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The videogame magazine 







SEGA'S 128-BIT^^^ < 







'EDGE • 

WT\~ 114 i 7 Wj 

The videogame magazine 




^^Sjl^^^^B ^0^%. air 



BCT lAiiMi 

Some cry because of the challenging gameolay. others cry for their enslaved brothers. 

But most Mudokons cry because electrodes are attached to their tear glands, stimulating the Ingredients 

for SoulStorm Brew, the best-selling nauseating elixir from SoulStorm Brewery. 

In the classic Oddworld tradition, Abe's Exoddus delivers more intuitive communication and entrepreneurial 

evil (ban ever before. Richer language. Lusher environments. Tougher challenges. Beadlier farts. 

Welcome to the tastiest gaming brew ever concocted. Slug it down. 

Shigeru Miyamoto is the creator 
of Super Mario 64. He's spent 
the last two years working on 
a Nintendo 64 game to better it. 
And it looks like he's succeeded. 


of Play 

A 22-page examination of 
where videogames are today. 
The systems, the best games, 
the superstar designers, the entire 
history of gaming, and more. 
Plus: Should you buy a PlayStation 
or Nintendo 64? And what PC set- 
up's best for games? 

y&mtss. una*, in association with gamers of bhtaih presenC^^S 


I Game Boy 
r Color on test 

Nintendo's world-conquering 
handheld is reborn with a colour 
screen. You know you want one. 
But is it any good? We test the 
machine and a slew of new games. 

4 1 Arcade | December 1 1 998 








The videogame magazne 

Editorial & Arcade magazine, 

advertising 30 Monmouth Street, Bath BA1 2BW 

Telephone 01225 442244 

Fax 01225 732275 (edit) 01225 732282 (ads) 

F- mall 

Cover Core Design 

• •••• 

A Review 

The Ultimate Game Buyer's Guide 

New releases: Golf 3. Brian Lam 
Cricket, Colony Wars: Vengeance, Cool 
Boarders 3, Formula 1 '98. Music, NFL Blitz, 
NHL '99. Oddworld: Abe's Exoddus, ODT, 
Rival Schools, Rogue Trip, R-Types, Spyro 
the Dragon, Tcnchu, T0CA 2 and more. 
Import games: M'irii 1 Gear SoW on test 
Platinum budget games: Time Crisis, 

So you're good at Quake? Try challenging the 
legions of Quake-ers waiting on-line. Plus the 
best websites and CD-ROM of the Month. 

Steering wheels, joysticks, console "holders", 
add-on gizmos, and plenty of other great ways 
to rid yourself of all that unwanted cash. 

New releases: Caesar ill. DethKarz, Dune 

2000. FA Premier League Football Manager 

'99, The Fifth Element Fighter Pilot, Hedz, 

Klingon Honor Guard. Links 15 '99, Magic S 

Mayhem. Populous: The Beginning. Rainbow 

Six, Ring. Riverworld. Tomb Raider III and more. 155 V 

Budget games: Dunne.".:-, Keeper, FJ Racing 

Simulation, and Theme Hospital lead the pack. 


154 Rims 

Trigger finger hurting? Then take a 
nice rest in front of Mask of Zorro, 
The Negotiator, Ronin or the new 
Elmore Leonard flick, Out of Sight 

s: 1080", Body Harvest, Fl 
World Grand Prix, F-Zero X, Gex 64: Enter 
the Gecko. Spacestation Silicon Valley. 
Starshot: Space Circus Fever. Turok 2. 
Import games: NASCAR '99 screams in. 

Game Boy: Includ r.g the first batch of 
colour games -Power Quest. Cool Hand, 
Reservoir Rat and Montezuma's Return. 

Sega Saturn: Lteter Kj.Jia.-i; Siivtynun 
Mac: The ultra-violent Unreal arrives. 
Coin-ops: 5ega AM2's ace SpikeOut. 

Every issue 

re Scream 2 or City of Angels 
worth a rental? And should you buy 
Boogie Nights'! Find out here. 
G Books 
'■A.' h .=:- v~i?x ID I", I "! , ;.U"-: becomes too 
inte'ieciudly tai no, why rot relax with 
a glossy book of, er, game pics? Like 
Replay: Ultimate Game Graphics. 

7 Music 

Reviews of new CDs (and a few 
office favourites) from Beck, 
Super Furry Animals and Oasis, 

8 Gadgets 

Fancy gadgets and other assorted 
big boys' toys. This month: a mini-TV 
round-up and Nintendo goodies. 

9 Toys aid Bowd Games 

Fancy a Defender key-ring game? 
We'll tell you where to get one. 

Man can't live on reviews alone. 

12 Game On 

If it's httaperiny in --.g 
if: ■-..■.ip;:F.m.-i:: here. rdu::mg 
Riace Rj'.er4 and a special 
report from Japan's |;.h>-|h;'. 

1 8 Special Report 

fell.'.'; r iew superconsole 
goes gunning for PlayStation. 

22 Coming Soon 

15 pages of games to save 
your shekels for ridud rg 
Star Wars: Rogue Squadron. 
Son.; Ad'.snture, Homeworld, 
Perfect Dark, Michael Owen's 
World League Sor.-e-- '?9 

Silent Hill. Legacy of Kaiir io'ji c compete guide to Spyro 

Reaver and Crash 'o 

38 Games Insider 

Four gaming experts: one in 

Japan, one in Cairo mis. o-.e 
who designs games, one 
who's played them for years. 
All with something to say. 

40 Virtual Fox 

Delphi, the star of Planet 

Moon's upcoir. rg Gar-u. 
Citizen Kabuto, as you'll 

98 Kick ASS 

Crsfi at q-; tics? Dm'! p.ii 
vVr ■'■!'' here: to help. Int 

? Dragon and expert help 
with 1080°. Biofreaks, Colin 
McRae Rally, Final Fantasy VII, 
Gex 64, James Bond 007. 
Tekken 3, Tenchu, The X-Files 
and WWF War Zone. 

December | 1 998 | Arcade 1 5 






It's the very first issue of a new 
magazine, and that generally 
means it's time for a little self - 
justification. And who am I to 
fly in the face of convention? Here, then, 
is the general thinking behind Arcade. 
Y'see, there are two ways of looking at this 
magazine. You can see it as the culmination of 
years of videogame mags - as the best bits of 
Your Sinclair and Crash and ACE and Zero and 
PC Carrier and Official PlayStation holding a party 
between the same covers. (If you've been around 
games for more years than you care to count, 
you'll probably look at it like this.) Or you can see 
Arcade as something new - the first games 
magazine to take its cues from the semi-lifestyle 
specialist men's mags, like Q and Empire and Total 
Film. In truth, it's probably a bit of both. 

/Arcade, you see, is a new type of games 
magazine - but that doesn't mean we've 
chucked away all the traditional stuff. So yes, we 
have game previews 115 pages of them, starting 
on page 22) and developer interviews [page 42) 
and, of course, reviews (over 35 pages of them, 
tucked towards the back of the mag). But we 
also have plenty that should, with a bit of luck, 
be less familiar - features that go deeper than 
you might be used to (try our T-Rex-si?ed Tomb 
Raider epic, starting on 46), columnists who really 
know what they're talking about, and our paper- 
and-ink simulation of what it's like to play games 
round your mate's house, Games Night. 

Mostly, though, it's in attitude that Arcade is 
different - we look at games and say, "They're 
no longer some bedroom hobby, but a young 
and growing slice of mainstream entertainment, 
just like films and music, and should be treated as 
such." Hopefully that's how it comes across. 

You see, Arcade is for experts and novices 
alike - it's for anyone who's ever had fun with a 
game. It covers all the bases (chiefly PlayStation, 
PC and N64, for now at least) in enough depth to 
tell you what you need to know, but not enough 
to bore you. It gives you lots of pages, hopefully 
decent writing (you'll find many of the best 
videogame journalists of the last ten years 
lurking between these covers). And all at a 
affordable regular price of just £2.70. 

All of which is just a long-winded way of 
saying welcome to what should become the 
magazine for videogamers. Please write Jfc ' 

and let me know what you think. 


Packed with hymns, angst and vitriol, ifs the bit we 
get you write. Well, next month it will be- 

■ t's that old letters page conundrum. The first issue 
of a new magazine never has any letters, but the 
pages are still there to be filled. What do you do? 
Well, one solution is to ask all your pals in the 
videogame business to answer a couple of pressing 
questions. Like, "What's been your favourite game of 1998?", and 
"What are you looking forward to in '99?" So that's what we did. 
Next issue, this page will be home to your comments on Arcade 1, 
but in the meantime, over to the great and the good of gaming... 

Seriously spooky 

Part of the problem with making your 
own games is that you have a lot less 
time to play other people's. In fact, I've 
got a stack of games about three feet 
high sitting next to my PC at home, 
waiting for Half-Life to be finished. With I 
that said, the game I enjoyed the most 
this year was Resident Evil 2 

It's the kind of game I usually hate. 
I'm not usually a big fan of inventory- 
permutation and find-t he-button 
adventure gameplay. The player control 
is pretty frustrating, and the beginning 
is a lot harder than the rest of it. But even with those faults stacked against the 
thing, I couldn't stop playing. I've finished it as Leon and Claire, and am even 
thinking about trying to play it through as Tofu next, too. 

It's pretty weird, as a game designer, to find yourself playing 
and enjoying something you thought you would hate. But it's a 
good thing, because it forces you to try and understand exactly 
why it is you've been hooked. What did it for me was Capcom's 
■ commitment to turning RE2 into a seriously spooky 
experience. It never got campy, the characters were always 
consistent, and, Tofu aside, they resisted the temptation to 
do anything silly. So even though I was a bit frustrated at 
times, I really felt like I was in the middle of a George 
Romero zombie movie - a feeling that kept me hanging 
on waiting to see what would happen next 

The game I'm looking forward to the most right 
now is the US version of Konami's Metal Gear Solid 
We got hold of a Japanese demo version and a group 
of about 15 of us all stood around and watched. 
There were a ton of impressive things, from both a 
technological and design point of view. But when one of 
the people watching said, "Hey, can you do anything with the 
cardboard box?" and we were able to hide under it to sneak 
past the guard, the game pretty much owned me. 
Gabe Newell, 

Managing Director, Valve Software 
Valve's Half-Life for PC, already touted as the best3D A 
shooter yet, is reviewed in Arcade 2, out 14 December. ^ 

6 | Arcade | December 11998 

' rs-v •■■■.■■ 

[MaKesHocKiKglyGoQd ml/sic] 

Pounding drums, funky riffs, 
big beats, phat grooves. 

You choose the sounds, 
music makes the music. 

Whether you are a complete 
beginner or a music genius, 
you'll be surprised at how 

good you are, at music 

Create Trip-Hop, Ambient, 
Drum'n'Bass, Techno 

or House using: 

• 850 pre-recorded riffs 

and 580 vocal riffs 
• 3000 sample instrument 
Plus make your own video 

from 300 video samples. 

It's amazing what you can do on your PlayStation. 

Rants Raves 

This year I have spent 
a lot of time playing 
Anvil of Damn, even 
though it has been 
out for a while, lam 
most looking forward 
to the release of 
Indiana Jones. I'm 
always up for a new 
Roberta Williams, 
Designer (King's 
Quest', Sierra 

It's impossible for me 
to choose between 
my two favourite 
games of last year. 
Fallout and 
Twinsun's Odyssey. 
Fallout, in particular, 
kept me guessing 
right up to the end 
(both times I piayed 
it!). Unsurprisingly, 
I'm most looking 
forward to Fallout 2. 
Alex Garden, CEO, 
Relic Entertainment 

From the opening 
cinematic all the 
way through to the 
exciting final battle, 
Descent; Freespace 
was a top notch game 
with high quality 
production values. 
Zelda 64 is the one 
I'm looking forward 
to. Mr. Miyamoto 
consistently has the 
magic touch, 
Cliff Bleszinski, 
Lead Level Designer 
(Unreal), Epic 

My favourite game 
of '98 was Dungeon 
Keeper. I'm looking 
forward to playing 
Zelda because I know 
how much time 
Miyamoto-san has 
spent on it. This could 
be his magnum opus. 
Will Wright, 
Designer, Maxis 

I'm going with Total 
Annihilation, a game 
loaded with so many 
innovations it made 
2D real-time strategy 
games obsolete. I'm 
looking forward to 
Half-Life. Here's a 
game that plays like a 
3D movie, and it's fun 
just walking around 
and seeing ail the 
stuff that happens. 
Scott Miller, 
President, Apogee 

Life - a first person game with a decent 

plot clever cinematics and a bit of bleedin' 

thought behind it. It's about time. Games 

are the new films. Brown is the 

new black, Simon Le8on is a New Romantic 

But watch your back, Half-Life - you may 

be looking great now, but Indestructibles is 

coming to get ya! 

James Leach, 

Head of scripting. Bullfrog 

James was once editor of Super Play, the 

much mourned Super Nintendo mag. 

Glittering gem 

I've played some cracking good games, 
but one gem that stands out for me in the 
glittering necklace of the games industry is 
Metal Gear Solid W-, easily Konami's 
finest hour! It's always great having access 
to import games, but few are as stunning 
as this classic espi on a ge-cum -stealth romp. 

The thing that attracted me to it is the 
whole stealth thing. In a world of endless 
beat-'em-ups and car games, it's refreshing 
to play a new type of game that really 
delivers the goods. Even if all the language 
is in Japanese, everything about MGS oozes 
quality. From its super-slick 3D engine, right 
through to its beautifully orchestrated 
soundtrack, it's superb. There's incredible 
attention to detail in evidence just about 
everywhere you look (the maggots in the 
cell are particularly fine). 

As for the game I can't wait for, it's got 
to be Square's FinalFantasy VIII. From 
what little I've played of the demo that 
came free with Brave Fencer, it seems 
like it'll look and feel even better than its 
predecessor And this time round they've 
moved the graphics up a gear. Roll on the 
long evenings! 
Christian Russell, 
Graphic Artist, Core Design 
Christian has worked on Normality, 
Hardcore 4x4 and Reloaded. 

Damn expensive 

After a bard day doing Bullfrog-type things, 
there's nothing like kicking back with a spot 
of multi-player Quake II. It's fast and furious 
and few survive - the all-night tequila 
session of the gaming world. Then, for 
a more chilled bit of gaming fun, there's 
always StarCraft. The three sides are so 
well-balanced, argument surges back and 
forth about which actually is the best. (Okay, 
okay, I know it's the Protoss. If only they 
weren't so damn expensive.) 

The real craze for us, 
though, is our own 
Populous: The 
Beginning We've had 
hell of an intense time 
getting this one to play 
exactly right, and it's nict 
be able to step back from the 
tweaking and just Net-play 
the demo with other 
humans, both guys in the 
office and people in 
America at night 

But what'll be the 
next thing to keep us 
here in the office, 
propped up next to 
empty beer bottles and 
cooling, half -eaten 
pizzas night after night? 
I 'n-ckon it'll be Valve 
Software's great Half- 

8 | Arcade | December | 19 

Mum trouble 

I've enjoyed Rare's GoldenEye 007 the 
most this year. I started playing it just before 

Christmas lunch and was immediately 
captivated - so much so that I missed the 
first course (and got in trouble with my 
Mum). GoldenEye is so impressive because 
it uses that old stand-by, a film license, in a 
way that no other game ever has before. It 
has a solid 3D engine, great level design and 
the balance is just perfect. The only thing ! 
found poor was the multi-player bit which 
felt a little like it was thrown together at 
the last moment. 

As for '99, I'm probably looking forward 
to Bullfrog's Populous III the most (but 
partially because all other games I'm keen 
on have slipped!). This is ell a bit nepotistic, 
because I know the people working on it, 
but it'll be so weird to play someone else's 
take on Populous. Weird, but good, too - 
from what I have seen of it, the game looks 
just amazing. 
Peter Molyneux, 
Director, Lionhead Studios 
Peter's God Sims, like the Populous series 
and Powermonger, built Bullfrog and 
created a whole new game genre. 

Life in the old girl 

This last year I've been heavily involved 
with the design of Federation, Klingon 
and Romulan ground units for our own 
upcoming 5tar Trek: New Worlds. As a 
more deeply versed in 
Trek lore than is permitted under EU law. 
But I've still found time to play games. 
My favourite of the year 
was Unreal. It looked great, 
played well and featured a 
ildenEye 007 sniper-rifle. What 
■ could a growing boy want? 
the one I'm looking forward to 
■ing is Tomb Raider III It may 
longer be that innovative, or 
great leap forward for 
gaming but I reckon there's life in 
the old girl yet. 
Trenton Webb, 

Designer, Binary Asylum 
Trent, an ex-journalist, 
turned to the dark , 
side in the belief that & 
Mario is his father W 

Premier issue 
Editorial Arcade 

Future Publishing 
30 Monmouth St 
Bath BA1 2BW 
Tel 01225 442244 
Fax 01225 732275 

Editor-in-Chief Matt Bielby 

Editor Neil West 
Reviews Editor Robin Alway 
Staff Writers Mark Green 
Rich Pelley 
Sam Richards 
Operations Editor Emma Parkinson 
Group Art Director Matt Williams 
Art Editor Nick Moyle 
Designer Alvin Wheetman 

Editorial Contribu 


Uhton, Cam Anders 



Jim Chandler. Joh 

n Collier. Sim 

on Cox, Jonathan Da 

n East Dean 

Evans, Simon Game 

Goldsmith. Danie 

rk Griffiths, Will Grc 

Ian Harris, Neil Ja< 

ames, Steve larratt, 

<tts, dare Ly don, Stephen Pierce, 

Nadine Pittam, James Prite. Jl 


Smith, Travis, Camilla Way, Gle 

i Weston. Jason Weston 

H"o:::<::raa l Ty Rkk 


rt Burden. Peter Ca 


Simon Dodd, Jude Edginton, 

Illustration Chris s 

A:ivYT':iv.q Manager Anne Green 

Senior Vile 1 , E:<eo_,t,ve John Massey 

Tel 01225 442244 

Fa* 01225 732282 


Business Development Paul Lanza rotti 

Laurence Robertson 
Tel 0171 447 3300 

Future Publishing Executive Staff 

Publishing Director Jane Ingham 

Circulation Director Sue Hartley 

Operations Director Judith Green 

Chief Executive Greg Ingham 

Non-executive Chairman Chris Anderson 

Operations Staff 

Pre-Press Services Manager Martin Smith 
Scanning & ImageseEing Simon Windsor 
Mark Glover 
Matt Rogers 
Senior Prod Co-ordc.ator Lisa Smith 
Print Services Manager Matthew Parker 
Print Services Co-ordi-'til.o- Mark Constance 
Production Administrator Fiona Deane 
Circulation Pete Walker 

Subscriptions & Future Publishing Ltd 

Customer Services FREEPOST BS4900 
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Overseas Licensing Enqj nes Chris Power 

Tel +44 (0) 1225 442244 
Fa. +44 (0) 1225 732384 

E - ma il: cpo wer @ 

Special thanks to EDGE 
Games/Waster Next Generation 
PC Gamer PlayStation Power 
Of fidal PlayStation N64 Magazine 


All material C Future PuOlishing 1998 
Next issue on sale 14th December 

.Mobile Rrmor Division 



I M i C R T D S I 


Rants Raves 


Sounds daft 

I haven't really played many games this 
year. I know that sounds daft for a game 
developer, but the development of 
Championship Manager 3 has been eating 
up a good, oh, 200% of my time. In fact, the 
last game 1 played for any real stretch was 
GT Interactive's Duke Nuketn 3D - totally 
brilliant, of course. 

In fact, I liked it so much that my most 
anticipated game for '99 has to be Duke 
Nuketn 4ever, if they ever bloody get 
round to releasing it! That's why we keep 
delaying Championship Manager 3 - we 
don't want to be outdone! 
Oliver Collyer, 

Co-designer ("Championship 
Manager,', EIDOS 
Oliver is currently knuckling down to 
beat Duke Nukem 3D's tricky last level. 

Hollywood great 

For me, for sheer size and the quality 
of ideas, my pick of the year has to be 
Square's Final Fantasy VII Its intriguing 
plot, great video sequences and top-notch 
music are woven together in a way to rival 
some of Hollywood's greats. Sure, the 
story's cliched and moralistic, but like 
Spielberg's feel-good movies, that's what 
makes it so entertaining. And it's such a big 
game. But, like all good classics, at the end 
Iwas gutted because I realised I'd have to 
find something else to fill the void. 

The game I'm looking forward to most 
is Zelda 64. Everything I've seen about it 
excites me. I had a chance to play it at the 
European Computer Trade Show, but I don't 
think I even scratched the surface {probably 
because a Nintendo babe was breathing 
down my neck and hinting for me to move 
over and let this other guy play). Again, it's 
the sheer quality and variety which makes 
it hard to resist. And, of course, it's the 
brainchild of good old Shigeru Miyamoto. 
I saw him at a trade show once - not as 
tall as you'd think. 
Nick Harper, 

Game Designer, Psygnosis 
Nick's last game was Overboard, but he 
won't tell us what his next project is. 

Groovy ambush 

Last year my favourite game was Myth 
from Bungie - 1 poured quite a bit of time 
into it. It's the first 3D strategy game to 
give me that Command 3 Conquer buzz 
again. That said, it had its problems. My 
main bitch is that I would sometimes spend 
ages setting up a groovy ambush and then, 
at the vital moment when I threw in my 
bomb, instead of setting off a chain reaction 
to wipe out the enemy, it would just fizzle 
and fail. I would be left with nothing but a 
giant group of enemies kicking my ass, 
I hope this immensely annoying as pea 

of the gameplay gets fixed in Myth II, 
which I intend to buy the day it appears. 
The dark side of my job is that I work 
long hours. This means that I mostly get to 
play games when I'm on vacation or on a 
plane. As I write this, for instance. I'm sitting 
in a hotel room in Thailand, all I have with 
me is my laptop, and I fancy playing a good 
game. Except so many of them require 3D 
cards these days that they're totally non- 
laptop friendly. So please read this, Bungie - 
and make Myth II work on my laptop! 
Dave Perry, 

President, Shiny Entertainment 
Dave lives in sunny Laguna Beach, just 
south of LA, and we're dead jcilous. 

Very polished 

I haven't had much time to play games this 
year - Tomb Raider III has taken up most 
of my time - but the one game that did 
grab me was Epic MegaGames' Unreal 
Okay, so it wasn't quite the revelation I was 
expecting, but it was very polished. 

For '99 I'm really looking forward to 
Outcast by Infogrames and the excellent- 
looking Trespasser from Dreamworks. 
Richard Morten, 
Designer, Core Design 
Richard is has spent more time staring at 
Lara Croft's arse than any man alive. 

Instantly intrigued 

For me it's a toss-up between Blizzard's 
SrarCraft and Microsoft's Age of Empires. In 
the end I put more hours into StarCraft. 
probably because of the awesome sound 
and gameplay, and overall attention to 
detail. Blizzard really gets the interface and 
entertainment value right - their games are 
simple to use and endless fun. 

I'm most looking forward to playing (or 
pointing and clicking around] LucasArts' 
Grim Fandango I spent about 15 minutes 
with the demo and was intrigued by the 
characters, the story, the quality of the art 
and voices, and the unusual nature of the 
whole experience. I instantly pre-ordered a 
copy at my local store. 
Lome tanning, 
President & Creative Director, 
Oddworld Inh abitan ts 
Lome's Oddworld: Abe's Exoddus on 
PlayStation is reviewed on page 117 

Misspent youth 

Over the last year I've most enjoyed Unreal, 
Gran Turisimo, and GoldenEye Oh, and 
Barbie Fashion Designer bought back fond 
memories of my youth. I'm most looking 
forward to Half-Life, Metal Gear Solid. 
and Zelda 64. 
John Kavanagh, 
Publishing Director, EIDOS 
Neil West once overheard John A. 

singing tenderly to a bottle of beer. *■» 


Among the boys and gills who've 
made Arcade this month are. 


Jonathan Smith 

"The thing I've really learned 
about Ms Croft," says Jon Smith, 
after two weeks living and 
breathing Lara for this issue's 
lead feature, "is that the more 
you think about her. the less 
real she seems. Plus, I've been 
surprised to find that, in the 
first game at least, her breasts really aren't that big at all. 
At best I'd say they're 36C It's really only with the artwork 
for Tomb Haider II. once Core and EIDOS realised what 
they'd got their hands on, so to speak, that she turned 
into the top-heavy adventuress we've grown to kwa" 

Jon's nex: assignment for Arcade involves trying out 
some of the latest board games. "I love 'em, but there's 

less opportunity tor m,i: rg -n bra s ze," he sighs. 
Game of the moment: Defender on the PC's Williams 
Arcade Classics: "I'm trying to get over 100.000. It's nails." 
I'm holding my breath for: /efcte. Ocarina of Time on 
Nintendo 64: "It's going to be the best thing ever." 


Mark Green 


fresh out of 
university and right into his first 
job here. But rarely has a new 
boy shown quite such an 
extensive, nay, encyclopedic 
(nay, tragically comprehensive) 
knowledge of virtually every 
game system under the sun. And rarely has one been 
brave or foolish enough to admit to some of the most 
unfashionable viewpoints this side of Ian Paisley - "I don't 
act jaliy like Star Wars much", he says, and "I'm allergic to 
choc-ices'. Don't worry though, his take on new games 
generally makes more sense. 
Game of the moment: F-Zero X on N64: "It's like 
Speedy Gonzales on speed." 
I'm holding my breath for: Sonic Adventure on 
Dreamcast "It'll be like Speedy Gonzales on speed late for 
something important" 

>g^ Neil West 

//tf^^A Ba ck from California, his tan 

jKf^^^^ fading, his Beach Boy-blond 
tK ^^^^L 'ocks slowly reverting to a 
Jfljj^H -aiuro' MP' 

^^9^^| ^| is finding a few things have 
^M changed in the five years he's 
H^ been away from the UK. 
"Everyone's gone out and 
bought a mobile phone," he says "and I haven't a clue who 
any of the soap characters are." What's not different of 
course, is the dismal weather - this was not the summer to 
come back to Blighty Neil's the long-term editor of Arcade 
and will take over full control of the reins when Matt B 
pushes off in a month or two. Occasionally a faint cry drifts 
towards Mart's end of the office: "Haven't you gone yet?" 
Game of the moment: Blizzard's StarCraft on PC "I'm 
si ill obsessed, I'm afraid." 

I'm holding my breath for: Parapos the Rapper 2 on 
PlayStation: "He reminds me of a girl lonce fancied." 

Emma Parkinson 

The office answer to Bowser 
and certain to squash any of 
us if we get in her way, Emma's 
the heavyweight of the team, 
through position rather than 
choice - it's her job to -ni : - 
sure everyone does what they 
say, when they say they will 
land with this band of reprobates, it's not easy]. She does 
have a softer, friendlier side - she claims - but it's not 
always easy to spot "I hate animals, I'm not particularly 
fond of nuclear submarines" - Emma once chased down 
the British Trident fleet in a rubber boat near Faslane, 
Scotland - "and cakes make me retch." 
Game of the moment: Macintosh Tetris: "Simply an all- 

| December 1 1998 




/i V •¥'•€**€ ft 

* See Instore For Di 

The world of videogames: Give us 6 pages and we'll tell you everything 


Dreamcast prepares 
to take on the world 

Sega's 128-bit super-console ready ] Launches in Japan 27 November 

Sega's Dreamcast 
won't officially 
arrive in the UK 
until September 
of next year, but 
Japanese gamers get their 
hands on the 128-bit super- 
console within the next few 
weeks. 27 November is the 
official date, and Sega is 
working furiously behind 



the launch is a success. After 
all, it knows that Dreamcast 
could be the company's 
last chance to recapture 
a significant share of the 
videogame console market. 

launch activity, Sega snowed its 
hand to the gathered world press 
at its second "New Challenge" 
conference in Tokyo this October. 
There, Sega President Mr. Iramajiri 
revealed that Dreamcast will sell 
for ¥29,800 (around £150) in 
Japan, and that five games will be 

immediately available {Godzilla 
Generations, Sega Rally 2. Virtua 
Fighter 3tb, Pen Pen Trikelon, and 
July). He promised a "steady flow" 
to follow in the months ahead. 

The disappointing news that 
the machine's most important 
early game. Sonic Adventure (see 
Coming Soon, page 22), has been 
delayed until 17 December was 
countered with the nice surprise 
that Capcom has signed up as a 
Dreamcast developer. A special 
version of Resident Evil, to be 
named Biohazard: Code Veronica 
in Japan, will be released "some 
time after April of 1999." 

Additionally, veteran game 
maker Namco (publisher of the 
Tekken and Ridge Racer series) 
pledged support to Dreamcast's 
future, but could offer no firm 

news of specific game releases. 

Something original seems likely. 

It was all exciting news - 
enough to visibly excite the 
crowd, and the mood remained 
buoyant throughout the rest of 
the presentation. Even the less 
interesting unveiling of Sega's 
Dream Passport online network 
(unlikely to appear in the UK) was 
met with enthusiasm. 

So Dreamcast has received a 
provisional thumbs up from the 
world's press, most of whom 
went on to the Tokyo Games 
Show (held the weekend after) to 
see what the game playing public 
would make of it (see the story 
on page 14 for more). 

Of course, Sega's return to the 
home console arena is far from a 
guaranteed success, but at least 

Dreamcast has negotiated its fir 
couple of hurdles in some style. 
We'll have a full report on 
how it's going down in /j 

Tokyo in Arcade 2. m* 

Show, page 14. 

"A special version of 
Capcom's Resident Evil 
will be released in 1999" 


SNES W3i from the S-bi 

What's Dreamcast 
like to play? 

Neil West is one of the first UK 
journalists to play Dreamcast 

M you played F-Zero 

The rules had been 


Do jmbei 1998 

Fast Lady 

— . — __■_ . a -■ _. _, _. . turbo-charged graphics ana 

bran lunsmo stole the PlayStation racing crown, toot-to-the-fioor powersiides 
Now, with Ridge Racer Type 4, Namco wants it bade. £SV wm the a cade 

e console, delivering 

night kings 
of the PlayStation highway. 

But other developers 
quickly caught up, and when 
Gran Turismo roared in 
with its hundreds of cars and 
"it's just like TV!" graphics the 
Ridge Racer series was left 

coughing exhaust fumes. 

But now it's back, with 
R4: Ridge Racer Type 4, and it's 
looking to whup ass. The game 
features eight tracks, over 300 
car variations and a new Grand 
Prix mode in which you have 
to compete with other drivers 
in your team for the best tars. 

But it's the graphics that 
will amaze. Check out the glare 
trails from the cars' headlights 
and tail-lights during night 
levels. Take your eyes off the 
road to appreciate the colours 
and textures of the scenery, 
i your eyes to 
the road and notice how the 
multi-vehicular collisions have 
been beefed up. Basically, 
marvel at the return to 
form of Namco. This om 
is going to be a classic. 


K m 



Tokyo Games Show 

Dreamcast's public debut Sony keeps stiff upper lip | Games, games and more games 

The videogame 
industry moves 
pretty fast. If you 
don't stop and 
look around once 
in a while, you might miss 
something. With this in 
mind, a band of videogame 
journalists, eager publicists, 
scruffy developers, firm- 
handshaking CEOs, and 
others with a stake in the 
booms and busts of Sony, 
Sega, Nintendo et a I, spend 
a surprising amount of 
their working lives at trade 
shows. There's almost an 
established circuit, each 
year taking in London's 
ECTS (European Computer 
Trade Show), America's E3 
(Electronic Entertainment 
Exposition), Nintendo's 
Space World extravaganza 
and Japan's leading event, 
the over- sized, biannual 
Tokyo Games Show. 

The first public unveiling of 
Sega's Dreamcast headed the bill 
at this October's TGS. and this 
meant that I simply had to be 
there to witness events first hand. 
Although demonstrated to the 
press at Sega's own New 
Challenge conference over the 
days preceding the show (see 

success of 
the show 
was Taito's 
Go 2, a well 
loved train 
driving sim 

pages 12 and 18 for more on this, 
and Dreamcast in general) the TGS 
was the 128-bit superconsole's 
first test under the eyes of the 
toughest critics of them all - the 
Japanese game playing public. 

Sega has enjoyed mixed 
fortunes on its home turf over 
the years, but continued success 
in the arcades, and the perennial 
appeal of Sonic the Hedgehog, 
has kept the company a place in 
the hearts of Japan's gamers. 
Going into TGS, it was clear that 
most wanted to give Sega the 
benefit of the doubt one more 
time. They wanted Sonic 
Adventure to be like nothing 
they'd played before. They wanted 
Dreamcast to be a success. But 
were their hopes realised? 

In a word, yes - the buzz 
surrounding the banks of 

Dreamcast systems available for 
hands-on testing remained "up" 
throughout. Despite the absence 
of the eagerly awaited Dreamcast 
take on Biohazard (aka Resident 
Evih or playable versions 
of the stunninq-lco-dna 
Sega Rally 2. Sega's new 
baby was met with 
almost universal 
approval. On the 
Saturday of the show, 
enrhi, sialic gamers 
(typically, but not always, 
schoolchildren) queued in lines ten 
deep to grab a five minute demo 
of Sonic Adventure, while the 
scrum surrounding the ten 
machines running Virtua Fighter 
3tb (the tb stands for Tournament 

Battle) often completely eclipsed 
the on-screen action. On the 
periphery, executives from both 
Nintendo and Sony cast a wary 
eye over their new competitor, 

I occasionally even 
swapping ni ' 
But despite all 
this, Dreamcast 

wasn't necessarily the undisputed 
star of the show. The line of 
fanatical children waiting in line 
for a go at Bandar's Mobile Suit 
Gundam: Char's Counterattack 
reached such lengths that a 
man was sent out with a big sign 
informing the crowd that it would 
take four hours to reach the front 


But then they would say that.. 

hakers and strategic alliances - "Sega pulled off a 

;ional nearly everyone's got a great launch; 1 says lea 

y vested interest. Like this: 5an of Argonaut "Of 

yo 'Dreamcast is clearly course, Sonic was the 

for themselves. Sony's Phil Harrison. But an exact conversion of 

ig a show-goer then he would say that the model 3 coin-op, 

loint He also thinks it's more or less. And Sega 

fw is kinda great that, "Crash RaflyZ looked good too!" 

rally Bandicoot Jean he quite So Jez Is a bin ftn 

ssible reasonably compared to But then, of course, his 


| December | 1998 

Babes, beautiful babes 

demo at th 

hefty pay packet and ill 

Tokyo Garr 

s Show is 

three days of "fame" M 



* 1 '"'' 1 "" = rnntart nf H 1 


the very 

Companion Lady" is held V 

Politically ci 

-ec:?Er iu 

[he Ir^wi mrlnf'l i.ntti ■ j 

probably n 

^ B 

hcirg p„h:.civ -isp ay en H 



in Tokyo's Megunai V 

The patient queue merely dug its 
heels in for the wait. Elsewhere, 
the unveiling of Namco's Ridge 
Racer Type 4 (a worthy challenger 
to Gran Turismo's racing crown). 
Square's Final Fantasy Vill (the 
blockbuster follow-up to, you 
guessed it, FFVIFi, and SunSoft's 
surprise hit Hard Edge (a Resident 
Fw'J-inspired action game) all 
served as reminders that any talk 
of PlayStation's successor may be 
more than a tad premature. 
Indeed, Sony's business is 
booming - and continues to gain 
momentum. After the demise of 
Saturn, and with Nintendo 64's 
continued failure to impress the 
Japanese public PlayStation is 
the undisputed champion of 
the Japanese games scene, 
Prior to the show there had been 
speculation that Dream cast's 
launch would force Sony to show 
its hand regarding PlayStation 2 - 
but it didn't happen. Instead, 
Sony seemed content to allow 
Dreamcast to enjoy its 15 minutes 
in the spotlight "It takes more 
than an ageing blue hedgehog 
and a two year old coin-op 

seemed to be saying. Instead, 
PocketStation and games such 
as Warped, IQ Final and Crash 
Bandicoot 3 were the focus of 
Sony's enormous stand. 

Disappointingly, there was no 
sign of either PaRappa the Rapper 
2 or Gran Turismo 2, but there was 
plenty else to wow the crowds. 
Square, the undisputed king of 
Japanese computer graphics 
animation, once again cemented 
its reputation with a world-class 
display of its art. Produced 

especially for the show, a trailer 
for Final Fantasy Vlll featured 
snippets taken from the game's 
many cut scenes, including a one- 
on-one sword duel between 
Squall and Sypher (from the 
game's intra), stunning scenes of 
a speeding train and the game's 
bad-girl. Edea. Breathtaking stuff. 

Capcom, another giant of the 
Japanese games scene, proved 
that you can't keep a great game 
down with Street Fighter Zero 
(Alpha! 3 Featuring a host of 
characters from Capcom's back 
catalogue and the classic 
gameplay of the Street Fighter 
series, it proves that 2D games are 
still viable - and a lot of fun. 

Perhaps the strangest success 
of the show was Taito's Go 2 - a 
faithful PlayStation conversion of 
the well loved train driving game. 
Yes, soon you too will be able to 
enjoy at home the nerve-jangling 
tension and gut-wrenching 
excitement that is applying the 
brakes to a slow-moving train so 
that it stops in line with a mark 
on a platform. No, we don't get 
it either. But the Japanese love it. 

So who were the big winners 
and losers? Well, Sega has to be 
pleased with Dreamcast's first 
outing. While not exactly rocking 
the Makahuri Messe convention 
centre to its foundations, it 
certainly sent out a few shock 
waves. And PlayStation gamers 
have both PocketStation and a 
slew of great new games to look 
forward to. All that was missing 
was Nintendo, but then its got its 
own show to look forward 
to later in November. ifll 

Arcade will be there. *■• 

Sony's PocketStation is a cutie 

PlayStation memory 

download mini-games 

from select PlayStation 

display. It costs about 

games. Slap in a copy o 

£20. It's inspired by the 

final Fantasy VIII. for 
example, pi ug in your 

Japan of Tamagotchi and 

Porte t Monsters. And 

can walk off with a littl 

FFVIII sub-game to play. 

damn thing will be a 

Think of a stripped- 

include Street Fighter 

Zero 3, Monster Farm 2 

into your PlayStation's 

the UK next summer. 

'o O 

Sam Richards' 

World of Games 




And grooving. And boogy'mg. And twisting. 

The latest coin-op craze to hit Tokyo is 
Konami's Dance Dance Revolution. No, really - 
it's huge. Everyone's at it. Businessmen, kids, 
policemen, it seems no one can resist the 
unique experience of making an utter tit of 
oneself in front of an arcade full of giggling spectators. 

Anyone who's played PaRappa the Rapper will see that 
Dance Dance Revolution is the logical e\ 

Here's how it 

flashed on the game 

"Down!" and so on) ; 

Except that they're n 

That's right. Pre 

iic plays, moves are 
creen ("Right!" "Left!" "Right-right!" 
id players have to respond accordingly, 
t holding a joypad, they're standing on 
iure sensitive pads on the floor record 
your dance moves - the tiles light up under your feet, Michael 
Jackson style, if you're doing it right - and your perfc 
is rated on screen. If you're keeping up with the steps to 
song you're told, "You're a dancing machine!" and asked 
"Where did you learn moves like that?" If you h 
all the dancing talent of a dalek, you're 
unceremoniously booed off the floor. 

At 4am one morning, your Arcade reporter 
witnessed queues five deep at one particular 
machine in the sleazy Ropongi area of Tokyo. 
The music was blaring. Two Japar 
businessmen (complete with suits, 
briefcases) were duelling it 
out for supremacy. Both 
were on expert level. Both 
were sweating buckets. 
Both refused to quit. 

Be warned. Dance Dance 
Revolution is highly addictive. 
And it's coming to an arcade 
near you soon. 

Gran Turismo 3 
gets green light 

■ Although details of near- 
mythical PlayStation 2 games 
are harder to come by than 
pubs in Iran, it seems likely 
the launch games will include 
Gran Turismo 3, the much- 
awaited second sequel to the 
currently reigning champion 
race game. This news would 
seem to suggest that Gran 
Turismo 2, due for PlayStation 
in Autumn '99 or thereabout, 
may use a modified version 
of the existing game engine, 
with all the hot new tricks 
being saved for PlayStation 2. 

PlayStation 2 
"just rumours" 

■ Meanwhile, Sony has 
released an official statement 
to co i node with the launch 
of Dreamcast, part of which 
warns against the drcutation 
of spoof stories regarding 
PlayStation Z So, er, don't 
believe everything you read... 

Unreal decision 

■ Despite the success of 
Epic's brilliant PC first-person 
shooter Unreal, the company 
says it plans to farm out 
development of the sequel 
to Legend Entertainment, 
creators of the dubious Star 
Control III, rather than again 
produce the game though its 

understandably refused to 
comment on this bizarre 
decision, although it confirms 
that the original team are 
working on various (as yet 
unspecified) Unreal add-ons. 

Micro coin-op 

■ Fans of cult racing classic 
M/croMarhwieswillbe thrilled 
to learn that Japanese arcade 
giant Namco has approached 
UK-based Codemasters to 
develop a coin-op version 
of its console and home 
computer hit The new game 
will boast special features 
exclusive to the arcade 
version - though it will, of 

course, retain the four-player 
option that had us all 
hooked. Codemasters expect 
the machine to be ready 
for the arcades by Autumn 
1999, but will have to fight 
history if the thing is to 
succeed. After all, both EA 
with Madden Football and, 
famously, MicroProse with 
F-1 Strike Eagle have lost 
ions trying to pull off 

censors see red 

"Secretive" ratings board challenged Child psychologists consulted 

That slow- burning 
evergreen that is 
the videogame 
censorship issue 
flamed again this 
month as SCi's painfully 
punned Carmageddon II: 
Carpocalypse Now was 
finally released - but with 
zombies instead of humans 
providing the roadkill. This 
move was taken in order to 
appease rating chiefs from 
the British Board of Film 
Classification, who awarded 
the game with a 15 rating 
after some last- 
changes to the colour 
palette had turned 

humans into green-blooded 
living dead. The original 
version of the game would 
have struggled to gain even 
an 18 certificate, and had 
encouraged the BBFC to 
hire child psychologists in a 
bid to assess it. "We were 
simply astounded when the 
psychologists were brought 
in," says Georgina Worsley- 
Winteringham of SCi. "It 
was always intended as an 
adult game." 

The BBFC has declined to 
comment on the 

matter, an unhelpful position 
that has provoked criticism from 
the European Leisure Software 
Publisher's Association. "We don't 
believe the BBFC are qualified to 
censor computer games," says 
ELSPA chairman Roger Bennett. 
"They're very secretive and give 
no idea as to their criteria. They 
can also take forever to rate a 
game, and don't let the publishers 
know what's going on." 

instead, ELSPA is confident it 
can persuade the government 

to change the law, 
taking power out 
of the BBFC's hands 
and instead enforcing 
a method of self- 
regulation, to be 
administered by the 

existing Video Standards Council. 
"vVe are perfectly capable of 
ensuring that unacceptable 
games don't receive a rating," says 
Bennett "Our criteria will be fair, 
sensible and, more importantly, 
out in the open." 

Meanwhile, SO insists that 
the graphical alterations made 
to Carmageddon II will have no 
real affect on the game's appeal, 
which "lies in the improved physics 
and gameplay." It's a view shared 
by Darren Newnham of HfvlV 
who's hoping the game will still 
sell in large numbers to a 
"switched-on audience who 
know what they're getting, and 
will be on the look out for 
updates via patch disks or jfll 
the internet anyway." *"* 




A certain Ms Croft 
launches her own 
range of leisurewear. 

To tie in with the 
release of Tomb 
Raider III on PC 
and PlayStation, 
El DOS Interactive 
has announced a new 
range of Lara clothing 
manufactured by Animal 
Promotions, each item 
featuring rubberised 
badges, stitched-on fabric 
labels, embossed logos and 
embroidery. There are Polo 
shirts, sweat shirts, t's, 
fleeces, jackets, rucksacks, 
baseball caps, towels, 
watches and the like, not 
to mention mousemats, 
calendars, Lara figurines 
and 5' free-standing cut- 
outs. "In line with the 
understated design 
principle, colours have 
been intentionally limited 
to black, white and grey," 
they say. No rubberised 
green t-shirts or cargo 
shorts then, unfortunately. 




■ You've played the 

Marvel Super 
Heroes Versus 
Street Fighter 

■ PlayStation ■ Capcom 

■ March '99 

Basically a sequel to X-Men 
Versus Street Fighter but 
with additional moves and 
crazy combos. Our money's 
on the Marvel Super Heroes. 

Magical Tetris 
Starring Mickey 

■ N64 ■ Capcom 

■ Spring '99 

Classic Tetris with playable 
Disney characters and 
mucho technicolor fun. You 
know, for kids. 


■ Coin-op ■ Namco 

■ Spring '99 

A mental Japanese racer 
which snaps your portrait 
and sticks it on the screen 
above your car. Makes 
watching your mate in the 
rear view mirror hilarious. 

Crash Bandicoot 3 Japan 

■ Sony PocketStation ■ PlayStatii 

■ SCEB Summer '99 ■ Late '99 

That cheeky Crash fella 
features in the first bout of 
PocketStation software, 
along with Street Fighter 1, 
Theme Aquarium and Final 
Fantasy VIIL 

Code: Veronica 

■ Capcom 

■ Win 


in which you play a young 
Samurai fighting enemies 
possessed by demons. The 
poor chaps 

between Resident Evil/jarts 
II and II! fthe latter is planned 
for PlayStation 2), you play 
Claire Redfield trapped in a 
tropical zombie hell. 

16 I Arcade I December I 1998 

Star Trek and Star Wars under one roof | Software boss "very excited" 

One-time games 
giant Activision, 
still famous for 
bringing us the 
likes of Pitfall 
and Ghostbusters back in 
the '80s, is currently in the 
midst of a quite remarkable 
return to form, now capped 
by the signing of exclusive 
worldwide game rights to 
media outfit Viacom's Star 
Trek property for the next 
ten years. This follows a 
couple of distribution deals 

struck with the Hollywood 
giants Disney and LucasArts 
- home, of course, of Star 
Wars — which will see some 
of the biggest games of '99 
wearing the until -recently 
near- dead Acti vision label. 

The Star Trek, deal is most 
significant, as it means all Trek 
games will be brought under the 
wing of a single publishing house 
for the first time. By the time the 
last games from existing licensees 
MicroPro 5e and Interplay are with 
us, Activision should be ready with 

its first Trek game, probably a 
multiformat title to tie-in with the 
new movie Star Trek: Insurrection. 
"The passion that's gone into 
creating the Star Trek universe is 
indescribable, and that passion is 
well reflected in its following," 
enthuses Activision's John Burns. 
"When you look at the depth of 
the characters, the vehicles and 
the equipment, plus every species 
of alien creature the Federation 
has encountered over the years, 
the potential for game design is 
as limitless as space itself," 

Over in LucasLand, c 
is running even higher. All material 
featuring characters from the first 
three films is to be repackaged 
Star Wars Classic in the run-up 
to May '99's new movie, with a 
game based on Episode One: The 
Phantom Menace due pretty soon 
after. In the shadow of all this, the 
Disney stuff might seem like small 
potatoes, though much is hoped 
of the Iby5toiy//game, currently 
scheduled to tie-in with 
the release of the second jfll 


itannia Rules 

■ The pitch: This is 

Will you offer all 

■ The response: 

the in-depth PC 

manner of bribes 

-Without doubt this 

strategy game 

to easily corrupted 

is the worst idea I 

where you get to 

third world rulers? 

have ever heard. 

make Britain great 

Your task is to create 

ranking right up 

again! Your task is to 

there with that 

build up Britain's 

which the sun never 

awful game from 

army so she's in a 

sets. For each part of 

Germany where you 

position to reclaim 

the map coloured 

had to shoot all the 

her old empire 

pink you get revenue 

Turkish immigrants 

territory. Will you 

- money you can use 

begin with a small- 

to finance further 

scale attack on 

land-grabs, or to 

Sorry, but there's no 

somewhere puny. 

quel lefty rebellion 

great gaming leap to 

like Singapore, or a 

back home. 

be found here." 

large-scale invasion 

Peter Molyneux, 

of a major former 

> Lianhead boss and 

colony, like ^_^^^^^^^P|^f^ y^S 

|| creator of 

India? Will *Le 

you covertly ^k 

supply arms to ■ 

l ■ ^^Bu? 

,'j>2^ ■ Next 

Pakistan to " 

^^^^fc month; 

distract Indian 

10*^^ We have 

troops in Kashmir? 

% ^^»JP*^ 

another go. 

"You foolish 

Quake champ Thresh takes on 
all-comers at "Quakeadelica. " 
Can you guess who wins? 

world's greatest Quake player. 

After an evenir.r; ot dim nation 

■ The date: October 15th. The only one man - handled "Billox" 
place: the world-famous London - was left standing, and Thresh 
nightclub, Ministry of Sound, The awaited. But 2Q minutes later the 
event: Quakeadelica, a Wireplay- gap between mere mortals such 
Billox and the indefatigable 
iresh ■.-■■-■■as evident. The final 
>re: Thresh 56, Billox -1. 
Complaints about Thresh 
country as well as on Wireplay using his own superior PC and 
(, the faster USB mouse fell by the 
best of British Quake players wayside; this was a smacking- 

g at ho red to i: r;n: it out 3 n-, orgs", dowr of unprecedented 
themselves. To the winner, not proportions. May we ell hang 
only a trip to Mew York to play in our heads in shame. 

afeo the chance to take on ■ Thresh squirms under 

Thresh, acknowledged as the Arcade's glare on page 44. 

sponsored t 

the UK's hest Quake II player. 
After weeks of heats played 

games, and now has its sights 

considering th 
between Dreamcast and PC 
architecture. The first fruits 
of this move are likely to be 

vo of the 
very best PlayStation gar 
Metal Gear Solid and ISS Pro. 

Thrill killed 

■ Thrill Kill, the gory gothic 
beat-'em-up being developed 

canned by the studio's new 
owners, EA. As a result, we're 
going to miss out on scenes 
of violent mutilation, not to 
mention the female character 
who appears to orgasm after 
a kill. "We will not publish 
Thrill Kill in its current form, 
nor will we publish any game 
using the Thrill Kill name," 
said E A tersely. Prudes. 

Dixons announce 
new specialist 
game shops 

■ As if we didn't already feel 
silly enough visiting Pink 
Planet, the Dixons group has 
cashed in on the videogames 
boom by ai 
to open a chain 
videogame stores dubbed 
(ahem) (gjarkarta. A Dixons 
spokesperson told us that the 
first shops will open before 
Christmas at Thurrock and 
Brighton, but could shed no 
light on the stupid name. 

Bitmaps back 

■ The Bitmap Brothers, 
much- hyped programming 
ponces of yesteryear, are 

yet unnamed project. Most 
famous for wearing shades 
and looking "cool" they also 
made graphically stunning 
Amiga games in the '80s, 
notably the Speedball and 
Xenon series.The Brothers 
are keeping pretty quiet 
about their new title, but 
when asked if they might 
follow it with further Xenon 
or Speedball sequels, they 
had this cheery reply for us: 
"No." Thanks, lads. 

December! 1 998 1 Arcade I V 




Sega's Dreamcast offers 
incredible power, but 
will that be enough? 

Impressive 128-bit superconsole | Arrives Japan now, UK Autumn '99 1 But can it really beat Sony? 

These have been hard times for 5ega. Only five 
years ago it was the acceptable face of gaming, 
the assertive brand leader confidently defining 
what videogaming could mean to the man in 
the street. Sonic the Hedgehog was a universally 
recognised icon, while the swoopily designed, 
aggressively marketed Mega Drive console gave gaming 
sex appeal for perhaps the first time. Early '90s Sega did 
tons to bring videogames out of the bedroom and into the 
living room, and for that we should all salute it. 

But then it went wrong. Mega Drive got old. Add-ons such as the ill- 
fated 32X and Mega CD systems got nowhere. Worst of all, Sega's Mega 

18 I Arcade I December 1 1998 

Drive replacement, Saturn, was 
utterly trounced by PlayStation. In 
no time at all, the brand became 
synonymous with arrogance and 
short-sightedness. To be this bad 
took Sega just four years. 

But now the company has 
another chance. In Japan, where 
Sega's about to launch Dreamcast 
- its latest and most powerful 
games system - the pre-launch 
hype has worked desperately to 
put things right. The new machine 
hits Tokyo stores on 27 November, 

and Sega's promotional push is 
already in full swing. Bizarrely 
enough, the TV ad campaigns 
have shown Yukawa Hidekazu, 
the company's executive director, 
wandering around Tokyo and 
realising that his worst fears have 
come true - Sega simply isn't cool 
anymore. But of course, soon it 
will be. Dreamcast is something 
different, Sega's saying - a fact 
driven home by the conspicuous 
absence of the company's logo 
on the console itself. 

You see, with Dreamcast, 
everything is new. Where previous 
Sega machines were black and 
flash, Dreamcast is an understated 
dull silver. The Japanese marketing 
works hard to build an impression 
of Apple- like quirky sophistication, 
while the name alludes not just to 
some vague "realisation of your 
dreams" motif, but to Sega's very 
own dream team of top-notch 
technology partners that includes 
MEC (graphics!, Hitachi (processor). 
Yamaha (sound) and Microsoft 


Main RAM: 16Mb SDRAM 
Video RAM: BMt) 
Audio RAM: 2Mb 

Caches: 8K in;trurtion/16K 
data/1 2BK CO-ROM buffer 
Modem: 33.6kbps (v34) 
Video output: VGA and 

;(i US/ UK release: 

(operating system). By targeting 
the rather older, more affluent 
demographic - which Sony has 
done much to cultivate in recent 
years with PlayStation - Sega is 
hoping to leave the "kid's toy" 
image completely behind. And 
with a $100 million marketing 
budget allocated to each of the 
major territories, it should at least 
have a fighting chance. 

But what's so impressive 
about Dreamcast itself? Well, you 
have to say that technically this is 
a smart response to the increasing 
importance of the PC in the 
videogame market - basically, if 
you can't beat 'em, join 'em. PC 
graphics card performance now 
eclipses what '5 possible on the 
PlayStation and Nintendo 64, so it 
would seems smart to incorporate 
that technology into a dedicated 
console. So that's what Sega's 
done. Since Dreamcast only has 
to run game graphics, and can be 
mass produced in vast numbers, 
Sega is effectively able to deliver 
considerably more power than a 
400 MHz state of the art Pentium 
PC costing up to Q000 for a mere 
¥29,800 (about £150). Not only 
that, games will just plug-in-and- 
play - there won't be any conflict 
between your sound chip and 
your joypad port, or any of that 
nonsense PC owners still put up 
with. It's a console, after all. 

And there are further techie 
innovations too. A built-in modem 
is available as standard in Japan - 
allowing the exciting prospect of 
head-to-head 5ega Rally 2 racing 
by direct dial I mod em -to -modem) 

- but will likely be an accessory in 
the UK, where local phone calls 
are still prohibitively expensive. 
Dreamcast's Visual Memory 
System (VMS) is one innovation 
that will come as standard on our 
machines, however - a mini Game 
Boy-like unit that plugs into the 
joypad and will allow many games 
to provide you with additional 
features (such as the Tamagotchi- 
style development of characters) 
in a portable fashion. 

But all this will count for 
nothing, of course, if Sega's new 
baby doesn't become the home 
of great games. No console outfit 

- except, maybe, Atari - would 
be so dumb as to underestimate 
the importance of excellent 
software at launch, and this is one 
area where Sega should excel. 
Having just about recovered from 


■ Dreamcast: 
look; a lot like 
a PlayStation, 
doesn't it? 

How powerful is Dreamcast? 

How Dreamcast outperforms high-end Pentium PCs - and all for £150. 

■ There are many parallels between the Dreamcast How of information to tra 

el amongst the different 

matching the power of a stale of the art arcade game 

chipset and a high-end Pentium PC, but there are Also components of this dosed 

games. This is something 

n the PC- 

this graphically accomplished start appearing. 

Ih'-istjie of P(Xth.-.v ■.-.■; no:- tabiv ca-ch uu). The The graphical prowes 

Dreamcast also plays host to a highly advanted 

new Sega machine's central processing unit (CPU) is down to the expertise of 

sound processor courtesy of Yamaha (providing 64 

designed by Hitachi and is not only a faster chip than card manufacturer VideoL 

git. Via parent torn p any 

voices, and sophisticated effects), as well as a 12- 

a Pentium 2. it's ideally suited to running the fast NEC, the second generate 

of its Power VR PC 3D 

speed CD-ROM drive. While thooreti tally this should 

mathematical calculations needed in 3D games. "The technology has been integrated into the Dreamcast 

reduce loading delays compared to the PlayStation. 

architecture of this system has been designed from chipset, providing a 640x4 

n in reality the system's eight-fold increase in storage 

the ground up to be optimised for console gaming," and a massive number of 

olygons (the physical 

(RAM) space over Sony's machine may off -set any 

i.ivi Ne;il Robisai. director or' -jciuz-.nrpd technical geometry that m,-ik.--s .ip 

ost 3D graphics) on scree 

support at Sega of America, "We've allowed for the at once. The result is a syst 

em approaching or even 

also more space to fill. 

he nightmare that was Saturn write games for the system, and 

upon. The makers o 

countless It's all starting to sound very 

notoriously difficult to program, while it's questionable how many 

landmark games ov 

r the years - promising. Step through the horde 

estricted developer support, a of these have it within themselves 

parlcjlarly in the cc 

n-op field - of rose-tinted Sega evangelists, 

dearth of worthy titles), Sega has to create truly great games, there 

Sega's creative side has had a however, and it becomes clear 

made sure it's got the creative will be lots of good stuff about. 

serious shake-up in the past year that not everyone subscribes to 

back-up to give Dreamcast the And on top of that, of course, 

or so. with dead-wood being the Dreamcast vision. Developers 

best chance possible. Around 300 there're still Sega's vast internal 

moved aside to make way for are already voicing concern that, 

developers have now signed up to development resources to draw 

fresher, more innova 

ive blood, though Sega's effort 1 , to imprcwe 

December 1 998 Arcade | 19 

ts developer relations and give 
> up vital technical information has 

Tl good, Microsoft's provision 
of its PC-based Windows CE 
operating system may undermine 
the overall quality level. Windows 
CE makes it easy to port PC code 
to Dreamcast, y'see, and the fear 
is that this may encourage lazy 
development. One prospective 
developer, who asked not to be 
named, commented, "There'll be 
a ton of turds dropping on that 
machine in no time, and they'll all 
be under-programmed ports of 
dodgy PC games - games that 
probably wouldn't have made it 
across without Windows CE". 

It's a valid fear. The best of the 
Dreamcast programmers, on the 
other hand, are ignoring Windows 
CE completely, and "writing to the 
metal", thus producing results that 
are already some way ahead of 
what's possible on even a high- 
end PC. A steady flow of time- 
sensitive, technical information 
to developers from Sega should 

Sega has made sure it's 
got the creative back-up 
to give Dreamcast the 
best chance possible 


cf the:" rake. 

is the re 

As has become traditional for 
game consoles, Dreamcast will 
receive a warm-up run in Japan 
before taking on the world - 
Sega's current estimate has US 
machines arriving in September 
'99, with official UK. imports at 
the same time or shortly after. 
But for those too impatient to 
wart a whole year, ipeoalisL 
gaming stores will be bringing 
Japanese systems over to the UK 
by the start of December at a 
vastly inflated rate - expect to 
pay around £400 initially. It's a 
"grey import" market that has 
existed in the UK, US and Europe 
for years, and holds the same risks 
as personally importing a Jap spec 
car - your Japanese warranty 

■ Sonic the little blue fella 
will give Dreamcast its first 
ground-breaking game. 

won't be worth the paper its 
written on over here. You'll also 
need an NTSC compatible TV to 
get your import Dreamcast 

So what's it add up to? Well, 
Dreamcast is clearly an exciting 
machine, and one we'll watch 
closely over the coming months. 
Possibly the biggest problem it 
faces, however, is that while good 

- and clearly more powerful than 
anything Sony or Nintendo have 
on offer - Dreamcast doesn't 
represent anything like the giant 
leap in graphical performance, or 
indeed, game experience, that 
Mega Drive/Super Nintendo and 
PlayStation/ Nintendo 64 offered 
at launch. Sony's PlayStation, in 
particular, was a monumental step 
over the 2D displays of previous 
consoles, providing a rich and 
immersive 3D that's now become 
de rigeur. In technical terms 
Dreamcast is way ahead of PSX, 
but it still looks like an incremental 
step, or intermediate technology 

- a giant leap for Sega but a small 
one for videogaming, perhaps. 
This isn't necessarily a fatal flaw, 
but it means Dreamcast will need 
some imaginative software to 
become a mass-market must-buy. 

More worrying is the fact that 
ail eyes are now turned towards 
its aggest rival, Sony - a company 
that now boasts Godzilla-like 
stature in its native market How 
much time will it give Sega to get 
D'eamcast established before 
leaping in with PSX 2? Ominously. 
major news about the PlayStation 
sequel is expected in the week 
prior to Dreamcast's launch, with 
most predicting that it'll be 
launched in Japan next 
Christmas. Sega clearly has ^jj^ 
a big fight on its hands. ■"* 

innovative add-ons 

Why the modem won't come to the UK, but VMS will. 

Most of features, such 

■ Joypad 

Fame" and even digital 

greeting cards that can 

and feel! like a hybrid of 

designed to add a new 

A keyboard will also be 

own analogue controller 

games, as well as provide 

made available, further 

from Saturn. Hedging its 

extending the scope of 

Bets, it uses an analogue 

game files. Boasting a 

48x32 pixel screen, an 

cross-pad. However, with 

8-bit processor and 

128K. RAM, the unit has 

In the USA, where 

the capacity to art as 

online gaming is at its 

it's curiously lacking in 

a Tamagotchi/Porter 

most advanced, the 

system (allowing you 

foolish not to, especially 

A cavity in the top of 

the console, Tamagotchi- 

activity of cable online 

style). As the LCD serpen 

services over there. In 

insertion of both the 

the UK, however, it's 

VMS data unit anda 

plugged into thejoypad, 

unlikely that Dreamcast 

Nintendo- style vibrating 

will get the modem - at 

could be for displaying 

least initially. Those who 

can afford the rather 

information to players in 

daunting local call rates 

Ja 1 Mnese , gamers' ab ' e *° 

multiplayer games. The 


A^oTa handheld 


console in its own right, 

plugged into the brand 

The joy pad's small. 

may be bigger); 
VMS (above) is dinky. 


Dreamcast goes 
to the arcades 

ni. that wil provide work' Aside fior- the 
■am or" easy-to-da costly Neo-Geo and 

\-;r Ihi.-- iv.\- \yV.rr po'vere- uv^'.n -on- 

to its high-end o 
of top quality tit 

December I 1998 


Giving the games away 

Dreamcast should have around 10 titles ready for Christmas. We detail the front runners. 

M Despite an economy 


spiralling out of control. 

Japan's level of disposable 

enough that sales of the 

have not been hit at ail- 


Dream cast will sell to the 

hardcore in its week of 

release whether one great 

game is available, or 20. 

What happens next is what 

matters, and Sega learned 

enough from the launch 

of Saturn four years ago to 

Is much stronger this time 


around. Of course, by the 

time the first official UK 

bX^cluitealiotry 1 ! 3 ™ 

Available at launch 

Available before Christmas 

.ribute" to Resident Evil behind rt Essentially in* 

own at TGS received a Incoming will be the fi rst P 

■ osphere ■ Geist Force 

Tokyo Game Show (see 
page 14) Sonic isamake or 
break game for Dreamcast 
Essentially a 3D incarnation 

of the Mega Drive classic. 

characters, different styles 
of gameplay and some vast 
3D environments. We have 

afceout-styfe Naomi bi 

IVirtua Fighter RPG 
I Resident Evil 




He's back. And he's been on more than Oil of Ulay 

while he was away. As a showcase game for the 

new 128-bit Dreamcast, Sonic Adventure simply has 

to be stunning. And it is. But can Sega's superstar 

recapture the thrills of his early '90s glory years? 

■ IN A NUTSHELL: Dreamrasf 's showcase game is an 
ambitious 3D reworking of Mega Drive's greatest hit 

Back in the early 1990s, it was Sonic the 
Hedgehog that pretty much single- 
handedly dragged Sega into the home 
videogame limelight. Although Sega 
continued to enjoy success throughout the 
16-bit era, successive hardware disasters 
soon dragged the company back to the arcades 
from whence it came. Sure, Saturn fans will tell 
you Sega's 32-bit answer to PlayStation wasn't 
in the same dire league as the Mega CD or 32X 
travesties, but this is true only in the way some 
parts of the Titanic are slightly less underwater 
than others. Sega's home console business was 
sunk, and Sonic went down with the ship. 

The good news is that Sega's back with a brand new 
console (for more, see page 18} and hopes are pinned on 
Sonic Adventure doing for Dreamcast what the original 
Sonic the Hedgehog did for the Mega Drive back in 1991. 
Arcade played a demo version at the Tokyo Games Show 

22 | Arcade | December | 19 

and can offer an eye-witness glimpse 
of what we have in store. 

First Sonic Adventure looks great. 
Sega claims "hat DrearrojiT s 12S-bii 
graph e:. hardware can draw I.Smillion 
polygons per second (compare to 
PlayStation's measly 120,000). Certainly, 
the intricate detail of Sonic's new 3D 
persona and game world is leaps and 
bounds ahead of what Mega Drive 
gamers will remember. 

It's not, however, the quantum 
leap -rii-vvard that the hype printed 
elsewhere may lead you to believe. 
Take our word for it, in places the 
graphics of Sonic Adventure really 
don't look that much more fancy and 
sophisticated than the best PlayStatoi 
or Nintendo 64 games. Look closely 
and you'll notice that the gold rings 
and long tunnels aren't so much 
circular as octagonal. At times, Sonic. 


Knuc<les. iai's er a I suffer from some 
severely jagged edges. A lot of the 
backgrounds are simply flat 2D 
pictures, as opposed to dynamic 3D 
models. And there's an uncomfortable 
degree of "pop up" (large objects 
appearing from nowhere, instead of 
gradually enlarging from the horizon). 
On face value, these quirks could 
point you toward the conclusion that 
Dreamcast's graphics technology is not 
as powerful as we'd hoped. Ox, it could 
be that Sega's Sonic Team hasn't got 

it's head fully around how Dreamcast 
works yet. Either way, the game isn't 
quite finished, and Yuji Naka's Sonic 
Team have until December 17th for 
tweaking and tuning. And they've 
been known to pull off some pretty 
impressive feats in the past. 

Of course, graphics are only part 
of the story. The real question should 
be is it fun to play? And yes, it most 
definitely is. 5onic's gameplay has 
always been based on speed, and 
here's where Sonic Advent*. ;;n really 
celivr'v Each of the game's six 
characters play at different paces, 
but it's Sonic's foot-to- the- floor rush 
through tubes, jumps, and loops that 
provide the greatest thrills. There's no 
arguing with running down the side 
of a skyscraper for delivering an 
adrenaline rush. Snowboarding down 
" i while being chased by an 

avalanche is pretty cooi- too (eve-i '■> 
you can't see where you're going - 
rakrj note oudding game designers). 

Control is generally solid but at 
times feels loose. The analogue pad 
is going to take a little getting used 
to, just as Nintendo 64's did. There'll 
be plenty of time to do so, though, 
Dfjca-jK 1 it's clear that the game 
boasts plenty of replay value. The 
fun of coming back to previously 
completed levels - to find all the rings 
and secret bits or beat a previous 
fastest time - is what made the first 
Sora'c more than just a five minute 
thrill. And while Sonic Adventure is still 
no Mario, it's getting there. 

Sonic Adventure is going to be 
a great videogame. No doubt. 
Whether it's enough tc 
Dreamcast's future is another 
question entirely. 


December | 1998 




Star Wars spin-off. Rogue 
'le arcade-action flighf levels from 
impire and builds a game around 'em. 

Furry midgets, walking carpets and Danish pastry 
haircuts. It can only be the new Star Wars game... 

There are some films that touch a nerve 
inside all of us, that make us want to 
forget our boring, predictable lives and be 
someone else - who, after Top Gun, didn't 
want to don a furry-collared jacket and take 
to the skies, for instance? And who hasn't 
fancied being Luke Sky walker, saving the galaxy 
from black-cloaked, wheezing tyranny? 

Indeed, such is the appeal of Star Wars it gives the 
LucasArts games based on it an almost unfair advantage 
over just about everything else - even when a Star Wars 
game is less than fantastic (like the overly video-reliant 
Rebel Assault games on PC it'll still manage to do okay. 
The most recent Star rt'iifs- licensed reincarnation was 
Shadows of the Empire for N64 and PC, which started 
well but fell to pieces after Its exhilarating first level. 

And now we have Star Wars: Rogue Squadron, set in 
the time between Star Wars and The Empire Strikes Back 

24 I Arcade I Jccember I 1 9 

and loosely based on the series of 
Wedge Antilles- starring Rogue 
Squadron books, in which Wedge 
leads a sort of Dirty Dozen of top 
X-wing pilots on dangerous and 
challenging missions. The game, in 
which you play Luke Skywalker on 
secondment to Rogue Squadron, 
centres on your climbing into as many 
different vwce vehicles as possible for 
16 levels across familiar and unfamiliar 
Star Wars locations. 

Missions are of an escort -and- 
then-rescue. sea reh-and- destroy 
or reconnaissance variety, each 
complicated by a mix of primary, 
secondary and sub -objectives, while 
the plot is linked together using plenty 
of cut scenes, keeping an eye on 
wingrnen like Wedge and Dack from 
the films is a big priority - the more of 
them that are still alive, the more will 


be around to protect you. But the 
emphasis here is really on flying around 
and having fun, pulling off manoeuvres 
like rolls and loop-t he-loops. 

"We took the best in gameplay 
from the action-packed flight levels 
of Shadows of the Empire." says 
LucasArts' Joel Dreskin, "and made it 
better, with special effects, real-time 
lighting, varied camera perspectives 
and more." And from the stuff 
we've seen so far, wed be hard £K 
pushed to disagree. *■"« 

Death or glory? Quake 11 offers both... 

■ IN A NUTSHELL: ihe fomeiJrC 

killfest comes to the PlayStation - if 
they can work out how to make it fit. 

n the PC vi 
| Quake II materialized 
n games shops back 


■■j owners curled up into 
HI tight, giggling balls. 
This violent first-person 
shooter, follow-up to Quake 
and Doom, offered the quite 
irresistible combination of 
a convincing land-of-Satan 
environment and assorted 
blood-thirsty nasties which 
you had to remove in a variety 
of unpleasant ways. 

Though they've teased us with 
glimpses of the PlayStation version a 
couple of times now, Activision is 
remaining extremely tight-lipped over 
exactly how the project's going The 
fact is. Sony's gamebox just ain't 
equipped to cope with the huge, 
jrchi'.eojrdlly slur "ling levels Quake 
players have grown used to - or, 
indeed, the game erginc itself, which 
was designed to run 
comfortably on 
£2,000-plus uber- 
computers. 5o what 

was developer 
Hammerhead to do? 

For starters, 
pragmatic about how 
handles the 

that while the 
team clearly has to do its best 
of the 

allowed to make 
for the PSX to cope 

by chopping them 
into smaller, much 
more manageable 
:: ts. 'hen sell us on 
the thangeby 
simply cramming in 

?1ay 'tation-specific 

sweetener. Next use the guts of an 
ex sting graph cse:igme. as seen in the 

...... ,;„, ,. faster, to deal 

wi'.h the visuals. They may never 
match those of their handsome PC big 
brother, but they should do the job. 

Naturally, id - famed developer of 
the original PC games - is keeping a 
beady eye on proceedings to ensure 
that the profile of its ultra-profitable 
offspring isn't tarnished by a sub- 
standard conversion. To that end the 
id guys have helpfully donated the Al 
routines from the original to make 
sure that the Grunts and demons act 
the way creatures spawned from the 
depths of Hell should. 

While PSX Quake II will never be 
able to offer the intense. Net -based 
multi-player bloodbath that made the 
PC model so popular, two-player and 
four- player split-screen death matches 
promised, with a link-up 
also a possibility. 

December! 19 

SH bandicoot 

He's the cute PlayStation mascot to rival the all- 
conquering Mario and Sonic. And now he's back. 

■ IN A NUTSHELL: third in the popular, but not perfect. 
3D platform series, boasting more characters and much 
wider-ranging levels, it's good, but is it a Mario-beater? 

The first two Crash Bandicoot games are real 
love 'em or hate 'em affairs. Though they're 
the best-looking 3D platformers available 
on the PlayStation, were generally well 
received, and are definite by -t he-bucket- 
load sellers, there's always been something 
is not quite right with the gameplay - and for 
most, this rather spoils the games. 

The problems aren't with Crash himself, who's full of 
comic animation. Nor is there anything wrong with the 
relentless pace, or the 3D levels which, in both exisiting 
cases, are large and beg exploration. It's to do with how 
frustrating the damn things are: the strict screen-wide 
routes which are full of timed jumps and probably too 
many baddies; the constant stumbles across deadly gaps 
sure to kill you and bounce you back to a restart point. 
8ut with Crash 3, we're told, it's different. The early 
levels still remain hemmed in, but some of the later ones 

26 1 Arcade | December | 1998 



Overloaded colour palettes and a bazooka- 
toting pup in Rare's latest lunatic spawn. 

■ IN A NUTSHELL: Nintendo's 
favourite non-Nipponesers launch 
stunning Mario-Rambo crossbreed. 

OoldenEye 007. Banjo-Kazooie. 
Both recent N64 hits, and the 
handiwork of sly and secretive 
UK developer, Rare. So surely 
a coupling of Bond's cool with 
the crazed antics of the bear/ 
bird combo would seem the 
next logical step - should anyone be 
jrv linged enougn to suggest it, 
let Force Gemini provides an 
unstoppable mix of the best the N64 
has to offer: a beautifully coloured 3D 
world, where movement is fast and 
free-roaming; bizarre yet strangely 
believable character designs 'in mis 
case a pre-pubescent blue-haired 
minx, a wannabe Power Ranger and 
a dog called Lupus], occasional puz:: e 
interludes and of course, a multitude 
of frighenn-eiy i.rge weapons. 

In normal mode 
you have to switch 
between the three 
characters in order 
to progress in an 
extension of the 
style gameplay, 
but there is a fat 
more violence to 
this game - along the way you have 
to beat the crap out of a menagerie 
of ugly opponents ~:ne mull -pliiyer 
mode heralds a return to the days 
0" two player coin-ops. whle t j highly 
enterta ning fojr-p layer deathmatch 
option proves gloriously incongruous 
as you blast the cute little characters 
to pixel oblivion. 

Jet Force Gemini is the kind of 
non-taxing nonsensefest for which 
the N64 was invented. Rare 
beating the Japanese at their J^k 
own game? Signs point to yes. *"4 

are totally free-roaming and ™ lude 
venicles 'or you ic arive: a Harley, jet- 
ski, biplane, even a T-Rex, It's no longer 
totally linear, and you can tackle levels 
in different orders. There's another 
character too - your sister Cocoa (who 
rides a tiger). With bits set thoughout 
history, there's plenty of diversity too, 
as you visit ancient China, the Jurassic 
period, the medieval era and Atlantis. 
"Crash 3 isn't a case of been there, 
done that, but a culmination of four 
years of work." claims Jason Rubin, 
president of Crash''., development 
team. Naughty Dog. "The gameplay 
is better and there are fewer side- 
scrolling levels. It's more sophisticated 
than the previous two games. For 
example, when Crash stands in dark 
water, he reflects from the point 
where his body hits the water. These 
sort of things have never been done 


in 3D before. Crash even has six new 
■■■■ iiji"-' move;, indue ng soeed bec-s's. 
double jumps and a super belly flop." 
And tne end tsu: 's inp'essive. 
Crash 3 looks beautiful, if pretty similar 
to the previous two incarnations. The 
detail in the 3D backgrounds is quite 
incredible, but you can't roam as much 
as you might like. And we did find the 
instant-death routines annoying as 
before. But this said, Crash 3 is 
one that requires some playina A. 
We'll tell you more next issue. *■» 

December I 1 998 1 Arcade I 27 



With an X-Files inspired plot and spunky female 

lead, Perfect Dark sounds perhaps a tad dull and 

over-familiar - until you realise it uses the great 

GoldenEye engine. Join us for a walk in the Dark... 

■ IN A NUTSHELL: flare's 007-free GoldenEye 'sequel': 
with even more exotic locations, better Al, a whole host of 
new weapons and an all-new female star. 

With the James Bond licence wrestled from 
its grasp, developer Rare mas left with 
the excellent GoldenEye game engine and 
the freedom to use it in whatever way it 
chose. But how? After a collective brain 
racking, the guys came up with a game 
based around a sexy gun-toting young lady and 
alien conspiracies. Originality? It's dead. Quality, 
however, is very much alive... 

The Perfect Dark team comprises the original GoldenEye 
007 programmers, plus a couple of new artists. Rare claims 
real-lime ray-tracing can be thanked for the reflections, 
shadows, glares and transparency effects that add depth 
and realism to the game's futuristic sets, and there's dearly 
dever stuff going on here. After all, it looks fantastic and 
stilt manages to knock out a slinkily improved frame rate. 

The game's 20 levels see heroine Joanna Dark on a 
mission to rescue a kidnapped scientist from the heart of 




the sinister dataDyne Corporation - an 
outfit suspected of harbouring secret 
alien equipment. As things progress 
you can expect to find a sprawling 
Tiilitci ■■■■,■■■ s: vie "'iitic c. science labs and 
even a Pacific underwater level, all 
rendered in gorgeous 3D. Each houses 
a decent amount of fodder for your 
big gun, though the emphasis on 
stealth that made GoldenEye a heart- 
pounding scare- f est will remain. 

Perfect Dark's improved Al should 
make the experience even mere 

convincing than GoldenEye. Many 
of your enemies will act with scary 
intelligence, basing their actions on 
what you're up to. Depending on 
the circumstance, they'll either hide, 
run away, get some friends to help, 
or simply start shooting at you. 

Until, that is, you make a few 
holes in them with weapons of your 
own. Rare promises a host of new 
guns and gadgets, including a heat- 
seeking pistol and mines that you can 
use to destroy walls. And if you liked 
GoldenEye's multi-player extravaganza, 
you'll simply love the new two-player 
co-operative experience. 

Rare is striving to ensure that 
Perfect Dark tops Acclaim's fantastic 
Turok 2. Quite a task, but which 
would you rather murder in cold 
blood, a dinosaur or a super- p< 
cute four-foot high alien? Exactly. *"* 


Long periods of quiet, a sudden squelch 
and then the screaming starts... 

■ IN A NUTSHELL: Konami's post 
Metal Gear hope is a gore-laden, 
shack horror rival to Resident Fvil ?. 

Even those who've seen 
off Resident Evil 2's 
monstrous "licker" will get 
the Fear at this one. Run 
around a corner on the 
first playable level of 
Konami's new horror-based 
action adventure and you find 
your character surrounded by 
naked, knife-wielding babies 
screaming in the midst of a 
deserted school. Nice. 

Silent Hill has a tacky-palmed 
feeling of horror that's all its own. 
Rather than the pre-rendered and 
essentially flat backdrops of both 
Resident Evil games, it features 
proper 3D polygon-built locations for 
you to explore, often by the beam of 
an X-Files torch or frantic peering 
through dense, anything-hiding fog. 
The pace of the game is several 
notches higher than Resident Evil's 
sk/f ng rombie onslaught too, with 
.-"■.'■ o-it n g jsed :o s'icckin::.] ctcci 

psychological edge 
to the proceedings, 
as you constantly 
flit between the 
real world and a 
dreamlike "other 
state", fighting off 
the undead infants. 
Silent Hill wears 
it's gory cinematic influences twitching 
on its damp sleeve. If the stunning cut 
scenes weren't enough to give it a real 
silver screen feel, then the flesh-eating 
subject matter and roving camera, 
which swoops down over the player 
or skims across the ground Sam Raimi- 
style, is bound to ring a few bells. 
Make no mistake 5-iicr.: Hiii looks like 
being one of the most serious 
challengers to the Scariest ^^ 

Game Lve r crown. rn^rn. 

E3NINTEHDDE4 ^^^^™^^~ 


zf^^ Run away from a comet, rescue 

(I" 'M Cartman's mum and fling live chickens 

^v^ and Yuletide turds at everything that 

moves... Oh my God, you killed Kenny! 

■ IN A NUTSHELL: The game of the sick and depraved 
Trey Parker and Matt Stone series, coded by - of all people 
- Turok creator Iguana. Features Fart Dolls. 

Coarse language, cross dressing, fart jokes 
and explosive diarrhoea. Probably not the 
original elements that were envisioned 
when the phrase "interactive cartoon" was 
first dreamt up. But get your hands on the 
South Park game and publisher Acclaim 
Entertainment reckons it'll be like taking part in 
your own episode, gay dogs included. 

When a film or TV show occupies as importer", a place 
in world culture as South Park does, a game based on it is 
only ever going to be matter of time. Acclaim won this 
particular biro -to -cheque race, and by all accounts has come 
up with a very promising take on Comedy CenWs i.'.visto;: 
finest. The thing to get really excited about is that Kyle, 
Stan, Cartman and Kenny aie running about in full 3D for 
the first time, thanks to the Turok 2 engine - easily oris of 
the most sophisticated palygor 5hiftcs yet developed, and 
used to stunning effect in the d in os a ur- hunting shooter of 

30 I Arcade I December I 



tne same name (reviewed for N64 on 
page 140 this issue). 

South Park the game is simple - 
it's ail to do with our heroes facing 
mayhem when a comet is revealed to 
be on collision course, Armageddon- 
style. with South Park itself. In the 
meantime, Cartman's mum has been 
kidnapped by aliens, and there's a 
rrcihle-n with turkeys. The four main 
characters are all present, as well as a 
supporting cast that includes Terrence 
& Phillio. Vr Garnson, Big Gay Al and 

Mephisto. Chef's almost certain to be 
around somewhere, though his horny 
appearance has yet to be confirmed. 

One-player mode enables you play 
as Kenny. S:an, Cartman or Kyle in six 
eDlicde-basecl adventures that take 
their cue from the TV series. Stopping 
Kenny getting killed is likely to be a 
h oh pr ority. Rut it's :hc- mult -player 
options that have got us smirking. The 
■■.■vocDor; list r.m; :o an Au;o igger 
ivir -ig iive sniper chickens), a cow 
launcher and Mr Harney, he ta king 
y,.;le:ido h.-'d. As ■■.ve. as four-player 
death matches, we expect capture the 
flag, a grudge- match and (don't tell 
the BBFC), something called Kick the 
Baby ("Don't kick the baby!")- Not 
surprisingly. South Park is flagged "For 
mature audiences", though, of 
course, to get the most out of it ^^ 
you have to be anything but. JHk 

Put WipEout on steroids, give it ten pints 
of strong lager, then stand well back to 
see the future of racing go apeshit... 

■ IN A NUTSHELL: More parent 
SL.'po'speec.'i'sc. 1 f: read rooc trorn 
WipEout publisher, Psygnosis. This 
Uric with wheels. 

Now if anyone really 
knows futuristic racers, 
it's Psygnosis. With the 
original WipEout and its 
2097sequel, the 'pool- 
based outfit chucked 
away all the wheels, cat's eyes 
and sensible road markings of 
your average racing game in 
favour of a madly-paced vision 
of high- velocity hover cars, 
missiles and pumping techno. 
Rollcage is along much the same 
lines, but with the tyres reinstated - 
this is less f'iction-free than WipEout. 
;;ut siill hci'dly a Gran Turismo in the 
realism stakes. Set in a future wiinout 
traffic jams, it stars big-wheeled super- 

buggies that bear 
more than passing 
resemblance to 

control jobs that 
flip over when you 
drive into walls. 
So Rollcage 
shares a great deal 
with WipEout, 
including a groovy soundtrack (this 
one featuring the likes of Fatboy Slim). 
Where it differs is in the behaviour of 
the cars. Rather than just clunking into 
the sides and blowing up, this bunch 
bounce off walls, flip over and keep 
coir-;;. Alrrovi irr:esm.ia n.e. rl-eyre 
tailor-made for driving up on to the 
:eilin:;. ■.vhere the speed-up arrows 
have been cruelly placed. 

But thaf s not all. Weapons have 
been thrown in to up the carnage 
eve . Missiles are only to be expected, 
but there are also pick-ups that enable 
you to freeze the track in front of you, 
then watch as your opponents skid 
off, and warps, which actually enable 
you to slow the driver in front by 
altering the very passage of time, "four 
armoury isn't just there for car-to-car 
exchanges either - blast a building on 
the horizon (the poo uo free graph;;; 
help) and you can send chunks of 
masonry down on a rival or cause an 
explos on hat ' : os acoss he hick. 
Vicious opponent Al sees your 
competitors race like : jIl.' ; slc s^es 
reps with more than just horns in their 
armoury, while the scenery moves by 
at such an impressive rate that hitting 
a speed-up arrow is almost more than 
you can take. Add in split-screen two- 
player races, a six-player PC network 
game and different gravity and 
weather on later tracks, and 
Rolkage looks like it might A. 

redefine racers all over again. *"* 



Yes, the scorer of That Goal has 
now got his own footie game. 

■ IN A NUTSHELL: Golden boy Owen supplies his fleet 
footed majesty to BDOS' previously under-performing 
football franchise. Rival publishers are gutted- 


ieense to print money, sub section d) 
"Football game endorsed by Michael Owen." 
Indeed there can't be many soccer stars 
better qualified to front your game in 
the increasingly hard-fought end of year 
football title tussle. But, of course, his name 
the box doesn't guarantee that the WIS '99 

itself will beany good. One 
should never judge a game by 
it's packaging, right Trevor? 

Certainly the immense largeness of 
Owen's name is probably necessary to 

bring some much-needed glamour to 
EIDQS Interactive'^ World League 
Soccer franchise. The original did "end 
re :00k a bit Wimhledon-ish when 
compared to 65 Pro and Fif/Vs jiky 
•hi' ted presentation. That said, it 
actually played very solid football and 
was hailed in some quarters as the 
fan's choice of football game last year. 
The emphasis was on a skilled passing 
game, which took some getting to 
grips with, rather than giving you 
instant out-of-the-box payability and 
a flashy great front end. 

The biggest change in this year's 
version, apart from the name on the 
box, is in the graphics, with the 

PlayStation version 
now running in 
hi-res. The players 
look more lifelike, 

and sport the 
same patented 
brand of smooth- 
skin technology 
as Lara Croft. The 

criticised as too complicated by casual 

players last time around, have been 
changed a tad to smooth-out WLS's 
learning curve to a gentler slope. Basic 
passing, shooting and tackling are on 
the PlayStation controller buttons but, 
used in combination with the shoulder 
buttons, enable shimmies, step overs 
and drag backs. The defence- splitting 
through balls and one -twos that were ,: highlight of the original are 
■elt^ied in the new version, and can 
now be used with a new camera pan 
that enables you to see players 
running into space. 

Fittingly, for the universal appeal of 
the new license, WL5 '99 isn't as 
uncompromising to play as the 
ongira . which surely only lacked the 
endorsement of David Batty due to a 
clerical error. Shots now head swiftly 
goal wards even if you're not perfectly 
lined up, and while you don't get FIFA- 
style 15-14 goal bonanzas, a 1-1 draw's 
just as unlikely. 

Judging by the latest version 
we've played at Arcade, developer 
Silicon Dreams shouldn't take the cup 
to the engravers quite yet, but the 
license alone should ensure 
more people get to experience iQk 
a well-crafted game of football. #■*» 

32 j Arcade I December I 

Don't risk plummeting like a 
rock in a crocked bathysphere. 
Explore under the sea the easy 
way, just you and a PlayStation. 

■ IN A NUTSHELL: Slightly bizarre Konami3D diving 
game, presenting players with assarted wteck-searching, 
■• :::-,: k-^nhimg subaqua missions Think the nautical ba'! 
i- iffsj arthg of Tomb Raider and Pilot Wings. 

Known as Dolphin's Dream in Japan, and G- 
Shock in the US, Konami's latest is nothing 
if not original. It's a diving game offering a 
number of underwater missions, such as 
hunt down and kill an evil Great White in its 
waterlogged cave lair, or search level after 
level of Gigantic Matilda, a crazily named liner 
wreck, for trapped divers and sunken treasure. 
It also introduces just about every kind of fish 
you can think of, from barracuda to puffer fish, 
jellyfish to manta rays, some of which (we'll 
leave you to guess) damage your health bar 
should you bump into them. 

There are puzzles to solve, caves to explore, rock-falls to 
avoid and stuff to find, each level being driven by a strict 
how-much-air-have-you-got? time limit It's worse in the 

■jangling ly reliant c 
air pockets and the like. 

The whole thing is, like, pretty 
norma] and realistic to start with, 
but - in the tradition of submarine 
movies like The Abyss - gets stranger 
as it goes on. Lobsters grow to giant 
sizes and the dolphins (who on early 
I? ■■;?.■•, help you out when you're in 
trouble) start to reveai untold secrets. 

For the UK version things are 
being rejigged slightly. The large and 
empty first level is being turned into a 
training area, for instance. The cheesy 
US intro voiceover is also being kicked 
into touch. But can these alterations 
ensure a UK success? "This is the sort 
of game the PlayStation has room for," 
hopes Konami's ion Murphy. 

We're not quite sure what that 
means either, but he's probably saying 
that while Deep Blue won't be to 
everyone's taste, there's always room 
for something just that little bit 
different. And Arcade agrees JK 
with him wholeheartedly. *■* 


Remember Battlestar Galactica? Now you 
can play it (kinda) in Relic's space epic 


■ IN A NUTSHELL: Real-time 
strategy in the CSC mould, but set in 
the vast irr.pcr.czraoicncss o! spxe. 

[■■ o Hype. All Game." 
HI That's the message 
HI behind the release 

HH of Homeworld, 
IH Cendant'ssoon- 
II arriving real-time 
strategy epic. Unfortunately, 
developer Relic Entertainment 
has also described it as a cross 
between (yes!) Star Wars and 
Commands, Conquer, forcing 
the hype machine to naturally 
flick on to automatic. 

A brief look swiftly reveals what 
all the excitement is about. The plot 
echoes that of ageing TV space epic 
Battlestar Galactica, concentrating on 
our heroes' struggles to construct a 
gigantic mothership for use in their 
search for their lost Tomewcr a", the 
planet they were turfed off centuries 
before by nasty aliens. Your job is 
to take control of the ship and her 
accompanying fleet, before embarking 
on a series of missions in deep space, 
testing all your resource-building, 
exploration and combat skills. 

Despite this real-time strategy 
basis, Homeworld differs wildly horn 

feel - after all, it's 
set in space, which 
that both 

"goodie" and 
"baddie" ships can 
now roam about 
freely in three 
dimensions. Relic promises that its 
player- controlled camera makes 
viewing the action from any angle 
simplicity itself, while the use of a 
bunch of pre-defined attack and 
defence formations should make 3D 
tactics more manageable than they 
perhaps sound. 

Ah yes, the baddies. No Cylons, but 
you're ranged against feisty pirates 
and aliens, both of which are always 
ready for a fight. Your vast array of 
sh os. from :ight- we civ. 'ite roe piers 
lo heavy-duty, weapon-less research 
collectors, should be up for it. Best of 
all, the game boasts an impressive 
eight-player option, through Cendants 
free on-line gaming internet site. 

It's been a while since a real-time 
strategy game has generated quite 
as much widespread excitement as 
Homeworld. Given the perennial 
popularity of the genre, you 
could be looking at the first PC Jjfc 
smash-hit of '99. J— 4 


Do Anne Rice novels get your pulse racing? Then try this 3D vampire title. 

■ IN A NUTSHELL: "or"o Re cor isn 3D adventure, using 
the vampire-populated RPG world introduced in Blood 
Omen: Legacy of Kain to more dramatic effect 

For all those who say, "Sod brown, pink, or 
whatever it is they're claiming is the new 
black this year. Black is the new black, and 
always will be," the intricate gothic world of 
Legacy of Kain will feel like coming home. 
It's a place occupied almost entirely by 
vampires - at least 10 different types at last 
count, including ones specifically adapted to life 
underwater. In this world humans have largely 
become domesticated cattle, and the ruling 

vampire court houses intrigues 
and back-stabbings to rival any 
European monarchy. 

If you never played the original 
Legacy game, Blood Omen - a top- 
down viewed action RPG from a 
couple of years back, but set 1000 
years before Soul Reaver - the first 
thing that may surprise you is that you 
don't play Kain himself. Instead he's 
the vampire Lord who established :he 
status quo, and thus has become your 
enemy. Toil play Raziel, once one of 
his prized lieutenants, who's been 


thrown out of the land of Nosgoth 
into the :;c;ttomless vortex, Lucifer- 
si\ f :.>' oaring to mutate 
lea^ ig vampires do. apparently - 
faster man his master. Mow serving 
another, cerhaps-yet -darker, lord, 
you're back in a Nosgoth now 
-ende'oc in fluid full-freedom 3D, 
seeding ver ■qc a ~k:c. and perhaps to 
uncover the mysteries of th:s weld. 

The game boasts a new hand-to- 
hand combat system that allows you 
to dub foes with whutevt' I ■..apocn; 
to be lying around - very effective. 

morphing effect 

from the real 
world to a twisted 
spectral realm, 
where you'll be 
able to do things 
impossible in the 
physical universe, 
around, sucking the 
souls from other vampires will even 
give you added superhuman abilities. 
You can already glide (but not quite fly 
- kind of like a flying squirrel) on bat- 
like wings (the mutation that got Kain 
so hacked at you, apparently), but 
killing an unde'vvate' vamp wi. g:ve 
yoi . -i 1 . ,-ihilities too, for instance. 

The game may look kinda 
Tomb Raidery. but it's weirder. tk 

And definitely blacker. 

34 1 Arcade | December 1 1 




At last - a Nintendo 64 version 
of one of PlayStation's greatest 
off -road racers. And about time. 

■ IN A NUTSHELL; This new N64 version of a top 
PlayStation rally game gives Nintendo's machine a much 
needed boost in the vaguely-realistic driving sim stakes 

The Nintendo 64 take on V-Rally isn't a 
radical improvement on the PlayStation 
game, but it is an important release 
nonetheless. Slipping into shops barely this 
side of New Year it near-enough justifies 
its "98" tag and will be afforded a warm 
welcome from Nintendo 64 gamers itching for 
something to drive. This, F-T World Grand Prix and 
F-Zero are all needed to fill gaps in Nintendo's 
software line-up lingering from of the bad old 
"quality not quantity" days when its philosophy 
appeared to be never to release any games. 
Mario Kart and lookalike Diddy Kong Racing have 
offered cartoon-style thrills, but what the system has 
needed is a ha If- decent, serious(ish) driving game. The 
good news is that it looks like it may now have got one. 

V-Rally S8 is is one of the best around. It boasts 12 real 
rally cars - including radical Class A types like the Subaru 
Impreza and milder Class B Peugeots and Renaults - plus a 

There are 39 tracks 
in eight countries 
(taking in nearly 
everything from 
rainy England to 
rocky Corsica). 
There are four 
game modes 
(Arcade, Time Trail, 
Championship and 
Rally), plus a choice of horizontal or 
vs- ".'■:..::. split-screen options (but no 
four-player mode - it was rumoured, 
but the game chugs enough with two 
controllable cars on screen). Just the 
fact that Infogrames has bothered to 
improve upon the PlayStation version 
(with better car dynamics) suggests a 
new commitment from the French 
giant to the N64 too: another plus. 

In fact, Nintendo players are clearly 
benefiting from the game's testing in 
the PlayStation market. It's got a well- 
thought-out game structure, fine 
controls, night, mist, dust, snow and 
every other weather condition you 
can think of, and a real ieelirg mat 
you're in a different car each time - 
especially when you switch from a 
tail-happy real-driver to a scrabbling 
front-wheel-drive to a beautifully 
balanced 4x4. M64 die-hards might 
normally be reluctant to buy a game 
soiled by PlayStation association, 
but this one's good enough to /Pi 

make ;hi-i-i s-- 

v their pride, i 



Psygnosis updates last year's 3D blaster 
with harder hardware and badder battles. 

■ IN A NUTSHELL: Segue/ to toe 
ace but ill-selling futuristic 3D 
blaster-cum-flight game. 

I he news that Psygnosis is 
releasing a sequel to its 
ambitious 3D flying-and- 
shooting adventure will 
probably excite fewer 
people than it should. The 
original - imagine some 
kind of futuristic version of a 
helicopter gun ship blaster and 
you won't be far off - garnered 
frothing reviews on its release 
in December last year, but still 
sold damn poorly. It remains 
unclear why. 

Perhaps it was because previous 
PlayStation flight titles had almost 
always been turds in a trunk, so 
gamers were unwilling to take a risk. 
Or perhaps it's because G-Police 
offered such an aggressive lean-no, 
curve people got quickly bored and 
frustrated with il. Car tain y. tne relative 
complexity of the game may well 
have daunted less experienced 
eame's Ac n: Tec. I y nportant points, 
but more than balanced out by the 
gorgeous opening FMV sequence, the 

storyline and the many 
and varied missions. All good stuff, so 
it's great to see the same team back 
for a second bite at the cherry. 

G-Police 2 makes a series of very 
important changes. Handling the 
complexities of flying - a vital part of 
the game - is far more intuitive than it 
was befo'e. with. Psygnosis making 

the most of the 

joypad's limited 
abilities as a flight 
game controller 
You'll still start out 
in charge of a 
Havoc Vector 
Thrust g unship, 
but once you're 
proficient the new 
game offers the 
opportunity to instead fly the trickier, 
but ultimately more satisfying. Venom. 
Psygnosis also promises a further 
three new vehicles and. although 
information on these is "classifies" a: 
the moment, early screenshots 
suggest that a nippy armoured car 
and some kind of AI-Ai-slyle ban & 
robot will be among them. 

The missions will again take place 
under the dark skies of the moon 
Callisto, but all 16 domed areas are 
bingo: and Vioas: a wider var e-.y of 
landscapes. At least this time you 
won't keep getting blown to 
pieces as you're struggling to ^k 
find which way is up. *"•» 

Here's a Jurassic Park game 
without the Jurassic Park name. 

IN A NUTSHELL: Shoot the dinosaurs, sure. 
Show 'em who's the daddy. But cock up 
their ecosystem and you could be extinct 

| he Jurassic Park saga 
f rumbles steadily onward. 
The disappointing Lost 
World movie sequel was 
I accompanied by a fantastic 
nop shooter which bore 
little resemblance to its cinematic 
cousin (save for the inclusion of 



dinosaurs, naturally), and r 
Trespasser grasps the fraying 
ends of the story's thread. 
Hapless Anne (voiced by Minnie 
Driver) is stranded on the nasty 
Site B island, and it's your job 
to get her outta there in one 
piece. However, blasting your 
way through the reptilian 
population is not an option... 
Two years in creation, 
Trespasser is presented in 
the first-person, with you as 
Anne running about, grabbing 
weapons and solving lots of 
puzzles. With every object 
in the 3D environment 
promising interactivity, 
cause- and- effect becomes 
a serious issue. What's 
certain is that you can 
expect tasks to be intricate 

and varied, from 
lipu latin g logs 

rivet, to weighing 
specific quantities 
of chemicals. 

But perhaps 
Trespassed most 
interesting feature 
is that an understanding of the island's 
dino ecosystem is needed to finish the 
game. Although this could sound a 
tad pretentious, this also promises to 
be fascinating. Apparently, the use 
of ground-breaking Al and physics 
modelling now mean the game's 
dinosaurs react to their environment 
both physically and emotionally, 
behaving more like sophisticated 
animals than one-dimensional 
monsters. Mess about with the food 
chain, then, and you could be in 

'.rouble :is your place in it shifts. In ar 
ironic echo of the original film plot, 
apocryphal stories have the game's 
designers supposedly expressing 
surprise at the actions of their i 
on-screen dinosaurs. We're keeping a 
pinch of salt handy for that one, but it 
certainly sounds interesting. 

Chances are Trespasser isn't going 
to appeal to everyone. Edge-of-seat 
thrills are largely replaced by cerebral 
deliberation - this is much more 
complex that your average JP game. 
And creeping around - Metal Gear 
Solid style - is as much a part of the 
game as blasting. It's so complex, in 
fact, that there are fears over the level 
of hardware required to run the thing 
satisfactorily. EA claims a P166 will do 
the job, but a 3D accelerator 
card may be needed to get ^K 
Trespasser playing as it should. *"* 

Arcade December | 19 









"Some of the sultriest, sexiest superdude soulpop since Prince was ever any good." NME 

"So good there ought to be a law against it." THE TIMES 

You know games. V\fe know games. But these 

guys, they realy know games. And when they 

taK about games- Wei, if s worth Estenthg. 

Neil Jackson 

Ever waited in desperation for a game to 
arrive? I have. And I was working on it... 

e you ever wondered what happens behind 
e scenes in the games-biz? In my industry days, 
e managed to fit in job titles including game 
I producer, software manager and even (a long 
time ago) games magazine hack, so I know how it looks 
from every single angle. At the moment, for instance, I'm 
co-designing Star Trek: New Worlds for Binary Asylum, 
eventually to be published by Interplay. But right here, 
right now I've got a different job - to try and give you 
some straight answers to the questions that continually 
dumbfound those of us in the real world. About games, 
that is; I don't do plumbing or DIY tips. 

So what's the biggest - and frequently most frustrating - mystery 
kicked up by the games industry? Easy; why does so much software 
come out so late? Here's my tardy top ten: 

1) Bad bugs show up in final testing 

There's a saying that 95% of a game takes 95% of me planner: time to 
do, and the last 5% li-^es oncrie' 95%. Mc'ioc:-,- ;: ivs ic ::ut b'.cs into 
code, so guesstimates are all that can ever be scheduled for testing. A 
screwed up game can't be shipped (unless you want it to be your last). 

2) The developer runs out 
of money 

If a game's running late, and the 
original money-men pull out and 
the developer can't immediately 
jump into bed with a new partner 
in a follow-on relationship, it's 
screwed. If a deal comes really 
late, teams sometimes "two-time" 
their publishers, working on two 
different games simultaneously, 
delaying both. It's the oldest 
vicious circle in the business. 

3) The producer/designer/ 
lead programmer changes 

New-arrival bosses are always a 

problem - like a new wife, they'll 
try and change round the whole 
house. And losing your top coder 
is similar to losing a vital organ - a 
person's programming tricks are 
as individual as their lovemaking 
style, and it can take days to 
figure out why someone else's 
methods work better than yours. 
Documentation is like washing-up 
- it only gets done by flunkies. 

4) Expectation exceeds 

The failure to realise that the full- 
screen 3D, real -time -animated, 
a ctio n- a dven tu re-simul ati on - 
strategy-ma nage me nt-ci ne matic- 
shoot-'em-up is just not going to 
get done in five months by two 
retired ex-Civil Service computer 
operators, no matter how late 
they stay at the office. 

5) The marketing guys want 
"just a little bit" more 

A mere couple of months before 
completion, the marketing team 
develops its plans and assesses 
[he competition ' i: doesn't think 
the game is as red-hot as a Dutch 
porn video, the team will deman::; 
an overhaul. It's like wallpapering 
the living room only to find that 
the missus now wants "marbling", 
like Mr and Mrs Jones next door. 

61 Shareholder pressure 

The investors in stockmarket- 
quoted publishers are rather like 
difficult, gold-digging girlfriends - 
one dodgy present and you're 
dumped. Heal thy- looking accounts 
mean happy shareholders, so 
people often get fired or moved, 
budgets get cut and offices closed 

for reasons that have nothing to 
do with the game. It can ruin 
continuity and scare key people 
into jumping like rats off what 
they fear is soon to be a sinking 
ship. Then, of course, it sinks. 

7) Strong rival games 
expected on sale at the 
same time as yours 

When a project is first signed up, 
publishers are like nuns on a vow 
of silence. Three-quarters in, and 
they turn into knicker-f lashing 
cheerleaders. Then they get like 
jealous lovers if they discover a 
sexy-looking rival will be running 
head-to-head with their offering. 
If they can't release earlier, they'll 
move your project back - often 
after they've already started the 
game's pre-release hype. Oops. 

8) The licensor holds up 

For every game-of-the-film, book 
or sport, there's a company that's 
licensing a publisher to use its 
trademark. Strings are always 
attached. The licensor holds the 
right of approval, and may force 
redesigns at any stage. A licensor 
may even withhold final approval 
because the dumb computer- 
illiterate fools simply can't load or 
play the finished product. 

9) Platform quality 
dramatically improves or 
new platforms emerge 

You're nine months into a game's 
development, and then someone 
decides that the new Sogyendo 
Dream-Station 64 really is better 
than ecstasy The publisher cuts a 
new deal, perhaps with a different 
developer, to do a version for it. A 
tightwad publisher may sit on the 
completed version of a project 
and launch them both together 
for the same marketing cost 

10) The developer runs into 
technical trouble 

When an inexperienced team is 
hired solely on the strength of a 
demo, it may find expanding a 
neat, one-trick demo into a fully- 
fledged game turns it into a ball 

:; : v ip:iO r ieUi. Iti <e ■ ,-■:.;'-.: 

with your lover: you're always in 
the wrong and losing ground, no 
matter what you add, excuse or 
fiddle with. 

Well that's this issue's mystery 
demystified, but if you have a 
question about the software biz, 
or want to know the reasons 
behind some of the seemingly 
daft decisions that get made, 
send your hard-hitting questions 
to backscreen@ tech mo n, and I'll try and answer ^K 
them in a future column. *"* 

■ Ex-Argonaut producer Neil 
is working on Star Trek: New 
Worlds at Binary Asylum. 



You may think 
Unreal is just 
another dumb 

shooter. If s not 

■ ' vc been playing 
games for years. 
Ever since Pong, 
indeed. I was one 
of those idiots who used to 
play arcade machines all day 
for lOp, and I'm always first 
to buy the latest console. 
I'm a hardcore gamer. 

But as the years have gone by, 
I've found fewer and fewer games 
get me really excited. At times I've 
been as jaded as buggery. But ' 
every time I think that I'm finally 
going to hang up my joypad and 
quit, from out of nowhere a 
stonking game comes along and 
reminds me why I got into this 
business in the first place. It's 
because videogames are great. 
Videogames really are great 
>t>u've just got to sort the wheat 
from the chaff. 

The latest sheaf of wheat to 
get me all lathered up has been 
Unreal. It's a truly excellent game, 
and even though it's not really 
original, it has something that just 
keeps me playing. What is that 
"something"? Let's take a look. 
First of all, the environments 
are superb - for the first time 
ever while playing a game, I 
actually stopped to look around 
and marvel at the view. Unreal 
genuinely feels like it's transported 
you to someplace you've never 
been before. A lot of games try 
and do this, but few succeed. 
Unread parents, Doom and 
Quake, were pretty good at it 
though, and Unreal takes it to 
new heights. There's a kind of 
cohesion to the environment that 
makes it highly convincing - it 
feels lived-in. 

And, in a way it is. Basically, 
the planet you crash land on at 
the start of the game is occupied 
by a horde of ruthless aliens who 
are slowly killing the peace-loving 
indigenous populace. But you 
don't know this at first, instead 
slowly discovering the grizzly truth 
as you wander around the 
environment, happening upon 
torn bodies hanging from rafters, 

38 1 Arcade | December 1 1998 

roasting over hot fires or just 
lying in bloody bits at every turn. 
You soon realise who the good 
guys are, who the baddies are, 
and that you're in a world where 
something "big" is going down. 
You don't know what, but you 
want to find out And it's this 
plot construction, on top of the 
luscious graphics, that makes the 
action compelling from the off. 

To really get my motor 
running, a game has to offer 
depth, evolving interest and lots 
of things to do. Unreal provides 
plenty of great examples of this. 
Occasionally, for instance, you'll 
stumble into a situation where 
there might be two or three bad 
guys about to execute a good 
guy. If you're quick enough, you 
can save the good guy. If you're 
too slow, or if you are seen, the 
baddies quickly kill off the good 
guys and then come after you. It 
doesn't necessarily matter to your 
completion of the game whether 
or not you get there in time, it just 
makes the whole experience feel 
a bit more real, it makes you feel 
like there's stuff happening all 
around you, whether you stumble 
across it or not. M:u're actually 
somewhere else, getting involved 
in something where maybe you 
can make a difference. 

Other games have done this 
in the past, but not to Unreats 
degree. So even though there are 
plenty of holes in the game; even 
though, when you get down to it, 
the plot and scenario are still fairly 
simplistic Unreal still marks a step 
forward. Not a great one, but just 
enough to offer a decent glimpse 
of how games can continue to 
evolve if they're to make sure 
:hey stay entertaining. 

Bottom line: making a great 
game is not just about upping the 
audio-visuals and supplying us 
"more" of what we played last 
year. It's about challenging the 
player with new ideas, ideals and 
situations. It's about delivering 
something that will make even a 
jaded old hack like me stop and 
think: "If I shoot this guy, what's 
going to happen? If I get involved 

■i :h's si 


game world going to get pissed 

off and make things harder? Or 
will Here be a reward that makes 
things easier?" 

it's about making sure 
the player taxes more than ^K 
just his trigger finger. Jf"» 

■ Julian's a gaming legend. 
Just ask anyone who's been 
around for a while. 

Dancing coin-ops are 
monopolising the 
time of arcade goers 

Introducing a brand new genre: the 
"rhythm action" game... 


hether cruising Tokyo's "electric town" of 
Akihabara, with its endless sprawl of frantic game 
>r simply wandering into packed arcades 
ight on a Friday, Japan's reputation as 
gaming's nirvana is deserved. Few know this better than 
Hideo Kojima, designer of one of 1998's biggest PlayStation 
titles, Metal Gear Solid. Sitting in a restaurant with Arcade 
staff after the Tokyo Games Show, he accepts a napkin from 
a passing waiter - not to wipe his mouth, but for scribbling 
his autograph on. The man about to take his order, you see, 
is also an awestruck fan. Forget Mario, Sonic and Crash 
Bandicoot - Japan has real-life videogaming stars. 

Despite an economy that has the b-iilil:':- ayicing ji tie door, Japan 
is still unmistakably the epicentre of the videogaming world. Indeed, by 

1990 one in four households in 

Japan owned a Nintendo console 
- back then, an unassuming box 
called the Famicom (in terms of 
brand consciousness, this was the 
Hoover of videogames), which 
later became known as the NES 
in the west. Now, just eight years 
later, the company that took 
videogaming into the Japanese 
home and built a multi-billion Yen 
industry, has been relegated to 
third position in the living room 
console stakes behind relative 
newcomer Sony and longer-term 
rival Sega (Saturn having been a 
much bigger deal in Japan than 
anywhere else, while Nintendo 64 
conspicuously failed to take off in 
its homeland) Only the imminent 
and wonderful Zelda looks set to 
revitalise the N64's fortunes. 

Nintendo's misfortune has 
been Sony's gain, however, and 
the changes in Japan's gaming 
landscape since Sony entered the 
market, in December 1994, have 
been remarkable. Sony tapped 
into the population well beyond 
the established videogaming 
demographics (kids and hardcore 
gamers) and opened up its appeal 
to an older, more casual onlooker. 

While Sony has been criticised 
for allowing too many games to 
come into the Japanese market - 
and one look in a typically packed 
games store will confirm there's a 
problem - the company has also 
been commended for investing 

software. A successful example 
is the gloriously "kawai" (cutel 
PaRappa the Rapper, which has 
not only incited a wave of rival 
products (a genre in Japan dubbed 
by some magazines as "rhythm 
action" games), but has also 
provided a bankable blueprint to 
be used by exploitative coin-op 
manufacturers. As a result, both DJ 
beat mixing and dancing coin -ops 
are monopolising the time of 
japan's millions of arcade goers. 
The best - Konami's Dance Dance 
Revolution, covered in detail in 
Game On this issue (page 12) - 
is a real crowd puller. 

Sony's influence on the games 
market can also be seen in the 
release and marketing of western- 
developed games in Japan. In this 
notoriously tough-to- crack market, 
games often bomb, irrespective of 
quality, so a clever marketing job 
spent "educating" PlayStation 
owners about new software while 
bestowing foreign games with a 
modicum of kudos, has helped - 
particularly with Gasri Bandicoot. 
the most successful n on -Japanese 
videogame character in Japan so 
far. The fact that it took a hefty 
campaign from Sony to convince 
people to buy American instead 
of Japanese, is, of course, a sign 
that western videogames have 
some way to go before they 
command the same respect JA 

ie of it 
sting fresher 

e imaciir /it've 



Americans: they're 
odd We*, oddish. 

H hat ever happened 
to Esperanto? You 
remember, the 
language that some boffin 
figured would unite the 
world, prevent wars over 

mispronunciations and 
enable the Americans to 
understand street signs in 
countries they were about 
to invade. Well, it failed. The 
Sinclair C5 of languages, it 
had a silly name, a high 
concept and, in the end, no 
one bought it. Attempting 
anything on such a grand 

proposition. But wait - it 
seems that videogames 
could be working where 
Esperanto failed. 

It would be stretching the 
point to say that videogames are 
a truly international language. But 
you could probably get away with 
arguing mat great videogames - 
no matter where conceived - 
cross borders at least as well as 
any other cultural export. The joy 
of fragging that last Grunt with 
just 2% health left is exactly the 
same in any language. 

Americans are waiting with 
baited breath for Quake III, and so 
are you. Americans are dying to 
sneak about wearing a dress 
instead of a tux in the GoldenEye 
"sequel" Perfect Dark - just like 

you. And they're going to rush out 
in their millions to buy Zelda when 
it eventually ships just, in fact, like 
you. And although it required a lot 
of reading (something marginally 
less appealing to Americans than a 
bone marrow transplant), Square's 
Final Fantasy VII made just as big 
an impression in the leafy suburbs 
of New England as it did In, well, 
old England. 

Okay, so FIFA '99 isn't going to 
sell more than Madden 99. And if 
Bullfrog wants to shift Populous: 
The Beginning over here it may 
need to add some tanks to the 
mix. But all in all, the markets are 
converging. Hits are hits, after all. 

Now, this may be great in a 
"Why can't we all just get along?" 
kind of way. But it also buggers up 
this column. What's the point of 
me going on about US gamers if 
they're just like you? Have I just 
talked my way out of a job? 

Well, no. "rou see, even if the 
US and UK gaming scenes are 
99% the same, there's still that 1% 
difference. And that 1% says so 
much. Every now and then there's 
a great but quirky European game 
that fails to raise the Yanks from 

their chips and salsa. There are 
the UK marketing campaigns that 
meet nothing but blank stares 
from perplexed American gamers 
{"yeah, but can I shoot it?"). And 
there's the worrying tendency for 
PC gamers over here to spend 
hours simulating nutter sports. So 
even though, mainly, they have the 
same gaming DNA as us, in some 
ways they're very, very different 

Over the coming months I'll be 
celebrating this difference, and in 
the process trying to explain how 
much you're missing out on by 
inroring things ..kc or-line gaming. 
I'll try and get to the bottom of 
the success of the Madden 
gridiron franchise. And, somehow, 
I'll find a cultural and sociological 
reason for the existence of titles 
like Deer Hunter. Other, obviously, 
than pointing at this country's rare 
talent for producing psychotic 
gun-toting Republican loonies by 
the 16-wheeler truck-load. 

Because that wouldn't be J^t 
soorting, wojld it? *"* 

■ Simon is executive editor 
of San Francisco's Next 
Generation magazine. 

December] 1 998 1 Arcade | : 

Virtual Fox 

40 | Arcade | December 1 19 

Reaper Woman 

December! 1998 I Arcade 41 


"Snake likes songs with positive lyrics 
more than love songs. There may be 
times on the battlefield when he sings 
while reloading his girt' 

Hideo Kojima, Tokyo, October 1998 


^M ^B^j B Interview by Neil West ^m jmm HH 

Hideo Kojima 

Konami's Metal Gear Solid man on the evils of smoking, karaoke and why Solid 
Snake doesnt get invited to parties much, but loves the songs of Burt Bacharach 

ideo Kojima is producer 

I of Konami's red-hot 
Metal Gear Solid, due for 
release in the UK this 
February. The game is 
already available in Japan, where 
it has been dubbed "the best 
PlayStation game of all time" by 
several magazines. It's selling by the 
bucketload too, and Kojima-san is 
enjoying something approaching 
rock star status in his native Tokyo. 

Arcade caught up with him at the 
Tokyo Games Show to talk about his 
ground-breaking sneak-'em-up, and 
its hero. Solid Snake... 

You've become pretty famous in 
Tokyo. Are you enjoying it? 

Now that Metal Gear's been out for a 
month, I can relax - 1 can walk around 
and see stuff. When my own games first 
go on sale I worry about what other 
people think of them. I get very nervous. 
But now I can walk around making other 
people r 

Have you been stalked by any crazy 
Japanese fans? 

There was this one guy who used to 
work in the Japanese Self Defence Army. 
He sent me a whole bunch of pictures 
of himself without a shirt posing with a 
model gun in his hand. These were crazy 
photos. In his letter he wrote "Use me 
as Snake!" and kept on explaining how 
physically fit he was. Luckily, not all 
gamers are like this. 

How involved are you in the UK 
version of Metal Gear Solid? 

Mainly it's just a case of translating the 
language and moving from NTSC to PAL 
We haven't added any major features, it's 
just little things. Japanese and Western 
gamers have slightly different tastes in 
terms of difficulty level, for example. 

Hang on. Are you calling Western 
gamers poofs? 

No - I meant the other way round. We 
actually have to make it easier for the 

Japanese gamers. They're accustomed i.m 
playing easy games. They're used to 
being able to finish everything they play. 

You see, I think you get used to 
games like you get used to cars: if you're 
used to a heavy-steering car, then you 
might not feel comfortable driving a car 
with light steering. So US and European 
gamers would be dissatisfied with the 
difficulty level of the Japanese version. 

Plenty of English gamers are so keen 
to play Metal Gear Solid, they've 
bought Japanese versions on 
import. Assuming they can't speak 
Japanese, how much are they 
missing out on? 

They won't understand the storyline and 
the in-game dialogue. But the real fun of 
the game is sneaking around, hiding and 
creeping up on enemies, and all this is 
the same, regardless of language. And 
the message of the game - anti-war, 
anti-nuclear weapons - is quite simple 
and pretty obvious. 

Anti-war? But Snake is so incredibly 
violent. If I was to meet him in a bar, 
do you think he'd be friendly? 

It's hard to say. We tried not to give him 
too much character because we want 
players to be able to take on his role. 
Snake isn't like a movie star. He's not 
someone you watch, he's someone you 
can step into the shoes of. Playing Snake 
gives gamers the chance to be a hero. 

OK, so he's mysterious. But let's try 
to add a little colour. What would he 
choose to sing at a karaoke party? 

If he had to, I think he'd probably pick 
something like "Raindrops Keep Fallin' 
On My Head" by Burt Bacharach. With 
the BJ Thomas vocal - from the 1969 
movie Butch Cassldy and the Sundance 
Kid. He'd probably sing in a whispering, 
mumbling kind of way. 

Snake likes songs with positive lyrics 
more than love songs. There may be 
times on the battlefield when he sings 
while reloading his gun. 

Does he get invited to many parties? 

Snake is not the sociable type, but he 
does want to go to parties. He gets 
invited often and goes to the venue. But 
he stands outside and stares through the 
window at the people inside, envying all 
the fun they're having. 

gamer, and thus having 

rr.ur.ths . ifti-r .'.H,il Cmr 

it:, rj'ik^'JK debut (for 

sort of thing happens, 
check out page 591. But 

to rapturous acdain 
quiet. Kojima busiei 

But no- Kojima was 

justaren't possible w 

Metal Gear Solid 2.. 

Now we're getting somewhere. He ! 
smokes, too. Was it hard getting § 

cigarettes in the game? Some 
publishers get funny about it. % 

People of our generation, we grew up | 

with these hard-boiled characters in js 

hardcore espionage stories - and they all 5 

smoked cigarettes and wore shades. 5o 
Snake had to do the same in the game. 
Konami didn't have a problem with it 
because we let the player know that 
cigarettes are bad for them. Snake's life 
bar goes down when he's smoking. 

It seems that smoking a pack of 
Snake's cigs equates to taking a 
bullet in the head! Those are pretty 
serious fags he's got... 

It's not that bad. And he can't die from 
smoking. If you were down to your last 
little bit of health, and lit a cigarette, it 
wouldn't kill you. We were planning to 
include more of the cigarettes in the 
gameplay. At one point you would be 
stuck in a cell with no way out The trick 
would be to befriend the guard by giving 
him a cigarette, but this idea didn't make 
it to the final game. 

What games first made you catch 
the videogame bug? 

Super Mario Bros, Murder in the Portal, 
which is a text adventure game, and the 
shoot-'em-up Xevious. 

And have those early experiences 
shaped the way you approach your 
own games? 

I am influenced by many things but, yes, 
these early games did make a big impact 
on me. Super Mario Bros taught me 
what an action game should aspire to be. 
Murder in the Portal taught me that it's 
possible to mix great gameplay with a 
strong story line. From Xevious I learned 
that you can create an entire universe in 
which a game can take place. I've Jjfc 
tried to do all that for Solid Snake. ** 

■ Konami's Metal Gear Solid will be 
released in the UK in February 1999. 

LV-i:;:-.fc' | 1 mi | Arcade 43 


'If someone uses a good move on me 
I'll be one step ahead the next time he 
tries it on. And I might use that move 
on the next person I play." 

Dennis Fong, London, October 1998 


The world Quake champion on cool nicknames, gaming as a spectator sport, 
the future of first person shooters and how to frag, but never get fragged 

Ihresh is the first in what 
will probably become a 
long line of professional 
gaming "personalities" 
- people who actually 
play computer or videogames, in 
public, for prizes. After collecting 
more than $100,000 in prize money 
and a Ferrari donated by Quake 
designer John Carmack, Thresh is 
beginning to look beyond America 
and plot world domination. The 
day before the Ministry of Sound's 
"Quakeadelica" event in October 
(see Game On, page 12), we cornered 
him in a London cybercafe, to find 
out what it takes to become one of 
the world's greatest gamers. 

Let's get this out of the way first, 
then: why Thresh? 

I used to use the name "Threshold" back 
in my old role playing days, because I 
wanted my opponents to be on "the 
threshold of fear". But one day I logged 
on to a new gaming server, the name 
wouldn't fit, so I shortened it. I didn't 
know it was a real word until I looked it 
up and saw it meant "to hit repeatedly". 
I thought that was pretty cool. 

Here in the UK, we're not used to 
these big game tournaments that 
you take part in. How do they work? 

They generally start off with a massive 
free-for-all game of Quake, until about 
128 players are left, and then it's one-on- 
one until you get a winner. I started on 
the road, to becoming a champion when 
I won a Doom deathmatch tournament 
back in 1995, which got me on to the 
local news back home in Los Altos, 
California. It all spiralled from there, until 
I became official Quake champion at 
this big videogame show that we had 
in Atlanta last year. 

What did your friends say? 

They were like, "What the hell were you 
doing in the news? Was that really you?" 

That was kind of funny. Before then 
I'd just been a normal teenager in an 
average high school. I'd been waiting til 
midnight to play Doom at home, because 
that's when there's much less traffic on 
the Internet, so no-one really had any 
idea how good I was. 

What's the secret of your success? 

I approach the game a bit differently to 
most people If someone uses a good 
move on me, I'll be one step ahead the 
next time he tries it on. And I might use 
that move on the next person I play. But 
there are lots of great players out there, 
and any one of them could trash me on 
any particular day. 

Like Reptile did at the Professional 
Gamers' League contest recently... 

Yeah, I got over-confident that day, 
because I knew I could beat him. I got 
up to 10-0, relaxed, and got whupped. I 
came back and won after that, though, 
which showed the people who thought 
I'd panic and lose the whole match. 

Why do you think that Doom and 
Quake are so popular? 

They've very immersive. I've played them 
at night with the lights off, and fallen off 
the chair with fright. These games have 
people trying to peek around their 
monitor to see what's round the next 
corner. That's amazing. 

Do you ever worry that the violence 
in games like Quake might be a little 
too realistic for comfort? 

Ga^es nave 'a: rgs I ke fil'-i, so den 
see how people can criticise. Anyway, the 
graphics in computer games are still quite 
cartoony. Seeing severed heads rolling 
about just makes me laugh. 

So is the head-rolling your favourite 
bit in Quake IP. 

No, most of my favourite bits are from 
Quake. If Quake II had Quake physics, 
you could bounce guys around by hitting 
them with rockets. That'd be cool. 

■ Thresh, aka Dennis 
Fong, was catapulted to 
i July 1997 when 

America's Electronic 

.vorld entering 
t$ and taking 
on all-comers. Recently, 

manufacturer AMD's 
Professional Gamers' 
League tournament In 
Seattle, despite losing a 
game publicly for the 
first time. Still, at least it 
was against his friend - 
•h.-- rqunlly rolourfully 



most people Quake is the better game, ■ 

which everyone would realise if they just I 
sat down and played it Quake Ifs still fun, | 
but it's too slow. It's actually set multi- i 
player gaming back somewhat | 

But you play-tested Quake II - why § 
didn't you tell creator id all this? 

id really didn't care that much about the 
multi-player options. I'm in contact with 
id, and even level designer John Romero 
now admits the guys made a mistake. 
Quake III will be faster-paced. I'm really 
excited about it. When id said it was 
going to concentrate on multi-player... fell off your chair? 

If anyone's going to do it properly, it's 
going to be id. The guys know what 
they're doing this time. And John 
Carmack's a genius. 

What other games do you play? 

I've won a few Warcraft II tournaments, 

and I play Riven sometimes. I don't tend 
to play games single-player, although I 
'"■ gl't we ma<e an oxcepUri ''o' S'v.-d's 
Half-Life. I've seen screenshots of that, 
and it's like - "Wow!" I do a bit of real-life 
pairtba ling with friends, too. 

Outside of id, you have to be the 
expert on 3D shoot-'em-ups. What 
do you think is the next big step 
forward for Quake-style games? 

Once on-line gaming really takes off, 
we'll see professional gaming enter the 
big time. The next generation of these 
games are already building towards that, 
putting camera modes in that'll turn 
Quake into a proper spectator sport. If 
the company can do this and make the 
games less violent, then we might see 
sponsors like Coke or Pepsi get involved. 
You can probably expect to see a whole 
lot more Threshes in the future... 

■ Quake III: Arena is scheduled 
to go on sale in May 1999. 


So you prefer the original, eh? Is 
John Carmack happy about that? 

People have criticised me for complaining 
about Quake II, but I just say that for 

December | 1998| 



:atch a plane. 




She's not real, you know. Despite the interviews and pin- 
ups. Despite the glossy fashion spreads and the newspaper 
features. Despite the sackloads of shakily -handwritten fan 
mail from desperate boys. She's not real. Sorry. 
"She's real to me." says David Burton. 1 work with her five 
days a week." 
David Burton is Marketing Manager at EIDOS interactive, 
the man in charge of selling Lara Croft to the worid. He gets her 
on posters and on television: on stage with the right bands and 
associated with the right products. He looks after her. If Lara was 
real - and. let's get this straight, she's not - David Burton would 
be her agent. 

"MTV phoned me a couple of weeks ago. because they want to give Lara 
her own show." he boasts. "Lucozade have just approached us to feature her 
in a TV ad. Meccano called me the day before yesterday, because they've got 
a new crane coming out. and they want to see if they can have Lara hanging 
by a bungee rope from it." 

For someone who isn't real. Lara Croft certainly gets around a bit. 
"And we're going to have the movie for next Christmas.'' continues 
Burton. "It'll be a live-action film; it won't be rendered, like Toy Story. That's 
going to be huge." 

The film. The TV show. The book. The album. The doll. The watch. The 
backpack. And - oh yes. the game. 

It's easy to forget that the Lara Croft phenomenon began with a 
computer ^amc The onjriiu' Tomb Haider for PljySi.tiion and PC. came 
out Just in time for Christmas 1996- There was a sequel Tlbmb Raider II, 
starring Lara Crort"), in time for Christmas 1997. Santa will be stuffing copies 
of the third game into stockings across the world this winter - and you can 
read a review of it on page 128 this issue. 

But how did a computer game character become a celebrity? And why 

"It's a constant battle with 
the press, particularly the 
European press, who 
always want her posed 
in as little clothing as 


David Burton. Lara's "agent" 

lis character in particular? \ 
Who the hell, in short, doi 

t makes her 
ara Croft ihi 



Certain facts are well known. There are more than 100 Lara 
Croft Internet fan sites, and each carries the same mini-biography 
culled from the game manuals. Ms Croft, they tell us. is the daughter 
of one Lord Henshingly Croft. She was born In Wimbledon, went to 
Gordonstoun boarding school, and was destined to marry "The Earl 
of Farringdon". But a character-building two weeks spent trekking 
solo across the Himalayas after a plane crash turned Lara into a new woman. 
She spurned the aristocratic life and her chinless fiance, and decided 
instead to jet around the world, leaping improbable gaps and shooting 
endangered animals. 

In the manner ofaSmas/i //its style pop star factfile. we also have a list of 
vital statistics. Lara's eyes are brown. She's 5 feet 9 inches tall, and weighs 
just over 9 stone. Her birthday is February 14th. Her blood group, 
apparently, is AB negative. 

But that's pretty much all there is to know. Beyond that barest of an 
outline, everything gets a bit hazy. Is Lara happy? Does she ever dream of 
settling down and having children? What makes her laugh? How did she 
vote In the last election? Does she ever regret killing so many animals? We 
just can't tell. All we have is her blood group - the most trivial piece of 
information imaginable. Think ol all the people you know, friends and 
family. Do you know anyone's blood group? 

No. the more you try to work out what makes Lara Croft such a popular 
haracter. the more you realise that she isn't a character at all. She's nothing 
ore than a collection of polygons. It's all a scam. She's not real. 
And yet... 

And yet, she is adored. 

If Lara's so unreal, how come millions of players have cared so E^k 
uch about her? Have tried so hard to protect her on her adventures? mmf 


The Croft 

Want to understand Lara? Over to Dr Mark Griffiths of 
Nottingham Trent University's Psychology department... 
■ Whet 


Croft is. 

psychologically interesting. 
With her gravity- defying 
breasts, she's the first real 
sex -symbol of the digital 
age (most players claim 
that, were she real, they 
would definitely like to 
meet her) and a symbol of 
change- vvithin the industry 
As here 

you're going to sit in front 
of a computer for 80 hours, 
you'll want something 
pleasant to look at" 
But is that enough to 

popularity? While the 

that sex sells - you don't 
need a psychologist to tell 
you that - there's more 
to Lara than sex. After 
all, we've sec 
female characters 

of stardom. 

The truth is that many - 
maybe most- Tomb 
players are neither lusting 
or lustful adolescents. 
Psychologists such as myself 
are interested in what 
players think about as they 
play a game. Is their prime 
motivation the character, 
the game, or an intc-rsaion 
of the two? And might 
there be something about 
Lara herself that creates 
some kind of psychological 
holdover the players? 

If so, there are plenty 
of elements to the Lara 
character that hold gul^- 
obvious appeal. There's her 
untouchable aris':ocr ( '.tic 
background, her perceived 
high intelligence and single 
status, her practical use of 
;k:lhir.:_; and her killer 
instinct. I've asked Tomb 
Raider players about all of 
these in my research into 
the game - and generally 
drawn a blank. The truth is 
simply this: no-one I've ever 
interviewed as part of my 
research has mentioned any 
of tara's personal attributes 
except the basic anatomical 
ones. Psychologically, Lara 
Croft is pretty much a tabula 

Some themes do crop 

up regularly, however, as 
I discovered when I 
questioned a group of 
players and asked them 
exactly why Tomb Raider is 
such a good game. The 
younger ones tended to 

the way she crouches and 
swims ("believability" and 
"realism" are often quoted 
as important components 
to the game). More 
importantly, there was the 
visual impact of the game 
itself, with striking images - 
such as the wonderful 



next to the Sphinx near the 

end of the first Tomb Raider 

holding L^'iia.-?' appeal. 

A few players also note 
that the positions that Lara 
gets herself into can be 
"fairly sexual" and, though 
they distanced themselves 
from this viewpoint, 
speculated that for others 
this might be an important 
motivational factor in 
playing the game. 

However, what soon 

nature of the game itself 
that entraps people. 
Treasure hunt games ai 


great numbers of people, 
and by combining this wit: 
an action element, a mix 
of exotic locations and a 
strong central character, 

But they do see 

may enjoy the 
"fairly sexual" 
positions she 
finds herself in. 

Tomb Raider seer 
hit the jackpot 

So is Lara a good 
influence? I would be the 

first to say that games need 
strong female icons, if only 
to bring in the still "airy 
untapped women's market 
Lara has-tyoblems doing 
this - too many women see 
her as a crudely realised 
male fantasy figure for her 
to be completely effective 
in this role - but she's a step 
in the right direction. Until 
Tomb Raider, female game 
characters - outside of the 
limited beat-'em-up genre - 

of violence (as in Night 

{Mario and Zelda), or simple 
diversions from the action. 

very much her own person. 

She's fit, independent and 
completely unreliant on 
super-human powers (again, 
believability is an important 
issue with many players). 
And she inhabits a series of 
Croat oiTics. Ultimately, 
that is what matters most. 

M Dr Mark Griff iths 
lectures at Nottingham 
Trent University 




cursed, and maybe even cried, when she's been injured? How 
come MTV wants her to present the channels videos? 
Clearly, there's more to Lara than the simple facts. 

Jeremy Smith knows Lara Croft better than anyone. Along with 
his brother Adrian, he founded Tomb Raider developer Core Design. 
He's masterminded Lara's rise to fame ever since he returned from a 
behind-closed-doors preview of PlayStation, took his entire company 
out to a hotel, and asked them 10 invent a game which would take 
Core into the new 32-bit world he had just glimpsed. 
"We just sat down and started throwing ideas around." he remembers. 
"And then one of the guys said, 'I've got this idea for an Egyptian-style 

pyramid raiding game. The irony of the whole thing." 
~ nith laughs, "is that there's not one tomb in Tomb 
Raider. But the original thing was going to be 
iltv Egyptian. Yve visualised pyramids with 
entire cities beneath them, connected by 
underground tunnels." 
But no Lara. 

"The original character was actually male. He 
had a whip - more a rope, really - which he was 
^ going to use to climb and lasso things, and we 

lust thought. That's so close to Indiana Jones, it's 
;ary We don't fancy taking on [he weight of LucasArts 
[the publisher who owns the rights to produce games 
' based on Indiana Jones] so let's look at something else'. 
' And a couple of weeks later, the something else was Lara." 
This Is a disappointingly undignified birth for someone 
who turned out so perfect. The idea that there could have 
been a Tomb Raider without Lara now seems ridiculous, but Smith 

To reflect her toffee-nosed 
background, Lara "Cruz" — 
her original name — had 
to be ditched in favour 
of the significantly more 
English "Croft" 

admits he had no idea at the time how important she would become. 

"U'e knew ; what we were trying to achieve with our 3D game engine, and 
it was a case of fitting a character around it." he states, prosaically And when 
Lead Artist Toby Gard came up with Lara. Smith was initially unconvinced. 
His immediate reaction was. he says. "Shit... do we really want to do a female 
character in a game?" 

Gard recalls the cool reception his creation received: "I really liked 
making Lara." he says, "and 1 couldn't understand how other people could 
fail to succumb to her charms." 

But succumb, eventually, they did. and Lara was born. Well, almost. Lara 
"Cruz" -the originally proposed name- had to be ditched, first, with the 
significantly more English "Croft" introduced to reflect the character's 
toffee-nosed background. And then she had to be brought to life. 

"None of Lara's actions were motion captured." says Gard. "but 1 
animated her to move as realistically as I could. Although her movements 
were stylised, they were stylised to look like a normal person." 

His attention to detail paid off, and Lara did indeed look stunningly real - 
a major factor behind the dramatic impact she had on anyone who played 
her. This was the very dawn of the modern 3D age, don't forget, and the 
recognisable humanity of Lara Croft was an eye-burstingly giant leap 
forward for gamers used to cartoony sprites. Jeremy Smith's claim to have 
created "the first thirdperson-perspective game" is a little wishful (even if 
we were only talking about 3D titles. Virtua Fighter was already in the 
arcades and on Saturn, while Alone in the Dark offered a similar over the- 
shoulder 3D perspective years ago), but Lara still sent jaws plummeting. 

Crucially, the fact that she looked like a normal person brought a new 
depth to player-character interaction, "Because she's recognisably human," 
says Smith, "you have an affinity with her. It's difficult to get emotional if 
Sonic falls off a cliff, but different principles apply when you're playing 
Lara. There's a bond between player and character - if you're playing PsV 
some mad creature, like a big dog or a fox. or whatever, it's far more ■># 

Fighting, fit 

With two gigantic leaps, Lara Croft 
conquered the hearts of gamers the 
world over. Later this issue we discover if 
Tomb Raider III is a jump too far, but first the 
original games, both soon to be available at budget 
prices. How have they weathered the passage of time? 

Tomb Raider 

Producer: EIDOS 

Release date: Christmas 1996 

Format: PC, PlayStation, Saturn 

■ No one was expecting it. A couple of 

previews had commented positively on 
the 3D graphics, but no one had seen 
the game running for long. Bets on 
Tomb Raider's success were hedged 
with "crn;ld"5 and "might be"s. 

And then everyone played it. And 
played it. And loved it. 

"It's not often that we're shocked," 
began the PC Gamer review of Tomb 
Raider in the Christmas 1996 issue, but 
shocked they were. And so was everyone 
else. Up to that point, the only ground- 
breaking game to have come from Core 
Design, a low-profile British software 
house, had been Trninderhawk on the ill- 
fated Mega CD. An obvious PlayStation 
sequel and such forgettable titles as BC 
Racers, Sbellshock and 81am Machinehead 
had given no indication as to what Core 
was working on behind the scenes. 

And now the company had created 
"one of those ground-breaking games 
that changes the way games are made 
forever," said Official Playstation Magazine. 

The concept of a true-3D polygonal 
engine wasn't revolutionary - Quake was 
out on PC, and Mario 64 was out in Japan 
- but Tomb Raider's real brilliance was its 
excellence as a game, and this is what has 
assured its continued success through 
budget re- releases. Even without the flash 
graphics, Tomb Raider would have been 
great fun to play. The variety of challenges 
on offer is utterly gripping, as it mixes 
exploration with gunplay, platformy 
athleticisrr with puzziy b'2 '■'■ i'JSion 

The imagination, technical achievement 
and first-rate game-sense of its creators 
shone through in every aspect of Tomb 
Raider, from large (the sheer size of 
the adventure on offer, and the clever 
construction of its levels] to small 
(the bone-crushing sound effects 
accompanying fatal falls, for example, or 
the muzzle flashes from Lara's pistols}. 

Naturally enough, Tomb Raider 
became the PlayStation's best -selling 
game - despite a mundane first leva , 
some joypad-hurlingly control stodginess 
("Jump, damn you! Jump!") and not- 
infrequent problems with the positioning 


It's worth noting t 
now comes with Unfinished Business, four 
extra levels released some time after the 
game first appeared. 

Tomb Raider II 

Producer: EIDOS 

Release date: Christmas 1997 

Format: PC, PlayStation 

Slavering in anticipation. Lara had become 
a superstar, and what started out as a 
game had become a phenomenon. 

Movie sequels, it is often observed, are 
always inferior to the originals. But things 
usually work the other way round in the 
gaming industry - the continued evolution 
of technology usually means that games 
just keep on getting better. Tomb Raider II 
was, as hoped, fantastic Better, even, than 
the ground-breaking original. 

Lara was more responsive to control, 
had some spectacular new weapons at her 
disposal, and could climb walls. In another 
excellent feature, she could commandeer 
vehicles, too - most memorably, the 
superb powerboat on the spectacular 
Venice levels. An overhauled 3D engine 
resulted in fewer graphical glitches, 
enabled levels to be set outdoors, arid 
added real-time lighting effects. 

Tomb Raider Irs sense of drama was 
even more developed than in the original, 
too. A succession of outstanding set-pieces 
and coups de theatre intensified the 
game's movie-like feel, somehow 
managing to up the "Wow!'' factor on a 
title that had itself redefined expectations. 

Already, however, the first stirrings of 
a backlash were noticeable. "Tomb Raider II 
isn't the unequivocal triumph you might 
have been expecting," cautioned 
Playstation Power magazine, citing niggles 

a tendency to fling "sudden, initially 
inescapable death" at you. A number of 
on-line fans, too, complained that the 
increased combat-quotient had ruined the 
atmosphere of the original game. 

But punter-land at large cared not a 
whit. And Tomb Raider irs chart-toppage 
created even more Lara Croft fans than the 
original title, since the PlayStation user 
base had increased dramatically over the 
intervening year. 

But not a penny of the resulting cash 
bonanza found its way to either Tomb 
Raider's Lead Artist/Original Concept 
designer Toby Gard or to Lead 
Programmer Paul Douglas. They'd jumped 
ship from Core in February '97 to found 
their own company Confounding Factor. 

And they're not at all bitter ahout the 
mountains of Lara -related wealth they 
spurned by leaving. They say. 

December 1998 Arcade | 51 


I difficult to actually connect with that character." 

And connect we do. You don't have to be involved in the Internet 
cult of Lara "fan fiction", glamourising your fantasies in sixth-form prose, to 
have struck up a personal relationship with the Tomb Raider heroine. You 
don't have to believe she's real, like the Net-fan who feels she's "a nice 
person... remember her giving you tips at the assault course? Not harsh in 
any way. but reasonable and clear." 

You don't have to be dysfunctional to get intimate with this virtual 
woman. You simply have to play her. 

"It's like a movie." muses Smith. "I mean, it's difficult to watch a movie 
and not relate to the main character." 

The cinematic elements of the Tomb Raider titles, the animated cut- 
scenes and dramatic set-pieces, certainly support this analogy. At the same 
time, however, the games are more than movies. You're not just watching 
Lara - you are her. Or are you controlling her? Guiding her? The 
relationship is difficult to define. 

»sking players where they place themselves in relation to Lara 
elicits a wide variety of responses. Some project themselves strongly 
into the game environment, and play very much as themselves. In 
other words they become Lara and play from what amounts to a first- 
person perspective. Others describe themselves as spectators, or 
sidekicks, trying to share In Lara's success. The language used by 
male players, revealingly. is often that of the chivalrous protector "I'm 
guiding her... I don't want bad things to happen to her". 

Jeremy Smith believes that Lara's femininity makes men more receptive 
to her. "I'm not sure that male players actually want to 'be' Lara." he says. "I 
think they like playing Lara, because it's a refreshing change from being the 
muscular masculine guy. At the end of the day, it's far more difficult for a 
bloke to get emotional about another bloke on screen." 

"It's difficult to get 
emotional if Sonic falls 
off a cliff, but Lara is 
human. There's a bond 
between player and 

C-ll3.ra.CX.Cr Jeremy Smith. Core Design 

Which is probably true. In addition, though, there's the never-overlooked 
matter of Lara's sex appeal. 

"We know that she's very heavily regarded as a sex icon." says marketeer 
David Burton. "We've always tried to be very, very careful about how much 
clothing we let her take off in the artwork that we've produced for her. Its a 
constant battle with the press, particularly the European press, who always 
want her to have on as little clothing as possible. 

Then again," he adds, "we don't ever pose her so she's looking 
unattractive or like a wet blanket. You'll never see Lara looking frumpy," 

No. Of course not. No bed-messed hair for Ms Croft. But there's a 
curious discrepancy between her promotional portrayals outside the game 
- the swimsuit pics: the come-hither poses: the centre-of-attention bust - 
and Lara's image within Tomb Raider itself, if you go back and play the 
original game, for example, one of the first things to strike you is the fact 
that her chest isn't half as prominent as you remember it from subsequent 
marketing images. Rounded out with a higher polygon count. Tomb Raider 
IPs heroine is rather more top-heavy, but even then the game's clearly more 
concerned with big guns than... er. bigguns. 

Ioby Gard. who's still credited with Tomb Raider's original 
concept, left Core a few months after the first game was released, and 
cites "down-market marketing" as one of the reasons for his departure. 
"The sexism only started when the marketing people came In." echoed 
graphic artist Heather Gibson in a Daily Telegraph article last year. 
So when does "sexy" become "sexism"? And how much of Lara's 
mass-market profile is due to her image as cyber-sex object, how much to 
her in-game role as resourceful puzzle-solver? 

A large part of Tomb Raider's cross-over media coverage has to be 
credited to her random-access mammaries. And even if we can't blame 
the marketing men for. as could be charitably claimed, just doing their h4 
job, we can certainly curse the imaginatively bankrupt designers who ■•f 

■ Celebrated 
Generation X 
author Douglas 
Coupland claim: 
to be "drawn" t< 
Lara. From the 
vapid nature of 
his contribution 

we detect he 
feels the lure of 
easy money, too. 

j. *.,,""'. *r ;. fj*j- Q% jV \?-r 


, ■ i iTU !■> 

December 1998 | Arcade j 53 

JSl have subsequently cloned a harem of overtly chested heroines, all 
T*" eager to clamber aboard Lara's bosom bandwagon. 

David Burton, meanwhile, is keen to assert his appreciation of Lara's 
unbreastly attributes, and play up her cross-gender appeal. 

"From what we've seen." he says, "the vast majority of women like what 
she does, and like the way she takes no crap from anyone. I think she's a 
good role model. People rarely get the advantage over her. and she's always 
up against the odds. 1 guess that people often feel in their lives like they're 
up against it - she always is. and she overcomes things. Her games aren't 
about going around killing everything, either; there's a lot of puzzle solving, 
which is a type of game that girls traditionally like anyway." 

And, after his initial uncertainty, Jeremy Smith is left with no doubts that 
he made the right decision to go with a female lead character. "I think the 
timing was absolutely right for us," he says. "There was a huge surge of 
change within the population of the world, almost, towards -you know - 
women. The whole girly power thing was happening at the time, and 
nobody could have planned for that." 

Iirly power? Perhaps. But the timing was also absolutely right 
for Lara to ride the wave of PlayStation's success into a new game- 
friendly culture. Sony's marketing nous broke the console through 
the "toy" barrier into the grown-up mass market, and Lara fought in 
the front line of the company's assault. 
"Sony realises how linked Lara is to PlayStation," says David 
Burton. "Whenever you see a PlayStation, you see Tomb Raider." 
"She's an icon." Smith asserts. 
An icon of what? 

"An icon ofvideogaming. Videogaming has matured from being a bunch 
of geeks who stay up very late at night in their bedrooms, to being an 
industry. And I think Lara is an icon for the whole gaming industry." 

"The French like her 
sexiness. The Germans 
like her aggressive side. 
I think the English like 

her aloofness. 

David Burton, Lara's "agent" 

That sounds like a bold claim. But the fortunes of the game and the 
industry- rede fining console have certainly been intertwined. It's difficult to 
imagine a PC-only Lara gracing the cover of The Face- the world of video 
card upgrades and DirectX conflicts is hardly hip. 

And now the textured temptress is taking on Hollywood, though Smith 
is philosophical about her trip to Tinseltown. 

"People loved the Indiana Jones series, and here we've got a female 
Indiana Jones, basically." he says. "As a standalone concept, that's great. The 
fact that it's going to be packaged wilh Lara on it is a bonus to us." 

Doesn't he worry that her "virtual" mystique won't translate into a live- 
action vehicle? 

"[ think if we'd done a virtual character movie then I'd be more 
concerned," Smith replies. "I see this as a kind of side issue to the whole 
gaming arena. It'll run alongside the game quite comfortably. But if Tomb 
Raider fans go and see it and think it sucks, 1 don't think it will affect their 
view on the videogame side of things, because we're not using anything 
from the game in the movie, other than the name." 

Oh. Right.. And are there other areas into which Lara's likely to move? 

"There's lots, but to be honest with you we're just holding back. We're 
cautious of over-exposing her. We don't want to sell her out. There's no need 
to- we're not too bothered about being a sponsor for a thousand different 
pieces of merchandise. She doesn't need it." 

Well, how about the games, then? How long can Tomb Raider maintain 
its momentum? 

"I think it would be silly to kill off somebody as strong as Lara. Our 
philosophy is very simple: we will produce Tomb Raider games while 
people want them. You've only got to see the buzz on the Net about Lara, or 
the quantity of letters we get here about the game, to know that people want 
more. We'll look at doing something else when it gets to the point that 
people say. "Well, we're bored of this now: what else are you going to do? "' 

A different kind of game, but still with Lara? 

"Absolutely. Lara can't continue to sustain her appeal in the environment 
she's in currently. There will come a saturation point. Take the Mario series 


| December | 1998 

as an example of the fairly sialic platform game: what did they do next? 
They blew Mario into this tremendous 3D world, and off he goes again. 
Lara's already in a 3D world - where does she go from there? Well, lots of 
places. There's plenty of room, with new hardware coming through, lo 
expand on what we've done so far fairly rapidly." 

And that answers the recent complaints, both in the press and on the 
Net. that the Tomb Raider scries is in danger of stagnating. Magazine 
previews of the new game, in particular, have been generally rather sniffy 
about a perceived lack of originality. In response. LIDOS launched a major 
campaign of "re-education" to showseen-it-all-before hacks the error of their 
ways. Was this a conscious move to nip a potential backlash in the bud? 

"In this country, people like to knock anything that's successful." gripes 
]eremy Smith. "They seem to take great delight in knocking people off 
podiums when they've got up there. If people buy Tomb Raider III then I'll 
be very happy - whatever the press say... I mean, it's a free world, they can 
say what they like. Unfortunately, some people are very quick to judge 
without having a close look at what it's all about. And now there's a huge 
swing in the press activity on Tomb Raider HI. and they're going. Wow. this 
is actually the best of the games so far'." 

The new Tomb Raider has, a smoother, 
exploits all the new 3D card special effects and it's got a new. nonlinear 
structure. But what about Lara? 

She's got some new moves. And. yes, a few new outfits. But don't expect 
any character developments. She's unlikely to show us a whole new side to 
her personality. We'll still know little more than her blood type, and where 
she went to school. 

And perhaps this is for the best. Perhaps the secret of Lara's success lies 
not in her marketed sexuality or her ever-improving realism, or even the 
exotic drama of her exploits. Who the hell does Lara Croft think she is? 
Jeremy Smith has a compelling answer: 

"The sexism only started 
when the marketing people 

C fll llC 111 Heather Gisbon. graphic artist on Tomb Raider 

"1 think the key is that she's whatever anybody wants her to be." he says, 

Lara has been given Just enough character to enable her to run and 
shoot, as the game requires of its heroine. Any more personality than that, 
however, would intrude into the player's relationship with her. Perhaps you 
learn Lara likes country music - if you don't dig Hank Williams, that'll make 
it harder for you to care so much about her next time you play Tomb Raider 
III. Lara can only accommodate the wishes of the eight million people 
who've bough tone of her games by being, essentially, an empty vessel. 

"It's interesting how she's perceived differently indifferent markets." 
reveals David Burton. "For example, the French angle is more on her 
sexiness, the Germans like her aggressive side, I think the English like her 
aloofness, and her sense of inaccessibility. A lot of English men have a thing 
about Lara because she has this aristocratic unobta inability about her." 

So we all see what we want to see. 

Ine of the most recent additions to the world of Lara Croft has 
been a glossy 188-page book. It's called, perhaps unsurprisingly, 
Lara's Book and its vacuity is astounding. Inside is where we learn 
that Lara's blood group is AB negative, for instance. There are many 
pictures of her and, inexplicably, several pages of coloured circles. 
But there's more. Also included in this lovably pointless tome. 
Zeitgeisty Generation X author Douglas Coupland tries to pin down Lara's 
character, "She is a composition of devastating force, set against a backdrop 
of intelligence and intuition. Perhaps it's that juxtaposition which draws me 
to her." he writes. It's all very airy. 

Ask Toby Card his opinion of the book, and Lara's creator comments 
dryly. "It seems to me you can go up your own arse over-analysing things." 
Gard believes that al! the money around Tomb Raider has restricted the 
game's development. "I guess it won't ever change that much." he says. "I 
suppose like any corporate thing it's now too inflexible, so something 
flashier and less staid will eventually come along and blow it away." 

He hopes said blowage will come courtesy of his own game. Galleon. 
Like Tomb Raider, it'll be a third-person-perspective 3D action-adventure. 
But whereas Lara, Gard reckons, "began to be limited by the realistic style." 
his new. male central character Rhama will be "almost superhuman". 
Because, after all, he's not real, you know. 

■ Jon Smith is a regular contributor to Arcade magazine. *"» 


Win! A larger 
than life Lara! 

She's six foot tali She's packing heat She'll kick your 
butt Guaranteed. 

■ Now here s a prize you 
aero 55 every day. We've got a la rger-th an 
life Lara Croft statue for you to win. It's s: 
feet something of pistol- packing female 
Indiana Jones, mounted on a plinth and 
ready to scare the living daylights out of 
any unsuspecting strangers who should 
stumble across her in your living room, 
hallway, bedroom (steady) or anywhere 
else you might decide she belongs. 

Our giant Lara (still being made at 
time of going to press, which is why we 
haven't shown you her here) might not 
quite boast the level of detail of our Nell 
McAndrew stand-in, but she's pretty 
impressive nonetheless. 

And getting the chance to win her is 
simplicity itself. All you have to do to be in 
with a chance is complete the following 
sentence in the most amusing and 
convincing fashion: "My Lara statue is 
better than the real thing because..." 

5imply jot your answer on the back of 
a postcard or envelope, and send it to: 

Lara Competition, Arcade 
Magazine, Future Publishing, 30 
Monmouth Street, Bath BA1 2BW 
Entries should reach us no later than 

r 31. 1998, v 

December | 1998| 


What goes up must come down. But not until we've had some fun with it. 

r r 



I Chart 7rac/< 

1(2) F1 World Grand Prix 
N64, Nintendo 

iTie N5A's first truly playable racing cartas 
opposed to racing: go-kar!) game ir.argei 

past the mighty Tekken 3 to take the top 
slot. No pole position jokes here, though. 

With virtually 
all the hardcore 
■*M scrap fans buying 
this - the current 
Best Fighting 
Game Ever - 



bk-;ijr', "-; -■:■;:; 

be dropping like a great big re 

The ultimate wet 
W muddy rally 
sim, starring the 
ultimate in bald 
Scots, crashes 
back into the top 
three, thanks to 
a timely PC release. We expect it to stick 
around the multiformat chart for a while - 
after ail. rallying suits the winter months. 

The highest-placed 
Platinum entry 
is this excellent 
if rather ancient 
Codemasters racer, 
still precariously 
n after nearly a year in the charts. 

much the i 
staunch, un flashy 
way as Arsenal's 
Lee Dixon/Nigel Winterburn back line. 

6 (-11080" NW. Nintendo 

Nintendo's definitive snowboarding sim 
slides into the top ID with consummate 
ease. It's a great game, reviewed this issue. 

8 (3) Mission: Impossible nm, otean 

Horrendous spy sim. osiervediy failing 
after being hyped up into dighe' territory. 


Interest in this budget platformer is rather 
waning with the: imminent release of its 
Oddworld sequel, Abe's Exoddus, 

L| l |t,ll,.'JJIJJ,l,U,M.iJi,MJHIJM 

;.:■" iwinqinci shiftily ruoi-ir.d tnc top :D. 

The first really fun rally sim, now a year 
old, ieiiing at a cheapo price, and stilt 
loitii '■::: around in the top 20. 



Wo real changes here, with the 
usual suspects playing musical 
chairs for the top positions 

Ft s still holding the top slot, but 
- look out!- 1080' has swept in 
from nowhere to challenge it. 



Dune 2000 rocks. We approve. 


■ Who's that at the scene at the mo. So 

door? Why, if s Steve whaf s "going down", 

Lucas from top game Mr Lucas? "Well. Metal 

import shop NextGen. GearSolidh still selling 

He's kindly agreed to a ton. especially now 

let us know what the that the US release is 

movers and shakers out And NTSC Tekken 

are on the Import 3 is shifting as people 

realise how rubbish 
the PAL conversion is." 
What about the N64? 
"The Australian PAL 
version of 7080° is still 
popular." Anything 
else? "Cards that let 
you play movie CDs 
on the PlayStation are 
flying out of the door, 
as are Saturn titles." 
So Sega's poor old 

on the import scene, 
eh? Shame about 
everywhere eise, 
really. See you next 
month, Steve! (Oh, 
he's already gone.) 

56 | Arcade | December | 1 998 

■ And the Beat Mania goes 

i i .iri" Ti . " .M 




1 (1) WWF: Warzone 



4 (1) Banjo-Kazooie n&i, Nm»™jo 




US charts suppli9d by PCD 

Stop smiling at me! (^ 

Some game clwactets are just phfci armoyaig. I Icicls 8 top 10l T*~"^^Bh ^ 

aHTapL^I I 5. Natalya 8. Thorin ^^^^\^F 


much time 

major game 
(Lara, for 
instance) that inevitably we 
tend to warm to them. But 
occasionally, however, a 
game character rubs you up 
the wrong way. Sometimes 
you happen across an 
irritating "pixelated pat" 
who's annoying enough 
to have you punching the 
screen, kicking the cat, or 
tossing your controller to 
the floor in frustration. 
Here are ten little basts who 
particularly get our goats. 

1. Dizzy 

■ Argh! This walking egg thing 
became a national phenomenon 
in the '80s, with his "merry" blend 
of platforms and puzzles. But his 
lolloping gait, fixed grin, and nasty 
tendency to roll about like 
buffoon when a simple walking 
manoeuvre would be more 
desirable, made him one 
egg we hoped would 
contract a particularly 
virulent strain of 
salmonella. No, 
really. He's a git. 

2. Lemmings 

■ The aim 

the little green-haired 
gonks from hideous 
death, but their 
nausea tingly cute 
catch phrases - "Oh nol" 
- and their irritating 
ignorance of the danger of 
wandering under a guillotine or 
into a blazing fire, made the 
"Nuke All Lemmings" button the 

i x me passes- 

3. Toad 

{.Mario 64/Mario Kart 64) 

■ Ybu know, the mushroomy guy. 
He seemed okay in Super Mario 
64, helping you along with an 
extra star here and there, but then 
he cropped up in Mario Kart 64 
with a helium -enhanced voice and 
an attitude perfectly summed up 
by his trademark, "I'm the best!" 
as he swept past to victory. Worse 
still was the cocky little 
cackle as he smacked 
you up with a red 
shell. The little turd. 

4. Rascal 

Oh, how Psygnosis 
crowed when it 

-nmissioned the 
world renowned 
Jim Henson's 
Creature Shop 
to create (at considerable 
expense) a new character for 
brave, bold Mario- beating 3D 
platform game. And how the 
company wept (and, of course, 
countless rival game publishers 
sniggered) when the result turned 
out to be a faceless, leather- 
jacket-wearing, baseball- capped 
urchin with all the personality of 
a walking brick. 

5. Natalya 

IGoldenEye 007) 

■ Unbelievably annoying sidekick 
(so called because you'll want to 
kick her). She'll mince about the 
shop, seemingly oblivious to the 
screaming gun -battles taking 
place in her immediate vicinity, 
and can only be alerted to danger 
by an accidental bullet-in-the-face 
(or, much more likely, a completely 
intentional bu I let-in -the-butt) from 
8ond, thus causing an automatic 

6. Yoshi 

(Super Mario World) 

■ Before Vbshi became a leading 
Nintendo character in his own 
right, he was just Mario's fancy 
horse. And he was rubbish. It'd be 
fine until some turtle got in your 
way, at which point the 
grinning dinosaur would 
throw you from his 
back and immediately 
leg it, evading all 
recapture attempts, 
hell-bent on 
throwing himself 
straight down the 

7. Sonic 

■ The blue 
attracted a whole 
load of admirers 
upon his debut But 6 
many, he oozes a level of 
arrogance beyond that of 
even Chris Evans. His specialty 
was tapping his foot and scowling 
when left to rest, and yet putting 
on a melodramatic cry-baby face 
and shedding his coin haul upon 
smacking into a spike. And now 
he's back. Where's the justice? 

Th'orih'iits down and starts singing about 


8. Thorin 


■ Back in the days when 
adventures consisted of typing 
the ZX Spectrum brought you a 
character who considered sitting 
on the ground and singing about 
gold as somehow helpful to your 
quest. The usual recourse to this 
practice was to type "TAKE 

9. Thargons mte) 

■ Ancient 8-bit classic Elite 

mostly involved a happy medium 
of combat and trading. Until, 
without warning, an "error in 
hyperspace" occurred, plunging 
you immediately into unpleasant 
"witchspace", and a pitched battle 
against several hard-as-you-like 
Thargon ships, whose pleasure it 
/as to finish you off in time for 
tea. And had you saved your 
game beforehand? Had you 
hell. Bastards, 

10. Mario 

■ Well, if Sonic's going to 
appear, then Nintendo's camp- 

as-you-like plumber has to be 

included, too. First, he's unable 
to keep quiet, with a ridiculous 
whoop or gasp accompanying 
every leap. Imagine if one of 

your friends behaved that way. 
Second, he looks like a cross 
between Uncle Jesse from The 
Dukes of Hazzard and one of 

The Village People. 

Ten sport sims 
that youll never 
see on the shelves: 

1. Synchronised swimming 

2. Bungee jumping 

3. Heavy drinking 

4. Off-g round tag 

5. British bulldog 

6. Tiddly-winks 

7. Kiteflying 

8. Dwarf throwing 

9. Fox hunting 

10. Caber tossing 

■ Our pie-chart this month clearly shows that games starring people 
are the most popular this month, healthily beating cars to the top slot. 
The Tomb Raider games and Spice World make games starring boobs 
the third most popular, with animals (chiefly worms and bandicoots), 
aliens (Abe) and wrestlers bringing up the rear. 

Who's the star? 


CARS 30% 

BOOBS 10% 






-pop I But what games are The People's Choice? We found out. 

U Hello. [Enthusiastically] "Oh! 
Hello!" Who are you, then? Tom." 
And what do you do? Tm a Dl" 
Blimey, that's a bit flash. Bet you 
haven't got a PlayStation, then. 
"Actually, I got a PlayStation last 
Christmas." Wriat do you play 
most? Tekken I, bye!" OK, bye. 

■ Hello. "Hello, I'm Charlie" [Grins] 

I'm a housewife. I was looking at And how old are you? Tm 22 

CD-ROMS to learn Spanish." Don't years old. And a quarter. No, hang 

suppose you play any games, do on, three quarters. Right." And 

you? "Actually, I'm quite good at you're a... Tm a student" Are you 

Minesweeper. 8ut I'm too old for on your way to lectures? "Wo, I'm 

games, really." But you're young going home to play GoldenEye." 

at heart, right? Oh, you've gone. Excellent, that's great Thanks. 

December! 19961 Arcade 57 

»-. 40 K» 

What's coming out when? Here's our current best guess to the next three months. 

fSi Bust-A-Groove 

BM Croc Sony 

^3 Dodgem Arena 

H Lemmings Compilation 

^3 Libera- Grande 

Oddworld: Abe's £\oddus 

^J Payer Manager 2 

CT71 Pocket Fighter 

52] RC Stunt Copter 

^3 Rogue Trip 
Small Soldiers 

^3 Te5t Driue 5 

^ffl Carmageddon2 
U^| Dungeon Keeper Classic 

^^ European Air War 

^2] Fighter Pilot 
ITffll Half-Life 

fflS Railroad Tycoon 2 

223 SCARS 

[T?n Sim City 3000 

^22 Simpsons Cartoon Studio 

^^3 S ' N 

J2I Virtual Springfield 

^21 Wing Commander Gold 

now Starshot 

^3 Apocalypse 
^J] B-Movie 

Colony Wan: Vengeance 
^3 Hercules 
^JJ Michael Owen's WLS 

Mickey's Wild Adveniure 
E3 NBA Jam '99 

Rival Schools 
23 Time Crisis 

^JJ Age of Empires: Rise of Rome 
[23 Centipede 
^J] CombatFlightSimulator 
^3 Dominant Species 
^3 Lula Virtual Babe 
5J3 Magic & Mayhem 
m Michael Owen's WLS 
H Settlers 3 
J23 Starsiege 

523 VR 

now Extreme G 2 

now NBA Jam '99 

now NFL Quarterback Cub '99 

now Top Gear Rally Overdrive 

£23 Cool Boarders 3 

Project X 
Psy gnosis 


"fake Two 









P71 Music 

221 NBAUve'99 
r-.'i'il PFA Soccer Manager 

23 Psybadek 

23 Tomb Raider III 
Ff!TTrl Heavy Gear 2 
2J23 Populous:TheBeginning 
fifim RoboRumble 
FTTIrl TombRaiderlll 
^]ijrj UEFA Championship Manager 
EOT1 viva Football 

20th Micro Machines 64 

20th NBA Live '99 

20th NHL Hockey '99 

Game& Watch Gallery 2 







Red Storm 
Take 2 





Blue Byte 






Take Two 







Codemasters [23 










New Tetris 

NFL Blitz 

Pocket Bomberman 

Pocket Tales Conker 

Quest for Camelot 

Rampage World Tour 

Infogrames N64 tiiifll ' 







I FV98 
Pool Shark 
TOCA Touring Car 2 
Abe's Exoddus 
Actua Soccer 3 
Baldur's Gate 
F-16 Aggressor 
Global Domination 
Heretic 2 

Jurassic Park Lost War 
Links '99 
Moto Racer 2 



Pin ball Arcade 

Pool Shark 

Pro IB World Tour Golf 

Test Drive 4x4 

TOCA Touring Car 2 



4MB Ram Pack 

FIFA '99 

Legend of Zelda 

Nascar '99 








Codemasters \v>'A 


Gremlin 12 

Interplay m 







Codemasters 12 
Infogrames |2 








27th Tonic Trouble 
27th WCW/NWO Revenge 
27th WipEout64 
ET^l 360 

ETTJ Assault 

J23 Chaos 

J2J Crime Killer 
ET%1 DethKarz 
||jjjj Driver 
FTi^ Earthworm Jim 3D 
ET^l Extreme G 2 
F^a Falcon 4 
JTiTJ Flying Nightmares 2 
F^H Forbidden Oty 
fitt Golgotha 
t|:'.l Guardians: Agents of Justice 

H*l Head Hunter 
[|i3l Jimmy White 2 Cue Ball 
ETi^ Kanaan 
EH*-! Knockout Kings '99 
Ijjjjj Legend of the Five Rings 
ETi*l Liath 

jjJJ MadTrax 
JT^l MechWanior3 
iTT^l NFL Quarterback Club '99 
F^ Powerslide 
||jjjj Premier Manager '99 
Q3jl Rayman2 
ET^H Reel Feel Gorf 
j£3 Revenant 

j]3 Saga 

jjjj] Skullcaps 
IjjJJ Speedbusters 
U^J Tank Racer 

JJ3 Third Worid 
|^3 Tonic Trouble 
ll^jj Top Gun Hornets Nest 
fjj3 Tunguska 
IT^l Ultrafighters 
Fi^l Virtual Pool 2 Deluxe 
[J2J War of the Worlds 
ET^H Warzone2100 
||jjjj Zorro Pinball 

TBA Ho I y Mag ic Century 

TBA Turok2 

tiiil American Deer Hunte 

JTJ| Asteroids 
IJ23I Brunswick Bowling 

:PM C3 Raring 

^Bj Crash Bandicoot 3 

23| Knockout Kings '99 

M TaiFu 

J3I Test Drive 4x4 

Write andiet us know what you're looking forward to playing. Here are our choices- 

Metal Gear Solid 







































Project Two 
































Project Two 


l-acti ve Magi 








P-baJIGmeLtd R : ?" 



2 Mv 

Command & 

Tiberian Sun 

West wo ad, PC 

■ It's just been delayed 

•e-5hape an emire genre. 


| December | 1998 

'.- • ii ^~ ^w^w 


Tiger Woods '99 








Test Drive 5 








Wild Metal Country 




Buck Bumble 












Twisted Edge Snowboarding 




Virtual Pool 




V-Rally 64 

In fog ram es 


BB Parasite Eve 



11th Duke Nukem: Zero Hour 
Tlth Star Wars: Rogue Squadron 

ETTa Blade 

[jig Beian Lara Cricket 

ETiTTl DJump 



Psy gnosis 






ti-':l NHL Hockey 
EjT3 Requiem 



|:'J Solar 
|^J Soulbringer 
fjT3 Star Wars: Roque Squadron 



i&l Tnbal Lore 
EH*1 Turok2 




Got a burning gaming question? We know the answer. 
Or rather, Mark Green wont be paid urrH he finds it out 

BHj Pro 18: World Tour Golf 
fj^J Championship Manager 3 
FT^l Civilization 2 
U^jjj Daikatana 
J^JjJ Dragonflight 
iTT^ HomewoHd 

JJ3 Ignition 
fjT^ Monkey Hero 
fc 1 :'.! Resident Evil 
|^J Shadowsof theEmpire 

TBA 4x4 Mud Monsters 

Psygnosis [23 


MicroProse MkA 



Cendant WZ1 

Virgin W Label WZ1 

Take Two 

Virgin W Label WZ1 

Virgin W Label J2 



pTCM Bugs Life 
^JJ Earthworm Jim 3D 
>|:'.l Indiana Jones /Infernal Machine 




2J Joe Blow 
jj^J Soul Reaver 
J23 Metal Gear Solid 
rTH Rayman2 
fjT^ Space Invaders 
77"! Viva Football 
7^1 WCW Thunder 


Cryst Dynamics IrY.i 


FT*1 Alien vs Predator 



Ej^3 Alpha Centauri 
jp?P Baja 1000 Rating 
JJ3 Delta Force 
fT*l Diablo 2 







fj^3 Duke Nuken 4ever 



||jJJ Dungeon Keeper 2 



fjj3 Extreme Warfare 
HjJjJ Force Commander 
FHTl Interstate '82 
ETTtH Lands of Lore 3 
^H Machines 






rTil Outcast 
fp1j| PraxWars 



ii^ South Park 

]TT^ Star Trek: First Contact 




jjJJ Star Wars: X-wing Alliance 
EUTil Ultima Ascension 




TBA Earthworm Jim 3D 
TBA Rayman2 
TBA South Park 
TBA Twelve Tales 



a Why are the best games and new 
consoles always out much later over 
here than in Japan or the US? Metal Gear 
Solid and Sega's Dreamcast spring to mind... 

a Here's why it happens: Japan is where most 
blockbuster games and gorgeous machines 
originate, so it's perhaps only natural that 
Japan gets stuff first It's the keenest games market 
in the world, but also physically small (at least next 
to Europe or the US), making it an ideal testbed - if 
a games does well there, there's a good chance it 
will do well elsewhere too. The US is gaming's most 
important market, and so they get second bite at 
the cherry. Europe's also massive, but trickier - lots 
of different languages, lots of different counties, lots 
of different TV systems - so we come last 

But that's not quite the whole story. Factories can 
only produce a certain number of carts or CDs at any 
one time, so they tend to do it territory by territory - 
publishers make sure Japan and the States have ail 
they need before starting on Europe. The odd game 
gets held back until what seems like a suitable time 
for launch too - like the N64 game 1080°, waylaid 
until a) the big Christmas sales period and b) people 
started planning their snowboarding holidays. 

aWhen's Super Mario 64 2 coming 
out? It's been ages since the first one. 
Is the bloke who did it still alive? 

I Of course he is! He's Shigeru Miyamoto, the 
creator of many of Nintendo's best games, 
and currently resting after putting the final 
touches to the fantastic new Zelda game (reviewed 
next issue). Mario 64 2 is started, but it's been on a 

back burner for a while, waiting for Zelda. Once 
he gets back to it, however, Mr. Miyamoto reckons 
Mario 2 "shouldn't take too long" to complete. Just 
remember that Nintendo Time™ is a little different 
to time by any other measure, it could take years. 

Is there anywhere I can get hold of old 


Spectrum games? I'd like to see if any of 
them are as good as I remember. 

a You can, but with a few exceptions they're 
probably not. The internet holds a host of 
freely available emulators to make your PC 
think it's a Speccy (or C64 for that matter) - the 
problem is, using them can push you into a legal 
minefield. Alternatively, find a car-boot sale or good 
second-hand shop, or scour the classifieds. You ML 
won't be able to move for old, cheap rubbish. #■» 


| Superstars of gaming's past tracked down 

Matthew Smith 

■ Claim to fame: A pioneer of the 

UK platform game, Matthew Smith 
became a hero to thousands (and a 
reputed millionaire, though that seems 
very unlikely in the cold light of '90s 
reason) in 1983, when he came up with 
the ace new ZX Spectrum game. Manic 
Miner. Based on the Atari classic Miner 
2049'er, it was hardly original - but it 
did sell. And sell and sell and sell. Its 
sequel, Jet Set Witty, was even better. 

But following this impressive 
double whammy, things went quiet 
There were rumours of a mysterious 
third title, and indeed - some years 
later - adverts started appearing for 
something called Attack of the Flesh- 
Eating Zombie Chickens from Mars. But 
the game never appeared. Attacks 
publishers said they didn't know 
where he'd gone. So what happened? (try 

■ So, where is he? We don't know. no50/specmain.htmll, with the 

ichie of the Manic Street Preachers. 

But like Richie, keen Matthew fan? 

ron't allow him to rest in peace. Web 

devoted to tracking him down 

developed a penchant for motorbikes, 
changed his name to "Matthew Fram- 
Earth" and ran off to live in a Dutch 
commune. Apparently he's still there, 
his only link with the outside world 
being an occasional call to UK talk 
radio shows. (In other words, don't 

Now, that may sound a bit crap, but being that after Jet Set Willy. Matthew expect Jet Set Witty 2 any time : 

In the world of handhelds Nintendo rules. Nearly 
ten years after the launch of the all-conquering 
Game Boy, comes its biggest update ever: colour. 

It's hard to believe that the Game Boy is 
knocking on for ten years old now - in 
the fast moving world of game consoles 
that's veteran status - but the truth is 
that it's rarely been more popular. One 
time would-be rivals like the Sega Game 
Gear and Atari Lynx have been seen- off, 
while bright new casings, fancy add-ons 
and the slim-line Pocket models have added a 
bit of sex appeal to what was, for so long, a 
chewing gum- coloured brick. But the biggest 
step forward -was always going to be with the 
introduction of colour games running on a 
snazzier, non-backlit LCD screen. And from 
November 23, that's what we've got. 

The first thing you'll notice about Game Boy 
Color is the shape - ever so slightly larger than 
the Pocket models, and in what Nintendo claims 
to be a more ergonomic shape. "Some people find 
the Pocket a little fiddly." reckons Nintendo UK's 
John Bailey. "The new one has a slight bulge in 
the back to accommodate the larger AA batteries, 
too." (Pocket, of course, uses AAA.) The other 
surprise is the actual colour of the casing - while 
in Japan Game Boy Color will come in a wide 
range of shades. UK models, initially at least, will 
be any colour as long as it's purple: either a solid 
colour or a pale transparent. The reason why is 
simple: purple Game Boys have never been sold 
in this country before. But the colours that really 
concern us. of course, are those on the screen. 

And very impressive they are. Not as eyeball- 
popping as you might have hoped for - Game 
Boy Color is never going to provide a Teletubby- 
proportioned assault on the retina - but nice. Get 
ready for a range of 32.000 available colours. 32 
of which will be available at any one time on the 

early colour games, with some 1999 releases 
boosting that to 56. Sure, it's mostly seaweed 
greens, rusty browns, timid yellows and the like - 
more Morris Marina than Ferrari - but they're 
good for LCD. And anyway, it could well be that 
the greatest asset of Game Boy Color turns out 
not to be colour, but the resolution of the screen. 
You see. from now on. original Game Boy will 
start to look fuzzy and indistinct. Tilt the new 

screens in any direction, subject them to malign 
light sources - natural and artificial - and your 
viewing experience is barely affected. Thank 
Sharp for its ingenious development of non 
backlit LCDs - technology which could finally 
mean an end to long coach journey migraines. 
And it's not just colour and a sharper screen 
that our purple friend has over its long-in-the- 
tooth cousins - Game Boy Color's CPU can run 
up to twice as fast as the original, allowing for 
much more sophisticated software. Original 
Game Boy games (which will run on the new 
machine), will look better too. They'll be sharper, 
and won't suffer from the dizzy motion blurring 
than could make quicker sections on platformers 
impossibly hard. Not only that, they'll also boast a 

What about the 
new games? 

Release day should bring five or six 
newies, but the best is yet to come. 



■ It's likely to be '99 before 
we see the best new games. 
The top early colour release 
from Nintendo is probably 
going to be Pocket Bomber 
Man, though here at Arcade 
the farm-'em-up Harvest 
Moon (a Ze/da-lookalike 
RPG, where you plant seeds, 
sell sheep and run a farm) is 
also anticipated. There's also 
the RPG Quest For Camelot, 
New Color Tetris and Game 
& Watch Gallery 2. Soon out 
are Conker's Pocket Tales, 
Tetris Deluxe and upgrades 
of The Legend OfZelda: 
Link's Awakening (an extra 
dungeon), Wario Land 2, 
Metroid II: Return OfSamus 
and Kirby's Dream Land 2. 
NES adaptations will include 

Shadowgate Classics, Spy 
Hunter and Moon Patrol. 
Take 2 promises Cool 
Hand, Montezuma's Return 
and Reservoir Rat by Xmas. 
Midway's Mortal Kombat 4, 
Rampage World Tour and 
NFL Blitz are out at launch, 
with San Francisco Rush and 
Infogrames' Game Boy Wars 
2, Twouble, Carrot Crazy 
and Super Black Bass 3 soon. 

MHBDD- '■■■■" 
□ □BDDSt.?e" 

■ There's a wealth 
of games on the 
way for the new 
Game Boy Color, 
including all-time 
favourites like 
Mortal Kombat (1), 
New Color Tetris 
(3), and the well- 
loved '80s classic 
Moon Patrol (2). 

■ HaSHim 

60 I Arcade I December I 1 998 

Ninlen.l-GAME BOY- 

♦ •' 



■ ■ 


I The original. Bless. 

1 Game Boy Pocket. 

The Game Boy 
History Man 

It's a familiar feature in the hand of 
every teenager but how did it start? 

■ Launched with very little 
fanfare in April '89, Game 
Boy was initially seen by 
Nintendo as a way to take 
advantage of the "Game & 
Watch" craze of the time - 
those electronic toys with a 
single game built in. Few 
could have predicted the 

quiet revolution Game Boy 
would begin - within two 
years, this grey box had 
become the public face of 
videogames. Outside on the 
streets it was ubiquitous 
and unavoidable, just as at 
home on the bus or in the 
office, as it was in the 

■ Game Boy Camera. 

playground. Tetris became a 
craze; its inf uriatingly tinny 
accompanying music the 
Game Boy's official theme 
tune. Since then Game Boy 
has had more fade aways 
and comebacks than Gary 
Glitter, but in recent years 
smart marketing and new 
variations - like coloured 
outer cases, smaller Pocket 
versions and the recent 
Game Boy Camera - allied 
to a very consistent flow 
of quality software, have 
made for a real renaissance. 
It's estimated that there are 
63 million Game Boys in use 

■ And Game Boy Color. 

worldwide, far more than 
any other games machine. 

Over the years Game 
Boy games have become 
more complex - the current 
trend being for scaled- 
down adaptations of 64-bit 
titles - but there's only so 
much you can do with a 
machine of such modest 
memory capabilities. The 
continually rising sales curve 
suggests that consumers 
are happy with the product, 
but that doesn't mean they 
wouldn't like it to be better. 
And that means having 
bigger games - and colour. 



rudimentary colour of their own. That's right - 

chuck an old GB game onto GBC and the console 

will analyse the code, work out what's a moving 

sprite, what's a background object, and what 

shade of grey they all are. then attempt 

to colour them. It may not get it right - 

Mario might get a blue outfit, say - but 

you can cycle through combinations 

until you get to something vaguely 

acceptable. (It's similar to 

what Super Game Boy - 

the cart that plugged into 

SNES machines, enabling 

you to play GB games on 

your TV screen - used to 

do. but cleverer.) Some 

games work better than 

others - Go//just goes all green wi 

black men and a red ball, but some of 

the Kirby games look impressive, with up to 

four shades of colour to each item. Inserting an 

old Donkey Kong cartridge, we found that 

only the characters coloured, while the 

scenery remained grey. 

But all this new technology 
needn't send shivers up your spine if 
you own a mono Game Boy - your 
machine isn't getting phased out any time soon, 
and neither is the supply of software going to dry 

up. Instead there will soon be three types of GB 
software on sale - black and white. Color, and 
dual mode. No-one has yet suggested how long it 
will be before mono and dual mode are phased 
out in favour of colour-only, but around two or 
three years would seem to be a decent bet. 

While it's long been possible to link two Game 
Boys with a cable for head-to-head gaming. Game 
Boy Color also offers an intriguing alternative - 
there is a new infra-red port on the top side of 
each machine, which will enable two Game Boy 
Colors to communicate without them needing to 
physically touch, as long as the ports are facing 
each other and not too many inches apart. This 
sounds very exciting, but no-one - or certainly 
no-one outside Nintendo Japan - seems quite 
sure what the feature is going to be used for. As 
far as we are aware there isn't any software due 
soon which makes use of it. Our best 
guess - and also that of Nintendo UK. 
incidentally - is that the ports will be used 
to transfer data from one Game 
Boy Color to another, perhaps for 
trading of characters in a Pocket 
Monsters game. It's certainly 
hard to imagine infra-red being 
any use for head-to-head, so 
delicate is the signal. 

And that, in a nutshell, is 
Game Boy Color. Nothing 
about it is very radical, or (the 
infra-red port aside) even 
surprising, but it all works, and 
enables more involving 
handheld games than 
previously possible. This 
is. it's safe to say. Game 
Boy as it always should have 
been - and at under £70. pretty damn 
affordable. Now all we need to wait for are 
the first batch of 56-colour games, and 
perhaps, a wider range of casing 
colours. I mean, purple. What 0k 
were they thinking of? *"» 

At last, a saviour: 
Game Boy Color should 
keep you from having 
to converse with nasty 
bus stop drunkards. 


Game Boy Color 

■ 32,000 colour palate, 
with up to 56 colours 
displayed at any one time. 

■ Vastly upgraded, 
non-backlit LCD screen. 

■ Improved link cable 
ports and new infra-red 
ports for better Boy-to- 
Boy communication. 

■ Capable of adding basic 
colour to old mono games. 

■ Four times the RAM, 
eight times the ROM. 

■ Takes two AA batteries. 

■ UK price: £69.99 
(software from £19.99). 

■ In the shops: 

23 November 1998. 

■ Game Boy Color features include an infra-red 
port and that all-important battery-bulge. 

December I 1 998 1 Arcade I 61 


It looked like Ma wouH be 

a Neil victory, until, in a moment of 
supreme overconf idence, he took 
a comer too tight, spun, and sailed 
right off the edge of a cliff... 



Every few weeks, we get together 
for beer, insults and games. Lots 
of games. Our quest to name the 
best car sims for multi-player fun. 

t's late. You're trying to scrub kebab sauce 
off the back of the sofa and one of your 
friends suggests rounding the evening off 
with a glass of port, a Cuban cigar and some 
virtual, high-speed fun. We've all been there 
- and it ain't a bad place to be. Games are always great, 
of course, but never quite as great as with a few mates, 
a crate of beer and lots of shouting. 

Thus, in a selfless quest to bring you the best games for your 
own bouts of late night multi-player madness, we present Games 
Night. The idea is simplicity itself: every month we get together, get 
drunk, play a bunch of stuff and hopefully remember enough the 
next morning to come up with a few recommendations. Because it's 
such a social thing, the best Games Night games will typically be on 
PlayStation or N64 - far more front-room friendly than a PC - and 
they will almost certainly all have some sort of multi-player mode. 
They'll also be high in action, high in accessibility and highest of all in 
generating a real feeling of competitiveness - things like football 
games, beat-'em-ups and first-person shoot-'em-ups are all naturals, 
as are this month's contenders, the big-name driving games. 

The minute we arrived at my house for the night's action, the 
tension began to mount. Everyone figures they're handy behind the 
wheel, but now - in our safe little way - it was time to prove it... 


Circuit Breakers, Mindscape 

From the development team that brought us Codemasters' excellent 
MicroMachines comes this very similar effort - another top-down 
viewed affair with tiny cars, a great full-screen four-player mode and 
crazily eccentric courses. It fared well in reviews a few months ago, 
but isn't exactly flying off the shelves. Somehow it's failed to capture 
the imagination of the great gaming public. Would it grab ours? 

The signs were good from the start. All four of us could play at 
once, with the twisted tracks and abundance of power-ups (ranging 
from rockets and smoke bombs to Alice In Wonderland-esque Huge 
and Small options) encouraging us to cheat, nudge, blow up and 
generally scupper our pals as much as possible. Okay, so it's not 
exactly realistic, but damn, it's playable. 

There were, of course, initial set up problems ("Which one am I?", 
"My car's not moving!", "Oh, that's me, is it?"), but soon we were 
really motoring. Quickly the game's major flaw came to light. Matt 
moaned about it first: "I can't see where I'm supposed to be going." 

And he was right - when you're leading the pack you can race 
so far up the screen that you can't see more than a car length or 
two ahead of you, making steering as much a test of your memory 
of the course as it is a test of your reactions. 
Matt: "It's a massive problem! You can't see when to turn, which is 
ridiculous - this is meant to be a driving game." 

Neil completely disagreed - "I reckon the whole point is that you 
have to get used to the tracks" - and the debate raged, Neil making 
his point by winning every race for the next half hour. At least it 
meant Matt knew which way to go - he could just follow Neil. 

That Circuit Breakers has taken the lead from MicroMachines 
in the teeny-weeny racing stakes may not be news to hardcore 



December I 1998 1 Arcade I 63 


gamers, but the public at large remains 
unimpressed. It's a shame - we reckon a bit 
more exposure to Circuit Breakers would 
change most minds, even Matt's. Indeed, 
despite his grumbling, he failed to complain 
when we overran our strict "30 minutes per 
game" rule by a good 20 minutes. 


Gran Turismo, SCEE 

This is, of course, the racing game that set 
the PlayStation alight - and it's not hard to 
see why. It boasts the most thrilling handling 
and by far the best graphics available on any 
PSX racer, plus a vast assortment of almost 
photo-realistic cars (mainly Japanese factory 
hot rods, which adds to the exotic feel) and 
exactly the sort of soundtrack (Ash, Garbage 
et al) that you'd put on if you were racing 
these road rockets for real. What it lacks - 
and what told against it in Games Night 
terms - is a four-player mode. Instead we 
were reduced to running a bunch of two- 
player challenges, pitting the different driver 
combos (Matt vs Rich, Mark vs Neil and so 
on) against each other, awarding a point for 
each victory, then letting the two leaders 
(Neil and Mark) go head-to-head in the final, 
which was eventually won by Mark. 

Overall we remain as impressed with 
Gran Turismo as we were when we first 
witnessed its real feeling of speed, fine 
handling (it's forgiving yet realistic) and, of 
course, its great looks. As ever, fun was had 
watching the movie-style full screen replays 
- it's hard to think of another game, the 
odd football sim aside, where the replays 
count so much towards the overall fun 
factor. If games were rated on the swearing 
and outrageous boasting they generate in 
their players (Neil's "I'm going to reel you in 
like the floundering kipper of the road that 
you are!" will live long in the memory), GT 
would be in pole position. 
Neil: "Elsewhere this issue we've got GT 
down as one of the best driving games to 
date... and playing it tonight isn't changing 
my mind any. It's great." 
Matt: "I know it's only a small part of the 
overall thing, but I just love the presentation. 
It's almost like an official Japanese car Web 
site, with genuine company logos and near 
photo-realistic pics of all the cars. A good 

■ Maintaining a Circuit Breakers lead required Nostradamus-like 
levels of foresight to judge the up-and-coming twists and turns. 

■ GT proved too realistic - Rich was badly 
travel sick over the side of the sofa. 

half of them are special super-hot Japan- 
only models that you can't buy here, which 
really adds to the excitement level - GT is 
thrilling before you even pick up thejoypad! 
And then the fact that the cars look good 
when moving is the icing on the cake." 
Rich: "The cars feel very different to each 
other, too. This one [he'd picked the skittish 
Mitsubishi FTO - clot] is all over the place..." 
Matt: "For me this is probably the best 
game of the night, but I have to admit that 
it's at least partially because I love stupidly 
fast Japanese cars and this lets me drive 
them all from the comfort of my sofa. " 
Mark: "You know, I'm not sure realism 
counts for much. Mario Kart doesn't look 
real in the slightest, but once you're moving 
that hardly matters. Who cares if you're a 

First he hit a tree, then 
a fence, then, for a long time 
he sat feeing backwards in a 
ditch, his head in his hands 

The joy pad jury 

Eight games, 

■ They were all 
friends at the start 
of the night - but 
would they be so 
chummy by the 
end? Each budding 
Coulthard brought 
along a game to 
champion, a six- 
pack of beer, and a 
point to prove... 

four men, one writer and one mission - a race to the death. 


Arcade Ed-in-chief, 
sporadically "good" 
gameplayer and 
hopeless Japanese 
muscle-car fan. He 
brought along that 
hymn to Skyline 
GT-Rs, Gran Turismo. 


Fresh from San 
Francisco and 
Japan, he picked 
the twistiest, 
turniest driving 
game of them all: 
Circuit Breakers. 


Rarely very serious 
about anything, he 
shocked us all by 
sponsoring the 
most grimly realistic 
game of the night: 
Colin McRae Rally. 


Young, dumb and 
full of fun, our N64 
fan went with 
Nintendo's new 
interpretation of 
a classic: F-Zero X. 


Your host, listener 
and scribe. He 
bought Mario Kart 
64, Motor Toon 
GP2, Pole Position 
and Supersonic 
Racers. Gentlemen, 
start your engines... 

Mazda RX-7 or a dinosaur in a go-kart? 
You're just racing, and your overall concern is 
to win. For me, GT is a great, but Mario Kart 
is better - and particularly for tonight, when 
we're messing with the four-player mode." 

And no-one could disagree. Except for 
one dissenting voice in the wilderness: 
Rich: "I like the music in GT better than in 
Mario Kart that's for sure." 

And no-one could disagree with him. 


Colin McRae World Rally, 

If there's a game to challenge the racing god 
Gran Turismo for realism, it's this surprisingly 
popular rally game. Surprising, because it 
simulates that grimmest of motor sports 
(rallying, is, after all, more at home in damp 
woods than Monte Carlo), and because its 
ex-world champion star, Mr Colin McRae, is 
hardly a household name. Where the game 
has scored with many gamers, however, is 
with its realistic car feel and great attention 
to detail. The cars' behavioural physics seem 
believable and also, after the perhaps over- 
generous GT, McRae's beef-and-potatoes 
insistence that if your car hits something it 
might get damaged comes across like a 
breath of fresh forest air. There's not much 

64 I Arcade I December I 1 998 

■ Ultra-realistic rallying might be well-suited to lonesome bedroom gamers, but it doesn't 
make for thrilling two-player tournaments. You can't run over the McRae spectators, either. 

glamour to Colin McRae, but an abundance 
of seat-of-your-pants grit more than makes 
up for the absence of champagne and laurel. 

For this particular bout of mud-splattered 
hill-side tumbling we chose the arcade two- 
player race, and plumped for the ghost cars 
option, which ensures that no contact is 
ever made between the two cars (it just 
shows how confident we were in our ability 
not to hit each other). Rich had picked Colin 
McRae as the game he'd champion, claiming 
he was "really rather good at it". We'd see... 
Neil: "So, who exactly is Colin McRae?" 

Neil, you have to remember, has been in 
the USA for the last five years, so we quickly 
filled him in on Col's Scottishness, thinning 
hairline and car-sliding trickery. Meanwhile, it 
was quickly becoming apparent that "really 
rather good" means something different in 
Rich's world to ours. First he hit a tree, then 
a fence, then, for a long time, he sat facing 
backwards in a ditch, his head in his hands. 
Eventually, the truth was revealed - he had 
only picked Colin McRae Rally to bring along 
because he'd got it mixed up with V-Rally. 

Rich having given up in despair, the rest 
of us started to work our way through the 
game, and opinion quickly split. On the plus 
side, we did all agreed it looks great - the 
backgrounds are intricate, even beautiful, 
but at the expense of some very noticeable 
pop-up at times - and we reckoned that it's 
probably better as 
a one-player 

game than thrown to the lions like this. But 
ranged against it was the simple fact that 
we were all crashing too much for it to be 
fun - that, and the strange emptiness of it 
all, which almost tempts you to slow to a 
country-drive saunter instead of pressing on, 
forcing your car forward like a madman. 
Mark: "I enjoy V-Rally and at the arcades I 
love Sega Rally, but this is just - 1 don't 
know - floaty and unreal. And where are all 
the crazed spectators who leap out of the 
way of the cars at the last minute? It doesn't 
feel like I'm driving - it's just too detached." 
Time, then, for the next game. 


Motor Toon GP2, SCEE 

Colin McRae's surprise panning meant this 
was rapidly developing into a digital Killing 
Fields, but no other game got mauled quite 
as badly as Motor Toon GP2. Amazingly, it 
was developed by the same in-house Sony 
team that brought us Gran Turismo, but it 
doesn't show. It's reasonably fast, but the 
crazed cartoon graphics (likened by more 
than one player to Jeremy Beadle's tragic 
skewwiff house from earlier incarnations of 
You've Been Framed) and dubious handling 
rob it of any sense of the car, road or any 
relationship between the two. To be honest 
we disliked the whole look and feel of the 
thing, and didn't give it much of a chance. 
Mark: "So how on earth did this shower 
go on to make GT?" 

It was a good question. We concluded 
that the quitting of heavy narcotics must 
have had something to do with it, before 
deciding to follow their lead. We quit. All in 

■ Don't even ask. Playing this was about as much fun as Hoovering 
up the mess we'd made at Simon's house at the end of the evening. 

all the unfortunate game was loaded on the 
PlayStation for around three minutes. 


Supersonic Racers, Mindscape 

Next was another offering from Supersonic 
Software, creator of Circuit Breakers and 
MicroMachines - this one being, we believe, 
the team's third attempt at top-down tiny- 
car racing, and its first since making a break 
away from Codemasters. Happily, Supersonic 
Racers would allow for some always-fun 
four-player battling. Unhappily, however, we 
randomly chose the Planet level, a ridiculous 
novelty course (like you get any other sort in 
a Supersonic game), which had us all racing 
around a barrier-free track in space rockets. 
Matt: "My God, it's Motor Toon GP2 all over 
again. This looks like Wacky Races." 

Soon everyone discovered the big 
challenge of the game - staying on the 



twisty, narrow track. Fall off and you're toast, 
which would make sense if you were in a 
car, but becomes more difficult to swallow 
when you're piloting a Fireball XL-5 lookalike. 
With wings and everything. 
Neil: "Let's quit this track and start again." 

So quit it we did, but even the more 
Earth-bound replacement proved frustrating. 
Bored with crashing, we moved on, with Neil 
summing up the feeling for all of us: "I never 
want to play that game again." 


Namco Museum Volume 2: Pole 
Position, Namco 

Pole Position was, of course, the original 
racing game - the first coin-op to use 
the now traditional just-behind-your-car 
viewpoint. As such, it deserves our respect - 
but not, perhaps, our playing time. Naturally, 
by modern standards this racer is almost 
unbelievably crude, but we all know from 
the likes of Defender and even from Space 
Invaders that crude doesn't always mean 
rubbish. The question is, can the same hold 
true of something that's attempting to 
simulate real life, like a racing sim? 

Pole Position is on the Namco Museum 
Vol 2 compilation, where it and its historical 
companions take up so little disc space that 
Namco has wrapped the whole thing up in a 
bizarre late-'90s front end, which takes the 
form of a sort of virtual coin-op museum. 
Each ancient coin-op, along with assorted 
displays, lives in its own gallery and takes a 
surprising amount of walking around to find. 
Once there, though, we quickly realised that 
our wander had been a squandered effort - 
the sad fact is that, in 1998, Pole Position is a 
complete waste of time. It's faults are legion, 
and we're not just talking about Spectrum- 
quality graphics, or even the utterly hopeless 
soundtrack (which sounds exactly the same 
as a Speccy loading), either. 
Rich: "How come it seems to play slower 
on the straights than on the corners?" 

Yes, for some reason known only to '80s 
coin-op developers, Pole Position's cars all 
react in a completely opposite way to a real 
car, speeding up as they take the tightest 
corners (on rails, like a train), but chugging 
along like asthmatic Austin Allegros when 
you put your foot down on the straight. 
Matt: "There's nothing wrong with retro 

Mark: "'s just that while some old games 
are still playable, most of them aren't. And 
this is one that isn't." 


Mario Kart 64, Nintendo 

At last. We'd waded through the mounds of 
racing rubbish - now it was time for some 
fun. Everyone had played Mario Kart 64 
before, everyone knew how great it is and 
everyone was thrilled by the chance to use, 
once more, one of the very best multi-player 
options that exists in gaming. As a die-hard 
Nintendo fan, Mark was especially thrilled to 
be moving over to his favourite machine 
from the PlayStation, not least because it 
meant there'd be no more CD loading time 
to contend with, while the rest of us were 

66 1 Arcade I December 1 1 998 

■ Supersonic Racers: staying on the track is 
half the "fun". In other words, no fun at all. 

just looking forward to taking part in some 
great competitive action. Inevitably, a mini- 
debate started almost immediately on the 
relative merits of this 64-bit take on Mario 
Kart vis-a-vis the original Super Nintendo 
masterpiece. Even more inevitably, though, 
we dropped the chatter as soon as the line- 
up for the first race began. 

Our first course was an atypically realistic 
highway route, peppered with giant trucks 
and hazardous cars, both intent on crushing 
our go-kart-mounted chums. Neil stormed 
into an early lead, using a speed start and 
one of the heavier characters, then narrowly 
avoided being crushed by a looming bus, 
and started grabbing the better power-ups. 
Immediately a shower of banana-skins, 
loose shells and that lightning that shrinks 
you into a miniature version of yourself, 
began to rain down upon the rest of us. 
Neil: "You can't catch me! I'm unstoppable!" 

And he was, at least until the rest of us 
got the hang of manoeuvring round the 
trucks instead of going under them. With 
Rich still insisting on the superiority of the 
SNES version - and heading the wrong way 
round the course for much of the race - and 
Matt failing to make headway on second- 
placed Mark, it looked like Kart would be a 
Neil victory until, in a moment of supreme 
over-confidence, he took a corner too tight, 
spun and sailed right off the edge of a cliff, 
leaving Mark to take the chequered flag. 

Mark, the Nintendo fan, won the second 
race too, after which priority one became a 
concerted effort to scupper him, whatever 
the personal cost to the other players. 
Rich: "How did Mark get so far ahead?" 

i ■ « » » 
1 1 


I £5 J ■ '■ \\7. KB ^7 ^ -iT?1 rrr 

■ "They don't make 'em like they used to." "An oldie but a goodie." 
Phrases which we quickly abandoned upon playing Pole Position. 

"Right, Rich - don't touch 
anything! We're both bombs 
now, so just reverse away 
from me slowly..." 

Neil: "Because he's too scared to stay back 
here and join a man's race." 

It was getting on towards 11 o'clock by 
now, and though we still had another game 
to slot in, the vote to keep messing about 
with Mario Kart was unanimous - the sure 
sign of a great game. This time, though, we 
decided to go for the battle match - Mario 
Karfs famous non-racing option, where you 
chase each other around maze-like circuits. 
As ever, you're all armed with fireable 
shells, which you use in the attempt to take 
the other guys out of the game. It's sort of 

0*3? 8^8 

3U i ' i Ml iii M i i l *>W < g 

■ The king of multi-player gaming, Mario Kart was the racer that 
separated the plumbers from the obscure green dinosaur things. 

■ Nintendo's new-fangled space racer had us all holding our stomachs, with its twisty-turny 
loops and phenomenal speeds. Only Mark avoided falling off the track every three seconds. 

like dogfighting, but in this case it happens 
in (largely) two dimensions. 

As you'd expect, a fall guy was chosen. 
As you'd expect, it was Rich. Three shells 
later and he'd lost his lives, reducing him to 
a sort of living death as a hazard for the 
other players - a random and lethal bomb. 
Rich: "So what is it that I do now, exactly? 
Just drive around trying to hit one of you 
and blow you up?" 

He'd got it exactly right. In a touching 
scene Matt attempted to point Rich in the 
right direction, only to be undone by a 
sneak double attack from Neil and, 
seconds later, Mark. Now we had two 
unstable bombs roaming the circuit 
- and, unfortunately, in dangerous 
proximity to each other. 
Matt: "Right, Rich - don't 
touch anything! We're both 
bombs now, so just reverse 
away from me slowly... " 

But instead of reversing Rich 
nudged forward, both bombs go up, 
and Mark and Neil were left to wage their 
battle to the death. Like the Phoney War 
in 39, it began with much shouting and 
no action, until cajoling from Matt and Rich 
forced an end to the stealth and the start of 
some serious shell-play. It was a bloodbath, 
with Neil emerging - just - as the victor. 


F-Zero X, Nintendo 

It was getting late for a school night, but we 
had just one more game to play. Everyone 
remembered the original Super Nintendo 
version of F-Zero, making this new take on 

the rapid future racer a welcome sight. Back 
in the early '90s, F-Zero had pioneered the 
use of "Mode 7", the super-whizzy fake-3D 
graphics capability of the Super NES that 
became its main weapon against Sega's 
Mega Drive. It had looked stunning at the 
time, but F-Zero X, of course, has knocked 
it into a cocked hat. The N64 version is a 
nerve-rattling four-player, which moves at a 
quite incredible lick - easily the fastest game 
of the night. That it simultaneously packs 
the game with "cars" (really, futuristic hover- 
buggies and the like) and is never any less 
than inventive in its use of crazy course 
layouts, soon made it a firm favourite - 
particularly with Mark, who had 
brought the game along and voted 
it his favourite of the night. 
I We soon saw why - he'd 

obviously played it rather a 
lot, meaning he knew all 
the cars, all the courses, 
each and every short cut and 
(naturally) every cheat. He was, quite frankly, 
looking for a damn good slapping. 
Neil: "Let it be noted that Mark, the utter 
bastard, just chose a car that's a fulUOOmph 
faster than everyone else, while encouraging 
me to go for 'the pretty blue one'." 

And now, with Mark tempting the entire 
team on to a very bizarre pole track, where 
oversteering results in an inevitable tumble 
to your death, things began to get even 
more heated. With everyone glowering at 
Mark - at which point, of course, he finally 
came up with a few vital how-to-stay-on 
tips - things started to descend into chaos, 
tempting Matt into a well-meaning but vain 

attempt to keep things civil by insisting 
that everyone had the same cars and that 
the track should hold no surprises. And it 
didn't - until a huge jump appeared from 
nowhere. Everyone failed to land, and Mark 
was forcibly ejected from the house. 

So the first Games Night was over. Next 
morning we would reconvene, and try JK 
and come up with some conclusions. *"» 

Games Night picks 

Our Night of the Long Drives furnished us with a 
number of interesting high-speed conclusions: 

1) Sometimes people 
like games for reasons 
not always apparent to 
anyone else, or which 
have nothing to do 
with the game. (Hence, 
Mart's rather pathetic 
devotion to Gran 
Turismo has as much to 
do with the enjoyment 
of picking cars and 
watching replays as it 
does with racing.) 

2) Nobody likes a game 
they're no good at. 
(Except Rich, who 
claimed to be a big fan 
of F-Zero X, despite all 
the evidence.) 

3) In a Games Night- 
type context, things 
like realism and even 
glorious graphics count 
for much less than 
speed, a neat multi- 

player option and the 
opportunity to do the 
dirty on your mates as 
often as possible. 
4) Classic sometimes 
means "old and really 
great", but more often 
it just means "old". 
With that list in mind, 
the night's heroes soon 
began to emerge. 

Our winner 

Mario Kart 64 

This one has it all - lots 
of cool characters, a 
top four-player option, 
plenty of speed, great 
courses and the chance 
to attack all the other 
players as often as you 

like. Nobody has a bad 
word to say about it - 
that's how good it is. 

Runners 14} 

1. Circuit Breakers 

Plenty of imagination, 
lots of barging around 
and a real you-get- 
right-into-it feel make 
this a sleeper hit. 
2= Gran Turismo 
Fantastic look and feel, 
but let down on the 
night by an obvious 
limitation - only two of 
you can play at once. 
2= F-Zero X 
The fastest game of 
the night. Some felt 
the four-player option 
should have boosted 
its position well above 
Gran Turismo, but Matt 
shouted them down. 

December I 1 998 1 Arcade I 67 


I Arcade | December j 1998 

Ever since Nintendo released its 64-bit machine in the middle 
of 1996, N64 owners have been anxiously pacing up and 
down their bedrooms. They played Super Mario 64. which 
helped for a while. GotdenEye 007 provided a few more 
weeks ' distraction. And plenty of other games have come 
and gone - some fantastic, some excruciating. But even the 
best ones have been let down by one fundamental problem: 
they're not Zelda 64. Nintendo promised us Zelda within 
a year of the N64's release. The company was typically 
secretive about how the game would work, but showed us 
enough amazing-looking screenshots to have us dribbling 
down our T-shirts in anticipation. Zelda 64 would have all 
the action and adventure of the great Zelda games of old - but in 3D! 

The game would feature Link, Zelda and all our other pals from the 
previous games - but there 'd be a crowd of new faces as well! Once again 
you'd get a sword, a bow and arrow, a boomerang and bombs - but you'd 
be able to use them to fight dazzling 3D battles! Nintendo promised that 
Zelda 64 would redefine the role-playing game forever! 

But summer 1997 drifted by. The leaves turned brown; the sky. grey. 
There d be a delay, we were told, until Christmas. Final tidying up and 
tweaking, they said. Besides, technically speaking Nintendo had never 
actually set a definite release date in the first place. In the meantime, 
though, here were some more pictures to pore over. The graphics looked 
even more incredible. And - get this - there wasn't just one Link, but two! 
Our elven chum would appear as his old. diminutive self for part of the 
game, and as a strapping teenager for the rest. Some sort of time-travelling 
storyline looked to be in order. And the game would come on a huge 256 
Megabit cartridge, four times the size of Super Mario 64's. in the light of 
these revelations we resolved to wait, knowing that Nintendo knew best. 

The evenings drew in, and our breath formed clouds in the chill night air. 
But anyone hoping to find a copy of Zelda 64 in their Christmas stocking 
was to be disappointed. There'd been another delay. Til February. 

Here were some more pictures, though - and an official title: The Legend 
of Zelda: Ocarina of Time. Scurrying 
to our dictionaries, we discovered an 
ocarina to be a simple wind 
instrument made from clay. Link's 
magic ocarina. Nintendo told us, 
would enable him to travel in time on 
a quest to beat the evil Ganondorf (a 
version of Gannon from the old 
games) to the Triforce. Well, okay, 
we'd wait a bit longer, although we'd 

Once again you'd get a 
sword, a bow and arrow, 
a boomerang and bombs 
- but you'd be able to use 
them to fight dazzling 
3D battles! 

already gnawed our knuckles almost to the bone. Crocuses emerged 
through the frosty ground. Squirrels crawled sleepily from their burrows, 
yawned and stretched in the crisp spring air. But Zelda remained in 
hibernation in the depths of Nintendo's Kyoto headquarters. Despite 
topping "most wanted' lists across the globe, it wouldn't now be out til April. 

I lit - hey - more pictures. We could see more clearly than ever 
the exciting battles we'd be able to fight v, : hzn Zelda did finally 
appear. There were hordes of baddies to take on - skeletons, giant 
spiders, boulder-spitting Octoroks - and some dazzling special 
effects to accompany them. There were massive bosses, too. But best 
of all. perhaps, the graphics now ; looked extraordinary - especially the 
villages, with finely detailed cottages and trees. Wed wait til April, albeit 
with our legs crossed, jiggling up and down on our chairs. 

I998's excuse for a summer reached its soggy height, yet still no Zelda. 
Instead, we were offered a few more screenshots - brilliant ones, though, 
showing the astonishing cut-scenes that would illustrate important A 

plot points while giving your thumbs a rest -and a definite, absolute, ™ 



> - 

■ Ocarina of Time is a gigantic game. 
So big you'll need help getting about 
Summoning such help is one of many 
properties of Link's ocarina, a tiny 
wind instrument - that's him blowing 
on it in (1). It can be used to call Epona, 
Link's horse, or work the Temple of 
Time {Ocarina of Time- takes place in 
two different time zones, and Link the 
child and Link the 17-year-old warrior 
must co-operate across the years if 
you want to finish it). It can even be 
used to force the sun to rise, driving 
away nasty night-time beasts. You've 
got to play brief songs on the ocarina 

weapons too, from basic s word- and - 
shield combos (2) to boomerangs, 
fairy slingshots and even throwable 
nuts. The glowing tl 



>, while (4) 

meets on his quest - a friendly, rock- 
munching Goran. Less pally is the 
Dondango Dragon boss character in 
15). Birds feature heavily too. The owl 
(6) offers advice and can carry you, 
while catching hens (7) earns a bonus. 

December| 1 998 [ Arcade | ' 

MB flJHfc ■■■■!■■ no really this-time release date: 
ILPL~I All November 14th in Japan and the 

I^^^^IHfllHJ 23rd in America, with the UK 
iHjl II v|l I following shortly afterwards. 
. _ ; ^T.P"MP_" I ^P?' That was months away! How 

could Nintendo toy with our 
emotions like this? November? 
'I'm very sorry we've kept you 
waiting so long," apologises 
Shigeru Miyamoto, the man who's 
running the whole Zeida 64 
project. "As we've proceeded with 
the creative process, new ideas 
have popped up one after another. 

The world of Legend of Zelda has been evolving endlessly. If we could, we'd 

like to continue forever." Er„. "On the other hand, our marketing guys are 

furious. So Zelda's going to make it this time, finally." 

He may have put us through hell over the last few months, but it's hard 

to be annoyed with Shigeru Miyamoto lor long. He is. after all. the reason 

Zelda 64 is so eagerly anticipated in the first place. Behind Miyamoto's 

humble, easy-going facade lies a powerful brain that understands games 

better than anyone else in the world. 
While questions have been 

raised over Nintendo's business 

acumen recently - particularly 

following the N64's dismal 

performance at home in Japan - its 

capacity to produce the best games 

in the world has never been in 

doubt. And it's Miyamoto the 

company has got to thank. He's 

produced hit after hit on machines 

going right back to the NES. which 

sold largely on the strength of his Super Mario Bros series. But Miyamoto 

concedes a debt to Nintendo, too: "Nintendo is one of those rare compani 

which put the top priority on the developers' voices, not the marketing 

people's. So it's fun to work there because I can do what I want to." 

While Mario has become the moustachioed face of Nintendo, it's the 

Zelda games for which millions salute Miyamoto. Nintendo 

fans adore Link and his ceaseless struggles to save 

Princess Zelda from the attentions of the evil sorceror 

Gannon. They love the Zelda games' attention to 

detail, their wealth of secrets, their midnighi 

consuming scope and their 

quirky humour. 

The only thing Link's 

adventures have never 

really done is stretch the 

boundaries of Nintendo's 

hardware. Zeldas 1 and 2 

were big. but scarcely 

threatened to overload the 

NES's 6502 processor. 

Only the Game Boy ever 

seemed stretched by its 

contribution to the series. 

and that was only because the 

Game Boy is slightly more 

powerful than an egg timer. All 

this looks set to change with 

Ocarina of Time. 

"Dynamic light, dynamic fog, 

lens flare, particle physics and 

blur are all being used," says Yoshiaki 

Koizumi. Zeldas graphics dli 

previous Nintendo 64 games have 

moved the graphical goal posts, he 

implies. Zelda 64 will load them 

into a van, drive them to an airfield. 

transfer them to a C-130 Hercules and re erect them in the Maldives. 
'Texture mapping, making full use of the Nintendo 64's 

colour combiner, has enabled a rich expression of landscapes, 

light and natural objects. Our skin technology has allowed 

smooth rendering of Link, his enemies and non-playable 

characters without the joins. More than 500 player motions can 

be displayed in real-time, with these being calculated to be 

smoothly synchronised with rugged typographies ' 

70 | Arcade | December 1 1 998 

attacks. Most of ■" 

are to be found in the early levels set 
in Kokiri Forest and Hyrule Field (hub 
■a for the first big chunk of your 
re, which allows Link 
lots of different 

practice using these pretty sharpish, 
for though early baddies are a cinch to 
kill, later monsters will have you for 
breakfast if you don't know all the 
attacks. Holding down the B button 
allows you to charge your sword for a 
deadly spinning slash (1), upgradable 
later in the game to blue fire (2, 3) and 

The Z button allows you to "lock on" 
to monsters (7), so that wherever you 
move you'll always be facing it ready 
to attack (8, 9, 10). Link can use magic 
too, for effects like force fields or fire 
walls. On a lighter note (6), here's your 
horse pal, Epona, cantering in a field. 

I he "dynamic light" bit 
is perhaps ihe most 
exciting aspect. Such 
things have previously 
been the preserve of 
top-end PC games. 
'Light source calculation is 
being done for every frame.' 
elaborates Yoshiaki Koizumi. 
The shadows change 
according to a plural light 
source. Like in a motion picture, we're using plural lights in order to express 
natural feelings." So hairy legged Ghomas standing before flickering torches 
will cast spooky shadows on the slimy walls around them. 

All this will be brought to life by a roving camera far more flexible than 
even Mario 64$ It'll shift to give the most dramatic view possible of the 
action, so when, for example. Link is attacked by a giant, fire-breathing 
Dodongo it will suddenly switch to the monster's point of view, showing the 
ant-like Link cowering beneath it. before switching back to Link's view of the 
giant beast towering above him. Then, when battle commences. Zelda 64 s 
"ZTargeting System" will come into play, whereby pressing the ZTrigger 
locks the view onto the moving monster, giving Link the opportunity to 
really start putting the boot in. 

When even more detail is called for. full 3D graphics will make way for 
static. Resident Evil siy\e backdrops. You'll see this when Link is wandering 
around the exquisitely drawn villages, for example, when hell be 
superimposed onto a fixed background. "But with N64 technology. 
everything will look like full 3D graphics." promises Koizumi, adding: "You'll 
see this technique in future N64 adventure games, too." 

Watch out, also, for seamless transitions to expositional cut-scenes. The 
screen will close to a letterbox format (for stylistic reasons, rather than 
because the N64 can't hack it), the controls will lock out and well be treated 
to dazzling scenes of fire dragons preparing to attack, Ganondorf smiting 

his foes from horseback, the Triforce 
emitting blinding rays of light or the 
(ahem) Fairy Tree, Deku. imparting 
knowledge to Link. 

All this graphical trickery is a far 
cry from the original Zelda concept, 
however. With role playing games, 
isn't the idea to keep things simple. , 
and allow the player's imagination 
to fill in the blanks? Isn't there a 

When even more detail is 
called for, full 3D graphics 
will make way for static, 
Resident Evil-style 
backdrops. You'll see this 
when Link explores the 
exquisitely drawn villages 

danger of the magic being lost? "Now you mention it, I suspect many people 
might have a similar view." admits Yoshiaki Koizumi. "But on the other hand, 
no player could possibly explore the world of Ocarina of Time without 
expending the maximum power of his imagination. In other words, your 
imagination is more strongly required for other purposes. So please don't 
worry about such a thing." Phew. 

Ihese "other purposes" are likely to involve fiendish puzzles, a 
hallmarkofallZeWo games -and. not least, the deployment of the 
eponymous ocarina. (Ocarinas arc rather more popular in Japan than 
over here, in case you're wondering, although you can hear one in 
"California Dreamin~ by The Mamas and the Papas and also in "Wild 
Thing" by the Troggs, fact fans.) It's now common knowledge that 
Zelda 64s plot involves the evil Ganondorf once again trying to plunge ^ 

ure the Triforce ™ 

the land of Hyrule into chaos. This time he plai 

Decemberl 19 


itself (the Trtforce beinga symbol 
of power in Hyrule). Link hears this 
from che (cough) Fairy Tree, teams 
up with Zelda and sets off to thwart 
Ganondorf by using the ocarina to 
travel through time. 

Curiously enough, however, 
according to Miyamoto-san there 
Isn't just the one ocarina. There 
are actually two.' he discloses, "the 
Ocarina of Time and the Ocarina 
of Fairy. Rumour has it the latter 
is used by a certain tribe to 
communicate their unspoken 
words, while the former is said to be a secret treasure of the royal family of 
Hyrule." Perhaps a duet is in order. 

Tradition has it that nothing of the Zelda world is abandoned when a 
new game joins the series. So as well as a new slingshot weapon. Link will 
pack his trusty boomerang, bow. bombs, Deku stick staff and sword 
(complete with spectacular 3D power-swoosh if you hold down the fire 
button, and - brand new! - a beam of light projected from its tip). As well 
as extra monsters, such as water and fire spirits, there'll be all his old 
adversaries like Ghosts. Stalfos Knights, Mud Dolls and As usual 
he'll need to hunt out Rupees and energy hearts hidden deep within the 
undergrowth. And once again he'll be getting some help from (erm) 
fairies - although this time, rather than having to search them oui in caves 
scattered around Hyrule. he'll have one called Navi constantly by his side. 
Tinkerbelllike. who'll warn him of impending danger by turning a rather 
fetching shade of red. 

As news of all these goodies has slowly filtered through Nintendo's PR 
apparatus. Zelda fans have grown more and more excited. But there's one 
feature of Ocarina of Time that's had them practically writhing on the floor 
in anticipation. In what's almost certainly a video game first. Link will be 

Tradition has it that nothing 
of the Zelda world is lost 
when a new game joins the 
series. So as well as a new 
slingshot weapon, Link will 
pack his trusty boomerang, 
bow and Deku stick staff 

able to blow a whistle to summon a fully animated 3D horse - and then ride 
off on It. It can canter! It can gallop! It can jump! It can be spurred on (by 
pressing B)! It can rear up on its back legs! At one point you can race against 
Mr lngo. the ranch hand, for Rupee prizes. Another bit sees you having to 
shoot targets with your bow and arrow from horseback. It seems only Big 
Link can saddle up. although in one picture Little Link comes across a foal 
that bears a striking resemblance to Big Link's steed... 

With all the delays and aborted release dates that have afflicted Zelda 
64. the normally secretive Nintendo has ended up releasing an enormous 
amount of information about the game. In fact, you could probably cut out 
all the hundreds of screen-shots they've handed out, staple them together 
into a flick book and see pretty much the 
entire game. Couldn't you? 

"Oh no,"Shigeru Miyamoto assures 
us. He says Ocarina of Time is a 
colossal game of which we've 
seen just a tiny fraction. "There are 
lots more surprises than we've shown 
you so far. That's why it ended up beint 
a 256Mbit game - we wanted to 
construct a world with so much depth. 
And anyway, seeing pictures is one 
thing. Playing the actual game is 
quite another. Please try it and see 
for yourself." £k 

Chance'd be a fine thing. #*» 


1 19 

If Hyruled the world 

Newcomers to the land of Hyrule might not appreciate 
just why Nintendo devotees are looking forward to 
Zelda 64 so much. Who actually is Zelda? Why isn't she 
in many pictures? What's the Triforce? And what's 
everyone's problem with this Gannon chap? Here, 
then, is an ocarina-stop tour of the Zelda story so far... 

On his way to the shop to 
pick up his Hyrule Evening 
Post, tink comes across a 

damsel being harassed by a 
band of thugs. He sees 
them off - not bad for a 
pi.-'lly i.prite with very 
limited animation - and 
asks the lady what's up. 
Turns out she's Princess 
Zelda's nursemaid, sent 
with a plea for help. Her 
highness was kidnapped by 
the evil Gannon, but not 
before she managed ' 


le Triforo 

peace in Hyrule - 
eight parts to prevent it 
falling into Gannon's hands. 
She's after someone to a) 
recover the Triforce, and b) 
rescue her. Looks like Link's 
her man. Nothing like The 
Legend of Zelda had been 
seen before. It offered a 
huge quest spread over 
dozens of screens, requiring 
hours of devoted play. It 

and the promise 
of a snog at the end. 

■ 1989: The Adventure 
of Link (NES) 

"ne Tiillbri-pius Zelda fans 
who'd bought the first 
game tutted disapprovingly 
upon discovering Nintendo 
had switched the view 
from over Link's head to a 

approach. If they wanted a 
platform game, they sniffed, 
they'd play Castlevania. But 
some a I ready- established 
Zelda traditions were 
preserved, Convei ;? _ joiv. 



pouring his heart out about 
his Iri'.i mystical dog. And 
sev?i- : ':l objects-scattered- 
th rou g ho u t- th e-lan d -tha t- 
needed-collecting. for 
another. This time it was si* 
crystals that wanted 
rounding up before Link 
headed for the final 
confrontation with Gannon 
in the seventh cavern. Zelda 
ffwas distinguished mainly 
by being hard - you couldn't 
find energy hearts for love 

■ 1992: A Link to the 
Past ISNES) 

Here the story started to 
get .i little: confused, so 
listen up. Although Zelda 3 
featured Link, Zelda and 

the rest of the gang, it was 

actually set sometime 
before they were born - 
generations before, in fact. 
TWS Link and Zelda were 
are in fact ancestors of the 
Link and Zelda wed come 
to know and revere, More 
reassuringly, for its SNES 
outing the format returned 
to the original bird's-eye- 
view format, albeit with 
rather nattier graphic-, .-nri 
BD "Mode 7" map. And 
Link's task? To round up a 
number of things, of course. 
Pendants, this time. And 
then? Rescue - yes - Zelda, 
from a caddish wizard 
called Agahnim who 
needed seeing to with the 
Master Sword. The best 
Zelda game so far, A Link to 
the Past was split across 
two worlds - Hyrule and 
the Dark World -and 
required around 35 hours' 
graft to play to completion. 

■ 1994: Link's 
Awakening (Game Boyt 

Trio: sags'; oc:cket-s red 
installment proved to he 
anything but when it rame 
'.o item :::3thsr "'j i^icjhl 
Instruments of the Sirens 
this time), with another epii 

■ Despite its 

stature, the 
Game Boy 
almost beat 
even the SNES 

quest set not in Hyrule but 
on the island of Koholint. A 
shipwrecked Link had to 
secure his passage home 
seeking the Wind Fish that 
ruled the island. You may 
well raise an eyebrow, but 
Nintendo's American wire 
hadn't really got the hang 
translation by this 


progressed from mumbl -it.j 
Japlish gobbledegook in 
the first game to coming 
out with genuinely funny 

when a troupe of monkeys 
descends from the trees 
and builds Link a bridge to 
the castle will remain in 
players' hearts forever. 

■ And the CDi games 

ofect -rj- some arcane 
negotiation with NntPndu 
over the abortive 5NES 
CD-ROM drive, Philips 
managed to secure the 
nuhls. to produce Zelda 
games for their ill-fated CDi 



canon included Zefcv Tr.c 
Wand of Gamelon and Link: 
The Faces of Evil. But we 
tend not to talk about them. 




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Twenty years ago we loved Space 

Invaders. Today it's the turn of Tomb 

Raider III, 1080° and Metal Gear Solid. 

Tomorrow there's Sonic Adventure, 

Zelda 64 and a world of 128-bit 

possibilities. Videogames are evolving 

apace - developing specialist genres, 

establishing a place in our language, 

spawning superstars and finding their 

way out of the bedroom. Chances 

are, there's a console next to your 

VCR now. Arcade takes stock. 

In the last quarter century, 
videogames have grown at 
such a pace, and in so many 
directions, it's safe to say 
that no one - not even the 
most diehard fanatic - has 
all of it covered. With 60 or 
more titles released every 
month, across a multitude of 
platforms and genres, it would 
be near-impossible. 

Whether you've been into games 
for years, spend the odd evening in 
with a PlayStation or simply sneak the 
occasional blast on Quake when the 
boss's back is turned, you've probably 
only scratched the surface of gaming. 
So for now, let's take stock of where 
the industry's at. Join us for 22 pages 
of the world's best games and a look 
at the people who make them, as well 
as the most exciting systems and the 
pros and cons of popular hardware. 
Read this, and we can't promise you'll 
know everything there is to know & 
- but you'll know where to start. ^ 


Packed into 22 pages... 
76 Back to the Future 

Welcome to the past, as we hit 
88mph in our gleaming DeLorean. 
78 The Big Fight: 
P5X vs N64 

The most popular consoles of the 
moment in a knock-'em-down, 
drag-'em-out fight to the finish. 

82 The other Big Fight: 
PC vs Consoles 

Find out how dedicated machines 
shape up against the PC champ. 
86 Best of Breed 

Each genre has its champion, so 
welcome to videogaming's Crufts. 

95 Move over, Quentin! 
Forget Tarantino. The real shapers 
of pop culture are the big game 
developers. Here's our Top 10. 

96 Into Tomorrow 
Where do we go from here? Hard 
to say, but we take a stab at it... 

December! 1 998 I Arcade I 75 


Ah, the And so it 

"Oh, it's all 

Crazy boffin- 

gone quiet" 

based antics 




Octctoar 1995. 

Mattel BimOiK its 


bargain price finally 

boom apptodthel Fw 

^t-unkyi^vn slap- 

isr™ : 



SS? Bfl 



1 Iranian HCtWq 

76 I Arcade I December I 1 9 

Before you can understand where 
gaming's going, you need to know 
where it came from. So join us, Doc 
Emmett Brown and good old Marty 
McFly for a flight back, way back, into 
the distant past. Next stop, the 1970s... 

1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 

December 1 998 | Arcade | 77 








In the red corner: Sony's PlayStation, 

the most successful games machine 

ever. In the blue corner: Nintendo's 

N64, now loaded with top-notch titles 

and armed with reduced prices for a 

Christmas push. Get ready as the 

contenders do battle for a share of 

your gaming cash. Seconds out... 

78 | Arcade | December 1 1 998 

The games industry is 
now moving so fast that 
virtually every year 
something happens to 
force a sea-change in the 
way we look at things, 
but 1999's shaping up to 
be more volatile than 
most. Sony's PlayStation rules 
the roost in a way no console 
ever has before, but it's getting 
on a bit, and its detractors are 
suggesting that all the startling 
things a developer can do with 
the machine have already been 
done. Nintendo's N64 is - most 

would agree - more powerful, 
and with some fine software, 
but the problem is its serious 
lack of titles. And lurking round 
the corner for '99 is the official 
UK release of Sega's Dreamcast, 
the first emissary of an even 
more powerful generation of 
machines which, provided that 
Sega doesn't fumble the ball, 
should really start a fight. 

So this is a very significant time for 
Sony and Nintendo. 1999 may well 
prove to be PlayStation's biggest ^, 
ever year, but few are predicting Fi\ 
that next Christmas will be as ^^ 


( ; 


In the red corner: Sony PlayStation, championed by 
Sean Atkins, editor of PlayStation Power magazine. 

MMl^B ne PlayStation has many 
"^ H obvious advantages over 

the N64 - chiefly the 
sheer wealth of software 
and the fact that it has 
plenty of budget-priced releases. It's 
also generally considered the cooler 
machine and looks better propped 
under your telly, but there are some 
less obvious reasons to opt for a 
PlayStation, as well. 

"For a start, the new N64 games never 
seem to surpass the quality of some of the 

platform's first releases ike Mario 64, while 
PlayStation games just get better. The third 
generation of PlayStation games, things like 
Metal Gear Solid, are an advance over what 
came before, and the fourth-gen games like 
Gran Turismo 2 and Ridge Racer 4, both due 
in '99, are going to get even better. Yes, the 
Nintendo is good at things like Doom-clones 
and platform games, but the fact that it 
lacks any decent beat-'em-ups or driving 
games is another massive handicap. Plus, 
Dreamca5t will hurt N64 more than it hurts 
PlayStation - PlayStation 2 is waiting in the 

'■,v ruiv and should be more powerful than 
Dreamcast It will certainly boast more 
software. The only disappointment is that it 
doesn't look like it's going to be backwards- 
compatible. Otherwise, it's no contest." 

The official line 

"The PlayStation should be most people's 
preferred format, due to the quality of 
existing software and the aspirational values 
suggested by the strength and positioning 
of the brand. The release of creative 
entertainment products, such as Fluid, has 
somewhat broadened the appeal of the 
PlayStation, making it attractive and 
accessible to an even wider audience." 

Guy Pearce, PR Manager, Sony UK 

flagship games 

If there are ten games you've got to 
own on PlayStation, it's this littie lot 

■ You'll find many all-time was developed using Sony's 
greats on the PlayStation, new Performance Analyser 
and you already know stars which enables programmers 
like Lara Croft and Crash to push all the PlayStation's 

Bandicoot, so where better processors to their optimum. 
to start than by seeing what Sports games like Cool 
they're up to in new releases Boarders 2 (41 and ISS Pro 
Tomb Raider III and Crash '98 are great too. 
Bandicoot 3? Then feel free But it's not all action. The 

to join in with the gore-fest 
that is Doom, at its best on 
PlayStation, and only £20. 
Gran Turismo is easily 
the best driving game ever. It 

■ Because PlayStation 
games come on CDs and 
not cartridges, they're 
pretty cheap to make. 
This means a greater 
diversity of game genres 
as publishers can take a 
chance on niche markets. 
You'll find something for 
everyone somewhere in 
PlayStation's catalogue. 

Command and 
Conquer: Retaliation (3) 

[real-time war gaming) and 
your PlayStation is likely to 
eat up a chunk of your life. 
Finally, you 

Japanese RPG Final Fantasy yourself to something lik 

VII (2) is deep, absorbing and the fine Tetris-inf luenced 

highly user-friendly, In fact, Bust-A-Move 2 (1) so you 

couple this with the great can remember that simple 

Resident Evil 2 (dripping in games can be great too. 

December I 1 998 


^f\ strong as this one, and then 

T™" f fom there on i 1 ' 11 be downhill 
fast (Of course, by then PlayStation 2 
should be ready for release, but that's 
a completely different story.) 

For Nintendo, 1999 may be the last 
chance to confirm its position as the 
UK's number two system before Sega 
comes in and spoils the party. To this 
end the two big players have identical 
£99 price points, and impressive new 
game re ease schecues - indeed, the 
Nintendo release list is particularly sexy, 
particularly considering how little 
appeared for the machine throughout 
much of 1998. So, if you're picking a 
machine to buy this Christmas, you've 
got quite a choice to make„ 


Image, it would seem, is everything. 
Consider the differing stances Sony 
and Nintendo have taken on their 
advertising. These days, Sony doesn't 
feel the need to show games in its 
telly adverts at all, aiming instead at a 
lifestyle sell ("By day I catch the bus, 
and run with the hoi-polloi") that sits 
easily among the beer adverts in the 
men's glossy mags and peak-time ad 
breaks. Such is the stylish look of the 
campaign and its all-pervasive nature 
that it's starting to work, too - Sony's 
square/circle/triangle/cross logo is 
edging ever closer to Nike's Swoosh in 
terms of sheer recognisability and 
(perhaps even more remarkably) 
trend in ess. 

hammering home the overall message 
that if a game comes out on the 
PlayStation you can guarantee that it's 
going to be stylish, cool and halfway- 
playable just as a matter of course. 

Nintendo, on the other hand, has 
far less money to splash out and runs 
blink-or-you'll-miss-'em ads that sell on 
the graphical content of the games 
alone. Advertisers reckon a 20-second 
glimpse of GoldenEye 007 with some 
loud background music, that appears 
halfway through /-tome and Away, is 
all Nintendo requires (or can afford) to 
get you dashing shopwards. 

Though they have their detractors, 
most would agree that Sony's adverts 
are far cooler than Nintendo's more 
basic message - N64, the TV adverts 
seem to say, is for younger kids, and 
maybe some hardcore gamers too (a 
funny mix, but that's what games like 
Mario 64 court). The PlayStation, on 
the other hand, is the gaming console 
of choice, as selected by hip teens and 
twentysomethings. First round to Sony. 
Round 1: Sony 

Assuming that you just 
wouldn't want any game 
that scored below 70%, 
the chances of randomly 
picking a game and 
finding it to be a turkey 
are 67.7% for PlayStation, 
but only 39.9% for N64 



At the time of writing, there were 487 
games available on the PlayStation but 
only 101 on the N64. On choice alone, 
then, it's another round to PlayStation. 

But wait. What's that you say - 
Nintendo games tend to be much 
better than most PlayStation efforts? 
You may have a point - and it's one 
we can easily back up with a bit of 
(dubious) research. We took every 
review published in PlayStation Power 
and N64 Magazine - both of which 
are independent machine-dedicated 
game titles from the same stable as 
Arcade, and both of which score 
games out of the traditional 100% - 
and dividing the scores into bands by 
the percentage they earned, plotted 
the results on the histograms above. 

Both graphs peak in the 70%-80% 
bracket. However, few games score 
below 50% on the N64, while loads 
come below the halfway mark on 
PlayStation, suggesting that either 
there's far less crap for the N64, or 

that PiayStation Power's r< 
exceptionally harsh in their marking 
schemes. Indeed, a bit of calculator 
work reveals mean scores of 73.3% on 
the N64 and 49.3% on the PlayStation. 
Taking into account that there are 4.8 
PlayStation games on the market for 
every N64 game, and assuming that 
(at £40 a pop) you wouldn't want to 
play any game that scored less than 
70%, the chances of walking into a 
shop, randomly picking a game off the 
shelf and finding it to be a turkey is 
(hang on) 677% for the PlayStation, 
but only 39.9% for the N64. There's 
only a 14.5% chance that you're still 
reading, but in the meantime it looks 
like it's Round 2 to the N64. 

Except maybe not. You see, most 
of us don't buy our games blind, but 
put some degree of research into it, 
making the "random pick" test pretty 
much irrelevant - sure, there might be 
less N64 rubbish out there, but there 
are so many PlayStation games that 
both systems offer many more quality 
choices than any average gamer will 
ever be able to afford - or indeed 
have time to play. That being the case, 
the choice of which system you prefer 
probably comes down to the style of 
gameplay you enjoy the most. The 
PlayStation is great at racing games 
and shoot-' em- ups, while the N64 is 
unrivalled at the platform game, but 
has an incredible weak spot in that it 
boasts virtually no fighting games. A 
hard one to call, then, so after an all- 
action bout with both the contenders 
nearly snatching victory, the result is an 
honourable draw. 
Round 2: a tie 



The evolution of the N64 was strange. 
Rather than trying to improve the 
earlier Super Nintendo Entertainment 
System, Nintendo instead decided to 
start from scratch by teaming up with 
Silicon Graphics, the company behind 
the computer-generated dinosaurs in 
Jurassic Park. Nintendo's idea was to 
take a hefty £10,000 Silicon Graphics 
machine, chop out the non-essentials 
and mass produce like crazy to create 
a machine virtually as powerful for a 
couple of hundred quid (and now a 
smidge under £100). And this is what 

Sony entered the console market 
via - equally oddly - a deal brokered 
with Nintendo to create a CD drive to 
sit under the SNES. In return, Nintendo 
allowed Sony to produce a Sony/SNES- 
compatible standalone console. But 
somewhere down the line Nintendo 
pulled out, leaving Sony with a half- 
finished console that, in time to come, 
would evolve into the PlayStation. 

Two very different approaches to 
virtually the same task, then, but 
which is technically better? Well, both 
machines are jammed full of custom 
hardware chips, but the PlayStation's 
main processor is 32-bit while the 
N64's is 64-bit This "bittage" is actually 
a measure of the processor bus width, 
which is in turn a measure of how big 
a number each processor can cope 
with. Think of it as like seeing how 
many Maltesers you can get in your 
mouth at a time. The PlayStation ff^ 
can eat 32, but the N64 c. 




In the blue corner: Nintendo 64, championed by 
James Ashton, editor of N64 Magazine. 



| he N64 will always be 
streets ahead of the 
PlayStation because its 
games have more soul. 
Nintendo's designers are 
more interested in creating a deeper 
experience than simply trying to 
dazzle. N64 games inspire a genuine, 
emotional response, an alternative 
reality - a virtual reality without the 
headset or headache. 

"N64 games are special to people who 
are getting jaded by the cynically repetitive 

and formula-based stream of PlayStation 3D 
racers and shoot-' em-ups. In its short life the 
N64 has played host to more benchmark 
titles than Sony could ever imagine having, 
swamping Sony's cast of Lara-alikes with an 
army of characters who are strong enough 
to live outside their games, with several even 
jumping to their own TV shows. 

"With more games, an aggressive pricing 
policy and a wide (if misguided) following, 
the PlayStation looks like an attractive bet. If 
it's originality you're after, though; games 
that are worth more than a quick post-pub 

thrash; games that are "games" and not just 
an exercise in copyist programming, then the 
N64 is the only choice." 

The official line 

"In the turn up to Christmas we have 12 
triple-A titles in the pipeline, Nintendo's 
strongest line up ever. All in all, we intend to 
wipe the floor with Sony. The great thing 
about the N64 is the graphics. If you compare 
the N64's F1 Racing Grand Prix with Sony's F1 
98, or 1080 " with Cool Boarders 2, it is 
obvious which machine is the best With the 
release of Zelda, the N64 should go from 
strength to strength." 

Shelly Friend, PR and Communications 
manager, THE Games {Nintendo UK) 

N64's flagship 

Still waiting to be convinced of the 
power ofN64? Check out this lineup. 

■ "Quality not quantity" 
was Nintendo's slogan 
when N64 was released. 
For a while, though, 
delays upon delays 
meant that disgruntled 
neither. But 

■ Stimulate; your brain with 
plenty of platform action, 
nourish bone marrow with a 
healthy intake of racing and 
dear your bowels with N64's 
selection of 3D shooters. 

Banjo-Kazooie looks as 
good as a Saturday morning 
Warner Brothers' cartoon, in 
fact, the only game around 
that can really beat it is 
Super Mario World. 

GoldenEye should be 
your next order since it's the 

best Doom-style blaster ever. 
The scenery is beatitifi. , the 
weaponry breathtaking, the 
difficulty level on- "ectly 
pitched, and the four-player 
deathmatch mode nailbiting. 
While you're there, plug in 

copies of Super Mario Kart Superstar Soccer (2). 
64 and Diddy Kong Racing Finally, along with your 

(11, both also ace. coffee and mints, tuck away 

While we're thinking a copy of Turok: Dinosaur 

about raring games, do bag Hunter (4), like Jurassic Park, 
,■■■ Mi vl-' Wove Race 64 (jet but with all the destruction 
:;■ kf r."« 'iql, F-Zero X (zippy that game so badly needed. 

I.OOOmph space-race] and 
1080° (3) (snowboarding 
And dessert? International 

December I 1998 1 Arcade I 81 


Jm gobble 64 The most direct 
^*" consequence of this is that the 
PlayStation can cope with 30 million 
instructions per second, but the N64 
can cope with up to 125 million. The 
N64 is dearly a more capable machine 

- and that means a triple-A quality 
N64 title is always going to wow an 
audience much more than a triple-A 
PlayStation title. And this is going to 
become increasingly true, say some 
industry watchers, as the Nintendo 
developers continue to explore the 
potential of their machine while the 
PlayStation programmers struggle to 
squeeze anything additional out of 
hardware that's already running at 
more or less the limit of its abilities. 

That's not quite all there is to it, 
though. PlayStation games come on 
CDs, which take up little room and are 
very easy and cheap to mass produce 

- hence the generally lower price of 
PlayStation games and opportunities 
for budget-priced ranges and cover- 
mounted magazine demo discs - but 
CDs can get scratched and require you 
to wait for access times. N64 games 
come on cartridges, which cost much 
more to produce (hence the games 
cost more), but are harder to pirate, 
load almost instantly and are virtually 
indestructible. Cost aside, then - and 
that's not what we're talking about 
here - Round 3 goes to Nintendo. 
Round 3: Nintendo. 



With both consoles currently retailing, 
software-free, for £100, and recent 
price-drops having brought the cost of 
many N64 games down to PlayStation 
levels, you could be forgiven for 
thinking that this round is already a tie. 
But wait! First you have to take into 
account the fact that the PlayStation 
also has a bud get- price (£20 a pop) 
Platinum range, that boasts such fine 
titles as Doom, International Superstar 
Soccer Pro, Tekken2snd WIpEout 
2097. Desire any game on the N64 - 
even a really old one - and you are 
going to have to pay full whack for it. 
Another PlayStation victory, therefore 
- as long as nothing ever goes wrong. 
You see, the PlayStation's CD drive is 
extremely fragile and can play up at 
the slightest provocation, while the 
N64 is a much more solid beast This 

82 | Arcade | December | 1 998 

said, though, we have to come down 
on the side of cheaper games. 
Round 4: Sony 



Two and a half million PlayStations 
have been sold in the UK, but only 
860,000 N64s. That's four PlayStations 
to every N64. And that ratio doesn't 
seem to be evening out - in the last 
three months, for instance, our local 
branch of Argos sold 64 PlayStations 
but only 12 N64s. As a social thing, 
then - seeing as owning a particular 
system means being able to swap 
games with mates and enjoy drawn- 
out conversations with strangers on 
trains - you would think that Round 5 
would have to go to the PlayStation. 

But hold itl One of the N64's initial 
selling points was that it came with 
four joypad ports for, essentially, four- 
player games of Super Mario Kart 64. 
And lots of fun those games were - 
nearly as good, in fact, as playing the 
later GoldenEye 007 in the four-player 
deathmatch mode. The new F-Zero X 
kicks four-player ass, too, making the 
Nintendo a social experience to be 
savoured. By comparison, PlayStation's 
mufti- player credentials are relatively 
limp-wristed - sure, there are loads of 
two-player games, but for four players 
you need to buy a MultiTap, and the 
only good game is Bomberman World. 
After much debate, then, the judges 
consider Round 5 a draw. 
Round 5: a tie 


As we predicted, this is no clear-cut 
contest - both machines have their 
strong points, their weaker ones, their 
advocates and their detractors. So, 
assuming the evidence presented so 
far hasn't swayed you one way or the 
other, we decided to ask the experts. 
A couple of magazine editors defend 
their favoured systems elsewhere on 
these pages, alongside comments 
from Nintendo and Sony themselves - 
and all, of course, come firmly down 
on the side of their own machine. 

The answer, then, is that there is no 
answer - you weigh up the pros and 
cons and take your pick. For what it's 
worth, even within the Arcade office 
opinion is hopelessly divided. Staff 
writer Mark, a long-time Nintendo 
devotee, is adamant that N64 games 
are simply better. Sam, relatively new 
to the scene and a PlayStation owner, 
insists that the N64 looks "like it is for 
kids with all those big colour joypad 
ports and cartoony Banjo-Kazooie 
games." The truth is that you won't 
lose out either way - both are great 
consoles with great games, and at 
these prices there's a lot to be said for 
having both systems in your lounge. 

Of course where it gets lots more 
complicated is when the PC Goliath 
enters the equation. Look to tk 

your right to find out why... ■** 









While the leading 

consoles battle it 

out between 

themselves, a 

giant looms in the 

background. A 

giant that has the 

power to crush 

the victor without 

breaking a sweat. 

But it has an 

Achilles heel - it's 

expensive and 

over-complex. So, 

how serious a 

games machine is 

the PC? 

For all sorts of reasons, 
the PC is a very different 
beast from consoles like 
PlayStation and N64. It's 
a computer, for a start, 
not a dedicated games 
machine, so you can do a 
lot more with it. And it's 
much more expensive. To buy a 
halfway decent PC - let alone a 
really good one, the sort you 
need to play the best PC games 
at a decent speed - you're 
talking at least ten times the 
price of a console. Really, then, 
despite the fact that you can 
use both systems for playing 
games (and sometimes the 
very same games), they're not 
competitors at all. Both have 
strengths and weaknesses, and 
what you're going to be using 
really depends on little more 
than what you've got access to 
- if playing games is the only 
thing you want to do, such is 
the price difference between 
PCs and their supposed rivals, 
that there's simply no choice. 
But there's still a point to making 
this comparison. If you've got a PC, 
you may be wondering if it's worth 
splashing out on a console a! 
well. And if you've got, or are 


t / 1 ff 

wctt ♦. " » 

* »' t » t ::•- 



If you want real games, you want a real man's 
machine: by James Binns, editor of PC Format. 


| he open nature of the PC 
s that anyone can 
develop for it. Not only 
do PC owners often get 
the best games first, but 
the concepts that lie behind those 
games can be more adventurous 
than those that you so often see 
presented by the average console 
platf ormer. Plus, the growth of the 
Internet enables you to get hold of 
free levels and upgrades really 
easily, enabling you to keep your 

favourite games exciting and 
interesting pretty much forever. 

"You can also design your own levels for 
games, and save them out too - it all puts 
the PlayStation's memory card to shame. 
The PC's mouse is the very best system of 
control for real time strategy games and 3D 
shooters, while the Force Feedback of PC 
joysticks makes rumble packs seem more 
like grumble packs. 

"On the presentation side, PCs can offer 
totally unrivalled network support, covering 
both networking and Internet gaming. 

Games have the very best 3D graphics and 
Surround Sound, and that's not to mention 
all the other funky stuff you can do. You can 
make music or create stunning graphics, 
browse the Web and much more, making 
the PC an essential tool whether you decide 
to play games on it or not." 

The PC's flagship 

So you bought it for your accounts? 
Never mind, take a look at this lot. 

■ There are thousands of 

games available for the PC, 
at all prices. Unlike console 

: and best around. 
Try Conflict: Freespace 
The Great War [11 to play a 
sprawling, yet intr :a*i; space- 
combat sim - it's deeper 
than a really big hole in the 
ground, comes with plenty 

of replayability and is a really 
good example of Just What 
Can Be Done on the PC The 
same can be said for Final 
Fantasy VII (2), the great 
PlayStation RPG- made bigger 

story, lavish graphics and a 
brilliant selection of spells. 
StarCraft (4) (real-time 

sVJitocy stuff), is fab too. 

Then, of course, there 
are the Doom/Quake (3), 
twins. Or. more correctly, the 

■ Because of its large 
writeable hard drive (it 

data) and its keyboard 
(communication isn't 
restricted to joypad 
twitches) the PC has 
traditionally enjoyed 
<bral games. 
Now, 3D cards mean they 
have great graphics too. 

the originals. Forsaken is full 
of droids. missiles, guns and 
robots. Unreal, on the other 
hand, simply oozes with 
atmosphere and gore, and 
features a great deathmatch 
where you can play against 
'ri simulated humans. 

December| 1 998 1 Arcade | 83 

#BJ thinking of buying, a console, 
T"" are you going to be missing out 
on much by not having access to a Pll 

333MHz? Let's find out, eh? 



In terms of game size, graphics quality 
and just about any other benchmark 
by which you can judge them, N64 
and PlayStation games are every bit as 
good as their PC cousins, in spite of 
the fact that the consoles now come 
in at under £100. This is because the 
consoles are rammed full of custom 
chips that have been designed for 
game playing. By not having to cope 
with all the other functions that PCs 
have to manage, consoles balance 
power with price far more efficiently. If 
you only want a machine for gaming, 
your wallet will tell you what to do. 
Round 1: Consoles. 



In a typical month there might be 
around ten or 15 PlayStation releases 
and three or four N64 games - 

though rather more around Christmas, 
obviously. In the same period of time, 
however, the PC will take that number 
and double it, then double it again. 
This being the case, there are now 
thousands of PC games available, 
many of which don't appear on any 
other system. Though most platform 
fans won't be too impressed with the 
majority of PC releases, there are some 
areas in which the PC is very strong - 
notably strategy games, simulations of 
various types (but mostly planes] and 
first person shoot-'em-ups. Despite 
the lack of an obvious Miyamoto-type 
genius coming up with a landmark 
game every few years (and see page 
95 of this issue for more information 
about him), the PC whups any console 
on sheer volume alone. 
Round 2: PC 

Spend about £1,500 on a 
PC and it will play all the 
latest games very well 
indeed. But in six months 
it will start to appear a 
little slow, and in a year 
you'll have to upgrade 


Unlike consoles, people buy and own 
PCs for many reasons. Maybe you do 
your home accounts or check out 

Web pages on your PC. Maybe you 
like fly fishing CD-ROMs, or e-mailing 
your cousin in Alabama. Maybe you're 
a quarter of the way through writing 
that novel that's going to make you 
rich and famous one day. Maybe you 
won your PC in a raffle. It's unlikely 
(though by no means impossible) that 
you simply bought it to play games on. 
You see, games are but a small part 
of the PC's repertoire. Buying a PC and 
just using it to solely to play games is 
like buying a Ferrari and only driving to 
Sainsbury's. But owning a PC for some 
other reason and then finding that 

you can play some games on it is like 
driving back from Sainsbury's in your 
Ferrari on a Saturday afternoon, and 
discovering that you've just won the 
National Lottery. The PC can do so 
much more than a console developer 
could ever dream of. 
Round 3: PC 


From a developer's point of view, 
consoles are very different to PCs. The 
creation of a top quality console game 
requires a programmer to push the 
machine to its limits - something the 
developers tend to get better and 
better at over time. You can see this in 
the games themselves - the fantastic 
PlayStation racer Gran Turismo, for 
instance, shows what the PlayStation 
is capable of when working flat out, 
shifting scenery at a rate that puts the 
PlayStation's initial flagship racing 

game Ridge Racer, to shame. It's the 
same story on N64 - faces gawped 
when people first saw Super Mario 
World, but two years on and Banjo- 
Kazooie looks even better. The real 
problem is that sooner or later both 
N64 and PlayStation will get pushed to 
their absolute limits, and at that stage 
the public's interest will start to wane, 
leaving the door open for Dreamcast 
and the next generation of machines. 
PCs, though, are different. They still 
evolve. Spend about £1,500 on a PC 
today and it will play all the latest 
games very well indeed. In six months' 
time, however, it will appear a tittle 
slow at running the cutting-edge stuff, 
and in a year it won't play the latest 
releases effectively and you'll have to 
upgrade. Buy a PC today, and chances 
you're still going to have to have it 
MOT-ed once a year to keep up with 
the best games. If you don't want the 
fight to keep your games machine up- 
to-date to turn into a never-ending 

"Do you think 
I'm made of 

We don't know much about 
PCs, but we do like the one 
that we use in the office, 
it's grey, and has some light 
blue bits and some rubber 
keys. Apparently, there's a 
little more to PCs than that, 
though. These days you 
wouldn't want anything 
less than a Pentium 166, 
with both a soundcard and 
3Dfx graphics card, which, 
on a decent PC, will come as 
standard. Here are some 
shopping suggestions for 
the best packages around. 


£2,000 and over 

Lexon 3D2 


Price: £999 

What you get: Pll 266MHz PC, mo 
speakers, keyboard, mouse. 
Contact: Lexon Technology 
on 0181 667 1173 

The texus exudes quality from the moment 
you lift it out of the box - it's a slick looker 
in a cool case. Sound and video-wise you've 
got a AWE64 and an 8Mb Diamond Monster 
3D 2 accelerator, and the speakers include a 
booming sub- woofer. It's excellent value for 
money, but it may be as little as six months 
before you have to start thinking about 
upgrading a bit to keep up with new games. 

Price: £1,789.52 

What you get: Pll 333MHz PC, monitor, 
speakers, keyboard, mouse. Digital 
Versatile Disk drive. 
Contact: Gateway on 0800 322000 

The G6-33M includes a Digital Versatile Disk 
(DVD) player for watching films and a huge 
19-inch monitor. It's a very capable machine 
that certainly gives you computing power 
for your money - you should be able to wa. 
at least a year before needing to upgiade. 

Professional PL10 

Price: £2,184 

What you get: Pll «J00MHz PC, monitor, 
speakers, keyboard, mouse, DVD drive, 
colour Inkjet printer, scanner, video 
camera and a copy of Four Weddings 
and a Funeral (on DVD). 
Contact: Simply Computers 
on 0181 498 2100 

The ultimate in current PCs with enough 
extra gadgetry to keep you locked inside the 
house for weeks. You get an extremely well 
balanced system with the extra advantage 
that the manufacturer offers copious after- 
sales support to help you get the most from 
your purchase. We reckon you should get 
two years of gaming out of the PL10 before 
upgrading becomes an issue. 

84 | Arcade | December 1 1 998 

battle, the what-you-buy-is-what-you- 
get console would seem like a much 
better bet all round. 

Nbu see, in many ways the beauty 
of the PC is also its fatal flaw. Software 
no longer has to be designed with the 
capabilities of the average user's home 
machine in mind because everyone is 
upgrading all the time, which enables 
developers to create some thoroughly 
excellent games - but games which 
reguire many people to buy expensive 
hardware upgrades before they can 
run them. The PC will continue to 
grow as a business tool and also as a 
games machine, but it still remains 
much more of a hobbyist thing than a 
console, and much less of a toy. 
Round 4: Consoles 



Networking is a huge part of PC game 
culture. Games like Quake can be 
played over an office network, over 
the Internet or by as many PCs as you 
can link together with cables. Here at 
Arcade you can guarantee to hear the 
harsh fizzle of gunfire and screams of 
disembowelment at 6.00pm every 
evening, as Quake's loyal little band of 
devotees log on instead of going to 
the pub like the rest of us. 

But the users of office networks 
are still the lucky exception rather than 
the rule. Quake (or whichever of the 
many clones you favour) may well be 
the best multi-player game in the 
world, but relatively few people will 
ever get to play it in the environment 
for which it was designed. At home, 
the four-player options available on 
PlayStation and N64 are a much more 
practical multi-player proposition. 
Round 4: Consoles, 


We really are comparing apples and 
oranges here. The PC, despite being 
immensely popular, remains something 
of a specialist taste as a pure games 
machine. PCs are expensive - a great 
deal more expensive than previous 
generations of home computer, like 
the Commodore Amiga or Sinclair 
5pectrum - but then they're also a lot 
more powerful. PCs go out of date 
almost the minute you buy them - 
the way a new car loses a grand or 
two in value the minute you drive it 
off the garage forecourt - but they 
offer loads of games and applications, 
and you can link them together for a 
fantastic multi-player experience. PCs 
are getting much more user friendly, 
too. The fact is that you'd almost 
certainly buy a PC for completely 
different reasons than you would a 
console, making this mismatched title 
fight not so much a draw, more a null 
and void contest. We love both PCs 
and consoles (well, with the PC it's 
more of a love/hate relationship}, and 
can't imagine living in a world fk 
that didn't have both. *■» 

But what if you don't want, or can't 
afford, a PlayStation, N64 or PC? 

There are alternatives available, and a 
right mixed bag they are. Some are old 
favourites - previous generation game 
machines you can currently pick up for a 
song. Others are the up-and-comers - like 
Sega's new Dreamcast. And some, chiefly 
Nintendo's Game Boy, have carved a 
niche for themselves by doing a specialist 
job superbly. These aren't all mainstream 
choices, obviously, but whether it is 
because they're cheap, or exciting or 
simply because they do a different job to 
everyone else, they all have something to 
recommend them. 


Sinclair Spectrum, 
Commodore 64 
and Amstrad CPC 

This trio of '80s efforts are the oldest home computers you're 

likely to come across. These tiny, tinny, often cassette -driven relics 

more than likely won't cost you a penny - and you may decide 

that's almost too much when you look at their primitive games. 

Early Spectrums come with 

rubber keys, but with three 

en-Your Sinclair writers on 

the Arcade staff, it has to be 

our recommendation. After 

all, many Speccy games - like 

The Sentinel or Knight 

.■a. .J 

a strong cult following. 


Nintendo Entertainment 
System and Sega Master 

Two bitter rivals from the late-'80s pre-Mega Drive/Super Nl 
generation, this pair of brick-lookalikes - with their bright, ' :: 
colours but brilliantly designed gameplay - got most of us hoow 
on gaming. Nintendo offered the brilliant Super Mario Brother 
and Ze/da. while Sega countered wither. Golden Axe. 
for a couple of quid second hand, we'd take the Nintendo. 



Commodore Amiga 
and Atari ST 

In the first half of the '90s, before the IBM-compatible PCs took 

over the world, these 16-bit computers ruled the roost. Relatively 

cheap and quite capable - they're good for word processing and 

Internet access among other things, as well as games - they still 

have their fans today, particularly 

the superior Amiga. These are 

very cheap second hand - 

E80 with a bunch of games 

chucked in - and are home to 

some fantastic games. The Ar 

effort Sensible Soccer is 

unofficially the Best Football 

Game of All Time. 

Sega Mega Drive 

The SNES's big early '90s rival, and these are 

second hand. A very trendy machine in its ti 

plasticy) Darth Vader styling, it had bags rr 

ability than the Nintendo machine. 

Shown here, by the way, is the 

re styled Mega Drive 2 with 

piggybacking 32X, a 

boosting add-on. And gan 

It's over to Arcade Editor, and 

one-time boss at the Mega 

Drive -dedicated Mega 

magajine, Neil West: "Sonic 

(he Hedgehog and its 

sequels, obviously, are still superb. 


guy with a big sword - is good too, but my 

personal favourite remains EA's superb John Madden Football, 

which set the standard for American football games." 

Super Nintendo 
Entertainment System 

The N64's immediate predecessor can be picked up second-hand 

for around £30-40, with games a fiver a pop, 

and it still plays very well. In its day ('92 

through '951 it occupied a similar 

position in the market to that m 

occupied by the (M64 - it w 

powerful than the rival Sega Mega I 

Drive, but it didn't 5 ' 

had far fewer games. Still, 

much of what it did have 

fantastic and some still argui 

that SNES Mario Kart is 

superior to the N64 

version. Other big name 

Nintendo Game Boy 

The world's most popular handheld games machine, Nin 1 

Game Boy has been on the scene for around nine years r 

so"".Ptimps looking likely to fade from 

nor., J'rty, but always coming back 

st'onger than ever. Now, with the 

arrival of a new colour version (see 

uage L J this issue), its future looks 

assured hor as little as £45 new (or 

maybe itO second-hand, with a 

ojim-i of games), the Game Boy 

remains t must-have for any long 

:>..■ "•'.. -vith Tetris the classic game. 

Sega'l dG *unct rival Game Gear had 

.1 colour screen from the boiinnir,; 

but it was larger (a real issue if you're 

intending to carry it around) and 

more expensive. 

And the rest.. 

Of course, there are a whole range of other rarer machines out 
there too. Fancy a PC Engine or Neo-Geo? You might be looking 
a while. These 16-bit consoles 
offered near-perfect arcade \--"'"" ~~ ~ / 

officially released in Britain. 
The Atari Jaguar did mak 
it, but few games and a 
nightmarish controller sank 
it without trace. The Sega 
Saturn had lots of games, 
but PlayStation killed it, an 
Commodore's CD-TV, Philij 
CD-I and 3DO all used CD-ROM 
to run dull interactive movies 
and encyclopaedias. Which 
leaves Dreamcast (pictured), 
available on import now... 

December 1 1 

Games come in all shapes and 
sizes. But, with a bit of pushing 

and shoving, most can sorted 
into genres - or, for the sake of 

this article - breeds. So what 
are these "breeds"? And which 

games represent them best? 


It's not like the old days... 

Some people will tell you 
that, like Wagon Wheels or 
Shreddies with hot milk, 
old games are never as 
good as you remember. 
Perhaps, then, the best way to 
treat the retro gaming revival 
is as an exercise in nostalgia. 

That said, there's a definite tingle 
of excitement to be had from playing 
retro compilations and PC emulators. 
And some of these oldies really are 
goldies. We're thinking here of things 
like Williams Arcade Classics, boasting 
Defender and Robotron. Then there's 
Atari Classics, with Missile Command 
and Tempest, and Namco Collection 
Vol 3 with Ms Pacman and Galaga. 

Another way to enjoy the games 
of yesterday is with remakes of classic 
titles. Activision's Battlezone makes 
the wireframe original look like the 
knuckle-dragging distant predecessor 
it undoubtedly is. Meanwhile, Tempest 
2000 and Tempest X fiddle only mildly 
with the original formula. Best of all. 
though, is discovering an old coin-op 
at some rundown seaside arcade and 
playing a classic the old fashioned way. 

PTSTTTTrrHn t * 


System: PC/Mac 

Publisher From the Internet ^M_ 

— ;B 


■ The Internet's full of emulators, hut 
get hold of the superb MAME (multi- 
arcade machine emulator), for either PC 
or Mac, and the history of arcade games 
is yours. Practically every coin-op, from 
Space Invaders to Mr Do, is out there, 
and all downloadable in their original 
ROM form. As well as enabling you to 
own and replay classics, MAME is a great 
way of finding long-forgotten games, a 
history lesson in videogaming - and in 
some cases illegal. Many of the games 
use illegally copied code and having 
your own copies breaks anti-piracy laws. 
We'll be looking the issues surrounding 
gaming piracy in a future Arcade. 

Honourable mentions: 

The Atari Collection (PSX, GTI); Namco 
Museum l/o/5(PSX, Namco); Street 
Fighter Collection (PSX, Capcom); 
Tempest X (PSX, Interplay); Williams 
Arcade Classics (PSX, Williams). 

86 I Arcade I December I 


Blood, gore, guns, limbs. 
Bang bang! You're dead. 

MM D-shooters do exactly 
*M what they say on the tin; 
m you run around big mazes, 
j[ killing everything that 
IB moves, before it kills you. 
However, the reasons these 
games appeal so much are a 
little uncomfortable when you 
think about them - worrying, 
even. Perhaps the exploration 
is like visiting a new country 
and the panic like getting lost in 
a supermarket while young. 
Maybe the mindless violence 
links with our queasy interest 
in motorway pile-ups and fire 

engines. Possibly the slaughter 
provides a vent for frustrations 
and homicidal fantasies - like 
playing cowboys and indians in 
the park when you're small. 

Whatever the reason, there's no 
denying that id software's Doom, the 
first mega-hit of the type, defined a 
generation of computer games back 
in early '93. Though primarily a PC 
phenomenon, Doom was recently 
converted to the PlayStation. Son of 
Doom - Quake - and its sequel 
Quake II, continue to rock on the PC. 
Most people prefer playing these 3D 
games, not as single players, but with 
PCs linked together locally or over the 
Internet where you can experience a 
deathmatch with up to 16 players. If 

■ ». 4 i\ 

you do want a solitary, single-player 
experience on the PC, most people 
recommend the similar Unreal. 

In the future, 3D shooters will 
evolve in two directions. Quake III 
promises to concentrate on delivering 
the ultimate multi-player experience, 
while games such as Forsaken, from 
Acclaim, focus on design and enemy 
Al to beef up the one-player fun. On 
consoles, one game shines brightly. 
And its sequel is hotly awaited... 

■ QokfenSye functions as superbly with 
ore player as it does if you try a four- 
player deathmatch multi-game, thanks 
In its inlr tate lev.:- dc-sior and h oni;, 

:; ■:.,)! progien; or Dsveloper Rare has 
made full use of the James Bond licence, 
e'rair ng that the garni: sticks strictly to 
the movie plot, and has enough secrets 
and difficulty levels to keep you playing 
for an eternity. Miss the oppO'Lunily i.o 
play GoldenEye and you risk suffering a 
stylis.n-yel-lradii!onal cyanide-tablet- 
d ro p p e d -i n to -yo u r- wi ne- w he n-you' re- 
least-expecting-it death. 

Honourable mentions: Doom (Mac/ 
PC/PSX, GTI); Duke Nuketn (Mac/PC, 
GTI); Jedi Knight (PC, LucasArts); Quake/ 
Quake II (PC, GTI]; Unreal (Mac/PC, GTI). 

You don't have to have a 
beard to play these, but it 
certainly helps... 

Throughout gaming history 
there have been several 
classic strategy games - 
like Populous, Civilization, 
SimCity, Railroad Tycoon - 
that remain as milestones of 
evolution. It wasn't until the 
1993 release of Dune //, though, 
that a successful formula for 
strategy gaming arrived; a 
formula that was powerful 
enough to grow beyond the 
dedicated PC fan base and grab 
a slice of the mainstream pie. 

West wood Studios has hogged the 
stage ever since with its Command & 
Conquer series. Blizzard's WarCraft II 
and StarCraft have pushed the genre 
forward too, but the fact remains that 
most strategy games still boil down to 
the same basic elements that Dune II 
pioneered; explore your surroundings, 
locate resources, consolidate supply 
lines, fashion a defensive/offensive 
game-plan and then - preparations 
made - set about hammering seven 
shades of shit out of the opposition. 
If you've never been initiated into 
this world, it may not sound like much 
fun, but we say don't knock it til 
you've tried it. With the ability to link 

exhilarating. Indeed, these games have 
progressed a long way from the drab, 
hexagon-mapped, turn-based affairs 
that you may remember of old. 

While the bulk of strategy games 
are PC-only affairs, a few have snuck 
on to the PlayStation over recent years 
(with the best being Commands 
Conquer: Red Alert). Sadly, though, ^ 
the N64 doesn't get a look in. ™ 


Total Annihilation 

GT Interactive 

I Total Annihilation is the thinking 
nan's strategy game. It's faster, meaner 
ind tar rno.'c . - _ i --_- ■_■ I -..- ■:■ i_t than any other 
!TS (real-time strategy) title on the 
narket and, tactically speaking, it's way 
head of the competition. The exquisite 
rue-3D landscapes look peachy as your 
extured-polygon forces roll reentlessly 
■cross 'em. There are shedloads of units 
o build, with more released regularly on 
he Internet, vi>: develops- Cavedori's 
e. TA is a game fc the Nsto'y 
books. Buy it now and enjoy it. 

Honourable mentions: ui wztf.ion 
('Vide-' 3 '"!. VliaoHosei. Commands 
Conquer (Mac/PC, West wood); SimCity 
2000 (Mac/PC, Maxis); 5tarCraft (PC, 
Blizzard); WarCraft II (Mac/PC, Blizzard). 

Get your motor running, head out on the 
highway. Looking for adventure... 

Driving games divide into 
three categories; strict 
simulations in the style of 
Grand Prix II (PC) and F1 '98 
(PlayStation), where you 
race around actual grand prix 
circuits; arcade games like San 
Francisco Rush and Colin McRae 
Rally, where it all looks realistic, 
but you can soon hare round 
tracks with the pedal flat on 
the floor; and comedy racers 
like Diddy Kong Racing, where 
the rules of the road make way 
for a monkey driving a go-kart. 
Just to confuse things further, 
there's also top fun to be had 
in entirely different vehicles 
like space ships (as in WipEout) 
and jet skis (WaveRace). 

Most PC driving games are strict 
simulations. These are frequently 
annoying at first, as everyone hurtles 
into the distance, leaving you to chug 
round an empty track, but if you 
stick with it you'll find there's lots to 
enjoy The PlayStation focuses on foot- 
to-the-floor arcade-style games such 
as Colin McRae Rally and Formula One 
Grand Prix, but many people say the 
best fun of all is to be had on the four- 
player thrills of N64's Mario Kart 64. 
Basically, if you've ever seen Top 
Gear, you know the world of cars and 
racing is one of confusion and pain. 



M ^ 


I 5E3 1 

Gran Turismo 

System: PlayStation Publisher SCEE 


■ After a mammoth tiff over whether 
this or Mario Kart should finally take the 
chequered flag, we settled on the game 
that's caused many other developers to 
question their life's work. Pulling off 
viual -,-ic<ery that you would never 
have expected from a grey box the size 
of a couple of bricks, the real strength 
of Gran Turismo is that it couples the 
genuine feeling of wrestling with real 
car dynamics (understeer, oversteer, the 
works) with movie car chase- quality 
visuals. With a choice of either arcade- 
style thrills or technically accurate 
jiggery-pokery, no-one should be 
game. Except N64 and 


* of a 

e. D'oh! 

Honourable mentions: Colin ",':n. : .:- 
Rally (PSX, Codemasters); Grand Prix II 
(PC, MicroPros el; Grand Prix Legends (PC, 
Sierra); Mario Kart 64 (N64, Nintendo); 
MicroMachines 1/3 (PSX, Codemasters); 
A'3:-ch\v:c 64 (N6fl, 

For the gamer who likes to 
think (just a little bit). 

It's difficult, this categorising 
games. Sometimes it all gets 
a bit woolly. And this is one 
of those times. Basically, the 
action adventure category 
embraces all those games that 
require a degree of thought 
and puzzle -solving abilities, as 
well as lightning-quick trigger 
fingers. It also incorporates the 
more slow-paced releases that, 
while never quite becoming 
role playing games (there's not 
much conversation, say), do 
include a story element. Good 
examples of this genre are 
Resident Evil and Tomb Raider. 
Action adventures have evolved 
from two main threads. Echoes of 
classic oldies such as Alone in the 
Dark, Prince of Persia and Flashback 
can be seen in the likes of the Indiana 
Jones-hf luenced Tomb Raider series, 
while another thread - represented by 
Resident Evil - owes much to the dull 
CD-based "interactive movies" of the 
early '90s. These showed you video 
snippets then asked "What next?" 
Praise the Lord, technology has caught 
up with this concept, and the sight of 
a player staring in bulbous-eyed terror 

at the screen, in fear of what's round 
the next corner, has become common. 
One to watch in the future is Metal 
Gear Solid, where you achieve stealthy 
infiltration using both guard- Strang ling 
action and hair-tearing puzzles. It's the 
love interest within the story that 
shows just how plot-led these games 
can be. And how doyingly soppy. 


Resident Evil 2 

System! PlayStation 

■ The movie rule that suggests sequels 
should, by default, be several multiples 
worse than the original version has 
never really applied to videogames - 
probably because the games are all so 
technology-driven. Resident Evil 2 is no 
exception. A game with a heavyweight 
BBFC rating, and with good reason, RE2 
carefully crafts all its menacing camera 
angles and horrors" ov e =e _ .-pieo;s ii-to 
a nerve-tangling whole. Play this game 
to see just how videogames can induce 
emotions (albeit b;isic ones, .ike fea'i n 
exactly the same way as a good movie. 
In other words, keep the light on. 

Honourable mentions: 

Dark (Mac/PC, Interplay); OddWorld: 
Abe's Qddysee (PC/PSX, GTI); Tomb 
Raider II (Mac/POPSX, EIDOS). 


Arcade December! 19 

See that bloke over there? 
He's looking at you funny... 

Intil recently, videogames 
were almost entirely the 
preserve of young men - 
and if there's one thing 
young men like doing it's 
smacking people up. 
The pleasure that's 
to be had playing 
fighting games 
comes, simply, from 
using your on- 
screen fighter to 
soundly trounce an 
opponent through 
sheer digitised 
brutality. And then 
performing your 
own special little victory dance 
around the room. This genre's 
strength lies in the two-player 
mode. Because total perfection 
comes through using a lethal 
combination of reflexes, speed, 
technique, co-ordination and 
memory, if you beat someone 
at a fighting game, you're just 

better than them. Simple as 
that. In many ways, the beat 
'em-up is the purest form of 
videogame there is. 

1984's Karate Champ from Data 
East was the first real arcade fighter, 
born of the karate craze of the early 
'80s. The Way of the Exploding Fist 

more complex, moves, The gameplay 
balance and amusing characters (like 
Indian rubber-man Dhalsim) helped 
endear the game to millions. Its big 
rival was the brutal Mortal Kombat, 
which grabbed headlines the world 
over with its blood-soaked fatalities. 
Since then, many fighting games 
have embraced the move to 3D (led by 
Sega's Virtua Fighter series), but in 
essence have actually changed little. 
Some immensely complex background 
stories have emerged, and the range 
and violence of moves has increased, 
but there have been few innovations. 
Testament to this trend is Capcom's 
continued success with new Street 
Fighter games that are, essentially, 
eight years old. The PlayStation is the 
home of most 

bought the idea to home PCs, but it 
wasn't until 1991's Street Fighter II that 
the genre came of age. Capcom's 
masterpiece introduced the concept 
of hammering out a finger-wrecking 
button sequence to unleash special, 

lack of real evolution is largely because 
none is needed. Street Fighter II was 
such a great game that it's still highly 
playable. And there are some new 
champions. Square's Bushido Blade on 
the PlayStation is steeped in oriental 

mystique and cerebral challenge. 
Meanwhile, the Tekken series gets 
stronger with Tekken 3 offering 
PlayStation gamers as good a 
scrap as it's possible to get. 

■ Let's be honest. Tekken 3 is 
unoriginal as a game gets. It borrows 
heavily from every single fighter before 
it, including its own prequels. But each 
borrowed bit has been handed over to 
the master programmers deep inside 
Nam to (we strongly suspect they must 
themselves be ninjas] who tinker, tweak, 
test and tune the gameplay until it's just 
right - and then keel over. As perfect as 
Big Daddy versus Giant Haystacks, but a 
hell of lot more visually appealing. 

Honourable mentions: Street Fighter 
Alpha 2 (PSX, Capcom); Virtua Fighter 2 
(Saturn, Sega); Virtua Fighter 3 (arcade 
coin-op, Segal. 

December! 1998 


After a bit of mindless action to pass the 
time of day? Step right this way guv'nor... 

Arcade action games can 
look very different to each 
other, but the feeling you 
get from playing each one 
should be more or less the 
same. You might find yourself 
in a car, a space ship or a space 
marine's size 12s - indeed, on 
first glance an arcade action 
game may well look like one of 
our other breeds instead. But 
don't be fooled - a quick play 
will soon reveal the truth. 

There are two big giveaway signs: 
first, it'll challenge your reflexes more 
than your grey matter. It will remain 
relentlessly fast-paced throughout 
(with no puzzle element or restful 
moments, like you might get in that 
other great catch-all category, the 
action adventure) and undoubtedly 
you'll be armed. Second, you'll soon 
find that although it might look a bit 
like a driving game or basic flight sim, 
there's so little reality to your situation 
that you'd be reluctant to call it such. 
Hal 5o it must be an arcade action 
game. In truth, this is an extremely 
woolly, ill-defined genre - but you'll 
know one when you play it. 

Since the '80s, when you couldn't 
leave your house for tripping over the 
piles of "sideways-scrolling" shoot-'em- 
ups and fighters that are this genre's 
staple, the number of arcade action 

titles has decreased. Today's examples 
are commonly just updates of classics 
(such as G-Darius on the PlayStation! 
or fast-paced action-packed romps 
around 3D environments. 

■ Fighting Force offers typical ai 
action in that you hit people. A I 

■ With visuals that make tndcpcndcn 
Day look bland, and a host of missions 
you'd be forgiven for thinking that thi 
spate- based shoot-out was trying to 
hide something rotten within. But no, 
Incoming takes the Iips! ingr^HifHs <;i 
arcade action - aliens, shooting and 
pumps them up tc 


bring forth the sore thumb associated 
with protracted game-play and 200 fire 
button presses a minute. 

Honourable mentions: Fighting 
Force (PSX, EIDOS Interactive); Lylat 
Wars (N54, Nintendo); Twisted Metal 2 

A world of mushroom- 
eating plumbers and 
marsupials with attitude. 

Inless you're Bowser, King 
of the Koopas, and thus 
destined to be foi 
embarrassed by an Italian 
bog mechanic, platf ormers 
are great. With gameplay and 
innovation skipping hand in 
hand, they've provided console 
gaming with some of its finest 
moments. They are dismissed 
as "kids stuff" only by those 
who know not what they say. 
The whole breed is more or less 
the life's work of one man, Shigeru 
Miyamoto. Creating Donkey Kong for 
Nintendo in 1981, he introduced the 
whole "avoid and collect" concept, as 
well as a new character - Jumpman. 
Renamed Mario, the moustachioed 
tradesman has dominated the genre 
ever since, establishing Nintendo as 
the dominant videogame company 
with three Mario Bros games on the 
NES (later collected in enhanced form 
on the Super NES). 

The Shigster's level design and 
imagination reached its 2D peak in 
Super Mario World on the SNES which, 
with sequel Yoshi's Island trailing just 
behind, was the best platformer 
ever, until the same man then shifted 
everything into 3D with Super Mario 
64. As one writer eloquently scribed, 
it suddenly seemed that all previous 
Mario games had merely been 
postcards from this magical land. 

Sega is hoping to see an equally 
revolutionary update of its platform 
mascot with the new Sonic Adventure 
for DreamcasL The blue hedgehog's 
Mega Drive outings are remembered 
fondly, although they never matched 
Mario for creativity. With Sonic stabled 
while Saturn struggled, it's been up to 
Sony's Crash Bandicoot the stunning 
looking Spyro the Dragon and the 

execrable Croc to provide Mario with 
competition. Only Rare (Nintendo's UK 
ally) has come even close to emulating 
Miyamoto's genius, with the Donkey 
Kong Country series on the SNES and 
Banjo-Kazooie on the N64. 

At Arcade, we're looking forward 
to Sonic Adventure, sure. But it's the 
coming prospect of Super Mario 64 2 
(due for release late next year) that's 
keeping us awake at night 


Super Mario 64 

- BS4H 

■ Mario's 3D N64 debut is arguably the 
finest videogame ever created. Offering 
ur-'ivj-llcd cha'actor cont'd, sparkling 



gameplay of Nintendo's 2D platformers, 
'y.ipe,- M.jf.'O b4 is good enough to make 
grown gamers weep. In fact, the only 
bad bit about Miyamoto's masterpiece is 
that it inspired countless developers to 
come up with inferior clones. If you 
haven't played this game, go and steal a 
copy from a small child immediately. 

Honourable mentions: Crash 

Bandicoot 2 (PSX, SCEE); Sonic 

the Hedgehog (Mega Drive, Sega); 
S!..;;:e. r .Vfano World (5NES, Nintendo). 

90 I Arcade IDecenber 19 

One ball, four posts, 22 men 
and a spreadsheet-. 

Pong started the whole 
videogame sports ball 
bouncing back in '73. Since 
then sports games have 
increased in popularity, as 
TV-games like tennis evolved 
into the 3D, "It 
looks just like TV!" 
offerings of today. 

Of all gaming genres, 
it's sports that offers the 
most diversity. Take golf, 
for example. For most of 
the '80s it was golf that 
pushed game graphics, 
with increasingly photo- 
realistic offerings trying 
to woo the lucrative 
"dad" market. Now, of course, there's 
also Sony's cute Everybody's Golf - a 
game with console written all over it. 
The pattern repeats everywhere. 
Any sport you can think of is not only 
represented, but has its own range of 
wildly different titles, catering for 

every gamer imaginable, from full-on 
action junkies to spreadsheet jocks. 
In the UK, football dominates. EA 
5ports leads with an ever-present and 
constantly updated market leader in 
its FIFA series, but both Gremlin's 
Actua 5occer (the only serious British 
contender) and Konami's International 
Superstar Soccer are gaining ground 
with each release. New and ambitious 

recruitment of a certain footballing 
young turk, Michael Owen, testifies. 

Gridiron fans have the US market- 
leader Madden, and efforts from the 
Gameday, Blitz, QB Club and Pro lines 
to consider. For basketball think In the 
Zone, NBA Live, NBA Hangtime and 
NBA Pro. Even Deerhunter (a number 
one PC smash in the States), is about 
to be challenged by the likes of Wild 
Turkey Hunt and Cabela's Big Came 
Hunter. You get the idea. 

In the real world, the result of this 
branding is the trend towards stables 
and labels - EA Sports, VRSports - 
the list is growing fast. Every games 
company needs a spin-off sports arm. 
Fox Interactive in the States did it the 
easy way, buying the rights to the 
Actua range and changing the name. 

The immediate future belongs to 
EA Sports. FIFA 


young turks like EIDOS's World League 
Soccer series aren't content merely to 
pick up small pieces of this burgeoning 
market either, it seems, as the recent 

Carling Premiership, upon which it's 
building its first management sim. 
Sports sims may rarely attempt the I 
radical, but they'll always be here. I 



Sjstem: PlayStation P 

Ublfsher: Konami 



* >• 

••. - 

fr * 

•t • 

imWri &', 

L Esza 

ial. While many insist 
that the N64's (totally different) version 
of SS '98 is just the best football game 
available, here in the Arcade office it's 
scorned for its habit of allowing cheap, 
stick- wobbling dribbles and finishes. The 
PlayStation version, however, allies some 
impressive team Al with solid defences 
and a slick passing game. Graphics y, it's 
helped along by superb animation. 

Of course it's the two-player game, 
abetted by solid, layered controls and a 

makes this sucn a favou-icc. Very rarely 
have we played a two-player game that 
provide 1 ! luch ,-in involving contest. It's 
simply the best rendering of the best 
sport on the planet. 
Honourable mentions: 
Links LS (PC, Access); Madden '93 (Mega 
Drive, EA Sports); NHL '98 (PC, EA); NBA 
In The Zone II (PlayStation, Konami); NFL 
GameDay '98 (PlayStation, SCEE); World 
Series '98 (Saturn, Sega). 

December | 1998 1 


Fly around space, trade with 
friendly races, shoot down 
the hostile ones, forge new 
alliances, break them, then 
turn fugitive and meet a 
grizzly end, hunted like the 
vermin that you are. Wannabe 
Luke Skywalkers start here. 
Until recent times Origin's Wing 
Commander series ruled this roost, 
boasting oodles of video dips starring 
Mark Hamill and ex-porn star Ginger 
Lynn Allen, mixed in with wide-ranging 
space dogfights. LucasArts trumped 
this, though, with the release of 
real Star Wars action in the form of 
X-wing vs TIE-Fighter (and what was 
Wing Commander but Star Wars with 
the serial numbers filed off?], but at 
the expense of the trading element. 
Hard Wars, Home World and Conflict 
The Great War have all since offered 
beefed up graphics and missions. 

On the PlayStation, Colony Wars 
and Darklight Conflict haven't been as 
good as expected. And N64's Starfox 
doesn't count, because its shooting 
emphasis makes it arcade action. 


Use the force! Fulfil your destiny! (Just make 
sure you don't end up snogging your sister.) 





n 1984. There's was no 
story and no end of game goal. It had 

wireframe 3D graphics and was black 
and white. It was just you, a scace sh p 
and a whole universe to explore. It was 
the greatest space combat game ever, 
copied by -~a".y ?nd n,::c snec by ts 
sequels, but never, ever, bettered. 

Honourable mentions: Cotony 

Wars (PlayStation, Psygnosis); Wing 
Commander IV (PC, EA); X-wing vs 
TIE Fighter (Mac/PC, LucasArts). 

Run free, little ones! 

Some games defy being 
pigeon-holed and show an 
arrogant disregard for the 
rules. These originals are 
the result of someone's 
belief that a crazy idea might 
just work. And often this belief 
is justified. Remember Little 
Computer People (1986) on the 
Commodore 64, a Tamagotchi 
15 years ahead of its time? 

While games like this will never sell 
as well as fighters or 3D shooters, true 
originals are fun - often hilarious - 
and rarely impose strict rules on the 

player. In the majority of these games 
it's impossible to "die" - they're more 
interactive toys than games. We're 
all looking forward to the release of 
Bust-A-Croove on the PlayStation, 
where the simple aim is, bizarrely, just 
to dance yourself stupid... 

apping dog 
game is that there's just not enough of 
it. The basic concept requires you to 
remember ever-more-complicated 

button sequences (essentially it's 5/mon 
with knobs on), and it's accompanied by 
catchy tunes and - praise the Lord - a 
genuinely amusing sense of humour 

Honourable mentions: Gcn'.ijrc:. 
(Mac/PC, Mindscape); Pitotwings 64 
(N64, Nintendo); The Sentinel (Spectrum, 
Firebird); Tail of the Sun (PSX, ArtDink). 

92 Area*! December! 19 



Funny, charming, sedate - 
and not just for OAPs. 

Usually, point 'n' clicks start 
off by giving you the role 
of a character. Sometimes 
you can see your character 
on screen, sometimes you 
can't. By pointing the cursor at 
a place, and then clicking it, you 
can pick things up, put things 
down, use things, talk to other 
characters, move around the 
game world and solve puzzles 
to progress the story. At worst, 
point 'n' click adventures are an 
exercise in moving the cursor 
about the screen until an area 
lights up, indicating that you've 
found something of interest. 

At best, they are as surprising 
and absorbing as gaming gets. 

LucasArts does point 'n' clicks 
better than anyone. The pirate-based 
Monkey Island trilogy proved just how 
funny computer games can be, while 
Indiana Jones and the Fate of Atlantis 
is so well scripted that it is rumoured 
to be a potential starting point 
for the next Indy film. 

■ Curse is as huge, 
clever a point 'n' cli 
The story's great and there's enough 
5 elf- depreciation and jokes to make you 
laugh out loud, just as you would when 
watching a film. The entra skeleton- 
blasting and sea- battle subgames show 
just how much imagination has been 
included and, learning from experience, 
the puzzles are logical and 
floiving. An all-time classic. 

Honourable mentions: Senr-,:, ;h ■> 
Steel Sky (Amiga, VIE); Full Throttle 
(PC/Mac, LucasArts); Myst (PC/Mac, 
Broderbund);5am & Max Hit The Rosd 
(PC/ Mac, LucasArts). 


It's time to live out all those 
magical childhood dreams. 

You name your transport 
and there'll be an obscure 
PC game that simulates it. 
Most popular of all are the 
flight sims which, over the 
years, have become so accurate 
that if you were to get good at 
them and then find yourself in 
an >5/rptene.'-style "No need to 
panic, but can anybody fly a 
plane?" situation, you'd be the 
most qualified for the job. 

The problem is that getting to grips 
with your virtual machinery can be a 
lengthy process. Every key of your 
keyboard will have a specific purpose, 
and occasionally it's necessary to use 
custom controllers. And it's not just 
hardware. Games like Flight Unlimited 
stick you up in the sky in a stunt plane, 
with a manual the size of a novel. F-15 

puts you in charge of a fighter, and a 
manual the size of a phone book. 
Team Apache gives you a helicopter, 
and a manual the size of a shoe box. 
Apollo 18 puts you in a space shuttle, 
with a manual the size of a house. An 
honourable mention, though, to sub- 
sim Spy Craft. The game appeared on 
the Speccy, and had a manual that 
folded into a sheet big enough to ^ 
re-wallpaper your bedroom. W 

m Total AirWar. 

black smoke of a real dog fight. 

"'•'J ■"•! 

Flight Unlimited 2 

El DOS Interactive 

machine and the elements as Flight 
Unlimited 2, set in the skies above San 
Francisco. There are 11,000 sguare miles 
of photo -realistic terrain, as well as solid 
models for any building over ten stories 
high. There's no actual combat involved, 
so you can focus your attention entirely 
on flying around - and under - the 
Golden Gate Bridge, without having to 
worry about being shot down. Ace. 

Honourable Mentions: Apollo IS 
(PC, Black Friar); F-15 (PC, Origin); Jet 
Fighter (PC, Take 2); Pro Pilot (PC, Sierra 
On-Line); Total Air War (PC, DiD). 

(Arcade 93 


See that goblin - the one in thepixelated 
pointy hat? It's looking at you funny... 

You're surrounded by giant 
eels. You're scouring the 
Plains of Akh'nedar for the 
mythical Sword of Poking. 
You're running low on Hit 
Points, and there's a vicious 
Red Dragon between you and 
the nearest village. Chances 
are, you're playing an RPG. A 
role-playing game. 

The line between adventure and 
RPG is dotted and wiggly. In both you 
lead characters on quests. You meet 
other characters and talk to them. You 
collect objects and solve puzzles. But 
an RPG is concerned with atmosphere 
and character development, rather 
than simple progress through a linear 
narrative. You nurture your on-screen 
alter-egos obsessively, as they grow 
powerful by slaying evil monsters or 
discovering valuable equipment. 

RPGs are complicated. You often 
control a group of characters, each 
with different specialities. You have 
to manage enormous inventories and 
work your way through numerous 
separate plots and sub-plots. RPGs 
are an utterly immersive experience - 
and a killer of real-world relationships. 

Vintage RPGs like Wizardry and 
Might and Magic were based on the 
Dungeons & Dragons worlds inhabited 
by US and UK teenagers in the 70s 

and '80s, and western hemisphere- 
originated titles have tended to follow 
in their statistic -heavy, combat- centred 
footsteps. Meanwhile, the Japanese 
have revolutionised the genre. 

Japanese RPGs - exemplified, most 
famously, by Shigeru Miyamoto's Zelda 
series of NES and 5NES classics - are 
epic masterpieces of quite spectacular 
storytelling, rather than merely a series 
of hack-and-slash hunting trips. Their 
mighty inventiveness inspires fanatical 
devotion among many fans. They're 
accessible, colourful, action-packed 
and emotionally involving. And they'll 
suck your life away if you let 'em. 


Many glassy eyed believers will l?ll yoi, 
Final Fantasy VII is the most complex, 

has superbly defined characters, plenty 
of action and a relentlessly imaginative 
setting. The combat system is elegant 
and flexible, and the graphics stylish ant 
sparkling with dramatic special effects. 
Even the n on- interactive cut-sceni 
pepper the action are compelling. And 
the whole thing's bloody enormous. 
Yoli will spend around 150 hours of your 
rfr CN.iiyir.r; :~:n-)i ^mLiiyy VII - and love 
every single minute of it. 

Honourable Mentions: The Legend 

of Zelda: A Link to the Past (SNES, 

Nintendo); Ultima VIII (PC, Origin). 



Submit your cerebellum to the ultimate conundrums with 
some of the most fiendishly addictive games ever made. 

One school of thought says 
that the best way to test 
the pedigree of a puzzle 
game is to see if you can 
describe it to friend in one 
sentence; any game that takes 
longer is just too complicated. 
Fancy graphics and sound effects 
are good, but rarely add much to the 
gameplay (for example, in Super 5trcet 
Puzzle Fighter 2 Turbo the characters 
do their special moves when you're 
about to win). A two-player mode, 
however, ups the fun tremendously, 
as playing a puzzle game by yourself 
can feel like tennis with no one at the 
other end of the court. Playing against 
another person pushes the boundaries 
of human competition up a notch, 
enabling you to simply and easily work 
out who is best And, let's face it, if 
you're best at Bust-A-Move 2, M\ 
you're going to be best at life. **» 

■ Over many years, Tetra has evolved 
rta Wctrix and a myriad of shameless 
(and not so shameless) clones, but 
despite all this effort, no one has truly 
surpassed the original. The double- 
handed beauties of the Game Boy 
version are its sirnrj icily .:'id purLabih'.y 

On the beach, on the bus, on the toilet, 
driving the car (no, forget we ever said 
that) - Tetris fun is to be had wherever 
you have two hands free. According to 


Honourable Mentions: Bust-A- 

Move2 (P5X/N64, Acclaim); Lemming; 
(PC/Mac, Psygnosis); Super Puzz/e 
Fighter 2 (PSX, Capcom); Wetrix (PC/ 
N64, Ocean). 

94 Arcade December | 19 


Spielberg, Tarantino, Scorsese - we all 
know the best movie directors. But 
who are the brains behind the world's 
top games? Here are ten of the best... 

Just as moviemaking is a very much a team game, videogame 
creation is becoming a group activity. Couple that with the 
shy, elusive nature of game developers, and the importance 
of brand names as signif iers of quality, and it becomes clear 
why no game creator has reached household-name status 
yet, despite the increasing size of the industry. That said, just as 
movie directors take a lot of credit for their films, every game has 
it's guiding light - someone with a vision and the ability to realise 
it - and a few have been conspicuous enough to achieve minor 
superstar status. The individuals here will be keen to share credit 
with colleagues, but let's face it - without these guys, many of 
the most significant games of all time wouldn't have happened. 

r) ™ u 


n yuji 


The father of videogaming 

Home team: Nintendo. 
Career highlight: C'eator of Mario. 
What's the big deal? The most lauded 
(and also imitated) console developer of 
them all. Mario is the most successful game 
character of all time [Nintendo has shifted 
over 140 million Mario carts since his 1985 
NES debut) Each new instalment of the 
Mario series pushes the "easy to pick up, 
hard to put down" gameplay style forward. 
Put simply, nobody does it better. 
In-game signature: Penguins tend to 
crop up a lot, for some reason. 
Currently working on: Zelda 64: The 
Ocarina of Time, due 27 November 1993. 


Non-stop action pioneer 

Home team: Sega. 
Career highlight: Virtua Fighter series. 
What's the big deal? As the long-time 
creative head of Sega's legendary AM2 
arcade division, Suzuki was responsible for 
some of the coin-op world's finest. He's less 
hands-on now, but his legacy and influence 
live on. The Vinua Fighter series continues 
to blaze a trail for Tekken and others to 
follow, while more than one Arcade writer 
still rates OutRun as the best racer ever. 
In-game signature: Leggy American 
blondes are his background detail of choice. 
Currently working on: Assorted 
Dream cast projects. 

Playing Miyamoto at his 
own game 

Home team: Sega's Sonic Team, 
Career highlight: Sonx The Hedgehog. 
What's the big deal? It's videogame 
folklore that, before launching the Mega 
Drive, Sega had an internal competition to 
come up with a Mario challenger. Sonic was 
the result, and Yuji Naka the programmer 
given the job of creating him. Naka's non- 
Sonic NiGHTS, while great failed to ignite 
Saturn sales, but Sonic for Dreamcast is 
Naka's chance to prove he's still top tier. 
In-game signature: Loop -the- loops 
Currently working on: ^ 
Adventure, due December 1998 (Japan). 


Britsoft's ruling dynasty 

Home team: Rare 
Career highlight: GoldenEye 007. 
What's the big deal? Spectrum gamers 
will remember developer Ultimate: Play The 
Game and hits like Knight Lore, Sabre Wulf, 
Underwuride and Jetpac from the early 
1980s. Ultimate grew into Rare, and is now 
Nintendo's favoured western developer. 
Sure, Banjo-Kazooie and Diddy Kong Racing 
are just well-realised tributes to Miyamoto's 
genius, but GoldenEye proved that the 
Stamper Bros have a magic of their own. 
In-game signature: Depth and quality. 
Currently working on: Perfect Dark, 
Jet Force Gemini, Donkey Kong World. 



The doyen of Doom 

Home team: id software. 
Career highlight: Doom/Quake series. 
What's the big deal? When Doom 
conquered the world, and the id software 
phenomenon began, it was level designer 
John Romero who was first thrust into the 
spotlight of the world's media as company 
spokesman. Romero deserves much of the 
credit, but it was Carmack who crafted the 
engine for the Doom juggernaut, and has 
kept id's pedal to the metal ever since. 
In-game signatures: Primeval hunting/ 
being hunted thrills and big, big guns. 
Currently working on: Quake 3 Arena, 
due May 1999. 



He's got game 

Home team: EA Sports. 

Career highlight: FIFA Soccer series. 

What's the big deal? Despite EA losing 

some of its creative edge in recent years, 
EA Sports remains the most powerful cross- 
platform brand in the business. And Bruce 
McMillan of EA Canada deserves much of 
the credit, with titles like the FIFA and NHL 
Hockey series. Bruce is being promoted to 
vice president of worldwide development, 
so his influence will increase - especially as 
part of that job involves running Bullfrog. 
In-game signature: EA Sports ad 
hoardings and fat American o 
Currently working on: Everything 


Japanese RPG's top dog 

Home team: Square. 
Career highlight: Final Fantasy series. 
What's the big deal? From '87 until last 
year. Square's Final Fantasy games were 
adored by their Japanese audience. It 
wasn't until the success of Final Fantasy VII 
on PlayStation that Sakaguchi's work began 
to enjoy worldwide acclaim. He's now top 
dog in the increasingly crucial console RPG 
arena and - short of a very drastic creative 
u-turn - it's unlikely anyone will catch him. 
In- game signature: /tea-Style wide- 
eyed teen angst. 

Currently working on: Final Fantasy 
VIII, due December 1998 (Japan). 

titj STAMPER wi 


King of PC strategy 

Home team: Westwood Studios. 
Career highlight: Command & Conquer. 
What's the big deal? With Brett Sperry 

at the helm, Las Vegas-based Westwood 
Studios had been turning out great quality, 
inventive games for years. But it wasn't until 
1995's Command & Conquer - essentially a 
remake of its own Dune II - that the game 
world took any notice. Copycat real-time 
strategy games are now legion, but with 
the release of each derivative title, it seems 
that yet more gamers return to the original. 
In-game signature: Realistic battles. 
Currently working on: Command 8 
Conquer: Tiberian Sun, due March 1999. 



Lord British himself! 

Home team: Origin. 
Career highlights: Ultima series. 
What's the big deal? Richard Garriot's 
role-playing game Ultima is almost as old as 
gaming itself (the first instalment ran on an 
Apple II and debuted in 1982). With eight 
instalments under his jewel- encrusted belt, 
Garriot is still king of the PC RPG castle. And 
with the Net-based Ultima Online multi- 
player adventures, his talents are reaching 
more people than ever. 
In-game signature: An appearance 
from Lord British (Garriot's alter ego). 
Currently working on: U:i<ma 9. 
Ascension, due April 1999. 



Giving games history 

Home team: Firaxis. 
Career highlight: Civilization. 
What's the big deal? It's more than six 
years old, but Civilization regularly makes 
the top five in "best games of all time" lists. 
It's the deepest most engaging, and - 
arguably - most influential PC game ever. 
Meier's mantra, "Games take place in the 
player's head, not on a monitor screen", 
means graphics often take a back seat, but 
for riverting gameplay he's second to none. 
In-game signature: Your efforts rated 
and compared to those of historical figures. 
Currently working on: Sid Meier's 
Alpha Centauri, due February 1999. 

What, no Brits? 

■ Of these ten high-fliers only the 
Stamper brothers are British. A few 
years ago, however, it seemed all the 
top game designers were Brits. So 
what's happened? 

Basically, the games industry has 
lost its parochialism. In the "good old 
days" a system could thrive in a space 
as small as just one country. The 
Spectrum was designed and built by 
a Brit (Sir CJive Sinclair), bought mostly 
by Brits (us lot) and all the games 
were coded by Brits, The heroes of 
yesteryear seemed like big fish, but 
they were in a very little pond. 

Nowadays, the PC and consoles are 
global systems and our boys have to 
compete on the world stage. There 
are still plenty of heroes keeping the 
British end up, though, and If we were 
to write a Top 50, it would include all 
these chaps and more besides: 

Geoff Crammond: F1 Grand Prix 

Richard Darling Codemasters: 

MicroMachines, TOCA, Colin McRae Rally 

David Jones DMA Design: 

Lemmings, Grand Theft Auto 

Martin Ken right DID: 

F22.EF2000, TFX 

Ian Livingston EIDOS Interactive: 

Deathtrap Dungeon, Games Workshop 

Jeff Minter Llamasoft: 

Tempest 2000, Ltamatron 

Peter Molyneux Lionhead Studios: 

Populous. Dungeon Keeper 

Dave Perry Shiny Entertainment: 

Earthworm Jim. MDK, WildB 

December! 1 998 1 Arcade ! 95 



In which we dust off our crystal balls, wait for the mists to 
part, and take a few wild stabs at what the future holds. 

Compare the lush 3D worlds 
of Tomb Raider or Quake // 
with the black and white 
flatness of Space Invaders. 
Videogames are moving 
very fast indeed - faster than 
any entertainment medium 
has ever moved before. Just 
witness the quantum leap in 
quality from Mario on the SNES 
to the awesome beauty of 
Super Mario 64. And yet most 
experts agree that this is just 
the beginning. Even the move 
from 2D to 3D is just equivalent 
to the two year period in the 
late '20s when movies evolved 
from silent into the talkies. 

The price of all this technological 
progress, however, is that sooner or 
later all videogame hardware becomes 
dated and eventually obsolete. At the 
moment, Sony's PlayStation rules the 
roost, but this will inevitably change. 
And though PlayStation probably has 
a couple more years of mainstream 
success ahead of it, the potential 
successors are already lining up. 

First into the ring is going to be 
Sega's Dreamcast, due to be launched 
in Japan this November (see page 18 
for the full story). It probably won't be 

96 1 Arcade I December 1 1 998 

released in the UK until late 1999, but 
it looks like it'll be well worth the wait. 
Graphics for the first batch of games 
look jaw-dropping, and there's better 
to come. Unofficial bench tests rate 
Dreamcast's graphics output as more 
powerful than that of a state-of-the- 
art Virtua Fighter 3 arcade cabinet. 
Sega is backing this technological left 
hook with a hunger to reclaim the 
glory of the Mega Drive years - and 

Sony ain't 
gonna let 
no pesky 
undo all the 
good work 
that the 
has done 

the return of Sonic the Hedgehog is a 
sure-fire crowd-pleasing start. 

Trouble is, though, Sony ain't gonna 
let no pesky hedgehog undo all of the 
good work that PlayStation has done. 
The company's response to Dreamcast 
will be PlayStation 2, rumoured to be a 
DVD-based powerhouse, every inch a 
match for Dreamcast. Ominously for 
Sega, Sony has announced that it will 
unveil its PlayStation 2 plans the same 

day Sega releases its new machine. A 
mere coincidence? Of course it's not. 
Meanwhile, Nintendo already has plans 
for Nintendo 64's replacement. There'll 
soon be more custom designed silicon 
squabbling for your attention than in 
an episode of Baywatch. 

So who's going to win? Most 
people guess that Sega will get a year 
of glory with its Dreamcast before 
getting squished by PlayStation 2. We 
should then see a battle between 
Sega and Nintendo for number two. 
But nothing is guaranteed. The only 
certain winner in all of this is us, the 
game players - for we get to play 
great new games on whichever piece 
of kit comes out on top. 

As for home computers, prices will 
continue to fall, and more people will 
want Internet access, so more PCs will 
find their way into people's homes. 
And games will ride in on the coat 
tails. Sooner or later every PC will be 
used to play games. It's destiny. And 
as processors become more powerful 
and 3D accelerators commonplace, the 
games will continue to improve. The 
internet, too, offers bags of potential 
for multi-player gaming. Despite the 
promises of Dreamcast et al, the PC 
will remain a cutting-edge games 
system for the foreseeable future. 

So where will it all end? Star Trek's 
Holodeck is the technological dream. 
And slowly we're getting there. 

In some ways, though, for all of 
gaming's great technological leaps, we 
haven't really progressed at all. Why? 
Because, from Space Invaders through 
to Quake II, we're still just shooting 
things. We can't talk to other game 
characters and our range of behaviour 
is extremely limited. We're still acting 
like cavemen - silently wandering 
about killing things. And it's in areas 
like behaviour and interaction that 
much of gaming's most exciting 
evolution is yet to occur. Sophisticated 
character development, Artificial Life 
technologies, improved interfaces, 
speech recognition - games are just 
going to get deeper, more complex, 
more involving, and plain better. 
And Arcade magazine will be ^^ 

watching, excited as hell. 

Bigger all 
the time 

Just look how big 
games have got! 

■ Bigger than the movies? 
Bigger than pop music? Just 
check out the graph. 

Some notes about the 
figures: the games total 
includes neither rental nor 
coin-op revenues, and 
combines both console and 
PC sales. The music total 
includes all retail sales of 
CDs, singles and cassettes, 
and assumes that pop and 
rock is 60% of total sales. 
The movies total does not 

include satellite, cable or 
rental, and assumes an 
average cinema admission 
price of £4 and that 60% of 
video sales are of feature 
films. Data is from the 

European Leisure Software 
Publisher's Association, the 
British Video Association, 
the Cinema Advertising 
Association, and the British 
Phonograph Institute. 

Dwight Yorl 
Sinclair, Ste 

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Edited by | Rich Pelley 


When I was first 
offered the 
position of 
staff writer 
on Arcade, I 
was told that it was 
my friendly nature, 
skill with electrical 
appliances and general 
willingness to "get my 
hands dirty" that made me the ideal candidate. 
However, I'd expected my responsibilities to 
extend beyond simply making the tea and I was 
right. Not only do I get to make the tea (and go 

to the shops anytime anyone in the office fancies 
chocolate or crisps), but I also have to personally 
scour the globe to bring you the most complete 
monthly tips section money can buy. Everything 
from over-sized complete gaming guides to the 
smallest hints - I'm on their tail. 

Welcome, therefore, to Kick Ass. This month I've 
been playing q uite a lot of 5pyra the Dragon. In fact, I've 

"We'll be offering 
complete guides to 
the biggest gemes 
around every month" 

played all of ft. Only this morning 1 beat Gnasty Gnorc, 
the final boss, but was told that I'd have to collect every 
single item of treasure before I'd be allowed into the last 
level, at which point I nearly had a nervous breakdown. 
I'll be bfowed if I can find the third dragon in Haunted 
Towers, but apart from that, I present a mammoth sis- 
page guide to everything (else) you need to know 
about Spyro the Dragon. Took me ages, you know. We'll 
be doing complete guides like this to the biggest games 
around every month, so let these adventures with Spyro 
whet your appetite. 

I've got pretty good at 1080", the top-quality N64 
snowboarding game too, and you'll find tips for that on 
page 106. In fact, there are tips for over 35 games here, 
on everything from the N64 to the PlayStation to the 
PC to the Game Boy. If there's a cheat worth knowing 
about, Arcade is the place to read about it, no matter 
what your system preference or taste in games. 
bid you the very best of gentleman's luck, and 
hope to see you again next issue. 



Format PlayStation | Publisher: Sony Developer; Insomniac Games | Price: £39.99 | Players: 1 1 ***** 

■ Spyro the Dragon is a game that always turns heads, and 
impresses upon the brain just how powerful a machine the 
PlayStation can be when it tries. It's a great game, of course, 
as you'll have gathered from our review on page 124, but 
how do you complete it? 








Fire at fans to release a gem. 


Press ® to jump, 8 

About to die? 

If yoj rr is: me a fata un:: o- 


Those with a lock require a key 
Those with no lock can be 
supercharged, or you can blast 
them open with a red firework, 
TNT barrel or your breath (once 
you've kissed a blue fairy). 


There are three types of fairy Red 
ones appear when you rescue a 
dragon, and enable you to s*e 
the game. Blue ones (on High 
Caves and Haunted Towers) will 
give you a kiss arc temrjcia'iiy 
supercharge your breath so you 
can blow through metal doors. 

and kill otherwise invincible 
baddies. Yellow ones open up 
new whirlwind; (on Lofty Castle), 
and save you (on High Caves) 
when yuu leap off a cliff. 

Supercharge strips 

Yellow arrows on the floor 
enable you to supercharge into 
baddies and chests, lump at the 
end for a huge leap. Sometimes, 
you need to charge down more 
than one strip in a row to get a 
sudor- supercharge. 


Catching a thief can be a tricky 
business. Put your horns down 
and charge, following their 
mcwment patterns. They run 
slightly slower than you, so you 
can catch them by cutting 
corners andjumping. Torch or 
charge them. If you lose them, 
they'll reappear in the same spot 
as you first saw them On later 
levels, slow down for the tricky 
navigation parts - there's nothing 
more annoying than charging 
after a thief only to plummet off 
tl'iL 1 ■.:::? of a bridge 

■ Rescue Nestor and Delbin 
from the waterfall Co! en gars 
from the raised plaffor'": near 
Stone Hill. Dark Hollow is through 
the maze that s next to the castle 
entrance. Take the purple door by 
Stone Hill to rescue Tomas, use 
the whirlwind to glide to treasure 
and enter the Town Square. Back 
at the start, glide from the hill for 
gems, run through the gap to the 
right to release Argus and enter 
Toasty Then go back through the 
castle entrance and grab a lift 
with Marco. 

first dt 

rescue Lindar. Take the whirlwind 
inside the tower to rescue Gitdas. 
Glide off The hill to reach the level 
outskirts. Nab the treasure and 
chase the thief. Jump onto the 
castle wall and drop down onto 
the beach for the key Open the 
chest down the well, rescue 

■ Follow the trai 
Darius Fly froir :r 
steps for more tn 
on the flat jump 
platforms to the chest GFde 
down and rescue A ban Heart 
down the steps, jump on t 
platforms for the key and rescue 
Cswin. Open the chest and then 

■ Take the steps to Nils. Glide 
lo the a J s. Gi be again from 
the highest point jump over 
the water and rescue Delvin. Up 
the steps to Ahar. Stand on the 
platform up the steps by the 
chickens and glide down the 
steps to the right Chase the thief 


■ An opening on the left leads 
to dogs, shepherds and treasure. 
Rescue Nevirt Kill the dogs before 
you have a pop at the Henceman 
::'"id avoid hs scythe. 

98 ! Arcade | December | 1998 

P11D G-Darius 

P1ID Madden '99 

P1DS NBA Hangtima 

PHD R-Typas 

PID7 Sen FranclscD Rush 

P9B Spyro the Dragon 

Tekk E n3 
P1D5 Tenchu 
PIDG Wild Arms 
PID4WWF War Zona 
PUD X-Man vs Straat Fighter 

P1D9 Colin McRae Rally 
PUD Cammaadas: Bahied 

Enemy Unas 
PID9 Dominion; Storm 

Over Gift 3 
PID9 Final Fantasy VII 
PID4 House of the Deed 
PUD Max 2 

PID7 Nightmare Creatures 
PID9 Premier Manager 98 
PIDB Redneck Rampage 

Rides Again 
PIDB Sti'BEt Fighter Alpha 

PID7 War Games 
P1D5 Wrflckiu' Ci-bw 
PIG7 The X-Files 

All-Star Baseball 99 

Bio freaks 

Cruisin' World 

F-1 Wurld Graad Prix 

F-Zaro X 


Super Robot Spirits 

WWF War Zone 

PiCm Battle ArBneTi 

E Castlavanla Lagaads 
PIQ9 Jamas Band 0D7 






I jiriin the wate 1 and bus: the 
tiief. Rescue Cosmos. Follow the 
rain path round and nab the 
second thief. Go up 
against the yellow 

■ Round and up the iisfs. 
i_jnpi'"ig to I.I the ■,',izar;i ,y:6 
rescue Zane. Leap right, and tii 
your way into the cave (jump i 
second after the wall f 
Time your way ever to Etdrid. 
Head down the purple caw for 
treasure, and up the steps to 
Zander. Glide down to the purple 
3 Kelvin and chase 
the thief. 

■ Go up hill past the whirlwinds. 
Rescue Cyrus The blue wizards 
shoot the green wizards. Jump 
across the platforms. Avoid the 
lobsters in the cave to the kissing 
fairy past the last cave. Rescue 
Aja;c Use the supercharge ramp 
to leap to the right cave. Leap 
into oblivion. The fairies will carry 
you to the supercharge ramp. 
Leap to the left i 

Cedric Take the fairies. Jump from 
the bridge t 

Jump to the second and nail the 
thief. Use the fairies Jump to the 
distant grass. Hit the second thief. 
Use the fairies. Go left to the ring 
around the caste fa t 

■ Look around the edges of 
the opening cave. Jump on 
the platforms for gems and 
whirlwinds. There aie no dead 
ends so you can work all the 
way around back to the start 
Enter and dear the area of bad 
guys. Rescue Jarws. Charge down 
the supertharge ramps to kill 
the wizards. Rescue Hexus. Now 
supercharge to the chest There's 
lots of treasure through the cave 
on the right Supercharge through 
and jump to the platforms. Go up 
nab the thief, rescue 
who opens the Sunny 
Flight level on Artisans. The thief 
is behind the big superjump ramp. 

■ Follow round to the Vy 
boss, shoot him, run through the 
door, over the platforms, kill the 
wizards and rescue Attain Over 
the platforms, find the boss and 
shoot and kill him. Jump down 
the windy hit 

■ Appearance: v.." 

■ Kill-' ■"vU^.il.tUI.- 

■ Level: Tcasiy 

■ Appea 



b /lii^Lfcvchnsesbull 


■ Appea 

100 ] Arcade | December | 1998 

■ Find Bruno, rescue deetus, 

Jump down a well next to 
Oeetus to find Wild Fight The 
key is on a platform out to sea 
oyer the bridge past the tree 

stump, and the chest nearby. 


7?jff!T!fT7TTffl^ Sadikitnrestue.Toklthel 

~—^U^B r-.-j.-g -\-. e energy poles wher 

■ Push right as soon as you 
enter the level of you'll land In 
the swamp. Follow the level 
round. Always take out ground 
elecrocutioners first, then charge 
into the cannon bad guys. Go 
into the building, skirt around the 
outside for more treasure, and 
rescue Claude. There's lots of 
treasure around the outskirts of 
the eagle. Take the whirlwind 
and glide to more treasure, 
induding from the top of the 
brown steps and round the 
comer far mote rooftop 
and two more fireworks. 
H.T-.-iga:e some more elect™ 
platforms and rescue Cyprin. 

■ Head right through ■ 
for the key. Glide over to Lyle 
Supercharge jump over to if 
platform, jump to the castle 
aid SLpe'jump again. Use the 
■■.■vii'ivvhd by the Return 
chest Back at the St 
straight on for the chest and 
rescue rsaak. Supercharge over, 
and supercharge again. The last 
dragon is tricky to find. Lot* for 
him in the distance: you need to 
combine superjumps. The green 
thief at the beginning will lead 
you to him if you follow. 

iiic'oy :jehr;i ;r^ 
start Rescue Rosco. Ram the 
vVak~?n-w?ai"g ::,id cuys. 
had; on yourself and i 


wtafa 25 

I Att«k™b? S n U 

ft? : 


■ Appearance: sn 

eld. mart, go 

December | 1 998 1 Arcade | 101 



COME FLY WITH ME I The flying levels, eh? Where are they? 



Rescue Losas from Wizard Peak on 

Magic Crafters. Return to Artisan. 

Jump on the five platforms by the 

waterfall . The archway will open. 



Go to the cannon near the rock with Charge down the supercharge 
the red targeL Nudge the cannon ramp, knock over the big green 
round, flame the end to blast the wizards, take out the small green 
rock, jump the platform. Turn right wizards and rescue the dragon. 


If s down a well n* 
rescue the second dragon from. 
Jump down, and use the whirlw 
to get back up again. 


Use cannon to shoot guys blocking 
the doorway to the castle. Hop 
through, flame the jesters, jump 
onto raised platform and bingo! 

get into the castje, kill the bad 
guy manning the rnorphing 
cannon and fire at the two 
blokes guarding the entrance. 
Use the alarm jesters to jump 
the platforms to reach the Icy 
Fight Level Dive down to 

Inside the castle, take the handy 
tvh rkvi"c and glide to release 
the three fairies hanging in the 
air. They'll then take you to the 
key and UsenL Jump across and 
superjump to nab the rest of the 






This will lead you via a couple 
of glides, around the i 
to Apaia, Obasi and eventually 
Bakari, and in doing so enable 
you to bag an almost obscene 

■ Release the three trapped 
fairies to open up a whirlwind. 
Rescue Mudata Baruti is over 
some more platforms. Release 
(he three fairies on the platforms. 

I Pull right to 
up in the sea. Kiss the fairy shoot 
the robots and blast through the 
metal doors. Take the whirlwind 

e Kosoko, kiss the second 
fairy blast the metal door. In the 
castle, supercharge the door and 
rescue Lutulo. There's a third 
dragon somewhere but (ahem! 
we'll be bowed if we can find it 
Any ideas? 

■ Shoot the alarm jesters to raise 
the platforms. There's one bit 
where you have to shoot two to 
raise the platform high enough to 
make the jump. Revilo is down 
some purple stairs. Tackle the fox 
boss by shooting and following 
■ the array of platforms, 

''•"I ■::: 


■ Appearance; pi. I n f [-.I.::-. 

102 | Arcade | December 1 1 

■ Lizards 

■ Bats 


Bloated chickens 

I Dancing mushrooms 

December | 1 998 1 Arcade 1 103 



■ Interesting wrestling 
facts that everybody 
already knows. 1) Big 

Shirley Crabtree. (He's 
dead now.) 2) WWF 

Wrestling is entirely 
staged. 3) Wrestling 
games always sell by 
the Giant Haystack-full. 
Here's some banter on 

For an easy ring out. climb 
down from The ring when the 
match begins, "four opponent 
will always follow. Then you get 
them to follow you around the 
outside of the ring to run the 
timer down. But don't get too 
far away or your opponent will 
climb back into the fing. Once 
er reaches four or five 
seconds, quickly hit your 
opponent repeatedly to stun 
them. Jump back on the mat 
with only a second or two to 
spare and you should win by 
ring out. Granted, its not 
particularly interesting, but 
victory will be yours. Oh yes. 


!$!§%?■ i 


1 1 .. 




:^mt iTrrirwB 

To view the FMV Movies, at 
the title screen press Up+®, 
Right+ @ , Down* ® , Left* € 
four times, R1+L1 and R2+L2 

twice. The words "Movie 1" w 
appear. Use Up and Down to 
scroll through the movies, ant 

® to play. To let the computer 
choose a wrestler for you, hold 
Up and hit Block. To change 
outfits, hold L2. For third and 
fourth outfits (available for 
Austin and Goldust only! hold 
R1 or R2 To call a wrestler in a 
match, hold the top buttons 

(L1+L2+R1+R2) and press a 
direction and an attack button 
- they're linked to each of the 
16 wrestlers. To access the 
basement, hit LI and Rl at the 
Main Menu. This is what you 
unlock when you beat 
Challenge mode. Ge: t ddling 

To let the computer choose 
a wrestler for you at the 
selection screen, hold Up and 
hit Kick. Hold C-Down, C- Right, 
top R or C-Up while selecting 
your wrestler for alternate 
outfits. To call for a certain 
wrestler to run in during a 
match, hold both top buttons, 
the Z trigger and press a 
direction on the digital pad and 
an attar- button. To access the 
basement, hit the top L and 




All good things 

wait. Like bedtime, 
where you can go ti 
sleep and not have I 

"Stone Cold" Steve Austin 

Stone Cold Stunner: R gT,. Right, Tie Up 

To do it, you need: to be Tied Up 

"Heartbreak Kid" Shawn Michaels 

Sweet Chin Music: Right Down, Up, Kick+Block 

To do it, you need: to be both standing 

"Triple H" Hunter Hearst Helmsley 

The Pedigree: sight. Down, L. Punch+Tie Up 

To do it, you need: to be both standing 

The Undertaker 

Tombstone Piledriver: Dcwn. Down, Down. 

Punch+Tie Up 

To do it, you need: to be both standing 

"The Black Hart" Owen Hart 

The Sharpshooter: Left, Left, Up, Kick+Block 

To do it, you need: to stand at the feet of a fallen opponent 

The Rock" Rocky Mai via 

The Rock Bottom: Right, Right Up, Punch+Tte Up 

To do it, you need: to be both standing 


The Dominator: Up, Up, Up, Tie Up+Block 

To do it, you need: to be both standing 

Man kind /Cactus Jack /Dude Love 

Mandible Claw: Right, Left, Up, Tie Up+Block 

To do it, you need: v, be both s;-:.r.ding, or standing at the hea 

of a fallen opponent 


Curtain Call: Left, Down, Down, Tie Up+8lock 

To do it, you need: to ue behind your opponent 

Ken Shamrock 

Ankle Lock Submissi 

To do it, you need: it 

Bret "Hitman" Hart 

The Sharpshooter: Left, Left, Up, Kick+Block 

To do it, you need: to stand at the feet of a fallen opponent 

"The British Bulldog" Davey Boy Smith 

Running Powerslam: : u p, Down, Tie Up 

To do it, you need: to be tied up 

Ahmed Johnson 

Pearl River Plunge: R ght, Left, Up, Kick+Block 

To do it, you need: to be Doth standing 


Tombstone Piledriver: Down. Down, Dawn, Punch+Tie Up 

To do it, you need: to be noth standing 

Head banger Mosh 

Mosh Pit: Left, Right, Up, Tie Up+Block 

To do it, you need: your uuponert or re gro.nci. ■.'.■hie you're 

standing on the top turn buckle 

Headbanger Thrasher 

Stage Dive: Right, Up, Up, Punch+Kick 

To do it, you need: your opponent on ground, while you're 

standing on the top turnbuckle 

« tips i 


you wake up again. 
And a decent F1 sim 
appearing on the 
N6d. But it did, and 
it's good, with an 
intricate knowledge 
of the twists and 
bends of each track 
being as vital to you 
it is a professional 
F1 driver. There are 

For a fast start, press the 
Gas button just as the red 
it turns off. Practice, as 
% makes perfect Hold 
the analog stick down 
and to tne direction you 
re facing to turn sharply 
[but don't hold down too 
long or you'll spin out). 

Select Williams in 
Exhibit ion mode, edit the 

name to "\zacation" to 
open up the bonus Hawaii 
track (replete with palm 

s, a suspension bridge 
and volcano! Then 
Ciange the name to 
"Pyrite" or "Chrome" for 
God 3rd Silver drivers. 


■ Cheat y pants. 

■ Hold [etrU and type 
'skidmarx' at the main 

menu to enable the cheat 
options. Then type 
'creatures' to be able to 
edit the character stats. 

104 | Arcade | December 1 19 



■ There's a brand new 
breed of game coming on 
to the market - sneak- 
'em-ups, which are arcade 
adventures where the 
emphasis is not on the 
fighting, but instead on 
the passive completion of 
your mission. Metal Gear 
Solid which is (reviewed 
in import on page 126) is 
going to be massive, and 
similarly, Tenchu (bless 
you) did snazzy things 
recently too. 

To restore your health during 
play, press Start to pause then 
press Up twice, Down twice, 

Left, Right, Left, Right, ®. ®. 
A shout should confirm things. 
To carry up to 99 weapons, 
hold LI and press Up twice, 
Down twice. Left. Right. Lett. 
Right, @, ® at the weapon 

your ammo, hold L2 and press 
Up twice, Down twice. Left, 
Right. Left. Right, ®, ®.For 
more weapons hold Rl and 
press Up twice, Down twice, 
Left, Right, Left, Right. @, ® at 
the weapon selection screen. 
Do you want to select a level? 
Select a character then hold R2, 
and press Up twice, Down 
twice, Left Right Left, Right, 
@ + ® at the next screen. 

v\',itc"i yoj 1 ' cpuonen: cf/eijiy, -£>rd :_i!.e advantage of any 
that he does. 

■ Slock vv'iiTi y.'i, ra'rd :c. Some ; Ttid-. 1 : vvi perce your guard 
if they're too strong (like the bear's attack), or if they're at the 
correct angle. So, be wary. 

■ Use water. No enemy can swim, not even the bosses. 

■ You can drink rr.i-vli; ine w-ien lighting the boss if you find a 
safe area. Pick it up from the floor if it's knocked 'rom your hand. 
Use a bomb if you really need to. 

■ Remember, fining is a mria's secern: weapon: the way of 
Shinobi should always be foremost in your thoughts (thicken ng 
out and sneaking around instead). There is never a need for you 
to strike first Unls:: ;he ticks 's;. ly psses you off. 

When it's ck-vie. sns r -ies 

Especially dogs) \ 

clossr and spot you Whe" i 

are under attack. Try to escape 
and return. The size of the 
circle is directly proportionate 
to the proximity of enemies. 

Use rooftops - the baddies 
rarely look up. Wait until the 
guard changes direction or 
yawns before attacking. You 
can minimise the risk of a 
baddy turning around as you 
drop from a nearby rooftop by 
crouching and rolling off with a 

sideways roll for the very best 

if you can't get a clear shot 
at an enemy, don't use the LI 
button. By the time you release 
it and drop, they'll have turned 
around. Instead, go back and 
forth for a better view. If all else 
fails and you can only get one 
glance at an enemy's back, leg 
it. Most t mes you'll make it 


■ If at first you don't 
succeed... enter one 
of the following 
numbers to activate 
a cheat function. 


Tournament mode 
Fast paced 



Stealth turbo 
Maximum speed 


No pushing 


Unlimited turbo 


Hyper speed 


Maximum block 


Quick hands 


Maximum power 


Goal tending 



■ Tsk. Tekken, eh? What 
can we say about the 
world's greatest beat- 
'em-up game? Well, apart 
from how to fight as the 
other characters, not a 
great deal... 

So, you've bought Tekken 3 
and want to beat the crap out 
of all your mates. Well, you can 
fight as Kuma, Julia, Gun Jack, 
Mokujin, Anna, Bryan, Ogre, 
True Ogre or Heihachi just by 
completing Arcade mode with 
each of the nine characters. 
Fight as Panda or Tiger by 

highlighting Kuma or Tiger at 
the character selection screen 

Alternatively, if you want 
to, you can fight as Doctor 
Boskonovitch by completing 
Force Mode four times, and 
defeating the Doctor. 

And if that's not your cup 
of tea (or indeed, doesn't flex 
your honed muscles to bursting 
point), you can fight as Gon by 
completing Arcade mode using 
Doctor Boskonovitch. Then, 
select Arcade mode and press 
the D-pad off either side of the 

you can defeat Gon under "Ball 
mode" or play Survival or Force 
mode until prompted for 
r'itals. f.en snter GON. 

Enter Practice mode and 
then choose the "Freestyle" 
selection. Press L1+L2+RHR2+ 
@ at the freestyle options 
screen. Then press Down+ 
Select to record or replay a 
combo. Select Arcade mode, 
highlight a fighter on the 
character selection screen, and 
hold R1+R2+L1+L2 until the 
timer reaches zero. Release the 
buttons when both fighters are 
displayed. Et voila! 


■ Enter these ea 
know you want 

y-to-type codes 
een. Oh, go on - you 


All levels and cars 


Resets the game 
to defaults 


Resets lap 
records, times 


Give you all the 
paddock keys 


Access all the 
FMV bits 


Play with karts 


December 1998 1 Arcade | 105 

fQjgfc Qfl30 


If Kentucky Fried 
Chicken is finger-licking 
good (discuss), then 1080" 
is f inger-twistingly hard. 
At times, it requires the 
finger dexterity of, er, 
someone who can move 
their digits about totally 
independently from each 
other. There's far more 
to the controls than the 
instructions or initial play 
might suggest, as well 
as plenty of interesting 
glitches. Won't you step 
this way? 

When in the air, position your 
board correctly to land any 
form of jump. Tucking makes 
you go faster, inhibits steering, 
but increases stability. When 

you Co a jump, tap the Z 
button a soli: second before 
you land. Tuck also any time 
you t "d yourself n( 
When jumping, the longer you 
hold the A button, the higher 
you fly. Remember that you 
can't grab your board while 
you're holding either the Z or 
the A button. 

Ybu can pull off some grab 
tricks on flat ground, such as a 
Method or Tweak. Others, such 
as Indy Nosebone. require lift 
off a ramp or lip first. 

The key with spin tricks 
is not to get too frustrated. 
Practice looking at your hands 
rather than the telly. Once you 
are accustomed to accelerating 
up the sides of the half-pipe, 
releasing Z and pressing A, you 

leed only give the ! 

lional glance as you sort 
your fingers out. In fact, it's 
even worth practising on a 
spare controller work the 
correct combinations of fingers, 
pressing faster and faster until 
you're confident enough to try 
one on the game proper, 

To get a boost at the start 
or after a crash, wait until the T 
is about to turn to 'go', and tap 
forward. For a huge ramp, 
immediately turn left at the 
start of the training halfpipe 
and squeeze Z. When you're 
near the wall, you need to turn 
back towards the pipe to be 
boosted absurdly high into the 
air. For a huge jump, leap off 
the cliff next to the f rst 
pointing neon icht or >ogo" 
ForesL If you choose 'Retire' as 
you approach the finish line in a 

match race, you'll be able to 
snowboarding. And 
if you carry out this manoeuvre 
on the Deadly Falls course, you 
will be able to board right off 
the cliff. Cool, eh? 

If you can't complete a 
training trick (stop going down 
the pub and get practising), you 
can pick and complete a really 
easy one and press C-Right 
while you're still in the air. Scroll 
down to the trick you can't do, 
and when you land, you'll be 
credited for completing it You 
can score an easy 500-point 
combo even on the flat with a 
jump+grab+ISrJ. If that's too 
easy, jump immed ate y after 
the word 'go'. With practice, 
you ought to be able to make 
a 360"+540 , +350'+54{r+18(£ 
worth 8 000 points. 

The fastest way through 
the Mountain Village tunnel, 
meanwhile, is to fork first right, 
then left As the light at the 
end of the tunnel comes into 
view, crouch and fly out as far 
as possible, but don't jump. 
Past the two logs, jump off/ 
drop off on to the mud leading 
to a mogul and a house. 



■ PlayStation RPG fun, 
with a nifty flaw that 
enables you to duplicate 
items in your inventory. 

Make sure that you've only 
got one of the item to be 
duplicated, then enter a battle 
mode. Have the first character 
(typically lack} use a healing 
item, such as a medicire or 

berry. Then have the second 
character (typically Cecil lei also 
use the same healing item. 
Have the final character (Rudy} 
exchange the positions of the 
healing item and the item to 
be multiplied in the inventory. 
Then, have Rudy use the 
healing item. Post-victory, the 
inventory will contain 255 of 
the multiplied item. Coo. 


- Mw *r 


























Toggle God mode 

All guns, ammo, items, keys 

»«LEVEL ff» 

warp (# episode, # I eve I) 

Toggle coordinates 

Toggle use of [F7Jfor 

Toggle lock 

Set skill level 



Toggle monster respa\ 


Toggle full map 

Toggle clip mode 

All guns 

Full inventory 

All keys 

Toggle debug mode 


Disable all cheats 

Toggle drunk mode 


Toggle alternate 

debug display 

Chicken mode 


Enter [Meat] [Candlel ICan-dlel ivie-jtl as a password to start 
at the last level with all items and soul weapons. And the 
level passwords? Try [Axe] [Cross] [Space] [Clock] for level 
three, and [Clock] ISpace] (Dagger] [Dagger] for level four. 

December 1 19 



■ Having any problems 
getting started? Walk this 
way. Spook- fans. 

First up. meet Special Agent 
Cook in the hall. Pick friendly 
emotion to greet him. Then 
take one step forward, turn left 
into your office, enter it and 
pick up the phone. Now go to 
the chief's office and look at 
the map on the door which 
leads outside. 

Skinner tells you Mulder 

and Scully are missing. Ask him 
where they were last seen and 
what case they were working 
on. You'll receive orders. They 
flew from Dulles International 
Airport to Tacoma, and are 
staying at the Comity Inn in 
Everett Ask him about their 
previous behaviour (and all the 
questions you want even if 
they seem irrelevant). 

Talk to the chief, and nip to 

his office. Talk to him. but don't 
ask him to send an APB. Go to 
your own room. Look at the 
right desk drawer beneath the 
phone. Get the gun, cuffs and 
badge. Use the computer and 
enter the password 'shibh', 
found on the clipboard on the 
■■.v,"il Read your e-mail. 

Hand the file from your 
desk to Cook. Finally, choose 
Everett and Comity Inn as your 


First, show the girl behind the 
counter your ID badge. Ask her 
about the two missing agents 
and the rental car (it's a Ford 
Taurus, plate 6215171. The note 
she's written will be in your 
folder. Ask the girl to show you 
the rented rooms 103 and 104. 

Search the room. There's a 
paper with some alien-related 
articles, plus some sunflower 
seeds and a bottle of vodka 
mi*, in the suitcase on the bed 
there's a case file (number SE- 
75424, case 3X991 with forms 
and a note on it. Take the book 
from the stand near the phone. 

Ask 5kinner about the case 
SoJIy and MUder were on. 
Ask the girl at the motel office 
about the outgoing calls {dick 
on the phone image). Call the 
numbers on the form. Now 
return to the motel room and 
take the laptop (you'll get a 
password from the Crime Lab 
later). Go back to the motel 
office and talk to Skinner. Go 
back to the FBI field office and 

hide behind your PC Use the 
ING function to look up the 
phone numbers, passwords and 
rental car number. Go to the 
meeting room, then the closet 
for authorised personal only. 
Get the binoculars, camera, 
lock pick, flashlight night vision 
goggles and evidence kit. 
Leave the office, head for the 
Seattle docks. Got it now? 
>bu're on your own from here. 

■ There are lots of 
secret vehicles to find, 
you know. 

access to all the cars, 

press ®,@.@,®,®,and 
fil at the Options screen. For 
a truck, select any car, then 
hold L1 until the race begins. 
For a buggy, select any car, 
then hold R1 until the race 
begins. For an secret car, do 
same but hold Rl + R2 
until ;he race hegins. 
Alternatively, select any car, 

:n press Down at the 
transmission selection screen 
to cycle between a low rider, 
bus, rocket engine car, taxi, 
and police car. The number 

of cars that are selectable 
varies, depending on how 

many keys have been found. 
Additionally, press @ at the 
:.:"jr :.eisd on screen to 
access four more vehicles, 
including a Viper. Hippie Van. 
VW Beetle, and McLaren. 

the car selection screen and 
choose a car. Keep those 
buttons held and press §> at 
the transmission selection 
screen. Then, hold ® until 
the race begins and you'll get 
to play a UFO. 

Still not bored? Press 
at the car selection screen to 
chos* V'jur colours. 










Mission select 
Build any unit 
Faster unit ordering 
Shoot jeeps instead 
of missiles 
Full map 

Build anything witho 
a Command Center 

$10,000 added to 


■ Type everywhere to enable cheat mode and a level 
selection feature. Then, enter one of the following 
codes to activate the corresponding cheat function. 


Decreased enemy 


Increased speed 
Decreased enemy 



Increased fire-power 






Unlimited items 

Small creatures 
Disable combos 

t kills 

One I 
Blur mode 
Debug mode 

Enable all cheats 
Development tean 


It doesn't look that 
great, but buried deep 
beneath F-ZeroX's 
graphics lies a game 
of quite remarkable 
depth. As you ought 
to know, from our 

dirt ojf.y ievel, press i 
o'der st the Mode Selection 
screen, L, Z. R C-Up, C-Down. 
C-Left. C-Right Start You 
should then hear a chime to 

tell you that things are all stats screen too, and give your 

working. At the car selection ship a twirl with the C buttons. 

screen, you can shrink all the Plus, it's also possible to ram 

cars by press and holding L, R, the side of the track and blow 

and the four C-buttons. You up through the finish line if 

can change your ship colour you cross with no energy left, 

by pressing Z or R at the ship Which all sounds ideal... 

December! 1998 


■ Okay, so 
you've got the 1 
bigger gun, 
but what are 
you like at 


a list of how to pull off every fatality. 


:ad: Buzzcut 


Beat-'em-ups, eh? 
They're usually full of 
cheats anyway... 

■foul I be pleased to hear that 
it's possible to guarantee a win 
in every fight with every player 
in the game, except for Purge. 

Start the Arcade mode, begin a 
fight, and pause. Go to the 
Disable menu, turn off shields 
and return to the game. Now, 
when you return to the game, 
you can beat everyone just by 
holding your distance and firing. 
Use this technique to kill 

Victory too. Turn off sr 


play as Minitek or Zipperhead. 
As Minitek, continually repeat 
the missile attack (Down+RP+ 
LP) to shove Mutilator in to 
the water and send him to a 
watery grave. As Zipperhead. 
aim at his gun. You ought to be 
able to kill the bast in five or six 
rounds of ammo. 

Once a fight has started. 
press and hold Left on the 
digital pad, then press the Start 
button. Bizarrely, you will be 
able to play through the eyes 
of your character. Not ever-so 
helpful, maybe, but fun none 
the less. To switch back, press 
and hold down on the digital 

pad and press the Start button. 
And you did know that you 
can taunt your opponent by 
pressing LP+RK simultaneously, 
didn't you? Good. 

Towards, Away, Away+Right-C 

(close once opponent's arms are gone) 

Ssapo: Headevour 

Towards. Away, Away+Top-ORight-C (clos 


Towards, Away, Away+Left-C+Top-C (close 

Sabotage: Decapi blast 

Towards, Away, Away+Top-C 

(1-3 steps away once opponent's arms are 

BullzEye: Backhandecap 

Towards, Away, Away+Top-C (close) 

Delta: TorsoShears 

Towards, Away, Away -t-B otto m-C (close) 

Purge: Mutilator 

Away, Towards, Towards+Top-C+Right-C 


Here's how to find 
obscure Silver re 

Out of Toon: After passing 
through the Hard Hat Area, go 
to the stream and jump the 
two rainbows. Go to your left 
and follow the ledge to a 
snowy area. The remote is 
where the retracting ledge 

across the ledge to bag it. 

First Scream TV: Get to the 

jumping jack-o-lantern and a 
blood cooler. Go up to the 
bookcase. Inside are skulls, 
gravestones, or masks. There's 
also a switch there. Tailwhip it 
and go find a balcony with two 
doors. Go into the one with a 
Mona Lisa picture inside, and 
walk out again. You'll see a red 
remote here, but don't get it 
Instead, jump off an edge 
where there's no balcony. You 
should land on or next to a 
river. Go down to the end of 
the river and you will find a 
silver remote. Now go back and 
nab the red remote to get out 
of the place. 

Pre- History Channel: 

Dodge the Steam Vents level. 
After going up all the steam 
vents (or taking the short-cut), 
jump up to where there's fire 
coming out of the wall. Instead 



Low-key, niggle -heavy 
and sluggish driving 
game. Oh, and it doesn't 
look too hot either. 
Looking forward to it? 

You don't have to win races to 
get points in the crazy universe 
that is Quis'n World Doing 
flips, rolls and helicopter spins 
also rack up the rewards. To 
rapidly gain points, therefore, 

go to the Options screen and 
set the laps to six. You should 
start a championship on easy, 
and aim to take as many jumps 
as possible Before each jump, 
pump the gas twice to perform 
a flip. You can even flip off the 
back of opponent cars if you're 
in the right position. Press the 
gas+Left or Right on the 
analog to do a two-wheel side 
wheelie And remember that if 

you perform this before you go 
for a jump, you will roll 

Your aim in Cruis'n World is 
to complete all six laps while 
performing as many tricks as 
you can. When done, get the 
points and quit Go back to 
options and set the laps to one. 
Go back to championship and 
finish the next two easy tracks. 
Repeat the process and you'll 
have bags of points in no time. 

of running into the fire for 
the red remote, turn to the 
right where you will see a 
silver remote. Jump on to the 
ledge and get it, and then 

your regular journey. 

Smell raiser: Pick Ride The 
Haunted Elevator. When you 
get to red remote for that 
task, jump off the bridge into 
a little stream. Go all the way 

to the end and there you'll find 
the silver remote. To get out of 
the stream, go to the other end 
to find some steps leading up 
to where the red remote was. 

Other top tips: Also, for 

Weddings and a Funeral" level, 
complete Gexilla vs Mecharez. 
Run through the gate you 
opened and jump on the 
platform to the righL The 
platform then flies you up to a 
stone lion bead. The jaws are 
closed shut and can't be 
opened until you get 26 red 
remotes. However, there is a 
tiny crack which you canjump 
into. (The easiest way to do this 
is to aim between the teeth). 
Are; :h«:': your lot 


■ Super Street Fighter 
Turbo Alpha Beta: 
Warrior Dreams 2 Puzzle 
Special Edition: Zhristma: 
Version 1998. These 
Street Fighter people 

•n press the weak 
Kick button. To be Bison, 
do the same by holding the 
strongest Punch rather than 
the strongest Kick. For Dan, 
character selection icon, hold hold Space and press any Kick 

it of Space and the strongest Kick or Punch button. 

108 1 Arcade | December 1 1 






u tiding 


Kill all t 

e bad guys 


■ The mighty PlayStation game makes it on to the PC 
and, surprisingly, it's still really good. They've even 
managed to keep the cheats in... 


Turbo Boost 


Double Power 


Forklift Mode 


60 Frames/Sec 


Reduce Gravity 


Reverse Tracks 
Mirror Tracks 


All Night 
Hover Car 


Chrome Car 

I Anything PlayStation 
an do, PCs can do better. 

racing to restore energy. For 
■_i-i im-teo tern;, you'll need 
the W-ltem materia. You get 
the materia after your party 
parachutes back into Midgar in 
disc three. After entering the 
subway tunnels in sector eight, 
your party may walk away 
from the screen and encounter 
the Turks, or towards it to reach 
another subway section. Select 
second choice and follow the 
tunnel until the dead end with 
the W-ltem materia. Equip the 


confirm, and choose who will 
receive the item. When you're 
selecting the second item, 
choose the item to be 
duplicated. Answer "OK" to 
confirm, but cancel before 
choosing a person to receive. 
The amount of that item should 
have increased by one. This can 
be repeated to increase the 
total of that item to 99. 

For money, sell a Master 
level All materia. Another 
appears when the original 
Master level. 

■ Adventure, dosh, subway tunnels. A day in th> 


For Scorcher mode, press Select 
three times, Up twice, Select, A, 
Down twice, Select, and B at 
the Takara screen. Ybu can now 
conduct special attacks. To 
fight a 5 the Bosses, press Up, 
Down, B, A, Right Left, B. A 
when Ellis begins to dance. 
Gaia, Gaia 2, Uranus, and Sho 
will now be accessible at the 
the character selection screen. 
To view all dialogue, press B, A, 
Left, Right, B, A, Down, Up, B, A 
when the Takara logo appears. 
Dialogue from all characters, 
including tips and special 
attacks will now be displayed. 


I ; Here, you tan reduce 
Pierce Brosnan to a 
quarter of an inch - 
about as big as he felt 

Dante's Peak a 

i, J : - cl, n- 

game, enter your nam 
8JACK. For a Baccarat 
game, enterBACCRasa 

For a Red Dog mini- 
game, enter REDDOG. All 
very logical really. 

For extra med-kits, begin 
gameplay and enter the 
house. Take the med-kit from 
the top bunk, save the game, 
;:'d quit. Resume the game 

another med-kit in the same 
location. Repeat this process 
to collect up to ten med-kits. 

To find the secret MARBLE 
object (which you can't use 
until you've completed the 

game), go to London (which is 
on the second level), pass 
Moneypenny, give the plans to 
M, and visit Q. Next, you need 
to move above him to the 
occupied chair Press B and Q 
will say "Don't touch that, 
0071". Press 6 again and the 
cnair ■■.'■,' .1 rocket away and 
leave a hole. Enter the hole, 
and grab the MARBLE 

iv, go 

i the i 

Marricretch and play any one 
of the casino games. If you 
win about S17000, your 

opponent will tell you that 
you're a high roller and the 
casino will pay for your visit. 
After that heavy night out, you 
return to the hotel and talk to 
the manager behind the desk. 
There, he will give you the 
P'ej'dentiai -;ey tnat vvil oper 
the lacked door on the first 
floor. And remember don't 
steal the bath robe_ 


Here's how you can 

and easy outs. 

For an easy out, when a 
runner on the computer's 
team gets on any base, 
throw the ball to the base 
he's on. Keep throwing 
between the base he's on 
and the base in front of him 
until a player throws it wildly. 
As he leaves the base, throw 
the ball to the closest person 
and tag him out 

For an easy home run, 
turn the pitch aid on at the 

Opt ens >c r e!:'n. Set Up your 

batting marker a little below 
the pitching marker, so that 
the pitch marker is almost 
even with the top of your 
batting marker. When the 
p tcne' :hrows yc 1 ., an inside 
pitch, line the batting marker 
up so it's on the inside 
section with the pitcher's 
marker, level with the top of 
your batting marker. This will 
enable you to pull the ball 
and whack a whopper. If the 
pitch is outside, do the same 
with the markers lined up 
co~ve r se y. Go Blue Jays... 


And for some 
the following 

in-game weirditi 
<ey combination 

s, try pressing 

Paper Thin 

Big Extremes 


Big Baseball 


Baseball Trail 


Fat & Skinny 


Arcade 109 


■ Loadsa bonus team 
following names as a c 
entry as a player name 

NFC Pro Bowl 

heats. Enter one of the 
sde, then make an identical 
on the "Create Player" screen. 





'60s Greats 


70s Greats 


'80s Greats 


'90s Greats 
All-Time Greats 


75th Anniversary Team 
NFL Equipment Team 
1999 Cleveland Brawns 




EA Sports 





Weird Japanese 

up. Will it get a release 
over here? Who can say. 

To access all the characters, 
start '.ne gome and put in 
the following code before 
the Banpresto logo fodes. 
Press L nine times, then R 
seven times, Z once, C-Down 
ten times and C-Right five 
times. *rbu can now play all 
the characters. Beat Story 
Mode with all characters, 
then use Master Gurdsm in 
the 64 Mode and beat Devil 
Gundam. tou can now select 
Devil Gundam Beat Master 
GunrJam three times in the 

Story Mode, and you can 
select him. Use Shining 
Gundam in VS mode: if you 
win 20 times. Super Mode 
Shining Gundam appears at 
your 21st turn. Go to the 
select screen and press Start 
while selecting Shining 
Gundam. >bu can use him 
everywhere now - even in 
Training and 64 Mode. 

Leave the game on for 
over 50 hours, and you can 
select different coloured 
versions of Dun bine and 
vValker GFiil'am ::y Brewing 
Start on them at the select 
screen. Leave your N64 on 
for over 300 hours 111, and 
insectoid Judecca appears. 



■ All sorts of cheats for (he < 

a game. Street Fighter 

inevitable that at some 
point along the line the 

Quickly press ® twice. Right @, Li. Right, ® and LI at the main 
menu to enable an Option screen. 

To fight as Akuma, highlight Magneto, Juggernaut Dhalsim, 
or Vega and press Up at the character selection screen. To fight 
as Apocalypse, select Versus mode. Highlight Gouki, hold 5elect 
for at least five seconds and press any Punch button. To fight as 
the. Unset Fighter Alpha 2 version of Chun Li, highlight Chun Li 
on the character selection screen, hold Select for at least five 
seconds and press any button. For a random character selection, 
highlight the left end of the character selection screen and press 
Left, or highlight the right end and press RighL For the original 
costume colours, press LP or LK when selecting a character. And 
to keep hammering away at an already defeated opponent, 
press Start immediately after winning the match, ybti evil thing. 

Great moments in gaming history part one: when you first get to 
level 5 of R-Type, you discover that the whole level is made up of 
=r. ""iti'e st p. A«' iroire-.:; gon- rq 'vitory :jart One: realising 
how impossible it is if you get killed, and lose all your weapons- 
Highlight either the R-Type or R-Type II options at the title 
screen. Quickly press L2 ten times, then R2 ten times. Begin 
gameplay and press Start. Any level, including the ending FMV 
senuer.ces, may now be accessible. To put tne go~ie into Urrjo 
mode, press Start to pause. Hold L2 and press Right Up, Right, 
Up, Down. Left, Down, Left, @. For slow mode, pause, hold L2 
and press Right. Up, Right, Up, Down. Left. Down, Left, and ® . 
For all the weapons, pause and hold L2 and press Right, Up. Left. 
Right, Down, Left, Up, Right followed by one of the following 
buttons far various weapons: ®, @, ®, @,orR1. 


Accur--.. ate over 10'.: cortinues, then enter the Options screen. 
Change the "Credit" option to "Free Play". To View all the FMV 
sequences, highlight the "Movie" selection on the Options screer 
Finally, you need to press Down, Up, Down, Up, and then hold 
L1+L2+R1+R2 and press Star:. Efiiy ■/■.■hen yo. know how. 



■ Type gonzo1982 in gameplay to enable cheat 
mode. Then, enter one of the following codes to 
activate the corresponding cheat function. 

[SHIFT] + X Place selected 

under the pointer 
CTRL] + 1 Invincibility 

CTRL] + [SHIFT] + N Mission skip 
CTRL] * [SHIFT] * X Destroy everything 
IHIFTJ + V Trace user 

?l codes? Sigh. 










MAX 2 

■ Fan of real-time strategy games? Fan of the original 
MAX! Fan of MAX 27 Got MAX 21 Then you're sure to 
appreciate some handy cheat code to aid you on your 
strategic, mission-gulping way- 
Enter one of the following codes. :'clu:iinc t'ie bracket 
characters, to acLvaio- Tie re. rre' re cheat function. Don't 
try to use multi-player mode, though - it destroys all your stuff 1 

[MAXSPY] View all enemies and ai 


[MAXSURVEY] View all deposits 

[MAXSUPER] Max out highlighted 

Level 14 
Level 15 



Level 17 


Level 18 R40JF 

Level 19 


Level 20 

and truly finished off for 
another month. Next 
month, we'll be bringing 
you a complete guide to... 
Oh, why pretend? Right 

now I haven't got a clue. 

01225 732375 

1 1 1 Arcade | December | 1 998 

built in the 

e x t r e in . 




Simply use scissors to cut out this btt of paper, fill it In (with a per.] and then give 
; it to your local newsagent Newsagents can be found in streets. 


,'■!■■ iJ.,i ab!f ?-c-n ycur local wholesaler 

The Ultimate Game 





Actua Golf 

Body Harves 

Colony Wars: 


Cool Boarders 3 

Dune 2000 


F-Zero X 

Metal Gear Soli 


NFL Blitz 


Abe's Exoddu 


Rival Schools 

Silicon Valley 

Spyro The Dragon 

Test Drive 5 


Turok 2 




\\ D ~~ 

New PlayStation Games 






114 1 Arcade | December 1 1998 

/ r 'tS 
J t£t 





■ Publisher: Code masters ■ Developer: Codemasters 

■ Price: £44.99 ■ Release Date: on sale now 

■ Players: 1 ■ Extras: Memory Card, Dual Shock, 
Analogue Pad 

Praised for its realism and thrills, but criticised for 
bland looks and a too-high learning curve, the 
original TOCA sold by the helmet-full, but divided 
PlayStation owners. Will this one do the same? 

We'd heard great things about TOCA 2; like it was 
the best PlayStation touring car game by far. But 
when we started playing, we didn't like it much. 
"It's a bit boring," we thought, as everyone else 
whizzed off into the distance and we were forced 
to spend the remains of the course staring at the 
gaping expanse of blank tarmac in front of the car. 

"It's not very glamourous," we said, as we raced through 
the country, with nothing but hills and trees for company. 

"It's a bit hard," we mused, as we over-steered on 
virtually every corner, spinning round hopelessly and being 
forced to reverse back on to the track. 

"In fact," we concluded, "it's just as if we got a car, 
souped it up a bit, and burnt around some country roads as 
fast as possible, trying not to crash." 


Then we stopped. 

And thought about what we'd just said. 

You see, the fart is that TOCA 2 plays just as if you'd got 
a car, souped it up a bit, and burnt around some country 
roads as fast as possible, trying not to crash. This is exactly 
what makes it so great - it's as accurate a simulation of 
touring car racing as you could possibly hope for. To drive 
successfully you need to motor sensibly - braking severely 
into corners, keeping strictly to the roads and respecting 
other road users (because banging into them is going to 
mess up your lap times a treat). To win, you need to steer 
like a maniac, braking at the right moment and accelerating 
out of bends. It's a matter of finding the shortest racing line 
and weaving in and out of the other cars with as much care 
as you'd take removing a splinter from a loved one's finger. 
You have to learn to drive TOCA to play it properly. 

The main circuits are set in England and Scotland and 
look fantastic, having been accurately modelled from the 

real thing. Screaming round 
Silverstone, admiring the 
grandstands and drizzly English 
weather, the layout feels as 
familiar as watching Grandstand. 
The scenery is relevant rather 
than decorative: fences are there 
to be crashed into, sand traps are 
there to catch you if you spin off, 
and as much detail has been put 
into the trackside visuals as the cars 
themselves. There are bonus tracks too, 
including an alpine climb, Bavaria, three 
test tracks and downtown U5A, where every bend is a right 
angle and there's a fantastic Italian Job-style short-cut 
down a long run of concrete steps. 

The cars feel good too. They all handle differently, and 
can be tweaked to accommodate your needs. Which will be 
your favourite? The Mondeo? The Honda? The Fiesta? The 
Vauxhall? There's something reassuringly Boy Racery about 
taking the tracks in a souped up Fiesta, and it's our car of 
choice. The bonus cars include a Jaguar, an AC Superblower 
and a cigar-shaped three wheeler, with one rear wheel. 

And (hurrah!) there's a split-screen two-player mode, too 
- the most disappointing omission from the first TOCA 
game. The speed that the game cracks along at, with two 
players and 16 other cars on screen, is quite phenomenal, 
and the graphics are colourful and hi-res. 

TOCA 2 is a game that you are going to have to stick at. 
It may well not appeal at first and, to be honest, might not 
be the right thing if you were raised on the arcade thrills of 
the likes of Rage Racer. Like the real sport, TOCA 2 ain't as 
sexy-looking as its F1 rivals, but stick with it and you'll find it 
provides more consistently enthralling racing. If you want a 
Mars Bar, you'd go to the newsagents. If you want the best 
touring car racing game on the PlayStation, buy TOCA 2, 
and celebrate your fine purchase with a Mars Bar from the 
newsagents on the way home. * * * * Rich Pelley 

■ From the bottom, up: 

two-player mode, the choice- 
to-drive Fiestas, and the fact 
that neither player seems to 
be particularly good. Shame. 

December I 1 998 1 Arcade I 1 15 



■ The action 
the visuals hold together 
well and the single player 
game is (wait for it) rad. 



:. wide-; 
■ T ■(!;■. 





■ v:-:iili"l 

'.iT-.i.'.:i: I 

■ -r.- ;:k...i 


■ It's tire 


Cool Boarders 3 

■ Publisher: SCEE ■ Developer: 989 Studios 

■ Price: £44.99 ■ UK release: November 20 
Players: 1-2 ■ Extras: Dual Shock, Memory Card 

Third in the PlayStation's premier snowboard ing 
series. Coo! Boarders 3 throws away the old game 
engine and starts again from scratch. 

Is you might have guessed from the title, we have 
here the culmination of a trilogy. Cool Boarders 1 and 
2 pretty much set the standard for ironing-board- 
down-hill games but for this third incarnation the 
series has had a complete makeover. The simplistic, 
grainy visuals of UEP Systems' earlier games have 
melted away, and taken with them some of the more niggly 
control problems. The result is both stylish and fun: if CB2 
sported C&A boarding gear, CB3 is pure Ellesse. 

The basic premise, of course, remains 
the same. There's you. Or rather a wide 
selection of yous, from the sturdy, 
icaned Joker to the slender, foxy Sasha. Then there's 
board. Or rather, a wide selection of boards. Some built 
for downhill tanking, others for twisty, turny, tricksyness. 
Splice board and boarder together, and you're ready for 
some slush-in-mouth action. 

Cool Boarders 3 offers 30 tracks - three of 'em are 

immediately available, the rest accessed by working 

through a full tournament. Some demand the 

more obvious, racing game-style pleasures of 

pure speed; others require trick moves (there are 34 to 
master), making the whole thing feel more like a beat- 
'em-up, of all things, as you battle through a myriad 
button combinations in an attempt to pull off ever more 
complicated moves. Fortunately, control over your boarder is 
generally sharp - a nudge, a flick, an on-a-sixpence turn, all 
are easily accessed from the D-Pad (or, even better, with an 
analogue controller). Press down and your character's 
resulting crouch will add speed, but minimises control. This 
is the crux of the game, a constant binary choice between 
pace and precision. 

Coo/ Boarders 3 without doubt is the best looking of 
any PlayStation winter sports game, but it does slip up 
occasionally. Collision detection is less than 100% predictable 
(sometimes you can go through the foliage and pop out 
the other side, and other times you'll break your face - 
realistic, perhaps, but annoying). Also, the game has a 
general tendency to hover disconcertingly between realism 
and arcade fantasy. The boards feel correct and the physics 
of their movement has been captured accurately, but all this 
seems somewhat superfluous when your courageous, Pepsi 
Max dude tosses himself from a colossal precipice, hits a 
rock and somehow manages to keep going. 

Perhaps the biggest fly in the ointment, however, is the 
existence of Nintendo's 1080°. Sorry, PSX fans, but the N64 
simply has the hardware to handle this sort of stuff better. 
So while Cool Boarders 3 may be the best snowboarding 
game available on PlayStation, it's not the best 
snowboarding game full stop. * * * * Stephen Pierce 

116 1 Arcade | December 1 1998 

NHL '99 

■ Publisher: Electronic Arts 

■ Developer: EA Sports 

■ Price: £39.99 ■ Release date: 
on sale now ■ Players: 1-2 

Latest update of the on- 
going series of licensed 
NHL ice hockey games. 

■ It's strange how some sports - 
like, say, ice hockey - evoke such 
outbursts of frustration and 
violence. The crushing feeling of 
defeat is universally unpleasant 
throughout all sporting endeavour, 
but never do you see someone 
like Jimmy White picking up hi; 
cue and breaking it in two over 
Stephen Hendry's head, before 
attempting to ram a metre-or-so 
of splintered wood up the smug, 
Scottish one's bottom. 

Anyway, ice hockey. NHL '99 
is the latest in a long line of NHL- 
li censed sports games. What we 
have, therefore, is an ice hockey 
game which a) looks great and 
comes packed with loads of small, 
detailed graphics; b) plays well, 
with strong artificial intelligence 
exhibited by members of both 
team; c) features a well-adjusted 
learning curve, with a simplistic, 
yet versatile, control method; and 
dl Is up-to-date, with all the stats 
you'd expect to find buried in an 
official NHL licence. 

When you're playing. NHL '99 
enables you to feel like you're in 
control of your team, while giving 
you just enough support to stop 
you colliding red-faced into the 
crash barriers with every speedy 
turn. There's also room for special 
manoeuvres like 360° spin turns 
and stick flicks, and you can either 
steam up the arena on your own 
or, alternatively, you can play the 
- ultimately more successful - 
passing game. 

The camera problems that 
bugged NHL '98 have been 
corrected, with '99 showing off 
its pretty visuals, and atmospheric 
touches like victory celebrations, 
gleefully. The only real downside 
is to do with the built-in problems 
of ice hockey - a game with 
so many goals scored that the 
excitement of each one is swiftly 
diminished. If you're into the sport, 
this is fine, but for most people 
a more comprehensible, strategic 
football game is probably a much 
better bet. * * Rich Pelley 

■ You'll often 
need the help of 
a whole team of 
Mudokons when 



Abe's Exoddus 

■ Publisher: GT Interactive ■ Developer: 
Oddworld Inhabitants ■ Price: £40 

■ Release date: November 20 ■ Players: 1-2 
(alternate) ■ Extras: Memory card 

If s Abe to the rescue again, in another 
puzzly platf orming potpourri. 

Irmed with a limited repertoire of 
baby-talk and some disquieting 
personal habits, Abe has 
attracted a fan base beyond 
that usually expected of your 
average pony-tailed alien 
with a taped-up mouth. 

Exoddus sticks rigidly to the 
formula that defined its prequel, Abe's 
Oddysee. As you wander through atmospheric 
2D platform worlds, your task is to reach the 
exit and, if you're feeling generous, rescue your 
enslaved compatriots. 

This time, though, your alien buddies are 
subject to various types of emotional turmoil. 
Infuriating as this is, as they sit on the ground 
sulking or stumble about giggling like school- 

kids, the feature isn't used to excess, and 
most dissenters can be swiftly cured with a 
"Sorry" or - more satisfyingly - a quick thump. 

The puzzles are a brilliantly perplexing mix 
of tripping switches, opening doors, climbing 
and jumping. Even if you're a puzzling demi- 
God, there are effectively two "levels" to the 
game; whizzing through - cheerfully sticking 
two fingers up at your friends - offers a quick 
fix, but the challenging option of freeing the 
Mudokons leaves you feeling a lot better. 
Happily, none of the puzzles 
are irritatingly taxing. This makes 
progress a lot more fun than 
frustrating and the extra touches, 
like being able to mind-control all 
the enemy characters (rather than 
just the one you were allowed in 
Oddysee), are enjoyable and integral 
to the gameplay. 

Exoddus's strength comesfi 
Its character and humour. Abe is as 
loveable as ever, and watching him chat, laugh 
and otherwise interact with his mates never 
gets boring. The combination of this, the 
pleasure of solving puzzles and the range of 
tasks on offer, makes Exoddus essential for any 
cerebral platform fan. * * * * Mark Green 

December | 1998] 



Rival Schools 


B Publisher. Psygnosis 

■ Developer. DMA Design 

■ Price: £24.99 ■ Release date: 
out now ■ Players: 1 

Live or die? The lemmings 
don't care. The deathwish 
dunces' first two outings 
are back on PlayStation. 

■ Sharing many of the attributes 
associated with Team 17s Worms 

(small, cute, squeaky, irritating), 
the Lemmings have returned to 
the PlayStation. After the chaotic 
melange of contemporary styling 
and tactical fiddling that was the 
more recent Lemmings 3D, it is 
refreshing to again view these 
miniscule suicidal nincompoops as 
they were originally devised. Flat 
and simple, but with the sort of 
addictive properties that you 
rarely find aided by spooning on 
additional polygons. 

Put simply. Lemmings and Oh 
No! More Lemmings, are puzzle 
games, designed to tax your mind 
meat more than they do your 
reflexes. Lemmings are stupid. 
They walk. Constantly. Other than 
that they need to be told exactly 
what to do, and this is where you 
come into the grand scheme of 
things. Each screen involves a 
maze, that you view side-on. As 
the furry fools drop from the 
ceiling, they are immediately in 
danger of striding straight off a 
cliff, drowning or getting burned 
alive, chopped, sliced or minced, 
depending on their environment. 

At the base of each screen 
you'll find your function icons, 
including blocking, swimming, 
diggirv;. climbing and - always 
rather tragic this one - blowing 
up. feu click on a function to 
activate it then select a lemming 
to carry out the procedure that 
you've chosen. This way you can 
manipulate the constantly flowing 
stream of lemmings through 
puzzle after puzzle, with the 
overall aim being to rescue the 
reguisite number of green-haired 
beauties from whatever deathly 
fate they were trooping toward. 

While the games are initially 
easy, they very soon become an 
organisational nightmare. Visually, 
Lemmings is, rather obviously, a 
pensioner. Aurally, it's virtually 
deaf. But this is to veer from the 
point Both titles grab you by the 
joypad (or preferably mouse) and 
drag you, and your cerebrum, into 
a lunatic world of bijou lemming 
carnage. While not for everyone, 
Lemmings Compilation happily 
ignores the tinsel and glitter of 
modern gaming, and is better for 
it *** Stephen Pierce 


[<V 2-JflO flbf JM1M ~n 


r been a fighting 
game quite like this: it's as if Steven 
Segal became head at the school out 
of Saved By The Bell. Hit an opponent 
into the air and you can play a great 
game of keepy-uppy with 'em. 

■ Publisher: Virgin Interactive Entertainment 

■ Developer: Cap com ■ Price: £39.99 

■ Release date: 20 November ■ Players: 1-2 

Subtitled United By Fate, Capcom's new 3D fighter 
features battling Tokyo high-school kids and 
whispered messages to meet on the common 
after the bell. Bike chains not included. 

Beat-'em-ups and real-world logic have never made 
happy bedfellows. You only need study the average 
fighter's range of bizarre haircuts and extravagant 
trousers to know that But where the likes of 
games like Tekken 3 know more or less where to 
stop (with a stumpy dinosaur fighter or walking 
tree), Rival Schools gleefully throws absolutely all sense of 
reality out of the window. With its press-up performing 
tutors, minor volleyball sub-games and flaming footballs 
replacing traditional weapons, this entire sense-assaulting, 
anime-style experience provides a brand new oddness 
benchmark for the fighting genre. It's still classy stuff - as 
ever from Street Fighter supremo Capcom, the character 
designs are superb - but it ain't exactly sensible. 

One bit that's surprisingly non-fanciful, however, is the 
title - Rival Schools really is about rucking schoolkids. 20 
pupils and (not exactly professional, surely?) teachers fight 
it out in 3D, with each player given the opportunity to 
team-up two characters (as you see in tag-team wrestling, 
or X-Men Vs Street Fighter). You can switch between the 
pair of them before bouts, making a strategic swap for a 
more suitable match against an opponent. But it's the 
dramatic selection of special moves, where you can have 
both your characters appear on screen to do a double- 
whammy on your enemy's energy bar, that sets the 
brilliantly over-the-top tone of the fighting. 

This is real Street Fighter II stuff - full of spectacular 
blue energy balls and blurred, jaw-thudding specials. 
Despite their flashiness, the moves are all surprisingly easy 
to pull off - after all, it's solid Capcom fight mechanics 
that underpin the game. One of the best things about 
Rival Schools is that you're never many button pushes 
away from a decent move. Sfreer Fighter veterans should 
enjoy seeing favourites like the Dragon Punch performed 
by spec-wearing teachers, rather than Ryu or Ken. 

In fart, Rival Schools \s fu\\ of enjoyable bits. It comes 
on two CDs - one holding the basic PlayStation take on 
Capcom's arcade original, the other being a value adding 
"Evolution" disc, which packs in more ways to play (league, 
tournament, group and co-operative), overloads you with 
lovely manga artwork and provides a lesson mode that 
teaches and tests your fighting skills. It's a shame the 
create-a-f ighter simulation mode of the Japanese 
version hasn't been included, but you do get some 
great sub games as reward when you complete the 
game according to different criteria. 

Rival Schools' real strength is that it's not trying 
to be Tekken. Instead, Capcom has built on its 
expertise at the cartoony, honed over countless 
Street Fighter games, but this time has let its 

/■ imagination run even wilder than usual. The 
result may lack quite the technical brilliance 
or hardcore scrapping feel that you get from a 
: good game of Tekken 3, but by pitching the action 
at an over-the-top, guests-on-Jerry Springer level all 
its own, comes far closer than most to equalling the 
PlayStation's grandmaster. **** Robin Alway 

1 18 | Arcade | December 1 1998 

Colony Wars: 

■ Publisher: Psygnosis ■ Price: £39.99 ■ Release date: on 
sale now ■ Players: 1 ■ Extras: Memory Card 

Follow-up to the fantastic-looking but rather samey 
3D space shoot- 'em- up, this updated model boasts 
more structured, varied missions. 

Colony Wars: Vengeance is like a puppy. Treat it well, 
with love, patience and attention and it'll love you 
back. Lose your temper and whack it with a rolled-up 
newspaper, however, and it'll bite you in the ankles. 
You'll be wary when you start playing. You'll 
find it irritating that you keep getting blasted ou 
of the sky the instant any enemies appear. You'll 
complain that you don't have enough missiles and 
that your lasers are ineffective. You'll give yourself 
a headache chasing enemy fighters around the 360' 
environment, trying to line up your sights. 

But then you discover the 
energy bar accompanying 
every baddy, and realise that 
you can drain the yellow bar 
(the shields) with the shield- 
draining laser and then the red 
bar (energy) with the plasma 
laser. You'll soon get to grips 
with the missiles - one press of @i to lock 
on, another to fire. You'll realise that you 
can take out baddies far more effectively 


while they're in the distance, where you can avoid return 

fire. You'll also begin to appreciate the variety of missions, 

whether you're flying through asteroid zones, protecting 

your fleet in a raid on the enemy's base, or finding energy 

pods and blasting them into wormholes before they go off. 
Vengeance has an atmosphere all its own. You don't get 

many slow, methodical shoot-'em-ups, but this is a Sunday 

drive in the country, not a screeching lap of Brands Hatch. 

But it doesn't make it bad. Partly because the graphics are 

very impressive - stunningly 

detailed throughout, though 

you could complain that the 

ships seem a little small (for 

much of the time, 90% of the 

screen is black). But mostly 

because, unlike the original 

Colony Wars, this gives you loads of interesting things to do. 
me extent, Vengeance is full of missed 
opportunities. It's a pity more isn't made of the 
motherships and enemy bases, It'd be nice to 
be able to fly over their surfaces, then dive 
into trenches and pull back, Star IVars-style. 
But you can't. Once you're used to it, piloting 
your ship takes little skill, either - a thrust 
here, an afterburn there, but sadly with little 
feeling that you are in a huge metallic box, 
zooming about in the sky. There's definitely 
work to be done on this whole game design, 
but for all its faults. Vengeance still manages 
to entertain. Treat it well, show it patience, 
and it'll return the favour. **** RichPetley 

■ Wloro space: it's black, 
there's no up or down, and 
it's very easy to get lost. 

December! 1 998 I Arcade I 1 1 9 



■ Publisher: Acti vision 

■ Developer: Sony Music 

■ Price: E39.99 ■ Release date: 
on sale now ■ Players: 1 

■ Extras: memory card 

Metal Gear Solid meets 
Bushido Blade down a dark 
alley. Spurting arteries a 
distinct possibility. 

■ After Core's unsubtle arcade 
approach to the ancient warrior 
cult in Ninja: Shadow of Darkness, 
this is the authentic kung fu 
slipper- wearing experience. With 
a swirling Oriental soundtrack, 
furtive gameplay that encourages 
you to hide in the shadows and 
blood spilling at Moulin ex -sans-lid 
levels, it's atmospheric enough to 
have even real-time strategy fans 
balancing one-legged on a post 
when they think no one's looking. 

The behind-character view is 
similar to Tomb Raider, but in your 
conduct over the ten mission- 
based levels, Tenchu makes an 
honourable bow to Metal Gear's 
stealthy play. You crawl about on 
rooftops (which you access with a 
superb grappling hook accessory), 
before dropping down to slit 
throats and sever a selection of 
major arteries with a swish of 
your sword. As with the similarly 
inscrutable Bushido Blade, the 
fighting is pitched at a much more 
realistic level than the usual 
punishment-taking beat-'em-up. 
A few blows can very quickly cut 
your energy bar in half, which 
means that no opponent, be they 
mangy old guard dog or dagger- 
wielding ninja female-alike can be 
taken 'or granted. 

Technically, Tenchu is perhaps 
a little close to its chop sockey 
film counterparts, however. The 
erratic camera makes the fights 
confusing, there's some unsightly 
glitching and the animation of 
your character (you can play as a 
very different male or female 
ninja) doesn't seem quite right. 
8ut while it lacks Metal Gear's 
finesse, Tenchu's secretive aif and 
edgy, fleet-footed feel makes for 
an engaging, endorsed-by-Zen- 
masters experience. Learn to live 
with the graphical failings, and the 
atmosphere will soon have you 
uttering mystic wisdom like "I must 
become as one with the wind." 
Trust us. * * * * Robin Alway 

appeal of la Croft' 



■ Publisher: Psygnosis ■ Developer: 
Psy gnosis ■ Price: £44.99 ■ Release date: 
on sale now ■ Players: 1 ■ Extras: Dual 
Shock or Analogue pad 

A 3D third-person Lara wannabe, by the 
team that brought us the awful adidas 
Power Soccer. Not a good start then. 

Df all the times to release a Tomb Raider 
clone, this - to coincide with the release 
of Tomb Raider HI - is perhaps the worst 
Fortunately, OD7"aims to sidestep 
such accusations with the addition of 
RPG-type elements and a choice of four 
characters. Nice, but there's no mistaking that 
follow-cam and those hoards of things that 
need killing. This is Lara without the breasts. 
The first level of ODT has to be the most 
precarious introduction to any game ever. Set 
atop an ancient tower, it is riddled with pitfalls, 
traps and ant-wide ledges. When paired with 
the slightly shaky controls the result is many 
falls into the inky blackness. Fortunately once 
you're inside the tower the opportunity to 
Q" tumble off the damn thing is greatly reduced 
~" and the real meat of the game can begin. 
Ammo, health and magic power-ups are 
scattered throughout, and can be used to 

enhance your chosen skill, be it better, more 
powerful weapons or attaining the latest spell. 
Ultimately though, collecting these pick-ups 
isn't worth the difficult death-defying leaps 
and bounds. And the fiddly weapon aiming 
system makes it easier just to ignore baddies, 
rather than taking them on in combat. 

ODTs ultimate sin, you see, is its bloody 
awful controls. No matter which button- 
assignment you choose, the running, walking, 
weapon loading, looking, aiming and spell 
selecting seems to fall on the wrong finger. 
The inability to judge jump distances (and 
whether they're possible) is awkward because 
of the camera angle, and actually getting to an 
edge is dicing with death thanks to the rather 
imprecise too-little-then-too-much weighting 
to the run and walk features. Fortunately, a 
restart point is never far away, as the areas 
held in memory are no bigger than a football 
pitch - perhaps because of the game's adidas 
Power Soccer 2 engine origins? Also, in another 
nod to misery, each chunk requires painful 
loading and reloading as it's entered. 

There's much good stuff in here, and the 
levels are sizable and imaginative, but the 
lame execution of the project lets the whole 
shaky package down. ** Simon Garner 

120 | Arcade December I 1 998 



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you lie If that 
you've created 
1999's Ibiza dub 
anthem with 
Music's easy-to- 

Music: Music 
Creation for the 

■ Publisher: Codemasters ■ Developer: Jester 

Interactive ■ Price: £34.99 ■ UK release: 

20 November ■ Players: 1 ■ Extras: memory card 

Forget your destruction of evil sand zombies from 
the moon of Kronax for just one moment and turn 
your attentions to becoming the next Fatboy Slim. 
Without unplugging your PlayStation. 

Ever harboured an ambition to become the next 
Armand Van Helden or Fatboy Slim? Where would 
you begin? A keyboard? Sampler? Pair of decks? PC 
sequencing package? AH of these are legitimate 
starting points for creating your own dance music. 
Suggest that you're going to win a Mercury prize 
using only your PlayStation, and we will justifiably knock 
you to the ground with a rusty synth-axe. The PlayStation 

is a games machine rather than a 
creative tool largely because its 
sole source of information is the 
CD, and you can only manipulate 
what's already etched on there, 
rather than add anything new. 
So step forward Jester and 
Codemasters, who have created 
what is arguably the first product for the PlayStation to 
include no element of gameplay whatsoever. Fluid had a 
go at the music creation thing earlier this year, but you still 
had to assume the role of a dolphin, swimming around 
your tranquil aquamarine undersea world in search of 
musical stimuli. Music dispenses with the frills altogether 
and presents you with a scaled-down version of the 
display used on professional sequencing programs such as 
Cubase or Cakewalk. If you're familiar with the general 
concept of on-screen sequencing you have a head start 
with this set-up, although Music works in a completely 
logical fashion and it isn't difficult to pick up. 

Essentially, the idea is to arrange blocks of sound. 
These are divided into chunks of four or eight beats, and 
these chunks are arranged in the program by genre and 
subdivided again by instrument, These sound blocks are 
professional samples assembled by "acclaimed" dance 
producers Cold Storage, and are all cleverly beatmatched 
to avoid troublesome discrepancies in pitch and tempo. 
If you follow the manual's advice and lay down a drum 
track, followed by percussion, then a pre-recorded bassline 
and various snatches of melody, you'll be pumping out 
passable trancey house before you can say Paul Oakenfold. 
If you delve into musically more complex genres such as 
drum 'n' bass, you may find that the pre-arranged loops 
are a little limited, which is where the Riff Editor comes 
into play. With a whole assortment of instruments, you 
can create your own four-beat riffs. Unfortunately, it's 
impossible to play your melodies in real-time, so unless 
you're a musical prodigy, this is a painstaking trial-and- 
error process. And once you start altering pitches, there's 
no guarantee they will tally with the prerecorded loops. 

The worst case scenario is that Music will frustrate the 
novices, while anyone with genuine desire to create music 
will opt for a set-up which enables genuine sampling and 
melody creation. In fact, though, Music has the potential 
to amuse and stimulate all ability ranges and undoubtedly 
provides greater intellectual exercise than even the most 
complex of so-called interactive games. I haven't given a 
mention to the video creation mode, but unless you're 
interested in manipulating a load of garish fractal patterns 
in time to your music, it's best to stick with the beats. See 
you at the pressing plant, *** Sam Richards 

Test Drive 4x4 

■ Publisher: Electronic Arts 

■ Developer: Accolade 

■ Price: £39.99 ■ Release date: 
4 December ■ Players: 1 

■ Extras: Dual Shock, 
memory cartridge 

Dirty international driving 
brought to you direct tram 
the good old US of A. Don't 
even go there... 

■ If piloting colossal, wheeled 
biscuit tins over swathes of 
glamourous, international dirt 
appeals, then start sizing garish 
body warmers and unsuitable 
baseball headwear now. If you 
are of a rather more discerning 
nature, however, you should 
simply stick with Gran Turismo, 
Colin McRae or the forthcoming 
TOCA 2. Why? Well rest Drive is 
just a roof -rack packed full with 
average. >ou have five classes of 
licensed motors including the 
Hummer, Safari and SUV, and six 
courses (each with a reverse) in 
such grandiose locations as Santa 
Cruz, Hawaii and, er_. well, Wales. 
Basically, there's a medley of mud, 
sand, snow, grit, shale, shingle and 
asphalt just waiting for you to 
slide about on it. 

Once you head to the vehicles, 
you can immediately flick on the 
ignition of a number of cars in the 
single race option, but it's the 
World Tour that forms the crux of 
the title. Here, you are required to 
win races, to win credits, to win 
better cars, to win more races. 
"Hooray!" you might say. But no. 
The vast, rectangular, behemoths 
sluggishly sidle about the track as 
if someone's spiked their diesel. 
The hillock-based terrain is often 
spartan and drab, while your tyres 
churn piles of snow that rekindle 
memories of the gusting paper 
bits in TV's The Crystal Maze. 

For all of lest Drive's visual 
shortcomings, however, it is the 
gameplay that really requires an 
MOT. The undulating nature of 
the tracks mean that "getting air" 
is a prerequisite. This sounds okay 
in theory, it's just that no sooner 
have you returned from enforced 
aeronautics than you are bounced 
skyward again, while the gleeful 
American commentator trots out 
another of his limited phrases. 
'Awwwwesome", it most certainly 
is not * * Stephen Pierce 

December | 1998 1 Arcade 1 121 




■ l : ub slier: GT Interactive 

■ l>'vek ;[)r'" Singletrac 

■ Price: £40 ■ Release date: 
November ■ Players: 1-2 

Another entrant in the 
normally hope 
with-guns sub-genre, GT's 
innovation is to make you 
play a taxi driver. Otherwise 
it's business as usual. 

■ With Rogue Trip, Singletrac has 
churned out more vehicle- based 
violence to supplement its brace 
of TwistedMeta! outings. This 
time, there's a plot of sorts - you 
play one of a fleet of vigilante taxi 
drivers, and it's your job to take 
tourists from the King's Crosses of 
a run-down Earth of the future to 
the Mayfairs, hopefully keeping 
car and passenger intact long 
enough to collect your fare, which 
you can then spend on weapon 
upgrades for the next level. But, of 

e. being a taxi driver, you're 
probably far more interested in 
abusing your taxi colleagues than 
taking the poor holiday makers to 
decent photo points. 

indeed, you'll soon discover 
the tourist plot is near irrelevant 
seeing as completing each level 
relies on destroying all the other 
vehicles and, er, that's it. Despite 
the variety of weapons on offer, 
including a sort of giant swinging 
sausage attack from a hot dog - 
waggon, this is less interesting 
than it sounds - and much harder, 
considering your opponents' 
swiftness to skuttle off to energy 
recharging stations every time you 
manage to land a decent hit. 

The levels themselves are, by 
and large, reasonably pretty, but 
they don't all seem to have had 
the same amount of time spent 
on them - Quake-O-Rama, for 
example, is nothing more than a 
series of flat, cuboid skyscrapers. 
Happily, though, you can destroy 
almost all the scenery on each 
level, making for horrendously 
bad -taste action in the airport 
level, where you can bring planes 
crashing from the sky. 

Ultimately, Rogue Trip suffers 
the same fate as its predecessors 
- the gameplay is too repetitive 
for any real longevity, with ail the 
fun coming from the imagination 
that level designers can bring to 
proceedings (the plane stuff, for 
instance, is a hoot) rather than any 
intrinsic challenge. Sure, the two- 
player mode is an improvement, 
although it all too often turns into 
a one-sided horror that's just no 
fun for anyone. Like a cab driver 
who's blathering on, Rogue Trip 
swiftly becomes very repetitive 
indeed. * * Mark Green 


Formula 1 '98 

■ Publisher: Psygnosis ■ Developer: Visual Sciences 

■ Price: £44.99 ■ Release date: on sale now 

■ Players: 1-4 (with link cable) 

Post Gran Turismo, racing gamers expect a lot. But 
the third in Psygnosis's ultra -successful Formula 1 
series conspicuously fails to deliver. 

Io be frank. Formula 1 '98 is a disaster. Not because it's 
terrible - it's merely very average - but because the 
first two games in the trilogy were so good. Far from 
being a progressive, suitably tweaked update of its 
two well-received predecessors, this year's '98 model 
distinguishes itself by being commensurately inferior 
to both. It should be run off the road. 

Psygnosis received unwanted publicity following the 
release of its first F1 title a couple of years back, with 
many owners disappointed by its many apparent "bugs" 
(including one glitch that saw 
every CPU-controlled car take a 
pit stop per lap). F1 '98 features a 
technical shortcoming of a far 
more sinister nature; its polygon- 
pushing game engine just isn't up 
to the task required of it. Most 
PlayStation driving games - Gran 
Turismo included - feature pop- 
up and limited draw distances, 
and we always have to keep that 
in mind when reviewing them. 

But F1 '98 takes this to absurd extremes. It features such a 
ridiculously low horizon that the percentage of track you 
have visible at any one time is woefully inadequate. 

Consequently, its in-car views are virtually useless, 
making the judging of corners an imprecise affair. Even 
with an external alternative, you must memorise the 
layout of any given track before you have even a fighting 
chance of completing a lap at speed without crashing. 
This renders the game more an exercise in measured, 
almost robotic joypad manipulation than anything else. 

Worse still, F1 '98's handling mechanics are hideously 
unconvincing. Psygnosis's patronising assumption that 
most PlayStation owners will prefer a simplified physics 
model removes much of the challenge and suspense of 
disbelief that the game could have done with. What of 
the aspirational aspect of playing games? What of the 
fact that most people want a racing title to offer them 
a crack at a 180mph overtaking manoeuvre through the 
Monaco tunnel that they'll simply never get to experience 
in real life? From the smallest spin to the biggest slide, 
F1 '98 trades the sim-like pretensions it so desperately 
needs for an inappropriate, flawed, arcade -oriented drive. 

In its defence, the game does boast an impressive 
number of options, and the admirable inclusion of a fink 
cable mode enables you to combine two TVs and PSXs in 
the name of four-player gaming. But who will be inclined 
to bother? Particularly as the most eloquent argument 
against buying this update is probably sharing shelf space 
with it. The excellent F1 '97 is now a mere £20, and worth 
every penny. You know what to do. * * James Price 

122 | Arcade | December 1 1998 



Brian Lara 

■ Publ'shc: Codemasters ■ Developer: 
Codemasters ■ Price: £44.99 ■ Release date: 
18 November ■ Players: 1-4 

West Indies captain Brian Lara returns 
from years stuck in Mega Drive ignominy 
to star in PlayStation's first cricket game. 

I en minutes into Brian Lara Cricket, and 
Geoffrey Boycott and Jonathan Agnew 
start chatting. Not in an "And. Australia. 
Are. About To. Bat" kind of way. No, 
theirs is a conversation. They talk about 
pitches, about batsmen. They even talk 
about the weather And it's right there and 
then that the class of Codemasters' sequel to 
the Mega Drive hit becomes clear. 

The PlayStation, hardly well known for its 
tranquil games, has never before seen the like 
of BLC. 5ure, it's one for lazing on a Sunday 
afternoon, but the game feels so good to play 
you don't mind whiling the hours away. Funnily 
enough, it's when you lose concentration and 
spoon the ball into the slips that it becomes 
the most enjoyable. It goes without saying 

that the players move smoothly, and the 
whole thing looks good, but the knowledge 
that you were caught because you got the 
split second timing wrong just about sums up 
etC It's realistic alright 

Mostly Brian Lara Cricket is an enjoyable 
afternoon (not) spent at the park. The fielding 
is depressingly difficult - much better to let the 
computer do the donkey work for you - but 
again, a close run-out decision adds to the fun. 

Batting is very much easier than bowling, 
however. How Alec Stewart must wish he 
could see where the ball was going to pitch 
before it left Shane Warne's magic fingertips 
- in BLC being a bowler means moving an all- 
too-apparent circle up and down the pitch, 
taking some of the surprise out of the whole 
affair. Nevertheless, with enough statistics, 
players and teams to make John Madden 
himself blush, BLC is wonderfully well executed. 
It should sell - well, a few copies, at least - 
simply because fans have been so starved of 
cricket games they'll lap up whatever they can 
get. But more of us should give it a chance. In 
fact, even the most devoted Final Fantasy fan 
should find there's much to enjoy here. 
**** BenEast 

I "^^H " 
EH Ea 

> a beer cooler, 
he Zinc creme and 
relax into a Sunday afternoon 
of thrashing the opposition. 

Zero Divide 2 

■ Publisher: Sony ■ Developer: 
Zoom ■ Price £34.99 

■ Release date: on sale now 

■ Players: 1-2 

■ bo-t 

Sequel to hop eh 
beat-'em-up Zero Divide, 
boasting (slightly) more 
convincing 'bots. 

■ Looks can be very deceptive. 
Take Nicky Clarke, the famous 
hairdresser. Now examine his 
haircut - would you trust him to 
touch your barnet? And those 
chocolate covered pretzels? They 
just look horrible. 

And like chocolate pretzels, 
Zero Divide 2 looks like it's going 
to be a no-hoper from the start. 
Why, you can't help thinking, 
would you want to play a beat- 
'em-up as a cross between an 
Alien alien and a chicken? Surely, 
you think, playing as a big red crab 
isn't going to give you much of 

an advantage if you opponent is 
a hulking great human-shaped 
robot? And you'd be right. The 
difference between Nicky, Pretze 
Flipz and this is that with the first 
two a gruesome first impression 
hides a talent, of sorts. With Zero 
Divide 2. however, what you see is 
what you get It's rubbish. 

But though the visuals aren't 
promising, it's the lack of even 
matches that makes Zero Divide 2 
the doofer it is. It's simple: the 
human-shaped robots always 
have the edge over the non- 
human ones. The crabs and the 
like have going for them the fact 
that they clunk with a satisfying 
metallic sound, and segments of 
their exoskeletons' shatter, but 
that's all. Also, there aren't nearly 
enough moves available. What 
you want are lots of flashy bangs 
and lights, resulting from slick 
moves that would set the robot 
characters of Zero Divide 2 apart 
from the ninjas of Tekken 3. What 
you get is a variety of pushes and 
shoves that with a little more hair- 
pulling and name-calling wouldn't 
look out of place in a schoolyard 
girl-fight. Overall, Zero Divide 2 is a 
limp beat-'em-up, with not nearly 
enough adrenaline-rushing, body- 
flinching, blood-curdling violence. 
Next to Tekken (or anything), it's 
a joke. * Rich Policy 

NFL Extreme 

■ Publisher: Sony 

■ Developer: 989 Studios 

■ Price: £39.99 

■ Release date: on sale now 

■ Players: 1-4 

Sony presents us with 
its gormlessly grinning 
antidote to po-faced 
American football sims. 

■ This is Sony's answer to NFL 
Blitz {see page 12S), the game that 
attempted to treat American 
football with the less-serious, 
arcade-style paintbrush that EA 
has successfully applied to the 
lam series of basketball. In NFL 
Extreme you'll find simplified rules, 
a host of illegal tackles 

and punches and a handful of 
dubious comedy moments - 
like players' buttocks alarmingly 
catching fire as they go for a 
touchdown. You'll also get your 
attacker screaming at you after 

every successful tackle, Mau only 
need to hear some shoulder- 
padded American beefcake 
shouting gibberish at you once 
before you've had enough. 

All this simplicity is reflected in 
the controls, which offer only 
a handful of buttons to press for 
throws, tackles and everything 
else. It sounds, then, reasonably 
promising - a way, perhaps, to sell 
the non-believers among us on 
the virtues of gridiron. 

Such a shame, then, that 989 
Studios has seen fit to complicate 
matters in a number of flashy but 
ultimately pointless ways. The 
biggest problem is that passing 
and running have been made 
near-impossible by the over use of 
obscure camera angles and the 
decidedly low- resolution graphics 
- a combination that makes 
picking yourself and your team 
mates out of the crowd more 
difficult than finding your car in 
the Lakeside car park, 

Meanwhile, though simplified 
from the usual over-complicated 
American football game choice of 
plays, the tactical side of NFL 
Extreme still seems too involved 
for what's presumably meant to 
be a beginner's version of the 
game - when you play against a 
computer opponent, progress is 
so difficult that each yard you 

make up-pitch soon becomes 
cause for minor celebration, while 
you really have to keep your wits 
about you in two-player mode to 
prevent your PlayStation leaping 
upon any hesitation and deciding 
your move for you. 

Basically, this game is caught 
between two stools - it's still too 
American footbally for beginners 
to the genre, and it's too arcadey 
if you're already a shoulderpad 
fanatic Within that context, its 
poor attempts at humour swiftly 
become just plain annoying. And 
as for effects like realistic motion 
capture? No, we'll go for mad 
flailing idiots. Break for tactics 
after a tackle? No, we'll jump on 
the attacker, screaming at the 
downed unfortunate after every 
collision. It's guaranteed to leave 
both football fans and arcade 
players disappointed. In fact, they 
might both feel a touch down. 
Gec'oii? *-* Mark Green 

December I 1 998 | Arcade I 123 


■ Publisher; GT Interactive 

■ Developer: King Of The 
Jungle ■ Price £39.99 

■ Release date: 20 November 

■ Players: 1 

Save the Earth from the evil 
Martian horde in this not- 
space shooter. 

■ Aliens these days, eh? They've 
no manners, no respect, you just 
don't know where you stand with 
them. So if the behaviour of the 
modern brand of extra terrestrial 
enemy disgusts you, let 8-Moi/ie 
return you to those halcyon days 
when Martians were Martians 
and liked nothing better than to 
travel in flying saucers, creating 
crop circles and shooting rayguns. 

This is a fast, original 3D flight 
shooter in which you control the 
starship pilot Irwin Stryker (he's a 
former vacuum cleaner salesman, 
naturally] whose task is to protect 
the Earth from alien marauders. 
Not only must you fight off the 
swarms of enemy ships, but a 
series of missions beamed in from 
Earthlink Command require you to 
move civilians to safe houses and 
reposition ground forces. There 
are no pretensions to cutting edge 
graphics, but B-Mavie's cartoon 
setting is surprisingly well-drawn, 
with great attention to cheesy 
detail, including a collection of 
white-haired scientists dressed 
in labcoats and Martian mother 
ships whose bellies open up to 
release flocks of smaller craft. 

As you progress through the 
early missions, amassing piles of 
equipment and technology in 
order to build more impressive 
weapons, the gameplay is quietly 
satisfying, even if the controls can 
be occasionally inaccurate. It's not 
very long, however, before you 
encounter an insurmountable 
barrier as you find yourself forced 
to manipulate your ground troops 
while facing a barrage of hostile 
fire. And this is the problem with 
B-Mavie. It becomes too hard too 
quickly, and offers no short cuts - 
there's only so long you can vainly 
attempt the same mission before 
casting the joypad to the floor in 
a childish fit of petulance. Despite 
some encouraging signs, this is 
one that should head straight to 
video. * * * Sam Richards 

% AAACr 

■ The magical, colourful 
world in which Spyro lives. 
And a big baddy with a club, 
down on the right there. 
Better try not to upset " " 


Spyro the 

■ Spyro glides thr 
his world, kissing blue 
fairies. What jape " 

■ Publisher: Sony ■ Developer: Insomniac 
Games ■ Price: £39.99 ■ Release date: on 
sale now ■ Players: 1 

Long-awaited 3D explore-'em-up, with a 
painfully cute hero and Mario gameplay. 

I here's a very fine line between cute and 
camp, and Spyro, graphically at least, lives 
very much on the boundary. On the one 
hand, he's the dragon you'll want to take 
home and love as a pet, to stroke as he 
curis up on your bed. On the other, you 
can't help feeling rather less than macho as 
you control a character who runs around a 3D 
world with a bouncing effeminate canter and 
suggestive tail flick - you wouldn't want the 
lads from the pub football team catching you 
playing with a My Little Pony, after all. 

But you can't help growing to love Spryo, 
and the breathtaking world that he inhabits. 
It's true 3D in the style of Mario World 64 
(rather than the contrived 3D of Tomb Raider) 
and enables you to gallop off in any direction - 
to spy a place in the distance and actually be 

able to go there. Equally, the puzzles are set at 
an ideal skill level, meaning that you won't die 
for a while (unlike games such as Gex 3D that 
kill you within seconds for Not Knowing What 
You Are Doing). Better still, Spyro provides you 
with plenty of opportunity to explore your 3D 
environment without you having to achieve 
anything that's too taxing. 

As you progress through Spyro, you'll come 
across other dragons who have been turned to 
stone. Your main mission is to find them all and 
release them. In return, the previously fossilised 
dragons will provide you with helpful hints - 
from suggestions for getting to grips with the 
control methods, to advising which part of the 
map to visit next. New sections of the map 
open up all the time, but you also have to keep 
coming back to the old ones; they're complex 
enough that you've almost certainly missed 
some goodies, and probably a dragon or two. 

Spyro plays as well as it looks, It's full of nice 
touches, including mooning bad guys and a 
huge scarecrow boss whose jacket opens to 
reveal a sheep standing on stilts. The gameplay 
won't frustrate you, either - you'll simply keep 
playing Spyro until you finish it - which is how, 
as any dedicated game player will tell you, life 
should be. ** + * RichPelley 

124 I Arcade j December I 1998 


■ Publisher: Gremlin 
Interactive ■ Developer: 
Gremlin Interactive 

■ Price: £39.99 ■ Release date: 
on sale now ■ Players: 1-4 

Don your plaid and grab 
your clubs. Here's your 
opportunity to play pro 
golf on eight stunning 

■ Light years away from the 
hustle, the bustle, the hurly and 
the burly of your dull workaday 
life, lies a green, green world. It's a 
world that's populated entirely by 
check-panted playboys and ruled 
by the lord of languor; Sir Peter 
Alliss, himself. This is the land of 
Actua Golf, and it's now entering 
its third golden age. 

It's easy to see why the Actua 
brand is appealing to so many 
people. The games are instantly 
comforting and they ease you 
gently into competition, while 
gradually revealing depths of 
complexity as you encounter 
hidden bunkers, prevailing winds 
and dastardly CPU opponents. 

Actua Golf 3 boasts eight 
brviL'.iiui'y sculpted courses (some 
simulated, some fictional) and a 
wider variety of game styles than 
ever before, from basic strakeplay 
(where you can "gimmie" and 
"mulligan" your way to an easy 
victory - more obvious innuendo 
ruhvithstans ng). though to team 
competitions, a fiendish driving 
range and races against the clock 
If you're committed, you can even 
assume the status of a rookie 
golfer and enter yourself in a 
series of tournaments, lopping 
strokes off your handicap until 
you're ready to compete against 
the likes of Faldo and Norman on 
the Professional Tour. 

Actua excels in the subtle 
touches. Watch for the splash as 
you slice an easy drive into the 
lake and then suffer the withering 
snub of co-commentator Alex 
Hay: "I think he's been at the 
refreshments before the game." 
Make use of the full variety of 
shots you have on hand - 
including the extravagant high 
lob - and remain alert to the 
various rubs of the green. 
Review your impeccable tee 
shot from a vast number of 
different angles and, finally, 
take time out to personally 
buck the worrying trend among 
today's golfers of eschewing 
Pringle 'n' plus-fours in favour of 
branded sports gear and dress 
your man up in a great selection 
of monstrous pink tartan attire. 

Like Sir Peter himself ' 
to say, "That's simply marvellous 
golf." * * * * Sam Richards 


NFL Blitz 

■ Publisher: GT Interactive ■ Developer: Midway 

■ Price: £39.99 ■ Release date: December ■ Players: 1-2 

Acclaim stuck two fingers up to motion-captured 
realism with 1996's NBA Jam. Now, Midway decides 
to give American Football a similar makeover, 
ditching the tactics for balls-out carnage... 

Hot for everyone is the testosterone ballet that is 
American Football. What once appeared to be an 
emerging sport back the '80s (The Fridge, anyone?) 
has, in the face of increasing public apathy, been 
reduced to 3.27am graveyard TV slots on Channel 5. 
That taken, it's no surprise then that of the seven 
zillion NFL licensed games released every year in the US, 
only the odd few make it over the Pond. Like, who cares? 

Well, you should actually. Because while the majority 
of American Football titles come replete with motion- 
captured pirouettes and infinite screens of the tedious 
stats Johnny Yank so cherishes, NFL Blitz arrives without 
rules, without realism and without the safety warning it 
so palpably requires. While the title is understandably 
based on the actual game, and makes the most of that 
expensive NFL licence (with real player names and the like), 
it's from there that Blitz departs from tradition. "First 
down and ten" is now "first down and 30", the number of 
players per team has been reduced to a mere seven and 
the amount of both offensive and defensive plays is 
minimal, totalling a scant 18 and nine respectively. Granted, 
a few stats adorn the mid-game loading screens, but 
anyone expecting F_A Sports-style numerical overload 
best leave the stadium right now. 

And after that? And after that... madness. Blessed with 
a simple control interface and an amphetamine arcade 
pace, the whole game now revolves around getting into 
your opponent's end zone and mangling as much player 
cartilage as you humanly can on the way. Yup, Blitz comes 
sans penalties and thus you can ditch the comparatively 
gentle art of blocking and happily kick, punch and gouge 
your way to hellish gridiron victory. True, said tactics are 
not exactly sportsman-like - and a clever play will always 
win out over machismo-driven brute force - but there is 
much schadenfreude to be savoured by simple thuggery. 
"Watch out! He's gone postal!" bellows a passing in-game 
commentator. Damn right he has. 

NFL Blitz is no masterpiece. The graphics are a tad too 
blocky, it's perhaps a touch too simple and, painful though 
it is to admit it, the beatific bliss that is poleaxing a huge 
quarterback with a dropkick will inevitably become sadly 
repetitive. On the other hand, knickers to that. NFL Blitz is 
Liberviolence stamped on a shiny black disc and it deserves 
to be wedged in the PlayStation of every right-minded 
psychopath who enjoys the give of Lycra and the taste of 
pain. Yup, that good. * + * * Mike Goldsmith 

December 1 1998 1 Arcade 1 125 




u ' 

Test Drive 5 

■ Publisher: Electronic Arts 

■ Developer; Accolade Inc 

■ Price: £39.99 ■ Release date; 
on sale now ■ Players: 1-2 

Take a spin round the globe 
in some of the world's 
finest automobiles. ( It's 
not as sexy as it sounds.) 

■ If the words "test drive" conjure 
up for you trie image of a greasy 
teenager in a Next suit straining to 
look like a company CEO so he 
can spin round suburban streets in 
a top-of-the-range Aston Martin 
with plastic on the seats for an 
hour, you're not alone. Which is 
why Test Drive is a silly name for 
this glamourous street racing 
series. Classic American models 
such as the Pontiac GTO are 
pitched in fantasy battles against 
lovingly- rendered Jaguar XKRs 
and TVR Cerberas. Not wanting to 
resort to Jeremy Clarkson levels of 
sexual metaphor, the handling of 
each car is basic but responsive, 
with subtle differences between 
the models. Basically, Test Drive 5 
boasts high accessibility, but with 
questionable longevity. 

Still, the game's trump card 
may well be the intricacy and 
diversity of its courses. If you've 
ever wanted to burn around the 
streets of Moscow at 185mph, 
upending Sunday drivers and 
handbraking round Red Square, 
alight here. You can also stage a 
road race round the faux-Victorian 
cobbled streets of Edinburgh's 
steep and narrow thoroughfares. 
It's not geographically accurate, 
but at it creates a satisfy ingly 
different environment to, say, the 
deserts of Jordan. Your driving 
companions are also amusingly 
stereotyped, depending on your 
venue. Thus everyone in Sydney 
becomes Bruce, while back in 
Scotland's city of culture, your 
opponents are Lloyd and Alec. 

Test Drive 5 shows some neat 
touches, but given the illustrious 
nature of the competition, you 
can't really rate its chances (Colin 
McRae, Gran Turismo and TOCA 
ate all ostensibly similar, but much 
more absorbing). Borrow it have a 
few laughs, and play the industrial 
metal soundtrack for someone 
you hate. ** Sam Richards 



■ Unless your grasp of 
Kanji's top-notch, you 
won't get far in MGS. 

Metal Gear 

■ Publisher: Sony ■ Developer: Konami ■ 
Release date (Japan): on sale now (available 
from: Next Gen on 0181 339 0666) ■ Price: 
£44.99 ■ Release date (UK): March 1999 ■ 

Players: 1 

Based on the old NES Metal Gear series, 
this James Bond/SAS-style sneak-around 
is hotly tipped to be the Next Big Thing. 
It presents a concept rare in gaming: fear. 

Netal Gear Solid is a simply 
fantastic game - possibly 
it's the best-ever on the 
PlayStation, and sure to 
herald a tidal wave of 
"sneak-'em-ups", action 
games where the emphasis is on 
keeping a low profile and staying out 
of trouble. Many game creators will tell 
you that the next big step in gaming 
will be to make the player genuinely 
experience real emotions while 
playing, and Metal Gear Solid handles 
this fantastically well - rarely have 
you felt the fear of getting caught 
like this before. 

As the uniquely named Solid Snake, you're a 
special forces guy on a near-suicidal one-man 
mission to take out a snow-bound base full of 
baddies intent on lobbing nukes at the rest of 

■ Creeping along corridors 

and throttling guards 'fore 
they realise you're there is a 
nerve-jangling task. Don't 
play this with the lights off. 

the world. It's a simple story, but told well - 
from the off your mission deviates from the 
original plan as new characters and subplots 
are introduced, while the near- faultless detail 
of the graphics and cinematic twist of the 
camera angles immerse you in the action. 

There are so many perfectly realised "good 
bits" in Metal Gear Solid, you won't be able to 
stop playing. For instance, there's a cardboard 
box that you won't be able to get out of for 
at least half an hour, once you've found it and 
realised that you can use it to hide in and 
sneak past enemies. 

The problem is, however, that buy it on 
Japanese import and you're going to miss out 
on a lot of what the game has to offer. It's all 
unreadable, of course, and so plot heavy that 
not only will you be losing out a great story 
line, but on all but the most basic level you 
won't have the faintest idea what's going 
on. There would be no way of knowing, 
for example, that you have to blow 
to bits large sections of the wall with 
plastic explosives in the underground 
basement on the third area you visit. 
A brilliant, technically stunning, well 
thought through release that's sure to 
influence action adventure games for 
many years. But we can't recommend 
the Japanese original - not when the 
English-language US release has just 
gone on sale, and the UK version is 
expected by March '99. Wait for one of those. 
***** Rich Pelley 

126 I Arcade 1 December I 1 9 



■ Publisher: Virgin Interactive 

■ Developer: Cap com 

■ Price: £34.99 ■ Release date: 
November ■ Players: 1 

■ Extras: memory card 

Remember me? The blue 
boy returns, and this time 
he's brought along an extra 

■ Now that most people have 
lost count of the number of 
Megaman titles, the roboticaliy- 
enhanred super-boy has finally 
obtained himself a shiny new 
polygon suit. Besides the obvious 
graphical improvements, however, 
Capcom hasn't made many more 
changes for this latest addition - 
it certainly hasn't tinkered too 
much with the original Megaman 
formula of puzzles and shooting. 
What it has done, however, is add 
a limited story-led RPG element, 
and this has just about proved 
enough to breath new life into 
the tiny tyke's adventures. 

The first couple of minutes of 
Megaman Legends, set in bland, 
grey Doom-style corridors, acts as 
a training ground to help you get 
to grips with doing battle in 3D. 
With a helpful auto-aim function 
and a host of power-ups, running 
in circles and shooting is at least 
easy to pull off, but - despite its 
importance if you're going to 
successfully face the troop of 
mammoth robots queuing up to 
finish you off later in the game - 
quickly becomes monotonous. 

Despite the sheer number of 
massive automatons, it's the story 
that really drives along Megaman 
Legends. After crashing his anime- 
style flying ship, the little lad is 
drawn into a city under siege and 
beyond. It's a Japanese game, so 
it comes supplied with a generous 
dollop of saucer-eyed teen girls 
and cutesy robot slaves to help 
the plot along, the storytelling 
achieved through an absorbing 
mix of cut-scenes and chatting. 

The new 3D visuals do thejob 
adequately and smoothly, and the 
game's massive map, taking in 
vistas like sprawling cityscapes and 
atmospheric towns and villages, 
means that Legends backs up its 
engrossing story with a degree of 
~ What's-a rou nd- the-n ex t-com e r?" 
excitement Overall, though, you 
will find that it's the repetitive ness 
of the shooting sections, and the 
limited nature of the puzzles 
(often simply a case of moving 
between locations before the 
next fight), that make Legends 
lirr :cd : '.ir *** Mark Green 


r Virgin Interactive 

Entertainment ■ Developer: 
Irem ■ Price: £29.99 ■ Release 
date: on sale now ■ Players: 1 

Think arcades. Think shoot- 
'em-up. Think R-Type. The 
Irem classic redefined the 
coin-op back in the mid-'80s 
- and now it's back and 
available from the comfort 
of your own sofa. 

■ Time was when I'd be able to 
pop 20p into an fi-7ype machine 
and breeze to level five without 
losing a life. Well, maybe just one. 
These days I can't even get past 
the big green mothership on level 
three - by the pricing standards 
of today's coin-ops, I'd already be 
down by about £1250, 

I mean, it's just not fair. Back in 
'87 when I first took on the entire 
Bydo Empire single handed, I was 
a mere lad, unburdened by the 
ravages of age, and considerably 
nimbler of hand and swifter of 
reaction. But have the aliens 

mellowed over time, attacking 
in tasteless plaid craft, wearing 
comfortable cardies or simply 
choosing not to fight because 
"it looks a bit nippy out tonight"? 
Have they fuck. 

Ah, R-Type. And your lesser- 
known but equally profanity- 
inducing brother, R-Type It. There 
can't be many an Arcade reader 
who hasn't - in one format or 
another - suffered repeatedly at 
the hands of your many varied 
and un pleasant I y-hued hordes. 

After all these years, I thought 
these 8-bit throwbacks would 
look dreadfully out of place on 
Sony's 3D grafikmeister: but the 
pixel-perfect conversions merely 
show just how far ahead of their 
time the originals were. 

Besides, if Irem stooped to pull 
off an R-Type '98, you'd get 24-bit 
colour and 15 levels of parallax 
scrolling and tiresome over-acted 
video sequences, but I doubt if 
the structure of the game would 
change. Yes, every go on R-Type is 
exactly the same, and yes, you 
have to stick mindlessly to the 
same old tactics, and yes, when 
you die you're shagged because 
your weaponry (that fantastic ball 
thing we keep popping on about) 
has gone. But because the route 
to success is so bloody obvious, 
you refuse to believe that you 
can't do it - and so you keep 
coming back time after time after 
time, for Just One More Go. 
* * # * Steve Jarratt 

would in real life: position the cue 
(taking far too long for a shot this 
simple): choose side, screw or top 
(then think better of it, knowing 
that you only have a basic grasp 
of pool physics); adjust the power 

ii lit n 


it ft); 

Pool Shark 

■ Pub'sher: Gremlin 
Interactive ■ Developer; 
Mirage ■ Jrice £39.99 

■ Release date; 27 November 

■ Players: 1-2 

Take an entertaining game 
that involves skill and social 
intercourse and convert it 
so you can play it using a 
joypad on your tod. Hmm. 

■ Well, no prizes for guessing 
what this one's about good old 
"dingy back room of the pub, line 
up your money on the side of the 
table" pool. The game in question 
features three, six, eight, nine or 
ten-ball pool with US or UK rules, 
played in one of four locations 
and against a variety of CPU- 
controlled opponents. 

As you'd expect, it's played 
just like any of the snooker and 
pool sims that have been doing 
the rounds over the last couple 
of years. Your h3nd and cue are 
-en-esented on screen, forcing you 
to eye up the shot just as you 

ano then watcn as your target ball 
slips below baize level (watch as 
you down the white, miss totally 
or sink your opponent's ball). 

Pool Shark is all there, but it's 
not without its faults. For starters, 
why is such an incredibly non- 
processor intensive game not 
presented in hi-res, so it's all nice 
and crisp looking? Please, spare 
the technical excuses. Second, the 
roving, golf -style power bar is just 
crap - I want to be able to set my 
power accurately, not have to rely 
on a random button press; and 
third, there are times when you 
want to line a shot up without 
having the cue in the way. Okay, 
so this can be achieved by flicking 
between cue and camera views, 
but it's a faff that I don't need, 
frankly. So nice try, but no cigar. 
*** Steve Jarratt 

One of the best things about PlayStations is that you can get hold of all sorts of top quality goodies for under £20. 

■ Deve.oper: Argonaut ■ Pr ce: £19.99 

■ Release dale: November ■ Playc-:: 1 

■ Fk-j.-k memory card 

6<i on ihe PlayStation, Croc's a technically 
impressive 3D platformer, but Is severely 
lacking in the sort of inspired gameplay 

sense of freedom as you negotiate trie 

design suggests the developed went to 
the nub soon after perfecting the graphics 

the allegedly lovable hero, a few baddies 

and platforms you (all off more because of 

the oft-dodgy camera angle than anything. 

To be fair, this ain't completely 

Grand Theft Auto 

■ PuIjI sher Electronic Arts 

■ Developer: Argonaut ■ Price: £19.99 

■ Release dale: November ■ Players: 1 £19.99 ■ -,-!,-,, 

■ =:iL ( r, memory card ■ Players: 1 M 

■ :f inci-ji;] cor.i-'-jvcsy .'/as i estimate ( 

riwio'i by whth in judge a game, Grand I 

","f,'r Au-.o '.viulr.' have clocked max points < 
;■■■ it; 'GlcGie in December '97 Tedious 

Odd wo rid: Abe's Oddysee 

Oddworld Inhabitants ■ Prke 

Time Crisis 

■ Put. ishc-r SCEE ■ Cevelc 

■ Price- £19.99 ■ fteteasBi 

'fi-!;c;-.».-j'-c;L-,-j t; =hyi;.-jI|..Vl 

Even well-adjusted five-year-olds 
struggle to warm to the cyn caPy cute- 
reptile [his shouts of "whey-hey!" are 
particularly nauseating), meaning you'd be 

platformers, notably Gei 3D or Crash 

game's proud depiction of joyriding, drug- 
almost life-affirming hilarity it also offered. 
You got Death Race ZQOOVyte stunts lite 
mowing down pedestrians, Slues Brothers 
p.- j- c . ,- ( |. i.,rccfc/;- : c ,in;i ico\c;r i;j-id-a;i 
foul-mouthery At first, this seemed like the 
most original, gutsy game in years. 

If only it had stood up to inspection. 
Become blase to the game's ber re- re- 
viewed missions are soon repetitive. 
The graphics are nothing special either - 
Commodore 64. anyone? - and together 
I---,- elf-n:?'i«L(jrii:;:if in diain the game 

version of Grand Theft Auto which makes 
use of improved graphics and gameplay, so 


green scrawny little alie 
-.'jr-r.-d -"tecom fighter 
weird, he was staninq in • s utfor 
was 2D and proud of the fact Stil 
have lavishly drawn backdrops an 

until the sequel came along (see page 117). 

Nice touches abound in Oddworld, 
as our endearingly animated hero chanty 
talks and farts his way through some 
intricately crafted puzzles, possessing 
baddies and running them into mincing 

Mudokens. Admittedly at the end of the 
day this is only a flick-screen 2D platformer 
but the production values are lavish and 
you can't help but be carried along by the 

■ In its coin-op incarnation, this was the 
ultimate motorway service station tension 
reliever, and this ctassy conversion was 
originally packaged with Namco's super 
sharp G-Con light gun. Now robbed of its 

to creating Oddworld * 

the Courtroom! clock look soft 

Time Crisis piles on the tension as the 
seconds ticks away, but also gives you the 
chance to alleviate it - a "duck" button 
letting you hide behind scenery before 
popping up and blazing away. \ou do need 
to play with the light gun rather than a 
pad to feel the full John Woo-f ilm benefit, 
though, which means this an essential 
purchase only if you bought your G-Con 
along with Namco's other excellent light 
gunner Paint Blank. * * * * 

December 1998 | Arcade | 127 

New PC Games 

<S8>s <^BDi 


, Game of . 
I the Month I 



Tomb Raider III 

■ Publisher; EIDOS Interactive ■ Developer: Core Design 

■ Price: £39.99 ■ Release date: 20 November 

■ Players: 1 ■ Requires: P166, 16Mb RAM 

■ Recommended: 32Mb RAM, 3D card 

The new moves, locations and costumes are the 
obvious things Tomb Raider III has over the earlier 
games. Look closer, though, and you'll see more. 

Make sure there are no sensitively eared young kids 
or shockable grandparents near when you start to 
play Tomb Raider III. They should be shielded from 
the abuse you will, inevitably, hurl at the screen. 
"What the... no! Arghh!" 
"Don't jump that way, you stupid... nyaaagh!" 

"Where the hell did that come from... NO! GNAAAGH!" 

Tomb Raider III is utterly frustrating. It's often irritating 
and repetitive. And, at the same time, it's totally brilliant. 

There are two main reasons why a game this annoying 
is also so totally great. To begin with, there's the fact that 
every obstacle - every jump you don't quite make, every 
enemy who comes out of nowhere, every fatal surprise - 
can and will be beaten, with a little skill and practice. 

The first time you get skewered by a descending ceiling 
of spikes as you run around trying to escape, you'll curse 
long and hard. The second and third times, when you've 
worked out what to do but can't quite manage it, or you 
mess up some tiny element of timing, you'll yell even more 
vehemently. But the fourth time, you'll do it, and you'll be 
delighted. (Then, of course, you'll get killed in the next bit, 
and will have to go back and do it all again, because of the 
ferociously difficult new save-game system.) 

But the point is that however angry you get, however 
much you cry "unfair!", you never give up. You always feel 
that, this time you'll make it through. And when you don't, 
you know exactly what you did wrong. You're locked in the 
grip of that "just one more try" compulsion, because you're 
never truly stuck for more than a few minutes. Every step's 
a struggle, but you will make it to the next level. Eventually. 

And the second reason for TRIII's success is that your 
efforts are rewarded. Every new area is awe-inspiring, and 
solved puzzles grant access to so many magical spectacles. 
Conventionally, it's said that graphics have no impact on 
"gameplay", but the dramatic majesty of TRIII's visuals is 
perhaps the most important factor in the game's success. 

This is because - and it's important to remember this - 
the Tomb Raider titles aim towards the adventure end of 


action adventure games. 

Despite their running and 

shooting excitement, the 

essential object of the series 

is to explore and discover all 

the new places. The more 

impressive that these "new 

places" appear, the more rewarding it is to find them. 

And by golly. Tomb Raider III will take you to some truly 
remarkable new places. There are bits of this game that are 
simply breathtaking. 

Whether you're standing high in the treetops above the 
Ganges or shivering in the rain on a walkway above the 
streets of London, Tomb Raider Ill's sense of the dramatic 
wows you with a cinematic vision. It's not just the awesome 
vistas, or the intense close-up action sequences, or even the 
clever mixing of cutscenes, video sequences and in-game 
set-pieces, which gives the game its emotional power. It's 
the theatrical flourish with which it surprises you at every 
turn, exceeding your expectations with each trick or stunt. 

The many cosmetic enhancements new to this third 
Tomb Raider title are crucial details in this captivating vision. 

New PC Games 

■ "No animals 


all searching, looking for 

something or someone, but 

Lara takes" 


Elements such as the impressive new dynamic lighting 
system or the truly outstanding "particled" smoke 
effects (which mean, for example, that circles of smoke 
waft and dissipate in the air above your pistols as you 
fire them) could be instantly dismissed as trivial, but 
collectively these create | 
a startlingly realistic 
of plausibility. 
Everywhere you 
look, there's some new 
lifelike detail, from the 
footsteps in the snow to 
the rippling water, from the shafts of iight through 
the trees to the cold grey fog at the bottom of the 
valley. Lara's ponytail flutters; your enemies are better I 
animated; the true-3D London rain effects have to be ' 
seen to be believed. On a PC with 3D acceleration, the | 
new effects are especially impressive. 

And the cumulative result of this unprecedented 
level of realism is a true suspension of disbelief, and 

■ Still looking. Neither happy nor sad, just looking. Perhaps 

1 30 | Arcade I December I 1 998 

complete absorption in the adventure. 
You really do gasp at the tension as Lara 
hangs from the edge of a balcony, inching 
along by her fingernails while a guard 
patrols directly above her. You can't help 
but let out an involuntary cry when an 
Alsation leaps out at her from a darkened 
corner -just as you can't help but cheer 
when her quad bike leaps the chasm. 

This combination of carefully-controlled 
realism with hyper-dramatic special effects 
has always been a trademark of the Tomb 
Raider titles, but this new game develops 
the style with total confidence, taking it 
onwards to a thrilling new level. 
That's not all that's been developed in TRIII, though. 
The almost-entirely-new design team has taken two very 
significant liberties with the basic Tbmo Raider structure. 

First, they've broken up the constricting linearity of the 
earlier titles, thus offering you radically different pathways 
through many of the levels, The easiest way is rarely the 
best way, and some daring exploration will frequently be 
rewarded by hidden areas and pick-ups. 

Second, there's an all-new save-game system. As in the 
last game, you can still save at any place in the level, but 

it's going to cost you one "blue crystal" to do so. And, 
be warned, these blue crystals are quite incredibly hard to 
come by. You start the game with a meagre tour, and you'll 
be whooping with delight each time you snaffle a new one. 
This new set-up is, of course, more satisfactory than the 
clumsy and tension-disrupting "save- any where" system, but 
it also makes the game much, much harder. The same jumps 
and the same enemies are going to take you out again and 
again as you slog through to the next save crystal - and 
there are going to be times when your frustration will boil 
over, and you'll have to go away for a little while and have a 
lie down. On the up-side, however, everything becomes 
much more exciting. You'll take a lot more care and, in 
the long run, find you have a much more rewarding 
game because of the extra challenge. 

So, does all that add up to a sequel worthy of 
the name? Are there enough new elements here 
to justify an entirely new game? 

Let's face it, Tomb Raider ill isn't a quantum leap 

in game development from Tomb Raider II. It wasn't 

meant to be. It's a measured, intelligent progression. 

If you've never liked the Tomb Raider style, then three 

or four new "moves" and a few graphical tweaks 

aren't going to make a convert of you. 

But if you do have the patience to immerse 
yourself in a true adventure, then Tomb Raider III 
offers a collection of brilliantly imaginative virtual 
playgrounds for you to explore. Most of the levels 
are great (except for some of the early ones, which 
are a little prosaic), and some are outstanding. The 
action is well-paced, challenging and varied. It's full 
of surprises and treats, most notable among these 
the supremely entertaining vehicles (including the 
quad bike, kayak and a brilliant James Bond-style 
underwater propulsion unit). There's a fantastic 
irsenal to collect, and, better still, a great variety of 
semi-intelligent creatures to try it out on. 

You could, perhaps, complain that it needs a 

greater number of more intriguing puzzles, or 

moan that it's still far too keen to throw instant 

death your way. You could even throw in a gripe about the 

occasionally mismatched textures, or the times when your 

great new vehicle gets glitchily stuck inside a solid wall. 

But you're much more likely to be, quite simply, thrilled. 
There's life left in Lara yet. ***** Jonathan Smith 

The Fifth 

■ PuDlisner: Ubisoft 

■ Developer: Kalisto ■ Price: 
£39.99 ■ Release date: on sale 
now ■ Players: 1 ■ Requires: 
P166, 16Mb RAM, 50Mb HD 
space, soundcard. Win 95 

■ Recommended: 3Dfx card 

The much-hyped game 
of Luc Besson's flamboyant 
Bruce Willis-starrer. But if 
you shout the loudest, you 
will inevitably have the 
most to prove... 

■ Beyond simply cashing in on its 
association with the Luc Besson 

sci-fi film, The Fifth Element also 
attempts the "3D -rendered hot 
babe" ploy. But while these two 
selling points may grab the title a 
bunch of attention they don't, of 
course, necessarily mean that the 
game will be any good. 

Technically The Fifth Element 
is an average Tomb Raider clone 
involving the usual mix of puzzle 
solving, weaponry and hand-to- 
hand combat Its controls are a 
little cumbersome, but if you keep 
at it for all 23 levels, you should 
become pretty adept at moving 
without constantly bashing your 
head against brick walls, or 
moonwalking into dark corners. 
That said, the game's third -person 
camera's peculiar behaviour can 
still make life difficult, even for the 
exceptionally patient 

Sometimes developers have to 
work hard to find gameplay in a 
film license, but this one should 
have been a no-brainer. Except it 
clearly wasn't Forget the Fifth 
Element, what about the plot 
elements? The Ubisoft guys have 
played fast and loose with the 
movie's (admittedly convoluted) 
storyline. This time around, Leeloo, 
high- kicking heroine and wearer 
of that inimitable strap of orange 
fanbelt, spends as much time 
kicking the crap out of cops as 
she does the evil Mangalores. The 
manual's hint: "Destroy everything 
you can", is surely not the credo of 
The Ultimate Being, the protector 
of all life? Evidently it is. Even TFFs 
dramatic climax, the solution to 
the triggering of the stones, is 
clumsily re-written to use tacky 
pickup objects called Activators, 
instead of the movie's, far subtler. 
power of imagination. 

Classic games can be made 
from classic films, but it's attention 
to detail and at least a passing 
degree of reverence for the 
original material that makes them 
worthwhile. A game which spells 
Mondoshawans no less than five 
different ways is obviously not 
even trying. ** Neil Jackson 



Caesar III 

■ Publisher: Sierra ■ Developer: Impressions 

■ Price: £34.99 ■ Release date: on sale now 

■ Players: 1 ■ Requires: P90, 16Mb RAM, 4x 
CD-ROM drive, 1Mb PCI video card, 
soundcard. Win 95 

Novices be warned: this one's a toughie. 

Indent Rome was an incredible military 
and engineering force, but its role as a 
social innovator is frequently over- 
estimated. If you remember your history 
you'll know that Roman culture was 
largely based on Greek principles and 
ideals. A lot of Rome's greatness, it transpires, 
was borrowed. It's perhaps fitting, then, that 
Impressions' Caesar series owes a similar debt 
of gratitude to the SimCity series and, with this 
third installment, System 3's Constructor. 
Caesar til offers two different types of 
game: either pursue a goal-based career or 
take the more traditional option of building 
and refining a single city. Either way, your 
immediate aim will be to appease both your 
populace and the titular autocrat. 

At first, it's hard to shake off the suspicion 
that Caesar Ill's huge variety of buildings and 
game laws encourages linear "reaction" alone 

- rather than the more free creation you 
might have preferred. For a city to evolve, you 
must address seemingly every demand from a 
rarely content populace. And, as in Constructor, 
the detailed specifications of the many, many 
structures available threatens to drown even 
the most hardy God-game enthusiast beneath 
tidal waves of statistics. 

On page 210 of the Caesar III manual, there's 
the following delightfully inappropriate typo: 
"Administration: Prosperity rating up to 75%. 
what the hell is this shit." (sic) At first - as you 
plough through the instructions for clues on 
how to make your city work - you'll be 
tempted to agree with the anonymous writer. 

But as time goes on, you'll start to think 
he's wrong and, with experience, the details 
and rules that at first frustrated begin to 
fascinate. Sure, Caesar /// ain't one for the faint- 
hearted. But buried under all the stats and 
hassle is a fine real-time strategy game, and 
one of the highlights of the genre to date. 

One thing's for sure, with this level of 
complexity Caesar IV will need a massive 
rethink. Keep going in this particular direction, 
and Sierra risks seriously over-taxing the one 
piece of PC gaming hardware that can't be 
upgraded - the player. * * * * James Price 

■ Graduates of SimCrty 
2000 will find Caesar III a 
great new challenge. 



The Beginning 

■ Publisher: Electronic Arts 

■ Developer Bullfrog Productions 

■ Price: £34.99 ■ Release date: out now 

■ Players: 1 ■ Requires: P133, 16Mb RAM, sound card, 
Win 95 ■ Recommended: P200, 3D card (direct 3D) 

Populous was the release that heralded the arrival 
of Bullfrog, built a games industry star out of 
creator Peter Molyneux, and, along with the first 
SimCity, invented the "God sim". Now, 10 years later, 
it's back. But, in a world of ever-more-complicated 
real time strategy games, is there still a place for the 
game that started it all? 

I he idea of Populous is to build up a village of warriors 
on one side of the game's beautifully depicted world 
map that's strong enough to take out the enemy 
village on the other. 
And that's it. Except, you see, religion's involved - 
so inevitably everything gets complicated. As "God", 
you start each level with just a handful of male and female 
villagers (braves) and a female leader (your shaman, and the 
only one capable of casting spells). You can command the 

132 ' Arcade | December I 19 

braves to build huts, in which they will live and breed and 
gain magic power (mana), and training huts, in which they 
will become warriors. Sacred monuments, such as stone 
heads and totem poles, are scattered near your starting 
point Your followers need to worship these to enable you 
to gain new spells (ones to create land, so they can walk 
from island to island, say) or build more intricate buildings 
like guard posts and temples. Once you have temples, you 
can turn some of your braves into preachers, who will 
convert the enemy's warriors and braves to your side. 

With me so far? 

But to gain the powerful spells needed to decisively beat 
your enemy, and thus move to the next level, you're going 
to have to try a bit harder. In fact, your shaman will often 
have to sneak towards the enemy camp where she can 
worship at their Vault of Knowledge tower. Here's well 
you'll find the Really Good Stuff - a different super-spell per 
level, giving you the ability to, say, blast a bolt of lightning 
down on an enemy, send a swarm of bees to scatter his 
forces, or cause a spectacular volcano to erupt from the 
ground and ooze lava, causing mucho destruction. 

Hang on a minute. 

You've heard this all before, right? 

Populous first came out in 1989, and spawned a sequel 
and a whole host of imitations and derivatives. There 
e so many that everyone eventually got bored of 
this whole building-up-communities-then-sending- 
them-to-f ight stuff. By the mid-'90s the original 
genre, the so-called "God sims", had all but died. 
Real-time strategy games such as GSCand WarCraft 
took the basic concept and successfully ran with it. 

But now the first, the original, is back. Populous: 
The Beginning is essentially the same game it always 
was - simple at it's heart (though it always comes 
across as complicated when you try to explain it), 
and definitely touched by a smattering of genius. 
So what's different about The Beginning? And is 
it relevant ten years on? 

It's certainly much better looking, with a 
swish new 3D graphics engine that enables 
you to swivel your way around the levels and 

v what's going on in your domain from all 
angles. The only slight problem is that this can 
occasionally become disorientating, particularly when 
you've become used to seeing the level from one 
viewpoint. A quick change of camera angle can feel a 
bit like stopping halfway through a meal, turning 

your plate around, and 
expecting to see the mashed 
potato where the carrots are. 
Populous: The Beginning is 
also easier to get to grips 
with than the original. You 
don't have to worry 

about flattening yo> 


land to provide room for 
your people to build (a major part of the original). 
There's less emphasis placed on the continuous 
acquisition of mana. And your people go where 
you tell them to (they've become more manageable 
in their old age). It's really is an old-school God 
^^ sim, but presented with '90s sophistication - 
[it which is, I guess, exactly what Bullfrog wanted. 
I ^pl If you've never played Populous, then, 

I ^fc this makes an excellent place to start. You'll 
I probably be fascinated by the great central 
• \. idea, and you'll get to see what all the fuss 
h (H was about - this is still one of gaming's 

landmark titles. If you did play the original 

game, play it again in 3D. How much you 

H get out of it - and this touches on a slight 

feeling of repetitiveness that is the only real 

downside to the game - will depend on how much 

you persevere. * * * * Rich Pelley 

■ As with many modern 
interpretations of old games, 
Populous: The Beginning is like 
one of those live action film 

cartoons. Say. The 
F/rnts tones. You remember 
stuff like the volcano* (top) 
before, but they never 


New PC Games 

■ Forget our tragic winter, 
and head out into Links 'SB's 
gorgeous landscapes. It's a 
golf course paradise where 
the sun always shines. 

Links LS '99 

■ Publisher: EIDOS Interactive 

■ Developer: Access Software 

■ Price: TBA ■ Release date: 
late November 1998 

■ Players: 1-4 ■ Requires: P150, 
32Mb RAM, 4x CD-ROM 
drive. Win 95 

The latest incarnation of 
one of the big name golf 
sims. It looks great and has 
lots of courses and options. 

■ The Links series is one of 
gaming's hardy perennials. It's 
been going so long there was 
once a version for users of only 
the most expensive, high-end 
machines called... Links 386. We've 
come on a fair way since then, of 
course and this latest incarnation 
is the most comprehensive yet. It 
boasts four beautiful courses (St 
Andrews, Bay Hill Club and Lodge, 
Entrada at Snow Canyon and the 
Latrobe Country Club) and a 
virtual version of veteran putter 
Arnold Palmer to play against 

Before you get to hit any balls, 
however, you must traverse a 
myriad of option screens. There 
are over 30 modes of play 
available, ranging from "Normal" 
to "Putt or die", and there's even 
a screen that enables you to 
either create a digital effigy of . 
yourself or (if lazy) pick one of 
eight supplied players. 

Links's greens are gorgeous, 
hi-res affairs, with beautiful rolling 
greens and simply fabulous- 
looking lakes that even reflect 
the surrounding scenery. You 
have to pay for all this visual 
sumptuousness, however, with 
the long processing times 
required to generate them: 

drawn you're left sitting there, 
twiddling your thumbs, as your 
PC chugs away. 

When it comes to the actual 
business of whacking the ball 
you get two-click, three-click 
and PowerStroke mouse swing 
options. There's even, in the 
Tournament mode, a crowd to 
cheer you on if you get it right. 
Putting is a far less satisfying 
business, however, and I certainly 
found it much harder to sink the 
damned ball than I did getting it 
onto the green. 

A quality golf game, then, 
but not a perfect one. Not least 
because I've yet to see any 
conclusive proof it helps you pull. 
So much for the Links Effect 
**** Tim Cant 



Klingon Honor 

■ Klingons are so hard. 
They're always up for a game 
of "Head the Boulder" with 
any passing ice monsters. 

I Publisher: MicroProse 
I Developer: MicroProse ■ Price: £39.99 
I Release date: on sale now ■ Players: 1-16 
I Requires: P166, 16Mb RAM, Win 95 

■ Recommended: 3D card 

It's the first Star Trek game with proper 
killing. Ever. (BTW, why do Klingons have 
such big chips on their shoulders? To go 
with the pasties on their foreheads!) 

So then, a proper Star Trek first-person 
action game. Well, sort of. Due to the 
legal complications of the mighty Star 
Trek franchise, doing a proper shooting 
game with real Star Trek characters is 
against the rules. No matter how 
attractive, nay, necessary, it might seem, no 
way are you ever going to see Wesley Crusher 
get his balls blown off by a rocket launcher. 
So to get round the intricacies of Hollywood 
contracts, MicroProse has pulled off the wizard 
wheeze of having a Star Trek shooter in the 
Star Trek universe, but without real Star Trek 
characters; just those grizzly old Klingons. 
You're a Klingon and, thanks, no doubt, 
to some administrative cock-up, the bad 
guys are Klingons as well. 

Look, it's based around Epic Megagame's 
mighty Unreal engine, so have little doubt that 
Klingon Honor Guard looks fantastic; the best- 
looking 5tar Trek game ever, in fad. And like 
Unreal, it mostly plays like a dream. There are a 
couple of oddities that might annoy or perplex 
you; the fact that if you kill an evil Klingon 
who has a better weapon than you, you can't 
pick it up. Why? Loads of them have those 
weird boomerang-shaped swords, and early in 
the game there's little more irritating than 
smacking them down, only to find that they 
keep a tight grip on their bendy blades. Gits. 

And then there's the way that some levels 
end when you least expect it. You think you've 
gcisome way to go, you do something 
important without realising it and next thing 
you know, you're on your way to the next 
level. Uh, why? What did I do right? Couldn't 
we have some sort of big, obvious button to 
press to end the level of our own accord? It 
sounds picky, but if you're the type who likes 
to fully explore every level and find all those 
tricky secrets, this is going to wind you up 
something rotten. 

Two complaints and that's about it, apart 
from the inevitable fact that you need a 
monster PC for it to look its best. On the plus 
side are the witty asides your Klingon 
character comes up with and, uh, the rest of it. 
A shade more polishing and it would have 
been perfect. As the Klingons themselves 
would say... Oh, sod it. Get a big throat full of 
phlegm and make some guttural noises. That 
sounds about right **•* Travis 

134 I Arcade i December I 19 



■ The Sandworms leave your 
foot troops alone, but gobble 
up your vehicles with gusto. 
Oh, and beware the dubious 
character who'll brief you for 
the Harkonnen n ' 

Dune 2000 

■ Publisher EA ■ Developer: West wood Studios 

■ Price: £35 ■ UK release; out now ■ Players: 1 

■ Requires: P100, 16Mb RAM, HD space, CD speed, 
graphics card ■ Recommended: P166, 32Mb RAM, HD 
space, CD speed, graphics card 

Command & Conquer" s dad is back,with new braces 
and trimmed whiskers. He's fun, for a while. 

In the unlikely event that you've never heard of Dune II, 
here's a quick re-cap: it's 1993, and strategy is tired. The 
inherent limitations of its turn-based nature and a 
remorseless parade of dull-looking games seemingly 
condemn it to backwater status. Nobody seems to 
know how to get the whole genre out of a serious 
rut Nobody, that is, apart from Westwood Studios, who 
add a bucketful of spice to the colourless porridge with an 
inspirational new game, Dune II. The breakthrough comes 

by dumping the plodding turn- 
based business that'd dominated 
the area, giving birth to a new 
style of game; real-time strategy. 
But that was then, and this 
is now. Strategy games have come 
along in leaps and bounds since 
1993, and Dune IPs long-awaited 
sequel - Dune 2000 - is both 
more and, curiously, less than the 
original. What we have here is Dune II with knobs on. 
It's the original game lovingly reproduced, polished, and 
dressed in a dapper tweed sports jacket. In this brushed 
up reincarnation, your challenge is to fight your way 
ac/oss 27 map sections playing the warlike Harkonnen, 
the sneaky Ordos, or the rather more noble Atreides - all 
races introduced in Frank Herbert's best-selling Dune series 
of science fiction novels, of course - using a combination 
of fighting and resource management to progress. 

The problem is that while Dune 2000 manages to offer 
improvements over the original in virtually every area, 
these improvements really aren't very dramatic. The 
graphics haven't been beefed up so much as given a 
quick lick of paint. This time around the Giant Sandworms 
(surely the Dune series' most compelling visual) are more 
pleasantly rendered and animated - their appearance 
augured by telltale blue crackles of static electricity - but 
that's it The combat units themselves, although prettier 
than Dune tfs, aren't much to write home about either - 
they look very dated, even shabbier than the original 
Command S Conquers. Considering that CSC was released 
a little over three years ago, that's pretty disappointing. 
The control interface has also been updated, with group 
selection now possible and, unlike in the original, you can 
now direct building projects from the sidebar. Pretty cool, 
but for a game that once innovated so much, this is hardly 
ground-breaking stuff. 

So where does all this lead us? The sad fact is that 
great though Dune It was in its time, any new version is 
going to be too simplistic to compete with modern real- 
time strategy titles, the likes of Age Of Empires or Total 
Annihilation, unless it's given a pretty serious overhaul. 
And Dune 2000 simply hasn't been given the attention. 

On one level perhaps I'm being a little unfair. Dune 
2000 never specifically claims to be a next- gene rat ion 
game, more the remaster of a classic. And on these terms 
it works. So if you fancy a trip down memory iane then 
give it a try - you'll be playing a piece of gaming's history. 
If you're after an innovative game that breaks new 
ground, however, look elsewhere. Gaming moves so fast 
these days there's little room for old men. And that's 
decidedly what Dune 2000 is. * * * Alex Bickham 

■ Evoking Boys' Own Paper 
images of the SAS, Rainbow 
Six adds strategic depth to 
the first-person gore-fest 

Rainbow Six 

■ ^uo.isner Red Storm 

■ Developer Red Storm 

■ Price £34.99 ■ Release date: 
on sale now ■ Players: 1-16 

■ Requires: P1G6, 16Mb RAM, 
4x CD-ROM drive, 16-bit 
SVGA, Win 95 

■ Recommended: P200, 32Mb 
RAM, D3D Accelerator 

Don your black combats, 
not to go clubbing but to 
pitch in with hard-as-nails 
SAS-types in Tom Clancy's 
realistic shoot-'em-up. 

■ The whole first-person shooter 
genre has been crying out for a 
more cerebral approach, and 
Rainbow Six delivers it. Not that I 
was convinced it would (I've been 
burned too many times by games 
based on books or film si. But 
Rainbow Six isn't just a Jack Ryan 
vehicle, it stars all new characters: 
a bunch of tough ex-special forces 
types from assorted nations, 

all specialists in combating, 
international terrorism. 

During the action, you assume 
a Guafce-style perspective as you 
wander through petro-chemical 
plants and foreign embassies, 
defusing explosives, rescuing 
hostages and putting bullets in 
the brains of terrorists. The 
graphics are more Jedi Knight 
than Unreal, but suit the game 
well with some nice touches, such 
as slow- forming pools of claret 
around the recently deceased. 

As a nod towards realism, 
there are no health packs 
conveniently lying around, and no 
grenade-proof armour. A single 
bullet could quickly end your 
career. This all gives the game a 
very realistic, stealth-orientated 
feel - even more so than with 
PlayStation's Metal Gear Solid. 

But where Rainbow Six really 
exceeds expectations is in the 
planning of missions. You get to 
configure your team's strategy, 
routes and tasks prior to the 
action on a blueprint of the target 
building. It's real Iranian embassy 
stuff, and adds layers of depth. 

Perhaps the only real flaw is 
the Al of your troops, who waver 
between SAS-style brilliance and 
United States Marine Corps 
incompetence. The terrorists 
themselves are a bit like Grandma 
- their eyesight and hearing isn't 
what it should be. But while this is 
frustrating, it's not enough to spoil 
an unusual and otherwise 

Jason Weston 

December | 1998 1 Arcade 1 135 

New PC Games 


■ Publisher: Hasbro 
Interactive ■ Developer: VIS 
Interactive ■ Price: £39.99 

■ Release date: on sale now 

■ Players: 1 (Internet multi- 
player option) ■ Requires: 

P100, 16Mb RAM, 30Mb HD 

space, 4x CD-ROM drive, 
2Mb graphics card 

Now here's an original 
release: you have to 
scamper around 3D mazes, 
taking the phrase "head- 
hunting" to its limit. 

■ It seems most people are wary 
of the prospect of real-life head 
transplants being mere years 
away and, if Hedz is anything to 
go by, we've got good reason to 
be scared. Hasbro has evidently 
seen the future and it's a world 
where aliens strap human brain- 
balls onto their torsos and then 
adopt not only their dead suitor's 
physical attributes, but also any 
weapons or vehicles they may 
have owned. It isn't as gory as it 
sounds, though - largely because 
you play the part of one of the 
noggin-nabbing aliens. 

Hedz takes place in a series 
of garish 3D worlds, ranging from 
downtown cities to over-sized 
children's playrooms, all of them 
viewed from the behind-and- 
above perspective that's become 
de rigeur since dear Lara's first 
appearance. Your quest is to 
collect bonces from the other 
head-hunting green-boys littering 
:h:": andscape. And - wouldn't 
you know it? - asking nicely just 
ain't gonna work. 

Despite the lure of gaining 
extra heads, each bringing with 
it new abilities, actually making 
progress in Hedz verges on the 
monotonous. The only way to 
open locked doors, for example, 
is to kill aliens until one of them 
spits out a key. These key-holders i 
■.■■.■ill vcquontly make such a run 
for it that you have to trek back 
half a level to find them. After 
three or more levels of this sort of ; 
"action", you'll be contemplating 
removing your own head just for 
the relief of it 

On the plus side... on the plus 
side. Let me see. I suppose the 
idea is fairly neat And the 
controls are intuitive enough, with j 
homing shots and a helpful radar 
showing your enemies at long 
range. The graphics and sound do 
their job too. and there are a host ' 
of nice touches - such as shot 
aliens making a last grab for 
their lost head before they're 
teleported out. So it's interesting, 
if not actually that entertaining. 
Me, I'm looking forward to the 
sequel, Legz. ** Mark Green 

136 I Arcade I December 1 19 

■ Have you got what it takes 
to manage a premier league 
team? Try this before you 
buy that sheepskin coat. 



FA Premier 
League Football 
Manager '99 

■ Publisher: EA Sports ■ Developer: EA Sports 

■ Price: £39.99 ■ Release date: on sale now ■ Players: 1 

■ Requires: P133, 16Mb RAM, Win 95, 3Df x card 

■ Recommended: P200, 32Mb RAM 

EA Sports makes its inevitable move into the 
football management arena, and does its usual 
professional job. 

I earning up with the FA Premier League is a good 
start, but EA's still going to need to give 110% to lure 
fans away from such well-established football 
manager league-leaders as EIDOS's Championship 
Manager and Gremlin's Premier Manager series. 
Despite the title, FA Premier League Football 
Manager '99 allows you to work with teams from the top 
four English and top two Scottish 
divisions. So you can start off 
small and, if you're successful, 
switch to larger clubs as the 
season progresses. The game is 
divided into the usual business 
and coaching options, and both 
are handled well. EA-mails arrive 
at your office to let you know if 
something major needs attending 

to, and if there are any aspects of the game you don't 
fancy handling, you can pass them over to computer- 
controlled Virtual Managers, something that's certainly 
recommended for the more trivial parts of the job - like 
organising the selling of replica jerseys, say. 

But the meat of this type of game is, of course, the 
coaching side, and Premier League scores well here. 
Training individual players makes a big difference to their 
performance, while the transfer system is both realistic 
and backed by a solid database of players worldwide. 
Each player is rated in 13 separate categories, which you'll 
probably find is more than enough. I certainly got quickly 
tired of such intricacy, and stuck to choosing my team on 
the basis of recent performances on the pitch (which at 
the end of the day, Mr Brooking, is surely the fairest way, 
wouldn't you agree, Gary?). Commentary is supplied by 
John Motson, in case you were wondering. 

On match days you have enough control over your 
team's formation and strategy to give the impression that 
your input is actually making a difference. Viewing the 
game is fairly impressive too, particularly if you're using 
3Dfx acceleration, which renders things in stunning 3D 
(the visuals are far less impressive without). Alternatively 
you can use a more practical overhead 2D view to see 
how your tactics are working on the pitch. 

Altogether, Premier League is an impressive package, 
but brand loyalty is high in this genre and competition is 
fierce. Fans of other titles may want a yet more convincing 
performance from EA before switching team allegiance. 
**+* Glen Weston 

ucE mm in 



■ Publisher: Integra me s ■ Developer: 
Melbourne House ■ Price: £34.99 

■ Release date: November ■ Players: 1-8 

■ Requires: P166, 16Mb RAM, 3D card 

Why is the future never a bright place 
where peaceful citizens reside in quiet 
affability? Because dark, fast and 
dangerous makes for a better storyline. 

PC simulations can be perplexing articles. 
Almost every flight sim you boot -up 
looks like it belongs in a military training 
establishment, while driving games can 
be as gruelling as a genuine 24 hour Le 
Mans session. Occasionally you crave a 
good old fashioned arcade diversion, and with 
a top-notch PC - 3D card primed - you ought 
to expect something fast, furious and fun. 

Et voila! It's DethKarz, a moronically titled 
yet classy looking release, which has few very 
original ideas but more zest than a lemon. 
Through squinted eyes it resembles WipEout 
2097, POD, Motorhead... in fact any brightly-lit, 
high-energy racing game set in the far future. 
The game offers 12 circuits, set across four 
worlds, each more challenging than the last 


■ G-n,v..:t.;.:.t 

■ Exciting rat 

g challenges 

■ ln-,a!iydifi 


your Kara on- 1 

Metro City, Grand 
Keys, The Pole and 
Red Planet provide 
the backdrops for a 
roller-coaster ride of 
sudden turns and gut- 
twisting leaps. Your 
vehicles resemble a 
collection of souped- 
up F1 machines each 

awaiting the onset of road rage, although you 
are going to have to earn the right to drive the 
more powerful of the bunch. Each comes with 
a laser gun with which to punch rivals out of 
your path, although you can collect a range of 
more powerful weapon power-ups on the 
track, like the antimatter device which arches 
out to sap energy from passing opponents. 
There are no invisible walls keeping you 
locked to the track, which means that skidding 
clean off the road is frustratingly easy to do 
and, until you become proficient, the crash- 
restart routine is very alienating. But once the 
handling has become second-nature, DethKarz 
becomes an exhilarating bit of nonsense which 12 tracks HfcstlM 
should please all but the most demanding PC weapon-toting 
thrill-seekers.*** Cam Anderson speed pro you are. 

■ Once you've 
got the hang of 
the handling, you 
can soon plough 

d DethKarz' 


I Publisher: Cryo ■ Developer: 
Cryo ■ P'ice: £44.99 ■ Release 
date on sale now ■ Players: 1 

■ Requires P133, 16Mb ram, 

8x CD-ROM drive. Win 95 

What do you get if you 
cross an operatic epic with 
a puz/ling point 'n' click? 
Oddly, not quite the 
disaster you'd expect. 

■ Videogames based on operas 
are becoming a rarity, especially 
since Codemasters canned its 
eagerly awaited TOSCA Touring 
Car Championship. Not missing a 
trick lot a gap in the market), 
eccentric French developer Cryo 
steps into the breach with the 
unfortunately titled Ring, a game 
based on Richard Wagner's The 
Ring of the Nibelungen. 

Ring actually began life all the 
way back in 1972 as a set of stage 
designs for a futuristic reworking 

of Wagner's Viking epic, but two 
and a half decades down the line, 
it's mutated into a point and click 
adventure, complete with singing 
characters and music conducted 
by Sir Georg Solti. 

It really is as odd as it sounds. 
Wagner's music plays constantly in 
the background as you explore 
the various different worlds in 
Ring's universe, and at important 
points in the story the characters 
will burst into song. When there's 
no singing going on you get the 
opportunity to wander round the 
stunning settings and solve a few 
puzzles. Opera aside, it's basically 
a standard first-person adventure, 
albeit one that also has some 
stunning pre-rendered graphics 
and an utterly bonkers collection 
of robotic Norse gods thrown in 
to the mix. The puzzles are pretty 
simple, the graphics are lovely and 
controlling the characters is a 
breeze - this is particularly useful 
if you're just getting started with 
o'ay'nq videogames. 

Ring comes on six CD-ROMs, 
so there's a pretty big amount of 
adventuring to be had, and the 
game does a good job of drawing 
you in to the plot - especially as 
you'll never quite know when 
Alberich the dwarf king might 
start belting out another tune. Big 
up the aria! *** Tim Cant 


■ Publisher: Cryo ■ Developer: 
Cryo ■ Price: £34.99 ■ Release 
data on sale now ■ Players: 1 
and networked game 

■ Requires: P90, 16Mb RAM, 
30Mb HD space, 2x CD-ROM 
drive, soundcard 

■ Recommended: 3D 
accelerator card 

How do you take a 
sprawling series of classic 
science fiction novels and 
condense them into a single 
game? Not like this. 

■ Riverworld is based on the 
series of novels by Philip Jose 
Farmer. It's an interesting premise: 
imagine that everyone who has 
ever lived has been reincarnated 
in the far future on the banks of 
a river that winds its way around 
a massive planet. If you've ever 
wanted to watch Queen Victoria 
go five rounds with Julius Caesar. 

now's your chance. (Actually, if 

you do want to see that, you 
should probably seek help from 
an appropriately qualified person.) 

Not to put too fine a point on 
it, Riverworld is a god-sim. Mdu 
control the actions of one Richard 
Burton (the Victorian explorer, not 
the bloke who married Liz Taylor), 
and your eventual aim is to find 
the source of the river. In order to 
do this, you'll need to enlist the 
help of the various people around 
you. To begin with, you'll need to 
provide them with somewhere to 
live. After that, they'll happily do 
your work for you, chopping 
down trees or quarrying stone to 
build your little empire. You can 
expand your territory by taking 
over your neighbours' Grailstones, 
which they need to provide them 
with food. There are well-known 
historical figures scattered around 
who will help you or fight as you 
try to find your way up-river. 

The game uses an intuitive 
point-and- click system that makes 
use of a 3D cards if you have one. 
Graphically, it's attractive but 
overall it's not very varied, making 
it a great game for fans of the 
lengthy series of books, but not 
one that's likely to pull too many 
non sci-fi fans in. Goodish, then, 
but certainly not the best in its 
genre. ** Jim Chandler 

Fighter Pilot 

■ Publisher: Electronic Arts 

■ Developer: Electronic Arts 

■ Pr.ce: £34.99 ■ Release date: 
on sale now ■ Players: 

1 (2 -player network game) 

■ Requires: P166, 16Mb RAM, 
85Mb HD space, 4x CD-ROM 
drive, 2Mb graphics card, 
soundcard. Win 95 

■ Recommended: joystick, 3D 
accelerator card 

It looks like a flight sim, it 
smells like a flight sim, but 
by golly it doesn't taste 
like a flight sim. EA's Fighter 
Pilot has all the trappings, 
but no complications. 

■ Despite the looks, this isn't 
really a flight sim. It's an arcade 
game. There's no mucking around 
with flaps and radios, and tedious 
details like taking off and 
landing simply don't 
happen. Stripped to I 


December | 1 998 | Arcade 1 137 

New PC Games 

bone, leaving only the fun stuff, 
this is a game with killing at its 
cote - you shoot enemy planes, 
you blast ground installations, you 
save the free world. Weapons 
include the usual mix of air-to-air 
and air-to-ground missiles, plus a 
bunch of cither defensive and 
offensive goodies. 

The end result is pretty groovy 
- once you've got past the cliched 
trappings of the formula (speed 
guitar music; the cheerful "kick- 
as s-and-take-names" tone of your 
fellow pilots), at least Fighter Pilot 
takes advantage of 3D accelerator 
cards, and looks very nice indeed 
if you're using a Voodoo card of 
some type. Your plane handles 
smoothly, and it's satisfying when 
one of your missiles finds its mark. 
:e you've completed the 

,i- nkh 


over a network to shoot down 
your friends instead. 

Where Fighter Pilot falls down 
is in a general lack of variety - this 
really is a fire -and -forget game - 
so it won't hold much long term 
appeal, but with your brain locked 
firmly in standby mode, you're 
bound to have an entertaining 
time. * * * Jim Chandler 



■ Publisher; Psygnosis 

■ Developer; Psygnosis 

■ Price £34.99 ■ Release date: 
on sale now ■ Players: 1-8 

■ Requires: P133, 16Mb RAM, 
33Mb HD space, 2x CD-ROM , 
graphics card, soundcard. 
Win 95 ■ Recommended: P166, 
4x CD-ROM, 3Df x card ■ 
Extras steering wheel can be 

In the wheeler-dealer world 
of racing games, it's easier 
to end up with a Trabant 
than your dream Ferrari. 
Psygnosis's latest IndyCar 
effort is a bit of both. 

■ Newman/Haas Racing has all 
the usual racing-game suspects: 16 
different cars and drivers, 11 tracks 
with different racing styles and 
oodles of crisp 3D scenery. You 
get plenty of pit action, knob 
twiddling and technoblurb, while 
the racing is smooth, fast and 
doesn't require an engineering 
degree. Sounds great? It's not 

Newman/Haas seems to have 
it all, but doesn't The sounds 
grate. Like the commentator. The 
engine is stolen from your sister's 
moped - it's tinny and unrealistic, 
despite the fact it's a sampled 
Haas. And far from the chassis- 
ci.nchinq cacophony you'd expect 
from high-speed crashes, they all 
sound like someone whacking 



Magic & Mayhem 

■ Publisher: Virgin Interactive Entertainment 

■ Developer: Mythos Games ■ Price: £39.99 ■ Release 
date: on sale now ■ Players: 1 ■ Requires; P100, 16Mb 
RAM, 100Mb HD Space, 4x CD-ROM, 2Mb graphics 
card, soundcard ■ Recommended: P133, 32Mb RAM, 
275Mb HD space, modem for Internet play 

For once, a combination of spells, summoning and 
strategy guaranteed to entertain someone other 
than hippies and eternal students. 

Iith a name like Magic & Mayhem, you know it's 
either a fantasy battle game, or a heavy night 
out with Paul Daniels, Let's hope bloodshed is 
involved, either way. It's tempting at this stage to 
let rip a barrage of Monty Python and the Holy 
Grail quotes - but I shall resist. Still, MSM sets 
itself up royally for that kind of treatment, focusing as it 
does on such staple-diet fantasies as quests for golden 
cups, mighty wizards with dull-sounding names, knights 
of the round tabletop wargames, and so on. 

Preconceptions aside, the 
surprise is that M&M is great 
entertainment. It's absolutely 
packed with stuff - okay, so 
it's the usual spell-casting and 
zombie-summoning, but it's 
beautifully done and that's what 
counts. It manages to serve two 
masters equally; there is good 
ma in -character development with 

■ It might look like your 
standard fantasy fare, but 
Magic & Mayhem has a lot 
more to offer than goblins. 

an appealing, not- too -tired story line, yet it's also a great 
hack-'n'-slash strategy game. A rare thing. 

You may be sick to death of Arthurian legends, tales of 
Avalon, and otd Joe from Arimathea - butt if those things 
still appeal, M&M is a must-have. Even its combination of 
30 Celtic, Greek and Medieval regions feels wonderfully 
Olde English, but without a trace of that puerile "pointy- 
hatted damsel" rubbish we've come to loathe in so many 
US-made fantasy games. I'd probably never admit this in 
the pub, in front of my football and motorbike-loving 
mates, but I like MSM - and I think I'm gonna buy a copy, 
so I can finish the damn thing. Pass the brimstone Merlin, 
it's going to be another late one. ***** Neil Jackson 

■ Oooh, thaf s going 

138 | Arcade | December | 1998 

heads with a biscuit tin lid. Visually, 
Newman/Haas gets sillier: square 
tyre-heaps stop cars - dead - at 
140mph, without knocking the 
traffic cones off the top. Bollards. 

However, once you've settled 
into racing, not crashing, the fun 
starts. The impossible right-angled 
corners click. The wall-jamming 
frustration opens into a seat-of- 
the-pants experience. Your near- 
misses are captured by the Crash- 
Cam, which zooms out to catch 
the calamity, yet not so far that 
you lose connection with things. 

5o where does it finish? Well, 
Newman/Haas Racing is a middle- 
lane contender, beating most of 
the traffic, but occasionally ending 
up with a wheel on the hard 
shoulder. *** Neil Jackson 

Fighters for Life 

■ Publisher: ASCII ■ Developer: 
TopWare ■ Pr.ce: £24.99 

■ Release date: on sale now 

■ Players: 1 ■ Requires: P120, 
16Mb RAM, 4x CD-ROM, 
SVGA video card. Win 95 

■ Recommended: P166, 32Mb 
RAM, soundcard 

It's a fantastic idea for a 
god sim: take control of 
an emergency scene, and 
co-ordinate the rescue 
services to save the day. 

■ Emergency could have been 
the Theme Disaster that Bullfrog 
never made - a ground-breaking 
strategy game combining the 
spectacle of Armageddon with 
the human stories of a Casualty or 
ER. But it's not. Instead, it stands as 
a staggeringly innovative idea, 
flattened by a clumsy execution. 
There's nothing wrong with 
the basic set-up. 'rou play the 
god-like controller of all rescue 
forces, the guy whose job it is to 
save lives and prevent property 
damage while re-routing traffic 

and protecting bystanders. All 
against the clock, and against the 
budget. Many of the incidents 
you're faced with are of cat-stuck- 
up-tree urgency, but the more 
catastrophic missions include a 
nuclear meltdown and a poison- 
gas subway attack. On paper it 
sounds like excellent fun, but in 
reality Emergency has so many 
faults that after 20 minutes you'll 
begin to feel in need of rescue. 

For starters. Emergency's 
graphics are so small it's difficult 
to spot many of the objects that 
you'll need to manipulate. In one 
episode, I came across the vital 
switch that I needed to flick to 
enable a helicopter to land on the 
motorway more by luck than by 
judgement - it was less than four 

pixels across. The absence of a 
zoom function makes playing a 
strain too, with scrolling around 
many scenes quickly becoming a 
je r ky &ox- Bur perhaps most 
frustrating of all is the utter lack of 
decent Al. No-one seems to have 
a mind of their own - the doctors 
let patients die unless specifically 
instructed otherwise, while the 
process of sending out four police 
units to an accident scene requires 
you to look after them individually 
- which in a short time becomes 
enough to stop you caring. These 
people are so stupid, they don't 
deserve to live. 

All of which make Emergency 
a classic case of could- 
have-been, should- At 

■lavc-bc-cr, * * Ian Harris *■* 

Dungeon Keeper 

- "jDlisner EA Classics ■ 
£12.99 IWiwifc on- 

■ Hyped to buggery and ihen '.singly late, inrjust'y veteran 
F'-eter Voivre.j' radc .Di^occ,' 1 

company Bullfrog Prud.ichons 11 
worth the wait, and Molyneui 
:he company n style-: De'noec.n 
K'jcp/y is every strategy fanatic's 
daydream, offering you the chance 
jn your very own underground 
labyrinth, like an antidote to regular 
heroic Fantasy games, your task is 

F1 Racing Simulation 


Little Big Adventure 2 Network Q RAC Rally 

.-i.jtl entic '..r;-.r;: "»■■ d- vmq tie ■ 
Hie PC Ifsdauntingiyd'f to 
(.[.irtnil even f you play it in Easy 
mode with all tne Al ass stance 
sv. i'liioc: cr. and : ■'.-_■ earning i:.r 
ii s:ccu. bjt you can feel a (slow) 
sense of progression. " ' 
practising i 
i.f;n"eic | i' i ip ire.:^. o r resign eg 
ihe tyres and lwea< rrj the s-poler 
li-i:i o. .]■,-.■■; in leave- vou : ee ir-.. j'ci:! Arcane f i.. ■ i n 1 have 

■ An e'erhini h a siii'.y spare si 
some dancing sausages and giraffi 
nav no a sajna v 1 he.'e j only one- 
game where you can encounter 
tl-.eee Ihngsiri toloi.ilul (oniet-ir 
3D and believe in the logic o 1 it all. 

The universe in EA's finest 
adventure release ij surreal but 
cons stent, and y«ur p'og'ess r. 
the role o : :hr t;"en:v : vvin:en is 
challengingly nor-" 

■ Prce:£9.99BRecas-a da 
sale now ■ Players: 1 

■ Re-released on budget, th 


light of ■ 

rivrket ii dressing. Li'e watching 
a g'.:r.sle-ci 'ViTiso snoor'rn n.inrj 
has tne shakes Fo- the time, it was 
a highly 

busmeis ...f f-li owing your yuelina 
rally route on a map, and driving it 
properly from behind the wheel, 

two seguels. Clear!/ RAC RdSy Ins 
overtaken, arid its j-ippea'aniV' 

Odd world: Abe's 

■ Publisher GT Replay ■ 
£12.99 ■ Release i:a:e. on 
now ■ Players: 1 

■ The PC is nobody's first c 
fci Liaifo'in u.T'i.--, . jr „ j ,',!■■ 
Oddysee on PC O-KOM :•!-■; 

I Ihe i-ymaloiis d :;crga se 
ilinigli:. wily converted fro. 
PlayStation "because it was 
The sympathetic lead cn.'r.r: 
seun >:i rated little touches - 
ability to talk tooth 
barely make up for 

pseudo-3D puzzles, such 

Pro Pinball: 

£12.99 ■ Release date: or 

now ■ Players; 1 

huge machine clanking against your 
iT-ifj'iff. mrjhi. he that TTmeshort.' 
has only one pinball table available. 
Fortunately, this is likely to be your 
only disappointment: Timeshocfc/ 
remains the acn'e of the pinball sim 
genre. A varied, vibrantly animated 

if history 

enliiely u; i".» i. amis :/■: be tne new [~;,j setting 

'eh M c-oProsE: i'l lUiio to ili Iniy-vel-sif^l fliiv-' .indpr 
;is. Gettysburg! - atl 

atmospheric amalgam of real-time implemented its proprietary Di» 

strategy and traditional number- 3D engh.e to chsr.—.inq urfc-ct i ne 

heavy wargaming - was the first deep-sea rrriv.r,;ririienl ylries ilt:'i:j. iflcjse-. l:c spite a ::: j-i-.s 1 -,- bonirrig ciar: turtles, shoes or' ish raining and deploying andiof ecu so) a navy of "chhijii 

your troops isn't a chore, and you waniors all out to get vou. 
can g'eefully fight your way through A range of well-conceived 

the early battles of the American missions and a comic storyline - 

'. ■■■.■! : War as e.ther Confederates or the mini:!;.i:'i society 

Unionists. If accurate re-enactment is consolidating to take revenge on 

bores you, Gettysburg! can also humanity's r:olu:m-i ways can': 

idom scenarios set in die conceal the limited nature of the 

Live CV.v-u-tO'-bcfcre t. ganeplay. Wiie'e tire nad lund'eds 

ilhny-edge * * * * niere i vc cities. 'Nuff said. *** 

'te;j ie ■.■.hat Carry Or 
suggest, hospitals aren't nia'aus 
In chunky 3D your task is to aesign 

of seats and stocking surgeries witf 
machines that go "Piny". You must 
tnen lire staff Lefare a range of 
con- coy epi hemes test your c inir.'i 
menle. Subseguenily, you continue 

Tome Haider plus four ■ 

intense than in the oric 
Lara facing hordes of 

s. Initially the m.ignal Fgypnar, cat tj-.. 5 

ihould look for Theme as an expert ch 
earlier, funnier and you thought M 
jn oudget. * * * # was over too si 

|-.i.i.; .::,;'!:.■ i-iline, Mhasi 
i,r:!spj|rii Eirperor of the genre. 

man Co.T.'mand £ Conquer: Red 

Alert or StarCraft. TA's genius lies in 

an interface and shortcut command 

you're only just getting sia-ien The 
management of your resources - 

'. resciie in e:r..j an :s. are 
fail, ricnse and heart ll-a-npnolv 
well animated. Bet:ei si if. r-,uridreds 
.onal units an i -vjiti-oi.-iyi-i 

his is a title to keep you 

!■-.■■■ -.."i el fri^intening!-,- lie": ar :o irs 
turn-based preguel It sii I ;jrciv,i;es 

than can be said for 'the point-and- 
c'ick i':; Ar, Adventure Out at 
Ti;;v Th". has nothing to 

of ponderous nonsenst 
offering, the first-perso 
Sr^r Trek: Generafibns, is t 
tightly on the Paramount 

The final 

December I 19 


64 Games 


140 I Arcade I December I 19 

Turok 2 

■ Publisher: Acclaim Entertainment ■ Developer: Iguana 

■ Price: £39.99 ■ Release date: Late November, 1998 

■ Players: 1-4 ■ Requires: 4Mb RAM Pack (Nintendo, 
price and availability TBA) 

The king of blood and splatter is back. And this time 
his toys are going to make even more of a mess. 

If you ask us, there's something fishy going on at Iguana, 
the Acclaim-owned developer behind Turok 2. Back in 
1997, the company released a first-person dinosaur 
shoot-'em-up that saved Acclaim from bankruptcy - 
and helped prop up the adult end of the N64's launch 
into the bargain. Now they've followed it up with a 
sequel that betters the original in almost every way. 

So why the fish? Look at it this way. Turok was the first 
game to use Nintendo's controller-housed memory pack - 
even before any of Nintendo's own games. Not only that, 
Turok showed technical expertise that hasn't been achieved 
elsewhere, outside of Rare and Nintendo's Kyoto HQ. 

Now consider Turok 2. The game comes on the biggest 
game cartridge ever manufactured (32Mb) and is - needless 
to say - the biggest N64 game yet. More surprisingly, 
though, it's the first game to make use of Nintendo's 
4Mb memory expansion pack - a memory upgrade that 
fits under the N64's top hatch and doubles its memory 
power to 8Mb. When Nintendo America's President 
questioned about the expansion pack at this year's ECTS 
computer game show in London, he had to admit that 
Nintendo hadn't even thought of a name for the thing yet. 
So how did Iguana get hold of a memory pack so early? 
Why was it the first company to have a game capable of 
using it (just as they did with the memory pack the year 
before)? And how come Turok 2 is so damn good? 

Arcade's first videogame conspiracy theory, then: there's 
something going on between Nintendo and Acclaim. At the 
very least the Iguana studio has a direct - and completely 
unique - helpline back to the technical boffins in Japan. At 
the most, Nintendo has secretly broken open its enormous 
cash vault and bought into one of the oldest companies in 
the videogame business. Okay, so it's not a case for Mulder 
and Scully, but with a company as resolutely shy as 
Nintendo, it's always nice to start a bit of speculation. 

Either way, Turok 2 is the finest-looking N64 outing yet. 
Without the RAM pack in place, it improves five-fold on 
Turok - rolling back the first game's all-encompassing mists 
to show far more of a level than you ever got a chance to 
see originally. With the RAM pack in place, the game looks 
like-a* graphics card -assisted, high-end PC title -you won't 
believe what you see on your TV can really come from the 
same machine that plays host to Cruis'n World. 

In fact, it's impossible to talk about Turok 2 without 
dwelling on the graphics. While the game's setting has 
remained roughly the same - a cross between Jabberwocky 
medievalism and a Doom dungeon - the enemies have 
changed beyond all recognition. Out go the majority of the 
first game's curiously uninvolving dinosaurs and in comes a 
new range of pi-pedal mutant space monsters, many of 
them with guns. Big guns. The Raptors remain, fortunately, 
and (if you can bear to watch as they spring out on you) 
you'll see the attention to graphic detail is superb. From 
rows of bloody reptile teeth, to the points on their slicing 
talons, these guys will haunt your thoughts long after 
you've turned your machine off. 

Of course, whenever screen-filling bad guys turn up in a 
game like Turok 2, you can be sure that someone's carelessly 
left an enormous arsenal of dangerous weaponry lying 
about. Indeed, if you thought Turok's nuclear weapon-sized 
Chronoscepter was the endpoint for any first-person 
game's gun ambitions, you'll be pleased to learn that Turok 

of mist that haunted the 
original Turok. Turok 2"s 
levels feel more open, more 
expansive, and plain bigger. 



2 has found new extremes in which to revel. How about a 
spiked f risbee with boomerang properties that slices the 
limbs off anything you throw it at? Or a three-at-a-time 
missile launcher, whose final missile never does anything 
more than spread your enemy's corpse a little bit further 
across the grass? And if - due to some mental impairment, 
say - those don't take your fancy, switch to the Cerebral 
Bore and watch as your missile locks on to an enemy's head, 
drills into it (accompanied by a fantastic Black and Decker 
whine), making a hole for blood and cranial fluid to exit in a 
graceful arc, and then explodes, leaving a stumbling 


there's even a sniper 
sight with some of the 
weapons, enabling you 
to take out bad guys at 
long range. 

Where the original game fell down was its difficulty. 
To make proceedings last, Iguana incorporated madly 
frustrating precision jumping levels where the slightest 
mistake resulted in death. Now, the designers of Turok 2 
have used the extra cartridge space to offer instead a barely 
manageable stream of enemies who simply won't take no 
for an answer. A lot better. Couple all this with a four-player 
mode - the biggest omission in the first game - and Turok 
2 threatens to eclipse the might of Rare's GoldenEye. Did 
anyone think this was possible? 

If you're going to level a criticism at Turok 2, you could 
say that the actual bread and butter of its gameplay - kill 
things, find switches, open doors, kill more things - has 
undergone only cosmetic surgery since the days of Doom. 
It's not intellectually taxing, certainly, but it's not supposed 
to be. Turok 2 is happy to stick with "chilling", "exhilarating" 
and "tough", which - if it's going to be as well executed as 
this - we're more than happy with. 

This is a great, great game. Come and have a go if you 
think you're hard enough. ***** James Ashton 



■ .- 

■,. : 

gr- enough 


■ .,. 

Ml glory 


New Nintendo 64 Games 




U — ■ N» 

Body Harvest 

f^ ■ Publisher: Gremlin Interactive 

Wk ■ Developer: DMA ■ Price: £40 

^^ ■ Release date: on sale now ■ Players: 1 

■ Extras: Rumble pack 

It's been three long years in the making, but 
DMA's incredibly violent alien invasion epic is 
finally here. This is a massive game, but graphics 
ire only so-so. Can it live up to expectations? 

Imagine an amalgamation of every fantastic alien 
bug B-movie you've ever seen on Channel 4 late on a 
Saturday night. Imagine a world with huge, hideous 
creatures, unfazed by the heaviest artillery the 
military can muster, flesh-eating mutants hell-bent 
on reducing the population of Small Town USA to a 
decidedly unhealthy zero and a lone hero. Earth's last 
hope of avoiding its grisly fate as a larder for a race of 
alien superbeings. 

Now imagine that you're the star of the show. 
Throw in a sizeable arsenal of destructive weaponry, 
more than 100 vehicles, five very different stages with 
over 1,000 square miles of landscape, and - lo and 
behold - you've got DMA Design's epic Body Harvest. 
The game casts you as Adam Drake, a genetically 

■ Body Harvest draws upon B-movie imagery 
and a number of established gameplay styles. 
There are even elements of the Williams eoin-o| 
classic, Defender. 

enhanced warrior from the 21st century. Earth is blighted by 
time-travelling aliens who have infested various time zones 
from the past in order to snack on their favourite calorie- 
uncontrolled diet of human brains, bones and balls. The only 
way to put a stop to their unsavoury habit is to travel back 
in time and meet the aliens before they can wolf down 
enough of your ancestors to make the idea of even the 
loosest family reunion a non-starter. 

Your first stop is in 1916 Greece, and it takes all of 30 
seconds before you're thrown into your first battle with an 
alien harvester patrol. Enter a unit consisting of winged 
scouts which sniff out humans in their homes, muscular 
"bashers" which knock down any houses the scouts hover 
over and the utterly disgusting Drone King. This fella is 
the leader of the operation, and sits in the middle of the 
destruction waiting for the roving blobs of green goo it 
dumps from its grisly backside to fetch it some homeless 
Earth folk. The captured humans are delivered directly to 
the Drone King's jaws and swallowed down whole. 

Luckily for the hapless Greeks, you're armed with a laser 
pistol and a trigger finger-chaff ingly large amount of 
ammo. The scouts and bashers are swiftly dispatched, and 
you can free the trapped humans from the slime by simply 
shooting at it. A few well-placed shots and the Drone King 
will spew yuck and explode, scattering the remains of its 
last lunch over the remains of its last lunch's house. 

Similar harvester waves beam down into the levels at 
pre-set intervals, and you have a limited amount of time to 

locate them. If you ignore the little red 
arrow pointing you in the direction of the 
action, munching will occur on a wholesale 
basis. When six humans have been eaten, 
a super-powerful mutant alien will arrive 
and hunt you remorselessly. If you're slack 
enough to let more than 25 hapless 
people meet their fate in the Drone King's 
belly, it's Game Over. 

Since each level is so huge, and Adam is 
hardly Sally Gunnell when it comes to the 
old pegging-it-around-on-foot-looking- 
for-alien-invaders lark, it's a good job that 
there are hundreds of vehicles lying 
around just waiting to be stolen. You can 
drive everything from tanks to buses and 
fire engines to motorbikes. All the vehicles handle and 
perform differently - you can pull handbrake turns in a 
lightweight two-seater sports car, or you can hop in a tank 
and just roll over the smaller flea-like aliens. 

You can also roll over the humans (they make a crunchy, 
squishy sort of sound). They're very tempting to kill but, 
sadly, any innocent folk you may absent-mindedly slaughter 
get added on to your 25-human maximum death-level- 



meter - even if it's an honest mistake (like parking the tank 
at the top of a hill and accidentally letting it roll down into 
the town square). 

If you make it through the four main stages of the level, 
you'll be faced with a gigantic boss alien and given the 
Alpha Tank - a futuristic hovercraft - as your final vehicle 
with which to battle it. 

And that's just the first level. It's followed by Java 1941, 
USA 1966, Siberia 1991, and a final trip out to the aliens' 
comet homeworld in 2016. Each level is just as vast as 
Greece, and is infested with tougher varieties of bug. They 
also offer a completely different set of vehicles. Java is filled 
with wartime jeeps and trucks, the 
USA has Cadillacs and helicopters, 
and Siberia has secret military 
hardware and - bizarrely - a 
i combine harvester, which can 
| be used to mince zombies and... 

damn! It's that 25-kill limit 
' spoiling the fun again. 

Body Harvest is almost 
the perfect action/shooting/bug- 
hunting game. It's got some 
fairly basic puzzle-solving 
elements, with characters to 
talk to and items to find, but 
for the most part it's all about 
killing. And it does it 
extremely well. The sheer size 
of the game means you 
won't finish it for ages, and 
I the promise of trying out 
every vehicle is enough to 
keep you playing until you 

>. Just tooling about in 
the various different trucks 
is almost a game in itself. 
Excellent stuff. * * * * 

Simon Garner 






■ Publisher: Nintendo ■ Developer: in-house 

■ Price: £40 ■ UK release: out now ■ Players: 1-4 

With the original SNES F-Zero, Nintendo set the 
standard for futuristic racers. Now the master is 
back to teach WipEout a few lessons. 

intendo's futuristic racer has apparently set itself 
one aim: to be the fastest game in the whole wide 
world. And with one track featuring a series of 
turbo pads that will get you up to a whopping 
claimed I.OOOkmph, and another whipping through 
neon-striped tunnels so fast it feels like you're going 
backwards, it hasn't done too badly. 

With this much speed, graphical complications have 
understandably taken a back seat. Every one of F-Zero 
<■ > X's tracks are suspended in mid-air so there's no pesky 
^ scenery to draw. Instead, processing power can be 
*■ focussed purely on providing high-octane racing thrills 
with 29 opponents from hell and routes designed by 
someone who thinks that jumps followed by 200ft drops 
are "a pretty neat idea." 

The angular, space-age transports of F-Zero X (yes, 
they do look a little like WipEouf s) are a pleasure to drive 
thanks to finely-tuned controls that respond perfectly to 
subtle pushes of the analogue stick. This is good because 
winning races means pushing your machine to its limit; 
tearing round corners without skidding, smashing into 
walls or falling off. Too much wall-snogging not only costs 
you energy but also slows you down. 

On the easier difficulty settings you'll soon be 
champion, but things get tougher very quickly. Indeed, if 
anything risks spoiling F-Zero X for the average player it's 
the way your computer opponents cheat on the trickier 
stages. All too often they'll simply scream past thanks to 
some kind of magic boosting power (they get it from 
the start, you have to wait a lap). There's no countering 
this unfair advantage, other than by tracking the arrow 
highlighting your nearest rival, sneaking up quietly behind 
him and. at your convenience, 


■ F-Zero X really is fast. So 
fast, it's tough to keep 
track of four-player races. 


giving him a gentle shove 


There are 24 tracks 

divided between four race 
or "Cups", culminating 

in the nightmarish, U-turn- 
laden Big Hand, a course laid out like - well, you guessed 
it. Complete all this and you graduate to the X Cup, which 
spontaneously generates a random track every time you 
play. These special tracks have a habit of churning out 
horrific 90' turns immediately preceded by a jump, causing 
more ground-plunging heartbreak than all the other 
courses put together. 

F-Zero X isn't perfect, but it's not far off. And with the 
inclusion of a four-player option it's another great buy for 
N64 owners who feel the need... * * * * Mark Green 

December | 1998 1 Arcade 1 143 

New Nintendo 64 Games 


■ Publisher: Nintendo 

■ Developer: Nintendo 

■ Price £39.99 ■ Release dale: 
on sale now ■ Players: 1-2 

It's old news in the States, 
Japan and Australia, but 
now it's winter, Nintendo's 
top-notch snowboard sim 
finally gets its UK release. 

■ A very familiar title with import 
gamers, 1080" is at last getting a 
UK release - just in time for a few 
practice runs before you lash out 
600 quid on a week in Chamonix. 
And it's about time too 1080° has 
become a real office favourite in 
recent weeks, not least because 
its wide range of options and 
pick-up-and-go nature mate it as 
much fun for a quick five minute 
powder blast as it is for a longer 
mountain-bashing sesh. 

Play ig in Match Race mode 
means you simply have to win to 
progress. In the slalom Time Trial, 
though, you race against a ghost 
of yourself from a previous race, 
Trick Attack mode is superb, too, 
enabling you to go for all sorts of 
fancy moves and combos, racking 
up points. There ate six courses, a 
training track, a half-pipe course 
and one big run-up leading to a 
huge air-ramp, not to mention five 
main and three additional secret 
snowboarders. and eight main 
boards, with one secret - all in all, 
more than enough options to 
keep anyone interested. 

Of course, none of this would 
matter a hoot if the game didn't 
look and feel good, and this is 
where 1080° really delivers. It's 
suitably fast, almost superhumanly 
smooth and scattered with lovely 
visual effects, not least the way 
that visibility seems to close in 
as snow begins to fall, giving 
an eerie feel to some sections - 
familiar if you've ever suddenly 
found yourself alone and lonely 
on top of a French mountain. 

The replays are ail fantastic- 
looking too, and useful - helping 
you to commit every nook and 
cranny of each course to memory. 
Assorted camera angles chase 
your boarder down the slope, 



LSS-IU ■; 

of a cliff jump, then pan down the 
mountain as your man grabs a 
Stiff y to Indy Nosebone, mistimes 
the landing and touches down in 
the powder on his arse. With a 
pumping soundtrack and snow- 
whooshing effects, replays look as 
good as any snowboard video. 
But while the speed racing 
games are fantastic it's trying to 
perfect the wide range of trick 
moves that'll keep you coming 

Slipping inside a dead 
body is quite 
legal in Silicon Valley. 
But where it really gets 
fun is when you get to 
" eapons. Y< 

dropping flying rabbit, 
or a boxing kangai 

Silicon Valley 

■ Publisher: Take 2 ■ Developer: DMA Design 
I Price: £49.99 ■ Release oate: on sale now ■ Players: 1 

From the creator of Lemmings comes another 
creature-based puzzler. Killing animals and taking 
control of the corpses has never been so much fun. 

IMA is best-known for bad-taste titles that cheekily 
deviate from the mainstream. Watching tiny green- 
haired idiots getting drowned, crushed and hanged? 
That'd be Lemmings. Trafficking drugs and shooting 
coppers? You're playing Grand Theft Auto. Now say 
"Hi" to Spacestation: Silicon Valley, which carries on 
the style with its emphasis on killing cute animals. 

The central character is Evo, a small computer chip with 
the power of resurrection. To complete each level is a case 
of flipping switches or dragging items from one place to 
another to kill and then control assorted beasties, each 
animal's skills and shortcomings affecting where you can 
go and which creatures you're able to kill for later use. 
With levels featuring everything from underground 
sewers to picturesque fields, the graphics have a flat, old- 
skool Mario feel to them, which makes everything seem a 
tad other-worldy. Want to see a jelly-like wobbling sheep 
or a fox on wheels? Then this is the game for you. 

Despite some of the animals being a bit slow, they're 
all easy to control - if there's any difficulty getting any 
of them to do what you want, it's intentional, to prevent 
you completing the level too easily. On the down side, the 
camera doesn't always track you properly, and this can 
occasionally make seeing where you're going difficult. 

But it's the attention to detail that makes Silicon Valley 
so likable. The music gets louder as you approach loud- 
speakers, while animals leave footprints in the snow level. 
Fun, then, but no showstopper. * * * * Mark Green 

back for more. It'll take you ages 
to do them all - the grab 
(like Tweak and Mute Grab) are 
reasonably easy, but the Spin 
tricks are excruciatingly hard. They 
require spins of the joystick and 
well-timed button presses, 
progressing from the fairly basic 
180° (R+left). through the harder 
720° (R+anticlockwise rotation, 
then R+anticlockwise rotation 
+B), to the mother of them all; the 
1,080° (R+anti, then R+anti +B, 
then R+anti+B+Zi. It took me 
weeks to get it right, and even 
now I have a very limited success 
rate. (For more help staying on 
your feet, check out the tips in 
Kick Ass, starting on page 98.) 

All-in-all, then, 1080° is a near- 
perfect release - easy to get into, 
hard to perfect, great looking, and 
packed tight with variety. It even 
comes with a split-screen two- 
player mode (actually one of the 
few disappointments - play with 
a friend and the more expert 
boarder is soon bound to zoom 
off into the far distance, never to 
be seen again). This is, as near as 
dammit, pcfcct sncwboa'dirn or 
your N64. **■**■* Rich Pelley 

F1 World 
Grand Prix 

■ Publisner: Nintendo 

■ Developer; Nintendo ■ Prfce 
£39.99 ■ Release date on sale 
now ■ Players: 1-2 

17 tracks of beautiful, 
accurate race simulation. 
From Nintendo itself. 

■ "Have you got that one that 
was on TW" someone asked the 
other day when I explained that 

I played N64 games for a living. 
They meant the heavily advertised 
Clefs see that again!") F1 World 
Grand Prix, the Formula One racer 
to put all others to shame. 

With games like this and snow 
sim 1080° (left), Nintendo is slowly 

building up a strong portfolio of 
more PlayStation-style games - 
accurate simulations of cool, real- 
ise activities, unadorned by bright 
colours and cute animals and thus, 
perhaps, more attractive to the 
man in the street Take this more 
photo -realistic approach, add H to 
the graphical power of the N64 
and the abilities of Nintendo's 
peerless in-house development 
team, and you have a predictably 
stunning product - squint your 
eyes a bit, and you could instead 
be watching ITV on a Sunday 
afternoon. The graphics are first- 
rate, the sound is perfect, the 
handing of the cars is spot on, 
all the real cars and drivers are 
present and correct, and the 
tracks are so accurate you could 
be there. Just as you'd expect 
What comes as more of a 
treat, however, is the effort made 
to give variety to the way you play 
the game. You can mess around 
with it in Arcade mode, which has 
automatic braking and gears and 
enables you to charge round all 17 
laps with your finger pretty much 
glued to the accelerate button. 
You can play it as a racing game 

with automatic gears - your 
finger switching between brake 
and accelerate as you commit the 
bends of each course to memory. 
You can play a strict simulation, 
where a thorough understanding 
of each course's twists, turns and 
undulations is as important to you 
as it is to a real-life Grand Prix 
driver. You can even play through 
a simulation of the entire 1997 
Formula One Grand Prix season, 
where everything down to the 
weather, pit stops, crashes and 
positioning of the other cars is 
historically accurate. If even that's 
not quite enough for you, and 
you're starting to feel a touch 
lonely, you can play a friend in 
two-player mode, and watch 
the replays over and over again. 
***** RichPelley 


December 1 1998 


Enter the Gecko 

■ Publisher: GT Interactive 

■ Developer: Crystal 
Dynamics ■ Price: £39.99 

■ Release date: on sale now 

■ Players: 1 

■ Gex the gecko has a history 
that stretches all the way back to 
the ill-fated 3D0 console, when 
he starred in a below-average 2D 
platformer. Now, in 1998, the lime- 
green leaping lizard has returned 
in a new 64-bit conversion of the 
PlayStation sequel, which actually 
manages to be inferior to all of 
the tedious originals. Quite a feat. 

Gex 64 is terrible. It attempts 
to imitate Mario, offering three 
different mission objectives for 
each level, but it's so amateurishly 
executed that at times it seems 
like it was designed as part of 
somebody's GCSE art project. 
Completing almost all of the 
objectives is simply a matter of 
travelling to a certain point in the 
level, avoiding a few very basic 
traps along the way. The whole 
thing is very linear, and the game 
experience incredibly unsatisfying. 

An extra level. Titanic, has 
been added to distinguish Gex 64 
from the PlayStation version, and 
it's one of the poorest examples 
of the game designer's art we've 
ever seen. Gex seems to get stuck 
behind invisible bits of scenery, 
the camera regularly loses sight of 
the action behind a wall and the 
graphics look like they took all of 
ten minutes to knock up. It's quite 
simply appalling. 

Gex himself boasts almost 
as many frames of animation as 
the kids in South Park. And we're 
talking the wilfully flat TV series 
here, not the upcoming (and 
rather fine-looking) Quafe-style 
3D game. He does occasionally 
stick to walls, which is a bonus, 
but then so does a well-aimed 
wad of phlegm. Most disturbingly, 
he utters a selection of muffled 
wisecracks throughout the game. 
Some of them are unfortunately 
intelligible, but even the best is 
about as amusing as a false- 
positive in a pregnancy test, filter 
the Gecko? We'd rather not. 
thanks * Martin Kitts 


■ Faithful companions Wfillf ly (the rocket-type bloke above) and willf all 
(the dopey-looking wheeled guy below) are meant to help you in your 
quest. Willf ly at least helps you fly around, but Willfall is, frankly, u 


Space Circus 

■ Publisher: Infogrames ■ Developer: 
Infogrames ■ Price: £39.99 ■ Release date. 
November 1998 ■ Players: 1 ■ Extras: 
Cartridge back-up 

both static and wandering objects means you'l 
often find yourself stumbling about confused 
before falling off a nearby ledge. 

There's a developing plot and characters 
to speak to, but the map is almost too helpful, 
turning play into a case of merely getting to 
the target area and talking to an "instruction 
balloon". Reaching the target is a problem, 
-T" though, with an over-reliance on jumping 
'■ between platforms suspended in mid-air, 
^ \ made more difficult by the combination 
^ »■) of 3D perspective and jerky graphics. 
,' This is a shamp heransp thp few 




■ I 'I,'. 


nates getting 




much or. 

■ .-..- 


3D platf orming antics, with a dash 
of puzzling and a whole heap of 
bizarre European humour 


entring on a touring 
"Space Circus", which is in 
battle with the evil "Virtua 

lash J«V puzzles; 

if ^0^^L origins 


This is a shame, because the few 

you encounter are often quite 
original. One, for example, has you 
turning a jukebox on to bring a 
dancing ghost to life, and then 
pushing tables together so that 
he dances across the room to 
smash open a locked door. The firing system, 
Circus" for exotic items, Starshot sounds though - where you can guide missiles with 
more intriguing than it is. In fact, it's just the analogue stick - is too cumbersome and 
a French Mario 64-like 3D platformer, makes the shooting puzzles as difficult as 

and full of the same flaws that have scuppered the brain and control-oriented examples, 
earlier pretenders. An unwieldy and confusing So, despite being loaded with a scary 

camera? Seen it before. Over-fiddly controls? atmosphere and a decent sense of humour, 
Been there. It's all so disappointingly familiar. Starshot is too frustrating and, ironically, one- 
Each planet that impish character Starshot dimensional to hook you. *** Mark Green 
visits is impressively large, packed with enemies ^^^^^^^ 
and pretty. But the graphics, although ntricaU. 1 , QtVyjH "''""'' lt: '' b,,,,^-,^- 

are garish and confusing, and the n 


December | 1 998 | Arcade 1 145 

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■ Maker: Sega ■ Developer: Sega Am2 1 
Release date: early 1999 ■ Players: 1-4 

Already out in Japan, Sega's latest 
arcade creation offers all the fun of 
gangland fighting. With your pals. 

I here's no disputing that Sega's AM2 
coin-op division is the very best. With 
a back catalogue including Hang-On. 
OutRun, Daytona USA, Scud Race and 
the Virtua Fighter series, no one - not 
even Namco - comes close. Sega AM2 
really is (as young people say) "all that." 

There's also no disputing the power of 
Sega's Model 3 arcade graphics technology. 
And there's no arguing with the appeal 
of extreme, multi-player, no- 
holds-barred violence. 

Combine these three 
vital ingredients and you're 
pretty much guaranteed 
a winner. And that's 
exactly what SpikeOut is. 
Essentially, it's a 3D 
beat-'em-up, viewed 
I from behind the back 
' of your character (kind 
of like Tomb Raider). If 

148 Arcade j Member I 1998 

action first- pi 
is the nearest gaming has 
come to simulating a real 
fight - but without the pain. 



it feels somewhat like Virtua Fighter, that's 
because some of VF3"s animation code was 
borrowed for SpikeOuVs basic fighting 
moves. The game's 3D setting also takes a 
lot of Virtua Fighter's feel and turns it into 
something more gritty, more urban and 
with tons more interactive scenery. 

Having picked one of four characters, 
it's into this world you must walk with a 
view to kicking some serious ass. You head 
through a department store (the fights on 
the escalators are a game in themselves) 
and in to the city. Gangs of hoodlums and 
thugs surround you from all directions. At 
the end of each section a hard-as-nails boss 
and an assortment of cronies will try to do 
dreadful things to you. It's a world of pain. 

Except that you're not alone. And this is 
one of those game features that you have 
to play to appreciate. Knowing that you 
have three other allies watching your back 
(players two, three and four) is tops. You 
can fight as a team. You can combine to 
pull off special combos. You can be stuck 
in a corner, having seven shades of shit 
hammered out of you , and then all of a 
sudden your assailants are dispersed with a 
few well-aimed punches from one of your 
buddies. It feels just like the end of Star 
Wars, when Han piles in and saves Luke. 

SpikeOut is great. We love it. Try it as 
soon as you can. ***** Neil West 


SpikeOut is the brainchild of 
Sega's Toshihiro Nagoshi, 

the Daytona USA series of 

hardest part of making 

The multi-player feature I 
difficult to implement, an 
was also difficult dealing 
multiple enemies. Frc 
previous experience 
driving games I't. fori liar 
with multi-player, but 
characters have much ma' 

SpikeOut is a true original. 
Why do you think it's taker 

the difference between 
SpikeOut and conventional 
fighting games? 

short periods o ; play, with 
fights lasting just 20 or 30 
•;e-r:r.ris SpikeOut is a very 
difv'.::nt v.jin on the genre. 

are not fighting against 
person sitting nest to yc 

against the CPU. 

So, d'you reckon a Spiki 
conversion ivil ever ape 
for the Dreamcast? 

Radiant Silvergun 

■ Publisher: Treasure 

■ Developer: Treasure 

■ Price: See importer 

■ Japanese release: on sale 
now ■ Players: 1 

Crazed but respected Jap 
developer Treasure takes 
the Saturn to the peak of 
its 2D powers. 

■ The number of titles that a 
grown up gamer would call "lush" 
or even "ace" is pretty limited, but 
this gorgeous 2D Saturn shoot- 
'em-up is surely one of them. A 
fantastic Japanese name, screens 
throbbing with explosions and 
what we're legally bound to call 
"hot laser death" spraying all over 
the shop, it's a crime it'll never be 
released over here, because of the 
"For Sale" ad status of the Saturn. 

Get hold of an import copy. 
though, and providing that your 
Saturn's been "switched" to play 
Jap games you'll be settling down 
for one of the finest 2D blasters 
ever. What it does really well is 
pack in spectacular eye- napalm ing 
visuals (cleverly combining hi-res 
backdrops with 3D bosses), while 
remaining superbly easy to play. 

The developer Treasure has 
managed to pack plenty of neat 
new touches into a style of game 
that's been unfortunately seen as 
an evolutionary blind alley for a 
good few years now. Bonuses 
make easy early levels interesting, 
even when you know the attack 
patterns. There aren't any extra 
weapons to collect, which forces 
you to master the seven fitted as 
standard to your ship and power 
them up to seriously spectacular 
levels, while the Dog Master sub- 
game (collect cartoon dogs and 
breed them, we think] is as mad 
as it sounds. 

It's all surprisingly deep for a 
blaster, rewarding precise shooting 
just as much as red- thumbed 
perseverance. Radiant Silvergun 
is very much as nature intended, 
a sense- pummelling top-down 
shooter with the kind of repeat 
play magnetism that makes you 
wonder why 2D shoot-'em-ups 
fell from grace in the first place. 
You can keep your fancy bloody 
polygons, for the time being, at 
least***** Robin Alway 



■ Publisher: GT Interactive 

■ Developer: Epic MegaGames 

■ P-ice: £39.99 ■ Release date: 
on sale now ■ Players: 1-full 
network game ■ Requires: 
603e PowerMac (80MHz) or 
better, 32Mb RAM, 128Mb 
HD space. System 7, modem 
for Net play ■ Recommended: 
G3, 80Mb RAM, 3Dfx card 

Not since Marathon was 
released back in 1994 has 
the Mac had such a game 
to shout about, but pretty 
graphics aside, is Unreal 
actually any good? 

■ Ybu can blame Wotfenstein 
That's where the tidal wave 

of first person shooters started. 

It defined a new genre, one which 
Unreal takes to its limits, testing 
your abilities and those of your 
Mac. Unreal is basically just Quake 
taken up two gears; a first person 
shooter with a more advanced 3D 
engine, and more gore. 

The plot goes thus: you are 
an inmate aboard a prison colony 
space ship, crash-landed on a 
planet inhabited by helpful but 
over-religious four-armed bipeds 
called the Nali, and an assortment 
of deeply unpleasant creatures 
who'd like to disembowel you. 
You start by escaping the crippled 
ship, negotiating corridors, vents 
and the remains of fellow inmates 
and crew, who seem unable to 
die either quietly or in one piece. 
From there, you move into bright 
sunlight and the planet's surface, 
pick up a weapon and kill your 
first alien/demon. What follows is 
20 -odd levels of temples, tunnels 
and villages to fire through. 

What sets Unreal apart from 
other 3D games is the detail in 
the graphics. The maps are highly 
complex and the textures detailed 
and realistic The sound effects are 
great, and you will literally break 
into cold sweat when you hear a 
deep growl coming from behind 
you. Your opponents are varied 
and intelligent. First they stalk you, 
then dodge your fire, weaving 
left, right, up and down to close 
in for the kill. Your weapons are 
limited to start with, and Unreal 
doles out power-ups grudgingly. 
There are no fantastic weapons of 
mass destruction a la Turok: the 
grenade-launcher and mini-gun 
are about as powerful as it gets. 

Unreal is great fun. However, 
there are no new ideas here - 
something to replace the tired 
and frustrating hunt-the-s witch 
gag is needed, and Unreal doesn't 
provide. It's good, but it's nothing 
new. **** Lindsay Bruce 



As Game Boy Color arrives on these shores, so does the first batch of multi-hued software. It's not a 
selection bursting with big names, but hey - at least everything on offer is quite pretty. By Robin Alway. 

Cool Hand 

■ Publisher: Take 2 Interactive 

■ Developer: Tarantula 

■ Release date: on sale now 

■ Price: £19.99 ■ Players: 1 

Card games with enough 
swagger to turn even the 
wettest Welsh weekend 
into a Las Vegas fantasy. 

■ Cards. Hardly the most thrilling 
pastime to base a whizzy new 
Game Boy Color title on. And the 
green baize and red hearts aren't 
exactly going to push the palette 
of Nintendo's brand new baby to 
its Technicolor limits. 

But give it a chance and Cool 
Hand actually turns out to be a 
decent little title. You can play the 
blackjack mode to Atlantic City. 
London or Las Vegas rules (the 
game has on-screen instructions 
that run to 36 pages!), aided by a 
dealer in a stripey waistcoat who 
presents the Game Boy's new 
colour capability with perhaps its 
birn-s- challenge. 

But this is Cool Hand, not 
"Blackjack", and there are other 
options too. You can call up a 
screen to help you perfect your 
card counting techniques with no 
threat of any Casirto-style circular 
saw retribution. The solitaire and 
cribbage games are extensive, too, 
although not as likely to make you 
hanker for the classic fat cigar/ 
green visor combo. Indeed, the 
whole package provides about as 
solid a collection of card-based 
time wastery as you could hope 
for. lOf course, a simple pack of 
real-life cards is just as portable 
and far cheaper, but that's Dad 
talk where we come from.) *** 


I Publisher Take 2 Interactive 

■ Developer: Tarantula 

■ Release date: on sale now 

■ Price: £19.99 ■ Players: 1 

It's the multi-coloured 
return of one of "gaming's 
most loved characters". (It 
says here.) 

■ He's back! You know, Max 
Montezuma? Little bloke with a 
hat? No, we're not sure of his 
gaming heritage either, but he's 
returning whether we want him 
or not in one of the first third- 
party Game Boy Color releases. 

He doesn't look too chipper, 
though. A small brown character 
stuck in a decidedly belt-and- 
braces platformer, which adheres 
slavishly to an old-skool ledges 
and ladders formula. There are 
ropes to shin down, fires to avoid 
and (get this!) keys to pick up that 
open doors. He even makes a 
"Boing!" noise when he jumps, for 
Christ's sake. It's not exactly the 
height of sophistication, but with 
harsh death in the offing if you 
drop down a few pixels too far, 
you're bound to keep playing to 
maintain your platform gaming 
pride_. for a while at least. Just 
don't expect anything to happen 
in these in 58 colours that matches 
the joy of Super Mario Land in a 
few shades of grey. ** 

Power Quest 

Reservoir Rat 

I Publisher: SunSoft 
I Developer: SunSoft 

■ Release date: December 

■ Price: TBC ■ Players: 2 

Remote control beat-'em- 
with RPG elements. But who i 
cares? It's in colour* 

■ One of the first playable Game 
Boy Color titles around, Power 
Quest is liable to cause a few 
moments of confusion as you're 
adjusting to the Wizard of Oz-\\ke 
shift 'Ho polychrome. To start with 
i. looks like an RPG - there are lots 
of people to talk to. screens full of 
conversation and the obligatory 
shop scene. But then you're flung 
into a side -on beat- 'em- up, with 
remote control fighting machines. 
Those Japanese, eh? 

As it turns out, the robot 
scrapping is actually the major 
chunk of the game. By winning 
cash you can upgrade your bets, 
adding new moves and attacks 
which mean you can take on 
harder opponents. The fighting 
itself is quite sophisticated for 
the Game Boy, and is added a 
degree of depth by the RPG bits, 
which shape into an on-going plot 
that sends you traipsing around 
the central map looking for aggro. 
A rival gang of robot controllers 
even shows up at one point in the 
game, throwing its weight around 
and scrambling your controls. 

It's not exactly Zelda then, but 
Power Quest's an engaging title, 
and really rather different to the 
Game Boy's standard platform 
offerings. And better still, it's in 
colour, obviously. *+* 

I Publisher: Take 2 Interactive 
I Dev&oper: Tarantula 
I Release date: on sale now 
I Price: £19.99 ■ Players: 1 

■ More simple platform action, 
t.nis :ine with a smug, shades- 
wearing rodent who's unlikely to 
make it on to licensed lunch boxes 
anytime soon. The fart that you 
can shoot and jump is flagged as 
selling point, which gives you some 
idea of just how straightforward 
the proceedings are. 

Reservoir Rati difficulty level 
has only been cranked out of the 
reach of anyone over the age of 
seven by a strict requirement that 
you kill every enemy and collect 
every item on each screen before 
you can exit - something sure to 
:::iLse exe^.dve stress if Nintendo 
is successful in its plan to market 
Game Boy Color to men in suits. A 
worse feature still - and in direct 
contravention of International 
Platform Ordinances - you can't 
jump on baddies' heads or make 
the kind of pin-point accurate 
leaps necessary to avoid psycho 
rc::l squirrels (now there's the kind 
of sentence you're only going to 
read in a games mag). All in all, 
it's another workaday platformer, 
never managing to offer the sort 
of gameplay needed to match the 
Game Boy Color's new-found 
techno sophistication. ** 

December! 1998 I Arcade I 149 


ine gaming 


The Epicenter of 



■ Quake. Quake, and yet 
more Quake. You see, the 
internet's not all conspiracy 
theorists and pictures of 
Pamela Anderson's tits. 

■ To some people, Guafte 
is a matter of life and 
death. To the folk who 
put together these 

When you talk network gaming, you're really 
talking about just one game: Quake, king of the 
first-person 3D shooters. 

Ever since a rudimentary test version was released on 
the Internet early in 1996, one title has dominated 
the on-line gaming scene: that game is Quake. From 
the outset, it was clear that id's latest offering was 
far more than merely Doom with knobs on. As well 
as showcasing the best 3D graphics engine yet seen, 
it was clear that Quake was built with multi-player games 
in mind. The first versions available for play offered multi- 
player levels only, and the Quake "deathmatch" - fast, 
frantic, occasionally tactical and always very, very bloody - 
was born. Word quickly spread, and the greatest Net 
gaming phenomenon of them all had begun. 

There's a lot more to the game than simply shooting 
people's faces off with rockets, though. (That said, it 
should be noted that shooting people's faces off with 
rockets is a lot more fun - and remains fun for a lot longer 
- than those who haven't tried it might suspect) A quick 
glance at the leading Guafce-related site. Blue's News 
( will yield a wealth of 
Quake-re\ated fun to be had a little off the beaten path. 
The game's open architecture enables anyone with an 
ounce or two of imagination and programming ability 
to make their own customised version, and there are a 
lot of them about: Capture the Flag is by a long way the 
most popular variant, where two teams try to nab each 
other's standard and carry it back to base, and then 
there's TeamFortress, another team-based game where 
every player has his own skills and abilities. Those are the 
two big favourites, but many, many more abound; you 
can find a huge assortment of them at PlanetQuake 

Spend more than a couple of minutes sniffing the air in 
these places and you'll detect bubbling excitement for the 
forthcoming Quake III: Arena. ("What about Quake If?" 
You may ask. Quake II was 
designed more with the 
solo player in mind, and did 
nothing to better the first's 
multiplayer experience, thus 
it was largely bi-passed by 
gamers on the Net.) 

How does anyone keep 
up with it all? Blue's /Vews 
is the place to start, but for 
something different try 
Cary's Shuga Shack (http: 
//www.shuga5hac,com) for 
"sweet-ass news just the 
way you like it." 

Games Domain GamerzEdge 

■ The games industry moves 
pretty quick, and while print 
magazines are still the best way 
of keeping up (in an easy-to-read, 
high-resolution, take-it-to-the- 
bog-with-you kind of way), 
for fast news and software 
downloads, websites do what 
print magazines simply can't. 

It's inevitable, then, that a 
number of on-line game sites 
have sprung up. Some are better 
than others, obviously, and Games 
Domain is one of the best. It's 
also one of the longest-lived and 
remains vehemently independent, 
staffed by a huge roster of die- 
hard games enthusiasts. 

Its news is always hot off 
the virtual presses, its reviews 
get straight to the heart of any 
game's qualities (or lack of them) 
and its cheats database is about 
the biggest in the business. What 
it lacks in professional shine it 
makes up for with passion and 
commitment And let's not forget 
that it's a great place to nab the 
latest demos and patches, as long 
as you can withstand the truly 
enormous downloads. Just make 
sure you have a fast modem and 
plenty of money to pay the 
phone bill. *•*** 

■ If the Games Domain is an 
object lesson in maintaining a 
good gaming site, GamerzEdge 
could give a few handy hints on 
how not to do it. Let's examine 
the first warning sign: that use 
of a Z instead of an 5 in the title. 
Any reason for that? Well, it could 
be to make it attractive to those 
hardcore Internet types who 
count themselves as 133t haXOr 
dOOds" and never use the proper 
letters when a number or symbol 
could be substituted. It could, but 
given the fact that GamerzEdge (Z 
or no I) is an unmitigated bag of 
mildewed pants, the ploy would 
work for all of three seconds. 

Take a look if you don't 
believe me. Just pick any one of 
its reviews for a stream of sadly 
ill-structured gabble leading 
eventually to either "this rocks!" 
or "this sucks!" It could be forgiven 
if it actually did give gamers some 
kind of "edge" by supplying a 
useful assortment of tips and 
cheats, but the selection in that 
department is as poor as the 

par with Games Domain, just 
about, but all similarity ends there. 
Still at least you don't have to pay 


■ Publisher: Real World 
Multimedia ■ Price: £24.99 

■ Contact 01225 743188; 
http :// 
net/ ■ Requires: Pentium 90 
PC, 16Mb RAM, Windows 95 

■ Release date: on sale now 

■ Mot so long ago, following a 
particularly lacklustre bout of 
thinly veiled databases, the 
multimedia CD was declared 
dead. Not just running a bit of 
a temperature, but full -on 
dead, deceased, and gone to 
meet its maker. 

It seems the life-support 
machines (with Intel inside, 
naturally) weren't switched off 
completely, however, because 
here's another multimedia CD- 

ROM. And it seems that the 
genre's near-death experience 
must have provided more than 
a little visionary inspiration. 

Based around the best 
selling Griffin and Sabine 
trilogy, written by Nick Bantock 
[essentially a kind of love story/ 
mystery built on a stack of 
correspondence between the 
two eponymous artists, one in 
North London, the latter upon 
a remote South Sea island), the 
tale is virtually recreated here 
via interactive postcards. The 
front of each is decorated by a 
heady combination of dream 
imagery, cerebral conundrums 
and a smattering of hotspots. 
The rear offers text recited 
by the likes of Paul McGann 
and Isabella Rosselini. Whilst 
this structure may make for a 
somewhat linear experience, it 
is more than justified by the 
compelling story-line and some 
genuinely breathtaking images. 

So if want to see just how 
good CD-ROMs can be, buy it 
It just won two BAFTA awards, 
too, so you don't have to take 
my word for it ***** 

Chris James 

150 | Arcade | December 1 1 998 


The New Album •Out Now 

1. Jordan Grand Prix 

01525 852900 

■ Revolutionary attachment 
technology (suckers) means you 
don't have to mess about with 
clamps to fix this flimsy-looking 
wheel to your desk. The problem 
is that the Jordan's so sensitive, 
throwing it through the jerks of a 
real racing driver is a non-starter - 
at least if you want to stay near 
the road. The pedal block is sturdy, 
but the pedals are too steep 
[though this may. if we're being 
charitable, replicate the design of 
F1 cars). Basically, it does the job, 
not spectacularly well. -*■** 

2. Air Racer Wheel 3. Stealth Playcentre 

■ Price: £49.99 

■ Available from: SC&T o 

01705 200700 

■ A free floating wheel, would 
you believe? Call us old-fashioned, 
but we prefer to play in gaming's 
equivalent of the missionary 
position - sitting square-on, facing 
the screen - and it's in such repose 
that this shows its true colours. 

First, any wheel without auto- 
centring is always going to be 
tricky to control. Piss about with 
something that moves in three 
dimensions, but only recognises 
two, and you're sure to run into 
trouble, not to mention walls and 
unsuspecting pedestrians. The Air 
Racer is a non-starter, * 

■ Price: £59.99 including P&P 

■ Available from: The Furniture 
Factory on 0870 602 4000 

■ The Stealth Playcentre is, on 
first investigation, very heavy. 
Retrieved from a nearby office, 
where it was being utihsoc to 
accommodate a pot plant, we 
put it to its true purpose - telly 
on top, PlayStation on the shelf, 
games up the side, feet placed 
(comfortably) on special raised 
platforms ar 


TV stand, but at least it leaves 
your telly at the perfect height 
for you to sit on the floor and 
slob out big time, *** 

4. Maquadian 
Console Tidier 

■ Price: £19.99 

■ Available from: Cotswold 
Exports on 01242 253516 

■ Quite a good idea in theory - 
a bright yellow metal washing up 
rack to keep your PlayStation (and, 
unofficially, N64) in. The console 
sits in the middle of the rack and 
you can wrap your controller leads 
around the handles to keep them 
out of the way. It does the job - 
such as it is - and it does stop you 
covering the living room floor in 
cable spaghetti, but come on, it's 
far too expensive. ** 

5. ASCII 360° Sphere 

■ Price: £49.99 

■ Available from: ASCII on 

01923 202097 

■ Though ASCII's new model may 
look odd, it does at least make a 
fair stab at breaking fresh ground 
for PlayStation controllers. 

It can be hard to use a joypad 
to control 3D games - particularly 
flight sims - but ASCII's ball design 
is intended to make the full 360° 
as easy as pie. Sadly, since flight 
sims don't really translate to the 
PSX, there are few games that 
suit the Sphere. ASCII suggests 
games like 3D shooter Descent can 
be played more smoothly with it, 
but ought to give more reasons 


1 52 ; Arcade I December I 1 9 

6. PlayStation 
Movie Card 

■ Price: £70 plus P&P 

■ Available from: Digital City o 
0181 491 6349 


right? i 

ages ago some people stuck films 

on CD for the now defunct Philip; 
3D0 and CD i machines. Films no 
longer appear in the Video CD 
format in the UK, but in countries 
like Taiwan and Hong Kong, VCDs 
are extremely cheap (as little as 
60 p from local, but bizarrely legal, 
markets) and very popular. 

The PlayStation Movie Card 
plugs into the back of your PSX 
and enables you watch films in 

this VCD format - the discs are 

available by mail order for around 
a tenner. The main advantage is 
that many import films actually 
arrive in this format before their 
UK cinema release. We were able 
to watch the X-Files film (and 
didn't enjoy it one bit, though 
that's nowt to do with the Movie 
Card). The sound quality of VCD 
films is excellent (Dolby stereo) 
and the picture, apart from the 
odd sticking frame, is not too far 
behind regular VHS video. 

Incidentally, don't confuse VCD 
with DVD (Digital Versatile Disc); 
DVD offers much more advanced 
performance in a different format. 
Also, if you own a white imported 
PlayStation, then you don't need a 
Movie Card, since you already have 
the necessary gadgetry. * * * 

7. Quickshot Gen X 

■ Price: £24.99 

■ Available from: Quickshot oi 
0181 365 1993 

■ It looks black, but according to 
the box, GenX is a "cool, dark, 
metallic blue". The base is large, 

flat and study, and you feel safe in 
yanking the shaft back as hard as 
you like to recover from a stall 
turn in Flight Unlimited 2. It's also 
good to know that you can frag 
with the best in Quake without 
the thing flying off the desk. The 
Ouickshot includes the important 
multi-view HAT switch (a separate 
little joystick at the top], and the 
shaft rotates too. A cheap and 
sturdy PC-only joystick. **■** 

8. Formula Sprint 

■ Price: £34.99 (with 

International Rally Championship) 

■ Available from: Thrustmaster 
on 01276 6099S5 

■ Sometimes you wonder why 
anyone ever spends a hundred 
quid or more on a PC steering 
wheel. Think about how many 
goes you could have on the 
dodgems for that kind of cash. 
Plus, at home you don't get to 
"impress" girls, eat candy floss or 
give your mates whiplash. That's 
where the cheapish Formula 
5cint co."".es in. It works fine, 

enables you to n' iy ,:ll ycir "'iviry 
games to a pretty good standard, 
yet leaves enough money for his 
'|V hers candyfloss and a couple of 


nly, the For 
moves smoothly, bi 
enough not to forci 
automobile into a 180° spin at the 
slightest push. The pedal board 
is equally solid and, indeed, the 
whole deal looks like it has been 
designed to take a battering. 
Thrustmaster is obviously well in 
touch with its gaming audience, 
right down to the provision of 
some of the most straightforward 
installation instructions we've ever 
seen. Great stuff. +*** 

Films & Video 


The Mask Of 

■ Director: Martin Campbell 

■ Starring: Anthony Hopkins, Antonio 
Banderas, Catherine Zeta Jones 

■ UK release: 11 December 

Pig-budget revamp of the ancient TV 
show about 19th Century vigilante Don 
Diego De La Vega - aka Zorro, the olde 
Los Angeles answer to Robin Hood. 

Make no mistake, folks, The Mask Of 
Zorro - a lavish, beautifully-crafted, 
incredibly enjoyable action/adventure 
full of the kind of stylish swordplay 
that went out of favour with Errol 
Flynn - is the finest blockbuster of the 
year. It walks all over the likes of Godzilla and 
Armageddon - and without any CGI in sight 

Back in the late '50s, when Guy Williams 
starred in the biack-and-white Zorro TV show, 
our hero was the slacker son of a California 
landowner, a wimpish fop who turned, Clark 
Kent-like, into a superhuman defender of the 
oppressed when trouble threatened. It's a 
classic story - part Batman, part Robin Hood - 

- and Go/denfye-helmer Martin Campbell has 
been smart enough to update it in details but 
not in spirit. The swish new '98 model has Brit 
thesp Anthony Hopkins as the aging masked 
avenger who, when his wife is murdered and 
daughter kidnapped by evil Spanish governor 
Stuart Wilson, trains bandit drifter Antonio 
Banderas as his do-gooder replacement. The 
Zorro team then battle Wilson, rescue Hopkins 
junior (now grown into Catherine Zeta Jones), 
and generally raise merry hell. As Campbell 
insists, this is, "not the traditional story with 
Zorro as a nobleman's son. It has more to do 
with a Merlin/King Arthur relationship, where 
Zorro trains a young man to be his successor." 
But it's not so much the story as the fast- 
paced style of the film that counts. The Mask 
Of Zorro is that rare thing - a big-budget 
"event" picture that doesn't simply rely on 
a series of explosive set-pieces to pump it 
mindlessly along. Sure, it's packed with action 
(chiefly swordfights and old-fashioned horse 
stunts), but it's the character bits, played by 
a fantastic international cast, that you 
remember. Zorro is epic, loud, passionate, 
genuinely funny, largely free of cheesy cliche 
and immensely enjoyable from start to finish. 
The best action/adventure film of 1998? 
Absolutely. ***** 

Out Of Sight 

I Directo 1 ": Steven 

■ Starring: George Clooney, 
Jennifer Lopez 

■ UK release: 27 November 

■ Another adaptation of an 
Elmore Leonard crime novel 
(we've already had Get Short/, 
Touch, TV's Maximum Bob and 
Tarantino's Jackie Brown in recent 
yearsi, Out of Sight mixes cool, 
likeable characters, great snappy 
dialogue, the occasional tense set- 
piece and slightly surreal comedy 
in typical Leonard fashion. This 
time out events revolve around 
the sexual tension between ER 
heartthrob George Clooney'sjail 
escapee and hot Federal Marshal 
Jennifer Lopez: he takes her 
hostage, banters with her, frees 
her. and and she goes after him, 
so beginning a cat-and-mouse 
chase bound to end with him in 
her jail, her bed, or both. 

Out of Sight is a character 
piece really, relying on an excellent 
script and brilliant acting rather 
than overblown set-pieces. It's 
well-served by its actors - George 
is suitably charismatic (there's no 
trace of smarmy Doc Ross here) 
and Jen decidedly sexy - while 
director Steven Soderbergh has 
fun with the madly weaving plot. 
Even the tiniest supporting role is 
memorable (we have the likes of 

Verhoeven - acknowledged 
god of bloody, flashy, over-the- 
top action and moral ambiguity. 
■ It would star Bjork as Ling 
Xiaoyu, Uma Thurman as Anna, 
a rediscovered Dolph Lundgren 

as King, David Beckham as the 

petulant Hwoarang, the suitably 
wooden Keanu Reeves as 
Mokujin and that Ray from the 
'Reef Radio" Bacardi ads as Eddy 


laugh. Fi 


Wulong, Jackie Chan, would fall 
>ut with the dark Verhoeven 

vhen the director refuses to film 
i slapstick, cross-dressing ^^ 

154 I Arcade . December I 1 998 

Ving Rhames and Dennis Farina in 
the little parts), making this one 
movie I challenge you to watch 
without a wry smile curling on 
your lips. Even if you've read the 
book, it'll still surprise. The movie 
has a new ending, and it's much, 
much better. ***** 


■ Director; Stephen 
Nor ring ton ■ Starring: 
Wesley Snipes, Stephen 
Dorff ■ UK release: out now 

■ Inspired by the recently 
revamped 70s Marvel comic- 
book hero, Wesley Snipes pulls on 
the leather boots of vampire- 
hunter Blade - a half -human, half- 
bloodsucking vigilante originally 
intended as an enemy for Dracula. 
but now pressed into service as a 
general vamp-killer in constant 
battle with his own dark side. The 
plot is wispy but works as a hook 
on which to hang assorted action 
sequences and moody Batman/ 
The Crow-style visuals. Bad boy 
this time round is nasty neck-biter 
Stephen Dorff, a mean-spirited 
type out to revive the ancient 
Blood God and take over the 
world. The whole thing is played 
strictly for fun - like a kind of 
joke-free Ghostbusters - and 

is dominated by an energetic 
wham-bam mix of brawls, bangs 
and spectacular sfx. 

Sounds cheesy and a bit crap? 
Well, it is - kinda. But go to it in 
the right frame of mind, and you'll 
have to admit that Snipes - who 
also produced and choreographed 
the Mortal Kombat-siy\e action 
sequences - has done a pretty 
stylish job, considering. *** 


■ Director: John Dahl 

■ Starring: Matt Damon, 
Edward Norton 

■ UK release: 20 November 

■ Fresh-faced Good Will Hunting 
star Matt Damon is everywhere at 
the moment, and while many of 
his choices have been good ones 
having Private Ryan, say) he's 
been due a clunker. And this is it 

Rounders is a "quirky drama" 
that revolves around the dimly-lit 
world of hardcore poker players. 
Damon plays a reformed card- 
sharp who thinks his gambling 
years are behind him. He's got a 
good life, a pretty girlfriend - and 
an ex-jailbird best friend, Edward 

Norton, who has a $25,000 debt 
hanging over his head. In a bid to 
help his pal, Damon promises to 
partner Eddie in a series of big- 
money poker games, an idea that 
might have worked, if Ed hadn't 
rurned out to be a conniving git.. 

Rounders has a pretty good 
cast (John Malkovicn, GoldenEye's 
Famke Janssen and Space. 1999 
hero Martin Landau are also here) 
and Red Rock West-helmer John 
Dahl is always interesting, but the 
whole film is let down terribly by 
a series of confusing, boring 
poker games. It tries desperately 
hard to convey the addictive, high- 
risk, you-could-lose-everything 
nature of high-stakes gambling, 
but inconsistent plotting and 
characters you swiftly realise you 
couldn't give a monkeys about 
soon reduce it to an jargon- 
infested bore. By the time John 
Malkovich's hilariously-accented 
Russian has strangled the final 
reel, stripping away the tension of 
the win-or-have-your-legs-broken 
finale, you'll be wondering why 
you bothered. So don't * 

Ron in 

■ Director: John 

Frankenheimer ■ Starring; 
Robert De Niro, Natasha 
McElhonc, Jean Reno, 
Jonathan Pryee, Sean Bean 
UK release: 20 November 

Coming on like some middle- 
aged Mission: Impossible, this $35 
million heavyweight action thriller 
tells the story of a international 
gang of ex-Cold War spies who're 
persuaded to take one last covert 
op. Their job: recover a briefcase 
from an unknown group of men, 
for an unidentified employer. Our 
freelance ex-agents answer to 
no-one - like the ronin (masterless 
samurai) of ancient Japan - but 
still retain all of their special forces 
skills. Cue violence and destruction 
on an epic scale.. 

Ronin is certainly classier than 
most action films. Made by John 
Frankenheimer (career high: The 
Manchurian Candidate; career low: 
The Island Of Dr Moreau) and 
boasting a top-notch cast, this 
should have been a thoughtful, 
action-packed thriller of Heat 
proportions. But it ain't Instead, 
Ronin's over-complicated plot is 
a rush of killings, backstabbings, 
betrayed friendships and quite 
unforseeable twists that goes 
nowhere. There's a bad-taste take 
on the Diana car crash too. * * * 

best episode here, but there's 

morality is almost his downfall, 
while Kevin Spacey is faultless 
as the local celebrity cop, and 

i^k :vv ^^V 

mkd T? 

L _ ^v 


^Sr^B, no trj he sniffed at in the 
others instalments, which 
include Homer managing a 

Russell Crowe does well as 
Pearce's partner, reluctant to 

know the devastating truth 

^*\,~ ^M 

country it '.'western singer, 

about his beloved force. Even 

Marge visiting Rancho Relaxo 

Kim Bassinger is superb. 

and the one where I inner 
grows l-.'.ir. 1'" an added fe.ii. 


I M 

BP*^, B^'' 

Ear: a-id Lisa do a version of 
■Shaft" too. 

TV Quizmaster; "The 

The Very Best of 
Father Ted 

^ ^T 

capital of North Dakota is ,:fj-' r wn:h Gt-"iii:in 
leader?" Homer: "Hitler!" 

■ VCI 

As a great collection of some 
of the best situation comedy 

Boogie Nights 

lurid .nterio's are gloriously 

sort of movies, but portrayed 


ever performed, this video 

■ Entertainment In Vide 

stands as a perfect testament 

■ Probably We best film ever 

surprisingly subtle, even in its 

agg.-essor. Si 1!. the giant bugs 

to the late Dermot Morgan. 

extravagance * * * * 

they fight aren't much better. 

LA Confidential 

Fathers Ted, Jack and Dougal 

Wights is more than a kitsch 

(I must however point out tlv.t 

■ MGM 

take an late 70s disco/porn it 
firsi appears. Mark Wahlberg 

Starship Troopers 

ihe :esi oi the •vcfliic rein 
love this film. Go figure.) ** 

■ Shame on you if you didn't 

but the masterstroke of writers 

Eddy - aka "Dirk Diggler" - a 

■ Touchstone 

is v; (hour do.ibi the de-.eres;. 

contain them in the surreal 

prodigiously endowed crash 'n 

■ Hollywood irony can be a 

The Simpsons: 

most <;ylish crime thriller of 

environment of Craggy Island. 

burn porn star vv'"i:e -iu'i 

tiresome thing, but 5rj<vi.p 

recent years, and the power of 

Included here ate Ihe 

Reynolds is superb as his 

Jroopersis more i<r lathy ;j'-sr, 

Last Temptation 

its assault - both on heart and 

episodes Where Ted resorts to 

mentor. Inevitably, the film's 

to-" Th •, be ng a Verhoeven 

of Homer 

mind - is diminished little on 

skulduggery in an effort to 

opening glamorous pool-side 

effort, the wafer- thin plot is 

win the All -Priests Lookaiikes 

parties soon give way to drug 

largely an excuse for huge 

James Ellroy novel, and sei r 

Contest, the Speed parody in 

dependency, violence and 

space FX. sourtmg alien entrails 

1950s LA, the film is a multi- 

which Dougal must keep his 

depravity as Dirk. Jack and 

and lots of shouting it's u"dea 

- like this one - it leans heavily 

layered exploration of poke 

milk float running at over 

assorted hangers-on rapidly 

suruoliur-, Guy Pearcelei- 

tmph and, naturally, the entry 

find themselves men out of 

thL 1 bLind h.:i'Mr-s, tr-sciic cinnlly 

Simpson Esq. The one where 

Neighbours) is the young 

of "My Lovely Horse" in A Song 

time The ridiculous attire and 

bastions of goodness n thirst? 

Homer eats poisoned blowfish 

detective whose unerring 

For Europe. * * * * * 



d populated by yuppies in 
bad jackets. Eventually, he finds it 
in the form of Drew Barrymore, 
who puts her little-girl smile to 
full (and ultimately nauseating) 
use. Still, the plot is clever and 

first appears, and Billy Idol makes 
a priceless cameo. *** 

Scream 2 

■ Buena Vista 

■ The sequel to Wes Craven's 
excellent post modern slasher 
movie. Scream 2 relies again on 
flicking between several levels of 
reality, attempting to incorporate 
the whole idea of "the sequel" 
into its smart self -parody. As the 
characters themselves agree, the 
bodycount just has to be higher 

Unfortunately, however, the 

side is gone - this is perhaps too 
clever-clever and self-referential. 
The cast of bright young things 
look suitably terrified and sexy, 
but it's difficult to care very 
much when you see them slowly 
picked off. As for the ending, it 
seems that Craven is striving so 
hard for an unpredictable finale 
that the surprise is actually no 
surprise at all. Merely satirising 
the fact that it's a sequel doesn't 
save Scream 2 from the near- 
inevitable. Yes, it's not as good as 
the original. * * + 

City Of Angels 

■ Warners 

■ Not having seen Wings Of 

maybe I'm missing something, 
but City Of Angels is tedium in a 
box. Okay, the cinematography is 
excellent capturing a hazy and 
serene atmosphere, but if only 
the plot held as much appeal. 

Nicolas Cage plays an angel 
who falls for brain surgeon Meg 
Ryan and then has to consider 
the nature of his immortality. But 
that's about it which makes for 
endless shots of Cage wearing 
his hangdog fate and looking 
like he's suffering from a slow 
puncture. Meg Ryan puts in 

about as much spark between 
the characters as two wet sticks. 
And if you. for some reason, find 
yourself liking it ptease switch 
off before the botched ending. 
which strives for noble tragedy 
bit is, in fact, laughable. * * 

December 1 1998 1 Arcade 1 155 

Books & Music 

Everybody Dies King Rat 


fRe:play: Ultimate 
Games Graphics 

Liz Fa be r/ State Design 

I Price: £19.95 

I Publisher: Laurence King 

1 ISBM 1-85669-140-3 

Considering the size and speed-of- 
growth of the games industry, it's 
surprising so few books have been 
written about it, decent or not. 
That being the case, something as 
glossy and professional-looking as 
Re:play would make a welcome addition 
even if it read terribly - at least the piccies 
would still look nice. 

Thankfully, however, it's better than 
that Sure, the text is cursory (a general 
introduction, a page each on the different 
genres, and short interviews with the likes 
of Quake's John Romero, Myst/Riven 
creators Robyn and Rand Miller, and Lara's 
"dad", Toby Gard), but what's here is fine. 
It's written from a UK perspective (well, 
kinds - Sega's Mega Drive is referred to as 
Genesis, and important machines like the 
Amiga don't even warrant a mention), 
but it covers all the bases and makes some 
important points. And anyway, words 
aren't what Replay is all about. Instead, 
it's a glossy showcase for some of the 
best game graphics from the last quarter 
century, from Pong - which gets an entire 
double page spread! - to the likes of 
Virtua Fighter and Final Fantasy VII. 

A few things swifty become clear. 
Once frozen, removed from the game 
and blown up large, many screenshots 
begin to demand contemplation as works 

of art. ffe.p/ay's minimalist presentation 
enables graphics to tell their own story - 
there's powerful imagery at work here, 
from the simple, immediately recognisable 
shapes of a Pac-man or Space Invaders 
to glorious (if over-familiar) renders from 
Tekken 3. At the most basic level, this is a 
collection of good-iooking pictures which 
you'll enjoy having hang around your 
coffee table - and well-selected enough 
to provoke weepy nostalgia in anyone 
who remembers the likes of Batttezone 
or Pole Position first time round. 

As a major part of pop culture, gaming 
has so few defining volumes that Re:play 
will probably get more attention than it 
deserves. Still, it'll make a fantastic Xmas 
present. The only real downer 1 can see is 
if you own more than three game mags, 
you'll have seen most of these pictures 
before, albeit not presented in quite such 
a glam way. *■*■** Sam Richards 

I Autho': Lawrence Block 
I Price: £16.99 

I Publisher: Orion 

I ISBN: 0-75280-213-5 

j ■ In an unusual turn 
of events, the dame 
wasn't trouble. Nor 
was it a hot sultry 
summer night. Apart 
from these minor 
points, however, Everybody Dies is 
as formulaic a detective thriller as 
you could wish to find; a mix of 
ex-cops turned private eyes, call- 
girls made good, and small-time 
Hell's Kitchen gangsters with a 
penchant for getting capped. 

This is the 14th in Lawrence 
Block's series of Matt Scudder 
novels, narrated by a jaded PI hero 
who is, naturally enough, ex-New 
"fork PD and ex-alchoholic in 
roughly equal measure. Thus time 
round Matt makes the mistake of 
doing a favour for pal Mick Ballou, 
and soon the bullets are flying. 

Block's style is standard hard- 
boiled stuff - "She was standing 
beside the bed, wearing perfume 

:ha! c: 

of timeless fantasy world, which 
works fine once you're used to it. 
Certainly, it doesn't prevent the 
last moments of Scudder's fight 
for life from being unexpectedly 
gripping. Everybody Dies is not a 
taxing read, but for its engaging 
characters is well worth an 
evening of your life. *** 

Emma Parkinson 

An Arm and 
Four Legs 

■ Author: Stan Hey 

■ Price: £15 

■ Publisher: Yellow Jersey 

■ ISBM: 0-224-05237-3 

i ; ; ■ This is a book born 
»— «™* of obsession. Subtitled 
*.* *. "A Journey Into Race- 
* It * horse Ownership", it 
i'i'i acknowledges that 
childhood sporting 
dreams are best left as exactly 
that - but then goes on to detail 
how our hero, the author, got 
involved in one anyway. The first 
few chapters are a meticulous 
listing of the myriad disadvantages 
of actually getting involved in 
geegee ownership - the initial 
outlay, the endless peripheral 
costs, the meagre prize money 
and overwhelming odds in favour 
of your buying a nag that never 
wins anything. But then he goes 
on to write a whopping cheque 
to the Tally-Ho Partnership for a 
share in two jump horses anyway. 

The subsequent litany of 
failure is almost inevitable, but Hey 
doesn't give up, and is eventually 
rewarded with a partnership with 
trainer Nigei Smith, one of many 
eccentric personalities he meets 
on his journeys around British 
racecourses. As an insight into the 
racing community, and a look at 
sporting obsession, it's enthralling 
stuff. * * * Sam Richards 

■ China Mieville 

■ Price: £9.99 

■ Publisher Macmillan 

■ ISBN: 0333738810 

^^^ ■ A young, shaven- 
!^? headed intellectual 

BH| writes his debut novel 
jp about the city's seedy 

*^^™ pumping drum 'n' 
bass soundtrack - predictable 
enough. But you'd be pretty 
hard pressed to forsee Mieville 
swinging wildly into the world of 
fantasy, ignoring the more prosaic 
charms of drugs, sex and petty 
crime in favour of shady mutant 
rodents - the "King Rat" of the 
title - battling an evil Pied Piper 
for control of London's sewers. 

Our hero, Saul Garamond, gets 
caught up in the struggle when 
he's arrested for the killing of his 
father, then rescued from the cells 
by King Rat himself, who turns 
out to be Saul's uncle, making our 
boy a man/rodent hybrid, capable 
of resisting the Piper's lure. 

It's all pretty ludicrous, but 
you've got to admire the amount 
of commitment Mieville brings to 
such unlikely goings on. Less 
successful, however, are laboured 
references to London's club scene, 
and the generally uninspiring 
prose. An uncomfortable mix of 
bleak 'n' filthy real-life and wild 
flights of fantasy, you're going to 
need a wide gullet to swallow it 
* * Sam Richards 

the Millennium 

■ Author: Stephen Jay Gould 

■ Price: TBA 

■ Pub! sher Vintage 

■ ISBN: 0787116459 


You've probably 
noticed that there's 
date of supposed 
importance rapidly 
approaching. The 
publishing industry 
certainly has, with Stephen Jay 
Gould's latest merely adding to 
the build-up of unnecessary 
millennium fever Still, at least he 
refrains from making prophecies, 
instead looking to the reasons 
why we invest such an arbitrary 
human creation as a mere date 
with such importance. 

Tackling both the concept of 
the apocalypse throughout history 
and our attempts to reconcile 
numerical logic with the stubborn 
indivisibility of the Earth's natural 
cycles, Gould roams between the 
scholarly disciplines with style. 
His writing is highly approachable 
and, although occasionally smug, 
avoids soulless objectivity. 

if you're still puzzled by the 
idea of a flexible Easter, wonder if 
we really did "lose" 11 days in 1752 
and want to know if there's any 
basis for our obsession with 
round numbers, read this - and 
before 31 December 1999. 
***** Sam Richards 




■ Creator: Frank Miller 

■ Punlijhpr Dark Horse 

■ Trust Frank Miler :i ycu 

:..-. tlv, i-juv i' ■■ 
ri..M-h::y b„t sarneti? 

piin. : (.uar. Ba'.'iwi. 7 r;e (.)*:< 
ijn.y'v Keiums - in which 
septuagenarian mi I .-nn rp 
Bruce Wayne came out of 

Greece fram the might of 
300.000 invading Persians, 
and thus kept safr.'. ii Mi fcr 
has it, "the world's one hope 
for reason and justice". 

It's stirring, powerful 
i*..f n >:ir.g elements of 
the Alamo and Rcirk'A L";r I- 

incompreher'i: !:.■■.- ;:. .:■■.:■ 
mindset - imacir-e a ctv 
state where the srsil on" 
weak ate killed at birth, and 
■:.■:<■- i- T i-".ii-dsr trained 
standards from childht 



wnaged to sell cn-tvcp the- 

ojrert iive-p-artssreiJi'"." 
soon lo be ccnp.l?d n:r. .1 
graphic novel - he looks 

ye', wider audience. This is, 

after all, a historical story - 
the tale of 300 Spartan 
warriors who, in the year 

480 BC defended ancient 

they're pure comics. And all 
drawn in a mutated \v". on 
of the masculine, lieavy-on- 
the-blacks style taniiia 1 from 

"or e:". .More rhan anything 
ircpt-ATjs (the Penguin- 
published version of the 
Holocaust, 1 

': 'A'iC. 

I Edited by Sam Richards 

Various Artists 

Free The Funk Volume 3 

■ Company: R&S 

I It's not 

I made dear 
I quite who 

m prisoned the 
J funk in the first 
! place, but if this 
& compilation is 
an/thing to go by, the funk has 
sneaked out of its cell, released 
the other convicts and trashed the 
jailhouse for good measure. Free 
The Funk is on a quest to distract, 
astound, amuse and annoy, as its 
admirably odd track selection 
testifies. Pitch the minimalist soul 
of Nicolette and Karmine Kendra 
next to Add N To X's Moog 
terrorism and The Bullitnuts' kinky 
afros, Then find the eminently 
sensible Howie B surfing through 
a lunatic medley entitled "My 
Speedboat Is Faster Than Yours". 
The Belgians responsible for 
this collection claim they're all 
floor-fillers from their Brussels 
club night. It's almost worth a trip 
across the Channel to gawp at the 
chaos. ***■* SamRichards 

Super Furry 

Out Spaced 

■ Company: Creation 


■ "ret another 
compilation: my 

finely attuned 

a way, it's a shame that one of 
our most inventive pop groups, 
noted for pink tanks, 60-foot 

inflatable pandas and articulate 
views on Welsh devolution, 
ha 5 succumbed to that tedious 
manifestation of '90s rock culture, 
the B -Sides And Rarities Album. 
Then again, not many pop groups 
can claim as a rarity one of the 
funniest, smartest, most powerful 
tunes of the decade in "The Man 
Don't Give A Fuck". A Steely Dan 
sample and 50 examples of the 
classic shock word in three 
minutes - beat that. Ice Cube. 

Out Spaced follows the same 
path from filthy glam stomps to 
rural melancholia, via acid blasts 
and cartoon theme tunes; just like 
SFA's two proper albums, but 
without the cohesion. Pedants 
might point to the omission of 
gems like "Lazy Life" in favour of 
the inconsequential "Fix Idris" and 
"Carry The Can", but overall, good 
stuff. *** SamRichards 


The Master plan 
■ Company: Creation 

■ No matter 
what your 

musical gods or 
talentless louts, 
however much 
you know 
their songs, whether you can hum 
"Stay 'Young" or know that "Talk 
Tonight" goes Em7 A7sus4. O. G, 
A7sus4, Cadd9, however much 
you disagree with Noel Gallagher's 
decision not to let the Wombles 
call their new album What's The 
Story (Tobermory), an Oasis b- 
sides album is still a significant 
release. Many a fan will argue that 
the band's finest moments occur 
or^the reverse side of the vinyl, 
allowing Noel to croon away on 

such happy buskers as "Half a 
World Away" and Liam to stretch 
his vocals on 'Acquiesce". They've 
all been heard before, of course. 
but the songs sit comfortably 
together and alternate between 
the loud ones ("Listen Up" and 
"(It's Good) To Be Free"), the quiet 
ones ("Going Nowhere" and 
"Rockin 1 Chair"!, the classic ("I am 
the Walrus"), the pure genius 
("Listen Up") and the inevitable 
crap ("The Swamp Song"). This is 
as much as a proper album as a 
collection, and not a Womble in 
sight. *■*** RichPelley 

Ice Cube 

War and Peace Volume One: 

The War Disc 

■ Company: Virgin 

albums, and 
causing merry 
hell at HMV when staff try to 
squeeze the title on to a section 
divider, comes the first solo work 
from Ice Cube in nearly five years. 

Name checking Tolstoy and 
with Volume Two: The Peace Disc 
already in the can, it's clear the 
man isn't messing around. Vitally, 
there's none of the mellowing off 
that could have been predicted 
from recent lame film work. 
Volume One is a visceral return to 
the shouty ghetto reportage that 
made his name, with a sound that 
cleverly takes in both former NWA 
cohort Dr Dre-style g-funk and 
the horror film freakiness of the 
Wu-Tang Clan. Cube remains one 
of rap's most compulsive vocalists. 
*** Robin Alway 

aranED siuff raw iw hug of post modem an 

i Beck 


Company: Geffen 

Iast time we saw him, Beck was leaping about a 
festival stage in cowboy hat and purple slacks, human 
beatboxing through a harmonica. But his new album, 
Mutations, finds him in very different mood - sedate, 
deferent, even sensible. This means no more obtuse 
references to mayonnaise and "pocket line-dancing 
satans", replaced instead by a poetical weariness. It may be 
muted, but these are amongst his best lyrics to date. 

if you're familiar with Beck's early lo-f i country efforts 
on albums such as One Foot in the Grave, you should 
recognise the trains of thought at work here, if not this 
album's songwriting conventionality. Mutations is normal 
and revels in the fact. Musically, homage is paid to Woody 
Guthrie and John Lennon, and future single "Tropicalia" 
cheekily recalls Georgie Fame's "Yeah Yeah". The downside 
of all this reverence is that, with worrying irony, Beck 
occasionally sounds like new stars, Gomez. 

It's when Beck performs tricks that no-one else can 
fathom that he truly excels. "Static" begins as a gorgeous 
existential lament, before becoming a fuzzrock boot- 
shaker, floating away on portentous organ chords. In the 
man's own words, this may be a "parenthetical" album, 
but even Beck's tossed-off in-betweeners contain 
greatness. **** SamRichards 



Stuff rock 1 

i' the Ar 




\ office this months 


Frantic ludicn 

us and with 

The Pasteli 

Never off the office CD. 

a commendflbly tenuous 

■ llluminati (Domino) 

grasp of what makes a 

really good football tune. 


people indeed, including 

■ "Angus MeetiJimi" 

undeniably good. 

Kid Loco (mellifluous). My 

Bloody Valentine (bloody 

Purrtr, Puwd And BruiKd) 

marvellous) and Stereolab 

■ -PaidlnFull- 

Cokkut Remix" 

of guitars. Everyone wins. 

■ Streetwise INCH) 

A mammoth compilation 

resurrected once more just 

■ 'Kick Off" 

"rbuth 2000 charity, which 

does a pretty good job of 

a journey into sound. 

December 1 1998 Arcade 1 1 57 

• • 


AHead *** 
Firewood .. 

Saturn **** 

■ Price: £35 each 

■ Available from: branches of John Lewis and 
Argos, or Really Useful Games on 0171 534 0600 

You've eaten the food, you've drunk the wine and 
you've exchanged repartee. So now, the only way 
to round off that impressive dinner party is to dig 
out the parlour games and, let's face it, a dog- 
eared copy of Monopoly is just not going to cut 
the mustard. Step forward Really Useful and its 
new range of sleek puzzle games. 

This lot are marketed, a little disingenuously, as 
Krypton Factor-style puzzles, though really games like 
Downfall and Ker-Plunk are obvious inspirations. This 
level of difficulty works, though, since it's unlikely that 
you'd want to tackle an intense logic problem with a 
head-full of Cabernet Sauvignon '96. The games are all 
competitive, but, cleverly, the difficulty of each specific 
contest depends as much on the (drunken) calibre of 
your opponent as on any intrinsic hardness. 

The most original of the three is Saturn. The central 
concept involves gambling with weights on a peculiar 
series of interdependently balanced rings. It's probably 
a cinch for physics graduates, but if you are rather less 
acquainted with the intricacies of Newton's laws, a 
tense and hard-fought mental battle should ensue. 

AHead relies more on luck, as you attempt to create 
blocks of matching colour on your side of a hole in a 
wooden head, while interfering with your opponent's 
pursuit of the same goal. Unfortunately, a too-complex 
scoring system has been added to thing, obviously with 
the intention of providing more depth to the gameplay. 
It does that alright, but it also means that adding up the 
final tally can prove more taxing than the game itself. 
At first glance, Firewood seems impossible, but the 
ingenious design ought to see it rival Jenga in the try-to- 
toppling-the-whole-lot genre. In Firewood, gravity is 
your tool, so use it wisely. 

As a trio they're all a little bit Gait for our liking (we 
can't help feel that parlour games should have boards 
and fiddly plastic pieces), but everyone who enters our 
office immediately gravitates to AHead, wondering 
what on Earth it is. Proof that real 3D gaming ^ 
still has appeal, and looks better than a CD when Wf ' 
you stick it on your mantelpiece. Sam Richards 

Fill MY 

Sports Feel 

■ Product: Sports Feel Golf 

■ Manufacturer: Tiger 
Electronics ■ Price: £19.99 

■ Release date: on sale now 

■ Available from: John Lewis 
and most toy stores or call 
01423 501151 

■ Believe it when people 
tell you virtual reality is the 
future. You can now play a 
physically strenuous round 
of golf without leaving 
your house and for less than I 
20 quid. Step forward Sports 
Feel Golf, the latest in a 
bizarre string of handheld 
electronic games to combin 

n with a physical 
simulation of sport 

Essentially, it's console g 
on a machine which e 
a golf dub. You select a 
dub and direct your 

ball, and your shot's power is 
determined by the traditional 
on-screen swingometer. 
However (and here's the clever 
bit), you must coincide your 
release of the swingometer 
with a physical swing of the 
club in order to move the ball. 
The handle of the Sports 
Feel Golf is only 20cm long, so 
the recommendation to 
swing as if it were a real 
club seems impossible. 
It's far more comfortable 
to swing the thing like a 
cudgel and this is no less 
effective, though to the 
untrained eye this may 
look like more like virtual 
GBH than virtual golf. 

Ultimately, the game 
is pretty limited; we were 
;oon flouncing round in 
seven under par, trying to 
ignore the first twinges of 
cudgel elbow. Hilarious to 
begin with, but you soon 
hit a steep boredom 
:urve, and it's expensive 
compared with the cost of 
toy for your Game 
- + 5am Richards 

Nintendo 64 

■ AM/FM Bike Light Radio 

■ Available from: toy stores, 
or Planet Distribution on 
01992 707407 

■ If you want to proclaim your 
devotion to the home of Mario 
and Banjo-Kazooie wherever you 
go, this Nintendo-badged tack 
may appeal. The bike light with 
built-in radio and stop-watch is, if 
you ask us, a pointless idea - you 
can't hear the radio as you ride. 
The camera features an extremely 
large view finder, meaning that 
although you see loads through 
the eye piece, you'll probably 
accidentally cut everybody's head 
off in your pictures. Tragically, the 
film jammed when we gave it a 
first go, but on our second try 
everything went smoothly. The 
developed results weren't much 
better than a disposable camera, 
but then it only costs about £2 
more so you can't really complain 

Ml TVs 


You're a go-getter, always on the move: you're here, you're there, with a finger on the 
pulse and an eye on the main chance. Thing is, you keep missing The Bill, what you need 
to improve the quality of your life, says Russell Deeks, is one of these miniature tellies. 

JY-10 LCD colour TV 

■ The JY-10 is the unfort unate result of what was obviously 
an attempt to design by committee. "Lei's make it blue." 
"No! Let's make it ye'luvv." "-la! _et': -ukc- it purple." "Tell 
you what, let's make it bright ye 1 civ wth blue writhg a--cl a 
strange purple bit at the end." 

fantastic. Unfo-li-relely ■■'-hile ool--i sreri': everything, 
the JY-10 doesn't fare much better on the performance 
front It comes complete with lacklustre so 

that hi 

'S heavy, tea. mi net too n.iny nidrki there, either. 

3,i',i:d,iy j-lvj L-lrj.-l-j revi'. lilt teTplaiio-i to buy this, even 

you have some strange addiction to bright yellow things. * 

158 Arcade | December | 1998 

too much. The cassette player is 
chunky, waterproof and yellow 
(always a bonus), and comes with 
a radio, it's a bit big to carry round 
in your pocket, but the sound 
quality is surprisingly clear, with 
very acceptable bass, it's good 
for the beach, and our pick of 
the trio. RichPelley 

Game Boy Bath 
and Shower 

■ Price: £2.99 

■ Available from; Boots the 

■ Arriving in six colours, the 
Game Boy Bath and Shower Foam 
provides entertainment while you 
soak away your troubles. Of the 
six games available (all of the 

squ i d gy-bu tton-de signed-to-f ire- 
b i ts-of -plastic-th ro ugh- liquid 
variety), our favourite has you 
firing bananas into Donkey Kong 
Junior's barrel. This model scores 
points for the independence of 
the buttons - one fires bananas, 
the other shoots DK Jnr up a tree. 
The shower gel smells nice, too, 
although it did make our hair go a 
bit fluffy. ***** Rich Pelley 


audio player 

NP3 is a new form of digital data 
compression that enables you to 
squeeze sound files into a tenth of the 
space they'd normally occupy, without 
any loss in quality. The significant thing 
about it is that it makes downloading 
music off the Net much quicker than normal - 
a situation the music industry isn't happy with, 
since it's made possible a whole bunch of sites 
offering copyright-breaking MP3s of material 
by established artists. Of course, there are 
plenty of legal MP3s on the Net, too, usually 
by unsigned bands and the like. And here, for 
£399, is the perfect thing to play them on. 

Using it is simplicity itself - just download 
the MP3s to your PC, put the MPMan in its 
supplied docking station and click and drag 

files into its memory. Hey presto, you've got a 
near CD-quality personal stereo that'll play 90 
minutes of your favourite music. The MPMan 
also comes with cables, an AC adaptor and all 
the necessary PC software and, better still, it 
will never skip or jump, because there are no 
moving parts. The fact that it looks dead sexy 
is merely a bonus. ***** RussellDeeks 

■ The MPMan plays 
90 minutes of music, 
will never skip and 
looks cool as you like. 

ST173 LCD colour TV 
and FM/AM radio 

■ -.. i ■:."-, r- Citizen on 01869 
233200 ■ ■ M £170 ■ Release 

is the fir 

to feature here, and the flashier 

the two, with its laptop-like styling. Our 

grumbles are the disappointing size 
of the screen compared to the overall 
dimensions, the variable picture quality 

annoying amounts of flicker! and the 
sound, which is a bit flat On the plus 
side, you get colour and brightness 
controls, and a built-in radio. The radio 
sound is actually rather good, even 
though it's mono only. Of th 

Id pull oi 

of your pocket in the pub and hi 
your males go "Ooh". That's assi 
you're wil'i r :g to fork out £170 ju 
you- fnervjs con'! miss Brookie. 

LCD-3203 LCD colour 
TV and FM radio 

■ Available from: Road star on 
0181 594 5533 ■ Price: £150 

■ Rp ■;::■] :,■:: data: on sale now 

■ There could be a valid argument 
for saying that the LCD-3203 doesn't 
belong here: is it a pocket TV (youti 
have to have a pocket the size of 
Alan Partridge's) or just a very small 
portable? However, it takes batteries 
(although a mains cable is supplied), 
so we'll say the former Its bulk 
means it feels more substantial than 
some of the other models here, it's 
nice and easy to use, and it features 

viewing angle's a tad lin 

the whole, the LCD-32r 
■■jespectable offering, al 
'the priciest here. *** 

Watchman FDL-E22U 
LCD colour TV 

■ Available from: Sony on 01932 
816000 ■ Price: £100 ■ Release 

■ VOu're probably familiar with the 
Sony Watchman brand, and this latest 
model is surely one of the most coo- 
some of the six tellies featured "e-e 
It's matt black, and shaped to be nice 
and easy to hold (if you're the kind of 
person who finds stuff difficult to hold 
on to). It also offers great sound quality, 
but what lets the Watchman down is 
the lack of an external aerial This tragic 
omission will result in you performing 
all kinds of bizarre (and possibly illegal) 

i you attempt to hold the 
the position th:i! givpi 
you the best picture. And, of course, 
the image you finally do get probably 
■.ven't curie up to s-cstc!' iirv/.v^y LJ'ohi 

TV-770 LCD colour TV 

■ Available from: Casio on 0181 450 
9131 ■ Price: £70 ■ Release date: on 

■ This second offering from Casio is 
far superior to the JY-10 (also featured 
on these pages), not least because it 
abandons the garish colour scheme in 
favour of respectable gunmetal grey. It's 
£20 cheaper, too (in fact it's the least 
expensive model here), and it's much 
easier to lug around, which has to be 
one of the prime considerations. 

The picture quality and sound 
aren't the very best on test, but they're 
clear enough, and far from being the 
worst we've seen. At this price, you're 
getting a reasonable-enough little telly 
for your money - just don't expect any 
miracles. Or a brightness control, or any 
other little extras. *u pays your money 
and you takes your choice. * * * * 

ST755 LCD colour TV 

■ Available from: Citizen on 018G9 
23320D ■ Price: £100 ■ Release 

■ They don't come much mare 
compact than this. Measuring just 
79 x 122 x 30mm, the ST755 is the 
smallest of the six models featured 
here, which means it's also the easiest 
to carry around (and the easiest to hide 
in your desk drawer when you need to 
keep an eye on the Test match). What's 
more, it has a socket so you can plug it 
into a VCR (though hiding that in your 
desk might be more problematic) and 
comes in a sleek silver casing. 

The auto tuning's simple to use 
and works well, and the picture s 
excellent In fart, the only quibble we 
have is that it's a bit on the quiet side - 
but while that might be a drawback if 
you watch on the train, it's probably for 
the best in the office. ***** 


Live life 
fast land 

No, we cant cjve you a Jordan, but you can 
win the front room of your dreams 

Iou've got the PlayStation or N64, but 
somehow the rest of the your pad just 
doesn't come up to scratch, Your couch isn't 
comfy, your TV screen's covered in funny 
white flecks, and the volume's so poor you 
can barely hear the explosions in Lylat Wars. If this all 
sounds like a painfully familiar story, what you need is 
the Arcade/Psy gnosis makeover. We can't do anything 
about your flea-infested sofa, but the crap TV blues? 
That's something else entirely. 

First prize 
The complete 
Irving room makeover 

Reinvigorate your drab and tired old lounge with 
these fabulous prizes... 

Now this really is the business. We'll give you a top-quality 28-inch 
Sony widescreen TV, a Dolby Pro-Logic amplifier and the speakers to 
go with it, a Nicam long-play video recorder, a bunch of Formula 1 
season round-up goodies and even some official F1 clobber to wear 
while you're using it all. Then, when you've studied exactly how the 
real-life season panned out using your new book and video, you can 
get ready to relive the whole thing on your PlayStation, running it 
through your fantastic new television. 

Runner up prizes also officially "not bad" 

Ten runners up will each get a copy of the Formula 1 season round- 
up video and the F1 cap as consolation for not winning the "big telly." 

Look at what you can win 

■ Sony 28-inch Nicam 

round-up book. (Every 

stereo widescreen 

corner, every start, 

TV. (It's a damn sight 

every overtaking 

nicer than the one in 

move - pickled in 

the Arcade office. 

aspic, obviously.! 

■ A rather classy 

■ A Sony Dolby 

Formula 1 fleece jacket 

Pro- Logic amplifier 

and Formula 1 cap 

and two speaker; 

(forget replacing your 

(Your games will sound 

dapped-out central 

absolutely fantastic!) 

heating. This clobber 

will keep you warm 

■ Sony Nicam long- 

and stylish while you 

play video recorder. 

play at home). 

(So good it makes 

even South Park 

■ Ten lucky runners 

look like fine art.) 

up will be the proud 

winners of an excellent 

■ A Formula 1 season 

hat and video pack. 

round-up video, a 

Not quite a telly, but 


160 | Arcade j December 1 1 9 




Introducing Fonnula 1 "98 

Psygnosis' updated racer 
"more difficult" than before. 

■ The race tire jit at Su^uka, Japan, is empty. 
The last race of the season is fast fading into 
memory. The 199S Formula 1 Championship is 
d and buried. Or maybe not. Now, with 
gnosis' new PlayStation racer Formula 1 '98 
>u can re-live one of the most exciting seasons in years. 
With you in charge, a rain-blinded Schumacher might miss the back 
of Coulthard's car, blasting past to win the race. With you in charge, 
David might decide "Sod you, Mika." and accelerate on to victory. With 
you in charge, alert officials might fail to prevent a homicidal German 
storming the McLaren pits, with horrifying consequences. With you in 
charge, Damon Hill might even get to win more than one race... 
You see Formula 1 '98, Psygnosis' third official Grand Prix game, 
] puts you in the driving seat. All the teams and all the racetracks of the 

e, along with a host of new features - including 
I gameplay that gets progressively more difficult as the season 
J progresses, super-smart artificially intelligent rival cars and a brand- 

w four-player link-up mode through combined split-screen and 
| combat-cable play. For Grand Prix fans, it's a must-play experience. 

W 911111111} 

How to enter I 

Here are ten of the world's greatest Formula 1 heroes. Can you name them all? 


■ "ak I'q part cou 

postcard or sealed envelope tf 

address and daytime telephone number on it - 

and the names of the ten famous Formula 1 drivers 

pictured below. Some are current heroes, some are 

70s superstars, but none of them are particularly 

obscure. We've even given you their first names, 

just to get you going. 

But like our heroes above, you'll have to get a 
move on if you want to take part: the closing date 
is 31 December 1998. Remember to get your 
spelling write and send you entry to: 

Formula 1 Competition, 


Future Publishing, 

30 Monmouth Street, 

Bath BA1 2BW 

, be published in Arcade 4. 

ce Nine with unique 
/''>a£-'\ season seven preview. 

Vou don't 

have to love 

SF to love SFX 

Why? Just check out our latest, 
fantastic vacuum-packed issue... 

The Truman Show... 

Director Peter Weir reveals how he turned 
Jim Carrey from grinning loon to possible 
Oscar nominee in this year's best movie. 


The creator of the UK's answer to The X-Files, 
Joe Ahearne, describes how he's re-invented the 
vampire myth in Channel 4's Ultraviolet... Plus 
an exclusive interview with the writer of the 
surprise IIS box office smash, Blade... 

Don Aukroud 

He really believes in aliens! Honest! The 
Bhosthuster star tells SFX how he's 
the PR guy for the real X-Files... 


The indie film that 
wowing SF fans and 
critics alike 

4 Mil II Ml 1 !- 1 

riTIWH Babylon 5, Star Trek, Lord Of The Rings, 
\3 Doctor Who, Xena: Warrior Princess... 

SFX44 ON Sfll€ NOW! 

Edited by 

Mark Green 

Welcome to the A-list, Arcade's harsh- 
buMair guide to what's hot and what's 
not in the world of gaming. We dont 
claim to cover every game ever made, 
but all the big names are here. And 
some would much rattier they weren't. 

This month in the hanHiHUng, constantly indated A-fst... 

165 Gorf galore! 

Fancy a round? Then join us 
for a quick run through the 
five best gorf games. 

166 Why I love Mario 

Mark Green has a secret 
desire - it's for a portly 
plumber from Palma. 

168 Grand Prix 2 

Long term test 

170 Zig-a-zig-arghh! 

Why buying Spice World 
isn't acceptable behaviour 
under any circumstances. 

163 PlayStation games 

Over 130 games reviewed 
for Britain's top console. 

168 PC games 

More than 90 of the latest 
PC releases rated. 

171 Nintendo 64 games 

We haven't forgotten... 

172 Game Boy games 

...the less popular systems! 

December | 1998 | Arcade 1 163 


Batman 8r Robi 

Breath of Fire III 

ropey, the keepers unf 
and half the rime you 
knew what's going or 

Circuit Breakers 

■ Racing ■ 1-4 players 

■ Mindstape ■ Maria Kurt * 
Micro Machines = not quite 

speed add up to a fine comedy 
-ace.' I he mji-j-pldyr." ■j-.h , ti..- v.i I 
■I.T.i' -,:'l. -.v^kir'.g 'I'l' lie r;!-:;c-L-ri- 

with boisterous swearing, such i:. 


■ P.PGB1 player 

■ Psygnosis ■ old sty I.- FtPG 

Anabscibi.-.g plot and an enticing 
<rcii*;-: led ■.vi:;h fui-ki, l.:,i-::k to 

■jiaaii;; ;rd ciactictive gameplay. 
the emphasis is as mcch a boot 
moving and i'.mning as on solving 

Arcade' 5 Greatest Hits: 
The Atari Collection 2 

■ Retro ■ 1-4 players 

become a :;a~ir,g enend *** 
Or try: Atari Classics 

■ I-2 payers ■ Midway 

■ Arcade-perfect but dated. * * 


■ Shooter ■ 1-2 players 

■ TelstarBDId-sehool 
blasting action : a : .n:| a chorl: 
of Contra on Ihe 5NE5 as its basis, 
::re ad-arc dDand a plentiful 
supply of power-un:, ,jnd jjis 

i" ".■jii.iv-:- confo s '.lis :.'-'ii. c.i'-.i 

Ayrton Senna 

■ Racing ■ 1-2 players 

■ SunSoft ■ Bad -taste 

lirvriMrd n-nnoiiiy i.iono 

your game, spend hours ensur 

bogglingly brilliant platform 

I Janice :o leclicns. I mitcc gn'.pHc:-. 
and over-simplistic gameplay sadly 
leave ric-sc- c. :c sy pLrJcme.-j 
'.f.jgq ir-.g so compete against 

compared to the Big T. * 
Or try: Battle 
Arena Toshinden 2 

■or i 

■ Unhinged hut 
hybrid tussling Oi.t and 
polygon fighting f j-,. inducing 
-:i,ii;.vr; ivi act. ;■ r, -[.:■■;:■ I igli If r :i 
iri-l:'.-llyi'i:|-!e--L-rig , il-,-nd--er'.i 
""'' ' myer fights and 

t rijuj: f-,r. 

Blast Radius 

■ Shooter ■ 1-2 players 

■ Psygnosis ■ Space mission 
flying antics Dispenses with 

Yog gel -10 c-i-ilk'nui-ig in'i-,. 
and responsive control, to hep 
you on yojr ■.'.■ay. but the ■.*.■'« t: 
thing Bears a suse i oesiy strong 

■ SCEE ■ Broad-shouldered 
babe-rescuing action hero 

Slow and limited - with plodding 

Bloody Roar 

■ Fighting ■ 1-2 players 

■ Hudson* 3D beat-' em -up 
with added animal magic 

ill. figh:r:r:. it: crurge into v.,ri:.-i J - 

Bomberman World 

■ Puzzler ■ 1-5 players 

■ Sony/Hudsonsoft 

■ Bombing bloke's debut on 

PSX Wrier. Hjdsonsoft suggested 
i'ia- t -.vas going to turn the 2D 
,' j ij>?Vx : --t:-,-;- n-rw.. <on-[-:rh,-. :h-.' 

playei mode- offers endless tedious 

Bushido Blade 

o:hcr -n-r ortoony, scrappers i 
o' f ohinq (,i-,d even l;:iyf" 10 
re-.-.-.j-ds ■: plenty il you perseven 

Bust-A-Move 2 

Cardinal Syn 

■ Fighter ■ 1-2 players 

■ SCEE ■ Beat-' em -up tha 
dispenses with fair play 

■.'.-0--|-> o-mool :i:j' k:r IM? ith 
. '. ■: ■:-.-: ■ -.." : e. L '. ■ '■:..':■■..■ ■■ 
can glean some eicitement f re 

Chessmaster 3D 

■ Punier ■ 1 player ■ 
Mindstape ■ If you wan 
PSX chess, it's your only 
option i.Ve e>r;e'iy.e :hri- 

Or try: Jersey Devil 

■ 1 player ■ Ocean ■ Tough 
challenge, great cartoon graphics 

bee.--, changed sar-ifitfi-itly. I if' 

quick to finish. *** 
Or try: Pitfall 3D 

i 'r-.j reel :■::; of driving feedback - 
!'■ or : ii Ivir-.o [^.eea racer that 
:an compete successljiy wi'l" iv 1 

Command & Conquer 

,:rd evolvr-.g. t:j: fs stating to 
care, and :1c dosig-i cr 'he love:, 
and speed of the act on ma'e it a 

Command & Conquer: 
Red Alert 

■ Strategy ■ 1-2 players 

improved graphics :iec a orco: link- 
up game. If you don't come to the 

to knock a star off the score, but 
otherwise this is a very fine game 

■ Strategy ■ 1-2 player: 

Cool Boarders 2 

Crash Bandicoot 

.r/.. ■;■; -.1' good graphics, but 

■.:i1ly ':jngi::. e dii' Cil'V A';;! 
■:i 1'sdfficUt IIS vciyafi-l'Jt 

* Platformer ■ 1 player 

■ Fox Interactive 

■ 3D crocodile adventure 

in,:,-, deve opc-r ircjur!-;!..: .voofcl 

Or try: Bub sy 3D 

■ 1 player ■ Accolade ■ 
Derivative cash-in. * 

Dead Ball Zone 

■ Sports ■ 1-2 players 

■ GT Interactive ■ Rugby for 
space-age sadists An : -,tiem;;: 

■dieval environments. engagng'vii] n.-:l ve hohing ,vv; 
ilti'ig Inc- cc-ilio s an:: gcphi:: 

•* IT 

driving game. Obvious effort 
L en expended on each patt, 
i the graphics and gameplay. 
le three are difficult enough 

that the graphics are already 

wtellent lever design and the 
jtif ully simplistic gameplay to 

'em -up with Stormtroopers. 

Duke Nukem 

■ First- person shooter 

■ 1 player ■ GT Interact 

■ "You want some?" A' 

outrageously be 

ri;t=rl Ood,- ::0-iO't-: !iOi,nd i" 

Everybody's Golf 

Destruction Derby 

Also avaialble: PGA Tour '98 

Hest nit: t ion Derby 2 ■ 1-4 players ■ ea Sports 

■ Racing ■ 1 player ■ Platinum ■ Two courses, 

■ Smashing sequel Making 

good almost all of the faults of Formula 1 '97 

'.he original th s sequel s incredibly ■ Racing ■ 1-2 players 

fast includes varied vwil-desigried ■ Psygnosis ■ Vroooom... 

164 1 Arcade | December | 1 


~y I t^l ' 

the track editor adds ar 
of longevity if you're th 

Or try: Andreni Racing 

b.-.-B-raali r.lioot-'em-UD.The 

Gex 3D: Enter 

■ 1 2 p : avers ■ EA Sports ■ 

the Gecko 


D:t1iiui -.raws, ropey redraw. ■*« 

l:.;:J: of tr,e thing will keep you 

■ Take 2 Interactive ■ 

Heart of Darkness 

Fade to Black 


Lizard-lover's platformc-r 

■ Platformer ■ 1 player 

■ 1 y.'.ir,!-- ■ Ocean ■ 

Its after Mam's crown, but Ge, 

■ Ocean ■ Long-awaited 2D 

■ Electronic Arts * Platinum 

■ 'as' arc claustrophobic *** 

adventure, and it shows Foul 

Big M and even with Vb moves a: 


your disposal, the level design can't 

about a boy and h s ■.-,?,■ fiogge 

age. :;■ th da' 1 fhi-viadvd orach c: 

s fn.-strat r,]ly J flier.!, desp'.rj 

r-cK'n:] it jomething of a platform 

but mil 3 very r.o 1 urns 'life bit r--.i>: 

■ Pilot a biplane, fly into the 

fun. but thanks 10 itv uauiling 

help'jl hi -is ihiowr upai various 

ofpuncs running a r a sl-oetng. : 

screen, fall asleep The levels 

ooinis. and ccscends hto trial -re 

ycrjr jvcTjrji; platform game 

has since been done a Great dsal 

are huge, but confusing mostly ill- 

ccn.eitee aid full of weiDness 

Or try: Rascal 

do. nut in this case siie.'eaiy 

■■.■'.■iiii only ihrte :ives, your death 

■ I player ■ Psygnosis 

Kick Off World 

c:::n:--. -'jjlrari-.^ . ;-•.- 

■ Gorgeous graphics at the 

Or try: Hercules 

■ Sports management 

shoddy graphics and slowdown 

eipense of gameplay. * * 

■ : [jliiyer ■ Flectronic Arts 

are immensely frustrating And, as 

though on a quest for nais to slam 

into its coffin, it tries desperately to 

Ghost in the Shell 

i BBt&UBB 

be funny. * 

■ Take on the world in a 


G Darius 

little tank fhsr-anqa licensed 

■;■;■(/« r:y h.K ''is:-:>!;.r gcrplay. 

.■ - : " 

and chucks out goals eve r y coepl-- 


■ T ™' UpdatKi2D . 

cu.ipled ■.vi:l- sl'a ohrfcr'.vj'b 
ir-:r(h and chase missions. These 


of minutes. The lack of deplh .ad 
O'.citi-iTvit rrr/tc: .vrt Off roughly 

Final Fantasy VII 


con-pnr.jble ro waifhi-.g ,vcc> old 

■ RPGB1 player ■ SCEE 

don't mate the game any easier. 

each one and you're faced with 

re-runs of ITV footy coverage. * 

fdventurT ° f tfUly -n P . iC . ■ 

acDOrvpdOfced for shooting fans, 

.; Ij.j's ■.■■■-■ 'i' j s sirrr-lv too h:rc: i... 

* - — ™ 


and me great "attack enemy ship 

J :-.--'j.i.'i :i':aii ,_ i .;ir: <y:'.iz^. "■■.■'"in 



short-lived - if frustrating - fun 

conflicts and a story-line that wi 

, -.. 

hare you emotionally involved 

Or try: Assault Rigs 

t"i'L'_ cl" :■'_:. The random battles 

■ 1 player ■ Psygnosis 

-is* .Jf 

a-,d linea- ratine aie minor faults 

■ Doom with tanks. * * 

but otherwise, its a near-perfect 


Grand Theft Auto 

■ Joy riding ■ 1 player 




* j - ■* 

qeal-E03'irg r-ore re.vatiinri ;rr; 

Kula World 

■ Musical player ■ SCEE 

■ Controversy ahoyl The 

affect the central appeal of kicking 

of ■j:.-.r siy <ilonu yojr sphe. =l-.r; 
"..■'., Cij':/:;::';corivier:a'y i: odd v 

■ SCEE ■ Indecently 
addictive puzzler l : ::i !->.. 

Guiding a dolphin around to find 


but the ability to oeaie ard eoH 

vth c e you Ciire to purloin, but this 

Or try: Kick Off '97 

game. Hard to get into, bjt one? 

■ l.2playersl'v!axis«Tnerts 

you-t sucked in yo.f] m hooked. 

engrossing. The graphics are jerkier 


don't look at the graphics on the 

mos"y cIlic tc tni'.vc -dosived 

than you'd eipect. but it should 

■ Shooter ■ 1 player 

PC vesion. union j you wart -e be 

controls and head- scratching levels. 

keep your hippie friends Duet in 

■ Psygnosis ■ Vdu are the 

Jeremy McGrath 

V'-.c rail- v claim: ..oj ■.vc'n''. siod 

time c-ii led oost-dub hous. 

law Mssion-based shoct-'em-up, 

Supercross '98 

playing these colourful scenes jr.i.l 

Gran Turismo 

■ Racing ■ 1 player 

you've liters ly scratched your own 

■ Racing ■ 1-2 players 

■ Acclaim Entertainment 


■ SCEE ■ Probably the best 

■ Eat soil less often than 

Or try: Ku rush i 

racing game in the world 

you would in real life Vet; 

■ 1-2 players ■ SCEE 

■ 1-2 players ■ Acclaim 

Take one measure of outrageously 

fast, hut rar too easy, -to this di't 

Entertainment ■ Blast 

a compuGM experience emerges, 

good graphics and near-perfect 

bi.esmjett sons any sense of 


■ Platinum ■ Mass murder 

.. -.i-: r -.-;oi m..-rer'L. this noke 

:;lo.: bcrounythr::: ■:i-ier rhr 

■lihdleii L-l l-:;:.):i-i:j l:j-i, ton ipir.-le 

■.vi ! I ■ go- 1- -spla - 1 ■■ i ir.g -a.rpb: i.. is 
and weapons that wnuld mai-e 

very rl-Micij'i to see what's going 

srriilar rniifi will have you very 
ooreo very nuick'-y. ** 

Men In Black: 
The Game 

Micro Machines V3 

y: Motor Mash 

nrj 'ave a go if 

."Although in 3D, this 
idvantage of the extra 

at features agar an 
mtrots and cliaraoe 

" incred blv o-jr-'jr 


Five fores! 

Golf games are near-identical, so why try to rate 
'em? Because you'll only ever need to buy one... 

1. The Golf Pro featuring Gary Player 

You haven't heard of him; no-one has except crazy American fans of 
the sport that likes to take things nice and easy. But he's given his 
name to one of the best-looking PC golf games ever, not to mention 
the most innovative. The Got f Pro uses a side-to-side mouse-swinging 
system that works well, despite being something you wouldn't try in 
front of a new girlfriend. The only downside is that you get a mere 
two courses, presumably because Gary's a bit rubbish at the others. 

2. Links LS '98 

■ PC ■ EID0S Interactive 
Visually stunning, with realistic 
ball physics and some options 
that would impress even Justin 
Rose. You get the atmosphere 
of intense realism, the intuitive 
controls put the power of golf at 
your fingertips, and the network 
option enables you to enjoy the 

her golfing fans. 
Definitely the first golf game you 
should look at if you suffer an 
hatred of Gary Player. 

3. Tiger Woods '99 

■ PC ■ EA Sports 

With plenty of "Tiger grips" at 
your disposal, and an option to 
hit the kind of astonishing shot 
only the Woodster could pull 
off, this is one definitely viewed 
through the "eye of the Tiger", 
The intuitive controls and shot 
system make many shots easy, 
though birdies and eagles are 
still pretty challenging. The three 
courses on offer look great too. 
As Tiger himself would say, "It's 
grrrrreatl" <5orry about that-.) 

4. Everybody's 

■ PlayStation ■ SCEE 

At last, a golf game that doesn't 
take itself too seriously, yet still 

offers enough control and depth 
to satisfy 1,000 budding Jimmy 
Tarbucks. Using the more familiar 
power-bar system, and including 
a clutch of well-designed courses 
and cutesy Japanese-looking kids, 
this is a game that reckons the 
best incentive to mastering golf 
is shoving "NICE SHOT!" on the 
screen every time you pull off a 
halfway decent stroke. 

5. Actua Golf 2 

■ PlayStation/PC ■ Gremlin 

It's the golf game for people 
who actually want to be Jimmy 
Tarbuck. Actua Golf 2 offers a 
shed-load of options to make sure 
you're bird y in g and hole-ing with 
the best them, enabling you to 
hone your skills over six 
lovely- loo king courses. The 
free-floating camera and 
beautifully-timed commentary 
is only spoilt by s lack of both fi 
and any real difficulty. Birdy on! 

December | 1 998 Arcade | 165 

Or try: Mortal Kombat 

Trilogy ■ 1-2 players ■ GT 
r'e':.c:i.'« ■ [■,■(;.-,■■ hire, from 


■ Racing ■ 1-2 players 

■ Gremlin Interactive 

■ Furious racing action 

A fi.uriL.'i; -acrr. wh;h a: SCiPf.-.i. 

the edge of your seat throughout. 

rerccous ci OS' 3- se-ecm no pas: 
Ihe opposition maks:, for ,; p.Hnt 
d.-j --'p-i- 1- c experience. * * * * 

Mr Domino 

■ Puzzler ■ 1 player ■ JVC 

■ Doe! exactly what it says 

on the tin A PSX version of 
those crazy Record SieaKers-style 
domino-toppling events with a 

Nagano Winter 
Olympics '98 

■ Sports 11 player 

■ Konami ■ Snow-bound 

feel completely unrelated to your 

style shooter Traditional sh 

Need for Speed 3 

■ Rating ■ 1-2 players ■ 
Sports ■ I feel the need. 

so get game la; 

Iran Eddie "The Eae'p Edwa'd-. 
Or try: Chill 

■ 1 .1 aver ■ EC-OS '"'"ac-ivi- 

■ b.ld;. centre lc-d^rc-r a re 


de -.:■■?: Ihi-, the 

o-.e-tai-ep or the r 1.1 .1 i.' ::, ■'.?.;': 

Turismo. * * * * 

Or try: Test Drive a 

■ 1-2 players ■ EA Sports 

■ Smooth graphics ::!-.-[ 1 -idrig ar'.rt tire like, make 
■J-ii ciyiJE c eroi,:ni! but sac: v 
the odd camera system spo i ri>-. 
lovely graphics, and ove'al . the 
game is horrendou-, ;,-■ d 'Lea t 

Or try: Soviet Strike 

■ 1 player ■ Elei ' ' 

■ Platinum ■ M 

Point Blank 

■ Light gun shoe 
players ■ Namco 

Porsche Challenge 

■ Racing ■ 1-2 players 

■ Sony ■ Platinum 

Namco Museum 1 

■ Retro ■ 1 player ■ N: 
" lion, Ral/yXThe first of 

:>ce-:,)riv rhr.' be;:. !ia^r: t'ie 

volumes r mght ptovide nostalgic 
relief, trjt t'l'S lot are otherwise far 
too simple to be worth the money 

Or try: Namco Museum 3 

ce hockey game (ai 
■y), this is- 

tic play is effortless. A 


■nt ■ Sturdy but slow. 

NBA Live '98 

■ Sports ■ 1-4 players 

■ EA Sports P 3D basketball 

Nuclear Strike 

Odd world: Abe's 

■ Platformer ■ 1 player 



■ Platformer ■ 1-1 players 

■ Konami ■ Chuck stuff 

other is the aim - a console Jerry 
.Smnac- S,'.«.v. i ; jiru w II Dt->pi!r- 

desert the or' p -player game tacks 
variety and runs sltiwly. The multi- 
player option - on the other hand 
- o-ovides ' i'c-aky oo^nrj 

worthwhile. +## 

Premier Manager '98 


■ Platformer ■ 1 player 

■ UbiSoft ■ Platinum ■ Old- 
school platformer. now 
looking a bit wrinkly :: e ,p 

larour. It's very 16-bit, and doesn't 
"kTC o -.>■ :ri-..:i :(•:.! .-.c.'d cosh a 
dear old Mega Drive It's packeu 
with eye-wrench r- colou 1 
ill noi'.er.dou'.ly rii: : b.jk.ju:.! say 

Resident Evil 

last Genuinely frightening and 
(Ir-.-l ke anticipation of the next 
;d backgrounds 

-.dag-eat plot 'Li 
- 'endy.Wi' 


Or try: Clock Tower 

■ I playf ■ ■ ASCI ■ Msai-ity 
Intri' -:.r-: rih-ijlly .-ri.i'vrj- 


Why I love Mario 

Super Mario 64 might have altered young Mark Green's life 
forever, but he can't hold it against the portly pipe polisher. 

new Nintendo 
arrive, and my 

But I don't 
begrudge my 
little Italian 

■ Super Mario 64 was The 

Game That Ruined My Life. 

Its arrival was heralded as 

videogaming's equivalent 

of the Second Coming, so I 

started dropping hints to 

my then-girlfriend that I'd friend a thing. 

probably be blowing £300 Partly because 

of my interest-free student I'm adult 

loan on an import NE4 enough to 

sometime soon, but that it admit that it 

was okay, we could do the 

holiday next year. To put it but a combo of 

mildly, she wasn't happy, both constant 

and in the same week and arguing and 

through the same door, I possessiveness 

watched my glistening that ended my 

relationship. And anyway. 
Super Mario 64 is the sort 
of game that hammers 
home just how irrelevant 
real- life actually is. 

Playing Mario 64 is, for 
me, like watching a video 
of half -remembered kids' 
cartoons and wallowing in 
gut-tightening nostalgia. 
Mario 64 creates such a 
convincing and individual 
world that I find myself 
ig "Hello" to 
old Bov 

if they're 
Jiool pals. 

are created by 
a man called 
Miyamoto, and 
usually star a 
stunted plumber 
named Mario. 

■\i:e"-:.: : T 
World Cup crash-outs. * * * * 

1 wl^.'«j 

ages. "-■.xe'orv/-- !■ i...!m.iieiy 

Rage Racer 

dk-'.pporrrig After a fewhou's 

■ Racing ■ 1 player ■ Namco 

spc-r: ■.vesdnn with 'he csnevi 

■ Arcade racing in your 

wte-, unci tu.i pi?:y pfipng 

ftacc-r series is irc-c-diyly Itsi'ili.l ;:.:■ 

the speed, moody good looks or 

Resident Evil 2 

Pandemonium 2 

■ Action adventure 

■ Platformer ■ 1 player 

■ 1 player ■ Cap com 

Ike you: racing a bit mors Woan- 

■ Scary sequel to the 

waah-waooaaahhhh! thar J,r 

original gore-fest Ti.- two- 

Turano. Let down only by the lack 

qi-i-iin'cl.y. and the puzzles are 

Or try: Peak Performance 

simiar tp the f is! incamatio'i. be: 

■ i playe' ■ L Ait: ■ 

RE2 is much better than the 

^^1?"or~:jrr /Mil'rs f-o.-. 

G'eai c':i!i-.ii. potj- dri-.- fj. * 

O'luina h ,il other respects. The 

basic platform sins 11 ke me pap 

improvement in and jcting. 

of r":.i!h;. era tic- complete lack 

Rampage World Tour 

and !|-.e wildly increased zombie 

of challenge and appa! p.; carr'p'a 

■ 5mash-'em-up ■ 1 player 

■ GT Interactive ■ Old- 

Or try: The Lost World 

school biiarro building- 

Or try: The City of Lost 

■ 1 player ■ Electronic Arts 


■ Beautiful, but too demanding. 

-.■r r-, ::!-:l fr:.;:ie eirre uc: V, date 

■ I player ■ Psygnosis ■ Fiddly 

Also available: D 

^ tw*sa«>^^9 ,-» 

falls at the first hu-'dle- by roe. 
simplistic, too easy ardoo-n;: 

■ 1 player ■ Acclaim 
i.i-:ert:i-i.-en'. ■ ^ooo loci io 

•-»»** A^ 

■-e-ry poo- indeec ChorJ: out the 


three massive monsters, though. * 

Ridge Racer 

Rapid Racer 


Dl ^F- -*^rnfl»fflKL 

■ Racing 11-2 players 

■ Racer ■ 1-2 players 

■ SCEE« Powerboat racing 

* * * % * . 

car action 1 no definitive s-iic.e 

racec Looks absolutely beautiful, 

PaRappa the Rapper 

visual:, ivi 1 undo able i;ly in.:i!:e jaws 

cut it's the : ail;^:c arcaoeityle- 

■ Rapping ■ 1 player ■ SCEE 

drop, but the nand inc and Ijk o' 

n.-ind Ing ■:!■::. ridiculous speed that 

i'.a isn- eauses ii to smlt slowly and 

shoum have you racing over the 

to ion !■-!.- the rauar.- dv- '.'.in 

three one-piayer trac.s lo 1 uu.iii 

"attitude". A selection o : fantastic 

gaming ocean. ** 

i:n'e-5so-i:i:;e amounts of your life. 

lines make this aril imtly ■"ur.ry 


The live-course two-player lrn)t-up 

and completely oner. a' IV tie 

■ 1-2 players ■ SCEE ■ Haphazard 

buttons so vou 'ap "Good" and 

you're sure to finish Wayji »'■ 

Also available: 

Or try: Ridge Racer 

Powerboat Racing 

■ 1 player ■ Mamco ■ Platinum ■ 

■ 1-2 pl-iyerr. ■ interplay 

En h 7! n -.. I:i,: sir-icothly overtaken by 


■ tja-prei-ersivc bt.t iigy. ** 

Revolution. * * * * 


December | 1998 

r^y r>ci i 

Road Rash 3D 

■ Electronic Arts ■ Man 

the excellent level design, depth oi 
gameplay or graphics, Spawn tries 
to n "i i~ i r-.- ^gn'.ng are c'.r :,::.- 

!■::■ i^li'^; so miserably. * 

Spke World 

■ Music/dancing ■ 1 player 

■ SCEtB Platinum ■ The 
fab five... er, four Looting a 

you've waited for Choreograph 
cartoon Spices to their own music 
There are so few moves, and so 
few rewards for success, that it's 
inevitably :■ one for the fans, and 
liable to grate. Rather like the Girls 
themselves. * See page 170. 

loads of eitra hits Etc? lent speed 
and good backgrounds, as well as 
pleasingly fam*ar moves and style. 

M'ev.ahons r style and hanrjng 

Sentinel Returns 

■ Strategy ■ 1-2 players 

■ Psygnosisl Classic '80s 
tactics -t:;u a m is 10 absorb the 
Li:nri-.-| ■.■-■-.o sits on the hgrcs: 

point on the landscape, and the 


to P5X, especially as 

SkuH Monkeys 

■ Platformer ■ 1 player 

■ Electronic Arts 

■ Nostalgic joke-f est 

i?c:u:' : .ji giae'ic: :na: all wo'-, 
incredibly quickly, but really just a 
retread of £arrhivo. r .m .'■'.-;: iwritter 
by the same team). This is a 2D 

Or try: Earthworm Jim 2 

■ " player ■ virgin rnte.'activc- 
:n[e."t : jin— eiu ■ \'ea:: _"' , r,i J -sv, 

Tennis Arena 

■ Sports H 1-2 players 

■ Ubisoft ■ Comedy tennis 

antics His. much to offer, in a 

Theme Hospital 

■ Strategy ■ 1 player 

■ Electronic Arts ■ Medical 

roaiY_K\ hut these space-bound 
anile: .: r e jrlite: 1 . !■: rea iy giae 
the attention of many of today's 
gamers. Still. :"s fur. the pov.rr-up 
pod is espied, and there's enough 
speed, big bosses and flying bad 
guys to keep the kids happy for a 
while. *** 

Super Puzzfe Fighter 2 

Entertainment ■ Superb 
Term-style puzzling '.'■: : e: -^ 
andBust-l-Wave, add sorneSlreet 
fignier kiddie characters, and you 
have are of the best puffers of all 
: --:■ :: s insane: 1 , add ctive in :.-,o- 
piayer mode, but try one- player 
and youl have the fam ■, u-nging 


■ Fighting ■ 1-2 players 

■ Namco ■ Round one- 

would rave yc« mother fai 

Tekken 2 

■ Fighting ■ 1-2 players 

■ Namco ■ Round two. 
fight! used to be the 

arrived. The character models 
■,-,::li c:r't loci' en' ei p. ace r a 
pre-rentJered demo, the one- 
p'aycr gam: : tct j- 'I v cnyo;si":; 
(uncommon lot a fighter) and 

and secrets to get your teeth into. 

Or try: Dark Stalkers 


iortii! c , : r ■ rraLe ; a v>i< [e play 
its otay a: far as. it goes, ojt tnis 

strategy is booking a little bit Bloaty 

& Conquer ai 

■ Much hyped, sadly flawei 

footy sim with a more 
measured f ee Lhreitu-iai.eiy i: s 
lei ceo Dy the stilted player 

Time Crisis 

■ Light gun shooter 

■ 1 player ■ Namco ■ 

the longevity -just feel the power. 

Or try: Judge Dredd 

■ " ::a:er ■ Grc~!n ir.ieraei 

■ Enjoyable 3D blaster * * 
Or try: Maximum Force 

■ 1 player ■ GT Interactive 

TOt A Touring Car 

■ Racing «1 player 

■ Codemasters ■ Oneaf 
the first proper racing si 

im Final Fdntas/s random ba 

.1 few new m:.:ves .-^nn veh dps to 
confols "he level designs. ■.-.■-,.;r 


■ Platformer B1 player 

■ 5CEE ■ Porcine platform 

e.i I frO'.,gi"'Cu: :i"e ga"ie "a -a: 
ii p:iM plado'mer, part RPG and a 
bit special. And the downside? bo 
much hammed-up acting. * * * 

Tom mi Makinen Rally 

■ Racing ■ 1-2 players 

■ Europress ■ Rallying 

to forth jWcHae in terms o 1 level e' 
tracks and you can create more of 

Treasures of the Deep 

Total NBA '98 

■ Sports ■ 1-8 players 

■ Sony ■ Get in the hoop 

range of options an 
over your players m 
it's (lowing ToBlNl 

:ri' rea- Llinj i,i ■■,ubje;: ; ve u;ri:,r 

Vigilante 8 

■ Racing ■ 1-2 players 

■ Activision ■ Destructive 



Or try: Twisted Metal 2 ■ 1 -2 

players BSCEEB futuristic first- 
per son shooter.*** 

■ Shooter R1 player 

■ Ocean ■ Mission-based 
shoot-'em-up iua:;eser:iy '■ee- 

smack you up should you deviate, 
repetition that sees you h ttnn. 
easy target after easy '.ir^ni and 
a very strange camera angle. Too 

Spawn: The Eternal 

irrpro.-emert "' a me.:: c.e r -,- -.-.a,- 
- graphically flawless ami new give -"or both 

:i:-.r.iv;-.-,r:r.. 'hat SOlfl th 

'cr"B ^ w ped off same of 
rWrr.iV: sm le. and snowed ihal a 
lyettv : :o:- are o"cat g a -->"■!". la,- 
■inert ''ii.tually endusive. 


PinballB 1 player ■ Ocean 
■ Platinum ■ Hipping mad 

rical arm that helps you get 
md smash things up. Deep 
t's simply a 2D platf ormer. 
■difficulty level is all over 


■ Racing ■ 1-2 players 

■ The game that made the 
PlayStation the console of 
choice I' eeast: the soundtrack 
that helped -made gar- .no ceo! . 
but unforgiving controls and nasty craft mean you'l if e:i 


WipEout 2097 

■ Racing ■ 1-2 players 

■ Psygnosis ■ A sequel 
100 years in the making A 

casual racer, as the eiinr.g curve is 
mye gs-ni e. but the new, more 

should make the veterans weep 

>d far tt 

World Cup '98 

■ Sports ■ Multi-player 

■ EA Sports ■ Sophisticated 


:■ : -nitcd 

football package about, and the 
only one where sound y whipping 
Argentina gives you any real feel- 
good factor. Des and Motty are on 
ire nig and so:: oe: seonvrgly 
iifi'i :p oorions and stats, but mos' 

en..; a"v. the aa-noplay: also m:re 

flag two- player gamt 

you laughing as you i 


Great controls arid o;mera ang cs 
mean immediate satisfaction, but 

to the fantasy-based RPG 

Its suffers tecause of the joypac 
control and, as you scrag on the 

:■:-. ::ie>u-:-i ^ 

eari'ln:j c.a-.ii tor more weaponry, 
rl-e regjlai reeln:i c>" no: gj^p 
jrvjervirnd r:g what's going on. 


you spit blood, so Wfermy is best 
played with a friend. On the plus 
side. yDU can customise the game 

WWF Warzone 

Wrestling ■ 1-4 players 

■ Acclaim Entertainment ■ 

Lardy leotard lovelies fight 

that make play interesting, and a 

m fight to fight, but the 

bear ne on the actual game you 
en:i up nayir.g ane tne nii:s:o-, 
briefings lead you to eipect more 
tnan there -s I nere :. p'enty ei 


'*y rr^i 1 

X-Menvs Street 

Fighter ■ 1-2 players 
■ Virgin Interactive 
Entertainment ■ Fight! 

Merges the X-Men into the 5'reet 

contra! system and sprii 

power bar sacrifices the directiona 

terns j-.m-i The -'a lib h'.y of "hi 

annoying matches, re 
an Earth is Baity Davies 


■ Strategy/ Adventure 

■ 1 player ■ Take 2 
Interactive ■ Survive alone 
in a dome Stay alive by keeping 

6fo5ys chucks a toad of puzzles 

but doesn't become in..; vo'. in 
"re plot wil suck- you in, but you 

■ Driving ■ 1-2 players 

■ Radio-controlled racing 

a-r heaver to handle, bouncing 
and skidding all oyer the shop, and 
have enough differences to make 
them lasting run. Be' "' 
ridc:rs ana out -- while- lovely to 

^."■■"i"o fc.i .1:.-i. Monkey .'.'■'j.^o 
:-ccr.-«, we'l :or its controls, which 

easy as possible. Great to look at 


■ Adventure ■ 1 player 

■ TelstarB Adventures 

with Beth'\ ".rf:-;-.: .i_: - 

visuals and idea, but chucks out 
■helpful controls or 
level design Lir " 

even jump), coupled 

PC, Forsaten wastes no time at 

IYi::\ - I .L- .-". llv'-lfe-I^V: 

■oboi! aid whizz-bang spedal 
effects, and it also features the 
best combat action o - id 'to r.yor 
deathmatch since time began Play 
■L.w-;t- ,■.'. and Men play this, and 

fcefe.'dice But vol right, j.i-.t 
■-*:]-il cl-rf.jc forsaken. 

Or try: G-Police 

Game, Net and 

■ Sports ■ 1-2 players 

■ Blue Byte ■ Frill-free, 
networked tennis "erri s game 

with iloi;:.iy visuals. *** 

E^^MB«« ^% 



Racing heaven or t 


; m . 





-^^P" ■_-. 

■There were two main 

that there was no arcade 

schools of thought when 

races, that it successfully 

Sir Geoff Crammond's 

recreated arguably the 

Grand Prix 2 was released 

most boring sport ever, if 

in 1996. One big group 

you could call it sport. The 

believed that.the game 

second lot were utterly 

was wonderful, that it 

wrong, of course, for GP2 

simulated F1 racing to an 

was chock-full of super- 

absolute tee, that fiddling 

intelligent Al, surprisingly 

with your car's engine 

smooth polygonal cars 

and tyres for hours was 

and genuine sampled 

as integral a part of the 

engine noises, and sold 

sport as the racing, that 

by the helmet-full. Sure, 

spending entire days on 

we've had the fine Grand 

races that took 70 laps 

Prix Legends I old -school 

was tun itself. The other 

Grand Prix) and F1 '97 

school pressed that Grand 

(more arcadey) since, but 

Prix2 was, in fact, tedious 

Grand Prix 2 remains the 

beyond belief, that all the 

F1 simulation for anal F1 

other drivers whizzed off 

simulation fans. It still has 

into the distance leaving 

a huge following (check 

you to race around blank 

the Internet) and today it 

tracks for hours on end, 

plays just as intensely and 

that it was far too hard, 

as excitingly as it ever did. 

Castro I Honda 
Superbikes World 

■ Racing II player 

of thing before? * * 
Or try: Tomb Raider 2 

m 1 player ■ EID05 Interactive 

Descent to 


■ RPG ■ 1 player ■ Interplay 

■ RPG in the mould of the 
original Doom heater ~i' ng 

Destruction Derby 2 

■ Racing ■ 1-10 players 
(turn- taking! ■ Psygnosis 

gives edge-uf-ycir-Mr.-.i m:™ 
thrills, coupled with gorgeous 
-visujli ir.d perfect images of 

F1 Racing Simulation 

■ Driver ■ 1-B players 

■ Ubisoft ■ Driving for 
would-be Damons A no 

fast and offers a re-a chalk-rue 
iv- verge-') without paying the 

Or try: Alain Prost Grand 


■ Flight sim ■ 1 player 

■ Electronic Arts ■ 
Absurdly accurate F-1S sim 

M.i-,: i-,g JL> O'ao-iic. :ii voli ; '>. 
can cope), but oh so much more 

Gex 3D: Enter 
The Gecko 

■ PlatformerBI player 

■ Ubisoft ■ A 3D gecko in 
sunglasses, obviously 

C'r.girvr ,y debuted on Panasonic's 

are all in place for a good romp: 
and sub-quests a-go-go. Hie bad 


■ Sports ■ 1 player 

■ Empire Interactive 



«9 .■» w 

mVtc d ttir J V initially, though it 

Manager 2 

■ Strategy /RPG 

does simplify with practice. The 

■ Sports management 

■ 1-4 players ■ Blizzard 

W ? 

i.c.T.cry n botn courses, although 

■ 1-B players! EIDOS 

■ Hack 'n' slash adventure 

a pre-rendered cop-out, will make 

Interactive ■ Be Kev Keegan 

ft real lime strategy RPG that's 

■mred bly ■r-.tji-ive. ■.'.■ ;h hddsn 

game, and the ball physics ire 

;l.;[)iii: a.'id complexity lobe 

; oozing a little out-of-date now. 

iiu'id if you lie ve deeper irto r.i 


doll- and '}' rX) hn-ra;. A w-|OC 

Final Fantasy VII 

■ 1-4 !■ ayers ■ Gremlin 

nevertheless engrossing and 

oad of monster-hilling ;;n; spt-l - 

■ RPG 11 player ■ EIDOS 

Interactive ■ Realistic and fun golf 

■■Lirjbeardy types 

Interactive ■ Why shouldn't 

-,a;.:;-y. ,iby.:i.ieiy massive and it 

the PC have the best RPG 


ever as well? til keep yCL lp 

Grand Theft Auto 

■ Breed-'em-up ■ 1 player 

all night, it'll mate you cry, it'll 

■ Crim-'em-up ■ 1 player 

family of cuddly creatures 

I ^Mnen^^u^the^ace 

■ Drugs, death and driving 


| with a copy of it Which they 

Notoricus to' its lack of scruples, 

parenthood, the main idea behind 

1 ought to, if you don't buy it A 

ficii'jr.-ig r.i; ki inn rvy:,tan:.!e": and 


qrca: E-cry aviin er'ap-.i:') ana 
bnl'iir: i-i"!'m / v,.- s. 

;.-:;ff ich ru "i d'ugs, GTA gives you 
a sense of freedom as you drive 

little confusing, rarely allowing you 

aruLiid massive cities. The g'ap'iics 

arc di:,ji;i;r.i-,lirrj. cut the m ssiens 

5£4CKK**> ilHrgr 

.ie i^:i::-,-.i:je. '---r. '' l'-;J:-: 

enough doing. **■** 

to Japanese guirkiness and you'll 

However; games where failure 

Die By The Sword 

icslIis i-i vuj he r'l- .o'lrke:! hri.k 

Conflict: Freespace 

Or try: Little Big Adventure 2 

The Great War 

■ Interplay ■ Flawed 

■ 1 j-:i.-i,f ■ Electronic Arts 

combat masterpiece 

■ Fantastic 3D adventures. 

Hard war 

■ Sprawling, yet intricate. 

■ Strategy ■ 1 player 

space shooter Escort this, 

sweeping camera viewpoint The 

Flight Simulator 98 

■ Gremlin Interactive 

■ Three guesses ■ 1 player 

■ Exciting mix of trading 

Lonfhi might at first seem like a 

ay looking at Both bone joints and 

■ Microsoft ■ Ultra -realistic 

and combat A :,r»p in Ihe r.nh.: 

direct X-Mng « Tl£-Figb!er rip-off, 

gravity, does the biz, but being 

aeroplane antics 1 -i: nn : \y 

Lireit'or - II" i jrohii.oi, .,:::! 

able to win every bailie ■if.-.: 

the great B-bitgeme Ffe to- the 

LaLOir-c'riviii: So ce iir -vvarcjng. 

the superb explosions and cleverly 

hang of. In that it's supposed to be 

Sunset Beach-goggling late '90s. 

do: gned mssions with plenty of 

!'■:■:) -rue- ll^n] o-|;c' : oi'cc. ;hc 

■i-|:l. : iy.ihi liy Superb Stuff. 

Dominion: Storm Over 

controls are diffinult pat so"-,e of 

the gameplay is hampered by too 

Gift 3 

no yaphks are en; realistic man 

m.ich mi : : n,;; around and not 

Or try: X-Wing vs TIE Fighter 

■ Strategy ■ 1 player 

vol might li-e. There's also a quite 

e'liuj'i fining. **■** 

■ Iv'u't.-playe' ■ Virgin Interactive 

■ EIDOS Interactive 

rig-it-nti-shiy 3 to contra 

Or try; Privateer 2: The 

Entertainment ■ Impressive Star 

■ Real-time war game 

helicopter included as a "bit of a 

Darkening ■ 1 player ■ 

shenanigans Well designed 


Curse of 

:I"Hl:I':i;. b>..; ;;'_■■" ■■"■■-'h's ':i 


Monkey Island 

■.feiijih res in its game engine, 

■ First-person shooter 

Heart of Darkness 

your units' doing;. Crafty lelepor;er Entertainment ■ Almi 

December 1 19 





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FAULT LINE 0181-581-0000 

,: Il^lf§^ 


f- ' Zelda: Ocarina Of TimeV 

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PZero X 1 
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Phone: 01924 276374 

ISDN: 01924 276371 Fax: 01924 273935 

OT TO 1 1 1 "~~™ 

\ * ^/IfcHlAllV ' ^L«'B?H«.il^UB' -Mir.-'isiir. .y.r.' =-psci HEir-nn-, ^vim^it f^'ie _. 

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mi'.r.T.'rr.^j ^rii::'-:*!i:-ivv.!:> mi>;-*^v^h : 

Igant c candyfloss afros wi i Jimmy White's 2: 

ify ail but the most obsessive Cueball 

' it snapping straight 
33R :ns hurting your finger; The 

backdrops are beautiful, and there 

■ 1 player ■ Sega 

■ 3D into-the-screen fin 
button finger-bleeder 

Any good? Well, not realty.** 

IF/A-18E: Carrier Strike 

■ Flight sim ■ 1 player 

■ Interactive Magic ■ Fiy 
planes about 5irnu alirtg a era", 
".'"■ai ■-.'.■: n't be flying for five years 
[although based on enough test 
hat; to ensj-e authenticity; i;;,™ 

:v )7-c '■.!".? > 'icgco.i: :i"e m Lions 
or.-; convincing and varied, and 
you' sll\v;s alters ■.-■.■hat you is 
offered to do in future levels. 
Unfo-ruviicl-,-. v-l.'v oor:. to 


■ 1 player ■ Rage Software 

■ Fancy, multi-vehicle 

blaster ■' ■■ :.' umpri of 
o-,..v'nt onj ity oviy <>r nma ity. 
.■.■.:■.■:"'.■': j features every shoot- 
er" i. p cliche tncAv.n. but 're 
gorgeous visuals, wide variety of 

■..-Heir-;, ora heretic finger aO::" 

prove there's plenty of I fe in the 

■ 1 player ■ Attica 

■ The worst football game 
ever The weerington Stanley of 
football games. The arcade sectior 

■■■■it,, t-i': ..';■' * 

might tell you), leaving a i 
management thing. * 

■ Flying, with a plot 

Exhilarating flight sirn, where the 

■ !■ II ' I ' ' .Vil'i 

video sequences. Trhg .it t mes. 

L^1 ; |IJtJilJ:f,IJ|* 

Spice World, SCEE, December 1997 

Jj li Q t ?• 

1 ? ? m 

■ That anything with the 
Spice World name on it 
should turn out to be less 
than a work of genius 
shouldn't come as much of 
a surprise to anyone, and 
Spice WorWlthe game) is 
true to form. It's dire, it 
shouldn't sell. But, just like 
the equally hopeless film, it 
has - and hy the bucketful. 
Spice IVor/rfshot straight 
to number one when 
released on PlayStation 
about a year ago, and has 
subsequently shifted 
50,000 copies. And all this 
despite the fact that a) if s 
the hopelessly derivative. 

ugly, stunted relative of 
PaRappa the Rapper, and 
b) just about every UK 
games magazine slated it 
Still, if you target your 
game at an audience that 
wouldn't be seen dead 
reading a mag, what we 

■::.y H 

oe":!:e;t:-.c. \\t r.n ■na'-cj i'neer 

couple of sub-video games aside 
not nearly enough ii matte of '.■> 

□ r try: Addiction Pinball 

Last Bronx 

■ Fighter ■ 1-2 players 

■ Sega ■ Japanese 
fisticuffs : ■; '.-fit-™™, ■.vith 

make Ire rrinrf mie testing. [:•■_: T 1 
meagre number of ckvaews an 
ni'S's brinu it ;i,i' .j down 10 

cards doesn't help its cause and, oesly "Ci r a f r:hri-.q --n-e. In. 
multi-playe- just doesn't eirite. 

■ Odd-looking mystical 

■.vo-cly.h.jaisand characters of 

a beautiful 3D world. The control 
'.ysteir 11 sill ahiost '.f mcgi.-iau.y .ind the to.-. 1 1:] c^rrer.i 

MAX 2 

■ Strategy B1| 

■ Interplay! Fi 
heavy, real-timi 

sequel On one sic 

intelligent enemies 

Microsoft Golf 1998 

jrbhjj y:.:i, irching to play an golf 
game where you can actually h t 
the bail into the hole when you 

Or try: Links LS 

■ Multi-player ■ EIDD5 Interactive 

■ I ii::ny hie/Til; .indote.r 

MechCo m mande r 

this doesn't 
stop the disappointment 
when the poor kid who's 
forced mummy to splash 
out on Spice Wor/tr finally 
gets to play - because only 
the most undemanding tot 
is going to be happy with 
the limited game options 
that enable you to create 

your own mix of a Spicy 
song by mixing samples in 
order (there are a paltry 
five on offer, including 
"Wannabe" and "that Pepsi 
one"), then press buttons 
in time, PaRappa -style, to 
create a dance routine to 
go with it The only thing 
left to do is sit back, watch 
the leggy lovelies perform 
your spectacular song-and- 
dance routine, and wonder 
why you didn't just buy 
the 5p/ce Girls: Live in Berlin 
video instead. If only Sony 
had managed to blend the 
samples so the mix actually 
sounds okay, as happened 
in PaRappa. If only Spice 
World offered as many 
options as PaRappa. And if 
only, instead of having her 
boringly warble away with 
the rest of the Girls, they'd 
thought to include a "Geri 
embarrasses herself at an 
awards bash" sub-game... 


e you'rt 

with it, you can always 
watch the "bonus" video 
footage of the Spicies 
pontificating on the 
meaning of life and other 
Mark Green 

NBA Live 98 

the basket fun Alm-i.;::n ii i 
Mghly (■:::■ ea.y. rti.lnly becai.:; 

to accurately represent be 
fantastic and provides a v- 

strategical step away frt 

Premier Manager '98 

■ Sports manager ■ 1 player 

■ Gremlin Interactive 

li'r; out Mis'tics. intricate deta.l 


bovine; aJtncn: c. yet l-'iijeV 

.in...... itlro. ■ oh: V.r atlo'ii in 

Or try: Mech Warrior 2 

■ Microsoft ■Srarsriip 

.■. ■:.".! '"■■:■■ .-rd night flying spice 

Troopers: the (unofficial) 

things up a little, but on a korma 

hulking exosketeton robots. *** 

to vindaloo curry rating, it's not 

try to raise a cargo lift as big as a 

Or trv. flight Unlimited2 

Quafce level. Outwars innovates. 

■ i :i ayor ■ LIDOS Interactive 

and Breathes fresh air into this 3D 

■ Sunt a r plane simulator. 

"...j ^ •"-". 

shoot-'em- up/arcade adventure 


W-m- &'''■"'■ IP 

The over-iealous sudden-death 

Prost Grand Prix 

routines are rritatmo. -.hoeoh 

■ Racing 11 player 

■ Infogrames ■ Variable Fl 

sim An okay FI sim, with a 

■ 1-12 player ■ Won n:c r ac:ive 

"ijci-:poi'cy '■ In-: nff.CL.lty lev:: 

Micro Machines V3 

L-iiort.i r'n ienl ■ Got a spare 

Pandemonium 2 

Lr-brjoe j world where you race 

■ Platfnrmer ■ 1 player 

from Driving 5c/K>of when they're 

■ UbiSoftB Animation- 

boat or ice cream van. c-e-ir.'ur; y 

he awy run-about l.hear 

Or try: Grand Prill 2 

against as many other human 

gameplay versus a pseudo-3D 

■ 1 ciayer ■ MicroProse ■ Geoff 

i:J:-,c';..iL- [xiisible. As good on 

■,'.o-ld: i;cv!i.' , 'jl , y designed levels 

Oa-imor-ri'j absurdly accurate Ft 

■.o'Li,: sa.-iVy na'",e|jlav ii^e 

sim *** Seep^elGB. 

cn:.:lc- :o :;■,■: .':, kvij i iii'l'.-ity 

Quake U 

Monster Truck 

to an otn.-rv.'ise predictable run- 

■ First-person shooter 

Madness 2 


■ 1-infinite players 

m Racing ■ 1 player 

■ Activision ■ Seminal 

first-person baddie-beater 

huge tyres ■■. - 

Pinball Soccer 

Basically more o' ;he samo. I:;it 

of ine troc's is too lignt mitanty 

games in the wc-rlcl '_ : o."'■■c■ 

removing ihe feelmn that yoj are 

undoubtedly best played over a 

racing aroordm a 'luge tiuck w.r 

tne ii'iity 1o cijj'i any thing on 

o'fi-ri ;i oof i uivttc-r ialthousl: ro: 

Eanh. Big on wheels, but small on 



improved level designs and a fully 


Polke Quest SWAT 2 

***** e 9 ameEn 3" le - 

Madness 3D 

■ Strategy* 1 player 

Or try: Rebel Moon Rising 

fi-vr: :■-; f :;s oilers enough of a ra 

iltimi-i worthy of [he PC No ty 
player mode, though. *** 
Or try: Moto Racer 


■ 1 player I 

Roland Garros 1998: 
The French Open 

■ Sports ■ 1-4 players 

■.'.■OJ'.-i'iSS'hll.j': I':; O '.:Xi 0::SV !^:: 

beat the computer opponents). 
There are 50 players, each of the 
four courts took lovely and. despile 

170 I Arcade I December I 19 

'?y l^i 

most original puzzle games 

• : I.:! r i LI i. :.-■! |J ■■_■ ■' 1 1:: ■■■:.. 

Sensible Soccer: 
European Club Edition 

■ Sports ■ 1-2 players 

■ GT Interactive ■ Tiny men 

play and emphasis on fast 
All the major European te, 
you already own another ■ 

Or try: Three Lions 

■ 1-2 players ■ Take 2 - 

famous fighting game '■-';. v 

-:ji;io-s:/'e graphics, lots of new 
clsutteis ar-ii Super Combos. 

Team Apache 

■ Flight sim ■ 1 player 
chopper sim Few o:her N::pi 
,:i liiernly way: before proceeding 
mem in jjcb terhlyingry convincing 

Sid Meier's TOCA Tom iiig Car 

Gettysburg! Championship 

■ Strategy ■ IB players ■ Driver ■ 1-3 players 

gei'ur'E'ly d.r. real-lim:.' ■•j.-.:-«;. 
game Tike cor.irol o' c'inei s ce 
ii '.he Arrencan Civil War and you 
get equal measures of both good. 
I'e.r:- 1- j- ".''■.:; s-.iategy and al-out 
shooting aclkin »*»** 
Or try,- Project Akos 
■ lLp'.v.'irs ■ Infogrames 

Spec Ops: Rangers 
Lead the Way 

■ Strategy B1 player 

■ Gametek ■ First-perso 

mar sim Co-plete five separe 

or" ,n-i-v.jii'e. although it doesn't 
always work. Son wil need a n-;;n- 
specPCand graphes j':o>ku:or'. 

inest degree. TOCA Tcurir.n Csr 

.: I'-:; :.;aisi c Graphics 
l's racing at its finest - why don't 

■e icoro'cr- editor offer 

TotaJ Soccer 

■ Sports ■ 1-2 players ■ Liv 
Media ■ Three guesses... 

scenes that are now a staple of 
game graphics are good, although 
combat ii fun ocrasio-vi ly. it dees 

Ultimate Soccer 
Manager '98 

:eracttvel Doom 

The fastest, r 

PC to date, packed will ii.m ous 
J.LriiJLiT-L! rr: -it cm:, a fi.ih, i:i. n I j :.:l - 
up atmosphere, si- c'ly imel ;ger: 
■.1eni:,:rs or a enough eye candy The slgh:ly poor 
■,-.-:■:! por.s ■-; ve :r.r- leel ng t'i.r. yo.i 
are playing with nothing mo-e 
d-:: n :|e'ujs :h ar a par ci :uir:; 
tangs, but w.l n. -iew- 1 cs sucn as 
the simulated d- 

■af deserves all 

Blast Corps 

■ Destrurt-'em-up 

■ 1 player ■ Nintendr 

Ultima Collection 

■ PPG compilation 

■ Electronic Arts ■ Seminal 
titles collected Bringing 

last 20-or-so years, and presenting 

process, this collection suffers the 

yesterday s lives are, in reality, 

Or try: World League Soccer 

•98 ■ 1-4 players ■ EIDDS 
nte-attiue ■ Unremarkable s 


■ Space strategy ■ 1 player 

prepare for war Far-il ,,. 30 

cymbal with Ine ' 
paras'iei™ ia a ■id I'-gamr- noli tin 
creating a believable sccnjri; in 
■.-.■ii en you ccuid completely lose 

,<>.j ■ is: * 


smashing A t-u y m: i-.).ie -.i :i 

knocking down o.jlidings ivi-h 
■ii-c-r.i r,:i;:e o' ■.■;:-n:l« so: mi 

■ 1-4 players ■ Nintendo 

■ Infamous multi-playering 

which made the m.jlti u ayi.v .same 
a.::-'-ssk ;: : in :a'-.e.-j. and -.he o-^- 
player is like Mario 64 with all its 
good bits - like the controls an 

in. Steer 

looks and copious fogging ef 
make you feel thai a Smiled 
.iiKrt ii" I'lOug 1 !! has ;;?-<■ 
into this Ubisoft offering. ** 

Bust- A- Move 2 

, but the sheer simplicit 
ice, especially against a 


■ Fighting ■ 1-2 players 

■ Interplay! Alleged 
comedy beat- em-up III 

:s a iin game that res so 

tin:.! la Is ir a manner so painfull; 
spectacular that you're sure to b 
too embarrassed to watch ine 

l:..|-i! :■- i L :-,:ll ::-.s r udilv. HJ'..'- 

Duke Nit kern 64 

■ Ubisoft "Mor 

everyone knows that Schurr 

Fighters Destiny 

■ Fighter ■ 1-2 players 

■ Ocean ■ Laydeei and-ah 
gentlemen, we present the 
world's best IMC 4 fighter... 

iLr'Jgcm ..--■,! 
■" I - --"-■_. :I: ■ - li'iliicl.J 

polygonal structures * 

■ 1-2 players ■ Activisii 

■ Realistic baton-ball ac 

Makes baseball seem bca n'l, 
with smooth-looking players ; 
gorgeous backgryi.i::!:, i>s mi 


Star Wars: Supremacy 

and re-iVKe i:a:' Wars Ivstorv. An 
•V -::■;;- w i I h - : he-top- removed- 

Wreckin' Crew 

■ Telestar ■ Stock cars, big 
weapons and the open road 

ve:sui "rue Playing Wtetkin'Oew 

you fiddle with the weapons and 

try out all the cars, but plummet 


■ Space epic ■ 1 player 
intergalactic instalment 

There ate plenty of characters 
ara ':-,oves. it jiil looks Ic.ely arc! 
there's loads of gore bin ii |.jsi 

Diddy Kong Racing 

Doom 64 

■ Big guns shoot nasties 

"he only rally bad thing about 
i-l - F'C r.cnyc'SIOn rr Id's •:•■ cma 

Been knocking about much too 
long to cjs-i she N6i n ar.y new 
or special way. Average graphics. 

"he gam.;, fiat ejus:-; l.:-> ;:r~.-r 
lights to appear in the eyes of PC 
and PlayStation owners. A totally 

Decemberl 1 998 1 Arcade I 171 

'*r2 r^u. 1 

ler paying it as easy as 
ssi r.g soup with your lingers, 
make for a game so Bad it actually 
makes us physically angry id even 

Iggy's Reck in' Balls 

■ Racing ■ 1-4 players 

■ Acclaim Entertainment 

■ Ugly spheres roll for their 
lives ijckl attempt at a new racer, 
where there':, no need to do any 


■ Sports ■ 1-4 players 

■ Konami ■ Beautiful goal- 
mouth aduentures A m::v. 


rlifvin bi-,j.i[:li.l; iinootl' tOPtlYi I. 
there- j'c- also loads of subtle 
improvements - the ■eie.'f.e n 
always on the pitch and it's this, 
courier: with new camera angles. 

hc-iiii'iy that mike it an essential 

Kobe Bryant in 
NBA Courtside 

■ Nintendo ■ Great 
basketball It s the Madden of 
bu;*eti;al name:,, and &u. r , , i'oc 
pre-' des over J00 players and an 
intuit -V(? control iyslcrn. conpici; 
with very smooth gamepfay thai 

Basketball to. Get in the hoop! 

ape iilr-ANkeMepencfeticeOay. 

San Francisco 

■ Racing ■ 1-1 players 

■ o.< Interactive ■ Big cars, 

controls aren't up to you average 
I' i. Station racer, and there's also 
the Te-lbphare tbesceen 

s a whole load of fun. and the 
j looks good, while .j'ci:i::: '.p 
-, ::m.isin:.|v frantic pace. It's a bit 
iu etisy tc pull off comp.ic.-ited 

Mystical Ninja 

IS iinr, « 1 player! Konami 

blue-haired maniac Wore or in 
RPG-platrbrm game than fifyth rii. 
me nmnar-.enta! umomir-.n of in 

p!:t:::nr:r.: I -v 



■ Sports ■ 1-4 players 

■ Konami ■ Simulation of 

asking you to endlessly re 
sequences of key presses 
the grainy-looking charact 

NBA Han 9 time 

■ Sports ■ 1-4 players ■ CT 

■ Light-hearted two- Dn- 
two basketball I:::' tporl ol 

■.vi in qr.'ph'ci tnat lesembie 
something from a gam-; ycui 
■ : r: .r,-: L i.| n„-iu have enjoyed >n 

The tracks and water effects are 
"■a -;;:: . : r".-Tj oe :-'_'.: jl y doutini'd. 
and tii' t:.;r Villi .re \-.-.:t 

s so houendous, that you're 
lo be disappointed. One 
s strictly for obsessive fans 

Snowboard Kids 

■ Racing H1-4 players 

the multi-player game. The one- 
player game is challenging, r only 
i-, iiic co r 'ipiitcr b'^firtici lilo 
" iof^OOI-style 

I'-.c ■:]"!(! t.Urcart: by ■.-.f-i.-.n 
videogames aie ,urjgcrj it :\a 
i'i'i! In,': 3lJ |,l,:i:l::ime- lo- a I 

of the world'!! number one ge 
character at stake, and rs a I: 
-ni .loip-ci' Huge levels, subli 

gameplay ***** 

Top Gear Rally 

Tetnsptert. initially as 


■ Sports 11-4 players 

■ EA Sports ■ A football 
game with a big cock on the 

opcriorcctl by lv.-icI England 
suppoiteis aftei this year's World 


■ Creature- cos s- 

■ 1-2 players* I 

■ A blob of you i 

o:;tip:ii including the chance to 
tight one pot sod nit anotbc A 
game to satisfy sad. puppy-.ei) 

James Bond 007 

■> J 

■ Build lakes and 
with fireballs Much 

Joy 4Pu. Ifu! it 

k's Awakening 

■ 1 player ■ The endearing 

I'ip ■:■■"" phasi: it or -:vg:ci'^; in 
p!;yci In the ,,ime way a; f':! 
if', i iciid- :;■.;,■ witn a ::'.- 

Mole Mania 

■ Punier ■ 1-2 players 

■ Nintendo" Puzzle/HPG 

id Game Boy-style Hf S antics, 
won't take long to f nsh. but if;., '.aid. it's cute, it's funny and 


■ PlatformerB 1 player 

■ Acclaim Entertainment 

■ Dinky dinosaur hunt 

Auioiuieiy matsive, and the high 
difficulty should prevent you from 
seeing the end sequence for quite 
a wli le. n ever. Howi'vet tnc qj tc 
shockirg inc. & gar-.e ry urvi ity - 

r ;:.: n:; bil:. lion- plalrorr-e't- loft 

right and centre, and dressing 
them up in fancy graphics ■ counts 

challenges net level *** 

qtimc mcch-r ci crc- to mm '.■■.■'.' 
that ytit' i feel like you actually 

flying about Along with. 

■ liuly ei.peren-e vYhcte 

especially with cheating co 

rjolrfenfye-beater. Sadly, however, 
under-developed. * * * 

will keep you coming back tir 
and again. No Jeremy Clarksoi 
tf-ou;!' Which is probably a \ 
good thing. **** 

Turok: Dinosaur 

■ 1 player ■ Acclaim 

occasional til 

jumping are : 

■thing wrong with this, but w f 
n !:.,[:; than lv.0 pl-:,i:ii ,:il:!e 

-ii Cycling that made the 
ginal Quake such great fun is 

motonous one-player game. 

Wave Race 64 


monkey stories Til!', n.nd to 
squeeze the SUES vers ; on into the 
tiny grey handheld, and doesn't do 
ioo badly. The visua's .yr : d fficuit 

Game & Watch Gallery 

■ Compilation 11 player 

■ Nintendo ■ Four titles in 

dlficu'ty in the process it's tup 
qua ity - fier.uithly cnal.-r g.-.u 
and good enough to brou", nc-.v 
i.t ntotno ital.rcrnnq ■>::v.; 

Wave Race 

■ Racing ■ 1-4 players 

■ Nintendo" Original jet 

only made the graphics good at 
the eipense of speed, and the; soil':-' because you only 

meddler returns One oi Ii:: 
Game Boy's original release game: 
anu it stil ewes in most areas, 
■n'L's.n'.e : :nccc nine yoa-s 
The graphics are simple, but the 
i.ibt'ct-, of tontio' and cedent 
e.ei tfc'.iQni have been carried 


e used effectively. 
le plight of all h 

172 | Arcade | December I 19 

a T 1 

m r a ■ 

■1 D JBk.!' N ■ ■ 

■i ■ . . ■ ai. a ■ ■ : !■ 
■:■! i ::i.:;« . ■ jm± * :■ ■ 
-■ m ■ ■ mjm i ■> ■ > w : ■* 

--i tir ■ ■**" - i i i i- i 



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Compiled by | Mark Green 

• w. 


The best games, bi gges t 

and news that rocked the worid 14 years ago, 

%* 4& 4&* 

8*1 % ft 

; jff \ 
« ©4/ --.._ 

■ K ungry like the ^^^_ 
Wu F: Sabreman ""-__ 
cur ed with a nice j-.\ 
12-d(clock shadow. \M 


Lore spearheads 
Ultimate doifcle-whammy 

Iy 1984 the quite madly 
monikered Ultimate Play 
The Game was held by its 
peers, magazines and 
gamers alike in an esteem 
lally reserved for 
bearded deities, despite - or perhaps 
because of - constant hide-and-seek 
playing with the press and a policy of 
releasing games at the bank-breaking 
price of (gasp!) £10. Its wordless, darkly 
atmospheric one-page advertisements 
heralded games of such promise, they 
caused reviewers to gibber "arcade 
quality" and similar (frankly ludicrous) 
phrases with gay abandon, creating a 

mystique and expectation level that has 
rarely been equalled at any time since. 

So, when hints began to be dropped of a new 
game sra."ing Sab"c-"nan, 'he hero of 5aore Wulf, 
boasting a neve' befcre-seen graphics engine 
dubbed Filmation, the likes of Spectrum mag Crash 
got very excited - as did its readers. By the time 
Knight Lore appeared on the ZX Spectrum, with 
its jaw-spinier ng iso-net'ic-3Dc'tipnics irana'ino 
over anything that had come before, gamepiayers 
were sending letters to rheir carenrs with -.hanks 
for conceiving them in time to see it 

The storyline was simple - Sabreman needed 
to collect potion ingredients to prevent nightly 
transformations into a hairy werewolf, making the 
game a sort of precursor to the following year's 

• 'Any Ultimate game is a 
thrill to unpack and load, but 
with Knight Lore they have 
surpassed themselves. The 
3D graphics are so exciting to 
see that the fingers are instan- 
tly itching to get at ' h " keys. A 
™ ( oL ■■■*- is the 





■ How much did Ultimate pay this guy? 

Michael J Fox movie Teen Wolf. The plot, though, 
was secondary to the game itself, which, being 
more-or-less a platformer in 3D, was able to 
derive:' entirely new challenges. 

The reviewers fell over themselves rushing for 
the office thesaurus in a race to come up with the 
best superlative. Chris Bourne of Sinclair User said 
it was "a crepuscular world of claustrophobic 
menace," while Crash thought only capitals could 
convey the game's brilliance, shouting, "IT'S SIMPLY 
A GREAT GAME." Computer & Video Games 
magazine was more reserved, rr.ere'y s:at"ng that 
Knigh! I ore ■■.'.=--, ' g'e?.: "o look at and to play" 

The software houses loved it too. Crash 
described Knight Lore as "the second most 
cloned piece of software after WordStar Ithe first 
word processor!." Some showed restraint, such as 
Pete Harrap, then of Gremlin Graphics and now 
director at Krisalis Software, who remembers how, 
"we did a few game plans along a similar vein until 
We realised that's what everyone else was doing". 
Most, though, threw caution to the wind, ripped 
Knight tore's cede apart and gave birth to 
numerous genetic twins as quc-dy as ncssibie- 

But Knight Lore saved its biggest surprise for 
four years later, when Tim and Chris Stamper 
Ultimata's directors, revealed to Roger Kean of 
now-defunct Games Machine magazine, that 
Knight Lore had been ready for release months 
earlier. But, anxious to avoid rendering all following 
games disappointments, the Stampers held it back. 

That meant that Ultimate had not one but 
two great game 1 ; availab c fc Christmas '84. The 
second half of its seasonal co.ib.e vvharvny was 
Underwurlde, a fairly typical Jet Set Willy-style 
multi-screen platformer disguised by gorgeous 
graphics. Being less 'nrovativs '.ran its stable-mate, 
it caused marginally less fuss, but was still a 
massive hit - as with Knight Lore. The beauty of 
the game lay in a slickness and arcade-feel that 
left rival programmers breaking their brains. 

After leaving the Spectrum scene. Ultimate 
metamorphosed into Rare, and began to work 
exclusively for N ntendo orioles, today, it has 
GoldenEye, Diddy Kong Racing and Banjo-Kazooie 
behind it, showing that it hasn't lost the 
knack of coaxing the maximum potential ff< 

'■Tim :s closer i" atfr.'m. 

This little lot were the Tomb Raider Ills and Metal Gear Solids of 14 years ago... 

174 | Arcade | December 1 19' 





igine's Zzaam: not quite a megagame. 

■ Cosmic Cruiser. 01 

Imagination overload 

aelevision only takes the world 
of videogames seriously when 
there's a big pile of money 
involved. So, in 1984, a BBC2 
film crew travelled to Liverpool to film 
the phenomenal success of publishing 
house Imagine. And as soon as the 
cameras started rolling, everything 
began to go horribly wrong... 

Imagine had shot to fame overnight with its 
Galaxians clone, Arcadia, but the money from this 
success was quickly frittered away. Full-page 
colour magazine ads, huge company 
e'p-;'i:ion, plus Ferraris and BMWs 
for programmers led the BBC to 
smell a family of stinking rats. 

Before the cameras arrived, the 
quality of software had begun to drop, 
with bugged titles such as Ah Diddums and 
Stonkers. This, along with failing deals, prompted 
a hissy cat fight between the directors of Imagine, 
Marc Butler, Dave Lawson and Ian Hethermgton. 

"Ian wanted to become a millionaire overnight, 
while Dave was anxious about losing his house," 
described Bruce Everiss, responsible for the day-to- 
day running of the company. According to Marc 
Dawson, ex-Imagine and now Senior Projects 
Manager at Software Creations, one director 
resigned the day before the TV cameras arrived 
"and toot us all down the pub to get drunk," 

According to Marc, the trouble really started 
when Imagine signed a reputed multi-million 

pound deal w'r.h famous ca-'twcrk publishers 
Marshall Cavendish to produce a brand new line of 
games. "The company thought i* ivas going to get 
a game every two weeks," he says, "but it soon 
became crystal clear that the programmers simply 
couldn't cope." 

In fact, Imag ne had c:her 'Pea- anyway - big 
ideas. The propessd ' megagan ■«". Bandersnatch 
and Psydepse. wou d both, come bundled with 
hardware add-ons, providing essential 

a memory and processing power. It 
; as over-ambitious as it sounds. 
"Bandersna'xh was great," explairs 
Marc, "but the add-on was a C64 on the 
back of your C64." And Psyclapse had 
the artwork and packaging, but the 
game was no more than an idea. 
With Imagine's overdraft rumoured 
at £11,000, the megagames would never happen. 
Plans were drawn up to pass its assets and talent 
to a new software house, b,..l these le ■.trough 
and Imagine was wound up. The company's name, 
logo and programmers were bought oy pubfcSl VQ 
house Ocean, who used the label for more minor 
releases. The rights to Bandersnatch were bought 
by Sinclair Research for the QL computer, but the 
game never saw the light of day. 

The final collective act by Imagine was a 
re-union party in July the following year. A coffin 
was hired, an "Imagine RIP" plaque placed on 
top, and programmers laid single roses at the £K 
feet of the company's metaphorical corpse. ■"» 

World News Headlines 

Back in the real world, this was going 

■ Coleco pulled 
the computer market 
after its 

to the Colecovisk 
failed to take off. 
that's despite ha\ 
Smurfs game. Wl 
the justice there? 

■ Publishing 
Mastertronic hit a 
whole load of trouble 
with its Manic Miner 
clone Chiller. A certain 
Mr Michael Jackson 
legal action unless it 
did something about 
the game's music, 
which was "heavily 
influenced' by his hit 
Thriller. Mastertronic. 

away from a fight, 
completely removed 
the music from the 
game and went on to 
apologise profusely to 
the monkey-loving 
singer. Wimps! 

■ Long-awaited 
adventure game The 
Wrath ofMagra, first 
developed by Camel! 
Software, finally 
slipped out under 
budget software label 
Mastertronic, although 
at a distinctly non- 
budget price of £1250. 
Bundled with a 158- 
page hook and packed 


■ Here's how our dear mag would have 
looked way back then. More attractive 
than Lara Croft? You decide. 


prompted minimal 
column inches from 
the computer press, 
with four Spectrum 
running it under the 
headline "Programs 
for Perverts?" and 
refusing to give out 
the company's phone 
number. Tsk. 

■ Rumours of a 
motorised vehicle 
from Clive Sinclair 
gathered pace in the 
press. Meanwhile, 
Clive himself was 
quoted as saying 
"unemployment will 
cease to be a worry of 
the '90s." Weil done, 
Clive - such insight 

adventure" Valhalla, 

taking out double- 
page press adverts for 
its new title, The Great 
Space Race. Touting its 
mystical "Movisoft2" 
technique, its release 
revealed it as a pitifully 
thin space trading 
game which played 
Itself, and it was hailed 
by several magazines 
as "the worst game of 
all time." Legend 
replied by going bust 

■ Malan Associates 
decided to court 
controversy with a 
couple of titles based 
on carnal knowledge. 

1 12) Ghostbusters 

Act! vision, C64 

2 (1) Daley Thompson's 


Ocean, Spec/C64 

3 (-) Starstrike Real Time, Spec 

4 (-) Elite Acornsoft, BBC 

5 (-) Raid over Moscow 

US Gold, C64 

6 (-) Pyjamarama 

Mikro-Gen, Spec 
7(4) Elite Acornsoft, Electron 
8 (-> Match Day Ocean, Spec 
9(-l Booty Firebird, Spec/C64 
10 (14) Skool Daze 

Microsphere, Spec 

Reader's Top 10 

1(2) Sabre Wulf Ultimate 

2 (*) DaleyThompson's 

Decathlon Ocean 

3(1) Jet Set Willy 

Software Projects 
1(5) Trashman New Generation 

5 (15) Match Point Psion 

6 (10) Lords of Midnight Beyond 
7(4) AticAtac Ultimate 
8 (-) Fighter Pilot 

Digital In tegra tion 
9(14) World Cup Artie 

10I-) Monty Mole 

Gremlin Graphics 

December 1998 Arcade 1 175 




m- 1 





iff r « 





All the new games. All the 

hot new developments. 

Plus plenty of opinion, 

prediction and prejudice. 

Next issue we have the 

entire story of the 

year to come. 

Electric Avenue 

Fancy buyiig your own con-op 
We meet the men who have. 

- - 



1 7: 


Order your copy 

Great Gaming Moments 

^H ^M ^— M ■ Remembered by | Matt KtHby |B| 

Use Vie Force! 

Getting to grips with R-Type's Force, the ballsiest addon weapon of them all. 

I he first ever computer 
games I played were on 
my uncle's Commodore 
Pet - moon landing 
ms" and one where 
subs torpedoed ships that chugged 
erratically across the screen. This 
would have been 1982 or '83. The 
first computer I ever owned was a 
Speccy 128K+2. And the first proper 
job I ever had was as staff writer on 
ComputerSi Video Games, Britain's 
first games magazine. It was early 
1988 and we wrote on typewriters, 
but in the games room lurked every 
kind of games machine imaginable. 
It was like walking into an arcade - 
and it was there that I came across 
the PC Engine version of R-Type. 

To a kid who'd only ever owned a Speccy 
it was all amazing. There was a Nintendo, 
where I discovered Super Mario Brothers. 

178 1 Arcade | December 1 1998 

The new Commodore Amiga and Atari ST 
were impressive, too (early favourites: the 
shoot-'em-up Sidewinder and the Bitmap 
Brothers' Speedbalfi. But the best toy in the 
shop was that small, grey chunk of plastic 
from Japan: NEC's fabulous PC Engine. 

If you don't already know, the PC Engine 
was one of the great missed opportunities 
of gaming - tiny and powerful (the graphics 
were all Amiga quality or better), yet never 
officially imported into this country. And in 
R-Type, its best game, it owned one of the 
greatest shoot-'em-ups ever created for a 
home system. Sure, Irem's coin-op quickly 
found its way on to virtually every games 
system going, but for those who saw it, the 
PC Engine version was the best - one of the 
very few coin-op conversions that ever lived 
up to the description "arcade perfect". It was 
as near as dammit a 1:1 port. 

And what a coin-op. R-Type wasn't just 
stylish, it was also brilliantly designed. All the 
levels were distinctive and original, the boss 
characters gigantic and ingenious, and the 
power-ups simply perfect. R-Type took the 
extensive extra-weapon system introduced 
in games like Gradius and vastly improved it. 

Your basic R-9 ship came armed with a 
standard shot that could be charged for a 

high-powered burst if you held on to the fire 
button for an extra second or two - a great 
weapon in its own right - but once you'd 
blasted a few bonus droids (spherical R2-D2s 
that hopped across the screen! things really 
started to motor. It was then you earned the 
Force - a floating ball about half the size of 
your ship that could be clamped to the front 
or back to boost firepower and act as an 
impregnable shield. Alternatively it could be 
left to tag around after you like some loyal 
sheepdog, blasting bad guys as it went - 
and it was a simply perfect weapon. Speed- 
ups, extra weapon power-ups (including the 
great rear-shots, bouncing lasers and so on) 
and power boosts for your existing arsenal 
added to the fun, but it was that very first 
introduction of the Force - and your almost 
immediate realisation that it was simply the 
best shoot-'em-up weapon you had ever 
seen - that gets my nomination as a Jjl 
Great Gaming Moment *■» 

It could be left to tag around 
you like some loyal sheepdog, 
blasting bad guys as it went 

sports mm ■ RLZOi 

Authorised watch for the 
Premier League and 
Football League *^ 

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