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Super Play V1 is the 1st issue of the popular Super Nintendo Entertainment System magazine Super Play. It features a chibi Link from the The Legend of Zelda series along with anime/manga-influenced style characters done by artist Wil Overton which his style will be used in future covers of the magazines run.
Super Express[]
Mario The Movie[]
Super SWIV[]
Super Play Hot List[]
1. Paridous |
Robocop 3[]
Books[]
Future Entertainment Show 1992[]
Only In Japan[]
Axelay[]
Cartridge Power[]
Test Drive II: The Dual[]
WarpSpeed[]
Charts Across The World[]
Official Penguin Gallup UK Charts[]
1. WWF Super WrestleMania |
6. Super Soccer |
UK Import Charts[]
Japanese Chart[]
American Charts[]
1. Street Fighter II: The World Warrior |
6. Final Fantasy 2 |
UK Release Previews[]
Acclaim[]
Activision[]
Accolade[]
Anco/Imagineer[]
Electronic Arts[]
Gremlin Graphic[]
Hudson Soft[]
MicroProse[]
Mindscape[]
Ocean Software[]
Renegade[]
System 3[]
Titus Software[]
Tradewest[]
Ubisoft[]
Anime World[]
Feature[]
Digital Signal Processor chip[]
The Super Nintendo: Your Complete Guide[]
Fill This In![]
Super Play Interview[]
Software Creations Richard Kay and Mike Webb[]
SP: Okay, so how long have you been working with Nintendo, and, particularly, writing Super Nintendo games?
Mike Webb: We've been doing 8-bit Nintendo for ages. We went to Nintnedo of America in Seattle back in 1987, then met them again in January '88 at the Chicago Consumer Electronics Show, and made the deal. Because of that, I believe we were the first people to get a development license for Super Nintendo outside Japan.
SP: What, you even beat Nintendo of America?
Richard Kay: Yes, I'm pretty sure we got the license to do Equinox on Super Nintendo before any American Nintendo developers started their 16-bit work. I think it's because Sony Imagesoft were so impressed with the work we did on Solstice on the NES.
SP: What other stuff is on the horizon?
Richard Kay: We've just finished Spider-Man and the X-Men in Arcade's Revengefor Acclaim, and we've also got a brilliant original platform game in the works. It's currently called Plok, and although we haven't yet confirmed a publisher, we're confident that it'll be a major success.
SP: Which other SNES developers do you rate yourselves, and why?
Richard Kay: Well, I don't think anyone can question Capcom's excellent work so far, but we're also impressed with the things Nintendo themselves have done. They've got some very talented people at both Nintendo of America and NCL. The problem for us is that while we may have a team of around 30 people working on a game at anyone time, companies like Capcom and Konami have absolutely hundreds - it's hard to compete.
SP: So you're at a disadvantage when up against with the big guys?
Mike Webb: True, but that doesn't mean things they're doing will be any better. Plok has as much graphic data as Street Fighter II, but with a 50%. compression routine we can cram it all onto 8 meg. They could've done the same, but 16 meg just sounds so great!
SP: How easy is it to get a Nintendo development license nowadays?
Richard Kay: Not difficult, but it's very expensive, especially buying the development systems form Nintendo. We found a way around that though - what's happened is that Mike, our technical director, has reverse-engineered both the NES and SNES to fit our existing development hardware, which has saved both money and effort.
SP: How easy is it to get a Nintendo development license nowadays?
Mike Webb: Well, it's a huge step forward from the NES! On the whole, the graphics and sound put this console in the super league, and for the gameplayer, it's excellent - we expect it to do incredibly well in the UK. As a programmer's machine it's quite unsusual, however, because of the slow processor - though there are ways to speeding it up. Early games like Super Ghouls 'n Ghosts slow down ridiculously easily, and you really have to put most of that down to poor programming. A lot of Japanese programmers use 'C', not machine code which perhaps explains it. However, sonically the SNES is a musician's dream. We know - the stuff our guys Tim and Geoff Follin have been doing is amazing.
SP: Nintendo have a strange reputation as a company. Do you find them easy to do work for?
Mike Webb: Japanese companies are notoriously difficult to work with for westerners - to actually get a game passed by Nintendo is a long and painstaking process. They have incredibly high standards and won't compromise on even the smallest details. Many of their practices are excellent, though - play testing is a very important to them, much more so than we're used to in the UK, which is something we've had to learn from.
Player's Guide[]
Prince of Persia[]
Street Fighter II: The World Warrior[]
Super Tennis[]
Reviews[]
UK Reviews[]
Import Reviews[]
Mode 7[]
Mode 7 section of the magazine where they give tips on cheat codes on each game.
Play Back[]
Databook[]
Staff[]
- Editor: Matt Bielby
- Art Editor: Traci Rochester
- Production Editor:Sue Grant
- Staff Writers:Jason Brookes, Jonathan Davies
- Art Assistant:Jeremy Bridgeman
- Publisher:Steve Carey
- Contributors:Nick Aspell, Frank Bartucca, Nick Burne, Catherine Higgs, Helen McCarthy, Lisa Nicholls, Adrian Price, Simon Morgan Warr, Nick Davies, Wil Overton
Magazine[]
Trivia[]
The Prototype cover was originally planned to be main cover for the first issue, but was change at the last minute.
External links[]
Future plc Nintendo Magazine issues | |
---|---|
Game Zone | 1 • 2 • 3 • 4 • 5 • 6 • 7 • 8 • 9 • 10 • 11 • 12 • 1 • 2 • 3 • 4 • 5 • 6 • 7 • 8 • 9 • 10 • 11 • 12 • 13 • 14 • 15 • 16 • 17 • 18 |
Total! | 1 • 2 • 3 • 4 • 5 • 6 • 7 • 8 • 9 • 10 • 11 • 12 • 13 • 14 • 15 • 16 • 17 • 18 • 19 • 20 • 21 • 22 • 23 • 24 • 25 • 26 • 27 • 28 • 29 • 30 • 31 • 32 • 33 • 34 • 35 • 36 • 37 • 38 • 39 • 40 • 41 • 42 • 43 • 44 • 45 • 46 • 47 • 48 • 49 • 50 • 51 • 52 • 53 • 54 • 55 • 56 • 57 • 58 |
Super Play |
1 • 2 • 3 • 4 • 5 • 6 • 7 • 8 • Gold (1993) • 9 • 10 • 11 • 12 • 13 • 14 • 15 • 16 • 17 • 18 • 19 • 20 • 21 • 22 • 23 • 24 • 25 • 26 • 27 • 28 • 29 • 30 • 31 • 32 • 33 • 34 • 35 • 36 • 37 • 38 • 39 • 40 • 41 • 42 • 43 • 44 • 45 • 46 • 47 • 48 (2017) |
N64/NGC Magazine | 1 • 2 • 3 • 4 • 5 • 6 • 7 • 8 • 9 • 10 • 11 • 12 • 13 • 14 • 15 • 16 • 17 • 18 • 19 • 20 • 21 • 22 • 23 • 24 • 25 • 26 • 27 • 28 • 29 • 30 • 31 • 32 • 33 • 34 • 35 • 36 • 37 • 38 • 39 • 40 • 41 • 42 • 43 • 44 • 45 • 46 • 47 • 48 • 49 • 50 • 51 • 52 • 53 • 54 • 55 • 56 • 57 • 58 • 59 • 60 • 61 • 62 • 63 • 64 • 65 • 66 • 67 • 68 • 69 • 70 • 71 • 72 • 73 • 74 • 75 • 76 • 77 • 78 • 79 • 80 • 81 • 82 • 83 • 84 • 85 • 86 • 87 • 88 • 89 • 90 • 91 • 92 • 93 • 94 • 95 • 96 • 97 • 98 • 99 • 100 • 101 • 102 • 103 • 104 • 105 • 106 • 107 • 108 • 109 • 110 • 111 • 112 • 113 • 114 • 115 • 116 • 117 • 118 • 119 • 120 |
Nintendo World |
1 • 2 • 3 • 4 • 5 • 6 • 7 • 8 • 9 • 10 • 11 • 12 • 13 • 14 • 15 • 16 • 17 |
Planet Game Boy/Advance | 1 • 2 • 3 • 4 • 5 • 1 • 2 • 3 • 4 • 5 • 6 • 7 • 8 |
NGamer | 1 • 2 • 3 • 4 • 5 • 6 • 7 • 8 • 9 • 10 • 11 • 12 • 13 • 14 • 15 • 16 • 17 • 18 • 19 • 20 • 21 • 22 • 23 • 24 • 25 • 26 • 27 • 28 • 29 • 30 • 31 • 32 • 33 • 34 • 35 • 36 • 37 • 38 • 39 • 40 • 41 • 42 • 43 • 44 • 45 • 46 • 47 • 48 • 49 • 50 • 51 • 52 • 53 • 54 • 55 • 56 • 57 • 58 • 59 • 60 • 61 • 62 • 63 • 64 • 65 • 66 • 67 • 68 • 69 • 70 • 71 • 72 • 73 • 74 • 75 • 76 • 77 • 78 • 79 • 80 |