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             THE EMULATION OF 1993 
            Special 10th birthday celebration 
  
            IN THE HUNT (Irem, Arcade/Saturn/Playstation/PC) 
            Glancing casually at the screenshot, you’re 
            probably already thinking “Hmf, that just looks like a lazy 
            ripoff of popular Neo Geo platform’n’shooting series Metal Slug.” 
            But that’s why Emulation Zone is writing this column and you’re not, 
            because Emulation Zone knows that Irem’s submarine-bound shoot-‘em-up 
            was released in 1993, a full three years before the 
            soon-to-be-seminal Neo game. But it’s not just for being first to 
            Metal Slug’s distinctive graphic style that In The Hunt deserves to 
            be remembered, because it’s a fantastic game in its own right.  
            Side-scrolling shooters were pretty out of 
            fashion by 1993, but ITH (playing a lot like a cross between the 
            aforementioned Slugs and Irem’s own R-Type) is a timeless classic. 
            From the first few seconds it’s an all-out carnival of carnage, the 
            stirring music all but drowned out by the cataclysmic explosion of 
            pretty much everything on the screen. But it’s a beautifully 
            balanced game, which for a change makes you work for every inch of 
            progress, rather than filling levels with cannon fodder as a prelude 
            to a ludicrously overpowered boss.  There isn’t room here for even a 
            swift guided tour of the highlights, so just load it up and enjoy 
            some of the most inventive arcade action there would be for at least 
            the next three years. 
              
            CANNON FODDER (Sensible Software, 
            Amiga/Atari ST/PC/Mega Drive/SNES) 
            And speaking of cannon fodder, no 1993 
            reminiscing would be complete without giving pride of place to 
            Sensible’s epic arcade wargame, the game that gave birth (via Dune 2 
            and Command & Conquer, both strongly influenced by CF) to the entire 
            RTS genre. So many things about Cannon Fodder were noteworthy, not 
            least the game’s almost unique moral undercurrent (all your soldiers 
            had names, and their gravestones mounted up poignantly on a green 
            hill as you sent them Douglas Haig-like to their deaths), which was 
            ironically misunderstood by the tabloid press and the British Royal 
            Legion in a media storm that saw the game’s distinctive “poppy” 
            cover artwork (and that of magazines featuring the game) pulled at 
            the last minute under the threat of legal action.  
            But no amount of hysterical tabloid guff could 
            detract from Cannon Fodder’s groundbreaking, addictive-as-crack 
            gameplay, and the game stormed to the top of the charts and stayed 
            there for years. Indeed, CF and its even-better sequel still sell 
            decent numbers of copies today on a PC budget label, almost a decade 
            after their original release. And how many games can say that? 
              
            I, BALL 2 (Firebird, Spectrum) 
            And speaking of things that lived a long time, 
            Sinclair’s legendary ZX Spectrum computer was still staggering on in 
            1993, nine years after its debut on the home computer market. Even 
            at this late stage in the machine’s life, there was still room for 
            new original software, and I, Ball 2 – released on the Firebird 
            label and sold at a breathtaking £1.99 – was as good as it got. 
            Programmed by Timothy Closs, who went on to create the superb Kid 
            Gloves for the 16-bit home computers then sadly disappeared from 
            trace forever, IB2 was a gloriously imaginative action puzzle game 
            spread across dozens of single screens, which your intrepid reporter 
            has still never quite managed to get to the end of. 
              
            THE CHAOS ENGINE (Renegade, Amiga/Atari 
            ST/PC) 
            And speaking of intrepid adventurers foiled by 
            arcade puzzle action, brings us neatly to The Chaos Engine, the one 
            truly great game made by star programmers The Bitmap Brothers (that 
            wasn’t Speedball 2). A sprawling adventure in the briefly-popular 
            “steampunk” genre, some derided The Chaos Engine as basically 
            Gauntlet with knobs on, but that was to do a terrific disservice to 
            the level of strategy in the game. Indeed, with the diverse group of 
            heroes you selected your two-man team from for each game, it was 
            probably more akin to a 2D version of Daikatana, only 50 times 
            better. 
              
            GUNSTAR HEROES (Treasure, Mega Drive) 
            And speaking of heroes (stay tuned to see if 
            Emu Zone can keep this straining motif up until the end of the 
            feature), they don’t come much more heroic in the videogame-coding 
            world than Treasure, the secretive Japanese codehouse that brought 
            us legendary classics like Bangai-o and Radiant Silvergun. Gunstar 
            Heroes was the game that first made their name, though – an 
            extraordinary platforming shoot-‘em-up bursting at the seams with 
            fresh ideas and sheer gung-ho joie de vivre. Like a glorious 
            rollercoaster ride right through the middle of the world’s biggest 
            live fireworks show, only more exciting. 
              
            SAMURAI SHODOWN (SNK, Neo Geo) 
            And speaking of, um, Japanese things, you don’t 
            get much more Japanese than samurai. (He’s never going to make it. – 
            Ed) The Neo Geo was a machine absolutely awash in fighting games, 
            which makes it all the more impressive feat for Samurai Shodown to 
            stand as head and shoulders above the rest as it does. One of the 
            first ever beat-‘em-ups to star characters armed with weapons rather 
            than just their fists (and science-baffling fireball power, of 
            course), Shodown is the spiritual predecessor to Soul Calibur, and 
            shares that game’s instant-play accessibility combined with an 
            endless well of tactical depth to discover. Plus one of the 
            characters has a dog sidekick, which he probably sneaked in to the 
            fight in secret. 
              
            SECRET OF MANA (Squaresoft, SNES) 
            And speaking of secrets (Look! A decoy!), there 
            was a great big one at the heart of this legendary SNES RPG, which 
            many aficionados of the genre still rate above the SNES incarnation 
            of Zelda. The game’s groundbreaking feature was the facility to 
            offer three-player simultaneous adventuring, but even beyond that 
            gimmick it’s a superb piece of design which offers around 70 hours 
            of intesnse questing without having to pad it out with endless 
            non-interactive FMV cutscenes, unlike a certain other Square RPG 
            series we could mention. 
              
            CYBERMORPH (Atari, Jaguar) 
            And speaking of Final Fantasy, surely the 
            (cough) final fantasy of the once-great Atari Corporation was their 
            belief in the Jaguar console. Released in the “dead zone” between 
            the end of the 16-bit consoles and the launch of the Playstation and 
            Saturn, the Jag was a powerful machine almost completely bereft of 
            quality software, and ironically one of the few great titles it ever 
            saw was given away for free with the machine. Cybermorph was an 
            eerie, otherworldly space opera not dissimilar to a “grown-up” 
            version of SNES hit Starfox (also released in 1993) but was 
            tragically lost to posterity in the general incompetence of Atari’s 
            marketing department. 
              
            THUNDERHAWK (Core, Mega CD) 
            And speaking of sadly-wasted technological 
            breakthroughs, one of the biggest selling points of Sega’s ill-fated 
            Mega Drive add-on the Mega CD was its ability to create rotating 3D 
            graphics in the style of the SNES’s famous “Mode 7”. Unfortunately, 
            only one game ever made any real use of the feature before the 
            machine completed its swallow-dive down the toilet of console 
            history. Core’s lovely helicopter blaster – like a first-person 
            version of Desert Strike - deserved a much better fate. 
              
            YO! JOE! (Hudson Soft, Amiga) 
            And speaking of fantastic games that only four 
            people ever actually played, Japanese developers Hudson Soft 
            (creators of Bomberman, among many others) spent 1993 in an 
            ill-advised attempt to focus away from consoles and develop games 
            for home computers, which was as financially disastrous as it was 
            creatively excellent. Yo! Joe! is the juiciest fruit from the era, a 
            vast and endlessly entertaining and inventive platform romp (best 
            bit – lobbing Molotov cocktails at enemies and setting their 
            trousers on fire) that was eternally destined to be sneered at by 
            idiot computer nerds and never offered to its natural console-owning 
            audience, who would have loved it like their own child. 1993, eh?
             
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