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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 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[]

1. Street Fighter II: The World Warrior
2. WWF Super WrestleMania
3. Super Smash T.V.
4. The Legend of Zelda: A Link to the Past
5. Krusty's Super Fun House

 

6. Super Soccer
7. F-ZERO
8. Super Tennis
9. Top Gear
10. U.N. Squadron

UK Import Charts[]

1. Street Fighter II: The World Warrior
2. Axelay
3. Super Mario Kart
4. Soul Blazer
5. Sonic Blast Man

 

6. The Irem Skins Game
7. NCAA Basketball
8. Prince of Persia
9. The Simpsons: Bart's Nightmare
10. Super Aleste

Japanese Chart[]

1. Dragon Quest V
2. Super Mario Kart
3. Super Gachapon World: SD Gundam X
4. Super Mario World
5. Street Fighter II: The World Warrior

 

6. Mario Paint
7. Military Battlefield
8. SD Gundam: V Sakusen Shidō
9. Super Mahjong Taikai
10. Super Mahjong

American Charts[]

1. Street Fighter II: The World Warrior
2. Super Mario Kart
3. The Legend of Zelda: A Link to the Past
4. Axelay
5. Soul Blazer

 

6. F-ZERO
7. Final Fantasy 2
8. NCAA Basketball
9. Super Castlevania IV
10. Contra III: The Alien Wars

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
The Legend of Zelda: A Link to the Past
Nintendo
Janson Brookes
93%
RoboCop 3
Ocean Software
Orion Pictures
Janson Brookes
66%
Teenage Mutant Ninja Turtles IV: Turtles in Time
Konami
Jonathan Davies
84%
Lemmings
Psygnosis
Sunsoft
Jonathan Davies
86%
Rival Turf!
Jaleco
Jonathan Davies
58%
Super Ghouls 'n Ghosts
Capcom
Janson Brookes
85%
Exhaust Heat
Ocean Software
Jonathan Davis
69%
Super Probotector
Konami
Janson Brookes
90%
Paperboy 2
Mindscape
Jonathan Davies
29%
Populous
Electronic Arts
Imagineer
Jonathan Davies
85%
ActRaiser
Enix
Janson Brookes
90%
Super Adventure Island
Hudson Soft
Jonathan Davies
75%
Super Mario World
Nintendo
Janson Brookes
94%

Import Reviews[]

Title Publisher Region Reviewer Score
Axelay
Konami
United States Japan
Jonathan Davies
85%
Rampart
Atari
Electronic Arts
United States
Jonathan Davies
79%
Spindizzy Worlds
ASCII
Japan
Jonathan Davies
69%
Soul Blazer
Enix
United States Japan
Jason Brookes
89%
Super Play Action Football
Nintendo
United States
Matt Bielby
71%
Sonic Blast Man
Taito
Japan
Jonathan Davies
69%
Pipe Dream
Bulletproof Software
Japan
Matt Bielby
66%
George Foreman's KO Boxing
Acclaim
United States
Matt Bielby
18%
Wheel of Fortune
GameTek
United States
Jonathan Davies
19%
Roger Clemens' MVP Baseball
Acclaim
United States
Jonathan Davies
73%
Extra Innings
Sony Imagesoft
United States
Jonathan Davies
70%
Koushien 2
K Amusement Leasing
Japan
Jonathan Davies
64%
Super Baseball Simulator 1.000
Culture Brain
United States
Jonathan Davies
49%
Super Bases Loaded
Jaleco
Japan
Jonathan Davies
55%
Super Professional Baseball II
Jaleco
Japan
Jonathan Davies
69%
Ultra Baseball II
Jaleco
Japan
Jonathan Davies
59%
Nolan Ryan's Baseball
SETA Corporation
United States
Jonathan Davies
75%
2020 Super Baseball
SNK
K Amusement Leasing
Japan
Jonathan Davies
??
Wings 2: Aces High
Namco
United States
Jonathan Davies
71%
Acrobat Mission
Techiku
Japan
Jonathan Davies
38%

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[]

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