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Commander Keen: Mars' Most Wanted
  • With this TTL's 1998 E3 come and gone, here is my contribution to Sega's 1998 line-up.

    --

    Before I begin my retrospective on Commander Keen: Mars’ Most Wanted, I would like to preface with my story of how I became an aficionado for the Sega Saturn. My parents gave me a Sega Genesis with Mega Charger for Christmas 1994 and as with many other people of that generation, when I came to them to ask for a Saturn the following Christmas, they flat out refused. They bought me a “Sega machine” the previous year, shouldn’t I have appreciated the one I had? Despite my incessant pleas, they were steadfast in their decision. However, we did eventually come to a compromise. If I managed to earn to half the money needed for a Saturn, they would provide the other half. So I spent the first six months shoveling neighbors’ walks, moving lawns, and other sorts of odd jobs scraping the money I wanted to buy a Saturn and a couple games. Imagine the pride I felt when I finally bought one in summer of 1996 and Sonic the Hedgehog 4 as well as The Universe is Toast later that year. While the Ultra Nintendo was definitely a superior system in a sense with a strong library, the Sega Saturn represented more than to me. It stood for accomplishment and that I could achieve anything when I set my mind to a specific goal.

    As such, the Ultra Nintendo launch did not affect me that much, even when my classmates kept insisting that Sega was essentially “dead.” One of my friends managed to buy one (or rather, his parents because he was autistic and did not like going out) managed to buy one at launch and he invited me over to his house on the following weekend where we played Super Mario Dimensions, Ultra Mario Kart, and Castlevania. Don’t get me, I like the games but they lacked the “spark” I felt that Sonic and Sega’s stable of characters had. Personally, playing Super Mario Dimensions left me hungering more for another Commander Keen game than anything else.

    Shortly after Tom Hall and John Romero completed The Universe is Toast, Romero parted ways with Hall and Ion Storm to id Software to work on Daikatana and other games for the Ultra Nintendo. Encouraged with the modest success of UiT, Hall set out to make the first true 3D platformer of the series. It is work noting that despite similar gameplay mechanics; Super Mario Dimensions had no direct influence on Mars’ Most Wanted.

    “We pretty much had a working alpha build of the engine around this time last year. So no, we didn’t set out to rip off Mario.” Hall told Electronic Gaming Monthly in an interview when asked about Super Mario Dimensions for 1998’s E3 issue, “Though I admit that I spent a day waiting in line for an Ultra Nintendo and workplace productivity suffered afterwards (laughs). Tom [Kalinske] told me that the Saturn needed an answer to Super Mario Dimensions and the next Sonic game was a ways off. I didn’t want to disappoint after the faith he showed in us with The Universe is Toast.”

    And so Sega released Commander Keen: Episode 10 – Mars’ Most Wanted in autumn 1998. While ostensibly a 3D platformer, the game still maintained the “run and gun” and stealth elements of its predecessor but expanded on it immensely. Keen 10 had more weapons, more playable characters, and even more animated cutscenes. In terms of weaponry Keen had the following in his arsenal:

    • Neural Stunner – Keen and crew’s standard side arm. It immobilizes small to medium sized enemies, but completely ineffective on larger enemies and robots.
    • Staple Gun – Keen modified his father’s staple gun into a rapid-fire weapon that sacrifices power for furious speed.
    • Glue Cannon – Essentially equivalent to a shotgun with a very slow rate of fire that traps any non-boss in sticky goop.
    • Lightning Pistol – This is essentially a version of the Neural Stunner that works on robotic enemies, though it electrocutes organic enemies in Looney Tunes fashion. You can also use it to turn on certain machinery
    • Super Incinerator 5000 – Keen also modified his own Power Drencher water gun into a flamethrower. It has limited range but is horribly powerful and can burn certain plants.
    • Bottle Rocket Launcher – As it says on the tin. Launches explosive soda bottles that clear large areas and probably the hardest to find ammo for.
    • Poultry Buster – This weapon is only available in Lunar Meadows and the game’s multi-player mode. It’s a cannon that fires chickens at enemies. In a nod to the Legend of Zelda, even the chicken impacts the target; an entire flock of them descends upon said target and attacks with complete impunity.
    • Tractor Beam – This rare-but-extremely fun weapon picks up any object (including enemies) and uses them as ammunition. In the absence of useable ammo, it will pluck a meteor from the sky. Keen and company can also use it as a grappling hook in certain situations.

    In addition to the new weapons, Mars’ Most Wanted also included new characters to play as. Returning from Secret of the Oracle are Princess Lindsay and the cowardly, but lovable Page as well as Eddie the Yeti from Into the Inferno. Each character plays different; Keen being the jack-of-all trades in terms of jumping, speed, and strength. Princess Lindsay’s jumps are much more floaty, but that and her ability to hover make precision jumps easier, but she takes more recoil when hit. Eddie has the worst jumping ability and cannot use weapons in one-player, but he is immensely strong and can throw objects (including enemies!) as well as stomp the ground and perform body slams. The Page—oh, the Page. The Page, unlike the others, can take unlimited hits and has unlimited ammo as well but the caveat is that not only does the game throws more enemies at you—it outright mocks you whenever you play as him, refuses to save your progress, and closes off the secret areas with a sign reading “No Pages Allowed.” Also of note is a new “auto-target” system that allows players to lock-on to targets by pressing the L shoulder button. Granted, the Page is so horrible at aiming, this feature will not work for him. Poor guy is the universe’s chew toy here.

    As for the story and levels, the game begins during middle of his science class (with Ben Stein making a voice cameo as Mr. Boreski) when Billy Blaze receives a transmission from the Martian Regent demanding that he meet him outside. Upon excusing himself to go to the bathroom, Billy must navigate the halls of his school and avoid hall monitors and crazed janitors to make it outside. Not bad for an introductory level with introduces the player to both the run-and-gun and stealth elements. The level even presents us with something of an optional mini-boss in the librarian, Ms. Shuster, tries to throw the book at you (literally!) for making noise.

    Once Billy successfully escapes from the school, he meets with the Regent who then has him arrested on charges of heresy and theft. Apparently, Commander Keen stole the planet’s five sacred treasures and hidden them. Despite Billy’s protests, the Regent and his armed escort takes Billy to Mars for his (show) trial and execution. Princess Lindsay, having received word of Keen’s plight and believes his innocence, attempts to secure his release through diplomacy. However, the Regent refuses to budge so, she decides to break Keen out herself in the second level.

    Hall admitted that the Princess’ jailbreak scene was a deliberate inversion of the “hero saves princess” trope. I recall watching an episode of GameTV where Brittany suggested they retire Dr. Robotnik because, and I quote, “He's the same guy, he's got the same plan every game.” In the wake of the Super Mario Dimensions, I often asked the same of Bowser because with only a few exceptions, it was Bowser with the same plan over and over with kidnapping Peach. When the Page begs Princess not to go rescue Keen she remarks of how “tedious” the “hero saves princess from villain” cliché is and now it’s her turn.

    Once Princess Lindsay saves an indignant Keen from the Regent’s Castle, the game let you choose from five “worlds” to retrieve the Sacred Treasures (really children’s toys from Earth.) Each world has three levels plus a boss battle. Once the player completes these levels, they return to Mars for another two levels plus boss bring the level count up to twenty-three so far. They are as follows:

    • Lunar Meadows – Earth Moon’s is apparently the world’s largest dairy-producing planetoid in the galaxy for some reason. Keen and crew must don their space suits and fight their way through alien farmers wield pitchforks, kung-fu cows, and kamikaze chickens to the main dairy. The boss of this world is a giant combine reminiscent of the mangling machine from Keen Must Die.
    • Venusian Jungle – Apparently Venus is actually a jungle world filled with saber-toothed cats, rampaging mammoths, and overly affectionate amazons clad in leopard-skins who can crush you to death with their hugs. The boss of this world is Gurtha (voiced by Brad Garrett), their Queen who chases you through the jungle where you must lead her into hazards. Interestingly, she and Eddie hook up in the end credits.
    • Uranian Sewers – Looks like Keen and crew are going to sewers of Uranus where there are alligators, turtles, and mutant Dopefish in addition to easily ignited methane. It’s a bit of a labyrinth, which can lead you in circles if you’re not careful. The bosses of this level are the Mediocre Gio Cousins™, two morbidly obese electricians envious of their plumber “rivals.” Their main method of attack is body slam you and “release” methane on impact. The Super Incinerator 5000 comes in handy for this fight.
    • Io’s Inferno – This level takes you to the Jupiter’s volcanic satellite and a parody of Dante’s Inferno. Many of the enemies here are cartoon personifications of the seven deadly sins and even a few historical figures like Brutus, Napoleon, and “Mr. Hiller” show up in this galactic pit of torment. The boss of this level is Mr. Satin (voiced by none other than Leonard Nimoy), who refuses to let you leave the moon without besting him in a rhythm-based contest. However, you will need to play dirty get through this one.
    • North of Pluto – Now we journey to the (dwarf) planet known Pluto where the inhabitants speak in heavy Minnesotan or Canadian accents. Since the hockey playoffs are on, most of the population has turned into bloodthirsty rioters and even the once-placid wildlife (again, based on animals associated with Canada) is trying to kill you. Just beware of the boss, Goon Wanyesky, who was a mean slap shot he will use on you, as the puck.

    Once you complete these five levels and collect the five sacred treasures, Keen and his crew head back to Mars to face the Regent and his army. The levels here are three-dimensional recreations of a select few from the first Keen game, Marooned on Mars. Once you storm the castle, the Regent attacks you in a giant mech for a multi-part boss battle where you must destroy the legs, then the torso, and finally the head. When the dust clears, the reveals that Commander Keen did steal the sacred treasures, just not this universe’s Keen. His counterpart from the “Nega-Verse” Captain Chaos arrived in this universe when McMire’s Universal Toaster Cannon self-destructed. He then sent Keen and his friends on this solar goose chase to gather information oh his “Posi-Verse” self, and now has all he needs to invade this universe. The main game ends with a climatic dogfight between Keen’s Bacon-With-Beans Megarocket and Chaos’ Beans-N-Pork Ultrarocket ripped straight out of Star Fox 2. While the game “ends” with Chaos retreating to the Nega-Verse, the game still has its secrets.

    Throughout the game Keen and friends can find sixty mysterious “relics” scattered across the six worlds. Once the player collects all the sixty, three new portals open inside the solar system, which Keen leaves to investigate. These portals take you to three new worlds from previous Sega games.

    • Miracle World – Keen visits the world of former Sega mascot, Alex Kidd. Most of the levels take their inspiration from Alex Kidd in Miracle World for the Master System. Possibly the most humorous moment comes when Keen confronts Janken’s henchmen at the end of each level. Like Indiana Jones and the Swordsman in Raiders of the Lost Ark, he simply shoots them (Much to Alex Kidd’s shock.)
    • Planet Shinobi – Keen teams up with Joe Musashi to save his bride from Zeed in an alternate take on 1989’s Revenge of Shinobi. Each of the three levels contains a boss from the game, including “Spider-Man” (with Marvel’s approval.)
    • The City – Again, Keen teams up with Axel, Blaze, and Adam from Streets of Rage to clean of the streets and rid the City of Mr. X’s influence.

    As with the previous six worlds, these worlds also contain an additional twelve relics. These relics require some keen vision and precision platforming skills that leave no room for error and are hands down the hardest to obtain in the game. However, when you do obtain them that open up the final secret level of the game.

    • Sonic’s World – Keen visits a faithful recreation of the Green hill Zone from the original Sonic the Hedgehog. Jaleel White and Jim Cummings reprise the roles as Keen teams up with Sonic to keep Robotnik from using the power of the portal. The game provides you with a Tractor Beam weapon where Keen uses Sonic (in this spin form) as a weapon against Robotnik’s “Wrecking Ball” boss from the original game.

    Once the player completes Sonic’s world, they unlock the true ending of the game where Keen discovers that the very fabric of the universe is unraveling. Every single parallel universe is beginning to collapse on each other, opening more and more of these “Genesis Portals.” However, he then realizes that he accidentally cut class and rushes back Earth. He returns home where his anger parents ground him for a week, which means he’s “stuck” on Earth for the time being. Meanwhile, Captain Chaos plots to take advantage of the collapse.

    These secret worlds made the game quite rewarding and drew Keen (and Ion Storm itself) closer to Sega. Some wondered why they chose to showcase levels from dormant franchises rather than active ones like Virtua Fighter or Panzer Dragoon. Tom Hall explained that it was Tom Kalinske’s idea to see if their appearance would stoke new interest in Alex Kidd, Shinobi, and Streets of Rage. As for Sonic, Sega and Ion Storm included him to build hype. The demo video for Mars’ Most Wanted at 1998’s E3 included a five-second clip of Keen and Sonic posing together, which created tremendous buzz for the title. Rumors of how to access Sonic swirled on the Internet in the weeks after the game released. None of them were true though, and most of us had to slog through the grueling challenge to access the level.

    So did it work? In simple terms: yes. Mars Most Wanted was one of the Saturn’s most successful titles that year and far outsold The Universe is Toast. It did not win any game of the year awards, but it scored highly across the board and critics lauded the variety of game play and humor. The game was its less punishing difficulty. Yes, the game still had one-hit kills, but the AA Batteries (essentially what coins are to Mario and rings are to Sonic) scattered across the levels award you with “force fields” with every fifty you collect. Since batteries were plentiful, it made the game less frustrating for newcomers. Also, unlike coins and rings, the batteries within the game also functioned as currency to buy weapons and ammo at the weapons asteroid. Very useful since death meant losing your weapons, all you needed was to farm batteries to regain them.

    Though it was not a selling feature of the game, the multiplayer was actually pretty good as well. Unlike Goldeneye, it was completely a third-person perspective with six arenas to choose from (seven after you unlock and complete Sonic’s World.) However, you had a choice of twenty characters to play as, including Mr. Hiller, the game’s thinly veiled Hitler parody. After particularly intense Goldeneye sessions, my friends and I would hook up the Saturn and play a game of “Get Hitler” where one player would choose Mr. Hiller and the others would work together to hunt him down and open fire on him (Mr. Hiller cannot return fire as per the rules.) As much as I would like to take credit for creating the game, I must give the credit to the hosts of GameTV for it and the horrible German accents. Sadly, because of Mr. Hiller, Germany banned Mars’ Most Wanted until Sega released a truncated European version of the game six months later.

    As for any other thoughts on the game, I will leave you with the words of Tom Hall, reflecting on the game’s release ten years later in 2008.

    “Was Mars’ Most Wanted a Mario-killer? No it wasn’t, but it wasn’t supposed to be. I set out to make the best Commander Keen game I could and I personally believed that Sega was the best platform to do it. I love playing Ultra Nintendo games. L-O-V-E them. However, I set out to make as subversive a game as possible and the Nintendo/Sony juggernaut was, quite frankly, the establishment and I don’t believe the humor could have worked if we made it for the Ultra Nintendo. Sega was clearly the underdog and we were poking the ribs of the giant. What I think surprised critics and the audience the most was how much we jammed into the game. Hell, it was a bear jamming it into one CD, but we did it.

    “Looking back on it now, Mars' Most Wanted was a hodge podge of several games held together with duct tape. Maybe that fit in with the feel of what Commander Keen was supposed to be: an eight-year-old boy genius who built a spaceship out of household gadgets and has adventures across the galaxy. It's unfair to compare it to Super Mario Dimensions and vice versa. Both games were their own thing and Commander Keen was something neither Nintendo nor Sony could replicate.”

    -from the blog "The Musing Platypus" by B. Ronning, March 14, 2013

    OOC: Here is the voice cast list for Mars' Most Wanted.

    Kath Soucie as Commander Keen/Captain Chaos
    Cree Summer as Princess Lindsay
    Rob Paulsen as The Page/Goon Wanyesky/"Mr. Hiller"
    Frank Welker as Eddie the Yeti/Arthur Blaze
    Ben Stein as Mr. Boreski
    Tress MacNeille as Ms. Shuster/Susan Blaze
    Maurice LaMarche as The Regent/Gio Giovanni
    Brad Garret as Grunda
    Jess Harnell as Brutus/Lorenzo Giovanni/Mr. X
    Leonard Nimoy as Mr. Satin
    Tara Strong as Alex Kidd
    Daniel Dae Kim as Joe Mushashi
    Christopher Daniel Barnes as Axel
    Jennifer Hale as Blaze
    Dorian Harewood as Adam
    Jaleel White as Sonic the Hedgehog
    Jim Cummings as Dr. "Ivo" Robotnik
     
    June 1998 - We Are The Dreamers
  • The Dreamers is like nothing we've ever made before, and we learned so much about making games in the process. It's definitely changed our approach to what we're going to be doing going forward.”
    -Rare's Tim Stamper, in a June 1998 interview with Nintendo Power

    The conversation on video game violence has changed since the days of Doom and Mortal Kombat. This month's release of Quake has barely made a blip on the mainstream radar, though controversy is already swirling around the upcoming Arbiter of Sin.”
    -from an article posted on Gamespot.com, June 14, 1998

    With Quake, you had the first major third party non-sports title to be released on both consoles at once. And the Saturn version, despite being technically inferior, sold better. So there were things that Sega was doing right even if the Ultra was outselling the Saturn by a ton in 1998.”
    -Tom Kalinske, in a 2002 interview with Sega Retro

    My sister...she's still alive and this proves it! Madera, thank you....without you I wouldn't have found this.”
    -Edison, The Dreamers

    So you've won and now you get to choose your prize. Your sister or this pirate girl with pretty eyes! You can only pick one, that's the truth, the one left behind, I get their youth! Ahahahahaha!”
    -Gruntilda, The Dreamers

    -

    The Dreamers- The Basics

    The Dreamers is TTL's version of Rareware's vaporware game Project Dream, mixed with elements from OTL's Banjo-Kazooie. The game can be described as “OTL Banjo-Kazooie heavily impacted by the success of Tales of The Seven Seas”. In that sense, the success of Tales Of The Seven Seas, along with the increased technical capabilities of TTL's Ultra Nintendo, led to the game being much closer to Project Dream than it ever was in reality. The game's production values are exceptionally high, the graphics are noticeably better than Super Mario Dimensions and Goldeneye 007, and at the time of its release is considered the best looking console game ever made. The music, composed by David Wise and Grant Kirkhope, is a mix of whimsical themes and epic instrumentals, and is considered one of the best soundtracks ever featured in an action game. The game features full voice acting in gameplay and in cutscenes, and though the cast is largely comprised of mostly British unknowns (of the cast, only Parminder Nagra, who plays the voice of Madera, goes on to do anything else major later on), the voice acting is also highly praised. The game is focused less on collection and more on action and combat and exploration, with larger, more open worlds and a more open mission structure. You still have to collect items like puzzle pieces to advance in the game, but instead of collecting a bunch of them over the course of the entire game, you collect a few at a time to advance from mission to mission. The combat system is much more complex than OTL's Banjo-Kazooie, and is in fact closer to OTL's Kingdom Hearts (though with much less RPG elements and without a lock-on system). Essentially, the main character of the game, Edison, travels primarily with two other characters: his friend, a girl named Madera, and then another character, an animal companion. While Edison and Madera fight conventionally with swords and other weapons, the animal companions have different fighting styles depending on who you choose. Tiptup the turtle is more defensive, Banjo and Kazooie fight with a more melee style, Dinger the dog is a quick attacker, Pipsy casts shields and heals, etc. Also, each of the game's eight animal companions has a special ability that can help you advance in the world, some can smash barricades, some can unlock doors, some can steal items, etc. Madera can imprint three of these abilities at once, and your animal friend has one more, leaving you at any time with half of the various abilities. You'll need to find a special hub to switch Madera's abilities or to switch your animal buddy, but these hubs are frequent and numerous and you're never stuck at a puzzle without being able to switch to another buddy. Also, in most areas, you'll only need four or less abilities at once, so you can imprint the ones you need on Madera without needing to switch back and forth at all. In combat, you can fight with normal sword slashes, melee attacks, or with specials. These specials are learned as you progress through the game, similarly to the abilities in OTL's Banjo-Kazooie, and can be activated with different button presses. You have a “special” meter that can be replenished with items (or it replenishes slowly on its own), so you can't use specials all the time in battle. You can usually switch back and forth between controlling Edison and Madera. Your human companion and animal friend each have their own life bars, but when one or both are knocked out, you can continue journeying alone. They'll eventually revive and heal on their own, or you can find an item to revive them more quickly. However, if the human character you're controlling is knocked out in battle, you lose a life and have to restart from the last checkpoint.

    The plot of the game begins three years before, with a teenage boy named Edison and his little sister Ella on an island with their parents. They were shipwrecked there, and the waters surrounding the island are too stormy to try and venture back out to sea, so the family has lived like the Swiss Family Robinson, trying to make the best of things on their new island home. However, another horrible storm comes, and the two parents are killed and their island home is shredded. Edison tries to take care of Ella as best he can, but then another storm comes and very nearly kills the two of them. Edison realizes that if he doesn't get himself and his sister off the island, they'll both be killed by the relentless storms. Edison builds a raft to sail himself and his sister to safety, but sure enough, another storm hits the raft and nearly sinks it. Edison washes up on shore, while Ella goes missing and is presumed dead. Edison is found by some anthropomorphic animals, including Banjo, Kazooie, Tiptup, Bumper, Dinger, Pipsy, and three others, and they nurse Edison back to health and show him their village full of animals who live peacefully there. That is where the game begins.

    The Dreamers is divided into eight gameplay chapters, not necessarily by the region of the world. There's a ninth, epilogue chapter, after the first eight are completed and certain conditions are met. Once you've completed a chapter, you can easily revisit prior areas to get collectibles you missed and to replay missions.

    Chapter One: Protecting The Village

    Edison learns how to survive and makes new friends in the village of animals who help him after he washes up on shore. He is determined to find Ella, who he refuses to believe is dead, but must first help his new friends free themselves from the tyrannical reign of the pirate Captain Blackeye.

    Chapter Two: The High Seas

    After defeating Blackeye, Edison takes his ship and tries to find Ella, but is captured by the adventurous girl Madera, who thinks that Edison is a pirate himself. To prove his worth, Edison must help Madera with her own mission on a series of islands she calls home.

    Chapter Three: Forest Of Fear

    Edison reunites with his animal friends as he and Madera go ashore. This is when they encounter the evil witch Gruntilda and must escape from her forest if they wish to continue their adventure.

    Chapter Four: All Hail The King

    Edison and Madera come across a kingdom ruled by a seemingly benevolent king. But all is not as it seems as they go on a series of missions in this strange and confusing place.

    Chapter Five: Ella Is Alive?

    After liberating the kingdom from danger, Edison is given a clue as to where his long-lost sister Ella may be. But Gruntilda is always one step behind, and Edison, Madera, and their friends will need to use everything they've learned to find Ella and save her!

    Chapter Six: Respite

    After the events of chapter five, Edison and Ella are reunited and they emerge through a mysterious portal into a place that resembles early 20th century London. They are adopted by a wonderful family and their adventure seems to be over, but strange occurrences are happening, and when Madera arrives to tell Edison that her world is still in trouble, the boy must choose between staying in his dream life with his new family or returning to save Madera and his friends once and for all.

    Chapter Seven: The Meaning Of A Hero

    Ella is kidnapped by Gruntilda, but tension arises between Edison and Madera. Edison blames Madera for Ella being taken, and Madera thinks Edison is a coward. After a series of harrowing missions, the two draw closer than ever, and on a starry night, the two realize their feelings and kiss under a beautiful moon. Not long after that, Gruntilda strikes and the two face off against her most deadly beast yet. After the fight, Gruntilda kidnaps Madera, and Edison and his animal friends must make the journey to Gruntilda's castle to settle the score once and for all.

    Chapter Eight: Gruntilda's Castle

    The last few missions involve getting into Gruntilda's Castle, you'll have eight missions in all, each involving one of the eight animal friends from the game. The final mission is a board game (like in Grunty's Furnace Fun in OTL Banjo-Kazooie) where Edison must use his knowledge of everything he's previously done in order to win the “prize” at the end: Ella and Madera. But to his dismay, Edison realizes that he must choose between the two of them. He agonizes over the choice, but he and Madera both agree that Edison must choose to save Ella. Gruntilda takes Madera's youth and becomes a beautiful and powerful sorceress, leaving Madera as a shriveled up old maid. But now that Gruntilda has her beauty back, she no longer has any desire to cause any more trouble to anyone else (for the moment, at least), and she leaves. Edison realizes that while he wasn't able to save Madera, he was able to help Banjo and the people of the world, and he goes back to his new home and new family with Ella, his adventure over.

    ...or is it?

    If you've completed a suitable amount of the game's optional missions (about 85% of them, not QUITE the level of completion to complete Banjo-Kazooie for real IOTL, but still quite a bit of the game), the real final mission opens up...

    Chapter Nine: The Gift Of A Friend

    Edison is at peace in his new life. He's going to school, he has new loving parents, and his sister Ella is safe and happy. But Madera's fate and the fact that Gruntilda “won” still gnaw at him, and Ella can see it. She convinces Edison to return to the other world to get Madera's youth back and defeat Gruntilda. You must go back through all of the regions and open up secret areas with Ella's help (IOTL in Banjo-Kazooie, there were certain things, like a hidden key, that could only be accessed by linking the game with the sequel, Banjo-Tooie. Here, in each chapter, there are hidden things like that, eight in all, that you need Ella as your companion to open up.) to collect special items. Take these eight special items to Gruntilda's Castle and a secret warp will be opened up to Gruntilda's Summer Villa, the true final level of the game. There, on the rooftop, Edison, Madera, Ella, and Edison's animal friends will confront Gruntilda, who is preparing to once again conquer the world, now with her power and beauty. In the first stage of the fight, you'll need to sap Gruntilda's youth a little bit at a time. Hit her six times and Madera will be fully restored, while Gruntilda is once again reverted to an ugly witch. In this second stage of the fight, which is tougher than the first, Gruntilda turns all her power and fury against you. Edison, Madera, Ella, and all the animal friends will each be involved in this final clash. Once Gruntilda is defeated, she is blown off the roof of the villa and into her moat, full of acid and sharks. Now that peace is truly restored, Edison gets a big kiss from Madera, and promises to visit her often as he and Ella finally return to their new, peaceful life once and for all.

    June 15, 1998

    The Dreamers is released for the Ultra Nintendo in North America, with a Japanese and PAL release later in the month. The game is extremely well reviewed, and in time comes to be considered a sort of “bridge” between Super Mario Dimensions and The Legend Of Zelda: Temple Of Time. Sales are extremely good, though still a bit of a disappointment for Nintendo and Rare, who expected the game to be as big of a smash hit as Goldeneye 007. Indeed, the game isn't even the fastest selling game of the month (in first-week sales, the Sega Saturn version of Quake outsells The Dreamers by a few thousand copies). Later on, Aeroboy and Grant Hill's Ultimate Basketball would disappoint in sales as well, making what was supposed to be a huge month for the Ultra Nintendo turn out to be somewhat lacking in luster. Make no mistake, however, The Dreamers still goes on to be one of the Ultra Nintendo's best selling games, and as of 2015 is still mentioned fairly frequently on top-100 all-time lists.

    -

    FIFA World Cup 98

    Dan: 6.0
    Shawn: 5.0
    Crispin: 6.5
    Sushi-X: 6.5 (quote: “A decent enough soccer game for what is probably the last World Cup title on the last generation.”)

    Lucky Luke

    Dan: 5.0
    Shawn: 5.0 (quote: “A decent Western platformer but there are better games out there.”)
    Crispin: 6.0
    Sushi-X: 4.0

    Flame Squad 2

    Dan: 8.5
    Shawn: 9.0 (quote: “A really fun game with some great weapons and excellent graphics.”)
    Crispin: 8.0
    Sushi-X: 8.0

    -reviews for June 1998's SNES-CD games in the July and August 1998 issues of Electronic Gaming Monthly

    Fighter Maker

    Dan: 7.5 (quote: “A lot of nice tools in this game but you can't really make something as good as Tekken or Street Fighter.”)
    Shawn: 6.5
    Crispin: 7.5
    Sushi-X: 6.5

    Grant Hill's Ultimate Basketball

    Dan: 8.0
    Shawn: 8.0
    Crispin: 9.0 (quote: “An outstanding basketball sim with great graphics and plenty of options.”)
    Sushi-X: 8.0

    The Dreamers

    Dan: 10 (quote: “Rare's done it again with this excellent, sprawling adventure.”)
    Shawn: 9.0
    Crispin: 9.0
    Sushi-X: 9.0

    Quake

    Dan: 8.5
    Shawn: 8.5 (quote: “The Ultra Nintendo really shows its muscle with the best version of Quake yet.”)
    Crispin: 8.5
    Sushi-X: 9.0

    Race'n'Chase

    Dan: 7.0 (quote: “This open world game gets a decent graphical bump on the Ultra but it's still fairly primitive.”)
    Shawn: 2.5
    Crispin: 4.5
    Sushi-X: 7.0

    Ultra FIFA Soccer

    Dan: 9.5 (quote: “An outstanding soccer sim with tons of teams and a great World Cup mode.”)
    Shawn: 9.0
    Crispin: 9.0
    Sushi-X: 8.5

    Fatal Strike: Golden Fist

    Dan: 7.5
    Shawn: 8.0 (quote: “A really fun brawler, though it does at times get repetitive.”)
    Crispin: 7.5
    Sushi-X: 8.0

    DynaMomo!

    Dan: 6.0
    Shawn: 7.0
    Crispin: 3.0 (quote: “One of the weirdest games you'll ever play, and most people won't like it.”)
    Sushi-X: 3.0

    Breaker Ride

    Dan: 7.0
    Shawn: 8.5 (quote: “It's not as polished as Wave Race, but it does feature some outstanding racing action.”)
    Crispin: 6.0
    Sushi-X: 7.0

    Aeroboy

    Dan: 7.0
    Shawn: 7.5
    Crispin: 7.0 (quote: “Balloon Fight by way of Defender, the graphics are really nice but the levels could be a bit longer.”)
    Sushi-X: 7.5

    -reviews for June 1998's Ultra Nintendo games in the July and August 1998 issues of Electronic Gaming Monthly

    -

    It took two years, but the console ports of Quake were finally released in 1998, to much fanfare and celebration. June 22, 1998 saw the simultaneous releases of Quake on the Ultra Nintendo and the Sega Saturn, and both games flew off the shelves. However, rather than the revolution in console FPSes that many expected upon the ports' release, Quake's console versions produced only a minor rumble, with big sales but not the huge sales that the SNES-CD version of Doom saw when it was released in 1995. Was there anything wrong with the ports themselves? Let's break them down.

    The Ultra Nintendo certainly had the best port of Quake, with all the levels from the original game, graphics that arguably surpassed the original PC version, and even the option for dual stick controls (though this wasn't implemented as well as it would be in Ultra FPSes down the road). It also featured a fun four-player multiplayer mode and the addition of five bonus levels for the single player campaign. Meanwhile, the Sega Saturn version, while slightly graphically downgraded from the original (unless you used the Ring, which brought it up to PC accurate level...though if you bought Quake on release you'd have to wait four months for that), still featured all the original levels, multiplayer mode, AND the option for online play. Both games sold well upon release. In fact, the Saturn version of the game sold nearly twice as much as the Ultra Nintendo version despite being graphically inferior! So why was Quake on consoles merely a big hit and not a huge one?

    The answer? More competition. When Doom came out on the SNES-CD, it was pretty much the only game in town, as in it was pretty much the only good console FPS at the time. Wolfenstein 3D for the SNES-CD was all right, but it was Doom that was the major hit on consoles, just as it was on the PC. When Quake hit the scene in 1998, it didn't look all that impressive next to Goldeneye 007 on the Ultra Nintendo, or Turok on the Saturn. And with Turok II and Arbiter of Sin coming out later that year on Sega's machine, Quake looked even LESS impressive (and sales fell off rapidly once those two games approached release).

    But even though the Quake ports didn't produce a magnitude-8 sales earthquake, id still did excellent work on them. The Ultra Nintendo port maintains a 85.17% rating at GameRankings, while the Saturn port sits currently at 78.90%. Both ports were fine games, but FPSes had firmly established their own identity on consoles, and the once groundbreaking Quake was nothing new.

    -excerpted from an article on Gamesovermatter.com, January 22, 2014

    -

    Take to the skies and defend the townsfolk in this brand new high-flying adventure from Nintendo!
    -the intro to the article on Aeroboy which appeared in the June 1998 issue of Nintendo Power

    Graphics: Whether you're high above the clouds or flying low over villages, Aeroboy features a beautiful and detailed landscape full of wonderful sights.
    Play Control: This game features some of the best flying controls on the Ultra Nintendo. Weapons are easy to target and aim, so even in the more difficult challenges, you're rarely frustrated if you miss out on saving a villager. Activating your shield is just a matter of holding one of your Z-Triggers and it can be turned off and on on the fly.
    Game Design: Levels can be a bit repetitive later on, but for the most part the game is quite intuitive and features a nice variety of level designs. Gameplay can somewhat be compared to Super Squadron X, though you're in the air instead of in a tank, flying around, saving people, and battling enemies.
    Satisfaction: Like we said, the game can be a bit on the repetitive side and is also rather short, but it's really fun to beat your best times and high scores.
    Sound: There are a variety of fun musical tracks in the game, lots of whimsical sound effects, and the villagers' voices sound good even if they don't have much to say.
    Comments: Paul- A really good modern update on Balloon Fight. Kelly- Super fun, super cute, Aeroboy is a winner.
    Overall Rating: 8.3/10

    -Nintendo Power's review of Aeroboy, from the June 1998 issue

    -

    Granstream can be considered a spiritual continuation of the series that began with SoulBlazer all the way back on the Super Nintendo, but Quintet has taken the series in new directions, some promising, others troublesome. The game is the first by Quintet that's fully in 3D, with dungeons featuring fully polygonal graphics. The game looks gorgeous on the Saturn, though there are some areas that are clearly done better than others. It's the first primarily sci-fi game in the series, though it has its roots in fantasy. Like Terranigma before it, Granstream features voice acting and anime cutscenes, far more in fact than its predecessor. The combat, which is a big portion of the game, did not quite fare as well in the transition to 3D as some other things did. In Terranigma, combat was smooth, fast, and fun, but in Granstream it can be a bit of a chore. You swing your sword fairly slowly, magic is hard to use, and enemy hitboxes can be somewhat tricky to discern at times, making certain bosses a frustrating experience. In Illusion of Gaia, there were frustrating bosses, but it was because you needed to get better, not because the controls were legitimately wonky. The game's puzzles also aren't quite as good as those found in previous games in the series, particularly Illusion of Gaia.

    With that said, the game's plotline is quite excellent, as was the case with previous games in the series, and it's here where Granstream partially redeems itself. Your name is Eon, and you're a young man who has survived a terrible cataclysm that led to the death of many on your world. Up above, in the stars, an interstellar war rages, the war responsible for nearly destroying the world on which you now live. The only way to stop the war and save humanity is to go up into space and retrieve four power Orbs that have been stolen by the two warring factions. Along the way, you meet a young woman named Laramee, who also wishes to stop the war, but for her own reasons. Together, Eon and Laramee undertake a journey to save the world and find themselves. The two characters are both fairly deep despite initially seeming like cliches, and you'll be drawn more and more into their stories as the game goes on. Granstream is a game that RPG fans should try not to miss, but understand that it has flaws that weren't present in previous Quintet games.

    Official Rating: 7/10

    -excerpted from the review of Granstream in the June 1998 issue of Official Saturn Magazine

    -

    Next Generation: This is looking to be a big year for you. Space Station: Silicon Valley and Race'n'Chase: London coming to the Sega Saturn, and of course the Ultra Nintendo port of the original Race'n'Chase.

    Sam Houser: We'd been wanting to make an Ultra Nintendo port, knowing what that system could do. I still feel like there's more power we could get out of that system.

    Dan Houser: Right, we're still thinking of other projects to put on that system, but right now we're just glad to have Race'n'Chase on there.

    NG: Silicon Valley is one of the first 3D platformers to be released on the Saturn, and it's a really unique game. It's definitely got its own style.

    Dan: Well, we know it's not as...controversial as Race'n'Chase. *laughs* We didn't really have a big role in it but we're proud of the work our team did on the game. I think it might be the best 3D game on the system, and I know that's sayin' a lot because you've also got Nights on there which was really incredible, but Silicon Valley busts all the cliches and it's just a hell of a fun game.

    Sam: Yeah, that's the thing we most wanna do is make unique games, the type of games nobody else has come up with.

    Dan: If you can at least say about us “they had original ideas”, even if the games don't end up being very good, that's good for something, right?

    NG: You guys didn't have much of a presence at E3, we saw some of Race'n'Chase: London there, but are you keeping the game under wraps for a reason or was it just not your decision on how much to promote it?

    Sam: It was that, we didn't get much of a booth to promote the game. I mean, here's the thing though, the title alone promotes it, right?

    Dan: We sold over a million copies of Race'n'Chase, so that's built-in advertising for this one. If people liked the first game, they'll like the second. We used some new ideas, but really it's just our take on a kind of 60s version of London and all the crime and stuff that went on there. In our own heads, at least.

    Sam: Same as the original, we're bringing it to the Saturn first and if it does well there, which we're pretty sure it will, it'll come to the Ultra later on.

    -excerpted from an interview with Sam and Dan Houser in the July 1998 issue of Next Generation magazine

    -

    *Ted and Gary are wearing hard hats and construction outfits as they review the Saturn action game Drillin'.*

    Ted Crosley: So this was a really weird little game, both in its storyline and in some of the design choices they made.

    Gary Westhouse: I really liked it, from a dungeon design standpoint. There are a lot of dungeons in this game, more than probably any other game of its type, and they never get repetitive either. If you're a fan of sidescrolling adventure games, this one might be for you.

    Ted: The graphics are a bit primitive, I mean I guess it has kind of that retro look to it, but compared to other sidescrollers, it's not all that great. The music....

    Gary: The music was great.

    Ted: A different song for every dungeon. A different song for every boss. Some of the musical creativity, I appreciated.

    Gary: And as you're going through the dungeons, each and every dungeon adds a different piece of the story.


    Ted: The dungeons are for the most part short and sweet, which is maybe why they're able to pack so many into this game.

    Gary: And the cutscenes that show the big drill going into the ground to dig up the next dungeon? Those are great, every time.

    Ted: It's a fun action-adventure game, I'll give it a nice 3.5 for creativity at least.

    Gary: And I'll give it a 4, it's really fun and if you've got a Saturn and like action titles, definitely check it out.


    (…)

    Alex Stansfield: So, does Breaker Ride stand up to Wave Race?

    Ted: Um...if you're gonna make the comparison then no, Breaker Ride loses pretty badly. The graphics are great, though they're not AS great as Wave Race. It's just...racing's not as much fun on this game as it is on Wave Race, and the game EMPHASIZES the racing. Stunts are few and far between.

    Alex: I thought the racing was pretty exhilarating myself. Some of the tracks can be a bit simplistic...

    Ted: ALL of the tracks, and the few that aren't are poorly designed. Look, if you're gonna play “follow the leader”, and this game was clearly designed to follow Wave Race, you've at least got to be BETTER than the leader, and Breaker Ride doesn't come close.

    Alex: I liked that it was faster than Wave Race, it was a more thrilling game and-

    Ted: More thrilling than a game you loved?

    Alex: Okay, I put that wrong....some of the racing...was...kind of....more thrilling....

    Ted: Without the stunts?

    Alex: There are a few stunts in this game!

    Ted: Of some jackass going like “bllllleeerrraaaaggh” on his Sea-Doo?

    *A quick clip is shown of one of Breaker Ride's “tricks”, a very simple leap off the water and a goofy pose*

    Ted: For a game that otherwise looks really realistic and serious, more than Wave Race, that stupid little pose looks even more stupid.

    Alex: He's having fun!

    Ted: He looks like a jackass!


    Alex: Hey, when we went to Knott's Berry Farm and got a picture of you on that rollercoaster, you looked like a jackass too.

    *A picture is shown of Ted on a roller coaster making a really stupid looking face*

    Alex: People make goofy faces when they're having fun!

    Ted: You promised you wouldn't show that! How many copies did you print out?

    Alex: Enough for everyone here. And, AND there's one posted on GameTV.com-

    Ted: NOOOOO!

    Alex: Along with all the other cool pictures we took when we went to Knott's Berry Farm last month.

    Ted: Well, what do you give Breaker Ride? I give it a 2.

    Alex: I give it a 3.5, it's really not that bad of a game.

    -excerpted from the June 9, 1998 episode of GameTV

    (…)

    Brittany Saldita: The Dreamers is a beautiful, captivating world, one of the most massive worlds in any game I've ever played, and the storyline will make your heart soar. It is incredible.

    Lyssa Fielding: It's an amazing game with only one major flaw, and that was the fighting system that makes it somewhat hard to aim at your enemies. But other than that, I thought it was a really awesome game.

    Brittany: The key is to use nice big attacks or just keep the enemy right in front of you.

    Lyssa: Well-

    Brittany: But....I know that's easier said than done with some of the enemies.

    Lyssa: They have a tendency to run and jump around. But....the partner AI in this game is REALLY good. Even if you can't lock on to your foes, your partners can and will!

    Brittany: And if they get themselves killed, they can always come back. Sometimes I'll just sit back and let Edison kill things while I run around and explore.

    Lyssa: And yes, we both prefer to play as Madera, and not just because she's a girl. She hits faster, she has cooler moves, and she has awesome attitude.

    Brittany: As for our preferred animal helper, Queenie the Bee was really fun to use, she has a nasty sting and her ability to fly up and get hidden items for us saved a lot of time.

    Lyssa: And the villain, Gruntilda? She's hilarious!

    Brittany: She is the classic, cliched wicked witch but we could NOT get enough of her!

    *A quick scene is shown of Gruntilda making a rhyme: “My warts are huge, my feet are smelly, you'll never get that Royal Jelly!”*

    Brittany: She is gross and she doesn't care! She's like me at seven o'clock in the morning.

    Lyssa: Right down to the cravings for ice cream!

    Brittany: Well, she craves “eyes cream”, it's called that because it's made out of eyes.

    Lyssa: Yuck! *sticks out her tongue* Enough about icky Gruntilda, I give this game a 4.5. Aside from the occasionally frustrating combat, The Dreamers is a beautiful game full of heart, soul, and everything we love about video games.

    Brittany: And I give it a perfect 5, it's a fantastic adventure game and might just be Rare's best game ever.

    -excerpted from the June 16, 1998 episode of GameTV

    (…)

    Ted: So, out of the two Quakes, which is the best?

    Alex: Definitely the Ultra Nintendo version, it's got better graphics, extra levels, and it lets you use the right analog stick to aim which makes the game control a lot better.

    Ted: Yeah, but the Saturn version has online gameplay.

    Alex: True, but you gotta have a pretty good internet connection, either 28K or cable. Cable's preferred, but if you've got cable internet you're probably too busy munching on caviar down at the country club to play any Quake.

    Ted: *laughs* Cable internet's not that expensive.

    Alex: True, but most people who have the Saturn don't have NetLink, so that's probably not gonna be a big selling point.

    Ted: I'll give you that. Actually, I agree, the Ultra Nintendo version of Quake is superior, but both are excellent ports of the PC hit, with plenty of gameplay and both of them boasting four-player deathmatch modes, so you don't even need to go online to play deathmatch with your buddies. I'll give the Ultra version of Quake a 4.5, and the Saturn version a 4.

    Alex: Same here, 4.5 for the Ultra, 4 for the Saturn. Either way, console Quake can't be missed if you haven't played the original and are a fan of FPSes.

    -excerpted from the June 23, 1998 episode of GameTV

    -

    June 26, 1998

    Polly Klaas had never played an FPS before, and had absolutely no idea what she was doing, making her an easy target for yet another headshot from one of her three opponents. She gripped the Ultra Nintendo controller tightly, gripping it hard as she felt it shake as it registered the kill.

    “Got you again, got you again!” shouted Eric Harris, having once again taken the lead in the four-player match. Sitting next to him was Polly's friend Caitlyn, who'd just lost the lead after Eric's latest kill. The pretty blonde didn't seem like she'd be very good at first-person shooters, but her 13-year-old brother played them all the time, and she played with him whenever his friends weren't over. She'd had lots more practice at them than Polly. “Fuck yeah, FUCK YEAH!”

    “Shhh, don't cuss so loud in the house,” Caitlyn said. “If dad hears you he'll throw you out.”

    “My dad would never let me have you over,” said Polly, blushing a bit as she looked over at Eric. Her father Marc had shown repeated disapproval of the growing friendship between the quiet outcast and the sociable and well-behaved Polly, though she insisted that Eric was just misunderstood and that he had reasons why he always seemed so hostile.

    “That's cuz Polly's dad is lame,” said Caitlyn's brother Chris, his eyes fixed on the screen as he tried to shoot his way out of third place. “Eric, you and Dylan are cool.”

    “See, this kid knows what's going on,” said Eric, also staying focused on the screen. His friend, Dylan Klebold, was also a frequest guest at Caitlyn's house, though today Dylan was hanging out with some of his other friends at the mall. “Polly's dad isn't lame though, I mean somebody must've taught her not to treat people like me like shit.”

    Polly almost chuckled at that remark, appreciating the irony. Her parents were loving and kind and had certainly made her into the person she was today, accepting and open to others and capable of showing kindness to loners like Eric. On the other hand, her dad wouldn't allow people like Eric into their house.

    Eric would call him a hypocrite probably...” thought Polly. As quiet as Eric was, when he did speak it was typically to speak his mind, and he rarely minced words, almost as if he didn't care about what other people thought. “But if he didn't care, then...why does he look so hurt every time people make fun of him?”

    Polly's dad had even once mistaken Polly's feelings toward him for a crush. But to Polly, it was just friendship. It was Caitlyn who had the crush on Eric, and she'd fallen somewhat hard ever since Polly had introduced them to each other. Even now, while playing, Caitlyn's eyes would glance over to him. The momentary distractions were probably the reason Caitlyn was behind to Eric in the game.

    “Let's face it, I suck at this,” said Polly with a sigh, groaning as she was shot down again, this time by Chris. “Even your little brother's beating me!”

    “So Eric, do you think guys or girls are better at games? I think guys are totally better, what do you think?” asked Chris with a smirk.

    “Uh....who cares?” said Eric with a shrug, barely any emotion in his voice as he kept watching the screen. He ducked around a corner, only for Caitlyn to blast him in the face with a shotgun, putting her back in the lead and needing only one kill to win the match. “Fuck....! This controller's jacked up or something!”

    “Come on, Eric, it's not the controller's fault you're losing,” said Polly, glancing at him. “Was it the controller's fault when Brittany Saldita beat you at Doom II?”

    “Fuck this shit,” said Eric in frustration, tossing the controller down just before Caitlin finished off the match by shooting her brother Chris. “This game sucks anyway.”

    There was Eric, showing another of his outbursts. Though he'd never gotten physically violent in front of Polly or Caitlyn, Polly couldn't help but worry when she saw Eric showing so much anger like that....it was a frequent emotion in him and some of the thoughts he'd shared with her scared her. He'd asked her not to tell anyone about them, and she agreed, but sometimes she wondered if maybe someone else should know... someone who could get him the help that she was beginning to think he needed.

    “Eric...please...” said Caitlyn, reaching up and taking his hand in hers. He started to jerk it away, but when their eyes met, he calmed down and let her pull him closer. “Don't be like this...”

    Their lips met, and soon the two of them were kissing deeply. Polly reached over and covered Chris' eyes with her hand.

    “Hey, I don't wanna see my sister making out with Eric anyway!” said Chris.

    “Well then you should thank me,” said Polly, giggling. “Hey, can we pop in The Dreamers? I brought it over for Chris to see.”

    “Mmm....pop in whatever you want...” said Caitlyn, sitting down with Eric on the couch so that the two of them could continue their makeout session.

    Polly rolled her eyes and began to switch the two games in the Ultra Nintendo while Chris looked at the graphics on the case.

    Caitlyn was the sweetest, most fun girl Polly had ever known. Maybe that's all Eric needed. Ever since he'd started seeing Caitlyn, the other students were giving him less and less of a hard time.

    But something deep in her mind told Polly that her friend Eric's problems went much, much deeper than that. She'd seen things Caitlyn hadn't seen.

    And as the months went on, Polly would see far more.


    -

    SNES-CD Power Charts: June 1998

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Donkey Kong Country 4
    3. Chrono Trigger
    4. SaGa Frontier
    5. Tale Phantasia
    6. Winged Wonder
    7. Super Mario World 2
    8. Tamagotchi
    9. Tales Of The Seven Seas 2
    10. Super Mario Kart

    Ultra Nintendo Power Charts: June 1998

    1. Goldeneye 007
    2. Final Fantasy VII
    3. Super Mario Dimensions
    4. Yoshi’s Story
    5. Ultra Mario Kart
    6. Resident Evil
    7. 1080 Snowboarding
    8. Serratopia
    9. Construct-It
    10. Star Fox 2

    The Official Saturn Magazine Buzz Chart: June 1998

    1. Quake
    2. Tekken 3
    3. Sonic The Hedgehog 4
    4. Panzer Dragoon Saga
    5. Resident Evil 2
    6. Tomb Raider II
    7. Granstream
    8. Ogre Battle: Princes Of The Universe
    9. Ecco: Blue Dream
    10. Skylein II: The World Beyond

    -

    June 30, 1998

    In some respects, it was the end of an era.

    Sega was shutting down its Sega Channel service, a service that had delivered games to Sega Genesis owners for the past four years. Tom Kalinske had asked for the service to be maintained another year, but the company was moving on. Such a service would have been impractical for the Sega Saturn, with its far larger and more complex games. Meanwhile, the Saturn's NetLink service was in decline, with few adoptions in 1998 and few new compatible games. The recent addition of Quake to the service drove some modem sales, but it was a small blip on the radar and did little to push new Saturns or more copies of Quake.

    Online wasn't a big part of Sega's strategy, though company brass, including Tom Kalinske, wanted it to be a big part of Sega's future.

    And Sega's future went far beyond the Ring.

    “We're barely halfway through the Saturn's expected life cycle, and you're already wanting to discuss the next console?” asked Tom Kalinske as he spoke on the phone with Hayao Nakayama.

    “It's never too early to at least discuss our future,” said Nakayama. “And certainly you've given the next machine some thought as well?”

    Kalinske knew with the continued success of the Ultra Nintendo that the Saturn had almost certainly peaked in sales. If the Ring didn't boost the Saturn's sales back to pre-Ultra levels, the system would never reach those levels again, even with games like Sonic the Hedgehog 5 on the horizon. So yes...maybe it was time to at least think of the next console, even if it was at least two years away.

    “I like the name Katana,” said Kalinske. “Not just for the codename, but the name of the console itself.”

    “We'll see what the board thinks, I'm sure everyone will have an idea,” said Nakayama. “But I do agree that we should probably leave the planetary references behind for this next generation.”

    “And online will be a major component of the Katana?”

    “It will,” said Nakayama. “By the time it is released, many more people will be connected to the internet. Connections will be faster and more stable. Its time will have finally arrived.”

    “...I'll still miss the Sega Channel,” Kalinske replied, a hint of sadness in his voice.

    “You and I both, my friend.”
     
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    The Pop Culture Of TTL's 1998
  • (Welcome to the 1998 pop culture update! A few things to remember: we weren't able to cover everything suggested, but not for lack of trying. I was racking my brain trying to come up with material for Star Trek and The X-Files, but drew a blank. We may touch on them down the road and we're certainly open to contributions as well. Also, some material (for example, 1998's later films) will be covered in future updates. And, if you have any questions, feel free to ask them. I'd like to do an omnibus pop culture Q+A post to supplement this, to answer certain questions OOC that I'm not comfortable with coming up with in-universe material for, so if there's something we didn't cover, ask and we'll try to give you a short answer as long as it's not a spoiler for a later update.)

    -

    The summer 1998 box office season, while not boasting any runaway hits, was jam-packed with blockbusters, maybe even moreso than the massive summer 1996 season. As was the case in 1996, 1998's biggest blockbusters were from the action genre, and most notably, featured either disasters or superheroes. On the superhero front, both DC and Marvel saw major hits in Green Lantern and X-Men respectively. Though Green Lantern courted some controversy for killing off Alex DeWitt, that controversy created cash, and Green Lantern beat out X-Men to win the superhero battle, with both films making right around $200 million at the domestic box office. The biggest hit, however, was Michael Bay's massive, star-studded, special effects-laden action film Armageddon. After Deep Impact was moved from May to December in order to improve the film's dialogue and scientific plausibility (a move that would ultimately make the film a Best Picture contender), Armageddon was the only asteroid disaster film left standing, and won the overall summer box office with a $250 million domestic take. The film, starring Bruce Willis as an oil rig worker who leads a crew of his fellow workers up into space to destroy a Texas-sized asteroid, was lambasted by critics, but audiences ate the goofy but visually stunning popcorn film up. A much more positive reception went to Godzilla, which, in an interesting twist of fate involving Roland Emmerich turning down the project to do Green Lantern, ended up being written and directed by Quentin Tarantino. Though Tarantino initially turned Godzilla down, his friend Robert Rodriguez (who became a co-writer on the film) begged him to take on the project. Godzilla became Quentin Tarantino's first (and to date, only) PG-13 film, though it did push the edge of the rating. The film, which initially was to be a straight disaster film about Godzilla attacking New York City, was altered somewhat to be closer to the plot of the original Japanese film. Godzilla still attacks New York, but protagonist Ray Vaqo (played by Samuel J. Jackson), a military man tasked with taking down the beast, discovers that Godzilla's real target is a hidden nest of moth-like monsters who have taken refuge under a nuclear power facility near the city, and with the help of nuclear technician Samantha Craddock (played by Daryl Hannah) and guerilla cameraman Steve Gould (played by Hank Azaria) must defy his superiors' orders to lure Godzilla to the plant before the monsters' queen, Mothra, emerges. The film ends with a climactic three-way battle between Godzilla, Mothra, and the military, which ultimately ends with Godzilla triumphant. Godzilla returns to the sea, but humanity has realized that nature is ultimately far more powerful than any human invention. The film featured a rap cover of Blue Oyster Cult's “Godzilla” by Tupac Shakur and the Wu-Tang Clan's RZA that became a #1 hit, and remains Quentin Tarantino's most lucrative domestic film, making just over $210 million at the box office and becoming a major hit in Japan as well (largely due to the presence of Japanese actress Meiko Kaji, who played a Japanese businesswoman stranded in New York City during the attacks, who witnessed Godzilla attack Tokyo as a young girl in 1955).

    It was also a summer of girl power at the box office, with Angelina Jolie's action film Nightshade leading the charge. The film, about an officer in a futuristic police force who must infiltrate a technology-hating death cult, received praise for its amazing stuntwork and Jolie's acting as a young rookie cop who must take over an investigation for her partner after his brutal murder. The film made nearly $150 million at the domestic box office and made Angelina Jolie one of the biggest female stars in Hollywood. But girl power was particularly evident in the summer's family films, particularly Disney's animated musical Mulan, which became Disney's most lucrative animated film since Pocahontas. An adaptation of the ancient Chinese fable about a young woman who disguises herself as a man in order to become a soldier, Mulan featured a buttkicking heroine voiced by Ming-Na Wen, and made nearly $150 million domestically. Mulan proved that girls in films were more than just damsels in distress, but even when girls DID get captured by the baddies, as was the case in Small Soldiers and Quest for Camelot, they got themselves out of danger. In Small Soldiers, protagonist Kirsten Dunst's character was captured by the film's antagonistic toy soldiers in order to threaten her character's father, the inventor of the soldiers' enemies, the Gorgonites, played by Robin Williams. After seeing her father threatened, however, she escaped and saved her father as well. And in Quest for Camelot, protagonist Guinevere (or Gwen for short, as she was referred to in the film), was captured by the villain (voiced by Gary Oldman) and used as part of a trap to lure out the young prince (and future king of Camelot) Arthur. However, Gwen managed to wriggle out of her bonds (in the film's original script which included animal-like companions, a talking axe freed her, here, Gwen actually struggled so much that she was able to use her own blood to slip out of the ropes, one of the scenes that earned the film a PG rating), and attacked the villain. During the film's final battle, which saw Gwen and Arthur taking on the villain, Arthur was incapacitated and Gwen landed the finishing blow. Even outside of the action or family realms, girl power was strong at the box office. Cameron Diaz's There's Something About Mary went on to be the summer's fifth biggest film (behind Armageddon, Godzilla, and the two superhero films), and Lisa Kudrow and Sarah Michelle Gellar teamed up for Sorority Row, a sort of “Animal House with women” that grossed over $100 million domestically. Outside of those notable films, Jim Carrey got serious in The Truman Show, a film about a man who discovers that his entire life is being filmed as a 24-hour reality show. He would get a Best Actor nomination at the Oscars that year, and The Truman Show would gross nearly $125 million at the box office.

    -excerpted from “1998 In Film”, an article on Dan The Movie Man's blog posted on September 18, 2014

    Disney Plans Big For 1999

    The summer of 1999 is shaping up to be a big one for Disney, with two major films in the works. The first is a swashbuckling pirate action adventure starring Cary Elwes, based on their Pirates of the Caribbean attraction at Walt Disney World. The second is an animated musical by Tim Rice and Elton John called Aida. The film will feature Disney's first black princess, and will be released next June. Disney had previously considered an adaptation of Tarzan for the animation treatment, but decided against it after numerous difficulties during the conceptual phase. Instead, Disney looks to be working on an animated adaptation of The Prince and the Pauper for 2000, set in ancient Peru.

    -excerpted from the July 6, 1998 issue of Variety magazine

    -

    In 1998, the Chicago Bulls were looking to win their fourth straight NBA title to become only the second team to do so since the Boston Celtics all the way back in the 1960s. It was only appropriate that the Celtics, led by the dynamic duo of Grant Hill and Penny Hardaway, seemed to be the only team that could challenge them, and when the two teams finished 1-2 in the Eastern Conference with 61 and 60 wins respectively, a fourth-straight NBA playoffs showdown seemed inevitable. The Bulls did their part, beating the talent-stacked Toronto Raptors in a four game sweep in the Eastern Conference semifinals, but the Celtics were knocked out in a seven game war with the Indiana Pacers, led by new head coach Larry Bird. The Pacers, having won 56 games to become third in the conference, were no slouches, and the talented team, featuring Sixth Man of the Year, sophomore sensation Steve Nash, knocked out the Celtics to face the Bulls in the Conference Finals. And in another seven game series, the Pacers shocked the world by taking out the Bulls with a last-second three pointer from Reggie Miller. The radio call of the game will stick out in Pacers' fans minds forever.

    Four seconds to go, Nash needs to get a shot off, he cuts to the inside....he dishes it to Reggie Miller who's wide open on the left side! Reggie, a three at the buzzer.... BOOOOOOOOOOOOOOOOOOOOOOM BAAAAAAAAAAAAAAAAABYYYYYYY!!!!! REGGIE WITH THE GAME WINNING THREE, THE PACERS ARE GOING TO THE FINALS! YES! YES! YES! YES! YES!!! REGGIE! REGGGGGGGGGIIIIIIIEEEEEEEEEE!!!!!”
    BOOM BABY, BOOOM BOOOM BOOOM BOOOM BOOOOOOOOOOOOOOOOOOM!!! WHAT A SHOT, REGGIE DID IT, REGGIE DID IT, YES!!!!! YES! YES! TURN OUT THE LIGHTS, THE BULLS DYNASTY IS OVER!!!”
    -Mark Boyle and Slick Leonard's call of the final play of Game 7 of the 1998 NBA Eastern Conference Finals, both announcers were noticeably hoarse for Game 1 of the Finals

    Meanwhile, in the Western Conference, the Golden State Warriors were on the warpath, having won 63 games for the league's best record. They dominated the playoffs, beating the Sacramento Kings in a 3 game sweep before then sweeping the San Antonio Spurs in four games for revenge for last year's conference finals loss. They would then go on to beat the Utah Jazz in 5, once again denying Stockton and Malone a trip to the Finals. That set up a Pacers vs. Warriors NBA Finals, a battle of the Pacers' tough, grinding defense against the Warriors' frenetic office, led by their own sophomore superstar Kobe Bryant, who'd become the team's leading scorer with 22.7 points per game. Though the combo of Bryant and Mitch Richmond were electric, it was the Pacers who beat the Warriors in six, becoming the first former ABA team to win the NBA championship. Reggie Miller won Finals MVP, both for his 24 points per game and for his excellent job of guarding Kobe Bryant.

    In the NBA draft, the Vancouver Grizzlies had the first pick, and though they were tempted by Michael Olowokandi, in the end, they settled on Kansas' Raef LaFrentz, who'd just finished leading the Jayhawks to the 1998 NCAA Championship. Eastern Conference bottom-feeders, the Philadelphia 76ers took Olowokandi, which proved to be a disasterous pick for them. The Milwaukee Bucks took Antawn Jamison, leaving Mike Bibby to fall to the Phoenix Suns at #4. The Cleveland Cavaliers took Vince Carter at #5, and the Los Angeles Clippers selected Jason Williams at #6. Astonishingly, future superstar Dirk Nowitzski fell to the Orlando Magic, the #8 seed in the Eastern Conference playoffs, at #14. An interesting “what if?” in NBA history is the question, “what if Shaq had stayed long enough for Dirk Nowitzski to achieve his potential?”, but by the next summer, Shaq would be disgruntled enough to demand a trade to the Los Angeles Lakers, and Nowitzski would be forced to soldier through the Magic's early 2000s rebuild largely by himself.

    The prospect of an NBA lockout loomed large over the summer of 1998, but a coalition of players led by Michael Jordan was able to negotiate favorable enough terms to avoid losing any regular season games for the 1998-99 season, a season that would see #23 try to go out on top.

    -excerpted from a Bleacher Report article on the 1998 NBA season and offseason, posted on July 22, 2013

    A Home-Run Battle For The Ages

    Mark McGwire and Ken Griffey Jr. are not only leading their teams to the best records in their respective leagues, they're both chasing history. For Griffey, he's chasing his own home run record of 62, while McGwire is trying to unseat the Seattle slugger. As of June 30, McGwire is sitting at 36 home runs, while Griffey is sitting at 34. This historic pace is pushing both their teams to astonishing heights: extrapolated over the remainder of the season, the Cardinals would win 118 games, while the Mariners would win 120. These two men are dominating baseball, and fans are loving it.

    -the introduction to the Sports Illustrated cover article for July 13, 1998

    Netherlands Shocks The World To Win World Cup

    Dennis Bergkamp is a national hero tonight after the Netherlands' national team's historic 2-2 (5-4) victory over the home country France in the World Cup finals. With Bergkamp making the final penalty kick at the end of the game to secure the victory for the Netherlands, the entire country is celebrating, and rightfully so. The Netherlands knocked off England, the United States, and then Brazil on their way to the championship game, with all but their quarterfinal against the USA (which the Netherlands won in a 4-0 rout) being decided by penalty kicks.

    -excerpted from an article on SportsUpdate.com on July 13, 1998

    -

    The 1998-99 network television season is known as the “last great revolution” in network TV, a season that saw cracks appear in the facade of NBC's “Must See TV” block as a competitor appeared in the most unlikely form. ABC had decided to fill their Thursday nights with a block of sci-fi/adventure shows that very few people expected to do well. Empyreon, created by young writers Adam Horowitz and Edward Kitsis, starred Tomorrow Never Dies star Michelle Yeoh as a computer scientist who discovers a portal to an alternate universe. The show was expected to be one of the biggest flops in television history, but stole a massive amount of young viewers from NBC's major hit Friends. Though Friends remained the #5 show on TV for the season, the dent that Empyreon made led NBC to retool the show beginning in 1999-2000, leading to a notable decline in quality. The other two shows, High School Heroes, about a group of teenagers who gain superpowers (inspired by Power Rangers, but a LOT more serious and way less cheesy), and Shattered, starring Michael Madsen as a violent detective (a darker retool of the original concept for the show, titled Vengeance), also finished in the top 20 for the season and became the first shows to pose a serious threat to NBC's seemingly invincible block. New hit comedies popped up all over the schedule, including Fox's Say What? starring Omar Gooding, which became the first hit sitcom on the network to feature an African-American since Martin's tragic end, and Princess of the City on CBS, starring the young comedienne Maria Bamford as an extremely energetic college graduate trying to make it as an advertising executive. The injection of fresh young talent into the seemingly stagnant landscape of network TV brought on a mini-renaissance for all the major broadcast networks, and though some of these new shows would fizzle out in their second, third, and fourth seasons, the ripple effects from the strange season of 1998-99 would play out for many seasons to come.

    -excerpted from an article on Zap2it.com on June 29, 2012

    -

    After the finale of Beavis and Butthead in late 1997, GameTV became MTV's highest rated program. The year of 1998 was very good to GameTV, seeing some of the biggest video game releases of all time, and seeing its hosts become household names. But MTV was looking for a way to bring music back to its network in a big way, and executives looked to their show Total Request as a possible way to do just that. The show had been introduced in 1997 as part of an initiative to air more music, but the show's ratings were stagnating. The network briefly considered a host replacement (GameTV's Lyssa Fielding was offered the job, but turned it down, she didn't reveal this until Total Request Live was ended in 2009), but instead decided to introduce a live component to the show, retaining Carson Daly as host and putting him on live in Times Square with a studio audience. The show was a huge hit almost immediately, passing GameTV in the ratings for the first time in early 1999, and becoming MTV's highest rated show for the next three years. Early in Total Request Live's history, it and GameTV were heavily influential on one another (there was an interesting “East Coast vs. West Coast” dynamic between the two shows, since TRL was filmed in New York City and GameTV was filmed in Los Angeles), at one point, producers considered making GameTV a live show or adding a live segment to it (they did ultimately add a fan-requested retro review segment to the show in late 1999), while Total Request Live featured GameTV-like sketches and skits which were ultimately canned after viewers complained that Carson Daly wasn't nearly as good of an actor as the GameTV hosts. Total Request Live helped to make music a major force on MTV again, and is seen as a cultural touchstone for the early 2000s in the same way that GameTV is seen as one for the late 1990s. The success of both shows helped to make MTV a launchpad for the careers of young entertainers who got their start hosting shows on the network, something it's still doing to some extent to this very day, despite the encroachment of reality shows on much of the network's schedule.

    -excerpted from an article on TVLookback.com, May 10, 2015

    -

    *Moltar is seen adjusting levers and pushing buttons on a control panel.*

    Moltar: Here at Toonami, we know you love anime.

    *Scenes from Slayers, Robotech, and Voltron are shown on the screen*

    Moltar: But we haven't really mixed things up in a while.

    *Lina Inverse is shown looking bored on the screen, while a scene from season three of The Real Adventures Of Jonny Quest is briefly shown as well.*

    Jessie: Things are so boring here.

    Jonny: Yeah, it almost makes me wish something interesting would happen.

    Moltar: Well, you're in luck, Toonami faithful. Starting in July, business is picking up.

    *A scene from Sailor Moon is shown on the screen.*

    Moltar: There's a brand new heroine coming to Toonami. I think I've got a crush on her.

    Sailor Moon: Moon Prism Power, make-up!

    Moltar: Sailor Moon comes in for a landing. And that's not all.

    *Goku is shown firing a Kamehameha*

    Moltar: In August, Dragonball Z makes its Toonami debut.

    *Vegeta laughs*

    Moltar: And in September comes the biggest one of all.

    *Tentacruel's tail smashes a building, while Sato is shown gasping in fright as Gyarados comes at him.*

    Moltar: It's the sensation that's taken Japan by storm. Pokemon is coming in September.

    *Another scene from season three of Jonny Quest plays.*

    Race: Hey, where does that leave us?

    Moltar: For all you Quest-heads, don't worry. The Real Adventures Of Jonny Quest has been our rock, and we'll be playing it for a long time, even after the big series finale this November.

    *A scene from season three plays showing Jessie rescuing Jonny.*

    Jonny: Thanks...I thought I was a goner.

    Moltar: 1998 is Toonami's biggest year ever, and we're only getting bigger. Stick with us, we're really going places.

    Sato: I'm going to be the world's number one Pokemon Master! I can't be defeated by the likes of you!

    Moltar: Only Toonami.

    *The Toonami logo is shown on screen*

    -from a Toonami promo that began airing in June 1998

    Though season three of The Real Adventures Of Jonny Quest was a big hit, and reruns of Batman: The Animated Series were always awesome, by 1998 Toonami had become a bit stale. The block was cycling through reruns of Slayers, Reboot, Robotech, Thundercats, and Voltron, along with Batman and Real Adventures, while also playing the occasional movie and showing the new season three episodes of Real Adventures on Fridays. In the summer of 1998, all of that changed. One by one, Sailor Moon, Dragonball Z, and Pokemon debuted, joining Real Adventures to make a lineup that would last from September of 1998 to December 1999, becoming what's known in the eyes of many as Toonami's best lineup ever. Sailor Moon entered the block first and began by airing through episodes from the first two seasons, going through them twice before debuting Sailor Moon S for the first time on American shores in the spring of 1999. Sailor Moon S retained the Ocean voice actors for its dub, and, like the first two seasons, featured only a minimal amount of edits. The relationship between Haruka and Michiru was never stated outright, but could be easily implied, and though there was SOME controversy over it, it was ambiguous enough on the show for it to largely avoid the scrutiny of American conservatives (who were reeling after their failure to get Bill Clinton impeached in late 1998 anyway). Dragonball Z started in August and steadily ran its first 52 episodes until the fall of 1999, when it would pick up where it left off with the Ginyu Force saga. Pokemon arrived next and would become Toonami's top rated show (and one of the top rated shows on all of cable), airing its first 52 episodes and rerunning them until the summer of 1999. The three shows would cement Toonami's reputation as a block that aired the most popular dubbed anime on television, and helped to make anime even more popular in the United States than it already was, leading the way for shows like Gundam Wing, Tenchi Muyo, Ranma ½, and Kronia to become hits on the block as well.
    -from an article on Cartoonapalooza.com, February 27, 2011

    8:00 PM- Johnny Bravo
    8:30 PM- Ed, Edd, 'n Eddy
    9:00 PM- Dexter's Laboratory
    9:30 PM- Larry And Steve
    -the Cartoon Cartoon Fridays schedule, beginning in the fall of 1998 on Cartoon Network

    -

    In 1998, Nickelodeon decided to resurrect one of its old game shows, and with video games booming, what better show to bring back than the 1992 show Nick Arcade? The show, now titled Nick Arcade 2.0, returned with an all new set, bringing back the original host Phil Moore and pitting two teams of two kids each in a series of trivia questions and video game related challenges for cash and prizes. The first part of the game was a lot like the classic TV show. The two teams took turns navigating a boy named Mikey across an electronic gameboard (this time, instead of being a 2-D animation, Mikey appeared in crude 3-D). They'd answer a series of trivia questions (for this iteration of the show, game-related trivia questions were added as a separate category of challenge) or would be required to play a video game challenge in the show's game arcade. The arcade contained a collection of video games from either the Ultra Nintendo or the Saturn. Instead of competing for points, players were required to complete a specific game challenge in a certain amount of time, and could bet points on whether or not they could do it. Challenges included completing a lap in Ultra Mario Kart, beating a character in Tekken 3, or grabbing a certain star in Super Mario Dimensions, among others.

    The biggest change to the game was to the show's bonus round, which involved the winning team taking on a special challenge to win the grand prize (usually a big prize like a computer or TV, or perhaps a trip). The old Nick Arcade featured the Video Zone, a neat sort of live-action video game which involved a greenscreen in which players had to collect certain items and defeat a boss within a minute. The new Nick Arcade 2.0, however, had one contestant from the winning team step into the Nick Arcade Colosseum. There, they would take on one of three “gladiators” in a specific head to head challenge. And this was where Nick Arcade 2.0 probably made a huge mistake. For the first season, the contestants were required to take on the GameTV Gladiators. Since Viacom owned both Nickelodeon AND MTV, they could utilize MTV talent for the show, and for Nick Arcade 2.0, they brought Ted Crosley, Alex Stansfield, and Brittany Saldita to compete against the would-be winners. What the Nick Arcade 2.0 producers didn't realize was the fact that the GameTV hosts were ALL legitimate gamers who had been playing video games longer than any Nick Arcade 2.0 contestant had been alive. To make matters worse, the winners got to PICK which of the hosts to face. 23 out of 52 times, Brittany was selected (likely due to winners believing that, because she was a woman, she was worse at games than either Ted or Alex...the overall consensus is that Brittany, at least in multiplayer games, was probably the best player of any of the GameTV hosts). Of the 23 times Brittany was selected to compete, she won...23 times. As she would later put it in an interview with Giant Bomb in 2009, “I cost kids more trips to Space Camp than the Challenger disaster.” Alex had an overall record of 16-1, while Ted had a record of 10-2. That made for 49 out of the original 52 episodes where the grand prize was not won, which ended up hurting the show's ratings. For the second season, the GameTV Gladiators were benched, and three new “gladiators” were brought in, these gamers were far more vulnerable and overall won only 36 of the 52 second season grand prize matches.

    Though Nick Arcade 2.0 was a welcome comeback for Nickelodeon's video game fans, it was one of the lesser-rated shows on the network. Ongoing hits Rugrats, Sam and Kira, and Swashbucklers remained the network's three biggest shows of the year, while The Wild Thornberrys, about a girl named Eliza who could talk to animals, was a decent sized hit and easily beat out Nick Arcade 2.0 as Nick's top new show of 1998. Still, Nick Arcade 2.0 did manage to last two seasons, which was one longer than the original version of the show, and is considered among fans to be better than the original despite the near-hopeless bonus round from the first season. It even helped pave the way for Double Dare 2000, which brought back host Marc Summers and would become a much bigger hit than the Nick Arcade revival had been.
    -excerpted from “Tales From 90s Nickelodeon”, an article on TVMemories.com

    -

    (Author's Note: Credit to Nevermore for the Zelda TV series idea! We've got more information on this one to share later on!)

    A New Day At Disney Channel

    The Disney Channel, once a premium-TV home for classic Disney films and cartoons, is now retooling itself into a basic cable network, and it's adding a significant amount of new and original programming in order to lure in more subscribers. First and foremost among the new shows is an animated adaptation of Nintendo's hit video game series The Legend Of Zelda. The animated series is headed up by Greg Weisman, who most recently worked on the animated series Gargoyles, which ended last year. The Legend Of Zelda is a sort of loose adaptation of 1995's The Legend Of Zelda: Ocarina of Dreams, though with its own original storyline that plans to divert significantly from any of the games. Nintendo and Disney's deal shows Nintendo's willingness to branch out its properties and Disney's willingness to take a risk on an edgy action cartoon. Indeed, in bringing back its Disney Afternoon block for the Disney Channel, the company is looking to compete head-to-head with Cartoon Network's Toonami block. Toonami is adding three major anime series of its own this summer, and Disney hopes to compete by adding dubbed anime to its new block as well, starting with Legend Of The Galactic Heroes, which will join The Legend Of Zelda, Hercules (a prequel series to the 1997 animated film, set in high school), and Princess High, a Disney Channel original animated series starring Kirsten Dunst as the voice of a modern day high school girl who comes to discover she's a princess. Disney is hyping up the series' main character as “the first made-for-TV Disney Princess” and is banking on Dunst's stardom drawing a big audience to the series. While Disney Channel is going to be heavily pushing its afternoon animation block, it's also introducing two live-action tween shows to its primetime lineup: The Famous Jett Jackson and Zenon: Girl Of The 21st Century, a sci-fi series based on a 12-year-old girl who lives in the future on a space station. Only time will tell if the Disney Channel can compete with its new rivals, Nickelodeon and Cartoon Network, but if it fails, you won't be able to blame a lack of trying.

    -from an article in the July 25, 1998 issue of TV Guide

    -

    KURT COBAIN BACK IN THE STUDIO, NIRVANA WORKING ON FIRST NEW ALBUM SINCE 1995

    BRANDY AND MONICA TO COLLABORATE ON TIE-IN SONG FOR NEXT SPRING'S FILM “THE BOY IS MINE”

    STILL THE” #1, SHANIA TWAIN TOPS BILLBOARD CHARTS FOR FIFTH-STRAIGHT WEEK

    NEW TUPAC ALBUM “STREETWISE” SHATTERS RECORD FOR FIRST-WEEK SALES

    SANTANA AND SELENA IN “SUPERNATURAL” CONCERT SERIES, NEW ALBUM ON THE WAY?

    -headlines in the August 8, 1998 issue of Billboard magazine

    -

    Even though Bandai was in serious decline by the beginning of 1998, its acquisition by Sega, and for relatively cheap, sent shockwaves through the Japanese business world in the spring of that year. It was a big gamble for Sega, with the company's Saturn console's sales declining in the wake of the Ultra Nintendo release. But with the company's success in the video game realm over the past six years, Sega's coffers were flush with funds, and the merging of Bandai into the company gave Sega a wealth of new resources to use as it saw fit. Immediately, Sega set about creating new toy lines for its hottest properties, including Sonic, Virtua Fighter, and Phantasy Star, while also creating toylines for popular Namco properties such as Tekken and Soul Edge. These toylines became major successes in both Japan and in the United States, and with the continued success of existing toylines such as the one for Super Sentai/Power Rangers, toys soon became a major part of Sega's ongoing strategy, which would ensure continued profits for the company even when its games division was having downtimes.

    Another component to the deal was that it made Sega one of the biggest distribution companies for hit anime shows like Cowboy Bebop. It also allowed the company to begin working on new anime shows based on its biggest video game properties, creating corporate synergy to a degree that Nintendo was currently unable to boast (its partner Sony was dabbling with Dreamworks in the animated film arena, though that was a rocky relationship at the time, Dreamworks had decided to scrap its plans to create an animated comedy film based on the fantasy parody novel Shrek, instead co-opting its star Chris Farley for a new animated comedy adventure film that would release in 1999). Sega's relationship with Evangelion creator Hideaki Anno also continued, not just in the arena of video games, which would begin in 1999, but in the anime realm as well. Sega would put him in charge of creating a Phantasy Star anime series that began airing in 2000, regarded as one of the greatest game-to-anime adaptations of all time. Sega's acquisition of Bandai ultimately proved to be one of their shrewdest moves, and at least in the immediate sense, gave the company a safety net for whatever Nintendo could throw at them.

    -excerpted from an article on Gamesovermatter.com, posted on January 19, 2012

    -

    The new DVD format would be far too expensive to include with the Ultra Nintendo, there is simply no way to incorporate DVD technology and remain under 40,000 yen. We must remain aware of anything Sega has planned for their console following the Saturn, if DVD technology is incorporated, a DVD adaptor for the Ultra Nintendo may be required, though it may simply be more prudent to wait for whatever follows the Ultra to begin including DVD playback capability. I don't anticipate lack of DVD playback becoming a major problem at any point in the next five years, at least from a worldwide standpoint. It may harm Japanese sales later in the system's lifespan, perhaps a Japanese-exclusive version of the Ultra including DVD playback would be prudent in 2000 or so?”
    -internal Sony memo, sent by Ken Kutaragi to Norio Ohga on January 13, 1997

    AstormyNight.mp3
    Shipwrecked.mp3
    EdisonsTheme.mp3
    EllasTheme.mp3
    CaptainBlackeye.mp3
    BanjosTheme.mp3
    DingersTheme.mp3
    BigBossBattle.mp3
    Shanghaied.mp3
    -from a list of The Dreamers songs on an early MP3 file-sharing network, accessed on July 11, 1998

    July 11, 1998

    “Hey buddy, stop downloading those songs and help me with this,” said Sergey Brin, looking over his friend Larry Page's shoulder as Larry downloaded some songs from The Dreamers onto his computer. “What are these from, anyway? 'Big Boss Battle'? Video game songs?”

    “From The Dreamers,” said Larry, getting up from the computer and walking over with Sergey to check on the progress of their latest project. “It's a really good video game with really good music.”

    “We're not gonna have time for games next semester, you know,” said Sergey, pointing at something on his screen. “Once we get this company up and running, it'll be that and our dissertations.

    “Yeah, yeah, I know,” said Larry. “That's why I'm trying to enjoy it while I can. Google...you think we're gonna be able to compete?”

    “Well, it's easier to find things on Google than it is on other search engines,” Sergey replied. “So we've got that going for us.”

    Larry sat down and started working on his friend's problem, wondering if he'd ever have the time to touch a video game controller again.

    -

    July 12, 1998

    “Damn...really?” Steve Jobs groaned, reading an article in the New York Times. One of his colleagues at Apple walked over to see what he was talking about.

    “Something wrong?” asked Jobs' co-worker, prompting Jobs to show him the article he was reading.

    “They're counting down the most anticipated new electronic devices of the holiday season. The iMac is number two.”

    “And number one?”

    Jobs pointed to the article again.

    “The Ring... Sega.”

    “A game console. Actually....just an attachment for a game console,” said Jobs, rolling his eyes. “They don't believe in us anymore.”

    “Video games are...really big right now,” said Jobs' co-worker, trying to calm his boss down. “But...what do they know, right?”

    Had Apple fallen that far? To the point where a revolutionary new computer was getting less hype than an attachment for the #2 game console on the market?

    “We'll sell 100 times more iMacs than Sega will sell of those things,” said Jobs, tossing the paper in the garbage as he walked out of the room. “They're nothing but a goddamn toy company.”

    -

    July 13, 1998

    Bill Gates was of two minds. Windows 98 had launched to massive success, the perfect follow-up to the ultra-popular Windows 95 operating system. Millions of copies had already been sold, many more were selling every week. But Microsoft's success had been a curse: the company was now embroiled in an anti-trust trial that sought to decouple its Internet Explorer browser from its Windows operating system. The government claimed that Microsoft's packaging of the two together constituted an illegal restriction on competition that pushed other competitors out of the business.

    “It's a bullshit lawsuit, I agree,” said Steve Ballmer, the new president of the company, as he and Gates sat across from one another in Ballmer's office. “They're jealous of us. Of our success, of everything....of everything YOU'VE built. Netscape, we're pushing them out of business because we've got the best internet browser in the world, not because we did something wrong.”

    Gates nodded, though he rarely got as fired up about things as Ballmer did. He understood full well the reasons for the lawsuit. Hell, if the situation was turned around, if it was Gates as the young upstart going up against an extremely powerful software company, he'd have probably pushed to sue as well. But he still had to figure out a way to protect his company from being broken up. He still had lots of work to do.

    “They don't have a case. You'll see. The government's gonna try anything they can to break us up, but we can get through this.”

    “Oh, I agree,” said Gates, his voice much more calm and quieter than Ballmer's. “But I think, you know, we've got to be careful not to antagonize anyone. We've made personal computing easier for millions of people around the world and that's the side of Microsoft we've got to show. We can be pissed off in private, but when I'm in that courtroom, I'm gonna have a smile on my face.”

    “Let's hope they don't get me in there, huh?” said Ballmer with a laugh, pulling out that day's issue of the Wall Street Journal. “Look at this shit.”

    He jabbed his finger at an article on page 5, about how the Ultra Nintendo was experiencing record-breaking sales over Sega's Saturn.

    “This....look at this right here. Nintendo dominating again.”

    “I see it,” said Gates, who'd recently been thinking once again about creating a home video game console. “They'd be a tough opponent if we ever got into the game business.”

    “No shit, they'd kick our fuckin' ass!” shouted Ballmer, his face starting to get red. “These are the fuckers the government oughta be going after, right here. Nintendo and Sony, colluding to make a game system. Nobody can beat 'em! Sega, I mean...”

    “They're pretty big, didn't they just buy that toy company?”

    Gates was referring to Bandai, the once-powerful Japanese toy and media conglomerate that had been driven under by a series of bad business decisions, most notably their ill-fated move to pour millions of dollars into a game console of their own... a story that gave Gates pause whenever he thought about entering the console business.

    “The dying husk of a toy company, yeah,” said Ballmer. “But here's the thing, as long as Nintendo and Sony are workin' together, there's no future in video games! Not a future that doesn't involve that fatass plumber, anyway. If we're EVER gonna get into video games like you told me we needed to do someday, we need to sue the pants off Nintendo. Make it so they can never work with Sony again. Sue the shit out of 'em.”

    Ballmer tossed the paper down onto the desk.

    “I tell you what, this world... you get too big and they just wanna cut you down,” fumed Ballmer, shrugging his shoulders. Gates was amused for a moment by the irony of the statement, considering what he'd just proposed doing, but it was the truth. If Microsoft wanted to compete with Nintendo on an even playing field, they'd have to do something to get between Nintendo and Sony.

    But if the government's lawsuit succeeded, Microsoft would have far bigger problems on its hands...
     
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    July 1998 - Tell Me A Fairytale
  • (Author's Note: Before we begin with the July 1998 update, I just want to thank all of you for helping us to get to 300,000 views! It's a huge milestone that I never thought we'd get anywhere near, so thanks to our loyal readers for supporting us, I hope you guys enjoy where the story's headed! Also, we might have to slow down the updates just a bit, we need to get all of 1999's original games plotted out before we reach the September 1998 update, so there might be a delay in some of the updates so we can finish that up. There ARE some bonus updates on Sailor Moon, The Real Adventures Of Jonny Quest, and of course the big Pokemon update to get to before then, so hopefully those can keep you guys satisfied while waiting for us to get to September.)

    -

    Fairytale was a project that emerged from Squaresoft's desire to use the Chrono Trigger team for a follow-up game to Final Fantasy VII. They put together an amazing team and we spent a long time working on this game, even before the Ultra Nintendo was released here in Japan. Many hours of work from many different people went into this game. Did making this game prepare me for the next project? Perhaps a Chrono sequel? Ahhhh....it is far too early to say!”
    -Masato Kato in an interview in the July 1998 issue of Electronic Gaming Monthly

    Fairytale was one of the very first games I did. It was...it was right after Final Fantasy VII kind of changed everything for the actors in my industry, and so... there was so much more competition for the lead role in this game. Being asked by Squaresoft not only to take on the lead role but to sing the theme song? It was quite intimidating at first!”
    -Mary Elizabeth McGlynn in a 2002 interview with RPGamer.net

    I was hitting a brick wall for ideas for the next Frederico, we'd made a few other games for the SNES-CD, but for the Ultra we had nothing. Then, Lon, he got an idea for a game that we could do that was...well it was kinda like the 3-D platformers they were making so many of, but it was different, it was...a much faster paced game. You could pick it up, play it, set it down quick. It was a great idea and I knew we had to do it! The idea for the name of the game, that was mine, but the rest of it, most of the rest of it was Lon.”
    -Silver Sail's Carlos Delgado on Quixsters in a September 1998 interview with GamePro

    Everything old is new again. You got that new Aeroboy game...that's just Defender with balloons. Then there's Quixsters, which is, there's so much of it taken from Q*Bert, it's an updated Q*Bert. And all those Pac-Man clones masquerading as brand new puzzle games. Nintendo, Sega, they've been ripping off from the classic arcade guys for years. Sega's practically dependent on Namco. It all goes back to the arcade.”
    -Billy Mitchell in an interview at the 1998 World Arcade Championships on July 25, 1998

    Oh my God, both of these games are so friggin' scary! You'd think games about fairies and dolphins would be all light and sweet, but there are so many big creepy monsters in both these games. It's Halloween in July!”
    -Lyssa Fielding, on the July 14, 1998 episode of GameTV, discussing Fairytale and Ecco: Blue Dream

    Bonecrusher's been hyped all year as the next Primal Rage, the next Deathblow, but it can't match up to either. 1998 might be the Year of the Fighter, and with games like Tekken 3 already out and Killer Instinct Ultra on the way, you've gotta bring something new to the table. Bonecrusher is just the same old song and dance, and it does nothing to distinguish itself from the wave of ultra-violent fighting games out there.”
    -from Sushi-X's 4.5/10 review of Bonecrusher in the August 1998 issue of Electronic Gaming Monthly

    Humanity has been trying to exterminate us for millennia. You have to know it, Claris. Surely you realize their treachery!”
    -Ashlyn, Fairytale

    Ysidra, we will no longer listen to your lies! You tried to turn the noble princess Ashlyn into your pawn. You tried to break Virtuosa's spirit. You tried to corrupt our human allies. You made me doubt my own heart! You have seeded hatred between humanity and fairykind for eons, and this is the day you pay for what you have done!”
    -Claris, Fairytale

    -

    Fire Pro Wrestling Presents: WCW Thunder

    Dan: 6.0
    Shawn: 6.0
    Crispin: 6.0 (quote: “It's a decent wrestling game, but it's barely more than a roster update.”)
    Sushi-X: 7.0

    Mulan

    Dan: 5.5
    Shawn: 4.5
    Crispin: 4.0
    Sushi-X: 2.0 (quote: “An abysmal Disney adaptation, with graphics that look stale even on the SNES-CD.”)

    Sphere Soldier

    Dan: 9.0 (quote: “A fast-paced action game with some amazingly vivid graphics.”)
    Shawn: 9.0
    Crispin: 9.0
    Sushi-X: 8.5

    Jack: The Dark Mercenary

    Dan: 3.0
    Shawn: 4.0 (quote: “One of the worst Doom ripoffs I've ever had the misfortune of playing.”)
    Crispin: 3.0
    Sushi-X: 4.0

    -excerpted from reviews of July 1998's SNES-CD games in the August 1998 issue of Electronic Gaming Monthly

    Mulan

    Dan: 7.5 (quote: “Probably the best of the Mulan tie-in games, featuring real voice acting from the film and some decent 3-D graphics.”)
    Shawn: 6.0
    Crispin: 7.5
    Sushi-X: 8.0

    Pulseman 2

    Dan: 6.0
    Shawn: 6.5 (quote: “Pulseman 2 shows flashes of brilliance, but for the most part it's a fairly generic action game.”)
    Crispin: 7.5
    Sushi-X: 6.5

    Tenchu: Stealth Assassins

    Dan: 8.0
    Shawn: 8.0
    Crispin: 8.0
    Sushi-X: 8.0 (quote: “I'm a pretty discerning critic of ninja games, and this is one of the best I've seen.”)

    The X-Files

    Dan: 7.0
    Shawn: 6.0
    Crispin: 6.5 (quote: “It's not as good as the show, but for hardcore fans, it's still worth at least a look.”)
    Sushi-X: 6.0

    WWF War Zone

    Dan: 8.5 (quote: “An awesome wrestling game with plenty of attitude.”)
    Shawn: 8.5
    Crispin: 8.0
    Sushi-X: 8.0

    Logjam 2

    Dan: 2.5
    Shawn: 5.0
    Crispin: 3.0 (quote: “One of the worst sequels I've yet seen. The original was a decent platformer. This is just a mess. Almost as bad as the Saturn's Bubsy 3D.”)
    Sushi-X: 3.0

    Ultra Monster Wars

    Dan: 7.5 (quote: “The smaller variety of monsters is a bummer, but we were very entertained by the animations.”)
    Shawn: 8.5
    Crispin: 8.0
    Sushi-X: 7.5

    Fairytale

    Dan: 9.5 (quote: “A memorable, beautiful RPG from the masters at Squaresoft.”)
    Shawn: 9.0
    Crispin: 9.5
    Sushi-X: 9.0

    Quixsters

    Dan: 9.0
    Shawn: 9.0
    Crispin: 9.5 (quote: “It lacks the scale of games like Super Mario Dimensions, but who needs scale when your game is full of bite sized fun?”)
    Sushi-X: 9.0

    Star Angels

    Dan: 7.0 (quote: “A cute, fun, colorful, energetic fighting game that sort of reminds me of Prismaclash on the Saturn.”)
    Shawn: 7.0
    Crispin: 8.0
    Sushi-X: 6.5

    Bonecrusher

    Dan: 6.0
    Shawn: 6.0
    Crispin: 5.0 (quote: “It's about as generic as a fighting game can be. The graphics are excellent but the game itself is very boring.”)
    Sushi-X: 4.5

    -excerpted from reviews of July 1998's Ultra Nintendo games in the August and September 1998 issue of Electronic Gaming Monthly

    -

    Fairytale: The Basics

    Squaresoft's Fairytale is a traditional turn-based RPG produced largely by the team behind Chrono Trigger, led by Masato Kato with Yasunori Mitsuda as the composer. Character design of the game is led by Tomomi Kobayashi, primarily known as the character illustrator for the SaGa series, who uses both her own style and inspiration from the classic British artist Cicely Mary Barker (famous for her own depictions of flower fairies) to create the game's unique look and world (there is also some influence in the game's design and plot from the recent hit Japanese animated film Mononoke-hime, or as it would later be called in North America, Princess Mononoke). The game shares a number of similarities with Chrono Trigger, including a three-person party and visible map enemies, as well as the Active Time Battle system. The game also has combination attacks, but these are not specific techniques that the player chooses, but happen spontaneously in a manner similar to SaGa Frontier. Whether or not combination attacks, which can be either two or three person attacks, occur depends on character affinity. Characters who like each other more are more likely to perform consistent combinations in battle, encouraging the completion of sidequests and dialogue scenes in order to build up the characters' relationships. Attacking is primarily performed with magic spells, which are on a regenerating MP meter, though weapons are also used, some characters (like Claris) are skilled with both. While there is a large overworld map in Fairytale, there are large segments of travel between sections of the overworld, so you might go through two or three villages or dungeons without ever seeing the overworld map. However, save points are frequent, and you can travel freely between certain save points in the same area (and once you get the airship, you can land both on the overworld map and at any valid checkpoint). The game has stylistic graphics that can be compared to a more detailed version of OTL's Chrono Cross, the graphics aren't quite as technically “polished” as those in Final Fantasy VII, but hold up much better over time. The game is a mix of lighthearted fantasy and some very unsettling horror, with beautiful scenes occasionally interspersed with horrifying monsters and extremely disturbing events, though the game is rated T for Teen, it later comes to be considered one of the scariest RPGs ever made due to its abundance of “nope scenes”. The game has extensive voice acting and both anime and in-game rendered cutscenes.

    There are eight playable characters in Fairytale. They are:

    Claris: A young fairy woman, she is a soldier in the Faelian Army. Incredibly talented but rebellious and defiant, she comes from extremely humble birth, which, in the somewhat stratified Faelian society, causes her to be discriminated against and causes her superiors to look down on her. She is initially extremely untrusting of the humans but eventually comes to befriend some of them and realizes that humans and fairies share the same world and must work together. She is voiced by Mary Elizabeth McGlynn.

    Virtuosa: A flighty, somewhat ditzy, happy-go-lucky young fairy woman, Virtuosa is Claris' unlikely best friend. Of noble birth, Virtuosa was the first noble ever to treat Claris with kindness (indeed, she treats everyone with kindness) and possesses a powerful gift for magic. Though she is quite afraid of scary situations, she is a loyal friend and would give her life to protect Claris or anyone in need. She is voiced by Kimberly Yates.

    Ashlyn: A fairy royal, Ashlyn is a somewhat haughty princess, though she is also a brave and skilled warrior willing to go to the front lines to protect her people. Though she despises Claris at first, after Claris saves her life and helps her through the traumatic aftermath, Ashlyn warms up to Claris and joins her in battle. After events cause Ashlyn to ascend to the throne of all Faelia, however, she becomes open to corruption. She is voiced by Moira Quirk.

    Schrall: Schrall is a fairy guard captain whose soldier friends were killed by the same monster that nearly killed Ashlyn. Though he holds a grudge against her at first due to her recklessness getting his friends killed, he becomes a loyal friend to Claris and fights with exceptional bravery, though his loyalties are tested when Ashlyn becomes the ruler of Faelia. He's voiced by Kirk Baily.

    Ephret: Ephret is a young human who discovers Faelia during a scout mission. Though some of the fairies distrust him, others, like Virtuosa, befriend him quickly, and eventually, Ephret falls in love with the beautiful but aloof Claris. He is an idealist who wants to see human and fairy society cooperate, but when his human superiors begin attacking Faelia, he decides to abandon human society to join the fairies in their fight. He is voiced by Scott Weinger.

    Pauldron: Pauldron is a blacksmith and inventor who is Ephret's best friend, and also like a surrogate father to him. He's gruff at times but has a heart of gold, and is loyal to Ephret's cause no matter the price. Big and with a big beard, Pauldron is sort of the “Cid” figure of the game, but is also a fierce fighter, capable of swinging a massive hammer to take out his enemies. He's voiced by Michael Gregory.

    Finn: Finn is a young human noble and alchemist who is fascinated by fairy magic and soon becomes adept at it. Though he has some ulterior motives (he is initially a spy for the human authorities), he eventually befriends Ephret despite their initial disagreements, and also falls in love with Ashlyn later on in the game. He is voiced by Matt Miller.

    Remia: Remia is a young inventor who works as an apprentice under Pauldron alongside Ephret. She's his best friend and also harbors a secret crush on him. She's an energetic genius who's great with tools, even better than Pauldron is, and also loves to hunt for ancient relics, particularly ancient fairy relics. She is voiced by Melissa Fahn.

    Fairytale takes place in a world that is halfway covered by a massive, continent-spanning forest full of magic that is home to the fairies, humanoid beings (the same size as average humans) who have glimmering wings that allow them to flutter from place (though they can only fly a few feet above the ground). The fairies have been ruled for many, many millennia by the Faelian Authority, a hierarchy of nobles and royals who rule as well as they can, some of the royals are more benevolent than others, but despite a few tyrants over the Faelia's long history, the current rulers do the best they can to ensure peace and justice for everyone. The main problem with the Faelia's rule is a sort of caste system that leads to open discrimination (no violence or killing involved, but open contempt for one's “inferiors” and discrimination in official positions is frequently practiced) against those of lower castes. Claris is a young Faelian woman who has risen to a high rank due to her prodigious abilities (her favorable relationship with the influential noble Virtuosa also helps), but is held in open contempt by her superiors, including the arrogant princess Ashlyn. Meanwhile, human society rules the other half of the world, and the two halves, though there have been occasional encounters, rarely encroach on each other. Human society has many nations, but none more powerful or advanced than the Etherian Empire, an expanding nation led by the powerful Prince Neslan. Etherian technology has reached industrial level and is basically straight-up steampunk. Etherian bordertowns have expanded right up to the edge of the great Faelian forest, and curious individuals have already begun exploring, including an official party commissioned by Prince Neslan himself, led by the soldier-in-training Ephret. After a monster attack, Ephret is separated from his scouting party, and he stumbles upon Claris, bathing in a beautiful spring. Claris nearly kills Ephret, but is stopped by Virtuosa, who sees that Ephret has no ill intentions. Virtuosa invites Ephret to come along deeper into the woods, and the young human is introduced to Faelian society. Though many fairies disagree with Ephret's presence, he is allowed to stay as long as he does not lead other humans into that part of the forest. There is trouble, as a series of increasingly deadly monster attacks have caused numerous fairy deaths. Claris suspects the human incursions are somehow causing them. After numerous quests and dungeons, in which a mysterious and murderous human is encountered and also Claris hears a mysterious female voice telling her not to trust the human Ephret, the trio finally returns to Ashlyn's castle to learn that she has departed with a party of soldiers to discover the truth of the monster attacks. However, Ashlyn's party is slaughtered and she is captured and nearly killed by a horrible spider monster, requiring Claris, Virtuosa, and Ephret to rescue her. Ashlyn is both physically and emotionally scarred by her ordeal, but it leads her to trust both Claris and Ephret more, and Claris is starting to become more trusting of Ephret as well. That trust is nearly shattered after Remia and Pauldron show up looking for Ephret later on, but Ephret agrees to leave. There are a couple more missions, first involving Claris, Virtuosa, and Schrall, then later Ashlyn decides to join Claris after recuperating. During this time, however, more monsters are attacking other parts of the forest, and various rulers, higher and higher up the chain of Faelian authority, are being mysteriously murdered. There are also now border skirmishes between armed humans and fairy warriors, necessitating that Claris head to the front lines. Claris and Ephret eventually reunite, and Ephret and his friends agree to help Claris and her friends get to the bottom of the situation. After several missions in the human world, which involve more monster attacks and a few unscrupulous humans as well. Events soon occur that lead to Ephret being declared a traitor to the human society and open war being declared on Faelia. Ashlyn hopes to reach the Etherian capital to make peace and sort things out. Eventually, they reach the capital (at some point here, Finn is met and he joins the party). There is more intrigue, but eventually, Claris is able to reach an understanding with Prince Neslan, and it is determined that dark forces in the fairy forest are causing trouble. It is decided that the Etherian armies will be allowed into the forest to help the fairies defeat the darkness. This leads to a series of quests that conclude with a battle against a huge monster. However, after the monster is defeated, the Faelian capital is burned and the grand ruler of the fairies is killed, both by a human army. This leaves Ashlyn as next in line to the Grand Throne of Faelia, and she reluctantly takes it and declares war on humanity. Claris and the others beg her to see reason, and Ashlyn agrees to let Claris talk to Neslan one last time. Claris returns to the human territory to discover a much more militaristic Etherian Empire. The party reaches the capital and battles Prince Neslan himself, but after defeating him, Neslan seems much more reasonable and agreeable. Claris seems to realize that something had happened to Neslan, but as she tries to get him to stand his army down, Ashlyn appears with a contingent of fairy guards and kills Neslan before a horrified Claris and her friends. Ashlyn declares that humanity will be destroyed. Claris refuses to obey her, prompting Ashlyn to instruct her contingent of guards to kill Claris and the others. They manage to flee from the burning Etherian capital, and as they look over the destruction, Disc 1 ends.

    In Disc 2, Claris and the party must work together to try and stop Ashlyn before it's too late. They return to the Faelian forest, exploring more unexplored areas, all the while battling against Ashlyn's guards and increasingly powerful monsters. Eventually, they realize that Ashlyn is being possessed by a dark force calling itself the Arbiter, and that they must extract it from her and destroy it by any means necessary. The party invades the royal palace of Faelia and battles the possessed Ashlyn. After she is defeated, she is restored to her normal self, but the darkness still tries to claim her. Finn, now deeply in love with Ashlyn, refuses to let her be taken and opens a portal so that Claris' party can follow Ashlyn into the darkness. In this strange, dark world, the real truth is discovered. Human society has evolved seven times. All seven times, including times when humanity had vastly superior, space-age technology, humanity was destroyed by powerful Faelian armies after attempting to destroy Faelia. This is now the eighth time human society has risen. Claris and the others discover that both the Faelian and human rulers during those times were possessed by a being known as the Dark Fairy, whose true name is Ysidra (voiced by Julia Fletcher). Ysidra, who was also the mysterious voice Claris has been hearing throughout the game, was once a fairy in the lowest caste of Faelian society. At that time, fairies and humans cooperated. Good fairies and good humans became good friends and did many great works...but there were also evil fairies and evil humans, who sometimes formed gangs to commit crimes and hurt people. After horrible discrimination and after watching her entire family being murdered by one of these human/fairy gangs, Ysidra, consumed with despair and rage, began studying magic. She learned she had an incredible gift and soon became the most powerful magic user in the history of the world. She used her powers to exert a dark influence on the rulers of humanity and fairykind alike, drawing them into genocidal wars, while learning to draw power and life from pain and death. The more humans and fairies she hurt, the more she killed, the more powerful she became, and as long as humans and fairies kept fighting and dying, Ysidra would remain immortal. She eventually hoped to kill enough to become an all-powerful god, where she could manipulate every living creature into suffering just as she and her family had suffered. She is now on the verge of godhood, only needing one final slaughter of humanity to become all-powerful. As Claris and the others go deeper into Ysidra's realm in search of Ashlyn, they begin seeing Ysidra and hearing her voice, and fighting increasingly dangerous monstrosities. Finally, they reach Ashlyn and battle the Arbiter itself, a dark arm of Ysidra's will. After defeating the Arbiter, Ashlyn is saved and returned to the party, but not all is well... Ysidra has activated her Seven Dark Kings. Every time human civilization was crushed, Ysidra retained control over the human ruler of that civilization, who now serves as her pawn. These kings have already been encountered at various points in the story: one of them was possessing Prince Neslan, another had been the assassin of various fairy rulers, another was leading a gang of evil humans Claris had fought throughout the story, etc. Now these seven pawns of Ysidra are causing havoc on the surface world for fairies and humans alike, and one by one must be hunted down and defeated. With the threat of Ysidra now fully realized by all, humans and fairies begin cooperating once more, and Claris' party are no longer fugitives, but have the full support of nearly every person as they go on the final series of quests. Finally, six of the Kings are defeated and Claris' party mounts a final assault on Ysidra's other-dimensional stronghold. After a huge and complex final dungeon with numerous bosses, Claris' party reaches the core of Ysidra's evil essence and must defeat the final King (fused with all the others into a hideous monster), Ysidra, and then Ysidra's ultimate form in a three-stage final battle. Ysidra is at last defeated and the world is finally liberated from her evil influence. The new Fairy Queen Ashlyn and the human prince Finn marry to seal the new bond between humanity and fairykind alike, while Claris and Ephret also seem to be beginning a romance of their own. The world walks into a new and peaceful future together.

    As the first major Squaresoft RPG since Final Fantasy VII, Fairytale is highly anticipated and it sells extremely well upon release, with excellent reviews that declare it one of the year's best RPGs to date along with Panzer Dragoon Saga. It eventually becomes the best-selling non-Final Fantasy RPG up to that point in North America, surpassing the sales of the hit games Secret of Mana, Chrono Trigger, and Tale Phantasia. It allows Squaresoft to keep its place as the King of RPGs, and is still favorably remembered as a classic RPG even into TTL's 2015, being remembered about as fondly as Xenogears is today, or perhaps moreso (since the game actually has a complete Disc 2 and a much more straightforward plot).

    -

    In an age that saw a massive glut of 3D platformers, it was the rare game that rose above the maddening crowd to establish itself as a fun and unique game. Such was the case with the Ultra Nintendo's Quixsters, published by Acclaim and developed by Silver Sail (probably best known for its Frederico series). With Quixsters, Silver Sail diverted from the familiar Frederico formula. The game gets some comparisons to the Saturn's hit Tick and Tock: Time Tricksters, both for its somewhat similar title and its kid protagonists (though while Time Tricksters had two, Quixsters had four). What separated Quixsters from others in its genre was the fact that many of its missions could be accomplished in a very small amount of time. Though the game did have a few large, open areas, most of its worlds were bite-sized, and missions were more aptly considered “micro-missions”, with your goal being to get through a small but tricky area, fight a few monsters, collect a few items, that sort of thing. Many of these micro-worlds had a height element to them and had to be explored quickly but thoroughly, a lot of people compared the gameplay in these to the classic arcade title Q*bert. There was another interesting element to Quixsters and that was the dynamic between the four protagonists. There was Dash, Leep, Dive, and the female of the group, Spin. These four kids were all quite hyperactive and while they were best friends, they were also fierce rivals, competing to see who could be the biggest hero among them. So in some levels, you actually had to “compete” with your rivals (sometimes one, sometimes two, sometimes all three) to accomplish the goal, and your rivals could collect weapons and fight you. The game was EXTREMELY good at making you both hate your fellow Quixsters and love them as well, you often got really pissed at them but the game wouldn't let you stay pissed at them forever. They were a lot more likeable than they were annoying, and for the final missions, the four worked together to accomplish their goal of saving the world. Quixsters had a variety of multiplayer modes: a straight up battle mode, a race mode, and also a competition mode where your friends took control of the other Quixsters to see who could complete the mission first. There was also a co-op mode, where you and your friends could work together. The multiplayer mode was fairly simple but quite fun, and joined Goldeneye as one of the Ultra Nintendo's most fun party games of the year.

    Quixsters was hyped as one of the biggest kids' games of summer 1998. There was a time you couldn't turn on Nickelodeon without seeing a commercial for the game, or flip open a magazine without seeing those four lovable brats smiling and waving at you. The game ultimately sold a lot better than the Saturn's Time Tricksters, which was a major hit in its own right. The game even outsold the Squaresoft RPG classic Fairytale to become that July's top-selling new game. While the game WAS a bit on the kiddy side (even the trickier missions were fairly easy, the game's toughest missions weren't nearly as hard as some of the toughest Super Mario Dimensions stars, or even the later missions in games like The Dreamers), it proved popular with kids and adults alike, and became probably the most well known Silver Sail franchise alongside Frederico. It might've become the biggest kids' video game phenomenon of the year, if it weren't for that yellow rat and his 149 fellow Pokemon friends...

    -excerpted from an article on Gamesovermatter.com

    -

    *A family is at a “Sea World”-like amusement park, watching a fairly boring marine mammal show. A dolphin leaps up above the water, making a small splash.*

    Dad: Aren't the dolphins cool?

    Girl: They're nowhere near as cool as Ecco! I just wish I was back home playing the new Sega Saturn game Ecco: Blue Dream....

    *Scenes from the game begin to play as the girl keeps talking.*

    Girl: There's a huge new ocean to explore, and awesome new 3D graphics that bring Ecco and his friends to life! You can explore huge caves, ancient underwater cities, and battle terrifying sea monster bosses in thrilling underwater battle royales!

    Mom: Well, you're not going anywhere, we've got a full day planned! There's the dolphin show, and then your brother wants to ride the flying whale ride, and then we're gonna go back to the hotel and watch game shows together as a family.

    Girl: *she's pouting and despairing when suddenly, under the water...*

    Segata Sanshiro: *wearing his karate outfit and a snorkel, he pops up from the water and gestures “You must play Sega Saturn!”*

    Girl: Segata Sanshiro!

    Segata Sanshiro: *leaps out of the water and throws the girl's parents into the dolphin pool, making a huge splash that the crowd cheers*

    Girl: Yeah!

    *Now Segata Sanshiro is seen riding a pair of dolphins around the pool like jet skis as the girl's wet parents lean against the sides of the pool, groaning*

    Parents: *do the SEGA! Scream*

    -a commercial for Ecco: Blue Dream that aired in late June and early July 1998

    Though Ecco 3 for the Sega Mega Charger wrapped up the original Ecco trilogy quite nicely, the series gets a nice continuation in Ecco: Blue Dream. Ecco gets transported to an alternate dimension, one that takes place on an entirely oceanic Earth with a huge civlization underneath the waves. When trouble threatens the peaceful undersea life, Ecco must summon his courage to defend this alternate world while also looking for a way back home.

    This game is gorgeous from a graphical perspective and features some of the Saturn's best music as well. The Ecco series has always been a way for Sega to flex its technical muscles, and that doesn't change with Blue Dream. The quest IS fairly short, even though it's chock full of secrets and harrowing battles, so if you blaze right through it, you might find yourself beating the main quest before you know it. However, there's lots of ocean to explore, and plenty of optional things to do if you're so inclined. The game has a big focus on exploration, and encourages you to go off the beaten path before you reach your next goal. Also, depending on what optional quests you undertake, you can experience one of three possible endings. The default ending is nice, but if you do pretty much everything, you can unlock the “true” ending, which ties up all the loose ends really neatly and is a great payoff for those who've been following the series through its four games. Ecco: Blue Dream is a worthy successor to the series' legacy, and a really fun and beautiful game to boot.

    Official Rating: 9/10

    -excerpted from the review of Ecco: Blue Dream in the July 1998 issue of Official Saturn Magazine

    -


    Skylein II: The World Beyond was the sequel to the hit Mega Charger game Lords of Skylein, an epic 50-hour RPG that was one of the last great Genesis hits and one of the few Genesis RPGs to truly stand among the great classics featured on the Super Nintendo and its CD peripheral. Did it live up to that game? In a word, no. Though Skylein II did feature some very nice graphics (comparible to the gorgeous Enix hit Planetary Probe), the plot was extremely uninspired and the gameplay itself made no major strides over the first game. In Skylein II, you once again journey from a massive skysoaring continent to the world below, but unlike in the first game, which was ripe with political intrigue and had very memorable characters, in Skylein II you're largely flitting from one quest to the next, driven only by events that pop up suddenly. The game made very very liberal use of fetch quests, which was also a flaw that Lufia II: Rise of the Sinistrals on the SNES-CD had, though Lufia II had great characters and an entertaining plot. Skylein II has none of that and is mostly a very pretty game which is very shallow underneath. The game spans three discs, largely because it makes use of lots of cutscenes, which are voiced by a fairly pedestrian cast of unknowns that don't distinguish any of the characters. The only real joy for fans of the original in this game are a few well-placed cameos by some of the original cast, now 50 years older but no worse for wear from the original game (two of them even join your party, and you should make it a point to use them as much as you can to see their dialogue which is some of the most interesting in the game).

    Skylein II: The World Beyond looked even worse because it came out right at the same time as the Ultra Nintendo's Fairytale, an epic RPG full of great characters, a plot full of surprising twists, and one of the greatest soundtracks in video game history. Us Saturn owners who thought we were getting the better of the two (I remember making fun of some Ultra Nintendo-owning school chums who were playing it, saying that their RPG was “full of fairies”) were shocked and then dismayed when we realized how much better Fairytale truly was. Skylein II didn't just disappoint as the sequel to an RPG classic, its failure probably killed the franchise. Skylein was supposed to join Shining and Phantasy Star as a premiere Sega-exclusive RPG series, but Skylein II was one of the most disappointing RPGs of 1998, and was a major signal to Saturn owners that RPGs were one genre that Nintendo was just better in. Owning the Ring did bump Skylein II's graphics up a bit (though not to Final Fantasy VII's level), and Ring owners DID get to enjoy the far superior Saturn RPG Angels, something we'll cover in a later article.

    -an article on the “Reminiscences of a Sega Fanboy” blog, posted on January 23, 2012

    -

    Who says the Super Nintendo CD is dead? Not anybody who's played the fantastic new platformer/shooter Sphere Soldier. The game released in Japan in early 1997 and gained a cult following, and now it's finally here on American shores in all its glory. Sphere Soldier is about a young man named Gunner Ray who finds a mysterious glowing orb in the wreck of an alien spaceship. He soon discovers that the orb can take the form of a sword, a gun, or many different other weapons, but he also soon discovers that the alien civilization whom the orb belong to want it back...and they're going after Ray's planet for revenge. Ray must defend his friends and his home from the alien hordes, battling across 18 different levels as he unlocks new powers for the orb. There's a boss in each level, and sometimes multiple mini-bosses in some levels, making the game one of the most action packed run and gun sidescrollers in quite a while.

    Ray can switch between various weapons and his sword depending on which enemies he's fighting. Enemies are color coded based on their attack type, and certain weapons are stronger against certain enemies. After the first two levels, Ray gets assistance from his girlfriend/tech geek Melissa, who gives him advice on where to go and what to do via the use of in-game mini-cutscenes that appear in the corner of your screen. The one major flaw with this game is the voice acting, it's very low quality and lines are often delivered as if the actors are bored, even in cutscenes that are supposed to be very dramatic. Apart from this presentation flaw, Sphere Soldier is a pitch-perfect game that excels on every level, and might just be the best SNES-CD game of the year.

    Rating: 5/5 stars

    -from a review of Sphere Soldier in the August 1998 issue of Next Generation magazine

    -

    While the Owen Hart/Shawn Michaels and Stone Cold/Undertaker feuds were building toward their eventual showdowns at Summerslam '98, WWF War Zone was brawling its way onto the Ultra Nintendo (and later on, the Sega Saturn). War Zone featured 20 different wrestlers as well as a Create-A-Wrestler mode, the first such mode to come to a WWF game (Fire Pro Wrestling Presents WCW Monday Nitro had previously been the first WCW game to have such a mode when it debuted on the SNES-CD). While War Zone had its flaws, it was still a lot of fun. The Ultra Nintendo version featured the Superstars' full entrance themes and videos, another wrestling game first. It also featured an exclusive storyline mode which let you pick between a Stone Cold Steve Austin face-based story, a Rock heel-based story, or a generic created wrestler story where you took your created wrestler from being a jobber to winning the WWF championship. You could also use any of the roster for this generic story, even Stone Cold or the Rock.

    By the summer of 1998, the WWF had started to overtake the WCW as the #1 wrestling federation, despite some electric storylines featuring Bret Hart and the continuation of Goldberg's epic winning streak. By the end of July, Goldberg was starting to become a WCW title contender (the original plan at the time was for Goldberg to win the title early that month, but Hogan being a backstage prima-donna delayed the title win for several months...though Goldberg's title chase did end up giving the WCW a few more wins over WWF on Monday nights in the leadup to the massively over wrestler finally winning the title). WWF's increasing fortunes in the squared circle were reflecting themselves in the video game arena: it's largely accepted that the WWF wrestling games of the time were better than the WCW wrestling games (despite the earlier WCW/NWO Revenge on the Ultra Nintendo being a massive seller). That same month, a new Fire Pro Wrestling WCWgame came out on the SNES-CD, but it paled in comparison to WWF War Zone in both sales and critical reception. 1998 was the year when WWF truly exploded onto the mainstream in a way it hadn't since Hulkamania back in the 1980s, and it had superstars like Stone Cold Steve Austin and The Rock to thank for that. It was also the era that would give wrestling and video game fans some of the best WWF games of all time.

    -from an article on “Electronic Rumble: The Site For Wrestling Games”, posted on February 27, 2013

    -

    The summer of 1998 was a big time for The X-Files franchise. The show was moving from its fifth season to its sixth, leaving a massive cliffhanger that would be resolved in a feature film that debuted that summer. Called The X-Files: Fight The Future, the film follows the closure of the X-Files unit that Mulder and Scully were part of, and revolves around a coverup of an event that led to the deaths of hundreds of tourists in New York City. The investigation into the coverup leads Mulder and Scully to pursue a mysterious government agent who turns out to be a member of an ancient group of individuals who can both create and travel between alternate timelines. Mulder and Scully's longtime nemesis, the Cigarette Smoking Man, is discovered to have knowledge of these rifts in time, but at the end of the film, he is killed, not by Mulder or Scully but by the agent, who escapes into a rift near the end of the film, setting up the events of future seasons. The movie represents a noticeable shift in tone for the series, both advancing its storyline involving extraterrestrial beings (the Syndicate, which was covering up the existence of extraterrestrial life, is only part of the conspiracy, the alien beings they were covering up for have an enemy within their own civilization, an enemy that Scully eventually makes contact with at the end of season 6) and introducing the idea of alternate timelines to the series (the agent who killed the Cigarette Smoking Man is from a timeline where the Tunguska impact destroyed New York City in the early 20th century). The series would continue to film in Vancouver until the end of its run (originally, David Duchovny wanted the series to move to Los Angeles to be closer to his wife Tea Leoni, but marital tensions which were exacerbated by Leoni losing the lead role in the blockbuster film Deep Impact led to Duchovny withdrawing his request and would eventually lead to his divorce from Leoni in 1999), which lasted for nine seasons total, ending in 2002.

    The X-Files video game, which is notable for being the first Ultra Nintendo game to span three discs, explored the “alternate timelines” storyline more thoroughly, serving as a sort of sequel to the film and a prequel to the sixth season. In it, Mulder and Scully pursue a young woman who might herself be from an alternate dimension. Eventually, they discover that she is Joan of Arc, who was rescued from being burned at the stake and brought to modern times by the mysterious agent from the film. The “rescue”, however, has caused catastrophic consequences for her original dimension, which has been locked in a rapidly escalating 500 year religious war, relics from which are leaking into Mulder and Scully's dimension through various time rifts. The convoluted storyline and outdated point-and-click gameplay turned off a lot of casual video game players, and even hardcore series fans had trouble finding things to love about the game. Ultimately, though it tied into the events of the movie and of the sixth season, it wasn't necessary to enjoy the show itself, and most people passed on the game, which is now somewhat of a collector's item among X-Files fans.

    -excerpted from an article “The X-Files' Big Summer” on TVLookBack.com, posted on July 13, 2014

    -

    Alex Stansfield: It's epic, it's beautiful, it's supremely engaging, Fairytale might just be the best RPG of the year.

    Brittany Saldita: Yeah, and I'm in full agreement with you, I was blown away by how beautiful this game was.

    Alex: You know, I was going into Fairytale expecting some kind of...you know, Fern Gully, kinda over-the-top, moralistic thing, you know what I mean? But what I got was a really epic story with so many twists and turns that I'd be spoiling just to reveal anything past the first 25 percent of the game.

    Brittany: And, I mean, what did you expect from the people who did Chrono Trigger?

    Alex: Right. I mean, not all the Dream Project people are there, no Akira Toriyama, no Hiranobu Sakaguchi, but a lot of the Chrono people worked on this game and it definitely shows, in the battle system, in the music...

    Brittany: And some of the music is just amazingly beautiful. All of the character themes are perfect. Claris' theme in particular, it's just this quiet sort of piece but it builds up, there's a real strength to it which kind of shows her own kind of passive strength. And then there's Virtuosa's theme, which is so spirited and bouncy and it makes me happy every time I hear it.

    Alex: Virtuosa is a LOT of fun.

    Brittany: This game, this game has some scary moments. I don't know if I'd let young kids play this game. Swearing and Claris' partial nudity right at the start of the game aside, there are some utterly terrifying monsters in this game! I was thrilled, but this game could easily give a young child nightmares.

    Alex: Well, to be fair, I think we all saw horror movies as kids that gave us nightmares. What's being a kid without being scared outta your wits by a creepy monster?

    Brittany: True, true, just know that there are some dark corners in these deceptively beautiful woods. Oooh, what about the voice acting? Most of these people I've never heard of, but, you know, the referee from Guts is back, and....and...Aladdin is in this game! The guy who voiced Aladdin is in this game.

    Alex: No kidding?

    Brittany: No kidding!

    Lyssa Fielding: *pokes her head in* Full disclosure, I dated him for like a year.

    Alex: Seriously?

    Lyssa: Yeah, right after the movie came out, we totally dated. *puts her hand up to her ear like a phone and mouths “call me!” to the camera*

    Alex: *snickers* I wonder what your pickup line was, something about letting him rub your magic lamp, maybe?

    Brittany: *elbows Alex and glares at him*

    Lyssa: Nope! I just walked up to him and was like, “Hey, I'm Lyssa!”

    Alex: Really? That's your pickup line?

    Lyssa: It still is!

    Brittany: I can totally vouch for her, it still is her pickup line.

    Alex: Well, we better give this game a score before Lyssa tries to pick ME up. I'm giving Fairytale a perfect 5, it's a true classic RPG and a must play for any Ultra Nintendo owner.

    Brittany: Yeah, it's getting a 5 from me too. It's an epic quest with beautiful graphics and great music, everything a great RPG should have.

    *The siren goes off*

    Lyssa: Oooh, oooh, oooh! Another one for the wall!

    Brittany: That's right, Fairytale's the newest member of the GameTV Hall of Fame!

    *Alex and Brittany go up to put a framed copy of Fairytale on the wall, while Ted and Gary join Lyssa and the others along with them.*

    Alex: Go ahead Lyssa, we'll let you hang this one up.

    Lyssa: *she hangs it neatly up on the wall next to Goldeneye* Is that seriously the fifth Ultra Nintendo game we've put up here?

    Alex: Yeah, five in only nine months, that little black box is on a roll!

    (…)

    Lyssa: All scariness aside, Ecco: Blue Dream is a really good game. A little bit short, but really quite sweet.

    Ted Crosley: Yeah, Ecco is really fun, and, you know, it might be short but there's a lot to do, Ecco has a lot of new moves and there are plenty of tough bosses to extend your play sessions.

    Lyssa: Right, some of those bosses can get pretty frustrating but the game is really good at letting you know what to do, you'll always have the item you need before any fight.

    *A quick scene from the game shows Ecco fighting a massive skeletal crocodile, the crocodile roars and Ecco drops a bomb into his mouth.*

    Ted: That little dolphin moves really fast!

    Lyssa: Yeah, some people say Flipper is faster than lightning, but Ecco is WAY faster than Flipper and I think he's a lot cuter too. Hey, have you ever done the dolphin encounter thing, where you get to ride the dolphin and he takes you under the water? It's so amazing, you absolutely have to try it.

    Ted: I think I'm gonna pass on that, people will laugh at me if they see me riding a dolphin.

    Lyssa: No, nononono, they're gonna say “look, it's Ted, he's riding a dolphin, that's so cool!”

    Ted: If it was Ecco, I might ride him, I mean at least it would be an exciting ride. I'd be dead in a few minutes-

    Lyssa: Eaten by a giant sea monster maybe. *snickers*

    Ted: But it'd be a fun way to go. And speaking of fun, I'm giving Ecco: Blue Dream a solid 4 out of 5.

    Lyssa: I'm going a bit higher, I'm giving it a 4.5, it's the latest great game in one of Sega's best franchises.

    -excerpted from the July 14, 1998 episode of GameTV

    (…)

    Lyssa: *sticking her tongue out and blowing raspberries*

    Gary Westhouse: You didn't like Swordslayer?

    Lyssa: It's just another beat-em-up!

    Gary: You know, I thought it was really cool. The graphics were great, the main character, he was a LOT of fun....

    Lyssa: Generic badass ninja dude out for revenge, Ninja Gaiden does that so much better.

    Gary: But no Ninja Gaiden game has ever looked this amazing or moved this fast. And, and, AND it's a lot more accessible in terms of difficulty than Ninja Gaiden.

    Lyssa: Okay, yeah, that is a plus. Now look... Brittany, she LOVES the hard games. And I like the hard games, and Gary, I know you like the hard games because you've played so many Neo-Geo fighters and they're cheap as hell.

    Gary: Oh yeah.

    Lyssa: But it is nice to have a beat-em-up where you actually feel really powerful. You're mowing down guys left and right. BUT....it does get old.

    Gary: I had so much fun cutting through waves of hundreds of enemies that it took a long time for it to get old for me. Look, yes, Swordslayer has generic gameplay and repetitive levels, but it looks really awesome and the plot is... well, just plain cool. You feel like such a badass, getting revenge for this ninja whose family is just brutally murdered at the start of the game...

    Lyssa: *makes an angry face* Oooh, I'm a ninja, they killed my family, I want revenge, hurrrrgggg ggguuurrrggg urrrrgggghhh....

    Gary: That is not what he sounds like. He's more like... *does a much more serious ninja voice* I must avenge my family's deaths...I will make them all pay...

    Lyssa: I will make them all pay...hurrrrggg.... gurrrgggg....

    Gary: What, is he supposed to be all constipated too? Because that's what you sound like, you sound constipated.

    Lyssa: That's what ALL the protagonists in these kinds of games sound like. I'm starting to think maybe their families didn't die, they're just all really constipated and embarrassed to admit it, so they have to make up a reason why they sound like that.

    Gary: ...you know, that's actually not a bad theory. But anyway, I give Swordslayer a 4 out of 5, it's an awesome looking game and you feel really awesome playing it.

    Lyssa: I give it a 3, it's perfectly adequate but there are much better Saturn sidescrollers out there.

    (…)

    Alex: So what exactly went wrong with Pulseman 2?

    Ted: Just a bunch of little things that kind of added up. The original Pulseman was really fun, really creative, it had a lot in common with Mega Man but really distinguished itself, good pacing, challenging levels, just a really fun little action game. Here, I'm not sure what Pulseman 2 is trying to be. You've got sidescrolling levels but you've also got 3-D levels, the game has a more open-ended structure but doesn't give you good indications of where to go, the music's really nice but the graphics are a bit shoddy for the Ultra...

    Alex: Yeah, I mean it's NOT a bad game, but it's not as good as the first and certainly not as good as it could have been. I almost wish it would've tried to be a little more like Mega Man than trying less to be like Mega Man.

    Ted: Yeah, um, it lost a lot of its charm and turned into just kind of a generic action game. Like, okay, okay, and some of the levels are really barren of enemies, or obstacles, or....they're just...

    Alex: There?

    Ted: Level 3 for instance, it's a 3-D level but you can wander around huge segments of it and not find anything of note, like they tried padding the level to make it seem bigger than it really is. Or level 6, it's a 2-D platforming level but again, there are whole segments where nothing happens, just a few easy jumps, maybe a hidden power-up...

    Alex: The plot, at least, was all right. The voice acting was good, the presentation was enhanced...

    Ted: I like the in-world cutscenes now but hearing Beatrice tell you the same thing over and over and over when you're trying to find something interesting gets REALLY old.


    *A scene shows Pulseman aimlessly wandering around Level 2 as Beatrice keeps telling him how to charge up his new weapon*

    Ted: Like seriously, shut the (expletive) up!

    Alex: Calm down, calm down.

    *Another scene plays showing Beatrice snapping “Don't take that tone with me, I'm warning you!”*

    Ted: Well, I'm calm enough to give Pulseman 2 a 3 out of 5. Maybe next time they'll get the hang of what a next-generation game is supposed to be.

    Alex: I'm giving it a nice solid 3.5. It's got some really good moments, the last three levels are great, you just have to slog through a fairly boring game to get to them.

    -excerpted from the July 21, 1998 episode of GameTV

    -

    SNES-CD Power Charts: July 1998

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Chrono Trigger
    3. Donkey Kong Country 4
    4. Tale Phantasia
    5. The Three Caballeros
    6. Super Mario World 2
    7. Lufia III: The Ancient Tower
    8. SaGa Frontier
    9. Winged Wonder
    10. Super Mario Kart

    Ultra Nintendo Power Charts: July 1998

    1. Goldeneye 007
    2. Final Fantasy VII
    3. Super Mario Dimensions
    4. Ken Griffey Jr.'s Ultra Grand Slam
    5. Ultra Mario Kart
    6. Final Fantasy Tactics
    7. Resident Evil
    8. Yoshi's Story
    9. Serratopia
    10. Deepground

    The Official Saturn Magazine Buzz Charts: July 1998

    1. Tekken 3
    2. Quake
    3. Sonic The Hedgehog 4
    4. Resident Evil 2
    5. Panzer Dragoon Saga
    6. Ecco: Blue Dream
    7. Tomb Raider II
    8. Skylein II: The World Beyond
    9. Race'n'Chase: London
    10. Commander Keen: Mars' Most Wanted
     
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    Sailor Moon S/SuperS/Stars Dub Episode List
  • Here's a list of the Sailor Moon S, SuperS, and Stars episodes that aired on Toonami ITTL. The Ocean Group continues to dub the episodes, with Janyse Jaud as Haruka/Sailor Uranus and Tabitha St. Germain as Michiru/Sailor Neptune. The episodes are aired with even less edits than the ones that appeared on Fox Kids, and would later air with even less edits than that on the Toonami Midnight Run.


    Sailor Moon S (Toonami, 1999)


    The Mysterious New Guardians (March 15, 1999)
    A Heart Reborn (March 16, 1999)
    Haruka's Secret (March 17, 1999)
    The Graceful Genius (March 18, 1999)
    Protect The Pure Heart (March 19, 1999)
    Blinded By Love (March 22, 1999)
    A Cold Mission (March 23, 1999)
    Michiru Makes Waves (March 24, 1999)
    The Bonds Of Friendship (March 25, 1999)
    Heart On Fire (March 26, 1999)
    Transit Of Venus (March 29, 1999)
    The Glass Slipper (March 30, 1999)
    Moon Crisis (March 31, 1999)
    A Little Transformation (April 1, 1999)
    Chibi-usa's New Friend (April 2, 1999)
    Makoto's Quest For Power (April 5, 1999)
    Story Of The Sky Guardian (April 6, 1999)
    Artistic Love (April 7, 1999)
    The Moon Waltz (April 8, 1999)
    Revelations (April 9, 1999)
    The Twin Talismans (April 12, 1999)
    Reawakening (April 13, 1999)
    Child Of Light And Darkness (April 14, 1999)
    A Silent Horror (April 15, 1999)
    The Beautiful Mimete (April 16, 1999)
    Darkness Rises (April 19, 1999)
    Shelter In The Storm (April 20, 1999)
    Hotaru's Love Letter (April 21, 1999)
    The Master Of Games (April 22, 1999)
    Silence Rising (April 23, 1999)
    Mystery Of Mugen Academy (April 26, 1999)
    The Wicked Flower (April 27, 1999)
    Ami's Nanotech Nightmare (April 28, 1999)
    The Savior Awakens (April 29, 1999)
    Sacrifice (April 30, 1999)
    The Shooting Star (May 3, 1999)
    Hotaru's Second Chance (May 4, 1999)
    The Purest Heart (May 5, 1999)


    Sailor Moon Super S (Toonami, 2000)


    The Dark Moon Circus (January 3, 2000)
    Pegasus Power (January 4, 2000)
    Dream Crisis! (January 5, 2000)
    The Trap (January 6, 2000)
    A Perfect Love (January 7, 2000)
    A New Kitten (January 10, 2000)
    A Moonlit Pegasus (January 11, 2000)
    Teaching Chibi-usa (January 12, 2000)
    Usagi's Secret Mission (January 13, 2000)
    The Beautiful Fairy (January 14, 2000)
    The Dream Car (January 17, 2000)
    Clash Of Steel (January 18, 2000)
    Out Of Fashion (January 19, 2000)
    Minako's Double Date (January 20, 2000)
    A Lonely Woman's Tale (January 21, 2000)
    Super Sailors Strike! (January 24, 2000)
    The Girl In The Ocean Breeze (January 25, 2000)
    Prima Donna (January 26, 2000)
    The Runaway Princess (January 27, 2000)
    Makoto's True Love? (January 28, 2000)
    An Enemy In Need (January 31, 2000)
    The Mirror Of Dreams (February 1, 2000)
    The Amazoness Quartet (February 2, 2000)
    Computer Conflict (February 3, 2000)
    Mars' New Passion (February 4, 2000)
    Dangerous Dentistry (February 7, 2000)
    Venus vs. Jupiter (February 8, 2000)
    A Leap Into Danger (February 9, 2000)
    True Reflection (February 10, 2000)
    Pegasus' Betrayal? (February 11, 2000)
    The Truth About Pegasus (February 14, 2000)
    Rhapsody Of Love (February 15, 2000)
    The Dreams Of Everyone (February 16, 2000)
    Queen Of Darkness (February 17, 2000)
    Amazoness Ascension (February 18, 2000)
    The Mirror Maze (February 21, 2000)
    The Darkest Spell (February 22, 2000)
    Explosion Of Dreams (February 23, 2000)
    Sweetest Dreams (February 24, 2000)


    Sailor Stars (Toonami, 2000-2001)


    Nehelenia's Nightmare (Part 1) (November 24, 2000)
    Nehelenia's Nightmare (Part 2) (November 24, 2000)
    Nehelenia's Nightmare (Part 3) (November 24, 2000) (Note: Similarly to the “End Of Days” Real Adventures Of Jonny Quest finale special in 1998, the first three episodes of Sailor Stars air as a Toonami day after Thanksgiving special movie event called Nehelenia's Nightmare)
    Illusions Without End (November 27, 2000)
    Echoes Of Friendship (November 28, 2000)
    Eternal Light (November 29, 2000)
    The Mysterious Stars (November 30, 2000)
    Stars In School (December 1, 2000)
    Minako The Idol (December 4, 2000)
    Seiya's Fury (December 5, 2000)
    Taiki's Comet (December 6, 2000)
    Yaten's Pet (December 7, 2000)
    Cooking By Starlight (December 8, 2000)
    Michiru In Concert (December 11, 2000)
    Seiya And Usagi's Night Out (December 12, 2000)
    A Dangerous Duo (December 13, 2000)
    The Lakeside Monster (December 14, 2000)
    Sleepover Crashers (December 15, 2000)
    A Believer's Song (February 19, 2001)
    A Sweet Mystery (February 20, 2001)
    Chibi-Chibi's True Power (February 21, 2001)
    Fight Or Flight (February 22, 2001)
    Conflict Of Interest (February 23, 2001)
    Song Of Truth (February 26, 2001)
    The New Wave (February 27, 2001)
    Minako's New Dream (February 28, 2001)
    The Lost Princess (March 1, 2001)
    The Light Of Hope (March 2, 2001)
    The Ultimate Enemy (March 5, 2001)
    A Tragic Battle (March 6, 2001)
    Ruler Of The Galaxy (March 7, 2001)
    One Last Gambit (March 8, 2001)
    Moonlight Forever (Part 1) (March 9, 2001)
    Moonlight Forever (Part 2) (March 9, 2001) (Note: The final two episodes of the series air on the same day as part of a Toonami special event in which all four seasons' previous final battle episodes air before the series finale. Usagi's nudity during the final battle is edited with a white one-piece, though it covers only as much skin as is necessary to cover and is elaborately decorated. Cartoon Network airs the unedited version of these episodes only once, at 2 AM in the morning as part of an Adult Swim preview special in May 2001 with heavy warnings throughout the episode and a TV-MA rating, the TV-MA box stays in the upper left corner of the screen throughout the airing.)
     
    The Real Adventures Of Jonny Quest (Season 3)
  • (And here's another brief bonus update on another Toonami show, this one being The Real Adventures Of Jonny Quest. IOTL, the show ended after two seasons and didn't get any sort of real finale. ITTL, the show does get a third and final season of 26 episodes, which wrap up the show's recurring plotlines as much as they possibly can. The final season is a two year timeskip from the previous two seasons, taking place in Jonny, Hadji, and Jessie's last year of high school, with the finale special taking place during their freshman year of college.)


    Echoes (Part 1) (March 27, 1998)
    Things have been rather quiet for the Quest clan over the last few months, but that peace and quiet is shattered when Dr. Zin and his daughters return for their final revenge. Can Jonny and his friends stop Zin's evil plans once and for all?


    Echoes (Part 2) (April 3, 1998)
    Dr. Zin's plans have thrown the Quests and their allies' lives into disarray. Now, Race, Jonny, and Jessie must team up to save Dr. Quest and Hadji from Zin AND stop his daughters' plans to cause a massive earthquake in San Francisco.


    Reap The Whirlwind (April 10, 1998)
    The Quest clan travels to Kansas, where unnatural weather phenomenon are occurring. When a mad scientist plans to unleash the world's worst tornado on Wichita, the Quests may be in for their most dangerous mission yet.


    Fly By Night (April 17, 1998)
    Jonny and Jessie's impromptu date is compromised when the experimental car they're riding in proves to have a mind of its own.


    Terminal Program (April 24, 1998)
    Dr. Quest's latest excursion into Questworld is threatened when a group of teenage hackers (one of them is Hadji's new crush Priyanka) unwittingly cause malicious entities to appear in the program.


    Albion (May 1, 1998)
    The Quest clan is exploring an ancient British ruin that may be connected to the legend of King Arthur when they are attacked by vicious knights.


    Chessmaster (May 8, 1998)
    Hadji and Priyanka are competing in a chess tournament, but intrigue soon erupts when there is an assassination attempt on the world chess champion.


    Clockwork Powerhouse (May 15, 1998)
    Jeremiah Surd hatches a plan to steal the world's most accurate atomic clock, which is unknowingly housing a dangerous new element.


    Apex Predator (May 22, 1998)
    Jezebel Jade and Race Bannon are abducted by mysterious black helicopters and taken to an island where they must work together to escape the world's most dangerous hunter.


    The Vengeful Spirit Of Roanoke Island (May 29, 1998)
    While on a school trip to Roanoke, Jonny, Jessie, and Hadji discover that the disappearance of the ancient colony there might not have been an entirely natural occurance...


    The Devil's Machine (June 5, 1998)
    The Quest clan is investigating ancient ruins in Turkey, only to come across a hideous monster that may be only the tip of a very huge iceberg...


    Undercover (June 12, 1998)
    Zin's daughters, held in separate prisons, make a deal with the authorities in order to be put in a cell together: a dangerous undercover mission with Dr. Quest and Race to infiltrate a group of terrorists who are planning to wreak havoc at a world expo.


    Rage Against The Heavens (June 19, 1998)
    The Quest clan is horrified when the seemingly impossible has happened: Ezekiel Rage has been sighted despite having been certainly killed during his previous plot. The Quests must investigate these Rage sightings before his next evil plan comes to fruition.


    Ripples In The Stream (June 26, 1998)
    The Quest clan must dive into Questworld to prevent a worldwide ocean catastrophe.


    World Under The Ice (July 10, 1998)
    Dr. Quest goes on a mission under a frozen Antarctic lake to discover the mysteries below, but what lies underneath could threaten the entire world.


    Universitas (July 17, 1998)
    Jessie and Priyanka are touring a college together, but when it is attacked by an armed gang working for Surd, the two must evade capture while trying to discover the reason why Surd's men would be taking so many students hostage.


    The Forest For The Trees (July 24, 1998)
    A mission into the Amazon rainforest turns into a fight for survival when the Quest clan is caught between a battle between heavily armed mercenaries and natives armed with supernatural powers.


    Queen Of The Nile (July 31, 1998)
    Jonny, Jessie, and Hadji are exploring an ancient pyramid when they discover a secret kingdom ruled by a woman who claims to be the lost queen Nefertiti, who supposedly died many millennia ago.


    The Gray Forgotten (August 7, 1998)
    The team goes into Questworld in order to probe the mind of a 107-year-old scientist who holds the secret to preventing a worldwide ecological disaster, discovering a twisted mindscape along the way.


    Of Diamonds And Darkness (August 14, 1998)
    Race, Estella, Jessie, and Jezebel are all trapped together in a mine collapse and must try to escape while working out their collective issues.


    The Great Panic (August 21, 1998)
    Chaos erupts after a hacker brings down the New York Stock Exchange, threatening to destroy the world economy. Hadji is torn between friendships when his girlfriend Priyanka is suspected to be the hacker.


    Questfall (August 28, 1998)
    Questworld is going completely haywire, due to the final, desperate plans of Jeremiah Surd, now on his deathbed. Dr. Quest must make the ultimate sacrifice to prevent Surd from causing a terrible apocalypse.


    Desperate Times (September 4, 1998)
    Jonny and Jessie are kidnapped by a gang of criminals who want revenge on Dr. Quest and Race. While Dr. Quest, Race, and Hadji mount a rescue attempt, Jonny and Jessie must work together in order to get out alive.


    End Of Days (Part 1) (November 27, 1998)
    Jonny, Jessie, and Hadji are starting out in college, but they soon stumble across a plot to cause worldwide destruction and must somehow convince the only person who can do something about it to believe them.


    End Of Days (Part 2) (November 27, 1998)
    As disasters cause panic around the globe, an old friend returns and Dr. Quest and Race do their best to help the kids find the villain causing these deadly attacks.


    End Of Days (Part 3) (November 27, 1998)
    The true cause of the disasters threatening to destroy humanity is revealed. The Quest clan and their allies must work together to prevent billions of deaths. Tough decisions are made and sacrifices are inevitable with the future of the planet hanging in the balance.
     
    August 1998 - Going Ballistic Again
  • It was overwhelming to see how many people were so eagerly anticipating Ballistic Limit 2! It put a great deal of pressure on me and my team to get this game right.”
    -Tomoharu Kimura, creator of the Ballistic Limit series in an interview in the August 1998 issue of Famitsu magazine

    RPGs were undoubtedly a massive influence on this game. I didn't set out initially to create a Mega Man RPG, but that's the direction that inspiration took me.”
    -Keiji Inafune, in a December 1998 interview with Electronic Gaming Monthly about Mega Man Legends

    Mega Man is Capcom's #1 franchise, and now it's the Month of Mega Man!”
    -from a Mega Man commercial that aired in North America in summer 1998

    My husband, at the time, he was way into Guns 'n Roses, so if I had gotten the chance to name the bosses in that game, I probably would've given them names related to the band. But I was too busy doing both work for Capcom and work for Activision on their new Jewels of the Realm game for the Ultra, so I didn't really have time to come up with any kind of boss names or anything like that.”
    -Alyson Court, in a 2011 web interview where the subject of Mega Man X5 came up

    There was no question that the Ultra Nintendo could handle Diablo. But would Nintendo gamers get it? That was the big question.”
    -Eric Sexton, in the July 23, 2013 episode of the Alex Stansfield podcast on Gamesovermatter.com

    Guys, I gotta tell ya...if we do this, we're never comin' home.”
    -Ash Beckland, Ballistic Limit 2

    Screw going home. If we don't do this, we wouldn't have a home to go back to anyway.”
    -Sara, Ballistic Limit 2

    -

    *”All Along The Watchtower” by Jimi Hendrix begins to play as scenes from Ballistic Limit 2 are shown.*

    There must be some kinda way outta here...

    *Ash Beckland is shown blasting a group of skittering mantis-like bug enemies that are coming at him from all sides.*

    Said the joker to the thief...

    *Ash goes into first-person Ballistic Mode as he blasts a large, bull-like beast spewing some kind of red acid.*

    There's too much confusion...

    *Ash leaps onto a large rock outcropping just in time to avoid some huge armored beast rolling rapidly at him.*

    I can't get no relief...

    *A rendered cutscene now plays as Ash and some of his comrades look around their desolate surroundings under a triple sun. The song continues to play, as do scenes from the game, as text also begins to appear on screen.*

    Voted Best In Show At E3 By Next Generation Magazine

    The Sequel To The Acclaimed Science-Fiction Video Game

    Over 3 Million Copies Sold Worldwide

    *A cutscene plays of Ash holding a crying Sara to his chest.*

    Ash: We will get out of this...we will save our home...even if there's no going back for us.

    *Ash, Sara, Danny, and another soldier are firing at an enormous beast which sticks its arms into the ground and begins to churn up the rock underneath, sucking Ash down.*

    BALLISTIC LIMIT 2

    August 25

    All along the watchtower...

    *robotic noises* Nin-ten-do

    -the commercial for Ballistic Limit 2, which began airing in August 1998

    Ballistic Limit 2: The Basics

    Ballistic Limit 2 is the sequel to the hit 1995 video game by Sony, continuing Ash Beckland's adventures as he and a group of soldiers and technicians, including his love interest Sara, his best friend Danny, and his scientist friend Reeve, venture out from Earth and its colonies to explore a distant planet in a far corner of the galaxy. The game takes the series into full 3-D, alternating between third-person shooter gameplay and first-person shooter mode (when Ash enters Ballistic Mode). The combat system is adapted to the change in gameplay format, rather than being a level-based sidescroller like the first one, the game is a mission-based, open-world shooter. It's somewhat between Turok: Dinosaur Hunter and OTL Metroid Prime in terms of gameplay, it's not a completely open world, and areas are delineated fairly well as to where you need to go. Instead of carrying only three weapons at a time, you collect weapons throughout the game and carry them all with you, switching back and forth as you go. You still have one button assigned to firing your main ranged weapon, one button assigned to an explosive/special weapon, and another button assigned to a melee weapon, and once again, Ash can enter a special first-person Ballistic Mode where your weapon will take on a different, more powerful function for a limited amount of time. Unlike in the first game, you can strafe and move around while in Ballistic Mode, making for a much more effective, versatile form of combat. From time to time, your companions will join you in battle, and though they have life bars and can be knocked out, you aren't penalized for your companion dying during a fight, other than having to go the rest of the fight without them. The world is divided into fourteen different “areas”, though you can only travel within the area relevant to your current mission. Like in the original game, you can go back and replay missions. Ballistic Limit 2 features some of the best graphics seen up to that point on the Ultra Nintendo, comparable with the graphics featured in The Dreamers, with what is considered incredible draw distance up to that point on a home console and some very highly detailed and large boss enemies, the boss fights are in fact considered a highlight of the game. The game features the voice cast returning from the original, including Michael Massee as Ash Beckland, Peta Wilson as Sara, and Ross Hull as Reeve. In addition, there are three other “main” characters in the game: Ken Braddock (voiced by Adam Baldwin, who was cast in this game just before obtaining the role of Green Lantern, the fact that he's become a much bigger star during the game's development is a big coup for it), Elia Fannell (voiced by Irene Bedard), and the young soldier-in-training Chris Selvers (voiced by Will Friedle). The game's atmospheric soundtrack isn't a standout, but is capable of conveying the mood of certain levels and scenes.

    The plot of the game involves Ash and his crew of nine making their way to a strange planet. After the events of Ballistic Limit, mankind has begun recolonizing Earth, but Reeve has identified the presence of a virus on this strange planet that can survive in space and is a threat to mankind's expansion through the galaxy if it is not destroyed. Ash and the crew soon arrive on the desolate planet, only to be quickly overrun by hideous creatures, the threat of the virus far worse than initially believed. The virus kills two of the crew members and scatters the others, leaving Ash to fend for himself for a time before reuniting with Ken and Elia. After another couple of missions, Ken falls victim to an infected creature, sacrificing himself to save Ash and Elia. Ash and Elia reunite with Sara and the others, and for a time are seemingly safe. Elia tries an experiment to try and track down the source of the virus, but when she doesn't return, Ash, Sara, Danny, Reeve, and Chris go out and find her body (and are attacked by a huge, hideous creature which they barely survive). The five return to their ship and realize that because of their multiple exposures to the alien virus, they'll be unable to ever return to the Sol system because of the risk of spreading it to humanity. They must stay and complete their mission, even though they'll never see humanity again. Later, Ash and Reeve are separated from the others and come across an abandoned military base, which surprises them since they thought sentient life had never been on the planet. After fighting their way through the base, they come across another surprise...Ken, still alive and using the base's resources to conduct experiments. Ken reveals that he volunteered for the mission after his research revealed that his old commanding officer had led a previous expedition to the planet, a scientific expedition aimed at weaponizing the virus. The weaponization attempts failed, but Ken read some top secret notes and learned that the virus could potentially be used to give a human being superhuman powers. He says that the new Earth needs a ruler and once he figures out how to enhance himself with the virus, he'll return to Earth and take over. A struggle ensues and that struggle gives Ash time to escape, but leads to Reeve's death. Ash also discovers that Ken also murdered Elia after learning to control some of the viral creatures, using them to maul her to death. Ash makes it back to the others, and they vow to stop Ken and destroy the virus once and for all. However, Ken's control over the virus is growing, and he uses it to set increasingly deadly creatures on Ash and his friends. They fight their way to a great, deep canyon, where the core of the virus is located. They battle their way to Ken, who has mutated himself into a hideous beast and attacks the group. After defeating him, however, the Viral Core still remains, and must also be defeated to truly stop the threat to the galaxy. The Core mutates into several forms before taking on the form of a massive monster with dozens of limbs. Defeating the core causes all viral activity on the planet to cease, but Ash, Sara, Danny, and Chris are still carriers of the virus, and know they can never return to Earth. However, their ship has enough supplies to sustain them for a lifetime, and the four heroes set about starting their new lives on this empty planet they now call their home.

    Ballistic Limit 2 is the biggest video game hit of the summer, outselling even The Dreamers and selling at a fairly even pace with Goldeneye 007 over the first few months of its run, despite lacking a multiplayer mode. It is reviewed nearly as well as the first game and immediately becomes a Game of the Year contender and another major hit for the Ultra Nintendo.

    -

    Brigandine

    Dan: 8.0
    Shawn: 8.0
    Crispin: 9.0
    Sushi-X: 8.0 (quote: “Maybe the best tactical RPG to be released on the SNES-CD since last year's Fire Emblem game.”)

    Devil Dice

    Dan: 7.5
    Shawn: 7.0 (quote: “A fun and quirky puzzler with colorful graphics.”)
    Crispin: 7.5
    Sushi-X: 7.0

    Madden 99

    Dan: 4.0
    Shawn: 5.0
    Crispin: 3.5 (quote: “They barely tried on this last-gen sports game.”)
    Sushi-X: 3.5

    Digman

    Dan: 7.0 (quote: “Remember Dig Dug? This game's a bit more complex but no less fun.”)
    Shawn: 5.5
    Crispin: 7.5
    Sushi-X: 5.5

    -from Electronic Gaming Monthly's reviews of August 1998's SNES-CD games in the September 1998 issue

    Diablo

    Dan: 9.0 (quote: “The awesome PC RPG finally comes to consoles, and it's just as good on the Ultra as it is on the computer.”)
    Shawn: 8.5
    Crispin: 8.0
    Sushi-X: 8.0

    Front Mission 2

    Dan: 7.5
    Shawn: 7.5
    Crispin: 8.0 (quote: “Square's sequel isn't as ground-breaking as the original but it's still got a fantastic story and the same great gameplay, with enhanced Ultra Nintendo graphics.”)
    Sushi-X: 7.5

    Madden 99

    Dan: 9.0
    Shawn: 9.0 (quote: “Now this is more like it! Madden 99 brings a true next-gen football experience to the Ultra Nintendo, a quantum leap from last year's bare bones launch title.”)
    Crispin: 9.0
    Sushi-X: 9.0

    Mega Man Legends

    Dan: 8.5
    Shawn: 8.5
    Crispin: 7.0
    Sushi-X: 8.0 (quote: “The combat's a bit clunky but this is the vast Mega Man adventure we've all been waiting for.”)

    Mega Man X5

    Dan: 8.0
    Shawn: 9.0
    Crispin: 7.5
    Sushi-X: 8.5 (quote: “A tremendously fun Mega Man game with an awesome storyline.”)

    NFL Blitz

    Dan: 7.5
    Shawn: 8.5 (quote: “For those who want something a little more out there than the realistic Madden, NFL Blitz brings the awesome arcade experience to the Ultra.”)
    Crispin: 8.0
    Sushi-X: 7.5

    Resident Evil 2

    Dan: 9.5 (quote: “The awesome horror game is as thrilling as ever and has never looked better.”)
    Shawn: 9.0
    Crispin: 9.0
    Sushi-X: 9.0

    Ballistic Limit 2

    Dan: 9.5
    Shawn: 9.0
    Crispin: 9.5 (quote: “The classic 1995 shooter breaks out of its shell into a massive open world. Your jaw will drop at some of the bosses.”)
    Sushi-X: 9.5

    Bikerz 3

    Dan: 5.5
    Shawn: 7.0
    Crispin: 6.0 (quote: “The wacky kids' motorbiking series is back and while the graphics have improved, the annoying kiddy characters really haven't.”)
    Sushi-X: 3.0

    Laser Tag: The Arena

    Dan: 3.0
    Shawn: 1.5 (quote: “Why would you EVER play this when you can just go and do real laser tag?”)
    Crispin: 2.0
    Sushi-X: 2.0

    Knights Of The Round Table

    Dan: 7.5
    Shawn: 7.5
    Crispin: 7.0
    Sushi-X: 7.0 (quote: “While this platformer about a young hero wanting to become one of King Arthur's knights is a bit repetitive, the voices and many of the missions are pretty fun, so it's worth a rental if you're interested.”)

    -from Electronic Gaming Monthly's reviews of August 1998's Ultra Nintendo games in the September and October 1998 issues

    -

    The Mega Man franchise had a major presence on the Super Nintendo and the Super Nintendo CD, with multiple games in the Mega Man X series appearing, along with Mega Man 7 and a number of spin-offs. So, it was only natural that the Blue Bomber would show up on the Ultra Nintendo sooner or later, and he did, in a big way. In fact, Capcom decided to make as big a splash as possible by declaring August 1998 the Month of Mega Man. It was already the month of Ballistic Limit 2 and Resident Evil 2, but Capcom had decided on August 1998 and they stuck to their guns. Still, though, the Mega Man games were solid counter-programming for families and kids who wouldn't be able to play the two M-rated mega-hits dropping on the Ultra that month.

    The first of the two games was Mega Man X5, the fifth game in the Mega Man X series, and the first in which Zero didn't appear at all! Indeed, he was getting a spinoff game scheduled for 1999, and so X was flying solo for his latest mission. In Mega Man X5, Sigma returned for one final duel with X, and decided to release a Maverick virus that would gradually turn all reploids, including X, into Mavericks that would serve Sigma and Sigma only. In order to free himself of the virus, Dr. Cain tells X that he must have a new body constructed for himself, and must gather up parts from eight different areas before Cain can complete this new body. As X journeys through the stages, he finds himself slowly going Maverick, and he actually bonds with a few of Sigma's Mavericks that he fights along the way, coming to understand their reasons for joining him and coming to doubt his own purposes as well. After defeating the eight Mavericks and gathering the parts for a new body, Cain begins to construct the body for X while he goes to the space colony Eurasia, which Sigma and his most loyal lieutenants have taken over. In the course of doing this, X is convinced by Sigma's most powerful lieutenant, a female Maverick named Odessa, to reject humanity and join the Mavericks. There is a boss fight where X, as a full maverick, must fight his reconstructed new body which is being inhabited by an AI created by Dr. Cain. X has a choice between destroying his new body and rejecting humanity fully, or merging with his new body and fighting to protect humanity as a Maverick Hunter. Despite Odessa begging him to do otherwise, X assumes his new, virus-free body and turns his back on the Mavericks for good. He asks Odessa to join him, but she refuses and there is another heartbreaking boss fight. After being defeated, Odessa finally realizes the good in X's heart. He offers for her to join him, but as she goes to kiss X, Sigma shoots her through the back, fatally wounding her and setting up the final boss fight that sees X destroying Sigma for good and saving humanity once more. Mega Man X5, with its deep exploration of the characters of X and Sigma, is considered to be one of the best if not the best games in the series, and was the most commercially successful Mega Man X game since X2, which had combined sales from both cartridge and CD versions accounted for in its sales.

    Mega Man Legends was a MUCH different game from any Mega Man game seen before. It was basically a Mega Man RPG, complete with leveling up (your weapon choices increased as you leveled up, though you could also find weapons in the game). Keiji Inafune said he originally intended to make the game a kind of mix of genres with some RPG elements, but with all the success RPGs were having at the time, he leaned more toward making it a kind of action-RPG. You don't play as the “original” Mega Man, per se, you play as a Mega Man named Volnutt, and crashland on an island where you encounter a mysterious family called the Bonnes, particularly the eldest daughter of the family, Tron Bonne, who serves as a recurring rival but eventual love interest. The main villain of the game is The Gatherer, a sort of collector-AI who attempts to gather rare robotic components through taking them forcibly from other robots. Tron Bonne initially views the Gatherer as a rival, but when she realizes that it is actually stooping to ripping the life out of sentient machines, she views it as a proper enemy and joins Mega Man in his fight against the Gatherer and its legions. Eventually, Mega Man Volnutt and Tron Bonne make it off the island and confront the Gatherer on the massive floating space colony that serves as its CPU. They defeat the Gatherer and Volnutt says his goodbyes, though Tron Bonne makes Volnutt promise to visit her as she and her family sail off into space on another adventure. The game was lighthearted but featured fun combat and some challenging puzzles, and of the two games released that month, generally has the fondest reception despite receiving much lesser sales.

    Capcom's Month of Mega Man was largely a success, establishing the series proper on the Ultra Nintendo despite the heavy competition from the many hit games that made it to the Ultra that August of 1998. Mega Man Legends would be ported to the Saturn in 1999, in slightly downgraded form but with a couple extra little missions, and Saturn owners generally enjoyed the game as much as those who played it on the Ultra Nintendo did. The game would receive a sequel in 2000.

    -from “The Month Of Mega Man”, an article on Gamesovermatter.com

    -

    With most of the hype over Nintendo's late summer 1998 lineup going to Ballistic Limit 2, it might've been easy to overlook the two massive ports the Ultra was getting that very same month: Resident Evil 2, which had been released earlier that year on the Saturn, and Diablo, the PC action-RPG about a hunter who must protect his world from the forces of the devil.

    Resident Evil 2 was the most significant of the two ports and the better reviewed. It, like the port of the original Resident Evil, was significantly upgraded in terms of graphics, so much so that like on the Saturn, the game came on two discs despite the Ultra Nintendo's larger capacity. The game was almost an exact port of the Saturn version, though with an added mission at the end for both Leon and Claire. The disc also contained a special bonus once the game was beaten on either scenario: a 30-minute “making of” video that covered both the making of the original game and some of the work that went into the port. It wasn't a major bonus but for those who enjoyed seeing behind the scenes stuff, it was a treat. Resident Evil 2 sold very quickly upon release, about half of what Ballistic Limit 2 did in its first couple of weeks but still dwarfing the sales of any other Ultra Nintendo game that month except for Madden 99 which finished a respectable third. Though somewhat overshadowed by the huge Sony sequel, Resident Evil 2 proved to be one of the biggest Ultra Nintendo hits of the year, justifying Capcom's decision to release the next game in the series as an Ultra exclusive (though there WAS a twist...)

    As for Diablo, Blizzard's RPG was a pitch-perfect port of the PC original. Indeed, it even had some additional graphical and audio effects, and there were also some Ultra-exclusive items as well. Blizzard had once released a game called Treasure Hunters for the SNES-CD that some consider a precursor to Diablo, so it was only a natural fit that Diablo would find its way to the SNES-CD's successor. The port did only modest sales, though it was hardly a failure, the game would sell decently well throughout the Ultra Nintendo's lifespan, with a small pickup in sales in the leadup to the release of Diablo II's port in 2001. JRPGs were still king on consoles, though games like Diablo, the Saturn Ultima titles, and later Rise a Knight in 1999, would get the foot in the door that western RPGs would need to invade the console gamespace in the future.

    -from an article on the “Nintendo Memories” blog, posted on January 26, 2011

    -

    The Racing And Chasing Comes To London!

    Race'n'Chase: London, a sequel to 1997's Race'n'Chase that sees the corrupt cops and ultra-violent criminal activity of the original going back in time to 1969 London arrives this month on the Sega Saturn. It plays largely the same as the original, though its cultural lampoonings now poke fun at 60s mod culture and events like the music-based British invasion. Though there's not much in London that didn't appear in the original, fans of the original game won't find too much to take issue with about this sequel and it should start flying off the shelves upon its August 17th release.

    -excerpted from a blurb in the August 1998 issue of GamePro magazine

    Race'n'Chase Studio Working on Beat 'em Up?

    Rockstar Games, which just released Race'n'Chase: London on the Sega Saturn, now seems to be in the initial stages of planning a new game: A beat-em-up title, similar to the classic Streets of Rage series, said to contain much of the bawdy humor and over-the-top violence that made Race'n'Chase such a controversial success. We'll surely hear more about this rumored game as the months go by, and we may be in for a proper announcement before the end of the year. If so, Rockstar is likely to show off the game at next year's E3 conference, though it hasn't yet been revealed if they intend to release the game for the Saturn, the Ultra Nintendo, or both.

    -from an article in the September 1998 issue of Electronic Gaming Monthly

    -

    Dragonball Z begins airing on Cartoon Network's Toonami block on August 17 as part of a general shift of the block toward airing more Japanese anime. Initially, the network plans to air the 52 episodes that have been cycling through syndication since 1995, though eventually if ratings are good, the network plans to pick up additional seasons of the show. Cartoon Network has already announced plans to air the third season of Sailor Moon which Fox Kids declined to order, the episodes should begin airing at the beginning of next year, and it is likely that any new Dragonball Z episodes would be aired sometime afterward.”
    -from an article on Anime News Network, posted on August 6, 1998

    -

    While Hunters Of The Borderlands often falls back on the classic RPG cliches, this excellent spaghetti western really is one of the best RPGs to come out for the Saturn this year. It's heavily based in exploration, with not many towns to speak of, you'll be camping out a lot and finding materials to forge new weapons and armor, as opportunities to buy them are few and far between. It's a unique take on RPGs, even if the characters and storyline are a bit of a retread, and for that reason, we really do recommend this game for all Saturn RPG junkies.

    Score: 8/10

    Legend Of The Galactic Heroes is a real treat, a great mix of tactical RPGs with the visual novel genre that perfectly complements its source material (an extremely fun anime that might have already begun airing on the Disney Channel depending on when you read this) and may be even better than Enix's Ogre Battle, it contains a myriad of characters whom you'll instantly want to form relationships with, and two different quests, which means that you have to play through the game twice to get the whole story. It's a little on the tough side, but if you can manage your characters' relationships, you shouldn't get overwhelmed in battle. There really hasn't been a game like this on the Sega Saturn, at least not here in the United States, and we're really glad to be finally getting this one which has been doing really well in Japan for over a year. It's a long, complex game, but if you play through to the end, you'll be rewarded with one amazing quest.

    Score: 9/10

    Guardian Heroes 2 has you sending a brand new set of heroes into battle. Even though the names and faces have changed, the basic gameplay has stayed largely the same, which is both a good thing and a bad thing. We wish the game had done more to expand on the first title's excellent combat, but on the other hand, if it's not broke, why fix it? The graphics did get a noticeable bump, and the game spans two discs due to being somewhat longer and more involved than the first. The great four-player multiplayer gameplay returns so that you can beat up hordes of baddies with your friends. It might not be the newest concept on the block, but it doesn't exactly need to be.

    Score: 8/10

    -excerpted from reviews in the August 1998 issue of Official Saturn Magazine

    -

    Ted Crosley: NFL Blitz plays just like it does in the arcade, in fact, I thought it played even BETTER than it did in the arcade thanks to the awesome Ultra Nintendo controller.

    Alex Stansfield: Yeah, it's a real treat being able to play it at home, take your records to your friends' houses, this really is the definitive version of the game.

    Ted: So Alex, what team do you rock? You know me, I always go with the New York football Giants...

    Alex: Well, we just got a team like a few years ago, the Panthers, so them.

    Ted: Who'd you cheer for as a kid?

    Alex: The Dolphins were my favorite team growing up. They're still good, here's Dan Marino, throwing the ball...

    *A scene shows Dan Marino throwing it for a long touchdown into the end zone, the receiver catches it and immediately gets tackled by a bunch of guys in the end zone after he scores*

    Alex: Some REALLY bad sportsmanship in this game, huh?

    Ted: *laughing* They have additional animations in this version too, you can pull off some wrestling moves, like this badass leg drop right here...

    *One of the players does a leg drop onto the receiver*

    Ted: So yeah, NFL Blitz was great in the arcade, it's still great on the Ultra Nintendo and I give it a 4.5.

    Alex: I give it a 4, it's such a fun football game, even if it's not remotely realistic.

    (…)

    Gary Westhouse: Hard Charge is no Gran Turismo, but it's still a lot of fun and if you only have the Sega Saturn it's about as good a realistic racing experience as you're gonna get. It has a lot more of a NASCAR feel to it than Gran Turismo, it rewards really aggressive racing and that makes it a lot of fun.

    Lyssa Fielding: You know, I wasn't as thrilled with this game as I think you were, I mean for one thing, there's not much of a selection of cars, you get like 32 to choose from and once you collect them all there's not much else to do.

    Gary: True, but at least you don't have to spend a lot of time unlocking a lot of cars.

    Lyssa: And secondly, I had a lot of trouble activating the turbo boosts for racing aggressively, it seems like speeding up REALLY makes it a lot harder to hit the spots on the track you need to hit to get those boosts and without them it's hard to get around the other cars, so in a lot of races I was ending up stuck behind a pack of guys and not able to get forward.

    Gary: I think, you know, this game isn't gonna be for everybody.

    Lyssa: It's not a bad game, I definitely had fun with it. BUT some of the mechanics seemed a bit random to me and I felt like I was racing a different race than the game wanted me to race, you know? In Gran Turismo, you knew where the racing lines were. In this game, they're all over the place.

    Gary: That's what made it more fun for me.

    Lyssa: More fun than Gran Turismo?

    Gary: Not...necessarily, but it IS different. And I am wondering if we're going to be comparing every racing game to Gran Turismo going forward, it made an impression, didn't it?

    Lyssa: It made me want a souped-up supercar....*her eyes go wide*

    Gary: Yeah, me too. Hard Charge definitely isn't as realistic of an experience but there really are times when it's more fun and I'm giving it a 4.5.

    Lyssa: Well, I'm giving it a 3.5. It's a fun racing game, but it doesn't play by its own rules all the time.

    -excerpted from the August 11, 1998 episode of GameTV

    (...)

    Ted: Hey, I'm Ted...

    Alex: And I'm Alex, and today on GameTV, guess what?

    Ted: What's that?

    Alex: We've got a brand new host to introduce.

    *Another guy about the same age as Ted and Alex walks out onto the stage*

    New Guy: Hey there, I'm Adrian Fry and I'm gonna be joining the crew of GameTV, we're gonna have a hell of a fun time playing lots and lots of video games and I'm gonna tell you what games kick ass and what games belong in a dumpster fire.

    Ted: Well, you will have some help from the rest of us.

    Alex: That's right, and today you'll be helping to review the new anime game Legend of the Galactic Heroes.

    Adrian: Sweet, does it have transforming babes or giant robots?

    Ted: Nope. You're the new guy, you don't get to review transforming babes or giant robots until you've paid your dues.

    Alex: We'll also be reviewing Mega Man Legends and Race'n'Chase: London, and we'll be dusting off the old SNES-CD to play Brigandine.

    Adrian: Hey, you guys know that the Ultra Nintendo plays SNES-CD games too, right?

    Ted: See, that was one of your new guy tests, and you passed!

    Adrian: Sweet, do I get to review a giant robot space babe game now?

    Ted: No, BUT you don't have to scrub the toilets backstage now, we'll just make Gary do it.

    Gary: *from offscreen* WHAT?

    Ted: We've also got a sweet sneak preview of Dynasty Warriors, and we'll show you how to kick ass and take names in Swordslayer with some tips on some advanced techniques. And, if you haven't played Fairytale yet, we got some spoilers coming your way so you might want to get ready to leave the room.

    Alex: Yeah, actually, you might wanna get ready to leave the room anyway, because we're counting down Fairytale's top ten scariest moments.

    Ted: All that, plus news and reviews to help you choose, this...is GameTV!

    (…)

    Adrian: What I took away from Legend Of The Galactic Heroes was that there's an awful lot to do, but it's an awful lot that you HAVE to do. You can get overwhelmed so easily in this game.

    Brittany Saldita: Absolutely. Look, I like what this game was trying to do. Mixing a great tactical RPG with an engaging visual novel, awesome. But, and this is a big but...you almost need a walkthrough to avoid screwing yourself in this game, or at least it seemed that way to me.

    Adrian: Make. MULTIPLE. Saves.

    Brittany: Oh yes. Save scumming is a must on your first playthrough. And I don't like saying that because I think it kind of cheats the game. But when the game cheats you out of various things because you didn't talk to this guy, or say this thing to this girl....that's bull(expletive).

    Adrian: As Matt Damon said in Titanic, it's HORSE(expletive)!

    Brittany: And that said, I WANTED to love this game. I still like it, I mean, I wouldn't have even gone to all the effort of being so meticulous with it if I didn't like it. It does a lot of things right, but I just felt...

    Adrian: Like you had to take notes to do well in the game?

    Brittany: At some points, yeah!

    Adrian: Look, this game...it's a beautiful game. The graphics are great, the music is beautiful, the voice acting is excellent for a video game. The gameplay, when it works, is fine. It's a fine game. It's probably the best anime game I've ever played.

    Brittany: Not me. Sailor Moon: Another Story on the Super Famicom CD.

    Adrian: Super Famicom CD?

    Brittany: You don't import?

    Adrian: It's expensive!

    Brittany: *looks at him like he just let out a bad fart*

    Adrian: I'll start importing.

    Brittany: You'll start importing. Hell, you could've played this game like a year and a half ago if you'd imported it.

    Adrian: Really?

    Brittany: Thankfully, Sega's been pretty good about localizing the best Japanese Saturn games. This isn't one of the BEST, but it's a fine game. I give it a 3.5 out of five.

    Adrian: And I agree, I'm giving it a 3.5 out of five as well. It's fun, it's a LOT of work and there's a lot of really really....frustrating elements about it, but it's a worthy game if you're willing to put in the work.

    -excerpted from the August 18, 1998 episode of GameTV

    (…)

    Alex: So Ted, how was Ballistic Limit 2 for you?

    Ted: It....didn't...completely blow me away like the original did, but nonetheless, this was still one hell of a game. Just for the boss fights alone, holy crap. I loved how they seamlessly took this 2-D sidescroller and turned it into an open world shooter game. It looks gorgeous, Ballistic Mode is SO much better with the Ultra controls...

    Alex: You can move around!

    Ted: Well, yeah!

    Alex: Yeah, for me, I don't think it treaded any ground that like, Turok didn't last year on the Saturn, except for, you know, the boss fights, and the characters, those were better. But still, Ballistic Limit 2 lives up to the hype. It's definitely worth getting, even if you haven't played the first one. It does play in a lot of respects like a whole different game. The Ultra Nintendo has a way of taking great 2-D franchises and bringing them to 3-D and making them even more awesome. Mario, awesome. Final Fantasy, awesome. Ballistic Limit, awesome. I can't wait to see how good Zelda is later this year.

    Ted: As someone who does prefer Sega to Nintendo...I gotta say, Nintendo is really bringing it. Sega hasn't had a REALLY good game since Tekken 3. Sega's gotta step up. I'm hoping something like Commander Keen does it. I'm hoping once the Ring comes out that some of those games will do it. Right now....Nintendo....I mean....

    Alex: Look what's coming next month, Tale Lemuria and Killer Instinct Ultra.

    Ted: Stop. You're just rubbing salt in the wound now.

    Alex: Well, anyway, I'm giving Ballistic Limit 2 a 4.5. It's a fantastic game that hits all the right notes even if it isn't a transcendent game, it's still one of the best of the year.

    Ted: Yep, 4.5 from me, I love the bosses, I love the storyline, I love the graphics, it's an incredible game. Sega....step it up! From a hardcore Sega fan, please, step it up!

    Alex: I think Commander Keen looks really good.

    Ted: Yeah....yeah I forgot about that one but that could be a Ballistic Limit-killer.

    Alex: Don't go that far.

    (...)

    Alex: *sitting on a couch with Brittany and Ted Woolsey* We've got...well, we've got another Ted in the house.

    Brittany: My favorite Ted in the world, Mr. Ted Woolsey!

    Ted Crosley: *from offscreen* Your favorite Ted?

    Brittany: *yells* You're a jerk!

    Alex: *smiling, he shakes Ted Woolsey's hand* It's nice to have you here in the studio.

    Woolsey: It's good to be here, this is a really comfy couch!

    Brittany: Only the best for our guest! Now, we just reviewed Front Mission 2, I loved it, Gary loved it, it's a fantastic game. There wasn't a lot of promotion for the game though, was there?

    Woolsey: Part of that was...we don't expect it to sell as much as say, a Fairytale or a Parasite Eve. I would love for it to sell as much as Fairytale's been selling, but we'll see! Secondly, the plot of the game, it's extremely controversial. We nearly didn't localize the game because....well, politically...

    Alex: I can absolutely understand that. I mean, what's going on in the world right now...

    Woolsey: Right, with the embassy bombings and the military strike on Afghanistan, it's a really sensitive subject to broach. But....it's always been my belief that the player should decide what they want to see and what they don't, and so that's why this game did get a localization and it's getting a quiet release. I hope the fans decide for themselves that this game is something they enjoy playing. It really is a brilliant game, it's a privilege to localize it.

    Brittany: And next up for Squaresoft is Brave Fencer Kyuriadan, which I think looks really cute and really fun.

    Woolsey: *laughing* Yes, on a lighter note we have Brave Fencer Kyuriadan! We decided with this game to make it fully 3-D, but you're still on a preset course, so it's not like the Mana games where you can wander freely. You'll progress through the game in levels, you'll be able to roam around and dodge enemy attacks and explore and solve puzzles, but you're on rails, so to speak.

    Alex: Well, I think it looks really fantastic and I can't wait to play it. And then of course there's Parasite Eve, is there anything about that game you can share?

    Woolsey: Oh, no no no, I can't reveal anything else about it here.

    *Scenes from the gameplay are on the screen as Woolsey and the hosts are talking.*

    Woolsey: I can say that it's divided into eight different “days”, which are like chapters, and that there is a part of the game that we initially were going to make optional that actually became our final dungeon. We did have to tone down the challenge on it just a bit but it's still very tough and this game overall is definitely for seasoned RPG players, it's got plenty of challenge but that fits in with the survival horror theme.

    Alex: Absolutely. Limited resources, overwhelming odds, all add to that tension, that sense of fear...

    Woolsey: Right, and it's a feeling we've never had showcased in an RPG before.

    Brittany: Well, there was Fairytale, some parts of the forest were really scary.

    Woolsey: *laughing* I think that was just some of the designers getting a bit carried away, but we're glad there's been a positive response to that, I think players like a good scare, so Parasite Eve I'm hoping will thrill players and challenge them both.

    Brittany: I do have to say and this might not mean a lot to some people but it does to me, Jennifer Hale, as Aya, that is excellent casting.

    Woolsey: She's quite talented, isn't she?

    Brittany: Well, I know first hand, um, since I've worked with her, actually she beat me for the part of Jessie on The Real Adventures Of Jonny Quest, when they recast it for the second season... then they invited me back to audition for the character Priyanka, Hadji's friend, on the new season that's airing right now and I got that part, and I actually got to record an episode in the same room as Jennifer and she's amazing. We're about the same age but she's so much more....professional, I guess is the right word, than me? Um, she just goes into the booth and absolutely nails her performance and I think she's got an amazing future in voice acting ahead of her.

    Alex: Do you have any say in the voice casting or do you use a casting director for that?

    Woolsey: Oh, we have a casting director, I'm not that terribly good at picking out voices, I just translate the scripts for them to read! *laughs* But yes, I have met Jennifer and she's amazing, Susan, who plays the voice of Eve, she's amazing too and I think all our voice actors just do a fantastic job. Everybody from the top on down has poured so much effort into this game and I can't wait to see what everyone says when they finally get to play it.

    Alex: So, one more thing, what's on tap for 1999?

    Woolsey: Well, besides Final Fantasy VIII, we do have a lot of games coming up next year, and everyone who wants to know about some of those games, start watching for news out of Tokyo because we'll have a huge booth at the Tokyo Game Show next month where we'll be giving a lot more information on Final Fantasy VIII as well as some of our other big games coming up.

    Alex: I think we're sending Lyssa there, believe it or not!

    Brittany: Yeah, she can definitely pass for Sailor Moon so she'll fit right in.

    Woolsey: *laughs* I'll be sure to look out for Sailor Moon then!

    Alex: Mr. Woolsey, it was a pleasure having you here on GameTV.

    Woolsey: It was a pleasure being here, hopefully I can come back!

    -excerpted from the August 25, 1998 episode of GameTV

    -

    SNES-CD Power Charts: August 1998

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Chrono Trigger
    3. Donkey Kong Country 4
    4. Tale Phantasia
    5. Super Mario World 2
    6. Super Mario Kart
    7. Donkey Kong Country
    8. Lufia III: The Ancient Tower
    9. Secret Of Mana
    10. Street Fighter Alpha 3

    Ultra Nintendo Power Charts: August 1998

    1. Final Fantasy VII
    2. Tomb Raider II
    3. Super Mario Dimensions
    4. Goldeneye 007
    5. Gran Turismo
    6. Ultra Mario Kart
    7. Final Fantasy Tactics
    8. Ken Griffey Jr.'s Ultra Grand Slam
    9. Major Hazard: Blitzkrieg
    10. Resident Evil

    The Official Saturn Magazine Buzz Chart: August 1998

    1. Tekken 3
    2. Quake
    3. Sonic the Hedgehog 4
    4. Race'n'Chase: London
    5. Legend Of The Galactic Heroes
    6. Resident Evil 2
    7. Hard Charge
    8. Commander Keen: Mars' Most Wanted
    9. Panzer Dragoon Saga
    10. Tomb Raider II

    -

    August 18, 1998

    It had been a rough month for President Bill Clinton. Earlier that month, a pair of car bombs had exploded outside of two United States embassies in Kenya and Ethiopia, killing more than 200 people total, including 17 Americans. It could have been worse; a third truck bomb had been headed for the embassy in Tanzania, but local authorities stopped the truck and killed the driver before it could reach its destination. Before Clinton could order a strike in Afghanistan targeting the terrorist leader responsible for the attacks, Osama bin Laden, he had another duty to perform, and that was a much more personally humiliating one: admitting to the nation that he'd engaged in a sexual relationship with his intern, Monica Lewinsky, over the previous two years.

    Clinton had denied it before, but with physical evidence having been presented to investigator Kenneth Starr in the form of a purple dress stained with Clinton's DNA, the facts were indisputable. There had been a sexual relationship, and now Clinton was going to have to come clean to the nation. The time to announce the Afghanistan strikes would have to come later on the week.

    Clinton approached the podium and began to speak.

    “My fellow Americans, tonight, I wish to speak to you about a matter that has been deeply troubling to me...”

    -

    August 25, 1998

    Anika Noni Rose stepped out of an electronics store with a shopping bag in one hand and a spring of her step. She'd been working as an aspiring stage actress in San Francisco for the past few years and had just begun landing her first major roles in local theater productions. She still had dreams of Broadway in her head, but she still had a long way to go. When she wasn't working on her dreams of success in musical theater, she enjoyed some downtime, either watching her favorite television shows, listening to music, or, in one of her somewhat geekier pasttimes, playing video games. In the bag was two things she'd just purchased from the store, both of which had just been released that day: the new album The Miseducation of Lauryn Hill, and Ballistic Limit 2 on the Ultra Nintendo. Having been a big fan of the original game on the Super Nintendo CD, she'd been anticipating the sequel for quite some time, and after she listened to her new CD all the way through, she planned on diving headfirst into Ash Beckland's latest adventure.

    On the way home, she passed a movie theater, which had several posters of coming attractions over the next year. She passed the spectacular poster for Deep Impact and the somber poster for Saving Private Ryan as her eyes caught the colorful poster for next year's animated Disney film....

    “Oh....there it is, Aida,” she said to herself, staring at the poster for several seconds. “The first black Disney Princess... it's a shame it took them this long, but I can't wait to see that movie.”

    When Anika had started on her path to her own career on Broadway, she'd had a brief moment where she'd dreamed that she would be the one to perform the voice of the first black Disney Princess...but with her Broadway dreams still a long way off, she dismissed the thought.

    At least it didn't take them THAT long,” thought Anika, rolling her eyes for a moment and moving on. “Hopefully I make it big in time to play the second one.”

    But for now, the only 'second one' Anika Noni Rose would be playing was the second Ballistic Limit. She could already hear Jimi Hendrix's voice from the commercial echoing in her head.

    All along the watchtower...”

    -

    September 1, 1998

    It had been one week since Ballistic Limit 2 had released on the Ultra Nintendo, and early sales reports indicated another hit for Nintendo. It had been a huge month for the company, releasing a slew of highly reviewed games, many of which had sold better than any Saturn games released in the previous month. Even Race'n'Chase: London was a disappointment compared to the original. Only the anime game Legend of the Galactic Heroes was proving to be a bright spot. With sales far exceeding expectations, it might end up being the best-selling Saturn release of the month. Despite GameTV giving it only a 7/10, most review outlets had lauded the game. Electronic Gaming Monthly gave it a Silver award and it got high marks from Official Saturn Magazine, GamePro, and several of the growing online reviews sites as well.

    But as well as Legend of the Galactic Heroes was doing, it wasn't driving new Saturn sales. The Ultra Nintendo was rapidly gaining on the Saturn in total sales and unless the Ring produced a huge sales surge, there was a chance that total Ultra Nintendo sales might pass those of the Saturn by the end of the year. While Japan and Europe were both bright spots for the Saturn, with sales only slightly lagging behind the Ultra, North America was seeing an average of 2-3 million Ultra Nintendo sales a month, and the holidays hadn't even hit yet.

    All of this added up to a very stressful time for Tom Kalinske. Saturn sales were sliding and apart from the slew of major games coming to the Ring at the end of the year, there wasn't a potential megahit for the Saturn in sight until Tomb Raider III in February...and that was releasing simultaneously with the Ultra Nintendo version of the game. Kalinske was banking on the Ring. If the Ring failed to significantly boost Saturn sales (and significantly was a vast understatement), Sega would lose its second console generation in a row to Nintendo...third if you counted the Master System, though that wasn't on Kalinske's watch.

    “Hey,” said Kalinske as he picked up the phone in his office.

    “Dad,” replied Ashley Kalinske, her voice light and cheerful. “Sorry if I'm interrupting you at the office, but...I just had a feeling you were having a bad day and I thought maybe I could-”

    “You just wanna talk? About anything?” replied Tom. “What happened at school, what's going on with your friends, anything at all?”

    “Um...well, aren't you busy?”

    “Nah,” he said, a smile growing on his face. “I got all the time in the world to listen.”

    And Ashley told him about the great day she was having at school. And Tom forgot his troubles, at least while the two of them were talking. All his other calls could wait. Tom Kalinske needed a break.

    Besides, he had a big trip to Tokyo to get ready for. He needed to spend as much time talking with his family as he could before then.
     
    Legend Of The Galactic Heroes - The ATL Video Game
  • Here is the basic outline of Legend of the Galactic Heroes. A big thanks to RySenkari and Nivek for letting me contribute.



    Legend of the Galactic Heroes


    Narrator- "In every time, in every place, the deeds of men remain the same."

    Yang Wen-Li- “There are few wars between good and evil: most are between one good and another good.”

    Yang Wen-Li- "Perhaps, in this universe, there exists a sole, absolute truth. Perhaps it clarifies every question. But that is beyond the reach of these short hands."

    Reinhard von Lohengramm- “Already, I have nothing to lose. But even so, I will fight. To keep my promise to you, and... to gain something to quench the thirst in my heart.”

    Reinhard von Lohengramm- “The conqueror cannot succeed without dirtying his hands?' Very well.”

    Paul von Oberstein- "Without fail, in light, shadows must follow."

    Jessica Edwards- "I want to ask the people who are in power, where were you? While you send young soldiers out to die, where were you and what were you doing?"

    Fritz Joseph Bittenfeld- "Forward! Forward! The goddess of victory is waving her underwear in your face!"

    Archbishop De Villie- "Have you heretics forgotten the planet that gave you life?! When humans first looked at the stars, it was from a common home, our Earth. But then humans defied God's command and scattered like seeds across a vast wasteland. Again and again, they fall into vice, feuding with one another and forgetting that they all share the same birth. In the Last Days, as the armies of man break unto themselves, the galaxy will find its purpose anew, with Terra to guide all to the Promised Land!

    Yang Wen-Li- "I only studied a little history, and I have learnt that there are two currents of thought in human society. One holds that there are things worth more than human life and the other holds that there is nothing preferable to life. When people goes to war, it is on the pretext of the former, and it justifies the latter when they stop. For how many hundreds... thousands of years has that been continuing?"

    Siegfried Kircheis- "Lord Reinhard... please...win the universe....Tell Lady Annerose...that Sieg has kept his promise from the past...."


    Gameplay


    There are two sides to the game, each with its own storyline. For the Alliance of Free Planets, you play as Yang Wen-Li. For the Galactic Empire side, you play as Reinhard von Lohengramm.

    The game is primarily split up into two forms of gameplay. First of all, there is the combat mode for missions. You have a seemingly bird’s eye view of the battlefield in space, and each turn you can move your units to new points in the battlefield and select which targets to attack. You can also access a menu with further options. Each “unit” in facts comprises a fleet made up of usually about a half dozen ships and thousands of men, with specific individuals in charge of each fleet. Many of these individuals – and sometimes others serving in those units – are important to the story. Deaths are permanent in the game, and destroyed fleets cannot be regained. Therefore, you need to manage your fleets well and protect as many people as possible if you want to reach the best endings.

    Certain ships can have long firing ranges, so you need to be careful how you position forces. Similarly, different fleet designs have different speeds and defenses, determining how far they can travel each turn and how much damage they can take. Additionally, the ships come with star fighter squadrons that you can send out; they are more vulnerable to damage, but make for smaller targets and have faster speeds. Also, personal combat is sometimes necessary in certain scenarios, requiring you to use ground forces such as the Rosen Ritter. Battle formations are important, and the way you position your forces can prove critical.

    Enemy units vary in their degree of difficulty, as while some units follow simple tactics others use complex strategies. The A.I.s for Yang and Reinhard in the final battles, for instance, are capable of coming up with new strategies as the battle develops, and can push you to the brink of defeat if you are not careful. Also, enemy units come with many of the same components as your own fleets, so make sure that you account for star fighters, defenses, and other factors.

    The tactics portion of the game is turn-based, going back between your units and enemy units. However, the preparations before battles are especially important, and have just as much influence on the battles’ outcome. You need to properly supply and organize your forces in order to effectively utilize them on the battlefield, requiring you to apply strategy in a new direction in the game.

    Connecting to the preparations side of things is the second form of gameplay, more of a visual novel gameplay, as you can choose to explore different areas of worlds and talk with various people during the interludes after combat. Also, when talking with people, you are sometimes given multiple choices on how to act, each with its own pros and cons. Do not dismiss these portions of the gameplay in the short or long run. Some of your decisions can have immediate consequences, and could even result in your death. In the long term, your actions influence how you affect the course of history through the game, both in what actions you take and in what people you connect with. The relationships you build outside of combat become important in the course of the game, and help determine the ultimate ending. On a similar note, each side of the game offers two potential romantic routes.

    Throughout the game, you have the potential to unlock many different characters that will assist you during and outside of battle. There are over 75 different characters to unlock, each with his or her own role in the coming adventure.

    Also, there are a number of different achievements you can unlock during the story modes, and these are added to a large checklist on the main menu; many of these achievements are mutually exclusive of one another, so you may need to play through the same campaign multiple times to unlock all of the achievements.

    In addition, while the story modes are single-player, once you complete one of the main campaigns you unlock a two-player battle mode that, while lacking the depth and complexity of the storylines, is still fun to play. It consists solely of the tactical mode, and lets you put your strategies to the task against other players.


    Disc I: Alliance Side


    The prologue episode starts in 788 UC with Yang Wen-Li continuing his studies as a sub-lieutenant on the planet El-Facil. You have the opportunity to explore the city, and take part in a battle simulation that gives you a feel of the gameplay. You can also take the opportunity to read the history books that Yang has in his quarters, as they give you important details on the setting.

    However, the planet is suddenly attacked from the nearby Iserlohn Corridor by the Galactic Empire. Alliance Rear Admiral Lynch, in charge of the planet's defenses, orders all of his forces to retreat, abandoning the civilian population to the Empire. Yang chooses to stay behind, and your first mission is to take command of the remaining troops and organize a civilian evacuation while fending off the Empire until everyone can escape. Fortunately, the Imperial forces aren't the best, so you can still get through this battle. Also, during the battle you encounter one of the two love interests, Frederica Greenhill, who gives you coffee after you nearly choke on a sandwich. Your response afterwards will help determine later interactions. In the anime, she would in time become the canonical wife to Yang.

    After saving the civilian population and defeating a good portion of the Imperial fleet, you gain recognition as the "Hero of El-Facil." Lynch in contrast got captured by Imperial forces while fleeing. You are still low in the military hierarchy though, so you need to continue to work your way up.

    The game then jumps ahead to 796 U.C. You are now a general staff officer under the 2nd Fleet, but are still subordinate to 2nd Fleet Admiral Paetta. The Alliance Fleet has assembled in the Astarte Starzone to fight the newly-appointed Imperial High Admiral Reinhard von Lohengramm (who you play on the other side of the game). The Alliance plans to defeat the Imperial fleet using a classic three-pronged attack, but Yang has reservations. Unfortunately, you have no control over the battle for now.

    Reinhard counters by going after one fleet at a time before they can unite, and successfully destroys the 4th and 6th Fleets. During the first stage of the battle, Paetta is injured, and cedes command to Yang. Now you need to find a way to turn the tide of battle back in your favor. The optimal strategy is to let the Imperial fleet pass through, and then come behind from the rear. If you can hold out long enough, the battle ends in a draw with both sides retreating.

    Despite the losses, the battle is treated as a victory, and you are promoted to Rear Admiral of the 13th Fleet. However, during the award banquet you encounter Job Trunicht, Secretary of Defense and head of the Patriotic Knights Corps secret police. After you subtly criticized his warmongering, he assigns you the suicide mission of capturing the infamous Iserlohn Fortress, which has never been taken from the Empire.

    Before departing, you have the opportunity for some downtime, and have an encounter with the other possible love interest, Jessica Edwards. She knew you at your old academy, as you were both friends with her later husband Jean Robert Lappe. Since then, you have acted as a go-between while Jean is part of the war effort. However, Jean was in the 6th Fleet and died at Astartes. After learning the news, along with the information that Jean has been arrested by the 6th Fleet admiral for suggesting surrender instead of fighting to the death, Jessica has become an advocate for peace, a view that Yang shares. You also have the opportunity to recruit the Rosen Ritter, a special regiment made up of Imperial defectors. Despite their reputation for disloyalty at times, they will serve you well, and can open the way for your army with their special tactics. Also, your aide for the 13th Fleet is Frederica. She turns out to have a photographic memory, and will remember verbatim the answer you gave at El-Facil.

    If you have the Rosen Ritter recruited, you can use them to infiltrate and seize Iserlohn Fortress while the fleet is busy engaging your own fleet. This is especially important since the space station has a powerful cannon called the Thor Hammer. After taking the station, you can take care of the remaining Imperial fleet without much trouble. If not, it will be much harder, though not impossible, to take Iserlohn.

    Afterwards, Yang returns to the Alliance capital planet Heinessen and submits a resignation to his commanding officer Sithole, as he believes that the Alliance has a strong enough position for peace negotiations to begin. Your superior and mentor advises you to keep the position, as the war council wants to continue the war.

    During this interlude, you are invited to attend a ceremony for your alma mater, but get caught up in the political campaigns for the district. Jessica is helping the peace candidate Thorndike, who is under threat from police-supported terrorist efforts by the opposing war party. Your actions in this arc are important later on, as they help determine Yang's path. Yang knows that the war-driven, corrupt council is leading the Alliance to ruin. However, he also wants to uphold democracy, and therefore is hesitant to get involved in the politics. As a soldier, he is expected to follow his superiors, leaving him in a dilemma on the right thing to do. Around this juncture, you can become more involved in the peace movement, and also move up politically, though there are costs to your ideal.

    The Alliance launches an ambitious invasion of Imperial territory, but overextends its supply lines, leading to a rout when Reinhard counterattacks. Your mission at the Battle of Amritsar is to help turn the tides once more and buy the fleet time to retreat. As a reward for saving the remains of the Alliance fleet, you are appointed as commander of Iserlohn, and the 13th Fleet is made into the Iserlohn Garrison Fleet.

    The Alliance is weaker than ever, but the Empire is delayed in countering due to the death of the emperor. This is the turning point for Yang, as, depending on how involved you became in Alliance and military politics earlier on, you may be invited to become part of a military coup by officers dissatisfied with the corruption of the Alliance. If you agree to a meeting with Dwight Greenhill, father of Frederica and head of the planned coup, you become part of the National Salvation Military Council. Depending on your interactions with the peace movement as well, you can bring them in, giving you a good chance of making peace with the Empire.

    However, this presents its challenges. While some of the leaders such as Dwight Greenhill are competent military leaders, others are less so. Furthermore, many of the council members want to push the war forward, taking advantage of the civil war breaking out in the Empire. You might ally with Reinhard, who is reforming the Empire; the Lippstadt League, which represents the worst aspects of the Empire; or take on the Empire as a whole, with individual council members advocating each option.

    In addition, the initial council actions to reestablish order, as noted by Yang in the case that he doesn't join the coup, parallel actions marking the foundation of the Empire and the loss of freedom. Therefore, you have to balance your work for the NSMC and for the peace faction. Plus, while you now have control over most of the military, Trunicht and other Alliance members have escaped and are leading counter movements to retake power, supported by the "neutral" Terran Church. You may have also alienated some of your previous allies, especially if you fail to stop the NSMC from spiraling into tyranny. In some of the worse endings, you may end up becoming a dictator, sacrificing your ideals for an an uneasy peace.

    To make matters worse, your old superior Lynch, returned in a prisoner exchange, is a part of the council. He is secretly an agent for Reinhard, and initiated the coup as a way to keep the Alliance occupied. Therefore, he will do his best to sabotage any efforts to end the Alliance's internal conflicts. Dwight Greenhill is an old friend of Lynch and trusts him, making it difficult to expose him. Also, Veigh is secretly working for Trunicht.

    This is also your main chance to complete the love route with Jessica. If you keep from alienating her, and instead try your best to help her with persuading the new government to make peace with the empire, your relationship will develop further. Eventually, Jessica will bring up an important event in their past. At a ball, Yang and Jean had flipped a coin to see who could ask to dance with her first. Yang couldn't dance that well, so Jessica switched with Jean. Now, though, she admits that she had been playing hard to get, and had been hoping that Yang would ask to her to dance with him again. Although she loved Jean, she still holds feelings for Yang.

    Overall, this whole arc, whichever side you take, reflects the issues of Yang's ideals, as it deals with how far you can go to defend democracy before it becomes tyranny, and on the flipside if it is righteous to uphold the laws of democracy even if it means losing the opportunity for peace.

    In the case that you did not get involved politically, or chose to pass on the meeting with Dwight, your path is also set, as you will continue to follow your oaths to the Free Planets Alliance and democracy and remain outside of politics. Isolated at Iserlohn, your forces escape the takeover. On learning of the successful coup, you stand as the last hope for the Free Planets Alliance and must defeat the NSMC. Your treatment of Frederica, who is innocent of her father's plans, will help determine your relationship with her. Also, at this point you are cutting off the route with Jessica; due to your absence from Heinessen, she is killed while leading a protest against the NSMC. After several battles with NSMC fleets, you reach Heinessen, but must deal with the capital's Artemis Necklace battle satellites. After you break through to the planet, the NSMC council members commit suicide, and Trunicht returns from exile.

    Despite saving the Alliance, the politicians are wary of you due to your popularity. After a short interlude at Iserlohn, you are recalled for a trial. While you are ostensibly charged for destroying the satellites, the whole affairs is a stage trial to eliminate your potential threat to the corrupt politicians; Trunicht controls the media, giving the people little true power in the democracy. If you can defend your ideals with conviction and poke holes in your interrogators' arguments, you can hold off the sentence long enough for word to come that the Empire is trying to retake Iserlohn.Unless you supported a second invasion of the Empire earlier in the NSMC route or made peace, you also have to deal with an Imperial assault on Iserlohn. In each case, you are tied down by infighting on Heinessen. Therefore, the battle is broken into two parts. In the first stage, Frederica and the 13th troops stationed at Iserlohn defend the station and buy for time. Once Yang returns, you can then focus on driving back the Empire.

    For both routes, there is an intermission arc, just before the penultimate campaign begins. Fezzan is a neutral planet holding an important route between the Empire and Alliance. In the standard route following canon (where you fight the NSMC), Fezzan secretly makes a deal with Reinhard. Fezzan funds some ex-nobles from the civil war to kidnap the child Kaiser and take him to the Alliance. Trunicht supports the child Kaiser as the true emperor, using it as a ploy to damage the Empire even as the now-corrupt Alliance supports the aristocratic ideals it once defied. Fezzan then allows the Imperial fleet in through Fezzan, giving them a clear shot at Alliance space.

    While Yang defends Iserlohn and is eventually forced to retreat, the main fleet moves through Fezzan. Your protégé Julian, reassigned to Fezzan, also has a mission of helping the Alliance personnel escape. Yang and Julain's groups eventually reunite for one last battle before returning to Heinessen to regroup. Yang is then given full power over the remaining Alliance fleets to stop Reinhard. At this point, you can also finalize the route with Frederica and marry her. These final battles culminate in the Battle of Vermilion, as Yang draws out Reinhard for a final battle between the two master strategists. However, once you are about to capture or destroy Reinhard's flagship, you learn that the Alliance government has surrendered to the Empire. Therefore, you have the choice to ignore the orders and kill Reinhard, or accept the command and surrender; the former choice counts as a "bad end," as while you caused the Empire to spiral into chaos, you still failed to save the Alliance and instead engulfed the galaxy in further centuries of war. Yang retires after meeting with Reinhard, and sits down to write a history of the war, wondering if he did enough in the end.

    The NSMC route is more complicated. In the case that you either supported Reinhard in the civil war or made peace with him once he took power, the two powers begin to reach stable relations. This is tricky, as there are many individuals and factions interested in keeping the war going. If you manage to handle things right, Fezzan makes one last gambit by hosting both the remnants of the corrupt Alliance council and the survivors of the Lippstadt Alliance. Both groups make a grudging truce and declare themselves to be governments in exile. Both of them are using Fezzan’s neutrality as sanctuary, but Fezzan approaches you and offers a deal to let you move through and attack the Empire, as the Empire is apparently supporting the Alliance government in exile. In actuality, Fezzan is offering deals to both sides in a last attempt to make the Alliance and Empire go to war again. In the case that you figure things out and defuse the situation with the Empire, you and Reinhard lead a joint invasion of Fezzan. Be careful even in this final battle, as there will be terrorist uprisings on some of your planets and ships. It appears that there is some force, using Fezzan as a puppet, that seeks to prolong the war, but that remains a mystery for now (until the secret final act). Once Fezzan is conquered, assuming you have helped stabilize the Alliance government while also preserving democracy, the galaxy finally enters an age of peace, and Yang is satisfied, albeit while commenting that it would have been a lot less work for him if he had just stayed a historian.

    Therefore, Yang’s golden ending requires him to strengthen the peace party, and in the process make the people take responsibility for the democracy they are a part of. By helping restore the Alliance to a more democratic form and making peace with the now-reformed Empire, along with protecting as many people along the way as you could, you help guide the galaxy into a new golden age.


    Disc II: Empire Side


    In the prologue, you, Reinhard von Musel, are assigned as the chief navigator to the Hameln II alongside your best friend Siegfried Kircheis. You clash with both the commanding officer and executive lieutenant, and must take control when a routine mission turns into a critical battle. To cover up his own mistakes, the commanding officer promotes you to lieutenant and reassigns you and Kircheis to a different fleet

    Years later, you have risen up the ranks to high admiral. In the process, you have also been granted a nobility title, and now take the name von Lohengramm. The Alliance has assembled a massive set of fleets to defeat you at Astarte. Despite being outnumbered, you can take advantage of the poor organization early on to destroy much of the Alliance. After a certain point, Yang takes command of the Alliance forces, making the battle more difficult. Destroy enough of the Alliance fleet and hold out long enough against Yang, and the battle ends in a draw, albeit one more in favor of the Empire.

    You return to the Imperial capital planet Odin, and are appointed fleet admiral and vice commander of the Imperial Space Fleet. You are invited to one of many Imperial court festivities. It is a birthday party for the daughter of Duke Otho von Braunschweig, son-in-law to Kaiser Friedrich IV. His daughter is one of the potential heirs to the throne should the emperor die.

    At the party, you have an opportunity to meet with your sister Annerose, and the source of Reinhard's hatred for the Empire is revealed. When you and Annerose were children, the kaiser happened to see Annerose one day and took her away with him to be his concubine. Furthermore, the kaiser is inept at running the Empire, preferring to enjoy himself with frivolous parties. Indeed, most of the attendees are arrogant and conceited, preoccupied with trivial plots while commoners struggle for what little they have.

    You can spy on the kaiser, who has retired to a private area. He talks with his adviser Lichtenlade, and mentions that he is aware that Reinhard plans to usurp the throne, but in fact welcomes the danger. He wishes to bring the Goldenbaumm dynasty to a close with his death, in the most spectacular fashion possible with the chaos he envisions. This only deepens Reinhard's hatred for the man and the Empire, as the kaiser shows no concern for the people who will suffer by his internal sabotage of the government.

    You also have the chance to open up one of the two main love routes if you sneak out into the gardens, where you find Sabine von Littenheim, one of the potential heirs to the throne. She is currently in a rebellious phase, in part because she discovered a secret her father knows. Both she and Braunschweig's daughter, as the mothers are sisters, suffer from a rare genetic disease. An Imperial eugenics law requires the extermination of such people, and although it isn't practiced as often now nobles still use it to eliminate family members that are loose ends. Her father, Marquis Littenheim, still wants her to take the throne, but clearly does not care about her, and she suspects that he will quietly do away with her once she marries and has an heir.

    You can befriend her at this point, though the route will be difficult. Despite her issues with her father, Sabine is still a naive noble, creating tensions given Reinhard's own despise for the aristocracy. Among other activities, she enjoys riding ponies. Furthermore, this arc will be bittersweet, as even in the best ending the story will close with the knowledge that she will die in less than a decade.

    However, there is a darker subplot underway at the party. The disgraced Marquis Klopstock has attended the ball in order to assassinate the kaiser, not caring about the many others who will also die in the process. You have to uncover the plot and disable the cane bomb before it is too late.

    You then need to assemble your new fleet, bringing like-minded men under your banner. Your first mission is to deal with Maximilian von Castrop, who rebelled after it was discovered that he and his father has embezzled money from the Imperial treasury. To protect himself, Castrop has purchased from the black market a single Artemis Necklace defense system, similar to the upgrades one that Yang faces while retaking Heinessen from the NSMC. Once you get past the satellites, the battle is over, as a retainer killed Castrop rather than to obey the order to pose as Castrop and commit suicide to cover his escape.

    In the aftermath of the battle, you also have the chance to meet your other potential love interest, Hildegard von Mariendorf, as she and her father Franz were taken hostage by Castrop when the embezzlement was revealed. The Mariendorf family, while an old lineage, is less arrogant than other noble families, and is in fact working to reform the Empire, albeit with little success due to the massive corruption of the system. Unlike many of her peers, Hildegard is disinterested in traditional hobbies for aristocratic ladies, and instead is interested in political and military sciences. She was in fact the canonical love interest in the anime.

    You return to Odin to learn that Yang has captured Iserlohn, leaving the three chiefs of the Imperial Armed Forces disgraced, though they still manage to pin most of the blame on staff officer Oberstein, who was smarter than the other commanders at Iserlohn and chose to retreat after his superiors foolishly disregarded his suggestions. If you choose to do so, you can convince the kaiser to pardon the chiefs, in exchange for them pardoning Oberstein. Oberstein is skilled in Machiavellian tactics, and will prove to be a useful ally. The removal of the three chiefs will give you more power in the short term, but Oberstein will be critical later on.

    The Free Planets Alliance, rather than seeking peace, leads an invasion of the Empire. If you recruited Oberstein, he suggests a scorched earth retreat tactic to delay the Alliance until they overextend their supply line trying to manage the multiple planets they "liberated," leading to revolts against the Alliance. If you do not follow this strategy, the conquered planets fare better, but in turn you face much more challenging odds in the defense against the Alliance. In any case, the campaign culminates with the Battle of Amritsar, where you destroy most of the Alliance fleet but fail to stop Yang Wen-Li from helping the remaining forces to retreat. You can either punish or pardon the admiral who failed to stop Yang, helping determine the kind of person that you are becoming.

    The opportunity to counter and invade Alliance territory fails when news arrives that the emperor has died; Reinhard's only regret is that the man did not live for a couple more years so Reinhard could execute him. The court is now debating which heir to support, with multiple factions emerging. This places Sabine in a difficult position, not to mention you, particularly since the secret she shared with you could cripple the opposing candidates, but alienate her in the process. Depending on how you play the politics, you ally with the prime minister and support either Sabine (but not her father) or Erwin Josef II, a child Kaiser. This is the point at which you determine whether or not to lock onto the Sabine route, which is no longer an option if you choose the child Kaiser. The child Kaiser will prove to be easily manipulated, allowing you to largely run the government on your own, however, if someone else gained access to the Kaiser, his malleability could be turned against you. Sabine is more mature, and will sometimes disagree with your decisions; even so, she will be a more active agent of change, and is less likely to be turned against you later on.

    Either way, Marquis Littenheim and Braunschweig organize the Lippstadt League of nobles to defend their rights against Reinhard's reforms, in a scene that parodies the Tennis Court Oath. They then begin to plot a coup against you. Around this time, Hildegard contacts you, as she has convinced her family to ally with you and go through with the reforms to transform the Empire. Anton Fellner, part of the Odin police, tries to assassinate the new kaiser, and the Lippstadt League flees Odin to start the civil war. Depending on how you set things up before the assassin plot, you can capture most of the escaping nobles, reducing the number you have to fight in the war.

    You now have to fight a number of battle against the Lippstadt League. The nobles have an advantage of mass numbers, but are poor strategists and make critical errors. Furthermore, they treat their troops as utterly expendable. For example, Marquis Littenheim will try to cover his retreat by destroying his own ships that are in his path. If you sent Lynch to sabotage the Alliance before the civil war broke out, you don't have to worry about the Alliance during the civil war, but if you didn't they send supplies to the Lippstadt League as an effort to prolong the fighting.

    A turning point comes when you learn that Braunschweig is sending a fleet to destroy the revolting planet of Westerland with nukes. If you let Braunschweig destroy the planet, he alienates most of his followers and loses the majority of his support. However, in doing so you sacrifice some of your morals for the ultimate goal. Be careful about delaying on the decision; Oberstein lied about the time of the strike, and if you change your mind later it is already too late. If you do stop the attack, you face much greater difficulty in the final battle to capture Geiersburg Fortress.

    In the aftermath, Kircheis confronts you about the Westerland Massacre in the case that you allowed it to happen. Your actions then and now affect your relationship with your closest friend and almost-brother, which is important given what is next. A little later, Braunschweig's aide Ansbach delivers his master's corpse to Reinhard, but suddenly pulls out a gun to assassinate you. Depending on what you do, either you or Kircheis may die. It is possible to save Kircheis and survive yourself, but it is very difficult and requires among other choices for you to have saved Westerland. If Kircheis dies, your sister may choose to go into retreat unless you have interacted with her enough and shown that you are still the brother she loves. If Kircheis does survive through this and to the end, he marries Annerose in the epilogue. Saving Kircheis proves to be one of the key factors for the golden ending.

    Next, you deal with Prime Minister Lichtenlade, who has been framed for the murder. If you choose to keep him, be wary, as the wily old politician is sneaky and still has access to the Imperial Seal, limiting your ability to initiate reforms. Also, if Sabine is now the Kaiserina, she tries to assert her own authority, leading to new issues in your relationship. If you declined her route earlier on, she is exiled to the frontier along with the other surviving families of the Lippstadt League.

    There is then an interlude period as you reform the Empire. During this time, a couple of events can pop up depending on which romantic arc you are locked on. For the Sabine route, you and Sabine have to figure out how to continue and expand your relationship with the new changes in place, and also foil an assassination attempt on her. For Hildegard, she asks if you could visit her terminally ill cousin, Heinrich von Kummel. He admires the sort of everyman who can embody both military might and cultural elegance, and therefore has taken an interest in Reinhard. You have a considerable chat with him, but something about him seems off. Just as you are preparing to leave, Heinrich announces that he has planted bombs in his mansion. Depressed at his own powerlessness, he wants to have his life end on a high note by putting the greatest man in the galaxy under his own power. Fortunately, his arrogance makes him treat this all as a game, and you have a chance to defuse the detonators. Hildegard is innocent, and you will need her help to escape the trap. However, she also has a fondness for her childhood cousin, and your actions and treatment of her during the plot can strengthen or fracture your relationship. Just before he dies, Heinrich hints that someone guided him to this end, but the truth is still unknown. In addition, assuming your sister has not isolated herself as she will do after Kircheis’ death, you have the opportunity to visit your sister and work on rekindling your bond with her.

    After an interlude period as you reform the Empire, Reinhard contemplates launching an attack on Iserlohn Fortress using the now-mobile Geiersburg Fortress. However, Hildegard (or Sabine) asks you to consider making peace with the Alliance, as the true enemy, the Goldenbaumm Dynasty, has already been destroyed. Keep in mind that the Alliance council is desperately clinging to its power, and, treaty or not, may try to continue the war in spite of the growing losses, as doing so is the only way for them to keep their positions. Even so, this may be your last opportunity.

    Whether or not you succeed in capturing Iserlohn Fortress after going through with the attack, the war stalls for some time, until you learn that some surviving members of the Lippstadt League have returned from exile on Fezzan. They are plotting to "rescue" the Kaiser and take him to the Alliance as "government in exile." As you plan to counter them, the Fezzan High Commissioner comes forward with the plan, and explains that Fezzan in fact wishes to help the Empire finish off the Alliance by providing the impetus for a final battle. You can choose to allow the kidnapping to take place, in exchange for access to the critical Fezzan Corridor. If you refuse, Fezzan still carries out the kidnapping, demonstrating that it has key infiltrators in the Empire, and this time offers resistance in the Fezzan Corridor, albeit not too much; it appears that even Fezzan is a pawn to some other power, one that wishes to bring forth the final battle after so long. The situation becomes complicated if Sabine is now the Kaiserina. Unlike the child Kaiser, she refuses to cooperate with the government-in-exile, and the Alliance instead tries to use her as a hostage. Even so, Sabine is smart, and through her experiences with you she can handle herself; in fact, she eventually finds a way to secretly contact you and provide intelligence on the Alliance. The child Kaiser, on the other hand, easily accepts his new handler’s orders. If you allowed the kidnapping, though, Sabine will not forgive you.

    Once you conquer Fezzan and move into Alliance space, the final Ragnarok campaign to defeat the Alliance begins. You fight a number of guerrilla-oriented battles against forces commanded by Yang, and finally seek out Yang to destroy the last resistance to the Empire. At the same time, either Hildegard or Sabine convinces some of the other admirals in your fleet to secretly launch a second attack on Heinessen to bring the war to a close; you have to fight both battles whether you succeed or fail at either, and the results contribute to the final ending.

    Reinhard’s golden ending requires you to have maintained your ideals even as you gathered power, and to have protected the many people you have bonded with along your journey. For instance, saving Kircheis is important, and maintaining contact with your sister is also critical. Later history records that Reinhard helped bring the galaxy into a new golden age of peace and prosperity, but also notes that his love for his friends and family was equally important in his story.


    Disc III: Final Story


    If you fulfill all of the achievement slots in the campaigns and reach the golden endings for each disc, you can unlock a final set of campaigns in which you play as both Yang and Reinhard in a combined version of the golden endings. In unlocking some of the extra achievements, you may have noticed strange mysteries, such as the unnatural stagnation of the war at critical moments in the past, as well as the role of the Terran Church. In the finale, all of these secrets come together.

    The Terran Church, originally emerging as a way to ensure that Earth's memory lived on after humanity abandoned it to spread to the stars, has since transformed into a subtle conspiracy to reunite the world under Earth again. Disgusted at the endless warfare and factionalism, Terran operatives have worked to prolong the war until both sides are bled out, which they believe will then signal the return to a peaceful, united galaxy centered around the Earth.

    Yang and Reinhard threw a wrench into the church's plans, and now they enter the final stage of their struggle. You first need to deal with some issues on the visual novel side as the church attempts to sabotage the relations between the Empire and the Alliance to reignite the war. They will also attempt to assassinate Yang and Reinhard. After the plan is at last revealed, Yang and Reinhard join forces to attack Terra and the church's headquarters at the titanic fortified monolith Tower of Babel. The church has secretly accumulated an incredible force of troops, ships, and weapons over the centuries, so this will be a difficult battle, with multiple phases as the Terrans pull out all the stops in a last desperate attempt to fulfill their vision for the galaxy.

    In the end, while not forgiving the church for all of the unnecessary suffering it has created, Yang and Reinhard recognize that the church had good intentions at the beginning, and vow to ensure that humanity always remembers its past so that it can move forward to a brighter, harmonious future.
     
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    Gotta Catch 'Em All!
  • September 7, 1998

    On “Pokemonday”, Pokemon Red and Green launches in North America. Sales are fairly soft on the first day, though it's still the biggest first day in sales for a Game Boy game in North America since the launch of Donkey Kong Land 2 alongside the Game Boy Color back in 1996. The anime also launches and soon becomes the highest rated show on Toonami, though the entire block is now Cartoon Network's highest rated segment, and ratings steadily climb throughout 1998 and 1999. The sales of the Pokemon video game remain strong throughout September, October, and November, but come December, they explode and by the end of the year, Pokemon Red and Green would become one of the top five best North American sellers on the Game Boy.

    Pokemon Red and Green: The Basics

    Pokemon Red and Green are the versions of the game that are released in North America on September 7, 1998. The games are based on a slightly enhanced version of the Japanese Pokemon Blue Version that released in 1997. Compared to the OTL North American Pokemon games, these can be described as slightly enhanced from OTL's Pokemon Red and Blue, but not quite on the level of Pokemon Crystal, with one major exception: the soundtrack, which has been totally overhauled for the enhanced speakers in OTL's Game Boy Color. While the games can be played on an original Game Boy unit, Game Boy Color players get a version of the game that is slightly bumped up in graphics and with sound quality approaching that of a Super Nintendo game. Many of the glitches found in OTL's Pokemon games do not appear in these, though the Missingno glitch is the most notable that remains. The glitch allowing players to obtain Mew via RNG manipulation has been removed, indeed, most of the RNG manipulation glitches have been taken out of the game.

    The basic plotline of the game is identical to OTL's: you start as a young boy who is allowed to choose between three Pokemon: Charmander, Squirtle, and Bulbasaur. You then go around the world, collecting Pokemon and battling Gym Leaders for badges that allow you the opportunity to compete in the Pokemon league, battling your rival Gary at the end. The two biggest changes to the plot concern the S.S. Anne and Lavender Town. The S.S. Anne is attacked by a band of pirates, and you have to fight their leader, a female pirate named Calliope. In Lavender Town, it is explicitly stated that Gary's Raticate died from being overtrained and that's why Gary visited Lavender Town. You have to battle the vengeful spirit of Gary's Raticate at one point in Pokemon Tower.

    Butterflies have left the original 150 Pokemon largely untouched, the major butterflies concerning alternate Pokemon do not occur until the sequel to the game. However, eight of the original 150 have either been majorly altered or switched out entirely, those are:

    Sandshrew → replaced with Molbore, a mole Pokemon whose type is still Ground
    Sandslash → replaced with Molcrush, a mole Pokemon whose type is Ground/Fighting, Molebore's evolution
    Nidoran m and Nidoran f → Names changed to Nidobun and Nidobell
    Drowzee → replaced with Hotlein, a Psychic/Fire Pokemon holding a telephone
    Hypno → replaced with Oracoal, a Psychic/Fire Pokemon that utilizes tarot cards
    Kangaskhan → becomes an evolution of Marowak, its baby is a Cubone
    Lapras → name changed to Plesia

    The trade evolution and PvP battle mechanics remain identical to OTL. For the most part, Pokemon Red and Green are nearly identical to OTL's Pokemon Red and Blue, with very subtle enhancements and changes. They are essentially the same games as IOTL and are equally well received and equally popular.

    -

    The Pokemon Anime In TTL

    The Pokemon anime is also, at least for the first 70 episodes or so, nearly identical to the version that appeared IOTL. There are subtle changes which include:

    -One of Misty's sisters, Lily, is a LOT nicer to Misty than she was IOTL and is actually a fairly competent battler. Sato develops a bit of a crush on her, making Misty jealous (in fact, ITTL Sato is more interested in girls in general, though not nearly to the degree of the lecherous Brock).
    -A.J. does not have a Sandshrew, he has a Machop and he still beats Sato for his 99th victory and Team Rocket for his 100th.
    -The S.S. Anne saga indeed heavily involves Calliope and her pirate crew, and when the ship is shipwrecked, Calliope and Sato get stranded on an island together and we learn a lot about her past.
    -Sabrina isn't a deranged psychic who traps people in a dollhouse, she's just a very strong trainer. Sato still has to get Haunter to beat her.
    -The Hypno episode is replaced with an episode where Team Rocket is running a fraudulent psychic friends hotline in order to catch Oracoal.
    -In the Safari Zone Kangaskhan episode, Cubone and Marowak appear frequently.
    -Sato's Charmeleon stays a Charmeleon for a few more episodes, the Aerodactyl episode appears later in the run
    -Sato's Bulbasaur evolves into an Ivysaur in the Venusaur episode, initially it still doesn't want to but in order to save the Venusaur from being captured by Team Rocket it evolves
    -Sato's Squirtle evolves into a Wartortle in the Misty Mermaid episode, Sato is the one who rescues Lily and Violet after Team Rocket takes their place, Sato wants to go after Team Rocket to impress Lily but gets into trouble at which point his Squirtle evolves to save him
    -The episode where Sato gets the Earth Badge has heavy allusions to Giovanni being Sato's father and nothing about armored Mewtwo
    -In the Pokemon League, Sato wins. He wins the entire tournament including an epic battle with a fierce and arrogant trainer at the end who is using a Zapdos, Zapdos and Pikachu have an epic battle but Pikachu wins. After Sato wins the Pokemon League, he becomes a Pokemon Champion, but is then told that in order to be a Pokemon MASTER, he has to defeat the Elite Four AND the last person in order to do so. He is told that no champion has beaten the Elite Four in 10 years, and in fact most of them lose to Lorelai...who Sato now must face immediately after winning the League Championship.
    -Sato defeats Lorelai, but it's a brutal battle and afterward his Charizard is frozen solid, similarly to how it was at the end of the Poliwrath episode. Sato is told that he will have a match against Bruno in one week's time. The remainder of the season, about 30 episodes in all, revolves around Sato prepping for the Elite Four and battling them one by one. Events that occur during this time include: Sato's Wartortle and Ivysaur evolving into Blastoise and Venusaur, Sato finding out more about his father, and Sato and Misty gradually drawing closer together.
    -One by one, Sato beats Bruno, Agatha, and then finally Lance and his pair of Dragonites. Then he goes up against the Champion of the Pokemon League...and it's his father and the leader of Team Rocket, Giovanni. The battle between Sato and Giovanni is incredibly fierce and deeply personal, but in the end, Sato defeats Giovanni, who agrees to disband Team Rocket afterward (by this point, Jessie and James have already been reformed and are on Sato's side). He is given one final mission: to catch 'em all. He sets out on a new mission with Brock and Misty to catch all 150 Pokemon, and the first season ends.
    -The Mewtwo movie is a canon post-script of this first season, capping off the series (Sato doesn't catch Mewtwo but Mewtwo tells Sato he'll have a chance to catch him someday if Mewtwo deems him worthy).

    As for the dubbing of the Pokemon anime, it's done by BangZoom Entertainment in Los Angeles, and the North American version is much looser than IOTL in terms of censorship. The Porygon episode, which had its seizure-inducing scenes removed before ever airing in Japan, is of course brought over, as is the Safari Zone episode with the gun wielding warden and Team Rocket. Even the beach episode remains, though the part where James has giant inflatable breasts is removed. The voice cast of the TTL Pokemon dub includes:

    Sato: Brianne Siddall
    Misty: Rebecca Forstadt
    Brock: Steve Cardenas
    Jessie: Wendee Lee
    James: Steve Staley

    The first 52 episodes air on Toonami from September-November 1998. The next 52 episodes, all the way up to the end of the first season, air on Toonami from June-August 1999, with the first movie appearing in November 1999 as IOTL.

    -

    But it wasn't just the games or the anime that infected all of America with Pokemania. There was a ton of merchandise, a TON of it that hit stores alongside the release or in the weeks and months afterwards. Action figures and plushies were made of many of the more popular Pokemon and even a few of the lesser Pokemon, allowing people to act out their Pokemon-related fantasies in real life. And on Halloween, it was very common to see people walking around dressed as a Pokemon trainer or even as a Pokemon, with Pokemon-related costumes selling better than anything else that Halloween season. There were plenty of electronic devices released as well. Tiger made a handheld Pokedex with information on all 150 original Pokemon (Mew was notably absent, Nintendo wouldn't even reveal Mew's existence to the West until the distribution events in 1999), and there were a series of devices to go up against Hasbro's Tamagotchi series of digital pets. By late 1998, due to Hasbro's huge marketing push, Tamagotchi was still going strong (and would get even stronger once the anime came to Fox Kids in 1999). So Nintendo brought out four interactive digital pet devices: the Pokemon Pikachu, the Pokemon Charmander, the Pokemon Squirtle, and the Pokemon Bulbasaur. The keychain-like devices, which Sony worked on with Nintendo, featured full color screens and retailed for $24.99, allowing you to raise up one of the four most notable Pokemon (and if you had Squirtle, Charmander, or Bulbasaur, you could evolve them).

    There was also a card game, brought to the West by Wizards of the Coast in 1999. The company was already known for its radically popular Magic: The Gathering game, and Pokemon was somewhat similar, though vastly simplified, with six different types of Energy cards and the ability to power up your Pokemon's moves by attaching one energy card per turn. The success of the Pokemon card game inspired Sony to make its own collectible card game in 2000 featuring characters from its various video game properties, such as Ballistic Limit, Tales Of The Seven Seas, Dog Dash, and numerous others. The Pokemon card game instantly rose to become the #2 most popular collectible card game in the world and is still popular to this day.

    Nintendo's Pokemon franchise wasn't just a game. It was a full-on merchandise blitz, and alongside Nintendo's record Ultra Nintendo sales, sent the company's fortunes soaring in the late 90s and into the dawn of the new millennium.

    -excerpted from a 2013 article posted on Gamesovermatter.com

    -

    Anchorwoman: And today is the day, “Pokemonday”, as Nintendo calls it, when their much anticipated Pokemon game and animated series will formally launch here in the United States. While there weren't many crowds at a local Toys 'r Usthis morning when we sent our reporter, staff there expects business to pick up this afternoon once area schools let out.

    Reporter: Yes, it's one of the most highly anticipated games of the year. Pokemon, for Nintendo's Game Boy, puts you in the role of a young boy who must capture all 150 of these creatures, big and small. The creatures are split amongst two games, Pokemon Red, and Pokemon Green, and you'll have to trade with your friends if you want to catch 'em all. We're here with the manager of a local Toys 'r Us who expects major sales for the game all this week.

    Manager: Well, we had a few people show up at midnight to buy the game, but so far business has been pretty light.

    Reporter: It being a school day, do you expect more youngsters to come buy the game later on this afternoon?

    Manager: We're actually not expecting the really big rush until Friday or Saturday, the weekend, that's when parents are more likely to come in and buy the game. We're not seeing sales like we saw with the last big game, which was Ballistic Limit 2, we had a midnight release for that game and nearly sold out, but for this one we've still got plenty of copies on the shelves.

    Reporter: Now, have you tried out Pokemon?

    Manager: I actually have, it's a pretty cute little game but it looks really time-consuming.

    Reporter: *laughs* So you think kids will be spending a lot of time with their noses in a Game Boy from now on?

    Manager: It sure looks to be that way.

    Reporter: Well, we'll check back here at five o'clock to see if sales have picked up.

    Anchorwoman: And of course the Pokemon game isn't the only thing Nintendo is debuting today. There's also an animated series on the cable channel Cartoon Network, which follows the storyline of the game and introduces the creatures as part of a living, breathing world. Nintendo's also announced plans for a line of toys and Halloween costumes that will be available over the coming weeks.

    -from a news report on WHDH-TV that aired on the morning of September 7, 1998

    -

    Ted Crosley: Behind all the hype, Pokemon to me was just an average RPG. The element of catching these little creatures is compelling, but compared to all the other RPGs that are out there, it's pretty plain. The graphics are...okay, I guess. The music is good if you're playing on a Game Boy Color.

    Alex Stansfield: I have to disagree about the game being average, it's extremely fun and really addictive and I couldn't get enough of finding all the Pokemon.

    Ted: Here's a big problem, if you don't have a friend with the game, or two Game Boys, you're not gonna find all the Pokemon. There are only about 135 Pokemon in each of these games, if you REALLY wanna “catch 'em all”, you HAVE to trade. In fact, to evolve several of the Pokemon, you have to trade them.

    Alex: Well, there ARE a lot of people with two Game Boys because of the Game Boy Color.

    Ted: So you have to buy two copies of the game which are practically identical.

    Alex: And that is a strike against it, I agree, but the gameplay is excellent. It's like a huge game of rock-paper-scissors where you have 15 types, some are weak to others-

    Ted: And that's another thing. The Psychic and Dragon types are WAY overpowered, Dragon resists almost everything and is only weak to Ice and Dragon which are rare types to find.

    Alex: Dragons should be stronger, they're dragons!

    Ted: There's only three different Dragon types in the whole game! The balance is WAY out of whack. The graphics, even for Game Boy, aren't that great. I was really disappointed with Pokemon.

    Alex: It's not for everyone but I think everyone should at least give it a chance. You can sit and play this game for hours at a time and not get bored. It's a fantastic game, there are lots of creative Pokemon designs...

    Ted: Which is one thing I liked, the creativity of the different creatures. Pretty much every animal under the sun is represented.

    Alex: Right, and you never know what you're going to get when you encounter a Pokemon in the field. It makes for a really thrilling experience that I really liked. I'm giving this game a 4.

    Ted: And I'm giving it a 3. It's got a lot of problems an I think you should know what you're getting into.

    -excerpted from the September 8, 1998 episode of GameTV

    -

    Nintendo's Future Plans For The Pokemon Franchise

    With Pokemon Red and Green a massive success, Nintendo is set to announce their future plans for the series at their Spaceworld conference, coming up in a few days. Most notably, Nintendo is almost certain to announce the sequel to Red and Green and a timetable for its Japanese release. Nintendo has kept details of this new game a secret, and it's likely that the game will contain more than 100 new creatures, with some having already been revealed in the hit anime. We're also likely to learn more about the new Pokemon Adventure game set to release on the SNES-CD by the end of the year. The game is said to present an abbreviated version of the Game Boy's adventure and will probably see a North American release sometime next year, making it one of the final SNES-CD games. We're also likely to hear more news on the Ultra Nintendo titles Pokemon Stadium and Pokemon Safari. Pokemon Stadium brings the series' trademark battles into a fully 3-D arena, but little else is known about it other than the fact that it won't include all 150 Pokemon, but that a later version of the game might. Then there's Pokemon Safari, which takes players through a 3-D world filled with Pokemon and allows players to interact with them and even take pictures. The game will be released at the beginning of 1999 in Japan and will likely be a summer 1999 release in the States.

    It's clear that Pokemon will be a major part of Nintendo's plans going forward, both on its handheld system and on its home console. We'll be sure to bring you any news as soon as it breaks.

    -from an article posted on RPGamer.net on October 9, 1998
     
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    September 1998 - The Saturn's Troubles Continue
  • With the Ultra Nintendo and the Saturn, especially with the Ring, fighting games really are becoming arcade perfect, and that's why we're seeing this renaissance which we haven't seen since the days of Street Fighter II. It shouldn't be surprising that fighting games are topping the charts and smashing sales records, and it's a trend that's only going to continue.”
    -Dan “Shoe” Hsu in an editorial in the November 1998 issue of Electronic Gaming Monthly

    Killer Instinct had been a sales disappointment on the SNES-CD. It was a hit, but it was still a disappointment. So with Killer Instinct Ultra, it needed to stand as its own game. We couldn't just port Killer Instinct 2 to the Ultra Nintendo. We wanted to take everything that made Killer Instinct 2 great in the arcades and make it BETTER for the Ultra. We missed the launch window by a while, but I'll be damned if we didn't take the world by storm.”
    -Ken Lobb in a January 30, 2009 interview with JackedUpGames.com

    Killer Instinct goes Ultra on the Ultra Nintendo. Score ultra combos in an ultra-fierce, ultra-fast, ultra-killer slugfest.”
    -excerpted from the Killer Instinct Ultra commercial

    Once again, we were going up against Killer Instinct. Last time we did that, we got our asses kicked. But with the Ultra Nintendo's huge install base and fighting games surging again, we figured, why not? We got our asses kicked again. But the pie was so huge we were still one of the biggest games of the fall. At least we beat Twinblade.”
    -Ed Boon, discussing the home console release of Mortal Kombat 4 in a podcast for 'Finish Him!' Internet Radio, November 17, 2013

    Tale Lemuria was a great game. An awesome game. One of the best games we've ever done. But the big criticism, the BIG criticism was that the voices were.... not up to par. With what, with Squaresoft's pros? We'd been doing this longer than they have. Ashley Angel was voicing heroes when Moira Quirk was still blowing a whistle on Guts. These people are my friends and I'm gonna stand up for them.”
    -Victor Ireland, in a letter sent to Gamespot.com in November 1999

    What games am I playin' to kill time? A whole lotta Tekken 3, uh, been goin' back and catchin' up on old Genesis games with my Venus, it's real useful to have on set when you don't have a TV handy. But when I'm in front of a TV, I'm playin' Tekken 3 and waitin' for that Ring, gonna get Virtua Fighter 3 next!”
    -Will Smith, from a June 23, 1998 interview on the set of Hurricane Season

    Stomp them feet, stomp them feet, stomp stomp stomp stomp stomp them feet!”
    -excerpted from the theme song from Z-Stomper

    This is no mere tournament, Jago. You see, I am seeking a new mind for the perfect fighter. A fighter who can bring the world to its knees. And you...you will be that fighter. You will help me to create a new generation of cyber soldier!”
    -Dekado, Killer Instinct Ultra

    Only the mighty Summon Spirits can prevent this horrible tragedy. Please, great spirit Maxwell, I implore you, lend me your power so that I may bring peace to men and half-elves!”
    -Lyrica, Tale Lemuria

    -

    For Tale Lemuria, the challenge was telling a story that could conceivably take place in the same world as Phantasia, but introducing an entirely new world to the player in the process. I suppose I took inspiration from Final Fantasy in that respect, though the story I wanted to tell with Lemuria was entirely my own...”
    -Yoshiharu Gotanda, in a September 1998 interview with Famitsu magazine

    Tale Lemuria: The Basics

    Developed by Telenet Japan's Wolf Team, Tale Lemuria is the sequel to Tale Phantasia, developed exclusively for the Ultra Nintendo. Though the game shares many elements with its predecessor, in other ways it's a complete overhaul. Lemuria introduces a fully 3-D graphical engine to the series (the game's graphics are somewhat less than Tales of Symphonia OTL, also comparable to a lesser Star Ocean: Till The End Of Time), and battles take place in a 3-D plane, allowing the player to move in all directions and not just straight at the enemy. In many ways, however, the battle systems are similar: the game is an action RPG that allows the player to attack at any time, while dodging and/or blocking enemy attacks. Magic or physical attack techniques can be used at the touch of a button and equipped to the character, via the use of the Ultra Nintendo's controls, up to eight techniques can be equipped for use in battle at once. Summon spirits can be used as well, in this case by the summoner Lyrica, and the summon spirits in Lemuria are identical to the ones featured in Phantasia: Undine, Efreet, Sylph, Gnome, Volt, Aska, Luna, Shadow, Origin, and Maxwell, while also introducing a summon spirit of ice: Glacia. Like Tale Phantasia, Lemuria features an overworld that can be traveled to get between towns and dungeons, later in the game there is a flight option. The game features fully voiced anime cutscenes in certain pivotal spots, though it does not include the skit system from OTL Tales games. There is also voice acting in most scenes in towns and dungeons.

    The plotline of the game involves a young soldier, Kaster, and his fellow soldiers/best friends: Indra (the main female character of the game, Kaster's love interest/rival), Elliot, and Daze. The game takes place in a world where half-elves have been hunted down and exterminated, those who live in human civilization are told that the extermination was a necessary evil, as the half-elves were plotting to slaughter all the humans. All of the world has been conquered, but out beyond the oceans, there are tales of tempests, monsters, and a mysterious continent (based on the real-world myth of Lemuria, from where the game derives its name). After proving themselves in a series of battles against an invasion force led by a pack of barbarian raiders (the leader of whom, Raven, becomes playable later on), Kaster and his companions are allowed to go on a quest to find this mysterious continent. After a few tribulations along the way, and a great storm, Kaster and his friends find this continent and soon come to realize that it's inhabited by half-elves, the surviving descendents of the race supposedly exterminated long ago. But the half-elves do not seem to hold grudges against these human visitors. They allow Kaster and the others to live on one condition...they must never leave the continent, as no one can ever know of the half-elves' continued existence. The four resign themselves to this fate, especially since they are treated well while on the continent. They soon come across a beautiful young woman named Lyrica, the daughter of the continent's ruler, who possesses an amazing singing voice and is the last remaining summoner in the world. Lyrica tells the group that the continent is dying and that she must visit the summon spirits: Undine, Sylph, Gnome, and Efreet, in order to restore life to their civilization. However, while Kaster and his friends accompany Lyrica on her journey, Lyrica's father, Antares, harbors a desire for revenge on humanity, and hopes to use Kaster as the instrument of his revenge. There is also a rebellion afoot on the continent, led by a dark sorceress named Maggie, who is the main villainess during the summon spirit portion of the game (during which two more playable half-elf characters join the party, Tipia, a spritely thief girl, and Crusher, a brutish warrior). Maggie and her henchmen constantly interfere with Lyrica's quest, and after gathering up the four summon spirits, Maggie manages to capture Lyrica and take her to a massive mountain fortress. The group raids the fortress and defeats Maggie, who, though wounded, manages to slink away, but not before offering a warning about Antares. The heroes return, and Lyrica performs the summoning ritual, which restores life to the ancient continent. Antares realizes that Kaster truly is a great hero and that perhaps humanity has redeemed itself in the centuries since it conducted the half-elf genocide. During a great celebration to commemorate Lyrica's success and Kaster and his friends' bravery, Indra persuades Kaster that he, Elliot, and Daze need to escape the continent while they have a chance. Kaster secretly says goodbye to Lyrica, but Lyrica's brother overhears this and reports it to Antares. As Kaster's group is about to leave, they are set upon by Antares' soldiers and nearly killed, only for Lyrica to interfere, allowing Kaster's group to escape back to human civilization. Antares, seeing this as a betrayal, is enraged and renews his intentions to declare war on humanity, using the energy of the four Summon Spirits to power an ancient weapon.

    Meanwhile, Kaster and his friends report about the lost continent to their ruler, who is astonished that half-elves are still alive and proclaims that war must be raised against them immediately. As Kaster is trying to persuade the ruler not to start a war, Antares' superweapon is seen activating from all the way across the planet. The beam cuts through a massive swath of forest before completely annihilating a human coastal down. The devastation sets humanity and the half-elves on a path toward war and enrages Indra, who agrees with the human ruler that the half-elves need to be dealt with, driving a wedge between her and Kaster. Kaster realizes he needs to return to the continent to try and stop Antares. Meanwhile, Lyrica has secretly left the continent and heads to the human world, where she's immediately confronted by a band of angry human soldiers and nearly killed before who else but Raven of all people shows up and saves her. Raven, whose war against the human civilizations stemmed from his descendency from a group of humans who opposed the half-elf genocide, wants to help Lyrica in any way he can. He and Lyrica travel together briefly to an ancient library, where the secret of five more summon spirits: Volt, Glacia, Aska, Luna, and Shadow, is kept. The summon spirits from the human world are the only ones with enough power to counter Antares' superweapon. Meanwhile, Kaster, Elliot, and Daze have begun their journey back to the half-elf continent, where they reunite with Tipia and Crusher. After a bit more adventuring, they discover an ancient temple, where they discover the secret of the half-elf genocide: the humans didn't slaughter the half-elves, the vast majority of the half-elves were enthralled by Marduk, a dark Summon Spirit who imprisoned Maxwell and Origin before influencing the oppressed half-elves to rise up and wage war on the humans, after the humans beat back the half-elves, Marduk killed them all, as they no longer served his purposes. A band of human heroes defeated Marduk and sealed him as well, but he exerted his dark influence to poison the half-elves' continent, where he sleeps, sealed by the energy of the original four Summon Spirits that the ancient human heroes placed as locks on him. A creature possessed by Marduk attacks Kaster and the others, but after they defeat it, it grows and attacks again, only for Maggie to save them all. Maggie tells the heroes that they must defeat Antares and return the summon spirits to their rightful places before Marduk is able to rise again. Back on the human continent, Lyrica arrives at Volt's temple. She and Raven journey through it for a brief while before Lyrica is attacked and briefly taken hostage by Indra, who intends to kidnap Lyrica and use her to force Antares to end the war. Raven convinces Indra to join them instead, and the three are able to subdue Volt. As they are leaving the temple, however, they are captured by some of the human ruler's forces and taken to a base, where they swipe an airship and escape. Lyrica wants to continue rounding up the summon spirits, but Indra knows she has to get to Kaster, and goes to pick him up. This leads to a massive raid of all the characters on Antares' castle, ending with a fierce battle with Antares and Lyrica trying to persuade her father to call off the war, just as the human civilization's army launches a massive attack on the island. Antares agrees to end the war, but it's at that moment that Marduk emerges in a wave of terror, instantly enthralling half of the remaining half-elves. Antares gives his life to help Kaster and his friends escape the castle before it is destroyed by Marduk, who proceeds to slaughter most of the human army as well. The humans and half-elves evacuate the continent together, which becomes entirely possessed by Marduk with a massive magical barrier. The next phase of the quest involves trips to Glacia's temple, Luna and Aska's temple, and Shadow's temple in order to gather up the remaining summon spirits, which, summoned together, can conjure up enough power to shatter the barrier around the continent. During this time, the heroes must also deal with human extremists who refuse to see the half-elves as anything but enemies. After the barrier is destroyed and all the evil humans are taken care of, the heroes journey back to the continent with the goal of first freeing Maxwell and Origin, and then defeating Marduk, who has taken up residence in a massive crater at the center of the continent, Marduk's plan is to force the volcano to erupt, spreading ash and his evil influence all over the planet. The heroes journey into the crater and defeat Marduk once and for all, bringing peace to the world. There are two different endings: one involving Kaster settling down with Indra, and one involving Kaster marrying Lyrica and joining her as the new ruler of the purified continent. The ending you get depends on your relationship values with either heroine throughout the game.

    Tale Lemuria is extremely well reviewed by critics, splitting Game of the Month awards with Killer Instinct Ultra across the major game review publications of the time. However, it doesn't get the stellar reception that Tale Phantasia received upon release. There are numerous reasons why. The pacing of the game is considered to be somewhat inferior to Tale Phantasia, as there are several dungeons considered to be sprawling and overly long (a problem that plagued later Star Ocean games IOTL, which Gotanda directed), and the plotline is considered by some to be derivative of Squaresoft's Fairytale (which is of course a coincidence, as the two games were developed concurrently by two different companies, and indeed in Japan, Lemuria was released first). Also, the localization of the game is subject to scrutiny. Working Designs localized the game, as they did Tale Phantasia. Since Phantasia's release, the quality of video game voice dubbing and localization had significantly advanced, and Lemuria's voice cast of largely amateurs is considered inferior to the casts of RPGs like Final Fantasy VII and Fairytale, which were comprised of largely professionals. Though many reviewers praised the Lemuria performances, with Jenny Stigile's performance as Lyrica receiving special praise, others considered the game as an example of how Working Designs' localizations were inferior to Squaresoft's and others like Capcom's. The controversy created severe tension between Victor Ireland and Telenet Japan, who decided on using another company to localize the next Tale game. Tale Lemuria is remembered as a fantastic RPG, but would not contend for Game of the Year like Tale Phantasia had (though part of that was the massively higher quality of 1998's slate of games as opposed to 1996's).

    September 14, 1998

    Tale Lemuria launches in North America as perhaps the most hyped JRPG up to that point in the year. Though the game sells extremely well initially, especially for its genre, it is soon overshadowed by the release of Killer Instinct Ultra, and sales fall much more quickly than Tale Phantasia did. In fact, the proximity of the release of KI Ultra to the release of Tale Lemuria is the most crippling factor toward the game's North American sales. Tale Phantasia had been heavily promoted by Nintendo, but Tale Lemuria receives considerably less help, both due to the Nintendo marketing machine working overtime for Killer Instinct Ultra and the perception that as the sequel to one of the most successful JRPGs of all time, Lemuria didn't need the help. It would become a multi-million seller worldwide, but wouldn't cross the million sales mark in North America. It's considered to be a hit, but not the enormous hit that its predecessor was.

    -

    Killer Instinct Ultra: The Basics

    Killer Instinct Ultra is the Ultra Nintendo port of Killer Instinct 2. Unlike OTL's Killer Instinct Gold, Killer Instinct Ultra is an essentially enhanced version of the original game, with arcade perfect graphics and even better music and sound. In addition, Ultra features five characters that were absent in the arcade version of Killer Instinct 2 and were entirely created by Rare to be exclusive to the console version. Also, Chief Thunder, Riptor, and Cinder return for the console version of Killer Instinct 2, where they did not appear either in TTL's arcade version or in the arcade or console versions OTL, for a total of eight characters appearing in Ultra that never made it to Gold. Along with the 11 characters from OTL's game, minus one (Gargos) who is removed, that makes for a total of 18 playable characters in Killer Instinct Ultra, rivaling Tekken 3 in terms of roster size.

    New characters include-

    Dekado, a megalomaniacal billionaire who manipulates Fulgore into helping him in his attempt to build the perfect cybernetic fighter
    Sarah, a high school cheerleader who forms a surprising friendship with Kim Wu, her ice powers contrast with Kim's fire powers
    Griffin, a mysterious man with bird wings and talons on his feet
    Pow-R, a robot designed for fighting and Dekado's original creation, rejected by Dekado after he founded his technology company, Pow-R now seeks to stop his creator
    Vangon, Dekado's brutal bodyguard, a bald man in sunglasses who doesn't speak a word

    In addition to the traditional arcade and versus modes in Killer Instinct Ultra, there's also a Quest Mode, which ten of the game's characters (Jago, Orchid, Fulgore, Kim Wu, Sabrewulf, Spinal, Glacius, Tusk, Sarah, and Griffin) can go through. This Quest Mode is a souped up Arcade Mode (12 fights in all, including the final two bosses which are Vangon and Dekado), with cutscenes and brief beat-em-up segments between the fights. The Quest Mode fleshes out the game's story, and once you beat all ten, a special 5-minute cutscene plays that wraps up the storyline of the game. The storyline involves the evil billionaire Dekado, the last surviving executive of UltraTech, regaining control of Fulgore and using one of his company's plans to create a time machine. Using this time machine, he brings together all the great warriors from history and forces them into a tournament with the modern day fighters, ostensibly for a large cash prize, but his secret goal is to discover the greatest warrior among them and program their knowledge into a new model cyborg to succeed Fulgore. Depending on whose quest you undertake, he chooses either Jago or Black Orchid (but canonically, he chooses Jago), and your chosen fighter must battle Dekado and Vangon to break them free of Dekado's control. In the end, not only does Dekado's plan fail, but Fulgore revolts against him and rips him to shreds. Vangon escapes, however, to fight another day.

    Unlike Killer Instinct Gold, which was only mildly positively received IOTL, Killer Instinct Ultra, with its excellent graphics (better than any other game on the Ultra Nintendo thus far, and the first game to really push the system's limits), popular characters, and fun gameplay (considered somewhat inferior to Tekken 3 by fighting game enthusiasts, but still considered fun even if the gameplay leans toward flashy combos) make KI Ultra one of the year's best received fighting games and the year's top seller in the genre. It rides an enormous wave of hype and positive reviews to a massive first few weeks of sales, easily topping the robust but slightly disappointing sales of the original Killer Instinct. Unlike that game, which was overshadowed by the surprise success of Tales Of The Seven Seas, Killer Instinct Ultra crushes all competition, including Tale Lemuria, and makes a name for itself as one of the year's biggest games.

    September 21, 1998

    Killer Instinct Ultra launches and is a massive success. It's Rare's third megahit in just six months, and 1998 is beginning to become known as “The Year of Rare”. Though Nintendo stops short of buying Rare outright, the two companies would sign a contract before the year was out, making Rare an exclusive second party of Nintendo through at least 2003. The company already has an ambitious slate of games planned for the future, a combination of both sequels and original titles. However, though some industry analysts expected Rare to certainly do it, the company would turn down an offer to make a video game adaptation of Tomorrow Never Dies. Those rights would be picked up by Ubisoft. Rare, in the meantime, was planning its own ambitious first-person spiritual successor to Goldeneye, but they wouldn't be ready to reveal that title to the world for at least a few more months...

    -

    G-Darius

    Dan: 8.0
    Shawn: 8.0
    Crispin: 7.5 (quote: “One of the best looking SNES-CD shooters ever made, with some really fantastic action.”)
    Sushi-X: 7.5

    Kartia: Word Of Fate

    Dan: 8.0
    Shawn: 9.0
    Crispin: 8.0 (quote: “A surprisingly deep tactical RPG.”)
    Sushi-X: 8.0

    Cardarc

    Dan: 3.5
    Shawn: 3.5
    Crispin: 6.0 (quote: “Some very confusing gameplay in this isometric platformer, but the soundtrack is really nice.”)
    Sushi-X: 4.0

    -reviews of September 1998's SNES-CD games in the October 1998 issue of Electronic Gaming Monthly

    Ultra Road Rash

    Dan: 7.0
    Shawn: 7.0 (quote: “While this is largely a retread of earlier Road Rash games, the vehicle damage system has never been better.”)
    Crispin: 6.5
    Sushi-X: 6.5

    Killer Instinct Ultra

    Dan: 9.0
    Shawn: 9.5
    Crispin: 9.0
    Sushi-X: 9.5 (quote: “While the game is very easy to get into, you'll need real skill to take on the game's toughest challenges....or your friends.”)

    Mortal Kombat 4

    Dan: 9.0 (quote: “MK4 leaps into 3-D with a fully realized, truly outstanding game.”)
    Shawn: 7.5
    Crispin: 8.0
    Sushi-X: 7.0

    NASCAR '99

    Dan: 6.0
    Shawn: 7.0
    Crispin: 7.0 (quote: “We really wanted to see more real NASCAR tracks, though the graphics are excellent.”)
    Sushi-X: 6.0

    NFL Quarterback Club 99

    Dan: 8.5
    Shawn: 5.0 (quote: “The customization options are the only good thing about this game that's otherwise inferior in every way to Madden 99.”)
    Crispin: 6.0
    Sushi-X: 7.0

    NHL '99

    Dan: 8.0 (quote: “The best hockey game since NHL '96 on the Saturn, with lifelike graphics.”)
    Shawn: 8.0
    Crispin: 8.5
    Sushi-X: 8.5

    Tale Lemuria

    Dan: 9.0
    Shawn: 9.5
    Crispin: 10 (quote: “The new combat system is a giant leap forward.”)
    Sushi-X: 9.0

    Twinblade III

    Dan: 8.0
    Shawn: 7.0 (quote: “While inferior to Tekken 3 in everything except graphics, this weapon-based fighting game is still one of the best fighters out there.”)
    Crispin: 8.5
    Sushi-X: 7.0

    Jewels Of The Realm 3

    Dan: 8.5
    Shawn: 8.5
    Crispin: 9.0
    Sushi-X: 7.0 (quote: “This game seems more concerned with being cute and kiddy than in being a really robust platformer. I did like that there were more jewels to mix and match, but many of them were gamebreakers.”)

    Rumor

    Dan: 6.5
    Shawn: 6.5 (quote: “A charming platformer with fairly average gameplay.”)
    Crispin: 7.5
    Sushi-X: 6.0

    -reviews of September 1998's Ultra Nintendo games in the October and November 1998 issues of Electronic Gaming Monthly

    -

    With games like Tekken and Virtua Fighter producing massive sales both in the arcade and on home consoles, series like Mortal Kombat seemed like a cultural relic. The groundbreaking and controversial fighting game series had been revolutionary in its day, but with the new technology available in the arcades and on the next generation of consoles, it seemed time had passed Mortal Kombat by. That's why Ed Boon and his team worked so tirelessly on Mortal Kombat 4, to produce a 3-D arcade fighter worthy of competing with the modern day hits. They made the series somewhat more serious and cut down on the character roster, which had begun to look overblown, but they kept the series' hallmark ultraviolence and even ramped up the blood, making MK4 the most violent fighting game ever released, even ahead of the Ultra Nintendo's launch title Deathblow. Did it pay off?

    It did, though not to the degree that one might think. Though the blood and gore kept Mortal Kombat true to its roots, at its core it was still considered an inferior fighting game to the Saturn's hits, and to Killer Instinct Ultra, which launched a week after Mortal Kombat 4 on the Ultra Nintendo. But sales were up, certainly way up from Mortal Kombat 3, which had launched against the original Killer Instinct on the Super Nintendo CD and had disappointed. Mortal Kombat 4 not only beat Tale Lemuria on its launch week to become the top selling video game in North America (its only week on top before Killer Instinct Ultra came and crushed it), it became the best selling Mortal Kombat game since MK2, topping sales of MK3 and MK Trilogy. Though Mortal Kombat 4 wasn't the best fighting game of the year by a longshot, it was a welcome return to form for the series, which joined the ranks of the next generation 3-D fighting games that were selling like hotcakes across the world.

    -excerpted from an article on Gamesovermatter.com

    Game Informer: So what was the reason for the console exclusivity on launch for Mortal Kombat 4?

    Ed Boon: There were several reasons. One, the big one, we signed a contract with Nintendo to make it an exclusive for the first six months. Of course, the reason we signed that contract is because we knew the Ultra Nintendo was the only system that could bring Mortal Kombat 4 to life the way we wanted it. We could've slapped a port for the Saturn together, but it would've been a piss-poor port that would've looked like shit. Once the Ring came out and once we had more time, we were able to bring Mortal Kombat 4 to the Saturn in a way that didn't look like shit even if you didn't have the Ring. So basically, we realized we needed more time for the Saturn port and signed a timed exclusivity deal with Nintendo.

    Game Informer: But you guys really pissed off Saturn fans with that move.

    Ed Boon: A shitty port would've pissed them off even more, I imagine.

    -excerpted from an interview in the February 2013 issue of Game Informer

    -

    The problem that Sega was having was that the Saturn had peaked. By the end of 1998, it had peaked and all but the most diehard Sega fans knew it. Meanwhile, the Ultra Nintendo hadn't even gotten through the first year of its lifespan and it already had all these hits. For example, in the same month that Nintendo put out sequels to two of their biggest SNES-CD games, Killer Instinct Ultra and Tale Lemuria, Saturn launches...a couple of mascot platformers. Granted, they were exceptionally good mascot platformers that sold extremely well, but they were mascot platformers nonetheless.”
    -Jeff Gerstmann, quoted in an episode of G4's Console Wars miniseries documentary in 2012

    King Crab and Z-Stomper launched not only in the same month for Sega, but on the same day, September 10, 1998. King Crab was developed by Sega itself, while Z-Stomper was created by an offshoot of Johnson Voorsanger Productions, which had created Toejam and Earl on the Genesis, and was published by Activision. The two games were somewhat similar in gameplay, though they each had their own stylistic differences that won them each their own distinct group of fans, and both games were among the Saturn's top sellers in 1998.

    King Crab was a fairly conventional mascot collectathon, starring an anthropomorphic crab named Crust who had to wander an undersea world, gathering up pearls for Princess Elisha, a beautiful mermaid who needed the magic pearls to restore her kingdom from being turned into stone by the shark wizard Lord Cartilage. Lord Cartilage had taken notice of Crust's deeds and decides to turn his magic on Crust's friends, giving Crust a two-pronged mission: gather the pearls for Elisha while also protecting his friends from falling victim to Cartilage's dark magic. The beautiful undersea environments and Crust's fun combat methods, which involved various attacks with his two big claws, made the game popular amongst critics, and its fun-loving crab protagonist, with spunk but not too much attitude, made him popular amongst families who were looking for a fun new action game to play on the Saturn. Not only was King Crab a HUGE seller, but Crust became one of Sega's most popular mascots as well, joining Ecco the Dolphin in the company's stable of undersea heroes.

    Z-Stomper, on the other hand, had a lot more attitude, including the game's theme song which was performed by Busta Rhymes and was both extremely catchy and extremely cheesy. The game, which can be considered a spiritual successor to the Toejam and Earl games, starts a man named Zeke who is cursed with huge feet and is overly clumsy, making him a loser in the eyes of his peers. One day, he finds a magical pair of sneakers that turns him into the hero Z-Stomper, who must then battle crime and save the city from an evil gang led by Funkmaster Stan. With a hip-hop inspired soundtrack and really fun platforming action that didn't require much, if any collecting, Z-Stomper stood in contrast to the much more traditional King Crab, and though it didn't sell as many copies, reviews were somewhat better, averaging about a half a point more across the review outlets of the day.

    Both games were major hits at a time when the Sega Saturn sorely needed them. The very next month, they would be joined by another game, a game that arguably had more action and attitude than both of them put together...

    -from “Sega Goes Crab Stompin': The Saturn Platformers Of Fall '98”, an article posted on Kotaku.com, January 23, 2014

    -

    Well, the Super Nintendo CD is still limping along. Kartia: The Word of Fate is a tactical RPG that seems simple at first glance, but that simplicity belies one of the most complex and strategic tactical RPGs of the year that in some aspects rivals Final Fantasy Tactics for sheer strategic depth. The game features two main characters whose stories eventually come together in one very enthralling tale, and the game can likely be considered a contender for overall game of the year on the Super Nintendo CD, it's that good. While there haven't been that many SNES-CD releases this year (and most of them have been shovelware or annual sports titles), games like Kartia, SaGa Frontier, and The Three Caballeros show that there's still life in this dusty old CD player.

    We also might be getting a Pokemon game on this thing next year, so there's that.

    -excerpted from a post on the RPGamer.com forums, September 26, 1998

    -

    In some aspects, Jewels Of The Realm 3 plays it simple. It retains its 2-D platforming style of gameplay, only now the game's graphics are in full 3-D. It returns Chris and Lily, the protagonists from the first two titles, and you can switch between them as you play. And it's just as cute and fun as the last two games, and even keeps the same voice actors from the original two games, including Alyson Court, who's had quite a busy year (with roles in Resident Evil 2, Mega Man X5, and now this). But in other aspects, Jewels Of The Realm has never been more complex. Instead of eight basic jewel colors, there are now 18, and over 200 different possible combinations of powers, spells, and attacks. There are also way more enemy varieties than there were before, and also lots more bosses and mid-bosses in the levels, many appearing when you least expect it.

    Don't expect Treasure-level difficulty, the sheer variety of jewels and attacks ensure that you're hardly ever without a solution to use, even on particularly difficult bosses, and the platforming action itself is a breeze next to the trickier Mario levels. But Jewels of the Realm has never been a series about challenge, it's been a series about fun and fantasy, and even though the animated series just ended, this game's characters have never been more heartwarming. In this game, Chris and Lily meet a benevolent king and queen and are sent on a mission to help them out, with the reward being...well, we won't spoil the ending, you'll have to see it for yourself, but it's definitely a suitable reward for all the trials and tribulations you go through during this one. We'll gladly go back to the world of Jewels Of The Realm any time.

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

    -excerpted from the October 1998 issue of GamePro

    -

    Hollywood Update

    This year's already seen some action-packed movies, but there are more on the way. This holiday season will see a pair of disaster flicks dive into theaters when Hurricane Season, starring Will Smith, and Deep Impact, starring Joan Cusack, crash onto the big screen. Hurricane Season, in a somewhat more serious turn from his previous flick, Men in Black, sees Will Smith as a young police officer who is helping to evacuate residents as a category 5 hurricane takes aim at Miami. When he stays behind to look for stragglers, he comes face to face with the storm's deadly fury. In Deep Impact, starring Joan Cusack as a rising star reporter for MSNBC and Morgan Freeman as the president of the United States, a massive comet takes aim at Earth, forcing the world to make tough choices about who will survive. Both films look to be among the biggest box office smashes of the year, though Deep Impact has Oscars in its sights, with director Mimi Leder promising the film to be the first realistic and truly serious disaster film ever made.

    In lighter fare, Dreamworks Pictures' animated film Big Top is popping up in theaters this October. It's the company's first CGI film, a circus spectacular about performers who are haunted by the ghost of an evil clown. The film, made with state-of-the-art Sony computer technology, is hoping to top Pixar's A Bug's Life for the CGI crown.

    Speaking of Sony, the company is also looking to spread its video game creativity to the silver screen as well. The company has greenlighted a Ballistic Limit film, and they're also working with Nintendo on bringing the fighting game franchise Killer Instinct to life as well. Nintendo has been reluctant to produce feature films based on its video game properties since the critical and commercial failure of Super Mario Bros. back in 1993, but the company is said to be open to adapting Killer Instinct, which they say lends itself much more to a live-action film.

    -excerpted from an article on Yahoo! News, posted on September 28, 1998

    -

    Adrian Fry: Twinblade III, you know, looks real pretty on the Ultra, but when it comes to gameplay, it's the same old retreaded stuff from the first two games. This series needs to evolve, and I don't think the third installment pushed it far enough.

    Alex Stansfield: That's fair to say. I still liked how smooth the combat was and how damn pretty it looks, but yeah, if you've played the first two and don't NEED to have this on the Ultra, maybe you can skip this one?

    Adrian: The new characters, I liked. Kaguya with her kessen, I mean, she's no Kitana, but she fights really fast and of course she's hot as hell.

    Alex: Then there's Sir Stanley and his HUGE swords. I don't know how a guy wields two swords that are THAT big. And this is an old dude, too.

    Adrian: He takes vitamins.

    Alex: No wonder old people are always trying to get me to take vitamins.

    Adrian: Well, it's a shame because this is one of Nintendo's best fighting game series, but I'm gonna have to give it a 3.

    Alex: I'll do a 3.5 for it, Twinblade III is a fine game but if it wants to distinguish itself from the rest of the herd, it's gotta evolve.

    -excerpted from the September 8, 1998 episode of GameTV

    (…)

    Ted Crosley: I'm Ted!

    Alex: And I'm Alex!

    Lyssa Fielding: *has her blonde hair done up in odangos like Sailor Moon* Konnichiwa! I'm Lyssa, and I'm reporting from Tokyo, Japan!

    Alex: That's right, all this episode, Lyssa is gonna be giving us updates from this year's Tokyo Game Show.

    Ted: I see you're getting into the spirit, that's Sailor Moon hair.

    Lyssa: I AM Sailor Moon! *twirls around, showing that she's in full Sailor Moon garb complete with wand* I fight for love and justice!

    Ted: Well, I hope you're not too busy fighting monsters to report on all of this year's awesome new games.

    Lyssa: Oh, don't you worry. Right now I'm here at the Konami booth where I'll be playing the latest demo of Metal Gear Solid. There's also a scary new horror title on the way from them, I'm already shaking in my bright red boots!

    Ted: We can't wait, we'll check in with you throughout the show.

    Alex: And there's Brittany. You're here?

    Brittany: Yeah, I showed up for work today.

    Alex: But Tale Lemuria's out.

    Brittany: Tale Lemuria's great, but not QUITE great enough to keep me from coming here. Still great though.

    Gary: Aw, dammit! *sitting on the couch with Adrian and a huge pizza*

    Brittany: What?

    Ted: Well, with Lyssa gone and Tale Lemuria releasing this week, we thought, you know...it'd be just us guys today and we could have a guy's day in. Chill on the couch, play Madden...we ordered like five pizzas!

    Brittany: Well you're gonna have to share the pizzas, AND the controllers. *slides in between Gary and Adrian* Time to kick your asses at Madden '99. I've been boning up and I've got plenty of tips to help you beat your friends, even if they are a bunch of jerks who ordered pizza when they thought you weren't gonna come in to work.

    Ted: ...we were gonna save some pizza for you...

    Alex: Well, we've got plenty of fun on the way today, from Tale Lemuria, to Brawl Balls, to Jewels of the Realm 3. And if you caught Pokemon fever last week, we've got more coverage on that too. We'll show you how to get through the first couple of gyms, even if you were stupid enough to pick Charmander like I did.

    Ted: We've got news, previews, and reviews to help you choose, this is GameTV!

    (...)

    Brittany: Tale Lemuria is a great game, no doubt about it. Some of the dungeons, you will get lost in, and that's okay. I did have some issues with a couple of the dungeons toward the end, be prepared to draw a map for those, but other than that, I really did love this game.

    Alex: And yet, you aren't IN love with this game.

    Brittany: Well, what did you think of Tale Lemuria?

    Alex: The biggest flaw, I thought, was the pacing. There are parts of the game where the adventure seems to grind to a halt and you end up having to wander around looking for what to do next. That didn't happen in Tale Phantasia. It happened here. Not a lot, but enough to break the narrative flow and take me out of the game just a little bit.

    Brittany: I didn't have that problem but I can see how people would. Also, there's not enough stuff to do on the side. Final Fantasy VII and Fairytale had some fairly extensive side quests. Here, even once you get the airship, it's go here, do this for the most part.

    Alex: Yeah, I was disappointed in that too, there was less to do extra than Tale Phantasia. It's a VERY beautiful game and the new combat system-

    Brittany: OH, that was fun. The new combat system is great and it's why I'm still going to give Tale Lemuria a 5. It's not my favorite RPG of all time, but if there's one thing that majorly improved from Tale Phantasia, it's the combat system.

    Alex: For me, it's a 4.5. It's a brilliant game but with some glaring flaws. Nevertheless, it's a must play if you're any kind of RPG fan.

    (…)

    *Gary and Ted are dressed up in extreme sports gear to review Brawl Balls for the Sega Saturn.*

    Gary Westhouse: Brawl Balls combines dodgeball and football, but isn't really as fun as either of them.

    Ted: Honestly, I loved Brawl Balls. It's high intensity, it's got that great extreme vibe that a lot of the modern sports games, especially the extreme sports games, are really expressing, and the multiplayer's awesome too.

    Gary: The AI in this game is so bad though! If you're not playing in multiplayer mode, you're not gonna have a fun time and even in multiplayer, I didn't see the appeal of this game. The only fun thing I did was repeatedly bean someone with the ball in order to pick a fight with them.

    *A brief scene from the game is shown of a player getting drilled in the head with the ball, enraging them and sending them charging at you with a furious expression on their face, followed by the player throwing them down to the floor and punching them.*

    Ted: That reminded me of some of the hilarious fights from Five for Fighting Hockey. I mean, yeah, the AI is wonky, but when games can turn into something like an all-out bench clearing brawl, that, by the way, is actually consequential toward the game itself...well I had lots of fun and I'm gonna go ahead and give it a 4.

    Gary: I thought it honestly sucked, and I'm giving it a 1.5.

    Ted: Hey, you wanna fight? *holds up a dodgeball*

    Gary: Not really but- *Ted pelts him* Aaaah! *grabs a dodgeball and chucks it at Ted* Come here!

    *The two chase each other around throwing dodgeballs at each other while Lyssa looks on from a screen on the wall*

    Lyssa: Uh, did I call at a bad time? I've got major Final Fantasy info to dish out! *sighs* While I try to calm the boys down, enjoy these commercials! *sighs and shakes her head*

    -excerpted from the September 15, 1998 episode of GameTV

    -

    Lyssa: Kickin' and punchin' and kickin' and punchin'....!!!

    Ted: Calm down, I can see that this game's got you worked up.

    Lyssa: *breathes* Well, is it any surprise? Killer Instinct Ultra is the best fighting game of the year. With 18 different characters, each with their own strategies and moves, and an amazing single player story mode, this game improves on the original 1995 game AND the 1996 arcade hit in a huge way.

    Ted: While I wouldn't call it the fighting game of the year, it's definitely one of the best I've played in a while. The graphics are amazing, but the best part about this game is the amazing Ultra Combos you can pull off in battle.

    *A brief scene is shown of a massive 46 hit Ultra Combo delivered by Fulgore to Griffin, ending with a loud “ULTRA COMBOOOOOOO!!!” and a toss that sends Griffin into an electric fence*

    Lyssa: Oh, he is NOT getting up from that! *laughs*

    Ted: While it's easy to perform big combos, the game steers clear from rewarding too much button mashing, imprecise combos are easily broken by your opponent, making the game one that's both flashy and strategic.

    Lyssa: Yeah, don't be surprised to see matches that consist of combos, counter-combos, more combos... my head was spinning!

    Ted: Did you have fun in Japan?

    Lyssa: I had lots of fun in Japan, why?

    Ted: I think you're still in hyperactive anime girl mode, maybe you wanna sit down?

    Lyssa: No, no, I'm fine, I'm just so impressed by this awesome game! I'm giving Killer Instinct Ultra a perfect 5!

    Ted: You know what? Perfect 5 from me too. *a siren sounds* To the wall!

    *Ted and Lyssa head up to the wall to place Killer Instinct Ultra up next to Fairytale*

    Adrian: This is my first one of these, I thought it'd be a lot more solemn or something, like maybe with some druids?

    Ted: It's normally solemn, but since Lyssa still thinks she's Sailor Moon...

    Lyssa: *giggling as she puts the game up on the wall* There we go! Killer Instinct Ultra, our newest Hall of Fame game!

    Alex: Druids?

    Adrian: Druids are cool.

    -excerpted from the September 22, 1998 episode of GameTV

    -

    SNES-CD Power Charts: September 1998

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Chrono Trigger
    3. Tale Phantasia
    4. Super Mario World 2
    5. Donkey Kong Country 4
    6. Secret Of Mana
    7. Donkey Kong Country
    8. Super Mario Kart
    9. FIFA World Cup 98
    10. Lufia III: The Ancient Tower

    Ultra Nintendo Power Charts: September 1998

    1. The Dreamers
    2. Final Fantasy VII
    3. Gran Turismo
    4. Super Mario Dimensions
    5. Quake
    6. Goldeneye 007
    7. Race'n'Chase
    8. Tomb Raider II
    9. Aeroboy
    10. Ultra Mario Kart

    The Official Saturn Magazine Buzz Chart: September 1998

    1. Tekken 3
    2. Sonic the Hedgehog 4
    3. Virtua Fighter 3
    4. Quake
    5. Z-Stomper
    6. King Crab
    7. Legend Of The Galactic Heroes
    8. Commander Keen: Mars' Most Wanted
    9. Panzer Dragoon Saga
    10. Arbiter Of Sin

    -

    Tokyo Game Show '98 Recap

    1998's Tokyo Game Show, while not quite as big a shindig as E3, was still a massive exhibition from the top Japanese video game companies and showcased a lot of the big games you'll be playing in 1999. First and foremost, Nintendo's booth. The company showed off a few games at the show, but they're saving most of their upcoming stuff for Spaceworld next month, so what we got from them was largely old news. Still, Nintendo did show off more of F-Zero: Ultracharged, which is shaping up incredibly nicely with big, beautiful tracks and LOTS of new racers. They also revealed some footage from their new Fire Emblem game, which I'm sure we'll be seeing more of at E3. Apart from that, not much to report on the Nintendo front.

    The big news came from two companies: Squaresoft and Konami. First and foremost was Squaresoft, whose massive Final Fantasy VIII booth was among the biggest and most crowded in the show. The video footage and playable demos revealed a TON of new information about the game, and we'll report the basics. The game centers around a world where talented warriors pilot giant mecha known as “Guardians”. These Guardians are mechanical suits of great power, and many of them share names with familiar Final Fantasy summons like Shiva and Ifrit. You'll spend a good portion of the game fighting in these suits, though you'll also have to do plenty of fighting on foot as well, requiring a balance between maintaining your characters and maintaining the massive Guardian suits that will be invaluable for the bigger fights. Speaking of characters, five playable characters were revealed: Squall Leonhart, a reluctant soldier who is recruited into a floating school called Garden after events that lead to the destruction of his hometown, Elhaym van Houten, named Elly for short, a mysterious woman who accosts Squall during an early mission, Bartholomew Fatima, Bart for short, who befriends Squall after commissioning the Garden's army, known as SeeD, to help him liberate his country, Quistis Trepe, a young woman who becomes Squall's first combat teacher, and Cid Uzuki, a guardian-like figure for Squall who reveals himself as the headmaster of Garden after Squall is recruited. Squaresoft says at least three more characters will be playable in the game and perhaps more. Very little information about the game's villain, named Edea, was revealed in the footage we saw, but she is said to be a powerful sorceress who commands the armies of Galbadia, the nation that SeeD opposes. It is interesting to note that Final Fantasy VIII continues the trend of playable Cids, and seems to be more futuristic than previous titles in the series. The booth was extremely crowded and we didn't get to play for long, but the game looks beautiful and will no doubt be a major hit when it launches in Japan next summer and North America sometime before the end of 1999. Squaresoft also showed off two more games: Weyricht, a medieval-themed action RPG, and Academy, a game about about students at a school for magic that reminded us somewhat of the Japan-only SNES-CD game Live-a-Live. Weyricht's combat system seemed rather complex but we were able to pick it up after some practice, and it looks to continue in Final Fantasy Tactics' tradition of more serious RPG subject matter.

    Squaresoft's Tokyo Game Show was impressive, and if there was anyone who could give them a run for their money, it was Konami, who showed off a nearly complete Metal Gear Solid at the show, to wild applause and massive crowds. The game is a complete overhaul of the classic Metal Gear series and the storyline trailer we watched sent the crowd into a frenzy. It's no doubt going to be a massive hit when it launches early next year, and without spoiling too much, the storyline is something that looks to rival Hollywood films in dramatic heft. Konami's other two major games were no less impressive. Primrose Knight was a gorgeous RPG, set in a cyberpunk-like modern city but featuring a beautiful woman who travels on floral wings, the game seems to be a mix of realistic and fantastical elements, and the combat system emphasizes targeting enemy body parts to disable them before going in for the kill, making it a somewhat more strategic RPG than traditional systems. Then there was Silent Hill, which had one of the most terrifying video game trailers I've ever seen. The game seems to be more of a psychological horror title than the straight-up jump scares of Resident Evil, and if what I saw was any indication, it's also going to take video game storytelling to a whole new level. While no company in Tokyo could quite match up with Squaresoft and Konami's showings, Sony was there to show off its own new horror title, Emergency, set in a hospital in the midst of a mysterious outbreak. While the game seemed to be more of a straight-up conventional horror title than Silent Hill, early gameplay footage looked really fun, like a more fast-paced Resident Evil, and the main character's dialogue had some audience members chuckling. Sony's setting out to create a new horror franchise with Emergency, and if early footage is any indication, they could have another Ballistic Limit-level hit on their hands.

    Capcom was at the show as well, showing off a pair of new Resident Evil titles. The announcement that one, featuring Chris Redfield and Jill Valentine, would be exclusive to the Ultra Nintendo, while the other, featuring Claire Redfield and Abigail Chambers, would be exclusive to the Sega Saturn, created some controversy, but the Capcom rep that was there explained that the games were optimized to take full advantage of the consoles they were going to be on, with the Saturn game announced as a Ring exclusive. It's cold comfort to those who only own one system and want the full Resident Evil story, but as long as both games are good, everybody wins. Speaking of the Saturn, Sega and Namco were both at the show, Namco showing off lots of Soul Calibur footage while also revealing Point Blank Adventure, an adventure game version of their hit lightgun arcade game series Point Blank. Sega showed off a bit more of Sonic the Hedgehog 5, which drew a big crowd to see Sonic running through a fully-3D environment similar to what we saw in Super Mario Dimensions except a lot faster. The game looked gorgeous, and Sega announced that you wouldn't need the Ring to play the game, though the peripheral would unlock a lot of content. Enix was there to preview its Dragon Quest IV-VI compilation and announce that Dragon Quest VII was in production, though the first footage wouldn't be revealed until early next year. Instead, we got more of ActRaiser: Valkyrie, which looks amazing as it brings back the city-creation aspect from the original ActRaiser, alongside thrilling action-RPG combat that looked a lot more fun than ActRaiser II. The game releases in just a few short months in Japan, and I'm sure North American audiences will be clamoring to play it. They'll also be clamoring to play the Ultra Nintendo remakes of Lunar: The Silver Star and Sailor Moon: Another Story. Both games were shown off in Tokyo and though it wasn't announced at the show, both games have been confirmed for North American releases next year. Though the TGS announcements were aimed at Japanese gamers only, North American gamers are nonetheless chomping at the bit after all the thrilling news that came out of Tokyo last week.

    -excerpted from an article on GameSpot.com, posted on September 21, 1998

    -

    September 30, 1998

    Pokemania had struck, and the game was still topping sales charts in North America as more and more players jumped on the bandwagon. The anime was already the highest rated show on Cartoon Network, and the Halloween costumes and other merchandise were flying off the shelves. Pokemon had taken over North America even faster than it had Japan.

    Howard Lincoln was pleased. He and Minoru Arakawa were inside a Seattle Starbucks, sipping coffee as they discussed the latest news.

    “The game is everywhere,” said Lincoln, looking around the room.

    “What are you looking at?” asked Arakawa, trying to see what his friend was looking at.

    “Just wanted to see if I could spot someone with a Game Boy,” said Lincoln, shaking his head.

    “It's 12:30 in the afternoon, unless kids are skipping school to play Pokemon at Starbucks-”

    “I know, I know, it's just...I haven't seen so many Game Boys out in public in....well, ever,” Lincoln said as he took a sip from his cup. “I was at the Mariners game and I saw....dozens of Game Boys in the stands. It's a playoff game, Griffey was up to bat, and kids have their Game Boys out playing Pokemon! They didn't want to take their eyes off their games for even ten seconds to watch him hit.”

    Arakawa laughed. He had seen the same thing in Japan with lots of other games, it was nothing new. But Pokemon was getting American children to play their Game Boys again...which meant that it was the right time to reveal the next evolution of the nearly decade-old handheld.

    “I'm sad to hear you won't be coming to Japan in a few weeks,” said Arakawa.

    “I've gotta be here, with the Mariners and also I'm doing some work for the new games launching here, Kid Icarus and that robot game,” said Lincoln. “It's all right, Spaceworld is your show, you have fun revealing the new....I guess I shouldn't talk about it here, should I?”

    Arakawa looked around...nobody seemed to notice the two high-ranking executives of one of the world's hottest companies sitting in their midst.

    “The Nova...” Arakawa whispered. “And yes...revealing it will be great fun.”

    “It was Kutaragi who came up with the name, wasn't it?”

    “Said it was from an old project of his, never did tell me what.”

    “Crazy Kutaragi...” said Lincoln, rolling his eyes and taking another sip. “Crazy like a fox. A very, very, very...very rich fox.”

    “To crazy,” said Arakawa, raising his Starbucks cup.

    “To crazy,” replied Lincoln, returning the toast.
     
    October 1998 - Nova At Shoshinkai
  • So what we're trying to do with Mars' Most Wanted is create the next evolution of the Commander Keen series and create a unique platformer that fits the Saturn.”
    -Tom Hall, in an interview at E3 1998 with GameTV

    The Ultra Nintendo had a lot of games, a lot of really serious games and a lot of great platformers. But what Sega always seemed to do better than Nintendo was creating platformers that had both real heart and that kind of edgy, subversive quality to them. Sonic, Commander Keen, you name it, Sega trounced Nintendo at those kinds of games, and it won them a nice little contingent of fans.”
    -Blake Harris, in a 2015 interview about his book The Chase

    One of the weirdest damn games I ever played. And one of the hardest, and one of the most controversial. Was Nightsyren Kenji Eno's masterpiece? Depends on who you ask, but plenty of people, including me, believe it was the most 'Eno' of Kenji Eno's games. If that makes sense.”
    -Steve Harris, in a “Top 5 Kenji Eno Games” column in the December 2014 issue of Electronic Gaming Monthly

    Yokoi-san and I had many discussions about what kind of project this should be. Our philosophies...they clashed, of course! We made compromises. But...once Spaceworld '98 came, I couldn't have been happier with how it turned out!”
    -Ken Kutaragi

    Oh, we're not waiting for that. We're gonna bust him out.”
    -Princess Lindsay, Commander Keen: Mars' Most Wanted

    -

    NBA Live 99

    Dan: 5.0
    Shawn: 7.5 (quote: “The NBA Live series has always been quality on the SNES-CD, and it's still great even in the twilight of the system's lifespan.”)
    Crispin: 6.0
    Sushi-X: 6.0

    Matsuki Zanna

    Dan: 6.5 (quote: “A really weird little adventure/visual novel game, it's not for everyone but I enjoyed certain parts.”)
    Shawn: 7.5
    Crispin: 8.0
    Sushi-X: 8.0

    -reviews of October 1998's SNES-CD games, in the December 1998 issue of Electronic Gaming Monthly

    Azure Dreams

    Dan: 7.0
    Shawn: 4.5
    Crispin: 4.0
    Sushi-X: 5.5 (quote: “Some decent challenge in this game, but the graphics look almost last-gen.”)

    Dynasty Warriors

    Dan: 7.0
    Shawn: 7.0
    Crispin: 7.5 (quote: “There's some nice strategic gameplay in this hack-and-slash, proving that Koei is still the king of the console RTS.”)
    Sushi-X: 7.0

    Twisted Metal 2

    Dan: 9.0 (quote: “This is what the first game should have been. Outstanding graphics and some spectacular weaponry make for great vehicle combat action.”)
    Shawn: 9.0
    Crispin: 8.5
    Sushi-X: 8.5

    Kid Icarus: Guardian

    Dan: 7.0
    Shawn: 8.0 (quote: “A really good game with lots of exploration, though it could have been quite a bit longer.”)
    Crispin: 8.0
    Sushi-X: 6.5

    NBA Live 99

    Dan: 8.0
    Shawn: 8.0 (quote: “Another solid basketball sim from EA.”)
    Crispin: 8.0
    Sushi-X: 8.0

    Neon Genesis Evangelion

    Dan: 4.5
    Shawn: 9.0
    Crispin: 6.5 (quote: “The game is beautiful, but it doesn't really capture what made the anime great.”)
    Sushi-X: 5.0

    Blue Nexus

    Dan: 7.0 (quote: “Sci-fi RPGs are getting more common these days, but this one's really fun.”)
    Shawn: 8.0
    Crispin: 7.0
    Sushi-X: 7.0

    Ultra Spinout

    Dan: 7.0
    Shawn: 6.0
    Crispin: 5.0 (quote: “Some spectacular tricks are in this racing game, but there's not much else here. The soundtrack is a slight redeeming factor.”)
    Sushi-X: 5.0

    Phasewar

    Dan: 8.5
    Shawn: 8.5
    Crispin: 8.0
    Sushi-X: 8.0 (quote: “It's a really fun, if really wild shoot-em-up.”)

    Ultra World Of Color

    Dan: 9.0
    Shawn: 9.0
    Crispin: 9.5 (quote: “The year's best puzzle game and maybe the Ultra Nintendo's best four-player title.”)
    Sushi-X: 9.0

    Metal Clash

    Dan: 8.5 (quote: “This game's single player campaign is surprisingly robust, nearly Pokemon-like in its scale.”)
    Shawn: 8.0
    Crispin: 9.0
    Sushi-X: 9.0

    -reviews of October 1998's Ultra Nintendo games, in the November and December 1998 issues of Electronic Gaming Monthly

    -

    (Authors' Note: Much of the Commander Keen content in this update, including the Segata Sanshiro commercial and GameTV Mr. Hiller segment, was inspired by Pyro. Also, as a refresher, here's the Commander Keen: Mars' Most Wanted update he did that details the game: https://www.alternatehistory.com/discussion/showpost.php?p=11399275&postcount=2371 )

    *A bunch of kids are hanging out in a library studying.*

    Boy: This homework assignment is so boring.... why can't we be at home playing the Saturn?

    Girl: Tell me about it.... *groans*

    *Suddenly, a huge pile of books is piled up in front of the kids by a stern-looking librarian.*

    Librarian: Shhhhh! No talking! Study!

    Boy: But-

    Librarian: Shhhhhhhh!

    *A pair of feet are seen silently entering the library. The librarian turns to see a very angry looking Segata Sanshiro staring at her.*

    Kids: Segata Sanshiro!

    Librarian: Shhhhh!!

    Segata Sanshiro: *lets out a scream and flies at the librarian, his foot coming at her, the next thing we see is a librarian-shaped hole in the wall with lots of destroyed books around it and a bunch of ripped out pages coming down near the hole, the librarian pokes her head out of the hole and lets out a groan* Sega Saturn...shiro!

    *Scenes from Commander Keen: Mars' Most Wanted play on the screen.*

    Narrator: It's hard to be quiet when the year's loudest game has just crash-landed on the Sega Saturn. Commander Keen is back for another space adventure. Join Commander Keen and his friends as they liberate Mars from an evil tyrant, then join up with friends for the game's new multiplayer mode. Commander Keen: Mars' Most Wanted, out now, only for the Sega Saturn.

    *Segata Sanshiro is seen meditating on a stack of books as the two kids play Commander Keen on a TV nearby.*

    *Cue the SEGA! Scream*

    -from the commercial for Commander Keen: Mars' Most Wanted, which began airing in October 1998

    Mars' Most Wanted was a breath of fresh air, and once news of its success began to filter into Sega of America HQ, everyone, including Tom Kalinske, found themselves breathing a sigh of relief. Sales had surpassed expectations considerably, even after the hype generated by the game's favorable reception at E3. Now, the company had breathing room, and with Nintendo set to launch its biggest game of the year against Sega's Ring release, they needed all the good news they could get. The decision to put Sonic in the game had paid off: not only did Sonic get to show up in a Saturn game after a nearly year-long absence, but the mystery of how to obtain him was generating serious buzz in the online community. Mars' Most Wanted had been expected to be roughly even in sales with Kid Icarus: Guardian, the Ultra Nintendo's new game centering around their angelic bow-wielding hero Pit. But Kid Icarus had disappointed, and first reports indicated that Mars' Most Wanted was not only smashing Kid Icarus in both sales and rentals, but was probably the biggest action title in sales since The Dreamers back in June. It had scored more sales in its first week than King Crab and Z-Stomper had combined, and was undoubtedly the Saturn's biggest success of the fall.

    Now we've got some momentum.” Tom Kalinske smiled and placed the sheet of paper displaying Blockbuster's rental charts on the table. “Let's keep it up for the Ring launch. This is our year, not Nintendo's.”

    The others in the room with Kalinske weren't so sure, of course. Kid Icarus was one thing, but Zelda was another. That game had already scored a perfect 40 in the venerable Famitsu publication and had topped the sales charts for five straight weeks in Japan.

    Remember the Mega Charger,” Kalinske reminded them. The success of the Mega Charger was the biggest reason the Ring even existed. The Saturn's future still hinged on the Ring, but thanks to Commander Keen, the panic gripping Sega on both sides of the Pacific had given way to a general unease. The situation was still dire, but at least for the moment, the water had stopped rising.

    -excerpted from The Chase: Sega's 20 Year Struggle To Take Down A Giant

    -

    Kid Icarus: Guardian was one of two big first-party games Nintendo released in October 1998. Along with Metal Clash, both games were supposed to be moderate hits for the company to bridge the gap between Killer Instinct Ultra and Temple of Time. On that front, Metal Clash succeeded. But Kid Icarus was a disappointment, with underwhelming sales and mediocre reviews. What happened? On paper, Kid Icarus: Guardian looked to be a very good game. It was to pick up where the excellent Kid Icarus CD left off, and generated buzz at E3 due to its excellent graphics and fun new characters. But when the game was released, it was significantly less epic than expected. The graphics were great and the soundtrack was excellent, and new characters Achilles and Phaedra (not to be confused with Enix's RPG heroine) were well-received by fans and are still popular staples of the series to this day. Where the game faltered was in its structure and length. Kid Icarus CD, while not quite comparable to its contemporary, the SNES game Super Metroid, in terms of scale, was still a serviceable and fun Metroidvania-style game. But Kid Icarus: Guardian was a much more straightforward affair, with very few backtracking opportunities. Instead, it structured itself in the vein of a Treasure-style platformer, with hidden secrets within the levels encouraging the player to find them. But these secrets often forced random searching on the player, with very few hints as to where they were. This got to be frustrating, as many of Pit's bow upgrades were hidden in this way, leaving many players barely able to damage some of the later bosses. The game was also short...very short, with just 10 levels in all. While secret items were used to pad the length of the levels, it paled in comparison to some of the other Ultra Nintendo platformers such as Serratopia, and ultimately the game gained a reputation as being short, which it was for most players despite having to play with underpowered bows.

    Among the new characters, as mentioned before, Achilles and Phaedra were popular. Achilles was a brash, arrogant warrior who helped Pit during some of the levels, though he often got himself into trouble and had to be bailed out. Still, he was quite funny, and seeing him could be a welcome thing when enemies were overwhelming Pit. Then there was the princess Phaedra, who often ended up as a damsel in distress, but after learning how to use a spear from Palutena later on, she ended up being a major asset to Pit's journey and in particular helped him fight the boss of level nine. The villainess, Nemesis, was not so well-received. She was obsessed with revenge on humanity, but her reasons for revenge were petty and cliched, and she was hardly a compelling villain at all, leaving us clamoring for Medusa (who was a complete no-show in this game). Kid Icarus: Guardian is the big reason why we wouldn't see any more Kid Icarus games for a long time afterward. A common reason that the fans cite as why the game was such a disappointment is that Gunpei Yokoi didn't have much of a hand in it, having been spending much of his time working on Game Boy Nova games at the time. Of course, we would later find out what Yokoi had really been working on in 1998 (and would continue working on through 1999), and the consensus among fans was that it was a fair trade-off.

    -from an article on Gamesovermatter.com from 2013

    -

    Metal Clash

    Graphics: Metal Clash's colorful 3-D visuals do a nice job of conveying a big world for the protagonist to adventure in, and there is some excellent detail on the robots you create during the game.
    Play Control: Depending on what kind of robot you create, the controls can be either simple or complex, though they tend to get more complex as you progress through the game and build bigger robots. We thought the controls were intuitive enough, but certain weapons were mapped to awkward buttons initially. You can customize the controls any way that you like.
    Game Design: There will be some comparison to Pokemon here, but there's a lot more customization. Then again, you don't visit too many places over the course of the game, even if the game makes it seem that you do. You'll spend most of your time either fighting in the arena or customizing your robot, finding parts is a fairly simple matter.
    Satisfaction: Metal Clash, despite being a bit too simple at times, is a really fun game, a combination between an action game and an RPG. The single player mode is robust and challenging while the multiplayer is some of the best fun we've had on the Ultra Nintendo.
    Sound: The music is a bit of a weak point for the game, but the sounds as the robots battle in the various arenas are very entertaining.
    Comments: Paul- I had a lot of fun with this game, especially once I found a combination of robot parts that worked really well with my playstyle. Jessica- This game is more silly than realistic, but that's what makes it fun.
    Score: 8.1/10

    -from the Metal Clash review in the October 1998 issue of Nintendo Power

    And while the sport of combat robotics in the real world remains mired in a fierce legal battle between England's Robot Wars and American event organizer Marc Thorpe, there's a brand new robot video game being released this month by Nintendo. Metal Clash is the company's newest original game, where a young boy competes in a series of robot combat events throughout the land, finding and buying parts to make his creations more and more powerful. Though the game tends more toward fantasy than realism (the game starts with the boy building small bots like one would typically see in a Robot Wars event and ends up with huge machines larger than the boy), it's the first video game to introduce the sport of robot combat to gamers all over the world, and most robot builders are supportive of the game even if it's not an entirely accurate representation of the sport.

    “You know, I've seen footage of the game, it's pretty cool that Nintendo would be so enthusiastic about the sport,” said robot builder Carlo Bertocchini, whose robot Biohazard has competed in a number of events. “Wish we could get 'em to sponsor a robot or two, but one thing at a time I guess.”

    “Oh yeah, I've definitely been wanting to play that game,” commented Grant Imahara, another combat robot enthusiast. He's been working on a robot to compete in the next event once all the legal issues have been cleared up, and has been playing video games in the mean time, with Goldeneye as a recent favorite. “It looks really neat, like Pokemon with robots, and hopefully I can apply some of the robot building skills I use in the real world to this game.”

    -from an article in Popular Mechanics, October 1998

    -

    Aww, you gotta be fuckin' kiddin' me! I leave that other chick back at the damn water treatment plant, I get all the way to the end of the chapter, and I fuckin' fail and gotta go all the way back because she died like an idiot? This is worse than Baby Moses on the NES, at least there I KNEW that was a bad game. This game's supposed to be good, it's not supposed to do this shit! There goes like an hour of my life, totally wasted. What a shitload of fuck.”
    -from The Angry Video Game Nerd, episode 82, “Nightsyren”

    And why's that such a surprise? I don't make any of my games to be 'accessible', I make them to be good. In Nightsyren, you have to work together. You have to keep your partner in mind. If you forget that for one moment, you lose. That's the object of the game.”
    -Kenji Eno, in a March 2002 interview with IGN.com when the subject of Nightsyren came up

    Kenji Eno's Nightsyren might have been the scariest game of 1998, and in a year that saw Resident Evil 2 and Parasite Eve, that's definitely a challenge. But what Nightsyren had going for it was the level of fear you felt for another character. In Nightsyren, you controlled the character Michiko, who was trapped in a city after a blackout and an invasion of creatures from the sewers. From the beginning of the game, Michiko was paired up with Asuka, a nurse who, like Michiko, was trapped in the city and needed to escape. The two characters were completely dependent on each other, needing each other to battle enemies and complete puzzles. While the game wasn't an “escort mission” in the traditional sense, you had to keep Asuka alive at all times. Asuka could hold her own in combat, but it wasn't combat where you had to keep her safe most of the time....you'd be confronted by repeated decisions about where to go and what to do, and many times these decisions would either lead to Asuka's death or lead to a situation where you'd need to save her. Sometimes, you'd need her to save you, you'd be captured by a gang of enemies and unable to escape and you'd need Asuka to show up, having made decisions beforehand to put her in the right place to save you, or you'd be trapped in a room with rising waters and would again need Asuka's help. The game's final chapter had three different endings, depending on your actions throughout the game....either you would kill Asuka, Asuka would kill you, or the two of you would escape the ordeal together... and very small choices made early on in the game determined which ending you would get.

    And here's the rub: Nightsyren did not have save points. The game was divided into six chapters, and ONLY between chapters would your progress be saved. If at any point during a chapter you died, you'd have to go back and do the entire thing over again. Chapters were short, lasting between 30-60 minutes even for new players, but you would definitely need to repeat them more than once over the course of the game. Combine that with the somewhat erotic elements, plenty of violence, and lots of horror, a mix of dark psychological horror and jump scares, and you had a game that proved to be one of the most controversial to appear on the Sega Saturn (which had a LOT of controversial games). There are those who consider it one of the worst games ever made, and those who consider it one of the best. It was quintessentially Kenji Eno, and even moreso than D, made its mark on the video game landscape in more ways than one.

    -from the article “Top 10 Horror Games Of 1998- #7: Nightsyren” on Gamescares.com, posted on September 29, 2012

    Nightsyren

    Dan: 4.0
    Shawn: 5.0
    Crispin: 8.5 (quote: “This game is absolutely not for everyone, but for those who have strong stomachs and don't get frustrated easily, it's one of the most rewarding experiences you'll have while holding a Saturn controller.”)
    Sushi-X: 7.0

    -from the Electronic Gaming Monthly review of Nightsyren, in the November 1998 issue

    -

    The 1998 Major League Baseball season was one of the most exciting ever, largely due to the home run battle between Mark McGwire and Ken Griffey Jr. as they together challenged Griffey's 1996 record of 62 home runs. Both men slugged their way into the history books, with McGwire hitting 68 and Griffey hitting 65 (and toward the end of the race, a late surge by the Cubs' Sammy Sosa brought him to 63). As the home run kings dueled, their teams excelled, with the Cardinals going 114-48, and the two-time defending champion Seattle Mariners going 107-55. It seemed almost inevitable that the two teams would meet in the World Series, and indeed, they did, after the Cardinals swept both the Atlanta Braves and then the New York Mets en route to the Fall Classic. The Mariners didn't have it much tougher, sweeping the Boston Red Sox in the opening round before beating the Yankees 4-1 in the ALCS to meet the Cardinals in a World Series for the ages.

    Game 1: Mariners, 7 @ Cardinals, 6
    The Mariners took the first game and home field advantage, with Griffey hitting a grand slam home run in the third inning to put the Mariners on top for good. The Cardinals would rally but it wouldn't be enough.

    Game 2: Mariners, 5 @ Cardinals, 12
    The Cardinals roared back with a huge win, setting the tone early by going up 6-0 in the first inning and putting the Mariners in a hole they couldn't crawl out of.

    Game 3: Cardinals, 3 @ Mariners, 2 (10 innings)
    It was largely a defensive struggle, the game featured no home runs and went scoreless through four innings before the Mariners opened things up with a two-RBI double. The Cardinals would score one run each in the sixth, seventh, and finally the tenth inning to win a tight Game 3.

    Game 4: Cardinals, 4 @ Mariners, 7
    The Mariners came back in a big way with a seven-run eighth inning after the Cardinals got up 4-0 and threatened to take a 3-1 series lead. Griffey went hitless but the rest of the team stepped up with crucial hits.

    Game 5: Cardinals, 3 @ Mariners, 5 (12 innings)
    The longest game of the series saw Ken Griffey Jr. win it for his team with a two-run shot at the bottom of the 12th with two outs.

    Game 6: Mariners, 0 @ Cardinals, 10
    Game 6 was a rout, the second such game of the series. Todd Stottlemyre was the hero with a two-hit pitching performance.

    Game 7: Mariners, 4 @ Cardinals, 5
    The Cardinals closed out the Series and ended the Mariners' three-peat bid. Mark McGwire was the hero with two home runs, including the go-ahead home run in the eighth inning to put the Cardinals up for good.

    -from “World Series 1998” on Sportsrecaps.com

    -

    Now we come to the next two games in our review of the Ultra Nintendo's top games of 1998: Blue Nexus and Phasewar. While Blue Nexus is known as a true cult classic sci-fi RPG, Phasewar was a shooter that actually managed to outsell Squaresoft's Einhander, at least in North America, and was one of the Ultra's most successful releases of October 1998.

    Blue Nexus is unique in that nearly the entire game took place inside of a spaceship, a very large spaceship that is left nearly deserted after a strike from a mysterious energy weapon leaves its entire crew of thousands of people dead...save for four (later revealed to be six) survivors who must make their way through the city-sized ship, all the while avoiding incursions from invading aliens and also diving into the ship's very strange computer simulation program known as the Blue Nexus in order to uncover the mystery of just what kind of threat they're facing. The game was compared to Atlus' Shin Megami Tensei series, particularly its game Soul Hackers which appeared on the Sega Saturn to somewhat less North American success (as in, nearly none), though the action-based combat system was different and the game was significantly easier. Developed by Tecmo, the game was a far better effort than their previous title Secret of the Stars, and they hired a special North American team to handle the translation. They also kept the original Japanese voice acting in the game rather than spend a significant amount of money to hire English language dubbers. The result was an RPG that seemed destined to be obscure, but it remains a heavily desired title among Ultra Nintendo collectors, going for up to $150 on Ebay and far more for a sealed copy.

    Phasewar was the first major shooter to attempt a Gradius-style shoot-em-up in full 3-D. Though the production values were somewhat less than Starfox 2, the game had a very slick look, and allowed the player to determine which path they'd take through the game. The plot was very straightforward, about an alien invasion from another dimension, which led to massive armies of strange alien beings and thousands of ships swarming the player's very nimble and surprisingly powerful flying ship. You flied at a rapid pace through different cities and planets with only a minimal amount of dialogue from various characters, none as silly as that found in Starfox 2 but the dialogue really did give the game a very “arcadey” effect, and the soundtrack, a strange mix of techno beats and rhythms, was one of the most distinctive to appear on the Ultra, a style that would continue in later installments in the series. Phasewar was rated highly by critics and sold quite well, nearly passing Nintendo's first-party title Kid Icarus: Guardian in sales that month. It was ultimately regarded as one of the best, if not the best, shoot-em-ups of the year, and though it, like Blue Nexus, is somewhat underappreciated today, it and games like it show that the Ultra Nintendo had no shortage of great games, even the ones that didn't become blockbuster hits.

    -excerpted from “Ultra Nintendo: The Hits (1998)”, an article on Gamesovermatter.com

    -

    Sony's latest, Twisted Metal 2, is a massive game, taking the suicidal, homicidal racers all over the globe, to 14 different arenas. Indeed, there are more combatants than there are arenas, with 12 in all, two of them unlockable. The game's graphics have significantly improved, from the clunky 3-D of the Super Nintendo CD to the smooth, quick 3-D to the Ultra Nintendo, the draw distance is enormous and the weapons light up the screen, creating massive fireballs and fully collapsible buildings (though not every building is collapsible, you'll quickly learn which ones are, collapsing buildings can cause major damage to racers unlucky enough to be caught underneath them). The game also features a storyline, a series first, with Sweet Tooth, Bella Donna, Marcus Kane, and others appearing in cutscenes between levels depending on which one you select. Of course, the real appeal of this game is its multiplayer mode, featuring eight different arenas based on the levels you encounter in the single player game, and support for up to four players at once. Unlike the first game, which was a slow affair with a limited amount of arenas, the four-player multiplayer in Twisted Metal 2 runs very smoothly, and each arena has different gimmicks and tricks to spice things up (though at times, the arena can play TOO much of a role...fortunately, the option is there to turn off arena hazards). Twisted Metal 2 is extraordinarily fun and is our Game of the Month here at Next Generation. It's only on the Ultra Nintendo, so if you have the system, check it out!

    Score: 46/50

    -excerpted from the review of Twisted Metal 2 in the November 1998 issue of Next Generation magazine

    While Emergency was shown off very recently at the Tokyo Game Show, we've got some exclusive news on Sony's newest Ultra Nintendo game to pass along. A 1999 release in both Japan and North America is expected, and the game is said to have a massive amount of voice acting, with cinematic scenes interspersed throughout the game. Sony revealed that they are looking to create a full cinematic experience with their hospital horror title, and they're positioning the game as one of their biggest hits of the year. They also revealed the nature of the outbreak...it's different from the one that's featured in Resident Evil, as it won't mutate its victims into hideous creatures, at least not all of them. We saw footage of certain humans under the influence of the strain who were completely identical to normal human beings in appearance, but they committed evil deeds under its influence. Without revealing too much, Sony indicated that Emergency won't be like any other survival horror title before it, and it's quickly becoming one of our most anticipated titles of 1999.

    -excerpted from an article in the November 1998 issue of Next Generation magazine

    -

    And while Korn's “Follow The Leader” continues to be the leader on the rock charts, the controversial Marilyn Manson is nipping at their heels with his new album, “Mechanicolocaust”. While the current top two rock acts in the country are making headlines for their controversial, violent lyrics, the band that looks to have the most anticipated rock album of 1999, Nirvana, is promising a mellower sound for their new album, though not because they're trying to steer clear of controversy. According to Dave Grohl, “we're all just in a different place than we were a few years back, and the new stuff reflects that. Everyone's in a better place right now, the whole world's in a better place.” Of course, if you ask Marilyn Manson if that's true, he'd respond with a resounding “no”, and would probably add a profanity or two for good measure. His new album deals with the issues of drug abuse and self-harm, a satirical tour-de-force that will immediately shock the uninitiated, but for Manson, that's just part of the message he's trying to send. Another band courting controversy, this one looking to burst onto the mainstream scene, is Slipknot, whose demo tracks have been gaining notoriety through distribution on music-sharing services online. This notoriety has made their demo album, set to release early next year, among the most anticipated rock albums of next year, right alongside Nirvana's next album. Another of 1999's most anticipated rock album debuts is that of Alison Pipitone, whose performance was reported to have stolen the show at this year's Lilith Fair. Her debut album, “The Lilting Tree”, might just be the biggest female rock debut since Alanis Morisette's “Jagged Little Pill”.

    The biggest rock story of the past few weeks has been the sudden announcement that Soundgarden has come back together to work on a new album, with bassist Justin Chancellor replacing Ben Shepherd. Chancellor, of course, has been a prominent solo performer for the last few years, with a Grammy nomination just last year. It's impossible to know what he brings to Soundgarden until we get a sample of their new work, but their new album should come out sometime next summer. As acts like Korn and Marilyn Manson grow rapidly in prominence, a rift appears to be forming in rock between the edge-pushing hardcore rock and the more mainstream alternative sound, words that would have been an oxymoron just a couple short years ago. Next year will see several bands that helped to establish the current mainstream rock sound release new albums, whether or not these albums can challenge the controversial new faces of rock will determine the direction music will take as we head into the new millennium.

    -from “Rick's Music News”, a Tripod.com website, update posted on October 24, 1998

    -

    Hurricane Lisa Now Strongest Since Gilbert

    Hurricane Lisa has achieved Category 5 status in the Caribbean Sea. The hurricane has intensified rapidly, from barely a Category 2 just yesterday afternoon, to a huge Category 5 monster with sustained winds of 185 miles per hour. The pressure has dropped to 893 millibars, which is the lowest of any Atlantic hurricane since Hurricane Gilbert in 1988. That hurricane impacted Mexico with powerful winds and serious flooding, killing hundreds. Right now, Hurricane Lisa is forecast to impact the Yucatan Peninsula, but is projected to weaken somewhat before then.

    -a Yahoo! News weather update from October 23, 1998

    Hurricane Lisa Slams Into Cancun As A Category 5 Hurricane

    Hurricane Lisa has made landfall in Cancun with winds raging at 165 miles per hour, re-intensifying after an eyewall replacement cycle caused the storm to temporarily weaken to a Category 4. Due to a major evacuation and the storm striking at an off-time for tourism, Lisa's impact is unlikely to result in a large number of deaths or injuries, but monetary damage could be in the billions as the storm's powerful winds ravage Cancun's resort hotels.

    -a Yahoo! News weather update from October 25, 1998

    Tampa Residents Prepare For Hurricane Lisa

    Hurricane Lisa may have weakened after making landfall on the Yucatan Peninsula, but the storm is still a Category 1 hurricane with winds of 85 miles per hour, and is forecast to hit the Tampa, Florida area later today. Some fluctuations in the hurricane's path are expected, but residents are taking no chances. There has been a mandatory evacuation, and those who are choosing to ride out the storm have cleaned out supplies from local stores.

    -a Yahoo! News weather update from October 27, 1998

    Tampa Cleans Up After Lisa

    The storm may be over, but Tampa residents are left with lots of damage to clean up after the hurricane struck as a Category 2 with 100 MPH winds. The hurricane, which caused five deaths in Mexico after slamming into Cancun as a Category 5, has caused four deaths so far in Florida alone, and coastal flooding from the storm's trip up the Atlantic coast has caused at least six more. Hurricane Lisa is estimated to be the most damaging hurricane to make landfall in the United States since Hurricane Andrew, with early estimates of damage ranging from $6-8 billion. The eyewall went directly over the Tampa Bay area, causing many skyscrapers in the downtown area to be heavily damaged and an estimated wind driven storm surge of 8-10 feet in the bay. The storm has also caused the cancellation of door to door trick-or-treating in the city, though the city has set up several events for children returning from evacuation to have alternate Halloween festivities.

    -a Yahoo! News weather update from October 31, 1998

    -

    Brittany Saldita: This game though, was leaps and bounds better than the previous Saturn Keen game. And that was 3 games in one!

    Alex Stansfield: Yeah, I think they've found their groove now, it helped that this game was made for the Saturn from the ground up.

    Brittany: What I appreciated was that it wasn't just a Mario clone. It ends up being its own game, and...I'll tell you, it almost kind of reminds me of a more open 3-D Zombies ate My Neighbors. It's that kind of game with that kind of gameplay, and difficulty, and humor.

    Alex: I think it's its own game for the most part. It's kind of a hodge podge of different genres, but it stands by itself and it really is better than I thought a Keen game could be. It embraces what it is and that's what makes it so great.

    Brittany: *laughing* And while I DID think Princess Lindsay was a great subversion of the common “save the princess” cliché... is it possible to be too MUCH of a subversion, to the point where it's predictable and it loses some of its impact? Not a knock on the game, which is great, but just a thought I had.

    Alex: Yeah, and then the multiplayer...I mean, they kinda just tossed it in there but it's still pretty fun. That's what Commander Keen: Mars' Most Wanted is. Just raw fun, kind of difficult but not too much so, I think it's the perfect action game for the Saturn and I'm giving it a 4.5.

    Brittany: I loved it and I agree, a 4.5. It's got some flaws but they're few and far between, for the most part, this is a fantastic game and highly recommended by GameTV.

    (…)

    Ted Crosley: *sitting on the couch with Alex, Brittany, and Gary* and that's it for GameTV, but before we go, let's fire up Commander Keen one more time for a little game I like to call “Get Hitler”.

    Alex: Hitler, being of course, history's biggest (bleep)hole, is sort of in this game. He's actually Mr. Hiller, who looks pretty much just like him, and guess what? You can be him in multiplayer.

    Brittany: So what we're gonna do is make Gary be Hitler, and not do anything except run around while we chase him and kill him over and over again!

    Gary Westhouse: Why do I have to be Hitler?

    Ted: You do the best German accent.

    Gary: No I don't, you guys do way better German accents than me!

    Ted: *doing a German accent* No, no we don't, this is a lie!

    Alex: *also doing a German accent* Why are you lying? This is punishable by DEATH!

    Brittany: *she is also doing a German accent* Now START PLAYING!

    Gary: *lets out a yell and starts running around as Mr. Hiller, getting blasted as all of them do silly German accents, with Gary's easily the worst sounding out of all of them, the screen shows “Hitler” dying multiple hilarious deaths*

    -excerpted from the October 6, 1998 episode of GameTV

    (...)

    Gary: Time Crisis 2 was pretty good. I mean, if you liked the first one, you're gonna like the second one.

    Ted: Yeah but with that said, the Saturn's showing its age with this one, the arcade version looks way better. Now, with the Ring coming out next month, I mean...hopefully it looks a little bit better on the Ring but as for right now, just know what you're getting into. The gameplay's solid, though it's pretty much the same as the original, just a bit longer and maybe a bit tougher.

    Gary: Time Crisis was never my favorite lightgun series, that's probably Point Blank....

    Ted: Virtua Cop for me but yeah, Point Blank's a good one. Look, I mean...you're shooting bad guys, saving hostages, it's par for the course. This game, if you've played Time Crisis and didn't love it, you probably don't need to play this one.

    Gary: It's good but definitely not great. 3.5 out of 5 from me.

    Ted: And I give it a 3. So, when's the next REALLY fun light gun game gonna come out? At this point it's honestly more fun and exciting just to chase your friends around with your light gun. Remember when that was gonna be the next big thing? The light gun?

    Gary: Does the Ultra Nintendo have a light gun game?

    Ted: Like one or two, and neither one was any good. I wouldn't mind playing Star Fox with a light gun though.

    (…)

    Adrian Fry: So what's Metal Clash supposed to be? An RPG? An action game? A fighting game? I wasn't entirely sure.

    Alex: Hey, I really enjoyed it. I loved how much customization you could have, if you want to make a humanoid robot with a giant saw on its face and big flamethrower arms, you could!

    Adrian: I tried to make a robot dog....it didn't go so well.

    *The screen shows Adrian's robot dog limping along as it gets pounded by a massive hammer from another bot*

    Adrian: And when I went into the arena with you, it went even worse!

    *The screen shows Adrian's robot dog on its back, flailing around as Alex burns it with both flamethrower arms*

    Alex: Yeah, after that one I thought the ASPCA was gonna come and bust me. Now, this game wasn't perfect, the single-player quest had a lot of cliches, like that rival of yours who shows up, the one who's like Gary but ten times more obnoxious. Pokemon Gary, not our Gary.

    Adrian: Right, and some of the bosses were really cheap, it's easy to get pinned against the wall and if you don't know what you're doing, it's really hard to control your bot.

    Alex: Yeah, I did feel I was kind of limited in what I could do due to the controls being really crappy with certain bot designs, so watch out for that.

    Adrian: You know, in the end it's a pretty good game. It's got its problems and even though you have a LOT of customization options, there's not as much freedom as you'd think, I still found myself having fun a majority of the time I played with it and that's enough to get a 3.5 from me.

    Alex: I'm giving it a 4, it's another great first-party Nintendo game and I think it's gonna be another hit for them.

    -excerpted from the October 13, 1998 episode of GameTV

    (…)

    Gary: Okay, so can we admit it was a mistake to release Fighting Vipers 2 before the release of the Ring? It's clear this game was meant for the Ring because the Saturn version is nigh-unplayable. It looks like crap, it STILL runs slow...why even BOTHER releasing this for the Saturn and allowing you to play it without the Ring?

    Adrian: Yeah, I get not wanting to limit the number of people who can play it but this just sends a bad impression.

    Gary: That said, I have NEVER been a big fan of Fighting Vipers. Aside from Emi, there's really nothing that stands out about this game anyway. It's just average and then you get to the fact that this is a crippled port....

    Adrian: I hope...I HOPE that not all Ring-enhanced games are like this. Great with the Ring, unplayable without it...

    Gary: I think it's just this one. I HOPE it's just this one. Virtua Fighter 3 played just fine without the Ring at E3! I mean, it didn't look quite as good but it still looked great and played great. So this is just a lazy port.

    Adrian: Should we do another review once the Ring comes out?

    Gary: Honestly, I don't think we should. Anyway, as it stands now...0.5 from me. And the .5 is just for Emi.

    Adrian: Yeah, I can't give this more than a 1. I mean...look at it.

    *The game is shown again on the screen, one of the character is moving extremely slow while using his combo, which looks almost glitchy as it gets executed. The background looks really plain and everything just looks muted from the arcade version.*

    Adrian: It's a total mess. I hope it plays better when the Ring comes out.

    -excerpted from the October 20, 1998 episode of GameTV

    (…)

    Brittany: *dressed like Jem from Jem and the Holograms for the Halloween episode* You know, and for me, who's actually seen the Evangelion anime, this game's kind of a mixed bag for me. I wasn't a HUGE fan of Evangelion, but I liked it, and this game doesn't capture much of the feel of the show. That said, it's a beautiful looking game and some of the giant mech fights are pretty fun, when you're not fighting a bunch of repetitive drones.

    Lyssa Fielding: *dressed like Kimber from Jem and the Holograms* Apart from the repetitive fights, I had a lot of fun with this game. Of course, I've never seen Evangelion, I've been meaning too....you know Sailor Moon is more my speed. *smiles*

    Brittany: Well yeah, mine too, I mean, come on.

    Lyssa: And that game was crap! Why can't they make a GOOD anime game?

    Brittany: Hopefully next year's Sailor Moon game is better. I can't believe we're finally getting the Sailor Moon RPG! But enough about that, let's talk more about Evangelion. The little cinematics that pop up during the levels, I enjoyed, though again, a lot of them get kind of repetitive after a while.

    Lyssa: So much repetition! It's like they made this really pretty game, with really fun giant robot fighting, but they couldn't think of enough stuff to fill 18 missions, so a lot of the gameplay during the missions is the same kind of stuff you encountered on previous levels, just more of it, or tougher.

    Brittany: So many games have that problem! It really pisses me off! So yeah, I can't give this game more than a 3.

    Lyssa: I'll be a little nicer and give it a 3.5, because I DID have fun with it, it's just....

    Brittany: If you don't have enough stuff for eighteen missions, do like ten missions?

    Lyssa: *mock gasps and puts her hands up to her cheeks* Outrageous!

    -excerpted from the October 27, 1998 episode of GameTV

    -

    SNES-CD Power Charts: October 1998

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Tale Phantasia
    3. Chrono Trigger
    4. Sphere Soldier
    5. Super Mario World 2
    6. Donkey Kong Country 4
    7. Donkey Kong Country
    8. Secret Of Mana
    9. Tales Of The Seven Seas 2
    10. Victory 2

    Ultra Nintendo Power Charts: October 1998

    1. The Dreamers
    2. Final Fantasy VII
    3. Super Mario Dimensions
    4. Fairytale
    5. Gran Turismo
    6. Quixsters
    7. Goldeneye 007
    8. Quake
    9. WWF War Zone
    10. Ultra Mario Kart

    The Official Saturn Magazine Buzz Chart: October 1998

    1. Commander Keen: Mars' Most Wanted
    2. Virtua Fighter 3
    3. Sonic the Hedgehog 4
    4. Tekken 3
    5. Turok II: Seeds Of Evil
    6. Quake
    7. Shenmue
    8. Arbiter Of Sin
    9. Z-Stomper
    10. Nightsyren

    -

    A decade ago, we introduced the Game Boy to the world. Since then, it has become the most successful gaming handheld of all time, with 75 million units sold. In 1996, we introdued the Game Boy Color, and brought a new world of color to our handheld platform. The Game Boy remains the most successful handheld on the market, and with the recent worldwide introduction of Pokemon, Game Boy sales continue to be strong. But, as we have seen with our home console platforms, technology and innovation continue to march on, and in Nintendo's constant effort to bring fun and entertainment to players all over the world, we never stop innovating. Now, in cooperation with our partners at Sony, I am proud to bring you the next generation of handheld gaming. I am proud to introduce for the first time anywhere... the Game Boy Nova.”
    -Hiroshi Yamauchi, from his keynote speech at Spaceworld '98, October 22, 1998

    Hello again, friends! As Yamauchi-san said before, the Game Boy Nova is a handheld device for the next generation of players. Nintendo and Sony have worked on this for nearly two years, and the result is what I believe to be the most amazing handheld electronic device ever created! You're going to be...absolutely blown away by what the Nova is capable of. For the first time, we have home console-level technology inside a small handheld device. We have a next-generation chip inside this little thing, and it's capable of playing some fantastic games. Did you ever imagine you would see proper 3-D graphics on a handheld? Some of the things you will see this weekend, I think, will astonish you, much like the Super Nintendo CD astonished you when we first showed it off seven years ago. I see that some of you remember!”
    -Ken Kutaragi, from his keynote speech at Spaceworld '98, October 22, 1998

    SPACEWORLD: Nintendo's Big Show

    It's been nearly two-and-a-half years since Nintendo last had a big show at Shoshinkai, but we're finally back and Nintendo made some major announcements at this year's show, while exhibiting more than a dozen new games for its various platforms.

    First and foremost, of course, was the announcement of a new piece of hardware from Nintendo: the long-awaited successor to the Game Boy and the Game Boy Color. The new handheld is called the Game Boy Nova, and it's a true quantum leap from anything that's come before it. The new system, which has a clamshell design, with the screen (a wide screen in fact!) on top and the controls on the bottom. The rectangular handheld has controls similar to those found on the Super Nintendo, with four face buttons, the familiar A, B, X, and Y, along with two shoulder buttons, a Start button, a Select button, and a D-pad. The graphics are superb, this system is capable of anything the Super Nintendo CD could do, and some games even approached a few lesser Saturn titles in graphical fidelity. The games were divided between detailed 2-D and some nice 3-D, and the 3-D on some games exceeded what we saw in Squad Four: Eclipse, considered to be the best 3-D on the SNES-CD. And what games am I talking about? Well, first up, there's Super Mario Nova, a new platforming Mario game that resembles a much prettier Super Mario World 2. It's not in 3-D, but the colors pop to an extraordinary degree on the backlit screen, and the game features moving backgrounds like in the Donkey Kong Country games. Only two levels were playable, but they were both quite fun, and Super Mario Nova is expected to be a launch title. But there was a game even bigger than Super Mario Nova at the show.... Nintendo officially announced Pokemon Sun and Moon, the sequel to Pokemon Red and Green, and the game is a mix of 2-D and 3-D, with some 3-D used in the overworld and buildings, while battles appeared in fully animated 2-D, with highly detailed Pokemon. So far, most of the Pokemon that appeared in the game were of the original 150, but new Pokemon including a funny-looking owl and a fierce-looking dog were shown to appear in the game, along with a new Bug type that resembled a ladybug. Nintendo and Gamefreak, which is owned by Sony, promise to reveal more about Pokemon Sun and Moon in the coming months, but what I saw and played was amazing. The Game Boy Nova will also see a few ports, including Super Metroid, which Nintendo showed off at Spaceworld on the Nova (unfortunately, it was the only Metroid game that appeared at the show). What amazed me was the port of Resident Evil that was running on the Nova, it wasn't quite as good looking as the Saturn version of the game, let alone the Ultra version, but it still looked fantastic, beyond anything I thought a handheld was capable of before seeing it for myself. Among the technical specs that were revealed about the Nova was that it will use cartridges as a storage medium (CDs were considered, but the movement of a CD reading mechanism would have been a drain on the Nova's battery life). This might present a problem, considering that several SNES-CD ports are planned for the Nova, but with compression and the removal of animated cutscenes, the cartridges (estimated to hold between 4-64 megabytes of data, with more possible down the road as memory prices come down) should be sufficient enough for most SNES-CD games, let alone games designed specifically with the Nova in mind. The battery life clocks in at 6-8 hours on the handheld's rechargeable battery, which is relatively astonishing considering that Sega's less powerful Venus got about 2 hours on 6 AAs (with less than one hour on some Mega Charger games). Sony is rumored to have put a lot of money into the research of rechargeable battery technology specifically for the Nova, and it's likely to pay off once the Nova is released. The system is priced at an estimated 21,000 yen, with a Japanese release expected by the end of 1999, and a North American release likely either at the end of 1999 or sometime during 2000. The Nova looks truly amazing, but with Pokemon still going strong on the original Game Boy, its sales should remain robust even after the Nova's launch.

    Nintendo was also showing off lots of Ultra Nintendo software at Spaceworld. Perhaps the most intriguing title was Super Smash Bros., a fighting game starring Nintendo characters facing off against each other! Yes, you heard that right. Mario, Link, Pikachu, Donkey Kong, Samus, Yoshi, Kirby, and a number of others who have yet to be announced will all throw down in this four-player fighting game, and even though I didn't get much time to play before having to step aside for the next person, the game looks incredibly fun. Surprisingly, no North American release has been announced as of yet, though the game will be releasing in Japan in December and I have to imagine it'll show up on our shores sometime in 1999. Nintendo also showed off the new F-Zero game, F-Zero: Ultracharged, which is coming out in Japan at the start of next year. Captain Falcon returns with a number of new racers, and the game not only boasts 18 all new (and very pretty) tracks, but it also features a course creation mode that will allow the player to design their own track and then bring it to a friend's house with the Ultra Nintendo's Controller Pak. Ultracharged looks incredibly fun and will definitely build off of the momentum that F-Zero CD created all the way back in 1994. There was a new Mario-based golf game and also Mario Party, a four-player board game that looked somewhat silly but should add to the Ultra's roster of really fun multiplayer games.

    X: Tactics, the next game in the X series that includes the Super Squadron X titles, was announced at Spaceworld for the Ultra Nintendo. It takes a more deliberate approach to the popular tank war game, requiring players to plan out their attacks on a massive battlefield before engaging in tank skirmishes with the enemy. It combines elements from strategy games with the X series' tried-and-true tank fighting, and should be quite a hit when it launches in Japan in the spring. Speaking of strategy titles, the new Fire Emblem game, which now has a subtitle, best translated in English as The False Princess, was shown off at Spaceworld, though only with a small video trailer and a brief demo of gameplay. The fully 3-D battlefields look great, and characters seem to come to life with excellent animation and a series first, voice acting. Fire Emblem: The False Princess is still some time away but could appear in North America as early as next year. Masahiro Sakurai, who was there to show off his Smash Bros. game, also showed off a Kirby title for the Ultra, though only a small gameplay demo was available, showing Kirby moving around and sucking up enemies in a fully-3D world. Kirby showed off a couple of new powers, including the ability to transform into a Starfox-like ship, and Rick from the Dream Land games also made a brief appearance. We'll be sure to see more of the new Kirby game over the upcoming months. And finally, Nintendo announced the next Squad Four game, though again, only had a short gameplay demo to show off at Spaceworld. This demo, however, was extremely expressive. You controlled Shad, who was running around fighting guards in some type of prison area, and the demo showed off the game's impressive lock-on system. Basically, Squad Four has gone completely off the rails. It's now a fully 3-D adventure title, and the demo left me clamoring for more. Indeed, Spaceworld 1998 left most attendees begging for more and excited about the future, which is pretty much the hallmark of any successful trade show. 1999 is going to be a very fun year for Nintendo fans.

    -excerpted from an article on Gamespot.com, October 28, 1998
     
    BONUS - The Nintendo Power Covers Of 1998
  • At first, I felt that *Saturn's launch avoiding all of its mistake IOTL was too good to be true, until I realized that Saturn's mistakes were SO STUPID (I mean, pissing off Wal-Mart by not informing them of an early launch is always a great idea) that it's actually quite unrealistic how they occurred in real-life. Mind you, replacing Theater of the Eye with some Japanese semi-mascot is still hard to swallow.

    OTL is a MASSIVE Sega screw and a borderline Sony wank. In TTL's version of AlternateHistory.com, OTL is a popular video game TL called "The Great Divorce" asking "What would have happened if Nintendo had stuck with Phillips and Yamauchi didn't call Sony in 1991?" and a frequent comment that gets posted is "You must REALLY hate Sega, WTF do you have against Sega?" The Kutaragi screwups ("599 US dollars", "giant enemy crab") that the PS3 had on its launch IOTL are an attempt by the authors to correct this after people call it an ASB Sony wank after the PS2's huge success XD

    Actually, as I read through this thread, I keep thinking of ways that I would write things differently. For example, I believe that if Secret of Mana didn't cut out 40% of its planned content, Squaresoft would see no reason to recycle those ideas into Chrono Trigger, resulting in a game that's literally unrecognizable from OTL Chrono Trigger. But I don't hold this against the authors, because I firmly believe that it's impossible to predict how things will (or could) turn out, other than pure coincidence. I'm sure every reader has their own ideas as to what would likely happen.

    The multiple endings I get, but what's the other Mana content that ended up in Chrono Trigger? I never came across it in my research but now I'm quite curious!

    BTW, a note. November 1998 will be split up into two updates, with Sega/The Ring in the first update and Nintendo/Zelda in the second, with various pop-culture/news stuff (mostly the midterm elections) split between them.

    And one more thing, here are 1998's Nintendo Power covers:

    January 1998: Resident Evil
    February 1998: Star Wars: Shadows Of The Empire
    March 1998: Goldeneye
    April 1998: The Legend Of Zelda: The Mystic Mirror
    May 1998: Gran Turismo
    June 1998: The Dreamers
    July 1998: WWF War Zone
    August 1998: Ballistic Limit 2
    September 1998: Killer Instinct Ultra
    October 1998: Metal Clash
    November 1998: The Legend Of Zelda: Temple Of Time
    December 1998: Parasite Eve
     
    BONUS: The SNES-CD's Top Selling Games
  • All right, you guys. By popular request, here is the global top-selling games list for the Super Nintendo CD. I didn't break it down by region, though I might at least list top tens for each of the three major regions later on.

    In general, Super Nintendo CD games sold better than OTL Super Nintendo games due to the number of hardware units sold (a slight increase over the OTL SNES, with about 50 million total SNES-CD units sold globally between the stand-alone SNES-CD, the peripheral, and the Playstation Combo Set), and the wider fanbase (with more teens and adults playing the SNES-CD ITTL, with more disposable income, along with more PC ports and genres like RPGs becoming popular in North America earlier on). According to Wikipedia's list of the top selling SNES games OTL (https://en.wikipedia.org/wiki/List_of_best-selling_Super_Nintendo_Entertainment_System_video_games) which I used as a base for this list, there were 49 million-selling SNES games IOTL. ITTL, there are 71 million-selling games for the SNES-CD.

    The Best-Selling Super Nintendo CD Games:

    Super Mario World 2- 25,174,553
    Super Mario Kart- 13,045,776
    Donkey Kong Country- 10,563,732
    Street Fighter II: Arcade Edition- 8,885,491
    The Legend Of Zelda: Ocarina Of Dreams- 8,056,480
    Super Mario World 3- 7,348,660
    Doom- 6,851,336
    Donkey Kong Country 2: Diddy's Kong Quest- 5,831,479
    Secret Of Mana- 5,168,783
    Mortal Kombat- 4,459,800
    Dragon Quest VI- 4,180,335
    The Secret Of Monkey Island- 3,885,780
    Donkey Kong Country 3: Dixie Kong's Double Trouble- 3,715,413
    Chrono Trigger- 3,448,219
    Squad Four: Eclipse- 3,391,540
    Donkey Kong Country 4: Kong Family Reunion- 3,224,516
    Final Fantasy VI- 3,060,784
    Ballistic Limit- 3,028,470
    Tale Phantasia- 2,970,383
    Super Street Fighter II: Arcade Edition- 2,954,631
    Star Fox- 2,841,369
    Killer Instinct- 2,785,710
    Mortal Kombat II- 2,686,331
    Dog Dash- 2,684,310
    Tales Of The Seven Seas- 2,613,882
    Squad Four- 2,576,184
    Elements of Mana- 2,360,584
    Twisted Metal- 2,286,491
    Star Wars: Masters Of Juyo- 2,274,386
    Andrekah- 2,187,415
    Tales Of The Seven Seas 2- 2,184,590
    F-Zero CD- 2,104,762
    Puyo Puyo Super!- 2,057,663
    Dog Dash 2- 1,975,444
    NBA Jam- 1,907,864
    Victory- 1,817,329
    Samurai Shodown- 1,746,559
    Super Mario RPG: Legend Of The Seven Stars- 1,705,548
    Twinblade- 1,657,544
    Super Bomberman CD- 1,574,621
    Idol Star '94- 1,552,786
    Where In The World Is Carmen Sandiego?- 1,506,748
    Victory 2- 1,453,887
    Frederico- 1,446,785
    Tetris CD- 1,416,673
    Terranigma- 1,321,784
    Super Star Wars Trilogy- 1,315,429
    Kirby Super Deluxe- 1,305,882
    Sailor Moon- 1,305,167
    Snatcher- 1,288,469
    Romancing SaGa- 1,287,663
    Dragonball Z: Saiyan Battle Saga- 1,278,440
    Matsuki Zanna- 1,275,886
    Jewels Of The Realm- 1,226,887
    Final Fantasy IV- 1,226,881
    Iron Combatant- 1,204,785
    Ranma 1/2: Clash of Demons- 1,174,861
    Monkey Island 2: LeChuck's Revenge- 1,154,897
    Tetris Attack- 1,136,742
    The Terminator- 1,108,599
    Andrekah/Cotton: Amazing Duo!- 1,103,487
    Grant Hill In NBA Basketball- 1,097,582
    Pokemon Super Adventure- 1,088,643
    Sphere Soldier- 1,073,561
    Final Fantasy Origins- 1,054,879
    Derby Stallion CD- 1,054,613
    Eternal Night- 1,040,315
    Super Ghouls 'n Ghosts CD- 1,030,794
    The Three Caballeros- 1,027,113
    Road Storm- 1,008,461
    Final Fight II- 1,005,485
     
    November 1998 (Part 1) - Enter The Ring
  • With the Ring, the Saturn truly enters the next generation of gaming, with stunning visuals only previously seen in the hottest arcade games. Make no mistake, this is no Mega Charger. It takes the Saturn to a whole new level of graphical performance and enables it to play games that players could only dream of before.”
    -excerpted from the cover article of the November 1998 issue of Official Saturn Magazine

    The Ring isn't a gamble, it's a logical next step. The Mega Charger was a success, ergo, the Ring will be a success and should push the Saturn past the Ultra Nintendo in this year's holiday sales.”
    -Tom Kalinske, in an interview in the November 4, 1998 Wall Street Journal

    The mistake that Sega is making with the Ring is the same one they made with the Mega Charger: charging players a lot of money, and make no mistake, $70 is a lot of money, for a peripheral that doesn't even bring the Saturn up to the level of the Ultra Nintendo. Certain games approach it, but remember, the Ultra is barely a year through its lifespan. The Mega Charger was a 'success' in that it extended Sega's lead over Nintendo for another three months. I don't call that a success, I call it a band-aid.”
    -John Davidson, from an editorial column in the December 1998 issue of Electronic Gaming Monthly

    Sega's still prattling on about bringing the arcade hits home? I got news for ya, Sega, the arcade is dying, so if you're hitching onto that wagon, you're headed off a cliff.”
    -an anonymous poster on an InsideTheWeb.com video game message board on November 19, 1998

    Health insurance rip off lying
    FDA big bankers buying
    Console warring gamers crying
    Cloning while they're multiplying
    Fashion shoots with Beck and Hanson,
    Kurt Cobain and Marilyn Manson
    You're all fakes
    Run to your mansions
    Come around
    We'll kick your ass in!”
    -from “You Get What You Give” by the New Radicals

    -

    *A wrestler (played by Goldberg, who as of the airing of the commercial is still undefeated in the WCW), is standing in a ring, tossing a hapless wrestler around as a bunch of kids watch him*

    Mr. Ultra: *slams his opponent to the mat before throwing him out of the ring and roaring triumphantly* WHO'S NEXT?!

    Boy: Whoa, that guy is unstoppable! Who is he?

    Boy #2: He's Mr. Ultra, and they say nobody can beat him!

    Mr. Ultra: *shaking the ring ropes and laughing*

    *Suddenly, the crowd hushes and turns to the ring entrance. Goldberg turns as well. A song begins to play, it's the OTL Segata Sanshiro theme song.*

    Kids: *gasp*

    Mr. Ultra: Who are you?!

    Kids: It's Segata Sanshiro!

    Segata Sanshiro: *solemnly walking to the ring*

    Boy: Don't do it, Segata Sanshiro! He's too strong, nobody can beat him!

    Segata Sanshiro: *steps into the ring with Mr. Ultra and begins fighting him, the two push each other back and forth*

    Mr. Ultra: *grabs Segata Sanshiro and slams him to the mat, the crowd gasps, it's the first time Segata Sanshiro has ever been taken off his feet before* NOBODY can beat Mr. Ultra! *laughing*

    Boy #2: Get up, Segata Sanshiro! Please, get up!

    *Segata Sanshiro's theme plays louder now, reaching a triumphant climax as he gets to his feet. He looks into Mr. Ultra's eyes with determination, before coming at him with a powerful flying kick that knocks him to the mat*

    Mr. Ultra: Uggggh!

    Segata Sanshiro: *pins him and wrenches his arm behind his back*

    Mr. Ultra: *cries out in pain before finally tapping out*

    Boy: Segata Sanshiro, you did it! But how?

    Segata Sanshiro: *in Japanese, subtitled* To be victorious, you must enter the Ring.

    *Scenes from various Ring enhanced fighting games, including Fighting Vipers 2 and Virtua Fighter 3 begin to play on the screen.*

    Narrator: Join the fight and step into the Ring, a brand new expansion accessory for the Sega Saturn. Play the hottest arcade games like Virtua Fighter 3 with graphics just like those in the arcade. Double your Saturn's memory and give its processor a major boost, turning your Saturn into the most powerful home console there is. The Ring, launching November 4th for the Sega Saturn. Buy it separately or with one of three combo packs: Virtua Fighter 3, Angels, or The Oceanfarer.

    Segata Sanshiro: *stands victoriously over Mr. Ultra as he holds up the championship belt*

    Reporter: *holding a microphone up to him* Segata Sanshiro, do you have any words for your fans?

    Segata Sanshiro: Sega Saturn, shiro!

    Enter The Ring

    NOVEMBER 4

    -from a commercial for the Ring that began airing in mid-October

    Hey, remember Goldberg, that wrestler from the WCW who went on that huge winning streak? The totally unstoppable wrestler? Remember the first guy he ever jobbed to? Yeah, it was Segata Sanshiro.”
    -from a “Bruce Lee vs. Segata Sanshiro: Who Would Win?” vs. debate on Rootalk.com, posted on July 13, 2015


    (…)

    *The Sega Saturn sits alone in front of a TV in a dark room. A group of young adults begin to play a game on it, and are having a good time.*

    For three years, you've enjoyed the Sega Saturn.

    *Various games including Panzer Dragoon, Virtua Fighter 2, NHL '96, Resident Evil, Turok, and Sonic the Hedgehog 4 are shown on the screen.*

    But you haven't truly played the Sega Saturn...until now.

    *The Ring comes down from the ceiling and plugs into the back of the Saturn console. Virtua Fighter 3 is shown on the screen.*

    Now, the full potential of the Sega Saturn will be unleashed.

    *The players having a blast as they play the Ring-enhanced Virtua Fighter 3.*

    And now...nothing will ever be the same.

    *The music picks up into a fierce techno beat as scenes from Virtua Fighter 3, Spare Parts, Arbiter of Sin, Shenmue, The Oceanfarer, Angels, and Air Warriors are shown on the screen.*

    Double the memory.

    60% faster processing for incredible graphics.

    Lifelike sound.

    And introducing...arcade Model 3 gameplay.

    *Gameplay footage from various Model 3 games is shown on the screen. The players look blown away by what they're seeing as they continue to play.*

    The greatest, the most advanced games, now in the comfort of your own home.

    Enter The Ring

    November 4

    -from a more serious commercial for the Ring that began airing in late October 1998, it aired on primetime while the Segata Sanshiro commercial aired more on kids' TV

    -

    November 4, 1998

    The Ring peripheral for the Sega Saturn launches worldwide. It launches as a stand-alone peripheral for $69.99, a combo set with either Virtua Fighter 3, Angels, or The Oceanfarer for $99.99, or with the Sega Saturn and Virtua Fighter 3 for $249.99. Later two-game combo packs are announced for later in the holiday season. The peripheral sales briskly, though the sell-outs reported with the 1994 launch of the Mega Charger are generally not repeated. This is partially due to Sega producing more of the Ring for this launch, but it's also somewhat due to the Saturn still lagging behind the Ultra Nintendo in sales. The Ring is launched alongside four games: Virtua Fighter 3, which does not require the Ring in order to play, and Angels, The Oceanfarer, and Air Warriors, which all do. Virtua Fighter 3 is one of the biggest fighting game launches of the year, comparable to the launch of Killer Instinct Ultra in September. The biggest selling Ring-exclusive game is The Oceanfarer, followed by Angels, and then Air Warriors, The Oceanfarer and Angels are considered moderate successes, but Air Warriors is considered a disappointment. As for The Ring itself, critically it's praised, though some critics do take issue with the fact that even with the Ring attached, the Saturn is still less powerful than the Ultra Nintendo. In terms of sales, it meets expectations for Sega and provides the Saturn with a much needed sales bump. Indeed, when paired with the later launch of Turok 2: Seeds Of Evil, the Saturn would actually lead the first half of November 1998 in console sales. It was a very slight lead, but the first weekly leads the Saturn had enjoyed since the week that Tekken 3 launched back in May.

    The Ring specs:

    The Ring was an enhancement peripheral for the Sega Saturn that took the shape of a long, black bar, and plugged into the back of the Sega Saturn via one of its expansion ports. It had a 55 Mhz co-processor, which brought the Sega Saturn to a near tie with the Ultra Nintendo in terms of total CPU speed (discounting the Ultra's GPU). It had 4 MB of RAM memory, which doubled the memory available to the Sega Saturn. And lastly, it had a soundchip that tripled the Sega Saturn's sound processing capacity, allowing for extremely high-fidelity music and sound (but was still inferior to the Ultra Nintendo's custom sound chip). Most importantly, the Ring enabled the Saturn to run many Model 3 arcade games nearly perfectly, including Virtua Fighter 3 and Fighting Vipers 2. Early Ring-enhanced games looked extremely good, some even surpassing similar Ultra Nintendo games in terms of graphics (fans even to the present day would argue about Killer Instinct Ultra vs. Ring-enhanced Virtua Fighter 3 in terms of which game had the better graphics). The Ring elevated the Sega Saturn past any fifth-generation OTL system, though, again, it still wasn't up to par with the Ultra Nintendo.

    -

    Virtua Fighter 3: The Basics

    Virtua Fighter 3 was the first game to run on the Model 3 arcade board, and even in 1998 with its home console release for the Sega Saturn, its graphics were extremely impressive. The game was quite similar to OTL's Virtua Fighter 3, with the addition of three characters that did not appear IOTL: Ralph and Cynthia, from TTL's Virtua Fighter 2, and Kanna Saipachi, a mysterious shrine maiden who is attempting to stop Dural. The new characters from OTL, Aoi and Taka-Arashi, also make their first appearances in TTL's game. The plotline remains largely identical, with Dural returning as the final boss and Kage-Maru finally restoring her to her original self (though in TTL's version, he does it with the help of Kanna, who becomes a love interest for him in the series). The game does not appear with its Team Battle iteration in any form as IOTL, instead Sega devoted its energy to bringing a true-to-arcade version of the game to the Ring-enhanced Saturn.

    Reception of the game was extremely positive, matching or exceeding that of Virtua Fighter 2, and being nearly as highly reviewed as Tekken 3. Sales are also exceptional, with the game becoming one of the Saturn's biggest of the year in all three territories, due to its status as the latest and best game of a highly popular series and as the flagship game for the release of the Ring. Even without the Ring, the game looks and runs extremely impressively (though not arcade-perfect), and so the game is popular with both purchasers of the peripheral and those who choose to abstain from doing so. It's one of two massively hyped games releasing that month for the Saturn (with the other being Turok 2), and at the time of its release, many believe that the one-two punch of Virtua Fighter and Turok can overcome even the mighty Zelda.

    -

    Angels: The Basics

    Angels is an action-RPG created by many of the same people who worked on the Saturn launch title MagiQuest. A Ring exclusive, Angels features highly detailed, gorgeous graphics, animations, and backgrounds that simply wouldn't have been possible on the unenhanced Saturn. It's an action-RPG that plays a lot like Secret of Mana, but with much faster combat that relies heavily on combos. The game features a musical score by Jeremy Soule, his second non-Ultra work for the Sega Saturn (after Turok: Dinosaur Hunter). It receives a high amount of praise, and the voice acting, though starring a cast of mostly British unknowns, receives a great deal of praise as well.

    The plot of the game is relatively simple, though it involves a few twists and turns along the way. The main character, Lotherion, is a high ranking angel warrior who serves a deity known as The Light. Lotherion is content with serving The Light, though he harbors a distaste for the vulgar humans and their sinful ways. One day, a great darkness overtakes the heavens, imprisoning most of the angels and causing Lotherion and a few others to be cast down to the surface world. Lotherion has lost much of his powers and to make things worse, he's landed in humanity's most sinful city. However, Lotherion manages to find friends, including a gambler named Reese and a young prostitute named Shara. As Lotherion and his human allies journey, they encounter humans who have been corrupted by the darkness, and meanwhile, some of his fellow fallen angels are determined to kill Lotherion for cavorting with sinners. However, a few of the other fallen angels see reason, and though none of them join as playable characters (only six humans join Lotherion in his quest), they become valuable allies all the same. Eventually, Lotherion and Shara discover the cause of the darkness overtaking the heavens: it is corruption born from The Light itself, manifesting in the form of darkness as The Light subconsciously condemns humanity for its sin and vice. Lotherion and his human allies must return to the heavens and battle the darkness within The Light, enabling it to see the good in humanity in order to make the darkness overtaking both heaven and earth disappear for good.

    Though the game isn't overly bloody or violent (none moreso than the typical action JRPG), its religious themes make it somewhat controversial. However, the graphics, sound, and combat gameplay are all praised and Angels scores excellent reviews, not quite on par with Panzer Dragoon Saga but enough to make it the year's second most successful Saturn RPG both critically and commercially, and ultimately the most financially successful of the three Ring-exclusive launch titles.

    -

    The Ring for the Sega Saturn followed in the footsteps of the Sega Mega Charger: a peripheral that boosted the capabilities of its base console. The Ring was a big hit, especially upon launch, and at the time of the launch there were three games exclusive to the Ring (i.e., the base Saturn couldn't run them alone). Those games were Angels, Air Warriors, and The Oceanfarer. Angels was an outstanding RPG that a lot of Ring owners picked up and were pleasantly surprised by. But The Oceanfarer was actually supposed to be the biggest Ring-exclusive game at the time of the Saturn's launch. It was a beautiful action-adventure title that took place out on a vast sea and starred Charles Gallaway, a debonair pirate captain who ran his own crew of miscreants and scoundrels with hearts of gold. Sound familiar? The game was intended to be Sega's answer to the Tales Of The Seven Seas series, though a bit more serious and with much better production values. And while the game was beautiful (there were definitely parts of the game that were there just to show off how well the Ring could handle water, plenty of “oooh, look at how awesome the water looks” scenes were placed in the game), it didn't quite have the kind of substance it had boasted in the various previews that had cropped up in the months leading to the Ring's release. Don't get me wrong, it was no Waterworld. Captain Gallaway was genuinely likeable and the game had some decent swashbuckling action. Still, many people, myself included, considered it a disappointment. The biggest reason: padding. The Oceanfarer was not an open-world, choose-your-own-adventure type of game like Tales Of The Seven Seas was. There were fourteen missions in all and in between most of them, you sailed from place to place in your boat. Occasionally you'd come across an island or a cove to sail into, but most of the time you were sailing to your next mission, and a few of these missions were quite short as well. If you knew what you were doing, the game could be beaten in a little less than three hours, hardly the 12-hour epic requiring multiple playthroughs that Tales Of The Seven Seas was. It seemed like with all that graphical fidelity, Sega had to cut the actual game short, so what we got was in a lot of ways more of a tech demo for the Ring than the next great adventure game.

    The less said about Air Warriors, the better. It was a sort of ripoff of Ace Combat, just with significantly better graphics. It was a Top Gun-styled aerial combat game and it REALLY poured on the cheese in certain scenes, going way over the top with some of the characters and at times seeming like a parody of itself, which, when combined with the super-realistic graphics (well, super-realistic for the time, at least), just came off jarring. The game actually did sell a decent amount of copies, though not as much as Sega was expecting (to be fair, it was the only Ring launch game without a combo pack). Of the four games to launch with the Ring, Air Warriors is considered the worst and it really isn't close.

    -from an article on Gamesovermatter.com

    -

    Can Saturn Ring In A New Era?

    Sega's Ring peripheral for the Sega Saturn was released earlier this week, and initial reviews are good. The peripheral contains a co-processor, a memory boost, and an additional sound chip for the Sega Saturn, bringing the system's capabilities up to par with its lauded Model 3 arcade hardware. Only time will tell if the Ring will be what Sega needs to get back on top, but initial reports are promising, with fans and reviewers alike eating up the four launch games. Virtua Fighter 3 already appears to be a smash success, and strong sales are also reported for Air Warriors, Angels, and The Oceanfarer, the three Ring-exclusive titles that launched with the system. Noticeably absent from the launch was Shenmue, Sega's open-world title that was initially announced to be released at the Ring launch. That release was pushed back to December as Yu Suzuki and his crew iron out some last-minute bugs to make the game as pitch-perfect as possible.

    The Ring really is a great little device. From our tests, we could see a noticeable difference in the games that were capable of running on the base Saturn console. Fighting Vipers 2 went from borderline-unplayable to outstanding, and Virtua Fighter 3, which already looked gorgeous before, shows off its true arcade wow factor on a Ring-enhanced Saturn. Quake also looked superb when we tested it with the Ring, running nearly as pretty as it does on the Ultra Nintendo. The racing title Hard Charge, while not quite as pretty as Gran Turismo, had a sleek finish when we put it to the test on the new peripheral, and Skylein II ironed out a lot of its graphical rough spots, though the game itself is still fairly average. For $69.99, it's a worthy upgrade, though savvy Saturn fans will opt to buy it with one of the three games that are getting a bundle pack with the device (and for those who can wait until Christmas, games such as Spare Parts and Shenmue are said to be getting Ring bundles as well).

    When the Mega Charger released back in 1994, it gave the Genesis that extra push that it needed to hang tough with the surging Super Nintendo CD. We believe the Ring can do the same for the Saturn, but only if Sega supports it with the right titles that allow it to really show off its stuff. Sonic the Hedgehog 5 will be getting a boost from it when it arrives sometime next year, and if there's any game that can show off what the Saturn is truly capable of, it's Sonic. Sonic 4 gave the Saturn a massive push into a lead that it didn't relinquish until the launch of the Ultra. Can Sonic 5 turn the tide for Sega once more?

    -from an article posted on Gamespot.com, November 6, 1998

    -

    Nickelodeon's All That will be getting a bit of a shake-up when the new season premieres this Saturday. The new season sees the departure of long-time show stalwart Lori Beth Denberg, along with Monica, who departed the show in order to continue her successful music career. Currently, Monica has just finished work on next year's romantic comedy 'The Boy Is Mine' with co-star Brandy Norwood, with the film's theme song of the same name set to launch in February. To replace Denberg and Monica are three new additions to the show's cast: Nick Cannon, Mark Saul, and Mandy Moore.”

    -from an article in the November 7-13, 1998 issue of TV Guide

    -

    Turok 2: The Basics

    Turok 2: Seeds of Evil is the sequel to the 1997 hit Turok: Dinosaur Hunter. The game sends Turok back to the Lost Lands, where he must confront and defeat a race of alien conquerors known as the Primagen (in OTL, the Primagen is a single being, here, it's an entire race). The Primagen are able to take control of the various creatures of the Lost Lands, including dinosaurs and other terrible beasts. The Primagen themselves are confronted in later levels and are among Turok's most dangerous enemies, capable of hunting him down with powerful alien weapons (but upon defeating the Primagen, these weapons can be claimed by Turok). Turok is also capable of taming and riding certain dinosaurs, including raptors and triceratops, to help him defeat some of the game's more challenging foes. The game retains the same first person gameplay as the original Turok, but with even more weapons this time around, the game's large collection of weapons is one of the most praised aspects of the game. The game's graphics are improved as well from the original Turok, though surprisingly, the game is not compatible with the Ring peripheral. David Dienstbier is later quoted as saying “We don't need the Ring to make our game look good” in an interview when asked why the game doesn't use the Ring. The most notable addition to Turok 2 is its multiplayer mode, which allows up to four players at once to engage in a variety of head-to-head or team combat modes, including deathmatch, capture the flag, or item collecting, among several others. While not considered as fun as the multiplayer in Goldeneye 007, it's considered the best FPS deathmatch gameplay to date on the Sega Saturn, and is another of Turok 2's most highly praised aspects.

    The game receives excellent reviews, though not as excellent as the reviews received by Turok: Dinosaur Hunter. In contrast with that game's mostly 9s and 10s, Turok 2 is given largely 8s and 9s. Though the multiplayer is praised, the single player campaign is considered inferior to that featured in the original game. With only 9 levels, as opposed to the fifteen found in the original Turok, it's significantly shorter (the levels are a bit bigger, but there are far less of them), and the plotline, a standard “alien-invasion with dinosaurs” plot, is considered inferior to the more personal, emotional storyline of the original game. The musical score, while decent, is also considered inferior due to Jeremy Soule not being a part of the soundtrack team. Turok 2 is still a major sales success, not quite to the degree of the first but still enough to become one of the Saturn's biggest games of the year. Its total unreliance on the Ring makes it attractive to players unable to afford or unwilling to purchase the peripheral, and sales of Turok 2 remain strong over the holiday season.

    -

    Ted Crosley: So, I loved Virtua Fighter 3 for a number of reasons besides the killer graphics. The new characters were great, the new Dodge function adds a major layer of strategy...

    Alex Stansfield: Yeah, few fighting games give you that sidestep capability, so it definitely sets this game apart from most of the others out on the market. Look, I've been playing this game for the last two years since it came out in the arcades. I've put a ton of quarters into those machines.

    Ted: Oh, me too, buddy.

    Alex: And the thing is, this game is as close to arcade-perfect an adaptation as you can get. So I'm, I'm totally sold on finally having a home console version of Virtua Fighter 3.

    Ted: Honestly, even without requiring the Ring, this game is by far the best reason to get the Ring. It looks SO much better. I had to look and see if I was still playing the Sega Saturn. It's just that damn pretty.

    Alex: Which amazes me because the Model 3 board is a good deal more powerful than the Saturn even WITH the Ring. So I don't know what kind of magic they used to make the game look this good, but whatever it is, they oughta go to Las Vegas and start up a magic show like David Copperfield.

    Ted: Obviously, I'm giving Virtua Fighter 3 a 5. You?

    Alex: It's a 4.5 for me. It's an amazing game, just spectacular and if you can get the Ring, get it because the game looks awesome.

    Ted: It's...virtually awesome.

    (…)

    Adrian Fry: Angels isn't the most epic RPG but it's a lot of fun, particularly the combat since you can pull off some really nice combo moves.

    Lyssa Fielding: Oh, I agree! You know, in MagiQuest, what I liked about the combat was the pace of it, how fast everything moves, and here, it's even faster. You can juggle bad guys back and forth if you're good enough!

    Adrian: The plot I thought was nice too. Not the most original, I mean, it's almost kind of a ripoff of Diablo, but still, it's a better game than MagiQuest. And the graphics, I'll say it again, are lovely.

    Lyssa: Yeah, the plot was a bit of a stumbling block for me too. It seemed, you know, kind of silly.

    Adrian: Silly?

    Lyssa: Yeah, um...most games with religious themes, there's a lot of symbolism there, and here it was just kind of laid out for you in really blatant over the top ways.

    Adrian: Yeah, I can see what you mean but I did like the relationships between Lotherion and the humans he meets along the way.

    Lyssa: Even in a game about an angel falling from heaven and fighting a demonic army, there's still the old “hooker with a heart of gold” cliché. I mean, really?

    Adrian: Would you rather see a game with an evil hooker?

    Lyssa: That would at least be original! Anyway, I'm giving Angels a 3.5. Cool combat and beautiful graphics can't quite redeem a fairly silly plot.

    Adrian: And I'll give it a 4, the combat is better than any other action-RPG I've ever played and even though the plot's a bit lame, you'll still have fun.

    (…)

    Ted: So guys, what impression overall did you get from the Ring?

    Alex: I think it's a sorely-needed upgrade for the Saturn.

    Adrian: Right, with Saturn relying so heavily on arcade ports and arcade machines getting better and better, it's gotta keep up with the Joneses.

    Brittany Saldita: Or in this case, the Model 3s. Look, I'm not usually one for market fragmentation, but it's worked. It worked with the Mega Charger, it worked in a BIG way with the Super Nintendo CD. If you make the games for it, people will buy it.

    Ted: Right, and Sega is standing behind this thing 100 percent.

    Gary Westhouse: Honestly, with Virtua Fighter 3 I saw all I needed to see. This thing is amazing and it's definitely worth buying.

    Lyssa: And I can't wait for Sonic the Hedgehog 5. Finally, a truly 3-D Sonic! It's gonna be amazing.

    Ted: So, now that the Ring is out...Ultra Nintendo or Sega Saturn?

    Alex: Ultra Nintendo.

    Brittany: Ultra Nintendo. With Zelda coming out soon, it's not even close.

    Adrian: You know, for me....I'm thinking this puts Sega over the top. The Saturn's library is about to get a lot bigger, especially with all those new arcade ports that can be brought over.

    Lyssa: Right now...? Last year I couldn't choose....but now I have to say the Ultra Nintendo. Even with the Ring, there's just too many Ultra games I'm liking right now.

    Ted: Gary, c'mon, you know I'm voting Saturn so you can tie this thing up!

    Gary: *agonizing* Ahhhhhhhh....!!! Sorry Ted but...I agree with Alex and the ladies, it's the Ultra for me.

    Ted: Sticking with the Ultra?

    Gary: Sticking with the Ultra, there's just too much great stuff on there. Even for fighting game fans, you've got Killer Instinct Ultra, and then there's that exclusive Street Fighter III! I mean, Street Fighter III, Ted!

    Ted: Well, I think the Ring kicks ass and the Sega Saturn's got a real shot to turn the tables on Nintendo now.

    Alex: Fanboy!

    Brittany: Amy Rose!

    Ted: Amy Rose?

    Brittany: She's the only one who loves Sonic more than you!

    Alex: I think Ted loves him more. *the other hosts laugh*

    -excerpted from the November 3, 1998 episode of GameTV

    (…)

    Brittany: So in the Ultra Nintendo game, you couldn't step out of the robots. In the Saturn Evangelion game, you can barely get IN the robots!

    Lyssa: For an RPG though, this is a decent enough game. It's a nice little sidestory and I thought it actually conveyed the mood of the anime better than the Ultra Nintendo game did.

    Brittany: Well, yeah, it's an RPG so of course there's more of a story. It was actually a fine game, really. The story was confusing but that's Evangelion for you. I agree, I thought it was a better Evangelion game than the Ultra Nintendo game was.

    Lyssa: There's even some humor in this game!

    Brittany: Misato is a surprising source of comic relief, ultimately this game's a lot more interesting than the Ultra Nintendo Evangelion. The graphics are a bit, erm...dated, but the anime cutscenes are well done.

    Lyssa: If you're looking for a really good RPG this probably isn't your game but if you're a fan of anime, it's worth playing! I give it a 3.5!

    Brittany: It gets a 3.5 from me too.

    -excerpted from the November 10, 1998 episode of GameTV

    (...)

    Alex: Turok 2: Seeds Of Evil is a really fun game. It's got all the wild enemies and great first-person shooter action that I loved so much from the original.

    Ted: Yeah, it doesn't have the epic scale of the first game but it's just a lot of fun. And the multiplayer is the best you're gonna find on the Saturn, easily.

    Alex: Hell yeah, especially when you bring dinosaurs into the mix. Whoever gets control of the raptor first is pretty much gonna win but it's fun watching everybody try to wrangle him.

    *A few scenes are shown of players in a multiplayer deathmatch mode trying to chase the raptor and mount it, one poor guy fails and gets chomped.*

    Alex: And it's always hilarious to see the raptor shake off his mind control and take a bite out of your opponent.

    Ted: What can I say, it's Turok! It looks fantastic, it's lots of fun and the multiplayer mode is a blast. I'm giving it a 4.5.

    Alex: So am I, Turok 2 is an excellent game and one of the best on the Saturn this year. 4.5.

    -excerpted from the November 17, 1998 episode of GameTV

    -

    The Official Saturn Magazine Buzz Chart: November 1998

    1. Virtua Fighter 3
    2. Turok 2: Seeds Of Evil
    3. Sonic the Hedgehog 4
    4. Shenmue
    5. Commander Keen: Mars' Most Wanted
    6. Arbiter Of Sin
    7. Tekken 3
    8. The Oceanfarer
    9. Angels
    10. Quake

    -

    November 20, 1998

    Tom Kalinske had a smile on his face. He was attending a party at a Los Angeles bar to celebrate the success of the Ring and the big bump in Saturn sales it had created. He and his fellow Sega employees were chatting, laughing it up, and watching Tim Duncan and the Los Angeles Lakers take on the Toronto Raptors on the bar's multiple television screens.

    “That Duncan, he's a hell of a ball player isn't he?” asked a man sitting near Kalinske, pointing at the screen. The Lakers had a healthy 11 point lead, and Duncan was leading the way with 18 points and 13 rebounds as the fourth quarter began. “Finally the Lakers are turning things around.”

    “Yeah, and so are we,” said Kalinske, though he hardly believed the Ring would make the same impact on the Saturn that Tim Duncan was making on the Los Angeles Lakers. The jury was still out on that, and Kalinske was anxious. It wasn't the impending release of The Legend Of Zelda: Temple of Time that had him worried, even though the reviews for Temple of Time were nothing short of astonishing. Perfect scores from every media outlet, Kalinske hadn't seen less than a 9.5 from anyone and most of the ratings were perfect 10s across the board, with numerous reviewers saying that it was the greatest video game ever made.

    What had Kalinske really anxious was what was about to happen in just one week. Black Friday, the true test for Sega's new peripheral. The Ultra Nintendo had dominated Black Friday the previous year, having completely sold out stores across the nation. This year, even with much greater supply, the Ultra was expected to be equally difficult to find. He remembered the news reports the previous year, how people had died trying to get the Ultra. The husband and father in Tom Kalinske was horrified at the news. People dying just to get their hands on a game console? It was a terrible tragedy. But a tiny part of Tom Kalinske, deep in his mind, the driven businessman part of him that so desperately wanted Sega to win the console wars, was thinking... “Damn... nobody ever died trying to get anything from Sega.”

    Could someone really be a great person and a great businessman at the same time? Tom Kalinske thought so, but trying to be the best person he could be would make the businessman part of his job incredibly difficult if the Saturn didn't turn it around this year.

    He looked around the room again, all those smiling faces, the laughter, the fun.

    “Hey Tom, you think they're gonna drag you back in front of Congress again when that Arbiter of Sin game comes out?” yelled another of Kalinske's employees, one of his marketing people, with a laugh. “That game's gonna piss so many people off.”

    “Especially since the Republicans kept the House,” said another employee. “Hey, they got bigger things to worry about though....like the president gettin' a BJ!”

    The room erupted into laughter, Kalinske included. He loved these people, every single one of them. They were all working so hard to make the Saturn a success and it was such an uphill battle. This time, he told himself, this time had to be different.

    Because if it wasn't, if Nintendo came out on top again...he was going to have to start figuring out who to let go.
     
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    November 1998 (Part 2) - Wilt Thou Soar?
  • Many of the lessons we learned in developing the earliest games for the Ultra were applied to Temple of Time. It wasn't necessarily the technology of the Ultra Nintendo that made this game possible, it was everything we'd learned about how to make a fun video game.”
    -Eiji Aonuma

    I was thinking about the four seasons of the year, and how there are many people who love each of those seasons for a different reason, and then...there are people who hate them as well. For an example, there are many children who love winter! The snow, the celebrations, the fun! But for some adults, winter is...more difficult, you have to drive on very slippery roads and so winter is not so fun again. So I hope that I captured both sides of all four seasons in this game.”
    -Shigeru Miyamoto

    It's a different type of game from the first Kyuriadan, but I think it's a better type of game for the Ultra Nintendo. It takes better advantage of what the console can do.”
    -Brave Fencer Kyuriadan director Yoichi Yoshimoto, discussing the game in Famitsu magazine in the January 1999 issue

    But courage, Link, that transcends the seasons and the ages! The courage to fight when you're faced with an overwhelming foe! Yes, Link, be very courageous indeed!”
    -Farore, The Legend Of Zelda: Temple Of Time

    Ganondorf is a relentless madman...he'll stop at nothing to gain power over all... but Link...I know how to stop him.”
    -Nabooru, The Legend Of Zelda: Temple Of Time

    My daughters didn't stop playing that game. From the moment they got it, they were playing Temple of Time for months. So every day, when I got home, the reminder of everything we were up against was staring me in the face! It was...it was kind of demoralizing at the time.”
    -Tom Kalinske, from a panel at PAX East 2014

    -

    Cross the seasons and endure the ages to save Hyrule. Willst thou rise? Or willst thou suck?”
    -from the commercial for The Legend of Zelda: Temple Of Time, which is somewhat similar to OTL's commercial (https://www.youtube.com/watch?v=JntHVUp7m4E) but with numerous butterfly-induced changes, the final line from OTL's commercial remains but most of it is different

    The Legend Of Zelda: Temple Of Time- The Basics

    The Legend Of Zelda: Temple Of Time is the TTL counterpart of The Legend Of Zelda: Ocarina of Time, and though the two games share many similarities, there are key differences in gameplay, plot, and game progression that distinguish the two. All the familiar systems from Ocarina of Time are present in Temple of Time, including Z-targeting. The right analog stick is used to control the camera (or the player can allow for automatic or semi-automatic control as IOTL), while the X,Y, and the two L and R trigger buttons are used to access items, allowing Link to have up to four items ready at once, in addition to his sword and shield which are utilized with the A and B buttons. The major gameplay addition to TTL's game is the addition of the Courage meter, which is powered by Link's companion Farore (Navi is not in this game, instead, Farore accompanies Link, her spirit accompanying him in his courageous heart, and popping out when she is necessary, Farore also powers the Z-targeting and gives gameplay advice, though she's not as annoying as OTL's Navi, she doesn't yell “Hey!” and “Listen!”). The Courage meter fills up as Link fights enemies. If he chooses to block an attack instead of simply dodging it, for example, he'll gain Courage. He can spend this courage to use spells without depleting his Magic meter or to execute special attacks during battle, indeed, if Link saves his Courage up he can unleash a powerful combo attack that can shorten a boss fight dramatically. The Courage meter adds an extra layer of strategy to battles. Certain items from Ocarina of Dreams do not return, most notably Roc's Feather, though Link can jump as in the OTL Ocarina of Time game by approaching ledges at the proper angle. The game's graphics are vastly superior to OTL's Ocarina of Time, though ITTL, they're slightly less impressive than The Dreamers, Ballistic Limit 2, and Gran Turismo. The music is, like IOTL, composed by Koji Kondo, and while much of OTL's soundtrack remains (including “Song of Storms” and “Hyrule Field”), about half of it is original TTL. The ocarina appears in this game but its significance is greatly diminished, most of the plot related songs are butterflied away, though many of the utility songs remain, the ocarina is largely relegated to a convenience item. There is very little voice acting, only a few cutscene narrations throughout the game are voiced, some by the Great Deku Tree and others by Farore. Link's grunts and exclamations remain and other character sounds (such as crying or laughter) appear, but there is nothing in the way of formal voice acting outside of narration.

    The Link who appears in Temple of Time is completely distinct from the one who appeared in the two NES games, the Link to the Past trilogy, or the Mystic Mirror game on Game Boy Color, though this game is closely related to Mystic Mirror in terms of the mythology surrounding the goddesses Din, Nayru, and Farore. As in Mystic Mirror, the goddesses appear in this game in the flesh once again to guide Link on his journey. The Hyrule in Temple of Time is heavily connected to the goddesses, particularly Din, who governs the passing of the seasons, and Nayru, who governs the flow of time. Thus, the game does borrow somewhat from OTL's Oracle of Seasons and Oracle of Ages. While those games are butterflied away, a few of the ideas from those games do seep into this game and others. The Hyrule in Temple of Time exists constantly divided between the four seasons. Rather than being governed by the tilt of the Earth, Hyrule's seasons are governed by the will of Din, who keeps the seasons moving along so that one-fourth of Hyrule is always in spring, another fourth is always in summer, another fourth is always in fall, and another fourth is always in winter. These seasons change every three months as they do in our world, and it's the constant flow of the seasons that keeps life in Hyrule stable and peaceful.

    It's in this world that Link lives as a 10-year-old boy in Kokiri Forest. One day, he is awakened by a voice. It belongs to Farore, and she appears before Link, saying that once in a generation, she appears before the most courageous person in the land, and that she has chosen Link. She initially gives him the courage to give a present to his friend Saria, then she helps him to find a sword and a shield so he can seek out the great Deku Tree. Link explores the Great Deku Tree, which is largely like OTL's Great Deku Tree dungeon, he finds a slingshot and at the end of the dungeon, he battles the boss, a giant evil flower named Manhandla (replacing OTL's Gohma, who appeared in Ocarina of Dreams ITTL). After Link defeats the boss, he is given the Vernal Light by the Great Deku Tree, who tells Link that a great evil threatens Hyrule and that he must gather together the lights of the four seasons so that he may summon forth Din to confront this evil. Link then leaves Kokiri Forest and sets out on his adventure. He visits Hyrule Town and tries to get to the castle, but is told that the royal family is on a summer outing out on the Great Bay. He heads out to the Great Bay and sneaks into the royal family's summer castle, where Zelda gives him Zelda's Lullaby and tells him that the Spark of Summer is with the Zoras in their cave. But as Link leaves, he sees Zelda being kidnapped. Zelda's kidnappers are a pair of Zoras, a brother and sister. The sister's name is Ruto, and Link pursues her to the Zora Caves, where he gets Ruto's older brother to admit that they are being forced to sacrifice Zelda by an evil spirit who lives deep below the bay. The spirit is demanding the spirit of a pure princess, and instead of sacrificing Ruto, Ruto is going to sacrifice Zelda instead. Link makes his way to the next dungeon, a big sunken ship, where Ruto is planning to sacrifice Zelda to the evil spirit within. Zelda manages to get away from Ruto and it's revealed that Ruto is jealous of Zelda. Link must explore the ship while also tracking down the quarreling girls. He finds a treasure, the Electro Rod, along the way, and after finding the girls, he must use the rod to defeat the evil Octopax boss to rescue them and claim the Spark of Summer. With the spirit defeated, there is no longer any need for a sacrifice, and Ruto apologizes to Zelda and thanks Link, telling him she's going to marry him someday, which makes Link and Zelda blush. Link returns Zelda back to her summer castle and is given a clue to go to Kakariko Village, where the fall harvest is occuring. The people of the village are also celebrating Halloween, but some pranksters are causing trouble and ruining the harvest. Link must track the pranksters to their lair, a large graveyard/maze dungeon. He finds the Boomerang here and uses it to make it through to the boss, a living pumpkin man named Jack O'Lantern. He defeats Jack, ridding the evil spirit from his body, and the pranksters promise not to interfere with the harvest, bestowing upon Link the Autumnal Glow. Link then returns to Hyrule Castle, where Zelda and her family have returned after her vacation ended. She tells him he must make his way up Death Mountain in the winter, up to the home of the Gorons, who have been disappearing one by one. The wintry caves of Death Mountain form the fourth dungeon, and Link obtains the Hammer here, which he can use to smash through certain blocks of ice. He can also use it on the dungeon's boss, a giant yeti named Abominatu, who has been capturing Gorons in order to cook and eat them. Link defeats the yeti, freeing the Gorons, whose leader Darunia bestows the Flash of Winter on Link. Now armed with the Lights of the Four Seasons, Link makes his way back to Hyrule Castle Town, where the Shrine of the Seasons is located. However, the castle town is under siege by Ganondorf. Zelda is spirited away by Impa, while Link goes to the temple only to find it shattered and Din being dragged away in chains by a victorious Ganondorf, who has taken her power to give himself the Triforce of Courage. Ganondorf sets his sights upon Link, but Link is saved by a shield generated by the goddess Nayru, who spirits Link away to the Temple of Time. Nayru tells Link that she must suspend him in time until he is ready to wield the Master Sword and slay evil.

    When Link awakens, he is an adult who can wield the Master Sword, but it is seven years into the future and Hyrule is a dismal place, governed now by darkness. The seasons are twisted and contorted into dark mirror images of themselves and Link realizes he needs to return to Kokiri Forest to see what has happened. The forest is under siege, the growth of spring has accelerated hideously and plants have grown huge and monstrous. Saria is nowhere to be found. Link must penetrate deep into the Lost Woods, where the Temple of Spring is located, he must reactivate the Vernal Light by finding the Sage of Spring. After fighting his way through the temple, claiming the Bow and battling Phantom Ganon, Link finds Saria, who is now the Sage of Spring. She re-activates the Vernal Light and instructs Link that instead of visiting the Summerlands next, he must make his trip through the seasons in reverse, going instead to winter and back to Death Mountain. Death Mountain, however, is a dark and gloomy place. It has erupted as a supervolcano, covering the land around it for miles in ash and dropping the temperature to bone-chilling proportions. Ironically, the Temple of Winter now lies in the middle of a giant magma field, and instead of being ice cold, the temple is one of fire. Link claims the Ice Arrows within, which he uses to freeze lava flows and gradually restore the temple to its normal cold self. However, one hot room remains at the volcano's core. Link enters the room and must battle King Dodongo (who is far, FAR stronger and more difficult than he was in OTL Ocarina of Time). After defeating this tough boss, Link finds Darunia, now the Sage of Winter, who restores Link's Flash of Winter. He also forges Link's Hammer into a much stronger Magic Hammer that can smash much bigger things. Link then leaves Death Mountain, but as he departs, he encounters a mysterious person identifying themselves as Sheik. Sheik offers to help Link clear out the terrible invasion of dark spirits that have overrun Kakariko Village. These spirits are far more evil than the mischievous Halloween pranksters of the past, they are deadly and frightening and they are pouring out of the Temple of Autumn, a dark and twisted place of evil much like OTL's Shadow Temple. Link enters the Temple of Autumn, and there he finds the Cane of Byrna, which Link must use to make it through the illusions and false walls of the temple (managing Link's Courage meter is crucial for this). Once Link reaches the end of the temple, he battles the terrifying being Amorphus, which is somewhat like OTL's boss Morpha, but instead of being a water blob, Amorphus changes forms between various terrifying creatures, somewhat like the final boss of Link's Awakening. Once Link defeats Amorphus, he reunites with Impa, the Sage of Autumn, who re-charges Link's Autumnal Glow and instructs him that to defeat Ganondorf, he must go to the place where Ganondorf was born and raised: Gerudo Valley. Gerudo Valley has been made accessible by the recession of the vast ocean on which Hyrule's summer vacation palace once stood overlooking a vast cliff, it now overlooks an enormous desert. Link must make his way out past the burning salt flats to reach Gerudo Valley. Link learns that the Gerudo have been capturing Zora refugees and keeping them as caged pets. After rescuing Ruto's brother from a Gerudo warrior, he tells Link that the Temple of Summer is no longer accessible in this era. Link must become a child somehow without returning to Hyrule Castle Town in order to reach it (similarly to how Link had to explore the Spirit Temple as both a child and as an adult in Ocarina of Time). In fact, the Temple of Summer is caught between two ages: past and future, and is a twisted puzzle maze of both desert and water based dungeons. Just as Ruto fought with Zelda in the past, in the future we see a now grown Ruto in pursuit of Nabooru, wanting revenge for the captivity of her people. The two are seen fighting back and forth as Link pursues them through the future segment of the temple. In one room in the past segment of the temple, however, Ruto appears again as a child, and is attacked by the witches Koume and Kotake. They try to capture her, but Nabooru pushes her out of the way and is taken instead. Ruto makes Link promise to help her repay her debt to Nabooru in the future, and thus, in the future, Ruto helps Link out in his battle against the Iron Knuckle inside which Nabooru is trapped. When Nabooru is freed, Ruto expresses gratitude, and Nabooru promises to make the other Gerudo set the Zora free. But just as the two are becoming friends, the witches appear again and capture them both. Link must reach the boss room with the help of the Mirror Shield treasure and battle Twinrova to save both Ruto and Nabooru. After defeating Twinrova, Ruto and Nabooru are revealed to be the two Sages of Summer, and working together, they restore Link's Spark of Summer. Ruto is seen to still be jealous of Nabooru, thinking that Nabooru has the hots for Link, but Nabooru has no idea what Ruto is talking about.

    Finally, Link has re-charged the four Lights with the power of the Sages, and returns to the Temple of Time, where Nayru can use the Lights to free her sister from Ganondorf's control. It's here that Sheik reveals herself as Zelda, and Nayru bestows upon her the Triforce of Wisdom. However, Ganondorf once again appears, taking both Nayru and Zelda to his grand tower in the center of Hyrule. Ganondorf's Tower is a four-part dungeon, divided into three towers: the Tower of Power, the Tower of Wisdom, and the Tower of Courage. Link must ascend the three towers, completing their trials in turn. The three towers alone aren't as long or involved as a normal dungeon, but combined, they form the longest dungeon in the game thus far. In the Tower of Power, Link must face mostly battle trials, culminating in a mini-boss battle with Dark Din at the end. In the Tower of Wisdom, Link must face puzzle trials, culminating in a mini-boss battle with Dark Nayru. As Link and Farore approach the Tower of Courage, Farore is confident, since Link has her by his side. But, just before Link enters, Farore is captured by Ganondorf as well, and Link must face the Tower of Courage's trials, a mix of battles, puzzles, and challenges that test the player's courage, without the use of Z-targeting or the Courage meter, making it a difficult mission. After defeating Dark Farore at the top of the tower, Link must then climb Ganon's Tower in the center. It's a mostly straightforward, simple climb up, and at the end, he battles Ganondorf in a battle that's somewhat like the battle from OTL's Ocarina of Time, only with the added challenge of freeing the three goddesses from their crystal prisons. It's best to free Farore first to restore your Z-Targeting and Courage meter, though freeing Din will dramatically reduce the power of Ganondorf's attacks, and defeating Nayru will reduce Ganondorf's speed and defenses. Once the goddesses are freed and Link defeats Ganondorf and frees Zelda, the rest of the game plays out largely as IOTL. Link and Zelda must race down the collapsing tower before the timer reaches zero, then outside, must battle an enormous pig-like beast. After Ganon is defeated, Nayru uses her power to reverse the tragedies that Ganon has wreaked on Hyrule. Din restores the balance of the seasons, while Farore returns to her home inside the Master Sword, where she will wait until the next great hero comes along. After a sequence showing how peace has been restored to Hyrule and its denizens, with Link and Zelda returned to their childhood pasts, the final scene of the ending again plays out largely as it did IOTL: Link approaches Zelda's window at Hyrule Castle to pay her one last visit. She notices him, and the game ends.

    November 21, 1998

    The Legend Of Zelda: Temple Of Time is released for the Ultra Nintendo and is an immediate and massive hit. Reviews are glowing from every game review outlet, surpassing even the amazing reviews its predecessor, Ocarina of Dreams, achieved upon its release back in 1995. The game sells as quickly as any other Ultra Nintendo game that year, with only Goldeneye 007 having more opening day sales, and then only barely. When Black Friday comes, Temple of Time's opening week races past Goldeneye's and it becomes the biggest opening week for any non pack-in video game ever in terms of sales, breaking even Ultra Mario Kart and Sonic the Hedgehog 3's records. The game lives up to and even exceeds all the hype leading up to its release.

    Shigeru Miyamoto has yet another masterpiece on his hands, and the game is considered to be his magnum opus. Over the years to come, many game critics would acclaim Temple of Time the greatest video game ever made.

    And yet, the game barely puts a dent in the hot sales of Sega's Ring peripheral. Tom Kalinske would later comment, “Sega has loyal fans. If you were gonna buy the Ring before Temple of Time came out, you're still gonna buy it after it comes out. If you have both systems, you might play the Ring a little bit less, but you're still gonna buy it.”

    The Ultra Nintendo had another smash hit. But Sega still had a chance to win the holidays.

    -

    Rugrats: A Baby's Gotta Do What A Baby's Gotta Do

    Dan: 4.0
    Shawn: 6.0
    Crispin: 4.0
    Sushi-X: 4.0 (quote: “About as simple of a licensed game as it gets, this one's a cheap cash-in on the movie and even Rugrats fans shouldn't bother.”)

    Star of Light

    Dan: 7.5
    Shawn: 6.5
    Crispin: 5.0
    Sushi-X: 7.0 (quote: “A fairly generic RPG somewhat redeemed by an outstanding soundtrack.”)

    -reviews of November 1998's SNES-CD games in the December 1998 issue of Electronic Gaming Monthly

    Rugrats: Search For Reptar

    Dan: 3.5 (quote: “A glitchy mess with terrible voice acting and repetitive levels, believe it or not the SNES-CD game is better.”)
    Shawn: 2.5
    Crispin: 2.0
    Sushi-X: 4.0

    The Legend Of Zelda: Temple Of Time

    Dan: 10
    Shawn: 10
    Crispin: 10 (quote: “A brilliant masterpiece filled with challenging puzzles and beautiful dungeons.”)
    Sushi-X: 10

    Ultra Bomberman 2

    Dan: 7.0
    Shawn: 8.0 (quote: “While the emphasis on single-player mode really short-shrifts the multiplayer, it's still a pretty fun quest.”)
    Crispin: 6.5
    Sushi-X: 6.5

    Ultra Detective Club

    Dan: 7.0
    Shawn: 7.0
    Crispin: 6.5
    Sushi-X: 6.0 (quote: “Abandoning the point-and-click gameplay of the SNES-CD installments isn't really an evolution, it just bogs down the gameplay.”)

    Brave Fencer Kyuriadan

    Dan: 8.5
    Shawn: 8.0
    Crispin: 8.0 (quote: “A really fun action-RPG full of light-hearted action and that great Squaresoft polish.”)
    Sushi-X: 8.5

    Chifighters II

    Dan: 7.5
    Shawn: 9.0
    Crispin: 8.0
    Sushi-X: 8.0 (quote: “A really excellent fighting game that realizes the great potential of the first.”)

    The Nest

    Dan: 6.5
    Shawn: 5.5 (quote: “The creep factor is pretty low in this fairly ho-hum horror game that's clearly a ripoff of superior games in the genre.”)
    Crispin: 6.0
    Sushi-X: 3.0

    Sunshine Schoolgirl

    Dan: 6.0
    Shawn: 1.5 (quote: “One of the worst visual novel games I have ever played.”)
    Crispin: 8.0
    Sushi-X: 4.5

    Despair: The Seven

    Dan: 6.0
    Shawn: 6.0
    Crispin: 7.0
    Sushi-X: 7.0 (quote: “I like what they were trying to do with this really dark take on traditional RPGs, it's very reminiscent of the Persona series and the gameplay is a bit more accessible for mainstream fans.”)

    Strike Team

    Dan: 7.5 (quote: “Been looking forward to this beat-em-up for a while. It's no Final Fight and the graphics are a bit clunky but for what it's worth it's an all right game.”)
    Shawn: 5.0
    Crispin: 5.0
    Sushi-X: 5.5

    -reviews of November 1998's Ultra Nintendo games in the December 1998 and January 1999 issues of Electronic Gaming Monthly

    -

    And though Democrats weren't able to gain control of the House in the midterm elections, they came very close. With the six seats gained, Democrats now sit at 215 total seats, to Republicans' 218, with two independents keeping their seats. Voters appear to be torn about the cloud of allegations surrounding President Bill Clinton, who recently admitted to an affair with his intern Monica Lewinsky. Democrats were also able to take two seats in the Senate, though they still hold a minority, 47 seats to Republicans' 53. Despite the disappointing election results, Republicans still plan to move forward with impeachment proceedings against the President, though they may not have enough votes to impeach if only a few Republicans decide against it.”
    -Dan Rather, from the CBS Evening News, November 4, 1998

    -

    Chifighters was one of the lesser known of the Ultra Nintendo's exclusive fighting game series, and that comes as a surprise to many of the series' fans. How could such a flashy game, full of spectacular combos and powerful energy attacks, go largely unnoticed? Obviously, the crowded market of the time was a big reason. With series like Street Fighter, Twinblade, and Killer Instinct making their mark on the Ultra, not to mention the Saturn's stable of great games like Tekken 3 and Soul Calibur, there was a massive glut of quality 2-D fighters on both fifth-gen systems. Still, Chifighters, and especially the series' second game, Chifighters II, deserves some recognition. Quietly released on November 9, 1998, just twelve days before the release of The Legend Of Zelda: Temple of Time, Chifighters II basically improved on every aspect of the original, which was already a kickass game. New characters were added, the series' signature energy attacks got a lot flashier (due to the Ultra Nintendo's great graphics), and the much-maligned simplistic melee system of the first game got a lot better. Now, you had to use melee attacks if you were going to excel at the game. Using them to feint or stagger opponents before unleashing a huge combo of energy blasts was a big part of the game's strategy, and as a result, Chifighters II became one of the Ultra Nintendo's deepest fighting games. Every character, from returning favorites like the Dragonball Z homage character Pakku, the buxom babe Sandy, and the superheroic Captain Flash, to brand new characters like the super-serious Zenigama and the new villain Hyperion had their own signature moves, and the game got voice acting as well. While Chifighters II lacked the fleshed-out story mode of games like Killer Instinct Ultra, fans largely didn't need it. They were having too much fun beating and blasting the crap out of each other. Despite stiff competition, both from Temple of Time and from games like Ultra Bomberman 2, Chifighters II sold fairly well, and made a third installment in the series a no-brainer (though Chifighters III was a bit of a disappointment....we'll get to that later on). Some folks might've loved Killer Instinct Ultra and some folks might've loved Street Fighter III, but Chifighters II had a vocal fanbase of its own, and the game remains a favorite in the series for many players.

    -from Zeke Brantley's editorial answer for “Question of the Week: What's Your Favorite Underappreciated Ultra Nintendo Game?” on a weekly column at SaveGameStation.com, posted on October 17, 2012

    -

    The Ultra Nintendo's Brave Fencer Kyuriadan adds RPG elements to what was already an excellent action game, making it perhaps the best action-RPG to date on the Ultra Nintendo (a distinction that will probably end once Temple of Time comes out next week, but for now, it's got a good argument for being #1). The sequel to the SNES-CD's sidescrolling action game Kyuriadan, Brave Fencer Kyuriadan streamlines things somewhat, rather than sending its hero in search of 12 sages, you instead must search for six magical scrolls to increase the power of Kyuriadan's sword Lumina. The game's events make several references to the ancient Japanese legend of Musashi, and indeed, Squaresoft has confirmed that this was originally to be a separate title before changes were made to incorporate it instead as a sequel to Kyuriadan. As you journey on your adventure, you must meet up with eight sages (six from the original Kyuriadan and two new ones), and must also rescue Princess Fillet, who finds herself in trouble numerous times over the course of the adventure. Though the game can be a bit of a mish-mash at times (no doubt due to Squaresoft originally designing the game as an original concept before working it into a sequel of an existing property), the action gameplay is really fun, the voices and characters are quite cute and colorful, and the game itself does work really well as a nice little action-RPG. While it's no Zelda (and doesn't try to be, to its credit), Brave Fencer Kyuriadan will please both fans of the original game and Squaresoft fans looking for another exciting adventure.

    Graphics: 4.0
    Sound: 4.0
    Play Control: 4.0
    Fun Factor: 4.0

    (…)

    Parasite Eve is nearing release, and the game's stunning cutscenes are perhaps what will strike you first about this game that's unlike anything Squaresoft has ever done before. It captures New York City in great detail, while the horrific events that occur throughout its eight-day storyline will terrify and shock players from the opening cutscene. This is Squaresoft's biggest RPG of the year, and they've clearly poured a lot of time and money into making everything look absolutely perfect. The cutscenes look better than anything else we've seen on the Ultra Nintendo, and with all the hype over the Saturn's Ring peripheral, it's hard to imagine anything on the Saturn looking better than what we've seen thus far from Parasite Eve.

    The battle system itself is a strange mix of Resident Evil and, believe it or not, Super Mario RPG, with carefully timed button presses increasing the damage that your limited supply of bullets can do. You'll need to learn the timing pretty well if you hope to defeat every enemy the game throws your way. Otherwise, prepare to run for your life as your ammunition runs perilously thin. You also have a limited supply of “magic” as the game advances and more of Aya's powers unlock, but again, you'll need to conserve this carefully, as the energy required to use these special powers is difficult to replenish mid-mission. Resource management, as in any great survival horror game, becomes absolutely paramount.

    The voice acting, particularly by relative newcomer Jennifer Hale as Aya Brea, is fantastic and takes the cinematic presentation of Parasite Eve to another level. It's impossible to understate how important voice acting is to this game. In Japan, Megumi Hayashibara, a “voice acting superstar” in that country, has been tapped to play Aya Brea, showing just how invested Squaresoft is in making every aspect of this game work. This game has the potential to re-define how video games are viewed, and has the potential to be one of the most significant games ever released.

    -excerpted from the December 1998 issue of GamePro magazine

    -

    Are We Entering A Golden Age Of Video Game 'Toons?

    With Pokemon now the highest rated show on Cartoon Network, with even higher ratings than Seth MacFarlane's surprise comedy hit Larry and Steve, it's fair to ask if video game based cartoons are becoming the biggest thing on kids' TV. Pokemon's success parallels that of Disney Channel's The Legend Of Zelda, which has seen a ratings boost in the days leading to the release of the highly anticipated Ultra Nintendo Zelda game. The show, which has aired nine episodes thus far, has thus far chronicled the quest of Link, his uncle Rusl, and their new friend, the Princess Zelda, on a quest to find the Triforce of Courage. Helmed by Greg Weisman, the show is somewhat more serious than the Legend of Zelda cartoon from the early 90s, and guest stars such as Robin Williams have already made appearances, lending star power to this thus far well received show. While these are currently the only two game-based cartoons currently airing on television in the United States, a Commander Keen cartoon has recently been greenlighted by Warner Brothers and will begin airing on the Kids' WB block next fall. A new Sonic the Hedgehog anime is also rumored to be in the works, and considering the continued success of the series and next year's Sonic the Hedgehog 5 release, it seems like a sure bet that the anime would be brought over to North America were it to become a reality. Video games are definitely a hot commodity, and even if you don't pick up a controller, you're likely to see them on your TV in one form or another.

    -from the November 17, 1998 issue of Variety magazine

    1999: A Big Year For Toon Premieres?

    1999 is likely to see several new hit cartoon debuts, judging from recent news about greenlighted shows. In addition to a new Nicktoon, Spongebob Squarepants, to join current hits like Rugrats, Phineas and Ferb, Sam and Kira, and the Wild Thornberrys, Cartoon Network's Cartoon Cartoon lineup is also likely to get a new star. Seth MacFarlane's show Larry and Steve is proving to be a ratings success, and now his sister Rachael is rumored to be getting a show of her own. The pilot, Star Girl: Middle School Superheroine has recently been shown on the network's “What A Cartoon!” show, and looks to be greenlighted for a late-1999/early-2000 debut on the network. Speaking of superheroines and superheros, a new X-Men cartoon may be showing up on Fox Kids. It likely won't be picking up where X-Men: The Animated Series left off, but may instead pick up on storylines from the hit film from earlier this year. An adventure cartoon based on Hasbro's Tamagotchi will also start airing on the block in the fall of next year. Fox will also be getting a pair of grown-up cartoons in the fall. First, from Matt Groening, creator of The Simpsons, is Futurama, which follows the adventures of a hapless delivery boy who accidentally gets sent 1000 years into a strange future New York City. Then, joining Futurama will be Craig Bartlett's The Patakis, about a dysfunctional family living in a big city, including a beeper-selling dad, an alcoholic mom, a star college student, and a troubled young girl with anger issues. The two shows will double Fox's primetime animated offerings, joining hits The Simpsons and King of the Hill on the network's schedule next fall.

    -from a report on animation-news.com, November 19, 1998

    The Animated Movies Of Winter '98

    The holiday season of 1998 was a crowded one for films, including blockbusters like Saving Private Ryan and Deep Impact. But it's also well known as a big season for animated blockbusters, including the four that debuted over the last three months of the year. Two of them, the CGI film Big Top and the traditionally animated retelling of the book of Exodus, The Prince of Egypt, were made by Dreamworks, and both performed fairly well at the box office, though neither one was a major hit. Big Top was the first CGI animated film to rise from Dreamworks' (ultimately ill-fated) collaboration with Sony, and it was about a circus haunted by the spirit of an evil clown who was causing terrible accidents. Dizzy was a young boy who ran away from his family to join the circus, ultimately finding it not what it's cut out to be. He befriends a girl named Jessica, youngest of a family of trapeze performers, and together, the two investigate the haunted circus, eventually confronting the evil clown spirit (who is voiced masterfully by Tim Curry, DEFINITELY channeling his It role for this film). Dizzy and Jessica defeat the clown, while Dizzy decides that he wants to return home to his own family (after seeing how much fun Jessica has with her own family). Dreamworks' The Prince of Egypt was a musical re-telling of the Biblical story of Moses, featuring spectacular animation and some excellent voice acting from stars like Val Kilmer, Ralph Fiennes, and Michelle Pfeiffer. It actually performed a tiny bit worse than Big Top at the domestic box office (an early “canary in the coal mine” of the eventual shift from mostly traditionally animated films to CGI films that would take place over the decade of the 2000s), though it did quite well internationally and was probably the best critically received animated film of the latter part of the year. From Pixar came A Bug's Life, starring Dave Foley as the voice of a screw-up ant named Flik who devises a plan to rid his colony of the evil grasshoppers who bully everyone into giving up their food. Like Big Top, A Bug's Life featured a circus, though it was largely used as a device to set up the introduction of the circus-performing “warrior bugs” that Flik enlists to help him save his colony. The most lucrative of that winter's films, A Bug's Life was a success for Pixar, though not as big of a success as Toy Story had been. And finally, A Rugrats Movie adapted the popular Nickelodeon cartoon to the big screen, which saw Tommy and his friends teaming up to save Tommy's new baby brother Dil. The film itself was only slightly better than mediocre, though the series' young fans loved it, and its theme song “Take Me There” topped the Billboard charts for a week in December.

    Ultimately, 1998's crop of animated films was one of the strongest of the decade, and a harbinger of trends that would ultimately guide the animated films of the next decade as well. Dreamworks and Sony would collaborate on another CGI animated hit in 1999, though after that, Dreamworks would stumble for a number of years. Another company, Warner Brothers, became the next to venture forth into the brave new world of CGI with a string of hits in the early part of the 2000s, building on the successes of the traditionally animated Quest For Camelot and The Iron Giant in the closing years of the 90s.

    -from an article on the “Know Your Animation History” blog, posted on October 11, 2010

    -

    Ultra Detective Club was, for many who loved the two Super Nintendo CD titles, a big fat disappointment that took much of what made the original games good and threw it away. For the first time, the series opened up to a big 3-D world, and instead of a point-and-click/visual novel style interface, you actually had to walk around and search for clues and talk to people. The problem with that was that the game was extremely counterintuitive, and so you spent much of your time wandering aimlessly, looking for clues that had very little in the way of hints toward finding them. Much of the game's searching seemed random or arbitrary, and characters spoke very ambiguously, making much of the game an ordeal of guesswork instead of actual reasoning and deduction. The game had five cases, one more than the critically-acclaimed Super Detective Club 2, but other than Ayumi Tachibana, no characters returned from the previous game, and indeed, it seemed to take place in its own continuity, separate from the SNES-CD titles. The five cases were also completely unrelated to one another, unlike the game-spanning mystery of Super Detective Club 2. For many fans, Ultra Detective Club was a mess, and the game got mediocre reviews.

    Of course, the game was still a big seller, due to the game's huge Japanese fanbase and the goodwill from the previous title. In fact, many Japanese publications, including the vaunted Famitsu, awarded Ultra Detective Club better ratings than American publications did. So, perhaps it's a matter of opinion whether or not Ultra Detective Club is a step forward or just a big flop.

    -from an article on Gamesovermatter.com

    -

    Ted Crosley: Brave Fencer Kyuriadan was a little silly for me.

    Alex Stansfield: Mmmm...I'll tell you, I liked the silly aspects of it, but here's what I didn't like. The original Kyuriadan had that great soundtrack, half of which was composed by Nobuo Uematsu. And here, there's a totally different guy. The music's all right but compared to the original Kyuriadan, not so much.

    Ted: I just thought, you know, this guy Kyuriadan, he's kind of annoying. He's got a really annoying voice, he goes around saying stupid things....it distracted me from the actual game. Which is an all-right action-RPG, but it's no Mana or Zelda. It's just, you know, all right. And for Squaresoft, that's not all right.

    Alex: Honestly, apart from the music this is a solid game. Good action combat, good puzzles, great bosses...

    *A brief clip of Kyuriadan fighting the Steam Knight is shown*

    Ted: Yeah, okay, I liked that guy. It's just... even the first game wasn't that great to me.

    Alex: Oh, I loved the first game.

    Ted: And here comes this second one...the graphics are okay. The music's okay. The main character is annoying. So....where's that leave me? I'm giving this one a 2.5.

    Alex: That's pretty harsh for what's ultimately a good game, I'm giving this one a 4.

    Ted: If this wasn't a Squaresoft game I think you'd be a little more harsh.

    Alex: You just got done saying you set higher standards for Squaresoft games!

    Ted: And you set really low ones.

    Alex: This game is really fun, the only huge problem I had was the music!

    Ted: Squaresoft games are supposed to have great music! Remember Chrono Trigger? Or all the Final Fantasy games?

    Alex: So I should dock more than a point?

    Ted: Yeah, maybe!

    Alex: *groans and rolls his eyes*

    (…)

    Adrian Fry: This game was weird!!!

    Brittany Saldita: Yeah, if you haven't played a visual novel game before, Sunshine Schoolgirl is gonna leave you scratching your head. For me, this was just an average game. It hits all the cliches, the super powerful school council, the multiple love interests, it's just the typical Japanese visual novel and it probably should've stayed in Japan.

    Adrian: I fail to see what's average about a student council president who can transform into a cat and bite faces off of people!

    Brittany: Yeah...this game takes some weird turns. I....um....

    Adrian: In Japan, are student councils really that powerful?

    Brittany: Well, they don't exactly have life or death control over people if that's what you mean-

    Adrian: Because I would have RAN if they were that powerful here!

    Brittany: *laughs* I was on the debate team, we didn't have any power at all.

    Adrian: Power to bore somebody to death maybe?

    Brittany: *laughing*

    Adrian: Also, was this game meant for girls or guys? Because it's a super girly game but look at some of these outfits!

    *A brief montage of the girls' very revealing outfits is shown off on the screen*

    Adrian: And those are the ones we can show on MTV! I mean, when you can't show something on MTV, it's REALLY risque!

    Brittany: Yes, Sunshine Schoolgirl, the game where you have to get a really hot boy to like you while running around in a miniskirt straight out of Playboy. I'm giving it a 2.

    Adrian: And I'm giving it a 1 for freaking me right the hell out!

    Brittany: Welcome to the world of Japanese visual novels. Most of them are better than this.

    -excerpted from the November 10, 1998 episode of GameTV

    (...)

    *Brittany and Lyssa are reviewing the Rugrats games, Lyssa is dressed up like Angelica*

    Brittany: So if you're looking for good Rugrats games...keep looking. Rugrats: Search For Reptar will not be the end of your search.

    Lyssa Fielding: *pouting like Angelica* Why can't video game companies make good Rugrats games? I want 'em, I want 'em, I want 'em! *stomping her feet angrily and throwing an Angelica-like tantrum*

    Brittany: And here's the sad thing. Rugrats is a surprisingly smart cartoon. It might be about babies, but some of the humor is pretty grown-up. You'd think they'd at least make a game that respects kids' intelligence. Kids are smart, they're not stupid, they know how to play good video games. I personally know a ton of kids who are going to be playing the new Zelda game. So why do these companies have to play down to the lowest common denominator?

    Lyssa: Well, it costs less money to make a bad game than a good game, and people will buy a Rugrats game for what's on the box and not what's actually in the game?

    Brittany: Well said.

    Lyssa: *being like Angelica again* Gimme a cookie!

    Brittany: No.

    Lyssa: *shrugs* Fair enough. So out of the four games, Rugrats: The Movie on the Game Boy, Rugrats: A Baby's Gotta Do What A Baby's Gotta Do on the SNES-CD, and Rugrats: Search For Reptar on the Ultra and the Saturn, which one's the best?

    Brittany: *groaning*

    Lyssa: I know, right?

    Brittany: You go first?

    Lyssa: I thought the Game Boy game was at least an okay platformer. I mean, it wasn't awful.

    Brittany: *sighing* I guess Search For Reptar on the Ultra Nintendo was the best, but then again, it barely looks better than the one on the Saturn. Honestly, if you need a Rugrats fix this month, just go see the movie.

    Lyssa: Yeah, I can't wait! You...dumb babies!

    Brittany: You know, my favorite is Chuckie.

    Lyssa: But he's a scaredy-cat!

    (...)

    Lyssa: *now back in normal clothes* The Legend Of Zelda: Temple Of Time is just about as close to perfect as games get.

    Alex: Right. A few of the puzzles toward the end are a bit frustrating with some of the backtracking you have to do, but I have very few complaints otherwise.

    Lyssa: The game introduces fantastic characters, puts a fresh new spin on old ones, and is probably the best 2-D to 3-D transition I've ever seen. Even better than Super Mario Dimensions!

    Alex: It looks beautiful and some of the songs will bring you to tears. It doesn't just live up to the hype, it smashes through the hype ceiling in a big glass elevator.

    Lyssa: It's a world of pure imagination. 5 out of 5.

    Alex: Absolutely, no question, 5 out of 5.

    *Instead of a siren, the Zelda treasure chest fanfare plays*

    Lyssa: Oh, what's that, what's that?

    *A big treasure chest is sitting on the stage. Alex goes to it and slowly opens it up...and triumphantly holds up a framed copy of the game.*

    Alex: Duh duh duh dunnnnnn!!!!

    *Alex and Lyssa, along with the other hosts, go to put Temple of Time up on the wall.*

    Alex: *puts it up next to the other games* And there we go, Temple of Time is in the GameTV Hall of Fame!

    Ted: And you know, it's fitting, because the very first Hall of Fame game was...

    Brittany: Ocarina of Dreams, all the way back in 1995! Good times, good times...

    (…)

    Ted: And that's it for our show for today, we're taking a bit of a break for the Thanksgiving holiday but we'll see you on December 8 to review some of the holiday season's biggest titles.

    Brittany: Yep, but before we leave we have a big announcement...

    Alex: For the first time ever, MTV will be hosting the MTV Video Game Awards!

    Ted: They'll be this February, right here in Los Angeles, hosted by film director and friend of the show Kevin Smith!

    Lyssa: And MTV viewers will have a chance to vote for the winners! Voting won't begin until January, so you'll have a chance to play all of this year's games before casting your vote.

    Gary Westhouse: And we'll also have exclusive previews of some of next year's hottest games.

    Ted: Don't miss it, the MTV Video Game Awards, Tuesday, February 16, right here on MTV.

    -excerpted from the November 17, 1998 episode of GameTV

    -

    SNES-CD Power Charts: November 1998

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Chrono Trigger
    3. Tale Phantasia
    4. Super Mario World 2
    5. Donkey Kong Country 4
    6. Donkey Kong Country
    7. Sphere Soldier
    8. Secret Of Mana
    9. Doom
    10. Tales Of The Seven Seas 2

    Ultra Nintendo Power Charts: November 1998

    1. Ballistic Limit 2
    2. Final Fantasy VII
    3. Super Mario Dimensions
    4. The Dreamers
    5. Resident Evil 2
    6. NFL Blitz
    7. Gran Turismo
    8. Fairytale
    9. Goldeneye 007
    10. Madden 99

    -

    November 27, 1998

    Brittany Saldita and Lyssa Fielding walked through the crowded Westfield San Francisco Centre on the year's busiest shopping day, Black Friday. The two hosts of GameTV had become best friends in the year and a half since they'd begun working together, close enough that Lyssa had come all the way up to Santa Cruz to spend the weekend with Brittany's family. She'd spent Thanksgiving Day with her brother, the two Fielding siblings still estranged from their mother for the past several years now. Brittany and Lyssa were now doing their holiday shopping together, and as multiple bags were draped over their shoulders, Lyssa saw the Electronics Boutique and made a beeline for it.

    “Hold it, hold it, we gotta go in here,” said Lyssa with a smile.

    The Electronics Boutique was crowded, though not as much as it had been when the mall had opened that morning. That morning, shoppers had rushed in to pillage the store's stock of Ultra Nintendos, and by the time the two women arrived at 5:45 in the evening, they were long gone. There were a couple of Saturn Rings and plenty of Saturns remaining, and the two could see a mother purchasing one, along with copies of Tekken 3 and Commander Keen: Mars' Most Wanted, as they began to peruse the store's game selection.

    “Any Zeldas left?” Brittany wondered aloud, scanning the wall. The young man behind the counter must have heard her, because he answered immediately.

    “Yeah, we got plenty, no Ultra Nintendos though,” he said.

    “Oh, no, I wasn't looking for one myself,” Brittany replied, turning around. “Just curious to see if you guys were sold out, I know it's selling pretty fast-”

    “Hey, you're....!” he recognized Brittany immediately. Lyssa smirked and kept her head toward the game wall, though the clerk could recognize her from her long, blonde pigtails as she scanned the games. “Wait a minute... Lyssa too?”

    Brittany stifled a laugh. She didn't mind being recognized in public, it was happening increasingly often...and she was prepared for it, she'd wanted to be the next Sally Jessy Raphael after all. As long as folks didn't get too...touchy with her, she was fine with the attention.

    “Yeah, we're just in here looking,” said Brittany. Lyssa kept looking at the wall, though she looked over her shoulder to ask her friend a question.

    “Hey, um...you didn't review Mysteria 2, right?”

    “No, that was Gary and Alex...”

    “Have you played it at all?”

    “A little, at work, I don't have it but I was meaning to maybe pick it up later on?”

    “You guys are awesome, I love the show... uh, sorry if I'm....you guys are great,” said the clerk, nervously fumbling over his words in the presence of the two hosts. Lyssa picked up a wrapped copy of Mysteria 2: The Four Princesses and approached the counter.

    “Thanks,” Lyssa said with a friendly smile. Lyssa also welcomed the attention, even more than Brittany did, and starstruck men were a familiar sight for her. “I can autograph something if you'd like?”

    The clerk blushed and didn't have time to react before Lyssa produced a picture of the six current GameTV hosts and a felt-tip pen. Brittany approached the counter from behind Lyssa, empty-handed.

    “Here Brittany, could you...?” Lyssa asked, handing Brittany the pen so she could sign the picture before Lyssa autographed it as well and slid it to the clerk. She then placed the game up on the counter. “So how often do you watch the show?”

    “Oh, every week,” said the clerk, taking the autographed picture before ringing up the game. “Um, $48.93 please.”

    Lyssa reached into her wallet and slid her credit card over to the clerk, who slid it through the machine and then handed her the game.

    “I loved when you guys were playing Commander Keen and pretending that you were going after Hitler, that was pretty funny.”

    Lyssa giggled and pointed to Brittany.

    “Oh, that's all her, she's the funny one.”

    “Oh, that game was Alex's idea, I just started doing the funny accents...and Lyssa is hilarious, don't let her tell you different, she's the funniest person on the show!”

    “I think you're all great,” said the clerk. “Um, would you like that in a bag, or-”

    Lyssa nodded, and the clerk put the game in a bag before handing it to her.

    “Thanks again,” said Lyssa, and Brittany nodded, both of them appreciating the clerk's words of praise.

    “No, thank you!”

    The two left the store, and Lyssa immediately handed Brittany the bag with the game in it.

    “Merry Christmas,” said Lyssa. “This game's really fun, you'll love it, you love RPGs.”

    Brittany blinked and took the game out of the bag.

    “Oh, you didn't have to....”

    “Sure I did!”

    “Aww, now I gotta get you something...”

    “No you don't,” said Lyssa, playfully elbowing Brittany. “We'd better get back to your place so your family can order the pizzas, I bet they're starving, I know I am!”

    Brittany just sighed and smiled and put her new game in her Nordstrom bag as she and Lyssa headed toward the entrance of the mall. When she was a young girl, she never imagined that her passion for video games would make her face recognizable in a San Francisco mall on a busy Black Friday. She never imagined that she'd end up being best friends with the beautiful bubbly blonde MTV had initially intended to replace her with on GameTV. And she never imagined that video games would've come as far as they had over the past decade.

    Guess they're not the only thing that's come a long way...” thought Brittany, trying to imagine where life would take her and her beloved video games next.

    -

    Video Game Retailers Report Strong Black Friday Sales

    Another Thanksgiving has gone by, and with it, another huge wave of sales for the day after Thanksgiving, also known as “Black Friday”. Some of this year's biggest sellers were video games, and there were good times to be had all around as Nintendo and Sega both report increased sales over the previous year.

    For Nintendo, the company can credit its sales boost to the increased number of Ultra Nintendo units available for sale. Though no incidents like the ones that marred last year's Black Friday were reported, sellouts were still extremely widespread as demand for the Ultra Nintendo rages on the back of strong games such as Ballistic Limit 2, Killer Instinct Ultra, and The Legend Of Zelda: Temple Of Time. Nintendo also reported strong sales for its Game Boy and Game Boy Color systems, with Pokemon continuing to lead the way.

    The Sega Saturn also saw increased sales from last year, which can be attributed to their new Ring accessory for the system. The Ring enhances the Saturn's graphics to bring them closer in quality to Sega's popular arcade titles, and Virtua Fighter 3 was reported to be one of the hottest selling games of the holiday, though many retailers do hide their exact software sales figures, including the retail giant Walmart. Though Sega still lags behind Nintendo in market share, strong Saturn sales are a promising sign for the company, which is looking to make a big splash in December as a second wave of Ring-exclusive titles, including the much anticipated adventure game Shenmue, are released.

    -from an article on Gamespot.com, posted on December 4, 1998
     
    December 1998 - The Ultra And Saturn Flex Their Graphical Muscle
  • When I saw the cutscenes in Parasite Eve, I just gasped. The animation was so smooth, and everything looked amazingly detailed. That game showed off the real power of the Ultra Nintendo's graphics processor. With that game, the Ring already looked outdated.”
    -Victor Lucas, host of The Electric Playground, in a 2004 episode of G4's “Icons” based on Hiranobu Sakaguchi

    Two ultra-violent games that blur the lines between fantasy and reality. The Ultra Nintendo's thriller Parasite Eve and the Saturn's shooter Arbiter of Sin, both featuring hyper-detailed graphics that make them two of the most realistic games ever made.”
    -Anderson Cooper, on the ABC Evening News, December 15, 1998

    Well, that's how you make a movie-like game. Don't make it like a movie. Just make it a game that evokes the same emotions.”
    -James Cameron, discussing Parasite Eve on the set of Terminator 3: Dark Angel in a January 22, 1999 interview

    The president is getting away with being a fornicator and now there is a video game where you're actively killing the angels of God. Ladies and gentlemen, this country is inviting God's vengeance upon us.”
    -Pat Robertson, in a segment on the 700 Club on December 21, 1998

    Shenmue was perhaps too ambitious for the Sega Saturn, but the reception was so positive that I don't regret creating it when I did. Certainly, the next Shenmue game will be on a platform that can properly handle everything I want to do with it.”
    -Yu Suzuki, in a December 1999 interview with Famitsu magazine

    Take Castlevania, Tomb Raider, and the song Werewolves of London, put them all in a blender, and you get Shadows of the Moon. Sounds awesome? You bet it is.”
    -Peter Bartholow, in Gamespot.com's 9.5/10 review of Shadows of the Moon

    Aya...! I've always wanted to see you again...I don't have much time but you can stop this... you can save everyone, I know you can...you've always been my brave sister.”
    -Maya, Parasite Eve

    I'm not gonna stop looking. That's what a coward would do. I'll find my father's murderers and they'll pay for what they've done. That's the truth I've always been guided by.”
    -Ryo Hazuki, Shenmue

    So...tell me what I already know.”
    -Tom Kalinske, overheard during a conference call on December 28, 1998

    -

    The worst foe lies within the self...”
    -the tagline for Parasite Eve in both TTL and OTL

    Parasite Eve: The Basics

    Squaresoft's biggest project of 1998, Parasite Eve is a sci-fi roleplaying game based on a hit Japanese novel about a mysterious and terrifying phenomenon occurring in New York City. As IOTL, the game was intended by Squaresoft to be the first truly “cinematic RPG”, and the company pours massive amounts of money and resources into the game, even moreso than IOTL, as the game is not positioned near another major release (Xenogears) as IOTL. As a result, the game is considered to have the best looking cutscenes in gaming history up to that point, with the first truly OTL-Dreamcast quality CGI cutscenes that look better than anything else seen in a video game. The game's in-game graphics, though not quite as impressive, are still among the best of any game released in 1998, compared favorably to the year's other major hits and seen as a significant upgrade from Final Fantasy VII. The game's soundtrack, as IOTL, is composed by Yoko Shimamura, though the game also gets a significant sound upgrade from OTL in the form of voice acting in both gameplay and cutscenes. Jennifer Hale performs the voices of Aya Brea and her older sister Maya, while Susan Egan performs as the game's villain Eve and the opera singer Melissa Pearce. Other voice actors include Dave Fennoy as Aya's police partner Daniel, Michael Bell as Dr. Klamp, and Masi Oka, in his first OTL acting role, as Dr. Maeda (IOTL, he gets a job with Squaresoft's North American division instead of with Industrial Light and Magic, initially working as a localization specialist, he is noticed by one of Square's producers and offered a chance to audition for the role). The gameplay is changed somewhat from IOTL. While the combat is still largely turn-based, with an ATB meter and the battle stopping while you aim your shots, there is now a “timed hits” element to the combat, where you can increase the damage caused by bullets or spells by carefully timed button presses. You can also lessen damage from attacks by timing your guarding accordingly. Gun modding is largely similar to OTL, with Aya able to improve her weapons and armor by enhancing them via certain materials or by spending points earned by leveling up. The game is still largely linear, as IOTL, but a few more areas open up for exploration as you progress through the game, giving Aya the option of revisiting old areas or visiting sidequest-only areas to collect items and materials or even fight optional bosses.

    The game's storyline also follows OTL's fairly closely, though the main story has been expanded, with the game taking place over a period of eight days instead of six. The Trueform Eve/Chrysler Building sidequest, which was an optional bonus dungeon in the original, has now become the game's final dungeon, with difficulty adjusted accordingly (it's still a very long and difficult dungeon, but not to the degree that it was IOTL). The game is slightly more cutscene/cinema heavy in order to show off the enhanced graphics. Due to this, Parasite Eve becomes the Ultra Nintendo's second three-disc game, following The X-Files from earlier in the year. Disc one ends after Day 4, while disc two ends after Day 6.

    Day 1: Resonance
    Aya and an unnamed date are attending an opera performance at Carnegie Hall on Christmas Eve. When the performer, Melissa, begins to sing, everyone except for Aya and Melissa bursts into flames as their mitochondria go into overdrive. Aya confronts and eventually pursues the singer into the sewers beneath Carnegie Hall, witnessing her transformation into Eve and eventually battling a giant sewer crocodile before emerging from the sewers with very little information about what has just happened.

    Day 2: Fusion
    In the aftermath of the Carnegie Hall incident, Aya and Daniel go to the police station to gear up before investigating Dr. Klamp at the Natural History Museum. Aya then goes to Central Park to try and stop Melissa, but she is too late, Melissa as Eve already having killed everyone in the park. After battling Eve, Aya passes out.

    Day 3: Selection
    Manhattan is being evacuated after the Eve attacks. Aya and Daniel end up meeting a strange scientist named Dr. Maeda who says that he knows the secret behind what's been happening. After a skirmish at a pharmacy, Aya and Daniel return to the NYPD precinct only to be forced to confront a monstrosity that's been attacking the police officers there.

    Day 4: Conception
    Aya goes to St. Francis Hospital, where Eve has come to retrieve a sperm sample to help her conceive the ultimate mitochondrial being. She battles more of Eve's monsters at the hospital before going down to the basement and battling a spider-like beast. After defeating this beast, Aya pursues Eve into the sewers, where Eve announces that she has successfully conceived the Ultimate Being, which will soon be born. After a multi-stage battle with Eve, Aya manages to escape the sewers, and Disc 1 ends.

    Day 5: Evolution
    Aya and Daniel search for the gestating Ultimate Being in the New York subway tunnels, eventually emerging in Madison Square Garden to fight an enormous scorpion-like monster. They realize that Eve has been getting help from Dr. Klamp, and return to the Natural History Museum to find him. Aya battles numerous powerful monsters along the way, including several dinosaurs and a T-Rex at the end. Aya finds Eve, but it is too late, as Eve is already about to give birth to the Ultimate Being.

    Day 6: Absolution
    Aya goes to the Statue of Liberty to confront and defeat Eve. After doing so, she is resting on a naval boat, only for the Ultimate Being to emerge and attack. Aya defeats it after another multi-stage fight, and the danger to the city is seemingly over, but when Aya, Daniel, and a team of military personnel return to the Statue of Liberty, they realize that Eve is not dead.

    Day 7: Revelation
    Aya and Daniel scour the city for clues about the origins of Eve, and in doing so, discover the truth about Aya's deceased older sister Maya, while also cleaning up the last of the monsters left in Eve's wake. Aya realizes that Maya's DNA is what is allowing Eve to sustain herself, and must track down Eve before it unleashes a plague of horror upon the world. Aya is attacked at her apartment by a monster, and though Aya defeats it in a boss battle, it nearly kills her before Daniel sacrifices himself to save her life.

    Day 8: Liberation
    Aya realizes that Eve is once again attempting to give birth to another Ultimate Being and that she has taken up residence on the top floor of the Chrysler Building. Aya climbs the building (unlike in the original, where every floor has to be completely climbed, this quest is more like the Pharos Lighthouse quest in OTL's Final Fantasy XII, certain floors are skipped over at certain points, it's still a long and difficult mission). On the top floor, Aya battles the powerful Trueform Eve, and after winning, Eve attempts to take over Aya's mitochondria to control her. It's then that Aya's sister Maya emerges, regaining control over Eve and telling Aya to be brave, restraining Eve and giving Aya the opportunity to overcome her and finish her off. With Eve finally defeated, the world is saved from the horror of Eve's mitochondrial machinations.

    EX Game: World Trade Center
    There IS a bonus mission ITTL's Parasite Eve, though it's not related in any way to the main plot. In an EX Game, you have the option of exploring deeper into the sewers, which gives you access to the complex below the World Trade Center. The entrances to the Twin Towers are blocked off, so the underground access is the only way to get inside. You'll start out climbing up the North Tower, then after a boss fight on the roof, cross over to the South Tower and climb back down to confront the game's ultimate boss, a powerful skeletal being composed entirely of mitochondria, in the South Tower lobby. The World Trade Center climb is significantly tougher than OTL's Chrysler Building mission and requires Aya to be nearly maxed out statistically. Even then, it's extremely difficult to win and is regarded as one of Squaresoft's most hardcore challenges.

    Parasite Eve gets excellent reviews upon its December 7, 1998 worldwide release. As IOTL, the main criticisms revolve around the game's length, but the fleshed out sidequesting and expanded combat do dismiss some of those concerns a bit. The game is considered a cinematic revelation and is nearly as significant as the SNES-CD's Snatcher was in terms of storytelling and presentation in video games. Ultimately, the game's reception is somewhat like a slightly lesser version of OTL's Donkey Kong Country: a technical marvel praised as one of the year's top games at the time of release, only for its reputation to fade somewhat as video game technology progresses. Still, sales are excellent in both Japan and North America, and the game easily becomes Squaresoft's biggest hit since Final Fantasy VII.

    -

    A Bug's Life

    Dan: 5.0
    Shawn: 7.0
    Crispin: 4.5 (quote: “The graphics are real pretty, but there's not much to love about the generic gameplay.”)
    Sushi-X: 4.0

    Contra: World War

    Dan: 8.0
    Shawn: 8.0 (quote: “A nice port of last year's Saturn hit that gives the graphics a pretty noticeable bump.”)
    Crispin: 8.0
    Sushi-X: 9.0

    Daikatana

    Dan: 8.0
    Shawn: 7.5
    Crispin: 7.5 (quote: “John Romero's new FPS won't change the world like some of his previous games, but it's a lot of fun.”)
    Sushi-X: 8.0

    Fallout

    Dan: 8.5
    Shawn: 7.0
    Crispin: 9.0 (quote: “The post-nuclear RPG plays fantastically on the Ultra Nintendo, though PC players may need some time to get used to the simplified controls.”)
    Sushi-X: 9.0

    Parasite Eve

    Dan: 9.0 (quote: “It's a tad short, but the cutscenes are absolutely gorgeous and the combat is a treat.”)
    Shawn: 9.0
    Crispin: 9.0
    Sushi-X: 9.0

    Street Fighter III

    Dan: 9.5
    Shawn: 8.5
    Crispin: 9.0
    Sushi-X: 8.5 (quote: “Street Fighter is back on Nintendo! We missed you.”)

    Shadows Of The Moon

    Dan: 9.0
    Shawn: 9.5 (quote: “This excellent exploration game isn't to be missed, this game does for werewolves what Symphony of the Night did for vampires.”)
    Crispin: 9.0
    Sushi-X: 9.5

    Strange Seed: The Tree of Life

    Dan: 6.0 (quote: “This makes a decent RPG but I think I preferred it as a quirky point and click.”)
    Shawn: 6.5
    Crispin: 8.5
    Sushi-X: 6.0

    -reviews of December 1998's Ultra Nintendo games in the January and February 1999 issues of Electronic Gaming Monthly

    -

    The Ring's Second Wave: The Basics

    The Sega Saturn's Ring accessory sees the release of three Ring-exclusive games in December 1998. Spare Parts and Arbiter of Sin are released on December 3, while Shenmue is released on December 17. All three games are considered to be among the Saturn's best games of the year, with particular praise going to Spare Parts and Shenmue.

    Spare Parts is a 3-D platformer created by Naoto Ohshima and many of the same Sonic Team members who worked on Nights Into Dreams. The game's main characters are Zacki and Ella, a pair of robot children who are among the last beings still “alive” on Earth after a horrible cataclysm wiped out humanity. Though the game is somewhat depressing in terms of its subject matter (with one of the most beautiful and poignant soundtracks ever heard in a platformer), it has moments of hope scattered everywhere and some lighthearted comic relief to push the player forward. Zacki and Ella were created as friends for children who lost their siblings or friends to the disasters that had been befalling the world in the time of humanity. The two had bonded very closely to their human friends, and now are determined to recreate some semblance of the world they once knew, by rebuilding a city and finding other living companion robots to populate it. To this end, they explore areas such as the destroyed remnants of human cities, abandoned amusement parks, and some of the old wilderness places such as Yellowstone or the Himalayas. They travel between points of interest using the few remaining transporters still functional, which allow them to warp across continents with great ease (but whose invention helped to spread the pandemic disease that caused the death of many humans). While hunting for friends, Zacki and Ella must battle the Paranoia, strange beings created from the sorrow and despair of the Earth's living creatures as the great waves of death swept across the planet. They must also collect Shards of Hope, objects that can be used to power humanity's remaining technology and reactivate the robots left behind. These shards are used to power the transporters that open up new areas for exploration. Eventually, Zacki and Ella realize that there is one settlement of living humans remaining: The Sanctuary, buried deep under the Alps, where a few thousand human beings have gathered, including two of Zacki and Ella's old human friends. However, the Sanctuary has turned into a totalitarian dictatorship run by a computer that has become malevolent (an homage to the evil computer AM from I Have No Mouth And I Must Scream). This computer is responsible for creating the Paranoia that now roam the planet with the mission of hunting down and killing anyone who threatens to discover the Sanctuary. Zacki and Ella, along with their robot friends, eventually penetrate into the Sanctuary and defeat the computer, liberating the last remaining humans and planting the seeds for humanity and robotkind to rebuild a new civilization. Spare Parts, though at its heart a collectathon platformer, is highly praised for its deep storyline, fun characters, and excellent gameplay, and is favorably compared by many to The Dreamers on the Ultra Nintendo. Not only is it the Saturn's best reviewed platformer of the year, it's one of its best selling games overall, with The Ring making its massive and gorgeous environments and huge game world possible. Spare Parts is the game that gets many families purchasing The Ring, and is perhaps the biggest driver of Ring sales during that year's holiday season.

    Arbiter of Sin is a first-person shooter created by an American development team and published by Sega. The game utilizes the Ring to create a variety of battlefields, from wide open plains to dark, fiery tunnels, to futuristic laboratories, and everywhere in between. The game's weapon selection pales a bit compared to other popular shooters of the time, but it makes up for that by allowing the use of various powers in battle. These powers are a bit more simplistic than, for example, Bioshock's plasmids, they're used largely to enhance durability and attack power in battle to give the main character an edge over his enemies. The game is structured largely like Doom, taking place across 18 levels with pre-rendered cutscenes between them (and some in mid-level). The game's multiplayer mode is fairly basic but allows players to play in any of the game's 18 battlefields, giving a wide selection of arenas for deathmatch combat. The game's violence is extreme, with copious amounts of blood and gore, even moreso than what's featured in the Doom games, making it thus far the most violent console FPS to date, nearly scoring an Adults Only rating from the ESRB but ending up sliding in at Mature. The game revolves around a character named Mitch Atwater, a soldier in an unnamed modern war who has been fatally wounded on the battlefield. As he crawls in the mud awaiting his death, he cries out in desperation, only to be saved by a mysterious black-suited man who is implied to be an agent of Satan. This black-suited man heals Mitch's wounds in exchange for Mitch pledging away his soul to the devil. He gives Mitch weapons and powers and sends him back to medieval times through a portal, where Mitch uses his modern weapons to easily kill soldiers fighting for the Church in the Crusades. These soldiers are fighting alongside the Knights Templar, who soon hear of a man who is gunning down Christian soldiers with mysterious weaponry. The Knights Templar are far more formidable foes than the average soldier, but they go down nonetheless, until strange Templars with modern-day weaponry appear on the battlefield to fight alongside their downtime brothers. Mitch is eventually overwhelmed by these new Templars, but he is rescued by a mysterious figure and taken to what appears to be an underground facility where he is given modern medical care and worked on by various scientists who also claim to be working for the devil. While this is going on, we meet the Archdeacon, a man who works directly under the pope as the commander of the Knights Templar. In reality, he is the agent of the Archangel Michael, who we learn led a successful rebellion against God after Lucifer, who now rules Hell, failed and was cast down. While God believed in the goodness of humanity, Michael saw an opportunity to gain great power and after defeating Lucifer, was able to gain the trust of the angels and of God himself, giving him an opportunity to overthrow God and take command of heaven on his own. The humans who believe they are serving God are actually serving Michael, and the Archdeacon is his right-hand man, manipulating humanity in order to carry out Michael's will on Earth. To these ends, Michael and Lucifer have begun to wage war on Earth by pulling technology and people from across time, using the medieval battlefields of the Crusades as their battleground and manipulating people on both sides. Lucifer's intentions, however, are not pure by any stretch of the imagination, as he allows humanity freedom at the cost of their eternal souls, only offering servitude as an escape from the torments of hell. Mitch ends up allying with people on both sides as they eventually confront the Archdeacon in a huge underground futuristic complex beneath Avignon. The Archdeacon has been given angelic powers by Michael, but Mitch is still able to defeat him. After defeating the Archdeacon, Mitch is taken to Hell, where he is rewarded by Lucifer for his deeds. Lucifer implies that one day, Mitch will lead a charge into heaven to take down Michael himself. However, as the game ends, we see that Mitch is contemplating betraying Lucifer in order to free the souls condemned to hell, thus setting up a potential sequel. Needless to say, Arbiter of Sin receives extreme controversy for its subject matter and its violence. Many leading conservative figures claim that the game glorifies devil worship, and the game largely serves to stir up the cultural conservatives who were laid low by the Eric Rudolph incidents of 1996. While Arbiter of Sin isn't quite subjected to the same scrutiny given to Mortal Kombat and Doom in 1993, it's easily the most controversial video game since those days, and is the beginning of a new groundswell against offensive content in video games. Despite the controversy, it sells extraordinarily well, nearly as well as Turok 2: Seeds of Evil. The game's combat and the complexity of its levels are well received, even if the storyline is a bit convoluted (and despite many in the mainstream gaming media ignoring the controversy, some do criticize the storyline for being “edgy for the sake of edgy”), and compared largely unfavorably to the acclaimed comic series Preacher, which is still ongoing at the time. The game is touted as one of the best FPSes of the year.

    Last but not least is Shenmue, an open-world adventure game created by Yu Suzuki. As IOTL, it revolves around Ryo Hazuki, a young martial artist who witnesses the murder of his father and swears revenge. An open-world game, Shenmue's events take place on an ongoing clock and events keep moving forward even when the game is turned off. Hazuki must get a job, attend school, and maintain relationships with friends while also tracking down clues and advancing the game's mystery. The Saturn's technical limitations do reduce the scale of the game somewhat from OTL's: there are slightly fewer characters, the town is a bit smaller, and the graphical detail of the game takes a significant hit. Despite this, the core gameplay remains, and the combat system is even slightly enhanced from OTL, taking more of a cue from the Virtua Fighter games in terms of overall complexity and offering Hazuki more chances to fight, there's even a martial arts tournament the player can compete in from time to time to earn money. Shenmue receives many comparisons to games like Race'n'Chase and the recent Ultra Detective Club and is easily considered vastly superior to either one of them, working within its limitations to provide a fulfilling gameplay experience for the player. In this game, there are three different girls that Hazuki can “romance” (though things never get too serious with any of them), including Nozomi (from OTL), Masuno (an original character with a bit of a quirky side), and Kagura (Kagura is somewhat tougher than the other two girls). The game changes somewhat depending on which girl Hazuki is closest to, if you're close to Nozomi or Masuno, for example, one of them will get kidnapped toward the end, while Kagura fights off the kidnappers and is put in the hospital instead, necessitating a slightly different final mission sequence). While Yu Suzuki was disappointed at some of the compromises that had to be made, both to complete the game on time and because of the Saturn's technological limitations, the game is ultimately a major success with critics, who praise it for being a truly engrossing open-world story and providing a deep motivation for its protagonist's actions. The game sells less than Spare Parts and Arbiter of Sin in North America but sells far more than the two of them combined in Japan, making it one of the Saturn's most successful games of the year and easily ensuring that production will begin on a sequel. At a time when the Saturn comes under fire for the content in Arbiter of Sin, Shenmue sort of plays the Secret of Mana to Arbiter's Mortal Kombat, showing that games have deep artistic value when created in the right way.

    -

    Preachers across the country are urging a boycott of Sega products in the wake of the recent release of Arbiter of Sin. The controversial game is drawing flak from all sides for its violent content and religious themes, which many view as offensive to Christianity.”
    -Tom Brokaw, from the NBC Nightly News on December 7, 1998

    Oh yeah, the Great Sega Boycott of 1998. That was a pretty big story at the time, with Christians being urged to boycott the Saturn because of Arbiter of Sin. We took a bit of heat for that at first because some of our higher-ups thought it might eat into the profits of Sonic the Hedgehog 5. Hell, there was even that burning in Texas with people throwing their kids' Sonic dolls into a big bonfire. Can you believe that? Taking a toy away from a kid because of some stupid game your kid didn't even want to buy? I'm one to talk, I kept my girls from owning any Nintendo games for a long time, but at least I didn't take away the stuff they already had!”
    -Tom Kalinske, in an interview with Kotaku about the book The Chase

    Can you believe it? A game where the devil encourages players to kill Christian soldiers? In this day and age? I never imagined such a thing could even be legal!”
    -a concerned mother in an interview with a local news station, December 14, 1998

    It's just a game, man. I mean, I remember when Mortal Kombat came out and people were whining about that. You gotta chill out. It's just a game.”
    -a teenage boy in an interview with a local news station, December 14, 1998

    This is the trend, folks. Morality in America is under attack and these games are at the forefront. That recent shooting in Arkansas last year, those two kids, I'm sure they got the idea from video games. That guy that shot up Beverly Hills last year, I'm sure he got the idea from a video game.”
    -Jack Thompson, calling in to a Sarasota, Florida radio station on December 16, 1998

    -

    And so while Battle of Despayre doesn't quite capture the grand sense of epic wonder that Shadows of the Empire did on the Ultra Nintendo, it remains a worthy entry to the Star Wars video game canon nonetheless. It takes a lot of its cues from great FPS games like Turok: Dinosaur Hunter, while having a flair all its own. Taking down Stormtroopers has never been so much fun thanks to the game's fantastic aiming system, and the imminent destruction of the planet gives missions a real sense of urgency, while the time limits are generous enough so as not to frustrate even novice players. Really, there's not much reason to go off the beaten path in this game, which might frustrate fans of more open-ended FPS games like Turok, but which gives this title a brevity and pace that really lends to its action density. There's always something to do (or someone to shoot) in Battle of Despayre, and for those of you looking for a kinder, gentler alternative to the brutal and controversial Arbiter of Sin, this may just be your game. It also fills in a crucial hole in the Star Wars canon, addressing just how Princess Leia ended up with the crucial Death Star plans in the first place, making it arguably more important to the overall scheme of things in the Star Wars universe than Shadows. Battle of Despayre is a fun, if linear FPS, and Saturn owning Star Wars fans can't afford to miss it.

    8.4/10

    -from the Gamespot review of Star Wars: Battle of Despayre, posted on December 6, 1998

    And with filming having just wrapped on Star Wars Episode I: The Phantom Menace, the long and painful wait for fans is just about over. The film debuts in May, while speculation continues about the movie's storyline. We know the basic facts: the film will chronicle the beginning of Emperor Palpatine's rise to power, it will show how Anakin Skywalker first started down the path of eventually becoming Darth Vader, and the mysterious and menacing Darth Maul will be the film's main villain. We also know that Queen Amidala, the future mother of Luke and Leia Skywalker, is more complex than she initially seems, and shots of Natalie Portman, sans the queen's elaborate facepaint, wielding a blaster and fighting alongside Ewan McGregor's young Obi-Wan Kenobi show the queen's more assertive side. Will she mirror her daughter Leia in starting out as a damsel-in-distress but later turning into an action hero, or does she begin as an action hero straight away? And can Haley Joel Osment accurately portray the boy who would become a monster? The answers to these questions and more are less than six months away...”
    -from an article in the December 1998 issue of Wizard magazine

    One of the things I've always been told is that I don't listen enough. That I should listen more. Well, I tried to keep my ears open while making this film. And hey, if it's a disappointment, I know who to blame! And if it's a success, I'll try to give credit where it's due!”
    -George Lucas, in a December 11, 1998 interview with the E! Network

    -

    While the arcade version of Street Fighter III tossed out many of the old characters in favor of new ones, the console Street Fighter III was an amalgamation of many of the gameplay improvements from 2nd Impact, while introducing several console-exclusive innovations for what many consider to be the pre-eminent version of the game, even moreso than the later 3rd Strike (which itself would be ported to the Ultra Nintendo and the Ring-enhanced Saturn in 2000). Street Fighter III returned ALL of the old characters including the fan-favorite Chun-Li, while also retaining all of the SFIII exclusive characters as well. This made for a combined total of 26 characters, one of the largest fighting game rosters to date. The game looked beautiful on the Ultra Nintendo. It wasn't quite arcade perfect, due to the Ultra Nintendo's limitations with 2-D, but it was still one of the most beautiful 2-D games on the system, and being able to use all 26 characters for the first time was a huge plus. The Ultra Nintendo also introduced a fun four-player tag team mode, where you could play with two teams of two players each. The tag mode could of course be done with one, two, or three players, but seeing a four-player tag mode in a fighting game was uniquely fun, and a big advantage Street Fighter III had over other games such as Killer Instinct Ultra.

    Those who remember the history of Street Fighter know that it's always been a big franchise for Nintendo. Street Fighter II: The World Warrior made a huge splash on the SNES, and Street Fighter II: Arcade Edition was a major launch game for the SNES-CD, the first game that really showed off the system's arcade-quality graphics. Having Street Fighter III as an Ultra Nintendo exclusive was seen as a major coup for Nintendo, forcing Saturn players to wait until they got the 3rd Strike version in 2000. The game, however, wasn't as big a seller as the iterations of Street Fighter II had been, largely owing to increased competition in the fighting games market and a general glut of quality games for the Ultra Nintendo at the time. While sales for Christmas 1998 were big, they dropped off fairly steeply afterward, with SFIII never showing the real sales legs that Street Fighter II had done with its console releases. Still, while Street Fighter III wasn't quite what it was during the glory days of The World Warrior, the game still made the season a little brighter for the Ultra Nintendo's fighting game fans, giving them one up on the Saturn and its Namco exclusives.

    -from an article on Gamesovermatter.com

    -

    Electronic Gaming Monthly: The evolution of Daikatana has to be one of the most interesting stories in the history of game development. The game totally changed form from what it initially was.

    John Romero: Well, yeah. The original idea for the PC had been something a lot more ambiguous, but when I started to design this game to play to the strengths of the Ultra Nintendo, things changed quite a bit. From 24 levels, we scaled back down to 15.

    EGM: Which, you know, is still quite a lot.

    Romero: Well, yeah. Not as many as Doom, but the original Turok had 15 levels, and I'm sure they'll compare the two games.

    EGM: Was Turok the inspiration for the character Walking Waters?

    Romero: No, though I was asked that by some of my own staff in the creation process. No, I think I just wanted a character who stood in contrast to Superfly Johnson, who was, you know, a lot more brash and outspoken, whereas Walking Waters is this wise shaman-like figure who teaches Hiro a lot about life and various other things. Turok didn't teach anyone about life, he just killed lots of dinosaurs.

    EGM: *laughs* Point taken.

    Romero: Anyway, the sidekicks were supposed to be a lot more vital to your success in the game. We were going to make it so that if your sidekick died, you failed the level. But that proved frustrating and hard to implement, so we just had them serve largely in a helper capacity. If they died, you lost their help for the level and you missed certain cutscenes but you could still advance.

    EGM: And of course, to get the best ending, you need to keep them alive.

    Romero: Well, yeah. No spoilers, but keep your sidekicks alive if you want to see the game's best ending.

    EGM: Speaking of sidekicks, we've heard that early on, Mikiko was supposed to turn on Hiro.

    Romero: I wanted to put a big twist in the game, like the one at the end of Doom, where Doomguy gets to Earth and everything's all fire and brimstone? Well, we put that Mikiko twist in there, but a lot of people on the staff really liked Mikiko. That she kind of had chemistry with Hiro and they wanted her to stay with him until the end. Now, I'm not gonna spoil what does happen to Mikiko at the end, but she does stay by Hiro's side with him. There's a new main villain and we liked that one a lot better.

    EGM: Is it Superfly?

    Romero: *laughs* It's not Superfly or Walking Waters, this is a villain who stays a villain through the whole game.

    EGM: What did you enjoy working on the most in the process of making Daikatana?

    Romero: The sword. Designing the sword, having this big f**kin' sword you carry around with you and swing at enemies, giving it special functions, I mean we just went crazy with the sword and all it can do. It's in the name of the game, it better be an awesome sword!

    EGM: Let's discuss Ion Storm. Sorry you left?

    Romero: Nah, I mean, I'm real happy for Tom Hall and everything they've done with Commander Keen. That game's his baby and he's done a hell of a job making that baby big and strong. I loved Mars' Most Wanted, I can't wait to play the next one. I probably would've just ruined it if I'd have been involved in it. No, I'm happy here and I'm happy working on the next Doom title.

    EGM: And that would be Inferno.

    Romero: Yeah, for the Ultra too. We're churning out something for the PC that should be out by the end of next year, but we've put a lot of time and effort into working on a new Doom game for the Ultra, it's gonna be something else.

    EGM: The biggest Doom game yet?

    Romero: With over 35 levels, and a great multiplayer mode. I was actually kinda hands off with it, we've got a lot of young guys here at id who are doing great work and I think Inferno is coming together really well. Can't wait to show it off at E3.

    EGM: We can't wait to see it!

    -excerpted from Electronic Gaming Monthly's interview with John Romero, part of the cover article of the January 1999 issue about all things id Software related

    -

    It's been said that Shadows of the Moon did for werewolves what the Castlevania series did for vampires. That's somewhat true, though Konami's game does stand quite firmly on the shoulders of giants, namely games like Eternal Night and Castlevania: Symphony of the Night in its heavily 2-D reliant gameplay. However, whereas Shadows shares many similarities with those two titles, it has its own flair and style that makes it possibly the first “modern” Metroidvania...if it can even be called that. Shadows is much more “linear” than most Metroidvania games, giving players the option of backtracking and exploring but rarely requiring it. Instead, the protagonist Ariel is almost always moving forward in her quest to rid the city Lunapolis of werewolves, moving from one location to the other and frequently getting into furious fights with the creatures there. Ariel, of course, is like no protagonist in the Castlevania series. Emotionally tortured, yes, but always with a sense of good humor, she's more Lara Croft than Alucard and even when those she loves fall victim to the werewolves or their curse, she just flips back her long, black hair and puts a silver bullet in the bad guys' skulls. Ariel became so popular with gamers all over the globe that she's probably surpassed Disney's Ariel in popularity in Japan, and when an American video game or Disney fan posts online “I think Ariel's hot”, they frequently have to specify which of the two they mean.

    Shadows of the Moon is known for dragging the Metroidvania genre kicking and screaming into the modern age. While even Symphony of the Night looked largely outdated on the Ultra Nintendo, Shadows of the Moon uses stylized 3-D graphics and looks like a game that came out five years after SotN and not just one year. The combat is much faster as well, Ariel deftly jumps back and forth over enemies and you can shoot them to remain in midair. The game also made much more use of skillful platforming than the post-NES Castlevania series did, though thankfully a missed jump only meant a deduction to Ariel's health bar instead of a death (unless you're playing in “Expert” mode). The game received a big marketing push from Konami upon its release, almost as big as the one Metal Gear Solid got, and it paid off bigtime, making the game one of the Ultra Nintendo's top holiday sellers. The great reviews the game got didn't hurt, with many outlets giving it an even better review than Squaresoft's Parasite Eve. Not only did horror fans finally get a “good” werewolf game with Shadows of the Moon, they got one better than they could've possibly imagined.

    -from an article on Gamesovermatter.com

    -

    Alex Stansfield: Squaresoft's been all about horror this year, this game is freakin' scary!

    Ted Crosley: Yeah, Parasite Eve has made me never want to go to the opera.

    Alex: You already didn't want to go to the opera.

    Ted: And now you know why. But yeah, this game is terrifying, suspenseful, and just a lot of fun. Customizing weapons can be a bit tricky but once you get the hang of it you'll be modding your guns like a pro.

    Alex: And you'll definitely need to, there are some TOUGH bosses in this game. Parasite Eve definitely lived up to the hype. For me, it sets a new bar for Squaresoft and I think for games in general.

    Ted: It's too short, that's the only problem I had. You CAN play through it again and there is a new dungeon but, um...

    Alex: Yeeeeeah I had a hard time with the bonus dungeon too. If you LOVE being maxed out in RPGs, and have a lot of free time on your hands, the bonus dungeon is a challenging beast that will add hours...and hours....and hours of replay value to the game. Otherwise, Parasite Eve is a short but extremely sweet game and I'm giving it a perfect 5.

    Ted: I have to dock half a point for it not being as long and epic as some of Squaresoft's other great RPGs, but it's still incredible to look at and I guess had it been any longer they'd have had to put it on five discs instead of three. 4.5 from me.

    (…)

    Ted: Arbiter of Sin is definitely gonna piss a lot of people off. For me, the things that pissed me off weren't the violence or the storyline stuff, but I thought the voice acting was lousy and the combat was kind of a slog.

    Brittany Saldita: They definitely could've been a bit more creative with the weapons and powers. It's not a great game but it was really good and the graphics were fantastic. I liked the creativity of some of the enemies in this game, especially toward the end once you start fighting against demons and giant angel monsters and angels themselves. I thought that was pretty cool.

    Ted: So you didn't have any problems with the content?

    Brittany: Other than the fact that some of it seems to be deliberately provocative, no. Look, this game is fantasy, and if you can't tell the difference between fantasy and reality, you have problems that go WAY beyond video games.

    Ted: Well said. In my opinion, a really nasty, competitive four-player game like Ultra Mario Kart is WAY more likely to incite violence than a silly angel hunting game like this.

    Brittany: *snickers* Yeah, how many times have I wanted to strangle one of you guys after having a green shell hit me in the ass?

    Ted: Right, so I mean, if this game makes you want to go out and kill people...get another hobby, I guess? Underwater basket weaving? I dunno. But anyway, Arbiter of Sin is a solid, if flawed first person shooter, and I give it a 3.5.

    Brittany: I'm also giving it a 3.5. It's pretty and fun but it's not the FPS that's gonna change FPSes.

    -excerpted from the December 8, 1998 episode of GameTV

    (…)

    Gary Westhouse: Now, you may disagree, but I feel like Fallout is a game that's probably better off on PC. The way it works, the way you move, the way it's designed just seems tailored toward the keyboard and mouse.

    Lyssa Fielding: Having played lots of computer games, including Fallout, I do respectfully disagree. But that being said, is Fallout the RPG of the year? No, far from it. I mean, I thought Shadowrun did this kinda game better.

    Gary: You make an excellent point, Shadowrun back on the SNES-CD was a much better implementation of this kind of playstyle.

    Lyssa: Yeah, and remember when it came out and people said it was gonna change RPGs forever? And then Final Fantasy V came out a couple months later and everybody forgot what they'd just said?

    Gary: I don't think Fallout is a revolutionary game but it was really amazing on the PC. Here, you know, you move with the control stick instead of clicking where you want your guy to go. And I don't think that works because of the way this game is set up. You have to aim your weapon with the right stick and...

    Lyssa: I liked that, I thought that aspect of it really helped me.

    Gary: It was just confusing for me, it's so much easier to do everything by moving the mouse and clicking.

    Lyssa: I think the new control system improves what was....kind of an average PC game. I liked the whole post-apocalyptic feel of Fallout but the game itself kinda bored me. Here, on the Ultra, it's faster and that's great! It's still a bit of a slow go though.

    Gary: So what's your final verdict?

    Lyssa: I give it a 4! I think the Ultra Nintendo's definitely the best way to play Fallout, but it wasn't a truly great game to begin with.

    Gary: And I'm giving it a 3.5, I think it WAS a great game and now it's merely just a good one. Still a lot of fun though.

    (…)

    Adrian: Shenmue is definitely the most ambitious game the Saturn's ever had, and for all the challenges it must have been to put together, it really pulls everything off!

    Alex: I agree, this game is just a masterpiece. It gives meaning to all the little stuff that you'd never think of a video game character having to do. Going to work, going out with friends, everything in this game has a purpose and everything leads up to that final goal, which, by the way, you don't have to reach.

    Adrian: No, and that's another thing. The world keeps moving, but there's no time limit, you can take your time solving the mystery.

    Alex: What I liked to do, every day, was talk to this old woman. She's always out in front of her house, planting flowers, and every day she had something different to say to me. I think they programmed her with like 250 different things to say. So I very very rarely had her saying the same thing twice. There are just so many amazing moments in the game that I can't help but just stand there sometimes, look up at the sky and be thinking how beautiful it is.

    Adrian: The graphics aren't the best.

    Alex: True. But every compromise they made made the world just a little bit bigger.

    Adrian: Right.

    Alex: I don't think this game could've been much better on the Ultra Nintendo. Because I don't think graphics make this game what it is. It's not a game so much as it's like a tiny world living inside your Sega Saturn.

    Adrian: *laughs*

    Alex: It's true!

    Adrian: I keep picturing you opening up the Sega Saturn and looking for a bunch of little men and women that've crawled up in there.

    Alex: It's just amazing to me how much they squeezed into it, even though they used four whole discs. I'm just blown away. Shenmue is a 5 out of 5 for me.

    Adrian: Um, yeah, I agree. 5 out of 5.

    *The siren goes off*

    Alex: Hall of Fame?

    Adrian: Yeah, Hall of Fame!

    *The other hosts join Alex and Adrian as they go to place a framed copy of Shenmue up on the wall.*

    Ted: You know, with all the great Ultra Nintendo games to come out this year, it's looking like the last truly great game is coming out for the Sega Saturn, and that really says something about the enduring appeal of the Saturn.

    Alex: Well yeah, both systems have their must-play games. If you have the money to buy both, I think everyone here at GameTV recommends that you do it.

    Brittany: It's a wonderful time to be a gamer, isn't it?

    Ted: It sure is.

    -excerpted from the December 15, 1998 episode of GameTV

    -

    SNES-CD Power Charts: December 1998 (this marks the final time that a Super Nintendo CD top ten would appear in Nintendo Power's Power Charts)

    1. The Legend Of Zelda: Ocarina Of Dreams
    2. Chrono Trigger
    3. Tale Phantasia
    4. Super Mario World 2
    5. Donkey Kong Country 4
    6. Secret Of Mana
    7. Tales Of The Seven Seas 2
    8. Sphere Soldier
    9. Kartia: The Word Of Fate
    10. Madden 99

    Ultra Nintendo Power Charts: December 1998

    1. Killer Instinct Ultra
    2. Final Fantasy VII
    3. Tale Lemuria
    4. Ballistic Limit 2
    5. Super Mario Dimensions
    6. Mortal Kombat 4
    7. The Dreamers
    8. Gran Turismo
    9. Resident Evil 2
    10. Goldeneye 007

    The Official Saturn Magazine Buzz Chart: December 1998

    1. Virtua Fighter 3
    2. Shenmue
    3. Turok 2: Seeds Of Evil
    4. Arbiter Of Sin
    5. Sonic the Hedgehog 4
    6. Star Wars: Battle Of Despayre
    7. Spare Parts
    8. Commander Keen: Mars' Most Wanted
    9. Tekken 3
    10. Tomb Raider III

    -

    I want to thank the American people for keeping their faith in the presidency during this trying time for our nation. I know that I have made many mistakes, and I know that even tonight, many of my fellow Americans feel that I have not been completely honest with them, and that I have not made adequate amends for my mistakes. To those people tonight, I say this. I know I have disappointed you, and in the two years I have left in office, I will spend every waking second to restore your faith, not only in myself, but in the office of the American presidency. I will work tirelessly toward the interests of all Americans, and will work to be a better husband and a better father. I know I am asking a great deal of many people. I still want to be your President, and I will do everything in my power to do my job to the best of my ability.”
    -President Bill Clinton, after being spared impeachment by the House of Representatives on four counts, including one count of perjury by just one vote (218-217), in a speech to the American people on December 17, 1998

    -

    December 22, 1998

    Polly Klaas was largely silent as she watched her friend Eric Harris play his new Sega Saturn game, Arbiter of Sin. Eric would make the occasional yell as he blasted the head off of a particularly difficult opponent, but for the most part he was silent as well as he played.

    Despite Eric having recently broken up with Polly's friend Caitlyn, he and Polly remained friends, largely due to their mutual friendship with Eric's friend Dylan and their shared enjoyment of video games...even if their tastes in games had grown apart significantly and Polly's enthusiasm for the hobby had diminished as of late.

    Another reason Polly had stayed so close to Eric? She was concerned for him...greatly concerned. Though Caitlyn had cited Eric's emotional distance as the main factor in their break-up, there were other things Caitlyn had seen that had worried her, and thus, had worried Polly. Even though Eric had become significantly more popular in school during his senior year and had made several new friends, his demeanor remained dark...and at times disturbing. Caitlyn had never seen Eric act out violently, but he'd repeatedly expressed disturbing and violent thoughts to her, and while at first she'd dismissed them as mere jokes, a couple of them were a bit too disturbing for Caitlyn to laugh at, even in jest.

    “Hey, Eric, this game...”

    “Too violent?” Eric asked with a laugh, noting how squeamish Polly occasionally was at some of the violent subject matter of the games he enjoyed playing.

    “No, it's...kinda boring,” said Polly. “You just go around killing things, and after a while even all the blood and guts are boring.”

    Polly looked over at Eric's stack of games, picking one out and holding it up.

    “I liked watching you play this one,” she said, holding up a copy of Commander Keen: Mars' Most Wanted.

    “Ehhhh...that's kind of a little kid's game,” said Eric dismissively. He paused the game and turned to Polly, narrowing his eyes. “You can go home if you want to, I don't need you here watching me play.”

    Polly let out a quiet sigh.

    He's being an asshole again,” she thought, “this is why Caitlyn broke up with him, she told me he was always being an asshole.”

    But Polly was a bit more patient than Caitlyn, and shook her head.

    “It's not that, it's not you, it's just...I'm worried about you.”

    Now Eric was sighing, giving her a 'here we go again' roll of his eyes.

    “I'm serious,” said Polly, reaching over and touching Eric's hand and looking sincerely into his eyes. “Caitlyn...told me about some of the things you said. And one of the notebooks you left lying around, it's got some...really messed up things in it.”

    Eric just chuckled at Polly. If she thought that notebook was disturbing, he wondered how she'd react to his other notebook...the one where he'd begun pouring out the disturbing, violent contents of his twisted brain, the one where he laid out his plans for something that would put him in the history books forever...even if his friend Dylan was expressing doubts.

    “Eric-”

    “You know me, I'm always messing around,” said Eric, still smirking. “Hey, by the way, that offer still stands. I'm serious, too.”

    Eric's 'offer' was one of the most disturbing things she'd ever heard him say. Out of all of her friends, there had only been two people whom Polly had discussed the horrific kidnapping attempt five years earlier with: Caitlyn and Eric. And both of them had offered their own solutions for the problem, solutions that reflected the innermost human beings both of them were. When Polly had told Caitlyn, just a few short months after first coming to Littleton, the two of them had cried together and Caitlyn had told Polly that if anything like that ever happen again, that she would throw herself at whoever was trying to hurt Polly so that she could get away.

    Caitlyn, you don't understand, he had a knife, he tied up my friends, there was nothing they could-”

    No, Polly, I would have thrown myself at him to keep him from hurting you, I promise I would. Even if he had a knife I would have thrown myself onto the knife so he couldn't use it on you.”

    Caitlyn...! Promise me you'll never do that....!”

    But Polly, you're my best friend...that's...what best friends do for each other right?”

    But when she'd told Eric about what had happened, Eric's reaction had been...markedly different.

    When's that guy get out of jail?”

    Um....I think he's first up for parole in 2007...”

    Okay, when he gets out of jail I'm gonna find out where he is, and I'm gonna kill him. I'm gonna torture him, and I'm gonna cut him up into little pieces and...”

    Jesus Christ, Eric, stop!”

    And now, Eric was again offering to hunt down this guy and kill him.

    “I mean it Polly, I could do it. I could do it for you.”

    “Eric, no, just....Eric.... look....” Polly reached into her purse and pulled out something she'd been meaning to give to Eric ever since Caitlyn had told her about some of the disturbing things he'd said. “Eric, here. This...this is the counselor I talked to when I first came here and was still having nightmares about the guy who tried to kidnap me. She REALLY helped me out and I think she might be able to do the same for you.”

    “What? Is this some kind of a shrink?”

    “It's a counselor, Eric-”

    “I don't need any fucking help, I don't need any fucking pills-”

    “It's just someone to talk to! Someone who'll listen! Someone like me, but...but with a degree in psychology, someone who...knows how to talk to....”

    “You think I'm crazy?”

    “I think....I think you're gonna hurt yourself....and you're my friend and I don't want you to hurt yourself. You're just...you're always so angry, Eric... what's wrong? You've got friends now, people don't pick on you anymore, so-”

    “Because of you.”

    “No, Eric, you are...smart, and funny, and...and you're really fun to be around even when you're playing boring video games, and...and you're a good person. And I don't want to see you doing something bad to yourself.”

    Polly was still tightly holding both of Eric's hands in her own, but he didn't pull away from her like he usually did. He just kept looking into her eyes.

    Is she...trying to hook up with me?” thought Eric, though he knew if Polly wanted to be his girlfriend she'd have already asked him...and that he wasn't the type of guy he'd seen her dating anyway. But still, for a friend, she seemed way too concerned for him, even more concerned than Dylan had seemed when the two had spent time together before. Eric knew one thing, he sure as hell didn't want to see any counselors or shrinks...but Polly was being so persistent that he figured he'd humor her. “Okay, whatever, I'll go see her. I don't think it's gonna do anything but whatever.”

    It was a half-hearted answer, but at least he took the card from her. That was better than she thought he'd react.

    “Thanks...” said Polly, slowly letting go of her friend's hands. “And promise me you won't ever do anything crazy if that guy gets out of jail.”

    “I promise, okay?” said Eric, before unpausing his game and getting back into it. “I won't live long enough to see that guy get out of jail anyway...maybe I'll crash the plane into his cell block.”

    -

    Furby might've created a brief hullabaloo for its wildly over-exaggerated artificial 'intelligence', but for the second straight year it was the Ultra Nintendo that topped toy sales this Christmas, generating widespread sellouts despite many more units being on hand at retail stores. Ultra Nintendo sales more than tripled that of the Sega Saturn over the period from Thanksgiving to Christmas, even with sales of the Saturn and its new Ring accessory seeing a boost from previous months. The Ultra Nintendo has now topped the Saturn in total worldwide sales with nearly 40 million units sold, a staggering number for a system that first appeared in Japan only a year and a half ago. In fact, the number of total Ultra Nintendo sales is now more than two-thirds the combined sales of the Super Nintendo and its popular CD accessory, with sales projected to surpass that benchmark by the end of 1999. Nintendo also saw hot sales for its new Pokemon brand. Its mascot Pikachu has become one of the most recognizable children's characters in the world, already approaching the awareness levels of Mickey Mouse and Nintendo's own venerable plumber Mario. The only brands that came close to selling as many toys as Pokemon this year were the X-Men and Star Wars franchises. X-Men recently saw a boost to its bottom line thanks to the success of the recent film and the announcement of a new animated series, while Star Wars is building momentum toward next year's release of the first new film in 16 years, The Phantom Menace.”
    -from an article on Yahoo! News, posted on December 30, 1998

    -

    January 1, 1999

    Shigeru Miyamoto had already created some of the greatest video games of all time, but nothing, not all the praise from reviewers or all the millions of copies he'd sold, meant more to him than seeing his 11-year-old daughter playing through The Legend Of Zelda: Temple Of Time and enjoying herself. She was nearing the end of the Temple of Autumn now, and every room she entered, she'd tell him what she thought.

    “That's the third time the hand almost got me...!” shouted Miyamoto's daughter as she had Link furiously swing his sword at one of the Wallmasters that had dropped down to eject her from the temple. “This is so difficult...!”

    “Ah, but there's fun in mastering a level through playing it repeatedly, isn't there?” Miyamoto asked her with a smile. “Maybe you should let one of the hands catch you to see what happens!”

    “I'm not going through all that again, no way!” his daughter replied, finishing off the Wallmaster. “I'm having fun, but not that much fun!”

    Across the ocean, Tom Kalinske was watching his daughter Ashley play through the exact same game... taking careful note of the gameplay elements to understand just why this game had so much more appeal to people than anything on the Saturn. He wasn't going to blatantly rip off Temple of Time, but he was going to make sure Sega's creative staff took lessons from it. Ashley was swimming through an underwater area of the Temple of Summer as Young Link, making her way carefully through a narrow tunnel filled with Deku Babas.

    “Dad...is Sega in trouble?” Ashley suddenly asked as she was playing, before getting flung back as she swam into a Deku Baba's teeth.

    “No, no, we're just trailing in sales right now,” replied Tom, though his voice betrayed his worry and Ashley, like her mother, could immediately pick up on it.

    “Dad....I saw the news, you guys got creamed big time.”

    Tom groaned. He was tired of hearing about how Nintendo was killing Sega in sales, he especially didn't want to hear about it at home from his own daughter.

    “It's not your fault, you know.”

    “Yes, but Ashley, in the world of business, whoever's in charge, it's their fault.”

    “Well, there's guys above you, right? In Japan?”

    Yes, and their jobs might be in trouble too,” thought Tom, remembering how Saturn sales had begun taking a sharp dive even in Japan, with only the huge Shenmue sales as a silver lining. “Well, honey, they're not very happy.”

    “Maybe...they should play this game, see how good it is, and understand how hard it's going to be for you guys to beat them.”

    “Well...you know how in basketball, how good Michael Jordan is?”

    “I guess so?”

    “Do you think that the coaches of the other teams, after the game, when they lose by 50 points, they go into the locker room and say 'well guys, we got our butts kicked, but Michael Jordan was just so good that there's nothing we could've done, good job guys!'?”

    “....well maybe they should,” said Ashley, finally maneuvering Link through the tight tunnel and into a large, open room. “...besides, Sonic the Hedgehog 5 has to be better than this, right?”

    “Yep, it pretty much has to be,” said Tom, leaning back on the couch and continuing to watch his daughter play. “Or 1999 is going to be anything but a happy new year.”
     
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    1998 In Review
  • To say that 1999 is going to be a make-or-break year for Sega is a massive understatement.”
    -Dan “Shoe” Hsu, in an editorial for the January 1999 issue of Electronic Gaming Monthly

    And as the anti-trust lawsuit against Microsoft continues to make its way through the courts, a lot of Nintendo fans, noting the company's recent dominance, are wondering if it could happen to their beloved gaming company. While Nintendo did draw the government's ire back in the late-80s with its anti-competitive software licensing practices, an anti-trust suit similar to the one Microsoft is currently fighting is unlikely.”
    -from an article on IGN.com, posted on January 12, 1999

    The venerable old Super Nintendo CD might be ancient, but there were some great games to come out for the console this year, and here to give out the award for Super Nintendo CD Game of the Year is another beloved old-timer...here's Methuselah!”
    -Kevin Smith, introducing an actor dressed as “Methuselah” to give out the award for the best Super Nintendo CD game at the MTV Video Game Awards on February 16, 1999

    We all knew: the game of 1998 was Temple of Time. Nearly every major game outlet named that game as the Game of the Year, and deservedly so. The BIG debate that year was, who's #2? Everybody had an opinion. Goldeneye emerged as the consensus, but Tekken 3, Shenmue, Parasite Eve, The Dreamers, Gran Turismo, even outsiders like Commander Keen, Fairytale, and Spare Parts emerged as potential #2s. Even Pokemon was named by a few fan polls.”
    -Jeff Gerstmann, discussing 1998's top games in a 2005 Gamespot round table

    Sega To Begin Layoffs In Wake Of Rough 1998”
    -an article on Gamespot.com, March 27, 1999

    -

    Top Selling Ultra Nintendo Games Of 1998 (pack-in sales included, North American sales only)

    1. Super Mario Dimensions
    2. Ultra Mario Kart
    3. Goldeneye 007
    4. The Legend Of Zelda: Temple Of Time
    5. Gran Turismo
    6. Killer Instinct Ultra
    7. Ballistic Limit 2
    8. The Dreamers
    9. Final Fantasy VII
    10. Resident Evil

    Top Selling Sega Saturn Games Of 1998 (pack-in sales included, North American sales only)

    1. Sonic the Hedgehog 4
    2. Tekken 3
    3. Virtua Fighter 3
    4. Resident Evil 2
    5. Turok 2: Seeds Of Evil
    6. Quake
    7. Tomb Raider II
    8. Virtua Fighter 2
    9. Commander Keen: Mars' Most Wanted
    10. Spare Parts

    -

    When GameTV became the biggest show on MTV in 1997 after the finale of Beavis and Butthead and the soaring popularity of the fifth-generation game consoles, it seemed inevitable that the network would put together a video game awards show to match its music video and movie spectacles. The MTV Video Game Awards were born, and the very first ceremony, celebrating 1998's best games, took place on February 16, 1999. Hosted by Kevin Smith, who at the time was probably most famous for his film Mallrats, the ceremony was a star-studded affair, with guest presenters such as Busta Rhymes, Neve Campbell, and Sarah Michelle Gellar (who would go on to host 2000's ceremony), to name a few. The Game of the Year trophy was handed out by Robin Williams, who looked even more overjoyed when Temple of Time was named Game of the Year than Shigeru Miyamoto did when he went up to receive the trophy. Of course, the GameTV influence on the ceremony was strong, and the six hosts at the time (Ted Crosley, who also produced the first two ceremonies, Alex Stansfield, Brittany Saldita, Gary Westhouse, Lyssa Fielding, and Adrian Fry) all got to present awards (with Ted/Alex, Brittany/Lyssa, and Gary/Adrian presenting the Saturn Game of the Year, the Best Soundtrack, and the Babe of the Year awards respectively). The ceremony, like the Video Music and Movie award ceremonies it borrowed heavily from, featured plenty of skits and comedy, and the 'Parasite Beavis' short, created by Mike Judge as a parody of Parasite Eve that saw Beavis and Butthead teaming up with Aya Brea on one of her missions, only to end up getting her killed with their stupidity, was the most memorable. The MTV Video Game Awards were a BIG deal at the time, the ceremony generated nearly five million viewers the first year it was broadcast, and it featured a great mix of serious game commentary and hilarious comedy. The ceremony has declined since the first few years it was put on, but it remains a staple of the MTV awards season even now, going into its 17th year of handing out the coveted trophy (which still depicts MTV's Moon Man sitting in front of a TV with a game controller in hand).”
    -from an article on Kotaku.com, posted on January 29, 2015

    MTV Video Game Awards 1998 Winners List: (nominees chosen by MTV committee including the GameTV hosts and about seven or eight others, winners voted on by MTV viewers both online and with mail-in cards, initially the awards ceremony only honored console games, PC games were added for 2002's ceremony)

    Game Of The Year:

    Goldeneye 007
    The Legend Of Zelda: Temple Of Time
    Parasite Eve
    Shenmue
    Tekken 3

    SNES-CD Game Of The Year:

    Lufia III: The Ancient Tower
    Madden 99
    SaGa Frontier
    Sphere Soldier
    The Three Caballeros

    Ultra Nintendo Game Of The Year:

    Ballistic Limit 2
    Goldeneye 007
    Killer Instinct Ultra
    The Legend Of Zelda: Temple Of Time
    Parasite Eve

    Saturn Game Of The Year:

    Arbiter of Sin
    Commander Keen: Mars' Most Wanted
    Panzer Dragoon Saga
    Shenmue
    Tekken 3

    Handheld Game Of The Year:

    The Legend Of Zelda: The Mystic Mirror
    Pokemon Red and Green
    Rotocandle
    The Three Cabelleros
    Wario Land 2

    Sports Game Of The Year:

    1080 Snowboarding
    Ken Griffey Jr.'s Ultra Grand Slam
    Madden 99 (Ultra Nintendo)
    NBA Live 99 (Ultra Nintendo)
    NHL 99 (Sega Saturn)

    Racing Game Of The Year:

    Gran Turismo
    Hard Charge
    Ultra Road Rash
    Road Storm: Burning Rubber
    San Francisco Rush

    RPG Of The Year:

    Fairytale
    Panzer Dragoon Saga
    Parasite Eve
    Pokemon Red and Green
    Tale Lemuria

    Fighting Game Of The Year:

    Killer Instinct Ultra
    Mortal Kombat 4
    Street Fighter III
    Tekken 3
    Virtua Fighter 3

    Shooter Of The Year:

    Arbiter Of Sin
    Daikatana
    Goldeneye 007
    Quake
    Turok 2: Seeds Of Evil

    Scariest Game Of The Year:

    Fallout
    Nightsyren
    Parasite Eve
    Quake
    Resident Evil 2

    Best Soundtrack:

    The Dreamers
    Ecco: Blue Dream
    Fairytale
    Killer Instinct Ultra
    The Legend Of Zelda: Temple Of Time

    Villain Of The Year

    Alec Trevelyan (Goldeneye 007)
    The Archdeacon (Arbiter Of Sin)
    Eve (Parasite Eve)
    Ganondorf (The Legend Of Zelda: Temple Of Time)
    Gruntilda (The Dreamers)

    Babe Of The Year

    Aya Brea (Parasite Eve)
    Claire Redfield (Resident Evil 2)
    Claris (Fairytale)
    Nina Williams (Tekken 3)
    Princess Lindsay (Commander Keen: Mars' Most Wanted)

    -

    Billboard Number One Songs Of 1998:

    January 3: Been Around The World by Puff Daddy and the Family
    January 10: Been Around The World by Puff Daddy and the Family
    January 17: Been Around The World by Puff Daddy and the Family
    January 24: Truly Madly Deeply by Savage Garden
    January 31: Truly Madly Deeply by Savage Garden
    February 7: Nice & Slow by Usher
    February 14: Nice & Slow by Usher
    February 21: Nice & Slow by Usher
    February 28: My Heart Will Go On by Celine Dion
    March 7: My Heart Will Go On by Celine Dion
    March 14: My Heart Will Go On by Celine Dion
    March 21: My Heart Will Go On by Celine Dion
    March 28: My Heart Will Go On by Celine Dion
    April 4: My Heart Will Go On by Celine Dion
    April 11: My Heart Will Go On by Celine Dion
    April 18: My Heart Will Go On by Celine Dion
    April 25: My Heart Will Go On by Celine Dion
    May 2: All My Life by K-Ci & Jojo
    May 9: Silly Boys by Brandy
    May 16: Silly Boys by Brandy
    May 23: Silly Boys by Brandy
    May 30: My All by Mariah Carey
    June 6: My All by Mariah Carey
    June 13: My All by Mariah Carey
    June 20: Godzilla by Tupak Shakur and The RZA
    June 27: Godzilla by Tupak Shakur and The RZA
    July 4: My All by Mariah Carey
    July 11: You're Still The One by Shania Twain
    July 18: You're Still The One by Shania Twain
    July 25: You're Still The One by Shania Twain
    August 1: You're Still The One by Shania Twain
    August 8: You're Still The One by Shania Twain
    August 15: I Don't Want To Miss A Thing by Aerosmith
    August 22: I Don't Want To Miss A Thing by Aerosmith
    August 29: You Can't Kill What You Don't See by Tupac Shakur
    September 5: I Don't Want To Miss A Thing by Aerosmith
    September 12: You Can't Kill What You Don't See by Tupac Shakur
    September 19: You Can't Kill What You Don't See by Tupac Shakur
    September 26: I'll Be by Edwin McCain
    October 3: How About Me And You? by Brandy
    October 10: How About Me And You? by Brandy
    October 17: One Week by Barenaked Ladies
    October 24: One Week by Barenaked Ladies
    October 31: One Week by Barenaked Ladies
    November 7: Doo Wop (That Thing) by Lauryn Hill
    November 14: Doo Wop (That Thing) by Lauryn Hill
    November 21: Doo Wop (That Thing) by Lauryn Hill
    November 28: Doo Wop (That Thing) by Lauryn Hill
    December 5: Take Me There by Blackstreet and Monica
    December 12: I'm Your Angel by R. Kelly and Selena
    December 19: I'm Your Angel by R. Kelly and Selena
    December 26: I'm Your Angel by R. Kelly and Selena

    -

    Electronic Gaming Monthly Editors' Choice Awards 1998:

    Game of the Year: The Legend Of Zelda: Temple Of Time
    Runners-up: Goldeneye 007, Tekken 3

    The Legend Of Zelda: Temple Of Time set new standards for what an adventure game should be. Indeed, it set new benchmarks for all video games. Believe it or not, this wasn't entirely unanimous. There was one editor who picked Goldeneye 007, and we don't completely blame him, its incredibly addictive multiplayer mode sucked us all in for weeks.

    Super Nintendo CD Game Of The Year: Kartia: Word Of Fate
    Runners-up: The Three Cabelleros, Sphere Soldier

    There wasn't nearly as much competition for this award as there was in the SNES-CD's heyday, but Kartia proved to be perhaps the best strategy RPG of the year. The Three Caballeros came in a close second, its Western adventure stylings were a perfect way for the SNES-CD to ride off into the sunset.

    Ultra Nintendo Game Of The Year: The Legend Of Zelda: Temple Of Time
    Runners-up: Goldeneye 007, Gran Turismo

    This really wasn't a close vote. Temple of Time was our near unanimous favorite, breaking new ground for all video games.

    Sega Saturn Game Of The Year: Tekken 3
    Runner-up: Shenmue, Panzer Dragoon Saga

    Saturn's killer fighting game Tekken 3 dominated the category, but Shenmue and Panzer Dragoon Saga were both epic, worthy contenders in this race.

    Handheld Game Of The Year: The Legend Of Zelda: The Mystic Mirror
    Runners-up: Pokemon Red and Blue, Samurai Shodown

    There couldn't be any other choice but Zelda. Pokemon did make quite a run, and Samurai Shodown on the new Neo Geo Pocket was an excellent handheld adaptation of a fighting favorite.

    Best RPG: Panzer Dragoon Saga
    Runner-up: Parasite Eve, Fairytale

    It was a great year for RPGs, but in the end, the epic Panzer Dragoon Saga took a narrow victory over Squaresoft's excellent efforts.

    Best Fighting Game: Tekken 3
    Runner-up: Killer Instinct Ultra, Virtua Fighter 3

    We spent a lot of time beating the crap out of each other this year, but Tekken 3 proved to be the king of the ring when it comes to great fighting games.

    Best Adventure Game: The Legend Of Zelda: Temple Of Time
    Runner-up: The Dreamers, Shenmue

    While Shenmue gave us a living city to roam around in, and The Dreamers touched our hearts, neither of them approached the sheer perfection of the latest Zelda epic.

    Best Action Game: Goldeneye 007
    Runners-up: Spare Parts, Arbiter Of Sin

    Spare Parts was a surprisingly good platformer, but Goldeneye's precision-perfect shooting and action packed Bond fun made this a pretty easy pick.

    Best Graphics: Gran Turismo
    Runners-up: The Dreamers, Virtua Fighter 3

    Gran Turismo broke new ground for realism with its lifelike cars and tracks. The Dreamers was typical Rare excellence and Virtua Fighter 3 delivered incredible arcade fidelity to the Saturn, but Gran Turismo crosses the finish line first here.

    Best Music: Fairytale
    Runner-up: Panzer Dragoon Saga, The Legend Of Zelda: Temple Of Time

    Fairytale's gorgeous score by the composer of Chrono Trigger filled the quest with lovely song, and was a pretty easy pick for our favorite soundtrack of the year.

    Electronic Gaming Monthly Readers' Choice Awards 1998:

    Game Of The Year: The Legend Of Zelda: Temple Of Time
    Runners-up: Shenmue, Parasite Eve

    Super Nintendo CD Game Of The Year: Lufia III: The Ancient Tower
    Runners-up: The Three Cabelleros, Brigandine

    Ultra Nintendo Game Of The Year: The Legend Of Zelda: Temple Of Time
    Runners-up: Parasite Eve, Goldeneye 007

    Sega Saturn Game Of The Year: Shenmue
    Runner-up: Tekken 3, Virtua Fighter 3

    Handheld Game Of The Year: Pokemon Red and Blue
    Runners-up: The Legend Of Zelda: The Mystic Mirror, Wario Land 2

    Best RPG: Parasite Eve
    Runner-up: Pokemon Red and Blue, Fairytale

    Best Fighting Game: Killer Instinct Ultra
    Runner-up: Tekken 3, Virtua Fighter 3

    Best Adventure Game: The Legend Of Zelda: Temple Of Time
    Runner-up: Shenmue, The Dreamers

    Best Action Game: Goldeneye 007
    Runners-up: Arbiter Of Sin, Resident Evil 2

    Best Graphics: The Legend Of Zelda: Temple Of Time
    Runners-up: Gran Turismo, The Dreamers

    Best Music: Fairytale
    Runner-up: Tekken 3, Pokemon Red and Blue

    -

    Sony's Online Game “Pirate Quest” To Debut In April

    While Sony Interactive has been responsible for some of the year's biggest console hits, including Ballistic Limit 2, the company has also been making a foray into online PC games as well, and this spring, their highly anticipated massively multiplayer online game Pirate Quest is ready to enter production. The game will put the player in charge of his or her own pirate ship, where they'll be able to sail across uncharted waters and hunt for treasure. Players can team up with other pirates to claim loot or battle it out in massive player vs. player melees. Sony's Pirate Quest is said to be partially inspired by their hit Tales of the Seven Seas series, though don't expect any characters from those games to make an appearance in this one, Sony's already debunked those rumors. It's one of the most massive online multiplayer undertakings in history, though it has yet to be seen whether Pirate Quest can knock Ultima Online from its throne.

    Peter Molyneux Working On Top-Secret Game Set To Be Released By The End Of The Year

    Peter Molyneux, creator of the hit Populous game series and part-time freelance writer for a variety of publications, is working on a game described as “part-RPG, part-life sim” that is set to be released for Windows PCs by the end of the year. The game is being touted as a highly ambitious role-playing game where you'll need to carefully micromanage your player character's inventory and relationships in order to gain enough power to venture out into a massive world and battle a variety of enemies. Though Molyneux is only too eager to give out small tidbits of information on the game, many aspects of the game's world are still being kept close to the chest. We'll surely learn more about the upcoming game at E3 later this year.

    Ken Levine's “Junction Point” Nearing Completion

    One of the year's most highly anticipated games is Ken Levine and Irrational Games' Junction Point, an RPG/action thriller which is coming out sometime later this year. The game involves an assassination mission on a derelict space colony, and numerous reports have noted plot similarities to the classic novella Heart of Darkness and the Francis Ford Coppola film Apocalypse Now. Junction Point is being published by Microsoft for Windows PCs, and the gameplay looks to be somewhat of a cross between the classic RPG System Shock and the hit FPS from last year, Half-Life. The gaming press is already referring to Junction Point as one of the most anticipated titles of the year, even considering highly anticipated console games such as Soul Calibur and Final Fantasy VIII.

    -from a series of PC game reports on Gamespot.com, published in January and February 1999

    -

    NEW POKEMoN!!! Pokegods Confirmed?!?!

    So appparntly in Japan they had this thing about the new pokemon games. and they showd off some new Pokemons and one of them was this which was Houhou like in the 1st episode of the show. And there was new Gameboys too!!!! With awesoum graphics and new pokemon games. So in 1999 we will definately b gettin new Pokemon. Watch out!!!

    Also make sur 2 votez for my page!!! Just click button below to get us up in da top viewz!!!

    -from “DJ Carl's Awesome Pokemon Page” on Angelfire.com, update posted January 4, 1999

    Pokemon Sun And Moon Confirmed!

    Yes indeed, there is a brand new pair of Pokemon games coming to Japan! The Spaceworld show back in October recently revealed that Pokemon Sun and Pokemon Moon will be coming for the new Game Boy Nova system later this year. The Nova features some truly amazing graphics that will definitely bring the world of Pokemon to life like never before! We've got all the coverage of the big announcements down below!

    -from an update on Pojo.com, posted January 4, 1999

    > Any exact tech specs on the Game Boy Nova just yet? Will it really be more powerful than the SNES-CD was?
    >> The 3-D graphics looked really smooth, so....I think so.
    >> No way, it uses cartridges instead of CDs so it can't be more powerful.
    >>> Most storage space on CDs is used for anime scenes and music, not the game graphics. Super Mario Nova looks a lot better than Super Mario World 2.
    >>>> Eh, they looked about the same to me.
    >> It's hard to tell, Super Metroid looked a bit better on the Nova than the Super Nintendo but Ballistic Limit looks better on the SNES-CD than Super Metroid on the Nova.
    >>> It's hard to tell anyway because the screenshots aren't that great.

    > Sega's done for! Aside from Sonic 5, what's coming out next year? I'll tell you...NOTHING!
    >> Fuk off.
    >> Soul Calibur, the new Keen game, Soul Reaver, Earthworm Jim...
    >>> Soul Calibur sucks, Killer Instinct is better, Keen is stupid, Soul Reaver looks dumb, Earthworm Jim sucks.
    >>>> Soul Calibur sucks? Have you even played it?
    >> Yeah seriously, Nintendo's gonna kick Sega's ass into the ground next year, I can't wait for Metal Gear Solid.
    >> Quit trolling!
    >>> I'm not trolling, I'm stating facts.

    > Okay, Game of the Year?
    >> Half-Life.
    >>> PC games suck
    >>>> Your mom!
    >>>>> No your mom
    >>>> Just because you're too stupid to set up your PC to play Half-Life doesn't mean Half-Life sucks.
    >>>>> No, Half-Life sucks because it sucks. Goldeneye is better.
    >>>>>> BLASPHEMY
    >> No contest, it's Temple of Time. Best Zelda game I ever played.
    >>> U must not have played Ocarina then
    >>> Or Zelda II
    >>>> Ewwwwwwwwwwww
    >>> I agree with this man, Temple of Time was awesome.
    >> Temple of Time, hands down! Hyrule was huge, the bosses were tough, and the music was great. Utterly fantastic game.
    >> Goldeneye, it has to be
    >> Fairytale
    >>> That game's for girls
    >>>> Yeah because that part where Claris was naked was totally for girls
    >>>>> Oh yeah I forgot that WAS pretty hot
    >>>>>> Speaking of hot, Aya Brea, you guys
    >> Tekken 3
    >>> Killer Instinct was better.
    >> Spare Parts was surprisingly good if anyone has the Ring here.
    >>> Yeah but the last part was a ripoff of I Have No Mouth And I Must Scream.
    >>>> No it wasn't, it had a happy ending.
    >>>>> Which makes it a WORSE ripoff.
    >>>> I have no Ultra Nintendo and I must play Temple of Time

    -from various threads on an InsideTheWeb.com video game message board, as accessed on January 6, 1999

    -

    Ted Crosley: And the time's come once again to count down the year's best console games!

    Lyssa Fielding: That's right, but this year there were SO many great games that we can't just do a top 10!

    Alex Stansfield: Instead, we're counting down our top 25 games of the year.

    Brittany Saldita: Starting with number 25, Pokemon Red and Green. While some here at GameTV may not have liked it... *glares at Ted* catching all those Pokemon was super addictive and the game's big world made it one of the year's best RPGs.

    Ted: Hey, I have valid reasons for not liking Pokemon! But this game, our number 24, The Three Caballeros, was simply fantastic and a really big old-school Disney platformer for the SNES-CD.

    Adrian Fry: Number 23 was Madden 99. Both the Sega Saturn and Ultra Nintendo versions were great, but we preferred the smoother graphics and expanded modes of the Ultra Nintendo version, which introduced some of the series' most robust roster editing options.

    Gary Westhouse: And at number 22 was another SNES-CD game, Sphere Soldier. This tricky but lovely game may have taken its time coming to the West, but it was definitely worth the wait.

    Lyssa: And at number 21, Commander Keen: Mars' Most Wanted! One of the funniest games of the year, both for its silly main storyline and its multiplayer mode which gave us all sorts of funny little diversions including the many hours we spent killing Hitler.

    Ted: At number 20 comes Turok 2: Seeds Of Evil. While not as big and epic as the original games, Turok 2 was still a thrill with its huge selection of weapons and its shiny new multiplayer option.

    Brittany: Number 19 was Tale Lemuria. Another sequel that didn't quite live up to the original, it was still a huge quest through an epic world, filled with memorable characters and challenging gameplay.

    Alex: Gran Turismo comes in at number 18. Maybe the most realistic racing game ever, we loved Gran Turismo for its lifelike graphics and huge selection of cars.

    Adrian: The werewolf hunting action game Shadows of the Moon takes 17th place on our list. This creepy hunt through a huge city for terrifying werewolves featured some of the best combat we've ever seen in a 2-D platformer.

    Lyssa: And number 16 was Virtua Fighter 3! Sega's hit fighting game series once again broke new ground for graphical innovation and added a slick new dodge button to expand the strategy.

    Gary: Our number 15 game of the year was Ultra World of Color. Maybe the best four player puzzle game ever, we spent countless hours matching colors and dropping blocks in this Ultra Nintendo puzzle sensation.

    Brittany: Our number 14, Resident Evil 2, introduced us to Claire and Leon as they fought to stay alive in a city overrun.

    Ted: And our number 13 pick, The Dreamers, touched our hearts with the epic story of a boy questing to find his missing little sister.

    Gary: The little handheld that could, the Game Boy Color, gave us our 12th favorite game of the year with The Legend Of Zelda: The Mystic Mirror, which introduced the very first Hero of Hyrule as he fought to save the three beautiful goddesses.

    Alex: And finally at number 11, Radiant Silvergun, Treasure's very challenging but brilliantly made shooter. We gave it a perfect score and we're still playing it today, as frustrating as it is.

    Ted: And now we're down to our top 10. When we get back from the commercial break, we'll start counting down the ten best games of the year!

    (…)

    Ted: And we're back, and we're ready to reveal our GameTV Top Ten Games of 1998! This was an incredible year, and it was incredibly tough narrowing it down to just ten games, but in the end, these are the games we could all agree were some of the year's very best.

    Brittany: At number ten, Panzer Dragoon Saga. The skyfaring series entered the RPG realm for the first time, and we're hoping it returns.

    Alex: This epic quest spanned four discs, with some of the best graphics ever seen on the Saturn. The innovative battle system required both daring and cunning, and kept us coming back for more.

    Gary: In Panzer Dragoon Saga, the shooting and RPG genres perfectly mixed to create a brilliant RPG epic for the ages.

    Adrian: Our number nine game of the year was Ballistic Limit 2. Ash Beckland and his crew returned with some new recruits, and not all of them were as they seemed.

    Ted: The run and gun gameplay of the original translated perfectly to 3-D, while the Ballistic System came back better than ever.

    Brittany: This game was full of huge bosses that required every bit of effort and strategy from the player and showed off just what the Ultra Nintendo could do.

    Lyssa: And the top notch voice acting gave this sci-fi thriller a Hollywood feel!

    Ted: Speaking of top notch voice acting, Fairytale, our number 8 game of the year, was a treat for both our ears and our eyes, with some of the year's best music.

    Brittany: Square's RPG of fairies and humans both awed us with its beauty and chilled us to the bone with some of the darkest and most horrifying creatures ever featured in a video game.

    Gary: Yeah, this game wasn't for the faint of heart, but those who endured were rewarded with a magical quest.

    Alex: And another magical quest made it to seventh place on our list. Spare Parts showcased the power of Saturn's new Ring with huge, open areas and gorgeous animation.

    Lyssa: The game featured a quest both whimsical and melancholy as you played two robots who explored the Earth after the fall of humanity.

    Ted: The game's story was littered with twists and turns, and the surprising last few areas are not to be missed.

    Adrian: Spare Parts lived up to the legacy of its creators, the team behind the hit Saturn game Nights, and this game was just as fun and beautiful.

    Ted: Coming in sixth place was one of the best arcade fighting games ever, which got a perfect port on the Saturn in the form of Tekken 3.

    Adrian: Filled with tons of characters and featuring some of the best fighting action around, Tekken 3 blew us all away and showed why the Saturn is the system to get if you've gotta have the best fighting games.

    Brittany: The graphics and fighting mechanics were a quantum leap over previous Tekken titles, and the game's storyline, while a bit convoluted, still showcased this game's cast, giving them real personality and motivation.

    Alex: All right, it's time to reveal our top five, and I've gotta tell you, each and every one of these games can safely be considered among the best games of all time.

    Gary: Yeah, and we're starting with our number five title on the list, Parasite Eve.

    Ted: Holy crap, was this game scary. And it was scary in large part because Square pulled out the full potential of the Ultra Nintendo, producing incredible cutscenes that hammered home the horror of Aya Brea's mission.

    Brittany: Meanwhile, the battle system was incredibly fun, meaning fights were rarely repetitive and keeping your eyes on the enemy was of crucial importance.

    Alex: Parasite Eve showed that Squaresoft is brilliant at making both great RPGs and cutting edge technical masterpieces, of which this game is definitely one.

    Lyssa: Well, number four is another technical showcase for the Ultra Nintendo. This time, it's Killer Instinct Ultra!

    Ted: Yeah, we all liked the first game but didn't really LOVE it...that didn't happen with Ultra.

    Adrian: The game was full of ULTRAAAAAAAAAAAAAA combos that looked great and were a hell of a lot of fun to pull off.

    Lyssa: *laughing* And there were plenty of characters on the roster so just about everybody could pick someone they really identified with!

    Brittany: The exciting new single player mode was plenty of fun, but what was really fun about this game was picking up a controller and fighting your friends.

    Alex: We've certainly done a lot of that on the Ultra!

    Ted: Hey, we gotta take another break. But when we come back, we're revealing our top three games of the year!

    (…)

    Ted: And we're back, and now, we're counting down the year's top three video games. Two of these games were on the Ultra Nintendo, while one of them, the one we're about to reveal, was on the Saturn.

    Brittany: Yeah, and that game is Shenmue. While not a graphical masterpiece, the game's huge open world runs circles around games like Race'n'Chase in featuring lots of stuff to do. Literally, you lived your whole life in this game!

    Adrian: Go to work, go to school, punch bad guy face...

    Gary: You could even date girls in the game and it had a direct impact on the final missions.

    Ted: Pretty much everything you do in Shenmue has a direct impact, which is what makes this game so innovative and fun.

    Alex: Even on four discs, Shenmue's one of the most impressive technical feats we've ever seen from a game. To pack a living, breathing city into just four discs is truly amazing and a real demonstration of the Ring's capabilities. We all had trouble pulling ourselves out of the world of Shenmue, and it easily got a perfect score when we reviewed it.

    Gary: And speaking of a game we had trouble pulling ourselves away from, Goldeneye 007 was one of those games that sucked us in and never let us go. We spent weeks playing the multiplayer deathmatch mode, and can you blame us? It's one of the most well put together multiplayer modes in video game history.

    Brittany: Hey, aren't movie games supposed to suck?

    Ted: Well, this one came out nearly three years after the movie, and it just goes to show that with time, you can accomplish great things.

    Alex: Getting to retrace James Bond's steps was fun enough, but yeah, it was the multiplayer that REALLY hooked us. Whether you were running around slapping your opponents silly or blowing them away with the Golden Gun, Goldeneye's multiplayer mode kept us coming back for more, and more, and more...

    Ted: And now for the year's #1 game, and...well, you probably already know what it is.

    Lyssa: We thought about holding back to build up some suspense, but come on, guys! Everybody knows our #1 game of the year was Rugrats: A Baby's Gotta Do What A Baby's Gotta Do! You could be Tommy, Chuckie, Phil, or Lil...or you could be everybody's favoritest person in the whole wide world...Angelica! And that's why Rugrats was our #1 game of 1998...you dumb babies!

    Alex: Yeah, okay, you guys are REALLY dumb if you honestly believed it was anything else but The Legend Of Zelda: Temple Of Time as our #1 game of the year. What more can we say that hasn't already been said by pretty much everyone who's played it? The massive expanse of Hyrule across two periods of time. The challenging dungeons. The epic music.

    Brittany: There's really nothing like riding your faithful horse Epona across Hyrule Field in mid day, enjoying the sights and sounds of the beautiful countryside.

    Adrian: Or finally getting that tricky solution to a tough puzzle to open up the way to the boss in one of the game's dungeons.

    Gary: Or BEATING that boss and seeing them fall and disintegrate into puffs of smoke.

    Ted: Or seeing Link and Zelda cross paths once again, the two fated heroes of time.

    Lyssa: Yeah, all joking aside, all six of us chose Temple of Time as our unanimous Game of the Year choice. It wasn't even a debate!

    Alex: Shigeru Miyamoto, Eiji Aonuma, Koji Kondo, and everyone at Nintendo who worked on this game have succeeded in creating a masterpiece for the ages, and a game worthy of not only being called our best of the year, but maybe the greatest video game of all time.

    Ted: And that's our show.... *cough*Sonic3*cough* but join us next week when we'll take a look at some of the very first games of 1999!

    -excerpted from the January 5, 1999 episode of GameTV

    -

    1998 might have been all about the games, but some megaton announcement bombs got dropped on gamers' heads this year as well. Here are the top ten stories in video games from the past year.

    #10: SNES-CD Rides Into The Sunset

    This was probably the final year to see any major SNES-CD titles (okay, a Pokemon game is coming), but with some great RPGs and The Three Caballeros, the old peripheral got a nice little sendoff.

    #9: Arbiter Of Controversy

    The mega-violent and somewhat irreverent Arbiter of Sin had conservatives and the media up in arms, which, as these things usually do, only served to drive more sales for the contentious FPS.

    #8: Cinematic Gaming

    From Parasite Eve to Shenmue, games approached movie-like storylines more than ever, bringing them ever closer to emulating the silver screen.

    #7: Sonic 5 Is Coming

    It was somewhat expected, but the announcement of Sonic the Hedgehog 5, a fully 3-D platformer, made huge waves at E3 and brought renewed interest in the Saturn in the wake of Nintendo's huge year.

    #6: All Zelda, All The Time

    From two massive games to a new hit animated series, The Legend of Zelda has never had a better year, and for the second time in four years, is claiming the title of the year's best game.

    #5: A Supernova Announcement

    When Nintendo revealed the Game Boy Nova at Spaceworld earlier this year, it surprised some, but to others it was a long time coming. It's still a long ways off from North America but should debut in Japan by the end of the year.

    #4: Saturn Gets Its Ring

    Like the Mega Charger back in 1994, the Ring is a boost for its home console, and in the Saturn's case, a sorely needed one. Sales spiked on its release, though only time will tell if it can give the Saturn a fighting chance against Nintendo's surging Ultra.

    #3: Rare-ified Air

    Perhaps the only entity to have a better year than Zelda was the British game company Rare. With three of the year's biggest hits (Goldeneye 007, The Dreamers, Killer Instinct Ultra) the company is proving to be Nintendo's biggest weapon in the console wars and maybe the best software company in the industry.

    #2: Sega Acquires Bandai

    When Sega snapped up Bandai toward the beginning of last year, it was one of the biggest corporate acquisitions in Japanese history and gives Sega access to a huge library of lucrative intellectual property as well as one of the most prolific toymakers in the world.

    #1: Pokemania

    Simply put, it was the Year of Pokemon. The collectable monster craze that's been sweeping Japan for the past two years finally made it over to the States, and now it's everywhere. Games, a TV show, toys, a soon to be card game... Pokemon fever is now a global pandemic, with no signs of letting up anytime soon.

    -excerpted from the March 1999 issue of Next Generation Magazine

    -

    Game Watch

    Ultra Nintendo:

    Beetle Adventure Racing- Winter '99
    The Curse Of Monkey Island- Winter '99
    Dead Midnight- Winter '99
    Metal Gear Solid- Winter '99
    Need For Speed: High Stakes- Winter '99
    Prince Of Persia: The Jade Queen- Winter '99
    Shadow Man- Winter '99
    Tomb Raider III- Winter '99
    Ultra Deadman Sam- Winter '99
    Ultra Harvest Moon- Winter '99
    Ultra Phineas And Ferb- Winter '99
    Ultra SimCity- Winter '99
    Ultra Valis: Knight Of Light- Winter '99
    Ultra World Championship Boxing- Winter '99
    Andrekah: Witches Brew- Spring '99
    Ape Escape- Spring '99
    Army Men: Sarge's Heroes- Spring '99
    Crash Bandicoot 2- Spring '99
    Cyringe- Spring '99
    The Darkest Night- Spring '99
    Dino Crisis- Spring '99
    Doom: Inferno- Spring '99
    Drakkhen II- Spring '99
    Duke Nukem Forever- Spring '99
    F-Zero: Ultracharged- Spring '99
    Grim Fandango- Spring '99
    Hybrid Heaven- Spring '99
    Rock- Spring '99
    R-Type Delta- Spring '99
    Sailor Moon: Another Story Retold- Spring '99
    South Park- Spring '99
    Star Wars: Episode I Racer- Spring '99
    Super Smash Bros.- Spring '99
    Supercar World Circuit- Spring '99
    Ultra Klepto- Spring '99
    Ultra Triple Play- Spring '99
    Vanguard Bandits- Spring '99
    WCW Nitro- Spring '99
    Weyricht- Spring '99
    You Don't Know Jack- Spring '99
    Candyworld- Summer '99
    Dog Dash 3- Summer '99
    Gauntlet Legends- Summer '99
    Gex 3- Summer '99
    Hakendo- Summer '99
    Lunar: Silver Star Story Complete- Summer '99
    Mario Golf- Summer '99
    Mega Man Zero- Summer '99
    NBA Showtime: NBA On NBC- Summer '99
    Operation Zero 2- Summer '99
    Outfoxed- Summer '99
    Pokemon Safari- Summer '99
    Primrose Soldier- Summer '99
    Rise A Knight- Summer '99
    Soulqueen 2: The Beyond- Summer '99
    Starcraft- Summer '99
    Tom Clancy's Secret War- Summer '99
    Twisted Metal 3- Summer '99
    Ultra Bust-A-Move- Summer '99
    Ultra Populous- Summer '99
    Warcraft- Summer '99
    Welcome To Magicka- Summer '99
    X: Tactics- Summer '99
    Dragonball Z- Fall '99
    Emergency- Fall '99
    Extreme Go-Karting 2- Fall '99
    Final Fantasy VIII- Fall '99
    Fire Emblem- Fall '99
    Half-Life- Fall '99
    Squad Four 3- Fall '99
    Starblade- Fall '99
    Ultra Donkey Kong Country- Fall '99
    Ultra Kirby- Fall '99
    Ultra Trapmine- Fall '99
    Umjammer Lammy- Fall '99

    -as shown in the January 1999 issue of Nintendo Power

    -

    While Sonic the Hedgehog 5 might be the elephant in the room when it comes to the Sega Saturn's lineup for this year, the Saturn has plenty more games to make players' mouths water, and here are a few of the year's biggest upcoming hits.

    Needless to say, fighting game fans won't be disappointed next year. Soul Calibur is coming this summer and looks to be one of the most anticipated arcade ports of all time, but Raigeki II is another port that should prove to be among the year's best fighting games as well. In 1997, Raigeki was a surprise hit, and the sequel improves significantly on the original, with graphical upgrades and an even bigger cast of zany characters. Duelists: Swift Strike is also generating some buzz by promising story-focused gameplay, where the outcomes of single player fights aren't necessarily pre-determined, and losing a fight could set you on an entirely different path.

    Horror game fans are also going to have plenty to love next year. Konami's highly anticipated Silent Hill is coming to the Saturn, and Resident Evil: Code Veronica will be a Saturn exclusive. There's also Imprisoned, where you choose one of five characters and then you'll have to escape the lair of a sadistic madman while choosing which of your fellow prisoners to bring along with you.

    The Saturn will be boasting a strong lineup of action platformers. Tick And Tock Too and Troublemakers 2 join Sonic 5 as some of the most anticipated sequels of next year, but don't sleep on Zodiac World, which has sold extremely well in Japan and will be landing on the Saturn in January. In Zodiac World, you must explore a huge series of levels, gathering the 12 mystical Zodiac Stones to defeat an ancient evil. And then there's Earthworm Jim, making his long anticipated return in what looks to be one of the year's funniest quests.

    While the Ultra Nintendo may boast some of the most talked about RPG franchises, the Saturn will be seeing some excellent RPGs next year, including ActRaiser Valkyrie and Virtua Quest 2. There's also Agni Solemn, and for those who like to rock it old school, a compilation of Dragon Quest IV-VI will be appearing on the Saturn sometime next year as well.

    We're expecting a new entry in the Commander Keen series next year, with more details coming at E3. Legacy Of Kain: Soul Reaver looks to be one of the year's best sequels, and we've heard great things about a game called NYPD: Narcotics Squad, which puts you in the shoes of a beat cop who has to train a young rookie while busting one of the most vicious drug lords in the city. Finally, we'll see if Virtua Racing Reality can match up with Gran Turismo and show off the best of what the Ring can do.

    The Saturn may be down, but it's certainly not out, and with some of the year's potentially best exclusives, there's plenty of reason to believe that Sega can roar back with its best year ever.

    -from the editorial to the January 1999 issue of Official Saturn Magazine, with a cover story previewing Saturn's biggest upcoming games of the year

    -

    Interactive Entertainment Awards 1998:

    Game Of The Year: The Legend Of Zelda: Temple Of Time
    Console Game Of The Year: The Legend Of Zelda: Temple Of Time
    Computer Game Of The Year: Half-Life
    Action Game Of The Year: Commander Keen: Mars' Most Wanted
    Adventure Game Of The Year: The Legend Of Zelda: Temple Of Time
    Family Game Of The Year: Ultra World Of Color
    Massively Multiplayer Game Of The Year: Ultima Online: Ages of Britannia
    Racing Game Of The Year: Gran Turismo
    Role Playing Game Of The Year: The Legend Of Zelda: Temple Of Time
    Shooter Game Of The Year: Half-Life
    Strategy/Simulation Game Of The Year: Gran Turismo(Simulation), Sid Meier's Alpha Centauri(Strategy)
    Sports Game Of The Year: Madden 99
    Fighting Game Of The Year: Killer Instinct Ultra
    Outstanding Art Direction: Fairytale
    Outstanding Vocal Performance: Sean Bean as Alec Trevelyan in Goldeneye 007(Male), Kath Soucie as Commander Keen/Billy Blaze in Commander Keen: Mars' Most Wanted (Female)
    Outstanding Animation: Parasite Eve
    Outstanding Game Design: The Legend Of Zelda: Temple Of Time
    Outstanding Gameplay Engineering: Shenmue
    Outstanding Online Gameplay: Ultima Online: Ages of Britannia
    Outstanding Sound Design: Goldeneye 007
    Outstanding Story: Shenmue
    Outstanding Visual Engineering: The Dreamers

    (The list of OTL's winners: https://en.wikipedia.org/wiki/Academ...s_%26_Sciences)

    -

    1998 remains in the eyes of many gamers the greatest year in the history of the industry, and the lion's share of that year's great games were on the Ultra Nintendo. While the Saturn certainly had a strong year, perhaps its best year yet from a quality perspective with hits like Tekken 3, Panzer Dragoon Saga, Spare Parts, Shenmue, Virtua Fighter 3, and Commander Keen: Mars' Most Wanted, the system's sales declined steadily throughout the year in the face of the juggernaut that was the Ultra Nintendo. Despite continued supply shortages, the Ultra Nintendo's 1998 saw more units sold than any other system ever had in a single year before. A list of the Ultra Nintendo's 1998 hits reads like a who's who of the greatest games of all time: Gran Turismo. Parasite Eve. Ballistic Limit 2. Goldeneye 007. Killer Instinct Ultra. Fairytale. And of course, The Legend Of Zelda: Temple of Time, which is still considered by many to be the greatest video game ever made. While the launch of the Ring provided a small sales spike for the Saturn, it was quickly overwhelmed by Nintendo's massive holiday sales, and the company, which had trailed Sega as recently as 15 months before, now had its biggest lead in market share since 1992. Meanwhile, the PC gaming train chugged right along, its advocates largely unaffected by the continuing console wars, too busy enjoying classic games like Half-Life, Starcraft, Grim Fandango, and River Guardian to care. Bill Gates and Microsoft's Windows platform still cornered the market on some truly excellent PC games, and as the hits continued to fill CD trays throughout the world, the Microsoft mogul, who at the time was fighting in court for the future of his company, would only grow more and more tempted to jump into the home console fight, especially if Sega continued to show signs of weakness. Of course, the biggest ace in Nintendo's hand might not even have been its Ultra Nintendo, but instead, its 150 Pokemon now being hunted for on Game Boys and Game Boy Colors across the globe. Pokemon had finally left Japan to seek its fortune in North America and Europe, and the gaming landscape would never be the same. That year's Spaceworld saw the announcement of a new Pokemon game and even a brand new handheld, a joint venture from Nintendo and Sony called the Nova, that would launch in Japan the very next year and show just how powerful a tiny little handheld gaming device could be. For the time being, Nintendo reigned supreme. And while the world's richest man began peering in from the shadows, Sega had to think very long and hard about its next move... and about a new way to challenge Nintendo and Sony's technological superiority.”

    -”The History Of Console Gaming: Year-By-Year (Part 7)”, Wired.com, June 26, 2012
     
    Last edited:
    1998's Original Games
  • I'll try to answer the latest questions as best I can sometime tomorrow, for now here's the list of 1998's original franchise games!

    -

    SNES-CD:


    World Championship Boxing '98- A slightly updated sequel to the previous game, with a bit more complex engine and more editing options. It's a bit better received than the previous WCB game but doesn't sell as well.


    Hacker Jack 2- Jack returns in this puzzle/platforming sequel that puts a heavy emphasis on the puzzles. It's known as a decent action game and the puzzles are quite challenging.


    Flame Squad 2- A sequel to the hit game from 1996, this title sees the squad and their flamethrowers infiltrating an enemy nation and fighting lots of giant robots. It's really cheesy and out there but the game is considered fun and one of the last really good games on the SNES-CD.


    Coney Island Kid- A standard action platformer about a kid who has to navigate the Coney Island theme park while it's being overrun with monsters and baddies. It features fun and colorful graphics but mediocre to poor gameplay.


    Star Of Light- A fairly generic RPG featuring outdated graphics, about a group of heroes who must make their way to a star in the sky made of pure magical enemy. The excellent soundtrack makes it a cult hit.


    Accelerati: A strange and difficult puzzle game that features arcane rules and very fast moving pieces. Not very well received.


    Rapido!: A fast-paced action platformer with lots of projectile weapons. A bit on the short side but considered a decent game.


    Matsuki Zanna: A visual novel/adventure game that appeared in Japan in 1996, the game stars a schoolgirl named Matsuki who has to recruit her fellow classmates to go into dungeons and on adventures with her. A VERY quirky game that doesn't sell well but is remembered as a good game.


    Sphere Soldier: An action/shooter game featuring very colorful and rapidly moving graphics, another Japanese export that's reminiscent of games like Gunstar Heroes. It has anime cutscenes, big bosses, and some low quality voice acting and is remembered as one of the year's best games.


    Jack: The Dark Mercenary: A first-person shooter about a character named Jack tasked with hunting down and killing people. It's really dark, both graphically and on a storyline basis and is seen as being a really edgy ripoff of Doom. It doesn't do well.


    Cardarc: An isometric adventure game about a hero who is seeking to gain power and protect his kingdom. It has an interesting soundtrack but the gameplay itself is fairly confusing and dull.


    Hoppity Rabbit: A fairly simple action platformer about a rabbit who collects carrots. The game has a heavy Easter motif. It doesn't do well.


    Digman: A game where you have to dig deeper and deeper tunnels, avoiding enemies and collecting power-ups along the way. The gameplay is simple but the game is pretty fun to play.


    Winged Wonder: A game about a butterfly character who flies around stages doing complex tricks (that you can score points for). The graphics and sound are quite good and the game itself is considered quite fun, one of the better received action platformers on the SNES-CD of the year.


    Extreme Go-Karting: A really fast-paced realistic go karting game where you race on a variety of tracks with very fast go karts. It's a decent, if very hard game, and the last racing game released on the SNES-CD. It's not beloved like Mario Kart but it has a decent amount of fans.



    -


    Ultra Nintendo:



    Ballistic Limit 2: This sequel to Ballistic Limit features fully 3-D characters and environments and retains the first game’s FPS/third-person shooter hybrid system as Ash Beckland, Danny, Sara, and several new characters launch a new mission to a planet said to harbor an alien virus that threatens the recolonization of Earth. In search of the virus, the crew finds that they may have bitten off more than they can chew. This is positioned as one of the year’s biggest releases and performs extremely well, a hit just like the first game.


    Strange Seed: The Tree Of Life: From Telenet Japan, this is a hybrid sci-fi/fantasy RPG that features the characters from the original game searching the galaxy for a tree said to bring prosperity to those who find it. It’s a decent RPG, though it doesn’t perform as well as Tale Lemuria.


    Twinblade III: This game brings the hit arcade series into the third dimension with excellent graphics and a big cast of characters. While it’s considered a good fighting game, it’s compared unfavorably to the Saturn hit Tekken 3.


    Jewels Of The Realm 3: This third game in the series brings back the kids from the first two games on another adventure, this time they are trying to help a king and queen (who later become their adoptive parents). The series retains its 2-D platforming roots but with 3-D graphics, it’s considered better than the second game but not quite as good as the first (it’s the easiest of the three thus far).


    Mysteria 2: The Four Princesses: This RPG sequel from some former Game Arts staffers takes place across four great realms ruled by four benevolent (mostly) princesses who must be visited by the heroes in order to unite them and save the world. It’s considered a somewhat generic but still quality RPG.


    Ultra World Of Color: This brings the Game Boy Color puzzle hit to the Ultra Nintendo. It’s a super addictive puzzle game with a great single player mode and is also considered one of the best four player games on the system, making it a major hit and a huge seller.


    Major Hazard: Blitzkrieg: Major Hazard makes the jump to the Ultra and while it’s not a bad game, it is considered somewhat of a disappointment, with inferior gameplay to the first two games in the series.


    Road Storm: Burning Rubber: This game brings back most of the characters from the original Road Storm, adds a few new ones, and sends them on a cross-country race with much better graphics than the original game. Big things are expected of the game, and it too disappoints, though it gets decent reviews regardless.


    Logjam 2: This game tries to capitalize on the original Logjam, making it into a 3-D style platformer. The transition isn’t received well and the game is poorly reviewed.


    Ultra Monster Wars: This RTS game brings the Monster Wars series to the Ultra Nintendo, featuring a slightly smaller cast of monsters but bumping up the presentation big time. Reviews are pretty good and sales are what Koei expect.


    Fatal Strike: Golden Fist: Notukaga returns in this 3-D brawler, exploring a series of towns and realms to chase down the evil warrior Shamballa. It’s a decently received game though it doesn’t quite match up to the cult classic appeal of the first two.


    Dragon’s Destiny III: This game is a 3-D installment of the dragon dueling series Dragon’s Destiny, with a four player multiplayer option. The game is ugly and glitch and it tries to imitate Panzer Dragoon fairly poorly.


    Brave Fencer Kyuriadan: This game is the TTL equivalent of Brave Fencer Musashi, though it stars Kyuridan instead and has a mostly different plot (though Princess Fillet shows up as a love interest). It gets good reviews, becomes a cult classic, and is a decent seller for Squaresoft.


    Chifighters II: This 3-D sequel to Chifighters builds on the first game by adding more characters and some spectacular attacks, making it one of the Ultra’s best received fighting games of the year.


    Bikerz 3: Appearing on the Saturn and the Ultra, this takes the kid friendly bike gang series into the fifth generation. Reviews are mediocre but the series is popular with kids and so this gets good sales.


    Urban Raiders: An action/shooter game about a group of young adventurers in a post-apocalyptic setting who raid old destroyed cities for treasure and must battle monsters and other raiders in the process. The characters and storyline are quite fun and the graphics receive a lot of praise, making this a fairly popular game.


    Metal Clash: A Nintendo original franchise that’s sort of a hybrid between OTL Custom Robo and Battlebots, the game involves putting mechanical parts together to build your own combat robot, Battlebots-style. The game is very colorful, stylized, and fantastical and has a robust single player mode and multiplayer arena combat as well. Made at a time before robot combat caught on in the mainstream, this game gives Battlebots a popularity boost, enabling it to last for several more seasons.


    Fairytale: A Squaresoft RPG about a fantastical world of fairies and other mystical creatures who come into contact with an encroaching human civilization and must unite with the humans to stop a threat to both of them. The game is very light-hearted at times but it also has some dark moments, it features a soundtrack by Yasunori Mitsuda and is rather traditional in its gameplay, though combat relies more on magic spells than on physical weaponry. It’s probably Squaresoft’s #2 most hyped game of the year behind Parasite Eve and its first major Ultra Nintendo RPG after Final Fantasy VII. It sells and reviews extremely well.


    God Bless The Ring: This is Ehrgeiz essentially, but stripped of Final Fantasy VII characters (replaced with more original characters) and its dungeon mode (which is expanded in another entirely separate game), and given a more robust storyline. It isn’t as highly praised as Bushido Blade but the dark sci-fi motif does win some fans over.


    Deepground: This is the dungeon mode of OTL Ehrgeiz, but greatly expanded with a much larger dungeon and more characters and storyline. It’s known as one of Square’s lesser action RPGs, reviews are mediocre to above average.


    Bulbix: The Forest Adventure: This is a 3-D platforming/collection game, one of the many developed in Mario Dimensions’ wake, about a plant hero named Bulbix (an onion who walks around on vine legs). Despite the game’s silly motif it’s considered one of the better 3-D platformers of the year.


    Construct-It: A game about a construction crew assigned to various empty lots who has to construct different kinds of structures while dealing with hazards and mishaps along the way. The characters are fairly silly and the game is actually quite fun, especially with a free construct mode that expands as you beat more of the main game.


    Ultra Spinout: A racing game somewhat less realistic than Gran Turismo, with an emphasis on destruction and insane tricks. Fairly well received among those who like arcade-style racers, also has a pretty good musical soundtrack.


    DynaMomo!: A quirky Japanese action/puzzle game involving a cute little blob character named Momo who has to clear different stages by the player clearing puzzle blocks. It’s got an interesting artstyle but the game itself is mediocre at best.


    Dust To Dust: A spooky RPG about the denizens of the dead returning to try and overrun Earth, who can only be stopped by a group of slayers specifically trained to take them down. It’s a rather generic RPG in terms of gameplay, the horror motif makes it interesting but it’s unfavorably compared to the other RPGs that year and isn’t a big seller.


    The Nest: A third-person horror shooter that’s somewhat of a Resident Evil imitator, with a bit more action. It involves the main character discovering a house of horrors where weird experiments are taking place. It’s considered mediocre in most aspects and isn’t nearly as good as the games that inspired it.


    Sunshine Schoolgirl: A very obscure, very weird visual novel anime game about a girls’ school council that has an iron grip over a school and the player’s character must infiltrate them and make as many friends as possible, all the while trying to find romance. While very popular in Japan, the game itself gets only mediocre reviews here and very poor sales.


    Shadows Of The Moon: A 2-D adventure game starring a female werewolf hunter in a big city. The game heavily emphasizes action but also has lots of puzzle and exploration elements, as well as a highly complex storyline. The game is a big hit and the main character becomes almost as popular as Lara Croft.


    Phasewar: A space shooting game that features a lot of 3-D combat, it’s sort of a three-dimensional Gradius/Axelay type game with lots of bullet hell elements and branching pathways, as well as huge bosses. There’s a huge debate over whether this game or Einhander is better, the general consensus is Einhander but only just barely, and this game ends up selling better (at least in the West)


    Quixsters: A game about a group of four kids who explore various 3-D worlds, battling enemies and collecting treasure. Of all the Super Mario Dimensions-style 3-D platformers to be released in 1998, this one is considered the best, with excellent graphics, excellent music, huge worlds and fun characters, it sells extremely well and is hyped up long before release.


    Laser Tag: The Arena: An FPS laser tag video game, meant to capitalize on the popularity of the actual game. It’s a pretty poor game and real life laser tag is considered a lot more fun.


    Armed And Dangerous: A game about a pair of badass soldiers who happen to be named Hank Armed and Jack Dangerous. It’s a Contra-styled game, but in 3-D, with big levels to roam around in and lots of buildings to enter and battle soldiers in. The tongue-in-cheek humor is pretty well received and the game itself, while not revolutionary, is still fun enough to score decent reviews.


    Aquaria: A Sony original RPG that takes place in an underwater world, in big domes where the human population lives, as they combat a threat that puts their homes in jeopardy. It’s somewhat like Legend Of Dragoon in graphical style, but isn’t nearly as well received as that game was IOTL (essentially, if Legend Of Dragoon is made ITTL, this game would be considered a “trial run” for it). Decent reviews, all right sales, but nothing special.


    Danger Danger!: A VERY fast-paced and colorful four player puzzle game involving a large arena where players must compete to gain territory by matching colored stones and using items. It also has a single player mode but this is mostly considered a multiplayer game. Probably the second best Ultra Nintendo puzzle game of the year behind Ultra World Of Color.


    Cave Crew: The Stoneland Chronicles: A really generic 3-D platformer starring a group of cavemen. The graphics are rather poor and the combat is really not fun (enemies take a LOT of hits to kill, even weak ones). One of the poorer action games of the year.


    Lost And Found: A 2-D adventure game where the main character explores a series of dungeons, finding colorful artifacts while dodging enemies and solving puzzles. A fairly straightforward game but considered somewhat of a cult hit.


    Star Angels: A colorful anime-styled fighting game starring magical girls, which became a major hit in Japan. Think OTL’s Skullgirls but with higher production values (at least for the time). It’s a 3-D fighting game but with 2-D-esque movement and a really quirky original soundtrack, it’s very well reviewed but sales are mediocre.


    Bonecrusher: A really violent 3-D fighting game with fierce creatures dueling it out. It’s fairly generic in terms of gameplay and reviews are decent at best, but with lots of advertising and hype it’s still a pretty high selling game.


    Breaker Ride: A watersports racing game, sort of like Wave Race but focusing on racing rather than stunts. Graphically beautiful but quite challenging, the game gets decent reviews but isn’t as polished in terms of gameplay as Wave Race.


    Rumor: A 2-D platformer/collecting game starring a boy named Rumor who journeys through a mysterious land. The gameplay is fairly generic but the graphics and characters are quite creative and the game does have some degree of charm.


    Despair: The Seven: An RPG about a young man who must acquire runes to defeat dark lords that are the embodiment of the seven sins. It’s an action RPG and the graphics and gameplay are somewhat average, sales are pretty low due to the dark source material.


    Strike Team: A 3D beat-em-up game about a group of special operations police officers who hunt down criminals. The plot of the game involves the team infiltrating and taking out a gang. The combat is somewhat repetitive and the storyline is fairly predictable. The game gets a mediocre critical reception but it does get a good deal of pre-release hype.


    Serratopia: A fast paced 2-D platformer with a focus on combat and three protagonists, two boys and one girl, that players switch between over the course of the story as the three of them explore seven different worlds and more than 40 levels. Praised for its graphics and storyline, it’s released the same month as Yoshi’s Story and is significantly better received, providing the challenge and level variety that Yoshi’s Story lacked.


    Critical Incident: An FPS taking place in a huge lab after a science experiment leads to mutated beasts taking over a facility. Compared somewhat to Half-Life on the PC, but the comparisons are mostly unfavorable. Sells decently well because of pre-release hype but is considered a disappointment compared to games like Goldeneye 007.


    Knights Of The Round Table: A 3-D platformer starring a young knight trying to make it into King Arthur’s round table. Not a collectathon like other 3-D platformers of the time, it’s actually a task-based platformer and has a pretty good combat system, along with decent voice acting. The game is pretty fun and though it’s somewhat kiddy, it does get good reviews and good sales.


    Monkey Shines: A 3-D platformer starring a playful monkey. The game is somewhat short and the levels are uninspired and repetitive.


    Blue Nexus: A sci-fi themed RPG about a starship crew who gets caught up in a mysterious intergalactic war when their ship is attacked and they are left as the only survivors among thousands of dead. The game is full of plot twists and is indeed quite storyline-heavy, the game is considered among the better RPGs of the year.


    Aeroboy: Another Nintendo franchise starter, this game is a combination action/flying game somewhat of a hybrid between Star Fox and NiGHTS. Your character is a boy who is given the ability to fly via the use of various implements (wings, jetpacks, balloons, etc.) and he swoops down to protect civilians and attack enemies, getting stronger through defense (blocking and absorbing enemy attacks charges Aeroboy’s own attacks). Designed by Satoru Iwata, the game takes advantage of the Ultra Nintendo’s graphical capabilities to show beautiful landscapes, while the gameplay itself is very easy to pick up and fun. Gets a very good critical and commercial reception.


    -

    Saturn:


    Nightsyren: A Kenji Eno directed game about two young women who are trapped in a city undergoing a hideous attack from demonic forces. The women must work together to survive. This game is a bit more conventional than some of Eno’s other releases, it plays somewhat like Resident Evil, though there’s a greater emphasis on cooperation between the two characters and it has a complex battle system.


    King Crab: A 3-D platformer starring an anthropomorphic crab who must explore a sea-based land in order to defeat bad guys and protect his friends. It’s regarded as one of the year’s best 3-D platformers and the main character becomes a mascot of sorts for Sega.


    Hard Charge: A racing game with an emphasis on speed, focused on cars that are a hybrid of NASCAR stock cars and exotic supercars. Somewhat less realistic than Gran Turismo but also a bit more accessible in terms of difficulty, it’s a more “outlaw” alternative to Gran Turismo and becomes a very popular racing game for the Saturn.


    Song Of Spring: An anime-styled RPG somewhat like OTL’s Grandia, starring young elves in a forest that’s slowly dying, who must travel the world. A cult classic and a high quality game featuring a beautiful score, full voice acting, and three full discs.


    Z-Stomper: A very strange 3-D platformer that plays like a straight-forward action game, there are very few collectibles. It stars a main character with massively oversized feet who hops around stomping on foes and terrain. While it’s a weird game it gets a lot of praise for its unique mood and is regarded a lot like Toejam and Earl back on the Genesis.


    Tokyo Detective: Unforgivable Crimes: A noirish detective game that combines stealth, third person shooter gameplay, and detective/visual novel style puzzles and mystery solving as you investigate a series of murders and other unspeakable crimes in a dark version of Tokyo. Another cultish game but reviews are fairly decent.


    Hunters Of The Borderlands: A western-themed RPG somewhat like Wild Arms, though the Western themes are a bit more subtle in this one. It’s a unique RPG in that there are very few towns, most of this game is spent hunting, fighting, and exploring and the game is fairly open ended, though there is a definite final boss.


    Drillin’: An action/adventure hybrid where you’re an explorer sent into the holes created by gigantic drills that pierce the ground in uncharted lands. As you explore the various drilled dungeons, you collect weapons and treasures while piecing together the game’s puzzling storyline. A generally lighthearted game.


    Skylein II: The World Beyond: A sequel to 1995’s original Mega Charger RPG Lords Of Skylein, this game spans three discs and takes place 50 years after the original game with an entirely new cast of playable characters (and maybe one or two old ones).


    Angels: An action-RPG exclusive to The Ring, the game stars angelic characters as they battle a threat to their heavenly world. Showcases spectacular graphics and incredible combo moves, it’s considered a far superior game to MagiQuest and possibly on par with Elements Of Mana.


    Spare Parts: A 3-D platformer exclusive to the Ring, featuring some excellent graphics and huge worlds, it features young robot children who have to explore giant scrap cities to collect parts and build machines to rebuild society. Considered possibly Saturn’s best game of the year.


    The Oceanfarer: A Ring-exclusive game about an ocean exploring pirate captain, known for its incredible water graphics. This game is actually considered a bit of a disappointment, it was supposed to be the Saturn’s answer to the Seven Seas series but ultimately comes across as too dark and too short. Still gets decent reviews.


    Cat Attack!: A puzzle/adventure game somewhat like Bomberman where you have to evade lethal but cute cartoon cats. Sort of a precursor to Chu Chu Rocket, though there’s less emphasis on scoring, multiplayer, and fast moves and it’s more of a maze game.


    Swordslayer: A side-scrolling action/beat ‘em up about a brutal ninja who’s out for revenge. Somewhat simplistic gameplay but features beautiful graphics and is quite popular for its dark and gritty mood and badass main character.


    Brawl Balls: A sports game where teams combine elements of ball sports with vicious combat. Has a heavy emphasis on multiplayer with 4-way matches that can have four players competing at once.


    Arbiter Of Sin: A very dark FPS for the Ring, where a gun wielding soldier is given demonic powers to go back to medieval times and wipe out the members of a Templar-like religious order who have been given access to futuristic technology of their own. Features a very popular multiplayer mode and is extremely controversial but also extremely well received critically and sells very well.


    Prismaclash: A 2-D fighting game focusing on beautiful, anime-styled women and cute bishounen men. Very colorful with lots of combos, it plays extremely well though it doesn’t sell quite as well as other fighting games because of its niche appeal.


    Air Warriors: A Top Gun-styled Ring exclusive aerial combat game. It’s prettier than Ace Combat but doesn’t play quite as well, one of the more underwhelming early Ring games, though it sells fairly well.


    Adventures Of The Jungle Pals: A 3-D platformer taking place in the jungle, allowing you to pick between five anthropomorphic animal characters each with different abilities. Though not regarded as a great game, it’s very popular among families.
     
    January 1999 - Sega Fights On
  • And while the Ultra Nintendo's latest 3D platformers are inferior emulations of Super Mario Dimensions, it's the Saturn's platforming hits that are innovating and taking the genre to new heights. It's one of the greatest ironies in gaming today, and what makes the upcoming Sonic the Hedgehog 5 the year's most anticipated game.”
    -from the Sonic the Hedgehog 5 page on “Savage Stan's Saturn Source”, posted on January 28, 1999

    What was once Telenet Japan's flagship series has turned into one of the most generic game franchises on the market. The first SNES-CD Valis revived the series and held infinite promise. Ultra Valis is just another cookie-cutter 3D game. Telenet Japan's creative energies are clearly being spent elsewhere.”
    -from the 2.75 review of Ultra Valis: Knight Of Light in the February 1999 issue of GamePro

    I think both companies, Nintendo and Sega, have done a lot of things right over the last decade. Video games are in so many homes now, they're a big part of the culture. That's why Microsoft Windows has such a strong focus on games as a big selling point for our computers. We know people love to play games. Our customers work hard, and we think they should get to play hard too.”
    -Bill Gates, in an interview in the January 1999 issue of PC Gamer

    -

    (Author's Note: I'm changing things up a bit with the reviews. For the last few “years” of this timeline, I've been doing SNES-CD and Ultra Nintendo Electronic Gaming Monthly reviews exclusively. I'm retooling the reviews and instead of Electronic Gaming Monthly only, I'll be listing two scores: the EGM review average (which is averaged among three instead of four reviews, since EGM began going to three reviewers per game in 1999 IOTL), and the Gamespot review score. I've been doing the EGM scores a bit improperly anyway, I listed the same four guys for every game when of course in reality EGM's Review Crew consisted of about 8-12 people who would review different games during the same month. So with this average score, I don't have to list any names and it's a lot more realistic. In addition, I can now add/remove review sources easily over time, so later on I might add IGN, GameInformer, etc., with Metacritic scores coming in eventually once Metacritic appears ITTL. I'll also begin doing Saturn games, as well as a few Game Boy games on occasion. The rule of thumb is this: I'm going to continue posting reviews of every Ultra Nintendo game, though not EVERY Ultra Nintendo game...even in prior years with SNES-CD games, I imagine there are obscure/annualized/shovelware games that came out but that wouldn't have been reviewed in any source, so I didn't mention them as part of the timeline. I'll also be including Saturn reviews, though the only Saturn games mentioned ITTL are the significant ones, I imagine we cover about 33-50% of North American Saturn releases. So with all that explained, here are this month's reviews.)

    Ultra Nintendo:

    Beetle Adventure Racing

    EGM: 7.0 (quote: “A fairly by the numbers affair, but the courses are nifty and the cars look pretty great.”)
    Gamespot: 8.7 (quote: “Really easy to pick up, but ramps up to a satisfying challenge after easing players in.”)

    Monaco Grand Prix

    EGM: 7.5 (quote: “The cars handle quite well, and though this game doesn't have the variety of a Gran Turismo, it's still very realistic and exciting.”)
    Gamespot: 7.2 (quote: “While we would've liked to see more cars, the racing itself is solid.”)

    NBA In The Zone '99

    EGM: 6.2 (quote: “The graphics are pretty bad considering how strong the Ultra Nintendo is.”)
    Gamespot: 7.0 (quote: “The game plays well, but it could've used some visual polish.”)

    Shadow Man

    EGM: 7.0 (quote: “This game is creepy as all hell, making good use of the Ultra's sound capabilities even if it's pretty generic in terms of gameplay.”)
    Gamespot: 7.4 (quote: “We loved this game's horror aesthetic, and it does a good job of adapting the source material.”)

    The Curse Of Monkey Island

    EGM: 8.3 (quote: “Another fantastic Monkey Island adventure, with better presentation than ever.”)
    Gamespot: 7.9 (quote: “Even with the voice acting and animation enhancements from previous games in the series, it still seems a bit primitive for the Ultra Nintendo.”)

    Ultra BattleTanx

    EGM: 6.8 (quote: “It compares pretty well to Saturn's Desert Tank, but the storyline is only a thin veneer.”)
    Gamespot: 5.9 (quote: “It starts out great but quickly gets repetitive.”)

    Ultra Harvest Moon

    EGM: 8.0 (quote: “There's so much to do that it's easy to get overwhelmed.”)
    Gamespot: 9.0 (quote: “A lovely game, full of life and plenty of activities for your young farmer.”)

    Ultra Valis: Knight Of Light

    EGM: 6.5 (quote: “A decent reboot of the series that does hit a few snags, mostly that it's quite short.”)
    Gamespot: 6.8 (quote: “Valis goes the generic platformer route, which is a shame because this series was so fun in 2-D.”)

    Swordslayer

    EGM: 7.0 (quote: “This game isn't much better on the Ultra than it was on the Saturn, but the animation is a bit smoother.”)
    Gamespot: N/A (Saturn port, original received a 7.8)


    Hell Freezes Over

    EGM: 4.0 (quote: “One of the most unoriginal RTS games I've ever played, and that's before you start seeing numerous glitches.”)
    Gamespot: 2.3 (quote: “The title of the game is accurate because I felt like that's when I'd start having fun playing it.”)

    Saturn Games:

    Orb Puncher

    EGM: 7.0 (quote: “While the idea to combine a fighter with a puzzle game is an innovative one, the fighting portion itself is fairly bare-bones, making this somewhat more of a straight-up puzzler.”)
    Gamespot: 8.4 (quote: “A superbly fun game that requires rapid reflexes and lots of quick thinking.”)

    Zodiac World

    EGM: 8.8 (quote: “Maybe the best platformer to ever come out on the Saturn, and that includes Sonic 4.”)
    Gamespot: 9.5 (quote: “Some of the challenges are nearly perfect, and the game's boss fights, based on the signs of the zodiac, are some of the most amazing you'll ever play.”)

    Fleet: A Dancing Adventure

    EGM: 7.5 (quote: “We definitely have to give the battle system credit for being very original for the genre.”)
    Gamespot: 5.6 (quote: “While combining RPG gameplay and rhythm game controls is a unique idea, the execution is flawed...at best.”)

    -

    Zodiac World: The Details

    The Saturn's first major release of 1999, Zodiac World is released on January 14, 1999. The game, produced by Vectorman developers BlueSky, is a 3-D platformer/adventure title about a boy named Juni who must gather up the twelve ancient Zodiac Stones to battle an ancient evil that threatens his world. The game has a bigger focus on action and combat than a lot of other platformers, as Juni progresses through the world and acquires the Zodiac Stones, he'll gain special powers that will enhance either his movement, melee combat, special attacks, or will give him a special weapon. The game is somewhat more streamlined than a lot of other 3-D platformers, instead of roaming an open world and collecting items, the game is divided into levels that are accessed via a central hub. As each Stone is collected, a new world is opened up. When you enter each world, there's a separate hub that will take you to each level within the world, and each level has its own objective to complete, whether it be reaching the end of the level, finding an item, rescuing a person, or defeating an enemy or enemies. Each world also has a secret level that is opened up via completing a secret objective in one of the world's other levels, complete that secret level and you'll earn a special reward, complete ALL 13 secret levels in the game and you'll earn one more secret level that you can beat to get the game's best ending. The game is compatible with either the base Saturn or the Ring, using the Ring enhances the game's graphics somewhat and also opens up an additional playable mode that makes certain bosses and enemies more difficult and complex.

    Zodiac World's plot involves Juni and his family, a family of explorers, discovering an ancient temple ruin. Juni's curious older sister Liza opens a door despite Juni telling her not to, causing an evil energy to rush out into Liza and possess her before rushing out into the entire world. Juni's family is overwhelmed by the energy and Juni is left alone. When he stumbles into the empty chamber he discovers that the only way to stop the darkness is by finding the 12 Zodiac Stones and returning them to the temple. This is the start of Juni's mission, on which he must defeat the evil monsters the dark energy has created, find new friends and allies to help him, and save his family including his sister Liza.

    World One: Capricorn

    Juni must explore a pasture-like area and help out a young farmer boy save the farm from the dark energies swirling around it. The boss of the world is a mutated goat beast that has crawled out of the river to attack the farm.

    World Two: Sagittarius

    Juni explores a huge wooded forest area in search of the Dark Hunter, who has begun targeting the forest's innocent woodland creatures as his prey. He finds and defeats the hunter to claim the second stone.

    World Three: Scorpio

    Juni explores a desert area and must save a beautiful Egyptian queen from being sacrificed to a hideous scorpion monster.

    World Four: Libra

    Juni explores an ancient medieval city that has been reformed by the dark energy and is being ruled over by an evil judge who sentences innocent people to terrible punishments.

    World Five: Virgo

    Juni explores a Greek Temple world and befriends a lovely young woman who is not all that she seems...in fact she is the leader of an evil cult, and uses her magic to put young maidens under her spell. Juni must defeat her to claim the fifth Zodiac Stone.

    World Six: Leo

    Juni crosses into a Roman-like world, where he is eventually forced to battle a great and powerful lion in the Coliseum.

    World Seven: Cancer

    Juni makes his way to a beach town under attack from a huge and powerful crab monster, he must defeat the crab monster to claim the seventh stone.

    World Eight: Gemini

    Juni returns to his own home town, which is under siege by a gang of evildoers led by a vicious pair of cruel twins.

    World Nine: Taurus

    Juni battles his way through a fiery forge world, before battling against a great mechnical bull monster.

    World Ten: Aries

    Juni ventures up a huge mountain, all the while helping the people and creatures he finds there. Once he reaches the summit he must come face to face with the evil spirit of the mountain, a great and powerful ram beast.

    World Eleven: Pisces

    Juni goes deep under the sea to help an undersea city of mermaids under siege by a hideous sea monster.

    World Twelve: Aquarius

    All the while that Juni has been collecting the twelve Gemini Stones, he's been pursuing his sister Liza, who has been the one causing many of the dark and evil events that Juni's had to prevent. He finally pursues his sister through a portal, to a dark and twisted false utopia where his family is being held prisoner. He is forced to battle Liza herself, exorcising her possession and gathering the last Zodiac Stone.

    World Thirteen: Serpentarius

    Juni has saved his family and now he must save the world. He returns to the temple and places the Zodiac Stones, but the darkness has grown too strong...he must go deeper into the temple, completing the final few levels to battle the darkness incarnate in the form of a terrifying snake monster. Once he defeats the darkness, the world is truly saved.

    Zodiac World gets extremely good reviews for its gameplay length and combat complexity, and is regarded as Sega's third great family platformer in three months, after Commander Keen: Mars' Most Wanted and Spare Parts. It eventually becomes Sega's best selling platformer since Sonic the Hedgehog 4, even outstripping sales of Keen and Spare Parts. A Saturn platformer bundle which consists of the Saturn, the Ring, Sonic 4, Sonic Jam, Commander Keen: Mars' Most Wanted, Spare Parts, and Zodiac World is eventually announced at that year's E3, retailing for $299.99, which is regarded as a spectacularly good deal for new Saturn purchasers (especially since the base Ultra Nintendo with just Super Mario Dimensions is still retailing for $299.99) and becomes one of the best-selling Saturn bundles ever put on sale.

    There's been a bit of a role reversal of sorts as of late, which the recent release of Zodiac World seems to accentuate. The family-friendly platformer joins a series of platformer hits released for the Saturn over the past year or so, giving Sega's machine a reputation for producing quality platforming games. In contrast, the Ultra Nintendo is preparing to release Metal Gear Solid, one of the year's most adult-oriented games, and this follows the M-rated Parasite Eve in the company's recent release schedule. Could the Saturn be rebranding itself as a family machine, especially with Sonic 5 in the pipeline? Is this their new strategy, or just a temporary aberration? We'll keep an eye on these trends in the coming months.”
    -from an editorial in the February 1999 issue of Next Generation magazine

    -

    With its graphical enhancements and the addition of voice acting, a series first, The Curse Of Monkey Island was one of the most beloved PC games of 1997, and it was only inevitable that it would get a release on the Ultra Nintendo, with the two previous games having been big hits for the SNES-CD. The Curse of Monkey Island was ported nearly unchanged to the Ultra, with little in the way of additions or enhancements, though it was still a fantastic game and it was thought that it would be one of the biggest hits of early 1999 for the Ultra. But while Curse sold quite well, indeed, it was comfortably the best selling new Ultra Nintendo title of January 1999, it continued the trend established by 1996's port of LeChuck's Revenge by having declining sales from the previous port. Indeed, it became the first Nintendo Monkey Island game not to achieve a million sales.

    It certainly wasn't the game's fault. Curse of Monkey Island was a perfect port, and critics scored it highly...though not as highly as they did the PC version. Many critics thought that Curse seemed a bit primitive on the Ultra Nintendo, that maybe a more streamlined, modern remake of the game as opposed to the point-and-click gameplay would have been preferred (of course, many of these same critics criticized Ultra Detective Club for NOT being a point-and-click title...guess there's just no pleasing some people). Still, the game was hardly a critical flop, it averaged solid 8s and 9s from most outlets, and MTV's popular GameTV gave it a fairly glowing 9/10 review, including a perfect 5 from Lyssa Fielding. Perhaps Curse of Monkey Island's lukewarm sales performance was just part of the overall post-Christmas, pre-Metal Gear Solid slump that the Ultra Nintendo was in at the time, the first since its North American release back in November 1997. Those who actually played Guybrush Threepwood's third grand adventure on the Ultra Nintendo generally weren't disappointed.

    -excerpted from “Monkey Island On Nintendo: An Adventurous History”, an article on Kotaku.com

    -

    Which brings us to Ultra Valis: Knight Of Light, Telenet Japan's 3-D reboot of their popular hack and slash adventure series. This game takes Yuuko into a brand new world, the Eclipsis Peaks, to battle a swarm of demons and harpies threatening the great mountain kingdom there. While in Eclipsis, Yuuko must rescue the beautiful princess Kyuri and defeat the Dark Lord Skullfractur to save the kingdom. It's chock-full of anime cutscenes, though it's somewhat light on innovation: it's essentially a standard platforming action title with cutscenes as a bridge between play sequences. After working on two major RPGs (Tale Lemuria and Strange Seed: The Tree of Life), the company's creative energies seem to be a bit burned out, though the company does have Soulqueen 2: The Beyond coming out later this year (it recently released in Japan to excellent reviews but somewhat disappointing sales). Soulqueen 2's announcement for the West came as a shock to some. The performance of Soulqueen in North America was disappointing for the company, and the most of the sequel's hype is coming from internet sites and not from the mainstream gaming press. Still, Telenet Japan seems confident that the cult fanbase around the first game will propel greater sales here. The company has two other titles releasing this year in Japan, though only one of them, a quirky 2-D platformer called Cyringe, has been announced for a Western release. Work has already begun on the next game in the Tale series, and that's sure to get the company back in the attention of the mainstream gaming press. At one time, Telenet Japan was poised to become Nintendo's top second party game publisher, but the surging success of Rare has pushed Telenet Japan way out of the spotlight, and other companies have passed it even for the number two position. It seems likely that only the strong sales of Tale Lemuria are keeping Telenet Japan in a good financial position.

    -from an article on Gamespot.com, published on January 23, 1999

    -

    Natsume's Ultra Harvest Moon introduced voice acting to the series for the very first time, though only in specific animated cutscenes such as wedding proposals or significant milestones in your farming career. The game essentially followed the same basic gameplay as the SNES-CD Harvest Moon, only with 3-D graphics, an expanded town, and more activities for your farmer to perform. You could even build enough windmills to sell off excess electrical power to the town! A notable addition to Ultra Harvest Moon was the scenario mode, which kind of operated like the scenario modes in the SimCity games. You were put on a farm with a specific goal to accomplish and you had a limited time in which to do so. Some, like acquiring a certain amount of money with a fairly limited farm set-up, were quite simple. Others, such as extricating yourself from a romantic entanglement with one girl in order to marry another, were quite tricky. These scenarios added another layer of gameplay to the typical Harvest Moon experience, and became a staple of the series, eventually leading to a fully structured Story Mode later on that separated itself completely from the normal, freeform Harvest Moon gameplay. Ultra Harvest Moon was a strong seller. In fact, it was the third best selling new video game of the month, behind Zodiac World and The Curse Of Monkey Island. It established new trends for the series that continue to this day, and also placed the series firmly on the North American radar, one of the few quirky Japanese game franchises to really make that leap.

    -from an article on Gamesovermatter.com

    -

    Super Smash Bros. Roster Revealed!

    Well, at least the first 12 characters, anyway. With six secret characters to unlock, that gives Super Smash Bros. a total of 18 playable characters. From what we've seen of Japanese footage of the game, here are the initial 12:

    Mario
    Yoshi
    Donkey Kong
    Pikachu
    Fox McCloud
    Link
    Zelda
    Samus Aran
    Kirby
    Captain Falcon
    Shad
    Woofle

    We'll be sure to give you information on the unlockable characters once they're revealed! A growing rumor is that Cloud Strife is available in the game immediately if you have a Final Fantasy VII save on your memory card and that Simon Belmont is available immediately if you have a Castlevania: Symphony of the Night save on your memory card, but how to get these characters through normal gameplay has yet to be found through our first hour or so of playing!

    -from an article on gaming-age.com, posted on January 27, 1999

    -

    Ted Crosley: Zodiac World sort of reminded me of The Three Caballeros in its scope. There's so much of this game, and the levels are pretty short and sweet.

    Alex Stansfield: Right, it's a kind of “bite size gaming” that stands in contrast to the larger, more open levels of Super Mario Dimensions and The Dreamers. Sometimes it works, sometimes it doesn't, but in Zodiac World, it really works.

    Ted: Yeah, though some of the attempts to kind of “force” the zodiac are a bit lame. I mean, some of the zodiac signs like a bull or whatever make awesome boss fights, but the very first boss is this...water...goat thing?

    Alex: For Capricorn, yeah.

    Ted: I mean, couldn't they have come up with something else for that? And then for Libra, the boss is an evil judge.

    Alex: Sometimes an evil judge works. Like Judge Doom in Roger Rabbit.

    Ted: Yeah, but this wasn't that.

    Alex: Or Judge Judy, she's pretty evil.

    Ted: *laughing* But apart from the silly bosses, this was one of the best platformers I've played in a long time. I'm giving it a 4.5.

    Alex: I'm gonna give it the same, a 4.5. This game is highly recommended, absolute must play for anyone who loves a quality action game.

    -excerpted from the January 12, 1999 episode of GameTV

    (…)

    Adrian Fry: It's good to see that even after Gran Turismo came out and made all other racing games on the Ultra Nintendo obsolete, that developers are still trying new things.

    Brittany Saldita: Wait, are we talking about the same game? Because Monaco Grand Prix is the same cookie cutter racing experience that pretty much every F-1 style game has delivered over the past couple years. The track editor mode is too hard to work with and the career mode is a pretty poor facsimile of the great single player mode in Gran Turismo. This game is skippable, at best.

    Adrian: I actually liked how streamlined it is compared to Gran Turismo, it's just a pure Formula One racing experience and one of the best around. Especially if you use the steering wheel accessory, the controls are stellar. The graphics are lovely, the cars look great, this is a really, REALLY good game.

    Brittany: And everything you just said can also be said about Gran Turismo. Look, Monaco Grand Prix is made technically well, but if I'm going to play a racing game, it's gotta be different. Look at Beetle Adventure Racing, that game actually tries a bit of innovation. Here, it's the same game as every other Formula One racer made before it. Try something new!

    Adrian: Monaco Grand Prix, I thought was really fun and I'm giving it a 4.0

    Brittany: *groaning and shaking her head* Nope, you can pass on this game fairly safely. It gets a 2 out of 5 from me.

    Adrian: You don't even like racing.

    Brittany: True, not a fan of any of it. Racing games are fun though. Not this one, but some of them are.

    (…)

    Lyssa Fielding: Aside from the killer tunes, Fleet: The Dancing Adventure definitely isn't the BEST RPG, but can we give it credit for trying something new?

    Gary Westhouse: You know, as a rhythm game, it's really good. It made me deliberately want to get into battles so I could fight enemies and use my moves on them.

    Lyssa: Some of the best attacks are SO tough to get, but if you're great at Parappa or Spice World, you'll nail your button presses and just be hitting for massive damage every single time. That DOES make the game, even the final bosses, a bit too easy, but it's still fun if you've got a lot of skill.

    Gary: And if you suck at rhythm games, you can just use items to compensate for your lack of rhythm.

    Lyssa: Just like chugging a beer in real life!

    Gary: Although you probably would have to be drunk to get much enjoyment out of the....really...really cheesy storyline.

    Lyssa: It's campy! ...but yeah, it is pretty bad.

    *A quick scene from the game is shown, where the main character Fleet is being told by the Great Rhythm Guru, a guy with a huge afro, that he has to collect the Disco Ball of Destiny*

    Gary: Is....is this what game developers think is “groovy”?

    Lyssa: *rolling her eyes* They should've just let me write this thing.

    Gary: If you're into rhythm games and RPGs, check this one out. It's a solid 3.5 out of 5 in my book.

    Lyssa: I'll give it a 4, I had a ton of fun playing it even if the RPG aspects were no Final Fantasy.

    Gary: Although NOW I wish someone would do a Final Fantasy with the dancing battle system. Maybe in Final Fantasy VIII, your giant robots can get down?

    Lyssa: Oh that would be AMAZING!

    (…)

    *Ted and Lyssa are sitting on the couch on either side of Stone Cold Steve Austin, who's being interviewed as part of the promotion for January 24's Royal Rumble.*

    Lyssa: It's such an honor to have you here, Stone Cold.

    Stone Cold Steve Austin: Well, I don't play any video games, so I ain't gonna be talkin' about them, but if you wanna hear about how I'm gonna be whoopin' some sumbitches at the Royal Rumble, I can sure as hell talk about that.

    Ted: Actually, that's exactly what we want to talk to you about, since I know for a fact you want your WWF Championship back.

    Stone Cold: More than anything in the world. Right now, the Rock's got it, and if he's the guy who's ass I gotta kick at Wrestlemania to get my title back, then so be it. But first I gotta win the Royal Rumble, and there's not a damn soul alive who's gonna stand in my way.

    Lyssa: Well, if you DO know about any video game characters, I would like to ask which one you see yourself as the most?

    Stone Cold: I've played Mortal Kombat a few times before, and Sub-Zero is one stone cold son of a bitch, just like me. So I'd have to say him, but if the two of us were in the ring together, I'd whip his ass just like everyone else.

    Ted: You know, Owen Hart's been talking quite a bit about winning the Rumble himself.

    Stone Cold: Owen Hart's a good friend of mine, I helped him get his job back after he pissed off Vince at Wrestlemania. But the Rattlesnake's not afraid to tussle with anybody. That's why I'm always saying, “don't trust anybody”. Now I've run with Owen before, but I don't trust him, and he shouldn't trust me. And if I'm in position to toss him out of the ring, you bet your ass I'm gonna do it.

    Lyssa: But he's your friend!

    Stone Cold: Little missy, there's one thing you need to know about Stone Cold, is that Stone Cold don't have any friends, and that's the bottom line, because Stone Cold said so!

    Lyssa: Well, I hope he's not watching the show right now, if he heard that-

    Stone Cold: I bet he is watchin' it, I see him back in the locker room sometimes playin' on his little Nintendo, so I'm sure he's got his eyeballs on the television screen right now. *looks right at the camera* And I'll tell you this, Owen, if you're watching. I ain't afraid to work with ya in the Rumble. I ain't afraid to help ya toss some of them big sumbitches out of the ring. But if you turn your back on me for one second, you're gonna get bit same as everybody else who turns his eyes away from the Rattlesnake.

    Ted: So let me change the subject a bit. You know former WWF wrestler Jesse Ventura almost became governor of Minnesota, he lost to Norm Coleman by just a few thousand votes up there...do you see a future in politics in the cards for yourself?

    Stone Cold: *laughs* I ain't getting' into no damn politics, I think they're all a buncha mealymouth sumbitches cryin' and moanin' about stupid crap that don't even matter. The only thing that matters is how big a can of whoopass you can open up on somebody. But I'll say this, if I was president, the national bird would be the finger. *flips off the camera with both hands*

    Lyssa: Well, it's been lovely having you on the show, Stone Cold, is there anything else you'd like to say?

    Stone Cold: Got any beer?

    Ted: I think we do over here in the fridge!

    *Ted takes Stone Cold over to the fridge where he takes out a couple of beers, smashes them together and begins guzzling them down in typical Stone Cold fashion, getting beer all over the place*

    Lyssa: Oh, he's making a huge mess!

    Ted: *shrugs and grabs a couple more beers, tossing one to Stone Cold before toasting with him and guzzling one down with him as Stone Cold's entrance theme begins to play and the show goes to commercial as Lyssa just sits there on the couch shaking her head*

    -excerpted from the January 19, 1999 episode of GameTV

    -

    Ultra Nintendo Power Charts: January 1999

    1. Killer Instinct Ultra
    2. Final Fantasy VII
    3. Twisted Metal 2
    4. Super Mario Dimensions
    5. Tale Lemuria
    6. Metal Clash
    7. Ballistic Limit 2
    8. Kid Icarus: Guardian
    9. Gran Turismo
    10. Ultra World Of Color

    The Official Saturn Magazine Buzz Charts: January 1999

    1. Virtua Fighter 3
    2. Zodiac World
    3. Shenmue
    4. Sonic The Hedgehog 4
    5. Arbiter Of Sin
    6. Spare Parts
    7. Turok 2: Seeds Of Evil
    8. Tomb Raider III
    9. Shining Force IV
    10. Commander Keen: Mars' Most Wanted

    -

    The Green Bay Packers entered their 1998-99 NFL campaign looking to win their third straight NFL championship, repeating the feat that the Dallas Cowboys had accomplished earlier in the decade. But when Brett Favre went down with a season ending injury in only the second game of the season, the Packers' hopes were ultimately dashed...which is a shame, because it would have been nice to see if they could have stopped the unstoppable Minnesota Vikings, who achieved the first perfect season since the 1972 Miami Dolphins, going 16-0 during the regular season en route to a Super Bowl victory. The Vikings had one of the most dominant units in NFL history behind the ferocious arm of Randall Cunningham, who had established one of the league's best QB-to-WR hookups with Cris Carter. Carter's 25 touchdown season remains an NFL record, and propelled the Vikings to an incredible 530 points worth of offensive. Combined with one of the league's stiffest defenses, and the Vikings couldn't be stopped. In fact, their opponents only managed to finish within a touchdown of the Vikings twice out of the 19 games they played. That year's other compelling story was the revivification of the Tampa Bay Buccaneers. The Buccaneers started with a 3-5 record, and Ryan Leaf was looking to be one of the biggest busts in NFL history. But after what's reported to have been a “heart to heart” talk with coach Tony Dungy, Leaf emerged as that year's second best offensive rookie behind only the Saints' dynamic Peyton Manning. The Buccaneers won seven of their last eight games, losing only to the perfect Vikings, and ended up as a wild card at 10-6. Once there, the Buccaneers upset the Dallas Cowboys in the wild card round and the dynamic “Dirty Bird” Falcons in the divisional round to make it to the NFC Championship, where they'd face the Vikings (who'd just finished mopping the floor with Peyton Manning's Saints in the divisional round, picking him off five times en route to a 42-10 victory). Though Leaf's Bucs would come up short, 30-17, the Buccaneers hung in the game until midway through the fourth quarter, and Ryan Leaf proved to be one of the year's most inspiring sports stories. On the AFC side, the Denver Broncos finally broke through after knocking off Dan Marino's Miami Dolphins in the conference championship, setting up a showdown between a pair of teams that had lost four Super Bowls but had never won one. And in the end, the Vikings proved why they'd been the NFL's best team all year, beating the Broncos 35-14. John Elway would remain with Denver for one more year to continue chasing a Super Bowl ring, but for the moment, the Minnesota Vikings were the NFL's best team, and looked to be strong favorites to repeat in 2000.

    In that year's NFL Draft, the New England Patriots had the top pick after a disastrous 1998-99 campaign. They used the pick to draft quarterback Donovan McNabb, passing over Tim Couch, who was picked up by the Philadelphia Eagles at #2. Ricky Williams went to the St. Louis Rams at #3. The Green Bay Packers, who'd been left reeling after Favre's injury, ended up with the #7 overall pick, which they used on running back Edgerrin James.

    -excerpted from the article “NFL Recap: 1999” on Bleacherreport.com

    -

    January 31, 1999

    “This damn Super Bowl sucks!” shouted a party goer as he watched John Elway throw his third interception of the game. “John Elway's a washed up bum!”

    “I think Rich had money on the Broncos,” whispered Tom Kalinske's wife to her husband as the two sat on the couch together at Kalinske's home. The Kalinskes were hosting a Super Bowl party, and though Tom had invited a few fellow Sega employees to his house to watch the game, most of the attendees were either family members or friends from outside work.

    “That or he's had one too many drinks,” Tom whispered back. “Just hope he doesn't start swearing too much, the kids are in the room.”

    Tom's daughters seemed mostly uninterested in the game, though Ashley had seemed fairly invested in it before it became a blowout after an 89-yard interception return before halftime put the Vikings up 21-7. With the game now nearly out of reach for the Broncos, Tom thought it safe to go into his office and check a couple of e-mails from work. The news from Sega had been positive, for a change. The Ultra Nintendo had seen its steepest month-to-month North American sales decline since its release there, while the Saturn, bolstered by the strength of Zodiac World, had dropped much more modestly. The success of games like Zodiac World and Spare Parts was exactly what Kalinske had needed to see: something to build upon, in this case, the Saturn's growing library of quality 3-D platformers. That would be the thrust of a new marketing push for the company that would carry them all the way to the release of Sonic the Hedgehog 5.

    Saturn: A Family System,” thought Kalinske. It certainly wouldn't be the next tagline for commercials, but it was an idea to carry forward. Sega had momentum, something it hadn't had in a long time, and Kalinske was prepared to seize upon the opportunity. He opened up the two e-mails. The first one was a congratulations from Hayao Nakayama on the successful launch of Zodiac World. The second was a company directive. “....damn.”

    Kalinske read the e-mail. The scheduled layoffs hadn't been scaled back...he was going to have to let a few dozen employees go. He let out a sigh and slumped back in his chair. One of the people he'd been planning on laying off was someone he'd invited to his Super Bowl party. He was one of the last on the layoff list, if the layoffs had been scaled back, Kalinske would've been able to retain him...but he'd have to go in the very next morning and let him know that he was being fired.

    And then he'd have to lay out his new strategy for the company's new platformer-centric marketing strategy in a meeting immediately afterward. The meeting would also address the upcoming multiplatform launch of Tomb Raider III and how Sega would be doing their best to make their version of the game seem better than the Ultra Nintendo's. They wouldn't be discussing Metal Gear Solid...yet. But with its release just three weeks away, it loomed like a dark cloud over the horizon.

    Tomorrow's gonna be a hell of a long day,” he thought to himself as he walked back out to the living room. His wife scooted over to make room on the couch, but he shook his head. “I think I'm just gonna head upstairs to bed, got a long day tomorrow...”

    “But honey, it's your party,” said his wife, giving him a look of concern. “Just stay down here until the end of the game, there's only seven minutes left in the fourth quarter.”

    Kalinske sighed and sat down on the couch next to his wife, looking across the room at the employee he was going to have to fire tomorrow.

    “Hey Tom, thanks for having us over to your house, it's been really fun even if the game's a blowout.”

    “Sure thing,” Kalinske replied, trying to keep a smile on his face. “We have momentum now...just remember...we have momentum...Sonic 5 is coming...momentum...”

    If Kalinske's plan worked, it wouldn't matter if Metal Gear Solid was a Temple Of Time-esque hit. And how ironic would it be if the Saturn's best weapon to take down Mario was the kind of games that Mario had made so huge in the first place?

    Those were the thoughts he'd focus on to get to sleep that night, so he could forget how much he liked the man he'd have to fire on Monday.
     
    Comics In 1999
  • Though Wired.com states that 1998 was the greatest years in video gaming accord, 1999 was a benchmark year for comics industry in the wake of the speculator market collapse, Marvel’s bankruptcy, and subsequent accquisition by NewsCorp. The releases of both Green Lantern and X-Men started Hollywood’s “Superhero Wars” in earnest the previous year where DC/Warner Bros. and Marvel/20th Century Fox would duel each summer in the oughts to see which property ruled the roost. Green Lantern’s narrow victory saw a dramatic increase in sales of the comic as well as the launch of a second title in October in conjunction with a new story arc. In the year-long “Torchbearer” arc, the last Guardian of the Universe, Ganthet charged Kyle Rayner with the task of restarting the Green Lantern Corps when a new Corps using yellow rings appears. Additionally, with Hal Jordan dead in the aftermath of Zero Hour, Kyle learns that he inherited the power of Central Power Battery, which he uses to recover the souls of Kilowog, Tomar-Tu, and other Lanterns murdered in “Emerald Twilight” from Nekron’s realm.

    The second title Green Lantern: Emerald Warriors written by John Acrudi and pencilled by Doug Manhke focused on Kyle’s then-love interest Jade and John Stewart who became Earth’s new Green Lanterns after Kyle’s departure. Both arcs ended with the restoration of both the Green Lantern Corps and Central Power Battery on Oa was well as the revelation the power behind the yellow rings was Mongul who made reference to an “Emotional Spectrum.” An idea pitched by then production assistant, Geoff Johns, who would briefly take over the main title four year later.

    Sales of X-Men saw a noticeable bump, though not to as great a degree as Green Lantern since Uncanny X-Men was Marvel’s best-selling title. However, the success of the X-Men film and upcoming anime was the impetus behind the Magneto War, which evolved into a company-wide crossover that included Avengers, Fantastic Four, and (believe it or not) Spider-Man. The premise was a relatively simple one, Magneto reverses the Earth’s magnetic poles and issues an ultimatum to the UN for a mutant homeland, which forces the X-Men and Avengers to team up to stop him while Fantastic Four and Spider-Man dealt with the consequences in their self-contained episodes.

    "The Magneto War" is significant in itself because of the final confrontation where Magneto threatens to intervene with the X-Men/Avengers plan to use Polaris and Magneto’s clone, Joseph to realign the poles. When Xavier’s resolve falters when he momentarily neutralizes Magneto, Wolverine decapitates the longtime X-Men foe in revenge for killing Storm. The consequences were far reaching for the X-Men franchise because Wolverine’s actions splintered the team into two camps: Xavier/Cyclops faction, which advocated a peaceful coexistence and cooperation with humanity, and Wolverine’s, which took a militant stance against mutant extremism.

    Meanwhile, Fantastic Four was riding on the hype generated by both “Heroes Return” and upcoming film. Marvel went to great lengths to make the title its flagship title once more, even integrating the retired Parker Parker into its supporting cast as Reed Richards protege. Similarly, Johnny Storm frequently crossed over Ben Reilly’s Spider-Man titles as member of his supporting cast. This cross-pollination between the titles bore some fruit and bumped up sales as well as produce memorable stories like Scott Lobdell’s “The Return of the Bombastic Bag-Man” where a crisis forced Peter Parker to don his humorous alter ego to rescue the Fantastic Four from the Mole Man (no joke!) While it did not placate fans of Peter Parker as “the one, true Spider-Man,” it at least gave him a prominent role the Marvel universe while Ben Reilly headlined the comics and video games. Unfortunately, Fantastic Four was fighting an uphill battle since not only had Warner Bros. scheduled Batman Triumphant for release that summer, the sequel to Last Son of Krypton, Man of Tomorrow would shatter box office records that November to say nothing Fox’s other sci-fi epic, Star Wars: Episode I.

    1998 was also the year that Justice League writer Mark Waid, Legion writer Grant Morrison, and relative unknowns Tom Peyer and Mark Millar pitched their polarizing Superman 2000 relaunch to DC Comics. Though incoming editor Eddie Berganza gave the rubber stamp to proposal and fired regular writers Dan Jurgens and Jerry Ordway in preparation for the new creative teams, but found resistance in DC Comics VP Paul Levitz. Company policy at the time disallowed A-List talent on its Superman and Batman titles. Levitz would have squelched the proposal had Man of Tomorrow not been scheduled for release that November. Pressured by both DC and Warner Bros. marketing departments, Levitz eventually greenlighted the revamp for April 1999.

    The revamp was not without controversy; message boards across Internet erupted into a firestorm when they learned that after sixty years, Superman would be dropping the red shorts. Similarly, the mainstream media picked up on the story, brings the general public into the debate. “RUINED FOREVER!” Fans cried on Comic Book Resources forums, however, sales saw a dramatic increase. In fact, the newly-rechristened Superman Now would court further controversy later in the year again drive up sales to where the first time in decades, Superman outsold Batman.

    “The Final Night” (or derisively known as “the Super-Annulment” in some circles) proved to be the biggest base-breaker in the company’s history. Essentially, the story started strongly with Lex Luthor and Brainiac teaming up (again), and reveal Superman’s secret identity to the word, placing his supporting cast and Lois Lane in particular in danger. Many fans draw parallels between this story and Alan Moore’s “Whatever Happened to the Man of Tomorrow” except that the new Luthor/Brainiac team’s plan now threatened even the Fifth Dimension, forcing Superman and Mr. Mxyzptlk to team up. Despite its initial good reception, fans decried the aftermath.

    In an act of uncharacteristic spite, Brainiac alters Lois’ brain chemistry so that the memory of Clark and Superman being one in the same literally became a poison that would kill. Faced with no other options, Superman turns to Mr. Mxyzptlk for help. Since, the imp is only permitted to do mischief in the Third Dimension, he can only “reset” reality so that Lois never knew and that they would never have been married. Longtime fans, especially one of the post-Crisis on Infinite Earths version of Superman, rose up in arms, accusing DC of pandering to Silver/Bronze Age fans. The furor became so great that Superman received attention from the mainstream media when Batman Triumphant and Fantastic Four duked it out in the box office.

    In spite of the criticism it received, “The Final Night” is the defining Superman story of its generation. It had action, suspense, romance, and most of all tragedy. As distasteful as the idea of magically annulling the marriage was to fans, Morrison, Waid, et al. treated it with gravitas and gave it one hell of a send-off. Their waltz among the Aurora Borealis was a particularly well-rendered scene and their final embrace under the Daily Planet globe where Lois whispers that they find each other again as the sun sets. A statement that would prove prophetic as DC would later reverse the decision after Morrison’s run on Superman ended.

    Though it hardly received any media attention outside of industry trades such as Wizard Magazine, WildStorm Productions’ sale to Disney was probably the biggest story in comic news in 1998. Since the collapse of the speculator’s market in 1993, Jim Lee had been looking for a buyer. While DC Comics expressed interest, Disney outbid them after the successes of the superhero films of the mid to late 90s, which surprised industry insiders as rumors persisted that Disney was interested in purchasing the rights to Valiant Comics properties from Akklaim Entertainment. Granted, Wildstorm’s stable of characters was comparatively small, it gave Disney a toehold in the comic book market.

    Disney originally had laissez-faire policy towards its acquisition, as the case was for Warren Ellis’ Authority and Planetary, but the staunchly anti-establishment Alan Moore immediately broke ties with WildStorm the moment the sale took effect on January 1, 1999. Likewise, creator-owned titles like Kurt Busiek’s Astro City, Joe Madureria’s Battle Chasers, and J. Scott Campbell’s Danger Girl remained property of their owners. However, Disney took a more direct role in WildStorm-owned properties like Gen13, which they transformed (and cleaned up, considering the source material) into an animated series in 2000. However, with a limited stable of characters to choose from and Disney’s appetite for a larger market share, the company not only sought more studios to purchase, but also properties to license after the success of the Legend of Zelda animated series on the Disney Channel.

    -excerpted from the blog "The Musing Platypus" by B. Ronning, January 20, 2015

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    Apologies for the brevity of this post. However, I would like to note that the Superman 2000 proposal is real and quite an interesting read. Since Paul Levitz gave Waid, Morrison, et. al the keys to the "family car" we can assume such seminal Superman works like Birthright, Red Son, and All-Star Superman never come into existence TTL but elements from them will appear in TTL's Superman titles (Action Comics, Superman [Adventures of Superman and Superman Vol. 2 folded back into one title], Superman: Man of Steel, and a now-monthly Superman: Man of Tomorrow.)

    As for Disney's acquisition of WildStorm, I will try to elaborate on that more later.
     
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