to censor or question me.

    OSM: So, do you feel like there will be more Saturn games in the future for you?

    Eno: I'm already working on one. It's not the sequel to D, that's coming later, but I'm continuing to make games for it right now. I want to push the player to their emotional limits and that's what I'm hoping to do with this game and with the next game I have coming out.

    OSM: Can you share any information about your next game?

    Eno: Absolutely! The next game will feature two protagonists and they will have to depend on each other. If either of them fails, both of them die. It will be a very frightening and dramatic game.

    OSM: Do you think it'll be better than Enemy Zero?

    Eno: Absolutely, but I recommend also that you play Enemy Zero, because it will frighten and stimulate you in much the same way. *laughs*

    -excerpted from an interview in the September 1997 issue of Official Saturn Magazine

    -

    Ted Crosley: The bottom line with Race'n'Chase is that while it's a unique game, it's also got lots of flaws and while it gives you a nice big city to play in, there's not really that much to do. Yeah, you can kill people. Yeah, you can do races. But I was looking for something more and I really didn't get it.

    Alex Stansfield: The novelty of running people over and shooting them wears off really quick.

    Ted: There was a lot of dialogue at least. I enjoyed some of the dialogue, it was pretty funny but once it started repeating...

    *A brief snippet of the game is shown, someone is getting their face blown off with a shotgun and yelling out “I'm gonna call my lawyer!”*

    Alex: *chuckling* Yeah, some of the dialogue was just ridiculous, this game has a tongue-in-cheek sense of humor that sort of serves it well. I mean, if you're a cop and you use police brutality on enough people, this happens...

    *A clip of a bunch of hippies marching down a street is shown, holding up protest signs and chanting*

    Alex: And then you can just run them over with your car.

    Ted: Yeah, I mean at least this game doesn't take itself too seriously like a lot of other games out there. And, you know, getting into a nice long cop chase can be pretty fun. I had more fun avoiding the cops than anything else. These cities are huge, some of those chases can be pretty epic.

    Alex: Yeah, but the races are really lame. So at least half of the title means something.

    Ted: You know what? I'm gonna give Race'n'Chase a 3.5. There's a lot of good ideas here, but the execution is just poor.

    Alex: For me, execution is everything. I'm giving it a 3, mostly for the humor, a little bit for the cop chases and there ARE a few decent missions in there, but most of this game is a slog. I imagine we'll get more fun from the media freaking out over this game than we will from actually playing the game.

    -excerpted from the September 2, 1997 episode of GameTV

    Gary Westhouse: So what did you think of King's Wrath for the Sega Saturn?

    Alex: I was immediately reminded of Tactics Ogre.

    Gary: Did Enix do this game?

    Alex: They did not, but someone took some cues. And like I said before, it's fun to play as a bad guy. It's fun to be an evil king and conquer your foes.

    Gary: Well, it's like they say in Conan the Barbarian, what is best in life?

    Alex: To conquer your enemies, see them driven before you, and to hear the lamentations of their women!

    Gary: Yes! That is good and this is a good game.

    Alex: You know, the combat's not quite as deep as Tactics Ogre, but the graphics are better at least.

    Gary: The soundtrack could've used some work though.

    Alex: Yeah, but still, it was a fun game and I'm gonna give it a 4.

    Gary: Same here, I give it a 4 and it's a GameTV Recommended pick, so go pick it up!

    -excerpted from the September 9, 1997 episode of GameTV

    (…)

    Lyssa: I LOVED Parappa, I thought it was awesome and the music was soooo catchy!

    Brittany: That's the thing though, it was such a fun game but I wanted MORE, you can beat it in half an hour and you can't justify charging 50 bucks for that.

    Lyssa: Yeah but you can go back and do cool mode and challenge your high scores! And you can't tell me you beat it in half an hour, I'm sure you had to go back and redo level 5 a couple times.

    Brittany: I redid it once and that's literally the only time I had to do a level over.

    Lyssa: Liar!

    Brittany: Want me to prove it? I can beat it right now no problem.

    Lyssa: Look, I get it, it's a short game, but it's short and super sweet and has a ton of replay value. And it's the only time you'll ever get a love story between a dog and a sunflower.

    Brittany: It was adorable to see that dog trying to win the heart of that flower. I wouldn't want to see the kids, but the love story itself was cute. The game was cute and it was fun but I just wanted to see more of it.

    Lyssa: Honestly, I imagine it pushed the Super Nintendo CD to its limit the way it already was. 20 minutes of cutscenes and those graphics couldn't have been easy.

    Brittany: It reminds me of the AMAZING work Nintendo did on Yoshi's Island, everything so vibrant and colorful.

    Lyssa: Okay, time to give out the score and I'm gonna do it in the form of a rap. Brittany, gimme a beat!

    Brittany: No!

    Lyssa: *shrugs and starts doing her rap anyway* Parappa is short but it sure is sweet...

    Brittany: *rolls her eyes and starts beatboxing for Lyssa, doing a pretty lousy job of it*

    Lyssa: The awesome tunes got me moving my feet, the kickass songs made me feel alive, and that's why I'm giving it a 4.5! IN DA HOUSE!

    Brittany: *mock clapping for Lyssa* Okay, okay, my score for Parappa is-

    Lyssa: Brittany, you gotta rap!

    Brittany: I beatboxed for you, isn't that enough?

    Lyssa: Come onnnnnnn!!!

    Brittany: No, no!

    Lyssa: You're no fun, you're no fun! *grabbing Brittany and playfully shaking her* Come on and rap!!!

    Brittany: Ugggh fine.... *she groans as Lyssa starts doing a really good beatbox for her* Parappa's fun but....it's sure not long...in fact this game is even shorter than Ted's schlong...

    Lyssa: *stops beatboxing and starts cracking up*

    Ted: Hey!!!!

    Brittany: So uh....that's why...there's no way it's getting a 5....Instead I gotta give it...3.5.

    Lyssa: You can't rhyme five with five, that's cheating!

    Brittany: *shrugs* You put me on the spot!

    (...)

    John Walden: Thunder Force V was tight! I'm telling you right now, one of my top games of the year for the Sega Saturn.

    Ted: Okay, calm down, it was good, but as far as shooters go, it felt like pretty standard fare. Thunder Force III for the Genesis was a classic and Thunder Force IV made great use of the Mega Charger, but I felt like Thunder Force V didn't push the Saturn as far as it could've been pushed.

    John: What are you talking about, the graphics were awesome!

    Ted: There was a lot of 2-D but it wasn't detailed enough to blow me away. The Saturn is capable of so much more. Now the gameplay, the gameplay was great, like it always is, but even that wasn't as innovative as say, Thunder Force III was. That was one of the classics of the shooter genre and broke a ton of new ground, but Thunder Force V didn't do anything that we haven't seen games like, say, Universalizer 2 on the SNES-CD do.

    John: Thunder Force V, lemme tell you what I liked most about it, besides the awesome musical score. The weapons, there were SO many to choose from and you could select between eight different weapons for your ship. The element of strategy in this game surpasses any other shooter. You have to learn the weapons, figure out what you're best with and go to town. That took this game to a whole different level.

    Ted: I feel like there's so much more that can be done with shooter games. With the level of graphics these days, we can do a lot more. I like what Squaresoft is doing with Einhander, that game looks amazing and I can't wait to play it for the Ultra.

    John: From what I saw though, it doesn't let you switch through as many weapons as Thunder Force V does.

    Ted: And the graphics look incredible.

    John: The graphics in Thunder Force V are fine, the 3-D bosses are spectacular and the moving backgrounds look gorgeous, I got lost in them when I was playing a few times and crashed my ship.

    Ted: That could be construed as a flaw, you know.

    John: You just gotta get used to it. Anyway, I'm giving Thunder Force V a 5. It's the best game yet in the series and the best side scrolling shooter on the Saturn, period.

    Ted: I'm giving it a 4. It's a very well made and fun game with a killer soundtrack, but it doesn't match up to some of the classics in the genre or what's coming down the road.

    -excerpted from the September 16, 1997 episode of GameTV

    -

    SNES-CD Power Charts: September 1997

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Tale Phantasia
    3. Starseekers Of Exion
    4. Fire Emblem: Keepers Of The Light
    5. Chrono Trigger
    6. NBA Hangtime
    7. Frederico 2: Garcia's Revenge
    8. Blast Corps
    9. Terranigma
    10. Norse By Norsewest
    11. Elements Of Mana
    12. Syrielle
    13. Super Mario World 2
    14. Super Mario RPG
    15. Super Bomberman 4
    16. Mega Man X4
    17. Empire: The Steel Kingdom
    18. International Superstar Soccer '98
    19. Harvest Moon
    20. Dragon Quest VI

    The Official Saturn Magazine Buzz Chart – September 1997

    1. Ultima: Scion Of Britannia
    2. Sonic the Hedgehog 4
    3. Raigeki
    4. Tomb Raider II
    5. SoniQuest
    6. Turok: Dinosaur Hunter
    7. Troublemakers
    8. Fighters Megamix
    9. Sonic Jam
    10. Planetary Probe

    -

    September 22, 1997

    Norio Ohga had just finished reading some notes that had been given to him that morning, mostly notes concerning Sony's partnership with the company Dreamworks. The American comedian Chris Farley was nearly done recording lines for an upcoming animated movie that the company was making, a movie about an ogre that was set to be released sometime in 1999. Dreamworks was also deep into the production of their first CGI animated film, a haunted circus movie set for release during the next year. Early reports were that Dreamworks was using Sony's computers to great effect, the animation of the circus film was said to rival or surpass what Pixar was producing for their next film. Ohga placed the notes aside and prepared to meet with Ken Kutaragi, who had just entered the room and had taken a seat across from Ohga at the desk.

    “Anything new to report, sir?” Kutaragi asked.

    “Our Ultra Nintendo sales continue to be extremely strong,” said Ohga. “Nintendo is barely able to keep the product in shelves ahead of demand.”

    “We've ramped up production of our chips for the North American launch as much as possible, we're expecting to have two million units ready to go on launch day two months from now,” Kutaragi replied. “That would be far more units than have ever sold at launch for any game console, even for Nintendo.”

    “Do you think it'll be enough?” asked Ohga.

    Secretly, Kutaragi was hoping that it wouldn't. No console had ever even approached two million units sold on the first day, for the Ultra Nintendo to sell that much would be a staggering success that would immediately vindicate Kutaragi's entire career in an instant. The American economy was still picking up, but would two million families really shell out $299 for such a product, no matter how much hype was behind it?

    “I...believe so,” said Kutaragi. “Either way, it's the most we can produce at this time. We'll keep production up to meet holiday demand, I'm sure the units we're putting out will be sufficient to meet even the highest level of demand.”

    Ohga nodded, though his mind was swirling with doubt. Two million units would either be too much and would leave store shelves filled with product, which would look extremely bad at a time when the Sega Saturn might be experiencing its biggest holiday ever. Or, two million units wouldn't be enough, and would alienate the loyal fan following Nintendo and Sony had helped to build together.

    Kutaragi placed a sheet of paper on the table. It was in Japanese, translated from English. It was the small paragraph Sony would be including on the back of every Ultra Nintendo box, the company's mission statement: “The Ultra Nintendo Entertainment System is built with Sony technology. Sony is helping to make the dreams of countless innovators come true through superior technology, bringing artistic visions to life and putting today's best entertainment in your home. Sony: We Make Everything Possible.”

    “This is what will appear on Ultra Nintendo boxes shipped to North America and Europe,” said Kutaragi. Ohga read the sheet of paper and nodded. “It sounds good?”

    “It's fine,” Ohga said. “This partnership continues to be an enormous success, and I see many more partnerships in this company's future. Video games, movies, music...our electronics company will soon be the world's biggest entertainment company.”

    Kutaragi tried to hide his smile. He was humble, but he knew he was a major part of Sony's success.

    “It's all right, you can take credit if you'd like.”

    “Oh, no, no, it was your decision to let me work on this technology in the first place that made everything possible,” said Kutaragi, bowing humbly. “I just-”

    “You just created the best video game accessory in the history of the industry,” said Ohga. “And this new console already appears to be the best video game console in the history of the industry. Now....I'll ask you again...do you believe we'll sell two million units at the North American launch?”

    “Ohga-san, sir... I believe....if there were enough units... I believe we would sell significantly more.”
     
    Nintendo Power #100 - Top 100 Games Of All Time
  • A brief little aside. In September 1997, Nintendo Power had its 100th issue. The magazine celebrated that issue by publishing a list of the top 100 games up to that time to appear on Nintendo systems. The list is here:

    http://nintendo.wikia.com/wiki/Nintendo_Power%27s_100_Best_Games_of_All_Time

    Obviously, here in TTL, Nintendo Power also celebrated their 100th issue in September 1997. So, here's TTL's version of that list.


    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Secret Of Mana
    3. Tetris
    4. The Legend Of Zelda: A Link To The Past
    5. Super Mario World 2
    6. Super Metroid
    7. Super Mario Bros. 3
    8. Tale Phantasia
    9. Final Fantasy VI
    10. Squad Four: Eclipse
    11. The Legend Of Zelda
    12. Street Fighter II: Arcade Edition
    13. Chrono Trigger
    14. The Legend Of Zelda: Link's Awakening
    15. Super Mario Bros.
    16. Super Mario World
    17. Donkey Kong Country 2: Diddy's Kong Quest
    18. Final Fantasy IV
    19. Secret Of Monkey Island
    20. Ballistic Limit
    21. Yoshi's Island
    22. Mega Man
    23. Tales Of The Seven Seas
    24. Super Mario Kart
    25. Terranigma
    26. F-Zero
    27. Super Mario RPG
    28. Tetris Attack
    29. Snatcher
    30. Donkey Kong Country
    31. Tecmo Super Bowl CD
    32. Donkey Kong Country 3: Dixie Kong's Double Trouble
    33. Jewels Of The Realm
    34. Fire Emblem
    35. Super Mario World 3
    36. NBA Jam
    37. Punch-Out!
    38. World Of Color
    39. Mario Paint
    40. Elements of Mana
    41. Eternal Night
    42. Tales Of The Seven Seas 2
    43. Metroid II: Return Of Samus
    44. Deadman Sam
    45. Metroid
    46. Super Bomberman CD
    47. Kirby Super Deluxe
    48. Squad Four
    49. Doom
    50. Dog Dash
    51. F-Zero CD
    52. Zelda II: Adventure Of Link
    53. Final Fantasy
    54. SimCity
    55. Street Fighter II: The World Warrior
    56. Contra 3: The Alien Wars
    57. Dragon Warrior VI
    58. Killer Instinct
    59. Frederico
    60. Castlevania: Rondo Of Blood
    61. Kirby's Adventure 2
    62. Rayman
    63. Samurai Shodown
    64. Battletoads II
    65. Final Fantasy V
    66. Starseekers Of Exion
    67. International Superstar Soccer CD
    68. Super Mario Bros. 2
    69. Adventures Of Lolo
    70. Dr. Mario
    71. Universalizer
    72. Intelligent Qube
    73. Super Castlevania IV
    74. Ninja Gaiden II
    75. Golf
    76. Contra
    77. Bionic Commando
    78. Victory
    79. Syrielle
    80. Actraiser
    81. Mega Man X
    82. X-COM: UFO Defense
    83. Shadowrun
    84. Crystalis
    85. The Endless War
    86. Star Tropics
    87. Storm Guardians
    88. TMNT IV: Turtles in Time
    89. Soulqueen
    90. Where In The World Is Carmen Sandiego?
    91. Frank Thomas' Big Hurt Baseball
    92. Super Detective Club 2
    93. Pocky And Rocky CD
    94. Sam And Max Hit The Road
    95. Zombies Ate My Neighbors
    96. Final Fantasy Adventure
    97. Mortal Kombat
    98. Andrekah
    99. Cannon Fodder
    100. Double Dragon

    Electronic Gaming Monthly also celebrated their 100th issue in 1997, November 1997 to be specific. Their top 100 games list (including games from all systems, Nintendo, Sega, and others) will appear after the October update.
     
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