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Editorial Neil West editor-in-chief Douglass Perry managing editor Chris Charla features editor Jeff Lundrigan reviews editor Eugene Wang associate art director Richard Szeto associate art director Retrogaming: hip or hype? still Eugene Jarvis is the creator of 1 98 's Defender and 1 982's Robotron, two of arcade gaming's all-time classics. He's in the Colin Campbell editor, NG Online are as good as they used to be? Christian Svensson new media editor business, at the helm of Midway's Cruis'n World. So does this veteran believe that games

Editorial Contributors Patrick Baggatta, Jason Bates, Roger

Burchill, Nicolas di Costanzo, Chris Crawford, Francis Kong, Mike Salmon, EH" Tod Vaughn, Marcus Webb, Gary Whitta, I Mike Wolf, Bernard Yee, George Zachary

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The top 100 video and games of all time Some games you love to play, some games you live to play. With an eye toward both past glories and modern m

of both style and substance, spectacularly unafraid of controversy. Next Generation lists the 1 00 best games e introducing

talking Retrogaming: hip or hype? One of gaming's outspoken designers, Eugene Jarvis (Robotron, Cruis'n USA), on games past and present 14 breaking News All the latest information from the world of gaming 20 Generator (word from the developers) 22 Arcadia (coin-op news and updates) 24 Movers & Shakers (business news) 27 Joyriding (online gaming news) 28 The way games ought to be 32 subscribing

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4 launches in Japan and the crowd goes wild • comes out swinging at the Next Generation Online Ex-Apple designer Jean-Louis Gassee unveils the twin CPU BeEox The latest gaming news, exclusive previews,

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36 ng special

The top 100 games of all time In gaming's 20-plus years history, only a few titles have stood the test of time (and odds are that in

another 20 years we'll still be arguing about this list) 76 viewing

Next Generation salutes the work of computer graphic artists with an impressive gallery of work 83 ng software Alphas Previews of some of the coolest stuff headed your way, plus two profiles of the companies and men who bring them to you: Ultimo Online (PC); Tiger Shork (PC. PS-X); Turok: Dinosaur Hunter (N64); Diehard (Arcade); Alech warrior: Mercenaries (PC); Fighting Vipers (Saturn); Interplay (multi); Interactive Magic (multi) Alphas: eight games previewed Previews of the most groundbreaking new games and the companies that make them: Ultima 146 rating Online (PC); Turok (N64); Fighting Vipers (Saturn); Interplay (multi); Interactive Magic (multi) Finals

Without reviews, life itself would be impossible — no. wait a minute, that was chemistry. Anyway: Mario

64, PilotWings 64 (N64); Museum vol. I, Fade to Black, Space Hulk (PS-X); Legend of Oasis, Virtual Open Tennis (Saturn); Gosper (3DO); Fire Fight,AH64D Longbow, Knight's Chase (PC); Descent 2 (Mac); '96 M orsupilom i, X-perts, World Series (Genesis); Star Gladiator, Gun Blade NY (Arcade) 173 corresponding Letters

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Finals: 34 games reviewed Next month... a much, we even play the bad ones (then beat them with sticks). Including: Next Generation #22 arrives on newsstands ii o 64~Piiotwings 64 (N64): Longbow (PC); Star Gladiator (Arcade); Fade to Black (PS-X) August. Find out how to subscribe on page 36 EVERYTHING YOU'VE HEARD IS TRUE.

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THE GREATEST FIGHTERS OH EARTH HIT IN SEPTEMBER. ! ratings icon is a register "New games stink! Old games are still the best!" So claim the ever-growing cult of retrogamers. Are they right? Or are they just suffering from nostalgia? One man who sees both sides of the story is Midway's Eugene Jarvis, who — as designer of 1 980's Defender and last year's Cruis'n USA — has been in the business for 20 years. So, Eugene...

HIP OR HVP€?

"In the late '70s and \ early '80s , it was like being Elvis — the first 'rock and roll guy' — or Beatles..." the ,

M-geneiation.com/ talking

n compiling the definitive all-time

Top 1 00 of computer and

videogames (page 36), the staff of Next Generation constantly

found itself comparing new games to old. And this led to arguments. Certainly, such pioneering classics as

Defender, Galax'tans, Pac-Man, Robotron, Asteroids, and were great fun at the time, and deserve massive credit for breaking new

gaming ground. But compared to 1 996's state-of-

the-art, do they still really cut the mustard? We concluded that some did, and some didn't (and, as usual, our decisions are destined to spark

controversy). But the debate is only destined to

increase in vehemence, as the retrogaming cult gathers more and more momentum. One man who's had a videogame insider's perspective from the very beginning to the

present day is the outspoken Eugene Jarvis.

Jarvis' Defender and Robotron are undisputed classics (he's even got his own fan page, check out http://www.cs.uregina.ca/~bakay/jarvis/jarvis.html)

while his Cruis'n USA is one of Nintendo's key

titles in the launch of . Next Generation met with Jarvis at Midway's Chicago headquarters to talk oldies, goldies, and the future of videogaming.

Golden oldies NG: Do you think that the old arcade games regarded as "classics" have realty survived the test of time? Or are we just looking through the rose-colored spectacles of nostalgia? Eugene: No, some of those old games really

still are a lot of fun.

I'm kinda biased, but I still play Robotron two or three times every day. Some of the newer

game designers who I work with — kids who are just 20 or 21 years old — are getting into Robotron for the first time. They are almost

surprised to discover that it's got some great action, great play mechanics, and, perhaps most

important of all, I think, great tension.

The essence of the videogame is survival of

the fittest. So when playing a game, it's the game versus just you and your survival instinct — and that's the most powerful instinct a human being

gBneraUon.com/ talking

were the very first games in that style. Nothing

like them had ever appeared before. We went from a blank screen to a game. Now, Daytona USA's leap from Pole Position

isn't as big as Pole Position's leap from nothing at

all. So, perhaps it's inevitable that even though

Daytona USA is a superior game, people aren't as

excited by it as when Pole Position first appeared. The late 70s and early '80s was a time when a lot of these genres and game styles were

formulated. It was like being the first Elvis —

the first "rock and roll guy" — or the Beatles. We had an open field, and the most obviously powerful concepts were soon exploited.

Since then, game designers have had little choice but to build on existing concepts — as most of the choice virgin real estate was gobbled up years ago. NG: But that doesn't mean that the gameplay has. The will to live overrides everything. has to stay stagnant So, in my opinion, the essence of a great Eugene: Sure. Daytona USA is essentially Pole videogame is to exploit that instinct, to really get Position with better graphics. We're not the player's adrenaline going. progressing on the game side, we're progressing NG: Is this what makes so many of the old with the simulation, we're progressing with classics so exciting to play? rendering accuracy. But the game side is not Eugene: Yeah. If you look at some of the really going anywhere. classic games — Asteroids, Space Invaders, NG: Another factor may be that — certainly Defender — from that era of the early '80s and with arcade games — it's important that people late 70s, they really exploited that survival should immediately understand what a game's instinct in a very simple and primal way. They goals are and how they play it. With this in were tapping directly into your brain. mind, it makes sense to make games similar to NG: Do today's videogames tap into this "Many in the titles with which players are already familiar. survival instinct as well as the old classics did? game business Eugene: Absolutely. In the arcades you need Eugene: Well, in a symbolic way, "death" is something that is very transparent, and present in all games in the sense that you can't believe that all something that novice players can pick up in 10 continue playing. But maybe it's done in a less you have to do seconds or less. So all this work's going into direct way. In Cruis'n USA, if you win the race doing the same games better and better, while you get to continue racing -— so you are driving is bullshit a such great frontiers as, say, creating a game in as fast as you can to stay "alive." parent — who which you can have a real conversation with a But when you win the race in a lot of driving computer player, are left untouched. doesn't know games, then just a big screen comes up and says "Congratulations! Game over!" So that does The next frontier crap about kind of change the player's motive. Now you're NG: So where is the real innovation going to after a score more than sheer survival. games — into come from? NG: Many people believe that today's games Eugene: That's a huge, huge question. And buying your aren't any more fun to play than the classics from most of the effort seems to be focused on just the late 1970s and the early 1980s. These people box, and then faster and faster hardware, and more and more argue that sure, today's games look better — but polygons — and I think SGI basically designed you move on" they aren't any more fun to play. themselves out of business with Nintendo 64. I Do you believe this? And if so, shouldn't we have moved forward?

Eugene: Well, I think there were some damned

good games back at the start, but I'd have to say that games like , , and

K///er Instinct are pretty damned good, too. So I

don't believe that all modern games are rubbish. NG: But would you agree that modern games aren't necessarily any better than old ones?

Eugene: What you have to remember is that when games like Space invaders, Karate Champ, Pole Position, and Defender were first created, they

Next Generation OnUne, http://www.neit-gei talking

this stuff, and all these options, but it kind of all disguises the fact that there's really nothing-

there 's no game there. I call it"geekware."

It's the reason why you get so many options to design your own course, or fiddle with the

game world. It's because the guy who was designing the game couldn't ever figure out anything that was cool, so he's having you decide

it for him.

NG: So, is too much freedom a bad thing? Eugene: Yeah. We forget that games are about limitations. Limitations are what really make games. Take the game of chess — possibly the

There are no windows at Midway's office. "If you want greatest game of all. You're on this stupid board something cool to look at," explains Jarvis, "well, you and you've got 64 squares, you can't move in have to make it happen on your screen" three dimensions, you can't move off the board,

and the pieces only move in certain, really mean, who's gonna buy a $50,000 box when horrible ways that are totally stifling to your they've shown you can do it for $250 bucks? creativity. Yet, here is this incredibly rich game.

[Laughs]. It's a great engineering triumph, but NG: So should this same philosophy of strict maybe the end of their company. And all the limitations be applied to videogames?

design is about the while I sit here saying, "What does that mean for Eugene: A lot of videogame game design?" limitations, it's not about simulating the freedom

Another big problem we face is that because of reality. I think we're seduced by simulation. videogames have become such a big business, a And, why are people playing games? Because lot of people are putting out "product," and not reality sucks. That's why they're sitting in front of games. Games are designed by marketing suits, their computer and playing games. The real not designers. It's just about marketing. It's world is exactly what gamers don't want — they about, "Get a big license, then hype it." We're want something cooler than the real world. spoiled by having the most ignorant consumers Game designers have to decide what the hell in the world — parents who are buying things it is that they're designing and what their game for their kids — so many people in the business is. Many designers try to design an entire believe that all you have to do is bullshit a parent universe and end up with something very wide, who doesn't know crap about games into buying but very shallow. But in truth, the games that your box, and then you move on. are really successful are those that are very NG: So where do you see hope? narrow, yet very deep. Games like Tetris, or

Eugene: I look at Doom, Quake, Descent, and Street Fighter — which isn't really even two Duke Nuke'em 3D — games where we're getting dimensional, let alone 3D. Both players simply into network play, we're getting into the walk up and down just the one line. And yet this "The real world Internet. And eventually the Internet will be is an extremely powerful concept, because once is exactly what good enough that you can have some fun with you limit the guy to that line, you make him face huge, huge multiplayer environments. the enemy at all times. There's no getting away. gamers don't

all programming But even this is retro. It's almost like we've And then you can devote your want. They become disenchanted with computer artificial effort to all the cool nuances and all the myriad intelligence and we've gone back to human of things you can do on that stupid one line. want something opponents, which was actually the way But if I were to propose this game idea cooler than the videogaming started with Pong and SpaceWari (Street Fighter 2, remember) to some marketing

It's like we've come full circle, and are again guy — the guy who makes the decisions about real world" saying "Wow, human opponents are really cool!" whether the game gets made or not — and NG: In addition to human opponents, will we explained this concept in which players move in see a return to "back-to-basics" game design? one dimension along a line, frankly he'd say "This of. Eugene: Probably. Certainly, I think there's a is the biggest pile of shit I've ever heard lot of disenchantment right now with 3D. At What the %#@$ are you talking about?" first it's like "Oh wow, this is really cool! I'm in a NG: So are 3D games fundamentally flawed? car and there are lots of polygons!" But a lot of Eugene: No, it's just that it's very, very difficult games end up being just infrastructures, they're to do them well. One example that worked well just environments — and not really games. was Descent, which I truly believe is a mind- Sure, there are a lot of interesting graphics, expanding game. there are 28 different ways to play the game, you NG: Here's a theory: Do you think it's possible can play it without traffic, driving backward, with that in the same way limitations — and not a camera coming out of your exhaust pipe. All freedoms — make a great game design, it was

Next Generation OnUne, ftltp://www.n( talking

technological limitations that and all that shit — but instead they should spend

forced yourself and other game time on the game itself.

designers of the classic era to dig The prime thing is the playing of the game. deeper into gameplay issues? Make that cool. Put your work into making a

Could it be that in the same way rich, interactive, deep environment that the

too much freedom in a game player can affect rather than all this packaging detracts from the gameplay, game that kinda cloaks the product.

designers of today are spoiled by And figure out what the hell your game is. hardware that enables them to So often, us designers become too enraptured create whatever world they with simulation. We want to do so much. We chose? As opposed to having to want to offer this incredibly free world in which work with just 2D, 16 colors, and you can do this, and you do that, and you have simple environments? this world and that world, and you can climb into

Eugene: That is a very, very the tank if you want to, and then you can The smiling Eugene Jarvls is currently working on Cruis'n good point. With a game like, say, Doom, there become the prime minister and control the

World. "It's like Cruis'n USA, are only roughly two or maybe three "threats" economy, and do all this shit. but taken to the next limit" onscreen at any one time. With Space Invaders But you only have so much time to design or Asteroids there are 20 or 30 simultaneously. something, and so at some time point you have

And Robotron carried this to the final extreme of to decide if you're making 17 bad subgames or

putting 1 50 "threats" out there, converging on one really good game.

you from all sides. And with the limitations of NG: Do you think that anyone other than a

the hardware, if we wanted to have 1 50 enemies, hard-core gamer can really design games? we had to stick to just a single screen game. Eugene: A lot of squares get really excited But that confinement turned out to be the about videogame design when they hear that essence of the whole play. You were trapped, there are wheelbarrows of cash involved. But

you couldn't run away. You were there, they the bottom line is if you're in it for money, your

were coming, so make some shit happen or die! game is going to suck — big time. To be a

And by forcing you in that room, it really designer you've got to play games until your "The more you concentrates the game. social life vanishes. You should live games, dream It's not that I'm down on exploration, but a games, and die games in an all-consuming flesh out a lot of games today are ail about exploration — obsession. If you want to make cash, get into exploring the cool graphics, mainly. And the real estate, or pose in a suit from nine to five in story, the more result is that the game itself is diluted. some bloated corpocracy. Videogames are way you remove too much work. the player from Back to basics If I'm interviewing an artist or coder and they NG: What role do you think plot or storyline ask about the retirement plan, I know they'll the game. plays in a successful videogame? never make it. Their priority is a house in the suburbs, not game design. Basically, the Midway Eugene: I think it is important to have a story. It's kinda like design studios are high-tech dump. It's But it doesn't have to be a Hollywood script. a a into offices cubicles. 'Oh, the You really just need a story that is simple, warehouse converted and Nobody gets a window, cause there aren't any. outcome has something that tells you why you're there and what you're doing. The philosophy is if you want something cool to at, screen. already been The danger for designers is that they get look make something happen on your NG: Who will design the next great game? determined.' hooked into their story, and they forget that this is thr.t as storytelling is a linear, narrative-type thing. And Eugene: The beauty of business a So what's the more you flesh out the story, the more you programmer, you're only as good as your last line of code. Right now, somewhere, there are these the point?" remove the interactivity, and the more you guys in their garages, and they're just gonna remove the player from the game. It's kinda like new "Oh, the outcome has already been determined. totally blow away all these big, bloated ~r~^- So what's the point?" corporations. It's great! v^jj

Stories should be regarded in the same way as soundtracks and sound effects. They support the game, enhancing the reality and the feeling.

NG: What is the one piece of advice that you'd offer new game designers?

Eugene: It's kind of what I said earlier. Designers shouldn't create an infrastructure, They should create a game, and work on the action. People spend so much time on the

attract mode, and the title screen, and the FMV,

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going to kill Mac and PC?/p.21 • Arcadia: new games and updates/p.22 • Top 10s: Inspired by the top 100/p.29

new _^aa . ^.V' ' :\ V, \it

Videogame news from the U.S., Europe, and Japan

Big in Japan: Nintendo 64

The wait is over, for Japanese gamers at least launches at last

Sunday, June 23, Akihabara, Tokyo {top left). Long lines form at around 10 a.m. for Nintendo 64 (above left) although most enthusiasts had almost entirely disappeared by about lunchtlme. Game shop employees patrolled the streets with megaphones announcing that all machines had to be bought with Super Mario 64. Not surprisingly, most buyers didn't need persuading "

breaking

r^^ intendo's 64-bit machine hit more than one unbooked machine per 1^1 Japanese high streets on head, but there were enough LdkJ Sunday, June 23. Unlike machines bought by Westerners to Saturn's and PlayStation's keep Tokyo's Fed Ex offices busy. spectacular launches in late 1994, As well as Nintendo making

Nintendo's big day was a far call from 300,000 N64s available on day one, it the sleeping bags and gas stoves that also shipped enough copies of Super clogged the streets of Akihabara the Mario 64 to allow for one per night prior to the Super Famicom's machine. Early sales reports indicate (Super NES's) launch on November that, unsurprisingly, everyone who 21, 1990. A few lines formed in bought the machine also picked up a Akihabara (the largest gathering of copy of Mario (in fact, most shops gameheads outside the giant Laox would only sell the machine if the When is it? computer center), but most people game was being purchased, and vice Alt zr thr =e yea rs of were served before lunchtime. versa) with 60% of the early adopters wai ting (; nd nt merou s plumbing for PilotWings 64, too. The ast-minu te del ays), it 5 But this shouldn't be only other game available on day one Che date when the taken as a sign of disappointing saies, was a Japanese chess (Shogi) game Nil tendo 64 fir ally however. According to retailer from third-party developer Seta au iches n the U.S. a id information, Nintendo still managed to (echoing the release of the obscure ganlers f nally et the r sell a commendable 300,000 on its Bitmap Brothers Amiga platformer ; very first day of sales, and had Bombuzal during the launch week of ian ds on Super Mario deliberately avoided the street chaos the Super Famicom). Even stocks of M nd Pi is 64 story extra joypads were selling out (in all now making that ensued six years ago (the eeping of one hapless Japanese game otaku colors), despite the fact that none of inagement changes getting mugged for his newly the three games available feature a 'ith a view to having purchased Super Famicom is now part two-player mode. of videogame legend). Japanese Instead, Nintendo distributed its Nintendo's N64 sales machine through a far wider retail plan for Japan is ambitious. By the shopping network. As opposed to just game end of June it planned to sell 500,000 etiquette shops and toy stores, this time units, an additional 500.000 units Nintendo made its machine available shipped in July, and a further 500,000 prevented at convenience stores throughout units will arrive in August (totaling Time Warner to Quit Japan and had already accepted 1,500,000 by the end of summer). anyone hundreds of thousands of pre-release Equal numbers of Super Mario 64 will buying more bookings. In other words, this time it be released to satisfy demand. was prepared for a sell-out. Most significantly, Nintendo has than one Incidentally, Next Generation's announced that it will manufacture 5 intrepid reporter did notice that the million Nintendo 64s by the end of unbooked lines that formed were composed of March 1997, aiming to sell 3.6 million machine not only Japanese but also a fair of these in Japan, 1.4 million in the number of Westerners with wallets U.S., and the rest in Europe. per head stuffed full of yen. Japanese shopping This is actually very ambitious

etiquette prevented anyone buying when you consider that it has taken

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Mario 64 are the only two launch titles for Nintendo 64 so far

Next Generation p : //www. n eit-generati on.com/ breaking

Sony 18 months to sell 2.5 million

PlayStations into Japan. But even if Nintendo does manage to shift this

many N64s, it will still have its work cut out competing with the number of Super Famicoms sold to date — a staggering 16 million units. Quite how Nintendo's Japanese strategy will play out has been speculation until recently. Shortly before Next Generation went to press, Chairman announced that 20 games would be

released in Japan before the end of the year. He also made a point of admitting that only three of these could possibly get close to reaching the quality of Super Mario 64. In light of the number of filler titles on their way (Time Warner's Endorfun, retitled Cu-On-Pa and to be released by T&E

Soft) this implies that Nintendo will be

counting on its own internal development highly.

AS far aS the U.S. launch is concerned, Next Generation spoke exclusively with George Harrison, Nintendo of America's director of marketing. In answer to speculation that Nintendo may be keen to drop the price of Nintendo 64 to compete directly with the $199 Saturn and PlayStation, he stated that "We're not "Mario has a necessarily interested in driving the price down. We know there are a very broad limited number of units and that it is popularly priced." So those gamers appeal. I who got burned by Saturn's freefalling don't know if pricepoint shouldn't worry about the same thing happening with Nintendo we'll see 35- 64. But then, George Harrison would was focused on realism and how real say that — it's his job. games could be made to look with and 40-year- Harrison is also keen to dispel the FMV," Harrison argues. "But in the olds playing notion that Nintendo 64 is for kids, end, it turns out that this isn't what and that PlayStation and Saturn are gamers care about. They care about a it, but the systems for older gamers. "If you game that will take them away into a look at PlayStation and Saturn, they fantasy world instead." gamers in are also launching character-based And how threatened does Nintendo games like the Sonic game" he feel by the prospect of budget games general will Akihabara is still the argues. "Simultaneously, Nintendo of released for PlayStation, and possibly world's electronics center, but Nintendo didn't rely on recognize its America is looking at the higher end Saturn? "You get what you pay for," it exclusively as it did for of the market with sports games." Harrison replies. "The reason why the Super NES's launch high quality" But surely Mario is Nintendo 64's there will be budget software on Sony primary weapon, and — hard-core PlayStation is that there are quite a gamers aside — he has to appeal to few titles out there which are not young kids more than adults? especially noteworthy."

Harrison: "Mario skews a little younger for the U.S. audience, sure, In tlie U.S., many stores are but for the Japanese domestic refusing to take any more N64 pre-

audience it's pretty much all the orders, and it seems demand will family. And even in the U.S., games outstrip supply, at least for the first like Donkey Kong Country and Mario months of N64's U.S. launch. "For us,

have a very broad appeal. I don't a little shortage is a good thing, but a

know if we'll see 35- and 40-year-olds big one is bad," Harrison says. But

playing it, but gamers in general will either way, there are worse problems recognize its high quality. to have, right? The man from "There was a time when everyone Nintendo smiles... SB breaking

Small but perfectly formed Those who have only previously seen the

Nintendo 64 in photos rd's Starcraft — the eagerly awaited (anyone outside of the project from the make game industry, basically), will has benefited from a n 3 probably be surprised out t at E . how petit the Nintendo 64

is. It measures just 9.1" k hand-drawn

in width, 7.1" from front of a futuristic rendered look. E"' to back and 1.8" in stunning and there are s height — a slender build surface warfare, inner-st attributable to the fact warfare. StarCraft is still on track for t

that there is no CD drive to

accommodate. ' eagerly ; It also looks rather er Formula One has been delayed until plasticky, with big, chunky joypad ports er in the fall, as the developers attempt to

and a large on/off switch. It is clear It on last minute touches. that, unlike the 32-bit machines, the In addition to the normal routine of last N64 has not been designed with minute tweaks and bug-fixing, the game has lifestyle pretensions, aimed at 20-30 jected to complex graphic changes year olds, but as a functional gamebox. d alcohol advertising. As well as A cursory glance at the machine ipriate" by Sony, in some states such

reveals that the power pack is a separate unit that slots into the back of —'-' version of Quake to the machine. There is also a "jumper i a "Rendition Ready" pak" inside the console memory e of Rendition's Verite 3D-accelerator hardware, expansion slot which has "do no >rks on other platforms, including DirectX. Expect to

remove" written on it. Next Generation 'iltered textti suspects this slot will be for the k of Id,"Ver proposed RAM cart peripheral which for Quake." may be used to give extra memory

support to the 64DD when it is series of Toshinden games, exclu;

•leased, most likely next year. , rallel PlayStation development will Incidentally, neither Mario continue, games on the two platforms will be nor PilotWings uses the is hoping to tap into the huge memory card which was created by 2 — ar

also on sale (these games series, called Tosninden UR A, i both include battery back- graphics libi up). This was sold almost Japanese, although the re; exclusively with Seta's subject of a quest within the games. The first in the URA s Shogi game. will be out early this fall. Like the N64 itself, the

Fighter started testing i carts are surprisingly small, ,', si. &**# Virtua 3 has about the same size as Super Japanese arcade. According to tester: NES carts, and they also come in '''tfri^&^fcsS <—, Ikebukuro, Japan, the ga similar cardboard packaging. Next button which enables cr- look of Generation has yet to open up the carts aws at the last moment. Gamers at the Gigu a Nintendo's controller Is that in when the • complimented by the feel to see if Nintendo's claims of 64-Mbit iuund two-player mode, of It in your hands ROMs are true. Considering the chosen to fight (

immense graphic variety in both titles, outfit (as opposed to just

rumors that Mario is, in fact, 96 Mbits example, the new ch are unsubstantiated.

"Regarding MDK, so

have sniper zooming irom i pixei iu iuii • detail (with really bizarre-looking enemies), we

Ids (no visual pop-up of s diligence code, we have on •ft ft* polygon collision detection working (you c cone's legs), and yes, we can now demonstrate shooting a

guy's nose off." Smart. is scheduled for completion later this What a relief! Next Generation staffers are still in slight disbelief at how MDK fast a game starts on N64. And plugs-ins and hook-ups are also a snap year. Check out http://www.shiny.com/for more information. breaking

boosts Saturn

Once again, Sega dominates Japan's premiere toy event at Tokyo Toy Show with VF3news

.1

AM2'S Yu Suzuki made a special appearance to talk about Virtua Bamtai's Sufami Turbo enables Super NES owners to use the company's new range of smaller, cheaper carts and to link up via the dual port (center). AM2's Yu Suzuki introduces one of VFSa new characters, sumo wrestler Takaarashi Fighter 7s two new Spread over three days earlier slowdown that occurred when a this summer, 1996's Tokyo player is knocked out). Considering characters Toy Show (the Tokyo FV is only 50% complete, however, Omotcha) was a slight disappointment AM2 seems to be doing a first class compared to previous events. Though job — by means of comparison, the mostly dedicated toward toys, one incredible Virtua Fighter 2 conversion quarter of the show covered was of a similar quality at this stage videogames, and the absence of Sony of development. and Nintendo (typical for the event) meant that once again, Sega stole Making a special the show with relative ease. appearance was AM2's Yu Suzuki, The majority of Sega's presence discussing the forthcoming Virtua was devoted to Saturn releases. Top Fighter 3 (NG 17). Two new of the list was the half-compiete characters will be introduced for the Saturn version of Fighting Vipers. game soon, but unlike the new VF2 AM2, which undertook the fighters (Lion and Shun Di — both conversion, has employed Gouraud non-Japanese), the new combatants shading to smooth any rough polygon will have a traditional Japanese look. edges, giving the game a neat One will be a girl wearing a kimono, graphic edge. Less smooth, however, the other is a sumo wrestler, who at was the camera motion, which didn't the moment goes by the name of

quite match the speed and fluidity of Takaarashi (it is likely this will the coin-op (most noticeable was the change by the end of development).

Sega Chairman Hayao Nakayama (far left, center in shot), made a appearance. Sega's Net Link peripheral proved popular, as did an early version (50%) of Fighting Vipers (above) and Its arcade-quality Joyboard breaking

what particular body parts wiil be regarded as the most sensitive spots on either female or male characters). between Crib The difference each character's fighting technique is also likely to be exaggerated, and fights sheet will be less linear than current versions, with contestants using the entire arena space.

VlftUa KidS, the VF2-derived brawler featuring super-deformed fighters (child-like characters with enlarged heads) was also present. No. 3 The coin-op conversion was 100% faithful — unsurprising considering the original was developed for Sega's Saturn-based ST-V coin-op technology.

With Mercs and Stricter. Virtua Cop 2 was also on display, 's kiddy range of and appears to be nearly arcade- units (above) got NG's vote perfect, as was the conversion of a pair of infrared night goggles VC1. In a similar plan of attack to J the worst g According to Suzuki, the main Saturn Virtua Cop, Sega plans to you ever played. difficulty AM2 is having with the new implement either bonus stages or I. Oh yeah. character is his movement. Evidently, training stages to add longevity to because of Takaarashi's immense the home version. size, he looks ridiculous when From third-party developers, squaring off against other fighters. To Climax's 3D arcade adventure, Dark So why did Nintendo compensate, AM2 is giving him Savior, probably made the biggest traditional Sumo moves, such as the impact. Also on display was Shinrei ability to ring out the opposition with Jusatsushi Taromaru, an attractive his sheer bulk. However, AM2 is -type game with dark but currently redesigning the character, impressive 3D backgrounds. since his current height (stretching Demonstrating Sega's enthusiasm toward 7') exceeds even the massive for multimedia, Saturn's Net Link

Jeffry, and it is unclear how fat he modem was introduced at the show.

should be. (Apparently, if he has Running at 14.4 K and costing about 4" of fat surrounding his ¥14,800 ($199 in the U.S.), the stomach any beating he takes will modem comes bundled with not appear to have significant connection software, a Net browser, impact on him). and a connection to Nifty-Serve (a In pursuit of advanced Japanese Net server similar to

gameplay, VF3 is aiming for America OnLine). Also introduced I don't get it. How bouts to incorporate more were Net accessories — a disk drive, strategic options than in keyboard, and a media card which previous VF games. From acts as an interface for games to be

what Suzuki says, it played over the Net. appears that each blow will be affected by al! previous Sega alSO introduced its hits. So, if a player adopts XBand online service, accessible via a simple strategy of always the Internet or Nifty-Serve. From here kicking the gamers will be able to select one of opponent, the six network Sega games (VF Remix, game will , Daytona USA, World compensate for Series Baseball, , and So were there ever any this repetition by ). Whether it will be good games for Virtual making possible to actually download games, Boy? No. of course subsequent kicks or whether the site is simply less powerful. restricted to network play will Aiming for become clearer later in the year. specific parts of With the two other big guns in the body will also videogaming not making an affect the immediate entry into the online amount of gaming market, Sega's Net Link damage scored could well gain a much-needed (although Next foothold in Saturn's continued battle Companies showing off home , such Generation against PlayStation, and now as Takara, revealed technology akin to watching a r-wo think television with a silly looking helmet on. No thanks shudders to also Nintendo 64. LUJ breaking

How a little game called Doom may have changed the business world forever

PVOT ith the rising interest in the Internet, The contrast between the success of these I "i * J there is increasing speculation that two models is that "Doom-onomics" enables the UJ online gaming will be the next big wave whole market to be attacked quickly and incurs in games. So far, development has concentrated no inventory risk on the part of the company in two areas: the first is online distribution of pitching the product.

games; the second is multiplayer gaming. We'll It's easy to see how "Doom-onomics" will be cover multiplayer gaming next month. the business model for the Internet. Online distribution of games enables game developers to "disintermediate" the distribution The next Step to further remove channel and deliver product directly to the inventory risk and build a market faster is to

consumer. This is a fancy term for cutting out move the entire software product — not just a the middle men, and the most readily available level or demo version — electronically from examples are Id's Doom and Genesis games developer to consumer. For this to happen, available on the SegaChannel. bullet-proof network security and higher Id was very successful in reaching a huge bandwidth connections need to be implemented. mindshare with Doom using online distribution Security is necessary both to protect the over the Internet. First, Doom offered a new level consumer so no one can "listen in" and gain of user experience (in terms of its 3D look) that access to credit card or account numbers, and compelled users to want the software. Second, on the company's end so that no one can access

Id made it easy for users to get their hands on it the product without payment. This kind of bullet- by posting the binaries on many sites throughout proof system will require a network-wide the Net. Almost overnight, this created a huge application from the developer out to the user, installed base of the demos, a strong brand and currently there is a great deal of work going name, and instant product feedback for Id. into finding a robust, 99.5% secure solution. Interestingly, the power of this approach isn't Of more interest to gamers, however, are the limited to gaming — one year later, Netscape means of delivering higher bandwidth. Higher used a similar scheme to bandwidth is clearly needed capture a large share of the It's easy to because consumers will not Internet browser market. Both of want to wait hours to download these companies use online see how "Doom- new sequels or levels. distribution to capture the There have been many will controlling anchor point in their onomics" announcements about new business. In id's case, it's the be the business bandwidth technology like full version of the game that can modems and XDSL technology. be bought via telemarketing and model for the Net The cable industry, naturally, is retail. In Netscape's case, it's pushing cable-modems, and they the server software that companies buy to place initially showed some promise since they allowed themselves on the World Wide Web. for 10 MB per second connections using the current cable infrastructure. The cable modem Til© tGrm "Doomonomics" has been would attach to your PC and take the place of used to describe this business model, which now your modem card. However, recent tests of cable serves as the defacto model for selling software modems have indicated that the whole cable on the Internet because it's currently the fastest plant and wiring acts like a huge antenna and way to build an installed base and sales. Online generates too much electromagnetic distribution works for many reasons: one, interference. These technology problems have potential users (PC owners) include big numbers markedly slowed down the rollout of cable- who already have access to the Net; and two, no modems to the home. extra costs are necessary to end-users beyond The phone companies are pushing XDSL their installed modem. technologies. XDSL covers three different kinds By contrast, in order to provide software via of technology (ADSL, HDSL, VDSL), but to the the SegaChannel, cable companies have to buy user, XDSL is nothing more than a new modem SegaChannel game adapters (each costing card for his or her PC, and in spite of technical around $175) up front. This creates some hurdles, XDSL chips are starting to trickle out.

inventory risk — because they actually have to Once gamers get all this bandwidth, we'll manufacture anything, there's a risk that they'll have the communications capability to download end up being stuck with thousands of unsold ridiculously large sequels and adventures. With boxes — and slows down how quickly the reduced inventory costs, developers and technology could be offered to users. Also, the publishers should also have higher profit margins users have to pay an extra monthly fee beyond and possibly bigger marketing budgets. Coupled

that of getting wired for cable, even in addition with better graphics, it will open up the era of to whatever monthly fees they already pay. This multiperson virtual world adventures where "move-the-metal-box" business model has had a sections of the virtual world can be paged —^- predictably slower adoption rate. off of the Internet as we explore them. *tJj

Next Generation OnUne, ht![)://www.nt breaking

"New Amiga" prepares Data stream Is this really the computer the Mac "should have to kill Mac/PC been?" Many game Nintendo 64 in 1996: $50 million new high-spec computer is developers think so Marketing cost per being hailed as a 1990's version of the 1980's favorite Amiga. Incorporating two PowerPC

chips running in parallel, built-in networking protocols, MIDI, and industry-standard expansion slots, the market, first quarte workstation is increasingly being seen 1996: 80% by some industry speculators as the future of modern computing. rais ng a average tee ager Created by ex-Apple employee, $36,000 The BeBox has been hailed as the Average otal cost o Jean-Louis Gassee, the BeBox has should computer that Apple's Mac have rais ng a teenager its evolved into. Muftiplayer games can be already been making waves with witl a "s ylish socia potential for game development. A played across the BeBox's Internal network, on the same screen flight sim featuring realtime Gouraud- shaded landscapes and aircraft, and a 3D Descent-style game are already Whether the BeBox impresses

being touted as early releases. Both consumers as much as it has some

games take full advantage of the industry insiders remains to be seen. BeBox's hardware (two built-in Certainly Gass£e's sales policy doesn't joystick ports and four serial ones) and particularly inspire confidence: "Before operating system (multithreading, pre- we let you use the BeBox, we believe emptive multitasking with built-in you must have some aptitude toward networking) — features which gave the programming — the standard language

Amiga such a loyal following. is C++," he warns. "Also, you must have an Internet connection and at Such versatility and least $2,500 for a basic-spec hardware power (the basic set-up machine," he told Next Generation. incorporates two PowerPC 601 chips Nevertheless, with Java and running at 66 MHz, with 16 MB RAM VRML being added to the list of

and SVGA video) makes it possible to features as standard, the BeBox, if launch the same game twice and play successful, could represent a minor against a friend on the same BeBox, threat to the vast PC market. And

using just one screen, via its built-in although BeBox is still in need of that Jean Louis Gassee, networking. To prevent two game one elusive killer app, with 1,500 founder of Be, left Apple windows overlapping each can be registered developers, it could easily dissatisfied with the resized in realtime, via standard Mac- find itself as big as, if not bigger than, company's treatment of the during the '80's founder Steve Jobs like drag tools, while the game Amiga was continues to play in the background. computer boom.

Although basic In terms of graphics, this Descent- style game (above) indicates the BeBox hardware's potential and also Its ability to supply muftiplayer gaming experiences. With two high-end PowerPC chips running in parallel, the BeBox's power leaves modern Macs and PCs standing breaking

Arcade Games Down 40% In Sega Previews Five Years Modem-linked multiplayer videogames a re "definitely planned" for Sega GameWorks In the world of coin-op video, the hardest thing to locations, according to company insiders. Over get is accurate, reliable sales numbers. They're the next five years, the factory hopes to open harder to get than gameplay tips. They're even anything up to 100 heavily themed arcades in the harder to uncover than scoops on the new U.S., with design input from Steven Spielberg. characters in Mortal Kombat 4. But this month, Sega may also make its modem technology Arcadia readers are going to get some vital available to other (non-Sega) arcades... statistics. Enjoy, because they won't come your Meanwhile, cabinet configuration for the U.S. way again for quite a while! version of Virtua Fighter 3 is still in development; During the summer of 1996, talk by videogame the factory is considering a sort of "mini-deluxe" factory insiders is that arcade profits are with a larger-than-normal screen which would still reportedly down 40% from 1990 levels. That is, retain some space economy aspects (many about 90,000 units have been sold, which means arcades have limited space, but still desire all the about $150 million net profit to the factories. latest machines) closer to that of a standard (Maybe the dollar figure should really be a bit video upright. As previously reported in Arcadia, higher, since a lot of the units sold have been big, VF3 uses Sega's new Model 3 hardware, which expensive deluxe games like Daytona USA and delivers more than one million texture-mapped Alpine Racer.) For comparison purposes, in 1990 polygons per second. Pretty hot stuff. the U.S. market took around 150,000 new coin- Lastly, by spring '97, Sega will release its first ops at a price tag of about $250 million paid to arcade driving game (most likely Daytona game factories. .—w^ USA 2) using Model 3. We can't wait. L^H The arcade fall-off in the past few years has been sharp and dramatic. Lots of arguments are going around about why this is happening, but the basic reason is starkly clear: competition from home machines such as Saturn, PlayStation, and Up and Coming Coin-ops the PC. As this column has reported before, 3D/G — Namco

videogame factories are basically in competition For whatever reason (it with themselves. The best moment to release an could be a trend or a to the home market — at least in rut), the industry terms of peak player demand — is precisely the continues to drag from

time when players are pumping the most quarters the basement all manner | into the coin-op version. But the shorter the of classics to "rework."

"window" between arcade and home release, the This means games we've ail played before. Like more reluctant arcade owners are to buy the Xevious 3D/G for the System 11 board, an expensive arcade game. Talk about killing the overhead shooter with new 3D graphics, and goose that lays the golden eggs! three kinds of weapons. Meantime, the quality gap between home and ' Waveshark — Konaml arcade products has been closing (except, again,

: One of 's first for large sims like Daytona or Alpine Racer), major I outdoor simulators, arcade chains say '96 earnings are down as little Waveshark was shown as 7% or as much as 17% from '95 (either way, it's J I at ACME in Orlando and a big dip), and arcades are moaning about there stood out as a fast, being "Nothing hot to buy right now." I polygon-based 3D jetski But the real problem isn't a lack of high-quality . Race through tunnels, overjumps, games (some of the arcade games out there right and bump off opponents, all the while just trying now are sensational). The real problem is a glaring to stay on. Due later this summer. lack of "product difference" between what players are getting in the arcade, and what they can get Aqua Jet — Namco

at home. Good games are still selling briskly for Namco, known for its supreme arcade simulators

Saturn and PlayStation, after all. Players haven't like Alpine Racer, is also working on its own lost interest in the basic product — they've just jetski coin-op. Based on the Super 22 System, changed their choice of where they want to play. this one-player game is a race against time in Nevertheless, arcade games, sufficiently which players can jump off waves and down different from home videogames, can and do make waterfalls. Due in early October. money. To drive this point home, take a look at the Last Bronx — Sega year-end statements from Japan's leading This AM3 fighter is still in factories. During fiscal 1995-1996, Sega and the shadows of VF3. yet Namco made up for losses in the 16-bit home video is certain to put VF2 to market with robust growth in coin-op game sales shame, with tough and arcade operations revenues. Why? Mostly characters, weapons, because of advanced computer graphics and interactive backgrounds, custom cabinets of games like Daytona and Alpine and intuitive control. Racer, that's why! FOR YOU, THE HELMET IS OPTIONAL.

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NINTENDO OPENS DOORS TO DEALS MATSUSHITA COUGHS UP NEWSLINE: Nintendo and Seta have NEWSLINE: Matsushita is considering how

been working on an agreement in which the to approach the thorny problem of servicing third-

Nintendo 64's technology will be used to power party developers following the closure of its deal

coin-op arcade games. Nintendo is hoping to with The 3D0 Company. 3DO recently received the

strike up a "synergy" similar to that enjoyed by last $40 million from its $100 million sale of M2 to

Sony's relationship with Namco, in which arcade Matsushita late last year. In the interim, 3D0 has

hits are brought relatively painlessly onto a home been finishing hardware engineering, and dealing

format. Meantime, , Nintendo, and directly with third-party developers.

Nomura Research have formed a joint venture to I BOTTOMLINE: Now that The 3D0 provide Japanese consumers with an "innovative Company has cleared Its contractual obligations, information service including infotainment," via Matsushita must consider its options. Developing for the PC. Nintendo will provide entertainment M2 has not exactly been on the top of many content which will be piped direct into Japanese agendas in the industry, and there's little doubt that homes via satellite. Matsushita's best short-term recipe for continued BOTTOMLINE: Nintendo has been progress would be to re-hire 3D0 to work with U.S.

busy forming joint ventures to both leverage its third parties. Indeed, despite M2's difficulties,

current properties, and launch it into potentially reports from developers concerning The 3DO

vital markets. The company is famously reticent Company's involvement have been positive.

about dabbling in areas other than strict game Sooner or later, however, Matsushita will have to

development and deals with specialized partners establish Its own presence and infrastructure within

is increasingly becoming a Nintendo strategy. the U.S. Hence a decision to stay with The 3DO

Company would suggest that Matsushita is in no LEGO BUILDS GAME BLOCK real rush, and that an M2 hardware launch Is still not likely any time soon. NEWSLINE: Lego, the world renowned

of children's building blocks, is set to SONY'S EBULLIENT enter the videogame market. The Danish SALES BOOM

company is planning to invest nearly $2 million NEWSLINE: Sony has released official 3 in development with the emphasis being placed figures of hardware and software sales following E 's

firmly on games which feature elements of the price-drop to $199. The company is claiming "three-

famous brick-based ships, houses, and scenes. fold" increases in sales.

BOTTOMLINE: Lego, among a bevy of BOTTOMLINE: Sony Is still claiming the

other toy manufacturers, is frightened to death high ground over Saturn with talk of sales now at a

of the PC and console markets. Many are four-to-one ratio. A spokesperson for Electronics rushing to play catch-up although one wonders Boutique said that the "PlayStation Is continuing its

why companies with such financial and dominance over Saturn." More to the point, the

distribution muscle didn't act sooner. $199 price-point has proven to be an attractive pull

to consumers who do not normally invest in GTBAGSpORMGEN hardware during the summer months. NEWSLINE: GT Interactive has been on JAPANESE GAMERS the acquisition trail, picking up FormGen, the

original publisher of , and LOSE CONTROL WizardWorks, a publisher of budget games. NEWSLINE: Apparently, Japanese stores are running extremely short on the extra, brightly

B O T T O M L I N E : GT has been forced to colored joypads sold separately from the Nintendo explore deeper into the industry as a result of 64. This is despite the fact that none of the games the ever-growing confidence of Id Software. available for the N64 at the time of going to press Now that Id publishes itself in the U.S., GT require an extra joypad... can no longer rely on the Dooms or Quakes of this for this world and must instead prepare for a future BOTTOMLINE: Think about a moment. Nintendo can't sell enough of a with other partners. FormGen should serve them r*>*% product which no one actually needs. well in this role. \^>

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Play games on the Internet and win big prizes

now for something completely and Riddler's riddles make sure that none of the Ind different. There's a new breed of games puzzles are particularly easy. In fact, according to out there, games that are more like TV Riddler's Greg Stuart, they can be downright

game shows than computer games. So if you ever impossible for mere mortals. But not all of

watched "Jeopardy" and thought, "I could have Riddler's games are technically demanding, and won that car," now you'll get your chance to give much of the content doesn't require Java.

it a shot — along with thousands, if not millions Riddler's advertisers sponsor the games with of other over-educated cyberspace citizens. prizes like a spanking new Toyota RAV 4 Sports Utility vehicle (one has already been won recently The ITIOther Of them all maybe a by an enterprising gamer). company called Yoyodyne (www.yoyo.com), an outfit that took its name from the evil Red Sandbox conies at * from a

Lectroids from the cult movie The Adventures of different angle. If Riddler is like the online Buckaroo Banzai Across the 8th Dimension, newspaper puzzle page, Sandbox (required watching for any would-be computer (www.sandbox.net) is more like an online TV geek). The good news is that anyone, even users game show. Its latest offering is the Court of Last who compose their XBand e-mail with joypads, Resort, a sort of "People's Court" in cyberspace. can play Yoyodyne's games because they are all Two "Netizens" agree to submit their dispute to a played by e-mail. cyberjury after presenting their cases. After Yoyodyne sponsors online trivia games through hearing the evidence for both sides (and visiting its mail server. Sign up for a Yoyodyne game and the sponsors' web pages for additional

you'll be put on an e-mail list. Every week or so, information) the audience (that's you) votes on trivia questions will be sent to you on behalf of a which way the decision should go. The plaintiff corporate sponsor, much in the same way TV and defendant then receive the verdict, along game shows used to be sponsored by a company with prizes for competing, portioned on the share or product (like Geritol and the game show "21" of favorable votes the parties received. which was scandalized by Herb Stempel and Like Riddler, Sandbox has its own internal Columbia Professor Charles Van Doren). One of currency, Sand Dollars, to be spent at various Yoyodyne's latest contests is sponsored by Arrid pursuits. The game Road Trip to the College Extra Dry, and involves kissing in the movies — World Series, for example, takes you on a virtual

it's all part of Arrid's "Get a little closer" trip along with actual people making the trip to campaign. You'll get questions, followed by hints, the College World Series. Visiting sponsor sites which might be linked to Arrid's web site, or even might net you shortcuts or add to your inventory in-store product displays. You can answer the — you can pick up items like a "virtual radar questions bye-mail, and Yoyodyne automatically detector" for use in the contest, enabling you to checks your answers and keeps track of your "speed" and the game keeps track of everything score; you'll receive a score update after each on the Sandbox server. Of course, real prizes are round. So what's the reward? Yoyodyne's offered to the winner. contests can win you everything from t-shirts to a trip for two to the Caribbean. The gOOd neWS iS that although these games will soon seem as antiquated as those old Riddler haS a different approach. TV gameshows, the fact is that they've got more CD Riddler (www.riddler.com) uses the dope web entrepreneurs thinking of ways to get online designers of New York City's Silicon Alley to put corporate sponsorship. And that buys a rosy together one of the most cutting-edge web sites future. Remember, online gaming is unlikely to be

you'll find. It features tasteful graphics which a flat "all-you-can-eat" rate since gamers will stay won't clog your 28. 8K bps modem (don't tell me on all day, and an hourly rate wilt deter a large " ° you're using anything slower), and some of the number of potential users. So the big online IS most extensive uses of Java to date. In case gaming networks of the future are looking for you've been stuck on the Freemen ranch, or been viable alternatives. hanging out with the Unabomber (should Montana Television is "free" because advertising pays

be the official anti-technology state?), Java is a for the content. {Of course, you pay for the programming language designed to be platform advertising through the purchase price. But that's

independent (it runs on a Mac or PC, for another story.) And these early pioneers are example) and functions in conjunction with your proving that the same model can work for online web browser, like Netscape's Navigator 2.0 or gaming. So how about a multiplayer Quake game Microsoft's Internet Explorer 3.0. sponsored by Smith & Wesson? It's coming. Riddler's Java games are multiplayer — you And, it's gonna be cheap. and up to three other opponents can work on a Besides, you always wanted that Jeep. fwn crossword puzzle simultaneously, for instance — Now use your cybersmarts to win it. 4H

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August

Siggraph blends interactive media with digital entertainment, and

has a hand in all of the newest emerging technologies of 1996. Open to the public, this event will be held from Tuesday through Thursday, August 6-8, in New Orleans, LA. Digital Bayou will be the interactive games center and will include spotlight games such as Virtual Playspace, Hoverbail, Haptic Challenge, Digital Dixieland, Cypress Adventure, and Bayou Sauvage. Call or write: Siggraph 96 Exhibition Management Hall-Erickson, Inc. 150 Burlington Avenue Clarendon Hills, Illinois 60514 USA, 1.708.850.7779, 1.708.850.7843 fax, [email protected].

The biggy in Mac expos is coming your way. Macworld Expo will be

held in Boston Wednesday through Saturday, August 7-10, at the World Trade Center Boston and Bayside Expo Center. This expo highlights the latest software and hardware developments for the , new development kits, Internet related info, conferences, computer graphics, animation, and games. Not open to the public. Register on-site at either the World Trade Center or the Bayside Expo Center. Fax complete registration info to (617) 440-0363. September

AMOA. the Amusement and Music Operators Association, will hold its annual event this year from Thursday to Saturday, September 26 to 28 in the Dallas Convention Center, Dallas, Texas. This event is not open to the public, but will show the newest arcade games, redemption games, virtual reality games, machines, jukeboxes, etc. to the industry. For more information please contact Fred Newton at AMOA, (312) 245-1021; or e-mail [email protected].

October

The 7th Annual Fun Expo, known as the layman's "fun center show" because of its focus on small- to medium-sized Family Entertainment Centers and Location-Based Entertainment Centers, will be held at the Sands Expo and Convention, Las Vegas, Nevada from October 9 to 12. Open to trade only, not to the public. There will be more than 1,000 booths, amusement equipment, virtual reality equipment, arcade and redemption games, motion simulators, and more than 40 seminars on running FECs, and LBECs. Call Rich Regan for booth information or Bailey Beeken for any other questions about hotels (Treasure Islands, Mirage, and Harrahs) or attending at (914) 993- 9200, or FAX at (914) 993-9210; or check out their web site at [email protected]. November

IAPPA, the International Association of Amusements and Attractions,

is like a big arcade show except for the simulators, rides, and amusement attractions, for which it's famous. Closed to the public, it's held from November 20 to the 23 in New Orleans, LA, at the New Orleans Convention Center. Call 1 (703) 836-4800 for more info. imT i

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clusively for PlayStation game console — 1 The best games of all time? Ranked. If truth be told, this is the story everyone told us not to do. So what choice did we have?

veryone loves Apple II, , and package tour to London, players lists. At Next Amiga, we used the designation end up in Japan (in time to

Generation, "PCs." If it just says PC, it refers witness The Bomb dropping on a however, to MS-DOS-based machines. group of school children), in a we're sick of We started with a list of trellis that is a Klein Jar, and seeing top 10 more than 500 games, and taking a trip across the river 13 or top 100 through many hours of Styx. Add to this a realistic end- lists that seem helplessly bogged sometimes exceptionally heated game and this is not only one of down in short-term hysteria or (and profane) discussion at the the most socially and politically dewey-eyed nostalgia. We don't Next Generation offices, we powerful game experiences ever

want to see a list that is really narrowed it down to 150, which created, but also a landscape the top 100 games "we liked in is where things started to get upon which puzzles of trademark the arcade way back when," or tough. Remarkably, culling the quality can appear. Even "that sold a million copies," or — last 50 took only eight hours of the final packaging (complete even more worrying — are "by debate. (And for the record, with plans for an origami crane) companies that paid for Gauntlet was number 101.) stands out from the pack. advertising in this issue." We Undoubtably, most readers A game that takes such a want to know the real top 100 will find favorite games left off personal tack when addressing best video and computer games. the list, wonder at the inclusion the concept of nuclear war (as

So we decided to do it ourselves. of games they despise, or want opposed to the proliferation of An extremely stringent to take us to task for the ranking "strategic air commando" rip- criteria was established. First, in of individual games. We welcome offs) was, at the time of release,

order to make the list, the game discussion of our choices, and a very risky endeavor (it being had to be one that we would still have set up a special forum at the jingoistic Reagan '80s) and play today, so nostalgia-tinged Next Generation Online we understand that the game relics like Mr. Do's Wild Ride (http://www.next-generation was released despite the were lost immediately. .com/) specifically for discussion strenuous objections of Infocom's Second, while historical of this article. There is also a marketing department. significance is undoubtedly polling place where votes will be Memorable moments: important, the "100 most taken for your favorite games, Manipulating the Gnomon. influential games of all time" is a and the results will be tallied and different list entirely, so historical released online. significance didn't get a game There are definitely some included all by itself. surprises on the list. Almost no IMTri i-y Third, we have not shooters made the final cut, and equivocated by dividing the top there isn't a Final Fight-style 100 into the top 10 per system game here, either (this reflects or per genre: That, to us, is the our own bias toward genres that coward's way out. We have, require thought above twitch however, cheated in one small skills). And some people will - way, by grouping series of games undoubtedly say that there are

under one heading, if the games too many Infocom text in the series were similar. This adventures, and not enough PC ^%ijg prevented series like Mario, sims or puzzle games. m Doom, or Final Fantasy from Nonetheless, we proudly

monopolizing the list. stand by each of our choices. Fourth, for a game to be

considered, it had to be either Trinity • released at the time of Released: tool 1986 It fits In 128 K of RAM and has publication, or we had to have Platform: PCs no graphics, but it's still far access to a final version. This, Publisher: Infocom more immersive than Myst unfortunately, kept likely What's the game: A text candidates like Diablo from the adventure by Brian Moriatry, with list. Finally, for multiplatform a science-fantasy setting, in NBA Jam (series) games, we listed the platforms which you must prevent a nuclear Released: 1993-1996 on which we consider the game war by making sure the Trinity Platform: Arcade, multi to be best. The glitchy Saturn project (the first atom bomb test) Publisher: Midway, Acclaim version of Daytona USA isn't never occurs. What's the game: Four-person, listed (the arcade version is), but What's the big deal: Trinity takes arcade-style, two-on-two the arcade-perfect PlayStation the same types of serious themes ''%;; basketball with crazy, unrealistic version of Joust is. For games of , and moves and many hidden goodies. that were available for a variety adds to them a heavy dose of What's the big deal: Despite it of personal , like the mythology and fantasy. From a 3

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having been flogged to death by Publisher: IREM WmVm7 s Pace Invaders Memorable moments: Discovering Acclaim at home and now in the What's the game: Frantic side- ^mW V Released: 1978 "the shortcut" and beating arcades, NBA Jam is still a terrific scrolling shooter, with power-ups Platform: Arcade everyone else. game, especially in the arcade that manifest themselves as add- Publisher: Talto with four players. Many of its ons for your ship. What's the game: Row after row innovations are now cliche, but it of aliens move back and forth remains one of the best arcade across the screen, dropping machines around. It's a great bombs on you. At the bottom of provider of action without the screen, players shoot back, shooting or fighting. hiding behind destructible shields. Memorable moments: Ad Rock What's the big deal: In addition to ("on fire") executing a flaming being many gamers' first arcade dunk over Bill Clinton. experience, Space Invaders, as the first of its genre, provides an elegance and simplicity not found in later games like Phoenix. There are enemies, and there is you. When we want an exceptionally simple shooter, there is nothing better. Space Invaders is "twitch" gaming. Memorable moments: The arcade update that provided a neat 0\\ Space Harrier scroiling shooters since, but few style, forward-scrolling shooter. design innovations NBA Jam may be getting a bit long match its Strike (series) Q^ What's the big deal: Considered (Viewpoint enemies, ZmW\JW in the tooth, but it's still great fun came close), Released: 1992-1996 short in the 16-bit days, this 20 and, well, big huge bosses. Platform: Genesis, Super NES, level gem is still about twice as Memorable moments: Discovering PlayStation long as your average 32-bit game. that the little ball can be a shield Publisher: EA What earns Burning Force its V<9 Released: 1987 or a weapon. What's the game: Isometric-view place on this list is level design, Platform: Arcade, helicopter action-arcade game in the fact that no enemies are TurboGrafx-16 four installments: Desert, Jungle, repeated from level to level, and Urban, and Soviet. the stunning design of the What's the big deal: Rarely has a bosses. Never a hit commercially, game series had such an on- SFcan be found at garage sales. target blend of action, strategy, Memorable moments: The little and scenario (the original Desert girl who points out the vulnerable Strike blatantly re-created much areas of the bosses. of Desert Storm). Add to this the excellent graphic tile-sets and a Hard Hat Mac helicopter that controls just the Q(| J** ^ Released: 1982 way it should, and the makings of Platform: PCs a dynasty are complete. Publisher: EA Each game is excellent in its What's the game: One of the very own right, yet and first platform games. each manage to What's the big deal: In the early improve the underlying game, not '80s, when many videogame just give gamers more of the conventions were still being same (we'll cast a blind eye on worked out. took the worthless foot missions of on a surprising number of Urban Strike). platform game challenges, and Memorable moments: Taking out nailed them all in one game. Hard >my foot soldiers with Hellfire Hat Macfthas everything: moving missiles when, frankly, a simple platforms, collapsing bridges, bullet could do the job just fine. exacting jumps, and falling obstacles. A few attempts at 0\\ M Rave Racer establishing the genre had come ^f-*- Released: 1995 before, but they hadn't Platform: Arcade succeeded, and if you owned a Publisher: Namco C64, chances are you had a copy. What's the game: (We're talking Memorable moments: Jumping about the eight-way multiplayer between the crushing plates of link-up version, of course). This is level 3's die mold. (Indy-style racing over a street course) with a new

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backgrounds). Equal parts of There are several different to concentrate on development brains and reflexes are required types of flying enemies, the for the NES) are also responsible to uncover the mansion's dark ground targets are varied, and for some of the early '80's finest secret and to make it out alive. facing the massive mothership gaming hours. What's the big deal: Resident Evil should cause an adrenaline rush Knight Lore is (arguably) the successfully redefines the genre in the most hardened gamer. The pick of their 8-bit output, and which started with Infograme's art direction is impeccable (this literally changed the face of Alone in the Dark, and has was the first game to use gaming overnight. quickly become the best-selling rendered graphics), the level Memorable moments: Changing PlayStation game in the U.S. design is intelligent, and there into a werewolf as the full moon {stealing the crown from NFL are enough skill shots (like rises to its peak. Gameday). Excellent use of music hitting between two ground Epyx'* Winter Games features and sound effects coupled with a targets and blowing them both extremely Innovative gameplay J£> y Discs of Tron deep, compelling story combine up) to keep you coming back. <3 W Released: 1983 to create a horror movie One of Namco's proudest thus depends entirely on your Platform: Arcade Publisher: Midway atmosphere that manages to moments to date. skill and ability, not luck. make the player a participant, Memorable moments: Mey look, Memorable moments: The way What's the game: Combining elements of "The Ring Game" not just a spectator. The game's that cute little black ball just the Epyx flag theme is twice as from the single glaring fault is the turned into... a homing missile! long as any of the other national and the spinning discs atrociously bad voice actors used anthems. Nice one. film Tron, Discs of Tron is a battle for the characters. jD (Q Summer Games, royal fought by hurling lethal Memorable moments: The spine (5ar Winter Games, «0 «B Knight Lore discs into the screen at distant tingling, heart-pumping, sweat- and California Games (3 (9 Released: 1983 opponents. The aim is to either inducing sensation that being Released: 1983 Platform: Sinclair Spectrum pulverize your enemies or push chased down the hails of a Platform: multiple Publisher: Ultimate them off the platforms; and they life difficult by mansion by blood-thirsty Hetl Publisher: Epyx What's the game: One of the first make more hounds tends to create. What's the game: Timing-heavy isometric 3D games for an 8-bit hopping between platforms. big deal: of arcade versions of Olympic and system, and — get this, game What's the One the first to attempt non major-league sports (skeet designers currently breaking new games a 3D shooting, diving, surfing, bob graphic ground — a great game. environment, Discs of Tron isn't simple shooter. Discs sledding, etc.). What's the big deal: Gamers just a can What's the big deal: Sure, they probably haven't heard of be bounced off walls, and later had great graphics for their time Ultimate (Play the Game), but levels have three platforms of negotiate. (although they seem dated now), they may recognize the names of varying height to The but the Epyx games are all about Ultimate's lead designers, Tim pace is fast, and the incredibly two things: First, playing against and Chris Stamper. Yup, the duo responsive controls consist of a combination of a joystick (for your friends (they all had — who are now behind such smash multiplayer modes); Second hits as Donkey Kong Country and character movement and more importantly — control. Killer Instinct (they formed Rare and firing) and a control spinning paddle Every game has a level of in the late | Resident Evil looks and plays like that has yet to be equalled. controller (for aiming * . action-adventure should an game Getting a good score or time the discs). Enemy Al I fU± Xevious Z0X0 Released: 1982 Jumping ! Platform: Arcade Released: 1995 Publisher: Namco Platform: PlayStation What's the game: Vertically Publisher: Sony scrolling shooter, with two planes What's the game: A 3D of combat (air and ground), so interpretation of the players bomb ground targets traditional platform game, while shooting aerial enemies. Jumping Flash! features a What's the big deal: This is an heavily armed mechanical bunny unbelievably complete game, and rabbit (cute 'n' deadly) and a first- it delivers a fantastic feeling of person perspective. intense action when played. What's the big deal: One small step for man, one giant leap for mechanized rabbit-kind — and 3D gameplay. Heralded by the press as the first 32-bit game to succeed at creating a new genre (it was 3D and

it played great), yet under- appreciated by the gaming public, Jumping Flash! nevertheless remains a classic. Featuring a stunning 3D environment populated by everything from maniacal penguins to laser- spouting giraffes, the game's crowning achievement is the vertigo inducing sense of height as Robbit leaps from platform to platform. Memorable moments: The bar full of Muu Muu's drowning their sorrows u're a robotic rabbit in search of Muu Muus. Add In nice in sake after having their butts rel design and shaded, 3D graphics and you've got a winner In Xevious, if It moves, shoot it. summarily kicked by Robbit. And if It doesn't move, bomb it

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TOUR QIN ON THE INTERNET AT HTTP:/7PATHFINDER.C0IWTWEP/PR0DUCTS/QIN m IB* Distributed by WEA Visual Entertainment and Wan £2'0j River Raid C Released: 1982 Platform: 2600 Publisher: Actlvision What's the game: An overhead, vertically-scrolling shooter. What's the big deal: Nostalgia aside, the 2600 sucks. The joystick sucks. The fact that there's only one button sucks. And the graphics really, really suck. But this game is still great, for one main reason: Level design. Every section of the river is full of enemies and fuel, and players can get everything (and they'll need to, in the case of

fuel, to keep going), but only if they're paying attention. When players die, though, they know it's no one's fauit but their own. Memorable moments: Accidentally shooting the fuel that's needed to continue. Memorable moments: Watching helplessly as dozens of centipede

Released: 1987-1996 it well enough to enjoy it. Third, the longest running adventure Platform: PCs it's hard enough that even game series of all time. Creator

Publisher: Sierra excellent gamers find it Roberta Williams has been the What's the game: Graphic challenging. Fourth, the control is driving force behind every King's adventure with campy, "adult" awesome (trackballs do indeed Quest game, from the early days themes. And breasts. rule), and it has a definite skills of the first, primitive 16-color What's the big deal: Its not to master (for example, knowing RN A ('KtUlAimi-JTR graphics and text-parser technologically groundbreaking, the right moves to: dodge the interface, to the user-friendly the adult themes never get much spider, kil! the centipede as fast The best light-gun game ever interface and Disney-quality past the level of Playboy Party as possible, and use the made: AM2's Virtua Cop animation of the epic King's Jokes (or an episode of mushrooms to your advantage). Quest 7: The Princeless Bride.

Neit Generation OnUne. hit. 3

What's the big deal: Humor, story Force redefined RPG games, y/1 Tempest telling, and classic puzzle chucking the stale character ^" Released: 1981 implementation make the King's centered, turn-based combat that Platform: Arcade Quest series the most consistent happens almost at random in Publisher: Atari top-quality line-up in computer most RPGs in favor of a series of What's the game: Move around gaming's history. battles between armies at set the edges of a futuristic-looking Memorable moments: King's moments in the story. long alley, shooting frantically at

Quest Uwith its superb graphic Add hidden characters with things that move up it. quality. It was the first graphic strange powers, multiple What's the big deal: It's very adventure to use 256 colors. character classes for each type fast, it has abstract, color vector of soldier, and a brilliant sense of graphics that remain unequaled •yjB Track and Field pace (the Shining Force series is to this day, and its novel "paddle- V <3 (series) possibly the one batch of RPGs controller makes playing Tempest Released: 1981-1996 that never, ever drags), and effortless. The game's difficulty Platform: Arcade, PlayStation you've got the makings of a advances smoothly, and the play Publisher: Konaml classic series. The Sega CD is extremely well balanced.

What's the game: Track and field version is one of the largest To our minds, it remains a events (obviously) reduced to RPGs ever made, incorporating Zeitgeist of the classic arcade timing and pushing two buttons multiple storylines. game era: It's space-themed (sort if they intend to win. as fast as possible. Memorable moments: The sense of), with artificial sounding sound Memorable moments: Proving What's the big deal: OK, so the of anticipation as each character effects, abstract graphics, and a once and for all that the Golden games' play style has little to do changes to an advanced class. goal that, to nonplayers, is nearly State Warriors don't need a with skill at (or even knowledge unfathomable. Plus, it gets really dominant big man (or, indeed, a of) the actual sports. But so NBA Live '96 hard. (For an arcade-perfect Mac X/i defense) to win an NBA In a test of pure button " what? Released: 1995 freeware version, check out championship. Ahem. pushing endurance, nothing can Platform: Genesis Arastii on the NG Online). beat Track and Field, especially Publisher: EA £Z Balance of Memorable moments: Absently when you play with four players. What's the game: A basketball y twirling the controller between ¥ ^m Power Most of the time, yes, you want a simulation that actually levels and thus failing — rather Released: 1985 game that challenges your brain, incorporates many of the features cryptically, we feel — to "avoid Platform: PCs but sometimes, the appeal of that make us "love this game." spikes." Indeed. Publisher: Mindscape button pounding is undeniable. What's the big deal: One of the What's the game: Assume the Memorable moments: Skewering hardest sports to translate to role of the President of the U.S. a low-flying turkey with a javelin, videogame form (because of its or U.S.S.R. in this strategic game or waiting 99 seconds in the emphasis on tactile, rather than of cold war brinksmanship, arcade version, stepping over the tactical, skill) basketball has designed by Chris Crawford. finish line, and finishing with a always come up short in its What's the big deal: Although the time of 00:01. videogame interpretations. But game's premises are hopelessly none do a better job than NBA outdated (U.S.S.R.? What's yy Shining Force Live '96 at managing to balance that?) and some disagree with (series) the offensive nature of the sport the politics, the Al in Balance of Released: 1993 while incorporating the important Power, combined with its unique Platform: Genesis, Sega CD defensive and strategic elements. play style, make it a classic. Publisher: Sega There are still tomahawk and Memorable moments: Forget What's the game: A retooling of 360° jams galore, but players had diplomacy. Let's have a nuclear the traditional console RPG. better not forget to execute the warl What's the big deal: Shining give-and-go in their half court set

y C* AH64-D Longbow ^^ Released: 1996 Platform: PC Publisher: Origin What's the game: Starting with an impressive graphics engine (that uses texture-mapped terrain and impressive weather and lighting effects) and technical data straight from the world's

foremost authority on all things deadly (Jane's), Origin has built a helicopter simulation that looks, feels, and acts the part. What's the big deal: Helicopter simulations are a rarity and good ones are even rarer. Longbow is such a game, but it's also fun — something that most simulations tend to sacrifice at the alter of heavy realism. The result is an unbeatable marriage of graphics,

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*yC* V £ (series) Released: 1988-1996 Platform: Master System,

Publisher: Sega What's the game: Traditional Japanese console-RPG gameplay, gamers can't series of games that never fail to better gamer. Sure, Street Fighter but set in a distant galaxy. The deny Phantasy Star's place in impress and challenge. 2 may test more skills (memory, setting is an an/me mesh of videogame history. Memorable moments: Beating the timing, strategy, and flexibility), fantasy sorcery with futuristic Memorable moments: The novelty original game and finding out and therefore be that much more weapons, with lots of ground to of being able to buy laser Samus Aran is a woman — a engaging. Indeed, if we're being cover, usually focusing on a cannons and chain mail at the complete surprise at a time when completely honest, it's hard to desert world, an ice world, and same shop. virtually no other female game imagine Sega AM2's Yu Suzuki the standard "green hills/blue heroes existed. losing much sleep over the sky" world. Also, each title in the yWi Metroid (series) prospect of Pong making an series has the strange habit of Released: 1989 £Q arcade comeback. But Pong's skipping thousands of years since Platform: NES, Super NES *** ^^ Released: 1991 Zen-like simplicity still has a lot the last installment. Publisher: Nintendo Platform: PC going for it. What's the big deal: There really What's the game: Side scrolling Publisher. Memorable moments: The Next isn't anything especially action at its best, plus a hefty What's the game: A photorealistic Generation staff ignoring innovative here — the titles just dose of strategy. golf simulation. hundreds of thousands of dollars have good, solid gameplay. More What's the big deal: Yet another What's the big deal: Computer of 32-bit software to play Pong for than one Next Generation editor brainchild of , golf may not be everyone's idea hours when the Genesis version fondly (actually, make that this time with a science fiction of a cool game, but it does have was released. "painfully") remembers scraping background. The Metroid series steady adherents, and if you Sad. And yet at the same together the ludicrous $70 for a has always boasted some of the actually play Links, everything time, great.

Master System cart, then going best graphic design it was will become clear. Sure, many still F/A-18 Hornet without sleep that first night. The possible to squeeze out of the prefer EA's PGA series, but Links 2.0 game just had so much to it — it 8-bit and 16-bit systems. takes the title by a hair's breadth. 67 Released: 1995 was easily the largest console Combine this with smooth With real life courses, and Platform: Macintosh RPG released in the U.S. up to control, a wealth of ingenious enough stats, sliders, and options Publisher: Graphic Simulations that point. It is still perhaps one power-up items, and some of the to choke a horse, Links re-creates What's the game: A sophisticated of the only Sega videogames that most intricate level designs ever everything but the swing (which flight and combat simulator manages to capture that dreamy conceived, and it all adds up to a is still accomplished with a featuring the F/A-18 Hornet. "wow" factor that usually "three-click" power bar). What's the big deal: First, you accompanies Nintendo's platform Memorable moments: That first can play across three 21" games; there are loads of hidden hole-in-one. monitors, for a full panoramic things, and players never know view. the flight model quite what to expect. Second, Oddly enough, the best game U (3 Released: 1972 sim is highly accurate. Third, the Mac, with the high refresh rate of in the series is still the first, Platform: Multiple Publisher: Atari, others its screen (and the game's ability despite the fact that it was on to run at resolution), makes Sega's 8-bit antique. There was a What's the game: Swing a paddle any edge, the graphics amazingly crisp. lot more variety in the settings, a across the screen's Finally, the detail in the deeper storyline, and just plain bouncing a "ball" to the other it the worlds is very high, and the more of everything. In fact, side and try to get past graphics are great. Phantasy Star seemed to lose a other player's paddle. that's the whole bag. Memorable moments: Nuking little of its luster as the series And Honolulu (without being blown went on, with the fourth and What's the big deal: Pong may be the ultimate two-player game. It apart by the pulse), or — latest game just going through Super Metroid for the Super is so simple — gaming reduced to alternatively — cluster bombing the same old motions. NES is the best, but even the its essence that it becomes your own runway and then trying Still, because the first couple version is good — of just is a to land on it. of games are so incredibly great, the ultimate test who

no, http://vvww.nenl-generation.com/ 0* A:. Bump 'n' Jump idea of what to do next. Oh, and, attributes, the NPCs they were Released: 1983 for the record, Robin Williams speaking to, and execute Platform: Arcade named his daughter Zelda. commands all in one simple-to- Publisher: Data East Memorable moments: Finally use interface. The plot What's the game: A 2D top-down getting through the Lost Woods development of the games were vertically-scrolling racing game. in the first Zelda gave a great also second to none. Memorable moments: Stumbling At its release in 1983, Bump 'n' sense of accomplishment, as was Jump offered two new additions the sense of discovery at walking upon your first red dragon. to the genre: 1) Bumping. behind the waterfall. And hey, Knocking your opponents into who doesn't get a kick out of #i -4 Ikari Warriors Link's boomerang? W Released: 1986 walls or off bridges is Platform: Arcade recommended, and (wait for it); In Robotron, save the last humans c | points 7t Robotron Publisher: Trade West 2) Jumping. At many or die. Actually, you die anyway throughout the game, the road 6 ^ Released: 1982 What's the game: A two-player (with room for disappears (or bridges end before Platform: Arcade, PlayStation vertically-scrolling reaching dry land) and the player Publisher: Williams joystick, which lets you fire and the occasional left-to-right soldier in the must jump his or her car to make What's the game: Defend the last move in different directions. shimmy) game Commando style, Ikari Warriors' it to safety. The action takes of the human race by running Someone once said, "You're innovative place over multiple courses, around the screen shooting about two seconds from dying at chief attraction was its 'stick offered through multiple season changes. everything that isn't human. all times when playing Robotron, joysticks. Each an eight-way directional controller to What's the big deal: The jumping What's the big deal: Another and that's what makes it so guide your around, but and bumping are both excellent. twitch classic, Robotron is all great." We couldn't agree more. commando it analog The variety of cars on the track about thinking with the animal Memorable moments: Finding the also had an extra controller top, which make for some interesting duels portion of your brain. When secret VidKids' copyright notice. rotating on (some are heavier than others — played on the fastest speed enabled you to aim your bullets and grenades independently of some even have caterpillar possible (and anyone who 0kCM Bard's Tale the direction in you're tracks), and as two cars race doesn't shouldn't be playing), CeVaw (series) which neck and neck toward an opening there is just no time to think Released: 1983-1988 walking. Great stuff. that really only has room for one ahead. You must simply keep Platform: PCs What's the big deal: This is another of these classic old car, it's nerve-wracking. reacting until you clear the level, Publisher EA one The sensation of speed as the with strategic thought possible What's the game: A game series arcade titles that simply "feels" road continues to scroll by on only the most rudimentary in three stages that brought turn- great. The play balance is underneath the player's airborne level. Another plus is that all the based computer role-playing awesome, the levels interesting, (jumping) car is phenomenal, and enemies of a level are visible as games to a new level of both and the two-player mode rocks. the jostling for position while on- soon as it starts, so players graphic and plot detail. Best of all, however, are the road (bumping) feels solid and know exactly what they must do. What's the big deal: Multiple power-ups which truly offer a remains consistent. All this action is enabled by the display windows enabled the feeling of increased potency and Sure, a two-player version dual player to view their party's "I can take on the world" gung- ho, without losing the game's would have truly made Bump 'n' Jump one of the all-time classics, challenge. Each player starts off with and but even as it is, this one is still standard grenades great fun and well worth machine guns. But pick up the checking out at any arcade. right icons, and these become Memorable moments: Hitting the "red" grenades, or "red" machine jump button too early as the end guns — and the world all of a of a bridge approaches, and then sudden feels a whole lot less gritting your teeth as the car dangerous (for you, at least). starts descending toward nothing Memorable moment: Red but blue water... grenades and red machine guns. f±M Zelda (series) fL fl Wizardry U*-9- Released: 1987-1994 W (series) Platform: NES, Super NES Released: 1981-1996 Publisher: Nintendo Platform: PC What's the game: The Zelda Publisher: Sir-Tech series began life as a proto-RPG What's the game: A series of game with action. After veering eight roleplaying games that went into pure side-scrolling hell in Platform: Arcade Little trucks, bumpy tracks, and those from being among the '80's most flatulent part two, the game finally settled Publisher: Atari vaguely turbo boosts combine simple graphic adventures, to to give Super Sprint a place In history into its niche: action games with What's the game: A being among the best graphic mild RPG elements. one-, two-, or three- adventures of the early '90s. A What's the big deal: As yet player, overhead-view racing game with single-screen tracks great example of evolution. another series benefiting from the and massive — no, really — massive, understeer. golden touch of Nintendo's What's the big deal: Spin that wheel. Spin it around and

Shigeru Miyamoto, every Zelda around. Spin it or the car simply won't turn. game (with the exception of the Despite the unrealism of the control, it works perfectly in near awful Link: Legend of Zelda Super Sprint, adding a great sense of urgency to the Part 2) has borne his classic proceedings. The fact that players are often racing against hallmarks. Each installment friends standing right next to them also adds to the sense of features simple but effective excitement (and of course, the temptation to grab their wheel graphics that pull the best from and spin it the wrong way adds a little edge to the game). It's the system. Each has dead-on also worth mentioning that Super Sprint ain't half bad as a play control. And each game single player game, too. progresses by slowly giving the Memorable moments: When you know you're going to lose a player new powers with which to race, driving backward and taking out the car in first place. access new areas, while providing the player with a clear

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<•> www.sony.com What's the big deal: Huge car when you're driving. Even on Warrior can't be beaten for sheer

dungeons with elaborate quests Saturn, the car just feels size (if you only had enough cash and tons of differing enemies. "heavier" to drive (and thus more to buy you one game that had to The later games had an realistic) than such lightweights last you a month, you bought a innovative combat engine with as Ridge Racer. The control is Dragon Warriortitle). excellent weapons and spelis. great, too, with powerslides, Memorable moments: Perhaps Memorable moments: Crossing accurate physics, and a real the most memorable events the river Styx in Wizardry VII: sense of realism as the car actually occurred outside the Crusaders of the Dark Savant. handles differently on various games themselves. Known as terrains. The inclusion of solid Dragon Quest in Japan, the first £Z y Sega Rally competitor Al, and the need to four installments were so popular ^# V Released: 1995 actually pay attention to your that thousands of fans would skip Platform: Arcade, Saturn (somewhat suspect) co-pilot if school and camp outside of Publisher: Sega you want to do well. Both add stores for days just to get their What's the game: An authentic significantly to the experience. hands on a copy. Fights were rally game over a variety of Memorable moments: A co-pilot common, and there were even terrain and four courses. who randomly calls you "baby." instances of students being What's the big deal: What mugged for their copies on the separates Sega fla//yfrom the >st 0^ Dragon Warrior way back from stores. pack is the excellent feel of the ^3^J (series) Those were the days... What's the big deal: The ability to Released: 1987-1995 customize your mechs and Platform: NES, Super NES /? £Z Ultima (series) network with other players brings Publisher: Enlx v4F \M Released: 1980-1996 home the BattleMech center What's the game: Another series Platform: PC experience that used to cost of Japanese style RPGs, the Publisher: Origin upward of $5 per hour. Dragon Warrior series has a What's the game: More than just Memorable moments: Using your following among fans who are as another dungeon explore-athon, fleet-footed little Jenner and dedicated now as ever. the Ultima series has won over blowing the hell out your buddy's What's the big deal: The original legions of loyal followers with the monstrous Atlas. Dragon Warrior was probably the tales of the Avatar — an first ever "Japanese style" RPG, unwitting 20th century hero who ^» 9 Spaceward Ho! and hence set up many of the finds him/herself on a distant v# Jmw Released: 1986 conventions that others would world known as Britannia, a Platform: Mac, PC follow. While never as ambitious medieval world under constant Publisher: Delta Tao as Square's Final Fantasy series, threat from the Guardian. What's the game: Space combat, later installments of Dragon What's the big deal: What sets strategy, and exploration. the Ultima series apart from most What's the big deal: Thanks to its roleplaying sagas is that from the simplicity (the galaxy only has beginning there's been an one resource, "metal"), this is an uncompromising sense of right easy game to learn. But it isn't and wrong, with the player cast easy to master, because in among a sea of characters with addition to just finding and Arcade varying morals and motives. colonizing planets with metal, you Released: 1983 Rather than hacking your way also have to worry about Platform: Arcade through labyrinth after labyrinth, terraforming planets to get big Publisher: Atari it's up to you to learn when you populations (which leads to big What's the game: First- can push somebody off a cliff and money) and managing research person, color vector graphics when you might need to use more budgets and warship building. space shooter. In an X-Wing. pedestrian means of coercion to Winning an easy level game What's the big deal: Awesome gain the information you need to on your first try isn't uncommon, vector graphics, multiple defeat the big . but there's a deceptive amount of triggers, a deluxe cabinet with While the graphics and depth here, and the replay value powerful speakers in the back, playing style change with the is off the scale. And then there's digitized voices, and. yes. it's all set in the technological leaps of the day, the eight-player game... Star Wars universe. Probably the best licensed game ever. Origin's Ultima series has been Memorable moments: Naming a It's easy enough for anyone to blow up the Death Star the most consistent source of star after winning a game.

once, but hard enough to make blowing it up 10 times in one roleplaying excitement in history. game something to brag about. Memorable moments: With a little Memorable Moments: Using the force in the Death Star trench help from Looking Glass to score extra points. But ultimately, "And remember. The Technologies (then known as Blue Force will be Sky Software) Origin's Ultima with you. Underworld: The Stygian Abyss Always." delivered one of the first fully interactive 3D environments with

the ability to look up, down, fly,

swim and jump almost a full year -STAR. before id Software's legendary Doom made its debut. WART Spaceward Ho'* loopy graphics I and sound FX keep you chuckling £Z M MechWarrior 2 V# Ht Released: 1995 iS^f Platform: PC, Mac 5.fj Panzer General Publisher: Actlvision I Released: 1994 Using the Force means flying the trench What's the game: A single player Platform: PC, PlayStation, 3D0 without shooting — supernatural Indeed and networkable battlemech Publisher: SSI combat game based upon the What's the game: A one- or two- FASA universe. player, hex-based strategy game

ie ration On Line, http://www.iK i-generation .com/ High Scores." Not surprisingly, the campaign wasn't brought to the United States. M XL World Series ^*-C9 Baseball Released: 1995 Platform: Saturn Publisher: Sega What's the game: A baseball simulation game with more emphasis on entertaining gameplay than generating mountains of statistics. What's the big deal: This is the best-looking and best-playing

baseball videogame of all time. Immediately noticeable is the smooth control, exceptional graphics, and fast-paced (for baseball) gameplay. Hard-core baseball fans may complain about the lack of extensive statistical libraries, and the emphasis on the arcade-type gameplay over true simulation, but for the majority of gamers, World Series Baseball accomplishes the significant feat of eliminating the boredom from America's favorite pastime. Memorable moments: The struggle to stifle uncontrollable fits of laughter while playing the Japanese import version of the recreating the campaigns and What's the big deal: Lets see... multiplayer campaigns for game (called Greatest Nine) battles of WWII. Shigeru Miyamoto's debut generals with network links, too. when the announcer — for no What's the big deal: The amount game. ..The introduction of two of What's the big deal: The first obvious reason — seems to call of complexity that Panzer General the best selling and most popular really big game of its type, you an "Itchy Bastard." Hmm... provided while still maintaining a mascots of all time. ..The game Command & Conquer brought war fairly simple interface was that convinced Nintendo to take gaming out of its prehistoric,

extraordinary. Supply lines, re- videogames more seriously than hexagonal mire and made it cool. enforcements, terrain, visibility — playing cards. ..The subject of the Funky futuristic weapons, a all are factors in the air-, sea-, first (of many) far-reaching thumping rock soundtrack, and and land-based combat. videogame lawsuits in America... fast-paced yet intelligently

Memorable moments: Marching But even ignoring all this handled gameplay make this one through the neutral countries of historical fluff. Donkey Kong of the most accessible and Belgium and the Netherlands in stands on its own as a great engrossing war games yet your efforts to get to France. game requiring split-second devised. And the presentation is timing and great hand-to-eye so swish, even the installation £Z 0\ Donkey Kong coordination. The graphics, too, routine is jaw-d toppingly good. v# *W Released: 1981 should not be overlooked. Today, Memorable moments: Virgin Platform: Arcade, Coleco with games that scroll, U.K.'s controversial ad campaign ADAM, Atari 7800 characters can be much larger for Command & Conquer, which Publisher: Nintendo and more detailed. But we defy ended up being banned. One print What's the game: Help hapless anyone to show us a character ad featured a photo of Adolf plumber Mario fin his videogame that can fit, along with an entire Hitler surveying tens of Worldwide debut) rescue his girlfriend (hey game, on one screen, and still thousands of Nazi troops with the 47 Soccer 2 — that isn't Princess Toadstool!) look as good as Mario. headline "It's a great feeling." :1996 from Donkey Kong (an interesting Memorable moments: How high Another showed pictures of Platform: Saturn mistranslation of the Japanese can you get? 150 meters. such historical "leaders" as Publisher: Sega phrase for "stubborn monkey"). Mussolini, Stalin, and Attila the What's the game: A great soccer Hun with the headline "Previous M Q Command & game with an ever-so-slight ** z0 Conquer preference for arcade-type Released: 1995 gameplay over true simulation. Platform: PC What's the big deal: This is the

Publisher: Virgin soccer game that all soccer What's the game: Futuristic games aspire to be. strategic warfare on a grand Utterly realistic player

scale, as opposing armies thrash animation is the high point of its each other with tanks, bazookas, gorgeous graphics, but the truly airstrikes, elite troops, and even revolutionary aspect of Worldwide nuclear warheads to gain control Soccer 2 is the simple, intuitive,

of territories and power. A vivid yet comprehensive control of all storyline carries the player the players in the game. From Hey, who's that plumber? The through the one-p!ayer campaign back heel passes, to bicycle world won't be the same again (play either good guy or bad guy) kicks, to diving headers, and there are plenty of Worldwide Soccer II is so good

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that it makes soccer fans of M <3 Rolling Thunder those who previously detested *-* v^ Released: 1987 the world's most popular sport. Platform: Arcade OutRun Memorable moments: The pass Publisher: Namco Released: 1986 goes deep into the right corner... What's the game: Side-scrolling Platform: Arcade A beautiful dribble to lose the platform shooter, with lots of Publisher: Sega defender... And now a centering boxes to duck behind, panthers What's the game: pass to the front of the penalty to shoot, and a choice between a 1986's OutRun was Yu area... "GOOOAALL (etc.)" male and female character. Suzuki's first four-wheel What's the big deal: A racer (he'd released the M 0* Formula One controversial choice, we know. motorcycle-based Hang ^*^# Grand Prix 2 But what separates Rolling On in 1985), and it's Released: 1996 Thunder from lesser side-scrollers still one of the best.

Platform: PC is the fact that everything gels OutRun was the first Publisher: Microprose together perfectly: the long- major commercial hit to What's the game: Perhaps the legged characters, the feature branching most sophisticated and realistic wonderfully designed levels, the courses, powerslides, a driving game ever created (and weapons, the use of panthers as force-feedback steering yes, we do feel guilty about enemies, your character's ability wheel, and undulating During the late '80s, Outrun was federally funded leaving out Papyrus' superlative to duck behind boxes, the hills. The game was a even featured in a NASCAR Racing, but — hey — constant need to jump from the race between a Ferrari anti-drunk driving TV spot space is limited). floor to raised platforms, and Testerossa and a mixed What's the big deal: OK, so it some great, great music. bag of VW bugs, Porches, and 18-wheeled trucks. A blonde shouldn't affect its placing in this This is what happens when sweetheart is at the player's side throughout, as the race list, but it is worth mentioning everything comes together. against time continues from check point to check point. that this game is essentially the Memorable moments: Machine- What's the big deal: OutRun broke so many rules and pushed work of just one man, that being gunning your first panther. the racing genre so far forward that it would be easy to think

Geoff Crammond. But as much as that it has earned its piace in Next Generation's top 100 just F1GP2 perhaps marks the very M CM EF2000 for being so revolutionary at the time. Not so. OutRun is still last time one man can attempt H* sS, Released: 1995 one of the most enjoyable single-player racing games available and complete a project of such Platform: PC in the arcades, and regularly gets taken for a spin around the magnitude alone, it also stands Publisher: Ocean block by many at our offices. as a monument to what can be What's the game: An air combat The powerslides (complete with smoking tires and achieved by the vision, ambition, simulation that puts players in screeching sound effects), the ability to change lanes, the need and the noble goal of aiming for the cockpit of the EuroFighter, a to use both gears and brakes to slow down, and Suzuki's the very top that just isn't highly advanced air-superiority trademark handling make OutRun an alt-time classic. The possible when "designing by plane developed for use "in graphics still impress (it's a prime example of form following committee." mutual defense operations for the function), and locking the steering wheel into a long powerslide F1GP2 may not be for gamers European Community." at maximum rpms as palm trees and billboards rush by is still reared on OutRun or Pole What's the big deal: Using state- one of the most exhilarating experiences gaming has to offer. Position, but for those who value of-the-art, high-resolution graphics Memorable moment: There are three: 1) Getting to chose your realism above arcade thrills, and detailed flight models, own in-game music on the car's radio there's nothing better. EF2000 is one of the few flight ("Magical Sound Shower," "Splash Memorable moments: Grabbing simulations that actually delivers Wave," or "Summer Breeze"}; 2) pole position for the very first a "you-a re-there" experience. Your blonde "date" bitching at time (and the race proper hasn't Boasting features such as you after particularly bad even started yet). fully textured landscapes, crashes; 3) Deliberately extremely detailed objects, and crashing into the nearest

Spectre VR subtle effects , tree crash barrier as the zM zM weather such as * * Released: 1993 : clock hits zero so the game Platform: Mac 1 ends with the frozen picture Publisher: Velocity of your car in mid-air (come

What's the game: Multiple on, we all did it at least once players play capture the flag with or twice). flat-shaded polygon 3D tanks. What's the big deal: The minimalist, hi-res, flat-shaded objects. As he eats he grows. If polys give Spectre VR an seat. his head hits his tail, he dies. awesome '80s cyberpunk look It's simply the What's the big deal: The origins (never mind that it was released most immersive combat flight sim of this game are lost in time (we in 1993), the control is perfect, on the market. first played it on an Apple II, with even with the keyboard (how Memorable moments: While the the snake eating mice), but it has many Mac users have joysticks?), vapor trails of incoming missiles appeared on platforms as diverse and the one-player mode has are cool, most jocks who've hundreds of levels and gets really, survived EF2000's demanding

I Take to the skies In EF2000, the really hard. You can even missions find that topping off most exciting combat sim of all customize your tank. their fighter's fuel tank while But most important is the linking up with a refueling wing at network mode (up to eight on clouds, rain and snow, this rocks. 35,000 feet is a sight that has to AppleTalk), which provides a nice But jaw-dropping graphics and be seen to be believed. platform for fast and furious devilish missions are just the multiplayer combat without the start of EF2000's multifaceted "Snake Game" grainy texture-maps of Doom or attack on the senses with tons of 41 Released: unknown the confusing six-degrees of detail that encompasses Platform: multiple movement of Descent. everything from the subtle Publisher: multiple Memorable moments: Four words: bobbing of turbulence to massive What's the game: A "snake" Those orange super tanks. G-forces crushing you in your moves around the screen, eating

Next Generation OnLine. hti ^

as the Commodore VIC-20 and shaped the plots of hundreds of frantic go-kart racing. Sounds the Hewlet-Packard LX200 adventure games that followed basic? Wait until you try it. palmtop PDA. What makes the (all the while acknowledging that What's the big deal: As with game so great? Probably that it itself owes a lot to the seemingly all games touched by requires a healthy mix of fast mainframe game Adventure). Shigeru Miyamoto (he had a hand reaction times and forethought. Instead, look at the game in the design of this one). Super

Fast reaction times to get you {Zork l-ttl were originally one Mario Kart offers lots of control out of jams (or to make quick game) as though you've never with a view to offering supreme turns to grab the apple, or seen it before, and you'll discover fun. Dust off the 16-bit cartridge, whatever), and forethought to some of the best puzzles, most slap it into a Super NES and you'll ensure that you always leave entertaining humor, high-quality soon discover that power-slides yourself an "out." writing, and ringingly clear are every bit as exciting in a go- Memorable moments: In Snakes k~s descriptions ever to grace a kart driven by a cartoon plumber Alive (shareware for the Mac) computer game. And since it's as they are in the turbo-charged gamers can actually eat their own text, you create the pictures in Indy cars of Daytona USA. dead body to regain health if they your head. To us, this offers a far This — along with that other NHL Powerplay is a worthy accidently bump into themselves. more immersive experience than Super NES racing classic F-Zero challenger to EA's NHL serie the ultimately boring prerendered — is more proof from Nintendo MWk NHLPowerplay shots in vogue today. that millions of polygons don't ttw Released: 1996 slightly faster gameplay. Are we saying all graphic necessarily make a better game. Platform: Saturn, PlayStation Memorable moments: Slamming adventures suck? No, of course Memorable moments: Donkey Publisher: Virgin an opponent into the boards and not. The point is that text Kong throwing bananas at you. What's the game: The game that then leaving his teammate adventures in general, and Zork stole the torch from EA's NHL helplessly spinning on the ice as in particular, can offer a greater series and brought the sport of you steal the puck and race variety of puzzles, more hockey into the 32-bit age. toward the goal on a breakaway. explorable areas, and better plot What's the big deal: NHL development than graphic Powerplay offers all the <* jB Zork (series) adventures. Less is often more. excitement, ferocity, precision, ^ (9 Released: 1980-1989 Some criticize the weird mixing and strategy of the real thing Platform: PCs of technology and fantasy in the without the pain. Everything that Publisher: Infocom series. For us. this casual made the NHL series from What's the game: Text disregard for "reality" is exactly Electronic Arts the definitive adventures, with treasure hunting what is so appealing. hockey videogame series has and mystery solving (and no, Memorable moments: Using been preserved for Virgin's we're not including the latest "Take it" in Zork //to win with interpretation. incarnation, ). only one treasure. What has been added are What's the big deaf: A work of Mario Kart is so good you play

l"* in spite of its cloying cuteness. polygon-based players and an Al "interactive fiction," Dave 7 Super Mario The race order Is shown below. that actually challenges the Lebling's and Marc Blanc's ^* V Kart The real action is up top gamer. No hockey game has ever masterwork Zork is about 1,000 Released: 1992 looked as good or played as well times deeper than the Platform: Super NES as this one. Both the Saturn and "interactive" multimedia crap Publisher: Nintendo the PlayStation versions are foisted on gamers today. Forget What's the game: Two players r& 4C Rescue Raiders exceptional, but the edge in that Zork, when released, was a each pick a character from the -^ " (aka Armor graphics goes to the Saturn revolution in consumer Al, and Mario universe and take to the Alley) version, while PlayStation boasts forget that Zork fundamentally dirt track for a dose of fun 'n' Released: 1984

Platform: Mac, Apple II Publisher: 360 -/Sir-Tech What's the game: A 2D, side- scrolling, arcade, helicopter, combat and strategy game. What's the big deal: Think ChopLifter on steroids, crack cocaine, and speed. And probably far too much caffeine, also. Rescue Raiders pits players against an enemy located at the other end of a battlefield. To defeat him, you have a budget to buy tanks, trucks, troops (which you can ferry and parachute into battle from your chopper), and SAM jeeps. On the way to your enemy's HQ, you'll find various obstacles, neutral bases, and of course, enemy tanks, troops, jeeps, and trucks. Every vehicle moves either left-to-right or right- to-left and there is a learnable hierarchy of who would win when the vehicles meet, so a strategy for victory slowly emerges for each level. But the wildcard is the helicopter, which packs bombs

and Gatling guns. If players aren't prepared to provide air support for their tanks and sappers (and to . WHY WALK WHEN YOU CAN...

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CHANGE YOUR VIEW TO SET UP THE STRAFING RUN!

STER THE ART OF DOCKING. tlliii

DIVING, ROLLING, LOOPING, BANKING- CAN YOU HANDLE HER?

S T H R FIGHT Star Fighter: One flaming warhawk thrusting you at Mach speed from the Earth's upper BEAM LASERS WILL atmosphere to the warping vacuum of space where the only thing thinner than the air is your KEEP YOU WARM ON chance of survival. Sv"" r THIS ICY PLANET! and enough ground-based lock-on to ground you for good! Strap yourself in tor a

G-force, air-to-space challenge that'll separate the fly-boys from the fly-by-nights! PLAYSTATION SATURN 4«laim l^-i^^A^V^VI.v!'^^^^^^''--^^ the way. To win the game, players need to get their troops into the enemy's home base. What's the big deal: Herzog Zwei is arguably the inspiration for such two-player hits as Return Fire, Cannon Fodder, and perhaps even Command & Conquer. But

what makes it a classic is the fact that the level design in single-player mode is absolutely phenomenal, with a smooth learning and difficulty curve. The play is tuned to require a combination of strategic and arcade skills — possessing only

one simply won't cut it. Despite its obvious appeal and influence,

it was never a typical "console game" and the franchise was never expanded by Sega. Memorable moments: In two- player mode, dropping some troops next to your opponent's home base as your first action in the game, beating him before he produces even one tank. (A tactic that tends to work only once.) 9 J^ Madden Football v^*»v# (series) Released: 1991-1996 Platform: Genesis Publisher: EA deny the skies to the enemy), SlmClty 2000 What's the game: Despite NFL they can't win. Released: 1989-1995 Gameday recently stealing its Memorable moments: Strafing Platform: Mac, PC sports crown in the 32-bit arena, enemy troops {preferred Publisher: Maxls EA's ongoing John Madden Footbaii series is still the career soundtrack, 1812 Overture). What's the game: Urban planning leader for videogame football. and budget simulator. There's no What's the big deal: One of the IJ Nobanaga's real "goal," but most people best two-player games of all time, Ambition simply try to grow their city as the game that reinvented EA, and (series) big as they can. Released: 1988 (along with ) What's the big deal: It sounds the game that launched Sega's Platform: PC, NES, Super NES wickedly boring, but anyone who 16-bit assault on Nintendo. Publisher: Koel has played SimCity (either What's the game: series of The original John Madden A version) can tell you that it is Football was the first game that increasingly complex strategy easily one of the most enthralling looked, played, and felt like real games based on a turbulent games playable. football. It wasn't just good, it period in medieval Japanese Creating your city's map, was revolutionary. history. Players don't just have to zoning for different areas, laying Memorable moments: Actually worry about moving armies, but down roads, building ballparks, blocking an extra point try in the must keep track of which dealing with disasters (from plane first Madden only to have the neighboring lords can be trusted, crashes to monsters attacking), There are better tracks, better make sure the peasants are Al, computer award the point to your raising taxes, weil, it all makes combat, better competitor hire opponent. The game's one and happy, vassals, and attend players feel a little like a God. Or better graphics and, amazingly, only glitch. But a big one. to a myriad of other details. a Kennedy, anyway. better music. Playing linked What's the big deal: Koei's Memorable moments: Wipeout comes close to gaming strategy games are practically a PORNTIPSGUZZARDO, or for at its very best. genre unto themselves, and they SimCity Classic players: FUND. Memorable moments: Grabbing a have only enjoyed limited cult nitro power-up to steal a win on success in the U.S. In fact, <^ Gfc Wipeout XL the final straight, or — and this they're often billed as "historical v# Si Released: 1996 comes close — landing on your simulations" rather than games. Platform: PlayStation opponent after a jump. Lead designer Shou Kibasawa Publisher: Psygnosls is a tactical genius who realizes What's the game: Futuristic two- C* -d] Herzog Zwei that domestic and military player racing game with a techno vdP M Released: 1991 strategies are interconnected, soundtrack and graphic design by Platform: Genesis and that fielding armies can only Designer's Republic. Publisher: Sega be accomplished after building an What's the big deal: First, the 3D What's the game: A two-player, infrastructure to support them. graphics could very well be a split-screen, realtime, action- As a result, Nobunaga's Ambition technology demo for PlayStation strategy game in which gamers boasts a level of strategic — they're bold, crisp and clean. build tanks and troops and other complexity few other series can Second, it corrects all the little equipment at a home base and The game that launched EA come close to matching. niggles of the original, and makes then use a hovercraft-plane to Sports (and helped Sega's

Memorable moments: Winning a it the game it should have been, ferry them around the battlefield, Genesis): John Madden Football game. It doesn't happen often. had it not been rushed to market: taking over neutral bases along

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c i #1 Syndicate *5 ^# Released: 1993 Platform; PC, Genesis Sam and Max Hit the Publisher: Bullfrog Road Released; 1994 What s the game: A realtime, Platform: PC, Mac three-quarter, top-down criminal Publisher: strategy game in which gamers LucasArts equip a team of four agents, What's the game: acquire new technologies, and This is the attempt to crush their enemies quintessential with a view to — and let's not be LucasArts graphic coy — ruling the world. adventure (actually, What's the big deal: It's fast, there were fierce furious and tons of fun. arguments as to While the realtime action was whether this one was a big portion of its success. soldiers flee the battlefield only to better than The The often funny, occasionally illegal, Syndicate's complete disregard be shot in the back by alien Secret of Monkey sometimes lethal antics of Sam and for nicey-nicey computer game attackers. Doh, island 2 or The Day of Max put it near the top themes (gamers play the bad the Tentacle, but guy) was the real key to success. CM £Z Nights Sam's and Max's goofy charm eventually won out). Players Starting with 1987's Populous, Sr ^M Released: 1996 point and click on prerendered screens, guiding Sam and Max Peter Molyneux's Bullfrog made a Platform: Saturn around, talking to the characters they meet, and manipulating name for itself creating games Publisher: Sega the objects that they find lying around. Oh, and the object of with terrific depth, and Syndicate What's the game: Play a girl or the game is to discover the mystery of missing Big Foot. cemented this reputation further. boy enjoying a shared dream as What's the big deal: This game is fun. "I'm Sam. He's Max, We Although the title has achieved they climb into a special suit and bust punks," Sam explains at the very beginning. only modest success on the turn into "Nights." Then, fly Except, of course, that Sam is a laconic canine Bogart, home consoles, PC gamers around with stars coming out of and Max is a psychopathic bunny. The world seemingly can't get enough, and your hands, making skill shots that they explore (created by the anticipation for Syndicate 2 is through hoops, and picking up cartoonist Steve Purcell) is filled almost at fever pitch. blue chips in a quest to obtain with the surreal and the Memorable moments: Sadistic large gems. But it's more ridiculous, and the unlikely Syndicate players (and if you're complicated than that. duo's adventure across the not a sadist when you start What's the big deal: Thanks to U.S.A. constantly challenges playing, you will be by the end) Yuji Naka and his Sonic Team's surprises, and entertains. could entertain themselves for custom graphics routines, Nights Memorable moments: When hours by turning their team's manages to boast transparency Sam breaks down crying flamer on the civilian populace, and true-fog shading — things after being asked to do turning them into human torches. that, officially at least, "can't be something he can't do too Fun for all the entire family. done" on Saturn. many times. "Jeez. Give the The game also has a sense of big guy a break!" impeaches a speed in a 3D game that we visibly upset Max. haven't seen before. The graphics, art, and world design are also stunning. Most significant depth for old pros to CM J£ X-COM:UFO explore and exploit. ,& Tf Defense As is often the case with Released: 1994 sports games, the Al is merely Platform: PC average after learning its Publisher: MicroProse tendencies and weaknesses, but What's the game: Turn-based much is expected of Gameday 2. strategy meets squad-level Memorable moments: Oh, to have excitement, as you build, been a fly on the wall at research, and equip your team of In Syndicate, you can control Electronic Arts when they X-COM agents to battle against a people's minds, then kill them realized that their videogame diabolical, alien invasion force. football crown had been stolen Part war game, part "X-Files", X- from under their noses... COM uses a three-quarter top- CM