|
Super Play V2 is the 2nd issue of the Super Play (UK) magazine. The magazine features The Legend of Zelda: A Link to the Past.
Super Express[]
Creative Software[]
Five From Ocean[]
Only In Japan[]
Only In America[]
New Nintendo Packs for Christmas[]
Street Fighter II on CD![]
Nintendo's Anti-Rental Campaign[]
French Carts for the UK[]
Super Famicom: Four Player Adaptor on the way![]
Talks about Hudson Soft and Hori four-player adapters they were creating.
Super Play Hot List[]
- The Simpsons: Bart's Nightmare
- Super Mario Kart
- Street Fighter II: The World Warrior
- U.N. Squadron
- Super Aleste
The Lost Vikings[]
The article talks that The Lost Vikings video game will be is ready for the release on the SNES.
Human Grand Prix[]
It's Called Gamesmaster (And It's Big!)[]
Scart & PAL[]
Super Star Wars[]
Return of the Dragon![]
First Adaptors to Work with Mario Kart![]
Mickey's Magical Quest[]
12,000 Queue For New Game in Tokyo[]
XE-1 SPC[]
The Future Entertainment Show![]
Charts Across The World[]
Official Penguin Gallup UK Charts[]
UK Import Charts[]
Japanese Chart[]
American Charts[]
UK Release Previews[]
Acclaim[]
Accolade[]
Activision[]
Anco/Imagineer[]
Electronic Arts[]
Gremlin Interactive[]
Hudson Soft[]
Infogrames[]
Interplay[]
Irem[]
Jaleco Entertainment[]
JVC[]
Konami[]
MicroProse[]
Mindscape[]
Ocean Software[]
Psygnosis[]
Renegade Software[]
Storm[]
System 3[]
Titus Software[]
Tradewest[]
Anime World[]
Feature[]
Peter Molyneux's Tokyo Diary[]
The Anime Connection[]
Play Ball![]
Zelda: Looking Behind the Legend[]
Super Play Interview[]
Ocean Software James Higgins[]
SP: How long did The Addams Family take to write?
James Higgins: The first Addams we did in about three and half months, the new one in about four - though normally a game at Ocean will take six months or so. We worked seven days a week, evenings too, to finish them.
SP: What're the main differences between the two Addams Family games?
James Higgins: When we started the new game we aimed it at slightly younger gameplayer, as it was based on the American cartoon show, not the film. The one thing we had in our minds, though, was that the first game was a bit too easy - it was tricky to start with, but wasn't a real challenge. Because of that, we've actually ended up with tougher game in the new Addams - it's not so open-ended, so you have to complete some sections before you can go on to others. It;s also quite bloodthirsty, which it's possible Nintendo might object to. They're playtesting the game at the moment. They might not like the washing machine end-of-level boss either - it throws bras and things out at you, which raised a few eyebrows there!
SP: What Super Nintendo programmers do you rate?
James Higgins: Of course Street Fighter II's very well put together, and Nintendo's own teams who did things like Zelda and Mario a very good. We like most of Capcom's stuff, too - though, of course, there are a lot of very bad games around, mainly shoot-'em-ups and that sort of thing. Have you seen D Force? How that's a dreadful game!
SP: Does it worry you trying to complete with companies like Capcom, Nintendo etc, when you see the number of people they assign to each project?
James Higgins: You can't really think about it. I've heard one reason there are so many people working on those projects is that the folf who do the initial game are great ideas-guys, but very sloppy programmers. What happens is they do the initial program, then a different team takes it over, strips it down, and rewrites it all, making the whole thing actually work. Weird, isn't it?
SP: You said the new Addams is tougher than the old one. What are some of the other differences?
James Higgins: Well, the controls are quite different - it's faster, a bit more arcade-like. It's got some great graphics, too. The first Addams has just been converted to Mega Drive, and it's lost a bit in the process - this would lose even more. Things like the Crystal Ball effect you couldn't do on any other machine, of the colour layering effect on the bubbles in the bathroom bit. I'd hate to have to do this one on Mega Drive now, that's for sure.
SP: What's the SNES like to work on?
James Higgins: It's a joy. I've worked on so many machines over the years where getting a good parallax scrolling routine's a nightmare, that it's nice now to be able to get three or four levels working in a morning. There is a trade-off of course - sprite handling takes ages, and can be tricky, but when people muck it up now it's normally because they've rushed the game, or because they've structured everything wrong so they're trying to handle too much at once. It's not impossible to get around, basically.
SP: What's your deam project? Anything you'd really like to do?
James Higgins: Everyone working here has a secret desire to do a straight all-action shoot-'em-up, but, of course, when you're always doing licensed products as at Ocean, it tends to be platform games you get instead. When was the last time Ocean did a shoot-'em-up, ecactly? Most of our original games are done by outside developers - in-house guys like me go from one big name game to the next. The ideal would be to have as many neat touches as, say, Parodius, and the visual appeal of Super Aleste with as neat a game design as R-Type. If we ever get the Top Gun 2 license, or something similar, maybe we'll get a crack at it at last...
Nintendo Shigeru Miyamoto[]
SP: What exact role do you take in th games development process?
Shigeru Miyamoto: I don't actually do any of the programming, but I am involved in organizing the programming teams. Instead of imposing deadlines, I find that constant encouagment of your staff is the best way to keep them going. Perhaps it's one of the reasons for our success.
SP: Are the Super Famicom and Super NES versions of Zelda III the same?
Shigeru Miyamoto: Because the SFC version completely used up all 8 megabits of memory, we originally estimated that we'd need another megabit to cope with the text being translated into English for the American game. That being the case we'd need a Mbit cartridge for America, but wouldn't be using up all the space on it, so we toyed with squeezing in a few of the spare ideas left out Zelda I to fill up the space. In the event, though, we managed to fit the English version onto 8 megabits anyway, so any ideas like that went out the window. So yes, both versions should be exactly the same.
SP: When was Zelda III originally meant to be released?
Shigeru Miyamoto: We were hoping to release it at the time the Super Famicom itself first came out, back in November 1990 alongside Super Mario World. We couldn't make that, so after that a March '91 release was planned, but the project dragged on beyond that, too. Eventually it became a Super Famicom first anniversary release instead.
SP: How many people actually worked on the game?
Shigeru Miyamoto: We stared with just a handful for about a year, but then added more as things progressed. Basically the small team works out a rough draft plan, and the large team refines this into a game.
SP: What kind of things did you have in mind when planning the new game?
Shigeru Miyamoto: We wanted to improve on all the short-comings of the 8-bit games that had been imposed on us by the technical limitations of the Famicom. In the 8-bit Zelda the player had to imagine a lot of effects that the graphics couldn't simulate. Also, back in 1987 Zelda had introduced lots of new features to games, like the ability to save your game and buy items, but in the meantime these had become the bogstandard components of any RPG. We knew that to keep ahead of the pack, Zelda III needed more.
SP: How difficult did you want to make Zelda III?
Shigeru Miyamoto: On average it takes about 40 hours to complete, but the fastest recorded time at Nintendo is five hours! We've actually tried to make it as easy as possible. The way the game is structured you can't take alternative routes to finish the game, so we've made it that, for example, if you come across a blocked passage you will be able to progress further, even if you have forgotten a certain item. If mainstream games players could cope with less linear adventures, though, we might have made it a lot harder.
SP: Is it true that loads of brilliant ideas had to be dropped because of a shortage of memory space?
Shigeru Miyamoto: No, we dropped the average ideas and picked the best!
SP: And finally, how about the future?
Shigeru Miyamoto: I can't discuss new games at the moment, but we've got lots of plans, at least one of which is along the same lines as Pilotwings
Gamefreak[]
Reviews[]
UK Reviews[]
Title | Publisher | Reviewer | Score |
---|---|---|---|
Orion Pictures |
|||
Sunsoft |
|||
Imagineer |
|||
Import Reviews[]
Super Player's Guide[]
The Legend of Zelda: A Link to the Past: Part 1[]
Super Mario Kart[]
Mode 7[]
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, Nick Burne, Helen McCarthy, Lisa Nicholls, Adrian Price, Tai Ono, Wil Overton
Magazine[]
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 |