Player Two Start: An SNES-CD Timeline

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December 1995 - Nintendo's Holiday Threepeat
  • Twisted Metal is yet another game that pushes the Super Nintendo CD to its limits. With its wide open spaces, colorful cars, and blistering fast action, it's a game that proves that Nintendo's CD device can still hang in there with consoles like the Saturn.”
    -Next Generation magazine, December 1995

    We went into December ready to launch two games. Of course Twisted Metal was our biggest and the one we put most of our energy into, but a lot of the people inside Sony were quite pleased with our other game that month as well. Arc the Lad was a great game for us, we had really modest expectations for it but we exceeded those and sold more copies than we expected to, about 80,000 or so which is really good for a game considered to be a niche title. I kind of regretted that we rushed the localization for the holidays, it wasn't that good and the voice acting could have been a lot better but that might be part of the game's charm.”
    -Olaf Johann Olaffson, “The Chase: Sega's 20 Year Struggle To Take Down A Giant”

    I remember when Arc the Lad came out in Japan, it was a game that I would've been interested in localizing, but with all of our efforts devoted to Tale Phantasia and Bahamut Lagoon, we couldn't offer our services and Sony went ahead and localized it, it surprised me that they did it at all and especially that they got it done so fast!”
    -Victor Ireland

    Legend Of The Sorcerers was a game that always intrigued me. It was definitely more experimental and innovative even than Tale Phantasia, but the final product was somewhat of a disappointment. I always felt that the idea of an FMV-based role playing game could have been explored later on with more powerful consoles with more software capacity, but by then the industry had moved on from FMV games entirely.”
    -Yoshiharu Gotanda

    I was really impressed with the Sega Saturn from the moment I first got one. The technology was top-notch and the games looked absolutely beautiful. I knew we could do great things with such a marvel, but...I was still curious to see how Nintendo and Sony would respond.”
    -Hideo Kojima

    I begged the suits in Japan to let me lower the Saturn price for the holidays. Even a drop to $349 would have been better than nothing. If Black Friday had been a huge thing in 1995 like it was just a few years later on, I imagine I could've at least gotten some $299 sales for that. The best I could get was for Sega to let us give away some free game vouchers. That pushed some Saturns but it was still a rough holiday that year.”
    -Tom Kalinske

    -

    Arc The Lad:

    Ed: 7
    Danyon: 6
    Al: 6.5
    Sushi-X: 6.5 (quote: “This tactical RPG does some interesting things, but a bad localization still hurts it quite a bit.”)

    Breath of Fire II:

    Ed: 8
    Danyon: 8.5 (quote: “Featuring great music, quality animations and a surprisingly heavy storyline, Breath of Fire II is a worthy sequel to the SNES classic.”)
    Al: 8
    Sushi-X: 8

    Gradius IV:

    Ed: 8
    Danyon: 8
    Al: 7 (quote: “It definitely brings plenty of difficulty and high-flying action to the table, though the mid-stage and between stage cutscenes are a bit hokey.”)
    Sushi-X: 8

    Forever With You:

    Ed: 7 (quote: “We don't get too many games like this in the West, but it's one of the best dating sims period, with very deep characters and a complex relationship system. It's the kind of game that'll be hit or miss with a lot of people.”)
    Danyon: 7
    Al: 9
    Sushi-X: 4.5

    Toy Story:

    Ed: 9 (quote: “The graphics in this game are excellent and the use of real cutscenes from the movie really brings the action of Toy Story to life.”)
    Danyon: 9
    Al: 8
    Sushi-X: 8

    Twisted Metal:

    Ed: 9
    Danyon: 9.5 (quote: “It's hard to believe this game can look so good on a current-gen system but it really does. Sweet Tooth's missiles aren't the only thing that blew me away.”)
    Al: 9
    Sushi-X: 8.5

    Legend Of The Sorcerers:

    Ed: 6
    Danyon: 5.5
    Al: 5.5 (quote: “While this game is undoubtedly a technological marvel, it looks a lot better than it plays, the RPG battles are bare-bones at best.”)
    Sushi-X: 6

    Lilywhite:

    Ed: 8
    Danyon: 8
    Al: 8.5
    Sushi-X: 9 (quote: “Dammit, this adorable platformer has even melted my cold ninja heart. It makes Andrekah look like Rambo but the levels are incredibly well designed.”)

    Battlesun:

    Ed: 5
    Danyon: 5 (quote: “The graphics are the only good thing about this unimaginative space shooter.”)
    Al: 6
    Sushi-X: 5.5

    Door To Demonia:

    Ed: 9
    Danyon: 7.5
    Al: 7.5 (quote: “This game will surely draw immediate comparisons to King's Field, though in some aspects it's better. It's a much scarier game with an incredibly spooky atmosphere.”)
    Sushi-X: 7.5

    Sweet Ninjas:

    Ed: 6.5
    Danyon: 5.5
    Al: 6.5
    Sushi-X: 6 (quote: “Believe it or not, this game shares an engine with the Japanese Sailor Moon fighting games. With the show currently dominating the daytime TV ratings, one wonders why they didn't just bring that game over instead of this generic girlfighter, that would've made it more interesting at least.”)

    -excerpted from the Electronic Gaming Monthly reviews of the SNES-CD games of December 1995 in the January and February 1996 issues

    -

    With Christmas just two weeks away, the holiday shopping season is predicted to be slightly down from last year, even with the improving economy. With that said, there's still billions of dollars at stake, and one of the largest holiday shopping sectors, as always, is toys. This year, the hottest toys are those from the hit CGI animated film Toy Story, a film that's been performing exceptionally well at the box office. Buzz Lightyear seems to be this year's hottest toy, with voice samples and retractable wings just like in the movie. His best friend Woody is another hot seller in both pull string and non-talking varieties. Of course, Power Rangers is still one of the hottest toy franchises out there, and though it's somewhat down from last year's record breaking holiday, plenty of shoppers are still snapping up the latest items from the hit show. This summer's movie has propelled sales of the new generation of Power Rangers toys, with the Ninja Megazord being quite hard to find. Another toy franchise that's done quite well? The Japanese import Sailor Moon, which is taking in big bucks among those buying for young girls. While Sailor Moon hasn't quite matched the sales of fellow Japanese sensation Power Rangers or perennial girls' favorite Barbie, the toys are still some of the best selling of the season, with sales increasing nearly every week. Of course, all of these franchises are tied in with this year's biggest toy craze: Pogs. The little cardboard caps featuring designs from hit shows like the aforementioned Power Rangers, hit video games like Super Mario, and logos of famous sports teams, among many, many others, are selling like hotcakes this year despite controversy from parents and school officials concerned that the collectible caps promote gambling, with kids betting them during high-stakes games on the playground.

    Speaking of high-stakes games, video games are, as always, a big seller, with Nintendo once again leading the pack. The company is promoting a new version of its hit Super Nintendo CD device, this time no longer tied to the previous cartridge-based model. With a new price of $129.99, they're flying off the shelves, with best-selling games such as Donkey Kong Country 2, Ballistic Limit, Super Mario World 3, Doom, and The Legend Of Zelda. Nintendo's rival Sega also released new devices this year, the state-of-the-art Saturn and a portable version of its Genesis console called the Venus. With these new spacey names comes stratospheric prices that are scaring many parents away. Instead, shoppers are continuing to flock to Sega's Genesis console, which just launched the new action game Vectorman. According to leading retail trackers, the Genesis is outselling the Saturn this holiday season 3 to 1, which might be good news for bargain hunters but bad news for Sega, which is pinning its future strategy on the success of the Saturn. When we asked Sega's president Tom Kalinske if the Saturn's price would come down in the future, he said he had no comment. Toy retailers aren't worried about the slight downturn in sales this holiday season, and those we talked to said that there isn't really a new must have toy out there on the market. Despite the downturn, this Christmas holiday is expected to bring in major cheer for retailers across the country.

    -from the “CBS Evening News with Dan Rather”, December 11, 1995

    -

    Twisted Metal: The Basics:

    Published by Sony, developed by SingleTrac, and released on December 11, 1995, Twisted Metal is a 3-D vehicular combat game largely similar to the version of the game that released IOTL for Sony's Playstation system. Instead of OTL's 12 vehicles, the game features 10, though popular characters such as Sweet Tooth are still available. The game's graphics are in 3-D, but with a slightly lower framerate, much more 2-D in the backgrounds, and with a somewhat shorter draw distance than OTL's game. Despite these technical differences, the game is considered one of the very best graphically on the Super Nintendo CD and its fun gameplay and edgy content make it an immediate hit, especially among teens and young adults. The game features a one-player mode where players compete in a series of increasingly more difficult arenas against other cars, using the game's large variety of weapons to blow away enemies and clear the stage so they can move on to the next one. A heavily promoted aspect of the game is the multiplayer mode, which supports up to four players in split-screen. One reviewer describes the mode as “Mario Kart's Battle Mode on steroids”, and though there's a bit more slowdown on four-player mode than there is on single player, it's still the most popular aspect of the game and Twisted Metal is considered by players and the gaming media alike to be right alongside the Super Bomberman games as one of the best multiplayer games on the system. Reviews for the game are glowing, though unlike in OTL where it was considered a Game of the Year candidate (based on the fact that it was the best launch window game for the highly regarded new Playstation), here it's just considered a really good game while not in the same tier as games such as Ocarina of Dreams or Ballistic Limit. It becomes one of the top selling SNES-CD games of the holiday season, and though technical limitations would prevent the vehicular combat genre from taking off properly on the SNES-CD, it would inspire a number of similar games on the Sega Saturn.

    -

    So, you're looking at the three, count 'em, three RPGs coming to the Super Nintendo CD this month and wondering which one to get? Have no fear, the RPG experts at GameFan are here to give you an answer!

    First off, there's Arc the Lad. It's a classic Japanese-styled RPG, with some interesting battle mechanics. Instead of turn-based battles like in traditional RPGs, battles take place on a combat grid and you fight by moving your character a certain number of spaces toward the enemy. You can jump and employ various strategies but the basic gameplay is a lot like Squaresoft's Front Mission in that you must carefully decide on the best move to draw the enemy out. This game features some fun characters and a good storyline, though these factors are hampered somewhat by a pretty lousy translation and really terrible voice acting. It seems that Sony rushed this game out for the holiday season and it really shows, if the localization had been better we might have enjoyed it a bit more. The battle system is interesting, but the game is somewhat flawed.

    Legend Of The Sorcerers is a Telnet-developed game, and it basically plays out like your traditional fantasy RPG but with a major difference. The battles themselves play out as full-motion anime FMVs, similar to games like Time Gal or Road Prosecutor. You select your move and then you see it actually play out on the screen! It's quite creative and really neat at first, but the problem is that it severely limits the amount of actions your characters can take. You essentially get a basic attack, a special and/or one or two spells, an item option and that's it. You can power up these attacks but they play out the same every single time and battles tend to get very repetitive very quickly. The boss fights are cool but there aren't even that many of them and ultimately, once you strip away the pretty FMVs it's a generic-as-they-come RPG. This seems like more of a tech demo than an actual game, it's something that could be really amazing given the right medium (maybe this would've worked better on the LaserActive?) but with the limitations of the SNES-CD it's just a neat experiment and nothing more.

    Which brings us to Breath Of Fire II. Despite being the most traditional RPG of these three it's also the best, with an enthralling, emotional, and sometimes quite dark storyline, strategy-heavy battles and a great soundtrack, it's a more than worthy sequel to the original. Capcom's definitely outdone itself with this game, which even features a few minutes of animated cutscenes and some limited voice acting. The game isn't afraid to cover heavy subjects such as sex and religion, though these topics are covered quite tastefully and not with the intent to shock or titillate, but to instead present a very well-told story about the dangers of blindly following authority. It's the most well-developed and emotionally mature game of these three and ultimately the most fun to play, that's why Breath of Fire II is our choice for the SNES-CD RPG of the month!

    Now, whether or not Breath of Fire II is better than Phantasy Star IV is a question to be settled in our official review column...

    -excerpted from the January 1996 issue of GameFan

    -

    The Sega Mega Genesis with built-in Mega Charger, now just $99.99. And included for a limited time, get your choice of Vectorman or Phantasy Star IV as a free bonus game.”
    -excerpted from a Genesis commercial that aired during the 1995 Christmas season

    People forget that while the Saturn launched in 1995, Sega was continuing to push the Genesis very hard during Christmas that year. Their two big holiday releases were Vectorman and Phantasy Star IV, and they were among the very best Genesis games. Vectorman used faux-3D graphics to try and simulate what Nintendo was doing with the Donkey Kong Country games. It looked amazing and didn't even require the Mega Charger, though if you had one you could access three bonus levels, some voice acting was unlocked, and the backgrounds had some animation to them. It was actually quite a good game, I remember it being better than Super Mario World 3 and right up there with Ballistic Limit in terms of how good it was. It actually pushed a lot of Genesis systems that Christmas and according to the official sales figures the Genesis was way out ahead of the Saturn, at least at that time.

    The other big holiday game was Phantasy Star IV. The game had actually been released two years before in Japan, Sega was going to localize it earlier on but after the success of the Mega Charger the game was re-tooled with voice acting and some graphical upgrades. Those without the Mega Charger could still play the original version of the game, which was quite good, but the Mega Charger version was outstanding, it had a lot more combo attacks, the graphics looked great and it even unlocked a bonus second ending that hinted toward the next Phantasy Star game (which would turn out to be Phantasy Star V on the Saturn in 1997). This version was also released in Japan as a special edition version of the game. All in all, Phantasy Star IV ended up being the best selling of the three Genesis Phantasy Star games in North America. It wasn't as big a hit as Vectorman but it gave Sega a nice little boost during a time it was sorely lacking in the RPG department.

    -excerpted from “From Genesis To Saturn: The Great (And Sometimes Painful) Transition)”, an article on SegaRetro.com, January 11, 2014

    -

    Ted Crosley: All told, Vectorman was a really fun game. I loved the fact that you could use a projectile attack and the platforming was really challenging as well.

    Alex Stansfield: Yeah, this game was superb. It's a nice change of pace from the Sonic games to see a bit more..exacting platformer on the Genesis.

    Ted: Well, they gave us time to stop and enjoy the beautiful graphics. I'll admit, it's no Donkey Kong Country, but with the Mega Charger it still looks amazing.

    Alex: The animation quality, the creativity of the enemies, it's all there. Vectorman is truly one of the year's best games.

    Ted: It's absolutely the best Sega Genesis game of the year in my opinion.

    Alex: For me it's between this one and Lords of Skylein, but for quality to time ratio I think I do have to agree that it's Vectorman.

    Ted: I give Vectorman a 4.5 out of 5, definitely a platformer you need to play.

    Alex: And I give it a 4.5 too which makes it a GameTV recommendation. Very highly recommended.

    -excerpted from the December 5, 1995 episode of GameTV

    (...)

    Ted: The single player campaign was really short but the multiplayer blew me away.

    Alex: I'm in full agreement, Twisted Metal is the best multiplayer game of the year, no doubt about it. The game's definitely pushing the Super Nintendo CD when the weapons really get flying but other than some graphical stutter it runs really well.

    Ted: I just wish that maybe there could've been more than eight levels. Even Super Bomberman had a more robust single-player mode than this.

    Alex: And that's true, though the single player mode did get a bit repetitive for me.

    Ted: Well yeah, multiplayer's definitely where it's at with this one. Even if I suck at it.

    Alex: Brittany was kicking our asses earlier today, I'm surprised she's not over here bragging about it.

    Ted: I think she's still raging about Legend of the Sorcerers, she HATED that game.

    Alex: Well, that game sucked but this game does not. A 4.5 from me.

    Ted: I'm giving it a solid 4, definitely one to check out.

    (...)

    Kazzi DeCarlo: Lilywhite is one of the most unique action games I've ever played! It's super adorable, but also super tough.

    Brittany Saldita: Well, right, tough is a good word to describe this game. It's no Andrekah for sure but it does have its charm.

    Kaz: It is just such a sweet little game.

    Brittany: The storyline was where I think this game fell short for me. You had Andrekah, which really charmed me quite a lot with her interactions with all the characters but this game's just a straight-up platformer. You go from stage to stage, fire your little twinkle stick at enemies....

    Kaz: *snickering*


    Brittany: I mean, ultimately can you really say it's better than most every other platformer out there? The only thing this game has going for it is character design and a decent soundtrack but other than that I wasn't impressed.

    Kaz: I'm not gonna be quite so harsh on it. It was really fun, it was really cute, I enjoyed it.

    Brittany: Lilywhite gets a 3 from me.

    Kaz: And I give it a 4.

    (...)

    Alex: Blackthorne was a really, REALLY good SNES game but the definitive version is definitely this one for the Sega Saturn.

    John: The added cutscenes, voices, and excellent graphics make it a far cry better than it was on the SNES and I can see why they canceled the Mega Charger version for this one. It's a great mix of 2-D and 3-D and probably the best Saturn game to come out after launch day.

    Alex: It's a tremendously fun, very creepy, challenging, but all-around good game and I wish I'd played this one first because it makes the SNES version a waste of time.

    John: *laughing* It's not often that you prefer the Sega version of a game to the Nintendo one!

    Alex: Well, this game really shows the possibility of the Sega Saturn and I'm excited to see what comes out for it next year. Maybe this game will get a Saturn sequel?

    John: Maybe, maybe not, all I know is that I like what I played and I'm giving it a 4.

    Alex: I'm giving it a 4 too. It's GameTV recommended so if you've got a Saturn, definitely pick up Blackthorne.

    -excerpted from the December 12, 1995 episode of GameTV

    (...)

    *It's the end of the episode and Ted, Alex, Brittany, John, and Kaz are around a tree in pajamas and slippers exchanging gifts, they're each holding a gift-wrapped present in hand.*

    Ted: Being Christmas time here on GameTV, it's a special time of the year and so we've got one last present for everybody. We got our number one most wanted gift from next year. So let's start opening the gifts. I'll go first.

    Brittany: Why the hell do you get to go first?

    Ted: Because I'm the oldest.

    John: I'm older than all y'all!

    Alex: Look, let's just let Ted go first so he shuts up.

    Ted: Thank you. *he tears open his gift* Let's see what we got here...oh....oh look...look! *holds up a generic Saturn game case that says “SONIC 4” on it in big letters* This is exactly what I wanted! I want Sega to get busy and make Sonic 4! And I think everyone who just dropped 400 bucks on a Saturn...


    Alex: Or 500 if you got the Virtua Arcade package....


    Ted: Right, right, everyone who spent all that money on a Saturn wants Sonic 4. What are you waiting for, Sega?!

    Kaz: Okay, time for me to go next. *he just rips open his gift before anyone can say anything, it's a Bandai Solaris box*

    Alex: *groaning audibly*

    Brittany: Oh, I'm sorry.

    Ted: You've been a naughty boy this year, Kaz.

    Brittany: Seriously, how many people did you like, kill for Santa to bring you that piece of crap?

    Kaz: Hey! Hey! No! No, I want some RECOGNITION for this thing! This is a quality gaming device!

    John: No, it's really not.

    Ted: Denial, that's stage one.

    Kaz: No, this is a good game system and there's a really good game coming out next year called Gon: Prehistoric Panic. And it's cheaper than the Saturn, it's a hundred bucks cheaper!

    Alex: And there's literally six games out for it that aren't educational games. It's junk, it really is junk.

    Brittany: Okay, that's it, it's my turn to go. *opens her box and there's a copy of Sailor Moon: Another Story for the Japanese SNES-CD* Dear Nintendo... *holds up the game* Localize this. It is your “Year of RPGs” next year, this is a GREAT RPG that just came out in Japan, this needs to be in America.

    Ted: Oh, is that the one where the girls are going around in skirts fighting monsters?

    Alex: Hey, I like Sailor Moon, Sailor Moon is really cool.

    Kaz: ...I'll trade gifts with you.

    Brittany: No, no way! Nintendo, Sailor Moon is a HUGE hit right now. There are lots of little girls who want to play an RPG and for those of them whose parents won't let them play The Darkest Ritual because of some bullcrap about the occult, this is a game they can play.

    Ted: Or they can play Final Fantasy VI which has two much much better female protagonists.

    Brittany: Okay, you've got a point but-

    John: Is it even that good of a game?

    Brittany: It is a very good game. I think it would be a big hit and it's the “Year of RPGs”!

    Ted: It's gonna be the year of the Sega Saturn next year.

    Brittany: *groans*

    John: I'll open my gift now. *opens his present, it's a baseball bat* Aww yeah, what I want is a real baseball game on the Sega Saturn. And next year it's coming, Frank Thomas' Big Hurt Baseball is coming to the Sega Saturn.

    Alex: You know what's also coming? Ken Griffey 2 for the Super Nintendo CD.

    John: Next year is looking to be BIG for sports games, you've got Grant Hill Basketball coming to the SNES-CD, NBA Hangtime is coming to the arcades, but I'm looking forward to seeing Frank Thomas make his way to the Sega Saturn.

    Brittany: And I heard it's gonna have the real teams, too, the last one on the SNES and the Genesis didn't.

    John: The early video of the game looks real great, I'm looking forward to it.

    Alex: All right, finally it's time for my gift. *opens it up, it's a Game Boy*

    Brittany: That's a good gift.

    Ted: I don't get it.

    Alex: *takes out the Game Boy and it's been drawn all over with crayons*

    Ted: Why would you do that to a perfectly good Game Boy?!

    Kaz: It's pretty.

    Alex: Nintendo, it's been six years since the Game Boy came out and it's great, but it needs COLOR! Game Gear has it, Lynx had it back in 1989, the Game Boy needs to get with the times! It needs colors!

    Ted: It needs games.

    John: Well, in Japan, they're coming out with some kinda...bug-catching game?

    Brittany: I heard about that, I forget what it's called but it looks pretty fun, it's made by the same guys who did Pulseman.

    Ted: You just need to get a Venus, I think.

    Alex: I'm gonna need to ask Santa for a truckload of batteries.

    Ted: I can play Vectorman on the toilet!

    Alex: I can play Tetris on the toilet...

    Brittany: You two are disgusting, remind me never to touch either of your handhelds.

    John: Well, it's been a fun time here at GameTV, but now we're signing off, we'll be back with a special New Year's Eve year-end special in 12 days. I'm John, that's Kaz, that's Brittany, and *points to Ted and Alex* those two are disgusting, and from everyone here at GameTV we wish you all a very Merry Christmas!

    Brittany: Hope you get all the games you want, bye! *waving with the other hosts*

    -excerpted from the December 19, 1995 episode of GameTV

    -

    SNES-CD Power Charts: December 1995

    1. Tales Of The Seven Seas
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Super Mario World 3
    4. Killer Instinct
    5. Mortal Kombat 3
    6. Donkey Kong Country
    7. Doom
    8. Super Mario World 2
    9. Final Fantasy IV
    10. Final Fantasy VI
    11. Victory
    12. NBA Live 96
    13. Earthbound 2
    14. Ogre Battle
    15. Treasure Hunters
    16. Spiderman: Showdown With Venom
    17. Battle Arena Toshinden
    18. Madden 96
    19. Naval Guns
    20. Mysteria

    -

    December 25, 1995

    Though Christmas wasn't typically celebrated in Japan the way it is in the West, and certainly not with the religious significance it holds for many Christians, it was still celebrated as a jovial time of gift giving and to celebrate the coming new year, and Hideo Kojima was in a Christmasy mood as he sat at home reading the fax he'd just recieved from his friend Masahiro Sakurai at HAL Labs. The reception that Tokimeki Memorial had gotten in the West as Forever With You was pleasing to him. Though the game would only sell 29,000 copies in North America, its very positive response from Western game critics still made him quite happy and the game sold more than well enough in Japan to cover any shortfalls that low sales in other territories would cause.

    1996 was a big year for him and for his company Konami. In two short months, Eternal Night would be coming to the West. The action-adventure game, styled like the company's series Castlevania but with a Kojima flair, had sold nearly a million copies in Japan already and had been a smash hit with critics, earning a 39/40 in Famitsu. It was already being heavily hyped by Western game publications and would no doubt be one of the biggest games of the quarter for the Super Nintendo CD. An enhanced remake compilation of the first two Metal Gear games titled Metal Gear 1+2 was also set for release the very same month, and was sure to be at least a decent success. Then there was Policenauts, the follow-up to Kojima's international hit Snatcher. Snatcher had been possibly the most influential Super Nintendo CD game ever released, and he had high hopes that Policenauts would be equally well recieved.

    Of course, there was the question of Kojima's next project, a game he'd been concieving in his mind since 1994. A game he'd thought at one point to release for the 3DO, and then perhaps for the Super Nintendo CD...but he had too many ideas in his head, the ideas had grown far too ambitious for either of those systems. Now he had his eye on the Saturn, a system he'd been enjoying for the past year. He KNEW the Saturn was more than capable of handling his vision for Metal Gear 3... it was top-notch technology, which is why it was commanding such a high retail price. But Kojima also knew that another console was coming, he'd been asking Sakurai about it for more than two years, but still had only news articles, snippets of press conferences, and test time with early development kits to glean information off of. He'd definitely have to give Nintendo's new console a chance to prove itself before making any kind of decision on Metal Gear 3. He was extremely impressed with the Saturn, but if this game was going to be the best it could possibly be, he'd have to weigh all his options extremely.

    Another fax was coming in as Kojima was lost in thought. He turned to the fax machine and walked over to it, tearing the fax off of the roll. It was from Konami HQ. He blinked.

    “New Eunice dev kits are here. Merry Christmas.”

    Kojima smiled. Merry Christmas, indeed.
     
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    1995 In Review
  • 1995: The Year In Review

    While we were extremely impressed by the level of graphical fidelity and high-quality sound found in the Sega Saturn launch line-up, we couldn't stop playing The Legend Of Zelda: Ocarina Of Dreams. Battling fierce bosses, plunging deep into huge dungeons, and discovering secret after secret, this game had a hold on us and we're still playing it today. That's the reason why we're awarding our 1995 Game of the Year award to this outstanding title.”
    -excerpted from the February 1996 issue of Next Generation magazine

    Larry, 1995 was the year we saw video games embraced by older players more than any other year before. Poll after poll is showing that the demographics of our fans are getting older and older, and so going forward I think those people are going to be buying a lot more games."
    -Howard Lincoln, excerpted from the January 25, 1996 episode of Larry King Live

    At this stage it seems a Saturn price cut is inevitable, the only question is when and how much.”
    -Quartermann from his rumors column in the February 1996 issue of Electronic Gaming Monthly

    This is a song about loss and about how we all hope that we'll be able to see our loved ones again. Working with our dear friends Mariah Carey and Boyz II Men on this song has been really bittersweet and it's so gratifying to hear how it's been helping so many people cope with the losses in their own lives.”
    -Rozonda “Chilli” Thomas, speaking with MTV news about the song “One Sweet Day” on January 5, 1996

    -

    Top Selling Super Nintendo CD Games of 1995 (pack-in sales included, only sales during the 1995 calendar year are counted):

    1. Donkey Kong Country
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Super Mario World 2
    4. Super Mario World 3
    5. Doom
    6. Donkey Kong Country 2: Diddy’s Kong Quest
    7. Ballistic Limit
    8. Tales Of The Seven Seas
    9. Killer Instinct
    10. Super Mario Kart

    -

    1995 Nintendo Power Editors' Choice Top Ten SNES-CD Games

    1. The Legend Of Zelda: Ocarina Of Dreams

    Ocarina Of Dreams towered above a great year of fantastic games. Link's latest quest was his biggest and most epic to date, and players and editors are in agreement: it's the most inspired title in one of Nintendo's most storied series.

    2. Donkey Kong Country 2: Diddy’s Kong Quest

    Diddy Kong returns in this sequel that's somehow even better than the first! Along with his pal Dixie Kong, the two monkey heroes explored eight huge worlds in their epic quest to save Donkey Kong from the evil Captain K. Rool.

    3. Super Mario World 3

    Mario's newest adventure was a bit different from what players were used to but for our money it was his best quest ever! Bowser's Mechakoopa army couldn't keep the plucky plumber down, and the new 3-D graphics brought Mario's adventure to life in a way we've never seen before!

    4. Doom

    The long-anticipated SNES-CD version of this instant PC classic was worth the wait! With more than a dozen levels, this awesome shooter left us all clamoring for more.

    5. Final Fantasy VI

    Squaresoft's latest RPG is a true classic, featuring a beautiful soundtrack (including that amazing opera scene!) and one of our favorite villains in any video game.

    6. Ballistic Limit

    From the depths of an alien-infested space station to huge motherships, Ballistic Limit was a sci-fi odyssey and gave players dozens of ways to blast the alien hordes.

    7. Killer Instinct

    Rare's arcade fighter impressed us all with beautiful 3-D visuals and high-impact combo moves!

    8. Tales Of The Seven Seas

    This seafaring pirate adventure swashbuckled its way into our hearts with a cast of fun characters and over 100 levels to explore!

    9. Tecmo Super Bowl CD

    Tecmo gave a new spin to the classic football series with updated graphics, all-new rosters, and the introduction of commentary for the first time ever!

    10. Earthbound 2

    This quirky modern-day RPG was one of the most epic role-playing quests we've ever experienced. Ness' journey to take down Giygas featured thrills, friendship, and laughter.

    -

    1995 Nintendo Power Awards (“The Nesters”)- compiled from fan voting, not a complete list of awards

    Best Graphics and Sound (SNES-CD)

    1. Ballistic Limit
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Twisted Metal

    Best Challenge (SNES-CD)

    1. Donkey Kong Country 2: Diddy’s Kong Quest
    2. Doom
    3. The Legend Of Zelda: Ocarina Of Dreams

    Best Play Control (SNES-CD)

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Doom
    3. Ballistic Limit

    Best Theme And Fun (SNES-CD)

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Donkey Kong Country 2: Diddy’s Kong Quest
    3. Super Mario World 3

    Best Hero

    1. Link
    2. Mario
    3. Doomguy

    Best Villain

    1. Kefka
    2. Gaddis
    3. Bowser

    Most Innovative

    1. Ballistic Limit
    2. Tales Of The Seven Seas
    3. Earthbound 2

    Best Overall (Super Nintendo)

    1. Yoshi’s Island
    2. Kirby’s Adventure 2
    3. Storm Guardians

    Best Overall (SNES-CD)

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Doom
    3. Final Fantasy VI

    -

    The Billboard #1 Songs of 1995

    January 7: On Bended Knee by Boyz II Men
    January 14: On Bended Knee by Boyz II Men
    January 21: Creep by TLC
    January 28: Creep by TLC
    February 4: Creep by TLC
    February 11: Creep by TLC
    February 18: Creep by TLC
    February 25: Creep by TLC
    March 4: Creep by TLC
    March 11: Take A Bow by Madonna
    March 18: Sure Ain't Me by TLC
    March 25: Sure Ain't Me by TLC
    April 1: Take A Bow by Madonna
    April 8: Take A Bow by Madonna
    April 15: This Is How We Do It by Montell Jordan
    April 22: This Is How We Do It by Montell Jordan
    April 29: This Is How We Do It by Montell Jordan
    May 6: This Is How We Do It by Montell Jordan
    May 13: This Is How We Do It by Montell Jordan
    May 20: This Is How We Do It by Montell Jordan
    May 27: This Is How We Do It by Montell Jordan
    June 3: This Is How We Do It by Montell Jordan
    June 10: This Is How We Do It by Montell Jordan
    June 17: Have You Ever Really Loved A Woman? by Bryan Adams
    June 24: Have You Ever Really Loved A Woman? by Bryan Adams
    July 1: Don't Take It Personal (Just One Of Dem Days) by Monica
    July 8: Don't Take It Personal (Just One Of Dem Days) by Monica
    July 15: Don't Take It Personal (Just One Of Dem Days) by Monica
    July 22: One More Chance/Stay With Me by The Notorious B.I.G.
    July 29: One More Chance/Stay With Me by The Notorious B.I.G.
    August 5: One More Chance/Stay With Me by The Notorious B.I.G.
    August 12: Kiss From A Rose by Seal
    August 19: Kiss From A Rose by Seal
    August 26: Kiss From A Rose by Seal
    September 2: Gangsta's Paradise by Coolio
    September 9: Gangsta's Paradise by Coolio
    September 16: Gangsta's Paradise by Coolio
    September 23: Gangsta's Paradise by Coolio
    September 30: Fantasy by Mariah Carey
    October 7: Fantasy by Mariah Carey
    October 14: Fantasy by Mariah Carey
    October 21: Fantasy by Mariah Carey
    October 28: Fantasy by Mariah Carey
    November 4: Dreaming Of You by Selena
    November 11: Fantasy by Mariah Carey
    November 18: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    November 25: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    December 2: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    December 9: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    December 16: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    December 23: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men
    December 30: One Sweet Day by Mariah Carey, Chilli, T-Boz, and Boyz II Men

    (Author's Notes: “Sure Ain't Me” is a song made up for TTL, written by Lisa Lopes and referring to her relationship with Andre Rison, recorded three weeks before her death in December 1994, in the song she references how the relationship problems aren't caused by her and that anything wrong that she does in the relationship is because of her boyfriend, after Lopes' death the song becomes an anthem for women in abusive relationships. As for “Waterfalls”, which Lisa Lopes penned while in prison for burning down Andre Rison's mansion IOTL, the house-burning never happens ITTL and so the song is never written, which is a rather large butterfly considering how many weeks the song topped the charts IOTL. “Dreaming Of You” peaked at #22 IOTL, it would seem paradoxical that the song would do BETTER with Selena alive, but with her alive to finish and promote the album it does significantly better critically and sales-wise and the song “Dreaming Of You” becomes a #1 hit, at least for a week. The album itself tops the sales charts for four weeks. “One Sweet Day” is an even MORE massive hit than it was IOTL with the involvement of the two surviving members of TLC. It ends up topping the charts for an astonishing nineteen consecutive weeks across 1995 and 1996.)

    -

    Electronic Gaming Monthly Editors' Choice Awards 1995 (selected):

    Game of The Year: The Legend Of Zelda: Ocarina Of Dreams (Super Nintendo CD)
    Runner-up: Doom (Super Nintendo CD)

    With The Legend Of Zelda: Ocarina Of Dreams our pretty much unanimous choice for Game of the Year, the much more difficult decision was which game to put as our runner-up. There were a number of strong contenders, including Ballistic Limit, Yoshi's Island, and NHL '96 on the Sega Saturn, but ultimately we felt that the SNES-CD port of Doom, a near perfect port of the PC version, deserved our pick.

    Super Nintendo Game Of The Year: Yoshi’s Island
    Runner-up: Kirby’s Adventure 2

    Yoshi's Island was our winner here and it wasn't close. The beautiful, storybook-like graphics and brilliant level design made this an easy decision. As for our runner up, we loved the cutesy Kirby's Adventure 2 and its great bosses and power-ups which made it a worthy successor to the NES classic.

    Sega Genesis Game Of The Year: Lords Of Skylein
    Runner-up: Vectorman

    Vectorman blew our minds with its graphics and fun gameplay, but the epic Lords of Skylein just narrowly beat it out. This 50-hour journey was one of the longest RPGs we've ever played, and its enthralling storyline made us care deeply about its cast of amazing characters.

    Super Nintendo CD Game Of The Year: The Legend Of Zelda: Ocarina Of Dreams
    Runner-up: Doom

    This was also what our overall Game of the Year came down too and ultimately Zelda won in a landslide with its beautiful visuals and brilliantly designed dungeons, along with probably the best storyline yet in a Zelda game.

    Sega Saturn Game Of The Year: NHL '96
    Runner-up: Virtua Fighter

    NHL '96 just might be the best sports game of all time, making us feel like we're really at the arena. Virtua Fighter was a pitch-perfect home port of a game that we all got super-addicted to at the arcades.

    Best RPG: Final Fantasy VI (Super Nintendo CD)
    Runner-up: Lords Of Skylein (Sega Genesis)

    It was a close decision but in the end, Final Fantasy VI was our top RPG of the year. It had a huge cast of characters and all of them brought their own good qualities to the table. Though Lords of Skylein was longer, it wasn't quite as epic as Square's classic.

    Best Fighting Game: Killer Instinct (Super Nintendo CD)
    Runner-up: Virtua Fighter (Sega Saturn)

    Hoo boy, this category almost had us fighting for real! Both games had their pros, but in the end, Killer Instinct and its fun combo system won out over the graphically-superior but not quite as addicting Virtua Fighter.

    Best Action Game: Yoshi’s Island (Super Nintendo)
    Runner-up: Donkey Kong Country 2: Diddy’s Kong Quest (Super Nintendo CD)

    Donkey Kong Country 2 was certainly amazing, and it's a testament to how good this year was that a game superior in every way to last year's Game of the Year winner couldn't even win its own genre this time around. Yoshi's Island was beautiful, challenging, and fun to come back to over and over again.

    Best Music: Final Fantasy VI (Super Nintendo)
    Runner-up: Ultima: The Worldly Lord (Sega Saturn)

    Final Fantasy VI's epic score just barely won out over Ultima's movie-like soundtrack. In the end, it was the opera scene that won it for Squaresoft's masterpiece.

    System Reviews:

    Super Nintendo CD:

    Ed: 10 (quote: “The Super Nintendo CD continued to be the best video game console around by a wide margin. Even with the Saturn having just released, this thing continues to impress with games like Ballistic Limit and Ocarina of Dreams.”
    Andrew: 9 (quote: “Ocarina of Dreams alone makes the Super Nintendo CD worth the money, especially since you can finally buy it as its own console.”)
    Mike: 10 (quote: “The SNES-CD had more hits than all the other game consoles combined. There's literally something for everyone on this amazing game system.”)
    Sushi-X: 9 (quote: “The visuals are showing their age just a bit compared to the Saturn, but Twisted Metal proves that developers can still push this bad boy.”)

    Sega Saturn:

    Ed: 9 (quote: “People might balk at the price but there's no balking at the amazing graphics and great initial lineup.”)
    Andrew: 9 (quote: “With games like Panzer Dragoon already here and Sonic 4 on the way, Genesis owners should start saving up.”)
    Mike: 8 (quote: “Though none of the games really blew me away, there's still enough here to like that it's worth it for someone with $400 to spend.”)
    Sushi-X: 8 (quote: “I can't wait until the awesome Namco arcade hits like Soul Edge come to this thing.”)

    Super Nintendo:

    Ed: 6 (quote: “It's finally looking like the end of the line for the venerable SNES, but it's been a great run.”)
    Andrew: 6 (quote: “Without the need to buy it in order to play SNES-CD games, there's not too much need to purchase an SNES console now.”)
    Mike: 7 (quote: “Yoshi's Island proves that there's still life in those old SNES cartridges.”)
    Sushi-X: 6 (quote: “It's been fun but compared to the Saturn, the SNES is downright primitive.”)

    Genesis:

    Ed: 6 (quote: “If I had to choose between a cheap Genesis and an expensive Saturn, I'd probably go for the Saturn.”)
    Andrew: 7 (quote: “It's arguable that the Sega Genesis had some of the year's best RPGs between Lords of Skylein, Phantasy Star IV, and Star Trek.”)
    Mike: 6 (quote: “You pretty much needed the Mega Charger to get much fun out of the Genesis this year.”)
    Sushi-X: 8 (quote: “I'm not giving up on my Sega Genesis yet, it's still the best value console around even with the SNES-CD plummeting in price.”)
    -from Electronic Gaming Monthly's 1996 Video Game Buyer's Guide

    -

    Gamepro 1995 Readers' Choice Awards (selected)

    Back in our March 1996 issue, we asked our readers to name their favorite games of the year, and boy, did you guys come through! Over 3,000 letters came in naming over 100 different games in more than 20 categories, and here are the results!

    Best Role-Playing Game:

    You guys clearly had a favorite and that was Final Fantasy VI! Squaresoft's epic SNES-CD game took nearly half of the vote, while a likely Sega Genesis split between its two great RPGs allowed Earthbound 2 to slide into second place.

    Final Fantasy VI: 48%
    Earthbound 2: 14%
    Phantasy Star IV: 12%
    Lords Of Skylein: 9%
    The Darkest Ritual: 8%
    Breath of Fire II: 6%

    Best Sports Game:

    While we voted the Saturn's NHL '96 as our personal favorite, a lot of our readers balked at the Saturn's then-high price of $399, and the more popular Genesis sports titles got a lot more votes. Tecmo Super Bowl CD scored a surprisingly close second as Nintendo gamers showed their love for the excellent NFL title.

    NBA Live '96 (Genesis): 29%
    Tecmo Super Bowl CD (SNES-CD) : 26%
    Madden '96 (Genesis): 20%
    NHL '96 (Saturn): 8%

    Best Fighting Game:

    This was largely a three-way race between Killer Instinct, Mortal Kombat 3, and Virtua Fighter. In the end, readers showed their love for the combo-heavy KI.

    Killer Instinct (SNES-CD): 41%
    Mortal Kombat 3 (SNES-CD): 26%
    Virtua Fighter: (Saturn) 19%

    Best Action Game:

    Wow! This one was neck-and-neck all the way! We thought the SNES-CD's top two titles might split and allow Vectorman the win, but Nintendo fans had enough votes for both DKC2 and Ballistic Limit. Only 19 votes separated them!

    Donkey Kong Country 2: 26%
    Ballistic Limit: 25%
    Vectorman: 22%
    Yoshi's Island: 11%
    Knuckles: Renegade: 10%

    Best SNES Game:

    Yoshi's Island was expected to win, and it did, but look at how many of you voted for Storm Guardians! This fantastic game got a lot of praise in GamePro and it looks like our readers listened to us.

    Yoshi's Island: 41%
    Storm Guardians: 23%
    Kirby's Adventure 2: 18%
    F-Zero: G-Force: 8%

    Best Genesis Game:

    Vectorman is a clear hit! Vectorman got a ton of votes from readers and it beat out even Knuckles: Renegade by a big margin. RPG gamers had their say as well, putting Phantasy Star IV and Lords of Skylein in a virtual tie for third (in truth, PSIV won by two votes).

    Vectorman: 39%
    Knuckles: Renegade: 25%
    Phantasy Star IV: 12%
    Lords Of Skylein: 12%
    Madden '96: 7%

    Best SNES-CD Game:

    While there were lots of great SNES-CD titles this year, it was all about Zelda. Ocarina of Dreams nearly tripled the runner-up, Final Fantasy VI, to run away with this year's award.

    The Legend Of Zelda: Ocarina Of Dreams: 47%
    Final Fantasy VI: 16%
    Ballistic Limit: 15%
    Doom: 9%
    Killer Instinct: 9%

    Best Saturn Game:

    We apparently have a lot of hockey fans reading this magazine. NHL '96 was the big winner, beating out runner-up Virtua Fighter and hoisting this year's GamePro Cup. Ultima: The Worldly Lord finished in a very respectable third.

    NHL '96: 32%
    Virtua Fighter: 29%
    Ultima: The Worldly Lord: 14%
    Virtua Cop: 9%
    Madden '96: 7%

    Best System Overall:

    As we expected, Sega fans split their vote somewhat, though Super Nintendo CD still had eight more votes than both the Genesis and Saturn combined, even with the cartridge-based Super Nintendo siphoning off votes. The Super Nintendo CD had its best year yet, with dozens of quality games and some of the greatest games of all time! We imagine the Saturn will surge after this year's recent price drop!

    Super Nintendo CD: 43%
    Sega Genesis: 29%
    Sega Saturn: 14%
    Super Nintendo: 9%

    Best Game Overall:

    We figured Zelda would win, though we didn't imagine it would be this much of a blowout! Ocarina of Dreams took home more than a third of the votes, that's over a thousand of you who loved Zelda enough to make it your favorite game of the year. We don't blame you, Link's amazing quest was definitely the best thus far in the series and one of our favorite games of all time. Sega fans rallied behind Vectorman, who finished in second by quite a wide margin. And look at that support for Virtua Fighter! Though it didn't beat out NHL '96 to win the best Saturn game honors, loyal fans did give it enough of a push to put it ahead of the hockey title for this award, finishing in a very close fourth behind Final Fantasy VI. The strangest games to get votes this year? SNES-CD's Chicken Fighter, The Smurfs on Sega Game Gear, and Spot Goes To Hollywood on the Sega Genesis were among the 37 games that received a single vote in this category.

    The Legend Of Zelda: Ocarina Of Dreams (SNES-CD): 35%
    Vectorman (Genesis): 14%
    Final Fantasy VI (SNES-CD): 8%
    Virtua Fighter (Saturn): 8%
    Ballistic Limit (SNES-CD): 6%
    NHL '96 (Saturn): 5%
    Doom (SNES-CD): 5%
    Phantasy Star IV (Genesis): 4%
    Yoshi's Island (SNES): 3%
    Donkey Kong Country 2 (SNES-CD): 3%
    Killer Instinct (SNES-CD): 2%
    Knuckles: Renegade (Genesis): 2%

    -

    Ted Crosley: We've just finished counting down the 5 Worst Games of 1995, along with our Top 5 Computer Games and our Top 5 Arcade Games. Now here's the moment you've all been waiting for, it's our Top 10 Console Video Games Of The Year.

    Alex Stansfield: Remember, these games were selected by all five of us together, so games that recieve a better review from just the two of us may not have been liked as well by the other three. So don't write any letters to us asking why a Hall of Fame game might be ranked below a game that didn't make the Hall of Fame.

    Kazzi DeCarlo: But DO write letters sharing with us your recipes for delicious desserts, because those are yummy.

    Ted: Yes, keep the dessert recipes coming!

    Alex: Here are our top ten games of 1995!

    Brittany Saldita: Number 10... Knuckles: Renegade. Of all the great action games to come out for the Genesis this year, Vectorman, Ecco 3, this latest game in the Sonic franchise stood the tallest. Introducing edgy new storylines, tight gameplay, and Knuckles' kick-ass new pals in the Renegades, this game made the wait for Sonic the Hedgehog 4 just a bit easier.

    Ted: But not too much easier.


    Alex: Knuckles: Renegade brought in a lot of the dark aesthetic from the Saturday morning Sonic series, letting gamers take Knuckles for a spin in a thrilling new world with ruthless new enemies.


    John Walden: Of all of Knuckles' new friends, Corona the butterfly and her lethal sonic waves made her an instant favorite. She fluttered her way into our hearts even while she was bringing Robotnik's robot legions to their knees.

    Ted: Our number 9 game of the year was Super Mario World 3. Though it wasn't nearly as good as the previous Super Mario World title, and though we gave it a LOT of flack, it's undeniable that the graphics are gorgeous and some of the enemy designs were out of this world.

    Brittany: Bowser's legions have never looked better, the Mechakoopas were fearsome foes and even though Mario's jumping was a bit cumbersome in the new isometric viewpoint, we all sucked it up and got the hang of it anyway, making for a really fun experience.

    Alex: Mario World 3 featured a jovial soundtrack from Nintendo's master musician Koji Kondo. The mix of jovial jaunts and fearsome mechnical melodies made this game emotionally stirring from start to finish.

    Kaz: The number eight game on our list was Ultima: The Worldly Lord for the Sega Saturn, which brought RPG exploration into a new dimension with a huge world to traverse and lots of people to recruit. Also, I loved exploring the pie factory.

    Alex: Being able to chuck pies at NPCs was a hilarious diversion, but this huge world had lots of them to undertake and we spent more time with this game than most of this year's other games combined.

    Ted: The Worldly Lord was probably the best game in this venerable RPG series, and that's saying something. It's a different experience every time you play.

    Brittany: From start to finish, Ultima: The Worldly Lord is a game full of mystery and wonder, and it was the one Saturn game we absolutely couldn't put down.

    Alex: Our number seven game of the year was Tales Of The Seven Seas.

    Ted: Exploring the seas has never been so fun than with this motley crew of outcasts and misfits. Brilliantly voice acted and featuring some really inspired level design, few games have surprised us so pleasantly as this one.

    Brittany: With deep characters, tons of secrets, and seven different endings, Tales Of The Seven Seas is the most fun I've had with a video game in a long time. We sang its praises during our review earlier this year, nearly putting it into our Hall of Fame.

    Alex: It's a real step-up in terms of interactive storytelling and we're already clamoring for a sequel. Tales Of The Seven Seas is more than worthy of being called one of the year's best games.

    John: At number six, Yoshi's Island is the best looking Super Nintendo game ever made, with 2.5-D graphics that could've been right at home even on CD.

    Ted: It features dozens of challeging and creative levels, and lots of fun secrets to find.

    Kaz: It's also one of the year's funniest games, featuring the bumbling yet menacing villain Kamek and a fight inside the stomach of a giant evil frog.

    Brittany: These plucky dinosaurs travel through jungles, volcanos, and even above the clouds on their journey to reunite the baby brothers Mario and Luigi.

    Ted: Yoshi's Island was an amazingly fun game and a great way to say goodbye to the cartridge Super Nintendo as we usher in a new generation of games.

    Alex: Our number five game of the year was Doom for the Super Nintendo CD. We didn't think they could make Doom as good as it was on the PC, but they did.

    Ted: While we lamented the lack of multiplayer, the single-player campaign was as good as any and all the levels from the original PC version were here in all their glory.

    John: The awesome rock-inspired soundtrack was there too, and killing demons has never been so fun as it was when done to driving guitar riffs.

    Kaz: Simply put, Doom kicked ass.

    Ted: Our number four game was Ballistic Limit. This brilliant sci-fi adventure became our second Hall of Fame game back in October, and for damn good reason.

    Brittany: With nineteen levels jam-packed with action and alien monsters, along with a unique and intuitive perspective switching mode, Ballistic Limit is one of the most unique shooters we've ever played.

    Alex: Taking its cues from games like Super Metroid, Ballistic Limit plunged us into the depths of desperation and kept us on the edges of our seats.

    Brittany: In third place, the RPG masterpiece Final Fantasy VI. With a storyline both uplifting and heartrending, this role-playing classic was clearly the best game in the series, featuring both the best visuals and the best score to date.

    Ted: While I've never been a fan of the opera, Final Fantasy VI's stunning opera scene, featuring actual real-life singing, brought a tear even to my cynical eye.

    Kaz: And the villainous Kefka with his terrifying laugh made him a villain we all loved to hate.

    John: The game even featured one of the biggest twists we've even seen in a video game, but we won't spoil it for you, you'll have to play it for yourself.

    Alex: Final Fantasy VI is utterly worthy of the title “masterpiece” and its a game every Super Nintendo CD owner needs to play, RPG fan or not.

    Ted: That brings us to our #2 game of the year, and it's the sequel to what a lot of people considered last year's #1. We're talking about Donkey Kong Country 2: Diddy's Kong Quest. Not too many people believed that last year's amazing Donkey Kong Country could ever be improved upon, but this one proved all the doubters wrong.

    Alex: The sheer number of secrets contained in this game boggled all our minds, and the challenging platforming made us all yell at our screens.

    Kaz: The Lost World alone probably contributed to the invention of hundreds of new swear words.

    Brittany: But all of that challenge made for an incredibly rewarding experience, and when you finally saw that 102%, your heart was filled with a sense of supreme accomplishment.

    Ted: Donkey Kong Country 2 is itself a supreme accomplishment, and it's got us super excited for Donkey Kong Country 3.

    Alex: And now we reach the #1 game of the year.

    Ted: I'm sure those of you who have been following GameTV since we've been on the air can probably guess what it is.


    Kaz: And those of you who haven't been following us...why the hell not?

    Ted: Our pick for Best Game of 1995, and it is absolutely unanimous, even Kaz agreed with us on this one is... The Legend Of Zelda: Ocarina Of Dreams.

    Alex: What else is there to say that hasn't already been said? Nintendo's epic quest blew all of our minds. From deep, dark, deadly dungeons to a twisty turny storyline that brought the events of A Link To The Past and Link's Awakening full circle, Ocarina of Dreams completed an epic trilogy and was simply one of the best video games ever made.

    John: No bull here, Ocarina Of Dreams is a big step forward in video gaming and a sign that Nintendo is still the number one company around when it comes to creating video game classics.

    Ted: Even I've got to admit, if I only owned a Sega Genesis I'd be pretty damn jealous of Nintendo owners for being the only ones who get to play this brilliant classic of a game.

    Brittany: Yeah, and honestly, this really was Nintendo's year. Don't get me wrong, I loved a ton of games Sega put out and the Saturn's future is looking so bright that Sonic should probably start wearing some sunglasses, but 1995 was the Year of Nintendo and really was the Year of Zelda.

    Alex: The Super Nintendo CD had seven of our top ten games. We thought about balancing out the list but we had to be honest, most of our faves were of the spinning disc variety.

    Kaz: And there were lots of great Nintendo CD games that we DIDN'T include on this list. Twisted Metal, Earthbound 2, Andrekah, Victory, Rage, so many really great games that easily could've made it with the others.

    Ted: I'm feelin' it though, next year is the Saturn's year.

    -excerpted from the December 31, 1995 episode of GameTV

    -

    With the introduction of the Sega Saturn and tons of great games, 1995 was one of gaming's biggest years in recent memory. Here's a brief countdown of the top 10 news stories from the past year in video games.

    #10: Michael Jordan Signs With Sega

    Michael Jordan is the world's most famous athlete and the king of the NBA. With his exclusivity deal with Sega, you'll only be able to play with Michael Jordan on basketball games for the Genesis and Saturn. He might even be a bigger MJ than the last one Sega signed...

    #9: Sail The Seven Seas

    Tales Of The Seven Seas was perhaps the year's biggest sleeper hit, selling hundreds of thousands of copies and scoring rave reviews from lots of game magazines (including this one). The Super Nintendo CD's pirate-themed hit even kicked off a bit of a mini-pirate craze!

    #8: We're Heading To Venus

    Now you can play Sega Genesis games anywhere you go with the release of the Sega Venus, which even includes Mega Charger support. Though you'll need lots of batteries, being able to play Genesis games anywhere is pretty amazing.

    #7: Nintendo Decouples The SNES-CD

    Before November 1995, those who wanted to play the slew of hits on the SNES-CD needed to own a Super Nintendo or buy an expensive combo set. With the introduction of the stand-alone version, the SNES-CD became available to a whole new group of players.

    #6: Mortal Kombat A Blockbuster

    With a big $25 million opening weekend, Mortal Kombat became the first video game movie to achieve major Hollywood success (and even got mediocre reviews from critics, which for a video game movie is a big accomplishment). Will this lead to more video game-to-film adaptations in the near future?

    #5: Sega And Namco Create An Arcade Powerhouse

    Early last year, Namco and Sega signed a deal to create a new generation of arcade chips, which we've already begun seeing in games such as Tekken and Soul Edge. Namco is poised to play a big role in Sega's future success.

    #4: Nintendo And Sony Make A Deal

    It was looking a bit iffy for a while, but in March of last year Nintendo and Sony signed the paperwork to begin developing a new console known as Project Eunice. While it likely won't see release in 1996, we can't wait to see all the latest news on what this console is going to be.

    #3: A Show Of Our Own

    The first ever expo dedicated solely to video games took place in Los Angeles last May. E3 was a rousing success and the next one is already scheduled for this spring, where we'll likely see a brand new crop of future hit games.

    #2: Ocarina Of Dreams

    The overwhelming critical favorite last year was Nintendo's The Legend Of Zelda: Ocarina of Dreams. Link's latest adventure was his best received yet and one of the year's best-selling games.

    #1: Enter The Saturn

    The launch of the Sega Saturn was easily the biggest video game story of 1995. Though sales weren't exactly overwhelming, the system's strong launch lineup and great critical reception have set it up nicely to have an excellent 1996.

    (...)

    1995's been great but we're already looking forward to 1996. Here are the ten games we expect to be next year's biggest hits.


    #10: Resident Evil

    The Saturn's survival-horror thriller is looking amazing as it gets set to release in Japan. From what we've seen, it's going to be one of the scariest games ever made and with movie-like visuals, it's set to be a technical marvel as well.

    #9: Super Mario RPG

    We can't wait to see Mario and friends take their turn at becoming RPG heroes. While we don't know too much about the game, it looks amazing graphically and the thought of playable Bowser makes us giddy with anticipation.

    #8: Panzer Dragoon II Zwei

    Last year's Panzer Dragoon was our favorite Saturn launch game and the sequel looks to build on everything the first game set up.

    #7: Chrono Trigger

    Squaresoft's “Dream Project” just released in Japan to amazing reviews and record-breaking sales and we expect more of the same in the States. It's set to be the Super Nintendo CD's first ever two-disc game, and if one disc isn't enough to contain all the awesomeness it'll be hard for this game to be topped!

    #6: Tomb Raider

    We're highly enamored with this adventure game's beautiful heroine and stunning environments and can't wait to explore the ancient ruins with Lara Croft next year.

    #5: Elements of Mana

    The sequel to Secret Of Mana is shaping up to be even more fun than the first from what we've seen. Choosing our own party should give the game some excellent replay value.

    #4: Squad Four 2

    Other than the fact that it IS coming next year, Nintendo's keeping surprisingly tight-lipped about the details of the sequel to one of 1994's top original games, but the few screenshots we've seen look incredible.

    #3: Tale Phantasia

    The game's been out in Japan nearly a year and we loved what we've played. Battles are a blast and the localization, done by the same team who did the classic Lunar on Sega CD, is sounding highly promising. This game's hyped to the moon, we think it'll live up to that hype.

    #2: NiGHTS: Into Dreams

    From the very first Saturn tech demo we knew this game would be a winner and we're not backing down from that prediction. This game is the best looking Saturn game we've ever seen and now it's only a few months away.

    #1: Sonic The Hedgehog 4

    Perhaps the most anticipated game of all time, the latest title in the Sonic series is building hype to an enormous fever pitch. If it's not Game of the Year 1996, it'll probably be viewed as a massive disappointment.

    -excerpted from the February 1996 issue of Next Generation magazine

    -

    Game Watch

    SNES-CD:

    Battletoads: Dark Queen - Winter '96
    Bumblebee 2 - Winter '96
    Chessmaster 3D - Winter '96
    Eternal Night - Winter '96
    Klepto: The Invisible Thief - Winter '96
    Mega Man X3 - Winter '96
    Metal Gear 1+2 - Winter '96
    Mickey Mania: The Timeless Adventures Of Mickey Mouse - Winter '96
    Natalia: Teardrop Of Fate - Winter '96
    Samurai Shodown II - Winter '96
    Tunnel Vision - Winter '96
    Twinblade - Winter '96
    Art Of Fighting 2 - Spring '96
    Axelay 2 - Spring '96
    Belle Weather - Spring '96
    Chrono Trigger - Spring '96
    Fatal Strike: Touch Of Death - Spring '96
    Fire Emblem: The Holy War - Spring '96
    Fire Pro Wrestling Presents: WCW Monday Nitro - Spring '96
    Hacker Jack - Spring '96
    Jewels Of The Realm 2 - Spring '96
    Ken Griffey Jr.'s Winning Run - Spring '96
    Kyuriadan - Spring '96
    Major Hazard: FUBAR - Spring '96
    Maui Mallard in Cold Shadow - Spring '96
    Mechanix - Spring '96
    Monkey Island 2: LeChuck's Revenge - Spring '96
    Monster Wars II - Spring '96
    NASCAR Racing - Spring '96
    Phineas And Ferb - Spring '96
    Pinocchio - Spring '96
    Prehistorik Man - Spring '96
    Quizmaster - Spring '96
    Samurai Buster - Spring '96
    Steam Agent - Spring '96
    Tactics Ogre - Spring '96
    The Need For Speed - Spring '96
    VideoVision - Spring '96
    Whizz - Spring '96
    Ys V - Spring '96
    College Football '97 - Summer '96
    Extreme Deerhunting 2 - Summer '96
    FIFA '97 - Summer '96
    Grant Hill In NBA Basketball - Summer '96
    International Track and Field - Summer '96
    Knightstar 2 - Summer '96
    Madden 97 - Summer '96
    Ninja Gaiden IV - Summer '96
    Pocahontas - Summer '96
    Road Storm - Summer '96
    Soul Matrix - Summer '96
    Stealth: Dangerous Mission - Summer '96
    Street Fighter Alpha 2 - Summer '96
    Super Mario RPG - Summer '96
    Tale Phantasia - Summer '96
    Valis II - Summer '96
    Dead End – Fall '96
    Icebiter 3 – Fall '96
    Mortal Kombat Trilogy – Fall '96
    Policenauts – Fall '96
    Secret Of Mana 2 – Fall '96

    -excerpted from the January 1996 issue of Nintendo Power

    -

    1995 saw the grand encroachment of video games into the cultural mainstream in a big way. Games like Doom on the SNES-CD and Virtua Cop on the Sega Saturn saw mainstream headlines, and with Mortal Kombat a marginally big hit at the box office, scoring $70 million in North American box-office reciepts, video games were definitely on the forefront of the cultural zeitgeist. It was a bit of a cruel irony that the year saw Sega, which had become a force in the industry by attempting to push video games further into the mainstream, saw their worst sales year since 1991. The Sega Saturn had launched at seemingly the perfect time and with an excellent launch line-up, and the technically advanced system had scored rave reviews from game critics, but the steep price of entry was far too much to ask players to bear, especially when Sega had prided itself on being the budget alternative to higher-priced Nintendo consoles. Nintendo struck while the iron was hot, not only enjoying the best lineup thus far in their history, with new installments in their flagship Mario and Zelda series along with excellent third-party efforts from Squaresoft, Capcom, Konami, and Sony, but launching a new stand-alone SNES-CD that was perfectly priced at just $129. Nintendo crushed Sega over the holidays and as 1996 began, the company stood poised to deal their rival a finishing blow, even before announcing a single game for their long-awaited Ultra Nintendo. Once again, as it had been in 1991, it would be up to the blue hedgehog to strike back against the dominant Nintendo. Could Sega take advantage of their technological superiority before their window of opportunity slammed shut for good?”
    -”The History Of Console Gaming: Year-By-Year (Part 6)”, Wired.com, June 19, 2012
     
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    1995's Original SNES-CD Games
  • And here's a list of 1995's original franchise games along with some brief descriptions of them, this is mostly for games that didn't get covered much in the original updates so you can get an idea of what they were like. A few of these didn't get covered in the updates at all.

    -

    Dragon's Destiny II: A sequel to the 1993 aerial combat game featuring slightly better graphics and the option for four-player battles. The game is a bit more well received than its predecessor.

    Dark City: Heart Of Darkness: A sequel to the 1993 detective game, the main character returns to Dark City to bust a human slavery ring. One of the best detective games on the system, the very dark subject matter draws some controversy but the game is very well received even though sales are poor.

    Deadman Sam 2: This sequel to the 1993 hit features Sam and Nellie fighting a horde of ghosts who want to conquer the human world. Not quite as well reviewed as its predecessor but still a solid game that sells well.

    Swords of Samnaria: Taito's sequel to Axes of Avenglia featuring a new cast of characters. The game's graphics and soundtrack are good but the RPG gameplay is about as generic as it comes.

    Icebiter 2: Sony's sequel to 1994's action platformer, somewhat faster paced and with much larger worlds and better graphics. About as good as the last game, it's criticized for being somewhat derivative but it's solid nonetheless.

    Eskrima Warriors: The Tournament: A sequel to 1994's Eskrima Warriors, this updated fighting game bumps up the graphics a bit and adds a few new characters. It's fun but considered to be worse than the original.

    P.O.L.I.C.E.: City Under Siege: A sequel to 1994's game, this game features more levels and baddies to kill but ultimately it's considered just as mediocre as the original.

    Gun Warrior: Big Guns: Another Tecmo sequel to an earlier SNES-CD hit, this game features the titular Gun Warrior teaming up with two fellow heroes (with guns of their own) to battle their way through a monster-infested labyrinth. Combining the ludicrous run and gun gameplay of Metal Slug with the dungeon crawling atmosphere of games like Ultima, it's considered one of the silliest, most violent action games for the SNES-CD and is very well received, becoming one of the year's bigger original franchise hits.

    Return To Pickton Lake: Cody and Cassie return to the haunted lake, this time with some of their school friends. Instead of rescuing them, their friends help them out in their fight against more horror-styled baddies. It sells quite poorly even though it's reviewed as well as the first one.

    Frederico: An action/exploration game about a Mexican hero named Frederico who has to save his girlfriend from the evil Generalissimo Garcia. Very colorful and bright, the game is very well-received in terms of gameplay but draws some initial controversy due to being accused of stereotypical portrayal of Mexicans. The creator, however, is Mexican himself and intended the game to celebrate Latino culture, not stereotype it. The controversy blows over quickly and the game becomes a franchise.

    Moonlight: An RPG by Capcom that takes place in a modern city, featuring 12 playable characters who are battling a crime syndicate, eventually though it turns into something much greater.

    Legend Of The Sorcerers: Telenet Japan's experimental RPG combining the elements of an FMV game like Time Gal with the mechanics of a JRPG. It's VERY basic in terms of combat and plot and gets mixed reviews, it's considered more of a unique experiment than a classic RPG.

    Sock Monkeys: An action platformer starring three sock monkeys who have to explore various levels. It's pretty generic as far as platformers are concerned but the creative enemies and very good graphics get the game some good reviews. It also gets some criticism for being a “Donkey Kong Country ripoff”, though it plays somewhat differently and wasn't intended to piggyback off of DKC's success.

    The Darkest Ritual: This is a JRPG-styled game by Ubisoft about two teenage girls, Etienne and Kris, who are messing around with witchcraft for fun when they accidentally unleash a horde of monsters on their school and have to stop it, eventually going into the underworld with a couple of their friends to take out the monsters' leader. It's a very well received game and actually a minor hit.

    Friendly Fire: This is kind of a tongue-in-cheek third person arena shooter game. There are lots of jokes but the gameplay is pretty middling and sales are mediocre.

    Chemistry Master: This action platformer involves a quirky scientist hero who mixes up different chemicals to toss at enemies. The combat is pretty fun but the graphics and sound are kind of primitive for the SNES-CD and the game isn't very well regarded.

    Chumoking: A fighting game with pretty clunky graphics and slow gameplay. Not very well received at all.

    Escape From The Lab: A fully-FMV game where you play a student who has to escape from a science lab gone crazy. Starring Matt Frewer as a crazy mad scientist, the game is pretty hokey (as most FMV games were) but not as bad as other FMV games on the system.

    Salvation: A fast-paced space shooter game featuring hundreds of ships on screen at once, a bit like Gradius crossed with Space Invaders. The plot is pretty generic but the gameplay, which allows the player to rack up huge combos, can be addictive and the game receives middling to above average reviews.

    Last Resort: A hybrid FMV/point-and-click horror game that takes place in an abandoned luxury resort island. Exceptionally well made, the game isn't a huge seller initially but good reviews and word of mouth make this game a profitable seller over its lifetime.

    Lilywhite: A very quirky, obscure platforming action game starring a cute magical sprite named Lilywhite. The game barely makes it out of Japan and sales in the West are pretty lousy but the game is critically hailed.

    Schemes and Dreams: An FMV game featuring several young entrepreneurs trying to make it in the world of business. After Plumbers Don't Wear Ties was rejected for the SNES-CD due to sexual content, this tamer game was made instead. It's actually not a horrible game but it's still pretty bad and sales are low.

    Extreme Deerhunting: A hunting simulator utilizing either the Super Scope or the Justifier, or other proprietary light guns. Reviews are mediocre but it does decently well due to it being the only game of its type on the system.

    The World Wars: A war-RTS game featuring battles from the two World Wars. While it's praised for the number of units allowed on screen, other than that gameplay is pretty mediocre.

    That's Gotta Hurt!: A somewhat silly but still quite violent FPS game that involves various hilarious and yet violent ways to kill people. It's got a four-player multiplayer mode but it runs really slowly and aside from internet Let's Plays in the present day, it's a mostly forgotten game.

    Cat Jackson: A Sony published attempt to start a platformer franchise, this game stars a wise-cracking anthropomorphic cat named Cat Jackson, who has to hunt down his kidnapped girlfriend while exploring more than a dozen different levels. It's as generic as it comes in terms of gameplay but the colorful graphics and great music, along with the voice acting, receive praise.

    Tales Of The Seven Seas: This is an adventure game, published by Sony, featuring a crew of misfits on a pirate ship who explore various islands in search of treasure and adventure. The game combines a number of genres, from platforming, to hack and slash, to RPG-like exploration, and is known as one of the best games on the Super Nintendo CD.

    Andrekah: A colorful platformer starring a lovely little witch girl named Andrekah who goes around just helping random people. Featuring voice acting, a whimsical musical score, and great graphics, it's a big hit for Sunsoft.

    Puzzle Blast: A puzzle game that combines elements of shooters with puzzle games like Tetris, it's a fun little title with modest sales.

    Battlesun: A fairly generic space shooter that involves a war around a dying sun. The graphics receive some praise but the music is fairly lousy and the gameplay is standard generic fare.

    Dr. CD: An educational medical game where you're a doctor who diagnoses patients with various illnesses. While the information presented is accurate and the game is legitimately educational, it's also exceptionally boring.

    The Hunt For Sasquatch: An action game where you play a park ranger who has to hunt down the legendary monster Sasquatch before it slaughters campers on a big weekend at the park. You use the lightgun to kill feral beasts in various levels before finally reaching the sasquatch. The game receives mediocre reviews and sales are poor.

    Melia's Kingdom: An RPG about a young man who teams up with a mysterious girl named Melia to reclaim her lost kingdom from evil forces. It's nothing too terribly special and doesn't feature any voice acting, the graphics are rather primitive and it's clear that the game is just a game originally made for Super Nintendo but moved to the CD once SNES sales declined.

    Nights Of Excitement: A rather unique game, or collection of mini-games, with a quest behind them. Your characters are a group of girls seeking to have some fun after midnight in a big city. While the game itself is a bit disjointed and reviews and sales are somewhat mediocre, it would later be compared to games like the Warioware series as the years go on.

    Door To Demonia: A first-person horror/RPG game somewhat similar to Sony's King's Field, it receives comparisons to that game, though this game made some graphical compromises in order to run smoothly. While this makes for a really blocky and primitive looking game, it contributes to the horror atmosphere in a certain way and the game becomes somewhat of a cult classic.

    Eyes Of The Vampire: An FMV game about a young man in Victorian times who gets involved with palace intrigue involving vampires, both good and bad. Combining elements of various sources of vampire lore, the game is one of the best received FMV games on the system, though sales are poor.

    Shopping Mall: A sim game where you're in charge of a shopping mall. Bring in new stores, build attractions, and do everything you can to make your mall as lucrative as possible. It's actually quite a detailed simulation game and one of the most unique of its kind. Sales are average for the genre.

    Hyperspeed: A very fast racing game in the vein of F-Zero, but with more simplistic levels and music. In the wake of F-Zero CD, it gets compared unfavorably and sales and reviews are bad.

    Cyber City: A sort of noirish point and click sci-fi game where you're a detective investigating mysterious thefts by a gang of evil replicants. One of the numerous Snatcher imitators that began to crop up after the 1994 hit's success. This is one of the more generic of the imitators and one of the least well regarded.

    Daughter Of Pearl: Another of the Snatcher imitators but much more well regarded, this game features a young female office worker who gets caught up in a conspiracy and has to take over an investigation when the detective helping her is brutally murdered. The main character's story arc is known as one of the best in the SNES-CD's history and the gameplay is said to be better than Snatcher's. Sales are poor but the game becomes a cult classic and gets at least one sequel.

    Gryphon: A fantasy adventure game featuring a young hero who explores a series of mazes. The graphics are pretty simple and the sound is nothing great, but the game's difficulty and the intuitive nature of the dungeons make it a hit among certain players.

    Clownin' Around: A platformer starring a friendly clown character who has to battle an evil clown character. It's a fairly generic platformer but the graphics win some acclaim.

    Victory: A top down run and gun shooter, somewhat similar to Zombies Ate My Neighbors but also drawing comparisons to Metal Gear, it features a soldier who encounters otherworldly phenomena while fighting in a war. The phenomena turn out to be related to a secret cabal of world leaders who turn out to be extraterrestrials. The game's sophisticated storyline, excellent graphics, decent voice acting and fun combat mechanics make it one of the best reviewed games of the year, a major commercial hit for Capcom and the start of a franchise.

    Backwoods Racing: A racing game where you're a moonshiner, you start out evading the cops and then after a few levels of that you're entered into races with other moonshiners. It allows for car and driver customization and is sort of inspired by the early days of NASCAR (though it's not a NASCAR game in and of itself). The more moonshine you run, the better you can soup up your car. Gets decent reviews but sales are merely mediocre.

    The Endless War: A strategy war game featuring a number of fictional nations, it's probably the SNES-CD's most successful strategy game both critically and commercially due to its great music and deep combat system.

    Mysteria: An anime-styled JRPG with full anime cutscenes, it's a first attempt to bring a Lunar-styled anime RPG to the SNES and it's actually one of the system's more popular original RPGs.

    Chicken Fighter: A silly 2-D fighting game where you battle with anthropomorphic chickens. Filled with silly chicken puns, it really wasn't that bad of a game but it's still pretty obscure.

    Naval Guns: A game where you're a gunner on a battleship, trying to shoot planes down out of the sky as well as other ships. You can also be on a swift boat, a speedboat, or other types of boats. Despite being fairly simplistic in its gameplay, it's actually pretty fun and the graphics are excellent, leading to decent reviews and sales.

    Hotel Havoc: Created by Fantasy Factory, this game is essentially Hotel Mario but since Hotel Mario doesn't exist ITTL, the game features completely original characters and different animated cutscenes as a framing device. Without the stigma of being a bad Mario game it's actually regarded as a fun and decent puzzler especially since a lot of the problems of ITTL Hotel Mario are fixed because the game makers can't lean on the Mario name as a crutch.

    Toxic Waste: A platformer about an anthropomorphic sludge pile crawling his way through various levels full of toxic garbage. Known as a gross-out game, it's actually fairly popular, featuring voice acting and decent level design despite being full of weird sights and grossness.

    Five For Fighting Hockey: A violent street hockey game named after the penalty, though you don't get any penalties for fighting in this game. Featuring original teams and hilarious characters, it features more fighting than actual hockey but the animation, humor, and gameplay are widely praised.

    Jim And Kim: A platform game featuring a brother and sister named Jim and Kim who go through various levels, many of them factory related. The animation in this game is actually pretty good but the levels are repetitive and the gameplay mediocre.

    Real Ultimate Football: A fully-FMV football game featuring you as a quarterback and games played using entirely FMV. There's barely any variety in teams and gameplay is hideous, this game is seen in a lot of ways as Scottie Pippen's Slam City but with football.

    The Sea Adventure: An FMV game where you're in an underwater city under the ocean and you have to repel an invasion by mysterious marine creatures while keeping your team alive. Full of hokey acting and standard FMV gameplay, this is one of the last fully-FMV games released for the system, as both Nintendo and Sony are increasingly becoming averse to these games and barely any of them sell even remotely well, this game is no exception.

    Trapmine: A strategy/puzzle game where you have to lay down various traps to take out your opponents. The single-player game is a 60 level puzzle game but there's also a multiplayer mode supporting up to four players.

    Parallel World: An RPG featuring four young heroes who live in a vast underground nation, while at the same time, above ground there are four other young heroes living in the surface world. You alternate between the parties, who believe that they're out to destroy the other, only for the real threat to emerge, a threat that seeks to destroy both worlds. Lauded for a great soundtrack and storyline, it's actually a decent seller for its genre.

    Bikerz: An action/racing game featuring a variety of silly bike gang characters, it's a kind of sanitized, family-friendly take on the biker gang cliché. The gameplay isn't bad and it sells pretty well, starting a franchise.

    3-D Pool: It's a pool game. That's basically it. The graphics are all right for what it is but it's as basic a billiards video game as you can imagine.

    The Legend Of Annie Oakley: A western-themed action game, combination platformer/shooter that utilizes the Justifier for certain segments, it's a sort of stylized fantastical interpretation of the legendary gunslinger Annie Oakley's life. While sales aren't quite up to snuff, it's generally regarded as the system's best Western themed game.

    Rage: A side scrolling beat-em-up game, reviewed quite well to its large variety of characters compared to most other beat-em-ups and its branching storyline depending on what characters you use. The characters have somewhat different motivations and there are four different possible final bosses depending on your main character, it's a pretty big commercial hit.

    Treasure Hunters: A dungeon-crawling adventure game similar to Gauntlet in a lot of ways, you play up to four characters as you traverse through a top-down dungeon, collecting loot and battling enemies. Created by Blizzard, ITTL it's considered somewhat of a proto-Diablo (though much more light-hearted, similar to The Lost Vikings in humor). Because of the success of this game, Diablo will be ported to the SNES-CD's successor console.

    Polar Bear Adventure: A platformer where you play as a polar bear. Not an anthropomorphic polar bear but an actual polar bear, out to battle other beasts but also to battle humans trying to take your land. You can literally bite humans, shake them around and toss them aside like rag dolls (no blood though). Because of the bloodless violence it's actually not really considered controversial and it's pretty much just an average platformer game.

    Nightsquad: A run-and-gun action game where you're an elite squad of special ops officers battling crime in a really, really crime-infested city. Somewhat unique in that you actually have five characters on screen with you at once, you're one character and the others sort of mimic your actions though you can also assign them independent controls. It's a fairly fun game and sales are pretty decent.

    Sweet Ninjas: This is a 2-D fighting game actually made by the company that did the Sailor Moon fighting games in Japan, though instead of localizing Sailor Moon, we get this game that plays fairly similarly, it's a fighting game packed with female characters and is very anime in its design. Reviews and sales are both average.

    The Jade Cat Museum Heist: An FMV game where you actually play a burglar who steals a variety of things from museums and tries to avoid being caught. It's pretty simplistic and pretty short and pretty easy and another fairly humdrum FMV game in the waning days of the genre.

    Ferrari Worldwide Rally: A racing game where you race Ferraris in tracks around the world. The graphics are quite good and the racing itself is considered fairly realistic considering the SNES-CD's limitations.

    Ballistic Limit: This run-and-gun shooter is probably Sony's biggest hit of 1995 on the system. You're a futuristic soldier charged with protecting the world from aliens and all manner of threats and you have to travel through a variety of levels to do so. What's innovative about this game is that you switch to first-person for a number of segments. The graphics are excellent, it has one of the SNES-CD's best soundtracks, and the gameplay is considered superb.


    Pig Wars: A combination strategy/shooter game where you're the leader of an army of anthropomorphic pigs. The game is divided into RTS-like segments where you place your armies and do battle, and action segments where you have to control individual pigs as they try to kill other groups of pigs. The game is full of silly humor and has a variety of weapons, sales are disappointing but the game does just well enough that it's profitable.

    Fairytale Storybook: A game consisting of twelve classic fairy tales. It's more like a game collection, you can read through the original fairy tale and then play a short video game based on it. With fairy tales like Snow White, Sleeping Beauty, Cinderella, The Three Little Pigs, Jack and the Beanstalk, and others, it's considered a cute little game for kids but not really challenging or fun enough for serious gamers.

    Warriors And Conquerors: A strategy-sim game sort of like Civilization (which releases for SNES-CD the same year) but focusing on war and battles. It's also rather generic and not nearly as fun or interesting.

    Martial Masters: A fairly complex 2-D fighting game that's praised for a fairly in-depth fighting system as opposed to games like Mortal Kombat and Street Fighter. It's designed to be a fighting game for experts and though it doesn't sell very well it does become a cult classic among hardcore fighting game fans.

    Puzzle Pals: A detective/puzzle game sort of similar to Professor Layton in gameplay, you're a detective who investigates a series of mysteries and uses puzzles to solve the clues. It's sort of framed as an educational game for kids and it really doesn't have much of Layton's charm, making it do poorly critically and commercially.

    Don't Go To Bed!: This is a really trippy platformer game taking place in the dreams of a young boy who is trying to save himself from a variety of nightmarish creatures. Aside from the psychedelic graphics it's as generic as platformers come.

    Nintendo Music Maker: A sort of expansion of the music creator on Mario Paint, this is an in-depth music creator for the SNES-CD, made by Nintendo and allowing you to use hundreds of instruments and sound effects to compose your own tunes. It sells very well and it's regarded as quite innovative for the time though it's obviously not as good as later tools like the KORG synthesizers for the DS IOTL.
     
    January 1996 - Previewing The Year Of The RPG
  • With such a huge variety of games available for the SNES-CD, it was both liberating and restricting. Certainly developing for the SNES-CD gave us an environment where we felt like we could do anything, but at the same time, there were so many hit games already out there that we had to find a niche to slip into where we wouldn't be rehashing something that had already been done.”
    -Jonathan Ellis, co-founder of Psygnosis

    Mega Man X3 was a bit of an ordeal, the step-up to a fully next-generation game was a hard transition and I had to fight for control over my own project, it was a bit of a mess for a while. I will say that the finished product does look quite good. I am glad I was able to get Zero fully playable at the very least.”
    -Keiji Inafune, in the January 1996 issue of Famitsu

    Nintendo says this is the year of the RPG. So when you buy a Super Nintendo CD, you'll spend most of your time waiting, and waiting, and waiting....meanwhile, Sega Saturn players are punching. And kicking. And shooting. And racing! And jumping! And flying!”
    -excerpted from an early 1996 Sega Saturn commercial

    How's that wait for Sonic 4 going, Saturn owners?”
    -excerpted from a letter to Nintendo Power in the April 1996 issue

    We realized around 1996 that we were going through a time of transition for the entire children's entertainment industry. Video games were getting more grown-up and kids' shows were too. We had to make sure that even as we were appealing to a new generation of kids, we had to produce shows that were as smart and 'cool' as what they were getting everywhere else.”
    -Former Nickelodeon president Herb Scannell, quoted in Slimed: An Oral History Of Nickelodeon's Golden Age

    -

    Chessmaster 3D

    Andrew: 6.0
    Mark: 7.0 (quote: “The computer is pretty slick and smart, but the bare-bones feature list could use a boost.”)
    Mike: 6.0
    Sushi-X: 5.5

    Mega Man X3

    Andrew: 8.5
    Mark: 8.5
    Mike: 8.5 (quote: “Mega Man FINALLY steps into the next generation with fantastic sprite animation and action packed cutscenes.”)
    Sushi-X: 9.0

    Mickey Mania: The Timeless Adventures of Mickey Mouse

    Andrew: 7.0 (quote: “It's not quite up there with Capcom's 1993 Mickey Mouse effort, but Sony Imagesoft produces a fun and challenging Disney romp.”)
    Mark: 7.5
    Mike: 7.5
    Sushi-X: 7.0

    Mohawk And Headphone Jack

    Andrew: 6.0
    Mark: 4.5
    Mike: 8.0
    Sushi-X: 5.0 (quote: “This game doesn't know what it wants to be. The slick graphics make it look pretty but deep down it's a pretty lousy platformer.”)

    Samurai Shodown II

    Andrew: 8.0
    Mark: 8.5
    Mike: 8.0
    Sushi-X: 9.5 (quote: “SNK does it again! This game is as good as the last and the SNES-CD port is just amazing.”)

    Bumblebee: Save The Queen!

    Andrew: 6.5 (quote: “The last Bumblebee game was a fun little surprise. This one's fun too but there's very little about it that surprises.”)
    Mark: 6.5
    Mike: 5.5
    Sushi-X: 6.0

    Tunnel Vision

    Andrew: 7.5
    Mark: 7.0
    Mike: 7.0 (quote: “It reminds me of that old Sewer Shark game but with all the hideous cutscenes removed. It's a pretty fun rail shooter.”)
    Sushi-X: 7.5

    Natalia: Teardrop Of Fate

    Andrew: 6.5 (quote: “While I enjoyed parts of this RPG, it never got fun enough to make me lose myself in its uninventive storyline.”)
    Mark: 6.5
    Mike: 6.0
    Sushi-X: 6.0

    Klepto: The Invisible Thief

    Andrew: 8.0
    Mark: 8.0 (quote: “Psygnosis provides an excellent mix of stealth and action in this quirky little title.”)
    Mike: 7.5
    Sushi-X: 8.0

    -excerpted from Electronic Gaming Monthly's reviews of January 1996's SNES-CD games in the February and March 1996 issues

    -
    While Sega Saturn sales continue to flag here in the States, in Japan, the Saturn is doing quite well. It's outsold the Genesis nearly every month since its 1994 release there, and with a lineup that now includes over 50 games, the Saturn has nearly caught up to the Super Nintendo CD in monthly sales despite its still high price of 45,000 yen. Virtua Fighter-mania has fully swept the Land of the Rising Sun, and with Virtua Fighter 2 pulling in record arcade profits on its way to a March release in the island nation, it looks to push sales of Sega's next-gen console even more. While Virtua Fighter is a popular game here in the U.S., it hasn't been nearly enough to overcome consumer distaste of the Saturn's $399 asking price. This month's lineup of games, which includes an enhanced port of the SNES-CD hit Andrekah, a fast paced four-player block puzzle game called Sokusha, and an anime-styled platformer called The Light Fantastic, aren't expected to do much to move the sales meter despite all three games scoring good reviews. Sokusha is especially highly regarded, with its four-player combo action said to be comparable to a cross between Bust-A-Move and Panel de Pon. The game was a big hit in Japan, but doesn't seem to be selling very well stateside. Next month's Western lineup, which includes a port of Namco's hit fighting game Tekken, could tip the scales somewhat in Sega's favor, but the company has a lot of ground to make up to catch up with Nintendo. The company is releasing a hit arcade port of its own: Twinblade, an arcade game said to be a response to Namco's popular Soul Edge game, which comes stateside to the Saturn in April, is hotly anticipated after being one of last fall's most popular arcade titles.

    While industry analysts continue to call for Sega to slash the Saturn's price, the company refuses to budge. The rumor mill is ripe with the expectation that Sega may make the Virtua Arcade Set, the one bright spot in the Saturn's American sales, the standard package for American Saturn buyers. Were it to become the standard package at $399, it may help to get more people to take the plunge on Sega's next generation console, but most analysts recommend that Sega make a version of the Saturn available for $299 or less. The Saturn's lineup of games for 1996 continues to look promising, with a number of exclusive titles along with versions of some of the SNES-CD's biggest hits, such as Andrekah, Rage, and the upcoming Konami adventure game Eternal Night. Sega has also been engaging in a sustained marketing blitz similar to the one that accompanied the early days of the Genesis. Advertising experts have been praising Sega's “Playing is Believing” campaign, but even the most compelling commercial won't get economically-minded families to open their wallets. Sega insiders say that the company might be banking on the upcoming tax refund season to drive consumer sales, along with a wave of upcoming games that includes both the aforementioned Tekken and Soul Edge, along with the massively hyped horror game Resident Evil which also is set for release in April in both America and Japan.

    -excerpted from the February 1996 issue of Next Generation magazine

    -

    Sony's history with the company Psygnosis began with its acquisition of the company in 1993. At the time, Sony was beginning to buy up and partner with game developers, both in order to bolster its own software library and in preparation for a potential split with its hardware partner Nintendo. By 1995, Sony and Nintendo had inked a deal for the next generation of console hardware, and Psygnosis was tasked with producing a game that would be a hit for Sony in the latter part of 1995. The company initially wished to make a futuristic racing game in the vein of F-Zero, but Sony advised against it, citing both technological limitations and the desire not to make a game too similar to Nintendo's series. In addition, the slightly disappointing sales performance of F-Zero CD (which sold less than a million copies in North America, around 700,000 by the end of its lifespan) had made Sony wary of oversaturating the genre. They asked Psygnosis to propose another concept, and that was the basis for the game Klepto: The Invisible Thief. A top-down stealth/puzzle/action game, Klepto tasked players with guiding the titular character through a series of increasingly difficult levels in order to steal a certain item (in some cases, more than one item). Encountering an enemy or tripping a trap would cause increasingly difficult waves of enemies to come at Klepto, who could fight them or flee, though it would eventually become impossible to stand against the waves of increasingly aggressive enemies. The game was fairly simple, but quite fun, scoring decent reviews and sales for Sony during the early part of 1996 and giving them confidence that Psygnosis would be a valuable partner for them. Perhaps, someday, that racing game could re-surface when the time was right...
    -excerpted from “The Many Software Partners of Sony”, an article on Goldcontroller.com, June 18, 2012

    Mickey Mania: The Timeless Adventures Of Mickey Mouse was a game originally conceived for the Super Nintendo, but was canceled and delayed so that it could be rebuilt from the ground up for the Super Nintendo CD. It finally came out in January 1996, three years after Capcom's hit The Magical Quest starring Mickey Mouse. The game consisted of a series of levels based on classic Mickey Mouse cartoons, and Sony delayed the game in order to polish up the animation and add voice acting, in this case Wayne Allwine as Mickey Mouse and Jim Cummings as Mickey's rival Pete. Did the game work? Well, yes and no. Visually the game was quite impressive, with animation easily surpassing the graphics in the Sega CD version of Aladdin, still the benchmark for graphics in a Disney video game. But the gameplay was what Sony and their partner Traveller's Tales REALLY should have been working on. Instead of the intuitive and fun gameplay of The Magical Quest, we got a frustrating and badly-paced game that, when you strip out the frustrating difficulty, was all too short with only seven levels to speak of. The game might have been better had Sony not pulled David Jaffe off the project to work on Twisted Metal, but that game was one of Sony's “big three” for the holiday season 1995 and it's obvious what their priorities were at the time. Mickey Mania wasn't a BAD game, honestly, and those willing to slog through the stages definitely found value there, but it's still a case where graphics trumping gameplay isn't always the best strategy. The best Super Nintendo CD games, of course, had both.
    -“Disney Games: A History (part 3)”, excerpted from IGN.com, February 29, 2012

    -

    (…)

    Mega Man X3 was the first Mega Man X game to be designed exclusively for the SNES-CD, and the first game in the series to include animated cutscenes, voice acting (though the voice acting in X3 was quite poor) and the ability to play as X's best buddy Zero. We talked briefly with series co-creator Keiji Inafune about Mega Man X3, its development, and its critical and commercial reception.

    UGO.com: Mega Man X3 was the first game in the series to be designed with the CD medium in mind.

    Inafune: Yes it was.

    UGO.com: Tell me how much input you had during the game's development.

    Inafune: I absolutely wanted to make this game for the CD. The cutscenes, the graphical enhancements, those were my idea, though I did not have complete input on what exactly those would contain. Capcom went with another company, Minakuchi, for things like the music and some of the level design.

    UGO.com: Was the final product at least close to what you envisioned?

    Inafune: Yes, I can honestly say that it was. The game was very good, the best of the original three certainly. It was a beautiful game, very fun and people seemed to really enjoy it.

    UGO.com: Were you surprised that sales didn't match up to the first two games?

    Inafune: A little bit, at first. I think the first game did so well because it was an entirely new thing. People wanted a next-generation Mega Man and Mega Man X was it. The next game was the follow-up to that and of course it was available on both Nintendo platforms at the time so it did quite well also. The third, I think people might have been a bit burned out. The annual releases, maybe not such a good idea.

    UGO.com: Well, it did work for Rare and Donkey Kong Country.

    Inafune: Ah, but those were utterly huge games! *laughs* Mega Man, not quite so much. Not by the time Mega Man X3 came out. We sold enough. We did very well in Japan.

    -excerpted from a June 13, 2011 interview with Keiji Inafune on UGO.com

    -

    This month's Nintendo Power is all about The Year Of The RPG! Our Epic Center section is super-sized, with over 40 pages of preview articles dedicated to this year's upcoming role-playing hits! And if you're a Nintendo Power CD subscriber, you're really in luck! Not only do you get all of the great regular content you've come to know and love from your quarterly CD, but if you're an RPG fan, you'll love this month's bonus Counselor's Corner videos showing you through the toughest parts of some of last year's biggest RPGs. You'll also love our exclusive behind the scenes looks at Chrono Trigger and Tale Phantasia, where you'll meet some of the talented actors who will be bringing those games' amazing characters to life! And finally, you'll not only get to play a demo of Chrono Trigger, but you'll be treated to a world premiere demo of the localized version of Tale Phantasia, months before its June release! Only Nintendo Power CD is giving you this all-access pass to be the first gamers on American soil to experience one of the most incredible RPGs ever made!

    (…)

    If you can identify all 18 heroes on our “Year Of The RPG” cover, you could be eligible to win some amazing prizes in this month's bonus contest! Just read through our Epic Center section for the scoop on all the great RPGs coming out this year. The information contained within will give you everything you'll need to identify the 18 heroes from 9 different games featured on our cover. Then, put the names of the heroes (order doesn't matter as long as you have them all!) on an index card and send it in to Nintendo Power!

    One (1) Grand Prize Winner will receive the new Super Nintendo CD, along with every single RPG we're releasing on it this year! Including, but not limited to: Chrono Trigger, Tale Phantasia, Super Mario RPG, Elements of Mana, Fire Emblem: The Holy War, Suikoden, Romancing SaGa, Soul Matrix, Lufia II, Tactics Ogre, Day Of Malcarius II, Natalia: Teardrop of Fate, and many more!

    Five (5) First Prize Winners will receive copies of Chrono Trigger, Tale Phantasia, Super Mario RPG, and Elements of Mana, four of this year's biggest RPGs for their Super Nintendo CD!

    Ten (10) Second Prize Winners will receive one game of their choice between Chrono Trigger, Tale Phantasia, Super Mario RPG, and Elements of Mana.

    Fifty (50) Third Prize Winners will receive an exclusive Tale Phantasia t-shirt!

    -excerpted from the January 1996 issue of Nintendo Power

    Victor Ireland: So right now we're recording the main theme song for Tale Phantasia. And we're not going to spoil the whole thing but here's a little preview, we have a really talented young woman named Jenny Stigile and she's here to record right now so let's listen in.

    Jenny Stigile: *standing at the mic to record* Standing beneath the pale blue moonlight... between the worlds fate has chosen... there is still a place for love.

    While our swords clash in the darkness, I feel the weight of fate pressing on me... and my longing for adventure starts to fade...

    (…)

    Victor Ireland: Tale Phantasia has been an incredible project to work on. I think this really is the best RPG ever made and I know fans in North America have been waiting to play it for a long, long time. The wait is just about over. I promise you, we are going to make this game even more fun than it looks if you've seen footage of the Japanese game, I promise, it's absolutely going to be worth the wait.

    *A quick snippet is shown of Cress leaping into battle and yelling as he strikes down at a foe*

    (…)

    Moira Quirk: I'm here, actually about to record, um, my last lines for Chrono Trigger. And it's been a really fun experience, definitely, for sure. Ummm....can I tell you who I'm playing? *looks offscreen* Can I? Yes, I'm being told that I can. I perform the voices of two characters, actually. One of them is named Schala and the other is this queen named Zeal. And Schala is actually Queen Zeal's daughter, but they couldn't be any more different. I don't think I should say any more than that! *laughs* For Schala, I kind of have to...kind of have to raise my voice up just a bit, because she's a bit younger than me. And I have to kind of dial down the accent a bit, I have, you know, a Midlands accent and so I have to remember to keep that kind of under control and speak with a more general, still sort of fancy but not so Midlands-ish for her voice. And then...Queen Zeal, she is a lot of fun. I get to act a LOT for her. I'm being told not to say too much about her but out of the two characters she is definitely more fun to play.

    *there's a brief snippet of Quirk in the recording booth performing some of her lines for Schala, such as “and who might you be?”, in another clip she seems to be yelling out the name of a magical attack*

    Moira Quirk: I do know that a lot of people watching this will recognize me from Guts on Nickelodeon. *she laughs a bit* So I like that this is a chance to get them to see, well, um, hear, another side of me. *laughs again* I had so much fun doing this game. I hope I'll get to voice more games in the future!

    -excerpted from preview videos on the January 1996 issue of Nintendo Power CD

    -

    Super Bowl XXX was one of the greatest Super Bowls of all time. The road to the Super Bowl wasn't quite so great, but the game itself was amazing. First, of course, you had the underdog upstart Indianapolis Colts, led by Jim Harbaugh, who steamrolled the San Diego Chargers with a huge performance from Marshall Faulk. Then they went into Arrowhead Stadium and kicked the 14-2 Kansas City Chiefs right in the mouth, 23 to 9, once again thanks to Marshall Faulk. Then finally you had the AFC Championship game against the defending conference champion Pittsburgh Steelers. Everything, and I mean everything seemed to go right for the Colts in that game and everything that could go wrong for the Steelers did. You had Kordell Stewart getting a touchdown only to have it be ruled incomplete because he stepped out of bounds. You had Quentin Coryatt of the Colts intercepting the ball twice, including one for a pick-six. You had Marshall Faulk making huge running play after huge running play, with two touchdowns. The Colts ended up winning 31-3, it wasn't even close. And remember, this team had a 9-7 record. Of course, on the other side of the coin you had the 12-4 Dallas Cowboys. They got the bye and then whipped the 49ers in the divisional round. The 49ers, of course, still reeling from that whole Andre Rison thing which they never seemed to recover from. Then they beat the Packers handily in the NFC Championship, setting up the Super Bowl.

    Well, right from the start, the three-time defending champs dominated the game, starting off on a 17-0 run. It seemed like they were going to make it four in a row for sure. But they didn't call Jim Harbaugh “Captain Comeback” for nothing. He led the Colts all the way back, but the Cowboys defense continued to play tough. Their offense started making some dumb plays but with just under a minute left, the Colts had the ball on their own 9 yard line, no timeouts, down 24 to 20. That was when Jim Harbaugh made the most amazing drive in Super Bowl history. He took the Colts down to the 44 yard line of the Cowboys with just a second to go. Then he launched an incredible Hail Mary toward the end zone. Aaron Bailey came down with it but was surrounded by guys, the ball fell out of his hands and right onto his chest. It seemed like it would roll to the turf but somehow he managed to close his hands around the ball and pin it down tight, securing the touchdown and the Super Bowl victory for the Colts, who not only became the first 9-7 team to win a Super Bowl, but the first team to come back from more than 10 points down to win one. It was a tough loss for the Cowboys, but with their rival 49ers having pretty much collapsed, it seemed that they'd rule the NFC for years to come. Of course, they didn't count on the rise of the Packers and Brett Favre, but that's another story.

    -excerpted from “A History Of The Super Bowl: From I to XLIX”, posted on BleacherReport.com, January 26, 2016

    -

    Brittany Saldita: So, in conclusion, The Light Fantastic is a delightful game. It's not quite as good as Andrekah, but it's still super fun and one of the better platformers I've played in the last few months.

    Kazzi DeCarlo: I have to disagree, the game is pretty derivative and the hero is nowhere near as endearing as Andrekah.

    Brittany: Lumex is very endearing, he's super cute and really funny!

    Kaz: He's kind of a dork.

    Brittany: Well, anyway, I give The Light Fantastic a 4 out of 5 for its trippy graphics, really tight gameplay, and charming hero and musical score.

    Kaz: And I give it a 3. It's not very original, not very difficult, and while visually pleasing, just isn't as compelling of a game as some of the others in its genre.

    (...)

    Alex Stansfield: *looking disappointed* So, yeah...yeah, I thought Natalia: Teardrop of Fate was pretty bad.

    Brittany: It wasn't a bad game, but it definitely wasn't a GOOD game. Nintendo's “year of the RPG” starts off with a bit of a dud.

    Alex: Let's hope this is just the calm before the storm.

    Brittany: To be fair, I liked the dark aesthetic, and the battle system was somewhat original, sort of reminding me of Lufia's but with a good deal more customization. The character of Natalia was also quite well written, it was just a chore to slog through overly long and grindy dungeons to get to the next bit of storytelling.

    Alex: And you WILL grind if you are playing this game. You will grind like Sir Mix-A-Lot at a booty convention.

    Brittany: *snickering, about to lose it with laughter*

    Alex: Just wait for Chrono Trigger, do not waste your time on this game. 1.5 out of 5.

    Brittany: I give it a 2.5. *turns to Alex* Sir Mix-A-Lot at a...*laughing* really?

    Alex: I thought it was funny and clearly you did too.

    Brittany: *she keeps laughing* You're a dork, I swear...

    (…)

    Ted Crosley: While the voice acting was....tremendously bad.

    Alex: Oh yeah.

    Ted: I still loved Mega Man X3. The music was fantastic, the Mavericks were some of the best yet, especially Neon Tiger, Whirl Gecko, and Scatter Albatross. I will never know how they made an albatross badass.

    Alex: The creativity of Capcom knows no bounds, Ted.

    Ted: You got that right, my brother.

    Alex: I will say I do wish the gameplay would have evolved just a little bit. Zero is a great addition but let's hope they change things up a bit for X4. Regardless, I'm giving this game a 4.5.

    Ted: And I'm giving it a 4, which makes it a GameTV Recommended game.

    Alex: And highly recommended at that.

    -excerpted from the January 23, 1996 episode of GameTV

    (…)

    Brittany: And we're here on GameTV with the singer Monica, whose hit single “Don't Take It Personal” was a number-one hit last year. What's it like, being just 15 years old and already with a number one single?

    Monica: It's pretty great, I have a lot of people to thank of course.

    Brittany: Obviously, no one gets to the top without help but you should give yourself some credit, your voice is amazing!

    Monica: Thank you.

    Brittany: Now before we get to talking about your next songs and that new gig you have lined up on Nickelodeon, I do want to ask, since this is a video game show if you've been playing any games lately.

    Monica: You know, I haven't really had time to play any games unfortunately.

    Brittany: That's understandable, I play a lot of role-playing games and some of them take FOREVER to play. I mean we're talking 80 hours on one game.

    Monica: *laughing* Well there's songs I've put hundreds of hours into so...

    Brittany: Well yeah, obviously when you're working on a song you can get into the flow and you look up at the clock and whoops, it's five in the morning!

    Monica: I've had nights like those for sure! *she laughs again* But I guess if I do kick back and play some games, I mean, I've played Sonic the Hedgehog before. And I've played NBA Jam and Mortal Kombat, you know, just a little bit with friends but yeah.

    Brittany: Do you have a favorite Mortal Kombat character?

    Monica: I like the one with the purple, uh, the mask and she's purple.

    Brittany: Oh, Mileena, she's my favorite too! She's a badass.

    Monica: She seems like one, that's why she's my fave!

    -excerpted from the January 30, 1996 episode of GameTV

    -

    SNES-CD Power Charts: January 1996

    1. Ballistic Limit
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Super Mario World 3
    4. Tales Of The Seven Seas
    5. Donkey Kong Country
    6. Killer Instinct
    7. Doom
    8. Mortal Kombat 3
    9. Super Mario World 2
    10. Super Star Wars Trilogy
    11. Final Fantasy VI
    12. Gun Warrior: Big Guns
    13. Victory
    14. Final Fantasy IV
    15. FIFA Soccer '96
    16. Earthbound 2
    17. NHL '96
    18. Sid Meier's Civlization
    19. Ogre Battle
    20. King's Field

    -

    Nickelodeon Making Changes For 1996?

    The cable network Nickelodeon is still #1 in kids' TV, with hit shows like Rugrats, Phineas and Ferb, and The Adventures of Pete and Pete. Nevertheless, the company is looking to add some fresh new shows to its lineup this year in order to remain at the front of the pack in the hunt for youthful eyeballs. Of biggest note are a pair of live-action shows that will be debuting later this year. First up is Swashbucklers, a pirate-themed show that follows the adventures of six kids who are stranded on an abandoned pirate ship and set out on the high seas in search of adventure and a way home. The show is said to be Nickelodeon's biggest budgeted show to date, which could make it an enormous hit or a tremendous flop. The other show set to debut this year is Space Cases, a sci-fi show that's somewhat like Star Trek for kids. The show, which features a familiar face for Power Rangers fans: that of Walter Jones, who played the Black Ranger Zack before leaving the show in 1995 after Saban refused to give him and two of his co-stars bigger contracts. Jones plays the devil-may-care young space cadet Harlan Band, one of a cast of five young cadets who find themselves stranded after a ship they stumbled onto accidentally launches them into a wormhole. The show is taking another cue from Star Trek, in this case Star Trek Voyager, by featuring a female captain. That would be Alyssa Goddard, played by Vancouver-based actress Teryl Rothery. Though unknown to most American viewers, kids may have heard her voice on Sailor Moon as the wicked Queen Beryl.

    In other Nickelodeon related news, the hit sketch comedy series All That will be getting a new cast member, and she's a big one. Hit recording artist Monica is set to join the show when it starts its new season in the spring. Though the 15-year-old is much more well known for her singing skills than for her acting chops, showrunner Dan Schneider says that he was “very impressed” by Monica's audition and that she'll be a welcome new face on the show. Though Schneider has to be happy to have Monica, he's probably disappointed that his idea for a sitcom spinoff featuring All That cast members Kenan Thompson and Kel Mitchell fell through, after Thompson had to decline the offer to star on the new show due to a commitment involving a comedy film he's shooting with Matthew Broderick. Nickelodeon may offer Schneider the opportunity to have another show in the near future, but for now, he'll be concentrating his creative energies on All That. With a name as big as Monica on board, he'll have plenty of talent to work with for the forseeable future.

    -excerpted from Variety magazine, January 29, 1996
     
    The Return Of Commander Keen
  • And now... another guest post from yours truly, with a thumbs up from Nivek and Ry.

    --

    Commander Keen is a name familiar to any kid who played games on the family computer back in the early nineties. With the advent of the Internet we learned that the original staff of id Software developed the first trilogy on company computers they “borrowed” from their employers at Softdisk during their weekends, which appears to be a reoccurring theme of the series. Most people today remember id Software for Wolfenstein 3D and Doom. After the runaway success of the latter, it appeared that the 8-year-old boy genius had hung up his battered and scorched helmet after his sixth adventure, Aliens Ate my Babysitter, but Tom Hall was not finished with him just yet.

    id Software had originally committed The Universe is Toast trilogy to a Christmas 1992 release. However, the success of Wolfenstein 3D postponed it until E3 1995 when Tom Hall saw an early build of Sega’s Nights and decided that he wanted to model the next Keen games on it.

    “Something clicked in my mind when I saw the demo with the freedom of movement present in the game,” recalled Hall in interview for Electronic Gaming Monthly in 2008. “That was how I wanted to make Keens 7 through 9. I had a vision in my head and it remained stuck in my mind for months afterward.”

    Though he left id Software after a dispute with John Carmack over the violence and gore in Doom two years prior, Hall and Carmack reportedly came to an understanding and id released the rights to Commander Keen back to Hall. With help from John Romero, Adrian Carmack, and a few staffers from Apogee Software, Hall spent most of his off hours developing fine-tuning the three-dimensional platforming engine from scratch.

    “Admittedly, Universe wasn’t technically a 3D game. Keen was still a hand-drawn sprite that moved on two planes while the backgrounds and platforms were polygons that ‘moved’ along with him.” Romero admitted, “It was kind of a cheat and looked like Keen was running up a spiral staircase at times, but it was a labor of love and I believe the fans appreciated it.”

    Fans of the series did respond well to the initial installment The Universe is Toast, Into the Inferno, upon its release Christmas 1995. While the game had more than its fair share of glitches, it was not broken and its quirky sense of humor made it stand out. While it was ostensibly a “run and gun” platformer UiT also possessed puzzle elements and involved more stealth than similar titles like Mega Man. Ammunition for Keen’s neural stunner was scarce and many enemies were immune to it. There were no bosses to speak of, aside from Mortimer McMire, but many “security checkpoint” levels where Keen would need to outmaneuver a pursuing (and invincible) Robo Red Hunter and use the stage hazards to slow it down or destroy it outright via a series of buttons and switches. UiT was a difficult game and infuriatingly so at times, but it forced the player to think of ways out of tight spots.

    The game itself controlled similarly to Goodbye Galaxy and Aliens Ate my Babysitter, with each action delegated to a single key on the keyboard: jump, fire, and another to activate Keen’s trademarked pogo stick. A control scheme that was easily transferable to console. Teleporters took you to four different worlds where Keen’s objective was to destroy the Universal Toaster Cannon’s secondary nodes.

    The volcanic mining world, Savarrg, was the typical “Lethal Lava Land” (of which Keen is the trope namer), which took place on a molten planetoid. In addition to avoiding falling into lava pools, Keen needs to used the convection to raise platforms and avoid raining meteors. The lower gravity is another wrinkle where you must carefully execute your jumps because serrated stalagmites and stalactites are everywhere.

    Meanwhile, the fauna of the jungle world, Ogonoc, is out to kill you. Many of the enemies from Keen 4, Secret of the Oracle, like Poison Slugs, Skypests, and Mad Mushrooms return; however, the Dopefish’s comeback is the most glorious. One of my favorite pleasures of this world is the underwater level where you use the stage enemies as fodder the lovable dumb guppy’s appetite.

    The ice world Juttoon is the standard ice level with poor traction though it is memorable for the encounter with “Eddie the Yeti” who tries to roast Keen over a spit. Rounding out the worlds is the storm-ravaged Sakans where Keen must navigate the air currents and avoid tornadoes. Keen 7 was the biggest game in the series at the time with twenty-one levels.

    While it did not light the sales charts on fire like Doom and its sequel, Into the Inferno it did warrant a jump from PC to the Sega Saturn where the game gained a champion in the form of Sega of America President and CEO Tom Kalinske.

    “I remember showing the game to him in January 1996. Though it clearly was no Nights, Keen already had an installed fan base and he saw the potential of the series. He was supportive of the port and even helped us improve the game and enhance it.” Hall said of his meeting with Kalinske. “Unlike Nintendo, who said ‘no thanks’ when we showed them our smooth-scrolling graphics engine in 1990, Sega wanted to be a partner in this.”

    Indeed, Sega invested considerably by assisting in rectifying the technical issues that riddled the PC version and the Saturn version of The Universe is Toast ran much smoother. Sega Technical Institute also helped in finishing the eight and ninth installments Danger in the Desert and Clash of the Intellects for the planned October 1996 release as one package.

    Keen 8, Danger in the Desert, was the shortest and likely the hardest installment of UiT with only eleven levels and lacks the variety of environments present in Into the Inferno. After completing destroying the control nodes on the four worlds, Keen heads to the Universal Toaster Cannon to destroy the final one when a Shikadi warship intercepts the Bacon-with-Beans Megarocket and shoots it down over the desert world Apollus IV. Ammo is even more limited and enemies are more abundant. As with Keen 5, the Shidaki take four shots to stun and it is better to avoid them than confront them directly.

    McMire also dispatched a Keendroid to commit crimes and terrorize the populace in your name, turning most of Apollus’ inhabitants against you. Thankfully, the planets’ periodic sandstorms and dark caves offer you plenty of covers to avoid your Shidaki and Apollian pursuers. Thankfully, you also enlist the help of a young Apollian, Pallo, you rescued in the first level to help you gather the parts needed to rebuild your ship, destroy the Keendroid, and restore your reputation. Pallo would later play a crucial role in later games as the first recruit of the “Commander Keen Corps” in the Multiverse Madness trilogy.

    Once Keen finds the parts needed to repair his ship, he heads to the UTC for the final showdown in Clash of the Intellects. Personally, some of my favorite levels are in this part of the trilogy. As it takes place on a space station orbiting a blue supergiant, this is where Mortimer McMire keeps his most heinous experiments. Enemies from as far back as Invasion of the Vorticons return, except cybernetically enhanced and even more aggressive. There are Gargs, Vorticons, and Bloogs—oh my! Unlike the previous two installments Clash of the Intellects is more generous with the ammo. You will need it when a herd of roid-raged Gargs rush you (and another trope namer.)

    The low-gravity mechanics from Into the Inferno return and some switches even flip the station’s gravity so that you can run along the walls and ceiling. This is a crucial mechanic for the battle with Mortimer McMire where you need to flip the gravity to temporarily disorient him and trick him into disabling the force fields protecting the final control node by leading his shots. McMire seemingly dies when the Universal Toaster Cannon self-destructs.

    With the profits from the PC version and some money from Sega, Apogee added animated cut scenes to the Saturn version where Kath Soucie (late of the SatAM Sonic the Hedgehog) voiced Billy Blaze/Commander Keen and television’s Bart Simpson, Nancy Cartwright, lent her voice to Mortimer McMire. If you meet certain criteria, the came rewards you with a cut scene of a shadowed figure rescuing McMire at the last second. As most gamers know by now, said figure was Keen’s mirrorverse counterpart, Captain Khaos, who would be the primary antagonist of Multiverse Madness saga for the Sega Saturn.

    Most fans of the series agree that the Saturn version of The Universe is Toast is the superior version. While Apogee developed and Sega published the Saturn version in September 1996, Apogee published a slightly truncated version for the SNES-CD the following year before the release of the Ultra Nintendo. This version was much slower and buggier than even the PC version, which Hall admits was not his finest effort.

    “To be honest, I wanted to move onto the next part of the series by then. John and I were working on the engine for Keen 10 and so much of my attention went to that and thus I could not give UiT for the SNES-CD the care I gave the PC and Saturn versions. However, by that time Keen was already entering the Saturn’s orbit after everything Sega had done for us.”

    Romero laughed at the mention. “Didn’t Angry Video Game Nerd guy pan that port? I wasn’t involved in it and Tom barely had any input at all. They gave that port to an inexperienced team and it showed. Poor Tom took it rather personally, but Apogee told us we needed an SNES-CD port. That was one of the main reasons why he decided to take Keen and found Ion Storm. I couldn’t join him as Commander Keen was only a side project done more for fun than profit.

    “Tom and I parted on friendly terms and I am proud of my (admittedly small) contribution to the Keen 10 engine.”

    Indeed, many reviewers panned the SNES-CD port of UiT for its unresponsive controls, slowdown, and horrendous graphics compared to the Saturn. It would be the only Commander Keen game to grace a Nintendo console. Sega directly invested in Ion Storm, which effectively made them a second-party developer similar to Rare and HAL Laboratories’ relationship to Nintendo. The studio would also bring in additional talent like Warren Spector who created Deus Ex, which many Sega fans consider a rival to GoldenEye when it comes to multi-player though the single-player experience is much different.

    As for Keen, The Universe is Toast pulled in solid sales though far less than Sonic the Hedgehog 4, which Sega released the following month. Between those two games, Sega gained a considerable lead on Nintendo in the fifth generation—at least when it came to flagship series. Commander Keen is the only other Sega-affiliated franchise that spun off into an animated series and comic book by Archie Comics. Sadly, Commander Keen: The Animated Series lasted for one twenty-six episode season in fall 1999. As with the games, many critics and players praised its irreverent humor and cultural reference and compared it to the late Calvin and Hobbes. The comic book still continues onto this day under the pen of Dan Slott.

    “I consider UiT and Multiverse Madness the height of my career,” reflects Hall, who still oversees the series to this day. “We’re not churning out Keen games like we did in the Saturn days and some complain that the gameplay has not changed that much. To them I say this: look at Mario and Sonic. Their core gameplay has not changed a great deal over the years. Sega and Nintendo didn’t waste money and time on reinventing the wheel with each new game. Sometimes you need to look under the hood and tweak the engine a little bit to see what works when you add something new. That’s my philosophy when it comes to Keen and part of the reason why he has stood the test of time.”

    The world of Commander Keen is one fans keep returning to because of its charm and refined gameplay. Hall’s metaphor is a perfectly apt one. While technology progresses, consoles grow more powerful, and audience tastes change, there will always be an appreciation for the classics. Commander Keen is one the “Cadillacs” in every retrogamer’s collection and with the advent of downloadable content, the series finds a new audience every year. Not bad for a series that started out as a prank, isn’t it?

    -from the blog "The Musing Platypus" by B. Ronning, March 12, 2013
     
    The Sad Tale Of Gon On The Bandai Solaris
  • Very nice, very nice. I actually was about to mention the Commander Keen update but I thought perhaps it might be a bit early for it, it actually does work well right here though. That reminds me, Nevermore, your Solaris update could also work really well here if you'd like to post it, or would you like me to post it?

    I can, since you don't mind. Apologies I haven't commented much; been busy as of late. Excellent guest post, Pyro! Mine's not quite so extensive, but if anyone wanted a taste of what the Solaris has to offer, here's your chance to get an impression of the very first 3D platformer in the Player Two Start 'verse.

    ---

    "If you mention the Bandai Solaris today in the West, you're likely to get a bunch of blank stares. Sometimes when I talk to my friends, if they're really nerdy, at least one might describe it as 'that one console that deep-sixed Bandai.' I'm not joking when I say that the bad ass sun logo on the hardware itself is one of the best things about it. Remember when Power Rangers was huge here in the States? Yeah, most of that cash went into keeping this piece of crap afloat in the market toilet bowl long after it should've been flushed.

    To those of you who don't know why this thing even exists, I'll give you the skinny. Back in the '90s, everyone and their grandmother was trying to take down Sega and Nintendo/Sony. Philips, Trip Hawkins, SNK, NEC - all of them went into the ring and they all came back with a bloody nose for their troubles. Even Namco at one point wanted to (the TurboGrafx-16 was rushed to market because Hudson Soft didn't want NEC to be courting them). In the midst of all of this, Bandai wanted in on the action; taking a piece of the market share created by both gaming giants after Atari's collapse was just too good to pass up. In '94, Apple got approached by Bandai to produce a stripped down Macintosh that would have the capacity to play CD games. Apple, intrigued by the recent success of the video game market, agreed at the time but on the condition that it would be marketed more as a multimedia device that just happened to play games. Y'know, like the water cooler at an office where people stand around and shoot the shit? You're probably thinking to yourself, 'It's a stripped down computer - who the hell would want to buy a multimedia device that can't even do half the things a desktop can do?'

    ...and you'd be absolutely right. Good thing '90s-era Apple decided to stop hemorrhaging money long enough to check themselves into the psych ward so they could realize that this was an absolutely stupid idea and backed down from it. Unfortunately, that left Bandai stuck footing the bill and if you know anything about Japanese corporate culture, this sort of thing is absolutely humiliating. But they had to stand by what they'd done and scrambled to find someone to help them put it to market (not that you'd know that from their E3 1995 presence where everyone was all smiles about the next big thing in gaming, mind you). They found another weird partner to help them, Mitsubishi. Of course, it wasn't going to come cheap. Though Mitsubishi said they'd manufacture the hardware, they wanted a steep 45% of the profits from each console sold. Reluctantly, Bandai agreed.

    This isn't to say that the Solaris doesn't have its place in history. Aside from being the primary reason that one of Japan's great post-WWII success stories was taken out back, put up against the wall, given a cigarette, and executed by a firing squad with Sega uniforms, it actually holds a more dubious claim to fame. A lot of people in NTSC and PAL regions think that NiGHTS into Dreams... is the first 3D platformer, but this isn't actually true. Bandai Games was responsible for releasing theirs six months shortly beforehand in early 1996. What do you know: it's a licensed title to boot.

    Gon: Prehistoric Panic is based on a manga series by Masashi Tanaka, following the adventures of a Not T-rex. It's alright, I guess. I'm not personally big on silent media, but there's got to be an audience for it. It lasted a long time, too (it just ended not too long ago; '02, I think) so what do I know? Prior to its Solaris title, Bandai had actually done a previous Gon game on the Super Famicom.

    The comic itself has absolutely no dialog in it and all of the humor is strictly visual; as such, it's pretty accessible to anyone who picks it up and in this regard GPP is pretty true to its source material. Most of the time, it's just Gon picking fights with animals or whatever. Some gaming purists out there might actually be interested in this. It cuts the crap and doesn't pretend to have a deep or meaningful story. I mean, no one plays Mario (hah) or (hah!) Sonic for their stories, right? You take the role of the big-headed, wide-eyed Gon and roam around a 3D world based on a vaguely prehistoric setting. You can attack enemies in three ways (each corresponding to the controller's three main buttons; the fourth is used for jumping): breathe fire (?!), tail whip, or, um, a toxic fart. The last is just as juvenile as it sounds but the enemies admittedly make some funny over-the-top facial expressions if you can use it against them.

    The worlds found in game are pretty much what you'd expect. Swamp-themed, volcano-themed, tundra-themed and the like; nothing spectacular or noteworthy. Based on that, you might be thinking that Gon: Prehistoric Panic is just really middle of the road. To be fair, that's pretty much true so far as presentation is concerned. Music is serviceable and there are times when the art direction sort of works, seeing obscure animals like a giant ground sloth as a boss is pretty fun. Gon's model looks okay. That's the most charitable thing you can say about it from a creative standpoint: it's so middle of the road that it doesn't even need to exist.

    You might be confused as to why this would be made a flagship title for a Mind Blowing Next Gen Console™ and the answer is... well, I have no clue, to be quite honest. Most sources I can find about it say that Bandai threw money at it after panicking when Apple backed out and figured that it would ultimately save costs by doing it in house once the hardware (hopefully) panned out. This begs the question why it wasn't a Power Rangers game or something similar; the old beat 'em up on the Super Nintendo could've been a solid basis for something, maybe a Streets of Rage sort of game. Again, nothing mind blowing, but you needed the thing to move so why wouldn't you take advantage of an insanely successful property? A property which, need I remind everyone, they had relative easy access to?

    Regardless, what's the real downfall of Gon: Prehistoric Panic? Everything else.

    It feels like they were trying to make a 3D version of Data East's old Joe & Mac games. Well, imagine that without any of the fun those had. Half the time in a level you're just wandering around a blank void - or at least it looks like it because the draw distances in it are so awful that you might as well be. You don't even really care about any of the good stuff I mentioned before because half the time you're so bored looking for something to do that it just kind of blends together in a drone of monotony. When you finally do encounter bad guys to fight, the enemy types can more or less be summed up as follows: sabre tooth cats, woolly mammoths, bears, rhinos, and some big prehistoric bird things. That's it. While it might be funny to see woolly mammoths bumbling around an active volcano at first, it quickly makes you realize that what you're playing must have been ridiculously rushed. It's true: the game had less than a year to be completed as the Solaris was tanking so hard after its launch that Bandai was throwing just about everything they could at it to keep its corpse propped up.

    Even if it's not that great in design, it might make up for things if it at least played well, right? Oh, hopeless optimist, there's still more disappointment to come!

    The controls are mutilated beyond belief. Keep in mind that for some God forsaken reason Bandai still kept the track ball from their deal with Apple; you can see it present in the prototypes for what they called the 'Pippin' then. This, rather than the controller's d-pad, is the primary way in which you move. Rather than being able to go in a straight forward line, you slide all over the place like someone spilled oil over the floor.

    On.

    Every.

    Single.

    Stage.

    This wouldn't be as frustrating if you could actually get a handle for things. But you can't, at least not in any meaningful way. Soon as you think you've mastered walking in one world, it's off to the next and you have to relearn how things work all over again. Not only is this bad for trying to go around and collect the assorted precious stones you need per level, but it makes fighting against bosses nigh impossible. You'll probably throw the controller on the ground in frustration when you get to the last one, a cave man whose name I don't remember, because he's got projectile weapons that he constantly fires at you like spears and arrows.

    In the end, Gon: Prehistoric Panic would've maybe been acceptable in the late '80s or early '90s. But gamers expected something more. Despite eventually being put as a pack-in for the Solaris it didn't help matters and by 1997 Bandai was filing for bankruptcy. Despite Sega now owning a big chunk of the rights to produce anime-based games and more, to this day they've never done an official re-release and it remains shelved - except to people like me, I guess, who have nothing better to do than masochistically torture themselves.

    Ugh.

    2/10"

    - Excerpt taken from, "HiJack's 9th Circle of Gaming Hell: A Blog Dedicated to Gaming's Worst of the Worst," dated March 10, 2007
     
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    February 1996 - The Rise Of Tekken
  • I didn't set out to create another Castlevania game, though Castlevania certainly inspired me. I just wanted to create a game that was exciting, scary, and most of all, quite fun.”
    -Hideo Kojima, in a March 1996 interview with Electronic Gaming Monthly about Eternal Night

    All of those fighting games, no matter how fun they were, couldn't get the Saturn out of the hole it was in. You could get the same kinds of games on the SNES-CD for much cheaper. I don't have a clue why they thought Tekken would be any different.”
    -Dan “Shoe” Hsu discussing some of the games he covered his early years with Electronic Gaming Monthly in an interview with Gamesovermatter.com, June 23, 2014

    And while we were developing Donkey Kong Country 2, I kept getting these ideas for a Dark Queen game. She was such a popular character and I thought she deserved a game of her own. Developing DKC 2 and 3 and Battletoads: Dark Queen made for a very busy 1995 but I'm glad I got to make the game.”
    -Tim Stamper

    I'm NOT defeated! I'll NEVER be defeated! I'll rule this universe or I'll kill every living thing in it!”
    -The Dark Queen, Battletoads: Dark Queen

    -

    Battletoads: Dark Queen

    Andrew: 7.5
    Mark: 8.0
    Mike: 7.5 (quote: “While it's not quite as fun (or tough) as the classic Battletoads games, this was still a really entertaining game and it's worth checking out for anyone who's a fan of the series. Could have been a bit longer.”)
    Sushi-X: 7.0

    Metal Gear 1+2

    Andrew: 8.0
    Mark: 7.0
    Mike: 9.0 (quote: “Not only is this a superb remake of a classic NES game that makes it a lot more playable, but it finally brings the superior sequel to our shores. It's the definitive Metal Gear experience.”)
    Sushi-X: 7.5

    The King Of Fighters '96

    Andrew: 8.0
    Mark: 8.0
    Mike: 8.0
    Sushi-X: 8.0 (quote: “One of SNK's premier series returns to the SNES-CD and it's a very good port.”)

    Slaughterbox

    Andrew: 7.5 (quote: “While the fast-paced action of Slaughterbox may not be for everyone, it's a very fun, very addictive, very violent game.”)
    Mark: 5.0
    Mike: 5.5
    Sushi-X: 5.5

    Killer Robot Stanley!

    Andrew: 6.0
    Mark: 7.0 (quote: “This REALLY weird sequel to the obscure Jaguar game Attack Of The Mutant Penguins is a strange game but still worth a try.”)
    Mike: 7.5
    Sushi-X: 7.5

    Eternal Night

    Andrew: 9.5
    Mark: 9.5 (quote: “The parallels to the Castlevania series are definitely there but make no mistake, this amazing adventure game stands extremely well on its own.”)
    Mike: 9.0
    Sushi-X: 9.0

    Twinblade

    Andrew: 9.0
    Mark: 9.0
    Mike: 9.0 (quote: “Wielding two swords has never been quite as much fun, and there are a lot of times when it's been really really fun.”)
    Sushi-X: 9.0

    -Electronic Gaming Monthly'sreviews of February 1996's SNES-CD games in the March and April 1996 issues

    -

    Terrifying is the Night....”
    -the tagline for Eternal Night, used in its numerous magazine advertisements

    Eternal Night: The Basics

    Konami's SNES-CD (and later Saturn) title Eternal Night was released in North America on February 5, 1996. The game is an action-adventure title somewhat similar to the Castlevania games, though the protagonist has a much larger variety of weaponry and attacks come at a much faster pace, it almost plays like a Metroidvania fighting game. The game is directed by Hideo Kojima, who worked on it largely at the same time that he was working on Metal Gear 1+2 and getting Policenauts ready for an SNES-CD release later that year. The game's protagonist is a baron named Alec von Sturmer, a man who was forced to kill his beautiful bride on her wedding day after she was possessed by the demon witch Lespell. As it turns out, Lespell was also betrothed to Belial, the demon king of hell, and his punishment toward the human race is turning the sun black and unleashing a horde of hideous demons upon the world. Alec must journey through a series of castles where Belial's demons have invaded and taken over. The gameplay is more combat-focused than exploration focused, and every level (14 in all) ends with a boss, usually a very large and fierce one, culminating with the final levels in which Alec must enter Hell itself to slay Belial. The game uses copious amounts of demonic and arcane imagery and very little of it is censored for the North American release, it gains an M rating for violence and disturbing imagery but the game is still a massive hit, with a huge wave of pre-release hype before its release. It becomes one of the top selling SNES-CD games of the first half of 1996, with praise directed toward its graphics, its gameplay, and ESPECIALLY its haunting soundtrack composed by Takanari Ishiyama and Michiru Yamane.

    1996 was the busiest year yet in Kojima's career. Not only was he bringing his first two Metal Gear games and his Snatcher follow-up Policenauts to the SNES-CD's eager audiences, but his intense horror adventure game Eternal Night had just been completed. The fruits of Kojima's efforts, however, were soon evident. Eternal Night was one of the most successful games, critically and commercially, of 1996, and while Metal Gear 1+2 wasn't nearly as successful as his later mega-hit Metal Gear Solid would be, the compilation was highly critically regarded and became one of February's top sellers. If Policenauts could repeat the mainstream success of Snatcher, it would be the cherry on the sundae. But of course, Kojima was just getting started...
    -excerpted from “Konami: Empire Of Fun”, a book published in 2013

    Phil Donahue: I couldn't tell these games from a cartoon to tell you the truth. *looking at a screen* So this one's Eternal Night. It's uh, supposedly it's connected with the occult, it's violent...I want to make sure I know what I'm talking about before I go out there.

    Producer: It looks fun. *laughing* No really, it looks fun.

    Donahue: Well, I'm, I gotta be impartial here, let our guests debate it out. How many of the best-selling games are violent like this? Are all of them?

    Producer: Um...*flipping through some sheets* Well, last year's top two sellers were Donkey Kong Country and um, Zelda. They're not really violent, but Doom, that one-

    Donahue: Yeah, we'll be talking about Doom. What about...how did that one game, with the girls doing magic, how'd that do?

    Producer: Uh.... Darkest Ritual?

    Donahue: Yeah.

    Producer: It sold...85,000 copies last year? Not a big seller I don't think?

    Donahue: But Eternal Night and Doom, they both sold really well.

    Producer: Eternal Night is the top selling game right now. Last week it sold the most.

    Donahue: Okay. *he flips through the notes, reading them while he walks over to where his wife is*

    Marlo Thomas: *sitting, watching someone playing through The Darkest Ritual while another producer takes notes, she's watching a scene of dialogue between Etienne and Kris* Those two girls are lesbians. They're totally lesbians. *she smiles*

    Donahue: Huh?

    Thomas: Did they catch that? The way they talk to each other. They're totally into each other. I don't know if any of the people complaining about the “occult stuff” in this game even caught that. It's so neat. *she laughs a bit* Wow, I can't believe it.

    Donahue: Are you sure?

    Thomas: Yeah. It's really, REALLY subtle though. But um, don't bring it up and give your guests anything else to flip out about. *laughs again* I didn't even know they did that in these games. That is amazing. That's beautiful. Such strong girls in this game.

    Donahue: Maybe that IS why they're really upset about this game.

    Thomas: It wouldn't surprise me. *smiles* Have a good show. *leans in and kisses his cheek*

    -overheard backstage on Donahue before the filming of the episode “Are Video Games Harming Our Children?”, February 27, 1996

    -

    A Tale Of Two Fighters

    February 1996 was the month of the two fighting fighters, and by that I mean Tekken on the Sega Saturn, and Twinblade on the Super Nintendo CD. Both games were ports of hit fighting games in the arcade. Tekken involved fighting with punches and kicks, while Twinblade involved dual-wielding duelists duking it out. Both were fairly well hyped at the time of their release, Tekken was to be the game that would help the Saturn finally get a leg up, while Twinblade was Nintendo's answer to Soul Edge, a game that wouldn't even launch in North America for the Saturn until April of that year. So, how good were the two games, and how well did they do?

    Tekken was pretty much your standard 3-D fighting game. It featured 17 characters, basically by adding the sub-bosses and final boss Heihachi from the original arcade version. The Saturn version, believe it or not, looked somewhat better than the arcade game and was probably the best looking 3-D fighter on the system up until that time. That said, the gameplay was pretty basic. It was a decently fun game, but nothing terribly special, and Virtua Fighter was somewhat better received critically. Twinblade featured ten playable characters, each with their own dual-wielded weapons. The graphics obviously were somewhat of a downgrade from the arcade as the developers had to deal with the SNES-CD's limitations. That said, the gameplay was quite excellent and arguably better than Killer Instinct. The different weapons, ranging from a pair of dual samurai swords to lethal twirling ribbons for the character Jenny, made strategy and fighter selection an important part of the metagame, and while the graphics were pretty primitive compared to Tekken, they're regarded as some of the best on the SNES-CD. Commercially, while Tekken became a hit for the Saturn, it, like other games before it, didn't push Saturns like Sega had wanted it to do. It actually outsold Twinblade, though not initially. Twinblade did quite well also, it was the #2 selling new SNES-CD game of the month behind Eternal Night, and was a front-runner for Fighting Game of the Year in many publications. It was also better received than the later Soul Edge, though it can be somewhat argued that Namco would “lift” some of Twinblade's better-liked mechanics for its Soul Edge follow up down the road. Nothing can be proven, of course, but some of Soul Calibur's new characters looked eerily similar to a few of the ones in Twinblade and its 1997 sequel. It's just something to think about.
    -excerpted from “1996: A Look Back” on ComboBreakers.com, June 23, 2013

    -

    The Dark Queen would later get a game of her very own, when Battletoads: The Dark Queen was released for the Super Nintendo CD in February 1996. The game, though significantly easier than previous Battletoads titles, was an intriguing look at the past and present of this beloved villainess. The game was somewhat unique in that it switched back and forth between the Dark Queen's past and her present, with levels alternating between them. In the past, we see the Dark Queen's origins as a young apprentice sorceress named Vixariel. In these stages, the young Dark Queen completes a series of tasks but we soon discover that she plans on betraying her master and stealing his immortality. In the present stages, the Dark Queen is once again plotting to conquer the universe, and you must gather components to build a massive machine that will drain the universe of its life energy. As the Dark Queen ventures forth to gather the components, she slaughters all who oppose her in a series of levels that make you truly feel the Queen's evil power. Finally, the past stages culminate in a boss battle against the Queen's master, where she defeats him and takes his immortality to become the Dark Queen. In the final level of the present stages and of the game itself, there is a unique final boss... YOU are the final boss, controlling the Dark Queen as she faces off against the Battletoads. It is...extremely neat to play as a final boss and whether you win the fight or not, the game ends, giving you one of two endings. If you lose to the Battletoads, the Dark Queen once again retreats to the ends of the universe, where she actually considers relinquishing her immortality and the ending is left very ambiguous as to whether or not she'll attempt her evil schemes again. If you defeat the Battletoads, the Dark Queen conquers all and there's a very entertaining and triumphant ending of her subjugating the entire universe. The game actually makes it quite fun to play as the villain and though there are a couple scenes in the “past” levels that give her sort-of a sympathetic line or two, ultimately she's an unrepentant villain and the character is all the better for it.
    -excerpted from ”The History of The Dark Queen”, an article on IGN.com, January 24, 2012

    It's a busy time to be an employee at Rare, and Chris and Tim Stamper know that all too well. Their Battletoads spin-off game Battletoads: The Dark Queen just launched, but there's no rest for the weary, as the company has been hard at work on Donkey Kong Country 3 over the past few months, with more planned titles on the way. Among them, a sequel to Killer Instinct which is set to hit arcades later this year, and a game based on the hit new James Bond movie Goldeneye.

    “We can't really tell you anything about Goldeneye, not even what system it's gonna be on,” Chris Stamper told us as he walked us around company HQ. “I will say that our Ultra dev kit just arrived and we've been really excited about it but we have no clue what game will be the first we're gonna develop, right now we're just taking everything as it comes.”

    Today, the Stampers were showing us the nearly-completed sequel to 1994's hit SNES baseball game, Ken Griffey Jr. Presents Major League Baseball. For the sequel, which comes out in May, Rare has added voiced commentary and has improved the graphics dramatically. We loved what we played, but when we asked if we could have a go at the newest Donkey Kong Country game, we were sadly turned down.

    “The first playable Donkey Kong Country 3 demo will be available at Spaceworld in Japan,” said Tim Stamper, referring to this year's Nintendo blowout in Japan (which should be taking place right about the time this magazine reaches your eyeballs), where it's rumored that the first Ultra Nintendo games will be shown off. “Even if we wanted to show you the game, it's not quite ready for playable demonstration just yet.”

    Rareware employees, however, were eager to demo their new Killer Instinct game for us, which looked even better and played a lot faster than the previous hit title. Like Goldeneye, it's not yet clear which system this game will be available on, though the Super Nintendo CD has already shown it can handle a limited degree of 3-D visuals. Ken Griffey Jr.'s Winning Run looks outstanding on the system, and is expected to be a big seller when it releases in May. It's clear that Rare has no shortage of great games on the way, something Nintendo is very grateful for.

    “All these games we're showing off will only be available for Nintendo systems, not on the Sega Saturn, no matter what,” said Chris Stamper as I continued to play Killer Instinct 2. “A lot of companies are doing upgraded versions of Super Nintendo CD games on the Saturn, but if we think a game needs to be on the Ultra, we can wait for it to be released. I can't say anything about what was on the dev kits but everybody here is really excited to get our hands on them for the first time.”

    -excerpted from “A Rare Breed: Our Trip To Rareware HQ” in the April 1996 issue of Electronic Gaming Monthly

    -

    Ted Crosley: This game is insane. Eternal Night is one of the scariest action games I've ever played but also one of the most fun.

    Alex Stansfield: It's definitely a huge step up from Castlevania: Rondo of Blood in terms of gameplay, particularly in how many ways it gives you to kill those huge-ass bosses in every level.

    Ted: Even the plot which is usually an afterthought in these kinds of games is pretty good.

    Alex: Right, that was a pretty big step-up from Castlevania too. This game really shows off the sprite capabilities of the Super Nintendo CD with all those huge bosses on screen.

    Ted: You can't stop talking about the huge bosses, can you?

    Alex: The huge goat lion from level 10 was amazing.

    Ted: Oh, Baphomet. Yeah he gave me some serious nightmares. This game, all in all was absolutely outstanding, I'm awarding it a 4.5.

    Alex: I'm also giving it a 4.5. The only knock I have against it was that the levels could've been just a bit bigger, but it does a good job keeping the action moving and the bosses were so creative and fun that the game absolutely zipped by, maybe it just SEEMED shorter.

    -excerpted from the February 6, 1996 episode of GameTV

    (…)

    Brittany Saldita: Slaughterbox is an absolutely brutal game. It can be fun at times but I felt like there was too much focus on the gore and not on the gameplay.

    John Walden: I agree, the game was trying way too hard to be shocking and not hard enough to be fun. Mortal Kombat did a great job at both but this game fails at that and what's worse is the really frustrating AI, like when you're put into a room with five guys and they all come at you at once and there's really no way to win.

    Brittany: Which is a shame because it feels like there's the idea of a good game there. I don't MIND a really gory and bloody game, I mean I love the Mortal Kombat series but this is not that.

    John: It's not that at all and it really could've been better. I give Slaughterbox a 2.5.

    Brittany: And I give it a 3. It's got some moments of fun but you have to look really hard for them.

    (…)

    Ted: Tekken was just...kind of boring compared to Virtua Fighter. To me, I felt like every fight ended up being kind of the same. Half the characters are pretty much clones which is almost an unforgivable sin.

    John: I was able to forgive most of Tekken's sins. It looks gorgeous and it plays really smoothly. I felt it was easier to do quick combo moves than it was to do in Virtua Fighter which for me was more of a slower game.

    Ted: I have to give it credit for that, it is an intuitive game but after a while...

    John: I didn't even mind the clones.

    Ted: How could you NOT mind the clones?! The whole point of a fighting game-

    John: Would you rather have just had nine characters?

    Ted: Yes! God, yes, give me nine characters that are different instead of 17 characters where half of them are the same as the other half!

    John: I just think there are situations where clones are okay.

    Ted: Wouldn't a costume swap have sufficed? Instead of, instead of giving them a whole character slot, let me press a button when I pick them and then you get the alternate character! That is a WAY better idea.

    John: You have a point, maybe that way would've been better.

    Ted: I give Tekken a 3.5. It's definitely not the best fighter out there but it plays decently and can be fun for the first few hours.

    John: I'm giving it a solid 4, it's a really nice game and a lot of fun to play.

    Ted: And you have to unlock the clones too. What a joke.

    -excerpted from the February 20, 1996 episode of GameTV

    -

    SNES-CD Power Charts: February 1996

    1. Donkey Kong Country 2: Diddy's Kong Quest
    2. Ballistic Limit
    3. The Legend Of Zelda: Ocarina Of Dreams
    4. Super Mario World 3
    5. Tales Of The Seven Seas
    6. Donkey Kong Country
    7. Rage
    8. Killer Instinct
    9. Super Mario World 2
    10. Doom
    11. Front Mission
    12. Street Fighter Alpha
    13. Where In Time Is Carmen Sandiego?
    14. Mortal Kombat 3
    15. Final Fantasy VI
    16. The Endless War
    17. Victory
    18. The Simpsons: Itchy and Scratchy
    19. Ferrari Worldwide Rally
    20. Super Star Wars Trilogy

    -

    February 28, 1996

    Selena Quintanilla-Perez: And the nominees for Best Rock Album are... Wildflowers, by Tom Petty... *an excerpt of the album is played* ...Stains, by Nirvana... *an excerpt of the album is played*... Jagged Little Pill, by Alanis Morisette... *an excerpt of the album is played*... Vitalogy, by Pearl Jam... *an excerpt of the album is played*... and Mirror Ball, by Neil Young... *an excerpt of the album is played* And the Grammy goes to... Jagged Little Pill, Alanis Morisette!

    *Alanis Morisette comes up to accept her Grammy, giving Selena a big hug as she is handed the trophy*

    (…)

    MTV News Interviewer: And now we're here live with Nirvana. You guys got shut out tonight, unfortunately.

    Kurt Cobain: *looking like he really couldn't care less, he shrugs* It is what it is.

    Dave Grohl: We weren't really expecting to come away with anything tonight, so...

    Kurt Cobain: Alanis is brilliant. I just want to say that, she's (expletive) brilliant and she absolutely deserved to win every award she won tonight.

    Krist Novoselic: She sounded so pissed off on that whole album, I mean, I shudder to think if she didn't win tonight...

    Dave Grohl: *laughing*

    MTV News Interviewer: Any plans, maybe another album coming up?

    Kurt Cobain: Right now, we're just gonna relax and get ready for our tour coming up this summer. I have no idea what or when or if our next album is gonna be.

    Krist Novoselic: Pretty much what he said.

    Dave Grohl: When it comes, it comes.

    MTV News Interviewer: Thank you guys, good luck with the tour. *Nirvana leaves, Kurt flashes a peace sign at the camera as the three quickly make their way in another direction* Coming up next, we're gonna TRY to talk to the big winner of the night if we can get to her, right now there's a massive crowd around Alanis but if I can get a microphone into that mess, maybe we'll hear what she has to say and if she's still pissed off after winning so many Grammys.

    -

    March 1, 1996

    Tom Kalinske sat across a desk from his boss, Hayao Nakayama, as the two discussed Kalinske's proposals for the Sega Saturn's next direction.

    “So the brass in Japan finally have a decision? What's it gonna be.... the $299 price drop? The $399 Virtua Arcade set? Neither?” Kalinske was expecting to hear 'neither' from Nakayama. Japan had resisted chopping the price of the Saturn even as sales continued to fall from their peak on Saturnday. If anything, Kalinske expected to hear that he could package the Virtua Arcade Set as the Saturn's standard pack-in equipment. At the very least, $399 for all of those bonus games and accessories would move a few Saturns.

    “Both,” said Nakayama. “They've decided to allow both. Effective Saturday, March 23, the price of the Saturn will drop to $299 in North America and the Virtua Arcade Set will be re-launched as a $399 premium package.”

    Kalinske could barely contain the excitement on his face. Finally, Sega was making the decision they needed to make to move Saturns! It was coming six months later than it should have, but late was always better than never!

    “That is....awesome!” shouted Kalinske, pumping his fist. Nakayama also allowed himself a jovial laugh, he'd been advocating the price drop himself for several months. “Thanks for bugging them so much about it for me, I know they wouldn't have done it if you hadn't been behind me 100 percent.”

    “Well, we have to do something, the SNES-CD is outselling the Saturn in North America 5 to 1...” said Nakayama, shaking his head. “Saturn's doing a lot better in Japan, which...I think that put them in a good mood, having the Japanese branch do better for a change.”

    “Well, we need to make sure we keep bringing plenty of Japanese games over,” said Kalinske. “Looking forward to a big push for Guardian Heroes this month, and of course Resident Evil and Soul Edge are coming...”

    Nakayama nodded, expecting all three games to sell well, especially Resident Evil which was being heavily promoted in gaming magazines, while a general TV advertisement push would begin later that month.

    “We already have an ad lined up for this new price drop,” said Nakayama. “We'll call it, 'Spring Into Saturn'.”

    Kalinske briefly reviewed the advertisement material. The spots were catchy, they showed Sonic the Hedgehog mischievously changing price tags in stores to reflect the new lower price of the Saturn.

    “That rascal,” said Kalinske with a chuckle. The ads were fun, they'd work to push Saturns in the short-term, but he knew Sega needed a bigger strategy and he'd already been mining his brain for ideas. “I think though...that we'll need another campaign to push more Saturns later this year. I have an idea for a campaign that we could announce at this year's E3.”

    “Of course,” Nakayama replied with a nod. Sega already had big plans for E3...along with the inevitable Sonic 4 announcement, they'd be showing off hotly-anticipated games like Nights, Tomb Raider, and Virtua Fighter 2... the announcement of a new ad campaign would be the perfect way to top off all the big news. “What did you have in mind?”

    Tom Kalinske remembered all the comparison reviews the previous month, showing the beautiful Tekken up against the impressive but dated Twinblade. It didn't matter that Twinblade's reviews were better, it had already given him an idea...

    “We dust off an old classic, we kick Nintendo right in the fucking teeth the same way we did back in 1990. We show off all the things the Saturn can do that their last-gen machine could never dream of. We show people that Saturn does...what Nintendon't.”
     
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    Comic Update - The Fall Of The New Gods
  • Here is another comic book update/quest post from yours truly.

    --

    1995 saw the dawn of what I call the “reconstruction” phase of DC Comics in the wake of Zero Hour and Batman Forever, the latter of which inaugurated the DC Cinematic Universe. Many fans regard Mark Waid and George Perez’s seminal run Justice League as the most definitive run since Gardner Fox’s in the sixties. For one, it brought the “Big Seven” of the original league: Superman, Batman, Wonder Woman, Flash, Green Lantern, Aquaman, and Martian Manhunter back to the fore. Though it is purely a matter of personal opinion, the Justice League was supposed to be about DC’s heavy hitters banding together against universe-shattering threats and unlike the Marvel’s Avengers, its roster remained stable until then-writer, Gerry Conway, removed most of the line up that kept B-listers like Zatanna and Elongated Man and replaced the others with no names like Gypsy and Vibe in the often maligned “Justice League Detroit.” Most fans hold its successor “Justice League International” in higher regard because of its emphasis on humor. However, the two leading creative voices behind the International era, Keith Giffen and J.M. DeMatteis, had departed and the line stagnated shortly thereafter. Interestingly it began with the SNES-CD game, Justice League: Battle For Earth.

    “Brian (Augustyn) called me up with an offer to take over what was then Justice League America after my work on the Flash. However, he told me that editorial wanted the opening arc to be an adaptation of the video game.” Waid recalled in an interview, “I never played the video game. I wasn’t really interested in playing it so the most I knew about the game was that it was the original seven against Darkseid. It sounded generic to me and I struggled with the proposal until Grant (Morrison) suggested that I kill the New Gods.”

    Jack Kirby originally intended to end the New Gods since their debut in 1970, but low sales led to the cancellation of the Fourth World titles before Kirby could conclude the epic. Since then the New Gods occasionally reappeared, most famously in 1982’s Great Darkness Saga and the Superfriends: The Legendary Superpowers Show animated series from 1984 in addition to Kenner’s Superpowers toy line. One could understand why DC editorial was initially reluctant to part with Darkseid.

    “Janette [Khan] and Paul [Levitz] initially vetoed the idea because Darkseid was the quintessential villain. However, Paul eventually relented and Janette not too long afterward.” Waid continued, “I believed that the best way to honor Jack Kirby’s legacy what to finish the saga he started. Paul, being a creator himself, agreed.”

    Justice League America became Justice League with issue #100 in June 1995, which began with the prelude to “theFall of the New Gods”arc. Darkseid had finally found the missing piece to the coveted Anti-Life Equation on Earth and uses it to begin his enslavement on the planet and his assault on New Genesis. Hence it fell to DC’s Big Seven to fight not only the horde of Apokolips, but also other heroes that Darkseid enslaved with the Anti-Life equation. “Fall of the New Gods” also crossed over into the Superman titles because of their historical connection to the Fourth World and Wonder Woman to involve the gods of Olympus. Neither the Superman nor the Wonder Woman titles had an effect on the main story; it is notable for the introduction of Wonder Woman supporting character, Vanessa Kapatelis becoming the new Wonder Girl who would later join the (Teen) Titans.[1]

    As for the main arc itself, it involved two main threads: Superman, Aquaman, Batman, and Wonder Woman’s last stand against Darkseid and Flash and Green Lantern exchanging barbs as they join Martian Manhunter and Mister Miracle in their frantic gambit to assemble the Life Equation. Perez’s rendition of Superman captured the power of the Man of Steel when he fought Darkseid in one-on-one combat. However, even Superman falls and through the intervention of Orion does he survive.

    Meanwhile, Mister Miracle’s group set charred and broken New Genesis on a collision course with Apokolips to end the threat of Darkseid’s armies. Orion engages Darkseid in final combat for a mortally wounded Orion to deliver the killing blow. Earth survives, but the New Gods aside from Mister Miracle, Barda, and Metron are dead. As Metron tells the assembled and battered Justice League before his departure to parts unknown, “The Fourth World of the New Gods has ended. The Fifth World of Man begins today.”

    Metron’s words reveal the overall theme of “The Fall of the New Gods”: legacy. It is particularly evident with the inclusion of Wally West and Kyle Rayner in the lineup, both being the successors of Barry Allen and Hal Jordan, respectively. While Barry and Hal were the best of friends in the halcyon days of the Silver Age, the relationship was initially tense and the differences between them stark. Wally was the kid sidekick who “did good” but growing into the mantle while Kyle received the last Green Lantern by pure happenstance (though latter stories would change this), thus both characters initially despised each other. Wally saw Kyle as undeserving of the mantle, ironic considering his inferiority complex towards his predecessor, and Kyle saw him as an elitist snob. It changed the dynamics of team through their respective relationships to the veteran members considering Wally’s ties to Batman and Aquaman and Kyle’s relationships with Superman and Martian Manhunter. While influences by the Silver Age League, Waid made it clear that this was not the same league.

    The theme of legacy was also evident by how the Justice League absorbed the remnants of the Justice Society with the inductions of both a new Sandman [2] and Doctor Fate to the League in the issues following “Fall of the New Gods.” With Jay Garrick, Alan Scott, and their compatriots permanently off the board, it made sense for their successors to join the League and “streamline” its heroes into one organization. Granted, James Robinson, David Goyer, and a young Geoff Johns attempted a revival of Infinity Inc. with the children of the Justice Society in 1999, it barely lasted two years before cancellation. Similarly, Waid’s Justice League did not forget its predecessor, as Ted Kord AKA Blue Beetle became a prominent member of the Justice League whose company, along with Wayne Enterprises, provided the tech and the capital for this incarnation of the League. [3]

    However, “Fall of the New Gods” was not without its critics. Many critics today believe that the Waid/Perez run started out too strong and ended on a comparative whimper. There is a kernel of truth to this, however, with the title flagging—DC needed to go big or go home. The comic book industry had been in decline with the rise of other media, notably television in the fifties and then video games in the eighties/nineties, Justice League: Battle for Earth for the SNES-CD introduced a generation of children who largely did not read comic books. If those that played Battle for Earth were to pick up a copy of Justice League America circa 1993, the likes of Rocket Red, General Glory, and Maxima instead of Superman, Batman, Wonder Woman would have confused them.

    “Fall of the New Gods” was a risky gambit but it paid off as far was DC was concerned. Justice League #100 may not have sold millions of copies, but it was the best-selling title of 1995 at nearly 300K copies. Granted, sales fell and stabilized, but Justice League would go on to contest X-Men for top-selling title each month. Its main legacy was that it successfully brought past and present together. One of my main criticisms of Crisis on Infinite Earths is that it wanted to give its universe a clean break but was reluctant to completely let go of the past and thus tried to have its cake and eat it at the same time. This resulted in a nearly incomprehensible continuity nightmare with rampant retcons to force a square peg through a circular hole. If Zero Hour and “Fall of the New Gods” accomplished one thing, it rounded the edges to make that peg fit. After nearly a decade of anti-heroes and deconstruction; the industry was ready for a reconstructive approach. Waid/Perez’s Justice League was not just the cornerstone for the new DC Universe (at least, until Grant Morrison’s Hypercrisis) but also its animated and cinematic universes.

    -from the blog "The Musing Platypus" by B. Ronning, May 5, 2015

    --

    [1] Butterflies fluttered John Bryne's run on Wonder Woman away, thus Cassie Sandsmark never existed ITTL and an oft-overlooked supporting character from the Perez era took the mantle instead.

    [2] Sandy Hawkins takes the mantle from the retired Wesley Dodds earlier and an alt-Jared Stevens becomes the new Doctor Fate complete with signature helmet instead of the dagger.

    [3] In my mind, the League at the end of the Waid/Perez run consists of the Big Seven, Green Arrow/Black Canary/Hawkman/Red Tornado (representing the "Satellite League"), Sandman/Doctor Fate (the Justice Society), and Blue Beetle/Plastic Man/Captain Marvel (characters from companies DC acquired)
     
    March 1996 - Chrono Trigger
  • At $399, the Saturn was already a bargain. At $299, it's a must-have gaming console, especially if you're a Genesis owner. There are too many great games coming out for it this year to miss.”
    -Dan “Shoe” Hsu in an opinion article in the May 1996 issue of Electronic Gaming Monthly

    And now we have the greatest Super Nintendo CD role-playing game ever made. It's Chrono Trigger, for a number of reasons. The graphics are pretty much the pinnacle of sprite art. The soundtrack is by far the greatest video game soundtrack ever. The animated cutscenes are done masterfully and there are so many of them, and the voice acting is superb, especially by SNES-CD standards. The SNES-CD was an RPG lover's dream device, and the cream of the crop, the jewel in the crown, the top of the mountain is and will always be Chrono Trigger.”
    -GameTV's Alex Stansfield, in an article on his website on January 11, 2012

    This was the first time I'd ever done a project of this scope. It was the first time ANYONE had ever done a project of this scope. Nearly an hour of animation for a video game. This game had more animation than even the laserdisc games for arcade systems had! It was very intimidating but I knew we were making history. It was truly a Dream Project in every sense of the word!”
    -Akira Toriyama

    Nintendo had not allowed any game for the SNES-CD to be more than one disc. They cited costs, consumer inconvenience, any number of reasons and at the time it was not a major problem, we'd had to reduce the sound quality for Final Fantasy VI but that was the only time we'd bumped up against the limit. From the beginning, Chrono Trigger was going to need two discs. We asked Nintendo at the very start of the project if we could do two discs and to our surprise they agreed immediately! I think they realized that this technology was advancing so fast that two discs would be necessary. Also, I imagine the Sega Saturn had a lot to do with it as well.”
    -Yoshinori Kitase

    For Schala, we had nearly forgotten about her fate but when it came time to decide what to do with her, we were greatly torn. I initially wanted a tragic end for her, as such a delicate and kindhearted character I was planning to just have her disappear, another victim of Lavos' wrath. But among the writing staff, there was the opinion that perhaps her tragic fate would be overshadowed by the very violent death of Crono and that it wouldn't have the impact I'd intended. And then (Akihiro) Matsui-san showed how adding another playable character could add another layer of strategy to the game. So I relented and we then made Schala able to be found and added to the party. In hindsight, this is a decision that I think ended up being the right one to make.”
    -Masato Kato

    MARLE!!”
    -Crono, after Marle disappears in Guardia Castle in 600AD, it's his first words spoken in an animated cutscene. In TTL's Chrono Trigger, Crono has spoken dialogue and playable character names cannot be changed.

    Please go...I could not save Crono and I could not stop my mother. I deserve neither your time or your pity.”
    -Schala, after the party comes to retrieve her after the Ocean Palace disaster in the optional sidequest to recruit her into your party

    Mother, for the first time in my life I will defy you....! I will NOT allow you to bring Lavos into this world!”
    -Schala when the party faces down Queen Zeal at the Ocean Palace

    Wow, March 1996, hell of a month there. Chrono Trigger sorta overwhelmed everything but you also had Guardian Heroes and Frank Thomas for the Saturn, plus Major Hazard and Monster Wars sequels, Milon's Adventure, Belle Weather, that sweet WCW Nitro game...even had a fairly playable Donald Duck game. I can't imagine being a kid at that time with only five bucks a week allowance, must've been torture.”
    -a comment on Kotaku.com's “TAY: Best Month For Video Games Of All Time?” post on June 24, 2013

    -

    *The main theme from Chrono Trigger begins to play as animated cutscenes from the game are displayed on the screen, including the launch of the Epoch, Crono, Marle, and Lucca fighting Zombor, Magus and Ozzie facing down Frog and Cyrus, and Marle disappearing in 600AD. Text flashes on the screen as the scenes play, the commercial features no narration.*

    From the creators of Final Fantasy comes an adventure spanning millions of years.

    *More cutscenes are displayed, showing off more footage from the game including Frog pulling up the Masamune, Lavos bursting up from the ground on the Day of Lavos, and Queen Zeal cackling wickedly.*

    Featuring nearly one hour of film-quality professionally acted animated cutscenes

    Over 50 musical tracks in full CD audio

    Stunning high-definition characters and backgrounds

    *The animated cutscenes give way to gameplay footage including a myriad of dungeons and locations and spectacular combination attacks.*

    Team up to take down enemies with over 100 combination attacks

    More than a dozen different endings

    An adventure too big for a single CD – double the length of any previous SNES-CD game

    *More cutscenes and gameplay footage is shown on the screen*

    Squaresoft's Dream Project – Nearly three years in the making

    CHRONO TRIGGER

    *The screen goes black*

    March 18

    ONLY on Super Nintendo CD

    *mechanical sound effect* Nin-ten-do

    -the North American television advertisement for Chrono Trigger, which began airing in early March 1996

    Chrono Trigger: The Basics

    Squaresoft's Chrono Trigger is the first 2-disc game for the Super Nintendo. A large part of this space is taken up by the 47 minutes of animated cutscenes, the more than three hours of voice acted spoken lines, and the entirely CD-audio based musical soundtrack by Yasunori Mitsuda and Nobuo Uematsu. The game is so large, in fact, that it took up nearly all the space on two CDs and was nearly a 3-disc game. The game is mostly similar to OTL's Chrono Trigger in terms of plot, with most of the changes consisting of storyline details and the addition of a new playable character and three more endings. The game is fully voice acted, including the main character Crono who was mute IOTL. Because of this, none of the characters can be named, as they are named in voice acted lines and cutscenes and thus have to remain consistent. Character dialogue is featured in battle, characters do not call out their attacks but do speak as an attack is launched, this is context-based and sometimes a spoken line can vary depending upon how close an enemy is to dying or whether a character is targeting one enemy or multiple enemies. For example, when you launch an attack targeting three enemies, and one of them moves out of range of the attack, a character may express disappointment. This is seen as ground-breaking for the time, even surpassing the level of voice acting quality in Tale Phantasia, a game that would be compared to Chrono Trigger many, many times after that game's launch. The voice acting itself is considered to be quite good, though the cast is nearly entirely unknowns. The only two voice actors that go on to have highly successful careers after performing in Chrono Trigger are Moira Quirk, who voices Schala and Queen Zeal in the game, and Crispin Freeman, who voices Magus. Graphically, the game looks quite a bit better than IOTL, with sprite graphics comparable to those featured in games like OTL's SaGa Frontier and Legend of Mana. The highly detailed character sprites are considered among the very best 2-D graphics on the SNES-CD, only surpassed by certain titles on the Sega Saturn. In terms of gameplay, though the basic attack/tech/combo structure is unchanged from OTL, because of the addition of Schala as a playable character, the elemental scheme of the game is changed somewhat. Instead of a character having only a single element they're associated with, they're associated with both an element and an attack discipline, physical (known as Force in the game) and magical (known as Aura). Crono is Force-Light, Marle is Aura-Water, Lucca is Aura-Fire, Robo is Force-Shadow, Ayla is Force-Fire, Frog is Force-Water, Magus is Aura-Shadow, and Schala is Aura-Light. This also changes up some techs. Crono no longer has OTL's Luminaire, that instead becomes Schala's eighth and final tech. Instead, he has Tornado, a full-screen attack that does physical damage. Ayla's ultimate attack becomes Meteor Strike, where she leaps into space and returns to earth with the force of a meteor impact to damage foes with fire and physical damage (her Triple Kick becomes her seventh tech and she loses Dino Tail). Schala's magic consists of mostly healing techs with light-based magic attacks interspersed (Crono's basic lightning tech becomes Lightning Strike, where he uses his sword to deal lightning/physical damage). Also, the tech list is SIGNIFICANTLY expanded, with every single possible two-person team getting three dual techs between them, this makes for 84 dual techs in all. Triple Techs continue to require Crono, but Magus and Schala get Triple Techs with him as well. Along with nine bonus Triple Techs that don't require Crono (acquired with special colored rocks as IOTL), this makes for a total of 30 Triple Techs, for a grand total of 114 combination techs and 64 single techs (with a few repetitions among these) available in the game.

    The plot remains identical for the most part to OTL's Chrono Trigger. It starts with Crono waking up and meeting a beautiful girl named Marle at the Millennium Fair, only to see her getting transported through time by an invention created by his friend Lucca. Crono pursues Marle through time, leading to a series of misadventures that leads to the three youths learning of a terrible apocalypse that ruins the future. The creature responsible for this apocalypse is Lavos, and the three of them, along with a robot they meet later on named Robo, decide to stop the apocalypse by any means necessary. They come to learn that a wizard named Magus in the Middle Ages may have created Lavos and team up with Frog to stop him. Once they defeat Magus, however, they learn that Lavos was merely summoned by Magus, and another time portal sends them back to prehistoric times to reunite with Ayla and witness Lavos' arrival on Earth in the form of the meteor that killed the dinosaurs. This creates a portal that sends the group to a mysterious ancient land called Zeal, where the true story finally comes into focus as the group confronts the evil Queen Zeal in an attempt to stop Lavos forever. This fails, and results in Crono's death (and ITTL the end of disc one). After the group then escapes Dalton's Blackbird, the game opens up as a possibility for reviving Crono is revealed. This second portion of the game, the sidequest portion, contains the biggest changes from IOTL's Chrono Trigger. Each of the game's eight playable characters has a quest. The Death Peak quest revives Crono, the Fiona's Forest quest allows Lucca to confront her past, the Ozzie's Fort quest gives Magus a chance to put his former henchmen down once and for all, the Geno Dome quest allows Robo to settle accounts with Mother Brain, and the Rainbow Shell quest allows Marle to reconcile with her father. The three quests that have the biggest changes from IOTL: The Cyrus' Tomb quest, in which Frog acquires his ultimate weapon the Masamune, also requires Frog to battle the ghostly Cyrus in a one-on-one showdown before receiving his prize. The Sun Stone quest requires a climb up Singing Mountain in 65,000,000 BC to place the Sun Stone before it can be charged, and this quest also sees Ayla confronting the last remaining Reptites and also marrying Kino. Finally, there is a remaining quest added from OTL, the quest to rescue Schala in 12,000 BC (which requires you to both revive Crono and spare Magus' life). After the fall of the Ocean Palace, Schala is sent to a place called Time's Wasteland, in which Lavos casts those who no longer fit into any time period. After Crono is revived, bringing Magus to the Last Village in 12,000 BC will prompt the cat Alfador to follow him. One of the villagers will comment on how Alfador was digging around for something in the village. Alfador will then run to a spot where Magus will dig up Schala's pendant. You must then take this pendant to all three Gurus, beginning with Gaspar, and then to Melchior who will mount it into a crest. Presenting this crest to the sleeping Balthasar Nu will stir him from his seemingly eternal slumber just long enough to use the crest to create a portal to Time's Wasteland, begging you to find and save Schala. Time's Wasteland is a curious dungeon, a mixture of environments with versions of monsters from all time periods (in terms of difficulty level it's a bit less than the Geno Dome and Giant's Claw). You MUST bring Magus into this dungeon in order to defeat its boss, Dalton, who is siphoning Schala's power in order to make himself an incredibly powerful sorcerer. If Magus is not with you, he won't be able to convince Schala to break free of Dalton's control and strike back against him, you'll be forced out of the battle and will have to put Magus in your party before trying again. If Magus is in your party, then after hitting Dalton to the tune of 15,000 HP, Magus will reveal himself as Janus to Schala and beg her forgiveness. Seeing Magus finally causes Schala to snap out of Dalton's energy sapping spell and fight back, allowing Magus to finish him off for good. After this, Schala joins the party, at Level 37 like her brother, with a full-party Heal spell, a Life spell, and a single-target Light magic attack spell. She later learns Haste 2, Cure 2, Lucent Array (a Light Magic attack that hits all enemies with the same power as Magus' Dark Mist), Life 2, and Luminaire. Her basic weapon is a staff. Following the eight side quests is the optional Black Omen dungeon, where Queen Zeal can be confronted (as IOTL, if you face Queen Zeal with Magus in your party, the normal “Boss Battle 2” theme will change to Magus' theme, or if you face her with Schala in your party, Schala's Theme will play during the battle, if you use both of them, Magus' theme takes priority), or you can go directly to 1999 AD using the time machine or the bucket, either way the final battle with Lavos plays out almost exactly as IOTL. The game then ends with the characters returning to their original timelines, the ending is a bit different if you've acquired Schala, who resolves to rebuild 12000 BC as the new Queen of Zeal, where Earthbound and Enlightened Ones will be treated the same, in this ending, Magus decides to return to 600 AD to atone for his crimes there. The game then ends with a beautiful panorama of the Epoch traversing the world (or a balloon if you've destroyed the Epoch by crashing it into Lavos). As IOTL, you're given the option of starting a New Game+ to fight Lavos earlier in order to acquire one of 16 possible endings.

    March 18, 1996

    Chrono Trigger is released in North America to the most positive critical reception for a video game since The Legend Of Zelda: Ocarina of Dreams. The game is universally proclaimed as being Squaresoft's masterpiece, exceeding Final Fantasy VI and comparable to Secret of Mana in quality. The game breaks many of Secret of Mana's North American RPG sales records, with over 50,000 sales on the first day, 150,000 in the first week, and 250,000 by the end of April. With Sega's price cut on the horizon, the resounding success of Chrono Trigger further highlighted the significant “games gap” that remained between Nintendo and Sega, especially amongst the older demographic that Sega was attempting to court. It kicked off Nintendo's “Year of the RPG” in earnest and struck a major blow for Nintendo at a time that it was going to need to go on the offensive as the Saturn's price dropped and its library of games increased.

    For Squaresoft, the release of Chrono Trigger further solidified the close relationship between the company and Nintendo. Final Fantasy VII had been formally announced for the Ultra Nintendo just a few weeks before, and while that game would not have a demo ready for Spaceworld, E3 was only two months away...

    -

    Chrono Trigger

    Andrew: 9.5
    Mark: 9.5
    Mike: 9.5
    Sushi-X: 9.5 (quote: “Squaresoft does it again! This RPG combines great gameplay, a beautiful soundtrack, and anime-like cutscenes into a complete package that tops even Final Fantasy VI.”

    Fire Pro Wrestling Presents: WCW Monday Nitro

    Andrew: 7.0 (quote: “The interface is pretty simple but that belies one of the most realistic wrestling games ever made.”)
    Mark: 8.5
    Mike: 9.0
    Sushi-X: 6.0

    Frantic Flea

    Andrew: 5.0
    Mark: 6.5
    Mike: 5.0 (quote: “The graphics are decent but the gameplay leaves a LOT to be desired in this boring platformer.”)
    Sushi-X: 5.5

    Maui Mallard In Cold Shadow

    Andrew: 8.0 (quote: “Donald Duck's latest adventure is a real treat and yet another fun title this year featuring one of Disney's classic characters!”)
    Mark: 8.0
    Mike: 8.0
    Sushi-X: 8.0

    Milon's Adventure

    Andrew: 9.0
    Mark: 9.0 (quote: “Pretty much everything that was dumb or frustrating about the NES game has been totally overhauled in this surprisingly sweet sequel.”)
    Mike: 9.0
    Sushi-X: 8.0

    Major Hazard: FUBAR

    Andrew: 9.5 (quote: “You'll be laughing your ass off when you're not gunning down enemy soldiers like a total badass in one of the year's best sequels.”)
    Mark: 8.5
    Mike: 9.0
    Sushi-X: 9.0

    Monster Wars II: Risen From The Grave

    Andrew: 9.0
    Mark: 9.0 (quote: “With even more monsters and an overhauled interface, Koei has made perhaps their best strategy game ever.”)
    Mike: 8.0
    Sushi-X: 8.0

    Belle Weather

    Andrew: 7.5
    Mark: 7.0 (quote: “This quirky little action title where you control the weather to fight your way through a wacky world is pretty fun if somewhat generic. Belle's no Storm, but she's a great protagonist nonetheless.”)
    Mike: 8.0
    Sushi-X: 7.0

    Maze Mice

    Andrew: 6.0
    Mark: 6.0
    Mike: 5.5 (quote: “I tried to find more fun in this puzzler but it gets pretty tiresome after the first few stages.”)
    Sushi-X: 7.5

    -excerpted from reviews of March 1996's SNES-CD games in the April and May 1996 issues of Electronic Gaming Monthly

    -

    *Scene shows a boy at the toy store, looking at a Sega Saturn*

    Boy: Oh man, the Sega Saturn is awesome!

    *Footage of Sega Saturn games begins to play*

    Boy: No other game system brings you realistic 3-D graphics, intense sports action, and the best home arcade ports like the Sega Saturn does! *looks at his mom* Mom, can we get it?

    *The boy's mother looks at the price tag and shakes her head*

    Mom: Sorry but it's just a little too much for us right now, maybe next year?

    Boy: *looks disappointed* Okay...

    *As the mom and her son are walking away, the boy catches a blue blur out of the corner of his eye*

    Boy: Huh? *turns and looks but sees nothing*

    *The blue blur streaks by again, followed by a bunch of store security guys*

    Boy: Is that...Sonic? *watches as Sonic taunts the security guys who can't catch him*

    Sonic: You're too slow! *flees out of the store*

    Boy: ….*he goes back over to the Saturn display* ...MOM! MOM, COME QUICK!

    *The mom rushes over to the Saturn display and sees the price tag has been changed from $399 to $299*

    Boy: Can we get it now?

    Mom: Well... okay. But don't tell your dad!

    *It then shows Sonic rushing down the highway to another toy store with a big red marker in hand and a smirk on his face*

    Narrator: Sonic is at it again! Now the Sega Saturn is just $299! With the latest graphics and the hottest arcade ports, now's the perfect time to Spring into Saturn!

    *Footage of various Saturn games is shown on screen*

    Narrator: Get the Saturn with Virtua Fighter and two controllers for just $299, or get the Virtua Arcade Set with everything shown here *shows the three Virtua games plus the light gun and steering wheel accessories* for a new low price of $399. And for a limited time with the purchase of any Saturn is a $20 off coupon toward the purchase of your next Sega Saturn game. With games like MagiQuest, Daytona USA, and Ridge Racer, plus all new games like Guardian Heroes and Frank Thomas' Big Hurt Baseball, the Saturn is the home for all of today's biggest hits!

    *Sonic is shown running into the next store, the security guards try to follow him but end up tumbling into a big pile in the parking lot.*

    Security Guard at the bottom of the pile: SEGA!

    -excerpted from a Sega Saturn commercial that began airing on March 23, 1996

    March 23, 1996

    The price of the Sega Saturn is dropped from $399 to $299 in North America, while the price of the Virtua Arcade Set, containing Virtua Fighter, Virtua Racing, Virtua Cop, and a number of accessories, is cut to $399 from $499. The price drop is accompanied by a new marketing campaign for the Sega Saturn, highlighting the price drop and showing off games such as Guardian Heroes, Soul Edge, and Resident Evil. The price drop causes the first major price spike for the Sega Saturn, and though it still remains significantly behind the SNES-CD in sales, the Saturn passes the Genesis in North American sales for the first time during the month of April 1996. $299, though still expensive compared to the Super Nintendo CD and the Sega Genesis, is considered by the gaming media to be a more than acceptable price for the Saturn, and sales of hardware and software begin a steady rise that would continue throughout the remainder of the year.

    Of the games that benefited from the Sega Saturn's price cut in the immediate short term, perhaps none did more than Guardian Heroes, a hybrid RPG/beat-em-up from Treasure that probably would've faded into obscurity had Sega and Tom Kalinske not chosen it to be the game that would be pushed heavily in promotional material accompanying the Saturn price drop. Having been released just twelve days before, Guardian Heroes was a fun game, and a gorgeous one too, with beautiful anime-style 2-D that looked amazing on the Saturn's high-powered processor (though Chrono Trigger's graphics were getting a lot of praise at the time, it couldn't compare to what the Saturn's 4x powerful processor could do with 2-D). The game starred four brave warriors who set out on a quest to fight an evil wizard Kanon. The game was highly praised for its four-player gameplay, it probably offered up the best multiplayer experience on the Saturn thus far, with chaotic fights that could take up the whole screen as enemies rushed in. It was beloved by critics, and though it didn't score as highly as Chrono Trigger, it's probably the second best regarded game to come out of that month (and competition was FIERCE!). Among people who used their $20 Saturn coupons, Guardian Heroes was one of the most purchased Saturn games and it ended up selling over 500,000 copies in North America. Tom Kalinske proudly cited the game as an example of how well Japanese games could do in the West if properly marketed, and the success of Guardian Heroes was a big reason why Treasure's 1997 action title Troublemakers (starring enemy-tossing cutie Marina Liteyears), received such a big promotional push. The other big Saturn game of the month, Frank Thomas' Big Hurt Baseball, was another big success, though it was outdone later on by Ken Griffey Jr.'s Winning Run on the SNES-CD and was ultimately outsold by Guardian Heroes, the little Treasure game that could.
    -excerpted from the article “The First Cut Is The Deepest: A History Of Console Price Cuts” on Kotaku.com

    -

    (Note: The information about Fire Pro Wrestling, including the entire roster for TTL's SNES-CD game, comes from the user Geaux. Thanks a lot for all of this info and for giving us the idea for the game!)

    Coming to the SNES-CD, it's Fire Pro Wrestling Presents WCW Monday Nitro! The makers of Japan's most popular wrestling game series have teamed up with the hottest wrestling federation in the world to bring you the ultimate wrestling video game. Not only does it feature the most realistic wrestling action ever, it also features a mode to create your very own wrestlers! But with a roster this big, you may not need to.... here's a list of all the WCW wrestlers featured in the game!

    Hulk Hogan
    Randy Savage
    Sting
    Lex Luger
    The Renegade
    Jim Duggan
    Dave Sullivan
    Booker T
    Stevie Ray
    Johnny B. Badd
    Marcus Bagwell
    Scotty Riggs
    Paul Orndorff
    Diamond Dallas Page
    Lord Steven Regal
    Earl Robert Eaton
    Squire David Taylor
    Brian Knobbs
    Jerry Saggs
    Bunkhouse Buck
    Dick Slater
    Big Bubba Rogers
    The Taskmaster
    The Giant
    The Shark
    Meng
    Kamala
    The Zodiac
    Ric Flair
    Arn Anderson
    Brian Pillman
    Chris Benoit
    Big Van Vader
    Sabu
    Road Warrior Hawk
    Kensuke Sasaki
    Hiroyoshi Tenzan
    Jyushin Thunder Liger
    The Great Muta
    Scott Norton


    -excerpted from an article in the April 1996 issue of EGM2

    Oh man, WCW Fire Pro Wrestling. That game was the shit back in the day and it's the game that actually got me into watching WCW. Pretty much EVERYBODY in the company was in that game. I was used to wrestling game rosters having 12, maybe 16 guys tops. To see so many guys AND to be able to add the new ones as they came, or even to put myself in the game? Yeah, it didn't have the story modes or anything like today's games do. It was just straight-up pro wrestling. Hell, you could make up your own stories if you wanted to, just act out the promos between matches like me and my friends did. ...yeah, we were dorks.”
    -excerpted from the comment section on Rootalk's /wrestlinggames/ subroot on February 17, 2014

    -

    The Major's Back To Kick Some Ass

    Major Hazard: FUBAR is one of the most anticipated sequels of the year, and for the most part, it lives up to the hype. Major Hazard and his band of misfit grunts, along with a couple of new characters, get stuck behind enemy lines and have to fight their way out. And fight they do, while getting into a whole lot of trouble along the way. Those of you who remember the last Major Hazard game know that it's a laugh riot along with being really fast paced and fun. This game takes the humor up to 11. There are tons of ridiculous weapons and lots of potty humor, which some fans might not appreciate, but it's not gratuitous like in certain children's TV shows, for the most part it's spaced out well and when it does occur it hits the mark and makes you laugh.

    The graphics have been amped up from the previous title. Explosions are a lot more detailed as are the enemies, and there's a lot more going on on the screen at once. There's a lot more voice acting in this game (and the last one had plenty to spare), and everything just seems like a marked improvement over the previous title. The challenge is ramped up too, there are some really frustrating levels (and the Major himself expresses his frustration at times with some great one-liners). There's even two-player co-op and competitive modes for when you want to enjoy the game with a buddy. We wish you could play with four players at once, but the game already suffers from a tad of slowdown during particularly crowded segments, so a four-player mode might be too much for the SNES-CD to handle. Regardless, Major Hazard: FUBAR is one of the most fun AND funny games of the year so far.

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

    -excerpted from the April 1996 GamePro review of Major Hazard: FUBAR

    -

    Brittany Saldita: Guardian Heroes is a really fun, really challenging beat-em-up that's best played with three friends but still quite fun when you're all by your lonesome.

    John Walden: It's one of the most addictive Saturn games to date, taking cues from the awesome Golden Axe series and throwing in an RPG twist.

    Brittany Saldita: While the plotline was a bit thin, it still had some good moments and for the genre, it's a pretty good story. Guardian Heroes keeps the action going in every stage, there's never a dull moment and it takes some serious strategy to beat some of the tougher bosses.

    John Walden: And those graphics....damn. I mean, don't get me wrong, the Saturn is great at 3-D, but these amazing visuals look like something out of a storybook come to life.

    Brittany Saldita: I love that they didn't try to force much 3-D in here. It looks beautiful the way it is. Colorful, vivid, fluid in motion, Guardian Heroes is not only one of the most fun video games I've ever played, it's also one of the most beautiful. I'm giving it a 4.5 out of five.

    John Walden: And I give it a 4.5 also.

    (…)

    Kazzi DeCarlo: Monster Wars 2 is the only game where you can see Jack the Ripper get eaten by a horde of mutant pumpkins.

    Ted Crosley: This game was a bit too weird for me. I wasn't a fan of the original and I really wasn't much of a fan of this, though I've never been a huge fan of Koei strategy games to begin with.

    Kaz: Well, the fact that you can pick from some really obscure monsters is pretty neat. They got Cthulhu in this thing!

    Ted: Ugggggggggghhhhh, Cthulhu.

    Kaz: You don't like Cthulhu? You don't like Lovecraft?

    Ted: I despise Lovecraft!

    Kaz: Oh man, I thought you were cool.

    Ted: What's cool about a bunch of weird stories with a bunch of weird giant space demons and a bunch of scared people running around and going crazy?

    Kaz: Everything you just described is cool. C'mon, man, when the Great Old Ones rise out of the Earth, the end times will be upon us!

    Ted: The only Great Old Ones I care about are my grandparents and they're pretty boring too.

    Kaz: Well, Monster Wars 2 was a lot of fun. It wasn't perfect by any means, with quite a few repetitive missions, but the sheer variety of monster types had me entertained and I'm giving this game a 3.5.

    Ted: I'm giving it a 3. Fans of Koei games will love it but it's nothing special.

    -excerpted from the March 12, 1996 episode of GameTV

    (…)

    Alex Stansfield: Milon's Adventure wasn't what I expected at all. I was super frustrated with the NES game, but this game actually was a lot of fun.

    Ted: Well, I never played the NES game.

    Alex: And I'm glad you didn't, it was a mess.

    Ted: But this game was pretty fun. It's a bit derivative of games like Castlevania and Andrekah but it works on most levels, the graphics are kinda cutesy and simple but I really liked the soundtrack.

    Alex: I had tons of fun, the game fixed literally EVERYTHING wrong with the original NES game and it's one of the biggest sequel improvements I've ever seen.

    Ted: HudsonSoft is known for their weird titles and this is no exception but I did have fun.

    Alex: I'm giving Milon's Adventure a 4.5 out of 5.

    Ted: I'm giving it a 3.5.

    (…)

    Ted: Wow. That's all I can really say about Chrono Trigger.

    Alex: This game lived up to the hype and then some. And the replay value is just through the roof!

    Ted: Yeah, going back and kicking ass with fully-leveled characters is something that should be in EVERY RPG from now on.

    Alex: The soundtrack is the best I've ever heard in a game, hands down, bar none.

    Ted: I'm gonna disagree with that, I thought the Sonic 3 soundtrack was bigger.

    Alex: Yeah we are DEFINITELY disagreeing there.

    Ted: The voice acting surprised me, I thought it was fantastic. Usually voice acting in games kinda sucks, even Lunar for Sega CD was really campy but this was pretty good. I can't say too much about the voice acting without spoiling a lot of the plot but it was really good.

    Alex: Let us just say this, if you are a fan of Guts on Nickelodeon this game will blow your mind.

    Ted: Yeah, they should've called the Mountain of Woe the Aggro Crag.

    Alex: *laughing* That would have been appropriate.

    Ted: I'm giving this game a 5 out of 5. I can't give it anything else.

    Alex: Yep, 5 out of 5 for me. *sirens go off* Uh oh...uh oh, guess what time it is?

    Ted: Time to change Kaz's dish?

    Alex: It's time to add another game to the GameTV Hall Of Fame!

    *A framed copy of Chrono Trigger is brought over to the wall where Ocarina of Dreams and Ballistic Limit are mounted.*

    Ted: And let's put it up here, right next to Ballistic Limit, there you go.

    Brittany: It looks pretty good up there.

    Alex: And there is Chrono Trigger and when we come back we are going to be giving you all an EXCLUSIVE world premiere sneak peek at Sega's upcoming game NiGHTS Into Dreams.

    -excerpted from the March 19, 1996 episode of GameTV

    -

    SNES-CD Power Charts: March 1996

    1. Donkey Kong Country 2: Diddy's Kong Quest
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Ballistic Limit
    4. Super Mario World 3
    5. Twisted Metal
    6. Donkey Kong Country
    7. Super Mario World 2
    8. Tales Of The Seven Seas
    9. Doom
    10. Killer Instinct
    11. Front Mission
    12. Rage
    13. Street Fighter Alpha
    14. Where In Time Is Carmen Sandiego?
    15. Final Fantasy VI
    16. Gradius IV
    17. Mortal Kombat 3
    18. Victory
    19. Toy Story
    20. Secret Of Mana

    -

    And it is with great excitement that we award our first perfect 40/40 score to a game that is not on the Super Famicom CD! Biohazard for the Sega Saturn simply blew us away with its cinematic graphics and terrifying atmosphere. It's absolutely worth checking out for anyone who owns a Sega Saturn and the perfect incentive to purchase one for those who don't own one already!”
    -excerpted from an editorial in the April 1996 issue of Famitsu magazine
     
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    April 1996 - Resident Evil
  • It's a great feeling, having the #1 video game in the world. The entire world, is that right? Ha, it feels really great.”
    -Shinji Mikami, in an interview on a Japanese talk show on April 30, 1996

    Resident Evil is a superb game that takes the Sega Saturn to another level. Combined with the recent price cut, the Sega Saturn is now the must-own game device of the year.”
    -from the review of Resident Evil in the May 1996 issue of GamePro

    Sega's got its balls back.”
    -overheard in the halls of Nintendo of America sometime shortly after the North American release of Resident Evil

    Entering into optical media was something I was so eager to do, so much space and power would allow us to go nuts creatively and Fire Emblem: The Holy War is the result of that. Nintendo was supporting us better than ever, Shield of Seals was a hit Super Famicom cartridge and Nintendo wanted the next one to be bigger and better. The Super Famicom CD was the best thing to ever happen to Fire Emblem.”
    -excerpted from a translated December 1996 Famitsu interview with Shozuo Kaga

    Localizing The Holy War was a big task, not only because of the time crunch, but because how controversial some of the content of the game would be. I had long conversations with Treehouse and Mr. (Howard) Lincoln about how to deal with some of the content, especially...well, if you've played the original Japanese version you know what I'm talking about. Obviously we had to avoid creating a glaring plothole. I think we chose the most sensible approach, I know some fans disagreed with how we handled it but we got as close to the original story as we could get.”
    -Marcus Lindblom

    God dammit, it's full of incest!”
    -Howard Lincoln, overheard during a 1995 brainstorming session at the Nintendo Treehouse about how best to translate Fire Emblem: The Holy War

    Video games are getting more violent and graphic, absolutely. I think the culture in general is getting increasingly permissive about sex and violence and it's something that the American people are going to have their say about in the election.”
    -United States Senator and 1996 Republican nominee Bob Dole, in an April 19, 1996 news interview

    -

    Resident Evil: The Basics

    Resident Evil for the Sega Saturn is for the most part identical to the OTL Playstation version, though due to the added processing power of the Saturn compared to OTL's Playstation, the in-game graphics are somewhat better, comparable to OTL's Nintendo 64 version of Resident Evil 2, while the cutscenes are also somewhat better looking, making the game perhaps the best looking console video game ever made up to that point. The game retains the familiar cast of Chris Redfield, Jill Valentine, Barry, Wesker, Vickers, and Abby (Abigail) Chambers (renamed from Rebecca due to there already being a very popular video game character named Rebecca in Nintendo's Squad Four). The game retains the familiar plotline of a haunted mansion where mysterious scientific experiments are being performed, and the character of Wesker being a traitor. There is an additional boss fight from OTL, a monstrous two-headed reptilian beast fought toward the middle of the game, in order to show off the Saturn's graphical capabilities. Despite the progress that video game voice acting has made OTL, Resident Evil's voice acting is still largely known as being bad even by 1996 standards, and is unfavorably compared to the voice acting in March's release of Chrono Trigger. The infamous “Jill sandwich” line from OTL is one of many pieces of bad dialogue that makes it into the game. The voice acting and dicey script are considered virtually the only flaws in an otherwise fantastic game.

    April 15, 1996

    Resident Evil is released in North America for the Sega Saturn, three weeks after its Japanese release as Biohazard and five days after its European release. It receives some of the year's best reviews (only Chrono Trigger has received better in 1996 so far, and even then only barely) and is a major hit in all three territories, rapidly becoming the biggest selling non pack-in Saturn game. Despite controversy over the graphic violence present in the game (which is not censored as was the case IOTL), the game is an enormous success, and combined with the Saturn's price cut a month before, is the first game to seriously push Sega Saturns off the shelves. The Saturn surpasses the Genesis in sales in North America for the first time, and it's a position the Saturn would never relinquish for the remainder of its lifespan. It also begins a long but steady march toward surpassing the Super Nintendo CD in sales. The game receives mainstream press coverage, and even when portrayed in a bad light, the footage of the game shows off the Saturn's graphical capabilities. The game easily surpasses anything the Super Nintendo CD is capable of and for the first time truly shows off Sega's technical superiority. It's also the game that establishes “survival horror” as a viable genre of video games. Previously, Alone in the Dark had been a popular PC title (and had bombed on the Super Nintendo CD), and the SNES-CD had its share of horror games like Last Resort, but it was Resident Evil that truly brought the genre into the mainstream and, as Super Mario World 2 had done for the SNES-CD back in 1993, established the Sega Saturn as a viable console in the North American market.

    Once the first post-Resident Evil hardware and software sales figures had come in, I knew it. The Saturn finally had its killer app and it justified everything I'd been telling the suits in Japan about the need for a price cut. Finally, things were looking up for the Saturn.”
    -Tom Kalinske, “The Chase: Sega's 20 Year Struggle To Take Down A Giant”

    -

    Fire Emblem: The Holy War

    Andrew: 9.0
    Mark: 9.0
    Mike: 9.5 (quote: “A challenging and extremely addicting strategy RPG with an epic storyline.”)
    Sushi-X: 8.5

    Monkey Island 2: LeChuck's Revenge

    Andrew: 8.0
    Mark: 9.0
    Mike: 9.0 (quote: “In a lot of ways, Monkey Island 2 surpasses its predecessor. It does a great way on expanding the world of Guybrush Threepwood and Elaine Marley.”)
    Sushi-X: 8.5

    NASCAR Racing

    Andrew: 7.0 (quote: “The graphics could use a bit of work but we enjoyed the wide selection of real-life tracks.”)
    Mark: 7.0
    Mike: 7.0
    Sushi-X: 7.5

    Phineas and Ferb

    Andrew: 6.0
    Mark: 6.5
    Mike: 5.5
    Sushi-X: 5.5 (quote: “Fans of the cartoon will snap this game up no doubt, but anyone looking for a great platformer needs to look elsewhere.”)

    Prehistorik Man

    Andrew: 7.5
    Mark: 7.5 (quote: “I enjoyed this action game for its tight play control and fun characters.”)
    Mike: 7.0
    Sushi-X: 6.5

    XCOM: Terror From The Deep

    Andrew: 7.5 (quote: “While not quite as good as the original XCOM game, it's still a rewarding installment of this excellent strategy series.”)
    Mark: 7.5
    Mike: 8.0
    Sushi-X: 8.0

    Ys V

    Andrew: 8.0
    Mark: 6.5
    Mike: 6.0
    Sushi-X: 7.0 (quote: “While Ys doesn't match up to the Final Fantasy series, it's still a really fun action RPG with a great storyline.”)

    Jewels Of The Realm 2

    Andrew: 7.5
    Mark: 8.0 (quote: “I really wish they'd have done more to improve upon the previous title, but then again, it's a fun formula that doesn't need much tweaking.”)
    Mike: 8.0
    Sushi-X: 7.5

    Steam Agent

    Andrew: 7.0
    Mark: 7.0
    Mike: 6.0 (quote: “Atlus' steampunk RPG will appeal to RPG junkies, but it's not even the best RPG this month. The steampunk motif is fun but the grinding gets pretty old after a while.”)
    Sushi-X: 6.0

    VideoVision

    Andrew: 8.0
    Mark: 8.5 (quote: “Kids will really dig this colorful action game that hilariously spoofs pop culture.”)
    Mike: 7.5
    Sushi-X: 8.0

    Quizmaster

    Andrew: 4.0
    Mark: 7.0
    Mike: 4.0
    Sushi-X: 5.0 (quote: “I enjoy pub trivia but this boring game has none of the fun of competitive trivia.”)

    -excerpted from Electronic Gaming Monthly's reviews of April 1996's Super Nintendo CD games in their May and June 1996 issues

    -

    Fire Emblem: The Holy War – The Basics

    Fire Emblem: The Holy War is the TTL version of OTL's Fire Emblem: Seisen no Keifu. Released on the SNES-CD, the game is expanded significantly from what it was IOTL, owing to the CD format which allowed significantly more space for what the game designers intended. The sprite-based graphics of OTL's game are retained, but with more detail, including full portraits for each character as they are speaking or as they appear in battle, adding much more detail to the appearance of the characters. The game's soundtrack is a mixture of in-game music and fully orchestrated CD audio (with this as an example of the quality of certain musical tracks: https://www.youtube.com/watch?v=8Dng...Zc_Ap-k9u6UgwQ ). The game also includes a detailed character pairing system similar to OTL's Fire Emblem: Awakening, with characters able to have conversations both in and out of battle, male and female characters can even hook up and have children with enough relationship points, adding a deep dynamic of strategy to which characters you choose to take onto the battlefield. The relationship system also appeared in OTL's version of the game, though ITTL it's even more advanced, with much more involved conversation and character parameters, in some aspects it's one of the deepest dating sims on the SNES-CD in addition to being one of the most epic RPGs.

    The plotline is similar to OTL's with some changes (more changes are introduced in North America due to content issues with the localization). The game touches on the history of the continent Jugdral, at one time ruled under the peaceful Gran Republic when a dark wizard arrives and shatters the republic. He establishes an empire and rules over the people as his slaves, only for 12 brave warriors to battle him and restore the Gran Republic as the new nation of Granbell. This leads in to the main storyline of the game, 200 years after the evil empire was destroyed. The main character is the Knight Lord Sigurd, descended from the Holy War's hero Baldur. The game starts out as Sigurd goes to free his friend Aideen, Duchess of Jungby, from a horde of bandits. This simple mission turns into a massive quest when war breaks out. Sigurd unites with an army of friends to protect the freedom of Granbell. Eventually, after a victorious campaign, Sigurd is assassinated after having a son, Seliph, to carry on his legacy. This begins the second part of the game, though unlike IOTL where the events of Fire Emblem: Thracia 776 are a separate game, here they are integrated into the middle of the game as a sort of intermission quest, forming several chapters of their own and adding to the game's epic scale. Following the Thracian chapters, the game's second part, taking place 16 years after the first, is largely as IOTL, with Seliph and other heroes' descendants setting forth on a quest of their own to restore freedom to Granbell. The new characters encountered during the Thracian chapters are involved in this part as well, adding new character dynamics that did not appear IOTL.

    The major controversy of Fire Emblem: The Holy War, and the issue that may have precluded any chance of an OTL localization for the game, was the relationships between a number of love interests that were clearly intended to be incestuous. Despite the somewhat more relaxed attitude toward game censorship present IOTL, this was still considered unacceptable for European and North American sensibilities, and certain plotlines and dialogue had to be significantly altered for the localization. The plot device of Alvis and Dierdre being half-siblings was altered somewhat controversially and clumsily, altering certain scenes to make it appear that Sigyn had only birthed Dierdre and not Alvis. In addition, any attraction between half-siblings Seliph and Julia later in the game was also edited out, somewhat less clumsily, through dialogue alteration. Fans of the original Japanese version largely did not appreciate these changes and for many years afterward a fierce fandom war erupted between fans of the North American version and fans of the original Japanese version in a debate mirroring the common “subbed vs. dubbed” anime debates from both IOTL and TTL. Fans of the Japanese version largely saw the alterations as a “copout”, while fans of the North American version were just grateful to get to play the game.

    You have to remember what time this was done in. It was the spring of 1996 and Bob Dole and Pat Buchanan were on the prowl for primary votes. An incest-laden game on a Nintendo system would have made video games THE big topic of controversy in the 1996 presidential election! Clinton and Dole would've torn our hobby apart. Look how they reacted to Resident Evil for the Saturn which came out around the same time. The ESRB wouldn't have been enough, we would have gotten federal censorship.”

    My ass, Nintendo should've shown some damn balls and not cut out some of the most important scenes of the game. They RUINED the North American version with some of the bullshit dialogue they cobbled together.”

    Ruined? It was one of the best reviewed games of the year. If you think one of the most brilliant strategy RPGs of all time was ruined by not having incest in it, you need to get your priorities straight.”

    *someone posts a picture of Jim Carrey hilariously eating popcorn from The Mask II*

    -excerpted from a thread on the Fire Emblem: The Holy War for SNES-CD board on GameFAQs.com

    April 22, 1996

    Fire Emblem: The Holy War is released for the Super Nintendo CD, having been one of the most hyped games thus far during Nintendo's “Year of the RPG”, with extensive coverage in Nintendo Power magazine including the cover of the April 1996 issue, a mini-strategy guide spread across the April-June 1996 issues that details the first half of the game, and a demo of the first chapter in Nintendo Power CD, along with television and magazine advertisements. The game is one of the fastest selling JRPGs to date in both North America and Japan. In North America, it's April 1996's second biggest selling SNES-CD game (behind Monkey Island 2: LeChuck's Revenge). The release of Fire Emblem in 1994 for the Super Nintendo was a decent success, the release of the sequel in 1996 for the SNES-CD is a bonafide sleeper hit and proves the series' financial viability in North America.

    -

    The spring of 1996 was extremely crowded for the Super Nintendo CD, and aside from the big RPGs, the most anticipated games of that spring were a pair of sequels to 1994 hits The Secret Of Monkey Island and Jewels of the Realm. Ever since The Secret Of Monkey Island proved one of the SNES-CD's biggest success stories, selling over two million copies overall, it was inevitable that the critically-beloved sequel Monkey Island 2: LeChuck's Revenge would also get the porting treatment. And it did, in April of 1996. Along with Fire Emblem and Jewels of the Realm 2, it was one of the most hyped SNES-CD games of the month. Critically, it lived up to the hype. The game was highly praised and though it didn't quite blow people away like the port of the original game had, it still averaged somewhere around a 9 out of 10 from most publications of the time. The game itself, which continued the hilarious adventures of Guybrush Threepwood and Elaine Marley, was arguably better than the first, with a more involved plotline and significantly more challenging (and clever) puzzles. Despite all that, the game didn't even manage to sell half of what the original did on the SNES-CD. It WAS still the biggest selling game of the month (well, if you don't count the Saturn's Resident Evil which eventually sold five million copies in North America alone), and considered a success, but sales were still somewhat disappointing, especially considering that pirate games were in vogue after the success of Tales Of The Seven Seas. It seemed that a lot of casual SNES-CD fans were looking for a bit more action in their games, which is why they SHOULD have loved Jewels of the Realm 2.

    Jewels of the Realm 2 largely picked up where the previous game left off, continuing the story of Chris and Lily, the kid heroes who saved their realm in the previous title. This time, they had to contend with two evil kids, Gliss and Larry, who were also using magical jewels, but they were using them for evil and mischief. It was a fairly fun plotline and the story had improved from the previous game, but the game mechanics were somewhat changed and it proved to be controversial. Now, you could be (somewhat) arbitrarily locked out of using certain jewels. It was supposed to add an element of strategy and difficulty to the game but it often left players stuck in certain levels forced to use combinations that really didn't fit what they needed to have to clear the level, and some boss fights were near impossible to beat! The game was still very fun and reviews hovered around 8/10, but the game doesn't hold up nearly as well today and sales, while good, were still a disappointment, not even beating out Fire Emblem in North America (which Jewels 2 was easily expected to do). For the third game, which wasn't released until 2000 on the Ultra Nintendo, the developers went back to the drawing board to a largely positive response, but Jewels of the Realm 2, supposed to be one of 1996's biggest hits, ended up only being a middling hit.

    -excerpted from ”1996: Year Of The RPG, Or Year Of The Saturn?”, an article on Gamesovermatter.com

    -

    I'm not sure we can call it Soul Edge in North America, there's a company called EDGE Games that-”

    Tell them to go fuck off. They try to sue us, they'll lose. Trademark squatting's a crime. We'll countersue for their whole company.”

    -from a conversation between Shinobu Toyoda and Tom Kalinske in 1995 at Namco headquarters. Sega's lawyers successfully intimidated EDGE Games into not suing Namco or Sega, and the company would fold in the year 2000.

    Soul Edge was originally intended as an experimental game by Namco, but after Sega execs saw the game in progress and took a liking to it, it became a major arcade hit and would become a key release for the Sega Saturn in 1996. It was a weapon-based fighting game, the second after Sony's Battle Arena Toshinden, but was a huge step up from that game in terms of graphics, using Namco's arcade hardware (and later the Saturn's hardware) to great effect. The game was developed with a Saturn port in mind from the getgo, and thus the Saturn version was released in Japan just a month after the initial arcade release, and in April 1996 in North America. Featuring high-definition (for the time, anyway) graphics and full voice acting to accompany the game's detailed character based storylines, it was compared to Mortal Kombat in terms of story depth and to Tekken in terms of combat style (though the addition of weaponry made Soul Edge's combat significantly deeper). The game featured twelve heroes and a villainous pirate named Cervantes de Leon, giving it one of the biggest rosters of any Saturn fighting game (Tekken's was larger but none of Soul Edge's characters were clones). Soul Edge benefitted significantly from the Saturn price cut, upon its release on April 1, 1996, it became the fastest selling fighting game on the Saturn since Virtua Fighter and aside from Virtua Fighter and Virtua Fighter 2 it was the best-selling Saturn fighting game of 1996. Though five games were released for the Saturn in North America in April 1996, Resident Evil and Soul Edge topped them all by a significant margin, making Soul Edge one of the defining games that made the Sega Saturn a force in the North American console market.

    -excerpted from ”The Top 25 Fighting Games on the Sega Saturn: #7- Soul Edge” on IGN.com

    -

    With its first season now winding down, Nickelodeon's Phineas and Ferb is the network's #2 rated show, closely following fellow Nicktoon Rugrats in the ratings. The show has been a hit for Nickelodeon since its release last fall, following the efforts of two young boys to have what they call the “best summer ever” by creating dozens of wacky inventions and schemes while their sister attempts to tattle on them and their pet platypus Perry battles an evil scientist named Dr. Doofenschmirtz. The show aims at a slightly older demographic than Rugrats does, as its main characters are primarily elementary school students as opposed to the babies and toddlers on Rugrats. Series co-creator Dan Povenmire attributes the show's success to “including something for every child, as well as their parents, to be entertained by”, and its mix of light-hearted fun and edgy (but not TOO edgy) humor has won over fans all across the country. It's proven to be a bigger success than the previous two Nicktoons, 1994's Aaah! Real Monsters, which has enjoyed only moderate ratings success, and Rocko's Modern Life, which Povenmire worked on, a show that started off a hit but its ratings have dipped in recent months. With Ren and Stimpy and Doug having already ended their runs of new episodes, and Rugrats airing only sporadic specials such as a direct-to-video Las Vegas vacation special, it's Phineas and Ferb leading the pack for Nickelodeon in terms of exciting new content, with a new season set to start in June and a video game on the way for the Sega Genesis, the Super Nintendo CD, the Nintendo Game Boy and the Sega Game Gear. The video game is your basic action fare, featuring Phineas and Ferb traversing several levels as various enemies and obstacles bar their path. Reviews are tepid, but fans of the show are likely to buy it in droves. As for Nickelodeon, this fall they've got a pair of new Nicktoons on the way: Kablam!, a compilation of shorts that the network hopes could potentially be developed into shows of their own, and Action League Now!, a superhero comedy created using a process that its creators call “chuckimation”. It was originally intended to be a featured short on Kablam, but after test audiences responded very positively, the short was expanded into a full order of episodes for its own show. Nickelodeon is also in talks with All That co-creator and showrunner Dan Schneider on creating a potential Nicktoon, one that would presumably debut next year. For now, the future of Nickelodeon, its Nicktoons, and particularly Phineas and Ferb, is a bright one indeed.

    -excerpted from an article in TV Guide magazine, April 13-19, 1996

    -

    Heroes leaping into action! VideoVision! The ultimate game!”
    -from the theme song from VideoVision, featured in a TV commercial for the game

    Infogrames' VideoVision was hyped big time as the “next big thing” when it debuted in April of 1996 for the Super Nintendo CD and the Genesis Mega Charger. It starred a kid named Ralph who had the ability to leap into any screen, be it a movie screen, a TV show, or a video game, and like any overly excitable 10-year-old boy, he used this ability exceedingly. The game basically consisted of Ralph entering various worlds to mess around with the people in them, using a variety of weapons and items to attack bad guys and protect himself from the various aggressive denizens of those worlds. He was your typical wisecracking 90s hero kid, not quite as vulgar as Bart Simpson but definitely a step up from Dennis the Menace. Despite being a fairly typical action game, there was actually a lot of creativity in the level and weapon design. Ralph didn't visit the standard collection of worlds, like caveman world, desert world, Paris send-up, etc. This game was a love-letter to the 90s. He visited cheesy soap operas like a hilarious skewering of Melrose Place. He visited a super rainy super-grungy version of Seattle and did battle with Nirvana look-alikes (astonishingly, in a later interview Kurt Cobain said he played the game and found the Seattle level hilarious). He met the cast of TV's Friends...and beat them up! It was one of the funniest SNES-CD games ever made and Ralph's voice acting (by ubiquitous 90s voiceover artist Kath Soucie, using a slightly deeper version of the voice she used for Phil on Rugrats), was side-splittingly hilarious. While VideoVision wasn't the mega hit that Infogrames had hoped for, it still sold a pretty solid amount of copies, slotting in just behind Fire Emblem: The Holy War and Jewels Of The Realm 2 on the sales charts that month.

    -excerpted from “The 50 SNES-CD Games You Must Play Before You Die”, an article on Dorkly.com, December 13, 2010

    -

    John Walden: Soul Edge is one kickass fighting game. There's weapons galore and a ton of great characters.

    Brittany Saldita: And don't forget the excellent storyline. Cervantes is the best fighting game villain since M. Bison.

    John: He makes LeChuck look like Chuckie from Rugrats.

    Brittany: *laughing as she makes her voice all nasally* Tommy, I'm scared!

    John: The strategic depth, the great graphics, all combine to make for one sweet fighting game. I give Soul Edge a 4.5 out of 5.

    Brittany: I give it a 4, I loved the storyline and the characters, the music could've used a little work, I really wanted to hear something classic like Guile's Theme or whatnot but this was still a really good fighting game.

    -excerpted from the April 2, 1996 episode of GameTV

    (...)

    Ted Crosley: And Resident Evil is without a doubt the best looking video game I've ever played, which adds greatly to the fear factor.

    Alex Stansfield: I definitely recommend playing at night. You'll have a heart attack and die, but you'll die with a smile.

    Ted: While screaming for your life.

    Alex: The multiple endings, I think nine in all? Maybe more depending on who you save? They really add to the replay value of this game.

    Ted: Just being such a good game added to the replay value of this game. As soon as I beat it, I wanted to go back and play it again...I couldn't because I had more games to review, but I wanted to. I wanted to so bad.

    Alex: This is the game that shows off what the Saturn can do. This game and Panzer Dragoon, but this game in particular is just a showcase of the Saturn's next-gen power.

    Ted: That it is. I'm giving it a 5 out of 5.

    Alex: And I'm giving it a 5 too.

    *sirens go off*

    Ted: Aaaaaaaaah (expletive)!

    Alex: Still jumpy after playing this game?

    Ted: Yes! That scared the (expletive) out of me!

    Alex: *laughing* Well you know what that siren means, another one for the Hall of Fame!

    Ted: Geez, didn't we just do this last month?

    Alex: That we did, but we're gonna do it again. *the other hosts appear as they hang up a framed copy of Resident Evil on the wall* There we go, our first Saturn game in the GameTV Hall of Fame!

    Ted: Hopefully our first of many.

    (…)

    Brittany: I can tell you really didn't like Steam Agent.

    Alex: I really didn't like it. I just thought....I thought it was way too tough and I know what you're gonna say.

    Brittany: That you suck and should get good?

    Alex: There's no excuse for the difficulty of the enemies, especially in the first part of the games!

    Brittany: I've learned that Atlus games, for the most part, are somewhat tougher than Squaresoft games. Shin Megami Tensei was an ordeal. At least this game has some really nice graphics and music to make up for it, and the characters were really fun.

    Alex: They were cookie cutter!

    Brittany: Alexandra was not cookie cutter, she was a beautiful inventrix and-

    Alex: Inventrix?

    Brittany: Female inventor. And her inventions were really cool.

    Alex: Lucca ripoff.

    Brittany: Steam Agent came out in Japan before Chrono Trigger did!

    Alex: The graphics compared to Chrono Trigger are awful.

    Brittany: ...they're not as good as Chrono Trigger's, you're right. This game's no Chrono Trigger.

    Alex: It's not even an Ys V.

    Brittany: It's a really fun, really compelling, amazingly beautiful steampunk RPG with brutal but fair difficulty and a cast of fun and awesome characters.

    Alex: It's a tremendously boring slog through repetitive environments with primitive graphics and uninspired characters. I give it a 2 out of 5.

    Brittany: And I give it a 4.5. What in the hell is wrong with you? *begins ranting at him in Spanish*

    Alex: I know half of those words are bad!

    -excerpted from the April 16, 1996 episode of GameTV

    Alex: Top to bottom, Fire Emblem: The Holy War blew me away. It was an epic adventure spanning multiple generations of heroes, the character pairing system is INCREDIBLY addictive and the graphics and soundtrack are typical Nintendo: high quality and beautiful.

    Ted: I'm surprised you're okay with the permadeath mechanic.

    Alex: Playing Fire Emblem, you know what you're getting into. There's a lot of strategy involved and I rarely thought the game was unfair.

    Ted: Because last week with Steam Agent you gave it a two because-

    Alex: The difficulty in Fire Emblem is way different than the difficulty in Steam Agent.

    Ted: Well, either way, Fire Emblem is a really solid game. It's fun to play, the plot gets a bit confusing but the meat of the game is in its battle mechanics and in planning your army and your strategy and those aspects of the game were fantastic. You WILL get frustrated but it's rewarding enough to keep you satisfied all the way through.

    Alex: I give Fire Emblem: The Holy War a 5 out of 5.

    Ted: And I give it a 4.

    -excerpted from the April 23, 1996 episode of GameTV

    Eheh, I remember the original version of the episode had us talking about the Japanese version of the game with all the incest in it. But Nintendo caught wind of it and sent a memo to MTV, they didn't want us to mention it at all. We had this whole bit where we were gonna make fun of the game. But Nintendo deep-sixed that and what you got instead was something pretty boring. We did get a really nice interview with Nintendo's localization team for the game that took us into the Treehouse, but I still wish we could've made some of those incest jokes. C'est la vie.”
    -Ted Crosley, in a Kotaku.com interview on February 23, 2013

    -

    And the campaign trail continues as Bob Dole, now the presumptive Republican nominee after surviving a bit of a scare from Pat Buchanan in the early weeks of the campaign, made a speech in Topeka, Kansas today. Bob Dole emphasized the ongoing need for more morality in America, continuing a crusade that began last year against what he believes is an increasing level of gratuitous sex and violence in movies, television programs, video games and popular music. He's seeking to motivate his electoral base in the run-up to November's election which will see him facing off against President Bill Clinton. For the most part, Clinton has kept popular culture on the backburner of his campaign, instead focusing on the need to stay the course as America's economic growth continues. Recently, a video game on the Sega Saturn called Resident Evil has drawn scrutiny for its graphic violence and use of strong language, and Senator Dole mentioned the game by name in a recent news interview.

    Dole: 'Well, there's this game I've been told is called Resident Evil, and right there in the title, is the word evil and I think that might be reflective of the influence these games are having on our children. It's just this ongoing issue in our culture and I think Americans are getting increasingly sick of the permissiveness we're seeing.'

    One critic has even blamed the game for the recent shooting in Australia, where Martin Bryant took 32 lives in Port Arthur, Tasmania before taking his own life last week. However, the Australian media dismisses this claim, saying that Bryant did not play video games. Most in the Australian media cite a lack of gun control as the main factor in the shootings, another issue which will inevitably be a factor in America's November election as well. Bill Clinton signed a ban on assault weapons into law in 1994, a law that Senator Dole opposes.”

    -excerpted from the CBS Nightly News on May 8, 1996

    -

    SNES-CD Power Charts: April 1996

    1. Donkey Kong Country 2: Diddy's Kong Quest
    2. The Legend Of Zelda: Ocarina of Dreams
    3. Ballistic Limit
    4. Super Mario World 3
    5. Donkey Kong Country
    6. Super Mario World 2
    7. Mega Man X3
    8. Twisted Metal
    9. Doom
    10. Tales Of The Seven Seas
    11. Killer Instinct
    12. Rage
    13. Front Mission
    14. Klepto: The Invisible Thief
    15. Samurai Shodown II
    16. Final Fantasy VI
    17. Victory
    18. Mickey Mania: The Timeless Adventures Of Mickey Mouse
    19. Street Fighter Alpha
    20. Secret Of Mana

    -

    And so for the first time, we unveil to the world the Ultra Nintendo Entertainment System. This device, created with the cooperation of Nintendo and Sony, will revolutionize video gaming forever. It contains a new high powered graphics chip from Hitachi, custom-built to maximize the power behind games such as Super Mario, The Legend Of Zelda, and many others that we hope to bring to this new game machine. We will be demonstrating our new Mario game, Super Mario Dimensions, here at the show. In addition, we will also be demonstrating Mario Kart R. Both games will be playable at the event. I sincerely apologize that we do not have any other Ultra Nintendo games to play at this time, but our software partners are hard at work creating the next generation of games for our new system. The Ultra Nintendo will also utilize a new game disc technology that will allow more memory than ever to be stored on our game discs. We cannot reveal many specifics at this time, but the memory capabilities will exceed significantly the 650 megabytes available for Super Famicom CD games. We hope that you will enjoy the games and that you will enjoy the show.”
    -excerpted from a translation of Nintendo president Hiroshi Yamauchi's keynote speech at the Nintendo Spaceworld show on April 29, 1996

    So now I will reveal the Ultra Nintendo controller. As you can see, this controller is an evolution of the design of the Super Famicom's controller that was also used for the Super Famicom CD. It is largely the same basic button scheme, with a D-pad and four buttons, A, B, X, and Y, with Start and Select in the middle and L and R buttons on the top. But you can now see in the center of the controller and on the sides, we have added some very important features that will allow us to create entirely new experiences on the Ultra Nintendo! First, on the sides of the controller we now have handles for greater ergonomic comfort, one on the left under the D-pad and one on the right under the four main buttons. These handles allow for players to hold the controller in a way that will allow them to reach the new inputs much more quickly while increasing their comfort while playing. Now, in the middle, the two analog sticks. These are not like the joysticks in the arcade, these are designed with the thumbs in mind and can be used to move a character, such as Mario as you can see in this demonstration of Super Mario Dimensions, can move him very easily in all directions. Or...if you push on the stick slightly, he walks slowly, but if you push with a lot of force, he can run! This frees up the other buttons for other functions. One used to be a run button but now we can do that with the sensitivity of the left analog stick. The right analog stick has a variety of functions, in some games, not in Mario but in some games it can be used for movement. In Mario, it is used to control the camera, and as you can see the camera can be moved in any direction. There are two camera options for Mario, toggled with the R button, you can have a fixed camera where you can look in a first person perspective, or move the camera out, or you can have a free camera where the stick is used to look in different directions or face the direction you see fit. And now here on the back of the controller are the two trigger buttons, ZL and ZR. And these are used to give additional functionality, in a shooting game they can fire a gun or a bomb, in role-playing games they can be given different functions or etcetera. These are a lot of buttons but it will allow for an incredible amount of flexibility in our next generation of games! There are other functions, as you can see at the bottom of the controller there is a slot for a memory card device, but also the controller may have other functions that I am not allowed to reveal yet!”
    -Ken Kutaragi, translated, speaking at 1996 Nintendo Spaceworld

    Violet Berlin: This is the 1996 Shoshinkai games show, one of the largest video game events in the world, where Nintendo is showing off all of its upcoming hardware and software for the coming months. The big news at Shoshinkai? The long-anticipated Ultra Nintendo, the next generation games system set for release sometime next year.

    *footage from various Nintendo games is shown as the camera pans out over the show*

    Violet: This was the very first time that Nintendo's shown off their new games console, and so it's the first time that journalists from around the world are going to get to play it. A bit of bad news, however, as the system still isn't ready for a full exhibition. That means that only two games were playable: Super Mario Dimensions, and Mario Kart R. I was a bit disappointed to learn that Nintendo would only have these two games available, but I've been waiting for a long time to check out the Ultra Nintendo, so let's get started, shall we?

    *Violet sits down in front of a console where Super Mario Dimensions is playable.*

    Violet: The Ultra Nintendo controller's a bit bulkier than the one on the Super Nintendo. It's got handles on the sides, which make it a bit easier to hold, and some new buttons on the back, just under the familiar L and R buttons on top. There's also the addition of a pair of analog thumbsticks, smaller but similar to those found on arcade consoles. With all that in mind, let's see how this new game plays!

    *Violet takes Mario through his paces, running him up a hill as a group of Goombas come down at him*

    Violet: As you can see, these all new 3-D graphics bring a whole new level of detail to Mario's incredible world. This isn't pre-rendered, this is what you actually see when you play the game! There's a real wow factor when you're seeing it all for the first time. It very much reminded me of the 3-D graphics on Sega's Saturn system, but perhaps with a bit more color and smoothness.

    *Mario is now in a sort of space level, surrounded by stars that come down from the sky and attack him, Violet gets hit by one but is able to roll and leap out of the way of the others.*

    Violet: Mario can move in all eight directions, but unlike in last year's Super Mario World 3, it feels very natural and smooth and quite easy to pick up.

    *Now Mario is in a water level, swimming around.*

    Violet: As you dive under the sea, look at how beautiful everything looks while Mario's swimming around. The graphical detail and ease of movement are amazing, and Mario's never looked better than this.

    *Finally, she stops playing and turns back to the camera*

    Violet: *smiles* I think I did all right, didn't I? Super Mario Dimensions was certainly impressive, and a great sign of just how far graphics in Nintendo games have come over just a few years' time. Again, I wish there were more games to play. Nintendo had video of a few upcoming Ultra Nintendo games here at this year's event *these videos, including Cruisin' USA, Extreme-G, Ultra International Superstar Saga, Body Harvest, Ultra Bomberman, and the skeleton fighting demo of Ultra Legend Of Zelda (a preliminary title) play while she speaks*, and there was even a preview video of the highly anticipated Final Fantasy VII *shows a quick video of a spiky-haired blonde, a woman with long, black hair, and a man with long, silver hair fighting a huge stone golem*, but nothing playable of these games, which was a shame. That said, what I did see of the Ultra Nintendo looked very impressive, and the fact that I felt so disappointed about a lack of more playable games indicates just how excited people are getting for this new system.

    -excerpted from an episode of the UK show Bad Influence that aired on May 11, 1996, based on this real-life excerpt from an OTL episode of the show covering Spaceworld 1995 ( https://www.youtube.com/watch?v=MtLPrazftds )

    Live From Spaceworld 1996!

    Nintendo was pulling out all the stops at their latest games reveal show in Tokyo, including the unveil of the highly-anticipated Ultra Nintendo and previews of some of their biggest SNES-CD games of the year. The Ultra Nintendo was shown off and some playable demos were finally made available. Though only Super Mario Dimensions and Mario Kart R were playable at the show, the parts we did get to play left us hungry for more. Super Mario Dimensions looks to be the full realization of the 3-D trend Nintendo attempted to get going in Super Mario World 3, and finally it looks like there's a console that can handle what Nintendo wants to do. In the levels we played, Mario was running and jumping across big, beautiful, wide-open worlds. Even in this clearly alpha version of the game, the graphics surpassed most Saturn games we'd played, including the highly-touted Resident Evil, and we estimate that this new Ultra console may be packing 100 megahertz or more under the hood. As for Mario Kart R, we could only play two levels, a basic Mario Circuit-like level and a haunted house level, but both were exciting and we loved the new power-drift functionality of the karts, which should enable tighter turns and more strategic racing. We even saw a demonstration video of Final Fantasy VII. More of a tech demo than anything, the footage showed three unnamed heroes battling a huge stone monster, and the graphics, like all the other Ultra games we'd seen, looked extremely impressive.

    As for the SNES-CD front, Nintendo's slate of games showed that they're not done with their current system, not by a longshot. We got our first chance to play Donkey Kong Country 3, and it looks like Dixie Kong is returning, along with a new big baby Kong who seemed to be following Dixie around. Does this mean that Donkey Kong AND Diddy Kong are being held captive this time? Either way, the game plays the same as the last two Donkey Kong Country outings, with exciting new worlds to explore and some very cool new enemies. We also got to take the SNES-CD version of Policenauts for a spin. Created by Hideo Kojima, it's the follow-up (not a sequel) to the 1994 hit Snatcher, featuring fully animated cutscenes and what already seems like a compelling new storyline. There were a couple of RPGs with a lot of buzz at Spaceworld: Square's new RPG Soul Matrix, which should be out in Japan by the time you read this article and out in the States sometime this summer, and of course, Super Mario RPG, featuring Mario and his friends (and Bowser) on an epic quest. The game features the same kind of isometric graphics and gameplay as Super Mario World 3, but with Final Fantasy-like RPG gameplay, making it a very interesting hybrid that looks and sounds amazing. We had a lot of fun journeying through Bowser's castle just before it got impaled by a giant sword, which looks to be the starting impetus for the game's events. One of the best games of the show was an SNES-CD game called Aria. Visually stunning and featuring several fully-vocalized music tracks, it appears to be an action game utilizing notes and rhythm, where the player must time jumps and attacks in time with the songs as a beautiful girl traverses a series of gorgeous levels. It was one of the most stunning games we'd seen, and the developers tell us that the game will likely need to use three discs because of the highly detailed music and graphics of the game. If that's true, it would make Aria the biggest SNES-CD game to date and certainly one of the most intriguing, it's set to release in Japan in May and a North American release has not yet been announced.

    Finally, there was some surprise news at the show: the announcement of a new model of Game Boy, featuring full color and slightly more internal memory. Called the Game Boy Color, the device is set for release in Japan in June and in North America in September. We got to play several games on it, including Donkey Kong Land 2 and a fun little RPG called Pocket Monsters, both of which were utilizing the new Game Boy's color capabilities to bring vivid hues to the game's backgrounds and characters. While this new Game Boy doesn't quite match up to Sega's Game Gear in graphical fidelity (it's essentially just the regular Game Boy but smaller and with color added), it's still a long-overdue addition to Nintendo's handheld repertoire and the enhanced memory could open the way for more detailed games down the road. Nintendo's Gunpei Yokoi spoke briefly about the Game Boy Color at the event, and sounded very excited about the device's potential. 1996's Spaceworld definitely gave us all reason to be excited about Nintendo's prospects, and we hope to at the very least play more Ultra Nintendo games down the road.

    -excerpted from an article in the June 1996 issue of Electronic Gaming Monthly
     
    May 1996 - Ken Griffey Scores, Enix Falls Out
  • (Author's Note: Last year's E3 was posted before the May update. 1996's E3 takes place a bit later in the month, so we're going ahead and posting the May update first. E3 will be in the next update in a few days!)

    -

    The Saturn is fleshing out its library with some really good games as of late. There's something for everybody, and most of the big guns haven't even been fired yet. We're expecting the Saturn to make a big splash at the upcoming E3 show.”

    -from an editorial in the June 1996 issue of Electronic Gaming Monthly

    If you're looking for Tactics Ogre on the Super Nintendo CD, prepare to shell out some dough. Complete copies of the game typically run for $200 on Ebay, and if you want a sealed copy, you'll need to fork over more than a thousand big ones.”
    -excerpted from the article “The Most Valuable SNES-CD Games” on CollectibleCrazy.com, December 17, 2014

    I'm Ken Griffey Jr., and this is my game.”
    -Ken Griffey Jr., from the introductory video to Ken Griffey Jr.'s Winning Run

    I do think we are devoting much more of our resources toward the Ultra Nintendo now, even our Super Famicom CD development has been influenced by what we are currently developing for the Ultra.”
    -Squaresoft president Hiranobu Sakaguchi, discussing his company's current game philosophy with a Japanese technology program, May 11, 1996

    -

    Art Of Fighting 2

    Andrew: 6.5
    Mark: 7.5 (quote: “It's got fantastic graphics and sound, but it's hard to enjoy the game when the computer is always kicking your ass!”)
    Mike: 6.0
    Sushi-X: 6.0

    Axelay 2

    Andrew: 8.5 (quote: “Brilliantly designed, very difficult levels make this a worthy successor to the SNES classic.”)
    Mark: 8.5
    Mike: 8.0
    Sushi-X: 8.0

    Ken Griffey Jr.'s Winning Run

    Andrew: 9.0
    Mark: 9.0
    Mike: 9.0 (quote: “An awesome baseball game and one of the SNES-CD's best sports titles.”)
    Sushi-X: 8.0

    Pinocchio

    Andrew: 4.0
    Mark: 4.0
    Mike: 5.5
    Sushi-X: 6.0 (quote: “It has its charm but this Disney game just doesn't match up to other platformers.”)

    Prince Of Persia: Calnor's Destiny

    Andrew: 8.0
    Mark: 8.5 (quote: “You'll need to draw your own maps but Prince of Persia has never looked so good.”)
    Mike: 7.5
    Sushi-X: 8.5

    Tactics Ogre

    Andrew: 8.0
    Mark: 8.0
    Mike: 6.5
    Sushi-X: 7.0 (quote: “While this game is harder to get into than the more intuitive Fire Emblem, those who stick with it will be rewarded for their persistance.”)

    The Need For Speed

    Andrew: 7.0
    Mark: 9.0 (quote: “The best looking racing game on the SNES-CD, bar none.”)
    Mike: 7.5
    Sushi-X: 7.5

    Whizz

    Andrew: 3.0
    Mark: 2.5
    Mike: 4.0
    Sushi-X: 4.0 (quote: “This bunny needs to go back into his hat.”)

    Fatal Strike: Touch Of Death

    Andrew: 8.5
    Mark: 9.0
    Mike: 9.5 (quote: “This beat-em-up has one of the SNES-CD's best soundtracks and storylines and is an absolute must have for just about anyone.”)
    Sushi-X: 9.5

    Kyuriadan

    Andrew: 7.0
    Mark: 7.0
    Mike: 8.0
    Sushi-X: 8.0 (quote: “While Squaresoft will always be known as an RPG company, this quirky action title is quite a good game.”)

    Mechanix

    Andrew: 6.5
    Mark: 6.5 (quote: “I loved fighting the huge bosses in this game but it's still fairly uninventive.”)
    Mike: 6.0
    Sushi-X: 6.0

    Hacker Jack

    Andrew: 8.0 (quote: “It's a platformer at heart but it's also one of the funniest games I've ever played.”)
    Mark: 5.5
    Mike: 5.0
    Sushi-X: 6.0

    Samurai Buster

    Andrew: 9.0
    Mark: 9.0
    Mike: 9.0
    Sushi-X: 9.0 (quote: “This game is one of my sleeper hits of the year. It's absolutely superb.”)

    Skater Girl

    Andrew: 7.0
    Mark: 7.5 (quote: “This game features some surprisingly competent voice acting and the main character, who seems like an annoying teenage girl to start off, really grew on me.”)
    Mike: 6.5
    Sushi-X: 6.5

    Parachute To The Princesses

    Andrew: 5.0
    Mark: 4.0
    Mike: 5.0 (quote: “While there was some fun humor in this game, it got really old really fast saving all of those princesses.”)
    Sushi-X: 4.0

    -Electronic Gaming Monthly's reviews of May 1996's SNES-CD games in the June and July 1996 issues

    -

    Ken Griffey Jr.'s Winning Run is a huge step up from the previous cartridge-based Griffey title. This game brings 3-D graphics, realistic crowd noises, real-time commentary (and a tutorial mode voiced by Ken Griffey Jr. himself) and even four player action, a first for a baseball video game. It's right up there with Frank Thomas' Big Hurt Baseball on the Saturn, even though Winning Run doesn't feature the real MLB players like Big Hurt Baseball does. If you're craving baseball on the SNES-CD, your wait for the perfect game is finally over. Ken Griffey Jr.'s Winning Run is it.”
    -excerpted from the 47/50 review of Ken Griffey Jr.'s Winning Run in the June 1996 issue of GameFan

    You can't blame Ken Griffey Jr. for smiling. He's having what might be the best year of his life. Last month, he earned the all-time MLB record for home runs in a single season with 62 and won the AL MVP award. But Griffey says that even that legendary record pales in comparison to the Seattle Mariners winning the 1996 World Series. He's even the name behind one of today's biggest video game franchises, having released one of the year's top sellers for the Super Nintendo CD. Is there anything Ken Griffey, Jr. can't do?”
    -excerpted from an article in the October 28, 1996 edition of Sports Illustrated

    -

    The Sega Saturn version of Desert Tank is a clear improvement over the arcade title, with a new storyline, more levels, and some of the best graphics yet seen on the system. With all of that said, even the most intriguing missions can get pretty old pretty fast, and this is all in all a fairly strange port to bring over. As far as tank video games go, the Super Squadron X titles are still the gold standard despite their inferior production values.

    Graphics: 5.0
    Sound: 5.0
    Play Control: 4.0
    Fun Factor: 3.0
    Challenge: Intermediate

    Kudos to SNK for partnering with Sega on this excellent port of the NeoGeo's Metal Slug. The game plays fantastically on the Saturn, making excellent use of the system's 2-D capabilities. Let's hope this game is a sign of things to come in terms of run-and-gun action on the system.

    Graphics: 4.5
    Sound: 4.0
    Play Control: 4.5
    Fun Factor: 5.0
    Challenge: Advanced

    Descent is a pretty game but it's not the best first person shooter out there. Still, the Saturn's been lacking in FPSes and hopefully this is what gets the ball rolling for them down the road. It's fun if you're a fan of the genre, if not you may want to look elsewhere.

    Graphics: 4.5
    Sound: 4.5
    Play Control: 4.0
    Fun Factor: 3.5
    Challenge: Advanced

    -excerpted from GamePro's reviews of three of the Sega Saturn's May 1996 releases in the June 1996 issue

    “The summer of 1996 for the Sega Saturn was definitely all about NiGHTS Into Dreams, but aside from that classic title, what do you remember from around that time?”

    “Playing Resident Evil over and over again for the multiple endings.”

    “Isn't that about when Desert Tank got ported over? I remember having a great time playing that with one of my friends. The multiplayer was a lot better than the single player which got really repetitive after a while.”

    “I remember playing Metal Slug. It was pretty remarkable that Sega got that thing ported pretty much simultaneously with the Neo Geo release.”

    “Sega did make a deal with SNK to port some Neo Geo games before they made it to the SNES-CD. IIRC, it worked out pretty well for them.”

    “Didn't Saturn see a couple of RPGs come out around that time? I know they had some commercials where they kinda bashed RPGs, and most of their really good ones didn't come out until 1997 or 1998, but I remember a few, one came out in May called Lost Faerie that was really good.”

    “Once Working Designs stopped working with Sega it really hurt them on the RPG front. Their localizations were pretty shoddy for a while, Lost Faerie included but the game did have its charm.”

    “Back then the Super Nintendo CD did have a higher quantity of games, but the Saturn was slowly but surely gaining on them and I think they had more quality titles around this time, especially if RPGs weren't your bag. Give me NiGHTS and Resident Evil over Tale Phantasia and Chromo Trigger any day. Once that price came down, most of the Sega hardcores bought in even before Sonic 4 came out. With the Genesis having done so well, especially holding out against the SNES-CD as long as it did, Sega fans had faith in the Saturn. Their commercials blew Nintendo's out of the water too. Nintendo was still winning in sales, but Sega fans had a lot more to look forward to, and who knew when the Ultra was coming out?”

    -comments from a video game message board topic on June 21, 2013

    -

    Do you think the release of Fire Emblem hurt Tactics Ogre in the West?

    Oh, considerably. The two games played a lot differently and both were excellent games, but if you only looked at them for a few minutes, Fire Emblem appeared to be the prettier, faster paced game, and obviously Nintendo was giving it heavy promotion at the time. I can't blame them, it was THEIR game, but it still helped to further cement Enix's decision to go exclusively with Sega.

    How disappointed were you when the sales figures came in for Tactics Ogre?

    We weren't expecting much, because Ogre Battle had performed underwhelmingly, but it was still rough even by our low standards. We sold....I believe it was just a shade under 15,000 copies in North America? It was terrible. The game was well reviewed but most stores didn't even stock our game. It's a huge collector's item now because of how few of them there are.

    And so by now, Enix's relationship with Nintendo was just about done.

    We could see the writing on the wall. Nintendo was doing everything to push Squaresoft games and very very little to push Enix's games. That Terranigma was able to achieve what it did in early 1997 was a miracle. And of course that game would land on the Saturn later that year, along with...just about every game we released on a Nintendo system. Saturn played host not only to a ton of Nintendo remakes and ports, but all of our new products as well. It was about to become a very busy time to work for Enix.

    -excerpted from a Gaming.moe interview with Robert Jerauld, former Enix USA producer, November 24, 2014 (OOC: inspired by this OTL interview from November 15 http://gaming.moe/?p=331 )

    -

    In 1996, during the “Year Of The RPG”, Squaresoft began to do something very strange...it began releasing games that weren't RPGs. 1996 would see the first year that major non-RPG titles would be released for the SNES-CD by Squaresoft. It was part of a growing “experimental movement” within the company, one that was partially in response to the receipt of the Ultra Nintendo development kits in 1995. Inspired company employees began branching out, creating games that didn't necessarily fit the mold of the company's usual fare. The results were mixed, but one of the first things to come out of Square's new design philosophy was a game called Kyuriadan.

    Kyuriadan was released in Japan in January 1996, and in North America in May of that same year. The game was about a young boy named Kyuriadan, who is destined for greatness and can use abilities in a variety of disciplines, including martial arts, swordplay, and magic. When evil befalls the land, Kyuriadan ventures through 12 levels to battle the Dark Mist, and within each level he teams up with a master of a certain discipline. These masters converse with Kyuriadan and accompany him. They help in battle, but only rarely, encouraging the boy to learn and fight on his own. Each master has their own musical motif, and each level does as well. Along with the typical boss themes and other musical tunes there are nearly 40 different songs in the game, making Kyuriadan's soundtrack, composed by Nobuo Uematsu but other composers contributing on various tracks (about half the soundtrack is Uematsu, while the other half is shared by about five different artists, making for excellent variation in musical stylings), one of the SNES-CD's best. The gameplay itself was fairly basic, and despite Kyuriadan being able to learn a huge variety of attacks, ultimately you could win by spamming two or three of the best. The game is beloved, however, for its beautiful graphics, fun characters, and excellent soundtrack. It wasn't a huge success, either in the United States or in Japan, but Squaresoft's pedigree allowed the game to earn decent sales that it otherwise wouldn't have.

    -excerpted from “Not Just RPGs: Squaresoft's Complex Library”, an article on Gamesovermatter.com, November 11, 2004

    -

    The month of May 1996 saw two excellent hack-and-slash classics released for the SNES-CD. Both were highly lauded by critics, but while one succeeded, the other faded largely into obscurity. They both featured intuitive combat, excellent soundtracks, and compelling storylines, so why did one do so well and the other had to settle for cult classic status?

    Fatal Strike: Touch Of Death was the sequel to Koei's beat-em-up hit Fatal Strike, one that scored well with critics and moderately well with fans, winning praise for its tough but fair AI and highly intuitive combat system. Touch of Death saw Notukaga returning to the Kingdom of Hasai to defeat a warlord who had taken over the land and was ruling with an iron fist, using his one-touch kill technique to slay all who opposed him. Samurai Buster was a much more violent game, starring a samurai named Matsuhito. Disgraced into ronin status after his master betrayed a benevolent lord, Matsuhito seeks to redeem himself by working underground in a city teeming with brutal murders and slavers. The game is known as one of the most violent and mature on the SNES-CD, with lots of blood and some rather graphic adult themes. It's probably that that made the game a hard sell. Despite SNES-CD fans being willing to play gritty titles with lots of blood and adult themes, Samurai Buster lacked a lot of the hype and promotion that other mature titles had on the system, and though it's beloved by all who play it (and the numerous remakes on handheld and mobile platforms have sold quite well, though those are usually under $10), it was a very tricky sell at the time. Fatal Strike: Touch Of Death, being a sequel to an already popular game, was much more accessible and had a built-in audience. Proving the point further, when a similar title, Telenet Japan's Samurai Rush, was brought over later in the year, it sold somewhat better than Samurai Buster, probably due to the fact that it had a more diverse cast of characters, higher production values, and much less violence (it's also universally considered an inferior game).

    -”Why did Samurai Buster do so poorly when similar SNES-CD titles released around that time succeeded?” from the FAQ on SamuraiMatsuhito.com

    -

    Alex Stansfield: Whether you're playing it on the Neo Geo or the Sega Saturn, Metal Slug is a really fun time.

    Kazzi DeCarlo: It's a frickin' gun fest! It's just like, “pow pow pow!” all over the place!

    Alex: Has the Neo Geo actually outlasted the other two systems? I mean, SNES, the cartridge one, is pretty much dead. Genesis has Vectorman 2 and a few other big games still coming, but Neo Geo's showed no signs of slowing down. This very well good be the best Neo Geo game ever.

    Kaz: That's why I've always loved the Neo Geo! The fighting games are the best and every once in a while you get something really cool like Metal Slug.

    Alex: If you've got a Sega Saturn though, save your quarters at the Pizza Hut and just wait until you get home. It's a much better experience on the Saturn, with added voice acting and a lot more stuff going on on screen.

    Kaz: But there's nothing better than hopping on the Neo Geo machine while you've got a full belly of pizza. Or while you're waiting for them to seat you.

    Alex: I guess that is true.

    Kaz: My Pizza Hut doesn't even HAVE a Neo Geo machine anymore, they replaced it with a jukebox full of country music. *looks disappointed*

    Alex: That should be a crime!

    Kaz: Yeah, you should have to go to....friggin' Pizza Hut jail, or something.

    Alex: Do they serve pizza in Pizza Hut jail?

    Kaz: Yeah, but you still have to watch yourself in the shower. You definitely don't want to drop your pizza in the shower.

    Alex: That's good advice even if you're NOT currently in Pizza Hut jail. And it's also good advice to play Metal Slug, I'm giving it a 4 out of 5.

    Kaz: And I'm giving it a 4 too, it's a damn fun game!

    (…)

    Brittany Saldita: So, I...I wasn't really feeling Tactics Ogre, as much as I LOVED Ogre Battle, I felt this was a potentially great game marred by some poor interface choices.

    Ted Crosley: I agree, I really felt this game could've been a lot better. Um, it was a good challenge, but a lot of that challenge felt artificial due to the trouble I had navigating the menus. The graphics were primitive, I know you didn't have a problem with that but compared to say, Fire Emblem...

    Brittany: There's no comparison.

    Ted: There really isn't.

    Brittany: I liked the strategy, I liked the options for customizing your army but the rough menus made doing that a major chore.

    Ted: This game, to me, felt...rough.

    Brittany: And where Ogre Battle succeeded, this game stumbled. I'm giving it a 3.5 out of 5.

    Ted: I won't be quite that generous, I'm giving it a 3.

    -excerpted from the May 7, 1996 episode of GameTV

    Ted: So, what did you think of Axelay 2?

    Alex: I was kind of disappointed, it wasn't as good as the first! Graphically, it's fantastic. Soundwise, it's fine. But the levels did get a bit repetitive and I also felt they could've tried harder with the storyline.

    Ted: Yeah, no cutscenes, what gives? You've got 600 megabytes of space, use it!

    Alex: The classic shooting, gameplay, that hasn't changed. It's still a brutally difficult game and it's all the better for it, but I just wish they could've been as imaginative as they were with the first game. They didn't need to REMAKE the first game for CD, they already did that back in 1993 and it was awesome! Do something new!

    Ted: Sometimes more of the same is good, if the original is good. And it was, but we both wish it could've been even MORE, am I right about that?

    Alex: You're absolutely right.

    Ted: Sega is better than Nintendo.


    Alex: Don't press your luck!

    Ted: *laughs* Axelay 2 gets a 3.5 out of 5.

    Alex: Same here, 3.5 out of five. We both liked it, but it needed to REALLY take advantage of the technical abilities of the SNES-CD.

    -excerpted from the May 14, 1996 episode of GameTV

    John Walden: I found Prince of Persia: Calnor's Destiny to be a lot of fun, but with some flaws.

    Alex: I enjoyed the game TREMENDOUSLY. It finally brought Prince of Persia, a classic franchise, into the optical age and did it in style. Calnor is an excellent new protagonist, Princess Vyseria is one of the loveliest and toughest ladies in video games, and the tricky dungeons will test all your courage and then some.

    John: Princess Vyseria was annoying, I had to save her ass more times than I could count.

    Alex: If you had to save her ass, you messed up. No spoilers, but if you play the game right, she can save herself.

    John: That's another thing that bugged me, it promised storyline interactivity but it hardly tells you anything! I get not wanting to tell you where to go in the dungeons, that's part of the challenge, but it doesn't tell you where you can affect certain things and then stuff happens and you've got no idea what the hell you just did wrong!

    Alex: ...you do have a point there, I do think the game could've been a bit more forthcoming about those segments. Like, in the Seeker's Labyrinth, I kind of stumbled onto the switch you need to use to get Vyseria the weapon she needs.

    John: See, I had no idea there even WAS a switch and she ended up getting trapped. It's poor game design and it mars what would've otherwise been one of the year's best games.

    Alex: I still think Prince of Persia: Calnor's Destiny IS one of the year's best games and I give it 4.5 out of 5.

    John: I give it a 3.5, it's a lot of fun IF you can figure out what to do to have the most fun.

    Brittany: *dancing onto the screen* I have the most fun when I go dancing on Saturday night. Ha! *swinging her hips around*

    Alex: You still gonna be going out to the club after Tale Phantasia comes out in a few weeks?

    Brittany: Hell no, I'm gonna be eating ice cream and sitting on my couch and unhooking my phone after THAT one comes out.

    Alex: You can't unhook your phone, how am I supposed to bug you at three in the morning asking for help?

    Brittany: Geez, I should be unhooking it right now shouldn't I?

    Kaz: You should get a cell phone like the one I have in my car!

    Brittany: Forget it, the car is the only place people don't ask me how to beat any games! And speaking of beating games, me and Alex are gonna show you how to kick butt in Soul Edge when we get back from the commercial break. Not only are we gonna show you how to beat Cervantes, we'll also show you how to unlock him.

    Alex: *appears back on screen wearing a pirate hat, an eyepatch, and holding a shovel* Yarrr!!!

    Brittany: What the hell are you doing?

    Alex: We're gonna unlock a pirate, that involves buried treasure right?

    Brittany: *facepalms and shakes her head* I'm gonna bury you....

    -excerpted from the May 28, 1996 episode of GameTV

    -

    SNES-CD Power Charts: May 1996

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Eternal Night
    3. Donkey Kong Country 2: Diddy's Kong Quest
    4. Super Mario World 3
    5. Ballistic Limit
    6. Twinblade
    7. Super Mario World 2
    8. Donkey Kong Country
    9. Doom
    10. Battletoads: Dark Queen
    11. Twisted Metal
    12. Metal Gear 1+2
    13. Tales Of The Seven Seas
    14. Killer Instinct
    15. Mega Man X3
    16. Final Fantasy VI
    17. Front Mission
    18. Slaughterbox
    19. Rage
    20. Victory

    -

    Tonight on NBC Nightly News: an American tragedy. Martin Lawrence, one of the biggest stars in comedy, gunned down by police at the age of 31 after charging an armed police officer with a knife. Tonight, we'll discuss the impact of Lawrence's death on the entertainment world, and we'll also take a look at the growing and troubling phenomenon of “suicide by cop”, where troubled individuals brandish weapons at police officers in an attempt to trigger them to respond with deadly force. Was Lawrence's death a suicide, or was it a nervous breakdown at the worst possible moment?”

    -Tom Brokaw, from the May 8, 1996 edition of the NBC Nightly News

    -

    Joe Asamuna: I think the prototype dismissed any doubts about the game, the smooth gameplay transitions were what really impressed Nintendo. Remember, this was on just a regular Super Famicom, this was before we were able to put Tale Phantasia on CD. Some of the people from Nintendo who didn't know actually asked us if we were using the Super Famicom CD or a computer for the prototype of the game.

    Famitsu: So needless to say they were impressed?

    Joe: Yes. *laughs* Something similar happened to our producer, Takeda-san, when he went to visit with a team in North America and showed them the prototype for the Super Famicom, they were also quite impressed with it, particularly the audio, they wanted to know how we were able to do what we did there.

    Famitsu: That was the sound programmer's work?

    Joe: Correct, especially Hatsushiba-san, he wanted to implement voices into the game even while it was in the Super Famicom stage. He came up with a programming trick to use voice samples on just a normal Super Famicom cartridge, very low memory but very realistic sounding. He had some extra development time and was able to find a solution to enable that.

    Famitsu: So what ultimately caused Tale Phantasia to move from the Super Famicom to the Super Famicom CD?

    Joe: There were a lot of reasons for it, mostly because Nintendo wanted it, Takeda-san also wanted it and he really loved Gotanda-kun's work. Cost also became a factor, if we'd gone with our original idea it would've almost certainly required a 32-megabit cartridge or larger, perhaps even 48, and at that stage cost was a factor. Even now it's cheaper to do a 4800-megabit CD than a 48-megabit cartridge.

    Famitsu: So ultimately it got too ambitious for the Super Famicom.

    Joe: That's right, not only was Nintendo heavily interested in the game, but Sony was as well, and Nintendo wanted to make it a flagship title for the Super Famicom CD.

    (…)

    Genyo Takeda: After wrapping up the work on Startropics II for the Super Famicom, I was talking to Yamauchi-sama and Yokoi-san, along with some other board members, about creating an RPG for the Super Famicom CD. Yamauchi-sama initially had some reservations about putting me on the project, but I persuaded him that I could help make the game as good as it could be, especially with the help of the team from R&D3 who'd just finished up work on Solus.

    Famitsu: Yamauchi-sama usually has big expectations for all Nintendo games, was this any exception?

    Takeda: It certainly wasn't, he's always very direct with his opinions, especially when devoting so much time and resources to a project like this.

    Famitsu: Didn't Miyamoto-san have reservations about it as well?

    Takeda: And Yokoi-san, who was one of our biggest critics at the time *laughs*, of course considering their track records their doubts were understandable and I knew I had to do a lot to persuade them. But our track record was very good, we had Super Punch-Out and Startropics II under our belts, so this would be our biggest title yet.


    Famitsu: Were there any more major obstacles before the game was approved for the Super Famicom CD?

    Takeda: The initial release date of the game was to be during the holidays in 1994, but there was another major game at that time, Super Donkey Kong CD, not only that but we would be competing with other role-playing games during that time as well.

    Famitsu: What do you think ultimately convinced them to approve the game?

    Takeda: Sony's involvement helped, they really pushed the game hard for us, in exchange for a share of the profits, which for Nintendo published games did not usually occur. We gave them an additional share of our cut of the game's profits and they assisted us with several technical things, the game became a major collaborative effort and I think that will show in the finished product.

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

    It's Finally Here!

    After more than a year, the RPG that took Japan by storm, Tale Phantasia, is finally coming Stateside! We'll have plenty of coverage of Tale Phantasia in next month's Epic Center, including part one of our three part strategy feature to help get you through the first part of the game! Don't miss it!

    -from the “Coming Next Issue” page in the May 1996 issue of Nintendo Power
     
    E3 1996
  • In retrospect, that Coolio performance at E3 1996 was just about one of the dumbest things I'd ever seen. But at the time, we were all so hyped up on the Saturn that we didn't even care that the performance totally sucked.”
    -Dan “Shoe” Hsu

    I guess E3 1996 was the transition between primarily 2-D gaming and primarily 3-D. Both next-gen systems were highlighted and for the first time in four years, the Super Nintendo CD took a back seat. Sega's head start, then, was a serious boon.”
    -Nintendo historian Jeff Ryan, in an interview with Gamespot.com, February 23, 2012

    That's a bit of an old chestnut to be dusting off, isn't it?”
    -Nintendo's Leslie Swan, speaking to a fellow Nintendo employee in the crowd at Sega's E3 1996 keynote address

    It's all so intimidating, I've never seen this many people in my life! I um, feel like kind of a rock star I guess?”
    -Jennifer Stigile (18 years old at the time), during an interview at Nintendo's Tale Phantasia booth at E3 1996

    No, I'm not gonna fire Jaleel White just because someone saw him playing Mario Kart at Nintendo's booth. I'm Console War Eisenhower, not Console War Stalin.”
    -Tom Kalinske, overheard during E3 1996

    Final Fantasy is a series that is and always will be exclusive to Nintendo.”
    -Hiranobu Sakaguchi, speaking at the Ultra Nintendo booth at E3 1996

    -

    May 16, 1996

    Hello, I'm Howard Lincoln. Today is a good day. Today is indeed a historic day, because for the first time on American shores, the next generation in video game hardware is being shown. Today is the day that we are unveiling the Ultra Nintendo Entertainment System!” *the crowd applauds as the system is shown, it looks like a hybrid of OTL's Nintendo 64 and Sony Playstation, the system is colored black with a somewhat taller base than OTL's Playstation system, four controller ports with a slot for inserting discs in the front of the system* “The Ultra Nintendo is the most technologically advanced game device ever made, featuring state-of-the-art custom built co-processors to provide the latest in 3-D visuals. We project that the system will have at least five times the processing speed of the Super Nintendo CD, and more than twenty times the graphics processing power, enabling the system to run top-of-the-line graphics with no slowdown. The new controller, seen here, will enable players to move in any direction with incredible precision, while controlling the way they see these new worlds with the dual-analog stick system previously only seen in advanced simulation games for the PC.” *the screen begins to show Super Mario Dimensions, in an early alpha stage but still with excellent, very smooth graphics* “Here we have Super Mario Dimensions, Mario's latest quest. You'll explore 21 different worlds. Here we have a large tower stage...” *this is similar to TTL's Whomp's Fortress* “And as you can see, these are real time graphics. No pre-rendering, this is what you actually get when you play.” *the crowd is very impressed* “I'm going to move Mario in all eight directions now, here he is running in a circle...now, you can do a variety of moves with this new controller.” *he takes Mario toward a wall, performing a wall kick quite easily, the crowd seems impressed with this as well* “So not only do we have a wide-open world to explore, but new challenges with the element of verticality involved. This is something we sort of touched on with last year's Super Mario World 3, but only now does the technology truly allow us to create this huge open world for Mario.” *Lincoln continues to play through the level for a minute or two, continuing to talk as he does, before finally putting the controller down*

    Looked fun, didn't it?” *the crowd applauds* “Well, you'll all get your chance to take Mario for a spin. Super Mario Dimensions is one of three playable Ultra Nintendo games we have at our booth today. Another of our games is Mario Kart R, sequel to our Super Mario Kart game which was a launch title for the Super Nintendo CD. It's been one of our most successful titles to date with nearly eight million copies sold worldwide. Mario Kart R will expand upon that classic game, allowing four players to play all the stages, something that was impossible in the original game. As you can see from our brief video, these stages are big and beautiful, in full 3-D just like Super Mario Dimensions, and you'll be able to use a variety of new items to add a layer of strategy to an already fun and challenging racing experience. Finally, we are very proud and honored to be hosting the first playable demo anywhere in the world of Final Fantasy VII.” *the crowd bursts into loud applause* “Squaresoft, one of our most valuable third-party partners, has been working overtime to put together this special demo for our E3 attendees. This game is massive, and what you will be playing in the two demo programs we have is just a small slice of the huge world Square has created for the series' first foray into 3D. You'll first get to explore a factory that your team's been tasked with shutting down. In the second demo, you'll come face to face with one of the game's epic boss monsters, a huge slithering serpent that can wreak havoc with powerful attacks. You'll need to use your awesome summoned monsters to have any hope of victory. These three games aren't the only games we'll be showing off here at E3. We have a preview video of Star Fox 2 on display, as well as video footage of Cruisin' USA, Killer Instinct 2, Nightsquad 2, and our brand new watersports franchise Wave Race, among several others. Last but not least we have a very brief but very impressive demonstration video for our new Legend of Zelda title-” *another round of loud cheering interrupts Lincoln's speech* “right now it's in the early concept stages but we're hoping to have something playable at next year's E3. Unfortunately, we're not going to have the Ultra Nintendo ready for release in 1996, and things such as pricing details and technical specifications are also not yet ready for this year's show. We hope that everyone continues to have patience and remember what our great visionary Shigeru Miyamoto once said, that great things truly are worth the wait.”

    *Lincoln turns to the stage and picks something up, then returns to the podium* “We've got something else we'd like to show off today, a lot of you have been playing the Game Boy for seven years now, and it's still the most popular handheld console on the market today, with hundreds of hit games such as the Super Mario Land series, Kirby's Dreamland, The Legend Of Zelda: Link's Awakening, Metroid II: Return Of Samus, Tetris, Donkey Kong and Donkey Kong Land... but something's been missing. These great worlds haven't lacked for excellent gameplay, but they've been devoid of color. The Super Gameboy was able to bring a limited color palette to a few of these games, but now, you can hold brilliantly colored worlds in the palm of your hand. I'd like to introduce the Game Boy Color.” *holds it up to applause* “The Game Boy Color features a new colored screen that can bring colors to any old Game Boy game...in addition, our newest games will feature customized color palettes, starting with Donkey Kong Land 2 this September. We have a number of games lined up to take advantage of the Game Boy Color's improved palette, including a fun new puzzle game called World of Color, adaptations of the hit animated films Toy Story and Pocahontas, a version of our hit Super Nintendo CD fighting game Battle Arena Toshinden, and many more. The system also features numerous technical improvements, including more internal memory and a vastly improved sound chip from our hardware partners at Sony, a chip that can be utilized by software programmers to create lifelike musical scores for certain Game Boy Color games. We already have a pair of role-playing games lined up next year from Squaresoft and from Game Arts that take advantage of the new sound chip, and there's a listening booth at the Nintendo display to hear samples of the music that this new Game Boy Color is capable of. The new Game Boy Color will be released in September 1996, it'll retail for $89.99-” *the audience cheers at this* “and Donkey Kong Land 2 will be included as a pack-in title.” *more cheers*

    Last, but absolutely not least, our upcoming plans for the Super Nintendo CD, our flagship gaming device. The Super Nintendo CD has sold over 30 million units worldwide, either as a peripheral, as part of the Playstation Combo Set, or as its own device, which we just released last year. It remains the top selling video gaming device in the world, and we're not finished yet. In fact, the Year of RPGs is only a third of the way through, with three of our major titles still remaining for release. We'll be talking about all of them today, but first, I'd like to show off a game that Argonaut has been working on for more than a year now.” *the crowd cheers, already knowing what it's going to be* “It's the sequel to one of the most successful games on the Super Nintendo CD and part of the SNES-CD's most popular original franchise. This is Squad Four: Eclipse.” *a video plays on the screen*

    *The scene shows the Planet Lockstar, seemingly at peace*

    Marcus: When we returned from Planet Velna, we returned triumphant.

    Rebecca: We'd liberated a planet and saved billions of innocent lives.

    Lane: We never imagined our deeds would come back to haunt us.

    *A shadow begins to fall over the capital city of Lockstar. People begin to look up.*

    Shad: But the only thing that's certain in this galaxy we call home...is revenge.

    *A shadow is coming over the sun, bringing the city and the planet into darkness. From a balcony in the Lockstar Space Defense HQ, Squad Four looks on with trepidation.*

    *A fleet of ships begin to pour from the sky. Scenes of gameplay with Squad Four shooting at aliens in an urban environment play briefly on the screen.*

    Marcus: And now...

    Rebecca: The planet we must liberate...

    Lane: Is our own.

    SQUAD FOUR: ECLIPSE

    Shad: *looks back at his teammates* Squad Four...let's go!

    *The team leaps into battle*

    October 1996, only for Super Nintendo CD

    *metallic sounds, robot voice* Nin-ten-do

    *the crowd applauds as the teaser trailer ends*

    Squad Four: Eclipse is a game designed to push the Super Nintendo CD to its limit, with 3-D graphics and cinematic sound, along with even more voice acting than the previous game. It sees Shad, Marcus, Rebecca, and Lane charging into battle against an endless horde of aliens invading their home on Planet Lockstar, and will have you battling your way through incredible urban environments as you try to kick the aliens off your world. We've got plenty of demo booths set up at the Nintendo display, so you'll get your chance to try this game out as soon as this presentation is over. Now, the Year of the RPG has gotten off to a great start. Games like Chrono Trigger and Fire Emblem: The Holy War are tearing up the sales charts, and we're just getting started. Next month will see the release of Tale Phantasia, our collaboration with Telenet Japan and the excellent localization team at Working Designs. This game is just about ready to ship, last year you got to play the Japanese version but this year you'll finally get to play it in English and it looks and sounds amazing. It's another time travelling adventure as Cless Alvein and his friends rise up to challenge the tyrannical dark lord Dhaos. The battle system is unlike anything you've played in an RPG before, it's real time combat, no waiting for your turn, you'll attack as fast as you can press the button and you'll need to press it fast because as you can see in our preview video, some of the bosses hit VERY ferociously. Tale Phantasia is just one of the great role-playing games we've got for you this year. We've also got Super Mario RPG, and right now here's another quick preview video.” *the video shows Mario and Bowser about to fight when suddenly Exor descends upon Bowser's castle in the form of a giant sword, tossing the two rivals to the winds along with Princess Toadstool* “That sword you see there was sent by the evil weaponsmith Smithy, who is seeking to bring the entire world including the Mushroom Kingdom under his control. Mario will need to team up with new heroes, along with some surprising old ones, in order to take Smithy down. The battle system in this game also incorporates lightning quick action, I'm going to demonstrate here...” *Howard Lincoln takes the controls, he gets into a battle with a Goomba and shows off the game's system of timed hits* “As you can see, if you press a button at just the right time, Mario will hit twice as hard. Also, when you're on defense, if you hit the button at the right time you'll block the enemy's attack!” *the crowd looks impressed at this* “Super Mario RPG is just another example of how the Super Nintendo CD has totally changed the game for role playing games. Another example of this is the long-awaited sequel to our hit 1993 title Secret of Mana.” *more loud cheers from the crowd* “Elements of Mana is not only one of the most epic quests yet seen on the Super Nintendo CD, it's one of the most replayable RPGs ever made, because you'll get to pick your team from among six heroes, and the way the quest takes shape will greatly depend on which heroes you choose. The game not only features multiple endings, but multiple villains, each with different motivations depending on your chosen hero. Elements of Mana has a battle system that is even faster paced than the original game. Unlike in Secret of Mana, where you had to wait for your next attack to reach 100 percent, in Elements of Mana you can attack at any time for maximum damage, making battles much more exciting and fun. Elements of Mana is one of the most visually beautiful games ever released, and with an all new soundtrack featuring over 50 new songs, it's also one of the most beautiful sounding. ...you think we're done with the RPGs? Not by a long shot! Squaresoft's also got a brand new franchise releasing in just two months. It's called Soul Matrix and it takes place in a futuristic world where certain people have their ability to project their spirits into the aether. You star as Alice, a young woman who discovers her soul projection powers just as a new president comes into power wanting to hunt down and kill Alice and all those who share her gift. It's a sci-fi epic with one of the most complex storylines ever featured in a video game. Also coming from Squaresoft is Romancing SaGa, a game that might be familiar to you if you've played the Final Fantasy Legend titles on Game Boy. Romancing SaGa is part of the same series, but now featured on Super Nintendo CD, it's got a huge cast of characters each with their own goals and adventures, and you get to chose whose story you pick up first. From Konami, we have the role-playing game Suikoden, a game that will allow you to recruit your own army to do battle against an evil invasion force set on conquering all. Recruit all 108 Stars of Destiny and choose your favorites. There are many, many more RPGs still coming out for the Super Nintendo this year, and we've got most of them playable at our booth, so check them all out if you possibly can!

    I'd also like to show off a game that's been previewed in our Nintendo Power publication. It's from our partners at Sony, developed by the talented folks at a company called Naughty Dog, who if you recall also did our hit Tales Of The Seven Seas game from last year. This title is about a boy, and his dog, setting out on an incredible adventure.” *a brief video of the game appears on the screen, the boy is riding on top of an oversized shaggy St. Bernard, with big floppy ears and a huge tongue* “This boy is named Clark and his dog is named Woofle, and together, the two of them must make their way home after Clark ends up in a strange world with only his new four legged friend for company.” *there's some laughter in the crowd as Woofle uses some fairly humorous moves on enemies, licking them into submission or pouncing on them, with the same friendly face the whole time* “In Dog Dash, you'll guide Woofle and Clark through more than twenty levels, you'll meet a lot of bad guys, you'll meet a few pals, and hopefully you'll have a great time. We look forward to making Dog Dash one of our big titles for later this year.” *the video then switches to show some scenes from Donkey Kong Country 3, drawing more cheers from the crowd* “And here we've got Donkey Kong Country 3. Rare's been working very hard to have a playable demo of this game ready for our booth, and you'll be able to take Dixie and her new pal Kiddy for a swing after the presentation. The graphics have gotten a bit of a boost from last year's title, and the Northern Kremisphere, where Dixie and Kiddy have journeyed in the hopes of rescuing Diddy Kong and Donkey Kong, is full of secrets that you'll need every trick in the book to find.” *the video switches again, now showing off a very well polished basketball game* “Coming this July is our big new sports title, Grant Hill in NBA Basketball. Grant Hill is still resting up after his team's unfortunate loss to the Chicago Bulls in the NBA playoffs-” *this draws a few cheers from Bulls fans in the crowd* “-so he unfortunately can't be here at E3, but he has been helping us greatly with this title and you'll see a lot more of him in the run-up to its release two months from now. The game features a mix of realistic simulation and arcade-style action, letting players choose what kind of basketball game they want to play. With an interactive tutorial from Grant Hill himself, even the most novice players can become experts and even masters at this fun new basketball game.” *Howard Lincoln briefly covers a few more upcoming SNES-CD games, including Tetris Attack, Kirby Super Deluxe, Policenauts, and Roadstorm* “Finally, those of you who enjoyed Fire Emblem: The Holy War will be very excited to know that we are already hard at work localizing the next title in the series, Fire Emblem: Keepers Of The Light, which we very much hope to have ready for a Spring 1997 release. For the past decade, Nintendo has been about pushing the envelope in game design to create the most fun and exciting experiences for people all over the world. Next year, we'll talk a LOT more about the Ultra Nintendo and we're sure we'll have plenty of new Super Nintendo CD and Game Boy games to talk about as well. No matter how you choose to play, Nintendo will continue to have the very best video games on the market. Thank you and I hope to see all of you at our booth enjoying all the great games we have to offer!”
    -keynote speech from Howard Lincoln at E3 1996

    All right, I'm Tom Kalinske and I already know what you all want to see, so I'm just gonna cut the bullshit right off the bat.” *loud laughter comes from the crowd* “Here it is, the world premiere preview video for Sonic the Hedgehog 4.” *loud laughter is replaced with very very loud applause and cheering*

    *A blue streak, barely slow enough to see, whizzes by on the screen.*

    *The same blue streak whizzes by in the opposite direction*

    *The blue streak comes by again, finally Sonic slows down and stops, he walks up to the camera and taps on it a few times.*

    Sonic: *smirks* Hey! Check this out! *zooms off the screen again, the blackness fades into the first footage of the game*

    *The footage shows Sonic quickly picking up speed and racing through a 2-D world, it looks a lot like previous Sonic games but with much better animation and 3-D backgrounds and objects, Sonic is 3-D as well but the game's a sidescroller, though with a lot more obstacles and items, there's more sound effects and a lot more stuff going on on the screen, Sonic is going faster than he ever has, rocketing through multiple loops before leaping across a huge gap as a large enemy takes a swipe at him, landing on a platform and continuing to run. This continues for a bit until Sonic reaches a boss area, there's a loud roar and a huge chimera coming out of the foreground, suddenly the screen turns and Sonic finds himself in a fully 3-D arena, running and moving in all directions as the boss begins to attack. The boss breathes some very impressive looking fire, its four heads all with their own distinct animations as Sonic leaps and dives to escape the attacks and fully orchestral majestic sounding boss music begins to play, complete with a choir punctuating the dramatic moments. The crowd gasps as Sonic narrowly misses getting hit with a huge fireball. He rolls into an icon with Tails' picture on it and suddenly Tails appears to distract the enemy, giving Sonic free reign to hit it with impunity. Soon the boss is defeated and the end-of-stage victory animation plays. The preview then shows brief snippets from multiple levels, some of them featuring Sonic and others with playable Tails, Knuckles, Amy, Corona, or Big the Cat, other levels featuring Tails or Amy as helpers, either in boss fights or during the side-scrolling portions of levels, one level has Knuckles running through a fiery volcano level as Corona rains down beams of energy from above, another has Amy wielding a hammer to smash up some robots and then a scene shows Amy in a 3-D boss battle using her hammer against a giant mechnical gorilla as Corona hits it with her beams, there's a brief snippet of various voiced cutscenes as well, before a final scene plays with Dr. Robotnik cackling as Sonic and his friends stare him down.*

    SONIC THE HEDGEHOG 4

    Coming to the Sega Saturn

    Sonic 4sday, November 7, 1996

    *The crowd cheers wildly as a gleeful Tom Kalinske begins to speak again.*

    Sonic the Hedgehog 4 is the culmination of nearly two years of effort to create the perfect Sonic the Hedgehog game. We know you've been waiting a long time for this game, but we wanted to make it as good as it can possibly be, and when you play it both at our booth and when it's released in November, you'll see why we've spent so much time releasing this game. We decided to both go back to the basics and to try something new. As you can see, the normal stages are in the classic side-scrolling Sonic the Hedgehog style...obviously with a few fresh coats of beautiful new paint. But once you come up against one of the game's big bosses, you'll enter a fully 3-D world where you'll need to learn an all new set of skills to come out on top. You'll be able to try your luck against that giant chimera boss at our booth and trust me, he's no pushover. Sonic the Hedgehog 4 is also a tribute to the series' success over the last five years, incorporating storylines from our previous games and even our animated television series, so fans who've been extensively following the Sonic universe will have some nice little easter eggs waiting for them. However, the game's storyline itself is all new, so you don't need to have played the original games or watched the television show to be able to jump right into the action as Sonic and his friends once again do battle with the evil Dr. Robotnik. That being said, I can tell from the reaction to the announcement of this game that most of you here are the kinds of big-time Sonic fans who have made Sega such a success over the last few years, and you have my sincerest gratitude for all your support.” *loud applause* “The Saturn itself has been largely a success, especially over the last couple of months which have seen hardware sales increase dramatically. Resident Evil is still the top selling video game in the world and it shows no signs of slowing down over the next few months. Speaking of the next few months, I'd like to talk about all the awesome games we have planned for the Sega Saturn, both in this year and beyond! First up is a title that we're releasing just next month, called NiGHTS Into Dreams.” *the crowd cheers as another preview video plays, showing off the finished game's high-quality 3-D graphics, including the character himself flying through large, beautiful levels* “NiGHTS is our newest franchise and it revolves around the mechanic of flight, as demonstrated by the fluid moves of our titular character. NiGHTS is a Nightmaren, created by the evil wizard Wizeman to steal dreams from children. But he rebels, and instead joins forces with two young children, Claris and Elliot, to stop Wizeman's plans! You'll fly through eleven huge levels, flying through rings and collecting items to get one step closer to your goal of bringing Wizeman down. We showed off a tech demo of this game last year, but now it's fully playable and the first three levels are all ready to play at our big Sega booth!”

    There's another game that I think might be my personal favorite out of all the games we're showing off this year. It's about a woman named Lara Croft who explores hidden ruins all over the world in search of treasure and ancient secrets, and it's called Tomb Raider. Created by our friends at Crystal Dynamics, Tomb Raider is full of puzzles and mystery and we think you'll agree that Lara might just be the most kickass video game heroine ever created.” *a gameplay video showing Lara exploring a temple and shooting mummies with her twin uzis is shown* “As you can see, it's not all puzzle solving and treasure hunting, Lara's activities have disturbed some pretty nasty creatures and if she wants to survive she'll need to take them all down. Crystal Dynamics has been working on Tomb Raider ever since before the Saturn was released in Japan, and now it's just about ready to go. They've spent a lot of time working on these gorgeous temples and ruins, it's a HUGE 3-D environment for Lara to explore, one of the very first fully 3-D games we have on the Sega Saturn, and it's a really good demonstration of just how powerful the Saturn truly is. Now, we've got plenty of other games coming out for the Saturn, including a pair of sequels to some of our most popular launch titles.” *someone from the crowd yells out VIRTUA FIGHTER 2!, and Kalinske laughs* “We do indeed have Virtua Fighter II coming out in August and it's even better than the last game, with all new characters and much better 3-D. It's a huge hit in the arcades and it's the game Resident Evil knocked out of first place in Japan. I've played it, I've gotten my ass kicked at it but I still had a really fun time and I'm sure those of you who are actually good at fighting games will have even more fun with it than I did. Not only do we have Virtua Fighter 2 on the way but we've also got the newest entry in our acclaimed Panzer Dragoon series, Panzer Dragoon II Zwei. Panzer Dragoon II Zwei will feature multiple routes through the game, so you can play it over and over again as I'm sure all of you did with the original Panzer Dragoon title. We have some video available to show off just how much better the graphics look, I think you'll agree...” *the video begins to play, the crowd sounds very impressed at the graphics which look even better than those in NiGHTS or Sonic 4* “I think you'll agree that the Sega Saturn is the most technologically advanced system on the market by a long shot. I'd like to show you another game, this from the creators of Doom...” *there's some murmurs and quiet cheers in the crowd, thinking the game is Quake which hasn't even been released yet for the PC* “This is Commander Keen.” *there's a mixed reaction, some groans of disappointment but also mixed with cheers from the Keen enthusiasts in the crowd* “Commander Keen: The Universe Is Toast, sees the classic hero return to a new 3-D world and fighting both familiar and unfamiliar foes.” *a brief video shows some of the gameplay and the impressive 3-D visuals* “Commander Keen will join Sonic the Hedgehog and NiGHTS as one of our big flagship platforming games for 1996, making the Sega Saturn THE go-to system for action games. As many of you know, the Saturn is also the go-to system for sports titles, and once again, we have a full slate ready for 1996, including new installments of NBA Live, John Madden Football, and of course a new installment in EA's NHL series. NHL '96 was one of the top selling Saturn games and until Resident Evil was the best reviewed game on the Sega Saturn, we know hockey fans all over the world will be pleased to see the series make its return to the Sega Saturn this fall.”

    *Kalinske shows off several more Saturn games, including Virtua Cop 2, and Hexen, before doing another quick teaser for a 1997 title.*

    Sega's well known for its big roster of original characters, and with Namco's help we've built up one of the biggest rosters of fighters in all of video gaming. Next year, we're going to bring the pain in a big way. Here's a little taste.”

    *A brief video plays showing characters from Tekken, Virtua Fighter, and Soul Edge briefly fighting one another in 2-D fights, this gets some cheers as the title of the game is shown*

    FIGHTERS MEGAMIX

    Coming to arcades and the Sega Saturn – 1997

    And also coming to the Saturn in 1997 is the latest installment of one of the most popular RPG franchises in history. When Ultima: The Worldly Lord was released at the Saturn's launch, it became one of the most popular and critically acclaimed launch titles we released. Here's a quick preview of the next Sega Saturn Ultima title.”

    *There's another brief video showing a woman waking in what appears to be a modern city, she walks over to a mirror only for a jeweled hand to grab her wrist through the mirror. She screams as she is pulled in, her head looking through the mirror only to see an enormous medieval world on the other side. The figure pulling her forward, a cloaked person, is unable to get her all the way through the mirror. She kicks him away and flies back, and the cloaked figure emerges through the mirror and removes his hood to reveal a decrepit and withered looking Lord British.*

    Lord British: Please...come with me...my world does not have much time...

    *The woman looks at him with great concern, only to see a ball of magical energy forming in her hand. Her eyes go wide.*

    ULTIMA: SCION OF BRITANNIA

    1997

    So as you've already seen, the Sega Saturn is the best video game console on the planet, capable of doing things that no other console can do. We saw Nintendo's presentation a little while ago, and, well, frankly, we weren't very impressed. And after seeing the Saturn in action, I don't think a lot of gamers are really impressed with what Nintendo's console can do either. That's why we're going to start a new campaign where we, well, we sort of educate all those still debating about whether or not to get the Sega Saturn about just why the Saturn is clearly the only smart choice.”

    *another video begins to play*

    *This video shows off footage from some of the SNES-CD's recent games. The Legend Of Zelda: Ocarina of Dreams, Super Mario World 3, Eternal Night, etc. Then the screen zooms out and another TV is shown, showing off footage from the Sega Saturn. Panzer Dragoon, Magiquest, NHL '96... the screen showing off the SNES-CD shows footage from Alone in the Dark, which stutters and skips while the Saturn shows off cutscenes and gameplay from Resident Evil running smoothly and flawlessly. Twinblade is shown next to Soul Edge on the Saturn, Killer Instinct next to Virtua Fighter 2, in all cases the Saturn games looking supremely better. Then it shows two kids playing each of the consoles, the kid playing the SNES-CD keeps looking over at the screen of the Saturn player's TV, looking more and more disappointed. Finally, he throws down his controller and tries to take the Saturn player's controller, prompting a brief scuffle that ends in the kids' big brothers coming in and separating them.*

    Nintendo player: It's not fair, he won't let me play!

    Nintendo player's big brother: Well, you gotta learn to share.

    Nintendo player: But his is better!

    Sega player: Hey, it's not my fault!

    Nintendo player: Huh? Not your fault what?

    Sega player: That Saturn does what Nintendon't. *smirks, meanwhile the audience watching the commercial begins to cheer as this part plays*

    Nintendo player: ...where'd you hear that from?

    *The Sega player looks up at his smiling big brother, who's proudly wearing a “Genesis Does What Nintendon't” t-shirt. The Nintendo player's big brother, as if suddenly recalling a very bad memory, frowns and looks down at the ground.*

    Nintendo player: *looks up at his big brother who starts sniffling and crying*

    Nintendo player's big brother: ...it's not fair! *runs out of the room sobbing*

    Sega player's big brother: *just shakes his head and brings out two more controllers, hooking them up to the Saturn so all three of them can play it together*

    Narrator: Stunning 3-D visuals. Incredible sound. The latest and greatest arcade games, uncut and uncompromised. With dozens of hits already here and hundreds more on the way, one thing is clear.

    SATURN DOES WHAT NINTENDON'T.

    *Cut to the Nintendo player's big brother, sobbing in the corner. He curls his hands into fists and cries out the “SEGA!” scream.*

    *Loud cheers from the audience as the commercial ends.*

    You heard the commercial and it's plain to see, Saturn does what Nintendon't. And we'll keep doing what Nintendon't for the rest of this year and for many years to come. The Sega Saturn is our future. And now, here's chart-topping rapper Coolio here to let everybody know exactly what it is that we do.”

    *The crowd's attention is directed to a curtain, which lifts to reveal Coolio with his backing band, about to perform for the crowd.*

    Coolio: Yeah, yeah, let's make some noise up in this place!

    *the crowd cheers, Coolio begins rapping*

    Coolio: When I say Saturn, you say does! SATURN!

    Crowd: DOES!


    Coolio: SATURN!

    Crowd: DOES!


    Coolio: When I say Saturn, you say does! SATURN!

    Crowd: DOES!

    Coolio: SATURN!

    Crowd: DOES!

    *Coolio then launches into an original rap song extolling the virtues of the Sega Saturn while heavily dissing Nintendo, called (obviously) “Saturn Does What Nintendon't”. The song, or at least a snippet of the chorus, becomes part of the Sega Saturn's 1996 marketing campaign.*

    -keynote speech from Tom Kalinske at E3 1996

    -

    Brittany Saldita: And we're back with GameTV's coverage of E3 1996! And I'm standing here with the amazing, the awesome, the guy who plays Urkel on TV's Family Matters, Jaleel White!

    Jaleel White: Hey there, how's it going?

    Brittany: It's going fantastic. Now of course you're here to help show off Sonic the Hedgehog 4, and you'll be playing the voice of Sonic in the game. I've already gotten to play some of the game and you do an excellent job. What's it like voicing for a video game as opposed to a cartoon?

    Jaleel: There's a lot more grunting involved. You've gotta make a different sound for all the different hits Sonic can take, so I spent a lot of time in the booth just making like “oof!” or “unnggh!” noises and we did a lot of different takes of those.

    Brittany: Was it really exhausting for you?

    Jaleel: Well, yeah, it's the first game I've done so I'm not used to doing all of that repetitive work, but it was still really fun.

    Brittany: Have you gotten to play Sonic 4 yet?

    Jaleel: I'm a BIG fan of all the Sonic games so of course I've played it, what kinda question is that? *laughing* That's one of the first things I said when I agreed to do the voice, I was like 'you guys are gonna let me play it first, right?', so yeah, I've played more of the game than most of the people here are getting to play. It's a really fun game, I think it's the best Sonic game ever.

    Brittany: Okay, now before we go, can you do a little Urkel for me?

    Jaleel: *gives her an annoyed look*

    Brittany: *starts laughing* I'm just screwing with you! *she keeps laughing and kind of grabs his shoulder* That must get annoying! I'm sorry, I swear I was just messing with you.

    Jaleel: *starts laughing* I can actually do some Urkel if you really want.

    Brittany: No, no, PLEASE don't. *shaking her head and still laughing a bit*

    (…)

    Alex Stansfield: We're here at Nintendo's booth and we're about to play Mario Kart R for the very first time.

    Ted Crosley: Alex and I both loved the original Super Mario Kart so we're both really psyched to play this game.

    *They sit down with Ultra Nintendo controllers and begin to play a course that looks like OTL's Mario Circuit, Alex picks Mario and Ted picks Wario*

    Ted: Wario is in this game, that's really neat.

    Alex: Well, Mario always beats Wario so this shouldn't be too hard for me.

    Ted: I'm going all over the place!

    Alex: It says you can actually do a power slide by holding down the R button and jiggling your stick back and forth.

    Ted: Hey, this is Mario Kart R, not Mario Kart rated-R!

    Alex: The analog stick. *groans and he shows off how to do a power slide* You even get a little boost at the end if you do it right.

    Ted: What?

    Alex: Yeah. *by now he's significantly in the lead, having got the hang of it way faster than Ted*

    Ted: You gotta be kidding me! *goes over some item boxes and gets a Star* All right!

    Alex: *gets a Fake Item Box* Okay, this is neat, if you put this amongst a crowd of item boxes it LOOKS just like an item box but once they go over it, they explode. *sets it down amongst the next group of item boxes while Ted comes out of invincibility*

    Ted: That's dumb, who's gonna fall for- *he goes right over it and gets blasted into the air* Ah, (expletive)!

    Alex: *laughing as he finishes the first lap*

    Ted: Wario's one of those guys with crappy controls, isn't he? Like how Bowser was in the first game? Hold on, I'm gonna be Toad. I wanna be Toad, this isn't fair.

    Alex: *really has the hang of it now, zooming around the track* Mario Kart R, a game that will certainly end lots of friendships, coming next year hopefully to the Ultra Nintendo.

    (…)

    Alex: I'm here with Mark Cerny from Naughty Dog and we're taking a look at Dog Dash, the new platformer for the Super Nintendo CD.

    Mark Cerny: This game's all about just having lots of whimsical fun. It's a straight-up platformer but this dog here, this dog is the real star of the game.

    Alex: He's very big and very cute, I've got a dog at home who's a lot like him, kind of lays around the house a lot.

    Mark: Well, Woofle doesn't lay around. He can run, he can jump, and this tongue here he can do all kinds of stuff with his tongue. You press A to make his tongue come out.

    Alex: *presses A and Woofle's tongue goes straight forward*

    Mark: Now depending on what buttons you press along with A, Woofle's tongue can do all kinds of things. He can smack the enemies with his tongue, he can give them a little lick which can melt certain enemies and just kind of gross out other ones, he can grab someone with his tongue and send them flying-

    Alex: I just did that, just now, look. *Alex uses Woofle's tongue to grab a gangster and fling him into the air into a pair of other gangsters, knocking all three of them down* That was pretty cool!

    *Clark's voice is heard saying “Good job, Woofle!” as he pats the dog on the head*

    Alex: Whoa!

    Mark: Whenever you do something particularly cool, Clark will actually give Woofle some praise. There's a really close bond between these two, we really try to convey that during the game.

    Alex: That is VERY cool.

    Mark: The game's marketed toward kids but we designed it with all gamers in mind. We're hoping it becomes a success with all ages, like Tales of the Seven Seas did.

    Alex: Speaking of Tales of the Seven Seas, how's progress coming on the sequel?

    Mark: Well I can't announce anything officially but we're definitely looking into the possibility of a sequel.

    (…)

    John Walden: Right now I'm here with the man, Nintendo's Howard Lincoln himself, and this is the booth for Grant Hill in NBA Basketball. I got my Grant Hill jersey on *showing off his Boston Celtics Grant Hill jersey* and so I'm ready to play.

    Howard Lincoln: Right, so let's get started! Now this game was developed over the course of about a year and a half, right here in North America with the cooperation of Grant Hill and of the NBA. It's got all the licensed teams and all the players except for one.

    John: Right, right, I know which one that is. *is referring to Michael Jordan who instead appears as B-Ball Player in this game, on the Bulls with the same stats as Jordan would have* But yeah, the graphics look really slick and the gameplay's really fun from what I've seen.

    Lincoln: We took an approach where you can sort of play either arcade-style basketball or play it closer to how a real game would play, sort of the same way our Ken Griffey games are.

    *John and Lincoln get into a quick game, John as the Celtics and Lincoln as the Sonics, John takes a quick early lead as Lincoln plays really awkwardly*

    John: Get up, get up! *is having Grant Hill go up for a rebound against Shawn Kemp* Get it, get the ball, get it! *Hill grabs the offensive rebound and in the same motion slams it back down into the hoop, making it 8 to 2* Yeah!

    Lincoln: It's a lot of fun, isn't it?

    John: The animation's so fluid. I love the level of detail in the crowds too.

    Lincoln: We really hope this game and Ken Griffey become part of a sports franchise for us.

    John: Think we'll see an NFL game next?

    Lincoln: Maybe so, maybe so.

    (…)

    Kazzi DeCarlo: *is playing a game at the Saturn booth* This is Blood Omen: Legacy of Kain, and this is one of the best games I've seen at E3. You play as a vampire who's out for revenge, and let me tell you, this is a bloody, violent, brutal vampire game and it kicks ass! *Kain is going around sucking the blood out of some helpless villagers* I mean, look at this! You go around and just drink the blood right out of their bodies, you can see it flying out of them! What a game. I'm here with Denis Dyack, director of Legacy of Kain and I have to say it again, your game kicks ass!

    Denis Dyack: Well thank you. *he laughs* Legacy of Kain is being released for the Saturn, we think in January 1997 but we're not sure, but we're hoping that it's going to be very popular because of the big huge world we've created.

    Kaz: I'm definitely getting some, kind of Ultima vibes from this game I think.

    Denis: It's more of a straight-up action/adventure title than Ultima, but we did take some inspiration, yeah.

    Kaz: You didn't take inspiration from like, the Anne Rice novels for this did you?

    Denis: *laughing* No, no, this is much more like the old scary gothic vampires from the 1800s. It's more of a fantasy horror game.

    Kaz: Nothing more scary than a vampire sucking the blood out of a whole village!

    (…)

    Ted: There are some GREAT PC games here at E3 1996, we already showed you what Microsoft's cooking up with their new line of games for Windows, but now here's the game that most of you probably wanted to see and that's Quake and here's John Romero and he seems really excited to show me this game.

    John Romero: Hey Ted, and hell yeah, let's show these people some Quake.

    *Ted begins playing the game which looks very nice on the computer that's been set up, the 3-D visuals trump pretty much every other game at the show.*

    Ted: It looks a LOT better than Doom, I imagine you guys had 3-D in mind every step of the way with this game.

    Romero: We absolutely did, we're hoping to do for PC graphics what the original Doom game did back in 1993, we want to be the new benchmark for what games can be.

    Ted: It's really dark. It's really spooky. *picks up a gun and opens a door* Okay, let's see how I- *sees some mad dogs coming at him* Oh, crap! *shoots at them frantically*

    Romero: *laughing* We want players to have a lot of “oh crap” moments when they're playing Quake.

    Ted: Should I be wearing a diaper when I'm playing this game?

    Romero: *laughing harder* To each his own, I'm not gonna judge. Usually when someone says “oh crap” they don't mean it literally. I guess in Quake that expression might take on a new meaning!

    Ted: Is there going to be multiplayer in Quake?

    Romero: Absolutely. And hopefully if it comes to consoles down the road we'll be able to have some form of multiplayer there too. The game's less scary when there's other people in the room, isn't there?

    Ted: There's like a thousand people in this room and I'm still scared!

    Romero: *laughs*

    -excerpted from the May 21, 1996 episode of GameTV

    -

    Nintendo Power was all over E3, and we're back with the latest news on the hottest games you'll be playing later this year! Check out this month's issue of Nintendo Power CD for a 12 minute video feature with even more highlights, along with playable demos of some of the games at the show!

    Kirby Super Deluxe-

    Kirby's back in his first ever outing on the Super Nintendo CD! It's 10-games-in-1, as Kirby explores a variety of worlds and game genres in one of the biggest SNES-CD games yet! Kirby Super Deluxe brings back old foes like King DeDeDe and Meta Knight, along with dangerous new enemies like the mysterious galactic tyrant Marx!

    Tetris Attack-

    It's a brand new puzzle game, coming to the Super Nintendo CD and the Game Boy! Match three colors in order to send a big stack of blocks crashing down on your opponent! The Game Boy title is also Game Boy Color compatible!

    Iron Combatant-

    Hop into a mechanized combat suit to battle enemies in this exciting sci-fi adventure. You're playing as Layla, a no-nonsense colonel who's the last line of defense between her country and an army of evil conquerors in their own souped-up mechsuits.

    World Of Color-

    A beautiful new puzzle game for the Game Boy designed to take full advantage of the Game Boy Color's capabilities, in this game you have to organize multi-colored shapes in order to create pathways and even new realms to explore. Features both a story mode and a high-score mode, with the option to hook up two Game Boys with the Link Cable for competitive multiplayer!

    Bahamut Lagoon-

    Another exciting new title from Squaresoft, this game is a sort of hybrid of Fire Emblem with dragons...lots and lots of big dragons!

    -excerpted from Nintendo Power's E3 coverage article in the July 1996 issue

    -

    The Future Of Gaming Is Here!

    E3 1996 was full of huge announcements, big surprises, and plenty of excitement. There was too much news at E3 to fit into one magazine, but we'll cover all the biggest stuff right here.

    First up was Nintendo, with their announcements of the Ultra Nintendo and the Game Boy Color. The Game Boy Color was probably the biggest surprise of the show, and with the Game Gear pretty much dead in the water, it's surprising to see that Nintendo felt the need to upgrade the Game Boy, even if it's just with the addition of a color screen and a better sound chip. Still, games like Donkey Kong Land 2 and the excellent new puzzle game World of Color play great on it, with Donkey Kong Land 2 in particular showing off the capabilities of the sound chip. The sound wasn't as good as what we hear in typical SNES-CD or even Super Nintendo games, but it actually sounds like real instruments rather than electronic noises, and that should bring some epic soundtracks to upcoming portable titles. The Ultra Nintendo was the centerpiece of Nintendo's booth, and they proudly showed off the new Super Mario game, Super Mario Dimensions. The graphics blew us away, full 3-D with amazing detail in backgrounds and with characters. The three levels we got to see at the show looked huge and with the announcement of 21(!!!) levels in all, clearly this is going to be one of the biggest Mario games of all time and we'll bring you updates on this game as soon as they come in. We also got to play Final Fantasy VII, and even though the gameplay is classic Final Fantasy, with the ATB battle gauge returning and turn-based combat also back, the graphics are hugely stepped up. Everything's in 3-D, enemies and characters have realistic (if a bit stiff) movements, and the music thus far is impressive. We didn't get any details on the characters or plot, though those should be revealed as the game gets closer to release. There were plenty of Super Nintendo CD games being shown off as well, most notably Squad Four: Eclipse, Super Mario RPG, and Elements of Mana. Squad Four: Eclipse looked incredibly impressive, with 3-D visuals approaching the quality of some Saturn games. The game revolves around an alien invasion, and there were plenty of new enemies for the heroes to fight, we even saw Squad Four team up with some soldiers to take a squad of alien invaders down. Out of the RPGs shown off at E3, Elements Of Mana looked extremely impressive and should be as good or even better than Secret of Mana, which will make it a serious contender for the year's best title.

    The Sega Saturn had an even MORE impressive lineup with a mix of new original titles and sequels. Sonic the Hedgehog 4 was the biggest game featured at Sega's booth and probably the biggest game featured at E3. With a mix of classic side-scrolling elements and 3-D movement (in the game's boss fights, which feature some enormous looking bosses and fierce combat action), the game seems to be sticking to what worked in the first three Sonic titles while giving the presentation a MASSIVE upgrade. Another sequel we really liked was Virtua Fighter 2. We've played it in the arcades, but the Saturn version looks even more impressive, adding more characters and a new storyline mode to test even seasoned arcade players' mettles. Among the original titles we saw and enjoyed was a new action platformer called Sun and Moon, featuring a pair of twins with the power to control light and darkness. The game seems to be geared toward playing with a friend, though from what we saw the AI is capable of controlling the other character and a single player can switch back and forth between the two. Sun and Moon is said to be releasing in August and should give players who are through with NiGHTS Into Dreams something to do while waiting for Sonic 4. We also LOVED Tomb Raider, its heroine Lara Croft is one of the most compelling new protagonists we've seen in a game and the game itself looks like the perfect mix of action and exploration.

    While we continue to wait for the Ultra Nintendo, the Sega Saturn looks to be making a big move to take advantage of its technical superiority during the last year it'll be alone in the next-gen market. This holiday season looks to be lucrative for both Nintendo and for Sega, and right now it's anyone's guess who's going to come out on top.
    -excerpted from a report in the July 1996 issue of Electronic Gaming Monthly

    -

    All right, here's what happened at E3! I'm surprised I was even able to get in with my somewhat flimsy press credential, I really gotta thank my friend Jake for going out on a limb for me so I could get in. Anyway, it was REALLY crowded and a lot of the booths had huge lines, but I tried to play all of the big games I could. I DID manage to play a little bit of Final Fantasy VII despite it being pretty much the most crowded booth there, and WOW! It looked really awesome. I had to choose between the gameplay mission which was like a factory or doing a boss battle. I did the factory because it showed off more of the games. There's three characters, this guy with spiky yellow hair, this girl with black hair and this big black dude with a gun arm who both looks and talks like Mr. T. Apparently in the boss battle there is also this girl with long brown hair and a big ponytail. Anyway, the dungeon looked great, it was nice being able to roam around in 3-D and the factory looked really cool, this game's clearly going for a modern-day cyberpunk aesthetic and I liked it, at least what I saw so far. The battle system is typical Final Fantasy, wait your turn and then attack. Battle animations were cool, they took a little long though but I guess they were trying to show off the system's power. I caught a glimpse of the boss battle and saw Shiva coming out...holy CRAP, the animation was awesome but it took a long time. I also got to try out Sonic 4 after waiting in another huge line, it was probably the most fun of any game at the show. If you loved Sonic 3 (and who didn't?), you'll love Sonic 4, describing it doesn't do much justice, you really need to see it in action. The graphics were fantastic, everything had polygons and the boss battle was spectacular. It was in a fully 3-D arena, there was this huge monster with four heads breathing fire and Sonic was running around trying to avoid it while looking for an opportunity to strike. SO much better than the boss battles in other Sonic games.

    I also hit up the big Super Nintendo CD RPGs. The Tale Phantasia booth was pretty crowded but while I was waiting I got to meet a couple of the voice actors, the guy who did Alex in Lunar on Sega CD was there, along with this blonde girl who I'm told sings the theme song and voices another character in the game. They were really nice and seemed to be having a lot of fun talking to people although the blonde girl didn't like when people crowded around her a bunch and eventually some security guy had to kind of push people back. Tale Phantasia is awesome, the voice acting's decent and the game itself is a lot of fun. Combat was AWESOME, it's a lot like a fighting game with combos and special moves. Not QUITE Street Fighter or anything like that but a damn sight better than any other RPG I've ever played except for Secret Of Mana. Speaking of Secret of Mana, I got to play the sequel over at another part of Nintendo's booth. They actually had us playing three people at once, and one of the people playing with me was the cute girl from that video game show on MTV, Brittany I think her name is. She was really friendly and seemed to be having a LOT of fun, she picked this big guy with a sword and I picked a thief with two knives while the other guy with us picked some chick with a spear. The combat's a lot better than the original Secret Of Mana, you can hit so much faster, especially my thief guy who was racking up tons of hits and criticals. We ended up fighting this huge boss, a big spider looking thing called a Full Metal Hugger, the animation on him was great and we had a blast fighting him, I almost got killed a couple of times and Brittany ended up saving our asses after the dude with the spear chick got killed. There were actually quite a few celebrities there, I saw a couple guys from the Dodgers, Kirsten Dunst was checking out the new Super Mario game and Jaleel White was playing Mario Kart. I think he wasn't supposed to be over there because he was hiding his face with a hood and somebody told me he was over promoting Sonic 4 earlier. Toward the end of the day I got to play the new Game Boy Color and it was all right, the biggest improvement is actually the new sound chip they put in, the color looked kind of washed out on a non-backlit screen (in other words, Game Gear still looks better). Sega had some Venuses set up at their Genesis booth, they were showing off Vectorman 2 and a couple of sports games but there weren't many people over there.

    So that's E3! If you guys have any questions for me, post a reply and I'll try to answer as best I can.

    -a post by MotorMatt on a video game message board at 12:13 AM on May 17, 1996

    -

    E3 1996

    The second Electronic Entertainment Expo took place between May 16 – May 18, 1996 at the Los Angeles Convention Center.

    Since the last E3, Nintendo had seen a huge spike in sales driven by a series of hit games for their Super Nintendo CD console, which had gotten an economically-priced stand alone version during the 1995 holiday season. Sega's Saturn console had had a disappointing launch, but after a price drop in the spring of 1996, sales had begun to pick up.

    Nintendo started off the proceedings by showing off their Ultra Nintendo system. Though information on the system's specifics including price weren't available, they did have a few games available to play, including Super Mario Dimensions, Mario Kart R (later changed to Ultra Mario Kart), and Final Fantasy VII. All in all, despite the lack of information, the Ultra Nintendo and its three playable demos were very well received and generated a lot of buzz for the system even though launch was still more than a year away. Nintendo also revealed its Game Boy Color system (more like an incremental update to the Game Boy) to a slightly less enthusiastic but still largely positive response, and a slew of SNES-CD games, including Super Mario RPG, Elements Of Mana, Dog Dash, and Squad Four: Eclipse.

    Sega FINALLY revealed the long-awaited Sonic the Hedgehog 4 to by far the most positive response at the show. Other games, including Ultima: Scion of Britannia, Tomb Raider, Panzer Dragoon II Zwei, and Commander Keen were shown off, all of them receiving positive responses (though Ultima only got a teaser trailer and wasn't playable at the show). Sega took a more heavy-handed approach to E3, featuring celebrities such as Coolio and Jaleel White (who created some controversy when he was later seen playing Ultra Mario Kart at Nintendo's booth), with Coolio hosting a brief rap concert to promote the return of Sega's “Does What Nintendon't” campaign.

    PC games had a big presence at E3 as well, with Quake drawing large crowds. Bill Gates showed up to promote a new line of Windows games to push the new operating system as a must-have for PC gamers. One of the big games featured in their line-up was Close Combat, a World War II simulation that at the time looked better than anything Nintendo or Sega had in the genre, even Koei's World War II games looked rather spartan next to Microsoft's sim. With the idea of a “third console” somewhat dead at the time, PC software and hardware makers were in prime position to win over those disillusioned by Nintendo and Sega, and the mid to late 90s would be a successful time for them.

    E3 1996 was characterized by the large crowds and long lines for many of the big demo booths. Though E3 1995 only had about four or five games with overly long lines, more than 20 titles at E3 1996 had hour-long waits or more, including all three Ultra Nintendo games, Sonic 4 (of course), Virtua Fighter 2, Tomb Raider, Panzer Dragoon II Zwei, Squad Four: Eclipse, Super Mario RPG, Elements Of Mana, Dog Dash, and even Policenauts. Even with the large convention space, the sheer number of people present on the convention floor made it a chore for media outlets to report on every single game, and organizers would be a bit stingier with the lanyards for E3 1997, largely in response to the long lines for games at E3 1996. Though the long lines and big crowds were annoying, it was a promising sign for the video game industry, and with another new console on the horizon, business was poised to pick up even more.

    -excerpted from IGN's E3 1996 article (based on this real-life article on IGN.com about OTL's E3 1996: http://www.ign.com/wikis/e3/E3_1996)
     
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    Marvel Comics In 1996
  • Time to Make Mine Marvel

    A small Marvel update from yours truly.

    --

    The Marvel Universe was at its nadir in 1996 if you were not Spider-Man or the myriad X-Men titles. Both franchises had successful animated series on Fox Kids, their respective titles in top ten, and films on the horizon. However, both the Fantastic Four and Iron Man animated series that comprised the Marvel Action Hour ended due to low ratings and the respective merchandise consigned to toy store bargain bins. Despite Mark Waid’s acclaimed run on Captain America, it appeared that the Avengers titles and Fantastic Four were flagging in both popularity and sales. Marvel’s attempt to jumpstart Avengers and Iron Man with “the Crossing” by making Tony Stark/Iron Man a traitor and replaced him with a teenage version of himself alienated readers. However, Marvel suffered from “quantity over quality” with titles like Fantastic Force, Thunderstrike, and War Machine, which many fans at the time considered redundant. With the contraction of the market leading to the mass cancellation of redundant titles and Ron Perelman’s financial abuse of the company that would leave it bankrupt by year’s end, Marvel could not be in more dire straights.

    Mark Gruenwald, who served as Editor-in-Chief from 1995[1] until his deteriorating health forced him to resign in 2002, made the boldest decision of his career: kill the Avengers and Fantastic Four. At least that was what early advertisements for Onslaught insinuated would happen with the tagline, “Can Earth’s Mightiest Heroes survive the coming Onslaught?” Marvel had been laying the groundwork for the crossover for nearly three years beforehand in the X-Men titles when Charles Xavier wiped Magneto’s mind in the “Fatal Attractions” arc. In releasing his fury against his one-time friend, he opened a dark part of his psyche he kept repressed since the Phoenix Saga of the first Claremont/Cockrum run. Deteriorating relations between baseline humans and mutants, as evidenced by the presidential campaign of rabid mutant hater, Graydon Creed, caused him to snap under the strain.[2] Taking on a distorted mirror image of Magneto, the newly christened “Onslaught” dragged the Fantastic Four and Avengers into his war against humanity by kidnapping and forcing a psychic merger between him, Nate Grey (AKA X-Man), and Franklin Richards, son of the Invisible Woman and Mister Fantastic.

    It is worth nothing that Onslaught marked the last appearance of Peter Parker as Spider-Man. After his retirement in the Spider-Man titles, Tom DeFalco, then-writer of Fantastic Four, moved the Parkers to title as supporting characters after Reed Richards offered Peter a position at Fantastic Four Inc. Both Peter and Ben Riley donned their respective costumes and battled Onslaught alongside the Avengers, Fantastic Four, and X-Men. However, unlike the Fantastic Four and (most of the) Avengers, the Spider-Men did not “sacrifice” themselves but rescued X-Man and Franklin after the heroes forced a merger with the Onslaught entity and the X-Men “destroyed” it.

    However, the Fantastic Four and Avengers did not die. Through the unconscious influence of the omnipotent Franklin Richards, they “shunted” into a pocket universe created by the four-year-old’s desire to save his family and their friends, hence the birth of the Heroes Reborn universe. Marvel outsourced Heroes Reborn to Image founders and former Marvel alumni Jim Lee and Marc Silvestri. Marvel approached Rob Liefeld at one point, but Liefeld had since left Image after an acrimonious falling out with the other founders and focused his efforts on new company Awesome Entertainment. Silvestri worked on Fantastic Four and Captain America while Lee handled Avengers and Iron Man. The best way to describe the titles was that it was a bizarre marriage of early Marvel and nineties tropes. The origins of the characters remained the same but with a few minor tweaks; for example, Lee’s Avengers was essentially a copy of Stormwatch where the titular team operated under the aegis of that world’s S.H.I.E.L.D. instead of the UN.

    However, Heroes Reborn was influential in the sense that some elements crossed over into the Marvel films Fox released in early oughts. For example 2001’s Captain America (starring Casper Van Dien of Starship Troopers fame) used certain elements like Cap’s leadership of the Howling Commandos. Bucky was also aged up to his late teens to give both the comic and the film a more realistic tone as the film also drew inspiration from Steven Spielberg’s Saving Private Ryan. Similarly, 2003’s Iron Man (starring Tom Cruise as Tony Stark and Gene Hackman as Obidiah Stane) similarly changed the setting of Iron Man’s origins from Southeast Asia to the Middle East as Heroes Reborn did to keep it contemporary.

    However, the biggest contribution Silvestri made to the Captain America’s was the “revival” of Bucky as the Iron Cross, a neo-Nazi cyborg assassin brainwashed by the Heroes Reborn version of Baron Heinrich Zemo (not to be confused with Baron Helmut Zemo, his son in the mainstream Marvel Universe.) His ongoing conflict with the Star-Spangled Avenger and Cap’s attempts to “save” him formed the overall arc of his twelve-issue run on the title. This iteration of the character proved popular enough for him to make the leap from the Reborn universe to the mainstream Marvel Universe for Heroes Return as well has form the basis of the film’s sequel.

    As for Fantastic Four, Avengers, and Iron Man, most fans look at their Heroes Reborn as middle of the road. They were better than the post-Crossing Avengers, but it was largely a re-telling of the Silver Age stories moved into what was then the present. Sales still substantially improved and many of these titles appeared on the newsstands once dominated by Spider-Man, X-Men, Superman, and Batman and gained a more significant share of the direct market. Moreover, it set the precedent for how Marvel would market its titles over the coming years: restart the numbering of their titles with a new “#1” to generate interest with the readership. To date there have been at least seven volumes of Captain America and six of Iron Man along with multiple volumes of Daredevil, Amazing Spider-Man, and even X-Men.

    [FONT=&quot]Personally, I have always preferred DC’s approach, which was the opposite of what Marvel had done. For example, Justice League [/FONT][FONT=&quot]picked Justice League of America’s [/FONT][FONT=&quot]numbering (261 issues) after its one hundred thirty-eighth issue to become Justice League #400[/FONT][FONT=&quot]. Similarly, the second volume of the Flash[/FONT][FONT=&quot] resumed the numbering with #150 becoming the Flash #500[/FONT][FONT=&quot] (fitting, considering that the first volume continued the numbering of the Golden Age Flash Comics[/FONT][FONT=&quot].) Wonder Woman (vol. 2)[/FONT][FONT=&quot] #171 became Wonder Woman #500[/FONT][FONT=&quot]; Green Lantern (vol. 2)[/FONT][FONT=&quot] #176 became Green Lantern #400[/FONT][FONT=&quot], and so forth. It suggested that the title had history, legacy, and continuity where the constant Marvel relaunches seemed to be a cynical attempt to inflate sales. In any case, it appeared that Marvel would copy DC’s reconstructionist approach. Kurt Busiek’s work on Marvels [/FONT][FONT=&quot]earned him an acclaimed run on Avengers[/FONT][FONT=&quot] that many fans compare to the Waid/Perez Justice League [/FONT][FONT=&quot](despite its rotating roster of artists) for Heroes Return[/FONT][FONT=&quot] in 1997.

    -from the blog "The Musing Platypus" by B. Ronning, May 7, 2015

    --

    [1] Butterflies fluttered Mark Gruenwald's heart attack in 1996 away so he lives a few years later than he would have IOTL.

    [2] Apparently, the X-Men writers wanted Onslaught to be Xavier's dark side only and not a fusion with Magneto's psyche but editorial insisted. Not the case ITTL.
    [/FONT]
     
    June 1996 - Tale Phantasia
  • Truly, if there is evil in this world, it lurks within the hearts of men.”
    -Edward D. Morrison (voiced by John Truitt), from the intro to Tale Phantasia (same exact intro quote as IOTL)

    Wow, this is a gem mint condition unopened special edition of Tale Phantasia. This game was a big hit for the Super Nintendo CD back in 1996. Nintendo released two editions, they released the normal edition, which sold nearly a million copies, and then this limited edition box set, with the game, and the soundtrack and the strategy guide and everything. They didn't think this would sell very well, so they only made like 10,000 of them. Those all sold out. So they did a second run of 20,000 and sold those only through their Nintendo Power catalog. Those also sold out. Now, the thing is that most of those were opened and played. People didn't really buy them to collect them. The people who did, the thing with those is that a lot of them come from that second run, in the mail, and you know, postman drops it off, it gets banged up, dented, you know how that is. This one's totally in mint condition, you can see how it's graded by the video game grading company, a perfect 10. I've seen...three of these sealed and this is the only one I've seen that's mint like this. This game...it's such a popular game. People wouldn't buy this box for the game, there are so many copies out there and it's been remade a lot, so you can play the game relatively cheaply. But the collector's value of this sealed box is through the roof. This is one of the most sought after items among video game collectors. I'd put the value of this, if I were selling it at my store, at right around...probably $5,000.”
    -Johnny Jiminez, appraising a sealed copy of the limited edition of Tale Phantasia on the Pawn Stars episode “Fail Phantasia”, which aired on October 16, 2014

    Tale Phantasia was a kind of combination big break and last chance for us. I'd burned so many bridges at Sega and Nintendo was already so cautious, if we fucked this up I'd probably have been done in the industry. Thankfully, I didn't fuck it up.”
    -Victor Ireland, in an October 18, 2010 interview with IGN.com

    In retrospect, that was my bad. The original Saturn analog controller was approved by me. Thinking, you know, Americans with our big hands would need something like that. Already in Japan there was a smaller controller, but, you know, I thought the bigger one would work. To our credit, we did get plenty of the smaller one here for the holiday season, so it was more of a speed bump than a fiery crash. But yeah, um...not one of my best decisions.”
    -Tom Kalinske, from an interview with Sega Retro

    Oh...oh my god! There's a huge earthquake! I think...I think...yes! Someone just dropped the new Sega Saturn controller on the ground and it is chaos everywhere! I need to find somewhere to duck and cover!”
    -Kazzi DeCarlo, playing a frantic news reporter in a segment in the June 18, 1996 episode of GameTV

    At that time, we were thinking handhelds and we thought the acquisition would help us in that aspect of the business. We'd just helped Nintendo out with the new model Game Boy and we needed games to put on it. So that was the logic behind that acquisition.”
    -Ken Kutaragi, speaking of an acquisition made by Sony in 1996

    -

    Certainly, Sonic Team worked extremely hard during those times when we were working on both Sonic 4 and NiGHTS. We divided into two teams, I headed the NiGHTS team and then as soon as production finished on that game, I moved right over to oversee the latter parts of Sonic the Hedgehog 4. My number one goal was to make sure that neither game suffered because of the division of labor. Once NiGHTS was released, I knew that I had succeeded in half of my goal. The difficult part, then, was the waiting to see if Sonic 4 would live up to the astronomical expectations placed on it.”
    -Yuji Naka

    June 17, 1996

    NiGHTS Into Dreams... is released for the Sega Saturn, simultaneously with the Saturn Enhance, a game controller featuring an analog stick in addition to the normal D-pad and six-button layout. The original North American version of the Enhance controller is large and strangely shaped, and though most players responded well to the analog controller, a significant portion of Saturn fans believed the controller to be too big, and began importing a smaller analog controller from Japan (this practice largely stopped once Sega introduced the smaller controller to North America officially in the fall). NiGHTS retains the same basic gameplay as its OTL counterpart, featuring the protagonist, a Nightmaren named NiGHTS, flying across magical dreamscapes while collecting items and avoiding enemies. However, in TTL's version of the game, the ground-based parts with the children Elliot and Claris are significantly expanded, and in some levels, the children even find weapons that allow them to fight off the monsters chasing them. The game features 11 levels, as opposed to the seven in OTL's version of the game, with five focusing on Claris, five on Elliot, and then one level featuring both children. Still, the vast majority of the game focuses on NiGHTS and the flying segments, which are both more complex and more beautiful than IOTL. Indeed, the game is regarded as the most graphically beautiful console game to date, even exceeding Panzer Dragoon in terms of graphical fidelity. With the game's music (which can be altered by NiGHTS' performance in the various levels) also highly regarded, reviewers consider the game a feast for the eyes and ears, and just as much an experience as an actual game (though this DOES hurt the game with some reviewers who believe the beautiful visuals to be a distraction for the gameplay's flaws). Ultimately, the game becomes another success for the Sega Saturn, and another boost for the system's sales. In some markets, it had begun to seriously challenge the Super Nintendo CD, and with Genesis sales added in, Sega had drawn nearly even to Nintendo in terms of overall market share.

    -

    *An animated cutscene shows a group of young heroes facing a giant tree.*

    A quest beyond imagination...

    *The heroes, Cless, Chester, Mint, Arche, and Claus, look up to the sky to see energy beams raining down around them. They take fighting stances as the evil lord Dhaos descends, bringing darkness in his wake.*

    The ultimate battle between good and evil begins.

    *The heroes leap up to clash with Dhaos as a wave of light energy slams into a wave of darkness. The game's vocal theme song, “The Dream Will Not End”, plays as scenes from the game begin to flash on screen.*

    Narrator: It's the role-playing game that broke records in Japan, now coming to our shores. Tale Phantasia, a quest spanning three worlds and two discs. A quest that will bring freedom to our world or cast it down into darkness. Take control of heroes like never before with the all new Active Battle System where you control every spell, every slash, every step. Jam-packed with over 100 hours of gameplay.

    *The heroes are shown traveling through time as they continue to battle alternate forms of Dhaos, a few more scenes from the game are shown, demonstrating the game's voice acting and the animated cutscenes.*

    Narrator: It's finally here, and it's only on Super Nintendo CD. Tale Phantasia. The ultimate quest has arrived.

    TALE PHANTASIA

    June 24

    *robot voice, metal sounds* Nin-ten-do.

    -the North American commercial for Tale Phantasia, which began airing in June 1996

    Tale Phantasia: The Basics

    Tale Phantasia is largely the same as its OTL counterpart Tales of Phantasia, though with many graphical, gameplay, and presentation enhancements. The game is the second Super Nintendo CD game to be on two discs in North America. The original Japanese version spanned only one disc, numerous cutscenes and voice cues were added to the North American version that prevented it from fitting onto only one disc (Nintendo released this version in Japan in early July 1996). The game features around ten minutes of anime cutscenes, all fully voiced, with even more voice acting outside of cutscenes than Chrono Trigger. The game also features four fully lyrical songs, far more than any previously released SNES-CD game. The localization work was done by Working Designs, their first job for the Super Nintendo CD, utilizing their translation (which, like their OTL work, contains a few pop culture references, though not nearly as many as OTL's Lunar localizations, Nintendo didn't approve of having very many) and voice actors. Cless is played by Ashley Angel (who played Alex in OTL's original Lunar game), Mint is played by Kathy Ostrander (who voiced Lemina in OTL's Lunar 2: Eternal Blue), Arche is played by Jennifer Stigile (who also performs all of the game's lyrical themes and sang the themes for the Lunar games IOTL), Chester is played by Mark Zempel (who voiced Hiro in OTL's original Lunar 2 dub), Klaus is played by John Truitt (who voiced Ghaleon in OTL's original Lunar dub), and the villain Dhaos is voiced by Ty Webb (who played the voice of Leo in OTL's Lunar 2). As typical of a Working Designs release, the company worked with Nintendo to produce a special limited edition box for the game, which was released alongside the game's normal edition. The limited edition contained the game, a selected soundtrack CD (24 tracks), a 30-minute making of video CD, a Tale Phantasia t-shirt, a cloth map of the game world, and the 184-page Official Nintendo Power Player's Guide (which was also sold separately in stores). Unlike the normal edition, which was produced in mass quantities and sold for $59.99, the limited edition was priced at $79.99 and shipped only to specialty game stores like Babbage's and Electronics Boutique, along with a few independent stores, some KB Toys stores also got copies. After the initial 10,000 copy run of the limited edition sold out within a few weeks, Nintendo did a re-print for the Super Power Club catalog that sold for $90 (and also quickly sold out). The game itself is visually stunning, similarly to how the OTL game pushed the OTL Super Nintendo to its limits, this game does so for the Super Nintendo CD, with high-quality animation and excellent sprite work rivaling even what can be done on the Sega Saturn. The game features high-quality CD audio in nearly all of its tracks, the extra disc space allows for most of the soundtrack to be upgraded in terms of quality. The gameplay itself is somewhat faster than IOTL in battle, attacks that would stop the battle such as Indignation do not do so IOTL, instead the user of the attack is shown in a tiny window in the upper left hand of the screen and the battle continues without pause.

    The plot itself is mostly unchanged, though a few key details, mostly toward the end, are altered a bit. The game begins with the dark lord Dhaos doing battle with a group of ancient warriors. He is defeated, and travels into the future where he is met by the warriors' descendents and sealed away. Some time later, an evil warlord begins a campaign of conquest with the goal of reviving Dhaos utilizing special pendants held by the descendents of those who sealed him away. The warlord razes several villages, slaughtering all those within, including the families of Cless and Chester. Cless and Chester are separated and Cless ends up captured in a dungeon, where he meets up with Mint whose mother was also slaughtered by the warlord. The two of them aren't strong enough to prevent Dhaos' revival, but a man named Trinicus, one of the heroes who sealed Dhaos away in the past, send Cless and Mint back to the past before Dhaos was sealed away, in the hopes that they'll get strong enough to beat him. Cless and Mint eventually meet a summoner named Klaus and a magician named Arche. Together, the four heroes overcome numerous trials and adventures, eventually taking part in a massive sky battle against Dhaos' forces (this part is expanded significantly from IOTL, showing off the animation capabilities of the SNES-CD, fully a third of the game's animated cutscene time is during this battle which involves the heroes riding winged horses into battle). They then raid Dhaos' castle and defeat him. However, Dhaos escapes to the future once more, and the group is forced to find a time machine. They do so and arrive back in the future (Cless and Mint's present), reunite with Chester, and stop Dhaos seemingly for good. However, they are then presented with a vision of an even darker future where Dhaos has taken over. They once again travel to the future, arriving in an oppressed world and teaming up with two more party members, a ninja girl named Suyu (voiced by Kelly Weaver, OTL's Lucia voice in Lunar 2) and a freedom fighter named Zarui (voiced by Blake Dorsey, OTL's voice of Dragonmaster Dyne in Lunar), both characters join the party as playable characters in this version of the game (Suyu didn't IOTL, and Zarui is a totally new character). After traversing a few more dungeons, Cless earns the Eternal Sword, which prevents Dhaos from doing any more time traveling. They confront him in his final stronghold and defeat him for good, but with his dying breath, he reveals the purpose for his conquests. His own world, Derris-Kharlan, is being sucked dry of energy, its people being slaughtered. He merely sought enough energy to liberate his own world. Using the power of the eternal sword, the Summon Spirits, and Dhaos' last energy, Cless and the group journey to Derris-Kharlan to battle Krios, the dark force consuming Dhaos' world. Krios is a dimensional being who seeks out worlds to consume, his only thought is of consumption and he has turned into a mindless being with only one purpose. After another incredibly fierce battle, Krios is defeated and all the energy he has taken is returned to the great world tree that binds the dimensions together, to be recirculated through the universe. Eventually, Derris-Kharlan will be healed utilizing the liberated energy. With evil finally destroyed, Cless and his friends return to their own times and worlds, their adventure at last over. The game ends as Cless and Mint both return home to their families, having used the time machine to return to just before they were killed (and with no Krios or Dhaos, there's no evil force compelling the warlord to destroy the towns).

    -

    June 24, 1996

    Tale Phantasia is released in North America for the Super Nintendo CD. Initial reviews are excellent, though overall the game is just a smidge lower than Chrono Trigger in critical acclaim. Fan opinion on the two games is heavily divided. Though most RPG fans love both, everyone's got a favorite and the two games are inextricably linked in fan debates for many years to come. Tale Phantasia does top Chrono Trigger in first day, week, and month sales, breaking many of the North American sales records that Chrono Trigger set due to Nintendo heavily hyping the game. The success of the game instantly catapults Telenet Japan from a fairly obscure producer of niche games into a household name (at least among the video game community). Though the company is still lower in the pecking order than big companies like Squaresoft, Capcom, and Konami, it achieves a visibility that would definitely boost the profile of its next few releases. The release of Tale Phantasia also comes at a time that Nintendo needed a hit to counter the success of NiGHTS into Dreams on the Sega Saturn, and once again, Nintendo struck a heavy blow in the console wars. Tale Phantasia would ultimately go on to be one of the Super Nintendo CD's top-selling RPGs in North America and would be regarded as one of the greatest video games of its time.

    -

    Cotton's Flying Adventure

    Andrew: 7.5
    Mark: 7.5
    Mike: 7.0 (quote: “This is definitely a cute and fun on-rails game, but it doesn't have the same innovative feel that Panorama Cotton did, and a game that looked amazing on the Sega Genesis only looks so-so on the Super Nintendo CD.”)
    Sushi-X: 7.0

    Fatal Fury 3

    Andrew: 8.0
    Mark: 8.0
    Mike: 8.0
    Sushi-X: 8.0 (quote: “It's definitely a good translation from the arcade version, and while series vets may need a bit of time to get acclimated to some of the changes, it's definitely worth your time and effort!”)

    FIFA '97

    Andrew: 6.5
    Mark: 8.0 (quote: “FIFA's back and looking even better! Even though it lacks the high-def visuals of its next gen cousin, the animations are still quite realistic and it definitely has the feel of a great soccer game.”)
    Mike: 7.0
    Sushi-X: 7.0

    Pocahontas

    Andrew: 5.0
    Mark: 3.5 (quote: “I've seen the colors of the wind, and they're ugly and boring.”)
    Mike: 5.0
    Sushi-X: 3.0

    Power Rangers Zeo

    Andrew: 4.0 (quote: “This bland beat-em-up is a serious disappointment compared to previous Power Rangers games.”)
    Mark: 5.5
    Mike: 6.0
    Sushi-X: 4.0

    Spider-Man: Power And Responsibility

    Andrew: 8.5 (quote: “This excellent beat-em-up game should set the tone for all future Spider-Man titles, and it features one of the best storylines ever in a superhero video game.”)
    Mark: 7.0
    Mike: 8.0
    Sushi-X: 6.0

    Tale Phantasia

    Andrew: 9.0
    Mark: 9.5
    Mike: 9.0
    Sushi-X: 9.5 (quote: “One of the deepest, most involved RPGs I've ever played and easily the best battle system of any game in the genre.”)

    Vandal Hearts

    Andrew: 7.0
    Mark: 6.0 (quote: “It's certainly not a bad game but really could've used a lot more action to make it truly epic.”)
    Mike: 6.0
    Sushi-X: 7.0

    Universalizer 2

    Andrew: 9.0
    Mark: 9.5
    Mike: 9.0 (quote: “This game sets a new bar for graphical excellence in its genre.”)
    Sushi-X: 8.5

    Knightstar 2: Revenge Of The Dragon King

    Andrew: 5.5 (quote: “Plays okay but innovates NOTHING. Compared to some of the other RPGs next year it's extremely bland.”)
    Mark: 5.0
    Mike: 5.0
    Sushi-X: 4.0

    Dino Dudes

    Andrew: 3.0
    Mark: 1.5
    Mike: 1.0
    Sushi-X: 3.5 (quote: “Who were they trying to fool with this Battletoads ripoff? Certainly not anyone with a functioning brain.”)

    Agent Number 9

    Andrew: 6.5
    Mark: 6.5 (quote: “As far as shooters go it isn't really all that bad. Not quite on the level of Doom, but some of the missions are pretty well made.”)
    Mike: 8.0
    Sushi-X: 7.0

    Tropical Trouble

    Andrew: 3.0 (quote: “Just what we needed, another generic platformer.”)
    Mark: 5.0
    Mike: 5.0
    Sushi-X: 5.5

    Stealth: Dangerous Mission

    Andrew: 7.0
    Mark: 2.5
    Mike: 7.0
    Sushi-X: 6.0 (quote: “I expected a lot more from this game but what I ultimately got was a rather simplistic flying sim that might've been too ambitious for the Super Nintendo CD.”)

    -

    Panorama Cotton had been one of the strangest games on the Sega Genesis and the very definition of a niche title, selling fewer than 20,000 copies in North America. It was, then, very surprising to see the sequel, Cotton's Flying Adventure, turn up on our shores, and even MORE surprising to see it turn up on the Super Nintendo CD! Of course, by then, Sunsoft was trying to build a whole franchise out of the Andrekah series, and Andrekah and Cotton were about to become inextricably linked, so it was ultimately out of the desire to further the success of Andrekah that Cotton's Flying Adventure landed in North America. It was essentially the same as Panorama Cotton in terms of gameplay. The titular character, a young and somewhat rude witch named Cotton, flies around increasingly weird worlds, blasting anything and everything she can with magic spells, leveling up within levels and eventually battling very large and very strange bosses. Panorama Cotton had been a technological marvel on the Genesis, what with its very detailed animations and high frame rate, and while Cotton's Flying Adventure looked great on the SNES-CD, for the system it was on and the time it came out it really wasn't that special. It even looked a bit inferior to Andrekah, which had been developed a year before. Fans who played Andrekah did see the girl from that game pop up in a few of the later levels, and a nice character dynamic was established between them, with Andrekah the nice one and Cotton the mean and snappy one, it was cute to see the two of them interacting and even teaming up in an optional secret level. As far as rail shooters go, the game was certainly fun, but if you REALLY wanted to play a good shooter in the summer of 1996, you needed look no further than Universalizer 2, the sequel to 1994's very difficult but incredibly fulfilling shooter game. With Axelay 2 having been good but somewhat of a dissapointment, it fell to Universalizer 2 to carry the space shooter torch, and did it ever! It LOOKED stunning, and expanded on the first game's intergalactic travel theme by sending the hero into alternate dimensions and even through time to battle endless hordes of alien ships. It was just as trippy and just as hard as the first game, with really powerful new weapons to help you battle the enemy waves (and you would definitely need them, this game featured some of the most seemingly-OP weapons out of any bullet hell game and it was STILL one of the hardest to ever be released on a console). The game sort of slipped into the cracks in the month of Tale Phantasia, but its loyal fans still bought up about 75,000 copies when all was said and done (more than double what Cotton's Flying Adventure sold in North America). It was good to see that fans of space shooters still had plenty to love on the SNES-CD, which ultimately proved to be one of the best consoles for that genre of games.
    -from “The Space Shooters Of 1996”, an article on Gamesovermatter.com

    -

    Finally!

    It's good to see that the world of video games has finally caught up to the world of comics. I'm talking about, of course, Ben Reilly who was properly introduced to the gaming world in “Spider-Man: Power and Responsibility” for the Super Nintendo CD, a game worthy of this new Spider-Man and everything he brings to the table. I thought angry Peter Parker fans would keep Nintendo away from bringing on Ben, but he's an awesome new Spider-Man and his new game is great too, being an awesome re-telling of the comic book storyline (they took some liberties, but it IS a video game after all). I hope you guys aren't getting any angry mail from Peter Parker supporters, I'm sure he'll be back in a game sometime down the road, but for now, it's the Ben Reilly era, baby!

    -Zach Brennan

    Zack,

    Thanks for the letter! The editorial staff at Nintendo Power has been pretty torn over Spider-Man ourselves. We definitely have people on both sides of the debate, but for those who miss Peter Parker, there are plenty of SNES, SNES-CD, and Game Boy games featuring the original Spider-Man! We're glad you loved Power and Responsibility, we loved it too and we can't wait for the next great Spider-Man game (which will probably be on the Ultra, which makes us even MORE excited!)

    -a letter featured in the September 1996 issue of Nintendo Power

    -

    Brittany Saldita: *shaking her head* What went wrong with Stealth: Dangerous Mission?

    John Walden: Pretty much everything in my book. Blocky graphics, glitchy gameplay, repetitive missions...we were hoping this would be THE definitive combat flight-sim on the Super Nintendo CD, but it fell way short.

    Brittany: And this plane's got no parachute to bail out the developers. Some of the things in this game, there's just no excuse for. I was worried when there wasn't a booth for this game at E3 after it had been hyped for quite some time, obviously now we know why. The intro screen theme song is probably the best thing about this game.

    John: Ocean games are always great in the musical department, even the Flintstones Movie game had decent music, so that's no surprise there.

    Brittany: Well, let's not go THAT far, this game's not as bad as the Flintstones Movie.

    John: The game? Or the movie?

    Brittany: Both. But it's still a serious disappointment and I can't recommend it for anyone. 2 out of 5.

    John: I'm giving it a 1.5.

    (…)

    Alex Stansfield: Vandal Hearts is a pretty fun strategy game with a few somewhat crippling flaws.

    Kazzi DeCarlo: A few?! This game is pure crap! Compared to Fire Emblem, which was really good, the characters are generic, the missions are generic, it's basically just “go here, kill this, then do it all over again”. It didn't even have a good storyline to make all the bad stuff tolerable.

    Alex: It wasn't that bad. There were a good variety of characters and battles I thought went by pretty quickly. It was easier to play than Tactics Ogre, which I really appreciated. It wasn't as confusing, it was pretty straightforward and I got through missions really fast.

    Kaz: The graphics are crap...

    Alex: The graphics are better than Tactics Ogre.

    Kaz: The graphics in Tactics Ogre were crap too! These tactical games, unless you have gameplay and storyline twists like, say, Fire Emblem, get INCREDIBLY old incredibly fast. It was a chore to play through, a chore to figure out anything good about it, and I give it a 1 out of 5.

    Alex: Wow, WOW it doesn't deserve a 1. This was a quality game.

    Kaz: Oh no, noooo it wasn't. You compare it to all the other tactical RPGs that came out this year and you tell me it deserves anything better than a 2.

    Alex: I gave it a 3.5.

    Kaz: WHAT?! Aaaaaaaaaaaagggggh! *holding his head like he's in pain* Why?!

    Ted Crosley: *yelling from off-screen* I told you you'd be pissed at him, I told you he liked the game even though it sucked.

    Alex: You played it too?

    Kaz: Ted, you didn't even have to play it, it sucked!


    Ted: I played a bit of it and what I played I didn't like.

    Alex: What didn't you like?!


    Ted: It was boring.

    Kaz: I told you!

    Alex: No! You guys are...no! Vandal Hearts isn't the most innovative strategy RPG but it's still a solid game! It's worth playing! It's really fun! The storyline is good! It has pirates!

    Ted: So does Tales of the Seven Seas!

    Brittany: *yells from off-screen* Yeah, just play Tales of the Seven Seas!

    Alex: You guys!

    -excerpted from the June 4, 1996 episode of GameTV

    (…)

    Ted: And that's why NiGHTS into Dreams was a freakin' amazing game.

    Alex: It is a gorgeous, fun, inspiring, beautiful, heartwarming game with the type of heart you don't usually see in an action title.

    Ted: Yeah, even I shed a tear at the end. It's such a beautiful game, takes me back to my childhood when I was getting woken up and taken to dream worlds by magical nightmare harlequins.


    Alex: ...when you put it that way it makes the game sound creepy.

    Ted: Well, it kinda is. The bad guy's really creepy.

    Alex: All creepiness aside, NiGHTS is fantastic and every bit as good as the tech demo we saw at last year's E3. It is the most beautiful game on the Saturn, even moreso than Panzer Dragoon, and it raises the bar for Sonic 4 later this year.

    Ted: If Sonic 4 is better than NiGHTS, it's Game of the Year.

    Alex: I give NiGHTS a 4.5. It was almost a five BUT I did find the parts with Claris and Elliot dragged on just a little bit.

    Ted: There was a bit of frustration there but the later stages where you get the weapons for them made me feel like a badass. Especially since, if you can beat enough enemies, NiGHTS gets a power boost and he can go around the stages at hypersonic speed. The final level, I'm not gonna spoil, but oh man make sure you kick ass with Claris and Elliot. Oh man oh man oh man.


    Alex: You havin' a NiGHTS-gasm?

    Ted: I'm havin' several. The game gets a perfect 5 from me. It's a masterpiece.

    Alex: Well, go take a cold shower and when you come back, we're gonna take a look at Spider-Man: Power and Responsibility for the Super Nintendo CD and the Sega Genesis.

    -excerpted from the June 18, 1996 episode of GameTV

    (…)

    Ted: I'm Ted!

    Alex: And I'm Alex!

    Ted: And why do we have our co-host Brittany all taped up? *the two of them are carrying her, Ted holding up her back while Alex has her legs, she's sloppily wrapped up in duct tape with a strip of it covering her mouth kind of loosely, giving comical struggles*

    Brittany: *glares at them*

    Alex: Well, she got so much into Tale Phantasia that she didn't want to stop playing and come in to do the review, so... we kinda had to come to her house and kidnap her.

    Brittany: Mmrph!

    Ted: You know, I think that's a good sign for how good the game is.

    Alex: And a bad sign for workplace productivity.

    Brittany: Mmph...mmrrph! *thrashing*

    Ted: Anyway, today on GameTV, we'll be reviewing the Saturn games X-Men: Children of the Atom and the space shooter Darius: Evolved. We'll also be giving our two cents on the all new Power Rangers Zeo game for the Super Nintendo CD. And, in a GameTV exclusive interview, we meet up with Yu Suzuki and chat about the next generation of Sega arcade hardware.

    Alex: Me and John'll be taking a look at this year's huge line-up of sports games, AND we're gonna give you a crash course on FIFA '97 so you can school all your friends.

    Brittany: *kicks Alex in the side of the head, causing Ted to laugh*

    Alex: *selling the kick like it hurt* Hey....! *glares at Brittany* And YOU and I are gonna review Tale Phantasia.

    Brittany: Grmm...mleh! *pokes the tape off her mouth with her tongue* 5 out of 5, now put me down! *looks frantic to get back home to her game, over-exaggerating her distress like an addict on withdrawal*

    Alex: The idea behind a review is that we take our time, show the audience everything about the game, and you're not leaving until the show's over!

    Brittany: Uh, uh... I think you guys left the oven on at my house, lemme just go back and-

    Ted: Your house is just gonna have to burn down, we're not stopping this train for anything!

    Brittany: You lousy sons of- *is cut off by Ted awkwardly sticking the tape back on* -bmmph!

    Ted: We're bringing you previews, reviews, and news to help you choose. This...is GameTV! *the two of them carry a furiously thrashing and kicking Brittany off the stage, she gets the tape off her mouth again and starts yelling at them*

    Brittany: I'm gonna kick your asses...! You two are in so much... you guys are *bleep*holes!!!

    -intro segment to the June 25, 1996 episode of GameTV

    (…)

    Brittany: Tale Phantasia is one of the greatest games I've ever played, period. Once you start playing you won't be able to tear yourself away and I can tell you that from experience.

    Alex: The voices, the music, the visuals, everything comes together perfectly to create a magnificent RPG that ranks among the very best games ever made. This is the first role-playing game I've played where I don't get tired of random encounters. The battle system is just so fun that I find myself grinding pretty much without even needing to.

    Brittany: That MIGHT be why they made some of the latter bosses so powerful and tough, because they KNEW people would grind! My dudes were way up in levels and I still had trouble with some of the last few bosses. This is the best RPG on the Super Nintendo CD, bar none.

    Alex: I think Chrono Trigger might still be a bit better.

    Brittany: No.

    Alex: I think the pacing in Chrono Trigger is better, it's a bit less grindy, um, the storyline is better.


    Brittany: That's debateable.

    Alex: Well, we're debating right now, right?

    Brittany: The thing I loved about Tale Phantasia in terms of its story is that all of these worlds are tied together so intimately. What affects one world affects the other, and it's not like in Chrono Trigger where it's kind of blatant, in this game it's a lot more subtle and at the end everything comes together in this beautiful sort of way. Don't get me wrong, Chrono Trigger is AMAZING but in the end there's no better RPG than Tale Phantasia. I think it might be my favorite game of all time and as I said at the very start of the show, it's a 5 out of 5 for me. The easiest 5 I've ever given.

    Alex: It's a pretty easy 5 for me too. Despite a few nitpicky things, I have very few qualms with this epic, epic game.

    *Sirens begin to go off*

    Ted: *runs over with Kaz and John* Is Brittany trying to escape? Do we need to tape her up again?

    Brittany: *rolling her eyes* No, it's time to put Tale Phantasia in the GameTV Hall of Fame!

    Ted: Oh yeah, I figured that was gonna happen.

    *The group takes Tale Phantasia to the wall where Brittany hangs it up right next to Resident Evil*

    Brittany: And that makes five! And a very deserving fifth game at that. *turns to the group* Now that that's over, can I PLEASE go home and play Tale Phantasia now?

    Ted: Uh, Brittany, the thing is...the janitor kind of complained about the huge mess from you knocking over a bunch of stuff earlier...

    Brittany: You were carrying me into the room!

    Alex: Sorry but you made the mess and you have to stay here tonight to clean it up. The janitor will be back to get you in the morning.

    Brittany: WHAT?! *she runs after the other four as they quickly flee* You gotta be kidding me! You guys...!!! *they run out the door which locks behind them, she tries to get out but she can't* Dammit! *pounds on the door for a few seconds* You guys are gonna pay for this! *she sighs* Well this is just a bunch of.... *she sees a Super Nintendo CD still hooked up to the big screen, and looks over at the Hall of Fame wall* ...hmmm... *goes over to the wall and sees the Tale Phantasia game up on the shelf* …. *she grabs the frame and looks around for a few seconds, then smashes the glass frame on a table and gets the game out* Hehehe... *has a smirk on her face as she goes over and puts the game into the SNES-CD, then sits down on the very comfortable looking couch and begins to play as the credits roll*

    -excerpted from the June 25, 1996 episode of GameTV

    -

    SNES-CD Power Charts: June 1996

    1. Chrono Trigger
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Eternal Night
    4. Major Hazard: FUBAR
    5. Donkey Kong Country 2: Diddy's Kong Quest
    6. Super Mario World 3
    7. Ballistic Limit
    8. Super Mario World 2
    9. Donkey Kong Country
    10. Fire Pro Wrestling Presents: WCW Monday Nitro
    11. Doom
    12. Twinblade
    13. Monster Wars II: Risen From The Grave
    14. Twisted Metal
    15. Battletoads: Dark Queen
    16. Final Fantasy VI
    17. Metal Gear 1+2
    18. Killer Instinct
    19. Victory
    20. Secret Of Mana

    -

    (NOTE: The following dialogue comes from Mr. E., one of our readers who sent this in to us. We edited it up a bit but the dialogue and idea of the conversation itself comes from him.)

    June 30, 1996

    Satoshi Taijiri had had a good past few years. He, and his collaborator Ken Sugimori, had turned their popular game fanzine "Game Freak," into a gaming company in 1989, and had been churning out games every year for the past 6 years. Their most successful finished product thus far was Pulseman, which was a major success in Japan and in America, despite the release of Mega Man X2 at the same time. Taijiri was feeling pretty good. His dream project, a creature collecting game called Pocket Monsters Red and Green had just been released. The game had been inspired by his childhood collecting bugs in the suburbs of Tokyo. It was a game that he had pressed Nintendo to make for over 4 years, and (with a little help from Shigeru Miyamoto) finally got the go-ahead to develop. And which his company almost went bankrupt trying to create. He was relieved. The technology for the Gameboy had become primitive compared to the SNES-CD, (which he personally witnessed when he was developing Pulseman), and now the Ultra Nintendo. He didn't want to develop his game for those systems, because they lacked the connectivity the Game Boy link cable provided. Furthermore, Nintendo didn't have high hopes for the property, and Taijiri was worried that his project would bomb. That fear turned at to be false. There had been modest sales at first. However, that changed when Mew, (added by programmer Shigeki Morimoto late in the game's development) was discovered. The gaming magazine Corocoro had a contest the previous month where twenty entrants would get the elusive Mew, and sales were now exploding. This success had peaked the interest of a certain company. And that's what brought Taijiri to a Machida Coffee shop. He waited, and when he saw someone, he got up, and shook his hand.

    "Kutaragi-san, it is a pleasure to see you again."


    "It is a pleasure to see you too, Taijiri-san."

    The two had previously met when Sony and Game Freak had discussed a Pulseman sequel. Whilst the discussions went nowhere, Taijiri had mentioned that he was working tirelessly on a game where the players could capture creatures, and have them battle. Apparently, Sony had been following the production of the game since. As Pocket Monsters continued to garner high profits, Kutaragi had called and requested a meeting with Taijiri.

    "So, I hear you've been some success with your little bug catching game."

    "Yes, that's right."

    Ken Kutaragi asked, "So, do you have plans to release more?"

    Taijiri wasn't sure, but he knew about the numerous bugs in the original games, and if given an opportunity, would love the chance to create another version of the game to fix those bugs.

    "So, you said that Pocket Monsters almost bankrupted Game Freak."


    "Yes, That's right."

    "Well, based off what we have seen, the massive sales figures for the game, we think that the effort was well worth it. And we want to help you make more games. The new model Game Boy, it's a device that we helped with so that we could try our hand at working with portable games. I think a new Pulseman game would work well, similar to how Capcom released many Mega Man titles for the Game Boy. And your Pocket Monsters game is extremely intriguing."

    Kuturagi leaned forward:

    "I have a proposal for you..."

    -

    Sony Acquires Game Freak

    The Japanese electronics company Sony acquired yet another video game publisher, completing a merger with the video game maker Game Freak yesterday. Details of the deal have yet to be revealed, but it's another edition to the company's growing stable of developers.

    -excerpted from an article in the July 10, 1996 Wall Street Journal
     
    TTL's Legion Of Superheroes
  • The Legion of Super-Heroes is something of a curiosity in the DC Universe. It began life as a throwaway story by Otto Binder in 1958 where the nascent “Legion of Super-Heroes” inducted Superboy into their ranks through a series of trials. It eventually replaced the Boy of Steel in Adventure Comics where it would gain its own rogues gallery and iconic elements like the inverted rocket clubhouse. They would move to Action Comics by the end of the sixties, then to Superboy where the title would become Superboy and the Legion of Superheroes, and then eventually oust Superboy from his own title by the dawn of the eighties. At the height of its popularity, some claim the Legion was seconds in sales to only the Marv Wolfman and George Perez’s New Teen Titans. However, Crisis on Infinite Earths was not kind to the team. The removal of both Superboy and Supergirl created the mother of all continuity snarls as Superboy was the inspiration for the team and Brainiac 5’s complex relationship with Supergirl was a longstanding subplot. Paul Levitz attempted to rectify this with the Pocket Universe saga, which worked as something of a stopgap measure, and then the “Five Years Later” story arc sparked a series of retcons that fed into Zero Hour.

    DC wiped the slate clean and assigned Grant Morrison to the Legion titles: the fourth volume of Legion of Super-Heroes and Legionnaires. Well, Morrison himself wrote LoSH while writers like Mark Millar and Tom Peyer scripted his plots for Legionnaires. Despite protests from Superman editorial (Superman and Batman’s editors were notorious for being uncooperative with the characters in their stables), Grant Morrison restored Superboy to the Legion of Super-Heroes in a roundabout way. Since the clone Superboy already appeared in his own book and the Superman titles, Morrison reused the Kent Shakespeare and Laurel Kent characters as the Superboy and Supergirl of the 30th century though no one explicitly referred to them by those appellations in-story. Instead, Morrison used the now-vacant codenames Valor and Andromeda to distinguish them from their contemporary counterparts. The setup was simple: Earth of the 30th century was utopian society free of huger, war, disease, and other societal ills under the cyclopean eye of the “benevolent” Solaris, the Living Sun. Kent Shakespeare had everything he ever wanted: a stable hoe, loving parents, and a girlfriend until a trio of strange teenagers whisked him away and revealed the truth of his “perfect” existence.

    Cosmic Boy, Saturn Girl, and Lightning Lad exposed Solaris’ true nature. The tyrant sun brainwashed countless worlds into submission while his army of stellar computers were subjugating the galaxy. Part of his plans included “programming” the various superhero “dynasties” into compliance. Kent and Laurel was members of the Superman dynasty, the greatest of the heroic houses. Over time Morrison introduced characters from the Flash with Impulse’s cousin, Rush, and with James Robinson’s blessing, retroactively made Thom Kallor (AKA Star Boy) a member of the Starman dynasty. With the veil over his eyes lifted, Kent dedicated himself to the overthrow of Solaris.

    Some fans often derisively call his take on the team, “the Justice Legion” because of its overt use of legacy characters from the Justice League. Interestingly, Morrison himself would appropriate the name for a future project. Morrison’s Legion was something of a sleeper hit for DC Comics; it garnered critically acclaim that compared his run to science fiction pulps like Flash Gordon and Bryan Hitch’s panels introduced the “widescreen” look that gave the book a cinematic feel. He would alternate with Morrison’s frequent collaborator, Frank Quitely, for a two year run before he moved on to Adventures of Superman. However, the penultimate arc involved a concept that would reshape DC Comics over the next two decades: the introduction of Hypertime.

    After the Legion had finally defeated Solaris, Kal Kent, the Superman of the 853rd century, arrives at Legion headquarters to enlist the aid of Valor, Andromeda, and the Legion founders for a mission to stop the Chronovore an eldritch abomination that fed on time. Many fans criticize the story for having little to do with the Legion itself, but it introduced the Fortress of Solidarity where various “discarded” versions of Superman and his supporting cast (including previous versions of the Legion) gathered to combat threats to Hypertime.

    Kal Kent described it as this, “Imagine time as a river where you throw a stone and the ripples change its course. The main timeline changes but the old timeline exists as a ripple… an echo that exists independently of the changed timeline; every possibility exists within Hypertime and it is the mission of the Superman Squad to protect all of it.”

    By “ripple,” Kal obliquely refers to the events of Crisis on Infinite Earths and Zero Hour, and the appearances of the Superman: The Animated Series, Chrsitopher Reeve, Dean Cain, and Bruce Campbell versions of the Man of Steel enforce that these versions are all exist within the Superman canon. Morrison essentially revived the DC Multiverse; the original Superman from Action Comics #1 now existed in his own timeline, as did the 50s version of Superman, the Silver and Bronze Age versions—hell, Supermen from obscure “Imaginary Stories” existed in their own timelines. In many ways, it more resembled the Marvel Multiverse that took the many-worlds interpretation with branching timelines rather than the pre-Crisis DC Multiverse though the possibility that Earth-2 and those other Earths still spun somewhere out in Hypertime was present. However, DC would not fully explore this idea for nearly a decade.

    The idea was not without controversy either. Alan Moore was working on Supreme, a Rob Liefeld pastiche of Superman who had spent much of the nineties as a violent anti-hero, accused Morrison of plagiarizing his work. Moore’s grand arc on Supreme included the idea of the Supremacy; a limbo-like dimension where various versions of Supreme (themselves mirror images Superman’s various incarnations) went after reality “revised” itself. Similarly, Morrison criticized Alan Moore’s complaint as, “ludicrous considering the character he was writing was himself a copy of Superman.” The point became moot as a lawsuit from Marvel/NewsCorp over the long-forgotten Joe Simon/Jack Kirby creation, the Fighting American, bankrupted Awesome Comics when its larger investors backed out and Disney (of all companies) ultimately bought its properties in 1999. Moore would leave his run on both Supreme and the new Youngblood unfinished… but I digress.

    Justice League might have been the best-selling title of the mid-to-late nineties, but Legion of Super-Heroes was arguably the most influential. Many elements from his Legion run carried over into other titles such as the expansion of the superhero dynasties in Mark Waid’s run on the Flash and James Robinson’s Starman. Solaris would plague the Justice League and Superman when he forced them to build his past incarnation as part of a convoluted time travel plot in 1998’s DC One Million crossover and the idea of “rippling Hypertime” played into his 1997 “evolution” of the Superman titles that saw many changes (including the controversial removal the red briefs from the uniform) to the Man of Steel that rivaled John Byrne’s 1986 reboot. However, one of the most notable was the third season Superman: TAS episode “Must There Be A Superman?” three-parter that aired in the spring of 1999.

    As mentioned earlier, TAS version of Superman appeared in Morrison’s final Legion arc and “Must There Be a Superman?” adapted it from the perspective of the TAS Superman. After Lois is hospitalized in an Intergang attempt on her life; a distraught Superman has a crisis of confidence when two imposter “Supermen” appear in Metropolis voiced by Christopher Reeve and Bruce Campbell as special guests. After a brief battle, he follows them through the lightning door to the Fortress of Solidarity where he meets Valor (voiced by Christopher Daniel Barnes), Andromeda (Mary Kay Bergman), and the Legion (Lightning Lad voiced by Jason Priestly, Saturn Girl by Melissa Joan Hart, and Cosmic Boy by Chad Lowe.) The story follows Morrison’s nearly verbatim and boasts some of the most fluid animation since “World’s Finest.” However, Paul Dini wrote an epilogue that answered the question “Must There Be A Superman?” where the TAS Superman speaks as the lightning door closes.

    “Must there be a Superman, Kal? The answer is yes. Even as an idea, every world needs a Superman.”

    “Must There Be A Superman?” is a personal favorite of mine and many other fans. Not only did it “canonize” the Morrison story, it also received a mention in 1999’s Man of Tomorrow film. Grant Morrison’s Legion run had far-reaching consequences on not only the comic books but on other media as well.

    -from the blog "The Musing Platypus" by B. Ronning, May 10, 2015
     
    The Pop Culture Of TTL's 1996
  • The Blockbuster Summer '96 Movie Season

    The summer of 1996 was perhaps the biggest summer blockbuster season since 1989, largely due to the success of three huge films. Going into the summer, the two films with the most hype behind them were the sci-fi alien action film Independence Day, starring future A-lister Will Smith, and Superman: Last Son of Krypton, the superhero's return to the silver screen nine years removed from the disastrous Superman IV: The Quest For Peace. Though Christopher Reeve had to step down from the lead role (due to age and due to starring in the moderate CBS hit Extracurricular), fans still clamored for the hero's return to the big screen after a very popular trilogy of Batman films in the interceding period.The Superman film was expected to be the summer's biggest hit, with Independence Day a very close second, but an unlikely blockbuster interceded and Superman ended up having to settle for third. That film was Twister, a film which, along with Independence Day, renewed the “disaster film” genre and ended up as the year's second highest grossing film, with over $250 million at the North American box office. Independence Day scored first, with over $300 million, while Last Son of Krypton had to settle for a “mere” $235 million in domestic receipts (though its $60 million opening weekend did break Batman Forever's opening weekend record). Aside from the “big three”, theaters remained packed due to a big glut of lesser but still successful hits. Tom Cruise's Mission: Impossible scored nearly $200 million in domestic receipts, and action hits like The Rock, Eraser, and Barcode (a dystopian sci-fi thriller starring a young actress named Milla Jovovich about an android who had to flee from a pro-human government that sought to scrap her) all made north of $100 million in North America. On the comedy front, the big hit film was expected to be the Jim Carrey sequel The Mask II, but despite a big opening weekend that saw more than $40 million in box office receipts, the film barely limped past $120 million at the North American box office. Instead, it was the Eddie Murphy film The Nutty Professor that reigned supreme, beating out The Mask II by $12 million (and doing even better overseas). Elsewhere on the comedy front was the family film Schemers. Starring Matthew Broderick and at the time All That star (now Saturday Night Live actor) Kenan Thompson, the movie depicted Thompson as a young con artist who manages to sucker his hapless high school teacher (played by Broderick) into helping him with a huge score, only for the two to end up together on a cross-country flight from the authorities (and a group of much more dangerous criminals). The movie only made $90 million domestically, but that was a huge success considering its $12 million budget, and it would receive a sequel in 1998. Disney's The Hunchback Of Notre Dame, while one of the summer's most lucrative films, was somewhat of a disappointment after the huge success of 1994's The Lion King and the disappointing but still decent performance of 1995's Pocahontas. While The Hunchback of Notre Dame was mostly well received by critics, it still drew some flak for its changes to the original story (which included a “kinder, gentler” Phoebus, who was still one of the film's antagonists until Esmeralda and Quasimodo saved him from a hanging at the hands of Clopin and his fellow gypsies in the Court of Miracles, and also saw Quasimodo and Esmeralda paired up together in the end, which was a complete reversal of the grim ending of the book and seen as “typical, predictable” Disney fare). While critics may not have loved the summer of 1996 (Barcode and Last Son Of Krypton received the highest praise, with scores of 91% and 87% respectively on Rotten Tomatoes), it was the most attended in ticket sales since 1996, and set the bar quite high for the summer of 1997.

    -excerpted from an article on boxofficereview.com, October 14, 2013

    -

    You know, he really is a hell of a player. I'll give credit where it's due. I'm still the better basketball player but I can see him having a bright future once I'm out of the league.”
    -Michael Jordan, in a post-game interview with Hannah Storm after Game 6 of the 1996 Eastern Conference Semifinals

    The 1996 NBA Playoffs weren't quite as exciting as the 1995 playoffs, but they did see a number of excellent young superstars exhibiting their talents and taking their teams on deep playoff runs. Coming into the playoffs, the overwhelming favorite was the Chicago Bulls, who had just rattled off their second consecutive 70-win season behind the trio of Michael Jordan, Scottie Pippen, and Chris Webber. The only threat to the Bulls' hopes of repeating as NBA champs were the Orlando Magic, who'd won 58 games in the Atlantic Division and had easily bested the declining New York Knicks for the division title. Reggie Miller's Pacers had won 54 which was good for the third seed. The West was a war, with the Seattle Supersonics having won 62 games, good for first place, with the Golden State Warriors also winning 62 but losing the tiebreaker. The San Antonio Spurs had grabbed 59 wins, and the Utah Jazz were close behind them with 57.

    The first round of the playoffs had little in the way of drama. The Bulls, Magic, Warriors, and Sonics all easily swept their series and the Pacers beat the Cleveland Cavaliers in four. The Boston Celtics, led by Grant Hill, beat the New York Knicks in a three-game sweep, though the West's 4-5 series was an exciting slugfest that saw the Jazz barely beating the Rockets in a game five overtime thriller. In the conference semifinals, the Pacers and Magic played what was probably the best series of the playoffs, though the Pacers ended up bowing out in seven games for the second straight year. Despite flashes of brilliance, Grant Hill could only carry the Celtics to game six, where the Bulls blew out the Celtics at the brand new Fleet Center. In the West, the Jazz managed to upset the Sonics in six, while the Warriors went all the way with David Robinson and the Spurs. In game 7, played in Oakland, Horace Grant had a dominating performance with 19 points and an incredible 27 rebounds, and the Warriors beat the Spurs in the deciding game, 132-109. In the conference finals, the Magic were stomped by the Bulls in five games, while the Warriors only needed five to beat out the Jazz, setting up an NBA Finals between the Chicago Bulls and the Golden State Warriors. It was thought to be Mitch Richmond's chance to prove himself as an NBA superstar, but despite pushing the Bulls to six games, Chicago's tough trio was too much for the Warriors to handle. Michael Jordan famously shouted “Fuck you, Mitch Richmond!” in the celebratory aftermath of Game 6, proving once again his dominance over yet another pretender to his throne, and the Bulls had won their fifth championship in just six years.

    -excerpted from TheBasketballHound's series of blog posts recapping the 90s-era NBA playoffs, posted on January 29, 2014

    High Drama At The 1996 NBA Draft

    The annual NBA draft saw a flood of excellent talent from both the collegiate and high school ranks entering the league, and teams were clamoring for spots, with the first round seeing plenty of trade action that started pretty early in the night. After the night's first pick, which sent Allen Iverson to the Washington Bullets, all bets were off. The 76ers sent their number two pick, which ended up being Shareef Abdur-Rahim, to the New York Knicks for a package of players that included John Starks and New York's number-one picks for 1998 and 2000. Marcus Camby was grabbed up by the Dallas Mavericks, and New Jersey and Toronto swapped the fourth and sixth picks, which were Ray Allen and Lorenzen Wright respectively. The Nets seem to be hoping that Wright can give them the big-time center they need, while the Raptors seemed very happy to be adding both Ray Allen and Derrick Coleman to their growing young nucleus that includes Damon Stoudamire. There was a bit of high drama concerning Kobe Bryant, who had previously stated that he wouldn't play for any other team except the Los Angeles Lakers. That didn't stop the Western Conference champion Golden State Warriors from trading Chris Mullin up to pick him, and after some lengthy negotiations it seems that Bryant is happy with playing by the Bay. The Indiana Pacers seemed to be going with the hometown favorite Brian Evans with their first-round pick, but then they traded up to obtain Steve Nash from the Atlanta Hawks, sending Derrick McKey and their second rounder along with Evans. The trade was criticized in some circles, as the Pacers already have a capable point guard in Mark Jackson, but GM Donnie Walsh tells the media that Nash will make an excellent addition to the Pacers' second unit, where he'll be able to learn and grow. Overall, analysts seemed to pick the Raptors as the draft's biggest winners, with the Bullets, having obtained the consensus best player, as a close second. Only time will tell if this draft ends up as a major turning point for the NBA or a major disappointment for a lot of hopeful teams.

    -from an article in USA Today, June 28, 1996

    -

    Narrator (Don LaFontaine): Last year, Sailor Moon took America by storm. Now, after nearly a year, Sailor Moon is back.

    *Scenes play from the first two episodes of the Makai Tree saga*

    Narrator: New villains. New powers. New threat. Can Sailor Moon and her friends re-unite in time to save Tokyo, or will the world be overgrown?

    *Shows the Makai Tree spreading its roots*

    Narrator: Find out when Sailor Moon comes to prime-time, this Friday, June 14th in a one hour special, The Return of Sailor Moon. Only on Fox!

    -a Sailor Moon promo commercial that aired during early June 1996 on Fox

    When Fox Kids Kicked Butt

    During the fall of 1996, Fox Kids kicked off a new campaign to promote their lineup, particularly of action-oriented shows. A series of promos began to air bearing the new slogan: “Fox Kids: Where Kids Kick Butt!” The lineup was largely to promote the new weekday line-up, which included Sailor Moon, X-Men: The Animated Series, Power Rangers Zeo, and a brand new cartoon from Craig McCracken called The Buttkickin' Girls. Originally called The Whoopass Girls, and known as The Powerpuff Girls when a pilot short aired on Cartoon Network's What A Cartoon! anthology series, the show depicted three young girls who were created in a science experiment by a man named Professor Utonium. With their new superpowers, the three girls, Blossom, Bubbles, and Buttercup, fought crime together against a horde of strange and hilarious villains. The new Fox Kids slogan earned some controversy, particularly from Brent Bozell's Parents Television Council, who claimed that the slogan promoted violence and weren't pleased with the gratuitous use of the word “butt”. Fox Kids was very proactive in clarifying the meaning of their new slogan, however, explaining that “kicking butt” didn't just mean literal fighting, but also meant that kids took an active role in self-improvement and community involvement, through staying in school, picking up litter, and other positive acts (in a similar way to Nickelodeon's Big Help campaign). They even aired a series of public service ads featuring various Fox Kids stars. The most famous and most effective such ad was the one featuring Power Rangers stars Jason David Frank and David Yost. It was an anti-bullying ad that featured the shocking admission that Frank had bullied Yost during their time together on the show, and showed Frank earnestly and humbly asking for Yost's forgiveness. It didn't specify the exact reason for the bullying (which, down the road was revealed to be related to the fact that Yost was gay), but was still seen as a very effective and honest commercial, and probably contributed to Yost remaining on the show after Power Rangers Zeo. The slogan itself wasn't especially effective and the campaign was quietly phased out in late 1997, but it remains one of the more memorable times in the history of Fox Kids.

    -from an article on the website Kids' TV Memories, posted on September 15, 2008

    *Two young women are seen walking down the sidewalk at a crowded park.*

    Catherine Sutherland: Hello, I'm Catherine Sutherland, you might know me as Kat the Pink Ranger on Power Rangers Zeo!

    Lalainia Lindbjerg: And I'm Lalainia Lindbjerg and you might know me as the voice of Sailor Venus on Sailor Moon.

    Sutherland: You might know Fox Kids as a place where kids kick butt, but “kicking butt” isn't just about winning a fight or beating up bad guys.

    Lindbjerg: Kicking butt is about being the best you that you can be! Staying in school, studying hard, volunteering in your community, all of these things are a great way to kick butt each and every day!

    Sutherland: In fact, let's see how these kids from a local elementary school are kicking butt right now by volunteering to help clean up this beautiful park.

    *The two walk over to the group of kids who are picking up trash that's been left by various park-goers, they begin chipping in to help as well*

    Sutherland: Making your community a more beautiful place to live helps everyone living there! It makes for a more healthy environment, it helps people feel better about where they live, and it makes the park safer so it can be enjoyed by people of all ages!

    Lindbjerg: And when you help make the world a better place, it makes others want to pitch in and help out too.

    *The two actresses and the kids finish up cleaning the park and are now standing together under a big tree.*

    Sutherland: So remember, while you may not be a superhero and while you may not come across evil monsters in your every day life....

    Lindbjerg: You can still be a hero if you devote yourself to being the best you you can be, help out where you can and make the world a better place for everyone!

    Everyone: And that's why kids kick butt!

    (…)

    *A young woman is walking down the sidewalk in a neighborhood.*

    Saffron Henderson: I'm Saffron Henderson, and I play the voice of Sailor Jupiter on the show Sailor Moon. But what a lot of people don't know is that I've been fighting a battle every day since I was a young girl.

    *Henderson walks up to a little girl and her mother.*

    Henderson: You see, I've been fighting a battle against diabetes. Keeping it in check is a full time job, but that's what “kicking butt” is all about. It's about taking care of yourself so that you can be the best you you can be.

    *Henderson begins to talk to the young girl, who also has type 1 diabetes.*

    Henderson: It's not an easy fight, but with the right attitude and a lot of courage, you can handle even the toughest of challenges. *to the little girl* So you already know what you have to do every day, don't you?

    *The girl nods and smiles, and she and her mother go through the various steps to inject the girl with her daily insulin.*

    Girl: It's easy to get discouraged, but my doctor says that as long as I take care of myself, I can do almost anything I want!

    Henderson: That's right, you can. You're very brave. *she smiles and she does some of her Sailor Jupiter lines for the little girl, who smiles and then the two of them do some Sailor Jupiter poses together*

    Girl: I like Sailor Jupiter the best because she's really brave and no matter what happens to her she always stands up and protects her friends!

    Henderson: *to the camera* Stacie here kicks butt every single day, and there are thousands of kids out there just like you who are also dealing with diabetes and other serious diseases like cancer, HIV, and congenital heart defects. Sometimes it might seem like it's hopeless. I know it did for me when I was first diagnosed. But if you keep your chin up, remember to take care of yourself, and never lose hope, you can kick butt just like Sailor Jupiter and just like Stacie! And even if you don't have a serious disease like diabetes, it's important to eat right and get plenty of exercise so that you can stay healthy and strong well into the future!

    *Henderson, Stacie, and her mom strike one more Sailor Jupiter pose together and shout “Kids Kick Butt!” into the camera.*

    -commercials from Fox Kids' “Where Kids Kick Butt” campaign that aired in the fall of 1996

    -

    From MTV to Mad TV

    Kazzi DeCarlo has been cast to join the second season of Mad TV when it returns to Fox in the fall. DeCarlo, known for playing Kaz on the hit MTV video game news show GameTV, will be leaving that show some time in July. In addition to his reviewing duties, DeCarlo often played wacky characters in the various sketches on the show, providing much of the comic relief in contrast to the shows' straight-man hosts Ted Crosley and Alex Stansfield. Though the loss of DeCarlo will be felt, GameTV should weather it relatively well. The show is currently the second highest rated show on MTV behind hit cartoon Beavis and Butthead, and the show will be getting a new co-host, Gary Westhouse, to replace DeCarlo after he leaves.

    -from an article in the June 25, 1996 issue of Variety magazine

    -

    *Lisa, Bart, and Homer are running from a pack of wild dogs. They quickly slip into a room but the walls begin closing in on them.*

    Lisa: We're trapped!

    Bart: Game over man, game over!

    Homer: No it's NOT! *begins punching the walls angrily, when this doesn't work he starts ramming his head into them*

    Lisa: I don't see how giving yourself a concussion is going to help us!

    Homer: I don't see how it's NOT going to help us! *keeps doing it*

    Lisa: *she rolls her eyes and sees something* Bart, help me up!

    *Bart lets Lisa climb on his shoulders and she manages to grab a long pole from a shelf, she props it between the walls and this gives them time to think of a way out of the room. Lisa and Homer make it out but Bart is very nearly crushed, they pull him out at the last second.*

    Bart: Whoa, man, I was almost a Bart sandwich!

    Homer: Mmmm....Bart sandwich...

    -excerpted from the “Resident Annoying” segment of The Simpsons episode “Treehouse Of Horror VII”, based on the video game Resident Evil, which aired on October 27, 1996. The segment was seen as an excellent send-up of the game, which included Milhouse as a parody of the traitorous Albert Wesker, and as the best of the episode's three segments.

    -

    And it seems that the Latin music craze of the past year is showing no signs of stopping. Los Del Rio's earworm dance hit Macarena has just topped the chart for the tenth straight week, one of the longest runs in the modern era. And what song has been the runner-up for the past three weeks? Selena's hit “Moonlight Romance”, from her album Dreaming Of You. The album has sold nearly five million copies thus far and looks to be a front-runner for next year's Grammy Awards, though Selena herself has expressed some misgivings about the success of Macarena, saying in an interview 'I think the song depicts a somewhat harmful relationship and then completely glosses over it by making it the background of a catchy dance beat, it's not the kind of song that should be coming out of the Latin music community.' While some music critics agree with Selena, others attribute her attitude to jealousy. Though it's clear to see that it's very hard to achieve such chart success without attracting some measure of controversy.”
    -excerpted from an MTV News report on September 30, 1996

    Brittany Saldita: *wearing a Bikini Kill t-shirt* And it's just an honor to have you guys here today.

    Kathleen Hanna: Well thanks, it's great to be here on the show.

    Brittany: Aaaand performing after the interview.

    Kathleen: *she laughs and smiles* We'll do our best.

    Brittany: So explain to a lot of the people watching what the riot grrrl movement is all about, because I think, you know, even with a lot of girls watching this show, most people who play games are guys who might not have been exposed to your particular sort of brand of music. Which is a real shame because you guys kick more ass than a lot of the bands with a lot more exposure.

    Kathleen: It's cool, we're not really used to being in the spotlight, we get that our message is pretty subversive and we're just gonna keep playing until one day it isn't. But anyway, the riot grrrl movement is about empowering women, it's about addressing a lot of the issues that effect women today and inspiring women and girls to express themselves, to use their voice because every woman HAS a voice, even if you have to shout as loud as you can, to just keep shouting and keep being heard because it's a message that HAS to be heard. A lot of our music addresses things like rape, like domestic abuse, things that women have to confront every single day. At a lot of concerts, women can't have a good time like the men can because whenever they're in a crowd, they're getting groped, they're getting assaulted verbally and physically and a lot of what we do is about creating safe spaces where women can feel free to rock out and feel the music and not have to worry about being touched or insulted just because they like the same kinds of music as guys do.

    Brittany: It's a big problem and I know from personal experience, going to concerts and not feeling comfortable getting in the middle of the crowd because I know there's going to be some *bleep*hole there who wants to touch me or whatever. And at a Bikini Kill concert I know that's not gonna happen to me.

    Kathleen: *she smiles* I remember you from the front row a couple of times.

    Brittany: *smiling, she looks at the camera* Full disclosure, I am an ENORMOUS fan of this band.

    Kathleen: You're a riot grrrl yourself aren't you?

    Brittany: Well, aside from not performing music, yeah. But you know, I feel that video games are becoming an increasingly safe space for women. There's still a lot of chauvinistic stuff there, obviously, guys still saving the princess and women being treated like garbage, but then you have games like The Darkest Ritual, and MagiQuest, and Tomb Raider is coming out pretty soon and that looks like there's a really good female protagonist there.

    Kathleen: Oh, MagiQuest, Kurt Cobain and me got together and played some of that a while back.

    Brittany: You saw Kurt Cobain again?

    Kathleen: We're not dating again, not right now anyway, but he's been kind of chilling out, going around and performing with some of my friends and one night he just wanted me and Billy and Tobi to come play some games with him and we spent a lot of time messing around in MagiQuest. It's a little cutesy for me but it's pretty fun. I don't play many games because, you know, I don't think there's enough representation of women there, but I know it's getting better. You're a HUGE part of that, you know that, right?

    Brittany: *blushing*

    Kathleen: Stop it! *laughs* I'm serious, I hear little girls talking about games and mentioning your name. They love you.

    Brittany: I think Bikini Kill is doing WAY more for women in music than I'm doing for women in games. And then Bratmobile, did you see the charts? They just got a song to No. 38!

    Kathleen: I don't really follow the charts but I did hear that “Sail Over The Waterfall” did really well.

    Brittany: I swear to God, I almost passed out when I heard Casey Kasem actually talking about Bratmobile on his top 40.

    Kathleen: Shut the *bleep* up. Shut the *bleep* up, no *bleep*ing way!

    Brittany: Right now, “Sail Over The Waterfall” is the number 38 song in America.

    Kathleen: See, and a lot of that is Kurt's doing because he helped get them back together. That's the thing about riot grrrl, a lot of people think we hate men, but no, we don't hate men. I *bleep*ing love men. We're about elevating women, not bringing down men. We're about full equality so that men and women can be together and be good to each other and not have to worry about the *bleep* that anybody says about it, saying that you're less of a man for not treating women like *bleep*. You're more of a human being if you treat other human beings with dignity and respect, women and men.

    Brittany: I've never felt more safe or comfortable than when I'm doing this show with Ted and Alex and John and Gary, and Kaz back when he was still on. They're awesome.

    Kathleen: See? But you do really need to have a few more women on here with you.

    Brittany: Do you want to be on the show? I think we could make room for you guys.

    Kathleen: Is that a serious offer?

    Brittany: *looks a bit nervous, smiling nervously*

    Kathleen: *she laughs*

    Brittany: I mean if it was up to me-

    Kathleen: I know, I know. *she laughs again and gives Brittany a hug*

    Brittany: Well, everybody, it's time for Bikini Kill to take the stage. So here they are, performing their latest song “Reject All American”, it's Bikini Kill!

    *The band performs, Kathleen even pulls Brittany up on stage to sing a verse with her at one point.*

    -excerpted from the August 6, 1996 episode of GameTV

    -

    On July 28, 1996, Nickelodeon premiered the show Swashbucklers, a pirate-themed live action comedy/drama that ended up becoming one of their most popular shows of all time. Building off of the pirate craze kicked off by video games such as the Monkey Island series and Tales Of The Seven Seas, the show was criticized at first for being a bit of a ripoff of the Seven Seas game, but soon found its own footing and ended up as a critical and commercial success. It featured six orphaned youths, ranging in age from 12 to 18, three girls and three boys from various backgrounds, as they set out on-board an abandoned pirate ship and soon found themselves stranded at sea. It was sort of regarded as a hybrid of Tales Of The Seven Seas and Nickelodeon's sci-fi show Space Cases, though unlike in Space Cases, the kids on-board the ship, called the Sea Spirit, had no adult supervision most of the time. The main cast was largely unknown, with the most famous among them being Scottish actress Kelly MacDonald, who had just finished her work on the film Trainspotting when Nickelodeon cast her in the show. She played the fiery character Emma Stanton, who was the sort of co-leader of the group of kids, along with the young man Balthasar who was Emma's rival (and eventual love-interest). The show featured plenty of guest star appearances, including a young Angelina Jolie as an adventurous treasure hunter in the show's third season who ended up being one of the show's most memorable and wicked one-shot villains. Though Swashbucklers started out as a Sunday night show on Nickelodeon's “Nickel-O-Zone” block (airing right before Nick News), it would eventually make it to SNICK in 1997, replacing Space Cases (which ended up barely getting a concluding third season in its own right, returning to SNICK in early 1998 for a one-night marathon of its final three episodes). Swashbucklers remains one of Nickelodeon's most beloved shows. It ended its run in 2001 after four successful seasons, the ending of the show largely seen as the end of Nickelodeon's “Golden Age” which lasted from the mid 80s to the early 2000s.

    -excerpted from “Nickelodeon Memories: The Network's Greatest Shows”, an article on TVTubeTime.com in 2009

    Nickelodeon's Late Night Line-Up For Fall 1996 (“Nickel-O-Zone” on Monday-Friday and Sunday, “SNICK” on Saturday)

    Monday Night (8:00 PM): Rugrats
    Monday Night (8:30 PM): Rugrats

    Tuesday Night (8:00 PM): Phineas And Ferb
    Tuesday Night (8:30 PM): Phineas And Ferb

    Wednesday Night (8:00 PM): The Adventures Of Pete And Pete
    Wednesday Night (8:30 PM): The Adventures Of Pete And Pete

    Thursday Night (8:00 PM): Jessie's Jeans (a show featuring a young Amber Tamblyn as a girl running her own clothing shop, it was a decently successful kid sitcom that lasted two seasons)
    Thursday Night (8:30 PM): Live! With Stick Stickly (a Space Ghost Coast to Coast-like talk show featuring Stick Stickly sketches and interviews with celebrities, it only lasted a year)

    Friday Night (8:00 PM): Kablam!
    Friday Night (8:30 PM): Action League Now!

    Saturday Night (8:00 PM): The Secret World Of Alex Mack
    Saturday Night (8:30 PM): All That
    Saturday Night (9:00 PM): Space Cases
    Saturday Night (9:30 PM): Are You Afraid Of The Dark?

    Sunday Night (8:00 PM): Swashbucklers
    Sunday Night (8:30 PM): Nick News With Linda Ellerbee

    -
    “So, we're getting ready to air The Real Adventures Of Jonny Quest, and a big aspect of the new show is the character of Jessie, who's Race Bannon's daughter. Everyone's real excited about her, wanting her to be popular with critics, but I noticed that the first episode we had, the one critics were going to see, was The Darkest Fathoms, an episode that saw Jessie getting captured by pirates and rescued by Jonny. Now, how are we supposed to sell Jessie as being Jonny's equal if he's saving her in the very first episode? So I convince them to move Darkest Fathoms to the fifth episode in order and have Escape To Questworld as our big premiere. It does a lot of things, it introduces Questworld properly right away and it has Jonny, Jessie, and Hadji all saving the day together as equals. The critics loved it and conversely, they loved the show and loved Jessie. I like to tell people I 'saved' The Real Adventures Of Jonny Quest. Would we have gotten three seasons, including a big finale TV movie, if I hadn't gotten them to make that change? Maybe, maybe not. But every little bit helped, considering how close we were to getting canceled after season two.”
    -Peter Lawrence

    Toonami debuted on Cartoon Network in the fall of 1996 as a weekday action-oriented block on the network, largely conceived to run counter to the action-packed Fox Kids weekday block. It ran from 3 to 5 initially, though in 1997 it moved to 4 to 6 in order to capitalize on kids returning from school later in the afternoon. The very first line-up consisted of Robotech, Reboot, Slayers, and The Real Adventures Of Jonny Quest. Of particular interest was Slayers, which had to be fairly heavily edited in order to get down to a TV-Y7 rating, but was still considered probably the edgiest show to air on kids' TV. Sailor Moon had paved the way for somewhat edgy anime series to air in North America a year before, but getting Slayers on Cartoon Network in 1996 was still a feat of incredible editing acumen and it was a small miracle Cartoon Network pulled it off without butchering the primary plotlines and character traits. The block itself was received well, though ratings in the early days lagged behind what Fox Kids was offering, and it was Jonny Quest that largely propped up the block. It was an intriguing choice to use the character Moltar to introduce the shows, he'd largely been seen as the backstage producer in Space Ghost Coast to Coast, but his deep voice and space-agey look did a lot to sell Toonami as something “cool” to that generation of kids. Cartoon Network had initially considered Dragon Ball Z for the block, but they went with Slayers, which they believed would be more popular with young girls (another choice influenced by the popularity of Sailor Moon). DBZ languished in syndication for a couple of years before being picked up by Toonami in 1998 and becoming one of its biggest hits, but it all began with that fateful choice in 1996 to air a weekday block of action cartoons.

    -excerpted from a 2008 article on TVTubeTime.com

    Kids' WB Aims To Challenge Fox Kids For Saturday Morning Supremacy

    Last year, Warner Brothers started a new block of Saturday morning cartoons, and this year, Kids' WB is looking hotter than ever with a huge block of Saturday morning shows as they look to knock reigning champ Fox Kids off its perch. The network is banking heavily on the success of Superman: The Animated Series, but shows such as Animaniacs and spin-off Pinky and the Brain are also planned to be a major part of Kids' WB's fortunes in the near future. Many shows are castoffs from Fox Kids, which used to air many Warner Bros. shows until the formation of Kids' WB, including the acclaimed Batman: The Animated Series, which makes the block its new home starting in the fall. There are also a pair of shows airing on the block based on hit video games: Earthworm Jim and Jewels Of The Realm. With a mix of Looney Tunes-style comedy and major superhero action, Kids' WB is eschewing the live-action shows that have helped to make Fox Kids such a major success, but they might just have the strongest block of animated shows on all of television.

    -excerpted from an article in TV Guide's 1996 Fall Television Preview

    -

    We were recently granted an interview with Joss Whedon, whose upcoming show Buffy the Vampire Slayer will be premiering early next year.

    (…)

    You've mentioned getting inspiration from video games a few times when discussing plans for your new show. Exactly which games have been the inspiration for Buffy?

    Joss Whedon: Well, definitely a big one is this role-playing game called The Darkest Ritual, about these two girls who get caught up in magic and unleash a horde of demons on their school. That one I found quite a bit of inspiration from, the characters were great and it was really well-written. Also, um, Secret of Mana was a great game. They even named one of the vampire bosses after Buffy from the movie! I thought that was a neat little tribute, so I mined that game for some ideas. Credit where credit's due, of course. I really liked Castlevania: Rondo Of Blood, but I'm not sure if the setting's compatible with what I'm trying to do, maybe there'll be a reference or two in there somewhere. And of course Snatcher, I think a lot of us young writers were inspired by that game. I'm waiting for Policenauts, I want to see if there's anything cool in there.

    So Buffy might go into space?

    Whedon: *laughs* I wouldn't rule anything out!

    -excerpted from an interview with Joss Whedon in the September 1996 issue of Wizard magazine

    -

    The final episodes of Neon Genesis Evangelion were known for their bizarre nature, though the final two episodes are largely considered a triumph. The history of the show's production issues is well documented, despite being a critically acclaimed anime series, the show was running out of funds by the time the last few episodes were set to be produced. Enter Sega. Flush with cash after the Japanese success of the Sega Saturn, the company propped up the production of Evangelion's final two episodes, which is evident from the increased production quality seen in them. As a consequence of this injection of funds, Sega gained a measure of control over the production of the show during its later stages, namely in the company's insistence that creator Hideaki Anno seek help for his issues with depression. At the time, Japan was notorious for the large number of suicides among workers (it still is), and executives at Sega, particularly Norio Ohga, were concerned that Anno might take his own life before production on the series ended. The resulting creative disputes between Anno and Sega delayed production of the series for nearly three months, though when it finally began airing in January 1996, the resulting series became one of the most popular and acclaimed anime of all time. The final two episodes themselves reflect the continued internal struggle Anno was facing at the time, though despite Sega's interference, he largely got the ending he wanted. Episode 25 took place largely in Shinji's mind as the Human Instrumentality Project, to merge all human souls into a single entity, got underway as Shinji and his companions each confronted their own reasons for existence. In Episode 26, which was the episode most affected by the added funds from Sega, Shinji emerges from his shell, having rejected Instrumentality, only to be confronted by an enormous Angel constructed from the soul energy of those humans who had chosen not to reject it and who now formed a collective being of immense power. Shinji once again pilots EVA-01 in a seemingly suicidal effort to stop this being, but just as hope seems lost, it is Asuka, piloting a reconstructed EVA-02, who embraces her own individuality to help Shinji penetrate the huge entity's armor. Shinji emerges into the core of the beast, where he is confronted by Rei, who has not come to accept her own individuality and who has created this creature to ensure humanity's survival. As Asuka struggles to survive on the outside, Shinji engages in a fierce battle with Rei (their battle of the wills is depicted as a battle between two glimmering angels featuring some of the best special effects ever seen in anime at the time). Through sheer force of will, Shinji convinces humanity to reject Instrumentality and reject Rei. She fades into the aether and into nothingness as humanity is freed. Shinji re-emerges alone on a beach and finds Asuka, having fought the huge creature with everything she had, seemingly dying on the sands. Shinji staggers over to try and comfort her, but she rejects him, asserting her own individuality by turning away from Shinji in her final moments. When he tries to insist on helping her, she begins to strangle him with the last of her strength, only stopping when she realizes the gravity of what the two of them have accomplished together. She fades away, giving him one last smile before dying in his arms. The final scene of the series is of an uncertain Shinji holding Asuka with a contemplative look on his face as a large group of people, led by Misato, run up to congratulate him for freeing humanity. The ending of Evangelion was definitely controversial, though fans of the series largely embraced it, with the most controversial aspects being the deaths of Asuka and Rei. Anno later stated that their deaths and Shinji's reaction symbolized his own feelings about “aspects of myself that needed to die in order for me to start a new phase of my own life”. He also has come to state on repeated occasions his gratitude to Sega for providing the funding to help him finish the series and encouraging him to get help for his depression, understanding that their involvement with the ending of the series wasn't out of a desire to produce a more commercially-friendly ending but out of concern for his well-being. He would later write several games for Sega beginning in 1999.

    -excerpted from “When Games Met Hollywood: A History Of Video Game Companies' Involvement In Your Favorite Movies And Shows”, a book published in 2007

    -

    By 1996, the Internet was definitely 'a thing', and I knew Sega needed to get involved in it at some point. There was the Sega NetLink, which wasn't really a success for us but at least got our foot in the door, but I knew our internet presence would be important to the continued success of our company going forward, and if we could get online before Nintendo and Sony did, all the better.”
    -Tom Kalinske

    You know, we've gotta stay on the cutting edge in technology and that's something I'm determined to do, because being #2 is not acceptable. I'm working around the clock brainstorming ideas for the next version of Explorer and Microsoft has hundreds of people working around the clock on doing nothing but that, coming up with ideas to make surfing the web with Explorer the best possible experience it can be.”
    -Bill Gates, in a July 2, 1996 interview with a reporter from CNN

    Browser Wars Heating Up?

    With more and more people accessing the Internet every single day for news, sports, and weather updates, in addition to checking their electronic mail, the web browser business is becoming more and more lucrative by the week, and the top two companies in browsing the web are Netscape and Microsoft. Netscape's Navigator browser is the industry leader, with over 60 percent of the current market share, but Internet Explorer is gaining by the day due to its inclusion with the radically successful Windows 95 operating system.

    A surprising new front in the browser wars is the world of video games, with Sega set to release a new internet peripheral for their Sega Saturn gaming console. Sega has announced that its new NetLink device will include a proprietary internet browser developed by Sega itself, though it's been rumored that Netscape offered a $50 million deal to include a version of their browser with the NetLink device. Microsoft has been making inroads into the video game industry itself, developing a series of best-selling computer games. When asked if Microsoft would jump into the console business itself, Bill Gates offered no comment, though industry analysts say that entering the video game market at this time would be unwise, and point to Apple's decision, now universally considered to be the correct one, to reject Bandai's offer to enter the market with a console of its own nearly three years ago. Bandai forged ahead with its own console which has proven to be a market flop, selling less than 250,000 units worldwide and costing the company more than $200 million dollars. As for Nintendo, the company currently has no plans to include internet capabilities with its upcoming Ultra Nintendo console, though those plans could change as the device draws nearer to an expected release some time next year.

    -excerpted from an article in Time magazine, July 8, 1996
     
    July 1996 - The Year Of RPGs, B-Team
  • Squaresoft isn't just about Final Fantasy, and I think a lot of people are beginning to understand that. Of course, Chrono Trigger and Secret Of Mana were quite successful and people still call us the Final Fantasy company!”
    -Hiranobu Sakaguchi, in an interview in the July 1996 issue of Famitsu magazine

    Where are the games? Where are the games? We gotta keep giving people reasons to buy the Saturn! If you see a great game in Japan, localize it! If you see an American studio with a lot of talent, let's go talk to them! I want the Saturn to have a bigger library than the SNES-CD. I want us to have a bigger library than the Ultra when it comes out. Let's keep churning out those games!”
    -Tom Kalinske, in an August 4, 1996 staff meeting

    Right now we don't have any plans to bring Sim games to the Sega Saturn. The technology is very good, but right now the Ultra Nintendo shows far more promise. Maybe that'll change in the future.”
    -Will Wright, in an August 1996 interview with Electronic Gaming Monthly

    And there, there's Muhammad Ali with the torch! Look at that, one of the towering athletes of the 20th Century is going to light the Olympic Flame! This is truly incredible!”
    -Bob Costas' commentary on Muhammad Ali lighting the Olympic Torch for the 1996 Summer Olympics, somewhat different from OTL's commentary but with the same person lighting the torch

    -

    Final Fight 3

    Andrew: 8.0
    Mark: 8.0
    Mike: 8.0
    Sushi-X: 9.0 (quote: “Final Fight returns better than ever with new characters and some creative new enemies as well.”)

    Grant Hill In NBA Basketball

    Andrew: 8.5 (quote: “A great basketball game, one of the best yet seen on the SNES-CD. It definitely focuses on fun over everything else.”)
    Mark: 8.5
    Mike: 8.0
    Sushi-X: 8.0

    International Track and Field

    Andrew: 7.0
    Mark: 8.5 (quote: “Great graphics for an SNES-CD game, but I wish there'd been more events to choose from.”)
    Mike: 7.5
    Sushi-X: 7.0

    PGA European Tour

    Andrew: 6.5
    Mark: 6.5
    Mike: 6.0 (quote: “It plays decently but the options are rather spartan.”)
    Sushi-X: 6.0

    Romancing SaGa

    Andrew: 7.0
    Mark: 7.0
    Mike: 7.0
    Sushi-X: 7.5 (quote: “The game does a good job of conforming to your preferred play style. My only gripe is that it could be longer.”)

    Street Fighter Alpha 2

    Andrew: 9.0
    Mark: 9.0 (quote: “Another outstanding installment in the Street Fighter series, with the best graphics yet.”)
    Mike: 8.5
    Sushi-X: 8.5

    WWF In Your House

    Andrew: 4.5
    Mark: 5.5 (quote: “A decent enough game, but really bad when compared to Fire Pro Wrestling.”)
    Mike: 3.0
    Sushi-X: 1.0

    Day Of Malcarius II

    Andrew: 9.0 (quote: “An absolutely superb RPG that surpasses even the excellent first game.”)
    Mark: 9.0
    Mike: 8.0
    Sushi-X: 8.5

    Soul Matrix

    Andrew: 7.5
    Mark: 8.0
    Mike: 8.0
    Sushi-X: 7.5 (quote: “Squaresoft did an excellent job of creating a great new original RPG and it's very creative, but it doesn't quite match up to the classics.”)

    Honorbound

    Andrew: 5.0
    Mark: 4.5 (quote: “The attempt at a storyline to flesh out these boring characters was just a coat of ugly paint on a mediocre fighting game.”)
    Mike: 4.0
    Sushi-X: 4.0

    SimZoo

    Andrew: 6.0 (quote: “One of the lesser Sim games, I'd rather just have a third SimCity. It gives you plenty of nice menus but it's really hard to get your zoo up and running smoothly.”)
    Mark: 8.0
    Mike: 6.0
    Sushi-X: 6.0

    Stackector

    Andrew: 6.5
    Mark: 6.5
    Mike: 7.0 (quote: “A rather fun puzzle game, though I'm still going to wait for next month's Tetris Attack.”)
    Sushi-X: 6.5

    -reviews of July 1996's SNES-CD games in the August and September 1996 issues of Electronic Gaming Monthly

    -

    Nintendo is teaming up with NBA superstar Grant Hill to bring you the greatest basketball experience on Super Nintendo CD! In Grant Hill in NBA Basketball, take control of your favorite NBA teams like never before! Grind through an 82-game season, or team up with your friends for some arcade-style action! When you're playing Nintendo's new NBA basketball game, there are tons of ways to play!

    Game Modes-

    In Grant Hill in NBA Basketball, there are numerous ways to play. In Exhibition mode, you can play a no-pressure single game with any of the 29 NBA teams, or take one of the game's special teams onto the court, including the NBA All-Star Teams, this year's Olympic Team, or even your own custom team! In Season mode, you can play through an entire NBA season. Play 28 games, 56 games, or go all the way through an 82-game season, just like in real life! Or, you can jump straight into the playoffs with Playoffs mode. You can pick your own playoff teams, use the teams from the 1996 NBA Playoffs, or have the CPU pick 16 teams at random! In Grant Hill's All-Star Challenge mode, you can play a 3-on-3 streetball style game, enter a skills challenge, or have an all-star style 3-point shootout.

    Options-

    On the Options screen, there are plenty of options to choose from to play the kind of game you want to play. You can tweak the rules to make games as realistic or as outlandish as you like. Prefer to have the refs look the other way on offensive fouls? Want to make traveling legal? Or would you like to play an anything-goes arcade-style game? How about tweaking the shot percentages to make even Reggie Miller shoot free throws like Shaquille O'Neal? It's totally up to you!

    Roster Editing-

    In the Roster Editing mode, you can tweak NBA rosters any way you wish. You can even create your own custom players and teams! Note that while you can play through a season with say, an LA Lakers team with your own custom players, you can't play through Season or Playoffs mode with a created team.

    Marco Jondell?-

    Unfortunately, a certain Chicago Bulls superstar is not present in this game (rumor has it that he was last seen being stuffed into the trunk of a car by a blue hedgehog). However, there is a player on the Chicago Bulls named Marco Jondell, and for some reason he's quite good at a lot of things. His number is even #23! If you like, you can even go into Roster Editing mode and do a bit of creative name changing...

    Rookies-

    This game came out a bit too early for this year's latest crop of rookies to make it in. However, the Roster Editing mode will let you create any player you like, and you can save up to 50! That's enough for most of this year's rookie class, and we've taken the liberty of creating ten of this year's hottest rookies and listing their profiles here for you to put into your game.

    The Play's The Thing-

    During a game, you can press the L button to bring up a selection of plays from each team on your screen. Grant Hill and the Boston Celtics actually helped Nintendo include some real plays from lots of NBA teams, so you can run your offense and defense just like the pros do!

    Good Teams, Bad Teams-

    While you can certainly be successful with any team in the game, if you're looking for a leg up, pick the Bulls, the Magic, Grant Hill's Celtics, the Spurs, the Warriors, the Rockets, or the Jazz. However, if you're looking for a bit more of a challenge, the Bullets, 76ers, Timberwolves, and Mavericks are your best bet.

    -excerpted from the Grant Hill in NBA Basketball article in the July 1996 issue of Nintendo Power

    -

    Free Your Soul..../A Game Too Big For One Quest!”
    -from Squaresoft magazine ads touting both Soul Matrix and Romancing SaGa, their dual July 1996 releases

    You knew it was the Year of the RPG when Squaresoft was doing two releases in a single month! Back in July 1996, the company best known for its awesome RPGs decided that one game just wasn't good enough, so they went ahead and released two of them. Soul Matrix, a strangely esoteric sci-fi epic, and Romancing SaGa, a fantasy-based remake of a Super Famicom game touting eight quests in one. Many of us who had to rely on our parents to buy games for us had to choose, and which one you picked largely depended on what kind of a gamer you were. If you preferred the classic medieval fantasy games, or if you were a fan of the Final Fantasy Legend titles and knew that Romancing SaGa was one of them, you picked Romancing SaGa. If you preferred strange looking sci-fi titles, you picked Soul Matrix. Which game was better? Most will tell you Soul Matrix, but it was a fairly close call.

    Soul Matrix told the story of Alice, an 18-year-old girl who discovers that she is a Soulscaper, a person with the ability to project her soul into a place called the Aether, a realm where one could access the spiritual energy of godlike beings known as Espers. Alice is one of dozens of Soulscapers, but these gifted individuals are being hunted down by President Lituya Chen, who finds them a threat to her growing lust for power. Chen is seemingly being manipulated from behind the scenes by a young man named Ark, and it's Ark that eventually becomes the true antagonist of the story. He's a Soulscaper himself and is hunting down and killing Espers to take their power. The game itself is a sort of cyberpunk game, though it's a rather clean cyberpunk world, not like the later somewhat dirty aesthetic of Final Fantasy VII. Though the game is very beautiful graphically, comparable to Chrono Trigger, it doesn't feature cutscenes or voice acting, instead relying on its expressive character models and facial animations accompanying text boxes to tell its story. The battle system itself is quite fast paced for an SNES game. Though battles are technically turn-based, commands can actually be entered as soon as an attack or spell animation finishes, so there's very little wait time between commands. Of course, this means that enemies get to hit fast and furious as well, so there's little margin for error in some of the game's tougher battles. It's a very fun game, though it didn't sell well enough to garner a sequel, even in Japan.

    Romancing SaGa is a remake of the Super Famicom cartridge version of the game, and aside from adding some slightly better graphics, better music and a sidequest or two, it's somewhat primitive compared to Soul Matrix. That being said, the game's eight quests offer somewhat more playtime than Soul Matrix's single story. The game is also HIGHLY non-linear, much more so than Soul Matrix, allowing you to play through certain dungeons and bosses in any order. That does make it a bit tougher to get a handle on the game, but for certain types of players, allowing more freedom is definitely a plus. In all the quests, your ultimate goal is to take down an evil wizard named Saruin. The battle system is fully turn-based, with one attack per turn per character. Interestingly, as you use your characters' skills, they can learn more, better skills, and will also level up according to what stats you require most often in battle. It's an innovative combat approach and is used in future SaGa games. The game itself sold rather poorly, worse than Soul Matrix, but that didn't stop Squaresoft from bringing over Romancing SaGa 2 and 3 in a bundle disc in 1997, and later SaGa Frontier in 1998, where it was Squaresoft's final SNES-CD game.

    -from “Squaresoft's Summer of '96”, an article on Gamesovermatter.com

    -

    The Year Of The RPG Saturn
    -the headline on the cover of the July 1996 issue of Electronic Gaming Monthly, “RPG” is crossed out with a red line and “Saturn” is written under it with red spray paint, with a mischievous looking Sonic the Hedgehog standing nearby with a can of spray paint and a smirk

    It's been a pretty good year for Sega. Though the Saturn continues to trail the Super Nintendo CD in sales (and has been for quite some time), things have been looking up, especially after the release of Resident Evil, which is a front-runner for our Game of the Year and one of the Saturn's best selling games to date. Sega had an excellent show at E3 (more on that later in the article), and they just released a brand new action game called NiGHTS Into Dreams... that should already be on store shelves by the time this magazine reaches your hands. Check out our Review Crew article to see what we thought of it (hint: it's Game of the Month). While those of you used to Nintendomination may not believe it, we feel the Sega Saturn is definitely the system to own right now, and over the next 16 pages, you'll learn exactly why.

    -Dan “Shoe” Hsu's introduction to the Sega-featured cover article of the July 1996 issue of Electronic Gaming Monthly

    (…)

    Tom Kalinske is used to having his back against the wall. Even within his own company, his division, Sega of America, had long been seen as the “little brother” to the big boys in Japan. But under Kalinske's watchful eye (and sometimes his iron fist), the division has transformed itself into the driving force behind promoting change and innovation at Sega. We talked to Kalinske at this year's E3, and he gave us some juicy information about where Sega's been and where they're going next.

    EGM: It's good to talk to you again, how have you been?

    Tom Kalinske: Pretty good!

    EGM: That's good to hear. Were you nervous about this year's E3?

    Kalinske: Quite honestly, no. I was excited, actually! I was excited to finally show off Sonic the Hedgehog 4. I knew our fans would love it, and from the reception we got I was right to be excited. It was pretty hard keeping everything we'd been working on under wraps for so long, especially since that's all everything was asking about in interviews since even before the Saturn's release. I've got a lot more to talk about now!

    EGM: Well, might as well ask. What can you tell us about Sonic 4?

    Kalinske: *laughs* Plenty! This is definitely our biggest project to date, even bigger than NiGHTS which is itself an enormous game. Sonic 4 is going to feature 36 levels across nine worlds, and those are JUST the storyline worlds, I can't go into detail about the secret worlds but they do exist. We're featuring all the old characters you know and love, and a lot of new ones too. There's been lots of creative energy going into this game and yes, we also took fan input into account. This is going to be the Sonic game that everyone wants to play. We've been working on it even since before the release of Sonic 3.

    EGM: Just how high are you setting the sales bar for this game? Sonic the Hedgehog 3 set a record with a million sales on the first day, is that the goal for Sonic 4?

    Kalinske: Well, we know that even with the upswing in sales, there probably won't be as many Saturns in households as there were Genesis systems when Sonic 3 came out in 1994. We know that. With that said, I don't think there's any reason why we can't sell a million copies of Sonic 4 on the first day at least, considering how much demand there's been for this game. We're planning on having a pre-order program with some very nice incentives, we're going to roll out a huge ad campaign, and it's the game every Saturn owner's been waiting for. So a million sales on the first day, even with a lot fewer Saturns out there, is something I think is definitely in play.

    EGM: Speaking of Saturn sales, the Saturn only recently started selling more after the price cut and the release of Resident Evil. Is there anything planned, such as an additional price cut, to get people to buy the Sega Saturn?

    Kalinske: Right now, $299 is the price I see the Saturn being for the forseeable future. Will there be more bundles? Special offers? Certainly everything is on the table. Right now I think the Saturn is a great deal, it comes with Virtua Fighter which is one of our most highly regarded games, and it also comes with a demo disc and a coupon for a future Saturn game, so you can play a few other games, see which one you want to buy and then save some money when you finally do purchase a game. Also, the games coming out later this year are an enormous incentive. Many of the launch titles are getting sequels and there's also great original stuff like NiGHTS and Tomb Raider. So there really is no better time than right now to buy a Sega Saturn.

    EGM: Besides Sonic 4, which upcoming Saturn game are you personally most excited or?

    Kalinske: That's quite a tough question, you're asking me to pick between a lot of great games! But if I absolutely HAD to choose, I'd go with Tomb Raider. We love Lara Croft as a character and the game itself is like nothing you've ever played before, certainly not anything possible on Nintendo's system right now.

    EGM: You're bringing back your old marketing campaign from the Sega Genesis...

    Kalinske: *laughing* Right, right, Saturn does what Nintendon't!

    EGM: What's the primary reason behind bringing back that campaign?

    Kalinske: Well, it's the truth! The Saturn is easily the most advanced game console ever created and it's far beyond anything the Super Nintendo CD's capable of. I'm not bashing the SNES-CD. Certainly, they have plenty of good games, Nintendo's always been tough competition. But the Saturn's technological capabilities put it far beyond Nintendo and with our Saturn games you can see how Nintendo just doesn't match up. Right now the SNES-CD's outselling us but we're going to change the game and show consumers that a Saturn really is the right decision. It's the ONLY decision, in my book.

    EGM: Fair enough. What do you think of Nintendo's new Ultra system?

    Kalinske: Well, I'd sure like to know when it's coming out! That's the thing, Nintendo is promising so much with the Ultra, and I'm sure it'll be impressive when it finally does come out. But there's no clue when that's going to be. It may not even come out in 1997 and it's definitely not coming in 1996, even Nintendo's confirmed that. So, whatever the Ultra does, the consumer has to realize that here's the Sega Saturn staring them in the face. And I saw the Ultra games, they all looked good but remember that we haven't even scratched the surface of the Saturn's capabilities. So whatever the Ultra is, you have to realize that it may not be better than what the Sega Saturn can do. Right now, all you have to go on is what the SNES-CD is, and it's definitely nowhere near the Sega Saturn.

    EGM: How big of an advantage do you feel that Sega's partnership with Namco will be for the Saturn going forward?

    Kalinske: It's absolutely huge. Here's the thing, a lot of our Saturn games are games that were hits at the arcade already, so you've got that built-in fanbase who plays the games in the arcade and then buys them for the Sega Saturn. With the Saturn and with those games, you know exactly what you're going to get, and with that promise that all of these arcade games will be coming to Saturn, there's a huge built-in lineup of great games there.

    -excerpted from Electronic Gaming Monthly's interview with Tom Kalinske in the July 1996 issue

    While the Super Nintendo CD may have more games on the way than the Sega Saturn, the Saturn seems to have higher quality games, and we've got plenty coming to keep us playing the Saturn well into 1997 and beyond.

    Tomb Raider-

    Sega's upcoming action/puzzle/exploration game seems to be their biggest hit for the holiday season, and it's one of the most highly anticipated games to date, with Lara Croft already showing up everywhere months prior to the game's release. If this game is what we expect it to be, Lara could be Sega's biggest new star since Sonic the Hedgehog.

    Panzer Dragoon II Zwei-

    The more we see of this game, the more we want to play it! We loved how smooth and pretty everything looked at E3, and the replay value seems to have skyrocketed from the first game, which featured one short (albeit very good looking) campaign.

    Virtua Fighter 2-

    The arcade hit finally makes it to Saturn in August, and everything tells us that this game's going to be as kickass as the first and possibly the best fighting game of the year. With tons of new characters added, we're going to be kicking each other's asses even more than we did the first time.

    Worms-

    One of the most amusing titles featured at E3 was this splendid shooting game featuring worms and lots of them. This might be the most addictive puzzler since Tetris, and even though it's coming to both the SNES-CD and the Sega Saturn, it looks like, as with a lot of other cross-platform titles, the Saturn version will be the one to get.

    Alien Trilogy-

    This intense looking FPS is coming only to the Sega Saturn, though it seems to be somewhat of a follow-up to 1994's SNES-CD hit Alien vs. Predator. You step into Ripley's shoes in this game, playing out the events of the three Alien movies in a game that's one of our most anticipated titles of the year.

    Commander Keen: The Universe Is Toast-

    This action game from the makers of Doom is much less bloody and intense than the FPS classic, but it appears to be just as fun, and amused us greatly when we played it at E3. This update of the classic PC series could be one of the year's biggest sleeper hits.

    Virtua Cop 2-

    Sega's sequel to one of the most popular Saturn launch games is likely to drop in December, and with upgraded gameplay it's looking even better than the original, especially with its improvements to its competitive multiplayer mode.

    Sun and Moon-

    This quirky little action title featuring a pair of twin protagonists was also a surprisingly fun game to play and allows two players to take control at once, making for a very amusing multiplayer experience where the twins can work together to solve puzzles and battle scary bosses.

    Shining Wisdom-

    A whimsical dungeon crawler set to release in North America in July, Shining Wisdom is somewhat reminiscent of Zelda, though its graphics are superior to last year's Ocarina of Dreams, and if the gameplay is anywhere as good, we could be looking at one of 1996's best games.

    Urobolus-

    We're really excited about the surprise sequel to the Sega CD's (and later Mega Charger's) 3-D space shooter Silpheed. The game looks intense, with some of the best shooter gameplay we've yet seen, and it's said to be releasing in December.

    -excerpted from Electronic Gaming Monthly's Saturn previews in the July 1996 issue

    (…)

    A Match Made In RPG Heaven?


    Sega's partnership with Enix is set to yield its first fruit later this year, when Ogre Battle and Tactics Ogre are set to be ported to the Sega Saturn. Next year, we're expecting to see the first of a wave of Dragon Warrior re-makes, starting with the first three. Early screenshots show the games looking even better than the SNES-CD's Final Fantasy titles. We're also expecting an original RPG from the company and perhaps even a port of the upcoming SNES-CD title Terranigma. With Enix to begin making games exclusively for the Saturn starting in 1997, it seems Saturn could have a partner to rival the tight relationship between Nintendo and Squaresoft. Only time will tell if Saturn's deal will draw RPG players to Sega's console.

    -from Electronic Gaming Monthly's July 1996 Saturn coverage

    (…)

    NEXT MONTH-

    Electronic Gaming Monthly: August 1996

    We're giving you the first look at Mario's latest adventure, an epic RPG for the ages! We'll be covering Super Mario RPG, a collaboration between Nintendo and Squaresoft that's sure to have you jumping for joy and right into those question-mark blocks!

    EGM2: August 1996

    It's a Tale Phantasia kind of month for this month's EGM2! Skip the strategy guides, we're the only magazine that'll give you a full walkthrough of Tale Phantasia, from the very first village to the final battle, we've got you covered! We'll also have plenty of strategies for NiGHTS, Universalizer 2, Spider-Man: Power And Responsibility, and X-Men: Children of the Atom!

    The Official Saturn Magazine: August 1996

    Rejoice, Saturn fans! Next month is the debut of the only monthly magazine dedicated to the Sega Saturn! Along with our HUGE cover article on Virtua Fighter 2, we'll be covering plenty of Saturn games past, present, and future. Each issue contains a free demo disc jam-packed with demos of upcoming Sega Saturn games!

    Demo disc includes:

    -Virtua Fighter 2
    -Sun and Moon
    -Shining Wisdom
    -Madden '97
    -The Legend Of Oasis
    -and more!

    -from the next issue preview section at the end of the July 1996 issue of Electronic Gaming Monthly

    -

    Ted Crosley: As RPGs go, Soul Matrix is a good one, but plenty flawed as well.

    Alex Stansfield: Yeah, for me, I felt the storyline was rather convoluted and there weren't enough good characters. Alice was good and President Chen was pretty compelling, but there were too many silly twists and it did a disservice to a lot of the characters. Where Chrono Trigger was a really clean and straight-forward game, Soul Matrix was all over the place.

    Ted: Like they spent too much time on the atmosphere and not enough on the story.

    Alex: Exactly.

    Ted: I also had a beef with the fighting system, on the one hand it moves by really quick and can be lots of fun, but on the other hand some later battles were pretty frustrating.

    Alex: As I mentioned before, it feels like they were kinda stuck between something like Final Fantasy and something like Tale Phantasia and it didn't quite work.

    Ted: This game has a lot of things that don't quite work.


    Alex: Like on my grandpa!

    Ted: Yes, but unlike your grandpa, this game doesn't have any cool stories about fighting Nazis in the war. I'm giving it a 3.5.

    Alex: I'm giving this game a 3.5 but I'm giving my grandpa a 5 for being awesome and for actually watching this show even though it's about something that I'm sure really bores him!

    Ted: My grandparents think this channel's for the devil.

    Brittany Saldita: And speaking of the devil, me and Kaz are gonna be summoning the devil when we take a look at Shin Megami Tensei: Devil Summoner for the Sega Saturn, right after the break!

    Ted: If Bob Dole's watching this, I'm sure he's taking notes.

    (…)

    Brittany: Shin Megami Tensei: Devil Summoner is a really challenging but really rewarding RPG that's light on graphics but very heavy on strategy and spooky atmosphere. It's a big step up from the original Shin Megami Tensei title on the Super Nintendo CD, and one of the best RPGs yet released on the Saturn.

    Kazzi DeCarlo: I really liked this game too, and, um, you know, just the huge variety of creatures you can unleash on your opponents made me giddy!

    Brittany: This game made you giddy?

    Kaz: I summoned a giant dick monster!

    Brittany: Did you now?

    Kaz: I did and I have a picture! *he brings up on screen, the demon Mara which resembles a giant penis, it's blurred out on TV*

    Brittany: *she breaks into laughter and has to cover up her mouth to stifle herself from giggling ferociously*

    Kaz: It's really strong too!

    Brittany: Kaz.... *she keeps laughing*

    Kaz: You'll never beat off a giant dick monster!

    Brittany: I'm sure, I'm sure you do that on a daily basis Kaz. *trying not to cry she's laughing so hard*

    Kaz: *starts laughing too* It's just way too hard!

    Brittany: *barely keeping a straight face* You just whip that thing out and enemies go running?

    Kaz: Well, not all of them.

    Brittany: *she rolls her eyes* Well....*snickering* ...dick monsters aside, this game's got a ton of demons to use and it's a big part of the strategy choosing which ones are appropriate for which fights. There are...likely a lot of places where that thing *points at the screen* would not be appropriate. I'm giving Shin Megami Tensei: Devil Summoner a 4 out of 5.

    Kaz: Me too, 4 out of 5 from me.

    Brittany: *takes one more look at the screen and facepalms, still snickering* Ay dios mio...

    -excerpted from the July 9, 1996 episode of GameTV

    John Walden: So Grant Hill in NBA Basketball, while being a really fun game to play, isn't quite the definitive NBA basketball game I was expecting it to be.

    Ted: The graphics and sound effects at least, were fantastic. I loved the dynamic crowd effects, where the home crowd gets louder if you're going on a run, or they quiet down if the visiting team drains a huge shot. That was really cool.

    John: Yeah, presentation-wise the game was fine, I just expected a bit more from a gameplay perspective. It's NBA Live 96 with a Nintendo coat of paint, pretty much.

    Ted: Which is too bad, since the game itself is a lot of fun.

    John: Right, it's just not as good of a basketball game as say, Ken Griffey Jr.'s Winning Run is a baseball game.

    Ted: That, I can definitely agree with but I'm still giving it a 4 out of 5.

    John: For me, it's a solid 3.5.

    -excerpted from the July 16, 1996 episode of GameTV

    (…)

    Alex: Some puzzle games are easy to learn but hard to master. In Stackector, it's hard to do BOTH.

    Ted: Yeah, I just wasn't having a lot of fun with this game. In a lot of these types of games you can learn how to get big combos pretty quickly, but here it just seemed really arbitrary.

    Alex: It's a shame because this game's got a lot going for it. Graphically, it's really pretty, with some nice 3-D effects, but it's hard to enjoy all the polish when you're too frustrated to make it past level four.

    Ted: Pulling off big combos is NOT easy and on some stages I'm not sure it's even possible.

    Alex: Just wait for Tetris Attack. I'm giving Stackector a 2 out of 5.

    Ted: And I'm giving it a 2.5.

    Alex: You know, the scale I use to determine how much I liked a puzzle game is how addicted I got to it. Like, when I first played Tetris, I didn't eat. I didn't sleep. I think I grew a pretty gnarly beard because I didn't want to shave.

    Ted: And with Stackector?

    Alex: I stopped playing when I saw an interesting dog outside.

    Ted: Yeah, I think, um, a puzzle game you don't lose meaningful sleep over can't get more than a 3 from me.

    (…)

    *The GameTV hosts are gathered on stage.*

    Ted: That's it for GameTV but before we go...we have to say goodbye to our very good friend.

    Alex: The man, the myth, the legend, Kaz, Kaz is going away...

    Brittany: He's leaving us! *bows her head sadly*

    Kaz: Guys, it's been....I've had such a blast with all you guys, I'm gonna miss you all so much. It's been...what, it's been more than a year now?

    Alex: Barely a year!

    John: You left us after barely a year, man!

    Kaz: I know, I know, it's gonna be rough out there but I'm heading for a new thing.

    Ted: *wraps his arm around Kaz's shoulder* It sucks to see you go, man.

    *A brief montage of Kaz's best moments on the show plays, when the montage ends all five hosts are standing real close together, everybody has an arm around Kaz who is looking pretty sad as everyone begins kind of rocking back and forth.*

    Ted: We'll see you guys next week, minus Kaz, we'll have a new host but there's no filling your shoes buddy.

    Brittany: Who would want to, they stink!

    Alex: Got a tip, for your next job, Odor Eaters man. *laughing as he pats Kaz on the back*

    Kaz: I just wanted you guys not to be sad I was going! *laughing* I had a real blast here, I'm gonna miss this place a lot! Goodbye everybody!

    *The credits begin to roll as everybody hugs Kaz goodbye, Brittany gives him a kiss on the cheek and so does Ted, followed by a big ol' bro hug, the five hosts are still talking as the credits end.*

    -excerpted from the July 23, 1996 episode of GameTV

    Ted: It's GameTV, I'm Ted...

    Alex: And I'm Alex.

    Gary: And hey there, I'm the new guy! I'm Gary Westhouse and this is my first week on GameTV.

    Ted: Oh good, we get to haze the new guy!

    Gary: Haze?

    Alex: Well, you played WWF In Your House for the Super Nintendo CD, right?

    Gary: Uh.....oh. *he shudders*

    Alex: Yep, that was your hazing. And now you gotta review it.

    Gary: *gulps*

    Ted: Yeah, sorry buddy. Hope you don't wanna quit!

    Gary: Will I have to play any more games like THAT?

    Ted: Lots more!

    Gary: Ugggghhhh...*bows his head in dismay*


    Alex: This week on GameTV, we're reviewing Shining Wisdom for the Sega Saturn, we'll be looking at a pair of fighting games in Street Fighter Alpha 2 and Honorbound, and yes, we'll also be reviewing WWF In Your House.

    Ted: We'll be starting on four straight weeks of Virtua Fighter 2 coverage when me and Brittany give you the run-down on all the old characters and how they've improved from the first game.

    Alex: And we're gonna take a look at some of the best video game endings of all time. We'll give you plenty of opportunity to change the channel if you don't want spoilers, but be sure to change it back because we're going to give you an exclusive GameTV preview of the new arcade game Dead or Alive.

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

    Gary: Can you guys please choose a better game for me to review next time?

    Alex: But then...how would we save enough good games for us to review?

    Ted: Yeah, that's how it works around here, we get all the good games, newbies get the bad ones.

    Gary: But I'm the only newbie! Guys...! Guys...!!! *they walk off, leaving him there to complain*

    -intro segment to the July 30, 1996 episode of GameTV

    -

    SNES-CD Power Charts: July 1996

    1. Chrono Trigger
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Fire Emblem: The Holy War
    4. Monkey Island 2: LeChuck's Revenge
    5. Eternal Night
    6. Jewels Of The Realm 2
    7. VideoVision
    8. Donkey Kong Country 2: Diddy's Kong Quest
    9. Ballistic Limit
    10. Super Mario World 2
    11. Donkey Kong Country
    12. Major Hazard: FUBAR
    13. NASCAR Racing
    14. Doom
    15. Final Fantasy VI
    16. Fire Pro Wrestling Presents: WCW Monday Nitro
    17. Twinblade
    18. Twisted Metal
    19. Steam Agent
    20. Killer Instinct

    -

    July 19, 1996

    The Summer Olympics begin in Atlanta, Georgia, with a huge opening ceremony featuring a performance of the Olympic theme song, “The Power Of The Dream”, by Celine Dion, with Muhammad Ali as the person to light the Olympic Flame. The Olympics showcase the world's best athletes, with the Dream Team (sans Michael Jordan and featuring new basketball stars like Penny Hardaway and Grant Hill) returning to take the gold medal in the basketball event, while at the 100 kg freestyle wrestling event, Kurt Angle took the gold. Namibian track-and-field runner Frankie Fredericks became known as the “world's fastest man” after winning the 100m and 200m events over Canadian Donovan Bailey and American Michael Johnson respectively.

    July 27, 1996

    Richard Jewell groaned as he uneasily shifted in his bed. He'd been feeling miserable for the past 24 hours, his stomach roiling in agony as he let out a loud groan. While he'd been enjoying his job as a security guard at Centennial Park, there was no way he'd be able to come to work feeling as terrible as he did. He reached over to the dresser by his bed and grabbed a glass of water, taking a large swig before setting the glass back down and trying to get back to sleep.

    At Centennial Park that night, the concert by the band Jack Mack and the Heart Attack was still going on stage, and a huge crowd of park-goers were milling around the stage, enjoying the show. It was a warm summer night, the world had come to Atlanta to have a good time, and everyone seemed to be in a great mood as the band's tunes echoed through the park. Two young women were standing near the sound tower. They had to scream to understand each other but were still having a great time as they engaged in conversation.

    “Gonna go see the basketball game tomorrow?” asked one of them, smiling as she rocked back and forth to the music. “I'm hoping I can get Michael Jordan's autograph!”

    “He ain't playin', I think,” replied her friend, shaking her head somewhat disappointedly. “He's skipping the Olympics this year!”

    “Why's he skipping the Olympics?”

    “I think he's still filming that movie with Bugs Bunny!”

    “Awww, man,” said the young woman, sadly shaking her head. “Hey, maybe Scottie Pippen's there, I bet we can get one from-”

    An enormous explosion shattered both women's eardrums instantly, along with the eardrums of dozens of others standing near the sound tower. The explosion sent hundreds of nails ripping through the crowd, the shrapnel tearing flesh and lacerating organs as it went out in all directions. The band, playing on stage, ducked for cover, though lead singer Max Carl barely had time to react before a nail went into his forehead, killing him instantly.

    That day, he and seventeen others lost their lives in the deadliest act of terrorism on American soil in many years and the deadliest act of terror at an Olympic Games, surpassing the infamous Munich massacre 24 years earlier. Hundreds were injured.

    -

    This cowardly act of terror has shattered lives forever. But it will not shatter the spirit of brotherhood symbolized by the Olympic Games. Rest assured, those who perpetrated this murderous act will be caught and they will face justice. And though we mourn, and though the peace of the Games has been shaken, the Olympic Games will continue. The peace and brotherhood they represent will continue. And the American spirit will continue. Thank you.”
    -President Bill Clinton, in a speech on July 28, 1996
     
    August 1996 - Saturn Fights Back
  • The key to being king of the arcades was, of course, to start building your OWN arcades. Sega Gameverse was a natural extension of Sega's goals. Even though the arcade scene was declining in North America at the time, Sega was hoping that these new Japanese-style mega arcades would kick off a new golden age.”
    -Arcade historian Keith Smith, “The Three Ages Of The Arcade”, published in 2013

    Everyone says that it was Sonic 4 that began to turn the tide for the Saturn. No. It was Virtua Fighter 2. That game comes out, blows everyone away, and kicks Super Mario RPG in the teeth. For the first time, a Saturn blockbuster had gone up against a Super Nintendo CD blockbuster and had come out on top. I think everyone at Nintendo had a collective 'uh oh' moment when they saw the first sales figures.”
    -Adam Sessler, on an X-Play TV special, “The Console Wars”

    These dogs, they think they should be entitled to win a game simply because they bought it. I'll never make my games that way. Absolutely not.”
    -Tomonobu Itagaki, in a translated interview with a Japanese game publication that appeared in the September 1996 issue of GameFan

    Did we think people would buy Tobal just for a chance to play the next Mana game? Ehh....at the time, yes we did.”
    -Tobal No. 1 producer Koji Yamashita, on the decision to include a demo of Elements of Mana with the North American version of the game

    I am Princess Peach Toadstool of the Mushroom Kingdom!”
    Princess Peach, giving her name in Super Mario RPG, the first time the name Peach was used to refer to the character in a North American game

    I'll whip you moles into shape! Now find me that Star!”
    Smithy Gang member Lashina, bossing around a group of enslaved moles in Moleville in Super Mario RPG

    Tear Up The Road!”
    the tagline from a magazine ad for the Super Nintendo CD (and later Sega Saturn) game Road Storm

    -

    And the manhunt continues for the perpetrator of one of the worst terrorist attacks in American history. Though the Olympics are over, the person or persons who planted the bomb in Centennial Park that claimed 18 lives and injured over 600 people is still at large. FBI director Louis Freeh spoke at a brief press conference today. He says that while there are no suspects as of yet, all angles are being explored. So far, no group or individual has claimed responsibility for the attack, and there is an unease that whoever committed this crime might strike again. In the meantime, security has been stepped up at numerous national landmarks and at sporting events, with bag checks implemented at Major League Baseball games.”
    -Dan Rather, on the CBS Nightly News, August 7, 1996


    -

    (NOTE: A thanks to Cataquack Warrior for contributing some ideas for Super Mario RPG, particularly the Axem Rangers' airship dungeon idea, which was quite superb. You'll be seeing some of his contributions showing up as Saturn games toward the end of 1997 too!)

    Super Mario RPG: The Basics

    Super Mario RPG: Legend Of The Seven Stars is a collaboration between Nintendo and Squaresoft. It is in many ways similar to OTL's game, with five playable characters: Mario, Mallow, Geno, Bowser, and Princess Toadstool, known in this game and in all subsequent Mario games as Peach. The game is graphically very close to Super Mario World 3, with 3-D isometric gameplay and quite detailed backgrounds (in other words, a lot like OTL's Super Mario RPG in graphical style, but somewhat smoother and with more background 3-D and object animation). The soundtrack, composed by Yoko Shimomura, is a whimsical mix of Mario music and original compositions (identical to OTL's soundtrack save for a couple small changes due to butterflies, and a few added songs due to the additional areas present). The game features some limited voice acting, including narration from Leslie Swan (the voice of Peach), and a few phrases from various heroes (Mario says “Lucky!” when he gets a Lucky flower in battle, for example). The game's battle system is the same as OTL's, featuring turn-based combat and timed hits and defending. However, there is an added element, certain attacks that can be defended can also be countered, allowing Mario and his allies to score an extra hit on a foe after blocking their attack. A few enemies and bosses are damaged extra by counter attacks and the damage from regular attacks is reduced, making this a strategically important element of the game.

    The plot itself is largely similar to OTL's. Princess Peach is kidnapped by Bowser and Mario raids Bowser's castle in order to save her, only for a giant sword to crash down from the sky, scattering the three to the winds. The sword announces that Bowser's castle is Smithy Gang property now, kicking off the events of the story. Mario ventures to the Mushroom Kingdom first, where he meets up with Mallow and eventually liberates the castle from a dagger-shaped foe named Mack. Next, Mario and Mallow visit Toadfucius, who tells Mallow that he is not actually a frog as he believes and advises him to go with Mario on his journey. After some more adventuring, the group comes across Rose Town, which is under siege from an evil bow-shaped foe named Bowyer. Mario and Mallow team up with a mysterious doll/man named Geno, defeating Bowyer and liberating the town. Here's where the game begins to divert from OTL somewhat. The next place the group visits is Moleville, but unlike in OTL's game, the town is under siege from an evil lady with a whip named Lashina, another member of the Smithy Gang. After going through the Moleville Mines and defeating Punchinello, the group realizes that Lashina has the third Star and they must go to her factory in order to get it back. While at the factory, the group sees that Lashina is furious after a breakup with a man named Booster, who dumped her after Princess Peach landed on his tower. After defeating Lashina (before the group can face her, they must once again fight refurbished clones of Mack and Bowyer) and claiming the third Star, Mario and friends venture to Booster Tower (recruiting Bowser just outside). They venture up Booster Tower and meet Booster himself, who in this game must actually be defeated to advance (and he's not easy, though Knife Guy and Grate Guy are omitted from this game). After a chase up a hill, the group reaches Marrymore, where Mario crashes Booster's wedding and rescues Peach. The group returns to the Mushroom Kingdom, where Peach joins the group for the next part of their journey, a trip to Star Town, where a clue about Mallow's true home is said to be. The clue, however, is a trap laid by the fourth member of the Smithy Gang, a cannon-like man named Boomer, who abducts Mallow and takes him to Star Hill, which, instead of being a peaceful place like IOTL's game, is a battlefield wrecked by explosions from Boomer and his minions. Eventually, Mario and friends reach Boomer. After beating him in battle, he gives them a choice: they can save Mallow or the Star. The group picks Mallow, but thanks to Mario's slick jumping they manage to save both. After that, the group ventures to a seaside resort where the next Star seems to have been pilfered by a pirate named Jonathan Jones. After a trip through a sunken ghost ship and a confrontation with the pirate himself, the star is claimed, but upon the group's return to Seaside Town, they are threatened by Yaridovich, who demands they hand over the star or the townspeople will be in danger. They give Yaridovich the star, but stop him before he can make his escape and defeat him in a tough battle. The heroes then venture through Land's End, Monstro Town, and Bean Valley to make their way up to Nimbus Land, where Mallow's real family lives (though Mallow doesn't know it yet). These areas are largely the same as IOTL, though there is a small difference: the group encounters the Axem Rangers for the first time at Land's End, and there is a boss battle in this area: a pair of Chargin' Chucks. Finally, the group reaches Nimbus Land and uncovers the intrigue of Queen Valentina, an imposter to the throne who has locked Mallow's parents in a dungeon. After Valentina is beaten, the group journeys to Barrel Volcano. They defeat the Czar Dragon and are about to claim the Star when the Axem Rangers suddenly arrive and take the Star away, forcing Mario and friends to chase them to their airship. Unlike ITTL, the airship is a dungeon of its own, with similar music to the classic airship theme in Super Mario Bros. 3. At the end, the Axem Rangers are confronted, but once you defeat them, their Breaker Bot is its own boss, and one of the toughest in the game at that. Finally, the sixth Star is claimed, and Mario and friends return to Bowser's Castle. They venture through the castle, defeat the giant sword Exor, and make their way to Smithy's Factory. As you venture through the factory, beating tough bosses along the way, Smithy's backstory is revealed. He is said to be the wish of a realm that watched all the other realms advance in technology while they were left in the dust. The entire realm wished for a way that it could elevate its technology to those of its neighbors, resulting in the birth of the robot Smithy. It began to build, and build, and build, but soon it became too powerful to control, and started wiping out the neighboring realms before turning on the realm that wished it into being. Smithy's factory was built on the ruins of this realm, its people trapped as mindless slaves (and Geno is the only free person of this realm that remains). After Smithy is defeated, Mario and friends use their wish to restore this realm and its people, and Geno can at last return home, while the Mushroom Kingdom and Princess Peach are safe once again.

    August 12, 1996

    Super Mario RPG is released in North America for the Super Nintendo CD. Despite a significant amount of pre-release hype and advertising, the game doesn't succeed quite as much as Chrono Trigger or Tale Phantasia, critically or commercially. It's still regarded as an excellent game, but doesn't quite rise to the level of the two earlier major RPGs to be released that year. Criticism primarily revolves around the simplicity of the game's storyline, which is considered somewhat juvenile compared to the previous two major RPGs, even with Smithy's somewhat darker origins. Despite these issues, the game is still the top selling Super Nintendo CD game of the month and comes to be regarded as an RPG classic.

    -

    College Football '97: The Road To New Orleans

    Andrew: 6.0 (quote: “The inclusion of all the teams helps out the realism factor of the game, but the gameplay itself doesn't quite match up.”)
    Mark: 7.0
    Mike: 7.0
    Sushi-X: 5.5

    Madden 97

    Andrew: 7.5
    Mark: 7.5
    Mike: 7.5 (quote: “Another decent game, but the series is showing its age on this system.”)
    Sushi-X: 7.0

    Ninja Gaiden IV: Escape From The Forbidden City

    Andrew: 8.5
    Mark: 7.5
    Mike: 8.5
    Sushi-X: 8.0 (quote: “While the difficulty is definitely frustrating at times, no game gets you closer to being a ninja than this one.”)

    Olympic Games '96: Atlanta

    Andrew: 4.0
    Mark: 2.0 (quote: “An utterly horrible tie-in game with absolutely no effort whatsoever. The controls are miserable and the graphics look really ugly.”)
    Mike: 2.5
    Sushi-X: 5.0

    Pac-Man CD

    Andrew: 7.0 (quote: “A neat mix of classic arcade gameplay and action platformer fun, this whismical game brings the classic series to the SNES-CD in a great way.”)
    Mark: 6.0
    Mike: 7.5
    Sushi-X: 7.5

    Silverload

    Andrew: 5.5
    Mark: 4.0
    Mike: 9.0 (quote: “While the controls may not please action-loving gamers, the dark atmosphere and haunting score makes this Western-style point and click a true classic.”)
    Sushi-X: 6.0

    Super Mario RPG

    Andrew: 9.0 (quote: “Mario's first role playing adventure is a masterpiece of graphical whimsy, a triumphant soundtrack, and amazingly fun gameplay.”)
    Mark: 9.0
    Mike: 9.5
    Sushi-X: 9.0

    Tetris Attack

    Andrew: 9.5
    Mark: 8.5 (quote: “Super fast-paced and super addictive, it's best played with a friend but even the single player mode is really enjoyable.”)
    Mike: 9.5
    Sushi-X: 8.0

    Tobal No. 1

    Andrew: 9.0 (quote: “Outstanding music from some of Square's best and great character design makes this a sort of fighting game equivalent of Chrono Trigger.”)
    Mark: 8.0
    Mike: 8.0
    Sushi-X: 8.0

    Valis: Soldier Of Light

    Andrew: 7.5
    Mark: 7.5
    Mike: 7.0 (quote: “This sequel isn't quite as innovative as the first but it's just as fun and a great continuation of the previous game's story.”)
    Sushi-X: 7.5

    Williams Arcade's Greatest Hits

    Andrew: 6.0 (quote: “If you loved Defender and Joust, you'll have a fun time with this compilation but there's nothing new here, obviously.”)
    Mark: 6.0
    Mike: 5.5
    Sushi-X: 5.0

    Warriors and Conquerors II: Champions Of War

    Andrew: 7.0
    Mark: 5.0
    Mike: 6.0 (quote: “Combat by champion is an interesting gimmick for a Civilization-esque strategy game, but it's still not a very deep title.”)
    Sushi-X: 5.0

    Hotel Havoc 2

    Andrew: 6.5
    Mark: 6.5 (quote: “The graphics got a nice bump and it's nice to be able to choose a character, but it's still the same fairly straight-forward puzzle title.”)
    Mike: 6.0
    Sushi-X: 6.0

    Extreme Deerhunting 2

    Andrew: 4.0
    Mark: 6.0
    Mike: 4.5
    Sushi-X: 4.5 (quote: “It's just deer hunting. Not much else to say.”)

    Road Storm

    Andrew: 8.0
    Mark: 8.5
    Mike: 9.0 (quote: “One of the most exciting new franchises to come out in a while, maybe the best motorcycle racing game ever made.”)
    Sushi-X: 9.0

    Everest: The World's Bravest

    Andrew: 7.5
    Mark: 6.0
    Mike: 6.0
    Sushi-X: 6.5 (quote: “A Mount Everest climb isn't exactly the most compelling subject for a platformer, but this game is at the very least amusing.”)

    The War Between The States

    Andrew: 8.5 (quote: “Koei does it again with this excellent Civil War strategy title that features dozens of the Civil War's most pivotal battles and even throws in some alternate history scenarios.”)
    Mark: 8.5
    Mike: 7.5
    Sushi-X: 8.0

    -from reviews of August 1996's SNES-CD games in the September and October 1996 issues of Electronic Gaming Monthly

    -

    August 26, 1996

    Virtua Fighter 2 is released in North America for the Sega Saturn. Arriving on a tide of strong sales and good will for the Sega Saturn, and released around the same time as the improved, smaller Saturn analog controller (though it's also released with an optional fight stick accessory), the game is an immediate hit and the fastest selling Sega Saturn game to date. Reviews are stellar, topping those of the first, and the game is considered even better than the original arcade version, adding two characters original to the home console version of the game. It becomes the best selling game of the month, topping Super Mario RPG in sales despite only being out for six days in the month of August. In September, the Saturn Virtua Arcade Set has Virtua Fighter replaced with Virtua Fighter 2, driving sales for the bundle as well (it also helps that many stores clearance out the old Virtua Fighter sets at $349 or even $299, the same price as the Saturn base set). Though the Super Nintendo would still outsell the Saturn for the month of August, the week of August 26-September 2 is the first week that the Saturn outsells the Super Nintendo CD in North America.

    (…)

    Character Strategy- Ralph Burce

    Ralph Burce is one of the two Saturn exclusive Virtua Fighter 2 characters. He's a master of slow but powerful strikes, particularly his punches, so you'll need to be very precise to use him properly. That said, with his added power he can easily take down an opponent who isn't concerned about blocking and insists on charging forward with offensive strikes. When on the defensive, keep your guard up, weather your opponent's attack, and then strike back with a furious counter!

    Character Strategy- Cynthia Grennel

    Cynthia is a very technically savvy character exclusive to the Saturn version of the game. She can move fairly quickly but you need to know her advanced combo techniques to utilize her abilities to the fullest. Cynthia's lithe frame can withstand a surprising amount of punishment, so you don't have to be afraid to go on offense if your opponent leaves themselves open.

    (…)

    Official Saturn Magazine: Explain the two new characters, what was the reasoning behind adding them, besides giving those who waited two years for the Sega Saturn version of this game an extra reward?

    Yu Suzuki: We felt they added a lot to the story of the game, which was also given added emphasis in the Saturn version. Ralph is a sort of heroic character who just tries to help out where he can, he's a bit of a dope but he is the most purely heroic character in the series so far! And Cynthia, she is a pure femme fatale. We added her for sex appeal more than anything! *laughs* But she does have a good heart deep down and so she kind of appeals to many different types of fans, those who want a wicked woman and then those who also think 'well, maybe she's not so bad, I want to see her redeemed'. Both of them will be added to supplemental material later on of course.

    (…)

    Sun and Moon is a brand new action game from Treasure! You can team up with a friend for co-op action, or take on the game's challenges by yourself while switching back and forth. Be careful, this game contains horrors beyond imagination! There are 14 levels in all, we'll cover the first five to get you started. You can even play through the first level for free on this month's demo disc and then transfer the save to the full game!

    (...)

    Level 3: Atavan's Arc

    Level 3 is the first really tricky level of the game. If you're controlling Sun by yourself, you'll need to have him light up the pathway to the ship before you can advance. If you're controlling Moon, you can concentrate more on the difficult enemies that are blocking your path. Circle around the large stacks of crates and have Moon protect Sun by using her Darkness attacks as Sun lights your path. Two players can usually coordinate this pretty easily.

    You'll have trouble with the game's second Gorgon enemy as soon as you get on the ship. Try to blind it with Sun's rays, or if you're controlling Moon, let Sun get out in front of the Gorgon while Moon hits it from behind with magic. There are two Runes to collect on the ship's deck but you can save them until after the Gorgon is dead.

    (…)

    Level 5: Nightshade Forest

    (…)

    The boss here is exceptionally tricky. The huge tree will immediately try to wrap up Sun or Moon in its vines and the boss can't be damaged unless both are working together. Sun will be able to burn through the boss' vines, so it's probably better if it grabs Moon first. If the boss grabs Sun, you'll need to have Moon gather up enough materials for a Darkblaze spell (the Nightshade Roots and Deathcaps that constantly fall from the boss during battle should be able to fuel such a spell pretty quickly). Once both Sun and Moon are free, use their strongest spells in combination to damage the boss while dodging its swinging vines and the roots that come out of the ground. Remember, if one of the kids dies while the boss has the other wrapped up, it's game over.

    (…)

    Each game is reviewed by our staff, who then discuss their individual opinions on the game to come up with a composite score from 1 to 10, with 1 being truly atrocious and 10 being a masterpiece. There are no half-points given.

    Virtua Fighter 2

    This amazing fighting game has been tearing up arcades since 1994, and it's finally here on the Saturn, where it's better than ever. This is the Saturn's best fighting game to date.

    Score: 9/10

    Sun And Moon

    Treasure's tricky twin title is best played with a friend, but even when you're playing by yourself, it's a real treat despite its difficulty.

    Score: 8/10

    -excerpted from the August 1996 issue of Official Saturn Magazine

    (…)

    Sega Teams With Universal For New Arcade Chain

    Sega, which has been slowly rising back up the sales charts with its Saturn console, is now looking to bring back the arcades after their system promised to bring the arcade hits home. The company is teaming with the film studio Universal to build a chain of large arcades in various cities in North America. Known as GameVerse, the chain will have both the latest arcade games and a myriad of Sega classics, while also offering various interactive attractions and even a full-service restaurant in some locations. The company originally planned to collaborate with Dreamworks, but that company recently announced a deal with Sega's rival Sony to produce computer animated films, forcing Sega to go in with Universal alone. The first locations are set to open in the spring of 1997, and could signal a new step in Sega's plan to conquer both the arcades and the living room.

    -excerpted from the September 1996 issue of GamePro

    -

    Everyone seemed to compare Tobal No. 1 to the Saturn's Virtua Fighter 2, since they both came out in the same month. That's a shame, because even though yes, Tobal is the inferior game, it also has its own charm and things that Virtua Fighter 2 lacked. Its soundtrack, which included contributions from Yoko Shimomura and Yasunori Mitsuda, was superior, and its Quest Mode, while not really too terribly engrossing, was still an innovation that Saturn's flagship fighter lacked. Of course, at the time of its release, most of the buzz surrounding the game had nothing to do with the game itself, but the demo of Elements of Mana that was included with all first-run copies of the game. The demo allowed you to play right up to the first boss, Full Metal Hugger, a spectacular arachnid-like creature that filled up the screen and showed off just how far graphics had come since the original Secret of Mana. And even that demo didn't drive Tobal sales much. In fact, it was probably Square's least successful North American game of 1996, it even sold less copies here than the cult RPG game Soul Matrix., Tobal No. 1 is a unique and fun title that showed off what the SNES-CD could do (it might be the best looking fighting game on the system outside of Star Wars: Masters Of Juyo), and even though it included a demo of one of the most hyped games of the year, it still got far less sales than it deserved.

    -”The Top 20 Most Underappreciated Super Nintendo CD Games- #7: Tobal No. 1”, an article on IGN.com, posted on June 3, 2011

    -

    The open road beckons in this exciting new motorcycle racing game published by Infogrames! In Road Storm, pick from one of 12 racers as they make their way across 14 tracks all across North America!
    -the introduction to the Road Storm article in the August 1996 issue of Nintendo Power

    Road Storm is one of those games that kind of came out of nowhere, though it should've been expected based on the reception it got at E3. Road Storm was based on a concept by the software company Ocean, though after Infogrames bought Ocean in 1996, it took the game and improved greatly upon it before its release in late summer of that year. While leaving Ocean's stellar musical score, the company greatly improved upon the gameplay, and most importantly, gave each of the game's twelve characters a personality and a storyline, making them somewhat like the characters in fighting games in terms of how emotional their journeys were as they raced across the game's stages. The gameplay itself was pretty simple, it was a motorcycle race along a paved road (though some stages went off-road). There were some combat elements but it wasn't like Road Rash, you could bump and jostle other racers and this would affect them somewhat, but the primary focus was on racing. The storyline involved a million dollar cash prize and a series of illicit road races commissioned by a mysterious billionaire named Jurgen. Each of the twelve characters had their own reasons for winning, here are brief summaries of each of them.

    Jack- The game's main character, a 26-year-old man who needed the money to pay off some gangsters threatening his family. He's got a good heart though, and finds himself torn when other characters seem to need the money even more than him.
    Gourman- A somewhat morally ambiguous character, Gourman is considered Jack's rival, though unlike the rivals in a lot of games who happen to be about the same age as the main character, Gourman's a 40-year-old man and he's even somewhat overweight, also, he doesn't need the money nearly as badly as any of the other characters.
    Jessica- A 23-year-old woman with long black hair and a tough look about her, Jessica is Jack's primary love interest but she'll stop at nothing, even crashing Jack out, to get the prize money, which she needs to cure her cancer.
    Rizzel- A 19-year-old redheaded woman, Rizzel is quite wild and fun, but she has a dark secret beneath all her playfulness and needs the money to settle a debt from her past.
    Breckin- A 25-year-old reckless daredevil, he's seeking glory more than money, but he's still a fierce opponent.
    Dr. VanCombe- A 37-year-old scientist who needs the money for research into alien technology. He's a bit ruthless and eccentric but he's become a fan favorite over the years.
    Jillian- A 14-year-old girl and also Gourman's estranged runaway daughter. She's super hyper and energetic and wants to win the money to spite her dad.
    Lord- Lord is a grizzled, 65-year-old biker gang captain and probably the most evil character in the game outside of Jurgen. There's a rumor he may have been the primary inspiration for Clay Morrow in Sons of Anarchy, but the creator of the show denied it when someone asked him at ComicCon.
    Viv- A 46-year-old woman and mother of three kids, she actually has her kids following her around in an RV from race to race. She's like a femme fatale soccer mom and one of the best characters in the whole series. She flirts with Dr. VanCombe CONSTANTLY, the two have a love-hate thing going on throughout the series.
    Reck- An 18-year-old frat brother who makes a LOT of potty-related jokes. Probably the least popular of the original twelve in the series, he plans to use the money to buy a skyscraper-sized keg of beer. It's very satisfying to see him lose.
    Shade- A seemingly generic 29-year-old man but with a deep, dark past, he's actually a ninja and is planning to use the money to save his young daughter from a cruel master. He's also become a fan favorite.
    Ken- A 35-year-old man who joined the races to escape a monotonous blue collar life. It seems like he's in the game to fulfill the game's “token black guy” quotient, and he probably is, but he's not stereotypical at all and he's actually a pretty likable character, if a bit generic.

    Though Road Storm only did moderate sales, its positive reviews and devoted fanbase ensured that it would get a sequel (which it did, in 1998 on the Ultra Nintendo and the Saturn). It would also pick up lots more characters along the way, becoming pretty much the quintessential motorcycle racing series (though I guess you could say Bikerz was first, Road Storm is a far superior franchise). It even got its own animated series and comic book.

    -excerpted from “The SNES-CD's Franchise Starters”, an article on Gamesovermatter.com, March 17, 2013

    -

    You DOG! Did you truly think you were worthy of challenging me? You are pathetic! Ha ha ha ha!”
    -Shogun Gatsu, after killing Irene Lew in the “Dog Mode” ending of Ninja Gaiden IV

    When Ninja Gaiden finally came to the Super Nintendo CD, it came back in style. The game once again starred Ryu Hayabusa, who learned that an evil shogun named Gatsu had taken over a huge part of Tokyo and had carved out an area for himself called the Forbidden City. He'd even taken Ryu's love interest Irene Lew captive, intending to make her his bride. Ryu would have to battle through Gatsu's armies to save Tokyo and his love in 13 tough but fun levels. The game was the first to feature (albeit limited) voice acting, with phrases spoken by Ryu, Irene Lew, and Gatsu, among others. It also featured pseudo 3-D, especially for the game's boss battles, which often took place in enormous multi-platformed battlegrounds.

    Ninja Gaiden IV: Escape From The Forbidden City was not only the best game of the series thus far, it was easily the toughest. The game included three difficulty modes to start with: Normal, which was extremely hard, Hard, which was intensely, catastrophically hard, and Ninja, which was an exercise in masochistic pain. There were also two hidden difficulty modes. If you got three Game Overs on Normal mode, the game opened up the Dog Mode difficulty, which was significantly easier (but still somewhat tricky). Once you reached the final battle with Gatsu, you defeated his first form and went to save Irene Lew, just as in previous modes. However, in Dog Mode, instead of triggering the start of Gatsu's second form, Gatsu simply stood up and beat Ryu into submission, before impaling Irene Lew through the chest (this was shown in silhouette). As she fell dead to the ground, Ryu cried out in agony as Gatsu taunted him with that classic “You DOG!” quote, and the game practically scolded you for playing through it on easy, telling you to go back and try again “if you dare” in a harder mode. However, if you conquered Ninja mode, it opened up TRUE Ninja mode, which was...it was more difficult than Ninja mode, moreso than Ninja mode was more difficult than Normal mode. That's how hard it was. And if you could beat it without losing a single life, you got to see a secret ending. It's been done (it's even been done without taking a single hit by people who clearly have no lives), but... I can't imagine how most players ever could. Normal mode is hard enough for most gamers. Still, despite the insane difficulty, the game was really fun, properly introduced Ryu Hayabusa to the fourth generation, and featured the best storyline of any Ninja Gaiden game up to that point.

    -excerpted from “A Ninja Gaiden Restrospective” on Gamesovermatter.com, posted on September 1, 2010

    -

    The summer of 1996 was one of the NBA's most interesting summers. It featured that classic NBA draft with players like Allen Iverson and Kobe Bryant, but it also featured one of the most bizarre and in retrospect hilarious storylines of the 90s: how the Orlando Magic kept Shaquille O'Neal around.

    By the summer of '96, Shaq's contract was up and he was looking for a change of pace. He was becoming disgruntled with fellow superstar Penny Hardaway, and the team's loss to the Chicago Bulls in the NBA playoffs didn't help. He offered the Magic an ultimatum: “get rid of Penny or get rid of me”. But even though Orlando capitulated with Shaq's demand, trading Penny to the Boston Celtics in exchange for Dana Barros, a few scrubs, and some draft pics, Shaq wanted more. Not just a big money contract (which ended up being the most lucrative in league history to that date), but he wanted a sign of appreciation from the team. That was the story behind “Shaq Day” at Walt Disney World, where the Magic paid Disney to make September 28, 1996 a day devoted to Shaq. He got a parade through the Magic Kingdom and was honored in a big ceremony by Mickey Mouse. There's a pretty famous picture from “Shaq Day” of the face character Esmeralda (from The Hunchback of Notre Dame) giving Shaq a big kiss on the cheek. One wonders if maybe Shaq wanted to be compared to Quasimodo? Either way, despite the farce that was Shaq Day, the move seemed to secure the Orlando Magic's immediate future. They'd also acquired Dennis Rodman in the off-season, which would give them perhaps the league's most intimidating frontcourt. Only time would tell if the Magic could live up to the hype and topple the Bulls.

    -excerpted from “The NBA: 1996” on Bleacherreport.com, posted on January 10, 2014

    -

    Alex Stansfield: So what's your verdict on Tetris Attack?

    Ted Crosley: My verdict is, it's fun as hell! It's even fun to play by yourself which was my only beef with the original Tetris, that you can only play multiplayer if you have two people with Game Boys. Here, on the SNES-CD, you can play single player and it's a lot of fun!

    Alex: But of course, the multiplayer is best.

    Ted: Well, yeah. You can make killer combos, dump bricks all over your opponent, it's a blast!

    Alex: It's caused...incidents here at GameTV.

    Ted: Yeah, um...there has been violence.

    Alex: We're not allowed to play in the studio anymore, things have been broken.

    Ted: People have been killed.

    Alex: Let us remember, those lost in the great Tetris Attack incident of 1996. *shaking his head sadly as sad music begins to play*

    *Ted and Alex bow their heads as the sad music plays, having a “moment of silence”*

    Alex: ...okay, so what's your score?

    Ted: I give it a 4.5. The combos are so easy to make, the game is super fun, it's absolutely a blast to play.

    Alex: And I'm also giving it a 4.5. Definitely the best puzzle game I've played in a while.

    -excerpted from the August 6, 1996 episode of GameTV

    We caught some flack for the Tetris Attack segment. It came like a week after the Atlanta Olympics bombing, and people called in and said we were mocking the tragedy by having that little moment of silence bit. We weren't even THINKING about that when we came up with the segment. I guess that was kind of the problem, somebody should've said something but at least all we got was a stern talking-to. When they did the Saturday afternoon rerun of the episode, they took that bit out, so the review looks kinda dumb. But, that was our bad for not thinking.”
    -Alex Stansfield

    (…)

    Brittany Saldita: When all's said and done, I thought Super Mario RPG was a really good game. I don't think it matches up to a lot of the RPG classics, but it's still lots of fun and a great tribute to the Mario series.

    Ted: I think I liked it a little more than you did. The timed hits system is great-

    Brittany: Well yeah, I mean, that was the best part of the game I thought. I loved being able to increase my damage by pressing the button at the right time, and countering attacks is really fun too. So that was a big plus.

    Ted: The soundtrack is superb, I thought it was well paced...

    Brittany: Some parts dragged on. I thought, later in the game some of the dungeons got a bit repetitive.

    Ted: And I know you didn't like the villains.

    Brittany: Why not have, like, Kamek as the villain? We didn't get to see Kamek killed in Yoshi's Island, I thought, well, if Bowser's a good guy, maybe they're fighting Kamek!

    Ted: Well, all spoilers aside, I thought the villain turned out to be pretty good.

    Brittany: I like that Peach finally got a proper name. Princess Toadstool is an awful name. Thank God, thank God she's Peach now.

    Ted: Peach Toadstool is still just about the dumbest name I've ever heard.

    Brittany: Engelbert Humperdinck.

    Ted: I stand corrected. But I'm still giving this game a 4.5.

    Brittany: And I'm giving it a 4.

    -excerpted from the August 13, 1996 edition of GameTV

    (…)

    Brittany: You know, after the awesomeness that was Tale Phantasia, I expected a bit more from Telenet Japan. Valis: Soldier Of Light was just a solid action game. Nothing more, nothing less.

    Gary Westhouse: Yeah, I wasn't too impressed. Graphically, gameplay-wise, it's pretty much just your standard fantasy platformer.

    Brittany: Which is a shame, because, again, Tale Phantasia was so awesome.

    Gary: You're not going to be comparing ALL of Telenet Japan's games to Tale Phantasia from now on, are you? It might be more fair to just compare, you know, the RPGs.

    Brittany: Point taken. That said, controlling Reiko WAS a decent change of pace. She actually handles a lot differently from Yuko and so you get two different ways of approaching the game depending on your playstyle. Even Mario Brothers doesn't do this with Mario and Luigi. So that's ONE thing the game has going for it. I liked the music, a little bit.

    Gary: As far as action games go, it's just average.

    Brittany: I'll actually give it a 3.5, which is more than I usually give an “average” game but the effort they made to have Reiko control a lot differently was a plus.

    Gary: I'll give it a 3.

    (…)

    John Walden: So yeah, Sun and Moon is a game that you pretty much have to play with a friend. The AI is decent but in a game this tough, without a partner some of the latter stages are exercises in frustration.

    Alex: It's such a creative game, full of some brilliantly designed bosses, excellent levels, and awesome music. I will concur that it's a lot more fun if you play it with two players but it is at least doable with one. I think if you play with one character you need to use Moon, her spells are much more easily controlled by a human. Sun doesn't do as much and so the AI can handle him better.

    John: I tried both, was frustrated with both. It's a good game though. It's just...

    Alex: It's a Treasure game. These guys made Gunstar Heroes, they're definitely known for doing this with their games. I heard next year's Troublemakers was going to be a bit easier, we'll see if that's the case.

    John: With a partner though, this game's a blast. Alex and I got together one night, beat the whole thing, had a ball.

    Alex: Yeah, I mean, this is the kind of game that can restore the friendships that Tetris Attack has broken apart. If your friend will still let you come over to play on his Saturn after you've schooled him at Tetris Attack, recommend this game. I highly recommend it, I give it a 4.5 out of 5.

    John: And I give it a 3.5.

    -excerpted from the August 20, 1996 episode of GameTV

    (...)

    Gary: Virtua Fighter 2 is kickass, it's so kickass! Even when you're getting your ass kicked, it's still a kickass game!

    Ted: I think I've wasted an entire Saturn's worth of quarters on this game at the arcades. Now, finally, I can come home, sit on my ass, kick back and enjoy this game on my TV and not have to worry about getting bumped off the machine by some spoiled 12-year-old whose mom dropped him off at the machine while she rummages through the 75% off rack at Nordstrom. This game rocks.

    Gary: Did that actually happen to you, getting bumped off a machine by a 12-year-old kid?

    Ted: Yeah.

    Gary: And you'd admit that on national TV, that a 12-year-old kid beat you at Virtua Fighter 2?


    *There's loud laughing from Alex, Brittany, and John in the background*

    Ted: Hey, shut up! Shut up, he got lucky!

    Gary: Well, it's okay, now you can get beaten in private and no one will have to witness your embarrassment.

    Ted: Well, what's your most embarrassing Virtua Fighter 2 story?

    Brittany: *yelling* The time Tracy Grandstaff came in and beat him on the office machine and she's never played before!

    Alex: *yelling* I remember that!

    Ted: Oh man, you got beat by Daria?

    Gary: At least she's a grown person!

    Ted: At least when Mike Judge beat me, he had actually played the game before.

    Gary: Did he do the Butthead voice?

    Ted: He did the Butthead voice and it was humiliating. But anyway, see, that's the great thing about Virtua Fighter 2 is that anyone can pick it up and play but only a truly skilled person can master it.

    Alex: *yelliing* Which doesn't include either of you!

    Ted: I give Virtua Fighter 2 a 5 out of 5.

    Gary: And I give it a 4.5.

    -excerpted from the August 27, 1996 episode of GameTV

    -

    SNES-CD Power Charts: August 1996

    1. Chrono Trigger
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Ken Griffey Jr.'s Winning Run
    4. Fire Emblem: The Holy War
    5. Donkey Kong Country 2: Diddy's Kong Quest
    6. Monkey Island 2: LeChuck's Revenge
    7. Eternal Night
    8. Fatal Strike: Touch Of Death
    9. Super Mario World 3
    10. Kyuriadan
    11. Super Mario World 2
    12. Ballistic Limit
    13. Samurai Buster
    14. Axelay 2
    15. Donkey Kong Country
    16. Prince of Persia: Calnor's Destiny
    17. Jewels Of The Realm 2
    18. VideoVision
    19. The Need For Speed
    20. Tactics Ogre

    The Official Saturn Magazine Buzz Chart – August 1996
    (NOTE: The Official Saturn Magazine's chart is done somewhat differently than Nintendo Power's top 20, it's a top 10 with a combination of sales, reader votes, and editorial picks. It's much more heavily weighted toward reader votes than anything else (unlike Nintendo Power's charts which weigh sales, fan votes, and editorial votes equally) and also includes many more unreleased games than Nintendo Power's charts.)

    1. Resident Evil
    2. NiGHTS Into Dreams...
    3. Sonic the Hedgehog 4
    4. Virtua Fighter 2
    5. Soul Edge
    6. Tomb Raider
    7. Virtua Fighter
    8. Ultima: The Worldly Lord
    9. Panzer Dragoon II Zwei
    10. Guardian Heroes

    -

    Pocket Monsters To Receive Anime Adaptation

    The Pocket Monsters games for the Nintendo Game Boy, which continue to be best-sellers in Japan, will be receiving an anime series that will begin airing in spring 1997. This news was confirmed by Nintendo, which shares partial ownership of the series with the software company Game Freak, itself owned by Sony. The series is said to closely follow the storyline of the games, with a special emphasis on the character Pikachu, one of the 150 creatures that appear in the games. It is not clear whether Sony or Nintendo will be handling the creative aspects of the series itself, though the series is intended to be aimed at children, who make up the vast majority of the game's fanbase. It is still unclear whether or not the game or the anime will be coming to Western shores, though with the continued success of the games and Sony's stated intention to make all of its game releases worldwide, it seems overwhelmingly likely that American gamers will be playing Pocket Monsters sometime down the road.

    -from an article in the October 1996 issue of Electronic Gaming Monthly
     
    September 1996 - A Trio Of Future Franchises
  • Tales Of The Seven Seas was certainly a massive hit for us and an unexpected classic, but Dog Dash was the game we expected to be a hit all along.”
    -Jason Rubin, of Naughty Dog, in a February 1999 interview with Electronic Gaming Monthly

    Thanks to the assistance from Sony, the Game Boy Color was the first handheld ever to have rich, detailed sound. While the graphics were still somewhat primitive, the music was a major leap from anything possible before.”
    -Gunpei Yokoi, in a May 1999 interview with Famitsu magazine

    Wait, we're in competition? We're on the same team, aren't we? *laughs*
    -Masahiro Sakurai to a reporter who asked him what he felt about the debate between Kirby Super Deluxe and Dog Dash

    This is it, Kirby! This time it's the end of you! Now take THIS!”
    -King Dedede, just before the true final battle in Kirby Super Deluxe

    Whoa, whoa boy! Hey! Hey! ….naughty dog!!”
    -Clark to his dog Woofle in a brief animation that plays before the Naughty Dog logo appears in the intro to Dog Dash, Woofle would become the official mascot for Naughty Dog and a variation of this intro would play before every Naughty Dog game in the future

    -

    College Slam

    Andrew: 8.0
    Mark: 8.0
    Mike: 8.5 (quote: “A fun arcade-style basketball game in the style of NBA Jam, my only beef is that you can't pick from more teams.”)
    Sushi-X: 8.5

    Cyberia

    Andrew: 4.5
    Mark: 3.0
    Mike: 5.0 (quote: “The smooth visuals of this shooter are impressive at times but the game moves far too slow on the SNES-CD to be enjoyable.”)
    Sushi-X: 1.0

    Darkstalkers: The Night Warriors

    Andrew: 9.0 (quote: “It takes the best aspects of the Street Fighter series and throws on a shiny coat of anime paint.”)
    Mark: 7.0
    Mike: 7.0
    Sushi-X: 9.5

    Kirby Super Deluxe

    Andrew: 9.0
    Mark: 9.0 (quote: “Kirby has never been more fun than in this amazing collection of games for the Super Nintendo CD.”)
    Mike: 8.5
    Sushi-X: 8.0

    Mario Artist

    Andrew: 7.5 (quote: “A bit too little, too late, but still an excellent collection of art tools.”)
    Mark: 8.0
    Mike: 8.0
    Sushi-X: 7.0

    Phantasmagoria

    Andrew: 4.0
    Mark: 3.5
    Mike: 6.0 (quote: “While the technical limitations make this a somewhat poor adaptation, it still has its thrilling moments.”)
    Sushi-X: 4.0


    Popful Mail

    Andrew: 7.0
    Mark: 6.5
    Mike: 7.5
    Sushi-X: 7.5 (quote: “A fairly fun action game that's bolstered by its fun characters and decent voice acting.”)

    Realm

    Andrew: 5.0 (quote: “A really ho-hum platform shooter, not much else to say here.”)
    Mark: 5.0
    Mike: 6.0
    Sushi-X: 6.0

    Suikoden

    Andrew: 8.5
    Mark: 7.5
    Mike: 8.0 (quote: “A low-tech but very deep RPG with tons of characters to recruit.”)
    Sushi-X: 7.5

    Ultimate Mortal Kombat Trilogy

    Andrew: 8.0
    Mark: 8.0
    Mike: 8.0
    Sushi-X: 9.0 (quote: “The best features of all the Mortal Kombat games and chock-full of characters.”)

    Worms

    Andrew: 9.0 (quote: “One of the best Amiga ports ever to hit the Super Nintendo CD, this game is full of strategy and full of fun.”)
    Mark: 9.0
    Mike: 9.0
    Sushi-X: 9.0

    Bikerz 2

    Andrew: 8.5 (quote: “This game is a big step up from the original with lots more characters, tracks, and weapons.”)
    Mark: 7.0
    Mike: 7.5
    Sushi-X: 7.0

    Samurai Rush

    Andrew: 8.0
    Mark: 9.0 (quote: “This is a superb anime-styled action game, somewhat comparable to Samurai Buster but much more lighthearted.”)
    Mike: 8.5
    Sushi-X: 8.5

    It Was A Dark And Scary Night...

    Andrew: 7.5
    Mark: 6.5
    Mike: 6.0 (quote: “A cute but ultimately repetitive horror-themed party game, good for filling a couple of boring party nights but not much else.”)
    Sushi-X: 7.5

    Dog Dash

    Andrew: 9.5 (quote: “One of the best platformers I've ever played, this fun and quite endearing game is a must-play.”)
    Mark: 9.0
    Mike: 9.0
    Sushi-X: 9.0

    Filliard

    Andrew: 7.0
    Mark: 7.0
    Mike: 7.5
    Sushi-X: 8.0 (quote: “A tough but somewhat addicting game, it calls to mind memories of Uniracers on the SNES. It's quite a bit more fast paced and with a seriously good soundtrack, it's worth buying if you loved that game.”)

    Off-Track

    Andrew: 5.0
    Mark: 3.0 (quote: “One of the worst racing games I've ever played. It's been a long time since I've played a good monster truck game and the drought continues.”)
    Mike: 3.0
    Sushi-X: 3.0

    -

    *A boy and a dog run through a field with one another.*

    Narrator: You've heard the story of a boy and his dog....

    *The ground begins to shake. The dog and the boy look at each other and nod, then forward again at a landscape that's become a volcanic jungle filled with enemies.*

    Narrator: Now there's a new twist.

    *Scenes from the game begin to play as Clark rides Woofle through the game's various levels, leaping over huge gaps, taking out enemies, and battling bosses.*

    Narrator: In Dog Dash, a boy and his dog must fight their way home across more than 20 sprawling levels. Collect power-ups, save innocent bystanders, and discover secret paths, it's all in a day's work for this heroic duo.

    *The commercial shows the boy and his dog again, walking back home with their hair all messy and dirt all over them.*

    Boy: Ready for level two, boy?

    *The dog woofs.*

    DOG DASH

    Only for the Super Nintendo CD.

    *metal sounds* Nin-ten-do

    -the commercial for Dog Dash, which played on various kids' TV shows during September 1996

    Dog Dash: The Basics

    Dog Dash is a game created by Naughty Dog and published by Sony for the Super Nintendo CD. The game is a standard side-scrolling platformer like the Mario and Sonic games, featuring 21 levels spread across six worlds, each world containing a boss at the end. Levels are fairly long, usually with 1-3 checkpoints. You start with five lives and when you lose them all, you go back to the start of the world, though lives are fairly plentiful if you know where to look. Levels also contain secret items, including power-ups that give Clark's dog Woofle more attacking power and more health, and secret collectibles that you can gather up throughout the game. The distinct element of Dog Dash is the sheer number of moves Woofle can perform. Along with the standard jump, Woofle can lick with his long tongue, pounce on an enemy, swipe with his paws, throw enemies with his tongue, etc. There are also temporary power-ups that let Woofle breathe fire or ice, that make him invincible, or that give him the ability to make earthquakes wherever he walks. Woofle has a health bar, when it's depleted, you lose a life. Occasionally, there are parts of the game where Woofle is incapacitated and Clark has to fight on his own, he can use sticks or his fists but typically the player will need to slip by enemies to avoid tough confrontations. Woofle can leap very long distances but he doesn't have a lot of height, levels are designed around this with big bounding gaps designed for players to leap across in some pretty cool moments. There are objects like springboards to help Woofle leap higher into the air. The game features a somewhat unique graphical style that looks more like art than highly technical pseudo-3D, the game is known as one of the better looking games on the SNES-CD, and the soundtrack is fairly well received also. There is plenty of voice acting, Toran Caudell (who IOTL was the first voice of Arnold in Hey Arnold and later King Bob on Recess) plays the voice of Clark, while veteran voice actor Frank Welker makes all the dog noises for Woofle (who doesn't talk). Various other characters are voiced as well, including some of the bad guys and supporting characters like Clark's parents. This game is Grey Delisle's first voice acting job ITTL, she voices the evil queen Nefertara.

    The game itself begins as a 10-year-old boy named Clark moves to a new city with his parents, but is lonely and unable to make friends. He's also been having fights with his parents, so he decides to run away. This turns out to be an ill-fated decision, as Clark finds himself getting sucked into a wormhole, where he ends up in a mysterious land surrounded by bad guys. Just as he's about to be done in, a big friendly dog pounces the bad guys and wants Clark to hop onto him. Clark does so, and he and Woofle soon come to a city where the mayor tells him that their two worlds are parallel and that in order to get home, Clark will have to find another wormhole. However, he'll have to watch his back because the wormholes are being created by a mad scientist named Klavenstein (voiced by Tim Curry), who was Woofle's original owner but performed cruel experiments on him which forced Woofle to flee. This begins the journey of Clark and Woofle across six worlds, which are as follows:

    World One: Big Dog City – A sprawling city with urban-themed worlds. The boss is a large robot deployed by Klavenstein.

    World Two: Rococo Jungle – A jungle with many fiery volcanoes. The boss is Hunter Jake, an evil hunter who wants to make Woofle his prey.

    World Three: Fantastic Fun Park – An amusement-park world with some circus themes. The boss is an evil game show host.

    World Four: Blizzard Glacier – An icy world with many caves. The boss is a huge abominable snowman.

    World Five: Blazing Desert – A desert-themed world. The boss is an evil queen, Nefertara, who you fight after climbing a huge pyramid.

    World Six: Klavenstein's Lab – The evil mad scientist's lair and the desolate forest leading up to it. The boss of this world is also the final boss of the game, Klavenstein.

    After defeating Klavenstein, Clark uses the wormhole machine to get back to his home and to his parents, who he misses very much. He brings Woofle along and his parents decide to let Clark keep the big dog.

    -

    December of 1996 saw the beginning of what's known as The Great Game Show Shuffle. Some people blame a dog, particularly a video game dog. In the game Dog Dash for the Super Nintendo CD, there's a bad guy about midway through the game that seems to be a parody of Bob Barker. He seems obsessed with neutering the hero's dog (they don't actually say neuter, it's a kid's game, but it's strongly implied), and the hero, a young boy named Clark, has to team up with his dog Woofle to stop him. Bob Barker, at that time the legendary host of The Price Is Right, did not approve, and even considered suing to get the game pulled. Did the stress over the game controversy lead to Barker's fatal heart attack on December 13, 1996? Almost certainly not (hell, more people blame Friday the 13th), but if the game WAS to blame, it caused one of the more interesting times in TV game show history. With Barker's sudden death, CBS needed to find a quick replacement. The front-runner was former Family Feud host Ray Combs, who had even joked about Price is Right in his very first episode in 1988, but by that time Combs was part of the cast of the NBC sitcom Fair Play and after his somewhat rude ouster from Family Feud in favor of original host Richard Dawson, he didn't want to have anything more to do with CBS. Eventually, the network chose Supermarket Sweep host David Ruprecht, who began hosting The Price Is Right in the fall of 1997. Ruprecht, of course, lasted 12 years before moving on. He was followed by Rosie O'Donnell, whose very unpopular two year stint nearly tanked the show, though the hiring of John Walden, the current host, in 2011 has seen the show's ratings recover. In the meantime, Lifetime selected none other than Marc Summers, most well known for hosting the Nickelodeon game show Double Dare, to replace Ruprecht on Supermarket Sweep. He did well enough at first, though in his second season the show became a lot more gimmicky (Summers introduced Double Dare-style physical challenges to the show, which the Lifetime viewership largely balked at) and the show was eventually canceled in late 1999.

    -”The Great Game Show Shuffle”, an article posted on TVFreshness.com in June 2015

    -

    Kirby Super Deluxe: The Basics

    Kirby Super Deluxe, which is known IOTL as Kirby Super Star, is the follow-up game to Kirby's Adventure 2 and is a lot like OTL's game but with a decent number of differences. The first difference is that unlike IOTL's game, which had eight games (the five main games, two mini-games, and the Arena), this version has ten: (the eight from OTL, along with Kirby's Showdown, where you can battle it out against a friend or against the CPU by picking one of Kirby's transformations, and King Dedede's Revenge, somewhat similar to the version found in the OTL DS game Kirby Super Star Ultra, which unlocks after beating the Arena and is a super-tough final quest featuring a climactic showdown with King Dedede at the end, making HIM the true final boss of the game instead of Marx). Also unlike OTL's game, the five main games from OTL are highly specialized in terms of genre, making them a lot more like actual distinct games within a game. While Spring Breeze, an enhanced remake somewhat of the original Kirby's Dreamland, is largely as IOTL, Dyna Blade is much different, taking on more of a shooter feel. While Kirby still acquires power-ups and transformations, there are many segments of the game where you use them in a sidescrolling shooter-like fashion, making the game somewhat of a Ballistic Limit send-up. Then there's The Great Cave Offensive, which is massively expanded from IOTL and turned into a full-on Metroidvania-styled action RPG, complete with damage numbers appearing above enemies' heads, several more bosses, and largely expanded levels that are unlocked as you progress. Kirby even levels up as you play through the game and collect treasures. Revenge of Meta-Knight is turned into a multi-leveled game with a very strict time limit and a boss at the end of each level, leading up to the final showdown with Meta-Knight. It's extremely fast-paced, which is unusual for a Kirby game, and considered the toughest of the sub-games outside of King Dedede's Revenge. Finally, Milky Way Wishes is a mix of all four genres, changing itself up as you progress from planet to planet. There are twelve planets in all, with three planets in each “genre” (three in classic Kirby style, three in shooter style, three in RPG style, and three in fast-paced arcade style). The battle with Marx itself, however, is done in classic Kirby style, as is King Dedede's Revenge, which ends with a multi-staged battle against King Dedede (the Masked Dedede from Ultra is used but is only the FIRST part of the battle, in part two you have to defeat a giant robot and in part three you have to defeat a magic-slinging Dedede who attacks like an enhanced version of Marx).

    -

    While Kirby Super Deluxe represented a new game for one of Nintendo's marquee franchises, the company chose to make Dog Dash the massively hyped game of the month, showing how much faith the company had in Sony and how much confidence they had in the game. Nintendo truly believed Dog Dash could become a major franchise and...they were right. It was one of the biggest selling original games of the year. Kirby Super Deluxe sold fairly well, meeting expectations, but it wasn't the smash hit that Dog Dash was, despite scoring nearly as well with critics (some critics, notably MTV's GameTV, actually ranked Kirby Super Deluxe better). The fact of the matter is that both games were excellent and rightfully rank among the Super Nintendo CD's best. While Kirby Super Deluxe was largely the easier game (though it has difficulty spikes that top anything in Dog Dash if you want to 100% the game), it was also much more complex and diverse in its game styles. That said, Dog Dash was pure platforming perfection, both a joy to watch and to play. What the 'showdown' between the two games really represented was that Sony had truly assumed a place as an equal partner with Nintendo, both in hardware AND software. The two companies were truly intertwined, and Hiroshi Yamauchi had to be glad to have Sony in HIS corner.”
    -excerpted from the book “Partners: The Super Nintendo CD Story”

    -

    What's up with Nintendo? A barking dog? A pink puffball? Commander Keen's gonna blow them both outta the water. This game'll be a huge hit.”
    -Tom Kalinske, talking to Commander Keen creator Tom Hall at a release party for Commander Keen: The Universe Is Toast at Sega of America headquarters

    Commander Keen is facing some stiff competition, but with three excellent games in one, Commander Keen: The Universe Is Toast is the only action game you'll need this month. We'll take you through the first few levels of each of the three games to give you a leg up, and we'll also tell you where some of the game's most jealously guarded secrets can be found. If you like what you see, make sure to try out the game in this month's demo disc, with the first level from each game included!
    -the introduction to the Official Saturn Magazine's September 1996 cover article on Commander Keen: The Universe Is Toast

    I remember back when Commander Keen came out for the Saturn, Nintendo had all these action games coming out that looked really good, and I kinda felt myself regretting to get a Saturn instead of an SNES-CD. But then I played Commander Keen. It was tough...definitely tougher than the games on Nintendo. There were a ton of tricky stealth spots, nothing like in Dog Dash. The voice acting was great too, and I remember the cutscenes being really funny. The game just had a lot of attitude, way more than Nintendo's cutesy action games. While I did eventually get to play Dog Dash and Kirby Super Deluxe, in my opinion, neither of them can compare to the fun I had playing Commander Keen.”
    -a user commenting on a Kotaku.com Talk Amongst Yourselves article asking about their best Saturn memories, November 13, 2014

    -

    Commander Keen

    Billy Blaze is back and better than ever! This game is actually a collection of three games, giving you a lot of bang for your buck. This game combines precision platforming, run-and-gun action with uproarious humor, making it one of the year's best action titles.

    Score: 8/10

    Alien Trilogy

    This spooky FPS might just be the best video game adaptation of Alien to date. Fans of the trilogy should definitely play it and fans of shooters in general should definitely give it a try.

    Score: 8/10

    -excerpted from the September 1996 issue of Official Saturn Magazine

    -

    September 1996 was an absolutely HUGE month for the Super Nintendo CD. In addition to seeing the release of Kirby Super Deluxe and the Mario Paint sequel Mario Artist, it also saw the release of Naughty Dog's Dog Dash, the first game in what would become one of the company's biggest franchises. But, amidst the month's giant releases, a bunch of quality games got lost in the fold. Though some of them sold decently well, others slid painfully into obscurity. We'll take a brief look at five of these titles.

    Darkstalkers: The Night Warriors- This fighting game was a LOT like Street Fighter II, though instead of featuring brawling humans, it featured fearsome demons and vampires battling it out. While it's easily dismissed as “just another 2-D fighting game”, and indeed, a lot of players did, it sold rather poorly, it's probably one of the best 2-D fighters on the SNES-CD. With detailed animation and full voice acting, the game has excellent production values for the time, and characters like Morrigan and Felicia have become instant classics among fans (and some of gaming's biggest sex symbols). The game came to the Sega Saturn in 1997 (and sold somewhat better), but surprisingly, the graphics weren't really updated from the SNES-CD version. Still, the SNES-CD version is excellent and right now it's a tough game to find.

    Phantasmagoria- People don't remember, because the game flopped so badly, but Phantasmagoria was a highly anticipated title when it was first announced for an SNES-CD port. People wondered how they were going to port it, since the game (on PC) was SEVEN discs and at the time there were only three two-disc games on the Super Nintendo CD. Seven would've been completely infeasible. Well, Sierra decided to take a lot of the cutscene content out and replace it with in-game rendered graphics, while keeping the gameplay and puzzles largely intact. The plot (including the game's most controversial scenes of sex and violence) was kept COMPLETELY intact, but the game itself really suffered for the removal of the cutscenes and was regarded by a lot of reviews as a clunky mess. The game sold decently in its first week, though sales fell apart soon afterward and it ended up being one of the Super Nintendo CD's most disappointing games, which is largely a shame for such a highly anticipated port. It is another example of a game that did a LOT better on the Saturn, whose fans were undaunted by the game's six discs.

    Suikoden- Konami's RPG was perhaps the biggest success story of any of these games due to its sales actually EXCEEDING expectations. Granted, the expectations weren't much, but 88,000 copies in North America has to be considered a success for a non-Squaresoft RPG. The game involved a fairly simple storyline and was somewhat short, but had a lot of characters to recruit and some fairly strategic gameplay. It also featured some fairly good character animation, though the graphics weren't as good as games like Tale Phantasia and Chrono Trigger. It also lacked voice acting, though it had an excellent musical score. Suikoden would go on to get a number of sequels, becoming a beloved, if somewhat niche RPG series. It's worth noting that some of the deeds of Suikoden II's Luca Blight make Phantasmagoria's horrors look like an episode of Sesame Street.

    Popful Mail- Popful Mail was one of two Working Designs localized games to be released this month for the SNES-CD, and easily the least popular of the two. It was a whimsical anime-styled action game where you play as a girl named Mail who has magical powers. It featured voice acting...quite a bit of voice acting, and can be compared somewhat with the Valis series from Telenet Japan, though Popful Mail had significantly more RPG elements to it. Though it was liked by critics and promoted well (it even had a commercial on Fox Kids!), it just didn't have the wide appeal to achieve sales success. It's a shame and somewhat of a surprise, since it seemed like the perfect game to appeal to the rising contingent of girl gamers and the anime crowd that loved Sailor Moon so much at the time, but its somewhat pedestrian graphics and quirky story made it a hard sell. Much less so than Working Designs' other localization of the month...

    Samurai Rush- This anime-styled game was developed by Telenet Japan and localized by Working Designs, and it's about a samurai named Nokaji who teams up with a group of friends to save a kingdom under the oppression of a warlord. There are lots of anime cutscenes, plenty of voice acting, and Nokaji's friends all have likable properties (and they all help you out at various times during your adventure). The gameplay can be best compared to Pocky and Rocky, though with a bit of an influence from the Final Fight-style brawlers at the time. It's much more lighthearted and fun than Samurai Buster, the game it gets compared to quite often. It was one of the month's top selling games for the SNES-CD, though it's still fairly obscure these days and only got one sequel in 1999 for the Ultra Nintendo.

    -from the article ”The Hidden Gems Of 1996” on Gamesovermatter.com

    -

    And this is from Saturday night's chaotic scene on Las Vegas Boulevard where more than a dozen people have been injured and five people have been killed in what is believed to be an attempted drive-by shooting on the rapper Tupac Shakur. Four men ranging in age from 19 to 23 have been arrested and charged with multiple counts of murder in what is one of the worst mass shooting incidents in American history.”
    -from the CBS Evening News on September 9, 1996

    The East vs. West hip-hop rivalry had been a defining element in the world of gangsta rap throughout the 1990s, but the rivalry came to a head in the form of two tragic incidents, incidents that could have taken the lives of two of hip-hop's most talented artists, but instead tragically took the lives of more than a dozen innocent bystanders between them, leading to the most storied truce in music history.

    It began with the incident on the night of September 7, 1996. Tupac Shakur and his entourage had just left the Mike Tyson vs. Evander Holyfield fight that saw Tyson defending his heavyweight title in a brutal first round knockout that would eventually lead to Holyfield's retirement from the sport the following year. As Shakur was leaning out the window of the car he was riding in to curse at a group of hecklers, a car pulled up beside his. Seeing a potentially dangerous situation, the driver of Shakur's car began to speed off, triggering a hail of gunfire from the other car. Seven bullets were put in Shakur's car, injuring the leg of Suge Knight, a member of his entourage. The remaining bullets went into a nearby crowd, cutting down four people immediately and gravely injuring another, while 16 others suffered gunshot wounds of various severity. After the incident, Shakur initially refused to speak to police, in accordance with the “no snitching” policy many hip-hop artists had at the time. However, upon learning that three of the dead were fans of his, with one of the dead being a 13-year-old girl who had owned nearly all of his records, he relented, giving police information that helped identify the would-be assassins. The incident left Shakur deeply shaken, though it wouldn't be until another incident six months later that the biggest feud in hip-hop began to come to an end.

    That incident was on March 9, 1997, in Los Angeles, California. Biggie Smalls, known as The Notorious B.I.G., had been presenting at the Soul Train Music Awards. Sometime after the show, Smalls was walking down a sidewalk with his entourage when he stopped to sign some autographs for a group of his fans. While he was doing so, an SUV pulled up and a man leaned outside of the car, firing wildly at Smalls, who was pushed out of the way by one of his bodyguards. Smalls' bodyguard, along with eight others at the scene, were killed in the hail of gunfire before police shot the driver of the SUV dead. The tragic incident was the second mass shooting to result from an attempt on the life of a controversial hip-hop artist in just six months, and it caused an enormous public outcry. Two months later, Smalls would be contacted by Shakur, who reportedly told him “this shit used to be between you and me but now it's our fans gettin' killed, and that ain't cool”. Over the next few months, the rift between the two former friends turned bitter rivals began to close, though the end of their feud didn't become public until the two made a surprise appearance together at the 1997 MTV Video Music Awards, embracing on stage and performing their new song, “Increase the Peace”, together. “Increase the Peace” would go on to top the charts for many weeks and would eventually win the Record of the Year award at the 1998 Grammies.

    -excerpted from the article “Increase The Peace: How Hip-Hop's Greatest Tragedy Became Its Greatest Redemption”, published on Hiphopstar.com on January 14, 2010

    -

    Brittany Saldita: Suikoden is definitely a good game, but is it a great game?

    Alex Stansfield: I'm not sure. Honestly, I thought it was pretty simplistic. I thought there were too many characters and I thought there were a lot of unnecessary elements. The constant weapon sharpening...

    Brittany: Yeah, that was a pain in the ass. But I did like the level of strategy that you get from having so many characters and despite there being so many of them, the storyline was still good. Simple, yes, and WAY too easy.

    Alex: Oh, yeah, that too, you can blaze through it really fast.

    Brittany: It's the kind of game that does just enough to skirt by...

    Alex: Like me in college!

    Brittany: Precisely!

    Alex: But at least it never got drunk and stuck its bare ass out the fraternity at the dean as he walked by.

    Brittany: Did YOU ever do that?

    Alex: No, I'm just making up an example!

    Brittany: Uh huh....

    Alex: I was a good boy in college! I slacked off but I was good!

    Brittany: And that describes Suikoden. It's good, but it definitely slacks off. I'm giving it a 3.5 out of 5.

    Alex: And I'm giving it a 3.

    -excerpted from the September 3, 1996 episode of GameTV

    (…)

    Ted Crosley: Commander Keen: The Universe Is Toast is a really tough but really fun action game with lots of different elements that make it stand out from the other games in its genre.

    Gary Westhouse: It's not NiGHTS but it's not really trying to be, it stands on its own two feet and it's a great comeback party for a really fun classic character. It's three games in one, which is a serious bargain, and it's not three games in one in the way that Kirby Super Deluxe pushes itself as being ten games in one but really it's just one game across a lot of different genres.

    Ted: Well, Kirby was great but Commander Keen is great in its own way. It has a WICKED sense of humor and I loved the stealth levels, I think some people will get frustrated with them but I was having a blast.

    Gary: I'm not sure I liked the fact that you had to avoid combat in many points, that made some sections a real chore.

    Ted: It's a good change of pace, I think. Again, it's another difference between Commander Keen and Kirby.

    Gary: Are we gonna keep comparing them?

    Ted: Well, you brought it up first.

    Gary: I liked both, I really did! It's just, there were some parts in Commander Keen that weren't as fun as the rest of the game and if you're buying it, you need to know that.

    Ted: Well, you also need to know that you don't have to play the other games to get into this one. It's really designed to introduce the character to a new generation of players, and I think Keen fits right in on the Saturn. I'm giving Commander Keen a 4.5 out of 5.

    Gary: And I'm giving it a 4.

    -excerpted from the September 17, 1996 episode of GameTV

    (…)

    Ted: So Alex, are you going to the dogs?

    Alex: Well, Dog Dash is really fun but it's not without its flaws. I did have trouble getting used to the jumping, it's not like it is on Mario, it's a bit harder to do some of those precision jumps in the later levels.

    Ted: Yeah, even after I'd gotten the hang of it there were still some frustrating moments. But mechanically it's mostly fine. The combat is great, better than any platformer I've played, certainly better than in Mario or Sonic.

    Alex: The characters are great too. You can really feel the love between Woofle and Clark.

    Ted: Yeah, this game made me want to play with my dog more and that's always a plus.

    Alex: And the villains are hilarious, from the evil mummy queen in the desert world to Klavenstein himself...

    Ted: Voiced by Tim Curry!

    Alex: *laughing* I was hoping they'd do some Rocky Horror Picture Show stuff with him but they didn't.

    Ted: Well, it is a kids' game.

    Alex: That said, even though its a kids' game, it's fun for all ages. It's not perfect but it gets a solid 4 from me.

    Ted: And I'll give it a 4 as well. It's a lot of fun, definitely check it out.


    -excerpted from the September 24, 1996 episode of GameTV

    (…)

    Brittany: *she is drawing a picture of herself zapping Ted with a magic wand* Let's see if I can animate this...

    Ted: *he watches as Brittany makes the picture come to life, showing a few frames of Brittany zapping Ted like in a flipbook* You know, that is really cool even if you're killing me.

    Brittany: I'm supposed to be turning you into a frog, hold on... *keeps playing around with the mouse*

    Ted: Well, the sheer number of things you can do in Mario Artist is really staggering and the CD really gives it a boost. You can do a LOT more with music and the mini games are really fun, giving you a ton of distractions from the painstaking work of animating yourself turning your co-host into a frog.

    Brittany: I can't believe I'm getting paid for this. *giggles*

    Ted: While Mario Artist isn't as robust as the paint tool on your computer, it's still a really great tool and just like the original Mario Paint, you'll get many hours of fun out of it.

    Brittany: Okay, I'm not gonna get this done in time. *sighs and stops clicking on the mouse* But you can see, it's really easy to get sucked in!

    Ted: Yeah, and that's why I'm giving Mario Artist a 4.5 out of 5.

    Brittany: Wow, a 4.5.... well that's what I'm giving it too. If you loved the original Mario Paint this is an absolute no-brainer, Mario Artist exceeds it in every single way.

    Ted: Now it's my turn... *deletes Brittany's drawing and begins doing his own*

    Brittany: Hey, hey HEY!!!

    Ted: I'm gonna turn you into a snail.


    Brittany: I'll slime you!

    -excerpted from the October 1, 1996 episode of GameTV

    -

    SNES-CD Power Charts: September 1996

    1. Tale Phantasia
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Chrono Trigger
    4. Ken Griffey Jr.'s Winning Run
    5. Fire Emblem: The Holy War
    6. Donkey Kong Country 2: Diddy's Kong Quest
    7. Universalizer 2
    8. Eternal Night
    9. Monkey Island 2: LeChuck's Revenge
    10. Super Mario World 3
    11. Super Mario World 2
    12. Power Rangers Zeo
    13. Ballistic Limit
    14. Donkey Kong Country
    15. Fatal Fury 3
    16. Spider-Man: Power And Responsibility
    17. Samurai Buster
    18. Kyuriadan
    19. Fatal Strike: Touch Of Death
    20. Axelay 2

    The Official Saturn Magazine Buzz Chart – September 1996

    1. NiGHTS Into Dreams...
    2. Resident Evil
    3. Sonic The Hedgehog 4
    4. Virtua Fighter 2
    5. Tomb Raider
    6. Virtua Fighter
    7. Soul Edge
    8. Commander Keen: The Universe Is Toast
    9. Panzer Dragoon II Zwei
    10. Alien Trilogy

    -

    *In a black and white scene reminiscent of The Wizard Of Oz, a young girl who looks like Dorothy is playing Super Mario Land on her classic Game Boy. Her little dog is sitting next to her.*

    Girl: Ohh...!

    *The girl continues to play when suddenly the house shakes.*

    Girl: Oh my goodness, a twister!

    *The house is picked up and dropped somewhere else. The girl steps out of her home and into a world of color, again like in The Wizard Of Oz. She looks down at her Game Boy, which has turned into a Game Boy Color. She begins to play, it's now Donkey Kong Land 2 in full color on the screen.*

    Girl: Toto, I don't think we're playing Game Boy any more!

    *A witch who looks like Glinda comes down in a bubble.*

    Glinda: Oh, but you are!

    *As she continues to speak, scenes from various Game Boy Color games begin to play on the screen.*

    Glinda: The Game Boy Color brings full color to all of your favorite Game Boy games, including brand new games like Donkey Kong Land 2, World of Color, and Toy Story!

    Girl: Wow! This is magical!

    Glinda: Now, if you wish to go home, just click your heels together three times and-

    Girl: I don't want to go home, I want to stay here and keep playing!

    *The girl, accompanied by her dog, skips down a yellow brick road still playing the Game Boy Color as “Optimistic Voices” from The Wizard Of Oz plays in the background. “Color Your World”, the Game Boy Color's official slogan, is shown on the screen, along with the date of its release, September 15.*

    -the commercial for the release of the Game Boy Color, which began airing in late August 1996

    (…)

    Ted: World of Color is without a doubt the best puzzle game released on the Game Boy since Tetris. I was hooked from the beginning and I've been hooked ever since.

    Alex: The single player modes are stellar, I love the “adventure” mode but the real meat of the game is in its endless score attack modes where you try to rack up combos and shift an increasing number of color blocks together.

    Ted: The game even plays good on the regular old black and white Game Boy! For a game that seems to revolve around color, the option to play on the Game Boy with symbols instead of colors is welcome for people who might not be able to get the Game Boy Color until, say, Christmas, or who might not be able to convince their parents that the Game Boy Color is enough of an upgrade over the original Game Boy to buy it.

    Alex: The jury's still out on the Game Boy Color being enough of an upgrade, but maybe once more exclusives come out...? I'm AMAZED this wasn't an exclusive.

    Ted: I'm glad it wasn't. EVERYBODY should be playing this game! I give it a 5 out of 5.

    Alex: Same here. World of Color is getting a 5 from me.

    *Sirens begin to go off*

    Ted: Whoa, whoa, whoa! It looks like it's time for another Hall of Fame entrant!

    Alex: The first ever portable Hall of Famer, and well deserved at that!

    *The two of them, accompanied by the other three hosts, head to the wall to hang up a framed copy of the game. However, Ted notices that the Tale Phantasia frame is...somewhat damaged.*

    Ted: Uh...

    Brittany: *nervously laughing*

    Alex: *takes Tale Phantasia off the wall* Why's the frame cracked...? What's all this duct tape doing on here?

    Brittany: ….maintenance guy.

    Ted: *shrugs* Sounds about right! *hangs Tale Phantasia back up and puts World of Color next to it* And that's it, World of Color is in the GameTV Hall of Fame!

    Alex: Coming up next, our final verdict on the Game Boy Color. Should you go out and spend 90 bucks or should you wait until some exclusive titles come out?

    John Walden: I think we need to spend 90 bucks on a new frame for Tale Phantasia...

    Brittany: Or we COULD get a cheap two dollar frame...

    Ted: This is the Hall of Fame, we don't cheap out on anything! It's okay, we'll take it out of the maintenance guy's salary.

    Brittany: ….*she looks guilty*

    (…)

    Ted: And so that's it, by a four-to-one margin, our verdict on the Game Boy Color is wait. Wait until some exclusives come out or at least wait until Christmas when you can have Santa bring it to you, I don't think Santa cares that it's not that much of a technical improvement over the original Game Boy.

    Alex: Well, that's it for GameTV. We have Tale Phantasia up in a brand new frame, it was 150 bucks but that's okay, the maintenance guy who broke it doesn't HAVE to eat this week!

    Brittany: Wait...! *bowing her head* You guys, uh....I broke the frame. After you left me locked in, I kind of smashed the frame and started playing.... it's not like I had any choice, I didn't want to stay here all night with nothing to do!

    Ted: *snickering* Oh, we knew you broke the frame.

    John: Yeah, who else could it have been? I noticed it was broke the day after.

    Alex: We were kind of wondering how long it would take you to fess up.

    Brittany: Well, I guess I'll pay for the frame but you guys are still jerks for locking me in here!

    Ted: *shrugs* It's okay, we just took it out of the new guy's wallet when he wasn't looking.

    Gary: Wait, WHAT?!

    Brittany: Ha!

    Gary: You....you guys...! *looks in his wallet* Ah, dammit!

    Ted: We'll see you guys next time!

    Gary: I didn't do anything! I need that money for stuff! Guys...!!! *keeps complaining as the credits begin to play*

    -excerpted from the September 17, 1996 episode of GameTV

    September 15, 1996

    The Game Boy Color is released in North America, along with two “launch titles”, Donkey Kong Land 2 and the puzzle game World Of Color, both of which achieve excellent critical reviews and achieve more than a million sales. Though the release of the Game Boy Color does give Game Boy sales a significant bump throughout late 1996 (especially for the Christmas season) and early 1997, over the next few months few games are released to take full advantage of the system's graphical capabilities and new soundchip. Despite this, the Game Boy Color continues to sell well due to a lack of competition from Sega's Game Gear (which is quietly discontinued around this time) and Sega's Venus (which is still considered too expensive and too much of a battery hog to catch on). Meanwhile, in Japan, Pocket Monsters is slowly becoming a major cultural phenomenon, continuing its march toward an eventual worldwide release...
     
    October 1996 - Squad Four, Eclipsed
  • The fantastic 3-D visuals paint a very detailed cityscape despite the significant amount of pop-in. Visually, it looks like a Sega Saturn or even an Ultra Nintendo game in certain segments. It's clear that Argonaut squeezed every last drop of power they could get out of the Super Nintendo CD, which, at just under 22 megahertz, is an incredibly impressive feat considering the results.”
    -excerpted from “Games That Pushed The Limits (SNES-CD): Squad Four: Eclipse” on racketboy.com (based on this OTL webpage: http://www.racketboy.com/retro/games...-limits-part-1 )

    Even the eclipse itself, the iconic imagery of the game, was a graphical trick designed to help us add detail to the enemies and buildings. The constant darkness enabled us to limit what we would allow the player to see.”
    -Argonaut's Dylan Cuthbert, discussing Squad Four: Eclipse in the December 2007 issue of GameInformer

    Tomb Raider threw the female video game action hero into the mainstream for the first time and was an enormous step forward in the portrayal of women in games. Lara Croft is a fierce, resourceful, intelligent, and strong woman and the narrative of the game went a long way toward giving her credibility as one of gaming's most well devloped heroes. Yes, she became a sex symbol, but not by design. This is evidenced in the game development documents that show how Lara's breast size was reduced as the game gained graphical fidelity later in development. They could've easily given her a massive chest to attract more male players, but instead, she was portrayed realistically both physically and in terms of her personality.”
    -Anita Sarkeesian, “Tropes vs. Women In Games (Part 4): Women In Games Done Right”, posted on May 28, 2015

    Lara Croft is a heroine I'd be proud for my daughters to look up to. That's a big part of the reason why I wanted this game on Saturn so badly.”
    -Tom Kalinske, in an interview with Time magazine, December 9, 1996

    Well, Snatcher was sort of lightning in a bottle, wasn't it? I do know by that time the Super Famicom CD was in decline, so that explains why Policenauts didn't do quite so well. It WAS a success, but I was a bit worried that it wouldn't match up to Snatcher and unfortunately that was the case.”
    -Hideo Kojima, in an interview in the February 1999 issue of Famitsu magazine

    If you insist on stopping me, I guess neither one of us will get out of here alive!”
    -Jade Bessemer, just before the final boss fight in Tomb Raider

    -

    Only on Sega Saturn: An Adventure Like No Other”
    -the tagline for Tomb Raider that began appearing in magazine ads during the summer and fall of 1996

    Tomb Raider: The Basics

    Tomb Raider is quite a bit different from its OTL counterpart, owing to its creation with a higher-powered Sega Saturn in mind as opposed to the Playstation IOTL. Its graphics are significantly better than the OTL version of the game, areas are much larger and presented with much more detail and Lara's graphical design is more detailed as well, looking less boxy and jagged than in OTL's game. The gameplay is largely the same, though Lara has a couple of additional melee moves and can counter enemy blows and animal lunges, making her less dependent on firearms for offense. She also moves a bit more fluidly, making jumping sections (which are more numerous and complex than in OTL's game) easier to navigate. There are also more puzzles than IOTL's game, both environmental and logical. Like IOTL's game, the save system only allows the player to save at certain checkpoints and like IOTL, this receives some criticism and is fixed for the sequels and for later ports. The game, like OTL's, contains voice acting, Lara Croft is voiced by Olivia D'Abo while Jade is voiced by Moira Quirk.

    The plot itself is also largely altered from IOTL. Entire plot points are changed wholesale, with new characters introduced and different landmarks and artifacts explored. Instead of the main villain being Jacqueline Natla, the villain is a woman named Jade Bessemer, who is not only a rich industralist but a skilled tomb raider in her own right. The quest is set off when Lara steals an artifact from a temple in Peru, the first of seven legendary artifacts that are said to unlock the secret of immortality. Lara is contacted by Jade Bessemer, who offers Lara a great deal of money for the artifact and the other six if she is able to find them. Lara turns down Jade's offer, but that night, Lara is attacked at her mansion by Jade and her thugs. Jade nearly kills Lara, but Lara manages to wound Jade, who escapes with the stolen artifact and vows to find the others. Lara sets out to find the remaining six artifacts which are in the following areas: Greece (in Europe), Ayers Rock (in Australia), Chaco Canyon (in North America), the Congo (in Africa), Lake Vostok (in Antarctica), and finally Xanadu (in Asia). In Antarctica, the sixth level, Lara has a climactic showdown with Jade, only for the two of them to be attacked by an ethereal being (the spirit within the artifacts, which does not want to be disturbed). The two work together to survive and there's a point where it seems that Lara and Jade are about to settle their differences, only for Jade to betray Lara and leave her for dead, taking all six artifacts to Xanadu. After a spiritual journey, Lara awakens and goes to Xanadu for the final showdown. It's an enormous temple complex with numerous puzzles and difficult dungeon sections, but finally Lara confronts Jade in a one-on-one battle. Lara defeats Jade, but Jade manages to harness the power of the spirit and she transforms into an angel-like being to confront Lara once more. After this second boss fight, Jade is defeated and Xanadu begins to collapse. Lara is forced to leave the artifacts behind and there is a timed escape sequence, once she escapes, the ending shows Lara returning to England with a few treasures in her bag, after the game credits, Jade's hand is shown emerging from the rubble of the temple.

    October 10, 1996

    Tomb Raider is released in North America for the Sega Saturn, amidst a massive slew of hype and a huge advertising campaign. The game proves an immediate hit with fans and sells extremely well, even faster than Resident Evil earlier in the year. Though critics don't respond to the game as well as they did to Resident Evil and NiGHTS (Tomb Raider averages in the high 8s, low 9s with critics), it's still regarded as an excellent game and another hit for the Sega Saturn. A special Tomb Raider edition of the Saturn is released with the game packaged in, while promotional events for the game's release all over the country are hugely attended events and the game (and its very popular heroine) receives a huge amount of mainstream attention, dwarfing the media coverage of September's Dog Dash on the SNES-CD (and a significant part of the attention for that game came from the controversy over the Bob Barker parody). It's clear that, at least in the eyes of the mainstream media, the Sega Saturn is the video game system to get. The Super Nintendo CD is still leading in sales, but the gaming media now agrees that it's only a matter of time before that changes, and Sonic 4 is still on the horizon...

    -

    October 14, 1996

    At Nintendo headquarters in Kyoto, the company had called a meeting of some of its most important people. In addition to the top Nintendo brass present, Sony's Ken Kutaragi was there at the meeting to update the men on his progress regarding the GPU for the Ultra Nintendo and other issues regarding the new system.

    “Sales in North America for the Super Nintendo CD are dropping,” said Howard Lincoln, showing the men at the table a chart. “Without any major breakout hits, we aren't moving as many consoles as we did in 1995. Dog Dash is giving us a bit of a bump, but now we've stabilized again.”

    Nintendo's “Year of the RPG” had been a success...in terms of software sales. The company had taken what was normally a niche genre and had bolstered its success significantly in North America. Tale Phantasia was on its way to being a million-seller in the territory, and Chrono Trigger could potentially still limp there over the course of the next year or so. Even middling hits like Soul Matrix and Suikoden were selling better than they could've without the extra promotion. And Elements of Mana was still on the way. However, the additional RPG sales hadn't moved many extra Super Nintendo CD consoles. They were simply selling a few more games to people who already had the console.

    “It is the same in Japan,” Minoru Arakawa added. “Seiken Densetsu 3, Terranigma, and Dragon Quest VI are all selling like crazy here in Japan but it's not moving any extra hardware units...and soon we will not have Enix making games for us anymore.”

    Meanwhile, the Saturn was continuing to sell majorly in both Japan and North America. Even in Europe, the Saturn had drawn even with Nintendo's CD console. It was clear that the decline would continue until the next generation of Nintendo hardware was ready.

    “Super Famicom CD sales are still strong enough to make a good profit,” said Hiroshi Yamauchi, choosing, for once, to look on the bright side of things. He was in a good mood, all things considered, having recently seen the uptick in Game Boy sales generated by the release of the new model. “Kutaragi-san, how is Sony's progress coming on the Ultra Nintendo components?”

    “It's finished, sir,” said Kutaragi, passing a document across the table. “The new Sony GPU is the most powerful such unit ever created for a home gaming console. It surpassed even my lofty expectations. The work by our technicians has been superb.”

    Yamauchi took a brief look at the document and his eyes, for a moment, betrayed his expression.

    “Is this really how fast the new graphics processor will be?” asked Yamauchi, somewhat skeptically.

    “It is,” Kutaragi replied proudly. “In conjunction with the custom SH3 processor from Hitachi, the Ultra Nintendo will dwarf the Saturn in power. Its graphical capabilities will be unparalleled.”

    Howard Lincoln smiled, and asked to inspect the document. He looked over it and began to speak.

    “The Hitachi SH3 CPU, codenamed 'Hippolyta', will be capable of a clock rate of 140.5 megahertz. Sony's GPU, codenamed 'Artemis', will be capable of a 102 megahertz clock rate,” Lincoln read, grinning now. “Isn't the Saturn's CPU only capable of-”

    “86.75,” said Kutaragi.

    “And with only four megabytes of RAM,” said Lincoln. “If Rambus is capable of giving us the price for RAM they quoted before, the Ultra Nintendo will be able to have 16 megabytes of RAM.”

    “That's still a big if,” said Yamauchi. “Make sure they stick to that price, I do not want to charge too much money for the Ultra Nintendo.”

    “May I add something?” said Kutaragi, raising his hand for a moment. “If I may... we've also been able to perfect the new proprietary format for the Ultra Nintendo's game discs. The Sony Gigadisc can hold up to one gigabyte of data and the discs are somewhat more durable than CDs. It will allow games to contain more graphical detail while remaining on the same number of discs as corresponding Sega Saturn games.”

    “And what is the expected release date for this new console?” asked Yamauchi. “Surely it will be ready before the end of 1997.”

    “It will,” said Arakawa. “We expect to release the Ultra Nintendo in Japan in June 1997 at the latest, and it will be ready for release in North America and Europe in time for the 1997 holiday season.”

    Yamauchi nodded with approval at this news. It still gave the Saturn eight more months to have the market to itself, but he'd already resigned himself to the fact that Sega would probably win Christmas. If he had anything to say about it, it would be the last Christmas they ever won.

    “We need to counter Sonic 4 with everything we have,” said Yamauchi, his face growing stern as he sized up everyone at the table. “Next month will be very important for us.”

    “We've got Elements of Mana and Donkey Kong Country 3 both releasing in November,” said Howard Lincoln, referring to two of the most anticipated SNES-CD releases of the year. “And of course Squad Four: Eclipse coming at the end of the month. All three games should sell extremely well.”

    Gunpei Yokoi, who at the moment was in the process of developing an SNES-CD game, Days Of The Hunt, and a Game Boy game, Serfa's Root, both expected to be released some time in 1997, exchanged a look with Shigeru Miyamoto. Miyamoto, of course, was hard at work on both Super Mario Dimensions and Star Fox 2 for the new Ultra system.

    “As long as Nintendo continues to do what it always has done, which is continuing to innovate and design fun new games, we will be victorious over Sega,” said Miyamoto. “Their Sonic 4 looks very similar to past Sonic games. Not much has changed. Fans will tire of it. Super Mario Dimensions is like no Mario game before it.”

    Yokoi, of course, was still considering ideas for the next Metroid game. He knew it would be too late to produce one for the Super Nintendo CD, and his mind was racing with ideas for what the new technology of the Ultra could provide. He had intended to retire from Nintendo earlier in the year, but his time working with Sony had changed his mind. They were at the cutting edge of technology, and it stimulated his creative drive like no other. He couldn't wait to see what the future would bring.

    But for right now, Nintendo's immediate future was preoccupied with the looming shadow of the blue hedgehog and the imminent release of their next gaming console.

    “I expect everyone to be working many hours to keep Nintendo in front of Sega this year,” said Yamauchi, who rose from his chair to adjourn the meeting. “We'll have another meeting after the release of the new Squad Four game to discuss this month's sales. Goodbye for now.”

    -

    King's Field II

    Andrew: 6.0
    Mark: 7.5
    Mike: 6.5 (quote: “While it's as tough and spooky as the first game, it's still a bit bland in comparison to some of the other epic RPGs to come out this year.”)
    Sushi-X: 6.5

    NBA Live '97

    Andrew: 7.5
    Mark: 7.5 (quote: “The leading basketball series is back and as good as its ever been, but it's clearly starting to get outdated on the SNES-CD.”)
    Mike: 7.0
    Sushi-X: 7.0

    New Horizons II

    Andrew: 7.0 (quote: “Though this game is clearly comparable to Tales Of The Seven Seas and features excellent music, the variety of missions and levels leaves a lot to be desired.”)
    Mark: 8.0
    Mike: 7.0
    Sushi-X: 6.0

    Policenauts

    Andrew: 9.0 (quote: “An outstanding anime-inspired game with one of the best storylines on the system.”)
    Mark: 8.0
    Mike: 8.0
    Sushi-X: 8.0

    Project Overkill

    Andrew: 6.0
    Mark: 5.5
    Mike: 6.0
    Sushi-X: 6.0 (quote: “A well made but ultimately bland isometric shooter featuring some uncharacteristically bad music for Konami.”)

    Squad Four: Eclipse

    Andrew: 9.5
    Mark: 9.5 (quote: “With incredible graphics and awesome cinematics, Squad Four: Eclipse exceeds the original in every possible way.”)
    Mike: 9.5
    Sushi-X: 9.5

    Icebiter 3

    Andrew: 5.5 (quote: “This game is far worse than the first two, with clunky platforming and outdated graphics that aren't helped by the addition of a second character.”)
    Mark: 8.0
    Mike: 6.0
    Sushi-X: 6.0

    The Basement

    Andrew: 7.5
    Mark: 9.0
    Mike: 9.0 (quote: “A dark horror adventure in the vein of Resident Evil, but perhaps even scarier.”)
    Sushi-X: 9.0

    Flame Squad

    Andrew: 8.5
    Mark: 8.5 (quote: “One of the funniest top-down shooters since Major Hazard, you'll be roasting enemy soldiers for many hours.”)
    Mike: 9.0
    Sushi-X: 8.0

    Dead End

    Andrew: 7.5
    Mark: 7.5
    Mike: 7.5
    Sushi-X: 8.0 (quote: “A unique and fun concept where you take control of one of two spies locked in a deadly struggle for survival. The voice acting is a highlight.”)

    King Of The Jungle

    Andrew: 5.0
    Mark: 4.0
    Mike: 6.0 (quote: “A really generic platformer that kids might like.”)
    Sushi-X: 6.0

    Chainsaw

    Andrew: 7.0 (quote: “The chainsaw wielding killer who can pop up at any time adds a big element of tension to this otherwise ho-hum horror game.”)
    Mark: 5.5
    Mike: 7.0
    Sushi-X: 7.0

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

    -

    With Snatcher becoming one of the most influential video games of all time, it was only a matter of time before Kojima's follow-up game, Policenauts, got a port to the SNES-CD and got localized in North America. And, in the fall of 1996, it did, joining games like Elements of Mana, Donkey Kong Country 3, and Squad Four: Eclipse as one of the fall's most anticipated games. It was expected to be a big sales success, and while it DID sell a decent number of copies (260,000 in North America, nothing to sneeze at), it failed to match the sales figures and critical acclaim of Snatcher. Instead of becoming an instant classic, it had to settle for being just another of 1996's good games. What happened? It seemed that Snatcher, a game about robots stealing the likenesses of humans and slowly taking over the world, had a more attractive concept than a game about police astronauts. Snatcher sounded cool, Policenauts just sounded...weird. Advertising tried to play up the similarities between Policenauts and Lethal Weapon, but the Lethal Weapon franchise wasn't as big as it was in the late 80s/early 90s, so that fizzled out as well (in addition to the game itself being nothing like Lethal Weapon other than the appearances of the main characters). In the end, while Snatcher was a culturual phenomenon, Policenauts was a mere historical footnote, and a stepping stone on the way to Kojima's eventual blockbuster success with Metal Gear Solid.

    -excerpted from the article “Kojima and Nintendo: A Profitable Partnership” on Gamesovermatter.com

    -

    October 15, 1996

    Hideo Kojima let out a sigh as he sat on his couch. Policenauts had just been released for the Super Nintendo CD in North America, and while critical reception was largely positive, it was apparent that the game wasn't going to be the breakout success that Snatcher had been. Combine that with the failure of Project Overkill, and Konami was having a fairly rough month. But, things WOULD get better. Kojima had been made privy to the final expected specs of the Ultra Nintendo, and it was now clear on which system his next Metal Gear game would be.

    There was nothing on the market quite like the Ultra Nintendo. Sure, there were plenty of computers that could top it, but in terms of home consoles, the Ultra clearly outclassed the Saturn, and he wanted Metal Gear Solid to be as good as it could possibly be. It was as simple as that.

    I just hope we have enough time to produce a trailer in time for E3 next year...” thought Kojima, imagining all the buzz it would generate if he were able to steal the show with the first footage of his new game. “We will need to begin immediately.”

    -

    October 16, 1996

    Jim Lehrer: This next question is for President Clinton.

    Allison Kohler: Um, I'm Allison Kohler and I'm a mother of two boys from Providence, Rhode Island. One is 12, and one is 10. And I'd like to know, Mr. President, with the increasing prevalence of violence in the media, on TV and in video games, what do you intend to do to limit the exposure of vulnerable children to this harmful element? Thank you.

    Bill Clinton: Well, that's a very good question and one that I think has many different answers, I'm sure my opponent has an answer to your question as well, but as for me, as a father myself I'm very aware of the effects that exposure to violence in the media can have on our children. As you know, I signed legislation just this year requiring the V-chip on all new televisions sold in the United States that will give parents the power to block these violent programs if they so choose. You know, and I think, certainly acting, within the first amendment and with the power that the FCC has to regulate certain shows, I think it's best to use that power to encourage networks to make the right choices in terms of teaching kids the right lessons. I'm very supportive of including educational messages in these shows, that if these shows choose to show violent content that they make it very clear that in the real world, the world we live in, that kids need to treat one another with dignity and respect. And as it pertains to video games, of course these games are becoming very violent. Certainly the industry is attempting to label these games with content ratings, but stores are still selling them to kids and I think that perhaps in my second term, were I to receive a second term, we could work with these stores and maybe have penalties for selling these games to young kids. But also, I think we need to take a proactive role in getting kids up off of the couch and outside doing physical activity. That is so important. If they're up and about, running and playing sports and exercising, then they're not in front of the TV playing violent video games and that solves two very big problems. And I'm going to lead by example, I'm, I'm cutting down on the fast food and getting a lot more exercise. *some laughs from the audience* We all have to lead by example to create a better America. Thank you.

    Bob Dole: Mr. President, I don't think that's good enough. When a child is given the choice between a brand new video game with all its bells and whistles and blood and guts, and going out and running around, most of the time kids these days will choose the video game. And parents aren't going to always be there to say no. Certainly, Mrs. Kohler, I think you are an excellent parent and I'm sure you already monitor what games your children play, but there are so many parents in this country who can't, or won't do that. And so kids are playing these games, these terrible games, I've heard of one game now where you're in a mansion shooting people in the face and there's blood everywhere and it's the most popular game! It's the most popular game and kids aren't going to be able to say no to that. So I think, legislation is definitely needed to punish these stores that sell these games to kids. Any store that sells a violent game to a child, and I don't necessarily trust the game makers themselves to rate these games, but I think a government council of concerned parents should be involved with this, any store that sells a game determined to be violent should be heavily fined, and maybe even put the clerk in jail for 30 days or so. Because these games, and these violent television shows like Power Rangers and Sailor Moon, these shows are hurting our kids and if parents can't or won't do anything about them then maybe it's time for the government to step in. And I am absolutely a small government conservative, but this is one issue where I think the government needs to play a role.

    Bill Clinton: Well, Mr. Dole, I agree that there is a problem but I did recently host some actors from the Power Rangers at the White House and that show has positive messages for young people. There is some violence, yes, and I think maybe they could cut down on the violence, but it's also presenting positive messages, which is what I said before, that some of these kids' shows do at the very least show to kids that this kind of violence is entirely in a fantasy setting and that in the real world, conflicts are best solved with words and with compromise. And it also encourages physical activity which is important for the future of our nation's children. I don't think the government should play an active role in the content of these shows and games, but I do think that we could encourage these companies to take on more of a role of responsibility.

    Jim Lehrer: Next question is for Senator Dole.

    Kevin Baker: Senator Dole, my name's Kevin Baker, I'm a college student at California Berkeley and I'd like you to clarify your comments that you made on October 7th, about the possible link between the Atlanta Olympics bomber and certain Christian militia groups. Um, when a member of the Army of God came forward and said that he might know the identity of the bomber, you commented in an interview that it was impossible for any true Christian to commit an act of terrorism, which, in the face of several abortion clinic bombings over the past few years, is clearly not the case.

    Bob Dole: Well, you know, I erm, that's.... certainly what I said has been taken out of context by a lot of folks in the media and I'm going to say right now that I absolutely realize that certain...very, very extremist elements of the Christian faith may have been responsible, in the past, for absolutely reprehensible and intolerable acts of violence.

    -excerpted from the second presidential debate on October 16, 1996

    -

    Squad Four: Eclipse- The Basics

    Squad Four: Eclipse is the sequel to 1994's Squad Four, developed by Argonaut Software and released exclusively for the Super Nintendo CD. The game picks up where the first game left off, following Shad, Rebecca, Marcus, and Lane on their quest to liberate Planet Lockstar from an invasion by a vengeful armada of Krills, the evil aliens defeated in the first game of the series. The gameplay itself remains largely the same: a rail-shooter with some first-person exploration components, though this game is somewhat more streamlined than the original: 22 missions, less than the 26 of the first, and containing much more rail-shooter elements than the first game, with only a few open exploration areas. However, this tightening of the gameplay focus has led to a major refinement of the gameplay and graphics. The graphics themselves are superb, considered the best on the Super Nintendo CD. The game pushes the console to its absolute limits, with graphics rivaling many OTL 1995-1997 Playstation games. In terms of gameplay, the combat has increased in complexity, with more large enemies to fight and the addition of a “special” meter that allows the player to use a powerful move after charging up for a time. The specials are:

    Blaster Array (Shad): Shad's special is a move that fills the entire screen with aiming reticles, locking onto enemies as dozens of bursts of blaster fire are fired off at once. A great way to deal with large groups of enemies.

    Automatic Shotgun (Marcus): Marcus' shotgun becomes automatic, and can fire at will at a very rapid rate. Good for taking out hordes of enemies or directing lots of fire at a single one.

    Whirlwind Rush (Rebecca): Rebecca swings her twin blades in a flurry, striking enemies around her with numerous blows. Great to use on bosses.

    Stunbolt (Lane): Lane uses his taser to zap enemies on screen, freezing them in place and readying them to absorb attacks from his bolt thrower. Quite useful for both defense and offense.

    The game gives you a lot more choice as to which character to use in a level, allowing for more strategy. Only eight of the game's missions require you to use a certain character, letting you choose which character to use for the other 14. The combat is somewhat faster paced due to Argonaut being able to bump up the frame rate, allowing more complex attack animations and noticeably faster attacks. This refinement is likely the reason the game is so much more well received than the first. With the addition of allowing free-roaming for many of the game's boss monsters, it resembles OTL's Sin and Punishment more than any other game. It contains even more voice acting than the original Squad Four, in both cutscenes and in battle.

    The game starts off with the first mission, which is actually to finish the mission given to Squad Four in the original game, liberating a planet from a group of space pirates. The first mission introduces you to the basics of the game and finishes off with a tricky but fairly easy battle against a space pirate mecha. Squad Four returns to Planet Lockstar and after a couple of cutscenes showing the team's happy return, it flash forwards to six months later. After another cutscene, the sun is blocked off by an eclipse...signaling the arrival of a huge army of Krills on the planet, led by Warmaster Zarx, who appeared as a minor villain and boss in the original Squad Four. Zarx, now exiled from his own planet along with an army, has gathered some of the galaxy's deadliest weapons to bring to bear on Planet Lockstar, and his hordes soon overrun the capital city. Over the next few missions, Squad Four concentrates on defending and rescuing civilians caught in the crossfire, but it's soon apparent that Zarx's forces are too strong, and the Squad and much of the Lockstar army is beaten back. The Squad decides to infiltrate the capital city to undermine the invasion. They aren't given much help at first, but eventually a faction of the army led by the brash General Vasher decides to lend its might in support of the squad. Eventually, Squad Four fights its way to the Presidential Palace, where Zarx is ruling the planet with an iron fist. In a fierce fight against Zarx's huge mech, he is beaten, and the Lockstar army repels his armies from the planet. But all is not saved yet... Zarx has been chased back to his mothership, where he decides to simply destroy Lockstar with a superweapon in revenge. Squad Four makes their way up to Zarx's mothership, where the final two missions take place. After fighting their way to Zarx and defeating him once more, Squad Four dons some spacesuits and in the final battle of the game, must battle the mothership itself to bring it down before it can destroy Lockstar (this spectacular multi-stage space battle is considered one of the SNES-CD's crowning achievements in graphical presentation, final boss music, and action gameplay). Once again, Squad Four has saved the planet, and they are given a victory parade through the streets of the capital city, having truly proven their worth as Lockstar's greatest heroes.

    October 28, 1996

    Squad Four: Eclipse is released for the Super Nintendo CD, becoming the fastest-selling SNES-CD game of the year and one of the fastest selling games of the year overall. It is showered with praise from critics, regarded a true classic as opposed to the good-to-great reception received by the original game. It cements the series as one of Nintendo's flagship franchises, and is labeled the SNES-CD game of the year in some publications, even topping some of the great RPGs released for the system such as Tale Phantasia and Chrono Trigger. It even generates a sale spike for the Super Nintendo CD that ensures that it emerges from October the number one selling game console in North America, despite the huge Saturn release of Tomb Raider earlier in the month.

    Squad Four: Eclipse proves that Nintendo can absolutely still blow us away with their excellent games. It's the latest in a line of spectacular games for the Super Nintendo CD, and a top-flight contender for Game of the Year.”
    -Andrew Baran in his 9.5/10 review of Squad Four: Eclipse in the December 1996 issue of Electronic Gaming Monthly. The game would win the magazine's Game of the Month award in a month that also saw the magazine's review of Sonic the Hedgehog 4.

    -

    (…)

    Alex Stansfield: Tomb Raider lives up to the hype but it isn't without its flaws. Certain dungeons and certain types of puzzles got sort of repetitive, especially by the time I got to about the fifth dungeon.

    Ted Crosley: Yeah, when I got to that one I was definitely groaning “oh god, no, not this again!” which is not what you want to be hearing yourself say ever when you're playing a video game. That said, it finished really strong.

    Alex: It did, it absolutely did but I'm not going to spoil any of the late game twists.

    Ted: It was like a movie, wasn't it? All those twists and turns, the action sequences and the great, great graphics, this game really was a lot like a movie!

    Alex: And, like a movie, it had a somewhat boring middle only to turn things around for a great finish.

    Ted: Let's talk about who's hotter: Lara, or Jade?

    Alex: I like bad girls. I think Jade is pretty good looking. She's got that whole evil rich lady thing going on.

    Ted: *he smirks* And would you ever marry an evil rich lady?

    Alex: Well, probably yeah.

    Ted: Imagine, you marry an evil rich lady and you plan out all the stuff you're gonna buy, and then just when you go to buy everything she takes the money away! It wouldn't be fun!


    Alex: Yeah but maybe we could BOTH be evil and then she wouldn't take the money. We'd be like Boris and Natasha.

    Ted: Were they rich?

    Alex: Well they had all those machines they used on Bullwinkle and Rocky didn't they?


    Ted: Yeah, you got a point. But now, now I think she'd want to spend it on machines. Anyway, I prefer Lara because of her sexy British accent.

    Alex: Dude, they BOTH have sexy British accents.


    Ted: Oh yeah. Well I'd still pick Lara. Isn't she rich too?

    Alex: But she's not as fun as an EVIL rich lady.

    Ted: Speaking of fun, Tomb Raider, despite some repetitive puzzles, is still a very enjoyable game. So much so that I'm giving it a 4.5 out of 5.

    Alex: Yeah, it's flawed but it's got a LOT of things going on for it, enough for me to give it a 4.5 as well.

    -excerpted from the October 8, 1996 episode of GameTV

    (…)

    Gary Westhouse: And so that's Flame Squad, which to me was basically Major Hazard with flamethrowers but not nearly as fun. You would think adding flamethrowers to a game would make it a lot of fun but no, enemies went down WAY too easily and I ended up just being bored out of my mind.

    John Walden: Oh, no, there was nothing boring about this game! For me, it was 13 levels of awesomeness from top to bottom. I loved the number of things it let you burn and the enemy screams were super hilarious.

    Gary: There were only like five different screams! How many variants of “aaaaaaahhh!” or “owwwww!” could you hear before thinking “meh”?

    John: Well, they also made little comments like “my buns are burning!”, the guy running around with his ass on fire while yelling it had me rolling.

    Gary: You'd think they could've used more than one animation for a guy with his ass on fire.

    John: It's a damn good animation! This game was insane!

    Gary: Well, if the definition of insanity is, as they say, doing the same thing over and over again and expecting different results, then you're right, this game is insane. For me, it's just a 2.5 out of 5.


    John: It's a solid 4 for me. Play Flame Squad, you'll have a blast.

    -excerpted from the October 15, 1996 episode of GameTV

    (…)

    Gary (dressed up like Butthead from Beavis and Butthead for GameTV's Halloween special): The Basement had to be the scariest video game I've ever played. While the graphics are pretty primitive next to Resident Evil, the game uses them to chilling effect and the Lovecraftian references are also really well done.

    Alex (dressed up like Lex Luthor from Superman: Last Son of Krypton): It is really well done horror, and while the gameplay's somewhat of a slog, I can't find too much fault with the atmosphere. Plus, the bosses are literally out of this world.

    Gary: There's just one thing though, the name itself is a bit misleading since you only spend about half the game in basements, and most of those are technically tunnels.

    Alex: It was named Descent in Japan, but here the Saturn got a shooter named Descent and they had to change it. Curse you Sega, taking away everything good from us!

    Gary: Dude, your fanboyism is showing.

    Alex: I bet that Superman plays Nintendo...I'll get him! *he goes over and “grabs” Brittany who is dressed as Arche from Tale Phantasia* I have Lois Lane!

    Brittany: Lois Lane? *scoffs and pushes him away with her wand* Indignation!

    *There's a bright flash of light and when it fades, Alex is left “scorched” on the ground, his costume in tatters*

    Brittany: Who needs Superman now? *smirks and walks away*

    Gary: Heh heh, magic's cool. Heh heh.

    Alex: *staggers to his feet* I give The Basement... 4 outta 5. *collapses back to the ground*

    Gary: And I give it a 4.5 out of 5. The Basement kicks ass. Heh heh. Heh heh.

    (…)

    Ted (dressed as Wesker from Resident Evil): Squad Four: Eclipse just...friggin' floored me. I mean there's not much else to say.

    Brittany: The graphics are positively fantastic, the soundtrack is WAY better than the first game and the gameplay itself is really improved. Squad Four has embraced its genre. It's a rail shooter game and it's superior to Star Fox in that regard.

    Ted: It still doesn't have any Muppets.

    Brittany: Well, no game's perfect.

    Ted: Still, Squad Four: Eclipse is as close to perfect as they come. For its amazing presentation and fantastic gameplay, I have no choice but to give it a 5 out of 5, and an easy one at that.

    Brittany: Well, I'm giving it a 4.5. It's...not without its flaws, and though they're nitpicky, there were just enough of them for me to deny the 5. The biggest one is that...Lane's kinda useless. I mean, he's not BAD to use but he's significantly harder to use than the other three characters and the two missions that require him were a bit of a chore. He was a lot better balanced in the first game, but with the faster combat, Lane's tech skills leave a bit on the table. His bolt thrower is quite slow to damage bosses, you REALLY need to use his special to get much use out of him but even then, it's just...slower to use him. I like a good challenge but not when it's flat-out time consuming.

    Ted: You have over 120 hours on your Tale Phantasia file.

    Brittany: That is (bleep)in' different!

    Ted: You collected all the individual treasure chests in the game. Talk about time consuming.

    Brittany: *points her wand at Ted*

    Ted: Oh sh-

    Brittany: INDIGNATION!


    *zap, flash*

    -excerpted from the October 29, 1996 episode of GameTV

    -

    SNES-CD Power Charts: October 1996

    1. Tale Phantasia
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Grant Hill In NBA Basketball
    4. Chrono Trigger
    5. Soul Matrix
    6. WWF In Your House
    7. Fire Emblem: The Holy War
    8. Ken Griffey Jr's Winning Run
    9. Final Fight III
    10. Super Mario World 2
    11. Donkey Kong Country 2: Diddy's Kong Quest
    12. Eternal Night
    13. Super Mario World 3
    14. Day Of Malcarius II
    15. Street Fighter Alpha 2
    16. Monkey Island 2: LeChuck's Revenge
    17. Universalizer 2
    18. Romancing SaGa
    19. Donkey Kong Country
    20. Ballistic Limit

    The Official Saturn Magazine Buzz Chart – October 1996

    1. Virtua Fighter 2
    2. Tomb Raider
    3. Sonic The Hedgehog 4
    4. Resident Evil
    5. NiGHTS Into Dreams...
    6. NHL '97
    7. Panzer Dragoon II Zwei
    8. Madden '97
    9. Sun And Moon
    10. Virtua Cop 2

    -

    November 4, 1996

    It was just three days before the release of Sonic the Hedgehog 4, and Tom Kalinske and his team were in a meeting room at Sega of America HQ, finalizing their plans for the big day. “Sonic 4sday” would be Sega's biggest game launch ever, with events taking place around the country. The big one, of course, would be in Los Angeles, where celebrities and Tom Kalinske himself would celebrate the hedgehog's big day.

    “Saturn sales have been strong this quarter,” said Shinobu Toyoda, thumbing through a document full of sales figures that was in front of every person at the table. “But Sonic 4 preorders lag somewhat behind those for Sonic 3. It is not likely we'll sell a million on the first day, simply due to how few Saturns are out there compared to how many Genesis systems there were for Sonic 3.”

    It was a disappointment, to be sure, but Sonic 4 was still set to have the biggest launch day of the year, with projections easily surpassing those of the year's current holder of that title, Nintendo's Squad Four: Eclipse. Sonic 4 was set to smash Eclipse's opening day, meaning that Nintendo's game would only hold the title for ten days. A smile crossed Kalinske's face at the thought.

    “Those kids have nothing on Sonic,” said Kalinske, “and if THOSE graphics are the best the Super Nintendo CD can offer, Sonic 4 is gonna make them look like an 8-bit game. Make it part of the new ad campaign, show Squad Four: Eclipse side by side with Panzer Dragoon II. We've booked Rachel Leigh Cook to do the new holiday ad for us, right?”

    “She is booked and we're filming next week,” said Diane Fornasier. “This new commercial is going to be in-your-face, we're going to directly challenge Nintendo players on why they're still sticking to the old system.”

    “Great,” said Kalinske, “though next year we're gonna have to get proactive. We've all seen the rumored specs for Nintendo's new machine... it's powerful, but Nintendo still doesn't have the kinds of games that we've got. The arcade hits, the big movie-like hits like Resident Evil and Tomb Raider, and they don't have Sonic. They'll never have Sonic. And Sonic is still the hottest franchise in the gaming world.”

    “Three days, you guys,” said Al Nilsen, pounding his fist on the table. “Let's get fucking hyped!”

    A raucous cheer went up at the table and the Sega execs exchanged high-fives. Sega board meetings, at least Sega of America board meetings, weren't stuffy, formal affairs like the stone-faced meetings held by Hiroshi Yamauchi in Kyoto. At least not most of the time, and especially not when Sega was about to celebrate its greatest victory yet.

    Bring on the monkeys. Bring on Mana. In three days, none of those games would matter.

    “And oh, yeah,” said Kalinske, “remember that whoever wins the election tomorrow, we gotta get a photo op with Sonic. Bill Clinton I know is down for it, I'm not sure about Dole.”

    “He's not gonna win,” said Fornasier, referencing the latest poll results that indicated an easy Clinton victory. “Hey, hey, what if it's Ross Perot? He's polling at like...8 percent.”

    The execs gathered at the table exchanged a hearty laugh, all of them imagining Ross Perot and Sonic the Hedgehog standing together.

    “I don't even know if Ross Perot's even heard of video games,” said Kalinske. The Sega execs laughed again.
     
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