In August 1988, CGW reached its 50th issue. CGW was late to adopt adopt a monthly fromat, it had only 2/3rds of the issues compared to CVG at this point.
Due to reaching this milestone, Russel Sipe wrote a few words on the origins of the magazine, but otherwise there weren’t many pages wasted on the topic.
After this look back, there was the review of Questron II, one of the better made Ultima clones. Then the star of the month, F/A-18 Interceptor. Other magazines covered the game in the previous month. CGW gave the game big ovation, though there was no direct comparison to Falcon, which was less colorful but way more serious about its simulation.
This is folloed by games, one is a mediocre action game, Obliterator, the other is a very complicated 3D space strategy game from SSI. Following this 2 more titles on the average side. The Three Stooges continued the trend of colorful animated Cinemaware adventures with mild game play, the other one Seven Spirits of Ra was trying to expand the IBM PC adventure market. This is followed by an 8-bit war game, Tobruk CLash of Armour, and Scorpria’s tips and tricks.
The Video Gaming World section first looked at the then current state of the industry home consoles turned into a $1.25 billion market by 1988, with Nintendo taking a 65% of market share, Atari taking 24% and Sega lagging with 8% behind. The console game reviews were Super Pitfall for the NES and Global Defense for the Master System. The section is longer than usual, and it covers shortly some of the more outstanding titles of the day such as Ghosts’n’Goblins, Afterburner, Robocop, Rambo III or Wrestlemania…
In CVG, Barbarian II conquered the cover of the magazine with its muscular advertisement. In the opening section, Julian Ragnall was introduced, who freshly joined from Zapp, with another person, Steve Jarret from Crash. Two very important gains for the magazine, annd a hint of the end of the 8-bit era.
16-bit titles, or versions of 16-bit titles continued to dominate. Empire Strikes Back was available on the old 8-bit computers, but the 16-bit conversions were far ahead of the older machines, almost bordering the arcade experience.
The next game is an interesting adventure game called The President is Missing. The player’s job is to do investigations to find the missing president, all done in front of a virtual computer. A menu system is available, which shows the available documents, and the player has to use these to follow the trail of the kidnappers.
Another interesting game from this issue is Virus, a game from the Acorn Archimedes, that was converted to all other 16-bit machines. The selling point of this game was its colorful and fast 3D graphics. The game play itself was reminiscent of a top down shooter, but the player’s plane was able to maneuver in a 3D space. Just like with the Star Wars arcade game these 16-bit ports were a lot more convincig than those ported to the old 8-bit computers, showing what a gap existed between the two generations at this point.
To continue this kind of trend, the third review I would highlight is for Night Raider, that continues to demonstrate the power of the 16-bit computers. This game had an interesting topic night fight operations during WWII, with defending from intruders and running offensive maneuvers with those humble radar equipped planes. The concept, that is being a night flight game, helped to achieve smoother frame rates and it give a slightly similar look to the Star Wars arcade game of this month.
And let’s not stop here, the game of the month Barbarian II follows this trend. The C64 version is the only one that can hold a candle to its 16-bit cousins, but the definite versions are by a considerable margin on the next generation machines. The sequel to Barbarian is extended greatly since its first appearance. In addition to sword fights there is a whole world to explore with ogres and wolves and traps and the undead.
In other news, The Sentinel was converted to the 16-bit machines, a small but important update with improved frame rate on the more powerful computers. Bionic Commando was also reviewed in this issue.
The movies had some interesting things going on. Hairspray, Couch Trip, The Monster Squad, September.
From the Mean Machines column I would highlight 2 Master System games Aleste and Rescue Mission. The first one is probably the top shootemup for 1988, the other one was a fun, good looking arcade game.
In ACE the first news was about the enraging 16-bit war. The excellent game bundle of Atari was under attack by the price drop of Commodore.
The first game that was reviewed was Vindicator, a top down arcade shooter. After that there is a preview of a vaporware home computer the Flare One, that promised to overtake the Atari ST and the Amiga. Though it never saw the light, the same folks later created the Flare II that became the Atari Jaguar.
After that there is an interesting article, where the magazine interviews game. developers Many then famous programmer were interviewed, and they found interest in games like Carrier Command, Contra, R-Type or Mercenary. It is also funny to read when a couple of years old games are referred to as old. But there are many answers who say that they do not play computer games at all.
The glorious 8-bit versions of Dark Side were released. With their speed of 1 frame per every other second this game was a descendant of Driller, another famous 8-bit 3D adventure. And just like with that game I cannot fathom how people wer able to find this entertaining at any tie. Nonetheless, huge open 3D worlds on 8-bit systems were always clear achievements.
Alien Syndrome was converted from the arcades to the Atari ST and the C64. The ST conversion was close to the arcade original, though the spires were simplified and the sideways scrolling was jerky. I find it an interesting question which is more entertaining game in such cases the ST or the C64 version. In this case I would opt for the ST, even if the C64 scrolling is butter smooth, the extra detail in the ST version is more pleasing to me.
One thing I could have never imagined that the 16-bit computers can get some Disney games, but here it is, Mickey Mouse, a surprisingly solid game for the ST and the Amiga, and for the 8-bit computers. The 16-bit computers were able to display cartoon like graphics, but the gameplay in this game is still far from the excellence of the Megadrive Mickey Mouse games.
3D gaming was important. It is instantly clear from the fact that there is one game that can top Dark Side in ACE scores, and that is a 16-bit 3D game Virus. The Archimades game is ported to the ST and the Amiga. To me, the gameplay is still too alien. At list, compared to Dark Side, it can produce enjoyable frame rates and the graphics also look entertaining.
The next game is a hardcore one Star Fleet 1. The game is a big old, it was released years before for the PC. And the review scores are abysmal. The review even mentions that the game uses a “very old style”. Computer gaming was barely 10 year old at the time, what counted as old style then? Grid based star map, text interface, for me it is a yummy. I must try this game, but I am afraid I will be disappointed by the obscure mechanics.
After this, there is The Great Giana Sisters, which was available in UK stores before Nintendo sued the company was a clear copy paste of Mario, so much so that Giana’s sister was called Maria. The review scores are average, which is surprising due to the game considered to be a classic. The Atari ST version is screwed up by the lack of scrolling, but the C64 and Amiga versions are highly enjoyable games. Though enjoyable does not necessarily mean great, because in the gameplay department it is really a poor man’s Mario only.
Sargon III is the next game, the 3rd in the venerable chess programs, then there is Peter Beardsley’s International Soccer receiving terrible scores. Improving soccer games was year’s from reality still.
The adventure section mentions Corruption, Legend of the Sword and Mindfighter. More importantly there is a short mention of the upcoming Pool Of Radiance game. After this there is a synth review, then the mails.
AmigaWorld was promising workstation Amigas this month. Let’s see what is inside. One thing to mention, something that is regularly apparent was Guy Wright’s negativity about the Amiga. He mentions some of the upcoming products, the A2500, the new workbench (1.3), the new transputer, but he was skeptic about the releases. He was right mostly, that’s true, but for an enthusiast magazine this was not the right kind of message.
The important piece was the new software though, new midi sequencer, source level devbugger, Photon Paint.
The aforementioned workstation Amiga’s existed in the constarints of accelerators, flicker fixers and networking tools. The accelerators were expensive, especially with a fast 68020 and a 68881 and some 32 bit RAM. These were powerful and crazy expensive, and chip ram operations slowed down the config. The flicker fixer were good to make a high res Amiga screen usable, but they were not really feasible for animation due to the deinterlace artifacts. The networking part of the Amiga was cursed by lack of products.
There were 2 other articles, one about the AmigaDOS API and some update on AmigaOS1.3 features.
In Atari ST User the usual gossip about new generation of Atari machines was spread. There was some whishful thinking about how advertising was getting stornoger and how some games reached the top of charts in the UK. There were news about the upcoming Atari ST notebook, the Stacey. In other news the VGA compatible Atari PC4 was about to release.
This month’s feature was an interview with Ashley Ingram a rather famous musician-producer who actively used the ST for music production at the time.
One interesting piece of technology was introduced this month, a zipdrive like device holding 10 MB of data, and unfortunately costing more than an HDD.
A new entry level spreadsheet was introduced Datacalc, but the real interesting stuff was the Spectrum 512 which allowed make images with 512 color on screen, pushing the ST to its absolute limits.
Of the game reviews, there was Legend of the Sword, a mouse driven, colourful RPG, and Thundercats, a mediocre arcade game based on the famous series. The other 3 games I would mention are Obliterator, Knightmare and Time and Magik.
After the game reviews there was another interesting program Data Manager ST, a database application for reporting. Then there was the battle of 3 word processors Word Writer ST, WordUp ad Protext. More software follows, a financial analysis tool is next,Share Master, which comes with some handy past data to show the capabilities of the tool and new data can be entered to chart the performance of shares in the future.
The next article is about development tools Assembler Workbench and Devpac 2 are reviewed for assembly development.
This month the PC took a backseat, there were no important games released on the platform. The ST and the Amiga, on the other side, were on the loose. Both platforms received excellent games, the Amiga demonstrated that it was a powerhouse, while the ST had its fair share of productivity software. The two platforms continued to grow in the UK, and some Amiga games even scratched something the US audience. The NES was the other big winner of the month, better and better titles and conversions were released as it quickly gained market share. The 8-bit computers continued to receive great support, but their fate was clear by then to users.