The 1990s brought an important transformation in television. Alongside the familiar public broadcaster, commercial channels appeared—Polsat and TVN. Even so, these were still the days when you could not pause a program or watch it at your convenience. You had to keep track of the exact time to catch your favorite episode.
From a child’s perspective, weekends were special. On Saturdays, we waited for “5-10-15,” which addressed the most important issues for those aged 5, 10, and 15. Sunday mornings belonged to “Teleranek” and “Ciuchcia” with Kulfon and Monika. Each of these programs played a significant role in upbringing—they shaped sensitivity and curiosity about the world. Watching them was often a shared family experience, building bonds and memories that lasted for years. Weekends also offered a journey into Disney’s magical world: “DuckTales,” “Adventures of the Gummi Bears,” “Chip ‘n Dale: Rescue Rangers,” “Aladdin,” and “Timon & Pumbaa,” which defined a generation.
The 1990s were also the era of the widespread adoption of home computers—first 8-bit machines, and later PCs. At the same time, gaming consoles began appearing in children’s rooms, such as the famous Pegasus and the first PlayStation. Access to information about games was not as simple as it is today. The internet was in its infancy, and only a fortunate few had access to it. What provided us with regular news, reviews, and walkthroughs were video game magazines. Many titles were published at the time, and some—such as “Secret Service” and “Gambler”—achieved cult status among readers.
To buy a favorite magazine, however, you needed money—saved from pocket allowance or supplemented by grandparents. And our coins were also claimed by chips with tazos, fizzy drinks, and, in the summer season, ice cream.
These magazines were essential for us gamers, as they were practically the only source of information about the medium. Editors—often very young themselves—offered varied content, not limiting themselves to reviews or guides. Regular features covered anime, collectible and role-playing games, films and television series, and even UFOs. In short, everything that could fascinate a young boy—girls rarely read this type of press.
It is worth mentioning that for many people (myself included), gaming magazines also played a substitute role. In the 1990s, computers were very expensive, and not everyone could afford a powerful machine. Reading reviews and guides, and admiring screenshots, allowed us to experience at least a fragment of a game’s magic.
Przemek, born 1988