A celebration of old video game magazines.

 

Forgotten Worlds #4

A magazine about old video game magazines

Issue 4 is here! It’s 100+ pages, full colour, perfect bound. This time round we take a deep dive into seven classic magazines including: Mean Machines, EGM, GamePro, Super Play, and CVG. Each feature is supported with interviews by the writers, editors and artists that were there.

The Kickstarter is now live!

Latest blogs

Weekly Famitsu. One magazine to rule them all

Weekly Famitsu is a legendary Japanese video game magazine. But it’s still fundamentally misunderstood by western gaming media.

Edge magazine. On art and design…

Edge magazine has been at the forefront of video game magazine design for over 30 years. I spoke to former art director, Andrew Hind.

PS4 physical shmups reviewed and rated

The PS4 is home to a huge number of shmups / shooters / STG titles. I decided to rate and review them all. From Aleste to Zero Wing.

Latest articles

PlayStation aesthetic

There’s a very specific 1990s PlayStation aesthetic that’s been lost to history. Let’s call it PlayStation Weird and figure out what happened

Video game fanzine history

“If old gaming magazines provide a glimpse into a world that no longer exists, fanzines add context and help colour in the details.”

We look back at video game fandom before the internet.

Super Play magazine

“Suddenly, I was pretending to be an anime-style illustrator.”

I spoke to Wil Overton, the man responsible for those iconic Super Play covers, about the magazine’s legacy, and why it’s so fondly remembered.

Highlights

Computer & Video Games magazine (CVG)

Originally launched in 1981, CVG would appear on newsstands until 2004. The online edition carried on until 2014. But I don’t care about any of that… I’m interested in the magazine’s early 90s heyday. 

DieHard GameFan had drama

“A slick looking zine with lots of colour pictures and frustratingly unreadable type…” Shots fired, etc. We look at the drama between GameFan and VG&CE magazine.

GamePro magazine

Launched in 1989 to cover the rapidly growing U.S. home console market, GamePro would become one of the leading video game publications of the era. Senior editor Michael Meyers was there from the start.

Retrospectives

 

Super Play magazine

…and the convergence of video games, anime and imports.

“On the whole Super Play was left alone by the suits at Future publishing, so we did pretty much what we wanted.”

I spoke to Wil Overton about anime, grey imports, and the 47 Super Play magazine covers he illustrated.

 

Mean Machines Sega magazine

…and the rise and fall of Sega in the 90s

“I knew the Sega Saturn was going to struggle,”

Former Mean Machines Sega editor Steve Merrett had a first hand perspective of Sega’s rise and fall in the 90s. Here’s the inside story

 

Lost in Cult

From [lock-on] magazine to a Handheld History

“I sold so many of my things, put everything I had creatively and emotionally into the project. It was a massive risk.”

I spoke to the CEO and Creative Director of Lost in Cult, Jon Doyle, about his journey from Kickstarter campaign to a booming publishing empire comprising [lock-on] magazine, bespoke projects, and the newly launched Handheld History book with HarperCollins.

 

NGamer maagzine

Social before social media

“By and large, the internet felt like a huge beast of a competitor, beating us to news, previews and reviews of just about everything.”

Former NGamer editor Mark Green talks Nintendo fandom, cover-mounted DVDs, and how the arrival of smart phones and social media changed everything.

 

Sega Pro

The magazine that launched a publishing empire.

Richard Monteiro made his name as a staff-writer for various 8bit magazines before launching his own publishing company.

Sega Pro was the first magazine he released and the start of the Paragon Publishing empire. A decade later he would cash out for cool £16 million pounds. This is that story. Abridged…

 

How the internet killed video game magazines

“When I first started in games magazines, the internet was a kind of goofy thing and advertisers were reluctant to pump dollars into it. As soon as the internet gained any momentum in gaming circles, you could watch circulation and advertising revenue falling in real time.”

I spoke to the writers and editors who were there between 1995 and 2005 to find out what happened to your favourite video game magazines.

 

Megazone

The murky history of Sega OziSoft and its unofficial magazine

Megazone’s influence on Australian gaming can’t be underestimated. It made Sega a household name, sold a generation of kids on the Master System, and took the Mega Drive to even greater heights.

But behind the scenes the line between editorial and marketing was precariously thin.

 

UK:Resistance

The Gary Cutlack interview

“I spent the best part of three months doing nothing but previews and reviews of Radiant Silvergun,” is how Gary Cutlack describes his time at the ill-fated Sega Saturn magazine.

Which sounds like fun. But we’re here to discuss his legendary website - UK: Resistance. Founded in 1996, it blazed a HTML trail through the internet, was sold to venture capital, and had a ‘tone-of-voice’ that would probably get you arrested in this day and age.

 

GamePro magazine

Welcome to the 90s

Launched in 1989 to cover the rapidly growing U.S. home console market, GamePro would become one of the leading video game publications of the era, eventually branching out into TV, trade shows, and this wild new thing called ‘the Internet’

Michael Meyers was there from the start. A senior editor at the magazine, this is his take on an industry in transition, and the rivalries that played out behind the scene.

 

Electronic Gaming Monthly (EGM)

The untold history

EGM didn’t just shake up the U.S. publishing landscape, it provided an alternative to the U.K. gaming media we knew in PAL territories. Its reference points, attitude, design and console coverage was a complete break from what CVG and Mean Machines readers knew.

So when import copies of EGM first began to appear in PAL markets in the early 90s it was like a glimpse into an alternative reality.

 

Sega Power

Documenting Sega’s rise and fall in the 90s

If you were a Sega fan in the early 90s you had dozens of magazines to choose from. But what happens when a console starts to lose momentum, and you’re left with 100 pages of content to fill every month? How do you get excited about the 32X or the Mega CD when you’re privy to the grim sales forecasts?

Former Sega Power editor Dean Mortlock takes us behind the scenes.  

 

The MegaTech story

As told by Paul Glancey

If you’ve ever wondered about the evolution of CVG magazine, the state of the Mean Machines office, and how all that eventually led to MegaTech you’re in the right place.

Here’s several years worth of publishing industry anecdotes, drama, and gossip in fast-forward.

 

How CVG magazine changed the industry

Computer and Video Games magazine (CVG) ran for four decades. Originally launched in 1981, it would appear on newsstands until 2004. The online edition carried on until 2014. That makes it the longest running video game magazine in history.

But I don’t care about any of that.

I’m interested in the magazine’s early 90s heyday. 

 

What happened to Hyper magazine?

Part 1.

“When I first started in games magazines, the Internet was a kind of goofy thing and advertisers were reluctant to pump dollars into it. Each issue was raking in $50,000 - $60,000 in advertising and selling tens of thousand of copies.”

“As soon as the Internet gained any momentum in gaming circles, you could watch circulation and advertising revenue falling in real time,” former editor Daniel Wilks talks us through the final days of Hyper magazine.

 

What happened to Hyper magazine?

Part 2.

Hyper magazine was well and truly dead by 2018. It just didn’t know it…

While its quarterly specials still haunted newsagents, the low circulation numbers, dwindling advertising, and a barely there web presence told the real story.

So when it was announced that long serving editor Daniel Wilks was leaving those of us still paying attention assumed it was all over.

But there was still one final chapter…

 

How Mean Machines wrote the blueprint for games media

While other publications played it safe, Mean Machines filled its pages with in-jokes and irreverent humour, gleefully slagged off terrible games, insulted its readers and, most importantly, put its staff front and centre.

In other words, it was years ahead of the curve, and laid the groundwork for what games journalism would become in the 90s.

 

Videogames & Computer Entertainment (VG&CE).

A quick look at the press shots of US game magazine editors back in the day reveals heavy ‘dad vibes’. Moustaches, receding hairlines and glasses were all par for the course.

Basically, they all looked like middle-age data analysts. Which is maybe where Jason Schreier got his whole vibe from. But that’s another article…

In the meantime, let’s talk about VG&CE and its campaign against a pill popping Dr. Mario.

 

Compute! Part 1.

Compute! captures a moment in time. That hazy late 80s period before Nintendo revived the videogame industry, and the home computer market was shifting towards a more homogenised, production line approach.

But Compute! magazine was already a relic by the time I first came across those issues from the local library in 1989. It just didn’t know it.

 

Compute! Part 2.

“My biggest regret was that we just didn’t have all we needed to become a lifestyle technology magazine like Wired. “

“There was room for another magazine in that space and I wished we’d had what it took to be that magazine.”

Former Editor Peter Cosco looks back at the early 90s tech explosion. And how Compute! missed the boat.

Snapshots

 

How to create a zine in 2023

The Forgotten World’s zine is available to purchase… here’s the awful truth

“If I sell every single copy I’ll just about break even… which is a terrible business model, but here we are.”

Ever wanted to create a zine? Here’s a deep dive into the process, costs and issues encountered while creating Forgotten World’s issue #0.

 

Out of Print Archive

Preserving your childhood one magazine at a time.

It takes Out of Print Archive approximately 40-50 hours to scan and preserve each magazine. That sounds insane. But as the man behind it explains,

“These magazines are such great time capsules. They’re an anchor to times that would otherwise be forgotten completely. I just want to see these great magazines preserved in a way that would make the original creators proud.”

 

The rise and fall of Mega Drive shmups

Via reviews in CVG & Mean Machines.

The first generation of Mega Drive games was defined by small Japanese developers who could bang out a shmup on a tight budget with a small team. Sega needed third party titles for its new 16-bit consoles and happily published these games to help bolster the Mega Drive’s library. 

But as Sega’s fortunes changed, and Sonic took the Mega Drive mainstream, the system’s library began to change.

 

The worst reviewed game in Mean Machines history

“A shambling mockery of a sick parody of a game cartridge…”

They don’t write game reviews like they used to.

So let’s look back at this infamous review of Road Fighter for NES by Julian ‘Jaz’ Rignall and Rad Automatic.

The ‘worst ever game’. Indeed…

 

Diehard GameFan had drama

(DieHard) GameFan magazine began life as a mail order catalogue. You’d find their ads in the back of EGM; it was all hastily cropped manga images, import titles from Japan, and hyperactive use of exclamation marks!

Eventually they ‘pivoted’ to publishing a full blown magazine, which was known for three things;

  1. Ridiculously hyperbolic praise of obscure titles

  2. Eye bleed layouts that made it hard to read the text

  3. Poor grammar and typos

 

The PlayStation effect

How Sony and club culture forever changed video game magazines

Video game magazines at the start of the 90s were scrappy, juvenile, and filled with animal mascots bouncing through colourful 2D levels.

That would all change in a few short years. The arrival of Sony, and their efforts to hitch PlayStation to the emerging UK club scene would forever change gaming and its associated media.

 

A history of video game magazines.

The first computer and videogame magazines started appearing on newsstands in the early ’80s.
One of the most successful, and longest running, was the UK’s C&VG (Computer & Video Games).

40 years later printed magazines are still here, albeit, they’ve become a more bespoke, specialist medium.

So what happened during the intervening years?

 

Videogame fanzines. Part 1.

While mainstream magazines (and websites) focus on a news, previews and reviews format, the indies are free to write about whatever takes their fancy.

As videogames have become more complex, lifelike and morally ambiguous over the years, that’s given writers plenty of material to work with.

 

Out now!
Forgotten Worlds 2+3

Forgotten Worlds is back! With two new magazines...

Issues 2 and 3 come packaged together as a limited edition bundle. They’re limited to just 200 copies.

Issue #2 takes a deep dive into Sega Mega Drive / Genesis box-art. Issue #3 is dedicated to video game fanzines back in the 90s.

 

Forgotten Worlds #1

A magazine about old video game magazines.

It's finally here. Limited to only 200 copies. This 64 page, perfect bound, full-colour publication celebrates the golden era of video games. Issue #1 looks back at:

  • Electronic Gaming Monthly (EGM)

  • Computers and Video Games (CVG)

  • Mean Machines

  • DieHard GameFan

  • + lots more