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Publisher M. Arakawa Producer in Chief Hiroyuki Kato SUPER NES Editor in Chief Gail Tiiden Senior Editor Pam Sather CONTENTS Scott Peiiand George Sinfield Leslie Swan INSIDE THE SUPER NES 3 Jeff Bafus Jane Hacker Scott Stinson 7—68 Editorial Consultants - Howard Lincoln Peter Main SUPER WORLD 8 SMASH TV 61 Phil Rogers Juana Tingdale SUPER GHOULS N GHOSTS 16 JOE & MAC 62 Tony Harman SUPER 26 ULTRAMAN: Cover Design Griffes Advertising E Copy Coordinator Machiko Oehler TOWARDS THE FUTURE 63 FINAL FIGHT 36 Director ofProduction - Tsutomu Otsuka PAPERBOY 2 64 Producer Yoshio Tsuboike III 42 Project Coordinators — Hiroyuki Kurano SUPER R TYPE 48 HOME ALONE 65 W. David Mellen 54 HYPERZONE 66 Keiji Hamada U.N. SQUADRON Emi Toyama 67 LEGEND OF THE PIT FIGHTER Art Director Yoshi Orimo TWIN 68 Concept & Design — WORK HOUSE USA MYSTICAL NINJA 60 Yukio Yamashita Ichiro Koike Leo Tsukamoto 69 — 9 Wendy Saivatori WORK HOUSE CO.. ACTRAISER 70 WANDERERS FROM YS 84 LTD. Seiji Sato : LAGOON 90 Jumpin' Jack Yushi A LINK TO THE PAST 78 Masao Iwamoto Hiro Ogawa RPG & SIMULATION 91 -118 A Noboru Umeoka Kochan Yoshizu Hiroshi Ohashi II 92 DRAKKHEN 116 Shuji Kurokawa PILOTWINGS 100 THE CHESSMASTER 117 Tomohide Kinoshita SIMCITY IOC MIRACLE KEYBOARD 118 (OK 2) DEZAIRA POPULOUS 112 Illustrators Makikazu Ohmori Jackie Yoshida Hiroshi Aizawa 119-148 A Norikatu Endo SPORTS ©ORION PRESS ©PPS F ZERO 120 SUPER BASEBALL SIM- ©SuperStock. Inc. SUPER OFF-ROAD 126 ULATOR 1.000 144 130 EXTRA INNINGS 145 HAL'S HOLE-IN-ONE GOLF 134 JOHN MADDEN'S TRUE GOLF CLASSICS: FOOTBALL 146 WAIALAE C. C. 138 BILL LAIMBEER'S COM- NOLAN RYAN'S BASEBALL 142 BAT BASKETBALL 147 SUPER BASES LOADED 143 RPM RACING 148 FUTURE GAMES 149-157

D-FORCE/NOSFERATU 150 LEMMINGS/ULTIMA 154 THE ROCKETEER/SMART BALL 151 BULLS VS. LAKERS/FI -ROC 155 SUPER ADVENTURE ISLAND/ NCAA FINAL FOUR/PGA TOUR GOLF 156 (") SDPER DE 15Z ACTION FOOTBALL/ E.D.F./SPANKY'S 153 SUPER SOCCER CHAMP 157 SDPER OOEST Nintendo of America Inc. P.O. Box 957 Redmond.'WA 98052. INDEX 158 WIIH UK III® NES

With the coming of the Super NES, video way, from the detail of their graphics to the size games and players may never be and complexity of their worlds. Sports games the same again. This Player’s Guide introduces benefit, too. There are more options than ever you to the first batch of Super NES games- in games like True Golf Classics. Play against those currently on the market or about to be the computer or in a tournament, change your released. It’s the first inside look at the rapidly view or track the flight of the ball to analyze growing library of titles for the Super NES. your swing. The Super NES sizing and smooth You’ll see what makes each game special and scrolling add a new sense of reality to sports how the programmers make use of the techno- games, especially fast-paced racing and flying logical advances offered by the system. You’ll games such as F-Zero and Pilotwings. also find winning tips and strategies for each of For a deeper understanding of the technol- the 39 games reviewed. ogy involved, read the chapter titled “Inside Programmers around the world have flocked The Super NES”, which introduces you to the to the Super NES because it allows them great Super NES hardware and explains how creativity and a broad game playing audience. and other features are utilized by the games. The expanded memory and 16 bit processor Even if you don’t own a Super NES yet, the make PC conversions possible, even where ad- Super NES Player’s Guide can be a valuable vanced models require enormous calculating tool. People buy game systems for the games, power and speed as in SimCity. Superior graph- not the hardware. With the Player’s Guide you ics and smooth animation are essential when can make direct, insightful comparisons of converting hit arcade games like Final Fight, games. Game types are broken down into and here again the Super NES has the muscle chapters to make it easy, and each review cov- to do the job and do it well. Sequels to favorite ers both the specialized Super NES features NES games have also made the switch to the and hot tips to get you into the game like a pro. Super NES, resulting in awe inspiring titles like The Super NES Player’s Guide covers all the World and Super CastlevaniaET. action, whether it’s on the screen or in the CPU. These games have been improved in every Enough already, let’s get playin’!

LOOK FOR MORE NINTENDO PLAYER’S GUIDES FOR COMPLETE GAME COVERAGE FROM THE PROS SUPER NES (Nintendo®) PLAYER’S GUIDE mil mu

super Himm ENTERTAINMENT SYSTEM

THE ULTIMATE GAME SYSTEM FOR THE ULTIMATE GAMES

You could say that the Super NES is the unsung hero of a state-of-the-art platform to support a new generation this book. If it wasn’t for this remarkable machine, none of super-sophisticated video games. Mr. Uemura of Nin- of the outstanding games reviewed in these pages would tendo Company Ltd. in directed the design of the have been created. For this reason, an introduction to Super Famicom hardware, which is identical to the Super the hardware and its capabilities is appropriate to game NES, while Lance Barr at Nintendo of America designed players. the housing for the Super NES along with modifications The Super NES and the Super Famicom (the Japanese in the Controllers and Game Paks. Their joint efforts version) were created out of Nintendo's desire to provide resulted in the Super NES as we know it today. SUPER NES FACTS AND FUNCTIONS

- It wasn’t so long ago that people THE SUPER PERSPECTIVE thought Pong looked pretty cool. Now, Some of the most impressive Super wings. The Super NES also creates the stunning graphic effects of the NES graphics are the result ofrotating dizzying spin effects by rotating back- Super NES seem to make game char- backgrounds and scaling. Scaling grounds. Just as scaling seems to acters and scenes leap to on the creates the effect of zooming in and bring objects forward and back, rotat- screen. With the Super NES and its out by graduating the background in ing backgrounds make it seem like unique Mode 7 effects, you can sit in smooth steps, so it looks like objects foreground objects are spinning. For the cockpit of a plane and look out at a are approaching or receding the way example, when Morton Koopa spins simulated world moving by! Mode 7 real moving objects would. It results in in , it’s because functions set the Super NES apart realism that makes your eye see depth he is the rotating background. The from other 16-bit game systems. The in the two-dimensional screen. To see lava, barrels and blackness are drawn functions are handled by a special part scaling in action, watch the objects on in the foreground. That background of the processor that manipulates the ground race towards you in Pilot- also scales, making it look like Morton numbers at high speed—mainly multi- approaching plying and dividing the parameters of and disappear- characters or backgrounds on the ing. screen. The resulting effect, whether it is rotation, scrolling or scaling, is smooth and life-like.

The scaling function is at its most impressive in speed-oriented

games like F-Zero. When background objects swiftly but

smoothly grow larger, it feels as if you are actually racing

forward. In F-Zero, the sense of speed is so real that many

players find themselves actually leaning around corners!

SUPER MARIO WORLD SHOWCASE

Morton Koopa in Super Mario World

appears to fly toward you and away from you while spinning. Both rotation

and scaling are used to achieve

Morton's dizzying act. The creative use of Mode 7 functions can add both

flash and a sense of reality.

THE GROWTH FACTOR Programmers use “tricks,” like drawing characters and ob- jects in backgrounds that can be scaled and rotated, to add to the depth of Super NES games. Another programming technique results in animation that rivals that of television cartoons. Programmers create amazingly realistic graphics by adjusting the graphic dis- Another of the interesting graphic effects used by play to at least 16 frames per programmers in Super Mario World uses a mosaic second so the human eye can- function. Screens appear to fade in and out in blocks as not discern breaks in the Mario enters and exits areas. To create the effect, the Watch fly with motion. Mario "tiles" that make up the mosaic peel off in layers,

his cape to see how realistic making the screen look like it's fading to black. video animation can be.

4 NINTENDO PLAYER’S GUIDE COLOR LAYERING SHIFTING PALETTES

One of the most useful and subtle One quick and efficient way to palette can be exchanged. One use effects is called Color Layering, change the look of a screen is to would be to cast a day scene into which gives the impression of change the color palette. Some, or night, or to hide a character by transparent objects like glass, *all, of the 256 colors for the original making it match the background. clouds or smoke passing over a screen. The object is not really transparent; rather it takes on light- Sometimes when a villain vanishes, they er or darker shades of the colors on don't really go anywhere. That's the case in the underlying screen to produce Lemmy’s Castle when the Magikoopas fade the transparent effect. in and out. Actually, the characters are just being recolored so they match the back-

ground. The same technique is used in the Ghost House where certain Boo Buddies disappear.

THERE ARE GIANTS

One of the limitations of earlier sys- object, like Mario’s arm. One super

In Final Fantasy H, color layering creates the tems was that the moving objects, result is gigantic creatures like the foggy look of the Cave of Mist. The same sometimes called sprites, were limit- monsters in Gradius HI. technique is used in the Lost Woods of Zelda: A ed to small sizes. In addition, the Bigger isn’t always better, howev- Link to the Past. moving objects were fairly simple, as er, because the large moving objects were the backgrounds. But when the must also display smooth animation backgrounds become elaborate as to be believable. The Super NES they are in Super NES games, the gives programmers all the tools they SMW SHOWCASE moving objects must also be detailed need to achieve this of anima- or you would end up with a mis- tion by providing the large number of match, like beautiful Disney cartoon characters and the calculating power When Mario swims backgrounds with stick figures for to keep them all in smooth synch. at the surface of a characters. lake you can see Luckily, the Super can background objects NES continuing down handle large, highly detailed moving Final Fight pits into the water. The transparent look is due objects. The largest moving objects giant heroes to color layering. can be 128 x 128 characters. In com- against giant foes. parison, the original Super Mario The animation is

moving object is composed of 8 x 8 quick and realistic PALETTE PROS characters. A character is an inde- just like on arcade pendent piece of the overall moving systems.

The total color spectrum of the Super NES is 32,768, which means that it can display 32,768 individual SMW SHOWCASE colors. That’s a lot for graphic designers to choose from. One limi- • NES • SUPER NES tation is that a screen can display only 256 colors at a time, but each separate screen can have its own palette of 256 colors. This feast of INSIDE hues makes possible the use of highly detailed, digitized graphics. Photographs are scanned, digitized THE and colorized with 256 colors from Character blocks in NES games are limited the total possible of 32,768. In Not only can the Super NES handle large to the use of four colors per character. On like Rocketeer and Su- games The moving objects, it can also handle large the Super NES. characters can consist of SUPER in per Battletank, which the game numbers of them, like a Ghost House full 1 6 colors. As a result, characters and the graphics were taken from actual of Boo Buddies. In all, there can be 1 28 larger moving objects that they compose photos, the results add a sense of moving objects on the screen at one time. are far more detailed on the new system. NES reality that brings the games to life.

SUPER NES 5 EXPLORING NEW DEPTHS SYMPHONY OF SOUND Perhaps the most dramatic effect on same perspective effect that occurs All too often excellent graphics are the Super NES is the 3-D depth when you’re driving along the freeway: equated with the overall excellence of achieved through the use of multiple signs close by seem to zip past you a game. Sound effects (in the past, at scrolling backgrounds. In traditional while a building in the distance seems least) were rarely a consideration. But sideview games like Super Mario to move slowly and a mountain many the Super NES may change all that Bros., Mario moves against a single miles away hardly seems to move at with the ability to produce eight background that scrolls along with all. Castlevania IV uses this effect sounds simultaneously using its 8-bit him. With the Super NES, program- superbly in many of the stages. Of audio processor. In Zelda: A Link To mers can use up to four backgrounds course, backgrounds can also be used The Past you can hear wind, rain, that move at different speeds. The in the foreground, but no matter where splashing footsteps and background result is a feeling of true depth. It’s the the moving object appears, the suc- music all at once. Subtle audio clues cess of the 3-D also become important, adding to the effect rests on the depth of game play. fact that the speed and direction of the moving object un- der your control (for instance, in Super Castlevania IV) dic- STEREO MOTION tates the rate of Stereo sound adds even more depth to scroll for each back- Super NES games because it approxi- ground. The syn- mates live sounds and can produce a chronization is sense of motion. Each sound can be made possible by programmed on a scale of separation the advanced capa- with values from 1 to 256, where one is bilities While multiple scrolling backgrounds produce an eerie, 3-D effect in Super of the Super entirely in the Left channel and 256 is Castlevania ET, the artistry of the backgrounds is just as important. NES. entirely in the right channel. If the value for a sound shifts over time, you MOTION IN THE BACKFIELD will hear that sound moving from left Since backgrounds can be placed in fences or trees for a very realistic 3-D to right or from right to left. On some the foreground in Super NES games, effect. Such techniques can also add games you can actually follow the on- listening move- it means that moving characters can to the game play, because moving out screen action by to the appear between the backgrounds. of view may necessitate new strate- ments! This allows moving objects to pass gies of searching or attacking. behind foreground objects like

SMW SHOWCASE SAMPLE REALITY BACKGROUND In Morton Koopa’s Castle. Mario finds himself BACKGROUND SCREEN 4 The separate digital processor of the having to crawl around on a wire fence with a Super NES can handle digital signals troop of Koopas. This is a great example of how in the same way that a CD converts multiple backgrounds can add to a game. Using digital signals into sound. This means the pivoting doors in the fence, Mario can pass to that if you can digitize a sound, you the back side of the fence to avoid or attack the can play it back on the Super NES. In Koopas. When a Koopa is on the near side of the games like ActRaiser you will hear full fence, what you are really seeing is a front view of musical scores, and that’s the tip the Koopa moving against four background just of the iceberg, because sound effects screens. When it is on the back side of the fence, you are seeing the back and voices can now be sampled, digi- view of the Koopa mov- tized and added to games. The one ing between the second drawback is that digital sound infor- and third background mation requires huge amounts of screens. memory and some programmers would rather use their available memory space for other purposes.

6 NINTENDO PLAYER'S GUIDE 6

FINAL FIGHT 36

•AN AWESOME APPETITE

The U.S. Navy's F- 1 4 Tomcat is a twin-engine, two-seat fighter that can take off from the dock of an aircraft carrier. Its unusual swept-

wing feature lets it extend its wings when flying at low speeds and pull them in towards SUPER MARIO WORLD 8 the fuselage to reduce wind friction when fly- ing at high speeds. Top speed: Mach 2.4. U.N. SQUADRON 54

ity more important SUPER GHOULS N GHOSTS 1

ral Jakob Roggeveen on Ear Sunday in 1722. GRADIUS 3H 42

PALES IN COMPARISON TO THE ORIGINAL

SUPER CASTLEVANIA 26

SUPER R-TYPE 48

SUPER NES 7 SUPER MARIO WORLD Bowser Beware!!!

Join Mario, Luigi and their new pal, Yoshi, in the most thrilling Mario Bros, adventure yet! Super Mario World showcases the incredible capa- bilities of the Super NES.

Super Mario World, Mario can pick Mario and have the ability to fly. up Mushrooms which will turn him Find a Balloon trapped in a Block OF MARIO: MAN into Super Mario. Fire Flowers and Mario can float along like a MANY MOODS enable him to throw fireballs. The blimp. Mario rules! power of Starman will make him invincible for a short period of time. • SUPER MARIO WORLD Mario has been able to get these Like everyone else, Mario has Power-Up items before, but now he changed in appearance over the has more Power-Ups! If Mario grabs years. His adventures have been a Feather, he will change into Caped nothing short of legendary. The • SUPER MARIO BROS. • SUPER MARIO BROS. 2 • SUPER MARIO BROS. 3 Super Mario j Bros, series takes off again, but this time the Super NES gets to host M the festivities. In I

TROUBLE IN DINOSAUR LAND POWER UP!

When Mario begins his adventure he MARIO All of the Power-Up items are encased in “?” Blocks. will visit Yoshi’s house. He reads a Sometimes the Starman, Feather, Fire Flower and Mush- note which tells him that Yoshi has room are kept in a Roulette Block and Mario can choose gone to rescue his friends who were the item he wants if his timing is good. captured by the evil Bowser. It’s time for the Mario Bros, to leap into SUPER MARIO MARIO FIRE MARIO action! Hi LUIGI YOSHI

BOWSER

INVINCIBLE MARIO CAPED MARIO BALLOON MARIO

8 NINTENDO PLAYER'S GUIDE TRICKY TECHNIQUES FOR MARIO’S NEW WORLD

Mario will come across new Power- • GETTING A YOSHI BOOST • SPIN JUMPING WITH YOSHI Up items in Super Mario World, but VALUE-A DIFFICULTY-A VALUE-B DIFFICULTY-A he will also learn some fancy new If Mario needs a boost to get up to a spot Mario can Spin Jump and break down through moves and techniques for attack! where he normally could not jump, Yoshi can Blocks by himself, but can he do it when he's riding rating We’ve come up with a system help him. To accomplish this feat, you will need Yoshi? Yup. Mario can break through Blocks while for the effectiveness and ease of use to press the B Button riding Yoshi if Mario of Mario’s new found techniques. to make Mario jump does a Spin Jump off of An “A” in the Value category means with Yoshi. Then, at his back and then lands that the technique is very useful in the peak of the jump, on Yoshi again. You’ll many places throughout the game. press the A Button to have to control the do a Spin Jump off of An “A” in the Difficulty category direction of Mario's Yoshi's back. jump, though. means that the technique is rela- tively easy to accomplish.

• FLYING HIGH • SETTING FLIGHT SPEED • CHANGING FLIGHT PLAN VALUE-A DIFFICULTY-C VALUE-A DIFFICULTY-B VALUE-D DIFFICULTY-D

After grabbing a Feather, Mario can build up Learning to control Mario's flight speed allows Mario can be flying along at cruising speed and speed, jump into the air, and then fly. With the him to either slow down to pick up some Coins altitude in one direction and then change proper technique and if there's nothing in his or speed up to get away from pursuing course. If you see some coins that you want or way, Mario can fly enemies. Release the Y an elusive 1-Up, through a whole Level Button when cruising release the Y Button of the game! Hold the altitude is reached and and move your thumb Y Button and tap the float to the ground. to hold the B Button. directional control in Tap the directional You can slowly float the opposite direction control Left or Right down in either of Mario's flight. to control the speed direction. of your descent.

• NAVIGATING UNDER WATER • FLINGING FIRE • CLIMBING WITH BAGGAGE VALUE-B DIFFICULTY-A VALUE-C DIFFICULTY-C VALUE-C DIFFICULTY-A

Mario learned to swim in the original Super If Mario wants to pick something up, he presses the Mario can climb Vines while he's packing baggage!

Mario Bros., but he's a full-fledged expert now! Y or X Button to hold it. However, Fiery Mario may First, pick the item up, then move to the Vine. Look

Push Up on the Control Pad and tap A or B to destroy the object before he picks it up because the up and release the Y or X Button to throw the item send Mario quickly to Y and X Buttons will vertically. Start climb- the water's surface. shoot a fireball. Face ing. Mario will catch Press diagonally the opposite way, press the item as he climbs

Down to the Left or the Y or X Button, and the Vine. This is a good

Right and tap A or B THEN turn around to technique if you don't to easily tread water. pick up the object. know what's coming next!

THE AMAZING POWER OF Y

The Y Button is the Button to right thumb poised and at the SUPER press and hold if you want to make ready over the Y Button. You’ll be Mario run rather than walk. using it quite often. Caped Mario However, the Y Button allows can jump twice as far as normal Mario and Yoshi to accomplish with or without Yoshi if you press MARIO many feats which were never before and hold the Y Button until Mario imaginable! The Y Button allows lands safe and sound. If Mario is Mario to hold onto many items and falling, the Y Button can save him will. from an untimely demise. to also throw those items at WORLD It’s a good idea to always have your

SUPER A'ES 9 IT’S A WIDE, WACKY WORLD

Dinosaur Land is the widest, DINOSAUR LAND wildest, wackiest world Mario and Luigi have ever warped to. From the top of the tower on Yoshi’s Island to the dark dungeon of Bow- ser’s private domain, the plucky plumbers happen across a mad menagerie of marvelous and menacing creatures. No matter how rough the road gets, no mat- ter what turns it takes or what bad guys Bowser puts there, they won’t pause to ponder their plight. Over Donut Plains (and donuts iced), up and down the ripples of Cookie Mountain, over and under the aging Cheese Bridge, through the babbling bubbles of Soda Lake to the deep, dark reaches of Chocolate Island they persevere. You see, when the Princess is in a pickle, there is no stopping Mario and Luigi. Take a tour with them. See just what you have to be prepared for every minute when you are the Super Mario Bros. YOSHI'S ISLAND VANILLA DOME FOREST OF ILLUSION

VALLEY OF BOWSER STAR WORLD SPECIAL WORLD

1 0 NINTENDO PLA YER 'S GUIDE 1

YOSHI'S ISLAND TWIN BRIDGES VALLEY OF BOWSER O YOSHI'S HOUSE © CHEESE BRIDGE AREA © SUNKEN GHOST SHIP LAKE © YOSHI'S ISLAND 1 © SODA © VALLEY OF BOWSER 1 © YELLOW SWITCH PALACE © STAR ROAD (3) ® VALLEY OF BOWSER 2 O YOSHI'S ISLAND 2 © COOKIE MOUNTAIN ® VALLEY GHOST HOUSE 0 YOSHI'S ISLAND 3 © BUTTER BRIDGE 1 ® VALLEY OF BOWSER 3 0 YOSHI'S ISLAND 4 © BUTTER BRIDGE 2 ® VALLEY OF BOWSER 4 O IGGY'S CASTLE © LUDWIG'S CASTLE ® STAR ROAD (5) ® LARRY'S CASTLE Mario can tame turtles, The Twin Bridges are but what does he do short, but challenging. © FRONT DOOR VALLEY FORTRESS with the eggs-ellent Heat it up with the ® egg he finds? He Sumo Bros, and cool © BACK DOOR

hatches it, of course! it off in Soda Lake. King Koopa awaits

Mario's return at the

end of the underwater

Valley of Bowser.

DONUT PLAINS FOREST OF ILLUSION STAR WORLD 0 DONUT PLAINS 1 © FOREST OF ILLUSION 1 © STAR ROAD (1) 0 DONUT PLAINS 2 © FOREST OF ILLUSION 2 © STAR WORLD 1 © GREEN SWITCH PALACE © BLUE SWITCH PALACE © STAR ROAD (2) © DONUT GHOST HOUSE ® FOREST OF ILLUSION 3 ® STAR WORLD 2 © TOP SECRET AREA ® FOREST GHOST HOUSE © STAR ROAD (3) © DONUT PLAINS 3 © FOREST OF ILLUSION 4 © STAR WORLD 3 © DONUT PLAINS 4 ® FOREST SECRET AREA © STAR ROAD (4) © DONUT SECRET 1 © FOREST FORTRESS © STAR WORLD 4 © DONUT SECRET HOUSE © STAR ROAD (4) © STAR ROAD (5) © STAR ROAD (1) © ROY'S CASTLE © STAR WORLD 5 DONUT SECRET 2 © There are many secret © STAR ROAD (6)

© MORTON'S CASTLE exits in the Forest of Mario needs to find a Illusion, but Mario's Secret sites abound on key to unlock each brain power will the Donut Plains. Mario's secret exit in every Star ultimately prevail. travels take him spe- World. Can you help lunking in caves and him find them all?

ker-plunking in waves.

VANILLA DOME CHOCOLATE ISLAND SPECIAL WORLD

© VANILLA DOME 1 © CHOCOLATE ISLAND 1 ® STAR ROAD (6) © VANILLA DOME 2 ® CHOCO GHOST HOUSE © GNARLY © RED SWITCH PALACE © CHOCOLATE ISLAND 2 ® TUBULAR © VANILLA GHOST HOUSE © CHOCOLATE SECRET ® WAY COOL © VANILLA DOME 3 ® CHOCOLATE ISLAND 3 © AWESOME © VANILLA DOME 4 ® CHOCOLATE FORTRESS © GROOVY © LEMMY'S CASTLE ® CHOCOLATE ISLAND 4 © MONDO © VANILLA SECRET 1 © CHOCOLATE ISLAND 5 © OUTRAGEOUS © STAR ROAD (2) ® WENDY'S CASTLE © FUNKY © VANILLA SECRET 2 © STAR ROAD |7) SUPER Chocolate Island is also VANILLA SECRET 3 © a bust for goodies that The Special Worlds © VANILLA FORTRESS Mario can munch on, are for experts only. but who's got time to Mario will face eight MARIO stop and eat? i i iA of the toughest levels ever!

WORLD

SUPER l\ES 1 FIND THE SECRET KEYHOLES AND SPECIAL GOALS

Each level in Super Mario World has • DONUT SECRET 1 • VANILLA SECRET 1 levels at least one exit. The which are TO THE DONUT SECRET HOUSE TO STAR ROAD (2) marked with a red dot have a regular The keyhole in the underwater Donut Secret 1 is There are two green pipes exit and a secret exit. Mario must in plain sight, but where's the key? Activate the which extend out of the use his incredible talent and special P-Switch and then hit the Block to find the left wall. The entrance to techniques to find most of the secret key. the secret area and secret exits. Most of the secret exits will be Goal is through the bot- marked with a key which Mario must tom pipe. Caped Mario can to the pipe fairly fit into a nearby keyhole, but some get have a regular Goal. Let’s take a look easily. at some of the secret exits which Mario must locate. • CHEESE BRIDGE AREA TO SODA LAKE

• DONUT PLAINS 1 • DONUT SECRET HOUSE This one's tough! Expert Mario pilots can sail TO DONUT SECRET 1 TO STAR ROAD (1) Mario under the first goal and back up to reach a second Goal which leads to Soda Lake. Mario can If Mario has completed the Green Switch Palace, Carry the P-Switch to the left of where the Yellow also glide under the first Goal while riding Yoshi. finding this secret exit will be no problem. There Blocks and Yellow Door are. Activate the switch. then Spin Jump off his back to save himself and is a column of Green Blocks near the end of Hit the Block above the Door and then climb the

Donut Plains 1. Hold the Y Button and run right Vine that appears. The Blue Door will take you to up the Blocks to find Big Boo's room. Avoid the Boo Buddies and hit the key and keyhole. If Big Boo three times with a Block to defeat him. the Green Switch Palace has not been tripped. Mario must have the Cape to fly up to the secret exit.

• DONUT PLAINS 2 TO THE GREEN SWITCH PALACE

Mario heads underground for Donut Plains 2. This level features automatic scrolling. Go up the • VANILLA DOME 1 • FOREST OF ILLUSION 1 second green pipe to reach a secret area. There is TO VANILLA SECRET 1 TO THE FOREST GHOST HOUSE a Vine in the highest Block that will take you to By dusting off the Red Switch Palace, Mario will the key. Caped Mario There is a T Block just under the end of the can fly to the secret be able to find this secret exit with no problem. last horizontal log platform. Get the Balloon in the Yellow Block above the Red Blocks holds a exit, but you may want The T Block and float back to the left, going under to grab the blue shell Vine which Mario must climb to get to the secret the log platforms. Avoid the Koopa. Land next to and toss it at the exit. If Mario has Yoshi the keyhole. Jump and highest Block to trip the along with him. a hit the T Block to Vine. double jump off of locate the key. Make Yoshi's back may get sure you don’t knock

him up to the Vine if • DONUT GHOST HOUSE the key off the Block the Red Switch Palace when you jump up to THE TOP TO SECRET AREA has not been activated. grab it. You must have Caped Mario to get to this secret exit and Goal. Fly up and to the far left to find • VANILLA DOME 2 • FOREST OF ILLUSION 2 an opening. Run right to the door. Don't forget to TO THE RED SWITCH PALACE get the four 1-Ups! TO THE BLUE SWITCH PALACE

Grab the P-Switch which is on top of the large The key to the secret exit that leads to the Blue

pack of Brown Blocks and take it to the left. Switch Palace is in a secret chamber on the other

Activate the switch to get through the 20 Blocks side of a seemingly solid wall. There is a Yellow "!" on the left. Jump over the gap where the arrow Block next to the wall. The secret area is at

is pointing and then the bottom of the

jump down through the screen. Swim to the left

nine Coins. The key is to get the key. Watch

to the left and the out for Rip Van Fish!

keyhole is down at the

bottom of the screen.

1 2 NINTENDO PLAYER’S GUIDE 3

• FOREST OF ILLUSION 3 • CHOCOLATE ISLAND 3 • STAR WORLD 1

TO ROY'S CASTLE TO THE CHOCOLATE FORTRESS TO STAR ROAD (2) The key to the secret exit which leads to Star The tall green pipe near the end of Forest of If you've cleared the Green Switch Palace, you'll Road 2 is easier to get to than the regular exit! Illusion 3 will lead Mario to the secret exit find a Green Block containing a Feather near Break through the first set of Blocks and run area. Make sure that you're Super. Fiery or the first Goal on Chocolate Island 3. Use it or all the way to the Caped Mario when you enter the pipe. Break Yoshi to fly under the first Goal and up to the right. Spin Jump and the Blocks above the secret second Goal. break down through key using a Spin the second set of Jump and use the Blocks. Soon you'll key on the keyhole. find the key! Now it's off to Roy’s Castle!

• STAR WORLD 2 TO STAR ROAD • FOREST GHOST HOUSE (3)

If you're looking for TO FOREST OF ILLUSION 1 the secret exit, don't When Mario activates the P-Switch and goes • VALLEY OF BOWSER 2 take the green pipe- through the Blue Door that appears, he will TO THE VALLEY FORTRESS swim in the narrow need to go to the left to reach the secret exit. passageway under the After Mario enters and exits the second green There are two Yellow Exit Doors. The door rock formation. You'll pipe he will need to take the first possible farthest to the left find the key and opportunity to jump up and off of the screen. will take Mario to keyhole at the end! Mario will be out of sight, but if he runs to the Forest of Illusion 1. left, soon he will Before the Goal, he’ll come into view and D ~ • STAR WORLD 3 be able to grab a -] will be able to grab STAR ROAD 3-Up Moon! m TO (4) the key in this secret Distance-wise, this is the shortest level in all of 5s Super Mario World. Toss a Block straight up at • FOREST OF ILLUSION 4 Lakitu and knock him out of his cloud. Hop into the cloud and take a FOREST SECRET AREA TO THE ride up the secret • VALLEY GHOST HOUSE Mario must get to this precarious purple pipe in area. The key is on

order to find this secret exit. Regular, Super or Fiery TO LARRY'S CASTLE the left and the Mario won't be able to jump up to the pipe without keyhole is on the Hit the “T Block near the end of the level and help. Caped Mario can get here with ease. Take right. manipulate the stream of Coins upwards and to Yoshi along so Mario the right. Stomp the P-Switch to turns the can Double Jump up to P Coins into Blocks. The key and keyhole are in the pipe. Watch out for Yja • STAR WORLD 4 the upper right corner of the room. Lakitu! The key and TO STAR ROAD (5) keyhole are waiting at | It'll be no problem for Mario to reach the secret the other end of the

j exit if he's cleared the Green and Red Switch pipe. Palaces. The key is hidden in a T Block near the keyhole. Take • CHOCOLATE ISLAND 2 along the Koopa Shell TO CHOCOLATE SECRET which is conveniently located on the upper The key and keyhole at the end of Chocolate Island stone Blocks to trip

2 are waiting if you complete the first two sections the T Block if you're with at least 250 ticks remaining on the timer. No • VALLEY OF BOWSER 4 not Caped Mario. need to waste time getting coins or stomping TO STAR ROAD (5) AND THE FRONT enemies-go straight for the pipes! If all Switch DOOR • STAR WORLD 5 Palaces are cleared, you can avoid the Chargin' STAR ROAD Chucks by taking the high road on the colored Only with Yoshi’s help can Mario get the key to TO (6) SUPER Blocks near the end of the level. unlock the gate which leads to Star Road 5. If All Switch Palaces must be cleared for Caped Mario

you're having a hard time getting Yoshi to the key, to reach the secret exit in Star World 5. Activate the make sure you've crossed the Midway Gate, leave T Block to send the stream of Coins up and to the the course and return right. Stomp the P- MARIO with a Blue Yoshi. The Switch to change the Blue Yoshi can gobble a Coins into Blocks. Run

Koopa and then sail along the Blocks and fly

over the dangerous up to the point where second half of Valley of the Yellow Blocks WORLD

Bowser 4. begin.

SUPER NES 1 FIND THE HIDDEN 1-UP CACHES

There are numerous opportunities to • VANILLA DOME 4 • CHOCOLATE ISLAND 5 to earn 1-Ups in Dinosaur Mario MAX-40 DIFFICULTY-B MAX-99 DIFFICULTY-B Land. Some locations will yield 1- Bullet Bills will continually come out in this area. Grab the P-Switch at the beginning of the stage. Ups only once, but several areas will If Mario takes a shell with him he can score Don’t stomp it— use it to help Mario swim. Kick a grant Mario a 1-Up feast every time plenty of 1 -Ups by heaving the shell up at the Koopa shell into the water area which is located he visits! The maximum number of lower Block when Bullet Bill comes out. Bullet just before the Midway Gate. While swimming,

1-Ups Mario can get in each area will Bill will bite it and start stomp the Koopa shell be specified and the ease of getting giving you 1-Ups after repeatedly for an those 1-Ups will be given a grade in a few direct hits. This unlimited bonanza of 1- each area. A grade of “A” means that trick may take a little Ups. practice to perfect. the 1-Ups are easy to get.

• YOSHI’S ISLAND 2 MAX-99 DIFFICULTY-C • VANILLA SECRET 2 • SUNKEN GHOST SHIP

Use Mario's Cape Attack to send the Koopa Shell MAX-54 DIFFICULTY-A MAX-99 DIFFICULTY-A flying. When the shell ricochets off the step, use Grab the P-Swtich that's hidden in a Block just Swim up against the bottom of the overhanging the Cape Attack to send it back towards the step. above the Spinys. Run left and drop the Switch crate in this area as Super. Fiery or Caped Mario

Repeat this process for unlimited 1 -Ups! just to the left of the Midway Gate. Stomp it and and his feet will hit the oncoming Bullet Bills.

race to the left collecting coins to earn 1 -Ups. They'll go down quickly for an increasing number of points and eventually. 1-Ups.

• DONUT SECRET 1

FOREST OF ILLUSION 1 • STAR 2 MAX-99 DIFFICULTY-C • WORLD

In the chamber where Mario becomes Balloon Mario, MAX- 18 DIFFICULTY-A MAX-15 DIFFICULTY-B you can get an empty shell. Take the shell down the Take Starman from the Roulette Block near the Hold the Mini-Yoshi to help Mario swim. Grab the pipe and drop it in the gap where the Dragon Coin is. Midway Gate. Run to the right hitting every Star. Run into the fish, but don’t let the young

Stomp it repeatedly for unlimited 1-Ups! enemy until the invincibility power wears off. Yoshi eat any of them. A second Star can be had

Rack up massive points and then tons of 1 -Ups. if Mario gets to the “T Block fast enough.

• MORTON’S CASTLE

MAX-40 DIFFICULTY-A • FOREST OF ILLUSION 4 • GROOVY

Stomp the Dry Bones and then climb the Vine. MAX-99 DIFFICULTY-B MAX-8 DIFFICULTY-A Position Mario so he will automatically stomp him There are three areas in Forest of Illusion Nab Starman from the Roulette Block just after again when the old bag of bones revives himself. 4

where Mario can earn unlimited 1 -Ups. Toss a the gap and high tail it off to the right. Run This one's easy to do! Koopa shell so it will rapidly bounce between two through every enemy in your path. Make sure to

obstacles. Jump to higher ground and let Fishin' get the whole vertical chain of Pokeys near the Lakitu toss Spinys into the area where the shell end of the stage. There's not a whole lot of 1 -

1 4 NINTENDO PLA YER ’S GUIDE 5

MISCELLANEOUS MANEUVERS

Our hero Mario has several useful POWERHOUSE PAIR CAPE ATTACK FOR 1 -UPS secrets in his options arsenal to The combination of choice in Super Mario World is In the five-tiered 1-Up Chambers, Mario can help him get out of various jams in to have Caped Mario and a Blue Yoshi working collect five 1 -Ups if he has the Cape. Use a his journey through Dinosaur together. Combined, they have the most options for Spin Jump to hit the lower left corner of each

Land. Most of the special maneu- attack and maneuverability. (They look good, too!) Block. In each row, the first two Blocks will

- - vers deal with using the Start and Besides super-stomping, gobbling, gobbling while give up Coins, but the last will give up a 1 Select Buttons. floating through the air and Yoshi-assisted Double Up. You can take your chances with using

Jumps, there is one very important option which the Regular Jumps for the

pair has use of . . . extended flight. If a Blue Yoshi Blocks in these gobbles a Koopa Shell, the fearless combo has the Chambers, but for five QUICK POWER-UPS ability to fly over a wide stretch of territory. Press 1 -Ups. go for the Spin the B Button repeatedly to send the terrific two- Jump on the side of Mario can go into areas which he has already some sailing. There are many levels which a flying the Blocks! cleared to pick up useful items, collect Coins, or Blue Yoshi will come in handy. While flying, the pair get 1 -Ups. He doesn't need to go through the can stomp enemies in the air and on the ground. entire stage to get out of it, though. Just pause Star World 4 is an great place to utilize this power- the game by pressing Start, then press the THE MAGIC NUMBER Select Button. Mario will reappear outside. This trick is very difficult to accomplish. It

requires you to match numbers from the Stars

earn breaking the tape at the Goal to • CHEESE BRIDGE AREA you by the time remaining when you complete the If you know that stage. If the tens digit of the number of Stars going to Mario isn't you got matches both the tens and ones digits

make it to the next of the time left on the ticker, you'll get a 1 -Up. platform, you can

press Start and Select

to exit. Try again!

• FOREST OF ILLUSION 1

Break ,1 SPIN CYCLE ENEMIES ADD UP .. . sS&i Gate, bi Unlike a Regular Jump, the Spin Jump will allow At the end of many stages there will be through Mario to get past some tough enemies. If Mario multiple enemies chasing you. Wait just next to Mari0 c 1 were to land on a Big Blue Boo or a Porcupuffer the Goal for the enemies to get to you, but just U. often fo Jump, he would lose power before they do, cross the Goal. Sometimes there fe after doing a Regular _ 1 -Up screen that or a life. However, the Spin Jump protects him will be so many enemies on the from taking any damage. you will earn a load of points and 1 -Ups. One • CHOCOLATE ISLAND 5 of the exits to Chocolate Island 2 is a perfect This is a very example for this tech- convenient level. You nique. A whole raft of can always go in, Rex's can be lured to pick up Yoshi and a the Goal. Wipe them all Fire Flower, then out! leave. Simple!

GHOSTLY SAVES PRACTICE MAKES PERFECT

Any time Mario dusts off a Ghost House, the If you try to enter a Castle or game will give you the option to save your u— — Ghost Fortress which Mario has o-*r- ~T progress. It's not a bad idea to replay a “l | SUPER already flattened by pressing the r \ 1 * 1 House if some tough areas are coming up. kJ J A, B, Y or X Buttons, you won’t > be able to get in. However, by Y at pressing the L and R Buttons /j MARIO the same time, you can enter L'iia with ease ! This special tip comes n | in handy if you want to get in Jr some -bashing practice. ff WORLD

SUPER IVES 1 SUPER GHOULS'N GHOSTS Guinevere Has Been Kidnapped!

Capcom scores heavily with one of the best Super NES games so far. The graphics, sound, play control, characters, and challenge are all superior. This game is awesome!

to rescue her. The capabilities of the Super NES allow for outstanding BATTLE A TREMENDOUS game play options. The action is fierce IS SURE TO FOLLOW and the Bosses are huge, but Arthur is brave and will fight to the end.

• NES •SUPER NES Arthur has been traveling all over the known world searching for powerful weapons and White Magic. Now Arthur’s kingdom has fallen under an evil spell and Sardius, the Emperor of Evil, has kidnapped Guinevere and taken her to the Phantom Zone. Ghosts ’N Goblins is a great game for the NES. The quality, color and detail of the graphics will Arthur must use a variety of weapons, but it pales in comparison to Super Ghouls 'N amaze even the most experienced game players. armor, shields and magic in his effort Ghosts for the Super NES. Transparent foregrounds add to the 3-D experience.

THE TALE UNFOLDS MASTER THE DOUBLE JUMP

Arthur bravely defeated Lucifer in The Double Jump is one of the most • REVERSE JUMP

Ghosts ’N Goblins, but the Ghoul important skills which Arthur pos- Arthur can leap in one direction and then change

Realm has mysteriously been revived. sesses. It enables him to jump extra direction in mid-air. This jump is especially helpful No one is quite sure how the Ghoul distances and also to jump at different for getting to some out-of-the-way Money Bags. Realm was able to revive itself, but we angles. Arthur is able to get to more know that Sardius is now controlling enemies, Money Bags and platforms the Creatures of the Undead and they than he has ever been able to get to be- are inhabiting the lands. It’s up to you fore. Some enemies will attack quickly to guide Arthur on his quest to restore and it’s very important to be able to peace to the those lands and to rescue use the Double Jump to avoid them. the fair Guinevere. • RECORD-BREAKING DISTANCE! • HARRIER JUMP

All levels contain extra wide gaps and obstacles You can make Arthur jump straight up twice, but

which Arthur must cross. A regular jump just he can get a little extra height by jumping out to

won't cut it here. Press the Jump Button once and the side and then jumping straight up or jumping

then press it again in the air. straight up then out to the side.

1 6 NINTENDO PLAYER ’S GUIDE CRACK OPEN THE CHESTS

Some of the treasure chests Arthur them will be hidden and will only do a Double Jump just to see if encounters along his journey will be come out if he moves a certain way. there is a chest hidden in the area. out in plain sight. However, a lot of If not confronted with any enemies, There are many.

NO ARMOR STEEL ARMOR BRONZE ARMOR MAGICIAN WEAPON MAGICIAN WEAPON BRONZE ARMOR WEAPON MAGICIAN WEAPON GOLDEN ARMOR STEEL ARMOR TRAP WEAPON MAGICIAN MAGICIAN GOLDEN ARMOR STEEL ARMOR BRONZE ARMOR MAGICIAN TRAP TRAP WEAPON MAGICIAN WEAPON GOLDEN ARMOR STEEL ARMOR MAGICIAN WEAPON TRAP BRONZE ARMOR WEAPON

GOLDEN ARMOR MOON SHIELD SUN SHIELD MAGICIAN MAGICIAN MAGICIAN MOON SHIELD WEAPON WEAPON WEAPON MAGICIAN MAGICIAN MOON SHIELD SUN SHIELD WEAPON WEAPON WEAPON WEAPON MOON SHIELD MAGICIAN TRAP WEAPON WEAPON MAGICIAN MOON SHIELD SUN SHIELD WEAPON WEAPON MAGICIAN MAGICIAN MOON SHIELD WEAPON WEAPON

THE MAGICIAN’S MAGIC SPELL

Certain treasure chests will contain pudgy magicians who do not like to be disturbed! If he gets a chance to cast his spell, you will briefly be changed into another life form. The life form you will change into depends on what type of armor Arthur is wearing.

WEARING NO ARMOR WEARING BRONZE ARMOR

SUPER

GHOULS WEARING STEEL ARMOR WEARING GOLDEN ARMOR

’N

GHOSTS

SUPER NES 1 7 0 0

EXPLANATION OF WEAPONRY

Arthur has use of seven weapons. LANCE DAGGER When Arthur Double Jumps and uses This is the weapon which Arthur will start off the An excellent choice for areas with little or no a weapon at the top of his jump, he will game with. It has decent power, but because of flying enemies. The Dagger's size and weight weapon roll and the damage which the its size and weight, it does not travel rapidly and makes it easy to be thrown. Arthur can fire three

can inflict will be increased. The power Arthur can only throw two in succession. There Daggers in succession. What's more, it's the of the weapon is increased when he is can only be two Lances on the screen at the fastest hand-thrown weapon. Arthur can fire off a wearing Bronze or Golden Armor. same time. As soon as the first Lance leaves the few Daggers in one direction and then quickly screen, Arthur can then hurl another. Get the turn around to fire some more. With Bronze or

Flaming Lance with Bronze or Golden Armor. Golden Armor Arthur will have a Magic Dagger.

NORMAL SHOT = 6 NORMAL SHOT = 9 NORMAL SHOT = 4 NORMAL SHOT = 7

POWER-UP SHOT = 1 0 POWER-UP SHOT = 1 POWER-UP SHOT = 6 POWER-UP SHOT = 1 CROSSBOW TORCH SCYTHE

This is the best overall weapon to pick up. There are Two Torches can instantly be lit and thrown at The Scythe is a powerful weapon, but its major

a lot of flying enemies in Super Ghouls 'N Ghosts. enemies. This weapon is not extremely useful, but drawback is that only one can be thrown at a

If Arthur is wearing Silver or no Armor, the it does do a good job of taking out a group of time. In most instances, it's not that good of a

Crossbow will launch two extremely fast arrows enemies who are on the ground. With Bronze or weapon. When wearing Bronze or Golden Armor,

at two angles. If he is wearing Bronze or Golden Golden Armor, the Magic Torches can be thrown the Magic Scythe looks like a flaming magic

Armor, the Magic Crossbow will fire three a bit farther and they will create a blue wall of boomerang when thrown, but here again, only one flaming arrows which seek their targets. To get flame which will totally annihilate most enemies. can be thrown at a time.

through the last level, Arthur will need the Crossbow. This is not a good weapon for flying enemies.

NORMAL SHOT = 3 NORMAL SHOT = 6 NORMAL SHOT = 7 NORMAL SHOT = 10 NORMAL SHOT = 6 NORMAL SHOT = 9

POWER-UP SHOT = 4 POWER-UP SHOT = 9 POWER-UP SHOT = 8 POWER-UP SHOT = 10 POWER-UP SHOT = 9 POWER-UP SHOT = 1 AXE TRI-BLADE

The Axe is much like the Scythe. It can inflict a The Tri-Blade is a weapon of mysterious origin.

good amount of damage on an enemy, but only It's motion of flight is like no other known

one can be thrown at a time. The Axe spins in a weapon. A single Tri-Blade will travel in two

forward clock-wise motion and will travel all the different directions. It will be thrown out

way across the screen if necessary. Compared to horizontally, turn around and come back towards

other weapons, it's slow and it's not very useful. Arthur, but then it will turn and go straight up. It

Arthur gets the Hefty Axe when wearing Bronze comes back to Arthur to be used again. The or Golden Armor. Shuriken appears with Bronze and Golden Armor.

NORMAL SHOT = 6 NORMAL SHOT = 9 NORMAL SHOT = 6 NORMAL SHOT = 9

POWER-UP SHOT = 9 POWER-UP SHOT =10 POWER-UP SHOT = 9 POWER-UP SHOT =10

1 8 NINTENDO PLA YER ’S GUIDE 9

USING ARTHUR’S MAGIC SPELLS

Arthur must be wearing the Golden THUNDER FIRE DRAGON Armor to utilize any magic spell. Summon three bolts of lightning to strike. The Magic Dagger enables Arthur to summon a Fire until Hold down the Button the Arthur is carrying the Flaming Lance here. fire dragon to move across the land. Spell appears in the Weapon Box.

SEEK SHIELD TORNADO

The crossbow, when used magically, will The Magic Torch will surround and protect Twin tornados twist out of the Magic Scythe to unearth all treasure chests in the area. Arthur with three glowing orbs. demolish all enemies in Arthur's path.

MASSIVE LOOT AND POTTED THE GODDESS BRACELET

TREASURES Arthur has to have the Goddess Bracelet in order to get into the room where Sardius holds the fair Guinevere. After Arthur completes Level Seven, HUMAN ARMORED 1-UP Guinevere will tell him how to get the Bracelet; STATUE STATUE STATUE 500 PTS. 1000 PTS. However, Arthur must now start his quest over— this time to find the Arm Band.

SUPER Three statues can appear in the pots which some ofthe ene- mies carry. Defeat the enemy and the pot will drop to the GHOULS’N ground and break open. Pots usually carry human or ar- mored statues, but once in a The Goddess Bracelet will appear in the next treasure chest while you’ll get lucky and - Arthur opens after he finds the Sun Shield. It first appears as a receive a 1-Up statue. Money », A GHOSTS fairy. The Arm Band is ultra-powerful, but not very manageable. Bags appear randomly throughout the game.

SUPER NES 1 This land is cursed by the Dead. tions which appear throughout the 1-1 STAGE Caskets will rise from their graves, stage. There are quite a few Money spilling forth lecherous zombies who in HAUNTED GRAVEYARD Bags the Graveyard, so make sure will stalk Arthur’s every move. The to pick up all of them. This level is zombies are slow but will cause dam- strictly left to right and is fairly sim- age if touched. Arthur will quickly ple—especially when compared to learn how to accurately use the the other seven levels! However, the Double Jump when he is forced to Graveyard is the perfect place for leap over zombies and rock forma- Arthur to refresh his fighting skills.

® JUMP TWICE FOR TREASURE ® ATTACK THE FLAMING SKULL

When the game starts. Arthur carries the Lance. Enter the cell quickly and take on the Flaming

If you want to immediately change that weapon, Skull before it gets the chance to shoot one of its

move to the left of the screen and Double Jump. A deadly fireballs. If you take the lower route, you'll

treasure chest containing a new weapon will appear. have to enter the cell.

STAGE 1-2 The Forest of Fear has grown over here and will puff up and explode if the ruins of an ancient Castle. Arthur Arthur doesn’t demolish it first. The FOREST OF FEAR must use perfect timing on all of his ground is unstable and will collapse, jumps to complete this section. An evil causing the Flaming Skull Battering reddish plant grows among the vines Rams to charge. START

©INVINCIBLE ENEMIES © TAKE THE SAFE ROAD Flaming The Skull Battering Rams can't be defeated. It's much easier to stay on the lower route here.

Arthur must jump them. Move far enough to cause the The Battering Ram on top can be a pain to get

ground to collapse and send the enemy charging down by. Use the Double Jump technique to easily clear the hill, then jump over it. It will stay at the bottom. the gap over the water.

20 NINTENDO PLAYER'S GUIDE RANDOM WEAPONRY

In the first section of this stage, a lot of zom- bie caskets will come out ofthe ground. If you remain in that section and just keep defeat- ing the zombies and leaving the statues which appear—sooner or later the weapon that you want will appear.

fall in constant intervals.

COCKATRICE This bad bird’s got an abnormally long neck, but the beak is its weak spot. With most bosses, it’s usually best to keep them on the far right of the screen. That way, Arthur will be more prepared for any attacks which might come his way. Cockatrice will spit eggs out at Arthur. The eggs will hatch little chicks called MiniWings, but Arthur can fry them with ease. A run, jump and shoot technique works well against Cockatrice.

SUPER

GHOULS’N

Cockatrice will pause and shake

its head slightly before extending

its neck. It's more vulnerable

when the neck is stretched out. Take this opportunity to get close GHOSTS

and nail it in a rapid-fire fashion.

SUPER NES 21 i STAGE 2-1 ©JUMP OR SINK

GRAVEYARD OF SHIPS When Arthur gets on this platform it will start moving

down the length of the rope. There are two places to get This spooky Ghost Ship may sink off. but he must jump to do it. Go all the way down to at any moment, but Arthur must the ship's deck or Double Jump to reach the platform. get across it—there’s no other way to go. There are plenty of menacing ghosts who will try to stop Arthur, but one good shot from a weapon will take care of them. The ghosts are tough when they gang up.

©NO TURNING BACK! ©A HIDDEN TREASURE CHEST

Once Arthur jumps off of the dock and onto the There is a hidden treasure chest here which ship's deck, he can't turn around and go back. You Arthur can raise by doing a Double Jump. Don't can watch the dock sink into the ocean. Arthur get it unless you really need it. If Arthur does go

it. gang . . for of to would never turn around, anyway . he's on a a ghosts are sure appear. mission to save Guinevere!

mSTAGE 2-2 are lying in wait for Arthur. Most of the fish will attack horizontally SEA OF DESPAIR from the right, but some of them can travel diagonally. If Arthur has the Just because it’s the Sea of Despair, Dagger, he can fire off three shots there’s no need to lose hope! This in succession. If he’s near the right section of Stage 2 scrolls automati- side of the screen, the short distance cally. The Dagger is a very good wea- the Daggers need to travel will make pon to have here. There are fish who them the ultimate rapid-fire weapon.

( START )

_!_ i

'* ' w.'WSWI&iWM* fe? «A»-~ : i -jfe- ** f ettftstim

©DON'T LEAP TOO SOON! ©TWO TREASURE CHESTS

If Arthur jumps on the raft in the second There are two treasure chests which appear one after whirlpool too soon, the scroll of the screen will the other. The first chest will appear as Arthur knock him off of the raft. No need to hurry here! approaches it. He won't have to jump to get it to

appear. Kneel down and start firing to have it opened

before he gets to it. The second is tougher to get to

because it won't appear until Arthur has passed over

it If possible, make sure that the raft is on the right

side of the screen. Once it appears, move left to get

very close to it and then wail on the Fire Button. The

second treasure chest usually has armor inside.

22 NINTENDO PLAYER'S GUIDE ® STAY LOW THROUGH THIS SECTION

Don't use a Double Jump to get up to the same deck

level that the ghost chest is on. A regular running

jump will do the job quite adequately. If Arthur gets

more air than he should, he’ll have to deal with the

ghost in the upper chest. A whole bunch of regular

ghosts will be disturbed, too. They will give chase.

The ghost chest will rattle around for a while, then a

little pink blob will pop his head out of the chest.

When he does— blast him! The blob ghost can be

difficult to destroy if he gets all the way out of his

chest because he moves quickly. Jump off the end of the Ghost Ship and onto the suspended platform.

GET YOUR ARMOR BACK! There are treasure chests which will always contain armor. If Arthur doubles back to a certain chest, he’ll be able to reclaim any armor which was lost in battle. This is usually a dangerous thing to do, but if you feel that Arthur really needs the added protection for the rest of the stage, the risk may be worth the trouble it takes. The photos at right show a route which Arthur can take to reclaim his armor on the Ghost Ship. There are other stages in which this kind of thing can occur, but the Ghost Ship is laid out perfectly for it. When Arthur develops his fighting skills to the point where the Ghost Ship is no problem to complete, reclaiming the lost armor should not be a concern.

(DUSE A SINGLE JUMP AMAZING MAGIC

A regular jump is the safest way to go here. If Arthur Double The spiked poles can be difficult to Jumps, he will most likely get past, but if Arthur uses a magic overshoot the next raft and find spell he can pass right through the himself at the bottom of the ocean. pole because he will become invin- Get right next to the spiked pole cible for a short time. and jump at the crest of the ocean swell.

SUPER SHELL HEAD

Shell Head used to be a normal creature, but he’s been under- water for too long and evil crustaceans have taken over his GHOULS’N head! Arthur will arrive at Shell Head’s lair when the timer reaches the 2:00 mark. The best tactic for defeating him is to keep him over on the right side of the screen. He will shoot pointed crustaceans at you, but you’ll know when they’re coming because you can hear them. Remember, the raft will GHOSTS move under Arthur when he jumps to the side.

SUPER NES 23 • STAGE 3 BEWARE THE FIRE KILLER WATCH THY ROYAL HEAD! The Fire Killers are pesky little critters. They may Within the walls of the Towers of Molten Steel VERMILION HORROR be small, but they can do as much damage to hide the Small Goblins. They will seem to come

Arthur as any other enemy! The best time to get out of nowhere. Move slowly and watch for the

Arthur has gone under the Earth’s them is when they first emerge from the lava pits Small Goblins to fall. Destroy them before they surface to battle foes of the under- because they move slowly at first. Some of the land or more will come out to get Arthur. The world. The fiery glow of the lava Fire Killers carry Pots containing weapons or crossbow works well in this level except for bats hides Fire Killers who, despite their treasure. coming up and in from behind. size, can inflict quite a bit of damage to Arthur. Reaching far above the lava pits are the Towers of Molten Steel. Arthur must traverse their precarious edges.

DRAGON LARVAE

This Boss is very easy if you know the secret to beating it. Stand on the far right edge of the last upper platform. The Dragon Larvae will circle around Arthur. Fire rapidly at

The Dragon Larvae should be no problem if its head. Do not move from your Arthur finds the safe spot and stays put. The position or you may take a hit! Any chin area of its head is the only vulnerable weapon will work just fine. spot. Don't waste time firing unnecessary shots

at its body.

• STAGE 4 DON'T SMELL THE FLOWER WATCH FOR POISON GAS

Ghastly green ghoulies rise out of the floor and Violet blasts of poisonous gas will spew from above GHOUL’S STOMACH drop from the ceiling to block Arthur's path. and below as Arthur takes a precarious platform ride.

This is a relatively short stage, but it Several well-placed hits should take care of them, However. Arthur knows when to get out of the way will require fancy footwork to com- but Arthur needs to watch out for the deadly because he'll hear a hissing noise before the gas green fireballs which the Skull Flowers fire at shoots out. A small mist of can plete. You won’t believe your eyes as gas also be seen him. If he's quick. Arthur will be able to destroy a before the burst. Arthur can jump up and over the gas the Mode 7 graphics of the Super NES Skull Flower before it gets the chance to attack. spouts if he has the space. kick in. Arthur must jump onto small platforms to avoid the spikes which appear on the floor. When he does, the platform forms a cage around him and the whole screen spins. It’ll make you dizzy! The floor becomes the ceiling and vice versa. It’s wild!

HYDRA

It’s best if Arthur has a rapid-fire weapon to use on Hydra. When Ar- thur appears, move to the right and cut loose on the Fire Button. Each of the three heads must be defeated for Hydra will move to the other side of the screen to utterly destroyed. Hydra him be when he goes through the mutation process.

has the ability to mutate during the Don't waste time trying to shoot him during

battle. He will not take any damage this time because he will take no damage. Just in his mutated form. avoid him.

24 NINTENDO PLAYER’S GUIDE DEFEAT THE FLYING KNIGHT AVALANCHE TERRITORY STAGE 5 FROM BEHIND Arthur will encounter several huge waves of suf- DEEP CHILL focating avalanches in his journey up the Ice Wall.

The Flying Knights are not too hard to defeat, If Arthur does not have a firm grasp on something Arthur has an extraordinary resist- but Arthur can't do any damage to them from solid, the avalanche will take him away. When tem- ance to extreme changes in the front. He must wait until they buzz by. then Arthur feels the ground shaking and hears perature. The fires of Vermilion attack them from behind. Be careful of the rumblings of an oncoming disaster he must move Horror and now the blizzard atmos- unpredictable Ice Worms! onto one of the ladders. They're safe! phere of Deep Chill shall not put an end to his quest. Many brave Knights have attempted to tra- verse the Deep Chill, but so far, none have returned. Never fear, Arthur is a driven Knight!

ICE WARLORD

Here again, the best offense (and defense) against this Boss is to keep it on the right side of the screen. If the Ice Warlord hits with a Freeze Crystal, he Arthur Watch out for the Freeze Crystals and Snow will freeze. Fire rapidly to de- Boomerangs which the Ice Warlord will thaw Arthur. The Ice Warlord’s throw at Arthur. Aim carefully for the weak weak spot is between the arm spot between his arm and leg. Keep your and leg. distance and shatter the Boss!

STAGE 6 RED REAMERS

The Red Reamers are probably the most difficult mid-sized enemy in CASTLE OF THE EMPEROR the game. If Arthur is wearing Golden Armor, then use Magic. The

second best offense is to use the Crossbow, or better yet. the Magic Arthur has made it to the huge Crossbow. The flaming arrows which come out of the Magic Castle of the Emperor, but he still Crossbow will seek out the Red Reamer and destroy him fairly easily. has quite a few battles ahead of him. His movements are extremely hard to follow. Jump, fire, wait for him Onward and upward is the course of to come down, and then blast him. action in the ominous Castle. If Arthur thinks there may be an enemy lurking just out of sight, he may want to fire off a few shots just to check it out. By the way . . . there usually IS something lurking just out of sight. Maybe a Red Reamer!

RED EMPEROR SUPER The Red Emperor has two methods of attack. He is able to shoot a chain of fireballs from his

mid-section and also fire a long GHOULS’N laser blast from his head. Arthur should be wielding the Crossbow Stay out of range of the fire blasts and jump to avoid the Red Emperor’s laser shots. or Dagger at this point. They will Sorry, the Red Emperor is not the last Boss. be the easiest to use. Arthur must ultimately deal with Sardius to

GHOSTS be able to rescue Guinevere.

SUPER NES 25 “’“CASTLEVANIA 17 Journey Into A night OfFearAnd Challenge

Simon Belmont is back to whip Transylvania into shape and send Dracula packing. It's 's feast of graphics and game play that will haunt you until the moment of victory.

As you progress in the game, you’ll notice the imaginative use of Mode 7 HAUNTINGLY REAL effects like the spinning corridor, GRAPHICS AND SOUND and little touches like roving eyes in statues. • NES

The NES Castlevania With the new capabilities of the games presented Super NES, Super Castlevania IE superb side-view evokes so much eeriness that it action and control with makes the earlier games in the series a classic horror theme. seem like a picnic in the park. The • SUPER NES graphics strike you first with their Castlevania EC sense of depth, which results from improves on the

the expert use of multiple back- strengths of the

grounds. Great sound effects like the traditional game play Special effects like layered scrolling are possible snap of the whip and the howling of with better control due to Mode 7 functions. Besides looking great, wolves will send chills up your spine. and graphics. such effects add new dimensions to game play.

THE LEGEND OF CASTLEVANIA ...SO FAR

In the beginning there was Simon Bel- Castlevania III added some interest- mont, a whip, and a mission to destroy ing twists. Trevor—Simon’s patriarch— the dreaded Count Dracula. The for- was hunting Drac this time, and he a classic— • /as* r z mat became each stage con- . . could elicit the aid of three Spirit sisted of a long running battle against Helpers who had special abilities. The an army of relatively weak enemies game made use of new circuitry that ending with ' a final guardian. At the * r allowed some of the most detailed r -rf rrr r end of 18 stages you met the Count. graphics of any s? NES game. V"sWfPPp» ' :#i i I

Castlevania II roamed over the entire terror-tory of Transylvania as Simon collected the scattered remains of Dracula’s Body in order to destroy them. The game was not linear like the original, but allowed players to explore the countryside and numerous towns and castles.

26 NINTENDO PLAYER’S GUIDE WHIP INTO SHAPE

Simon’s skill with the Whip is SAVE YOURSELF THE WHIP GUARD legendary, but this time around you To obtain a for a stage, you must first There is nothing more frustrating than being must learn some new techniques if reach that stage, then lose all your remaining lives. attacked and knocked off into the void at the you are to survive. Each of the spe- The password consists of a grid with Axes. Hearts moment you land on a precarious perch. Use cial techniques is covered below in and Fire Bombs placed on it in particular locations. the Whip Guard technique to protect yourself. there are some general detail, but a diagram to remind yourself of the pass- Press and hold the Y Button while in mid-jump. master. features that you must also word. When entering a password, you must also When you land, Simon holds the handle of the The Whip can become a Morning- enter the name you have given your character, so Whip in front of him. If an enemy touches the star if you hit a Power-Up, and sub- write that down. too. handle, it acts as if it was whipped. sequent Power-Ups make the chain longer. You can whip in eight direc- tions now! Also, the Whip can be swung in a circular pattern for a weak attack that will strike ene- mies all around you.

WHIP IT UP WHIP IT DOWN THE WHIP SWING

techniques Whipping upwards is one of the best Not all the vertical stages scroll upward. Some Throughout the game you'll find gaps in floors or for safely destroying monsters above you. Many other spaces that are too wide to jump. Centered stages in Castlevania ET are vertical and scroll over these spaces are golden rings. If you whip the ledge above, can upward. If you see a monster on a ring, the Whip will wrap around it and you strike straight up to destroy it. You can also technique will take care of these foes. Jump up. swing across the open space. By pressing down on whip upward at 45 degree angles to destroy the Control Pad you can lengthen the Whip, and by ceilings flying creatures or enemies that cling to by pressing the B Button. The Whip snaps past pressing left or right on the Control Pad you can in front of you. the ledge below you to strike the enemy. increase your swing.

SUPER

CASTLEVANIA

DZ

SUPER NES 27 \ SPECIAL WEAPONS & ITEMS

Special Weapons can be picked up close to an area where it will be useful. Most items are found by throughout the game and require Simon’s new Whip techniques, how- whipping candles, although items are found in Hearts if they are to be used. Gener- ever, will get you past most foes some Whip everywhere to ally a Special Weapon can be found without the need for Special Weapons. blocks. find hidden items.

SMALL HEART BIG HEART COINS AND POINTS

Small Hearts can be The Big Heart appears Collect the Bags of found by whipping less often than the Coins along the way to candles or by destroying Small Heart. Sometimes earn bonus points. enemies. Their value is you can get one from a When you have 20,000 you'll need a lot one, so candle and other times bonus points you'll get of them if you want to you must whip a wall. a 1 -Up. Collect another Special Weapon use a Its value is five. 1-Up at 50,000 points. frequently.

SMALL PORK CHOP LARGE PORK CHOP SILVER CROSS

The Small Pork Chop The Large Pork Chop is If you take the Silver can be found by also found by whipping Cross, all enemies on whipping candles and candles or walls. It the screen except stage- sometimes by whipping restores up to one half ending guardians will walls. It will restore up of your lost Life Meter, be destroyed. When the |P to one quarter of your but it is rare in Cross appears, wait a lost Life Meter when comparison to most moment to see what you take it. other items. foes are near. p|Mfe \mSSuM

INVISIBILITY DAGGER WATCH

The Invisibility Potion This weapon can be Time stops once the makes Simon invincible thrown straight ahead. Watch has been because enemies cannot It is easy to use. but it activated. For a short see him to attack him. is relatively weak. The period of time, and for

He flashes while the cost for each throw is a cost of five Hearts, all potion has effect, but it one Heart. You can also foes except guardians won’t last long. throw it while jumping. will freeze. Attack them

or pass them by.

AXE FIRE BOMB BOOMERANG

The Axe is a good The Fire Bombs have a The Boomerang is the weapon to use against short range, but they strongest weapon and it flying or jumping burst into flame when costs five Hearts. It guardians because it they hit something. The crosses the entire has a high arc. You can cost for using it is one screen, then returns to also throw the Axe Heart, but it is not as Simon. The long range through walls. The cost effective as in earlier makes it one of the is one Heart per throw. games. most valuable weapons.

28 NINTENDO PLAYER'S GLIDE FENCED OUT? STAGE 1 Simon can walk on both sides ofthe THE WALLS OUTER fence, and he’ll have to do so to begins at the gates of The journey avoid the bottomless pits on the Dracula’s property, but you are still outer path. Press up at the gates to long from the castle itself. a way pass through the fence and explore Once you get inside the fence you might have quickly through the outer, Pass each side thoroughly. to go back to the left to pick up items that fenced yard while collecting items were not within reach previously. and Hearts, and be sure to go on both sides of the fence. Now cross ROWDAIN the drawbridge and enter the small fortress then head on to the stables Rowdain and his horse are the guardians of where flying horse heads, nests of Stage One. Attack the horse first. When snakes and a swarm of Medusa the Enemy Life Meter loses half its heads all attack. At the end of the strength, the horse disappears. Now stay stage you’ll meet a skeletal knight out of the way of Rowdain’s fierce jumps on a skeletal horse who has a bone and whip him when he’s on the ground. to pick with you.

STAGE 2 CHANGING CURRENTS The river normally flows from left OUTER GROUNDS to right, but every so often it will It’s time for a haunted jaunt change direction, and Simon must through a graveyard where hands take care. Don’t jump over the reach up from the underworld and spikes in the streambed when the The spikes along the streambed and in the in the shad- invisible ghosts walk The current is another river flows right to left. ceiling are poisoned. creatures ows. Spiders and other danger. Go with the flow, don't jump against it. have an eye out (and sometimes a claw too) for Simon, so don’t slow MEDUSA down. Soon you will reach a cliff, then a second cemetery and finally Medusa’s Glance Spell can turn you to a subterranean river. The guardian stone. Kneel to avoid it, but beware of the in this stage is not at the end as you snakes that leap off her head. Some will might expect, but in Stage 2-2— jump behind you so you must turn and smack in the middle. Medusa waits whip them. Your basic attack is close to for you with a headful of serpents Medusa, kneeling and whipping. and a gaze that can turn you to stone.

STAGE 3 A HIDDEN ROOM xsr THE LAKE Look for the stacked rocks in the wall to the left of the bone dragon |3jf- The Lake spills over a cliff in a heads. Whip the rocks, but don’t the base the white cascade. At get too close. The stones will water seeps into the rock and crumble and reveal a room of treas- Whip the stones and enter the hidden room. caverns. carves out deep Simon ures. Beware of the bat as you take the Hearts and each time you pass. begins this stage in the cave where Large Pork Chop. Stop by SUPER you can hear the echoes of your fears. Falling stones and flapping ORPHIC VIPERS bats keep your eyes raised. But there is no sun, not even when you When the tower floor begins to flood, emerge at the foot of the falls and leap onto the middle block and await the

CASTLEVANIA begin the long, dangerous climb. coming of the two headed Orphic Vipers. Cross the lake, which is full of Mer- Attack the heads while avoiding the men, to reach the tower on the far lower fireball shots by jumping up. Whip shore where you must battle with the fireballs that fly straight at you. twin dragons. EZ

SUPER NES 29 STAGE 4 The Outer Keep of Dracula’s Castle the walls spin and giant stones rise SPINNING TALES has some ofthe most ingenious traps with crushing force. Even the floor imagined by the mind of man. Here might betray you and cast you down.

(D BOW DOWN @ TREAD SOFTLY ® THE KNIGHT'S DOOM

When a Skull Knight’s whip lashes These platforms flip if you jump onto If you try jumping to the solid floor to out, Simon should kneel and return them, but in many cases you have no the right, the Knight will attack the stroke. If you are quick with the choice but to make such a leap. As without mercy. Instead, kneel while Whip, attack as soon as you are soon as you land, jump away and the still on the left ledge and whip until within range and keep moving on. platform will not dump you. the Knight is defeated.

30 NINTENDO PLAYER’S GUIDE (D CORRIDOR HORROR (D A DEFENSIVE JUMP Suddenly the walls begin spinning Again the Whip Guard technique PUWEYXIL around you at dizzying speed. Skel- becomes an essential strategy for As the giant skull crashes eton Knights leap out of the hatch- survival. When making dangerous about the chamber, bricks ways and attack. One missed step jumps like the one shown below, from the wall rain down on plunges you into an abyss. press the Y Button so Simon holds the unprotected Simon. Use Although the walkway itself the handle of the Whip out in front the Axe from the relative remains motionless, you must con- of him when he lands on the far safety of the left corner, then centrate to maintain your balance, side. Enemies will attack immedi- switch to the Whip when because the spinning motion of the ately, but they will be repulsed by Puweyxil is overhead. walls plays tricks with your per- the Whip Guard. Another strategy spective. Move forward slowly and is to wait before jumping to see use the Whip Guard technique to what enemies appear. When they protect yourself from Skeleton move close to the gap, whip them Knights when making jumps. Be across the open space or use a Spe- sure to whip the candles. You’ll find cial Weapon like the Dagger. Once a Pork Chop in the middle of the the threat has been removed, you stage and a Silver Cross to banish can make your jump in safety and foes. move on.

® THE TABLES TURN

This chamber begins to rotate as soon as you enter it. If you stand on the floor, you will be cast against the spikes as the room tips. Use the Whip to hang from the room’s cen- tral ring and when the ledge is

below you, drop onto it. Flying Medusa Heads now attack. Face each one and lash out just as the Head begins to move downward.

SUPER

CASTLEVANIA

12

SUPER NES 31 (D RISING TENSIONS THE GRINDSTONES Run as fast as Simon can go toward the right side of the Here you will find giant blocks rising continuously screen as the blocks move swiftly upward toward the through a maze of stone. If Simon is caught between a spiked ceiling. If you hesitate, Simon will be lost. If you solid stone and one that rises, he will not survive. In race ahead, you will have to make a final jump to the some places you must use the Kneeling Walk. This is safety of the ledge on the right just before the rising an endless stage if you try to reach the top. Instead, blocks crash into the ceiling. make your way to the right side, and when you have a chance to drop down from a ledge to a gap in the right wall, take it. That is the only exit.

® TWO ROADS TO FOLLOW Jump upward and race between the crushing blocks to avoid the bat, or KORANOT hurry through the lower gap when This man of stone stands larger than life the bat appears behind you. when first you meet him, but as your Whip cracks his hard exterior, he shri nks and shrinks until he is no more than a pebble. While you are reducing Koranot to dust, however, he attempts to do the same to Simon. Stones plummet from above, and others fly off of Koranot. Stay close to him and use your Whip while keeping your eye on the falling stones. If you dodge the falling stones, you will win with ease.

32 NINTENDO PLAYER’S GUIDE STAGE 5 Don’t linger in the outer courtyard must race like the wind, yet defeat of Dracula’s Castle. Danger the foes that stand in his way. The THE COURTYARD approaches from the sky and from second stretch in 5-2 has hanging the earth, and time is short. Simon creepers that obscure your view.

® HUNT OF THE HARPIE ® FIGHT FIRST

Harpies swoop in carrying At the top of the first incline Ghoul Rabbits in their are Bone Dragon Heads. talons. If they are flying Kneel and attack them high, jump and Whip them. before trying to move on to If you delay, the Rabbits the left where there are drop to the ground and more ofthese creatures. Col- attack with nasty, pointed lect candles after fighting. teeth.

SUPER

® BONE-APARTS ® THE CASTLE GATE Skeleton Knights with Bats attack as you run up swords and whips guard the the castle steps. Take as

final stretch to the great many of the items as you CASTLEVANIA gates of the castle. Close in can by whipping the many and whip them quickly, or candles, but keep an eye on kneel down for extra safety. the timer. There is no guard- Don’t take too much time. ian at the castle’s entrance. 12

SUPER HES 33 STAGE 6 NAIL THE COFFINS The circle of coffins goes round and THE HAUNTED HALL round and they’ll only stop if you The tattered interior of Dracula’s destroy them. Stand to the left and Keep holds a haunted procession of whip them away. Single coffins are ghosts, evil hounds and knights, and also dangerous. Jump past them, that’s the easy part. As you climb to then turn quickly and attack. the rafters, prepare to swing on giant chandeliers. Further on you will find SHALL WE DANCE ectoplasmic gases and finely attired vampires who circle around Simon Paula Abghoul and Fred Askare before going for the jugular. In this haunt the final ballroom of Stage area, look for a hidden room in the Six. Their eerie dance has no floor. Still ahead lie living coffins, repeating pattern, so you must angry tables and waltzing pairs of react to every move. When they poltergeists who are not about to let rush at you with their swords you cut in. The last tango in Transyl- drawn, jump up or down to safety. vania takes place at the end.

STAGE 7 RUG RIPPLES There is something under the carpet CASTLE THE MIDDLE that chases Simon through the halls. in The Seventh Stage begins a If it passes beneath him at a place library for giants. Simon, atop a where the ceiling has spikes, Simon shelf, seems tiny in comparison to will be lost unless he kneels down. his surroundings. The regular Attempt no other defense. assortment of ghouls is joined by fly- ing books and red skeletons that can SIR never be defeated entirely. In the GRAKUL lower levels, Simon encounters gal- Sir Grakul lives in a glass case like leries of angry paintings, knights and a suit of armor in a museum. Each worse. One blow to the lower left cor- time he strikes the floor with his ner of the frame will imprison the long handled battle axe, a tongue portrait. Beware of the rug underfoot of flame races across the floor. Jump the flames and duck Sir Grakul's axe. At and the statues that collapse and Jump this fire and attack from the the end. the Knight will draw his sword, but a drop heavy orbs. If you do these right hand side. frenzy of whip strokes will end his ambitions. things, perhaps you will reach Sir Grakul.

STAGE 8 DON'T GET STUCK Some spiked platforms crash down THE DUNGEONS from the ceiling while others swing the foundations of the castle At back and forth like pendulums. Don’t Simon will find himself in the dun- get too close to either. One touch of a geon where the rattling of chain pul- spike drains Simon of life, so approach leys drowns the sound of dripping and dodge them with caution. poison from the ceiling. Mechanical traps present the chief health hazard here, but spiders, Bone Dragons and THE MONSTER Fire Eyes will also play their parts. He hasn’t left the lab, but the ceilings from Keep one eye on the Monster is already on a rampage, which spears may plunge, and your throwing bottles of scorching other eye at your feet, for a bridge chemicals and confusing you with along the way has an annoying habit a doppleganger. Attack from the It’s easy to dodge the bottles, but once the double of vanishing! If you avoid all these lower platforms on either side appears, your attack will be blunted. Hits must be deal dangers, you must with the while avoiding the chemicals. scored against the real Monster. Monster who has been reanimated.

34 NINTENDO PLAYER’S GUIDE STAGE 9 POTS OF GOLD THE TREASURY The hanging pots of gold and straw are no place to loiter. The weight of The floors of the Treasury are Simon will send them crashing to covered with gold and the air is the floor or into bottomless pits. thick with ghosts. Treacherous Jump quickly on and off again if you footing may cast you down at any wish to survive. moment, that is if the minions of skeletons don’t do it first. Conserve your strength, for there are few ZAPF BAT opportunities to refill Simon’s Life lower reaches Simon Meter. In the This jeweled marvel is a creature will to the find that his shoes stick of perilous beauty. As it flies golden floor while coffins attack. about the chamber, scales shoot of daring Whip Some the most off of it and strike blows on Swings are to be found here, and Simon. Attack from below and at some of the most deadly. Luck and an angle, dodging the scales. skill lead you in the end to the Zapf Bat.

STAGE A THE CLOCK TOWER Jumping from gears can be difficult even with experience. It takes The Clock Tower of the castle is super concentration. When Simon filled with gears and fears. Simon stands on a tooth that begins turn- must move gingerly over the spin- ing down, he will fall. If you jump ning works. The most dangerous early, a ceiling may foil the jumps in the game are found here, attempt. from spinning gears to moving rings to which you must leap with THE MUMMY your Whip Swing technique. Much of your journey lies in the vertical When the Mummy appears on Mummy when he dimension with evil lurking above the left ledge, kneel and attack appears on the left. you. A shrewd vampire hunter with your Whip from the middle might try attacking unseen ene- of the clock. But when he mies from below. Finally you’ll appears in other locations, use When the Mummy appears elsewhere, use reach the Clock Face where the the left ledge for your attack. Mummy bides his time. the left ledge yourself.

STAGE B THREE FIENDS The Dinosaur Knight, the Gargoyle and the Reaper must be dispatched The upper reaches of the castle are before you can move on to face the domain of Dracula and his Count Dracula. Each has a pattern Dodge the Knight's charges, attack the closest allies. As you might expect, or movement you must learn and Gargoyle from below, and avoid the Reaper’s the fiercest battles of all and the some brutal attack to avoid. whirling sickle while attacking at an angle. most cunning devices have been SUPER kept for this final showdown. Across a long bridge you must flee THE TIP OF A LIFETIME ahead of the ravens, and when you climb the wall where the stairs Do not battle the Count on an disappear, you can’t afford one empty Life Meter. Here in the

leap onto an CASTLEVANIA missed step. Beware of a giant gear final stage you can that springs up when you least invisible bridge. At the left edge you’ll fill all your levels and expect it. Then prepare to meet and beat three fiends before challeng- receive a Triple Shot. ing the Count. 12

SUPER IKES 35 FINAL FIGHT Metro City Meeds A Few Good Crime Fighters

The manic Mad Gears have Metro City under siege. Only Mayor and his street fighting friend, Cody, can throw a wrench into the Gears' plans. This means war!

screen. This size helps show their true strength and create a big impact as AN ARCADE SMASH they individually clean up the streets HITS THE SUPER NES of Metro City.

Final Fight was a hit at The ultimate street fighting arcade the arcades with its game is now the first of its kind for the great graphics and powerful street fighting Super NES. Capcom’s Final Fight is theme. an action-packed single player game with a ton of great moves and your a • SUPER NES choice of two awesome fighters. The The Super NES Five rounds of street fighting mayhem and two scrapper, Final speedy Cody, has youth on adaptation of Final Fight rock ’em sock 'em bonus stages make Fight his side while the more experienced includes everything that a powerful title in the Super NES lineup. Join in street brawler, Haggar, is as strong as made the arcade on the action and go after the evil Mad Gears. an ox. Both fighters are very big on the version a winner.

SAVE OUR CITY PUNCH FOR POWER-UPS

There was a time when Mike Haggar spoke only with his The Oil Drums and Crates ofMetro City are often packed fists, fighting fiercely against the criminal element of Metro with powerful items. Punch them open and grab the City. Now, Haggar is Mayor of the city, but when his police goods. You can also pick up weapons that have been left force and diplomatic actions can’t stop the villains from behind by street-fighting hoods. Shake ’em up! causing havoc, he resorts to what he knows best; hand-to- hand combat. The Mad Gears have kidnapped Haggar’s KNIFE daughter, demanding total control of the city for her safe As long as Cody’s targets are within return. Haggar knows that the only way to ensure that the striking distance, he can take them Mad Gears don’t follow through with their insidious plan is down with a single slash. to take to the streets himself and seek out the leaders of the gang. If Haggar can’t do the job, then his younger, faster PIPE friend, Cody, will step in and start fighting! Bulky Haggar can really send his

message home with a long piece of

pipe. Smash! SWORD

Sword wielding is a specialty of

Hagger and Cody. This long blade is

more powerful than the Pipe.

36 NINTENDO PLA YER ’S GUIDE Ccpcom 1989/1990 eCapcwrmUSA. Inc. 1989/1991 I THESE GUYS MEAN BUSINESS

Our heroes have different street- fighting styles. Since Haggar’s The lightning fast fists This muscle bound been on the streets for a long time, of Cody serve him well mauler has the style of he’s experienced. He also has a in bouts with baddies. a professional wrestler. wide variety of impressive fighting maneuvers. The smaller Cody has youth and speed on his side. • MID-AIR COLLISIONS I CLOSE-UP SHOTS

CODY The aerial Jump Kick Fighting up close, Cody keeps thugs at a safe can give his enemies a

Cody’s moves are kicks and distance. One swipe will shot to the ribs with punches that rely on speed. knock most villains the standard Knee Kick. down.

this speedy scrap-

r It] per can rifle oil sev __i By jumping and Possibly one of the most eral punches per BJSJ | |H impressive maneuvers in spinning, Cody can Siyl'v'TlI cprnnri anri SPnil

~ Cody's repertoire is the Hll iV^RK hie fnpe • execute the Spiral Kick boffo Back Toss. Once the ~ and clear away enemies | crooks are u" shaken up IH with a few quick punches. Cody can grab Cody's most unique them by the neck, turn

move is a Flying Knee and send them flying.

Kick. This one always This is a good move to

catches hoods by break the ice in any con-

surprise. frontation.

BONE CRUSHERS • INSIDE MOVES HAGGAR The Jump Kick always This massive muscle man uses his This thick-sculled connects for a fighter is lethal with the size to his advantage. knockdown. Haggar Headbutt. Talk about a

puts his all into this full force bangaroo! This

sideways shocker. one's big!

With his incredible Haggar barrels into creeps and criminals strength. Haggar can pick up just about any with head first flare when he uses the street fighter and pull him up over his Flying Body Attack. shoulder. Since Haggar's not as fast as some

Haggar's upside-down fighters, he's got to crunching Pile Driver dazzle them with would rival the moves strength and endurance.

of any professional This move really tires

wrestler. the other guy out.

Punch away from a Drum or Crate, then quickly turn and hit If you’ve got fast fists, you can the container. earn big points. Walk up to a

FINAL Drum or Crate and punch away You may find a from it for several swings. Then Diamond or stack of turn and break the container. You Gold in the rubble of the broken container. may earn Diamonds or Gold. FIGHT

SUPER A ES 37 MEET THE MAD GEARS

The main strength of the Mad Gears who calls on other creeps to do his a crook who masquerades as one of is their size. Every hood on the streets dirty work. The Subway leader is Metro City’s finest. The forces in the is part of this maniac gang. Their Katana, a professional fighter. After Bay Area are led by a goon by the forces include fighters of all sizes and you take a ride on the train, you’ll name of Abigail. The leader of the abilities. Gang leaders hang out in climb into the ring with this martial Uptown territory is currently in hid- every section of the city. The king of arts master. Your battle on the West ing. Keep fighting and you’ll smoke the Slums is a bully named Thrasher Side will end with a run-in with Edi.E, out this mysterious madman.

SLOW MOVERS • BRED • DUG ATTACK C ATTACK While none of the creeps in Metro C DEFENSE C DEFENSE City are pushovers, the slowest mov- B SPEED B SPEED B ing villains are probably the easiest to plow through. You should be able to make short order of these hoods This hood is one of the first villains you'll meet in Dug can't even spell, let alone fight. Dig into Dug without much trouble. your fight to clean up the city. He's not only slow, with a couple of good pops and he won't know he's weak, too! Hit him three times and he'll go what hit him. He'd counter with the old one-two,

down. It's too bad that all of the hoods in Metro but he never can figure out what follows "one".

City don't drop like Bred. Like Bred. Dug is a good villain to warm up with.

• JAKE • SIMONS ATTACK C ATTACK C DEFENSE B DEFENSE B SPEED B SPEED B

Without much effort, you can blast by the slow He's no brick wall, but Jake is a little more This fighter can actually fall three times before

movers of the Mad Gear gang and move on to durable than Bred and Dug. though you should he's out and it's a good thing, because he falls a

more difficult challenges. have no trouble toppling him. lot.

FAST FIGHTERS • J • TWO.P The speedy but weak faction of the ATTACK C ATTACK C Mad Gears is made up of two brothers DEFENSE C DEFENSE C in crime. If you can lay a hand on SPEED A SPEED A them, these guys will go down. The problem is that sometimes they’re The single letter fighter will be history after you The only thing that sets Two P apart from J is sneaky. They come in with a group of connect with him three times. Take care of him the color of his coat. The symbol on the coat fighters and get their shots in when as soon and you see him and he won't be able to stands for radioactivity, but don't expect any you’re busy fighting the other guys. sneak in a few licks while you're taking on a power out of this weakling. He may try to

Get them alone and in a corner, tougher fighter. You've got more important things impress you with a few swift punches, but as

though, and the fight will be over to do than to mess around with this loser. soon as you hit him, he'll be counting stars. quickly. HEAVY HITTERS • G.ORIBER • WONG WHO ATTACK B ATTACK B The bulk of the heavy hitters rivals DEFENSE C DEFENSE C even Haggar’s muscle bound body. SPEED C SPEED C These guys are human rollers. Watch out!

The massive mountain of a man, G. Oriber, is not There's not much difference between this big fighter • BILL BULL the fastest fighter around but, he can do a pretty and G.Oriber. He hangs out in the basement in the speeding train impression. When Oriber slums and charges with the same powerful heads ATTACK B good G. charges, the best thing for you to do is get out of down move. Don't let them charge at the same time or DEFENSE C the way. Once he passes, you can run up to him you'll be caught in a hero sandwich. The best way to SPEED C and knock him around pretty easily with some well-placed punches. by executing Cody's Spiral Kick or Haggar's Windmill Punch. He may be slow, but this guy can pack a pretty

good wallop. Watch it!

38 NINTENDO PLAYER'S GUIDE VICIOUS VILLAINS • AXL • SLASH Axl and Slash aren’t who you think ATTACK A ATTACK A they are. They’re just a couple of DEFENSE C DEFENSE C madmen on the streets of Metro SPEED B SPEED B City who can really cause some trouble if you’ve got your guard This guy's no rock star. He's just another With a name like Slash, you'd expect this guy down. Watch them closely and try to fighter on the streets of Metro City with a bad to have a knife, or at least a guitar. He’s empty hit them before they can hit you. attitude and few good fighting techniques. Take handed though, and really not that hot if you him down before he can give you a can move in with a few quick socks before he

demonstration. tries anything.

WELL-ARMED WARRIORS • HOLLY WOOD • EL GADO B There are a couple fighters in ATTACK B ATTACK Metro City who have more up their DEFENSE C DEFENSE C SPEED B sleeves than fists. These guys come SPEED B armed to the teeth and ready for war. Keep your distance from them In order to be true to his name. Holly Wood The acrobatic antics of this fighter are pretty amazing. He can fly into view upside down and if you’re busy taking on other fight- tends to be quite a showman. His flaming attack with knives in both hands. If you can ers and try to confront them when torches have a lot of flare. Watch the act from let his own stop him mid-routine, he'll never get to the real you’ve got plenty of room to move. a good distance and Holly walk into flames. The show will be over in a flash. dangerous stuff.

SCRAPPERS • SID • BILLY ATTACK B While they may be fast and reaso- ATTACK B DEFENSE B nably strong, these two fighters DEFENSE B SPEED A pay more attention to their hair SPEED A style and fashion sense than their powerful Sid fighting techniques. Unless they’re Sid's big move is a flying somersault. It's more This guy's a little more than and riled, you should be able to knock for show than for strength, though. While he's he concentrates a little more on his targets. Try some sense into them without in the air, you can take him down with a single to knock him out of the picture quickly and punch, then finish him off with a few more don’t get cornered by him when he’s in the much effort. quick moves. midst of a fist-flying frenzy.

BIG BRAWLERS • ANDORE JR. • U.ANDORE ATTACK A ATTACK A The heaviest hitters among the DEFENSE B DEFENSE B Mad Gear minions all come from SPEED C SPEED C the same line of big, burly brawlers. This family of fighters is known for their superior strength and their Junior has something to prove to the rest of his Uncle Andore resides on the West Side. When heavy-handed moves. Legend has family. His brother has always been thought of you come crashing into his home turf, he’ll be as the best fighter, so if can down a few looking for a fight. This brawler has perfected it that they were once circus heroes, he'll improve his image with the other the Andore Family body slam. Move out of the strongmen in an Eastern European members of the Andore Clan. way while he's charging and you may not and came to Metro City to country experience this move firsthand. escape from the rigors of barbell lifting and muscle flexing. Unfortu- • ANDORE • G.ANDORE nately, they fell in with the criminal element stateside and have now ATTACK A ATTACK A DEFENSE B embarked on lives of crime. The DEFENSE B SPEED C only way that you’ll be able to get SPEED C the upper hand on the Andore Clan Grandpa is plugging away and try not The older brother of Andore Jr. has been named He may be getting up in his years, but to keep FINAL fighter. He's the to get hit while you’re down. heir to the Andore Family fortune. All of those Andore is still an incredible years of performing apparently helped the clan best scrapper that you'll meet in the West Side,

amass a sizeable amount of dough. Now. with the exception of Edi.E.

Andore's just smashing heads and waiting to FIGHT

collect.

SUPER NES 39 ROUND 1 HIT AND PIVOT Hit your enemy with

two quick punches. He'll SLUM Your third punch in a row usually lose energy but stay on knocks enemies to the ground. If Your battle begins on the bad side of his feet. you’d rather keep them standing, town. While the weakest of fighters you can aim your third punch away will attack first, the combat will soon from them, then target them again grow in scale and difficulty. After you with two more quick jabs. This move Turn around to fire the take on a group of baddies on the third punch while your ensures that when your enemies street, you’ll move down to the ware- foe is stunned, then finally fall, they’ll never get back on house hideout of G.Oriber and Wong come back with two their feet. Who. These big battlers will charge more jabs. as soon as they see you. Move out of their way and hit them when they least expect it. Once you’ve cleaned STAGE LEADER: THRASHER Thrasher thinks he’s up the basement, you’ll go back to pretty hot stuff. Hit him This big bully has a gang of evil while he’s laughing and ground level. Shake up the streets doers under his wing. After you you’ll knock the hot air with a fist and foot barrage and send a few punches to Thrasher, out of him. break Drums and Crates for Power- he’ll take a breather and call for his Ups. underlings. Get rid of the weaker When he wants to take villains as quickly as possible and a break, Thrasher whistles for help. You try to make the most out of your can make short order of quality time with their leader. his underlings.

ROUND 2 BACK AGAINST A WALL SUBWAY When the enemies are coming in from all angles, it’s easy to get caught off The Mad Gears’ trail leads to the guard. Whenever possible, try to make Metro City underground. Once you sure that the Mad Gears can only survive a small battle on the train attack from one direction by standing If you position yourself in front of a wall, you'll platform, you can board and start the in front of a wall or other obstacle. stand a better chance of fighting off the enemy real fight. Your destination is the onslaught. sight of Katana’s latest bout and you are the challenger. Before you climb into the ring though, you’re going to STAGE LEADER: KATANA have to take care of the Mad Gear The leader of the subway sector maniacs who are also on their way to likes to put on a good show. After the fight. You’ll meet a member of you knock him down, he’ll charge the Andore Clan for the first time with both swords flying. Try to here. If you can catch him alone, you After you throw Katana down, move directly move directly below him before he stand a good chance of winning below him and avoid his charge. Then move up charges and he may miss you. without taking much damage. and deliver a few good jabs.

BONUS STAGE 1 Since Cody's fast and strong, he can do the BREAK THE CAR most damage with his Bad Guys and Barrels aren’t the only fists in the allotted time. things that you get to pummel in Final Fight. As a reward for defeating

Katana and making public transpor- Haggar could easily total tation safe again, you can bust up the the car with his bare Mad Gears’ wheels for big bonus hands, but he might as Earn a big bonus by busting up the wheels of one points. well use the pipe for of the Mad Gears. maximum damage.

40 NINTENDO PLAYER'S GUIDE When the title screen is ROUND 3 NINE LIVES showing, press and hold L and hit the Start Button to If your lives seem to end quickly, WEST SIDE call up the option screen. you can strengthen your fighting The West Side used to be known for forces with a quick code. Press and allow restaurants. it’s for The option screen will its Now, known hold the L Button when the title you to adjust the difficulty its rumbles. The late nighters here screen appears, then press Start for and give you nine fighters. have an appetite for destruction. the option to add fighters. It’s time to give them theirjust des- serts. Blast through the streets and seedy dives with a two-fisted fury. More members of the Andore Fam- STAGE LEADER: EDI.E ily make their presence known When this hood masquerading here. G.Andore is one of the toug- as a cop is weakened, he’ll pull hest fighters that you’ll ever meet. out his firearm. Stay directly Take care of him as quickly as pos- above or below him and he won’t Show Edi.E who really represents the law by sible and try to leave room for the have a chance to use it. main course; Edi.E! sending him behind bars.

• ROUND 4 SLOW 'EM DOWN If a Barrel or some other puochable object is in view, While feel compelled BATAREI you may to only two hoods will show open a container as soon as you see up at once. The docks of the Bay are crawling it, you should wait until all of the from all corners of the with creeps crooks in the area have been dealt Break the container and the stage will prove to be a real city. This with. If a container is in view, they’ll enemies will attack you It’s quite a hike to three at a time. test of endurance. only come out two at a time. the leader of the pack, Abigail, and the boardwalk is lined with hoods every step of the way. Abigail has a strong force of fighters working for STAGE LEADER ABIGAIL him and they’re all ready to fit you for a pair of cement shoes. Try not to Abigail is a fast fighter with a lot let them gang up on you and don’t of friends. Take care of the goons take any long walks off short piers. quickly. Then toss Abigail and of as is You’ve survived three other criminal- get out the way he reco- Throw Abigail into a corner and run to the infested areas of the city, but none of vering from the fall. opposite corner while he is getting up. those fights compares to the battle in the Bay.

BONUS STAGE 2 BREAK THE GLASS

Once you clear four of the five sec- tions of the city, you can show off your power in the glass factory. Break as many panes as possible for a big bonus.

ROUND 5 UPTOWN FINAL Uptown has been on a downhill slide ever since the gang leaders claimed it as their headquarters. Make your for falling chandeliers, then pick up a You'll find special items behind every column in Watch FIGHT way to the Mad Gear big wigs and Power-Up in the rubble. the foreground on the roof. show them who’s boss. SUPER NES 41 GRAMUS DI The Space Action Classic Gets Even Classier

Konami's Granddaddy of space shoot 'em up gets a face-lift and a galaxy of new options. Select your own weapon Power-Ups, pick a skill level, and get set to jet!

Giant monsters and great detail add whether to have Auto Shot and Auto to the immediacy of the game, but Power-Up. COMBINING THE BEST OF the options are what really make this THE OLD AND NEW Super NES version shine. Now it’s up to you to choose from two dozen weapons and defensive systems for If you liked Gradius and its sequel, the Viper space ship. You also choose Lifeforce, both hits for the NES, Gra- your own skill level, which button dius III will launch you into a new activates the weapon systems, and orbit of space action. The tried and true game play remains the same. • NES • SUPER NES You pilot a ship through automati- cally scrolling stages filled with ali- ens. Collect Power-Ups and you can add to your ship’s arsenal of super weapons. What has changed are the graphics and a payload of options.

POWER-UP YOUR VIPER

SPEED-UP CANNONS AND LASERS MISSILES

The first Power-Up is always Speed. Your basic weapons are cannons and The mission of a missile is to attack Each time you activate a Speed-Up, lasers. On the Option Screen you can enemies on the floor or ceilings ofthe the Viper’s controls become quicker. choose from four of each type. At the stages. Some fire up, some down, If you have more than three Speed- end of a game, if you continue you some backwards and others go in Ups, the ship is almost too jumpy to can change your weapons options. several directions. Some missiles handle. Two Speed-Ups are fine in pack a bigger bang than others. most stages. In areas with lots of • DOUBLE enemies, however, go up to three • MISSILE Speed-Ups to counteract the slow- down effect of having so many mov- ing objects on the screen at once.

42 NINTENDO PLAYER'S GUIDE I CHOOSE YOUR OWN POWER-UP WEAPONS

MISSILES

Choose the type of missiles that will • MISSILE • HAWK WIND compliment your attack i: a particular The regular missile travels down This missile fires forward and t*«rrTTF>, stage. Hawk Wind missiles a e good in and forward. 9 either up or down. most stages, but you may find stages that require a specialized missile, or if ® 2-WAY MISSILE • 2-WAY BACK you have a Double Cannon, you may Attack up or down like the Hawk Target foes to the rear both above rresTW5 not need 2 Way missiles. Wind. and below you.

• PHOTON TORPEDO • SPREAD BOMB • SMALL SPREAD

These guys drop down and take These bombs are launched down Two small spread bombs fall out multiple targets. and forward. straight down. n

DOUBLE • DOUBLE • TAIL GUN

Two cannons can fire simultane- Don't let the enemy catch you This is the most versatile Double ously—one forward and the other Cannon. m from behind. up, backwards or at an angle. The regular Double—shooting upward • VERTICAL • BACK DOUBLE jjH| at a 45 degree angle—is best for This cannon fires straight aanm* most stages. overhead.

LASERS • LASER • CYCLONE LASER Destroys everything in a straight A powerful, long range laser. SIB eral patterns. line ahead of you. M

• TWIN LASER • RIPPLE • ENERGY LASER

Double your forward laser power. Expanding circular laser blasts for Fires one powerful energy ball at a a B time. wide attack. 0

OPTIONS c option • SNAKE OPTION

are small The tail after Options companion drones The regular Option follows the EH Options the ship in a that have the same fire power as the ship's movements. H Viper. One Option will double your fire power, two will triple it and so on. •FORMATION OPTION • ROLLING OPTION

Options move in various patterns The Options remain in position The Options rotate around the ship. around the Viper. above or below. HI s

•' •SHIELD • FORCE FIELD

The Question Mark denotes defen- Two forward mounted, star-shaped Protects the entire ship for several sive systems. Shields are strong but energy fields. hits. don’t protect the entire ship at any one time. Force fields are drained •ROLLING SHIELD • REDUCE rapidly with impact, but they cover The two energy fields revolve Reduces ship size, making it harder everything. around the ship. to hit.

! •SPEED-DOWN • REMAIN OPTION

The Exclamation Point indicates Reduce your speed for better Iffllp Fills out the remaining Option special Power-Up selections includ- con,r°l- Formation. K ing Speed-Down, Option, Full Barrier GRADIUS ‘ addicd l ULL BAnHltH and Mega Crush. These choices are • • MEGA CRUSH Replenishes your weakened shield used one at a time. .ww.S3 Destroys all enemies on the screen or force field. except guardians. HI

SUPER NES 43 The early parts of this stage are in sule. Further on you’ll reach the desert STAGE 1 deep space where an assortment of where giant sand dragons loop up to THE DESERT alien ships dodge and dart as they attack you while mech-walkers, ships attack your Viper. Wipe out every and other alien forces converge. At the ship in a formation to receive a red end of the desert Goliath, a giant ant, Power-Up, or a blue Mega Crush cap- tries to eat the Viper for lunch.

® POWER-UP! @THE SAND DRAGON

Making a good choice of weapons and The giant sand dragons certainly defensive systems can be critical. In look impressive, but they aren’t too this first stage you’ll have enemies on difficult to beat. Keep firing at the the desert surface both above and dragon’s head and if the scroll starts below you. Missiles like the Hawk forcing you into the dragon, move Wind are ideal. The rest of your atten- into the loop. The rest of the aliens tion should be directed forward, espe- don’t stop just because the dragon cially because Goliath must be appears, and avoiding them may attacked head on. The Double and prove more difficult than beating the Ripple Laser are good choices. dragons.

STAGE 2 Once again the stage begins in deep of existence. If you shoot a large space with a clash between your Viper bubble, it breaks into multiple, smaller BUBBLE WORLD and a swarm of alien ships. Further on, bubbles. Sometimes your best strat- you’ll encounter the Bubble World. egy is not to shoot at all. At the end Although the huge, seemingly trans- you will find the Bubble Eye, a mutant parent bubbles look about as harmful interstellar amoeba that attacks with,

as soap suds, one touch warps you out you guessed it, bubbles.

( START )

® SPREAD IT AROUND

The Spread Bombs can be a big help in the Bubble World, especially if you have multiple Options to increase the number of bombs. The wide blast of the Spread Bombs can eliminate many small bubbles at once, clearing a path for the Viper. They also take out aliens on the ground.

44 NINTENDO PLAYER’S GUIDE SUPER CODES rf 29 EXTRA SHIPS

Start out on your voyage of conquest

with 29 extra ships by entering a simple

code at the title screen. Press and hold

Left on the Control Pad, then press the A Button three times followed by the Start Button. Choose your weap- ons, then start

the game. You'll see

a line of ships

across the top of the screen.

FULL POWER

Use the following code once per stage to GOLIATH get full power on your Viper. Press Start to pause the game, press Up, Up, Down, Goliath looks worse than he really is. Fire at his Down. L Button, R Button. L Button. R head when the pincers open wide, then dodge Button, B. and A. When you unpause the the fireball, which explodes. You'll also find game, your ship yourself under attack from the sand overhead will be fully dodging. and below, which will keep you Powered-Up. Shields or a Force Field are useful at this point

as is a Double, but the main strength, whether a cannon or laser, should be directed forward with multiple Options.

® HARDENED BUBBLES ® THE HIDDEN HOLE Some of armored bubbles are tough Note where the bubbles emerge from to burst. Don’t even try. Dodge your the ground here at the bottom. That is way past them and _ the route to the hidden bonus stage, but shoot the ships take care when entering the hole or an | that emerge. emerging alien ship might hit you.

SUPER I\ES 45 BLAST THE LAVA STAGE 3 BIG CORE The lava boulders can be blasted THE VOLCANO 1WORLD into dust, but you’ll probably have to Stay in the middle of the diamond pattern to avoid the Big Core's reflect laser. The outer reaches of the Volcano dodge alien ships as well as the rocks Stage look Earthlike in many ways, at the same time. Luckily, the vol- canos soon stop erupting. but this is a hostile world. Beware of platforms lined with enemies that suddenly appear. Most of the ene- mies are ground-based, so missiles are useful. The Volcanos fire giant boulders, but you can blast the rocks and move ahead. A wide angle weapon like the Ripple Laser is excellent for cutting through the mud stage before reaching the Big Core at the end. AN EXTRA STAGE

By the time you reach the area shown below, you must have destroyed all the land targets in Stage 3 if you want to enter the bonus stage.

Look for the four 1-Ups hidden in this bonus

stage. You'll need them later.

STAGE 4 MOAIS MOUTHING OFF THE BIG MOAI Watch the Moais’ mouths! Shoot MOAI Watch out for the falling rocks as you Moais in the open mouth to destroy shoot the giant Moais in their open Island statues The Easter found them and don’t let them swallow one mouths. throughout this stage in various forms of your Options. are called Moai. Unlike their earthly cousins, these statues don’t just sit around corroding. Watch out for shots that emerge from their mouths. Some Moais pivot, making them difficult targets. At the same time you’ll have to fight off other attackers. The columns of Moais must be penetrated before you reach the two guardian Moais at the end of the stage. ANOTHER HIDDEN WORLD

As you approach the entrance to the hidden world, make sure you make use of any Power-Ups. No Power-Up lights can be showing if you want to enter.

If you survive the bonus stage, you might

find three 1 -Ups.

46 NINTENDO PLAYER'S GUIDE THE FIRE STORM STAGE 5 TWIN GORGON The fire shots that assault you right PROMINENCE from the start can be blasted into smaller pieces, just like bubbles. Some like it hot, and others like it quickly through the narrow scorching, but if you enter this Dart you’ve cleared the path. stage, get ready for explosive areas once action. No sooner do you enter the furnace of the Prominence Stage than solar flares begin to assault the Vic Viper. This is an ideal stage for the Force Field protection. Not only must you dodge the flares, but enemy ships must be warded off at the same time. At the end of the stage is the Twin Gorgon. EXTRA EXPLORATIONS

When you reach the area shown in the photos the third digit from the right of your score must be either a three, five or seven.

If you reach the hidden bonus stage,

look for the five 1 -Ups inside.

STAGE 6 TENTACLE TRACTION PLANTOID Long tentacles emerge from some BIOMASS Extra Speed-Ups and the Force Field pods and reach for the Viper. They come in handy while battling the The Biomass stage is a green can sense its location. Dodge Plantoids powerful suction and seed attacks. tangle of alien life forms. Watchout quickly past them, staying just at for exploding seedpods and creep- the right edge of the screen. ers that reach out to swat the Viper like a fly. Not only will you have to avoid vegetable matter, there’s also the matter of the alien ships you’ve come to know and despise. The giant ship-eating pod at the end tries to inhale your ship, so extra Speed-Ups will come in handy to fight the suction.

GRADIUS

m SUPER NES 47 SUPER R-TYPE Fly Your R-9 Fighter Into Battle

Super R-Type is a galactic warrior's dream come true! The people at Irem continue their winning ways with R-Type for the Super NES. "R" you ready for the challenge?

comes next. Super R-Type should

certainly be a part of your wish list if TO THE ARCADE SEQUEL not already a favorite in your Super CLASSIC FOR YOUR HOME! NES library.

• ARCADE The graphic detail in Super R-Type IREM's Arcade version is nothing short of fantastic! The Super R-Type was backgrounds are extremely unique of distributed by Nintendo and complex. The enemies are and was a huge hit at intense well defined. defini- and The gaming galleries. tion comes from the Super NES’s high resolution, immense color •

palette, and its ability to display a The ultimate hand-held

multitude of colors on the screen at challenge. Super R-Type The Super NES version features four different the same time. This side-scrolling features some of the difficulty levels: Novice. Easy. Normal, and Hard. Boy graphics shooter is so appealing that you will best Game Don't be fooled by the Novice and Easy levels, want to keep playing just to see what ever. they are very challenging.

RETURN OF THE BYDO EMPIRE

The Super R-Type story takes place throughout the galaxies. Your home many years after the original R-Type planet is now being threatened. Mul- mission was flown. Bydo was de- tiple waves of Bydo enemies will be stroyed, but now the technologically dispatched in each of the seven advanced Bydo Empire has rejuve- stages of Super R-Type. Are you and nated itself through a complex clon- your R-9 Fighter Ship ready for the ing process and is gaining power ultimate mission?

Enter the R-9's cockpit

as the elevator lift takes you up to the launching B tube. It's time for battle!

The launching tube claw will bring you up to

speed as you exit the mothership.

48 NINTENDO PLAYER'S GUIDE POWER-UP YOUR R-9

A fully powered-up R-9 Fighter is • REGULAR SHOT • SUPER SHOT an awesome fighting machine. Use the Y or X Button to The most powerful shot. Hold the B Button until There are places in certain stages shoot regular shots. Hold the meter turns orange and flashes. where you won’t even need to fire down for rapid fire. any shots to defeat the enemies. • ENERGY SHOT

Hold B until the meter turns fully blue.

WEAPONS AND POWER-UPS

At certain places in each level, a • REFLECT LASER • SPREAD LASER ,

Power Armor will enter the playfield. This is a good weapon 69H Allows you to shoot an 1 They contain the Power-up items, for flying enemies and arc of fireballs. Not ultra- 1 but you must first shoot them to get enemies on the ground. powerful, but it is very with small flying their helpful cargo. A Power Armor Three lasers shoot out of good enemies. can crash into your R-9 Fighter as the Force Unit. well, so get them as fast as possible. • SKY ATTACK LASER When a Power Armor is destroyed, A great weapon for flying A short range weapon 1 an Item Pod will remain. Touch the enemies. It will allow you which drops to the Item Pod to access the weapon or to easily cut a swath ground and damages

“Other” Power-up item. The Force through a wave of enemies around the area | Unit will enter from the left side of enemies. of impact. the screen. POWER ARMOR • GROUND ATTACK These round helpers are LASER Speed units, MK-1 Missiles. Spread 1* usually flying right to left, but Excellent in Stage 4. Beams Homing in Bombs and Pits are other they can also be hopping shoot off to the top and j special items which around on the ground before bottom then run left to right help you along the way. they take off. while destroying enemies. fix

HIDDEN COMMANDS m

A true R-Type master will be STAGE SELECT FULL POWER-UP able to complete every stage in At the title screen, press the R Button once, Press Down. R, Right, Down, Right twice, all levels. However, Super R- then press Up 9 times. At this point you Down, Right, Down twice, and Start. Pause Type can get very complicated will hear a sound. Start the game. Press the game then press R, Right, Down, Y,

and intense in the latter stages, Start to pause the game. Press the R, A and Down, Right, Down, Left, Right, Down, Right

so we are including some helpful Select Buttons at the same time. A number twice, then R, A and Start at the same time.

tips will appear in the lower left corner of the for getting fully powered-up LASER screen. Press Up or Down to choose a weapons and a stage select code A-SKY ATTACK LASER to easily access higher levels. stage. B-GROUND ATTACK LASER Use these to sharpen your skills X-REFLECT LASER SUPER on the more difficult stages. Y-SPREAD LASER R-SHOTGUN BOMB MISSILE

A-CHASING MISSILE R-TYPE X—ANTI-GROUND MISSILE

SUPER NES 49 CIRCLING GUNSHIPS STAGE 1 A perfectly timed, well- GALACTIC SPACE placed Super Shot should be able to take

Stage 1 allows you to practice and out every gun in each hone your space fighting skills and circle. This obstacle shows you a wide variety of the types occurs right after the mine field. of things you’ll encounter through- out Super R-Type. There aren’t very LASER-TOTING ROBOT many Power-Up items offered here, This big guy shoots a so make sure you get any that do deadly pinkish-purple appear. It has two relatively difficult laser and enters from everything else (includ- enemies, but the top of the screen. ing the Boss) should be fairly easy to Wait at the bottom deal with. Good luck on your newest while charging up a

. . Super Shot to destroy mission . you’ll need it! him.

STAGE 2 Stage 2 starts off much the same as your R-9 scoops up all Power-Up Stage 1, but that’s where the similar- items it encounters. Getting all ALIEN RUINS ities end. The enemies are tougher Power-Up’s is a general rule for any here, so you’ll want to make sure stage.

® SNAG THE POWER-UPS ® SHOOT FAST! ® BLAST THE TURRETS

A couple of Power These characters are Make sure to quickly

Armor's will appear in difficult to destroy if destroy all of the gun 55 - the first section of this you don't have any turrets located on the stage. Make sure to get special weaponry. Their moving platforms. a . both of them. missiles are invincible. Carefully maneuver through the platforms.

STAGE 3 Stage 3 gives a player a taste of the asleep to the music in the first part of — sound capabilities which the Super the stage, but don’t let that fool you! THE CAVE NES can deliver. You could fall The waterfalls are cool.

CD CRAZY GOLDFISH ROCKETS ® WATERFALLS ©TWO ROUTES The gold rockets are BflHIHHHH The waterfalls won't There are no Power-Up deadly! They are damage your ship, but items in the upper invincible to everything I they will change the route. Take the lower except the walls. Shoot I course of it. Pay special passage and blast them early to disable attention to your ship's through the walls to get their engines. location. the items.

50 NINTENDO PLAYER’S GUIDE GALACTIC POWER! • POWER POD USE • ENERGY SHOT VS. SUPER SHOT

The firepower capabilities of the You can attach the Force Unit to the front or You can build up an Energy Shot in just a R-9 Fighter are astounding. The rear of the R-9. Release the Force Unit by few seconds, but building up a Super Shot pressing the R or A Button. will You'll to Force Unit is one of the first Simply reattach take twice as long. have make the Force Unit by running into it again. You the decision whether you should blast an Power-Up items you will encoun- will usually attach the Force Unit to the enemy with a couple of Energy Shots or ter and it is the essential build- front, but it can serve you better in the back take the extra time to go for a Super Shot ing block for the R-9’s upgraded at times. while dodging the enemies. weaponry. The Bydo Empire realizes that the R-9 is a formid- able foe, so they will dispatch many of their Fighters to stop your progress.

® GO FOR THE SUPER SHOT Most of the larger enemies, like this Laser- toting Robot, will require several Energy Shots or a well-placed, close proximity Super Shot to be destroyed.

3 DEFEAT THE CORE BOSS: ZABTOM If you blow up the upper and lower This bad dude takes up the whole right half of the screenl Build domed cores at the up a Super Shot and let it fly when the hatch in his mid-section end of this segment, opens. Immediately after firing, move out of the way so your R-9 the enemies will stop doesn't get toasted. Watch out for his lasers! coming out.

3) DIFFICULT SECTION BOSS: INEXSIS SUPER This area can be the relatively weak, but will chase you. His spots most difficult section This Boss is weak

small, in It require several Super of the stage. Keep are so home on them. may your finger down on Shots to finish him off. Make sure you are recharging the Super the fire button at all Shot as soon as you fire off the first round. R-TYPE times!

SUPER A

® INVINCIBLE ENEMIES ® DESTROY THE HATCHES ® USE SUPER SHOTS

Attack of the killer If you detach your Force Do some damage! If you tadpoles! Do NOT get in Unit in this area, it will build up a Super Shot front of these-they will take out the enemy and aim for the center of penetrate any of your hatches with ease. The the tadpole cluster, you weapons with ease. Time gun carts will then cease can take out all three your moves. to come out. guns.

• STAGE 5 The Mining Field features walls your R-9 trapped to be squashed by which move vertically, horizontally immoveable walls. Overall, the best MINING FIELD and diagonally. There are routes route to take is the upper route. The which, if taken, will leave you and action is fairly slow in this stage.

® USE ENERGY SHOTS ® WATCH THE MOVING WALLS! ® TOUGH CHARACTERS

The chain of circular The walls will act as The small blue gunships wall crawlers will break traps if you take the will obliterate you if up, change color and wrong route. Stay to you're in front of their spin out of control the top. gun. Build up a Super when hit once. Keep Shot to take one or two your distance. out.

THE BATTLE CONTINUES!

STAGE 6: ENEMY The final levels of Super R-Type fea- • BOSS: RECYCLER ture some of the fiercest fighting RECYCLING PLANT The Ground Attack Laser will make short work of action to offer. You’ll This is the place where useless robots go to die. any shooter has this Boss. Position the R-9 directly under the New fighting droids and gunships are also have to be lightning-quick on the Recycler and aim for the red protrusions. manufactured here. There are a lot of medium- controller if you want to survive at sired enemies in the level. this level of play. You’ll have to nego- tiate complex terrain in the Recycl- ing Plant, but Bydo’s Lair is pretty much wide open. Bydo’s Lair con- tains hundreds of enemies, though!

52 NINTENDO PLAYER'S GUIDE BOSS: PRISONER

Three or four Super Shots to the

center should be enough to take out the Prisoner. Avoid the reflecting beams that emanate from the Prisoner's center and

move to the upper left corner to

avoid the shrapnel fired from the

top side of its cannon.

® GET SPREAD BOMB d> DETACHING THRUSTERS A Power Armor will The thrusters will shoot appear and may leave a a blue flame which can spread bomb in this destroy your R-9. They location. It's an can’t be destroyed -just outstanding item to avoid them. have in this area.

STAGE 7: BYDO'S LAIR • ENEMIES GALORE! • BOSS: WOOM

This final stage is very difficult. There are Stage 7 features the most enemies of any multiple enemies which come at you from every stage. If your R-9 doesn't have fully powered-up possible direction. You'll first encounter brownish weapons, you could be in deep trouble because crab-like creatures who move quickly and then you're definitely going to need all the help you you'll come up against armored, segmented, can get. Especially helpful items are Pits. They flying snake-like enemies which swoop around will help protect your Fighter from attacks the screen. Next, you'll encounter yellow lobster- which come at you from the top and bottom.

like creatures which

fly right to left. They SUPER

will take a couple of

hits before being destroyed. Four ally Fighter Ships are trapped by Woom.

Use Super Shots to get to Woom's core, but R-TYPE avoid the blue lasers which bounce around.

SUPER 1\ES 53 U.N. SQUADRON Soar To Victory Over Evil Forces

Take off for an adventure in aerial combat! Your home base is surround- ed by enemy forces and only you can save the day with good planning and superior fighting skills.

whenever your mission calls for its ARCADE ACTION ON own special features. They range from the heat-seeking Phoenix Mis- THE SUPER NES siles to the enemy-clearing Mega Crush. The incredible side scrolling Capcom’s Super NES translation of action of U.N. Squadron is presented the arcade hit, U.N. Squadron, puts with big, bold graphics and awesome you in the pilot’s seat of a high tech sound. fighting jet. Your mission is to de- stroy an army of evil forces before base. they converge on your home By The first military blasting enemy vehicles, you can add mission for the Super to your flight account and buy better NES features huge jets and more spectacular weapons enemy hardware and If you are victorious, you'll earn enough dough to for the battles ahead. Once you have amazing visual effects. buy better weapons and jets. a jet in your fleet, you can use it

AREA 88 NEEDS YOUR HELP ENLIST A PILOT

For several months, a ruthless army You have $3,000 in your flight You must choose one of three brave has occupied the kingdom of Aslon. account with which you can use to pilots to carry out the mission. They Area 88, a base which houses some of purchase weapons, and an F8E each have strengths which help the world’s finest pilots, is the only Crusader. Your first mission is to them survive enemy attacks, even part of the country that has not yet destroy the front line base. Take care when the odds aren’t in their favor.

fallen into enemy hands. Now, the of it and you’ll be able to attack the enemies are going after the base in a rest of the forces with your own • SHIN KAZAMA big way and you’ve got to stop them. agenda.

Shin is able to increase his

power level faster than any

other fighter on the base.

• MICKEY SCYMON

This San Francisco native can handle any weapon with speed and accuracy.

• GREG GATES

Greg demonstrates an ability Commander Saki shows you the position of Your crew chief. McCoy, will provide you with any to repair his jets with speed enemy attackers and gives you special advice. weapons that your plane can carry. and efficiency.

54 NINTENDO PLAYER’S GUIDE 1889/1991 61Capcom USA. Inc. 1989/1991 SPECIAL WEAPONS ARE ESSENTIAL

You’ll begin with the A Cannon and ©CLUSTER b PHOENIX MISSILE

$3,000. You can use the money to The Cluster fires These heat-seekers buy special weapons systems and shots in all directions, are great to use when save the really big weapons for your acting as a shield enemies are coming confrontations with enemy leaders. around your plane. from all directions.

C FALCON MISSILE ©BULLUP ©SUPER SHELL

A specialty of A1 OA The five missile

Thunderbolt pilots. forward attack of the 1

Falcon Missiles fly Bullup is very useful

close to the ground. against air targets.

^THUNDER LASER ©BOMBS H NAPALM The Thunder Laser Bombs can be carried By unloading Napalm, emits a lightning-like by most jets and are you can take care of

charge for a high an effective way to several enemies on

voltage attack. fight ground forces. the ground at once.

0GUNPOD D SAILING MISSILE ©MEGA CRUSH

This gun fires up and Sailing Missiles fire This super powerful

out at a 45-degree straight up from your weapon showers the

angle and is perfect aircraft, three at a screen with laser-like

for low fliers. blasts.

COMPARE CRUISERS TRUCK STOP Jet speeds are rated from A to D, A means that a jet can acquire more — I— : being the fastest. High fire power weapon strength. As a money making bonus, you can choose to battle the • F20 TIGER SHARK • F8E CRUSADER green trucks on the briefing FIRE POWER FIRE POWER 5 room map and earn an additi- SPEED CLASS SPEED CLASS B onal $20,000. Your jet enters a FIRST JET $100,000 canyon where supply trucks are trying to make their way • F14D TOMCAT • A10A THUNDERBOLT 2 to enemy headquarters. You’ll FIRE POWER FIRE POWER 3 have 40 seconds to destroy SPEED CLASS SPEED CLASS D the vehicles before you run $300,000 $350,000 out of fuel. If you’re success- ful, the cash will be added to • YF23 STEALTH • F200 EFREET your flight account so that you FIRE POWER FIRE POWER 7 can buy more weapons. SPEED CLASS SPEED CLASS B $500,000 $1,000,000 WEAPON HOLDS h A B C D E F G H 1 J K n F8E CRUSADER 3 50 1 F20 TIGER SHARK 20 20 10 50 1 FI 4D TOMCAT 10 10 10 1

Nouavnos A10A THUNDERBOLT 2 30 50 10 1 Destroy the convoy and fly away with a YF23 STEALTH RAY 10 10 10 50 1 bonus to spend on weapons and jets. F200 EFREET 10 30 30 20 20 20 50 20 20 50 2

SUPER NES 55 POWER-UP ON THE FLY a FLY FORTH TO VICTORY

By destroying orange enemy vehicles, you’ll make special You’ll encounter a total of ten enemy battalions in your items appear which will aid you in your base defending fight for freedom. They are spread across four large areas mission. Every item has different powers. which you will be able to access one by one. Three of the enemy battalions are mobile and the others are station- • ORANGE POWER-UP • BLUE POWER-UP ary. Every time that you play the game, you’ll go after the This item helps increase Blue Power-Ups are front line base in your first mission. After that initial the strength of your three times as effective battle, you can choose to fight any other forces within Vulcan Cannon. as Orange Power-Ups. range. The missions are presented in this review in a sug- gested order. In the later missions, you’ll benefit from • FUEL TANK • WEAPONS RACK having advanced jets and weapons which you can pur-

Tanks replace some This powerful item adds chase once your flight account increases.

fuel that has leaked strength to your special

from your fighter. weapons. §5398 • YASHICHI • MECH siwnu!ss r EH Collect the Yashichi and One touch of the

. jttgpjjjj -."a your fuel tanks will fill floating Mech blasts all JSHB

up completely. of the enemies in the 55 area. 1L mmmmSEE • STAR • UNICORN Se Your flight account will The. symbol of the U.N. a receive $5,000 when Squadron surrounds You can choose your own battle plan you come across a Star. your craft with a shield. after the first fight.

MISSION 1 ® GROUND THE ENEMY ® MECH DOES THE TRICK FRONT LINE BASE The enemies on the ground will cause the most There are cannons on the ground in this area that

This first mission will ready you for trouble in this mission. Swoop down when you are capable of firing 12 shots at once, two at a the battles to come, as there are have a chance and take care of them with your time. Wait until they're on the screen, then grab plenty of Power-Ups and opportuni- Vulcan Cannon. When tanks come in from the left the Mech and you'll take care of every enemy in ties to add more money to your flight side, let them move the immediate area account. Buy the Cluster or Bombs into the scene at with a single move. If least the length of you come across more with your initial $3,000 and try to your fighter, then drop cannons, fly low and save most of their power for your and attack. fight with the tank at the end.

SCRAP THE TANK

While the Tank seems to take damage

wherever you hit it, the blue beacon at the

top of its base is its weakest point. Stay under the tanks cannon and avoid the shots, then move up and target the beacon. Victory

will earn you $50,000.

56 NINTENDO PLAYER'S GUIDE MISSION 2 ANCHORS AWAY ENEMY AIR FORCE The huge jets that you'll encounter in the middle of this stage send back durable weapons Once you’ve destroyed the Front that bare a striking resemblance to anchors Line Base, there will be at least four from a ship. Since these sharp items drop range. enemy targets within your slightly before they barrel back, you can avoid Since the enemy air force will be on contact with them by following the big jets very a collision course for Area 88, it’s closely. Then fire rapidly to blast the jets. a good idea to take on this high-fly- ing battalion of jets before they attack your base and you have no SILENCE THE STEALTH choice but to fight. While you’re While you can't pick up the Stealth on clouds, racing through the stay radar, there's no missing this giant machine near the center of the screen and when it flies up behind your jet. Stay in the try to take on every fighter as it upper right area of the screen and hit the comes. If you destroy whole groups Stealth with a massive Bomb attack. Then of orange enemies, you’ll earn valu- get behind it and finish it off with your able Power-Ups. Vulcan Cannons while you avoid its missiles.

MISSION 3 DOG FIGHT

If you're flying the F20 Tiger Shark, you'll find WOLFPACK that Phoenix Missiles are useful against the You’ll take on the members of the unpredictable fighters of the Wolfpack. Use can only carry 20 of Wolfpack in a dramatic setting of missiles sparingly. You these heat-seekers and you've still got to take blue sky and clouds which scrolls care of the Wolfpack leaders. up and down, as well as right to left. The Wolfpack is a band of renegade fighters who have been hired by the BITE BACK enemy to destroy Area 88. These jets don’t seem to have a set flight It pays to have Phoenix Missiles and the Mega Crush when you're going after the pattern like the fighters in the fast-flying leaders of the Wolfpack. Stay on enemy air force. They just lock onto the left side of the screen, pelt them with your position and attack. If you can an immediate Mega Crush attack to weaken afford a jet with Phoenix Missile them, then finish them off with Phoenix capabilities, you should be pre- Missiles or your Vulcan Cannon. pared for ambushes.

MISSION 4 AIRBORNE ATTACK

air forces blast through SEAVET After the Seavet dives, the area. These jets should be your focus of -

When you meet the Nuclear Sub attack. Stay on the left side of the screen and known as Seavet, you should keep an open fire as soon as you see them. You should eye open for dangerous air attacks. be able to take care of the jets before the Seavet employs a battalion of fight- Seavet emerges again. ers and also fires Missiles which explode in the air and shower down in pieces. It pays to have a fast jet SINK THE SUB here, so that you can avoid enemy Bombs are a useful item against the sub, as U.N. attacks quickly and efficiently. is the Mega Crush and any other weapons system that can blast enemies from above.

Don't fire at the Seavet Missiles as they're

surfaces just off the launching or you'll get tagged by the debris.

coast, go in for an Just avoid them and concentrate on hitting SQUADRON

the Seavet itself.

SUPER NES 57 MISSION 5 ® CRUSH THE 'COPTER When you're facing off with the huge Helicopters that precede the

GROUND CARRIER Carrier in this area, be aware that they have Missile capabilities. If a An enemy Aircraft Carrier has some- 'copter launches these powerful explosives, concentrate your fire on the Missiles or take evasive action. Then hit the 'copter before how been transported to the middle it fires off another Missile. of the desert where it has been sur- rounded by a strong complement of ALL ground forces. If you can afford the ® BLAST 'EM

A10A Thunderbolt at this point, You can make a Mech appear in the shadows of you’ll find that the jet’s Falcon Mis- a large rock in this area by hitting enemy under siles and Napalm are very useful the rock with Vulcan Cannon shots. Once the Mech appears, wait for a large number of enemies against the tanks and guns in the to show up, then hit the Mech and blast 'em! area.

MISSION 6 ® DON'T GET BURNED @ CLOSE THE HATCH A man-made volcano There's a huge device in this area which opens FOREST FORTRESS spews forth giant up and fires Missiles in several directions. Hit it flames in this area. Try with a barrage of Missiles, Bombs and Vulcan

The ground blasting weapons systems to fly by the volcano Cannon shots to blast it out of existence or try to of the A10A Thunderbolt will be a while its flames are low fly by quietly and watch the flight of the Missiles asset when you try to uncover or target the base of carefully. You should be definite , hidden enemy hardware in this heavily the volcano and blast it able to avoid Missile forested area. Hit the trees with into smithereens with contact if you keep your I your powered-up Vulcan distance from the Bombs and you’ll ensure that the hid- Cannon. You can do it! device. den enemies don’t surprise you.

STAR

® CLEARCUT FOR POWER

You'll find ground forces hidden throughout this mission in the thick foliage of the forest. Try to blast away the trees whenever possible and you'll smoke out these enemies before they can cause harm. There's also a Unicorn in the woods, in the area just ahead of the fortress. Uncover this valuable item with ground blasting weapons, then FIRE ON THE FORTRESS swoop down and collect it to create a shield The Forest Fortress is armed with Missiles and around your jet. While Cannons. The only way to destroy this battery in you're protected by this the boondocks is by taking out its weapons great defensive device, systems. Avoid the airborne explosives as much as you’ll be able to take you can and fire on the fortress with everything three direct hits without you have. losing energy.

58 NINTENDO PLAYER’S GUIDE ® RACK UP THE WEAPONS CARRIER COLLISION There's a Weapons Rack out in the middle of nowhere in this stage which will surface if you The Ground Carrier rolls into the desert bent on hit the right space with Vulcan Cannon shots. Fire destruction. It is armed with several Missile rapidly in the area indicated on the map and the Launchers and a huge Cannon assembly which

Weapons Rack will appear. This valuable Power- pops out of the deck, firing shots in several

Up affords additional power to the weapons directions. This weapon is the Carrier's weak systems that you've point. Hover over the purchased for your deck and. as soon as aircraft. Collect it and use the Cannon emerges, the additional special hit it with Bombs, weapons power to go Napalm and anything after the Ground Carrier. else that you can

throw at it.

® MISSILE MALFUNCTION MISSION 7 While it may not seem likely, the huge Missile Launchers and Cannons BATTLESHIP MINKS which precede the main fortress If you’re flying the Tiger Shark, Stealth Ray or mechanism can be destroyed. Fly low Efreet, make sure that you purchase Phoenix Mis- and hit them with shots from your Vulcan Cannon or stay high and pelt siles for this battle over the them with Bombs and Missiles. If sea. These powerful weapons you can take care of the armaments will be useful against the on your approach, you won't have to Minks and the small battle- worry about being hit from behind ships before it. while you're passing them. .

BLAST AWAY

Phoenix Missiles and the mighty Mega Crush should be your weapons

of choice in this battle. Avoid the

Minks' Missiles and fire away! UNICORN

YOU’RE CLOSING IN ON PROJECT 4!

• MISSION 8 THE CANYON • MISSION 10 CAVERN 2 Your last three missions will occur The speed and forward in a canyon and in two huge caverns. blasting weapons of the By now you should be able to afford F14D Tomcat are very any aircraft that you need. If you useful in this mission. haven’t moved up to the F200 Try to survive massive U.N. Efreet, you’ll find that the abilities enemy attacks.

of the speedy F14D are very suit- • MISSION 9 CAVERN 1 able for the challenges ahead. At Maneuverability is $300,000 this plane is quite a bar- tight in the first cavern. gain. Of course, if you can afford it, Fly through with a fast SQUADRON nothing can beat the power and jet so that you'll avoid Your last challenge is to stop the evil forces at the walls in narrow source; the Project 4 Fortress. weapon capacity of the Efreet. their passages. SUPER NES 59 ST MYSTICAL NINJA HumorAnd Heroics In The Far East

Join the heroic team of Kid Ying and Dr. Yang as they unravel a story on the lighter side of mystical adventure in the towns and temples of Ancient Japan from Konami.

TWICE THE FUN

KID YING DR. YANG Two warriors are better than one. • PIGGYBACK PLAY Kid Ying and Dr. Yang work together When one character to defeat the enemies that have kneels down, the taken over the land. As they travel other one can jump from town to town, they’ll discover onto his back and go clues that lead them to the source of for a wild ride. the trouble.

TWO ANGLES HEROES HIT THE HOT SPOTS

There are two types of views in the Some villages have establishments • MYSTIC MAZE game, depending on the setting. which you can explore for clues, If you take the right items and entertainment. You’ll turns in the 3-D need money in most circumstances. perspective Mystic Defeat the evil villagers on the Maze, you’ll uncover streets and you’ll be able raise some very valuable money by picking up the spare coins items. they leave behind. • FORTUNE TELLER

If the fortune teller You may recover your

sees good fortune in initial investment, but

your future, you'll your chances of

leave his hut and winning a large prize

collect a sizeable in the lottery are

While Kid Ying and Dr. Yang run through villages amount of money. rather slim. for clues the action is shown in perspective. • SIDESHOW

This one's just for A small prize can be

fun. Get a taste for yours if you the local culture in demonstrate excellent

this high class dexterity in three

establishment. different types of games.

• GAME SHOW • ARCADE

Answer several The most exerting

questions about the game in the arcade is

adventure correctly an exact duplicate the

Big battles occur in the standard two-dimensional, and you'll be crowned first stage of the side-scrolling action view. quizmaster. Konami classic. Gradius. 60 NINTENDO PLAYER'S GUIDE SMASH TV Couch Crusaders Live On Smash TV!

You were a mild-mannered couch creature, now you're heavily armed and ready for action. It's Acclaim's game show of the future where your money and your life are on the line.

WHAT RULES? PRIME-TIME WEAPONS

Rules are for wimps. The only rule It may seem like you’re all alone you’ll earn a shotgun, combat in this futuristic, cutthroat game under those bright lights, but the boots, missiles or other useful show is that you’ve got to survive to network programmers want to give enhancements, but it won’t last collect your prizes. Studio merce- you a fighting chance, so they’ve long. Make use of it while you’ve got naries swarm after you and your planted Power-Ups throughout the it, then look for the next Power-Up. partner in every room. Blast ’em game. When you grab a Power-Up, and look for the exit.

Become an invincible • COMBAT BOOTS super star for a short Stomp the visigoths back • NUKE THE NETWORK STARS time with the Barrier. I into the dark ages (the Enemy clubs and poor Smash TV isn't for ages before total network ratings will bounce off the squeamish. Pound I deregulation) with these you like rubber. the screaming super speedy Boots. maniacs then start looking for the big • ROLLING BALL boys. There is nothing to The powerful blast of

sphere but sphere itself. the shotgun loses • GET ME OUTA HERE! That's because the strength over distance.

Rolling Ball crushes the Use it to get up close You've got important opposition all around you. and personal. things to do, like

wasting the final dude, if you can find him. WAY SHOT CUTTER Better keep track of Sometimes you want to You'll love the smell of your route. roll up and hide from the firebombs in the morning, world. The closest you especially when they can get to that is with TWO AGAINST spread out into a triple the defensive Rolling SMASH pattern of destruction. LEGEND THE WORLD Cutter.

TV OF When the endless stream Long ranging and highly

of Smash TV extras start explosive, the Missiles THE getting you down, try scream across the room

cutting them all down at and annihilate everything once with the Crush. that gets in their way.

MYSTICAL

Even the biggest star isn’t Not all the doors will

totally immune to open once you've beaten

They say two heads are better than one, but "cancellation." Collect 1- all the bad guys in a two guns are even better. Grab your partner in Ups to put off that day room. Keys may come in NINJA prime (prime time, that is) and start blasting when you are pulled off handy to unlock stubborn the sets. Cover each other and work together. the air. doors.

SUPER NES 61 JOE & MAC Just AnotherBusy Day ForEarly Man!

It's mesozoic madness as our paleolithic pals battle dangerous dinosaurs, terrible pterodactyls, and nerdy neanderthal neighbors. Incredible graphics and nonstop action.

IT’S A JUNGLE THESE EGGS HAVE PRIZES INSIDE!

Before there was civilization there Be sure to whack all the dinosaur some nasty surprise, but was Joe & Mac. With no cities, no eggs. They can have 1-Ups or weap- hey, you can’t evolve if you pollution, no politics, and no taxes, ons inside. They might also hold life should be a picnic, right? Wrong! It’s a jungle out there! You can set the game so that they help each • STONE AXE • FIRE ATTACK other or compete for survival. The ultimate in high tech Joe gets to try out his latest weapons systems, and prob- discovery. You can toast those

• JOE • MAC ably the best all around. The pesky Neanderthals with one axe can be thrown up as well shot, but otherwise fire isn't

as sideways, making it the too strong and the range is

best weapon against ptero- short.

dactyls.

• BOOMERANG • STONE WHEELS

Another good weapon that What is this newfangled can be thrown up as well as invention? The wheel can sideways. You have to wait take out several enemies at

for it to return before you can once, but it's heavy and Two cave dudes with the same abilities. Can they throw in a different direction, can't be thrown. work together or are they doomed to extinction? so it can slow you down.

CATCH A RIDE! IT’S A DANGEROUS WORLD!

A touch will hurt, but if you jump on In the Stone Age, it seems like every- of your species! Survival of the fittest top just right, some critters will let body is trying to cause the extinction is the name of the game. you hitch a ride. • NEANDERTHALS • DINOSAUR

Think your neighbors are

bad? Joe and Mac's will always attack on sight! Three hits with any weapon should teach them to act

civilized. • PTERODACTYLS

These pesky critters attack from the sky. but you can

ride them if you're nimble.

Some of them are friends He's the of the first stage. He's big, but he’s and will take you to Boss high you jump. For these you have to catch a another area. a wimp. A good warm up fight. ride. 62 NINTENDO PLAYER'S GUIDE TOWARDS ULTRAMAN THE FUTURE Meet The Monsters OfFuture Earth gtmnum The ultimate hero, UltraMan, takes on gigantic, fearsome foes with the future of the planet hanging in the balance in an exciting one-on-one battle from Bandai.

BLAST OFF FOR BATTLE

UltraMan must conquer each of that he keeps his stamina and that nine enemies in one-on-one battles he takes advantage of his four of three minutes or less. Make sure special weapons.

SPECIAL WEAPONS FINISH THEM OFF WITH BURNING PLASMA

UltraMan can punch and kick your foes as much as you want, but the only way to make sure that they never walk the Earth again is by using the most powerful of Ultra- Man’s special weapons; Burning Plasma. When the “Finish” signal appears, power up the Burning Plasma and fire! The enemy will Pummel your opponent until the "Finish" message Burning Plasma does the trick. This evil slime will vanish! signals you to put an end to the battle. never wreak havoc on Earth again.

A BATTLE OF NINE STAGES

UltraMan’s nine STAGE 3 STAGE 4 nastiest enemies DEGOLA BARRANGAS are touching down one by one. The ULTRAMAN: fights get more fierce as you advance.

TOWARDS STAGE 5 STAGE 6 STAGE 7 STAGE 8 STAGE 9 GUDIS H ZEBOKON MAJABA KODULAR KILAZEE

THE

FUTURE

SUPER NES 63 2 PAPERBOY Tackle The Daily Paper Delivery Challenge

Only the best paperboys and papergirls will be able to conquer this tough game by . There are many difficult obstacles and lots of hazards along each route.

HOW TO PLAY BEWARE OF NON-SUBSCRIBERS!

The object of Paperboy 2 is to deliver There are numerous hazards which from the sides, but some obstacles newspapers by throwing them into can and will knock you off your bike if (such as cars) will come at you head- the mailboxes in front of each sub- you’re not careful. Most come at you on. Let’s take a look at a few. scriber’s house. This feat is easier said than done! It takes a great deal Paper delivery experts Non-subscribers often of practice and accuracy to rifle will know exactly how have rabid dogs who to deal with those newspapers into the mailboxes will give chase if you every single time. Be extra careful automobiles . . . throw a come close to their paper at them. Some territory. Whack 'em not to break the windows of subscri- drive on the wrong side with a paper! bers’ houses. of the street! PAPERBOY PAPERGIRL Runaway baby Can you believe this carriages will knock you person? Cannons, a over, but can be drawbridge and a

stopped with a tossed moat?!? Speed up or

paper. Earn a reward use your brakes to for your valiant efforts. avoid the cannonballs.

Monstrous hands can Fire-breathing statues

reach out of sewer are tricky. Prepare to

drains and manhole fling a newspaper if you

The timing of your news- covers to try to make sense that a fireball

paper toss will depend on you crash. They are may be headed your

the speed of your bike relatively easy to avoid. way. and your distance from the mailbox.

! BONUS STAGE

64 NINTENDO PLAYER’S GUIDE ! HOME ALONE Go Get 'em, Kevin!

Little Kevin McAllister is home alone. That's OK, he can handle HOMEttAJjQNe himself! Help Kevin protect his family's belongings and rid the house of the Wet Bandits.

HOW TO PLAY

Kevin can hold up to six items in his backpack. When the backpack is full, he must stop by the laundry chute to send the belongings down to the basement. The number of treasures required to be deposited The left icon shows the weapon you are holding. The number below the safe shows the is different for each stage. A key amount of items needed. The number below the will appear by the basement door If Kevin takes three hits from the Wet Bandits backpack tells you how many items you are when enough belongings are col- he'll lose a life and you'll hear him scream. carrying. lected. TWO SCENES FOR EACH STAGE

To every stage there are two sec-

tions: inside the house, and in the Don't get nailed by basement. Inside the house you the Wet Bandits while must collect enough family belong- collecting your ings to meet the goal and also avoid family's belongings! the shifty Wet Bandits. Down in You can't use any the basement Kevin must dodge weapons in the base- and various bats and rats in jump ment. Run and jump Awright! Kevin comes through a winner! Now get to the belongings order to over the rats and bats it's off to the next wing of the house. which he has sent down the to reach the end. laundry chute. • FIND THE TREASURES QUICKLY • QUICK TIP

Some of the family belongings drawers, cabinets or other incon- By holding Up and Right or Up and which Kevin must pick up are in spicuous places. Search all areas! Left, Kevin can search drawers and but most are hidden in cabinets as he runs past.

HOME

PAPERBOY

easy to get. but ALONE Got it! Kevin finds a jewel, but he had to search This trick comes in handy. Use the special always watch out for the Wet Bandits or other high and low for this one. searching technique to find lots of hidden items. 2 traps.

TWENTIETH CENTURY I I CORPORATION SUPER NES 65 HYPERZONE Fly Through Future Worlds

The asteroid belt between Mars and Jupiter must be cleared for coloni- zation. Speed through eight alien-infested zones and make them safe for mankind.

BLAST OFF! • MAKE YOUR WAY TO HYPERZONE

You’ll meet your enemies head on in Every area in the asteroid belt has its enemies on the run. Keep blasting this thriller, with only a fraction of own unique setting and enemy crea- and set your sight for the ultimate a second to react. tures. You’ll learn how to defeat your goal: Hyperzone.

• AREA 1 • AREA 2 MATERIAL FACTORY BLAST FURNACE

The colorful tiles of the This land of molten

current capitol may dis- matter is bubbling

tract you from enemies. with danger. If your

Concentrate and try to ship wasn't heavily

blast the aliens before insulated, you'd never

they have you in their make it through alive.

sights. Get set for a hot one!

• AREA 3 • AREA 4 TRADE UP OLD CAPITAL GRASS LAND

Heavy pollution drove Biological nightmares

out the inhabitants of make your flight As your score increases, you’ll be this once thriving city. through this green rewarded with new, more powerful Now only the mutants world anything but a ships. Keep shooting for the BM 4 remain. Send them peaceful nature walk. Reform. packing with laser You'd better brush BM 4 H Wing blasts. back the foliage here.

• AREA 5 • AREA 6 RIPPLE FIELD NEO MEGALOPOLIS

This strange stretch of The crowded city of

space is all that Neo Megalopolis is

remains from an alien crawling with evil P-7 RW 91 colony which vanished. creatures who aim to Try to make sure that take over the asteroid

the same thing doesn't belt. It's up to you to happen to you. change their plans.

• AREA 7 • AREA 8 BIO PLANT HYPERZONE

Experiments in genetic Only the most advanced X 003 BM 4 Reform technology in this ship and skilled pilot

area have created will be able to survive

unpredictable energy the incredible chal-

patterns and organic lenges of this highly mutants. Watch for advanced stage. Good

weird creatures. I luck!

66 NINTENDO PLAYER'S GUIDE PIT FIGHTER The Comes To The SuperNES

Pit Fighter uses the same scanned animation effects from the arcade version. Realistic graphics together with difficult play action make this a tough game to beat.

I I FIGHTING TIME LEARN THESE MOVES

Select the fighter who works best Five moves are shown here, but for you. They each have their own there are a lot more available. Be Push A or R. The abilities. All commands have differ- sure to try every combination of A, type of punch ent results with different fighters. B, and X. A command will cause delivered will different moves depending on the depend on the distance from your * BUZZ fighter being used and the situa- opponent. tion he’s in. • KICK .tv.

BUZZ

I lie uiyytM diiu MiunyeM. ma apeuamea aic the head butt, the body slam and the pile driver. Kato's black belt

training taught

him this. It is best when you want to

fight speed with speed.

I CHALLENGERS l TWO-PLAYER MODE I

You’ll be up against fighters with You and a partner take on two their special abilities, opponents. If of loses, the An agile ex-kickboxer, he likes the Spin Kick, own and one you the Flying Kick, and the Roundhouse Kick. they’ll get tougher as you go! the guy still standing is on his own!

•* . V; •r -r.

PIT

HYPERZONE

A highly ranked black belt who wrote the book Her name is Angel. She loves to stomp guys You won’t have a chance if you don't fight as FIGHTER on speed. Try the Combo Punch, Flip Kick, and who think she can't hold her own. a team. Choose your enemies ahead of time. Backhand. SUPER NES 67 DARIUS TWIN Mysterious Creatures Threaten The Galaxy

Forces from the planet Darius are mounting an attack in this two-player simultaneous space battle. Choose your route and soar toward the source for a final confrontation.

DEFEND ORGA PICK UP POWER CUBES

The Darius Army aims to destroy By destroying streams of square your home planet. Fire up your Silver Yazukas, you can call up Power Hawk fighter and plan a seven planet Cubes. These valuable items tour over the evil forces. increase the power of your Silver Hawk’s weapons system. Pick them up and keep fighting!

• FORCE FIELD • MAIN WEAPON

Once you're victorious in the initial stage, you'll be Collect blue Power Cubes for a shot absorbing The strength of your main cannon will increase able to choose your own battle plan over the evil protective field and blaze through enemy forces. with the collection of every red Power Cube. forces.

• PERIPHERAL • ANOBBSIUM BOMB • FIGHTING FISH

The mutant machines of Darius are modeled after monsters of the deep. Blast them into oblivion for the sake of galactic peace.

Green Power Cubes change the strength and Hit yellow Power Cubes to trigger an Anobbsium

configuration of your peripheral weapon. explosion, destroying all enemies on the screen.

All of the planet's leading machines resemble This Power Cube converts your peripheral weapon huge undersea creatures. This may give you some from one configuration to another. Pick it up if A powered-up Silver Hawk will have a better indication of conditions on Darius. you need a change. chance against the forces of Darius.

68 NINTENDO PLAYER'S GUIDE slers. but the hardy folk who settled America and helped build communities here faced hardships no less daunting. Some apparently found their private para- dises when they moved west, judging from the number of towns with names like Pleasant Valley. Friendly Corners, Sweet

Home. Eden and Wisdom. Others, it seems, were less than thrilled with their destinations. Let’s hope that they moved on after naming places such as Boring. Oregon; Muddy Gap. Montana; Skull Val- ley. Arizona; Stinkingwater Pass. Oregon, and the thought-provoking Why. Arizona.

ACTRAISER 70

Gemstones have long been valued for their beauty and mystique. One of

Smithsonian Institute,

ZELOA III 78 ACTRAISER Return To The Beginning OfCivilization

The first Super NES release from , ActRaiser lets you create your own harmonious world. As Protector, you must fend off enemies and direct the growth of your society.

scrolling backgrounds and scaling to achieve outstanding special effects, A WIDE NEW WORLD such as a dizzying dive down to the EMERGES ON THE SUPER NES planet from the Sky Palace. Crisp, vivid sound adds to the game’s depth, and its unusual mix of action ActRaiser is part of a new generation sequences and simulation also sets it of games that take advantage of the apart from the crowd. sophisticated programming capabili- As the game begins, you, the Protec- ties ofthe Super NES. It successfully tor, are challenged to settle the meshes sound and planet below and foster a visuals to create a fully civilization there. Its only dimensional adventure inhabitants are monsters that takes you from a that make the environ- When they're not Sky Palace hovering ment hostile to humans. singing the blues, miles above the planet Before you can begin your the people of to hidden rooms deep new civilization, you Kasandora make joyful music. within its darkest must rid the region of the caverns. It uses multiple malevolent beasts.

IT’S AN WITH A TWIST BLAZE YOUR OWN PATH r 1 ActRaiser features fantastic action constructing their town. As Protec- Skip ahead! When you reach a scenes, but they’re just one part of tor, you can also use lightning, rain, high enough level, you can move the game. You also ride in the Sky even earthquakes as necessary dur- to new areas to get offerings that Palace that moves above the planet, ing the simulation. Your level rises as will help you survive earlier Acts. and in one part you observe your the population increases, so you For example, you begin in Fill- growing civilization. Your challenge want to make the area as livable as more, but you can move to is to safely settle six areas. In each possible. Once the civilization is Bloodpool if you’ve reached area you begin with action, Act 1, underway, you return to the Sky Level 2. There, take the powerful then move to a simulation mode in Palace and enter a second action Stardust Magic offering that will which you protect the settlers from mode, Act 2. help you complete Fillmore’s dif- flying monsters and direct them in ficult second Act. ACT 1 SIMULATION ACT 2

The Stardust Magic that you receive as an

offering in Bloodpool showers your enemy with deadly dust.

70 NINTENDO PLA YER 'S GUIDE THE SIMULATION MODE PUTS YOU IN CONTROL

When civilization is the name of the TAKE OFFERINGS BUILD BIGGER HOUSES game, you build power by increasing As your settlers venture into Learn to maximize the building space available. simulation, your population. In the new areas, they uncover The first houses built in each area are relatively goal is to create an environment con- items that they serve up to primitive and have space for only a couple of ducive to a thriving community. you as offerings. Some, like the people. Later, as the level of civilization rises, Begin by clearing land for settlers Magic, you keep perma- the people build bigger houses with room for and showing them how to seal the nently; others, like Bombs and more inhabitants. When you use all of the Angel Arrows, you can use only available without reaching maximum lairs so monsters can’t continue to space once. You can carry only a limit- population, you can replace the early houses attack. ed number of offerings, so use with bigger ones by striking the smaller ones CREATE NATURAL DISASTERS them as needed and collect with lightning. It doesn't sound very sporting, new things along the way. but. hey, you're in charge here. Think of it as to you to the people where to It's up show upgrading the people's houses. build their community. First, direct them to build CULTIVATE THE LAND over the monsters' lairs, which will seal them permanently. Once the lairs are sealed and open A well-fed community grows more quickly than space is settled, create more area for houses by one wanting food. In Bloodpool, the people offer burning trees and you Wheat. Take it bushes with bolts of and travel to areas A lightning. As your com- that have fields to munity grows, your Hit plant. Offer the Wheat Power increases and and tell them to plant your level rises. it in their fields. saa

PREPARE FOR BATTLE IN THE ACTION MODE

In the action modes, you’ll go up MAGIC GIVES YOU THE EDGE against enemies with varying diffi- The people give you Magic Spells as they leave the Sky Palace for the battlefield, select the culty levels. Keep an eye on both discover them. Use them in the action spell that works best against the major enemies level your energy and your oppo- sequences. In all, you will learn four spells that in that Act. The number of times you can use a spell nent’s. You can watch them both will be very useful if you save them to use is represented by the number of small flag icons in drop as the fight continues, and hope against the most difficult enemies. Before you the upper right corner of the screen. that the enemy’s level reaches zero before yours does. Most of the major • MAGICAL FIRE • MAGICAL AURA foes have weak spots—find them! Shoot enemy-seeking The aura of the Protec-

balls of fire out on both tor flies out to attack in

SWING A MIGHTY SWORD sides to scorch several the form of mystic enemies at once. luminous spheres. Your sword connects with a resounding "Clang!” as you battle through the action modes. Swing • MAGICAL STARDUST • MAGICAL LIGHT while standing up to bring the sword overhead to strike from above, or kneel and slash shorter The most effective of The lethal light shatters enemies from the side. the spells, it sends a the darkness, reaching

You can also strike sickening shower of out to blind foes on both while jumping if you stellar stones. right and left. swing the sword before you reach the peak of your jump. You can’t swing it as you're coming down.

Sf

ACTRAISER

SUPER A'ES 71 UNINHABITED LANDS AWAIT SETTLERS

FILLMORE BLOODPOOL

1 RAVEN 1 RAVEN 2 RAVEN 2 BLUE DRAGON 3 RAVEN 3 BLUE DRAGON 4 BLUE DRAGON 4 RED DEMON 5 SOURCE OF 5 SOURCE MAGIC OF LIFE 6 MAGICAL FIRE

Civilization begins in Fillmore. Direct the people to build their community so Bloodpool is aptly named: the lake in its center is blood red. There are more

that they seal the monsters' lairs in the order listed above. Bum all of the monsters here, and a Red Demon is the worst of the bunch. Use the

bushes with lightning bolts, then be sure to blast the rock near the mysterious skull offering at its lair to purify the lake and seal the lair. To

mountains in the lower left corner to uncover a special offering. uncover a Source of Life, make it rain on the forest just west of the temple.

KASANDORA AITOS

1 RED DEMON 1 SKULL HEAD 2 BLUE DRAGON 2 BLUE DRAGON 3 RED DEMON 3 BLUE DRAGON 4 RAVEN 4 BLUE DRAGON 5 SOURCE OF 5 SOURCE OF MAGIC MAGIC 6 PYRAMID

Kasandora is a desert, seemingly barren of anything but monsters. Before you Rocky ground isn't good for crops, so you'll have to clear the area of stones

can ask people to build you must make rain so that crops can grow. Some of before the people can cultivate the land. Fend off the monsters until the

the lair entrances won't appear until rain washes the sand away. Investigate people can seal the lairs. Trouble brews in Aitos in the form of a volcano,

the pyramid, as the people ask, and cause an earthquake to shake things up. and you'll be asked to enter the molten mountain to stem the evil it spews. MARAHNA NORTHWALL

1 BLUE DRAGON SKULL HEAD 2 RED DEMON RED DEMON 3 BLUE DRAGON BLUE DRAGON 4 RAVEN SKULL HEAD 5 MAGICAL MAGICAL LIGHT AURA

Marahna is a tropical isle teeming with exotic enemies. Explore the main It’s no wonder that Northwall is uninhabited. With the climate of a freezer, it

island while guarding the settlers, then investigate a temple. There is an lets nothing grow, and only monsters will venture out into the frigid air. Use uninhabited island nearby. How do you get there? Many mysteries surround Sunlight to melt away the ice and snow, then direct your people to build. To

the puzzling place, and you'll have to put the pieces together to solve them. please your settlers, you'll journey deep into frosty caverns.

72 NINTENDO PLAYER’S GUIDE DON'T LEAVE THE 1-UP IN FILLMORE THE TREE

ACT 1 There is a 1 -Up in this Light Orb, but you can't

Before you begin settling Fillmore, reach it. Pass it up. then ride back on the limb you have to land there and rid the escalator to pick it up. area of monsters. Evil now reigns seems that even supreme there. It THE GUARDIAN: CENTAURUS birds, beasts, flora and fauna have been bewitched. Some trees attack, The Act 1 guardian. Centaurus, is huge and powerful. Half man. half and patches of thorns stick with a horse, he first charges with a highly honed spear, then he pauses to vengeance. Jump from limb to limb strike with lethal lightning. Kneel near the grass on the left to avoid to retrieve valuable items from Light being jabbed, then swipe at him sideways when he charges. If you Orbs. Use the ropes for transporta- kneel on the extreme left, his lightning can't reach you. Keep calm. You can beat him without suffering much damage. tion, and try riding the walking trees.

The Act 1 guardian, Centaurus, is waiting.

FILLMORE SPITFIRES! The heat is on! Don't pause as you leap from

ACT 2 platform to platform. If you stay in one place for too long, the statues that line the walls Act 2 takes you into a subterranean begin to spit fireballs. temple haunted by fiends. Two routes will take you to the guardian, Minotaurus. The upper route yields THE GUARDIAN: MINOTAURUS more Light Orbs with items, but it does take longer. The lower, more Talk about bull-headed! The huge Minotaurus. who is part man, part bull, jumps from place to place throwing axes when he lands. Jump difficult route is more direct. The Doorman, who watches the over the flying axes and strike as many times as you can before he leaps away again. Your timing has to be just right, so watch closely entrance to Minotaurus’ chamber, for his next appearance. You'll be in trouble if he pins you in a place is a bucket of bones with a bad atti- where you can't jump to avoid the axe. tude and a big blade. He’s bad news! Strike him from as far away as possible.

WHOLE APPLE WHOLE

BONUS POINTS

1000 BONUS

ACTRAISER

SUPER NES 73 BLOODPOOL THAT SINKING FEELING Watch your step! When you walk across the

ACT 1 rickety log bridges or jump on floating logs, stop.

The logs fall into the poison slime below as you When the curtain rises on Act 1 in step on them. Bloodpool, you see crumbling plat- forms that stretch over a toxic swamp swarming with mutant monsters. You THE GUARDIAN: have to stay high and dry in this area. MANTIC0RE Any dip in the drink is deadly. Trolls Manticore emerges suddenly and jumps toss stones and lizards throw eerie around spitting fireballs. Stay on the right side boomerangs that belt you on the and jump to the top platform when it fires rebound. Tread lightly when you cross below. When it hops to the top left, drop barrels—your weight is enough to the down to the middle platform. Then, when it break their tethers and send them hops on the top right, strike quickly. plopping into the ooze below.

BLOODPOOL ACT 2

Act 2 opens in the mysterious Castle on the shores of the Bloodpool lake. Inside is a mad mix of mechanical traps and monstrous mayhem. Scores of spikes wait to skewer hap- less intruders, and moving platforms act as short term transportation. The damp Castle basement is a shocking experience if your timing is off. And if that’s not enough, one room fades to black, leaving you to feel your way. Another has platforms that suddenly dissolve, leaving you stranded in mid-air, and the guardian has a disap- pearing act of his own. (TO ZEPPELIN WOLF ORIGIN OF WHOLE APPLE

74 NINTENDO PLAYER'S GUIDE KASANDORA PUT THE FIRE OUT "C It's hot enough in the desert without adding furious fire! The flame

ACT 1 clouds will keep following you with sizzling droplets if you don’t douse

them once and for all. Either strike them when they dip within range Kasandora’s Act 1 is set in a vast or jump and slice as they hover above. desert. The arid setting is hospit- able to only gigantic insects, ter- rible tentacles, and flaming clouds THE GUARDIAN: DAGOBA that rain fire. Skeletal remains are the only proof ofthe other life forms A mutant insect grown to an awesome size. that once lived here. As you shuffle Dagoba slithers from the sand and sends his pincers prowling for prey. He also flings a along, watch for the tentacles that steady stream of stones before he slinks rS \m shoot suddenly from the shifting back into hiding. You have to inch your way sand. Climb the towers of flying up close to strike him. but don't get so near insects to find Light Orbs with that you touch his spiky spines. Whole Apples and extra points.

KASANDORA WALK LIKE AN EGYPTIAN

ACT 2 The brutal Blue Warrior is seasoned at hand-to- hand combat. If you approach, he'll pause then

attack. Approach him. then back up quickly to venture into the puzzling For Act 2, make him lunge. As he returns from the lunge pyramid that appears when you to his original position, rain on a certain place in Kasan- he’s vulnerable. Attack dora. Pyramids have long been a quickly! source of wonder and curiosity, and many legends tell of amazing wealth amassed within them. As you might expect, inside this pyra- mid are creepy creatures like mum- THE GUARDIAN: PHAROA mies and deadly vipers. Statues A great, golden Pharoa's mask is the that come to life and lunging Blue guardian for Act 2. It appears overhead and though. Warriors will surprise you, homes in on your position. When it drops, it Wait until the statues have fired and crushes anything underneath. While pass quickly to avoid damage. Riding grounded, it spits out an energy ball that the golden platforms takes patience, attaches to the wall, forms a statue head, too. Sometimes you have to wait for and fires an arrow. When Pharoa falls, jump mask, and keep a ride to appear; other times, you the energy ball, strike the an eye out for flying arrows. have to wait for their position to change so you can reach them.

ACTRAISER

SUPER NES 75 SOAR THROUGH THE STORMY SKIES AITOS Fly first class when two snowy eagles appear

ACT 1 with your personal chariot The skies aren't very friendly, though. Black eagles try to attack, Act 1 in Aitos takes you through a fireballs bubble from below, and other airborne flaming sky and into cool caverns nuisances pull sneak attacks. Don't be distracted water- where you’ll come upon some by the stunning scrolling backgrounds! falls. It looks like you’ll be flying in style when two white eagles arrive with an airborne carriage to take you THE GUARDIAN: AQUATIC DRAGON to the cavern’s gaping mouth, but the crags at the entrance are anything Pick up Crush, a Whole Apple and the Sword Projectile from Light Orbs in the first but friendly. Stony hands emerge waterfall, then continue to the next room, from the ground and roll granite which is the den of the Aquatic Dragon. bowling balls downhill, aimed straight Vulnerable on the head only, the slimy water for you. Avoid the fireballs that pop up viper slithers quickly in from various directions below, and fall from the molten mass to strike as it streaks by. Stand on the center into the opening, staying far to the left ledge and use the Sword Projectile to damage to pick up the Light Orb at the bottom. from a distance. Stand slightly to one side of The next doorway leads to a waterfall the ledge to keep from touching the dragon. dotted with stepping stones.

LAVA LAKE FIND A SAFE PLACE i AITOS

ACT 2 As you jump from Be patient as you pass platform to platform, the fire-spitting statues.

For Act 2, you must throw yourself you must watch for Stand on top of the into the fiery pit of the erupting vol- balls of lava to boil up. * * face across from the cano. An odd assortment of mean- Strike them quickly Orb. Press Left on the spirited monsters dwell there, rang- before they explode in Control Pad to stop the bits of flying flame...... ing from eyeball clusters to trouble- fire, then strike the orb and grab the apple. some trolls to dark, devilish knights. Looks can be deceiving in this infer- nal den. The ledges that lead over the lava look safe but beware—the THE GUARDIAN: FIRE WHEEL lower ledges will dip you into the The Flame Wheel is a high -and fast-roller. fiery mass. And the bridge you find It follows a pattern, though, so if you can looks like it’s solid, but parts of it manage to avoid damage while you figure it disappear when lava balls bubble up out, you can methodically wear its power below. from Pick up the first Light down. When it's in the upper right, wait

Orb you find to receive an extra Ori- below for it to move to the center, and watch gin of Magic, and the second one for out for the bombs it throws from there. When a Whole Apple. The second one is it rolls down to the lower right, move out to tricky to retrieve, as you will find. strike it, then jump up onto the ledge to make

it move up again. Before you reach it you will have to pass a gauntlet of flame-throwing ORIGIN OF MAGIC faces. The final guardian for this area, the Flame Wheel, is like no other foe you’ve met. An animated ball of fire, it sweeps the room from corner to corner.

76 NINTENDO PLA YER ’S GUIDE MARAHNA MARAHNA

ACT 1 ACT 2

On the exotic island of Marahna, you I Cruel Kalia, guardian of the Marahna will find all of the creepy, crawly crit- Temple that is the setting for Act 2. ters that you expect to thrive in the has bewitched the people of Marahna. HI tropics—and some that you haven’t The only way to loosen his grasp on imagined in your worst nightmares. Water snakes drop from trees, carved enter the temple of terrors and find images dance in the mist, testy ten- his hidden chamber. Kalia is no fool—

j tacles slither from the water, and his room is well guarded, and the cor- j, headless natives attack with spears. Don’t expect fun in the sun here—it’s muddling maze. Keep track of where MR no paradise. you’ve been so you don’t get lost.

THE GUARDIAN: RAFFLASHER THE GUARDIAN: KALIA

Rafflasher sends his Kalia floats above

feelers out looking for shooting deadly light

foes. As the tentacle from his scepters. plat- comes near, jump it, Jump onto the then run and jump up form on his right, you're to strike its head. strike when

Retreat to your safe close, then jump off ledge before the before you hit the returning tentacle can spiked ceiling. Don’t let wrap around you. him crash down on you!

m NORTHWALL NORTHWALL

ACT 1 ACT 2

2 into Northwall’s The Northwall region is a frozen’ Act takes you wasteland waiting to be thawed by huge tree. In this frigid zone, even your sunlight. Before you can begin the monsters seek shelter in its the building process, though, you must trunk. These are the meanest enemies venture down to the icy expanse and yet. Bloodshot eyeballs appear from ’ nowhere and disappear into thin air, rid it of its arctic monsters. In the s< zero cave, hop a ride on a passing but not before diving in to damage you. cube. Zip through the tunnels to the Transparent bubbles float up in streams. Hop onto a green one, then Act 1 guardian, the Merman Fly. The icy stare of this frosty cave-dweller will keep jumping up and down on it and it will elevator to chill you to the bone. work like an take you the treetop.

THE GUARDIAN: MERMAN FLY THE GUARDIAN: ARCTIC WYVERN

Arctic It’s hard to move The Wyvern quickly when you're heats things up. but the isn't in waist-high water! warmth trip up The Merman Fly bombs welcome. The from above, then sud- the tree has sapped ^ denly darts down for a your strength. Stay in one-on-one attack. the low. safe spot on the right side, then Stay in a dip. wait for it nears ACTRAISER to descend, then slash attack when it with your sword. the little knoll.

SUPER NES 77 THE LEGEND A LINK TO OF ZELDA THE PAST Return To Hyrule

Prepare to enter the ultimate land of fantasy in The Legend Of Zelda: A Link To The Past. Solve more puzzles, battle more devious dungeon- dwellers and explore a more detailed world than ever!

action having a unique noise; Foot- familiar with the previous Zelda steps on the stairs, the roar of a games will be pleased with the EVERY BIT THE EPIC waterfall, or the patter of rainfall. variety of new options, but the num- ADVENTURE The multiple buttons of the Super ber of actions possible will not deter NES controllers make it possible to newcomers to the series. add many new moves without mak- The technical capabilities of the ing the play complicated. Players Super Nintendo Entertainment Sys- tem are fully utilized in A Link To The Past to create super graphics, awesome sounds and great game play. Examples of attention to detail in the graphics are visible on a small and large scale; from arrows which quiver as they stick into walls to gigantic, animated monsters which are the masters of the dungeons. Sounds run the gamut with every

HERO’S AWAKENING: THE BEGINNING OFA LEGEND

Centuries ago as time in Hyrule is usurper who has taken over the king- see your uncle, girded for battle, leav- reckoned, the people are restless and dom with his magic. As the rumors ing the house. Despite his admoni- discontent. The land is recovering fly about strange experiments in tions to stay, you follow him out into from a series of disasters which were Hyrule Castle, several maidens the night. Armed with only your stopped by a mysterious wizard have disappeared including Princess wits, you must enter the castle and named Agahnim. Although the Zelda. rescue Zelda. Only then will your people should be grateful to their The wizard, Agahnim, has become quest truly begin! savior, he has proven to be an evil the instrument of the Great Cata- clysm foretold in the legends of Hyrule. He is attempting to open a gate between Hyrule and an evil Dark World. As the legendary Hero of Hyrule, only you can rescue the kidnapped maidens and foil the wizard’s plot! Your adventure begins with your sound sleep interrupted by a tele- pathic plea for help from Princess

Zelda, who is captive in the dungeon Historic Hyrule is different from the one you may of Hyrule Castle. You awaken and know from previous Zelda adventures.

78 NINTENDO PLA YER 'S GUIDE LEGENDS AND LORE

A Link To The Past features unmatched depth for an WHIRLING BLADES! adventure game. There are many secrets you must With the Whirling Blade technique you can focus your power on your learn to survive its perils and solve its mysteries. sword's blade by holding the B Button. When you release it. you will

swing your sword in a wide circle, striking enemies on all sides. Since RUN LIKE THE WIND Link is a lefty, while he holds out the powered-up sword, his right side will still be covered with his shield. Approach enemies with this in mind The magic Pegasus Shoes enable and unleash the power when you get close enough. you to run faster than any mortal man. They have been handed TO - i down by one of the old families -jur i y ^ j of Hyrule and will be granted to you when you have proven your $ courage. Once you have these | | shoes, you can execute a ! powerful Dash Attack against enemies, walls, trees and other objects (press and hold the A BOMBS AWAY! Button). Although Hyrule seems to be at

a medieval technology level,

advances have been made in A NEW HOBBY explosives with the invention of magical bombs. As in previous With the bug-catching net, you can capture many small, flying things, adventures. Bombs are useful for such as insects, and keep them in a bottle to use later. You can do defeating enemies and blowing than just collect the bugs though. If you release them from their more holes in weakened walls and nearby enemies. You should definitely try to catch bottle, they will annoy floors. You can also pick up many things with this net. Bombs you have placed and throw them, but you have to be quick because they have a very short fuse!

RODS, STAVES AND MAGIC CANES

The wizards of the ancient Hylia people were renowned for their ability

to create enchanted sticks which harnessed powerful magic forces. The

easiest of these elusive objects to find, the Ice Rod. will freeze most STUN AND RUN! enemies into a solid block of ice. Smash these frozen enemies with the Hammer and you will most likely get a decanter of Magic Power. Other The Boomerang is a useful magical sticks have more mysterious and powerful functions. weapon and it has been used in

Hyrule for centuries due to its

ability to stun certain enemies.

Once an enemy is stunned, you

can safely approach it and hit it

with your sword, or use another

weapon. This is a very useful

tactic to employ against fast

enemies or those that can attack at a distance. The Boomerang MULTI-LEVEL ACTION can also be used to collect items, A Link To the Past uses multiple such as Rupees and Hearts, at a background screens to give each !>THE distance. rooni of a dungeon or section of GRAPPLE ACROSS! the overworld more than one level of depth. You can go from The Hook Shot is a grappling hook LEGEND level to level by climbing stairs which allows you to cross pits and other up and down, or jumping down gaps. Throw the hook so it catches on a from the edge if there's no pot. chest or other object located on the barrier. Look carefully at the OF other side of the gap you want to cross. different pits. If you can see the You will automatically pull yourself to floor below, it's safe to in, the other side. The Hook Shot also jump ZELDA but if the pit is pitch black, there works like the Boomerang in that it can bottom! stun enemies and collect distant objects. is no

SUPER NES 79 THE LAND OF HYRULE

Hyrule is a vast land with many kinds of terrain, from forests to swamps to deserts to open plains. Hidden caves can be found in all areas, but are not shown on the map. The Lost Woods, Death Mountain and the high waterfall where Zora lives have not been fully mapped by explorers—yet!

HIDDEN ENTRANCES

The earth of Hyrule is riddled with caves, both naturally formed and constructed by the mythical Hylian people. The actions you can take to reveal them are shown below:

• LIFT IT • BOMB YOUR WAY THROUGH

Try lifting all the bushes, for they may Some walls in the overworld can be

hide secret pits. The large and dark blown open with Bombs. Try Bombs colored rocks are heavy and you cannot everywhere -cracks that indicate a wea-

lift them until later in your adventure. kened wall are not always obvious.

• DASH AND BASH • PUSH OR PULL U «£»

m pi* «« * «

Weakened walls and rock piles can be Some objects, such as tombstones, can

cleared using a Dash Attack. Once you be pushed to reveal what is beneath get the Pegasus Shoes, you can try them. Be careful though; sometimes you

this before using Bombs. will disturb the ghost that sleeps below!

MAP KEY O Fortune Teller 0 Sanctuary 0 Whirlpool (Water Warp A) © Whirlpool (Water Warp B) ©Thieves' Den © Magic Shop © Sahasrahla's House © Waterfall Of Wishing 0 Shop © Zora's Falls 0 Inn ©Whirlpool (Water Warp C) 0 Smithy © Hyrule Castle © House Of Books © Sahasrahla's Hiding Place © House Of Quarrelling Brothers © Eastern Palace 0 Game Of Chance © Link's House 0 Haunted Grove © Faerie's Spring © Desert Palace © Faerie's Spring © Desert Cave © Whirlpool (Water Warp B) © Faerie's Spring © Swamp Ruines © Woodsman's Hut © Fortune Teller © Death Mountain Entrance © Shop © Tunnell To Kakariko Village © Ice Cave © Spectacle Rock © Fountain Of Happiness © Tower Of Hera © Whirlpool (Water Warp C) © Mountain Cave ©Whirlpool (Water Warp A)

80 NINTENDO PLAYER’S GUIDE THE

LEGEND

OF

ZELDA HYRULE CASTLE

Ancient Hyrule Castle has been the SECRET PASSAGES TAKE NO PRISONERS seat of government and home of the Zelda's telepathic summons mentioned a secret If you are a veteran explorer of Hyrule you know for Hylian royal family generations. passage leading from outside the castle to inside the that you must defeat every enemy in each room. it Therefore, is very unusual that walls. Before you look for it. talk to the soldiers Sometimes it is the final enemy in a room that Princess Zelda should be held pris- stationed around the castle for a few hints. Then, holds the key you oner in the dungeon of her own search the grounds to f nd the passage! need to advance. home! Something very wrong must Also, the enemies be happening and as the hero, you often carry Rupees. Hearts or must find out what it is! Inside the Magic Decanters, castle, you will find many zombie- which can come like soldiers that will attack if they in handy. spot you.

SAVE THE PRINCESS (ALREADY?) FLEE THE CASTLE

Although you usually save the Princess at the end As a long time resident of Hyrule Castle, Zelda of a Zelda game, in this adventure you'll first find knows many of its secrets. Follow her advice her locked in a cell in the lowest level of the castle. about where to go next and you'll find another

You can defeat the secret exit which leads to the Sanctuary and mace swinging freedom! guard with hit and run tactics using the Boomerang, or throw pots from the cell at him. Trust us, it's not over 'til it's over.

KAKARIKO VILLAGE

The once bustling town of Kakariko THE INN THIEVES' DEN seems empty, for many people have The two men in the Inn are of little help, but For a , the man you'll find here isn't very fled Agahnim’s tyranny. Those who there is a valuable item in the Inn's storeroom to secretive or protective of his treasure. Check the remain are wary and cautious. the rear of the place. It has a separate entrance. walls for secret doors that you can only open Nevertheless, many will greet Link with a Bomb to reveal his stash. as a friend even though the wizard has put a price on his head. Be sure to talk to many people in the town to learn valuable hints. Certain people will call soldiers if you talk to them, so don’t trust everyone!

THE SICK KID VILLAGE SECRETS MAKE A DOOR

The evil air from the mountain has made this There are many secret Sometimes, weakened walls are well hidden and poor boy so sick he cannot go out and search for things to discover in there are no tell-tale cracks to indicate that they insects for his collection. If you have a Bottle, he Hyrule. Many of these can be blown open with a Bomb. The house in will loan you his bug-catching net Buy one from are not really helpful, the village without doors and windows is one

the man in the but are just fun. For such case. Use a Bomb to get inside.

village square example, enter the

before you visit house to the east of

here. the village square and

pull on the picture on

the wall. You will be rewarded with 20 Rupees!

82 NINTENDO PLAYER'S GUIDE .

THE EASTERN PALACE

The once opulent Eastern Palace of THE BIG KEY overrun Hyrule now lies in ruins, by Each dungeon has a Big ARMOS KINGS creatures. There are strange many Key that you will need Six giant animated statues guard the Pend- valuables hidden inside, and the to find to explore it ant Of Courage in this palace. Three arrow Big maze-like cliffs surrounding the completely. The Key hits will defeat each one. but watch out for for the Eastern Palace place do make an excellent hide- the final one; it moves fast and crazy! room on out for fugitives. Search these is in the large thoroughly before entering the the west side. THE LONG BOW

The first magical

treasure you will earn

is the long Bow. You

will definitely need this

powerful weapon to

conquer some of the

enemies you will meet.

DESERT PALACE

Desert-dwelling creatures guard THE BOOK OF MUDORA Desert Palace, but it is SAND WORMS the ruined You'll need to read Three giant Sand live beneath also defended by a pair of tricky the ancient writing of Worms the surface of this final room. You can locks. These puzzles are just the the Hylian people to the Bow and Arrows to fight the start of the many brain-teasing open the main use Sand Worms, but it is easier to use the challenges you will encounter dur- entrance and to do ing your journeys. You will need Y that you will need the Button-controlled magic items to I Book Of Mudora. FIRE LOCK As for the lock deep within the palace, remember that the grey square things are torches that you can

light with the

Lantern . .

YOU’VE ONLY JUST BEGUN

Before you can claim the mighty THE TOWER OF HERA THE MASTER SWORD! Master Sword, you must clear an- The third Pendant is inside of the tower on top Once you have all the Pendants, you can claim other dastardly dungeon: the Tower of Death Mountain. You will have to think very the Master Sword in the Lost Woods. Then your

Of Hera atop Death Mountain. Even hard about how to reach this tower. One hint: adventure really begins! after you have the Master Sword and you will need to travel through another world to have defeated Agahnim the wizard, get to the top, using the Magic Mirror and the there is still another entire world to Magic Transporter. explore and conquer; the mysterious Dark World! Another challenge is to find every magic item and every Heart Container. If you can find all 20 Hearts, then you can consider yourself a true hero!

SUPER NES 83 WANDERERS FROM YS Ease Into An Epic Adventure From American Sammy \ American Sammy's adventure takes the Wanderers From Ys (pro- I T:j IV, V P.1.1 ty.NNlM M ^ nounced "ease") on a quest that begins in the troubled town of Redmont and ends in a distant, mysterious castle.

GO WANDERING WITH SUPER STEREO SOUND

Wanderers from Ys opens with slick, vivid, movie-like cinema scenes that tell the story of the world travelers. The rich graphics made possible by the Super NES are just part ofthe sen- sory experience of the game, though; the background music and sound ous sounds that they’ll hear at differ- depth to the graphics. The locations of effects are the real attention grabbers. ent points in the game by using the the different stages change from tun- In fact, the music is so popular in special sound test described below. On nels to fiery dungeons to frigid moun- Japan that tapes ofthe soundtrack are the side-view scenes, multiple scrol- tain peaks, all adding interest to a available. Players can sample the vari- ling backgrounds add a feeling of complex adventure game.

FOOTLOOSE FRIENDS RETURN TO FIND SOUND TEST TROUBLE BREWING If you’d like to sample the game’s outstanding sound effects and Although just a young man, Adol tinued to wander aimlessly had they background music, plug in Con- Christen became the hero of the land not overheard troubling news about troller II and take the secret of Ys by saving it from certain doom. the fate of Dogi’s homeland, Felgana. Sound Test. First, press Select Clever, ambitious, but most of all For some reason the land seemed pla- on Controller I to bring up the brave, he was adored by the people as gued with foul weather and mysteri- regular menu, then press Select he traveled through the country ous crop failures. The future did not on Controller II to bring up the searching for adventure. With him bode well for the people of Felgana, hidden Sound Test menu. Use journeyed his fast friend and reformed and Dogi worried about the friends the Up and Down arrows on the thief, Dogi. They might have con- and family he had left behind many control pad to select the music years ago. Dogged by a pre- or effect and press the B Button monition, he felt compelled to to hear the sounds. return to his hometown, Red- mont. Thus begins the legend of the Wanderers from Ys.

84 NINTENDO PLAYER’S GUIDE SHOP AND SEARCH FOR A WANDERERS WEAPONS

SWORDS— ARMOR

Leather Armor offers little • SHORT SWORD The Short Sword is for sale at • LEATHER ARMOR protection, but it's better than STRENGTH UP the weapon shop. It's short, light DEFENSE UP inexpensive: and easy to wield, but it's the nothing. It's also

least powerful of the swords. Buy only 3,000 gold pieces. Buy it at one as soon as you can. the weapons shop in Redmont.

Created of iron mesh. • LONG SWORD The Long Sword is heavier and • CHAIN MAIL Chain Mail STRENGTH UP more powerful than the Short DEFENSE UP protects more effectively than Leather Armor does. It, too, can be 35 Sword. It's hidden deep within Tigray Quarry, and you must defeat purchased in Redmont. It's worth the price, the dastardly Dulan to earn it. 3,000 gold pieces.

• BROAD SWORD Crafted of solid iron, the Broad • PLATE MAIL Plate Mail, with its solid plates STRENGTH UP Sword bumps your strength up. DEFENSE UP of metal, covers much better

Buy it in Redmont— if you can than Leather or Chain. Search for

afford to pay 8,000 gold pieces. it in the secret depths of Tigray

Use it to build experience points. Quarry when you return there.

• BANDED SWORD Intrepid wanderers will find the • BANDED ARMOR You can buy the Banded Armor in STRENGTH UP Banded Sword in Eldam Mountains. DEFENSE UP Redmont. It's expensive- 12,000 It boosts your strength another gold pieces-but if you raise

notch and makes it possible to enough money building experience

acquire the Staff of Judgment. points, it’s worth the cost.

• FLAME SWORD With the Flame Sword, you're • BATTLE ARMOR The mightiest of all armor. Battle STRENGTH UP wielding enormous strength. DEFENSE UP Armor is your best defense 110 You'll need patience and plenty of 55 against Garland and Galbalan. power, though, to get it from its You must find and recover it from

hiding place in Ballacetine Castle. a chest in Ballacetine Castle.

SHIELDS- RINGS-

To increase • WOODEN SHIELD Wood is the weakest of the the power of your attack, DEFENSE UP shields, but it is inexpensive and equip yourself with the offers some protection in the amazing Power Ring, which you'll

early going. Buy it at the store in find hidden in a treasure chest Redmont before you leave. somewhere in Tigray Quarry.

The Shield Ring offers extra • SMALL SHIELD It may not be large, but at least protection and comes in handy DEFENSE UP it's made of more resistent metal. Look for it in a Treasure Chest in when you're under attack. When

llvern Ruins. It raises defense by you give Grandma Aida Robert's 20 points. Pendant, she'll give you the ring.

• LARGE SHIELD Naturally, a larger shield is more When you wear the Time Ring, enemy attacks slow down. Like DEFENSE UP protective. It is very expensive but well worth the cash outlay all of the rings, it is effective

only it’s when you learn to use it wisely. when powered up. Edgar

will give it in Redmont. Buy it as soon as possible. to you

• BANDED SHIELD Give your defense another boost The Mealing Ring can be a lifesaver. DEFENSE UP by buying the Banded Sword at When your energy runs low equip restore your life the weapon shop. It's expensive, yourself with it to WANDERERS but gives you just enough more meter. You'll come across it some-

protection to make a difference. where in Redmont.

• BATTLE SHIELD The mighty Battle Sword protects » PROTECTION RING Like many valuables, the Protection DEFENSE UP against the fiercest of enemies. It Ring lies deep within Ballacetine FROM 55 can't be purchased, though; it Castle. Power it up and wear it into must be earned. It's hidden in a your final battles against Garland chest in Ballacetine Castle. and Galbalan. YS SUPER IKES 85 REDMONT HOUSE HUNT EQUIP YOUR WANDERER When you first enter Redmont, there are many people Press Select to see what swords, armor, rings on the streets who will give you bits of information. and other items you've accumulated. You can

There are others who prefer to remain indoors, choose to equip them or not. You should always Dogi’s hometown, Redmont, is the though. Be sure to search all of the houses in town, equip your wanderer with the strongest swords beginning ofthe wanderers’ quest. Pla- and return to them every time you come back to town. and armor you have, but don't equip him with a

You never know who might be inside! When you ring until he needs it. The power of any ring gued by an ancient curse, it is no long- return from battle with treasures, the people some- begins to drain er the sleepy, content village that Dogi times give you useful items. remembered from his youth. It is there that Adol first learns that the evil seems to be emanating from nearby Tigray Quarry. He will return to Red- mont many times to buy provisions and talk to the townspeople before he finally gets to the root of the curse. Begin by talking to everyone and pur- chasing from the shops there whatever weapons and herbs you can afford.

EARN EXPERIENCE POINTS TIGRAY QUARRY DU LAN It's no use trying to take on the big enemies in

the game until you've raised your experience to a One of the evil influences in the quarry, Dulan

competitive level. That means you'll have to fight darts around erratically, throwing knives when

lots of lesser enemies to earn experience points. he appears. If reached In town, you learned that Edgar is you've Level 7, you There are several places where you can stand in should be able to beat him. When you do, he will somewhere in Tigray Quarry, and he is one place and fight off hordes of enemies to build relinquish the Long Sword. in some kind of trouble. The towns- experience and gather gold. Go outside, renew people have long relied on the valuable your energy, then go back and fight some more. crystalline ore, La Perle, that is mined there, but now they suspect that a cursed gallery in the depths of the mine has poisoned it. You have to search through the dark, dank twist- ing tunnels to find him. Along the way you will discover Treasure Chests that hold the Power Ring and Robert’s Pen- dant, and you will meet mutant, slimy monsters that seem to become more evil the further you descend into the ROBERT'S PENDANT SNATCH THE STATUE mine. The bat-like Cayrons and spid- Grandma Aida is worried about her grandson, Return Robert's Pendant to Aida and get the eresque Glumouses are just the begin- Robert. When you find his Pendant in Tigray Shield Ring before you take on Elfeir, who ning! will also a Quarry, take it to Aida. She will be grateful to You come upon Ware- strikes with lightning bolts from her perch see some sign of Robert, who has been missing house Key and a mysterious locked on the wall. Be patient. When you finally for some time, and will reward you with the door. Does the key fit? defeat her, take the Sun Statue. Shield Ring.

86 NINTENDO PLAYER’S GUIDE PILE UP POINTS ILVERN RUINS GILAN One of the best places to gain experience-

and gold-is near the entrance to the castle Gilan. the fire snake, guards the fiery pits below. ruins. Flocks of Fuzzles attack from front and He appears suddenly, and you must hit him When you return to Redmont with back. Stand on a high spot and hold Up and A directly on the head to inflict damage. When you the Sun Statue, you learn that Dogi’s to repeatedly stab with your sword. Flock beat him. use the Fire Dragon Amulet he drops after flock will attack, and the points will rack to dry up the Lava River. childhood friend, Ellena, is con- up as you defeat them. When your energy cerned about the fate of her brother, runs low. exit the ruins, refill your life meter, Chester, who seems to have turned then return to score more points. against the town. She begs Adol to *** % find and save him from the control of an unknown evil influence. She knows only that he might be in the ruins of Ilvern, which was destroyed by the eruption of a nearby volcano. Enter the crumbling castle and search for clues in its many haunted hallways. You’ll find him there, all GYALVA right, and he’ll throw you into deadly MEDICINAL HERB fire pits for your trouble. No one, he Buy the Medicinal Herb at the item shop The deity of the volcano. Gyalva is a flying tells you, has ever escaped from the in Redmont. Equip yourself with it. but dragon with a fiery bite. Stand on a high fiery will dungeon. Perhaps you be don't use it until you face the big enemies spot, jump to strike her. then retreat to a the first—if you can survive the best in the ruins, Gilan and Gyalva. When safe spot while she spews fire. When you efforts of guardians Gilan and Gyalva. you're at the losing end of a battle and beat her, you'll get the Star Statue. are equipped with the herb, you need only press A to replenish your energy.

CRAWL THROUGH CRANNIES

TIGRAY QUARRY Adol is clever. In places, he must #2 crawl through small passages to the areas beyond. To find the Treasure Chests that hold the When you’ve cleared the ruins, return Mission's Tablet and the Plate Mail, to Redmont and talk to Edgar. He will he must crawl under the boardwalk give you the foe-slowing Time Ring to discover a hidden area. and instruct you to return to the ware- house in Tigray Quarry. This time, the THE SHINING CRYSTAL door guardian will allow you to pass ISTARJIBAR The Shining Crystal is precious indeed. with the warning that danger lurks Wanderers who possess the crystal can Although it doesn't move. Istarjibar is a beyond. You will find Treasure Chests purchase Brocia’s Secret Medicine, one of the formidable foe. It attacks randomly with hold the Mission’s Tablet and the that most valuable healing herbs in the game. deadly flying crystals. Protect yourself and

Plate Mail. Here, too, you will receive When you return with the crystal to the Item wait for the right moment to attack. Beating the Shining Crystal, which will enable Shop, the vender will add the special it clears your way to the Flash Statue. you to buy Brocia’s Secret Medicine in medicine to her list of wares. Use it to restore WANDERERS Redmont. When you meet the fierce power to whatever ring is equipped. Istarjibar, which attacks with flying crystals, be sure to protect yourself with the Shield Ring. If you manage to

survive the onslaught, you will get the FROM Flash Statue. Return with it to Red- mont and talk to Edgar. He will then YS give you his letter. SUPER NES 87 MELDAM MOUNTAINS A WELCOME HUT Inside the hut, Dogi and his wise teacher are almost as glad to

see you as you are to see them. When you enter, they give you the Banded Sword, and they offer to replenish your energy The mountains tower in the distance, whenever you return to the hut. Given the ferocity of the enemy, looking treacherous and forbidding. you'll probably be a frequent visitor-at least until you learn the Their looks aren’t deceiving: this is the ropes. At least you're not alone amidst the crags and peaks. toughest area yet. The people refer to them as the “Evil Mountains” for good reason. Even minor enemies can cause THE TREK HEATS UP GILDAS serious damage, and they seem to spring from nowhere as you trudge The first big enemy you meet is Ligaety. Kin The fierce ice dragon. Gildas. spews ice through the drifting snow. It is fortu- to the Harpy, she flies overhead showering balls and if you come too close, it attacks nate, given the unfriendly climate, her foes with lightning bolts. Strike before with its huge tail. Don't freeze! Move in, that you come upon a warming hut she blasts, then run for cover. Defeat her to attack when you can, then retreat. You'll get the Judgment near the beginning of your journey. Staff. find the Dark Statue when you fry Gildas.

What a welcome sight it is! And inside wait Dogi and a wise old man. You will meet miserable monsters in the mountains, including the dreaded Ligaety and the grotesque Gildas. J Mountain climbers should be well equipped with medicine and weapons before they dare scale the peaks.

IT'S A TRAP! BALLACETINE MIND THE MACE CASTLE The suits of armor in the castle are anything but inanimate. They drop their spears on unsuspecting The first ghoulish guardian you meet in

visitors with frightening regularity. Add to them Ballacetine Castle is a wicked-looking ogre Ballacetine Castle is at once elegant who swings a spiked mace-like weapon. To and evil. One room blends smoothly avoid the swinging mace, crawl up to the into the next until, suddenly, you find ogre until you're close enough to strike. yourself lost in a maze. Intrepid wan- derers will find treasure galore hidden in the castle’s many rooms, but their guardians won’t part with them easily. You will meet feared fiends such as Ishugest, Halveigar, Estallion, not to mention the jaded Jilduros. If you manage to best this group of brutes, you’ll be rewarded with treasures such as the Garnet Bracelet, the Blue Bra- celet, the Protection Ring, and the coveted Flame Sword. Thus equipped, FIRE FIEND and with much experience behind you, The last obstacle in Ballacetine Castle is a you might just be ready for the voyage THE STATUE OF leaping lupine who has a bark that truly is to Galbalan’s Island. THE BLUE KNIGHT worse than his bite. When he opens his yap, he spews a stream of fire. Use the Time

Once in the castle, you can go only so far before Ring to slow him down so you can attack.

you defeat the first boss. He's tough, but the

statue of the Blue Knight in the bubble will block

your path until you get the . 1 1 «i * mJ Garnet Bracelet by defeating the boss. When you show him the brace-

let, the Knight's bubble 1 / bursts, he floats away, t and you can continue on your way.

8 8 NINTENDO PLA YER ’S GUIDE POWER-UP THE STATUE S IMAGE GARLAND

Although the Protection Ring and the teleports Flame Sword are very difficult to locate The Blue Knight is back, and this time he's Garland is a huge caped hulk who no statue. He shuffles along swinging a to attack from all directions. To and retrieve, it's worth it to spend the around mighty you finally defeat him by his pounding, use the Protection time looking for them. They are hidden in axe. When withstand sneaking in strike, you will receive the defeat him. Lord McGaya will chests somewhere in the castle, and they to Ring. When you

Prison Key. Use it to talk to a prisoner. appear to bestow the powerful Evil Night. will provide the extra protection and firepower that you'll need when you come face-to-face with Garland and Galbalan.

v£ «*-y

GABALAN’S GARLAND ISLAND If you thought that you had seen the last of Garland, you were sorely mistaken. He's here on

the island, planning to mount the same type of Before you venture to Gabalan’s attack that he used in Ballacetine Castle. Strike return to once more. Island, Redmont when he teleports near and protect yourself. When When you talk to Edgar, he will give you've bested this fiend, you're ready for Gabalan. you the Ogre’s Ball of Fire, which will prove to be invaluable in the journey to come. The island is dark and mysteri- ous, so you must take light with you. GABALAN

This is it: the final fight. And what a A DARK LABYRINTH fierce foe you face! He has various

all of them, unfortunately, The island is shrouded in darkness. Use the attacks, first fires from his arms, Ogre's Ball of Fire to light your way. Ride down effective. He then he drops his arms and sends on a moving platform until it stops. Wait. It will armies of pursuers that attempt to hunt start again and go down further. When it stops

As if those attacks the second time, exit to the right. Walk off the down and destroy you. then tries dropping ledge and hold Left to land in another passage. weren't enough, he himself from above to crush you. Can you destroy him before he destroys you? The

people of Redmont depend on you to free them from his ruthless curse.

CLASSIFIED CLUES

It takes patience, but you can tinue screen comes up, use Con- become invincible. First, begin troller I to select Continue, and your game, then press Reset. enter any area that you’ve been to When the American Sammy logo before. Press Select to make the appears, press Up, Down, Up, option screen appear, and from WANDERERS Down, Select then Start on Con- there go to the Status subscreen.

troller II. Timing is critical. You While the Status subscreen dis- must wait until the logo fades plays, press Start on Controller II. in, then enter the The word “Debug” will show up next completely FROM whole code before it begins to fade to “Status.” When you continue out again. When the Start/Con- play, you’ll be immune to damage. YS

SUPER NES 89 . LAGOON Help Save Lakeland From The Doom Of Evil

This stunning action/adventure release from Kemco-Seika for the Super NES offers a strong challenge that holds your attention for hours of fun and excitement.

HERE’S HOW OUR STORY UNFOLDS..

You are Nasir, the Champion of the things are happening as a result. Although Nasir is Light, raised in the marsh village of There are reported sightings of uni- young, his wisdom and Atland by the sage Mathias. Under his dentified entities, and the once clear- capability reach watchful eye and skilled training, flowing waters have turned brown and far beyond his 14 years. Now, the real you’ve developed into quite the young muddy. It’s your duty to save your test will decide the swordsman. Now, the hold of evil has homeland from destruction. fate of his village. grasped Lakeland, and many strange

YOUR JOURNEY IS DIVIDED INTO FOUR QUESTS

The best way to get started is to talk tasks. Do whatever they ask and you Overall, the clues to all the people you come across. could receive great rewards. A young you pick up will They’ll often have valuable clues hero should take advantage of every lead you to four that will steer you in the right direc- opportunity to make friends! It could main bosses. Defeat tion. They may also ask for your pay off in the long run. each of these tough fiends to ensure the assistance in completing various safety of the land.

GUIDING OUR HERO USING MAGIC

When attacking an enemy or defend- • SWORD TECHNIQUES Throughout the course of the game, it is ing yourself, very important to be Remember to you will locate four wands and four in the correct position. Rather than always take one crystals. Sixteen different magic facing it head-on, try standing a little enemy at a time. A spells can be produced by joining the off center. Although you will still inflict group of enemies wands and crystals in different com- damage no matter how you strike your will gang up on you binations. and you'll get opponent, it will be much more effi- clobbered for sure! cient if you use this technique. The same applies when using the shield.

• USING THE SHIELD • JUMPING TECHNIQUES

It isn't often that Beware of all those

you find a game in gaps in the ground.

which the shield Get used to how far

can be used you are able to

effectively. Stand in jump, as this

the correct position technique is

and you'll be essential to the Be wise when making magic. Strong Fire, Wind, protected from third area. Water and Thunder spells will result. enemy attack.

90 NINTENDO PLAYER'S GUIDE s

take for a bird to

an distance to the limb a Chocobo, but

ing real birds is the

FINAL FANTASY E 92

Carl Sagan believes that there are ten civiliza-

tions in our galaxy, but others estimate that there

might be as many as 1 00. If there are that many,

it doesn't seem farfetched to think that at least

one of them would like to trash Vegas, as they do

in SimCity. Of course, it has also been suggested that there are NO intelligent beings now in our covered 1 20 feet. galaxy. lowed that historic flight, they kept their plane, the Flyer, aloft for 59 seconds and traveled 852 feet, but it SIMCITY 106 flipped and crashed immediately after, destroying it

In all. the Flyer flew for a total of 97 seconds.

PILOTWINGS 100

POPULOUS 112

SUPER KES 91 .

FINAL FANTASY D Role Playing Magic

Square opens up new realms of adventure with exquisite graphics, sound and story-telling. Real-time battle control and a host of charac- ters make this game unbeatable.

made full use of the Super NES’s Mode 7 functions to add drama and A SUPER FANTASY excitement. For instance, while sail- ing aboard the Red Wing fleet of air- ships, it looks as if the world is really passing beneath you. Add to this a wonderful musical score and sound Why create a Role Playing Game for effects and you have the Super NES the Super NES? After all, there is no equivalent of a swashbuckling movie. real action, right? Wrong! Final Fan- tasy II proves that RPGs can be • NES • SUPER NES exciting and full of action. You may not be controlling sword fights, but you can watch them unfold. Even more important is the use of anima- tion to tell the tale. Only by watching the story will you learn what to do next, where to go, to save and who Final Fantasy for the NES was less linear, but The 3D perspective of castles and towns is why once trusted allies have turned that meant that you spent a lot of time much more realistic than in the first Final Fantasy. traitor. The designers at Square wandering around wondering what to do. No more!

ONCE UPON AN AIRSHIP. .

The story begins with an act of impe- Baigan, the King's The story revolves around the magi- rial arrogance. The King of Baron close advisor, cal crystals that are being stolen by a has ordered his faithful commander suggests that Cecil great wizard named Golbez. Already, can no longer be of the airships to steal the magical it seems, Golbez has the King of trusted with the crystal from a town called Mysidia. Baron in his pocket. The search for command of the Red Cecil, the Red Wing commander, Wings. the remaining crystals takes Cecil does his bidding, but he begins to across The King of Baron the world, and beyond it. doubt the justice act. of the Betrayed strips Cecil of his by the King’s advisor, Cecil is demot- command and orders ed and sent on a strange mission him and Kain to take with Kain, who has also fallen from a mysterious package the King’s favor. Thereupon begins to the village of Mist. the quest for Cecil and his compa- nions to solve the mystery of the Cecil meets many friends and ene- crystals and save the world. Their mies, and some friends who turn out twisting path leads through high to be enemies. Help may come when mountain passes, castles under least expected and defeat might be siege, a dwarf realm underground snatched from the hands of victory. and eventually to the moon.

9 2 NINTENDO PLA YER ’S GUIDE REAL-TIME REALISM

In most RPGs you have an unlimit- Powerful magic spells ed amount of time to make your Characters with high Agility ratings take less take longer to cast than battle decisions—whether to fight, — time between being weak spells. Several use magic, run away, etc . . . given a command and turns may pass while a which is great for some, but not executing it. wizard works a spell. very realistic. Indecision will de- If the enemy's Agility stroy you in FFII. The monsters rating is higher than continue attacking while you that of your party choose your actions and magic members, the enemy take time to cast. Reaction spells will make the first time and knowledge are both attack. important. MASTER THE MAGIC

The world of Final Fantasy II is against attack or to recover from Magic is used to command mythical filled with magic and magic users, wounds. Black Magic can be cast to beasts to your aid. Most magic users White Magic is used to defend damage enemies in battle. Call can use only one type of magic. WHITE MAGIC BLACK MAGIC CALL MAGIC White Magic protects and heals, but Black Magic is used to attack ene- Strangely enough it is the child, controls many great, sometimes the best offense is a good mies, but not all enemies are sus- Rydia, who beasts with Call Magic. defense, in which case White Magic ceptible to all types of Black Magic. mythical Rydia uses Call Magic, the may help you win a battle. Rosa is Learn the weaknesses of enemies When one of the most powerful White mage, but to best utilize your spells. Water beast appears and attacks foes. Just like Black Magic, Tellah the Sage also is a strong user creatures, for instance, are suscep- your equally of White Magic. When Cecil be- tible to lightning, and fire creatures not all Call Magic works comes a Paladin, he will be able to can’t stand ice spells and vice well against all foes. The Chocobo use limited White Magic. Some versa. Tellah is a powerful user of is a good choice in most cases, but types of White Magic, like Heal and Black Magic, as is Rydia and some of the more exotic creatures Cure, also appear as items. FuSoYa. have special uses.

stands for Meteor, is the most The Chocobo is good in most situations. Bahamut's Cure4 restores all of a character's lost Hit Meteo. which powerful magic available, but the cost is 99 Megaflare is more of a specialty attack. Points, but it costs 40 Magic Points. MP.

H SUPER TIP: STEALING MAGIC

There are a few creatines from item. Imps that use Call Magic which you can actually steal Call are one enemy liable to give up Magic spells. If you find yourself their spell. Since stealing it in an area inhabited by a particu- takes time and the Call Magic FINAL lar magic user, wander about in spells you steal are no better that area, fighting the enemy than those you already have, this whenever it appears. After sev- technique should be used only further eral battles you may win its for fun or when you are FANTASY magic spell, just as if it was an exploring the world. H

SUPER NES 93 THE CAST OF CHARACTERS

Cecil is the only character who stays life in many ways. Some join with When one of these characters joins with you throughout the game. In him, but only to further their own Cecil, you are in control of him or her. effect, you are Cecil. You can change goals. Others seem to be helping In battle, you can use their special his name, and the names of other him, but may really serve another strengths. Each character has a spe- characters in special places. The master. There are even those who cial skill, of which you should learn to other characters come into Cecil’s join Cecil out of true friendship. make good use.

CECIL • DARK KNIGHT

Cecil is a master of Cecil is the hero with a mission, a swordplay. Give him steel! believer in honor and justice. Once the commander of the Red Wing air- ships, he is now a wanderer in a land full of enemies. Friendship and • PALADIN betrayal lie ahead on his road, but he As a Paladin. Cecil learns has no choice but to follow it. to use magic.

KAIN

Once a member of the Royal Dra- goons—the select palace guard of Baron—Kain sides with his old friend Cecil and heads off on a quest. Soon, however, he disappears, and later he seems to have joined the forces of evil. Where do his true loyalties lie?

RYDIA

Rydia seems only a child, but her mother was one of the beast callers of Mist, and the girl has inherited the skill. Protect her in the early going, but later she will grow and become a powerful magic user in her own right.

TELLAH WHITE MAGIC

llah is a master of the Tellah is found wandering in the aling arts, as well. Watery Pass. He is a great wizard but he has lost his daughter and much of his skill. Still, he is brave, and will sacrifice himself for a worthy cause. • BLACK MAGIC

His strength is in the use of Black Only Tellah has the

Magic. powerful Meteo spell.

EDWARD • SING The Sing command has Prince Edward is neither a fighter many effects on enemies. nor a great wizard. His strength lies in love and music. He was the suitor of Tellah’s daughter, Anna, but he is more than just a talented minstrel. • HIDE

His singing can effect monsters, and Hide Edward away to pro- he can hide from a fight. tect him during a battle.

94 NINTENDO PLAYER’S GUIDE ROSA • WHITE MAGIC 2133 Rosa's White Magic does Rosa is not simply the friend of more than heal wounds. Cecil as she appears at the begin- ning of the game. In fact, she is the most powerful user of White Magic in the game. She is also a target of • AIM the vengeance of Golbez and at Strengthen a party mem- times she must be rescued. ber's attack with Aim.

YANG • FIGHT Yang should fight Yang was the head of the King of against single enemies. Fabul’s guards, but high upon Mt. Hobs during a training mission, he was beset by monsters. There he was saved by Cecil and company, and he • KICK joined them. His unique skill is the Against many foes, use wide-ranging Kick Attack. the Kick Attack.

PALOM • BLACK MAGIC Use Black Magic as a Palom and Porom are twins from last resort. the strange town of Mysidia. Palom uses Black Magic with great skill for one so young, but his real strength is joining with his sister to cast Twin spells. At first he mistrusts Cecil. POROM

Use the White Magic if Porom specializes in White Magic you can't use Twin. when she’s not weaving Twin spells with her brother. She places more trust in Cecil. Although she and Palom are still children, they prove • TWIN themselves to be as brave as any The Twin Magic takes great warrior. a long time to cast.

CID

Cid appears only after you return to Baron secretly from Mysidia. He is the master engineer of the airships, and as such he can give Cecil back his wings with the airship Enter- prise. His special skill is seeing the weakness of an enemy.

EDGE • DART

One of Edge's many FINAL

Edge is a ninja master who joins secret ninja arts. the party only late in the game. His home of Eblana in the upper world

has been destroyed, and now he FANTASY seeks revenge in the fiery center of • SNEAK the planet. His special attacks Steal from the enemy include Dart and Sneak. using Edge's Sneak move. H

SUPER NES 95 OVERWORLD AND UNDERWORLD MAPS

The world of Final Fantasy II is vast. and visit the numbered areas in ter there on the following pages. It pays to know where to go and how order. You’ll find area descriptions Approach these challenges cau- to get there. Follow the maps below and the enemies that you’ll encoun- tiously and be ready to fight.

THE OVERWORLD

Most of the game takes place in the vast Overworld. Here you must pass through deserts, climb mountains, sail the seas and all the while fight off the monsters that have been taking over the countryside since the loss of the magic crystals. Here too you will find towns and castles where people live. Many people will help you, but others may stand in your way. Be wary of strangers, but be thorough. Look every- where for clues to your quest. When travel- ing by land, take a Yellow Chocobo. While riding this bird you won’t be attacked.

Don't cover every inch. Some lands contain only monsters. Unlike the first Final Fantasy, you won't have to spend lots of time building up levels.

THE UNDERWORLD

leA^ElEN.T.R'ANiei The Underworld is much smaller than the Overworld, but it is just as important. Here Cecil and his companions must hunt for the Dark Crystals of the dwarfs. The air- ship won’t do you any good down here, so you’ll have to hoof it. You might expect to visit caves, but there is also a great tower that must be conquered. The Tower of Bab-il extends all the way from the under- world to the mountains of Eblan. Beyond this world is one even more distant, for before the game is over, Cecil mustjourney to the moon. ID.WA'REITOWER

The Dwarfs need your help to fend off disaster, for the

Red Wings and Golbez are waging war in the depths of

the world in hopes of winning the Dark Crystals.

96 NINTENDO PLAYER’S GUIDE DUNGEONS, TOWERS & LABYRINTHS

1 : CAVE OF MIST MIST DRAGON Cecil and Kain's first trial is in the foggy There's no point trying to attack

Cave of Mist. The monsters here are not a mist, so when the dragon strong, but neither are your characters at transforms into a foggy cloud, this early stage. You'll have no choice but to don't waste your time attacking. fight your way through until you reach the Kain's Jump is the best attack

Mist Dragon who blocks the far exit. against the dragon when it is in dragon form.

2: THE WATERY PASS OCTOMAMM more complex than The Watery Pass is far The fearsome octopus attacks the Cave of Mist. Here you will encounter with its eight tentacles, that is countless creatures of water who are weak until you start lopping them off. you'll against lightning attacks. Fortunately, Each time you attack. Octomamm meet Tellah, who has the Black Magic will lose a tentacle and some of spells at his disposal. Protect Rydia lightning his strength. Use Tellah’s lightning and Rydia's Chocobo.

3: ANT LION'S DEN ANT LION The Antiion's den plunges deep into the The Antiion. according to Edward, shadows and horrors of the earth, but if you was once a friend to man. Now want to save Rosa you must go to the very his heart has been poisoned and heart of it and defeat the huge Antiion. he attacks with ferocity. If you

Edward isn't a lot of help. Try using Sing to don't fight, the Antiion may spare see its effect. Rydia's Call magic is handy, you some pain. Use Rydia's but preserve her MP. magic alone to defeat the beast.

4: MT. HOBS MOM BOMB Rosa, Edward and Tellah, With Rydia and The Mom Bomb has three forms. you'll begin the ascent of Mt. Hobs. On the When you first encounter it, the learn her first Black Magic way. Rydia will Mom Bomb will be rather small and spell, and further on you'll meet and help unimpressive. After it loses some Yang, the warrior from Fabul. The Mom Hit Points, it grows into a huge Bomb, who inhabits the peak, is one of the creature. After that it explodes into strangest of enemies. a ring of many little beings. Use Yang's Kick Attack.

5: MT. ORDEALS MILON After a misbegotten journey by sea, Cecil Milon first appears on the bridge

himself washed up on the beach near FINAL finds at the peak of Mt. Hobs. His Mysidia. In the village he gains the help of initial form is as a wizard, and the twins, Palom and Porom, and on the Cecil's sword is useless against mountain Tellah reappears for hike up the the undead monsters. The second assault on Milon, the Fiend of the the final Milon attacks from behind, so FANTASY Earth. switch your party around. Use

Fire spells. H

SUPER A'ES 97 6: THE SECRET PATH BAIGAN KAINAZZO Take the Secret Path from Mysidia to Baron, then use the old tunnel to creep into the castle. When Baigan can be The Fiend of Water is you first reach Baron, Yang attacked in the arms easy to destroy using raises a ruckus at the Inn. and body. Attack the strong Lightning

You'll have to fight him. front arm first, then spells. He takes two

Look for dark passages in the body, and finally forms during the the tunnel and prepare to the back arm. battle. meet Baigan.

7: CAVE MAGNES DARK ELF DRAGON ELF The Black Chocobo flies you to the forested entrance of Gave Magnes. Inside. Cecil's steel The Dark Elf is a Once Edward plays weapons will prove useless. strong magic user. his music the Dark

Magic is your only offense, Among other Black Elf becomes the but you can usually run Magic spells, he uses Dragon Elf. Now from a fight, too. The Dark Porky and Weak. Cecil's sword works,

Elf keeps the Toroian You'll get two chances as does Tellah's Weak

Crystal at the lowest level. against him. spell.

8: TOWER OF ZOT THE MAGUS SISTERS VALVALIS The Tower of Zot stands out as a very modern, high-tech place, but most of the creatures inside Concentrate your Valvalis is the Fiend are of the usual monster attack on the middle of the Air. She can be variety. Finding the correct sister, because she defeated only by route up the tower isn't too can restore her Kain's Jump attack difficult, but defeating the siblings. Use Wall to and the use of Slow Magus Sisters and Valvalis protect your party. magic. is tough.

9: TOWER OF BAB-IL DR. LUGAE ROBOT Underground in the Dwarf Kingdom there is a vast tower-the Tower of Bab-il. This stronghold Dr. Lugae is not strong, No particular attack of Rubicant is under siege by but his robotic com- strategy will get you the Dwarf Tanks, which pro- panions can withstand past the second robot. vide cover for you to sneak in. most magic attacks Keep attacking and

On the highest levels you will with little damage. refilling the HP of find Dr. Lugae and his robotic Bring lots of Cure. your party members. creations.

10: ABOVE GROUND

In the Cave of Eblan, above Eblan Village, RUBICANT you'll find Prince Edge of Eblana, a great ninja When Rubicant is covered, he will be pro- fighter with many special ninja attack tected from many attacks, but when he is techniques. When you first meet him, he is uncovered use strong Ice spells. Try using Call battling Rubicant by himself. After Edge joins magic and Rubicant may use Ice on himself. your party, you must face this last of the four Edge's magic Flame attack may cause fiends later in the tower of Bab-il above ground after Cid returns with the Rubicant to give magic to your party. new airship.

1 1 : SEALED CAVE DEMON'S WALL It may not be easy to reach, but this cavern holds a secret and valuable prize. Inside is the Use a total team attack against the second Dark Crystal. Once Asura and Demon's Wall. Rosa should use Slow to

Leviathan have been defeated, you may enter. reduce the hits it inflicts on you and Fast

If you are having trouble with monsters, on the party members to increase their run away by pressing both the Left and Right hits on the wall. Kain uses Jump while

Buttons simultaneously, but there are some creatures that won't let you run, Rydia uses Virus and Cecil and Edge fight. like the Demon's Wall.

98 NINTENDO PLAYER’S GUIDE 12: CAVE OF SYLPH help you wake up her husband, but The Cave of Sylph in the dark she is back in the Overworld. Take underground reaches of the Dwarf the airship and seek out Mrs. Yang, Kingdom has a big surprise waiting then return with her cure to the for you. There are no fiends or crys- cave. When Yang finally wakes up, tals here, but Yang who seems to he won’t rejoin your party, but he have been placed under a powerful will provide much needed help in sleeping spell. Only Yang’s wife can the way of a weapon for Edge.

13: LAND OF MONSTERS ASURA LEVIATHAN Leviathan's Tidal The callers won't help just anybody. If you want Asura can heal attack is very the King and Queen of laa herself when into the Callers to help you. attacked. Use Wall strong, so go t HP you must defeat them magic as part of battle with full for your party in the Town of your winning members. Monsters in the library. strategy.

14: CAVE MOON the Palace remains off-limits until When you finally reach the moon, later. You’ll have to explore this you’ll find that the game is not over. area on your own without a map, Many caves and the Moon Palace but look for your final companion, are yet to be explored. There are FuSoYa, who is a mighty wizard new dangers to be faced and the able to use virtually all White and ultimate evil. The first dungeon Black Magic spells. You’ll need his leads to the Moon Palace. Much of help while exploring the moon.

15: BECK AND CALL BAHAMUT moon you may find a beast Even on the Bahamut is one tough terror to tackle. Rydia's Call who, if tamed, may come to FuSoYa's Megaflare, one of the spell. within a circle left of Look for a circle strongest of all magic spells, will help find the Cave of the Moon Palace to melt his staying power. Also use the must battle Bahamut, Bahamut. There you Wall spell on each of your party is incredibly strong. If you win, he will who members to protect them from be at your beck and Call. Bahamut's counter spells.

16: ROBOT IT'S ELEMENTALS THE ORBS Earlier in the game you battled robots in the the Healing Tower of Bab-il. Now you will battle inside the Use the same Defeat Orb first, then the Giant of Bab-il. a robot techniques that Large Orb and. that is as big as a you used earlier

tower. Here you will to beat the four finally, the Attacking Orb. find the elemental elemental fiends. fiends reunited and

aching for revenge.

17: CENTER OF THE MOON

FINAL The final dungeon to explore on the devices, but Kain will return. Here moon stretches far below the Moon also you will win the Crystal Sword Palace. This labyrinth is vast, but and Armor. Golbez and an even bottom level somewhere within is the final crys- worse evil wait on the FANTASY tal, which is the key to your success for the Final battle, but you may and the single hope of the world. well ask yourself, is this really the FuSoYa leaves you to your own final fantasy? H

SUPER NES 99 PILOTWINGS Soar With The Flight Club

The Pilotwings Flight Club offers you high-flying fun without leaving your home. Join up and take off for four fantastic aerial events in a variety of flying conditions.

ible detail. Since you have the free- dom to fly anywhere in the vicinity of A SUPER TEST OF the ground targets and you’re able to THE SUPER NES see objects on all sides, it’s easy to imagine the flight area as part of the three-dimensional world. The result Pilotwings is often considered to be a is that you get a real feeling of flight perfect demonstration of the Super from playing the game. NES’s graphic capabilities. Rotation and scaling effects are prominent in every event. While you’re in the air, you can actually turn 360-degrees, observing objects on the ground from every angle. When you approach your intended target, you’ll watch it grow larger as it gets closer with smooth, flowing action and incred-

• EARN YOUR PILOTWINGS

When you succeed in each of the FLY FOUR WAYS YOUR INSTRUCTORS flight lessons, you’ll earn a license You'll experience four basic forms of flight in The four flight instructors are licensed pilots who which will allow you to fly at your Pilotwings. They are hang gliding, sky diving, have logged hundreds of flight hours. Each of own level of accomplishment when- rocketbelting and piloting a light plane. If you them oversees a flight area, giving lessons for ever you return to the game. The novices and experts. You’ll begin by learning number on the flight license serves yourself on helicopter rescue missions and parachuting and light plane techniques and then as your Pilotwings password. discover three point-producing bonus flights. move on to more advanced forms of flight.

1 00 NINTENDO PLA YER ’S GUIDE LEARN THE BASICS

LIGHT PLANE SKY DIVING drops The biplane is built for a smooth and All Pilotwings parachute steady flight. You’ll first learn how to begin at an altitude of 3,800 follow a set flight path and learn to feet. In the first lesson, you’ll land the craft. More advanced les- have to direct yourself through sons will cover taking off, flying three rings and land on a size- through hoops, swooping able bull’s-eye near the runway. down under low arches and As you become a more landing on a slippery run- advanced sky diver, you’ll fall way. You’ll find that the through rings which have been most difficult light plane placed at greater distances maneuvers are drastic alti- from each other and you’ll land tude changes and smooth on smaller targets, surrounded landings. by water.

ROCKETBELT HANG GLIDER You’ll experience rocketbelt flight beginning with your You really have to know which way second lesson. This experimental contraption can be the wind is blowing in order to mas- piloted both forwards and backwards. ter the flight of the hang glider. You’ll be introduced to this tricky form of flight in your third lesson where you’ll learn about the lifting thermal currents. In most les- sons, you are required to ascend to a certain height, then perform various other flying tasks and land on a small platform.

BONUS FLIGHTS In addition to the basic flying events, you can take off for two exciting helicopter rescue missions and three kinds of bonus flights. You’ll be sent on helicopter mis- sions after each set of four lessons, landings in the sky but bonus flights will only occur if If you make 100 point hang gliding or rocketbelt events, you'll you carry out difficult landings on diving, earn the chance to take off for bonus flights. small floating platforms. Helicopter rescue missions will occur after your fourth and eighth lessons.

_ SOAR AHEAD AREA 2 985206 AREA 3 394391 AREA 4 520771 While you should try to succeed in every AREA 5 400718 lesson on your own, you can test the air of 773224 the advanced lessons and helicopter mis- AREA 6 sions by using the license numbers here as AREA 7 165411 your password. Check out the expert AREA 8 760357 PILOTWINGS levels, then return to the early lessons to HELICOPTER 1 108048 hone your skills. HELICOPTER 2 882943

SUPER NES 101 • AREA 1

LIGHT PLANE SKY DIVING Your first light plane lesson will begin at a height of 300 The first sky diving event feet with a straight shot to the landing strip. There’s no involves dropping through need to move to the left or right. Just hit the 10 spheres three rings and landing on a that make up the flight pattern beam and ease your plane bull’s-eye. You’ll make it onto the runway. through the first two rings effortlessly and the third ring will only require slight adjustments. When you reach a height of 1,000 feet, you’ll be given the signal to open the chute. Steer toward your goal and flare your chute when you want to slow your forward move- ment. • AREA 2

LIGHT PLANE SKY DIVING ROCKETBELT This second lesson on light plane The sky diving challenge increases When you fire up the rocketbelt for piloting challenges you to fly through in your second lesson. This time, the the first time, you’ll notice that the B three rings at descending heights, test will be to fall through five rings Button works for a weak boost and then line up with one of two runways and land on a much smaller target, the A Button triggers a strong boost. and come in for a landing. If you land surrounded by water. You’ll easily be Once you get used to the controls, on the shorter runway, you’ll earn able to make it through the first try to guide the belt through the more points. The challenge is to line three rings easily but the last two three vertical rings near the edges of up with the center of the runway in will require some adjustments. The the field, then take it in for a landing. time and to touch down evenly. landing may be tricky. Be careful! Press the L and R Buttons for an overhead view of the action and you may be able to land more accurately.

1 02 NINTENDO PLAYER ’S GUIDE • AREA 3

LIGHT PLANE HANG GLIDER Your first light plane takeoff will occur in Hang gliding can be a tricky event this third lesson. Once you’re in the air, your for beginners. The key to success is task will be to fly through 15 rings at vary- catching the thermal currents. ing altitudes, then land These warm winds which can lift on a runway which inter- your glider are represented by wavy sects with the one you vertical lines. In the first lesson, took off from. It should your task is to use a thermal cur- be a cinch. rent to lift your glider to a height of 500 feet, then land on a platform at the edge of the island. Flare while you land so that your feet hit the ROCKETBELT ground. The rocketbelt hoops have been replaced by floating sphere columns. The task before you is to hit spheres in the three columns, then land on a small pad in the water. If you land on the moving platform, you’ll enter a bonus stage.

• AREA 4

LIGHT PLANE SKY DIVING Besides taking off and landing, there’s only one major There are eight rings to fly task in this light plane lesson, but it’s a tough one. through in this advanced There’s a low arch on the sky diving lesson. If you field which you’ll see while miss a ring, remember you’re taking off. Your task where it is so that you can is to climb, turn around and try to hit it if you go up fly under the arch. Then again. The central part of catch some air, turn around the target is extremely again and land. small. If you can’t hit it, aim for one of the four bor- dering squares.

ROCKETBELT HANG GLIDER The three mid-air targets in this area are rings again. There’s a large ring hovering over the The rings are moving very quickly in three different field at an altitude of 300 feet. Your ways. It may take several passes per ring in order to fly task is to pass through the ring through, but if you stick to it, you’ll be successful. twice, then land on the platform under it. As soon as you pass through the ring the first time, catch a thermal current, turn and make your second approach. Then float out for a short distance, turn, flare and aim for the goal.

PILOTWINGS

SUPER NES 1 03 HELICOPTER MISSION 1

SAVE THE INSTRUCTORS

As soon as your fourth lesson is over, you’ll receive a message explaining that the flight instructors are being held at a heliport behind enemy lines. This is your chance to test your flying abilities in a life or death situa- tion. Take off in the Flight Club Several of the guns near the heliport are obscured ’copter and locate the instructors’ by trees. Aim the cross hairs in the general area positions on the radar. blast Then where the shots are originating and keep firing. the enemy ground forces and touch Eventually, you'll register a hit and be cleared for down at the heliport. landing.

AREA 5

LIGHT PLANE SKY DIVING The fifth lesson takes You should be able to pass place on the first field after through all three rings of a big winter storm. The this test with no problem. light plane task is to fly The most challenging part ' UH through two very small of the lesson is landing on si rings in strong winds and one of the two small tar- * 1 land on an icy runway. Be gets. The smaller target is careful! worth more points. r

AREA 6

LIGHT PLANE SKY DIVING ROCKETBELT Rain has recently fallen on the Once you drop through five small After you fly through the three hori- second course, where the sixth les- hoops, you can land on one of three zontal hoops in this version of the son takes place. This means that the small platforms in a pool. While rocketbelt event, you’ll have the runway is probably slippery. Your you’re approaching aim for the plat- same choice of landing platforms as task is to swoop down close to the you had in the sky diving event. Go ground and fly through three arches for the 70-point landing. in a line. Then choose one of two

104 NINTENDO PLAYER’S GUIDE AREA 7

LIGHT PLANE ROCKET BELT HANG GLIDER Strong winds may cause your craft Your task in this event is to touch Since the task is to climb to a to drift off course. Fly carefully four short columns of spheres and height of 700 feet in this event, through the hoops placed through- land on a platform in the water. you’ll probably have to fly into two out the course and go for a smooth Watch the wind and try to fly low. or three thermal currents. Once landing. you’ve made it, head out to sea so that you can lose some altitude, then turn around and come in for a landing.

AREA 8 HELICOPTER MISSION 2

LIGHT THE WAY FINAL FLIGHT The last lesson takes place after sundown. It’s up to An enemy syndicate known as EVIL has kidnapped an you to show your night-flying skills in all four events important government official. Your new helicopter and score 320 points. mission is to fly to EVIL Headquarters under the cover of night and pick up the official before some harm comes to him. Destroy the guns on the ground and uncover hidden forces.

NEW WAVS TO FLY

The most exclusive flight events in PENGUIN PLUNGE the Pilotwings Flight Club are the If you can land on a moving platform in the bonus flights. You can enter these sky diving event, you'll control a penguin on a events by landing on small floating diving board leap, aiming for a big bull's-eye platforms in the sky diving, hang below. The control is similar to that of a gliding and rocketbelt events. freefall in sky diving. These 100 point landings are very difficult and take a lot of concen- BONUS BOUNCE trated practice. By landing on the platform which floats around the standard rocketbelt landing

platform, you'll have a chance to bounce on

several trampoline-like devices for big bonus

points. Aim carefully!

FLAP AND FLY

If you can touch down on a small stationary

platform in the water while hang gliding, PILOTWINGS

you'll strap on a pair of man-made wings and

flap furiously out over the water. If you go

far. you'll gain a lot of points.

SUPER NES 1 05 SIMCITY Build A Megalopolis With Your Super NES

SimCity from Nintendo gives you all the tools to create a thriving city with hundreds of thousands of residents, towering skyscrapers and thriving industrial complexes.

nearby residential zones. The most BIGGER AND BETTER important additions to the Super NES version are the gifts. When cer- THAN PC VERSIONS tain conditions are met during the building of your city, you receive valuable gifts such as libraries, train The PC and versions of SimCity are considered computer stations and much more. Other new features include the Inspection game classics. Now, the Super NES Lens, which allows you version moves into new territory to see the level of development of zones, with features that add to the realism, your and Dr. Wright, who can give and to the fun. The programmers at you Nintendo used the same models useful tips. The city disaster scenarios are included along created by Will Wright of Maxis Soft- • THE WRIGHT STUFF with two bonus scenarios. You ware, so the old strategies still apply. can also wreak havoc Dr. Wright pops onto the screen These models determine how the on your own city with with advice and news that will different zones and conditions of the monsters, earthquakes and help you make the "Wright" city influence each other, like the other select- decisions. You can also access relationship ed unpleasantries. between pollution and Dr. W at any time.

THE MAYOR TAKES CHARGE

SimCity is the game of building a have to decide where everything The Voice screen is “simulated” city or a city in minia- goes. Your main goal is to turn a bar- where you check on ture. As the mayor of the city, you ren landform into a megalopolis of a your progress. People half million Sim- may leave your city if you ignore Public Citizens. Along the Opinion. way you’ll have to deal with all sorts of problems, which may include heavy traffic, high crime rates and citizens who think their taxes are too high. Sound familiar? It should. SimCity models our urban world, putting you

in control. Not only will Dr. Wright give you good advice about

solving problems in your city, he also warns you when a situation starts getting out of hand.

1 06 NINTENDO PLA YER ’S GUIDE THE GIFTS OF GROWTH

Gifts are received after meeting a • YOUR HOUSE particular condition. For $100 you This is your home. can place the. gift anywhere in your * * When the population reaches 2000 or Town city, but the benefits of that gift will r_* level, the city builds you be felt only if you place it where it • * a house. Place it close does the most good. Many gifts pro- to residential zones and vide extra income, but some have EXTRA INCOME they will reach high hidden costs. $ O levels of development.

• BANK • AMUSEMENT PARK • CASINO The SimCity Savings & You'll receive The conditions for

Loan appears if your Amusement Parks after receiving Casinos are

cash falls below building 300, 400 and the same as for

$2,000. You can take 500 kilometers of Amusement Parks. In out a 20-year. $1 0,000 roads. They help fact, you must choose

loan, which you pay surrounding residential between them. The EXTRA INCOME back $500 per year. EXTRA INCOME zones reach their top EXTRA INCOME negative effect of $ 0 You can have only one $ 200 levels and earn $200 $300 Casinos is an increase loan at a time. per year for the city. in the crime rate nearby. • ZOO • LANDFILL • POLICE HQ

The Zoo gift appears When your open land After building six, 1 2 and

after you build one or area is reduced to 1 50. 18 regular police sta-

three stadiums. Build it 100, 50 and 30 acres, tions. you will receive a near Residential or you receive a zone-sized Police Headquarter build-

Commercial Zones for piece of land that can ing. Its radius of coverage

the greatest effect. The be built in the water. is one and a half times EXTRA INCOME city earns $1 00 each EXTRA INCOME Use the Total Screen to EXTRA INCOME larger than a regular check on open area. station. $100 year from a Zoo. $ 0 $ 0

• FIRE HQ • LIBRARY • CITY PARK

6. 12 and 18 regular When your city has The large City Park is

fire stations must be built three, six, and nine your reward for building

to receive extra Fire schools, you will receive lots of parkland. For

Department Headquar- a Library. Residential every 300. 600 and

ters. The coverage of a zones benefit most from 900 acres of parkland, Fire HQ is one and a half m a Library. Schools you'll receive a large n times that of a regular fire EXTRA INCOME develop automatically on EXTRA INCOME City Park. Build them EXTRA INCOME residential near commercial zones. $ 0 station. $ 100 zones. $ 0

• TRAIN STATION • WINDMILL • EXPO

After building 50 and The Windmill is a monu- Once your city reaches 200 kilometers of mass ment from your Sister a population of 50,000 airport, transit track you’ll receive City. It is awarded after and has an you a Train Station. Commer- you have developed 150 will get the Expo. Place your industrial cial zones nearby will total zones. Check the it near reach high levels of devel- Total screen to see how zones to help them EXTRA INCOME opment, plus you'll earn EXTRA INCOME many of your zones are EXTRA INCOME reach the highest levels of development. $100 $100 per year. $ 100 developed. $ 100

• FOUNTAIN • MARIO STATUE • VIEW

The Fountain is a monu- This monument com- The View Model of your city is a gift for

ment to 50 years of memorates the historic becoming a capital of 50,000 people. When you

growth in your city. Place moment when your city access it through the

it in the commercial dis- reaches the Megalopolis Info Menu, the View

trict to encourage com- stage-a population of Model comes on screen, mercial zones to reach 500,000. The Mario showing you an angled EXTRA INCOME their highest potential EXTRA INCOME Statue is proof of your view of the city. It has development. skills as a dynamic no benefits. $ 100 levels of $ 0 mayor.

SUPER A

Your main goal is to reach Megalo- PICK A LANDFORM WITH SHOULD YOU USE polis level. It may take centuries of GROWTH POTENTIAL NUCLEAR OR “sim time” and dozens of major reno- COAL POWER Picking the right landform is the first step in The debate between using nuclear and coal power vations. Dedication and experimen- building a megalopolis. The rule here is that less is familiar to everyone. The benefit of clean tation are the keys to success. water is better, because you can't build on water nuclear power is offset by the potential disaster

and you need space to pack in those half million of a nuclear accident. Coal power pollutes heavily, for SimCitizens. Look landforms with a single, but it is cheap. So what is the best choice? In

narrow river without branches or forks. Zones on SimCity, the answer is clear. Use nuclear power.

one side of a river cannot influence the growth of Meltdowns are infrequent and you'll build fewer other zones on the far side of a river, so multiple nuclear plants, which saves valuable space. forks tend to limit overall growth. Islands are the

most difficult landforms.

PRUDENT POWER LINE BALANCING ZONES FOR NO ONE WANTS TO LIVE PLANNING BALANCED GROWTH WITH SMOG Pollution is of Power lines connect The first thing to realize about SimCity is that one the main problems in our

modern cities. It power plants to zones, every action influences everything else in the is also a chief problem in SimCity. The major sources of pollution are providing the electricity game. If you build an industrial zone, it affects industrial zones, coal power those zones require if your commercial and residential zones in a plants, airports,

development is to occur number of ways. The number of jobs increases, seaports and traffic. Pollution greatly affects the of residential on them. Since zones which increases population and the demand for growth zones, because no one wants that touch do not residential zones, and in turn the demand for to live where they can't breathe-even require power lines, you commercial zones also increases. The best balance SimCitizens. Reducing pollution sources near

residential is therefore vital can save space and ratio is 2:1 :1 (two residential zones: one zones to the health of money by building zones industrial zone: one next to each other. To

further save space, but early in the

place power lines over game you'll need H*.

separated zones. commercial zones. Tfll That will change

later.

PLAN YOUR STREETS AND MASS TRANSIT IS THE CUNNING STRATEGIES TO BE A ROAD SCHOLAR ANSWER TO THE FUTURE MAXIMIZE YOUR SPACE SimCitizens like to get around. They like to drive Traffic has become The following tips will help you reduce wasted their SimMobiles to work, to do the shopping, and horrendous and pollution space that could be better used for building new to the ballgame or zoo. To avoid future problems, is choking the city. zones. First, don’t build roads or tracks all around take some time to plan your roads. Traffic is What ya gonna do? a zone. If a road touches one side of a zone, heaviest between developed residential and Ghostbusters won't that's all you need. Second, build blocks of the industrial zones. Roads that curve and help, but mass transit same type of zones so they can reach the Top

intersections tend to choke that traffic, making it will. Mass transit level. Since two zones are required to make a even worse. Build straight roads between eliminates traffic and Top. build blocks in multiples of two. Third, build residential industrial areas doesn't pollute. Replace and with commercial roads and tracks over water wherever possible. It

zones in between. Building extra lanes and the busiest roads with costs more, but saves valuable land. alternate roads won't help. mass transit tracks. In

fact, to reach the

highest populations, you

A i : -’I should replace all roads with tracks. This - a i~ 1 S strategy may not be

realistic, but it works.

1 08 NINTENDO PLA YER 'S GUIDE MOVING UP AND AWAY EVEN MORE CUNNING KEEP YOUR CITY GREEN WITH AIRPORTS & SEAPORTS MAXIMIZING STRATEGIES AND REAP THE BENEFITS

By the time you reach Capital level you should Although it may look funny away from the Green is beautiful. It is also practical in think about building both a seaport and an water, you can build the seaport anywhere on SimCity. Parklands add to the land value of airport. The seaport helps your industrial zones the landform. Another space-saving strategy is nearby zones and can help reduce pollution max out, while the airport affects the growth of to wait until a residential zone develops three along crowded roads. In neighborhoods of commercial zones. The seaport should be built single family houses along one side, then industrial zones where crime rates tend to soar, close to your industrial zones, which adds to bulldoze the houses and quickly place a new added parks will increase the land value, which the pollution. The airport pollutes heavily and residential zone over the cleared area. Similarly, in turn decreases the crime rate. By placing causes airplane crashes at fairly regular if a fire destroys part of a public building, build parkland between industrial zones, you can intervals. Place the airport near the water, on a a new zone over the destroyed area. create a peaceful, beautiful city. peninsula or in a corner of the landform to reduce the effects of crashes and pollution.

GIVE THE FANS THE THE GIFTS THAT KEEP CLEAN UP THE FIVE STADIUM THEY DEMAND ON GIVING TOP SOURCES OF POLLUTION

The Stadium is an option, but when your Many gifts return a How do you clean up your town from the population reaches 20,000 SimCitizens. the modest income to the stifling effects of pollution? First, identify the plants, people begin to demand a Stadium. It is best to city every year, but they largest sources of pollution. Coal power give them what they want, but you can also also help develop zones airports, seaports, roads, and industrial zones benefit your city by locating the Stadium wisely. that might otherwise might all be to blame. Replace coal with

First off, the Stadium helps raise residential remain at low levels. nuclear power and roads with mass transit. zones to their highest levels, so you should Gifts are special in Make sure you have only one seaport and one build in a residential neighborhood. Second, other ways, too. You airport. Locate industries near the edge of the since the Stadium causes traffic problems on don't have to connect a landform. Since pollution radiates evenly out surrounding roads, gift to a power source from a source, you use mass transit for it to provide its can reduce instead of roads benefits. Gifts don't industrial pollution as a means of have to be along a by placing zones connecting it to transportation route, along the edge of the city. either, unlike regular the city. zones that need power

and transportation links.

THE TRAGEDY OF TAX FOR THE MAYOR WHO WANTS EVERYTHING INCREASES

SimCitizens are like other people— they hate rIf you’re one of those mayors funding levels to 100% while con- taxes-so it is in your best interest to keep the who wants to have it all, try this tinuing to hold the L Button. tax rates low. If you need money and raise the all tax rate, SimCitizens may start to leave town, trick. Spend your money and You should now have $999,999! If which decreases the amount of taxes you can wait until December. When the your city is already in progress, collect. The tax rate is set automatically at Tax Screen pops up, press the L achieve a negative cash flow by seven percent, but five or six percent is even Button, hold it, and leave the reducing the tax rate before fol- better. If you need more money than your tax screen. Immediately return to lowing the steps above. collecting provides, use the SimCity Savings & the Tax Screen and raise all the Loan. You might also consider leaving the game running overnight, but make sure to destroy your airport so that planes won't crash and destroy SIMCITY your city.

SUPER l\ES 1 09 THE SCENARIO GAME

In the Scenario game, you become six scenarios in the game, plus two the mayor of a major city, which is bonus scenarios, which appear if you about to undergo some disaster. beat the first six. In addition to the You’ll have only a limited time to pre- primary disaster, each city is pare for the disaster and to correct plagued by other persistent prob- the city’s many problems. Your cash lems that must be corrected if you is also limited, so you must make are to win the scenario and escape fast, economical decisions to get impeachment. your city back on its feet. There are

SAN FRANCISCO 1906

The big problem about to heat up San Francisco have survived, so just reconnect power lines to is the great fire and earthquake that virtually zones that are off the grid. Where fires continue wiped out the city at the beginning of the to burn, bulldoze all buildings, zones, parks, roads century. Making matters worse, San Francisco's and other structures adjoining the fires and let

Fire Department is entirely inadequate to meet the them burn out. The crime problem is mainly in disaster. The city has only two fire stations, and the eastern industrial areas. Build new police both of those are in the heart of the city so that stations there and add parks in the open spaces. outlying regions have no coverage at all. Crime is also a major problem in the city before the big quake hits. Your first job as mayor is to beef up the Fire Department and to insure that power is reconnected after the quake. The best strategy is to build a Fire Station beside each power station.

After the quake, most of your power plants will

TOKYO 1961

The fictional disaster in Tokyo is a rampaging northwest corner. Both the airport and a string of monster attracted by high levels of pollution. coal power plants add to the pollution. Replacing Bowser, King of the Koopas, appears from the some of these plants will help reduce the sea. stomps about on land, crushing buildings, pollution. Eliminate poorly developed industrial cutting power lines and generally making a zones and reduce city spending by bulldozing nuisance of itself. In the wake of the monster's redundant roads. Watch your crime levels, too. You destruction many fires will start and huge areas have only five years to set things right. of the city will lose power. Your first job is to control the damage by bulldozing firebreaks and reconnecting power lines. Once the fires are out, the real job begins. Tokyo's industrial areas must be restructured so that less pollution clouds the city. Using nuclear power is one option, but it is expensive. The worst location in the city is the

BERN 1965

Bern doesn't have the horrendous problems of links as possible while trying to cover as much most of the other scenario cities. What Bern does territory with mass transit as time and dollars have is a terrible traffic jam. The problem is allow. Combining zones into blocks is another way magnified by the presence of useless roads that to reduce the inefficiencies of Bern, but it can be lead nowhere but are expensive to maintain. If expensive. Take a moment to plan where you will the traffic problem isn't fixed, the Bernese make your changes before using the bulldozer. motorists will start taking matters into their own You have ten years to solve the traffic mess. hands and the crime rate will increase. As you might have guessed, this city needs mass transit in a bad way. Use the maps to identify the worst traffic areas, then replace those roads with rails.

The grid system of streets looks daunting, but remember that a zone need only have one transportation link. Eliminate as many redundant

1 1 0 NINTENDO PLA YER 'S GUIDE 1

DETROIT 1972

It's 1972. Gas prices shoot up and car sales can also eliminate roads that parallel mass fall. Detroit is hit hard. People lose well-paying transit tracks. This reduces traffic and saves industrial jobs and the crime rate is out of money. Move the stadium near a residential control. Detroit becomes a nightmare and people area to help that area grow. Bulldoze start to leave. As mayor of Motown, you must undeveloped zones in depressed areas and bring the crime rate down and find a way to add parks. With only ten years to prove attract industry to the city. yourself, you'd better get started. The huge industrial area from the southwestern part of the city up to the northern area has virtually no police protection. Start adding new police stations and parks throughout the area. To make matters worse, there's bound to be shipwrecks along the Detroit riverfront. You

BOSTON 2010 The Boston Scenario takes place in the future deal with crime and other mundane and presupposes a nuclear accident that leaves problems. If you play it straight, bulldoze a large section of the city contaminated with public buildings, roads and rails in the radioactive fallout. You'll have to relocate industries and power plants to safe parts of the use money. Build new industries in the city and rebuild in just five years. Of course, north and west at the edge of the landform. you can play it safe by eliminating the city's Work fast, but plan ahead. three reactors before they blow up. As soon as you leave the message that tells you about the scenario, push the L Button and

Start. While holding the L Button, destroy the three reactors, then let go of the button

and rebuild the plants. Although there won’t

be a nuclear meltdown, you'll still have to

RIO DE JANEIRO 2047

Rio de Janeiro falls prey to the effects of global redundant roads can give you some relief warming in the year 2047 when monster from high city expenditures, but you may floods ravage the city's waterfront areas. Most have to raise taxes or reduce funding levels. susceptible to damage are areas that have little Unlike other disasters, the flooding can

development, or none. Look for fires caused by reoccur several times, so a mayor can't the high waters. The best flood fix is to put the become complacent. You have ten years to game on Pause and go crazy with the parks fix Rio. but this is one big mess.

icon, making your shoreline green. Even with

the rising waters held at bay. however, and

in spite of bad puns, Rio faces minor flooding and other serious threats including

crime and pollution. You’ll also need to build a new power plant due to chronic

brownouts, and that is expensive. Cutting

BONUS SCENARIOS

If you manage to stay in office LAS VEGAS FREELAND

during the six previous scenarios The Las Vegas scenario has a disaster from Freeland may look like a picture of Mario, but

you’ll be ready for the biggest out of this world. In fact, UFOs come it is entirely coincidental that the forest areas

test of all. The ultimate disaster screaming in to zap the Vegas Strip. After the have grown in the shape of the world's plumber. is waiting for you in Las Vegas. If initial attack, which greatest

1 you handle that, the final bonus you can't defend Without rivers or against, the clean up lakes, this landform city lets you maximize your is pretty much the has the greatest building in a land without rivers. same as with the potential for creating SIMCITY previous scenarios.

SUPER A ES 1 1 POPULOUS Become The Master Of Worlds

Civilization may never be the same again. In fact, it may never be at all unless you raise your people and destroy the evil Walkers who want to destroy you.

play screen with its icon controls but the stereo sound effects are SUPER NES POPULOUS and scrolling map hasn’t changed super chilling. There are 989 worlds from the sophisticated PC version, to civilize. HAS NEW LOOKS

Promote the growth of primitive civi- lizations and take on evil armies in Acclaim’s adaptation of the PC hit Populous. If you’re a fan of the PC version, you’ll enjoy the challenges of several new worlds with strange and severe landscapes. Bit Plains is one of the most outrageous, for it is a world made up of Nintendo hardware systems. Newcomers to the game will love the variety of such nutty places as Piggy Land. The unique

BUILDING A CIVILIZATION

The world of Populous seems simple on the surface, but BOOK OF the process of raising your population from neolithic primitives medieval castle builders is full of challenges. to CLOSE-UP The idea is to create flat land for agriculture. If large agri- cultural areas are created, large dwellings can be built and you can support more people. In turn, those people can COMMAND ICONS settle new land. The conflict arises from the evil popula- tion inhabiting the far side of the world. When the two BOOK OF WORLDS INFO SHIELD populations meet, there will be war. The Book of Worlds shows the world Check the status of the good and of the current game. You can see evil populations and the Shield

both good and evil populations. Bearer at a glance. CLOSE-UP MAP MANNA BAR

This is where the action takes place. The level of Manna determines Monitor your Walkers, Knights and which miraculous actions you can

the movements of your foe. take such as causing a flood.

COMMAND ICONS 1 COMMAND ICONS 2 Using these icons you can directly Game options are controlled by these

large flat areas, which spur Natural obstacles and disasters like floods command your population to move, icons. You can access menus or rapid development. can be as dangerous as enemy Knights. fight and settle new lands. cause havoc with disasters.

1 1 2 NINTENDO PLA YER ’S GUIDE 3

TIPS ON MAKING A BETTER WORLD

Making the world flat is not the GET THE PEOPLE STRATEGIC only measure of success. The fol- INVOLVED FLOOD CONTROL lowing tips offer valuable advice for In worlds where populations increase at a slow Knowing what your enemy might do can tell newcomers to world creation. rate, the people may go into their huts and you what you should do. For instance, if the evil

refuse to come out no matter how much nice master has the ability to create floods, you don't want to build large flat areas at sea level LEARN THE flat land you create. You may have to give them some inducement to leave and go settle distant where your population can be wiped out. QUICK COMMANDS areas. One method to get the people on their Instead, flatten the highest areas and build upwards create Events can occur rapidly in Populous, especially feet is to destroy their homes. You could use an to high plateaus. Your after the game has progressed beyond the early earthquake, but that is rather drastic. Instead, will be safe, at least from the threat struggle. To keep up with the pace, use the try lowering or raising the land adjacent to their quick controller commands rather than the houses, then use the Settle Command. slower cursor and command icon method. The game manual lists all the quick controls.

VIEW THE OPTION SETTINGS

Knowing what can happen in your world is the MAKING THE MOST OF CREATE EARTHQUAKES AND SWAMPS STRONG KNIGHTS Earthquakes can damage a large area of the

You can turn your enemy's flatland. but the damage is relatively

Leader into a Knight if easy to repair, which is why you might consider

you have enough using one to stir up your own population. Manna, but you can Swamps can be used as blockades or as traps.

make stronger Knights Your people can't readily tell the difference lowering the land to just above sea level. if you first make between swamp land and regular land, and they

stronger Leaders and walk straight in and get stuck. Try surrounding Walkers. Use the Gather Then Settle command the enemy Leader or Knights with swamps, or

to strengthen your Walkers and Leaders before lower the land into the sea. turning the Leaders into Knights. Look at the

Info Shield to check on the strength of a

Walker. If he is strong, make him the Leader,

then he will become a stronger Knight when you use the Knight command. Gather Then Settle also commands Walkers to combine with Knights to further strengthen them. r THE STAGE SELECT CODE The following Stage Select Code B, X, A and Select Buttons. Let go tons to move through the pass- can give you access to any world of the R Button and go to the words that activate the different from the Conquest mode. When Armageddon icon. When you press worlds. As you move through the you reach the playing screen, the A Button, the Armegeddon different codes, note the option activate the Pause icon then icon will not turn red. Now go to the settings, which indicate the type move the cursor over the map Game Options icon and press A. On of landscape for the world select- area of the screen. Now press the the Game Options screen, move ed plus all of the game settings. L Button and hold it as you press the cursor to Conquest and press A. the A Button. Release those but- Now you can use the X and B But- tons. Press and hold the R Button, then, in turn,

press and POPULOUS release the Y,

SUPER NES 1 1 •

AN ENCYCLOPEDIA OF WORLDS

The variations in terrain don’t just add visual interest. GRASSY PLAINS -4 Each type of terrain has its own advantages and perils for I -2 D--1 M your population. Some are gentle landscapes that are The Grasslands are the easiest easy to settle and where populations increase rapidly. worlds for populations. Movement is Other worlds are severe where Manna increases slowly hindered only by water, swamps and and your population decreases rapidly when forced to tra- volcanic ridges, which you can is its: Increase, vel. Indicated beside each world I—Rate of eliminate by raising and lowering

D—Rate of Decrease, or M—Speed of Manna Bar land. Populations increase rapidly,

Increase. Build strong Walkers for the harshest worlds. too, for both you and the enemy.

You'll have to make quick decisions.

DESERT snow & ICE

• • • 1- • 1 *3 D-"4 M---1 I -4 D---4 M

In the desert terrain your Walkers won't Like the Desert worlds, worlds of survive long on their own. Use the Snow & Ice have a negative impact Gather Then Settle command to on populations. In fact, the decrease

strengthen them and keep them rate is higher than the increase rate. together. Careful placement of the The answer again is to keep people Papal Magnate also will help. The from wandering and to build up the Manna meter rises very slowly, so you'll strength of Walkers before sending have to make do with fewer disasters. them out to settle new lands. *

* 'V'

i

ROCK & LAVA BIT PLAINS 1-4 D • • -3 M • • 6 |... 5 D ... 2 M 15

The Rock & Lava worlds are not as bad Besides the bizarre terrain where NES as they look, at least not naturally. The Control Decks rise instead of castles,

Manna Bar increases so fast, however, the Bit Plains worlds have the most

that major interventions will rain down rapid Manna Bar rating. That means

upon you from the outset. For your part, disasters galore and a fast-paced, shoot you can send disasters down on the ’em up type of game with easy terrain enemy, or you may want to create lots for the Computer Bug Walkers who

of Knights. inhabit the world.

1 1 4 NINTENDO PLA YER 'S GUIDE 5

JAPANESQUE FRANCAISE 1-2 D---3 M • • -3 1-3 D- • -3 M -I

This world of castles and gentle This is one of the sharpest looking landscapes is easy on Walkers, worlds with its medieval Japanese who can travel far afield. Increase castles, but it is fairly easy even and decrease rates won't cause you though the developmental rate is any trouble so, as in the low and the decrease rate is higher Japanesque worlds, the enemy than the increase rate. Pay close rather than the terrain will deter- attention to the abilities of your mine your strategy. Don't forget to enemy and let your population wander. review the option settings.

CAKE LAND SILLY LAND

• • 1-4 D---3 M • • -4 1-2 D -4 M • • • 10

In this sweet world your Silly Land is a world of space population consists of tiny mice stations and aliens with a high

and the icing on the cake is that Manna increase level. The

your increase rate is higher than difficult extraterrestrial terrain

your rate of decrease. Cake Land results in a high rate of

makes for easy play so long as decrease, because Walkers

the enemy doesn't have the quickly tire and expire if they are strongest powers like volcano sent wandering. This may be the

building. hardest of all terrains. g 8 :fx w ^5 life PIGGY LAND

• MONSTERS I • 3 D -5 M -4

Piglet Worlds look soft, green

and inviting, but your population From time to time you’ll see creatures like worms, of porkers has a high rate of ladybugs and snails appearing seemingly out of decrease, and that makes this nowhere. These monsters are triggered by the landscape a real "hamful." Be number of times a Walker waves his hand. After a conservative and build up your Walker waves one thousand times, one of the Walkers as much as possible monsters will appear. They travel in straight lines before choosing Fight and Settle. and leave swampland in their wakes. Depending on the conditions of swamps in that particu- lar game, the presence of monsters can be very annoying and danger- POPULOUS ous.

SUPER NES 1 1 DRAKKHEN This RPG Is A Real-Time World Of Fantasy

Enter the Drakkonian universe, where The League of the Ninth Tear battles the Alliance of Fire for control over the forces of Fire, Water, Air, and Earth.

NOW YOU CAN SEE 360° IN THREE DIMENSIONS

You can stand in one place and turn • TIME PASSES completely around, or walk toward or away from objects on the horizon. You The game is played have complete freedom of choice as to in real-time, which where to go next. Wander where you means that you will wish, but do not stray too far from your see daylight darken into evening, and quest. You must recover the eight the sun come up in gems known as the tears of the Drak- the morning. Some khen. Only then will the power of the places can be four Dragon Kings be broken, allowing entered only at peace to return to the universe. certain times of day.

A NEW BATTLE MODE m DIRECTION

When an enemy appears, all four of them properly and giving them the Because this is a 3-D game, it’s quite your characters go into battle auto- best possible protective armor. Your easy to get lost. Fortunately a map and matically, and you are reduced to the chances in battle will also be improved compass have been provided. Just role of spectator. You can sometimes if you customize your characters in the push Start or Select. The map will avoid battle by repeatedly pushing the beginning of the game with the create show your current location as well as L and R Buttons, although it doesn’t mode. You should carefully match the the location of the eight castles. always work. You affect your charac- attributes to the class of character to ters’ chances for success by arming ensure effectiveness.

DUNGEON ANAK

1 1 6 NINTENDO PLA YER 'S GUIDE 7 THE CHESSMASTER The Game Of Kings Comes To The Super NES

Software Toolworks has improved the algorithm and added great graphic effects to make the popular Chessmaster an even more formidable opponent.

THE COMMAND LIST m SKILLS VARY

The subscreen gives you complete You can set The Chessmaster to control, allowing you to choose the play at a very easy or a very high look of the board, the level of diffi- level of skill. He can give you a good culty, and the optional settings, even game no matter what your abilities. in the middle of the game. Deep Players at the Grand Master level Thinking allows Chessmaster to use The Chessmaster to practice think ahead while you’re choosing openings and experiment with end- your move: you can turn it on or off. game combinations. If you are a You can let The Chessmaster con- beginner, The Chessmaster is a sult his book of 150,000 openings or patient instructor. make him play without it.

• TEACHING MODE

A CHOICE OF VIEWS With the teaching mode on, the Chessmaster

will show you all the legal moves for any piece. Software Toolworks has made good • FANTASY He can also advise you as to what your best move is at any time. use of Super NES graphics to give Let him build you into a powerful chess player. the chessboard a new, user-friendly look. There are four ways to view the board, and you can switch them during play. The classy Staunton pieces give the game a rich look and feel, and the new fantasy mode adds variety. But when the game is for keeps, you may find yourself switching to the War Room mode. If you want to try pieces that look like real Newcomer 1 is easiest. As the levels go up, characters, try the fantasy mode. Chessmaster gets more time to think about his

moves. In Infinite mode, he will keep thinking • 3-D BOARD «2-D BOARD • WAR ROOM until you tell him to move.

THE

DRAKKHEN

CHESSMASTER

The 3-D board offers the most realistic view of the game, but the 2-D board makes it a little easier to keep track of your pieces. The War Room board is smaller, but there is more information on the screen, including captured pieces, a list of prior moves, hints, and more.

SUPER NES 1 1 MIRACLE KEYBOARD Make Music With Your Super NES!

Software Toolworks delivers a sophisticated learning tool and a quality musical instrument in one package. Just add a Super NES and your fingers. Learn to play the interactive way.

THIS IS THE MIRACLE PIANO TEACHING SYSTEM

To make a long story short: it works! There’s more. The keyboard is no sitive keys, 128 digitized instru- The Miracle system uses Artificial toy. It has 49 full-sized velocity-sen- ments and sound effects, sustain Intelligence to create a pedal, headset, built-in custom approach to stereo speakers, and learning that is com- standard RCA jacks so pletely personalized. Just that you can connect it to play. It will measure your your home stereo. It is progress and design exer- fully MIDI-compatible, so cises to strengthen your that you can plug into abilities as you go. Most other synthesizing of the exercises take the devices. This is an instru- form of games, and as you * ^ ment that can grow with play you build keyboard you, no matter what mastery without even direction your music

knowing it. takes.

I THE MIRACLE KEYBOARD TURNS YOUR LESSON INTO A GAME

Anybody can do it. The lessons are • TOOLWORKS ORCHESTRA ROBOMAN fun and there are several modes and The Toolworks Orchestra allows you to play from The game that teaches rhythm. Can Roboman

games from which to choose. The a list of songs with full orchestral make it through the piano factory before he runs exercises it gives you are specifically accompaniment. Included are several classical out of fuel? The power plugs hanging from the designed to strengthen your weak pieces as well as rock ceiling will refill his If you get the spots. Rhythm, notation, sightread- fuel. rhythm right, he'll be ing, pedaling, and proper fingering able to grab the become fun instead of work. The plugs. musical repertoire includes 45 songs complete with accompaniment. You can play one or both hands, slow the song down or add a metronome. • SHOOTING GALLERY ORIPCH0RD Start up the structures. The fun way to learn musical notation. Remember A revolutionary way to learn chord The Miracle System Duck Hunt? This game uses the same concept to screen will show you the chord's root note, and

and select a If you get it right help you associate the keys on the keyboard with you must hit the correct tonic. Start with mode. the notes on the staff. the parachute opens. chalkboard ] the When you start to get If you don't ... my. and go to a new good you get fewer the ground is coming lesson, or go to shots. Interactivity up mighty fast! the Practice Room makes learning more work on to fun. previous lessons.

118 NINTENDO PLAYER’S GUIDE — 9 SPORTS

SUPER OFF-JWA D 126- ACES & DEUCES

No one knows for sure why tennis is

scored the way it is. but one theory is

that it was tied to the tolling of the clock

unwound the rubber mater

stretched it out straight it

TRUE GOLF CLASSICS 138 SUPER TENNIS 130

SUPER NES 1 1 F-ZERO Race Into The 26th Century

Aliens and Earthlings fly over the 26th Century landscape in a high tech blur when the racing machines of F-Zero take to the tracks. Ready your- self for a thrilling ride.

„ EXPERIENCE SUPER SPEED AND MOTION - * IBI

Super NES rotation and scaling Jumps are also a thrilling experience effects combine for a super realistic as your view moves up with the driving experience in F-Zero from machine and down again for a land- Nintendo. The behind-the-racer ing on the move. If your machine view of the action is smooth and fast jumps the rails and crashes into the moving. You’ll actually feel as though futuristic landscape, the view rotates you’re inside your racing machine as to show you the burning wreckage you guide it through the hairpin from all angles. The view also rotates curves and speedy straights of the for a first place finish over the com- challenging Grand Prix courses. puter-controlled competition.

THE FUTURE OF GRAND PRIX RACING

JOIN THE F-ZERO CIRCUIT RACE FOR THE RECORD High above the cities and waste- Before you enter the crowded tracks ©GRAND PRIX hover lands of 26th Century Earth for circuit competition, you should The three leagues of the Grand Prix Circuit each

the fastest, most dangerous ma- get to know your racing machine and feature five treacherous tracks. If you finish in the chines known to man or mutant. take a few practice laps. The Prac- top three, you'll move on to the next course. The Their pilots are steely nerved com- tice Mode and the Grand Prix Mode last courses in each league are the most petitors, driven to finish first and both allow you to record your best challenging. If you finish them, you can try the leagues again with a higher difficulty make it to the top of the racing heap. times. setting. You can join in on the action. Choose EARLY ELIMINATION a racing machine from four advanced • PRACTICE LAP 1 15 MACHINES QUALIFY vehicles and take off for the 15 futur- In the Practice Mode, you can test seven of the LAP 2 10 MACHINES QUALIFY istic aerial courses of the F-Zero cir- most difficult courses, either in a solo race LAP 3 7 MACHINES QUALIFY in cuit. Finish the top three and against the clock or against a rival of your choice. LAP 4 5 MACHINES QUALIFY you’ll move on to another exciting Your best racing times will be written up in the LAP 5 3 MACHINES QUALIFY race. record books. If you do

well in practice, you'll

be ready to challenge The tricky tracks of the the racers in the circuit F-Zero racing circuit, are and go for the Grand built high above the Prix title. landscape of future

Earth.

120 NINTENDO PLAYER’S GUIDE CHOOSE YOUR MACHINE

BLUE FALCON GOLDEN FOX This all-around sturdy Dr. Stewart’s Golden Fox is racer has a tough shell, made of light material decent acceleration and a which affords his racer the maximum speed of 457 km/ best acceleration in the h. The machine’s driver, field. The good doctor Captain Falcon, is a Fierce comes from a long line of competitor and a native of racing pilots. His head- the racing city of Port quarters are located in Town. Mute City. WILD GOOSE FIRE STINGRAY

Since the Wild Goose is The Fire Stingray may be lined with an incredibly relatively slow to accele- thick armored shell, it can rate but, once it gets going, take a lot of hits without there’s no stopping this losing much energy. Pico, maneuverable machine. the pilot, is an ex-military Rumor has it that pilot leader and a native of Samurai Goroh put to- Death Wind. gether the Stingray from stolen parts. KNOW THE TRACKS

LEARN EACH TURN • ROUGH • ICE You'll slow down display does show When you're cornering While the game noticeably if you spend on the cold stuff, steer a map of each course, nothing beats to,o much time in the steady and don't brake the experience of actually negotiat- gravelly sections of the suddenly. ing each curve and obstacle. As you track. get to know the courses by heart, • MINES • DASH ZONE you’ll discover new ways to shave You can speed into a seconds off your racing time. There These explosive devices Dash Zone for a quick are several course features that you send your machine boost and bolt past the should know about. flying off course and competition in a close cause major power loss. race.

A lack of course • JUMP PLATE • MAGNET knowledge may send When you launch from These mechanisms line you into the rail one I { a Jump Plate you can too many times, catch some air by the sides of some resulting in a serious M. pressing down on the tracks. Don't let them power loss. \ Control Pad. pull you into the rails.

SONIC START

Since the Fire Stingray always starts in the lead-off position, you can use it to get a quick jump over the competition. As soon as race begins, veer in front of the Veer to the right with the Fire Stingray at the the other machines. A square hit beginning of a race by pressing the R Button from behind will send you sailing and your competition will give you a quick forward. F-ZERO

SUPER NES 121 KNIGHT LEAGUE

MUTE CITY I

This first course in the Knight League Circuit features a few simple obstacles which you should learn to avoid quickly and a super fast straightaway on the home stretch. You’ll come across several patches of rough terrain on the course and one Jump Plate.

i ROUGH CURVE ® SUPER JET 3 SLOW DOWN

Stay inside when you Engage your Super Jet Hit the Rough on the take this turn. You'll on this Rough-lined inside of this curve to cover less track and series of curves and stay on course without avoid the machine- bee-line through the letting go of the slowing Rough. whole mess. accelerator.

BIG BLUE START The view is stunning on this race ® DON'T SLIDE ( ) over the water, but don’t let the spec- Try to stay near the inside rail on this slippery tacular scenery distract from the you corner and don’t turn too sharply. Then blast off race. You’ll find some serious narrow with the Super Jet. lanes to negotiate and a gigantic patch of slippery ice.

® STAY INSIDE

If you're following the outside rail on this wide turn, you'll lose a lot of time. Cut in and keep Time to Beat: racing. 2:10.30

SAND OCEAN

Most of the curves on this seaside course are sharp and narrow. Don’t try anything fancy while you’re turn- ing and concentrate your passing efforts on the straightaways, where there’s room to maneuver. d SHOOT THROUGH

You don’t have to follow the rails in this short series of S-Curves. If there aren't many machines in the area competing for space, you can stay centered and race through in a straight and steady course.

122 NINTENDO PLAYER'S GUIDE DEATH WIND I

Wind whips through this oval with a fury. You’ll notice it when your machine drifts to the left and right in the straightaways. Try to steer against the gale and aim for the center of the track.

® SUPER JET

Blast off with the

Super Jet in this straight stretch to minimize the effect of the rough spots.

SILENCE Time ( START ) to Beat: The angular curves of this last 1:57.89 © MINE FIELD course in the Knight League can This curve's short be mighty dangerous, route is littered with try to easy and railside Mines. Aim make up the lost for the center or take time by speeding the long way. through the straightaways.

® GET CENTERED

Stay near the center of the track

while you're racing through this

series of curves and try not to

bounce back and forth on the rails.

PIT ZONE EARN MORE MACHINES When you hit obstacles, You’ll earn bonus points at the end of each lap rails and other machines, and a larger bonus at the end of the race if you you’ll lose precious energy. can keep up with the competition. You could, in Duck into the Pit Zone fact, net as much as 6,100 points per race by when you’re low and slow crossing the finish line in first place on all five down for an energy refill. laps. A 1-Up will be awarded to you for every 10,000 points that you earn.

LAP BONUS RIDE THE RAILS 1st Place 900 Pts. 2nd Place 600 Pts. If you stay near the inside rail, you’ll end up covering 3rd Place 400 Pts.

the shortest amount of 4th Place 200 Pts. track and earn a better time than if you were to RACE BONUS weave side to side. Your 1st Place 2,500 Pts. machine can even touch the rail slightly without 2nd Place 1,500 Pts. Stay close to the rail to

being damaged. shave seconds off your 3rd Place 1,000 Pts. F-ZERO time.

SUPER NES 1 23 QUEEN LEAGUE

MUTE CITY E This second take on the Mute City ® CROWD SHY course has the same basic layout as The distance is the same on the the first, only with more obstacles. left and right sides of the loop. The most obvious addition is a huge Take the least crowded route. loop that splits the track before the Jump Plate on the back stretch. You

PORT TOWN i

Time to Beat: Narrow curves make it dif- ficult to pass on this ;46.65 course. The two tricky jumps and the Magnets on the backstretch may also cause problems for the inexperienced driver. Keep up with the pack or you’ll lose them for good.

RED CANYON I Time to Beat: 1 :48.58 Your race over the red ® TRIPLE JUMP rocks will be very fast if you Leap off the three Jump study the course layout. Plates here to keep a straight Stay centered on the curvy and steady course. Once you

sections and take advan- blast off. press Down on the

tage of the Jump Plates. Control Pad to counteract the

pull of the Magnets in the track.

WHITE LAND I WHITE LAND H

This wintery course may be picturesque, but it’s also The second packed with plenty of slippery traps. Watch for ice! slippery course in the Queen League Circuit features one tough turn after another. You’ll Time to Beat: have to book on 2 : 20.22 the straighta- ways if you slip on the ice. ® SUPER JET

You'll have a better chance of making it

over the longest gap in the Queen

League by engaging the Super Jet before

you hit the Jump Plate.

124 NINTENDO PLAYER’S GUIDE KING LEAGUE

MUTE CITY m

narrow course is proof # Time to Beat: 1 :59.91 This i JAGGED EDGE positive that the King Center your machine and race between League is strictly for expe- the rails of this narrow straight. rienced drivers. You’ll have to display superior skills in order to end up as one of 2 MINE MANIA racers in the top three Hit the Super Jet and stay in the

Mute City this time Rough to avoid Mines here. around.

DEATH WIND H Time to Beat: 1 :58.95 The windiest of cities fea- ©DON'T DASH tures super sharp curves in If you hit the Dash ’round. this second go Use Zones on the back your Super Jet boost to stretch you'll probably blast through the bumpy lose control and barrel sections that are just past into the rail. Avoid the starting line. them!

port town n The updated Port Town ©LEAN AND PULL same course features the Magnets pull left and dual jump arrangement as right in this curved the original. If you stay on passage. Press the L the right side of the track, and R Buttons to lean you’ll do just fine. There’s a in the opposite mean set of curves on the direction and avoid back end. Watch for them the rails. and slow down.

Time to Beat: 2:27.50

Time to Beat: 2:18.83 (D LEFT IS BEST

Veer left when the track splits and you'll CANYON H be able to take advantage of both a Pit Zone and a Dash Zone. You can be a real daredevil in this second visit to the red rocks and launch for an incredible leap that will put you way ahead of the competi- Time to Beat: tion. 3:31.97

5 FLY STRAIGHT FIRE FIELD w

Hit the Jump Plate to soar off the Fire Field is the most challenging course in the track and aim for the huge arrow- circuit. Study the layout and drive intelligently. F-ZERO shaped Plate. If you make it, the

boost will help you immensely.

SUPER NES 1 25 SUPER OFF-ROAD Wild Truck Racing Action!

With the release of Super Off-Road, unleashes a fantastic game for the Super NES. The graphics and sound really take advantage of the Super NES's capabilities.

Finally, the yellow truck is the slowest of the bunch and will usually finish BASH YOUR WAY in fourth place. Excluding Nitro, if you AROUND THE TRACKS add an upgrade to your racer, you will

not lose it. It doesn’t make much sense because your shocks and tires should wear out over a period of time, but they Super Off-Road for the NES pales in don’t. comparison to Super Off-Road for the graphics, sound and Super NES in • NES play control. Take a look at the com- parison screen shots below. We defini- graphics are very important tely think you’ll agree. Each race, Detailed in presenting a believable 3-D image whether you’re playing with 1 or 2 in proportion. Super Off- Players will always have four trucks on depth and Road’s graphics are excellent in that the track. Player 1 is always the red respect. truck and Player 2 is always the blue truck. The gray truck is driven by Mickey Thompson, a champion off- road racer. He has a very fast truck and excellent driving skills when the race begins, so you’ll have to gain expe- rience quickly or get left in the dust!

DRIVING TECHNIQUES TAKE THE CHECKERED FLAG!

LEFT LEFT TURN First place takes home $150,000. 1 PLAYER MODE RIGHT RIGHT TURN Second place nabs $100,000 and third B BUTTON ACCELERATE place claims $50,000. Increase your You have to finish in at least third Y BUTTON NITRO earnings by snagging money bags place to continue. If you finish fourth, the game will over. It’ll be hard to L BUTTON SLOW LEFT TURN along the way if you possibly can! be R BUTTON SLOW RIGHT TURN beat the quick gray truck, so concen-

- • trate on staying in second place. LEFT+L BUTTON • QUICK LEFT TURN RIGHT+R BUTTON - QUICK RIGHT TURN 2 PLAYER MODE The beauty of the 2 Player Mode is that you can go head-to-head with a friend (or enemy) AND you’ll always

More prize money allows you to upgrade with be allowed to continue because one better items and upgrade faster than your of you will at least come in third competitors. The best driver will ultimately prevail. place.

TRADEWEST INC. 1 26 NINTENDO PLAYER’S GUIDE C UPGRADE YOUR RACER

It’s your decision to buy upgrades • TIRES for your racer. If you prefer, you $40,000 can save your money for the next UP TO 6 round. This will allow you to buy more expensive items.

This stuff is a blast! Use Nitro If improved traction is what you when you need to pass another need, you’ll have to beef up your truck or on straightaways when you tires to get it. They are not very cru- need to stay out in front. Using the cial when your truck is slow, but Y Button will cost you $10,000 a when your speed increases, you’ll pop, but you can’t beat the results. definitely need the upgrade.

• SHOCKS • ACCELERATION • TOP SPEED $60,000 $80,000 UP TO 6 UP TO 6

During the course of each race, your A very important upgrade indeed Want to stay out in front of the gray truck can and will take a tremendous and money well spent! You’ll notice a truck? At $100,000 it’s costly, but beating. By upgrading your shocks, vast improvement in your starting Top Speed is an essential ingredi- the bumps andjumps will be no prob- line performance when this upgrade ent for successfully taking the lem. Being able to take corners faster is maxed out. It really helps coming checkered flag in off-road truck is an added bonus. out of tight corners, too! racing.

ON-TRACK ITEMS • MONEY BAGS Each of the 16 tracks of Super Off- The value of each successive Money Road will yield free on-track items. Bag will increase by $10,000. It’s pos- Canisters of Nitro and Money Bags sible to place second and have more will appear out of nowhere. Run total prize money than first place if over them to pick them up. you pick up enough Money Bags. • NITRO

The first time a canister of Nitro appears on the track, it will add one Nitro to the truck that picks it up. The second yields two Nitros, and so on.

SUPER

Picking up free Nitros is just like picking up

OFF-ROAD Money Bags because you will spend your money on them anyway! On-track items appear With a single $40,000 Money Bag. you'll be able

at random times, but in the same general area. to upgrade your tires once with some to spare.

SUPER NES 1 27 SIZE UP ALL 16 TRACKS

In the 1 Player Mode, the 16 tracks will come up in the order in which they appear here. It will take you quite a while to see all the tracks in the 2 Player Mode. Most of the tracks will be repeated before a new track is intro- duced into the lineup, but all of the tracks will appear sooner or later. It’s almost impossible to beat the gray truck every time because it’s loaded with plenty of Nitro. Concentrate on improving your driving skills, building up your items, and consistently staying in second place. You’ll know when you’re ready to go after the gray truck! Each track has difficult areas which will put your racing skills to the test.

#1 FANDANGO #2 HUEVOS GRANDES

Use Nitro on the top and It is easy to max out your bottom straightaways and cut rr ,> '\ZZ ZZZZZZ speed on this track. Use the corners sharp. This is one defensive driving on the V of the easier tracks to win straightaways and try to avoid

on and is also an excellent getting stuck in the middle track to sharpen your /•'. water hole. If you do go in the ; cornering skills. Bags iv- Money drink, use a Nitro to get out -» in -» and Nitro usually appear — — i y quickly. Blast your way through ~ the corners of this track. the upper water holes or slow ' 4 \ down steer carefully. and S ^ 1/ 7:. J

#3 SIDEWINDER #4 BIG DUKES

This layout features crater-like Nitro if - - ' - > Use you think there may mud pits which are difficult to mm # be a crunch in the mid-section get through, especially if your ” of this track. It's easy to get racer is lacking in shocks and knocked off course and head off 4 4 4 ”l tires. Practice your quick turns S — w ( in the wrong direction. Unfortu- on the inside corner. You can nately, sometimes it's difficult always gain ground on your u to get turned around again. • . z z opponents by out-cornering Using the quick-turn technique

them so. master this technique comes in handy on those

' * early on. . occasions. 4

#5 REDOUBT-ABOUT #6 BLASTER

This is one of the simplest This is a track with an appro- courses and is one of the priate name! The double r \- easiest to place high on. Cut crossing sections provide Jjfr over the top of the hill to get the opportunities to get blasted by inside line and to take each crossing trucks. Watch out! Be corner as tight as possible. The conservative in the use of your " -y left side of the track has rough Nitro here because it's easy to - -fT-1 terrain so it may be wise to use get bumped and go off in the

Nitro here if pressured by wrong direction if you aren't in sss charging trucks. total control.

128 NINTENDO PLAYER'S GUIDE #7 HURRICANE GULCH #8 CLIFF HANGER

Close quarter racing is in This course is deceptively order for this track. difficult because the inner Crashes are common. The retaining walls are non- narrow shortcut on the existent. You must go circular corner left side of the track is around the always the best route to markers. No cutting corn- take. You can gain ground ers! You'll get the most here because the other benefit out of staying trucks will usually go up close to the outside and around. retaining wall in the mid- section of the track. #9 WIPEOUT #10 RIO TRIO

relatively easy Use Nitro on the / " | P This is a straightaways and track, but it has a lot of through the X crossing water to avoid. Initially to get through the giant you can't see why. but best to stay close to water hole. Take the ”'j the inside right corners very at the top of the track.

sharply to avoid the You'll avoid the water

water holes. hole.

#1 1 LEAPIN' LIZARDS #12 VOLCANO VALLEY

Launch your truck off the Use a blast of Nitro on right side ramp with a the big ramps to avoid of Nitro to clear the going into the giant shot the water hole in the bog in lower right middle crossing section. corner. Use Nitro to over the Take the upper left power your way

corner tight to stay out choppy whoop-de-doos

of the water. Notice the on the left straightaway. narrow route around the Make sure your tires are middle water hole. up to snuff!

#13 SHORTCUT #14 PIG BOG

It's your choice in Wondering which way to deciding which route to go? Play follow-the- take. The shortcut has leader for the first lap

rough terrain, but items then blast into the lead.

usually appear. Keep it The lack of retaining

tight if you decide to go walls makes the Pig Bog

for the inside route. Utilize tricky. You'll need plenty

the "island" in the bottom of Nitro on this track to

right to easily get through stay in contention for the the water. checkered flag.

#15 BOULDER HILL #16 CUTOFF PASS

This is probably the It's usually best to take the outside route. toughest track and is very Top SUPER is helpful difficult because of the Speed here and huge columns of boulders you can use Nitro on straightaway. which will impede your every Take progress. Memorize a each corner as tight as route that works for you you can. The reason to

OFF-ROAD is and stick with it. You take the inside route to must be lightning quick pick up some extra with your steering fing- Money Bags or Nitro.

ers.

SUPER NES 1 29 SUPER TENNIS Grand Slam Action

The world of pro tennis is as close as your Super NES with Nintendo's Super Tennis. You can challenge a friend or compete for the top spot in an eight-city circuit.

for singles or doubles competition or • SUPER TENNIS take on the computer controlled pros RACKET-IN-HAND The depth and versatility of Super Tennis bring on the high stakes circuit. It’s the you one step closer to genuine professional tennis.

REALISM great features and realism that make Digitalized sound and detailed graphics also add a this game a stroke above classic Ten- stunning sense of realism. nis for the NES.

The incredible sound effects and • TENNIS detailed graphics made possible by The first Tennis game for the NES featured a one- the Super NES make Super Tennis player singles match or cooperative doubles play for look and sound like real match play. two players. There are five types of computer con- additional buttons on the Super The trolled opponents at varying skill levels. NES controller also allow for four powerful strokes right at your finger tips. Before you hit the court, you can choose to control one of 20 awesome players, each with his or her own unique abilities. Then enlist a friend

THREE WAYS TO PLAY THE WAY THE BALL BOUNCES

You can play with a friend in a singles or doubles match or There are three types of court surfaces in professional join the pro circuit and compete with computer controlled tennis. Each of these surfaces make the ball bounce at opponents for top ranking. different speeds and heights.

• SINGLES • HARD COURT

One player challenges an opponent of his or her choice The ball bounces high and fast on a hard in a singles match and two players go head-to-head. A surface. You'll have to be quick on your match consists of one. three or five sets. feet to keep up with it.

• DOUBLES • LAWN COURT

doubles a single player joins in a match with In play, When the ball hits the soft lawn court it three computer controlled players or two players play slows down and bounces low. You'll have on the same or opposite sides of the net. to be close to hit it

• CIRCUIT • CLAY COURT

When you join the eight city circuit, you'll take on the After bouncing for a medium height and most talented players in the world. Victories will net distance off the clay court, the ball travels you circuit points which will improve your ranking. at a very manageable speed.

130 NINTENDO PLAYER'S GUIDE SUPER TENNIS PROS HIT THE COURTS

When you’re setting up a match, you choose the players from a field • KEY F.STR= Forehand Strength Left Right of the top 20 pros in the Super Tennis World. You can also control LR.SPD = to Speed any of these pros when you join the circuit. Ability ratings range FR.SPD = Front to Rear Speed B.STR= Backhand Strength from 1 (lowest) to 9 and A to F (highest).

THE MEN THE WOMEN

one major strength that the women have in com- The 10 men that you can choose from are all The is that they can all hit the ball very easily. If well rounded tennis players who generally mon starting play the game, may want to emphasize speed and strength. Brian and Phil you're just to you choose a woman for hitting ease. seem to have the strongest stats.

• MEYER • KIM • BRIAN F.STR A F.STR C LR.SPD D LR.SPD D VOLLEY D VOLLEY 8 JUMP A JUMP 5 LOB D LOB D FR.SPD F FR.SPD C SERVE A SERVE 9 B.STR A B.STR C

• NANCY F.STR LR.SPD VOLLEY JUMP LOB FR.SPD SERVE B.STR

• DEBBIE F.STR F.STR 8 LR.SPD LR.SPD 9 VOLLEY VOLLEY JUMP JUMP LOB LOB 6 FR.SPD FR.SPD 7 SERVE SERVE 7 B.STR B.STR 8

• ERIN • MATT F.STR • AMY B F.STR 8 LR.SPD C LR.SPD 9 VOLLEY 8 VOLLEY 6 JUMP JUMP 6 LOB LOB 8 FR.SPD FR.SPD FR.SPD SERVE SERVE A SERVE B.STR B.STR 9 B.STR

• COLETT • BARB • HIRO F.STR A • MARK F.STR 8 F.STR 8 F.STR 6 LR.SPD F LR.SPD A LR.SPD 9 LR.SPD 7 VOLLEY 4 VOLLEY 8 VOLLEY 4 VOLLEY 3 JUMP 5 JUMP 4 JUMP 5 JUMP 4 LOB A LOB 8 LOB 7 LOB 5 FR.SPD B FR.SPD A FR.SPD 9 FR.SPD 7 SERVE 8 SERVE C SERVE 8 SERVE 7 B.STR C B.STR 8 B.STR 8 B.STR 6

PICK THE PERFECT PLAYER

FAny player can become the hot- Button on Controller I and test pro around when you key in several letters and numbers will a special code. Press the Select appear on the screen. Single out Button in mid-match to call up each digit with the Control Pad SUPER the score. Then, on Controller II, and increase them by tapping press the Control Pad and but- the X Button. When all of the tons in the following order: R, R, digits on the top row are F, your Left, Down, B, A, L, L. You’ll player will be in top form. hear applause. Press the A or B TENNIS

SUPER NES 131 LEARN THE BASIC MOVES

There are four basic strokes that you the ball sailing to the baseline. When should master before you join the pro you hit the X Button for some top- circuit. With an A Button slice, you’ll spin, the ball will move fast and drop place the ball close to the net. Use a sharply. A tap of the Y Button will flat, B Button stroke, and you’ll send execute a high, arcing lob.

ACE THE SERVE Stay near the center of the baseline, then toss the ball

The best place to hit the ball on your and hit the A Button while serve is the outside corner of the ser- aiming your serve toward the vice court, closest to the net. Stay outside line. The ball should near the center mark of the baseline, drop over the net and bounce away from the court. then toss the ball in the air and press the A Button along with the outside direction on the Control Pad to make the serve. Once the ball bounces near the sideline, it will fly off to the side, ensuring your opponent will be off If you serve the ball with the right finesse, it'll hit balance even if the serve is returned. the outside corner and bounce well out of your opponent's reach. Ace! RETURN WITH POWER

Your opponent can try to make a weak serve just over the net or power the ball to the far edge of the service court. You’ll be able to guard against both of those strategies by waiting just outside of the service court and readying yourself to move forward if the ball comes in short. Run towards the ball and hit it straight ahead with topspin. Your opponent may not If your opponent isn't looking for ball have time to figure out where the ball a hit with topspin. you'll probably be able to score this point is going before it’s gone. in the win column.

PLAY THE NET Hit the ball with a high Y Button lob. You'll have

plenty of time to run in Since it’s more difficult to set up a and position yourself shot while you’re running backward close to the net before than it is while you’re running for- your opponent counters. ward, it may seem risky to play close to the net. If you’re a quick player As soon as you approach and you mix up your shots though, the net, your opponent you’ll be able to surprise your oppo- i will probably also move in nent with fast and unpredictable to guard against the r"r weak dropper or close to returns from this position. J the net smash.

With your opponent's backcourt open, you can Your opponent will backpedal off balance and

< hit the ball flat and hard attempt to catch up with the ball. Even if the ball using the B Button and M is returned, you’ll be set up for an overhead B Button hope that it stops short smash and chalk up another point.

of the baseline.

132 NINTENDO PLAYER’S GUIDE FIGHT OFF THE CHARGE Your opponent may try to

rush the net. Stay near the If your opponent rushes the net, center of the court and could quickly find yourself on you you'll be ready for anything. the defensive. The last thing that you want to do is dish up some- thing that could come smashing You can counter a weak, back at you. If the ball drops near close to the net shot with a the net, run up to it quickly and short slice or a topspin hit. hit it with a slice. If the ball looks like it’s heading for the baseline, If a hard baseline shot back up and counter with a lob. comes your way, you Your tactics will result in a score or. at least, from your You’ll either score or scare your should counter with a long, a less aggressive playing stance opponent from the net. cross-court lob. opponent. WIN THE RALLY A good opponent will keep

If you and your opponent have you running all over the court. similar skills you can expect some Center yourself and you'll be long rallies. Try to aim each shot ready for surprises. away from your opponent but "• make sure to watch the bounda- r a ries of the court and refrain from llftl v choosing a shot that is going to W send the ball out of bounds. If you’re close to the net, an X, Y or A Button shot has a good chance Mix up the shots to When your opponent keep your opponent is far from the net, a Aim the ball away from your opponent. If you of traveling beyond the baseline. guessing and always weak return may be keep plugging away, one of your shots will Go for the weak B Button shot hit 'em inbounds. your best choice. eventually slip by. instead.

TEAMWORK PAYS OFF If your doubles partner is near the net, stay back and The only way that you’ll win 2" you'll be able to guard games in a doubles match is by against the long ball. cooperating with your partner. One player should play in the area The players near the net near the net and the other player r~r will lot of action. see a Aim should be assigned to the base- for the sidelines to catch line. That way, the two of you will E3 your opponents off guard. cover the entire court. If the ball first gets past the player, the near the net - rn If the player second player can chase it down r misses, it's up to the player Hit the ball so that it lands away from where and make the return. near the rear to scoop it up your opponents are covering and you’ll Tn and go for the score. celebrate another point with your partner. PLAY THE CIRCUIT

There are a total of eight tourna- to the winners. If your player your climb to the top of the ments on the Super Tennis Cir- gets tired during circuit play, you ranks. If you win the men’s tour- cuit. The big ones, like London can sit out a tournament and ney, you’ll face the incredible and Paris, attract tougher com- rest up so that you can continue Don J. petition and offer a bigger purse BIG TOURNEYS SMALL EVENTS CHAMPION 100 CHAMPION 60 FINALS 80 FINALS 50 SUPER SEMI-FINALS 50 SEMI-FINALS 30 QUARTER-FINALS 30 QUARTER-FINALS 20 FIRST ROUND 10 FIRST ROUND 10

TENNIS

SUPER NES 1 33 Hflts HOLE IN ONE GOLF

For Great Challenge MAI S Hit The Links A Golf , N HOLE ONE Break out the sticks! HAL America delivers a super golf game for the Super NES. Hole In One's realistic graphics and options for play are what makes this game a winner.

shouldn’t have to use them too often. The computer lines your shot up for SUPER GOLF you and there is no need to deviate FOR THE SUPER NES! from that line unless a crosswind is blowing. Most of the fairways and greens have some kind of slope to them and since the view is from over- HAL’s Hole In One Golf showcases head, it’s difficult to tell which way the the many capabilities of the Super landscape slopes. NES. It features scaling and rotation In these instances and allows a player to see the layout it’s a good idea to of the hole from a variety of perspec- use the Slope and tives. Compared to other Super NES Cut options to get games, Hole In One’s graphics and a feel for the sound are not extremely complex, slope’s direction. but they are well done and provide a player with all the necessary infor- • ZOOM •CUT You've never been this close to the action before! mation to play the game. Even non- Anything from a hole-in-one to a par putt will golfers can easily understand what it give you a close-up view of your ball dropping takes to “get that little ball into that into the cup. Even if you come very close to speaking, little hole.” Graphically sinking a putt, you'll get a close-up of your ball the Slope, Zoom, and Cut options are rolling around the edge of the cup-but cool and sometimes helpful, but you unfortunately not dropping in.

SIX MODES OF PLAY

All modes of play (except Practice fessional play. The course remains TWO MAJOR MODES Mode and Memory Shot) give you the same for all modes of play. the choice of Amateur, Single or Pro- Stroke Play and Tournament Mode Match Play allows two players to go fessional play. There is usually a lot allow up to four players to participate head-to-head for up to 18 holes. The less wind in Amateur play than Pro- in the hackfest. The Memory Shot lowest score wins each hole. VS. HAL Mode allows a player to replay any Mode pits you against the computer. If Eagles or Holes In One by entering a you win, you’ll earn a great prize. password which the computer will • MATCH PLAY «vs. HAL give you after the miracle shot.

134 NINTENDO PLAYER'S GUIDE W

I THE PERFECT SHOT

There are many variables to take TEE SHOT FROM THE WOODS preparing into consideration when Take into account the hazards, wind and It’s always best to stay out of the trees. If you to shoot. The first things to look for distance when selecting your club. You won't are directly behind a tree and don't think you'll to the left are hazards such as water and always want to tee off with the 1 Wood on Par be able to shoot straight over it, aim bunkers. Then decide on how the 4 and Par 5 holes. Use the A or B Button to or right and use a good amount of hook or rough so wind direction will effect the flight start your backswing. end your backswing. and slice. The trees are always in the make contact with the ball. adjust your club selection. of your ball. Pressing to the left or right on your controller will change Using the direction of your shot. 1 / hph the R and L Buttons allows you to rfP fine tune the direction. \y. \l nn WIND FACTOR BUNKER SHOT WATER HAZARD

The wind can play havoc with your shots, Avoid the beach! In bunkers around greens, you You'll be penalized one shot if your ball lands in especially lofted shots with short irons. To will always want to use the Sand Wedge. In the drink, so make sure to avoid all water compensate for the wind, make a wise club fairway bunkers, you can use any iron unless hazards. If you do go in, your ball will selection and adjust the direction of your shot. your ball is imbedded near the edge of a automatically be retrieved and placed at the You may also choose to play your shot with a bunker. In this case, you can only rely on the nearest point of entry to the hazard— usually the

it rough. This will change your club selection. hook or a slice. Sand Wedge or Pitching Wedge to blast out.

Excellent! You’ve beaten the • STARTER CLUBS HAL computer golfer, but you Your caddie will carry this set of clubs when you begin the game. could probably do better if you You'll have to hit a perfect shot for your ball to travel the distance had his Metal Woods and Irons. specified for each club-providing there's no wind opposing you. According to the chart, all of CLUB YARD CLUB YARD CLUB YARD the Metal Clubs will give you more distance than the Starter 240Y 1 260Y 2W 250Y 3W Clubs. This upgrade will 4W 230Y 5W 220Y 11 21 OY improve your game dramati- cally! 21 200Y 31 1 90Y 41 1 80Y

51 1 70Y 61 1 60Y 71 1 50Y

81 140Y 91 1 30Y PW 1 10Y SW 70Y PT 30Y

• METAL CLUBS rr HAL’S The metal set of clubs will allow you to hit your shots farther. The extra distance will give you an added advantage over your competitors. ^aBDV 7^aigv

HOLE CLUB YARD CLUB YARD 1 CLUB YARD IN 1W 280Y 3W 260Y 4W 250Y

1 90Y 21 21 OY 31 200Y 41 Each player can enter METAL PLAY for ONE

their name to get the Metal Clubs. Talk 51 1 80Y 61 1 70Y 71 1 60Y about distance! How about 280+ yards? 81 1 50Y 91 140Y PW 1 20Y You can really thump the ball with the GOLF

PS 1 10Y SW 80Y PT 30Y Metal Clubs.

SUPER NES 1 35 TEE IT UP!

OUT HOLES

The first nine holes are rela- tively easy when compared to the back nine, but don’t think it’ll be a piece of cake! There are some tricky areas to negotiate • DOGLEG LEFT on certain holes. It’s very impor- Aim for the corner of the dogleg, but stay out learn tant to the proper timing of the trees. This hole has a plateau green and for your swing. These are the is an easy hole to Birdie. perfect holes to practice on.

HOLE 351V2 PRFi 4

• WATCH OUT FOR WATER

With Starter Clubs you may need to play up to the pond then cross on your second shot. Metal Clubs can clear the pond easily.

NO SURPRISES HERE

Hit it straight to avoid the two fairway bunkers.

The bunker at the right front of the green will

catch a lot of golf balls.

• HEAVILY BUNKERED » DON’T OVERSHOOT THE 2ND SHOT

'The Snake." You should be able to get through This is the easiest Par 5 on the course, but the

the fairway bunkers with an accurate drive. The green can be difficult because it has multiple

green is heavily bunkered. slopes.

• BIG HAZARDS: BUNKER AND LAKE • GO FOR THE HOLE IN ONE!

The three pothole bunkers come into play, This short hole is slightly uphill. Along with the

especially if you're trying to avoid the lake on other Par 3's. this hole is a good one to try for

the left. the hole-in-one!

136 NINTENDO PLAYER'S GUIDE IN HOLES Now for the real test. The back nine will separate the cream from the cheese, so to speak. There are many more hazards to be encountered and challenged. • LAKE COMES INTO PLAY A good golfer will pay more The bunker on the far side of the attention to the wind and will pond can give you trouble so make also utilize a slice or hook with an sure to avoid it. The left side of the outside-in or inside-out swing. green is elevated and has a fairly Good luck! steep slope to it.

HOLE 1 2 4 2 3V pm 4

LARGE BUNKER BEHIND GREEN • CHECK THE WIND FIRST

This hole looks like a footprint. Most of the Both sides of this fairway slope downward.

green is elevated, but it's important not to Try to keep your ball right down the middle

overshoot the green because your ball can roll and avoid the lake. The green is flat for the

into the water or the bunker. most part.

BUNKERED GREEN

This hole is similar to Number 2. The large

bunker in front of the green can pose a

threat, but it can easily be avoided by staying

to the left.

HAL’S

HOLE

IN • HAZARDS GALORE ONE The creek that runs through the fairway can

definitely cause problems-you might want to

lay up. The double-tiered green can be very

GOLF tough. It’s a good finishing hole!

SUPER NES 1 37 lF CLMS?C$ WAIALAE C.C. Get The Aloha"Spirit At Waialae C.C.

T & E gives you a free guest pass-with full membership privileges-to one of the most famous country clubs in the world: Waialae C.C. on Hawaii's Oahu island.

advice when you’re trying to read the A WORLD-RENOWNED greens. He’ll show you the hidden contours and suggest a strategy for COURSE IN 3-0 putting out. Even so, it’s a good idea to practice before taking on the pros.

The expanded graphic capabilities of the Super NES allow it to paint this exotic tropical golf course in 3-D, SB which makes the play more realistic and entertaining than ever. You’ll | | J T & E's new game is designed to accurately have to learn to read the rolling ter- depict the real Waialae golf course, from its lush rain cope with the and changeable tropical vegetation to the menacing trade winds trade winds in order to keep your SSj that can carry your ball far off the course. The name high on the leader board. Of r real Waialae Country Club hosts the prestigious course, you can ask your caddy for Hawaiian Open golf tournament that attracts the top pros each year.

IT’S TEE TIME!

When it’s time to tee off at Waialae, select whichever hole you’d like to • A NEW VIEW you’ll able to select try. Play be from among Stroke can involve up to four Waialae’s added altitudinal viewpoint gives you a

four play modes: Practice, Stroke players, and the game’s handicap- distinct advantage when you're setting up for a Play, Match Play and Tournament ping system can even the odds for shot. You can view the ball from different Play. In the Practice mode, you can less experienced players. Match Play altitudes, which gives you a complete picture of lets two players go head-to- its location in relation to the rest of the hole. head, and Tournament Play pits you against 48 tour pros. You might recognize the ini- tials of the pros in Tourna- ment Play. They are those of teal the real pros who competed in the 1990 Hawaiian Open at UB/iU Waialae. You can also select a personal caddy, just like the pros do. Some have good tips; others are less helpful. With the number of decisions you’ll have to make for each shot, you’ll appreciate good advice. When you reach the green, you'll be able to check out all the angles and set yourself up for a great putt. At WE 138 NINTENDO PLAYER’S GUIDE W

YOU CALL THE SHOTS

Before you step up to the tee, you’ll have to consider 5. CHOOSE YOUR CLUBS eight factors that can affect your drive. As the real pros As every golfer knows, it's important to select know, learning to accurately read and compensate for the right club for the conditions. The distances is extremely the course’s trademark trade winds listed below are for maximum range,- the dis- important. You also have to consider how the lie of the tance you actually get depends on the power of ball and the contour of the terrain will affect your shot, your stroke, where you strike the ball, your lie, then determine which direc- and, of course, the wind. tion gives you the best angle for an approach, which club is CLUB DISTANCE CLUB DISTANCE ! under the circum- best 1 270 YARDS 61 1 60 YARDS stances, to adjust your how 3W 230 YARDS 71 150 YARDS how much power to stance, 4W 210 YARDS 81 140 YARDS put into your stroke, and pre- 21 200 YARDS 91 1 20 YARDS cisely where you want to 31 1 90 YARDS PW 110 YARDS strike the ball. 41 1 80 YARDS sw 90 YARDS 51 170 YARDS PT_ 100 FEET 1. FACTOR IN THE WIND The changeable tropical winds can be a blessing or a 6. SET YOUR STANCE curse. Keep a close eye on the wind meter. If you're The stance you choose during the shot set-up driving with a strong wind at your back, you can process can have a dramatic impact on the expect the ball to carry far down the fairway. Hitting c flight of the ball. Although you’ll usually stand into the wind is another story, though, and you might ±8nph square to the ball, at times you'll want to open want to consider using a club that produces less loft or close your stance to fine-tune your shot. To

draw your shot to the left, close your stance by 2. READ THE GREEN moving your front foot closer to the ball. Open your stance by moving the front foot back to on the real course, the greens on the As they do create a fade to the right. Try different stances video Waialae course range from nearly level to in the Practice Mode. It's fun to experiment steeply pitched. Call up the Game Play Menu and with them, and you'll learn finesse, too. ask for caddy advice if you'd like to see a 3-D rendering of the area between you and the cup, then compensate for the contours. 7. SWING FOR POWER

The Power Scale lets you determine what

3. CHANGE DIRECTION percentage of a club's carry you want to use.

Come as close to 1 00% as possible for The direction option makes it possible for you to maximum range, but don't go over or you'll circle 360 degrees to view your lie from all score a miss hit. Don't power all of angles. Press and hold the control pad in the use max the time. don't to overshoot the green direction you'd like to move, then release. You'll You want on your approach. scroll smoothly to get a new perspective on the shot angle. ball and determine your best 8. SMACK THE SWEET SPOT

Good golfers use spin savvy. To get the ball to roll when it lands, strike it 4. EXPECT LOTS OF LIES near the top. If you want it to bite and stop when it lands, strike the ball Hitting The lie of the ball displays in the upper right corner of the game data near the bottom. on the right side of the ball will make it hook

box. There are ten different lies in the game, including varying degrees of left; striking the left side makes it slice right. rough areas and different kinds of hazards as well as fairway, green and tee. You'll definitely have to put all of your clubs to good use! TOP SPIN BACK SPIN WAIALAE * ca 1 1 L Av • rv L* Lee shot FMRUI1Y ROUGH ROUGH ROUGH COUNTRY SLICE HOOK X FT 1 _ f n CLUB ROOD BUNKER BUNKER BUNKER GREEN r

SUPER A ES 1 39 TOUR THE TROPICAL WAIALAE COURSE

Waialae Country Club, founded in “Aloha” spirit. Dress on the course is boasts a diverse membership that is 1927, is widely known for its beauti- casual and traditional golfing man- especially proud to host the prestigi- ful setting and its uniquely Hawaiian ners are relaxed here. The club ous Hawaiian Open every year.

HOLE 1 HOLE 2 HOLE 3

MAMAO OOLEA II BROWN "DISTANT" "UNYIELD- "MR. GOLF" 6 ING" | % PAR 5 PAR 4 PAR 4 521 YARDS f 348 YARDS W 397 YARDS 1

Start your round on long, straight fairway that If slice a you your drive on Hole 2. you'll land amid The third hole, which is named for Frances li Brown has O.B. on both sides. Drop your approach on a grove of kiawe trees. Good luck hitting out! The one of the founders of Waialae C.C., has a lake and the right to avoid the bunker that skirts the front left side of the fairway can also be dangerous bunker running up the left side. Don’t overshoot the of the green. A favorable wind helps on this hole. because it is bordered by a large lake. small green-just beyond is O.B.

HOLE 4 HOLE 5 HOLE 6 APIKI AUWAI LALAU "GO "TRICKY" "TWO ASTRAY" DITCHES" 1 j!

PAR 3 PAR 4 PAR 4 178 YARDS f 401 YARDS § 430 YARDS

Apiki's narrow, 55-yard-long green dips in the Two water hazards split the fairway, making the The strong winds can certainly be a factor on thi

is lined to center and on both sides with huge tee shot tough. Stay the left, out of the trees, hole, making it easy indeed to "go astray." Stay bunkers. It is one of the most popular holes on and expect a mean green that's more than 100 to the left of the fairway to avoid blowing into the sprawling course. feet long from back to front. the O.B. on the right side.

HOLE 7 HOLE 8 HOLE 9 UPIKI HULUHULU ALOHA "TRAPPED" "HAIRY" "GOODBYE" 1 1 PAR 3 PAR 4 PAR 5 1 65 YARDS % 395 YARDS # 487 YARDS f

Don't get trapped in the huge bunkers fronting Try to drive over the water hazard that divides At this hole, "Aloha" means goodbye. You can say the green. Watch the wind and aim for dead the fairway. Otherwise, you might end up taking "goodbye" to par if the wind carries your ball out center of the wide, shallow green. Be sure to a penalty shot. The water continues up the left of bounds. The O.B. lines are tight, so play it safe check its contours because they are hard to read. side, so be careful not to hook your shots. and stay on the fairway.

1 40 NINTENDO PLAYER'S GUIDE If you're lucky, the trade winds won't be As its name implies, the twelfth, I Mua, has a

against you as you tee off. Try to hold to the Pacific Ocean from the eleventh tee distract long, straight fairway just made for heavy

left of the fairway, especially if it's windy, and you. The wind here usually sweeps from left to hitters. Stay to the left on the sweeping fairway

watch out for the tight O.B. that runs the right. Close your stance and draw your shot to to avoid the palms on the right. The green looks

length of the right side. The green is compensate. The green is level and safe from the front, but beware of the bunker

particularly challenging, with gaping bunkers on comparatively easy, but the wind can carry you and O.B. behind it. If you overshoot the green,

the right and a steep hill on the left. into the bunker on the right on your approach. you'll be in big trouble.

A long, right dog-leg, Hole 13 has a bunker on Off the tee, unless you have enough drive

the right at the bend and is wide open near the power to clear it, play to the right of this big. Waialae. With a tight O.B. on the left, trees on at corner. green. If the wind is blowing, stay to the left. left dog-leg to avoid the bunker the the right, and a changeable wind blowing.

The green breaks gently, making putting a snap. The green is steep, running up from front to Pilikia makes it tricky to hit a safe drive. Then,

One of the easier holes on the course, it hasn't back. The placement of the pin varies. It’s when you manage to reach the green you'll find

been changed since the course was designed in difficult to control the downhill putt, so it's that it is steep and tough to read. Good luck

1 925. You just might be able to birdie here. better to land short of the pin than long. making par on this one!

HOLE 16 HOLE 17 HOLE 18 WELO - ALAE KILOU LOA "FLOAT IN MUD HEN" "A LONG THE WIND" % HOOK" 4 b n //© L PAR 4 V & PAR 3 PAR 5 WAIALAE / 'lr 396 YARDS w 1 78 YARDS 533 YARDS w

Popular with the pros. Welo has a fairway that Bordered by the Pacific Ocean, 1 7 has a big, What a way to end the round! For your last

COUNTRY is great for big hitters. Start by driving to the tough-to-read green that has bunkers left and hole at beautiful Waialae, step up to the tee

right to avoid the kiawe trees on the left, then right. To play it safe land short instead of long, and take a look at a long par 5. The Kona

approach the green carefully. It slopes away, but remember that you have to clear the water winds can carry your drive into disastrous like making it very difficult to hold, and it has that fronts the green. Mud Hen may seem territory, but try to hook your drive to follow the

bunkers on both sides that you'll experience if an unusual name, but the bird is revered by dog-leg, and land by the bunker if you have the CLUB

you miss on your approach. islanders whose legends say the bird brought distance. The green is long and deep.

them fire. SUPER AIES 141 San BASEBALL The Living Legend Brings The Action Home!

Nolan Ryan, the living legend of baseball, brings America's favorite pastime right into your living room for your family and friends to enjoy.

CATCH THE FUN • PLAY A WHOLE SEASON IN PENNANT MODE

In Pennant Mode, you can play one of Nolan Ryan’s Baseball lets you catch • KEEP UP ON THE STATS six all the major league baseball fun. scheduled games per day against a Put away that in computer-controlled team. By choos- Pick up some tips from the pros pencil and that ing the Pennant Setup option, you can Assist mode, or taste the thrill of vic- clipboard— Nolan change the length of the season, trade tory for yourself. No more arguing Ryan is keeping players and receive a password. with the umpire—you can’t miss any track of all the Progress option for part of the action with the close-up Choose the Watch to season's stats multi-view replays that feature ex- skip right to the day’s results. you to review. cellent animated scenes of those close catches and questionable tags. Play ball! • MAKE A TRADE

If you aren't

satisfied with your

starting lineup,

switch it around with the Trade

option in the Pennant Setup mode.

STEP UP TO THE PLATE IN A SINGLE GAME

If you’re looking for a quick game • DISTRIBUTE ABILITIES against the computer or against a For best results, friend to brush up on your ball-playing distribute your skills, for then shoot the Single Game. strengths and Give a pre-made team a try, or test weaknesses evenly. your skills as a manager and create With some practice, your very own team. Once you find you'll be unbeatable! that top team, save it with a password.

• PICK A POWER LINEUP • PASSWORD FEATURE

Nolan Once you have taken tomv'hwv Ryans it# >> •> Baseball allows you some time and exper- to create your own imented and found players with the what players work

Power Setup option. best for you. save your progress with 1 the password.

142 NINTENDO PLAYER'S GUIDE SUPER BASES LOADED The Super Sequel To Bases Loaded

Following in the footsteps of the all-star Bases Loaded games for the NES and Game Boy, comes Super Bases Loaded, the crown jewel of the series for the Super NES.

A NEW ADDITION TO THE BASEBALL TRADITION

Sharper graphics, clearer sound and • PITCHING VIEW • FIELDING VIEW exciting game play have all come The trademark of all the Bases Loaded games is A new and interesting feature in this game is together to put the “super” in Super the reversed television-like pitching view. Rather the fielding view made possible by the Bases Loaded. Jaleco has added a than seeing the pitch come from the batter's increased capabilities of the Super NES. After more realistic camera-like view, an vantage point, you the ball is hit. this view follows the ball from edit mode and created larger fielders shoulder. Which almost a rooftop side you see will perspective until it that are easier to see and control. even change is caught or disap- You still want to beat the other team, depending on pears into the but they’ve thrown in another chal- whether the pitcher crowd. This adds a lenge—to beat the game, you must is right-handed or very realistic feel play the perfect game! left-handed. when playing.

IMPROVE RATINGS CONTROLLING YOUR PLAYERS

There’s a lot more at stake than Unlike most baseball games, each • BATTING winning or losing! When playing a player has his own individual style one-player game against the com- of playing in Super Bases Loaded. puter, your game play is rated in 13 For example, some pitchers throw separate categories. Points are overhand while others throw deducted from your starting score sidearm. This attention to detail of 100 every time you make an adds a more realistic feel to the error, strike out, get caught stealing game. a base etc. Likewise, you are able to • BUNTING regain lost points by making an extra good play. As you improve your rating, you will move up to P' more difficult categories where the Move to where you want to stand in the competition is even tougher. batter's box. After that, timing is the key. Use the Control Pad to hit high or low. SUPER NOLAN When bunting, you are able to position the bat high or low with the Control Pad. • FIELDING

• PITCHING BASES RYAN’S

LOADED

As the fielder, place yourself in the ball's path BASEBALL When pitching, you can choose where to stand to catch it. If you aren't close enough, you can where to throw and how fast you want the also dive or leap for it pitch to be.

SUPER NES 1 43 BASEBALL SIMULATOR 1.000 A Baseball Experience Like No Other

We were first introduced to this crazy baseball concept with Baseball

Simulator 1 .000 for the NES. Now you can take it to the limit in this great sequel for your Super NES.

CHOOSE A TRADITIONAL GAME OR A UNIQUE SIMULATION

This game offers just about every- ment? What if you wanted to throw thing the video sports enthusiast your opponent more than a curve would need. It features realistic ball? Toss all preconceived notions baseball action, non-stop competi- aside, because this game is far from tion and hours of fun, but what if ordinary. Use these special tricks to you’re in the mood for something a your advantage, but remember—the You're in for hours of fun whether you choose a little off the wall to add to the excite- other team may have a few of its own! simulated game or a traditional game.

ULTRA PITCHES YOU NEVER IMAGINED

The sweat beads on your forehead as SNAKE BALL MYSTERY BALL NINJA BALL SPARK BALL you wait for the catcher’s signal. What’s it going to be this time? The usual fast ball or a slider? The Sonic Ball! You nod and begin your wind up, and the ball screams toward the plate like a meteor. It sure is nice having one of 20 trick pitches to choose from!

ULTRA BATTING YOU THOUGHT IMPOSSIBLE

You grip the bat in anticipation as you HYPER HIT SPINNER HIT MAGNET HIT MISSILE HIT wait for the pitch. It’s hard to tell what’s coming, but one of your 15 dif- ferent special batting techniques would certainly come in handy at this time. What should

it be? The Leaf EXPLODING HIT METEOR HIT TREMOR HIT Hit or the Spinner Hit? How about the Exploding Hit! They’ll never know what hit

144 NINTENDO PLAYER'S GUIDE . EXTRA INNINGS A Fun But Serious Baseball Challenge

You can't always judge a book by its cover. This game proves that you can have some fun and still enjoy the thrill of a challenging competition!

CUTE LITTLE TRY YOUR HAND AT FIVE PLAY MODES GUYS PLAY HARD There are five different play modes you can choose in Extra Innings Don’t let their appearance fool you. Baseball. You can play a single These players know what they’re game against a computer-con- doing, and are certainly not going trolled team or challenge a friend. to go easy on you. Step up to the In the Pennant Race, play the plate and give them a run for their whole season through. In All-Star money. mode, you can recruit top players and use them on your own team. Sit The graphics on the back and watch the action as the Use the Control Pad to pick your playing Title Screen give you mums pleasure. a glimpse of what's Manager in All-Star mode. to come. mk as* ONE-PLAYER MODE ALL STAR MODE One-player mode puts you in the Scout out and recruit the best play- Those fast balls are n against a friend, ers for your All-Star Team for the going to fly by pretty spotlight. Practice

quickly. Three strikes or try to beat the computer. Either ultimate in excitement. Arrange

and it's off to the way, it isn’t easy! your lineup wisely! locker room.

Be sure to keep your

eye on the ball! You

don't want to miss the chance for a solid

base hit.

EXTRA SUPER Hit a Home Run and CHOOSE A DIFFERENT PARK you’ll be the hero of

the game! A little

crowd appreciation is Just like in real baseball, there are It is easy to hit long balls in Stadium. Be INNINGS always nice . . going to be different kinds of the Domed sure to use your better BASEBALL venues to play in. Extra Innings of- fielders in here. fers three parks for you to choose from. Each one has its own unique This park has a deep, characteristics that you must take grassy center field. Also player a into account as a and keep in mind that the left

SIMULATOR manager for your team. wall is higher than the right

This park has a dirt center

field. A team with strong

batting is sure to do well Too bad! Losing the game shows you who your 1.000 here. fair-weather friends are.

SUPER NES 1 45 MADDEN'S FOOTBALL Now You Have Total Control On The Field

A lot of athletes lend their names to sports games. John Madden sat down with Electronic Arts and designed this one HIS way. The result? Real football.

GET READY FOR THE MOST REALISTIC FOOTBALL GAME YET!

How real is it? Well, the refs will call • HUDDLE you on five types of penalties, and You have a long list will * you’ve got a coach who jump on , , of plays you can £jl K ™ you for anything they miss. The game call for offense or will be won by the team that makes defense, or push B the fewest mistakes, just like in real for Madden's choice. life. But look who’s here to help! No You can also modify matter how well you know football, the formations. ^s John Madden can show you some u~ tricks. GRIDIRON REALISM INSTANT REPLAY

Madden made sure that nothing was and signals, but you’ll usually do This is as good as having a VCR! You left out to ensure that this is the real better if you take control yourself. can view instant replay on any play. thing. At every point you can sit back You can do everything in this game Use your select button and the con- and let the computer call the shots except get injured! trols will appear. You can fast for- ward and rewind just like a regular • KICK OFF • SPIN console, just follow the instructions in the control box. The computer can On running plays push

kick, but you get a A to spin. This can shake off tacklers. better kick if you do but

be careful; it can it yourself. Push A. B.

and Y for an onside increase your chances

kick. of fumbling.

• SNOW AND ICE • AUDIBLE

You can call an audible

if you're in formation. If you've already called an audible and you change

your mind, call a timeout.

• OFFSIDE

All the rules apply. You

can be penalized for an

offsides, encroach-

ment, delay of game, You can view the instant replay from more than pass interference, and Choose from three kinds of weather. The weather will one angle. Just use your directional controller to more. affect how you play, so pick your team with care. switch.

146 NINTENDO PLAYER’S GUIDE ELECTRONIC i BILL LAIMBEER'S COMBAT BASKETBALL Full Contact Futuristic Sports Action

It’s the year 2030, and the peace once enjoyed has given way to crime and violence. The only relief the people have from their misery is the ruthless sport of Combat Basketball.

ALL RULES ARE TOSSED TO THE SIDELINES

It’s a free-for-all after the tip-off, so you better stay on your toes and be ready for some fast-paced action! Keep your eyes on the active player— he’s the one with the arrows behind him. The active player will change depending on who is closest to the ball. Following the traditional rules of fair play and good sportsmanship is not an issue in this game—you are free to bump, crunch and tackle the members of the opposing team. Do whatever This is no time to hold back! Go for a tackle on you need to do to get into the other He shoots ... he scores! Try making a shot an unsuspecting opponent. Unlike regular the arc for a three pointer. basketball, fair in Combat Basketball! team’s half and score a basket! from outside all is

CALL THE SHOTS INVALUABLE ITEMS

Add a little more excitement to In addition to that tackling techni- your game by choosing the League que, you also have an arsenal of In addition to your win- Menu Option. Off the court, you weapons and other helpful items at BILL nings. you can pick up JOHN can put yourself in the manager’s your disposal that you can collect coins to earn extra abil- of shoes and test your coaching during the course the game. Try money. The more money ity. This mode will allow you view them out—maybe you’ll discover a you have, the better the

the season’s statistics and team trick to demolish the competition! players you can trade for. LAIMBEER’S

MADDEN’S standings, change player positions •POWER-UP and trade for new players. You can g for these get better players as you win money The Power-Up will give Watch out your player a temporary Mines! They blow up and collect the coins in the games. power boost. While when a player touches powered up. the other one, and he will COMBAT players better steer clear temporarily be knocked FOOTBALL

of this guy's mean tackle! out of commission. I HOMING MISSILE

Although the activated Missiles will also knock

Saw Blade will knock your rival's active player

your rival team’s active out. but unlike the Saw BASKETBALL

player out, it travels in Blade, it travels straight

wide arcs and is a little for the target. It is quite unpredictable.

SUPER NES 1 47 RPM RACING Fast-Paced Competition Puts You Behind The Wheel!

Rev up your engine and make your way toward the starting line in Radi- cal Psycho Machine Racing for your Super NES! Are your driving skills good enough to hold the competition off?

RADICAL RACE A COURSE FULL OF DANGERS!

You get to start out in the pole posi- The name of the game is danger, and It is best to start out tion, but can you hold onto it? This is you’ll face plenty of chilling with a car built for no ordinary . It’s a tough obstacles throughout your course. endurance. Once you fight to the finish as your competi- win some money, you can add other tors try to force you off the road. A VARIETY OF SURFACES features. With all the tricky bumps and jumps, • PAVED you must learn that speed alone Start out with the Paved WATCH OUT! won’t get you the checkered flag. Surface to get used to the controls. • OIL SLICKS Drive across an Oil Slick and

it's anybody's guess where

• DIRT you'll end up! The Dirt Surface makes

the car more difficult to control. Choose a car with some power. • ICE rr The Ice Surface is going TTrrr to be by far your greatest driving challenge. Who • MINES Although they are expensive, the Mines explode knows where the car will on go! contact and are quite effective. TRY MAKING YOUR OWN COURSE!

Once you’ve proven that you’re a Choose to test out regular driving ace on the competi- your course against tion circuit, try your hand at design- the computer, or try ing your very own course. You can taking on a friend. save up to six custom tracks.

• NEED PARTS? • WHICH SURFACE? Get some money together The next thing to do is and buy some parts to pick the surface and the

put your car in the fast number of laps you'd like. lane.

• ADD BUMPS? • LET’S RACE! Why settle for a boring Choose up to eight other

flat course? Add some challengers, and you're bumps and curves for added challenge.

148 NINTENDO PLAYER’S GUIDE The lineup of games for the Super NES Is already hot. and the titles planned for the future promise to keep pushing the new system's capabilities to the max. They run the gamut from role-playing to adventure to action-packed sports. Our Future Games section gives you the chance to take

SUPER NES 1 49 D-FORCE

Realistic combat action and evil mutants meet in this overhead view helicopter mission from Asmik. A powerful dictator has waged war on the world. He’s amassed a huge force of the best military machines ever made and created several huge mutant creatures who, by themselves, could stop an army. It’s up to you to blast away this sinister villain’s force in seven super challenging stages. You command the Nuclear Apache Heli- copter, D-Force. As you destroy enemy aircraft, you’ll find floating Power-Ups enhanced graphic capabilities of the which add strength to your already Super NES to present huge, detailed impressive onboard cannons. Pick enemies and tons of moving objects, them up whenever possible and con- making it more challenging than NES tinue your mission to save the world. games which are similar in style. Sev- While there have been a number of eral different game modes and diffi- overhead view military missions for culty levels add variety and excite- the NES, this game is the first of its ment to this already exhilarating kind for the Super NES. It uses the game. NOSFERATU

Nosferatu from Seta adds a new inspired the tales of Dracula and twist to the classic legend of the Nosferatu. As Kyle, one of the lost vampire in a story that’s like a cross students, it’s your mission to save between Maniac Mansion and Cast- your friends and flee the castle. This levania. In this contemporary tale, a side view adventure features life-like trio of American college students animation in a dark and mysterious find themselves trapped in a setting. As you explore the five-story Romanian castle while touring castle, you’ll come across secret pas- . The castle is the ancient sages, hidden items and special home of Vlad the Impaler who weapons like a sharp knife and a strong mace. They aren’t just for decoration, either. The castle houses a creepy cast of creatures and you’ll have to fight your way through some pretty tough jams in order to come to the rescue of your friends. The crea- tures include a menacing mummy, a blood-thirsty wolfman and the vam- pire himself. Get ready for a big battle with awesome action and graphics.

150 NINTENDO PLAYER S GUIDE THE ROCKETEER

While the Super NES adaptation of The Rocketeer from IGS is based on the same story which inspired Ban- dai’s The Rocketeer for the NES, they are completely different games. This new take off on The Rocketeer features several different types of game play and some incredible detailed graphics. The game begins with an airplane race in Cliff Secord’s Gee Bee and follows him through the discovery of his rocket- pack to a daring rescue on an enemy airship. There’s a shootout in Cliffs Rocketeer began as a comic, it’s only airplane hangar, a side-view rocket- fitting that its Super NES adapta- pack flight and a kicking and punch- tion should include illustrations of ing battle against a muscle-bound the same caliber that you find in the thug. Many of the scenes feature original telling ofthe story. While the digitized graphics of actual objects game may lack in controllability and and actors and they’re are all tied challenge, it is a fascinating demon- together with brilliantly drawn stration of Super NES graphics. comic book frames. Since The SMART BALL

Prince Jerry wasn’t always a blob-like of the kingdom and pick up special ball. He was transformed into his rub- items which help him in his quest. bery state by the Bad Wizard of Kyli- Balls, bombs and seeds grow in flowers ria. In Smart Ball from Sony Image- scattered throughout the kingdom. soft, you lead Jerry through eight big Jerry can toss the balls and bombs at stages of animated action in a quest to the Bad Wizard’s evil minions and save the kingdom and bring Jerry back grow tall plants from the seeds in to his human form. Jerry’s Smart Ball order to reach high places. The game shape allows him to slither and makes the best of Super NES graphics squeeze through the narrow passages and sound, creating the atmosphere of a Saturday morning cartoon. Each stage features colorful creatures and detailed backgrounds. The adventure begins in a field overrun with menac- ing mice and continues through a deserted town, a pipe maze, the Moon, the ocean, the Arctic, the mountains FUTURE

and it finally ends with a big battle in the castle. If you like comic action, you should check out Smart Ball.

GAMES

SUPER NES 151 su™ADVENTURE ISLAND

Master Higgins makes his Super NES debut in Super Adventure Island from Hudson. A cloaked figure has transformed our hero’s tropical paradise into a disaster area. Walking candles, flying squirrels, charging penguins and a ton of other crazy creatures send Higgins spin- ning while he attempts to bring things back to normal in five stages of sweaty palm action with a calypso beat. This installment of the series has all of the elements that have made the NES and Game Boy island’s surface and continues into Adventure Island games a hit with the underground. Other settings in- fans of light-hearted action. The big clude a slippery ice palace and the change here is in graphics and belly of a whale. There are also five sound. Higgins runs, jumps and fruit-filled bonus areas where you skateboards through a lush, tropical can snag special items and power up. setting that is so realistic you can If you’re up for a super challenge, you almost feel the sand between your should take a trip to Super Adven- toes. The adventure begins on the ture Island.

SUPER CONTRA IX

The ultimate two-player simultane- Since action games usually save the ous thriller is on a collision course for best villains for the ends of stages, the Super NES. Super Contra IE you may have grown to expect some from Konami features six stages of pretty awesome level leaders. But stunning graphics, incredible sur- some of the mid-stage creatures in prises and heart-stopping action. this game put level leaders in other Your mission is to track down and games to shame. You’ll stay on your destroy a group of aliens who are toes the whole way through because devastating the planet. They’re big, there’s really no telling when the they’re mean and they’re plentiful. next awesome creatures like the twin-terminators or the giant mutant tortoise are going to be chal- lenging your combat skills. Major monsters aren’t the only innovation here. You may be used to the stand- ard Contra weapons like the Spread Shot and the Laser but you’ve never seen anything the likes of the too- cool tank and the mighty motor- cycles that you can control in this latest, greatest alien-blasting adven- ture.

152 NINTENDO PLAYER'S GUIDE SUPER E.D.F.

The E.D.F. in Super E.D.F. from Jaleco stands for Earth Defense Force. As a member of this elite squad, it’s your mission to fight off alien hordes who have set their sights on the Blue Sphere. This side- scrolling space shooter pits your single ship against armies of invad- ers, all of which have a sleek, mecha- noid design and hard outer shells. The huge ships at the end of each level can withstand massive attacks and still send out their own powerful blasts. Even when it looks as though ferent directions to the Atomic Shot they’ve been destroyed, these behe- which explodes on contact. If you’re moths can repair on the fly and con- just beginning your mission, Homing tinue their attack. Your own ship is Missiles should be your weapon of also very strong and equipped with choice. These smart bombs seek out shields. As each stage begins, you enemy ships and blast them as they can choose from several different approach. Keep your finger on the weapons. They range from the Vul- fire button and you’ll clear away the can Cannon which fires in three dif- enemy forces quickly. SMNKY'S QUEST

Dexterity and puzzle-solving both into a shower of basketballs and play a part in Spanky’s Quest from knocks out all of the enemies within Natsume. Spanky is a talented mon- reach. Bubbles can also be used to key who can bounce bubbles on his break away walls and pick up items. head and pop them to stun his ene- Spanky’s quest is to advance through mies. The bubbles get bigger as they the stages of a fantasy world by bounce and bigger bubbles are more unlocking doors of interconnecting powerful when they pop. When the rooms. Keys are scattered through- biggest bubble pops, it spreads out out each room and Spanky’s got to use his monkey ingenuity in order to collect them. Sometimes it’s as simple as just picking up the keys out in the open, sometimes Spanky’s got to knock out the creatures that hold keys and sometimes he can collect them by letting them float in his monkey-made bubbles. Action fans FUTURE who are young and old will enjoy this fun and amusing thriller with color- ful graphics and great animation.

GAMES

SUPER I\ES 1 53 LEMMINGS

SunSoft’s Lemmings is an exercise in crowd control. Dozens of little crea- tures flow out of a hatch in a danger- filled area and you’ve got to lead them to safety. You can teach some of them special skills and they’ll pave the way for their counterparts. Dig- gers burrow through dirt and help the other Lemmings get to a lower level. Floaters pull out umbrellas and drop softly off dangerous cliffs. Block- ers keep their fellow Lemmings from walking into dangerous predicaments. Miners break through rocks. Climbers something is in their way. At the scale walls. Bashers break barriers. beginning of every stage, you’ll find Builders make ramps over gaps. And out how many Lemmings will flow Bombers self-destruct in order to from the hatch and how many you blast away otherwise unbreakable have to rescue. The proccessing power obstacles. The Lemmings that are not of the Super NES allows for dozens of assigned special tasks walk wherever Lemmings to walk the course at once there aren’t obstacles. They could making the game challenging, exciting mindlessly walk into danger unless and fun.

ULTIMA: THE FALSE PROPHET

The Ultima series of role-playing emphasis in this role-playing epic is games, which has been very popular on story depth, character develop- on personal computers and, more ment and intricate puzzles. The recently on the NES and Game Boy, world of Britannia has been shaken makes the jump to the Super NES by earthquakes and the coming of with Ultima: The False Prophet from gargoyles from the underworld. You FCI, an adaptation of the recent PC are the Avatar, but a disturbing twist hit Ultima VI. While the graphics are in the tale, triggered by the presence well drawn and easy to follow, the of evil creature, reveals that you may actually be a false prophet with sinis- ter intentions. Your quest is to dis- prove these allegations and find out what force of evil is behind this fien- dish plot, or find out that they are true. There are plenty of mysteries to solve, battles to win and magic items to uncover which require many hours of game play. The Super NES allows for depth, detail and high- drama, and Ultima: The False Pro- phet delivers.

154 NINTENDO PLAYER’S GUIDE BULLS VS. LAKERS AND THE NBA PLAYOFFS

The 1991 NBA Championship, which ended with the Chicago Bulls taking the trophy, is faithfully recreated in Bulls Vs. Lakers and the NBA Playoffs from Electronic Arts. All 16 of the teams that participated in the playoffs are represented with their realistic strengths and weak- nesses. You can attempt to change history by taking charge of an under- dog team and face off with the best players in the NBA or confirm the power of the Bulls by taking them to the top all over again. You can also shooter while Charles Barkley of the join up with the Western or Eastern 76ers muscles inside and slams the All-Stars. Every team includes its ball through. Of course, the game full player roster from the 1990-1991 isn’t all about the stars. You have to season with a complete set of stats let your big players rest sometimes for each player. Player reputations and give minutes to their backups. also play a part. The video game ver- Play intelligently and you could go sion of the Celtics’ Larry Bird, for all the way to the World Champion- instance, is an awesome outside ship.

F1-R0C

Fl-ROC from Seta is a race of cham- enter the next race and prove your pions on a Formula 1 circuit of 16 mettle all over again. Super NES courses. Your racing team competes scaling and rotation effects help against seven other competitive make your view of each track realis- camps to come up with the best car tic and exciting as they do so effec- and the fastest time around the tively in F-Zero. Unlike its futuristic track. If you finish the race in the fellow racer, Fl-ROC depicts a down money, you can spend your winnings to earth race with present-day cars on automotive improvements, then which require time-consuming pit stops and regular maintenance. An- other realistic feature is manual shifting which adds to the complex- ity of car control but takes the game one lap closer to actual Formula 1 racing. If you’re well-practiced and you keep your car trouble free, you may earn the pole position in qualify- FUTURE ing heats and give yourself the inside track for big money victories and the Formula 1 racing trophy.

GAMES

SUPER NES 1 55 NCAA FINAL FOUR

The college basketball champion- ships are always one of the most talked about sports events of the year. Hal America’s NCAA Final Four brings all of the excitement of this competition to the Super NES. Five of the biggest NCAA confer- ences are represented. You can con- trol any team in the game and take them through to the Final Four. Since the actual stats and strategies of each team are built into the game, the teams in the game play like their real-life counterparts. The St. John’s start the game, you’ll play every team Redmen for example, run a man-to- in your conference twice, then receive man defense and slow down the ball an invitation to the tournament if your on offense while the Runnin’ Rebels record is good enough. Then, it’s single of UNLV run the fast break and use a elimination up to the Final Four and high pressure defense. If you know the NCAA Championship. In addition the reputation of your opponents, to realistic stats, the emphasis of this you’ll be able to play against their game is on detailed graphics and top- strengths and weaknesses. When you notch play control. PGA TOUR GOLF

The scaling and rotation effects that flight from several different views as are made possible by the Super NES realistically as a TV telecast covers get a real workout in PGA Tour Golf the action. When you join the tour, from Electronic Arts. This tour of you’ll play against 60 of the PGA’s four challenging courses is brought best pros in the Player’s Champion- to life with fly-by-aerial views, a zoom ship at Sawgrass, the PGA West window for close-ups and the Elec- Tournament at the PGA West Sta- tronic Arts Sports Network (EASN) dium Course, the Kemper Open at Ball Cam, which follows the ball in Avenel and the Honda Classic at Eagle Trace. If you’re not sure how to approach a hole, you can consult with one of the Tours biggest stars for special advice. Then size up the hole with an overhead view, check the wind and fire off your best shot. If you make a shot that’s too good to be true, you can take another look at the instant replay, then save your best shot of the round on the Game Pak’s battery backup. The battery also saves stats and standings.

156 NINTENDO PLAYER'S GUIDE PLAY ACTION FOOTBALL

Imagine being in charge of your own college football team. You choose the schedule, you run the plays and you climb the Top 20 Poll with every win over other top-ranked teams. The College Season, featuring 97 realistic squads, is just part of the feature- packed phenomenon, Super NES Play Action Football from Nintendo. Start the game with a by-the-book high school team to learn the basics, then work your way up to the more complex professional ranks. Every NFL team is represented by team with detailed graphics and smooth logo and uniform in the Pro Season. animation while a radar view of the You take control over your favorite entire field lets you know what’s hap- squad and lead it through a season. If pening off screen. Games take place you’ve memorized your plays and on grass fields and artificial surfaces, you know your competition, you can in domed stadiums and out in the power your team through the open where weather conditions and playoffs and on to the Super Bowl. wind add a sense of realism to an The action is presented in close up already realistic game.

SUPER SOCCER CHAMP

Taito’s Super Soccer Champ is a diving head shots are all part of the physical game with a lot of acrobatic game. You can also master a super moves and fast action plays. You can shot for an instant goal if you know take charge of a tough soccer squad your stuff. If you’re a tough competi- from Brazil, Germany, England, tor and you play a little too rough, Argentina, Holland, Japan, Italy or you could get a red card and be the United States and lead them to thrown out of the game. So, you’ll the top of the heap. Sliding tackles, have to know when to be aggressive bicycle kicks, shoulder charges and and when to back off. One or two players can participate while two players can join the same squad or play on opposing teams. The action is shown with realistic detail and smooth animation from a view that floats over the sideline following the ball as it moves quickly from goal to goal. Pre-game preparations, goal FUTURE celebrations and post-game festivi- ties are all presented with life-like digitized graphics that will make you feel as though you’re really taking GAMES part in the game.

SUPER NES 1 57 ” GAME PAK INDEX

Game Category Rating Categories Action Sports G=Graphics and Sound C=Challenge Strategy R=Play Control T=Theme S Fun n Quiz/Productivity

POWER METER RATING GAME

G P C T CATEGORY

Lagoon Kemco/Seika IP Batt 3.9 3.2 3.5 3.6 Adventure

POWER METER RATING GAME TITLE COMPANY PLAY SAVE PAGE G P C T CATEGORY

ActRaiser Enix IP Batt 4.5 3.2 4.1 4 Adventure 70

Bill Laimbeer's Hudson 2 P-S Batt 3.1 2.9 3.2 3.3 Sports 147 Combat Basketball

Bulls vs. Lakers & The NBA Electronic Arts 2P-S Batt N/A N/A N/A N/A Sports 155 Championships

Chessmaster, The Mindscape 2 P-S 2.8 3.7 3.4 3.3 Puzzle 117

D-Force Asmik IP 3.6 4 3.6 3.2 Action 150

Darius Twin 2 P-S 3.6 4 3.4 3.3 Action 68

Drakkhen Kemco/Seika IP Batt 3.4 2.5 3 3.4 RPG 116

Extra Innings 2 P-S 3.6 3.4 3.4 Sports 145

F-Zero Nintendo IP Batt 4.3 4.3 4.3 4 Sports 120

FI -ROC Seta IP N/A N/A N/A N/A Sports 155

Final Fantasy II Square IP Batt 4.5 ! 3.2 4.1 4 Adventure 92 —Final Fight Capcom IP 3.7 4.1 3.8 3.5 Action 36 Gradius IQ Konami IP 3.8 3.9 3.7 3.6 1 Action 42

158 NINTENDO PLAYER'S GUIDE POWER METER RATING GAME TITLE flflMPANY G p c T CATEGORY

Hal's Hole in One Golf Hal America 2P-A Batt 3.8 3.7 3.9 3.8 Sports 134

Home Alone THQ IP 2.8 3.2 2.7 3.1 Action 65

Hyperzone Hal America IP 3.6 3.6 3.3 3 Action 66

Joe & Mac Data East 2 P-S 3.9 3.6 3.6 3.7 Action 62

John Madden's Football Electronic Arts 2 P-S 3.6 2.7 3.6 3.6 Sports 146

Lagoon Kemco/Seika IP Batt 3.9 3.2 3.5 3.6 Adventure 90

Legend Of The Mystical Konami 2 P-S Pass 3.9 3.7 3.6 3.6 Action 60 Ninja

Lemmings SunSoft 2 P-S Pass N/A N/A N/A N/A Puzzle 154

Miracle Keyboard Software Toolworks IP 3.9 3.3 3.3 4.1 Piano Instructor 118

NCAA Final Four Hal America 2 P-S N/A N/A N/A N/A Sports 156

Nolan Ryan's Baseball Romstar 2 P-S 3.2 3.3 3 2.5 Sports 142

Nosferatu Seta IP Batt N/A N/A N/A N/A Action 150

Paperboy 2 Mindscape 2P-A 3.3 3.3 3.2 3.3 Action 64

PGA Tour Golf Electronic Arts 2P-A N/A N/A N/A N/A Sports 156

Pilotwings Nintendo IP Pass 3.9 3.9 3.6 3.8 Action 100

Pit Fighter THQ 2 P-S 2.8 2.3 2.4 2.3 Action 67

Populous Acclaim IP 3.7 3 3.9 4 Simulation 112

Rocketeer, The IGS IP N/A N/A N/A N/A Action 151

RPM Racing Interplay 2 P-S 3.1 2.9 3.2 3.3 Sports 148

SimCity Nintendo IP Batt 3.7 3.6 4.2 4.6 Simulation 106

Smart Ball Sony Imagesoft IP N/A N/A N/A N/A Action 151

SUPER NES 1 59 POWER METER RATING GAME TITLE COMPANY G p c T CATEGORY

Smash TV Acclaim 2 P-S N/A N/A N/A N/A Action 61

Spanky's Quest Natsume IP Pass N/A N/A N/A N/A Action 153

Super Adventure Island Hudson Soft IP N/A N/A N/A N/A Action 152

Super Baseball Culture Brain 2 P-S Batt 2.9 2.9 3.3 3.5 Sports 144 Simulator 1.000

Super Bases Loaded Jaleco 2 P-S 2.9 2.8 3.1 3 Sports 143

Super Castlevania IV Konami IP Pass 4.3 3.7 4.1 4 Action 26

Super Cor.ira IV Konami 2 P-S N/A N/A N/A N/A Action 152

Super E.D.F. Jaleco IP 3.6 4 3.6 3.2 Action 153

Super Ghouls 'N Ghosts Capcom IP 4.6 3.7 3.9 4.1 Action 16

Super Mario World Nintendo 2P-A Ban 4.7 4.6 4.4 4.5 Action 8

Super Off-Road Tradewest 2 P-S 3.2 2.5 2.8 3.2 Sports 126

Super Play Action Football Nintendo 2 P-S Batt N/A N/A N/A N/A Sports 157

Super R-Type Irem IP 3.8 4.1 3.5 3.5 Action 48

Super Soccer Champ Taito 2 P-S N/A N/A N/A N/A Sports 157

Super Tennis Nintendo 2 P-S Pass 4.1 4.1 4 3.9 Sports 130

True Golf Classics- T & E Soft 4P-A Batt 3.9 3.4 3.7 3.7 Sports 138 Waialae Country Club

U.N. Squadron Capcom IP 3.7 4 4 3.7 Action 54

Ultima: The False Prophet FCI/Pony Canyon IP Batt N/A N/A N/A N/A RPG 154

Ultraman: Towards Bandai IP 3.7 2.9 3 2.9 Action 63 The Future

Wanderers From Ys American Sammy IP Batt 3.9 3.6 3.9 3.8 Adventure 84

The Legend of Zelda: Nintendo IP Batt 4.7 4.2 5.0 5.0 Adventure 78 A Link to The Past

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