Player Two Start: An SNES-CD Timeline

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January 1995 - Mega Man vs. Pulseman
  • I remember how well Pulseman did when it first launched in January 1995. There was a lot of competition, including from the new Mega Man X game, but sales were still great and Nintendo's promotional push was a big rush for that. The success of Pulseman was a big reason why I was hoping we'd stay on board with Nintendo.”
    -Ólafur Jóhann Ólafsson, in an interview with the Gaming Intelligence Agency, January 11, 2001

    "Pulseman was considered as a solid platformer. It had interesting level design, a strong futuristic look and feel, a character which was original, with intriguing powers, and of course, a legendary soundtrack, considered one of the best of the SNES-CD. It proved a moderate success. However, it's biggest impact would be solidifying the relationship between Sony and Game Freak. Sony had accepted the game for distribution, and heavily promoted the game. Game Freak and Sony discussed a sequel, which never came into fruition. However, it was this friendship that would prove very substantial in the near future..."
    -excerpt from the Kotaku.com article "Game Freak: The Pre-Pokemon Years," August 8th, 2014.

    Valis: Rebirth was big in terms of convincing me that Telenet Japan was for real. They'd done a lot of great work already, but this game in particular was a lot like Popful Mail, a game I'd wanted us to bring over for the Sega CD before my fallout with them. We were already mulling over approaching Nintendo but that Valis remake was the clincher.”
    -Victor Ireland, from “AMA: Victor Ireland” on Rootalk (TTL's Reddit equivalent), February 23, 2013

    Sega brings the arcade hits home!”
    -a line from a new Sega advertisement campaign pushing the company's arcade ports that started in early 1995

    On the subject of plan B, I believe we could go forward if absolutely necessary. The technical specifications of a new console could easily exceed those of the Saturn. From a technological standpoint, we would be safe with this strategy.”
    -Ken Kutaragi, from a Sony internal memo in January 1995 discussing the possibility of creating a new console without Nintendo's help

    -

    Carrier Aces:

    Ed: 6
    Danyon: 7
    Al: 6.5 (quote: “A fun little World War II aerial combat game, but the difficulty could use some re-balancing.”)
    Sushi-X: 6

    Earthworm Jim: Special Edition

    Ed: 9 (quote: “In a lot of ways this is the best version of Earthworm Jim, though the Genesis version still has a couple extras that this CD-ROM port inexplicably lacks. Still, the animation is top notch.”)
    Danyon: 9.5
    Al: 8.5
    Sushi-X: 8.5

    Flintstones: The Movie:

    Ed: 4
    Danyon: 2.5 (quote: “What a miserable game. Yabba-dabba-don't buy this.”)
    Al: 4
    Sushi-X: 2

    Lords Of Thunder:

    Ed: 7.5
    Danyon: 8
    Al: 7 (quote: “While the game itself isn't terrific, the graphics and music got a really nice boost from when this game was on the TurboGrafx CD, and as far as shoot-em-ups go, it's one of the best looking on the system.”)
    Sushi-X: 7.5

    MechWarrior 3050:

    Ed: 7 (quote: “Not quite as revolutionary as the original, but it still brings the classic mech gameplay we all know and love. It's tough as nails but the original was too.”)
    Danyon: 7
    Al: 8
    Sushi-X: 8

    Mega Man X2:

    Ed: 8.5
    Danyon: 8
    Al: 8 (quote: “While it could've been upgraded a bit more for the SNES-CD, it's still Mega Man and it's still fantastic, with even more creative bosses and power-ups than the original.”)
    Sushi-X: 8

    Mighty Max:

    Ed: 5.5
    Danyon: 6
    Al: 6
    Sushi-X: 6 (quote: “This was a fairly generic action game, so if you're not a big fan of the show or the toy, you might want to skip this one.”)

    Pulseman:

    Ed: 9.5 (quote: “This gorgeous action game is a revelation and even better than Mega Man X2, to which it'll undoubtedly be compared. The ability to jump from wall to wall opens up new dimensions of gameplay and the real-time animated cutscenes littering the game bring Pulseman's incredible world to life.”)
    Danyon: 8
    Al: 8.5
    Sushi-X: 8.5

    Urban Strike:

    Ed: 7
    Danyon: 7
    Al: 7.5 (quote: “Flying a helicopter around and blowing stuff up has never been so fun. We loved the smoothness of the graphics, though the play controls could be somewhat difficult at times.”)
    Sushi-X: 7.5

    Valis: Rebirth:

    Ed: 8.5
    Danyon: 9 (quote: “A superb upgrade of a rather nondescript action game, this game takes the best elements of action games and outlandish fantasy adventures and mixes them up into one big bowl of awesome.”)
    Al: 9
    Sushi-X: 6.5

    Moonlight:

    Ed: 7.5
    Danyon: 9
    Al: 8
    Sushi-X: 7 (quote: “Capcom's SNES-CD RPG doesn't quite approach the quality of Breath of Fire for the cartridge-based SNES, but its intriguing storyline and fascinating characters will still suck you in.”)

    Dragon's Destiny II

    Ed: 6.5
    Danyon: 7
    Al: 7 (quote: “This sequel to 1993's flying dragon deathmatch game improves on its predecessor in pretty much every possible way, and multiplayer is a blast!”)
    Sushi-X: 7

    Don't Go To Bed!:

    Ed: 6.5
    Danyon: 5
    Al: 6
    Sushi-X: 5 (quote: “The nausea inducing graphics and strange enemies littering this platformer about a kid sucked into a nightmare realm whenever he goes to sleep only made me want to put this game down sooner.”)

    -reviews of January 1995's SNES-CD games in the February and March 1995 issues of Electronic Gaming Monthly

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    Mega Man vs. Pulseman: The Showdown (Which should you buy?)

    This month, we reviewed two excellent SNES-CD action platformers in Mega Man X2 and Pulseman. Both games are great, and both games are quite similar, but also have some key differences. So which one should you buy? Let's break it down.

    Graphics:

    Graphically, Mega Man X2 is excellent. While the upgrade to CD didn't change things up too much from the SNES version, it still features some great 3-D effects, very smooth animation, and a variety of bright and colorful stages. On the other hand, Pulseman seems to be designed for the SNES-CD from the ground up and it shows. The animations are fantastic and each level even features short cutscenes that pop up during gameplay. In contrast, Mega Man X2 features no cutscenes, even on the CD version. We've got to give the edge to Pulseman here for its slightly better in-game graphics and its animated cutscenes. WINNER: Pulseman

    Sound/Music:

    Both games feature superb soundtracks. Gamefreak's Pulseman soundtrack features some nice variety in music, though some of the motifs get a bit repetitive and not all of the sound effects impressed us. On the other hand, Mega Man X2 featured an amazing variety of rock and roll songs, some very good atmospheric music (the Crystal Snail stage for example), and a much better theme for bosses. While both games were good, Mega Man X2 was just a bit better. WINNER: Mega Man X2

    Play Control:

    We've got the familar Mega Man control scheme vs. the innovative but at times tricky Pulseman controls. Pulseman has the ability to leap between walls very rapidly and on the whole, this is a fun skill to pull off, though at times can be a bit difficult. Mega Man is equipped with a variety of dashes, leaps, and the wall cling ability unique to the X series. While Pulseman has to be given credit for originality, it was Mega Man X2 that was ultimately a bit easier to master and more fun to control. WINNER: Mega Man X2

    Storyline:

    While storyline isn't always important in games, here we agreed that both games did have compelling stories that drove the action of the games. In Mega Man X2, the robot is once again tasked with defleating Sigma and his Mavericks, with the added twist that his friend Zero, thought destroyed for good, has actually had his body parts scattered and needs to be recovered before Sigma can claim them and rebuild him. Pulseman, however, had what we feel was a bit more original and engrossing story, of a half-robot, half-human boy named Pulseman who struggles to find his place in the world and must save it and his friends from the evil Doc Waruyama, who happens to be Pulseman's father. The cutscenes added an additional layer of excitement to Pulseman's characters and story, and we just felt that Pulseman told its story better than Mega Man X2 did. WINNER: Pulseman

    Gameplay:

    Finally, we come to the clinching category, and the most important category of all which is gameplay. Again, Mega Man X2 is a game we've all played before now many times, while Pulseman brings something new and unique to the table. That said, the Mega Man game formula is tried and true and this is one of the most fun Mega Man games ever, with excellent level design and just the right amount of difficulty. Pulseman crams its nine stages with fun enemies and bosses, though the game can be somewhat frustrating at times, it's ultimately rewarding to finish off the final boss and see the excellent ending. While this category was extremely close, probably the closest of all five, we had to give the slightest of edges to Mega Man X2. When it works, it REALLY works, and it was the game we kept going back to. While Pulseman is a great game, if you can only get one, choose the Blue Bomber. WINNER: Mega Man X2

    -a comparative article of Mega Man X2 and Pulseman featured in the February 1995 issue of GameFan, which awarded both games an identical score of 41/50

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    Moonlight was created to be sort of a companion series of sorts to Breath of Fire. We intended to keep our Breath of Fire RPG series on the cartridge Super Famicom and came up with Moonlight for CD players, but once the CD became pre-eminent, we transitioned Breath of Fire to the CD format starting with the sequel. Due to Moonlight's commercial success we were able to support two RPG franchises on CD!”
    -Capcom's Tokuro Fujiwara, speaking with Famitsu magazine in the December 1997 issue

    So the first half of Moonlight is a pretty straight-forward game where you're crushing this evil crime syndicate and their sadistic leader. But about halfway through there's a serious twist and you soon find yourself not only trying to save the city, but the entire world! The game opens up completely and goes from a gritty noir RPG to a full-on cyberpunk fantasy adventure. I think the first Moonlight is still the best, and it's definitely one of my favorite RPGs on the SNES-CD.”
    -a user on Kotaku.com, discussing the game Moonlight in a comment on a “Talk Amongst Yourselves” article

    Epic Center

    Welcome to the very first installment of Epic Center, a new feature in Nintendo Power magazine! Here, you'll find tips, tricks, strategies, and previews for a variety of RPG and adventure games coming to Nintendo systems!

    DANCING IN THE MOONLIGHT

    Moonlight is a new role-playing game from Capcom taking place in a dark, crime-infested city called Banboru. Over the course of the game, twelve characters from all walks of life will join your party as you work together to battle the evil Jade Syndicate and restore peace to this troubled metropolis. Be warned, defeating this crime syndicate won't be the end of your adventure! Indeed, it'll be only the beginning.

    Characters in Moonlight include...

    Shuko: The main character, a rookie police officer who is new to the city. He starts out naive and inexperienced but as he gets deeper and deeper into the seedy underworld, he'll discover that things definitely aren't what they seem.

    Craig: Shuko's partner and best friend, a cop who's been on the force several years and tries to teach Shuko the ropes. Don't rely completely on his experience, he can't carry you the whole way!

    Wei Lin: A mysterious informant who soon joins Shuko's cause to get revenge on the syndicate's leader. She might be beautiful but don't underestimate her.

    Jack: A bouncer who has a score to settle with the syndicate. He knows a few criminals and you'll need their help to get further in your quest.

    Julia: Another officer at Shuko and Craig's precinct, she's a crack shot and you'll bump into her a few times before she joins your party later on.

    Taifung: A martial-arts master who runs an illegal underground dojo, he clashes with Craig plenty but the two of them will need to work together to help Shuko succeed.

    You'll meet plenty of other characters on your long journey. This truly is an RPG like no other!

    (...)

    A FANTASY FOR THE AGES

    Final Fantasy VI hits the Super Nintendo CD in just two short months. The game already released in Japan to record sales and stellar reviews, and we got a chance to sit down with Ted Woolsey, head translator for the North American version of the game, for a quick preview of what we'll be looking forward to.

    NP: Thanks for giving us this interview, we can't wait to play Final Fantasy VI! What's been your favorite thing about translating this game?

    Ted Woolsey: The sheer variety of characters, playable and otherwise. I feel like this Final Fantasy has the best cast of characters yet, both heroes and villains. The cast of heroes alone is huge, there are 14 in all and that's not counting the temporary characters who join your group for a brief time.

    NP: We know you can't spoil any of the game's HUGE twists, but can you give us a quick tease on what to expect?

    Ted Woolsey: The game on its surface is about the conflict between magic and technology, but from a character standpoint, the main character Terra is conflicted about who she is and what she's going to become. She's torn between two sides of herself, and you'll see in the story that the conflict forms the heart of a big part of this game.

    NP: So this will be a more mature, epic Final Fantasy than those in the past?

    Ted Woolsey: I feel that the story of this game rivals that of any Hollywood movie. The production values are astonishing and the dialogue is really well written, I'm working really hard to make sure none of the great work from the Japanese writers gets lost in translation. It's been a challenge but a really gratifying one.

    NP: Thanks again for agreeing to talk with us, we're excited for this game!

    Ted Woolsey: No doubt, you're gonna love it!

    (...)

    That's it for this month's edition of Epic Center. For those of you with this month's issue of Nintendo Power CD, your disks contain preview videos that take you behind the scenes of the upcoming RPGs The Darkest Ritual and Final Fantasy VI! In addition, Moonlight, The Darkest Ritual, and Final Fantasy VI, along with seven other great games, have playable demos for you to try them before anyone else!

    -excerpted from the “Epic Center” feature in the January 1995 issue of Nintendo Power

    -

    Valis: Rebirth was the first major release from Telenet Japan for the Super Nintendo CD in North America. While FMV games such as Time Gal had been featured on the system before, Valis: Rebirth was the beginning of a larger strategy for the company to gain a foothold with international gamers, and they would start with one of their flagship action franchises. Valis: Rebirth was a remake of their 1986 MSX game Valis: The Fantasm Soldier, and it could actually be considered a complete reboot rather than a remake, taking elements from the first four games of the series in retelling the first. It tells the story of the heroine Yuko, whose friend Reiko is abducted and brainwashed by the evil soldier Rogles into helping him defeat the only person who can stop his reign of terror. The game features fourteen side-scrolling levels and is a hybrid of an action game, a platformer, a hack and slash, and a puzzle game with some RPG elements as well. Yuko can upgrade her equipment by finding treasures or defeating enemies, and each level features a ferocious boss (with many levels featuring one or more sub-bosses as well). The game features animated cutscenes and in level voiced scenes specifically made for this version, indeed, it was a complete revamp from the ground up, with only the basic storyline and a few elements taken from the 1986 original. Also, unlike in the original game, Yuko's friend Reiko survives at the end and indeed would become playable in the sequel. With this game, Telenet Japan intended to create a flagship franchise, and it largely worked. The game sold massively in Japan and decently in the States, which justified both the creation of sequels and their localization, indeed, there would be three SNES-CD Valis games in all, and the series would continue on the Ultra Nintendo with 1999's Ultra Valis: Knight Of Light that would take the series into three dimensions. Though subsequent games such as Tale Phantasia would be far more successful for Telenet Japan, Valis: Rebirth laid the important groundwork for the company becoming one of Nintendo's best second parties.

    -Excerpted from “Early Gems Of The Super Nintendo CD”, an article posted on Gamesovermatter.com, December 17, 2013

    -

    Sega At The Arcade: A New King?

    While 1995 is poised to be the Year of the Saturn for Nintendo's everpresent rival, Sega also seems to be trying to make 1995 the Year of the Arcade! Sega has begun porting a number of their arcade hits to the Mega Charger, and the Saturn has already been promised a number of major ports including Virtua Fighter, Virtua Racing, Desert Tank, and Daytona USA. But Sega is hard at work on the next generation of arcade games, and Yu Suzuki has been quoted as saying that he's already working on a new lineup of games that will hit arcades in 1995, including a space shooter that is said to be the spiritual successor to the Space Harrier series called Galactic Savior. Suzuki promises that this game will utilize new hardware from Sega to bring to life dozens of lifelike spaceships on screen at once, with an addicting storyline that will keep players putting quarters in machines until their pockets run dry.

    Suzuki is also said to be in talks with Namco for a deal that would put new Sega arcade boards in Namco machines to create upgraded versions of games such as Ridge Racer, and that such tech would also be utilized in a brand new 3-D fighting game that would involve a variety of characters wielding powerful bladed weapons in battle. Namco has already stated its intent to develop exclusively for the Saturn in the future, and as the two companies draw closer, it seems that their alliance is hellbent on challenging Nintendo for market supremacy. With many of these Namco arcade games sure to be ported to the Saturn over the next two years, it could draw plenty of arcade junkies into Sega's fold, something that's sure to be music to the blue hedgehog's ears.

    -from an article in GamePro magazine, February 1995

    -

    Winter CES Update!

    The Winter 1995 Consumer Electronics show was a bit dialed back in terms of video game floor space. The big game companies seemed to be holding back, most likely for May's upcoming Electronic Entertainment Expo, but Nintendo and Sega were still showing off some exciting upcoming games, and we're sure you'll be seeing a lot more of them in the coming months.

    First off was Nintendo, and the big game at their booth this year was their newest Zelda game, The Legend Of Zelda: Ocarina Of Dreams. The game was playable at Nintendo's booth, and despite the crowds, I managed to get some time with the controller in my hand. What I saw was nothing short of incredible. The character animation has received a huge upgrade, Link looks so alive and colorful on the screen even from a top-down perspective, and the enemies moved in fun and unique ways. Though the game won't have any voice acting to speak of, we could still hear some loud grunts when Link swung his sword or went for his famous spin-attack, and enemy growls could be heard as well. The added sound effects give Link some much needed personality, though the gameplay spoke for itself. You can now wield two items instead of one, with one mapped to the Y button and the other to the X button, making it a bit more intuitive so you're not constantly switching. There will be new items featured in this game, and some returning items from Link's Awakening never before seen in a console Zelda. This includes Roc's Feather, which allows Link to jump across pits and to new areas, bringing more of an action element to the classic adventure franchise. I wish I'd gotten more time to play but from what I saw, Ocarina of Dreams is going to be a huge hit like the Zelda games before it.

    Sega's booth was also quite crowded, with the biggest crowds around the new game Knuckles: Renegade. This game stars Sonic's new pal Knuckles in a quest of his own. Gameplay seemed somewhat similar to Sonic, though Knuckles has a few combat moves at his disposal, giving you a lot more ways to take out enemies. Knuckles is going to be teaming up with some new friends in this game that has the titular echidna leading a rebellion against Dr. Robotnik. One of those friends is a beautiful butterfly woman named Corona who seems to be Knuckles' love interest. She's actually playable for certain parts of the game and has a cool attack where she fires sonic lasers out of her hands. This game will be out in April and I got to play through the first couple of levels, I was quite impressed and I can't wait to take Knuckles and his band of rebels out for a spin.

    There was another player at this year's CES, and that was Bandai, showing off their next generation system. They call it the Solaris, and from what I saw, the graphics are quite good, this thing is capable of some powerful 3-D effects comparable to what the Saturn can do, but time will tell if Bandai can compete with Nintendo and Sega. Bandai only had tech demos to show off and a concept design of the system. It looks really sleek but it's important to remember that this is a project that Apple backed out of, and they must've had a reason for doing that. So far, it's too early to tell if they'll repeat the mistakes of their predecessors, but I'm sure some of those failed predecessors would tell you that their biggest mistake was just trying to take on the two juggernauts.

    -excerpted from an article in the March 1995 issue of GameFan

    -

    SNES-CD Power Charts – January 1995 (starting with the January 1995 issue, Nintendo Power stopped printing point totals for their Power Charts feature, which remained a combined ranking of player votes, editors' choices, and sales figures for the month three months prior)

    1. Squad Four
    2. Mortal Kombat II
    3. Super Street Fighter II: Arcade Edition
    4. TMNT V: Wrath Of The Foot
    5. Super Mario World 2
    6. Contra IV: Hard Corps
    7. Jewels Of The Realm
    8. SimCity 2000
    9. Secret Of Mana
    10. Donkey Kong Country
    11. Mighty Morphin' Power Rangers
    12. Wing Commander
    13. Illusion Of Gaia
    14. Final Fantasy Origins
    15. NBA Live 95
    16. Nightmare Busters
    17. Kid Icarus CD
    18. Lethal Enforcers II: Gun Fighters
    19. Cannon Fodder
    20. Super Mario Kart

    -

    January 23, 1995

    Ken Kutaragi and Norio Ohga met once again in Ohga's office to discuss the latest developments in Sony's video game division. Despite the terrible earthquake in Kobe six days before that had killed over six thousand people, it was business as usual at Sony, and a busy time it was indeed.

    “We've confirmed that Namco will be exclusive to Sega for the forseeable future,” said Kutaragi, adding to the news that Capcom would likely be primarily supporting Nintendo and Sega regardless of what Sony did in the future, and that Squaresoft would almost certainly remain loyal to Nintendo as well. “The two are working together on a series of arcade games that will receive exclusive ports to the Sega Saturn.”

    Ohga furrowed his brow and took on the familiar stern expression that Kutaragi had grown to know so well. The news that Sony would have difficulty gathering third-party support if it struck out on its own with a game console did not please Ohga, and once Nintendo caught wind of it, it would likely reduce the company's leverage in any negotiations.

    “Keep reaching out to Capcom and Konami, their support will be extremely important going forward. We need to begin development on the console immediately...I'm wanting to release it in Japan next summer, and have a release before Christmas of 1996 in the West. We'd be only a year behind the Saturn there, and would likely be far ahead of Nintendo's next console.”

    “Work on the chips and initial development kit has already begun,” said Kutaragi. “We'd likely be able to have the kits sent out to software developers sometime in April.”

    Ohga nodded, pleased with this information. He knew Kutaragi didn't want to go behind Nintendo's back, but he'd had a history of going behind people's backs before. Still, there was plenty of time for Nintendo to change its mind, even after the development kits had been sent out. He and Kutaragi both would prefer it if Nintendo accepted Sony's terms to develop their next generation console...together.

    But as the old adage goes, hope for the best and prepare for the worst. Such thinking had saved lives when the earthquake had hit, and it would give Sony an advantage that it would need if it indeed began competing with Nintendo.

    “Our big holiday game for the Super Nintendo CD, Ballistic Limit, I believe it's called. Can you get a hold of Mr. Olaffson?” asked Ohga, looking across the table at Kutaragi.

    “Yes, I can.”

    “If Nintendo doesn't agree to our terms within the next three months, we'll need to pull that game and redesign it as a launch title for the new Sony console.”
     
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    February 1995 - The Rise Of Ubisoft, THQ, and WB Games
  • People didn't realize it at the time, but Nightsquad was actually quite an incredible programming feat. Controlling up to five onscreen characters at once and being able to assign them independant actions, even very basic ones, actually did tax the SNES-CD significantly and it's a minor miracle that WayForward was able to pull it off. For a first effort, it's a fantastic game and it helped put publisher THQ on the map.”
    -”Retro Games That Pushed The Limits: SNES-CD”, Racketboy.com, March 1, 2006

    I'm not surprised these two characters struck a chord with people, especially Etienne. The protagonists of The Darkest Ritual were two of the first really popular female video game characters and it's gratifying to me that this series became one of Ubisoft's biggest franchises. I never had more than an advisory role in the series' production so I can't take too much of the credit, but just to have gotten the chance to work on the series has been one of the biggest joys of my career.”
    -Michel Ancel, discussing The Darkest Ritual in a Kotaku.com interview about the series' fourth game The Darkest, on October 21, 2013

    Kris, I know we're dealing with things far beyond our control, but I'm not afraid! Having these powers is awesome and I want to use them to protect people! Please...please stay with me. I can't do this alone.”
    -Etienne, The Darkest Ritual

    The new Scooby-Doo and Justice League video games for the Super Nintendo CD present a major marketing opportunity for Cartoon Network. Tying in these games with a preview of Cartoon Network's programming will help get the network into more households as families who play these games will hopefully call their cable providers to ask for it.”
    -from an internal memo distibuted to the Cartoon Network marketing department on January 29, 1995

    -

    Bass Masters Classic:

    Ed: 6
    Danyon: 6 (quote: “While a passable fishing game, it features fairly primitive graphics and doesn't do anything to make itself attractive to typical players.”)
    Al: 6
    Sushi-X: 6

    Justice League: The Battle For Earth:

    Ed: 7.5 (quote: “This exciting action game at first plays like somewhat of an X-Men: Mutant Apocalypse rehash, but the second half really distinguishes itself and it features a superior storyline and cutscene sequences.”)
    Danyon: 6.5
    Al: 6
    Sushi-X: 7

    Metal Warriors:

    Ed: 8
    Danyon: 8
    Al: 8
    Sushi-X: 8.5 (quote: “LucasArts does it again! This badass game is definitely the closest you'll ever get to piloting a giant mech suit and the controls are surprisingly intuitive.”)

    Revolution X:

    Ed: 3
    Danyon: 3.5
    Al: 2.5 (quote: “This Aerosmith game was barely fun in the arcades and it translates quite poorly to the SNES-CD. The graphics and music got ported over well, but the gameplay just isn't suited for a home console and it clearly shows.”)
    Sushi-X: 1.5

    Scooby-Doo: The Mansion Mysteries:

    Ed: 5.5
    Danyon: 8
    Al: 7.5 (quote: “If you're a fan of Scooby-Doo this is definitely the best Scooby-Doo game ever. It feels like several episodes of the TV show connected together and it mixes the point-and-click mystery genre and platforming fun quite well.”)
    Sushi-X: 5.5

    Timecop:

    Ed: 5 (quote: “A mediocre game for a mediocre movie. There are far better action games out there.”)
    Danyon: 4.5
    Al: 4.5
    Sushi-X: 5.5

    The Darkest Ritual:

    Ed: 7.5
    Danyon: 7 (quote: “While not the best RPG on the SNES-CD, indeed, the gameplay is fairly generic as far as RPGs go, the appeal of this game lies in its characters and fun dialogue. I wish the game had featured some voice acting, but it's not a deal-breaker.”)
    Al: 8.5
    Sushi-X: 8.5


    Escape From The Lab:

    Ed. 5.5
    Danyon: 4
    Al: 6 (quote: “Matt Frewer's hilarious performance is the only good thing about this FMV game about escaping from a science lab disaster area, but even he can only carry this game so far, and even then, it's no Max Headroom.”)
    Sushi-X: 4

    The Hunt For Sasquatch:

    Ed: 6
    Danyon: 6 (quote: “This lightgun powered action game isn't really anything to write home about. Thankfully, it's not too frustratingly difficult, so you should at least have SOME fun on the way to find the sasquatch.”)
    Al: 5
    Sushi-X: 5

    Jim And Kim:

    Ed: 6.5
    Danyon: 7.5
    Al: 6
    Sushi-X: 5 (quote: “While this platformer's graphics are pretty, that's the only thing saving this mediocre game featuring level after level of these two kids adventuring through seemingly endless factories. Stick to Donkey Kong Country.”)

    Real Ultimate Football:

    Ed: 0.5 (quote: “An utterly disgraceful FMV football game. Technical glitches plague what's already some of the least fun gameplay I've ever had the dishonor to slog through. The worst game on the SNES-CD, even worse than Who Kidnapped Santa Claus.”)
    Danyon: 1
    Al: 1
    Sushi-X: 0.5

    Nightsquad:

    Ed: 8
    Danyon: 9 (quote: “This awesome run-and-gun features innovative gameplay and a variety of weapons and enemy types. Switching between members of your squad is surprisingly easy thanks to the excellent control scheme.”)
    Al: 8.5
    Sushi-X: 9

    -reviews of the SNES-CD's February 1995 games from the March and April 1995 issues of Electronic Gaming Monthly

    -

    When describing Etienne and Kris, some people like to use the 'Tomboy and Girly Girl' trope, but the two of them really don't conform to that. In a lot of ways, they're two halves of the same soul. I like to think of them as....well, if you're a fan of the Beetlejuice movie, the way I describe Etienne and Kris is that Kris is more like the original Lydia from the movie. Dark, morose, quiet, that sort of thing, where as Etienne is more like the Lydia from the Beetlejuice cartoon. She's dark as well but she's more upbeat, outgoing, adventurous. They're both closer to being girly girls than tomboys, but not in a typical “girly” fashion. They're not into the latest trends, maybe the latest GOTH trends perhaps, but even then...they're both so unique and I think that's why the two of them have had such appeal to players over the last twenty years.”
    -Ubisoft's Elliot Birke, lead character designer for The Darkest series, discussing Etienne and Kris in a 20th anniversary interview with Topless Robot, February 13, 2015


    The Darkest Ritual – Ubisoft's RPG Gamble

    The Darkest Ritual is one of the most intriguing games of the year. A Japanese-style role-playing game by a Western publisher, it's actually been getting a good deal of buzz over the past few months as critics line up to praise the game for its charming characters and unique storyline. Let's dive in to our Game of the Month and give you all the details on this fascinating adventure.

    The Darkest Ritual is a game that takes place in a modern day high school, in contrast with the high fantasy settings of most RPGs. It stars two 17-year-old best friends, Etienne and Kris, who have been dabbling in magic spells, witchcraft, and the occult for most of their young lives. When Kris accidentally uses a spell that opens up a gateway to the underworld, it triggers a demonic invasion at the girls' school! Now the two of them must master their powers, recruit fellow adepts, and conquer the demon hordes in one of the strangest RPG quests ever brought to a home console.

    Etienne-

    Etienne is a tall, platinum blonde, upbeat girl with a gift for light magic. Though she's cheerful and perky, she has a very dark sense of humor at times that can make her somewhat creepy to those who don't know her. Her very pale skin and black lipstick give her a soft of “dark widow” look but if you get to know her, she's actually very nice! Etienne's affinity for light magic makes her somewhat of an unlikely witch, but when pushed too far she can combine her light magic with bursts of dark energy for a spectacular chain reaction! A bit of trivia about Etienne: though Etienne is a girl, the name is actually almost always used for males, and in the French version of The Darkest Ritual, Etienne goes by the name Stephenie.

    Kris-

    A bit shorter than Etienne, not quite as pale with short black hair, Kris is a perfect counterpart to Etienne's upbeat charm. She's somewhat depressed but still courageous and determined to use her powerful dark magic to help those in need. She's a bit more passive than Etienne but when push comes to shove she can be even fiercer than her friend! She's the one who enacted the dark ritual that brought the demons to her hometown, and she feels a deep guilt about unleashing such forces on her friends and loved ones. This guilt drives her to accomplish incredible things, making her a witch who will fight to the bitter end!

    -excerpted from The Darkest Ritual cover story in the March 1995 issue of GameFan, which gave the game a 47/50, the best review the game received from a major video game publication. It was also the runner-up for GameFan's 1995 RPG of the Year award behind Final Fantasy VI.

    The Darkest Ritual ended up being a major success story for us. It became the first non-Squaresoft, non-Enix JRPG to sell over 100,000 units in North America. We actually limped to 100,000 in 1996, a week before Tale Phantasia blew past that mark. Our game sold 110,000 in North America overall. Combine that with the 250,000 units we sold in Europe and the 150,000 we sold in Japan and we moved over half a million copies of the game, so by the time the Ultra Nintendo came out we were already in the planning stages for The Darkest Night. It, along with Rayman, helped to put Ubisoft on the map, and we've been putting out great games ever since.”
    -Michel Ancel

    -

    Before 1995, we were mostly doing educational or licensed games. Nightsquad represented our first really big original project, and we wanted to make the most of the technology of the SNES-CD. We knew a game like Nightsquad wouldn't have been possible on the Sega CD and it took some serious doing to get the game to work on Nintendo's system. The months of long nights and little sleep paid off in the end, but it was a hell of a ride.”
    -Matt Bozon, creative director at WayForward

    How THQ Found Its WayForward With Nightsquad

    In 1993, THQ was a struggling toy company looking for a foothold in a new business. Noticing the great success that video games were having, in large part due to the exciting new technology represented by the Super Nintendo and the Sega Genesis, THQ began looking for companies to develop games that it could then publish to one of the new game systems. Enter WayForward with their concept for a video game about a group of special-ops police officers battling crime in a city riddled with drug lords and bank robbers. The unique aspect of the game was that instead of controlling one character, you would control five, making your way through the city with each character having their own individual weapon or skill while you battled hordes of enemies. It didn't seem like it could be done, the SNES-CD, for all its processing power, still featured a fairly limited amount of RAM and at first the game would stutter relentlessly. Nevertheless, WayForward pressed on, finally stumbling on a programming trick that would allow the five characters to be displayed on screen while still acting independently, simplifying their AI enough to eliminate the slowdowns and stuttering while at the same time actually making an easier control scheme for players to use. Now, with practice, the player could easily rotate through five characters at once, switching weapons and issuing commands on the fly even with the limited capabilities of the SNES controller. Nightsquad became one of the most addictive run-and-gun games on a system flush with great fast-paced action titles, and was seen as one of the best video games of the first half of 1995. The success of the game, which sold over a quarter of a million copies in North America, put THQ on the map and established WayForward as a studio that put out quality games that pushed the limits of fourth-generation hardware. Though the two companies only collaborated a few more times in the future, both companies emerged from 1995 as bigger names in the video game industry, especially THQ which would go on to become one of the fifth-generation's biggest publishers of games.

    -Excerpted from “Early Gems Of The Super Nintendo CD”, an article posted on Gamesovermatter.com, December 17, 2013

    “You're going to run into a horde of Armor Platers right at the start of Stage 3. If you've got the Railgun, give it to Jones and put him in the lead and watch him take out the entire group of enemies while the rest of the squad should be able to keep Jones from taking damage with suppressing fire.

    Stage 5's boss is a massive tank, and the guy inside will chuck deadly Molotov Cocktails which can depelete your entire squad's health in a hurry. Order everyone but your leader to back off. Elliot or Marie can use an upgraded Pistol to shoot the guy in the tank, but if you're taking too much damage, try to damage the front of the tank with Shotgun blasts from Jones. Make sure not to let the five members of the squad get too close together.

    When the helicopter comes down the second time in Stage 6, there'll be a hostage dangling from it and it only takes a tiny bit of damage to kill the hostage and fail the stage. Make sure you use a weapon that can aim up at the front of the helicopter, once the helicopter is just hovering, use a Pistol to shoot at the rope and cut the hostage down.”
    -Excerpted tips from Nintendo Power's coverage of the first eight stages of Nightsquad in the February 1995 issue of Nintendo Power

    -

    Oh, going back to do the voice of Daphne was great fun! I'd never done a voice for a video game before but it was largely just the same as the cartoon. It wasn't like the video games I'd seen, it was more like a story or a movie, from what I saw it was a lot like the cartoon itself. When I talk to Mary Kay (Bergman) about voice acting, sometimes she mentions video games to me and she says that they're hard work with a lot of yelling and grunting but there wasn't really any of that with this game, it was just a really fun time with all of my old friends.”
    -Heather North, in a 2009 interview with the Scooby-Doo Wiki about the making of Scooby-Doo: The Mansion Mysteries

    Well, our Justice League game came out right around the same time as that X-Men game came out, and so of course there were comparisons, but we really weren't trying to copy them, we just wanted to tell a story with the Justice League characters and fortunately I think the people who played it realized that. We made our game at the same time they did, there's no way we could have ripped them off!”
    -Jared Reely, localization/project manager for Konami of America

    And now, a special preview of the all new Cartoon Network!”
    -from the introduction to a special Cartoon Network preview video included with both Scooby-Doo: The Mansion Mysteries and Justice League: The Battle For Earth on SNES-CD

    It's all about brand synergy, getting your properties out there for people to take a look at and say, 'Well that looks good, I want that!'. These games are getting better and better every day, they're just like movies, just like cartoons, and that's why this Cartoon Network promotion is such a good idea for us, because on Cartoon Network, you're gonna see Scooby-Doo, you're gonna see Superman, and Batman, and all these characters, and so why not start with the games? And I'm also trying to get a WCW game on there too, been talking to some real smart guys over there in Japan about a WCW game.”
    -Ted Turner, from a February 28, 1995 interview with Forbes magazine where the conversation briefly turned to Warner Brothers' SNES-CD projects

    From Cartoons To CD-ROM: Warner Brothers' All New Video Games

    Warner Brothers has always been a player in the video game market, and with vast holdings all over the spectrum of media, it's no surprise to see their latest efforts for SNES-CD. What is surprising is that both games are actually quite good, and should be two of the biggest selling video games of the quarter.

    Scooby-Doo: The Mansion Mysteries reunites the old gang of Freddy, Velma, Shaggy, Daphne, and of course that lovable dog Scooby-Doo, as the group investigates a series of mysteries that take place in and around a seriously haunted mansion. The game is structured as a series of “episodes”, six in all, each with its own self-contained mystery to solve, but all six tying in to their own mystery that the player will solve at the end of the game. The game features a number of cutscenes that, while not animated quite as well as the old cartoons, are still entertaining and tell the game's story in a fashion that fans of the old show would surely appreciate. Players alternate between searching for clues and moving between rooms, occasionally dodging traps and the odd monster. The mysteries aren't too tough to solve, the joy is in discovering snippets of dialogue or overcovering a hidden artifact that's not really necessary to solve the mystery.

    Justice League: The Battle For Earth is an arcade-style action game that lets you choose between Superman, Wonder Woman, Batman, Green Lantern, The Flash, or Aquaman as you work to stop the evil Darkseid and his minions from taking over the Earth. It's quite a fun game with each character possessing their own weapons and moves to use on the enemies. The game also has in-level and between-level cutscenes in the form of still images accompanied by character voices. It's a lot more storyline heavy than the similar game X-Men: Mutant Apocalypse released last December, and should appeal to DC Comics fans who have been somewhat starved for games on the CD-ROM systems.

    -from an article in Wired magazine's March 1995 issue, previewing some of the top video games of the first part of 1995

    -

    SNES-CD Power Charts – February 1995

    1. Donkey Kong Country
    2. Alien vs. Predator
    3. Squad Four
    4. Mortal Kombat II
    5. Super Street Fighter II: Arcade Edition
    6. Super Mario World 2
    7. TMNT V: Wrath Of The Foot
    8. Contra IV: Hard Corps
    9. Super Bomberman 2
    10. Jewels Of The Realm
    11. Secret Of Mana
    12. SimCity 2000
    13. Final Fantasy Origins
    14. NBA Live 95
    15. Koolblocks
    16. Kid Icarus CD
    17. Wing Commander
    18. Mighty Morphin' Power Rangers
    19. Illusion Of Gaia
    20. Science Fighters

    -

    Thinking of names for the new Sony console. Why not an acronym? New and Outstanding Visuals and Audio. Nova.
    -Ken Kutaragi in an internal memo to Norio Ohga, March 7, 1995

    The acronym itself needs work but I like the idea of Nova. The directors want to announce it at the 1995 Electronic Entertainment Expo if Nintendo hasn't accepted our conditions by May. I'll discuss the name with the board and we'll start getting promotional materials created immediately.
    -Norio Ohga in an internal memo to Ken Kutaragi, March 7, 1995
     
    DC Zero Hour
  • Ask and ye shall receive...

    --

    1995 would be a seminal year for DC Comics, particularly because it was the tenth anniversary of the multiverse shattering Crisis on Infinite Earths. Though DC’s intent for the maxi-series was to streamline the Pre-Crisis multiverse into a single universe to make more accessible for new readers, it had the opposite effect. According to writer Marv Wolfman, none of the characters in the new DC universe (save for a few survivors from the multiverse like Harbinger, Lady Quark, and Pariah) were supposed to remember the Crisis or the existence of the multiverse, which caused the first of many continuity snarls. Janette Khan’s edict that Superman be the sole survivor of Krypton caused the first major snarl. Kara Zor-El’s sacrifice to save Superman in Crisis on Infinite Earths played a critical role in the story as did Barry Allen’s. However, if DC’s heroes remembered Barry’s sacrifice, then who saved Superman in Crisis on Infinite Earths #7?

    Similarly, John Byrne’s Man of Steel established that Superman began his career as an adult and never was Superboy in the new universe. That created a snarl for the Legion of Super-Heroes because Superboy and Supergirl were charter members of the team. Additionally, Superboy sent Mon-El to the Phantom Zone in the previous continuity and created another paradox. Legion writer Paul Levitz attempted to rectify it by creating a Pre-Crisis Superboy from a pocket universe. Then in 19898 Superman editor Mark Carlin ordered the new Legion creative tem to sever any ties to the Man of Steel, which necessitated the a soft reboot where Mo-El took Superboy’s place as Valor that created more snarls.

    Wonder Woman and Hawkman’s revised origins also created paradoxes that required multiple retcons to correct. In the case of the former, the retcons did not affect Wonder Woman herself as it did Donna Troy AKA Wonder Girl. The character herself was the product of a misunderstanding; “Wonder Girl” was originally Wonder Woman as an adolescent but Bob Haney, the creator of the Teen Titans, thought she was a separate character and thus included her in Teen Titans #1. She became an orphan rescued by Wonder Woman—however, George Perez’s reboot of Wonder Woman placed her debut in the contemporary DC universe, well after the debut of Wonder Girl and the Justice League (though DC substituted her with Black Canary as a JLA founding member.)

    As for Hawkman, Tim Truman planned for Hawkworld to be a retelling of Katar Hol incarnation of the character, which would lead into 1961’s Brave and the Bold #34. However, John Ostrander’s follow up Hawkworld established that Katar Hol, like Wonder Woman, debuted in the contemporary DC universe. However, Katar Hol was a longtime member of the Justice League of America and appeared in Action Comics and Justice League International Post-Crisis, which created even more complications. Despite attempts at substitution (the Golden Age Hawkman, Carter Hall taking his place on the JLA and a Thanagarian spy assuming the role in Invasion), it was clear that DC’s continuity became too complicated for new readers hence the need to iron out the kinks.

    DC intended to release Crisis in Time: Zero Hour in July 1994 but according to Zero Hour writer, Dan Jurgens, Janette Khan believed that February 1995 would be more appropriate for it to coincide with the original Crisis. What DC originally slated to be a five issue series expanded into eight parts released over two months. The delay also gave DC’s other talent more room to accommodate the event as well as provide creative input. The rehabilitation of former Green Lantern, Hal Jordan; Emerald Twilight was an extremely polarizing story arc because it reduced a longtime member of the Justice League into a murderer. Eventually, Mark Waid came up with the solution that Hal Jordan’s breakdown was part of the manipulations of longtime Legion foe, the Time Trapper who became the primary villain of Zero Hour.

    The best way I can condense the plot is this: after Hal Jordan (now Parallax) absorbed the power of the Central Power Battery on Oa, the Time Trapper fed him visions of the original Crisis where the five remaining Earth merging into one. Convinced that if he restarted time, he would restore the multiverse and Coast City along with it. Time began to unravel, erasing the 30th century entirely, and temporal anomalies brought back previously deceased or incapacitated, like the second Doctor Mid-Nite (Beth Chapel) and Batgirl, and caused the various timelines to converge. Once the heroes discovered the source of the anomalies they confronted Parallax in the void that existed before the Big Bang. The Time Trapper revealed himself and then struck Jordan down to take control of time itself. Jordan, having come to his senses and repentant for his actions used the last of his power to destroy the Time Trapper and create a new Big Bang and a new timeline.

    The event in itself was almost as controversial as Emerald Twilight. Like Armageddon 2001 before it, a leaked memo revealed that DC originally planned to kill off the Justice Society because Mike Carlin believed that, “no one wanted to read a book about old superheroes.” Fan outcry prompted a last-minute revision; instead of killing the Justice Society, they lost the plot contrivance that kept them young. Those deemed redundant, like the Golden Age Atom, Dr. Mid-Nite, and Hourman as well as Starman and Wildcat, went into permanent retirement while their successors took their mantles. There were still casualties other than Hal Jordan. The Golden Age Hawkman and Hawkgirl died in a particularly gruesome fashion, impaled from behind by Parallax when he revealed himself. Power Girl, a throwback to the pre-Crisis Earth-2, also died in a scene that mirrored the original Supergirl’s in the previous Crisis.

    DC launched a special “zero” issue for each of their ongoing titles that “revised” the continuity discrepancies via modified origins. For example, Donna Troy’s post-Crisis origin remained intact, however, Wonder Woman debuted before her and was again a Justice League founder and thus took Donna on as an “apprentice” as well as Hippolyta declaring her an honorary Amazon. Similarly, Katar Hol’s Hawkworld origin was still in continuity but he arrived on Earth at the same time as his Silver Age compatriots. DC Comics also released DC Comics Presents #0, which contained the definitive timeline of the new DC Universe.

    Crisis on Infinite Earths earned the largely undeserved reputation of helping usher in the “dark age” because the maxi-series was contemporaneous with Watchmen and The Dark Knight Returns, which deconstructed the medium. Most comic book historians credit Zero Hour with the reconstruction of the genre. In the wake of the crossover, DC wanted the “iconic” versions of the Justice League and Teen Titans to return. As such Mark Waid, having proven himself on Flash, took on writing duties of Justice League (formerly Justice League America) , which restored the “Big Seven” plus longtime members like Green Arrow and Black Canary as well as a new Doctor Fate. Justice League also reinvigorated the career of George Perez, who stayed on the title for an unbroken four-year run. New Titans simply became the Titans written by Karl Kesel and drawn by Howard Porter, which involved Robin (Tim Drake), Superboy, Impulse, and a new Wonder Girl under the tutelage of Troia, Nightwing, and Arsenal.

    However, DC completely rebooted the Legion of Super-Heroes overseen by Animal Man and Doom Patrol writer Grant Morrison and a young Bryan Hitch. In many ways, Morrison’s Legion was a loving pastiche of old pulp science fiction like Buck Rogers, Flash Gordon, or even the UK’s own Dan Dare. Fan responded positively to the new direction and for a time it even outsold Justice League. In some ways, the success of Legion and Justice League paved the way for Morrison and Waid’s acclaimed reimagining on Action Comics and Superman at the end of the decade.

    So did Zero Hour fix all of DC’s continuity problems? No, but they were far less pronounced post-ZH and DC’s policy was to ignore past mistakes and focus on the present and future. It also helped bring an end to gun-toting antihero trend that defined Image and, to a lesser extent, Marvel. For the first time in decades, DC outsold Marvel on a consistent basis where Justice League and Legion regular surpassed X-Men (albeit by a narrow margin.) With its non-Spider-Man and X-Men titles in disarray, DC’s revamp would force Marvel to reexamine its strategy. However, the battles in the boardroom and Marvel’s bankruptcy would complicate matters.

    But that is another story for another day.

    -from the blog "The Musing Platypus" by B. Ronning, January 9, 2014
     
    March 1995 - A Big Month For Everyone
  • Final Fantasy VI was immediately popular in Japan, and with the increasing prevalence of RPGs in the West, we had high hopes for its Western release. The amount of enthusiasm among players there for this game surprised a lot of us! We shouldn't have been surprised but we kept our expectations somewhat muted.”
    -Hiranobu Sakaguchi, executive producer of the Final Fantasy series in a December 1995 Famitsu interview

    We'd originally intended to have Sarah Brightman as the singer for Celes' part in the opera, but we were unable to secure her, she wanted too much money and so we had to look elsewhere. We found another singer, a young singer who was quite brilliant, and certainly of course now she's quite popular but back then she was largely unknown.”
    -Nobuo Uematsu, discussing the making of “Aria di Mezzo Carattere” in Final Fantasy VI with Kotaku.com on December 22, 2009

    Well, in 1995 Sega was struggling quite a bit, Nintendo was doing very well and Sega was having trouble keeping up, so we got a lot more creativity with the Mega Charger than we would've normally been given. I remember many people wanting to develop for the Saturn, but the limitations of the Mega Charger and the Genesis were something I viewed as a challenge.”
    -Makoto Uchida, Sega Enterprises game developer

    Cat Jackson was really Sony's first attempt to establish a sort of 'character mascot', certainly I think Sony was looking to really establish a distinct identity back then, as part of Nintendo or otherwise. It sorta flopped, I guess you could say. I mean the game did decently but it was no Mario or Sonic, not even close.”
    -Blake Harris, discussing Sony's history on the SNES-CD in an article in Electronic Gaming Monthly, July 2014

    Oh, Frederico, you must help us! Generalissimo Garcia is at it again! He's bullying our village and taking all the children off to work in the mines! Do something, Frederico!”
    -A random villager in Frederico as the titular character enters Soleado Village in Level 2

    Yamauchi-san was never happy to be given an ultimatum. Leading up to that fateful meeting in the spring of 1995, when he made his decision on partnering with Sony, I don't think I ever saw him in a good mood. None of the options he had were entirely good, but then again, none of them were entirely bad either. One day, finally, he just....made his decision and called Howard Lincoln and I to his office. A huge decision and he made it just like that. I'll never know what he was thinking before he made the final call, and neither of us ever got up the courage to ask him.”
    -Minoru Arakawa, in an interview with Forbes magazine after Hiroshi Yamauchi's death in 2014

    One of my husband's friends works on video games. I don't know too much about them. I think if I started playing them I wouldn't have any time left to make music!”
    -Selena Quintanilla-Pérez, from a December 1994 interview in People magazine

    -

    March 13, 1995

    Final Fantasy VI is released in North America for the Super Nintendo CD, following a very successful release in Japan the previous December. The game is highly lauded by critics upon its release, scoring a 39/40 in Famitsu magazine and perfect scores from many American video game publications. It receives the biggest marketing campaign to date for a Squaresoft game, with commercials appearing on both children's TV (despite the game's Teen rating for some violence and mild language) and prime-time TV. This marketing campaign contributes to the game becoming the SNES-CD's biggest seller in North America for the month of March, even beating out NBA Jam: Tournament Edition. The game even receives some prime-time news coverage for its critically lauded opera scene, in which the character Celes performs as Maria in the Jidoor Opera House. The scene features the first ever lyrical music in a Squaresoft video game, with Celes' part performed by then-unknown actress Kristin Chenoweth. Final Fantasy VI is instantly hailed as the game of the year thus far upon its release, though the year wasn't even a fourth of the way over, and indeed, competition would be arriving fairly quickly for that title the very next week.

    Final Fantasy VI: The Basics

    Final Fantasy VI (which was known IOTL as Final Fantasy III upon its initial release) is largely as OTL in terms of gameplay and plot. The game features fourteen playable characters (two of them optional) and the classic turn-based ATB battle system of the previous two games in the series. It allows party members to learn spells by equipping Espers, this game's equivalent of the summoned monsters known in previous Final Fantasy games. The game's graphics are significantly more detailed than in OTL. Though still in 2-D, Squaresoft used very detailed sprites for the overworld, town, and dungeon graphics, an example of which can be seen here:

    http://images2.wikia.nocookie.net/__...ly_Concept.jpg (This image was taken from the Final Fantasy Wiki, IOTL it's an early concept mock-up for Final Fantasy VII and provides an example of what Nivek and I envisioned for TTL's level of graphical detail in Final Fantasy VI)

    The game is also the first to feature animation for characters and enemies in battle. Though enemies appear as detailed sprites, they also have animated parts and complex attacks, the first Final Fantasy game thus far to feature this. The musical score, conducted by Nobuo Uematsu, is largely the same as IOTL, though many of the songs in the game are fully orchestrated given the capacity of the CD storage medium. The graphics and sound in Final Fantasy VI are highly praised, while not as advanced as games like Donkey Kong Country and Squad Four in terms of technological achievement, the game is considered a 2-D masterpiece and a new standard for sprite animation.

    The plot largely follows the same storyline as OTL's Final Fantasy VI. The world is threatened by the growing power of the Geshtalian Empire, which seeks to use Magitek Energy to conquer the world. Having already occupied the southern continent, the Empire now sets its sights on the north, waging war with only the Returners to resist them. In the mining town of Narshe, an Esper is found, and the Empire uses an enthralled young woman named Terra to help them capture it. When Terra has a strange interaction with the Esper, it sets off a journey as the girl joins the Returners in order to discover who she really is. This eventually leads to a climactic battle between the Empire and the heroes atop a giant floating continent, where the Empire's mad lieutenant Kefka undoes the careful balance between the magical statues that keep the world in balance, leading to its destruction and the party's separation.

    This is where the game takes a different turn from IOTL. IOTL, the World of Ruin was largely a non-linear portion of the game, where after retrieving Setzer's airship, you could go pretty much anywhere you wanted and recruit party members and complete tasks in any order you chose. Here, however, Hiranobu Sakaguchi decides that in order to demonstrate the increased story-telling abilities of the new CD medium, that the second half of the game would follow a more linear route, with Celes required to recruit more party members and complete more quests for the game to open up for exploration. The World of Ruin largely follows the same route as OTL until you reach the end of the quest to recruit Edgar. After Edgar is recruited, instead of going to Kohlingen to get Setzer and his airship, the party instead goes to Maranda to recruit Cyan from Mt. Zozo, and undertakes the Doma dream quest as a mandatory part of getting him back. After Cyan is recruited, the next step of the game takes the party to the Veldt, where a new quest is available for Gau (you are required to recruit him here). Gau discovers that his father is alive and must rescue him from a vicious monster on the Veldt, which kicks off a quest to fight the monster by accomplishing various tasks, you'll then be able to fight the monster in a random encouter. Once the monster is defeated, Gau sort of reconciles with his father and he also admits that he saw Relm enter a mysterious cave in the Veldt (you also find out that Gau kind of likes Relm). If you saved Shadow on the Floating Continent, this is where you get him back, if not, Relm is found injured instead. Either way, the next part of the quest is to proceed to Jidoor where Relm must be rescued from the possessed painting. The party then returns to Mobliz, where they finally get Terra back after she defends the orphans from Hunbaba. Terra agrees to re-join the party and asks them to go to Narshe with her, she wants to confront the Esper and find out the secrets of her past. The party reaches Narshe, which has been converted into a fortress town by a crazed Banon and the last remnants of the Returners, who now blame Terra for causing the doom that has befallen the world. The only resistance to Banon is Mog, but his band of moogles has been decimated, leaving him the last survivor. Narshe is a two-part dungeon, the first part involves the party making their way to Banon and confronting him, he uses a giant suit of modified Magitek Armor to battle the party. Defeating him seems to drive him out of his madness, but it's too late and Banon passes away after apologizing to Terra and encouraging her to find her true destiny. The next part of Narshe involves finding and confronting the esper Valigarmanda, who is much more antagonistic toward Terra than in OTL's Final Fantasy VI and has a major boss battle with the party. After Valigarmanda is defeated, he accepts Terra as the true heir to the Esper race and grants the party his power. After Valigarmanda's defeat, Terra mentions that Setzer once told her about a lost love of his and an airship that the party might be able to use. The party then goes to Kohlingen and we get IOTL's Darill's Tomb quest, though the boss at the end is significantly tougher. After the party gets the airship back, however, you don't get to explore right away, as you're instead forced to go right to the Phoenix Cave and split into two parties for a major dungeon, including a mandatory boss fight (the Red Dragon is there too but this time you also fight another major boss), a scene where Celes saves Locke's life, a reprise of Aria di Mezzo Caraterre (this time much softer and also sung lyrically by Kristin Chenoweth) and the climactic reunion between Celes and Locke, after which the game finally opens up to side-quests and the like. Cult of Kefka Tower is a required quest before attempting to enter Kefka's Tower proper, though the rest of the game including the final boss and the ending play out almost exactly as OTL.

    -

    A lot of the controversy I think this game is having is from people who don't realize how proud I am of my Mexican heritage and how this game is a celebration of that culture, not a stereotype or a way to make fun of Mexicans. There IS a lot of humor in the game but it's not racial humor, it's character-based humor from how zany all the characters are. Thankfully I think the vast majority of players realize that and I'm so grateful for all the praise Frederico's gotten, it absolutely blows me away.”
    -Silver Sail's Carlos Delgado, creator and lead designer of Frederico, in an interview with the New York Times, April 8, 1995

    And to be completely honest, I probably had more fun with Frederico than I did with Final Fantasy VI. Every Super Nintendo CD owner should check this game out.”
    -Electronic Gaming Monthly's editor in chief Ed Semrad in the April 1995 EGM Review Crew article. Final Fantasy VI and Frederico were awarded co-Game of the Month in that issue.

    Enter The Wacky World Of Frederico!

    Frederico is the latest hit action game from Acclaim. You're Frederico, a sombrero-wearing, butt-kicking hero whose girlfriend Madelina has been kidnapped by the evil Generalissimo Garcia. Not only do you have to venture through 17 huge levels to save her, but you've got to help all the other denizens of Fiestopia whose lives have been disrupted by Garcia's dastardly deeds. You can pretty much just plow through this game's highly colorful levels, taking out enemies with the more than two dozen weapons and items and skills at your disposal, but you'll lose out on accessing secret areas and winning lots of pesos that you use to buy new skills for Frederico's arsenal, and if you decide to stick to the beaten path, you'll find the game getting frustratingly difficult later on. This is one of the most exploration-heavy platformers we've yet seen, levels are VERY non-linear, though there are plenty of signposts directing you to the exit goals.

    The game is beautiful, there are lots of different characters and the game doesn't use the same character design too often, the backgrounds are colorful and full of life and the animation is some of the best yet seen on the SNES-CD. The game features an outstanding soundtrack with catchy, energetic tunes, and while there's not much in the way of voice acting, the characters still make quite a few humorous exclamations, adding even more liveliness to the game.

    Graphics: 5.0
    Sound: 5.0
    Play Control: 5.0
    Fun Factor: 5.0
    Challenge: Intermediate

    -excerpted from Gamepro's review of Frederico in the April 1995 issue

    -

    Double Dragon: Triple Trouble:

    Ed: 7
    Danyon: 6.5 (quote: “While we liked the idea of the three villains and while the storyline in this game was nice and robust, the gameplay itself was somewhat lacking, especially for a game that was designed for the SNES-CD. We're hoping the next go-around for our favorite beat-em-up series is a bit more innovative.”)
    Al: 6.5
    Sushi-X: 6.5

    Fatal Fury Special:

    Ed: 7.5
    Danyon: 8.5
    Al: 8
    Sushi-X: 8.5 (quote: “SNK does it again with the latest installment of Fatal Fury! They've even added a couple new characters exclusive to the SNES-CD version, which is a great bonus.”)

    Final Fantasy VI:

    Ed: 9.5 (quote: “The best Final Fantasy yet and quite possibly the SNES-CD's best RPG. A brilliant storyline featuring more than a dozen unique characters, role-playing adventure doesn't get much better than this.”)
    Danyon: 9.5
    Al: 9
    Sushi-X: 9

    International Superstar Soccer CD:

    Ed: 7
    Danyon: 9
    Al: 7.5 (quote: “It's not a perfect soccer game but it features outstanding graphics and you won't get bored quickly if you're a soccer fan.”)
    Sushi-X: 6.5

    Jungle Strike:

    Ed: 8
    Danyon: 8.5
    Al: 7.5 (quote: “I loved the graphics in this helicopter-based game but it was a bit short and the missions could've used more variety.”)
    Sushi-X: 7.5

    Lost Eden:

    Ed: 8
    Danyon: 5 (quote: “Beautiful graphics, but I thought this game got old pretty quickly and it was one of the shorter games I've played on the system, so that probably says something.”)
    Al: 4.5
    Sushi-X: 7

    NBA Jam: Tournament Edition:

    Ed: 8.5 (quote: “Not much more than an incremental roster update and some slightly more polished graphics, but it's definitely the definitive version of NBA Jam and if you don't have the original, this is the one to get.”)
    Danyon: 8
    Al: 8.5
    Sushi-X: 8

    Ninja Gaiden Trilogy:

    Ed: 7.5
    Danyon: 8
    Al: 8
    Sushi-X: 9 (quote: “Being a ninja myself, I have to love this game. The updated graphics and all new musical score make this challenging trilogy worth playing through all over again.”)

    Populous CD:

    Ed: 6.5
    Danyon: 7.5
    Al: 6 (quote: “It's not a bad game but gameplay is somewhat slow and it's not too much better than the SNES version of the game. Despite an all new interface, the graphics really didn't get that much of an upgrade.”)
    Sushi-X: 7.5

    Rise Of The Robots:

    Ed: 5.5 (quote: “Yet another game featuring pretty graphics but rather pedestrian gameplay, there are much better fighting game options on the SNES-CD.”)
    Danyon: 5.5
    Al: 6
    Sushi-X: 1

    Romance Of The Three Kingdoms IV:

    Ed: 9
    Danyon: 9 (quote: “Koei does it again! This is the definitive Romance of the Three Kingdoms game, full of gorgeous graphics and there are so many missions to play. The customization options are a welcome addition to this already amazing series.”)
    Al: 8.5
    Sushi-X: 9

    Spawn:

    Ed: 6.5
    Danyon: 6.5
    Al: 5.5 (quote: “Just a generic platformer at best, the animations are decent but otherwise this is not really a worthy use of the franchise.”)
    Sushi-X: 4.5

    The Ignition Factor:

    Ed: 8.5
    Danyon: 8.5
    Al: 9
    Sushi-X: 7.5 (quote: “Firefighting's never been so fun than in this excellent action puzzler that lets you put out fires in dozens of stages.”)

    Top Gear 3000:

    Ed: 6.5
    Danyon: 7 (quote: “A decent racer featuring some nice graphics, I loved the detail put into the stages and how quickly the cars seem to zip around.”)
    Al: 5
    Sushi-X: 5

    Virtuoso:

    Ed: 3 (quote: “Soooo repetitive and boring, you'd think the life of a rock star would be fun and exciting but this game hardly gives you anything to do.”)
    Danyon: 3
    Al: 2.5
    Sushi-X: 2.5

    Wild Guns:

    Ed: 8
    Danyon: 8
    Al: 8 (quote: “This game is oh so tough but oh so fun, it gives you so many things to shoot and I love having the option of using the controller or a light gun. A light gun makes things a BIT easier but not much.”)
    Sushi-X: 8

    Frederico:

    Ed: 9.5 (quote: “This was one of my favorite action games in a long time. Colorful and with a really fun protagonist, there's always something to do and there's a HUGE variety of weapons that give you plenty of incentive to take out baddies.”)
    Danyon: 9
    Al: 9
    Sushi-X: 9.5

    Dark City: Heart Of Darkness:

    Ed: 8
    Danyon: 7
    Al: 7
    Sushi-X: 9.5 (quote: “The greatest detective game ever made, hands down. The game improves on the first in so many ways and the story is like something out of a movie. I had to keep playing right to the end.”)

    Return To Pickton Lake:

    Ed: 7.5
    Danyon: 7.5 (quote: “Cody and Cassie's new quest is fun even if it's somewhat of a retread of the first game.”)
    Al: 7
    Sushi-X: 7

    Friendly Fire:

    Ed: 5.5
    Danyon: 5.5 (quote: “This arena shooter game is heavy on jokes but light on gameplay. The split-screen multiplayer can be fun but it lacks the charm of the cheesy dialogue. This game isn't horrible but it's not all that good either.”)
    Al: 6
    Sushi-X: 6

    Chemistry Master:

    Ed: 6.5 (quote: “This action game where your protagonist mixes chemicals to use on enemies showed some promise, but I wish the stages had been somewhat better designed.”)
    Danyon: 4.5
    Al: 6
    Sushi-X: 7

    Chumoking:

    Ed: 4
    Danyon: 3.5
    Al: 6.5
    Sushi-X: 5 (quote: “This cookie-cutter fighting game has some of the worst graphics I've ever seen. It's hard to enjoy any game when it looks like a glitchy mess.”)

    Extreme Deerhunting:

    Ed: 6
    Danyon: 7
    Al: 5.5 (quote: “It's you and some deer and a gun. That's pretty much it. I do like that it pretty much replicated the arcade deer hunting experience but if this isn't your bag it's going to bore you.”)
    Sushi-X: 4

    Cat Jackson:

    Ed: 7
    Danyon: 7.5 (quote: “Beautiful animation really does make this otherwise generic platformer worth a look. Cat Jackson isn't as fun as Mario, but it was quite whimsical nonetheless.”)
    Al: 7.5
    Sushi-X: 7

    Melia's Kingdom:

    Ed: 6
    Danyon: 6.5 (quote: “This wasn't a terrible RPG, though the graphics are positively last-gen. Despite that, I liked the interaction between the main characters. This RPG lacks the heart or polish of Final Fantasy VI, but for hardcore genre fanatics it's worth a play.”)
    Al: 6.5
    Sushi-X: 5.5

    Eyes Of The Vampire:

    Ed: 7
    Danyon: 8.5 (quote: “A sort of mash-up of vampire lore, this is the best FMV game on the SNES-CD. Scary and actually well-acted, with really smart puzzles, it makes me clamor for another game like it. It's an oasis in the middle of a huge desert.”)
    Al: 6.5
    Sushi-X: 8.5

    -

    Sega Spring Preview!

    The Sega Genesis and Mega Charger are getting a slew of exciting new games over the next few months, enough to keep any Sega fan busy until the big Saturn release this fall. This month will see a pair of major games for the Sega Genesis, including Star Trek: The Borg Collective and Ristar. Star Trek, out for the Genesis with some Mega Charger enhancements, is an action-RPG hybrid that allows you to create your own Starfleet captain and command your crew as the Borg close in. It's somewhat tied in with The Next Generation TV series, as the cast of that show are characters in the game that you can meet and interact with, and even have them join the battle at certain points in the game. Ristar is an exciting new action platformer featuring a fun new character and beautiful graphics, with some very fast-paced gameplay that's become a hallmark of the Genesis lineup. The Mega Charger gets some love as well, with an enhanced, Mega Charger-exclusive remake of the classic shooter game Space Harrier. Zip around from level to level shooting dozens of enemies from the sky in this highly-anticipated release. It's one of several big games planned for the Mega Charger this year, including the Mega Charger-enhanced games Earthworm Jim 2 and Vectorman and the Mega Charger exclusive title Lords of Skylein, coming to the Mega Charger this June. Featuring voiced cutscenes and gorgeous animation, it's coming out the same month as Nintendo's highly anticipated SNES-CD Legend of Zelda title. Sega is betting big on this RPG and hoping it won't replicate the failure of Lunar: The Silver Star, which has sold poorly since being ported to the Mega Charger last year. Speaking of RPGs, a localization of Phantasy Star IV has been announced. It's getting some new upgrades for the Mega Charger and Sega is hoping to have it released sometime before the end of the year.

    -excerpted from Game Players magazine, April 1995

    -

    Stuart Scott: Michael Jordan. You know him. Everybody knows him. He's going for a record breaking 70 wins this year with the Chicago Bulls alongside teammates Scottie Pippen and Chris Webber, but he's also making the virtual leap back to the world of video games. After being absent from basketball-related video games for the last couple years, Jordan is making his big comeback in the new NBA Jam: Tournament Edition video game for the Sega Genesis. Jordan recently signed a multi-million dollar deal to appear exclusively in Sega video games for the next three years, in addition to Sega's NBA Jam games, he'll also be appearing in NBA Live 96, coming to the Genesis later this year. And hey, if you've got a Nintendo system like some of my homeboys, don't worry. You won't be seeing Michael Jordan, but you WILL be seeing NBA Rookie of the Year front-runner Grant Hill, who's currently trying to get the Boston Celtics back into the NBA playoffs. Next year, he'll be starring in an all new video game for the Nintendo CD. Nintendo has yet to release any details about the deal, only that it'll be an all new NBA video game to rival the NBA Live series. So it looks like Grant Hill and Michael Jordan will not only be rivals on the hardwood, but on the virtual hardwood as well. And hey. Bulls overwhelmingly in first place, Celtics right now sitting in eighth...an NBA playoff showdown looming in the immediate future?
    -from the morning edition of ESPN SportsCenter, March 17, 1995

    -

    That time, spring 1995, was so hectic for all of us at Sony. We were preparing to launch out on our own if we had to, I was frantically getting everything ready for the reveal of the Nova at E3, and of course, this whole time I was also helping Olaffson-san with the games division. We were going to need very strong first and second party games to take on Nintendo...in the unfortunate event that we'd have to take them on, of course.”
    -Ken Kutaragi

    While we were really heavily working on the development of Ballistic Limit, which at that time was our huge release for the holiday season and potentially would have to be the big launch game for the Nova, we were also working with Naughty Dog on their pirate game which was looking outstanding....and then there was Cat Jackson. I was never all that enthusiastic about that one, but many people at Sony, particularly higher-ups including Mr. Ohga himself, said that we'd need good characters, mascot characters to help forge Sony's identity. And so, Cat Jackson was born.”
    -Olafur Johann Olaffson

    Cat Jackson was Sony's first attempt at a “mascot” character. A playful, fun-loving anthropomorphic cat, not a lot unlike the classic character Felix the Cat, only with “attitude”, Cat Jackson the game was a pretty basic, generic platformer, featuring the titular cat traversing a variety of fairly straight-forward levels to rescue his girlfriend from The Fatcat, the main villain of the series. The game itself wasn't all that inspired, and it paled in comparison to games like Frederico in terms of level design and even in terms of plot. The one thing it did nail down was the animation. The game had some outstanding graphics, Sony showed off its skills pretty well and it had some of the best graphics of any SNES-CD game at the time. That, along with the decent amount of promotion the game got, added up to it becoming one of the month's best sellers alongside games like Final Fantasy VI, NBA Jam: Tournament Edition, the aforementioned Frederico, and Double Dragon: Triple Trouble. In a really crowded month, Cat Jackson carved out a decent niche, and sort of validated Sony's efforts, though of course at the time, the company had much bigger things on its mind.
    -excerpted from a Kotaku.com article, “Sony The Software Company”, posted on June 27, 2013

    By the end of the month, it was clear that Ohga-san wasn't going to budge on any of his three conditions for the new Nintendo system, particularly the backward compatibility condition. Yamauchi-san hadn't budged either. But at that point, it would be entirely Nintendo's call.”
    -Ken Kutaragi

    -

    We've got your first exciting news about three of Nintendo's upcoming hits! In this Nintendo Power exclusive preview, you'll get a first look at The Legend Of Zelda: Ocarina Of Dreams, Super Squadron X: Critical Dawn, and Super Mario World 3, all making their way to the Super Nintendo CD this summer!

    The Legend of Zelda: Ocarina Of Dreams is the fifth and latest game in Link's adventures. You'll be retreading some old ground in Hyrule before a major twist sends you plummeting into an all new world of magic and mystery! Right now, we'll take a look at Hyrule's three new dungeons that you'll be exploring in the game. First up is the Lost Labyrinth, a hidden dungeon found deep in an uncharted area of the Lost Woods. It's the first dungeon Link will be exploring, and where he'll once again find his trusty bow. You'll have to deal with hordes of dangerous insects as you make your way through the confusing tunnels, so be wary of bites from above! The next dungeon is the City of the Dead, found beneath the sanctuary graveyard in the Light World. The dungeon is full of scary skeletons and ghoulish ghosts, with a fierce boss at the end designed to bring Link's worst nightmares to life! Finally, we'll show you a glimpse of the game's third dungeon, located in an all new area to the south of Hyrule that you'll have to explore thoroughly if you want to find it. The dungeon is full of all new monsters never before seen in a Zelda game, and will put all of Link's skills to the test!

    Super Squadron X: Critical Dawn continues the story of the Super Nintendo cartridge game Super Squadron X, which saw Captain Xenda, accompanied by an elite squad of fighter ships, pilot his powerful tank, the VIXIV, and lead the charge against a deadly alien invasion of the new planet that humans now call home. Critical Dawn sees Xenda returning to Earth in order to save stranded refugees from being devoured by a mysterious evil force. Once again, Xenda leads a team of troops into battle, but this time the VIXIV tank will play an even larger role, transforming into a battle-mech for certain fights as the evil force, known as the Blight, takes control of some of Earth's abandoned weaponry. Fighting amidst the ruins of a mostly-abandoned Earth, Xenda will need all his skills and bravery to survive!

    Finally, Super Mario World 3 looks to be the most fun Mario game yet, taking Mario into the third dimension for the very first time as you explore new worlds and levels from an isometric point of view. Mario's familiar foe Bowser has returned once more, this time with a mechanical army of deadly Mechakoopas armed and ready to take Mario out! Princess Toadstool hasn't been kidnapped this time around, and she's there to lend a hand with a variety of new power-ups for Mario and Luigi, including the Cannon Hat which lets Mario blast his foes with explosive projectiles! You'll need all the help you can get, as these levels are tougher than ever and Bowser has a seemingly endless army of Mechakoopas at his disposal!

    -excerpted from the “Summer Unveiled” preview article in the March 1995 issue of Nintendo Power

    -

    Fists Of Fury: A Trio Of Brawlers Leap Into Battle!

    This month, Nintendo's got a slew of games coming to the Super Nintendo CD, and right now we're going to cover three hard-hitting brawlers that should definitely quench your thirst for fighting might.

    First up is Double Dragon: Triple Trouble, the first Double Dragon game to hit the SNES-CD. The Lee brothers, Jimmy and Billy, must once again fight their way through countless enemies, this time in order to take down three deadly crime lords: Fong Chow, a ruthless drug-pushing gangster, Soulfei, a mysterious but brutal sword master, and the mysterious Karina Su, a femme fatale who charms both brothers and might not be as evil as she seems. Depending on your actions during the game, you'll go after either Fong Chow or Soulfei first, though you must take out the two of them in order to reach the final confrontration. Is Karina Su friend or foe? You'll have to reach the end of the game to find out for yourself!

    Next up, it's an outstanding port of SNK's hit fighting game, Fatal Fury Special. It's an upgraded version of Fatal Fury 2, but the SNES-CD version adds two characters from the brand new arcade game Fatal Fury 3, Hon-Fu and Blue Mary, to make 18 characters in all, giving this game one of the biggest rosters of any fighting game around! It also retains the all new combo system of the arcade version, adding an extra incentive for skilled players to master the game.


    Finally, Tecmo brings its Ninja Gaiden series together for the very first time with Ninja Gaiden Trilogy for the SNES-CD. This game has a slew of enhancements over the NES originals, from revamped graphics, remastered sound (including voiced cutscenes), and removal of all the censorship from the original versions of the games. The result is one epic collection that anyone who hasn't played the originals has to own. It's one of the best compilation treatments on the system, rivaling even last year's Final Fantasy Origins, and even long time Ninja Gaiden veterans should pick this up, as it's almost an entirely new game.

    While there's plenty to choose from this month in terms of video games on the SNES-CD, we think that fighting game fans are getting the best deal, and those of you itching to pound some faces in won't be disappointed!

    -excerpted from the April 1995 issue of GameFan magazine

    -

    The first game to really shock me, in terms of content, had to be Dark City: Heart Of Darkness on the Super Nintendo CD. I was NOT expecting that game to go to the places it went and even though it covered the subject matter with the utmost respect and gravity it deserved, I was amazed to see such a game on a Nintendo system, even after they'd weathered the storm with Mortal Kombat and had allowed Shin Megami Tensei. Dark City: Heart Of Darkness, of course, featured human trafficking, a very realistic depiction of human trafficking, and was one of the darkest games ever featured on a console, even still to this day. It was a great game, MUCH better than the frustratingly difficult original, and far and away the best detective game to come to the system. But holy hell, was it a rough game to get through.”
    -Adam Sessler, from an article on Gameinfinity.com, April 14, 2014

    Oh yeah, me and Alex played both of the Pickton Lake games. I loved the second one where you got to team up with some of your friends instead of just saving them, there was a lot of really funny dialogue and despite all the scary monsters running around it was such a light-hearted game! I wish it had sold better because we never got a third Pickton Lake game, at least not until this gen when they revived the series finally. Of course it did come out at pretty much the exact same time as Final Fantasy VI...and we're both kinda guilty of letting that game take our attention away from Pickton Lake.”
    -Ariel Hirsch, speaking about Return To Pickton Lake in a November 2014 GameInformer article

    Lost amidst the overwhelming slew of games that released in North America for the Super Nintendo CD in the spring of 1995 (26 in March alone!) were two of the system's biggest cult classics: Dark City: Heart of Darkness and Return To Pickton Lake. The latter of course was the vastly under-anticipated sequel to 1993's beloved cult classic Pickton Lake, while Heart of Darkness was the sequel to one of the SNES-CD's most notoriously difficult detective games. Return To Pickton Lake was an utter commercial failure. Selling only 34,000 copies, it was as well reviewed as the original game, despite some criticism for being somewhat derivative of the first. Like the first game, it starred Cody and Cassie attempting to save their beloved camp from an invasion by supernatural monsters. Unlike the first game, which saw the twins rescuing their friends, this game saw Cody and Cassie's friends returning the favor by helping them fight the bad guys, providing distractions, combat assistance, obstacle or puzzle help, or just moral support. The game was still in large part similar to the first, but the presence of the twins' school buddies added an additional layer of humor and charm to the game. Dark City: Heart of Darkness was about as far from funny or charming as a video game could be. While the first game saw its detective protagonist solving ordinary crimes such as robbery or murder, Heart of Darkness saw its lead character descend into the world of human slavery, as he had to bust a ring of very wicked criminals who were kidnapping ordinary people (many of them young people) in order to sell into slavery in foreign countries. It was a deeply serious, depressing plot and though the hero did succeed in the end (if you could traverse the game's difficult mysteries, which were admittedly not quite as frustrating as those in the first game), he was left a somewhat broken man due to all those he wasn't able to save in time. The game, despite low sales, actually DID receive a third installment for the SNES-CD (unlike Pickton Lake which has only recently been revived in a next-gen retro digital title), which treaded on somewhat lighter ground. While Final Fantasy VI is considered the month's best game and one of the greatest of all time (and rightly so), there are a few critics who believe Dark City: Heart Of Darkness to be the superior game due to its groundbreaking storyline.
    -from the article “The SNES-CD's Forgotten Sequels” on Kotaku.com, January 8, 2013

    -

    SNES-CD Power Charts- March 1995

    1. Donkey Kong Country
    2. Alien vs. Predator
    3. F-Zero CD
    4. Super Mario World 2
    5. Squad Four
    6. Star Wars: X-Wing
    7. Mortal Kombat II
    8. Rayman
    9. Super Street Fighter II: Arcade Edition
    10. Muppet World
    11. Terminator II: Judgement Day
    12. TMNT V: Wrath Of The Foot
    13. Universalizer
    14. Super Bomberman 2
    15. Race For Your Life
    16. Contra IV: Hard Corps
    17. Jewels Of The Realm
    18. X-Men: Mutant Apocalypse
    19. Secret Of Mana
    20. Shin Megami Tensei

    -

    March 30, 1995

    Norio Ohga, Ken Kutaragi, and a host of Sony executives had gathered in the Sony board room, awaiting the arrival of Minoru Arakawa and Howard Lincoln from Nintendo. The two men arrived, Arakawa holding an envelope in his hands as he took a seat at the table. The meeting had been called after Arakawa had told Ohga that Hiroshi Yamauchi had finally decided on whether or not Nintendo could meet Sony's conditions for the new console. The tension in the room was clearly visible on the faces of the gathered men, particularly on the face of Norio Ohga, who did not want to wait long for Yamauchi's response.

    “I have in my hand a letter from Mr. Yamauchi, regarding his decision as to whether or not we will be accepting Sony's three conditions for the new Nintendo console. These are words directly from Mr. Yamauchi himself, words which Mr. Lincoln and I have discussed with him but the ultimate decision was Mr. Yamauchi's alone to make. I will be reading the letter now.”

    Arakawa opened up the envelope, already knowing what it was going to say. Though he and Howard Lincoln had faces of stone, the looks on the faces of Ohga and Kutaragi were far less stoic. The men gathered in the room knew exactly what future lay ahead if Nintendo refused Sony's conditions. Ohga had been very clear with the men from Nintendo that Sony would not budge, and that they were prepared to abandon development of Nintendo's next generation console if all three conditions were not met.

    The future of two companies hinged on the balance of the words contained in the letter, Hiroshi Yamauchi's final decision on the matter of Nintendo and Sony's relationship in the console business.

    “We accept Sony's three conditions.”

    As soon as the words left Minoru Arakawa's mouth, Kutaragi couldn't contain the smile on his face. He quickly restrained himself, though Lincoln saw Kutaragi's smile and allowed a smile of his own, along with a small nod.

    I know. I'm relieved too,” thought Lincoln, sensing immediately that the tension had begun to come out of the room. Ohga stood up and reached across the table to shake both men's hands, and Kutaragi quickly followed suit.

    “We're looking forward to doing continued business with Nintendo,” said Ohga, giving both men a hearty handshake.

    “And we're looking forward to forging the future of video games, together,” said Arakawa in reply. “Mr. Yamauchi understands that compromise is sometimes important in running a successful business.”

    Hiroshi Yamauchi had agonized over the decision to agree to Sony's conditions, but in the end, he knew that the key to Nintendo's success had been its innovation and creativity. With Sony handling much of the heavy lifting on the technological side, it would free Nintendo's creative minds up to generate innovative new ideas. He knew that Sony needed Nintendo's creative energy more than Nintendo needed Sony's technology, which he ultimately viewed as a luxury that could be eschewed should the need ever arise. He'd seen so many other companies try and fail to stand up to the Nintendo juggernaut. For every Sega, there were a dozen Ataris, or 3DOs, or Phillips that had tried and failed to forge forward with their own console. Sony had to realize this, which is why, Yamauchi realized, they'd only given three conditions for continuing their work with Nintendo. Had it been the other way around, Yamauchi would've made a lot more demands.

    And Cat Jackson, which 20 years later would be a largely forgotten element of Sony lore, had perhaps been the final catalyst for Yamauchi's decision. Sony had attempted to come up with their own Mario...and they'd pretty much ripped off Felix the Cat. While Sony's pedestrian first attempt at a mascot character hadn't been the only thing that convinced Yamauchi to make the deal, it had quite possibly been the final ray of sunshine to thaw the ice around the Nintendo boss' heart.

    Within days, Nintendo and Sony had already begun work on the initial specifications for the new console, which, as outlined by the deal, would be backward compatible with all SNES-CD games. Sony's work on the Nova was quietly rolled into what would become the new console, with Gunpei Yokoi leading up the technical work on Nintendo's end in collaboration with Ken Kutaragi from Sony. It was Howard Lincoln who came up with the proposed project name for the next-generation system, which both companies expected would be ready for release sometime in 1997.

    The name he proposed was “Project Eunice”, which not only was a play on the expected UNES (Ultra Nintendo Entertainment System) name of the console, but also meant “good victory” in Greek, as in the expected victory that Nintendo was to experience over Sega's Saturn in the next generation. The groundwork had finally been laid for Nintendo and Sony's continued partnership, though for the time being, there was still a long road ahead...

    Apparently Sony had come up with a proposed fifth-generation system called the Nova to compete with Nintendo and Sega if that deal to create the Ultra had fallen through. The specs on it looked pretty impressive and they would've had a nice launch lineup from what I can tell, headlined by a next-gen Ballistic Limit (which of course was on SNES-CD IOTL). So what do you guys think would've happened if Yamauchi had said no to Sony's demand for backward compatibility in the new console?
    -excerpted from “WI: Nintendo/Sony Split In 1995?” from Alternatehistory.net

    -

    March 31, 1995

    Chris Perez's phone rang at 8:51 AM, stirring him from sleep. He picked up the phone and could hear a familiar voice on the other end.

    “Hey Chris, it's Carlos and you owe me ten bucks.”

    “Unnnh....” Chris groaned and rubbed the sleep out of his eyes, not expecting to get a call from his friend Carlos so early in the morning. The two of them had grown up together in San Antonio and had become friends, with Carlos helping Chris out with his math homework and showing him how to program a computer. The two had stayed in touch, bonding over their shared love of guitar music, though while Carlos' love of computers had drawn him to the video game industry, Chris had become a musician and was now married to one of the hottest rising stars in the Latin American music world, Selena Quintanilla. “What the hell man, you woke me up....”

    “Sorry, sorry....I just got the sales figures back from Frederico, you know the game you bet me ten bucks wasn't gonna do well? Well guess what, it was the number one best selling new game of the week! We sold like 50,000 copies! And you bet me ten bucks it was gonna fail.”

    “Ah, shit man, that's great...” mumbled Chris, still bleary-eyed as he held the phone up to his ear. “Look, you come down here to Texas and we'll go for a steak dinner or something, I'll pay, how about it?”

    “You need to come up here to Seattle and we can have a big fucking party, man! This is like a dream come true, you gotta-”

    Chris could hear the shower running in the other room. He then noticed that his wife had gotten up early and seemed to be getting ready to go somewhere...and he had a pretty good idea as to where.

    “Hold on, I gotta call you back,” said Chris, hanging up the phone and climbing out of bed. As soon as he'd gotten dressed he could see Selena already making her way out the door. “Hey, you're not going back to that motel are you?”

    Selena had a look of distress on her face as her husband confronted her.


    “You know that bitch is crazy,” said Chris, trying to block the door only for Selena to push past him. “Why would she want to meet you alone unless she had something up her sleeve?”

    “She's just scared,” replied Selena, placing her hand on the doorknob. She was going to meet with Yolanda Saldivar, the former president of her fan club, whom Selena had suspected of embezzling money from the club over the past few months and who had some important tax documents that Selena would need to conduct her financial affairs, which due to her meteoric rise to fame had become increasingly complex. “She told me last night that she'd been raped.”

    “That's a bunch of bullshit and you know it! She's trying to lure you there, she's gotta be up to something-”

    “I still see her as a friend....I just think she's made a terrible mistake and that she wants to make amends for it. Let me try and talk some reason into her.”

    “You're not going to see her without me there.”

    Selena started to open the door. Chris held it shut for a moment but when she tried to force it open he backed off, his anger turning to concern.

    “Please,” Chris said, looking into Selena's eyes. “Let me go with you. I'll stay back but if she tries anything-”

    “......”

    Selena knew that her friend....if Yolanda still was her friend at that point, was almost certainly fabricating her story. But she also didn't want to suspect that she had any suspicious motives, that she was just desperate for sympathy, that she knew she was in trouble and just wanted Selena to try and understand why she was doing what she was doing. Ultimately, Selena desperately wanted to salvage the friendship the two of them had formed...but something in her gut told her that Yolanda Saldivar wanted more than just friendship.

    “All right,” said Selena, looking back at her husband. “You can come along....if she is my friend she'll know why I brought you.”

    -

    It...it happened in like a split-second... she had the gun pointed right at me, but Chris, he grabbed the gun so fast... he grabbed it and he grabbed her hand and he wouldn't let her fire it....and when she realized she couldn't get to me she started shouting 'rape, rape!' at the top of her lungs, like....like she wanted people to think Chris was trying to hurt her....but....but there were so many people there, thank God for that and they called for help and....and I just thank God every day that Chris wasn't hurt. If he'd been hurt I never would have forgiven myself for letting something like that happen to him. ....no, no, no, I don't....I don't think about what....what could've happened if he hadn't been there. I don't....I don't even like talking about that day but.... but the only thing that....that I draw on as a positive is how much he loves me, that...that he would come there like that to protect me. I love him so much. Half of the songs on the album are about Chris. He is my star.”
    -Selena Quintanilla-Pérez, discussing her new English-language crossover album in an interview with MTV News on November 30, 1995
     
    Last edited:
    Nintendomania Frederico Featurette
  • Here's a little bonus for you guys from Nivek, where we get to see some of the Mexican television coverage of Frederico.

    -

    Hola cuates, Aquí Gus Rodriguez de Club Nintendo aquí en Nintendomania con una Entrevista Exclusiva con el compadre Carlos Delgado sobre el nuevo juego de Super Nintendo CD, Frederico, el Juego Protagonizado por el epónimo heroe en su misión en un mundo que sería el México de fantasía(no muy diferente al que vemos en las telenovelas de televisa) y uno de los pocos juegos en estar completamente en español.

    Hello Buddies, Here's Gus Rodiguez from Club Nintendo in Nintedomania now with an exclusive interview with the fella Carlos Delgado, about the newest SNES-CD Game, Frederico, the game started by the eponymous hero in his mission in a world that would be the Fantasy Mexico (not so different what we watch in Televisa Soap Opera) and a very rare type of game, one that's in Spanish!

    Gus: Un Placer Tener su Tiempo para esta entrevista, Señor Delgado, Dígame en pocas palabras en qué consiste Frederico para el público.

    G: A pleasure having your time for this interview, Mr. Delgado, tell me in few words, "what is Frederico?" for our audience.

    Carlos: Ya un placer mío compadre Rodríguez, como ya dijo el juego protagonizado por frederico podría describirse como Mario con Metroid en Mexico, exploras el mundo, peleas contra enemigos y explorar el mundo del juego.

    C: The pleasure is mine fella rodriguez, as you say the game would be described as Mario meets Metroid in Mexico, you explore the game world.

    Gus: Como Nacio la Idea de frederico, es algo bien raro ver un juego como este

    G: How was this Frederico idea born? It's pretty unusual seeing a game like this.


    CarloLa idea de Frederico nacio cuando un poco después que me Uní a Silver Tail después de terminar la Universidad, ya con experiencia en programación y tenia buen nivel como artista, fue reclutado como programador para dar ideas para posible juegos, una vez, uno de nuestros cliente, Acclaim, estaba interesado en un juego completamente nuevo para el Super Nintendo CD y querían algo nunca antes visto, así que hable con mis compañero y jefes y le dije, porque no usamos la idea de un Mario Latino y ellos me dijeron: Podría elaborarla.

    C: The Idea about Frederico was born a little later on, I joined Silver Sail After finishing college. I’ve got experience as programmer and artist and was recruited into company to give my ideas for possible games, one time, when one of our customers, Acclaim, was interested in a game that was completely new for the SNES-CD and wanted something not done before, and I propose the idea of Latin Mario and they say, can you elaborate on it?.

    Gus: Asi propuso la idea de repente, aprovechando la oportunidad que tenia.

    G: So suddenly you shouted the idea, taking the heat of the time.

    Carlos: Claro, sentí era ahora o nunca, si me quedaba callado tal vez no tendría la oportunidad de hacer nada.

    C: Yeah, I felt it was now or never, if i was quiet maybe I'd miss a big oportunity.


    Gus: Que Dijo cuando propuso la idea, ya tenía la temática del juego.

    G: What did you say when you proposed the idea for the game?

    Carlos: En si no tenía mucho, solo la idea de hacer el juego con personaje Latino, propuse la idea de exploración citando Metroid y Castlevania y proponiendo como una versión mexicana de Mario.

    C: As I said, I mentioned the concept, of the character being a latino/Hispanic, I proposed the exploration elements quoting metroid and castlevania and proposed him as a Mexican version of Mario.

    Gus: Si con Mario y Sonic, los juegos de plataformas estaban vibrando y pegando duro, así logro convencer a Acclaim le diera luz verde.

    G: Yes, with mario and sonic, platformers were alive and kicking in the market, so that was how I managed to convince Acclaim.

    Carlos: Claro, Nos dieron la fecha de desarrollo y ya esta listo para ahora lanzarlo a finales del mes.

    C: Of Course, they gave us the deadlines and now the game is ready for completion at the end of the month.

    Gus: Algo que he oído de mis compañero reporteros anglo, es que para algunos Federico era inusual por sus temas, casi algo dijeron estereotípico de la cultura hispana, porque cree que se deba eso, personalmente no encontraba nada malo, he mas he visto representaciones peor en en otros medios, en especial la televisión

    G: Something I’ve heard for our reporter partners in English, some for them consider Fredereico weird for their theme, almost feeling like an stereotype of the Hispanic culture, why was that controversial, I’ve watched far worse stuff in television sometimes.

    Carlos: Eso es algo que pasa, especialmente cuando se toca temas de culturas extranjeras, haya en los Estado Unidos ellos son muy prudente para evitar herir sensibilidades de otros países, pero en si Federico no es ridiculizar o caricaturizar, es celebrar como somos los mexicanos y latinos, somos bastantes alegres y festivos comparando con nuestro primos anglos, pero también hay nuestro lado oscuro, lo cual refleja los crímenes del villano, Generalisimo Garcia, que sabemos fueron episodios oscuros paso la historia, pero la aventura de frederico es algo así, sacar lo mejor de lo peor de lo peor mientras se divierte en el camino

    C: That is something tend to happen, especially when touch topic about foreign cultures, back them in United States they’re really careful to avoid hurting the sensibilities of other cultures, but again, Frederico was not intended to ridicule or stereotype, it was to celebrate, specially how Mexican and latin we are. We’re pretty upbeat and jovial comparing our anglo cousins yet we’ve got our dark side and history, something you notice about the crimes of the villain, Generalisimo Garcia, those were dark moments that happened in history but the adventure of Frederico was that, take the best from the worst when you’ve got fun in the way.

    Gus: Algo que Amamos de Frederico, la opción de Idioma en Español (con todo y bandera Mexicana) al iniciar el juego, como salió la idea de idioma español, fue algo que se quisieron poner pensando en mercado hispano.

    G: Something we loved from Frederico was the Spanish Language option (with mexican flag and all) at the start of the game, how was the idea for the Spanish language, was it something you had in mind for the Hispanic market?

    Carlos: De hecho el Idioma español fue una chance de milagro, habíamos terminado el juego para diciembre y comenzábamos el debuging, entonces estaba discutiendo con un compañero de grupo como a veces explicabas referencia en español y como tenía más sentido en su idioma y me dijo, si no podía yo con el traducirlo e insertar el idioma antes de enviar el Master a Acclaim. Yo le dije si contaba su apoyo para una maratón para la inserción de texto y dijo: “sure not problem, would be fun”. y así lo hicimos los dos.

    C: In fact Spanish language was a lucky break, we finished the game in December and started the debugging, so there was discussing with of one team members about how sometimes I tell stories about some Spanish reference and say if it makes more sense in Spanish and how would be if was in Spanish, so say tell me if me knowing Spanish would not be translated in the text before sending the Master to Acclaim. So I say, sure if we can get his help for a long programming marathon for the text insertion and he said: “sure, no problem, would be fun” and that was how were able to do it.

    Gus: Entonces el esfuerzo suyo y de aquel programador pudieron poner todo el juego en español, que dijo Acclaim y el resto al ver eso.

    G: So was a two man personal effort, the programmer and you, and you were able to put all the text in spanish, what did Acclaim say when they saw it?

    Carlos: La compañía estaba sorprendida, no esperaban eso de nuestra parte, aunque dijeron que le gusto, así si había gente entre hispano o gente que sabía español el juego tendrían eso ya sin pagar extra y le gusto.

    C: The company was suprised, nobody expected that from our part, but they loved it, so they would be able to market the game to people who knew spanish or here in Mexico without extra cost because it was already translated.

    Gus: Eso fue algo cuando me sorprendió, Nos enviaron nuestra copia de evaluación y el equipo quedo sorprendido al ver todo en español, junto al ingles, todos jugamos en español, aunque algunos escogimos ingles para comparar y esta genial.

    G: Yeah we got surprised too, we sent our review copy and was nice seeing the Spanish option, all game text and menus with alongside enlglish, we all played in Spanish but some chose English and it was nice seeing the comparison.

    Carlos: Eso me encanta, espero en México le encanten tener el juego en su idioma, y si las ventas son buenas, nos ayuden para la secuela.

    C: I love it too, hope the game here in Mexico is a hit, so that can help for the sequel.

    Gus: Con gusto aquí en México se espera también que sea un éxito

    G: The same here, Hope here in Mexico it's a hit.

    Aquí Termina la Entervista, para mas información y trucos del juego, la revista club nintendo de april tendrá frederico de portada y tema principal no se la pierda

    This concludes our interview, for more info and tricks about the game, Club Nintendo in April will have Frederico on the cover. Don't miss it!

    Tercer Progama de Nintendomania, Marzo 18 1995.

    -Interview from March 18, 1995, translated for the Frederico Fanpage, Fiestopia.com
     
    April 1995 - The Gaming World Expands Again
  • You don't look like one of Robotnik's goons. I guess I can trust you but you better not do anything to make me change my mind. I'm Corona and you're talking to the leader of the Renegades!”
    -Corona the Butterfly, from Knuckles: Renegade

    I knew I'd burned my bridges with Sega, Nintendo was pretty much the only other game in town. I liked what they were doing with RPGs, I liked what Telenet Japan was up to, so I figured I'd take a shot at asking them straight up for the Phantasia job.”
    -Victor Ireland, president of Working Designs

    The guy's name....is fuckin' BADBAD? This is supposed to be a serious killer warlord here, and you're telling me that with all the brilliant translations for games like Final Fantasy and Secret of Mana, the best that Tecmo can come up with for this guy's name is BADBAD? You put out Deadman Sam, for fuck's sake! What were they thinking?”
    -from the Angry Video Game Nerd episode #62, “Tecmo's Secret Of The Stars”

    Sony and Nintendo coming to an agreement really did make my job a lot easier. It eliminated all the uncertainty about where we were headed in the coming months and it kept my relationships with a lot of the third-party companies intact. Once I knew that Project Eunice was a go, I could focus on building up a really good game library for the years ahead. Ballistic Limit was especially crucial and I knew it'd make a much better SNES-CD game than a fifth-gen one.”
    -Olafur Johann Olafsson

    I'm always gonna have fond memories of working on GameTV. We really were the first TV show about video games to become a big hit and I honestly wish I was still working on there today. We got to cover what I think was the best time for video games and I haven't done anything more fun since.”
    -Ted Crosley, co-host of MTV's GameTV, in a September 2012 interview with GameInformer magazine

    -

    Bust-A-Move:

    Ed: 9
    Danyon: 8.5 (quote: “This fun, exciting and ridiculously addictive puzzle game looks beautiful on the SNES-CD and the soundtrack makes getting combos all the more enjoyable.”)
    Al: 7.5
    Sushi-X: 8.5

    Cosmic Fantasy:

    Ed: 7
    Danyon: 7.5
    Al: 6 (quote: “Telenet's remake of this classic sci-fi RPG isn't terrible, but they could've updated a few more things to make it comparable to the great RPGs available on the market instead of just making it basically mediocre.”)
    Sushi-X: 5

    Frank Thomas' Big Hurt Baseball:

    Ed: 8
    Danyon: 8
    Al: 8.5 (quote: “The awesome graphics make this game the best on the SNES. The presentation is just superb and the gameplay is pitch perfect, no pun intended.”)
    Sushi-X: 8.5

    Kirby's Avalanche:

    Ed: 7.5
    Danyon: 7.5
    Al: 7
    Sushi-X: 7 (quote: “I'm still clamoring for a real SNES-CD Kirby game, but this fun puzzler should tide over fans of the pink puffball for now.”)

    NCAA Final Four Basketball:

    Ed: 6 (quote: “Fairly basic basketball gameplay and pedestrian graphics make this NCAA basketball game just an average sports title. If you're clamoring for your favorite college teams on CD, you'll just have to settle for it.”)
    Danyon: 5
    Al: 5
    Sushi-X: 6

    P.T.O. II:

    Ed: 6.5
    Danyon: 5.5 (quote: “Koei's sequel to its classic naval strategy game doesn't quite measure up to the first. We wish the graphics had been updated somewhat and the campaign is surprisingly short.”)
    Al: 7
    Sushi-X: 7

    PGA Tour 96:

    Ed: 5
    Danyon: 6.5
    Al: 6.5 (quote: “You could do a lot worse for golf games but the graphics definitely could've used a bumping up.”)
    Sushi-X: 7

    RBI Baseball 96:

    Ed: 7 (quote: “This is a pretty fun baseball game even if the gameplay's not quite as tight as some of the others on the system. The presentation could've used a bit of work.”)
    Danyon: 6.5
    Al: 7.5
    Sushi-X: 6

    Stargate:

    Ed: 8.5
    Danyon: 6.5
    Al: 7 (quote: “An actually decent movie tie-in, who woulda thunk it? We like that the SNES-CD version integrated some of the scenes from the movie into the gameplay. It's generic in parts but if you're a fan of the film this is a worthy title to play.”)
    Sushi-X: 7

    Tecmo Secret Of The Stars:

    Ed: 4
    Danyon: 6.5
    Al: 3
    Sushi-X: 3.5 (quote: “A generic as they come RPG further marred by a crap translation, this is one of the worst RPGs on the system.”)

    Swords Of Samnaria:

    Ed: 7.5 (quote: “Taito's Axes of Avenglia sequel plays somewhat better than the original, I liked the graphics a lot and the plot was engrossing and easy to follow.”)
    Danyon: 8
    Al: 6
    Sushi-X: 6

    Salvation:

    Ed: 7
    Danyon: 7
    Al: 6.5 (quote: “This was a somewhat generic arcade-style space shooter but the ability to rack up truly ludicrous combos makes it at least worth a try.”)
    Sushi-X: 7

    Nights Of Excitement:

    Ed: 6
    Danyon: 6.5
    Al: 8 (quote: “This game might not be for everyone but I enjoyed the cute characters and some of the minigames were really fun. It seems to be designed for younger players but there were some frustratingly hard minigames later in the quest.”)
    Sushi-X: 5.5

    Parallel World:

    Ed: 8.5
    Danyon: 9 (quote: “Another classic RPG so soon after Final Fantasy VI? Yes, please! It may not have a lot of hype behind it but if you're an RPG fan you HAVE to check out Parallel World for its great gameplay and deeply emotional storyline.”)
    Al: 9
    Sushi-X: 9

    Warriors And Conquerors:

    Ed: 5 (quote: “A generic Civilization clone that tries to mix things up by focusing on battles and combat. It would have helped if the combat were actually all that interesting.”)
    Danyon: 5.5
    Al: 5.5
    Sushi-X: 5

    -Electronic Gaming Monthly's reviews of SNES-CD games in the May and June 1995 issues

    -

    Knuckles: Renegade is the next big step forward in the Sonic the Hedgehog series. Knuckles is one of the most popular new characters we've ever introduced, and we're confident that fans are going to love seeing him star in his own game with a new cast of characters that will become a crucial part of the ongoing Sonic franchise.”
    -Tom Kalinske, in a statement to Sega shareholders on March 30, 1995

    Knuckles: Renegade Brings Mega Attitude!

    Knuckles: Renegade is the newest game in the Sonic the Hedgehog franchise and the first Sonic game exclusive to the Mega Charger. The enhanced graphics and sound capabilities of the Mega Charger make this the best looking Sonic game ever, with fluid animations and a fantastic soundtrack featuring some gritty new tunes. Though this game plays a lot like the original Sonic trilogy, it's not your typical Sonic game. It stars his pal Knuckles, who's a bit more rough and tumble than the rest of his crew, and he's on a pretty serious mission as he's helping a band of rebels stop a somewhat more vicious Dr. Robotnik. You'll be teaming up with several new friends and all of them are playable at some point, meaning you'll have to master some brand new skills to survive the six worlds and sixteen levels of this quest. First up, there's Corona the Butterfly. Though she might be a beautiful butterfly with brightly colored wings, don't underestimate her for a second. She's even more dangerous than Knuckles himself, and she can fire sonic energy waves from her hands! Then there's Espio the Chameleon, a no-nonsense ninja who can blend in almost anywhere. Vector the Crocodile is a fierce detective with a heart of gold, and Charmy Bee is the comic relief of the cast but he's still got a lot of heart and a pretty strong stinger.

    While the graphics and sound were superb, we did have a few problems with the gameplay, which wasn't quite as fluid as Sonic the Hedgehog 3. Some of the levels seem a bit rehashed from earlier Sonic games, and levels on the whole are a bit shorter too, making this game not quite as epic as Sonic 3 or even Sonic 2. We DID enjoy the gritty storyline which really reminded us of the great Saturday morning Sonic cartoon, and we hope that's a sign that the series will be a bit darker when it makes the jump to the Saturn. Either way, this game seemed like more of a side-story than an evolution in the series, but nonetheless, it's a very fun diversion. Knuckles: Renegade releases on April 10th.

    Graphics: 5.0
    Sound: 5.0
    Play Control: 4.5
    Fun Factor: 4.5
    Challenge: Intermediate

    -excerpted from the May 1995 GamePro review of Knuckles: Renegade

    -

    All told, April 1995 was actually a pretty good month for us. Knuckles Renegade and Space Harrier drove Mega Charger sales while the year's annual crop of sports games helped us out with regular Genesis owners. Combine that with a bit of a lull in the SNES-CD release slate and we just about pulled even. Not to mention our big win at the Kids' Choice Awards. I even got to make an appearance at the awards and get slimed, which was a lot of fun and my daughters really loved it. It wasn't a really serious award but I still have the blimp at home and any win over Donkey Kong Country was great in my book.”
    -Tom Kalinske

    *Ben Savage and Rider Strong are on stage at the Kids' Choice Awards to present the Favorite Video Game award for 1994.*

    Ben Savage: And the nominees are... Donkey Kong Country, for the Super Nintendo CD....

    Rider Strong: Sonic the Hedgehog 3, for the Sega Genesis...

    Ben Savage: And NBA Jam, for multiple systems. And the Kids' Choice Award goes to... *opens envelope*

    Ben and Rider: Sonic the Hedgehog 3!

    Announcer: Here to accept the award for Favorite Video Game is Sonic the Hedgehog himself, along with Tom Kalinske, president of Sega of America!

    *Tom Kalinske and a costumed Sonic the Hedgehog come up to the podium and accept the blimp.*

    Tom Kalinske: Ah, Sonic is so happy to win this award that he can't speak, so I'm gonna speak for him. *the guy in the Sonic costume whispers something to Kalinske* Sonic says that he wants to thank everyone who voted on him, and he also says that....this guy next to me really wants to get slimed! ...huh? *looks at Sonic who backs away* I didn't say that! *gets a massive amount of slime dumped on him* Aaaaaaaaahhhhh!!! *all the kids laugh* You know, that Sonic is a real prankster, but I guess that's why all you kids love him, thanks again for this award and be on the lookout for Sonic's next adventure! *he walks off the stage with Sonic*

    Announcer: Coming up next, the award for Favorite Male Athlete of the year! And remember to stick around after the Kids Choice Awards for a special preview episode of our newest Nicktoon, Phineas and Ferb!

    -excerpt from the 1995 Kids' Choice Awards, April 29, 1995

    -

    It's a big month in Nintendo's Epic Center. We've got four big RPGs releasing this month for the SNES-CD, and we're going to cover them all. Also, be sure to check out this month's Nintendo Power CD if you're a subscriber, we've got playable demos of Parallel World and Cosmic Fantasy.

    Two Worlds, One Quest:
    Parallel World is an exciting new RPG from Enix that takes place in a world divided between a vast underground kingdom and a bustling society on the surface. The two worlds have never come into contact but have heard terrible things about the other. When four young heroes from each world start out on a journey, they never suspect that they'll meet, and that their meeting will change everything...

    (...)

    Narcel and Kate might be bumbling thieves, but they're surprisingly capable in battle and you'll need to use all your skills to defeat them. Have Sally keep healing every turn while Roger and Xander attack with their best sword techniques. If Xander is level 13, you can use your Forward Charge to hit Narcel and Kate at the same time which will be a major help in this fight.

    (...)

    The Secret Is In The Stars:
    Tecmo's Secret Of The Stars follows Ray and his band of warriors on a mission to defeat Homncruse and restore peace and justice to the land. While on their mission, the warriors can also team up with a group of warriors known as the Kustera, giving this game one of the largest casts we've yet seen in an RPG.

    (...)

    Be sure to search Badbad-House thoroughly for treasures, you'll need them in the fights ahead and that 100 gold will come especially in handy.

    (...)

    A New Kind Of Fantasy:
    Telenet's Cosmic Fantasy isn't related to Square's Final Fantasy series, but with its animated cutscenes and voice acting, it's arguably more thematic. It's an updated remake of a pair of games that appeared on TurboGrafx systems, with improved enemy AI and a retooled storyline.

    (...)

    Taking an old series and combining it into a single game seems to be a trend for Telenet, which did the same for Valis: Rebirth earlier this year. While Cosmic Fantasy follows much more closely to the original, it also has a somewhat condensed version of the second game's plot contained within.

    (...)

    Sword Fighters:
    Taito's Swords of Samnaria is the sequel to 1993's SNES-CD game Axes of Avenglia. Featuring an all new cast of characters and a new storyline, it features one of the best soundtracks we've heard in an RPG. Join Castion and his fellow sword fighters as they journey out on a quest to defeat the evil sorceress Aritelle!

    (...)

    Though all of your characters use swords for weapons in this game, each character has their own different type of sword that they specialize in. Thugarr uses the hefty Bastard Swords, while Sileen specializes in light rapiers.

    (...)

    -excerpted from the Epic Center column in the April 1995 issue of Nintendo Power

    -

    We got sports, lots of sports in this month's issue of GamePro magazine! On the SNES-CD, RBI Baseball '96 goes head to head with Frank Thomas in a big time clash of bats! We've got golf action with PGA Tour '96, and just in time for March Madness, it's NCAA Final Four Basketball, the first NCAA basketball game to contain all the big teams and let you pair them up in the NCAA Tournament!

    So which baseball game is best? While RBI Baseball '96 stepped up to the plate with its typical tight gameplay and new simulation options, we had to give the edge to Big Hurt Baseball. The SNES-CD version looks and feels like a next-gen baseball game, with outstanding player animations and even better presentation than last year's ESPN Baseball Tonight. While we're still aching to see Ken Griffey Jr. show up on CD, this Frank Thomas game is outstanding and it really does combine the best features from all the previous SNES-CD baseball classics.

    Frank Thomas' Big Hurt Baseball (SNES-CD)
    Graphics: 5.0
    Sound: 4.5
    Play Control: 4.0
    Fun Factor: 4.5
    Challenge: Adjustible

    -exerpted from the April 1995 issue of GamePro

    -

    Bernard Shaw: And we now have an update on the attempted bombing of the Alfred P. Murrah building in Oklahoma City. The two men that were arrested attempting to drive an explosive-laden truck in the vicinity of the building are believed to be connected to this morning's assassination of Attorney General Janet Reno by Timothy McVeigh in Washington, DC. This now appears to have been a coordinated attack against the United States by these three men, the two men arrested in Oklahoma City, Terry Nichols and Michael Fortier, and Timothy McVeigh, who is still in a Washington DC hospital in intensive care after being wounded by police following his assassination of the Attorney General. Right now we cannot speculate on the motives of these three men, only that the attack on the federal building in Oklahoma City appeared to be a coordinated attack with this assassination.
    -from a report on CNN at 3:00 PM on April 19, 1995

    And so right after I got that alert, over the radio that there had been an assassination in Washington and that all the federal buildings were to be put on enhanced security, there was this truck. And I had noticed that the man driving the truck was looking very strange, very nervous, and seemed to be in a hurry. And I stopped him and, you know, I began to question him and I wanted him to open up the truck and that's when he started firing at me.

    (...)

    You know, they call me a hero, but....but I can't....I can't claim to be a hero. I just was doin' my job. They said I probably saved 500 lives that day, I dunno how many people were in that building or what would have happened... all I know is that if I hadn't stopped that guy in the truck from detonating that bomb, I never woulda seen my wife again. I wouldn't have seen my daughter Abby grow up and graduate from college and get married. But I ain't the only guy that was there. I was pinned down and two of my buddies came and saved me and we all stopped those guys that day. It uh....you know....it was... *he has some trouble reaching up to wipe his eyes with his right arm which was crippled from two gunshots sustained after being fired upon by Terry Nichols and Michael Fortier* ...I was just doing my job. That's all I was doing.”
    -from an interview with heroic security guard Brad Cullman on CNN's documentary special “20 Years Later: The Day That Shocked A Nation”, on April 19, 2015

    -

    (Authors' Note: This entire Tale Phantasia segment was created by Nivek, this is only the first part of what he wrote up and there will be more as the months go on!)

    The Tale Of A Phantasia:

    Yoshiharu Gotanda: I’ve always wondered how all this would have unfolded if it wasn’t for that fateful meeting with the head honcho of Nintendo back in 1993. I was just a fresh programmer from high school, 18 years old and and already I was making games, and I got the idea for a game, it was a novel I was writing in high school, but when Telenet and the team I was working with signed a development deal for Nintendo, they wanted something big to impress them. They told me if I could come up with a prototype in a month to show Nintendo and Sony, they'd help get them to sign off on the idea.

    Famitsu: Only a month for a prototype?

    Y.G.: Yeah, but that was Nintendo's way of doing things. You show a prototype of what you want your game to be, they look at it, and a simple yes or no can mean the difference between starting a project and having your idea thrown in the trash.

    Famitsu: Yeah, we've heard that from other Nintendo developers, but you seem different, so young and with your very first game impressing all those other Nintendo developers from all over the world, and of course impressing Nintendo's top management as well. That's not an easy feat!

    Y.G.: You make it sound harder than it was and it was already brutal! *laughs*

    Famitsu: *laughs*


    Y.G.: Yeah, it was hard but after that I had all the time in the world, and I wanted to focus on all the different aspects of the game. Like the battle system. All the other RPGs I've ever played, and they were some nice RPGs, but always turn-based, you never really got to show off your skills, or see the magician casting his spell, such talented fighters and I wanted to show that off. Again, going back to the prototype, my savior in that regard was Joe Asamuna. He saw the promise in it and he was the old who really sold it to Nintendo and Sony.

    (…)

    Joe Asamuna: I still remember when (Kazuyuki) Fukushima-sama called me from the production of Soulqueen to form a new team for a new game based on the idea from my employee Gotanda-san. They said they had the whole concept in pre-production since he joined the company just a few months before we wrapped up a couple games for the Super Famicom and Nintendo was looking for new ideas for Super Famicom CD games. He said he needed me to coordinate a prototype with Gotanda-kun and Ueki-san, and that we'd only have a month to do it.

    Famitsu: Yeah, Telenet's been really pushing this game hard and I have to imagine there was a special reason.

    Joe: I think I can say it now but at the time, Telenet was having some serious financial problems. We'd been developing some Genesis game but they were having rough sales, especially in North America and Europe. If it wasn't for Nintendo and Sony's support, we might not have made it through that time.

    Famitsu: Right, they were going to merge all the development teams together, weren't they?

    Joe: That's right, and undoubtedly we'd have lost some of those really creative minds we've been utilizing these past few months. I myself was helping to get Soulqueen and Cosmic Fantasy and Valis: Rebirth ready for release on the SNES-CD.

    Famitsu: Wasn't Telenet taking a big risk on the Phantasia Project?

    Joe: Correct, a really big risk, and if Nintendo hadn't thrown such support behind us, Telenet was ready to shop the project off to other companies. They were throwing out names like Enix and Namco, both of those companies were taking a look at our team around this time.

    Famitsu: It looks like Telenet had enough faith in the Phantasia Project to keep you guys around! What might've happened if Nintendo hadn't pushed this project hard for the Super Famicom CD?

    Joe: Honestly, that's not an easy question, but Nintendo and Sony have been the best partners we've ever had, they gave us everything we needed to complete the development on this game and I couldn't be happier with how it went.

    -excerpted from Famitsu's interviews with Yoshiharu Gotanda and Joe Asamuna in the April 1995 issue of Famitsu magazine which covered Tale Phantasia's Japanese launch

    -

    SNES-CD Power Charts- April 1995

    1. Donkey Kong Country
    2. Super Mario World 2
    3. F-Zero CD
    4. Mega Man X2
    5. Alien vs. Predator
    6. Squad Four
    7. Pulseman
    8. Mortal Kombat II
    9. Super Street Fighter II: Arcade Edition
    10. Star Wars: X-Wing
    11. TMNT V: Wrath Of The Foot
    12. Rayman
    13. Moonlight
    14. Muppet World
    15. Secret Of Mana
    16. Contra IV: Hard Corps
    17. Universalizer
    18. Earthworm Jim: Special Edition
    19. MechWarrior 3050
    20. Dragon's Destiny II

    -

    This is GameTV, MTV's first ever TV show focused entirely on video games! For the next 60 minutes, we'll be giving you the hottest news about everything going on in the world of gaming. We'll be talking Sega, Nintendo, the PC, the arcades, and everything in between, so let's get started! I'm Ted, this is Alex, and right now we've got an awesome segment for you, it's an exclusive world-premiere preview of Sega's brand-new arcade game, Virtua Cop 2!”
    -from the beginning of the very first episode of MTV's GameTV, May 2, 1995

    MTV's GameTV was the first really successful and popular TV show about video games. It aired from May 1995 to September 2000, every Tuesday night from 9:00 PM to 10:00 PM. It featured previews, reviews, interviews (and they landed some pretty major stars for these), and even tips and tricks for some of the biggest games. It was the first real sign that video games weren't just kids' stuff anymore, the show was aimed at teens and adults and really brought “attitude” to game journalism without being overly patronizing. The show featured a 0-5 review scale where two of the hosts (usually Ted and Alex, but the other hosts got involved in the reviews sometimes as well) gave a brief talk about the game and then a numerical score (they also used half-points). 0 was totally awful, 5 was an instant classic. If a game got at least a 4 from both reviewers it was a “GameTV's Choice”, if a game got 5s from both reviewers it was inducted into the “GameTV Hall of Fame” with a little ceremony and everything.

    What really stood out about this show was the hosts. They were young, mid 20s-early 30s, and ALL of them enjoyed video games. They actually picked hosts who knew what they were doing and legitimately liked games, which was a big part of the show's appeal. The show had nine hosts over the years, sometimes hosts came and went, but the original five were:

    Ted Crosley: A kind of preppy looking dude, he came off as a sort of “cool jock” type of guy but make no mistake, this guy absolutely loved video games. He was 27 when the show started and he and Alex, along with Brittany, were the three original hosts to stay through the show's entire run. He was an unabashed Sega fan, loved Sonic games, sports games, and fighting games.

    Alex Stansfield: A bit more of a joker than Ted, Alex was a huge Nintendo fan and so he and Ted went at it quite a bit, they had a Siskel-and-Ebert sorta thing going on and when they were arguing about a game it was great TV. A huge RPG fan as well and he also loved to play puzzle games. I believe he recently competed in a Tetris Grand Master tournament in Japan and did quite well. Very very smart.

    Brittany Saldita: The only female in the original cast (was joined by Lyssa in early 1997), she was another huge RPG fan and like Alex, preferred Nintendo to Sega, though she had a soft spot for the Sonic series. I had a HUGE crush on her as a kid (and, I'm suspecting a lot of Gen X and Millenial gamers grew up with crushes on her). She could be really fierce when advocating her opinions on the show and could also play circles around the guys in multiplayer games. She's the only one out of the nine hosts of this show that we've lost, she sadly died of ovarian cancer last September at the age of 43.

    John Walden: The only African-American to host the show, he left in 1998 but when he was around he was one of my favorite hosts. He loved fighting games and sports games and was also great at doing interviews, his interview with Shigeru Miyamoto in 1997 was an absolute classic. I also remember that excellent skit he did with Alex around the time the Ultra Nintendo came out, the two of them were trying to decide between Castlevania and Final Fantasy and John was this hilarious vampire character. He's probably had the best career out of any of the original hosts besides Lyssa, he's hosting The Price Is Right and I think he's doing a fantastic job of it.

    Kazzi DeCarlo: “Kaz” was the wild man of the original hosts and also the first host to leave the show (in 1996). This guy was in most of the skits playing the wacky characters, but his reviews were hilarious too, he'd give these totally off the wall reviews interlaced with his serious opinions out of the game. I remember him being tough as nails too, he only ever gave one 5 to a game, of course we didn't see him do too many of the reviews but when he did he was pretty tough.

    -excerpted from “GameTV: A Retrospective” on IGN.com, January 31, 2015

    -

    April 24, 1995

    Tale Phantasia is doing really well in Japan and I think we should bring it here,” said Howard Lincoln as he and Minoru Arakawa were walking down the hallway of Nintendo of America headquarters. “In fact, I think I'd like for 1996 to focus on Nintendo's lineup of role-playing games. We had several of them release this month and sales figures were decent, Parallel World sold a good amount of copies and Final Fantasy VI has been our best selling third party game this year.”

    “I agree that it should be brought over, but localizing it will be difficult,” said Arakawa. “With the amount of voice acting in the game, it may be difficult to find a translator and a studio that can get all of the game's dialogue conveyed in a way that will engross the player into the storyline.”

    “I thought about using a lot of our Squad Four cast, but that may get expensive considering how much dialogue is in this game,” said Lincoln. “I did have an offer over the phone a few days ago, a company that specializes in translating Japanese games and is building a working relationship with Telenet Japan. Telenet recommends them but they wanted to get our approval considering the...interesting personality of the person in charge.”

    “And who might this person be?” asked Arakawa. The two men stepped into Howard Lincoln's office, and Lincoln played back a message that Nintendo had recieved four days ago.

    “This is Victor Ireland with Working Designs. I just want to say, Tale Phantasia is an amazing game and it would be my honor if Working Designs got the contract to localize this game. We've been working with Sega for a while, it didn't work out with them but I admire what Nintendo's been doing with game localizations and I think we could do really well together. If you want a sample of the work we can do just let me know. I really want to help you bring this awesome game to the States.”

    Howard Lincoln already knew about Ireland's volatile personality and the way his company's relationship with Sega had ended. He had to wonder if this offer to Nintendo was less about wanting to help bring Tale Phantasia over and more about spiting Sega. But the work they'd done on the original Lunar was excellent, and Telenet and Working Designs seemed like they could have really good synergy together.

    “It's entirely your call,” said Arakawa, who knew less about Victor Ireland than his American colleague. “This will be a major game for us, if you want us to foot the bill for the Squad Four team to work on this game, we would be willing to do that.”

    “This man has never had a hit project, even Lunar was a niche title,” said Lincoln. “But...if Telenet wants to work with him and they think he can help make this game a success in North America, I'm willing to trust their judgment and put Working Designs in charge of the localization.”

    The two men sat down in Lincoln's office. They had more to discuss.

    “Two weeks,” said Lincoln. “Two weeks until E3.”

    “I am confident that whatever Sega is planning for their new Saturn, it will not be enough to counter all of the games we are going to put on display. We have a new Zelda game, a new Mario game, Doom is coming to the Super Nintendo CD...”

    “And the Year of the RPG,” said Lincoln. “We might not 'bring the arcade hits home', but...I think the arcade is going out of style anyway, isn't it?”

    The two men shared a laugh. E3 was coming...and the console wars would soon be elevated to their biggest stage yet.
     
    Checking In On Archie's Sonic
  • Okay, I wrote this piece a few weeks ago, in response to questions about the Archie continuity. This is a brief synopsis of how Archie's Sonic series is coming along. It will bleed into 1997, as major events in the comics occurred then.
    "Archie's Sonic the Hedgehog series, which began in 1993, was a whole different animal from the games or the two animated series. It was a fusion of all three forms, incorporating elements from all three elements. However, from issue 10 onwards, it began to create its own continuity, separate from either series. Despite this, many of the cues were taken from both Saturday Morning Cartoons, particularly "SatAM" as it was later referred to as.
    [..]
    Knuckles the Echidna was introduced in issue 13 in an adaptation of Sonic 3. (You could tell by all of the ads for the Mega Charger, including a reference to Eggman's machine being charged by one!) At first, he wasn't used often. However, when Knuckles: Renegade came out in 1995, and as he was introduced on SatAM as a character, he was given more prominence. This was especially true under the authorship of Ken Penders, who was hired under head writer Michael Gallenger in 1993. Penders soon became more and more active. Knuckles became a particular favorite of Penders, and he set about trying to focus on his mythology and that of the Echidnas. Renegade was made into a special 48 page special [1], which adapted the game's prologue, essentially an ad for the game. (Penders also was an advisor on the game's story, in order for it to resemble the comics more). Here, Robotnik manages to build a large city near the edge of the Floating Island, and begins to bring some prisoners there. Luckily, Knuckles comes to their rescue, and together, they try to stop Robotnik. The Renegades were retooled to become Knuckles' version of the Freedom Fighters, after he rescues them from robotization, and settle them onto Angel Island. Each issue from Issue 35 had at least one Knuckles' story. Also, like in SatAM, Knuckles, Sonic, and Sally are involved in a love triangle. However, unlike the show, where it was shoe-horned in, the comic expanded on this feature, often making it unclear whether Sally loved Sonic or Knuckles. (Corona was downplayed as love interest for Knuckles until much later on). It also lasted much longer than on the show.
    [...]
    Issues 40-44 involved several botched battles involving Robotnik (or another minor villain from the comic, such as Anti-Sonic), the Knothole Freedom Fighters and the Renegades. This, along with the tension between Sonic and Knuckles, leads to the arc "Endgame" (Issue 45-50, January to June, 1997.) Here, Robotnik engineers the stealing of the Floating Island's Master Emerald[2] and pins this on the Freedom Fighters. He also has Princess Sally killed off, and framing Sonic for it. This would lead to Sonic going on the run, and the Freedom Fighters and Renegades fighting. This leaves Robotnik free time to work on his Doomsday Device, which will completely erase Knothole and the Floating Island. The Doomsday Device is fueled by the Master Emerald .Eventually, Sonic clears his name, the truth comes out that a fellow Freedom Fighter had killed Sally on accident, and also, a traitor stole the chaos emerald. Sonic, Knuckles, and their joint forces storm Robotropolis. Robotnik and Sonic engage in one final battle, before the Doomsday device is turned on Robotnik, erasing him from reality. This action also shatters the Master Emerald. However, this news of Robotnik's death is dampened by the death of Princess Sally.[3] Issue 51 (Funeral for a Freedom Fighter) shows Sonic and Knuckles engaging in a tough battle out of frustration for her tragic death. However, they sort out their differences, and look forward to the future. And the issues to come proved that it would be a interesting future indeed.
    [..]
    Penders also had an intended pet project of a Knuckles the Echidna comic series. However, this was shelfed due to new character restraints from Sega, and the plan was reduced to a single four issue miniseries. Most of what he had planned for that was introduced into the main series Knuckles stories. The Miniseries largely adapted the rest of Knuckles Renegade, followed Knuckles and the Renegades as they find the pieces of the Master Emerald, and also noted the return of the Echidnas in the last issue of the miniseries. This would become a major plot point for Knuckles' storyline" [4]

    - From blog "Sonic Boom: a blog about a Hedgehog", entry entitled "Archie's Sonic the Hedgehog: Issues 1-50 (and 51)," March 5th, 2009


    [1]Chaotix, and several other games, were given this treatment OTL.
    [2]The Master Emerald as it is in the games doesn't exist in the Comics OTL at this point. It created a little bit later, when a villain called Mammoth Mogul... you know what, you probably don't want to hear about that. Anyway, due to the higher promotion of Sonic 3, the generic chaos emerald used is replaced with the Master Emerald itself
    [3] Sally was to be killed off in Issue 50 OTL. She was woken up by Sonic at the end of Issue 50. However, Issue 51 revealed that she was an android. Sega forced Archie to have her live. Hence, the sequence in issue 51 was changed to a dream sequence. Here, they just outright say that she's dead at the end of issue 50.
    [4] The series was the OTL Knuckles the Echidna spin-off comics series that ran for 40 issues. It was quite popular, and there was even a film in the works, from what I've heard.
     
    E3 1995
  • E3 1995 was obviously a pivotal moment in Sega's history. We needed to 'go big or go home' with the Saturn, and it was quite a relief to see the positive reaction that a lot of people had to it. There was brief discussion among the higher brass in Japan to actually release the Saturn in North America at the time of E3, but thankfully, Mr. Nakamura convinced them that it would be an enormous mistake. At the time, only two of the launch games would've been ready to ship, and what was the rush? Nintendo still had at least two years before it was going to launch its next console. I'm glad cooler heads prevailed, because releasing the Saturn in May would've been the dumbest decision in the history of business.”
    -Tom Kalinske

    I've been asked, 'why didn't you talk more about the Ultra Nintendo at E3 1995?', and the fact of the matter is, we wanted this show to be about all the great SNES-CD games coming out. The SNES-CD still had at least three years of life left and we didn't want to do anything that would overshadow it at that time, plain and simple.”
    -Howard Lincoln

    E3 1995 was a lot of fun! I wasn't picked to be the keynote speaker but I did get to give a lot of interviews and show off some of the new Sony games. I also got to do a neat little presentation comparing the SNES-CD soundchip, the evolution of my SPC ship for the SNES, with the Mega Charger's sound chip. It was a very busy time for me but I remember it fondly.”
    -Ken Kutaragi

    We're here at E3 and it's a huge spectacle! Some of the biggest celebrities are here to join in the fesitivities, including Seal and yes, at Acclaim's booth, Selena is going to be performing! It's a big party and GameTV's been invited!”
    -Ted Crosley, introducing GameTV's E3 special on May 16, 1995

    I remember the first time I got to play Tale Phantasia at E3 1995. It was one of the most crowded booths and it was completely in Japanese, but there really wasn't an RPG like it. Fully voiced and the battle system was a LOT of fun. I remember thinking the first time I saw it, this game is going to be very big.”
    -Ed Semrad, editor in chief of Electronic Gaming Monthly, discussing E3 memories in the July 2002 issue of EGM

    Oh no, no, I'm just here to play this new video game, it's a lot of fun, Sony and Nintendo invited me here to play some video games and I'm having a wonderful time.”
    -Michael Jackson, talking to the press at the Tales Of The Seven Seas kiosk at Sony's E3 1995 booth

    -

    May 10, 1995

    Good morning, everybody. I'm Tom Kalinske, president of Sega of America, and today we are formally unveiling the Sega Saturn in North America. It's been tearing up the sales charts in Japan for nearly six months now, and indeed, we're less than four short months away from its official North American launch. The Sega Saturn is the culmination of a nearly two-year effort by Sega in Japan, North America, and Europe to create the greatest video game console ever devised. Our efforts have been joined by the company Silicon Graphics, which provided us with the technology to make the Sega Saturn possible. Ladies and gentlemen, I give you...the Sega Saturn.”

    *A video begins to play on the projected screen, showing scenes from the games Virtua Racing, Virtua Fighter, and Virtua Cop.*

    THE ARCADE COMES HOME

    *More scenes are shown, this time a huge magic spell being launched against a giant boss monster in MagiQuest, followed by scenes of a man entering a village in Ultima: The Worldly Lord.*

    THE GREATEST ADVENTURES

    *Scenes are then shown of Madden '96, NHL '96, and Bases Loaded '96*

    LIFELIKE SPORTS

    *There's a scene shown from Panzer Dragoon, the huge dragon flying in the air amidst a beautiful landscape.*

    NEW WORLDS

    *Scenes are shown from Resident Evil and Tomb Raider, the very first builds but still looking very impressive, showing Lara Croft shooting at a tiger and Jill and Chris running from zombies.*

    NEW CHARACTERS

    *A group of friends are shown playing Daytona USA with four of the new six-button Saturn controllers.*

    A NEW WAY TO PLAY

    *Various scenes are then shown from Saturn games, each punctuated by three words: YOU WILL BELIEVE as the graphics get more and more impressive, looking better than anything previously seen on a video game console. The final scene is shown from an early build of Nights, probably the best looking game yet, of the main character flying through the air, followed by one more YOU WILL BELIEVE.*

    Sega Saturn

    Launching Saturnday, September 2, 1995

    PLAYING IS BELIEVING.

    *The crowd erupts into raucous applause as Kalinske takes the mic once more.*

    As you just saw, the Sega Saturn will be launching in North America on 'Saturnday', that's Saturday, September 2nd. Labor Day weekend, so you'll have three days off to enjoy more than a dozen launch games that will be available at launch. The Sega Saturn will retail for $399, and for that you get the Sega Saturn, two controllers, and Virtua Fighter as a pack-in game. We'll also have a special Virtua Arcade Bundle that will cost $499, and for that you get the Saturn, Virtua Fighter, Virtua Racing, Virtua Cop, two controllers, a steering wheel accessory, and our new Saturn lightgun accessory. We understand that the Saturn's price point is significantly higher than that of the Sega Genesis. But imagine how much you would pay for a high-end gaming PC, over $2000. Imagine how much you'd pay for one of our Sega arcade machines, over $6000. The Sega Saturn produces graphics equivalent or in some cases better than either a PC or an arcade machine and you're paying just a tiny fraction of the cost. And we are partnering with Namco and we plan to bring every single Sega and Namco arcade game released in the next five years to the Sega Saturn as a home console game. That's right, every single Sega or Namco game that you enjoy in the arcade, you'll be able to purchase and bring home for your Sega Saturn to play in the comfort of your home with your friends whenever you want, and it'll look just as good or in some cases better than what you get when you go to the arcade and spend your quarters.

    In addition to bringing the arcade hits home, the Sega Saturn will be the best sports gaming device your money can buy. We'll be featuring games from all four major sports leagues in the very first three months of release. In addition, we'll be bringing sports like tennis, golf, auto racing, boxing, and many others to the Sega Saturn, and as you've already seen, they'll feature lifelike graphics so that when your friends walk into the room, they won't know whether they're watching a TV broadcast or seeing you play your Sega Saturn. We've also got some of the best epic role-playing games coming to the Saturn. I am proud to announce for the very first time that an all new original video game, MagiQuest, is going to be at launch for the Sega Saturn. This is a game very near and dear to my heart because it's inspired by my own daughters and their love of adventure. In MagiQuest, you'll take on the role of three very brave young girls as they discover their hidden magical powers and journey on an epic quest. But this game isn't just for girls, this is one of the most challenging and deep role-playing games that's ever been developed, with monstrous bosses, deep, dark dungeons, and dozens of powerful spells to use on your foes. And you'll be able to play with two of your friends as you take these three girls on an amazing adventure. We've also got a Saturn-exclusive installment of the classic Ultima role-playing game series. It's called Ultima: The Worldly Lord, and it's going to take this great series into the third dimension for the first time. With polygonal graphics and plenty of beautiful effects, it's the most atmospheric Ultima game ever, and with a soundtrack composed by the brilliant young musical maestro Jeremy Soule, who will be appearing at our Sega booth tomorrow, you'll be sucked right in to this enormous world. In Ultima: The Worldly Lord, you play as the lord of a small kingdom and you must help it to grow while protecting it from evil threats in the world beyond. You'll explore the world to recruit warriors, craftsmen, and merchants alike, combining the world-building elements of a game like SimCity or Populous with the classic Ultima adventuring gameplay role-playing fans have loved for more than a decade.

    I'm also proud to reveal that Sega's plans for the Saturn extend well into 1996 and beyond with several games already in development for the console's second year. Among them is a new franchise we like to call Nights. Developed by Sonic Team, it is the next evolution of action gameplay. You'll take to the skies and soar through a beautiful dream world, collecting items, battling enemies, and exploring the most beautiful video game landscape ever conceived. We're proud to show off a tech demo of Nights at our booth at E3 and we'll be offering much more on this game in the months to follow. We've also been hard at work with our third-party partners to develop games that take advantage of the new technology present in the Sega Saturn. One of these games is called Tomb Raider, where you'll take control of explorer Lara Croft as she plunges into ancient temples and battles deadly creatures, including creatures from beyond the grave. This game is very early in development but we've got plenty of early footage to show off and more information about this game will be available at Sega's booth. There's also a horror game from Capcom, originally known as Biohazard but now known as Resident Evil. This game takes place in a mansion that's become ground zero for an outbreak of a deadly virus that turns human beings into shambling zombies, and you'll need to use your wits and courage to escape. This game has been in development now for nearly two years and it's been designed specifically to take advantage of the technology afforded by the Sega Saturn. We do have a playable demo of this game that will be available at Sega's booth and we encourage everyone to try it out to get a serious glimpse at the Sega Saturn's potential. I am proud to be here in Los Angeles for this week's E3 and I look forward to seeing all of you out on the convention floor. The future of gaming is here, it's the Sega Saturn, and playing is believing!”

    -keynote speech from Tom Kalinske at the 1995 Electronic Entertainment Expo

    Hello, I'm Olaf Olaffson and I'm the president of Sony Interactive Entertainment, Sony's videogames division. We've been in partnership with Nintendo for four years now, and recently I'm sure a lot of you have heard rumors that the Nintendo-Sony relationship is not on sound footing. I'm here to tell you right now that those rumors are not true. In fact, Sony is doubling down on its relationship with Nintendo and we are in the middle of developing several new games for the Super Nintendo CD over the next few months. The first game I'd like to tell you about is Tales Of The Seven Seas, a brand new action-adventure game from our development partner Naughty Dog. This game stars a band of seven characters who have their own pirate ship and they use it to explore islands amidst a vast sea in search of adventure. This brilliant and creative game has some very fun characters and a variety of gameplay types, from puzzle solving to hack and slash action platforming, to RPG-like exploration, and is fully voiced by a cast of some of the best voice actors in all of animation. We at Sony feel that Tales Of The Seven Seas will be a new paradigm of storytelling and fun in video games and we encourage everyone here to try it out in our booth, both to get a taste of the various types of gameplay and to see the seven stars of the game for yourself. Next up, we have Twisted Metal, a car combat game that features some of the best graphics possible on the Super Nintendo CD as you hop into a car loaded up with weapons to hunt down and destroy other drivers. It too features some very colorful characters, including a psycho clown named Sweet Tooth who drives a fully-loaded ice cream truck. Finally, there's a game that we at Sony are very proud of, that Sony has developed in its own in-house game studio and is going to launch in October of this year. It's an action shooter game called Ballistic Limit, where you play as a futuristic soldier named Ash Beckland. Ash is the lieutenant captain of a squad of highly-trained recruits who hunt down alien threats to protect a colony that orbits a dying Earth. When Ash's captain is mysteriously killed and he is separated from the rest of his squad, he must resume his mission alone while trying to find any allies he can. The gameplay is that of a run-and-gun shooter where you have a variety of weapons at your disposal, but at any time during the game, you can switch to a first-person mode called Ballistic Mode, where you'll become much deadlier as you gun down enemies until your Ballistic Meter reaches its limit. You're also able to use this first-person mode to find hidden treasures that you can't find normally. You're not by yourself on this quest, it's a story-driven action game with twists and turns rivaling those in the most popular movies or television shows, and like Tales Of The Seven Seas, it involves fully voiced cutscenes. Sony will continue to publish and create games for the Super Nintendo CD and whatever lies beyond. Thank you all and enjoy E3!”
    -keynote speech from Olafur Johann Olaffson at the 1995 Electronic Entertainment Expo

    Good morning, I'm Nintendo of America president Howard Lincoln. As you heard just a few minutes ago from Mr. Olaffson, Nintendo and Sony's partnership is stronger than ever. In fact, we're already hard at work on the next great gaming console of the future. But this year, Nintendo is all about the games, and the Super Nintendo, Super Nintendo CD, and Game Boy will feature the best games on the market. We'd like to start off by talking about a little game called The Legend Of Zelda: Ocarina Of Dreams. For the past two years, Shigeru Miyamoto and the game makers at Nintendo have been working tirelessly on a Zelda game worthy of the Super Nintendo CD. This game will conclude the epic trilogy begun in The Legend Of Zelda: A Link To The Past and continued in the Gameboy game The Legend Of Zelda: Link's Awakening. It will bring the real world of Hyrule and the dream world of Koholint together through the magic of an ocarina, and send Link on his biggest adventure ever. Link will need all the weapons and abilities he can get, and this game brings back many of your favorites from both A Link To The Past and Link's Awakening, while introducing brand new items to use in this game's collection of deep dungeons, some of the most difficult and mind-bending dungeons ever featured in a Zelda game. The technology of the Super Nintendo CD and its advanced graphics processor will enable some of the most amazing visuals ever seen in a Zelda game, including atmospheric dungeons, massive bosses, and new animations for all of your favorite classic characters, including Link himself. Ocarina Of Dreams has been released in Japan to rave reviews and record-shattering sales and we hope you'll enjoy playing the full North American version of the game over at our booth. Of course, none of us would be here if it wasn't for Mario, the plumber whose games have delighted millions across the world. This August, Super Mario World 3 will be released for the Super Nintendo CD. For the first time, Mario will be able to run, walk, and jump in all directions with this game's new 3-D isometric gameplay. You'll be able to explore more than 40 levels in the new style as you battle Bowser and his army of Mechakoopas who are once again seeking to conquer the Mushroom Kingdom. The new dimension will offer a new degree of freedom for Mario, though he'll be without his green dinosaur pal Yoshi for the first time since Super Mario Bros. 3 on the NES. Yoshi fans, don't despair, we've got an all new game on the Super Nintendo starring Mario's green friend in a prequel to the original Super Mario Bros. game. Yoshi's Island is an all new cartridge that utilizes our new Super FX 2 Chip to create worlds that look right out of a storybook. The game takes place back when Mario and Luigi were just little babies. When Bowser's court wizard Kamek snatches Baby Luigi up, it's up to Yoshi and Baby Mario to rescue him. You'll utilize the new Ground Pound technique to stomp enemies into the ground in this latest Super Nintendo classic!

    We've also got SNES-CD sequels to a pair of 1993 SNES hits. First up, there's Super Squadron X: Critical Dawn, which continues the story of Super Squadron X by having Captain Xenda and his battle tank the VIXIV return to Earth in search of those left behind after humanity fled the planet. He'll encounter hordes of deadly alien creatures along the way, and only the VIXIV can blast them out of the skies and save the refugees. We also have an RPG, Earthbound 2, the sequel to the SNES hit Earthbound. In this game, aliens invade the peaceful town of Onett, and Ness and his new friends have to rally forth to save humanity. Of course, a lot of you are here for news about a home console version of Nintendo and Rare's hit fighting game Killer Instinct. Rest assured, you won't leave here disappointed. The game has been in development for the Super Nintendo CD for much of the past year, and it will finally be coming home this fall. Killer Instinct for the Super Nintendo CD features the combo-based gameplay of the arcade hit, with all of the exciting characters and pulse-pounding moves you've been using on your friends in the arcades. We've got a big Killer Instinct display set up at our booth so you can see just how smoothly this game runs on the SNES-CD. For fans of the pink puffball, Kirby's back in a pair of exciting new adventures for the Super Nintendo and the Gameboy. First up, Kirby's Adventure 2 for the Super Nintendo. It features seven brand new worlds for Kirby to explore and more than a dozen new forms to transform into as he battles a new threat to the galaxy in the form of the tyrannical alien wizard Thraxor. For the Gameboy, Kirby's Dream Land 2 is a sequel to the very first Kirby game, Kirby's Dream Land released all the way back in 1992. This time, he's teaming up with an adorable hamster named Rick as he adventures through several worlds, swallowing up enemies all along the way. Kirby's Dream Land 2 will be available later this month, while Kirby's Adventure 2 is set to release in August. We're also proud to announce that Rare is hard at work on Donkey Kong Country 2, the sequel to the hit Donkey Kong Country game which is still burning up the sales charts even as we speak. We'll have more information on this game available at our booth, but rest assured, this game will be bigger and badder than ever.

    Nintendo is also proud to present dozens of games from our third-party development partners. We've already heard from Sony, who will have a trio of excellent games available later this year. Another of the Super Nintendo CD's biggest games this year is the SNES-CD port of the hit PC game Doom, in development by Williams right at this moment. It's going to be the definitive home console version of Doom, with development assistance directly from the original programmers of Doom, John Carmack and John Romero. Both men will be at Nintendo's booth to show off the game and to explain why this is going to be the only home console version of Doom worth buying. We're looking forward to releasing the game in August, alongside the release of Super Mario World 3. We're also proud to announce that a game based on the upcoming movie Batman Forever, developed by Acclaim, will be available for the Super Nintendo CD, and that Acclaim is showing off the Batmobile at its booth, alongside a demo of the SNES-CD version of the game. We're proud to be hosting the performing artist Seal, who will be performing the theme song for the new Batman Forever movie and will be giving a live performance immediately after this presentation. Two more of the year's most anticipated games will be exclusive to the Super Nintendo CD from our partners at Tecmo. Tecmo Super Bowl CD is an updated version of the classic Tecmo Super Bowl game, featuring the latest NFL rosters and all new cutscenes to help bring the exciting action on the football field to life. Next up, Tecmo is bringing a sequel to 1993's surprise hit action game Deadman Sam. In Deadman Sam 2, Sam teams up with his ghostly wife Nellie to battle even more evil denizens of the underworld. Nintendo is also proud to announce a pair of games from Konami. Later this year comes Zombies Ate My Neighbors: Ghoul Patrol, a sequel to the highly praised and highly strange horror game about two kids trying to save their neighborhood from an invasion of the dead. In Ghoul Patrol, developed in partnership with LucasArts of Secret Of Monkey Island fame, Zeke and Julie recruit a team of neighborhood kids to help them battle against a circus of horrifying creatures. Speaking of horror games and Konami, we're pleased to announce Eternal Night, a terrifying new game from the makers of the Castlevania series. You play as a count who must restore the light to his castle after an otherworldly intrusion of demons threatens to swallow up his realm. With gameplay that harkens back to Konami's classic Castlevania series, the game features a variety of weapons and hordes of massive bosses to bar your path.


    But as good as Nintendo's 1995 is looking to be, we're already looking ahead to 1996. And for 1996, we have a theme in mind. When we set out to create the Super Nintendo CD in partnership with Sony, we intended to create games featuring the latest in electronic technology. We did that, but we also accomplished something more. Through some of the most talented minds in the gaming industry, the Super Nintendo CD has advanced the medium of storytelling in gaming, particularly through the role-playing game genre. RPGs have been some of the most popular games on the Super Nintendo CD, and Squaresoft's hit Final Fantasy VI has been one of the top selling games of the year. For that reason, we've decided to declare 1996 the Year of the RPG. More than a dozen role-playing games are in development for the Super Nintendo CD for 1996, and in this presentation we're going to highlight four of them. Joining us from Squaresoft is the president of Square USA, the creator of Final Fantasy, Mr. Hiranobu Sakaguchi!”

    *Hiranobu Sakaguchi takes the stage along with a translator to great applause from the crowd. He begins to speak in Japanese, the translator then speaks in English.*

    Here at Squaresoft, we are proud to be partners with Nintendo in the creation of video games for the Super Nintendo CD. We feel that the technology afforded by the Super Nintendo CD has made it possible to do our very best work, and we will continue that work both in this year and the years beyond. Our next great RPG title is something we have called the Dream Project because it brings together many great minds from all over Japan to work on a game that I feel is the greatest we have ever produced. I am proud to announce Chrono Trigger which will be released in Japan for the Super Nintendo CD in the fall and in North America next spring. In this game, you must journey through time to prevent an apocalyptic crisis. Brave heroes will join together in an adventure spanning many eras of time, utilizing powerful magical techniques and combining those techniques into powerful attacks to use on the enemy. With the help of the anime legend Akira Toriyama, we intend to include over 45 minutes of anime full motion video in the game, which will be fully voiced both during these videos and during battles and other scenes. It will be Squaresoft's first fully voiced video game and it will also be the first Super Nintendo CD game to span two discs. One disc alone will not be enough to contain all the content in this magnificent adventure. The next game I would like to announce, is one of the most anticipated, perhaps the most anticipated game in the history of Squaresoft. It is the sequel to a game that won great acclaim in 1993, both here in North America and back in Japan. In fact, I understand it is the best selling role playing game in the history of North America! So I imagine that the anticipation for this sequel, the sequel to Secret Of Mana, is very high indeed. We do not have a name for it here in North America as of yet but in Japan it will be called Legend Of The Holy Sword 3. In this game you will be able to choose from among six heroes to form a party of three. Just as in the original Secret Of Mana, you will be able to battle with three players at a time, exploring a world even bigger and more beautiful than the first. This game is still early in development but we have a video to show at our booth out on the floor and I'm hoping you enjoy what you see. Finally, I would like to announce a game that has been a grand partnership between Squaresoft and Nintendo, a game that has been in discussion for quite some time and a game that I'm very happy to announce with the help of Mr. Howard Lincoln.”

    *Sakaguchi cedes the floor to Howard Lincoln, who begins to speak again.*

    Thank you, Mr. Sakaguchi. As I said before, none of us would be here without Mario, and what better way to celebrate the Year of the RPG than by giving Mario a role-playing game of his own? Coming in 1996, Nintendo and Squaresoft will present Super Mario RPG, which will star Mario and his friends in an adventure spanning the Mushroom Kingdom and beyond. The game will feature isometric graphics and gameplay similar to that in Super Mario World 3, while battles will test your reflexes like never before. All your Mario favorites will team up with brand new characters to face a terrible new evil in Super Mario RPG, coming to North America sometime next summer. Finally, I'd like to announce a project that Nintendo's been helping to create along with its partner Telenet Japan, who recently released the excellent Valis: Rebirth for the Super Nintendo CD. Telenet Japan's talented Wolf Team has created a quest unlike any other, a game that released in Japan two months ago to great reviews and stellar sales. It's a game called Tale Phantasia, and it's coming to North America next summer. We've got the Japanese version of the game fully playable at our booth, and we've already begun the process of localizing the game, which will include more spoken dialogue than any other video game on the Super Nintendo CD to date. It's absolutely beautiful and we were proud to help Telenet Japan and its brilliant Wolf Team make it a reality. We hope you'll enjoy playing Tale Phantasia and all the other excellent upcoming Nintendo games at our booth this year. Thank you, enjoy E3, and here's Seal!”
    -keynote speech from Howard Lincoln at the 1995 Electronic Entertainment Expo

    -

    Ted Crosley: We're here in Las Vegas for E3, the Electronic Entertainment Expo! It's an exclusive event, which means that if you're not in the media or part of the video game industry, you can't get in! But guess what? Since you're here watching GameTV, you're about to get an all-access pass to the hottest show in gaming, and you don't even have to get up off the couch! For the next hour, we'll be taking an in-depth look at the future of video games, so get ready, get set, and let's do this thing!

    (...)

    Ted Crosley: I am here at the Sega Saturn booth and this massive line is for Virtua Cop, the home console version of Sega's hottest arcade game. Two weeks ago we looked at Virtua Cop 2, it's coming to the arcade later this year, but this is the home console version of the original, so let's see how it stacks up.

    *Ted goes up to the booth where a man from Sega of America is waiting.*

    Ben: Hey there Ted, I'm Ben Glass with Sega of America and this is the Saturn version of Virtua Cop which will be available on launch day in September.

    Ted: Well, I'm looking at the game and the first thing I noticed is that it looks JUST like the one in the arcade, I mean everything just looks amazing in this game.

    Ben: Virtua Cop for the Saturn has been designed to replicate the original in almost every aspect, in fact, wherever possible it's been made to look even better than the original arcade game.

    Ted: This is absolutely incredible. Being a big Sega fan, I've got to say I was a bit worried about this one because arcade games have a history of looking a lot better than they do at home, but I'm really impressed with how good it looks. I'm gonna play, can I play?

    Ben: Absolutely.

    *Ted starts playing with the lightgun attachment, blasting bad guys on the screen. The game looks very realistic and moves at a quick pace, there's absolutely no slowdown or loss in translation from the arcade version.*


    Ted: It's as tough as I remember at the arcade too. *he laughs* Thank God I don't gotta put another quarter in.

    (...)

    *Now Ted is in front of a screen showing off the Nights Into Dreams tech demo. Standing with him is Tom Kalinske.*

    Ted: I'm here with Sega of America president Tom Kalinske. We're looking at Nights, the game everyone's been talking about, and I can see why. Everything's so beautiful. The sky's full of stars, you got your water there in the moonlight, this game is like watching a dream come to life.

    Tom: Well, that's exactly the effect we were going for, Ted, this game takes place in a magical dream world and you'll be exploring as this character Nights, who is a Nightmaren who is created for evil but ends up turning good and helping two young children realize their dreams.

    Ted: That sounds a lot like a fairytale, so this game, it's the next generation of action platformers?

    Tom: It's not exactly a platformer, it's a fully free-roaming flying game, you'll be spending much of this game gliding through the air and exploring the worlds. We're hoping to utilize the Saturn's technology to create an entirely new gameplay experience.

    Ted: It looks, absolutely....amazing. I mean, this is all gameplay, correct?


    Tom: That's right, and this is early alpha gameplay at best, so it's going to look even better in the final product.

    Ted: So the Sega Saturn, it's clearly more advanced than anything before it. It trumps the 3DO, it blows the Jaguar away and it looks a lot better than the Super Nintendo CD. The asking price of 400 dollars is a bit high but I haven't seen games look quite this good on anything else.

    Tom: Exactly, we've worked with Silicon Graphics who makes high-end computer chips and the Sega Saturn is designed to replicate the technology found in those PC games. It uses CD-ROM like the Sega CD but with vastly improved technology. It can do 3-D, it can do 2-D, we learned from the Mega Charger that it's a bit more difficult to do 3-D and 2-D with two different processor chips, we've had some difficulties with that so we've decided to do a single chip for both, we can do the latest in 3-D graphics but we can also do very detailed and beautiful 2-D graphics for games where those would work best.

    Ted: And this system is...how many bits is it?

    Tom: It's a 64-bit system but we've actually tried to avoid using the “b” word. We feel like there are other ways to describe the abilities of a game console besides the number of bits it has, it's more about how you use those bits. Jaguar was a 64-bit system and it looked nothing like this, not even close. We're using an advanced processor chip and that's what powers the graphics on the system.

    Ted: So you're declaring the “bit wars” over then, pretty much?

    Tom: *laughing* If that's how you want to put it, yeah. I mean, we're gonna use another “b” word and that's “believe”, this Saturn is going to do things that you won't believe until you've played it.

    Ted: Well, I've played the Saturn and right now I'm a believer.

    Tom: Yeah!

    Ted: Come on now, this is MTV, you gotta show a little attitude.


    Tom: Hell yeah! *laughing* This isn't my first time on MTV, I've done the VMAs before so I'm glad to be appearing on MTV again. Tell Beavis and Butthead I said hi.

    Ted: I will absolutely do that. I gotta ask one more thing, we haven't seen any sign of a new Sonic game for the Saturn, and as probably the world's biggest Sonic fan I'm a bit disappointed.

    Tom: Rest assured, Sonic the Hedgehog will be showing up on the Sega Saturn. Sonic 3 was a tough act to follow and we want to make sure that the next Sonic game is his biggest and best game ever. I don't have anything more I can say at the moment but just watch this space because I imagine E3 1996 will be the hedgehog's big show. We will not keep you waiting!

    Ted: I will hold you to that! Thanks again for speaking with us, the Saturn really is an impressive device.

    Tom: Thank you!

    (...)

    Alex Stansfield: Right now I'm about to play the new Legend Of Zelda, the line for this game is massive but I'm here with Gail Tilden from Nintendo and she's going to help walk me through this dungeon here.

    Gail Tilden: Well, right now you're in the City of the Dead, it's the second dungeon in the game and you're underground in a haunted complex of rooms and caves.

    Alex: This is pretty scary, there's ghosts everywhere... *he's fighting off Poes with his sword as he makes his way through the rooms, he's at a late stage of the dungeon* Now I've got the jumping feather, which is pretty fun.

    Gail: That's Roc's Feather, it's from Link's Awakening and it's making it's first appearance in a console Zelda game as the item you find in this dungeon.

    Alex: Yeah, I can already see how these rooms kinda utilize the feather and...and...get back, get back! *having some trouble keeping Poes away in a room full of gaps and holes* They are coming outta the woodwork!

    Gail: As you can see you're gonna need all your skills to get through these new dungeons.


    Alex: Oh I can absolutely see that but I think I'm through this part here. So this new Zelda game, who's the new bad guy, or can you not tell me?

    Gail: In this game the bad guy is a thief named Gaddis who steals the pieces of the Ocarina of Dreams and you have to track him down. He's a lot younger than Agahnim, just a little older than Link actually and almost kind of an evil counterpart to Link.

    Alex: So he's like an evil whiny teenager pretty much?

    Gail: Not so much whiny or teenager but yeah definitely evil.

    *So now Alex is in the boss room, up against a giant ghostly foe, a huge Poe surrounded by other Poes*

    Alex: Whoa, whoa, whoa! *he gets hit by a wave of Poes surrounding the monster*

    Gail: There's a trick to this but I'll let you figure it out.

    Alex: Right, that's the neat thing about Zelda, a trick to every boss in this game. *he leaps up onto a balcony, this lets him avoid the spinning Poe attack* Oh, that worked! *he keeps playing and uses a stabbing downward slash to hit the beast's weak point and stun it* That worked too! All right! *begins slashing the beast repeatedly now* I love the animation in this game, Link looks so much more alive and the boss does too, a lot of detail in pretty much everything. *a couple more downward stabs and slashes finish off the boss* And he's dead!

    Gail: Congratulations, enjoy playing that?


    Alex: I absolutely did, thanks again, that was really fun. Definitely looking forward to playing this game.

    (...)

    Alex: And now for another epic game, we're over at the Sega Saturn booth and this is Ultima: The Worldly Lord. Right now we're out exploring in a field just to the west of our main town, as you can see on the screen we've got bandits and raiders coming after us.

    Tim Stellmach: You've got to decide whether these guys are friends or foes. Sometimes you can actually recruit some of the enemies who accost you in the field, it might be more helpful than fighting them for their loot.

    Alex: I'm going to go ahead and fight them for their loot. ....and I'm dead.

    Tim: In the early stages of the game it's absolutely crucial that you avoid combat if it looks like you're outmatched, you've gotta be careful because sometimes your enemies can be really powerful.

    Alex: So it helps if I use diplomacy to settle some of these disputes?

    Tim: Absolutely, most of the time the human enemies won't fight you if you don't attack them first. Sometimes they will and you'll learn to identify which of them are hostile and which of them are open to talking it out.

    Alex: This series has always been a lot more intuitive, I think, than some of the other role playing games where you just kill everything.

    Tim: Right, this game offers you a lot more choice about how you're going to progress in the world and build up your kingdom.

    Alex: It's one of my personally most anticipated Saturn games, really looking forward to playing it when we review it later on.

    (...)

    Brittany Saldita: Brittany here, I'm over at Nintendo's booth and right now I'm playing Tale Phantasia! This is an absolutely beautiful RPG and I can't get enough of it, right now I'm just walking around getting into fights and tearing into enemies. I'm here with Yoshiharu Gotanda who designed the game, he's been really helpful in getting me acclimated to the game's combat systems and translating for me since I'm not very fluent in Japanese.

    Yoshiharu Gotanda: Right now you've just gone back to the past and you're making your way to a town where you'll be able to figure out just how you got here.

    Brittany: Between this and Chrono Trigger I'm doing a lot of time traveling in games! I have to say, I love the rich detail in the character sprites and the background animation, these graphics are gorgeous. The combat system is a lot like a fighting game, you have moves and even combo moves to perform, you can set up to four special moves to the B button and then use B and press a direction on the controller to do your special move. You run out of magic points REALLY fast if you do too many special moves so you'll want to stick to your regular attack most of the time.

    Yoshiharu: You have it mastered already! *he laughs*

    Brittany: This is not my first RPG, lemme tell you, but I've never played a game like this. Maybe Secret Of Mana but that game didn't have the sheer variety of moves that this game has.

    Yoshiharu: You can set even more special moves to the L and R buttons!

    Brittany: I am gonna be playing this game forever. I can see the people standing in line to play, they're jealous of me, looks like one of them wants to kill me so I'd better stop talking and keep playing. *laughs* Oh my god you guys, I need to import this from Japan. It's just that damn good. *she keeps playing*

    (...)

    Ted: We're here at Sony's booth and this is one of the busiest booths in the show because it's the line for Ballistic Limit, the highly anticipated shooting game from Sony for the Super Nintendo CD this fall. I've started playing through level one and it's pretty fun so far, I've already got three weapons that I can switch back and forth between but what's REALLY interesting about this game is that once you go into Ballistic Mode, your weapon switches functions, check this out. I've got a pistol, but when I switch into Ballistic Mode it takes on this cool tri-laser function and I can kill multiple enemies at once. You can also go into the menu and change up the weapon function, so for example if you want it to do the same thing in regular mode and Ballistic Mode you can do that. You can find new weapons or you can even buy them in shops. This game is a lot like Metroid but much less about exploration and more about killing stuff, you also interact with a LOT more people than you do in Metroid where you're kinda just by yourself on an alien world.

    (...)

    John Walden: I'm hanging out here at the Saturn booth and I'm about to play *sings* DAYTOOOOONNAAAAAAAAAA USA with three other E3 attendees. Now, you CAN use the steering wheel for this game, same thing in Virtua Racing and also in Ridge Racer which isn't coming out at launch, but I'm using the controller, it feels real good in my hands and I'm kinda used to it from Virtua Racing on the Mega Charger. Let's get this thing started!

    *There's a countdown and then the race begins, John is in second out of four at the start.*

    John: I'm lovin' the graphics, they look just about as good as what you see in the arcade, no trees popping up all of a sudden like in Virtua Racing for Mega Charger, the crowd looks real good and of course there's the awesome theme song. Right now, I'm in second, I'm gonna try to pull ahead of this guy but he's pretty good.

    *The race continues, John and another attendee battling it out for first.*

    John: I think out of all the Sega racing games here at E3, this one's probably the best. I might have a soft spot for Daytona but I really think this is the best racing game out there, it's gonna be hard for anything on Nintendo to beat it.

    *Finally the race ends, John pulls out a thrilling last-second victory.*

    John: Yeah! All right! *shaking hands with and kind of hugging the guy next to him who got second place* I'm having a lot of fun here at E3, I'm gonna kick it to Kaz, he's checking out one of the weirdest games at this year's show.

    (...)

    Kazzi DeCarlo: This is Panorama Cotton, it's coming to the Genesis in North America this June and it's a hella weird game. I'm not really an anime fan, but this game's pretty fun. It's out there but it's pretty fun. It's made by Sunsoft, who's also making Andrekah which is another kinda weird game for the SNES-CD but this one definitely takes the cake. You play as this witch who's shooting stuff while on a broom, it's a lot like Space Harrier but....you know what I'm having fun with this game. I'm here with Jenny from Sega of America and she seems like she enjoys this game too, is this your favorite Genesis game?

    Jenny: It's one of the best games I've played, I love the graphics and all the animations.

    Kazzi: Yeah that's another thing. This....you see this? It's not hooked up to a Mega Charger, this is an honest to God Sega Genesis game and it looks pretty damn awesome. Not a Saturn game, not a Mega Charger game, a Genesis game. And check this stuff out! *he heads over to another booth where Vectorman is being shown off* This is ANOTHER Sega Genesis game! Just the Genesis, no Mega Charger in sight! I'm tellin' ya, the Genesis is still kicking.

    Jenny: Absolutely, we'll be releasing games for the Genesis and the Mega Charger through 1997 at least, we have over 100 new Genesis and Mega Charger games planned for the rest of this year alone.

    (...)

    Ted: Guess who me and Alex found? It's Joel Schumacher, he's gonna be directing the new Batman movie but right now he's here at E3.

    Alex: Mr. Schumacher, what brings you here to E3?

    Joel Schumacher: Right now I'm here at Acclaim's booth to help promote Batman Forever, both the movie and the game. I'm also here because I've become a bit of a video game fan, I don't play a lot of them but I enjoyed some of the games on the Super Nintendo CD and so I'm here to kind of get a taste of all of that.

    Ted: What's your favorite video game?

    Joel: I enjoyed Snatcher tremendously. The level of storytelling really approaches what's being done in films and I got a real kick out of seeing all the twists and turns, it was very inspiring.

    Alex: So is there a little bit of a Snatcher feel to Batman Forever?

    Joel: Not really, but I did take inspiration from the darker themes in the game, I felt that if a video game could bring that level of emotion to its world and its characters, that the Batman series could use some of that as well. I actually got inspired to kind of exert some more creative control over the movie, convince Warner Brothers that the film could be better served by going in a more mature direction and they finally broke down and listened to some of my advice. It won't be quite as dark as Batman Returns but hopefully it's the kind of film that all audiences young and old can really enjoy.

    Ted: Well, we're really eagerly looking forward to the new film. Have you visited with Selena? She's here at the booth too and I thought you two might have met each other.

    Joel: Oh, she's beautiful and wonderfully talented. She'll be singing a song on the Batman Forever soundtrack and I'd love to perhaps have her appear in one of my movies someday.

    Ted: She'd make a good Catwoman. Nothing against Michelle Pfiffer but she really would.

    Alex: I think he just wants to see Selena in that Catwoman outfit.

    Joel: *laughing* Well they do kind of have the same name, don't they?

    (...)

    Ted: We'll be back with more coverage from the floor of E3.

    Alex: And don't miss the end of our show where we'll be bringing you a performance from pop superstar Selena who's going to be performing one of her new hit songs at the Acclaim booth!
    -from the May 16, 1995 episode of MTV's GameTV

    -

    EGM From The Floor Of E3!

    E3 1995 was definitely the biggest video game trade show of all time and we've got tons of news live from the showroom floor!

    The biggest news at E3 was the announcement of the launch plans for the Sega Saturn, which is set to release on Saturday, September 2, a date that Sega is calling “Saturnday”. With over a dozen launch titles planned for release, the Saturn will have one of the most robust launch line-ups ever. While Sonic the Hedgehog was a disappointing absentee, the Saturn had plenty of other great games to ease the pain of waiting. We were probably most impressed with the Saturn's exclusive Ultima title, Ultima: The Worldly Lord. We felt like this game takes the series in a completely different direction from previous titles and we love the freedom of exploration it gave us. We also loved Virtua Cop, the booth was one of the most crowded at the show but when we got to play we were blown away by the graphical detail which was pretty much identical to the arcade version. As always, sports fans will have plenty to do on launch day weekend, with a pair of racing games and games for all four of the major American sports, in addition to an outstanding fighting game in Virtua Fighter. All in all, the Saturn is a somewhat pricey ($399) but very impressive looking piece of tech and we were quite blown away by it.

    On the Super Nintendo CD front, we were impressed with the sheer quantity and variety of games available for the CD console. Whether you're a fan of RPGs, platformers, shooting games, strategy games, sports titles, fighting games, or anything else, the SNES-CD had something for you with more than 60 games on display. Ballistic Limit was like nothing we'd ever seen before with rapid-fire strategic switching between 2-D gameplay and 3-D first-person shooter gameplay, with more weapons than we could count. Tales Of The Seven Seas looks especially fun, it combines the swashbuckling humor of the Monkey Island series with Deadman Sam-like action gameplay with a little of Zelda-esque exploration thrown in. Speaking of Zelda, Ocarina of Dreams looks like Link To The Past on steroids. We got to see the first three dungeons and bosses in all their glory and they looked spectacular. Nintendo seems to be keeping the game's second half under wraps but if what we saw with the Dark World in LTTP is any indication, it's going to be amazing. Nintendo announced a slew of role-playing games for next year but don't count out the rest of this year's crop, Earthbound 2 looks weird but wonderful and Squaresoft showed off an upgraded version of Final Fantasy IV with enhanced graphics and CD based audio that makes us want to journey with Cecil and his companions all over again. We also liked what we saw from Capcom's Breath of Fire sequel, which seems to incorporate a more mature storyline featuring religion.

    For those of you who still haven't upgraded your SNES (what's taking you so long?), there were plenty of games shown off, not as many as there were for the CD but enough to keep stubborn cartridge players well entertained. Kirby's Adventure 2 was a welcome sight, Kirby's world looks as fun and colorful as ever, and we also got a bit of a shock when F-Zero: G-Force was announced. Not a racing game, it's actually an action-platformer that takes players behind the scenes, so to speak, starring Captain Falcon and his fellow racers as they try to stop an evil conspiracy. The graphics compare favorably to games like Super Metroid and the gameplay, as appropriate to the series, is really fast paced. The big SNES game of the show was Yoshi's Island and word on the street is that it's Nintendo's swan song to the original SNES. If what we saw is any indication, it's a hell of a swan song, with the most beautiful graphics we've ever seen on a cartridge game.

    The Genesis and Mega Charger also got plenty of love with the announcement of Vectorman, a new platformer game utilizing rendered graphics that looked really impressive even without the Mega Charger attachment. Using the Mega Charger to play, though, opens up new worlds and new 3-D environments similar to the enhancements for Sonic 3. We also saw Phantasy Star IV, due to be released in December, and it was one of the best RPGs shown off at E3, even compared with Nintendo's murderer's row of role-playing games. RPG fans who stuck with Sega are going to get plenty of love over these next few months, in addition to Phantasy Star IV, upgrading to the Saturn will get you MagiQuest, a Secret Of Mana-looking game with much faster gameplay that stars three adorable girls who fill the screen with colorful spells.

    Aside from Nintendo and Sega, we didn't see much from Nintendo's competitor Atari, who's pretty much thrown in the towel as far as the Jaguar is concerned. Meanwhile, The 3DO Company seemed to be advertising its software just as much if not more than its hardware. The platformer Gex, previously thought to be the 3DO's “killer app”, was being promoted as an SNES-CD port set to be released later in May. There was also a booth set up by Bandai showing off their technically impressive but lacking in games Solaris system. We saw two games displayed at the show, a Power Rangers game and a strange looking platformer which paled in comparison to Sega's tech demo for Nights. If what we saw from Nintendo and Sega is any indication, it'll be an uphill climb for Bandai...
    -excerpted from a report in Electronic Gaming Monthly's July 1995 issue

    -

    E3 1995

    The E3 expo was to be the “successor” event of sorts to the Consumer Electronics Show in Chicago. It was to be an event where video games held the center stage rather than being relegated to the basement as they were at the CES. The show took place at the Los Angeles Convention Center from May 11 to May 13, 1995. The day before the show, executives from Sega, Sony, and Nintendo held press conferences outlining their future plans. Sega's show, headined by Tom Kalinske, was all about the upcoming Saturn. The Saturn's high price point of $399 drew some groans from the crowd despite Kalinske's efforts to justify the price by comparing it to much higher priced gaming options on the PC or arcade platforms. To his credit, the promotional video shown demonstrating the Saturn's technological capabilities was quite impressive and the Saturn did compare favorably to middle-end PC gaming rigs of the time. Olaf Olaffson from Sony then spent some time re-iterating the relationship between Sony and Nintendo (which became somewhat strained in the days before the companies agreed to work on the Ultra Nintendo together) before announcing three games for the SNES-CD's fall lineup. Then it was Howard Lincoln's turn for Nintendo, and he spent his time promoting the Super Nintendo CD's great lineup of upcoming games, barely even mentioning the Ultra Nintendo (or even “Project Eunice”, its codename at the time). He even had Hiranobu Sakaguchi up on stage briefly to promote the “Year of the RPG”, Nintendo's term for what would indeed be a banner year for role-playing games on the system.

    Nintendo spared no expense to promote their games at E3 that year, even hosting the performer Seal who would do the theme song for the upcoming Batman Forever movie. Similarly, at Acclaim's big booth (in which games based on Batman Forever and Judge Dredd were promoted, among others), Selena did a performance (almost certainly due to her friendship with the creator of Acclaim's big hit game Frederico, which an urban legend credits with saving the singer's life from a crazed fan). There were plenty of “booth babes” at the show, though Sega's booth was rather tasteful, instead of booth babes there were featured three models dressed in the relatively conservative outfits worn by the main characters of the action-RPG MagiQuest. Believe it or not, the infamous celebrity John Wayne Bobbitt also appeared at the first E3, in a closed-off area of the show promoting his new pornographic computer video game Uncut. Speaking of Selena and urban legends, there's another one that's actually probably true of Bobbitt attempting to call up Selena's hotel room in the middle of the night and getting instead her irate husband on the phone, who threatened to kill him amidst a tirade full of Spanish profanities.

    The most crowded booths at the show were probably those of Ballistic Limit, Virtua Cop, The Legend Of Zelda: Ocarina Of Dreams, and Tale Phantasia in that order, with Ballistic Limit considered to be the consensus Game of Show amongst the gaming media. Curiously, especially on the last two days of E3, the Super Mario World 3 booth wasn't very crowded on the last two days. It had been extremely crowded, probably the most difficult booth to get into, on the first day, but the last two days it was relatively easy for any journalist or celebrity who wanted to play the game to be able to do so. It was perhaps the first indication that the game was somewhat of a disappointment compared to Super Mario World 2, as word of mouth spread throughout the convention the crowds had thinned out around the game. However, except for the most popular of games at the show, most booths were fairly easy to get to with only a small amount of waiting time. Nintendo, Sega, and the myriad of third parties that had set up booths at the show made sure to include enough gaming kiosks to cut down on the waiting times that had plagued earlier conventions like CES. The fact that the gaming companies had the vast space all to themselves probably made this a lot easier of a feat to pull off, and E3 1995 received mostly rave reviews from both game companies and gaming journalists alike. It was clear that once 1996 rolled around, everyone would be ready to do it all over again...
    -excerpted from IGN's E3 1995 article (based on this real-life article on IGN.com about the original E3: http://www.ign.com/wikis/e3/E3_1995 )
     
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    May 1995 - Victory And A Slew Of Sequels
  • It was a great time to be working at Capcom. Sega was pushing the cutting edge of what was possible in a video game console and Nintendo and Sony gave us a lot of freedom to create many different types of games, so we were more than happy to just make games and back then we were making a lot of great ones.”
    -Shinji Mikami, in an interview with BradyGames for the Collector's Edition of the Victory: 20th Anniversary HD Remake strategy guide

    People forget that Snatcher was just the beginning, that it wasn't all that great of a game. The storyline itself was fantastic for sure, but its real influence came from all the great games it inspired. Policenauts was one, of course, but there were others, much lesser known, that were even better.”
    -Gaming historian Cassidy Relintz, quoted in the January 21, 2014 IGN.com article “Top 25 Most Influential Games (That Weren't All That Great), #3: Snatcher”

    Aw dude, you totally spun him out! Way to go!”
    -Meat Brick, Bikerz

    These murderers are after me, all of my friends...except for you...are dead....! What the hell am I supposed to do now? Where the hell am I supposed to go? Why can't I go back to yesterday morning when I just had a normal life?”
    -Corrine Pearl, Daughter of Pearl

    I think, if I'd known that the Super Nintendo CD in particular was going to be so big, the 3DO wouldn't have been made at all. I had no idea that Sony was going to be so competant at making video game hardware. I thought Nintendo and Sony's collaboration was going to be a comedy of errors when we surged forward with the conception of our standard. It was a dumb call to make. That thing ended up running most of our games as well as the 3DO did for a third of the price or less. I was in denial about it for a while, but... I'm enough of a man to admit that I got my ass kicked on that one. Hats off to Sony for kicking my ass.”
    -Trip Hawkins, discussing the 3DO's failure in Wired magazine, January 2004

    -

    Gex:

    Ed: 8
    Danyon: 8.5
    Al: 7.5 (quote: “Gex is one of the best looking platformers on the SNES-CD, but at it's core it's still a fairly generic mascot platfomer. While it might've been a killer app on the 3DO, here it's drifting in a sea of fantastic games and might not be for everyone.”)
    Sushi-X: 7.5

    Lucienne's Quest:

    Ed: 4.5
    Danyon: 7
    Al: 4.5
    Sushi-X: 4 (quote: “Stuttery graphics and really boring gameplay make Lucienne's Quest an RPG to forget.”)

    Pocky And Rocky CD:

    Ed: 8.5 (quote: “Definitely my favorite Pocky and Rocky game, featuring a charming soundtrack and lots of difficult but rewarding gameplay.”)
    Danyon: 8.5
    Al: 8
    Sushi-X: 8

    Shadowrun: Worlds Without End:

    Ed: 7
    Danyon: 7.5 (quote: “I'd be lying if I didn't say that this game was somewhat of a disappointment, the previous Shadowrun was an RPG classic but it seems like this game took a bit of a step back.”)
    Al: 7.5
    Sushi-X: 6.5

    Super Punch-Out CD:

    Ed: 8
    Danyon: 8
    Al: 8
    Sushi-X: 8 (quote: “A nice little update to last year's SNES game, though if you've already played it the biggest thing you'll miss if you skip this one is a really fun two-player mode.”)

    Super Turrican 2:

    Ed: 9 (quote: “A beautiful, exciting, and really challenging shooter with some of the most fast-paced action I've ever seen.”)
    Danyon: 7
    Al: 8
    Sushi-X: 7.5

    Daughter Of Pearl:

    Ed: 9
    Danyon: 9
    Al: 9 (quote: “One of the greatest visual novels I've ever played. Heart-rending and truly mind-bending, it's indeed better than Snatcher and you'll need to play more than once to see every little detail of its story.”)
    Sushi-X: 8.5

    Clownin' Around:

    Ed: 6
    Danyon: 6
    Al: 6.5 (quote: “I liked the colorful graphics in this platformer where you're a clown who basically fights other clowns but if you're not into clowns you'll have to look elsewhere for a great action title.”)
    Sushi-X: 6.5

    Backwoods Racing:

    Ed: 6.5
    Danyon: 6.5 (quote: “It's good enough for what it is, some of the courses are genuinely challenging and running moonshine to soup up your vehicle is an intriguing gameplay mechanic that could be expanded on if this game gets a sequel.”)
    Al: 8
    Sushi-X: 7

    Chicken Fighter:

    Ed: 6
    Danyon: 5
    Al: 6
    Sushi-X: 4.5 (quote: “I thought I'd never see the day when they'd make a fighting game about a bunch of anthropomorphic chickens but here it is and it's a bad day.”)

    Bikerz:

    Ed: 8 (quote: “Kids will definitely like this game more than adults, but the colorful cast of characters should appear to cartoon fans and those who are young at heart.”)
    Danyon: 7.5
    Al: 7.5

    Sushi-X: 6.5

    3-D Pool:

    Ed: 5.5
    Danyon: 6 (quote: “I can't recommend this to anyone who hates pool, but if you're a fan of pool, this is probably the best billiards game you'll find on a console.”)
    Al: 6
    Sushi-X: 5.5

    The Legend Of Annie Oakley:

    Ed: 7.5 (quote: “This is a really fun platforming/shooter game that offers up a silly but still engrossing portrait of the legendary gunslinger's early days. We could use more games that turn famous American heroes into exaggerated cartoon legends. Teddy Roosevelt, anyone?”)
    Danyon: 7
    Al: 7
    Sushi-X: 7

    Puzzle Pals:

    Ed: 3
    Danyon: 4.5 (quote: “I'll take a pass on this rather kiddy game where you're a detective who solves a series of boring and unintuitive puzzles to close cases. The voice acting is horrid and the story's not even all that good either.”)
    Al: 5.5
    Sushi-X: 4

    Icebiter 2:

    Ed: 8 (quote: “While it doesn't do much different from the previous Icebiter game, I still loved the gameplay and it's a bit faster-paced this time around, with more weapons, more obstacles, and bigger bosses. It's a really worthy sequel to the original hit.”)
    Danyon: 8
    Al: 7.5
    Sushi-X: 7.5

    Last Resort:

    Ed: 8
    Danyon: 8.5 (quote: “While FMV horror games are usually pretty terrible, this thriller taking place at an abandoned resort island is extremely well made and relies on spooky camera tricks rather than hokey acting to put you in the middle of the action. This and Eyes of the Vampire are both must-plays for any horror fan.”)
    Al: 8
    Sushi-X: 9

    Victory:

    Ed: 9.5 (quote: “Capcom has perfected the top-down run-and-gun action game with this incredible effort featuring some of the best voice acting I've ever heard in a game and some of the best combat I've ever had the fortune to experience. Believe the hype, this game absolutely lives up to it.”)
    Danyon: 9
    Al: 9
    Sushi-X: 9

    -excerpted from Electronic Gaming Monthly's reviews of May 1995's SNES-CD games in the June and July 1995 issues

    -

    When the war is over...

    *A group of soldiers are seen returning from a great war, smiles on their faces...one of them is getting the Medal of Honor from the president, another is seen walking to the store, while another is coming home to his family*

    The peace is not always guaranteed...

    *The soldier getting the Medal of Honor doesn't notice the evil glow in the president's eye...the soldier at the store doesn't see the clerk contacting someone with a weird-looking communicator device... the soldier coming home is horrified to see his family transforming into hideous creatures...*

    And sometimes surrender is only the beginning....

    *More soldiers are seen walking down the street together when they are suddenly confronted by an army of space aliens... the soldiers drawn their weapons as the aliens rush at them, the scene dissolving into scenes from the game, featuring a well-animated soldier on a large battlefield charging into an alien base, swapping weapons, firing large rocket bursts, using a laser gun, setting up trap mines, then two soldiers fighting together on the same screen, then another scene where the main character is battling an enormous boss creature...*

    Narrator: When one war ends, another war begins. Fight the war to save humanity from the alien hordes. Collect dozens of weapons, explore through levels on Earth and in space, and team up with a friend for two-player co-op action. It's Victory and it's coming May 8th for your Super Nintendo CD, from the makers of Mega Man and Street Fighter.

    PLAY IT LOUD.

    -from the commercial for the Super Nintendo CD game Victory, which aired in late April and May 1995

    Victory: The Basics-

    Victory was released for the Super Nintendo CD by Capcom on May 8th, 1995. Hyped for a number of months, it became one of the fastest selling SNES-CD titles to date, and good word of mouth led to the game continuing to sell well for the remainder of the year, becoming one of the biggest hits of 1995 for the SNES-CD. It was a top-down run-and-gun action game, similar to games such as Zombies Ate My Neighbors, but also drawing comparisons to Metal Gear. The main character was a man named Nash Grieves, and the first two levels are both an introduction to the game mechanics as well as a background of the game's action. It depicts Grieves fighting for the United Forces Army in the late 21st century. The army is said to be conquering the territory of a united force of enemy nations who are hoarding a resource needed for humanity's continued survival. The war ends with a United Forces victory and Grieves is named a war hero. But even during the war, he notices strange occurances. His buddies dismiss them as war delusions but even after the war ends, Grieves is haunted by his visions and decides to report them to government officials. This leads to Grieves becoming a prisoner and discovering something terrible: all major Earth nations, both among the United Forces and among the enemy, are ran by disguised aliens who are using the humans as both resource gatherers and proxy soldiers in their civil war. Grieves must unite with other soldiers, including his friends from the war and others, to stop the alien threat. However, it's not that simple, as human leaders have become interwoven with the aliens and humanity, rather than being an oppressed race of oblivious prisoners, may become the biggest threat of all as Grieves fights his way through more than 20 levels seeking to untangle the deadly web of schemes and crimes that threaten the freedom of the people of Earth and beyond. The game combines open combat sections where Grieves faces hundreds of enemies and even huge bosses to smaller, more stealthy sections inside buildings and other enemy-controlled places. While stealth is never required, it sometimes makes things a lot easier if he is not detected during certain missions. The game also has a multi-player mode where two players can cooperate, Grieves teams up with his war buddy Jett Sharklund in co-op mode, while in single-player mode, Sharklund is an important and trusted ally. The game is littered with in-game cutscenes and a generous amount of voice acting during important plot segments, with Grieves voiced by Scott McCulloch.

    -

    Ted Crosley: As you can see, Victory is an exciting action game filled with twists and turns and bumps and bruises.

    Alex Stansfield: We both enjoyed it for its thrilling gameplay and great storyline, but Ted, what's your final verdict?

    Ted: Victory was a lot of fun up and down and all the way around, with lots of cool weapons and some great characters. The main guy Nash was kinda boring but I liked his friend Jett and I liked Stephanie, the French spy who seems like she's gonna be teamed up with the aliens but she turns out to help you a lot over the course of the game. The voice acting was surprisingly good and like I said, the gameplay was a ton of fun. While it's not quite as groundbreaking as some of the other games I've played, there really wasn't a dull moment to be had. I'm giving Victory a 4.5 out of 5. Not quite a 5 but really really really good.

    Alex: I'm giving it a 4. I really loved the weapon variety, but later on a lot of the weapons were pretty useless and it seemed to shoehorn you into one style of play. I also liked the indoor sections a LOT more than the battlefield segments, which I felt got repetitive except for the boss fights. I DID love the boss fights, all of them. The fight against the mutant ice creature in level 9 kicked ass.

    Ted: That fight did kick a lot of ass, the Siberia level in general was probably my favorite in the game.

    Alex: That and level 15 on the ship. I wish more of the levels could've been like the alien ship, it gave you a lot of stuff to do and blowing up those aliens was a lot of fun.

    Ted: I don't think there's any disagreement here that Victory is a GameTV's Choice game. Highly recommended.

    Alex: Absolutely.

    -from the May 9, 1995 episode of GameTV

    -

    And looking back at May 1995 for the Super Nintendo CD, there was a surprising slew of quality games that were released. The best and by far most significant of these games was Capcom's hit Victory, though it was a bit surprising at the time that it was such a major hit, releasing around the same time as a number of somewhat anticipated sequels. It was thought that the majorly-hyped original IP and the squad of sequels would cannibalize each other, but Victory stomped them all. The sequels were for the most part disappointments, which probably contributed to Victory's, well, victory. Let's take a brief look at each of them and analyze what went wrong.

    Shadowrun: Worlds Without End- This was far and away the biggest disappointment, especially to me. The original Shadowrun had been a cult classic when it was released in May of 1993 and it was thought that the sequel would take the series into the mainstream and be a much bigger hit. Instead, it got above-average reviews at best and sold about as poorly as the first. While it brought back many of the well received game mechanics from the original, the plot, adapted loosely from the new (at the time) Immortals trilogy, left a LOT to be desired, and the game seemed to focus on bumping up the graphics rather than bumping up the gameplay. It was a decent enough game but not the Final Fantasy VI-killer some expected.

    Pocky and Rocky CD- This probably turned out to be the best of the lot! Natsume's cute franchise about a girl and her raccoon buddy seemed like it was made for the SNES-CD, the add-on eliminated a lot of the slowdown that plagued the SNES games when things on screen got too hectic and enabled the designers to make the game a whopping 14 levels! It was huge, the bosses were challenging, numerous, and very well animated and there were tons of different power-ups. It was the perfect Pocky and Rocky game and very well received critcally, but it was somewhat of a bomb commercially and the series never got another installment.

    Super Turrican 2- This was another game that was actually really good, it just sold horribly. Yes, it was hard, VERY hard but if you were playing a shooter in those days you knew what you were getting into. Super Turrican 2 was exclusive to the SNES-CD after the previous one appeared in both cartridge and CD form, and the transition to full CD really showed with vastly improved animation and music. It was a quality game but this was always a niche series.

    Super Punch-Out CD- This was essentially an enhanced port of 1994's Super Punch-Out for the Super Nintendo. What did it add? Another circuit of four fighters that you could face after beating the Bruiser Brothers (to be fair, the last fighter was Donkey Kong, so that was pretty awesome), a bit more voice acting, and a pretty fun two-player split-screen mode that let you box your friends. If you had the SNES version you weren't missing too much by skipping this on CD. Nintendo actually had a deal where you could send in proof of purchase for Super Punch-Out on the SNES to get a $30 off coupon for Super Punch-Out CD. It wasn't a bad deal for people who REALLY wanted to upgrade.

    Icebiter 2- Finally, we have Icebiter 2, the sequel to 1994's hit run-and-gun game about a soldier sent to protect his village from a giant ice monster. This game ups the ante by sending the same soldier out to battle some evil warlords who want to conquer his village. The levels were a lot bigger and more complex but the gameplay was pretty much exactly the same as the first. It wasn't a bad game and commercially this probably performed the best of the month's five sequels. Compared to Victory, though, it didn't do all that well.

    -from “May 1995: The Month The Sequels Flopped”, an article on Gamesovermatter.com, January 22, 2013

    -

    *A group of animated punk-looking kids walk down a long street, laughing and joking amongst themselves. They suddenly hear the sound of revving motorcycles and look to see another group of punk-looking kids across the street. The leader of the group across the street is chewing on a toothpick.*

    Leader: Ya think ya got what it takes to beat us?

    *The leader of the first group of kids, a boy with spiky green hair, raises his fist.*

    Leader: Bring it on!

    *The kids all get on little motorcycles and begin racing around the street, spinning each other out with hilarious weapons like a bouncy ball bomb and a chain made out of red plastic monkeys.*

    Narrator: Join the gang for some extreme motorcycle action! It's Bikerz, the craziest racing experience to ever hit your video game console! Join Stank, Crash, Abbey, Lars, Darcy, and all the rest as you take on Meat Brick and his crew of motorcycle meanies!

    *A huge crash is seen as motorcycles slam into each other, sending kids from both sides flying hilariously into the air.*

    Meat Brick: You'll pay for this ya punks!

    Narrator: Bikerz, now on sale for the Super Nintendo CD and the Sega Genesis featuring enhanced Mega Charger gameplay!

    -the commercial for Bikerz, which aired on Nickelodeon and other kids' channels in May 1995

    Bikerz: Gaming's Hottest New Phenomenon?

    The video game Bikerz, featuring a somewhat light-hearted take on the old motorcycle gang cliche with a bunch of silly kids on colorful motorbikes, is selling well in response to favorable reviews from game journalists and polls of kids are calling it one of the most popular video games of the summer alongside Knuckles: Renegade, Frederico, and The Legend Of Zelda: Ocarina of Dreams. The game's exciting racing gameplay is getting praise from all around and there's even talk of an animated series potentially in the works. Though the Genesis version is outselling the Super Nintendo CD version by about 2 to 1, the SNES-CD version of the game was still one of that system's best selling games of May, finishing third behind Victory and Gex. While the rudeness of some of the characters and the opinion of some that the game may be promoting the motorcycle gang lifestyle make it controversial among some parents, most are singing the game's praises as a fun and exciting new title that promotes friendship and fun.
    -from an article in Newsweek, July 10, 1995

    -

    Snatcher, I think, has inspired a lot of people who never would have thought of video games as a medium for storytelling otherwise. I set out to make a game a lot like Snatcher but as the idea kind of gestated in my head it took on a bit of a life of its own. I'm proud of this game. It's not selling like Snatcher but I never expected that it would. I just hope the people who play it appreciate it and that I get to do another game like it, I have a lot of ideas.”
    -Stan Bartollini, lead designer of Daughter of Pearl

    The success of Snatcher saw a lot of imitators in the next couple of years that followed. Most of the imitators were bad games that sold poorly. Daughter of Pearl was...an outstanding game that sold poorly. The game was developed by Neversoft and was one of the first titles released for the company, which started with three men, Joel Jewett, Mick West, and Chris Ward. Seeing the increased popularity of story-based games on the Super Nintendo CD, the three hired two writers to help develop ideas for their SNES-CD games, while also focusing more on gameplay-based games for the Sega Saturn. One of the writers was let go shortly afterward. The other, Stan Bartollini, designed and wrote Daughter of Pearl, a hybrid action/point-and-click that featured a young office worker, Corrine Pearl, whose life is thrown into chaos after she stumbles upon a conspiracy, is pursued by lethal killers and who witnesses the brutal death of the detective she hires to protect her. It was a very unusual subversion of a common trope, where the beautiful, helpless young woman hires a detective who then becomes her protector and the solver of the mystery. Here, Corrine is forced to fend for herself and must decide who she can trust as she unravels the mystery, getting stronger and braver as she goes along. Corrine's story arc was praised as one of the greatest in all of gaming up to that point and the game was instantly praised for its storyline and gameplay (the latter of which was almost universally considered to exceed Snatcher's in quality, with significantly more action scenes). Unlike Snatcher, the game didn't feature voice acting (Neversoft couldn't afford to hire voice actors at the time). The game sold very poorly at first release, but critical praise and word of mouth led to a slow trickle of sales throughout the SNES-CD's life and eventually Daughter of Pearl managed to turn a (very small) profit and get a sequel. As for Bartollini, the game had established him as one of the best writers in video games and his creative mind would be behind several more hits for Neversoft on future systems.
    -from “A Pearl In The Rough”, an article in Electronic Gaming Monthly, July 2003

    -

    SNES-CD Power Charts- May 1995

    1. Donkey Kong Country
    2. Super Mario World 2
    3. Mega Man X2
    4. F-Zero CD
    5. Squad Four
    6. Mortal Kombat II
    7. Alien vs. Predator
    8. Super Street Fighter II: Arcade Edition
    9. Justice League: The Battle For Earth
    10. Pulseman
    11. Star Wars: X-Wing
    12. Nightsquad
    13. Rayman
    14. TMNT V: Wrath Of The Foot
    15. The Darkest Ritual
    16. Secret Of Mana
    17. Contra IV: Hard Corps
    18. Jewels Of The Realm
    19. Earthworm Jim: Special Edition
    20. Universalizer

    -

    Sega's plans for a Game Gear successor may be dead in the water but the company is rumored to be working on a new portable: a handheld version of the Sega Genesis, with the Mega Charger's enhancement chips along for the ride. The portable won't come cheap: it's expected to launch at $249.99 when it's released this holiday season, but with that much power under the hood, you're definitely getting what you pay for.”
    -excerpted from the Quartermann rumor column in the June 1995 issue of Electronic Gaming Monthly

    Nomad's a stupid name. Just call it the Venus. We'll talk to Shocking Blue about getting the rights to their song for the commercials.”
    -overhead from Tom Kalinske at Sega of America HQ
     
    June 1995 - Link, He Come To CD...
  • Just remember, the world of Hyrule is full of all kinds of secrets, tricks, and traps that are a lot more fun to figure out on your own. So my recommendation is that before you turn to me for help, you try to solve the puzzle yourself. And hey, don't worry, if you're stumped, I'm here for ya. Just think of me as that cool friend who just happens to be really good at video games. Don't worry, we'll get through this together. Ocarina of Dreams is the toughest Zelda game yet, but with your pal Brady here to help you out, you'll never walk alone in Hyrule!”
    -excerpted from the introduction to the BradyGames Totally Unauthorized Legend of Zelda: Ocarina Of Dreams Player's Guide

    Mega Charger sales were really starting to slow by the middle of 1995. Part of it was the imminent release of the Saturn, part of it was the fact that Nintendo was churning out a lot of good games, and part of it was that things were slowing down on the Genesis. We'd tried to keep a steady stream of games going, but it was clear that developers were gravitating to the Saturn and we were also losing one or two to Nintendo. By the summer of 1995, it was apparent that the Genesis had peaked in sales.”
    -Tom Kalinske, “The Chase: Sega's 20 Year Struggle To Take Down A Giant”

    Uh, yeah, Earth is in the same galaxy as the Lylat System. We hadn't planned it that way at first but Mr. Miyamoto thought it would be kind of neat to tie the three games together.”
    -Dylan Cuthbert, Argonaut Games, in a June 1995 interview about Super Squadron X: Critical Dawn

    Nintendo continues to top themselves with every big game they release. Super Mario World 2, Secret Of Mana, Donkey Kong Country, and now Ocarina Of Dreams. I've never seen a company on such an incredible roll. For the fourth time in two years, I'm proclaiming a Super Nintendo CD game the greatest video game of all time.”
    -excerpted from the July 1995 issue of Game Informer magazine

    Link, you must gather the three pieces of the Ocarina of Dreams. If you fail, I fear all of Hyrule is doomed.”
    -Princess Zelda, The Legend Of Zelda: Ocarina Of Dreams

    What will become of us this time? After you wake up from the dream? I don't want to disappear again...”
    -Marin, The Legend Of Zelda: Ocarina Of Dreams

    -

    And so once again I return to Earth, the planet humanity once called home. I know that this will be the last time I return here.”
    -Captain Xenda, from the introduction to Super Squadron X: Critical Dawn

    Super Squadron X: Critical Dawn – The Basics

    Super Squadron X: Critical Dawn was released on June 5, 1995, for the Super Nintendo CD. It is the third game in the X series of tank-based shooters by Argonaut games, and the direct sequel to the SNES game Super Squadron X. In Super Squadron X, humanity has been forced to leave the Earth due to an environmental crisis, but on their new planet there is an infestation of deadly aliens that Captain Xenda is tasked with wiping out, using his battle tank known as the VIXIV and receiving air support from a squadron of soldiers. In Critical Dawn, Xenda returns to Earth to rescue stranded refugees, but Earth has become home to dangerous mutated creatures and Xenda must once again use the VIXIV to save them. Over the course of the game, the nature of the crisis that caused the Earth to become uninhabitable is revealed: it is the machination of a group of deadly aliens known as the Grutals, who tainted the Earth's environment and are now growing a mutant army on the planet. Though Xenda defeats both the mutants and the Grutals and saves the refugees, the damage the Grutals have done to Earth is irreversible and Xenda returns with the refugees to humanity's new home world. The game is a shooter where Xenda pilots a tank (somewhat like the Landmaster in OTL's Starfox 64). The gameplay in Critical Dawn, unlike the rail shooter gameplay in the SNES Super Squadron X, is free-range, you are required to rescue a certain number of refugees in each stage before making your way to the exit. There is usually a boss guarding the exit and mini-bosses guard some of the refugees on occasion. It's to your advantage to rescue all of them, not just the required number, as rescuing more refugees will give you health or weapons bonuses and you need to rescue every single refugee in every single level to get the true ending. The game also is the first game to tie into Star Fox and Squad Four, establishing all three series as taking place in the same galaxy, though in Critical Dawn it's only in the form of minor allusions (the three series do eventually cross over properly but that isn't until well into the 2000s). There's a bit of voice acting (between levels, mostly), again, nothing near what was present in Star Fox or Squad Four.

    Critical Dawn is received decently by critics, scoring mostly 7s and 8s, it's not as well recieved as Squad Four or Star Fox, though it does well in sales and is considered to be a good game. The graphics and sound aren't quite as good as Squad Four's, though the free-roaming gameplay is praised for being a departure from the original Super Squadron X which was largely considered “Star Fox in a tank”.

    -

    ClayFighter 2: Judgment Clay:

    Ed: 6
    Danyon: 6.5
    Al: 6.5 (quote: “A decent enough follow-up to the original ClayFighter, though there really isn't anything too innovative to be had here. The graphics got a touch-up but the gameplay's pretty much identical to the first.”)
    Sushi-X: 5

    Mighty Morphin' Power Rangers: The Movie:

    Ed: 4
    Danyon: 2.5 (quote: “A serious disappointment, just like the movie it's based on. I wish they could've just kept the beat-em-up gameplay of the first intact, and compared to the soundtrack of the first game, the music in this is a crime.”)
    Al: 1.5
    Sushi-X: 4.5

    Primal Rage:

    Ed: 8
    Danyon: 8
    Al: 7
    Sushi-X: 7 (quote: “It doesn't look quite as good as it does in the arcade but this is still probably the best home adaptation of Primal Rage we're going to get until the Saturn comes out.”)

    Super Squadron X: Critical Dawn:

    Ed: 7 (quote: “A pretty good shooter, though it can be hard to find some of the refugees you need. I also wish the graphics and presentation could've kept to the same high standard Argonaut set with Squad Four.”)
    Danyon: 8
    Al: 7
    Sushi-X: 8.5

    Tecmo Super Bowl CD:

    Ed: 9
    Danyon: 8
    Al: 9 (quote: “An outstanding update to a classic sports title, Tecmo kept the wonderful and simple gameplay intact while seriously beefing up the presentation. Maybe my sports game of the year!”)
    Sushi-X: 9

    The Legend Of Zelda: Ocarina Of Dreams:

    Ed: 9.5
    Danyon: 9.5
    Al: 9.5
    Sushi-X: 9.5 (quote: “This game's an absolute masterpiece, there's really nothing more to say.”)

    Weaponlord:

    Ed: 7
    Danyon: 7.5
    Al: 7.5 (quote: “A really fun fighting game, kind of reminiscent of Eskrima Warriors but with a much deeper combo system.”)
    Sushi-X: 9

    WWF Wrestlemania:

    Ed: 8.5
    Danyon: 6.5
    Al: 7.5
    Sushi-X: 7 (quote: “Based on the pretty good arcade game by Midway, this port is pretty good and it even adds some quick videos for the wrestlers, which was a nice touch. It's kind of simplistic but if you're a wrestling fan, check this one out.”)

    P.O.L.I.C.E: City Under Siege:

    Ed: 4 (quote: “One of the most unnecessary sequels ever, this lightgun game is just as bad and as frustrating as the first.”)
    Danyon: 4
    Al: 2.5
    Sushi-X: 3

    Sock Monkeys:

    Ed: 6.5
    Danyon: 7.5 (quote: “This kind of silly platforming game definitely takes some cues from Donkey Kong Country, though the gameplay's not nearly as refined. Still, I loved the graphics and the humor had me in stitches.”)
    Al: 7
    Sushi-X: 7

    Gryphon:

    Ed: 5.5
    Danyon: 8
    Al: 8.5 (quote: “I imagine this game will be hit or miss with some folks. It's one of the most blisteringly difficult adventure games I've played but it's also really rewarding if you stick with it.”)
    Sushi-X: 5

    Hotel Havoc:

    Ed: 7.5
    Danyon: 7
    Al: 7
    Sushi-X: 6 (quote: “This game combines platforming and puzzle elements as you ascend the floors of hotels in search of a kidnapped lady. It's definitely not the best puzzle game out there but you could do worse.”)

    Polar Bear Adventure

    Ed: 5
    Danyon: 5
    Al: 4.5 (quote: “I never thought I'd get to play a platformer where I'm an actual polar bear but here it is. If they'd have just gone the whole hog and had me mauling people I might've given this game a higher score.”)
    Sushi-X: 5

    Martial Masters:

    Ed: 7.5
    Danyon: 7
    Al: 6.5
    Sushi-X: 9.5 (quote: “This is a fighting game for true masters! It has a steep learning curve but once you've got it down you'll be pulling off amazing combos and impressing all your friends. It's definitely not for casual button mashers.”)

    -reviews of June 1995's SNES-CD games in the July and August 1995 issues of Electronic Gaming Monthly

    -

    John Walden: So, Tecmo Super Bowl CD is a damn good game.

    Alex Stansfield: I think it's the best football game on the Super Nintendo CD. It's definitely the most fun, it's got the updated 1995 rosters, and I loved all the little animated cutscenes you get between quarters.

    John: The commentary can be a bit silly at times but I had a good laugh at it.

    Alex: Well, it's no John Madden, but I enjoyed it.

    John: Speaking of Madden, I think the king's dethroned. I think this is better than the Madden games on here.

    Alex: Oh yeah, a hell of a lot better than Madden. I'm giving it a 4.5.

    John: I'm not going quite that high with it, I'm gonna give it a 4 but that still makes it a GameTV recommended game and for anyone who's a fan of the NFL, Tecmo Super Bowl CD is as good as it gets. The only thing it's missing is Bo Jackson.

    Alex: Yeah, no Tecmo Bo! But, but, Emmitt Smith is really good on here.

    John: He is, but he's no Bo.

    (...)

    Brittany Saldita: So how did you like Gryphon?

    Ted Crosley: Well, I'll tell you, it was all right.

    Brittany: It was all right?

    Ted: It was okay. The difficulty was way frustrating, but the puzzles at least made sense.

    Brittany: I loved the puzzles but the graphics could've been better. It's definitely flawed but it's not bad. It's like...kind of like an all-dungeon Zelda but without any of the charm, it's just puzzle after puzzle.

    Ted: I needed help to get through.

    Brittany: *laughing* Yeah you called me at midnight begging for help.

    Ted: Shh, shhh!

    Brittany: Like a little bitch.

    Ted: Shhhh! *covers her mouth with his hand*

    Brittany: *starts laughing as she gently pushes his hand down* But anyway, I give Gryphon a 3.5. It's got its flaws but it's a solid adventure game.


    Ted: I give it a 2.5. It's unimaginative and frustrating, it has a few good parts but I'd wait for Zelda

    Brittany: *looks excited* Only two weeks away...

    -excerpted from the June 13, 1995 episode of GameTV

    (...)

    Ted: So, WWF Wrestlemania, does it satisfy your urges to slam people?

    Alex: As a fan of the arcade game, I found it fun but the arcade game itself was really only ho-hum.

    Ted: I liked the arcade game and this was a pitch-perfect port. In fact, it was better than perfect, we get little ten second snippets of the wrestlers on the selection screen which is a nice touch.

    Alex: It's an average fighting game that just happens to have WWF wrestlers in it.

    Ted: Which makes it good!

    Alex: I give it a 3. If you like wrestling and you spend a lot of time and quarters on the arcade game then sure, it's a must buy, but if you don't like the WWF it's not worth it.

    Ted: I give it a 3.5 for being a really great port of a fun arcade game and spicing it up with real WWF videos.

    *Video of Razor Ramon saying “I'm the bad guy” appears on the screen*

    (...)

    Kazzi DeCarlo: Philips defintely makes better games than they do game systems. I'm surprised this one came out for Nintendo considering the whole bait-and-switch thing Nintendo pulled with them back in 1991.

    Brittany: Hotel Havoc is a decently fun puzzler but it could have been a lot better, it had the most boring main character in the history of Western civilization and I would've liked seeing what this game could've been if the developers had gone with their original plan to make this a Mario game.

    Kazzi: What would they have called it? Mario's Hotel? Hotel Mario?

    Brittany: I like the ring of Hotel Mario. But, they would've had to get rid of the animated cutscenes, I just...Mario would've looked really weird in those.

    Kazzi: You don't like Don the Doorman?

    Brittany: He's boring as hell!

    Kazzi: I thought this game was pretty boring actually. There's only so much you can stand of opening doors and climbing elevators.

    Brittany: It played really well. It was a really polished game. I'm giving it a 3. It's a solid game. It's pretty fun, but the main character was a complete bore and I would have rather seen Hotel Mario.

    Kazzi: I give it a 3 too. I know I said it was boring but it has its charm and the cutscenes were decently amusing.

    -excerpted from the June 20, 1995 episode of GameTV

    -

    June 21, 1995

    Sega releases its big-budget turn-based RPG Lords of Skylein for the Sega Mega Charger, one of the Mega Charger-required games on the Genesis. Taking place high above the world on a floating continent called Skylein, it tells the tale of the young hero Aerio, whose grandfather is one of the legendary heroes/rulers of the continent known as the Lords of Skylein. Aerio's world is shook to its core when his grandfather is murdered by another of the Lords, a man named Shaddock, and in the wake of all of this, Aerio is cast down to the dark world below with his childhood friend (and love interest) Tulia. The world below is a world of famine and those who come from Skylein are hated. Aerio and Tulia must find what few allies they can as they attempt to make their way back up to Skylein to stop Shaddock's dark machinations. The game is epic in scale, with 50+ hours of gameplay, and in a lot of ways it's Lunar: The Silver Star for the Mega Charger done right, with plenty of cutscenes and some voice acting but not an overwhelming amount, the game pushes the limits of the Mega Charger but also conforms to them. It's a big seller, the biggest RPG seller on the Genesis (including any of the Phantasy Star games), and it's one of the best reviewed Genesis games of the year. While Lords of Skylein is ultimately considered a success critically and commercially, it utterly fails at its true aim, which was to push the sales of Genesis consoles and Mega Charger peripherals. Sales of Genesis consoles don't even show a blip after the release of Skylein, indeed they continued their slow decline that had begun in late 1994. Lords of Skylein would be one of the last majorly hyped Sega Genesis games and the last one before the release of the Sega Saturn. While a great game, it could not stop the runaway train that had begun with the release of Donkey Kong Country, and in less than a week, the train would get much faster...

    -

    Ocarina Of Dreams was a game that I had envisioned since before we released the Super Famicom CD. I had so many ideas for another Zelda game, and with the introduction of CD-ROM, the technology was there. I am humbled by the reception this game has recieved. I just tried to make it the most fun Zelda game possible. I'm glad that people are having so much fun!”
    -Shigeru Miyamoto, speaking at Nintendo Spaceworld in 1996

    *The scene shows the middle of the Lost Woods, where Link's Master Sword lays dormant.*

    The Master Sword sleeps...

    *A dark cloud is sweeping over Hyrule*

    And so does the Hero of Hyrule...

    *Link is tossing and turning in his bed, still dreaming of the Wind Fish and Koholint and Marin, but also of Zelda, who is in her palace looking dreadfully worried as the storm clouds gather*

    But when darkness descends...

    *A shadowy thief is shown cutting down guards before stealing away with a treasure as the dark clouds cast down lightning from the skies*

    A hero must awaken...

    *Link takes up the Master Sword just in time to see darkness and lightning swallow up all of Hyrule. He has a vision of Zelda screaming and Marin swallowed up by the shadows as the thief lifts an ocarina to his lips...*

    But he awakens to a world of nightmares...

    *Scenes from the game are now shown as Link roams dungeons, battles enemies, picks up new items and even faces off against a couple of the bosses, the familiar Zelda theme plays but with an ominous tone.*

    Find the Ocarina and restore light to the darkness.

    *More scenes from the game are shown as Link sees Zelda and Marin standing in shadows, he reaches out to them only to see them both swallowed up, a single hand reaches out of the shadows and takes his and then all goes black.*

    End the nightmares and restore the dreams.

    *One more in-game scene is shown of Link surrounded by eight brilliant lights and lifting his sword.*

    THE LEGEND OF ZELDA: OCARINA OF DREAMS

    JUNE 26

    -a commercial for The Legend Of Zelda: Ocarina Of Dreams that began playing in June of 1995, it was the first major Nintendo game since late 1994 not to be featured as part of Nintendo's “Play It Loud” campaign (which has already lasted several months longer than IOTL)

    June 26, 1995

    The Legend Of Zelda: Ocarina Of Dreams is released for the Super Nintendo CD in North America, just under three months after its Japanese release. The game shattered records in Japan and in North America it became the third fastest selling Super Nintendo CD game to date. It recieved an enormous number of overwhelming positive reviews from practically every publication, beating Sonic the Hedgehog 3's record for average review score. Electronic Gaming Monthly, which gave it four 9.5s out of 10, was its worst review score on initial release and that was merely because of the current editorial policy not to give a perfect 10 to a game unless it was truly without flaw (Ed Semrad would later say in 1998 that he considers this policy one of his biggest mistakes and that without it, Ocarina of Dreams absolutely would've recieved a perfect 10 from all four reviewers and would have gotten the magazine's first Platinum Award). Due to these positive reviews and extraordinary word of mouth, Ocarina of Dreams would remain in the top ten sales list for the Super Nintendo CD until the end of its lifespan. In addition to the excellent software sales, the game also produced more sales of the Super Nintendo CD peripheral than any other game except perhaps for Mortal Kombat. It was cited as the last major push for SNES owners to purchase the CD peripheral and would become a pack-in game for the peripheral and the Playstation Combo Set later in the year. The game receives a 32-page cover article in the June 1995 issue of Nintendo Power, unprecedented coverage at the time, with the issue swelling to 130 pages to accomodate all the Zelda coverage. It would also have five strategy guides published for it in North America alone: the official guide by Nintendo and unofficial strategy guides by Prima, BradyGames, GamePro, and Infotainment World Books. Despite the glut of strategy guides available, the game's release would produce the largest spike in the history of Nintendo's phone-in hint lines (and last major such spike before the advent of the internet).

    The Legend Of Zelda: Ocarina Of Dreams – The Basics

    The Legend Of Zelda: Ocarina Of Dreams is the sequel to The Legend Of Zelda: A Link To The Past and The Legend Of Zelda: Link's Awakening, the conclusion of what comes to be known as the “Link To The Past trilogy”. It features essentially the same classic top-down Zelda gameplay as the other games in the series, with mostly graphical enhancements and a new enhanced soundtrack designed to take advantage of the Super Nintendo CD's capabilities. Character sprites are significantly more detailed, though they retain a somewhat similar look as A Link To The Past, not going a more realistic route but instead adding more detailed animation to the sprites, enemy sprites recieve an equal amount of detail and bosses become much more complex, boss fights do as well, taking place in rooms that span more than one screen in several cases. The game takes place soon after Link's Awakening, with peace restored to Hyrule and Link spending his time resting. The game begins with Link getting an urgent telepathic message from Princess Zelda, summoning him to Hyrule Castle where there has been a theft of a valuable treasure: The Ocarina of Dreams, a musical instrument with the ability to bring dreams into reality. Zelda says that the thief has been trapped in the castle catacombs but that Link is needed to track him down and retrieve the ocarina. The catacombs are the introductory dungeon to the game, similar to Hyrule Castle in A Link To The Past. Link makes his way through the catacombs and confronts the thief, a young man named Gaddis who says that he'll use the ocarina's power to make his dream of ruling all of Hyrule come true. Before he can use it, Link attacks him and the ocarina is broken into three pieces, which Zelda uses her magic to scatter to all parts of Hyrule. Angered, Gaddis attacks Link but is repelled and he escapes, vowing to hunt down the ocarina pieces. This triggers the beginning of the quest and the first three dungeons. For this part of the game, the world is like a slightly enlarged version of the Light World from the original Link To The Past, a few new areas are opened up but the terrain is mostly familiar. The first three dungeons are as follows:

    Lost Labyrinth- The game's first real dungeon located deep in the Lost Woods, it's full of creepy insect monsters and you get the Bow in here, the boss of the dungeon is Gohma, a huge scorpion monster.

    City Of The Dead- Located under the Sanctuary Graveyard, this dungeon is full of creepy Poes and other undead creatures. You get the Roc's Feather in this dungeon and the boss is an enormous Poe called Ghoulord.

    Uncharted Marsh- This is a swamp-like area that connects several small dungeons together, you'll find a brand new item, the Soul Stone that allows you to make a copy of Link that you can leave on switches. The boss of this dungeon is Tongura, a huge toad monster with a dangerous tongue.

    After collecting the pieces of the ocarina from the first three dungeons, Gaddis invades Hyrule Castle and takes Zelda hostage, demanding the ocarina in exchange for her safe return. Link doesn't give it to him and Zelda manages to get away from him on her own, Gaddis attacks Link and injures him, and Zelda tells him to play the ocarina. He does so, but Gaddis gets a hand on it as he plays it and the dream that forms is a corrupted version of Link's dream...

    When Link awakens he finds himself in a new world, a twisted combination of Hyrule and Koholint. Unlike in A Link To The Past, you can't travel between the two worlds. However, any treasures missed in the original Hyrule will be able to be acquired in the new world, in different locations. This new Hyrule is ruled over by eight Nightmare Lords, one of whom is Gaddis. In order to restore peace and freedom to this strange new world, Link must defeat the eight Nightmare Lords and liberate the area under their control. The Nightmare Lords inhabit eight dungeons, and the first one is Gaddis, the thief who set this whole thing in motion. Gaddis rules his realm from the former Kahariko Village, now an enormous but corrupt city steeped in vice and featuring a huge coliseum in the center. Link must make his way to the coliseum but before he can get in, he is required to retrieve his Master Sword. As he goes to retrieve it he meets up with Marin (this is where he discovers that Koholint is part of this world as well). Marin begs Link not to try and liberate the world, because she fears that once the magic of the ocarina has faded, everyone who lived in Koholint before will once again fade away. For now, Link continues on his mission, determined to find the Master Sword and also to reunite with Zelda. After a quick trial, Link retrieves the sword and can access the first dungeon of the new world, which happens to be the labyrinthine halls below the coliseum. Once Link gets the dungeon's treasure (the first Power Bracelet), and the Boss Key, he makes his way up to the arena itself and battles Gaddis in a fierce boss fight (Gaddis is the only of the eight Nightmare Lords who doesn't transform into a huge monster upon fighting Link). Once Gaddis is defeated he gives Link a cryptic clue as to the Nightmare Lords' true intentions before dying. Gaddis is beaten, but seven Nightmare Lords remain and a huge new world stands open...

    Once Link gets the Master Sword, he can reforge it by hunting down six pieces of Silver Ore. The sixth piece can't be found until Link has beaten the fourth Nightmare Lord, once that's found the blacksmith can forge the Silver Sword for Link. That sets Link forth on a new quest to find six pieces of Golden Ore that can be used to forge the Golden Sword once Link beats the seventh Nightmare Lord. There are 11 Heart Containers in this game (from beating the three bosses) and 24 Pieces of Heart to be found.

    The remaining dungeons are as follows...

    Hanging Cliff- A dungeon in a huge cliffside overhang, you get the Hookshot as your treasure here and battle Kristia, the first of two female Nightmare Lords, who transforms into a huge rockbeast upon Link entering the boss room.

    The Menagerie- A dungeon in the middle of a huge jungle that was made from the twisted corruption of Animal Village, Link must free his animal friends from both Link To The Past and Link's Awakening by retrieving the Gust Bellows treasure and fighting the Nightmare Lord Zaphic, who transforms into an enormous evil flower monster to battle Link.

    Zero Core- A strange futuristic ice dungeon, the first appearance of a futuristic environment in a Zelda game, this dungeon is the creation of the Nightmare Lord Baska, who transforms into a huge robotic creature to battle Link, who must use his new Electro Rod to fight Baska off.

    Shadow Hollow- A dungeon that combines the environments of Misery Mire and the Face Dungeon, this horrifying dungeon was created by the dark wizard and Nightmare Lord Aravec, who turns into a shape-shifting shadow creature. You'll use the Mirror Shield gained in this dungeon to shine some light on Aravec and drive him away.

    Oceanic Tower- An enormous tower in the middle of a vast ocean, this is the game's obligatory water dungeon, though it's surprisingly one of the most beloved in the series with complex but intuitive puzzles and beautiful imagery, starting a trend of good water dungeons in later Zelda games. You get the Living Bomb here. The boss is Zanithera, the second female Nightmare Lord, who turns into a huge dragon beast to attack Link.

    Hadean Crater- A fire dungeon on the sight of the former Death Mountain, which exploded in an enormous volcanic eruption. Here, you get the Ice Rod, and you'll need it to face Vanaxu, who transforms into a lava-dwelling demon-like beast during his boss fight.

    After seven dungeons are defeated, there's still no sign of Zelda. All the while, Link has been finding more mysterious clues as to the Nightmare Lords' true purpose, while he's also been encountering Marin and other Koholint residents more and more, and is still unsure about whether or not to finish his quest, not wanting to destroy the dream that the Koholint denizens are a part of. He puts those doubts aside long enough to venture into the eighth dungeon, a twisted combination of Mt. Tamaranch and Hyrule Castle, where the eighth Nightmare Lord Calavir resides. Calavir has made appearances throughout the second half of the game and is clearly the ringleader of the Nightmare Lords, having recruited a naive and grief-stricken Gaddis into his circle after the deaths of Gaddis' parents at the hand of a band of thieves consumed him with a lust for power so that he'd never be helpless to help those he loves again. Halfway through the eighth dungeon, Link comes across Zelda's room and finds it sealed by a mysterious force. Approaching the door he finds that he is able to enter, and there, having been in her room the entire time, is Princess Zelda... nursing a wounded but still-alive Gaddis back to health. She explains that Calavir's true purpose is to awaken the fallen Ganon using the dream of the Wind Fish, trapped in the castle in a corrupted form. The Nightmare Lords have been siphoning the life energy of the people of Hyrule and Koholint into the castle, where, combined with the Wind Fish's energy, it can ressurect Ganon from the dead. Gaddis apologizes to Link and says that he was a fool to listen to Calavir's lies. After this scene, Zelda gives Link the final dungeon treasure, the Silver Arrows, and implores him to stop Calavir once and for all. Link goes to the final part of the dungeon and there he finds Calavir who has absorbed the power of the Wind Fish. The Calavir battle is similar in a lot of ways to the final Nightmare battle from Link's Awakening but with entirely different and more complex forms that it will take almost all of Link's accumulated items to defeat. Finally, Calavir falls and the game seems to be over, only for Ganon's evil theme to be heard as the dark villain returns to full strength and appears behind Calavir. Calavir bows down to Ganon and begs to be given enough power to defeat Link, but Ganon merely absorbs him, laughing and calling him a fool. He then attacks Link only to be hit with a wave of light energy from Zelda, who rushes into the room with Gaddis. Ganon goes to kidnap Zelda, only for Gaddis to put himself in the way. He is struck down by Ganon, this time for good, and Ganon escapes with the princess and the ocarina, using it to construct a huge castle in the center of Hyrule. A distraught Link is met outside by Marin, along with a lot of other people from Koholint and Hyrule. Marin says that she finally understands that as the Hero of Hyrule, Link has a duty to protect as many people as he can and that no matter what happens to her or her people, Link must do what's right and fight evil.

    The final dungeon is Ganon's Castle and it's truly enormous, the most complex and difficult dungeon in the game, even making Hyrule Castle seem like a cake walk. The challenges of the castle will test everything Link's gained throughout his journey and you'll even rebattle versions of several of the game's previous bosses. Finally, Link battles Ganon and instead of being an oversized pig-like monster, he's a huge, multi-screen spanning beast, the battle is in multiple phases and features a fully orchestrated final boss theme complete with chorus. During the final boss battle, Link frees Zelda, and both she and Marin help with various phases of the fight. Finally, Ganon is defeated, and light is restored to Hyrule. The ocarina's power is drained, but due to the goodness of Link's heart, it uses the light within him to recreate Hyrule... no longer twisted and evil, but pure and light, and fully integrated with the dream world of Koholint, brought into reality by Link's goodness and courage. The people of Hyrule and Koholint celebrate an era of eternal peace in their new world, and Link lays the Master Sword to rest once more.

    -

    Alex: Legend Of Zelda: Ocarina of Dreams is a masterpiece in every sense of the word. It's just a brilliant, challenging, supremely fun game and the best Zelda game I've ever played.

    Ted: I agree on all points, I can't find anything bad to say about it. It's everything I dreamed it would be and more.

    Alex: From the beautiful graphics to the incredible music score, the ridiculous bosses, the enormous dungeons, the lovable characters, this game from top to bottom is just pure awesome. I give it a 5.

    Ted: And I also give it a 5. And you know what that means.

    *A trumpet fanfare plays as Brittany, Kazzi, and John walk out with party hats on*

    Ted: We have our first EVER inductee in the GameTV Hall Of Fame!

    Alex: And hopefully the first of many. To the wall!

    *The five hosts walk to the wall, Alex humming the Legend Of Zelda theme as he holds up a framed case with a copy of the game inside, there's a big wall with a Game TV Hall Of Fame plaque on it, the wall stands empty as the hosts mount the framed game up on the wall.*

    Ted: And there it is, The Legend Of Zelda: Ocarina of Dreams becomes the first member of the GameTV Hall of Fame. Very, VERY well-deserved.

    Brittany: Everybody go out and buy it right now!

    -excerpted from the June 27, 1995 episode of GameTV

    -

    SNES-CD Power Charts- June 1995

    1. Donkey Kong Country
    2. Final Fantasy VI
    3. NBA Jam: Tournament Edition
    4. Super Mario World 2
    5. Mega Man X2
    6. Frederico
    7. Double Dragon: Triple Trouble
    8. F-Zero CD
    9. Squad Four
    10. Mortal Kombat II
    11. Super Street Fighter II: Arcade Edition
    12. International Superstar Soccer CD
    13. Cat Jackson
    14. Alien vs. Predator
    15. Pulseman
    16. Rayman
    17. Return To Pickton Lake
    18. Fatal Fury Special
    19. Ninja Gaiden Trilogy
    20. Secret Of Mana

    -

    July 6, 1995

    Tom Kalinske returned from his Fourth of July holiday with a renewed focus on making Sega the most successful video game company it could possibly be. He'd seen the glowing reviews and the huge sales figures for the new Zelda game and he'd expected that. Right now, he was busy planning just how the Saturn would take over the video game world, as the Genesis had seemed poised to do just a year earlier. To that end, he was meeting with executives from Namco, the company to whom Sega had tied so much of its fortunes for the next generation.

    “So WeaponLord, that's the final game you guys had to publish for the SNES-CD?”

    “That's correct,” replied the Namco executive, acknowledging the last of the games Namco had on its previous deals with Nintendo. “We are now publishing games exclusively for the Sega Saturn.”

    “Good,” said Kalinske, as he and the men from Namco walked down one of the hallways of Sega of America headquarters. “We're looking on bringing a lot of Japanese games here to North America for the Sega Saturn...for one thing, it'll keep the guys at Sega of Japan satisfied and it'll give me more leeway to do what I want to do with the Saturn. For another thing...honestly...Japanese games have done a lot better than American games for a long time and the Saturn's success depends on plenty of Japanese hits coming to Western shores.”

    Kalinske had seen the Super Nintendo CD thrive on Japanese RPGs and games such as Mario and Zelda. While Western-developed games such as Donkey Kong Country and Mortal Kombat had been major hits, the epicenter of game development was still in Japan, and if the Saturn was going to succeed, it would need to have as many localizations as possible.

    “We look forward to having Ridge Racer and Tekken positioned as major games within the Saturn's launch window,” said one of the executives. Namco's Ridge Racer would be coming out in November, positioned to give it some breathing room away from Virtua Racing and Daytona USA. Tekken was positioned for an early 1996 release. “And the other game...the sword-fighting game, Soul Edge....”

    “That looks like an awesome game, way better than that Eskrima Warriors the Super Nintendo CD has...” Kalinske didn't mention he was already negotiating to bring that game to the Saturn as a port, though he knew Soul Edge would be far more successful. “The name of the game's gonna be a problem, seems some small company has a trademark on the Edge title but I'm gonna have some money thrown their way to let us use it.”

    Kalinske was going all in with the Saturn, he'd spare no expense to make sure it was a success. With Genesis sales fading fast, he knew the company's future rested with the Sega Saturn...and that the Sega Saturn was Sega's future.

    Two months away... Saturnday was two months away, and Tom Kalinske'd be damned if he was going to let The Legend Of Zelda be the gaming story of 1995
     
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    The Pop Culture Of TTL's 1995
  • (Author's Note: The AVGN/Jennifer Morrison story is getting pushed back to another update. It's coming soon but I felt a bit under the weather today so I decided I'd just post everything else I had today and save that story for a bit later on. It's coming soon, I promise!)

    -

    Batman: 20 Years After Forever

    Twenty years after the third theatrical Batman film was released in theaters in 1995, it's still remembered as an excellent part one of the best superhero film franchises, largely due to the tireless work of producer Tim Burton and director Joel Schumacher to make the film a worthy third installment to Batman's theatrical story. A little bit of background information is needed: the film was the direct sequel to Batman Returns, a dark, brooding film that proved to be very controversial and not nearly as successful as the original Batman movie. Because of this, Warner Brothers wanted Batman Forever to be much lighter and more family-friendly. This of course was occuring in the midst of a renaissance in entertainment, spearheaded by the re-introduction of video games to more mature players after the 1983 crash nearly destroyed the industry and relegated the hobby to a mere “children's toy”. Beginning with the introduction of the Super Nintendo CD in 1992, video games took a decidedly more mature turn, which culminated in 1994 with the release of the cyberpunk point-and-click classic Snatcher, a game that was the first true penetration of the medium into the mainstream consciousness since Pac-Man in the early 80s. One of the entertainment figures who took great notice of Snatcher was Joel Schumacher, who'd just been tapped to direct the third Batman film and was inspired by the game's mature, uncompromising storyline. After getting support from Tim Burton, Schumacher asked, practically begged Warner Brothers to dial back some of the family-friendliness of the film, and eventually he wore them down, allowing Batman Forever to be much closer to Schumacher's original vision.

    The film was two-and-a-half hours in length, briefly touching on Batman's past and how it related to the duality of Batman and Bruce Wayne as he embarked on his most dangerous adventure yet, clashing with two dangerous villains instead of one. The primary villain of the film was the Riddler, played by Jim Carrey, a tormented genius whose mind had been cracked by repeated failures, especially once Bruce Wayne rejected his latest invention for fear it could be used to brainwash people. Originally, Carrey was to play the Riddler as a straight-up comic character, similar to his previous roles in films like Ace Ventura and The Mask, but Schumacher decided that that wouldn't mesh with the darker mood of the film, and so Carrey played the Riddler as a sort of brooding, on-edge villain (with occasional hints of dark manic humor, allowing Carrey to get in a few slapstick scenes that would be precisely times to maximise audience amusement). Billy Dee Williams reprised his role as Two-Face from the previous two films. An intriguing “what if” scenario was in play here as Two-Face was to be orginally portrayed by Tommy Lee Jones, who turned down the role. This actually may have been a good thing, as it prompted Schumacher to expand Two-Face's backstory to have more continuity with the previous two films, we see him get splashed with acid by a deranged criminal in one of the film's opening scenes and this starts him down the path to insanity. Batman's sidekick Robin is introduced in this film, played by Leonardo DiCaprio (in a very good performance), Robin seeks revenge for the deaths of his family at the hands of one of Two-Face's criminal capers and gets a character building arc that stands in parallel to the duality of Batman. Nicole Kidman plays Batman's love interest Dr. Chase Meridian.

    Over the course of the film we occasionally get flashbacks to Batman's past as Bruce Wayne, exploring the choice he has to make between living a normal life and avenging the deaths of his parents by fighting crime in Gotham. There's a particularly powerful scene toward the end of the film, after Wayne Manor is attacked, Dr. Meridian is kidnapped, and Bruce Wayne recieves a brutal blow to the head that temporarily erases his memory. Alfred helps to restore it by taking Bruce to a secret cave below the Batcave, where Bruce sees the giant bat that inspired him to become Batman in the first place as Alfred reads him a passage from his father Thomas Wayne's diary. We also get a lot of callbacks to the first two films and it does a fantastic job confronting the fact that Batman, known for NOT killing his foes, did kill criminals in the first two films, it's in Batman Forever that he confronts this aspect of his past and decides not to kill criminals anymore (a lesson he must then impart to Robin, who is furious as he looks to avenge his family's deaths). Toward the end of the film, Robin and Dr. Meridian are both held captive by the Riddler, who wants Batman to choose between his new sidekick and the love of his life. In the original script of the film, Batman saves them both. The scene, however, is changed somewhat, to reflect the character arcs of both Robin and Two-Face. Throughout the film, we see that Two-Face is truly of two minds, not a psychotic villain like the Riddler but of someone struggling between hatred and justice, like Batman and Robin are. Through most of the film, Two-Face is Riddler's willing partner and commits evil criminal acts. But, at the end of the film, during the climactic scene, Robin is able to free himself enough to sacrifice himself which would enable Batman to save Dr. Meridian without having to worry about him. But as Robin is falling, he is rescued by Two-Face, (but at the cost of Two-Face's own life seconds later). As Two-Face is about to plummet to his own doom, he tells Robin that he can't ask him to forgive him, but Robin makes the choice to forgive Two-Face and even tries to save him, unsuccessfully. The Riddler is defeated by having his own mind-wipe device turned on him, and ends the film in Arkham Asylum, screaming as nightmarish visions of a giant bat torment his broken mind.

    Batman Forever was well-recieved by critics, it holds a 78% Fresh rating on Rotten Tomatoes and is frequently cited as one of the top ten superhero films of all time. It grossed $56 million over its opening weekend in North America, which was a record at the time, and ended up making $230 million total at the North American box office, making it a financial success that vindicated Joel Schumacher's vision.
    -from an article at Superherocinema.com, June 19, 2015

    -

    The 1995 NBA Playoffs

    The 1995 NBA Playoffs were perhaps the most exciting of the 1990s. The Chicago Bulls, who had set an NBA record that season with 71 wins behind the terrific trio of Michael Jordan, Scottie Pippen, and Chris Webber, were looking for revenge against the defending champion Houston Rockets. The Rockets had had a bit of a scare early in the season after Hakeem Olajuwon tweaked his back during a game, but he turned out to only miss a week of action and the Rockets were able to fight their way to a #3 seed in a rough and tumble Western Conference. Here are some of the most intriguing playoff series in this awesome playoffs.

    (1) Chicago over (8) Boston, 3 games to 1-

    This first-round matchup was billed as the battle between the reigning king Michael Jordan and the up-and-coming superstar Grant Hill, who had led the Celtics to the eighth-seed and won Rookie of the Year. The first two games were easily won by Chicago but in game three in Boston, Grant Hill had a legendary and spectacular performance, with 52 points, 12 rebounds, and 11 assists en route to a 100-97 Celtics win. The performance called back memories of Michael Jordan's amazing 63 point game against the Celtics back in 1986. The Bulls responded by winning a somewhat close Game 4, but the series showed that not only was Grant Hill the next big thing, but that the Bulls were vulnerable...

    (4) Golden State over (5) Utah, 3 games to 2-

    Over in the Western Conference, the Golden State Warriors were proving to be one of the most dynamic and exciting teams. The Warriors' road began back in 1991, when the team decided not to trade its star Mitch Richmond for exciting and big rookie Billy Owens. Keeping its exciting “Run TMC” line-up together seemed smart at first, but in the 1992-93 season it seemed to be a mistake when Mitch Richmond suffered a career threatening injury and missed the entire season. The Warriors crashed and burned, but lucked into a good draft pick that netted them Penny Hardaway, who they then traded to the Magic along with a package of draft picks, bringing them the big man they thought would take them to the top, Chris Webber. It seemed to work. With Mitch Richmond back and better than ever, the Warriors dominated the 1993-94 season and achieved the best record in the regular season with 62 wins and the one seed...but were then shocked by the Denver Nuggets, who beat them in five games. The Warriors then traded Chris Webber to the Bulls, not only getting their three first round draft picks back, but also getting young stars BJ Armstrong, Horace Grant, and Toni Kukoc. With their young nucleus complete, the Warriors managed to scrap their way to a 4 seed, and in the first round they knocked off John Stockton and Karl Malone to make it to round two.

    (1) Chicago over (4) Indiana, 4 games to 3-

    This was perhaps the best series of the entire playoffs, particularly its legendary game 5 moment. The series was tied at 2 games each, with Indiana's home court proving VERY tough even for the historically good Bulls to win on. Now back in Chicago, with 4.2 seconds left the Bulls had seemingly survived a tough challenge from the Pacers. The score sat at 91-86... but then came Reggie Miller. Miller scored a catch and shoot three pointer to make the score 91-89 with two seconds to go. On the inbound, Miller stole the pass, dribbled back to the three point line, tossed up a desperation shot at the buzzer...and it went in. “6 Points in Four Seconds” became a classic Pacers battle cry and one of the greatest NBA moments of all time. It was for naught, however, as the Bulls rallied to win the last two games and the series. Despite all of this, the Pacers proved that they were one of the most resillient and talented teams in the NBA, and that this could prove to be a long-lasting rivalry...

    (3) New York over (2) Orlando, 4 games to 2-

    As good as Shaq and Penny were becoming, the veteran Knicks managed to knock them off in this exciting series that saw Patrick Ewing absolutely playing his ass off, particularly in game 5 in Orlando, where his 37 points and 18 rebounds, along with four big blocks, led the Knicks to a close win that enabled them to close it out in New York.

    (4) Golden State over (1) Phoenix, 4 games to 1-

    The Phoenix Suns looked damn good throughout the season, taking the #1 seed with 59 wins behind their star Charles Barkley. But in this series it was all Golden State. Horace Grant's excellent defense kept Barkley contained while Mitch Richmond provided the scoring and Toni Kukoc provided excellent play off the bench. The Warriors dominated the clinching game in Phoenix, 112-89, behind Richmond's 40 points in one of the best NBA playoff performances of the year.

    (3) Houston over (2) San Antonio, 4 games to 3-

    Big time big men clashed in this series, Olajuwon and Robinson both played well but Olajuwon wouldn't be denied and the Rockets held onto their title in another of the most entertaining series of the playoffs.

    (1) Chicago over (2) New York, 4 games to 2-

    The Knicks provided a tough challenge for the Bulls in a physical slugfest that saw Jordan and Ewing nearly come to blows in Game 4 as obscenities rained down from the raucous New York crowd. It was a fierce series that saw Chris Webber prove to be the difference, he overpowered the Knicks at the rim and averaged 14.7 rebounds over the course of the six games. The Bulls moved onto the finals where once again they would challenge...

    (3) Houston over (4) Golden State, 4 games to 3-

    The Western Conference Finals saw Houston's team of big vets against Golden State's team of small young talents, and in the end, experience won out, though it wasn't without a fight. The Rockets won Game 7 94-90 despite an outstanding defensive performance from Horace Grant. Olajuwon, like he'd done in Game 7 of last year's Finals, took the game into his hands and kept pounding the rim, proving too athletic for the Warriors to stop. The finals would be a rematch between the Rockets and the Bulls, and Michael Jordan was eager to get revenge.

    Chicago over Houston, 4 games to 0-

    Yes, the NBA Finals were completely anticlimactic after what was an otherwise excellent playoffs, Jordan played with a fury and he was easily the Finals MVP. It sucked to see the Rockets go down like that, after the 1994 Finals was a classic we were all expecting a repeat performance for the sequel, but some teams just wouldn't be denied. The Rockets were worn out after running with the Warriors for seven games and it showed, while the Bulls carried their battle scars from the Knicks series extremely well. For the fourth time, Michael Jordan would win a ring.

    -excerpted from Bleacher Report's 1995 NBA Playoffs retrospective

    -

    Just 15 months ago, Nirvana frontman Kurt Cobain was checking himself into rehab, deeply addicted to drugs and having suicidal thoughts. Now, the band is poised to release its fourth live album, and despite being typically withdrawn from the glow of public attention, Cobain says he's never felt better.

    “It's about being trapped, being in dark places and just kind of dwelling there in them to find comfort, not trying to find the light but kind of embracing the dark.”

    Kurt Cobain doesn't open up with the media very often, and coming out of rehab hasn't changed that, though he's definitely looking a lot better than where we saw him early last year. He's launched headlong into working on the band's fourth album, Stains, and along with his bandmates, he's been totally focused on his work, with only the occasional helpful distractions. Krist Novoselic is a bit more talkative.

    “Meditation, certainly, I think that's helped. Kurt plays video games some, more now that he's away from Courtney. He likes to hang out with people, just random people who look like they're having a rough time. He's trying to open up, but it's hard to know what he's feeling.”

    Band member Dave Grohl is probably the most open with Nirvana's mood, which seems to be positive and dare we say it, excited to have a new album out there.

    “I've been having fun, it helps when the three of us can just close ourselves up somewhere and think of new songs. We banged out like five songs in a week, the album came along faster than all of us kinda thought it would.”

    “Been getting a lot of ideas from all over the place,” Cobain adds while strumming a few notes on his guitar. “One night we just all sat around and each of us came up with something. The album's got a real spontaneous feel to it, it's just kind of a reflection on what everybody puts up with from time to time, maybe it'll help people deal with what they've got going on.”

    Cobain credits his bandmates with helping him deal with everything he's had going on over the past couple of years.

    “I just thought, during that week when everything was going to (expletive), if I took that gun and put it to my head and pulled the trigger, what the (expletive) would Dave and Krist think of that? Who the (expletive) am I to put more stuff in their lives? All the pain I was dealing with, I just woulda been putting it on them and that's not the kind of person I wanted to be. And then, you know, Frances. I couldn't do it. I don't know where the hell my mind was but it's not a place I ever wanna be again.”

    Nirvana's album Stains is scheduled to be released in late August.

    -excerpted from a Time magazine article from June 26, 1995

    -

    Phineas and Ferb was Nickelodeon's sixth Nicktoon and one of their most successful. Concieved by Dan Povenmire and Jeff “Swampy” Marsh, the two had been pitching the idea for the show to various children's networks even since before Rocko's Modern Life began airing on Nickelodeon in 1993. Soon after the first season of that show ended, Nickelodeon decided to pick up Phineas and Ferb, noting both the success of Rocko and the fact that they hadn't had a Nicktoon with a non-infant human protagonist since Doug back in 1991. The show featured two young brothers who created a variety of inventions, while in a parallel story to each episode, their pet platypus named Perry tried to foil the plans of the somewhat evil Dr. Doofenshmirtz. The plotline of each episode, except for the occasional special, was usually the same, and the show like Rocko even featured an occasional musical number sung by some of the characters. The show's voice cast included Courtland Mead as the voice of Phineas, Pete and Pete star Danny Tamberelli as the voice of Ferb (Author's note: He's not British as IOTL), Jennifer Morrison as the voice of their meddling sister Candace, Jeff Bennett and Kath Soucie as the voices of Phineas and Ferb's parents, Anndi McAfee as the local Fireside Girl troop leader (who also happened to have a huge crush on Phineas) Isabella, and Dan Povenmire himself as the voice of Dr. Doofenshmirtz. The show, which debuted as a pilot preview after the 1995 Kids' Choice Awards and had its proper premiere on September 3, 1995, was a major ratings hit for Nickelodeon, placing second only to Rugrats which also happened to blow up around 1995. The show continued on until 2001, when it got a half-hour finale special that saw the end of summer and a flash-forward episode concerning the characters' fates ten years on. It remains one of the most popular Nicktoons and is frequently mentioned on retro Nickelodeon sites. The debut of the show is said to have launched the “second era of Nicktoons” which included other hit shows like Sam and Kira and Spongebob Squarepants, and continued until 2000 with the debut of Constant Payne kicking off the “third era”.
    -excerpted from an article on the “Nick Unplugged” blog on June 21, 2011

    -

    The story of how Sailor Moon made it to North America was an intriguing one, and an integral part of the children's entertainment revolution of the mid-1990s. Initially, a company called Toon Makers wanted to bring Sailor Moon over as a live-action/animation hybrid, but Sailor Moon's parent company Toei shut this down. They also shut down another, much higher profile bid from DiC Entertainment, which would have adapted the original anime series but with heavy censorship and Americanization that Toei found unpalatable, especially considering how video games of the time were becoming increasingly less lax in localization censorship. Instead, Toei accepted the bid from Saban and the Vancouver-based Ocean Group to bring Sailor Moon to American shores, after promises from both companies that censorship would be kept to a minimum. This resulted in the series debuting on Fox Kids' weekday lineup in the fall of 1995, alongside shows such as Mighty Morphin' Power Rangers. The first season of 46 episodes aired throughout the fall of 1995, keeping such moments intact as the deaths of the Sailor Senshi (renamed the Sailor Guardians for North American audiences), though the violence of the deaths was censored somewhat to obtain a Y7 rating. The show was highly acclaimed by critics on its American release, praised that it finally brought a super hero girls could identify with in contrast with the more boy-centered Power Rangers series. Upon the success of the first season, Sailor Moon R was dubbed and released in the fall of 1996, to similar ratings success.

    Sailor Moon S seemed to be on a similar track for the fall of 1997, but controversy erupted over the presence of two homosexual characters, Sailor Uranus and Sailor Neptune. Initially, Saban had decided to dub the series as intended, believing that the show's popularity would be enough to overcome the controversy. But after Ellen DeGeneres came out on her show Ellen in early 1997, the controversy that erupted proved too much for Saban to handle, and instead of dubbing Sailor Moon S, Fox Kids simply continued to air reruns of the first two seasons until their contract ran out in 1998. It seemed that Sailor Moon in North America would be incomplete, at least for the time being...

    -excerpted from “The Curious Tale of Sailor Moon”, an article on Cartoonapalooza.com, January 21, 2010

    -

    With Jumanji having just wrapped filming and on schedule for release this December, some of the stars of the film have some interesting stories to relate.

    “Toward the end of filming, Robin Williams wouldn't stop talking about the newest Zelda game,” said Kirsten Dunst, who co-starred with Williams in the film. “He even brought in all the Nintendo Power magazines that had coverage of the game to read between takes. He was so excited for that game that he kind of got me and Bradley (Pierce) excited about it too.”

    Nobody was more thrilled than Dunst to recieve a gift of a brand new Super Nintendo CD with a copy of The Legend of Zelda: Ocarina of Dreams from Williams once filming wrapped.

    “And, I've been playing it a lot obviously. I'm at the big water tower dungeon now, the one with like 13 floors that you have to climb up. He was right, it's really really fun. We actually played through the first couple of dungeons together so I could get the hang of the game. He's so good at it though, he kind of made me feel like a dummy during some of the parts.”

    Dunst also says that if there's ever a Legend Of Zelda movie, she'd like to play the princess herself!

    “Oh, I could definitely play Zelda, as long as I'm not some damsel in distress waiting on top of a tower. I want a sword too!”

    -excerpted from an article in Nickelodeon Magazine, October 1995

    -

    Montel Williams: Well, I just can't get over how brave you are. You saved your friends and you helped alert police about a very, very dangerous man.

    Polly Klaas: Thank you. If he hadn't tripped over that game...

    Williams: Don't think about it like that. It was your bravery and courage that helped to stop that dangerous criminal.

    Klaas: Thank you.

    Williams: Although...speaking of games, you are still playing the Nintendo, correct?

    Klaas: I am, sometimes, yes.

    Marc Klaas: *smiles* When she's got her homework done. *the audience laughs*

    Williams: Well, I've asked a very special guest to come and I think he might have something for you.

    *Howard Lincoln walks out onto the stage*

    Williams: I'd like to introduce Mr. Howard Lincoln, the president of Nintendo of America.

    (...)

    Lincoln: And, to commemorate your real-life bravery in stopping a dangerous criminal, Nintendo is going to award you $5,000 toward a college scholarship.

    Klaas: *smiling like she's almost going to cry* Oh, thank you!

    Williams: And, because you know, all work and no play is just no fun at all, Mr. Lincoln has another surprise...

    Lincoln: Nintendo is going to be sending you one game a month for the next ten years, any of our Nintendo games that you want. And we'll also be giving you our new game system when it's released.

    Klaas: Wow, that's really great...thank you very much! *she hugs Howard Lincoln*

    (...)

    Williams: So what's next for you and your daughter...?

    Marc Klaas: Well, we're actually moving away from Petaluma, my wife and Polly and I decided that it might be best for us to go somewhere else, so we're actually going to be moving to Littleton, Colorado, Polly will be starting high school there in the fall.

    Williams: And I'm sure you're excited about that.

    Polly Klaas: Very excited, yes!

    -excerpted from the Montel Williams Show, August 9, 1995

    -

    #27: A Night In Terror Tower
    #28: The Cuckoo Clock Of Doom
    #29: Monster Blood III
    #30: It Came From Beneath The Sink!
    #31: Night Of The Living Dummy II
    #32: The Barking Ghost
    #33: The Horror At Camp Jellyjam
    #34: Supermarket Of Nightmares (summary: A boy and his twin sister see mysterious ghosts inside the freezer cases at the supermarket, on one of their trips the twin sister disappears and the boy has to find her before the ghost drags her to the underworld)
    #35: The Haunted Mask II
    #36: A Shocker on Shock Street
    #37: Another Night In Terror Tower (summary: A sequel to A Night In Terror Tower where Sue and Eddie must return to the past to defeat an evil wizard before he destroys their present, R.L. Stine would later cite the video game Jewels Of The Realm as his inspiration for this book)
    #38: The Headless Ghost

    -a list of 1995's Goosebumps books, the first year that TTL's Goosebumps books have been majorly affected by this timeline's butterflies

    -

    Chandler: Well, if you don't like it, I say you should just give it to me.

    Monica: And just what would you do with it?

    Chandler: Sell it.

    Monica: Sell it?!

    Chandler: Yeah, so I can finally upgrade to a Super Nintendo CD.

    -from the Friends episode “The One Where Heckles Dies”, October 5, 1995

    -

    This year's upcoming fall TV season is drawing some serious buzz, with a number of highly anticipated shows stepping onto the television landscape! Among the new shows is another Star Trek series, Star Trek: Voyager, which will feature the first female captain and is getting a lot of buzz for casting Terminator star Linda Hamilton in the lead role.

    Star Trek: Voyager is generating a lot of buzz among so-called “Trekkies”, though the choice to put a woman in the captain's chair is proving controversial among some fans. The role of Captain Nicole Janeway was originally set to go to actress Genevieve Bujold, but after she pulled out during the filming of the pilot, the showrunners turned to Linda Hamilton, whose veteran sci-fi chops and proven acting ability were key factors in her casting. Though some fans are balking at the idea of a female captain, most long-time Star Trek fans are eager to see Captain Janeway's adventures begin later this year, and it's likely that the casting of Hamilton will pull in plenty of Terminator fans to see how Sarah Connor fits in as a starship captain.

    One of the year's most anticipated comedies is the CBS show Extracurricular, staring Christopher Reeve as a high school teacher whose ex-wife (played by Jane Kaczmarek) happens to be the superintendent of schools and also the high school rival of his current wife (played by Heather Locklear). Reeve took on the role after turning down a role in the made-for-TV movie Kidnapped, about a war between highland and lowland Scotsmen. The role is a return to form for the talented and affable Reeve, who seems to have launched full-steam ahead into rejuvenating his acting career, even giving up his horse riding hobby to devote more time to taking on roles. Reeve's hard work seems to have paid off, early reviews of Extracurricular are highly positive and it seems to be one of the big shows of the coming fall season.

    -excerpted from an article in the August 4, 1995 issue of Entertainment Weekly
     
    The Comics Of TTL's 1995
  • Did somebody say "butterflies?" With the permission of the authors, I post an expansion to the consequences of TTL's Batman Forever.

    --

    Zero Hour came at a time when DC and Warner Bros. looked to expand its brand awareness. As Ted Turner himself said, “It's all about brand synergy, getting your properties out there for people to take a look at and say, 'Well that looks good, I want that!'” Justice League: Battle for Earth gave heroes like Flash and Green Lantern a higher profile, Batman: The Animated Series was one of the most popular shows on the Fox Kids block, and Joel Schumacher’s Batman Forever convinced DC/Warner Bros. to fast track other properties.

    Superman: Last Son of Krypton was in development since 1993 when Warner Bros. bought back the film rights to Superman and handed the project to producer Joel Silver. Silver brought on Sam Raimi to direct and in turn Raimi brought Bruce Campbell to play the Man of Steel. Kevin Spacey and Lawrence Fishburne played Lex Luthor and Brainiace, respectively, and Dana Delany as Lois Lane (who would reprise the role in voice form for Superman: The Animated Series.) Last Son of Krypton was not as reverential to the Superman mythos as Richard Donner’s vision, but had enough action to make it the third highest grossing film of 1996 after Independence Day and Twister. Some of the more over-the-top scenes featuring Spacey’s Lex Luthor even became Internet memes a decade after the film’s release.

    However, it was Fishburne’s portrayal as the cold, calculating, and alien Brainiac that made the film memorable. Despite the lighthearted banter between Superman and Luthor, his Fishburne’s Brainiac balanced it out with a sense of menace that forced the mortal enemies to put their differences aside to save Metropolis from becoming a part of Brainiac’s collection of bottled cities. Fans who stayed to the end of the credits found themselves rewarded with a short clip that revealed Brainiac survived the destruction of his spaceship as a computer virus that spoke of a “darker force.”

    Raimi revealed that it was originally a throwaway line meant to keep the fans buzzing during an interview to promote the 1999 sequel, Man of Tomorrow, but it planted the seeds for what would become the “DC Movie-verse.” As such, DC initially treated later movies like 1998’s Green Lantern starring Billy Zane as Kyle Rayner and 1999’s Wonder Woman with Catherine Zeta-Jones as the titular heroine as standalone films. Interestingly, CBS produced a pilot for Justice League of America in 1997 that only survives to this day in bootleg form. It is obvious to see why CBS chose not to pick up; the production values where low and the acting was atrocious. When questioned on the failed pilot, DC president, Jeanette Khan cryptically told Wizard magazine that the company had bigger plans for the Justice League.

    The Green Lantern franchise owed more to Schumacher’s Batman Forever than it did Last Son of Krypton in the respect that it drew inspiration from video games. Schumacher admitted in numerous interviews that Hideo Kojima’s Snatcher for the SNES-CD was a source of inspiration and the reason why he resisted pressure from Warner Bros. to make the film appeal more to children. Similarly, Warner Bros. wanted Green Lantern to appeal to “the MTV generation” and sought to tap into the growing video game and anime culture of the time, hence the choice to use the younger Kyle Rayner over the more-established Hal Jordan.

    After seeing the successes of Stargate and Independence Day, Warner Bros. lured the team of Roland Emmerich and Dean Devlin away from the American-produced Godzilla to work on the project. Billed as the “Star Wars of the new century,” Green Lantern followed a similar “hero quest” narrative where struggling artist receives a Green Lantern ring from Ganthet, the last Guardian of the Universe. Joe Morton played former army ranger and Green Lantern, John Stewart, who served as combination Obi-Wan Kenobi/Han Solo and foil to the more idealistic Rayner. While the film bore superficial similarities to 1994’s “Emerald Twilight,” Hal Jordan was conspicuously absent and Parallax treated as a nebulous entity that destroyed the Green Lantern Corps. Geoff Johns would later use the concept of Parallax as a separate entity that the Time Trapper manipulated Hal Jordan into freeing from the Central Power Battery in 2002’s Green Lantern: Recharged.

    Meanwhile, Wonder Woman’s first foray into cinema was almost a given her iconic status in comics and the dual successes of Batman Forever and Last Son of Krypton. A then-largely unknown Joss Whedon, whose only major credits at that time were Buffy the Vampire Slayer and Toy Story aggressively petitioned Warner Bros. to write the screenplay. Wonder Woman was largely an adaptation of George Perez’s 1987 “Gods and Mortals” combined with the subversive elements of William Moulton Marston’s Golden Age tales. For example, Wonder Woman overturned the “damsel in distress” trope by making Col. Steve Trevor a hostage of Ares for Diana to rescue, but in a way that was not demeaning or condescending to the largely male comic book-reading audience. The playful nature of the film as well as the mythological elements also drew a wider audience that helped restore the comic book industry after the speculation bubble burst in 1996.

    It is needless to say that both films performed extraordinarily well at the box office. While neither film was the top grossing film of its respective year, many science fiction enthusiasts compare the Green Lantern trilogy more favorably to the Star Wars prequel trilogy and Wonder Woman exposed a generation of young girls to comics outside of Betty and Veronica. Both films inspired the Cartoon Network’s The Brave and the Bold ensemble series that teamed either Green Lantern, Wonder Woman, or the Flash with lesser-known heroes like Hawkman/Hawkgirl, Zatanna, and Firestorm (the latter of whom would headline a movie in the 2000s.)

    Marvel’s entry into film would was delayed by the film rights of its properties held by various studios and its bankruptcy and subsequent acquisition by NewsCorp. However, 20th Century Fox released X-Men directed by Bryan Singer on July 3, 1998. Singer had initially turned down the offer Fox gave him after The Usual Suspects in 1995 as he was not fan of the comics and unfamiliar with the characters. However, his friend, Tom DeSanto, convinced them him reconsider. With the successes of Batman Forever and Last Son as well as Green Lantern in the pipeline Fox and Marvel hurried X-Men into production. The film’s success led to the release of Chris Columbus’ Fantastic Four in 1999 opposite Wonder Woman.

    By the close of the 20th century, as Master Yoda would say, “Begun the Superhero Wars has.”

    -Tales From The Superhero Wars, sequentialhistory.net, July 1, 2010
     
    July 1995 - Weird And Quirky Games
  • For a lot of girls, the big anime craze started with Sailor Moon coming to North America in the fall of 1995. But for me, it started with a video game and a sweet little witch girl named Andrekah.”
    -Rebecca Sugar, from a post on Tumblr on February 3, 2014

    By the time Ogre Battle came out, the die was pretty much cast for us leaning more toward Sega than toward Nintendo. Enix in Japan just didn't think that Nintendo gave Enix and its games their proper due in comparison with Squaresoft's games. Sega was welcoming third parties with open arms and right when the Saturn came out was when they were courting Enix.”
    -Robert Jerauld, former producer at Enix USA

    The Super Nintendo cartridge system continues to sputter along, with a small but potent lineup of games that include what might be some of the best games of the year.”
    -from the August 1995 issue of Electronic Gaming Monthly, discussing the upcoming SNES lineup for the second half of 1995

    Sha-sha-sha-booooom! Oh....that was too much, wasn't it?”
    -Andrekah, from Andrekah

    He is too far gone... there is only one thing that can reach him but I have been praying for an eternity for him to hear my voice and he cannot.”
    -Maria, from Earthbound 2

    -

    Batman Forever:

    Ed: 6
    Danyon: 7 (quote: “Good graphics and a decent soundtrack make this game passable but we wish the gameplay wasn't so repetitive.”)
    Al: 6
    Sushi-X: 6.5

    Earthbound 2:

    Ed: 9 (quote: “A weird but utterly amazing and epic RPG that takes players to our world and to an entirely different dimension.”)
    Danyon: 8
    Al: 8.5
    Sushi-X: 7

    Hagane: The Final Conflict:

    Ed: 5
    Danyon: 3.5
    Al: 5.5 (quote: “We like hard games but this game's difficulty is completely unfair and the graphics look like an 8-bit game which is unacceptable for the CD-ROM format.”)
    Sushi-X: 5.5

    Izzy's Quest For The Olympic Rings:

    Ed: 4
    Danyon: 4
    Al: 2 (quote: “What a positively horrid platformer. If they were trying to get us hyped up for next year's Olympics, they officially made me less hyped.”)
    Sushi-X: 2.5

    Ogre Battle:

    Ed: 8
    Danyon: 8
    Al: 8.5
    Sushi-X: 8.5 (quote: “A smart and rewarding strategy game that gives players lots of choice about what paths to take.”)

    Rise Of The Phoenix:

    Ed: 7
    Danyon: 7 (quote: “Another good Koei strategy game with excellent graphics and a good variety of missions.”)
    Al: 6.5
    Sushi-X: 5.5

    The Mask:

    Ed: 5.5
    Danyon: 6
    Al: 6 (quote: “The graphics are decent but this platformer is about as blah as they come.”)
    Sushi-X: 5.5

    True Lies:

    Ed: 6.5 (quote: “I enjoyed the presence of Arnold's voice in this game, though hearing the same quips over and over again does eventually get boring.”)
    Danyon: 4.4
    Al: 5
    Sushi-X: 5

    Zoop:

    Ed: 6
    Danyon: 5.5
    Al: 5
    Sushi-X: 6.5 (quote: “This is an addictive puzzler but it's no Tetris.”)

    Andrekah:

    Ed: 9 (quote: “One of the most fun action games I've ever played, with amazing graphics and superb voice acting. This game gives new meaning to the term girl power.”)
    Danyon: 8.5
    Al: 9
    Sushi-X: 9

    Puzzle Blast:

    Ed: 7.5
    Danyon: 8 (quote: “I really enjoyed this fast-paced puzzler that combined some elements of shooter games to the classic matching puzzle formula, makes for lots of high scoring fun!”)
    Al: 6
    Sushi-X: 6

    Toxic Waste:

    Ed: 7
    Danyon: 7
    Al: 7.5
    Sushi-X: 7 (quote: “It's a well-made platformer but the grossout elements of this game may turn off some players. Then again, for the Ren and Stimpy crowd, this game is going to be quite popular.”)

    Trapmine:

    Ed: 8 (quote: “This fun action/puzzle game is like a faster paced Bomberman, you can lay a big variety of traps and the four player mode is addictive as hell.”)
    Danyon: 8.5
    Al: 7.5
    Sushi-X: 8.5

    -

    Andrekah was a lot of things. It was the best-selling new SNES-CD game of July 1995 in North America. It was the game that saved Sunsoft from restructuring in the face of imminent bankruptcy. And it was one of the most spectacularly fun and visually beautiful games on the Super Nintendo CD. Andrekah released on July 10, 1995 in North America after a January 1995 release in Japan. The game had sold excellently there and its North American release was accompanied by a large amount of pre-release hype. Sunsoft threw a LOT into promoting this game. It had commercials on Nickelodeon and Fox Kids, it had magazine ads...for a game about a little anime witch it was really out there in a big way.

    The game revolved around a young witch girl named Andrekah who found herself lost in a strange new land. Having found herself without anything to do with her mysterious magical powers, she decides she'll use them to help solve the problems of the people in the new land she finds. With that, the game begins, immediately giving you the choice of three missions to take on (you have to take all three but you can choose the order). The game has short little cutscenes (fully voiced and animated) where Andrekah sees someone having some kind of problem, asks them what's wrong, and then ventures into the unknown lands beyond the towns and villages to solve their problems in a platforming/action stage. During the stages Andrekah encounters various beings, friends, foes, humans, animals, ghosts, monsters...she meets dozens of whimsical characters on her journey. The game is lovely, Andrekah is instantly cute and charming while never quite crossing the line into outright annoying. As you progress on your journey you open up more stages, while there's also an ongoing myth arc where Andrekah slowly discovers her true purpose, setting the stage for the game's incredible climax. The gameplay is somewhat similar to Mega Man but it also compares to a game like Jewels Of The Realm, with light platforming segments mixed with various forms of combat. The graphics were a beautiful mix of 2.5-D styled, colorful stages and environments, almost like a somewhat enhanced version of what we'd later see the Yoshi's Island cartridge pull off on the cartridge-based SNES, giving the game a serious anime aesthetic. The soundtrack was mostly lighthearted but with some menacing tracks (especially toward the end). The voice cast, as in most games of the time, consisted of largely unknown actors and actresses. Jillian St. James, known mostly for minor anime roles in the mid-90s, was the first actress for Andrekah and played her very well, though later actress Rachel Lillis (who voiced Andrekah on the Ultra Nintendo/Saturn game and a couple of sequels for later consoles) and current actress Shelby Rabara (who voiced Andrekah in the most recent, current generation game) have both done excellent work as the young witch.

    The marketing campaign for Andrekah was a big success, the game went on to be one of the surprise hits of 1995, and is also partially credited for kicking off the American anime craze (with Sailor Moon helping to do so on the TV side of things). It was known as one of the earliest successful games geared toward girls and Andrekah was a popular Halloween costume in 1995 and 1996. It also helped to boost sales of Panorama Cotton on the Genesis (especially once Andrekah was ported to the Saturn), and Cotton and Andrekah have crossed over on each other's games ever since. Worldwide, Andrekah pushed well over a million copies and gave Sunsoft an enormous boost that it needed during one of the toughest times in its history. While 1995 is known largely as the year of the Saturn launch and Ocarina of Dreams, it's important to remember the tale of the little witch that could...and did!
    -from a post on Kotaku.com, “Why Andrekah Was The Most Important Video Game Of 1995”, on August 14, 2014

    -

    Earthbound 2: The Basics

    Earthbound 2 (known as Mother 2 in Japan), was the sequel to Earthbound/Mother, which originally released for the NES in Japan and got a remake for the SNES that made it to North America in December 1993. Launching in North America on July 17, 1995 (delayed by Nintendo a month to keep it out of Zelda's way), the game picks up where the original Mother left off, taking place in a land called Eagleland and revolving around the strange events that occur after a meteor crashes in the home town of a young boy named Ness. The meteor turns out to be sent by the evil cosmic horror Giygas, and its evil energy causes creatures and humans around the world to go completely berserk, while Giygas' alien legions begin their invasion of Earth. The game is largely as Earthbound was OTL, though with a few minor differences, most of them related to graphics (significantly better than OTL, some of the battle backgrounds utilize real video for example) and sound (the soundtrack is for the most part the same with some minor changes to tracks, a few original tracks to TTL and utilizing the enhanced audio of the CD medium). The biggest change is toward the end, after the Ness' Nightmare sequence. Before returning to the past to battle Giygas, the party seeks out Giygas' homeworld and discovers the Tree of Enlightenment. They also psychically channel the spirit of Maria, who gives them a prayer to use on Giygas. This mini-quest adds 2-3 more hours to the game and is complete with a town and a new dungeon where the party battles a boss, the Omega Starman, before finally going to the past to defeat Giygas.

    Nintendo tries a different marketing strategy with Earthbound 2 than in OTL. With gamers already familiar with the series and more receptive to RPGs, Nintendo utilizes a more traditional ad campaign, playing up the sci-fi adventure aspect of the game rather than utilizing a quirky scratch-and-sniff or “this game stinks” campaign. The game is also released without the official strategy guide included (Nintendo still publishes a separate guide for the game though). Earthbound 2 sells slightly better than in OTL, though Andrekah outsells it by a significant margin. Most importantly, however, is that the game is not seen as a complete failure by Nintendo, though it is no less loved by players and loyal fans...

    -

    Ogre Battle, Enix, And A Tag-Team With Sega

    By the time Ogre Battle was released in North America in late July 1995, Sega and Enix had already entered into an agreement that would help to shape the fifth-generation console landscape. While Enix would continue to make games for the Super Nintendo CD until 1997, their new agreement with Sega would keep Enix games off the Ultra Nintendo entirely, and would put every late-generation SNES-CD game on the Saturn in some shape or form, drawing a clear battle-line between Enix and its RPG rival Squaresoft. The first big Enix agreement with Sega was over the game Ogre Battle, which would recieve a Sega Saturn port sometime in 1996. Sega decided on a straight-up port over an enhanced 3-D remake of the game, instead reserving the series' 3-D transition for the game's 1998 sequel, Ogre Battle 2: Princes Of The Universe.

    Enix had joined Namco as a major Japanese game company that would be developing games exclusively for the Saturn. The nature of the Sega/Enix deal wouldn't become open knowledge until late 1996, when the last of the Nintendo-based Enix games were about to release on the SNES-CD. The two major releases, Terranigma and Dragon Warrior VI, weren't games that Nintendo could easily downplay, and Terranigma even made the cover of Nintendo Power in January 1997. But the die was cast, and gamers would have to take sides: Sega or Nintendo, Enix or Squaresoft?
    -excerpted from an article in the February 2010 issue of Game Informer

    -

    At first, you know, I didn't want to take sequels. I'd done Ace Ventura, but....you know, after that I figured, no more sequels. So I do Batman Forever, and that's such a tough role, a lot more serious, a lot darker, and I kind of needed a break and then I get offered The Mask II. So I basically just said 'what the hell, it's gonna be fun, why not?'”
    -Jim Carrey, on The Late Show With David Letterman, August 6, 1996

    IGN.com: Okay, we know you've probably told this story before, but...you've been married to James Rolfe, also known as the “Angry Video Game Nerd”, for seven years now. The two of you seem to be really happy together, but it is a shock for some people to learn that you two are married. How did you guys meet?

    Jennifer Morrison: *she laughs* It's okay, I like telling this story. So, back in 1995 there was this contest in Nintendo Power magazine, when The Mask video game came out they had a contest where if you won, you got to be in The Mask II (note: Jennifer Morrison starred in the film as Lily, the niece of Stanley Ipkiss' fiance Tina Carlyle) as a walk-on. And he won the contest. So he's there on set, and they don't need him for like a couple hours, and so I see him just sitting there looking kind of bored, and they don't need me for a couple hours either, so I offer to let him come in my trailer and play some video games.

    IGN.com: Do you remember what games you played?

    Morrison: We played Twisted Metal for like two hours and had a blast and it was a lot of fun and so we kind of became friends right there on the set. It wasn't love at first sight or anything like that but we talked a lot while we were playing and he talked about how much he loved movies and wanted to make movies, and I ended up giving him my e-mail address so we could stay in touch. I didn't give him my phone number or anything like that, but the internet was, you know, kind of becoming a thing, so I gave him my e-mail and said, you know, you're pretty cool, e-mail me or something. And we did e-mail off and on for a couple years and eventually I told him that if he ever does like a student film or something, I'd like to be in it. So right after I got done wrapping Urban Legends in 2000, he e-mails me and asks if I can come be in this little student production he's doing. I go out to his college and we have a blast, again, you know, just friends at the time, but over the next few years we stayed in touch and eventually he asked me out, and that led to us getting married in 2007.

    IGN.com: All of that from just a little Nintendo contest!

    Morrison: It's crazy how things work out, isn't it? And so now I'm acting and he's directing, he's still doing the Nerd as kind of a hobby, but he's also directing some indie films.

    IGN.com: And he directed the Tron episode of Once Upon A Time last season!

    Morrison: I know and that episode was great, wasn't it?

    IGN.com: It was one of our favorites.

    -excerpted from an interview on IGN.com promoting season 4 of Once Upon A Time, September 16, 2014

    -

    1995 was for all intents and purposes the Super Nintendo's swan song. Though the cartridge-based system would see some games released as late as fall 1996, the last major releases were in the second half of 1995: F-Zero: G-Force, Storm Guardians, Kirby's Adventure 2, and of course, Yoshi's Island.

    F-Zero: G-Force was an action/adventure game that put you in the shoes of Captain Falcon and a band of brave heroes who raced super-fast vehicles by day and protected the streets of Mute City by night. The game was a sort of hybrid platformer/beat-em-'up that let you control one of four main characters: Captain Falcon, Dr. Stewart, Jody Summer, and Super Arrow. The four heroes team up to battle the forces of the evil villainous mastermind Black Shadow and his hired henchman Samurai Goroh (who later becomes a reluctant ally of Captain Falcon's team). The game took some cues from Super Metroid in terms of combat style, though it's much faster paced. The graphics were excellent, on par even with a lot of the SNES-CD games of the time, with really detailed backgrounds and animation, utilizing the Super FX2 chip for some really stunning effects. All in all, it was a fun and well recieved action game that gave players a look “behind the scenes” of the F-Zero universe, so to speak, and though it wouldn't recieve a proper sequel until the Ultra Nintendo, it was still a really fun game that established Captain Falcon as one of Nintendo's most awesome heroes.

    Storm Guardians was the last really big third-party game for the Super Nintendo. Developed by Midway, the game was a sort of superhero shooter game that featured five brave warriors who could transform into forces of nature to battle huge enemies and bosses. It definitely lifted from the popular Power Rangers franchise somewhat, but was much better than any of the Power Rangers games, with great graphics, great combat, and some of the most visually stunning boss battles on the Super Nintendo. You could rapidly switch between the five Storm Guardians, who shared a health bar but each had different weapons and abilities depending on your chosen style of play. The game was sort of light on plot but the gameplay and action sequences made up for it. It was one of the most successful SNES games of 1995, and it too would recieve a sequel on the Ultra Nintendo.
    -excerpted from an article on Gamesovermatter.com

    -

    SNES-CD Power Charts- July 1995

    1. Donkey Kong Country
    2. Final Fantasy VI
    3. NBA Jam: Tournament Edition
    4. Super Mario World 2
    5. Frederico
    6. Mega Man X2
    7. F-Zero CD
    8. Squad Four
    9. The Legend Of Zelda: Ocarina Of Dreams
    10. Double Dragon: Triple Trouble
    11. Kirby's Avalanche
    12. Mortal Kombat II
    13. Super Street Fighter II: Arcade Edition
    14. International Superstar Soccer CD
    15. Pulseman
    16. Alien vs. Predator
    17. Secret Of Mana
    18. Frank Thomas' Big Hurt Baseball
    19. Cat Jackson
    20. Rayman

    -

    Alex Stansfield: What did you think of Andrekah?

    Ted Crosley: I'm gonna be honest. Going in, I thought it was going to be some silly little girls' game, but I had trouble putting it down toward the end. It was really, really good.

    Alex: Yeah, I absolutely agree with you there. This game is great. It's one of the best games of the year. The graphics are gorgeous, the gameplay is stellar...

    Ted: Honestly, it reminded me of Mega Man with the hub world and choosing what level you're gonna play.

    Alex: Right, right, but you don't pick up weapons, you already have everything you need and you use your skills to win. And you need a lot of skills, this was a hard game at times.

    Ted: It was hard, but it was a lot of fun and I didn't have too many problems getting through it, the only problem was I didn't WANT to get through it because I was having so much fun! I give Andrekah a 4.5 out of 5.

    Alex: I do too, 4.5 out of 5, really good game, highly recommended.

    -excerpted from the July 11, 1995 episode of GameTV

    (...)

    Brittany Saldita: Ogre Battle is an amazing game.

    Alex: I wasn't quite as enamored with it as you were, I really didn't like not being able to control my team in battle.

    Brittany: That is the point of a strategy game, you have to equip your guys and prepare BEFORE the battle and then properly position them during the battle, just like a real war!

    Alex: I didn't like how you could be defending a town and you're fighting guys that you can barely damage and they get one guy that scores a good hit on you and you lose the fight and lose the town.


    Brittany: If you know how to outfit your army you won't have trouble! Don't put a weak squad in an important town! This is one of the deepest, most rewarding RPGs I've played in a long time.

    Alex: You know, it wasn't a bad game, I just got frustrated. I loved the soundtrack, I loved that there were lots of secrets, but this game isn't for the faint of heart.

    Brittany: It's one of the best RPGs of the year.

    Alex: And while we're discussing Ogre Battle: The March of The Black Queen...been seeing a lot of Queen stuff lately since Wayne's World.

    Brittany: Well, if Ogre Battle 2: Fat Bottomed Girls is anything like this game I will be first in line to buy it.

    Alex: *snickering*

    Brittany: They're gonna keep with the Queen theme!

    Alex: I give Ogre Battle a 3.5. It's a good game, but it could've been better.

    Brittany: An amazing soundtrack, challenging battles, really deep strategy make Ogre Battle one of the year's best games. I give it a 5, it made my rockin' world go 'round!

    Alex: *snickering again*

    Brittany: *getting the giggles, the two of them are having trouble holding in their laughter* Whew....

    Alex: *still laughing* Ted and Kazzi are gonna talk about Trapmine right after the break... *laughing* Fat Bottomed Girls...you think we'll see Ogre Battle: Radio Ga Ga?

    (...)

    Kazzi DeCarlo: Trapmine was the bomb, and I'm not just saying that because you actually can lay bombs in this game.

    Ted: With 82 single player levels, this excellent action puzzler will keep you playing for hours on end but it's in the multi-player mode that you'll really have a blast.

    Kazzi: Yeah, but you're likely to lose some friendships over this game. Ted, I hate your guts right now.

    Ted: Hey, it's not my fault you can't see a spike trap if it walked up and bit you on the ass.

    Kazzi: It did! About fifteen times!

    Ted: And it was hilarious.

    Kazzi: I give Trapmine a 4, but I give Ted a big fat zero for being a cheater and a jerk.

    Ted: I give Trapmine a 4, it's super addictive and the opportunities to lay hidden traps make it a much more complex and challenging game than the similar Bomberman games, and also much more rage inducing, clearly.

    Kazzi: I'm gonna kill you! *pretends to attack Ted*


    Ted: We're gonna review Comix Zone next if somebody can pry Kaz off of me before he strangles me to death!

    (...)

    Ted: It's the master of Doom himself, John Romero. Welcome to GameTV.

    John Romero: Good to be here.

    Ted: Nearly two years on and we're still playing Doom, still talking about Doom, such an awesome game, how's it feel to have been a part of such a huge phenomenon?

    John: It's really special. It's something that really makes me proud and to hear people talking about the game just makes it all the more rewarding. It still blows my mind how many people have played Doom.

    Ted: Well, even more people are about to play it, it's hitting the Super Nintendo CD next week, so tell us about that.

    John: Working with Nintendo on this game has been a lot of fun. A lot of work, of course.

    Ted: Obviously, porting anything from the PC to a home console is going to involve some challenges.

    John: Well, yeah. But Nintendo gave us plenty of time. When we ported to the Mega Charger it was a lot more rushed, and there wasn't as much memory with the cartridge as there is with the CD. This is the most faithful Doom port you're going to get.

    Ted: I've been playing through some of it already, our review's next week but this game runs exactly like it does on PC, at least so far.

    John: It was painstaking getting it to run as well as it does. I wasn't going to stop until I was pleased with the results. I think players are going to be pleased too. The only thing that we weren't able to get that I really wanted was multiplayer deathmatch, there was just too much going on for us to be able to do split-screen deathmatches even with all the time we had, the SNES-CD just wasn't quite powerful enough. Maybe for the next one.

    Ted: You're already looking toward the future?

    John: We've got a version of Doom coming to the Sega Saturn and we're looking to port Doom II either to the SNES-CD or Project Eunice, and of course the Saturn too. But I've got other projects in the works and I think they're going to be even better.

    Ted: Better than Doom?

    John: *nodding* You heard me.

    Ted: For right now, let's just keep talking about Doom.

    -excerpted from the August 1, 1995 episode of GameTV
     
    August 1995 - The Saturn Looms, Is Mario DOOMed?
  • It was a challenge, to be sure. We had to squeeze out every drop of power we could out of the SNES-CD. We made what I like to call 'hidden compromises', places where we had to cut little corners to make everything work. It's a testament to what we did that some of these weren't found until more than a decade later.”
    -John Carmack, talking about the porting of Doom to the SNES-CD in an interview with PhobosLegions.com

    Doom! Hell yeah, man! Doom!”
    -overheard by local news reporters in a line of shoppers waiting to purchase Doom for the SNES-CD on August 7, 1995

    You know, I honestly don't get the problem people were having with this game. Super Mario World 3 was my favorite of the three Super Mario World games and I'm not apologizing for that. It looked amazing, the gameplay was awesome, and the bosses were outta this world. I get that it was different from most Mario games, but I felt like it was the perfect transition between the old-school Mario platformers and the awesome game we got on the Ultra Nintendo.”
    -the Angry Video Game Nerd, discussing the three Super Mario World games in a 2009 special episode

    That's right Mario, I don't need the princess anymore! Not when I have a whole army of Mechakoopas to stomp anybody who gets in my way!”
    -Bowser, during the intro to Super Mario World 3

    You've never seen water look this good in a video game.”
    -excerpted from an advertisement for Ecco 3: The Omega Stone

    You guys do know the water in Ultima for the Saturn looks like ten times better than this, right?”
    -Tom Kalinske, overheard in the Sega of America marketing department, chastising his ad team for focusing on graphics over gameplay in the ad campaign for Ecco 3

    -

    Approved by the creators of Doom themselves, Doom for the Super Nintendo CD is the only way to get the true, authentic Doom experience on your home console. All the original levels, all the original enemies, and the game's hardcore original soundtrack are all there, just like on the classic PC game.”
    -excerpted from the commercial for the SNES-CD version of Doom

    August 7, 1995

    The Super Nintendo CD port of Doom is released amidst a slew of pre-release hype and excellent reviews. The release is heavily promoted in magazine ads and even ads on primetime television proclaiming the game to be the definitive home console version of the game. The hype reaches a mainstream fever pitch not seen since the release of Mortal Kombat in 1993, and the game's opening day sales trail only that game, Super Mario World 2, Donkey Kong Country, and The Legend Of Zelda: Ocarina Of Dreams in opening day sales for the Super Nintendo CD. The release is accompanied by a bit of controversy over the game's violent content, but not nearly as much as Mortal Kombat had, and the fact that the game is advertised largely toward older players does a bit to mitigate the controversy somewhat.

    Doom doesn't sell too many SNES-CD add-ons to gamers who don't already have them, but it's another nail in the coffin of the Genesis, whose decent but ultimately inferior Mega Charger port of Doom looked even worse in comparison with the SNES-CD's near perfect port. The game is universally praised as one of the best of the year, and becomes one of the year's top sellers as well, becoming the first game to unseat The Legend Of Zelda: Ocarina Of Dreams from the top of the sales charts. The success of the SNES-CD Doom port not only gives other PC game makers confidence in putting out their own ports to the SNES-CD and future Nintendo systems, it also endears John Romero and John Carmack to Nintendo as a company for allowing them to take the time and care they needed to port their game so faithfully. The relationships Nintendo forged via the release of Doom would serve them greatly in the years to come, perhaps even moreso than the release of Doom itself served the SNES-CD's pedigree as a game console.

    Doom: The Basics

    The SNES-CD port of Doom is a nearly flawless home console port of the original game, with all the levels, environmental textures, and enemies intact. The only changes are the absence of a deathmatch multiplayer mode (which is essentially the only knock that most mainstream reviewers have with the port) and what John Carmack dubs “invisible compromises”, nearly imperceptible differences from the PC original such as well-hidden slowdowns and a few microscopically less detailed textures in certain areas. The original gritty rock soundtrack from the original PC game is still there, and in fact, most fans proclaim the SNES-CD's slightly more detailed versions superior to the original. The game runs exceptionally well on the SNES-CD's 21 Mhz processor and the memory capacity of the CD-ROM format enables the game to retain all the texture details of the PC original, with all the levels of the original PC game. Id Software briefly considered including the Doom II levels as a package with the game but decided against it when it proved too time-consuming to get them into the game, initially Doom II was planned for 1997 for the SNES-CD but those plans would be scrapped later on in favor of a game for the Ultra Nintendo.

    -

    Casper:

    Ed: 4
    Danyon: 6.5
    Al: 3.5 (quote: “Casper's three cousins have to be the most annoying characters in movie history and unfortunately, that quality is the only thing that carries over well from the film.”)
    Sushi-X: 2

    Doom:

    Ed: 9.5
    Danyon: 9
    Al: 9.5 (quote: “An absolutely flawless port of one of the greatest PC games of all time. I couldn't get enough of killing demons in the depths of Phobos.”)
    Sushi-X: 9.5

    Judge Dredd:

    Ed: 7.5 (quote: “The SNES-CD does a good job capturing the gritty aesthetic of the film and we're glad that the game chose to go a somewhat different direction with Judge Dredd himself.”)
    Danyon: 7.5
    Al: 7
    Sushi-X: 7

    Madden 96:

    Ed: 8
    Danyon: 7 (quote: “It's a good looking game but I wish it had as many customization options as it does on the Genesis.”)
    Al: 8
    Sushi-X: 7

    NFL Quarterback Club '96:

    Ed: 6.5
    Danyon: 6.5
    Al: 6
    Sushi-X: 7 (quote: “It was tough choosing between this and Madden. If you like more fine-tuning, pick this game, but Madden does have the better gameplay.”)

    Super Mario World 3:

    Ed: 9
    Danyon: 8 (quote: “It's definitely different and a fun game, but don't expect to be sucked in like you were with some of the classic Mario games. This seems more like a transition title than a new installment in the series.”)
    Al: 9.5
    Sushi-X: 8

    Zombies Ate My Neighbors: Ghoul Patrol:

    Ed: 7.5
    Danyon: 8 (quote: “This is definitely a worthy sequel to Zombies Ate My Neighbors. The difficulty's been dumbed down just a bit but it's no less fun.”)
    Al: 8
    Sushi-X: 8

    Deadman Sam 2:

    Ed: 8.5 (quote: “Our favorite skeletal hero's adventures continue in this horrifyingly fun title.”)
    Danyon: 8.5
    Al: 8
    Sushi-X: 8

    That's Gotta Hurt!:

    Ed: 6.5
    Danyon: 4
    Al: 7 (quote: “While I got a kick out of some of the hilarious kills in this parody FPS, it made a big mistake coming out in the same month as Doom, and its technical flaws are really brought out by the comparison.”)
    Sushi-X: 7

    Hyperspeed:

    Ed: 4.5 (quote: “This game tries to rip off F-Zero and does a lousy job even being a servicable racing game.”)
    Danyon: 5
    Al: 5.5
    Sushi-X: 4.5

    Five For Fighting Hockey:

    Ed: 9
    Danyon: 7.5
    Al: 7
    Sushi-X: 7.5 (quote: “This hilarious hockey game focuses more on fighting than the actual game and somehow succeeds in being fun at both.”)

    Treasure Hunters:

    Ed: 8.5
    Danyon: 8.5 (quote: “This awesome adventure game takes the best aspects of Gauntlet and adds a variety of collectible loot to the mix. It's awesome four player fun.”)
    Al: 9
    Sushi-X: 8

    Pig Wars:

    Ed: 6
    Danyon: 7 (quote: “I enjoyed this fun little RTS a lot more than I probably should have. It's hilarious seeing all the little pigs attacking each other in battle and I've never played a game with so many varieties of oinking noises. Now I'm hungry for bacon.”)
    Al: 4
    Sushi-X: 7

    -from Electronic Gaming Monthly's reviews of the SNES-CD's August 1995 releases in the September and October 1995 issues

    -

    A Pair Of Spooky Sequels Grace The Super Nintendo CD!

    It might still be a couple months until Halloween, but the Super Nintendo CD is overrun with skeletons and zombies this month as a pair of monstrous sequels are poised to make their debut later this month!

    First, it's Deadman Sam 2, sequel to 1993's surprise hit SNES-CD game! Sam and Nellie might be dead but their adventures are alive and kicking as they traverse the underworld, working together to stop King Polter and his horde of ghostly monsters! Use Nellie's ghost powers to enhance Sam's weaponry and strike down dozens of different foes as you cross 15 spooky levels in order to liberate the underworld from King Polter's control! Even take control of Nellie herself and possess enemies to make them fight each other!

    In Zombies Ate My Neighbors: Ghoul Patrol, Zeke and Julie are back and trying to stop another undead invasion from a circus of killer clowns! But this time, you've got your friends by your side. Team up with six kids from Zeke and Julie's school, each with their own special abilities. Trust us, you'll need all of them to send this circus of horrors packing!
    -excerpted from the September 1995 issue of GamePro magazine

    It's kind of a shame that these two games released when they did. Both of them were great, especially Deadman Sam 2, which wasn't quite as well reviewed as the first game but got even better reviews than Super Mario World 3 in some publications. Ghoul Patrol was great fun and some of Zeke and Julie's friends were really hilarious, but the game completely bombed in sales, it was one of the worst selling games of the month and pretty much killed any chance of us getting a third game. Deadman Sam 2 did all right, it paled in comparison to the twin juggernauts of Doom and Super Mario World 3, but it did well enough to keep the franchise rolling. It was pretty simple really, Deadman Sam 2 found its niche and Ghoul Patrol didn't. There just wasn't enough room for three great action platformers on the SNES-CD in the same month.”
    -excerpted from “Spooky, Scary Skeletons On The Super Nintendo CD: A Retrospective Of The SNES-CD's Horror Platformers” on Kotaku.com, April 14, 2012

    -

    An Adventure Like No Other

    Kirby's Adventure 2 on the SNES is probably the best cartridge-based game we've played all year. This 32-megabit cartridge features stunning graphics and a beautiful soundtrack, while giving Kirby some amazing new moves. It's the sequel to 1993's NES hit Kirby's Adventure, picking right up where that game left off as the evil wizard Thraxor launches an invasion of Dreamland. You traverse six worlds and more than 40 stages on your way to battling Thraxor, eating and spitting lots of different enemies along the way. Kirby can transform into 22 forms in this game, not counting the one-off forms that Kirby can acquire such as a giant microphone and a huge exploding Kirby bomb. Kirby can even summon forth a friend by pressing X after transforming, Kirby will lose his transformation but gain a special helper, somewhat similar to the function of the animal helpers in Kirby's Dreamland 2.

    This game is actually a fairly decent challenge, certainly moreso than in Kirby's Dreamland or Kirby's Adventure. In addition to the end of world bosses, there are numerous mid-bosses that challenge Kirby along the way, each with their own attack patterns and skills. You'll have to master them all, especially if you want to challenge the Boss Rush mode that's unlocked after beating the main game. While Super Mario World 3 is the majorly hyped game this month for the SNES-CD, those who are still playing with cartridges shouldn't feel too bad, some of us here at GamePro actually prefered this game to Mario's newest adventure! It's fun, it's colorful, it's got its own kind of charm and Kirby's Adventure 2 is definitely the best Kirby game yet.

    Graphics: 5.0
    Sound: 5.0
    Play Control: 5.0
    Fun Factor: 5.0
    Challenge: Intermediate

    -excerpted from the September 1995 GamePro review of Kirby's Adventure 2

    -

    As development was getting started on Diablo for the PC, Condor had another project in the pipeline for Blizzard: a Super Nintendo CD game simply called Treasure Hunters. The game, inspired by the RPG arcade classic Gauntlet, featured a new spin on the top-down questing of that game: enemies and treasure chests would drop randomized loot for players to collect, a system that would appear in full-force in Diablo later on.

    David Brevik: So this game that Blizzard had us working on was kind of a game that they'd be releasing in-between the first and second Lost Vikings games, sort of a questing adventure/RPG kind of like Zelda or Gauntlet.

    Game Informer: And it ended up being a sort of dress-rehearsal for Diablo in a way.

    Brevik: A much lighter take on Diablo, but yeah, pretty much that. It would have four-player multiplayer, lots of questing, optional dungeons and the like but the main focus was on gathering more and more powerful loot to make the most powerful characters you could be.

    Game Informer: The game also featured customizable characters.

    Brevik: Right, not like what you see today but we had a bunch of silly costumes you could wear, different faces and heads, that sort of thing, kind of letting the player feel like they were a part of the game. You could progress through the main game or re-tackle any dungeon you've already beaten, so if you wanted to go through it with friends you could and we also gave the option of level scaling if you wanted it to be harder on your second go-around. The SNES-CD gave us a lot of leeway with that kind of thing, the graphics were pretty simple but we had lots of data in the game.

    Game Informer: And again, you were prepping for what would eventually show up in Diablo later on.

    Brevik: Yeah, absolutely. We were kind of surprised that Treasure Hunters was so successful, it ended up doing pretty well even though we came out right after Doom, we were all pretty happy with it. Later on, when the Ultra Nintendo came out, Blizzard wanted to make a Diablo port a top priority.

    Game Informer: Do you think the SNES-CD helped to kind of propel your company and Blizzard to success in those early days?

    Brevik: Absolutely, there really were a lot of similarities between developing for it and developing for the PC, that's why so many of the old Amiga classics did so well on there too.

    -excerpted from a February 2011 interview with David Brevik of Condor (later Blizzard North), discussing the company's early history and eventual acquisition by Blizzard in 1996

    -

    August 24, 1995

    The Windows 95 operating system by Microsoft is launched following an enormous and expensive marketing campaign. It immediately becomes one of the most successful product launches of all time, and would soon become the most popular operating system for desktop computers.

    -

    *An animated scene of Mario, Luigi, Princess Toadstool, and Toad all eating together at Peach's Castle is interrupted by powerful shaking of the ground. The four heroes run to a window and look outside only to see Bowser's Mechakoopas marching on the kingdom.*

    Narrator (Don LaFontaine): Bowser's back, and this time, he's brought an army...

    *Mario and Luigi look at each other and nod, they're about to leave when Princess Toadstool places a hand on Mario's shoulder and stops him.*

    Narrator: Mario's going to need all the help he can get...

    *Scenes from the game begin to play, showing off colorful 3-D worlds in the new isometric perspective as Mario dodges attacks from Mechakoopas and uses his new Ice Mario powers to freeze them in their tracks.*

    Narrator: Join Mario and Luigi on an all new adventure. Traverse over 40 new levels containing stunning new 3-D graphics. Battle gigantic Mechakoopas with help from Princess Toadstool...

    *Toadstool is seen throwing a power-up to Mario and in another scene she drops a POW block that takes out a bunch of Goombas.*

    Narrator: For the first time ever, Mario can move like never before in three dimensions.

    *More scenes show off the isometric perspective as Mario moves through a haunted house environment, dodging Boos.*

    Narrator: Mario's quest has never been tougher, and Bowser has never been crueler.

    *Briefly shows Mario fighting a huge mechanical Bowser robot*

    Narrator: Super Mario World 3, only for the Super Nintendo CD, coming August 28th. The bigger they are...

    *Shows off another huge boss, a giant Magikoopa that fills the screen with magical energy blasts*

    Narrator: The harder they fall.

    *Shows Mario about to land on the Magikoopa's head*

    -

    But when Peach got captured, AGAIN, at the end of the game, imagine my disappointment. My disappointment then turned to cheers and jubilation when Peach burst her bonds and socked Bowser right in the face. No, it wasn't the finishing blow, it's Mario (or Luigi) who lands that, unfortunately. But it was a step forward and it was the first time since Mario Brothers 2 that Peach has actually been able to strike back against the bad guys. I don't think that the makers of this game had any idea how much it meant to girls like me to actually see Peach rescuing herself for once.”
    -Anita Sarkeesian, from “Tropes vs. Women In Video Games Part 4”, October 30, 2014

    August 28, 1995

    Super Mario World 3 is released for the Super Nintendo CD in North America, following a successful Japanese release in mid-July that saw the game break many of the sales records that Ocarina of Dreams had set there in April. In North America, the game didn't fare quite as well, though it was still one of the year's biggest selling games. The reason for this was the reviews: the game's new isometric viewpoint was technically gorgeous but somewhat hard to get used to for longtime Mario fans. The SNES-CD controller only had four directions and though you could move in eight (by pushing down two of the directional arrows at once), the game still somewhat lacked the precision platforming element that had been so key to success of earlier Mario games, making for a few frustrating moments. The game was less well-received by reviewers, getting largely 8s and 9s as opposed to the near perfect 10 scores that Super Mario World 2 had gotten. The game was widely considered a disappointment, and sales figures reflected that: ultimately, the game was outsold by Doom in North America over its lifespan, and Doom's first week sales nearly doubled that of Super Mario World 3's. The game was extremely heavily promoted, though not quite to the degree that Super Mario World 2 had been, and though it was a good or perhaps even great game, it just hadn't lived up to the high standards that had been set by Super Mario World 2.

    Super Mario World 3: The Basics

    Super Mario World 3 is definitely a different game from the first two Super Mario World titles, featuring a 3-D isometric viewpoint (similar to OTL and TTL's Super Mario RPG) in which Mario can move in multiple directions. This allows for much more detailed graphics than in Super Mario World 2, utilizing 3-D-like figures instead of the largely 2-D ones in that game. The game features a soundtrack by Koji Kondo that features more than 20 different themes, more than in the previous game, and the soundtrack itself is highly praised. The gameplay itself is largely similar to that of previous Mario platformers. Mario can grow when he collects power-ups (including the new Snowball power-up that lets Mario become Ice Mario, the game removes the Jet Mario power-up from SMW2 and also removes the Cape from the first two Mario World games, Mario is unable to fly in this title) and he shrinks when he gets hit. The game features six worlds and 40+ levels, including a few secret levels and a seventh secret world, though with 80 goals in all, the game features less than Super Mario World 2 (with 120) or even Super Mario World (which had 96), making for a more streamlined game that is also a point of controversy amongst fans of the previous two titles. Yoshi is gone from the game, though he's replaced by Princess Toadstool, if you find her hiding spot in certain levels, she can help you with power-ups, she can attack enemies, or even find secret worlds for you.

    The plot of the game is fairly simple: Mario, Luigi, Princess Toadstool, and their friends are enjoying a leisurely lunch in the Mushroom Kingdom when suddenly Bowser attacks with an enormous army of Mechakoopas and tanks. The heroes are forced to flee the castle before it is destroyed by Bowser's massive army. Bowser orders his troops to spread out and hunt down Mario, Luigi, and Toadstool as they continue to overrun the Mushroom Kingdom, forcing Mario to once again spring into action to liberate it from Bowser's no-good legions.

    World 1: Mushroom Grasslands
    A set of grassland stages, fairly plain, as is the tradition for Mario games, these levels are mostly ordinary with only a few tricks and traps. At the end of the stage you fight a boss, the boss is a giant version of the standard Mechakoopa enemy.

    World 2: Kalamari Desert
    A set of desert stages. The Ice Flower is especially effective here. The boss of this stage is a giant mechanical Angry Sun that attacks you with fire breath.

    World 3: Monty's Caverns
    A set of underground stages somewhat like Vanilla Dome in Super Mario World. This time around, Monty Mole and his friends help Mario out on their quest. The boss of this realm is a huge tunneling robot that chases Mario through an abandoned mineshaft.

    World 4: Ancient Ruins
    A set of stages taking place amidst long-lost temples that Mario must protect from being desecrated by Bowser's troops. The boss of this world is a giant mechanical Magikoopa.

    World 5: Harsh Marsh
    A series of levels taking place in the middle of brackish jungle swamps. The boss of this stage is actually five bosses, a set of mechanical jungle warriors considered to be one of the toughest boss battles in the Mario series.

    World 6: Bowser's Battlefield
    A set of battles taking place amidst Bowser's battle fortifications. The final battle of the game is a multi-staged battle against Bowser and his enormous Bowser-shaped mech. During this battle, Bowser has captured Princess Toadstool but during a part where Bowser is about to scorch Mario with a lethal fire blast, Toadstool breaks free and socks his mech with her fiercest punch, causing it to malfunction and scorch itself, opening it up to the final blow from Mario.

    World 7: Tower Of Power
    By finding ALL of Toadstool's hiding spots throughout the game, you can access a hidden seventh world with some of the game's toughest challenges as you ascend a giant tower to a secret final boss: Mecha Mario.

    -

    Ted Crosley: The SNES-CD port of Doom, I gotta say, it kicked ass.

    John Walden: Yeah, it's pretty much just like playing it on the computer. All the levels are there and the game ran super smooth with plenty of graphical detail in the stages.

    Ted: Honestly, the one thing I didn't like was that it lacked a deathmatch mode.

    John: That was a shame. A deathmatch mode would've put this game over the top for me but honestly, as excellent as Doom is, this is a perfect port. I have to give it a perfect 5.

    Ted: I have to dock half a point for lacking a deathmatch mode. They could have gotten it in there. 4.5 for me.

    John: Even the original Doom, it's tough to get a deathmatch going, you gotta have internet and how many people have internet?

    Ted: But I was looking forward to being able to play this game with three of my friends, or even one of my friends, and as good as this game is, for me to give it a five it's gotta be better than the original, I can't just give a 5 to a straight up port unless it's got a little something extra.

    John: Well regardless of that, Doom is still highly recommended by GameTV.

    Ted: Oh yeah, absolutely, if you haven't played Doom, what are you thinking? Go get this game, go get it right now!

    -excerpted from the August 8, 1995 episode of GameTV

    (...)

    John: Five For Fighting Hockey, I mean, for me, I had a lot of fun with it.

    Alex Stansfield: No NHL license, obviously, but the game is full of fun teams with silly names that really add to the humor of this tongue-in-cheek hockey game. I just wish the hockey itself could actually have been a bit better.

    John: Well, that's what hockey is, when you go to a hockey game you're really going to a fight and maybe some hockey will break out.

    Alex: I wish the hockey had broken out a bit better.

    John: I really liked this game. The hockey itself is fine but the real point of this game is the fighting, pretty much everything you do leads to a fight and the fighting itself is really well done. The announcers are hilarious and I was laughing my ass off at the fighting scenes, when I played against Alex I'd be constantly trying to start fights with his team.

    Alex: And even that....after a while, the fighting got kind of boring, you know? I have to give this game a 3. I got some good laughs but for a hockey game I'd stick with the NHL series.

    John: I'm giving it a 4.5. It's got everything that a hockey game should have, which is lots, and lots, and lots of fighting.

    -excerpted from the August 15, 1995 episode of GameTV

    (...)

    John: So now that you've seen our mini-reviews of Madden '96 and NFL Quarterback Club '96 across the two major systems, which one should you get? For Madden, the customization options really only show up in the Mega Charger version of the game, we were hoping to get the Create-a-Play feature on the Super Nintendo CD this year, but that didn't materialize. The game itself looks somewhat better on the Super Nintendo CD, but the Genesis and Mega Charger versions played a lot better and it just seemed like EA put a lot more effort into Sega's versions of these games. On the flipside, Quarterback Club '96 largely played the same on both Nintendo and Sega's systems, but the Super Nintendo CD version lets you customize your own teams and really seemed a lot like the PC games in terms of customization options. If you've got a Super Nintendo CD, Quarterback Club is probably your best bet, but if you've got the Genesis and especially if you've got a Mega Charger, Madden is the best football franchise out there. We're hoping to see an even better version of Madden '96 once the Sega Saturn launches next month, the technical capabilities of that system show a lot of promise, so if you're planning to get the Saturn you might want to hold off on picking up a football game until that version of Madden '96 comes out.

    (...)

    Brittany Saldita: So that's Ecco 3: The Omega Stone. It's exclusive to the Mega Charger and I can see why, it's an absolutely gorgeous looking game.

    Alex: I agree, it's really lovely all around, beautiful water, beautiful environments, Ecco's never looked better.

    Brittany: This game was a bit of a surprise, I remember that Sega didn't show it off very much at E3. It was there but it was kind of off to the side and I'm not sure why it wasn't featured more because it's a great game. I thought it was even better than Tides Of Time.

    Alex: It's a close call but I really enjoyed it. The bosses are huge and difficult, the temples you explore are just lovely.

    Brittany: I know, the environments were amazing, this game REALLY shows off what the Mega Charger can do.

    Alex: I can't wait until we get Ecco on the Saturn.

    Brittany: I give Ecco 3 a 4.5 out of 5. A really fun game that every Mega Charger owner needs to check out.

    Alex: I give it a 4. It's a great game.

    -excerpted from the August 22, 1995 episode of GameTV

    (...)

    Ted: Well, I know what YOU thought of this game.

    Alex: I thought it was fantastic. The controls took a bit of getting used to but once I'd gotten the hang of it I was having a great time and it's a more than worthy successor to Super Mario World 2. Make no mistake, Super Mario World 3 is one of the best looking video games of all time. With huge bosses, beautiful levels, and outstanding music, it's the complete package.

    Ted: I thought it was good but it could have been better and I'm still frustrated with the controls. You just can't get the perfect jumping in that viewpoint like you can in the original games. I'm glad they made the jumps a bit easier to compensate but isn't that kind of the point of a Mario game, to jump?

    Alex: Well, this game had a lot more emphasis on combat, it gave you a ton of enemies to fight and a great new power-up for doing it.

    Ted: I'd have rather kept the Cape. The Ice power is kinda lame.

    Alex: Lame? Are you kidding me? Freezing Bowser's Mechakoopas was awesome, I couldn't get enough of it!

    Ted: It wasn't a bad game but for a Mario game you gotta admit that the last one was a lot better. I had more fun playing Wario Land than this.


    Alex: Wario Land was great too! This game is amazing.

    Ted: I think you're just blinded by the good graphics. Which, by the way, are gonna look like puke after the Saturn comes out this week.

    Alex: That has yet to be seen.

    Ted: You've seen it! You've seen the Saturn! It blew you away! You were like a kid at Christmas playing Panzer Dragoon! I saw you!

    Alex: Super Mario World 3 looks better.

    Ted: You liar! You're lying! There's no way in hell!

    Alex: I give Super Mario World 3 a 5 out of 5. It's a fantastic game. It's not QUITE the best Mario game ever but it's damn close.

    Ted: I almost want to give Super Mario World 3 a 3.5 just to spite you. But....but I can't. I can't because it's a good game. I give it a 4, but as far as Mario games go, it's still a disappointment. And there's gonna be about five or six Saturn games released this week that are gonna blow it out of the water.

    Alex: Bullcrap.

    -excerpted from the August 29, 1995 episode of GameTV

    -

    SNES-CD Power Charts- August 1995

    1. Donkey Kong Country
    2. Final Fantasy VI
    3. Victory
    4. Super Mario World 2
    5. The Legend Of Zelda: Ocarina Of Dreams
    6. Gex
    7. NBA Jam: Tournament Edition
    8. Super Punch-Out CD
    9. Bikerz
    10. Frederico
    11. Mega Man X2
    12. F-Zero CD
    13. Icebiter 2
    14. Squad Four
    15. Super Turrican 2
    16. Super Mario World 3
    17. Shadowrun: Worlds Without End
    18. Mortal Kombat II
    19. Super Street Fighter II: Arcade Edition
    20. Backwoods Racing

    -

    September 1, 1995

    On the eve of the North American Sega Saturn launch, Tom Kalinske and his associates at Sega of America were perusing sales reports and discussing the latest news amongst themselves, knowing that tomorrow would be the big day. Initial sales for Ecco 3 had been promising, it had been the second biggest Mega Charger launch of the year behind Knuckles: Renegade, despite the game recieving somewhat limited pre-release coverage. And initial reports that Super Mario World 3 was, despite still being a major hit, somewhat of a disappointment, were also a welcome sign, as Kalinske still had memories of the massive Super Mario World 2 launch that thrust the SNES-CD into the public consciousness. Super Mario World 3 hadn't even gotten a sixth of the launch day sales that Sonic the Hedgehog 3 had gotten, proving that the hedgehog still dominated the plumber when it came to sales and reviews.

    “Looks like their attempt to pre-empt the Saturn launch with their newest Mario game is gonna backfire on them,” said Shinobu Toyoda, unable to wipe the smile from his face.

    “Just wish we were launching with Sonic 4,” said Kalinske, shaking his head softly. “Imagine the headlines if we'd have dominated Mario on launch week. Imagine if we had moved ten times the units in our first day.”

    “That would have been.... 1.8 million units,” said Toyoda, quickly doing some math in his head.

    “You think Sonic the Hedgehog 4 could sell that many copies in a single day?” asked Al Nilsen, looking around at the rest of the table with some trepidation.

    “Gentlemen,” said Kalinske, looking around at his fellow Sega execs with a glimmer in his eyes. “When we launch Sonic 4 next year, we're gonna sell TWO million copies on launch day.”

    The others at the table weren't even sure they'd be able to sell two million Saturns on launch day. Not at that price. But Kalinske already anticipated that there'd be a price drop before Sonic 4 would even be formally announced. He knew initial sales at $399 would be low, even the $499 unit with three pack-in games probably wouldn't be a hit right away. But this was a marathon, not a sprint...and the Sega Saturn, at minimum, was going to have a year and a half head start. In all likelyhood, probably two years.

    And unlike when Sega launched the Genesis in obscurity, this time, the eyes of the world were upon them. Everyone already knew Sega's name. And on Saturday, everyone would know the Sega Saturn.

    -

    *There is a completely dark room. Two people, a young man and a young woman, walk out to the middle of that room as a faint light shines on them. They take each other's hand and look at each other for a moment before looking down at a small black pedestal before them. Each of them reaches forward to take a controller.*

    *The room is illuminated by light, the light from a video game on a huge screen, Virtua Fighter. The two of them play for a few seconds as the vivid, fluid graphics of the game are shown on screen. Then the two of them begin to play Panzer Dragoon, and the floor beneath them falls away. The two of them are seen riding on a pair of dragons, matching the action in the game of a dragon flying through the air. The two of them land in the middle of a crowd of scary-looking soldiers in full face masks and nightsticks that approach them. The young woman steps forward and extends her hand.


    Woman: Join us.

    *The young man hands the soldier a controller and he begins to play. The game is Ultima: The Worldly Lord. The soldier plays for a moment and passes off the controller to another soldier. The soldiers drop their nightsticks and remove their face masks and bask in the sunlight. One of them changes into a police uniform and is seen running toward a criminal who is holding several people hostage. The game being shown changes to Virtua Cop. The soldier takes out the criminal and extends his hand to the rescued hostages.*

    Soldier: Join us.

    *The hostages run in different directions, one of them climbs into a car and begins racing down a long track in a beautiful field. The game now being shown is Virtua Racing. The track continues until the car rides into Daytona Speedway where the car joins a race in progress, the game switches to Daytona USA and the Daytona USA game theme is even briefly heard as the cars cross the finish line. The man takes his place on the victory podium and when he is interviewed by a reporter, he holds his hand out to the crowd.*

    Man: Join us.

    *The crowd disperses and we see them taking on various roles now, as games including Madden '96, NHL '96, Golden Axe: The Duel, Bug!, Solar Eclipse, and Primal Rage are shown. Finally, a girl is shown walking through a field and confronting an enormous monster. The girl (played by one of Tom Kalinske's daughters) shows a bit of fear at first but the man and the woman from the start of the commercial stand with her and give her encouraging looks. She steps forward and her hands are illuminated with magical energy as she steps forward to confront the monster. She lifts her hand up and stares into its eyes. A scene from MagiQuest of the protagonists fighting together against a huge monster is shown. Then we see the girl, striking down the monster with a burst of magic and causing the entire field to sparkle with white light, while a huge crowd of people is shown gathering in the field behind the girl, the man, and the woman. The girl is shown now looking into the camera and extending her hand to the viewer.*

    Girl: Join us.

    *The scene finally fades to black with the words Playing Is Believing shown in white.*

    Sega Saturn

    Available Everywhere

    Saturnday, September 2

    -excerpted from the Sega Saturn launch commercial widely shown in both its full and abbreviated forms across American television throughout August 1995
     
    Saturnday - Playing Is Believing
  • Going into the Saturn launch, were Sega of Japan and Sega of America still at each other's throats?

    Tom Kalinske: I wouldn't put it like that, but there were definitely some differences left between our companies. We hadn't wanted them to launch the Saturn in Japan until the spring of 1995, for example. While Nakayama-san was able to keep some of Japan's more draconian edicts from affecting SoA, there were still some things that the two branches of the company had to work out. I think the rift kind of started to close back in April of 1995. Diane (Fornasier) proposed that maybe some of us from SoA and some of the folks from Sega of Japan should have a little....I guess you could call it a retreat, maybe? We'd have a little week-long retreat at Lake Tahoe just to relax and decompress and air out all the old grievance that the two branches of the company had with each other.

    Did that help?

    Kalinske: It helped. I mean, it didn't fix all the problems we were having with SoJ, we'd still clash throughout the Saturn's lifespan on certain things, but it did a lot to kind of allieviate some of the bad blood between us. We went out speedboating on the lake, we drank...a lot, we listened to a ton of loud music and watched movies, that kinda thing. It was a lot like summer camp but with a lot more drinking. And basically, I told the SoJ guys, “look, we can't help what the top brass are saying about us and about you, but we're both in this together and if we don't work this stuff out, Nintendo's going to whip us both”. I mean, I said it differently, it was kind of a half hour of rambling I did but they got the message and after the retreat there seemed to be a lot more cooperation between the two sides.

    What do you think Sega of America's role was going forward during the Saturn era?

    Kalinske: I feel like Sega of Japan trusted us a lot more with the marketing. There were some stumbles. You know that great commercial we did, the “Join Us” thing and the whole “Playing is Believing” campaign? That wasn't me. My original idea... *laughs* it was kinda stupid. It'd be this kind of crpytic, esoteric kind of commercial directed by the guy who did the Mario Bros. movie, huge mistake right there, but it'd be where we'd have some dude's eyeballs getting sucked out while he was playing the Sega Saturn. I kept seeing it in my head and thinking it'd be great but Al (Nilsen) sort of talked me out of it and the campaign we went with, I liked a lot better. I even got to put my daughter Ashley in the commercial, so it ended up working out fantastic.

    But ultimately, you were able to keep Sega of Japan from scuttling the whole thing and I imagine you consider that a success.

    Kalinske: *laughs* Well they did have some good ideas but I'm glad we got to keep our autonomy at the very least!

    -excerpted from a July 2008 interview with Tom Kalinske for GamePro magazine

    -

    We are excited to be launching the Sega Saturn here in Seattle, Washington! The Sega Saturn brings arcade-quality gameplay to the home and is the most advanced gaming console ever made! Now who wants to be the first to purchase one here today?”
    -Tom Kalinske, announcing the Sega Saturn launch at a special launch day event at the Walmart store in Seattle, Washington where he and several others from Sega were on hand to help sell some of the first Sega Saturns

    September 2, 1995

    The Sega Saturn officially launches in North America, with a price tag of $399. The original Saturn includes the console, two controllers, and the Saturn port of Virtua Fighter. There is also a Virtua Arcade Pack for $499, which includes the Saturn, two contollers, a lightgun controller, a steering wheel controller, Virtua Fighter, Virtua Racing, and Virtua Cop. The Saturn launch is accompanied by fanfare not seen since the launch of Sonic the Hedgehog 3, with simultaneous events at stores all across the United States giving fans a chance to try the Saturn out for themselves before purchase. The launch is given mainstream news coverage on CNN, which features live video from the special Mall of America launch event outside Minneapolis. The Saturn launches with twenty games, about half of Japan's current available game list, though more of these Japanese games would be making their way to North America over the next few months. The biggest seller on that first day, apart from the pack-in Virtua games, is Daytona USA, which even sold well amongst people who bought the Virtua Arcade Pack with Virtua Racing included. Other popular games at launch include MagiQuest, Ultima: The Worldly Lord, Madden '96, NHL '96, and Primal Rage.

    Though the Saturn launch is well received by the gaming press, criticism immediately erupts over the high selling price. At $399, the system is twice the price of Nintendo's Playstation Combo Set, and this prevents the system from being a major success on its first day, selling an underwhelming amount of units. There are very few sell-outs reported, only the $499 Virtua Arcade Set reports sell-outs and even those are rare. The Saturn launch is far from a flop, but it's far from the breakout success that Sega had come to expect from its major product launches, and Tom Kalinske immediately begins lobbying Sega of Japan for a price cut, to no avail. For now, Nintendo still leads the market, because without a killer app to speak of, there's not much of a reason for the mainstream consumer to spend that kind of money on a game console.

    -

    Anchor: The Sega Saturn launched today at the Mall of America, to great fanfare from a large crowd who had gathered to purchase the device. It's the newest game system from Sega, rivals to popular game company Nintendo, and it's said to be the most advanced game system ever made, with 3-D graphics and cinema-quality sound. We'll talk live to Sega fans who were there at the mall to have a chance to buy the hottest thing in video gaming.

    *Scenes show a jubilant crowd around a large stage stacked with television screens showing off the newest Sega Saturn games.*

    Sega Employee: Welcome to the world of Sega Saturn!

    *The crowd cheers*

    Anchor: Today at the Mall of America, it was a holiday for Sega fans, who waited for hours to gain admittance to the big Saturnday launch fest. The hottest games were shown off and lines stretched deep into the mall, but some say that this new game system is all hype and no substance.

    Woman: *with her two kids* You know, I took a look at it and it was impressive but it was 400 dollars and that's with just one game.

    Anchor: Though the Sega Saturn is undoubtedly cutting edge, the hefty price tag scared away many we talked to at the mall.

    Woman: It's just too much to ask, you know?

    Anchor: But ask others who were at the event, and they'll proudly proclaim their allegience to Saturn mania.

    Teenage Boy: *holding up his Virtua Arcade Pack* I'm ready to get home and play the Sega Saturn, yeah!!!

    Reporter: Was the 400 dollar price tag a bit discouraging?

    Teenage Boy: Well actually, this was 500, but I've been saving up my allowance for a long time for this, ever since Sonic 3 came out I've been saving up for the Saturn.

    Anchor: And some parents at the event were willing to fork over the cash as well.

    Dad: Well, it was a lot of money, but the technology is so good that I imagine the kids'll be playing it for a while. It's cheaper than getting them a new computer to play games on and the graphics look just as good. I was really impressed with the uh, the dragon game, I got them that one and then I got Ultima for myself, I've been playing Ultima since back in the day and this one looks awesome.

    Anchor: He's referring to Ultima: The Worldly Lord, said to be one of the Saturn's biggest games. Boasting a movie-like soundtrack and a huge world to explore, it's just one of 20 games that Sega planned to make available for people purchasing the system. Other games launching with the Saturn include new versions of the popular John Madden Football series, and a home version of the arcade hit Virtua Cop where you're a police officer who guns down bad guys.

    Boy: *with his mom, he's wearing a Sonic the Hedgehog baseball cap and t-shirt* Well, my mom said she'd get it for me but they said there weren't any Sonic games so I decided maybe to wait for Christmas instead.

    Reporter: You look disappointed, are you disappointed that there aren't any Sonic games to buy?

    Mom: He was heartbroken. I asked the Sega employee about Sonic games and he said they were working on them but that he didn't know when one would be available. It's kind of a shame, that they wouldn't have them because that's the whole reason we bought the Genesis in the first place.

    Anchor: Sonic the Hedgehog was completely absent from the presentation today, and when we talked to Sega representatives, they told us the same thing, that any games starring the beloved blue mascot wouldn't be ready until at least next year. As of right now there are plenty of Sega Saturns remaining for purchase at the mall and throughout the Minneapolis area, though Sega expects them to be in short supply as the holiday season approaches.

    -from the September 2, 1995 evening KMSP-TV newscast

    The Sega Saturn launched yesterday morning in North America, and fans lined up in droves to buy it, but initial sales reports are said to be disappointing. Most of the criticism circles around the Saturn's $399 price point, which is said to be above what most middle-class Americans are willing to pay for a video game console. When you look under the hood, however, there's reason for the Saturn's high price, and most technology analysts have concluded that the price is likely a bargain, considering the Saturn's technical specifcations.

    The Sega Saturn utilizes a 64-bit VR4200 processor capable of running at 86.75 MHz, with a Silicon Graphics “Reality” GPU coprocessor running at 62 MHz. The system contains 4 megabytes of random access memory, which is by far the most RAM ever featured in a home console device, comparable to mid-range family computers and almost certainly a large reason for the Saturn's high price. It utilizes CD-ROM discs as its medium, similar to the discs for the Sega CD peripheral, though the Saturn's CD-ROM discs are a bit higher in terms of memory capacity. The system utilizes a six-button controller with additional shoulder button inputs, allowing for a variety of arcade-like control layouts. Initially, the Saturn was to utilize quadrilateral shapes for its graphics, but when Silicon Graphics told Sega that it would be easier to use triangular shapes, Sega relented and games now feature triangular shapes. The Saturn is capable of rendering both 2-D and 3-D graphics with ease due to its unique Dual Transfer Engine, hardwired into the system's graphics chips. Originally the Saturn was concieved as a 2-D device, but once Silicon Graphics came on board, developers in Japan worked with SGI to create a way for the Saturn to easily display both 2-D and 3-D graphics and switch back and forth between them on the fly, enabling the creation of games that utilize both at the same time, or enabling developers to choose between a more retro graphical style, as seen in popular Japanese anime games, or to emulate the cutting-edge 3-D graphics in the latest PC and arcade games.

    All of these graphical tricks and tools make the Sega Saturn the most advanced gaming device on the market, and its strategy seems somewhat similar to that of the 3DO, which debuted in 1993 to critical acclaim but also a steep price tag of over $700. The Saturn is significantly more capable than that device, and at 300 dollars less, it appears to be a much bigger bargain, but with Sega having to compete with Nintendo's popular Super Nintendo and its CD peripheral, it will be an uphill battle for the company to convince gamers to make the leap forward. Perhaps once more “killer apps”, particularly a new Sonic the Hedgehog game, are released, Sega fans will hop on board with the Saturn and ride the wave to a new generation of video game consoles.

    -from the September 3, 1995 episode of Computer Chronicles

    -

    For all the bluster about the high launch price, the truth is that the Saturn is an amazing game console. The graphics blow away anything I've ever seen and there's a launch game for just about everyone, there's RPGs, there's platformers, there's shooter games, racing games, sports games, fighting games, it's the best launch line-up I've ever seen even if it lacks a true 'killer app' in the traditional sense. The truth is that the Sega Saturn is only going to get better as time goes on and I imagine if the high price hurts sales, there's going to be a price cut at some point (the Genesis got a HUGE one early on if you all remember). Whether or not you wait to buy it, you'll want to get a Sega Saturn if you're a Sega fan. This is probably the best we've ever felt about a console launch.”
    -Ed Semrad, from an editorial in the October 1995 issue of Electronic Gaming Monthly

    Ace Combat

    Ed: 7
    Danyon: 8
    Al: 7.5
    Sushi-X: 5 (quote: “The graphics might be good, but this is pretty much just another boring air combat game. I wasn't a huge fan of this in the arcades and it's not any better on the Saturn.”)

    Astal

    Ed: 6
    Danyon: 7 (quote: “This game looks really pretty and plays a bit like Jewels Of The Realm, but the combat's pretty simplistic compared to that game and the levels get pretty boring after a while. I wish there were more variety in levels and enemies.”)
    Al: 8.5
    Sushi-X: 6

    Bases Loaded '96: Double Header

    Ed: 3 (quote: “They promised us an MLB game! What happened? Instead we get another entry in the Bases Loaded series and it's definitely the worst of the bunch. It looks like an SNES-CD game and a crappy one at that.”)
    Danyon: 4.5
    Al: 4
    Sushi-X: 5

    Bug!

    Ed: 7.5
    Danyon: 5
    Al: 7 (quote: “This is a decently fun platformer, though it's not the killer-app mascot title we were hoping for. Instead it's just a solid action game with some nice graphics and decent music.”)
    Sushi-X: 7

    Clockwork Knight

    Ed: 8.5
    Danyon: 8.5 (quote: “This fun and creative platformer features beautiful graphics and wonderfully animated boss fights. It might be the best platformer we played at launch.”)
    Al: 8
    Sushi-X: 7

    Corpse Killer

    Ed: 3
    Danyon: 1.5
    Al: 1 (quote: “No. Just no.”)
    Sushi-X: 3

    Daytona USA

    Ed: 7
    Danyon: 8
    Al: 7
    Sushi-X: 6.5 (quote: “It's a fun and pretty game but it's way too short. We wish Sega had taken advantage of the console medium to add a few more cars and levels.”)

    Golden Axe: The Duel

    Ed: 7
    Danyon: 7
    Al: 7.5
    Sushi-X: 7.5 (quote: “It's not a bad fighting game by any means but is it wrong to ask for a traditional beat-em-up side-scroller? I do love what this game did with the classic Golden Axe characters and the animation trumps anything on the competition's systems.”)

    Madden '96

    Ed: 5.5
    Danyon: 8
    Al: 7 (quote: “It seems like EA didn't spend that much time bumping up the graphics for the Saturn, it's a good looking game but it could look a lot better. Maybe next year?”)
    Sushi-X: 5.5

    MagiQuest

    Ed: 7
    Danyon: 7 (quote: “Maybe the prettiest of the Saturn launch games, with a lot of fun combat, we just wish the storyline was anywhere near as good as Secret of Mana. The dungeons got really repetitive after a while and there's only so much hack and slash magic action I can take.”)
    Al: 8
    Sushi-X: 6

    NBA Jam: Tournament Edition

    Ed: 9 (quote: “Looks even better than it does in the arcade and they added tons of new announcer quotes too. The best arcade NBA game available.”)
    Danyon: 9
    Al: 7.5
    Sushi-X: 8.5

    NHL '96

    Ed: 9.5
    Danyon: 9.5 (quote: “This might just be the best hockey game ever made, with superb graphics and tons of customization options. For NHL junkies, this game is the Saturn's killer app.”)
    Al: 9
    Sushi-X: 9

    Panzer Dragoon

    Ed: 9
    Danyon: 9
    Al: 9 (quote: “Utterly gorgeous, the best looking video game ever released on a home console. Star Fox, move over, there's a new king of rail shooters and it's Panzer Dragoon.”)
    Sushi-X: 9

    Primal Rage

    Ed: 7
    Danyon: 7.5
    Al: 6
    Sushi-X: 5 (quote: “This really could've used more of an upgrade, it barely looks better than it did on the Mega Charger.”)

    Solar Eclipse

    Ed: 6.5
    Danyon: 7.5
    Al: 7
    Sushi-X: 7.5 (quote: “I had a lot of fun with this game, the FMV sequences are a bit hokey but don't take away from the great rail shooter action.”)

    Ultima: The Worldly Lord

    Ed: 8.5
    Danyon: 9.5 (quote: “Could this game top Final Fantasy VI as the RPG of the year? It's damn close. The graphical compromises made were worth it when you consider just how huge this world really is, and the soundtrack is absolutely astonishing.”)
    Al: 9.5
    Sushi-X: 8

    Virtua Cop

    Ed: 9 (quote: “I had way too much fun with this pitch-perfect port. It's even fun to play with a controller but you'll have a blast with the light gun.”)
    Danyon: 9
    Al: 9
    Sushi-X: 8

    Virtua Fighter

    Ed: 8
    Danyon: 8.5
    Al: 9.5
    Sushi-X: 9.5 (quote: “Still the reigning king of 3-D fighters, this port is the smoothest and best looking yet.”)

    Virtua Racing

    Ed: 7.5 (quote: “It's a bit primitive in terms of options compared to other racing games out there but only Daytona USA comes close in terms of graphical clarity.”)
    Danyon: 9
    Al: 9
    Sushi-X: 8

    Worldwide Soccer

    Ed: 8
    Danyon: 7
    Al: 8.5 (quote: “I'm not a huge soccer fan but Worldwide Soccer is an awesome way to get me excited about the sport, I had trouble putting it down!”)
    Sushi-X: 8.5

    -excerpted from reviews of the Sega Saturn's launch games in the October and November 1995 issues of Electronic Gaming Monthly

    -

    Saturnday has come and gone, but if you're still on the fence about buying a Sega Saturn, it's time to come down on one side or the other. We played the hell out of the Saturn over the last few weeks and now it's time for the verdict. It's an all-Sega Saturn episode of GameTV and it's starting right now!”
    -Ted Crosley, from the introduction to the September 5, 1995 episode of GameTV

    (...)

    Brittany Saldita: When it comes right down to it, MagiQuest is no Secret of Mana, but I still thought it was a really good game.

    Kazzi DeCarlo: Yeah, I had a fun time with it. I wish you could use the big spells more often but I guess that would've wrecked the difficulty of the game.

    Brittany: It's not that hard of a game. It really is a game designed for younger players. That's not a bad thing but when you're pushing it as one of your big launch titles, you need to make it a more well-rounded game and I thought MagiQuest kind of failed at that.

    Kaz: It's a little girls' game, you can say it!

    Brittany: It's not a little girls' game and that's not a bad thing!

    Kaz: Tom Kalinske made it for his daughters to play and I have some advice: just let your kids play Secret of Mana.

    Brittany: But wouldn't that be like the president of Coke chugging a Pepsi, or Ronald McDonald eating a Whopper?

    Kaz: Now I'm hungry.

    Brittany: I give MagiQuest a 3.5. The graphics are gorgeous and the combat is really fun, but not fun enough to not be repetitive after slogging through the same damn dungeon three or four times.

    Kaz: And I give it a 3.5 for having awesome spells and cool bosses, but, yeah, what Brittany said, the dungeons and quests are repetitive and it's a little girls' game.

    (...)

    Alex Stansfield: Ultima: The Worldly Lord was awesome, I thought it was the best Ultima game ever, even better than Ultima VII which was an RPG classic. I loved exploring the world, I loved recruiting people to come to your town, I loved being able to build my town into this huge city, or seeing what else I could build it into.

    Ted Crosley: Yeah Alex, I'm with you on the game being awesome. I've never been keen on Ultima games, I thought a lot of them were boring but this game seems custom made for the console experience. It plays a LOT differently from Ultima Underworld on the Sega-CD and I really appreciated that.

    Alex: The music, I want to talk about the music because-

    Ted: The music was amazing. And the guy who composed it, I heard he was only 19 when he did it!

    Alex: Yeah, Jeremy Soule has a promising career ahead of him. He's going to be doing movies. He's as good as John Williams.

    Ted: I wouldn't go that far but he's amazing, I love how the music switches between areas with no need to load it or anything, it switches with characters, it switches with the mood, it's so dynamic and a real testament to what the Sega Saturn can do.

    Alex: I give Ultima: The Worldly Lord a perfect 5. It's the best RPG I've played since Secret of Mana, it's just that damn good.

    Ted: I give it a 4.5. I almost gave it a five but it can be a bit slowly paced and some of the dungeons were repetitive. That said, it's a really fun game in a huge world and you all should be playing it if you have a Sega Saturn.


    (...)

    John Walden: Daytona USA is a bit of a short game but it was really really fun.

    Ted: Yeah, it's as good as I remember it being in the arcade.

    John: It was a tough choice for me between this and Virtua Racing, I gotta say I prefer Daytona but it's a tough call.

    Ted: Honestly I liked Virtua Racing a lot more. Daytona is a decent game but I thought Virtua Racing was a more solid racing game, Daytona needed some more tracks, maybe some better music-

    John: You don't like Daaaaaaaaaaaayyyyytooooooooooooonnnnaaaaaaa?

    Ted: I liked that one but the rest of the soundtrack was kind of blah for me. I give Daytona USA a 3.5 for being true to the arcade and a lot of fun but way too short to be a truly great game.

    John: I give it a 4.0, it's a blast to play especially with friends.

    (...)

    Brittany: Being a hockey fan, NHL '96 is the real deal. I always liked hockey but there haven't been many games to capture the experience of playing an NHL game in video game form, but this, this one is fantastic.

    John: Yeah, a LOT of good sports games on the Saturn but this one was the best I thought.

    Brittany: Well, the graphics are great and the commentary is all there, probably the best commentary in any video game. It looks like a TV broadcast in some ways.

    John: The NHL series has always been huge for Sega and I'm glad EA decided to have this game available at launch.

    Brittany: It's a definite 4.5 for me. It's everything you could ask for in an NHL game.

    John: I give it a 4.5 too. Only thing better than this is going to the actual game.

    (...)

    Kaz: Virtua Cop, for my money, the best damn Saturn launch game! It's even better looking than the arcade and you gotta have a lightgun too.

    Ted: That's the thing, I thought, you know, maybe this should have come with a lightgun. But honestly, I still enjoyed it. It's still a great game and another reason why Sega kicks Nintendo's ass.

    Kaz: Yeah, their best lightgun game is what, that Yoshi game they have?

    Ted: *laughing* This is no Yoshi game, this game, you shoot criminals, you have a hell of a time doing it, I had a lot of fun.

    Kaz: I'm giving Virtua Cop a perfect 5!

    Ted: I'm giving it a 4, it's a lot of fun but it's still kind of short and pretty simplistic in terms of gameplay. The Saturn port is great though, definitely worth a purchase if you loved it in the arcade.


    (...)

    Ted: Panzer Dragoon, what did you think of it?

    Alex: I was really impressed but not blown away. I thought it looked amazing, the water looks awesome, but it's still somewhat lacking compared to other rail-shooter games like Starfox.

    Ted: Oh no, no! No, there's no way Starfox is better than this, it had the stupid Muppets!

    Alex: The Muppets are not stupid!

    Ted: Panzer Dragoon has a great story but it cuts out all the BS that Starfox had and is just a really, really good game with lots of challenge and lots of fun.

    Alex: I don't see why you have to trash Starfox to praise this game. It IS really good but it's not the best Saturn game.

    Ted: To be honest it's a close one between this and Ultima for me. I'm giving it a 4.5, it could stand to be a bit longer but it's an amazing looking game and really fun to play.

    Alex: I give it a 4, it's definitely gorgeous and fun but it's not quite up there with the best of the best.

    (...)

    *Ted, Alex, Brittany, John, and Kaz are all sitting around a table in front of a big TV, holding Saturn controllers in their hands at the end of the episode.*

    Ted: Overall, it's pretty clear to me that the Sega Saturn is the future of gaming. There's already tons of great games out for it and the technology is super advanced, it's only going to get better from here.

    Alex: I was really impressed with everything the Saturn could do but I'd hold off until the Ultra Nintendo comes out before making a judgment call one way or the other.

    Ted: Yeah, I'm sure our viewers would be happy waiting until the 5th of Never to get your opinion on the Sega Saturn.


    Brittany: Simmer down you two. For me, it comes down to how fun the games are, and the Saturn has a lot of really fun games. Ultima was awesome but I was really disappointed in MagiQuest and I'm hoping we see some good RPGs coming in the future. I'd love to see Phantasy Star V blow all of us away when it comes out in a couple years or so.

    John: The Saturn had some really good sports games, though let's not talk about Bases Loaded as I was really disappointed in it. Madden, NBA Jam, and NHL '96 were all really good, so if you're a sports gamer you'll definitely want to pick up the Saturn.

    Kaz: Can we PLEASE talk about Bug? I had a great time playing Bug, who needs Sonic when you've got Bug to bug out with?

    Ted: That's one thing I wanted to talk about.

    Kaz: Bug?

    Ted: Sonic. We NEED a Sonic game for this thing Sega, hurry up and make one!

    Alex: Well I know that I'm plenty happy with Super Mario World 3, now available on the Super Nintendo CD to play right now.


    Ted: *rolls his eyes*

    Brittany: And that's the thing that gamers are going to have to look at, is the Saturn a better bargain than the Super Nintendo CD?

    Ted: Yes.

    Alex: Ermmmm...

    Ted: Shush!

    Kaz: Remember when Sega did that commercial about the kid who had to pay an arm and a leg for his Super Nintendo CD?

    Alex: *laughing* Oh, the irony!

    Ted: But this is different, the Saturn IS worth the money. I mean, so is the SNES-CD but the Saturn is NOT overpriced. Look at how much the 3DO was!

    Alex: Okay, I will concede that the Saturn, for what it can do, is probably a bargain and if you get the 500 dollar combo set it's an even bigger bargain.

    Ted: Thank you!

    John: Can I just say, I think Ultima is probably a contender for Game of the Year. If you want a “killer app” for the Sega Saturn, there's a really good place to start.

    Brittany: Agreed.

    Alex: Ultima was amazing.

    Ted: That's all the time we've got for today, I think it's safe to say that everyone here at GameTV liked the Sega Saturn, but with that 400 dollar price tag it's up to you, the gamer, to decide if it's worth buying. I say it is, but it's entirely up to you. Next week, we're gonna be talking Mortal Kombat 3, launching for Super Nintendo CD and Sega Genesis next week, it's gonna be a bloodbath! See you next time and as always, never stop playing.

    -excerpted from the September 5, 1995 episode of GameTV

    -

    You're gonna be seeing a lot of reviews of the Sega Saturn launch games, but which ones should you buy and which ones should you pass up? Here at Next Generation Magazine, we're gonna cut through all the BS and count 'em all down, Casey Kasem style, so you know which ones live up to the hype and which ones aren't worth the plastic they're printed on.

    #20: Bases Loaded '96: Double Header
    This miserable baseball stinker is plagued with graphical glitches and some really lousy gameplay. Our advice, wait until Frank Thomas' Big Hurt Baseball hits the Saturn later this year.

    #19: Corpse Killer
    This FMV-based game was fun when it first showed up on the Sega CD, but it looks positively dated on the Saturn and the horror and special effects are as lame as they come.

    #18: Ace Combat
    We weren't fans of the original arcade game and though the graphics are quite nice, the gameplay is pretty boring compared to other aerial combat games.

    #17: Solar Eclipse
    This game's a poor man's Starfox at best and the graphics really don't show off everything the Saturn can do. Combine that with some truly hokey FMV scenes and you've got a pretty mediocre game.

    #16: Astal
    We loved the colorful, almost anime-style graphics, but the gameplay itself is pretty derivative of the genre.

    #15: Worldwide Soccer
    Not a bad soccer game, but we're still gonna wait for FIFA.

    #14: Primal Rage
    The graphics could've been a lot better but pounding the crap out of other prehistoric creatures never gets old.

    #13: Bug!
    We really liked the tight platforming action of this game and though it was a bit unoriginal, it still looks and plays quite well. For those Saturn fans sad about missing out on Super Mario World 3, this is a decent substitute.

    #12: NBA Jam: Tournament Edition
    Not much got upgraded here from last gen but it's still the best version of NBA Jam you're going to find on a home console.

    #11: Madden '96
    This game looks really nice and plays better than any Madden so far. One gripe: where's Create-A-Play mode?

    #10: Virtua Racing
    Honestly, the Mega Charger version is almost as good. The draw distance improvement is a big plus but it's largely the same as what we got last gen.

    #9: MagiQuest
    You'll never play a faster-paced action RPG than this really fun game starring three young witches on a magical journey. It could've used a better story but with combat this addictive, who can complain?

    #8: Clockwork Knight
    This game does things that a lot of platformers don't do. We loved the fantastical style and fun characters and we couldn't help but play through it more than once.

    #7: Virtua Fighter
    The best looking Virtua Fighter yet. 'Nuff said.

    #6: Virtua Cop
    It's easy to see why this excellent shooter game is a hit in the arcade. We were addicted pretty quickly, trying to best each other's high scores, and the graphics transitioned perfectly in this very well made port.

    #5: Daytona USA
    The best arcade racer...maybe ever finally gets a console worthy of displaying it in all of its awesomeness. Out of all the Saturn games, this one was the most fun to play in four-player mode, the racing is really tight and it runs perfectly on the Saturn's lightning-fast processor.

    #4: Golden Axe: The Duel
    Does a classic side-scrolling franchise really translate well to the fighting game genre? We say...absolutely yes! It features some of the best 2-D graphics we've ever seen and blistering combos that rival even that of Nintendo's Killer Instinct.

    #3: Ultima: The Worldly Lord
    We imagine that a world this huge could only have been possible on the Sega Saturn. You'll get lost, but in the most wonderful of ways, as you explore this enormous world searching out quests and finding new residents for your growing town.

    #2: NHL '96
    EA outdoes themselves with this superb Saturn hockey game, providing the closest thing we've yet seen to making a video sports game look like it does on TV.

    #1: Panzer Dragoon
    The perfect showcase for the Saturn's amazing graphics, this stunningly beautiful and fun rail-shooter shows us all what “next generation” is all about.

    -excerpted from the November 1995 issue of Next Generation magazine

    -

    Looking back, do I wish there was more we could've done with the Sega Saturn launch in North America? Rush a Sonic game to market? Get that price down? Sure. But even if the sales weren't there, the gaming press loved us. And as I kept telling the staff as that year went on, it's a marathon, not a sprint.”
    -from a July 2008 interview with Tom Kalinske for GamePro magazine

    I appreciated the gesture, obviously. It's one of the greatest gifts if not the greatest gift my dad's ever gotten for me. I played MagiQuest a LOT after my dad gave me my copy, I loved it and I loved being a part of it and everything about the game was a lot of fun. But...I still prefer Secret of Mana. I didn't have the heart to tell him for a long time but I think a few years later I finally told him and he understood. It's the thought that counts though, right?”
    -Ashley Kalinske in an article in the USC student newspaper, November 13, 2003

    Sega pretty much got me my start in the game industry and I'm always going to be grateful to them. Being such a huge part of the Sega Saturn's launch and everything surrounding it was so gratifying, and it gave me a lot of mainstream exposure. I imagine it's a big reason why I got this job!”
    -Jeremy Soule, speaking about his work in video games in an interview with Entertainment Weekly about his work scoring the upcoming Lord of the Rings film trilogy, August 25, 2000

    If the Sega Saturn had had a true 'killer app' to go along with that 400 dollar price tag, it might have been an immediate success the same way the economically-priced Mega Charger had been. Ultimately, the Saturn had plenty of 'good games' and a few 'very good' games, but the closest thing it had to truly 'great' games were Panzer Dragoon and Ultima: The Worldly Lord, both somewhat niche titles that people weren't exactly stampeding into stores in order to buy. Nevertheless, the Saturn had largely stuck the landing on its launch, releasing the console at the perfect time with an already impressive library of games. It would be up to Sega of America and Sega of Japan to work together and convince skeptical Genesis owners that they needed a Sega Saturn in their lives. The one thing that Sega had on its side was time, but even that would eventually run out.”
    -from an article on IGN.com, “The Sega Saturn's First 18 Months”

    September 18, 1995

    Tom Kalinske had reviewed the sales figures for the Saturn's launch, and while they weren't disastrous, they weren't all that great either. The Saturn had sold 55,000 units on launch day in North America, with 25,000 of those being the Virtua Arcade Set. While far far far short of Kalinske's wildest dreams pie-in-the-sky 2 million figure, it was still far from being a complete failure. Saturn had actually had a better launch day than the SNES-CD did upon its release, though Sega had spent far more on advertising and events related to the launch. He knew a price cut had to come at some point, it was only a matter of when Sega of Japan saw fit to do it.

    Things were looking up. The Genesis had a big holiday season on the way with games like Vectorman and Phantasy Star IV leading the charge, and the Saturn's first holiday season looked to be even better, featuring games like Ridge Racer, Myst, and Rayman. And 1996, when the Saturn's first true killer apps were set to be released, looked to be the year that might just turn the tide.

    Kalinske's phone rang.

    I imagine that's Al or Diane wanting to talk about one of the upcoming Saturn releases,” said Kalinske, though he hoped it wasn't someone from Sega of Japan offering 'suggestions' to boost sales. He picked up the phone. “Hello?”

    “Dad!” came the voice on the other end of the line. It was Tom Kalinske's daughter Ashley and she had been playing MagiQuest. “I just beat the game!”

    “Huh? Oh...you mean MagiQuest?”

    “Uh huh, just beat the final boss and it was a lot of fun!”

    “You already beat it?” Kalinske said with some laughter. “You've only had it a couple of weeks, I'll have to talk to your mom about letting you play video games too much...”

    “Well...she let me play it more because it's the game you made for me,” said Ashley. “And I read what you put in the credits!”

    Tom Kalinske immediately remembered the message he'd put in the 'Special Thanks' part of MagiQuest's credits, crediting his three daughters for being the inspiration for the game and thanking them for being the light of his life. It almost brought a tear to his eye to hear how much Ashley appreciated the message.

    “Well...the game wouldn't have even happened if it wasn't for the three of you...”

    “Thank you daddy!” Ashley replied, beaming over the phone. “It was really special seeing our names in the credits....”

    “You guys are the most important things in my life, you know that?”

    Ashley giggled and nodded.

    “I know and we miss you daddy, now that the Sega Saturn is out will you have to work so much?”

    “I think my vacation's coming up in a couple weeks, I'll let you guys know as soon as I do, okay?”

    “Okay...thanks again for making this game for us!”

    “Sure thing sweetie, I love you, tell your mom and sisters too okay?”

    “Okay, I love you too daddy!”

    Tom Kalinske slowly put the phone back on the reciever and let out a sigh, a big smile on his face, a smile like he'd just moved five million Sega Saturns in a single day. Whatever happened with Sega and Nintendo, there wasn't anything in the world that could make him happier than hearing the joy in his daughter's voice. He didn't care how good Secret of Mana was. In his mind, the greatest game of all time would always be MagiQuest.

    Or....maybe Sonic the Hedgehog 4.
     
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    September 1995 - Origins Of The Seven Seas
  • Toshinden was meant to really show off the 3-D capabilities of the Super Nintendo CD and it came out at the perfect time considering that the Saturn came out that very same month. It looks very dated now but back when it was released I was very proud of it, we got quite a lot out of that wonderful little machine!”
    -Ken Kutaragi

    Tales of the Seven Seas really kind of began its life as a side project we worked on while trying to figure out how to get the SNES-CD to do the kind of 3-D that we wanted it to do. We'd spend hours tossing out ideas for it and it really took on a life of its own. The moment I knew it was gonna be big was when me and one of the other writers got into our first serious screaming match over a plot point. If it meant that much to us, it would mean that much to our fans too.”
    -Mark Cerny, co-creator of Tales Of The Seven Seas and current creative director at the Nintendo Treehouse, in a December 2012 interview with TheNintendoProject.com

    September 1995 was, for my money, the best month for fighting games in history. You had Virtua Fighter and Golden Axe on the Saturn launch, you had Killer Instinct, Battle Arena Toshinden, and Mortal Kombat 3 on the Super Nintendo CD, you had several excellent arcade games coming out... what shocked me was how well all of them sold despite the competition. There's nothing deeper than the wallet of a fighting game junkie but that's a hell of a lot of quarters.”
    -Ken Williams, AKA “Sushi-X”, posting on Rootalk

    I am NOT going back to that gilded cage! I may miss my clothes and my money and my nice, soft bed, but I do NOT miss everyone telling me what I cannot be!”
    -Victoria, Tales Of The Seven Seas

    You spoony bard!”
    -Tellah, Final Fantasy IV, speaking one of the popular lines that remained in the SNES-CD remake

    -

    Nintendo's Killer Instinct was an enormous shock when it hit the arcades in 1994. They didn't even have their next-gen deal with Sony finalized at the time, but the game itself was outstanding and showed what Nintendo was capable of in terms of next-gen graphical content. It really made us stand up and take notice, in terms of what kind of games we were going to be able to make with Nintendo going forward. We did end up making games for both the Ultra and the Saturn, but the release of Killer Instinct definitely pulled us a lot closer into Nintendo's orbit. If their next generation games were going to look THAT good, imagine the possibilities for our games.”
    -Hideo Kojima

    "Was Killer Instict a prototype of Ultra? Well, nope, at least not in hardware, but more software and philosophy, Killer Instinct was something more like an indirect jab to Sega when they were pushing their '3D' with their blocky Virtua Fighter, we showed something better and more dynamic and we succeeded. How the future would take shape was different, but it seems Killer Instinct made its impact in the business."

    -Ken Lobb

    September 11, 1995

    Killer Instinct is released in North America for the Super Nintendo CD. The game is a significant graphical downgrade from the original arcade version but still features decent 3-D graphics and a quick framerate (with a bit of slowdown during graphically heavy scenes). The game also preserves the arcade edition's soundtrack via use of the CD medium to store songs and sound effects, making the game at the very least a reasonable facsimile of the arcade experience. The home console port is extremely well received by the gaming media, praised for being just about as good a translation from the arcade version as possible and pushing the Super Nintendo CD close to its limits in terms of technological ability. The game is one of Nintendo's most hyped of the year and sells extremely well in its initial release week, less than Doom and Super Mario World 3 by a considerable amount but still one of the hottest video game launches of the year.

    -

    Battle Arena Toshinden:

    Ed: 7
    Danyon: 8
    Al: 8
    Sushi-X: 8 (quote: “This fighter features fantastic graphics but the gameplay is a bit generic. Still, it's nice to see that a good 3-D fighter is possible on the SNES-CD's tech.”)

    Brandish:

    Ed: 7
    Danyon: 9

    Al: 7.5 (quote: “This dungeon crawler features some serious challenge and a very good soundtrack. The controls are a bit confusing but it's still worth delving into this dungeon.”)
    Sushi-X: 6.5

    Final Fantasy IV:

    Ed: 9 (quote: “This is an excellent remake that adds so much clarity to the story and provides hardcore gamers with a real challenge.”)
    Danyon: 9
    Al: 8.5
    Sushi-X: 8

    Killer Instinct:

    Ed: 8.5
    Danyon: 9 (quote: “It's as fast and furious as the original arcade hit! Rare's outdone itself!”)
    Al: 9
    Sushi-X: 9.5

    Mortal Kombat 3:

    Ed: 7.5
    Danyon: 6.5 (quote: “Is the Mortal Kombat formula wearing a bit thin? Perhaps, but I did love the character variety.”)
    Al: 6
    Sushi-X: 8

    NBA Give 'n Go:

    Ed: 7 (quote: “This fun game brings great arcade-style NBA action to the SNES-CD.”)
    Danyon: 7
    Al: 6.5
    Sushi-X: 6.5

    NBA Live '96:

    Ed: 8
    Danyon: 8.5
    Al: 7.5 (quote: “This year's NBA Live features the best graphics yet and the customization options are highly welcome.”)
    Sushi-X: 7.5

    Spider-Man: Showdown With Venom:

    Ed: 7
    Danyon: 7
    Al: 7
    Sushi-X: 7.5 (quote: “Spider-Man fans should find plenty to love about this game.”)

    Starblade Alpha:

    Ed: 7
    Danyon: 7
    Al: 6 (quote: “It sure looks pretty but it's a lot easier than other space shooters.”)
    Sushi-X: 6

    Theme Park:

    Ed: 4.5 (quote: “It seemed like fun to be able to make your own amusement park but there's a lot of clutter in the menus and the crowd AI is pretty bad.”)
    Danyon: 5.5
    Al: 5.5
    Sushi-X: 4

    Schemes And Dreams:

    Ed: 3 (quote: “This FMV title seems to take inspiration from 3DO's Plumbers Don't Wear Ties. It's a lot less raunchy and it actually has real video cutscenes, but the plotline is boring and the acting is hideous.”)
    Danyon: 2.5
    Al: 5
    Sushi-X: 2.5

    The World Wars:

    Ed: 6
    Danyon: 7.5
    Al: 7.5 (quote: “Another Koei strategy game, this is a pretty fun way to play out the two World Wars, with plenty of tactical options.”)
    Sushi-X: 7

    Tales Of The Seven Seas:

    Ed: 9.5 (quote: “I couldn't stop playing this game until I discovered all the secrets it held, some very very close to its chest.”)
    Danyon: 9
    Al: 9.5
    Sushi-X: 9.5

    Mysteria:

    Ed: 8
    Danyon: 8 (quote: “Even though the plot is somewhat generic, I still loved this anime-inspired RPG.”)
    Al: 8
    Sushi-X: 8

    Naval Guns:

    Ed: 8.5
    Danyon: 9
    Al: 7.5
    Sushi-X: 7.5 (quote: “I didn't expect to have so much fun with this game but I really did thanks to the huge variety of playable boats.”)

    -reviews of September 1995's SNES-CD games from the October and November 1995 issues of Electronic Gaming Monthly

    -

    Sailing The Seven Seas – How A Side Project Became A Video Game Classic

    In 1994, Jason Rubin and Andy Gavin were at a creative crossroads. Their company, Naughty Dog, was attempting to create a brand new video game that would take advantage of the 3-D graphical technology that was becoming available to the industry. They began to work on a 3-D platforming game that would utilize perspective to create a vivid three-dimensional world while keeping required processing power to a minimum. They began to jokingly nickname their project the “Sonic's Ass Game”, since the camera perspective would be focused behind the character as he walked, forcing the player to look at his backside the entire game. Initially, Naughty Dog considered producing games for the upcoming Sega Saturn system, knowing it would have the most graphical power to produce the most impressive games. But Rubin and Gavin also knew that putting their games on Nintendo's Super Nintendo CD would bring in more potential sales, despite the technological limitations. While Naughty Dog began to work on its 3-D platforming game (with their work on the “Sonic's Ass Game” concept somewhat explored in the 1996 sidescrolling platformer Dog Dash, and then fully realized with Crash Bandicoot on the Ultra Nintendo Entertainment System in 1997), its developers also tossed around other potential game ideas. One idea they kept coming back to, an idea initially concieved by Andy Gavin and Mark Cerny, was the idea of a pirate adventure game. The success of The Secret Of Monkey Island in 1994 intrigued them, though Cerny wanted a game with much more playability, preserving the charming characters and funny storyline of Monkey Island while turning the concept into a full-on action game. Gavin and Cerny, along with Rubin and others at Naughty Dog, tossed around ideas for several months before a game began to take shape. By 1995, Sony had taken notice of Naughty Dog's work and Tales Of The Seven Seas had found a publisher. One of the greatest video games to grace the SNES-CD had been born.
    -excerpted from “Naughty Dog: 25 Years Of Games”, an IGN.com article published on July 29, 2014

    Tales Of The Seven Seas – The Basics

    Tales of The Seven Seas is at its heart and soul an action-platformer game, though the game mixes a variety of genres, including puzzling, open-world exploration, shooting, visual novel, and RPG elements. The OTL games it most resembles are the Genesis/Saturn games Beyond Oasis and Legend of Oasis. The game is a level-based game, but after the initial two levels, the game opens up completely, allowing players to select from a variety of missions, called “chapters”, at all times. There are seven playable characters in all, and the character you play as depends on the chapter. Some chapters allow you to play as any character, some allow you to choose between certain characters, and some force you to use a specific character. On the chapter select screen, which takes the form of an overworld map that your ship can sail around to access playable chapters (marked by Xs on the map), most available chapters won't advance the story. The game tells you which ones do before you select them, it also tells you what chapters will no longer be available if you select a chapter to play, or what ones will become unavailable but available again later on. If you play the game straight through, you'll play through 24 chapters, though there are 110 playable chapters in all, there's no way to play all the chapters in a single playthrough but if you use a guide and follow it exactly, you can play through all of them in two (most players will take about four or five playthroughs to play through everything, though some chapters are hard to access). Gameplay usually takes the form of action platforming segments where you either explore a level and battle enemies, each of the seven characters has their own weapon and plays a bit differently. Though characters don't actually level up or obtain different equipment (you can get stronger within chapters by collecting power-ups or through the right dialogue choices), when you attack an enemy, damage numbers will appear and the character you're playing has a life bar. There are no “lives” in the game, when you die you return to the checkpoint which is usually close by. The game isn't very difficult, though some puzzles and bosses can be quite tricky. The game instead plays a lot like a “choose your own adventure” book (which Naughty Dog says they were inspired by) that allows you to take the path through the game that you see fit, using the characters and advancing the storylines that you want to see. It relies more on character and story-based gameplay rather than challenging action, and for this it's widely considered a game ahead of its time. The game features a large soundtrack, and a lot of fully voiced dialogue (the game would become one of the first to utilize professional voice actors on a console, Sony had confidence in the game and shelled out the money to hire them). The graphics are considered average to above average for the SNES-CD, not much 3-D is utilized but the 2-D backgrounds and detailed character designs are highly praised. Nintendo publishes an official strategy guide for the game, at 236 pages it's Nintendo's largest strategy guide until significantly into the Ultra Nintendo's lifespan several years later, and it's largely considered better than Prima's strategy guide which doesn't include maps for most of the chapters and doesn't cover them all in the detail Nintendo's guide does.

    The storyline itself concerns seven young people who are introduced at the start of the game. They are...

    Erick: The “main” character (if the game truly has one, Erick is the character who's ending you get if you take the straight-forward path through the game with no side missions), Erick is your typical courageous hero who wants to explore the seas for purposes of adventure and fun. However, when it comes to actual battles and danger, Erick is a bit of a coward, so he'll need encouragement and strength from his friends if he is to fulfill his dreams. Voiced by Jason Marsden, who had also recently finished starring in A Goofy Movie.

    Dona: Dona is a beautiful rogue of Spanish heritage, she is a wannabe pirate and raider who is quite capable in battle and very headstrong, though she doesn't suffer fools easily and Erick's cowardice is a bit of a bother to her. She becomes somewhat conflicted when she realizes that her pirating and theiving have real consequences. Voiced by Maria Canals, the game becomes her first voice acting performance of many.

    Victoria: A beautiful blonde debutante who runs away from home for a life of adventure on the high seas, Victoria seems to have bitten off more than she can chew but she's extremely well educated (in addition to being a prim and proper rich girl, she's also the team's closest thing to a “tech nerd”), despite having a bit of a spoiled attitude she has a truly warm heart. Voiced by Olivia D'Abo, known largely at the time for playing Karen on The Wonder Years, though by 1995 she'd started branching out into voice acting.

    Creel: Creel is a boisterous young man who enjoys partying, rum, and punching people, not necessarily in that order. He quickly bonds with Erick and the two become close friends, he helps Erick to find his true courage, though he also sometimes gets his friends into a lot of trouble. Voiced by Will Friedle, at the time mostly known for playing Cory's older brother on Boy Meets World.

    Albert: Albert is an escaped slave from a Caribbean plantation, despite his rough life he has a very sensitive and gentle demeanor and greatly appreciates his new friends. He and Dona are probably the team's most experienced navigators, Albert spent lots of time studying sailing in secret while planning to make his escape, and he takes to the seas quite quickly. He and Victoria greatly distrust one another but not for reasons you might think. Voiced by Giancarlo Esposito, whose other recent work included the 1993 video game Meteora.

    McKenna: A young girl, the youngest of the seven playable characters, McKenna is a bold sneak-thief who spends her time stowing away on ships and stealing food and treasure, though she's currently racked with guilt over an event in her recent past. She and Dona form a sisterly bond over the course of the story (though she can also form a bond with Victoria if you take the right missions). Voiced by Tara Charendoff, who was at the time largely known for doing voices in Canada as a child actress during the 1980s and was only just recently performing in American productions.

    Jack: A young boy, one year older than McKenna, whose entire family died in a shipwreck, he's distraught over all of this when he gets stuck with his six companions, he's the only one who didn't choose the life of a pirate but he and McKenna bond over the course of the game and he also learns a lot from Erick and Albert as well. Voiced by Toran Caudell, who would later go on to voice the main character in 1996's Dog Dash.

    These seven characters are brought together at the start of the game, when a massive hurricane destroys the various ships that the seven are on, all but Jack having boarded or stowed away on the ships in search of new lives of freedom on the seas. The seven wash up together on an island, (seemingly) the only survivors of the various shipwrecks. The first two chapters involve them meeting up and getting to know each other (in a sort of tutorial) before they find an enormous wrecked pirate ship on the island. They work together to fix it up and become a pirate crew, exploring the high seas. After Chapter 2, the game fully opens up and you're free to embark on whatever chapters you see fit. Though you'll eventually have to choose the mandatory story-advancing chapters (which may or may not change depending on circumstances), the side chapters you embark on change the characters' relationships. At any time, you can enter the pirate ship and visit the various rooms, talking to characters as any of the playable characters you have available (for example, you can talk to Victoria as Erick, or Albert as McKenna, any combination you desire, and certain dialogue scenes open up chapters or provide power-ups for the next chapter you play). Sometimes certain characters aren't available on the ship (Creel passes out after a mission, Albert temporarily leaves, Victoria gets kidnapped, etc.), limiting dialogue choices at certain times. At other times, there are additional NPC characters on the ship that you can talk to. The dialogue scenes on the ship almost always aren't voiced (though very important ones occasionally are), it's usually in-chapter dialogue that's voiced (again, saved for more important scenes). The path you take through the game largely depends on the relationships the various characters have forged. It's sometimes difficult to know what choices do what, though the game is designed in such a way that if you like a certain character, the game will largely trend toward focusing on that character more (you get more side missions that involve them, they become available to play in storyline missions that they usually wouldn't be, etc.). It's extremely intuitive for its time (Naughty Dog conducted extensive playtesting to make sure) and one of the game's most highly praised systems. Ultimately, the game's storyline eventually leads up to a final confrontation with the main villain, Admiral Schark, a vicious warlord who seeks to bring all of the Moonlight Islands (the archipelago where the game takes place) under his control. Depending on the path you took through the game, Schark's main subordinate and sometimes the location of the final battle will change, along with the gameplay of the final battle itself, but all paths lead up to a battle with Admiral Schark. The game has seven endings, all of them are happy endings but the ending you get will focus on whichever of the seven characters you had more affinity for during the game. The ending that is considered “canon” is Erick's ending, though all seven endings have largely the same events, it's just focused on a different character.

    September 25, 1995

    Tales Of The Seven Seas is released for the Super Nintendo CD, amidst a slew of excellent reviews (of that year's games, only The Legend Of Zelda: The Ocarina of Dreams had recieved better reviews up to that time) and a good amount of pre-release hype fueled by Nintendo's enthusiasm for the game. The game exceeds its own lofty sales expectations. Though its launch-day sales don't exceed Killer Instinct's, its launch week sales do and its launch month sales exceed Killer Instinct's significantly, making it one of the biggest surprise successes of 1995 in the world of gaming. Word of mouth is excellent, the game is covered in the mainstream media and it even kicks off a mini-pirate fad that triggers a spike in the sale of pirate costumes for that year's Halloween. Along with the spike in ninja costume sales (due to the Power Rangers beginning their “ninja” arc earlier that year to co-incide with June's feature film), it becomes known as the Halloween of “pirates vs. ninjas”. The game is largely credited with undoing the damage that Cutthroat Island had done to the pirate genre in mainstream entertainment, and would help to kick off a slew of pirate-themed media in the months and years ahead. For Naughty Dog, the game's success is quite encouraging, and the sequel is immediately placed on the company's “to-do” list behind their upcoming sidescroller Dog Dash. The company was at the time wavering on what would later be known as Crash Bandicoot, trying to decide whether to attempt to make the game for the SNES-CD or to target it as a launch game for the Ultra Nintendo. The success of Tales Of The Seven Seas made that decision for them. Crash Bandicoot was Ultra-bound. Tales of The Seven Seas 2 would take its place as the company's last SNES-CD game, targeted for release in 1997.

    -

    I remember being told, 'you're crazy to release this game against Killer Instinct, Nintendo's gonna kick your ass', but I was confident. Mortal Kombat had always dominated the month it had come out in. We dominated in 1993, we dominated in 1994. So what happened in 1995? Killer Instinct kicked our ass. Did we still make a ton of sales? Of course. Did we make as many as the first two games did? No. So in retrospect, should we have held off on the game and released it in October against Ballistic Limit? Maybe. Should we have rushed it and tried to put it in July against that prissy little anime game? Maybe. Or maybe Mortal Kombat just wasn't as big as it used to be. Hell if I know.”
    -Ed Boon, discussing the home console release of Mortal Kombat 3 in a podcast for 'Finish Him!' Internet Radio, November 17, 2013

    Mortal Kombat 3 offers up torrents of blood when it debuts on the SNES-CD on September 18th. Featuring even more characters than the first two games, it's definitely the most violent of Nintendo's big trio of fighters coming out this month, but is it the best? Hardcore Mortal Kombat loyalists will swear by this game for sure, but graphically it's probably inferior to the other two games and the removal of longtime fan favorites like Scorpion and Kitana will probably piss off a few fans, though Midway has promised their return in future games.

    Sony's Battle Arena Toshinden is far more intriguing. With 3-D graphics that at times even exceed those of Killer Instinct, it's a visual feast for the eyes, but in terms of character variety and gameplay it's a bit lacking and it does suffer from occasional slowdown. Still, for those looking for a refreshing new game, it's a change of pace from Mortal Kombat and definitely worth a look. The top SNES-CD fighter of the month is the long awaited Killer Instinct, but there are a pair of very viable alternatives for those who haven't bought into the hype.

    -excerpted from the October 1995 issue of Next Generation magazine

    -

    *Scenes of Sailor Moon doing battle with monsters begin to play.*

    She's an international phenomenon, and now for the first time ever, she's coming to American shores!

    Sailor Moon: Moon Prism Power, make up!

    It's Sailor Moon, the most popular anime series of all time, and she's coming to Fox Kids! Join Sailor Moon and the Sailor Guardians as they battle Queen Beryl and her minions!

    Usagi: *diving out of the way from a monster as it swings its weapon down at her* Luna....!

    Luna: Usagi, hurry and transform into Sailor Moon!

    Sailor Mercury: Mercury Bubbles....Spray!

    Sailor Mars: Mars Spirit...Fire!

    Sailor Jupiter: Jupiter Thunderbolt Power!

    Sailor Venus: Venus Crescent Beam!

    *Various scenes are shown of the Sailor Guardians battling monsters.*

    Can Usagi and her friends Ami, Rei, Makoto, and Minako protect our world from evil, or will Queen Beryl's darkness sweep over all? Find out on Monday September 4th, only on Fox Kids!

    *The Sailor Moon logo appears on screen along with “September 4th”, and “3:00 PM”.

    -from the official Fox Kids premiere promo for Sailor Moon, which began airing throughout the month of August

    -

    Obviously a lot of us wanted to play Final Fantasy IV again. It looked great with those new graphics and I loved the endgame twist of being able to use characters like Yang and Porom again in the final dungeon. But it would've been a crime to overlook Mysteria. Though it wasn't as jam-packed with anime cutscenes as the RPG classic Chrono Trigger that came out the next year, it was still the first SNES-CD game to really feature Lunar-like cutscenes in an RPG, and was arguably as good as either of those great Sega CD classics. Seeing as how we never got Lunar 2 in North America, at least not until much later on, Mysteria was a lot more than a consolation prize and it actually sold reasonably well despite the competition! It was clear that RPG fans were buying anything they could get their hands on on the SNES-CD.”
    -SetzerWrath, in a July 2008 blog post on RPGGamer

    Nintendo's Epic Center is huge this month! Final Fantasy II is back, this time as its original title, Final Fantasy IV, with all new updates for the Super Nintendo CD! Also, we'll be covering the incredible new RPG Mysteria and the hardcore dungeon crawler Brandish.

    (...)

    Final Fantasy IV might be better known to North American players as Final Fantasy II, the title with which it originally appeared when it made its debut on the Super Nintendo in 1991. Now that the true Final Fantasy II and III have been released in the Final Fantasy Origins collection, this SNES-CD remake can bear its true name while it shows off all the new bells and whistles that Squaresoft has given it for its big CD makeover, coming to the SNES-CD later this month. It's got all new graphics similar to those in Final Fantasy VI, showing off an incredible level of detail to show off the game's cast of colorful characters and its huge two worlds in a whole new light. Its soundtrack has been re-orchestrated for the Super Nintendo CD's high quality audio capabilities, and Ted Woolsey, the man behind the translations of Final Fantasy V, Secret Of Mana, and Final Fantasy VI, has overhauled the game's translation completely. Its brand new and improved script reveals details about the game's characters and story previously known only to Japanese players. Don't worry though, fan-favorite lines such as Tellah's classic “you spoony bard!” are still very much included!

    (...)

    Three Ways To Play

    The new Final Fantasy IV asks you to pick a difficulty when you start a New Game. You won't be able to change the difficulty once you select it, so choose wisely! Here are some brief descriptions of the three modes.

    Easytype: This difficulty mode is the original difficulty given to North American players when they played Final Fantasy II on the SNES.

    Hardtype: This is the original difficulty featured in the game's Japanese release. It gives characters new abilities, but enemies are much tougher and move much faster.

    Mastertype: This difficulty level is for seasoned Final Fantasy IV veterans who want a whole new challenge. It gives enemies much more striking power, a lot more HP, and it mixes up commonly-used strategies, meaning that the old tried-and-true tactics that worked on bosses in the original game usually won't work here, and many times will send you quickly to the Game Over screen. Only Final Fantasy IV masters need apply!

    (...)

    Mysteria is an epic RPG featuring nearly 30 minutes of fully animated, fully voiced cutscenes that bring the action of this beautiful traditional role-playing game to life. The game takes place in a land called Mysteria, and focuses on six young heroes who set out on a journey to defeat the witch queen Lethisis. It's one of the few RPGs that lets you control six characters in battle, and with all these characters in your party there are lots of battle strategies to use on the hordes of enemies and massive bosses that stand in your way. Mysteria's combat system makes use of location, before your turn you can move your party members around on a sort of tactical grid to put them in prime position to strike, but be careful not to set yourself up for a vicious counterattack! This epic 50 hour game is one of the biggest and best RPGs of the year and it's only on Super Nintendo CD! We'll walk you through the first few hours of your journey, but remember that the rest of Mysteria is best explored on your own.

    -excerpted from the Epic Center section in the September 1995 issue of Nintendo Power

    -

    Ted Crosley: Showdown With Venom is a decent Spider-Man beat-em-up that gets a bit repetitive at times but has a really good storyline and a good fast paced combat style that definitely fits the character.

    John Walden: I kind of disagree with you on the combat, I thought it was a bit too loose for my tastes, with somewhat dubious hits and glitchy moves. I don't know if I got a bad copy of the game but I had a hard time getting a handle on it.

    Ted: Honestly, you probably have a point there, for those not used to this series of games, it's really rough getting the hang of the combat system even with practice. Your game's not glitched, I noticed it too but as a Spidey veteran I'm kind of used to it, Maximum Carnage on the SNES and the Genesis was the same way. I still had a lot of fun and it's the last time we'll be seeing Peter Parker in a game, next year's Spider-Man game is gonna be introducing Ben Reilly so that'll be a fun one.

    John: I'm looking forward to seeing the new Spider-Man finally show up, I just hope the combat's been improved for it. I have to give this game a 2.5. The storyline was good but everything else just didn't click for me.

    Ted: I'm giving it a 3.5 but I'll definitely acknowledge that the play control needed to be tightened up just a bit and that if you're new to Spider-Man games you might want to start with Maximum Carnage.


    (...)

    Brittany Saldita: Tales Of The Seven Seas was one of my favorite games of the year. I loved the well-balanced cast, I loved the mission progression system, it was just like playing a storybook.

    Alex Stansfield: This game is a full-on contender for my Game of the Year. It might even be better than Ocarina of Dreams and Final Fantasy VI.

    Brittany: Let's not go THAT far, I thought the action levels got just a bit repetitive at times, just a tiny bit.

    Alex: The game does a really good job of mixing things up, you'll have an action stage and then maybe a puzzle and exploration stage, then there's a stage of pure platforming and then you might even have a foot race, did you get to the foot race?

    Brittany: Damn, I didn't play it all!

    Alex: There's a level where you're McKenna and you have to beat Baron Couley to the treasure, you have to set traps to bar his path, it's actually really hilarious because McKenna says really funny stuff when he falls into the traps.


    Brittany: See, that's another thing, there's almost TOO much to do! I feel like you almost need the guide to see everything, I played about 90 missions and I know there are like 20 more but I just didn't have the time to find them all.

    Alex: You played more than I did, I played like 75.

    Brittany: We need to go back and talk about this game again after we've 100 percented it. I want to play it again anyway, I loved it.

    Alex: I have to give it a 5. It's a fantastic all around game, some of the best characters you'll ever see.

    Brittany: I LOVE that they included three girls and not just one. I'm glad they didn't pull a Smurfette and just have guy guy guy guy guy guy girl. They have three girls and ALL of them are fantastic. I thought the rich girl would be a total bitch but then she turns out to be this bookworm and a REALLY kind-hearted person. They explored the subject of race in this game with the character of Albert. This is such a deep and complex game and I'm worried kids who play might not understand all of the little character nuances.

    Alex: This is a game for kids and for adults, it's a game for everyone, boys and girls and I think it's gonna be huge.

    Brittany: I give it a 4.5. I wanted to give it a 5 and make it our second Hall of Fame game-

    Alex: Why didn't you?

    Brittany: I just wish the levels had been a bit more different, there were times when I felt they could have been more creative and they weren't. I know it's hard doing 110 of them, but maybe they could have made less chapters, I dunno. It was so close to being a 5 for me though.

    Alex: Tales of the Seven Seas, definitely highly recommended by GameTV.

    Brittany: Absolutely, yes, a wonderful game.

    (...)

    Ted: Naval Guns! It is not a game about guns fired from your belly button.

    Alex: No it is not. It's actually a pretty good game, going in I didn't think I'd like it but the more I played, wow.

    Ted: Yeah, they give you so many different boats to use on the missions. And you're not just shooting down planes either, they give you a swift boat to go on runs into the jungle, you've got a speed boat, you can do submarine missions, those were my favorite part.

    Alex: Graphics were good too. The music was really repetitive, I gotta say that's a knock on it.

    Ted: Well, it's a realistic naval combat game, music's not an important thing. I turned the music off. The sound effects were fantastic, get a surround sound system and you can hear those booming battleship guns, they shake the room!

    Alex: That was pretty cool.

    Ted: I'm giving Naval Guns a 4. Probably the best video game about boats ever made.

    Alex: I give it a 3.5, again, it could've used better music and I would've liked to see some kind of multiplayer mode! But, you know, for the most part a really solid game.

    -excerpted from the September 26, 1995 episode of GameTV

    -

    SNES-CD Power Charts: September 1995

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Donkey Kong Country
    3. Victory
    4. Super Mario World 2
    5. Final Fantasy VI
    6. Primal Rage
    7. Super Squadron X: Critical Dawn
    8. NBA Jam: Tournament Edition
    9. WWF Wrestlemania
    10. Gex
    11. Super Punch-Out CD
    12. Super Mario World 3
    13. Tecmo Super Bowl CD
    14. Mega Man X2
    15. Frederico
    16. Squad Four
    17. F-Zero CD
    18. Bikerz
    19. Mighty Morphin' Power Rangers: The Movie
    20. Super Street Fighter II: Arcade Edition

    -

    September 30, 1995

    Howard Lincoln was extremely pleased with the first sales reports for Tales Of The Seven Seas, with sell-outs reported in stores across the country. It was clear that Sony was becoming not only a valuable hardware partner with Nintendo, but an outstanding software publisher as well, and he was extremely glad that the company was going to be on Nintendo's side for the forseeable future. Not only was Tales Of The Seven Seas a huge hit, but Sony's upcoming game Ballistic Limit was set to be one of Nintendo's two huge holiday titles for the Super Nintendo CD, along with the sequel to 1994's megahit Donkey Kong Country. Rare had just completed work on Diddy's Kong Quest, and the game looked amazing, with even better graphics than the first, along with more levels, nine worlds, and many, many more secrets to find. And in a perfect coincidence, the game's pirate motif was set to capitalize perfectly on the success of Tales Of The Seven Seas. Along with the disappointing Saturn launch and the success of Killer Instinct, September of 1995 had been one of Nintendo's best months ever, and October looked to be just as good if not better.

    Also in October was the upcoming swan song for the Super Nintendo cartridge system. Nintendo's last big first party game, Yoshi's Island, was nearing release. With beautiful storybook-like graphics, the game looked gorgeous thanks to the Super FX2 chip, and it squeezed every drop of graphical power out of the Super Nintendo cartridge format. Perhaps in another world and another time, even more power could have been squeezed out of the cartridge, but technology marches on and the SNES-CD came on faster and better than anyone, even Howard Lincoln or his bosses, could have anticipated. It had become such a success that Nintendo was finally getting ready to cut the SNES-CD loose from its base with a stand-alone version of the peripheral, one that fans had been clamoring for in droves for more than a year. The Super Nintendo CD stand-alone would release in November for $129.99, and would be accompanied by price cuts for the Playstation Combo Set, along with price cuts for the SNES-CD attachment and the cartridge-based SNES itself. The price cuts would be small but would hopefully be another blow to the Saturn, which was still languishing with low sales at its $400 price point. With luck, this would be Nintendo's biggest holiday season ever, and maybe, just maybe, Nintendo would win the console wars at last. Naughty Dog's band of swashbucklers had fired the first shot. Now would come the fusillade.
     
    Sailor Moon/Sailor Moon R Dub Episode List
  • I'm going to go ahead and post a list of North American Sailor Moon and Sailor Moon R episodes, along with their original airdates. As you can see, no episodes are skipped ITTL. When possible, Saban attempts to use as much of the original episode title as they can (translated into English). Occasionally they do change entire episode titles as IOTL.

    Sailor Moon (Fox Kids, 1995)

    The Beautiful Transformation (September 4, 1995) (Note: ITTL, the Masked Rider series is never brought over, so there's no crossover with Power Rangers and the "Ninja Quest" arc of Power Rangers begins airing a week earlier. Sailor Moon and season 3 of MMPR debut on the same day along with new episodes of X-Men and Batman and Robin.)
    The House Of Fortune (September 5, 1995)
    Radio Love (September 6, 1995)
    Usagi's Fitness Club (September 7, 1995)
    Scent Of A Monster (September 8, 1995)
    Usagi Plays Cupid (September 11, 1995)
    Becoming A Star Is Hard Work (September 12, 1995)
    Girl Genius, Or Monster? (September 13, 1995)
    Beware The Confusing Clock (September 14, 1995)
    The Guardian Of Fire (September 15, 1995)
    Nightmare In Dreamland (September 18, 1995)
    Danger Cruise (September 19, 1995)
    Guardians Unite (September 20, 1995)
    A New Enemy Appears (September 21, 1995)
    Rei's First Date (September 22, 1995)
    Usagi Becomes A Bride (September 25, 1995)
    The Flash Of The Monster Camera (September 26, 1995)
    Shingo's First Love (September 27, 1995)
    A Love Letter From Tuxedo Mask? (September 28, 1995)
    Summer Beach Love Story (September 29, 1995)
    Sailor V: The Movie (October 2, 1995)
    Romance Under The Moon (October 3, 1995)
    Wish Upon A Star (October 4, 1995)
    Catch A Falling Star (October 5, 1995)
    The Guardian Of Power (October 6, 1995)
    Usagi's Friendship (October 9, 1995)
    The Boy Who Saw The Future (October 10, 1995)
    The Painting Of Love (October 11, 1995)
    Of Love And Chaos (October 12, 1995)
    Grandpa In Danger (October 13, 1995) (Note: Aired as part of a special "Friday the 13th" event on Fox Kids along with both parts of the MMPR episodes "A Ranger Catastrophe", which introduced Kat to the show.)
    Luna's Worst Day Ever! (October 16, 1995)
    Umino The Hero (October 17, 1995)
    Enter Sailor Venus (October 18, 1995)
    The Princess Appears (October 19, 1995)
    The Princess Remembers (October 20, 1995)
    Tuxedo Mask: Evil? (October 23, 1995)
    Usagi's Bizarre Training (October 24, 1995)
    Snow Blindness (October 25, 1995)
    Makoto, The Ice Princess (October 26, 1995)
    The Legendary Lake Yokai (October 27, 1995)
    Ami's Courage (October 30, 1995)
    Minako's Old Friend (October 31, 1995)
    Undercover Usagi (November 1, 1995)
    A Message From The Past (November 2, 1995)
    The Eternal Wish (Part 1) (November 3, 1995)
    The Eternal Wish (Part 2) (November 3, 1995) (Note: These two episodes aired as a one-hour special on Fox Kids. The deaths of the Sailor Guardians are left intact with only the most violent parts cut out, their deaths are acknowledged in the show itself and these episodes are later known as a watershed moment in children's television.)

    Sailor Moon R (Fox Kids, 1996-97)

    The Return Of Sailor Moon (Part 1) (June 14, 1996)
    The Return Of Sailor Moon (Part 2) (June 14, 1996) (Note: These two episodes aired on Fox in primetime as a one-hour special.)
    The White Rose (July 15, 1996)
    Usagi's Crisis (July 16, 1996)
    A New Transformation (July 17, 1996)
    Venus To The Rescue (July 18, 1996)
    Mamoru And Usagi: Babysitters (July 19, 1996)
    The Song Of Queen Rei (July 22, 1996)
    Jupiter On Fire (July 23, 1996)
    Snow White Steals A Kiss (July 24, 1996)
    Usagi In Detention (July 25, 1996)
    Secret Of The Makai Tree (Part 1) (July 26, 1996)
    Secret Of The Makai Tree (Part 2) (July 26, 1996) (Note: These two episodes aired as a one-hour special.)
    Mysterious Girl From The Sky (September 16, 1996)
    The Break Up (September 17, 1996)
    Goodbye, Ami? (September 18, 1996)
    Rei Unbound (September 19, 1996)
    The Search For The Silver Crystal (September 20, 1996)
    Makoto vs. Minako (September 23, 1996)
    Usagi, The Mom (September 24, 1996)
    Vacation (September 25, 1996)
    Protect Chibi-Usa! (September 26, 1996)
    Sleeping Beauty (September 27, 1996)
    Clash In Flame (September 30, 1996)
    The Bonds Of Friendship (October 1, 1996)
    The Four Sisters (October 2, 1996)
    Abduction Of The Sailor Guardians (October 3, 1996)
    Save The Sailor Guardians! (October 4, 1996) (Note: The scenes depicting the Sailor Guardians on crosses are cut as IOTL, though they ARE dubbed and they are shown when this episode is aired in Canada in mid-1997.)
    Sailor Pluto Appears (January 6, 1997)
    Esmeraude And The Power Of Darkness (January 7, 1997)
    Usagi And Mamoru: Together Again? (January 8, 1997)
    Minako's Nurse Mayhem (January 9, 1997)
    Artemis' Adventure (January 10, 1997)
    Ami's Terrifying Illusion (January 13, 1997)
    The Dark Gate (January 14, 1997)
    Battle In Space And Time (January 15, 1997)
    Dimande's Dark Ambition (January 16, 1997)
    The Evil Wiseman (January 17, 1997)
    The Queen Of Darkness (January 20, 1997)
    The Message (January 21, 1997)
    Usagi's Determination (January 22, 1997)
    The Final Battle (January 23, 1997)
    Visions Of The Future (January 24, 1997)
     
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    October 1995 - Sony Goes Ballistic
  • To save humanity, Ash Beckland will push beyond every limit imaginable...”
    -the tagline featured in magazine advertisements for Ballistic Limit

    So toward the end of 1995, Sony's interactive division was kicking around ideas for advertisements that we could use for our own games or perhaps to help Nintendo along. Someone, I forget who, came up with this sort of metallic noise, which would be followed by a kind of computerized voice. It was very striking when we came up with it and we had the voice saying 'Nin-ten-do', three syllables in a kind of Japanese accented voice and we proposed it to Nintendo that they would start playing it in ads for the SNES-CD's exclusive games. And Shigeru Miyamoto, he loved it and then even Yamauchi-san liked the idea and so that's how the whole 'Nin-ten-do' ads came to be.”
    -Ken Kutaragi

    The end of devlopment on Yoshi's Island was kind of bittersweet because it was our last Super Famicom cartridge game, or at least the last one I personally worked on. The Super Famicom was a wonderful device and of course the CD-ROM changed everything, technology improves but it was improving so quickly!”
    -Shigeru Miyamoto in an August 1997 Famitsu interview

    If you ask me which of the two consoles I would prefer to develop games for it would absolutely be the Super Nintendo CD. And I know that the Saturn is the more technologically advanced of the two, but Nintendo's philosophy is so developer-oriented that I do prefer working with them when I'm porting a PC game. It was very easy to port Civlization over, it was nearly identical to the original game, no problems really there at all. I'm pondering a Pirates! port but it's such an old game I think I might wait and do an updated version perhaps for the new game console they have coming out.”
    -Sid Meier, in a January 1996 interview with PC Gamer

    I've been separated from my squad for nearly eighteen hours now. No sign of them or of any human life anywhere. There surely must be survivors. I gotta keep looking. If my suspicions about the attack are true, I'm not gonna survive alone for long.”
    -Ash Beckland, Ballistic Limit, level two

    -

    Cannon Fodder 2:

    Ed: 8
    Danyon: 8.5 (quote: “Though not much has changed, war is still a lot of fun in this excellent strategy sequel. The tougher levels will give Cannon Fodder vets a serious challenge.”)
    Al: 7.5
    Sushi-X: 8.5

    FIFA Soccer 96:

    Ed: 7.5
    Danyon: 7.5
    Al: 8 (quote: “At its heart and soul it's still the same old FIFA but that still makes it one of the best soccer games around.”)
    Sushi-X: 7

    Kawasaki Superbike Challenge:

    Ed: 5
    Danyon: 5
    Al: 7
    Sushi-X: 4.5 (quote: “The graphics are decent enough but there isn't enough stage variety and the bikes don't handle very well.”)

    King's Field:

    Ed: 6 (quote: “It's definitely one of the toughest RPGs you'll ever play. I wish the graphics were as good as they are in some of the other SNES-CD games but those looking for a challenge won't mind as much.”)
    Danyon: 6
    Al: 7
    Sushi-X: 6.5

    NHL '96:

    Ed: 8
    Danyon: 8
    Al: 9
    Sushi-X: 9 (quote: “The SNES-CD version's graphics don't quite match up with the excellent visuals on the Saturn but the gameplay is top notch and most of the quality commentary remains intact.”)

    Sid Meier's Civilization:

    Ed: 8.5 (quote: “One of the best PC games ever comes to the SNES-CD and it's a spot-on port.”)
    Danyon: 8.5
    Al: 8
    Sushi-X: 8

    Super Star Wars Trilogy:

    Ed: 9 (quote: “While the only added bonus is the addition of a few clips from the original movie trilogy, getting all three of these excellent SNES games in one package is bonus enough.”)
    Danyon: 9.5
    Al: 9
    Sushi-X: 9.5

    X-COM: UFO Defense:

    Ed: 9
    Danyon: 9
    Al: 8.5
    Sushi-X: 8.5 (quote: “Between this and Civilization, this was definitely a great month for PC ports to the SNES-CD! The gameplay is pretty much completely intact, this game is chock-full of content and it's definitely one of the best strategy games ever made.”)

    Ballistic Limit:

    Ed: 9.5
    Danyon: 9.5 (quote: “With masterful gameplay punctuated by some of the best graphics yet on the SNES-CD, this is clearly one of the best video games of the year.”)
    Al: 9.5
    Sushi-X: 9.5

    Eskrima Warriors: The Tournament:

    Ed: 7
    Danyon: 7
    Al: 6
    Sushi-X: 6.5 (quote: “So while I liked the new characters, this game was a bit of a disappointment compared to the first, it seems more like a minor upgrade than a true sequel.”)

    Gun Warrior: Big Guns:

    Ed: 9
    Danyon: 9.5
    Al: 9 (quote: “The addition of two new heroes adds much-needed variety to the gameplay and makes this sequel one of the freshest games I've played all year.”)
    Sushi-X: 8.5

    Cyber City:

    Ed: 6
    Danyon: 4
    Al: 4.5 (quote: “This wannabe-Snatcher game does nothing new and a lot of things wrong, it's probably one of the worst point-and-click games I've played in a while.”)
    Sushi-X: 4

    The Sea Adventure:

    Ed: 2 (quote: “Make it stop! This is a horrid underwater FMV game that tries to be exciting but is just incredibly boring and the acting is seriously terrible. I'm glad these kinds of games are being phased out on the SNES-CD, it's so hard to do them right.”)
    Danyon: 3
    Al: 3.5
    Sushi-X: 1

    Nintendo Music Maker:

    Ed: 6
    Danyon: 7 (quote: “It's not bad and those who loved the music tool on Mario Paint will have a ball with this, which adds a ton of real instruments to the mix of silly sounds featured in the original. I wish there was more to do with it but it's really good at what it does.”)
    Al: 7
    Sushi-X: 7

    -excerpted from Electronic Gaming Monthly's reviews of October 1995's SNES-CD games in the November and December 1995 issues

    -

    This brilliant, beautiful platformer from Nintendo represents in a lot of ways the end of an era. When the Super Nintendo was first released back in 1991, it was expected to be the future of the video game industry. The CD-ROM drive from Sony was intended to be a peripheral, a mere supplement to what was supposed to be the premiere cartridge-based gaming device. No one predicted that the Super Nintendo CD would take on a life of its own, that within three years of its release we'd be talking about the last first party Super Nintendo cartridge game. But barring some unexpected surprise, Yoshi's Island is it, and what a way to go out. The Super FX 2 chip, though paling in comparison to games like Donkey Kong Country or Ballistic Limit, paints a gorgeous picture not unlike the colorful straight-out-of-an-anime graphical stylings of Andrekah. Clearly, the Super Nintendo was capable of quite a lot, but it was clear from the get-go that software companies preferred the storage capacity of the CD-ROM format and the processor speed of the CD peripheral.

    And so it's come to this. Yoshi's Island, featuring 48 levels (not to mention the six secret levels you can attain by getting perfect scores in every stage), is one of the year's best games and also the best possible way for first-party games on the Super Nintendo to go out. Yes, there will be more Super Nintendo games, games such as Acclaim's Heliscape are set to release early next year. But Nintendo itself is moving on, and it's likely that 1996 will see the last cartridge games ever made for home game consoles. Nintendo's even doing something they probably should have done sometime last year by releasing a stand-alone SNES-CD, which significantly lowers the cost of entry for those who haven't yet hopped aboard the next-gen train, while not forcing them to purchase what's now a dying system. Even so, there's plenty of reasons to buy a Super Nintendo cartridge system if you haven't done so. Games like A Link to the Past, Super Metroid, and now Yoshi's Island are still exclusive to it and the $69.99 price tag is somewhat of a steal. While the best games are on the Super Nintendo CD, if you skip the original SNES, you're missing out.

    5 stars (out of 5)

    -excerpted from the Yoshi's Island review in the November 1995 issue of Next Generation magazine

    -

    I remember King's Field for the Super Nintendo CD. It came out about the same time that Virtual Hydlide did on the Saturn and the two were compared quite a bit. Make no mistake, King's Field was the superior game. The story was dark and fascinating, and the gameplay was unrelentingly tough. Virtual Hydlide had better graphics what with its faux-realistic characters and environments, but I loved that dark, dank aesthetic that King's Field had, a great example of From Software using the limitations of the available technology and turning it into an asset. Virtual Hydlide's gameplay was extremely generic, but King's Field had its own unique charm. It wasn't an RPG like Final Fantasy, it was a single-person dungeon crawl that dropped you right in the middle of a mysterious labyrinth and said “now find your way out”. The game was a niche title and sold pretty poorly in North America but did great sales in Japan and we ended up getting the next two games in the series, both of them on the SNES-CD as well. It definitely inspired some developers and we ended up with a few of this game's ideas fully realized with later games on the Ultra Nintendo and on the Saturn.

    -from a comment on Kotaku.com's “TAY: Favorite Game No One Else Talks About?” article on February 23, 2013

    Though both games were overshadowed by Ballistic Limit and both sold only decently well (with Civilization the more successful of the two), Sid Meier's Civilization and XCOM: UFO Defense continued the tradition of excellent PC ports to the Super Nintendo CD. UFO Defense, a difficult but extremely engrossing strategy game about repelling an alien invasion, might just be the best SNES-CD game that nobody played. The game was a hit on the PC and got a near-perfect port on the SNES-CD but just got swallowed up amidst all the other big games debuting that month. It did manage to sell enough games later on to turn a profit, but with earlier PC games like Secret Of Monkey Island becoming massive hits on the system, it was a definite dissapointment that this game didn't click with gamers, who seemed to prefer shooting aliens in the face (in Ballistic Limit) to carefully plotting a military campaign against them. Civilization sold somewhat better, it didn't sell QUITE as well as 1994's port of SimCity 2000, but it did all right and was a very well received port, even getting a commercial that I remember seeing on Nickelodeon during that time (though it wasn't nearly as good as Ballistic Limit's commercial. I'm surprised we never got Sid Meier's Pirates! on the SNES-CD, what with how well Tales of The Seven Seas did, but a lot of gaming decisions made around that time are still mysteries to me (like, “how did Sega expect the Venus to be a success when you could only play Mega Charger games on it for like an hour on six AA batteries?!”).

    -excerpted from “SNES-PC: A History Of PC Ports On The Super Nintendo CD”, an article on IGN.com, October 22, 2009

    -

    Virtual Hydlide

    Saturn's latest RPG is a bit of a mess, but at least it's a pretty mess. Virtual Hydlide, set to release October 9th, is a 3-D remake of the original RPG classic Hydlide, and while it looks absolutely gorgeous with a realistic-looking hero and it runs at a smooth framerate, its gameplay is pretty mediocre and extremely repetitive. The game does have an innovative procedurally-generated dungeon mechanism to ensure that every playthrough takes you through a different set of dungeons, but cutting down the same enemies hour after hour gets pretty repetitive after a while and competing with your friends for high scores isn't quite as fun when it's only one of you questing at a time.

    When compared with the other two RPGs out so far on the Saturn, MagiQuest and Ultima: The Worldly Lord, the game's flaws soon become apparent. Its combat is much slower and less exciting than MagiQuest, and its gameplay is much less engrossing than Ultima. When it comes to rebooting age-old RPG classics, we'd have much rather seen a remake of Phantasy Star than this game.

    Graphics: 4.5
    Sound: 3.5
    Play Control: 2.5
    Fun Factor: 2.0
    Challenge: Intermediate

    -excerpted from the November 1995 GamePro review of Virtual Hydlide

    -

    Kazzi DeCarlo: Gun Warrior: Big Guns is just the kind of nutty, wacky game that I love to play. Three big dudes taking huge ridiculous guns into an underground dungeon and blowing away tons of monsters and bad guys and racking up the points. It ramps up the ultraviolence and fun of the original Gun Warrior to the extreme and makes no apologies for what kind of game it is.

    Ted Crosley: I liked the option to select between three characters, they were a lot more than just Mario and Luigi palette swaps, each guy brings his own guns to the table and you can kind of pick which one best suits your strategy. I felt like after a while this game got kind of repetitive but overall it was pretty good.

    Kaz: Repetitive? It's fun as hell, who cares if the levels are pretty much the same, the gameplay is ridiculously addictive and fun.

    Ted: Also some of the levels were kinda long. I mean, don't get me wrong, I had lots of fun with it but maybe it could've been shorter.

    Kaz: Awww man, shorter?

    Ted: Level 6 went on for what had to be half an hour and if you messed up, back to the start you went. I don't mind a challenge but there's got to be enough of an incentive to plow through.

    Kaz: What more incentive do you need than three dudes with lots of big guns? I give Gun Warrior: Big Guns a 5 out of 5, easily.

    Ted: And I give it a 4. It's definitely fun and an improvement on the first, but it could have used some variety in the gameplay and a better checkpoint system to keep you from having to repeat the game's sometimes dull levels too often.

    (...)

    Brittany Saldita: You know, I dug the original Eskrima Warriors, but this sequel really feels like a rehash and not in a good way.

    John Walden: Is there ever a good rehash? I agree though, just adding a few new characters and making the graphics a bit prettier doesn't make a good sequel.

    Brittany: Uuuuuuuuuunless you're Street Fighter.

    John: *laughs* Yeah, when's Street Fighter III coming out?

    Brittany: The year after Ultra Mega Super Duper Street Fighter II, Capcom promises. Anyway, this is a game that's not worth full price. If you really like the new characters, maybe you could wait until it hits the bargain bin.

    John: I think you're being a little bit harsh, five new characters is quite a bit for a fighting game sequel and it kept all the old ones, but it also kept a bit too much of the old gameplay to really be a true sequel. As far as fighting games go, three vastly superior options just came out last month for the Super Nintendo CD. MAYBE if you're gonna wait for this game to come out on the Saturn next year you could see if they make a few more changes then.

    Brittany: I would definitely wait on the Saturn version if you have the Sega Saturn, at the very least the graphics should look a LOT better. I give Eskrima Warriors: The Tournament a 2.

    John: And I give it a 2.5.

    (...)

    Ted: Mallrats is a fantastic movie, I've seen it and it cracked me up and I hope everyone watching this goes to see it when it hits theaters this Friday.

    Kevin Smith: Thank you, thanks very much.

    Ted: Now before we let you go, this IS a video game show-

    Smith: Well finally, I was wondering when the hell we were gonna talk about games! *laughs*

    Ted: See-

    Smith: If I'd have known you wanted to talk about games, we could've talked about them the whole time!

    Ted: *laughing* Why didn't you tell me, man? So what games have you been playing?

    Smith: Aw man, right now, definitely Zelda, plowing my way through that and waiting for Ballistic Limit.

    Ted: So you're a Nintendo guy?

    Smith: You know, for right now yeah but the Saturn looks pretty sweet too, I'll probably try to pick it up when I can, maybe I'll get it for Christmas or something, I'll bug Ben Affleck about it and maybe he'll get me one.

    Ted: I recommend Ultima and Panzer Dragoon.

    Smith: You know, Panzer Dragoon looks really cool. I uh, I really want to play another Earthworm Jim game, is that coming out for the Saturn, do you guys know?

    Ted: I WISH they would make an Earthworm Jim game for the Saturn, I'd buy that in a second. Oh, and speaking of games, I spotted Frederico in Mallrats, that was nice. The scene where Jay kicks the kid off the Super Nintendo in the mall and plays Frederico, that's a hilarious scene.

    Smith: I wanted to put a game in there, I was thinking “what game would Jay want to play if he got high?” and boom, Frederico. Now I wish we could've put Yoshi's Island in there for that trippy level with the Fuzzies.

    Ted: *laughing* That would've been perfect.

    -excerpted from the October 17, 1995 episode of GameTV

    -

    Al Michaels: ABC's coverage of Game 7 of the 1995 World Series is brought to you by... McDonalds. Have you had your break today? Ace Ventura: When Nature Calls, starring Jim Carrey, premiering November 10th. And Ballistic Limit, only for the Super Nintendo CD. Go Ballistic, tomorrow. And I think this Atlanta crowd's about to go ballistic tonight if Tom Glavine can get this final out to win the World Series for the Atlanta Braves. One on, two outs, bottom of the ninth with Atlanta clinging to a 4-3 lead.

    Tim McCarver: Well, we saw manager Bobby Cox call a timeout and go up to the mound to talk to pitcher Tom Glavine. Glavine, maybe feeling some soreness in that arm after pitching this entire game.

    Michaels: Well, with the Indians' slugger Albert Belle coming up to the plate, this is definitely a moment when Cox might want to think about bringing in a closer.

    McCarver: But it looks like Glavine's going to stay out there. He's performed well today, he did give up that three-run shot in the third inning but he's held the Indians to only two hits since then.

    Michaels: He's been great this whole playoff run for the Braves, he had that excellent performance in Game 2, pitched a no-hitter and gave the Braves what everyone thought would be a commanding 2-0 lead but the Indians have roared back, they forced a Game 7 and now it's down to one last inning and perhaps, one last out. Glavine winds up and there's the pitch, Belle swings and it's a miss and that's strike one.

    McCarver: Albert Belle's been playing great, had that three-run homer and he's batted .380 for these playoffs. He wants to win a World Series real bad.

    Michaels: The sometimes volatile Albert Belle, always speaks his mind but is one of the best pure sluggers in Major League Baseball. And he watches this ball go to the outside for ball one. Albert Belle, 51 homers this year and if not for the shortened season, maybe he could've had a shot at Roger Maris' record of 61. Absolutely magnificent the whole year and he's been a big reason why the Indians have been so good this season and why they're here in the World Series.

    McCarver: He puts such power into his swing, doesn't hold anything back. He swings the bat a lot like he talks!

    Michaels: *laughing* That he does. And there's a fastball right down the plate, maybe a bit outside but it's called strike two.

    *Belle comes off the plate for a moment and glares at the umpire, he talks to him a bit and looks quite furious at the strike call, the crowd roars in glee behind him*

    Michaels: And now the crowd can sense it, the Braves one strike away from winning the World Series, and Albert Belle needs to be very careful here, he does not want to get tossed out of Game 7 of the World Series.

    McCarver: This crowd can definitely sense it, they're on their feet here in Atlanta, I don't think there's a single fan right now sitting.

    Michaels: 52,000 fans on their feet in Atlanta, one strike away from a world championship, Tom Glavine is one pitch away from immortality, the Braves leading by one and if he strikes Albert Belle out here that is going to be all she wrote! He winds up. Here's the pitch and Belle swings and it's a big hit! That ball is heading toward the stands! It's back in the outfield, it's fair and at the warning track...it could be...yes! Yes, that is a home run and the Cleveland Indians have won the World Series!

    *The Atlanta crowd lets out a tremendous groan of dismay as Albert Belle rounds the bases, as he does so he seems to make a “suck it” gesture at the groaning and booing crowd but the TV camera don't catch it entirely, he rounds third and jumps on home plate and into the arms of his jubilant Indians teammates as Tom Glavine collapses to his knees on the mound, tears streaming down his face as Bobby Cox comes over to comfort him.*

    Michaels: In one of the most improbable, incredible finishes in World Series history, the Cleveland Indians come back from a 2 to nothing deficit to win the World Series!

    McCarver: And that is why Albert Belle might be the best player in baseball, one of the greatest moments in World Series history, right up there with Kirk Gibson back in 1988.

    Michaels: And the Cleveland Indians are celebrating in Atlanta, they are the world champions of baseball!

    -from ABC's broadcast of Game 7 of the 1995 World Series, October 29, 1995

    -

    SNES-CD Power Charts: October 1995

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Donkey Kong Country
    3. Victory
    4. Super Mario World 2
    5. Earthbound 2
    6. Final Fantasy VI
    7. Andrekah
    8. Ogre Battle
    9. Super Squadron X: Critical Dawn
    10. Primal Rage
    11. Toxic Waste
    12. WWF Wrestlemania
    13. Super Mario World 3
    14. NBA Jam: Tournament Edition
    15. Super Punch-Out CD
    16. Mega Man X2
    17. Squad Four
    18. F-Zero CD
    19. Tecmo Super Bowl CD
    20. Trapmine

    -

    *A man, Ash Beckland, is seen running through a darkened hallway where only a few lights are flickering, showing the outlines of scary alien creatures pursuing him. He continues to flee through decrepit corridors, past shuttered storefronts and closed doors. He hears a cry off in the distance. He dashes around a corner and sees a group of helpless colonists being menaced by a terrifying creature shown only in shadow. The man distracts it with a burst of gunfire, causing the creature to turn and join his pursuers while the family escapes.*

    *The man continues running, while the increasing sounds of the aliens continue to swell behind him. He makes one more turn and his eyes go wide. It's a dead end. He continues to run toward the wall, then stops, hearing the sounds building up behind him even more. His eyes narrow. He turns, and pulls out two large guns as the aliens come upon him. The camera zooms on his eyes and zooms out to reveal footage from the game's first-person mode, of the player using their weapons on a variety of alien enemies. The footage then switches to the game's normal platforming mode, showing Beckland using a variety of guns and grenades on enemies, fighting a large boss and then switching to first-person mode to show the transition between the two modes as the player continues to fight seamlessly, the weapon is much more powerful in this mode and it shows the monster roaring and falling back as it's defeated.*

    *The view then switches back from the game footage to the live-action scene, as Beckland walks over the corpses of the aliens he's killed. He hears another roar off in the distance and the camera zooms in on one of his eyes.*

    Go Ballistic.

    BALLISTIC LIMIT

    October 30

    *At the end of the advertisement is the first instance of TTL's new Nintendo “slogan”, the combination of metallic sounds and a voice saying “Nin-ten-do” in a slight accent, identical to OTL's classic “Play-sta-tion” advertisements. The slogan will be used for nearly all SNES-CD commercials throughout the remainder of the console's lifespan, and for all Sony-published Nintendo games through at least the Ultra Nintendo's lifespan.*

    -from the Ballistic Limit commercial that aired on US television throughout October 1995

    Ballistic Limit: The Basics

    Ballistic Limit is a game published and developed by Sony Computer Entertainment, and greatly hyped by both Nintendo and Sony before its release. The game is a hybrid 2-D platformer and 3-D first-person shooter (somewhat similar to OTL's Metroid: Other M, though largely without the exploration aspects). The gameplay revolves around controlling a soldier named Ash Beckland and is largely based on combat against a variety of alien, mutant, and sometimes human foes with a large assortment of weapons, explosives, and sometimes melee. The game is level-based with 19 levels in all, nearly all levels contain a boss at the end and a few have mid-bosses at important checkpoints. The player has a certain number of lives in each level, dying sends you back to the last checkpoint but running out of lives sends you to the beginning of the level (without any items or weapons obtained). Over the course of the game, Ash obtains a variety of weapons, which are permanently added to his collection. You can select up to three gun weapons, one explosive/special weapon, and one melee weapon before entering a level, finding a new weapon during a level enables you to swap it with one of your equipped weapons immediately. The game's 2-D segments are largely similar to Metroid in terms of combat (though at somewhat of a quicker pace), it's run and gun with the ability to aim on the fly, different weapons have different effects, there's pistols, laser pistols, shotguns, rifles, specialty alien weapons that fire different types of projectiles, etc, with 34 total gun-type weapons, 7 total explosive/specialty weapons, and 6 total melee weapons available in all. The unique aspect of the game's combat system is Ballistic Mode. Ash has three bars: a life bar, an armor bar, and then a Ballistic bar that basically controls how much time you have in the game's special Ballistic mode. When entering Ballistic Mode, the game takes on a first-person perspective. Ash becomes fixed in place but can turn in any direction to aim at enemies. When in Ballistic Mode, weapons usually become somewhat more powerful, sometimes FAR more powerful, you're able to aim more easily at enemies' heads, guns take on special properties, can fire multiple projectiles, etc., depending on the weapon. You can only stay in Ballistic Mode for a short time before having to wait for the meter to gradually recharge, certain items increase the size of the Ballistic bar (and also you can find upgrades for health and armor bars as well) or you can collect items to recover it more quickly. Learning to properly time and strategize your Ballistic Mode gameplay is the key to winning the tougher battles in the game. You can replay old levels to collect missed items and you can also save at any time between levels. The game features in-level voiced dialogue and in-level and between-level cutscenes that take the form of motion-comic like animations.

    The game takes place sometime in the late 21st century, Earth has been rendered uninhabitable by natural disasters and ecological destruction and mankind now lives in huge space colonies orbiting the planet. As humanity slowly makes its way out to the stars, the solar system is under relentless assault by alien monsters. The colonies have formed special squads of soldiers to venture out and face the alien threat. Ash Beckland (voiced by Michael Massee, known in OTL as a somewhat prolific character actor and also for accidentally firing the fatal shot that killed Brandon Lee during the filming of The Crow, ITTL that accident never took place and Brandon Lee continues to appear in films, more on him later) is lieutenant captain of one of these squads, and on a mission to take out an alien warship, Beckland is separated from his squad and he finds his captain has been killed. After fighting off an alien onslaught, Beckland manages to reunite with several of his squadmates, including Beckland's training partner and romantic interest Sara (voiced by Peta Wilson, known as Nikita in OTL's La Femme Nikita, which isn't made ITTL) and Danny, Beckland's rival at the academy. After a major boss fight in level 8, Beckland and his friends manage to pilot the alien warship back to the main Earth colony, only to find it under attack, the alien warship was only a distraction for the main invasion and many humans have already been killed. The next few levels involve Beckland, Sara, and Danny liberating numerous areas of the colony only to discover to their horror that many of their friends on the colony have been subjected to hideous alien experimentation, transforming them into terrifying creatures. One of these subjects is Beckland's seemingly deceased commanding officer, who has been turned into a somewhat-sentient commander for the alien forces, under alien control. At the end of level 15, Beckland reluctantly fights and kills his mutant CO, only to see that during his dying moments, the man has managed to free his mind from the aliens. He reveals the aliens' plans to mutate humans due to their natural stubbornness and creativity and to re-colonize Earth as a hybrid human-alien race before re-launching a new conquest of every sentient race in the galaxy. Beckland also begins to fight against human collaborators with the aliens, and for a time it's teased that Danny is one of them, though it's later revealed that Danny's just been going undercover to sabotage their operations (this is revealed during an exciting moment in the level 17 boss fight where Danny saves Beckland's life). In the aftermath of level 17, Sara is captured and mutated by the aliens, and she becomes the level 18 boss in a very poignant fight. At the end, however, Sara manages to force her mind out of the brainwashing just before she would have killed Beckland, she then uses her mutant upgrades to wreak havoc on the alien forces, clearing the way for Beckland in level 19 where he fights the alien warlord leader in a fierce multi-stage battle. The game ends with a cure found for the mutations (including Sara's), as well as the humans capturing some alien technology that might help them restore Earth to habitability again. Beckland has saved humanity and the alien conquerors have been wiped out, but the galaxy remains a dangerous place...

    October 30, 1995

    Ballistic Limit is released for the Super Nintendo CD in North America, with Japanese and European releases the following month. The game is immediately successful, the massive advertising campaign for the game raised awareness to a limit unseen since Donkey Kong Country, and it's the second fastest-selling video game of the year in North America behind only The Legend Of Zelda: Ocarina Of Dreams. It performs quite well in Japan and Europe also, easily surpassing two million sales worldwide before the end of 1995. Reviews for the game are stellar, its advanced graphics (some of the best yet seen in an SNES-CD game, its 2-D graphics exceed those seen in most early Saturn games and every Mega Charger game), highly praised soundtrack and quality voice acting (the performances of Michael Massee and Peta Wilson are particularly praised and Ross Hull, who is most well known for playing Gary in Are You Afraid Of The Dark? is also praised for playing the young scientist Dr. Reeve Grantley, who comes up with the cure for the alien mutations and is also the man behind the Ballistic System utilized in Beckland's weapons) make it one of the year's best reviewed games. With the recent film success of Mortal Kombat, the film rights to Ballistic Limit become a hot property, and several directors, including Joss Whedon and Joel Schumacher, express interest in producing the film adaptation. Along with Snatcher, the game becomes an early example of the importance of story telling in video games, and the game is the start of one of Sony's most enduring video game franchises.

    (...)

    Ted (dressed up as the cop from Virtua Cop for GameTV's Halloween special): Ballistic Limit is everything I thought it would be and then some. The graphics are amazing, the gameplay is incredibly fun with a huge variety of weapons, and even the voice acting was fantastic!

    Alex Stansfield (dressed up as SimCity's Dr. Wright): I think companies are starting to get the hang of voice acting in games, especially with budgets growing to allow professionals to be brought in. Tales Of The Seven Seas is another example of that.

    Ted: And how awesome are the bosses? They're tough as hell, definitely.

    Alex: That four-headed bastard in level 13 was not easy even with my best weapons.

    Ted: Right, this game's not easy but it at least gives out enough extra lives to where you're not repeating whole levels all that often.

    Alex: And levels aren't THAT big unless you're going off the beaten path a lot. Honestly I thought this game was kinda short, it took me maybe six hours to get through and I was looking for upgrade items too.

    Ted: It was a fun six hours though, wasn't it?

    Alex: A REALLY fun six hours.

    Ted: I really have no problem giving Ballistic Limit a 5 out of 5. It deserves it, it more than deserves it, I had so much fun and there were moments that just blew me away.

    Alex: I think I have to agree, everything was done just so well, I thought maybe the first-person parts would be clunky but the controls worked so well. I mean in Squad Four the shooting was kind of awkward but in Ballistic Limit it was really well done. 5 out of 5.

    Ted: And you know what that means!

    Alex: Absolutely, it's time to finally put game #2 on the Hall of Fame wall!

    *Ted and Alex, along with Brittany (dressed as The Darkest Ritual's Etienne), John (dressed as Bo Jackson from Super Tecmo Bowl), and Kaz (dressed as Tuxedo Kamen from Sailor Moon), walk up to the Hall of Fame wall with a framed copy of Ballistic Limit, hanging it up there next to Ocarina of Dreams.*

    Brittany: Ocarina of Dreams, you've finally got a friend!

    Ted: Ballistic Limit, you're now in the GameTV Hall of Fame. Congratulations!

    Alex: Coming up after this commercial break, is Kawasaki Superbike Challenge going to be game #3 on the Hall of Fame wall?

    John: I'll give you a hint: no.


    -excerpted from the October 31, 1995 episode of GameTV
    https://www.alternatehistory.com/discussion/showthread.php?t=280151/
     
    BONUS - The Nintendo Power Covers Of 1995
  • I'm going to go ahead and post this now since 1995 is almost over...

    Nintendo Power Covers Of 1995:

    January 1995: Pulseman (was Adventures Of Batman and Robin IOTL)
    February 1995: Justice League: The Battle For Earth (was Mega Man X2 IOTL)
    March 1995: Final Fantasy VI (was NBA Jam: Tournament Edition IOTL)
    April 1995: Stargate (same as IOTL)
    May 1995: Kirby's Dreamland 2 (same as IOTL)
    June 1995: The Legend Of Zelda: Ocarina Of Dreams (was WeaponLord IOTL)
    July 1995: Donkey Kong Land (same as IOTL)
    August 1995: Super Mario World 3 (was Virtual Boy IOTL)
    September 1995: Killer Instinct (same as IOTL)
    October 1995: Yoshi's Island (same as IOTL)
    November 1995: Ballistic Limit (was Mortal Kombat 3) IOTL)
    December 1995: Donkey Kong Country 2 (same as IOTL)
     
    November 1995 - Diddy's Kong Quest
  • Authors' Note: Starwarsfan has given us a TON of Sega and Namco arcade information and ideas that we'll be using in this TL going forward. We didn't have much to include this time around but as the TL goes on we'll be using a lot more! Thanks very much for all the fantastic ideas!

    -

    My Sega Venus story ended in tears. I got it for Christmas in 1995 along with Lords of Skylein. So one day soon afterward, I'm playing Lords of Skylein and having a blast, I'm really getting sucked into the game and not really paying attention to much else. Any time the Venus runs out of juice (which is quite often), I replace the batteries, six at a time, not really paying attention to how many I'm using. Well, that evening, I'm playing through the fourth dungeon when suddenly I hear my mom downstairs yelling 'who used all the batteries?'. So you know, I just go down there and tell her I did, and she says 'you used 40 batteries in one day?', and when I tell her I did she says 'do you have any idea how much those batteries cost?' Turns out, 40 batteries cost about 40 bucks. I had gone through forty dollars worth of batteries in about six hours of playing. When I tell her how I went through so many batteries, she goes ballistic, she takes the Venus away and I never ever see it again. Five or six months later I asked her what she did with it and she told me she sold it to a pawn shop to replace that forty dollars. I never had a Sega Venus again until I bought one on Ebay a few months back for eighty bucks. I should've just used the damn AC adapter.”
    -A post on Rootalk.com's /segamemories subforum on December 18, 2014

    Was that good luck or what? We didn't even imagine pirates would be a big thing when we came up with the theme for Donkey Kong Country 2. We all just thought pirates would be a cool, adventurous thing to use for our game. Then Tales Of The Seven Seas came out and I'm sure we got a big boost from it!”
    -Tim Stamper, producer of Donkey Kong Country 2

    It has been a really busy time for me! But I am always thinking of new ideas for games. I'm already thinking of games for the next Nintendo system as well!”
    -Toshiro Tsuchida, creator of Front Mission and Arc the Lad in the January 1996 issue of Famitsu magazine

    By the time the Saturn had been released worldwide, Sega was essentially the number one arcade game company. We knew that would be our best asset going forward, something Nintendo didn't have and would be trying to replicate. As long as we kept our advantage in the arcades, we would always be competitive in the console market.”
    -Yu Suzuki

    -

    Donkey Kong Country 2: The Basics

    Donkey Kong Country 2: Diddy's Kong Quest is the sequel to 1994's Donkey Kong Country. The graphics are largely similar to its predecessor, using the same multi-layer rendering techniques as the first game to provide very detailed background and character animations, with a slight bump-up in animation detail from the first game and improved presentation quality. The soundtrack is expanded from the first game with 48 different music tracks spanning a variety of genres but largely consisting of adventurous orchestral music to fit in with the game's pirate motif. Gameplay remains largely the same, though the player now controls Diddy Kong and his girlfriend Dixie Kong after the abduction of Donkey Kong by Kaptain K. Rool and his pirate Kremlings. The two Kongs must traverse eight worlds and 61 levels to save Donkey Kong, and there's also a hidden ninth world with seven levels that becomes available if enough bonus Krem Coins are collected. Here are the eight worlds.

    Gangplank Galleon: A world taking place on a giant pirate ship, largely the same as IOTL with a couple extra levels. The boss is Krow, the same boss as OTL.

    Crocodile Cauldron: A volcano-themed world similar to OTL's, the boss is Kleever, a giant spinning sword, again identical to OTL.

    Krem Quay: A swamp-themed muck world similar to OTL, with a huge muscular Kremling boss named Kudgel, again the same as IOTL.

    Zinger's Domain: The first world that's majorly changed from IOTL, instead of Krazy Kremland, an amusement park level (TTL's Donkey Kong Country already featured an amusement park level), this world is entirely beehive-based, and a couple of the worlds even show Kremlings fighting Zingers. The huge bee boss King Zing remains from IOTL.

    Port Kremtuga: The first truly original world from TTL, Port Kremtuga is based on a bustling Caribbean port city. Levels featured include a stage depicting a huge Kremling bar fight and a stage featuring a large earthquake. The boss is Krench, a busty female pirate Kremling who wields two swords.

    Gloomy Gulch: A spooky ghost forest world, the same as IOTL. The boss is Kreepy Krow, a resurrected ghost version of World 1's Krow, again the same as IOTL.

    K. Rool's Keep: A climb up a huge tower castle with dungeon-themed levels, similar to OTL's version of this world. ITTL, Kerozene (from OTL's Game Boy Advance remake) again appears at Stronghold Showdown, though his attack pattern is much more complex and difficult and he's animated with a lot more detail.

    The Flying Krock: ITTL, this world has six sky-themed stages instead of just one stage before the final boss. Screech's Sprint is still the final level before reaching the showdown with Kaptain K. Rool.

    Lost World: The ninth secret level, accessed by acquiring all the Krem Coins from the bonus stages. It features seven levels that must be completed before reaching the bonus showdown with Kaptain K. Rool at Krocodile Kore. This showdown is different from OTL's, after hitting him once, he doesn't die as IOTL, but instead hops on board a giant K. Rool robot that must be hit several times to defeat, this robot is by far the toughest challenge in the game.

    November 20, 1995

    Donkey Kong Country 2: Diddy's Kong Quest is released for the Super Nintendo CD. Reviews are as stellar as the first game's, in some cases even better, and it's named an immediate contender for Game of the Year. Its release isn't accompanied by quite as much anticipation and hype as the first Donkey Kong Country, but it sells nearly as well upon its debut and continues to be a strong seller throughout the holiday season, helped along by its great reviews, good will from the previous game, and a wave of popularity of pirate-themed media. It becomes Nintendo's biggest hit of the holiday season, even moreso than Ballistic Limit, and contributes massively to Nintendo's enormous sales victory over Sega that Christmas.

    -

    Donkey Kong Country 2: Diddy's Kong Quest:

    Ed: 9.5 (quote: “Even better than the original? Absolutely. From the variety of levels to the graphics to the amazing music, Donkey Kong Country 2 builds upon everything from the first and raises the bar yet again.”)
    Danyon: 9
    Al: 9.5
    Sushi-X: 9.5

    Front Mission:

    Ed: 9
    Danyon: 9

    Al: 8.5 (quote: “Squaresoft's tactical RPG is deep, challenging, and highly addictive. This might be the best strategy game of the year.”)
    Sushi-X: 7.5

    Street Fighter Alpha:

    Ed: 7
    Danyon: 8
    Al: 8
    Sushi-X: 8 (quote: “The excellent graphics and gameplay are par for the course in this Street Fighter side story.”)

    Super Detective Club 2:

    Ed: 8.5
    Danyon: 6.5 (quote: “It's largely more of the same but fans of the genre will still want to check this out.”)
    Al: 7
    Sushi-X: 8

    The Simpsons: Itchy And Scratchy:

    Ed: 6
    Danyon: 6
    Al: 5.5 (quote: “Repetitive levels and rather bad music make this Simpsons game somewhat inferior to the previous two.”)
    Sushi-X: 5.5

    Where In Time Is Carmen Sandiego?:

    Ed: 6.5 (quote: “It doesn't have the charm of 1993's excellent title, but it's still a solidly made mystery game.”)
    Danyon: 7.5
    Al: 6.5
    Sushi-X: 8

    The Endless War:

    Ed: 8.5
    Danyon: 9.5 (quote: “A truly incredible strategy game that gives the player so much customization.”)
    Al: 9
    Sushi-X: 9

    Rage:

    Ed: 9 (quote: “This game takes beat-em-ups to a whole new level. You'll definitely want to play this game more than once.”)
    Danyon: 8
    Al: 9
    Sushi-X: 8

    The Jade Cat Museum Heist:

    Ed: 4.5
    Danyon: 4 (quote: “While it's not a truly terrible FMV game it's still extremely boring and I found beating it a real chore.”)
    Al: 5
    Sushi-X: 6

    Ferrari Worldwide Rally:

    Ed: 7.5 (quote: “It's no F-Zero but it's probably the best simulation-style racing game on the SNES. I liked the graphics and the variety of cars to choose from.”)
    Danyon: 7.5
    Al: 7.5
    Sushi-X: 7

    -reviews of November 1995's Super Nintendo CD games in the December 1995 and January 1996 issues of Electronic Gaming Monthly

    -

    Though the Sega Saturn had been the biggest hardware launch of 1995, the holiday season saw a pair of launches from Nintendo and Sega that gave gamers more options concerning their current-gen game systems.

    Free At Last: The Stand-Alone SNES-CD

    Even since the middle of 1993, Nintendo fans had been clamoring for a Super Nintendo CD that wasn't dependent upon the purchase of a cartridge-based Super Nintendo. Eager to keep their beloved fourth-generation system going, Nintendo stood firm and refused to release a stand-alone SNES-CD to market, instead continuing to sell its CD peripherals and Playstation Combo Sets, which meant that if you wanted to play Nintendo's rapidly growing library of CD-ROM games, you had to purchase the “vanilla” SNES. Once Donkey Kong Country was released at the end of 1994 to major commercial success, Nintendo and Sony began working on a stand-alone version of their popular CD peripheral, and it launched on November 27, 1995, one week after the release of Donkey Kong Country 2.

    https://www.dropbox.com/s/rcrywzt1yu...azine.png?dl=0 (Author's Note: This is an SNES-CD mock-up taken from OTL's Super Play Magazine.)

    The new Super Nintendo CD was a sleek, compact device with the ability to play the entire library of SNES-CD games, and it included four controller ports right out of the box. It was one of Nintendo's better-designed devices, much smaller than the original peripheral had been, and at $129.99, it slashed the price of entry for Nintendo's CD-ROM games by more than a third, the price was also just under a shade of one-third the price of Sega's $399 Saturn. Combined with across-the-board price cuts for Nintendo's cartridge-based SNES (to $59.99 from $69.99), Nintendo's SNES-CD peripheral (to $129.99 from $149.99), and the Playstation Combo Set (to $169.99 from $199.99), Nintendo had positioned itself to be the budget alternative to Sega's high-priced marvel, the Sega Saturn.

    I'm Your Venus, I'm Your Fire...

    For the past five years, the Sega Game Gear had flagged behind Nintendo's lower-tech but significantly more economical Game Boy. On November 14, 1995, Sega released the Venus, a handheld Sega Genesis with the Mega Charger internals built right in. The Venus was by far the most powerful handheld game system that had ever been released up to that date, and it launched at $249.99, more than twice the price of Sega's Genesis (Sega would begin selling the Mega Genesis, a Genesis with a Mega Charger built in, for $99.99 around that time as well). The Venus launched with quite a bit of fanfare, including a slickly produced commercial featuring Bananarama's classic “Venus” song interspersed with scenes of people looking like they were having a ball playing Genesis and Mega Charger games on a handheld. The Venus had a pair of pretty nasty Achilles heels. The price was one (it was slashed to $199.99 within a couple of months and then slashed further to $149.99 a couple months after that), and the other was the battery life. When playing Genesis games, battery life was just under three hours on six AA batteries. That was bad enough, but when playing certain Mega Charger games (Star Wars Arcade and Lords of Skylein were the biggest culprits), battery life could be as short as 45 minutes. The thing consumed batteries at a prodigious rate, someone once calculated that playing the 50-hour Lords of Skylein could cost nearly $400 in batteries. You could buy a Saturn for that much! Though the Venus wasn't a complete flop (the slickly produced commercial and price cuts drove the Venus to 3.5 million in sales by the end of 1996), it failed to achieve the lofty success of Nintendo's Game Boy.

    -”The History Of Console Gaming: Year-By-Year (Part 6)”, Wired.com, June 12, 2012

    -

    *A husband and wife are out walking on the boardwalk on a date.*

    Wife: Are you sure it's okay to leave our son home alone?

    Husband: Oh, he's a responsible boy, I think we can trust him.

    *The two of them see a group of teenagers walking by, talking about something.*


    Teenage Boy: Hey, did you hear about that sweet new video arcade?

    Teenage Girl: Yeah, I heard it just opened up, I can't wait to go over there and play.

    Husband: *to his wife* A new arcade? I bet our son would love it. *walks over to the teens* Hey guys, you mind telling us about that new arcade? We've got a kid your age, he loves video games, where's it at?

    Teenage Boy: Sure thing dude, it's at 1724 Spruce Street!

    Wife: Huh? Say that again?

    Teenage Girl: 1724 Spruce Street. It's the hottest arcade in town, all the kids hang out there.

    Husband: Wait a minute, that's our house!

    Teenage Girl: It's a house all right and it's an awesome arcade, there's dozens of games!

    Wife: Our son put an arcade in our HOUSE?

    Husband: *looking panicked* We gotta get home....

    *The husband and wife rush home to see lights flickering inside their house and tons of kids hanging out around it*

    Wife: *pushes through the crowd and opens the door* You put an arcade in here? You're in big trouble!

    Husband: *looking around* Wait, where are all the arcade machines?

    Son: *sitting by the TV with a Saturn controller in his hand with his friends around him* There aren't any machines, it's just the Sega Saturn!

    *The son and his friends are shown to be having a blast playing Virtua Fighter while his parents sigh in relief. The screen switches to show Sega's arcade lineup including Virtua Fighter, Daytona USA, Virtua Cop, and Ridge Racer.*

    Announcer: With dozens of the hottest arcade games, including the newest hit from Namco, Ridge Racer, who needs the arcade? Stay home, save your quarters and bring the arcade home. Only the Sega Saturn brings you the biggest arcade hits, and with dozens more on the way, you'll never need to leave your living room again.

    Husband: *sitting down by the TV with his wife* So, can we have next game?

    Son: No way!

    Wife: You're grounded.


    Son: .... *nervously hands a racing wheel to his mom*

    Wife: *has a smirk on her face as she begins playing Ridge Racer*

    Playing Is Believing

    *cue the SEGA! scream*

    -excerpted from a Sega Saturn commercial that aired in late 1995 and early 1996

    Without question, the Sega Saturn's biggest early successes were their arcade ports. The Virtua Trio of Virtua Fighter, Virtua Cop, and Virtua Racing drove Saturn sales more than anything else during that rough 1995 holiday season, but it was their November 1995 release of Ridge Racer that proved to lay the foundation for the relationship that Sega and Namco would form throughout the latter half of the 90s. Namco's deal to produce arcade games with Sega was regarded as the biggest coup in the history of the arcade industry. Indeed, it was around this deal that the entire arcade game industry would orbit starting with the release of the Saturn. The Saturn's technology became the benchmark for arcade cabinets throughout its lifetime. Using their combined negotiating power, Sega and Namco were able to reduce costs and enable arcade chip technology to progress far more rapidly. Their lucrative contract with military contractor Lockheed Martin to produce these high-tech arcade chips gave the two companies the inside track on becoming the leaders in arcade cabinets. This greatly increased the longevity of Sega's Model 2 arcade platform and enabled Sega and Namco to take their time with Model 3, which wouldn't see release until 1997.

    Though Ridge Racer's release provided only a minor bump to Saturn sales, it was still a critically acclaimed and highly desired game throughout the 1995 holiday season. Sega had initially feared that the game might fall by the wayside in the wake of their big racing game releases at the Saturn's launch, but Namco had distinguished Ridge Racer from other games on the market and the port became the Saturn's best selling non pack-in game of 1995, outselling even Daytona USA. Namco's next arcade port to the Saturn would be the 3-D fighting game Tekken, which was set to release in February 1996 in North America. Tekken would be followed up by Soul Edge in June 1996, and the two games were only part of a very promising Saturn lineup for the year. While Nintendo continued to prosper with its strong lineup of SNES-CD games, Sega's near monopoly on major arcade hits would prove to be a huge selling point for the Saturn going forward.

    -excerpted from the article “Bringing The Arcade Hits Home: The Sega/Namco/Arcade Symbiosis” on
    GoldenAgeArcade.com, September 18, 2013

    -

    Front Mission Preview: An exclusive promotional video for Squaresoft's new strategy-RPG Front Mission, only available to Nintendo Power CD subscribers!”
    -excerpted from the October 1995 issue of Nintendo Power CD, describing a special 5-minute promotional video for Front Mission that only aired in Japan IOTL (Author's Note: This video https://www.youtube.com/watch?v=kidzS-EkVY8 only with English narration and text replacing the Japanese)

    In this month's big Epic Center feature, we're taking a look at Squaresoft's newest hit game, Front Mission! When it released back in April in Japan, it became one of the fastest-selling video games ever! Now it's here in the West and Nintendo Power's got tips and strategies to help you through the first few missions of the game.

    -excerpted from Nintendo Power's Epic Center section in the November 1995 issue

    Were Front Mission's North American sales a disappointment to you?

    Toshiro Tsuchida: I knew we weren't going to sell half a million copies in the first week like we did in Japan! I believe the first week in North America, we ended up selling about 40,000 copies which really was not bad considering just how many excellent games were released that month.Our total North American sales were...somewhere just under 200,000 I think? Not as big as Final Fantasy but certainly all right for any other game.

    Did you begin work on Front Mission 2 immediately after the first?

    Tsuchida: Not immediately after but after sales were so high in Japan, we did. We quickly realized that the game would not be possible on the Super Famicom CD and that is why it did not release until later on the Ultra.

    I remember there being considerable controversy after the release of Front Mission 2 for the Ultra Nintendo in North America, there was a lot of really controversial content and some of those concerns also came up with the first game.

    Tsuchida: Well, it was not my decision to localize it! Certainly it helped that the Super Famicom CD had opened a lot of doors in North America. Square was a big factor behind pushing those envelopes. I was glad to see all the Front Mission games localized and to see the reception to them from around the world.

    -excerpted from an interview with Toshiro Tsuchida with RPGamer.net, June 10, 2010

    Front Mission for the Super Nintendo CD releases on November 13, 1995, and it's somewhat similar to Enix's earlier strategy game Ogre Battle, though unlike Ogre Battle you have much more control over your soldiers as you march them across the battlefield. Gameplay is somewhat linear, the cut-scenes (despite not being voiced) are beautifully depicted with animation for certain very important scenes and the battles themselves are full of very detailed animation and realistic graphics. Customizing your battle mech (known as a “wanzer”) is a very complex affair but once you get the hang of it you'll have trouble stopping.

    The plot is quite complex but very engrossing and we loved the option to play a special second scenario after the completion of the main plot, we won't spoil any more than that but it was essentially like getting two games in one and it added lots of extra play time to this already epic game. Squaresoft has outdone itself in a big way with Front Mission and this just makes us more excited to see what they have in store for what looks like a very jam-packed 1996.

    Graphics: 5.0
    Sound: 5.0
    Play Control: 5.0
    Fun Factor: 5.0
    Difficulty: Advanced

    -excerpted from GamePro's December 1995 review of Front Mission

    -

    Sort of lost in all the holiday hype of 1995 was the two big detective game sequels released that November. Nintendo was localizing the long-awaited sequel to 1993's Super Detective Club, while we also got Where In Time Is Carmen Sandiego?, which at the time was actually one of the more hyped games considering the reception the first one got.

    Super Detective Club 2 was designed for the Super Nintendo CD from the ground up, it contained four all new cases along with cut scenes and voice acting to dramatize the cases. The fourth case was linked to each of the first three cases which could be solved in order. The game was a bit more dramatic and mature than the Famicom games, it got a Teen rating in North America and even featured a bit of mild language which was almost unheard of in a Nintendo game up to that time! The first case of the first three was a murder, a miserly businessman is found dead and his five grandchildren, who also attend the school that the protagonist and his friend Ayumi Tachibana attends, are the prime suspects, you have to figure out which of the grandchildren is the murderer. Ayumi's friend Michuri is one of the suspects and the evidence actually points to Michuri but a smart player will see the hidden clues that actually implicate the businessman's youngest grandson Banko in the crime. The second case is a kidnapping, Ayumi Tachibana is kidnapped and it's a race against time to save her (though she eventually escapes on her own and helps the protagonist implicate the criminal). The third case is another murder, this time of a female racehorse jockey, it's a very complex case to solve, probably the toughest of the three. The prime suspect at first is her jealous rival but it turns out that she and her rival were actually lovers and about to elope, it was the rival's manager that ends up being the murderer. The fourth and final case ties in to the other three. Ayumi's friend Michuri is kidnapped by the culprit from the second case (who escaped from jail), Michuri happens to be the owner of the murder victim's racehorse from the third case and not only do you have to stop the kidnapper but you have to find out who hired them, which turns out to be a dangerous crime syndicate. The game does have a happy ending (assuming you solve the mystery in time) and despite the serious material, it does have plenty of lighthearted moments. The game was largely well recieved and sold even better than the first, even in North America. That brings us to that month's second game...

    Where in Time Is Carmen Sandiego? was the sequel to one of the best selling video games of 1993. Where In The World Is Carmen Sandiego? was the first real post-release hit for the Super Nintendo CD and the sequel was expected to perform just as well...so why didn't it? For one thing, the critical reception to the game just wasn't quite as good as the first. It replaced the rather charming live-action cutscenes from the first game with animated cutscenes somewhat similar to the animation found in the Fox Kids series Where on Earth Is Carmen Sandiego?, with Rita Moreno even reprising her voice acting role from that show. In fact, the game borrowed considerably from that show, including Carmen's history with ACME and her sympathetic background. The game would also include elements that would be featured in the later PBS game show series Where In Time Is Carmen Sandiego? including the theme song (which was decent but nowhere NEAR Rockapella's legendary theme song for Where In The World) and the Chronoskimmer. The result was a somewhat disjointed amalgam of elements that made the game somewhat...confused compared to the first game's significantly more focused effort. That's not to say the game wasn't good, which it largely was, but it was ultimately forgettable. The second reason it didn't succeed to the degree the first one had...the competition. It came out just one week after Donkey Kong Country 2, and was largely ignored in favor of that game. Ultimately it was outsold even by Super Detective Club 2, and other games such as Rage, Front Mission, and The Endless War also outperformed it both criticially and commercially. The disappointment that was Where In Time Is Carmen Sandiego proved that the franchise was largely past its peak in the public eye, and that the detective game genre itself was past its prime as well, despite Nintendo's success with Super Detective Club 2.

    -excerpted from “Dueling Detectives”, an article on Nintendo Digital Digest, November 19, 2012

    -


    The Many Faces Of Rage

    Rage, coming November 6th to the Super Nintendo CD and coming in early 1996 to the Sega Saturn, is the latest beat-em -up from Capcom. It features nine fierce brawlers who are geared up to pummel their way through endless waves of enemies. Depending on your chosen path through the story, you can obtain one of four different endings. Here's a quick look at all the brawlers you can chose from.

    Jason Gurds: A captain in the United States Marines, Jason is seeking revenge for the ambush and deaths of his comrades in a war. Upon hearing that the warlord Blackstone is responsible for the deaths of Jason's comrades, Jason resolved to punch, kick, throw, and bodyslam his way through everybody that gets in his way.

    Adam Crasher: With superhuman strength gained from a nuclear accident, Adam is equipped to beat down legions of criminal thugs. There's no way he's going to let Blackstone or anyone else steal the loose nuclear material that's already caused him so much pain. Adam moves somewhat slowly but his punches pack more power than anyone else in the game.

    Kitsuko Atsuri: Kitsuko may look like a harmless geisha girl but don't be fooled, her swift kicks and fierce leaps can devastate much larger foes. She seeks to protect her friends from Blackstone's criminal empire.

    Icarus Lowell: The youngest of the brawlers in Rage, Icarus is a 14-year-old boy who's had wings grafted onto his back by Blackstone's evil scientists and doesn't need much motivation to pick a fight with the evil mastermind. He can float above enemies for a short time to land fierce blows from above!

    Artemis Night: Artemis is a private detective who failed to stop Blackstone from murdering his beautiful lover. Now he seeks only revenge and he's brought his trusty pearl-handled pistol along for the ride.

    Savage Paul: Though he's got a scary name and an even scarier appearance, Savage Paul is mostly a gentle giant, he runs an orphanage but he's not going to let Blackstone threaten his beloved orphans without bearhugging him and his minions into submission first.

    Kim McIntosh: A fiery redhead with a positive attitude, Kim doesn't have anything personal against Blackstone, she just likes beating the crap out of people. With a reckless style that emphasizes charging in rapidly and bashing enemies, Kim's the definition of a glass cannon but if you like to live dangerously, she's your girl.

    Lord Masters: Lord Masters is an old man who has been kicked out of his hard-earned mansion by Blackstone. Now he uses his remaining fortune to train himself into a fierce martial artist, while sometimes getting his butler Jenkins to do some of his dirty work.

    XCR-333: XCR-333 is a rogue combat robot who got a mind of his own after being given an order to slaughter a bus full of children by Blackstone. Instead, he fought off ten other robots and moved the children to safety. Now his uses his programming to fight back against his evil creator.

    -excerpted from the December 1995 issue of EGM2

    -

    John Walden: Ridge Racer is just a great game, I say it's better than Virtua Racing and Daytona USA, the graphics are awesome and the racing action is a ton of fun.

    Alex Stansfield: It's close for me between the three of them. I think Ridge Racer is definitely the closest to an authentic arcade experience but the other two games have their good qualities too. Not a knock against Ridge Racer by any means, it's a ton of fun, such a beautiful game and the racing is top notch.

    John: If you can get a friend over to play this, you'll definitely want to go head to head. Hook up a couple racing wheels and you're absolutely golden.

    Alex: Plays so good with the wheel, I mean the controller's fun too but if you use the Sega racing wheel it's just like it is in the arcade. And I can't stop talking about the graphics, it looks really pretty with great draw distance.

    John: The graphics are what most impressed me about Ridge Racer, can't get over how good this game looks. I'm giving it a 4.5.

    Alex: And I'm giving it a solid 4, this is definitely a GameTV recommended title.

    (...)

    Brittany Saldita: Squaresoft's Front Mission is a decent game but it did get somewhat repetitive toward the end, the later missions I felt were kind of a grind.

    Ted Crosley: I agree, I'm not quite sure if maybe they ran out of ideas or what?

    Brittany: But the plot was terrific and I liked the added USN scenario, that added some replay value to the game at least.

    Ted: For me, Front Mission definitely pales in comparison to say, the Final Fantasy games.

    Brittany: Agreed.

    Ted: But for what it's worth it's still a good game.

    Brittany: I feel like it laid the foundation for a great game and that it had a lot of good ideas but the execution could've been better. If they find a way to make longer missions not such a drag, this could be a real masterpiece. I give Front Mission a 3.5 out of five.

    Ted: I give it a 3.5 too, it's definitely got a lot going for it but it's not a classic like Final Fantasy VI.

    -excerpted from the November 14, 1995 episode of GameTV

    (...)

    Ted: So let's wrap this up, what did you think of The Endless War?

    Kazzi DeCarlo: Well it's not endless, the game DOES have an ending! So that's ONE strike against it. But to be honest, I feel like this game was trying too hard. I'm all for having options but it seemed like it turned into a LOT of micro-management. Even Civilization managed to make a really complex strategy game easy to get into.

    Ted: I LOVED all the customization options, I just wish there were more nations to pick from. There were only eight and even though they gave all of them a lot of story details and gameplay quirks, I felt like they could have included a lot more or even let you make your own.

    Kaz: Why'd all the countries have to be fictional? I wanted to kick France's ass.

    Ted: *laughing* But yeah, the customization for individual soldiers and units added a ton of strategy. This game is the deepest war game I've ever played, it's deeper than Koei's great games, deeper than Civilization, it's a game all about planning battles and strategy and it works on a ton of levels. And the music was awesome.

    Kaz: The music was the ONLY redeeming factor I thought, when I was muddling through menus at least I had good music to listen to.

    Ted: This game did come with a huge instruction book.

    Kaz: You mean I have to read INSTRUCTIONS?!

    Ted: It helps to read instructions, yeah.

    Kaz: *groans*

    Ted: I give The Endless War a 4.5 but you really do need to read the instructions.

    Kaz: I give it a 3. I just didn't have much of a clue when it came to planning out my attacks.

    Ted: The instruction book helps!!!

    (...)

    Ted: Donkey Kong Country 2 is pretty much everything we expected a DKC sequel to be. Beautiful, challenging, and lots of platforming fun.

    Alex: Yeah, make no mistake about it, this is one of the best games of the year and even better than the original.

    Ted: I'll definitely give it that even though I thought the original Donkey Kong Country was a bit overrated. I loved the adventurous feel of this one, it felt like you were going on a real pirate quest and the enemies were really creative compared to the first.

    Alex: Any flaws the first Donkey Kong Country game had, this one fixes.

    Ted: A word of warning, it's blisteringly hard. I enjoyed the challenge but you will be frustrated at times.

    Alex: Oh yeah, this one definitely beats out the first. The bosses are a LOT tougher.

    Ted: The music was beautiful especially in the thorn stages, though most of the time I couldn't hear the music over my loud swearing.

    Alex: Screech can go right to hell!

    Ted: Oh, (expletive) that bird. I got a bird to give him.

    Alex: Birds aside, Donkey Kong Country 2 gets a 5 out of 5 from me.

    Ted: I'm gonna give it a 4.5, it's definitely one of the best platformers around and sets a new bar for the series.

    -excerpted from the November 21, 1995 episode of GameTV

    -

    SNES-CD Power Charts: November 1995

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Super Mario World 3
    3. Doom
    4. Donkey Kong Country
    5. Super Mario World 2
    6. Victory
    7. Final Fantasy VI
    8. Ogre Battle
    9. Earthbound 2
    10. Deadman Sam 2
    11. Treasure Hunters
    12. Madden 96
    13. Andrekah
    14. NFL Quarterback Club '96
    15. Super Squadron X: Critical Dawn
    16. Five For Fighting Hockey
    17. Pig Wars
    18. Primal Rage
    19. WWF Wrestlemania
    20. Mega Man X2

    -

    December 2, 1995

    At Sony's headquarters in Japan, chairman Norio Ohga was monitoring an event in North America with great interest. Not the success of Donkey Kong Country 2, or the continuing strong sales of Ballistic Limit, or anything having to do with video games at all. Instead, Ohga and his fellow Sony executives were tracking the performance of Pixar's computer-animated film Toy Story, which had been highly lucrative at the North American box office for the past two weeks and had generated critical praise like few animated films before it. The technology used in Toy Story was exceptionally advanced, and Ohga knew that no video game console would be able to produce visuals like it for at least a decade and probably much longer.

    “This new computer-generated animation is the future of the industry,” said Ohga, who could see nods of agreement from those seated at the table. “And, as we've done in the video game industry, we should be involved in this.”

    Ken Kutaragi looked over at new Sony president Noboyuki Idei, seated to the left of Ohga. Ohga's fellow executives had been skeptical of the choice to pick Idei as Sony's new number-two man, but Idei represented a new wave of thinking within Sony, a tendency to take risks, to look for opinions outside the company, ideas that could drive Sony forward into a new era of business. That kind of thinking had gotten Sony into perhaps its most successful business endeavor to date, its partnership with Nintendo on video games, and now it seemed that Ohga wanted Sony to forge another partnership.

    “It's not likely that we'd be able to make a deal with Pixar,” said Idei, “though I am certainly open to working with them if it's possible.”

    “Not Pixar,” said Ohga, knowing that Pixar already had a strong relationship with Disney, yet another entertainment titan. “But there are many other movie studios who may wish to utilize this new animation technology, and will be looking for a company like Sony to provide the hardware.”

    Ohga had big plans for Sony going forward. It would already be making itself more visible as a partner to Nintendo once the Ultra was released, and Ohga hoped to use this visibility to form a unified front across the entertainment industry. Wherever big ideas were formed, Sony would be there to bring them into reality. The company already had an advertising campaign that would begin launching in Japan in 1996 and across North America hopefully later that year. The Ultra Nintendo was just one part of Sony's business strategy...and with luck, its partnership with an animation company would be another. Ohga already had a few potential partners in mind...

    “Do you already have someone in mind?” asked Idei, his mind already searching for potential partners for Sony in this new endeavor. “Because...there's a former Disney executive who's just built a new animation studio and he has some very powerful partners.”

    Ohga's lips curved into a smile. The two men had the same idea.

    “I've been looking into that possibility,” said Ohga. “They've been looking into partnering with a company called Pacific Data Images, but the deal's not done yet.”

    “Is there any way for us to arrange a meeting with them?” asked Idei. “Or should we go looking elsewhere?”

    “We should have many potential options,” Ohga replied, “but if you'd like to arrange a meeting I'd be in full support of it.”

    Within the week, Idei was placing the call... he'd just started at Sony and already he'd be discussing a partnership with one of the most powerful men in show business...perhaps one of the most powerful men in the world.

    “This is Mr. Noboyuki Idei from Sony... I'd like to speak with Mr. Spielberg, please."
     
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