ISSUE: 16Content
PRIMARY SYSTEMS COVERAGE THIS ISSUE
-
Sega Saturn
-
Jaguar
-
3DO
-
M2 (never released)
-
Ultra 64 (the eventual Nintendo 64)
-
PC
-
Macintosh
-
Sony Playstation
-
arcade
---
(The following is loosely based on this issue's table of contents, with select issue excerpts included. Magazine accurate text formatting (lower case headers, etc) purposefully retained. (Notes) and bullet lists are added for clarity.)
talking
Which game machine would David Perry buy?
having spoken to the heads of Sega, Sony, Nintendo and every other pretender to the 32-bit throne, we seek the opinion of a (very) connected independent observer. Dave Perry, industry pioneer and platform game king, waxes eloquent on our multiconsole future. ('So which game machine would Dave Perry buy?;' five page interview)
breaking
News
(Original news articles along with regular, recurring news features; one page each unless noted. While original news stories regularly included related sidebars, unrelated sidebars would often be used to fill space as well - these are noted.)
Ultra 64 delayed until September
Nintendo delays its 64-bit game machine. Again. (two pages)
Midnight Express (sidebar; Konami's arcade 'Midnight Run' based on specialized PC-Engine hardware)
Crumbling Atari still defiant
Despite industry-wide rumor and heavy company lay-offs, Atari executives deny that the Jaguar is at its end. (1.5 pages)
Virtua Again (sidebar; Virtua Kids preview)
Square eyes PS-X
Nintendo's ally finally runs out of patience. (1/2 page)
Developers worry about M2's future
After its $100 million purchase, Matsushita's M2 strategy is still perilously unclear.
Sony Boss Quits (again) (sidebar; departure of SCEA president Marty Homlish)
NEC and VideoLogic enter 3D war
Another chip takes the PC into the world of smooth, fast 3D.
Painting lies by numbers? (sidebar; questions over Sony/Sega 1995 holiday season sales numbers)
(Recurring news features; one page each unless noted:)
Datastream (sidebar; number related news/trivia)
movers & shakers
A monthly look at business news affecting the gaming world. (business news by Christopher Sherman)
Joyriding
Let's get one thing straight... (online gaming news by Bernard Yee)
Arcadia
All the month's news from the world of coin-ops. (arcade news by Marcus Webb)
Generator
So what do the game industry insiders do when they're not working? This month, a look at Organic Art - the next big thing? (1/2 page; behind-the-scenes news by Mark James Ramshaw)
Datebook (1/2 page; calendar of events)
working
How to get a job in the game industry
They don't call them the best jobs in the world because they're easy to get. This month, we give you everything you need to get your foot in the door. A rundown on the best entry positions, advice from the experts and hundreds of company contacts. (18 pages, including the following sections (two pages each unless noted))
-
The Far Side (by Gary Larson; comic strip; one page)
-
Game Tester
-
Public Relations
-
Artist
-
Programmer
-
Learning the Ropes (one page)
-
Advice From the Experts (one page)
-
Company Contacts (address book; four pages)
ng software
Alphas (game previews, sometimes presented as part of a studio or accessory overview; one page each unless noted:)
(Next Generation's game previews often varied in scope and size. Smaller previews were usually traditional in presentation, while larger previews often incorporated developer commentary. The largest previews were typically presented as a themed article (focusing on a development studio, accessory, etc) previewing one or more titles and were often accompanied by an interview (noted).)
-
MDK (PC; three pages)
-
Manx TT (arcade; two pages)
-
Top Gun: Fire at Will (PS)
-
Tenka (PS; two pages)
-
Civilization 2 (PC)
-
Afterlife (PC)
-
Panzer Dragoon 2 (Sat)
-
Return of Krondor (PC,Mac,PS)
-
Paradigm Simulation (N64; two pages; interview with Paradigm Simulation VP Dave Gatchell discussing Pilot Wings 64)
-
Deadlock (PC)
rating
Finals
(While all video game magazines make the occasional slip, NEXT Generation's game review section was especially notorious and/or exceptional for reviewing games never formally released in North America, or were instead eventually released under a different title. In some cases an import title would be reviewed with the domestic release also reviewed in a later issue. Japanese import reviews are noted when known. Reviews were usually 1/8th to 1/4th page in length, though this varied wildly and length was never pre-determined - one page reviews would see print on rare occasions. Higher rated and/or spotlighted games would usually receive more page real estate than lower rated.)
PlayStation
-
Cyberia
-
Dark Stalkers
-
Kileak The Blood 2: Reason in Madness (Japan)
-
Battle Arena Toshinden 3 (Japan)
-
King's Field
-
Philosoma
-
Road Rash
Saturn
-
D
-
Mortal Kombat II
-
Skeleton Warriors
-
FIFA 96
3DO
-
BC Racers
-
Primal Rage
Jaguar
-
Atari Karts
-
Fever Pitch Soccer
-
Supercross 3D
-
Missile Command 3D
PC
-
Havoc
-
Police Quest: SWEAT
-
SkyBorg: Into the Vortex
-
Chronomaster
-
The 11th Hour
-
The Hive
-
Terminator: Future Shock
-
Thexder
-
Virtual Karts
-
Warhammer: Shadow of the Horned Rat
-
Williams' Arcade Classics
-
Zone Raiders
Macintosh
-
SFPD Homicide
-
Strategic Conquest
Arcade
-
Bust A Move Again
-
Dirt Dash
-
Dungeons and Dragons 2: Shadow Over Mystar
-
Time Crisis
-
Konami's Open Golf Championship
32-bit gamer's guide (review score reference guide; 1.66 pages)
corresponding
Letters
You express your hopes, your dreams, your deepest fears, and we come up with snappy answers. (reader mail; two pages)
theorizing
The way games ought to be... Hi-octane game theory by Chris Crawford
Interaction is a process involving listening, thinking, and speaking. Videogames are good at speaking, but how come they're such lousy listeners? (two pages)
PRIMARY SYSTEMS COVERAGE THIS ISSUE
- Sega Saturn
- Jaguar
- 3DO
- M2 (never released)
- Ultra 64 (the eventual Nintendo 64)
- PC
- Macintosh
- Sony Playstation
- arcade
---
(The following is loosely based on this issue's table of contents, with select issue excerpts included. Magazine accurate text formatting (lower case headers, etc) purposefully retained. (Notes) and bullet lists are added for clarity.)
talking
Which game machine would David Perry buy?
having spoken to the heads of Sega, Sony, Nintendo and every other pretender to the 32-bit throne, we seek the opinion of a (very) connected independent observer. Dave Perry, industry pioneer and platform game king, waxes eloquent on our multiconsole future. ('So which game machine would Dave Perry buy?;' five page interview)
breaking
News
(Original news articles along with regular, recurring news features; one page each unless noted. While original news stories regularly included related sidebars, unrelated sidebars would often be used to fill space as well - these are noted.)
Ultra 64 delayed until September
Nintendo delays its 64-bit game machine. Again. (two pages)
Midnight Express (sidebar; Konami's arcade 'Midnight Run' based on specialized PC-Engine hardware)
Crumbling Atari still defiant
Despite industry-wide rumor and heavy company lay-offs, Atari executives deny that the Jaguar is at its end. (1.5 pages)
Virtua Again (sidebar; Virtua Kids preview)
Square eyes PS-X
Nintendo's ally finally runs out of patience. (1/2 page)
Developers worry about M2's future
After its $100 million purchase, Matsushita's M2 strategy is still perilously unclear.
Sony Boss Quits (again) (sidebar; departure of SCEA president Marty Homlish)
NEC and VideoLogic enter 3D war
Another chip takes the PC into the world of smooth, fast 3D.
Painting lies by numbers? (sidebar; questions over Sony/Sega 1995 holiday season sales numbers)
(Recurring news features; one page each unless noted:)
Datastream (sidebar; number related news/trivia)
movers & shakers
A monthly look at business news affecting the gaming world. (business news by Christopher Sherman)
Joyriding
Let's get one thing straight... (online gaming news by Bernard Yee)
Arcadia
All the month's news from the world of coin-ops. (arcade news by Marcus Webb)
Generator
So what do the game industry insiders do when they're not working? This month, a look at Organic Art - the next big thing? (1/2 page; behind-the-scenes news by Mark James Ramshaw)
Datebook (1/2 page; calendar of events)
working
How to get a job in the game industry
They don't call them the best jobs in the world because they're easy to get. This month, we give you everything you need to get your foot in the door. A rundown on the best entry positions, advice from the experts and hundreds of company contacts. (18 pages, including the following sections (two pages each unless noted))
- The Far Side (by Gary Larson; comic strip; one page)
- Game Tester
- Public Relations
- Artist
- Programmer
- Learning the Ropes (one page)
- Advice From the Experts (one page)
- Company Contacts (address book; four pages)
ng software
Alphas (game previews, sometimes presented as part of a studio or accessory overview; one page each unless noted:)
(Next Generation's game previews often varied in scope and size. Smaller previews were usually traditional in presentation, while larger previews often incorporated developer commentary. The largest previews were typically presented as a themed article (focusing on a development studio, accessory, etc) previewing one or more titles and were often accompanied by an interview (noted).)
- MDK (PC; three pages)
- Manx TT (arcade; two pages)
- Top Gun: Fire at Will (PS)
- Tenka (PS; two pages)
- Civilization 2 (PC)
- Afterlife (PC)
- Panzer Dragoon 2 (Sat)
- Return of Krondor (PC,Mac,PS)
- Paradigm Simulation (N64; two pages; interview with Paradigm Simulation VP Dave Gatchell discussing Pilot Wings 64)
- Deadlock (PC)
rating
Finals
(While all video game magazines make the occasional slip, NEXT Generation's game review section was especially notorious and/or exceptional for reviewing games never formally released in North America, or were instead eventually released under a different title. In some cases an import title would be reviewed with the domestic release also reviewed in a later issue. Japanese import reviews are noted when known. Reviews were usually 1/8th to 1/4th page in length, though this varied wildly and length was never pre-determined - one page reviews would see print on rare occasions. Higher rated and/or spotlighted games would usually receive more page real estate than lower rated.)
PlayStation
- Cyberia
- Dark Stalkers
- Kileak The Blood 2: Reason in Madness (Japan)
- Battle Arena Toshinden 3 (Japan)
- King's Field
- Philosoma
- Road Rash
Saturn
- D
- Mortal Kombat II
- Skeleton Warriors
- FIFA 96
3DO
- BC Racers
- Primal Rage
Jaguar
- Atari Karts
- Fever Pitch Soccer
- Supercross 3D
- Missile Command 3D
PC
- Havoc
- Police Quest: SWEAT
- SkyBorg: Into the Vortex
- Chronomaster
- The 11th Hour
- The Hive
- Terminator: Future Shock
- Thexder
- Virtual Karts
- Warhammer: Shadow of the Horned Rat
- Williams' Arcade Classics
- Zone Raiders
Macintosh
- SFPD Homicide
- Strategic Conquest
Arcade
- Bust A Move Again
- Dirt Dash
- Dungeons and Dragons 2: Shadow Over Mystar
- Time Crisis
- Konami's Open Golf Championship
32-bit gamer's guide (review score reference guide; 1.66 pages)
corresponding
Letters
You express your hopes, your dreams, your deepest fears, and we come up with snappy answers. (reader mail; two pages)
theorizing
The way games ought to be... Hi-octane game theory by Chris Crawford
Interaction is a process involving listening, thinking, and speaking. Videogames are good at speaking, but how come they're such lousy listeners? (two pages)
- 1
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