1354 lines
64 KiB
Plaintext
1354 lines
64 KiB
Plaintext
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*___________________________________________________________________*
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| | |
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| ### # # ##### The USEnet Edition | ISSUE #33 |
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| # ## ## # . | |
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| # ## # # # # | October 24 - November 5 |
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| # # # # # . "d70 format" | |
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| # # # # # # | |
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| ### # # ## | |
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|___________________________________________________________________|
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* *
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All of the moves! All of the characters! All of the dirt,ONLY in GMJ!
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+===================================================================+
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|# ##### ##### ##### ##### #### F ### # # ##### |
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|# # # # # # # T # ## ## # |
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|# ### # # ### #### R # ## # # # # C |
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|# # # # # # # H # # # # # # R |
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|##### ##### # # ##### # # O ### # # ## E |
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| E W |
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| M |
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+===================================================================+
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** LETTER D70 ***
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Hello again fellow GMJ readers. Lots going on right now here at GMJ.
|
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The first Electronic Print issue is finally out and we have been
|
||
overwhelmed by the response. For those of you who just can't afford
|
||
the lengthy download, we have an extremely low price for a
|
||
subscription offer. Check out an ad this issue for all of the
|
||
details.
|
||
|
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The main theme the last few weeks has to be the 3DO. Panasonic
|
||
released the $700 monster early November and it is taking off pretty
|
||
well. We had a chance to test this money vacuum out recently and we
|
||
were pretty impressed. Check out the Power Switch section this issue
|
||
to get all of the hands on test details for the 3DO from the Game
|
||
Masters.
|
||
|
||
You Genesis players will be happy to hear that Mortal Kombat is the
|
||
number one selling 16 bit title right now even topping the SNES
|
||
version in sales for last month. Why? I really don't know. The SNES
|
||
version is a much better translation. I guess this just proves that
|
||
MK's blood and gore is what makes it.
|
||
|
||
You are really going to start to see expanded coverage starting this
|
||
issue. We are still playing around with the formats both Ansi and
|
||
Electronic Print. You probably noticed fact windows in our review
|
||
section in issue #32 with a few new pieces of information like megs,
|
||
who reviewed the game and average of reviews. Adding to that, is our
|
||
hyper text capsules which will be featured next to random reviews.
|
||
These capsules will have game PREviews and tidbits of info.
|
||
|
||
Don't expect to see GMJ every week anymore, we are changing to
|
||
bi-weekly. The reason is that we can put out a much higher quality
|
||
issue in 2 weeks and we have reached a point where it is no longer
|
||
necessary to come out weekly. The Elec- tronic print version will
|
||
stay monthly and will come out 12+ times per year.
|
||
|
||
Those of you reading the Electronic Print version enjoyed some Super
|
||
SFII art on our cover done by my sister...I'm sorry. I really am. I
|
||
didn't want to do it, but Street Fighter is Street Fighter and I had
|
||
to do it. I promise there won't be eight SFII covers with in the next
|
||
12 issues! While we are on the subject however, check out some
|
||
exclusive Super Street Fighter coverage this issue: All the moves for
|
||
every character! (and we even avoided listing those phunky character
|
||
profiles. You know, the ones that tell you how many hours of sleep
|
||
Ryu gets before his hard training at the Dojo.)
|
||
|
||
Hey everybody, before I let you read on, let me remind you to not buy
|
||
any new systems until sometime in '95 when Nintendo will release their
|
||
recently announced 64 Bit system (which by the way GMJ reported before
|
||
ANYONE else) for under $250.....yeah right! Ok, so even if it is so
|
||
great, and it is that inexpensive, why am I going to wait until 1995?
|
||
Listen, if you are always waiting for the next best thing, you will
|
||
never own anything. I like Sega's approach. Give us a system when
|
||
it's ready, let us enjoy it, and release a new system when it's time.
|
||
If I had listened to Nintendo last year trying to convince me not to
|
||
buy a Sega CD because their more advanced CD would be here in early
|
||
'93 and for less, I would be pretty pissed off right now.
|
||
|
||
Well, that is it for now. Enjoy our expanded coverage and additional
|
||
sections.
|
||
|
||
- Reny Falzarano [Da Phunky Pheel One]
|
||
|
||
|
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*___________________________________________________________________*
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| |
|
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| #### # # #### ##### #### % % %%%%% %%%% R E V I E W S |
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| # # # # # # # # %% % % % R E V I E W S |
|
||
| #### # # # # ## ##### % % % %% %%% R E V I E W S |
|
||
| # # # #### # # # % % % % % R E V I E W S |
|
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| # # # # # # # # % %% % % % R E V I E W S |
|
||
| ### ### # ##### # # % % %%%%% %%% R E V I E W S |
|
||
|___________________________________________________________________|
|
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* *
|
||
HEAD-TO-HEAD: One game reviewed on two or more platforms...!
|
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+-------------------------------------------------------------------+
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|TITLE: |PUBLISHER |GAME TYPE: |SIZE: |GENESIS 70 \/ |
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| Zombies Ate | Konami | Adventure |08 MEG|*****%%%%%@@@@@#####|
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||
| My Neighbors | | | |SUPER NES 83 ^ |
|
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|---------------+-----------+-----------+------+--------------------|
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|MAIN REVIEW BY: OTHER REVIEWERS |
|
||
| |
|
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| The GMJ Crew ---------- ** ---------- ** ---------- ** |
|
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| |
|
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+-------------------------------------------------------------------+
|
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|
||
Just like Mortal Kombat (but with less hype), Konami's Zombies Ate My
|
||
Neighbors was released for the S-NES and Genesis on the same day, so
|
||
we here at GMJ decided to run a comparison explaining the differences
|
||
in each of the versions. So sit back and relax, 'cause this is one
|
||
wild ride.
|
||
|
||
Both the S-Nes and Genesis versions share the same story-line; to stop
|
||
the hordes of evil from capturing your local towns occupants. You can
|
||
choose to rush into action as either a guy that looks like a follower
|
||
of Beavis and Butthead, or a pony tail wielding woman that might be
|
||
the twin of Mindy from the tv show "Mork and Mindy". A two player
|
||
cooperative option is available so that you're not alone in this never
|
||
ending fight to save your town.
|
||
|
||
Zombies uses a "tongue in cheek" approach to killing the baddies,
|
||
because the weapons you use include a water gun, weed whacker, fire
|
||
extinguisher, apples, and other household goodies. You fight in over
|
||
forty levels of never ending mayhem, with some levels including a
|
||
local mall, a school, and a maze of hedges. The enemies in this game
|
||
are too numerous to count because they all change according to the
|
||
level your playing on. This unique approach makes the game original,
|
||
but there is no attention given to the progress of any story. The
|
||
only real goal is to "tag" the residents of the level before a bad guy
|
||
kills them. The residents are spread out all around the levels, and
|
||
each level ends when all the people have either been saved or killed.
|
||
|
||
|
||
S-NES version - 83
|
||
|
||
The S-NES version and Genesis versions of Zombie both sport the same
|
||
levels and the same graphics, but the S-NES uses music and sound a
|
||
whole lot more effectively, and the control is be better on this one
|
||
as well because of the more buttons used. The title screen is the
|
||
first sign that really shows the differences; the S-Nes version has
|
||
the Zombies logo gradually morph into view, where the Genesis version
|
||
has very little morphing. The opening music and voices are also done
|
||
better on the S-NES version.
|
||
|
||
The play mechanics and control are a lot better on the S-NES version
|
||
because it's full screen, while the Sega version has a two inch black
|
||
bar running along the entire right side of the screen. Just being
|
||
able to see more of the screen adds to the S-NES Zombies, because you
|
||
have more time to react to the oncoming enemies. The graphics are
|
||
also larger than those for the Sega version and playing them both
|
||
right after each other really shows which is superior.
|
||
|
||
Not only is the screen size a difference in the two Zombies, but the
|
||
music, when compared to each other, is a total blowout with the
|
||
S-NES's better sound capabilities destroying the Sega version. Hooked
|
||
up to a stereo system, the Zombies soundtrack booms with some house
|
||
shaking bass and some of the better video game sounds on the market
|
||
being used. Real samples of screams and explosions were used to give
|
||
a sense of realism to Zombies, while the rest of the game comes off as
|
||
a B-movie style game with many cliches being used.
|
||
|
||
Genesis version - 70
|
||
|
||
The Sega version of Zombies and I got off to a bad start; I played
|
||
Zombies on my S-NES and expected an almost identical version on the
|
||
Sega. I was wrong. The programmers took a shotty approach in the
|
||
making of the Sega version, and I was honestly disappointed with the
|
||
whole game. The two inch black bar is probably the thing that stands
|
||
out most as an example of bad programming. It takes up way to much
|
||
room on the screen, and it's only use is to show the score, weapons
|
||
left, and a mapping system which shows you where the citizens are; all
|
||
of which was done on the regular screen for the S-NES.
|
||
|
||
Bar aside, the graphics in this game are the same on both versions,
|
||
with only a slight color loss on the Sega version being the
|
||
difference. Zombies is not compatible with the six button controller,
|
||
which would have been ideal with this type of game. Assigning
|
||
multiple weapons to the top buttons could have added a lot to the game
|
||
play. In the area of sound, the Sega version lacks the same
|
||
instrumental quality that the S-NES Zombies had, and the sound effects
|
||
seemed to be shorter with a scratchy digitized sound that accompanied
|
||
them. I can understand how the music might be below the S-NES
|
||
standards, but allowing the Genesis Zombies to be plagued by a huge
|
||
bar really brought this game down.
|
||
|
||
|
||
Here's How They Stacked Up HEAD TO HEAD :
|
||
|
||
Overall, the concept and ideas for Zombies showed a lot of originality
|
||
on both versions, and the two player option adds a lot to the
|
||
re-playability of this game. But when put side to side, the S-NES
|
||
version really outperforms the Sega Zombies in both playability and
|
||
overall appearance. Unlike Mortal Kombat where the Genesis version
|
||
had the blood where the S-NES one didn't, the Sega Zombies has no
|
||
superior qualities over it's S-NES counterpart, and people who are
|
||
interested in buying this game will easily pick up a copy of the Super
|
||
Nintendo version over the Sega Genesis version.
|
||
|
||
|
||
___________________________________________________________________
|
||
]^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^[
|
||
] Innovative Creations [
|
||
] 29 David Road +--- + + +--+ +--+ +--- +-- +-- [
|
||
] South Carver, MA 02330 |- ++ +--+ |-++ |- +--+ +--+ [
|
||
] (shubert@usc.edu) +--- + + | | \ +--- --+ --+ [
|
||
] (ace@castle.com) |\ /| +--+ -+- | [
|
||
] | | |--| | | EXPRESS [
|
||
] | | | | -+- +--- MAIL [
|
||
]___________________________________________________________________[
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Hello all of you GMJers. If you want to write to us letting us know
|
||
what you think of the new version, old version, how much you hate us
|
||
or love us, or have any video game questions that you hope to be
|
||
published, write to us at the addresses above. We are trying to set
|
||
up ID's for ALL of our writers on these boards, but until we do, just
|
||
write to the ID's above. Everyone sees every letter. This edition of
|
||
Express Mail, we only selected letters strictly magazine related since
|
||
the theme seems to be our new version. Since some of the questions
|
||
were really good, we thought it would be a good and simple way to
|
||
explain exactly how everything will work. However, keep sending your
|
||
game questions and other such mail because next issue will resume
|
||
regular procedures...
|
||
|
||
*** Slow baud? No problem.
|
||
I was on Prodigy and I read some promotional letters from you guys
|
||
about the graphic version of the magazine. I assume it is a big file
|
||
and I only have a 2400 modem. Is there another way to get the new
|
||
version?
|
||
|
||
H. Cavelerio
|
||
Westford, Ma
|
||
|
||
{ Phunky: Just recently we decided to give away the magazine through
|
||
{ the mail in addition to the downloads. All you have to do is write
|
||
{ us on any of our boards in which we read mail. Give us your
|
||
{ address and we will send you the print issues monthly.
|
||
|
||
*** Win-dozer
|
||
Why is your new version only for windows? I don't have windows and I
|
||
have been with you guys almost the whole time! Now you exclude me?
|
||
THANKS A LOT!
|
||
|
||
Norman Lewis
|
||
Boston, Ma
|
||
|
||
{ Phunky:
|
||
{ Hey Norm, CALM DOWN! We reconfigured the whole project. At first it
|
||
{ was only going to be for windows, but we found some better ways of
|
||
{ doing the mag. Now anyone with a PC can view our mag through DOS!
|
||
|
||
*** But, you aren't EGM!
|
||
GMJ rules, don't get me wrong. But we need some overseas coverage. I
|
||
want to know what's coming, when it's coming and how much it's gonna
|
||
be!
|
||
|
||
Michael Watson
|
||
Boston, Ma
|
||
|
||
{ Phunky:
|
||
{ Mike, I guess you will be a very happy camper as you read the
|
||
{ upcoming issue of GMJ. We are expanding into a full coverage
|
||
{ magazine. Look for upcoming game lists, Japanese news, sales and
|
||
{ rental figures and a lot more!
|
||
|
||
*** Recent fan wants pictures
|
||
I've been a follower of your mag ever since issue #23, and I've seen
|
||
great improvements in both the layout and overall quality of the
|
||
reviews. Your info is out months before the other published mags, so
|
||
I really don't have a reason to buy them anymore. The only problem I
|
||
see is that you can't have pictures of the games online. Other than
|
||
that, GMJ is my favorite video gaming mag on and it's free!! Keep up
|
||
the good work.
|
||
|
||
Ben Croxford
|
||
Boston, Ma
|
||
|
||
{ Phunky:
|
||
{ Well Ben, your prayers have been answered. Starting this issue, we
|
||
{ have a monthly Electronic Print version of the Game Master Journal.
|
||
{ We have expanded coverage, full color pictures, a professional
|
||
{ layout and anything else you would find in those other $5 mags,
|
||
{ except we are free, and we will be offering even more than they
|
||
{ will, including several things that just CAN'T be done with regular
|
||
{ print versions.
|
||
|
||
.....................................................................
|
||
:WE are the only magazine that prints ALL EMAIL sent to us that is :
|
||
:not vulgar or obscene. So.. send your videogame hints, tips + Q's!:
|
||
: :
|
||
:# # ##### # # ### # # ##### ##### # # ### ##### # :
|
||
:# # # # # # # ## # # # ## ## # # # # :
|
||
:# # ### # # ##### # # # # ### # # # ##### # # :
|
||
:# # # # # # # # # # ## # # # # # # # # :
|
||
: # # ##### # # # # # # # ##### # # # # ##### #####:
|
||
: ........................:
|
||
:shubert@usc.edu VOICE: 213-743-1341 : :
|
||
: ace@castle.com ExpressNET: 130@1 : ONE PERSON EACH ISSUE :
|
||
:PHUNKY1@delphi.com WWIVnet: 130@6754 : RECEIVES a 'GMJ PACK' :
|
||
: : FREE, ONLY FROM GMJ!! :
|
||
: Software Creations: Anthony Shubert : :
|
||
:...........................................:.......................:
|
||
|
||
___________________________________________________________________
|
||
| |
|
||
| ### ##### # # ##### ### ##### ### R E V I E W S |
|
||
| # # ## # # # # # |
|
||
| # ## ### # # # ### ### # ### R E V I E W S |
|
||
| # # # # ## # # # # |
|
||
| ### ##### # # ##### #### ##### #### R E V I E W S |
|
||
|___________________________________________________________________|
|
||
|
||
+-------------------------------------------------------------------+
|
||
|TITLE: |PUBLISHER |GAME TYPE: |SIZE: | AVERAGE OF REVIEWS |
|
||
| Street Fighter| Capcom | Fighting |24 MEG|0 95|
|
||
| 2: Special CE | | | |*****%%%%%@@@@@####-|
|
||
|---------------+-----------+-----------+------+--------------------|
|
||
|MAIN REVIEW BY: OTHER REVIEWERS |
|
||
| |
|
||
| Da Phunky 95 Instigator 95 Mr. Mojo 98 Anderson 95 |
|
||
| |
|
||
+-------------------------------------------------------------------+
|
||
|
||
Hey SFII fans, it's renew your lease on your Genesis...AGAIN! Quite
|
||
possibly one of the most amazing feats accomplished on the Genesis so
|
||
far is the latest version of SFII from Capcom. Every year, you think
|
||
that the good old Genny is just a little too outdated, but bang,
|
||
programming hits a new level and you keep it for another year. Games
|
||
like SFIISCE keep Sega players happy, and the video game market going.
|
||
|
||
Judging by the name, you may think it is just the Champion Edition
|
||
standing alone, however just like on the SNES, the Turbo and Hyper
|
||
Fighting options are included. But unlike the SNES version, the Sega
|
||
version packs a tournament option.
|
||
|
||
When you first snag this cart of the shelf and plug it in to your
|
||
Genesis, there is simply nothing that is going to fully prepare you
|
||
for what you are going to experience. Every last animation is here,
|
||
perfectly translated to the Sega format. Choose from any of the 12
|
||
characters in either of their snazzy uniforms (depending what mode you
|
||
are playing in). The backgrounds amazingly enough look spectacular
|
||
even in the 64 color display. The smooth parallax scrolling,
|
||
simulating 3D effect and the soft textured presentation of the
|
||
characters are only a small part of this flickerless phenomenon.
|
||
|
||
Anyone planning on picking this cart up, should really consider buying
|
||
one of Sega's little 6 button controllers to go with it. Not only
|
||
does the controller give you true arcade control for a great price
|
||
($20), but it is also the best available controller on the market
|
||
priced under $40. With the 6 button controller, this is the best
|
||
playing version of the game yet. Too bad this game was not made
|
||
compatible with Sega's upcoming 4 player adapter, the tournament mode
|
||
would have fit so perfectly.
|
||
|
||
The tournament mode is a great opportunity for you and your buddies to
|
||
get together and find out who the real champ is. There are 2 tourney
|
||
options. The first one allows each person competing to select 6
|
||
different fighters to use. Whoever wins the most matches is obviously
|
||
the winner. This mode is great to show up those 1 dimensional players
|
||
who can only use one or two characters. The second mode, the
|
||
Elimination Mode, allows to select from one to six characters. You
|
||
fight one round battles and whoever defeats all their opponents first
|
||
wins.
|
||
|
||
If speed is what you need, you will be exuberantly excited to find out
|
||
that just like the SNES version, this version is actually faster than
|
||
the arcade since you can choose from a total of ten speeds (no code
|
||
necessary this version).
|
||
|
||
Ahh, there had to be one downer. The voices. Although the music is
|
||
pretty good the voices and sound effects were completely horrible. A
|
||
disappointing con since we have seen a lot of great effects and sounds
|
||
on other previous Genny carts. I assume this was all due to lack of
|
||
memory. Even at 24 meg, they ran out of room to improve on the sound,
|
||
but that is ok because the rest of the game is near perfect.
|
||
|
||
It's finally here folks. Many thought it would never come, but it did
|
||
and in a big way. SFIISCE is one of the hottest carts this year on
|
||
the Genesis with amazing graphics, control and speed. Only thing I
|
||
can say that is wrong with it besides the sound, is that it was based
|
||
on the SNES version, not the arcade. The characters are small just
|
||
like on the SNES and they did not truly add the Turbo
|
||
backgrounds...however, this is GENESIS!
|
||
|
||
Instigator - 95
|
||
This has to make you happy. The Genesis finally has Street Fighter
|
||
and deservedly so. Capcom makes their first Genesis title and what a
|
||
great entrance.
|
||
|
||
Mr. Mojo Risin' - 98
|
||
Since when is a Genesis game better than the SNES version? Yup, better
|
||
is right. The control is just too perfect. Awesome graphics, super
|
||
fast speed and no code necessary! Turn the volume down though.
|
||
|
||
Anderson - 95
|
||
|
||
<EFBFBD>
|
||
What more could you ask for. The best version of SFII yet! The new
|
||
tournament mode is great and just thinking that this is all done on
|
||
Genesis!
|
||
|
||
|
||
Here's how they stacked up HEAD TO HEAD:
|
||
|
||
For some nitty gritty comparisons, you should check out our review
|
||
last issue of the SNES version, but here are some of the points we
|
||
came up with.
|
||
|
||
o The Genesis version is just as fast with no code needed.
|
||
o The characters are animated just as well, and graphics are just as
|
||
spectacular.
|
||
o The SNES version has a much brighter and colorful appearance and
|
||
that is hands down a big plus.
|
||
o The sound on the SNES version is great, the voices are ok, but the
|
||
both the sound and voices on the Genny version rotted!
|
||
o The control was great on both versions. With the 6 button
|
||
controller, the Genesis version played better. Using the 3 button
|
||
controller, the SNES version played better. The music was really
|
||
good on both version, but I have to give the SNES version the edge.
|
||
o Both versions offer small characters, and unfinished backgrounds.
|
||
o The Genesis version offers a great tournament mode not found on any
|
||
other version.
|
||
|
||
|
||
+-------------------------------------------------------------------+
|
||
|TITLE: |PUBLISHER |GAME TYPE: |SIZE: | AVERAGE OF REVIEWS |
|
||
| Ranger-X | Sega | Fighting | |0 88 |
|
||
| |RATING: GA | | |*****%%%%%@@@@@###--|
|
||
|---------------+-----------+-----------+------+--------------------|
|
||
|MAIN REVIEW BY: OTHER REVIEWERS |
|
||
| |
|
||
| Aquarius 85 Sr. Jnx 90 Mr. Mojo 92 ---------- ** |
|
||
| |
|
||
+-------------------------------------------------------------------+
|
||
|
||
Ranger-X represents what an older concept along with newer technology
|
||
can create and along with it a new realm in video gaming. Space
|
||
shooters have been used time and time again, but Ranger-X from Gao (a
|
||
new Sega development team) twists the idea along with a side scrolling
|
||
shooter to make a game that is actually original in today's market.
|
||
|
||
Your character is a huge metal suited figure, equipped with a standard
|
||
blaster and a second weapon which can be switched at any time in the
|
||
game. This second weapon has it's own power meter which drops when
|
||
it's being used. An Ex-Up vehicle follows along behind you and can
|
||
become a part of you by standing on it and pressing down to crouch
|
||
inside the vehicle. While on the Ex-Up you can choose what your
|
||
second weapon is from an assortment of lasers to a flame thrower. The
|
||
Ex-Up automatically follows your character throughout the level, and
|
||
with the six button controller, you can control it by using the top
|
||
buttons.
|
||
|
||
Flying is a big part of this game as your main guy can take to the air
|
||
because of the engine hooked up to your back. The engine is limited
|
||
to just a few seconds of flying, but with practice, hovering in one
|
||
place can make it so you're in the air for longer periods of time.
|
||
Your character and the other motorized attackers all animate very
|
||
fluidly on screen, and the amount of color and parallax scrolling on
|
||
the levels in incredible. Each level has you going after a series of
|
||
targets that must be destroyed before going onto the boss encounter.
|
||
Some levels have you going on one set path, while others like level
|
||
two have you exploring certain areas to find the targets.
|
||
|
||
The button combinations are unique in that button A makes you face
|
||
left and let's you fire in that direction, while button C faces you
|
||
right. Button B uses the special weapon and up takes you to the
|
||
skies. The backgrounds in this game all use a tremendous amount of
|
||
color, and the foregrounds and sprites all use color effectively. The
|
||
explosions are realistic looking, which is a given for a shooter style
|
||
game. The popular use of parallax found in the floor of the Street
|
||
Fighter II levels can be found here in level three with a 3-D tunnel
|
||
that looks like you're really walking past it. This might not add
|
||
much to the actual game, but it's great for the visual aspect of the
|
||
game.
|
||
|
||
The music is some phunky tunes that fit into this game perfectly.
|
||
Listening to this game with a pair of headphones really adds to the
|
||
game because it makes you feel like you're in the game. The
|
||
explosions shake the house literally, and the gunfire is represented
|
||
with realistic digitized sounds. Other newsworthy portions of this
|
||
game include some software scaling of some enemy ships and at the
|
||
beginning of each level a series of lines that represent building
|
||
scales and rotates around the screen and scale toward the viewer.
|
||
|
||
The downsides of Ranger-X include the very hard nature of the game and
|
||
the awkward controls that take time to master and to feel comfortable
|
||
with. The good points are the great graphics and presentation of the
|
||
levels and the overwhelming sounds that happen during the action. The
|
||
addition of the Ex-Up really improves the game-play of the game, and
|
||
the bosses and enemies all seem to come at you at once. Ranger-X has
|
||
some great strategic levels, and is a game for the hard core gamer
|
||
that can beat most games on hard. Along with Gunstar Heroes, Sega
|
||
seems to be focusing a lot of attention on action games now-a-days
|
||
which means we'll be seeing a lot of good quality games come Christmas
|
||
time. Ranger-X is just superb.
|
||
|
||
Aquarius-85
|
||
I didn't have a six button controller so the controls
|
||
weren't as precise as I would have liked them to of been. The
|
||
graphics were some of the best I've ever seen. Control was just to
|
||
damn cooky.
|
||
|
||
Sr. Jnx-90
|
||
The sights and sounds in Ranger-X just blew me away! The Ex-Up rover
|
||
was a great idea that can be used as an option in future games. The
|
||
scaling lines in-between levels weren't needed, and the difficulty was
|
||
just too hard for most gamers. Not for the light of heart.
|
||
|
||
Mr. Mojo Risin'-92
|
||
This game just simply rocks!! Everything is perfect from the huge
|
||
amount of colors to the great sound effects. With a six button
|
||
controller this game really took a turn towards the gaming elite.
|
||
It's not every day that a game like this is released, so be sure to
|
||
save your money for this one.
|
||
|
||
|
||
+-------------------------------------------------------------------+
|
||
|TITLE: |PUBLISHER |GAME TYPE: |SIZE: | AVERAGE OF REVIEWS |
|
||
| Gunstar Heroes| Sega | Action |08 MEG|0 95|
|
||
| |RATING: GA | | |*****%%%%%@@@@@####-|
|
||
|---------------+-----------+-----------+------+--------------------|
|
||
|MAIN REVIEW BY: OTHER REVIEWERS |
|
||
| |
|
||
| Instigator 95 Da Phunky 96 Anderson 90 The Farmer 97 |
|
||
| ---------- ** ---------- ** ---------- ** |
|
||
| |
|
||
+-------------------------------------------------------------------+
|
||
|
||
Leave all your premonitions and beliefs of what your Sega Genesis can
|
||
do in the closet, because Sega has probably destroyed every boundary
|
||
of what the Genesis is "supposed to do" in it's newest game, Gunstar
|
||
Heroes. Gunstar is in a league of it's own; never before have a
|
||
combination of graphics, sound, game-play, software techniques, and
|
||
overall fun been all applied to the same game with such magnitude.
|
||
|
||
Gunstar Heroes is the newest side-scrolling action game to be released
|
||
on the Genesis, and while not having the popular movie names to it or
|
||
any flashy ad campaigns, has succeeded in mixing the perfect blend of
|
||
non-stop action and game-play into one 8-meg cart. The on-screen
|
||
action can only be described as furious, with as many as ten enemies
|
||
on screen at once, and clocked at speeds just under a weighted down
|
||
Sonic. Enemies come from everywhere, and attack from just about every
|
||
point of angle on the screen.
|
||
|
||
At the beginning of the game you get to choose your characters
|
||
fighting style; either being able to fire your weapon as you run or an
|
||
option that makes you have to stand still while you fire your weapon.
|
||
Next, you get to choose which of the four beginning levels you'll
|
||
start out at, and then a quick rundown on the level you chose. From
|
||
here on out is non-stop action that has to be seen to be believed.
|
||
|
||
There are four primary weapons in Gunstar: a laser, a fire thrower, a
|
||
seek and destroy weapon, and a flame thrower. The weapons are spread
|
||
out all around the levels and can be upgraded by finding and picking
|
||
up that weapons icon. An original idea used in this game is that the
|
||
weapons can be mixed so that a brand new weapon is made (ie. if you
|
||
pick up the fire thrower and the tracking weapon, the weapon becomes a
|
||
huge line of flame that seeks out enemies.) This new weapon set-up
|
||
makes for some great trial and error situations where you must decide
|
||
which weapon must be used in what situation.
|
||
|
||
Scaling and rotation have never looked this good on the Sega Genesis.
|
||
Through software techniques, almost flawless rendering of objects is
|
||
possible. Most of the bosses use at least some special technique in
|
||
the way they attack or more around the screen. One such boss is a
|
||
series of boxes in the form of a human figure which rotates around the
|
||
screen and has the most lifelike movements that I've ever seen in a
|
||
box. The rest of the graphics in this game are cartoonish in nature,
|
||
but are done with superb color usage and some great animations. A lot
|
||
of detail went into the making of this game, with great shading and
|
||
backgrounds on all of the levels, and a lot of attention in keeping
|
||
the action intense at all points in the game.
|
||
|
||
The first four levels can be beaten in any order, and doing so is no
|
||
cake walk. Each level has several mini-bosses and an end boss that
|
||
makes you use all the skills of the character. Your character can
|
||
shoot in any direction, be it up, down, sideways, or in any diagonal
|
||
direction. Your character can also do a slide sweep which takes a lot
|
||
of damage off the enemies, and a combination of a throw or a body
|
||
slam/jump kick. Hanging from ceilings and ledges is also possible,
|
||
and aerial throws and combinations are also possible. Two of the
|
||
levels have you riding in a separate vehicle; one being in a scooter
|
||
that can defy gravity, and the other one in a spaceship for a mini
|
||
outer space shooter. Game-play has never reached these heights, with
|
||
an improvement only possible with the use of a six button capability
|
||
not found in this game. The levels themselves also have unique things
|
||
to cling from and to climb on. One level is set on an aircraft in the
|
||
sky while another is a huge monopoly game with multiple baddies to
|
||
beat up on. Older twists such as reappearing bosses has also been
|
||
used so that the boss count in this game is over fifteen guys.
|
||
|
||
Games with great graphics or a lot software techniques usually end up
|
||
having one area of the game being less than standard. This is not
|
||
true with Gunstar though, because the music and sounds in this game
|
||
are THE best I've ever heard on the Genesis. The background music
|
||
pounds out some hard rock tunes while the on screen action is heard
|
||
with some heart stopping explosions and non-stop gunfire. Every
|
||
action has it's own sound effect so your neighbors may complain that
|
||
there's a war going on in your bedroom.
|
||
|
||
One feature that I didn't mention above is that Gunstar is a two
|
||
player game also. After testing it out though, we found that some
|
||
slow down was found in some levels because of it, but not enough to
|
||
hurt the game in any way. To add to the replay value, Gunstar has the
|
||
perfect difficulty curve that actually affects the attacks of the
|
||
enemies (ie. on easy, there are several "spots" where you can stand
|
||
when fighting a boss and not get hurt, but while on the other settings
|
||
you can get hurt anywhere.) To me, Gunstar is almost the perfect game.
|
||
Everything is done to perfection, with action unequaled in any
|
||
earlier attempts at a side-scrolling action game, and that is as fun
|
||
to watch as it is to be playing. Hopefully, more games will be made
|
||
with this being the game to match in overall quality and
|
||
professionalism. Goods news for us though, because this game is just
|
||
screaming sequel.
|
||
|
||
Phunky Pheel One-96 Wow!
|
||
This game sets new standards for video games in general. Not only are
|
||
the graphics some of the best, but the sounds and playability are up
|
||
there with other classics like Contra and Mega Man. To bad the
|
||
creators of this game are working on a McDonalds game and not a sequel
|
||
to Gunstar Heroes!
|
||
|
||
Anderson-90
|
||
Gunstar Heroes shows that with a lot of programming a game can surpass
|
||
the expectations of a system. I couldn't believe the amount of action
|
||
on screen at once. The two player adaption was a great addition to a
|
||
game that needs no improvements and has the best moves this side of
|
||
Street Fighter.
|
||
|
||
Pepperidge Farmer-97
|
||
Perfect man, perfect! I've been playing this game non-stop ever since
|
||
the GMJ offices got it in. The many smiles this game gave me is worth
|
||
the price, no prob. One or two more levels would have made this game
|
||
a 100.
|
||
|
||
*** NEWS D70 ***
|
||
|
||
GENESIS NEWZ CLIP:
|
||
Redo it! The preliminary version of Tournament Fighters from Konami on
|
||
the Genesis looked pathetic, however after retooling and refining
|
||
backgrounds and animation, the Genny version is starting to look up.
|
||
The hyped up Eternal Champions from Sega is one of the best looking
|
||
games for the holidays. The new texture techniques used will be
|
||
making this one of the most impressive graphical displays on the
|
||
Genesis EVER!
|
||
|
||
*___________________________________________________________________*
|
||
| Game Master Journal is America's #1 online source for video game |
|
||
| information. We have been read on the ExpressNET, Datanet and |
|
||
| other independant BBS' since April 1, 1992. |
|
||
| |
|
||
| GMJ represents our attempt to inform gamers world-wide about every|
|
||
| aspect of videogaming, and what follows are plans for GMJ. As we |
|
||
| expand to the Internet, we are making a bold, new step of inform- |
|
||
| ative journalism. We are glad that you make this possible. |
|
||
|___________________________________________________________________|
|
||
* *
|
||
|
||
** ELECTRONIC PRINT **
|
||
|
||
Here is the future of GMJ: a multi-media experience that ALL gamers
|
||
can enjoy! Anyone with a PC (or PC clone/emulator) can enjoy
|
||
full-color, SVGA graphics AND digital stereo audio clips of your
|
||
favorite games!
|
||
|
||
GMJ Electronic Print is a series of SVGA graphic pages that can be
|
||
either viewed on-screen with any .GIF viewer, or can be printed out
|
||
for permanent paper storage. Either way, it looks GREAT and is FREE
|
||
to our BBS users that download it. (The file is HUGE however.) If you
|
||
cannot download GMJ-EP, you can subscribe for only $10/year - less
|
||
than $.85 an issue!
|
||
|
||
To subscribe, please make out a check to Reny Falzarano at 255 North
|
||
Rd #31, Chelmsford Ma, 01824. or call 508-250-4989 FAX 508-250-4020
|
||
|
||
** GMJ TV? **
|
||
|
||
Our readers have demanded it. Our staff wants to do it. It appears
|
||
that GMJ:TV could be coming soon to a network near you! Stay tuned!
|
||
|
||
*******************
|
||
** THE CHRONICLE **
|
||
*******************
|
||
|
||
...by, Da Phunky Pheel One, Ace, Sr. Jnx and others...
|
||
|
||
Welcome back all to another exciting issue.
|
||
This issue we are featuring 2 special reviews of games that appear on
|
||
both the SNES and Genesis. If you have trouble deciding which
|
||
version of a game to get, GMJ will now be doing side by side
|
||
comparisons of any game that appears on 2 or more systems. Next
|
||
issue you can look forward to over 15 reviews and a special
|
||
Electronic Arts insert reviewing ALL the four way play games, as well
|
||
as 2 3DO reviews.
|
||
|
||
Macromdeia announced recently to develop a player which would allow
|
||
Director Macintosh or Windows files to be compatible on the 3DO.
|
||
This is the first bid to direct the 3DO as a business utility and not
|
||
just a video game console. Marketing the 3DO directly to compete
|
||
with Macs and PC's would certainly strenghten the list of pros for
|
||
the 3DO as we here at GMJ are not very convinced that the 3DO is
|
||
strictly a video game unit.
|
||
|
||
In Segaland there is many a rumor flying around about the Saturn.
|
||
Sega may ditch the old format and hop right on to a 64 bit project
|
||
with the same title which would be a CD based unit that would play
|
||
Sega CD format games as well as regular Genesis titles. Our source
|
||
for this rumor was very bleak so that is all we can say right now.
|
||
If we find any backbone or followup information to that story, you
|
||
will be updated...But for what we CAN tell you right now not to
|
||
expect this super system until late '94. At the earliest.
|
||
|
||
Any Genesis owner who feels depribed for some reason that only SNES
|
||
players will be enjoying the horrible SFII/MK ripoff, Clayfighters
|
||
can rejoyce. Interplay, makers of the SNES game Clayfighters has
|
||
singed on to the Sega 3rd party crew with a Genesis version of
|
||
Clayfighters.
|
||
|
||
Some possible last second changes to Sonic CD might be a replacement
|
||
of the cinema scenes. We hate to throw another rumor at you but we
|
||
have to. The grapevine has it that the current cinemas to Sonic CD
|
||
will be replaced by segments of the Saturday version of the cartoon.
|
||
As long as they don't delay the game because of this, I don't care,
|
||
otherwise...WHY?!?!
|
||
|
||
All of you Sega/health freaks (and those two things are just so
|
||
complimantary of each other) can have fun with an upcoming excersise
|
||
unit from the company Hearbeat. This unit plugs into the Genesis
|
||
control port and its directional controls are hooked up to an
|
||
exersise bike (provided by you). You setup a workout which will be
|
||
interactive with a game. The concept of the packin game (Outback
|
||
Joey) is to go through levels and fight off bad guys while mantaining
|
||
a certain heart rate. There may also be an NHL game in development
|
||
for this unique attachment...?
|
||
|
||
___________________________________________________________________
|
||
| |
|
||
| SPECIAL REPORT: |
|
||
| |
|
||
| HANDS-ON 3DO REPORT! |
|
||
| |
|
||
| |
|
||
| |
|
||
|___________________________________________________________________|
|
||
|
||
Nearly three weeks ago the long awaited Panasonic 3DO multimedia unit
|
||
was released nationwide for a retail of $700. Available for our
|
||
hands on test was one pack-in game wad Crash and Burn - a futuristic
|
||
racing game. For what we had been expecting, believe it or not some
|
||
at GMJ were somewhat disappointed. Before you decide to stop reading
|
||
our magazine forever though, hear me out. The scaling, graphics and
|
||
manipulation of the objects and backgrounds was incredible, however
|
||
the movement and interaction with the car and backgrounds was poorly
|
||
done. Then we thought it was not fair to judge a first title so
|
||
strictly, and when compared to say an Altered beast or Super Mario
|
||
World (in ratio), it is needless to say that Crash and Burn is a
|
||
king.
|
||
|
||
I was disappointed in the marketing of this unit. Thrown in every
|
||
video game section of every store, the 3DO is now directed as a way
|
||
too expensive video game unit, instead of a next wave multimedia
|
||
entertainment business and networking unit and possibly the
|
||
replacement for VCR and alternate to an expensive PC that it is.
|
||
Instead of packing the unit with a keyboard or control panel, the
|
||
system is packed with a video game controller and the "bare" system
|
||
is not fully capable of running full length full motion video discs.
|
||
A special cartridge upgrade has to be installed. These are all some
|
||
major mistakes because at $700 no one is purchasing this system so
|
||
they can play Madden football...and if they are, they got some
|
||
problems.
|
||
|
||
Ok, so you are all thinking how bad we are dogging this unit. NO NO
|
||
NO! Not at all. I am convinced this will be the entertainment unit
|
||
of the future hands down. The possibilities of the 3DO are endless.
|
||
We just thought that their marketing approach was all wrong. Why
|
||
should I spend $700 that is not loaded with some of the standard
|
||
features it was supposed to COME with when in 9 months another 3DO
|
||
system will be released for $500 with internal full motion
|
||
capabilities, a keyboard, and a mouse?
|
||
|
||
Let there be no mistake. This IS the future of entertainment. This
|
||
is a video game system, interactive TV, fax machine, VCR and more all
|
||
in one unit.
|
||
|
||
Check out next issue where we will give you a FULL coverage report
|
||
and review the games.
|
||
|
||
|
||
___________________________________________________________________
|
||
| ##### ##### ##### ##### ###### ###### R |
|
||
| # # # # # # # # # # E |
|
||
| # # # # # # # # # # V |
|
||
| ####### ##### # ####### # # ### I |
|
||
| # # # # # # # # # # E |
|
||
| # # # # # # # # # # W |
|
||
| # # # # ##### # # ###### ###### S |
|
||
|___________________________________________________________________|
|
||
|
||
|
||
|
||
+-------------------------------------------------------------------+
|
||
|TITLE: |PUBLISHER |GAME TYPE: |SIZE: | AVERAGE OF REVIEWS |
|
||
| Super Street | Capcom | Fighting |88 MEG|0 95|
|
||
| Fighter II | | |rumor!|*****%%%%%@@@@@####-|
|
||
|---------------+-----------+-----------+------+--------------------|
|
||
|MAIN REVIEW BY: OTHER REVIEWERS |
|
||
| |
|
||
| Ace 95 ---------- ** ---------- ** ---------- ** |
|
||
| |
|
||
+-------------------------------------------------------------------+
|
||
|
||
Lets get right to the chase gang, this is one HELL of a game! The
|
||
game that started the craze, Street Fighter, has it's third upgrade
|
||
now, this time with new everything! 4 new characters, redrawn
|
||
graphics, re-sampled sounds... it's all here! NEW MOVES TOO!
|
||
|
||
Unless you have lived in a CAVE for the last 30 months, you know that
|
||
the object of Street Fighter is to beat your foe in a
|
||
two-out-of-three falls match. There are SIXTEEN characters to choose
|
||
from, each with their own fighting style. Some throw fireballs, some
|
||
are great with their hands while others are blazing fast. It is up
|
||
to you to find a character that best macthes your playing style.
|
||
|
||
You play against 12 of the 16 characters when you play against the
|
||
computer, and the first 11 are randomly selected. The final
|
||
character you face is M.Bison, the evil druglord/dictator of Thailand
|
||
who has spread his evil world-wide.
|
||
|
||
When someone else puts their credits in the machine, the game goes
|
||
into a head-to-head mode. You then must fight to stay on the machine
|
||
because the loser goes home!
|
||
|
||
One of the Game of the Year candidates, this one will blow you away!
|
||
|
||
Ace - 95
|
||
The ONLY problem I had with this game was the fact that the sounds,
|
||
although they sound GREAT with Q-sound, are AWEFULLY DONE! This
|
||
sounds like a NEO*GEO game! But other than that.. LOOK OUT!
|
||
|
||
====================================================================
|
||
WARP ZONE!
|
||
====================================================================
|
||
|
||
SUPER STREET FIGHTER MOVES: All of the new ones BEFORE EGM,
|
||
GamePro, VG + Die Hard Game Fan.
|
||
|
||
NOTE: Although this LOOKS like some posts on the Internet, this is
|
||
NOT a 'steal', we did find these moves, these are OUR strat's
|
||
and all of these moves are listed correctly. (IF not, tell
|
||
us, and we'll fix it!)
|
||
|
||
|
||
====================================================================
|
||
Cammy
|
||
====================================================================
|
||
Special Moves:
|
||
Spear kick: | \ --o + kick
|
||
o o
|
||
|
||
Spinning Backhand: / | \ + punch
|
||
o o o
|
||
|
||
Crescent Kick: --o | \ + kick
|
||
o o
|
||
|
||
Pile-driving Suplex (Pileplex): --o + fierce kick
|
||
[ THROWING DISTANCE ONLY ]
|
||
|
||
Back Suplex: --o + fierce punch
|
||
[ THROWING DISTANCE ONLY ]
|
||
|
||
Ariel Throw: --o + medium kick
|
||
|
||
Comments:
|
||
Spear Kick: Cammy launxhes herself horizontally, close to the ground,
|
||
at the opponent. This is actually her worst move, but it can be used
|
||
it combos very easily. The only problem with it is that it has
|
||
horrible recovery time. This can be dealt with by doing the short
|
||
spear kick from the limit of its range so that while your opponent is
|
||
recovering from the block, you can be recovering from the kick. It
|
||
also places you at the maximum distance from the opponent. It also
|
||
only goes about half way across the screen before stopping. It can
|
||
be used to stop projectiles like Blanka and Honda, but it is best
|
||
used as a defensive maneuver.
|
||
|
||
Spinning Backhand: This looks like a quick spin followed by a guile
|
||
backhand. It has the capability of hitting twice, and when it does
|
||
it does a great deal of damage. Secondly, when Cammy is spinning on
|
||
her heals she is invincible. But you have to have perfect timing,
|
||
since you are vulnerable before and after this point. It can be used
|
||
like Balrog's TAP to dodge fireballs, but it is more difficult to
|
||
time. Because you move so far forward, you will probably want to use
|
||
the jab spinning backhand, otherwise you will end up within sweeping
|
||
distance. The move is fairly slow, but if used correctly, deadly.
|
||
|
||
Crescent Kick: This is basically a dragon punch with her foot, and it
|
||
is her best move. It has a trajectory that is wider than Ken's
|
||
fierce DP, and it is also invincible (except against Ken/Ryu's Dragon
|
||
Punch) while going up. The intital frames are vulnerable, though, so
|
||
it cant be used exactly like the DP.
|
||
|
||
Combos:
|
||
If Ken or Ryu throw a fireball, do the following...
|
||
Spinning Backhand, short kick, Crescent Kick (3 to 5 hit combo)
|
||
If Guile shows Sonic Boom or Dee Jay shows Ace rusher, do...
|
||
Spinning Backhand, Crescent Kick (2 to 4 hit combo)
|
||
|
||
Overall:
|
||
Cammy is one of the best new characters in the game, according to
|
||
most people. She has good speed and air-priority to rival Chun Li.
|
||
She seems to be played in the same style as Chun Li, but with the
|
||
added advantage of the uppercut-like kick. She is great at anti-air
|
||
defense, also.
|
||
|
||
====================================================================
|
||
T-Hawk
|
||
====================================================================
|
||
Special Moves:
|
||
|
||
Mexican Typhoon: full 360 degrees on joystick + punch
|
||
(aka Phi Slamma Jamma) (like zangief's spinning pile driver)
|
||
|
||
Condor Dive: Jump + (all three punches)
|
||
|
||
Tomahawk Buster: --o | \ + punch
|
||
o o
|
||
|
||
Face Smash: --o + fierce punch
|
||
|
||
Face Chop: --o + roundhouse
|
||
|
||
Throw: medium punch
|
||
|
||
|
||
Comments:
|
||
Mexican Typhoon: Hawk grabs you, plams your head like a basketball,
|
||
jumps in the air, windmills you in the air 720 degress, then slams
|
||
you into the ground head first. If you want to impress the hell out
|
||
of everyone around you, this is the move to do. It has a pretty
|
||
decent range, about the length for dahlsim to throw.
|
||
|
||
Condor Dive: T-Hawk jumps, then suddenly dives at you like dahlsim's
|
||
yoga spear. This move can be deceptive - try jumping back, then
|
||
diving with the condor dive. It has a good range, but can only be
|
||
done on the way up, not on the way down. It can be useful for
|
||
countering fireballs.
|
||
|
||
Tomahawk Buster: Another version of the DP, but this goes more
|
||
diagonal and is not as quick. It is only invincible for a very short
|
||
time at the beginning, then the rest is vulnerable. The fierce TB
|
||
extends really far - farther than ken's DP - and can also hit twice
|
||
if close enough. It has a pretty nasty fall distance, so it can be
|
||
risky. But the delay when you reach the ground is minimal.
|
||
|
||
Combos:
|
||
Roundhouse neck kick- standing forward- fierce tomahawk buster.
|
||
|
||
The tick standing short - into mexican typhoon seems to work, but not
|
||
as well as Zangief's.
|
||
|
||
Overall:
|
||
T-Hawk seems to be a very versatile character. His biggest weakness
|
||
is his speed, but that can be made up for by his big moves. His
|
||
spinning leg sweep is also a nice move, and it executes faster than
|
||
Guile's fierce trip. His kicks have decent range - much better than
|
||
Ken, Ryu, Zangief, and Chun Li's, i would say. His standing forward
|
||
is really nice - it has about a Ryu crouching roundhouse range,
|
||
sticks out straight, and is fast.
|
||
|
||
====================================================================
|
||
Dee-Jay
|
||
====================================================================
|
||
Special Moves:
|
||
|
||
Machine Gun Upper: | o + (punch, punch, punch...)
|
||
o |
|
||
|
||
Ace Rusher: --o + punch
|
||
(charge)
|
||
|
||
Hop Step and a Kick: o-- --o + kick
|
||
(charge?)
|
||
|
||
Dee Jay Escape: | + roundhouse kick
|
||
o
|
||
Comments:
|
||
Machine Gun Upper: If you hit the button once, you get a jab-like
|
||
uppercut. Tapping a punch button repeatedly after executin the move
|
||
will extend the punch further. It works well as a defensive move, as
|
||
it will stop most characters from jumping in. It is difficult to hit
|
||
more than a few times, but it has been done up to four.
|
||
|
||
Ace Rusher: This looks and works like guile's sonic boom, but is
|
||
different because it has a long recovery time and his body leans way
|
||
forward when performing it.
|
||
|
||
Hop Step and a Kick: He sort of kicks, turns around, and kicks again.
|
||
Crouching Roundhouse: This is like dahlsim's slide. It can be used
|
||
against someone who is jumping in at you, but unfortunately it cant
|
||
go under fireballs. If the timing is right, you can follow up a
|
||
fireball with this.
|
||
|
||
Combos:
|
||
jumping hit - standing forward - fireball
|
||
jumping hit - standing short - short spinning kick
|
||
|
||
Overall:
|
||
Dee Jay seems to be one of the better characters and will be
|
||
especially useful to those who know how to use Guile. His far
|
||
standing fierce is a good anty-air attack, and his jump + roundhouse
|
||
hits far enough down to hit Dahlsim's crouching fierce. His jumps
|
||
are his biggest flaw. The lower part of his body hangs really low,
|
||
which makes it hard to jump over fireballs. Fireball traps seem to
|
||
work very well against him, since jumping is difficult and he lacks
|
||
any invincible move.
|
||
|
||
====================================================================
|
||
Fei Long
|
||
====================================================================
|
||
|
||
Special Moves:
|
||
|
||
Triple Punch: | \ --o + punch (repeat,
|
||
o o repeat...)
|
||
|
||
Flaming Vertical Kick: o-- | / + kick
|
||
o o
|
||
|
||
Leaping Double Kick: --o + roundhouse
|
||
|
||
Flip-over throw: --o + roundhouse
|
||
[ THROWING DISTANCE ONLY ]
|
||
|
||
Comments:
|
||
Triple Punch: Doing the fireball motion once will give you a flaming
|
||
jab. Doing it again quickly will cause him to slide forward a bit
|
||
and follow up with a straight punch. A third time finishes the move
|
||
with another punch. He rushes at you faster than Balrog's rushing
|
||
punches, but it is hard to get the timing right to get multiple hits.
|
||
Practice makes perfect!
|
||
|
||
Flaming Kick: He jumps into the air with his leg on fire. The
|
||
horizontal range is non-existant. The height is determined by which
|
||
kick you use. It is a bit safer than a dragon punch because if you
|
||
do it too soon, you might be in a defensive crouch. If you do it too
|
||
late, you will still be blocking. It seems to be mainly a defensive
|
||
move.
|
||
|
||
Leaping Kick: Fei Long jumps at you with a double kick. It does
|
||
pretty decent damage. Although he spends a lot of time moving
|
||
forward with no attack out, once the attack comes out it has one hell
|
||
of a priority.
|
||
|
||
Combos:
|
||
This combo is great against the larger characters (Zangief, Hawk)
|
||
Jumping roundhouse, short kick, Triple punch over + over
|
||
|
||
Overall:
|
||
He has the potential to be the next anti-character, like Guile was
|
||
for Ken/Ryu. Use him against characters without projectiles for the
|
||
best chance of victory.
|
||
|
||
===================================================================
|
||
Ryu
|
||
===================================================================
|
||
Dragon Punch: --o | \ + punch
|
||
o o
|
||
|
||
Still the superior move in the game. Deadly, but not as damaging.
|
||
|
||
Red Fireball: o-- / | \ --o + punch
|
||
o o o
|
||
This is a red fireball that will burn the opponent like Dhalsim's
|
||
yoga fire.
|
||
|
||
Fireball: | \ --o + punch
|
||
o o
|
||
|
||
He has a longer delay after his fireball and his hurricane kick now
|
||
starts spinning on the way up and all the way down, following his
|
||
jump motion.
|
||
|
||
Hurricane Kick: | / o-- + kick
|
||
o o
|
||
Air Hurricane Kick: Jump then HK motion
|
||
|
||
The kick still does tons of damage. the Air HK now follows the
|
||
motion of his normal jump (arced). The sooner you do the HK motion
|
||
during your jump, the higher you'll fly.
|
||
|
||
====================================================================
|
||
Ken
|
||
====================================================================
|
||
Changes to his DP - fierce now burns opponent and can hit 3 times.
|
||
Jab hits once and knocks down. His hurricane kick is also like
|
||
Ryu's. Does not have a flaming fireball.. but other than that, see
|
||
Ryu.
|
||
|
||
==============================================================================
|
||
Chun Li
|
||
==============================================================================
|
||
Fireball: o-- --o + punch
|
||
(charge)
|
||
|
||
The new fireball.
|
||
ONLY use in a situation where your opponent will definitely either be
|
||
hit (like in a combo) or will have to block (such as when an opponent
|
||
is just getting up). The delay AFTER the fireball is even longer
|
||
than the delay in HF and the fireball (actually, it looks like a raw
|
||
egg being tossed) dissipates (dissapears) before crossing the screen.
|
||
The faster the fireball, the shorter the distance.
|
||
|
||
Helicopter Kick: | (charge) o + kick
|
||
o |
|
||
|
||
The altered Helicopter kick
|
||
MUCH better against opponents jumping in, as the animation sequence
|
||
where Chun is just beginning to flip over now knocks the opponent
|
||
down (doesn't leave them standing to retaliate). Works great vs.
|
||
Ken/Ryu, and Long. Haven't tried it vs. anyone else yet. Her
|
||
aerial Helicopter (where she goes into it quickly after jumping) is
|
||
strange, but I imagine helpfull against corner traps, as it arcs in
|
||
the path of her natural jump, and goes by kinda fast. This is one of
|
||
the more important positive changes made.
|
||
|
||
Combos:
|
||
jumping hit - standing fierce - fireball/lightning kick jumping neck
|
||
fierce - standing strong - standing fierce - lightning kick jumping
|
||
fierce - standing strong - crouching forward.
|
||
|
||
|
||
|
||
==============================================================================
|
||
Zangief
|
||
==============================================================================
|
||
Zangief's Power Moves: 360 spin from forward to down
|
||
and back around to front and....
|
||
|
||
punch -- old faithful, the SPD (spinning pile driver)
|
||
kick -- charge throw, or CPD (charge pile driver)
|
||
kick (close)-- drop then flip and leap into air with them,
|
||
or FPD (flip pile driver)
|
||
|
||
Knee Drop: o (hold) + fierce
|
||
|
|
||
|
||
No more one-hit dizzy.
|
||
|
||
|
||
Air Throws: He has TWO air throws
|
||
fierce (and forward)--almost exactly like Z's old crouch strong throw,
|
||
but in the air.
|
||
roundhouse (and forward)--almost exactly like his old crouch fierce, but
|
||
in the air--nabs them and with no pause heaves them in the air over
|
||
his shoulder (doesn't look up like he did before)
|
||
|
||
Throws: finally got all but one normal throw checked out.
|
||
Strong--simple pile driver from before.
|
||
Fierce--iron claw aka far+strong from older versions
|
||
Forward--new suplex ala fierce from older versions--heaves opponent
|
||
over head, then falls back, but this time he ends up
|
||
horizontal about 1 inch from the ground, and then you fall
|
||
down.
|
||
Roundhouse--chin smash ala far+fierce from before
|
||
crouch fierce--gut wrench as older versions.
|
||
|
||
|
||
==============================================================================
|
||
Blanka
|
||
==============================================================================
|
||
Blanka Ball: o-- --o + punch
|
||
(charge)
|
||
|
||
Still one of the fastest moves in the game.
|
||
|
||
Vertical Ball: | (charge) o + kick
|
||
o |
|
||
|
||
Flip Roll: o-- --o + kick
|
||
(charge)
|
||
|
||
Blanka flips back, then does a roll that has an arc to it. If timed
|
||
right, it can go over fireballs.
|
||
|
||
He is improved in someways, DIES in others. He now stops rolling in
|
||
his vertical roll and goes back down at an angle so he cant be swept
|
||
or dragon punched so easily. Also, the timing of his rolls are such
|
||
that, if blocked, a quick fireball will hit it on the way down.
|
||
|
||
====================================================================
|
||
Honda
|
||
====================================================================
|
||
Thousand Hand Slap: Punch buttons over and over
|
||
|
||
Great for corner-trapping.
|
||
|
||
Banzai Drop: | (charge) o + kick
|
||
o |
|
||
|
||
==============================================================================
|
||
Guile
|
||
==============================================================================
|
||
Sonic Boom: o-- --o + punch
|
||
(charge)
|
||
|
||
An ever BETTER recovery than before!
|
||
|
||
Flash Kick (aka Razor Kick): | (charge) o + kick
|
||
o |
|
||
|
||
The range for this has been dropped a bit. More defensive now.
|
||
|
||
Mid-Air Back Breaker: --o + punch
|
||
|
||
Pretty good priority. Watch out for mis-timing.. you need to be
|
||
almost touching to pull the move off.
|
||
|
||
====================================================================
|
||
Dhalsim
|
||
====================================================================
|
||
Dhalsim Disappear:
|
||
--o | \ + punch OR o-- | / + punch
|
||
o o kick o o kick
|
||
|
||
Either forward DRP will put you in front of your foe, either backward
|
||
will put you behind him or her. Punch = far away, kick = near.
|
||
|
||
Fireball: | \ --o + punch
|
||
o o
|
||
|
||
Just as good as Ken and Ryu's!
|
||
|
||
Yoga Flame: o-- / | \ --o
|
||
o o o
|
||
|
||
This hangs around for a LONG while!
|
||
|
||
====================================================================
|
||
Balrog
|
||
====================================================================
|
||
Buffalo Headbutt: | o + punch
|
||
o |
|
||
(charge)
|
||
Yet another variation on the DP.
|
||
|
||
Charge Punch: o-- --o + punch = straight
|
||
(charge) kick = uppercut
|
||
|
||
Turn Around Punch: HOLD ALL 3 KICK then let go
|
||
|
||
This move no longer lets you go through fireballs.
|
||
|
||
Here's the bottom line:
|
||
Power DOWN.
|
||
|
||
Against anyone w/o a fireball, Balrog will roast 'em. Easy.
|
||
Against anyone WITH a fireball, well, you're gonna have to work. And
|
||
hard.
|
||
|
||
Overall, he's still a power to face.... if you use him, good luck.
|
||
|
||
====================================================================
|
||
Vega
|
||
====================================================================
|
||
Air Spiral: | o or o + punch
|
||
o \ /
|
||
(charge)
|
||
Vega jumps off the wall like he is going to do a claw dive, but then
|
||
dives head first across the screen in mid air. He picks the wall
|
||
depending on where you point (up-left or up-right.)
|
||
|
||
Spread Eagle: | o + punch
|
||
o |
|
||
(charge)
|
||
|
||
Wall Dive - Suplex: | o + kick, then PUNCH when near
|
||
o (charge) | your foe.
|
||
|
||
====================================================================
|
||
Sagat
|
||
====================================================================
|
||
Tiger Shots: | \ --o + punch = high Tiger Shot
|
||
o o kick = low Tiger Shot
|
||
|
||
Tiger Uppercut: --o | \ + punch
|
||
o o
|
||
o
|
||
Tiger Knee: / | / + kick
|
||
o o
|
||
|
||
About the only change is that his tiger knee now goes further.
|
||
|
||
====================================================================
|
||
Bison
|
||
====================================================================
|
||
Flying Dive: | o + punch
|
||
o |
|
||
(charge)
|
||
He jumps really high and then comes down and hits you on the head
|
||
with his fist.
|
||
|
||
Anti-Grav Kick: | o + kick
|
||
o |
|
||
(charge)
|
||
|
||
Still defies gravity with this jump, after it hits you can attack
|
||
again in mid-air!
|
||
|
||
Bison Torpedo : o-- --o + punch
|
||
(aka Psycho Chrusher) (charge)
|
||
|
||
Only hits at MOST 3 times.
|
||
|
||
Scissor Kick: o-- --o + kick
|
||
(charge)
|
||
|
||
Always a knock-down move!
|
||
|
||
+-------------------------------------------------------------------+
|
||
| |
|
||
| IN THE NEXT MORE Super Street Fighter 2 tactics and tricks |
|
||
| ISSUE OF... The low-down on the Jaguar and 3DO |
|
||
| |
|
||
| GAME MASTER At least 6 SNES + Genesis games reviewed, AND |
|
||
| JOURNAL info, WAY BEFORE the other guys, about the |
|
||
| upcoming Winter CES this January! |
|
||
| |
|
||
+-------------------------------------------------------------------+
|
||
Producer: Anthony Shubert Online Layout Editor: Anthony Shubert
|
||
WWIVcolor editing by: Will Crawford ANSI Editing by: The Last ANSI
|
||
Head Writing Staff: Contributors:
|
||
HOME SYSTEMS Reny Falzarano Mr. Sims, the Pepperidge Farmer,
|
||
HEAD REVIEWERS Instigator Sr. Jnx, Mr. Mojo Risin', Aquarius,
|
||
FUTURE WAVE Tanya Kutasz Emax, Sai-Blade, Matrix, Shez
|
||
IBM GAMES Will Crawford
|
||
|
||
|
||
We are not affiliated with or endorsed by the followig companies:
|
||
Nintendo of America, Sega Enterprises, Turbo Technologies (NEC),
|
||
Atari Corp., Atari Games, SMSG, or any other videogaming company.
|
||
|
||
Product names are either (c) or trademarks of their respective
|
||
companies, and the non-marking of such product is not a challenge to
|
||
its status.
|
||
|
||
Ace's Angles, Chronicle, Express Mail, Warp Zone, and all content are
|
||
(c) 1990, 1991, 1992, 1993 Innovative Creations
|
||
|
||
:: Some ASCII/ANSI work created with use of 'TheDraw' SW program ::
|