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Other Publications: Retro Gaming Magazine Preview

Other Publications: Retro Gaming Magazine Preview

Special Press Issue Celebrating Old School Gaming Volume 1, Issue Zero—December 2011

We answer the question, “Why Retro?

We Celebrate FPS Gaming Goodness

Genesis Mutates with X-Men Quake Featured

Cover art copyright owned by Jaekyu id Software released Quake at the perfect time in Creatures were realistic in that they had different history to have maximum impact, right around the viewing angles, they actually felt like they were time that the Internet was becoming the behemoth there in the game world rather than pasted on it. that it is known as today. id were not newbs to the Running through dark corridors with little to no First Person Shooter (FPS) scene, they released ammo and not knowing what is around the corner, Doom and Wolfenstein 3D prior and were riding man those were the days. Grabbing the nail gun and high on the success of the former. the shotgun was exhilerating, each new weapon had a way of making you think you were invincible. Then you meet what can only be known as a reason for fresh underwear. My first experience with Quake was in late 1998 when I got my first real computer (real meaning it The shambler. had a hard drive and the CPU didn't have a Doritos logo on it). Running low resolution with sound disa- That thing scared the crap out of me, I literally ran bled so I could eek out as much performance as pos- away, NOT wanting to fight it, honestly shaken up sible out of my P2 300 with MMX with integrated 4 by it's sudden appearance (remember, I didn't have meg "3D" graphics card (3D, yeah, right, that thing sound turned on so I probably missed a ton of audio had trouble with Word art, let alone gaming of any cues to what was coming). Sure, gamers today have degree). While not 60 frames per second, it was stuff like Resistance, Gears of War and other titles pretty decent, decent enough to get me hooked on that throw huge monstrocities at them like normal FPS titles. My 56k Internet connection was another cannon fodder- back in the day, game developers story which held me back from online multiplayer for knew how to setup a massive boss battle and make it a few more years, I waited with baited breath for a count. faster connection. We salute id Software, John Carmack and John Romero for their contribution to furthering FPS as a viable genre of entertainment. Thank you.

Quake by id Software Platform: PC Release: June 22nd, 1996 Other Platforms: Steam (for newer PC’s), Sega Saturn and Nintendo 64. Source ports are available for many platforms including PSP and Dreamcast.

Words: Carl Williams There are plenty of journalists out there writing about all aspects of our favorite form of entertainment, covering every little bit of minutia that can be squeezed out of the field. Here at Retro Gaming Monthly, we're obviously focusing on "retro gaming" (mainly because it's fun, but there's also those pesky 'truth in advertising laws'...) Everyone on staff, from our writers to our PR gang, are avid gamers through and through--some are just now learning how fun retro can be, while oth- ers have been calling themselves retro gamers before everyone else picked up on the meme. It's not about being pretentious, it's just the way things are.

To us, "retro" isn't just another facet of the entertainment prism. It doesn't confine itself to meaning "old games on old systems." Retro is about digging through the mines of gaming history and unearthing those gems that got passed over the first (and second, and third...) times around by everybody else. RGM is about correcting those mistakes and shining the light on everything that got overlooked by the press, the pros and the players in the deluge of AAA-titles that flood the markets and command everybody's attention. Yeah, we cover those guys too--they're an important part of gaming history after all. But we've got the benefit of 20/20 hindsight, which means we can balance things better all around.

In these pages you can expect to see coverage of PCs, consoles, handhelds and more up to and includ- ing some newer stuff. But this isn't a bait-and-switch tactic where we call ourselves "Retro" only to drop reviews on the latest entries in the Gears of War or Elder Scrolls franchises. Instead, we'll use those opportunities to offer up retro suggestions for fans of those games and help map out the path taken by games of yesteryear that led them to where they are (or aren't) today.

But let's not forget: gaming should be FUN. For everybody. Even in the retro scene, there will be times you'll buy a game only to find out later that it's total crap. Hopefully it won't put an end to your retro career, but our goal is to make that problem disappear for our readers. Those of you who think print is dead, we look forward to proving you wrong. Putting together a monthly magazine isn't easy--

we never thought it would be. Keeping you apprised of good games is just as hard, but we think we're up to the challenge.

Fortunately we have the benefit of nearly three decades of history from which to learn, and we've definitely done our homework. Eve- ryone's got an opinion about what "retro" is: for some, the Dreamcast is where retro ends and modern begins. Others might use a specific date or year (2000 is a common dividing line), while younger gamers might view anything that isn't the latest and greatest as being "retro". We've decided on the first option: Dreamcast and before. But there's more than just an arbitrary line in the sand: retro is also a feeling or a style, and if we see a newer title that screams retro, whether it's in the gameplay, the graphics, or just that warm, fuzzy feeling that one formerly associated with blowing the dust off your NES cartridge, we'll throw it some pages; nobody could argue that despite its release date, the Scott Pilgrim isn't retro as hell.

If you've got comments, suggestions, or even a well-written rant about something we said, something we didn't say, or something you thought we said that we really didn't, contact us at retrogaming- [email protected] and who knows, you just might see your letter in an upcoming issue.

Now quit reading. We're here to play!

The Retro Gaming Monthly team

Retro Gaming Monthly is published monthly by Scenic 7 Media Group, all right reserved. All material contained in RGM is owned by it’s respective cop- yright and trademark owners. Advertising, promotional requests and media contact please e- mail us at [email protected] Let’s go back and remember the 90’s. Kurt Cobain invented loud sound that I assume is supposed to sound like a rocking grunge, a completely new genre of music. Back then most fam- score but instead sounds like someone sat down on a keyboard ilies didn’t own a computer and if they did it most likely con- with the settings stuck on laser. The Genesis wasn't well known sisted of a yellow and black screen that only ran on Dos. And for its great music (there are exceptions) but the music and then there was the X-Men cartoon. sound effects in X-Men sound like a million plastic bottles being squeezed. The Genesis always used this weird “Blorp” sound We all loved the X-Men; I mean a bunch of super heroes all with technique in most of its games but in X-Men it seems to be a their own unique abilities? You can’t get any better than that. little over done. An X-Men game existed before on the Nintendo Entertainment System. It was called The Uncanny X-Men, and it was very... It's a rather difficult game too. It’s actually more of the terrain well… bad. Here we have X-Men on the Sega Genesis released in that’s difficult. You will find yourself completely lost and will 1993. find that the environment will kill far more often than the ene- mies, mostly due to the stiff jumps and leaps of faith. You’ll X-Men is a very unique title. The set up is a little strange, espe- find yourself repeatedly dying in lava or dying in pitfalls all cially at the beginning. Once you select one of your X-Men because you were certain that you were able to make the jump. (, , , ) you walk around You’ll also find yourself becoming confused by what’s in the the danger room not knowing where to go, until you are trans- background or falling off what you thought was a ledge. Some ported to a jungle randomly by Professor-X. There are no door- may give up right away because of the brutal pitfalls; luckily ways to enter at the beginning of the game. You just have to they’re not instant-kills. Once you fall will lift you stand around and wait. up, using her telekinesis power, followed by a pat to the head and you’ll be on your way. Sometimes even figuring out some- thing as simple as where a doorway is or what’s part of the The graphics are very impressive for the time; the animations scenery will mess you up (especially in later levels) The enemies are pretty smooth even if the jumps are a little stiff. The char- are all somewhat repetitive but yet different enough to keep acter choices are pretty good too considering you can actually you engaged in the various battles throughout. With the number choose Nightcrawler (who was indeed my favourite X-Man). The of X-Men involved and pretty impressive graphics X-Men is actu- four X-Men that you can choose from all have their own unique ally not bad. Take away the god awful music and sound effects abilities as well. Nightcrawler can transport through walls and and you’ve got yourself one of the better X-Men titles for the destroy enemies. Gambit has his playing cards. Cyclops has his Sega Genesis. lasers and Wolverine...well he has these adorable claws that come out. You may also call for aid from other non-playable X- X-Men by Sega Men such as , and so on. Developer: Western Technologies Inc. Platform: Sega Genesis The music in this Release Date: 1993 game is rather an- Genre: Action/Comic License noying. The start menu blasts this very Words: Kevin Sousa

Robowarrior for me was one of those fluke titles that I received because my mother was rather inept at get- ting the right game for me when I asked for it, and Hearing the ominous beep gave a rather detailed description of what to get. See, means you are low on energy, I wanted Astyanax, another NES Jaleco title that was use one of these immediately, more fantasy based and, to me, more interesting than if you have any... the science fiction stuff my brother was into at the time. Armed with a mock drawing of the box art, based on the ad from an old gaming magazine (I believe it was Video Games and Computer Entertain- ment), my mother traversed to the local gaming store (a Payless that was more than just shoes). This was to be my gift for getting good grades in school so far that year, a prize that I worked hard for (later I would prove my astuteness at avoiding school for various reasons that are not based on bad game pur- chases by my parents).

Robowarrior is a cyborg, heart, mind and soul of a person but the Bombs need to be picked body of a robot, which is set out to recover a planet that has been up before they phase out besieged by evil scum of the universe (does anyone care about the of the level, and with story, not that there was a strong one to begin with?). Anyhow, them, survival. Robowarrior for me was one of those fluke titles that I received because my mother was rather inept at getting the right game for me when I asked for it, and gave a rather detailed description of what to get. See, I wanted Astyanax, another NES Jaleco title that was more fantasy based and, to me, more interesting than the science fiction stuff my brother was into at the time. Armed with a mock drawing of the box art, based on the ad from an old gaming magazine (I believe it was Video Games and Comput- er Entertainment), my mother traversed to the local gaming store (a Pay- less that was more than just shoes). This was to be my gift for getting good grades in school so far that year, a prize that I worked hard for (later I would prove my astuteness at avoiding school for various reasons that are not based on bad game purchases by my parents). here, as it is in oh so many other NES titles. No carrying 100+ of Robowarrior is a cyborg, heart, mind and soul of a person but the body of a anything, certainly not the most versatile, and much needed, bombs. robot, which is set out to recover a planet that has been Most enemies are dispatched with a single shot from your besieged by evil scum of the universe (does anyone blaster; others require many shots, or one bomb. Later care about the story, not that there was a strong one to levels introduce enemies that can take a couple of bomb begin with?). Anyhow, taking on a whole planet of blasts to destroy, and we aren’t talking about bosses yet, evil creatures is just what we did back in the 8-Bit either. The bosses, oh the bosses. This is a unique aspect Now we are talking some days, and Robowarrior is no different. Robowarrior of this little misbegotten, and received, title, the bosses serious firepower– aim in maximizes the use of buttons on the NES controller by technically, according to a Treasure programmer, should- n’t exist on the NES. They are multi faceted, sprite the direction you want a making use of the, often, neglected Select button (it clear path and fire. brings up your sub menu for selecting various equip- based, monstrosities that do their best to corner you and ment upgrades that you collect throughout the levels). pummel you into the ground (particularly the Snake boss Bombs are the big weapon here though, used more than your standard that caused more than a few nightmares in my younger days). Each blaster (which does have one upgrade- distance). Bombs are what ties boss is bigger than the NES can handle in one sprite so they are Robowarrior to it’s distant, twice removed, cousin in North America, made up of four to 8 sprites and even more when counting the snake (a title that rode into the ground, I might add). boss that slithers and writhes around the screen rather effectively. Bombs are used to clear the debris in the levels so that you can continue Robowarrior is not perfect. Many pundits slam it for being repeti- your journey, and collect the power-ups that are hidden underneath. If you tious, hard and linear. I on the other hand enjoy it, like a good run out of bombs, there are two ways to replenish them- finding the “bomb brawler, there is something about simplicity that keeps me coming tile” and shooting the enemies in the levels with your blaster (although, back. they don’t always leave an explosive gift behind). 99 is the magic number

Text Adventure Blowout Issue!

We take a look at:

Deadline Sorcerer > Trinity

AND- Zork!

Prepared by MagCloud for Scenic 7 Media Group. Get more at triverse.magcloud.com.