THE COMPLETE HISTORY OF
COMPUTER AND
VIDEO GAMESCONTENTS
‘COMPUTER AND VIDEO GAMES: THEN AND NOW
PROLOGUE: HE'S WHERE THE STORY REALLY STARTS
198: Te Space Invaders take planet Earth!
‘1982: Behold the first home computers.
‘1983: Everywhere you look there's video games.
1984: Consoles lose their grip. All hail the Commodore 64!
1985: Atari rise from the grave as the Amiga is born.
1986: Home computers make the It leap.
‘987: Consoles back in fashion, Nintendo rules!
1988 Spectrum’ last stand
1989: Dan of the Mega rive and Game Bo.
1990: Ode to the one-man-band.
199: Golden Years for Ang. Lov your Super Fanicom!
1992: fst ‘UonsleCrisas tales the UK
‘1993: We have the technology.
1994: The Personal Computer gets friendly.
1995: Anyihng you can do. on,
1996: Nintendo strikes back.
ANOTHER PROLOGUE: We've sen he future
ACKMOWLEDGHENTSCOMPUTER AND VIDEO GAMES:
THEN AND NOWTHEN AND NOWHERE'S WHERE THE STORY
REALLY STARTS
ho started this whole video games caper then, cht Was it
Nintendo? Sega? Surely it wasnt Amstrad?
In fact, the soot of the video-games industry can be traced way back
1962, when Steve Rusell, a student at the Massachusetts Institute of
Technology with a fondness fr scence fton, created a game called Space
‘Wr It was simple game tt pte to Fine-deawn spacecraft gaint each
other in head-to-head combat, but in those days of vases and vacuum tubes
twas an advanced pice of programming tht took the available technology
toi limits. The only computers powerful enough to run i were the room
sized michines fended by beardy men in white coats down athe local uni-
‘versity’ computer lb, By the end ofthe 60 tho
Space Wr was king
itbigas an extracursculae activity among America's seience students
ating fiom the University of Usa, decided to build his on version of
Space War which he called Computer Space Unlike the oviginal game this,
‘version woul need a mainte computer to plait, Bushnell wed the
ectonics skills be had learned to put together just enough computer
hardware to play the game, He hooked the hardware up to a 19-inch
and-white TV and the ist teade game was born
‘Bushnell’ game dda’ require ful-blown computer inside thebox, so
the reckoned it would be relatively cheap to mass-produce Computer Space
‘machines and set thems up as coin-operated amusement giemos in hars and
arcades, He convinced an amusement munufactueer to build 1,500
Computer Space machines, but, surprisingly, hard anyone was interested
in buying them, possibly becuse they just weren't sure what they were
Some potential buyers woried thatthe machines would be stolen for the
“television set they contained. But even the fee pliers who got to ty
Computer Space were put off by the lengthy instructions and options
that confronted thers when they put thei coin inthe so
Bushnell put the ulure of Computer Space down to experience, but he
wast put oft He realised that a simpler game would be more likely 10
attract customers in a bu. The simplest game he could come up with was
« sort of computerised tennis, n which two players used abt to bounce
"ball backwards and forwards across the screen if your apponent lt the
bull pst his bt, you scored pont. In 1972, te fist commercial video
a
mercial video game, called Powg in Andy Capps tavern in Sunnyvale,
ne company, which Bushnell had named Atari installed its first com
California. And twas big success.
6Home computer 1
Atari moved onward and upward, acquiring cash and a staff of enchusias
tic young workers. Amongst them was 17-year-old drop-out called Steve
Jobs who was iced in 1974 es a techn
‘work on a video baseball
game. A friend of Jobs was another electronics whi called Woznink Steve
Won
anes and obs would smuggle his friend
him play the new ‘Gran Trak’ driving
machines for fee. Wozniak would aso help out when ot
an toa teh
nical problem, and eventually he camne to work at Atari full-time, helping
Steve Jabs to build the fist Breakone machine
Their join interest in computes
working mu
witha computer oftheir own, which they cll the Apple The Apple
ous weckends in obs’ frily’s garage the pair came up
wasn't terribly power bu the people who stw i thought was some
thing special and before they know i Jobs and Wozniak had SO odes fo
the fest Apple computer
self 1 coming up witha way to make the Apple computers appeal to 4
ty electronics bulls who inhabited th
sea computer cubs. He came ap with specifications, drafted in po
ted, and prety much the whole personal computer industry with it
Games console 1
IF Apple computer was to grow it would need investment, Steve Jobs tied
round for, but Bushnell dedtined. He had his vn plans
osmasket and they were to stat with a home ver
sion of Atari original arcade hit, Pong.
AA similar game from a company called
“Magnavox had aleady ben sling since 1972, but when
Atari clase its official home version of Pong in 1974 it had the
advantage of being technically superior. Aer an nisl poor response the
‘machine had realy taken off by 1975, so much so that many other
American electronics conglomerates started to take an interest inthis new
demand for TV games
By the end of 1976 there were 20 competitor al tying to out-do each
“other with more techrically advanced machines. I took a company called
Fairchild Camera to come up withthe frst game to use imerchangeable
puter, and in May, Starpath launched a sytem which boosted the VCS
6remory capacity allow
ing it to load games in
fro tape, promising more
‘gameplay ata lower cos
By summer the quantity of new games scemed to slacken, and cat
twidge prices were dropping — Ataris take on the Scramble genre,
Vanguard, was released at under a tenner When VCS Connpae appeared
aéverts exhorted players to buy quickly atthe speci offer price of $24.99,
hecause the price would be going up to £2999 on August ist In retro
spect, Atari probably had good reson to try sling as many games as fast
as posible,
‘Over inthe USA, Atari was in a major cash criss, Desporate to get rid
of stock, it was knocking out $40 games for $4, On Wall Steet, Warner
Communications’ shares plummeted in value and Warner were forced 89
announce that, over just the second quarter f 1983, they had salered
$285.4 milion loss, and most people blamed Atari
Atari vs Nintendo AND Coleco
Atari's computer busines was having st as bad time as its console arm,
The 800 and 400, which had never een big sellers abroad, ba started los
ing out in the USA tothe Apple I. Ata’ chairman, Ray Kass, tried
scquite the exchuive home computer rights to Donkey Kong from
Nintendo inthe hope that sucha big tle would help the 800 back oa ite
feet. Nintendo was happy
sel Atari the outs
1 forge Fink with Atari, because it wanted to
Japan rights toa console itd been succesfully sl:
ing in Japan, A deal was stuck and Kassa was sea to sign the contacts
st the 1983 Suma
Coleca’s tand and saw an official Donkey Kowg running on the new Coleco
+ Consumer Electronics Show wen he walked past
Adam, a computer based on the Colecovision. Thinking he a been dou
le-dealt, he got Ataris busy legal department to threaten Nintendo with
legal retribution if something wasn done.
That night Nintendo's president, Hireshi Yamauchi met with Coleco
boss, Arnold Greenberg, and
lew his stack at him for jeopardising
‘Nintendo's Atari deal Greenberg tried to past off sa misunderstanding,
but Yamauchi was having none of it and threatened massive legal action
nue to sll Do
gaint Coleco if they con key Kong forthe Adan,
Coleco had relent, bu the problem worked itself oat inthe end The
three partis eventually got eogether to sort out the Donkey Kong problem
but shor aftrsard the Coleco Adam sank without trace, and Ati str
celta come apart atthe seams
Nintendo OF Amevica's president, Minoru Arakawa, was mortified to
lose the console distribution deal with Atari ut his regrets were short
ved. He later discovered that Atari had just been tevng to buy outa pos
sible competitor tt
ts technology then drop the product Ifthe deal
had gone through, no-oie outside of Japan might ever have seen the
machine that was to become the Nintendo Entertinment Ste.
%i
1983
Atari vs the UK Computer Market
Back in Britain, Atari was sill tumbling slong in the computer market,
ougl the 40 was sling for just £98 and the $00 at £268. The new Atari
6OOXL seemed lke another one of the crowd of Spectrum imitators,
‘though, lke its stablemaes it ad far superior hardware..ust hardly any
offordable software.
Asin 1982, 1985 had seem numerous new eeleases into the Spectrum
end of the home computer market. Mattel launched the under-powered
Aquarius, while Computer Games Limited released the Sord M5, which
was competent, but unpopulat Memnotech had a similar problem with
thie MIX
time pried o compete with the BBC Micro, but doomed oblivion stn
12, probably one ofthe highest-spec home computers ofthe
ply because no-one produced any games frit It was a vicious circle that
Trapped so many’ new machines: if no-one was buying the
— compute, games companies wouldnt program for, and if
cpm
there were no games walable, no-one would buy the com
puter.
Acorn was icky with its new machine, The Electron
vas ent-price,cut-dowen BBC Micro, which meant
that the numerous software houses already producing
BBC games were able to easly translate maay of thet hit
ties. Asa result the Flectron dil comparatively well
Howe
serSinclair's Spectrum was well and tray established asthe mum
mes compte, with the most games and a price that wa right
At the start of May. in the face of meagre competition from the likes ofthe
(rie: incr turned om the pressare even further by dropping the price
‘ofthe 16K Spectrum from £125 o $99, and the 48K model, the one every
‘one was aow going for went down to only £129, Shortly afterwards it went
into WH Smithe’ computer departsents and alter thai looked like no
‘one eae would get lookin
The Spectrum Sets the Software Standard
The quality of Spectrum games was improving greatly from month to
ron. Psion today renowned for their electronic organises, was one of
Sincla's tame software houses at the time and produced such clases as
Flight Simulation and Hungry Horace ~a PacMav game staring a charac
ter who managed tobe charming ad sinister at the same time, Melbourne
Hose released The Hobbit a sophisticated graphic adventure game, based
en tale. Bug Byte was the fortunate publisher of the summer
biggest Spectrum game, a fendi platoon game called Manic Miner,
hich eventually changed hands when the programme, Matthew Snich
Speci mention x
which surfaced during 198:
Ultimate Ply The Game seemed t
be given to three Spectram software houses
ome fom nave wih its ame
ingarcade-quality titles, which started with the awesome Jfpac and PSST
a1983
‘wold be woorng the Spectrum-owning public with the awesome Are tac
Jetmen. Actually, Uhimate’s programmers were arcade game
Jesigner, sponsible for Century's classy 3-D blast, Gyrus, hough they
of Donkey Kong and within a year was trading as Ocean Sotrare, with Moca ft HS
licensed versions of Centurys Hunchback coln-op.agol game endorsed by {wi tee! Bena
the Royal Birkdale club and a Burger Tine done, starring the promotional mn
And of
we, there was Imagine Softwate. Imagine kicked off at the
file trough lavish va
sun advertisements. Ads entre pseudo-intervews with Imi
sp.
grammes, hyping them up asi they were rock st h they were
producing as many a many’ mses as its. By Christa the company bad
some decent tls on itshand:
though, including an entertaining 3-D air
raft shoot-em-up called Zesom. Imagine also boasted of plans for twa
and Bandersntch. Fee details were given, but it was rumoured that both
ce the computers they were running on.
The new dream machine
sil £70 more expensive than the Spectrum i was tempting buy now th
Cot as well as developing games on both platforms simulkan
8CHAPTER 4: 1984
[om tree tin redhat by ttc
gy would empower government agenciesand help oppress theaverage
Joe. As the real 1984 dawned, gloomy pundits wondered whether or not
the growth of home computers was going to take usall one step loser to
id’ seem that way
th their new machines to notice
Orwell vision. I
It wos, everyone was having,
to0 much fun
nds, with plenty
It fad bee big Christmas forall he rain compar be
ot hot new games driving sls Its new lower price had helped xl the 48K
spectrum, and
more well-heeled players who wanted tobe part ofthe schoolyard elite,
rational
cer bad helped sell the Comninodore 64 to
‘Thekids whose parents were teachers weren't complaining about their new
BBC Micro, because it meant they could play a pretty good version of
Killer Gorila,and Acornsoft
vse ail tuning out sch corks as Starship Conmmand (whic let players
Donkey Kong, in the form of Program Power’
fy all sors of famous sci spacserft into battle) and Aviator (a Spitfire
Aight simulator bythe
ong Geof Crammond)
The Game Is Up For Consol
The oaly people in the games busines who werent ising the growth of
computer? popularity were the console manufacturers, Thee business ws
suffering badly in the USA, and the fat that more and more European
players were raring to computers was proving a major problem.
Atari's 2600 was by nove dead in the water nd sinking slow. Aad and
he other VCS software producers were tying to save off the machine's
obsolescence by releasing cartridges which had more memory and new
super chips inside them to provide more levels, etter graphics and
improved sound, The tle was, al this ast bumped up the price of the
cartridges, sf as British players were concerned, the games were sill no
better than their Spectrum equivalents (in some cases they were notably
worse) but they cost nearly six times as much
In the States, things had long ago reached crisis point at Atari. The
massive price cuts had helped clear it stock of cartridge but Atari was
sil losing money. Its hosts tried to revive the company’s fortunes with
some new projects, such as the underpowered Atari 6D0XL computer
and Atrisoft ~ a vision offering official coin-op conversions to a
home computer crowd who no longer cared about playing another ve
sion of PacMon, officiel or otherwise. These were staff cutbacks and
of
broken up and sold. The computer and console hardware divisions
went to the founder of Commodore, ack Teamie
been ousted from the company he started and
«closures but Atari had had it. Oa July 6, 1984, the company was
who had recently
nted his new Atari
Corporation to take on both Commodore and Apple. The arcade end of
0
alco alti cee
‘one Sate al1984
Atari was Sold to Masaya Nakamura and Atari Games became a divi
sion of Namco,
Meanveil, the price cts Atari had instigated set the whole US con
sole basness nto a fat sin, Other manucturers had to cut their pices
to remain competitive, The result was that, by the end ofthe year Mattel
had sold ofits electronics division and Coleco, which had weathered the
storm better than most (though mainly thanks ots other big to esa, hs
Cabbage Patch Dol) folded, And with that. long silence settled over the
Western world’s console industry
Sinclair's Quantum Leap
In spite of seme disappointing pos-Christas software sale
the UK's
home computer business wa sil lve and kicking
smong them the Sinclair QL. This
was a major departare forthe boy Snel, who was aiming higher up the
New machines were ill appearing,
carket than he had with the Spectrum, The QL was meant to bea low-cost,
hhome/business machine, ftw take on the new [BM PCs and thee clone
reresis, Aco, hich ws sill sling
with its 128K of memory, I6-bit processor and twin Microdeves. At
it was also anatackon Sinclair’
the BC Micro at that price.
Bul thistime Clive was biting off more than he could chew. The QL. was
he racine Nooded i, though toon
became apparent thatthe machine wasn’ even Binshed. The fist mtchines
ide go out unl several months ate, sth a placstory software bundle
andthe dongle’ = carrie that fed bugs inthe QLs ROM. Customers
ho received the bodged machines were promised they would be able to
sap them for competed ones as soon as they were avaiable
Though it was cheap, dhe QL was ao match for serious business
machines becuse it dct have the industry standard softwaee, nor would
it ever baconme avilable on the tiny Microdtive cartridges, in fact very few
essa it to else any software forthe QL, and the machin
compan
ened into Sinclair’ first major op
Something did become of the QLS haedware, though, ‘To
Christma, Sinclair relesed the Spctrum, new version of the Spectrum
QLype
case, with a Ql-type plastic (as opposed to clamamy rubber) keyboard
hich wos ictal to the old one cept that came in om
With Spectrum software houses still churning out fantastic
games, the Spectrum was a big hit at
some of the eatly
siodels drew criticism becuse if they
were ined upside dove, the ys fll
ut ofthe keyboard,
Commodore werent idle dur
984 either Its Commodore +4, released
i the autumn, was an attempt at & QL
type machine with 64K of memory and four
abusines applications squeezed onto a 32K ROM chip, This plummeted
between the two stools of busines and home computing, the applications
were fa too crde for business nse and because the +4 was compatible
with the Commodore 6t it did't have acces toa ready supply of games.
The +4 was only compatible withthe Cammodore 16 rlessed a the same
tim but seeing as that only had an inadequate 16K of memory it as aso
destined for oblivion
Behold The New Standard
‘There were notable anwar releases this yer, though. M
wasthe fist
This was an attempt by an alliance of Japanese electronics giants to take the
home computer world by storm, just as they had been doing with video
recorders They reasoned tht one ofthe biggest problems Facing the com
per busines from everyone's point of view — was that there was na stan
‘and for ardwate or sofas punter who bought a Commodore machine
‘out use Spectrum software and software manufacturers hil to quan
der resources producing several diferent versions ofthe same software for
cach machine
The VCR manefcturers fun this situation fair, having advo deal
ina market where diferent asst formats Matsushita's VHS and Sony's
Reta, had ated for supremacy: Ton companies, hardvaze manufac
‘rer called Spctravideo andthe software developer Microsoft, were asked
‘come up with a specication which could be use a the basis for ll the neve
‘machines. Te dea was thal ofthe machines would be compatibles that
they could all run the same software and use the sume ards add-ons but
hey would necesaiy be identical. The basic format wae unspetacalar
pete), but diferent manu
(6iK of RAM, \6-colour graphic cat
fers were able toad indviual touches to their awn machines. Sony's MSX
machine, the Hit-Bit, incorporated a personal ditaile program to store
addresses and phone numbers, Ya’ machine had superior sound fail
gg
ioncerasr die pl
ties which could be controlled in Yamaha musi Keyboud,
Ponce? MSX connected tothe P and there wastalk
of laser diseacade games appearing on the machine.
2eal at Tht a
1984
After so much investment, the consortium must have been somewhat
sorprived when their
standard filed to make any impact ouside of
apan. Tn the USA, Apple was sill the esabishe home compter mans:
facturer, with Commodore coming up on the inside and PC-compatibles
XX machines promised nothing
new o interesting in either hardmae or software, and the £300 price tags
roving in populist. In Europe the a
‘made them too expensive tobe competitive
MSX' other problem was that it wns an attempt to standardise the
whole computer industry of! unambitous Bit, Spetrum- chomping off the player’ hes
ea apnea
(inparitetanvia'e Steer, programmed by Sensible Softwar, had a top-down view and ~ 2
The Ost scored some cao! socoer games dating this ya. Mcropros
Baa ast ely option complete wit ickringHackand- white
aprenden Mashing inte comer of Ue en, Aang
> of the acon, rather ke te erg Interior. Thgh
Ef ipklt wren cee eel sd len ole hegre fk
and proved to beeen mare widely fone than the
Mlcroprose game, The supe hit was Tekst Manag, by Golath
5Lorain
o4 a1350
called Kevin Toms had succesflly made them his ies worksince 1981), but
this one had the novel approach of tin
he player pik hie team ae up hit
strategy, an then read » Kck-bykick match commentary generated by the
‘omputer, Reading about the unfolding action was almost ike stein to 4
‘natch the rio ~ wend, but strangely atmospheric
There were two move nae orginal 64 tides. ltbough perhaps org
ina ithe wrong word for thom, US Gold seemed to havea gem on its hands
in the form of Te Gree Gia Sie
very playable Super Mari Hrorclone
programmed by German coders, Rainbow Arts. The game looked et for big
siccess until one of Nintendo's staf spoted the game on display ata German
‘compute fir and immediatly demanded its removal farther threat of
leg action from the mighty N was enough to can the game and its sequel,
“Afr such an experienc, it’s surprising that US Gold ida’ smell row
bie when, a couple of months lar, the sesame Rainbow As presented
thea with pretty amazing Commodore shoot"e-up called Karas which
had lods of weapons and looked rather lke lem’ R-Tpe. Unfortunately,
Activision, owners of the lisence to convert R-Tpe thought it wa too close
to the real thing, and Katais wae pile atthe ast minute, then sent back to
Germany for some binary surgery
The to biggest it games ofthe year were to come at Christina, fom
‘Ocean Software. Ocean hal ied their release of the Robocop game-of the
novi to coincide with the fils release on video, and there was ven an ad
forthegameat the tart ofthe tape thefizet time such a technique had een
ted to sella game, I mast ave worked though, because Robocop was tobe
4 number one hit not jst over Chistnas, bat over most of the following
evo
Iga mst pse wot
US eee ere
praised thei own designs inthe light ofthe PlayStations Sega hunredly aay stata ay
‘Nintendo, neither of whom had released their new machines yet, reap
Shy no have wamel optus shes pig a
Reality would be a -hit machine which used cartridges (a mediam which
‘would be much easier for Nintendo to contra than CD-ROMs)
‘With the challengers nor lined up it only remained to sce which of thera
would release the Sst machine, Nintendo stated that wouldnt have a
machine ready before the end of 995,30 was up to Sony and Seg to get
thai fet inthe door stand reap the benefits ofa years ead start
Both the Satan and PlayStation hit Japanese shelves in Noverber,
and they ad arrived om import inthe UK by Christmas. Neither
‘machine had much in the way of software at fis, but there was the
promise of great tings to come. Sega showed off the ist meg-gume,
ramet is conversion of Virtua Figen, programed by acade coders AM2,
ad there was a Stun version of Sep nest ree ding sensation, ema sant vate
ayiona USA coming in 1995. The big name in the PlayStations ctalogue AEE Yalm sep
eas Ride Rac, a tandaton of «ashy Namco ving game which was awa tem
pod but dd quite have the cred of Dayton athe ime. There was ao a_i ere an
3 beat‘emvup called Tendon vic, though unheard of looked ike it ERE melt Wnt
‘ou he even beter than ic Sats vesion of Wa Fighter etre wt met
tn rae so
i stn kane
fam be ee ate
utue we
1994
“The excitement was building, and plyers wondered which machine
they should upgrade to. By the time the inport PlayStations and Saturn
had arvved at Christmas, the 3D0 and the Jaguar had both been officially
available for a couple of months, nd all our looked promising machines
By this time the 3D0 looked lke it was acquiting some quality sft
roi Arts’ Road Rash, Jo Madden
Football and FIFA Sovcer all with superb 3-D graphics, and comin
ware, including conversions of E
time for Christmas there was the best Stet Fighter fa,
Fighter 11 Turbo X.
Te Jaguar wasn’ so well ofr software, tit id have the advantage
‘offeing cheap. At £229 it was £170 cheaper than the 3DO —andit id have
Tempest 2000, and the excting-lookng Alen vs Predator to come
per Stree
More Strap-On Muscles
Parly in an effort to prevent Mega Drive owners from upgrading to
someone es's machine before they were ready, Sega had Isunched the
2X in time for Christmas. This £130 plug-in module bosted the Mega
Drives graphics and processing power so that I€ could handle more
advanced, but ub-Saturn, games. The frst 32X gues such as the com
versions of Segas Star Ware and Virtua Racing coin-ops, were okay but
nothing special, and Mega Drive owners who had been stung with the
Mega-CD were waty of the 32K. Infact most gamers sw it for what it
as stop-gap measure, and simply made do with their Mega Drives
tnt the machine oftheir dreams turned up.
The Mega Drive was far from dead anyoay, judging by the tite chat
anpeared dui
1994, Mega Drive Via Racing, complete with Sega
Virtual Processor, was impressive, even incorporating a split-screen two
Player mod, bat i suffered from a £70 price tag, Just a8 good, anda lot
cheaper, were the new breed of innovative platform games lke Sega's
Dynamite Hea
iy and Virgin's Earthworm Jim, Best of all, though, was
Code Masters wonderfllypliyable Mier Machines 2, which came on «
special 'T-Cart Those cart
so four players could race against each other without the nesd fe any
seditonal hardware
[Nintendo developers were also doing their best to
sported two extea joypad connectors
make the most of the SNES hardware. Nintendo re
‘ovo more Super FX games, the 3-D
comedy driving game, Stat Race
PX, and the more sophisticated,
and less entertaining, Vortex:
Ubisoft had a Mario Kae-tike -D
go-kart game called Steet Racer
Which used an amazing splitscreen
technique to It upto four players
compete simultaneous, Nintendo's
big game for Christmas, though, was1994— ¥
WEP
1994
Wolfenstein 30 was a 3-D maze shoot-em-up in which you played a
American prisoner of war trying to Break out of a Nazi stronghold grab
bing wespons and sustenance and gunning down any stormtroopers that
got in your way twas no
fo its fast3-D graphics that made the most
ofthe limited PC hardware of the day, and also for its unashamedly
Doody graphics
oom was d'snext step along the tad to ht lead mayhem. This time
you were cast asa lone space marine out to rd the moons of Mars from
an invasion of demons, The plot wasnt as important asthe staggering
realism of your sutzoundings. Texture-mapped polygon graphics were
used to create vast complexes of granite-hewn cortidars, dimly stair
and secret chambers ll crawling with zombie troopers an hideous
betiemoths from Hades, all clamouring for your soul, Playing Doom
could bea genuinely sary experience, but also a thoroughly exhilarating
ioe because you were given range of mighty weapons to see of these
armies of undead: shotguns, chainsaws, miniguns, rocket launchers, and
‘even a ray gun that disintegrated every fleshy object in sight. The on
thing better than destroying droves of demons was Bleting your buddies
‘over a network, and sfstems managers in offices allover the word were
\civen crazy by surseptitious Doom ‘Deathmatch slowing their com.
puter systems down ta crv
Des
beyond the traditional teenage hoy market and roped in all sorts of play
n was another game that extended the reach of video ga
€r8. It also set a Woe new standard for shootem-ups generally and it
proved that, with hardware prices coming down and software standards
matching thebestof the Super Consoles, the PC was just as ready to make
gaming history asthe consoles were
For the fist time it appeared that the home computer market
expensive as it was ~ could compete alongside the dedicated games
‘machines. The next few years would prove to be very interesting indeed!
aCHAPTER 15: 1995
ith nothing else worth reporting on the Jaguar, 3DO and Ultra 64
(ovhich was stil shrouded in secrecy), the press spent the fist few
months of 1995 following the birth pangs ofthe Playstation and Satur.
‘The enthusiastic previews encouraged early-adopting madmen to pay
4500+ for imported Japanese Playstations and Saturns, but the more
level-headed punters were content to wat,
Acthe start ofthe year there was no telling which ofthe two would end up
in the driving set. There was very litle software avaiable to base «deci
sion on, andall dhe information that was available was thatthe Satur had
Virtua Fightr and the PlyStation had «fancier but less cool 3-0 et
‘emup called Toshi, The next major releases were both driving
‘games, Daytona USA on the Saturn and Ridge Racer on the PhyStation.
“The two machines seemed 1 be matching each other blow-for-blow, but
it was ail anyone's ight.
‘As the year went on and offical Inonch dates approached the Saturn
stated to pull ahead, Seg’ atcade heritage was serving it well when it
‘ame to providing Saturn software, and Sega announced more shatp-look-
Ing coin-op conversions. Virtua Fighter 2, Virtue Cop anc Sega Rally looked
fantastic, and Capcom wa ls releasing its atest Street Figher-stpe fight
ing game, X-Mon Childron ofthe Atom. Means, the PlayStation looked
lstinealy underfed as far as good games went. Apart from Tosknde and
Ridge Racer, and another 3-D beatem-up fom Namco called Teen,
there were only a couple of old arcade conversions, Gybersed and The
Raiden Project, neither of which were remoxely spectacuas
‘The 32-it Battle Begins Officially
Sega launched the Saturn offclly on Jly 8, celebrating the event by pro
jecting « huge Saturn advertisement onto the walls of the Houses of
Palament in London, Th launch games were Virtua Fighter (the pack-in
tame), an unusual 3D blister called Panzer Dragoon and Daytona USA.
vats great machine with gretsftware,.and atoo-great price — £399 was
4 bit toe step for many playes liking. And no matter how great the
‘machine, most people have beter things to doin the height of sammer!
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The Saturn look
mote overpriced when Sony launched the off
al PlayStation in September, priced at only £299, It wast a the low
price was making up for some kind of deficiency ether, Suddenly the
PlayStation semed to have acquired a wide selection of exe
With plenty mote to come. Chief among them were two race games from
De rout, with its incredie
evn ition fturstic graphics and music by well-known ambient music acts was
Poygnosi, Destructo
yy and Wipeout. Wi
(quickly identied a the best yume on the machine and it wis reported
that, shortly afer its launch, « copy of the gare was being bought with
very new PaStaion.
Over the fist few months ofits oficial UK existence,
eas outselling the Saturn by approximately seven to one. Sega hutiedy
Aropped the price of the Satur to £528, then by Christm, £0
aystation
9 twas
sila potent machine, though, and many pundits sl fncied i over the
PlyStation purely onthe strength oft forthcoming range of eel coin-op
conversions. t wasstill early days for both machines, though, and both had
2 huge suply of exciting-loking titles lined up for 1996,
> The Also-Rans
And what of te ther 32-bit consoles? The 3D0 had ben altering for most
‘of 1995, with a minimal range of decent sftwace tits aad 9 massive
rice drop from £400 to under £200 over the couse ofthe yea
SroetFigher Il
EAs conversions of ot Maden Fotballand FIFA
games worth hay
rb, aclasy shooter by the name of Return Fre and
Ar the tart ofthe yeu unhappy 30 owners must
have been cheered hy news thatthe 3D Company werealready developing
ite next machine, which would be available asa complete unit and as an
oP
which 300 claimed would out-do
vine ‘cluding Nintendo's Ultra 64 with it almighty graphics engine, capable
rae "Bulldog, or M2 asit came to be known, wae 64-bit specification
FEE ews, 900 One fad aN peli ay
1d'e of enormous polygon-renderng power aswel as all sors of sophisticated
3D and colour paete effects, But by theend ofthe year things dda seem
»1995
to Matsushita Electrical Industries, leaving isl fret develop 20%
ware rather than hardwate, Having paid an estimated $100 milion for
[M2 there was no danger of Matnishits shelving it, but details were
searce on when the system might appear
n than the
3D0', More than year on fom tslaunch it stil had only two
The future of Atari’ Jaguar looked even les cera
‘worthle games in it catalogue, and of those, only Doom
wae capable of mast appeal. Tempest 2000 was a game for
arcade nosalgies and video game purists, Alien » Predator
be all atmosphere and not enough action,
and Rayman was merely a petty patorm game with sub-Sonic ation,
baad turned out
[New releases were announced but rehashes of ancient arcade games such
as Defender 2000 and Breakout 2000 weren't going todo it for Atel when
‘Soa had Soe Rolly and Sony had Tew and Ridge Racer The promised
Jaguar CD drive didn’ tariveand nor did the VR helmet. By Christmas, the
Jag wasin a sory state and was going fora mere £158,
Wintendo Ultra 64 ~The Future is Revealed
The wild amour of Nintendo canning the Ultra 64 because it would be
tog expensive to produce were quashed when the machine was aly given
its rst airing at the November Shoshitkai show in Japan. Nintendo gave
the trade attendees hands-on experience ofthe new Ultra 64 hus proving
tha, yest id exit and yes it certainly was the most powerfl ames 9ys-
tem availabe. The preview also confirmed that Nintendo did intend to
Hick to utng cartridges instead of CDs, although there was mck talk of
‘an add-on ‘Bulky Drive which would use special 150Mb magnetic disks
Though most ofthe software was only visible on show-rel videos all
ofthe games hada screen presence that was beyond anything that had been
sce before, Charly the collaboration between Nintendo and Slicon
Graphics to produce the Ura 61s graphics hardware was paying of and
‘nits lear tat console players would have some spectacular 3.D gamesto
look forward t including Ulta 64 versions of someof the best-loved SNES
seames,Plotwings 64, Super Maio Kart K, Legend of Zelda 64 and, best of
all Maria 64, Nintendo als announced that work on the SNES version of
the long-awaited Starfor IT had been cancelled in favour of Starfi 4,
which was again being produced by Argonaut Software inthe UK.
Itall looked mouth-wateringly good stuf, and Nintendo UK cleverly
followed the exited magazine reports wit afll-page ad showing a pic
ture of the Ultra 64 and advising potential PlayStation and Saturn buyers
‘hat they should "Wait fort." A European release dat atthe end of 1996
‘was mentioned, but would it be met?
‘Time For a Change?
‘The potential upgraders were defintely getting itchy feet. Aer al, with
programmers like Argonaut trading in thei SNES development kts for
‘Ultra 64 models this mean thatthe old 16-bit machines wee finished?
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1995
The Mega Drive was definitely losing its momentum, and Mega Drive
players only ad a handful of good new games o choos from daring 1995
Sega's ig Christmas game a platformer based om the hit movie Toy Stor,
sok well but dit have anything now apart from pre-rendered character
raphics, which was what Nintendo had given Donkey Kong Contry the
year before, There was tlk of Sega releasing an all-in-one Mega Drive and
32X system called"Neptune in September but apart fom an excellent con
version of Virtua Fi
{gaming world. By Christmas both the 52X and the Mega-CD were retailing
A199 apiece
The flow of SNES games ako slowed down over 1995, bt the m
sill ha some ation int Kanaan International Superstar Sacer Deave was
hile as ame ofthe best football games the word had exer sen, and Rate had
‘he sequal to Donkey Kong Country, Diy Ko’ Quest ae will at aconversion
ofthe Uitra-Ot-based arcade fighting game, Killer Instinct. Nintendo thems
selves had Yosh sand he latest Super Mario platform game, which ably
lived up to its prestigious peigre, and there was a starting conversion of
Doon which used the Soper FX chip to recreate a game tat had nese sv
«ral hundred pounds worth of PC hardware the year before
The PC Doom-Boom
There was one section ofthe gaming community for whom Doorn was ok
hat though. PC owners had played the game to death and had even taken
to customising i with their own level design, new sounds and graphics
Doon was 2 gaming phenomenon, and when Doon showed up inthe
8 with new levels and new monsters it Inked like the craze wou
continue. Suddenly, everyone was producing 3-D shoot-em-ups in the
_Doom sty, and though mest af them were hurvedly-produced banda
fon-jumpers, some ataly improved ow the fo
Derk Fores and Interplay’ Desces.
‘While imitators struggled to catch up, Software were working on a
same that would set the gaming world ligt once more, jas as Door had
in 1994. I would bea 3-D shoot-em-up more realistic and more bloody
than anything seen before. And it would be called. Quake!
ver the 32X bade really ontebuted anything to the
ul, such as Lucas
1CHAPTER 16: 1996
‘this point it was hard to believe that commercial video games had
pen around longer thaa lot ofthe kids who were playing them. It
‘was alo hard to believe that it was oa 16 years ago that everyone was
hooked on machines that could only display phosphor-buening white
rectangles on black sesens and “boop... booop... boop” constituted
soundtrack, And it was even harder to believe that people actually
thought Space Invaders and Pac\ax were both terrific games.
In dhose golden ays cf the ate 7s ven the mest ardent baioverin the fature
‘of video games would never have believed they would eventually be contol
ling ful-eolur,photo-taisi, three cimensonal characters inthe comfort,
oftheir own homes. Yet in 196 hat’ just the postion we ound ourselves in.
This was year when the press repeatedly used the words "bes ever"10
Akescribe sme ofthe latest games. This was significant indeed, because
within the sphere of video gates jouraliets these were regarded as sacred
words that were once misused inthe survy same of hype, and rendered
into cliche at some time between 1988 and 190. However, this time they
were being used accurately and their meaning was thus restore. The new
breed of consoles and computers provided a platform that allowed pro-
smmers andl game designers to write the games they’ alays wanted to
‘Their imaginations had room to ron amok and they could now create the
games weal dreamed of playing,
Best Coin-Op Ever?
‘Most arcade development has vay ben hardvare-led and thas ofen been
the technological advances thathave made new coin-ops exiting —why else
‘would anyone ave played Space Hariri nt tose the fantastic graphics
and ride the haute chai? Now that home console hardware could do
almost anything a dedicated coin-op could the emphasis had to be shifted
‘ack towards improving arcade software. Seas AM2 development team had
sn-ups toa fine at, and it was widely thought
gat much beter than Vira Figher 3 witht finely rendered
characters andthe vast arty of techniques that players had to master,
Sill the development of fighting gxmes continued though. Capcom, the
company who revved the whole gene with Si Fghter I prepared Set
refine the creation of beat
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1996
Fighter I which would have more characters and more moves than exer
before. Meanwhile Namess Tele tara bused themselves creating Tehker 3
‘which they chimed would be beter than Virtua Fighter 3 Would it ever end?
Best Racing Game Ever?
‘Thete were some terrific arade driving games launched over 1996, Sega's
Manx TT and Namco’ Rave Racer among them, but some of the best rac
ers appeared on consoles. Sturn owners had Sega Ral but PlayStation
owners got an even heter deal when Psygnosi leased Forma One, Not
only was it the Best console driving game, it was the biggest-selling CD tile
fever and during is fst weekend on sale inthe UK 3,000 copies were
snapped up by race-hungry punters. Formnula One was regarded as the best
racing game on any home system though PC owners might have argued
that Miroprose's Formula One Grad Pris put up some sil opposition.
Though either ofthese could be regarded asthe all-time king of racing
games, the ttle of Coolest Racing Game Ever Made had to goto another
Paygnosis PlayStation te, Wipeour 2097 was a dream sequence in racing
{game form. Is hyper-eal visuals and awesome special effects seduced the
jes while che ambient soundtracks seemed to act on the subconscious
mind unt the player's autonomic nervous system became synchronised 10
the pulsing ofthe has line. Oh yes.
Best... Thing. Game Ever?
PlyStation evners werent the only ones to have their senses treated,
though. The creators of Sega's Sonic The Hedgchog games crested Saturn
tame call NGHTS which defied categorisation. It was «soaring trip
throug a surreal and beautiful 3D landscape where artificial life-forms
lived and died and, if youd bother them, made up songs. twas so dit
ferent from anything else tat Sega had t come up with a new contra pad
just so Saturn owners could play it properly. NIGHTS — unique video
gaming experience,
Best Blast Ever! RAAR
Everyone had Doom pegged as one of the best busting games
wea id Software announced it yas working on something beter it was
hard to imagine howe this was possible without some kind of tansdimen
sional technology. But atthe start of 96, PC players got thei it taste of
‘Quake inthe form ofa fee three-level tes edition sd they went rad,
cr, but
Unlike Doom, Quake was a fll theee-dimensiomal game, with thre