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                    ISSUE 32: For the week of October 3, 1993


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            Street Fighter 2 Turbo and Mortal Kombat reviewed!

Ace's Angles
Super NES Reviews
   Super Mario All Stars
Genesis Reviews
   Jurassic Park, Shining Force
Sega CD Reviews
   Robo Aleste, Batman Returns
COVER STORY
   Clash of the Titans: Street Fighter 2 Turbo and Mortal Kombat
Warp Zone
   SF2T and MK codes not found ANYWHERE ELSE!



                                  
                                               
                                               
                                               
                                                
                                     
                                                                          
                            
                                        
                                     
                                
                                 
                    


     Ah yes!  Welcome gang to yet another installment of GMJ's Ace's Angles.
     OKAY - here's the major story of the week.. Super SF2 has been released in
the arcades!  This game KICKS!  We'll have a FULL review in our next issue, but
here's some info:
     There are 4 new fighters named Cammy, Dee Jay, T. (Thunder) Hawk and Fei
Long.  Fei isn't related to Sheng.
     There are many MANY new moves, including a red fireball for Ken/Ryu (that
can be summoned at any time!  It's not a glitch any more!)  A new Roll for
Blanka, new air Throws for Zangief, and new colors for everyone.
     It is SLOW.. about Champ's edition speed.  REAL slow.

     More info next week gang, I promise.
     Lets see... oh yeah, one *little* thing.  The 3DO was released this week
too!  It ALSO kicks!  A Road-Rash-like game comes packed-in called Crash and
Burn.  Can you say, BLAZING FAST?  The 3DO INFO section returns in two weeks.
     Well, that's enough for this week... Go 1-2-3 Kid!  Cya gang!


                    
                               
                             
                      
                                                                          
                                
                                        
                                    
                               
                                                                          


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TITLE:             DEVOLPER/PUBLISHERGAME TYPE:SIZE:  AVERAGE OF REVIEWS 
Super Mario All    Nintendo          Adventure 16 MEG0            80     
Stars                                                ------
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MAIN REVIEW BY:                    OTHER REVIEWERS                           
                                                                             
 Aquarius    75                    Instigator 75 Sr. Jnx    90 Ace        80 
                                   ---------- ** ---------- ** ---------- ** 
                                                                             
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What can I say about this game without insulting your intelligence? It's
actually pretty simple.  It's Mario 1-3 three plus the addition of "The Lost
Levels" which was the Japanese version of part 2 all shoved into one cart.

Nintendo has once again wasted their time doing a spin off or "insert" type
game instead of working on some new and innovative software.

Mario All stars lets you select to play all 4 versions one at a time or go
through all of the levels as one gigantic adventure.  The backgrounds,
graphics, sounds and everything else have been enhanced.  However, none of
today's 16 bit standards have been met here at all.

All of the warps, bridges, enemies and boxes are in the same old place, moving
the same old way so it is a direct translation with no changes in the actual
game.

The game features a special level only accessible if you complete the game
starting from part one with out saving it or continuing it.  This is the only
real feature worth anything at all since it is only all new level.  You also
have the option to save the game at any time.

For anyone thinking of purchasing this game, please only do it if you fit into
the following categories:

1) You are a die hard Mario fan and you want to relive old memories in 16 bit
form.

2) You have never played The Lost Levels and you think that alone is worth it.

3) You have never played any of the old Mario games and now you can get all of
them looking better than they ever have before at a low price.

Instigator - 75
Da Phunky Pheel One refused to comment on this one so I had to get out of bed
and write down my thoughts.  I will make it simple: Waste of time if you played
and/or have the other mario games.  Great buy if you have not.

Sr. Jnx - 90
I loved the old Mario games and I love this cart.  I was able to do it all over
again in 16 bit style and echoing sound effects.  I am just a little
disappointed Nintendo is not making many original titles anymore...  Another
thing, what would it have cost them to add Super Mario Land as well?

Ace - 80
Well, maybe that should read Lost Levels 95, rest of cart 75, average of 80.  I
liked it, but it's nothing we have not seen before.  One BIG plus everyone is
missing here.. the SNES Game Genie!  NEW CODES!  And.. we don't need to worry
about the games not working in our dirty NES' any more.


                                                                          
                            
                                       
                                        
                               
                                                                          
                                
                                        
                                    
                               


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TITLE:             DEVOLPER/PUBLISHERGAME TYPE:SIZE:  AVERAGE OF REVIEWS 
Jurassic Park      Sega              Action    ?? MEG0             74    
                                     Adventure       -----
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MAIN REVIEW BY:                    OTHER REVIEWERS                           
                                                                             
 Anderson    65                    Sr. Jnx    80 Mr. Mojo   75 ---------- ** 
                                   ---------- ** ---------- ** ---------- ** 
                                                                             
ͼ

The movie Jurassic Park has been seen by millions of people, and now Sega has
released a version of the block buster movie within a couple weeks of the
movies release.  Jurassic Park the video game takes two scenarios from the
movie and combines them into one visually superb game.  The first quest is
where you take the role of dinosaur expert, Dr.  Grant, and try to escape
Jurassic Park and it's hundreds of killer Raptures and Rex's.  The second
quest, and probably the better of the two, is where you take the role of the
Rapture and try to escape Dr.  Grant and to find freedom.

Jurassic Park features some great visuals that take place inside the park.
Sega went all out on the games beautifully drawn backgrounds, and the animation
of Dr.  grant and the dinosaurs has the same high frame quality that was shared
with Flashback.  The Rex and other dinosaurs were digitized so that a "movie
like" feel comes from seeing them interact on the video screen, and the
rotoscope technique was used on Dr.  Grant for lifelike movements.

Graphics aside, it's time to turn to the game-play of JP, and I'm sorry to say
that the game takes a plunge from here on out.  If you choose to play as Dr.
Grant, you begin the game with several tranquilizer darts and some smoke bombs.
You can't kill the other dinosaurs, but instead you must put them to sleep
(and the gamer as well.) The gameplay has you performing running jumps,
crawling in tight spots, and hanging from ledges and some of the ceilings.  The
controls were done in a very sluggish manner, and performing some of the moves
required many attempts because of the lack of precise movements.  Dr.  Grant is
hard to control affectively, and trying to play the game and worry about the
controls really drags the game down.  Playing as the Rapture still shares the
same bad controls, but the Rapture moves a lot faster and has less moves to
execute.

The Raptor can kill the enemy soldiers and dinosaurs by jumping on 'em or
eating them.  The Rapture can jump to extraordinary heights, and can cling to
ledges and flip his way up.  Playing the Rapture is the better of the two
scenarios, and the difficulty curve is set at a more realistic setting on this
mode.

A lot of the scenes from the movie were made into separate levels, and new
levels were made just for the game.  One of the new levels has Grant water
rafting in the park while fighting the 'saurs.  This level is near impossible
because the raft never stops so a lot of skill and luck must be used to beat
it.  The rest of the Grant and Rapture levels are of jungle and housed
buildings found from the movie.  Throughout the game huge heads of Tyrannosaurs
Rex's pop out and can eat you if you're not careful.  Avoiding these encounters
is a good strategy, but you must eventually get past them by throwing bombs
near them.

The John Williams soundtrack for the movie really gave the movie a thrilling
sense of depth and danger, but none of the tunes were translated to the video
game screen.  The songs and sounds from the game are swinging under par
compared to other Sega made games, and with 16-megs of memory, the music is a
big disappointment.  The CD version of JP might have the composed songs by
Williams, but don't get your hopes up.  Probably the only audio piece worth
mentioning is the roaring Rex at the intro who yells "Sega!" Other than that,
the audio portions were put on hold in order to have the better graphics in the
game.

To judge this game, you must put aside the graphics because they aren't the
only part of the game.  The gameplay and music are below average, and only the
movie tie-ins and the graphics and animation are worth mentioning.  The
frustrating feel of JP kept me from playing it more than I had to, and playing
as the Rapture was the thing that kept me coming back.  JP may look nice in
photographs, but playing JP is like a chore; not fun and frustrating at some
crucial parts of the game.  The movie that conquered the box offices this
summer has left the video gaming world with nothing more than an average game
that is sitting on store shelves.  Hopefully the Sega CD version will live up
to the movie, and all the glamour that came with it.

Sr. Jnx - 80
I was expecting a cheap movie to cart translation NES style, however I was
really impressed with JP.  The graphics are a good example of why the Genesis
is still on the cutting edge and why it has been able to stick around for so
long.

Mr.  Mojo Risin' - 75
Finally here is a game whose CD version will be totally different.  However,
this version lacked in a lot of areas.  There could have been many more levels.
Ok control but far too easy.

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                                63,000 
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 As voted by readers of Boardwatch magazine, Spetember 1993   Gigs of Files! 


ͻ
TITLE:             DEVOLPER/PUBLISHERGAME TYPE:SIZE:  AVERAGE OF REVIEWS 
Shining Force      Sega              Role Play 12 MEG0              80   
                                                     ----
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MAIN REVIEW BY:                    OTHER REVIEWERS                           
                                                                             
 Instigator  89                    ---------- ** ---------- ** ---------- ** 
                                   ---------- ** ---------- ** ---------- ** 
                                                                             
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The thickly forested battlefield is riddled with the remains of dead soldiers
and unimaginable beasts.  Your party of adventurers has succeeded in stopping
your enemies first wave of attack, but in front of you awaits more monsters to
be fought.  A Demon Mage advances on one of your companions and attacks,
destroying him instantly.  From behind your fallen comrade is your archer which
unleashes an Elven Arrow into the Mage, killing him.

This is just an example of the fighting that must be done in Sega's newest
entry into the realm of RPGs, Shining Force.  As the Hero, you start off in
your home town and find out that your city is under attack.  From here on out
stems a massive adventure pitting you and your chosen companions against hordes
of monsters and other minions of evil.  The final confrontation being against
the center of all evil, Darksol.

Shining Force is the sequel to Shining in the Darkness, which appeared in
stores over two years ago.  While Shining in the Darkness was set in the first
perspective as you looked through the eyes of your adventurer, Shining Force
used the standard overhead approach used in such games as Phantasy Star II and
Final Fantasy II.  Saying this game is a true role playing game may be
misleading.  What sets Shining Force apart from the other RPG's on the market
is the huge amount of strategy involved in fighting the enemies.

The battles in Shining Force are few, but what sets them apart from the other
competing RPGs is the length of time that is needed to act out the battles.
The general layout of the battle scenes bare a striking resemblance to those of
Military Madness.  I guess you could say Shining Force IS Military Madness
dressed in primative clothes.  You are given a birds eye view of the action,
and it is from here that you control your characters.  Your characters and
those of your enemy are represented by individual icons which can be moved
around so military strategy should be used in order to win.  You move each of
your twelve characters individually and then you have a choice of either
attacking your enemy (if in range), casting a spell (if available), staying at
the location, or using an item.  You attack your enemy by either having your
character touch him or if he is in weapons range (ie.  your archer can attack
from long distances).

Attacking enemies is shown beautifully with a close up of the action and with
great backdrops of the area around you.  The action sequences are fully
animated and are drawn extremely well.  Most of the memory in the game went
into the making of these scenes, and it shows.  Your character will attack, and
then depending on how good of a fighter he or she is, the enemy will lose a
certain number of hit-points.  Then the overhead shot comes back and it's
someone else's turn to move or attack.  Once all the enemies are defeated, you
can move to the next town orcastle.

The strategy comes from the fact that your twelve companions all have their
strengths and weaknesses and that you must use them while in combat.  For
example, your archer is weak defensively, but he has a long range attack which
can be used from behind your other companions so he should be placed behind the
front lines of attack.  Also, if your main character dies, you must start over
from where you saved the game last.  After defeating an enemy, the character
will gain experience points that will eventually gain him a promotion.  If
promoted to a new class, your character will be able to equip new types of
weapons and the overall appearance of your character will be improved (ie.
your knight will become a paladin and will appear stronger).

There are over twenty members that will eventually join your party, but you can
only bring along twelve.  In each town is your headquarters where you can
decide who you should take along, and from here you can view your characters
statistics and receive hints on upcoming events.  Some of the characters
include a werewolf, different classes of magic users, minotaur knights, a
dragon, archers, and even a guy dressed up in a steam suit.  All the characters
use a different assortment of weapons, and rings can be worn for either added
strength or for more defense.  More experienced players can find four hidden
characters that can be found hidden throughout the game.  Certain tasks must be
completed to find these guys.

Shining Force uses 12 meg so the detail in the graphics is very good,
especially in the battle portions.  One thing that was lacking from this game
was the number of spells and weapons that were available.  The magic users only
have four different spells each, and there is no armor of any kind in this
game.  All the items in Shining Force are either healing potions or other
potions that upgrade your defense or offense.  The towns have weapons and item
shops, but the variety of both are lacking.  Probably the biggest drawback of
this game is the music.  An option to turn off the music would have been nice
because one can only take so much beeping and wailing (we're talking 8-bit
quality here).  The sounds are pretty good, but the music is just your standard
RPG tunes that can't compare with those from Final Fantasy II.

I expected Shining Force to be a massive adventure that was Final Fantasy II
quality that would have huge lands to be conquered and mysteries to be solved.
I never expected Shining Force to be linear, but that's what it is.  You MUST
go on the set path.  There's no exploring caves or wandering around outside of
the towns.  Since the enemies can be seen, there is no suspense in not knowing
when the next enemy will attack (used in all other RPG's to date).  The part of
this game that sets it apart from others, however, is the fighting.  I never
thought RPGs could keep my attention for as long as this one has.  Defeating
overwhelming odds with your band of adventurers is what makes this game work.

While not the true RPG, Shining Force delivers.  The graphics are some of the
best in any role player on the Genesis, and the intensity of some of the
battles makes this a very enjoyable game.  I was up till 3 am several nights
straight playing this game.  The cart has a battery backup so that up to four
adventures can be saved for further play.  The game does have it's low points
in the music and the linear nature of the game, but the battles take this game
to new heights.  This game should be bought knowing that what you get is all
stategy and maybe 35% role playing.  Shining Force would have been perfect had
the battle scenes been kept and with a style of game similar to Final Fantasy
II where you must explore new areas.  If you have a week to spare and a Genesis
at home collecting dust, then pop in Shining Force and prepare to experience
one of the better Sega games to date.  Until Landstalker or Phantasy Star IV
come out, Shining Force is your best bet for role playing on the Genesis...

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TITLE:             DEVOLPER/PUBLISHERGAME TYPE:SIZE:  AVERAGE OF REVIEWS 
Robo Aleste        Tengen            Shooter   ?? MEG0           65      
                   RATED: GA                         -------
ĺ
MAIN REVIEW BY:                    OTHER REVIEWERS                           
                                                                             
 Instigator  65                    ---------- ** ---------- ** ---------- ** 
 ----------                        ---------- ** ---------- ** ---------- ** 
                                                                             
ͼ

One of my favorite games for the Genesis is MUSHA, and when I found out that a
sequel was out in Japan for the Mega CD, I nearly bought a Mega CD converter
just for the Japanese version.  Although I wanted the game, I decided to wait
for the American version which has just been released.  After playing it
though, I'm just glad I didn't waste my $50 for a converter...

Robo Aleste is the first overhead shooter to be released on the Sega CD, and I
think Compile needs to go back to the drawing boards on this one.  Everything
besides the intro voice in Robo Aleste could have easily been handled by an
8-meg cart, and I'm talking easily.  None of the Sega CD's capabilities were
used to make this game and the overall appearance and presentation have been
used before time and time again.

In Robo Aleste, you are the pilot of a huge ninja battle suit that takes to the
air and attacks the enemies with multiple weapons.  The four main weapons:
shuriken stars, a rotating shield, multiple bombs, and lasers can all be
upgraded three times for added firepower.  The weapons are fired from the twin
orbs that circle around your suit, and you can launch the orbs for an extra
attack.  One problem I found was that if you powered up the lasers three times,
the beams take up 1/3 of the screen and you're nearly invulnerable.  Weapons
like this make the game much too easy.  Just like in MUSHA, you can adjust the
speed of the suit from extremely slow to very fast.  A nice feature, but one
that's been copied before.

What really set MUSHA apart from the other shooters was the great parallax
scrolling of the levels and the really catchy tunes that accompanied the
action.  Thanks to Compile, the parallax was taken out of Robe Aleste, and
we're left with plain overhead levels that can't be interacted with and don't
show any originality.  It gives the feeling of a shooter plastered onto a
2-dimensional backdrop, and the levels don't improve throughout the game.  The
levels are all overhead shots of ancient Japan, so the graphics are mostly of
fields and forests.  Gee, I can hardly contain myself...

Real instruments were used to make the techno-disco music for Robo, but they're
all generic songs that don't change much and just drone on in the background.
I can still remember some of MUSHA's songs to this day, and that's a sign of a
real soundtrack.  Robo's songs just add to the frustration of the game.  The
sounds in Robo were actually done to CD quality.  There are over 50 diferent
digitized sounds that range from the explosions of your fallen enemies to the
charge of your lasers.  Probably the only true CD quality of this game.

So, can the enemies and bosses save this game? Well, if you like kites and
little ninja warriors to attack, then this game is your cup of tea.  I thought
with the power of almost unlimited memory, the enemy would have hundreds of
different attackers and the bosses would rotate around the screen and scale up
close.  Not so, says Compile.  The only scaling used in Robo were the first
attackers that scaled onto the screen, and some of the bosses have weapons that
rotate.  Again, a lack of originality really hurt this game.  The bosses were
all to easy to beat and they shared the same attack patterns.

From start to finish, Robo Aleste comes off as your average 8-meg shooter.
When compared to MUSHA, Robo pales in comparison; from the intro to the
graphics, MUSHA just out performs Robo.  What kills Robo Aleste is the average
graphics, average tunes, no inspiration in either the levels or attackers, and
not enough weapons that can be used.  The only reason to maybe rent this game
is to make fun of the actors who's voices are used in the games five cinemas.
Overall though, Robo is nothing more than an inferior MUSHA.  I hear that
Compile is developing the sequel to Robo, so maybe they'll see the obvious
mistakes that were in Robo Aleste, and make Robo 2 one of the best overhead
shooters available.  So if you want a true CD shooter, then wait for Slipheed,
because Robo just doesn't cut it in todays market.

ͻ
TITLE:             DEVOLPER/PUBLISHERGAME TYPE:SIZE:  AVERAGE OF REVIEWS 
Batman Returns     Sega              Action +  ?? MEG0         62.5      
                   RATED: GA         Driving         |-------
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MAIN REVIEW BY:                    OTHER REVIEWERS                           
                                                                             
 Instigator  85                    Da Phunky  50 Mr. Mojo   55 The Farmer 60 
                                   ---------- ** ---------- ** ---------- ** 
                                                                             
ͼ

Contrary to what many think of this game, I feel it is one of the best Sega CD
games available.  Too many people judge it as Sega CD vs Genesis game, however,
I chose to review it in a "virgin" maner, as though never playing the Genesis
version.

If you already have never played the Genesis version, you should still buy the
CD version.  Five brand new levels that sit you in the drivers seat of the
Batmobile and the Batski are included along with the sidescrolling Genesis
levels.  To be honest, I think this game is worth it for the driving levels
alone.  Pictures you may have seen of the driving levels just can not do them
justice.  The action must be seen to be believed to get the true feeling and
appreciation (as in most games) The hardware scaling is a big step in Sega CD
gaming.  The buildings along side the road come right out of the distance
scaling perfectly and with speed unmatched in any home racing game to date.
Another highligh that impressed me was the sprite manipulation used on the
vehicles that you encounter.  I'm have been too acustumed to regular Genesis
games which have poor scaling , but when the cars in Batman Returns come at
you, they appear to advance very fluidly and without any jerkiness.  Even
better is that when you steer your car to a different perspective, the other
vehicles move accordingly and you see them from a different angle which gives a
great 3D effect.

The scaling is great, however, is that enough reason to buy a game? At the
beginning of the game, you can choose to play either the driving levels, the
side scrolling levels, or the full game with every level included.  The side
scrolling levels to me are just an added bonus.  I'll play them occasionaly
between the driving levels for a bit of diversity.  They are an exact port over
from the Genesis version but with some much improved tunes.  In these levels,
you play Batman as you kick, punch, and shoot enemies until finally you
confront the Penguin who framed you for the death of the Snow Princess.  Only
by killing him can you clear your name.

The background graphics are very dark and moody in these sections, but the
enemy sprites were a let down because of bad animation and fairly poor art
work.  As Batman, you can either jump, glide, punch, kick, or shoot one of the
selected weapons.  Your weapons are mainly different types of batarangs or you
can release bats than can inflict damage on the enemies.  The control on these
parts aren't the most responsive but they are easy to learn and master.  There
are five stages with many sub-levels in each stage that take you from a
shopping center all the way to the Penguins sewer systems.  Before each stage
is through, you must beat the Penguin in his many forms of attack (a rather
easy task unlike the rest of the game).

The driving portions of the game include three Batmobile levels and two Batski
levels.  On the Batmobile levels, you race in the streets against many of the
Penguins henchmen who are in cars or motorcycles.  Your weapons include some
discs which shoot out of the front of your car and a limited number of guided
missiles that inflict a lot of damage.  You can also destroy the other vehicles
by ramming them into obstacles that line the side of the road.  This
interaction in the game makes it unlike any other because you can make
strategies on when to bump the enemies and when to shoot.  The enemies in these
levels are motorcycles that shoot missiles, Chevy's that shoot flames, and
jeeps that have grenades coming from them.

After each level, the vehicles become progressivley harder to destroy, and the
player must use new strategies to beat them which I feel is something rare in
todays genre of games.

Each stage has it's own mini-boss and main boss to contend with.  Just like the
first mini-boss which shoots like a jack-in-the-box, each boss is fairly
original and visually appealing.

The levels include Gotham City Streets, Winter Carnival, and some out of city
roads.  After the first three levels are completed, you must then take to the
sewers in the Batski.  The first stage is just an obstacle course that must be
completed in a certain number of minutes.  You can jump over ramps and navigate
between pillars.  The second stage introduces enemies that shoot at you from
boats and many more obstacles to overcome.  The striking feature of these
levels is the effect given by the water.  I can only describe it as a kind of
rolling effect as you skim the waters.  Even the scaling over these hilly
sections are done gracisously.

Overall, the graphics in the game are ver nice.  Even though the side scrolling
levels aren't the best visually, the driving levels make up for them.  Just the
scaling of the building and cars is good enough for many "OOHS" and "AAAHHS"
from your friends because this has never been done before on a home based
system.  The backgrounds on the driving levels are superb to say the least.
They use some parallax scrolling for an almost perfect 3D effect.  The detail
in these graphics are exact.  After you destroy vehicle, pieces of metal fly
everywhere and land on the road in front of you.  The explosions are huge and
sometimes take up the whole screen.

Standing above all however is the fun factor.  I could probably play the
driving levels forever and not get bored of them.  The speed of these levels in
incredible, and gives you a feeling of actually driving the Batmobile.  The
added bonus of the introduction which uses biaxel rotation and the in between
level sequences add a lot to the game.

And oh, the music!! Spencer Nielsen at Sega of America has definitely made a
diverse track of song that are very catchy and just flat out sound great on a
stereo.  With other great works such as the music for Dolphin CD, Spencer is
America's version of Yuzo Koshiro who has taken Japan by storm with his music.
Great job!! The sounds during the side scrolling parts have not been improved
over the Genesis version, but they are still pretty realistic.  The sounds
during the driving levels include the purring of the Batmobiles engine and the
total carnage you create when you destroy the enemies.  This is house pounding
sound if I ever heard it.

If it was up to me the game to be all driving.  I would take three more levels
in the Batmobile easily over ten side scrolling levels that are just Genesis
graphics on CD the three endings aren't CD quality.  But, for the 3D thrill of
a lifetime (or at least for the time being on Sega CD), you can either play
Jaguar with choppy scaling, or play Batman Returns for the Sega CD.

With a difficulty that is just perfect for the regular gamer, and gameplay that
is pinpoint exact on the driving levels, I just feel sorry for al the home
racing games out there.  As the Penguin would say to them, "You don't really
think you'll win, do you?"

Da Phunky Pheel One - 50
Even judging this game by not comparing it to the Genesis version, it is just
hard to forget how powerful the Sega CD is, and those regular, 2D side
scrolling graphics with nothing extra added to it, you are just left with a
game that could be (and is) easily done on Genesis with some decent driving
scenes.

Mr. Mojo Risin' - 55
Ghesh, I was really expecting more spice from this game.  If you really want
this game and can't decide which system you want it for, this is it, but there
was no reason for this game to come out on CD.  They should have added the
driving levels on the cart and saved some people money for a different Sega CD
game.

Pepprige Farmer - 60
Genesis graphics on Sega CD? No more! Come on, lets take advantage of this
system's capabilities, must we re-list the specs on the system just to make
sure? Even giving Instigator some credit on his defense of the game, lets not
forget game play and overall interaction, those aspects in my opinion, were
very poor.  Good soundtrack tho'.

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TITLE:             DEVOLPER/PUBLISHERGAME TYPE:SIZE:  AVERAGE OF REVIEWS 
Street Fighter II  Capcom            Fighting  20 MEG0                89 
Turbo                                                --
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MAIN REVIEW BY:                    OTHER REVIEWERS                           
                                                                             
 Da Phunky   85                    Ace        92 Mr. Mojo   85 Aquarius   87 
 Pheel One                         Instigator 90 The Farmer 90 Anderson   93 
                                                                             
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Did you really think we would put 100 pages of SFIIT? Maybe post the moves and
strategies every 2 months like some other mags out there? Gee, maybe tell you
again what Blanka weighs? Hey, if I am breaking your heart by not doing any of
the above, check out every single issue of the Street Fighter 2 Magazine aka
EGM.

What the hell happened here? The door is going to blow down for a while at EB
at by a rush of crazy and hectic SFII Turbo fans who are expecting the "whole
ball of wax" and come to find that this wax is melted in a game which failed to
deliver, and fell short in many areas.

SFII Turbo has to be the biggest disappointment I have had in a long time
simply because of all the hype and cry of perfection.

If they had just let this game out a little more quietly (yeah, right) I would
have had thought more highly of it.  Contrary to what most of the other mags
say, this is NOT a perfect arcade translation.  Not at all, not close.  First
of all, you have all been very misinformed.  The backgrounds were NOT redrawn
as they were in the arcade, they recolored them, and added characters to SOME
of the backgrounds, but they have NOT been redrawn.  The appearance and texture
of the backgrounds are still EXACTLY the same as the old version.  The
characters are now even smaller than they were in part one,(yes, we broke out
our rulers and everything) and that was my biggest complaint in the original.
The game is PACKED with glitches (check out a list next issue) that become very
annoying.  Certain combos that work in the arcade, no longer work, some moves
(like Dahlsim's teleport) are EXTREMELY difficult to do, and there are many
errors in found in the game's text.

Now for the good news.  There has been a lot of animation and speed added to
this cart.  All of the arcade Turbo features are here.  The new moves, speed
and animations, (NO REDRAWN BACKGROUNDS!) and obviously you can use the bosses
and play character vs.  character without having to punch in some phunky code.
There are options to play this game at 4 speeds and 10 if you use the code.
Playing at 10 is fun, but pretty ridiculous for serious competition.  The speed
however, is the biggest plus in the game.

New sounds, voices and music have been added, certain stages will have a nifty
cheer when the match is over, and they finally added in the "You Win", "You
Lose" and "Perfect" narrations.  In addition to the new voices was the extra
sound channel.  Unlike in the original Ken and Ryu throw fire balls at the same
time and you only heard the last "Shuriken", this version utilizes 2 sound
channels so when 2 opponents say something simultaneously, both sounds are
heard.

Like many people, I tried to convince myself that it was just like the arcade,
but that little voice in the back of my head kept reminding me it wasn't, and
when you finally get to see the 2 of them side by side, the truth becomes
unavoidable.  What the only thing in this game that has been perfectly
translated is the excellent game-play, substance and depth of the game.  If not
for anything else, this makes SFII Turbo a great game.  In the perspective a
consumer however, I am paying $75 for an upgrade of a game I already have, and
it is not even a perfect arcade translation.

Ace - 92
I really enjoyed this game!  I thought that the graphics were almost flawless
(sorry, wrong term for a non-MK game!) and the sound was even better.  My only
gripes were the speed (10 stars? It's IMPOSSIBLE!) and the fact that the
Champion Edition wasn't a TRUE Champ's ed., they just took out some of the
Turbo upgrades.  But who plays SF2CE anyway?

Instigator - 90
SFIIT is an incredible game, that moves at lighting speed especially with the
code.  Capcom did a good job translating the new moves onto this one.  The
characters are small though, and the sound voice could have been done a lot
better.

Mr. Mojo Risin' - 85
$70+ for a flawed upgrade? I don't think so.  After reading all of the 1st rate
PREviews from some big name publications, I had high expectations for this
game.  I even thought they had added the elephant 3rd elephant in Dahlsim's
stage.  (It's even on the back of the box) But how wrong I was.  This is still
a great game, just did not live up to the hype.

The Pepperidge Farmer - 90
What can I say? Not bad for the most rushed game of all time.  Capcom cut some
big corners and they show, but let's not forget that this game still packs some
of the best action, and gameplay ever.

Aquarius - 87
This just proves certain guys out there are cashing in on Capcom's special
bonus's.  How is it possible that noone noticed that the characters are now
smaller and that the backrounds are the SAME from the regular SFII? The fast
speed is great though.

Anderson - 93
For anyone who loved the old version, this one will blow your mind, all the new
moves, sound and options from the arcade are in this one, but this one actually
moves faster than the arcade version! The graphics are not quite as good, but
that will be overlooked.  Here is a fun test, punch in the speed code.  Set it
to the highest speed.  Play for about 5 minutes, then quickly put the old SFII
in there and put yourself in "virtual-slomo".

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TITLE:             DEVOLPER/PUBLISHERGAME TYPE:SIZE:  AVERAGE OF REVIEWS 
Mortal Kombat      Midway / Arena    Fighting  16 MEG0                100
                                                     VARIESۺ
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                        FOR REVIEW TOTALS, SEE BELOW.                        
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          Genesis  SNES  Gameboy  Gamegear
Anderson    80      90     30        92
Phunky      82      93     45        89
Sr. Jnx     85      90     54        85
Aquarius    90      95     33        85
Mr. Sims    90      85     60        85
Ace         80      95     20        97
AVERAGE:   84.5    91.3   40.3      88.3


The hottest game of the year is going to be Mortal Kombat for the Genesis and
SNES systems.  Those with both systems are going to be looking for which one to
buy if they can only have one.  Those who can afford both, get them!

The object of Mortal Kombat is to pound your foe into the ground.  There are 7
characters to choose from, each with different abilities and weapons to throw.
After the person you're playing against runs out of stamina, he or she loses
the round.  Lose 2 rounds, and you're OUT.  when you beat your foe 2 times, the
words 'Finish him' or 'Finish her' come on the screen.  Here's where you get to
preform a 'fatality' which varies depending on the character you are using, and
on the home systems, what 'mode' you are playing: arcade or normal.  The SNES
and Gameboy versions are only on Normal: no blood, just sweat.

For those of you unfamiliar with the changes and similarities between the home
versions and arcade version, it all depends on which version you buy.

* The Genesis version was hyped up to be the "bloody" version or closest to
arcade version.  The SNES version was known as the "family" version with redone
"finishing moves" while the Sega version has the actual bloody fatalities.

* Those of you who buy the Genesis version will notice that the game has only
been given a MA-13 rating instead of the expected MA-17 rating.  Not all of the
blood is not in this version unless you punch in a special code.  Some
disturbing news however is that even with this code, not ALL of the blood and
gore is included the game.  (ie: in the spikes level) Although not the
graphical masterpiece that the SNES version is, the Genny version has perfect
game-play.  All of the combos and bread and butter strategies work perfectly.

* There is some disappointment though, we really did expect a lot more
graphically.  Maybe last year something like this would have blown our minds,
but after seeing demos of such games as Aladdin and Virtua Racing, we start to
wonder how much actual work went into this cart.  Hello Acclaim, don't give us
that "limitations" crap, we have seen what can be done.  * The sound for the
Genesis version is not up to par with what you might expect from a high quality
Genny cart, however it is bearable.  Even with speakers you won't experience
the surround sound and oomph effect as you do in the arcade.  We all liked the
music a lot but very little of it was from the arcade.

* Moving on to the SNES version.  Can we say graphics? The SNES version has
some of the most beautiful graphics found on the SNES.  Colorful, scrolling
backgrounds almost identical to the arcade.  At many times we felt that the
scenery and overall display of the backgrounds was superior to the arcade.

* The one lacking graphical aspect was the lazy animations.  In many examples,
there were cut corners by Acclaim.  Often you will notice this when you execute
a move, and just all of the sudden Rayden's leg is in Cage's stomach without
any movement in between the two scenes.

* Anyone with a stereo cable for the SNES should be plugging it in to their
nearest stereo because the sound is something that not too many TV's can do
justice to.  Although not the arcade, the thundering bass, the trembling
earthquaking blows to the skull and the cryptic narrations done in a deep
mysterious voice are done as best as they could be done on the SNES.

* As pretty as the SNES version is, it lacks good game-play altogether.  There
is an annoying delay from the time you execute a move, to where the actual move
begins.  This cancels out several combos and strategies that you could do in
the arcade version.  In fact, it changes the game entirely.  Fighting games are
very strategical and as pretty as the graphics could be, game-play is the most
important factor.

So which one will you choose, graphics or game-play? That's what is at stake.
For those of you hoping you could finally go home and continue your MK rampage
there without having to give anything up, it looks like you may have to wait
until the Sega CD version comes out, but then we have to hope that Acclaim
takes advantage of one of those nifty technologies Sega has been playing with.
If you have a Gamegear, this MK is the best game ever put out on any portable
US system.  Outstanding graphics and good game-play will amaze any video game
addict.  The Game Boy version is as lame as you could ever imagine.  That is
all there is to say.  Choose which version you will.  The Genesis and SNES
versions are both great, just don't expect anything too close to the arcade
from either of them.


                                                                             
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 ۺ    ۺ ۻ ۻ ۻ ɼ ۻ ۻ  ۺ ͼ
 ۺ ۻ ۺ ۺ ɼ ɼ   ɼ  ۺ   ۺ ۻ ۺ ۻ  
 ۺۻۺ ۺ ۻ ͼ   ɼ   ۺ   ۺ ۺۻۺ ͼ  
 ɼ ۺ  ۺ ۺ  ۺ ۺ      ۻ ɼ ۺ ۺ ۻ
  ͼͼ  ͼ  ͼ ͼ  ͼ ͼ      ͼ  ͼ  ͼ  ͼ ͼ
                                                                             


STREET FIGHTER 2 CODES!
     To turn off ALL special moves, enter the Capcom Code (D,L button, U, R
button, A, B) when the word 'Capcom' fades in and out.  Tough fight against the
computer!
     To turn off SOME moves in the VS. mode, have player 2 enter the Capcom
Code during the Stage Select screen.
     To make the game up to 10 STARS SPEED, enter the code as soon as the SF2
Turbo sign comes on the screen, finishing the code when the words TURBO scroll
across the screen.  Then, after you play 10 stars, get your origional SF2 for
a slo-mo battle!

EXCLUSIVE MORTAL KOMBAT CODES!

:: ARCADE MODE ::
     On the Genesis version of the game, on the 'codes of honor screen', enter
ABACABB on controller 1.  You'll hear Scorpion yell, "Get over here!"  You then
know you have done it right.
     On the Game gear version, wait until the 'codes of honor screen' and enter
Down Up Down 1 2.  A chime will sound to signal success.

:: CHEAT MODE :: <<< GMJ EXCLUSIVE! >>>
     On many versions of the game, you can access a cheat mode by entering
DULLARD.  That's Down, Up, Left, Left, A button, Right, and Down.  Do this either on the
title screen, the 'codes of honor screen', or the Game Start screen.
[different versions start in different places.]

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                  * MORE FIGHTING INFO, including:                           
 IN THE NEXT            Super Street Fighter 2 info!                         
    ISSUE OF...         Review of Samurai Showdown                           
                        Warp Zone Special: MK Fatalities for SNES and Genesis
 Ŀ Ŀ    * The return of the Poll Question!                         
  Ŀ         * Future Wave report on the Beyond Reality VR show         
        * NEWS: Jaguar info and 3DO release reports                
                  * Ace's Angles, GMJ Top 5 and more!                        


Producer: Anthony Shubert                 Online Layout Editor: Anthony Shubert
WWIVcolor editing by: Will Crawford            ANSI Editing by: The Last ANSI
Head Writing Staff:                       Contributors:
   HOME SYSTEMS   Reny Falzarano          Mr. Sims, the Pepperidge Farmer,
  HEAD REVIEWERS  Instigator              Sr. Jnx, Mr. Mojo Risin', Aquarius,
   FUTURE WAVE    Tanya Kutasz            Emax, Sai-Blade, Matrix, Shez
   IBM SOFTWARE   Will Crawford


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Nintendo of America, Sega Enterprises, Turbo Technologies (NEC), Atari Corp.,
Atari Games, SMSG, or any other videogaming company.
Product names are either (c) or trademarks of their respective companies, and
the non-marking of such product is not a challenge to its status.

Ace's Angles, Chronicle, Express Mail, Warp Zone, and all content are
(c) 1990, 1991, 1992, 1993 Innovative Creations

  :: Some ASCII/ANSI work created with use of 'TheDraw' shareware program ::

