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GamePro
Vice President, ContentJulian Rignall
CategoriesVideo game journalism
FrequencyMonthly
First issueMagazine: April 1989; 36 years ago (1989-04)
Website: 1998; 27 years ago (1998)
Final issueMagazine: Winter 2011
Website: 2011
CompanyIDG
CountryUnited States
Based inOakland, California
LanguageEnglish
WebsiteGamepro.com (archived)
ISSN1042-8658
OCLC19231826

GamePro was an American multiplatform video game magazine media company that published online and print content covering the video game industry, video game hardware and video game software. The magazine featured content on various video game consoles, personal computers and mobile devices. GamePro Media properties included GamePro magazine and their website. The company was also a part subsidiary of the privately held International Data Group (IDG), a media, events and research technology group. The magazine and its parent publication printing the magazine went defunct in 2011, but is outlasted by Gamepro.com.

Originally published in 1989, GamePro magazine provided feature articles, news, previews and reviews on various video games, video game hardware and the entertainment video game industry. The magazine was published monthly (most recently from its headquarters in Oakland, California) with October 2011 being its last issue, after over 22 years of publication. GamePro's February 2010 issue introduced a redesigned layout and a new editorial direction focused on the people and culture of its gaming.[1] Despite the shutdown of U.S. operations, the magazine continues to operate internationally in France, Germany, and Spain.[2]

GamePro.com was officially launched in 1998. Updated daily, the website's content included feature articles, news, previews, reviews, screenshots and videos covering video games, video game hardware and the entertainment gaming industry. The website also included user content such as forums, reviews and blogs. In January 2010, the website was redesigned to reflect the same new editorial changes being made in the print magazine.[1] The website was based at Gamepro's headquarters in San Francisco from 1998 to 2002 and then in Oakland, California from 2002 to 2011.

History and establishment

[edit]

Gamepro was first established in late 1988 by Patrick Ferrell, his sister-in-law Leeanne McDermott, and the husband-wife design team of Michael and Lynne Kavish. They worked out of their houses throughout the San Francisco Bay Area before leasing their first office in Redwood City, California at the end of 1989.[3] Lacking the cashflow to be able to sustain growth after publishing the first issue, the founding management team sought a major publisher and in 1989 found one with IDG Peterborough, a New Hampshire-based division of the global giant IDG. Led by a merger and acquisition team comprising IDG Peterborough President Roger Murphy and two other[4] executives, Jim McBrian and Roger Strukhoff, the magazine was acquired, then a few months later spun off as an independent business unit of IDG, under the leadership of Ferrell as president/CEO. The later addition of John Rousseau as publisher and editor-in-chief Wes Nihei, as well as renowned artist Francis Mao, established Gamepro as a large, profitable worldwide publication.[5] Francis Mao, acting in his role as art director for the nascent GamePro, contracted game illustrator Marc Ericksen to create the premiere cover for the first edition of the magazine. Ericksen would go on to produce five of the first ten covers for GamePro, eventually creating eight in total, and would continue a secondary role creating a number of the double page spreads for the very popular monthly Pro Tips section. The magazine had a monthly circulation of 300,000.[6]

First issue (April 1989)

Over the years, the Gamepro offices have moved from Redwood City (1989–1991) to San Mateo (1991–1998) to San Francisco (1998–2002) and lastly Oakland. In 1993, the company was renamed from Gamepro Inc. to Infotainment World in reflection of its growing and diverse publication lines.

The magazine was known for its editors using comic book-like avatars and monikers when reviewing games. As of January 2004, however, Gamepro ceased to use the avatars due to a change in the overall design and layout of the magazine. Meanwhile, editorial voices carried over to the community on its online sister publication, www.gamepro.com.

There was a TV show called GamePro TV. The show was hosted by J. D. Roth and Brennan Howard. The show was nationally syndicated for one year, then moved to cable (USA and Sci-Fi) for a second year.

In 1993, Patrick Ferrell sent Debra Vernon, VP of marketing, to a meeting between the games industry and the Consumer Electronics Show (CES). Realizing an opportunity, the team at the now-entitled Infotainment World launched E3, the Electronic Entertainment Expo. The industry backed E3 and Ferrell partnered with the IDSA to produce the event. It was one of the biggest trade show launches in history.

Early in its lifespan, the magazine also included comic book pages about the adventures of a superhero named Gamepro who was a video game player from the real world brought into a dimension where video games were real to save it from creatures called the Evil Darklings. In 2003, Joyride Studios produced limited-edition action figures of some of the Gamepro editorial characters.

Gamepro also appeared in several international editions, including France, Germany, Spain, Portugal, Italy, Turkey, Australia, Brazil and Greece. Some of these publications share the North American content, while some others share only the name and logo but do feature different content.

Early in 2006, IDG Entertainment began to change internally and shift operational focus from a "Print to Online" to "Online to Print" publishing mentality. The first steps; build a large online network of web sites and rebuild the editorial team. Enter: George Jones, industry veteran.

In February 2006, Gamepro's online video channel, Games.net, launched a series of video-game related shows. The extensive online programming is geared towards an older and more mature audience.

In August 2006, the Gamepro online team spun off a new cheats site, GamerHelp.com. It was shortly followed by a video game information aggregation site, Games.net, and a dedicated gaming downloads site, GameDownloads.com.

Under the new leadership of George Jones, Gamepro magazine underwent a massive overhaul in the March 2007 issue. While losing some of the more dated elements of the magazine, the new arrangement focused on five main insertions: HD game images, more reviews and previews per issue, www.gamepro.com community showcase, user contributions and insider news. However the German Gamepro website is still run, however this time, by "GameStar" as their partner, as that website have a message at the top of the screen saying "Partner of GameStar" (Note: This is written in German)

In 2009, Gamepro's 20th anniversary coincided with 20-year industry veteran John Davison joining the newly named Gamepro Media team in October 2009 as executive vice president of content.[7] Under Davison's direction, the magazine and website were redesigned in early 2010 with an editorial shift toward focusing on the people and culture of gaming. The redesigned magazine and website were met with an enthusiastic audience response.[1]

In addition to announcing the hire of Davison in October 2009, the company also announced an "aggressive growth plan throughout 2009 and beyond, with numerous online media initiatives to deepen consumer engagement and create new opportunities for advertisers." Plans included partnering with sister company IDG TechNetwork to build a "boutique online network of sites."[7] The result was the introduction of the Gamepro Media Network.

In September 2010, Gamepro Media announced a new alliance with online magazine The Escapist offering marketers joint advertising programs for reaching an unduplicated male audience.[8] The partnership was named the Gamepro Escapist Media Group.

In November 2010, Julian Rignall joined Gamepro Media as its new vice-president of content, replacing John Davison, who resigned in September 2010.[9]

Gamepro ended monthly publication after over 22 years with its October 2011 issue. Shortly after that issue, the magazine changed to Gamepro Quarterly, which was a quarterly publication using higher quality paper stock as well as being larger and thicker than all of the previous standard magazine issues. Gamepro Quarterly hit newsstands within the first half of November 2011.[10] The quarterly endeavor lasted for only one issue before being scrapped. On November 30, it was announced that Gamepro as a magazine and a website would be shutting down on December 5, 2011. Gamepro then became part of the PC World website as a small section of the site covering the latest video games, run by the PC World staff.[11]

Content

[edit]

Main sections

[edit]

In February 2010, the magazine's main sections were:-

  • Inside: A redesigned table of contents page listing the major pieces and games in the issue.
  • From the Editor: A column found at the beginning of the magazine from the editor introducing features or big games covered in that month's issue.
  • Inbox: User feedback and letter of the month.
    • Art Attack: Reader art sent into the magazine. That month's best art would win a game-related prize.
  • Editorials: Articles on varying topics by freelance writers and individuals working in the game industry.
  • Spawn Point: Front of magazine sections featuring behind-the-scenes game news and insights, interviews, game previews and a calendar of "gamer-culture events".
  • The Bonus Level: A short guide to "essential geek gear", including video game releases, books and game-related items for sale at various websites.
  • Features: Any cover stories or featured games/issues that warrant a separate article would be told here.
  • Reviews: This section was initially named "ProViews" and later renamed to "ProReviews". The reviews format changed over the years, although the original basic format remained the same: One reviewer speaks for the entire Gamepro staff about a particular game. The magazine initially began by giving each platform its own section of reviews. Near the end of 2005, Gamepro changed this format to have only one review for any game released on more than one platform, describing any differences that one platform may have over another with that particular game, and giving separate scores for each platform's version of the game. During 2006, another aspect of the reviews debuted, called "Key Moment", in which the reviewer names one particular instance or a standout piece of the game that led them to the decision they made in a short, one sentence description. "Key Moment" was eventually replaced by "Pros" and "Cons", found with the review score, which briefly list any issues that stand out with the game, both good and bad.
  • Parting Shot: With the major overhaul of the magazine in the February 2010 issue, Opening Shots was dropped, and Parting Shot went from being art from a particular game showcased at the back of the magazine, to a look back at the issue of Gamepro that appeared that month 10 years ago.

Retired sections

[edit]
  • Opening Shots/Parting Shot: Use of higher quality HD images and bigger, more detailed screen shots throughout the magazine. "Opening Shots" is a new screen grab gallery at the front of the magazine, while "Parting Shot" is art from a game showcased at the back of the magazine.
  • The Hub: Section dedicated to the Gamepro.com online community. Back of the magazine highlights of reader reviews, comments, new "Ask the Pros" question of the month, community leaders profile highlights, featured forum threads and the new Head2Head: User feedback and letter of the month. Every week, the Hub gets a new Featured Member.
    • Ask The Pros: Returns from the past in this new, online version of user submitted question (online) and answered by the editor of relative expertise.
    • Head2Head: User feedback and letter of the month return to new subsection in rear of each issue.
  • Previews (formerly known as "Short ProShots" and then "Sneak Previews"): A peek at games in development, telling of the projected release dates of games and what to expect out of them. When this column first appeared, it was in the back of the magazine, with only minuscule information. In 1996, it was moved to the front of the magazine after the features. It was shortly after the rearranging in 1996 that GamePro started a new approach to the previews, labeling previews as either "First Look", where they may have only seen a video and only had information on storyline and features in the game, and "Hands-On", where the editor providing the preview got to play an early build of the game and described any first impressions of the game. Also added for a short time in 1996 was a "percent complete bar" graphic that noted how far along the game was. This graphic was dropped in 1999 during the 10th Anniversary redesign.
  • Games To Go: Reviews and previews of games for portable game systems.
  • The Sports Page: Previews and reviews of sports games. When this section debuted in 1993, each review and preview got its own "headline" to give the section a newspaper feel. By the end of 1996, the newspaper-style headlines were only used for one or two reviews each issue and never for previews, and they were dropped entirely in 1999 for the 10th Anniversary redesign. This section was also the first section to have the "multiplatform game review" tactic described above, in 2003.
  • Role Players Realm: Reviews, previews, and walkthroughs of role playing games (RPGs). Often a walkthrough for a game would be serialized across two or three issues. During slow months for RPGs, the section would be padded with fantasy-themed video games from other genres.
  • Code Vault (formerly "C.S.A.T. Pro"): Video game cheats, strategies, tactics, tips, secrets and easter eggs revealed. Both game companies and readers sent in submissions for this section, with a random prize to the reader who sent in the best tip (usually a game). When this section debuted as C.S.A.T. Pro, C.S.A.T. stood for "Cheats, Strategies and Tactics". In 2002 this feature was renamed "Code Vault" so as to match the name of Gamepro's short-lived cheat-code spinoff magazines.
  • Head-2-Head (formerly known as "The Mail"): A letters to the editor section. They began doing a "Letter Of The Month" special in 2004, with the winning letter's author winning a particular prize. This section had begun to feature a Reader Review from their website on a particular game as a way to entice other readers to visit their site and do the same. Throughout the magazine's lifespan, this section was in the front of the magazine. However, as of April 2007's redesign, the section has been moved to the back of the magazine.
  • Buyers Beware: A consumer advocacy section in which readers send in complaints about defective and malfunctioning games, peripherals, systems, and the like. Gamepro was the only publication to feature such a column.[citation needed] Every once in a while, the column steered away from its usual formula to feature a current widespread issue. Whenever possible, GamePro contacted the relevant game company and a company representative would directly answer the reader's query, sometimes with the editor putting in additional advice or critical comments if he considered the company's response inadequate. This was the only Gamepro column to be authored by the same editor since its debut in 1994: The Watch Dog. This section migrated onto Gamepro.com as of the April 2007 redesign, and was seemingly dropped from the print magazine.
  • ProNews: Gamepro's news section. This section first appeared in the back of the magazine after the reviews, but found its way to the front of the magazine in 1996 to follow suit with other game magazines. This section has shape-shifted over the years to include various "game watches", a random quote generation sidebar called "Static" that seemingly disappeared after 2003. Gamepro Labs, which used to be a separate column, then appeared as a part of this section.
  • Hot At The Arcades: Previews and reviews of cabinet arcade games. This section appeared regularly for about 5 years after the magazine debuted. The section still appeared every now and again, but was absent for the most part since 1997 due to the steady decline of arcades. This section was at times folded into the Pro news section.
  • Overseas Prospects: Import games were featured and sometimes reviewed. This section is still in the magazine, but appears only rarely.
  • Video Game Survival Guide: Originally titled "16-Bit Survival Guide" when the Super NES and Genesis were on the last year of their respective runs, to review those games that were still being released for the systems. This was changed to reflect other game systems that were close to, or even past, the end of their commercial lifespan.
  • Adventures of Gamepro: The Adventures of Gamepro was a comic strip run in the early issues of the magazine detailing the adventures of a superhero named after the magazine. He was a gamer drawn into the realm of video games to fight off evil creatures taking over game after game called the Evil Darklings.

Rating scale

[edit]

At first, games were rated by five categories: Graphics, Sound, Gameplay, FunFactor, and Challenge.[12] Later the "Challenge" category was dropped and the "Gameplay" category was renamed "Control".[12] The ratings were initially on a scale of 1.0 to 5.0, in increments of 0.5, but a possible 0.5 score was later added. The first game to receive such a score was Battle Arena Toshinden URA for the Sega Saturn. Starting in October 1990, each score was accentuated with a cartoon face (The Gamepro Dude) depicting different expressions for different ratings.[13] The ratings faces remained in use until about 2002. GamePro's reviews became esteemed enough that some games would display their GamePro ratings on their retail boxes.

After 2002, the category system was eliminated in favor of a single overall rating for each game on a scale of 1.0 to 5.0 stars. A graphic of five stars were shown alongside the written review. The number of stars a game earned was indicated by the number of solid stars (e.g., a game's 4-star rating was represented by showing 4 solid stars and one hollow star). No game ever received less than one star. An Editors' Choice Award was given to a game that earned either 4.5 or 5.0 stars.

Role-Player's Realm

[edit]

GamePro had a "Role-Player's Realm" section dedicated to the coverage and reviews of role-playing video games. In the January 1997 issue, they published a list of "The Top Ten Best RPGs Ever" which consisted of the following games:[14]

  1. The Legend of Zelda: A Link to the Past (Super NES)
  2. Final Fantasy 3 (Super NES)
  3. Lunar: Eternal Blue / Silver Star (Sega CD)
  4. Breath of Fire II (Super NES)
  5. Phantasy Star IV (Genesis)
  6. Secret of Mana (Super NES)
  7. Chrono Trigger (Super NES)
  8. Super Mario RPG (Super NES)
  9. Might and Magic II (Genesis)
  10. Final Fantasy 2 (Super NES)

Later in 2008, GamePro published another list of "The 26 Best RPGs of the All Time", the top ten of which consisted of the following games:[15]

  1. Final Fantasy VII
  2. World of Warcraft
  3. The Legend of Zelda: Ocarina of Time
  4. Chrono Trigger
  5. Fallout 3
  6. Diablo II: Lord of Destruction
  7. Ultima series
  8. Xenogears
  9. The Legend of Zelda: A Link to the Past
  10. Star Wars: Knights of the Old Republic

ProTips

[edit]

GamePro is credited with coming up with the concept of "Protip", a short piece of advice as if spoken by an expert usually attached to an image, which was explained by former writer Dan Amrich that as part of their editorial process, they were encouraged to caption the three-to-seven images used in an article with such advice.

One purported image from a GamePro review of Doom (1993) had a caption for an image of one of the game's bosses as "PROTIP: To defeat the Cyberdemon, shoot at it until it dies". The apparent advice, which is common sense and self-evident for players of first-person shooters like Doom, was widely mocked and created a meme of similarly obvious ProTips added as captions to pictures. However, the image was revealed to be a fake, created as an April Fools' joke for a fansite doomworld.com.[16]

Lamepro

[edit]

Every April until 2007, as an April Fools' Day prank, Gamepro printed a 2-5 page satirical spoof of the magazine called Lamepro, a parody of Gamepro's own official title. The feature contained humorous game titles and fake news similar to The Onion, though some content, such as ways to get useless game glitches (games getting stuck, reset, or otherwise), was real. The section parodied GamePro itself, as well as other game magazines.

PC Games

[edit]

What was called a "sister publication" to GamePro, PC Games, was published by IDG until 1999.[17] It was founded in August 1988, but changed its name to Electronic Entertainment in late 1993 and PC Entertainment in early 1996. The title reverted to PC Games in June 1996.[18] Its PC Games Online website was merged with several other IDG properties, including GamePro Online, to form the IDG Games Network in late 1997.[19] The print version of PC Games was the fourth-largest computer game magazine in the United States during 1998, with a circulation of 169,281. In March 1999, it was purchased and closed by Imagine Publishing;[17][20] its April 1999 issue was its last.[21] Following this event, Imagine sent former subscribers of PC Games issues of PC Gamer US and PC Accelerator in its place.[18][21] According to GameDaily, the move came as part of IDG's rebranding effort to lean more heavily on the GamePro name: coverage of computer games was thereafter centralized at PCGamePro.com, and in the "PC GamePro" section of GamePro's print edition.[21]

Australian GamePro

[edit]
Australian GamePro
Australian GamePro (issue 17)
EditorChris Stead
Former editorsStuart Clarke
CategoriesVideo game journalism
FrequencyBi-monthly
First issue10 November 2003
Final issueFebruary 2007
CompanyIDG
CountryAustralia
Based inSydney
LanguageEnglish
ISSN1448-8825

Australian GamePro was a bi-monthly video games magazine published by IDG from 10 November 2003[22] to February 2007.[23] The founding editor was Stuart Clarke,[22] who was succeeded in January 2006 by Chris Stead. According to the latter, the magazine had doubled its sales from 2006 to 2007, but the decision to discontinue the publication came as a result of internal restructuring.

Special issues

[edit]

The Australian GamePro team put together a number of special issues, including:

  • Ultimate PSP Buyer's Guide
  • Ultimate Nintendo Buyer's Guide
  • Ultimate Xbox 360 Buyer's Guide
  • Your Complete Guide to Online Gaming
  • Australian GamePro Presents World of Warcraft

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
GamePro was an influential American video game magazine and online publication that provided comprehensive coverage of , hardware, and industry from its launch in May 1989 until its closure in December 2011. Originally founded in late 1988 in , by a team including publisher Patrick Ferrell, editor Leeanne McDermott, and designers Robert Spano and Rosalie Spano, the magazine was acquired by IDG Communications shortly after its debut issue, marking one of the earliest major entries in the U.S. gaming media landscape. As one of the longest-running magazines in the United States, it published 267 issues over 22 years, evolving from a monthly format to a quarterly attempt in its final months while maintaining a focus on multiplatform content across consoles, PCs, and emerging technologies. GamePro distinguished itself with a bold, colorful inspired by comic books and 1990s pop culture, featuring illustrated reviews, strategy guides, and original comic strips like The Adventures of GamePro in its early years, which added a playful, accessible tone to its reporting. The publication expanded digitally with the launch of GamePro.com in 1996, which grew into a prominent offering daily updates, forums, and multimedia content, reflecting the shift toward online gaming media. Under IDG's ownership, it built a dedicated audience through in-depth previews, high-score challenges, and coverage of pivotal industry moments, such as the rise of the and the transition to next-generation consoles. By the late , facing industry-wide challenges from digital disruption and declining , GamePro attempted a quarterly relaunch in late 2011 but ultimately ceased operations on , with its website redirecting to IDG's PCWorld.com and staff integrated into other outlets. The closure marked the end of an era for print gaming journalism in the U.S., though the GamePro brand persisted in limited international forms, including a German edition that continues to publish and reviews for modern platforms like PlayStation, , and . Archival collections of its issues are preserved by organizations like the Video Game History Foundation, underscoring its lasting impact on gaming culture and media.

History

Establishment and Early Years

GamePro was established in late 1988 in , by entrepreneur Patrick Ferrell, his sister-in-law Leeanne McDermott, and the design team of Michael and Lynne Kavish, under the initial publishing banner of SuperPlay, Inc. The magazine debuted with its first issue in May 1989, positioning itself as a monthly print publication dedicated to news, reviews, previews, and strategies, with a primary focus on home console systems such as the (NES) and the emerging . This launch came at a pivotal time in the , which was recovering from the 1983 crash and shifting from arcade dominance toward accessible home gaming, with the NES holding approximately 90% of the market by 1990. The inaugural issue featured a colorful, visually engaging layout designed to appeal to young, enthusiast gamers, incorporating cartoonish graphics, short articles, and pro tips to make content more digestible and fun compared to denser competitors. Leeanne McDermott served as the founding , overseeing an editorial team that included features editor Steve Massey and art director Michael Kavish, emphasizing an approachable tone that bridged arcade-style excitement with home console play. Shortly after the first issue's release, SuperPlay was acquired by IDG Communications (a division of ), providing the financial stability needed for sustained growth and allowing GamePro to expand its distribution nationwide. In its formative years through the early 1990s, GamePro navigated significant challenges, including intense competition from newcomers like (launched May 1989) and (July 1989), which targeted similar audiences with official tie-ins and rapid news cycles. Retailers remained wary due to lingering effects of the industry crash, complicating initial placements and sales efforts. The magazine adapted by covering the transition to the 16-bit era, highlighting titles for the and alongside NES content, which helped it establish a reputation for comprehensive, multi-platform console coverage during a period of rapid technological advancement. By the mid-1990s, circulation had reached over 500,000 copies per issue, reflecting its success in capturing the burgeoning interest in home video gaming.

Ownership and Editorial Changes

GamePro was originally founded as SuperPlay, Inc. in 1988 and published its first issue in May 1989 before being acquired by IDG Communications shortly thereafter. Under IDG ownership, the company was renamed GamePro Publishing, Inc., and by August 1991, issues began crediting the publication explicitly as an IDG division, marking its full integration into the larger media conglomerate's operations. This acquisition enabled GamePro to expand its distribution and resources, leading to the launch of its official website in 1996, which complemented the print magazine with daily updates on news, previews, and reviews to capitalize on growing adoption. In the early 2000s, editorial leadership saw notable appointments, including Wes Nihei as , who guided the magazine toward greater synergy between print and digital formats amid the rise of online gaming media. This period also introduced internal milestones like the GamePro Editors' Choice Awards in 2000, an annual recognition that highlighted standout titles and underscored the editorial team's influence on industry perceptions of excellence. As print circulation faced pressure from digital alternatives, GamePro adopted a hybrid model, increasing online content while maintaining monthly issues through the mid-2000s. By the late 2000s, ownership remained stable under IDG's GamePro Media subsidiary, but strategic shifts addressed declining print ad revenue, including a pivot toward preview-focused content and custom publishing initiatives. Restructurings intensified in 2010–2011, with the magazine transitioning to a quarterly format in November 2011 before ceasing print publication entirely after the Winter 2011 issue, accompanied by significant staff layoffs as IDG refocused on digital and custom solutions. These changes reflected broader industry trends toward online media, ultimately leading to the shutdown of GamePro's independent website in December 2011, with content migrating to IDG's PCWorld.

Expansion and Peak Popularity

During the late 1990s, GamePro experienced significant growth in circulation, reaching approximately one million copies amid the booming popularity of next-generation consoles such as the in 2000 and in 2001. This surge was fueled by the magazine's timely coverage of major industry events, including special issues dedicated to the , which provided in-depth previews and hands-on reports that captivated readers. The publication played a notable role in shaping gaming culture, particularly through its invention of "ProTips"—concise, illustrated tips for gameplay strategies that became a staple of the magazine and influenced broader gaming lexicon as a term for expert advice. GamePro's endorsements and reviews often impacted sales, with cross-promotions alongside developers like and enhancing its credibility and reach among enthusiasts. To capitalize on this momentum, GamePro expanded digitally by launching GamePro.com in 1995 as an America Online channel, evolving into a full standalone website by 1998 that offered daily updates, , and content. In the mid-2000s, the brand further diversified with early mobile initiatives and event tie-ins, such as live coverage from conventions including Comic-Con, broadening its audience beyond print subscribers. The period from 2001 to 2005 marked GamePro's "," characterized by high circulation stability around 500,000 copies and innovative features like exclusive game demos bundled with issues, alongside the magazine's signature artist-driven artwork that infused vibrant, comic-like illustrations into reviews and previews. This era solidified GamePro's position as a leading voice in video gaming media during the explosive growth of the sixth-generation console market.

Content and Format

Core Magazine Sections

GamePro's core magazine sections formed the foundational structure of its print issues, delivering essential news, practical guidance, and interactive elements to its readership of console gamers. These recurring departments emphasized timely industry information and hands-on support, distinguishing the magazine's from more review-heavy competitors. By organizing content into dedicated spaces, GamePro ensured and , with sections appearing consistently across issues to build reader familiarity. The news and previews segment, often presented under the "ProNews" banner, served as the magazine's primary source for industry updates, including hardware announcements, spotlights on upcoming titles, and developer interviews that provided insights into development processes. For instance, this section covered events like the Tokyo Toy Show and system launches such as the , highlighting key features and release timelines to keep readers informed about emerging trends. Strategies and guides were handled through the "ProStrategy Guide," which offered detailed walkthroughs for popular games, complete with maps, tips for complex levels, and dedicated cheat codes sections to aid gameplay. This department focused on empowering players with actionable advice, such as special moves and combos for titles like on Genesis and SNES platforms, reflecting GamePro's commitment to practical utility over mere observation. Hardware coverage fell under "GamePro Labs," where the magazine evaluated consoles, peripherals, and accessories through comparative analysis and performance breakdowns. Representative examples included assessments of controllers like the Virtua Stick alongside pricing and compatibility details, as well as broader contrasts between systems such as the NES and to guide purchasing decisions. Community features, exemplified by the "GamePro Mailbag" or "The Mail" section, fostered reader interaction through fan letters, responses to queries, contest entries, and polls on topics like favorite games, creating a sense of shared enthusiasm among subscribers. These elements not only addressed reader feedback but also announced winners and encouraged ongoing participation, reinforcing the magazine's role as a communal hub for gaming discourse.

Special Features and Columns

GamePro magazine distinguished itself through a variety of special features and columns that infused humor, strategy, and niche focus into its coverage, fostering a playful yet informative tone that resonated with gamers during the and . These elements went beyond standard reviews and news, offering readers engaging, personality-driven content that encouraged interaction and around specific gaming subcultures. In its early years, GamePro also featured original comic strips, such as The Adventures of GamePro, which provided humorous, illustrated stories tied to gaming themes, enhancing the magazine's comic-book-inspired design. One of the magazine's most enduring and recognizable features was ProTips, a series of brief, expert-style strategy hints presented alongside whimsical, cartoonish illustrations depicting exaggerated game scenarios or character antics. Originating in the early 1990s, ProTips provided practical advice for overcoming challenging sections in popular titles, such as navigating secret levels in by exploiting Yoshi's abilities in creative ways. These tips became a hallmark of GamePro's accessible approach to gameplay guidance, often blending utility with lighthearted humor to make complex mechanics more approachable for casual players. By the mid-1990s, ProTips appeared regularly across issues, covering a wide range of platforms and genres, and the format's popularity even influenced broader gaming lexicon, with "ProTip" entering common parlance for ironic or overly obvious advice. The Role-Player's Realm served as a dedicated column for game (RPG) enthusiasts, offering in-depth explorations of the genre's intricate worlds, including character build strategies, lore analyses, and specialized reviews. Launched in the early 1990s, this section highlighted key RPG releases with detailed breakdowns, such as optimal party compositions and spell synergies in Final Fantasy titles, helping readers maximize progression in narrative-heavy adventures. It featured walkthrough elements for games like and Lunar: Silver Star Story Complete, emphasizing story-driven elements and replayability that defined console RPGs of the era. The column's focus on deep dives into RPG mechanics and fan-favorite series cultivated a loyal following among players seeking more than surface-level coverage. Adding a layer of satire to GamePro's content was Lamepro, an annual April Fools' Day parody section that mocked subpar games and gaming tropes through exaggerated humor and deliberately low scores. Running from the mid-1990s until 2007, Lamepro typically spanned 2-5 pages and spoofed the magazine's own format, featuring absurd "reviews" of fictional or poorly performing titles with over-the-top critiques, such as assigning rock-bottom ratings to glitch-ridden releases while poking fun at industry hype. This self-deprecating feature highlighted GamePro's witty editorial voice, using irony to engage readers in the lighter side of gaming disappointments and cultural quirks. Over time, some columns were retired as GamePro evolved with the industry. The mid-1990s "Console Wars" feature captured the heated rivalries between platforms like and , presenting debates on hardware superiority, exclusive titles, and market dominance through comparative analyses and reader polls. Similarly, "" offered obituaries for defunct gaming companies and abandoned projects, reflecting on their contributions and downfalls, such as the closure of studios behind classic arcade hits. These discontinued sections underscored GamePro's role in chronicling the dynamic shifts in the landscape during its peak years.

Review and Rating System

GamePro employed a distinctive 1-5 star for its game reviews, where 1 star denoted poor performance and 5 stars indicated excellence. This scale was applied across categories that evolved over time—initially , , , Fun Factor, and Challenge—with the overall score calculated as an average of these ratings to provide a balanced assessment. Later, the system was simplified by dropping the Challenge category and renaming to Control. Reviews were typically written in a humorous, first-person style under colorful pseudonyms such as "Scary Larry" or "The Mad Bomber," spanning 1-2 pages and featuring engaging, conversational prose that often included "ProTips" for practical advice. This approach emphasized replayability and personal enjoyment, setting GamePro apart with its lighthearted tone and "pro" endorsements that made critiques feel approachable rather than overly analytical. During the early 1990s, the system prioritized fun and accessibility over technical depth, reflecting the magazine's of younger gamers and its vibrant, pun-filled layout. In the , it evolved to include multi-platform comparisons to address the expanding console market. The drew criticism for perceived leniency, especially toward licensed games, with detractors arguing that high scores sometimes prioritized commercial appeal over rigorous evaluation and could sway consumer purchases. Notably, The Legend of Zelda: Ocarina of Time earned a perfect 5/5 overall score for its groundbreaking design and immersive world.

Coverage of PC and Non-Console Games

GamePro's coverage of PC games was initially limited, reflecting the magazine's primary emphasis on console platforms during its formative years. A dedicated sister publication, PC Games, handled much of IDG's PC-focused content from its launch in fall 1988 until its discontinuation in 1999, serving as a complementary outlet for DOS and early Windows titles. This arrangement addressed space constraints in the main GamePro title, which prioritized home consoles like the NES and Sega Genesis. By 2000, GamePro expanded to include regular PC game coverage, integrating reviews and previews into its format to reflect the growing popularity of titles on Windows platforms. This shift included occasional hardware benchmarks for PC components, such as graphics cards and processors, to contextualize performance in games like strategy simulations and first-person shooters. However, console content remained dominant, often relegating PC features to shorter sections or sidebars. Beyond PCs, GamePro consistently addressed non-console platforms, including handhelds like the Game Boy, which received previews and reviews starting from the system's launch. Coverage extended to arcade ports adapted for home systems and early online multiplayer games in the late and , typically highlighted in dedicated "Games to Go" or emerging technology columns due to the magazine's console-centric layout. These elements were often concise, focusing on portability, control schemes, and adaptations from arcade originals. The integration of PC and non-console content faced ongoing challenges from limited print space, contributing to the reliance on the PC Games spin-off during the 1990s; after its closure, GamePro absorbed more PC material but increasingly shifted such exclusives to its website by the mid-2000s for deeper analysis. A notable example is the magazine's review of the PC-exclusive in 1998, which praised its narrative-driven , mouse-and-keyboard controls for precise aiming, and superior graphics compared to eventual console ports, awarding it a perfect score.

International Editions

Australian Edition

The Australian edition of GamePro was a bi-monthly video games launched by IDG Communications in November 2003, with its first issue covering December 2003 and January 2004. Published out of , it adapted the core U.S. format of the original GamePro by featuring reviews, previews, and strategy guides for major titles such as Halo and : The Return of the King. Content was localized for the Australian market, with pricing listed in Australian dollars (AUD $9.95 for the debut issue) and a strong emphasis on PAL-region game compatibility and availability, reflecting the region's console standards. The magazine highlighted local retail options and included notes on ratings, such as the MA15+ designation for violence in Halo. Special features incorporated promotional tie-ins, including giveaways like offers related to the film , to engage Australian readers during the holiday season. The publication ran until its final issue in February 2007.

Other Global Adaptations

GamePro's international expansions beyond the United States and Australia included several European adaptations through licensing agreements with IDG affiliates. In the United Kingdom, a short-lived edition was published monthly by IDG Media from 1995 to 1996, spanning 10 issues that adapted U.S. content for local audiences, emphasizing platforms popular in Europe such as Sega systems and early PC titles. A separate short-lived German edition was published from August 1994 to October 1995 by MVL Verlag. The main German edition launched in summer 2002 under IDG Entertainment, localizing reviews and features for German-speaking readers and incorporating coverage of regional favorites like Amiga and PC games; its print run continued until December 2023 (issue 01/2024), after which it shifted to online-only. In , GamePro en Español served Spanish-speaking markets starting in 1994, with issues distributed across countries including and , translating core sections like reviews and previews while highlighting console releases relevant to the region. A brief Brazilian adaptation emerged in 1993 through a partnership with Editora Escala, resulting in three issues under the ProGames banner before evolving into other local titles, focusing on imported U.S. content tailored for readers. hosted a dedicated edition under IDG licensing, which continued operations post-2011 U.S. closure, adapting material for European console trends and operating primarily as an online publication. also had an edition under IDG licensing, launched in the 1990s and continuing digitally after the U.S. shutdown. Post-2000, GamePro Media International oversaw a network of websites extending the brand's reach, including localized sites in (gamepro.de), Spain, and , offering translated reviews and news until around 2011 in some markets, after which focus shifted to . These efforts faced challenges from entrenched regional competitors, such as Official PlayStation Magazine in , leading to early closures for editions like the UK and initial German versions by the mid-1990s, with most non-European print adaptations winding down by the early due to market saturation and shifting digital preferences.

Closure and Legacy

Shutdown and Aftermath

On November 30, 2011, IDG announced the closure of GamePro's print and online operations, effective December 5, 2011, marking the end of the publication after 22 years since its launch in 1989. The final print issue was the November 2011 edition, which served as a quarterly release following a format change earlier that year. The shutdown was driven by a combination of factors, including sharply declining advertising revenue amid competition from free online gaming outlets such as and , as well as a broader drop in print circulation that reflected the industry's shift toward digital media. IDG's decision aligned with its strategic pivot to digital-only brands, prioritizing properties like PCWorld over legacy print titles. In the immediate aftermath, the majority of GamePro's staff faced layoffs, though a small number of employees, including president Marci Yamaguchi Hughes, transitioned to IDG's GamePro Custom Solutions division for ongoing custom publishing work. The website ceased operating as an independent entity at noon on December 5, 2011, redirecting traffic to PCWorld.com, where select GamePro content was integrated briefly before the full transition. No major asset sales were reported, but the brand's editorial assets were absorbed into IDG's broader portfolio. The closure symbolized the waning of the print gaming magazine era, as digital platforms dominated consumer access to reviews and news, prompting tributes across the industry that highlighted GamePro's role in shaping early video game journalism. This transition underscored the challenges facing print media in the early 2010s.

Archival Efforts and Modern Recognition

Following the shutdown of GamePro in 2011, preservation efforts have focused on digitizing and archiving its extensive print run to safeguard its historical value in video game journalism. The complete collection of 267 issues, spanning from May 1989 to Winter 2011, along with special issues and strategy guides, was donated to the Video Game History Foundation (VGHF), a nonprofit dedicated to video game preservation. This acquisition has facilitated high-quality scans of the materials, making them accessible through the VGHF Digital Library, with many scans contributed by the fan-operated RetroMags community for public viewing and download. Modern recognition of GamePro's contributions has grown in the 2020s, particularly through scholarly and community discussions of its role in 1990s gaming culture. In January 2025, the VGHF released episode 123 of its podcast, "The Video Game History Hour," featuring former GamePro editors Katrin Auch and Dan Amrich. The episode explores the magazine's production processes and highlights cultural artifacts such as the "ProTips" section, which provided practical advice illustrated with custom screenshots to assist readers in mastering challenging levels. GamePro's legacy endures as an inspiration for contemporary retro gaming preservation sites, which emulate its enthusiast-driven coverage of multiplatform titles and hardware. It has been cited in academic works examining media, such as a 2022 analyzing how the mediated public debates on and regulation during that era. Occasional digital revivals reflect attempts to adapt its format to online audiences. Despite these efforts, gaps persist in fully digitized archives, particularly for issues from the early and select pre-2000 editions, where physical copies outnumber available scans. Preservation advocates, including the VGHF and RetroMags, have called for expanded fan-driven projects to complete the archive, emphasizing community involvement to ensure comprehensive access for researchers and enthusiasts.

References

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