The Videogame Magazine
Crash of 1994
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Chances
are that the majority of people wouldn’t have even noticed
that
there was a videogame magazine crash in 1994. That’s not
surprising as it easily passed us by and only came to light once we
looked at some of the facts and figures from that period. To fully
understand the enormity of the ‘crash’ we need to
go back
in time to 1993 when the 16-bit consoles and computers were at the
height of their commercial power and the old 8-bit range of machines
were still clinging on. 1993 must surely go down as one of the busiest
and most successful years in videogame magazine history.
As 1992 turned into 1993, GamesMaster,
a multi-format title based oh the videogames television show of the
same name, broke all
records. The launch proved to be a massive success and circulation
figures broke the 100,000 barrier with ease. The other established
titles on the market were also seeing high circulation figures
throughout. Publishers were happy. Gamers were happy. Everyone was
happy.
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In the flourishing
Sega scene, Mega
Action, Mega Power, Mega Machines
and even a dedicated
tips magazine in
the form of Sega SX
appeared. Sega
Force
had also split into two
separate entities with Sega Force
Mega and Sega Master Force.
In
Nintendo land, N Force
changed into SNES Force
and,
similarly, Control
changed into Super Control.
PC gamers were also spoilt for choice with
new magazines being launched in the shape of PC Zone, PC Gamer, PC
Player and PC Action. Edge,
which still survives to this
day, launched
in late 1993, too.
However, as 1993 turned into 1994, a number of things occurred that
contributed to one of the worst years in videogame magazine history.
EMAP had acquired the rights to produce an official licensed Sega
Magazine. Obviously very
enthusiastic about the impending January 1994
launch, EMAP submitted a publisher’s statement of 150,000 for
their circulation figure in the Willings Guide of 1994. With Sega
Magazine launching into an
already saturated Sega magazine market, the
first ABC figure was a rather more modest 55,000 figure.
Impact Magazines were the first company to feel the squeeze in 1994
with both Sega
Master Force and Sega Mega
Force
closing up with their
January 1994 issues. However, that wasn’t the end of Impact
Magazines’s woes as just a few short months later all three
directors resigned, leaving the publishing outfit effectively
leaderless. Presumably believing that the magazines were not worthy of
saving, Europress Interactive (the parent company) closed down Impact
Magazines, bringing an abrupt end to four magazines: Amiga Force, Commodore Force, Mega Machines
and SNES
Force. Europress Interactive
also closed down their own Mega
Action
and Super
Action publications,
as did Maverick Magazines with Super
Control. |
Feeling the
effects of the console
magazine oversaturation, companies began offloading a lot of magazines
during the year, even titles that had a fairly adequate readership.
Effectively, after enjoying a hugely successful year in 1993, mass
panic
seemed to have now set in the minds of the money men. Having just
bought Game
Zone and Sega Zone
the previous year, Future Publishing
quickly closed Game Zone
down and offloaded the Sega publication to
Maverick Magazines where it slowly died off later in the year.
Similarly, EMAP offloaded MegaTech
to Maverick Magazines, presumably to
give more breathing room to their other Sega titles, Sega Magazine
and Mean Machines Sega.
Then there was the sad outcome of this
author’s favourite publication: Mega.
Likely reacting to the
first half ABC figures of 1994 where Mega
dropped around
10,000 readers to arrive at 45,214, Future Publishing quickly sold the
magazine to, yup,
Maverick Magazines in July. And that was just after a total redesign of
the title.
The high flying dependable titles were not exempt from all the turmoil
either. EMAP’s flagship multi-format magazine C&VG
dropped
53,000 readers from the previous year to settle around the 52,000 mark.
Sister title Mean Machines Sega
fared no better as it lost 49,500
readers to settle at 68,454. GamesMaster’s
successful launch
was
but merely a distant memory as its readers plummeted to 63,527 (a drop
of 59,681). Other Sega magazines that took huge drops in circulation
were Sega
Power (from 102,068 to
54,321) and Sega Pro
(from 64,003 to 30,064).
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1993 |
1994 |
Difference |
Magazines
at end of year |
48 |
39 |
-9 |
New
launches during year |
15 |
10 |
-5 |
Closures
during year |
7 |
17 |
+10 |
Average
ABC figure of all publications |
63,973 |
46,276 |
-17,697 |
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There is
also the
fact that all this occurred at the twilight of the
Mega Drive’s commercial life, which didn’t help
matters.
Plus, the Atari ST, Amstrad CPC and C64 were all coming to the end of
their own commercial life as well.
However, it wasn’t all doom and gloom as a handful of
magazines
did launch in 1994, including Games
World, Ultimate Future
Games, Amiga
CD32 Gamer, Amiga Pro
and Super
Gamer (which replaced the
outgoing Super Pro).
Also, the Amiga magazines seemed to be holding their own
and didn’t see such a drastic decrease in readership as their
console magazine counterparts.
The impending 32-bit generation would re-ignite the gamer’s
interest in videogame magazines once more, especially with the
massively successful PlayStation launch. And if you study the
circulation figures throughout the years, you will notice the trends as
one generation ends and another begins, although, there never was, or
has been since, such a dramatic chain of events that happened during
1994. |
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