Player Two Start: An SNES-CD Timeline

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October 1997 - Tomb Raider II/The Calm Before The Ultra Storm
  • I think when it comes right down to it, the Saturn WILL have the best games no matter what Nintendo does. We've put an enormous amount of effort into providing games for all different kinds of players throughout the holiday season, and that effort starts with Tomb Raider II and we're going to keep right on going. We have an enormous amount of faith in our developers and in our marketing team to let people know that the Sega Saturn is the number one system out there. Just like in 1996, the Saturn is the system to own and we're going to keep making games well into the future. Count on it.”
    -Tom Kalinske, talking to a reporter about the upcoming launch of the Ultra Nintendo in an October 1997 news report

    "And while we gear up for the Ultra Nintendo, Sega has launched a three-pronged pre-emptive attack: Tick and Tock: Time Tricksters for families, Planetary Probe for hardcore RPG fans, and Tomb Raider II for everybody else. Sega is clearly coming out with both barrels, and those who love video games are the clear winners here."
    -excerpted from the Review Crew introduction of Electronic Gaming Monthly's November 1997 issue, their 100th

    Mortal Kombat is not only the most brutal, bloody, fun fighting game franchise out there, it's also the one with the best storyline, and Mortal Kombat: Labyrinth is going to show that.”
    -Ed Boon, in an interview on the October 28, 1997 episode of GameTV

    You're pretty smart, Nash. I'm gonna give you that. But are you smart enough to know when to quit before somebody you care about gets hurt? Somebody like....Miki here?”
    -Dashiell Gant, Victory 2

    -

    *A brief snippet of a cutscene showing Lara Croft standing over a sprawling jungle is shown.*

    Narrator: Lara Croft is back.

    *Scenes showing the game's combat system with Lara punching and kicking thugs are interspersed with critics' reviews of the game: “One of the richest combat systems ever. -Edge Magazine”, “A true masterpiece.- GamePro”, “It's official, Lara Croft is the greatest action hero of all time.- Game Informer”, “9.0/10- Electronic Gaming Monthly”, “A GameTV Recommended Title- GameTV”*

    Narrator: And this time, the fate of the world hangs in the balance.

    Lara Croft: *exiting a temple* Well now, it's always the world at stake, isn't it?

    *More brief action scenes from the game are shown, followed by Lara facing down an enormous dragon while slowly removing her sunglasses.*

    TOMB RAIDER II

    October 16

    Play it first on Sega Saturn.

    *The SEGA! scream is heard*

    -the television commercial for Tomb Raider II

    Tomb Raider II: The Basics

    Tomb Raider II is the sequel to the hit adventure game Tomb Raider from 1996. Once again, Lara Croft returns to stop bad guys and hunt for treasures in ancient labyrinths. Unlike Tomb Raider, which had a plot quite different from OTL's, Tomb Raider II follows the OTL game a bit more closely. The game, as IOTL, starts out in Lara's mansion with a series of quick tutorials before starting you on your mission proper. And, as in IOTL, Tomb Raider II expands on the original game's play controls, with an improved combat system involving counters and an improved exploration system as well, giving Lara additional ways to get around the game's larger temples and landmarks. As IOTL, the game involves the legendary Dagger of Xian, an item said to give its wielder unnatural powers. However, this game's villain is changed from the OTL villain. IOTL, Tomb Raider II featured the villain Marco Bertoli, but in TTL's version, the villain is a Cambodian warlord, Cheng Din, who is basically an expy of Pol Pot. He has the same goal as OTL's Bertoli: Find the dagger and use it to gain enough power to take over the world. Lara chases Cheng Din and his personal army all over the world, from a remote island in the Indian Ocean to the Cambodian jungles, to China itself. Finally, Cheng Din is able to use the dagger and transform himself into a hideous dragon, whom Lara must defeat in the final boss fight. The game does not mention Jade Bessemer, the villain from the first Tomb Raider, in dialogue, though a news paper clipping in the background of a scene does reveal that Bessemer survived. After Lara defeats Cheng Din, she returns to her mansion and takes a shower, teasing the player by going black just before Lara's full body is shown.

    October 16, 1997

    Tomb Raider II is released in North America amidst massive hype, though Sega does not push the game quite as hard as it was initially planning to, due to the fact that it is widely known that the game will eventually receive an Ultra Nintendo release. Still, it becomes the fastest selling title to date that year, even outselling Turok: Dinosaur Hunter in release date and release week sales. The game's media coverage somewhat mutes coverage of Race'n'Chase in the headlines, though Tomb Raider II itself receives a small amount of controversy for its violence and sensual content (despite only having a T rating). Tomb Raider II's positive reviews (not QUITE as good as Tomb Raider's but still considered very good) earn the game a great reception from fans, and the game for the most part lives up to the hype that the first Tomb Raider game had generated for it.

    -

    King's Field III

    Dan: 6.0
    Shoe: 5.0
    Crispin: 4.0 (quote: “While the classic difficulty of this series still remains, this game shows that the series has grown awfully stale.”)
    Sushi-X: 4.0

    Mortal Kombat: Labyrinth

    Dan: 7.0
    Shoe: 8.5
    Crispin: 8.0 (quote: “An outstanding beat-em-up with all the familiar Mortal Kombat action you love.”)
    Sushi-X: 8.5

    NBA Live 98

    Dan: 7.5 (quote: Yet another solid entry in this basketball series.”)
    Shoe: 6.0
    Crispin: 7.0
    Sushi-X: 7.0

    X-Men vs. Street Fighter

    Dan: 8.0
    Shoe: 8.0
    Crispin: 9.0
    Sushi-X: 9.0 (quote: “The sheer variety of characters makes this an incredibly rewarding fighting game. It's a bit of a flawed port but it's still fun enough to overlook those flaws and have a great time.”)

    Victory 2

    Dan: 9.5 (quote: “This is one of the best top-down shooters out there.”)
    Shoe: 9.0
    Crispin: 8.5
    Sushi-X: 8.5

    Hammercraft

    Dan: 7.0
    Shoe: 7.5 (quote: “If you love customizing weapons, this is a must-play.”)
    Crispin: 7.0
    Sushi-X: 7.5

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

    -

    Five years after humanity won its freedom from the secret web of extraterrestrial oppression that had gripped it for decades, Nash Grieves had finally settled down, having devoted those last few years to rebuilding what had been lost. Now, the people of Earth could live in peace and freedom, with a bright future ahead of them. But there were still those who couldn't let go of the past. Those who believed humanity didn't deserve a future.”
    -the introduction to Victory 2

    Aha...Nash, I can help you. Just give me access to the mainframe and I will stop this virus. You'll need to fight your way to the server room but I can help you get there. Please, just trust me...you won't regret it, I promise.”
    -Miki (Alyson Court), Victory 2

    The summer and fall of 1997 saw a wave of sequels that pushed the Super Nintendo CD to their limits and carried Nintendo all the way up to the release of the Ultra console. Tales Of The Seven Seas 2 and Dog Dash 2 were highly acclaimed, but it was perhaps Victory 2 that was the best of the lot in terms of gameplay, graphics, and storyline. The game took place a few years after the events of the first Victory, after Nash Grieves and his buddy Jett Sharklund wiped out the aliens who were secretly ruling Earth. While the first game took cues from sci-fi classics like Invasion of the Body Snatchers and They Live, the second title was an homage to action films, particularly the Die Hard series. The villain of Victory 2 was Dashiell Gant, another of Nash's war buddies who Nash reluctantly allowed to be captured and tortured some 15 years prior to the events of the game. Now, Gant was out for revenge, executing a series of terrorist attacks designed to disrupt the fragile peace that had emerged after humanity threw off the alien yolk. Nash and Jett received help from a new ally: Miki Akayama, a young hacker woman who helps Nash and Jett throughout the game by detonating traps and helping them break into locked areas and computer systems. During the final level of the game, Gant kidnaps Miki and takes her to an enormous tower, which Nash must fight his way through to stop Gant and save Miki. The game's 18 levels were punctuated by numerous cutscenes in which Nash contemplates his role in the new world and if there's truly a place for soldiers like him, especially in contrast with a girl like Miki who'd never known fighting and who doesn't have any of the anger or resentment that veterans like Nash and Jett feel when reminded of the way the world used to be. The action of the game is vastly improved even from its excellent predecessor, with a surprisingly intuitive lock-on system that allows multiple enemies to be targeted at once. When combined with the ability to set and program traps and lead enemies into ambushes, Victory 2 was a game ahead of its time.

    The game was even compared favorably to Operation Zero, which debuted that month for the Sega Saturn (and later came to the Ultra Nintendo). The two games had somewhat similar run-and-gun styles, and even though Zero had the superior graphics and was also a bit longer, it received average review scores around 7 or 8, while Victory 2 scored consistently in the low 9s, similar to its predecessor. Zero's stealth elements (which Victory 2 largely lacked, being a more action-oriented game) won it praise, but once Metal Gear Solid came out, Zero looked instantly dated in comparison, while Victory 2 remains a timeless classic, beloved by most gamers. It also elevated Victory to one of Capcom's signature franchises, joining Mega Man, Street Fighter, and later, Resident Evil at the top of the company's pecking order and making the next generation Victory installment one of the most anticipated titles in the years to come.

    -from an article on the website Capcom Chronicles

    -

    As the first JRPG to fully utilize the Sega Saturn's impressive 3-D abilities, Planetary Probe is a thing of beauty. From the very first opening cutscene showing the vastness of space and to the impressive shots of the main ship, the Arcus, the game blows the player away with amazing visuals we've never seen in such a game before. Is it dated now? Yes. But back then, it was gorgeous, and it beat Final Fantasy VII to the gate by one month. Did that win it many sales? It's hard to say, the game was never close to being the mega hit that Final Fantasy VII ended up being. But did it prove that Enix was fully capable of matching Squaresoft in terms of cinematic RPGs? Yes, it did.”
    -Forum user SegaStillGotIt on the RPGamer.net forums, October 7, 2005

    Before you embark on your intergalactic journey, get to know the crew of the Arcen, the ship that will carry you from planet to planet as you play through the game.

    Lance: The ship's captain, a brave, noble young man who wields a glowing energy sword (George Lucas, don't sue!). Over the course of the game, he comes to realize that there is a universe beyond what he and his crew have experienced, and must become more than just a commanding officer if he is to save his friends and the universe.

    Atria: A young woman and the most recent member of the Arcen's crew, she's a military researcher who joined the ship to explore more worlds beyond the military base she's used to. Carries a laser pistol that converts into a massive cannon for more powerful foes.

    Brent: The ship's junior officer, who frequently clashes with Lance over certain orders. Carries an energy spear and is quite athletic. His conflicts with Lance are a recurring thing throughout the game.

    Fennoc: The ship's medical doctor, he's seen more planets and stars than anyone on the crew, but is mostly quiet and tries to stay away from conflict. His weapon is somewhat unorthodox: a hypodermic needle that can be loaded with different chemicals.

    Burnum: The ship's weapon specialist, a mountain of a man with a great sense of humor and a huge laugh. He wields a pair of gatling guns that seem way too big for the other crewmembers to even pick up.

    Shannora: Fennoc's research assistant, a quiet woman with a very dark personality. She uses explosives in battle and wears a pair of thin-lensed glasses.

    (…)

    Planetary Probe is a gorgeous game with some stunning visuals, but ultimately, it's a fairly by the numbers RPG with a battle system similar to Phantasy Star. Though the game's graphics and voice acting show that a lot of time and effort went into the game, those looking for a new take on the classic genre might be disappointed. The game's storyline relies heavily on how you feel about its characters, which we felt were some of the strongest we'd ever seen, all of them, even the stoic hero Lance, have hidden depths to their personalities that made us care deeply for them by the time we were finished playing, some 60 hours later (though that time is a lot shorter if you don't go after all the sidequests like we did). Ultimately, Planetary Probe doesn't tread any new ground or boldly go where no RPG has gone before, but it was still a hell of a ride and if you want to play the best looking RPG the Saturn has to offer, this is it.
    Score: 8/10

    -excerpted from the October 1997 issue of Official Saturn Magazine

    Shannora barely counts as a “villain” more than Kain from Final Fantasy IV really does, but since Shannora had full control of her actions the entire time and Kain really didn't, she counts as a villain for the purposes of this list, even though she ultimately proves herself to be a good person in the end. Over the course of Planetary Probe, the crew of the Arcen ultimately explores seven planets over the main quest (it's ten if you do all the side quests, but for storyline purposes, it's seven). And during that time, we see Shannora get deeper and deeper into her own research. It's clear even from the start of the game that she's a disturbed individual, but what she does on planet Belcrant a little more than halfway through the game is nearly unforgivable and has kicked off internet debates over whether or not she deserved to be punished or redeemed that continue to this day. Essentially, her experiment leads to the deaths of thousands of innocent people and directly contributes to the rise of the game's true (but much less interesting) villain, Nachtmahr. Shannora's motives, while not 100% selfish, are still pretty bad, and the game does some very interesting gymnastics to justify how Shannora's experimentation and sabotage of the Arcen's crew was well-intentioned. Ultimately, the game's fanbase is evenly and bitterly divided over whether Shannora's goals were justified, but whether you believe they were or not, in the end she ultimately realizes the horror her actions have caused and helps the party to defeat Nachtmahr at the Black Nebula. Still, before she comes to her senses, she's a positively nasty villain. While not a gloating or cackling type, she definitely makes you hate her guts, or love to hate her, whatever the case might be, and that's why she made this list of the top 10 RPG villains of all time.
    -”Top 10 RPG Villains: #6- Shannora”, a list posted on Gamefaqs.com, July 15, 2014

    -

    *As a song begins to play, the two main characters, a young girl and a young boy, are shown in various scenes using their time powers to navigate the world and defeat enemies.*

    Tick! Tock! Tick! Tock! Tick Tock Tick Tock!

    *Both characters are now shown, navigating a vast 3-D world. The girl slows down time to allow the boy to land a few crucial blows on a fast moving enemy.*

    When there's time trouble, just call their names! They can get the bad guys off their games!

    *The boy is firing an oversized cannon device at enemies, completely stopping them in time before rushing past them all to pick up a spinning gold watch item.*

    Slow down time or speed it up! 'Til the bad guys have had enough!

    *The main villain of the game, a fat guy in a silly looking king outfit, is angrily pounding his fists and throwing a temper tantrum.*

    King Clockwork: I've had ENOUGH of those two!

    It's nonstop fun until you drop! You can even make time stop!

    *A huge array of missiles are being fired at the boy, who is comically struggling while tied to a pole. The missiles stop just before hitting him and he looks to see the girl, holding a big stopwatch and giving an excited thumbs up.*

    A boy and a girl with all the time in the world!

    *The boy and girl stand on a big hill full of enemies, jumping up and down excitedly while using their time powers.*

    Announcer: Tick and Tock: Time Tricksters, only on the Sega Saturn!

    A boy and a girl with all the time in the world!

    *Cue the “SEGA!” scream*

    -the television commercial for Tick and Tock: Time Tricksters

    While Tick and Tock: Time Tricksters was probably the most kid-friendly of the Sega Saturn 3-D platformers, that didn't make the game any less challenging, or less fun. The game revolved around a pair of kids, a girl named Tick and a boy named Tock, who lived in a city called Tinker Town with their parents who ran a junkyard full of all sorts of neat items. One day, while playing together in a big pile of junk, the two kids find a magical watch, but while playing around with it, they accidentally stop time in Tinker Town completely and must venture out on a journey to find the Wizard of Time to figure out how to get things in Tinker Town back to normal. However, the two realize that the watch belongs to the evil King Clockwork, who used it to control time in his kingdom and now that he no longer has the watch, he's in danger of losing his power. He deploys his armies and his robots to stop the two kids as they journey through various worlds to gather gears and watches that the Wizard of Time needs to build his grand machine to reset time in Tinker Town. It's your basic collect-a-thon platformer, but the fun twist is in the puzzles and the combat, which involve manipulation of time in order to get through them. Tick and Tock's magic watch can do all kinds of things: it can slow or speed up time or it can freeze time completely. There are other strange quirks it can perform, rapid aging or de-aging, creating rips to other dimensions, that sort of thing, but the primary use for the watch is those main abilities. You do have a limited amount of power in the watch, though it does regenerate slowly and you can collect items throughout the game that make the bar longer (along with your life bar). Eventually, after journeying through eight worlds, Tick and Tock confront King Clockwork himself in his castle. Clockwork has discovered how to make a watch of his own, so in the final battle, those same time abilities you've been using throughout the game can now be used against you, making for a fairly tough (but still fun and winnable) fight. In the end, time is restored, but those mischievous tricksters Tick and Tock have decided to keep the watch anyway, ensuring that the two of them will have plenty more adventures through time in the future.

    As a quality kid-friendly platformer, which the Saturn was hurting for since Sonic the Hedgehog 4, the game sold exceptionally well, giving the Saturn two huge sales successes just before the release of the Ultra Nintendo (the other was, of course, Tomb Raider II). Tick and Tock even got their own animated series in 1999, which came out along with the sequel to the game. Though Super Mario Dimensions would largely steal much of this game's thunder, it still provided the Saturn with a new franchise and a best selling game, something they'd sorely need upon the Ultra Nintendo's release.

    -from ”A Timely Game About Time”, an article posted on Gamesovermatter.com on December 13, 2013

    -

    A beat-em-up sounds like a strange diversion for the Mortal Kombat series, whose highly anticipated fourth installment is set to be ported exclusively to the Ultra Nintendo sometime next year. However, Mortal Kombat: Labyrinth treads some welcome ground for the series, whose backstory has previously only been explained through small amounts of text in the games themselves and supplementary materials in strategy guides and instruction books. In Mortal Kombat: Labyrinth, you take control of Sub-Zero, Scorpion, Sonya, and Mileena as the four make their way through their own unique dungeons over a series of levels. You'll encounter enemies and occasionally bosses, and the combat system is essentially the same as it is in Mortal Kombat, with the addition of equippable weapons at certain points during the stages. As you play, you'll discover more about each character's backstory, and the combat will get trickier, while navigating the game's fairly large dungeons becomes a test of endurance and skill. All in all, Mortal Kombat: Labyrinth is no replacement for the games themselves, but it doesn't need to be. It's a decent beat-em-up that gives lots of insight into the game's backstory and raises new questions that will hopefully be addressed in MK4.

    Mortal Kombat: Labyrinth will be released for the Super Nintendo CD in October. A Saturn version is scheduled for early next year.

    Graphics: 4.0
    Sound: 3.5
    Play Control: 4.0
    Fun Factor: 3.5
    Challenge: Adjustable

    -excerpted from a review of Mortal Kombat: Labyrinth in the November 1997 issue of GamePro

    -

    Is Ken Griffey Jr. The Greatest Baseball Player Of All Time?”
    -from the cover of the November 3, 1997 issue of Sports Illustrated celebrating the Seattle Mariners' 4-1 World Series win over the Atlanta Braves

    Ken Griffey Jr. is GOD!!!”
    -from a post on an InsideTheWeb.com baseball forum on October 23, 1997

    For the second straight year, the Seattle Mariners found themselves facing the Atlanta Braves in the World Series. But it wasn't easy. They survived one of the greatest League Championship Series of all time, a seven game slugfest with the Baltimore Orioles that saw Ken Griffey Jr. leading his team back from a 7-0 sixth inning deficit in game 7 with excellent fielding and three home runs, including the game winning one-run shot in the 11th inning (leading to a debate that still rages to this day about whether Randy Myers should've been told to walk the red-hot Griffey instead of pitching to him). Meanwhile, the Braves faced off against the Dodgers in the NLCS, and swept them easily, 4 games to 0. Going into the series, it looked like it would finally be the year for the well-rested Braves, but Griffey played masterfully in all five games of the series, particularly the first two games which took place in Atlanta. Griffey homered in all four games that the Mariners won. His astonishing 15 home runs in that year's postseason more than DOUBLED the previous record and will almost certainly never be touched. Combined with his 56 home runs in that year's regular season, and by that time, Griffey was known as one of the greatest home run hitters in the history of the game. His epic home-run race with Mark McGwire in 1998, culminating in an awesome World Series showdown between the Mariners and Cardinals, would become one of the greatest spectacles in the history of baseball.

    -excerpted from “A History Of The MLB: 1995-1999”, an article on Bleacherreport.com

    -

    And anime is gaining a rising foothold in American culture as well, particularly in the realm of video games. Ghost In The Shell, a game based on one of the most popular anime films of all time, is set to release a game for the Sega Saturn later this month, while a pair of Neon Genesis Evangelion games, one for the upcoming Ultra Nintendo and one for the Sega Saturn, have both been confirmed for localization sometime next year. Pokemon, the official Western name for the Japanese Pocket Monsters franchise, will see its popular anime series, one of the highest rated in Japan, come to North America late next year, and Hasbro, which owns the rights to the popular Tamagotchi digital toy, is exploring options to produce a joint American-Japanese animated series based on the toy. Sailor Moon is currently airing in re-runs on Fox's Saturday morning block as the network continues to ponder what to do about the controversial Sailor Moon S, which features two of its heroines engaged in a lesbian relationship. It's themes like these, considered too extreme or mature for American audiences, that have somewhat slowed anime's proper entry into the West. At the same time, however, the West is gaining a growing acceptance of these mature themes, likely due to the popularity of video games featuring these themes, which have been played by millions of American youths.

    And just as video games are opening the doors for anime in the West, they continue to inspire creators of anime back in Japan, with the new series Witchery, starring a group of young witches in a magic academy, said to be influenced by popular games such as Andrekah and even the popular American video game Syrielle. Based on a manga series by Natsuki Takaya, the anime will introduce even more characters to the series, and Takaya says that she has many plans for the series to contain homages to her favorite games. Another upcoming anime series, Blader Special, appears to be heavily influenced by the popular video games Ballistic Limit and Iron Combatant, as seen in its mech suits that artfully slide and shoot their way through foes in early preview clips of the first two episodes. If these series are successful, they might make their way to America and around the world, as television stations across the globe broadcast more anime with each passing month. It's also likely that we'll be seeing more anime-based video games on the Ultra Nintendo and the Saturn than we ever did on the Genesis or the Super Nintendo.

    -excerpted from an article in the October 1997 issue of Wizard magazine

    October 22, 1997

    Ken Kutaragi was visiting the studio where the Pocket Monsters anime was made. Though Sony had little direct input over the content of the anime, at least during the first batch of episodes, the company still occasionally observed the production of the series and offered up ideas for how certain episodes could be tweaked or improved.

    The episode currently being worked on had the tentative title of “Electric Soldier Porygon”, involving the main character Satoshi, along with Pikachu, Kasumi, and Takeshi, entering the world of cyberspace and coming into contact with the criminals Team Rocket. Now, one of the climactic scenes was playing on the screen. Pikachu was to leap up and intercept missiles fired at Satoshi and his friends, destroying them in a bright, flashy explosion of blue and red light.

    “This is exciting,” said Kutaragi, his eyes fixed on the screen. As soon as the lights began to flash, however, Kutaragi realized that there might be a problem. Though he suffered no ill effects from the rapidly flashing lights, he'd had a friend at university who had suffered from epilepsy, and lights like those Kutaragi knew could trigger his symptoms. “Oh....that might be a problem.”

    “Hmm?” asked one of the animators, unaware of what the problem was.

    “Those lights,” said Kutaragi, pointing at the screen. “Perhaps...take them out? The flashing blue and red lights, they can cause problems in epileptics.”

    “Oh...” said the animator, rewinding the tape and watching the screen. “Should we....slow them down?”

    “No, no, that would look silly...just...replace them with something else. A comically large explosion perhaps? Anything but those flashing lights...”

    “Umm....certainly, yeah,” said the animator, nodding his head. Another animator on staff had already noted the potential problems with those lights, but his objections were dismissed. Now that the staff had a second opinion, and from someone as important as Ken Kutaragi, they realized something should probably be done. “We'll get rid of the flashing, certainly.”

    “Good, good...otherwise this is a very fun episode, please continue!”

    -

    Brittany Saldita: So Tomb Raider II does a few things better than the first game and a few things worse. The variety of environments and puzzles has gone down a bit, I feel like Tomb Raider II relies more on movie-like action scenes to wow players instead of providing them with big open environments to explore like the first Tomb Raider did. That said, the combat system kicks ass and made getting into fights with bad guys a lot more fun.

    Lyssa Fielding: Yeah, and beating up on humans is a lot more fun than beating up on tigers if you ask me. There are a lot more human fights in this game.

    Brittany: Yeah, those tigers didn't deserve to get beaten up! It was Lara coming into their territory, not the other way around!

    Lyssa: Also, the bad guy in this game isn't quite as interesting. It's not even a spoiler to reveal him, it's this dickish guy that you meet right out of the gate and you know right away he's a villain. It took a bit of time to reveal the villain of the last game, this guy here...I mean as soon as you meet him you know he's a dick!

    Brittany: But even with those flaws, Tomb Raider II is still worth getting. It's still the Tomb Raider you know and love, Lara Croft is still awesome, and even though I said there were too many of those big action scenes in this game, some of them are still pretty awesome.

    *It shows a brief clip of Lara Croft leaping out of a biplane and snagging onto a cliff at the last moment.*

    Lyssa: I don't think that's possible in real life...

    Brittany: You'd need some SERIOUS arm strength.

    Lyssa: Guess it's time to do a few pull-ups?

    Brittany: Or lift a few weights.

    Lyssa: Well, we have been dragging Alex and Ted back and forth to the closet so I bet we're building some killer muscles there. *snickering*

    Brittany: It must be KILLING those guys to miss out on reviewing this! We should let them watch the Spice Girls perform later.

    Lyssa: *laughing* Don't you mean force them to?

    Brittany: Well, either way. Anyway, I give Tomb Raider II a 4.5. It majorly improves on the gameplay mechanics of the first, even if some of the exploration elements have been dialed back.

    Lyssa: I agree, a 4.5 is the perfect score!

    Brittany: Coming up next, we've still got the Spice Girls, we're counting down the top 10 female heroes in video game history, AND we're gonna make Gary and John review Barbie's Lamborghini Adventure for the Game Boy! And I still don't know how Barbie has a better car than I do.

    Lyssa: Well, she is a doctor AND the president of the United States...

    -excerpted from the October 14, 1997 episode of GameTV

    (…)

    Alex: Planetary Probe is a positively incredible game. It looks stunning, the gameplay is fantastic, it's absolutely huge...I couldn't find much to hate about this game.

    Ted: The combat system was a bit old-fashioned for my tastes. All those pretty graphics and they couldn't come up with something like they did in Krystalshade? C'mon Enix, step up your game!

    Alex: Well, I did appreciate the option to speed up the spell animations because some of them take forever.

    Ted: Well, the game's gotta show off how pretty it is, and yeah, I liked that option too. I mean, it WAS a good game. I don't think I'm as excited about it as you are though.

    Alex: It's not just the graphics, some of the characters in this game...

    Ted: Yeah, that's what made me stick with it and enjoy it was the characters. The storyline's just superb, reminds me of a really well-written Star Trek: The Next Generation episode.

    Alex: Which reminds me, we NEED a good Star Trek RPG, one with the actual characters like Captain Picard.

    Ted: Kirk all the way, dude.

    Alex: What are you talking about, Picard's way better than Kirk!

    Ted: Picard is BALD!

    Alex: So is Stone Cold Steve Austin and he's your favorite wrestler.

    Ted: Hey, Stone Cold kicks people's asses, that makes a big difference.

    Alex: So does Picard sometimes!

    Ted: But does Picard get the girls like Kirk does?

    Alex: *rolls his eyes*

    Ted: Planetary Probe might not be the most original RPG out there but it IS one of the prettiest and it's got a really engrossing storyline, so I'm giving it a 4 out of 5.

    Alex: And I'm giving it a 5. The Saturn's had just an amazing slew of RPGs this year, definitely check this one out if you can.

    (…)

    Brittany: Can we just talk about how bad of a port this was? I was really disappointed. X-Men vs. Street Fighter the arcade game, I really liked. But this was really rushed and the graphics were bad and it still had slowdown.

    John: I thought it was fine for the most part. I mean, yeah, it's not as good as the arcade version but I felt like it was a decent port.

    Brittany: No, no no no no no no. This was really bad, it was a completely crippled game. Look at the framerates when you're executing this move with Dhalsim...

    *A clip is shown of Dhalsim executing a complicated combo and the frame rate slowing down signficantly*

    Brittany: It's just inexcusable that it'd be released like this. They got rid of tag teams and just made it a standard one-on-one fighter, which was fine, but the slowdown is miserable.

    John: It had all the characters, and I got through single player mode just fine. I didn't have any major problems. Yeah, the graphics got downgraded, but ultimately it is a passable game. You might not be able to run any tournaments with it, but-

    Brittany: Exactly, this game isn't up to snuff for tournaments. Look, this is NOT a knock on the original X-Men vs. Street Fighter which I thought was an awesome game. But this is a piss-poor port. 1 out of 5.

    John: Wow, that's REALLY harsh for a game that I still found to be really fun. I'm giving it a 3.5, if it ran better it'd be one of the best fighting games of the year.

    Brittany: But it doesn't. It really doesn't. For shame, Capcom. And you were doing so well this month with Victory 2!

    -excerpted from the October 21, 1997 episode of GameTV

    -

    Ted: I liked the idea that in Hammercraft, instead of buying your weapons from some kind of dwarven blacksmith who makes the weapons, in this game you ARE the dwarven blacksmith! And he's a pretty cool dude. But...

    Gary: Yeah, but, this game was still pretty flawed. The dungeons you have to journey through are really simple. There's not much in the way of variety and they compensate by just making the enemies REALLY strong.

    Ted: Which means that frequently, you're backtracking to beat up on lesser enemies who hit less hard but still have a ton of HP. You CAN make powerful weapons to beat them easier but that requires you to gather components which are hard to make enemies drop. The random drops in this game are really unfair.

    Gary: Right, there's so much backtracking and monotony in this game which could have otherwise been really great. THQ needed to take some cues from Blizzard and games like Diablo, this is their first crack at making a dungeon crawler type game and so while the backbone of a good idea is definitely here, the execution is lacking.

    Ted: The one redeeming thing about the game is this main character, Krugg the dwarf. He is HILARIOUS. He has this ridiculous Scottish accent and says the funniest things, and makes some of the monotony of grinding a bit less unpleasant.

    Gary: Krugg cracked me up. It's still not a great game but at least it's got some humor in it. I'll go ahead and give it a 3.

    Ted: You know, I'm giving it a 3.5. Even with its flaws, there's enough good stuff here that I'm sure some players will enjoy this game. Just...know what you're getting into.

    -excerpted from the October 28, 1997 episode of GameTV

    -

    SNES-CD Power Charts: October 1997

    1. Tales Of The Seven Seas 2
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Tale Phantasia
    4. Chrono Trigger
    5. Fire Emblem: Keepers Of The Light
    6. Starseekers Of Exion
    7. Terranigma
    8. Super Mario World 2
    9. NBA Hangtime
    10. Super Mario RPG
    11. Intelligent Qube
    12. Elements Of Mana
    13. Disney's Hercules
    14. Syrielle
    15. Frederico 2: Garcia's Revenge
    16. Syndicate Wars
    17. Doom
    18. Donkey Kong Country 3: Dixie Kong's Double Trouble
    19. Dog Dash
    20. Slaughterbox 2

    The Official Saturn Magazine Buzz Chart – October 1997

    1. Race'n'Chase
    2. Tomb Raider II
    3. Sonic the Hedgehog 4
    4. Ultima: Scion Of Britannia
    5. Turok: Dinosaur Hunter
    6. Planetary Probe
    7. Raigeki
    8. Tick and Tock: Time Tricksters
    9. SoniQuest
    10. Operation Zero

    -

    *A teenage boy is dropped into various scenes from Ultra Nintendo games as 90s rock music plays in the background. (basically, in the style of this commercial from OTL: https://www.youtube.com/watch?v=S40fBi65U8c except with lots of games besides Super Mario 64) First, Bob-Omb Battlefield from Super Mario Dimensions.*

    Boy: Ultra exciting!

    *Next, a race from Ultra Mario Kart.*

    Boy: Ultra fast!

    *Next, a flying level from Star Fox 2.*

    Boy: Ultra intense!

    *Next, a summoning sequence from Final Fantasy VII.*

    Boy: Ultra epic!

    *Next, a castle scene from Castlevania: Symphony of the Night.*

    Boy: Ultra spooky!

    *Next, he's seen flipping in a watercraft on Wave Race.*

    Boy: Ultra tricky!

    *Next, he's making a slam dunk in NBA Hangtime.*

    Boy: Ultra spectacular!

    *Next, he's in Mirrorlight, navigating a complicated light puzzle.*

    Boy: Ultra puzzling!

    *Next, he's in Nightsquad 2, following the five heroes around the city.*

    Boy: Ultra thrilling!

    *Next, he's in Ultra Mario Kart's battle mode.*

    Boy: Ultra competitive!

    *Finally, he's facing off with a huge Bowser in Super Mario Dimensions.*

    Boy: Ultra...whooooooooooa!!!

    *The boy then spins out of the scene and plops down on a couch, across from a TV, holding an Ultra Nintendo controller in his hand and looking like he's just experienced the most awesome thing ever.*

    Boy: That was ultra amazing...

    *Scenes from more games play before the Ultra Nintendo is shown on screen, spinning around as the words “IT'S AN ULTRA WORLD” appear on screen.*

    NOVEMBER 21

    -the first American commercial to air for the Ultra Nintendo, it began airing in late October 1997
     
    EGM #100 - Top 100 Games Of All Time
  • And now, here's Electronic Gaming Monthly's Top 100 Games Of All Time list, as of their November 1997 issue.

    Here's OTL's list:

    http://kirkjerk.com/vgames/powerlist/egm100.html

    And here's TTL's list:


    Electronic Gaming Monthly's Top 100 Games Of All Time:


    1. Tetris
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Secret Of Mana
    4. Sonic the Hedgehog 3
    5. Street Fighter II: Arcade Edition
    6. The Legend Of Zelda: A Link To The Past
    7. Super Metroid
    8. Super Mario Bros. 3
    9. Chrono Trigger
    10. NHL '96
    11. Super Mario World 2
    12. The Legend Of Zelda
    13. Tetris Attack
    14. Contra III: The Alien Wars
    15. Yoshi's Island
    16. Turok: Dinosaur Hunter
    17. Tale Phantasia
    18. Super Mario Kart
    19. Super Mario Bros. 2
    20. Final Fantasy VI
    21. Squad Four: Eclipse
    22. Virtua Fighter 2
    23. Universalizer
    24. Super Mario World
    25. Sonic CD
    26. Snatcher
    27. Resident Evil
    28. Phantasy Star II
    29. Gunstar Heroes
    30. Super Castlevania IV
    31. Saturn Bomberman
    32. F-Zero CD
    33. Ballistic Limit
    34. Tecmo Super Bowl CD
    35. The Legend Of Zelda: Link's Awakening
    36. Bionic Commando
    37. Super Ghouls 'n Ghosts
    38. Vectorman
    39. Super Mario Bros.
    40. Strider
    41. Sonic The Hedgehog 4
    42. Tales Of The Seven Seas
    43. Metal Gear 2
    44. Ys I and II
    45. Empire: The Steel Kingdom
    46. Arkanoid
    47. Herzog Zwei
    48. Metroid
    49. F-Zero
    50. Donkey Kong Country 2: Diddy's Kong Quest
    51. Castlevania: Rondo Of Blood
    52. Doom
    53. Blood Omen: Legacy Of Kain
    54. Contra
    55. Gates Of Thunder
    56. Shining Force II
    57. Dragon Warrior V
    58. Starseekers of Exion
    59. Secret Of Monkey Island
    60. Thunder Force III
    61. Tomb Raider
    62. Dragon Force
    63. RC Pro-Am
    64. Phantasy Star
    65. Return Fire
    66. Tecmo Super Bowl
    67. World Of Color
    68. Victory
    69. Sam And Max Hit The Road
    70. Terranigma
    71. Guardian Heroes
    72. Space MegaForce
    73. Metroid II: Return Of Samus
    74. Ultima: The Worldly Lord
    75. Eternal Night
    76. Windborn
    77. NiGHTS Into Dreams…
    78. Zelda II: The Adventure Of Link
    79. Mega Man 2
    80. Donkey Kong (Game Boy '94)
    81. Blazing Lazers
    82. Virtua Fighter
    83. NBA Live 98
    84. Lords Of Skylein
    85. Virtua Cop
    86. Fire Emblem: The Holy War
    87. Panzer Dragoon II Zwei
    88. Axelay
    89. Bonk's Adventure
    90. Mega Man X3
    91. Final Fantasy V
    92. ActRaiser
    93. Kirby's Adventure
    94. Ninja Gaiden II
    95. Samurai Shodown
    96. Moonlight
    97. Kid Icarus
    98. Ken Griffey Jr.'s Winning Run
    99. Super Detective Club 2
    100. Ms. Pac-Man
     
    November 1997 (Part 1) - The Ultra Hype Continues
  • (Author's Note: A big thanks to Roger Redux for the Virtua Quest information! The Virtua Quest quote and the game description were sent to us by him some time ago for us to put in the TL.)

    Well, it's the waiting that's really the hardest part. I've had my pre-order at Electronics Boutique for a year and a half. No lie!”
    -a Nintendo fan, being interviewed by KOMO-TV about the Ultra Nintendo, November 17, 1997

    It's Tamagotchi, your brand new digital friend! Feed it, play with it, just don't ignore it!”
    -from Hasbro's commercial for the Tamagotchi toy, which began airing in October 1997

    I'm telling you all right now, this will be the most difficult holiday season we've ever had. If you're not ready for that, start looking for another job.”
    -Tom Kalinske, overheard in a Sega employee meeting on November 13, 1997

    "When I initially started working on RPGs I intended to say in the Vritua Fighter universe, but I needed to test the technology so I... that draft of the story became 'Peach Tree'. When I sat down to create 'Virtua Fighter RPG' (the Japanese name for 'Virtua Quest') my collaborators and I realized that we had so many ideas that they were actually several series,... we had at lest three potential series there. So we made the decision to finish 'Peach Tree' for the Saturn. We continued to work on the story for "Sedge Tree" (the development name for what would become the 'Shenmue' saga) while we were producing the 'Virtua Quest' games, which looked better on the Saturn than 'Shenmue' would have. I think it was the best decision for us; the experience we gained working with the 3D technologies on 'Virtua Quest' proved invaluable when it came time to make 'Shenmue'; I shudder to think how expensive those games might have been if not for 'Virtua Quest'! *laughs* they might not have let us get past the fourth one! *laughs*"
    -excerpted from the Virtua Quest and Shenmue retrospective interview with Yu Suzuki from the November 2015 issue of GameFuture

    The Sega Saturn, now only $199.99. Comes with a controller and two Sonic games: Sonic the Hedgehog 4 and Sonic Jam. Also available for $199.99, a Sega Saturn with the brand new Tomb Raider II. And look for the Saturn Fighters' Pack including Tekken 2, Virtua Fighter 2, and Fighters Megamix for $249.99.”
    -excerpted from a commercial announcing the latest Sega Saturn price cut, effective November 1, 1997

    -

    World Heroes Perfect

    Dan: 8.0
    Shoe: 7.0
    Crispin: 5.0
    Sushi-X: 8.5 (quote: “A fast-paced and excellent fighting game featuring unique characters and challenging combos.”)

    White Wolf And The Red Hood

    Dan: 6.5 (quote: “Not the best adventure game, but the graphics and soundtrack can be hauntingly beautiful at times.”)
    Shoe: 6.5
    Crispin: 7.0
    Sushi-X: 7.0

    -Electronic Gaming Monthly's reviews of November 1997's SNES-CD games, from the December 1997 issue

    -

    *Two friends are sitting in front of their TV with Ultra Nintendo controllers in their hands.*

    Narrator: When you play Super Mario Dimensions...

    *A dimensional portal opens up in the television and sucks the two boys in*

    Narrator: It's like jumping into a whole new world of Super Mario!

    *Various scenes from the game play, including the factory level with Mario barely avoiding getting smashed, Bob-Omb Battlefield with Mario leaping away from an explosion, and Cool Cool Mountain with Mario sliding downhill.*

    *The two boys leap into another dimensional portal and see a giant Bowser coming at them.*

    Boys: WHOOOOOAAAAAA!!!!

    *Mario is shown grabbing Bowser and twirling him around before flinging him into a mine.*

    Narrator: Explore 21 different levels in search of the Power Stars that will enable Mario to rescue Princess Peach and save the Mushroom Kingdom!

    *Bowser is pulling Peach through a dimensional portal as Mario tries to jump in after them.

    Narrator: But watch out...

    *The boys barely manage to leap out of the way of a giant Wiggler. Next, Donkey Kong is seen climbing a building as Mario rides a bi-plane toward him. Next, Mario is making his way up to the top of Wet-Dry World as the water rises.*

    Narrator: Cuz you never know which world you'll end up in next.

    *Several more scenes are shown in rapid succession before the boys are flung out of the TV just as one of the boys' moms enters the room.*

    Mom: Where have you two been?

    *The boys just look at each other and high-five.*

    Narrator: Super Mario Dimensions, included in every brand new Ultra Nintendo. Coming November 21st.

    IT'S AN ULTRA WORLD

    -a commercial for Super Mario Dimensions that began airing in early November 1997

    -

    Everybody's Super Sonic Racing! When your kart goes flying off the ground!”
    -excerpted from the theme song of Sonic R, “Super Sonic Racing”

    With Sonic R, we considered collaborating with a company, Traveller's Tales, that helped us with Sonic 3D Blast for the Genesis. But with the additions to Sonic Team from the production of Sonic 4, we figured that we could produce this game on our own. Several elements were changed. Originally, Sonic and his friends were to be racing on foot, as, of course, Sonic is quite fast and so he was capable of running faster than any kart. But some of us realized that it would be silly to have, for example, Big the Cat lumbering along as quickly as Sonic, so the game was changed to a go-kart racer. More levels and power-ups were added, and while we kept certain elements to keep the game as close to the Sonic experience as possible, we also wanted to make Sonic R work as a competent racing game, especially so close to the release of Nintendo's Ultra Mario Kart in North America. Ultra Mario Kart had already done exceptionally well in Japan, so we had a very high bar to compete with.”
    -Yuji Naka, in an April 1998 interview with Official Saturn Magazine

    As a Sonic-themed party game, Sonic R doesn't have quite the roster that Sonic Fighters had. It boasts twelve characters in all: Sonic, Tails, Knuckles, Amy, Big, Corona, Wisty, Tusk (both from SoniQuest), Espio, Charmy, and two original characters: Dash (a human boy with racing goggles), and Kitzel (a koala girl). The characters each have their own special weapons and abilities, with Sonic specializing in speed, Tusk specializing in power and handling, and etc. The game's ten tracks are divided into three “Zones”, with four tracks in the final zone. Each zone also has a boss at the end that you must race and beat to open up the next batch of tracks in both single player mode and time trial mode. There's also a four-player versus race mode you can compete in. Overall, Sonic R is a fun game that boasts some very creative tracks and an excellent musical score. Sonic fans who've been clamoring for a Mario Kart-like game on the Saturn, this is your wish come true.

    Score: 8/10

    -excerpted from the Sonic R review in the November 1997 issue of Official Saturn Magazine

    -

    *Arwings are shown launching from the Great Fox into a massive space battle with explosions and missiles flying everywhere.*

    Narrator: The Lylat System is at war. Andross, the mad scientist, has launched his armies of destruction, and now, only Fox McCloud and his team can stop them.

    *Scenes from the game are shown, depicting the Arwing doing a barrel roll to deflect enemy fire as the ship flies over a Cornerian city bombarded by Andross' ships, and then the Arwing in all-range mode against a massive enemy mech with spinning tentacles.*

    Narrator: Join Fox McCloud, Peppy Hare, Falco Lombardi, Slippy Toad, and the newest edition to the team, the mysterious fox girl Krystal.

    *Krystal is shown walking through a jungle environment alongside Fox and Peppy.*

    Narrator: Take to the skies in your Arwing, or roll along the ground in the all new Landmaster tank.

    *The Landmaster is shown rolling through the deserts of Titania, firing at aerial enemies.*

    Narrator: Or even dive under the sea in the Blue Marine.

    *The Blue Marine is shown exploring some kind of creepy underwater science lab.*

    Narrator: As you battle Andross across Lylat, watch the war transform with every fight.

    *The game's mission screen is shown in rapid succession, depicting the available levels changing as every battle concludes in very dynamic fashion.*

    Andross: Only I am fit to rule the galaxy! *laughs maniacally as Fox and his crew descend upon Venom*

    Narrator: Or battle your friends in the all new Versus mode.

    *A brief snippet is shown of a four-player combat match, with two Arwings and two Landmaster tanks fighting it out.*

    Narrator: Star Fox 2, only for the Ultra Nintendo. Win back the galaxy, or go up in flames.

    *A scene shows Fox's Arwing crashing.*

    IT'S AN ULTRA WORLD

    -the commercial for Star Fox 2 which began airing in early November 1997

    -

    While Konami worked on Castlevania: Symphony of the Night for the Ultra Nintendo, another division was hard at work on a Sega Saturn Contra game: Contra: World War, a follow-up to 1994's Contra: Probotector for the Sega Genesis. Ken Severn and Ashley Steelgard returned from the previous game, along with two new playable characters: Gary Faustus and Mai Liang. The four found themselves thrust into battle when the United Federation, the world peacekeeping force in the Contra universe, breaks down and the nations of the world align themselves into two opposing factions: The Alliance, and The Order. It's never stated outright but it's implied that The Alliance is composed of the United States and its allies Britain, France, Germany, and Latin America, while The Order is comprised of Russia, China, and various Middle Eastern nations. The game has a mission-based level structure, though the levels themselves consist of typical Contra side-scrolling gunplay, with quite a bit of difficulty. The four main characters start on the Alliance side (with Mai as a defector from The Order) but soon get caught up in intrigue when it's discovered that various shadowy factors are playing both sides against each other in order to profit from weapons dealing. The four must then try and take out the warmongers on both sides to keep the world from destroying itself. The storyline is deep for a Contra game, with full voice acted cutscenes and in-level dialogue. You can choose which of the four main characters to use, but once you pick, you can't switch until you reach the end of your current batch of levels (there are six such “batches”, and the storyline is altered somewhat depending on the character you choose, if you choose Mai most often, for example, the story will be heavily based on The Order, while if you choose Ashley, robots will come into play more often, etc.). World War was a big seller, especially after it became clear that there wouldn't be a Contra game on the Ultra Nintendo for a long time, giving Sega owners a one-up on those about to purchase the new Nintendo system. World War wasn't a Game of the Year contender (especially with the mega-hits about to be released for the Ultra), but it scored good reviews and is considered by some even today to be the best game in the series.

    -excerpted from “Konami: Playing Both Sides In The Ultra-Saturn War”, an article on Gamesovermatter.com, September 29, 2013

    -

    *A bunch of cars are lined up at the starting line. The light is flashing red.*

    Announcer: Gentlemen, start your engines!

    *The light turns yellow and then green, and the cars hit the track, only to be taken out rapidly by a barrage of shells and banana peels. The familiar Mario Kart racers go around the carnage and take to the track. This is followed by scenes depicting the courses of Ultra Mario Kart as the commercial switches back and forth between footage from the game and footage from the track.*

    Mario: *throws a blue shell, it zooms past everyone before hitting Bowser who's in the lead, sending him flying*

    *Footage is shown of the new airship-based course as the racers have to dodge a gopher who pops up to throw a wrench.*

    Peach: *she plants a fake item box among a group of them*

    Luigi: *excitedly grabs the item box, only for it to blow up in his face* NOOOOO!!!

    *Footage is shown of the four player versus mode, showing off how many tracks can be raced with four players this time around.*

    Wario: I'm-a gonna ween! *holding a red shell only to get hit by a green shell as Mario zooms past him* Oh-whoa-whoa-whoa-whoa!

    *Footage is shown of Mario jumping over the wall in Wario Stadium, then watching himself on the big screen as he zooms around a turn.*

    Yoshi: *makes his familiar Yoshi noise as he nears the finish line, when suddenly Mario slams into him with a super star, taking him out*

    *Footage is shown of the four-player battle mode, depicting a battle atop a skyscraper.*

    Mario: *zooms across the finish line, pumping his fists in the air, the Ultra Mario Kart logo is shown on the track, followed by “IT'S AN ULTRA WORLD” and then “November 21”*

    -the commercial for Ultra Mario Kart, which began airing in November 1997

    -

    Fractured fairy tales come to the Super Nintendo CD! You've never seen Little Red Riding Hood like this before!
    -the intro to the article on White Wolf and the Red Hood which appeared in the November 1997 issue of Nintendo Power magazine

    Graphics: The graphics, while somewhat less detailed than games such as Tales Of The Seven Seas 2, depict a spooky atmosphere quite imaginatively, while the animation can at times be quite excellent. The color is a bit muted, however.
    Play Control: There's not much to speak of here. Attacking and combat can get a bit boring at times, while selecting Red Hood's items in the menu can be somewhat cumbersome. Moving around is pretty easy though.
    Game Design: As mentioned before, it's comparable to Tales Of The Seven Seas 2 in terms of gameplay, though the combat's not as deep. You control Red Hood, while her companion, a white wolf, will attack on his own. You explore a variety of areas, there's no overworld or mission select screen to speak of, though there is a bit of backtracking to explore previous areas.
    Satisfaction: If you're a fan of fairy tales looking for a darker, spookier twist on classic stories, this game might be for you. If you're looking for an epic adventure and aren't intrigued by the subject material, best to look elsewhere.
    Sound: There aren't that many songs, but the tracks that do exist are atmospheric and beautiful. There's no voice acting.
    Comments: Terry- This game is a bunch of monotony interrupted by occasional moments of amazing beauty. Paul- The boss fights can be pretty fun.
    Overall Rating: 6.8/10

    -Nintendo Power's review of White Wolf and the Red Hood, from the November 1997 issue

    -

    (Reminder: The Virtua Quest stuff is ALL Roger Redux's, with only very minor alterations. The only thing I've added is the review/retrospective afterward.

    Virtua Quest: The Basics

    Virtua Quest uses an evolution of the Virtua Fighter 2 engine, altered to make it compatible with the RPG elements; with the gameplay being like a proto-Shenmue with more blatant RPG mechanics. All characters are using slightly more detailed versions of their Virtua Fighter 2 models. The game is fully voiced and the cutscenes are animated. All of the fight scenes take place in 'Virtua Fighter Mode'* (it literally looks like a VF match against whatever opponent you're facing), with the addition of multiple opponents (in some cases up to 5 at a time).

    Voice cast:

    Scott McNeil as Akira Yuki
    Ryan Drummond as Jacky Bryant
    Erica Schroder (a.k.a. Bella Hudson) as Sarah Bryant
    Cree Summer as Pai Chan
    Aaron Krohn as Wolf Hawkfield
    Guile Lund as Kage-Maru
    Jennifer Hale as Dural
    Maurice LaMarche as Lau Chan and Shun Di
    Ian James Corlett as Lion Rafale
    Frank Welker as Jeffry McWild and Akira's Grandfather

    The game opens with a brief cinematic giving the exposition on the origins of Hakkyoku-ken, Akira's family martial art; then moves immediately to the tutorial level: a sparring session with Akira and his grandfather. After that, Akira embarks on his quest. Chapter One takes place during the 2 years he's 'walking the Earth' before VF1. Every town/city you enter has at least one dojo devoted to a specific martial art, visiting that dojo during certain hours (in-game time system, part of the harbinger of Shenmue, though slightly less sophisticated) allows you to learn new moves from the masters there. You also have random encounters with townspeople who need your help, and with what at first might seem to be common street thugs or Yakuza (and some might be), but whom later events reveal to be scouts working for J6 to find fighters for 'The Tournament'. [The townspeople and rotating cast of temporary companions may possibly include cameos of characters from other SEGA franchises - i.e. Tekken, Fighting Vipers, the two kids from NiGHTS, etc.] When he defeats the 3rd or 4th "Yakuza gang" he's complimented on his skill and informed about the World Fighting Tournament. The Tournament concludes Chapter One and is an entirely plot-driven retelling of the events behind & around VF1, focusing on Akira's point of view, and including the canonical ending with Akira getting humiliated by Kage-Maru and Lau Chan actually winning the Tournament. Chapter Two focuses on Akira recovering from the defeat, intensifying his training, and (having stuck around long enough to see the final battle of the Tournament) trying to find out just what the hell Dural is. From this point he has a (more or less) consistent party of companions, whose friendship he made during the Tournament, including: Wolf Hawkfield, Pai Chan, and Jacky Bryant. When Jacky joins the party he tells Akira about J6 and what they've done to his sister (and it might be about that time the player starts noticing the J6/subsidiary company logos that have been all over everything since the beginning of Chapter One). The party basically helps each other train for the 2nd World Fighting Tournament; traveling to the many new towns/cities in addition to revisiting a few of the old ones, learning new moves in the dojos (and seeing a few familiar faces in the revisited towns, the people he helped earlier remember him and can provide useful clues on where to go/what to do next). The climax of Chapter Two is the story-focused remake of VF2. The epilogue deals with the aftermath of the Tournament: Akira wins the Tournament while also helping Jacky save Sarah from J6. (And people who are paying attention to the last cutscene of the Tournament may also see Kage-Maru, running off dragging Dural with him.) Sarah has completely lost her memory as a side effect of the brainwashing she was under, but Jacky is just glad she's alive; he vows to help her get her memory back, Akira, Pai, & Wolf offer to help any way they can. The game ends with everyone going their separate ways: Akira goes home with the Tournament trophy, Jacky & Sarah move to New York and try to get her memory sorted out, Pai goes back home to Hong Kong and continues her career as an action movie star.

    So, in a lot of ways, Sega spent the final weeks before the release of the Ultra Nintendo sort of pre-emptively releasing games to compete with Nintendo's launch lineup. Sonic R to compete with Ultra Mario Kart, and Virtua Quest to compete with Final Fantasy VII. And while neither game could match Nintendo's launch games in sales or commercial reception, they both gave it a damn good try, especially Virtua Quest, which I remember being really well received at the time and it sold decently well (better than Krystalshade and Windborn combined in North America). Not only was Virtua Quest sort of a 'dry run' for 1998's Shenmue, it also did something fairly unique in incorporating a fighting game battle system. No RPG had really done that before and while it had its detractors, you have to give Sega a lot of credit for trying something out of the box (especially when compared to Final Fantasy VII's battle system which was just classic JRPG). Virtua Quest was a really fun game, and it was one of Sega's biggest sellers that Christmas (when they DESPERATELY needed big sellers). And, most importantly...it was good enough to get sequels.”
    -Alex Stansfield, discussing Virtua Quest in the “Honorable Mentions” section of his Top 25 JRPGs of All Time on his blog in 2014

    -

    *The beginning of the Bombing Mission theme plays as the camera pans in to Midgar. We see Cloud Strife walking down the street. The Squaresoft logo is flashed briefly.*

    Cloud: My name is Cloud Strife, ex-SOLDIER.

    *People mill about on the streets of Midgar as Cloud walks past them.*

    Cloud: I am on a mission to save the Planet.

    *He encounters Aeris in the street. She looks up at him.*

    Aeris: You remind me of someone...

    *The camera zooms in on Cloud's face. His eyes begin to glow green. The music skips to the action portion of the Bombing Mission theme now as gameplay footage from the game's battles is shown, depicting Cloud, Tifa, and Barret fighting soldiers, Cloud and Aerith fighting a boss, and the Shiva summon casting Diamond Dust.*

    Three years in the making...

    *A cutscene is shown of Sephiroth amidst the burning ruins of Nibelheim, looking up into the screen.*

    Comes an adventure that will change the way you think of video games forever.

    *Cutscenes and battle gameplay are shown in rapid succession on the screen as the Bombing Mission theme hits its crescendo.*

    *The scene with Cloud now zooms back out from his face and shows Aeris handing him a flower.*

    Cloud: You'd better go... you don't want to know me.

    Aeris: Who are you?

    Cloud: I'm...not sure.

    From the makers of Chrono Trigger, Elements Of Mana, and Final Fantasy VI...

    FINAL FANTASY VII

    Available only for the Ultra Nintendo Entertainment System

    IT'S AN ULTRA WORLD

    -the commercial for Final Fantasy VII which began playing in late October 1997

    -

    Brittany: So, as you know, I'm really hyped for Ultra Mario Kart. Does Sonic R quench that thirst?

    Lyssa: Honestly...no.

    Brittany: Yeah, pretty much same here.

    Lyssa: The single-player mode was nice, framing it as an adventure to take down Dr. Robotnik. That was really cool.

    Brittany: But...you know, is it time to retire Dr. Robotnik as a villain? He's the same guy, he's got the same plan every game...

    Lyssa: Well, so does Bowser.

    Brittany: True, but they at least do something different with him from time to time. He's in Mario Kart, he was in Super Mario RPG... you know, he's got personality. Robotnik...ehhhh....

    Lyssa: All of these Sonic spinoff games this year, Fighters, SoniQuest, and now this, all of them have tried to take Sonic characters and place them in different games and use the Sonic characters as the main draw. When Mario games do spinoffs, those games are fun! The fun is the FIRST thing they work on, and then comes the game! Sega just throws out Sonic characters and says, “look! These guys from this game you love!” But when you get right down to it, Sonic R is just a mediocre kart racer and nothing more.

    Brittany: The music was nice.

    Lyssa: Ehhh...

    Brittany: The opening theme song, Super Sonic Racing, that was really cool!

    *A snippet of the theme plays, Lyssa is plugging her ears.*

    Lyssa: Turn that off!

    Brittany: It was that bad?

    Lyssa: Let's just get right down to it, I'm giving Sonic R a 3.

    Brittany: I'm gonna be a little more generous and give it a 3.5. It's fun, it looks pretty....it's just not that great of a game.

    -excerpted from the November 4, 1997 episode of GameTV

    (…)

    Ted: Fallen...to me, it reminds me of the PC game Fallout, sort of. We reviewed that earlier this year and you and I both loved it. The mood, the atmosphere, it reminds me of Fallout. Though where Fallout is a top-down RPG, this is a full-on first person shooter.

    Alex: It's like Turok and Fallout had a baby.

    Ted: *shudders* That would be an ugly baby.

    Alex: Well, Fallen is a really pretty game, they made good use of 3-D graphics and the lighting effects are really spooky. And Angel Dust, the main character, she's really well developed. I thought she was an even better character than Turok.

    Ted: Well, if we're comparing this game to Turok, I have to say that the weapon variety leaves a lot to be desired. There were dozens of weapons in Turok, there's barely a dozen here. But, the atmosphere is really nice. Especially the opening levels in the sewers, those are creepy as hell. I was really scared and freaked out not knowing what was gonna come at me.

    Alex: Yeah, there were a lot of really creepy baddies down there, though the game also relied a bit on jump scares which for me are kind of cheap.

    Ted: I didn't mind the jump scares, kept me on my toes.

    Alex: So you like somebody creeping up behind you and scaring you?

    *As they speak, Brittany is creeping up behind Ted*

    Ted: Yeah, I think this game does it really well.

    Brittany: *grabs Ted from behind suddenly and shrieks*

    Ted: AAAAAAAAAAHHH *bleep* *bleep* *bleep*

    Brittany: *convulsing with laughter behind Ted, cackling maniacally*

    Alex: *laughing his ass off*

    Ted: What the *bleep*? *looks pissed at Brittany*

    Brittany: *shrugs* You said you liked people creeping up from behind you and scaring you.

    Alex: You did say that, dude.

    Ted: In the game!

    Brittany: Well, in the end, isn't life just one big game?

    Alex: *still snickering*

    Ted: You guys....you guys.... damn you guys suck.

    Alex: So, what do you give Fallen out of 5?

    Ted: Can I change my pants first? Please?

    Alex: We got a commercial coming up, you can go change then.

    Ted: I give Fallen a 4 out of 5. It's not as big or robust as Turok, but it's got a really nice atmosphere and a grim, dark storyline that will give you nightmares for weeks.

    Alex: I'm giving it a 4 as well. As far as horror FPSes go, it's one of the best I've ever played and if you're looking for another fun Saturn FPS this holiday season, it might be the way to go.

    Brittany: And speaking of going... *smirks*

    Ted: *hustles off screen* I'm getting you back, you know!

    Brittany: *laughs and gives Alex a high five*

    (...)

    John: So now that SNK has finally brought World Heroes Perfect to the Super Nintendo CD, how's it hold up?

    Gary: I've gotta be honest, I've played better fighting games from them. The characters are great, but I felt like the game was just kinda dated, you know?

    John: I got that feeling too. Compared with more modern fighting games, World Heroes Perfect feels more archaic than it does a throwback, but, you know, it's still a solid fighting game and I had fun with it.

    Gary: If you like SNK stuff, which I do, and I think most fighting game fans do, it's all right. I prefer the newer King of Fighters or Samurai Showdown games but, it is the first time this series has shown up on consoles-

    John: Unless you've got a Neo-Geo.

    Gary: Well, yeah, right, but if you don't, the SNES-CD has a lot of the best games from that system and this one's included on that list. It's fun. It's just not as good as some of SNK's other stuff.

    John: Well, if we're grading on a curve...

    Gary: I give this game a 3 out of 5.

    John: I'll be a little more generous. 3.5 from me. I couldn't get enough of this game in the arcade, and it's nice to be able to sit at home and play it.

    Gary: Yeah, but you could already do that on your Neo-Geo. Not an option for everybody, of course, but still.

    John: I love my Neo-Geo. Do you still play yours?

    Gary: Only always!

    (…)

    *Brittany and Alex are tinkering around on Tamagotchis, having discussed the digital toy for the last few minutes.*

    Brittany: So, you know, Tamagotchi is a cute, fun little distraction, but be prepared to devote a lot of time to this little sucker.

    Alex: He poops so much.

    Brittany: I tried to cut down on that by not feeding mine, but then he died.

    Alex: Yeah...why can't I stop playing?

    Brittany: These little things are addictive!

    Alex: Tell me about it, I'm playing fetch with mine right now...

    Brittany: *distracted by the Tamagotchi, she doesn't noticed Ted creeping up behind her wearing a hockey mask*

    Alex: Come on, get the ball you little...!

    Brittany: Ay dios mio, that's the third time you've pooped in the last five minutes! Where's the spanking button?

    Ted: *grabs Brittany from behind and makes a scary noise*

    Brittany: *just calmly looks up, smiling* Hi, Ted. Oh, there's my hockey mask, thanks for finding it for me! *takes it off of his face*

    Ted: *flabbergasted* Wha....what....you're not even.....?

    Brittany: Scared? Who'd ever be scared of you? *shrugs and goes back to playing after putting the hockey mask on her face* That's what I should do, there needs to be a little hockey mask for your Tamagotchi to wear...

    Alex: They're probably coming out with a new model next year, you should ask about that.

    Brittany: I think I will. *just keeps calmly talking with Alex as Ted slinks off in frustration*

    (...)

    *Ted, Alex, Brittany, John, Gary, and Lyssa are gathered on a couple couches on the stage.*

    Ted: Well that's it for our show. We want to give a special thank you to all of our country's veterans this Veterans' Day, thank you all for your service. Join us next week for a special two hour MEGA episode completely devoted to the Ultra Nintendo.

    Alex: Yeah, we'll be reviewing all 17 launch games. That's right, ALL 17 launch games!

    Brittany: We're gonna go in-depth, hands-on, balls to the wall with the Ultra Nintendo!

    Gary: And you'll also get to see us launching shells and banana peels at each other as we gear up for the GameTV Ultra Mario Kart tournament!

    John: So watch us, next Tuesday at 9, for the GameTV Ultra Nintendo special.

    Lyssa: If you miss it, you'll be Ultra sorry.

    Ted: We'll see you then, and as always, never stop playing!

    *The credits roll as the hosts talk amongst themselves, looking excited about the Ultra Nintendo.*

    -excerpted from the November 11, 1997 episode of GameTV

    -

    SNES-CD Power Charts: November 1997

    1. Star Wars: Masters Of Juyo
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Tales Of The Seven Seas 2
    4. Dog Dash 2
    5. Twinblade II
    6. Tale Phantasia
    7. Chrono Trigger
    8. Terranigma
    9. Madden 98
    10. Super Mario World 2
    11. Breath Of Fire III
    12. Fire Emblem: Keepers Of The Light
    13. Starseekers Of Exion
    14. Wizard Stone
    15. NBA Hangtime
    16. Super Mario RPG
    17. Elements Of Mana
    18. 18 Wheels Of Fury
    19. Syrielle
    20. Intelligent Qube

    The Official Saturn Magazine Buzz Chart – November 1997

    1. Tomb Raider II
    2. Sonic the Hedgehog 4
    3. Race'n'Chase
    4. Planetary Probe
    5. Virtua Quest
    6. Sonic R
    7. Contra: World War
    8. Ultima: Scion Of Britannia
    9. Turok: Dinosaur Hunter
    10. Phantasy Star V

    -

    November 20, 1997

    The evening before the North American launch of the Ultra Nintendo, Tom Kalinske was sitting on his living room couch. He'd had a vigorous series of meetings that day with Sega brass, and now was the calm before the storm. In mere hours, all across North America, the Ultra Nintendo would be launching in stores everywhere. He'd seen the evening news reports of long lines outside of stores that were electing to open at midnight to sell consoles and games. He thought back to the Saturn launch and how very few lines were reported, only at major launch events in major cities. It was being reported as the biggest entertainment product launch of all time, with Peter Jennings on the ABC Evening News making comparisons to the opening weekend of Return of the Jedi 14 years before.

    It's gonna be huge...” thought Kalinske, now relaxing at home and watching a new episode of Seinfeld with his wife and oldest daughter. The episode, which saw the events playing out backwards from scene to scene, was sending Kalinske's wife into hysterics, but Tom couldn't focus. He kept thinking back to the sales reports he'd discussed earlier that day with Shinobu Toyoda. In June, when the Ultra had launched in Japan, Saturn sales took an immediate plummet and had not yet recovered to anywhere near what they were pre-launch. At the same time, the Ultra was still selling in Japan at a prodigious rate, with production barely able to keep up with the immense demand and millions already sold.

    He'd slashed the price of the Saturn yet again at the start of the month, down from $249 before to $199 now. That, along with the continued success of Tomb Raider II and the successful launches of Sonic R and Virtua Quest earlier in the month, had kept Saturn sales high, and with Super Nintendo CD sales starting to rapidly fall, Sega had its highest market share ever. With every passing second, Sega's market share was increasing to a new record high.

    “Honey...?” Kalinske's wife said, gently touching his shoulder.

    “Dad, it's not your fault that the Ultra Nintendo's coming out tomorrow,” said Ashley Kalinske, who felt a bit guilty as she anticipated her next trip to her friend's house... her friend who would have Super Mario Dimensions, Ultra Mario Kart, and Final Fantasy VII the next time Ashley saw her. “You ALWAYS come up with awesome ideas to sell more Sega stuff. Maybe the Ultra Nintendo won't be as good as everyone says it's gonna be.”

    As if on cue, the commercial for Final Fantasy VII began to play on the screen. Ashley had seen it more than a dozen times now, each time filling her with more and more excitement for the game. It looked amazing.

    “I've played it,” said Tom Kalinske, managing a small laugh. “It's...it's incredible. Super Mario Dimensions is...it's the greatest video game I've ever played. It's better than Sonic 4. People are gonna love it, it's gonna win all the awards. It's not gonna be as good as everyone says it's gonna be. It's gonna be better. But...you're right, Ashley, we're gonna come up with something cool to beat it. ...actually....we do have something in store for Nintendo.”

    “Can you tell us?” Ashley asked, an excited look on her face.

    “Well, you know, company policy, NDAs...I'll tell you later, okay?”

    Ashley shrugged and turned back to the screen. Kalinske's wife leaned up and kissed him on the cheek, smiling a reassuring smile.

    “It's going to be all right, it's not the end of the world. Next year you'll get them back. You always do.”

    Tom sighed and nodded, trying to think positive thoughts and enjoy Seinfeld as it came back on the screen. He leaned back into the couch and looked up at the ceiling, saying a silent prayer. His wife and daughter's words were reassuring, but nothing they said could change the fact that in just a few hours, Sega would face the biggest challenge it had ever faced.

    At midnight, the hammer was about to fall.

    -

    It was eleven o'clock inside a Seattle Best Buy, and Howard Lincoln had butterflies in his stomach. He paced back and forth, while nearby, Mark Cerny leaned up against a display of computers, glancing across the store at a massive stack of Ultra Nintendo boxes that had been set up. In just an hour, the doors would be opening and the Ultra Nintendo would officially launch in North America.. Sony had asked Naughty Dog to send Cerny over to join Lincoln at the launch event, and the two had spent the time since the store's closing just making small talk, having never formally spoken outside of a couple brief meetings at various trade shows.

    “First midnight launch?” Cerny asked Lincoln, who was admiring the Ultra Nintendo display while also waiting for the night's special guest to arrive.

    “Yeah, we've never done one of these before...we usually do them in the day, you know, when we can have the press cover it live.” Lincoln had thought that making the Ultra Nintendo's midnight launch a major media event would be innovative, other companies had done midnight launches for product before, and anticipating that over a million consoles would already be in gamers' hands if they started it in the morning, wanted to be part of the big initial rush as people acquired their new game machines for the first time. “I think people will be a lot more excited for this thing, don't you?”

    “Well yeah, they'll be some of the first ones to get it,” Cerny replied. He too was eagerly waiting the arrival of the special guest, and outside, a massive crowd of people had gathered, each of them having already preordered one of the 1,000 Ultra Nintendo consoles allotted to this Best Buy for the big launch event. “How many pre-orders were there?”

    “Nearly all of them.”

    “Holy shit,” Cerny blurted out, shaking his head in disbelief. “Two million on the first day?”

    “Two million times 300 dollars a pop is over half a billion dollars,” said Lincoln. “This is by a wide margin the largest product launch in the history of mankind.”

    “Fuck!” Cerny swore, prompting a loud laugh from Lincoln. “Sorry for the language, sir, but-”

    “Swear away,” said Lincoln with another laugh. “I'm sure the cuss words'll be flying at Sega HQ today.”

    “Oh man, I can imagine, it'll be like Pulp Fiction over there,” said Cerny.

    “Bring out the gimp,” Lincoln joked. “And this time, I don't think Bruce Willis is gonna be showing up with a katana to save Sega's ass.”

    As the two men exchanged another laugh, a young man in a red polo and black pants approached Lincoln.

    “Sir, he's here,” said the man, pointing outside to where a stretch limo had just pulled up. Outside, the crowd began to mob the limo, but several burly bodyguards forced them back, clearing the way for the doors to open and one of the world's most famous athletes to emerge.

    Ken Griffey Jr., Major League Baseball MVP and World Series champion two years running, walked down a red carpet to the entrance of the Best Buy as bodyguards and ropes kept the rabid crowd back. The door was opened and Griffey stepped inside to be greeted by Lincoln and Cerny as they walked him over to the display that had been set up.

    “Thanks again for coming tonight, Ken, this is gonna be a really fun night and these people are so excited to see you,” said Lincoln.

    “Oh, I can tell!” replied the baseball star with a laugh. “So how are we gonna be doing this?”

    “Well, we'll be standing at this table here and handing the Ultra Nintendos over to the people as they come up with their preorder tickets. Then if they want games, they'll go over to the counter over there and the staff will help them with those.”

    “Any autographs?” asked Griffey, having brought a few pens of his own. Lincoln shook his head.

    “There won't be time, and the Ken Griffey game isn't out until next year, so I think we'll just be okay with you handing out the systems to people, maybe shaking their hands, saying a few words...it's gonna be loud in here.”

    “Ah, all right,” Griffey said, looking around the store. “How much time we got...?”

    “About 55 minutes until it begins,” said Cerny, looking at his watch. Griffey was eyeing the Ultra Nintendo demo kiosk, which had had a demo disc set up on it for the last month or so. The controller was beat up from near-constant use of people playing the demo over the last month.

    “Hey...you guys think I've got enough time to try out a game?”

    “Well...sure!” Lincoln said excitedly, and Best Buy and Nintendo workers were already setting up a machine for Griffey to play on. “Um, which game would you like to-”

    “I think I'd like to play that new fighting game, Deathblow,” said Griffey. Lincoln looked a bit surprised, he'd thought Griffey might want to play Super Mario Dimensions, or Ultra Mario Kart, or perhaps even Final Fantasy VII. But already, one of the Best Buy workers was opening up a brand new copy of Deathblow to put in the machine. It too was one of the more highly anticipated launch games, an original fighting game designed for the Ultra Nintendo. But compared with the so-called “big four” (or “big five” if you were keen on Castlevania), it was fairly obscure.

    “Sure thing, want one of us to play against you?” asked Lincoln, looking back and forth between himself and Cerny. He'd only played Deathblow once, very briefly, of the little bit of video games he played, fighting games were not his specialty.

    “Yeah, you guys could all take turns maybe,” Griffey said, looking over at some of the employees. “You guys too, you gotta be bored right now, right?”

    Griffey laughed as he walked over to the machine and took the Ultra Nintendo controller in his hand. Lincoln stepped up to challenge him first, but he was already mentally preparing to get beaten badly.

    These games are fun, but the real fun is going to be once I see how many of these things we sell tomorrow,” thought Lincoln. He'd already won two World Series titles as CEO of the Mariners. And in less than an hour, he might just win the console wars too.
     
    Nintendo Power's Ultra Nintendo Promotional Video
  • The Ultra Nintendo update is still at least a few days away, but here's a little treat I hope you'll enjoy.

    IOTL, Nintendo sent out a promotional video to all Nintendo Power subscribers to hype up Starfox 64. The video is mostly known for its REALLY cheesy acting, but has become somewhat legendary among Nintendo fan circles for its extreme camp value.

    That video can be seen in its glorious entirety here:

    https://www.youtube.com/watch?v=NBF3X3ZaS2Q

    ITTL, I envision Nintendo doing the same little promo film...but instead of hyping up Starfox 64, they do the film to hype up the Ultra Nintendo. So here's a script! It's mostly the same as the OTL video, but with certain elements changed.

    -

    *Dramatic spy music plays as a handsome young man in a tuxedo drives up to Nintendo of America HQ in a slick black car. As he's driving up, we see a woman in a black catsuit (played by Deedee Magno, the other three characters are played by the people who played them in the OTL Starfox 64 promo video) communicating with someone over a walkie talkie.*


    Woman: Elvis has entered the building, I repeat, Elvis has entered the building...


    *The spy begins to walk up to the building when the woman walks over to him.*


    Woman: Sir...sir! *she points to her car* I'm sorry, but my car broke down, could you please help me?


    Spy: Sure thing... *he walks over to her car, only to be grabbed from behind by a big guy (wearing a red t-shirt with Sega's logo on it) with chloroform and wrestled to the ground* Aaaaah! *he passes out as the woman and the big guy stand over him*


    Woman: *exchanges looks with the big guy before unzipping her catsuit to reveal a blue t-shirt with the Sega logo, then breaking out into loud evil laughter* MWAHAHAHAHA!


    Big Guy: MWAHAHAHA!


    Woman and Big Guy: MWAHAHAHAHA!


    -


    *When the spy wakes up, he's in a dark room. The woman, her catsuit zipped back up, is glaring down at the spy along with the big guy.*


    Spy: ...*looks around* What's the big idea?


    Woman: *talking into a megaphone* Shut up! We'll be asking the questions here!


    Spy: Do you HAVE to talk into that thing?


    Big Guy: *glares at him* We hear Nintendo's got some new stuff coming out.


    Spy: *smirking* You'll have to be more specific, we've got a lot of new stuff coming out.


    Big Guy: *mocking him* Bleh blah bleh bleh blah!


    Woman: *nudges the big guy away* We're talking about THIS. *holds up the Ultra Nintendo* The Ultra Nintendo we found in your car!


    Spy: Oh, you wanna know about the Ultra Nintendo, huh?


    Big Guy: Yeah, and you better tell us all you know. OR ELSE!

    Spy: Or else what?


    *The woman walks over to a black shroud and yanks it off to reveal a Mario doll strapped in a chair.*


    Woman: Or else your little friend Mario here gets it! *begins lighting a fire underneath the chair*


    Spy: *freaking out* What are you guys doing with Mario?


    *The woman and the big guy exchange a laugh as they get the fire started and the flames begin lapping at the chair.*


    Spy: Okay! Okay....! Leave Mario outta this! I'll tell you about the Ultra Nintendo!


    Woman: *puts out the fire with a fire hydrant and then leans in* Well? Start talking.


    *The spy begins to talk as a camera shows off different angles of the Ultra Nintendo, along with test footage of its graphical capabilities.*


    Spy: The Ultra Nintendo is the coolest game console ever made! It's the brand new, ultra advanced game system from Nintendo. It's capable of producing high definition graphics and fully three-dimensional worlds populated with thousands of characters at a time. It takes video games to a brand new dimension of interactive excitement with next generation dual processor chips and a brand new sound chip that can reproduce any sound imaginable. The games come on the brand new Gigadisc, capable of holding over a gigabyte of data, nearly twice as big as the CDs used on the Super Nintendo CD.


    Big Guy: *shaking his head* That sounds pretty impressive...


    Woman: Yeah, it's pretty slick, but what kinds of games are on this new system?


    Big Guy: *scoffs* Yeah, compared to Sonic I bet these games are really lame.


    Spy: *laughs* You wish. The Ultra Nintendo is launching with some of the best games ever made, including Super Mario Dimensions, Mario's brand new adventure.


    *Scenes from the game begin to play, showing Mario exploring various worlds.*


    Spy: In Super Mario Dimensions, Mario has to rescue Princess Peach after Bowser kidnaps her once again, dragging her through a dimensional portal and making a mess of the Mushroom Kingdom! The game's got 21 different worlds to explore, and that doesn't count all the hidden secrets lurking throughout the game. Mario can move in eight different directions, and with the new right analog stick, you can control the camera to gain a whole new perspective on Mario's world.


    *Next, race footage from Ultra Mario Kart begins playing.*


    Spy: Then, there's Ultra Mario Kart, the sequel to Super Mario Kart, taking the racing action into three dimensions for the very first time. Race on 20 different courses, with new items like the Blue Shell, which automatically targets the leader of the race and sends him flying. And check out some of our new levels. *footage is shown from Banshee Boardwalk and Wario Stadium* In Wario Stadium, the race is shown on big screen TVs all over the arena. It's just like a real motocross track!


    *Then, footage is shown from Starfox 2.*


    Spy: And in Starfox 2, you get to leap into the cockpit of three different vehicles to battle the mad scientist Andross. There's the classic Arwing, the Landmaster tank, and the submarine, the Blue Marine, that has an infinite supply of torpedoes to fire at underwater enemies.


    *Footage is then show from Final Fantasy VII*


    Spy: In Final Fantasy VII, the latest RPG from Squaresoft, you play as Cloud Strife, a soldier of fortune battling against the evil Shinra Company. You'll team up with new allies like Barret Wallace, a man with a gatling gun built into his arm, and Aeris Gainsborough, the last member of an ancient magical race. And listen to the voice acting, a series first. *a scene is shown of Barret and Cloud arguing as Tifa tries to pacify them*


    Woman: These sound like some really great games... *has a worried look on her face*

    Spy: And that's not all. *footage from Castlevania: Symphony of the Night, Wave Race, Crash Bandicoot, Ultra International Superstar Soccer, and Ultra Adventurers plays* When the Ultra Nintendo launches on November 21st, it'll launch with 17 games on the very first day. And every Ultra Nintendo will include a free copy of Super Mario Dimensions. Check out the spooky exploration in Castlevania: Symphony of the Night, starring the vampire Alucard who has to achieve his destiny. Or the high-flying stunt-landing fun of Wave Race. Just look at that water, it's the most realistic watersports game ever made!


    Big Guy: *looks amazed* Wow, this really is the coolest console out there.


    Woman: *angrily slaps the big guy's chest* You see? I told you! *turns to look at the spy*


    Spy: *just laughs* And that's not even the best thing about the Ultra Nintendo. You guys don't know the half of it.


    Woman: You're saying there's more?


    Spy: Well yeah, but.... *he looks nervous* Well....Bob would kill me if I told you.


    *The woman and the big guy look at each other*


    Big Guy: Well....we'll just have to find this Bob guy and get him to tell us!


    -


    *The scene switches to the woman and the big guy at the Nintendo development lab. Bob, a man in a lab coat with glasses, is checking on something when the woman and the big guy, now wearing pizza delivery uniforms, approach him.*


    Big Guy: Pizza for Bob.


    Bob: But I didn't order any...


    *The woman opens the pizza box and sprays knockout gas on Bob. He passes out. Then they look at each other.*


    Woman and Big Guy: MWAHAHAHAHAHA! MWAHAHAHAHAHA!!!


    -


    *Bob wakes up tied to a chair in the Sega thugs' lair. He looks around to see the woman and the big guy standing over him.*


    Woman: *smiling* Hey there, Bob.


    Big Guy: We already got your spy to tell you everything he knows about the Ultra Nintendo.


    Bob: What? No!! *looks around* Peter...? You didn't...you didn't tell them about... Rumbleshock, did you?


    *The spy, now lying on a couch and eating the pizza, slaps his forehead in dismay. The woman and the big guy exchange a smile and turn to Bob.*


    Woman: Nope, Bob. *smirks* You just did.


    Bob: ...I did. *bows his head*


    Spy: *nodding and eating pizza* You did!


    Woman: *cups Bob's chin* Tell us about Rumbleshock.


    Bob: *glaring hard at her* Make me...


    Woman: With pleasure. *snaps her fingers to reveal that the big guy now has Mario hooked up to a battery cable* Check out what we're gonna do to Mario now!


    Bob: NO! WHAT ARE YOU DOING?! *struggles frantically*


    *The big guy turns the battery on and zaps Mario.*


    Bob: NOOOO!!! NOT THE MARIO DOLL HOOKED UP TO THE BATTERY CABLE TORTURE TEST!!! *shaking his head, looking away, unable to bear watching anymore* That's enough...please...


    *Despite being tied to a chair, Bob is able to reach into his pocket and pull out an Ultra Nintendo controller.*


    Bob: This....is Rumbleshock. The big reason why the Ultra Nintendo is the coolest, most realistic game console ever made.


    Woman: That's just a game controller...a very cool looking game controller, but just a game controller.


    Bob: It's inside the controller. It's a force feedback system that lets players FEEL the game.


    Woman: Wait a second...you're telling me that this controller actually lets players FEEL the game?


    Big Guy: Like you're actually there, fighting and exploring alongside the heroes of the game?


    Woman: That's impossible. No way.


    Bob: Yes way.


    Woman: *snatches the controller and hands it to the big guy* Hook it up. I wanna feel this myself.


    *The woman and the big guy sit down on the couch to start playing the Ultra Nintendo as footage begins to play from various games.*


    Bob: Rumbleshock lets you feel different degrees of vibration. Like when you run into an enemy in Super Mario Dimensions, or come off a ramp in Wave Race, you feel a slight vibration.


    Woman: Whoa...! I actually felt that! *hands off the controller to the big guy*


    Bob: I told ya. And when you get hit by a shell in Ultra Mario Kart, or cast a summon spell in Final Fantasy VII, you feel even more of a vibration!


    Big Guy: Whoa, cool!


    *The spy is untying Bob as the two Sega thugs continue playing.*


    Bob: What's even cooler, is that when something REALLY big happens, like crashing your Arwing in Starfox 2? That's when you REALLY feel the vibration!


    Woman and Big Guy: *look astonished as they continue to play* This is INCREDIBLE!


    Spy: So, what do you say, guys? Ready to see why the Ultra Nintendo is also the greatest multiplayer console ever made?


    *The woman and the big guy look at each other and then look at Bob and the spy.*


    Woman and Big Guy: Let's get ready to rumble.


    *Multiplayer racing footage from Ultra Mario Kart is now shown.*


    Bob: Welcome to four-player action! You can race your friends on any of the game's 20 tracks, or...


    *The scene switches to Ultra Mario Kart's battle mode.*


    Bob: Battle it out in one of six multiplayer arenas!


    Woman: This is incredible!


    *Next, Star Fox 2's versus mode is shown.*


    Bob: In Star Fox 2, you can engage in four player dogfights! Each player gets their own quadrant on the screen, and there are three different modes!


    Big Guy: I got you, I got you! *gets blasted with a bomb from behind by the spy* Aw, come on!


    Spy: *laughing* You gotta watch your back!


    Woman: *laughing as she blows up the spy's Arwing with a barrage of hyper shots* You were saying? *her own ship gets blown up by Bob's* What the...?!


    *The scene switches to Ultra Bomberman, showing the game's 3-D battle mode with double decker arenas.*


    Bob: In Ultra Bomberman, you can play in classic top down mode or our new 3-D arena battle mode, where your opponents can be hiding around any corner!


    Big Guy: 3-D mode? Our Bomberman doesn't have that!


    Bob: Nope, it's only on Ultra Nintendo! *laughing*


    Woman: And our Sonic racing game doesn't let you race with four players at once...and it doesn't have a battle mode!


    Spy: No way! Only Ultra Mario Kart on Ultra Nintendo!


    Bob: And check this out, even our new Final Fantasy game has a multiplayer mode!


    Woman: But that's an RPG, RPGs don't have multiplayer!


    *Footage is shown from Final Fantasy VII's Chocobo races*


    Bob: In Final Fantasy VII, you can raise your own chocobos, then put them on your memory card, take them to your friends' house and race against THEIR chocobos!


    Spy: And if your friends don't have the game, you can raise four chocobos of your own and your friends can borrow them to race on eight different multiplayer tracks!


    Big Guy: Man.... they've even got multiplayer RPGs!


    Bob: And did Peter tell you? These games aren't the only games we've got coming out on the Ultra Nintendo!


    Woman: ...what? *exchanges a look of disbelief with the big guy*


    Big Guy: There's more?


    Bob: Yep! Check THIS out!


    -


    *Footage begins to play of upcoming Ultra Nintendo games.*


    GOLDENEYE


    *Brief footage is shown of Goldeneye, including the four player deathmatch mode.*


    YOSHI'S STORY


    *Yoshi is shown walking through a level, firing an egg at an enemy and then firing an egg at a cloud to make a secret door appear.*


    ARMORED CORE


    *An armored mech wanders a big open factory, firing missiles at enemy mechs.*


    KEN GRIFFEY JR.'S ULTRA GRAND SLAM


    *Footage from a game is shown, including a ball being rapidly thrown to catch a runner at the plate.*


    BLASTO


    *Blasto winks at the screen before leaping into a crowd of enemies, punching one out and throwing another into a wall.


    QUIXSTERS


    *A boy collects a bunch of rotating spheres before leaping up on several platforms and vaulting over the head of an enemy.*


    GRAN TURISMO


    *Cars are shown racing on a track before footage is shown of the selection screen and a brief sight of the game's selection of 100+ cars.*


    TALE LEMURIA


    *Battle footage is shown, showing a fully 3-D version of the battle system in Tale Phantasia, showing Efreet rising up and breathing fire down at a bunch of enemies.*


    ZELDA


    *Link is shown briefly fighting a Stalfos before opening up a treasure chest.*


    -


    *The scene switches back to show the woman and the big guy looking agape at the screen before dropping their controllers in dismay.*


    Big Guy: That's a lot of awesome looking games...


    Woman: *tosses her controller down* Boy, are we in big trouble.


    Big Guy: We just can't beat you guys!


    *Bob and the spy are laughing as they continue to play.*


    Bob: Well, as much as we'd love to stay and play with you two, we gotta go.


    *Bob and the spy get up from the couch and unplug the Ultra Nintendo, leaving the two Sega thugs still sitting with their heads bowed in dismay.*


    Spy: Sorry, guys! *laughing*


    Bob: Oh, by the way... *pulls some guides out of his coat* Seen these? *flashes the Super Mario Dimensions, Starfox 2, Ultra Mario Kart, Final Fantasy VII, and Castlevania: Symphony of the Night strategy guides*


    Woman: What are those?


    Bob: These are the brand new Ultra Nintendo player's guides, hot off the presses. The Ultra Nintendo is gonna have the biggest, most epic games around, and these guides will tell you everything you need to know about them.


    Woman: Let me see those...*reaches for them only for the guides to be snatched away*


    Bob: You can buy them at the store!


    Spy: Or, when you renew your subscription to Nintendo Power, you can choose one of these five guides as a free gift. *takes out the megaphone from before and begins speaking into it* And if you want to know even more about the Ultra Nintendo and all the new games we've got coming out, check us out on the web at ultranintendo.com!


    Bob: Oh, and thanks for the pizza!


    Spy: Smell ya later!


    *Bob holds up the Ultra Nintendo and the spy holds up the controller as the two of them begin laughing. The woman and the big guy are shown sitting on the couch, heads in their hands, looking completely defeated as Bob and the spy keep laughing.*
     
    The X-Men Launch A New Cinematic Universe
  • With the ongoing success of Marvel’s X-Men comic books and the animated series on Fox Kids, it was obvious that 20th Century Fox would make a live action film on the merry mutants. The success of both Batman Forever and Last Son of Krypton prompted them to accelerate their plans. Studio executives originally wanted a December 1997 release date but producers Laura Shuler Donner and Ralph Winter told them that it was unrealistic and thus Fox went with a summer 1998 release. However, production was not without its difficulties. The studio and director, Bryan Singer, wanted to cast Patrick Stewart for the role of Charles Xavier but Stewart reportedly hesitated out of concern of being type cast after Star Trek: The Next Generation and Batman & Robin. As he would later admit in an interview with Wizard Magazine:

    “If it weren’t for Bryan’s sincerity and persistence, I probably would have not taken the role so soon after Batman & Robin. We discussed my work with Amnesty International and how Charles Xavier was a leader of an oppressed minority persecuted by their government for simply possessing the wrong genes. I thought it took a certain strength of character for Xavier to not only take a stand for his own people, but to also stand in the defense of the people persecuting him against extremists within his own community.”


    The X-Men’s most popular member, Wolverine, proved just as difficult to cast. Several actors auditioned for the role but Singer wanted Russell Crowe who initially refused and even recommended obscure Australian actor, Hugh Jackman, for the role but the producers were not impressed with Jackman’s audition. However, Crowe relented after the promise of a modicum of creative control over the character and joined the cast two weeks before production started. In terms of star power, the film included Michael Biehn as Cyclops, Famke Jansen as Jean Grey/Phoenix, Angela Bassett as Storm, Bryan Cranston as Beast, and interestingly, World Wrestling’s Glenn Thomas Jacobs as Colossus. Early drafts of the script included Rogue and Gambit (who would play a prominent role in the sequel) to mirror the animated series lineup, but removed for various reasons. Rounding out the X-Men was then-unknown Patricia Ja Lee as Jubilee who would be the film’s secondary focus.

    In terms of casting, I would say it was a solid cast with Stewart and Biehn both having a background in science fiction Star Trek: TNG and The Terminator under their belts. Angela Basset, for as comparatively few lines she had received, still gave the presence and gravitas of a weather goddess; Cranston, who at that time had been mostly known as Jerry Seinfeld’s dentist on Seinfeld, surprisingly mirrored his animated counterpart by quoting poets but with a sharper wit around his far more serious teammates. Jansen had excellent onscreen chemistry with Crowe, and Singer flawlessly integrated classic Cyclops/Phoenix/Wolverine triangle into the story. My only complaint was with Jacobs, with the exception of Dwayne Johnson, I never particularly cared for professional wrestlers as actors. Jacob’s Colossus spoke in a horrible Russian accent (when he spoke at all) and heavy lifting and executing the “fastball special” was the sole reason for his presence.

    As for Magneto and the Brotherhood, Rutger Hauer played the master of magnetism and he carried out Magneto’s villainous side, but his performance lacked the complexity and sympathetic aspects of the character. He also lacked chemistry with Stewart and you could hardly tell that Xavier and Magneto were ever friends; despite the background the film gave. Clancy Brown fared much better as Sabretooth, which in many respects was a reprisal of his previous role as the Kurgan in Highlander but with claws and a fur-lined coat. Meanwhile, Rebecca Romijn was only noteworthy as Emma Frost for her brief battle with Jean Grey during the film’s climax.

    At the studio’s insistence, the film made use of the mutant-hunting Sentinels. The movie Sentinels used a combination of CGI and practical effects and interestingly took several design cues from Neon Genesis Evangelion, which helped the film’s popularity in Japan. It was certainly an expensive option, pushing the budget north of $100 million, but after the success of Last Son of Krypton and the hype surrounding Green Lantern, Fox wanted a strong start to what they hoped would be a series of X-Men films.

    The film did start strongly with Senator Robert Kelly introducing the Mutant Control Act in Congress when Hauer’s Magneto rips open the ceiling to deliver his ultimatum. If Congress passes the MCA, he will declare war on the homo sapien species and that he has an army in the Brotherhood to back up this threats. Unbeknownst to Magneto, Xavier is watching from the visitor’s gallery. Cut to the credits and six months later where orphaned mallrat, Jubilation Lee, runs into trouble with mall security after her powers go haywire. She bumps into a familiar and surly loner before running off again. The Sentinels make their entrance bring her in for “questioning” and then the stranger be ran into unsheathes his claws and comes to her defense. Both destroy enough Sentinels to bring an entire army down on them, which is where the X-Men come in.

    The X-Men take the injured “Logan” and Jubilee to the Xavier School for Gifted Youngsters where Professor Xavier reveals their purpose to promote peaceful human/mutant coexistence to a skeptical Logan. I personally appreciated how Singer and the writers sneaked in various cameos of prominent mutants from Iceman and Kitty Pryde to a few New Mutants like Sunspot and Mirage to even a couple from the Generation X comic like Chamber and M. The first act focuses on Logan’s budding Papa Wolf relationship with Jubilee, his attraction to Jean Grey, and his interactions with Xavier. The film pays very little attention to the other X-Men other than to antagonize Wolverine (Cyclops) or for exposition (Beast), which is a shame. Even the dichotomy between Magneto and Xavier’s approach to human/mutant relations take a back seat to Wolverine and Sabertooth’s rivalry in the second act.

    Thankfully, the second and third acts alleviate this—to an extent. Singer and writer, Tom DeSanto, wanted to include allusions to the penultimate X-Men story arc, the Dark Phoenix Saga and thus included Emma Frost AKA the White Queen in the film. As with Rogue and Gambit, early drafts included the shapeshifting Mystique but Singer and DeSanto felt another telepath as a rival to Jean would better fit the story though the film initially downplayed her ties to the Hellfire Club, she was clearly manipulating Magneto, particularly in the scene prior to the Sentinel attack on his base. The stinger (a soon to be trademark feature of the Marvel films) revealed that she was working with the Hellfire Club to undermine Magneto and she brings Jean Grey to their attention.

    The second act ends with the first skirmish between the X-Men and the Brotherhood with Magneto manipulating Jubilee to defect to his side. However, the US Government decides to strike against Magneto in the wake of the battle. A serious miscalculation when he uses his magnetic powers to rearrange the Sentinels’ circuit boards so that they will eliminate humans instead of mutants and flies off with his army of Sentinels. Jubilee tries to warn the X-Men but Sabertooth abducts her and goads Logan into a rematch when the Sentinels reach Washington D.C.

    I probably should address one of the more controversial decisions in the film: the costumes. Where DC/Warner Bros. embraced the brightly colored costumes of Superman and Green Lantern, Marvel/Fox went with the slightly more functional leather outfits. Gone was Wolverine’s yellow spandex, though they kept a version of his signature mask as a concession to the fans. Storm’s costume was probably the sole exception, as her uniform resembled the silver one from the early 90s and the animated series. In any case, it was for the best as Singer and the studio wanted the film to feel more grounded than DC’s fare, a decision that would impact Fantastic Four and even Spider-Man (in the costume department.)

    The climatic battle of X-Men was probably the most involved and heavily choreographed fight scenes in superhero film to that date with Wolverine’s duel with Sabertooth (with Jubilee joining the fray) as well as the X-Men vs. the Brotherhood and the Sentinels. This is where Bassett and even Jacobs got to shine in their roles as Storm and Colossus with the former summoning a tornado from out of Twister and latter hurling cars at the Sentinels. The most infamous scene in the film, if not Marvel cinematic history, is when Sabretooth attempts to drown Wolverine in the reflecting pool near the Lincoln Memorial. This scene even made waves weeks before the movies released in June 1998 when a draft of the script leaked on the Internet. Granted, this was before social media when such an event would have exploded.

    EXT. REFLECTING POOL OUTSIDE LINCOLN MEMORIAL – DAY

    Sabretooth pins Wolverine underwater with his hands around his throat.

    SABRETOOTH
    They say your healing factor can heal any wound, “old friend.” It won’t save you from drowning.

    QUICK CUT TO:

    Wolverine’s fist moves towards Sabretooth’s crotch.

    SABRETOOTH
    Admit it. I’m stronger that you’ll ever be.

    SFX
    SNIKT!

    SABRETOOTH
    (Screams)

    WOLVERINE
    (Throws Sabretooth off of him)
    At least I’m smart enough to protect my family jewels in a fight, bub!
    “Sabretooth’s Family Jewels” became one of the Internet’s first big memes; Fox’s “canny” marketing department jumped on the leak and even used the slogan “The movie that will hit you in the…” in its advertising campaign. Though I cannot speak for its effectiveness, it made for some good, though juvenile humor, that Sega copied in its advertising to promote the Saturn during the holiday season, but I digress.

    The film climaxes with a final confrontation between Xavier and Magneto on the front lawn of the White House. Xavier tries to reason with Magneto, who is beyond reason and attacks Xavier. Sadly, I always had an issue with this scene because it took away from the complexity of Magneto’s character as a Holocaust survivor because he rants like a stereotypical supervillain so that Wolverine could carve off his pound of flesh. With the remaining Sentinels destroyed and himself fatally wounded, Magneto sets off a pulse that will cause every nuclear missile in the United States to launch, saying that he’d “rather destroy the world than hand it to the sapiens.” Their only chance is to remove Magneto’s telepathy-blocking helmet, with required use of the “fastball special” with Colossus and Beast. Yes, it was Colossus and Beast who save the day and not Wolverine.

    Xavier (reluctantly) uses his telepathy to force Magneto to undo the pulse before placing him in a catatonic state. What is interesting about this short scene is that it reveals short slices of Magneto’s history, including his time at Auschwitz and a cameo of Quicksilver and Scarlet Witch. The movie ends with Wolverine deciding to leave the school to investigate his past, though he leaves his dog tags with Jubilee with the promise that he would come back for them and Xavier visiting a still-catatonic Magneto in a plastic prison. However, that is not the “true ending,” to borrow a video game term. If you stayed past the credits, it would reveal a scene where Emma Frost reports to the Inner Circle stating that they found their Black Queen. Many people missed this scene because it was written in later in production (the leaked script was not the final draft) so many fans missed it on their first viewing though it encouraged the diehards to pay to see the film again.

    While Green Lantern barely edged out X-Men in domestic sales by a margin of two million dollars, the latter performed rather strongly overseas and in Asian markets in particular. X-Men managed to become extremely popular in Japan, South Korea, and Taiwan and made approximately a half-billion dollars overall. In terms of its effects on its sister media, X-Men: The Animated Series still ended in 1998 after a respectable six seasons on Fox Kids, adapting the Onslaught crossover. Jubilee gained a higher profile in the comics that resulted in an ongoing series that lasted thirty-three issues as well as a prominent spot on the X-Men roster. It also propelled Patricia Ja Lee into a household name in nerd culture during the early 2000s, particularly with a prominent role in the Singer-produced television revival of Battlestar Galactica.

    For its flaws, X-Men is still an enjoyable film. Though 20th Century Fox did not confirm it until 2000’s Spider-Man, X-Men became the foundation for Marvel/Fox’s “Media Universe” (no doubt a measure to copy DC/WB’s “Expanded Multiverse”); Marvel used the term “media” as opposed to “cinematic” as Marvel would later commission Gainax to produce an X-Men anime that expanded the media universe and included characters left out of the movies like Nightcrawler, and the aforementioned Gambit and Rogue. Similarly, it was through Gainax that Fox and Sega would enter a partnership where the latter would exclusively produce games based on the Marvel Mediaverse for the Saturn. Granted, this was not unprecedented as Sega did publish Spider-Man and X-Men games for the Genesis in the early 90s.

    Though 1998 was the official start of Hollywood’s Superhero Wars would not begin in earnest until the following year when Fantastic Four went head to head with Man of Tomorrow and Wonder Woman.

    -Tales From The Superhero Wars, sequentialhistory.net, July 22, 2010
     
    BONUS - The Nintendo Power Covers Of 1997/The Subway Guy's Sad Fate
  • What other Brotherhood characters show up? I really like the alternate casting choices btw.

    And Ry, some how with all the awesomeness of TTL I forgot one of my favorite movies came out, Contact. Any major differences from OTL?

    Contact is pretty much the same as OTL. The big alien invasion media doesn't start hitting until 1996 so it wouldn't have too much of an effect on the writing or production of the film. A few lines are different because of butterflies but that's about it.

    While I'm at it, a couple quick things. First off, the Nintendo Power covers from 1997...

    January: Terranigma
    February: Ultra Nintendo Preview
    March: Sailor Moon
    April: Fire Emblem: Keepers Of The Light
    May: ESPN: X-Games
    June: Starseekers Of Exion
    July: Tales Of The Seven Seas 2
    August: Star Wars: Masters Of Juyo
    September: Issue 100 Special
    October: Donkey Kong Land 3
    November: Super Mario Dimensions/Starfox 2/Ultra Mario Kart/Final Fantasy VII (four collectible covers)
    December: Donkey Kong Country 4

    And then a quick little story about the night before the Ultra Nintendo launch...

    -

    A young man entered his dorm room at Indiana University. It was just past nine o'clock on November 20, 1997.

    "Hey Jared," said the young man, entering the room and calling for his roommate. "We better get over to Best Buy if we want to get a good spot in line..."

    He looked around and could see his roommate seated in a chair in front of his desk. His roommate, Jared, was morbidly obese, but had recently decided to make a commitment to get his weight down.

    "If we hurry, maybe we can hit up Subway on the way there...I know you've been eating there a lot lately... I still don't think you're gonna lose all that weight just eating at Subway...it's still fast food but whatever, let's go!"

    Jared didn't reply. The young man walked over to the desk.

    "Hey, Jared...?"

    The young man looked at his roommate and gasped. Jared was slumped over, his eyes closed. He wasn't breathing.

    "Holy shit...!" the young man gasped and ran over to the phone, dialing 911. "Please, help me....my roommate's not breathing, you gotta get an ambulance over here quick...!!!"

    As soon as the paramedics arrived, Jared Fogle was pronounced DOA.
     
    November 1997 (Part 2) - It's An Ultra World
  • It's An Ultra World...

    Ultra Nintendo Technical Specifications

    The Ultra Nintendo is a rectangular black box, slightly smaller than the Xbox One in OTL. The top of it has the Nintendo logo in red in the center. On the front of it are four controller ports. The disc slot is in the upper left corner of the front, while in the lower right corner is a small silver Sony logo, and at the top center is the Ultra Nintendo logo, which is a combination of the original Ultra 64 font for the Ultra letters and OTL's Nintendo 64 font for the Nintendo letters. The controller ports resemble the OTL PS1 ports, long and flat. In back, there's a composite hookup (the standard YRW that also works with the SNES), an RGB component hookup, and an S-Video hookup. Also in back, the power supply can be hooked up, it's similar to the OTL Nintendo 64 power supply. The controllers are a sort of hybrid between the OTL Xbox 360 controller, the Dualshock 3, and the Wii U Pro Controller, with four colored buttons on the right side of the controller (A, B, X, Y, colored red, green, blue, and yellow), L and R buttons on top, ZL and ZR trigger buttons behind them, two analog sticks in the middle flanking start and select buttons, a D-Pad on the left side, and a slot in the back of the controller for memory cards and other accessory cards (the memory card slot is about as big as the Gamecube's memory card). The memory cards are 4MB a piece. The controller has built-in force feedback, nicknamed Rumbleshock.

    As for the system internals...

    CPU: 128-bit custom Hitachi SH-3 running at 141.75 Mhz (codenamed “Hippolyta”), capable of 220 MIPS
    GPU: 64-bit Sony “Artemis” chip running at 100 Mhz capable of 850 MIPS
    Memory: 16MB Rambus DRAM
    Sound: Custom Sony sound chip, “Calliope”, 46 Mhz, designed by Ken Kutaragi himself and said to be 120 times more powerful than the soundchip inside the SNES-CD

    Overall, the system is significantly more powerful than OTL's Nintendo 64 and can be somewhat described as a “proto Dreamcast”. The games are stored on the proprietary Gigadisc format which can hold up to 1,024,000,000 bytes of information, though the system is also capable of playing SNES-CD format games and music CDs.

    -

    November 21, 1997

    The Ultra Nintendo is released across North America, along with 17 launch games which include Super Mario Dimensions (packed in with the console), Star Fox 2, Ultra Mario Kart, Final Fantasy VII, and Castlevania: Symphony Of The Night. Retailing at $299.99 and accompanied by excellent pre-release reviews and an enormous promotional blitz, the console sells out its entire launch allotment of 2 million units within 24 hours, save for a few thousand consoles remaining in isolated rural locations. That makes the Ultra Nintendo by far the most successful first day console launch in North American history, as no console had ever sold even 100,000 units in its first 24 hours before. The success of the launch instantly makes the Ultra Nintendo one of the most coveted toys in American retail history, with consoles going up on Ebay the same day for upwards of $1,500. The launch is not without incidents: particularly a pair of deaths directly caused by the enormous demand for the console. The first, which took place shortly after midnight, was a fatal stabbing at a downtown Chicago electronics store. The other incident was a stabbing at a Target in suburban Minneapolis shortly after the store doors opened at 8:00 AM that morning. The two incidents, particularly the Minneapolis stabbing (which occurred as one mother stabbed another in a fight over the console), along with an incident a week after the launch on Black Friday, make national headlines and cast a bit of a shadow over an otherwise stunningly successful launch. Though Nintendo takes a bit of heat (accused by some of artificially driving up demand for a limited number of consoles), it's mostly the hysteria over holiday shopping in general that takes much of the blame (with similar, if less severe incidents, having erupted over the Tickle Me Elmo doll in 1996). Aside from the incidents of violence, the launch is considered a complete success, and Nintendo and Sony ramp up production of the consoles, vowing to produce more than half a million per week for the North American market all the way up till Christmas.

    Sales of individual games are also extremely high, with a majority of buyers of the Ultra Nintendo buying at least one additional game at the time of purchase, and some people even buying games despite not being able to get a console, in anticipation of getting one down the road. Ultra Mario Kart, with 1.1 million sales on launch day, breaks the single-day sales record (for a non pack-in game) previously set by Sonic the Hedgehog 3 in 1994, while Final Fantasy VII shatters the North American single-day sales record for a JRPG, previously held by Tale Phantasia. In all, this chart lists the total launch day sales for all Ultra Nintendo launch titles in North America:

    Super Mario Dimensions: 1,996,819 (pack-in title)
    Ultra Mario Kart: 1,126,730
    Star Fox 2: 354,672
    Final Fantasy VII: 345,618
    Wave Race: 153,721
    Crash Bandicoot: 129,864
    Castlevania: Symphony Of The Night: 110,278
    Deathblow: 103,662
    NBA Hangtime: 88,753
    Nightsquad 2 : 74,506
    Cruis'n USA: 62,891
    Myst: Legacy: 50,213
    Oddworld: Abe's Oddysee: 41,623
    Extreme-G: 39,506
    Ultra International Superstar Soccer: 33,207
    Ultra Adventurers: 25,741
    Cleo's Caverns: 8,514

    -

    News Anchor: Last night, the Ultra Nintendo, the brand new video game system from Nintendo, went on sale to some very lucky folks at a Seattle-area Best Buy. Not only did one thousand people get to take home this year's hottest new product, but they got to meet one of Seattle's biggest sports heroes, Ken Griffey Jr.. Shana Willis has the story.

    *A huge crowd is shown outside the Best Buy where Ken Griffey Jr. was present to hand out Ultra Nintendos.*

    Reporter: This Best Buy played host to one of the most exciting events of the year, at least in the video game world. Last night, the Ultra Nintendo was released to a crowd of screaming Mario fans, and Ken Griffey Jr. was on hand, along with a couple of Nintendo executives, to hand out the new game systems.

    *Ken Griffey Jr. is shown smiling as he hands an Ultra Nintendo to a very excited 12-year-old boy and his mom.*

    Reporter: Ken Griffey Jr., baseball's reigning MVP and world champ, was all smiles as he helped launch Nintendo into a new era of gaming. The Ultra Nintendo, which Nintendo touts as the most technologically advanced video game system of all time...

    *Footage from Super Mario Dimensions is shown on the screen.*

    Reporter: ...was quickly snapped up by the massive crowd.

    Young Woman: It's so awesome!

    Middle Aged Man With Glasses: I'm just here to pick up an early Christmas present for my kids. I know these things aren't going to last very long on the shelves so I figured I'd better pick it up now. I'd have brought them here to see Ken Griffey, but they've got school in the morning and they'd better get good grades if they want to keep this thing.

    Reporter: And despite it being a school night, a decent amount of the people here to buy the new Ultra Nintendo were children, accompanied by parents in varying stages of enthusiasm.

    Mom: Um... you know, I'm not a game player, but my two kids are, and they begged me for a while to get this game system, so I kinda caved and here we are.

    Teenage Boy: I can't wait to get home and play Final Fantasy and Nightsquad on this thing. *holds up his new Ultra Nintendo* I'm so hyped right now!!!

    Reporter: The crowd was mostly well behaved, though there were signs of boredom toward the back of the line, and of course, it being so late at night, there were also some signs of fatigue.

    *A 6 year old girl is shown yawning as she waits in line with her dad.*

    Reporter: Ken Griffey Jr. was in mostly high spirits. He even had his own personal game recommendations.

    Ken Griffey Jr.: *talking to a young man* Well, I like the game Deathblow myself, it's pretty cool, way better than Mortal Kombat I think.

    Reporter: Deathblow, a brutal fighting game where characters beat each other into a bloody mess...

    *Footage from the game is briefly shown, showing a brute with a large club bashing the face of a decked out warrior king.*

    Reporter: Was one of the more popular games at tonight's launch event, despite its controversial violence. Other games, such as Ultra Mario Kart and Final Fantasy VII, were snatched up eagerly, and with more than a dozen games already available to purchase, those waiting in line had some tough choices to make. And speaking of waiting, if you're at home and you don't have the Ultra Nintendo yet, you might not be able to get one. Though many area stores won't be opening until 8:00 this morning, there are already lines outside of many stores, including this Walmart store where there have even been some people camped out for a long period of time. One young man tells us he's been camping outside the Walmart store for nearly two weeks.

    Young Man: I was first in line so I'm definitely getting an Ultra Nintendo. I've actually got a TV and a Super Nintendo CD hooked up to play right now, I've been playing games while I've been waiting.

    *Tales of the Seven Seas 2 is briefly shown on the screen as he plays.*

    Reporter: Nintendo has stated that they plan to keep supplying stores with new game systems throughout the holiday season, but if last year's Tickle Me Elmo craze is any indication, those who snooze may lose when it comes to finding an Ultra Nintendo in stores any time soon. For KING-TV, I'm Shana Willis.

    Anchor: And certainly it might be a good idea to head over to a local store immediately if you want an Ultra Nintendo, we called a number of stores around the city and a lot of them were taking pre-orders for weeks in advance, so even if you show up, it might already be too late. Certainly...certainly it could be a hard toy to find this year.

    Co-Anchor: Those graphics did look really good, so lifelike, games these days aren't they?

    -A KING-TV news report from the morning of November 21, 1997

    The Ultra Nintendo, a brand new electronic gaming device, was released today. The Ultra Nintendo boasts advanced computer graphics and an enormous amount of memory which helps it to produce huge worlds like the one seen here in the game Super Mario Dimensions.” *Mario is shown running around Toad Town* “Sellouts are reported nationwide, and while that's good news for Nintendo, it might be bad news for many hoping to get their hands on Nintendo's new toy. Indeed, incidents of violence have broken out in a few locations, with two deaths reported in separate incidents, one in Chicago, where a teenage boy was knifed to death outside of a downtown electronics store after purchasing the device, and then another, a horrifying incident reported in a Minneapolis-area Target which saw two women come to blows before one pulled out a knife and stabbed the other woman in the stomach. Which, does of course beg the question, are people going too far in their efforts to get the latest and greatest toys for their kids?”
    -CNN reporter Wolf Blitzer, reporting on the launch of the Ultra Nintendo on November 21, 1997

    -

    Super Mario Dimensions: The Basics

    Super Mario Dimensions is the follow-up to Super Mario World 3. The game takes place in a fully three-dimensional open world. Unlike OTL's Super Mario 64 which took place in Peach's Castle and the surrounding grounds, Super Mario Dimensions takes place in the Mushroom Kingdom, and there's a much larger area to explore, with dimensional rips connecting the different areas of the Mushroom Kingdom. The controls are essentially the same as they are in OTL's game, Mario can kick, punch, long jump, triple jump, somersault, wall kick, and more. The camera is controlled with the right analog stick and there are two different modes which are toggled with the directional pad. There's a free camera mode that operates much like the camera in modern open world games, with the player able to rotate the camera perspective with the stick. There's also a fixed mode, which operates similarly to OTL's camera. The game operates much like the original Super Mario 64 in terms of progression through the worlds, Mario collects Stars that can be gained via the completion of various level objectives. There are 180 stars total: 7 in all 21 worlds (including one red coin star, there are NO stars for collecting 100 coins in each world, ITTL, playtesters had more time with the game and concluded that finding so many coins to earn a star would be too tedious and players could already hunt down eight red coins in each world for a Star, the 100 coin stars were replaced with another objective), one each for defeating Bowser in the first three battles you face him in (but not for the final Bowser battle), and 30 secret stars scattered throughout the Mushroom Kingdom for completing various objectives. The prize for earning all 180 stars? Being allowed to go through the game as Luigi and earn all the stars again. For getting all 180 stars as Luigi, the player is given a special reward: meeting Yoshi on the roof of Peach's Castle and earning an infinite Wing Cap that can be used to explore the Mushroom Kingdom at will, along with 150 extra lives.

    The plot of the game is fairly simple: once again, Bowser kidnaps Peach from her castle. But this time, after Mario attempts to give chase, Bowser uses a special machine to create a dimensional rift that Mario can't pass through. However, Bowser's machine goes haywire and the entire Mushroom Kingdom is filled with these rifts to various other dimensions. In order to reach Bowser, Mario will need to collect Stars from various worlds, these Stars guide Mario through the rifts so he can travel the dimensions safely. There are four different areas of the Mushroom Kingdom that Mario can explore:

    Toad Town- (A bustling town full of Toads. The rifts have caused Toads to get sucked into them, Mario will need to explore the town and the worlds thoroughly to save them all. He can also get the Wing Cap and the Vanish Cap here once a certain amount of Stars are earned, 10 and 12 respectively, and once he gets 15 Stars, he can open a portal to Bowser's first lair.)

    The worlds that can be found here are...

    Bob-Omb Battlefield- Same as OTL.
    Whomp's Fortress- Same as OTL but with a second, slightly smaller tower that can be accessed via cannon.
    Jolly Roger Bay- Same as OTL.
    Sky-High City- A massive cityscape full of big skyscrapers and fast moving cars. Donkey Kong makes an appearance here.
    Cool Cool Mountain- Same as OTL, but the penguin mom has a husband that Mario needs to find.
    Monty Mole's Hole- A huge complex of caves dominated by Monty Mole enemies. Some of the Montys are friendly and once Mario gets 15 stars and one star from this world, a friendly Monty Mole will guide Mario to Bowser's first lair.

    Pipe Hills- (A hilly plain full of pipes and secret passages. Mario can find the Metal Cap after navigating a perilous pipe maze. This area of the Mushroom Kingdom has some of the game's only old-school 2D style platforming.)

    Big Boo's Haunt- Same as OTL, but with some friendly Boos you need to rescue.
    Mecha Metal Factory- A gigantic factory world with lots of moving parts and Mechakoopa enemies.
    Hazy Maze Cave- Same as OTL, but without the Metal Cap.
    Lethal Lava Land- Same as OTL but with more areas inside the volcano.
    Shifting Sand Land- Same as OTL, but the pyramid has a bit more to explore.
    Dire Dire Docks – Same as OTL. You reach Bowser's second lair pretty much the same way you did in OTL's game (requires 40 Stars to reach him in this game). After defeating Bowser, you take a boat from here to Mushroom Bay.

    Mushroom Bay- (A seaside beach area with lots of swimming and secret coves. There are mermaid Toads living here.)

    Ancient Antiquity Land-A land based on Ancient Greece and Rome, with many temples and statues.
    Wet Dry World- Same as OTL, but looks a bit more like a cityscape, kind of Venice-esque
    Angry Angry Sun- Another desert world like Shifting Sand Land, but dominated by sunlight and featuring wide open plains and many dunes, and the return of SMB3's Angry Sun enemy.
    Tall, Tall Mountain- Same as OTL.
    Tiny-Huge Island- Same as OTL but with more old-school Mario enemies like Fuzzies and Buzzy Beetles.
    Tick Tock Clock- Same as OTL. Once you have 70 Stars here, you need to climb all the way up the clock to open a warp to Bowser's third lair. Once Bowser is defeated there, you can access Peach's Castle.

    Peach's Castle- (Pretty much identical to OTL's Super Mario 64, though instead of 15 worlds here, there are only three.)

    Strange Weird Land- A mysterious world dominated by psychedelic colors and strange phenomena, with lots of physics tricks.
    Rainbow Ride- Same as OTL, though there's the addition of a huge rainbow dragon that Mario can fight to win a Star.
    Space Chase Place- A huge space world where Mario can move from planet to planet in somewhat similar style to OTL Super Mario Galaxy.

    After getting 100 Stars, including at least one from Strange Weird Land, Rainbow Ride, and Space Chase Place, Mario can access Bowser's final lair. Somewhat like Mario World 2, it's a twisted, dark, fiery version of Peach's Castle full of enemies and obstacles that Mario must navigate to reach the final battle with Bowser. In this game, the number of times Mario has to throw Bowser into the mines surrounding the arena (similar to how you beat him in OTL Mario 64) depends on which Bowser you're facing. The first time you face Bowser, you have to throw him once. The second time, you have to throw him twice. The third time, you have to throw him three times. In the final battle, you have to throw him SIX times (and it's much harder than IOTL). After Mario defeats Bowser, he and Peach use the power of the Stars to fix the Mushroom Kingdom, sealing up the dimensional rifts. Then, Mario enjoys a nice big cake baked by Princess Peach and gets a smooch on the cheek.

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    Ultra Mario Kart: The Basics

    Ultra Mario Kart is in a lot of ways similar to OTL's Mariokart 64. The driving is similar, the games have identical character rosters (Mario, Luigi, Peach, Yoshi, Wario, Bowser, Toad, Donkey Kong), and most of the OTL stages appear in this game as they do IOTL, though with a few butterfly-altered changes, different shortcuts and the like. The power drift and mini-turbos introduced in Mario Kart 64 OTL also appear in this game. However, this game and Super Mario Kart have the same number of courses (20), with 14 courses from OTL and six entirely original courses. This game also features six Battle courses, with only two appearing from OTL and four original ones. The game also features a lot more voice samples from the individual characters, and even an announcer that commentates on position changes and item hits, which never appeared IOTL. The announcer's commentary is limited to short quips, which can be on the silly and overdramatic side (which lends this game very well to Youtube parodies in the future). The list of courses appearing in this game are...

    Mushroom Cup:

    Luigi Raceway
    Moo Moo Farm
    Koopa Troopa Beach
    Brickhouse Road (a course with lots of bricks and some mecha koopas wandering about)
    Kalamari Desert

    Flower Cup:

    Toad's Turnpike
    Frosty Forest (different from Frappe Snowland, a lot more trees and it looks more like Alaskan wilderness)
    Reznor Fortress (another original course, sort of like Bowser's castle but with no lava, it looks like the fortresses from Super Mario World and there are Reznors)
    Choco Mountain
    Mario Raceway

    Star Cup:

    Wario Stadium
    Nimbus Hills (a cloud-filled land based on Nimbus Land from Super Mario RPG)
    Sherbet Land
    Royal Raceway
    Bowser's Castle

    Special Cup:

    Airborne Armada (a course based on the airship levels from SMB3)
    DK's Crystal Caves (instead of Jungle Parkway, there's this cave-based course filled with shimmering crystals)
    Yoshi Valley (the biggest change from an OTL course, this one's not a maze, it is winding and curvy and filled with rocks though)
    Banshee Boardwalk
    Rainbow Road

    And the battle courses...

    Block Fort (from OTL)
    Skyscraper (from OTL)

    Double Deck and Big Donut are removed. TTL's original battle courses are:

    The Arena (a caged-in circular arena)
    Peach's Castle (The interior of Princess Peach's castle)
    Field Maze (A giant outdoor maze)
    Demolition Derby (a big dirt-filled rectangular motocross arena)

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    Star Fox 2: The Basics

    Star Fox 2 is the sequel to 1993's Star Fox. Unlike the first game, which featured Muppets in cutscenes and Muppeteer voice acting, here, the characters are rendered entirely in-game (similar to OTL Starfox 64). The game shares most of its controls with OTL Starfox 64, including all-range mode, lock-on, somersaults, and U-turns, in addition to all the other familiar rail shooter controls that Star Fox has. The game features a bit more voice acting than OTL Starfox 64, and the game lets you pick up to two wingmen (out of four: Peppy, Falco, Slippy, and Krystal) before entering each mission. The wingmen have different ways to help Fox during a mission, and what wingmen you pick may determine what parts of the mission you'll be able to complete. The game takes place in the Lylat system, and you can navigate an icon around the map screen to select your stage (similar to the canceled OTL Star Fox 2 for the Super Nintendo). As you go through missions, you'll collect points from shooting down enemies, with more points possible if you take out multiple enemies at once. Points are used for bragging rights mostly, though some missions will grant a better result and access to different stages with a certain point total. The game takes place as Andross wages all-out war on the Lylat system, and his forces are plunging the star system into chaos. While you'll always start out in Corneria, after the opening mission (in which there are three possible ways to finish), Fox will have the option of traveling to one or more “hot spots” in which a battle is taking place. It's similar to the system in OTL Starfox 64, but more open-ended, with less of a defined path through the levels. For example, the team can move to liberate a besieged planet, investigate one of Andross' bio-labs, or push forward with an attack on a crucial base. There are far more choices and each choice is fraught with both strategic and moral value. The team doesn't start out with Krystal, she becomes available during an entirely optional mission after Corneria (no matter what conditions are met, the Krystal recruiting mission becomes available after Corneria) and you'll have either one or two more chances to recruit her during the course of the game (if you don't recruit her the first time, it's likely Andross will capture her and you'll have to save her then). There are 19 different locations in the game, and 28 different possible missions. You'll complete between 8-12 missions on your way to the final showdown in Venom with Andross (in which there are four different paths: easy, medium, hard, or extreme, the extreme path provides the best ending).

    The game's plot is nearly identical to OTL's Starfox 64, complete with the background involving the betrayal of Fox's father James and Peppy Hare by Pigma Dengar, who joins Star Wolf along with Wolf O'Donnell, Andrew Oikonny, Leon Powalski, and Vespa Sciutto (a wasp girl who is the evil counterpart of Krystal). However, there is an additional plotline of Krystal's homeworld, which has been ravaged by Andross, with Krystal as one of the last survivors seeking to avenge her family.

    The locations that return from OTL Starfox 64 are...

    Corneria
    Meteo
    Fortuna (w/alternate mission involving a longer route and no Star Wolf encouter)
    Sector X (w/alternate mission involving an intact research base and a more powerful secret weapon)
    Titania (w/alternate mission involving the excavation of a hidden weapon)
    Katina
    Solar
    Macbeth (w/alternate mission involving the rescue of a scientist and a Star Wolf fight, this alternate mission is TTL's equivalent to Bolse, leading to Venom on the easy path)
    Sector Y
    Aquas
    Zoness (w/alternate mission involving the purification of the planet's waters)
    Area 6
    Venom (w/four different routes)

    The six new locations are...

    Serena (Krystal's homeworld, a world of poisoned forests, two different possible missions here)
    Eladard (From OTL Star Fox 2, a ringed world where you must navigate a meteor field and then a planetary battlefield, you encounter Star Wolf here)
    Exxcel (a world with many futuristic factories where Andross is constructing an enormous killer robot)
    Virion (a world navigated with the Landmaster tank, where strange and dangerous bioweapons lurk, this also is the final stage on most “medium” paths to Venom)
    Lab 0 (an underwater bioresearch lab navigated with the Blue Marine, another potential “medium” path to Venom on certain routes)
    Nebula (a mysterious realm of warped space, navigating this difficult and difficult to reach level is the only way to reach the “extreme” path of Venom and the true ending)

    In order to get the best ending, you must take a grueling 12-stage route involving a number of difficult choices (hint: always make the moral decision) and skill checks with difficult objectives. The best route will take you through Corneria, Serena, Sector Y, Aquas, Exxcel, Titania (alternate mission), Zoness (alternate mission), Lab 0, Macbeth (blowing up the train), back to Serena (instead of to Area 6 which will only lead to the hard path, not the extreme path, though if you “fail” the second Serena mission you also end up in Venom on the hard path instead of going to Nebula), Nebula, and finally to Venom. In the “extreme” path, the Venom mission is a lengthy gauntlet, navigating several huge landmarks, dodging lots of enemy fire, hundreds of falling columns, battling a huge enemy bioweapon, THEN a very difficult Star Wolf fight before the final showdown with Andross, a multi-stage battle where Andross' brain inhabits a huge mechanized cyborg, where Fox gets to avenge his father, Krystal gets to avenge her people, and the Lylat system is truly liberated from Andross' evil rule.

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    Final Fantasy VII: The Basics

    Final Fantasy VII is the first Final Fantasy game to be released in full 3-D, with characters appearing in towns, dungeons, and in battles in 3-D polygonal form (and in greater detail than in OTL, the increased capabilities of the Ultra Nintendo mean that Cloud and his allies aren't blocky like in OTL's game, they appear in slightly less detail than in OTL Final Fantasy VIII). Final Fantasy VII spans two Gigadiscs, the only Ultra Nintendo launch game to appear on more than one disc, and the gameplay is almost identical to OTL's, with the familiar Active Time Battle system, as well as the Materia system for the equipping of spells, battle commands, and various augments. Limit Breaks appear in similar fashion to IOTL, and, like IOTL, cannot be stored up, in order to use the normal Attack command again, the Limit Break must be used (a criticism of the game that remains from OTL). The biggest addition to the sidequests featured in the game is an optional multiplayer mode where the player can race chocobos against friends at the Gold Saucer, either with the friends using their own chocobos on their memory cards, or the player raising up four chocobos for three friends to use. The game's score is composed by Nobuo Uematsu, and is comprised of largely the same soundtrack as OTL, with some minor butterfly-induced changes and eight additional songs, including the addition of a lyrical theme, “Life And Spirits”, that plays during the game's credits. The game is fully voiced by professional voice actors in battle, outside of battle in dialogue scenes, and in 3-D cutscenes. The voice cast includes: Bob Buchholz (Cloud), Amanda Winn Lee (Tifa), Mary Kay Bergman (Aeris and Scarlett), Beau Billingsley (Barret), Steve Blum (Sephiroth), Steve Cardenas (Red XIII), Gregg Berger (Cid), Cam Clarke (Vincent), Larisa Oleynik (Yuffie), Quinton Flynn (Rufus Shinra), Jim Cummings (Heideggar), Richard Cansino (Tseng), Jonathan Ward (Reno), David Coburn (Rude), and Janice Kawaye (Elena), along many others. It's one of the largest and most prolific voice casts to ever appear in a video game, and Squaresoft's casting, which spans from professional, long-time voice actors like Bergman and Cummings, to non-union (at the time of casting anyway, all non-union voiceover artists got their union cards to appear in the game) newcomers who specialize in anime dubbing like Lee and Blum, lead to the rapid unionization of most anime dubbing (which has become feasible due to the rapidly increasing popularity and profitability of anime which began with Sailor Moon in 1995) and a shift toward more professional voice acting in games and anime in general. The game probably has the best production values of any of the Ultra Nintendo launch games, its cinematic-quality 3D cutscenes and mature subject matter rarely addressed in a mainstream JRPG win the game accolades and it does as much to popularize the JRPG as a mainstream genre as Secret of Mana did in 1993, if not moreso.

    The plotline of the game itself, while largely similar to OTL's plotline, contains some major changes, especially at the end of the first disc. The game starts out in Midgar with a bombing raid on Mako Reactor No. 1, lead by Barret Wallace of the group AVALANCHE, which has dedicated itself to bringing down all Mako energy to preserve the life of the Planet. Barret is accompanied by Cloud Strife, an amnesiac soldier of fortune, along with Biggs, Wedge, and Jessie. While the Midgar sequences of the game largely play out as OTL (with Cloud becoming separated from Barret and Tifa, meeting Aeris, exploring Wall Market, etc.), there is a major change: the Detective Joe storyline, excised from OTL's version of the game, remains somewhat intact (influenced by the popularity of detective games). Detective Joe lives on the upper plate of Midgar and we first encounter him in the aftermath of the bombing, when he questions Aeris about her encounter with Cloud. Joe is present on the train when Avalanche is heading to Mako Reactor No. 5, and even gets into a tussle with Cloud at the reactor which ends with him being knocked out and left with Biggs, Wedge, and Jessie. While Cloud and Aeris explore the Wall Market slums, Joe and Tifa get to know one another and he actually becomes playable in a brief mission that sees Tifa and Joe temporarily teaming up against some thugs trying to kidnap girls for Don Corneo. The Sector 7 plate collapse happens as IOTL and it's here that Joe realizes the depths of Shinra's evil and joins forces with the party for the raid on the Shinra Building, helping them to infiltrate the building and rescue Aeris. After the party defeats Motor Ball, Joe heroically sacrifices himself to stall Shinra troops in order to give the rest of the party time to escape the city. After the escape from Midgar, Cloud and his friends head to the village of Kalm, where Cloud tells the party the story of how Sephiroth lost his mind and destroyed Nibelheim (this is largely preserved from OTL). After Kalm, the game again takes a few different turns. Yuffie is encountered in the Mythril Mine, not as an optional encounter out in the field. In the Mythril Mine, the party has a more in-depth confrontation with the Turks that ends with a boss fight with Rude, followed by Yuffie taking Elena hostage and forcing the Turks to back down, which impresses the party sufficiently enough to let her join them (though Yuffie still steals Materia and is still fairly annoying). The Junon quest largely proceeds as normal, but the Corel quest is very different. The party is no longer compelled to visit the Gold Saucer (though it's still optional at this point). Instead, after Barret gets a cold reception in North Corel, Dyne is reported in the Corel Reactor, having taken the entire staff of workers there hostage. The party reluctantly goes to the reaction to take Barret's old friend down. Instead of a one-on-one showdown between Barret and Dyne, the whole party faces Dyne after he injects himself with Mako to transform into a ferocious beast. Scarlet is also encountered by the party for the first time in the Corel Reactor, though she escapes before Barret or the party can get revenge on her. The Gongaga quest is also much more involved: we get a much more in-depth look at the character Zack, while Jessie is revealed to have survived the destruction of Sector 7, only to live in Gongaga atoning for the deaths caused by AVALANCHE. The Gongaga jungles are a much bigger area, the party has to stop the Turks from taking a vital piece of Materia from the destroyed reactor there and the party battles Reno, Rude, and Elena all at the same time. Aeris and Barret are both given heavy character development via the Gongaga quest. When the party returns from stopping the Turks, Jessie begs them to stop their quest because she doesn't want them to cause any more violence, but Barret re-emphasizes his reasons for saving the Planet and Jessie mentions Cosmo Canyon (there's an optional sidequest later on where the party can lift Jessie's spirits, if they do so she moves to Cosmo Canyon afterward). The buggy still breaks down in front of it and the quest goes largely as IOTL, as does the Nibelheim quest, though again, Vincent is no longer an optional character, the party meets him after an encounter and boss fight with Tseng in the Shinra Mansion basement. The party then crosses Mt. Nibel and heads to Rocket Town, where they meet up with Cid, hoping to get passage across the seas on his plane the Tiny Bronco. Palmer shows up, things go south, and the Tiny Bronco crash lands in Wutai, necessitating that the party complete the quest here (which is also largely as OTL, though Yuffie and Elena have a bit more history now and patch things up somewhat because of their shared ordeal with Don Corneo, the party also discovers that Detective Joe was from Wutai, as you can meet his mother here, and Zack also gets more backstory in Wutai). After the events in Wutai, the Tiny Bronco is converted to a boat, which the party can use to start the quest to the Temple of the Ancients.

    And here is where things get VASTLY different from IOTL's game, because once you reach the Gold Saucer, a series of irreversible events are set into motion. Depending on Cloud's affinity with various characters throughout the game, one of three things will happen: Cloud will go out on a date with Tifa, Cloud will go out on a date with Aeris, or Cloud will leave the Gold Saucer and return to North Corel with Barret. The character that Cloud spends the night with will die at the end of Disc One. IOTL, of course, Aeris was killed at the end of Disc One by Sephiroth, one of the most famous and iconic moments in video game history. In TTL's Final Fantasy VII, Tetsuya Nomura and Yoshinori Kitase still wish to kill off a main character to make a statement about death. However, the two men see Final Fantasy VII as a potential repeat of Secret of Mana, an iconic RPG that forever changed how good an RPG could be. With Secret of Mana's primary iconic aspect being its three different endings, Nomura and Kitase realize that they could still present death as a final event with real tragic gravity while also still allowing the player's actions to determine how that event would play out. The two men thus create a scenario where the entirety of Disc Two is determined by which death the player experiences at the end of Disc One. It's a massive undertaking, creating three different storylines which at times vastly differ, though many elements remain the same throughout the three stories. The result is still considered by fans to be one of the greatest and most tragic moments in video game history, because, even though the player's actions determine which character dies, it still has a sense that it is out of the player's hands. Hidden factors throughout the game determine which character Cloud becomes closest to, and that character is the one who experiences inevitable death. If the player chose to have Cloud bond with the mysterious flower girl Aeris, she meets her tragic death, exactly as she does IOTL (and indeed, about 70 percent of first time players experience Aeris' death path). If Cloud bonds with his childhood friend Tifa (which about 25 percent of first time players have Cloud do), it's Tifa who is killed. And if Cloud bonds with his new war buddy, the gruff but still deep and caring Barret, Barret is the one who is killed (experienced by about 5 percent of first time players). The three paths play out as follows:

    Path One: Aeris Dies

    This path plays out the closest to OTL, with a few minor differences. After Cloud, under influence by Sephiroth, attacks Aeris at the Temple of the Ancients, she leaves the party and goes to summon Holy at the City of the Ancients, where she is tragically killed by Sephiroth. The party continues on to Icicle Inn, the Great Glacier, and ultimately the Northern Crater, where Cloud gives Sephiroth the Black Materia, allowing him to summon Meteor while Cloud falls into the Lifestream. The few changes from OTL are largely experienced in the Junon sequence after Tifa wakes up, after Tifa and Barret are freed from captivity and the party reassembles, there is a fight with Sapphire Weapon that did not occur in OTL's game. Also, there is an additional quest before the party is able to rejoin Cloud and Tifa in Mideel: another trip to Wutai to complete a final case for Detective Joe, whose mother found some old case files of his relating to Zack and the Midgar-Wutai war, the quest explains Shinra's origins somewhat more and also confirms that Tseng is still alive, which didn't happen in OTL's game. Aside from this, the rest of the game plays out almost entirely as OTL, complete with the final epic battle with Sephiroth inside the Northern Crater (which is somewhat more fleshed out of a dungeon than IOTL, since the game designers weren't rushing it as much) and Aeris summoning the Lifestream from beyond the grave to stop Meteor from destroying the Planet.

    Path Two: Tifa Dies

    If Cloud has more affinity with Tifa than either Aeris or Barret, he will date her at the Gold Saucer, and at the Temple of the Ancients, Tifa is able to snap Cloud out of Sephiroth's control before he attacks Aeris (instead of Cloud hurting Aeris and Tifa having to knock him out). Aeris remains with the party all the way to the City of the Ancients, where she tells the party that she has to pray for Holy. As IOTL, Sephiroth attempts to have Cloud kill Aeris before she can summon Holy. However, when Sephiroth comes down to stab Aeris, Tifa puts herself in the way and she sustains a mortal wound. However, unlike Aeris, who dies without a single word, Tifa has enough strength to tell Cloud that she always loved him but that Aeris is too important and that Cloud must protect her. The guilt nearly destroys Cloud, who is unable to participate in the Jenova LIFE battle afterward. By the time the group reaches Icicle Inn, Cloud is ready to fight again and is determined to avenge Tifa by defeating Sephiroth. Icicle Inn is a much bigger part of this storyline, with Aeris learning about Professor Gast and her mother. Aeris and Cloud commiserate over their shared losses, and Aeris tries to help Cloud commune with the Lifestream to no avail. The party ventures through the Gaea Cliffs to reach the Northern Crater, though this time, both Cloud and Aeris fall into the Lifestream. Cloud's “vision quest”, which in OTL's game and in the “Aeris Dies” path consisted of Tifa accompanying Cloud through various memories inside the Lifestream, is instead a massive, multi-hour quest where Cloud and Aeris team up with characters like Tifa, Zack, and Detective Joe (who are all playable for this portion of the game) to exorcise the demons of their collective pasts. These quests alternate with the quests undertaken by Barret, Cid, and the other party members, first escaping from Junon and then undertaking the North Corel and Fort Condor quests while Cloud and Aeris explore the Lifestream. The Cloud/Aeris quests culminate in a battle against Jenova-AFTERLIFE, which, after it's defeated, Cloud and Aeris surface admist the destruction of Mideel and the rest of the game plays out largely as IOTL post-Mideel, with Sephiroth as the final boss once again. The ending is somewhat altered, instead of Aeris using the Lifestream to stop Meteor (since she's alive, she's not directly in it and thus unable to stop Meteor alone), Cloud and Aeris join together to commune with the Lifestream, using the spirits of the ancient Cetra along with those of other departed characters, led by Tifa, to guide the Lifestream to stop Meteor.

    Path Three: Barret Dies

    If Cloud has enough affinity with Barret, he and Barret go to North Corel together, where Heideggar has a large contingent of Shinra troops ready to take out the city for good. The two team up and defeat Heideggar, then Barret interrogates him for information about Shinra, getting him to admit that Cait Sith is a spy controlled by Reeve. The two then return to the Gold Saucer and the Temple of the Ancients plays out as IOTL. However, it's Barret that gets Cloud to snap out of attacking Aeris (calling him a “goddamned fool” and slapping some sense into him) and Aeris again stays with the party up to the City of the Ancients. However, instead of Sephiroth attempting to kill Aeris as in Tifa and Aeris' death paths, Shinra is able to intercept Jenova-LIFE on the way to the city and kill it. A massive group of Shinra troopers storm the city, necessitating a bunch of fights. Ultimately, Barret sacrifices himself to protect Aeris and the rest of the party, dying in a hail of gunfire as Cloud and his horrified friends can only watch. This is the most different path from OTL's game, as Cloud and the party never visit the Northern Crater. Instead, thirsty for revenge, the group raids Midgar early, determined to take out Shinra while most of their army is at the Crater. In the second raid on the Shinra Building (which, like the first, involves a lot of boss fights and mayhem), Aeris discovers a lot about her past while Cloud discovers a good portion of the truth about himself as well. Eventually, after a battle with all four Turks, Cloud and the party meet with Reeve in the President's Office and Reeve reveals that he's been working against Shinra the entire time. While the party is talking with Reeve, however, Shinra has stirred up the WEAPONs at the crater, and one of them, Sapphire Weapon, is headed straight for Midgar. The party battles Sapphire Weapon on the roof of the Shinra Building and then are taken in a helicopter by Reeve back to Kalm, where they regroup and determine the next course of action. Cloud still has the Black Materia, though Jenova-DEATH is still intact and is searching for it. Eventually, Cloud is drawn to Nibelheim once more, where he encounters Sephiroth (Jenova-DEATH) in the basement of the Shinra Building. Though the party defeats Jenova-DEATH, it's just a ploy for Sephiroth to take control of Cloud and force him to deliver the Black Materia to the Crater. Cloud falls into the Lifestream and washes up in Mideel, while Aeris and Tifa stay with him as the party completes various tasks (the Detective Joe quest, a trip to Junon to pick up the Highwind, etc.). Cloud recovers quickly, but when Shinra shows up at Mideel, Cloud is unable to stop them from abducting Aeris and Tifa before the rest of the party can arrive in the Highwind. Hojo is now fully in charge of Shinra and he has taken Aeris and Tifa to an entirely new location to experiment on them, a location Vincent knows extremely well: a large underground research facility deep beneath Junon. The Underwater Reactor quest and this new quest to rescue Aeris and Tifa are combined into one. At the end of the quest, there is a brief sequence where Hojo tries to force Cloud to choose between Aeris and Tifa, but in an extremely moving sequence, Cloud refuses to do so, telling Hojo that both of them are extremely dear to him and that he's not going to lose anyone he cares about again. Tifa and Aeris are both able to free themselves, with Tifa decking Hojo in the face and Aeris blasting Hojo with magic (while saying “this is for my parents!”) before the big multi-stage fight against them. After one more final quest in which a deranged Scarlet attempts to fire the Sister Ray on Cosmo Canyon and the party must go into Midgar a third time to stop her, the final battle with Sephiroth once again takes place as IOTL. The ending sees the biggest change from IOTL. Meteor is still falling on the planet and once again it requires the Lifestream to stop it, however, in this ending, Marlene is able to call out to her father Barret, who, finally at peace with his bloodstained past, is able to compel the Lifestream to stop Meteor.

    In all three endings, though Midgar is destroyed, the Planet and humanity ultimately survive and recover. In subsequent materials, the “Aeris Dies” path is confirmed to be the canon path through the game, though many players cite the Tifa and Barret paths as their favorites, and debate about which path is the “best” rages among fans for many years to come.

    -

    Castlevania: Symphony Of The Night- The Basics

    Castlevania: Symphony Of The Night is largely unchanged from IOTL, though there are a few minor enhancements, most notably the addition of anime cutscenes at various points in the game (the voice acting and English translation are still considered fairly lousy), and much more 3-D than the OTL version due to the enhanced graphical capabilities of the Ultra Nintendo, with other graphical effects such as significantly enhanced background and enemy animation also present. The game retains the exploration adventure format of OTL's game, which is comparable to Super Metroid and creates the genre of “Metroidvania” for these types of games. It also retains Alucard as the main protagonist as he struggles to find and defeat the evil Dracula. However, there IS a major secret in the game: if you have a Castlevania: Rondo of Blood save file on an SNES memory card, you can swap the memory cards to access alternate versions of the game, one with Maria (for just having a Rondo of Blood save file on the card) and one with Richter (for having a Rondo of Blood save file where the game has been beaten). The versions are largely the same as Alucard's path in terms of the actual dungeon, bosses, and treasures, but it does unlock alternate dialogue and cutscenes. For those without a Rondo of Blood save file, Nintendo does include a file on the January 1998 issue of Nintendo Underground (the Ultra Nintendo version of Nintendo Power CD) that will unlock the Maria and Richter quests if saved to an Ultra Nintendo memory card. The Richter and Maria quests can also be unlocked if the game is beaten and their names are typed in on the name select screen (similar to how Richter's quest was opened IOTL). There are also Nintendo easter eggs placed throughout the game, Alucard can wield some of Link's weapons (with many more of Link's weapons unlocked in the hidden inverted castle), and there's also an optional boss encounter in the inverted castle with Gaddis from Ocarina of Dreams. When the game is ported to the Sega Saturn (in 1998 in Japan and in 1999 in North America), these Zelda-related things are removed, though they're replaced with items from the iconic Phantasy Star series.

    -

    The Ultra Nintendo has finally arrived! The day Nintendo fans have been waiting for for years is finally here, and here at Nintendo Power, we've got wall-to-wall coverage of all the launch games to help you choose which ones to play in this super-sized issue! For the first time ever, Nintendo Power is over 200 pages, with in-depth strategies on multiple games and reviews of more than a dozen launch titles! We've also got previews of some of the biggest Ultra Nintendo games of next year and beyond. Even if you're waiting to buy the Ultra Nintendo, you can't miss this coverage!”
    -The intro to Nintendo Power's Ultra Nintendo coverage in the November 1997 issue, which, at 204 pages, remains their biggest issue until the present day

    The Ultra Nintendo comes jam-packed with features that make this system the greatest game console ever made. Those features include:

    KILLER GRAPHICS-

    Nintendo and its partner Sony have teamed up once again to create the brand new Artemis processor, which powers the incredible graphics in each Ultra Nintendo game. Over 16 million colors can be produced at once, creating amazingly vivid images more realistic than anything ever seen in a video game before!

    AMAZING SOUND-

    The sound quality of the Ultra Nintendo is unparalleled, boasting a soundchip with more power than the entirely of the SNES-CD's CPU. This soundchip is able to replicate just about any sound, from the laser fire of an Arwing to the motor of Mario's blazing fast go kart in Ultra Mario Kart. Plus, it enables games to produce clearer voice samples, meaning that the voice acting in your favorite video games will sound just as good, if not better, as the most popular animated movies.

    COMPLETE CONTROL-

    The Ultra Nintendo's brand new controller might look confusing at first, with all its new buttons and joysticks, but rest assured that within a few minutes, you'll have the hang of any game you play. Joining the familiar face buttons and shoulder buttons are a pair of all new trigger buttons just behind the top of your controller. These buttons will enable rapid-fire shooting in games such as Star Fox 2 and next year's Goldeneye, while also allowing more complex controls in games like Super Mario Dimensions. And while the left analog joystick will let you control characters like never before, the right joystick is equally important, giving you a brand new perspective on your world. Use it to aim at enemies before hammering on the trigger buttons to blow them away!

    ULTIMATE FUN-

    But what good would even the most advanced game system be without...GAMES?! And rest assured, the Ultra Nintendo will have no shortage of those. With seventeen already out at the system's launch and eight more due to release by Christmas (making for a total of 25 games in the first six weeks), the Ultra Nintendo features the most diverse line-up of third party software partners ever, such as Squaresoft, EA, Capcom, Konami, Tecmo, and many more, while Nintendo and its studios are hard at work on many more games featuring your favorite Nintendo characters. With nearly a hundred games already confirmed for next year and beyond, you'll never have to put the controller down!

    -excerpted from Nintendo Power's Ultra Nintendo launch article in the November 1997 issue

    -

    Super Mario Dimensions

    Dan: 9.5
    Shoe: 9.5 (quote: “An incredible open world adventure with fantastic graphics and hundreds of fun things to do. The best Mario game of all time.”)
    Crispin: 9.5
    Sushi-X: 9.5

    Ultra Mario Kart

    Dan: 9.0
    Shoe: 9.0
    Crispin: 9.5 (quote: “The Mario Kart series takes a quantum leap into the third dimension.”)
    Sushi-X: 9.5

    Starfox 2

    Dan: 9.0
    Shoe: 8.5
    Crispin: 9.5
    Sushi-X: 9.0 (quote: “With a huge variety of missions and some spectacular graphics, this Star Fox game builds on the first by leaps and bounds.”)

    Final Fantasy VII

    Dan: 9.5
    Shoe: 9.5
    Crispin: 9.5 (quote: “Squaresoft's outdone themselves! This RPG is epic and full of cinematic-quality cutscenes.”)
    Sushi-X: 9.0

    Castlevania: Symphony Of The Night

    Dan: 9.5 (quote: “This game may be even better than Super Mario Dimensions.”)
    Shoe: 9.5
    Crispin: 9.5
    Sushi-X: 9.5

    Cleo's Caverns

    Dan: 7.0 (quote: “A fun little platformer that might be a bit too cutesy for some players.”)
    Shoe: 4.5
    Crispin: 4.5
    Sushi-X: 5.0

    Crash Bandicoot

    Dan: 8.0
    Shoe: 8.0
    Crispin: 8.5 (quote: “This fun game has a bit more attitude than Mario, though it's not quite as open or epic.”)
    Sushi-X: 9.0

    Cruis'n USA

    Dan: 7.0
    Shoe: 7.5
    Crispin: 6.0 (quote: “It's no Daytona USA, but it looks really nice.”)
    Sushi-X: 6.0

    Deathblow

    Dan: 7.0
    Shoe: 8.5 (quote: “This fighting game is brutal but there's nothing wrong with a bit of the ol' ultraviolence!”)
    Crispin: 7.5
    Sushi-X: 7.0

    Extreme-G

    Dan: 7.5 (quote: “We'd have preferred another F-Zero but this game's a lot of fun.”)
    Shoe: 7.5
    Crispin: 7.0
    Sushi-X: 7.0

    Myst: Legacy

    Dan: 8.0
    Shoe: 8.0
    Crispin: 9.0 (quote: “The first two Myst titles are perfectly ported here, and the Ultra Nintendo's controls are surprisingly good.”)
    Sushi-X: 8.0

    NBA Hangtime

    Dan: 9.0
    Shoe: 7.5
    Crispin: 7.5
    Sushi-X: 8.0 (quote: “An outstanding port of the arcade B-ball hit.”)

    Nightsquad 2

    Dan: 8.5
    Shoe: 8.5 (quote: “The Nightsquad returns in a kickass game that lets you and three friends enjoy the action for the very first time.”)
    Crispin: 9.5
    Sushi-X: 9.0

    Oddworld: Abe's Oddysee

    Dan: 9.0
    Shoe: 9.0
    Crispin: 9.0 (quote: “Visually stunning and innovative, this might be the sleeper hit of the Ultra Nintendo launch.”)
    Sushi-X: 9.0

    Ultra Adventurers

    Dan: 7.0
    Shoe: 7.0 (quote: “This cutesy RPG is about as basic as they come, but if Final Fantasy VII is too dark and mature for you, try this Camelot game out.”)
    Crispin: 6.5
    Sushi-X: 5.5

    Ultra International Superstar Soccer

    Dan: 8.0
    Shoe: 9.0
    Crispin: 9.0
    Sushi-X: 8.0 (quote: “I don't even like soccer and I enjoyed this game.”)

    Wave Race

    Dan: 9.0
    Shoe: 9.0 (quote: “This game features beautiful graphics and addictive trick gameplay.”)
    Crispin: 9.0
    Sushi-X: 9.0

    -excerpted from Electronic Gaming Monthly's December 1997 issue reviewing all the Ultra Nintendo launch games

    (…)

    The Ultra Nintendo is a technological powerhouse. Many of these games, and these are just launch games, look better graphically than ANYTHING we've seen from the Sega Saturn. And unlike the Super Nintendo CD, which launched with five games, this system launches with 17, most of them good (we gave SEVEN of the launch titles our Gold award, the highest award we can give here at EGM), and with a huge variety of genres, there really is a game for pretty much every taste, while the pack-in title, Super Mario Dimensions, might be the greatest video game ever and is mandatory for anyone who calls themselves a gamer. If you can't find at least two games out of this launch lineup that you really want to play, maybe you should be doing something besides playing video games. Not only that, but the upcoming lineup looks gorgeous: Resident Evil and Tomb Raider, two of the Saturn's best games, are coming in updated versions early next year, and with games like Goldeneye, Tale Lemuria, Metal Gear Solid, and of course Ultra ZELDA on the way, the Ultra Nintendo's future is so bright that Mario should be wearing shades. In short, should you get the Ultra Nintendo right now? Yes, if you can find it. As of press time, pre-orders have been selling out at an astonishing rate, and if you don't have the Ultra Nintendo pre-ordered by the time you read this, you could be SOL for getting one any time soon. We loved the Ultra Nintendo so much, in fact, we're having trouble putting down the launch games so that we can review this month's batch of games. We've been shooting each other down in Star Fox, racing each other in Ultra Mario Kart, and even raising up chocobos in Final Fantasy VII to race at the Gold Saucer (if you think the Japanese version of Fire Emblem 4 had an incest problem, my Golden Chocobo is his own grandpa!). While Sega is undoubtedly gearing up to respond to Nintendo's epic launch (we're sure they're already working on Sonic 5), the Ultra Nintendo might already have a better lineup than the Sega Saturn, and it just launched. Everyone here at EGM, and I mean EVERYONE, gives the Ultra Nintendo a 10 out of 10. If you see this thing in a store and you have 300 bucks to spare, BUY IT. Even if you don't have 300 bucks handy, get into your kids' college fund and buy it, they don't need to go to college anyway!”
    -Dan “Shoe” Hsu, at the end of the Ultra Nintendo launch special in the December 1997 issue of Electronic Gaming Monthly

    -

    Ted Crosley: I'm Ted...

    Alex Stansfield: I'm Alex...

    *The camera pans out to reveal the six hosts piled onto a couch with Ultra Nintendo controllers in their hands, in front of an Ultra Nintendo on a pedestal.*

    Ted: And we have been playing the Ultra Nintendo nonstop!

    Brittany Saldita: We have the best job in the world.

    Lyssa Fielding: Damn right!

    Alex: We've got ALL the Ultra Nintendo information you could ever want to know. How good are the graphics?

    Gary Westhouse: Amazing.

    Ted: How fun is the multiplayer?

    John: Addictive!

    Brittany: How good are the games?

    Lyssa: We're gonna need a bigger Hall of Fame wall!

    Ted: Indeed we are! It's our two hour Ultra Nintendo spectacular, tonight, on GameTV!

    (…)

    Ted: So that's Super Mario Dimensions, and what did we think of it?

    Alex: Here's what we thought of it.

    *Ted and Alex get on the floor and begin bowing over and over again*

    Ted and Alex: We're not worthy! We're not worthy!

    Alex: That game is the reason I love Nintendo. Not since I played the original Super Mario Bros. for the very first time have I been so blown away by a game.

    Ted: And I have to admit....it's better than Sonic the Hedgehog 4.

    Alex: The completely open world, the HUGE variety of stages and objectives, the amazing graphics, I mean this game is a more complete package than any other video game I've ever played.

    Ted: I'm in love, that's all I've got to say. This game is a killer app, full stop, no doubt, and this game alone I think is gonna sell a ton of systems.

    Alex: You cannot watch someone play this game and not think to yourself, “Damn, I wanna play this game right now!”

    Ted: Yeah, I mean....there's nothing else quite like it. Easy 5 out of 5.

    Alex: No doubt, perfect 5 from me and up on the Hall of Fame wall it goes! *a siren begins to sound as the two hosts take a framed copy of the game up to the wall* And something tells me this won't be the first game going up here tonight.

    (…)

    Brittany: Final Fantasy VII, in a lot of ways, transcends its genre. It is cinematically brilliant like no RPG before it. I was just blown away by how beautiful it was.

    Alex: This is my new favorite RPG maybe ever. It's...close between this and Chrono Trigger but in terms of just visuals-

    Brittany: Well yeah, it blows any SNES-CD RPG away including my beloved Tale Phantasia. What Squaresoft has done with this game is create an experience and that alone is enough to make this an instant classic RPG.

    Alex: The twist in the middle of the game, and we won't spoil it here...

    Brittany: Yeah, I had the duct tape ready in case you were thinking of spoiling the big twist. And I also had it ready because you were looking as much into this game as I was into Tale Phantasia.

    Alex: *smirks* You were waiting, you were waiting to drag me here weren't you?

    Brittany: Maybe... *rolling her eyes and smiling*

    Alex: Geez, you and Lyssa taped up me and Ted for that girls' night thing last month, and now you wanted to do it for this.

    Brittany: *she laughs* Well you DID play it an awful lot!

    Alex: I was raising chocobos!

    Brittany: Yeah, that quest is kind of a pain in the ass. That's the game's biggest flaw. And if that....if a totally optional minigame is your biggest flaw, you're doing something right. This game is pretty much perfect otherwise. 5 out of 5.

    Alex: 5 out of 5 from me. Final Fantasy VII is an amazing game. It's truly a masterpiece.

    *The siren goes off again*

    Alex: And already, two in one night! A GameTV first! What can I say, the Ultra Nintendo is amazing. *goes up with Brittany to hang the game on the wall*

    (…)

    Alex: So Ultra Mario Kart is a really fun game.

    John: Indeed. I loved the selection of tracks and four player mode is a LOT of fun, especially the battle mode which can get really heated.

    Alex: There was some swearing involved.

    John: Well, there's always swearing involved around here.

    Alex: Damn right! Ultra Mario Kart surpasses its predecessor in pretty much every way. It's beautiful to look at, the soundtrack is superb, my personal favorite is the song from Toad's Turnpike, it reminds me of driving down the California highway at night, complete with the horrifying amount of traffic.

    John: My personal favorite course is Wario Stadium. The screens are great, it's a nice long course and there's a helpful shortcut that'll help you beat the whole course in about 30 seconds flat.

    Alex: Yeah, later on in the show we'll show you how to do that shortcut and a few others from the game. So yeah, Ultra Mario Kart is amazing and I give it a 5 out of 5.

    John: I agree with you, a 5 out of 5... *the siren goes off* And what do you know, we've got our third Hall of Fame game in one night!

    Alex: The hits just keep on coming, let's put it up on the wall!

    (…)

    Gary: So while Star Fox 2 and its rendered animations are superior to the Muppet scenes from the first Star Fox game, I felt that the gameplay itself didn't break a lot of new ground even with the addition of the tank and the submarine.

    Ted: Well, it's still a rail shooter at heart and a fairly easy one at that, though if you choose to go for the best ending, you're in for a challenge.

    Gary: Right. All in all, Star Fox 2 is still a great game. It looks amazing, the voice acting is full of hilarious one-liners...

    *cut to a scene of Slippy shouting “That monster's swinging his arms around like he's crazy!”*

    Ted: Oh man, the voice acting. *chuckles* Compared to like Final Fantasy VII...

    Gary: Oh, there's no comparison there, this game has more camp than a Boy Scout jamboree.

    Ted: But the camp has its charm and this game is a technical marvel. It's a bit short and it's not as much lasting fun as some of the other games we've reviewed but it's still really good and I give it a 4.5 out of 5.

    Gary: I'm giving it a 4. Definitely recommended, but it's not perfect.

    (…)

    John: Castlevania: Symphony of the Night was a brilliant adventure with tons of spooky atmosphere and plenty of nasty enemies to challenge even the toughest vampire hunter.

    Brittany: Right, I couldn't put the controller down as I journeyed through the HUGE castle and found all the well hidden secrets. If you loved Super Metroid, you'll be a big fan of this game and even if you didn't, it still has its own charm. It's more of an RPG, and really this game and Final Fantasy VII make the Ultra Nintendo a really strong system for RPGs already.

    John: And I'm not normally a big fan of games like this but Castlevania won me over.

    Brittany: I wasn't the biggest Castlevania fan either. I felt like this game definitely has transformed the series. It's found its groove.

    John: It picks up where Rondo of Blood left off and just takes the football and runs with it straight to the end zone.

    Brittany: And spikes the football for good measure, what a fun game this is.

    John: I'm giving Castlevania: Symphony of the Night a 5 out of 5.

    Brittany: I'm going with a 4.5, while I loved the game and played the hell out of it, I was still a bit bored with some areas of the castle, which can be repetitive, I thought some of the item locations were more counter-intuitive than they needed to be, and the voice acting was pretty bad. Still though, one of the best games of the year.

    (…)

    Ted: So while Deathblow sometimes tries a bit too hard to be like Mortal Kombat, it still has a lot of its own charm and a ton of really fun characters. The violence is ludicrous, but adds to the charm of the game and I think it's one of the better 2-D fighters out there.

    Gary: Yeah, Deathblow wasn't perfect but I felt like it accomplishes a lot of what it sets out to do. The graphics remind me a lot of the arcade version of Killer Instinct, of course mixed in with the ludicrous blood splatter of Mortal Kombat.

    Ted: The combo system I thought was even better than Killer Instinct, it doesn't quite match the ferocity of a game like Street Fighter but it's still a really strategic and fun fighting game.

    *A scene is shown of a huge amazon woman ripping the arm off of her opponent and violently beating him with it.*

    Ted: And I love how the loss of a limb actually affects your fighting style. Like, you can lose your arm and still be fighting, but you won't be quite as good.

    Gary: Well no, you just lost your arm. I wish you could do like what happened with the Black Knight in Monty Python, where he's got no limbs but he's still wiggling around and trying to bite his opponent's legs.

    Ted: That would be hilarious, maybe for the sequel.

    Gary: 'Tis only a flesh wound!

    Ted: Your bloody arm's off! *laughing* Yeah, I give Deathblow a 4 out of 5.

    Gary: 4 out of 5 from me too, it's a really good one.

    (…)

    Lyssa: *is clad in a really tight wetsuit as she reviews Wave Race with Brittany who is also in a wetsuit* Wave Race was really cool, I loved all the different stunts and the races and the water just looked amazing in this game.

    Brittany: Well, that may be true but the amazing water didn't stop a lot of the courses from being really repetitive and I didn't think there were enough tricks to make that part of the game a whole lot of fun either. I did enjoy the multiplayer racing which does take a lot of skill, but it's not a flawless game by any means.

    Lyssa: I loved the courses, they all had their own different challenging aspects to them and they all looked so beautiful as well. This might be the best looking game on the Ultra Nintendo, check out the amazing water effects here!

    *A dolphin leaps up on the screen as the glimmering water of one of the stages is shown.*

    Lyssa: Oh my god, a dolphin!

    Brittany: You can see lots of dolphins in Ecco, you know there's a new one coming out next year right?

    Lyssa: I know and I can't wait!

    Brittany: Wave Race just didn't do it for me. I had enough fun with it and it looked good enough that I can confidently call it a GOOD game, just not a great game. It only gets a 3.5 from me.

    Lyssa: And I'm giving it a 5, it's by far the best watersports game ever made and I think you'll have tons of fun doing the tricks. *suddenly gets sprayed by Brittany's Super Soaker* Aaaaaaaaaahhhhh!!!

    Brittany: *laughing as she chases Lyssa off the stage* We got wetsuits on, we might as well get wet! *keeps spraying her*

    Lyssa: That water's so COLD! *shrieking as Brittany keeps chasing her*

    (…)

    Alex: *looking pained as he describes Ultra Adventurers* This game....it's all right but it's just so...plain compared with Final Fantasy VII.

    Gary: I suppose it works as maybe an alternative to Final Fantasy VII for people who don't like all the swearing and violence in that game, but... they could've at least made this a better game.

    Alex: It's completely generic. Two guys, two girls, on a quest to save the world...I do like getting to pick your classes, that at least adds some strategy there.

    Gary: Camelot did a good job with the graphics too and the soundtrack is at least decent. So it's not a truly horrible game, but for what it is, Ultra Adventurers pales in comparison to some of the other RPGs out there.

    Alex: I'm giving it a 2.

    Gary: And I give it a 2.5.

    (…)

    Brittany: I had fun with Crash Bandicoot. It's no Mario, but it's fun.

    Ted: The perspective is unique. I thought, you know, I was going to have a rough time running into the screen but after you play a level or two, it actually really works. And Crash has a lot more attitude than Mario, that's for sure.

    Brittany: Yeah that's the thing, the perspective was a bit weird.

    Ted: You're looking at Crash's ass the whole time you play this game.

    Brittany: *laughs* Yeah, but I mean...I liked the game though!

    Ted: It did remind me of Dog Dash somewhat...

    Brittany: It was tougher than Dog Dash. And they were made by the same company, so yeah, that explains the stylistic similarities.

    Ted: It's fun, but it's not Super Mario.

    Brittany: No, it's not quite THAT fun. I give it a 4 out of 5.

    Ted: ….yeah, I'll go ahead and give it a 4. We do recommend it, but know what you're getting into. Six hours of bandicoot ass.

    (…)

    Alex: I'll never understand why so many sequels think it's innovative to say “okay, here's your team and now here's an EVIL version of your team!” Star Fox did it and Nightsquad 2 now has done it. It's almost been done to death.

    Ted: Well, if it's done well, it works and I thought it worked here.

    Alex: And I did like the combination of side-scrolling gameplay from the first one and more open-world 3-D gameplay, though it's a little harder keeping your squad together in 3-D mode.

    Ted: Right, you'll be using the team commands a lot there. The game plays a lot better with the extra buttons of the Ultra Nintendo controller though.

    Alex: Oh, absolutely, it's so much easier to issue commands now. That at least made the 3-D sections work for me. This game definitely works, I like the Nightsquad series and WayForward's done a lot with it here. And between this game and Shantae on the Game Boy, they've had a really good year.

    Ted: Yeah, Nightsquad 2 is really fun and I'll go ahead and give it a 4.5.

    Alex: A 4.5? Wow, really huh? I'm giving it a 4 but I didn't think you liked it more than I did.

    Ted: My enthusiasm’s just a bit... worn out from all these awesome games, it's hard to get the energy to get really excited right now unless something really blows me away!

    Alex: Oh, I know exactly what you mean, this has been a hell of a fun week.

    (…)

    Ted: And while we don't have enough time to go in-depth on all the Ultra Nintendo launch games, we DID play all of them...

    Alex: And I've got the blisters on my fingers to prove it!

    Ted: So here are some short and sweet reviews of the rest of the Ultra Nintendo's launch lineup.

    (…)

    Lyssa: NBA Hangtime was a fun port of the arcade hit, but it didn't get enough of a bump from the arcade version to make it really pop.

    John: Yeah, in fact, it doesn't look better than the arcade version at all. It's definitely still fun, but compared to some of the stunning visuals we've seen on some of the other launch games, it's not that great. 3.5 from me.

    Lyssa: And I gotta give it a 3.

    (…)

    Brittany: Speaking of arcade ports, Cruis'n USA was lousy in the arcades and it's no better on the Ultra Nintendo.

    Alex: It's inferior to Sega's awesome Daytona series in pretty much every way. Hey look, it's the Hollywood sign! I recognize that!

    Brittany: Yeah, that thing I drive past every day coming to work. Woohoo. 1.5 out of 5.

    Alex: I give Cruis'n USA a 2.5.

    (…)

    Ted: Ultra International Superstar Soccer is a great soccer game, in fact, it might be just about the best console soccer game ever.

    Alex: Konami really outdid themselves with this one. The visuals look amazing and the gameplay is way better than FIFA. 4.5 out of 5 from me.

    Ted: Yeah, I can agree with that, I give it a 4.5 as well. Tons of fun, a must have for any soccer fan. This truly is the beautiful game.

    (…)

    Gary: Oddworld: Abe's Oddysee is a gorgeous game full of haunting visuals and some really innovative gameplay. It's not just another platformer, it's an outstanding game.

    Lyssa: I couldn't get enough of guiding Abe and the Mudokons through the game's spooky levels. I wanted to spend a lot more time in this world. It's not easy by any stretch of the imagination but it's really rewarding.

    Gary: I'm giving it a perfect 5, easily.

    Lyssa: And I'll give it a 4. Highly recommended.

    (…)

    Ted: Myst: Legacy combines Riven and Myst into one beautiful package. It's a complete and perfect port of two of the PC's best games.

    Alex: If you've never played Myst before, you should, and if you don't have a computer that can run it but you do have an Ultra Nintendo, now you can.

    Ted: Yeah, Myst: Legacy is a must have. 4.5 from me.

    Alex: And I'm giving it a 4. An excellent double pack of outstanding puzzle games.

    (…)

    Brittany: Cleo's Caverns is a cute little Egyptian-themed platformer. It doesn't innovate much but it's an all right game, I suppose.

    Ted: It's good for kids but even kids will like Super Mario Dimensions way more than this. Only get this if Super Mario Dimensions is sold out.

    Brittany: But Ted, every Ultra Nintendo comes with Super Mario Dimensions.

    Ted: Really? Oh, well then don't get this. 2 out of 5.

    Brittany: I'll be nice and give it a 3 because I like this game's take on Cleopatra. ...even though the historical Cleopatra didn't have a cute snake on her head.

    Ted: This game is a pain in the asp.

    (…)

    Gary: And finally, Extreme-G is a really fast paced racing game that is fun for a little while but eventually turns pretty dull.

    Alex: I liked the futuristic graphics and the soundtrack wasn't so bad, but gameplay wise it's just so so. I'll give it a 3.5 for the presentation.

    Gary: And I'm giving it a 2, it does nothing that other racing games haven't done before except look really pretty.

    (…)

    *Ted, Alex, Brittany, Gary, John, and Lyssa are all piled onto the couch again, Alex is holding an oversized trophy from winning the earlier Ultra Mario Kart tournament*

    Ted: And before we wrap up, guys, what's your final verdict on the Ultra Nintendo and by that I mean is it better than the Sega Saturn?

    Alex: Hell to the yes, it's a LOT better. Saturn's got some excellent games but even right now I think there are more truly great games on the Ultra Nintendo than the Sega Saturn. Super Mario Dimensions alone is almost worth the cost of admission, but with all the other great games like Final Fantasy VII, Ultra Mario Kart, Castlevania, so many others to name, I think the Ultra Nintendo is superior.

    Ted: Well, the Ultra Nintendo definitely has the superior TECH, but I'm still going with the Sega Saturn.

    Alex: What?

    Ted: Calm down, calm down. Yeah, Mario Dimensions is a hair better than Sonic 4...

    Brittany: How big a hair are we talking about?

    Ted: But the Saturn's also got games like Turok, Legacy of Kain, Tekken 2, Virtua Fighter 2...hell, all the Ultra's got in terms of fighting games is Deathblow and I can name a dozen fighting games on the Saturn that blow it out of the water. So I'm giving the edge to the Saturn.

    Brittany: Well, I agree that the Saturn has some amazing games, BUT I have to give a slight edge to the Ultra Nintendo. It's got three, count 'em, three Hall of Fame games on its launch lineup alone, and Oddworld and Castlevania were near misses. Final Fantasy VII is a true classic and no true gamer can miss Super Mario Dimensions. The Ultra Nintendo lives up to the hype and then some.

    John: Well, I'm gonna agree with my man Ted. The Saturn's better. You got all the big sports games, all the fighting games, the FPSes are better on the Saturn...

    Alex: Wait for Goldeneye! Wait for Goldeneye!

    John: Why wait when I can play Turok right now? I'm giving it to the Saturn.

    Ted: Lyssa, you're up.

    Lyssa: Don't make me choose!

    Alex: You gotta choose!

    Lyssa: They're both so good!

    Ted: If you had a gun to your head right now...

    Brittany: *grabs her Super Soaker from behind the couch and points it at Lyssa's head*

    Lyssa: I don't care how super you soak me, I really can't pick between them! Yes, the Ultra Nintendo has vastly superior graphics. There's no doubt about that. But in terms of individual games, both systems have incredible games on them. I don't agree that Sonic the Hedgehog 4 is worse than Super Mario Dimensions, I think it's a dead even tie. Sonic 4 has better boss fights, tighter platforming, better characters, it's only the sheer variety that Super Mario Dimensions has that makes it impossible to pick for me. And Windborn was every bit as good as Final Fantasy VII, Final Fantasy's just shinier is all. If you have never owned a video game system and you want to pick between these two, I mean... go with your gut. Don't ask me because honestly, my tastes are way different from yours.

    Brittany: That's fair. *puts down the Super Soaker* We live in such a great time for video games. There's so much to choose from right now.

    Ted: You GOTTA choose, Lyssa.

    Lyssa: Nope, nope, Gary, you pick!

    Alex: All up to you, Gary.

    Gary: ...the Ultra Nintendo. It's a no-brainer for me. It begins and ends with Super Mario Dimensions, which I believe is the greatest game ever made. It's the perfect video game. And then, you know, there's still Zelda to look forward to. Yeah, it's a long way away but I'm already picturing Link exploring this huge 3-D world and getting goosebumps.

    Ted: Well, there you have it. I disagree, but by a 3 to 2 margin, GameTV picks the Ultra Nintendo. For right now, at least.

    Alex: Yeah, and it'll probably be tough to find one so make sure to pre-order if you can! Anyway, that's it for this week's GameTV. We're gonna take a week off for Thanksgiving...

    Brittany: And, to be completely honest, to have more time to play Ultra Nintendo games...

    Lyssa: But next week we're coming back to review Phantasy Star V for the Sega Saturn and we're gonna check out some of next month's Ultra Nintendo games including an all new Bomberman!

    Ted: Thanks for watching us play the Ultra Nintendo for two hours, for those of you waiting to pick it up Friday it must have been agonizing but it's only three days away now. See you in two weeks and remember, never stop playing!

    -excerpted from the November 18, 1997 episode of GameTV

    -

    November 28, 1997

    A young man stood outside a department store in Overland Park, Kansas, waiting for the doors to be opened for that morning's shopping. There were massive sales on a variety of items, but the big ticket item would be going on sale at MSRP... it was the Ultra Nintendo, Nintendo's newest game system. The store had received a new shipment of 60 consoles, and it was first come, first serve.

    Damn, there's a lot of people here...” the young man thought, eyeing the crowd nervously. He was smashed together with nearly a dozen other people, the crowds massing outside of the doors as the nervous looking workers waited for the signal to open the doors.

    The doors opened and the crowd rushed in at a full sprint. The young man nearly fell to the ground but managed to fight his way out of the main crowd somehow, falling back out of the side of the mass of people as it swarmed the huge display of Ultra Nintendo systems. He could see several people fall and the crowd not stopping.

    “Hey...hey don't....!” the young man screamed, watching as the crowd trampled over anyone who fell. Several people were getting pushed against a solid wall of merchandise, a large stack of boxed furniture that was too heavy to be pushed over by the surging crowd. More people fell and soon cries of agony could be heard in the wave of people. “Oh my God!”

    The stack of Ultra Nintendo consoles fell as the crowd rushed upon it like hyenas tearing apart the scraps of dead elephants. And behind them, a young woman was already dead. Twelve more people lay on the ground, some in imminent need of hospitalization. One of them, a 50-year-old Vietnam veteran, would join the young woman in death.

    Unlike the young woman, a recent college graduate and gamer since the days of the Colecovision, the 50-year-old man hadn't come in to buy the Ultra Nintendo. He'd just wanted a good deal on a vacuum for his wife.

    -

    Anchor: This morning, what has become known among some shoppers as “Black Friday” now appears to be living up to its name, as a terrible tragedy occurred in an Overland Park Kmart today. Two shoppers were crushed to death and eleven more were injured after the doors opened and a rush of shoppers surged into the store, leading to several of them being trampled under the weight of others. It's raising new questions tonight about the increasing amount of fervor over the holiday shopping season, particularly the large sales now commonplace on the day after Thanksgiving. It appears that most of the shoppers involved were attempting to purchase the new Ultra Nintendo game system, which has become the hottest holiday item in many years, and has led to multiple incidents on this Friday, though none as serious as the one which occurred tonight in Overland Park.

    -excerpted from the KMBC-TV noon newscast on November 28, 1997

    -

    The Ultra Nintendo launch was enormously successful for a number of reasons. The immense popularity of the Super Nintendo and its CD add-on, along with the new demographics of gamers the latter brought into the fold, helped to stoke the hype for Nintendo's follow-up console. The long delays leading up to its release generated an enormous demand and gave developers plenty of time to create new games to take advantage of the console's technology. In fact, if there was one thing that Nintendo did wrong with the launch, it was that there may have indeed been “too many games”. That's not a problem one normally associates with a console launch, but in Nintendo's case, with four bonafide triple-A games all releasing at the same time, along with numerous other lesser but still high-quality titles, many of those lesser titles were pushed to the wayside. Games like the brilliant but tragically under-appreciated Oddworld: Abe's Oddysee, garnered some of the best reviews of any of the launch titles, but was largely ignored at launch in favor of more traditional platformers. One of those traditional platformers, Crash Bandicoot, could likely have achieved similar success to Naughty Dog's other marquee platforming franchise Dog Dash had it been released further away from the black hole that was Super Mario Dimensions. And Castlevania: Symphony of the Night, which Nintendo positioned as one of the “big five” launch titles, paled in comparison to the big hits, though it did garner enough sales to be decently profitable, especially once it was released for the Sega Saturn later on. Nintendo did consider spacing out Ultra Mario Kart and Starfox 2 further from the Ultra Nintendo's launch date, but decided to go with the “overwhelming force” strategy as a way to deal a knockout blow to the Saturn, which had captured a large portion of the North American video game market. Nintendo wanted to position the Ultra as a worthy competitor to the Saturn right away, and that meant a flood of marquee games, even if they likely limited each other in sales.

    The Ultra Nintendo was difficult to find throughout the 1997 holiday season, and indeed, throughout 1998. Nintendo and Sony just couldn't produce the necessary amount of consoles to meet the overwhelming demand. It wasn't their fault, though some did accuse Nintendo of artificially limiting supply (indeed, after four people died in accidents related to the large crowds frantic to purchase the Ultra Nintendo during that first holiday season, Nintendo chose to publicly release proof that they lacked the capacity to produce more than the already large number of consoles they were bringing to market). Nintendo just wasn't prepared to sell that many consoles, and indeed, nobody expected the Ultra Nintendo to sell that many so quickly, even with the massive hype generated prior to its release. It truly was the perfect storm of factors: the greatest launch lineup ever, an enormous surge of goodwill following the excellent Super Nintendo CD, a surging economy allowing many families to be able to afford the $300 price tag, and a self-fueling wave of media hype that was whipped into a frenzy by all the stories about the system being so hard to find. Nintendo couldn't have planned it any better if they tried, and by the end of 1997, the Saturn's market share had already fallen nearly a third from its peak level on November 20, 1997. The Ultra Nintendo had arrived, and the video game market would never, ever be the same.

    -from “A Retrospective Of The Ultra Nintendo Launch” on IGN.com

    -

    December 1, 1997

    Even with the tragic Black Friday incident casting somewhat of a pall over the mood of some of the gathered Nintendo and Sony executives in Kyoto, the mood at the table was largely celebratory. In just eleven days, North American sales of the Ultra Nintendo and Ultra Nintendo software had topped a billion dollars. More consoles were being rushed to market and spirits were extremely high. Even the normally gruff Hiroshi Yamauchi was willing to crack a smile. The system would be released in Europe later that month, no doubt generating another huge smile of sales.

    “To everyone here, the success of our newest product has been the result of the tireless efforts put forth by all of you. I cannot express how much gratitude I feel toward every one of you right now,” said Yamauchi. “With that said, our work continues. We must continue to ensure that the games produced for this new game console are of the highest quality, and that any technical problems discovered as these consoles are shipped are quickly discovered and eliminated.”

    “Our workers have been made aware that they will be held to the highest standards,” said an executive from Sony, in charge of producing the many, many consoles that were currently being shipped to North America. “Not a single defect will go unnoticed.”

    “That is good,” said Yamauchi. “Kutaragi-san, did you wish to state your business at this time?”

    “Yes,” said Ken Kutaragi, who, more than anyone else at the table, was overwhelmed with joy at the news of the success of the Ultra Nintendo and all the praise and love that went with it. “As you all know, in addition to the Ultra Nintendo, there is another product on which Sony and Nintendo have been collaborating. Iwata-san and Yokoi-san have also had a say in the development of this product, which we hope to bring to market in Japan sometime within the next 18 months. Please, open the folders you all have been given.”

    Howard Lincoln opened his folder to see a blueprint of what was certainly a handheld gaming device, along with proposed technical specifications. When he briefly scanned the specifications, his eyes went wide.

    This...? In a handheld game system...?” Lincoln thought with bewilderment. “This thing is more powerful than the Super Nintendo CD...!”

    Gunpei Yokoi didn't entirely agree with all of Kutaragi and Iwata's plans for the device, but Kutaragi assured him that it could be made with the same design philosophies that had made the Game Boy such a success. An important factor remained battery life, but again, Kutaragi assured him that Sony had found a solution.

    As long as I can make the games I wish to make, I believe this new device can be a success,” thought Yokoi, who was at the very least impressed with Kutaragi's creativity.

    “After you're finished reading, I welcome any and all input you would like to give me. Please, be completely honest. Project Aphrodite can only be a success with the same amount of collaborative effort we've put into the Ultra Nintendo.”
     
    December 1997 - The SNES-CD's Last Christmas
  • Despite all the Ultra Nintendo hype, Donkey Kong Country 4 might just be the year's best game.”
    -excerpted from the review of Donkey Kong Country 4 in the December 1997 issue of GamePro magazine

    Every time the media reports sellouts, it causes more people to rush to the stores and buy up the product they have left. It's a self-fulfilling feedback loop and I don't see the Ultra Nintendo being widely available in stores anytime soon.”
    -Michael Pachter, quoted in a business journal published in December 1997

    This Christmas, don't believe the hype. Just believe this. *footage is shown of various Sega Saturn games* The Sega Saturn, now $199 and still the best game console in the world. Because Saturn still does what Nintendon't.”
    -from a holiday 1997 Sega Saturn game commercial

    Ah, Christmas '97. The winter of discontent for those who couldn't find an Ultra Nintendo in the stores. And the winter that I discovered a little game called Yuna Anthology.”
    -a blogger on the website Visually Novel, in a June 12, 2014 blog post

    -

    So they're finally here, performing for you! If you know the words, you can join in too! Four groovy Kongs to make you clap, as we jam out with this monkey rap!”
    -the introductory line to the “DK Rap” played in the intro of the Super Nintendo CD's Donkey Kong Country 4: Kong Family Reunion, the song is a somewhat different but melodically similar song to OTL's “DK Rap” from Donkey Kong 64

    Donkey Kong Country 4- The Basics

    Rare's Donkey Kong Country 4: Kong Family Reunion is the final Donkey Kong Country game and Rare's final game for the Super Nintendo CD. Though a similar platformer to the three previous games in the series, it's also more of a gameplay evolution than the previous games were. Now, all four Kongs: Donkey, Diddy, Dixie, and Kiddy, can be on screen at once, which gives the player four chances to get hit instead of two (levels are somewhat more difficult to compensate for this). The graphics are also improved from the previous three games, featuring some of the best if not the best rendered visuals on the Super Nintendo CD, comparable to some early 2-D Sega Saturn games in terms of graphical fidelity. Players are even able to go into the backgrounds of stages (like in Donkey Kong Country Returns for the OTL Wii), another series first. Another new addition to the game is the addition of four-player stages that can be played by up to four players at once via splitscreen, the four Kongs have to flip switches or defeat enemies to help the other players advance through the level until one or all of them reaches the goal. There is one level in each of the game's worlds that features this mechanic. If only one player is present, the levels can be played by switching manually between Kongs.

    The game has been streamlined somewhat. Instead of previous games in the series, which featured up to nine different worlds, this game features only six, and no separate bonus world (though there are a few bonus levels that can be opened up by fulfilling certain conditions. The plot of the game is that the four Kongs have finally returned to Kong Island, only to learn that King K. Rool has recruited six evil primates to help him take over in a coup. The Kongs must hunt down these evil primates through the six worlds they've taken over in order to reach K. Rool and stop his evil reign. The Worlds are:

    World One: Swingin' Tree Jungle
    A jungle world similar to previous jungle worlds in the series, easy levels and fairly basic gameplay are the norm here. The boss of this world is Meddle, an evil chimpanzee who leaps around frequently during his boss fight and must be jumped on.

    World Two: Brickrock Canyon
    A quarry-like level with lots of rocky stages and cliffs. The boss of this world is Magomba, a brutish gorilla who throws rocks and is surprisingly agile.

    World Three: Tar Pit Palace
    A huge temple-like building surrounded by hot, sticky tar pits. The boss of this world is Multreble, an orangutan who wields a megaphone and blasts the Kongs with powerful sonic attacks.

    World Four: Surplus Island
    An island with an abandoned military base on it that's been taken over by an army of Kremlings and evil monkeys alike. The boss of this world is Marshal, a baboon in a military uniform who deploys his personal army to attack the Kongs.

    World Five: Moonlight Archipelago
    A beautiful series of islands that hide a dark secret, a huge and powerful volcano that is doomed to interrupt and shatter these peaceful islands. The boss of this world is Mellody, a lemur princess who wields powerful magic.

    World Six: The Lost City Of Apelantis
    An underwater paradise that King K. Rool is seeking to gain power over the world forever. There are two bosses here: Manadu, an evil mandrill and leader of the primate rebellion, and then in the very next level, King K. Rool himself, who has commandeered a massive ancient machine to bring to bear against the Kongs. Defeating K. Rool liberates Kong Island forever and the Kongs and their friends can finally celebrate a lasting peace... with a huge banana pile, of course!

    The game, released in early December 1997, is one of the biggest selling SNES-CD games of the year, though it is somewhat ignored in the massive hype over the Ultra Nintendo, just as Donkey Kong Country 3 was ignored in the wake of OTL's Nintendo 64 release. Still, the game sells over two million copies in North America and is at the very least a decent consolation prize for those who can't get their hands on the sold-out Ultra Nintendo.

    -

    Darklight Conflict

    Dan: 6.5
    Shoe: 5.0
    Crispin: 7.0 (quote: “The gameplay in this space sim can be fun at times, but it's nothing we haven't see before.”)
    Sushi-X: 5.0

    Donkey Kong Country 4: Kong Family Reunion

    Dan: 9.5
    Shoe: 9.5 (quote: “Donkey Kong is back and this is his best game yet.”)
    Crispin: 9.0
    Sushi-X: 9.0

    Risk

    Dan: 6.0
    Shoe: 6.0
    Crispin: 5.0
    Sushi-X: 5.0 (quote: “Some glitchy animations and very slow CPU gameplay make this board game pretty rough.”)

    Where In Space Is Carmen Sandiego?

    Dan: 7.5
    Shoe: 7.0
    Crispin: 7.0 (quote: “This series is still quite fun and the cutscenes are made by the same crew who did the Fox Kids animated series.”)
    Sushi-X: 7.0

    Andrekah/Cotton: Amazing Duo!

    Dan: 6.0
    Shoe: 9.0
    Crispin: 7.0 (quote: “I wish this game had been an open-ended action game like Andrekah. Going the rail-shooter route was a bit of a disappointment.”)
    Sushi-X: 7.5

    Tower

    Dan: 8.0 (quote: “This puzzle game makes perfect use of verticality and is fast paced enough to keep even puzzle vets on their toes.”)
    Shoe: 8.5
    Crispin: 8.0
    Sushi-X: 8.5

    Curia

    Dan: 8.0 (quote: “This is a really fun little RPG, though the cutesy girls and weird cutscenes might make it more of a niche title.”)
    Shoe: 7.5
    Crispin: 7.5
    Sushi-X: 7.5

    Disaster Squad!

    Dan: 6.0
    Shoe: 6.0
    Crispin: 7.0 (quote: “This game reminded me of Robotron in some ways, and I liked all the colorful graphics.”)
    Sushi-X: 7.0

    Missing

    Dan: 6.5 (quote: “A decent visual novel, though there are much better games of this genre.”)
    Shoe: 6.0
    Crispin: 7.0
    Sushi-X: 7.0

    -Electronic Gaming Monthly's reviews of December 1997's SNES-CD games in the January and February 1998 issues

    Wipeout

    Dan: 7.5 (quote: “This is the fast-paced racing game Extreme-G should have been.”)
    Shoe: 8.5
    Crispin: 8.0
    Sushi-X: 8.0

    Madden 98

    Dan: 7.0
    Shoe: 8.0 (quote: “The Ultra Nintendo's first Madden looks great but it's a bit light in the feature department.”)
    Crispin: 9.0
    Sushi-X: 8.0

    Duke Nukem: Time To Kill

    Dan: 8.0
    Shoe: 7.0 (quote: “This isn't the Ultra Nintendo's definitive FPS, but it's nice to see Duke back again.”)
    Crispin: 6.0
    Sushi-X: 6.0

    Ultra Bomberman

    Dan: 9.0
    Shoe: 9.0
    Crispin: 9.0 (quote: “This game features what may be the best adventure mode to date in a Bomberman game.”)
    Sushi-X: 9.0

    Bushido Blade

    Dan: 8.5
    Shoe: 8.5
    Crispin: 7.0
    Sushi-X: 9.5 (quote: “The Ultra Nintendo just got the fighting game of the year.”)

    Ultra Frogger

    Dan: 5.5
    Shoe: 3.0
    Crispin: 2.0 (quote: “The Ultra Nintendo doesn't need Frogger.”)
    Sushi-X: 4.5

    Arrow Of War

    Dan: 4.0 (quote: “It's Dynasty Warriors with bows, but hideously executed.”)
    Shoe: 4.0
    Crispin: 3.0
    Sushi-X: 3.0

    Mirrorlight

    Dan: 9.0
    Shoe: 8.5
    Crispin: 9.0 (quote: “A beautiful puzzle game with an amazing soundtrack.”)
    Sushi-X: 8.0

    -Electronic Gaming Monthly's reviews of December 1997's Ultra Nintendo games in the January and February 1998 issues

    -

    This ancient ruin may hold the key to the survival of our universe...or its destruction. We cannot delay in exploring this place until we know exactly what we're dealing with. In the meantime, be on your guard...I sense the presence of incredible evil here.”
    -Princess Adriana Sornia, Phantasy Star V

    Phantasy Star V- The Basics

    Phantasy Star V: The Forgotten Colony is the sequel to Phantasy Star IV: The End Of The Millennium. The game has similar gameplay to previous titles in the series, it's a turn-based JRPG where characters can attack or use various techniques by spending Technique Points in battle. Dungeons, however, are explored from a pseudo-3D top down perspective, similar to Planetary Probe or Final Fantasy VII. The game utilizes a mix of 2D and 3D graphics, though the 3D isn't quite as good as in Planetary Probe, it is largely considered a 3D game. Battles also have a new twist to them: in addition to only being able to use three characters in battle instead of four, characters possess both ranged and melee weapons, and attacks effect different segments of the battlefield, with characters able to move around during their turns before choosing their attack (you can only move a limited amount before you have to take an action, and faster characters can move around more). It's not an action RPG like Tale Phantasia or Krystalshade, there's simply a move phase before choosing an attack. Some attacks, including some melee attacks, can hit multiple enemies at once. This adds a layer of strategy to the battles that did not exist in previous Phantasy Star games. Dungeons themselves are quite large and complex, making for a very exploration-heavy game, and there is an overworld map, on which enemies can attack the player. Enemies in both dungeons and the overworld are visible to the player and can be avoided if they so choose. The game features voice acting, though compared to some other Saturn RPGs, there's not quite as much and the cast is largely unknowns. The plot of the game involves a planet called Fydel, whose civilization is dying. Fydel was once a futuristic, space-faring world, but a hideous cataclysm some 600 years prior to the beginning of the game has left the remaining people struggling for resources in an increasingly barren world (largely similar to the plot of Phantasy Star IV, though the similarities between the two games mostly end there). The young hero, Fain, is a boy who scavenges ruins in order to find treasures to sell to aid his ailing mother and young sister Lily. Fain's village lies on the outskirts of territory ruled by King Sornia, who has resorted to increasingly desperate measures to sustain his rule. After the king's wife dies in a tragic accident caused by the kingdom's chief researcher, Sornia is driven deeply into madness. His daughter, Adriana, watches her father's descent in dismay, and one day she escapes her contingent of bodyguards and runs away, finding Fain on one of his scavenging missions. Fain and Adriana have an adventure together before the two return to Fain's village only to find it burned to the ground, with most of the villagers, including Fain's mother, dead, and his sister Lily missing. The king, it seems, blames the village for his daughter's disappearance and burned it in revenge. Fain and Adriana go on a few more adventures as they evade the king's guards, eventually stumbling into an ancient transporter that takes them (and another party member they picked up along the way) to a colony on a far-off world. The colony, though utilizing a lot more technology, is also mostly ruined due to being cut off from Fydel for 650 years, and contains intrigue of its own. Fain, Adriana, and their companions soon discover that the colony harbors a secret: it was once home to a superweapon capable of resetting the universe and remaking it in the image of the one who used it. The colony is also home to Lady Sydonia, a treasure hunter/would-be conqueror who seeks this weapon and will stop at nothing to get it. There's also trouble once King Sornia learns of the colony and sends his troops there in hopes of finding the superweapon, which Sornia hopes to use to bring his dead wife back to life and make him and his family the rulers of an eternal universe in which he is forever king. Fain and Adriana eventually meet up with four other characters who join their party, including Lily, who managed to escape the village before its destruction and found her way to the ancient colony, and even Lady Sydonia, who is reformed early on in the second half of the game and becomes the last character to join the party. Though Sornia remains a villain for most of the game, he is never actually fought, and eventually, we learn that he has been manipulated by the Black Flame, Dazandril (a manifestation of the Dark Force), an ancient evil who was responsible for both the space calamity that caused so much death and suffering on Fydel AND the death of Sornia's wife and Adriana's mother. Dazandril actually takes possession of the superweapon and remakes the universe, which directly leads to the final dungeon in which the heroes must plunge into the depths of Dazandril's dark world to stop him and restore the universe to its original state. In the end, the colony is destroyed, though Fain and Adriana help return the colonists to Fydel. The two of them ascend to the throne and pledge to finally restore Fydel to its former glory, ushering in a thousand years of peace and harmony.

    Even though Sega lovers had clamored for Phantasy Star V ever since the release of Phantasy Star IV, you get the sense that the company wanted to push Planetary Probe as its big RPG that year. Enix's game looked somewhat prettier and all in all had a much more epic presentation. Still, Phantasy Star V was a worthy successor to the legacy of the series. It wasn't a groundbreaker like the original Phantasy Star, a timeless classic like Phantasy Star II, or even a grand RPG epic like Phantasy Star IV. The plot was somewhat predictable and the graphics looked a bit primitive compared to that year's big 3D RPGs. But the game was still exceptionally well made and proved that the series still deserved a place among the best RPG franchises of the time. It was the second biggest selling RPG of the holiday season, far behind Final Fantasy VII but a better seller than Planetary Probe and the best selling title in the series in North America to date. Needless to say, it was also a huge hit in Japan, and proved that Sega made a wise decision bringing the series to the next generation.”
    -excerpted from a Phantasy Star retrospective on RPGamer.net, posted in July 2000, just before the North American release of Phantasy Star VI

    -

    Ultra Bomberman was the first post-launch Ultra Nintendo game, released on December 1, 1997. It had actually been hyped a lot along with the other launch games, including in Nintendo's pre-release promotional video, giving off the impression that it was indeed a launch game. However, Hudson Soft needed a bit more time to finish up the game, and Nintendo, the game's publisher, allowed it to be held back a couple of weeks. The game was the first ever Bomberman game to include fully 3-D gameplay, in both the single player AND multiplayer modes. The game also included traditional 2-D gameplay modes in both single player and multiplayer, allowing players to be able to choose their Bomberman experience. The 3D adventure mode, the centerpiece of the game (and what was promoted heavily in the game's commercials which featured a parody of the Spiderman theme song: “Look out! It's Ultra Bomberman!”), included five different worlds and around 20 different levels, playing somewhat similarly to Super Mario Dimensions (though not quite as fun, the levels were a lot more repetitive and the platforming somewhat clunky, it was pretty fun to take Bomberman and his powerups into a fully 3-D environment). The 3D multiplayer mode was a novelty to the series and for the most part it played quite well. It had six different arenas for players to move around and drop bombs in, bombs could also be thrown or kicked at other players as well. The game was compared to the Saturn's 1997 Bomberman game by many, though it lacked a proper ten-player mode (only allowing four players to play at once), and the 2D mode didn't have as much of a variety of stages or items as the Saturn game, it did have the 3D mode that the Saturn game lacked and was also a much bigger seller, becoming the biggest seller outside of the launch titles for the Ultra Nintendo during the 1997 calendar year.

    Though not as popular as Mario, Cloud Strife, or Fox McCloud, Bomberman was a welcome addition to the Ultra Nintendo's holiday lineup, and his first Ultra Nintendo adventure remains one of the system's most beloved games.

    -excerpted from “Bomberman: Blasting Onto The Fifth Generation Scene”, an article on Gamesovermatter.com

    -

    The World Is Square
    Why 1998 Is Poised To Be Squaresoft's Biggest Year Ever

    You can't blame the executives at Squaresoft, one of the world's largest video game software companies, for being cocky. Final Fantasy VII, the latest installment in their flagship role playing series, is one of the year's hottest titles and is poised to sell nearly a million copies by the end of the year in North America alone, in addition to the more than two million copies of the game that have already been sold in Japan. The game is up for a number of year-end awards, competing with fellow Ultra Nintendo megahit Super Mario Dimensions for Game of the Year in many publications.

    This month, they're releasing Bushido Blade in North America, their second fighting game after Tobal No. 1 and their first for the Ultra Nintendo. In Bushido Blade, characters fight with different bladed weapons, seeking to strike a fatal blow. The game lacks a traditional health bar. Instead, players must use strategy to strike when the time is right. It's a far cry from the typical 2D fighter, but the game is already scoring positive reviews and is likely to be another hit for the company in this busy holiday season.

    But despite the huge year that Squaresoft is having, 1998 is poised to be even bigger. The company is working on several major releases, perhaps none bigger than Parasite Eve, a game which promises to merge the cinematic experience of movies with the interactive fun provided by a video game. The company is throwing a considerable amount of money and effort behind the game, which takes place in New York City amidst the horror of a biological plague that causes its residents to spontaneously combust while also producing terrible and hideous creatures. The game is still in progress, but Squaresoft promises to release information throughout the year, leading up to what the company says will be a worldwide simultaneous release scheduled for the fall of 1998.

    Those looking for a more traditional role playing game might want to try out Fairytale. The game takes place in a mystical world of fairies and magic and has been described by those who saw footage of the game at 1997's Tokyo Game Show as “Fern Gully meets The Nightmare Before Christmas” with haunting but breathtakingly beautiful environments inhabited by lovely fairies with some of the strangest character designs ever seen in a video game. The score has been written by Yasunori Mitsuda, of Chrono Trigger fame, and Mitsuda is said to currently be assisting Nobuo Uematsu with the musical score to Final Fantasy VIII, set for release sometime next year. For those who can't wait for Final Fantasy VIII or Parasite Eve, Fairytale should be an excellent appetizer, it's set for a Japanese release in January and a North American release sometime in the summer.

    Apart from those two huge RPGs, Squaresoft is launching a massive salvo of games in a variety of genres, beginning in February with Einhander, a 3-D shooter, and God Bless The Ring, yet another fighting game, but this one focused heavily on story. Indeed, God Bless The Ring is part of what Squaresoft dubs “Project Ehrgeiz”, which will see two games launched next year: God Bless The Ring and Deepground, described as a modern day old-school dungeon crawling RPG. God Bless The Ring was originally to involve characters from Final Fantasy VII, but a decision was made to remove those characters and focus more on the game's story by adding more original characters to the game's enormous world.

    With those games and many more yet unannounced set for release in 1998 alone, Squaresoft is poised to be a major part of the Ultra Nintendo's success going forward. When asked if the company would ever be willing to develop for the Sega Saturn, Hiranobu Sakaguchi said simply: “We have no plans to develop for the Sega Saturn at this time. Our games have always pushed the limits of what is possible, and Nintendo and Sony's technology allows for far more freedom than any other platform would offer.” Nintendo and Squaresoft have always been close partners, perhaps never closer than when developing 1996's Super Mario RPG together. Their relationship remains one of the tightest third party relationships in the gaming industry, and that doesn't look likely to change anytime soon.

    -from an article in the December 1997 issue of Next Generation magazine

    -

    (Author's note: We'd like to thank our reader Moe Satyr for this excellent idea for TTL's Wipeout! The game would not have appeared in TTL without his input, so thanks again!)

    Psygnosis and Sony's Wipeout, for the Ultra Nintendo, isn't exactly F-Zero, but it doesn't have to be. The player jumps into the cockpit of a futuristic plane in order to race through more than ten different levels (which include futuristic versions of various world cities, such as Johannesburg, Kyoto, Rio de Janeiro, Tokyo, Moscow, New York, Sydney, Milan, St. Petersburg, and Rome, along with very cool ruined versions of Agra and Liverpool). The game is white-knuckle fast and there's a pretty steep learning curve, but once you get the hang of it you'll be flying around the track! We do wish there was more time to enjoy this game's great visuals, you'll be zooming past them too quickly to admire them most of the time, but the great track layouts and customizable weaponry and equipment (don't forget to install them before you go out and race!) makes this one of the smartest racing titles around.

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

    -excerpted from a review of Wipeout in the January 1998 issue of GamePro

    -

    (Author's note: Thank reader Cataquack Warrior for his ideas for the Galaxy Fraulein Yuna games. There's actually more on the Yuna Anthology that he'll be posting later on, he contributed a lot of ideas for several future games for this timeline and so you'll be seeing more of his work down the road!)

    After the Ultra Nintendo was released, Sega was reeling. Their lineup for December 1997 largely centered around Phantasy Star V. Other major titles included Daytona USA 2 (a somewhat inferior port of the original arcade version which featured the just-launched Model 3 arcade board, a superior version would come out in 1998 once Sega released their “Ring” accessory), Marvel vs. Street Fighter (a really solid arcade port that was quite a lot of fun until Marvel vs. Capcom came out in 1999), and Soul Blazer (which also contained Illusion of Gaia, the two Enix/Quintet ports were somewhat enhanced but still looked pretty inferior compared to other Saturn games).

    And then there was a little title called the Yuna Anthology. Based on the Hudson Soft video game franchise originally released for the PC Engine CD, Yuna Anthology was a collection of the first two games of the series, enhanced greatly for the Sega Saturn. The games starred a girl named Yuna Kaguarazaka, who wins an intergalactic beauty contest and then is told by a strange being named Elner that she was destined to become a hero. She does this by defeating the other competitors in the beauty contest, who have been corrupted by darkness to become the Frauleins of Darkness. In the sequel, Yuna does battle with an evil girl named Erika, who wants revenge on Yuna for winning another beauty contest that Erika couldn't attend due to being sick (yes, the two games are very quirky and strange). The games largely consist of full-motion video sequences (quite beautifully animated for the Saturn remakes) broken up by boss battles and mini-games. These battles and mini-games are actually quite fun and span a variety of different game genres. In addition, the games feature branching paths that lead to different storyline results and even different gameplay experiences. Yuna Anthology also came in a very nice box with a variety of extras, including a 96-page hardcover artbook/hint guide, four different posters, and the full CD soundtrack to both games. Clearly, the publishers realized the game's niche audience and went all out on the release bonuses, similar to what Working Designs did for their Sega CD and Super Nintendo CD games.

    The game's sales performance was one of the biggest surprises of the holiday season. Despite being one of the hardest sells in recent memory, it sold over 70,000 copies in North America. What went right? In addition to decent reviews (mostly 7s and 8s from the usual publications, though Lyssa Fielding gushed over the anthology on GameTV, giving it a 4.5/5), the game got lots of promotion in various game magazines, with fun, colorful ads that invoked comparisons with the hit girl power anime Sailor Moon and Magic Knight Rayearth, the latter of which had just debuted on Fox Kids. In addition, the Sega Saturn had a solid contingent of anime fans and niche game lovers who swarmed over the game upon its release, making it very popular in early internet message forums. All of these factors contributed to the Yuna Anthology becoming a sort of “niche alternative” to games like Phantasy Star V. The Ultra Nintendo didn't have anything like it (yet, at least), and it was a really fun and well made game. The success of the game led to the Yuna series becoming one of the more enduring (though, sadly, not one of the more widely popular) franchises on the Saturn, and did pave the way for the vastly more successful Legend Of Galactic Heroes in 1998.

    -excerpted from a "Fraulein Force" blog post on January 18, 2010

    -

    Titanic finally ended its North American box office run today after a fierce push proved unable to topple Men in Black from its place as the #1 domestic box office champion of the year. Titanic finished less than a million dollars short, grossing nearly $295 million over its domestic run. The film was widely praised and took home nine Academy Awards, including Best Actress for its young star Kate Winslet, but it lost Best Picture to L.A. Confidential, which likely cost it the domestic crown. The film did, however, make back its enormous budget, and then some, especially factoring in its international performance. The film has grossed nearly a billion dollars worldwide, which places it just shy of Jurassic Park on the all time list of most lucrative films ever, and it may catch Jurassic Park yet, depending on when the film finally leaves foreign markets. Much of the film's success can be attributed to its incredible visual spectacle, drawing comparisons to James Cameron's 1991 smash hit Terminator 2: Judgment Day. Kate Winslet also shined in her role as Rose Dewitt Bukater, lover of Matt Damon's character Jack Dawson. Though Damon was also praised for his performance, critics did consider him to be somewhat “wooden” compared to the electric performance of Winslet.”
    -from Entertainment Weekly, August 9, 1998

    -

    Ted Crosley: Phantasy Star V does a lot of things right, it finally mixes up its archaic battle system and presentation-wise it's pretty solid, but the game still had, I thought, a lot of flaws.

    Alex Stansfield: I had fun with it.

    Ted: It was really predictable, and the villains just weren't compelling. There was only one villain I found compelling.

    Alex: You're talking Lady Sydonia right?

    Ted: Yeah, Lady Sydonia is really cool. She was a fun character. Maybe the only fun character in this game.

    Alex: I agree that Phantasy Star, the series, does kind of lack the memorable characters seen in Final Fantasy, but the gameplay was superb and I loved the battle system, it lets you move around and it actually makes a difference where you position your heroes.

    Ted: And even that, toward the end of the game it kind of serves to lengthen fights since you have to position your team before every turn.

    Alex: Well, you can set it to auto position but the CPU doesn't always make the best choices.

    Ted: It put my healer right up in the boss' face and got her killed!

    *A quick scene of gameplay is shown as Adriana runs right up to a huge stone golem boss and gets smashed into unconsciousness on the very next turn.*

    Alex: It's better for regular encounters than it is for bosses.

    Ted: You got that right!

    Alex: I'm giving Phantasy Star V a 4 out of 5. It's not the masterpiece that Phantasy Star II was but I feel it's worthy of the series regardless.

    Ted: I'm giving it a 3, it's a perfectly average RPG.

    (…)

    Gary Westhouse: Andrekah/Cotton: Amazing Duo for the Super Nintendo CD is a really fun, if really cutesy rail-shooter action hybrid that I felt could've used a lot more action and a lot less rail shooting.

    Brittany Saldita: It seems like they tried to make the game more like Panorama Cotton than like Andrekah and that was a big mistake. However, the selection of power-ups was I thought the best of any shooter I've ever played. So I'm of two minds about this game. The shooting segments are repetitive and spectacularly easy but the power-ups are beautifully animated and really fun to use!

    Gary: I felt like this game was more fun to watch than it was to play, and that's a bad thing for a GAME. It was a ton of fun to watch you play it.

    Brittany: Well, I had a lot of fun while I was playing it! *she looks like she's agonizing about what to think of the game* Look, I really liked Andrekah and I thought this game was gonna be a proper sequel to that.

    Gary: And it really wasn't.

    Brittany: It's the ultimate “cute 'em up”.

    Gary: It IS beautiful to look at. The SNES-CD, even nearing the end of its life, can still pull off some amazing stuff.

    Brittany: Oh yeah, definitely.

    Gary: But I still have to give this game a 3 because it's just so repetitive and easy that it's a chore to blast through it.

    Brittany: Yeah, I gave it a three too. And I LIKED it, but...

    Gary: But maybe it could've been harder?

    Brittany: Right. It's a little kids' game.

    -excerpted from the December 9, 1997 episode of GameTV

    (…)

    Lyssa Fielding: Okay, first Ultra Bomberman and now Mirrorlight, the Ultra Nintendo is becoming a great platform for action puzzles!

    Ted: Mirrorlight was awesome and for a number of reasons. The graphics, which...showed off some incredible lighting effects, were just gorgeous. The single player mode, which stars these anime-like characters that actually have personality and give you an actual reason to solve all these puzzles, that was really fun to play through...

    Lyssa: And even the multiplayer mode...I mean look at this!

    *The game shows a split-screen with two players lining up moving mirrors as a beam of light bounces between them. The mirrors are of various colors and when the light beam hits the mirrors it bounces off of them and splits into different colors that hit various shapes, when the beams pass through the shapes it sets off a number of combos, a huge combo on one screen sets off a cascading rain of beams that shatters one of the other player's mirrors in a spectacular display of light and sound.*

    Lyssa: I thought this game had the best two player puzzle mode since Tetris Attack.

    Ted: It's much slower paced....

    Lyssa: Usually. In the later levels that beam is moving fast!

    Ted: Right, but even at the slow pace it's still pretty challenging. Make no mistake, this game's not easy, though you do get a lot of exclusive powerups in the single player mode that'll help you out.

    Lyssa: It's fun, it's pretty, I give Mirrorlight a 4.5.

    Ted: And I'm also giving it a 4.5, I absolutely recommend it to anyone looking for a good puzzle game.

    (…)

    John Walden: I loved the first Daytona USA for the Saturn, and when Daytona 2 came out in arcades a few months ago, I was blown away. But this port, it didn't do that for me.

    Gary: It seems like they really rushed this port out.

    John: Yeah, and I get why they would do that, Christmas is right around the corner, but they could've at least tried to optimize it for the Saturn. The graphics are a little smoother than Daytona USA on the Saturn but there's a lot more pop-in.

    Gary: Is it a bad port?

    John: It plays fine, it's a little slower though and when you're talking about a racing game...

    Gary: Right.

    John: I'm not sure I can recommend this.

    Gary: Well, with the downgrade from the arcade version, it's Daytona USA with different tracks. And that's not a BAD thing but at full price maybe it is.

    John: I think the biggest problem is that the Sega Saturn doesn't have enough RAM to handle a game like this. The Ultra Nintendo, that's why it has 16 megs of RAM, because that console probably could have handled this game.

    Gary: Are you saying that Nintendo does what Sat....uh, Satdon't?

    John: That really doesn't work. *shaking his head*

    Gary: But it's true!

    John: The Saturn has four megabytes of RAM. It just chokes on a game like this.

    Gary: So...Daytona, let's go away?

    John: Let's go far away from this inferior port. I give it a 2 out of 5.

    Gary: And I'm gonna agree, 2 out of 5, save up your quarters and play it in the arcade.

    -excerpted from the December 16, 1997 episode of GameTV

    -

    SNES-CD Power Charts: December 1997

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Kirby's Adventure 3
    3. Tales Of The Seven Seas 2
    4. Star Wars: Masters Of Juyo
    5. Dog Dash 2
    6. Chrono Trigger
    7. Tale Phantasia
    8. Parappa The Rapper
    9. Twinblade II
    10. Terranigma
    11. Super Mario World 2
    12. Fire Emblem: Keepers Of The Light
    13. Super Mario RPG
    14. Breath Of Fire III
    15. Madden 98
    16. Elements Of Mana
    17. Rampage: The Revenge
    18. Starseekers Of Exion
    19. Doom
    20. Donkey Kong Country 3: Dixie Kong's Double Trouble

    The Official Saturn Magazine Buzz Chart – December 1997

    1. Tomb Raider II
    2. Sonic The Hedgehog 4
    3. Resident Evil 2
    4. Phantasy Star V
    5. Planetary Probe
    6. Tekken 3
    7. Race'n'Chase
    8. Turok: Dinosaur Hunter
    9. Ultima: Scion Of Britannia
    10. Virtua Quest

    -

    The first holiday sales figures are in, and the big winner of this year's video game retail war is Nintendo. Their Ultra Nintendo console has sold more than five million units in North America alone since its release in late November, selling out every time a shipment hits stores. The console was in hot demand throughout the Christmas season, and though there were no more fatal incidents like those seen immediately after the system's release, reports of fights breaking out and assaults on retail employees were reported in several locations after tempers flared and shoppers came to blows. The company's Super Nintendo CD also got a minor increase in sales, likely due to shoppers being unable to find the new Ultra Nintendo and settling for the older device. A price drop to $69.99 for the stand-alone unit (which was also packaged with the new Donkey Kong Country 4) likely helped, giving the SNES-CD its first sales bump since the release of Star Wars: Masters of Juyo back in August.

    Sales of Sega's Saturn slowed significantly, though the console remained one of the year's top holiday gifts in terms of units sold. The Saturn, which peaked at 65 percent market share in late November, has dipped back below 50 percent, ceding control of the market back to Nintendo after nearly a year in the lead. Still, the company has positioned itself as a lower-cost alternative to the Ultra Nintendo, and with hits like Resident Evil 2, Tekken 3, and Panzer Dragoon Saga on the way, along with rumors of a new Mega Charger-like accessory in the works, the Saturn looks to remain competitive even as the Ultra Nintendo continues to sell at a record shattering pace.

    On the handheld front, the Game Boy Color sold fairly briskly as well, despite failing to launch any major hit games this holiday season. The biggest recent seller has been Donkey Kong Land 3, a handheld adaptation of 1996's Donkey Kong Country 3 for the Super Nintendo CD. The next big game for the handheld is set to be a new Legend of Zelda. Word is that Nintendo expects to finally release the monster collecting hit Pokemon in North America this summer, and no doubt that game will also move a lot of Game Boy Color consoles as the handheld approaches its ninth birthday.

    -excerpted from an article posted to Gamebreak.com on January 21, 1998
     
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    Galaxy Fraulein Yuna Anthology
  • Okay, here are the details on the Galaxy Fraulein Yuna Anthology:


    Galaxy Fraulein Yuna I: The Savior of Light


    It is the 22nd century, and Yuna Kagurazaka is at home with her family on Earth after winning the Miss Galaxy Fraulein competition. She wakes up to find the fairy-like being Elner, who tells her that the contest was actually set up to find the destined Savior of Light. Her powers are needed right away, as Yuna is suddenly attacked by Yoko, one of the other contestants. She and the others have been corrupted by darkness into the Frauleins of Darkness. Elner guides Yuna into transforming into a magical girl/mech (the series was actually inspired by Gundam). Although in the original Yuna beat Yoko in a cutscene, now you have an actual battle, albeit a simple one to get you into the feel of combat.

    Elner tells Yuna that her powers will remain incomplete until she gathers together the separate pieces of the Matrix of Light. Elner does not know where they are, but they certainly aren't on Earth, so Yuna must take to the stars. ...After she gets some coffee, of course! Yuna goes to the local coffee shop, but a girl named Shiori is blocking the entrance. Shiori speaks extremely slowly, weighing down the conversation. Yuna tries to talk with her at first instead of fighting, but gets frustrated with the slow pace of the conversation and decides to just attack. Shiori only attacks once every several turns, but there is a chance that your attacks will get absorbed by Shiori's armor, triggering a counterattack. This is also your chance to see one of the game's new and outlandish bad ends; if you choose to be patient and simply wait for Shiori to finish her lengthy order, clicking Wait each time you are prompted, you get your coffee just in time for the universe to explode, with Shiori's last statement of confusion ending just after everything goes black.

    Elner finally convinces Yuna to start looking for the Matrix of Light, though Yuna's more interested in just seeing more of the galaxy. At the spaceport, you encounter a woman named Liavelt von Neuestein ("Lia"), who has lost a precious item. Once you return it to her, she helps you talk with a foreigner who was blocking the path to your ship. Lia seems interested in Yuna, and this is not the last time your paths will cross.

    Yuna boards the ship, only to find it filled with flowers, the work of the Fraulein of Darkness, Mari of Flowers. Yuna tries to talk with her, but then Mari gets mad that Yuna stepped on a flower; Yuna points out that Mari has also stepped on some flowers, embarrassing her, but Mari weakly justifies it by saying that she's a friend of flowers, so her happiness is their happiness. She uses plant-based attacks, and can poison you.

    Having retaken your ship, it's time to start exploring the galaxy. With no ready clues, Yuna decides to go to a tea festival on a distant planet. While there, Yuna fights Yoshika of Tea (ceremonies). She actually uses tea as a weapon, and will shoot tea kettles and the like at you.

    Still clueless as to where the Matrix pieces are, Yuna investigates a world full of beaches. While there, she encounters Mai of Roppongi, another Fraulein of Darkness, in a swimsuit. Mai boasts about her own exceptional beauty, not actually recognizing that Yuna is the person she's been instructed to kill, but then gets upset that Yuna isn't paying attention to her outfit and attacks. She uses close-range attacks with lightning-based iron golf balls. Mai retreats, but vows to defeat her rival in the end.

    Meeting up with Yuna again, Lia advises Yuna to travel to the machine planet Flint, which has a computer core they can access for information on the pieces of the Matrix of Light. After solving a couple of puzzles, Yuna accesses the elevator for a long ride down to the core. Along the way, she tries to start a conversation with fellow passenger Hime of Rock, who is rather snobbish toward her and eventually reveals that she is a Fraulein of Darkness, triggering a fight. She uses punk rock music as the source of her attacks. When defeated, Remi starts to warn Yuna about the others, but is pulled back into the World of Darkness before she can finish. Yuna steps out of the elevator and walks straight into Mai, who wants a rematch.

    After defeating Mai again, Yuna can access the computer. At this point, the game branches, as you can choose which piece of the Matrix of Light to go after first. Each piece grants you special abilities that can unlock special areas, with bonus items you can keep after completing the game. Also, there are optional worlds you can visit along the way with their own adventures, such as Yuna entering a snowboarding race or visiting a shrine for the new year.

    Jina of the Land can be found on a deserted jungle world. Jina gives you incredible speed on land, and she's rather quiet and laidback. On this planet or perhaps another, Yuna speeds around using Jina until she hears a violin playing. She follows the source to an abandoned temple. Aleftina of the Violin is waiting for her, playing Yuna's funeral requiem. The music makes Yuna fall asleep, but Jina wakes her up by pinching and stretching her cheeks.

    Marina of the Sea is found in a mangrove forest on a swamp world. While struggling through the swamp, Yuna stumbles on a welcoming parlor, only to find that it belongs to Ruminaev of Home Designs and Bloody Activities, a BDSM Fraulein of Darkness with a ballroom mask and a whip. Ruminaev manages to trap Yuna, but Lia intervenes and gets Ruminaev to back off, hinting that she is hiding something. Yuna searches the swamp some more and frees Marina. Marina turns Yuna's mech into a dolphin form that can swim underwater, and she is bubbly and ditzy, yet also sensitive.

    Yuna enters a black hole to retrieve the last Matrix piece, Erina of the Sky, and has to fight Remi of China. Remi has a "Sky Glimpse Spear" and uses powerful physical attacks based on Chinese martial arts. Afterwards, you retrieve Erina, who can help you fly. She is snobbish and dislikes having to babysit Yuna, but still cares about her.

    Despite having reassembled the Matrix of Light into the powerful mech El-Line, there is one more test for Yuna to complete. Yuna must defeat the previous Savior of Light, Ryudia of the Ancient Civilization, who is now a Fraulein of Darkness. She finds Ryudia in an underwater temple on a tropical planet, with a statue on the beach calling her "The Purest Warrior Ever." As Ryudia used to be the Savior of Light, Yuna's partners will not assist her in the battle.

    Having proven herself the Savior of Light, Yuna must now venture to the World of Darkness and defeat the source of the evil plaguing the galaxy. She travels to a world that has a special library with possibly the answers on how to reach that dimension. The world is nothing but air, with landmasses and even oceans floating in the sky, so Yuna must use all three of her partners to progress. En route to the library, Yuna encounters Sayuka of the Highest Honor. Sayuka uses energy beams to attack as you fly about the sky.

    At the library, you are confronted at the entrance by Mai again; this time, though, a library patron gets upset at the commotion Mai is making, and drops a ton of books out the window to shut her up, preemptively ending the battle. Here is another potential bad end, as you can choose to push Mai out of the way and get knocked out yourself; amazed at her "fan's" valiant sacrifice, Mai goes off on a comedic quest to save the world herself, while Lia in the shadows groans.

    Having accessed a book inside the library, you now know where the entrance to the World of Darkness is: Yuna's high school! Yuna goes home and attends class, going through a few mini-games in the process. If you look closely, you can also see Mai trying to apply for a teaching job there. However, you are assigned detention by the new teacher, Emily of Education (yet another Fraulein of Darkness). Using her Intelligence Comb Dictionary, Emily can probe Yuna for weaknesses and then strike with lasers for critical damage.

    Eventually, you manage to find the secret entrance to the World of Darkness. However, Lia is waiting for you, and reveals herself to be Lia of the Phoenix, the cheif Fraulein of Darkness. Lia helped Yuna get stronger so the duel would be fairer, as the champions for light and darkness fight at last to the death. Even so, Yuna holds onto her friendship with Lia, and after the duel manages to get Lia to change sides. Yuna then battles the Queen of Darkness and saves the universe, freeing Lia and the others from the darkness' control in the process.


    Galaxy Fraulein Yuna II: The Eternal Princess


    Yuna's class is going on a field trip to the moon, and Yuna is excited as can be. The enemies from the past game have reformed, and you have the chance to encounter them during your new adventure. Lia has become Yuna's friend, providing support throughout the game. Additionally, she has become the TV star and masked heroine Polylina, who Yuna absolutely adores, oblivious to her true identity. The anthology actually lets you take control of Polylina at a couple points in the game to fight alongside Yuna. On a related note, Mai is now Yuna’s homeroom teacher, but still considers Yuna her rival and tends to slack off when teaching.

    During the field trip, Yuna goes off on her own to explore, and discovers and befriends the little android Yuri, noted for her massive appetite. However, Yuna is suddenly ambushed by an upper-class girl named Erika Kosaka, student president. To correct RySenkari, Erika is jealous of Yuna for winning the idol contest that sparked the first game, and believes that she would have won if she hadn't gotten the flu. She has organized the school's club leaders into a posse called the Erika 7 to get revenge. Erika and her gang confront Yuna as she is looking at a strange artifact, and manage to knock her out. Before falling unconscious, Yuna fights back, and the monolith seems to glow for some reason.

    Yuna wakes up with amnesia, and is back on Earth. Miki, the cute and well-mannered stage manager of the film club (and part of Erika 7) tries to trick Yuna into believing that they have been friends since childhood, and that Erika in fact won the contest. Yuna can regain her memories, but if you decide to not even try, you get a bad end where Yuna adopts a "bad girl" persona. Miki’s normal attacks using a spotlight gun are pretty weak, but she can impersonate you and use your own attacks against you before reverting to her normal self after three turns.

    Having regained her memories, Yuna reunites with Yuri, who followed the class back to Earth and got lost. However, a massive spaceship begins to approach Earth. It turns out that the monolith was a warning beacon and sent a message to Princess Mirage. Mirage resembles Belldandy from Oh My Goddess! (same artist), and pilots the doomsday ship Eternal Princess. When one of the beacons activates, thus warning about a crisis that could threaten the universe, Mirage uses her ship to destroy the threat. It’s up to Yuna to stop Mirage before the ship destroys Earth. You need to first locate the beacons, and then need to find the keys necessary to shut down the beacons.

    Easier said than done, given that the beacons are hidden on the moon, and the field trip is over. School is still in session, and Yuna has a lot of things to do. Not to mention that the rest of Erika 7 is out to get you, and Erika took the keys you need.

    The Erika 7 consists of Miki of the Silver Screen, Mami of the Fighting Spirits, High Speed Serika, Ako and Mako, Striker Rui, and Midori of Ice (Skating). At this point, the game can branch a few different directions, depending on the order in which Yuna fights the Erika 7. Mami is on the softball team, and carries a large “bat” - a cannon that fires softballs at you. Serika is a race car champ, and tries to run you down with her race car after a racing mini-game. Twins Ako and Mako specialize in ping-pong combat, and use combo attacks at they bounce balls back and forth between each other - in fact, the battle ends up being similar to Pong; they also tend to speak in unison. Rui is on the soccer team, and as expected kicks soccer balls at you. Midori attacks while wearing ice skates, and basically uses figure skating attack [FONT=&quot]styles.
    [/FONT]
    Of course, Yuna also wants to have fun, even as the apocalypse approaches, so you can also explore some sidequests. For instance, you have the opportunity to collect Polylina memorabilia, which like the trophies from the first game will be saved into your bonus vault.

    After defeating about half of the 7, you manage to convince Mai and Lia to take you up to the moon. You must now search for the beacons while dealing with the rest of Erika 7 in pursuit. Just as you are closing in on the last beacon, Erika herself confronts you. She doesn’t have the best hp or attack power, but is a pretty well-rounded combatant. She wields a sword.

    Unfortunately, your battle again activates an alarm beacon, making your efforts useless. Undaunted, Yuna travels with Yuri to the Eternal Princess and confronts Princess Mirage herself. Just before the final battle, there is another optional bad end where Yuna can shoot the computers, making the ship misfire and blow up the sun instead - not that that's much better. Yuri uses her powers to boost the El-Line, transforming it into even-stronger the El-Line Noi for the final battle.

    In the end, Yuna defeats and befriends Princess Mirage, convincing her that Earth and the moon are safe in the Savior of Light's hands. Also, Yuna's family adopts Yuri, making her Yuna's little sister.

    Reception


    Although the gameplay is still fairly simplistic, with not much action outside of the boss battles, Hudson Soft, seeing the success of Sailor Moon in the U.S., put more effort than OTL into improving the gameplay and graphics, building off the improved systems of the Saturn.

    All in all, though, the true highlight of the anthology rested in the characters. Bubbly, energetic, and really kind of indifferent about being a hero at first, Yuna just wants to have fun and make friends, and most of the gameplay is her interacting with her family, seeing new sights, and simply enjoying life. That said, Yuna can be determined when it comes to her friends, and will not back down, even protecting Lia and the Frauleins of Darkness from the Queen of Darkness. Even during the middle of her journey, she goes out of her way to help a puppy lost in the rain.

    Her enemies, in turn, are all unique and interesting characters. Many of them aren't actually focused on their mission to defeat Yuna, and the interactions with them are fun to watch.

    Plus, the game came with an extensive amount of bonus material, including a preview for the next game, which, Hudson promised, would coincide with a special set of anime OVAs.



    Just a small note, I took a few liberties with the plot of both games, working on the translate material I could find on the web. If anyone notices something off, please let me know. Otherwise, just consider the differences either improvements for the anthology or earlier small butterflies.

    And above all, I wish to thank RySenkari and Nivek for letting me contribute to this timeline. Now if only I could snatch these game out of the ether of dreams and play them myself!
     
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    1997 In Review
  • I think reports about the death of Sega are pretty exaggerated considering that we still sold a massive amount of Saturn consoles this month. 1998 is going to be the best year ever for the Sega Saturn and if you write us off, you're making a big mistake.”
    -Tom Kalinske in an interview in the January 1998 issue of Official Saturn Magazine

    We're making 'em as fast as we can, but with all the games we've got coming out this year, the Ultra Nintendo's gonna be hard to find. It's supply and demand and when you consider the price we're charging, 300 dollars which is a massive bargain, we're barely profiting on each one, there are gonna be shortages.”
    -Howard Lincoln in an interview broadcast on CNN on January 19, 1998

    Um, that was a tough stretch, when we were doing the Ultra Nintendo special. Me and Alex had to play completely through 10 games each in about a couple of weeks and do our reviews and sit down with the writers to plan the episode. The games were great and we had fun, but by the end it did seem like a bit of a chore. It was worth it though, I remember 4.1 million people watched that episode which at the time was one of the biggest episodes of anything in cable history. I think we finished right behind Monday Nitro and Monday Night Raw that week and that was it.”
    -Ted Crosley, discussing the Ultra Nintendo special and the process of making it in a March 2005 interview with IGN.com

    Super Nintendo CD games are getting totally shafted in all the awards! Look, I know the Ultra is awesome, but everyone's forgetting about games like Terranigma and Starseekers Of Exion! Those games ruled!”
    -from a comment posted on InsideTheWeb.com, April 14, 1998

    Dick Clark's Rockin' New Years 1998, brought to you by Surf and Turf, starring Sandra Bullock, now on home video! And the Ultra Nintendo, the newest home game system from Nintendo. It's an Ultra World! ...and we're back and right now I'm talking to Chris Farley. And Chris, it's a lovely evening tonight isn't it?” “Well, yeah Dick, it really is. It's cold! I just got outta rehab and everybody's telling me about this Ultra Nintendo. Dick, I have an easier time finding my feet in the shower than I'm having finding one of those damn things!”
    -excerpted from the 1998 New Years Rockin' Eve special, broadcast on December 31, 1997

    -

    Top Selling Super Nintendo CD Games Of 1997 (pack-in sales included)

    1. Super Mario World 2
    2. Donkey Kong Country
    3. The Legend Of Zelda: Ocarina Of Dreams
    4. Donkey Kong Country 4
    5. Tales Of The Seven Seas 2
    6. Super Mario Kart
    7. Dog Dash 2
    8. Super Mario World 3
    9. Squad Four: Eclipse
    10. Star Wars: Masters Of Juyo

    Top Selling Ultra Nintendo Games Of 1997 (pack-in sales included)

    1. Super Mario Dimensions
    2. Ultra Mario Kart
    3. Final Fantasy VII
    4. Star Fox 2
    5. Wave Race
    6. Ultra Bomberman
    7. Deathblow
    8. Castlevania: Symphony Of The Night
    9. Crash Bandicoot
    10. Madden 98

    -

    1997 Nintendo Power Awards- “The Nesters” (compiled from fan voting, not a complete list of awards)

    Best Graphics and Sound (SNES-CD)

    1. Donkey Kong Country 4
    2. Tales Of The Seven Seas 2
    3. Star Wars: Masters Of Juyo

    Best Graphics and Sound (Ultra Nintendo)

    1. Super Mario Dimensions
    2. Final Fantasy VII
    3. Star Fox 2

    Best Challenge (SNES-CD)

    1. Donkey Kong Country 4
    2. Terranigma
    3. Starseekers Of Exion

    Best Challenge (Ultra Nintendo)

    1. Super Mario Dimensions
    2. Castlevania: Symphony Of The Night
    3. Wave Race

    Best Play Control (SNES-CD)

    1. Donkey Kong Country 4
    2. Twinblade II
    3. Terranigma

    Best Play Control (Ultra Nintendo)

    1. Super Mario Dimensions
    2. Starfox 2
    3. Castlevania: Symphony Of The Night

    Best Theme And Fun (SNES-CD)

    1. Donkey Kong Country 4
    2. Tales Of The Seven Seas 2
    3. Terranigma

    Best Theme And Fun (Ultra Nintendo)

    1. Super Mario Dimensions
    2. Final Fantasy VII
    3. Ultra Mario Kart

    Best Hero

    1. Cloud
    2. Alucard
    3. Mario

    Best Villain

    1. Sephiroth
    2. Bowser
    3. Rufus Shinra

    Most Innovative

    1. Intelligent Qube
    2. Mirrorlight
    3. Parappa The Rapper

    Best Overall (SNES-CD)

    1. Terranigma
    2. Donkey Kong Country 4
    3. Tales Of The Seven Seas 2

    Best Overall (Ultra Nintendo)

    1. Final Fantasy VII
    2. Super Mario Dimensions
    3. Ultra Mario Kart

    -

    The Billboard #1 Songs Of 1997:

    January 4: I Believe I Can Fly by R. Kelly
    January 11: Don't Let Go (Love) by En Vogue
    January 18: I Believe I Can Fly by R. Kelly
    January 25: See-Through Heart by Jewel
    February 1: See-Through Heart by Jewel
    February 8: Wannabe by The Spice Girls
    February 15: Wannabe by The Spice Girls
    February 22: Wannabe by The Spice Girls
    March 1: Wannabe by The Spice Girls
    March 8: Wannabe by The Spice Girls
    March 15: Wannabe by The Spice Girls
    March 22: Key To My Love by Selena
    March 29: Key To My Love by Selena
    April 5: Can't Nobody Hold Me Down by Puff Daddy (Featuring Mase)
    April 12: Can't Nobody Hold Me Down by Puff Daddy (Featuring Mase)
    April 19: Can't Nobody Hold Me Down by Puff Daddy (Featuring Mase)
    April 26: Can't Nobody Hold Me Down by Puff Daddy (Featuring Mase)
    May 3: Can't Nobody Hold Me Down by Puff Daddy (Featuring Mase)
    May 10: Foolish Games/You Were Meant For Me by Jewel
    May 17: Foolish Games/You Were Meant For Me by Jewel
    May 24: Mmmbop by Hanson
    May 31: Mmmbop by Hanson
    June 7: Say You'll Be There by The Spice Girls
    June 14: Southside Serenade by Selena
    June 21: Say You'll Be There by The Spice Girls
    June 28: Say You'll Be There by The Spice Girls
    July 5: Say You'll Be There by The Spice Girls
    July 12: Bitch by Meredith Brooks
    July 19: Bitch by Meredith Brooks
    July 26: Bitch by Meredith Brooks
    August 2: Bitch by Meredith Brooks
    August 9: Bitch by Meredith Brooks
    August 16: Bitch by Meredith Brooks
    August 23: Bitch by Meredith Brooks
    August 30: Bitch by Meredith Brooks
    September 6: Bitch by Meredith Brooks
    September 13: Semi-Charmed Life by Third Eye Blind
    September 20: Honey by Mariah Carey
    September 27: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    October 4: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    October 11: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    October 18: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    October 25: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    November 1: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    November 8: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    November 15: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    November 22: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    November 29: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    December 6: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    December 13: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    December 20: Increase The Peace by Tupac Shakur and The Notorious B.I.G.
    December 27: Increase The Peace by Tupac Shakur and The Notorious B.I.G.

    (The biggest butterflies here are the absences of “I'll Be Missing You” and “Candle In The Wind 1997”, both inspired by tragedies that never occurred ITTL. “I'll Be Missing You” getting butterflied clears the way for Meredith Brooks' “Bitch” to become the song of the summer and one of the most popular songs of the 1990s. In place of “Candle In The Wind 1997” is “Increase The Peace”, a call from Tupac and Biggie for their fans to keep the East Coast/West Coast rap feud in the proper perspective and to not shoot each other in the streets over what's ultimately just music. “Key To My Love” and “Southside Serenade” are the two most popular singles from Selena's 1997 album.)

    -

    Electronic Gaming Monthly Editors' Choice Awards 1997: (selected)

    Game of the Year: Super Mario Dimensions
    Runners-up: Castlevania: Symphony Of The Night, Final Fantasy VII

    Our top three overall games of the year were all Ultra Nintendo games. The Ultra Nintendo's launch was fantastic and we can't wait to see what Nintendo's cooking up next.

    Super Nintendo CD Game Of The Year: Terranigma
    Runners-up: Donkey Kong Country 4, Star Wars: Masters Of Juyo

    The epic Enix RPG edged out Donkey Kong's family reunion. It wasn't an easy pick for us, but Terranigma's bittersweet quest and the game's lovely soundtrack put Enix's game barely over the top.

    Ultra Nintendo Game Of The Year: Super Mario Dimensions
    Runners-up: Castlevania: Symphony Of The Night, Final Fantasy VII

    Symphony Of The Night was amazing and the year's most pleasant surprise, but in the end this award wasn't even close. Super Mario Dimensions won a unanimous vote. Mario's huge world blew us all away and we couldn't stop until we had all 180 stars.

    Sega Saturn Game Of The Year: Blood Omen: Legacy Of Kain
    Runner-up: Saturn Bomberman, Turok: Dinosaur Hunter

    Don't get us wrong, we loved Turok, but Legacy of Kain was a dark and challenging RPG that took us into the depths of Nosgoth. As for Saturn Bomberman....10 players at once. 'Nuff said.

    Handheld Game Of The Year: Shantae
    Runners-up: Sydonia, Donkey Kong Land 3

    Shantae is the most beautiful handheld game we've ever played and truly showed off the new tricks that the Game Boy Color brought to bear. It beat out Squaresoft's RPG Sydonia by a wide margin, though Sydonia's soundtrack was extremely impressive.

    Best RPG: Final Fantasy VII
    Runner-up: Blood Omen: Legacy Of Kain, Terranigma

    Final Fantasy VII was a masterpiece and though it didn't have the fun action combat of Blood Omen and Terranigma, it made up for it with one of the most epic quests ever.

    Best Fighting Game: Fighters Megamix
    Runner-up: Tekken 2, Star Wars: Masters Of Juyo

    Sega's all hands on deck fighting game was a revelation and we had a ton of fun pitting Sonic against our favorite Virtua Fighters. Star Wars was fun, but Megamix was awesome.

    Best Adventure Game: Turok: Dinosaur Hunter
    Runner-up: Castlevania: Symphony Of The Night, Tales Of The Seven Seas 2

    Turok's epic FPS actually got more votes from us in this category despite losing to Castlevania in our Game of the Year vote. It was one of the biggest worlds we'd ever seen in an FPS and we loved exploring it.

    Best Action Game: Super Mario Dimensions
    Runners-up: Tick And Tock: Time Tricksters, Contra: World War

    Super Mario Dimensions stomped all competition this year, even the innovative Tick and Tock didn't stand a chance against this instant classic.

    Sidescrolling Game Of The Year: Donkey Kong Country 4
    Runners-up: Troublemakers, Dog Dash 2

    Treasure's strange Troublemakers brought anime style and big boss fights to bear, but it's hard to beat DKC in the platforming department.

    Best Graphics: Super Mario Dimensions
    Runners-up: Turok: Dinosaur Hunter, Starfox 2

    Super Mario Dimensions showed all of us what the Ultra Nintendo was truly capable of with its big, colorful worlds and huge variety of characters.

    Best Music: Windborn
    Runner-up: Final Fantasy VII, Castlevania: Symphony Of The Night

    Windborn's amazing score stirred us with emotion, and got a very slight win over Nobuo Uematsu's epic work for Final Fantasy VII.

    Electronic Gaming Monthly Readers' Choice Awards 1997:

    Game Of The Year: Super Mario Dimensions
    Runners-up: Final Fantasy VII, Turok: Dinosaur Hunter

    Super Nintendo CD Game Of The Year: Donkey Kong Country 4
    Runners-up: Terranigma, Victory 2

    Ultra Nintendo Game Of The Year: Super Mario Dimensions
    Runners-up: Final Fantasy VII, Starfox 2

    Sega Saturn Game Of The Year: Turok: Dinosaur Hunter
    Runner-up: Windborn, Phantasy Star V

    Handheld Game Of The Year: Sydonia
    Runners-up: Shantae, VideoVision: Remote Wars

    Best RPG: Final Fantasy VII
    Runner-up: Windborn, Terranigma

    Best Fighting Game: Star Wars: Masters Of Juyo
    Runner-up: Tekken 2, Marvel vs. Street Fighter

    Best Adventure Game: Turok: Dinosaur Hunter
    Runner-up: Tales Of The Seven Seas 2, Castlevania: Symphony Of The Night

    Best Action Game: Super Mario Dimensions
    Runners-up: Victory 2, Contra: World War

    Sidescrolling Game Of The Year: Donkey Kong Country 4
    Runners-up: Dog Dash 2, Frederico 2: Garcia's Revenge

    Best Graphics: Super Mario Dimensions
    Runners-up: Final Fantasy VII, Turok: Dinosaur Hunter

    Best Music: Final Fantasy VII
    Runner-up: Parappa The Rapper, Turok: Dinosaur Hunter

    -

    Gamepro 1997 Readers' Choice Awards

    Best Role-Playing Game:

    Last year this was too close to call. This year? A complete stomp! The king of RPG franchises returned in epic fashion as Final Fantasy VII climbed a pile of pretenders to the top of the mountain.

    Final Fantasy VII (Ultra Nintendo): 68%
    Phantasy Star V (Saturn): 10%
    Terranigma (SNES-CD): 9%
    Windborn (Saturn): 5%
    Planetary Probe (Saturn): 5%

    Best Sports Game:

    The Saturn proved itself once again the king of sports games, with the Saturn version of Madden on top due to its deep list of features which includes team and player creations, play creation, and even the ability to take over a franchise for a decade or more!

    Madden 98 (Saturn): 36%
    NBA Hangtime (Saturn): 23%
    NHL '98 (Saturn): 14%
    MLB '98 (Saturn): 10%
    Madden 98 (Ultra Nintendo): 9%

    Best Fighting Game:

    It was a good year for fighting games but in the end it came down to a pair of Saturn titles, Tekken 2 and the crossover hit Fighters Megamix. In the end, you picked Tekken 2 as the year's champion.

    Tekken 2 (Saturn): 30%
    Fighters Megamix (Saturn): 22%
    Deathblow (Ultra Nintendo): 19%
    Twinblade III (Super Nintendo CD): 8%
    Marvel vs. Street Fighter (Saturn) 6%
    Raigeki (Saturn): 4%

    Best Action Game:

    Another blowout in favor of an Ultra Nintendo game, this time it was Super Mario Dimensions dominating all comers.

    Super Mario Dimensions (Ultra Nintendo): 47%
    Tomb Raider II (Saturn): 15%
    Donkey Kong Country 4 (Super Nintendo CD): 13%
    Castlevania: Symphony Of The Night (Ultra Nintendo): 6%
    Race'n'Chase (Saturn): 6%

    Best SNES-CD Game:

    While the SNES-CD might not have garnered the headlines that the Ultra Nintendo did, it still had an excellent roster of games, with Donkey Kong Country 4 coming out as king of the jungle.

    Donkey Kong Country 4: 31%
    Terranigma: 21%
    Tales Of The Seven Seas 2: 16%
    Starseekers Of Exion: 14%
    Victory 2: 5%

    Best Ultra Nintendo Game:

    This was neck and neck all the way, back and forth with big pushes from the Final Fantasy and Mario camps. In the end, it was Final Fantasy VII, proving how much you all love to play RPGs.

    Final Fantasy VII: 38%
    Super Mario Dimensions: 35%
    Castlevania: Symphony Of The Night: 9%
    Ultra Mario Kart: 6%
    Star Fox 2: 6%

    Best Saturn Game:

    Turok devoured the competition, though Phantasy Star V had a nice showing in second place. The epic dinosaur hunting FPS was loved by critics and fans alike and it wins here as expected.

    Turok: Dinosaur Hunter: 41%
    Phantasy Star V: 13%
    Blood Omen: Legacy Of Kain: 10%
    Windborn: 8%
    Planetary Probe: 8%
    Race'n'Chase: 5%

    Best System Overall:

    Despite all the Ultra Nintendo hype, you still picked the Saturn as your favorite system of the year! Maybe next year once more of you have your hands on the Ultra Nintendo, Saturn will get more of a challenge...

    Saturn: 41%
    Ultra Nintendo: 33%
    SNES-CD: 24%

    Best Game Overall:

    This was a three way showdown right from the very start and despite the Ultra Nintendo fans splitting votes between the top two contenders from that system, Final Fantasy VII came out on top! Sega fans threw their support behind Turok, but it just wasn't enough to claim the crown.

    Final Fantasy VII: 27%
    Turok: Dinosaur Hunter: 24%
    Super Mario Dimensions: 24%
    Terranigma: 7%
    Donkey Kong Country 4: 6%
    Blood Omen: Legacy Of Kain: 4%
    Phantasy Star V: 3%
    Castlevania: Symphony Of The Night: 2%

    -

    With the launch of the Ultra Nintendo, the Super Power Club operated by Nintendo decided to make some changes to the Nintendo Power CD program. While they would continue to produce Nintendo Power CD for SNES-CD owners through 1998, the launch of the Ultra Nintendo also saw the birth of a new program: Nintendo Underground. For an added $10 a year for Nintendo Power subscribers, or $15 a year for a stand-alone subscription, subscribers to Nintendo Underground would get four dual-Gigadisc sets a year. They'd be released quarterly on the same months that Nintendo Power CD was: January, April, July, and October, and, like Nintendo Power CD, would contain video previews, reviews, tips, strategies, and other news stories, but pertaining to Ultra Nintendo games. The second disc would of course contain demos of current and upcoming games. Nintendo Underground tended to be a bit more of a premium package than Nintendo Power CD was. There were usually more demos, strategies were more in-depth, and discs even contained things like save files from certain games that would give special bonuses if loaded onto a memory card. There were things like files that unlocked every character in certain fighting games, files that would put you ahead a few levels in a tricky game, files with unlocked cheat codes, etc. Sony was heavily involved in the Nintendo Underground program, they'd even given Nintendo the idea for the name. It was aimed toward a slightly older contingent of players than Nintendo Power CD was, designed to emphasize a new generation of Nintendo players, so to speak.”

    -from an IGN.com retrospective on Nintendo Power

    Nintendo Underground #1.1 – January 1998

    Disc One:

    Videos-

    Ultra Nintendo: Under The Hood (8:05)
    Ultra Nintendo Launch Recap (7:28)
    Final Fantasy VII Behind The Scenes (5:58)
    Into Rare Studios – Goldeneye Preview (11:03)
    Resident Evil (4:50)
    Tomb Raider (5:17)
    What A Rush! - San Francisco Rush Preview (3:48)

    Classified Information – Cheat codes for recent Ultra Nintendo games

    Counselors' Corner (Strategy Videos)-

    Super Mario Dimensions – Getting Started With Five Easy Stars
    Final Fantasy VII – Mako Reactor No. 5
    Ultra Mario Kart – The Best Shortcuts
    Starfox 64 – How To Get The Best Ending (SPOILERS!)
    Wave Race – Doing Awesome Stunts

    The Pulse – Our Top 10 Ultra Nintendo Games

    Download Station:

    World 4 Open – Crash Bandicoot
    Everything Unlocked – Cruis'n USA
    All Fighters Unlocked – Bushido Blade
    5 Extra Save Ribbons – Resident Evil
    Maria and Richter Unlocked – Castlevania: Symphony Of The Night
    Start At Sector 7 (After The Mako Reactor No. 1 Mission) With A Full Set Of Master Materia – Final Fantasy VII

    Disc Two (Demos and Videos):

    Playable-

    Ultra Mario Kart
    Star Fox 2
    Castlevania: Symphony Of The Night
    Final Fantasy VII
    Resident Evil
    Tomb Raider
    Armored Core
    Ultra Bomberman
    Boom Island
    Bushido Blade
    Mystical Ninja Starring Goemon
    1080 Snowboarding

    Videos-

    Goldeneye 007
    Yoshi's Story
    Mysteria 2: The Four Princesses
    Construct-It

    -

    John Walden: *standing on the GameTV stage* And I'm just so honored right now to have this opportunity to interview perhaps the greatest video game creator of all time, Mr. Shigeru Miyamoto. I got to travel to Japan and speak with Mr. Miyamoto personally, and it was truly an amazing experience and one that I'll never forget. We got to discuss a number of things and, I will say, I'm glad that I was able to get some...well some secrets out of him that have never before been revealed to any audience anywhere concerning the upcoming Legend of Zelda game. So sit back, relax, and enjoy this interview with Mr. Shigeru Miyamoto.

    (…)

    *Miyamoto is speaking with the aid of a translator who is next to him as John sits across from them both*

    John: And thank you again so much for agreeing to speak to us here at GameTV.

    Miyamoto: *nodding* Of course, I'm glad to have the opportunity to speak with the passionate fans who watch the show. I understand that it's the most watched video game television program in America, correct?

    John: Yes it is, more than three million viewers a week!

    Miyamoto: That's a lot of Nintendo fans!

    John: Not everyone who watches the show is a Nintendo fan but certainly most of the people who watch the show have played at least one of your games. You've got...an amazing track record. Super Mario, Zelda, Donkey Kong, Metroid, Star Fox, the list goes on and on. With the Ultra Nintendo having so many games released right away, which game were you focused on the most?

    Miyamoto: Well...*he laughs nervously* I was focused for the most part on Super Mario Dimensions and Star Fox 2. Um....Super Mario Dimensions, certainly that was the game I contributed the most to but it was also an effort of many here at Nintendo. Of all the things we were able to do in that game... I think most of the new ideas, they came from others here at the company. It was a true team effort, as was Star Fox 2.

    John: Of all the new gameplay possibilities opened up by the Ultra Nintendo, what do you think is the most exciting?

    Miyamoto: Certainly the controller allows for a much greater degree of freedom for the player. The right analog stick, at first I was not sure if we should have it, but getting to see how it allows the player to control the way they view the world, that I think is a major transformation in how I'll be able to create new games going forward. So I would say that the second analog stick is the biggest change.

    John: There were a lot of games released for the Ultra Nintendo, and in a variety of different genres. Do you find yourself inspired by the other games released for the system?

    Miyamoto: It's an enormous variety of games, certainly. But...while other companies have created amazing games and beautiful worlds to explore, at the moment I'm simply thinking of entirely new ways to play. So while I do keep myself aware of what others are doing with Nintendo's technology, I try to think of what would make the most fun for the most players and try to create something that will bring that vision to reality.

    (…)

    John: How far are you along on the new Legend Of Zelda?

    Miyamoto: *laughing* I knew you would ask that!

    John: The last Zelda was so amazing.

    Miyamoto: I was very surprised at that. I was extremely happy with what I had helped to create with Ocarina of Dreams, but I had no idea it would be so highly regarded. I am pleased that so many people had a lot of fun playing it!

    John: That's why we all want to know about the new one!

    Miyamoto: It is....more than half done. Actually it might be more than 75 percent done. Certainly, I will not rush it. If it needs to be delayed because it is not as good as it could be, I will ask that we be given more time to work on it. But....it is coming along very quickly.

    John: Really? Does that mean...it could be released this year?

    Miyamoto: That is the plan, in fact, it may be released here in Japan very soon. I cannot reveal much more but I will say, and we have revealed this to video game news publications here in Japan, the game will involve time travel. There will be two different Links and the game will not be related to other Zelda games. I cannot reveal much more than that.

    John: Two different Links?

    Miyamoto: Well, with time travel, there is a Link of the past and a Link of the future.

    John: Will the two Links interact?

    Miyamoto: No.

    John: So, no dungeons where past Link and future Link have to solve puzzles together?

    Miyamoto: *laughing* That could be an interesting idea to explore for another game! But no, no dungeons like that. There will not be as many dungeons as in the previous game, but they will be bigger. That, actually, is something we have not told anyone before but now that development is closer to finishing, we can reveal that that is the case.

    John: How many dungeons are there?

    Miyamoto: That I cannot say! *laughing*

    (…)

    John: With all the improvements in cinematic presentation, voice acting, animated cutscenes, do you feel as if you need to make story telling a bigger element in your games?

    Miyamoto: Um...I like to keep stories simple and that will likely continue with my games. I am content to let others tell bigger stories! *laughs* I just try to make games that are fun to play, that everyone can play and enjoy. If I can do that, I consider what I have done a success.

    John: Well, I think certainly, what you've done already has been extremely successful and I'm looking forward to every game you work on in the future. Thank you again for this interview, it's been amazingly enlightening and a lot of fun. *shakes Miyamoto's hand*

    Miyamoto: Thank you, please, keep playing and have fun!

    -excerpted from a 15-minute interview of Shigeru Miyamoto on the December 16, 1997 episode of GameTV

    -

    So we were looking for a new ad campaign that would stick in the minds of people in the wake of the Ultra Nintendo's release. A way to really carry us for 1998. And I looked at what Japan was doing and they've got this kung fu badass beating the shit out of people for not playing Sega Saturn. And it was awesome! And I looked at that and I said 'that guy is what we need, can we get that guy in America?' Well, obviously we couldn't just have him beating people up for not playing Saturn. We couldn't have him beating up women or kids. Which, I mean, obviously. So what we settled on was that we'd have him comically beating up grown men who tried to keep our fans from playing the Sega Saturn. Teachers who gave too much homework, store clerks who tried to push the Ultra Nintendo on people, that sort of thing. And it'd always be very comical and cheesy. Well, we kicked off the campaign in January 1998 and it became a big hit for us. Did it make a dent in Nintendo that year? I like to think that it did even though it probably didn't. Nevertheless, it was really cool.”
    -Tom Kalinske, discussing Segata Sanshiro in an interview in The Chase: Sega's 20 Year Struggle To Take Down A Giant

    Narrator (Don LaFontaine): He came from a land across the sea...

    *Segata Sanshiro is shown walking onto the beach out of the Pacific Ocean as serious music plays.*

    Narrator: And he became a legend...

    *A bunch of kids are shown at school*

    Teenage Boy: Man, I can't wait to get home and play the Sega Saturn!

    Teenage Girl: Yeah, it's gonna be sweet!

    *Their teacher, a balding middle aged guy with glasses, plops a HUGE stack of homework down on their desks.*

    Teacher: *menacingly* Your HOMEWORK.

    Teenage Boy: This sucks, mom won't let me play until all this is done!

    Teenage Girl: We'll be doing homework all night!

    *The door is knocked down by a karate chop. The students all turn to see Segata Sanshiro standing in the door as his theme begins to play: https://www.youtube.com/watch?v=POkU70cjYI8 *

    Segata Sanshiro: *points at the teacher and shouts in Japanese* These students must be allowed to play Sega Saturn!

    Teacher: But....homework!

    *Segata Sanshiro leaps at the teacher with a flying karate kick, we see the teacher being comically thrown around the room before landing on the students' desks, sending the piles of homework flying*

    Segata Sanshiro: *to the students, in Japanese* Go forth and play Sega Saturn!

    *The teens rush out of class with Saturn controllers in hand.*

    Narrator: Segata Sanshiro, making the world safe for Saturn players everywhere to enjoy games like Daytona USA 2, Klonoa: Door To Phantomile, and Phantasy Star V. *as he speaks footage from the following games is shown on screen*

    Segata Sanshiro: *points at the screen and shouts in Japanese* You must play Sega Saturn!

    Teacher: *still lying on the students' desks, groaning as his glasses hang halfway off his face, he lets out the Sega scream* SEGA!

    *Sega Saturn: Now $199 is shown on screen as Segata Sanshiro does impressive karate moves*

    -a Sega Saturn commercial that began airing in late January 1998

    -

    Ted Crosley: The time has come!

    Alex Stansfield: It's that time again to pick our top ten console games of the year!

    Lyssa Fielding: We had a tough time picking our faves....some of us did, anyway.

    Brittany Saldita: But we managed to come to a...sorta consensus....

    Ted: Okay, we admit, we're STILL fighting over this thing. But we think we've got a solid list!

    Gary Westhouse: And now, our top ten games of the year 1997!

    Alex: Let's DO THIS!

    Brittany: Our number ten game of the year was the Sega Saturn fighting game Raigeki.

    Ted: This game was totally nuts. Wacky characters, fast paced fighting, and that announcer...

    John Walden: Yeah, if you sucked he'd definitely let you know.

    Alex: Raigeki had us hooked from the moment the machine dropped at our local arcade, and once it hit the Sega Saturn, we couldn't keep our hands off the controller.

    Ted: The Saturn had a lot of great fighting games this year and Raigeki was definitely one of the best. That's why it landed on our top ten games of the year.

    Lyssa: And in ninth place was Tales Of The Seven Seas 2, for the Super Nintendo CD. We loved the original game way back in 1995 and the seven characters return in this great adventure game from Naughty Dog.

    Brittany: While it wasn't quite as epic in scale as the original, the story, focusing on Dona, her family, and her checkered past, was even deeper and more emotional.

    Gary: And this game brought back lots of the same exploration and combat that made the first game so much fun.

    Ted: It was the perfect continuation of the original game, expanding its characters horizons and opening up a wider world. Tales Of The Seven Seas 2 was just as fun as the first, and we can't wait to see what Naughty Dog does with this series next.

    Alex: Our number eight pick was Ultra Mario Kart. It kept the original's amazingly fun gameplay while taking the graphics and presentation up to the next level.

    Gary: The fast paced fun of Mario Kart was made even more fun with the addition of some amazing new levels, awesome shortcuts, and six killer battle stages.

    Brittany: And Koji Kondo took it up a notch in the soundtrack department with some truly amazing tunes.

    Ted: We inducted this game into our Hall of Fame when we reviewed it last month, and while we didn't rank it as high as some games that didn't make it in, due to the wider voting for this top ten, we still all considered Ultra Mario Kart one of the year's best games. And now we get to number seven, and that brings us to the excellent double team platformer, Tick and Tock: Time Tricksters for the Sega Saturn.

    John: This game might be on the cartoony side, but don't let that fool you into thinking this is a kids' game. It is, but there are some tricks and traps that'll challenge even seasoned gaming veterans.

    Lyssa: Tick and Tock are two of the most fun heroes around, they're a brother-sister duo with the power to control time and you needed all of their powers if you hoped to beat some of this game's powerful bosses and tricky levels.

    Alex: It's one of the most exciting new franchises to hit video games in recent memory, and we recommend it to every Saturn owner, no matter how “grown up” you are.

    Brittany: Our number six game of the year is the beautiful and poignant Enix RPG, Terranigma. This action RPG puts you in the shoes of Ark, a young man with the power to restore light to a dark world.

    Gary: The gorgeous soundtrack and variety of locales based on real world cities and countries brought a unique feel to this game that stirred the emotions of even the most jaded players.

    Ted: Terranigma, despite being on the Super Nintendo CD, looked as lovely as any game this year, with amazing animation and brilliantly designed worlds that took all our breaths away.

    Alex: It proved that the Super Nintendo CD was still capable of hosting some of the most epic RPGs imaginable. While this game is set to be released on the Sega Saturn this year and in enhanced form, we still likely won't be quite as moved by it as when we played it for the first time on the Super Nintendo CD.

    Brittany: From its mysterious beginning to its stirring conclusion, Terranigma truly is an RPG quest for the ages.

    Ted: And from the wide expanses of our Earth to the depths of a haunted castle, we come to the first game of our top five, and that's Castlevania: Symphony of the Night.

    Alex: The followup to Castlevania: Rondo of Blood, Symphony of the Night took the series' adventuring to a whole new level. It gave us an enormous castle to explore, filled with tricky corridors and deadly enemies, and introduced plenty of RPG elements to the series, letting us level up and meaning every monster we killed made us just a little bit stronger.

    John: The spooky motif of the game made creeping down those dark halls all the more atmospheric.

    Lyssa: While the game didn't exactly push the Ultra Nintendo technologically, it absolutely pushed the creativity of Konami's game designers, creating a quest that took us many hours to complete and gave us many, many nightmares in the process!

    Ted: Gary most of all.

    Gary: Oh, come on!

    Alex: Symphony of the Night is the best Castlevania game ever made, and from a series that's produced lots of classic adventures, that's definitely saying something. At #4 is another spooky game featuring lots of vampires, and that's the Sega Saturn's Blood Omen: Legacy of Kain.

    Brittany: Legacy of Kain took us into the dark, deadly world of Nosgoth as the vampire Kain, in search of revenge for his bloody murder.

    Ted: The game not only broke new ground in terms of action RPG gameplay, it also pushed storytelling boundaries as well, with a complex, morally ambiguous tale and some of the best voice acting we've ever heard.

    Gary: Legacy of Kain was absolutely incredible. We were blown away by every dark dungeon, every shocking storyline twist, every new dark vampiric power we gained. We named it to our Hall of Fame and it wasn't a tough decision to make.

    Ted: Very few games let you drain an entire village of its blood, but Legacy of Kain did all that and then some. And this was supposed to be the good guy?

    Alex: In Legacy of Kain, you didn't know who was good or who was bad, and that made the story all the more enthralling. We couldn't stop playing until we'd reached the shocking conclusion.

    Ted: And now, we've reached our top three games of the year.

    Brittany: If you've been watching us all year, you PROBABLY know what those three games are... *screens showing footage from Final Fantasy VII, Turok: Dinosaur Hunter, and Super Mario Dimensions are shown behind the hosts*

    Alex: But if you want to see what order we put them in, stay tuned!

    *After a commercial break, the hosts return*

    Ted: We're back and we're ready to count down our top three console games of 1997! These games topped our list for good reason. They were full of epic adventure, they featured incredible graphics, they featured amazing musical soundtracks and they all broke new ground in terms of gameplay. BUT... only one could top our list. So what game will it be?

    Alex: First, our number 3. At number 3, we have Turok: Dinosaur Hunter. This first person shooter from Acclaim took us to an ancient land filled with dinosaurs and danger.

    Lyssa: Yeah, but mostly dinosaurs.

    John: Turok featured an enormous variety of weapons, including a nuclear bomb cannon and a gun that drilled into enemies' heads and pushed out their brains.

    Brittany: It also featured a massive open world structure novel to first person shooters at the time and while it lacked the multiplayer mode that might've given it a shot at number one, the single player adventure was still the best fun we've ever had in an FPS, and that includes legendary games such as Doom.

    Ted: From the first level to the final fight against the Campaigner, Turok was everything we wanted in an FPS. Weapons, blood, guts, and lots and lots and LOTS of dinosaurs.

    *A T-rex roars into the screen.*

    Alex: And now...we come to our top two. They're both Ultra Nintendo games...

    Ted: *grumbles a bit* Yeah, all right, all right, the Ultra Nintendo kicked the Saturn's ass this year, even I'll admit it. These two games were the best of the best, in fact, among the very best games ever released in their genres. A platformer and an RPG, part of two of the most venerable video game franchises...ever. Our number two game of the year is... Final Fantasy VII.

    *The opening cutscene from the game begins to play.*

    Brittany: Squaresoft's new RPG redefined the word epic with a world-spanning quest set in a cyberpunk landscape. It starred Cloud Strife, a soldier seeking his purpose and his past, who teamed up with a band of freedom fighters trying to save their planet.

    Alex: It rose to new heights for the genre in terms of cinematic presentation and graphical fidelity, with hours of cutscenes spanning two gigabyte capacity Ultra Nintendo discs.

    Ted: The game's 50+ hour quest was big in and of itself, but when you add dozens of sidequests to the mix, a series first, you got what had to be one of the biggest quests in video game history, where you could proceed with the main story or hunt down massive monsters in boss fights harder than any we've ever played in an RPG. You could even enjoy hours upon hours of chocobo racing...and inbreeding.

    Lyssa: All chocobo-related shenanigans aside, this game brought the series into the next generation in so many ways, with professional voice acting and the all new Materia system that let you customize your characters' battle layout to your heart's content.

    John: And a sudden twist part of the way through your adventure will leave you speechless, and also ensures that you'll need to play through the game more than once to get the whole story.

    Alex: Final Fantasy VII packed more than 100 playable hours into one epic quest, and it truly was one of the greatest RPGs of all time.

    Ted: And now for our number one of the year and it was quite nearly unanimous. Only Alex voted for Final Fantasy VII as game of the year, the rest of us all voted for Super Mario Dimensions.

    Alex: And for me it was pretty much a tie. Super Mario Dimensions was an amazing game, picking up where Super Mario World 3 left off to put Mario in a fully 3-D world with so much to do. With 21 different dimensions, not to mention a massive hub world with Stars of its own to collect, Super Mario Dimensions will keep even expert gamers on their toes to collect all 180 Stars.

    Brittany: The game's plot was familiar, with Bowser kidnapping Princess Peach once again, but the quests for the Stars spanned a huge variety of different objectives, from exploration missions to difficult platforming runs to massive boss fights, hell, even Donkey Kong came back in one of the worlds!

    Gary: With so many throwbacks to classic Mario games, this game was a love letter to all Mario fans, a reward for buying the Ultra Nintendo. This was the game you automatically got when you purchased the system, and Nintendo couldn't have picked a better game to include.

    Ted: This was Mario at his finest. Jumping on enemies, leaping across platforms, the game even gave those who managed to get all 180 Stars a special surprise that'll make you want to play through the game all over again.

    Alex: But even without that special surprise, I think fans will want to play this game over and over...and over...and over again. It's a timeless classic, it might just be the greatest game ever made, and despite not being my personal choice, there's no doubt this was GameTV's pick for number one game of the year. Super Mario Dimensions, we loved you.

    *Shows Mario collecting a Star, giving a peace sign, and shouting “Here we go!”*

    Ted: Well, that's it for GameTV's Year In Review 1997 special. Join us next week when we journey to the world of Phantomile in the Saturn's newest platformer hit.

    Alex: And we'll be hopping into battle in Armored Core for the Ultra Nintendo. Don't miss it!

    -excerpted from the January 6, 1998 episode of GameTV

    -

    1997 was a huge year for video games, with no shortage of great games and huge happenings. Here is our list of the ten biggest stories of the year.

    #10: Enix's Epic Tag Team

    Nintendo and Square have rode together for many years, and this year, Enix made the leap to Sega's team after publishing two highly regarded SNES-CD RPGs, Terranigma and Dragon Quest VI, both of which have been announced for the Saturn sometime in the coming years. Sega continues to build an ever growing stable of productive third party partnerships.

    #9: Nintendo Poaches Sega's Killer Apps

    While Sega might've locked up Enix, Nintendo struck back by announcing that ports of Resident Evil and Tomb Raider, along with the sequels to both games, would be appearing on their new Ultra Nintendo system in 1998, stealing Sega's thunder at E3 before the company had the chance to show off two of the Saturn's biggest sequels of the year.

    #8: May The Force Be With You

    Star Wars returned to theaters with the Special Edition Trilogy, and there were plenty of Star Wars games to play as well, including Masters of Juyo on the SNES-CD and Jedi Knight Dark Forces II on the PC, with many more games announced for 1998 and beyond. As a new prequel trilogy enters production, there won't be any shortage of Star Wars games to enjoy!

    #7: The Year Of The RPG...on PC?

    While there were plenty of epic console RPGs to go around, PC gamers had plenty of fun with role playing games too, particularly with the open world megahits Fallout and The Witcher, a post apocalyptic RPG and a massive fantasy quest respectively. The two games both sold over a million copies, winning numerous awards and showing that PC role-playing games can compete with any console experience.

    #6: Enter Turok

    Turok: The Dinosaur Hunter was one of the year's biggest blockbusters, helping to solidify the Sega Saturn's position as market leader. The game made a huge splash in the mainstream media and won Game of the Year accolades from numerous publications, including this one.

    #5: Racing With Controversy

    Race'n'Chase debuted for the Sega Saturn amidst a massive backlash from the media, depicting graphic violence and giving the player the ability to gun down civilians and police officers alike. Even though the game let you choose to play as a good cop, you could also be a corrupt cop..or a psychopathic criminal.

    #4: Metal Gear Solid

    One of the biggest attractions at E3 wasn't a playable demo at all. It was a five minute video previewing Hideo Kojima's Metal Gear Solid for the Ultra Nintendo. The game looks amazing and could challenge the next Legend of Zelda for Game of the Year honors, assuming they both come out this year.

    #3: A Fantasy For The Ages

    Final Fantasy VII was a smash hit, the first mainstream hit RPG since Secret of Mana and looks to even eclipse that game in North American sales, with nearly a million sold in its first two months of release alone. The game received rave reviews and high praise for its mature storyline and branching paths.

    #2: Saturn Price Drops

    In an attempt to push its way into more homes, the Sega Saturn slashed its price, first at E3 to $249, and again to $199 in November, just ahead of the Ultra Nintendo's release. Only time will tell if the strategy pays off.

    #1: It's An Ultra World

    The Ultra Nintendo's launch is of course the story of the year. With sellouts everywhere, the console kicked up a media frenzy, while also featuring the most stacked launch roster of all time. It's an Ultra world now, and we're all just living in it.

    -excerpted from the February 1998 issue of Next Generation magazine

    -

    Game Watch

    SNES-CD:

    Extreme Go-Karting- Winter '98
    Forever And Ever With You- Winter '98
    Monopoly- Winter '98
    Reel Fishing- Winter '98
    World Championship Boxing '98- Winter '98
    Hacker Jack 2- Spring '98
    Lufia III: The Ancient Tower- Spring '98
    SaGa Frontier- Spring '98
    Street Fighter Alpha 3- Spring '98
    Tamagotchi- Spring '98
    The Three Caballeros- Spring '98
    Winged Wonder- Spring '98
    Brigandine- Summer '98
    FIFA World Cup 98- Summer '98
    Fire Pro Wrestling Presents: WCW Thunder- Summer '98
    Flame Squad 2- Summer '98
    Lucky Luke- Summer '98
    Sphere Soldier- Summer '98
    Kartia- Fall '98

    Ultra Nintendo:

    Armored Core- Winter '98
    Boom Island- Winter '98
    Clock Tower II: The Struggle Within- Winter '98
    Einhander- Winter '98
    Jeopardy- Winter '98
    Mystical Ninja Starring Goemon- Winter '98
    Operation Zero- Winter '98
    Resident Evil- Winter '98
    Rival Schools- Winter '98
    San Francisco Rush- Winter '98
    Star Wars: Shadows Of The Empire- Winter '98
    Tomb Raider- Winter '98
    Ultra Valis: Knight Of Light- Winter '98
    Wayne Gretzky Hockey- Winter '98
    1080 Snowboarding- Spring '98
    Armed And Dangerous- Spring '98
    Blasto- Spring '98
    Bloody Roar- Spring '98
    Bulbix: The Forest Adventure- Spring '98
    Construct-It- Spring '98
    Deepground- Spring '98
    Dust To Dust- Spring '98
    Gex: Enter The Gecko- Spring '98
    Goldeneye 007- Spring '98
    Gran Turismo- Spring '98
    Ken Griffey Jr's Ultra Grand Slam- Spring '98
    Major Hazard: Blitzkrieg- Spring '98
    Mysteria 2: The Four Princesses- Spring '98
    Road Storm: Burning Rubber- Spring '98
    Speed Racer- Spring '98
    Tomb Raider II- Spring '98
    Tomba!- Spring '98
    Ultra Clay Fighter- Spring '98
    War Gods- Spring '98
    WCW/NWO Revenge- Spring '98
    Wheel Of Fortune- Spring '98
    Yoshi's Story- Spring '98
    Aeroboy- Summer '98
    Ballistic Limit 2- Summer '98
    Bikerz 3- Summer '98
    Diablo- Summer '98
    Fairytale- Summer '98
    Front Mission 2- Summer '98
    Grant Hill's Ultimate Basketball- Summer '98
    NFL Blitz- Summer '98
    Pulseman 2- Summer '98
    Quake- Summer '98
    Race'n'Chase- Summer '98
    Resident Evil 2- Summer '98
    Tenchu: Stealth Assassins- Summer '98
    The Dreamers- Summer '98
    Ultra FIFA Soccer- Summer '98
    Ultra Monster Wars- Summer '98
    Killer Instinct Ultra- Fall '98
    Metal Clash- Fall '98
    Mortal Kombat 4- Fall '98
    Parasite Eve- Fall '98
    Tale Lemuria- Fall '98
    The Legend Of Zelda- Fall '98
    Ultra Bomberman 2- Fall '98
    Ultra World Of Color- Fall '98

    -excerpted from the January 1998 issue of Nintendo Power

    -

    The 1997 Interactive Achievement Awards

    Game Of The Year: Super Mario Dimensions
    Console Game Of The Year: Super Mario Dimensions
    Computer Game Of The Year: The Witcher
    Action Game Of The Year: Super Mario Dimensions
    Adventure Game Of The Year: Final Fantasy VII
    Family Game Of The Year: Ultra Mario Kart
    Massively Multiplayer Game Of The Year: Ultima Online
    Racing Game Of The Year: Ultra Mario Kart
    Role Playing Game Of The Year: Final Fantasy VII
    Shooter Game Of The Year: Turok: Dinosaur Hunter
    Strategy/Simulation Game Of The Year: Microsoft Flight Simulator 98 (Simulation), Empire: The Steel Kingdom (Strategy)
    Sports Game Of The Year: Ultra International Superstar Soccer
    Fighting Game Of The Year: Tekken 2
    Outstanding Art Direction: Windborn
    Outstanding Vocal Performance: Simon Templeman as Kain in Blood Omen: Legacy Of Kain (Male), Mary Kay Bergman as Aeris in Final Fantasy VII (Female)
    Outstanding Game Design: Super Mario Dimensions
    Outstanding Gameplay Engineering: Super Mario Dimensions
    Outstanding Online Gameplay: Ultima Online
    Outstanding Sound Design: Super Mario Dimensions
    Outstanding Story: Final Fantasy VII
    Outstanding Visual Engineering: Super Mario Dimensions

    (Note: This started in 1997 and is pretty much the most prestigious awards for video games, I might turn this into a full ceremony in future years. Here's the list of OTL winners: https://en.wikipedia.org/wiki/Academ...s_%26_Sciences )

    -

    In 1997, everyone knew that the Ultra Nintendo was coming. The Saturn continued to sell plenty of units throughout the year, propelled by hits like Turok: Dinosaur Hunter and Tomb Raider II, but even the most optimistic Sega fans knew that Nintendo would inevitably strike back. As the Ultra Nintendo loomed, Nintendo kept the Super Nintendo CD alive with some of the best games to be released for the system, proving that even though superior technology was on the horizon, the old system was still capable of some truly epic games. From Terranigma, to Starseekers of Exion, to Tales Of The Seven Seas 2, the SNES-CD played host to some of the year's best games, and would continue to release new titles in North America even as late as 1999. But it was the Ultra Nintendo that changed everything when it was released on November 21, 1997. The system's launch shattered records, many of which it still holds to this day. Pent-up demand and an enormous lineup of games that included Super Mario Dimensions, Final Fantasy VII, and Ultra Mario Kart made fans clamor for the system in such numbers that Nintendo and Sony wouldn't be able to fully catch up with demand until after Christmas 1998. Meanwhile, Sega and the Saturn were left reeling, but with a strong lineup of games and third parties eager to produce more, Nintendo's rival was down but definitely not out. Sega had a secret weapon lined up in the form of the Ring, an expansion to the technological capabilities of the Saturn. But Nintendo had a secret weapon as well, one that would bring the handheld gaming market, which had been in a half-decade slump, back to prominence, while launching a cultural phenomenon not seen since the likes of Star Wars in the late 70s. Pokemon had already swept Japan like a megatsunami, and now in the West, the ocean was beginning to recede...”
    -”The History Of Console Gaming: Year-By-Year (Part 6)”, Wired.com, June 19, 2012
     
    1997's Original Games
  • Now, I just have a request for January of 1998: Butterfly "I did not have sexual relations with that woman" away, please; if that happens, Al Gore is less likely to distance himself from Clinton (IIRC, this was one of the reasons Gore did so) and will likely win the 2000 election...

    Mmmm, the 2000 election was so incredibly close that Gore could've won even with the Lewinsky thing (actually, Gore DID win but that's for another topic :p). Without it he would've won by several million votes. So if the Lewinsky thing still does happen, and we know by now that Clinton still slept with her ITTL, Gore's still got a chance.

    So the new Zelda has a time travel plot like Ocarina of Time. But I wonder by Miyamoto's comments of the game not having any connection to previous Zelda titles.

    Well, remember that The Legend Of Zelda/Adventures of Link and Link To The Past/Link's Awakening/Ocarina Of Dreams were each their own distinct stories. So what Miyamoto is saying is that basically the new Zelda game will either be a stand-alone story or the start of a new series of games distinct from the previous two stories. Same as IOTL.

    I see no Street Fighter III any of the lineups. Capcom still undecided to give it a console release given the arcade version's reception?

    Well, remember that the further we get from the present, the less games show up on the list. So SFIII could still happen in 1998, it's just unconfirmed for 1998 as of January 1998.

    Goldeneye is Spring of 1998. I wonder such a later release impact future James Bond games, and if the game rights will go to EA and later Activision?

    We'll see on this, right now only Goldeneye is confirmed for now.

    Diablo for the Ultra? So Blizzard isn't porting Warcraft II to consoles? And what of the other RTS games?

    Starcraft is still set to release on PC in 1998 and may or may not see a console release down the road. The Warcraft games, same deal.

    Hmm maybe the GameBoy-Color successor could use Sony's proprietary MemoryStick Flash Card's they came out in 1998? Oh it could also use a smaller (like 2 inch or so) version of the Sony MiniDisc (Magneto-Optical Disc), they could call it the MicroDisc.

    Possibly. It depends on price. It all depends on price. Nintendo wouldn't want handheld games costing 70 bucks XD

    Shadows of the Empire is two years later than IOTL. Will that push back the rest of the SOTE multimedia project? Because Shadows of the Empire was essentially a test case of marketing a new star wars movie without the actual star wars movie, so that Lucasfilm could see if there was still a market for Star Wars before committing to the Special Editions and Prequel trilogy.

    Big fat Star Wars update in February 1998, Shadows of the Empire is part of that. Actually, February 1998 will have a LOT of pop-culture related stuff. Stay tuned.

    -

    Here's all of 1997's original games TTL so you guys know what they were like:

    SNES-CD:

    Syrielle: Syrielle is part action-game, part visual novel, written by (at the time) children's show writer Suzanne Collins (who IOTL writes The Hunger Games trilogy, which is butterflied away for various reasons). Syrielle is part-girl, part-spider, and the game chronicles her trials and tribulations in school and in various other places, not only does she have to contend with her school peers (who know all about her strange biology and abilities) but government scientists as well. It's known as one of the most unique games on the system. It features no voice acting, telling its story through motion-comic like cutscenes between various segments of gameplay. Though it receives only good to great reviews from video game magazines, it is greatly praised by non-game media and becomes known as a cult hit (though sales are actually quite strong for a “cult hit” and the Syrielle character becomes a franchise).

    Andrekah/Cotton: Amazing Duo!- In this sequel/crossover game, Andrekah teams up with the magical girl Cotton to explore a strange new world. You can switch between Andrekah, who runs on the ground and uses her spells, and Cotton, who hovers overhead and shoots projectiles. There are also Panorama Cotton-like rail shooter segments.

    Annie Oakley In London- This sequel to The Legend Of Annie Oakley is a steampunk/Western that sees Annie in London fighting dastardly villains who utilize huge mechanical monsters and robots. It's totally off the wall and gameplay is pretty mediocre, but it has a cult fanbase.

    Deadman Sam 3- The third installment in the Deadman Sam series sees Sam and Nellie teaming up with a group of harpies to defeat strange spirits that have taken over their sacred mountain. The gameplay is a bit derivative but the graphics get a big boost from the previous two games and this game's reception and sales are generally pretty good.

    Dog Dash 2- In this sequel to Naughty Dog's 1996 hit, our young hero and his dog return to team up with a girl named Selkie, the two of them can both ride the dog as they team up to battle a group of scary anthropomorphic dragons. While sales and reviews aren't quite as good as the first game it's still considered a hit.

    Five For Fighting Hockey '97- The sequel to 1995's Five For Fighting Hockey, it has some enhanced graphics and new fighting mechanics but largely isn't considered to be as good as the first game.

    Frederico 2: Garcia's Revenge!- The evil Generalissimo Garcia returns in this sequel to 1995's hit, this time he doesn't kidnap Frederico's girlfriend, instead he's building a huge robot to battle Frederico with, Frederico and his friends have to team up to stop Garcia. This is a more 3-D type game with some open world segments, the gameplay is pretty well received and this game is one of 1997's biggest hits.

    Gun Warrior: Cannon Fire- In the latest installment of the Gun Warrior series, the three heroes from Gun Warrior: Big Guns get even bigger guns to battle their enemies with. This game has a somewhat mediocre reception and is a disappointment compared to the other two games.

    Jim And Kim Meet Tim- The two kid heroes Jim and Kim team up with a little toddler named Tim to traverse more levels and fight more enemies. This game's pretty much as generic as they come and sales are similar to the first game, not terrible but not good either.

    Klepto: Thief In The Night- Klepto returns, this time stealing from museums in order to build a device he needs to fight a terrible enemy. This game's actually got much tighter and better gameplay and it's quite well reviewed compared to the first.

    Rage 2: The Rage Returns- Capcom returns with another installment of its popular beat-em-up game with eight all new heroes who have to defeat Blackstone. It gets some criticism for not improving much on the first but the story is well received.

    Salvation 2- This sequel to 1995's shooter game features more varieties of ships and even faster gameplay. Sales are mediocre but reviews are fairly decent.

    Slaughterbox 2- This violent brawler returns with largely the same kind of gameplay as the previous game. It's reception is pretty bad compared to the first.

    Tales Of The Seven Seas 2- The seven main heroes from the first game are now living out a pretty good life working as adventurers in a bustling port town, but when the town is attacked by a group of raiding pirates, they take to the seas again to protect the place they now call home. Though the quest itself is a bit tighter than the first game's (about 80 or so missions compared to 110+ in the first), the game is highly praised and considered one of the year's best.

    Toxic Waste 2- A sequel to 1995's gross action platformer, it largely picks up where the first left off, not much better than the first but no worse either.

    Twinblade II- The sequel to 1996's hit fighting game, it doesn't improve on the gameplay much but it adds a ton of characters and even a character creator, making it one of the deepest fighters on the system and one of the year's best fighting games.

    Victory 2- Nash and Jett return to fight an enemy from Nash's past. The graphics and gameplay are improved somewhat from the original, though the storyline isn't as good as the first. It's still considered to be one of the SNES-CD's best games in 1997 and sales are extremely good.

    Tower- An action/puzzle game where you have to climb a series of large towers with increasing hazards on your way to the top. It's quite a fun game and even has a multiplayer mode.

    Curia- An obscure JRPG brought over in the waning days of the SNES-CD, it features lots of cute magical girls and some cutscenes. While gameplay is considered to be quite good, it's as niche an RPG as they come.

    Applejack Road- A western-themed platformer where you get a variety of guns and have to hunt down baddies in the old west. It's a bit of a kiddy game and isn't considered all that original or good.

    Wizard Stone- A strange but really fun action game about a boy who is hunting for a series of powerful magical artifacts and battles enemies along the way. With challenging bosses and great character design, it's considered one of the best sidescrollers on the SNES-CD and eventually gets an Ultra sequel in 2001.

    Maruthiel- A space shooter that takes place in a variety of environments, it's considered to be quite a good game in terms of graphics and sound, but the play controls and gameplay are considered to be weak points.

    Assassin- A generic sort of stealth action game where you're a ninja who is tasked with assassinating various warlords. Graphics and gameplay are mediocre and the sound is pretty lousy, and the game gets middling reviews.

    Chifighters- A 2-D fighting game featuring combatants who specialize in ki energy fighting, melee blows are also used but the game largely utilizes energy projectiles. It receives a good amount of praise for its gameplay and an Ultra sequel.

    Ocean Watch- A top-down strategy combat game where you're a gunner who hunts down and shoots enemies that stalk the oceans. It's largely repetitive and though the graphics get some decent praise it's not considered to be a very good game.

    Stay Off My Lawn!- In this game you play as an old man who is trying to keep teenagers, paperboys, and other hazards off of his lawn. Though the gameplay and graphics are quite bad, this game is considered to be somewhat of a cult classic for its totally offbeat humor and hilarious voice acting.

    Starseekers Of Exion- An action RPG featuring a group of young heroes who travel between worlds looking for fallen items called Star Crystals. It's the last collaboration between Game Arts and Working Designs on the SNES-CD and considered along with Terranigma and Dragon Quest VI to be one of the SNES-CD's best RPGs of the year.

    Illusion- A fairly generic turn based JRPG, it gets some praise for its battle graphics but that's the only thing that stands out about it.

    Hammercraft- An adventure dungeon-crawler where your character is a dwarven blacksmith who forges his own weapons. It's not a great game but it has a cult fanbase and the hero is very popular.

    White Wolf and the Red Hood- A semi-retelling of Little Red Riding Hood, this fairy tale action game has gameplay somewhat similar to Tales Of The Seven Seas, but isn't nearly as well received. In it, a somewhat dark Red Riding Hood teams up with a beautiful white wolf to explore a fractured fairy tale world. It's a decent enough game but not considered to be hugely popular.

    Disaster Squad!- A puzzle/action game about a group of emergency workers who rescue people in disaster areas. It's a top-down action game and gets decent reviews and mediocre sales.

    Lemon Dealer- A used car salesman simulator where you play a sleazy used car salesman who runs his own lot and tries to rip people off. Featuring bawdy humor and bad voice acting, it's a cult hit but definitely not a good seller or even that good of a game.

    Hellstormers- A military game somewhat similar to Cannon Fodder but with some first-person shooter elements as well, you play a group of grizzled soldiers who invade some of the most dangerous areas in the middle of a war. It's a fairly fun game and gets decent sales and reviews.

    Empire: The Steel Kingdom- A simulation/strategy game where you play a king who must keep his iron grip on his kingdom while conquering others. It combines simulation aspects of keeping your people happy (at least happy enough not to rebel) and military strategy game elements as well, making for a complex, if difficult and graphically simple, game.

    18 Wheels Of Fury- A truck racing game where you go on a variety of missions or can race against other truckers or duck the police. Basically a low-tech version of what Big Rigs was supposed to be. Reviews are decent.

    Missing- A visual novel where you're a gritty anti-hero who has to find a kidnapped girl and rescue her. It's not considered as good as the Dark City or Pearl games but it does get some cult appreciation.

    Chocopop!- A platformer that takes place in a chocolatey candy world. While the graphics are impressive and the music is charming, the generic gameplay means that recents are decent at best.

    Save The Planet- A SimEarth-type game where you have to micromanage environmental hotspots to prevent an ecological disaster. It's a pretty deep simulation but not a very popular game, especially when compared to the more popular Civilization or Sim series.

    Cherubim- A side-scrolling shooter where you're an adorable little angel character who blasts scary looking cartoon demons. The gameplay and graphics are quite well-received though the game ultimately remains a niche hit at best.

    World Championship Boxing- A fairly realistic boxing sim featuring realistic-but-original characters and including a create a fighter mode. For boxing fans who only have Super Punch-Out CD, it's a pretty welcome game and does decent sales.

    Days Of The Hunt- A bow hunting/rail shooter that takes place in a vast medieval forest and stars a teenage girl who hunts various creatures through a series of stages. Despite the somewhat repetitive gameplay, it's still pretty fun and well received.

    Ultra Nintendo:

    Ultra Adventurers: A rather basic 3-D RPG by Camelot, set in a medieval fantasy setting about four heroes, two boys and two girls, who set out on an adventure to liberate their kingdom from a dark wizard named Xanthian. Even though it's really generic, the characters and soundtrack are somewhat praised and though it's completely overshadowed in the wake of Final Fantasy VII, it's still a cult classic.

    Deathblow: A fairly violent but very good 3-D fighting game, an original franchise starting game that becomes one of the more successful games not in the “Big Five” launch releases.

    Cleo's Caverns: An action game starting a chibi version of the Egyptian queen Cleopatra as she traverses many different levels. Plays somewhat like Klonoa but isn't nearly as innovative or fun, totally overshadowed by Mario Dimensions and is one of the rarest and least selling Ultra launch titles (perhaps the rarest)

    Nightsquad 2: The sequel to WayForward's 1995 hit Nightsquad, this game sees the squad return in full 3-D as they battle a rogue gang of assassins and criminals that have adopted the original Nightsquad's tactics. A highly anticipated sequel, despite good reviews it gets lost in the shuffle of launch day and is a commercial disappointment.

    Arrow Of War: A game somewhat like Dynasty Warriors that focuses on archery, with your character using a bow to fight other soldiers that possess bows of their own. The graphics and gameplay are fairly weak and the game is poorly reviewed.

    Mirrorlight: A puzzle game where you must reflect light off an increasing number of mirrors to clear barriers and score combos. A very fun game with bright, colorful graphics, a decent soundtrack and even a somewhat decent storyline that becomes a bit of a sleeper hit/cult classic.


    Saturn:



    Planetary Probe: This is an Enix sci-fi RPG about a group of astronauts who are exploring various planets, coming into contact with a number of civilizations as they do so. It's a largely traditional RPG in terms of gameplay but is the Saturn's first fully 3-D RPG, with graphics just a shade worse than OTL's Final Fantasy VII. It's very well received critically, though it's not a blockbuster in terms of sales it's still one of Enix's biggest hits to date.

    Krystalshade: An Enix RPG with a mixture of fantasy and steampunk elements, it involves a young man on a quest to find the secret of his birth. Its battle system is very similar to OTL Star Ocean's, the Krystalshade series essentially becomes this timeline's equivalent of Star Ocean, though its setting is much more fantasy based (in essence, Planetary Probe gets Star Ocean's sci-fi tropes, and Krystalshade gets its battle system).

    Windborn: An RPG published by Namco, Windborn is an entirely 2-D RPG featuring incredible sprite animation and an epic storyline (it's longer than Krystalshade and Planetary Probe by quite a lot). It stars a young girl who is the last of her kind, the “People of the Wind”, who is adopted by a group of adventurers who seek to protect and nurture her powers while fleeing those who seek to capture her. It's the most critically beloved RPG on the Saturn in 1997 (even more than Planetary Probe, Krystalshade, and Phantasy Star V, all of which average around high 8s/low 9s in score) and is one of the biggest contenders for Saturn's game of the year.

    King's Wrath: A strategy-RPG where you play as a king who seeks to conquer the entire kingdom. It puts you in the perspective of the villain, making it somewhat unique as a game, and its gameplay is well received, compared to games like Tactics Ogre.

    The Lost Kingdom: An original RPG developed by Sega, one of three major Sega RPGs that year (along with Sonic RPG and Phantasy Star V), it's somewhat like Sword of Vermillion in its gameplay style, featuring large bosses and a really traditional plotline and gameplay. It involves a young man who stumbles upon an ancient kingdom full of monsters, treasure, and intrigue, and though it's not as beloved or popular as some of the other Saturn RPGs that year, it's still a pretty popular game.

    Whirlwind: A 2-D platformer with a hero who can transform himself into a living tornado to take out enemies. Jumps involve a combination of jumping and flying with the hero's whirlwind power. It's a pretty straightforward platforming game but the graphics and the jump physics are praised.

    Boom Island: A 3-D platforming game starring a pirate boy who sails from island to island, gathering up treasure and battling other pirates. The “boom” in the title comes from the fact that many of the weapons in this game are various types of cannons and there are LOTS of explosions.

    Tick and Tock: Time Tricksters: A 3-D platformer starring a brother sister team, Tock and Tick, who make their way through various levels while using special items that let them speed up, slow down, or even stop time completely. A really silly but extremely fun game, it becomes one of the Saturn's biggest action hits of the year.

    Highrise: A puzzle game where you have to stack a tower higher and higher while keeping it from falling. The game gets very fast paced later on and there's a four-player mode that's extremely frantic. Colorful and whimsical animations add to the visual motif of this game.

    Worldwide Rally: A racing game somewhat halfway between Virtua Racing and Gran Turismo, giving players the option to race a large variety of realistic cars on tracks around the world, more than 20 tracks in all. Praised for its fun gameplay and large selection of cars and tracks, it becomes Saturn's most popular racing game franchise, surpassing even Daytona and Virtua Racing.

    Operation Zero: A third-person shooter where your character is a special agent who must complete a series of increasingly difficult missions. The game relies more on action than on stealth and is praised for its complicated but enthralling storyline.

    Fallen: An first-person shooter that takes place in a post-apocalyptic world, starring a woman named Angel Dust who must first fight her way out of an abandoned system of sewers before making her way up to the surface world and confronting hordes of hostile survivors and mutants. A very gritty, scary game, sort of a dark alternative to Turok, it's not received quite as well but it's praised nonetheless.

    Raigeki: A very fast-paced 2-D fighting game with 3-D graphics. It's known for moving at a much quicker pace than Tekken and Virtua Fighter and though it doesn't become one of the Saturn's biggest fighting game franchises, it still carves out a significant niche.
     
    January 1998 - Spice Girls!
  • Klonoa is something different from Sonic, it's much slower paced, more deliberate, the type of game where you can just stop and admire the lovely world you're in. If you stop too long in Sonic, he gets bored and jumps off the stage! I think there's plenty of room for a slower platformer on the Sega Saturn.”
    -Hideo Yoshizawa, director of Klonoa: Door To Phantomile

    Has anyone noticed that Sega does 2-D games a lot better than Nintendo does or is that just me?”
    -an anonymous poster on an InsideTheWeb.com video game forum

    I got here at five fuckin' o'clock in the morning, and you're tellin' me...you're sold the fuck out? In January?”
    -overhead at a Walmart store on January 15, 1998, from an irate customer unable to get his hands on an Ultra Nintendo after missing a shipment that had been stocked just four hours earlier

    A lot of the Spice Girls stuff on GameTV back in '97 and '98, that was me. Brittany, she was not a fan of their music. She was into the whole 'girl power' thing but she was more into the Lilith Fair kinda music. I was OBSESSED with the Spice Girls. And yes, I did legitimately love Spice World. The game. The movie, I'll admit, really sucked.”
    -Lyssa Fielding in a 2005 interview with Gamepolitics.com

    -

    Forever And Ever With You

    Dan: 7.0
    Shawn: 5.5
    Crispin: 6.0 (quote: “After the revelation that was Syrielle, this dating sim seems downright dated in comparison, even with improvements over the original.”)
    Sushi-X: 5.0

    Monopoly

    Dan: 6.0
    Shawn: 5.0
    Crispin: 6.0
    Sushi-X: 5.0 (quote: “It's Monopoly, what else is there to say? The A.I. makes some REALLY boneheaded decisions at times, making it so easy to win.”)

    Valis: The Crystal Clock

    Dan: 5.5
    Shawn: 7.5
    Crispin: 8.0 (quote: “Valis returns in this fun action game involving time manipulation and some very nice combat mechanics.”)
    Sushi-X: 5.0

    Extreme Go-Karting

    Dan: 7.5 (quote: “SNES-CD players get thrown a bone with this kart game. It's tough as all hell and it's no Ultra Mario Kart, but it's fairly fun.”)
    Shawn: 8.0
    Crispin: 8.0
    Sushi-X: 7.5


    -from Electronic Gaming Monthly's reviews of January 1998's SNES-CD games in the February and March 1998 issues

    Armored Core

    Dan: 8.5
    Shawn: 8.5
    Crispin: 8.0
    Sushi-X: 8.0 (quote: “This is a really slick mech combat game that does a great job showing off the Ultra Nintendo's capabilities. It's quite challenging but a lot of fun.”)

    Jeopardy

    Dan: 7.0
    Shawn: 4.0 (quote: “Jeopardy comes to the Ultra, but there should have been a lot more questions. Repeats come quickly.”)
    Crispin: 5.0
    Sushi-X: 5.0

    Mystical Ninja Starring Goemon

    Dan: 6.5
    Shawn: 6.5 (quote: “The game definitely has fun moments but it's not nearly the nonstop funfest that Super Mario Dimensions was.”)
    Crispin: 7.5
    Sushi-X: 7.0

    Resident Evil

    Dan: 9.0 (quote: “A magnificent port and a clear step up over the original Saturn version.”)
    Shawn: 9.0
    Crispin: 9.5
    Sushi-X: 9.5

    Rival Schools

    Dan: 7.0
    Shawn: 7.0
    Crispin: 7.0 (quote: “A fun but pretty by-the-book 2-D fighter.”)
    Sushi-X: 7.0

    Tomb Raider

    Dan: 8.5 (quote: “This was a nice port but it could've used more improvements.”)
    Shawn: 8.0
    Crispin: 8.5
    Sushi-X: 8.0

    Boom Island

    Dan: 8.0
    Shawn: 6.0 (quote: “The game was fun on the Saturn but now it seems somewhat dated.”)
    Crispin: 6.5
    Sushi-X: 6.0

    Cave Crew: The Stoneland Chronicles

    Dan: 4.0
    Shawn: 4.5
    Crispin: 2.0 (quote: “Bad graphics, damage sponge enemies, and crappy controls make this maybe the worst 3-D platformer since Bubsy 3D on the Saturn.”)
    Sushi-X: 2.0

    -from Electronic Gaming Monthly's reviews of January 1998's Ultra Nintendo games in the February and March 1998 issues

    -

    January 1998 saw two of the first major Sega Saturn ports to be released for the Ultra Nintendo, Resident Evil and Tomb Raider. The two games had been hyped for the console long before its release, and their arrival just two months after its North American launch kept it a hot commodity even in the post-Christmas period.

    Resident Evil was considered the superior port of the two, due to a number of factors. The first and most important was that Capcom had always intended to release the game for the Ultra Nintendo in the first place. The only reason it came to the Saturn first was because the Saturn was released more than two years before the Ultra Nintendo. By the time the Ultra Nintendo was release, Capcom had been working on that console's version for nearly two years, and for that reason, it was designed for the Ultra from the ground up. The Ultra Nintendo port was the “director's cut” version of the game, which had been released for the Sega Saturn in 1997, but enhanced with even more extras, including a demo of Resident Evil 2 (which was also included on the Saturn version). The Ultra version of Resident Evil had better graphics, new music for certain scenes, and an extra mission taking place after the original game, which set up the outbreak in Raccoon City that would lead into Resident Evil 2. The port was extremely well reviewed (some reviewers even considered it to be the Ultra's best game to date) and was a massive best seller, the first game to knock Ultra Mario Kart off the top of the Ultra's sales charts.

    The Tomb Raider port, while undoubtedly a great port, was much more of a straight-up port than Resident Evil was. The graphics got a slight bump, but no new content was added. It was the original Sega Saturn game, just ported to the Ultra. In reality, Sega had lobbied Eidos hard to make Tomb Raider exclusive to the Saturn, even offering them monetary support to make additional games, but after doing market research, Eidos determined that there was simply too much to lose by not porting the game than there was to gain from remaining exclusive to the Saturn. The Tomb Raider port also sold quite well, though it didn't do quite as well commercially or critically as the Resident Evil port. Nevertheless, both games would also see their sequels ported to the Ultra later that year.

    The month would also see a Boom Island port to the Ultra Nintendo, but comparisons to Ultra Mario Dimensions crippled the game's sales potential, as it proved to be a clearly inferior game to Mario's groundbreaking 3D platformer.

    -excerpted from ”Fifth Generation Ports: A Look Back”, an article on Gamesovermatter.com

    -

    Klonoa: The Door To Saturn Fans' Hearts

    It's been a year now since Klonoa: The Door To Phantomile was released, and we're talking exclusively with the game's director, Hideo Yoshizawa. We'll discuss the game's success and if there's any plans for a sequel in the future.

    Official Saturn Magazine: Hello and thanks again for the interview!

    Hideo Yoshizawa: It's always a treat to discuss Klonoa.

    OSM: So, one year since the game launched in North America. After the game did so well in Japan, did you expect that Klonoa would be such a big hit worldwide?

    Yoshizawa: Well, I had always hoped. A 2-D platformer in this age of 3-D games, it was tricky to pull off, but the Saturn was definitely the perfect system to bring it out on.

    OSM: And to see a 2-D platformer doing so well with all those other games coming out around the same time was definitely a surprise. The game ended up being the best selling Saturn game in North America since Tomb Raider II. When did you realize that the game had succeeded so well?

    Yoshizawa: Hearing Klonoa discussed among icons of video games like Sonic the Hedgehog, that was quite a surprise treat for me! I know some people are calling him Sega's second mascot now but I wouldn't go quite that far!

    OSM: How did developing for the Saturn change your approach to game development?

    Yoshizawa: I knew that from seeing games like Sonic the Hedgehog 4 and Yuki Yuki Troublemakers (“Troublemakers” in North America) that these types of games could work on the Saturn. And the technology of the Saturn, I was impressed by the fact that the Saturn really does handle the type of graphics I wanted to do a bit better than the Ultra Nintendo does. So many people have told me that the Ultra Nintendo is quite a bit more advanced, but in 2-D graphics, it's easier to develop those types of games on the Sega Saturn. Originally, Phantomile was to have five areas, the kingdom of wind, the kingdom of water, the kingdom of fire, the kingdom of earth, and the moon kingdom, but the Saturn stimulated me so much creatively that I was able to add a sixth kingdom, the kingdom of darkness, that comes just before the final area which is Cress, the moon kingdom.

    OSM: So Shadir was a direct result of the game being developed on the Saturn?

    Yoshizawa: Exactly! And that huge boss at the end of Shadir, with all the very complex animation and effects, that boss was only possible to do on the Sega Saturn. Shadir actually, parts of it were inspired by the game Nights, I actually got permission to give him a little cameo, in Vision 5-1 if you look very close in the background, Nights is there.

    OSM: We did notice it and it was really cool! So, what are your plans now, are you going to work on Klonoa 2 right away, or try something else first?

    Yoshizawa: Well of course there is the new Ridge Racer game utilizing the Ring technology, and also I am working on a fighting game as well. But Klonoa 2 is definitely something I'm thinking about and we have begun the first work on it, so you should hear a lot more about it soon!

    OSM: Thank you again and good luck on all your future projects!

    Yoshizawa: Thank you as well!

    -from an interview in the January 1999 issue of Official Saturn Magazine

    Klonoa is, in some ways, even better than Sonic the Hedgehog 4. It does new things that Sonic 4 didn't even dare to try, and the animation is stunningly beautiful even if it's not as impressive as Sonic 4 from a technical point of view. There's no doubt that this game is the start of a franchise on the Sega Saturn, and a worthy challenger to any platformer Nintendo's got coming.”
    -excerpted from Crispin Boyer's 9.5/10 review of Klonoa: Door To Phantomile in the February 1998 issue of Electronic Gaming Monthly

    The first wave of Klonoa merchandise is hitting stores today, including action figures and plush dolls. The plucky little cat boy and all his friends may also be coming to a TV screen near you, Sega is mulling the possibility of commissioning an animated series for this brand new franchise.”
    -excerpted from the Wall Street Journal, May 11, 1998

    -

    The game that Armored Core for the Ultra Nintendo is most frequently compared to is probably Iron Combatant, a game with a somewhat similar premise (mounting a giant mech and going on various missions). However, the games differ in a number of ways, most notably in how the protagonist is portrayed. Iron Combatant puts a heavy focus on its human protagonist Layla, telling her story quite cinematically, with the game being mostly linear. Also, its combat is somewhat faster than Armored Core's slower paced and more deliberate combat in battle. Also, Armored Core puts a heavy emphasis on mech customization, which Iron Combatant did not allow you to do. It's a much more freeform game, involving multiple paths through the story (where you can side with either Chrome, Murakumo, or a rebel terrorist faction). Iron Combatant is interested in telling its own story, but Armored Core largely lets the player tell their own story. And, quite obviously, the graphics are considerably better due to the vastly increased capabilities of the Ultra Nintendo when compared with the SNES-CD. While both games are excellent and worth playing for anyone who's a fan of giant mech combat, which game you'll ultimately prefer largely depends on your play style. And, of course, if you want the latest and most advanced game, go with Armored Core.

    -”Question of The Week: Iron Combatant vs. Armored Core”, excerpted from the Q+A column of Sam Cromwell's Game Page on Angelfire.com, April 27, 1998

    -

    When Tetsuya Mizuguchi showed interest in creating music-based video games, Sega assigned the talented young game designer a seemingly impossible task: create a Spice Girls video game, one that people would actually want to play. The mega-popular British girl band had signed a deal with Sega to create a game that would be released alongside their film Spice World, and Sega asked Mizuguchi to head up the development for this game. What he created was a game that would pit the Spice Girls against alien invaders attempting to take over the world. And in order to defeat them, players would have to...jam out! Yes, Spice World was one of the first rhythm-based video games, and it consisted of two parts. One part of the game was called the “create mode”, where players could create remixes of Spice Girls songs to save to their memory cards and enjoy whenever they wanted. This part was received rather poorly, but the main part of the game was “adventure mode”, a six level worldwide journey where the Spice Girls (or rather, somewhat cartoony versions of the Spice Girls) would encounter aliens who had taken humans hostage and would have to defeat them by having players time button presses to the beat of six different Spice Girls songs.

    Level 1 took place in Tokyo, Japan, where Baby Spice battled some aliens in a subway to the beat of “Too Much”. Level 2 took place in Sydney, Australia, as Posh Spice battled aliens at the Sydney Opera House to the beat of “Say You'll Be There”. Level 3 took place in Rome, Italy, in the Coliseum, as Sporty Spice rocked out to “Who Do You Think You Are?”. Level 4 took place in Paris, France, with Scary Spice fighting off bad guys and saving tourists as “Wannabe” played. Level 5 featured Ginger Spice in New York City, rocking out to “2 Become 1”. And the final level featured all the Spice Girls in Wembley Stadium in London in one last marathon battle with the aliens, singing “Spice Up Your Life”.

    The game was certainly quirky. It also featured a reporter named Ulala, who followed the Spice Girls around the world and whom the Spice Girls rescued during the final level. She covered the Spice Girls for a news channel called Space Channel 5 (indeed, the game was very nearly called Spice Channel 5, but Sega nixed that title after realizing that there was a pornography channel that went by Spice Channel). Ulala would later receive her own spinoff in 2000 for the Saturn with similar gameplay (and much better music, unless of course you were a Spice Girls fan). The game received mixed to positive critical reviews, and decent sales at the height of Spice-mania (Spice World notably was the first film to dethrone Titanic at the domestic weekend box office after its five week reign at #1). It showed that even though the Spice Girls sucked, at least their games didn't have to, thanks to the visionary work of Tetsuya Mizuguchi.

    -excerpted from “The Life And Times Of Tetsuya Mizuguchi”, an article on SegaClassics.com

    -

    Why did we never get Tokimeki Memorial 3 here in the States? That game was a masterpiece, a 3-disc Ultra Nintendo epic that built heavily on what Konami had accomplished with the original Tokimeki Memorial game! It seems like it could've done quite well considering the success of games like the Syrielle series. What gives?

    That is a very good question, and one that has everything to do with the fact that we DID get Tokimeki Memorial 2 here in the States, a game that here was called Forever And Ever With You. A late-generation SNES-CD game, it was localized here due to the moderate “success” of the original Tokimeki Memorial game, which was localized as Forever With You and did around 30,000 sales here in North America, which for a Japanese dating sim was a hell of a number and was why we ended up getting the sequel here. The sequel, while it addressed many things that were wrong with the original (the dreaded “bomb” feature which forced you to basically be a Casanova or the neglected girls would gossip about you to their friends, was tamped down quite a lot for the sequel), retreaded a lot of the same ground as the original game and was largely seen by Konami as a cash-grab sequel while they were putting together the third game for the Ultra. It sold extremely well in Japan and was highly reviewed, but here in the States, games like Syrielle had set a new bar for visual novel sim games and Forever And Ever With You went largely ignored, with only 9,500 (!!) copies sold here in North America. While that's good news for Ebayers (who are selling the game for $230 or so last I checked), that's bad news for Konami and worse news for those who wanted to see the sequel localized. It's a shame, because Tokimeki Memorial 3 is an all-time classic of the genre, and Konami probably could've spared the money seeing as how they made so much on Metal Gear Solid that year, but them's the breaks!

    -excerpted from “Ask Alex” on Alex Stansfield's blog, January 29, 2015

    -

    The lady soldier Valis gets one final run on the Super Nintendo CD with this month's Valis: The Crystal Clock. An entirely new adventure set in a mysterious kingdom made entirely of glass, the game sees Valis and her friend Reiko attempting to stop the monsters sent forth by the evil king of this mysterious land and his magical clock that can call forth beings from any period of time.

    Though Valis is one of Telenet Japan's most popular series, it pales in comparison to the popularity of 1995's Tale Phantasia, which this week saw its sequel, Tale Lemuria, released in Japan to the fastest sales for any RPG since Final Fantasy VII. Tale Lemuria involves a group of heroes who discover a mysterious continent inhabited by half-elves, who long ago fleed the oppressive prejudice and persecution of humans and elves alike. Though the game takes place in an entirely different world from Tale Phantasia, it features similar themes, such as half-elf discrimination and the presents of mysterious elemental summons. The game introduces a new 3-D battle system which allows players to run in all directions during battle, taking full advantage of the Ultra Nintendo's new analog sticks. The game is still being translated by Working Designs and is set for a summer 1998 release here in North America.

    We've actually received a copy of the Japanese Tale Lemuria here at GamePro, and in next month's Import Preview column, we'll give you our first impressions!

    -excerpted from the March 1998 issue of GamePro

    -

    The 1997 NFL season saw Brett Favre's Green Bay Packers attempt to repeat the success of their dominating 1996 campaign that saw them win the Super Bowl, and, for the most part, they succeeded. They won the NFC championship easily after a 14-2 season, crushing their division rivals the Detroit Lions in the NFC Championship by a score of 45 to 14. The Packers' Super Bowl XXXII opponents would be the unlikely Jacksonville Jaguars, in only their third season in the NFL. The Jaguars, behind quarterback Mark Brunell (who won that year's MVP trophy despite Favre's dominating campaign), went 12-4, good for second in the AFC. Their opponents in the conference finals were the Denver Broncos, who were looking for their first ever Super Bowl win behind the legendary John Elway. After the Jaguars beat the Broncos 26-24 in what was considered an all time classic, they went on to the Super Bowl...where the Packers would crush them, 42 to 17, to win their second straight Super Bowl. The Packers were clearly one of the most dominant teams in the entire sports world, and looked to be the early favorites to win three Super Bowls in a row, a feat that would match the Dallas Cowboys and make them the second team in the decade to three-peat.

    After the Super Bowl, all eyes were on the NFL Draft, which saw Peyton Manning and Ryan Leaf looking like the best quarterback prospects in a generation. Once the New Orleans Saints were locked into the #1 pick with an abysmal 2-14 record that conjured up memories of the “New Orleans Aint's” from the 1980s (they didn't even have to tank, they just sucked that much that season), everyone knew they would take Peyton, who was the son of the legendary Saints QB Archie Manning. That left the Oakland Raiders at 3-13 with the second pick in the draft, only they would trade it to the Tampa Bay Buccaneers for the Bucs' first round pick (22nd) along with a king's ransom of picks and players for the right to draft Ryan Leaf. The surprise of the first round saw Randy Moss fall to 14th, where the Colts would snap him up in order to give their aging quarterback Jim Harbaugh a new weapon to join Marvin Harrison in the Colts' backfield.

    -excerpted from the article “NFL Recap: 1998” on Bleacherreport.com

    -

    Alex Stansfield: Treasures Of The Deep is a lot of fun. Not only does it have some really atmospheric music, it gives you a LOT of stuff to do.

    Ted Crosley: Well, I gotta applaud Sega and Namco for the spooky atmosphere, but I thought this game got a bit boring after a while. It sends you on the same missions, find this treasure, cap this oil leak, whatever, and by the time I got about eight or nine levels in, it was dragging for me.

    Alex: Ted, you get to be a SHARK in this game.

    Ted: In like a mini-game!

    Alex: You get to be a shark and eat people.

    *The theme from Jaws begins to play*

    Alex: I'm surprised there hasn't been a game like that already!

    Ted: Even shark mode was kinda boring!

    Alex: You don't like shark mode? How can you ever be bored with shark mode? I mean, just listen to that music!

    Ted: The game was too long for me.

    Alex: *attacks Ted with a plush shark as the music plays*

    Ted: Get that thing away from me!

    Alex: It's a shark, get outta the water! *playfully pokes him with the shark*

    Ted: *trying to smack the shark away* Anyway, I give Treasures of the Deep a 3.5. It's a fun concept but it overstays its welcome just a bit too long.

    Alex: And I give it a 4.5. It's a ton of fun, you get to explore the ocean and you get to eat people as a shark, what's not to like? *keeps trying to attack Ted with the plush shark*

    (…)

    Alex: *dressed up like Tom Cruise in Top Gun with sunglasses and flight jacket* Ace Combat 2 is just about the best combat sim out there. Fly around, destroy your foes, it's pretty awesome.

    John Walden: Man, I loved the superfighter but you gotta do a lot of work to get to fly it. Once you do, oh man, you feel like some kinda sky god!

    Alex: If you played the first game on the Saturn back in 1996 and enjoyed it, then this one was a long time in coming for you. It takes everything that made the first game so fun and it ramps it up bigtime for the second. More planes, more challenges, a better storyline, I mean this game has it all.

    John: I gotta say, I think I mighta liked this one better than Star Fox 2.

    Alex: This one's definitely a lot more realistic. And it's tougher. You won't have an easy time, but, you know, the life of a fighter pilot is one of danger and risk.

    John: Yeah, yeah, let's do a couple more missions right now.

    *The two of them sit down and play as “Highway To The Danger Zone” by Kenny Loggins starts to play, with John as Alex's wingman. Suddenly, John's plane goes down in a mission and Alex begins screaming.*

    Alex: No...NO! NO, GOOSE, NO!!!

    John: Aaaaaaaaaaahhhhhh!!!!

    Alex: That's what this game does to you, man, it's so realistic! 4 out of 5, great game.

    John: And I give it a 4 outta 5 as well. Definitely highly recommended.

    *The song continues to play as the two do another mission right before the commercial break.*

    -excerpted from the January 14, 1998 episode of GameTV

    -

    (…)

    Brittany Saldita: So, Spice World was a really, really....really....really silly game.

    Lyssa Fielding: It's a lot of fun!

    Brittany: I just don't know about the Spice Girls fighting aliens with the power of rock. Especially this kind of rock. I mean, this game plays a lot like Parappa, but maybe with a bit better graphics...? It's fun, at times. The create mode is a total waste.

    Lyssa: Yeah, I don't see the reason why they put that in there. The Spice Girls' songs are fine as they are, no need to remix them!

    Brittany: The Spice Girls' voice acting is....*winces* all right, I suppose?

    Lyssa: Voice acting can be hard.

    Brittany: *yells back* Hey Jonny Quest, is voice acting hard?

    Ted: *yells back* No!

    Brittany: See? And they're not playing characters, they're playing themselves.

    Lyssa: Well at least it's not as bad as Milli Vanilli in the Super Mario Bros. cartoon. *shudders*

    *A quick clip is played of Milli Vanilli after being transformed by Cootie Pie, saying their infamous “we're nerds! This is terrible!” line*

    Brittany: Ay dios mio, never ever show that again!

    Lyssa: Well come on, at least the Spice Girls did a lot better than that, right?

    Brittany: Yeah, I suppose so. And the character Ulala, I like her. I thought she was more compelling than the actual Spice Girls.

    *A brief clip is shown of Ulala interviewing Baby Spice after saving the day in Tokyo*

    Brittany: Look, if you're a Spice Girls fan, this game is about as good as you're gonna get. It's... it's probably the best game to come out that's based on a musical band. Of course, when all you have to compare it to is, you know, Journey the arcade game, that's not much of an accomplishment. The adventure mode is fine, stay away from the create mode. I give it a 3 out of 5.

    Lyssa: And I give it a 4, it's a really fun ride, ESPECIALLY if you're a Spice Girls fan. Like me! And like you too, right Brittany?

    Brittany: Yeah, I mean, I suppose so... *smiling*

    Lyssa: *giggles as she hugs Brittany* She loves them!

    Brittany: *blushing, looks a bit embarassed* I like Scary Spice...

    *A clip is shown of Scary Spice zapping some aliens in level 4*

    -excerpted from the January 21, 1998 episode of GameTV

    -

    (…)


    Brittany: So, is Mystical Ninja Starring Goemon the next big action hit on the Ultra Nintendo?

    Gary Westhouse: *looks like he's about to say yes, but then frowns and shakes his head* No, no it's not.

    Brittany: This game tried its best to be kind of a 3D Zelda, which...considering we have the real 3D Zelda coming out, hopefully by the end of this year, is a bit unnecessary. It's not a bad game. Goemon's adorable, and the game's got a decent variety of gameplay types, it mixes things up really well. That said, it could've used some more interesting characters, especially since the voice acting was so good. Even Goemon himself, despite being so cute, is a bit obnoxious and not exactly the kind of protagonist that say, Mario is.

    Gary: The platforming sequences are nowhere near as polished as the ones in Mario. You'll find yourself chucking your controller at some completely unnecessary difficulty spikes, and there are a lot of counter-intuitive directions in this game too.

    Brittany: Yeah, I did notice that. Villagers aren't much help in telling you where you need to go. It'd be okay if exploring were more fun, but it's really not. Combat, however, is a strong point of the game. You can do several different sword swipes, enemies are tricky but for the most part not frustratingly hard, and there are lots of special techniques that are really fun to use too. So, at the very least, I enjoyed fighting enemies, even when I was getting frustrated about not being able to figure out where to go.

    Gary: All in all, this game is a fairly lame attempt to establish Goemon as a standout game character. It's also a pedestrian emulation of games like Super Mario Dimensions. I honestly had more fun playing Valis on the Super Nintendo CD this month than I did this game. I'm giving it a 3 for combat and presentation, but I feel even that's being generous.

    Brittany: I'll go ahead and give it a 3.5. I felt that what Goemon did right, it did really right. I think the developers just need to learn from their mistakes and the next Goemon game can be a true classic.

    Gary: Better than this one would be a good start.

    -excerpted from the January 28, 1998 episode of GameTV

    -

    SNES-CD Power Charts: January 1998

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Victory 2
    3. Chrono Trigger
    4. Tale Phantasia
    5. Kirby's Adventure 3
    6. Tales Of The Seven Seas 2
    7. Mortal Kombat: Labyrinth
    8. Star Wars: Masters Of Juyo
    9. Dog Dash 2
    10. NBA Live 98

    Ultra Nintendo Power Charts: January 1998

    1. Final Fantasy VII
    2. Super Mario Dimensions
    3. Star Fox 2
    4. Ultra Mario Kart
    5. Castlevania: Symphony Of The Night
    6. Wave Race
    7. Nightsquad 2
    8. Crash Bandicoot
    9. Deathblow
    10. Myst: Legacy

    Official Saturn Magazine Buzz Chart: January 1998

    1. Tomb Raider II
    2. Resident Evil 2
    3. Sonic The Hedgehog 4
    4. Klonoa: Door To Phantomile
    5. Phantasy Star V
    6. Tekken 3
    7. Ace Combat 2
    8. Turok: Dinosaur Hunter
    9. Panzer Dragoon Saga
    10. Spice World

    -

    Ultra Nintendo shortages continue to plague retailers across the country, with shipments selling out in most locations as soon as they're stocked on the shelves. Exacerbating the problem has been the release of the controversial horror title Resident Evil, which originally released in 1996 on the Sega Saturn to millions of sales and an outcry from the media, decrying the game's violence as harmful to children. The controversy clearly hasn't deterred shoppers from buying the game and from buying Ultra Nintendo consoles in record numbers. On online shopping sites such as the auction website Ebay, Ultra Nintendo systems have been seen going for upwards of one thousand dollars, far in excess of Nintendo's 300 dollar asking price. As tax refund season begins to wind up, Ultra Nintendo sellouts could continue well into the spring, which is bad news for those hoping to play next month's new Star Wars video game, or the James Bond title planned for March which is said to put players in the shoes of the superspy himself in an adventure based on the hit 1995 film GoldenEye.

    We now return to our top story: 'I did not engage in a sexual relationship with that woman, Miss Lewinsky.' That is what President Bill Clinton said at a press conference last night, addressing the explosive allegations that Clinton had an affair with one of his interns...”

    -Peter Jennings, ABC Nightly News, January 27, 1998
     
    February 1998 - Resident Evil 2/Star Wars Update
  • The idea of two intertwining scenarios, I think, was a natural evolution of the first game. The challenge was making them intertwine while also providing two completely separate experiences for the player. I wanted to keep the series true to its horror roots, but in providing two different experiences, allow the player to determine what kind of horror game it would be.”
    -Shinji Mikami, in a February 1998 interview with Official Saturn Magazine

    But Claire in Resident Evil 2 wasn't a damsel in distress, at least the way people typically think of that trope. At one point yes, she finds herself kidnapped by one of the villains and has to be rescued by Leon. But by that point in the quest, Claire's not a prize to be won, she's a full partner and she's necessary if Leon wants to get out of Raccoon City alive. And arguably, Leon's even more in distress when Claire saves him later on. The two of them are in this together, even if you're playing on Leon's quest, Claire saves your ass more than once. Claire, a simple college student, becomes a full fledged hero, and by the end of the game can hardly be called a damsel.”
    -ChariceAngel71, on the /ResidentEvil/ subroot on Rootalk.com, December 15, 2014

    I would do ANYTHING to get back to my brother Chris. I....I'd even kill to get back to him. I'm not afraid, Leon. I'm not afraid of anything.”
    -Claire Redfield, Resident Evil 2

    Birkin wants to see you. And he's been waiting a very long time.”
    Terrence Falk, Resident Evil 2

    The delay in the Ultra Nintendo's release meant that we had a bit more time to work on some of the other parts of our Shadows of the Empire franchise. It also meant that we had more time to work on the game itself, which I think made it all the better.”
    -George Lucas

    Making this movie family friendly doesn't mean coming up with a character only 5-year-olds will enjoy. You didn't have to do that 20 years ago, and kids haven't gotten any dumber.”
    -overheard at a writers' meeting for Star Wars Episode I: The Phantom Menace

    As long as those guys are driving like maniacs in the street to make a few thousand bucks off a picture, a tragedy's bound to happen.”
    -an LAPD officer, discussing an arrest of a would-be paparazzi on the local news, February 9, 1998

    -

    Resident Evil 2- The Basics

    Resident Evil 2 is the sequel to Resident Evil and is released for the Sega Saturn on February 5, 1998. Though Sega's promotion of the game, like its promotion of Tomb Raider II in 1997, is a bit muted due to the game being merely a timed exclusive for the Saturn, the game still garners excellent sales upon its release, even better than those achieved by Tomb Raider II. The game is contained on two Saturn discs, with one containing Leon's quest and the other containing Claire Redfield's. The game was developed over a period of a year and a half, with Shinji Mikami leading development, though he was assisted in later stages by Hideki Kamiya, who became the director of the project in early 1997. ITTL, the tensions between the two of them over the game's development were somewhat less than IOTL, with Mikami more receptive to Kamiya's ideas due to the two of them having previously worked together on 1995's RPG Moonlight as writers. Therefore, when Kamiya proposed that Leon and Claire's storylines would intersect, Mikami agreed to the proposal and had a more hands-on role with the project. The game's graphics receive a small but not dramatic bump from the original game (indeed, Resident Evil on the Ultra Nintendo looks better than Resident Evil 2 does on the Saturn). The game employs largely the same voice cast as OTL's game, including Paul Haddad as Leon Kennedy and Alyson Court as Claire Redfield. Your choice of protagonist, either Leon or Claire, has an effect on how the game plays out. On Leon's path, you are given somewhat more bullets and firepower, making the game more of an “action” experience (though not to the same degree as OTL's Resident Evil 4). On Claire's path, bullets and ammo are limited and survival is a heavy priority.

    Though the basic plot of the game remains largely the same as IOTL, there are a number of differences, both major and minor. The game takes place after the events of the original Resident Evil. The Umbrella Corporation's T-virus has spread into Raccoon City, turning its population into zombies. Leon and Claire meet as they attempt to flee zombies with much of the city in ruins. The two of them split up before arriving at the police station. Eventually, after dealing with the zombies at the police station, Leon and Claire reunite and in both paths, the two of them travel together for a while, helping each other out and getting to know each other. This will come into play later on. During this time, a new twist is revealed. Umbrella has dispatched mercenaries, led by ruthless bounty hunter Terrence Falk, into the city, with the job of killing any survivors or witnesses to their crimes (this storyline comes into play in OTL in the game Resident Evil: Operation Raccoon City). However, Falk is secretly under the employ of Umbrella scientist William Birkin, creator of a new G-virus bioweapon, who doesn't want to give up on his prized creations and is paying Falk under the table to ensure that the virus sample is protected. After Claire and Leon split up again, Claire meets a young girl named Sherry, William Birkin's daughter, while Leon encounters Ada Wong (little does he know that Ada is Falk's second-in-command, though she, like Falk, has a hidden agenda as well). While Leon dodges Falk's mercenaries, Claire and Sherry evade deadly mutants. After this next segment of the game, however, Claire is taken hostage by Falk (in Claire's path, you have the option of escaping on your own before Leon comes to save you, though if you choose that option you'll have to assist Leon in a boss fight). After this sequence in which Falk is taken out (either by Claire in Claire's path or by Ada in Leon's), Ada's true allegiance is revealed, but in Leon's path, Leon chooses to trust Ada anyway. Either way, the next segment of the game involves either Claire or Leon taking out the remaining mercenaries on their way out of the city. In Claire's path, Leon is captured by a deranged Annette Birkin, and Claire and Sherry must either sneak or blast their way in to save him. In Leon's path, Ada assists Claire in rescuing him, though Leon must also play a part in his own rescue. After this segment, in Leon's path, he and Ada are confronted by the Tyrant and though Leon defeats it, Ada is fatally wounded. In Claire's path, events lead to a final confrontation between Ada and Claire, with Ada revealing information about Claire's brother Chris with her dying words. Either way, unlike IOTL where Ada is revealed to be alive after the events of the game, ITTL Ada is dead for good and does not appear in any future Resident Evil games. In both Claire and Leon's path, the final segments involve the two of them working together to find a cure for a mutated Sherry, only for William Birkin to attack them both as a hideous mutated creature. Whoever's path you take plays the critical role in defeating Birkin, but either way, Sherry is cured and after the three escape the area, Leon and Claire promise each other that they'll find a way to prevent what happened in Raccoon City from ever happening anywhere else again. Claire knows that Chris is out there somewhere and that he can help them bring Umbrella down for good.

    -

    Reel Fishing:

    Dan: 4.0
    Shawn: 4.0
    Crispin: 5.0 (quote: “There's not much in this game to distinguish it from other fishing titles.”)
    Sushi-X: 5.0

    Mass Destruction:

    Dan: 5.5
    Shawn: 5.5
    Crispin: 5.0
    Sushi-X: 5.5 (quote: “There are far superior tank shooters out there.”

    World Championship Boxing '98

    Dan: 7.0
    Shawn: 7.0 (quote: “This game isn't a technical marvel but it does feature one of the best fighting systems I've yet seen in a boxing game.”)
    Crispin: 8.0
    Sushi-X: 7.0

    -reviews of February 1998's SNES-CD games in the March 1998 issue of Electronic Gaming Monthly

    Clock Tower II: The Struggle Within

    Dan: 4.0
    Shawn: 2.5 (quote: “The real struggle was getting through this disappointing turd of a game.”)
    Crispin: 3.0
    Sushi-X: 2.0

    Einhander

    Dan: 9.5 (quote: “An absolutely brilliant sidescrolling shooter with a great collection of weapons.”)
    Shawn: 9.0
    Crispin: 9.0
    Sushi-X: 9.0

    San Francisco Rush

    Dan: 7.5 (quote: “A really fun arcade racing port with some excellent graphics.”)
    Shawn: 7.5
    Crispin: 7.0
    Sushi-X: 7.0

    Star Wars: Shadows Of The Empire

    Dan: 7.0
    Shawn: 7.0
    Crispin: 9.0
    Sushi-X: 8.5 (quote: “An amazing orchestral score and some challenging but fun missions make this Star Wars game an instant classic.”)

    Wayne Gretzky Hockey

    Dan: 8.0
    Shawn: 8.0 (quote: “This title features some really fun arcade-style gameplay.”)
    Crispin: 8.5
    Sushi-X: 8.0

    Dragon's Destiny III

    Dan: 6.5 (quote: “It shows some promise, but ultimately tries too hard to be like Panzer Dragoon.”)
    Shawn: 6.0
    Crispin: 5.0
    Sushi-X: 6.0

    Operation Zero

    Dan: 8.0
    Shawn: 7.0
    Crispin: 7.0 (quote: “A great port of one of the Saturn's most action-packed shooters.”)
    Sushi-X: 7.0

    God Bless The Ring

    Dan: 6.5
    Shawn: 6.0
    Crispin: 7.0
    Sushi-X: 6.0 (quote: “The storyline and characters are really inspired, it's just not nearly as fun to fight with them.”)

    Lost And Found

    Dan: 6.0
    Shawn: 7.0
    Crispin: 7.5 (quote: “While the game does eventually get repetitive, this 2 1/2-D adventure title features some fun puzzles and a decent variety of treasure finding missions.”)
    Sushi-X: 7.0

    -reviews of February 1998's Ultra Nintendo games in the March and April 1998 issues of Electronic Gaming Monthly

    -

    Namco's exclusivity deal with Sega left Squaresoft in a difficult place. The two had previously agreed to complete a collaborative project together, but with Square exclusive to Nintendo, there was no way the companies could complete this project as it stood. Still, Square wanted to follow up Tobal No. 1 with more than just a straight-up sequel. The company decided on “Project Ehrgeiz”, a game that would fuse Squaresoft's gift for creative storytelling with its desire to continue creating conventional fighting games. Along the way, the company also conceived the idea for an old-school style dungeon crawler set in the same world. This game, Deepground, would fall under the “Project Ehrgeiz” umbrella, but it was the fighting game, God Bless The Ring, that formed the meat and potatoes, so to speak, of Square's ambitious project. Squaresoft worked quickly on the project once they had the Ultra Nintendo development kit. The project originally was projected to take until 1999 to complete, but work was accelerated to help the game release within the Ultra Nintendo's launch window and complement the sword fighting game Bushido Blade. God Bless The Ring released in Japan in December 1997 and North America in February 1998. It featured a small cast of playable characters, just eight, but those eight characters were highly fleshed out, and each had their own complex story. Indeed, the game was split into two parts: an Arcade Mode, that pitted each character up against an 8 character gauntlet (seven other characters and the game's final boss) and then Story Mode, which had each character going up against five normal characters, the game's final boss, and then a unique storyline final boss, for a total of seven fights in all. In between these fights, the character would receive some story exposition and would fight through a miniature “dungeon” in a sort of beat-em-up style mini-quest. The eight playable characters were:

    Ken Kuzama: The game's “main” character, Kuzama is an escaped mercenary seeking to become world champion using his knowledge from the evil organization he once served.

    Han Daehan: An action movie star seeking knowledge of ancient fighting techniques so that he can become a “legitimate” fighter.

    Prince Doza: A spoiled, brash prince who believes he is superior to all others and seeks ancient fighting secrets so that he can return to the kingdom he was exiled from and overthrow its new ruler.

    Yoyo Yoko: A supremely talented schoolgirl recruited by the international police organization to study criminal activities as she fights in the world martial arts tournament.

    Sasuke: A brainwashed ninja under the employ of the Red Scorpion organization, Sasuke is gradually coming to grips with his true self, and once he does, he will seek to fight only for honor.

    Dasher Inoba: A pro wrestler fighting in the tournament to avenge his father, who was brutally murdered by the Red Scorpion organization.

    Jadelyn Sera: A femme fatale in the employ of the Red Scorpion organization, Sera has come to the tournament seeking either fame, fortune, or freedom.

    Frederick von Pelt: A dashing professor, von Pelt is a bit of an homage to the “Cid” characters across various Final Fantasies. He fights in the tournament seeking only knowledge for its own sake.

    Django: A werewolf-like fighter and the leader of the Red Scorpion organization, Django serves as the final boss of Arcade Mode and the penultimate boss of each character's Story Mode.

    Completing one character's quest in Story Mode opens up Django for play in Arcade Mode, as well as that character's corresponding Story Mode final boss for play in Arcade Mode. Many of the storylines diverge from the typical “martial arts tournament” tropes and go full sci-fi, particularly in the case of Yoyo Yoko's storyline, which sees her becoming a superheroine type figure with the aid of a special super suit, and von Pelt's storyline, which sees him discovering an ancient civilization over the course of his battles. Completing all eight storylines will allow the player to understand the game's full unifying theme, as Red Scorpion seeks control of a powerful superweapon hidden in an ancient ruin. The superweapon turns out to be a suit that can transform any sufficiently talented fighter into a godlike being, and the organization has been seeking a fighter that they can mold and train to become a human weapon to serve them and them alone. Only Ken Kuzama's storyline gives the player a choice about whether or not to take this power. While all the other characters defeat Red Scorpion, either for the greater good (Han Daehan, Yoyo Yoko, Sasuke, Dasher Inoba, Frederick von Pelt) or for their own selfish goals (Prince Doza, Jadelyn Sera), Kuzama can choose to either save the world, rule it himself, or rejoin Red Scorpion and serve as their instrument of destruction.

    God Bless The Ring's fighting mechanics themselves were somewhat poorly received compared to games like Tekken III or Killer Instinct Ultra, but the game's storyline and characters were regarded as some of the deepest to ever appear in a fighting game, and the general consensus was that for fighting game fans, the mediocre gameplay was worth gutting through for the cutscenes and storylines. God Bless The Ring recorded mediocre sales, though it did exceed sales of Tobal No. 1 (even with the latter's Elements of Mana demo helping it out somewhat). It stands as a testament to Squaresoft's ability to tell an engaging story, and remains as one of the more beloved cult classic fighting games of the fifth generation.

    -excerpted from “Project Ehrgeiz: Squaresoft's Bold Experiment”, an article on Gamesovermatter.com, posted on December 9, 2013

    -

    Anime Fighting On The Sega Saturn? You Bet!

    There's no doubt that the Sega Saturn's latest fighting game, Prismaclash, is heavily influenced by anime, and the fact that it's here in North America is a testament to anime's growing popularity on our shores!

    Created by Arc System Works, the game features sixteen colorful main characters inspired by various legends of anime and manga. Three of the characters, Ruby, Golda, and Seraph, are no doubt inspired by the hyper popular Sailor Moon, as all three of them leap into battle in sailor uniforms very reminiscent of our favorite superheroine team! Then there's Regalia, whose super loud and super annoying laugh, along with her massive bosoms, are a clear homage to the legendary Naga from Slayers, another anime that's become very popular in the States, especially after airing on Cartoon Network's Toonami block.

    While the game contains a majority of women (11 of the 16 playable characters are female), there are five male characters, all but one conforming to the popular bishounen character archetype. The final character, a muscle-bound spiky haired martial artist named Haigen, is almost certainly an homage to the powerful fighters of the popular Dragon Ball series. The game is full of light and color, with color playing a huge role in the game's fighting mechanics: each character has two different color elements they can switch between, with eight elements present in all. When you switch to a different element, you switch to a whole different set of moves! While no element is inherently weak to another, certain styles definitely work better against others, so you'll need to plan your strategies carefully!

    Prismaclash has sold extremely well in Japan, with nearly a million copies sold since the game's release there last fall. Even before that, it was an arcade hit, and it continues to top many of the country's arcade charts in terms of total number of plays during the last month! We can't wait to play Prismaclash when it releases on the Sega Saturn later this month.

    -from an article in the February 1998 issue of Animerica magazine

    -

    Einhander

    Graphics: Amazing 3-D visuals, beautiful animated backgrounds, and gorgeous weapon effects make this one of the Ultra Nintendo's most stylish games to date.
    Play Control: It's standard shooter fare. Switching between weapons is easy, moving around the screen is smooth and not frustrating. Though simple, the controls do what they need to do.
    Game Design: This is one of the purest shooters we've played in a long time, very reminiscent of Gradius or Axelay. It's a challenge, but fans of this genre are used to that.
    Satisfaction: It's a bit short, but Squaresoft makes an excellent shooter.
    Sound: The sound effects are diverse and realistic. The soundtrack can be a bit repetitive though.
    Comments: Scott- I was riveted by this amazing game. It tells a beautiful story amidst its depiction of a deadly war. Terry- Einhander was a real treat and it potentially does for shooters what Final Fantasy VII did for RPGs.
    Overall Rating: 9.2/10

    -Nintendo Power's review of Einhander from the February 1998 issue

    -

    Superstar Singer Celine Dion Killed In Montreal Car Crash

    Tragedy struck the world of music last night as Celine Dion, known for selling millions of albums with her unmistakable and powerful voice, was killed in a single-car crash as she and her driver rode through the streets of Montreal. The singer's car was speeding down a street to avoid what witnesses say was a car with two photographers leaning out the side windows, attempting to take a picture of Dion as her car left a hotel parking lot. Witnesses say that the paparazzi's car was driving aggressively before Dion's driver began speeding, and that the car may have even sideswiped Dion's vehicle before being left behind.

    The car containing Celine Dion lost control as it attempted to turn onto a side street and slammed hard into a brick wall at nearly 60 miles per hour, with the passenger's side taking the brunt of the impact. Though Dion was pulled from the car alive, she suffered several internal bleeding and organ damage and did not survive a surgical operation to save her life. The driver, though suffering severe lacerations and broken ribs, was released after testing negative for drugs in his system. Police are still deciding whether or not to charge him with reckless homicide in the singer's death. Police are also searching for the occupants of the paparazzi vehicle, who may also face charges.

    The death of Celine Dion is only the latest in a series of high-profile incidents involving paparazzi driving dangerously in order to snap photographs of famous celebrities, from athletes, to politicians, to musicians such as Dion. Already, several countries, including France and the United States, are proposing laws to increase reckless driving penalties for incidents stemming from paparazzi activity.

    -excerpted from a February 21, 1998 Associated Press article

    -

    The 1998 Grammy Awards ceremony was quite somber compared to others, likely due to the pall cast over the ceremony by the death of Celine Dion just days before, along with the death of the legendary Bob Dylan the previous year. Tributes to the two deceased musicians permeated the ceremony and its mournful mood.

    The night's big awards were largely split amongst a number of performers. The year's most acclaimed album, Dispatches From A Padded Room by Edie Brickell, was predicted to sweep most of the awards it was nominated for. Though Brickell was never herself a “riot grrrl” artist, the album was influenced by those musical stylings, with Kathleen Hanna even performing one of the album's songs with Brickell. However, the album had to settle for winning 4 Grammies in the minor genre categories, as it was shut out of all the major ones, particularly Album of the Year, which went to the sentimental favorite Bob Dylan and his Time Out Of Mind, which he completed just weeks before his death. Record of the Year was a crowded field as well, with Tupac and Biggie's “Increase The Peace” beating Shawn Colvin's “Sunny Came Home”, Selena's “Southside Serenade”, Hanson's “MMMbop”, and Meredith Brooks' “Bitch”. “Sunny Came Home” did come away with Song of the Year, while Erykah Badu won Best New Artist in what was considered somewhat of an upset over the ultra-popular Spice Girls and the highly acclaimed Paula Cole.

    While the tributes to Bob Dylan and Celine Dion (Selena's tearful tribute to her left barely a dry eye in the house) set the mood for that night's ceremonies, there were a number of other interesting happenings. Kurt Cobain and Courtney Love were seen together in public for the first time since Cobain checked into rehab back in 1994, and Edie Brickell's loss to Bob Dylan actually had a bit of a mixed reaction in the crowd (with Sarah MacLachlan caught mouthing “bullshit” in the crowd on one of the live feeds after Dylan's win was announced).

    -”The Entertainment Guy's 1998 Grammy Awards Recap”, posted on The Entertainment Guy's blog, September 27, 2009

    -

    Ted Crosley: So is Resident Evil 2 more of the same, or does it live up to the hype?

    Brittany Saldita: You know, more of the same isn't always a bad thing when the “same” is maybe the best horror game of all time. So yeah, I think this game lives up to the hype. Would've liked it to be maybe a bit more of a step up technologically, but what it lacks for that sort of improvement it REALLY makes up for in storyline and scale. I loved Claire Redfield, I thought her quest was awesome.

    Ted: I preferred Leon's quest, more bullets.

    Brittany: It's funny how the cop needs more bullets than the college student who's never gone through any kind of training in her life.

    Ted: Well, she had good genes. AND good jeans.


    *A montage is shown of Claire's tight jeans in various scenes in the game*

    Brittany: You WOULD be a fan of Claire's tight jeans. *rolls her eyes* Though, she doesn't really have the ass to pull off tight jeans. Now Leon....*biting her lip* He's got more of an ass than Claire does!

    *A montage is shown of Leon's ass*

    Brittany: Now THAT is an ass! As for Claire, girl, you need some ice cream in you, stat!

    Ted: You are going to be seeing their asses a lot because you are going to be running away a LOT in this game, it really does a good job of bringing the horror type feel that the original did and even with Leon and his extra bullets, you won't be able to kill every zombie you see.

    Brittany: This game had some great boss fights, though, most of the really good ones are spoilers.

    Ted: Let's just say that for all the giant monsters in this game, the most dangerous monster of all is man.

    Brittany: Especially when that man is transformed into a brain eating zombie!

    Ted: So yes, Resident Evil 2 is quite good and while it's not as innovative as the last game, it doesn't need to be. Its storyline is excellent, the voice acting is great and the survival horror action is just as good as you remember it. I'm giving this game a 4.5.

    Brittany: And so am I. It's not as revolutionary as Resident Evil the first, but it's just as fun! 4.5 from me too.

    -excerpted from the February 3, 1998 episode of GameTV

    (…)

    Alex Stansfield: Radiant Silvergun is a magnificent game! I'll tell you, it's one of the best shooters I've ever played. It completely blew me away.

    Gary Westhouse: Yeah, Treasure outdid themselves with this one. The storyline is fantastic but really, with any shooter, it's the gameplay that matters and this game KILLED it in that regard. Giving you all the weapons right from the start is a stroke of genius, it lets the player decide how they're gonna play the game and in this genre that's a brilliant innovation.

    Alex: I'm just surprised it took this long to figure that out. But yeah, Radiant Silvergun is on a whole different level of gameplay. I was just blown away by how brilliant this game is, it's an utter masterpiece.

    Gary: It's a tiny bit short but that's the only problem I had with this game. There's only six levels, but each level is so flawlessly designed that you'll want to play over and over again to beat your high score.

    Alex: This game almost didn't make it to North America, which would've been a real shame if it hadn't, because this might be the best Saturn game I've ever played. It's tremendous.

    Gary: Yeah, this game blows Starfox 2 out of the water.

    Alex: It really does and I didn't think I'd say that. It's a totally different type of shooter but it's just amazing. I'm giving it a perfect 5.

    Gary: Same here, 5 out of 5 from me too.

    *The siren goes off to signal another entry for the Hall of Fame wall*

    Gary: Whoa, whoa, what time is it?

    Alex: You know what time it is, another game for the Hall of Fame!

    *Gary and Alex march up to put a framed copy of Radiant Silvergun up on the wall*

    Alex: I don't think we've done this since the Ultra Nintendo launch, have we? And speaking of the Ultra Nintendo and shooters, I'm definitely looking forward to seeing how Einhander compares to this next week.

    Gary: Yeah, this has been a hell of a month for shooters, huh?

    -excerpted from the February 10, 1998 episode of GameTV

    (...)

    Ted: So Einhander, for me was a bit of a disappointment. It's a well made game.


    Alex: Right, but compared to, well, last week's Radiant Silvergun which I'll admit may have spoiled me a bit, but...

    Ted: It's slower.

    Alex: It's a lot slower. But it's a very pretty game. It has all the typical Squaresoft production values, it's you know, great graphics, excellent music, but here's the thing. The weapon system I thought was pretty bad. Switching between weapons is easy but I kept having trouble finding a good gun to use. Most of the guns I felt didn't do anything.

    Ted: Right, right, and then you have to kill the exact enemy that drops the gun you need and the game doesn't give much room for experimentation.

    Alex: Whereas in Radiant Silvergun, you can experiment with your weapons right from the start and find the one you liked.

    Ted: And the storyline in this game....I dunno, it gave me a headache.

    Alex: I thought it was pretty well done, it shows the futility of war and the virtue of peace, and-

    Ted: But there have been SO many war stories, even in games, that have told that story better. It seems like, for this kind of game, just kind of an excuse plot.

    Alex: So what's your final verdict on Einhander?


    Ted: Great looking game, plays all right, not the next great shooter though. 3.5 for me.

    Alex: Right, I'm going with 3.5 too, I thought Einhander was really well made but as a shooter it does have a lot of flaws that definitely hamper the experience. For my money, give me Radiant Silvergun.

    Ted: You know Einhander is gonna sell a lot better, right?

    Alex: Yeah, and that's kind of a shame.

    Ted: *smirking* Saturn does what Nintendon't.

    Alex: ...yeah, this time, this time they do. *looks disappointed and is pouting*

    -excerpted from the February 17, 1998 episode of GameTV

    (…)

    John Walden: So, is the Force with Shadows of the Empire?

    Lyssa Fielding: You know, it was a lot of fun! It's not the PERFECT Star Wars game, but it's got all the fun stuff you'd expect from a Star Wars game. It's got the John Williams music, it's got Boba Fett, and AT-ATs, it's got some great cinematography... it's a good game! If you're an Ultra Nintendo owner and a Star Wars fan, definitely pick it up.

    John: It seems like Star Wars is really picking up, isn't it? Got Episode I coming next year, got all these games coming out, it's a good time to be a Star Wars fan and a gamer!

    Lyssa: It's ALWAYS a good time to be a Star Wars fan! *sighs nostalgically* I remember when my parents took me to see the first Star Wars movie. I mean, I BARELY remember, because I was like 4, but, you know, a lot of stuff from that movie still stands out to me. And then of course I saw the next two movies when I could understand them more and they blew me away. It was tough being a girl who liked Star Wars though. I mean, being a CUTE girl who liked Star Wars, that helped. *smirks* Like, once I started modeling, nobody expected me to like Star Wars, but I've ALWAYS been a fan.

    John: Did you hide it? I mean when you got to high school? Did any of your friends like it?

    Lyssa: Actually, they did! Even most of the cheerleaders, they loved Star Wars. Star Wars really helped make it cool to be sort of a geek, you know?

    John: Well, we're both pretty big Star Wars fans I think, and this game, it's the real deal. Like you said, it isn't the PERFECT Star Wars game, I wish there was more lightsaber fighting and some of the battles are pretty underwhelming, but the graphics are superb. The voice acting, pretty much everyone from the films revises their roles.

    Lyssa: Except Harrison Ford, since, you know, Han Solo is frozen in carbonite during all of this. *makes a frowny face*

    John: But Mark Hamill does and he's excellent, Carrie Fisher is great, I mean Luke and Leia aren't in the game that much but when they do show up it's really cool. I'm giving Shadows of the Empire a solid 4 out of 5.

    Lyssa: And I'm giving it a 4.5. It COULD be better but it's still a must play for any Star Wars fan, which makes it a must play for...just about everybody I guess!

    John: *laughing* You got that right!

    -excerpted from the February 24, 1998 episode of GameTV

    -

    SNES-CD Power Charts: February 1998

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Chrono Trigger
    3. Tale Phantasia
    4. Victory 2
    5. Tales Of The Seven Seas 2
    6. Kirby's Adventure 3
    7. Mortal Kombat: Labyrinth
    8. Star Wars: Masters Of Juyo
    9. Super Mario World 2
    10. World Heroes Perfect

    Ultra Nintendo Power Charts: February 1998

    1. Super Mario Dimensions
    2. Final Fantasy VII
    3. Ultra Mario Kart
    4. Star Fox 2
    5. Castlevania: Symphony Of The Night
    6. Deathblow
    7. Crash Bandicoot
    8. Cruisin' USA
    9. Wave Race
    10. Ultra International Superstar Soccer

    The Official Saturn Magazine Buzz Chart: February 1998

    1. Resident Evil 2
    2. Tomb Raider II
    3. Sonic the Hedgehog 4
    4. Panzer Dragoon Saga
    5. Tekken 3
    6. Klonoa: Door To Phantomile
    7. Phantasy Star V
    8. NFL Blitz
    9. Duke Nukem: Time To Kill
    10. Prismaclash

    -

    The Shadows Of The Empire project was started by George Lucas and Lucasfilm in 1996. Created to be a brand new Star Wars story to be released alongside the Special Edition trilogy, the project comprised a novel, comics, a brand new toy line, and various other multimedia projects including a PC game (which follows a side story of the main game, with Dash and Iria in pursuit of the bounty hunter Boba Fett, who doesn't appear in the Ultra Nintendo title) and the centerpiece of a the project, an Ultra Nintendo game allowing players to experience the events of Shadows of the Empire for themselves.

    In Shadows of the Empire, the evil Prince Xizor, an interplanetary crime lord (and secretly a would-be apprentice to Palpatine with hidden Sith powers), seeks to make an impression on Emperor Palpatine by delivering to him Luke Skywalker and Princess Leia. In order to do this, he conducts a campaign of terror throughout the galaxy in the hopes of drawing out Luke so that he can be captured. He also kidnaps Princess Leia, which forces Luke to attempt to go to her rescue. Assisting Luke in this endeavor are Dash and Iria Rendar, a brother-sister team of rebel mercenaries who are drawn into the conflict after one of Xizor's campaigns causes the death of their friends on a space station after it is destroyed by one of Xizor's captured ships. Dash and Iria battle Xizor, but once Xizor's Sith powers come out, Luke must use his Jedi training to help win the fight and defeat Xizor once and for all.

    The Shadows of the Empire game consists of 14 missions, spanning from the Battle of Hoth, to the ill-fated space station that Dash and Iria once called home, to a series of high speed chases on Tatooine, and finally to a confrontation with Xizor himself on a long-forgotten planet. The game allows the player to choose between Dash and Iria on most missions, but Luke can also be controlled by the player on certain missions, especially those toward the end. The player can choose between Dash, Iria, or Luke for the final battle with Xizor, which changes in playstyle depending on who is chosen.

    The entire project, game included, was considered a major success by both Star Wars fans and mainstream critics alike. Shadows of the Empire was one of the top selling early titles for the Ultra Nintendo, becoming the best selling new game of February 1998 for the system and one of the best selling new games of the entire month, behind only Resident Evil 2 on the Sega Saturn. The project helped to contribute to the massive lead-up of Star Wars media to the release of the prequel trilogy, and remains one of the most beloved elements of the Star Wars media universe.

    -excerpted from a Star Wars retrospective article chronicling the time leading up to the release of Episode I: The Phantom Menace, posted on Scifibulletin.com, January 22, 2008

    Saturn Star Wars: An FPS?

    The Ultra Nintendo's Star Wars game, Shadows of the Empire, is set to release later this month, but the Saturn's not going to be left out! In fact, the Sega Saturn is getting a Star Wars game in a genre that the series has never seen before... a first person shooter. In Star Wars: Battle Of Despayre, you play as Tek Dekart, a prisoner on the planet of Despayre, which is on the verge of becoming the Death Star's first target. Your job is to escape the planet with the plans for the Death Star and bring them to waiting Rebellion soldiers! On your mission, you'll be helped by a variety of allies, including the beautiful but deadly Twilek, Rianna Saren, and a brutish Wookie named Karakk. LucasArts is taking its cues from games such as Turok: Dinosaur Hunter for the Saturn's Star Wars title, and what we've seen so far looks great, though the game has been delayed until later this year. We can't wait to play it!

    -excerpted from the February 1998 issue of Official Saturn Magazine

    -

    February 27, 1998

    George Lucas had shown his Phantom Menace script to just a few people outside of Lucasfilm. Filming was set to begin in just a few weeks, but Lucas was still making changes, still finding things that weren't absolutely perfect. One of the people who'd offered to help Lucas was his good friend and fellow filmmaker Steven Spielberg. The two had collaborated on Indiana Jones together, though Star Wars was Lucas' crowning achievement, something he was incredibly proud of and something that had made him an extremely rich man. But still, he valued his friend Steven's input, and the two were engaged in a rather heated discussion over the phone concerning a specific aspect of Lucas' script.

    “George, I am telling you, nobody is gonna like this guy. He is NOTHING like E.T. You need to get rid of Jar Jar.”

    Jar Jar Binks was one of the new characters in The Phantom Menace that Lucas was most proud of. He'd found the character to be extremely funny and he's integrated Jar Jar fairly deeply into the plot, creating an entire race of sea-dwelling aliens, the Gungans, who would play an important role in the film's climactic battle. Jar Jar would play a huge role in the film and he couldn't just be taken out. George was hoping that Spielberg would see that.

    “Jar Jar is great, he's....he's an important character and kids are gonna love him. This is a new generation of kids we're talking about-”

    “That's my point, George. Look at what they're doing with video games these days. I don't have much time to play them with how busy I am, but... they're getting smarter and they're getting better. Look at your first Star Wars movie. It was brilliant and kids LOVED it. They bought the toys, they watched it over and over again and you didn't need a character like this Jar Jar to sell it to them. You can have someone in the film as a comedic foil to Qui-Gon and Obi-Wan without having to make them so damn annoying.”

    George was lost in thought. He'd fallen in love with his new character, but...his friend Steven Spielberg was rarely wrong, especially when it came to movies.

    “Well...I'll consider it,” he finally replied. “I just don't know.”

    “Hey, I didn't steer you wrong on Haley Joel Osment, did I?” asked Spielberg, referring to the talented young actor who'd been cast as Anakin Skywalker, on Spielberg's recommendation over Lucas' first choice, Jake Lloyd. “He's something, isn't he?”

    “He's a natural,” replied Lucas, who had to admit that Osment was the superior actor and his emotional versatility made him a great choice to play the young but troubled boy Anakin.

    “And speaking of natural...you need to let your actors ad-lib a bit, some of these lines....”

    “Harrison Ford told me that once,” said Lucas with a sigh.

    “Well he was right, when you read these lines they sound....they sound weird. You sure you don't want to bring in another director?”

    “Why, are you offering?” laughed Lucas, despite he and Spielberg both knowing that the latter was still busy filming the war film Saving Private Ryan. “No, no, I want to direct. I'll keep what you said in mind.”

    “Well, whatever you do, get rid of Jar Jar, he's terrible.”

    “You're hurting my feelings, Steve!” George yelled over the phone, still laughing heartily. “Hey, it was nice talking to you, remember to keep it light over there. You always make such heavy movies.”

    “We got Tom Hanks, we'll be fine,” Spielberg replied, laughing with his friend. “We'll talk again soon. ….get rid of Jar Jar.”

    George put down the phone and sat down in his chair, sighing as he flipped through the script. Was Jar Jar really THAT intolerable? He shook his head slowly...no...no, he was right. George Lucas was right, Steven Spielberg was wrong. The movie wouldn't be as good without Jar Jar, it needed the comic relief and kids would love him.

    But as George Lucas started to drift off to sleep, an idea came to him. Every scene with Jar Jar Binks, he played back in his head.

    What if.....?”

    He looked at the script again. He thought about Spielberg's comment about video games...and then he thought back to one of the games from his very own company.

    Monkey Island.... what if....instead of....Jar Jar being silly....we had...”

    He remembered Guybrush Threepwood and a character who'd played so brilliantly off of him.

    Elaine Marley.... Padme....!!!”

    George Lucas already had the kids. What he didn't have, at least in the kinds of numbers he wanted, was girls.

    Padme...Leia's mother...and what would Leia have been like at 14...?”

    He looked at the script again. It worked. Everything worked. The two serious Jedi needed a foil, but it didn't have to be a fool.

    George Lucas rushed to his computer and frantically began typing.
     
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    GameTV: Behind The Scenes
  • (The WWF stuff will probably show up on GameTV in late 1998 or early 1999. For now, here's the behind-the-scenes special!)

    -

    Ted Crosley: Hey there, I'm Ted!

    Alex Stansfield: I'm Alex!

    Ted: And this...is GameTV!

    Narrator: For nearly three years, GameTV has been the number one show on television for video gamers all around the world. But just how do we put this awesome show together?

    *Various scenes from the past three years of the show are played in snippets on screen, including Ted and John sitting on the couch with racing wheels playing Daytona USA on the Saturn, Kaz dressing up as the Doom guy and blasting a bunch of Mario toys away with an oversized Nerf gun, Ted and Alex giving the thumbs down to The Simpsons: Itchy and Scratchy on the SNES-CD, Brittany jumping up and down excitedly as Alex tries to calm her down, Ted and Alex arguing over Vectorman 2 as Brittany calmly sits between them eating ice cream, John and Kaz in football uniforms while playing the Saturn's Madden 96, Ted, Alex, John, Brittany, Gary, and Lyssa all trying to squeeze in on the couch together, Lyssa dressing up a Barbie doll in provocative clothes, Ted throwing a temper tantrum after John beats him in NFL Blitz, Kaz dressing up like Santa Claus and delivering “presents” to action figures representing various game companies, and other scenes appear on screen as the narrator speaks.*

    Narrator: We'll take you behind the scenes to show you just how GameTV got started, how we make each and every episode of this weekly series, and we'll also give you a look at where we're going next. We'll show you some footage from last year's high school and college tour...

    *Ted is shown yelling excitedly in a megaphone, Alex and Brittany on either side of him, as a group of high school kids sitting in a gym cheers raucously.*

    Narrator: And we'll also take a look back at some of the show's greatest moments. So sit back, relax, put the controller down for just one more hour...this is GameTV: Behind The Scenes.

    (…)

    Narrator: The show needed a pair of hosts that could disagree without killing each other. And when it comes to the console wars, that can sometimes be hard to find.

    Ted: Alex and I, we'd actually met before doing the show.


    Alex: Both of us wanted to be actors, we were uh, drama dorks pretty much. I think I was probably more of a dork than Ted was.

    Ted: Hell yeah you were!

    Narrator: Ted Crosley grew up in Cherry Hill, New Jersey. His brother was a standout baseball player, and at first, young Ted wanted to follow in his footsteps.

    Ted: I loved baseball. Still do, actually, but back then I loved playing baseball. My dream was to play for the New York Yankees, but, you know, I never got farther than Little League.

    *A brief home video is shown of 9-year-old Ted hitting a ball deep into the outfield and starting to run the bases.*

    Narrator: But Ted soon found out his real passion was the stage.

    Ted: My best friend back then, and, we're still friends today, was J.D. Roth. He's pretty famous too, look him up. We hung out together, did plays...he was famous even when he was a kid, he did commercials and stuff, and I started auditioning but never got anything.

    Narrator: But that didn't deter Ted from acting whenever he could.

    *A brief home video is shown of Ted as Joseph in his high school production of Joseph and the Amazing Technicolor Dreamcoat, singing “Coat Of Many Colors”.*

    Ted: I did school plays, some local theater. And, as you probably know, at the same time I was doing that, I was playing video games. Started with Pong, got my first Atari for my tenth birthday, got a Colecovision later on...then when I got to college, my roommate, he had the NES. And I watched him play Super Mario Bros. and it was pretty much the most amazing thing ever.

    Narrator: Even after Ted graduated and took a job as an MTV VJ, he didn't stop playing games.

    Ted: 1990, I got the Sega Genesis. It looked amazing, way better than the NES. Once Sonic came out in 1991, I knew, I was a gamer for life. Just the colors, the speed, everything was so amazing. I got the Super Nintendo a year later and loved it, but by then I was a Genesis fanboy and proud of it.

    Narrator: Alex Stansfield can tell a similar story. He grew up in Durham, North Carolina, and he too had a passion for games.

    Alex: I started, actually, with Dungeons and Dragons. Then we got a computer when I was like 15, and I started looking for computer role playing games. We had the Atari too but I mostly played games on the computer.

    Narrator: Like Ted, Alex had a passion for performing.

    Alex: I was a hardcore drama geek back in school.

    *A picture is shown of Alex in glasses, on his high school stage rehearsing a scene in the play Our Town.*

    Alex: I was in ALL the plays and, you know, when I got to high school, I was definitely one of the nerds. All those stories about nerdy freshmen, all those things applied to me. I never got shoved in any lockers, but for a while it was pretty rough. But I didn't care, I liked what I liked and I just figured, you know, get through high school, get to college, it'll all work out.

    Narrator: But as Alex progressed through high school, he soon found himself adjusting better than he thought he would.

    Alex: By the time...by the time I got to junior year, I was hanging out with, you know, kinda the in crowd. It sort of happened....like I was a late bloomer or something.

    *A picture is shown of Alex's junior prom, Alex is standing with a girl in a crown, she's leaning on him and smiling.*

    Alex: I actually dated the prom princess. We were pretty close. So yeah, by senior year, uh, I guess I was one of the cool kids? But even then I was still playing video games. Believe it or not, I was, I think the second person in the United States to get the NES. I had just gotten my driver's license and my parents, God bless 'em, they let me drive up to New York City to buy it right when it came out. I was a huge fan of Nintendo from their arcade games, Donkey Kong, Mario Bros., and when I heard they had a home console coming out, I begged my parents to let me get it.

    Narrator: From that moment, Alex was hooked on Nintendo.

    Alex: I played all the great adventure games. Dragon Warrior, Final Fantasy, of COURSE The Legend Of Zelda. They were like no games I'd ever played before. I couldn't get enough of them.

    (…)

    Narrator: Brittany Saldita grew up in Santa Cruz, California.

    *A picture is shown of a five-year-old Brittany with her two older brothers, 11 and 8.*

    Brittany: I grew up with two older brothers. And...growing up with two older brothers, I know a lot of girls become sorta “tomboys”? I didn't really, but I did grow up being super ultra competitive. *laughs* I HAD to beat them at everything. They were bigger, they were boys, I didn't care. And what I quickly learned that I could easily beat them at was video games. Of course we had the Atari, and they both played the hell outta that thing. Well, so did I. I played...I played just so I could get good enough to beat them at it. And of course I played a lot of arcade games too.

    Narrator: But even though Brittany developed a passion for video games, she still had her heart set on a career in journalism.

    Brittany: Especially once I got to high school, I knew I wanted to be in the news industry.

    *Brittany is shown in a picture giving the morning announcements at her high school.*

    Brittany: And I didn't just want to be behind the scenes, I wanted to be on camera. I wanted to be...well, I grew to idolize Sally Jessy Raphael. She is amazing.

    *A brief scene of Sally Jessy Raphael's talk show is shown on screen.*

    Brittany: And, you know, follow in the footsteps of people like her, or of course Oprah Winfrey who's pretty much the queen of talk TV.

    Narrator: Brittany double majored in communications and journalism at UC Santa Cruz. While there, she also DJed on the campus radio station for more than a year.

    *An old clip of her on college radio is played: “Hey, good afternoon, it's Brittany here and we're gonna keep rocking your world with this next one, this is Unwound...”)*

    Narrator: And while Brittany was lighting up the airwaves, she was also lighting up her opponents in the video game arena.

    Brittany: In 1992 I got really into Street Fighter II, like pretty much every gamer did at the time. I'd play it in the arcades, when it came out on the SNES I played it at home...and there was a tournament at UC Santa Cruz, where we'd be playing the new SNES-CD edition of the game. There were....I think about 60 people that entered that tournament, and I was one of only three girls who entered. Nobody...nobody expected me to win that thing.

    *A picture is shown of Brittany holding a controller and standing up as she faces off against her opponent in the tournament. The picture zooms out to reveal that it's from the front page of the campus newspaper, with the headline “Brittany Saldita Outlasts All Comers To Win Street Fighter Tournament”*

    Brittany: I won the tournament. *she laughs* And um, I won a Super Nintendo CD combo set. I could actually sell my old SNES for like 100 bucks. *she laughs again* But yeah, it shocked people, because, “oh my god, a GIRL won a Street Fighter tournament”? I don't think it would've been on the front page of the campus newspaper if a guy had won.

    Narrator: When Brittany graduated, she took a job in Los Angeles, interning at a TV news station. Even there, her video game knowledge came in handy.

    Brittany: When we covered the launch of Sonic the Hedgehog 3, the station manager asked around, “does anybody know anything about Sonic the Hedgehog”? Well, I'd been playing Sonic for like three years, so my hand went straight up and they sent me out to cover it.

    *An old clip from the story is shown of Brittany playing the first level of the game as the camera zooms in, explaining how the game works as she plays.*

    Brittany: I think we were...the only news station in LA that actually had someone who knew what they were talking about covering the game! *laughs*

    (…)

    Narrator: John Walden grew up in Ft. Lauderdale, Florida, and though video games were one of his first loves, like others in the cast, he wanted to perform on stage.

    John: My favorite actor, growing up, was Ben Vereen. Incredible talent, such a great singer...I could never sing as well as him but that didn't stop me from trying to sing any chance I got.

    Narrator: When John was in high school, he was a member of the AV club, and filmed the football and basketball teams for the school.

    John: I was a volunteer helping to film the teams so that we'd have that game tape to study. I was a huge sports fan, so it was really fun, and I got to learn a lot about television production, which I thought would be a big help for me getting a job on camera later on.

    Narrator: While in college, John continued in his film production work, but while helping to shoot student films, he would frequently be asked to go on camera himself.

    *A scene from one of John's old student films, a horror film about a hideous monster that attacks unsuspecting students, is shown. John is playing the role of a scared bystander being interviewed by a police officer when the monster suddenly comes up on both of them, tackling the officer while John's character freaks out.*

    John: It was just cheap stuff mostly, horror, that kinda thing, but it was a ton of fun. Well, one of the films I did in my senior year, the one I actually starred in, that got noticed and we got invited to a national student film festival.

    *Another scene is shown, of a Victorian-like setting, as John and a young woman are talking to each other in the middle of a fancy decorated room.*

    John: In that film, it was kind of a riff on stuffy romance novels, like the old Jane Austen novels, where, instead of being, you know, the British nobility, it'd be a bunch of black people from the hood, like in Friday, that kinda thing, and, you know, it'd have all the classic Pride and Prejudice type cliches, but we'd be talking and acting like it was a modern comedy film.

    Narrator: The parody caught the eye of numerous producers, and soon, agents were knocking on John's door.

    John: So that's how I ended up getting cast in a few movies, just minor roles, I did some TV guest appearances, I was in an episode of Fresh Prince....

    Narrator: But John never lost his passion for video games.

    John: I'd be playing them any chance I got. I was actually introducing celebrities to them when I got the chance to do that. I met Robin Williams once and tried to get him hooked on games before I found out he probably was a bigger fan of them than I was! I mean, the dude named his own daughter after Princess Zelda, doesn't get much more hardcore than that, right?

    (…)

    Narrator: Gary Westhouse's love for video games started early.

    Gary: I lived in Portland, Oregon, and back when I was growing up, in the 70s, it was a pretty happening place. The Blazers were like the best team in basketball, and we had tons of video arcades here when I was a kid. Mom would take me over there and give me a big handful of quarters and then she'd hang out in the food court area and watch while I played game after game after game. The first game that I REALLY truly loved playing was probably Galaxian when I was like nine, it came out and that was all I played for a good long time until Galaga came out a couple years later.

    *Footage of Galaga is shown on screen.*

    Gary: I played a ton of Galaga, and then when the Atari 7800 came out and it had Galaga on it, I think, it was the first game system to have it, I got it just so I could play Galaga at home. Of course, getting the Atari 7800 meant I kinda missed the boat on the NES until I got to college, which kinda sucked, but I had a ton of fun on that old 7800.

    Narrator: Like Ted, Gary became an MTV VJ after graduating from college with a degree in communications.

    Gary: I was actually, believe it or not, hoping to be a sportscaster, but MTV offered me a job and I said “yeah, sure, it's MTV, why not”, you know?

    Narrator: From there, Gary joined the team on MTV News, and when GameTV finally came calling, he knew he'd found the job he was looking for.

    Gary: I never stopped playing games. I got the Neo-Geo pretty much as soon as they came out with it, cobbled 700 bucks together somehow and went to the store and bought one. Video games...it's more than a hobby for me, it's a passion and being able to do a job that I have so much passion and love for, it's really a dream come true.

    (…)

    Lyssa: I'm just about the last girl you'd EVER expect to see on a show like this, aren't I? *she laughs*

    Narrator: Lyssa Fielding was destined for a modeling career.

    Lyssa: My mom...she started taking me to pageants when I was like nine years old. She got me all dolled up, took me around...all around the country, really, doing these beauty pageants. And they were fun, I love being on stage and performing, but after a while, you know, it was a pretty grueling schedule.

    *Footage of 10-year-old Lyssa at one of her beauty pageants is shown, she's on stage doing a little dance as the judges watch.*

    Lyssa: By the time I got to be 13, things got even more intense. I um, I grew up quite quickly and mom thought I could be a superstar. Of course....by then, you know, I'd started playing video games. Lots and lots of video games. My big brother played them and I played them too, mostly to blow off steam from my mom being such a perfectionist.

    Narrator: While Lyssa continued to excel on stage, even getting auditions for shows such as the new Mickey Mouse Club, her secret passion for video games turned into an obsession.

    Lyssa: Finally when I was in my last year of high school, mom tried to put her foot down with me and she said “no more video games”, and I told her right to her face that if she took my games away, I wasn't going to model or do pageants for her anymore. Because...by then...even though I loved performing in front of people....she was taking it way too far and I'd had enough. I told her point blank, “look, if I'm gonna keep doing this, I NEED these games, I need to blow off steam”. I wasn't even scared about her kicking me out of the house or anything because I had friends who could take me in. So I had all the leverage and she backed off.

    Narrator: Even though Lyssa was starting to tire of the relentless pageant schedule, she still remained active in the circuit even in college, getting third place in the 1992 Miss California contest. By the time she'd graduated in 1994, she was ready to take on the world.

    Lyssa: I got an offer from Playboy, turned that down...they offered something like $75,000, but...I didn't want to be....I mean, I'm proud of my body, definitely, but I really wanted to do something more involved than modeling by that point. So, I did a couple movies, just little bit parts, but I must've made an impression because MTV offered me a job!

    Narrator: Lyssa became the co-host of MTV's Singled Out alongside Chris Hardwick in 1995.

    *Footage is shown of Lyssa cracking a joke during an episode of Singled Out, and then footage is shown from the episode of Boy Meets World where Eric goes on the show, he says something stupid and Lyssa rolls her eyes and makes a joke about it.*

    Lyssa: So while I was on Singled Out, I was a huge fan of GameTV. I still loved games and I was SO jealous of all the people on that show, I loved my job but GameTV looked like the best job in the frickin' world! And I told the people at MTV, I told them “if you guys ever need me on that show, just say the word and I'm there”.

    (…)

    *Ted, Alex, Brittany, John, Gary, and Lyssa are standing on the GameTV stage.*

    Ted: So you guys have seen this stage tons of times, but now we're gonna give you a little tour and show you just what it's like to hang out here with us.

    *The stage looks somewhat like a well furnished gamer's basement. On the raised stage at the center of the room, there's a big couch in front of a big CRT TV, the TV is sitting on a shelf on which an SNES-CD, a Sega Saturn, and an Ultra Nintendo are placed.*

    Alex: This is our TV, and it's a really nice one, got all the hookups and of course the game systems...

    Ted: Right now we got the Super Nintendo CD, of course, still with the SNES cartridge slot, we got the Sega Saturn right here and then there's the new Ultra Nintendo, we've only had this one a couple months. We got our controllers down here... *points to a shelf on which four controllers from each system are neatly set up*

    Lyssa: Yeah, I bet most of you at home don't have your controllers all wrapped up neatly like this, that's the benefit of having unpaid interns to do it for you! *giggles*

    Alex: No, no, Lyssa, we do actually pay the people who make everything all nice for us.

    Lyssa: *she wipes her finger on the TV screen, getting some dust on her finger* Whatever we pay them, it's too much, this TV is all dusty!

    Alex: *sighs* Guess the maid hasn't been here lately. MAID!!!

    *A big burly bald guy in a French maid outfit walks out holding a feather duster.*


    “Maid”: What do ya want?

    Alex: *points to the TV* Clean off the dust!

    “Maid”: *shoves the feather duster in Alex's hand* Do it yourself, ya *bleep*hole. *leaves the stage*

    Lyssa: *sighing as she grabs the feather duster* Do I have to do everything myself? *walks off screen*

    Brittany: Well, anyway, that's not all we've got. We've also got... *she walks over to the brick wall behind the TV, on which there are two embedded TV monitors flanking the stage* Two extra screens for comparing one game to another!

    John: *walks over to a book shelf which is stocked with video game strategy guides, he picks up a guide for NiGHTS: Into Dreams and begins flipping through it* We got some light reading up here...

    Gary: And.... *he walks over to the nearby refrigerator and opens it up* A fully stocked fridge! *pulls out a tub of ice cream*

    Brittany: Hey, that's mine! *she snatches it away from him*

    Ted: So yeah, pretty much everything a self-respecting video gamer could want is here with us on stage, so that we can bring YOU the latest and greatest in the world of video game action.

    *As the hosts continue to talk, Lyssa comes back out, now in her own French maid outfit, and begins dusting off the bookshelf and the TV*

    Alex: This is where MOST of the magic happens, but not all of it, as you'll soon see. Come backstage with us and we'll show you even more!

    Brittany: *glaring at Lyssa as she dusts* What are you doing?

    Lyssa: Cleaning this place up, it's a mess! *she hands Brittany a feather duster* Wanna join in?

    Brittany: Uh.... *points to Gary* Ask him.

    Gary: Huh? *Brittany playfully shoves him forward*

    *Meanwhile, Ted and Alex are backstage now*

    Ted: Each of us has our own individual dressing room. But it's not JUST a dressing room, it's also... *opens the door to his dressing room which is stocked with a couch, a mini-fridge, and another big TV* It's where we do a LOT of the reviews for our games.


    Alex: That's right, not only do we each have our own little spaces for sitting and playing games all day, we also have this...the GameTV lounge!

    *Ted and Alex and John step into a big room with game posters all over the walls, an air hockey table, and lots of furniture along with two big TVs and game controllers strewn all over the place.*

    John: This is the lounge, where we hang out, have fun, AND if we're reviewing a multiplayer game, we do it in here where we can all crash together and play versus mode until our fingers fall off!

    *Back out on stage, Brittany is showing off a closet stocked with lots of old game systems, games, and controllers.*

    Brittany: This is the GameTV storage closet, where we keep some old game systems for retro reviews. There's a Genesis in here, an Atari 5200....for some reason.... there's even an old Pong machine! *smirking* This is the closet we locked Ted and Alex in when the Spice Girls came here.

    Lyssa: Fun times, fun times! *she is showing off Gary who is now in the French maid costume and holding the feather duster* Gary, you need to dust off all these old game systems!

    Gary: Oh come on...even the Fairchild Channel F?

    Brittany: ESPECIALLY the Fairchild Channel F. *holds it up for him to dust*

    (…)

    Ted: So, you've seen our game reviews in the past...

    *Various snippets of past GameTV reviews are shown.*

    Ted: The thing about NASCAR Racing is, if I want to crash a car and mess up the whole race, I oughta be able to do that!

    Alex: NBA Give'n'Go, more like NBA Suck'n'Blow! Come ON, Konami!

    Brittany: Vroom, vroom, vroom! *holding the Saturn racing wheel* When you play F1 Challenge, you look like an idiot, but...vroom!

    John: *he is flipping out as he plays NHL '96 for the Saturn* This looks like real hockey! I could set the computer to just play this and it'd be as good as a full season!

    Gary: Is Donkey Kong Land 2 as good as the real thing? Well, no, it's like Diet Donkey Kong Country.

    Kaz: *wearing a tinfoil hat as he plays Cannon Fodder 2 with Ted* Oh, I'm sorry, Nintendo sent a spy in here to steal my thoughts.

    Lyssa: *gets blasted with a water gun by Brittany during their Wave Race review*

    *The snippets stop*

    Ted: But just how do we come up with all these reviews we do?

    Alex: Well, it's a pretty simple process that involves lots of gameplay and a little bit of paperwork.

    Ted: Every week, we're sent all the latest games, and those games are divvied out amongst us six hosts to review. Some of the games we can actually take home to play, others we stay here in the studio and play them in our dressing rooms.

    Alex: After we play a game, and by that I mean beat the game and play as much of the extra stuff as we can, including multiplayer and any secret levels we can reach, we get this form to fill out. *holds up a sheet of paper with a big square on it and about half a page's worth of lines* See that big square?

    Ted: In that square, we put down the score we give the game, from 0 to “I wouldn't wish this game on Adolf Hitler”, to 5 for “even if you HATE Barney, Barney's Hug-A-Palooza is a 5 and you won't regret buying it right now and playing it”.

    Alex: Disclaimer: we would NEVER give a game called Barney's Hug-A-Palooza a 5.

    Ted: Then, after we put down our score, we write what we liked and what we disliked about the game.

    Alex: And after that's done, this sheet is turned in to the writing staff. We sit down with the writing staff and together, we draw up a script for what we're going to say during the episode.

    Ted: Now, here's the thing. The script is only about 50 percent of what we say. The rest of it, we kinda make up as we go along.

    Alex: We usually don't drop or change what the writers give us. They're REALLY talented and damn funny and they always give us great stuff to say.

    Ted: But they will leave us plenty of room to make stuff up on the fly. It's one big happy family, and we all come together to make great TV.

    Alex: Of course, reviews aren't everything here on GameTV.

    *The scene switches back to the stage, where all six hosts are gathered.*

    Ted: Some of the BEST segments on the show are where we hosts make absolute asses out of ourselves being silly and doing skits.

    *Scenes from various skits are shown, including Alex as Link and Brittany as Princess Zelda, while Kaz plays Ganon in a scary pig mask.*

    Alex: I've come to save you, Princess Zelda!

    Kaz: *lunges at Alex* You're no match for the power of evil!

    Brittany: Link! *she looks around for something to help him with*

    Kaz: *standing victoriously over Alex* Time to finish you off, Hero of Hyrule!

    Alex: Noooo! I'm done for!

    *Suddenly, a bunch of senior citizens wearing bibs and carrying forks and knives walk onto the stage. Brittany is with them, smirking.*

    Kaz: What's THIS?!

    *The senior citizens set upon Kaz, quickly overwhelming him*

    Alex: You...defeated Ganon? But how?

    Brittany: Well...he's a giant pig monster, so I just told them there's a half-off special on bacon for senior citizens. Have you ever seen the morning rush at Denny's? No pig is a match for a bunch of seniors who want to eat for cheap.

    *Now a scene is shown of Ted sitting on a giant Woofle plushie.*

    Ted: Ride the dog to victory!

    Alex: That thing is WAY too cute to inspire fear in any bad guy.

    Ted: *throws the plushie at Alex, knocking him over*

    *Next, Ted, John, and Brittany are seen on a parody of Jeopardy! while Alex plays the role of Alex Trebek.*

    Ted: I'm gonna take the Mushroom Kingdom for 800, Alex.

    Alex: This is Bowser's favorite pasttime.

    Brittany: *buzzes in* What is kidnapping princesses?

    Alex: I'm sorry, you're incorrect.

    John: *buzzes in* What is go karting?

    Alex: You're absolutely right!

    Brittany: That makes absolutely no sense!

    *The sketch montage ends.*

    Alex: Like with the reviews, the hosts and the writing team share equal responsibility for writing the sketches.

    John: And sometimes, sketches are made up on the fly. I was interviewing Hideo Kojima for his game Policenauts, and while we were watching footage of the interview, he mentioned Japanese game shows and that gave us the idea for our famous Happy Happy Funtime City sketch.

    *A brief snippet is shown from the sketch of Alex and Ted sliding down a Slip 'n Slide filled with whipped cream and pillow fluff while Gary, playing the host of the show, laughs sadistically and Brittany, dressed in a sparkly and frilly costume, makes pouty faces at the camera to mock them.*

    Alex: What's the prize for this game? *asking in exasperation as he frantically changes into a velcro-lined suit*

    Gary: You get to not die! *laughing again*

    Ted: That's actually a pretty good prize!

    *The snippet ends*

    Brittany: Or right before the Tale Phantasia episode.

    Alex: Yeah, you'd been playing the game relentlessly, and I made an off-hand comment about how I was worried we'd have to kidnap you to get you to show up for work.

    Brittany: And then I respond with “you guys should totally do that!” and I run to grab a roll of duct tape off the nearest prop table.

    *A brief snippet from the Tale Phantasia episode is shown of Ted and Alex carrying Brittany onto the stage all taped up.*

    Ted: Honestly, I think a LOT of our ideas come from somebody saying “you guys should totally do that”.

    John: Yeah, it's so freeform here and so much fun, and we hope you guys watching us have just as much fun watching us play video games as we do playing them!

    Lyssa: ...okay, there is no way the audience has as much fun watching us play video games as we do playing them. *snickers*

    (…)

    Brittany: You know, one of the BEST parts of the show in my opinion is all the musical guests we get in here.

    *Snippets are shown of various musical guest performances, including The Spice Girls, Smashing Pumpkins, LL Cool J, Bikini Kill, Sheryl Crow, and Hootie and the Blowfish*

    Ted: My personal favorite was when we had Radiohead in here.

    *A brief snippet of Radiohead's performance is shown, the band is playing a song off of their OK Computer album*

    Alex: And they saw our Ultra Nintendo and asked if they could play on it?

    Brittany: This was like right after it was released here and right before it got released over in the UK. So yeah, I could tell how excited they were.

    *A never-before-seen behind the scenes video is shown of Thom Yorke and Jonny Greenwood playing Star Fox 2 with Ted and Alex.*

    Thom Yorke: Umm....all right then, yeah, if I can just get behind one of you guys....

    Alex: You know how to do the somersault?

    Yorke: *he does a somersault pretty much perfectly* It's just you guys are too fast!

    Alex: *laughing*

    Yorke: Well it's not fair, you guys have had this game now for like a month, right?

    Jonny Greenwood: Ah quit your whining! *he shoots Yorke down*

    *The snippet ends*

    Lyssa: It's surprising to see how many people in the music industry love to play video games.

    Ted: Well that's why this show's perfect for MTV.

    Alex: Yeah, and remember when we had Kurt Cobain on here?


    Lyssa: That was before I became a host! I'm still freakin' jealous of you guys. *crosses her arms over her chest*

    *Kurt Cobain is shown sitting on the couch with Alex and Brittany, playing Elements of Mana with them*

    Cobain: This is harder than the first one.

    Brittany: It moves a LOT faster, even I had trouble getting the hang of it at first.

    Cobain: *he gets in the red and quickly gets KOed* I got knocked on my ass again!

    Alex: Here, I'll heal you. ….awww man, I'm outta revives?

    Brittany: Give him your controller!

    Alex: What?

    Brittany: He's our guest, give him your controller!

    Cobain: *laughing* Are you like his mom?


    *The snippet ends, Alex and Brittany are both laughing as they remember that*

    (…)

    Narrator: Since GameTV began in 1995, the show has become one of the highest rated programs on all of cable. It's now become a worldwide phenomenon, airing in more than a dozen countries. In late 1997, the show went on tour around the country, visiting numerous high schools and universities and even filming several episodes from college campuses.

    Ted: We drew enormous crowds when we went on that college tour. I remember when we went to the University of Missouri and more than 10,000 people showed up for us, it was amazing!

    *Ted, Alex, Brittany, and Lyssa are shown taking the stage at an auditorium there, Ted has a microphone in his hand and he begins to speak.*

    Ted: How are you guys doing tonight here in Missouri?

    *The crowd cheers fiercely*

    Ted: How many of you are Sega fans?

    *There's a large cheer coming up from the crowd*

    Alex: And how many of you guys are Nintendo fans?

    *There's a slightly smaller cheer*

    Lyssa: And how many of you are Lyssa fans?

    *There's a MASSIVE cheer*

    Narrator: Speaking of Lyssa fans, the show's two female hosts, Brittany Saldita and Lyssa Fielding, have had their share of admirers over the years. For the Baby Boomer generation, one of the most debated questions among boys was “Ginger or Mary Ann?”. And these days, for a new generation, that question seems to be “Lyssa or Brittany?”

    *There's a brief montage of teenage boys being asked that question.*

    Boy: Oh, definitely Brittany, she kicks ass.

    Boy 2: Lyssa, she's the hottest babe on TV right now.

    Boy 3: It's gotta be Lyssa, man!

    Boy 4: I think I like Brittany best, she's really hot.

    Boy 5: You mean at video games, or which one's the hottest?

    Interviewer: Either one.

    Boy 5: Uh....that's pretty tricky...

    Lyssa: We're not in competition, or anything.

    Brittany: Except when I kick your ass at video games. *smirks*

    Lyssa: Oh, bring it on, I'll wipe the floor with you!

    *Brittany and Lyssa are shown playing at a Tekken 3 machine, Brittany is winning but Lyssa is keeping it close*

    Lyssa: Come on, come on, COME ON! *yelling as Brittany knocks her out* I want a rematch, I want a rematch right now!

    Narrator: But our male hosts have their fair share of admirers as well.

    Teenage Girl: Ted's so cute, he's got that surfer thing going on, that cute sandy blonde hair...

    Girl 2: I like Alex, he's really hot.

    Girl 3: Where's Kaz, he was the cutest, bring back Kaz!

    Girl 4: Oh, definitely Ted.

    Ted: It used to be, if you played video games, that was like girl repellant. But now, tons of girls are into games, and, you know, tons of girls are into me.

    *Ted is shown between some booth babes at E3, smiling for the camera.*

    Brittany: *smirking* Ted thinks, because I guess I've gotten so many girls into playing games, that I've made it easy for him to pick up girls. But here's the thing, you actually have to be GOOD at video games to hook up with gamer girls. Because we are good and we WILL kick your ass.

    *A montage is shown of Ted, Alex, John, Gary, and Kaz losing to Brittany and Lyssa over and over again on the show*

    Lyssa: I've met so many girls who never would've even TOUCHED video games before they watched us on GameTV and realized that yes, video games are for everyone.

    John: I've met old people who play video games. I've met 80 year old grandmas who play John Madden. Hell, my grandma bought a Sega Genesis after watching me on this show, and she used to think video games were the devil back in the day.

    *Some footage from the GameTV tour's visit to Columbine High School is shown. Brittany is playing against Eric Harris at Doom II.*

    Eric: ...oh, you got me again.

    Brittany: You all right? *kind of laughing a bit to lighten the mood, Eric seems pretty sullen as she's beating him*

    Eric: It's cool.

    Brittany: You sure? *kind of hugs him a bit after she wins, Eric seems to want to pull away but after she tightens her hug she gets him to actually kind of smile* You are REALLY good at this game, you just about won.

    *Polly Klaas is being briefly interviewed now along with her friend Caitlyn*

    Polly: Well, Brittany is really awesome, she's my favorite host on the show.

    Caitlyn: No way, Lyssa's the best! Lyssa's super cool!

    *Another high school visit is shown, this time Alex is giving an interview to an assembly.*

    Alex: Yes, I've got a job playing video games for a living, but you don't get a job playing video games for a living just by walking into an office some day and saying 'hey, I wanna play video games for a living'! You gotta be better than every single other guy that wants to play video games for a living, and believe me, that's a LOT of competition!

    *Now Alex is shown watching a boy playing Tomb Raider II.*

    Boy: Awww, man, I really suck at this!

    Alex: Did you play the first one?

    Boy: I did but the fighting's a lot harder!

    Alex: Yeah, you gotta be quick, try to press the button when the bad guy's winding up to punch you. You'll see the button on screen and if you press it right then, you'll counter.

    Boy: …

    Alex: Did you get it?

    Boy: I got it, I got him!

    Alex: All right, yeah! *gives the boy a high five*

    (…)

    *Now some of the hosts are shown after the assembly, all of them smiling but looking a bit overwhelmed*

    Ted: It's incredible, seeing just how excited people get for us. I mean, if you would've told me when I was a kid that, through playing video games, we'd be able to make so much of an impact on people...it's just insane.

    Alex: I mean, MTV didn't exist when I was a little kid. So I never imagined a show like this could even exist.

    Brittany: Um, it's not Sally Jessy Raphael, but in the end...seeing how many girls are playing games and seeing how much confidence the show's inspired in them, that's amazing and it's really gratifying to me.

    John: I'm having the time of my life doing this show. GameTV's just been an incredible opportunity for me.

    Gary: These guys, on the show they give me a hard time, but really, we're all one big family. These guys are like family to me and I love them all so much.

    Lyssa: This beats the hell outta Playboy! *laughing* I love doing GameTV, I've made five awesome friends, one super best friend *hugs Brittany close*, life is just amazing and I love all our fans! *blows a kiss at the screen*

    (…)

    Narrator: 1998 is gearing up to be one of the biggest years for video games ever, and GameTV is taking the show to new heights. Later this year, we'll be debuting a brand new, state of the art studio, complete with a huge projection screen.

    *A brief tour is given of the new studio space, now an empty warehouse but clearly much bigger than the original “basement” studio*

    Narrator: And we'll be playing more games than ever, with exclusive previews you won't find anywhere else.

    Ted: We're gonna have the world premiere first playable preview footage of Metal Gear Solid, two weeks BEFORE the game launches at E3. That's right, we've got the exclusive scoop and coming this May, you'll see it here first.

    Narrator: We'll have more celebrity guests, including some of the biggest names in Hollywood and in music, all here to discuss this year's huge lineup of games.

    Alex: So tune in every week. We're now THE highest rated show on MTV, and that's all thanks to our fans. We wouldn't be here, doing what we love to do, without each and every one of you.

    -from a GameTV behind the scenes special that aired immediately after the week's episode on January 27, 1998
     
    March 1998 - For England, James?
  • And as this year's upcoming games look to be some of the best ever, we've realized that our policy on game ratings may be a bit too strict. Therefore, in the future, we are going to return to our policy of giving perfect 10 ratings to games considered outstanding but not necessarily perfect, starting with this very issue's review column.”
    Dan “Shoe” Hsu, in an editorial in the April 1998 issue of Electronic Gaming Monthly

    The Ultra Nintendo is the only console that could have handled this ambitious project. While this meant that the game has been delayed more than a year, I'm absolutely certain that every extra second of effort put into this game has been worth it.”
    Martin Hollis, director of Goldeneye 007 for the Ultra Nintendo

    It was an interesting experience, my first video game! I had no clue how much work went into this sort of thing! The hardest part was doing all of those death noises. I didn't die in the movie but apparently Natalya can die in many many ways in this game, so I had to make dozens of different dying sounds, I'm sure you'll hear them a lot!”
    -Izabella Scorupco in the March 12, 1998 issue of Entertainment Weekly, discussing her role in the video game Goldeneye 007 voicing her character Natalya Simonova

    This is our big game of the spring, make no mistake about it. We are promoting this game heavily and we hope it sells a million copies in North America. There will be no shortages of this game.”
    -Tom Kalinske, discussing Panzer Dragoon Saga at a Sega press conference on March 27, 1998

    Serratopia is the game that Yoshi's Story should have been.”
    -Brittany Saldita, on the March 24, 1998 episode of GameTVi

    I understand the criticism toward Yoshi's Story, but understand that we have focused heavily on older players in the Ultra Nintendo's early games, and we designed this to be a more accessible game that everyone could play and enjoy.”
    -Hideki Konno, director of Yoshi's Story, discussing the game in an August 1998 interview with GameInformer magazine

    Look through the mirror, Link, and your adventure will begin anew!”
    Nayru, the goddess of wisdom and love, Zelda: The Mystic Mirror

    The Nachtmahr is consuming all...only with your dragon can we hope to stand against it.”
    Serene, Panzer Dragoon Saga

    -

    Goldeneye 007: The Basics

    Goldeneye 007 is a first-person shooter based off of the 1995 James Bond hit GoldenEye. The game has the same basic gameplay and plot as OTL's game, though a few of the levels are changed around. Indeed, there are FEWER levels in TTL's GoldenEye than in OTL's game, though many of them are slightly larger and have extra mission objectives, particularly in the hardest difficulty mode, 00 Agent. The Bunker 1, Surface 2, Silo, and Archives levels do not appear in TTL's game (though the Archives still appear in multiplayer mode). In addition, both the Aztec and Egyptian bonus levels are removed. Instead, there is one large bonus level: Spectre, which is given as a reward for completing the game on 00 Agent level. In this bonus level, James Bond goes up against Blofeld for one final showdown. The mission is very difficult and very complex, but is also highly praised. In addition, the game's multiplayer mode is far more complex than IOTL, owing to the game's longer development time. In OTL, Goldeneye's popular four-player multiplayer mode was added as an afterthought late in development. That remains true ITTL, but with several more weeks to work on the mode, additional things are added to it. In addition to the weapon sets available to choose from, there's now a custom loadout mode (similar to OTL's Perfect Dark) in which players can choose up to six weapons to appear in the stage. In addition, Rare and Nintendo were able to secure the rights to the images of Sean Connery, George Lazenby, Roger Moore, and Timothy Dalton, allowing them to be selected as alternate Bonds in multiplayer mode (and, after completing Spectre under 8 minutes, in single player mode as well).

    The most major addition to Goldeneye 007 is the presentation. A new version of the film's opening credits, complete with Tina Turner's theme song, appears before the player enters the main menu (though it can be skipped by pressing a button). The new credits sequence is somewhat similar to the one that appeared on the Wii game IOTL, a slightly shorter but remixed version of the song, though in this game it's also performed by Tina Turner. It features a silhouetted James Bond battling through some of the game's missions, accompanied by silhouettes of pretty girls, and also alludes to the game's multiplayer deathmatch mode toward the end. The game also features full voice acting, with the movie's entire cast returning to reprise their roles, except for Pierce Brosnan (despite appearing in the game's advertising, he was unable to perform voice work for the game despite his friend Robin Williams begging him to do so). Bond's voice was instead performed by a soundalike, a somewhat obscure soap opera actor named Nolan North, in what would be his first of many video game roles (though North's appearances in video games would be somewhat sparse until the mid-2000s).

    March 7, 1998

    Goldeneye 007 is released for the Ultra Nintendo. Heavily advertised in magazines and on television (including a Super Bowl ad starring Pierce Brosnan), the game's debut in North America garners the largest single-day sales for any Ultra Nintendo game except for Ultra Mario Kart, with over 600,000 copies sold on the first day. The game also garners spectacular reviews, with many publications declaring it the best Ultra Nintendo game to date, even better than Super Mario Dimensions. The game revolutionizes the console first-person shooter genre, which had previously seen only three major successes: Doom on the Super Nintendo CD, and Doom II and Turok: Dinosaur Hunter on the Sega Saturn. The game's success shifts the title of “best console for first person shooters” back to the Ultra Nintendo, drumming up plenty of anticipation for future FPSes on the console such as Quake. It also solidifies Rare's place as Nintendo's number-one second party software company, putting Rare far ahead of companies such as Argonaut and Telenet Japan. In the eyes of many, it even elevates Nintendo above companies like Squaresoft as Nintendo's top software company period. The Teen-rated, largely bloodless shooter also avoids nearly all the controversy over video game violence that plagued earlier FPS hits. Even after a tragic school shooting later in the month, Goldeneye 007 isn't even mentioned, with most of the controversy centering around the ongoing debate over gun control. The game immediately establishes itself as a Game of the Year contender, and Sega once again ends up with its work even more cut out for it.

    -

    SaGa Frontier

    Dan: 8.0
    Shawn: 8.0
    Crispin: 7.5 (quote: “Probably the best SaGa game to date, but even with five (six!) games in one, it's still a bit on the short side.”)
    Sushi-X: 7.5

    Skullmonkeys

    Dan: 6.0
    Shawn: 6.0 (quote: “While the visuals in this platformer are definitely good (even if a bit creepy, we're looking at you, Joe Head Joe), the gameplay is rather plain and even a bit imprecise at times.”)
    Crispin: 6.0
    Sushi-X: 7.0

    Tamagotchi

    Dan: 5.0
    Shawn: 8.0
    Crispin: 5.5 (quote: “This SNES-CD version of the uber popular digital pet game has some nice extras, but there's little here for those who don't love the original toy.”)
    Sushi-X: 5.5

    Winged Wonder

    Dan: 9.0 (quote: “A beautiful and innovative flying platformer with superb gameplay.”)
    Shawn: 8.5
    Crispin: 8.0
    Sushi-X: 8.0

    Accelerati

    Dan: 3.0
    Shawn: 4.5 (quote: “A confusing, frustrating mess of a puzzle game that's almost impossible to play well.”)
    Crispin: 1.0
    Sushi-X: 4.0

    -reviews of March 1998's SNES-CD games in the April and May 1998 issues of Electronic Gaming Monthly

    1080 Snowboarding

    Dan: 8.5
    Shawn: 8.5 (quote: “A fun, beautiful snowboarding game with fantastic gameplay and excellent graphical effects.”)
    Crispin: 9.0
    Sushi-X: 9.0

    Devil Dice

    Dan: 7.5
    Shawn: 7.0 (quote: “A fairly addictive puzzler, though graphics are somewhat primitive.”)
    Crispin: 7.5
    Sushi-X: 7.0

    Goldeneye 007

    Dan: 10 (quote: “The Ultra Nintendo revolutionizes the console FPS with this masterpiece of a game.”)
    Shawn: 9.0
    Crispin: 9.0
    Sushi-X: 9.5

    Trap Gunner

    Dan: 9.0
    Shawn: 9.0
    Crispin: 9.0
    Sushi-X: 9.0 (quote: “This is one hell of a fun game, maybe the best multiplayer game on the Ultra Nintendo.”)

    Wheel of Fortune

    Dan: 4.0
    Shawn: 5.5
    Crispin: 8.0
    Sushi-X: 3.0 (quote: “Only fans of the show need apply. The voice samples are atrocious.”)

    Yoshi's Story

    Dan: 7.5
    Shawn: 7.5
    Crispin: 8.0 (quote: “This isn't a bad game but it's way easier than the previous Yoshi's Island game.”)
    Sushi-X: 7.0

    Urban Raiders

    Dan: 9.0
    Shawn: 8.0 (quote: “A brilliant 3-D action game full of haunting visuals.”)
    Crispin: 9.0
    Sushi-X: 8.0

    Bulbix: The Forest Adventure

    Dan: 6.0
    Shawn: 7.5 (quote: “A beautiful game but it's definitely no Mario.”)
    Crispin: 7.5
    Sushi-X: 6.5

    Construct-It

    Dan: 8.0 (quote: “The single player mode is brilliant but the construct mode is clunky and unnecessary.”)
    Shawn: 7.0
    Crispin: 6.5
    Sushi-X: 7.0

    Serratopia

    Dan: 8.5 (quote: “Supremely challenging but a gorgeous feast for the eyes.”)
    Shawn: 9.0
    Crispin: 9.0
    Sushi-X: 9.5

    -reviews of March 1998's Ultra Nintendo games in the April and May 1998 issues of Electronic Gaming Monthly

    -

    *A bunch of students are seen on a field trip to the cookie factory.*

    Factory Worker: And as you can see, each new product comes right off the line exactly the same as the one before it.

    *The cookie cutting machine is shown stamping various Nintendo RPGs, particularly Final Fantasy VII.*

    Student: But what if we don't want the same thing as before?

    Factory Worker: But this is the product you're supposed to enjoy! What, you want something different?

    Student: Well, yeah!

    Factory Worker: Too bad!

    *Suddenly, a foot is shown flying at the factory worker's face, kicking him into the air. The students all turn to see Segata Sanshiro standing where the worker used to be.*

    Students: Segata Sanshiro!

    Segata Sanshiro: *looks at the machine sternly and leaps at it with a flurry of blows, making gears and machine parts and copies of Final Fantasy VII start flying around the room*

    Narrator: Tired of the same old cookie cutter RPGs? Then play Panzer Dragoon Saga, only for the Sega Saturn. Four epic discs filled with nonstop adventure.

    *Scenes from the game play as the narrator continues talking.*

    Narrator: With your trusty dragon, conquer the darkness to bring back the light. Explore a huge open world and battle enormous foes with the game's exclusive Dragon Action battle system, where you fly around your enemies and maneuver into position to strike the perfect blow. Meet dozens of characters and team up with a partner in battle to knock your foes out of the sky. Panzer Dragoon Saga, the newest RPG from Sega. It's nothing like you've ever played before.

    Segata Sanshiro: *does a fighting pose as he stands over the wreckage of the machine and the battered factory worker* Sega Saturn, shiro! *holds the Saturn in one hand and Panzer Dragoon Saga in the other*

    Factory Worker: *groans in pain*

    -one of two North American commercials for Panzer Dragoon Saga. The other, more serious commercial that showed only the game, aired primarily on prime time television. Both commercials aired heavily during March 1998.

    Panzer Dragoon Saga: The Basics

    Panzer Dragoon Saga is released for the Sega Saturn in North America on March 26, 1998, after a highly successful Japanese release two months earlier. The difference between how the game is handled ITTL and IOTL is like night and day. IOTL, Panzer Dragoon Saga was released for a dying Sega Saturn, when the company was run by Bernie Stolar and had very little faith in Japanese RPGs, leading to an exceptionally small release despite high demand for the game. ITTL, the Saturn, while getting beaten soundly in sales by the Ultra Nintendo, is still very much a thriving game console. In addition, Tom Kalinske is very enthusiastic about the game, and positions it as the Saturn's big game of the spring, with an enormous promotional campaign including television advertisement and in-store promotions. He even has the game's entire first disc used as the demo disc for April 1998's Official Saturn Magazine (similar to a promotion in OTL where the first disc was given away in a British Sega Saturn magazine). Hundreds of thousands of copies are printed and shipped (as opposed to the 30,000 total units shipped IOTL) and there are even two editions: the standard edition of the game (for $49.99) and a special edition (for $69.99) which includes the game's complete soundtrack and a collector's edition cloth map of the game world. The gameplay is almost completely identical to OTL's game, featuring a large, open overworld where the main character Edge flies around on a dragon (which can be leveled up and outfitted like a character) or sometimes walks. Most battles take place in the air, and Edge can maneuver his dragon around to avoid enemy attacks or position himself better to attack an enemy (though doing this puts him at risk for taking more damage). The strategic battle system largely differs the game from RPGs such as Final Fantasy VII, and indeed, a major part of the game's promotional campaign involves how different the game is from Nintendo and Square's huge RPG. While acknowledging the technological gap between the Saturn and Ultra Nintendo (though Panzer Dragoon Saga is the best looking Saturn game to date and rivals many of the Ultra Nintendo's lesser games in terms of graphics, with some scenes even keeping pace with the best looking Ultra games), the marketing campaign emphasizes the more complex gameplay and storyline, claiming that Panzer Dragoon Saga's gameplay sets it well apart from other JRPGs on the market. The game also features voice acting, though it's from a cast of unknowns and while it's not terrible, it's also not regarded as great. The one major gameplay change from OTL's game is the addition of a partner system. From time to time, Edge will be accompanied by another character. This character is not “playable” in a traditional sense, but they can be given commands and directions during battle that they will obey. However, for most of the game, including the final boss battle, Edge fights alone.

    The game's plotline sees the biggest change from OTL. In fact, the plot is almost entirely different. The game still takes place in a post apocalyptic world, and the main character is the same as IOTL. However, the game's main female character is a young woman named Serene, who claims to have come from a time before the cataclysm that brought ruin to Edge's world. The two journey through an ancient ruin together, where Edge is seeking a treasure to bring back to his imperial commander. When Edge is unable to find the treasure, he learns that Serene is the treasure his commander is seeking. He refuses to give the young woman up, but she is taken from Edge and he is branded a traitor. After a series of quests, Edge is able to rescue Serene, and the two (and some other friendly characters Edge meets along the way) become embroiled in a war between various factions to claim the powerful treasures left from the old world. Eventually, it is discovered that the cataclysm was caused by a force known as Nachtmahr, created by the dark ambitions within the hearts of men. As Nachtmahr claims more and more of the world, Edge (and sometimes his companions) save what they can, but one by one, his companions are seemingly killed in battles with increasingly deadlier foes. Finally, toward the end of the game (at the end of Disc 3), Serene also sacrifices herself in order to save the last remaining island of the world from Nachtmahr's grasp. Edge must fly his dragon into the heart of darkness to conquer it and save the world. As he does so, he discovers that all of his old companions are still alive, fighting the darkness from within. Finally, Edge comes across Nachtmahr's core, and Serene trapped inside. In one epic final battle, Edge defeats Nachtmahr, and with Serene's help, the world is restored to the paradise it once was, though at the cost of all of mankind's instruments of war. The world's people must start anew, this time with love and hope in their hearts, if they wish to keep the world a peaceful and beautiful place.

    Panzer Dragoon Saga becomes the best selling JRPG to date for the Sega Saturn in North America, even outselling Phantasy Star V. Though sales are a bit disappointing (it doesn't become an uber-hit like Resident Evil 2 or Turok, or Final Fantasy VII on the Ultra Nintendo), it still clears 500,000 total sales in North America, adding to over a million sales in Japan to become one of the Saturn's top selling games worldwide. Critical reviews are also highly positive, beating even Goldeneye 007 in a number of publications and joining it as a Game of the Year contender. Most notably, Electronic Gaming Monthly awards the game three 10s and a 9.0 in its May 1998 Review Crew column, making it very nearly the first game to receive a Platinum Award from the magazine.

    -

    March 1998 was a big month for Nintendo. Along with their releases of Goldeneye 007 and 1080 Snowboarding, they also released Yoshi's Story, the highly anticipated sequel to their 1995 cartridge swan song title Yoshi's Island. With how popular Yoshi's Island was, Yoshi's Story was one of the most highly anticipated video game sequels of all time. To say it was disappointing was an understatement, though the game taken on its own merits was a quality work. The graphics were absolutely outstanding, looking like something right out of a storybook and really showing off what the Ultra Nintendo could do. The levels had some creative challenges, though for the most part they lacked the difficulty of Yoshi's Island, and that's what largely makes this game so polarizing amongst fans. The game was divided into six worlds featuring six levels each, and instead of carrying Mario from level to level, the Yoshis were on their own, working their way through a picture storybook in order to reach and defeat the game's final boss, a giant fire breathing dragon who was slowly but surely eating his way through the Yoshis' world. Yoshi controlled similarly to how he did in Yoshi's Island, though the game featured significantly shorter levels and easier platforming challenges. There WERE some additional puzzle challenges, but many were fairly simple affairs that a young child could easily solve, and others were more tedious than challenging.

    The game seemed to be like a child's version of the original Yoshi's Island, with the easiest platforming in any Mario game to date. It was almost IMPOSSIBLE to die, extra lives were given out like candy, and bosses were spectacularly easy, with one boss, a giant cloud monster, usually able to be defeated within seconds. For hardcore gamers who'd worked their way through Yoshi's Island and were expecting a challenge, what they got was a game that could be beaten by a 5-year-old on a single Blockbuster rental. It was largely argued that with Goldeneye coming out so close to this game's release, that Nintendo wanted to position their first person titles in such a way that adults could enjoy the James Bond title and kids could be playing Yoshi's Story. The game got a mixed to good reception by game publications, and sales, while strong, were disappointing. Fans expecting an excellent traditional 2-D platformer on the Ultra Nintendo were left wanting so much more. Fortunately, salvation came for those who were smart enough to purchase Serratopia.

    -excerpted from the article “1998: Nintendo's Spectacular Spring” on Gamesovermatter.com, posted on April 14, 2013

    -

    The Legend Of Zelda: The Mystic Mirror- The Basics

    Released exclusively for the Game Boy Color on March 23, 1998, The Legend Of Zelda: The Mystic Mirror is the second handheld Zelda game, and takes place in the “timeline” before any of the others. Indeed, the game takes place at a time when the land of Hyrule was new and Link and Zelda's legend had not yet even begun. The game's graphics are somewhat better than Link's Awakening, similar to those in OTL's Oracle of Seasons/Ages games, with rich and vibrant color everywhere. The game's soundtrack is enhanced by the Game Boy Color's sound chip, with quality rivaling that of the SNES' A Link To The Past. Gameplay is largely similar to Link's Awakening, with Link able to wield two items/weapons at once. The game's primary item is the Mystic Mirror, and it works largely like the Mirror of Truth from OTL's Ocarina of Time, though without the need to use up a Magic Meter (since this Zelda game doesn't have one), displaying secrets and hidden paths when it is used. The game heavily hints toward the appearance of these secrets when it's required for progress in the game, only non-essential secrets utilize trial and error with the mirror.

    The game begins as Link, a young farm boy, is drawn to Hyrule Castle by the prospect of a job. The King is holding a fighting tournament, and Link decides to enter. When he impresses Princess Zelda with his sword skill, he is assigned the task of hunting down three shards of the Mystic Mirror, an artifact from a time before Hyrule existed. Link explores three dungeons and battles three bosses to gain the shards. In the meantime, he meets three beautiful girls: Farore, Din, and Nayru. The three girls guide Link on the early parts of his journey. Link gathers the shards and restores the Mystic Mirror, but when he does so and returns to the castle, it is invaded by a dark wizard named Ekkadan. He tries to take the mirror, but the mysterious powers of the three mysterious girls block him from doing so. Realizing the girls' true power, Ekkadan kidnaps them and drags them into a dark portal. Link must use the mirror to uncover passageways that will unlock a hidden world, including three new dungeons in which Ekkadan has imprisoned the girls. The Mystic Mirror reveals that these three girls are in fact the three goddesses of Hyrule, who were stripped of their powers and reborn as mortals after Hyrule came into being. After conquering the dungeons and freeing the girls (also restoring their memories of being goddesses in the process), they reveal that Ekkadan has taken their goddess powers and has formed a tower of evil from which he intends to rule Hyrule. Link must ascend Ekkadan's tower and defeat him. After doing so, the goddess' powers are restored. They reveal that though they welcome humans and will always protect them, Hyrule's presence will always be a constant drain on the goddess' powers. However, through Link and Zelda, it is learned that if great heroes step forth and show wisdom, courage, and power, the goddess' powers will be continually sustained and that Hyrule will always be prosperous. The goddess Nayru takes the mirror, preserving it for a time when it will once again be needed to save Hyrule from destruction.

    The Mystic Mirror is the Game Boy's best selling title since Link's Awakening in 1993. It continues the revivification of the Game Boy that began with the release of the Game Boy Color in 1996, and sets the stage for an even bigger hit once Pokemon is released stateside later in the year.

    -

    The Sega Saturn's attempt to bring back the “detective game” genre with Tokyo Detective: Unforgivable Crimes is a worthy, albeit clunky effort. The game combines the mystery solving aspects of games such as Dark City and Super Detective Club with the stealthy third person action gameplay of games like Operation Zero. It's supremely gritty, your detective protagonist finds himself investigating grisly murders and depraved sex crimes left and right (I'm pretty sure Tokyo is NOT a crime-infested hellhole in real life, but this game's version of Tokyo could put Robocop's Detroit to shame!), and at times goes completely over the top with certain cases, to the point where it becomes almost black comedy instead of straight-up noir. Still, for those looking for a grown-up detective game with some decent action gameplay and some genuinely difficult puzzles, you might want to check out Tokyo Detective. It's not perfect, but for now, it'll have to do.

    Score: 6/10

    -from a review in the March 1998 issue of Official Saturn Magazine

    -

    Though the Ultra Nintendo's first party trio was the big story of March 1998, the system also saw the release of four somewhat less hyped but no less well regarded games, each of which remain beloved in certain circles to this day. I'll cover them here in order of what I thought was the least of the four, and work my way up to what I regard as the best. These four games, taken in conjunction with the Ultra Nintendo's release lineup to that date, gave the system a highly diverse roster of games and essentially solidified the system as having a quality game in pretty much every genre, which, only four months after its release, is pretty astonishing and further served to drive up the system's already sky high demand.

    Bulbix: The Forest Adventure- This game was a 3-D platformer in the vein of Super Mario Dimensions, starring an anthropomorphic plant named Bulbix (basically, think of an onion with vines for arms). You walked around a huge series of forest and jungle areas, collecting seeds (the game's equivalent of “stars”) in order to restore life to the forest. The game had a sort of conservationist message, though ultimately the plot was largely an excuse for the gameplay, which was good but nothing to write home about. Of the “Mario Dimensions clones” that sprung up in the game's wake, Bulbix was one of the better ones, though it couldn't hold a candle to the best of the games in the genre. It was largely a sales success and got a pair of Ultra sequels, though none were as good critically or commercially as the original.

    Construct-It- Referred to by many as sort of the “opposite” of Rare's game Blast Corps, in this title you're a member of a construction crew assigned to various lots, where you'd build things such as a skyscraper or a shopping mall. Later on in the game you'd be building some really exotic structures like an arcology. The game was actually really fun, with lots of silly dialogue and animations from your construction crew (think like Bob the Builder meets The Village People). You'd basically just place your guys where you needed them to build and they'd do so automatically, you'd have to protect them from various enemies and hazards. The game even had a free construct mode where you could build whatever you want, though the structured Story Mode was largely considered the best aspect of the game. Construct-It sold fairly well, with about 450,000 total sales in North America and enough sales in Europe and Japan to push it close to a million worldwide.

    Urban Raiders- A 3-D action title, though not an open-world platformer like Super Mario Dimensions. It was about a group of young adventurers exploring old cities in a post-apocalyptic setting, hunting for treasure while dodging other, more unscrupulous treasure hunters. It had kind of a Real Adventures Of Jonny Quest vibe to it (it helped that Jesse Douglas, who voiced Jessie in season 1 of that cartoon, voiced Ashley, the lead female character in this game), and was kind of a prototype of today's more action movie-esque 3-D games (1999's game Runner Mike was said by creator Dan Brown to have been heavily inspired by it). The graphics were excellent, with beautiful cityscapes and some haunting visuals, along with great, realistic character design.

    Serratopia- And finally we come to Serratopia. While all four of the games I listed here are at the very least good, Serratopia is in my opinion the only true classic on the list. A 2-D platformer with an emphasis on combat and exploration, Serratopia and its 40 levels are both challenging and satisfying. The game featured the story of two boys and one girl, all around adolescent in age, who find themselves trapped in a mysterious underworld and must somehow make their way back home. The levels are full of challenges and traps, while the three main characters (who alternate as the playable character over the course of the story, you can't choose between them either) gradually learn how to survive the monsters and villains they meet as they explore. Compared to some of the Saturn's best platformers of the day such as Klonoa and Troublemakers (and also compared to the multiplatform hit Rayman since Ubisoft created both titles), it's largely considered superior to most games in the genre, and far superior to Yoshi's Story, which was supposed to be the big 2-D platformer hit for the Ultra Nintendo. Though Serratopia exceeded sales expectations, it still wasn't considered a major hit. It sold 260,000 copies in North America and barely sold any at all in Japan. It was a big hit in Europe, selling just a shade over 400,000 there, and cementing creator Ubisoft's reputation as a maker of cult classic titles (a reputation it would gradually shed as the company expanded, going from making cult classics to just making classics).

    -from the blog post “A Fourpack Of Ultra Nintendo Hits”, posted on October 10, 2011

    -

    Wrestlemania XIV on March 29, 1998 was seen by many as the start of the “Attitude Era”, the event that finally saw Stone Cold Steve Austin claim the WWF Championship. The hype surrounding the match had been building ever since the “Montreal Screwjob” that saw Bret Hart lose the title to Shawn Michaels after Vince McMahon forced referee Earl Hebner to ring the bell while Michaels had Hart in the Sharpshooter. McMahon's reputation as a heel was sealed on that night, and he kept playing the heel in the lead-up to the big match. Originally, the fight between Michaels and Austin was to feature Mike Tyson as a ring enforcer, but the WWF wasn't able to secure Tyson due to Tyson being in training for his title defense against Lennox Lewis later that spring. Instead, Owen Hart, Bret Hart's brother, was positioned as the enforcer and guest referee for the match, with Vince McMahon threatening not only to fire Hart if Austin won the title, but to completely bar him from wrestling forever (due to a kayfabe no-compete clause in Hart's contract that would ban him from life from wrestling anywhere else if he was fired from the WWF). Hart was thus torn between the potential of losing his career and awarding the title to the man who'd helped screw his brother Bret. McMahon played the angle to the hilt, with promos where McMahon admitting that he had indeed screwed Bret and that he'd screw anyone else who got in his way, telling Owen Hart that “you won't even be able to wrestle in a pissant barn in the middle of Wyoming if you try to screw me”. During the match, Shawn Michaels locked Steve Austin in the Sharpshooter, and then Vince demanded that Owen ring the bell (at one point he shouted “Ring the fucking bell, you son of a bitch!” completely unbleeped), an exact parallel of what had happened to Bret in Montreal. Owen stood there thinking as Austin writhed in pain but refused to tap. Then, as the capacity crowd roared with approval, Owen socked Vince McMahon right in the face. However, Austin was still in the Sharpshooter, and just like at Wrestlemania 13 during his match with Bret Hart, the bloodied Austin seemed on the verge of passing out, which would have given the victory to Shawn Michaels. However, this time, Austin powered out of it and landed a barrage of blows on Michaels before hitting him with the Stone Cold Stunner and getting the pin and the title. Owen Hart then followed it up by beating the living hell out of Shawn Michaels with a chair before celebrating in the ring with Austin, the two sharing beers over a livid McMahon and an unconscious Michaels. McMahon followed through on his threat to fire Owen the next night on Raw, but after a campaign of terror by Hart and Austin, McMahon was forced to give Hart the opportunity to fight McMahon for his job back at In Your House: Unforgiven, an opportunity that Hart capitalized on. The victory would lead to a Shawn Michaels/Owen Hart rivalry that built up to a 30-minute Iron Man match at Summerslam in August.

    -excerpted from a Wrestlemania XIV recap on WWEJunkie.com, posted on December 9, 2007

    Gun Control Debate Heats Up

    After the shootings in Jonesboro, Arkansas that saw middle schoolers Andrew Golden and Mitchell Johnson kill four of their classmates, the debate over gun control in the halls of Congress has grown even louder. This, of course, is the latest tragedy in a series of gun-related massacres, including last year's Beverly Hills massacre in which shooter Andrew Cunanan killed seven people, citing a desire for fame and glory. While President Bill Clinton has been demanding that Congress pass new gun regulations, many Republicans in Congress are blocking any proposed bills. Some are even demanding that Clinton come clean about his alleged inappropriate relationship with former White House intern Monica Lewinsky before any proposed gun bills are debated. Adding to the controversy is a comment from gun-rights activist and actor Charlton Heston. In a statement given at an NRA press conference, Heston called Clinton “a moral degenerate who has no right to dictate the rights of law abiding American citizens to own guns”. Heston's comments drew sharp criticism from both sides of the aisle. Some critics on the left are demanding that ABC pull its annual Easter airing of Heston's The Ten Commandments over the comments.

    -excerpted from an article posted on Yahoo! News on March 28, 1998

    Arrest Made In Comedian's Death

    Businessman and movie producer Vince Offer was arrested today, charged with second-degree murder in the death of comedian Andy Dick, who was found stabbed to death outside a Los Angeles warehouse yesterday morning. Police theorize the stabbing resulted from a dispute over Dick's appearance in Offer's upcoming film The Underground Comedy Movie, related to the comedian's salary for starring in the film. Offer was taken into custody at his home and was said to be cooperative as officers loaded him into a police vehicle.

    -excerpted from an article posted on Yahoo! News on March 28, 1998

    -

    The Ultra Nintendo isn't the only Nintendo system to see some big releases this month. In addition to a new Zelda title on the Game Boy Color, the Super Nintendo CD will see several releases this month, the biggest of which are a platforming action title and a new Squaresoft RPG.

    Square's SaGa Frontier, the latest game in the popular SaGa series, appears on the Super Nintendo CD and allows players to choose from five different characters: Red, a young man who becomes an avenging superhero after witnessing his father's death, Blue, a graduate of a magic school tasked with killing his brother, T260G, a robot recovered from a scrap heap who must do battle against an evil AI, Riki, a young monster who must hunt down nine magic rings to save his dying home, and Emelia, a beautiful supermodel who is framed for her fiance's murder. Each character has their own quest, and once all five are completed, a sixth quest is opened up that is said to both wrap up the events of the first five quests and set the stage for a future adventure.

    Then there's Winged Wonder, a platformer from Iguana, makers of the SNES and Genesis title Aero the Acrobat and the Saturn hit Turok: Dinosaur Hunter. In Winged Wonder, you're a butterfly who must journey through a collection of levels, while having the ability to perform spectacular aerial tricks as you dodge enemies and venture forward. The game is one of the most beautiful to date for the SNES-CD, and should be a fun alternative to Yoshi's Story for those who can't yet find the elusive Ultra Nintendo in stores.

    Though the Ultra is the new and hot system, Nintendo isn't neglecting the venerable Super Nintendo CD. There are numerous major titles still on tap for the console, including the long-awaited Lufia III and the exciting new Disney title The Three Caballeros, which has been getting positive buzz ever since appearing at last year's E3. We'll cover both games in depth in next month's issue, while you can head to the Review column for our take on all of this month's games!

    -excerpted from an article in the April 1998 issue of GamePro

    -

    Ted Crosley: So, of course Goldeneye 007 is a 5 out of 5. I don't even need to explain that rating.

    Alex Stansfield: Well, given that we both spent the last five minutes gushing our enthusiasm over the game...

    Ted: It is, unequivocally, the best FPS I have ever played.

    Alex: This game...and I played through the campaign all three times, all three difficulty levels...it is a masterpiece. It is the best movie based game ever-

    Ted: Oh, without a doubt. I have played some absolute crap-

    Alex: We both have.

    Ted: And it is so refreshing to see a good game based on a good movie!

    Alex: I think it helps that Rare had years and years to develop this game. Most games are just crapped out for release a few weeks or months after the film. This game comes more than two years after the movie it's based on. The amount of effort, time, money it must have taken...

    Ted: And then the multiplayer.

    Alex: We have not stopped playing the multiplayer. Look, look, look! *the camera pans to show Brittany, John, Gary, and Lyssa playing multiplayer Goldeneye as the review is going on* We're literally taking turns between filming segments to play this game during the show!

    Ted: So yeah, this game gets the biggest 5...I have EVER given in the history of this show.

    Alex: Not quite as big of a 5 from me, but yeah, 5 after 5.

    *The siren goes off, Ted and Alex go to put the game up on the wall*

    Ted: Come on guys, don't you want to join us for this?

    *The camera pans back over to show the other four hosts playing Goldeneye, completely ignoring Ted and Alex's crowning of the game on the wall.*

    Alex: ...yeah let's get back to the game. *hangs the framed copy rather sloppily on the wall before rushing back with Ted to play some more*

    -excerpted from the March 3, 1998 episode of GameTV

    (…)

    Lyssa Fielding: So Atlus' Trap Gunner is a pretty quirky little game, it's kinda like Bomberman, I enjoyed it but I can tell that you really didn't fall in love with it, Gary?

    Gary Westhouse: It's a poor man's Bomberman with a tacked on story. The traps are dumb, the characters are cliché, the controls are sloppy...

    Lyssa: I did take issue with the controls but I still liked this game. The multiplayer was really fun!

    Gary: Just like in Bomberman, the multiplayer was the main attraction here. Do not play this game for the story, because it stinks.

    Lyssa: Awww, you're grumpy today!

    Gary: Well, when a game is SO frustrating...I slogged through the single player mode for hours on end. I got stuck... and I know it's stupid to blame the controls but-

    Lyssa: No, no, you're right to blame them. It's not nearly as intuitive as it should be, weapon switching is too slow and I found myself losing because of the controls a lot. And in multiplayer too, it's hard to forgive that. I love the character design though, Lou Riche is a great character and I liked her backstory, I won't spoil anything but she's one of my favorite new game characters in a while.

    Gary: I'm giving Trap Gunner a 2 out of 5, I just can't recommend it to anyone.

    Lyssa: And I give it a 3.5, if you're looking for a fun action puzzler and multiplayer game you might really want to check this one out!

    Gary: You're so happy, all the time, why are you so happy right now?

    Lyssa: I'm going karaoke-ing today!

    Gary: Kara...okeing? Is that even a word?

    Lyssa: I don't care! *giggles*

    (…)

    Alex: As a puzzle fan, I thought Sega's Cat Attack! was pretty fun and really cute. It reminds me of Pac-Man in a lot of ways but also has some similarities to Bomberman, with making all those mice run away from those cats.

    Lyssa: Everything is super cutesy in this game! It's not for everyone but if you're a fan of fast-paced puzzlers you'll really want to check this one out. The four player mode where you can send your cats to other people's screens can make for some hilarious moments.

    *A quick clip is shown of Lyssa dumping a bunch of cats on Brittany's screen during a four player session with Ted and Alex*

    Brittany: *watches her mice get overwhelmed, then turns to a snickering and giggling Lyssa and glares furiously* I am going to stab you to death with a rusty knife.

    Lyssa: *still snickering and giggling, her smile growing as Brittany's glare gets even harsher*

    *Back to the review, Lyssa is pretending to be nervous as she looks over her shoulder*

    Alex: But yeah, puzzle games have really evolved over the years, from being single-player arcade-like experiences to multiplayer competitive funfests, this game sort of combines the best of both worlds and it's all the better for it.

    Lyssa: Yep, I recommend Cat Attack! to just about anyone! Even if you're not a huge puzzle fan it's a blast to play with friends or even by yourself!

    Alex: I'm giving it a 4 out of 5.

    Lyssa: And I'm giving it a 4.5, which makes it a GameTV recommended game!

    -excerpted from the March 10, 1998 episode of GameTV

    (…)

    John Walden: 1080 Snowboarding is a good game, but I feel like it could've used a little extra polish, it seems like Wave Race is the more complete game.

    Ted: And the same team did both games, so it's likely they just had trouble working on both at once. But honestly, I didn't see much of a problem. It's a great snowboarding game. It's fun and easy to pull off tricks, easier I thought than Wave Race was, and the snow looks crisp and real. It's the first really good snowboarding game, there was Winter Gold last year on the Saturn but I thought 1080 trumps it easily.

    John: I just didn't think there was enough to it in terms of a competition mode. The competition mode was pretty underwhelming for me. Wave Race was a classic, lots of great tracks, great AI, opportunities to do tricks during a race...1080 Snowboarding doesn't quite match up to that.

    Ted: We've been looking forward to this game for a long time. It's not a revolutionary sports title, but it's just a lot...a LOT of fun.

    John: Did they have to release it in the spring, though? It kinda makes me want to go out and snowboard.

    Ted: Well this is Los Angeles, you're not gonna be snowboarding here anyway! *laughs*

    John: I'd take a drive up to the Sierras, but...you know, still playing Goldeneye.

    Ted: That game is a free time vampire. This one...not quite so much but you'll still be playing it a lot. I give it a 4.

    John: And I give it a 3.5. Flawed, but pretty fun.

    -excerpted from the March 17, 1998 episode of GameTV

    Brittany Saldita: Panzer Dragoon Saga lives up to the hype for sure. It's an epic adventure, it spans FOUR discs....you'll be playing this one for a while.

    Alex: Yeah, but for me, it doesn't quite match up to the great RPG classics. Even though there are plenty of dungeons in this game, there aren't many towns to explore or people to talk to other than your party companions, and even those are temporary. Most you literally have for only one quest.

    Brittany: I do wish we could've spent more time getting to know some of them, but at least we get plenty of time with Serene. She's kind of a shallow character but I still enjoyed the scenes she was in. And this battle system is incredible, they took Panzer Dragoon's amazing airborne shooter gameplay and turned it into an RPG flawlessly.

    Alex: I have to agree, this battle system is the best I've ever played outside of Secret of Mana.

    Brittany: For me, only Tale Phantasia tops this battle system, it's really incredible and Sega FINALLY has their true classic RPG. It's right up there with Final Fantasy VII, maybe even better, and I'm giving it a perfect 5.

    Alex: For me, I'm giving it a 4.5. It's brilliant, but there are a lot of little flaws that for me, make it a somewhat less than perfect game. The lack of NPCs, some suspect voice acting...it's not much, but they do add up here and there.

    (…)

    Brittany: *groaning and rubbing her temples*

    Alex: You didn't like Yoshi's Story?

    Brittany: I'm not mad, I'm just disappointed. This game is a beautiful work of art, but from a level design standpoint, it's clearly designed with very young gamers in mind. I feel like the sequel to one of the most challenging platformers ever should've been....a little more challenging?

    Alex: Yeah, there's a lot to like about this game but also a lot to dislike. I liked collecting fruit. I liked the graphics, I liked the music-

    Brittany: Oh no. Oh no no no no no no no.

    Alex: I thought it was whimsical!

    *A brief excerpt of one of the game's cutesy songs is played*

    Brittany: *putting her head in her hands*

    Alex: I know. I know, Brittany. *pats her on the back* It wasn't everything we were expecting it to be.

    Brittany: I think I'm gonna cry. *her lip is quivering*

    Alex: Oh, don't cry. Please don't cry. Listen to the happy Yoshi music.

    *The music clip plays again*

    Brittany: *is pretending to sob now with her head in her hands*

    Alex: I'm gonna give Yoshi's Story a 4 out of 5.

    Brittany: *is out and out bawling at him now, she's even making herself cry with real tears coming down her cheeks*

    Alex: *gives her a hug*

    Brittany: *buries her face in Alex's chest*

    Alex: Uh, so what score do you give the game?

    Brittany: *raises three fingers up and keeps sobbing into Alex's chest*

    Alex: A 3? A game that made you cry gets a 3?

    Brittany: *she lifts her head up* I GAVE THE ORIGINAL YOSHI'S ISLAND A 5! THIS SHOULD HAVE BEEN AT LEAST A 4! *sobs into Alex's chest again*

    Alex: Here, here, go play some Panzer Dragoon Saga. *hands Brittany a Saturn controller*

    Brittany: *sniffles* Thanks... *goes and sits down on the couch to play*

    Alex: Hey, we've got lots more on this week's GameTV, including an exclusive interview with the talented young actress Kirsten Dunst! *to Brittany* I bet she'd like Yoshi's Story!

    Brittany: She's fifteen, not five!

    (...)

    Lyssa: So now let's talk about video games, because I know you play them.

    Kirsten Dunst: I do!

    Lyssa: What game are you playing right now?

    Kirsten: Zelda: The Mystical Mirror on the new Game Boy.

    Lyssa: An excellent choice.

    Kirsten: Well, I've been Zelda crazy ever since Robin Williams got me into playing the games. After I beat Ocarina of Dreams I went back and played all the old ones. Ocarina's probably my favorite but I kinda have a soft spot for Zelda II on the NES.

    Lyssa: And that one...that one's kinda the black sheep of the series, isn't it?

    Kirsten: Really? I know it doesn't play like any of the others but I think the jumping and how you can level up Link's powers is really cool.

    Lyssa: It is a unique game, a lot more RPG-like than the other Zeldas. Speaking of RPGs, are you a fan of any of those?

    Kirsten: Everyone's telling me I should play Final Fantasy VII, but I haven't had time, I've been too busy filming Small Soldiers to play too many games.

    Lyssa: And of course you and Robin are working together on that movie.

    Kirsten: Yeah, he plays my dad, he invented the toys that come to life and attack. It's so much fun working with him and we've been talking about the new Zelda a lot, the one that's coming out at the end of the year.

    Lyssa: Right, Temple of Time, everyone's looking forward to that one. Um, back to the subject of RPGs, we've been playing Panzer Dragoon Saga a lot for the Sega Saturn, I was wondering if you've gotten to try that game at all.

    Kirsten: I don't have a Sega Saturn, believe it or not! *laughing* I'm just...not a Sega person!

    Lyssa: *snickers* Ted's over there in the corner grinding his teeth.

    Kirsten: *laughing* There's just more games I want to play on Nintendo right now.

    Lyssa: Well, Panzer Dragoon Saga is really good so maybe if you'd like to try it a little bit after the show, I think we could hook it up for you.

    Kirsten: That sounds like fun, maybe I'll give it a try!

    -excerpted from the March 24, 1998 episode of GameTV

    -

    SNES-CD Power Charts: March 1998

    1. Donkey Kong Country 4
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Chrono Trigger
    4. Tale Phantasia
    5. Tales Of The Seven Seas 2
    6. Victory 2
    7. Andrekah/Cotton: Amazing Duo!
    8. Kirby's Adventure 3
    9. Super Mario World 2
    10. Where In Space Is Carmen Sandiego?

    Ultra Nintendo Power Charts: March 1998

    1. Super Mario Dimensions
    2. Final Fantasy VII
    3. Ultra Mario Kart
    4. Star Fox 2
    5. Duke Nukem: Time To Kill
    6. Bushido Blade
    7. Castlevania: Symphony Of The Night
    8. Wipeout
    9. Ultra Bomberman
    10. Wave Race

    The Official Saturn Magazine Buzz Chart – March 1998

    1. Resident Evil 2
    2. Panzer Dragoon Saga
    3. Tomb Raider II
    4. Sonic the Hedgehog 4
    5. NFL Blitz
    6. Tekken 3
    7. House Of The Dead II
    8. Klonoa: Door To Phantomile
    9. Phantasy Star V
    10. Streets Of Rage IV

    -

    Sega is almost certainly going to reveal their upcoming Saturn peripheral, 'The Ring', at this May's E3. Information is leaking from the company like a sieve, with numerous details about the peripheral already being revealed. It is rumored that the peripheral will be similar to the Mega Charger device released for the Genesis, including a RAM expansion and potentially a new co-processor as well. Rumored games in development for the device include a first-person shooter, an ocean exploration game (not Ecco: Blue Dream, which is set for release in July, but an entirely new franchise), and an open world mystery game. It likely won't come in at the Mega Charger's $49.99 price tag, but should be competitively priced, with game bundle packages to help reduce some of the cost.

    Meanwhile, Sony's recent patent of a new rechargeable battery lends a bit more truth to the rumors that they're helping Nintendo develop a new handheld game console, though nothing has been mentioned by Nintendo or Sony regarding any new hardware. Any potential Game Boy successor still seems to be a ways off, as the company is doubling down on the current Game Boy Color model with the North American launch of the Pokemon franchise just a few months away and several more games rumored to be in development, including the Pokemon sequel which is set for a Japanese release sometime next year. It'll be interesting to see if anything is announced at October's Spaceworld, the first such conference since 1996, when Nintendo formally revealed the Ultra.”

    -excerpted from Electronic Gaming Monthly's April 1998 Quartermann rumor column
     
    April 1998 - RPGs Storm Back
  • Strategy Unleashed: A New Breed Of RPG”
    -the cover title of the April 1998 issue of Next Generation magazine, with a feature article that covered Final Fantasy Tactics, Ogre Battle: Princes Of The Universe, and Sakura Wars while promoting that strategy RPGs were the future of the genre

    We're changing the name of our EGM2 magazine to Expert Gamer to more accurately reflect our purpose: to give readers the most bang for their buck in terms of strategy articles for their favorite games. And with this month's heavy load of tough RPGs, including Final Fantasy Tactics, Ogre Battle: Princes of the Universe, Lufia III, Mysteria 2: The Four Princesses, Sakura Wars, Deepground, and Magic Knight Rayearth, gamers should look no further than Expert Gamer for the strategies you'll need to conquer these tough quests! We've also got in-depth tips and strategies for Ken Griffey Jr.'s Ultra Grand Slam and a full walkthrough of Capcom's new epic action game The Three Caballeros! You're holding in your hand our most jam-packed issue ever!”
    -excerpted from the editorial of the May 1998 issue of Expert Gamer

    I think, when Enix became exclusive to Sega, that was when I made the decision to create games for Square. I felt then, and still feel, that Nintendo's consoles are the best, from a game creator's perspective. Many of my friends do not share that view, but I strongly align myself with Nintendo.”
    -Final Fantasy Tactics director Yasumi Matsuno

    The Saturn gave everyone here at Quintet so many opportunities. I truly believe that Sega saved our company.”
    -Tomoyoshi Miyazaki, in a December 1999 interview with Next Generation magazine

    -

    Caesar's Palace II

    Dan: 6.0
    Shawn: 6.0 (quote: “This update of the classic casino title brings some improved graphics and a few new games, but it's nothing special unless you're a big fan of casino games.”)
    Crispin: 5.5
    Sushi-X: 5.5

    Lufia III: The Ancient Tower

    Dan: 7.5
    Shawn: 8.0
    Crispin: 8.0 (quote: “While not the most innovative RPG, it still brings great characters and an excellent soundtrack to the table.”)
    Sushi-X: 7.5

    The Three Caballeros

    Dan: 9.0
    Shawn: 8.0
    Crispin: 9.0
    Sushi-X: 9.0 (quote: “Capcom's globe-trotting Disney epic may have single-handedly justified the continued existence of the Super Nintendo CD.”)

    Coney Island Kid

    Dan: 4.0
    Shawn: 7.0 (quote: “Not the greatest platformer but it's got some cute moments.”)
    Crispin: 4.0
    Sushi-X: 4.0

    Hoppity Rabbit

    Dan: 3.5
    Shawn: 3.0 (quote: “This Easter themed game is an instant dud.”)
    Crispin: 2.0
    Sushi-X: 2.0

    -reviews of April 1998's SNES-CD games in the May and June 1998 issues of Electronic Gaming Monthly

    Final Fantasy Tactics

    Dan: 9.0
    Shawn: 9.0
    Crispin: 9.0
    Sushi-X: 9.0 (quote: “Deceptively tough and with all that great Final Fantasy mystique, this breaks new ground for the strategy genre.”)

    Ken Griffey Jr.'s Ultra Grand Slam

    Dan: 8.5
    Shawn: 8.5
    Crispin: 9.0 (quote: “Aren't you glad baseball season is here? This baseball game looks gorgeous and plays even better.”)
    Sushi-X: 8.0

    Plok Returns

    Dan: 7.0 (quote: “The original SNES game was a classic, but despite the graphical bump, this game has little of the old one's charm.”)
    Shawn: 6.0
    Crispin: 5.0
    Sushi-X: 5.0

    Snowboard Kids

    Dan: 8.0 (quote: “For those who are turned off by 1080's realism, Snowboard Kids is a great Mario Kart style alternative.”)
    Shawn: 9.0
    Crispin: 7.5
    Sushi-X: 7.0

    Speed Racer

    Dan: 6.5
    Shawn: 5.0
    Crispin: 7.0 (quote: “The Mach 5 plays accurately to the one from the show, but this game has too few tracks to be a real racing classic.”)
    Sushi-X: 6.0

    Mysteria 2: The Four Princesses

    Dan: 8.0
    Shawn: 8.0 (quote: “While a somewhat generic RPG, this beautiful game features just enough twists to keep players guessing.”)
    Crispin: 8.5
    Sushi-X: 8.0

    Deepground

    Dan: 5.0 (quote: “Squaresoft's dungeon crawler is far too confusing and boring to be compared favorably with Final Fantasy and the like.”)
    Shawn: 7.5
    Crispin: 7.5
    Sushi-X: 7.0

    Dust To Dust

    Dan: 6.5
    Shawn: 6.5 (quote: “Horror based RPGs are few and far between, it's too bad this one is so unimaginative.”)
    Crispin: 6.0
    Sushi-X: 5.5

    Danger Danger!

    Dan: 9.0
    Shawn: 7.0
    Crispin: 9.0
    Sushi-X: 8.0 (quote: “One of the fastest puzzle games I've ever played, there's a real sense of urgency as you rearrange your blocks to capture your opponents' territory. It's a lot of fun.”)

    Monkey Shines

    Dan: 4.5
    Shawn: 5.0
    Crispin: 3.0
    Sushi-X: 3.0 (quote: “The most shameful Donkey Kong Country ripoff since Sock Monkeys, and a far worse game than that.”)

    -reviews of April 1998's Ultra Nintendo games in the May and June 1998 issues of Electronic Gaming Monthly

    -

    The Zodiac Crystals are the key to gaining control over this world. You must gather them and protect them from the Church at all costs. Do not fail, Ramza.”
    -Balbanes Beoulve, Final Fantasy Tactics, Chapter 8: The Pisces Crystal

    After Enix began to gravitate toward Sega, many of its most talented developers had a choice to make. They could stay with their teams at Enix and hitch their wagons to a console that was behind Nintendo's both commercially and technologically, or they could seek employment elsewhere. While many at Enix, including the Quintet team responsible for classics such as Terranigma and 2001's Shattered Arc, and nearly the entire development team responsible for the Dragon Quest series, chose to stay at Enix, others, like Yasumi Matsuno, left Enix and went to Square, taking much of his creative team with him. That team had been responsible for Ogre Battle and Tactics Ogre. Now, they were working for Square, and Matsuno was tasked with creating a strategygame worthy of the Final Fantasy name.

    The result was Final Fantasy Tactics, a critical and commercial success, partially due to riding off the coattails of the mega-successful Final Fantasy VII, and partly on its own merits as a bittersweet, complex, and epic game. The game was a tale of intrigue and strategy, with a lot of religious commentary mixed in. With earlier games such as Terranigma having paved the way for controversial religious themes in video games (even in North America), Matsuno and Square felt they had a free hand with Final Fantasy Tactics. Many of the religious themes that appeared in this game were originally planned for the story of the later Final Fantasy VIII, with the final battle of Tactics taking place against a false god named Deus and his angelic host Ultima, the High Seraph. Final Fantasy VIII's religious themes were thus quite a bit more esoteric and obscure, which Hiranobu Sakaguchi, in a 2003 interview, claimed “freed us up to do a story that stood more on its own merits rather than being allegorical”. Final Fantasy Tactics was the story of a young man named Ramza, his best friend Delita, Ramza's sister Alma, and the princess Ovelia. The four of them were caught up in the middle of a war between rival factions seeking to claim the throne of the land of Ivalice, while all the while both sides were being manipulated by the Glabados Church under the auspices of a false god summoned and sustained by the Dark Zodiac, a force that has corrupted the twelve Zodiac Stones that hold mankind's true power. As Ramza and his allies march across Ivalice, they battle these corrupted Zodiac beings and the agents of the Church. Obtaining the purified Zodiac Stones allows Ramza and his allies to access more jobs in battle (similar to how obtaining crystal shards allowed more jobs to be obtained in Final Fantasy V). In the end, though the false god Deus and his high seraph are defeated, the corrupt church remains in power, and Ramza, now branded a heretic, is forced with his sister into exile, while Ramza's friend Delita, himself corrupted by the power he has gained, marries Ovelia and becomes King of Ivalice (though in the ending of the game, the two kill each other, Ovelia stabbing Delita to save Ivalice and Delita stabbing Ovelia out of revenge). It is implied after the credits that though the church remains in power, now that the power of the Zodiac Stones has been liberated, it is only a matter of time before a hero (perhaps Ramza, perhaps another) gathers enough power to truly make Ivalice free again.

    The game sold well in Japan, and somewhat (though not quite as well) in North America and Europe. The translation, handled by a team handpicked by North American Squaresoft head Ted Woolsey (who contributed some of his own work to the translation when he had the time to do so) was regarded as the best of any Squaresoft localization to date. Unlike many of the Squaresoft games of the time, the game lacked voice acting for the most part, though there was some narration at key points in the story during explanatory cutscenes. It became yet another Squaresoft classic, and Yasumi Matsuno had established his place as one of Square's most gifted game designers, justifying his decision to leave Enix in search of new endeavors.

    -excerpted from “The Enixodus: Game Designers Post-Enix”, an article on Gamesovermatter.com

    -

    Part two of “Project Ehrgeiz”, Deepground is an old-school dungeon crawler starring the archaeologist Koji Masuda and his young assistant Clair, who venture into a deep dungeon to discover ancient secrets, battling monsters and other unscrupulous treasure hunters along the way. It's an action-RPG, with a combat system that's sort of like a fighting game (think of perhaps Virtua Quest on the Saturn, but in real time, with the combat system from God Bless The Ring with the addition of optional weapons). The dungeon crawling itself is similar to what's found in the Brandish series, though not quite so difficult. Resources are plentiful for the most part, as is new equipment, and the dungeon isn't quite so confusing. The dungeon itself is divided into six main sections, each one tougher than the last, though if you're looking for an action-RPG version of Final Fantasy, you're out of luck. Despite the game being made by Square, it shares very few similarities with any other series the company makes. It's a totally original property, though it's not the most innovative dungeon crawler out there, or the most fun. It's a well made game for sure, but it's not a classic by any means.

    -excerpted from Gamespot.com's 7.1/10 review of Deepground, posted on April 14, 1998

    Squaresoft's Plans For 1998 And Beyond Coming Into Focus

    With Final Fantasy Tactics and Deepground, Squaresoft's two April releases now in stores, the company is focusing its plans on their next major RPG. Fairytale topped the charts in Japan upon its release there and scored a 39/40 in Famitsu magazine, a near perfect score. The game, developed by much of the team behind the 1996 hit Chrono Trigger (though without Akira Toriyama and a few other key members of Dream Project), looks to be a major hit in the states as well when it releases here in July, as Squaresoft prepares a major advertising blitz for the game including store displays and magazine ads. Of course, Square's biggest hit of the year still looks to be Parasite Eve, which is set to release this holiday season. The game's English language voice acting is nearly complete, and we have received information about two of the game's main voice actors. Jennifer Hale, mostly known for her roles on The Buttkickin' Girls as Princess Morebucks and Miss Keane, but also known for appearing in several video games, is said to be starring as the lead character Aya Brea, while Broadway and Hercules star Susan Egan has been cast as the voice of Eve, the mysterious antagonist of the game. The game will be heavily featured at the upcoming E3 conference in May, though pre-release stills of the game's cutscenes are remarkably beautiful, showing off the full capabilities of the Ultra Nintendo. Squaresoft is also planning a sequel to its popular side scrolling action game Kyuriadan. Titled Brave Fencer Kyuriadan, the game is said to have more of an RPG feel and should presumably a bit more lighthearted than Squaresoft's other recent games.

    Finally, we have another update on Final Fantasy VIII. Squaresoft has released the first screenshots of the game's most distinguishing feature: the fact that the player will be piloting giant mechs at some point during the game. These mechs, referred to as “Guardians”, appear to be the game's summons, with one of the mechs shown in the screenshots named Quezacotl and the other named Shiva. The game is well into development now and we'll likely get more information at this year's Tokyo Game Show in the fall, when Squaresoft plans to release the first cutscene footage from the game.

    -excerpted from an April 18, 1998 article on Gamespot.com

    -

    Despite the departure of series creator Yasumi Matsuno, Ogre Battle: Princes of the Universe did not miss a beat from previous games in the series. In fact, many of the series' fans regard it to be the best game in the series. The game, named after the popular Queen song from the “Highlander” soundtrack as a tribute to Matsuno by one of his former colleagues who'd stayed at Enix, is very similar to the original Super Nintendo game Ogre Battle: The March of the Black Queen, though now with fully 3-D graphics and improved gameplay mechanics. The game puts you in the shoes of an unnamed lord who can be male or female. Much like the first game, the lord's initial personality and statistical development depends somewhat on answers given in a quiz at the start of the game, gauging the player's response to various situations. The player character is put at the head of an army and tasked with saving the land of Kyothera from the dark wizard Thalian, who has designs on conquest so that he can sacrifice the people of the land to gain more power from the dark god Goreth. A major task given to the player is the opportunity to recruit seven special princes, the “Princes of the Universe” referred to in the title. The player automatically recruits the knight prince Lans, though the other six can only be recruited through the completion of (sometimes very difficult) special missions that are optional to the main story. Depending on the player's actions, the princes can become friend, foe, or neutral. If recruited, they become powerful allies, the seven princes are the most powerful characters in the game (besides the player character) and recruiting all seven makes the player's army nearly unstoppable in battle. If you have a female lord, the princes can even be romanced (this doesn't change the story much, it's just another optional thing you can do). Though small parts of the ending can change depending on the player's actions, the game essentially has three main endings. In the “good” ending (which is somewhat bittersweet), the player fails to recruit the prince Rakard, who ends up becoming the game's primary antagonist. Rakard is portrayed as a tragic character, and in defeating him, the player saves the world and ensures peace, but at a rather high cost. In the “better” ending, the player recruits Rakard but does not recruit all seven princes. In this ending, Thalian is the final boss, and though he is defeated, the dark god Goreth remains. Peace has been restored to the land and all is well, but it is hinted that the peace is not a permanent one and that Goreth will rise again some day to wage war on mankind. In the “best” ending, only gained by recruiting all seven princes, Goreth becomes the final boss. It is a very difficult final battle (to compensate for having the power of the seven princes), but defeating Goreth wins not only peace, but an eternal peace, with the lord and the seven princes revered as heroes of the land (and if you have a female lord and romanced one of the princes, the game ends with a very happy wedding scene).

    Princes of the Universe sold quite a bit better in North America than the original Ogre Battle or Tactics Ogre, largely due to Sega promoting the game as its biggest April release (alongside Streets of Rage IV, which was the Saturn's best selling new release that month by a significant margin). It wasn't a huge hit , but it was profitable, and along with the game's massive sales in Japan, ensured the survival of the Ogre Battle series well into the next generation of consoles.

    -excerpted from the article “Ogre Battle Fight” on Gamesovermatter.com

    Terranigma And Beyond

    Along with Ogre Battle: Princes Of The Universe, Enix is finally re-releasing Terranigma for the Sega Saturn. Unlike the previous Soul Blazer compilation, Terranigma's Saturn release is a significant graphical improvement over the original game, featuring 3-D visuals and more than twice as many anime cutscenes, along with full voice acting. The game's re-release should help boost North American sales of June's Granstream, Quintet's latest action-RPG, which was #1 in Japan upon its release in February. The game features fully 3-D environments and, unlike any of the previous Quintet titles, is said to be a sci-fi space epic. Enix is planning another space epic for 1999 with Laika's Journey, an RPG about a space mission conducted by an anthropomorphic dog, said to be based on the classic Russian space mission during the 1950s. The company has also been said to be in the early stages of development on Dragon Quest VII, a highly anticipated RPG which will likely release in Japan sometime next year.

    -excerpted from an article in the May 1998 issue of GamePro

    -

    Lufia III: The Ancient Tower was the final installment of the series on the fourth-generation, and though it didn't make any major strides from the series' first two games, it wrapped up the “trilogy” in a very nice bow. The game takes place 200 years after the events of Lufia and the Fortress of Doom, which saw Maxim, Lufia, Aguro, and Jerim bring down the Sinistrals and their fortress at Doom Island. The world is now quite a bit advanced in terms of technology thanks to the work of the Shaia Corporation, which has been built by the descendants of the scientist Lexis Shaia. Most of the game's civilization and tech is comparable to our modern day, with airplanes, cars, skyscrapers, and televisions. In fact, very little of the world's original magical heritage still remains. The events of the game kick off as a buried tower is discovered in a dig by a group of Shaia corporation scientists, though the tower is claimed by the game's two rival nations, who both get much of their weaponry from Shaia Corp. The company is run by Faram Hydale, who ran the previous president, a young and brilliant woman and descendant of the Shaia family, Angelina Rumalia Shaia (named “Angie” for short) out of the company in a hostile takeover. Now somewhat disgraced, Angie is seeking someone to help her test her new inventions in a bid to get back control of her company. Enter Maxim, descendant of a long line of heroes named Maxim, who is working as security for Lana Serani, the president of one of the warring nations. The other country is ruled by a military dictator, General Gash. Maxim's work for Angie soon grows afoul of Gash's ambitions, especially his mission to hunt down and kill a group of magic users led by the mysterious Sara, a descendant of Artea, the legendary elf hero. There's also a brash rebel leader named Shawn, a descendant of Tia and Dekar from Lufia II, who joins the group. Though there are two other playable characters over the course of the story, Maxim, Sara, Angie, and Shawn are the main four. Eventually, the party runs afoul of Lana as well, making enemies of both nations, though the main secret of the game is eventually revealed: General Gash is the Sinistral Gades, while Lana is the Sinistral Erim (and also Maxim's mother, since Maxim is a descendant of Maxim from the original game and Lufia, who was the Sinistral Erim originally, the blood of the Sinistrals runs through the new Maxim's veins, and Erim can manifest herself in any female of the line). Faram is the Sinistral Amon, and together, the three are attempting to resurrect their leader Daos through starting an enormous war that will take many human lives, enabling Daos' resurrection. However, while Gades and Amon are full-on behind the plan, Erim, whose son is trying to stop her, is reluctant to help them, and Lana Serani is portrayed the entire game as a very reluctant villain who becomes close with all of the heroes at one point or another. Eventually, near the end of the game, Erim is forced to give her power willingly to aid in resurrecting Daos (Gades and Amon have taken Maxim hostage and will kill him if she doesn't comply). After Daos is resurrected, Doom Island lifts up into the sky once more, now with the massive tower at its center. The heroes must ascend the tower and put an end to Daos once more. After defeating all of the other Sinistrals, including Erim, the heroes battle and defeat Daos. But this time, Daos has a backup plan. He appeals to the Sinistrals' overlord, Arek the Absolute, for the power he needs to crush Maxim. But Arek has sided with humanity, viewing them as having become even stronger than the gods. Daos defies his master and takes Arek's power as his own, becoming Absolute Daos for one final battle with the heroes. Even after being defeated this final time, Daos refuses to give in, and vows to take the entire universe with him in death. It is Erim who sacrifices herself to destroy Daos once and for all, and having defied the will of the gods, Daos is cast into an eternal nightmare from which he can never return, while Erim, having finally shed the last of her evil, ascends to her new role as humanity's mother goddess from which she can watch humanity's progress from afar. Thus the Lufia series ends with the Sinistrals forever defeated and humanity victorious.

    The game's battle system was very similar to that featured in the previous two games, though there is an intriguing addition: “Capsule robots”, similar somewhat to the “capsule monsters” of Lufia II. The party can be accompanied by a pair of customizable robots. Unlike the capsule monsters, of which there were only seven, dozens of different kinds of robots can be built and customized with all sorts of different parts. It's a lot more complex of a system than the capsule monster system, and it's also somewhat easy to exploit the system and make your party nigh-invincible with a couple of well customized bots (usually one for attack and another for healing/support). The game ultimately wasn't the most innovative RPG to be released, the plot was strikingly similar to the previous two games (though Lufia III didn't have nearly as many “fetch quests” as Lufia II did, most of the quests were related to the main story....as a consequence of this, the game was a bit shorter than its predecessor). Technologically, it was somewhat spartan as well, with 2-D graphics that were only slightly more detailed than previous games (it can be argued that Taito's Axes of Avenglia, which released in 1993, had more advanced looking graphics). There were a few animated cutscenes, though they featured no voice acting at all and only totaled about five minutes, far less than the near hour that many major RPGs of the era had. Despite all of this, Lufia III is largely regarded as one of the SNES-CD's top games of 1998, competing with games like Sphere Soldier and The Three Caballeros for top game of the year honors for the SNES-CD. It sold poorly, making it one of the system's most collectible titles, though fans today still hold a soft spot for the game, which finished off the trilogy in perfect and largely happy fashion (it was the only game of the main trilogy to see its main female character not dead or an amnesiac by the end of it, though obviously the game implies that Lufia in the original game eventually did recover her memory since she ended up marrying Maxim and having descendants). The quirky but still badass Angie is probably the fans' favorite character in the entire series (though Lufia II's Dekar remains a close second). The game was the last truly great RPG on the Super Nintendo CD, and for that, it remains etched in the hearts of RPG lovers to this day.

    -from an article posted on RPGamer.com on November 22, 2004

    -

    (Author's Note: The Three Caballeros was an idea sent to us by our reader Cataquack Warrior! He did a great job on it and he's got even more details on the game to post later on.)

    Capcom returns for one final SNES-CD classic, particularly to the world of Disney. The Three Caballeros is an epic quest, far more complex than the company's previous outstanding titles The Magical Quest Starring Mickey Mouse and Aladdin, both of which were some of the best games the vanilla SNES had to offer. This is the first (and presumably last) Capcom Disney title on the Super Nintendo CD, and it's an absolute doozy, featuring some of the best graphics yet seen on the system (brilliantly animated 2-D and even some nice 3-D during certain scenes). The Three Caballeros is a Disney film most have never even heard of, though this game is a completely original story, penned by comic whiz Don Rosa, creator of the classic Life And Times Of Scrooge McDuck, among many others.

    The game takes the Caballeros (Donald Duck, Jose Carioca, and Panchito Pistoles) on an adventure spanning Latin America, with dozens of levels to explore along the way. The game is very similar in some aspects to the recent 2-D platformers Troublemakers and Serratopia, though it also has its own charm (and relies a lot less on combat than the two previously mentioned games). There are even fully voiced FMV cutscenes along the way, making this game almost a modern Disney movie in and of itself. The game even features a bonus rhythm game in which you tap buttons to the beat of the music to make the Caballeros play. There are also flying levels and horseback levels, and these levels are done to perfection, with very little of the frustration that accompanies a sudden gameplay change in other games.

    The Three Caballeros is one of the best Super Nintendo CD games in a long while, and though many of you might have moved on to the Ultra Nintendo, you'd be doing a disservice if you didn't check this game out (and if you don't have an SNES-CD, remember, the Ultra Nintendo IS backward compatible!)

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

    -review of The Three Caballeros from the May 1998 issue of GamePro

    -

    Mysteria 2: The Four Princesses doesn't return to the land of Mysteria (which makes one wonder why they kept the title the same...). It instead takes you to a brand new realm, ruled by four princesses: Diamond, who rules a land of ice and snow, Emerald, who rules a land of lush green trees, Ruby, who rules a land of fire and volcanoes, and Sapphire, who rules a great oceanic archipelago. When a great evil threatens the world, these four princesses must be found and....”persuaded” to help the heroes' party (some are more reluctant than others). It's not the most innovative RPG, but it's got some excellent graphics, showing off what the Ultra Nintendo can do, and even the voice acting is decent (three of the princesses are voiced by the same woman, but that woman is Kelly Weaver and she's fairly talented). For those who enjoyed the first game on the SNES-CD, this is a must have, and for RPG fans in general, it's a recommended pick-up if you can make time between all the great stuff that's been coming out for us as of late.

    -excerpted from a review of Mysteria 2: The Four Princesses on RPGamer.com, on April 29, 1998

    -

    And if you're an anime fan, it's increasingly apparent that the Sega Saturn is the system for you. Though the Super Nintendo CD did get the Sailor Moon game (and a remake of the RPG Sailor Moon: Another Story has just been announced for the Ultra Nintendo and will likely see Western markets this time around), most anime titles as of late have been coming to the Sega Saturn. That includes the dating sim/tactical RPG hit Sakura Wars, which after two years of languishing in Japan has finally made its way Stateside. The game features some exciting mecha based combat action, but the meat of the game is in how you interact with the game's large cast of female characters. Depending on how well you do with them, you'll improve their stats in battle and maybe even win the heart of the girl of your dreams in the game's ending!

    The other big Saturn anime title as of note is the localization of the Magic Knight Rayearth game. The anime series has been airing on Fox Kids for several months now, and the game itself is dubbed by the English voice cast. The game is an action RPG that sees heroines Hikaru, Umi, and Fuu journeying to the world of Cephiro to fight the evil Zagato! This game too was delayed for quite some time, though the localization of the anime on Fox Kids undoubtedly made its Western localization more attractive. The graphics are somewhat primitive, but the gameplay is quite excellent and for Saturn owning anime fans, it's another great addition to your collection!

    -excerpted from the May 1998 issue of Animerica

    Cowboy Bebop Proving A Controversial Hit, Kronia Making Waves

    Japan's newest hit anime is the bounty hunting sci-fi action series Cowboy Bebop, set in the future and revolving around a group of bounty hunters who pursue criminals across the solar system on their spaceship, the Bebop. The first four episodes have already aired, but the series is already causing a stir due to its violent content and adult themes. Though some Western anime fans may believe Japan to be a land where censorship is exceptionally lax, in reality, violent content is perhaps even more taboo in Japan than it is in the West. Though Japanese television aimed toward children is more likely to allow certain content that wouldn't fly on American children's TV, in general, extremely violent content is still a point of major controversy.

    Another major anime that's been a huge hit on Japanese airwaves is the fantasy time-travel epic Kronia, an adaptation of a manga series that began in early 1997. The series is about a young boy named Togushi who encounters mysterious rips in time that lead him to various dimensions and eras. He teams up with a girl from the future named Bellabeth, who cannot return to her own time because of a grievous error made by Togushi when he visited her era. The two must learn to co-exist as Togushi tries to find out what is causing the rifts, while evading bounty hunters who are pursuing Bellabeth. The series has proven a major hit among kids, adults, males, and females alike, and may be a candidate for localization to the West, with several companies already inquiring into the rights.

    -excerpted from an article posted on AnimeStation.net, on April 21, 1998

    -

    Lyssa Fielding: So yeah, Final Fantasy Tactics IS a strategy RPG, but it's still Final Fantasy. There's chocobos, there's moogles, there's magic, it's all there. Even Cloud is there if you look for him!

    Gary Westhouse: That's right, AND we're gonna tell you how to find Cloud in Final Fantasy Tactics next week.

    Lyssa: It's a really fun game! Recruiting new characters is a snap, though you'll want to seek out plot important characters since the generic guys you recruit at the bar don't get quite as powerful.

    Gary: That's understandable, since, you know, you're basically recruiting random drunks off the street.

    Lyssa: Hey, that IS a pretty good way to get an angry mob started!

    Gary: The music is incredible. They got a different composer from Nobuo Uematsu, but this new guy, Hitoshi Sakimoto, sets a perfect mood for the game.

    Lyssa: It's a pretty dark story, even compared with Final Fantasy VII. Those of you who like happy smiley RPGs might want to play Mysteria 2 instead.

    Gary: Don't you like happy smiley RPGs?

    Lyssa: Well...yeah, but this one was good enough to keep me playing it anyway. I give Final Fantasy Tactics a 4.5 out of 5!

    Gary: Yeah, 4.5 from me too, this is a pretty fantastic game.

    (…)

    Ted Crosley: Ogre Battle: Princes of the Universe was a well made game, but for me, something was missing.

    Brittany Saldita: Like....?

    Ted: The battles are still really repetitive. They improved the battle system, yeah, but you're still going around the map, freeing villages, fighting the enemy army...if you've played the first one, this game is the first one with a pretty coat of paint and seven dudes you have to go find.

    Brittany: Well, six, they give you one.

    Ted: Okay, still.

    Brittany: We weren't the biggest fans of Tactics Ogre when it came out. But I LOVED the original Ogre Battle and this one's just as good. I liked the challenge of finding the princes and recruiting them. I even got to have a nice sweet little romance with one of them.

    *A brief snippet is shown of Brittany's lord character attempting to woo Debonair, who was made into one of the princes for this game.*

    Ted: The dude's name is Debonair. I mean, COME ON.

    Brittany: Hey, you quit badmouthing my husband!

    Ted: I will give Princes of the Universe credit. One, it's named after a badass Queen song. Two, it's better than Tactics Ogre. The graphics are great, the soundtrack is great, I just thought it wasn't anything special. I'm giving it a 3.5.

    Brittany: Well, I'm giving it a 4.5. I didn't like it QUITE as much as I liked Final Fantasy Tactics...they're two completely different types of games. Final Fantasy Tactics did what Tactics Ogre tried to do, and did it right. Meanwhile, Ogre Battle went back to its roots and it should stay there. This is an excellent game.

    Ted: Does your new husband Debonair know that you snore?

    Brittany: He will learn to live with that!

    -excerpted from the April 7, 1998 episode of GameTV

    (…)

    *Ted and Alex are wearing very nice sombreros for their review of The Three Caballeros.*

    Ted: I was really into The Three Caballeros. I mean I've never seen the movie, is this based on the actual movie?

    Alex Stansfield: It is not. And the movie is quite good in its own right. But uh, yeah Capcom outdid themselves with this one. There's more than 20 levels, three different characters to play as, some amazing graphics, outstanding voice acting....I think there's only one Disney game I've liked more than this, and it's Ducktales on the original NES.

    Ted: Ducktales? Really?

    Alex: That game was awesome! But yeah, I dunno what it is with ducks and Disney. You take a duck, you put him in a Disney game, instant classic.

    Ted: I didn't really enjoy Ducktales-

    Alex: Did you even play it?

    Ted: I did, and it wasn't that good. But this game was really good. The gameplay's outstanding, I thought, you know, my favorite Disney game was Aladdin on the Sega CD, and this game beats even that one. It's got better cutscenes, and Aladdin had cutscenes from the ACTUAL MOVIE.

    Alex: The level of detail in the graphics is out of this world. Don't give up on the SNES-CD just yet, there's some great stuff on there.

    Ted: Well, this game will help breathe some life into it for sure. I give The Three Caballeros a 4.0.

    Alex: And I'm giving it a 4.5, I absolutely recommend that you check it out. *he rattles some maracas* We should start singing!

    Ted: No we shouldn't, but this game does make me feel like dancing! *the two of them dance as it goes to commercial*

    (…)

    Alex: I wasn't feeling Streets of Rage IV, I REALLY wasn't feeling Streets of Rage IV.

    John Walden: This game was a disappointment. Um, the plot...they regressed in terms of the plot. They give you six characters, none of whom have a very interesting backstory, they even turned Axel and Blaze into, you know, sort of shades of what they were in Streets of Rage 3.

    Alex: The graphics even....they were 3-D but it was kind of a clunky 3-D. Unimaginative level backgrounds... I was really disappointed with this one too.

    John: I do appreciate them not censoring anything like they did with Streets of Rage 3, but there really wasn't much to censor. None of the bosses were interesting except maybe the lady doctor.

    Alex: But that giant needle she was wielding? So silly. And then the final boss, I'm not gonna spoil him but his methods and his reasons were catastrophically stupid.

    John: The fighting took a step back, as I said earlier, it's way too easy to pull off combos, the problem is that they gave you too many automatic combos, so you could be trying to do something unique and end up doing the same special punch over and over and over again, and they made the enemies damage sponges to compensate.

    Alex: I'm giving Streets of Rage IV a 2. I know a lot of you Sega fans have been waiting for this one a long time and I'm really sorry to say how bad it was.

    John: I gotta agree, 2 out of 5 from me. I imagine a lot of people are gonna buy this game anyway due to how much coverage it was getting, but take it from us, this game is not as good as it looks in the previews.

    Alex: What a shame. *shaking his head*

    -excerpted from the April 14, 1998 episode of GameTV

    (...)

    Ted: And we gotta go for this week but...before we do....the sad news I have to report is that this is goodbye for our friend, long long LONG time host of the show for three awesome years, John Walden.

    John: Yeah, guys, really sorry to go but I did get a pilot order from UPN, so I'll be heading over there for a show that's gonna premiere next January. It's a big opportunity for me but I'm gonna miss everybody here a whole lot, this job has been...it's been like a dream. I got to talk to some amazing people, I got to meet SHIGERU MIYAMOTO...! Of all people....it's just been incredible.

    Lyssa: *hugging John and looking very sad*

    Alex: It's been a lot of fun having you here, we're all gonna miss you a ton. *he hugs John from the other side*

    Brittany: You have been....such an amazing friend to me, and we'll still be friends, we just won't be seeing each other every week which I'm really gonna miss....it really sucks to see you go....

    Gary: When I first got here you were the guy to help me out, show me the ropes because this was a whole different kind of show, I had a lot of fun right away and a big part of that was you, man.

    John: Guys, you're making me not wanna leave! *he looks really sad and Lyssa kisses his cheek* Maybe I'll come back someday, you know?

    Ted: Well, we do hope your show on UPN is a huge success even if it means you won't be back here, I know you're gonna do a great job over there, cracking everybody up like you've always done for three years on GameTV.

    Alex: And that's the end of our show....next week, we enter a whole new, John-less world, it's not gonna be the same, but we are gonna head to Valve headquarters where we will be among the first to get to play the nearly completed, highly anticipated Half-Life.

    John: AAAAAAAAAAGGGGGH oh my god no! I'm gonna miss Half-Life?

    Lyssa: This is too cruel!

    Alex: We're also gonna see if the Ultra Nintendo's Tomb Raider II stacks up to the Saturn version, and no, we are NOT gonna be getting locked in a closet for this one!

    Ted: Also, that's right, it's Tekken 3, it's finally here on the Sega Saturn. A big week next week, a HUGE week...

    John: Damn, now I really don't wanna leave!

    Ted: Next week, on GameTV!

    *The show ends with all the hosts crowding around John, hugging him, shaking his hand, wishing him well, all of them really sad to see him go.*

    -excerpted from the April 28, 1998 episode of GameTV

    -

    SNES-CD Power Charts: April 1998

    1. Donkey Kong Country 4
    2. The Legend Of Zelda: Ocarina Of Dreams
    3. Chrono Trigger
    4. Tale Phantasia
    5. Tales Of The Seven Seas 2
    6. Super Mario World 2
    7. Extreme Go-Karting
    8. Victory 2
    9. Kirby’s Adventure 3
    10. Forever And Ever With You

    Ultra Nintendo Power Charts: April 1998

    1. Final Fantasy VII
    2. Super Mario Dimensions
    3. Resident Evil
    4. Tomb Raider
    5. Ultra Mario Kart
    6. Star Fox 2
    7. Castlevania: Symphony Of The Night
    8. Armored Core
    9. Bushido Blade
    10. Mystical Ninja Starring Goemon

    The Official Saturn Magazine Buzz Chart – April 1998

    1. Panzer Dragoon Saga
    2. Resident Evil 2
    3. Tekken 3
    4. Tomb Raider II
    5. Streets Of Rage IV
    6. Sonic The Hedgehog 4
    7. Ogre Battle: Princes Of The Universe
    8. Klonoa: Door To Phantomile
    9. Terranigma
    10. Quake

    -

    As of the end of April 1998, the Ultra Nintendo has sold over 10 million units in North America. The console remains in short supply, though it's now somewhat easier to find if you're smart about it. In some cities you can probably even wait a day or two after a shipment and stores will still have a few Ultras in stock.

    In less than six months, the Ultra Nintendo has done what it took the Super Nintendo CD two years to do. The console is rapidly catching up to the total sales of the Sega Saturn and will likely surpass the Saturn's lifetime worldwide sales by the end of the year. That's an astonishing feat, and sales could surpass even current expectations due to Nintendo's recent announcement that the Ultra Nintendo will release at least one “flagship” title per month through the end of the year. The next big title? Gran Turismo, a racing game that is already receiving astonishing reviews from multiple outlets for its graphics and realistic simulation-style driving. The game has been in development for a number of years and though it's not receiving much coverage in the mainstream, among the gaming press it's been one of the most hotly anticipated titles in a long time.

    By the time this magazine reaches your hands, the E3 conference will be taking place, and it's believed among insiders that Sega is planning to drop a massive bombshell at the conference, though if the rumors are any indication, their announcement of a new “Ring” add-on for the Saturn is the worst kept secret in gaming. Despite the leaks, Sega's announcement should stir up some buzz and will quite possibly revitalize sales as Sega positions itself for its most important holiday season perhaps ever. Nintendo's E3 lineup will likely consist of games we've already been hearing about: The Legend Of Zelda: Temple Of Time, Metal Gear Solid, and Parasite Eve, among a number of others, including Aeroboy, a Satoru Iwata developed game that is currently at the top of the charts in Japan. Will Nintendo use E3 to reveal a surprise of their own, or to tell us more of what we already know: that the company is at the top of the mountain and looks to stay that way for the foreseeable future?

    Whatever happens at E3, this much is clear: it's truly a wonderful time to be a gamer.

    -from the editorial of the June 1998 issue of Next Generation magazine
     
    The Three Caballeros: The Last SNES-CD Masterpiece
  • Three Caballeros

    [FONT=&quot]Ohhh!!! Through fair and stormy weather,[/FONT]
    [FONT=&quot]We’re always together,[/FONT]
    [FONT=&quot]So let come what may![/FONT]
    [FONT=&quot]Like brother to brother,[/FONT]
    [FONT=&quot]We're all for each other:[/FONT]
    [FONT=&quot]The Three Caballeros![/FONT]
    [FONT=&quot]Forever we'll stay![/FONT]

    -Final Verse of The Three Caballeros Theme


    Production


    For this project, Capcom decided to turn to the world-renowned writer of Donald and Scrooge comics, Don Rosa. Having been inspired by the original writer of Donald Duck and Uncle Scrooge comics Carl Banks, Don Rosa had built on the stories to make numerous adventures that would take Donald and his nephews around the world. He had a unique talent both in drawing and writing, and was particularly popular in Europe. However, he was becoming increasingly fed up with his publisher Egmont, which gave him little control over his own work and even used his work in promotions, all the while never paying him any royalties for his work besides the standard pay.

    When Capcom contacted him, however, he was excited to make a game focused on The Three Caballeros, one of his favorite Disney movies. He put his full effort into the project, and provided not only the plot but also much of the art. Many of the levels contain intricate backgrounds made by Rosa, often with little scenes and Easter eggs hidden in the backdrop. Similarly, the FMV cutscenes show the full emotions of the Caballeros, not to mention put scenes-within-scenes into the background. Most of all, the story was considered one of Don Rosa's best, embodying the sense of adventure that he loved.

    Capcom appreciated Don Rosa's efforts, and repaid him through considerable royalties, the first he had ever received for his work. In addition, Don Rosa's reputation made the game a hit worldwide, not only in the Latin America niche the company hoped to appeal to but also in Europe and other parts of the world. This increased interest in his work helped give Don Rosa a lever in his negotiations with Egmont, allowing him to at last receive adequate compensation for his comics. Rosa always said that he was never in it for the money, but his new wealth at least allowed him to find some respite in his work. Some even say that his improved situation allowed him to stay active longer as a comic writer, only retiring in 2011 after his eyesight finally began to decline.



    Gameplay

    You can play this 2D platformer as any of the three Caballeros, each with his own strengths and weaknesses. There are sombreros scattered throughout each level to let you switch character, or you can play in a multiplayer mode with up to three players.

    Donald is the "Mario" of the team, lacking special abilities but having well-rounded stats overall. Despite liking to seem in control of himself, Donald has a short fuse under pressure. Used to getting the short end of the stick, Donald is embarrassed at the awe in which his two friends admire their North American companion, and is secretly afraid that they will reject him if they realize that he really isn’t a hero like they think.

    Jose Carioca is a green parrot from Brazil, wearing a dapper vaudeville hat and wielding an umbrella. He uses his umbrella offensively as a spear by thrusting it forward and defensively as a shield by opening it. He can also use it to glide down from high heights. On the downside, he is the slowest of the group, having a sort of gentlemanly walk. He is a smooth talker, and enjoys flirting with the ladies. Despite his suave demeanor and way of hitting it off with the ladies, Jose is actually in a rut, struggling to make a day’s pay. Although he says that he has done well as a nightclub performer, he has had trouble making it on his own. In addition, he tends to panic when things go wrong. He is a big fan of Donald, but is also a little jealous.

    Panchito Pistoles is a hot-blooded Mexican rooster, wearing a sombrero and wielding two pistols that let him hit enemies from a distance. Plus, as of the three species chickens are the only one that actually evolved for specifically ground travel, he is the fastest runner, but cannot jump as high as Donald or Jose. He has done pretty well for himself as a humble cowboy, but thirsts for adventure and finally striking it rich.

    In addition to standard 2D levels, the game features some special levels requiring alternate forms of gameplay, such as flying a plane or riding a horse. The most famous of these bonus levels are the musical interludes placed at several points in the game. In them, you tap to the beat to help the Caballeros sing their theme song. The first two times, you eventually get cut off, but you get one last chance in the finale.

    All in all, the game has over 50 different levels, not to mention an extra-hard and long bonus level you can unlock with enough effort.

    Also, the game contains some bonus material accessible on the main menu, including information on some of the real-life locations in Central and South America included in the game.


    Story

    The first mini-arc of the game actually comes from one of Rosa's OTL comics. The game starts out with Donald dropping off his nephews at the week-long Junior Woodchuck Jamboree in Divisadero, Mexico. Left on his own for a week, Donald checks into his hotel, feeling lonely not knowing what to do with himself. However, he learns that the management turned his room over to a local “gentleman” (bandit) after some convincing. Frustrated, Donald goes to the room to give him a piece of his mind. The elevator's out, so you need to take the back way in, while also getting some tips on gameplay. However, the bandit is away on “business,” and his girlfriend is being courted by Donald's old friend Jose, who is working at the dinner club. The bandit unexpectedly returns, and Jose claims that she was bitten by a herd of venomous snakes and that he was merely trying to suck the venom away. The excuse failing to persuade the outlaw, Donald and Jose scramble in a mad chase through the hotel until they escape in Donald’s car.

    After things calm down, the two old pals get reacquainted, and try to find their way back to town on foot after the car gets a flat. Eventually, they encounter the third Caballero, Panchito, who is searching for the long-lost Spanish silver mine of Tayopa. After another level, the three find it, only to realize that it was buried by a flood of magma, now long-since hardened. However, Donald spots the open belfry to the mine’s church, and remembers from his adventures with Scrooge that the Jesuit priests used their missions as cover for storing treasure. The team descends into the mission and deals with bats and still-hot magma along the way. Eventually they find a couple of silver kegs.

    The Caballeros head to a nearby town and load their goods onto a train to ship to Divisadero. While waiting for the train to finish loading, they step into a local tavern, and stumble upon the bandit from before. It turns out that the bandit was searching for Panchito, having heard rumors that he had a map to Tayopa. They perform as the Three Caballeros as a cover, but the bandit gets wise and discovers the silver. He hijacks the train, and you have to chase after him, first riding on Panchito’s horse to catch up with the train and then hopping onboard and running up the flatcars to catch up with the locomotive. The bandit comes out to fight you, his gun forcing you to use the stored mining cars for cover, but halfway through the fight the beleaguered train driver decides to just eject the flatcars, sending all of you careening back down the winding tracks through the canyon. Gold Hat still has his sword, though, and he's not out of the fight yet. You need to defeat the bandit, save the silver kegs, and get off before the cars reach the unfinished part of the track and plummet into a ravine.

    After you get through the train ordeal, you realize that the “silver” kegs actually hold mercury, which the miners used to filter out and remove the gold. This would be the end of the adventure, but it is only the beginning, as you find a hidden note mentioning how the silver was transported to a secret vault made by Cortez underneath the pyramids of Mexico City. The team travels to Mexico City and finds the secret passage leading deeper into the temples beneath the pyramids, facing various traps along the way. However, the vault itself has been ransacked. You find a diary note by a guard saying that mysterious attackers stole the gold and silver, and that he was going to hide the remaining treasure in the Caribbean, but half of the letter is missing.

    Back in the city, the team rests in a local tavern and discusses their next move. However, the police storm the bar, led by Thoth, a black-headed ibis from Interpol. She intends to arrest them for looting a national heritage sight, but she seems to be hiding something. You run from the police in a wild chase through the markets of Mexico City, and then flee on horseback through another level. The chase continues in Acapulco, going through the beaches and resorts before culminating when the Caballeros involuntarily practice the traditional cliff diving into the sea. You have to avoid hitting the jagged rocks on the way down, so Jose is the best choice. They end up falling into a whirlpool, and have to find their way through flooded caverns running underneath Central America.

    They come out in a well within a hidden section of the Mayan Copan Ruins in Honduras. After exploring the ruins, they end up encountering the Cuban toucan Poca, who is also investigating the raiders. It turns out that he has the second half of the journal. Together, the completed diary reveals that the Spanish guard hid the remaining treasure in a part of the sea that stank from horseradish; this is a reference to the Golden Goose, a ship piloted by Scrooge McDuck’s ancestor that sank en route to Jamaica.

    Poca temporarily joins the Caballeros as an optional player; he is the one member who can truly fly, allowing you to get to high places, and can throw bombs. The team travels to the Caribbean and has a number of adventures, from exploring the Belize Barrier Reef to crossing Trinidad's hot tear Pitch Lake. Finally, you reach the sight of the sunken Golden Goose, and dive down to the shipwreck to retrieve the remaining treasure. You also find another note from the guard, mentioning how he heard the raiders mention going after the golden king (El Dorado) next. Upon learning this, Poca turns on the party, leading to a fight. In the process, Poca destroys the entire ship and all the treasure, suggesting that he is after something else.

    The Caballeros manage to escape in a lifeboat, and row to Guyana, where Donald has previously encountered the infamous golden city and its king. After a short trek through the jungle, you reach the golden city. At its heart is the towering El Dorado, who is still painted silver after his last encounter with Donald. He towers over you, so you need to climb up vines to get behind him and attack. After defeating him, you find a mural depicting how the first king of El Dorado defended the city’s gold against strange invaders, and you also obtain half of a map that the attackers dropped; unfortunately, it is in a strange language.

    On the way back from El Dorado, the party accidentally stumbles into a military zone, and the corrupt police take you to the notorious prison Muerte de Esperanza. There you encounter Poca, who has also been locked up. You team up with him again for a prison break, while dealing with both guards and prisoners. On the way out, you have to fight Thoth, who has personally showed up to gain custody of the Caballeros and Poca. From Thoth’s conversation with Poca prior to the fight, it seems that both of them know something about the treasure that the Caballeros do not. Thoth uses a handcuff whip and can fire a laser beam that bounces off the prison walls. Poca eventually turns on the party again, but you manage to give him the slip by heading into the Amazon Rainforest.

    There are a few levels in the rainforest. In one of them, you trudge through the underbrush and deal with the local wildlife, from poisonous frogs to jaguars. In another, you have to cross the treacherous Amazon River while dealing with piranhas and other water hazards as the water level rises and falls intermittently. Next, you ascend through the massive trees, eventually reaching the canopy. The following level in contrast sends you below the earth to the Lost World, filled with dinosaurs.

    Then, back on the surface, the goofy Aracuan Bird (a cameo from Three Caballeros) steals the map, leading to a wild chase. The background music for the level is the Aracuan Bird’s zany, eccentric beat, highlighting the erratic nature of the level. The Aracuan is very sneaky and will give you the slip multiple times. The level is interspersed with cutscenes in which the Caballeros seemingly catch the "Clown of the Jungle," only to get tricked and humiliated. By the time this level is finished, you may be just as peeved as Donald with the aggravating bird. Be especially careful near the end of the level, as the bird will start using dangerous tricks such as mallets, dynamite, and even locomotives.

    At the end of the chase, you find yourself at the bottom of a waterfall on the cliffs leading up to the Brazilian highlands. There seems to be no way up, but at night crystals in the waterfall light up, revealing a secret passage up the waterfall. This is one of the most beautiful parts of the game, as you get to see the waterfall lit up by the crystals under the moon, and also get a panoramic view of the jungle as you near the top.

    When you reach the top, you find an abandoned crystal city filled with canals, though the booby traps are still active. After a level exploring the city, you get into a fight with the city’s guardian, the gargantuan serpent Yacumama. It swims through the canals and burrows into the ground before suddenly striking. It will try to gulp you down for its lunch, but it has a delicate stomach, and swallowing the wrong thing might lead to its demise. Once defeated, it spits out the second half of the map. Even when assembled, the map cannot be deciphered.

    The party heads out into the highlands and must traverse the Melancholy Mire, fending off snakes, piranhas, stingrays, and crocodiles. At the end of the level, you encounter a pufftailed woodseer, which speaks aloud the thoughts of those around it. The woodseer brings to light the hidden thoughts of the Caballeros and the issues they have with each other, leading to tensions coming to the surface, and the team splits up.

    You now have four single-character levels. Donald travels on foot up the busy Pan-American Highway, trying to find a ride back to Divisadero; basically, you have to jump to avoid cars, and at times jump from one car or truck to the next. He eventually manages to hitch a ride with Herbie, who appears in a small cameo.

    Jose arrives at the city of Salvador in Bahia, Brazil in time for city’s spectacular Carnivale and gets caught in the parade and chaotic festivities while searching for nightclub openings, but struggles with his regrets on leaving the team.

    Panchito attempts to be a gaucho on the southern pampas, and must catch and then ride a flying burro (another cameo from The Three Caballeros movie). Then there is one more level for Donald as he crosses the roadless Darien Gap at the eastern border of Panama, forcing him to venture through forests and swamps.

    At the end of each level, two in Donald’s case, the Three Caballeros all realize that they still care about their friends, and wish to reunite. Jose and Panchito catch up with Donald at Panama City, and the three friends launch into another reprise of the Three Caballeros theme.

    During the performance, Poca steals the completed map, and the team tails him as he boards the barge S.S. Toucan, headed through the Panama Canal to the Pacific. They spy on him, and learn that he can read the map. It turns out that the raiders took gold and silver from multiple locations, only occasionally coming up short. Poca is trying to figure out where they took all of the treasure in the end, and is going to the various collection sites for clues. He translates one part to learn that one site is in the Incan Andes, but then discovers the party. A fight ensues, but then the navy shows up led by Thoth, and the party dives into the ocean to escape.

    The Caballeros wash ashore on the Galapagos Islands. There aren’t boats running until the next week, so the team decides to investigate tales of the wildlife going crazy. After a couple of levels exploring the exotic habitats of the Galapagos, avoiding cacti, getting thrown upwards by playful sea lions, and using giant tortoises as platforms, you see what was riling everyone up: icebergs…?! You follow the icebergs to their source in an offshore iceberg factory run by Pablo, a penguin who immigrated to the Galapagos via an ice boat in The Three Caballeros movie. He has since decided to return home, and is working to create an iceberg he can float back down to Antarctica. After befriending the Caballeros, he lets you ride one of his icebergs back to South America.

    Once you reach shore, it’s up into the Andes Mountains to reach the ruins before Poca. The mountains are filled with hazards such as traps set by natives, pieces of the cliffs that fall away, and avalanches and rock slides. Along the way, there are callbacks to Saludos Amigos (predecessor to The Three Caballeros movie) and Donald Duck comics. For instance, you have to travel across Lake Titicaca, and then cross precarious suspension bridges using a cantankerous llama in homage to Donald's plight in Saludos Amigos. At one point, you come across the village community of Plain Awful, noted for making everything square-shaped and abhorring circles, and help rescue some lost cubic chickens (that lay square eggs). Then one level has stone termites (from a Mickey and Goofy comic), leading to a scramble as stone platforms crumble into dust.

    You eventually reach the Incan treasury at the very southern edge of the Andes, within the frozen volcano Licancabur, which provides an interesting mixture of fire and ice. The outside of the volcano, including the lake in the crater, is chilly, but the interior is hot enough to make a three-course bird flambé. Once you get past the various traps within the dungeon, you reach the treasure room, only to find Poca already there. The silver and gold is gone, but Poca picks up some strange key that he seems to know the purpose for. Poca uses his bombs and flying skills again, but can also hide in the shadows before suddenly swooping forward. Also watch out for the Incan traps that sometimes go off around the battlefield. After being beaten again, he gives you the slip and flies off to the last collection stop: Easter Island, where he believes he can find the last clue he needs.

    To catch up with Poca, you get a ride with the Chilean mail plane Pedro (from Saludos Amigos). This leads to a special level where you have to pilot the plane to Easter Island. After dealing with stone-head guardians, you get to the secret shrine on Easter Island, only to find that Poca has given up. He reads aloud a note that the raiders dropped, but it does not mention the drop-off site. However, the writer mentioned how she got lost on the way when her ship “crashed and fell,” but was helped by a sailor named Featherbrain.

    Donald recognizes him as the founder of Featherbrain Island in the Honker Archipelago, since Scrooge went there once with Donald and company in search of golden geese. After a level in which you have to deal with the trained geese guards on the island, you talk with absent-minded geese shepherdess Fanny Featherbrain. She says that her great-great grandfather did help such a person, and that a few of the geese accidentally ate some of the “yellow garbage” she was carrying. Since then, a few geese of each generation inherit the “defect”; Fanny sees the gold as useless, as the feathers are too hard for pillows, the eggs are too gritty to eat, and the meat is too stringy. (However, strangely enough, if you pay close attention to Fanny’s story, it appears that the raider also considered the gold worthless.) In any case, the person mentioned that she was taking the rest of the trash to a place with drawings you can see from the sky (the Nazca Lines).

    The Caballeros head for the Nazca Lines to find the treasure. After a couple of levels in the desert (including one involving a flash flood), you find a secret entrance going down below the lines into a strange dungeon. They get to the heart of the hidden temple, but find Thoth guarding the final door. In addition to her tricks from last times, she uses homing missiles and a personal shield. After a battle you manage to defeat her, only to discover that Poca has been following you all this time to see if you knew something more, and took advantage of the fight to sneak past and unlock the door with his key.

    To the Caballeros’ surprise, the gate does not lead to a standard treasure vault, but instead teleports everyone to a secret facility built on the moon. It turns out that both Poca and Thoth are aliens, and so were the raiders. However, instead of what you might think, the Earthlings did not steal ideas from aliens, but rather the other way around. Poca’s race of space pirates used knowledge such as the Incan communication system and the Mayan study of the stars to boost their own technology, but cheated the natives by paying in “worthless” gold and silver; to the aliens, gold and silver have no true value, as they don’t have any special powers or uses. The pirates were eventually arrested by the Galactic Police, of which Thoth is a member. To collect evidence about the pirates’ misdeeds, the police confiscated the gold and silver, thinking that they were actually helping by taking away the worthless items, and stored it all away.

    · Poca isn’t actually after the gold and silver, but rather the other confiscated evidence, as galactic regulations require that all evidence for a case be stored together. The last of his people, Poca intends to reclaim his race’s glory by activating a secret weapon that the race had stolen from another planet. The Caballeros chase Poca through the lunar base to the vault, leading to one last battle against him. This time, he uses the attack that sank the ship back in the Caribbean; head for high ground before the entire floor erupts with bombs. Even after losing again, Poca manages to break into the vault. However, he learns too late that the police actually arrested the pirates for attempting to unleash the weapon, as it is impossible to control and can destroy an entire star system. Now that the vault has been reactivated, it is only a matter of time before the weapon awakens and destroys the star system.

    Poca and Thoth redeem themselves by helping the party get to the weapon in time, and you hurry to deactivate the weapon. The vault contains treasures from the various civilizations you have encountered, so the level is a culmination of the many challenges you have faced on your journey. After a final boss battle against the haywire security system and subsequently the superweapon Kaguya Gun, you finally manage to disable the artifact and destroy it for good. In the process, you destroy all of the evidence, including the treasure. However, the Three Caballeros are content with saving the galaxy and regaining their old camaraderie.

    Just then, Donald remembers that it’s almost time to pick up his nephews. There is a final level as you pilot a small UFO shuttle back to Mexico, passing through some of the earlier levels such as the ones in the Andes, Salvador, the Amazon, and the Caribbean. You crash the ship in Mexico, and must make the final sprint on horseback through rugged Copper Canyon to make it to Divisadero. There are a lot of cliffs in this final area, so watch your step as you leap across the canyon. On the last stretch, Gold Hat, the bandit from the start of the game, appears for a rematch, but is instead unceremoniously trampled by you as the Caballeros scramble onward toward Divisadero. After you reach the hotel, there is a final performance by the Three Caballeros for the assembled campers, and then the credits play.
     
    May 1998 - Tekken 3/Gran Turismo
  • Gran Turismo was designed for the Super Nintendo CD originally. It was only after we received the Ultra Nintendo development kit in 1995 that we realized what this game could truly be: the most realistic driving simulation ever created.”
    -Kazunori Yamauchi, creator of Gran Turismo

    This game is amazing, truly amazing and the closest thing to actually being on the track. I'm thrilled to be a part of the promotion for Gran Turismo!”
    Ayrton Senna, speaking in a press conference at the Sony booth at E3 1998

    Tekken 3 could be the killer app that turns things around for the Sega Saturn. Even with a new Killer Instinct game coming to the Ultra Nintendo later this year, it's Namco's smash hit that looks to be the superior brawler.”
    -Dan “Shoe” Hsu, in a Tekken 3 article in the May 1998 issue of Electronic Gaming Monthly

    I am the Silver Fist and I will crush the angels themselves!”
    -Nakaya, Tekken 3

    Tomba! was originally conceived as a two-dimensional game for the Super Nintendo CD, and then for the Sega Saturn, but once we decided to make the game for the Ultra Nintendo we switched to a 3-D format which required a simplification of the game. I feel like that decision was justified, but I would like to explore a 2-D Tomba someday if the opportunity arises.”
    -Tomba! director Tokuro Fujiwara

    -

    The record-smashing arcade hit is finally here on Sega Saturn. Experience the greatest fighting game ever made, featuring 22 characters including three exclusive to Sega Saturn. Do battle in the all new Tekken Force and Tekken Ball modes, and even play as the legendary Segata Sanshiro himself. And if you're new to the world of Sega Saturn, buy the brand new Saturn Arcade Set, featuring the Sega Saturn, Tekken 3, and a Tekken-themed fight stick for just $249.99.”
    -excerpted from a Tekken 3 themed Segata Sanshiro commercial that saw Sanshiro beating up bullies in a Karate Kid-style tournament to help a kid win a Sega Saturn

    Tekken 3: The Basics

    Tekken 3 is an improved version of the arcade game released in 1997, exclusively for the Sega Saturn. The graphics are very slightly downgraded from the arcade version (though the game is Ring-compatible and with the Ring, the graphics are very slightly better than the arcade version). The game's story is identical to the arcade version of the game, though three characters have been added (Segata Sanshiro, Gon, and Dr. Bosconovitch). The modes Tekken Force (a beat-em-up style mode) and Tekken Ball (a volleyball style mode) have also been added to the Saturn version from the original arcade mode (Gon, Dr. B., Tekken Force, and Tekken Ball were all console additions to the game IOTL). The game's plotline in both the arcade and the console versions is significantly different from OTL's game. Though Heihachi and Devil Jin feature prominently in the game's plotline, and the game skips 19 years in time, as IOTL, the game's primary antagonist is no longer the monster Ogre, but a new character, a young woman named Nakaya who Heihachi raised as a protege. Nakaya has been raised to be the “Silver Fist”, a mighty warrior who has been tasked with destroying the angels and allowing Heihachi to rule over the world as its new god. However, upon discovering the extent of her powers, Nakaya betrays Heihachi and decides to carry out the plot herself, necessitating that she be defeated in battle. Nakaya and Jin have a romantic relationship at one point during the story, but Jin eventually realizes that Nakaya is irredeemable, and uses his Devil powers to defeat her in his storyline ending. All of OTL's Tekken 3 characters with the exception of Ogre and True Ogre appear in the game, including Eddy, Law, Hwaorang, Xiaoyu, Jin, King, Julia, Bryan, and the secret characters. There are additional characters in the game that did not appear IOTL, such as the young jewel thief Kiri (who becomes rivals/best friends with Xiaoyu) and the brash American boxer Joe Fisto (who has a rivalry with Paul Phoenix).

    The game is released in North America on May 7, 1998 to massive sales and acclaim, becoming the fastest-selling new game release overall since Goldeneye 007, and the fastest selling new Saturn release since Sonic the Hedgehog 4. It cements Tekken as the premiere Sega Saturn fighting game series, even over Virtua Fighter. The game is reviewed extremely well, it becomes the third game to receive a 10 from Electronic Gaming Monthly after they begin awarding 10/10s again (as IOTL, only Sushi-X fails to give it a 10, claiming that the game is too easy for newbies to pick up). Gamespot gives it a perfect 10 (their second ever, after Super Mario Dimensions), as does The Official Saturn Magazine and many other review publications.

    -

    Space Invaders

    Dan: 7.5
    Shawn: 7.5
    Crispin: 7.0 (quote: “About as fun of a console Space Invaders as there has ever been.”)
    Sushi-X: 7.0

    Street Fighter Alpha 3

    Dan: 8.0
    Shawn: 9.0
    Crispin: 9.0 (quote: “The excellent animation makes this one of the SNES-CD's most visually stunning games.”)
    Sushi-X: 8.0

    Arcade's Greatest Hits: The Atari Collection

    Dan: 6.5 (quote: “A decent selection of games, but nothing to write home about.”)
    Shawn: 4.0
    Crispin: 4.0
    Sushi-X: 6.0

    Hacker Jack 2

    Dan: 6.0
    Shawn: 8.0 (quote: “An excellent sequel to an underappreciated action game.”)
    Crispin: 7.5
    Sushi-X: 7.0

    Rapido!

    Dan: 7.0
    Shawn: 6.0
    Crispin: 7.0
    Sushi-X: 7.0 (quote: “A decently fun, if rather short, projectile-based action game.”)

    -reviews of May 1998's SNES-CD games in the June and July 1998 issues of Electronic Gaming Monthly

    Blasto

    Dan: 5.0
    Shawn: 5.5
    Crispin: 7.5 (quote: “A fun game, punctuated by an outstanding voice acting performance from Phil Hartman.”)
    Sushi-X: 5.5

    Bloody Roar

    Dan: 9.0 (quote: “Spectacular graphics and innovative fighting make this a worthy rival to Tekken 3.”)
    Shawn: 9.0
    Crispin: 8.5
    Sushi-X: 7.0

    Gex: Enter The Gecko

    Dan: 7.5
    Shawn: 7.0
    Crispin: 7.5
    Sushi-X: 8.0 (quote: “Hilarious one-liners punctuate what's ultimately a really fun platformer.”)

    Gran Turismo

    Dan: 10
    Shawn: 10 (quote: “A stunningly beautiful masterpiece and easily the best driving game ever made.”)
    Crispin: 10
    Sushi-X: 10

    Tomb Raider II

    Dan: 9.0
    Shawn: 8.0
    Crispin: 8.0 (quote: “Another rather ho-hum port, but the game it's based on is excellent.”)
    Sushi-X: 8.0

    Tomba!

    Dan: 6.0 (quote: “I wanted to like this game a lot more, but there are much better 3-D platformers out there.”)
    Shawn: 7.0
    Crispin: 7.0
    Sushi-X: 7.5

    Ultra Clay Fighter

    Dan: 3.0
    Shawn: 4.0 (quote: “The graphical upgrade doesn't make this turd of a fighter any better.”)
    Crispin: 3.0
    Sushi-X: 3.0

    War Gods

    Dan: 6.0
    Shawn: 7.0 (quote: “The game looks and controls fine, but it's not a very innovative fighter.”)
    Crispin: 5.0
    Sushi-X: 8.5

    WCW/NWO Revenge

    Dan: 8.5
    Shawn: 8.5
    Crispin: 9.0 (quote: “This game even tops Fire Pro Wrestling as the best WCW game yet.”)
    Sushi-X: 9.0

    Major Hazard: Blitzkrieg

    Dan: 6.0
    Shawn: 5.0
    Crispin: 6.0 (quote: “This game retreads a lot of old ground, and it does it in extremely clunky fashion.”)
    Sushi-X: 7.0

    Road Storm: Burning Rubber

    Dan: 8.5
    Shawn: 8.0
    Crispin: 8.5
    Sushi-X: 8.0 (quote: “Picks up where the first game left off, with some excellent updated graphics.”)

    Armed And Dangerous

    Dan: 7.0 (quote: “The tongue-in-cheek humor makes this otherwise typical action shooter really engaging, though it's still short.”)
    Shawn: 8.0
    Crispin: 8.0
    Sushi-X: 7.5

    Aquaria

    Dan: 8.0 (quote: “One of the better RPGs of the year, this quest is quite fulfilling.”)
    Shawn: 7.5
    Crispin: 7.0
    Sushi-X: 7.0

    Critical Incident

    Dan: 7.0 (quote: “This FPS doesn't live up to the hype, it's good but not the great game it was being advertised to be. Either pick up Goldeneye or, if you have a PC, wait for Half-Life.”)
    Shawn: 7.0
    Crispin: 7.5
    Sushi-X: 7.0

    -reviews of May 1998's Ultra Nintendo games in the June and July 1998 issues of Electronic Gaming Monthly

    -

    *At a press conference, Ayrton Senna is bombarded with questions from the reporters.*

    Senna: *points at one of them* Yes?

    Reporter: Ayrton, last year you shocked the racing world by jumping from Formula One to NASCAR. Now you're leaving NASCAR for....Gran Turismo?

    Senna: That is correct.

    Reporter: Why the sudden change?

    *Scenes from Gran Turismo's ultra realistic racing play out as Senna talks.*

    Senna: Gran Turismo is the most realistic, authentic racing experience around. There are dozens of cars to choose from and more than a dozen real life race tracks!

    Reporter: So you're saying that this video game is more realistic than real life racing?

    Senna: That's correct.

    Reporter: I can't believe it!

    Senna: *hands him a controller* See for yourself! Oh, wait a minute, you'll need this. *puts a racing helmet on him*

    *The reporter turns to a nearby television and begins to play as more scenes from the game appear on screen.*

    Narrator: It's Gran Turismo, the real driving simulator. With 157 true to life cars from all over the world, and 14 incredible tracks, there's never been a better racing experience. Gran Turismo, only for the Ultra Nintendo.

    *The reporter sets down the controller and takes off the helmet, his eyes bulging out as he breathes heavily.*

    Senna: *laughing* You see what I mean?

    IT'S AN ULTRA WORLD

    *Play-sta-tion style voice* Nin-ten-do

    -an advertisment for Gran Turismo that began airing in late April 1998

    The Long And Winding Road To Gran Turismo

    Even before the Japanese release of the Super Nintendo CD, Sony and game designer Kazunori Yamauchi had envisioned a realistic driving simulation game for the new peripheral. With the SNES-CD's technological capabilities topping any other console on the market, it seemed the perfect fit for an advanced driving game, and Yamauchi immediately set to work perfecting one for the machine. His first project was Real GT Racing, a 1994 SNES-CD release created as a sort of “test” game for his Gran Turismo project. While the game's graphics were heavily praised, the racing itself was considered dull and the game received middling reviews and sales. Yamauchi retooled his concept, hoping to release Gran Turismo sometime in 1996. But everything changed after he received the first development kit for the Ultra Nintendo. The new system was far more advanced than he had expected it to be, and he knew that his vision would only be able to be truly realized on the Ultra. Gran Turismo became only the second Ultra Nintendo game to enter development, right after Super Mario Dimensions. With the cutting-edge graphics the console allowed, Yamauchi and his team were able to create more tracks, more realistic cars, and improve the cinematic qualities of the game.

    “The Ultra Nintendo was like nothing I had ever seen before,” said Yamauchi in an interview with a Japanese video game publication. “I could not believe such power could be packed into a game console at the time that I received the development kit. I knew at that point that creating Gran Turismo for the Super Nintendo CD, especially after the disappointment that Real GT Racing had been, would be a mistake.”

    Yamauchi's team put in years of work and months of sleepness nights to create the most realistic game possible. Late in development, the team and Sony secured the support of world-renowned race car driver Ayrton Senna, who at the time had just won his fourth straight and seventh overall Formula One racing championship. The driver had just signed on with the American stock car league NASCAR, and was hoping to promote a game that would be played by car enthusiasts all over the world.

    “Bringing on Ayrton Senna to promote the game was an incredible opportunity for us,” said Yamauchi. “He is the world's greatest driver, and having him on board with the game would make it instantly appealing to players all over the globe.”

    The game released in Japan in January, and now that it's come out in North America, Yamauchi is curious as to where this game will take his team next.

    “We were given the opportunity to start a new studio, Polyphony, and so we're already hard at work on the next Gran Turismo game. I want more cars, more tracks, and more power. I can't wait to see what we'll be able to bring in our next go around the track!”

    -excerpted from an article in the July 1998 issue of Next Generation magazine

    -

    And they're coming around the final turn and it's Earnhardt and Senna, side by side in the final stretch! And these two cars are jostling for position, this is going to be an incredible finish! Senna is NOT backing down, Earnhardt bumps him and Senna bumps him right back, they're about to cross the finish line and it's Dale Earnhardt.... I think, winning his first Daytona 500! Senna in second place by less than a nose, I think Earnhardt was ahead but it's so close! What an amazing spectacular finish!”
    -the call at the end of the 1998 Daytona 500 that saw Dale Earnhardt win in the most exciting finish to the race since 1979

    When Ayrton Senna announced after the conclusion to the 1997 Formula One season that he was making the jump to NASCAR, racing commentators around the world were shocked. Senna had just won his fourth championship in a row, and NASCAR seemed like a step down for the beloved racing legend. But Senna welcomed the challenge of NASCAR (and a rumored to be extremely large endorsement package may also have swayed him). Now, he seems to be rising to that challenge in incredible fashion. As of the end of May, Senna holds the season points lead, and looks to become the first rookie driver ever to win the Winston Cup. Though Senna's presence has definitely put the eyes of the world on this year's NASCAR season, many of his peers in Formula One believe that Senna is making a mistake in competing on the stock car circuit, and the decision has drawn controversy among many fans of the Formula One cup. Still, Senna says that he does not regret his decision and that he has had “great fun” competing in NASCAR. He's also popular amongst many of the drivers in NASCAR, with Jeff Gordon saying “it's great to have him here” and even the legendary Dale Earnhardt calling him “a hell of a driver” after their memorable 1998 Daytona 500 finish that saw Earnhardt finish ahead of Senna by just a hundredth of a second.

    -excerpted from an article in the June 1, 1998 issue of Sports Illustrated

    -

    The Ultra Nintendo and the Sega Saturn both have RPGs this month, but how do they stack up? We'll find out in this month's Game Clash!

    Aquaria on the Ultra Nintendo takes place entirely under the ocean, in underwater domes where the human race lives to escape the threats on the surface world. When massive undersea beasts threaten the integrity of the domes, the residents must band together to combat these beasts and save their future. The game, developed by Sony, features excellent 3-D graphics and a fairly traditional battle system, and a cast of characters that includes a trident wielding diver and an eccentric lady scientist, among others.

    Song Of Spring is an epic adventure RPG on the Sega Saturn, spanning three discs and featuring more than 60 hours of gameplay. It takes place in a mystical world inhabited by elves who must travel the world to save their dying forest. The game's graphics are a bit more stylized than those found in Aquaria, with 2-D animations and anime cutscenes. The battle system is somewhat tactical, with character placement greatly influencing how battles play out.

    Which game is better? Both are fairly traditional RPG affairs, but Song Of Spring's storyline is quite a bit longer, featuring more sidequests and twists and turns along the way. The characters are also a lot more developed and interesting, from the somewhat naïve but brave main character Daran to the world-wiery elf chieftain Sladir, the seven playable characters each bring their own quirks and histories to the table in a way that Aquaria's main cast of eight simply doesn't. Cinematically, Song of Spring also shines, with a lot more voice casting and CGI cutscenes. Aquaria is an excellent first effort from Sony, but Song of Spring, developed by Game Arts exclusively for the Saturn, is a superb quest that most RPG fans will greatly enjoy. The Ultra Nintendo has already built an excellent RPG lineup, but the Saturn still shines in this department, and Song of Spring is another great addition to the system's library. If you have both consoles and can only play one new RPG this month, choose Song of Spring.

    -excerpted from an article in the June 1998 issue of GamePro

    -

    The spring of 1998 was a season of big releases for the Ultra Nintendo, including the first next-gen installments of two of the more popular games on the SNES-CD: Major Hazard and Road Storm. Both were highly anticipated sequels, with both games having first been revealed at E3 1997.

    Major Hazard: Blitzkrieg had a great deal of hype leading up to its release, with the two SNES-CD games having been popular and very highly acclaimed. The new game promised to bring Major Hazard's antics to full-3D for the first time, but the game was somewhat of a disappointment, with significantly fewer levels than the previous two games, a somewhat lame plot (which saw Major Hazard and his team fighting Nazis in WWII-era Germany, only for the Nazis to be revealed as space aliens in what was universally considered to be a fairly stupid twist), and a multiplayer mode that was majorly hyped before release but ended up being a bit of a dud. The game received middling reviews and sales tapered off quickly after release.

    Road Storm: Burning Rubber, the sequel to 1996's somewhat surprise hit by Infogrames, saw the familiar bikers from the first game join up with six new characters for another high stakes race, this time around the globe. The release of the game coincided with the announcement of a Fox Kids animated series that would release in the fall of 1998 (replacing the somewhat low rated Magic Knight Rayearth in the weekday lineup). The game was acclaimed even better than the original, with the added racers contributing even more excitement to the game's fairly silly but fun plot and the 20 playable tracks all featuring their own exciting quirks (the Tokyo and Munich tracks were considered the most fun by the game's fans). Burning Rubber wasn't a huge smash hit, but it sold really well and eventually sold over a million copies in North America. It was the third best selling new Ultra Nintendo title of the month (after Gran Turismo and Tomb Raider II), and helped make Road Storm one of the hottest game franchises of the day, with a successful toy line and other tie-in products. It became Infogrames' premiere franchise, and when it was ported to the Sega Saturn later in the year, it became a major hit on that console as well.

    The disappointment of Major Hazard and the success of Road Storm demonstrated that some franchises were transitioning better to the new generation than others, a trend that would continue as the years went by.

    -excerpted from an article on Gamesovermatter.com

    -

    Armed and Dangerous are the newest heroes to grace the Ultra Nintendo! Join Hank Armed and Jack Dangerous as they battle enemy armies in this all new third person shooter!”

    Hank Armed- Armed specializes in guns, lots and lots of guns. He'll be your primary shooter AND your heavy weapon wielder as you progress through the game. You can load him up with as many weapons as you please, from ordinary pistols to massive multi rocket launchers and everything in between, and he'll wield these weapons in battle without losing a step!

    Jack Dangerous- Jack Dangerous specializes in explosive ordinance. Give him grenades, land mines, even tactical nukes, he'll wield them all and blast the enemies sky high! He's excellent at scoring big combos through linking explosions together to take out as many enemies as possible. The more combos you land, the more damage you'll do, so don't be shy as you lay down as many bombs as you can. It takes a bit more skill to use Jack than Hank, but the rewards are potentially far greater.

    -excerpted from Nintendo Power's coverage of the Ultra Nintendo game Armed and Dangerous in the May 1998 issue

    -

    EGM: So the role in Blasto is your first video game role, are you going to be taking on more voice work in future games?

    Phil Hartman: Right now I've got a lot of cartoon voice work on my plate, but if another interesting game offer comes along I'd be glad to take it. I'm signed on for a role in Matt Groening's new cartoon, Futurama, and I'm also going to be doing some voice work for Seth MacFarlane's new show on the Cartoon Network which starts airing in the fall.

    EGM: Has your work on Blasto inspired you to start playing video games?

    Hartman: I wish I had the time! Robin Williams and Kirsten Dunst were always playing them on the set of Small Soldiers and trying to get me to join in, but I'm so busy with work right now that it's been really tough. My kids play them, I just bought an Ultra Nintendo for my kids and they're having a good time with it. I might play Blasto if I get some free time because from what I saw of it, it looked really fun.

    EGM: Thanks again for the interview, we really enjoyed talking with you!

    Hartman: Well thank you, always a pleasure!

    -excerpted from an interview with Phil Hartman in the June 1998 issue of Electronic Gaming Monthly

    Accused Producer's Lawyers To Plead Self-Defense In Murder Case

    Vince Offer's lawyers continue to claim that his killing of comedian Andy Dick was in self defense, and are using toxicology reports stating that Dick was under the influence of cocaine at the time of his death to attempt to prove their case. They say that when the two confronted each other on the morning of Dick's death, the comedian began attacking Offer and Offer had no choice but to stab him. Attorneys say that the two had been in an escalating series of disputes, which began at a Christmas party held last year at the home of comedian Phil Hartman. Hartman was forced to throw the two of them out of the party after they got into a shoving match in one of the bedrooms. Offer's legal team is expected to call Hartman's wife Brynn, who witnessed the altercation at the Christmas party, to testify at the trial which begins on August 11.

    -excerpted from a Yahoo! News report on May 29, 1998

    -

    *Ted, Alex, and Brittany are standing outside Konami studios*

    Ted Crosley: So this is Konami, where Metal Gear Solid is still in production. We were given the honor of having an exclusive world premiere look at the game with the man Hideo Kojima himself!

    Alex Stansfield: We'll be playing through one of the opening missions so that you'll be able to see just what this game is going to be like when it hits the Ultra Nintendo.

    Brittany Saldita: I can't wait to get started on this one, something tells me it's gonna blow us all away, so let's get inside and check it out!

    (…)

    Ted: The first thing I noticed about this game is how amazing the graphics are. The weather effects are just superb.

    *Alex is playing through one of the early missions, where Solid Snake is creeping outside of a large warehouse in a violent thunderstorm.*

    Hideo Kojima: We wanted to bring the real world to this game in a way that made you feel like you're watching a movie as you play.

    Brittany: And the sound effects too, so lifelike. You can hear Snake's every step.

    Hideo: *laughing* So can the bad guys, look!

    *An exclamation mark appears above a soldier's head as Snake walks up to him from behind, he turns around and Snake is forced into a confrontration.*

    Alex: Dammit!

    Hideo: You've got to walk slowly in this game or the enemies will hear you. You can't just run up behind someone, if you're heard they'll know. If they hear you, you've got a chance to get to cover but it's a very quick chance!

    *The fight has lured out two more guards, Snake is quickly getting overwhelmed.*

    Alex: I'm gettin' my ass kicked!

    Ted: *laughing*

    *Soon Snake is killed and he ends up back at the checkpoint.*

    Alex: *hands the controller to Brittany*

    Brittany: *she gets under a box and slowly creeps up behind the guard*

    Ted: Whoa, whoa, whoa, you can do that in this game?

    Brittany: *leaps out from behind the box and chokes the guard out without alerting the others*

    Hideo: You can get under all sorts of objects, just go up to one and your on screen icon will change.

    Brittany: Yeah, that's how I knew I could get under the box, it's pretty intuitive.

    Hideo: You can also turn off those icons in the full game if you want a more immersive experience.

    Brittany: I'm already feeling pretty immersed, my heart's racing right now!

    (…)

    Ted: Thanks again for showing us the game, it looks really incredible and we can't wait to get our hands on the finished version.

    Alex: Is it coming out by the end of the year?

    Hideo: We'll reveal the release window at this year's E3. We still have a ways to go on development of the game but it's going to be amazing when it's released, I promise.

    Brittany: Well, I had a lot of fun, my co-hosts I think had a lot of fun...

    Ted: Even though Alex kept getting killed. *laughs*

    Hideo: He's not very good at sneaking around!

    Alex: I'll learn!

    Hideo: You're gonna have to! *laughs*

    (…)

    Alex: We've been playing this game in the arcades for a long time, and Tekken 3 for the Sega Saturn is the real deal.

    Ted: It doesn't miss a beat from the original arcade game, we both had a hell of a time playing it and the new modes, while not perfect, are a fun little addition to what's already pretty much the perfect fighting game.

    Alex: We really don't have much to say about Tekken 3 that we haven't already said about the arcade version. If you have a Saturn, if you loved this in the arcade, pick up this game and never spend another quarter again....well, except for the 200 quarters it'll take you to buy this game.

    Ted: For me and Alex, we've already spent WAY more than 200 quarters on this game at the arcade, so it's a no brainer. I give Tekken 3 a perfect 5, no question, this is my game of the year so far.

    Alex: I'm gonna go ahead and give it a 4.5, it's a great fighting game. It's not the best one ever made, there are some 2-D fighters I love more than Tekken, but as far as Saturn fighting games go, this one's the best. Highly highly recommended.

    -excerpted from the May 5, 1998 episode of GameTV

    (…)

    Brittany: So Shining Force III, while a pretty fun game, does feel kind of incomplete.

    Gary Westhouse: Well, there is a reason for that, it's a third of a game.

    Brittany: Right, before you buy this you'll need to know that the story is in three parts, the next two parts are releasing separately in Japan and we'll be getting them sometime later on as Shining Force IV. That's KIND of a dirty trick, and without those extra parts the game feels a bit short.

    Gary: It's still a good game, even with it being the first of a three part story, this feels like a complete title, with only a few kind of cliffhangers left as loose ends for the next one.

    Brittany: The gameplay is really good, I mean, if you've played the other Shining games you know what to expect. It's no Final Fantasy Tactics or even Fire Emblem, but there's a lot of strategy involved and even with the incomplete storyline, what we get is really good.

    Gary: The Saturn just keeps churning out tactical RPGs, doesn't it?

    Brittany: And most of them are really good! I didn't think that would really be a genre that Sega would choose to focus on but I like it, it's a good trend and I hope they keep it up.

    Gary: So what's your final verdict on Shining Force III?

    Brittany: I'm giving it a solid 3.5. If it was complete, maybe I'd give it a lot higher score. What you get is pretty fun and even though it's a shortened game, for tactical RPG fans there's a lot here to love.

    Gary: I'm giving it a 4. It's strategic, it's fun, even with the cliffhangers the story is really solid.

    Brittany: Sega Saturn, a strategy RPG powerhouse. Who knew, huh?

    (…)

    Lyssa Fielding: Tomba! was a cute game, but as far as 3-D platformers go, I was kind of disappointed, what about you?

    Ted: Yeah, I was really disappointed with this one. The mission structure, where you go around and explore and get missions from people and open up more of the map as you go...that actually really worked, and it was the first time I've seen a 3-D platformer do it. Now....when Rare comes out next month with The Dreamers....

    Lyssa: Right, that game seems to have a similar mission structure but also way better graphics and from what I've played, way better controls. Here, the jumping and the combat are really clunky. This game started out as a 2-D platformer and I kind of think that Whoopee Camp didn't upgrade the gameplay for the transition to 3-D, what do you think?

    Ted: Oh, I definitely agree and that's this game's biggest problem. When Tomba swings his weapon around, he barely hits anything! I have to position him just perfect to kill an enemy and most of the time I just avoid them completely.

    Lyssa: It's such a shame too, because there are some nice looking enemies and bosses in this game! The pigs you have to fight, they're so cute, but they're also so frustrating! This game made me want to go eat a BLT afterward, that's how much I started hating pigs from all the frustrating fighting.

    Ted: Oh yeah, I definitely ate a lot more bacon after playing this, ya lousy pigs...!

    *Footage from the game is shown of Tomba trying and failing to hit a pig enemy multiple times as it jumps up and down, inflicting lots of damage on him.*

    Lyssa: This game had so much potential but I feel like the gameplay wasted that. It's a shame. I'm gonna give it a 3, but I wish I could have enjoyed this game more.

    Ted: I'm giving it a 2, just a frustrating experience that you need to stay away from.

    -excerpted from the May 12, 1998 episode of GameTV

    (…)

    Ted: This game bills itself as the Real Driving Simulator and I gotta agree, it doesn't get much more realistic, especially if you use the driving wheel accessory. That said, there is a huge learning curve to this game and it can be frustrating at times.

    Alex: Just like real driving.

    Ted: But with that said, the HUGE variety of cars and the amazing looking tracks still make this a top-flight, A-plus game in my book. Just look at the beautiful scenery, I've never seen such realistic graphics in a game before. Even the new Sega arcade racing games don't look this good.

    *A montage of the game's tracks is played on screen, showing off the graphics.*

    Alex: It wasn't quite as fun for me as it could've been. I mean, I know it's supposed to be realistic, and it is, but maybe that's not the best thing for a racing game? I had a lot more fun playing Ultra Mario Kart than I did playing Gran Turismo.

    Ted: They're two completely different types of games! Although...the two secret Mario Kart tracks they put into the game are a really nice touch.

    *Footage is shown from the Mario Circuit and Toad's Turnpike tracks inserted into the game, they play like realistic Gran Turismo courses but with the Ultra Mario Kart course layout and music, Toad's Turnpike doesn't have any traffic on it though*

    Alex: It pains me to see those courses and drive on them and not be able to throw a shell at the other race cars.

    Ted: It's not that kind of game!!

    Alex: I know!

    Ted: Did you get through it all the way?

    Alex: I did, but at times it was a real ordeal. The difficulty is ratcheted way up and in order to unlock a lot of the good cars, you have to be really good at this game. Many players will enjoy that, but some won't and this is a fair warning.

    Ted: While Alex is right about it not being quite as “fun” as Ultra Mario Kart, it's still a beautiful and brilliantly made game. I give Gran Turismo a 4.5.

    Alex: And I give it a 4. It's superb but it's maybe not for everyone.

    Ted: I can't believe you want to throw shells in this game.

    Alex: You know it'd be hilarious.

    -excerpted from the May 19, 1998 episode of GameTV

    -

    SNES-CD Power Charts: May 1998

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Donkey Kong Country 4
    3. Chrono Trigger
    4. Tale Phantasia
    5. Super Mario World 2
    6. Tales Of The Seven Seas 2
    7. Victory 2
    8. Super Mario RPG
    9. Super Mario Kart
    10. World Championship Boxing ‘98

    Ultra Nintendo Power Charts: May 1998

    1. Final Fantasy VII
    2. Super Mario Dimensions
    3. Resident Evil
    4. Star Wars: Shadows Of The Empire
    5. Ultra Mario Kart
    6. Tomb Raider
    7. Star Fox 2
    8. Einhander
    9. Castlevania: Symphony Of The Night
    10. God Bless The Ring

    The Official Saturn Magazine Buzz Chart: May 1998

    1. Tekken 3
    2. Panzer Dragoon Saga
    3. Sonic the Hedgehog 4
    4. Resident Evil 2
    5. Quake
    6. Tomb Raider II
    7. Ogre Battle: Princes Of The Universe
    8. Streets Of Rage IV
    9. Song Of Spring
    10. Bio FREAKS

    -

    May 27, 1998


    Tom Kalinske sat in his Atlanta hotel room, butterflies in his stomach. Tomorrow, he'd be revealing the Ring to the world at E3. It was the biggest Sega related release since the Saturn itself, and it would come along with an entire host of Ring-exclusive games.

    A number of leaks had gradually revealed more and more about the Ring to various game related publications over the past few months. These leaks were deliberate: Kalinske had planned them, wanting everyone to be anticipating the Ring as the big announcement at the show. He knew Nintendo didn't have anything to counter it, even if they announced a Game Boy successor (as some expected them to do, though Kalinske believed they wouldn't) it would pale in comparison to the Saturn's new peripheral, one which would enable the Saturn to keep up with the rapid advances in arcade technology that were featured in games like Virtua Fighter 3 and the upcoming sequel to Soul Edge.

    Kalinske's phone rang. He reached over from his bed and picked it up. On the other end was Hayao Nakayama.

    “Tom? Are you still awake?”

    “I answered the phone, didn't I?” Kalinske answered, his voice showing no signs of fatigue. He was far too nervous for that.

    “Ha, having trouble sleeping then?” replied Nakyama.

    “This is big...” said Kalinske, his voice showing his trepidation. He was normally confident about new product releases, but with the continued reports of record shattering sales of the Ultra Nintendo, everyone at Sega, including Tom Kalinske, was having trouble sleeping at night. “This could make or break the Sega Saturn.”

    “Then it is up to you to ensure it makes us,” said Nakayama.

    “Well now I'm really gonna have trouble sleeping,” replied Kalinske with a nervous chuckle.

    “Do not be nervous. You'll do fine, as you always have. Whatever Nintendo shows tomorrow, it will be nothing compared to our new Ring. Even if the Ultra Nintendo remains the more powerful system, the best games will be on the Sega Saturn. You're going to do well tomorrow. I'm sure of it.”

    Kalinske's successes with the Genesis and the Saturn had given Hayao Nakayama, who'd once been highly skeptical of Kalinske's bold moves, plenty of confidence, confidence that at the moment, Kalinske did not share.

    “Thanks...I'm sure I'll feel a lot better once I take the stage tomorrow.”

    “I'm sure of it as well. Try to get some sleep, you're going to need it.”

    Now that, I AM sure of...” thought Kalinske. “Good night, Nakayama-san.”

    “Good night, Tom.”

    Kalinske put the phone back on the receiver and looked up at the ceiling. He thought of his family, trying to banish the thoughts of tomorrow's press conference from his mind. Things had changed so much from the year before. He turned on the television and switched over to ESPN, trying to calm his nerves with some late night sports highlights. On the screen was Ayrton Senna.

    Oh, a NASCAR press conference. This late at night?”

    “Now you're leaving NASCAR for...Gran Turismo?”

    “That is correct.”

    Kalinske shut off the television.

    Even the damn commercials are mocking me...”
     
    Green Lantern: The ATL Film
  • Now that Ry has given me the "green" light... here is 1998's other big superhero film.

    “In brightest day, in blackest night
    No evil shall escape my sight
    Let those who worship evil’s might
    Beware my power
    GREEN LANTERN’S LIGHT.”

    If you were a child of the nineties, you would remember Billy Zane’s invocation of the Green Lantern oath at the conclusion of 1998’s Green Lantern just before the credits rolled. After the successes of Batman Forever and Last Son of Krypton, Warner Bros and DC believed that it was time to expand their stable of cinematic superheroes, especially after NewsCorp’s acquisition of Marvel and the announcements of *development on the X-Men and Fantastic Four films. Green Lantern was the most obvious considering that the character lent itself to a sprawling space epic, which the studio wanted with the buzz behind the inevitable Star Wars prequels. Indeed, it was one of the main reasons why director/screenwriter Roland Emmerich and his writing partner Dean Devlin accepted Warner Bros.’ offer. Emmerich himself said in a retrospective on the Green Lantern trilogy.

    “TriStar offered Dean [Devlin] and I a chance to write and direct Godzilla, but then WB approached us and even gave us a stack of Green Lantern comics this tall [raises his hand to the level of the armrest] to read. We spent the next week reading through every comic to see if we could pull off. We came to a decision and agreed to take the job. WB seemed to be very committed to the project though it was not without its challenges.”


    The job came with certain conditions; notably that Kyle Rayner was to be the protagonist of the film, a condition that outraged fans of Hal Jordan who took to chat rooms and discussion boards in protest.

    “Roland and I getting a couple death threats myself though it wasn’t our decision,”
    Devlin said in an interview in the April 1998 issue of Wizard Magazine. “I mean, I suppose it’s possible to make a Hal Jordan film but Kyle [Rayner] is more accessible in way Luke Skywalker was in ‘Star Wars’ whereas Hal is more like Han Solo. A lovable rogue who serves as a foil and Warner Bros. wouldn’t even let us use him for that.”

    Emmerich and Devlin followed George Lucas’ example and cited Joseph Campbell’s The Hero With a Thousand Faces as a major source of inspiration. However, they made the decision to keep the first film earthbound to develop Kyle from unemployed artist to superhero. For the role the chose Billy Zane, no stranger to the superhero genre as he starred in film adaptation of the Phantom (with future Woman Woman, Catherine Zeta-Jones.) Despite the Phantom’s disastrous performance at the box office, Zane was willing to try his hand at superheroes again if it meant a starring role and even passed over Titanic. While Emmerich and Devlin could not use Hal Jordan in a substantial role, they received permission to use John Stewart to act as a combination of Yoda and Han Solo played by Joe Morton of Terminator 2 fame.

    In terms of villains, Sinestro and Mongul would have been the obvious candidates, however, Warner Bros. as well as Emmerich/Devlin believed them to be beyond the first film’s scope. Thus they would look to 1994’s Emerald Twilight for source material and instead used Major Force as the primary antagonist. Though originally a Captain Atom villain, the character ingrained himself in the Green Lantern mythos for reasons we will elaborate on later. Looking to Hollywood’s A-List, Warner Bros. asked Arnold Schwarzenegger to audition for the role. Though Schwarzenegger was reluctant after his failed Batman & Robin audition, he agreed to it and won the role. Schwarzenegger embraced the character, which he compared to the Terminator from the original 1984 film.

    Rounding out the principle cast were Denise Richards as Kyle’s girlfriend Alex DeWitt. Her inclusion in the film was controversial, again, not for how Richards portrayed the character, but for the character’s role in the overarching plot. Perhaps, in an inspired choice in casting, Warner Bros. cast Camelot star Richard Harris as Ganthet, the last Guardian of the Universe who gives Kyle his ring. Considering some common thematic elements between the Green Lantern ring and King Arthur’s Excalibur, it was an appropriate decision.

    The film begins with the Siege of Oa where a creature known as “Parallax” is attacking the Guardian’s Citadel to claim the Central Power Battery. While Hal Jordan (played by Adam Baldwin) appears in this scene, the focus remains on John Stewart as he joins the Green Lantern Corps in defending its homeworld. However, Parallax breaches their defenses and kills several prominent Green Lanterns from the comics including Kilowog and Ch’p. Eventually Parallax engages the Guardians and slaughters them all save for Ganthet, who escapes with the last Green Lantern ring. Hal and John make one last attempt to defeat Parallax by trapping him in the battery itself. Hal makes the ultimate sacrifice, but things don’t go exactly as planned. The Central Power Battery explodes, which seemingly kills Parallax and Hal but now renders the Green Lantern Corp defunct, setting the stage for the film.

    While many Hal Jordan fans (notably Hal’s Emerald Attack Team) wrote scathing critiques on how the film “disposed” of him in favor of Kyle it was a far better sendoff than Emerald Twilight four years prior. However, this scene is where the rehabilitation of Hal began. It established Hal and Parallax as separate entities (which later became canon in the comics), and spoiler alert, and that their fusion was borne from manipulation. This scene established Hal Jordan as fearless and courageous, which only made his reappearance in the sequel all the more tragic.

    After the opening credits roll, the film picks up ten years later where the audience drops in Kyle Rayner (currently unemployed) freelance artist. It’s pretty clear from the onset that Kyle is not what you consider an epitome of a superhero. He spends most of his time playing Ultra Nintendo, in a rather egregious example of product placement, rather than looking for more stable employment. His girlfriend Alex dumped him and this landlord evicts him from apartment in the span of fifteen minutes. Even then, he goes to the club and stumbles into the alley where he comes face-to-face with Ganthet who tells him that he must “carry the light” forces the ring upon him.

    A confused Kyle goes to his girlfriend, where he reveals the ring to her and she gives him the idea to use the ring to become a superhero “like Superman.” Much of the first act seemingly moves towards Kyle’s reconciliation with Alex. He clumsily begins his career by foiling an armed robbery, which rouses the governments attentions and the Pentagon sends their super-soldier, Major Force, to retrieve the ring. One of the main problems with the films was that Major Force appeared from out of nowhere with no in-film mention of his back-story. In the comics he was USAF Major Clifford Zmeck who was serving a life sentence for murder and rape. The Air Force offered him a pardon if he survived the same experiment that created Captain Atom; Green Lantern omits most of his past with promotional materials mentioning that he was part of a “secret project.” However, the fandom considers his comic origin to also be his film origin despite the absence of Captain Atom in the film universe.

    Kyle later encounters a now homeless John Stewart who admonishes him for being reckless with his power and doesn’t realize the legacy he’s holding. Though Kyle brushes him off at first, he returns to Alex’s apartment to the most infamous scene in DC film history. Followers of the comic knew what was going to happen when Kyle reads a note from “Alex” that said she “left something for him in the fridge.” Kyle opens the door to find Alex’s body stuffed inside. It is a rather poignant scene. The way Kyle recoils in shock, which turns to horror, and then grief as he sinks to his knees and breaks down completely. Major Force makes his presence known and attacks Kyle to claim the ring for the government.

    Their first battle is effectively a textbook curbstomp battle in Major Force’s favor. Kyle is far too upset to put up much of a fight and Major Force even crushes his hand and throws him out the window. Even when he can muster the willpower to create constructs, his anger, fear, and grief weakens them to the point where the Major can easily smash through them. Major Force continues to nearly beat the life out of Kyle and appears ready to crush his skull when John intervenes. Using the last of the power in his power ring, John creates a blade construct to slice off the Major’s hand (SPOILER: It grows back) and escapes with Kyle in tow.

    Most of the second act devotes itself to building the mentor/student bond between Kyle and John. Ganthet makes his second appearance to charge John with the task of instruction Kyle in the use of his power ring. Naturally, John refuses as he put “this Green Lantern business behind him” after Hal and Parallax destroyed the Central Power Battery. That is when Ganthet reveals another revelation: Parallax still lives and is still consuming worlds through fear. So John (reluctantly) agrees to train him. It is also in the second act where the Major Force’s superiors reveal why they were so interested in the ring. Apparently, a spacecraft crashed in the California desert and that its sole occupant bore the same symbol as the “Green Lantern” that recently appeared in Coast City. Not only do they have the alien’s remains cryogenically frozen but also his power battery. The film does not explicitly say it, but the film implies that the alien pilot was in fact Abin Sur.

    Meanwhile, both Kyle and John both learn to face their fears and past trauma—in Kyle’s case, it’s coming to grips with Alex’s murder and managing his fear and rage. For John, it’s about overcoming his own survivor’s guilt over living when so many other Green Lanterns fell in the line of duty. The ring puts both men through a nightmare scenario, which they must overcome. They face another problem when they learn that Kyle’s ring is running low on energy and needs a power battery to recharge. They learn of Abin Sur’s battery from the ring and move to infiltrate the military base where the Air Force is keeping it.

    As such, the third act is the climatic confrontation between Kyle and Major Force at the aforementioned base when Kyle’s ring runs out of energy. The battle turns painfully one-sided and Major Force savagely beats Kyle and throws him around like a rag doll. John also takes part in the battle in his attempt to take the Major out via conventional means, an allusion to his in-film history of being a former Army Ranger, until Major Force “kills” him too. The villain does not waste the opportunity to taunt a shaken Kyle with the gory details of Alex’s murder—how she screamed and begged for her life. Kyle then notices that Major Force is standing between him and the power battery; he boldly sweeps the psychopath and makes a run for it, but Major Force grabs his ankle before he can reach it. Kyle reaches out and recites the lantern oath to begin the recharging process.

    With his ring recharged, the tide turns and Kyle and Major Force take the battle outside. Before we change scene, the audience will see a familiar bloodied hand reach for the battery as well. Kyle’s final battle with Major Force is the battle most fans remember because of the special effects. Warner Bros. extensively used CGI that rivaled the following year’s Star Wars: Episode I. Particularly for the complexity of Kyle’s constructs, which included a Gundam-styled mech and (again with the product placement) Link from the Legend of Zelda series. John re-enters the fray, as a full-recharged Green Lantern himself, when the military opens fire on Kyle and after dispatching them, the two take Major Force into space and hurl him towards the sun.

    The film ends with Kyle standing at Alex’s grave and placing flowers in front of the headstone. He tells her that his life would have no purpose if it weren’t for her when John comes to comfort him. Kyle tells her that he and John are taking Abin Sur’s remains back to his homeworld for a proper burial. John also reminds the audience that Parallax still remains at large and that they will need to restart the corps. Kyle nods and the two fly out into space to begin their mission with a voiceover of Kyle reciting the oath.

    Green Lantern
    performed better than expected and even narrowly edged out X-Men at the domestic box office and even other territories like Australia and Europe. Though it did not resonate with Asian audiences as X-Men did, the appearance of Link did bump up Japanese gross slightly. Its critical reception was generally positive though many critics agreed that the similarities to Star Wars were a bit on the nose. However, one could argue that Star Wars borrowed concepts from Green Lantern whose Silver Age incarnation predates 1977’s Episode IV by eighteen years. Despite the similarities, Lucas himself reportedly enjoyed the film and brushed off the comparisons.

    As for the attempted boycott, Alex’s gruesome murdered angered many prominent feminists who claimed that the only purpose the most prominent female character played was to die so she could advance the male protagonist. Were they correct? Only to the extent that the death of a loved one is a powerful motivator in the hero’s journey. Would Peter Park become Spider-Man if his Uncle Ben did not die? And Bruce Wayne Batman had that Joe Chill not shot Thomas and Martha in Crime Alley? Even the murders of Uncle Owen and Aunt Beru in Star Wars: Episode IV served as a powerful motivator for Luke Skywalker to begin his own journey. Emmerich and Devlin only followed the source material and meant no harm, but it did begin an important discussion about the treatment of women in comics. However, the increased profile the boycott brought to the film had the opposite effect as with the moral outrage over Mortal Kombat five years prior and speaking of which…

    For many moviegoers, especially ones who grew up on Nintendo or were familiar with video games, the inclusion of Link was mind-blowing. While product placement was nothing new in cinema when you consider E.T. and Reese’s Pieces, no one expected this cameo.

    “The inclusion of Link was one of Warner Bros.’ idea, I think, and very last minute. I don’t think Roland or Dean liked it though.”
    Billy Zane himself recalled for the 10th anniversary Blu-Ray release, “It was supposed to be some sort cross-promotion, but I didn’t complain. I actually thought it was kind of cool and it gave me an excuse to play Ultra Nintendo on set. [laughs]”

    This “cross-promotion” like had an effect on the film. By making Kyle, as one critic put it, “a manga nut with a power ring” they made him identifiable in a way that Batman and Superman were not. Kyle Rayner was the 90s everyman whose interests and concerns mirrored that of teenagers and young adults of he time.

    More importantly, Green Lantern demonstrated that DC/Warner Bros. did not need to depend on its big two, Batman and Superman, for success at the cinema. In the immediate aftermath, DC/WB drew up plans for films based off of other properties like Flash, Aquaman, Green Arrow, and even Firestorm. Granted some of these projects took long to get off the ground; executives were unsure of whether to use Barry Allen or Wally West for Flash and the viability of a Firestorm film. Warner Bros. announced development on the sequel title Green Lantern: Chapter II – In Brightest Day for a Summer 2000 release that December. However, Emmerich and Devlin would not be part of the production.

    “While I was proud of what Dean and I accomplished on Green Lantern, I felt that Warner Bros.’ demands were too constraining.”
    Emmerich told the media after the announcement, “We had to fight hard to get [the producers’] permission to use Hal Jordan—and, well, we were tired of their interference in the end.”

    Despite their departure, DC/WB would continue with their plans for the franchise. However, they would turn to a familiar face to finish the work Emmerich and Devlin started: Richard Donner, whose assistant, Geoff Johns would prove instrumental to the DC Expanded Multiverse in the decade to come.
     
    E3 1998
  • In some ways, E3 1998 was a lot like E3 1995. Sega was showing off some impressive new hardware, but then there was Nintendo, with games, games, games, and MORE games, including an amazing looking Zelda. To me, it seemed like Sega was trying to play catch-up, and after Nintendo had blown us away at E3 1997, Sega needed to impress more than they did.”
    -Dan “Shoe” Hsu, editor-in-chief, Electronic Gaming Monthly, in the July 1998 editorial

    After hearing about Pokemon for nearly two years, it was amazing to see Nintendo's plans for the Western launch. The game had a shiny new coat with its enhanced Game Boy Color version, and you could hardly go anywhere near Nintendo's booth without seeing that little yellow rat Pikachu. As cool as it was to see the launch of a major franchise, it got a bit annoying by the time E3 was over.”
    -Ted Crosley

    Aside from the Metal Gear Solid booth, we had the biggest crowd of the whole show. Everybody wanted to play Half-Life, and I knew it would be the game to put Valve on the map. What the people there didn't know was that we were already getting offers from Nintendo and Sega to port the game to their systems. It felt good to be courted by the so-called 'titans' of the game industry.”
    -Gabe Newell, co-founder of Valve Corporation

    I'm John Romero, and I'm about to make all of you my bitches! *laughs* How y'all doing today?”
    -John Romero, from the start of his speech at the id Software booth at E3 1998

    I'm not buying this damn thing just to play a game about a guy who wanders around a city beating people up.”
    -overheard at the Ring display at Sega's booth at E3 1998

    -

    May 28, 1998

    *Before Tom Kalinske takes the stage, a video begins to play.*

    For nearly three years, the Sega Saturn has brought the arcade hits home.

    *A brief montage of games such as Virtua Fighter, Daytona USA, Tekken, Soul Edge, and Ridge Racer plays, showing off scenes from those games.*

    Now, the Saturn will bring a new generation of arcade hits right into your living room.

    *Games such as Fighting Vipers 2 and Virtua Fighter 3 are shown off, and very early but impressive footage from Soul Calibur is shown.*

    Enter The Ring.

    *Ryo Hazuki is shown brawling with a gang and running around the city in Shenmue. Impressive FPS footage of a powerful minigun mowing down several angelic beings is shown from Arbiter of Sin. An impressive aerial dogfight is shown in Air Warriors. A man on a small boat is exploring a vast sea in Oceanfarer.*

    New worlds, new possibilities...

    *More scenes from Shenmue are shown as Ryo climbs up the side of a building. An impressive combo attack from a battle in the action-RPG game Angels is shown. A pair of young children are exploring a huge city and collecting items from enemies in the game Spare Parts.*

    Fight like never before.

    *Another battle, this time against a huge winged boss, is shown in Angels. The main character in Arbiter of Sin dodges magic bursts while trying to keep his gun steady. The two kid protagonists from Spare Parts are battling a trio of bears. Fights from Tekken 3 and Virtua Fighter 3 are shown.*

    An evolution in interactive entertainment.

    *Rapid-fire scenes are shown from various games, concluding with a shot of Ryo Hazuki from Shenmue as the camera pans out to show the enormous city you can explore.*

    Enter The Ring

    November 4

    *Tom Kalinske then takes the stage to massive applause, holding up what looks like a long black bar the length of the Saturn console. He holds it up for the crowd to see.*

    This is the Ring. This is the new enhancement peripheral for the Sega Saturn, launching worldwide on November 4, 1998. This device will bring a new generation of arcade hits to the Sega Saturn, with better graphics, better sound, and better gameplay than ever before. It contains a co-processor to boost the Saturn's 3D capabilities by more than 50%. It contains a RAM expansion that will double the Saturn's available memory. And it contains a sound chip to boost the Saturn's already amazing audio fidelity. It will allow the Sega Saturn to match the capabilities of our new Model 3 wave of arcade games, including the hit title Virtua Fighter 3. This new device will cost $69.99 when it launches in November. However, as you know, Sega has been the best value in gaming for the last eight years, and that's not going to change. Several of the games we are launching this year will require the Ring peripheral, and a few of those games will come packaged with the Ring, if you buy the two together you'll be able to get the Ring and one of our new hit games for just $99.99. We're also preparing a Sega Saturn combo pack for those who don't yet own a Saturn, those will contain the Saturn, a Ring peripheral, and two games, and will retail for $259.99, they will all go on sale this November at the same time as The Ring. Now, we've spent a lot of time showing you the Ring, but now we're going to show you some of the games that will be available this November. I'd like to introduce to you the man behind many of Sega's greatest hits, including two of the Ring's biggest games. Mr. Yu Suzuki!”

    *Yu Suzuki takes the stage to applause as he and Kalinske shake hands and hug. He smiles and then bows to the crowd before holding up the Ring with a smile.*

    Hello, and thank you all for coming to the press event today. This is the Ring, the device that makes the Saturn better than ever before, and makes two of the games I am showing off today possible. I would first like to show off just what The Ring is capable of with a quick demonstration of Virtua Fighter 3.”

    *The screen switches to footage of Virtua Fighter 3, from the arcade version.*

    As you can see, Virtua Fighter 3 sets a new standard for arcade graphics and gameplay, with beautiful environments and true to life character models. Now....”

    *A Saturn is being hooked up behind Suzuki, along with the Ring peripheral. The machine is switched on, and Suzuki enters a fight. The Saturn version looks almost identical. The crowd gasps.*

    And here we have Virtua Fighter 3 on the Saturn with the Ring peripheral. There is almost no difference from the arcade game to the console.”

    *As Suzuki plays, there's only a tiny hint of slowdown which doesn't affect the gameplay. It looks better than any Saturn game ever seen thus far.*

    Virtua Fighter 3 is the new generation of fighting game and it is truly amazing on the Saturn with the Ring enhancement. You will be able to play without the Ring, but the graphics are somewhat downgraded, the original gameplay remains and is quite fun but the Ring brings a new level of arcade realism to the Sega Saturn. And now I would like to talk about my other game, Shenmue. Shenmue has been in development since 1996 and has been designed with the Sega Saturn in mind, but I knew that this incredibly large and open game would not be possible unless the Saturn were more powerful. And so that is when we began to develop the Ring. This game has been completely designed with the power of the Ring in mind. Shenmue is the story of Ryo Hazuki, a young martial artist who must hunt down his father's killer. In order to find him, he will have to explore a large, open city with many different people, all of whom can be talked to, some of whom may have to be fought.”

    *On the screen, Ryo is shown talking to several people, then he is shown in the middle of combat, demonstrating the game's combat system.*

    This game has been a massive undertaking from the very beginning and I certainly did not create it alone. Many people at AM2 have been hard at work on Shenmue for two years straight, and this game is a labor of love for all of us. We truly have poured many hours into this game and I hope that you, the player, can enjoy it for many hours.”

    *Tom Kalinske re-joins Suzuki on the stage and begins to speak.*

    Shenmue is Sega's biggest undertaking ever, with more time and resources poured into it than any other Sega game to date, including Sonic the Hedgehog 4. There's an incredible amount of stuff to do. You can stick to the main quest, or enjoy an ordinary life, or anything in between. You have complete freedom, the type of freedom that only a game powered by the Ring can afford. Shenmue will be released on November 4 along with the Ring, and we hope that you all enjoy it. Suzuki-san, it's been an absolute honor to have you here with us today.”

    *The two men smile and shake hands before Suzuki leaves the stage and Kalinske continues to speak.*

    But Shenmue isn't the only game we've got planned for the Ring this year. Spare Parts, from the creator of Nights Into Dreams, is a brand new 3-D platformer created exclusively for the Ring. It's the story of two young robot children, Zacki and Ella, and their quest to rebuild a world devastated by a calamity that completely wiped out the human species. You'll explore countless areas, including the remnants of destroyed human cities and the desolate wilderness of the world's remotest areas, including the Amazon rainforest and the peaks of the Himalayas. All the while, Zacki and Ella will try to find out what destroyed their world, find any friends they can, and protect each other from the evil creatures still roaming the Earth. There are plenty of twists, turns, and secrets along the way, and you won't have to go far to find your next adventure. Spare Parts will be debuting in December and it, like Shenmue, is a Ring exclusive title. Next up, we have The Oceanfarer. This is a game about a pirate captain in search of lost treasures, as he explores the vast expanses of the open seas in order to find long-forgotten loot.”

    *A video plays on the screen, demonstrating the game's incredible water graphics which actually look a bit better than the Ultra Nintendo's Wave Race.*

    The ocean looks beautiful on the Ring, doesn't it? Well, you'll go from the sea to the air, because our next Ring-exclusive title is Air Warriors, a game all about aerial combat. You'll fly dozens of missions all over the world, protecting the innocent from the advance of a warmongering nation which boasts a powerful air force of its own.”

    *Footage from Air Warriors is shown, demonstrating the game's graphics which are a considerable step up from Ace Combat, the game's mission screen is shown along with footage from several missions including a desert bombing raid and a dogfight above a city.*

    Next we have Angels, an action-RPG from the creators of MagiQuest. Now, my daughters, even though they ARE my little angels, don't show up in this game. But I think you'll see that this game might just top MagiQuest for action-RPG fun on the Sega Saturn.”

    *Footage from Angels is shown, focusing on the game's combat system, where characters can string together some amazing looking combos that are even more impressive than those seen in Tale Phantasia. The crowd gasps as a particular combo of aerial punches and kicks, arrow fire, and magic spells is pulled off on a tough-looking boss for over 47,000 points of damage.*

    In Angels, you play as an angel named Lotherion who must defend the heavens from a terrible evil. This will require venturing down to the human world, where you might even team up with some humans to battle this threat to your home. And finally, we go from the halo to the horns. Here's the world premiere trailer for the Ring's first first-person shooter, Arbiter of Sin.”

    *A soldier is shown crawling through the mud during a thunderstorm, crying out in pain. He's fatally wounded. As he reaches out in desperation, a hand clasps around his. The soldier looks up to see a man in a black tuxedo smiling down at him.*

    Soldier: Who...are you....?

    Man: I watched you out there. You fight like a man possessed. Seems it wasn't good enough, though.

    Soldier: *groaning* I'm...dying....

    Man: I can help you with that. *his eyes glow red*

    Soldier: What....?

    *The soldier is shown walking through the gates of hell, following the black suited man. As he looks around, he sees horrifying demons, people being tortured...*

    Soldier: Please, I don't belong here....!

    Man: And you don't have to stay here. All you have to do is pledge your soul to me...for all eternity.

    *The soldier is shown a magical portal. When he looks through it, he can see a medieval battlefield and the Knights Templar fighting.*

    Man: I want you to go through that portal... *hands the soldier an automatic rifle* And kill as many as you can.

    *The soldier looks at the gun, then at the man, who is smiling.*

    Man: Do that...and your time here will be most pleasant.

    *The scene switches to show a first-person view of the soldier gunning down the templars, only to be fired at by laser guns.*

    Soldier: What the hell?

    Templar Commander: There he is, the Devil's Soldier! Kill him, kill him as we have been commanded by the One on High!

    *The Knights Templar open fire with futuristic laser weapons as the soldier is forced to take cover.*

    Soldier: *gasping for breath as the mysterious man appears* What's happening?

    Man: All your life, you've been told I'm the one you should fear. But I'm here to liberate humanity. The are here fighting for a God who would enslave it! Take your weapon and kill them all!

    *The soldier looks at his gun again. More scenes play as the soldier is shown fighting various enemies, including more Knights Templar, massive magical monsters, angels, and even demons spilling out from portals all around him.*

    Soldier: *screams as he leaps into battle against a medieval knight, firing his weapon as blood spurts from the knight's armor*

    ARBITER OF SIN

    Only on The Ring

    *cue the Sega! Scream*

    *The crowd erupts into applause as the trailer ends.*

    Arbiter of Sin will not only feature a robust single-player story, but a four player multiplayer deathmatch mode as well.* *the crowd cheers again* “So those are the games we're bringing to the Ring this year, and remember that most upcoming Saturn games can still be played on the classic Sega Saturn, and that won't change. Many of our upcoming games will feature enhancements from having the Ring, but again, can be played on the regular Sega Saturn and are still fun and exciting games that will give you many hours of great Sega gameplay.

    In fact, those of you who don't have the Ring won't be left out of the FPS party this year, because we have another game on the way, and for millions of you who played the Saturn's hottest game of 1997...” *the crowd begins to applaud as they can already anticipate what this game will be* “You will be pleased to know that Turok 2: Seeds Of Evil is launching on November 18, just two weeks after the release of the Ring. Here to briefly discuss Turok 2 is Iguana's David Dienstbier.”

    *David Dienstbier steps onto the stage and shakes Kalinske's hand, then begins to speak as Turok 2 footage starts to play on the screen.*

    Turok 2: Seeds Of Evil once again follows the warrior Turok as he returns to the Lost Lands, this time to defeat a race of alien invaders known as the Primagen. The Primagen not only have advanced technology on their side, but they can take control of living beings, including the enormous prehistoric beasts that roam the land. You'll need to use all of Turok's old skills and a bunch of new ones to defeat the Primagen and prevent their evil from infecting all dimensions forever. Among the weapons you'll be using on this quest are various alien weapons, including a pair of dual laser swords and a gun that can create miniature black holes, as seen here in a fight with a room full of Primagen soldiers...”

    *The black hole gun is fired, creating a vortex that sucks in a bunch of nearby objects and several of the soldiers as well. Turok has to dash backwards to avoid being sucked in himself.*

    As you see, you'll have to be careful about where you deploy your weapon! In addition to the single player campaign, we also have multiplayer mode...*

    *The crowd cheers as footage from the game's multiplayer deathmatch mode appears on screen.*

    So, for the first time, you'll be able to take the fight to your friends in one of twelve different multiplayer arenas. Oh, and the Primagen aren't the only ones who can tame dinosaurs...”

    *Turok is shown riding a raptor, coming up on an enemy and having the raptor bite him repeatedly.*

    There's a lot more to see and do in Turok II and we've got a display for the game set up in our booth, so come down and check us out when you're on the floor!”

    *Dienstbier leaves the stage, and once again, Kalinske returns to show off another Sega game.*

    In 1995, we released Lords of Skylein for the Sega Mega Charger. It was one of the last great Genesis games, and showed off the best of what the Genesis could offer for a great traditional RPG. In 1998, that tradition will continue with Skylein II: The World Beyond.”

    *A brief video is played, showing off the overworld and the game's traditional combat system, the 3-D graphics are about on par with Planetary Probe.*

    In Skylein II, you'll follow a new band of heroes on an adventure to the world below the mystical continent of Skylein. Discover new friends, battle powerful enemies, and explore a huge world in a game spanning three discs. Skylein II also makes use of the Ring for enhanced graphics, though even on an unenhanced Saturn, I think you'll agree that this is the most beautiful RPG yet to grace a Sega system. Now I'd like to tell you about another Sega sequel, a new installment of one of our most beloved series. In Ecco: Blue Dream, the dolphin hero returns on a new quest to explore an alternate dimension, one where the Earth is entirely water, and civilization took hold below the waves. You'll meet mermaids and fierce sea creatures as you try to save this other world while making your way back home. Ecco: Blue Dream and Skylein II: The World Beyond both come out in July, exclusively for the Sega Saturn. Now this next game... is a classic franchise that was brought to the Sega Saturn back in 1996 and immediately gained a very dedicated fanbase. These fans were so dedicated, in fact, that Ion Storm produced this game with the Sega Saturn in mind. I give you Commander Keen: Mars' Most Wanted.”

    *A very hilarious trailer for the game is played, at the end of the trailer the crowd applauds loudly.*

    Ion Storm has been working on this title for nearly two years, and I'll tell you, it's easily the biggest Keen game to date. It's so big, it's bigger than the last three Keen games COMBINED, and it's coming to the Sega Saturn this October. There's a booth for Keen down on the floor, and we hope everyone here will go and check it out, as it's truly a game that's going to surprise you in a very good way. Now, we've got yet ANOTHER classic franchise that's making its way to the Sega Saturn. This game won't be out until next year, but I think when you see what it is, you'll know it's worth the wait. Earthworm Jim is coming to Sega Saturn.”

    *Footage from the game shows Earthworm Jim exploring a massive cave in full 3-D, mounting a cow launcher and shooting cows at enemies as they come toward him. He leaps up to the next level of the cave and pummels enemies with a series of moves before taking out his blaster and vaporizing a bull who's charging at him.*

    Earthworm Jim will be exploring a fully 3-D world when he comes to the Saturn next year, there's a demo of the game down on the floor where you can explore this very cave and take Earthworm Jim on the first of what I'm sure will be many adventures in his bran new game. Now, next up, we've got a couple of titles from our friends at Eidos to tell you all about...” *the crowd erupts into cheers, already having heard rumors of both of these upcoming games* “Like Earthworm Jim, these games won't be ready until 1999, but I think when you see them you're going to be very pleased.”

    *The first video to play is the trailer for Legacy Of Kain: Soul Reaver. It's similar to part of OTL's game's intro, where Kain is introduced as a vampire lord and he burns Raziel for defying him, throwing the winged Raziel into a seemingly bottomless pit of water, only for Raziel to awaken and seek revenge.*

    Legacy Of Kain: Soul Reaver is the sequel to Blood Omen: Legacy Of Kain. As you can see, it follows that game's 'bad' ending, with Kain as the evil ruler of a world terrorized by vampires. As Raziel, you must explore the underworld in search of Kain and his followers so that you can carry out your long-awaited revenge. And next, this game is one that I'm sure a lot of you have been waiting for. We've just got a teaser trailer at this point, but Eidos is hard at work on this one and it'll be released early next year. Take a look.”

    *Lara Croft is walking through the halls of her mansion, as a TV news broadcast plays in the background.*

    TV Reporter: Millionaire industrialist Jade Bessemer returns to work today after her dramatic and harrowing rescue from certain death in the Himalayas...

    Lara: *scoffs and turns off the television, only for her phone to ring, she picks it up*

    Jade: Are you surprised I survived?

    Lara: I don't want to fight you. I hope you've learned your lesson.

    Jade: That depends. Have you learned yours?

    *Scenes from the game play in rapid-fire, Lara Croft riding a zipline in the Amazon jungle, fleeing from a t-rex on a motorbike, getting into a shootout in a casino in Las Vegas, and entering an ancient Japanese temple. Then we see her on the phone again.*

    Lara: I never do.

    Jade: Then I'm sure we'll be seeing each other again, Lara Croft.

    Lara: I'd hope not.

    *More scenes: Lara brawling with what appears to be a mummy in the middle of a rope bridge, Lara leaping onto a speedboat and tackling a thug, and Lara sliding under a huge slab door just before it closes, an artifact in hand.*

    Lara: I always come back.

    TOMB RAIDER III

    1999

    *Applause from the crowd as Kalinske starts to speak again.*

    Tomb Raider III is well into development and will be arriving on the Sega Saturn early next year. Now, we've also got an announcement about a game from our software partners at Enix. They're already about to release the RPG Granstream, the spiritual successor to the hit title Terranigma, developed by the team at Quintet. That game is complete and you can play it out on the floor. But, we'd also like to announce a game that Enix has been working on for next year, developed by the duo of Yoshinori Yamagishi and Masaki Norimoto. The game is a new spin on the classic action series ActRaiser, and it involves some of the most famous characters of Norse mythology. ActRaiser Valkyrie stars a woman named Lenneth as she is tasked by the god Odin with protecting the people of the world from evil on the eve of the great battle Ragnarok. This action-RPG/world sim will combine elements of the first two ActRaiser games with role-playing and simulation gameplay, making for one of the most epic role playing games to grace the Sega Saturn. The game is early in development and will likely see a release sometime late next year. Now, a big part of the Saturn's success has been because of its third party software partners. We've already shared with you information about Eidos and Enix's next games, but there's another great team of developers at Namco working hard on the Sega Saturn's next generation of titles. I'd like to introduce you to Glen Warren of Namco's North American divison, who'll be discussing some of Namco's upcoming titles for the Sega Saturn.”

    *Kalinske and Warren shake hands, before Warren introduces footage from Soul Calibur.*

    Thank you, Tom, and thank you to everyone who's come out here today to be at E3. I think most of the buzz surrounding Namco's presence at E3 is about one game and one game only, and that's definitely understandable when that game is Soul Calibur, the sequel to the arcade and Saturn hit Soul Edge. Soul Calibur will be released into arcades in two short months, and I'm going to officially announce that the game will also be releasing exclusively for the Sega Saturn next summer! Soul Calibur features some of the most advanced graphics ever seen in a fighting game, and utilizing the Ring, those amazing arcade graphics will be presented on the Sega Saturn in their full glory.”

    *A trailer plays, showing off the arcade version of Soul Calibur and its new eight-way movement during fights, along with several of the new characters.*

    Soul Calibur is being developed with the new Saturn Ring technology in mind, and the game will be fully compatible with Saturn memory cards when it's released to the arcades. That means that once the game is released for the Saturn next year, you'll be able to take your arcade records home with you to the Sega Saturn, and vice versa. We've got arcade machines featuring Soul Calibur set up down at the Namco booth, so make sure you come down and play when you get the chance, the lines are sure to be quite long! Our next game that I'm going to be talking about today, and one that's releasing for the Sega Saturn this year, is Time Crisis II. The exciting gun combat game where you battle criminals and rescue hostages is also compatible with the new Ring peripheral, which will enable arcade realistic graphics and open up an extra bonus stage. We've got two more games coming to the Saturn, and these games will be releasing next year, including the RPG Agni Solemn, a title about a girl whose destiny is to become the goddess of her world, only for her to reject it when she believes her world isn't worth saving. A young hero must help her find her courage before it's too late to save the world from eternal darkness. And finally, we have a puzzle fighting game called Orb Puncher, where you must land combos on your opponent in order to bury them in colorful spheres. You'll need brains and brawn to win this innovative and unique clash of genres! Namco is committed to producing the best arcade and console games anywhere, and you'll only find those games on the Sega Saturn. Thank you, and enjoy the rest of the show!”

    *Warren leaves the stage as Kalinske returns to wrap up Sega's address.*

    Thank you to everyone who came out, and thank you to all our fans across the world. It's truly a joy working for Sega as they continue to provide the best value in entertainment and the best games in our industry. I hope you all enjoy the show, and make sure you stop by our booth for the latest-”

    *The screen comes back on.*

    Huh?”

    *A voice echoes through the room.*

    Voice: Aren't you forgetting someone?

    *The crowd cheers when they realize who the voice belongs to.*

    Voice: You can't end the day without talking about Sonic the Hedgehog!

    But....Sonic? You've got another game for us?”

    Voice: Well...

    *A huge, open grassland is seen. All is peaceful as beautiful scenery is shown. Then, suddenly, a blue streak races across the plain. Then another. The blue streak runs right at the screen, then stops. Sonic the Hedgehog is standing in the middle of the field, tapping his foot.*

    Sonic: You ready to have some fun?

    *A few seconds of gameplay footage showing Sonic collecting rings, doing a couple of loops, and fighting enemies, all in a beautiful, fully-3D environment, is shown. Then Sonic is shown in the middle of the field again.*

    Sonic: I'll see you around! *races off the screen*

    SONIC THE HEDGEHOG 5

    Coming 1999

    *The crowd erupts into the biggest applause of the address as Kalinske smiles.*

    We'll have more about Sonic 5 in the coming months and you can watch another exclusive video down at our booth! It's gonna be a great year for Sega, this year and the next, because Saturn still does what Nintendon't! Thank you and enjoy the show!”

    -Sega's keynote address at E3 1998

    -

    I'm Howard Lincoln, and welcome to E3! Over the past six months, the Ultra Nintendo has sold nearly 12 million consoles in North America alone, shattering the records for the most successful video game console launch of all time. We know it's been difficult to find the Ultra Nintendo in stores, and that's why we're ramping up production, starting today, to make it easier than ever to find the Ultra for anyone who wants one. And you have many reasons to want an Ultra Nintendo, for games like Super Mario Dimensions, Final Fantasy VII, Ultra Mario Kart, Starfox 2, Goldeneye 007, Final Fantasy Tactics, Gran Turismo, and many, many, MANY more. And today, we're going to be showing you plenty more reasons why you'll want to buy the Ultra Nintendo in the days and months and years ahead, and if you already have an Ultra Nintendo, why you made the right choice in an entertainment device for your home. We want to thank everyone who's supported Nintendo over the last 13 years we've been selling game consoles in North America, and we hope to provide lots, and lots, and lots more outstanding games for many years to come. And we're going to start today's presentation with a game we introduced you to last year. A game from Rare that's ready to ship, and will in fact be released just a few short weeks from today. That game is The Dreamers, and we've got a quick bit of preview footage to show before you hit the floor to try the game out for yourself.”

    *On the screen, Edison and Madera are shown battling a giant tree monster, both of them are holding swords as the beast spins its massive arms around.*

    Now for this fight you'll be controlling the main character, Edison. Edison has a variety of moves, moves that you'll be learning throughout the game, that you can use to strike this huge boss creature here. You can lunge forward and attack from the front, or you can move around to the back and have Madera keep him distracted. Combat is a big part of The Dreamers, and you'll be battling hundreds of enemies and dozens of bosses on your epic journey to find Edison's sister and uncover the secrets of this massive world. Next...”

    *Madera is shown exploring an area on her own.*

    Here you're controlling Madera, and you've got to find five puzzle pieces, these pieces are used to fill up a picture, and once you've done that, you can access another area, an area where your friend Edison is being held captive by servants of the evil witch Gruntilda. In order to get these puzzle pieces, you'll have to perform a variety of tasks along the way. We're going to go help the witch doctor Mumbo Jumbo complete his spell, and for that, we've got to fight some enemies that he summons up for us. Madera's swordplay is a bit quicker than Edison's, she fights a bit differently and has a completely different moveset from Edison. This game is enormous, there are eight different sections of this world that open up as you go through the game, and within these sections are different sub-areas, so each of the eight main sections is like a new chapter of your journey. Rare's put together an incredible world filled with wonderful characters, and they've told a story like no other. You'll laugh, you'll definitely cry, and you'll believe that all your dreams can come true. The Dreamers will release on June 15, and the complete game is ready to play down at our big Nintendo booth, so come and try it out! Now our next game is also releasing next month. It's been a big hit in Japan and is a brand new original title from Nintendo, designed by my dear friend, Mr. Satoru Iwata. Mr. Iwata is here to briefly describe his new game, called Aeroboy.”

    *Satoru Iwata takes the stage, smiles and shakes Lincoln's hand before beginning to talk about his game.*

    Last year, I began thinking of ideas to take advantage of the opportunities provided by the new Ultra Nintendo game console. I have always dreamed of making a new version of my old game Balloon Fight. But when I began to come up with ideas for this game, the game took on a life of its own. It is no longer a mere sequel to Balloon Fight, but an entirely new game in its own right. Aeroboy combines the thrill of flying above beautiful places with the excitement of being a great hero. Aeroboy is a boy who has discovered how to fly through the use of devices including mechanical wings, jetpacks, and yes, of course, balloons.”

    *Scenes from the game begin to play, showing Aeroboy in flight above a forest clearing. He sees several civilians down below, who are being menaced by imp-like creatures who throw pitchforks up at him.*

    Aeroboy can block and absorb attacks from above and below in order to gain power to use his special abilities. These abilities can include causing a projectile rain, levitating civilians, freezing enemies, and many other abilities depending on what Aeroboy is using as a flight method. He can also use a special blaster weapon without the need to charge his ability meter. Aeroboy can roam freely across the levels, where icons will appear to indicate his goals. He must rescue a certain number of civilians before he can complete the level. I am pleased to give this presentation and I am very proud of the work that has been done to bring Aeroboy to life. I hope that you all enjoy playing it as much as I enjoyed making it. Thank you and enjoy E3.”

    *Iwata bows to the crowd before shaking Lincoln's hand again and exiting the stage.*

    And Aeroboy isn't the only original game Nintendo is debuting this year. We have another title to announce, one that's coming this fall exclusively to Ultra Nintendo.*

    *A brief trailer for a new game appears on the screen, showing gameplay footage. Battlebot-like machines, ranging in size from a briefcase to a car, are shown battling in an arena. Excited kids, holding remote controls for the robots, are making various expressions, from jumping for joy to pouting in dismay.*

    In the future, robots battle for supremacy in the arena!

    *A robot rolls up to another robot and brings a saw down on its head.*

    Create your machines!

    *Footage from the game's very detailed robot building screen is shown, along with different data bars and resource meters.*

    Battle your rival!

    *A sneering snobby kid laughs as his robot tears through two foes at once.*

    And achieve total domination!

    *Scenes of robot destruction are shown, the game is shown to be somewhat of a hybrid of OTL's Custom Robo and Battlebots.*

    METAL CLASH

    October

    *The crowd applauds mildly.*

    Metal Clash is an exciting new game based on the brand new sport of robotic combat, with a Nintendo twist. You'll get to go on your own adventure, earning money and finding parts to build your own fearsome robots. Metal Clash will be released this fall in North America, and we've got a robot building demo down on the show floor. So now you've heard about some new ideas from Nintendo, and we'll keep bringing those new ideas as we look for new ways to engage our players and make games as fun as they can possibly be. But now....well, I think it's time to hear from the man himself, Shigeru Miyamoto.”

    *Shigeru Miyamoto takes the stage along with his new interpreter Bill Trinen, who speaks for Miyamoto after Miyamoto makes statements in Japanese. The crowd applauds Miyamoto wildly as he takes the stage, knowing exactly what he's here to talk about.*

    For me, working on The Legend Of Zelda is a chance to test the limits of my imagination, and a chance to test the players' imaginations as well. In Ocarina of Dreams, we continued Link's story from two previous games, but with Temple of Time, we are starting over with a brand new story, in a brand new Hyrule watched over by these three magical goddesses whom you might have met in The Mystic Mirror, our new Game Boy Zelda game. Temple Of Time starts off with a very young Link, a Link who is younger than any Link who has appeared before him, but as the secrets of this world are unlocked, you will discover that there is more to this Link than you know.”

    *The screen shows footage from the game's first dungeon, a dungeon filled with overgrowth and tree roots in the middle of Kokiri Forest. Link is exploring the dungeon with his sword and shield.*

    In this game, the first fully three-dimensional Zelda, we've created a new system to battle enemies. You'll be able to lock on with the R button and then target an enemy with either a projectile, like the slingshot, or your sword with a flying leap.”

    *Link leaps into the air and strikes down the bat enemy.*

    Not only does this game span years of time, but it spans the four seasons as well. In this game, Hyrule is governed by the four seasons: Spring, Summer, Autumn, and Winter. You have seen a glimpse of the Spring dungeon, which takes place in the middle of Kokiri Forest, Link's home. You will be exploring four dungeons in this game....at least at first. *Miyamoto laughs* I won't reveal all the secrets of this new game, but rest assured, it is much larger in scale than we will be showing you today. Hyrule is truly enormous in this game.”

    *Now, Link is riding Epona across a vast, beautiful Hyrule Field. The crowd begins to cheer upon seeing the scale of the field that Link is riding across and just how many things are visible in the environment.*

    Anywhere you see, you can go to. There are many secrets in this new Hyrule, as there have always been in any Legend of Zelda game. This game will explore Hyrule's past, deeper than any game before it. I know that the expectations have been set enormously high by the success of Ocarina of Dreams. I truly hope we can exceed the expectations of players, and that we can exceed the praise that the last game received.”

    *A trailer is now shown, showing Link exploring the four dungeons, a forested dungeon for Spring, a fiery mountain dungeon for Summer, an ice palace dungeon for Winter, and a desert dungeon for Fall. He enters the Temple of Time and is greeted by an ancient sage who shows him the Master Sword. Link pulls out the sword and screams and the screen goes black. Then, the release date and title are shown on screen.*

    THE LEGEND OF ZELDA: TEMPLE OF TIME

    November 21

    *The crowd erupts into enormous applause. Howard Lincoln walks up and shakes Shigeru Miyamoto's hand before beginning to speak.*

    The Legend Of Zelda: Temple Of Time will release just six short months from now in North America, and the game will be available to play at our Nintendo booth so you can check out the brand new Zelda for yourself. I know you won't be disappointed. The next game I'm going to talk about is another highly anticipated sequel, to one of the biggest fighting games in history. I'm talking about Killer Instinct Ultra, and it's finally on its way to the Ultra Nintendo this September.”

    *The crowd cheers as the footage begins to play, the Ultra Nintendo version looks far better than the arcade version of Killer Instinct 2.*

    Killer Instinct Ultra is a souped up, greatly enhanced version of Killer Instinct 2, optimized for the Ultra Nintendo console. With console-exclusive characters and a brand new Quest Mode, Killer Instinct Ultra will be the definitive fighting game on the Ultra Nintendo. We've got the game down at our booth, and we'll even be having a tournament later today with prizes, so make sure you come down and sign up, as it's first-come, first-serve. The classic mystery solving series Detective Club is also coming to the Super Nintendo. Ultra Detective Club features six thrilling new cases and in a first for the series, interactive animated cutscenes that let you gather key clues as you watch the story unfold in real time. For all you wanna-be gumshoes out there, Ultra Detective Club is the closest you'll get to actually becoming a real detective. And, coming to home consoles for the first time is Ultra World Of Color, a sequel to the 1996 puzzle game that's become an enormous hit on the Game Boy Color. Along with a companion game, World Of Color 2 for the Game Boy Color, Ultra World Of Color is the best puzzle game of the year, and it'll introduce four player multiplayer action to the series for the first time, letting you battle it out with your friends in fast paced puzzle matches to see who's the fastest and the smartest of all. Now, our next title, you've probably heard a lot about, as it's releasing in Japan next month and has been a big story there. We're bringing the hero Pit to the Ultra Nintendo in Kid Icarus: Guardian. Kid Icarus: Guardian brings the classic exploration gameplay of the NES, Game Boy, and SNES-CD games to the Ultra Nintendo, while introducing fiercer monsters and the best visuals the series has ever seen. When mankind is threatened by the evil goddess Nemesis, whose grudge against humanity spans many eons, only Pit can save the people he's sworn to protect. Pit's quest is joined by the legendary hero Achilles and the young princess Phaedra, who represent humanity and help Pit protect the people from a series of increasingly deadly disasters. Pit can unleash more moves than ever, he can upgrade his bow as you progress through the journey, and also learns some devastating magic that will be a helpful boon to your quest. Kid Icarus: Guardian will be available in North America in October.”

    *The screen now shows a picture of massive crowd of Japanese schoolchildren cheering excitedly.*

    Here at Nintendo, we've been keeping a secret. And this secret is probably the worst-kept secret in all of video games. There has been a massive phenomenon that's swept Japan, and that phenomenon involves 150 mysterious creatures, big and small, called Pokemon. Now, we're finally ready to bring the Pokemon phenomenon to America, and everything that comes with it.”

    *Pictures of various Pokemon are shown on the screen. Apart from some very minor changes, the original 150 Pokemon are exactly as IOTL.*

    The Pokemon games, involving catching and battling these 150 creatures, have sold millions of copies in Japan. We've created several versions of the games, including the latest, released last year, that have been completely overhauled for the Game Boy Color, with an enhanced music score and improved graphics. This is the version of the game that America will be receiving, though it can also be played on the original Game Boy. The two games, Pokemon Red and Pokemon Green, will be released on September 7th. That is also the day that the Pokemon animated series will debut on Cartoon Network's Toonami animation block. The animated series follows the events of the game, depicting young Sato Ketchum's journey to become a Pokemon Master by conquering the eight gym leaders and catching all 150 Pokemon. We hope you'll become a part of the phenomenon, because you Gotta Catch 'Em All!”

    *A brief hype trailer for the Pokemon game and anime is shown on screen, playing “The Journey's Just Begun”. The crowd applauds after the trailer finishes.*

    We're all extremely excited about finally bringing Pokemon to Western shores, but you know, Pokemon isn't just a Nintendo game. It's part of our partnership with the company Sony, whose amazing technology has helped to make the Ultra Nintendo a reality. And Sony's not just our partner in the Ultra Nintendo. They're also at the forefront of making some really great games for the system going forward, including the sequel to their sci-fi SNES-CD hit Ballistic Limit. We showed you a trailer for Ballistic Limit 2 last year, but now the game is nearing release, and we've got a lot more to show off this time around.”

    *Footage from the game begins to play as Lincoln continues to speak, the game is now a free-roaming third person shooter, which switches to first person when Ash enters Ballistic Mode. He can move completely freely in Ballistic Mode, though his time is still limited by the Ballistic Meter. Right now he's walking across a desolate, rocky field, taking shots at different creatures that cross his path.*

    In Ballistic Limit 2, Ash Beckland and his crew have journeyed to the far reaches of space, hoping to contain an alien virus before it spreads and infects the entire galaxy. The virus has already infected the world that Ash's crew have stepped onto, and they're in a race against time to find the source of the virus before the planet's deadly creatures devour them.”

    *Various scenes from the game's combat are shown, with an emphasis on all the horrifying creatures that Ash and his crew have to take down. The crowd gasps as an enormous winged wasp/dragon creature flexes a massive stinging tail as Ash fires desperately at it with a powerful gatling-gun type weapon.*

    The Ballistic system returns, granting bonuses to the player's weapon if they can take the enemy down in the first-person Ballistic Mode, but this time, you can actually strafe around enemies, giving you an added edge in combat. Sony has worked extensively on this game, and also on another sequel to a 1995 SNES-CD classic, Twisted Metal.”

    *The crowd cheers at the announcement of Twisted Metal 2. Lincoln continues to speak as footage from one of the game's brutal demolition derbies plays on screen, the graphics far better than the previous game.*

    In Twisted Metal 2, you'll take Sweet Tooth and his fellow psychotic destruction junkies on a whirlwind worldwide tour of mass destruction, battling it out all over the globe in a variety of vehicles and weapons. You can also play with four players at once, making this another multiplayer experience you can only find on the Ultra Nintendo. Finally from Sony, we've got one more game to talk about, this one from our friends at Naughty Dog. And speaking of naughty dogs, let's see what old Woofle's been up to...”

    *The scene shows Clark in his room, working on his homework when suddenly his big dog Woofle comes up and leans on the desk.*

    Clark: Not now, boy, I'm busy working!

    Woofle: *barks, then uses his big tongue to eat everything on the desk, including Clark's homework*

    Clark: Woofle! The teacher'll never believe that my dog actually ate my homework! Naughty dog!

    *As Woofle is pouting, the door to Clark's room opens.*

    Clark's mom: Clark, your friend Selkie's here...

    Clark: Really? *he runs out the door and sees Selkie standing at the foot of the stairs* Hey Selkie, what's up? You look...kinda sad.

    Selkie: Clark, I need your help, yours AND Woofle's...

    Clark: What's wrong?

    Selkie: My family and I, we thought we'd found a new world where we could stay, but... this evil cat army's taken over and-

    Clark: An evil cat army?

    Woofle: *growls and barks from upstairs*

    Selkie: And we need your help!

    Clark: *looks up at Woofle* Well, boy? You ready for another adventure?

    Woofle: *barks eagerly and rushes downstairs, plowing into Clark and Selkie which causes them both to land on his back*

    Clark's mom: Now wait just a minute, you've got school tomorrow!

    Clark: But mom, the fate of an entire world's at stake!

    Clark's mom: Well be home by supper! *as Woofle is running out the door*

    Selkie: *smirks* I highly doubt we'll be home by supper.

    Clark: Let's go, Woofle, we've got a world to save!

    *The dog, with the kids in tow, leaps through a magical portal, which closes behind them. The logo of the game appears.*

    DOG DASH 3

    1999

    In Naughty Dog's newest game, Clark, Woofle, and Selkie enter a fully 3D world for the very first time as they battle against the evil Feline Front, led by General Catsmeow. You'll see a lot more of this game in the months ahead, and be sure to check out our booth for some early gameplay footage. And if you can't wait for action platforming and Dog Dash 3 is too far away, Quixsters should ease the wait quite a bit. The game is about four kids who explore numerous worlds, battling enemies and gathering treasure, all while competing with one another for the title of World's Greatest Hero. These kids aren't just best friends, they're fierce rivals, and they're coming to the Ultra Nintendo in July. And from Konami... *the crowd applauds massively, though this isn't the game the crowd has been waiting for* comes a brand new game called Shadows of the Moon. *there's a bit of a disappointed groan from some of the crowd, though others who have been following the game's coverage in Japan cheer quite a bit, making for a loud mixed reaction* Check it out.”

    *The trailer, which is in Japanese with English subtitles, shows a mysterious woman clad in black as she hunts down a handsome looking man through a crowded city. About halfway through the trailer, the man is revealed as a werewolf, and a fierce battle ensues, with the woman firing silver bullets at the werewolf, who on several occasions nearly rips her to shreds. Finally, the werewolf is taken down, and the woman smiles as she holsters her gun. Brief gameplay footage is shown, revealing the game to be a somewhat Castlevania-esque 2-D action title but with beautiful and stylistic 3-D graphics, with a very robust combat system. The trailer ends and the crowd cheers, much more enthusiastically than their half-disappointed mixed reaction from before.*

    Shadows Of The Moon will be out sometime before the end of the year. And from Japan comes another game, this time from our partners at Telenet Japan. This is Tale Lemuria, the sequel to 1996's hit Tale Phantasia. While Tale Lemuria features an entirely different cast of characters undertaking a brand new quest, it features the same excellent gameplay from the first, including a vast world to explore and an action-packed real time combat system. But this time, you're not just restricted to fighting on a 2-D plane. Characters can run around in all eight directions as they battle foes, adding an all new element of strategy to this highly regarded combat system. In Tale Lemuria, you play as a group of heroes who search for a mysterious continent at the behest of their ruler, only to discover an advanced civilization full of refugees from an oppressive world.”

    *A trailer begins to play, showing an anime cutscene of four soldiers on the march.*

    A Mysterious Land...

    Kaster (the main hero of the game): They say this continent really exists?

    Indra (the main heroine): It has to exist.

    Kaster: And once we find it, we'll get rich beyond our wildest dreams!

    An Undiscovered Kingdom...

    *The four heroes stand in a forest as they are surrounded on all sides by weapon-wielding half-elves.*

    Half-Elf Leader: No one can know of this place.

    Kaster: Please, we mean no harm!

    A War is Brewing...

    Half-Elf Leader: The humans must pay for their crimes against our kind! Now is the time for war!

    Teenage Girl: Father, you mustn't!

    Indra: There must be another way!

    Half-Elf Leader: Can you speak for the humans?

    Kaster: I...

    *Various cutscenes from the game are shown as a lyrical song begins to play. Some humans and half-elves are fighting together against a massive beast. A man in full military uniform, the king of Kaster's country, is walking down the main hall of his throne room. A powerful ancient weapon is charging before discharging a massive laser blast that cuts through miles of forest.*

    Half-Elf Leader: There is no peace without subjugation.

    *The half-elf leader's daughter, Lyrica, is being embraced by Kaster as she sheds a tear. Another scene shows Indra holding a sword to Lyrica's neck.*

    Indra: I will not hesitate to kill you if your father doesn't back down.

    Lyrica: *just bows her head, showing more sadness than fear*

    *The song reaches its climax as the half-elf leader makes an angry speech, followed by the half elves slaughtering thousands of humans, Kaster and several other heroes leaping from a cliff, and several of the game's summon spirits, including Undine, Efreet, and Volt activating their powers.*

    A World On The Brink...

    Lyrica: *looking up and praying to the sky* If I cannot save them, then...all is lost.

    TALE LEMURIA

    #1 In Japan For Two Straight Months

    Arriving in America September 1998

    *The trailer ends to massive applause.*

    We have a nearly complete English version of Tale Lemuria on display at our booth for you all to play and enjoy. Here at Nintendo, we're very proud of the RPGs we're featuring on the Ultra Nintendo, which we feel is poised to become the greatest system for RPG fans ever made. And we're getting plenty of help from the brilliant developers at Squaresoft. Here to show off some of Squaresoft's upcoming games is Mr. Ted Woolsey, head of Squaresoft's North American division.”

    *Ted Woolsey takes the stage and shakes Howard Lincoln's hand.*

    Hello again. Last year, I was here to show off Final Fantasy VII, a game that revolutionized the RPG genre. And now, this year, Squaresoft is going to do it again with a brand new RPG experience that will bring cinema quality storytelling and visuals to the Ultra Nintendo. Here is the opening scene of Parasite Eve.”

    *The famous opera scene from Parasite Eve, in which an entire concert crowd, with the exception of the heroine Aya Brea, spontaneously combusts is shown. Aya goes backstage to confront the singer Melissa, and after she speaks cryptically to Aya, the scene ends. The crowd applauds.*

    Parasite Eve takes place over eight horrifying days in New York City, in which a mysterious phenomenon is causing all lifeforms to randomly combust, throwing the city into chaos. Young NYPD officer Aya Brea must discover the cause of this phenomenon, and in the process, discovers her own true nature. This game features a brand new combat system that takes place in real time, with Aya utilizing guns and her latent psychic abilities to battle a variety of deadly foes as she explores the city with the help of a few souls brave enough to stay and assist her. You'll explore landmarks all over the city, including the Natural History Museum and Central Park, as you attempt to stop the mysterious force threatening all of humanity. Parasite Eve features more than three hours of fully rendered cutscenes featuring the best graphics yet seen in a video game, and cinema quality voice acting including actors and actresses from some of your favorite TV shows and films. We're combining classic, exploration, RPG style gameplay with some survival horror and cinematic elements to create a new genre of video game, and one that you'll have to experience for yourself to truly believe. We're positioning Parasite Eve as our major game this holiday season, but it's not the only game we'll be releasing. Here's a look at a scene from our RPG Fairytale, from the creators of Chrono Trigger.”

    *A fully rendered cutscene shows two fairies and their male human companion entering a very dark and spooky clearing.*

    Virtuosa: The princess has to be here, right?

    Claris: If she's still alive...

    *A rustling is heard from nearby. The four look to see a cocoon dangling, with muffled whimpers coming from it. They go over to the cocoon, and Claris reaches to pull some of the webbing away from what appears to be the victim's face.*

    Ashlyn: *as soon as her mouth is uncovered* Please, help me...! *she sounds utterly terrified*

    Claris: Ashlyn, it's all right, we're here to-

    *A hideous skittering noise is heard from nearby. The three heroes turn, and out of the forest comes a massive, terrifying spider with long, thin legs. The crowd gasps as the spider appears, one of the reporters yells out “Nope, nope....!!!” while others are cheering.*

    Claris: There it is, there's the thing that's been skulking these woods! That damned spider!

    Ephret: We're dead, we're all dead!

    Virtuosa: Oh my stars!

    *The cutscene smoothly shifts into a battle, the four heroes are facing the spider but as attacks are entered, the characters move naturally into various positions. The combat system is a lot like Chrono Trigger's ATB system but with more natural, spontaneous combos like SaGa Frontier. As the boss battle continues to play out, Ted Woolsey begins to speak again.*

    As you can see, Fairytale can be very beautiful but it can also be very scary. You can watch the battle playing out on the screen, the combat system's a lot like Final Fantasy, but character animations and movement are very organic, and you'll be able to use the characters' affinity toward one another to have a better chance of pulling off consistent combination attacks. Will Princess Ashlyn escape the spider with her life? You'll have to play Fairytale when it comes to the US in July to find out! Next, I'd like to announce the North American release of Brave Fencer Kyuriadan this fall. You got to experience Kyuriadan's noble quest in 1996, but now he returns in an all new quest, to liberate the land from an oppressive ruler and rescue the beautiful Princess Fillet. The game is a lot more RPG-like than the original, but maintains Kyuriadan's exciting combat system of timely attacks and counters to make fighting enemies a whirlwind good time! Of course, no Squaresoft press conference would be complete without announcing a new Final Fantasy game. We're of course hard at work on Final Fantasy VIII, and we'll have more information on that game later this year. But before we can move forward, we feel that this classic series deserves a look back.”

    *A brief video plays, showing off classic moments from Final Fantasy through Final Fantasy VI.*

    On the Super Nintendo CD, you could experience all six Final Fantasy games, through the Final Fantasy Origins collection, Final Fantasy IV, Final Fantasy V, and Final Fantasy VI. But next year, we're bringing them all together in a single huge collection. Final Fantasy Collection will contain all six classic Final Fantasy games as they appeared on the Super Nintendo CD, with a number of extra features and goodies that we'll be announcing as the collection nears release. Thank you again for supporting Squaresoft and its games, and we hope you continue to enjoy our games for many years to come!”

    *Woolsey leaves the stage, and Howard Lincoln returns.*

    A big thank you to Mr. Ted Woolsey for that exciting presentation. But we've got one more guest to feature today, and that's Mr. Keiji Inafune from Capcom, here to show off Capcom's latest Ultra Nintendo releases!”

    *Keiji Inafune takes the stage, shaking Howard Lincoln's hand before beginning to speak.*

    It was on the original Nintendo Entertainment System that Mega Man got his start.” *the crowd cheers as Mega Man is mentioned* “And that is why we have chosen the Ultra Nintendo to play host to four all new Mega Man games that will be released over the next 18 months.” *the cheering gets even louder, as the screen shows the images of four logos: Mega Man X5, Mega Man 8, Mega Man Legends, and Mega Man Zero* “Mega Man X5 is the continuation of the new generation Mega Man series, featuring the return of the hero X in his battle against the Mavericks, once again led by the evil Sigma. The game will be X's first on the new generation hardware, and it features updated graphics and amazing new animated cutscenes that will bring Mega Man's world to life like never before. In Mega Man Legends, we'll take the Mega Man world to the genre of the adventure game for the first time ever. You'll get to explore a huge world as the Blue Bomber, meeting new characters and discovering all new secrets. Both of these games will be debuting in North America this August, in what we call the Month of Mega Man!” *another loud cheer from the crowd* “Mega Man 8 will not be released until next year, but it will see the classic Mega Man gameplay return, also featuring the latest in Ultra Nintendo graphical fidelity. And finally, Mega Man Zero is a Mega Man X-styled game starring Mega Man's ally Zero as he embarks on a quest of his own. Both Mega Man 8 and Mega Man Zero are early in development, but we hope to release them sometime next year in North America. Finally....finally is a game that I am not sure I am qualified to discuss, as it is not my game, but I know all of you are very enthusiastic about this particular series and so I will do the best that I can. I remember that one of the very first games to be released on the Super Nintendo CD, both here and in Japan, was Street Fighter II. And so I am pleased to announce that the home console version of Street Fighter III is also coming to the Ultra Nintendo exclusively.”

    *loud cheers erupt from the crowd as footage from the Ultra Nintendo version of Street Fighter III, featuring very highly detailed sprites, appears on the screen looking even better than it does in arcades*

    Street Fighter III for the Ultra Nintendo will not only feature all of the new characters from the new game, but all of the returning characters as well, and it will be the first version of this game anywhere to feature the return of Chun-Li, who was absent in the original arcade version of the game. I hope you will all enjoy the Ultra Nintendo version of Street Fighter III when it is released this Christmas. Thank you all again.”

    *Inafune shakes Lincoln's hand and hugs him before leaving the stage.*

    Last, but definitely not least, we have some all new footage to show you from Metal Gear Solid-”

    *The crowd interrupts Howard Lincoln by erupting into the biggest applause of any game yet.*

    ...we hope you enjoy it.”

    *The screen shows gameplay footage as Snake sneaks through the top of a cargo ship, sliding between stacks of boxes and taking out guards along the way. His target is a high-ranking military figure pacing in a room high above the deck. After several narrow escapes that show off the game's stealth system, Snake slips over to the stairs, where several more guards await, Snake uses silent takedowns on them before kicking his way into the room where the military official is.*

    Snake: *points his gun at the military official* You're coming with me.

    Official: How did you- *is suddenly shot by a figure offscreen*

    Snake: What the hell?

    Ocelot: *sitting on the couch, he then points the gun at Snake who aims right back at him* This is as far as you go, Snake.

    Snake: You son of a bitch, how'd you get here?

    Ocelot: *he laughs* I'm everywhere, Snake. Did you think I was just gonna let you come on board this ship and interrogate the man I've been funneling information through? That would ruin everything.

    Snake: I've got other ways of getting what I need.

    *A helicopter shines its light through the window of the room. Ocelot is distracted for a moment, allowing Snake to shoot him in the shoulder. Ocelot fires back as Snake dives for cover. The helicopter opens fire, shattering the window and forcing Ocelot to roll for cover as well.*

    Meryl: *from the helicopter cockpit* Snake, I've got you covered!

    Ocelot: Damn bitch! *firing at the helicopter now*

    Snake: *leaps out from behind cover and fires on Ocelot, who's forced to flee the room*

    Ocelot: I'm not giving up, not yet! *he tosses a live grenade into the helicopter*

    Meryl: Shit! *she tries to toss it out, causing the helicopter to spin out of control*

    Snake: Meryl!

    *The gameplay now takes over, you have to grab something to lasso onto the helicopter so that you can get Meryl out in time, meanwhile Ocelot's guards on the ship are firing at the both of you. After a heroic rescue, Snake and Meryl dive away from a large explosion onto a platform above the deck, then run toward an escape boat parked nearby. Just as the two of you reach the boat, Ocelot emerges and fires, hitting Snake multiple times in the chest. Snake falls back into Meryl's arms. Meryl points her gun at Ocelot, but he shoots it out of her hand.*

    Ocelot: You can come quietly or-

    Meryl: *spits in his face* Kiss my ass. *shoves Snake toward Ocelot, Snake, despite multiple gunshot wounds, is able to tackle Ocelot and the two of them roll off the boat together in a cutscene as the video finally ends*

    *The crowd erupts into more applause.*

    Metal Gear Solid will be released exclusively for the Ultra Nintendo in February 1999. We regret that the game won't be released this year, but Konami needs more time to make the game absolutely perfect for its release. We know it'll be worth the wait. These are only some of the great games we've got planned for the Ultra Nintendo, we'll be showing them all off on the floor, so come and check out everything we've got to offer! And remember, all of these great games can be played on the Ultra Nintendo as it is, no Ring required!” *the crowd erupts into cheers one more time*

    -Nintendo's keynote address at E3 1998

    -

    Ted Crosley: We're here live on the floor of E3, and we're talking to Mr. Doom himself, that's right, John Romero is here live with us, it's great talking to you again.

    John Romero: *smiles as he shakes hands with Ted and Alex* Always a pleasure.

    Alex Stansfield: This year you're mainly showing off two games. Here we've got Quake, for the Ultra Nintendo and for the Sega Saturn, and we've also got Daikatana which is coming to the Ultra Nintendo later this year. What kind of a year has it been working on these games?

    Romero: It's been busy but it's been fun! As you can see here, Quake looks great on the console. It looks a little bit better on the Ultra, but here on the Saturn it looks just as good as it does on the PC, and it works with the Ring which'll bring it up right around to where the Ultra is in terms of graphics, we were really pleased to get it working so well on both systems.

    Ted: Quake is an awesome game, one of my favorite PC games to come out in a while...

    Romero: Thank you.

    Ted: But tell us about Daikatana.

    Romero: Well, Daikatana is awesome, it's a time traveling game where you've got a big sword, which is called the Daikatana, Japanese for “big sword”, and you're going around teaming up with warriors from across time to kick some bad guy ass, it's really very cool.

    Ted: You sound very proud of this game.

    Romero: *laughs* Well, the original tagline for it was simply, “John Romero's about to make you his bitch."

    *Ted and Alex both laugh hysterically*

    Romero: Yeah, the guys at Nintendo thought that too, they said, you know, I'm being too cocky.

    Alex: Well, haven't you kinda earned it? First Doom, then Quake....

    Romero: Well, after I split with Tom Hall, I mean we're still buddies but we're not making games together anymore, he's doing Keen, I'm doing Daikatana... I mean, it kinda humbled me a bit. JUST a bit, mind you!

    Ted: *laughing* Well, if this Daikatana is as good as you say it's gonna be...

    Romero: It is!

    (…)

    Brittany Saldita: I'm Brittany Saldita and I'm here with Kenji Eno and we're gonna talk about Nightsyren!

    *Brittany is playing through an early mission with the two female stars of the game, the two are having to work together to clear a series of obstructions blocking their path. All the while, they're being attacked by large, feral rats.*

    Brittany: You've made a lot of spooky games before and I gotta say, this game is creeping me out big time!

    Kenji Eno: Well, that's the idea, to give the player a real sense of fear. These two women, they're trapped, they have to work together to get home alive.

    Brittany: I can't keep these rats off me! *she tries to maneuver one of the women around to the other side of the barricade but the rats swarm her, the other one is trying to beat down the rats but it's too late* This is the third time I've died on this! No help?

    Eno: No help! You need to figure out how to use them together to survive.

    Brittany: Hmm.... well I love the graphics in this game, the atmosphere, it's all really effective to convey a sense of fear and terror. I'm enjoying myself, I'm not gonna give up on this!

    (…)

    Lyssa Fielding: I've been playing Commander Keen: Mars' Most Wanted for nearly half an hour and I'm almost through both demos! This might be my favorite game of the show so far. I love the new character, her name is Princess Lindsay and she is a kick butt princess! You play as her and you try to rescue Commander Keen after he gets captured...I can't get enough!

    Tom Hall: We're definitely looking to defy people's expectations with this game, I know the last one was really well liked but we hope this one takes it over the top.

    Lyssa: Over the top is a BIG theme for this game, it doesn't do anything halfway. It's really silly but it's got a great plot too, it reminds me of Earthworm Jim but I played that and then I played this and so far I'm liking this a lot better! It's the best 3-D platformer I've played since maybe Super Mario Dimensions, it looks and plays way better than the last game and has been my biggest surprise of the show so far. Commander Keen: Mars' Most Wanted is definitely gonna be the game to watch on the Saturn this year!

    (…)

    *Alex is hunched over a Game Boy Color.*

    Alex: This is one of the hottest tickets of the show, believe it or not, Pokemon on the Game Boy. I'm here to see what all the hype's about and I gotta say, I've only spent a few minutes with it and it's pretty fun. There's tons of different creatures to catch, I've caught a couple of bugs so far and I'll tell you, it's a pretty tough little game. You've got 15 different attack types to memorize, it's like rock paper scissors on steroids and I think this game is gonna be a big hit.

    *The camera pans out to show the whole Pokemon display with a huge crowd around it.*

    Alex: They've actually had the first episode of the anime on loop. This is a really big thing Nintendo's pushing and I'm sure Santa will be bringing a lot of little Pokemon to the kiddies this year. I'm gonna keep going as long as I can before someone kicks me off this thing, I don't think I'll catch 'em all in the amount of time I've got but even if I had a hundred hours I don't think I would either!

    (…)

    *Ted and Alex are now playing The Legend Of Zelda: Temple of Time, they're in the first dungeon and Link is climbing up a massive bunch of vines.*

    Alex: Of all the 2-D to 3-D transitions that we've seen so far out of the Ultra Nintendo and the Saturn, I think Zelda might be the best one to date. So far, it's utterly perfect.

    Ted: Yeah, um, this is a huge dungeon, and Nintendo's telling us there's gonna be four, but...knowing that it's a Zelda game, I have a feeling we'll get quite a bit more than four dungeons in this one.

    Alex: With time travel playing a big role in the game, I imagine maybe we'll get dungeons in alternate timelines?

    *Link reaches a room where he's got to bounce Deku Scrubs' projectiles back at them. Alex is using the new lock-on system to target individual Scrubs.*

    Alex: The lock-on's just perfect, I can tell the game exactly what I want to hit and boom, I'm hitting it!

    Ted: I'm worried it might almost make the game too easy. But, we have already seen a doozy of a puzzle in this dungeon, so maybe the series is going that route? Tougher puzzles?

    Alex: I love puzzles, so I'm fully on board with that. The Legend Of Zelda: Temple of Time, we know it's gonna be good. We know it's almost certainly gonna be great. Can it top Ocarina of Dreams?

    Ted: ...it's my turn. *snatches the controller away from Alex*

    Alex: Hey, HEY! *gets into a fight with Ted for the controller that causes Link to die* I think we've just exposed the game's only flaw...no...two player...mode...! *still fighting Ted for the controller*

    (…)

    *Gary is wandering through the city in Shenmue.*

    Gary: This is Shenmue, and this is the power of the Ring on full display. This city is huge, I feel I've explored...barely a tiny part of it and there's still so much to do!

    *Gary goes into a house and talks to an old lady.*

    Gary: I don't think I've ever played a game where talking to an old lady is interesting, but Shenmue actually makes it pretty fun to hear what she has to say. She's telling us about these Yakuza who threatened her the previous night and asking us if we'll do something about it. Well...yes, of course we'll do something about those Yakuza! I think I want some of your gum though. Can I ask for gum? ...no, I can't ask for gum. Well, all right then.

    *Gary then has Ryo wander over to a street, where two men are discussing a business deal. He listens in on them, the conversation isn't related to the main plot of the game but it's just something interesting that can be done.*

    Gary: I'm spying on these dudes, they're talking about business stuff. Again, something that would normally be boring, is not boring!

    *Ryo bumps into a tough looking guy, who glares at him. He has the option of challenging the guy to a fight, which Gary of course does, starting a street brawl between the two. Ryo's moves are somewhat slow and he gets pummeled.*

    Gary: And you gotta train in this game, if you don't you'll get your ass kicked, you can't just jump into a fight any time you want, you've gotta pick your battles and again, that adds a real element of growth and progression and realism. I'm really liking Shenmue, but you'll definitely need a lot of time to explore this game in full.

    (…)

    *Alex is now in front of a display showing off both Neon Genesis Evangelion games.*

    Alex: Anime fans, good news, there's a pair of Neon Genesis Evangelion games coming to the States this year! First off, this game for the Sega Saturn, it's a bit more of an RPG in feel to it, you can play as Shinji, Rei, and Asuka, at least that's what I'm doing right now, and the EVA battles are in RPG mode, which is quite interesting and pretty fun. And then over here, the Ultra Nintendo Evangelion is more of an action title, you zoom around on your mech, kicking lots of Angel ass.... honestly, I'm not sure yet which one I like best! The Ultra Nintendo one has better graphics, but the Saturn one is an RPG and I'm pretty keen on those, so... if you've got both systems and you REALLY like Evangelion, maybe...both? You probably already spend a lot on anime anyway!

    (…)

    Brittany: Hey again, this time we're here at the Ubisoft booth with Michel Ancel, and we're talking about The Darkest Night.

    Lyssa: Yeah, if you remember The Darkest Ritual, that awesome game about a pair of teen girls who become witches and fight off demons at their school? It's getting a sequel next year!

    Michel Ansel: Yes, this game picks up right where the first one left off, with Etienne and Kris in search of a powerful magical artifact that's also being pursued by some very unscrupulous relic hunters.

    Brittany: And we can see that they have a new friend, her name's Sephora and she's pretty cool isn't she?

    Michel: The mysterious Sephora, yes, she joins Etienne and Kris early on in their quest and is very important in the game, you'll see a lot of her certainly.

    Lyssa: I remember in the last game you had Etienne and Kris and then you could choose from between three other characters for your third, is Sephora just your third all the time in this game?

    Michel: That's right, it's Etienne, Kris, and Sephora as you hunt down the artifact.

    *The game's graphics are shown, they look very stylish though not as impressive as the graphics in games like Final Fantasy VII*

    Michel: The game will feature full voice acting as well, we actually recruited some brand new voice actors for this game, there is a very talented girl whose named is Sara Bareilles, she voices Etienne for us, she was still in high school when she recorded this game, great voice, we asked her to be here with us to promote the game but she is graduating high school this week so she couldn't! *laughs*

    Brittany: Really authentic to have high school actors playing high school girls, is the actress who played Kris, is she in high school too?

    Michel: No, she's in college but she also did an excellent job, we brought on all new talent but the entire cast did a wonderful job and I think everyone did a wonderful job and I can't wait for you all to see the complete game when it's released.

    Brittany: One more question, Lyssa and I are both huge fans of Rayman-

    Michel: Next year! Next year, I promise we'll have Rayman 2, we're working on it!

    Lyssa: Don't rush him, Brittany!

    Brittany: You're the one who bugged me to ask him!

    Lyssa: Shhh, shhh shh shhhh!!

    Michel: *laughs*

    -excerpted from the June 2, 1998 episode of GameTV

    -

    An E3 To Remember

    Nintendo and Sega were at each other's throats this year, showing off some of the most amazing games we'd ever seen! Front and center at Sega's booth was their new Ring peripheral, and while many Sega fans won't be thrilled about having to buy an extra $70 peripheral to play some of the year's best Saturn games, they did show off some titles that make the purchase seem very much worth it. We loved their new open world mystery game Shenmue, which seems like the game that finally takes the slumping detective genre to an entirely new level. With hundreds of characters populating a massive city that can be fully explored, Shenmue was the game of the show in the eyes of many, including some of the editors here at EGM. Next to Shenmue, most of the other Ring games looked fairly ho-hum, though the FPS Arbiter of Sin, which is sure to drum up plenty of controversy for its violence and religious themes, did impress, and the platformer Spare Parts was at times brilliant in its postapocalyptic setting. Fighting games were also in full force for Sega, who not only showed off Fighting Vipers 2 and Virtua Fighter 3, but the upcoming arcade brawler Soul Calibur, which looked amazing and left us wondering how the Saturn could possibly pull it off, even with help from their new Ring. We'll find out next year, certainly, and it'll be quite the wait! We also got a look at a pair of Saturn platformers that both looked exciting in their own unique ways. First up was King Crab. While it seemed at first like another run of the mill “mascot platformer”, the game has plenty of charm, and the controls might've been the best we've seen on a platformer, with different buttons to use King Crab's claws in various ways. Then there's Z-Stomper, one of the weirdest platformers we've ever played, starring a man with oversized feet who stomps everything in sight, including enemies and terrain. Combine that with a funky musical score from the composer for Toejam and Earl, and you've got what might be one of the Saturn's most interesting platformers to date. While the Saturn's upcoming racing game Hard Charge probably won't be a Gran Turismo-killer, it's got its own charm, featuring speedy supercars racing across some twisty, turny tracks. Turok 2 certainly impressed, especially with its multiplayer mode which we found at times to be even more fun than Goldeneye. And Commander Keen: Mars' Most Wanted improved on its predecessors by leaps and bounds, presenting a fully 3-D world populated by some truly hilarious characters. Don't sleep on Keen, Sega is positioning the game to be less of a sleeper hit and more of a major holiday seller. We also got another look at Star Wars: Battle of Despayre, which has the potential to be the year's best FPS, and with games like Goldeneye and the upcoming Turok 2 and Arbiter of Sin, that says a hell of a lot.

    On the Nintendo side, it was games, games, and more games. The two elephants in the room were The Legend Of Zelda: Temple of Time and Metal Gear Solid, and both games were everything we expected them to be and more. Metal Gear Solid was confirmed to be delayed until early next year, but that clears room for Zelda to potentially dominate the holidays, even with games like Tale Lemuria, Killer Instinct Ultra, and Squaresoft's Parasite Eve all coming out around that time. Nintendo had a massive Pokemon display at the show as well, their biggest push for a Game Boy game ever. The long-rumored Game Boy successor was a complete no-show, and it seems that such a device is at least a couple years away, which should give Pokemon plenty of time to give the original Game Boy a long and lucrative ride into the sunset. Nintendo was also showing off Diablo and Fallout, both PC ports of popular games that won't be appearing on the Saturn until 1999 (in Diablo's case) and potentially never (in Fallout's). Both ports looked impressive and should carve out a nice niche among a crowded holiday lineup. Nintendo's crowded keynote address had a rather glaring omission: the company's working on a new F-Zero game, but gave very little details on what looks to be a 1999 release. Nintendo had some video footage of a few of the tracks, and some nice detailed pictures of some of the new race vehicles, which looked great on the new Ultra Nintendo. Working Designs was very happy to show off Tale Lemuria to us, but we also saw that they and Game Arts were working on an updated version of the Sega CD RPG Lunar: The Silver Star, which should also see release on the Ultra Nintendo sometime next year. Other RPGs that will appear next year on the Ultra Nintendo: a remade Sailor Moon: Another Story, which never came to America in its original form, and a sequel to the cult RPG hit from 1995, The Darkest Ritual.

    Nintendo showed off an overwhelming amount of games at E3, but Saturn showed that they were still very much alive in the fight with their impressive looking Ring. While it didn't wow the crowd in the same way that the Mega Charger did back in 1994, it's clearly allowing Sega to put games on the Saturn that would otherwise have to wait for a successor that could be years away. Only time will tell if Saturn now stands more of a chance against the hottest selling game console in history.

    -from Electronic Gaming Monthly's coverage of E3 1998 in the July 1998 issue

    -

    While we didn't get any exact tech specs on the Saturn's new Ring, one thing we can say is that it definitely gives the system a much needed boost, with graphics on many games now at least matching or even exceeding some of the Ultra Nintendo's lesser offerings. Even with the Ring, no Saturn game to date has topped what we saw from The Legend Of Zelda: Temple of Time or Metal Gear Solid, but it's still the most impressive peripheral we've seen since the Super Nintendo CD, even topping the Mega Charger in terms of sheer impact. The best Saturn game at the show from what we could see was the amazing Arbiter of Sin, a brutal FPS that promises to top Doom and Quake for sheer violence and multiplayer thrills. We were also very impressed by the new Commander Keen game, which introduces an awesome character in Princess Lindsay, a damsel who is DEFINITELY not in distress. We saw plenty to love from Nintendo, but in terms of sleeper hits, the Saturn could end up on top if Sega plays all their cards right. We very much like what we saw from them at E3.

    On the PC front, Half-Life was shown in a near complete version, and it, along with Arbiter of Sin on the Saturn, was probably our favorite FPS from the entire show. On the real time strategy front, though nothing was quite as good as StarCraft, which launched earlier this year, FASA Software did impress us with Colony Quantum, another sci-fi RTS but with an emphasis on territorial expansion, combining elements of the Civilization series with elements of previous RTS games and even throwing in a few connections to the classic series MechWarrior for good measure. Probably the most impressive PC game we saw was Baldur's Gate, developed by BioWare. While comparisons to last year's hit game The Witcher are inevitable, Baldur's Gate appears to be much deeper in terms of character enhancement, with much more depending on the choices the player makes during the game. We'll be keeping a close eye on the game as it nears completion, and it could join Parasite Eve and Tale Lemuria as a heavy contender for RPG of the Year.

    -from a May 30, 1998 article on Gamespot.com

    -

    E3 returned to Atlanta, Georgia for the convention that took place between May 28-30, 1998.

    It was easily the biggest show to date, and the game companies pulled out all the stops. We're not just talking about the amazing lineup of games featured at the show, but the entertainment as well. Bands such as Savage Garden were performing at Nintendo's booth, while Sega had a performance from no less than the legendary band Queen (without the late Freddie Mercury, of course) who performed their song “Princes Of The Universe” before Tom Kalinske's keynote address.

    Sega started things off by showing off their new Ring peripheral, a sort of Mega Charger for the Sega Saturn. Though the Ring was very impressive, elevating the Saturn's graphics significantly and allowing it to play arcade-perfect ports of Virtua Fighter 3 and Time Crisis II, many of the gathered critics weren't as impressed as they were back in 1994 when the Mega Charger was released. Why? Back when the Mega Charger was released, it was an inexpensive alternative to Nintendo's still quite expensive Super Nintendo CD, which hadn't yet established itself as the standard package for Super Nintendo owners. Compared with the SNES-CD's $150 price tag, the Mega Charger at $50 looked quite attractive. But now, the idea of buying a peripheral just to be less inferior to what the Ultra Nintendo could do right out of the box was a bit less impressive. Still, Sega's lineup of Ring games, which included Spare Parts, Arbiter of Sin, and of course, the brilliant Shenmue, did impress, and showed that the company was still game to compete with the Ultra Nintendo. And of course, Tom Kalinske did an excellent job of selling the whole kit and kaboodle, complete with a teaser for Sonic the Hedgehog 5 at the end to bring the crowd to its feet. Sega seemed to have been given new life after E3 1998, and they would need it, considering what Nintendo pulled out.

    In a year when Nintendo could do no wrong, they went and did everything right. Zelda. Metal Gear Solid. Killer Instinct. Ballistic Limit. Tale Lemuria. Parasite Eve. Game after game after game. Some, like Zelda, Metal Gear, and Killer Instinct 2, the gaming press had known about for ages and were just salivating for more information. But others, like Dog Dash 3 and F-Zero: Ultracharged (which wasn't even ANNOUNCED in Nintendo's keynote address!) were complete surprises and brought loud cheers from the rabid crowd. And all of that on top of Nintendo's enormous Pokemon blitz. The company was on top and they absolutely knew it, and the crowd ate it up. “Sega is dead”, was commonly murmured among the gathered press, though of course Sega was very much alive and kicking. Nintendo even quietly showed off a couple games for the venerated Super Nintendo CD, which by then was on its last legs: Kartia: Word of Fate and Sphere Soldier were the two most notable that were shown, but others, such as Brigandine, also impressed.

    We even got some interesting handheld news. Not from Nintendo, who refused to say anything about their rumored collaboration with Sony on a potential Game Boy successor, but from SNK of all things, showing off the Neo Geo Pocket, complete with a portable version of Samurai Shodown. It was nothing compared to the original arcade version but certainly looked more visually impressive than anything on the Game Boy. Most of us were skeptical of the Neo Geo Pocket's future prospects, but it was nice to see something different on that front for a change.

    Even to this day, 1998 remains one of the greatest years in the history of the industry, when some of the greatest games ever made were released on home consoles and on the PC. Even all the way back then, at E3 1998, we knew it would be an amazing year. Those three days left us with shaking hands and sore trigger fingers, itching for more. Though Atlanta was still a mess of an E3 location, ask many gaming journalists today what their favorite E3 was, and they'll say 1998, for several dozen reasons.

    -excerpted from IGN's E3 1998 article (based on this real-life article on IGN.com about OTL's E3 1998: http://www.ign.com/wikis/e3/E3_1998 )
     
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