<<

' The only oftidal guide to over 130 games' the pros at ! )

STAFF

Publisher M. Arakawa GAMEBOY Producer in Chief Hiroyuki Kato Editor in Chief Gail Tilden Senior Editor Pam Sather Scott Peiiand CONTENTS George Sinfield Dan Owsen Leslie Swan Mike Frazier IN-DEPTH REVIEWS Kevin Johnson Frank Marrone Chuck Booten 4—67 Pete Remine Jane Hacker Fred Nava Editorial Consultants - Howard Lincoln Peter Main SUPER MARIO LAND 4 CASTLEVANIA: the adventure 46 Phil Rogers • Juana Tingdale T.M.N.T.: FAU OF THE FOOT CLAN 12 GREMLINS 2: the new batch -52 Tony Harman BATMAN 20 THE HUNT FOR RED OCTOBER 58 Cover Design Griffes Advertising Copy Coodinator Machiko Oehler OPERATION C 28 R-TYPE 62 Director ofProduction - Tsutomu Otsuka Producer Yoshio Tsuboike — DOUBLE 34 SOLARSTRIKER 64 Project Coordinators Hiroyuki Kurano W. David Meiien NEMESIS 40 REVENGE OF THE GATOR 66 Keiji Hamada Emi Toyama Desk Top Publishing - Robert Baker David Day Art Director Yoshi Orimo PUZZLE 68 Concept & Design WORK HOUSE USA r Yukio Yamashita Ichiro Koike Leo Tsukamoto TETRIS 68 SOLOMON’S CLUB 78 WORK HOUSE CO.. LTD. DR. MARIO 72 QUARTH 80 Seiji Sato Yasu Nakajima 76 Yushi Ozeki Masao Iwamoto Yasuko Mizuno Hiro Ogawa Layout Jun Matsui Hiroshi Ohashi Enmnn Shuji Kurokawa Minoru Watanabe (M STUDIO GARGOYLE’S QUEST 82 FORTIFIED ZONE 96 Illustrators Hideaki Ito Kenji Murata COSMO TANK 90 DISNEY’S DUCK TALES 100 Kazunori Aihara Makikazu Ohmori Toshisada Nobuhara Kazuhiro Amachi

104-125 i The Nintendo Game Boy Player's Guide is pub- lished by Nintendo of America Inc. in conjunc- tion with Tokuma Shoten Publishing Co., Ltd.

The Nintendo Game Boy Player's Guide is pub- THE FINAL FANTASY LEGEND 104 ! ULTIMA: runes of virtue 120 lished at $15 in the U.S.A. ($21 in Canada) only 4820-150 by Nintendo of America Inc., Ave. .

SWORD OF HOPE 112 ! N.E., Redmond. WA 98052. © 1 991 by Nintendo of America Inc. All rights reserved. Nothing that appears in the Nintendo Game Boy Player's Guide may be printed in whole or in part without express written permis- SPORTS 126— 136 i sion from Nintendo of America Inc., copyright owner. Printed in the U.S.A. Color Separation by Dai Nippon Printing Co.. Ltd. GAME BOY AND NINTENDO PLAYER'S GUIDE GOLF 126 DAYS OF THUNDER 132 ARE REGISTERED TRADEMARKS OF NINTENDO OF AMERICA INC. F-l RACE 130 SUPER R.C. PRO-AM 134 TM&© for games and characters are owned by the companies who market or license those products. DIRECTORY 137 C Nintendo®)

Nintendo of America Inc. 172 P.O. Box 957 INDEX Redmond, WA 98052.

GAME BOY 1 GROWS UP

There's no keeping up with the ever-expanding compact challenge. Game Boy library, though the Game Boy Player's Games in the Directory are broken up into six

Guide is a good place to start. It's chock full of categories: Action, Adventure, Puzzle, Quiz and winning strategies, maps and special tips for 28 Productivity, RPG and Sports. The Action category

of the best games for the leading compact video is the largest. It covers games that require quick game system. reflexes and steady hands. Games in the Adven- When you're playing ultra-challenging games ture category are usually long action-oriented like Tetris, Castlevania, Operation C, Gargoyle's quests that involve decision making. The Puzzle

Quest and The Final Fantasy Legend, it pays to category is made up of brainteasers that take a lot know what your next move should be. And that's of thought and strategy to master. In puzzle what this guide, brought to you by the pros who games, you've got to know all of the pieces and create Nintendo Power, is all about. So you want figure out how they fit together in order to reach

to know how to refill your energy instantly in your end goal. The Quiz and Productivity category T.M.N.T.— Fall of the Foot Clan? Save the world covers game show adaptations and the new from the BYDO Empire in R-Type? Soar by your series of Infogenius Game Paks. Games in the friends in a Game Link match of Dr. Mario? Read RPG, or Role Playing category, are adventures that on! focus more on character building and puzzle solv- You should also check out the thoroughly ing than action. And the Sports category speaks researched Game Boy Directory and Index. There, for itself. Most of the games in this group are you'll find descriptions, screen shots. Game Link Game Linkers that are great for solo play or for a Info and Power Meter scores for all of the Game friendly challenge with your pals. Boy games to date. Use this valuable guide to over Even more Game Boy games are being devel-

1 30 Game Boy titles when choosing your next oped as this guide goes to press. Keep watching!

LOOK FOR MORE NINTENDO PLAYER’S GUIDES FOR THE MOST COMPLETE GAME COVERAGE FROM THE PROS GAMEBOY C Nintendo®^ PLAYER’S GUIDE

2 NINTENDO PLAYER’S GUIDE GAMEBOY In-Depth Reviews

Nintendo GAME BOY™

IPI^P

GAMl A new Princess to rescue and the untamed land of Sarasaland await you

Ifs A Whole New in Mario's first Game Boy Adventure! The setting is strange, but the World! theme is familiar and fun.

Try playing a Mario game without a single Power-Up: it can

be done, but it's twice as fun with a Mushroom or two.

SUPERBALL FLOWER

Aerial levels require the Sky Pop airplane. Collect a Flower to gain Superball power.

BONUS CAME

If you make it to the upper exit of each Items are hidden inside blocks throughout Mario's adventure. Finding and collecting them will World, you can play the Bonus Game. You increase your odds of survival. also get to play after beating each King.

positions from

level to level. sa^ t 9 Push the A

Button to stop . A Lifts m the ladders to the HI-; and collect a a of the maximum 1-Ups.

4 NINTENDO PLAYER'S GUIDE SUPER MARIO LAND

WORLD 2 MUDA KINGDOM

Don’t lose your head Watch out for these These super seahorses when these robots hungry when leap from the water lose theirs. beneath the sea. and spit fire.

The King of the

Seahorses breaths fire The small islands of the watery Muda Beware the Bone This fiercely loyal You’ll meet After you defeat at you. Evade him and Kingdom make precarious perches for the Fishes when they jellyfish defends seahorses under- Gunions, they return fire with the adventurer. leap from the Dragonzamasu. water. split in two. Marine Pop's guns.

WORLD 3 EASTON KINGDOM

This blockhead rules the You’ve found the of source the Easter Island Easton Kingdom with a statues in the Easton Kingdom. stone hand, and attacks with boulders.

WORLD 4 CHAI KINGDOM * ill

Tatanga has kidnapped Princess Daisy, and The final kingdom of Sarasaland is located intends to marry her high above the ground. Many perilous unless you can object. jumps must be made to avoid falling. Send him back to where he came from)

GAME BOY 5 i — GAMEBOY

* — STAR 1 1

Grab the Star and dash to the right while you're invincible. You can go as fast as you like, because you won't miss any hidden items in this stretch.

Mario's jumping control is similar to the LEARN THE LIFTS

original SMB game. He falls fast and it's When the lift you're riding reaches its highest

hard to control his trajectory in mid-air. point, jump to the next one. Be patient and perfect your timing on all lifts.

— (B> ‘-if

BUNBUN CAN BE FUN! A HIDDEN HEART

When Bunbun gets close, fire a Superball to knock Sometimes invisible blocks hide items. Jump under the

him out. If you don't have Superball power, get close spot where the Invisible Block is located and it will reveal and run under after he drops a spear. the Block and the item. Collect and continue!

B>- DROPPING LIFTS 4£L Dash across these lifts to

make it to the MASTER THE POSSIBILITIES upper exit door. If you hesitate,

the lift will fall. Use the ricocheting properties of the Superball to take »

out hard to reach enemies. To hit a Bunbun high in the ' sky, bounce your shot off the edge of a ledge. Tit i Tils

6 NINTENDO PLAYER'S GUIDE COIN ROOM BURIED TREASURE

Use Ihe Lift Block to You have to be small to go reach this room. Use a through the passage that leads to Superbail to get 33 the Coins under the pyramid. You

Coins. a IE can Power-Up later.

HONHEN Island hopping is the theme of this watery These jumping fish are only a World, and it will test your jumping ability. Don't threat if you run into their sides. go through the area too fast, or you may run into ly If they hit you from directly * •T an enemy ambush. underneath, they will defeat themselves.

>>

SCORE THE COINS TWICE a COIN ROOM _ Before entering the Coin Room, collect Coins from the Multi- A total of 78 Coins can be had in this Coin I— 1

Coin Block. Enter the room and collect all the Coins. Exit and Room. Break blocks and use a Superball to get d * get the Coins outside again. them all. M 1-UP HEART

To capture this 1-Up, you must be big. Break the

first block, then hit the COIN ROOM Item Block above it. As the Heart falls, jump to Although there are only 20 Coins in this Coin Room, you should the platform where the never pass up a chance to more get loot. Coins are to collect it.

GAME BOY 7 ^GAMEBOY

Meet the Mekabons-robots that lose their

heads when Mario is around! This World isn't COIN ROOM

too difficult, although there are a couple of jumps This Coin Room also holds 78 coins you need to make while being harassed by (plus some in a hidden Multi-Coin

Block). Check it outl enemies.

jr-j—

TRICK FLOOR

The Mekabon’s head serves as its To reach the lower passage you must

weapon. It will regularly launch it in use an invisible floor that covers part

search of Mario. Your best bet is to of the gap. You must be small to fit

quickly stomp the robot before it attacks. _ into the passage.

1 HOP TO IT! Jw It’s difficult to reach the upper exit of this World. You'll have to quickly hop COIN ROOM up the small

This Coin Room has only 18 coins. The invisible dropping lifts to

block that will allow you to exit the room is make it. towards the left side this time.

In this underwater area, you'll have to man the Marine Pop and blast your way through the MARINE POP POWER-UP i HT"’" . The automatic scroll won't cause Hidden in the blocks at this point is a Power-Up that will make the Marine ~ trouble unless you fail to blast blocks. Pop increase in size. a

s>

TORION ATTACK! GUNION

After you shoot a Gunion, it will The Torions attack like torpedoes in groups of three. explode into deadly fragments, so be Blast them when they first appear. - - ready to dodge. You can also just go around the passive octopi.

MARIO MONEY! DEFEAT DRAGONMASU

These Coins have your name on them! Dash Watch the pattern of Dragonmasu’s fire and forward and get as many as you can, then Tamao's movement. The bottom of the screen go back and get the ones you missed. the safest place to be.

8 NINTENDO PLAYER'S GUIDE The first World of the Easton Kingdom is where things start to get tough. The enemies are real GOING DOWN heavyweights (not surprising, considering Jump into the hole and hold Right on the IS a they’re made of stone) and attack furiously. Control Pad. You will collect the Coins but

still make It onto the platform. Advance and don't panic when the stone men lii a start coming.

World 3-2 is crawling with spiders. Unless you have Superball power, it’s best to avoid the GIRA CANNON AHEAD hanging spiders. Stomp the jumpers when they The Cannon is shooting Giras. Be 1! come close. careful. Collect a Super Mushroom near- by the Cannon with caution. i

I % m •: d

CRUMBLING BRIDGE

Sag * , At the end of the World, you’ll have to leap quickly to 5t£: make it across the bridge of falling blocks.

GAME BOY 9 1 ^GAMEBOY

The Chai Kingdom's castle is a hard nut to crack. — It starts out with tough jumps on moving plat- COIN ROOM

forms, and goes on to more difficult obstacles. Don’t miss the coins in this secret Coin Room. Plenty of hard rock horrors await you! -id cmo

' T-W: S> A -4 » » p: - _i

COIN ROOM B BUTTON BOOGIE It can be tough to reach this Coin Room. Stay on the Hold down the B Button to run rapidly over the small

gaps at this point. If you're small, take the risk of collecting the Power-Up.

Hiyoihoi attacks by hurling large stones at you. Use the stones to your NIMBLE LEAPING NECESSARY advantage to get a boost over the gap in Hiyoihoi's Jump onto the moving lift and then jump up. Work your way over to chamber. From the top of of the other side the barrier and onto the next moving lift. Quickly the rock, leap for the goal jump up and continue right. mm to finish off Hiyoihoi.

As you'd expect, the Chai Kingdom is the tough-

est yet. Tatanga is waiting and he does not GRAB THE STAR

expect you to make it. You’ll really have to run Jump as high and far as you can from the tallest the gauntlet of enemies to make it through this pipe. You'll hit the roof and World. collect a valuable invicibility Star.

COIN ROOM PINOPI IS NOT PLEASED

Press Right on the Control Pad as you enter Pinopi is a glutton for punishment-if you stomp this Coin Room to reach the most Coins, c him, he'll revive and continue his attack. Once use a Superball to get them all. you've stomped him, press on!

Don't panic when you reach these

dropping lifts. Jump carefully and accurately.

1 0 NINTENDO PLA YER 'S GUIDE SUPER MARIO LAND

Walking flowers, fire-spitting snakes and tons of cannons defend this area against trespassers. ROTO DISCS REVISITED

Some of these enemies are tough against Super- Avoid the deadly orbs which circle power, or are even indestructible! some of the blocks in this World. The

center block is a safe spot.

COIN ROOM BREAK DOWN THE WALL This coin room has 235 coins in it. To get If you're Super Mario, break down the wall and

all of them, one must use the Superball! enter the upper path at this point. It's a little an easier and contains coins and Power-Ups. “ INVINCIBILITY HAS ITS PRIVILEGES RUN OVER THE GAPS Collect the Star and advance Again, hold down the B Button quickly. Don’t rush on to the and dash over the gaps close to moving lifts-take them slowly. the end of the World. Hi You’re on your way to bringing Tatanga to justice. Pilot the Sky

Pop straight and true, and you'll make it through his cloud-filled

domain to the final fight! Daisy is waiting! It’s best to avoid the Chikako sky mines because they take 10 hits to destroy. Don't mix them up with Coins.

THE SKY IS FALLINGI 1 \Jv~'

The Chickens seem innocent enough, but they'll ram you when they get close. Blast them quickly or keep your distance. CO' n>

m ft

i- i 1 H-' H - jjjlil——I.HUi'i

BETWEEN A WALL AND A HARD PLACE Hold Left on the Control Pad when you're between a wall and the edge zu± of the screen to survive. •J G3 | BROKINTON fINALLY-TATANGA! Keep your distance when Brokinton There’s no trick to defeating Tatanga. moves left, and get your hits in when *-«> Avoid the balls he shoots and return it moves right. Fire continuously to win. fire continuously. Dodge and destroy! 1

GAME BOY 11 Choose Your Turtle and Come I Out Fighting!

While each Turtle does have a different weapon,

they're all equally powerful. Choose the Turtle

that you like the most, master the use of his weapon and practice the enemy-crunching Jump Kick.

When the hovering Tubular Transports drop I Q to your level, knock them out of the air. *

1 2 NINTENDO PLA YER 'S GUIDE 3

W ' T* T.M.N.T. FALL OF THE FOOT CLAN CKD r When the Mousers grab hold of

—STARTS I

You can drop

into the drink unharmed.

Jump! The Shell

Shocker's invin- BONUS GAME cible!

Walk under the pipe 'til

you hit the wall to enter another energy-restoring Bonus Game.

Leap out of the way of falling Break the oil barrels to get to The ceiling is falling! Don't

bricks or hit 'em! the next area. get hit by bricks.

ROCKSTEADY!

This rhino renegade is 59SSPH?' armed with an automatic. _ , a Knock down the shots. . W %

close. « - .....

GAME BOY 1 ^GAMEBOY

I BONUS GAME (3 Jump up to the ceiling just right of the descending pillar and you'll Watch the shaky ceiling warp to a bonus game. and avoid falling bricks.

START**

You can ride the rising pillars, but you should avoid the drop- Three Shell Shockers roll your ping If ones. they hit you, you'll lose three units of energy. way here. Jump to avoid them.

You'll encounter a Shell Shocker aval-

anche when you get to the stairs. They're unbeatable. Jump as they approach.

Another Shell Another Shocker! ZD Shocker! Look out! Jump!

STARTS

Leap around the de- Watch your footing and try to hit the scending Shocker. Balls of Fire! You’ll lose energy if you drop

into the slime below.

BEBOP

The battle boar of the sewers will charge as soon as he sees you. Jump over him and try to tag him from behind. Then, when he turns,

hit the blasts of his Ray Gun.

1 4 NINTENDO PLA YER ’S GUIDE Lft Am a ho i*ik\

Hit the thrown brick in mid-air. then

fracture the Foot Soldier.

There's another brick-tosser Grab the last slice of Pizza before you BAXTER STOCKMAN on this truck. Send him battle Baxter. The leader of the convoy is bee- flying. boy Baxter Stockman. Baxter

releases shots in two directions

as he hovers. Avoid the fire and JUMP KICK CLEAN UP leap when he buzzes you. Then

There are a lot of Foot Soldiers on the Jump Kick him! If you're quick,

trucks. Master the Jump Kick and you’ll knock this mutant out of the

you'll be able air in no time. clear them out

of the way Surrounded! Work quickly quickly. and hit ’em all!

ONE SHOT REFILL

If you're low on energy and you want to use a

once-a-game chance for a free refill, pause the game. Then press the arrow keys on the Control

Pad and the A and B Buttons in the following

order: Up. Up, Down, Down, Left, Right. Left.

Right, B, A. Pause the game when Enter the code and tight you're low on energy. at full power!

GAME BOY 1 5 ^GAMEBOY

The log jam flows freely. Leap There's no getting away from i r~ onto the logs and you'll be able the Shell Shockers, even at the Q to avoid a lot of the enemy activ- bottom of a river. ity below. m i START*

Nitro-Burning Donuts

drop and roll here. When they’re on the

floor, they're too low to

hit. Slash them while

they're falling.

1 6 NINTENDO PLA YER 'S GUIDE T.M.N.T, FALL OF THE FOOT CLAN

AIR OUT

Jump out of the water if you're surrounded by fish. At first, It's the fish When return, * you they'll be ^ t fish have flown!

Shell Shockers and Donuts STAY AFLOAT cause trouble here. Jump out of the way. Stay on the logs and The water's swimming float over the trouble with brewing below! enemies.

SHREDDER!

The Foot Clan leader has learned Ninja

magic. As soon as he swings his sword, he

disappears and shows up somewhere else. You're surrounded by mecha- Try to jump over him and nail him from noids. Keep slashing. Shredder uses magic! behind. Attack him from behind.

QUICK WITS AND REFLEXES EARN YOU REFILLS

There are three different kinds of BONUS GAME 3 Bonus Games that you can warp to if you jump to the designated areas on the maps. If you win. you'll earn energy refills. Press and hold the A, B and Select Buttons on the Con- figuration Screen, then press start. Choose the question mark that Lil appears to practice the games You’ve got 10 chances to find a Take away Ninja Stars from one Blast the flying targets. II before playing. mystery number. Splinter gives of three rows and leave the designated number, y you clues as you guoss. with the last one to win a refill.

GAME BOY 1 7 t^GAMEBOf

Beams blast down from above. Get close

to them, then run as soon as they disappear.

STARTS

5

l a » # fr *"**!* * sr

i — 1 : i BONUS GAME Torpedo Timmys hesitate before they come in When you leap onto the platform, you'll be met

for an attack. Get out of their line of flight or with a Mouser and Foot Soldier attack. Take Jump to the upper-left corner for get ready to hit them. a bonus. care of them. Then hit a dropping Donut.

B ^ p A*- **

1

BONUS GAME SPINE STRETCHER ALERT Take on the Roadkill Rodneys with a Jump Kick attack, but beware of the Donuts. Jump to the upper-left for The super quick, super sharp Spine Stretchers

a chance to guess the secret come in two different sizes. The tall ones are number. very difficult to avoid. Jump high!

Short Stretchers are The tall ones are close hard enough to avoid. to impossible.

1 8 NINTENDO PLA YER ’S GUIDE E ea

Stay on the platform There's only one chance for ROCK RODNEY WITH A KICK and defeat Pizza in this section of the an approaching Rodney The rolling robots known as Roadkill Rod- Technodrome. Don’t blow it. from this perch. neys are super strong and they attack with

an electrified cable. The best way to

destroy them is with a Jump Kick.

Ouch! That cable Hit 'em with a stings! Jump Kick.

Jump Kick the Roadkill The Beam blasts upward

Rodneys and Foot Sol- here. Wait for it to stop or

diers in this area. Then jump over it. take on a slew of deadly Donuts. You've got to save energy here!

Take the last

Pizza for some much needed energy before you Pizza is scarce around here. meet Krang. Make sure that you grab this

floating Pizza.

KRANG

KRANG!

The beefed-up body of

the alien leader is slow

but strong. Step in for an

attack, then move away before he can counter with a Turtle-crunching

jump. If you're swift, he'll

fall.

DESTROY THE TECHNODROME AND RID THE WORLD OF THE FOOT CLAN MENACE!

GAME BOY 19 THE IS BORN

Jack Napier's acid bath in an Axis Chemical Factory before the Joker gets out of control and destroys the

vat changed him from a petty villain to the most city. It’s a four-part story that begins with the Joker's

feared criminal mastermind that Gotham City has ever origin and ends with a final showdown in Gotham known,- the Joker. Now, Batman must hunt him down Cathedral.

SHOOT GET DOWN

Hit the B Button Press the A Button to send Press and hold Down on the 3 and Batman will Batman flying over obstacles Control Pad to make Batman fire his powerful and bottomless pits. Hold kneel, then press Left or Right pistol, or toss the A Button down for and he’ll be able to crawl under Batarangs toward longer jumps. low platforms into tight spaces. oncoming enemies. WEAPONS

20 NINTENDO PLAYER'S GUIDE BATMAN

THE GOTHAM STREETS Gotham City is crawling with Napier's goons and lookouts. Fight STAGE 1-1 them off and make your way to the factory.

TO STAGE 1-2 1-2 AXIS CHEMICAL The fight continues inside the Axis Chemical Factory. Climb the SIAGE stairs cautiously and don't drop between platforms.

TO STAGE 1-3

JACK NAPIER ITEMS BW BATWING s SHOT Jack is fast and powerful. Try to collect the Batarang or Power U SPEAR UP F FASTER BATWIN8 R RATARANG Weapon before you get to him. Then stay D SPEAR DOWN W WAVE T TRANQUILIZER on the other side of the screen, kneel down and Kneel end fire at Jack fire away. Napier. B BONUS POINTS P POWER SP SMOKE PELLET If you knock out all of his energy, he’ll drop into the vat H HEART N NORMAL 1-UP 1-UP below.

GAME BOY 21 tVGAMEBOY

STAGE 2-1 GOTHAM CITY

JUMP QUICK KEEP MOVING HAVE HEART

Blocks fall on these The chance of pre- Don't break the block in

narrow platforms. cipitation is 100 I the center here. You'll

Jump off of percent to it them as blocks | need use as a boost

quickly before they continue to rain to get to the Heart There’s no rest for on the * can crush you. down. the weary. Continue platform to the left. to avoid the blocks.

STAGE 2-2 THE MUSEUM The Joker has seen to it that there are plenty of places for you to fall in this trap-ridden area. Watch out!

POWER BLAST GO HIGH HEART ALERT

Stay behind the blocks Take the upper you re

here and blast through route here and blast

them with a powerful the block in the energy, you should

weapon. You’ll quickly center to collect the break the blocks in Jump up and around clear the area of the super-strong Tran- this area and this obstacle to col- col Grab a Heart before Joker's thugs. quilizer. lect the Tranquilizer. Heart you move on.

STAGE 2-3 THE MUSEUM This place is huge! There's only one more wing to explore and you’ll smoke the Joker out from his hiding place.

UK AND FALSE FLOOR LONG JUMP The upper route Enemies wait below for You'll be able to just should be your you to drop through trap make the leap to choice here. If you doors. Watch out! go low, you'll be start from the left forced to take Take the Leap to the left and down-grades. and collect collect the 1-Up. Ups.

2 2 NINTENDO PLA YER 'S GUIDE BATMAN

1-UP 1-UP STAGE 2-3 1 TO 11 I

BONUS POINTS w WAVE ~~R~1 BATARANG icMo Key T H HEART p POWER T TRANQUILIZER

u SPEAR UP BW BATWING N NORMAL SP SMOKE PELLET D SPEAR DOWN F FASTER BATWING S SHOT 1-UP 1-UP GAME BOY 23 r^GAMEBW

CITY Vicki was saved, but the Joker got away. Now, take to the air STAGE 3-1 OVER GOTHAM | and try to keep the Joker from taking over the city. STARTS

A MIXED ATTACK HOT AIR AND COLD FIRE AN EXPLOSIVE COMBINATION

Both Big and Small Slow moving Blimps Jets soar from

'Copters attack at and fast Missiles behind and Missiles once! Hit what you from the ground attack head-on. Aim can and try to avoid make the going tough for one as you dodge

the rest. in this area. the others.

3-2 OVER GOTHAM-THE SECOND WAVE Since you survived the first round of fliers a new STAGE fleet is up and ready to take you down. STARTS

RETURN OF THE JETS MYSTERIOUS FLOATERS ANOTHER TRY

While these Jets are These big Balloons The Blimps and Mis- tough, they're small are unbeatable. Get siles are back. You potatoes compared to out of their way and beat them before. what's on the way. keep flying toward Now, go for a repeat & t ili??. victory.

The 'Copter

releases a verti-

cal line of fire

BOSS-2 that converges on the Bat-

wing. Then it sends out

Watch out! This 'Copter is not messing around. probes that fly to the four

It's loaded with some major firepower and it's corners of the screen to seek

ready to take down anything in its path, includ- and destroy intruders. Fly

ing meddling Bats. fast and avoid what you can.

2 4 NINTENDO PLA YER 'S GUIDE BATMAN

STAGE 3-1 FLIGHT PATTERNS STARTS SMALL L. FOUR-PLANE riiG HELICOPTERS FORMATION HELICOPTERS

[

BIG N SMALL BLIMPS ANDI .J JETS AND ^ MECHANOID BEHIND YOU! COPTERS MISSILES MISSILES BOSS

Giant Jets attack 4 GOAL | from the rear. Watch The Battle over Gotham is at least as chal- flight pattern and prepare for every attack. The where they fly and lenging as the fight on the ground and the most difficult situations are when two kinds of fire-off the rear Guns. enemies come at you a lot quicker. Study the aircraft attack at once.

This huge machine THE FRONT

sprays fire, then Dodge the fire of the giant

moves in a straight mechanoid and fire the front BOSS line. Dodge the fire first. Then fly to the other side of the screen the A .IV* and try to hit it while it’s moving Button. The fast moving machine at the end of this stage with either the front or rear has been sent by the Joker to slow you down as Guns. This will be a tough battle THE REAR he makes a mess out of the Gotham City anni- if the Batwing has already been Press the B Button quickly versary celebration below. and repeatedly to fire the rear

the Mechanoid

is behind • * you. ® . Lvt Jidldfcc

MlMISSILE MANIA BLIMPS-A-PLENTY

Missiles fly from The Blimps line up below and ahead and attack en mass!

here. Figure out Fly between the

where they’re going lines. You're almost

and avoid them. to the goal!

STAGE 3-2 FLIGHT PATTERN STARTS

above. Fly away from the fire and stay as BLIMPS AND SMALL JETS BALLOONS - MISSILES L far away as you can. Then pelt it with your MISSILES h own power-packed shots. 1

C BLIMPS BOSS-1 BOSS-2 o sm* GOAL .K .a< - ,lUi

bulk in this stage. energy as possible for the dual Boss attack The enemies come out in The Plane fires Stay away and fire You'll have to keep firing with both Guns to at the end. ahead and above. at the Plane Bullets. repeatedly. find any clear airspace. Try to save as much Avoid the

GAME BOY 25 GAMEBOY

The Batwing's been grounded and so has the Joker's attempt on THE GOTHAM STAGE 0-1 CATHEDRAL the city. It's just you and him for the final chase.

>IAKI w

WAVE THE WAVE WEAPON TAKE AIM AT THE BATWING MAXIMIZE YOUR POWER

Accuracy is extra important in your fight to Blast the block that

the top of the Cathedral. Refrain from col- holds the Batwing,

lecting the Wave Weap- but don't fire on the Power-Ups to this

on and try to stay with block next to it.

something that shoots You'll need to use it

straight like the Bata- as a platform to col-

rang. Power Weapon or lect the Batwing.

Tranquilizer.

Ups for a seven shot

One last section of the Cathedral remains. You're

bin i-fiw THE GOTHAM CATHEDRAL about to finally face the Joker and fight to the finish.

STARTS

A NON-STOP BATTLE FIRST THINGS FIRST

The action automatically scrolls to the right You probably won't have the time to collect

in this area. Keep firing and jump as soon many items in this section. Concentrate on

as the target jumping to the

area is clear. next platform,

then try to col-

lect items.

There's no time to rest. Forget the items and The Joker is getting away. jump for the platforms.

B BONUS POINTS WAVE R BATARANG TFMQ IfPV w H HEART p POWER T TRANQUILIZER

u SPEAR UP BW BATWING N NORMAL SP SMOKE PELLET D SPEAR DOWN _u FASTER BATWING S SHOT 1-UP 1-UP 26 NINTENDO PLAYER'S GUIDE BATMAN

SMOKE 'EM OUT SURPRISE ATTACK PASSAGE TO THE I -UP

Get the Smoke Pellet to quickly clear the A Robot paces left Jump and fire into the air around this area

immediate area or stay behind an obstacle and right on the low and you'll uncover hidden blocks which you

and fire through it to beat the enemies on platform. Wait for it can step onto and climb to the 1 -Up.

the other side. to start moving to the

right, then jump

down and hit it before it turns around. At

this point, it's important to avoid any enemy contact that you possibly can.

Grab the Smoke Fire in the air to Jump on the blocks Surprise the Robot by Pellet or hit the make hidden blocks and get the 1 -Up hitting it while it moves enemies through appear. near the ceiling. away Irom you. the barrier.

i RUIN THE CANNONS THE JOKER AVOID THE JOKER’S FIRE There are Cannons on the only platforms in The transformation of Jack Napier to the STRAIGHT SHOTS this area. Hit them quickly and jump for the Joker has made him much more sinister, but Kneel down and let the platforms. it hasn't changed his fighting techniques. He stream of fire go over

still moves quickly and he still fires a power- your head.

ful Gun. Stay away from him and fire when you have a clear shot. TRIPLE SHOT

Jump as high as you possibly can to clear the Bullets.

VICTORY!

The Joker has tumbled

to his timely demise.

Gotham city is safe

until the Bat signal shines again in the " night sky. You've finally cornered the Joker and the ulti- 4 mate battle has begun! In your first fight, you came out victorious. Try the same techniques and you can win again! GAME BOY 27 i

11 in OPERATION C \\\>YZ

Strike Back Get ready for out-of-this-world combat in Ultra's Operation C! The rapid fire pace and explosive action will test your shoot-em-up skill, as you go it

Against Mad Mobs alone against hordes of aliens and androids! From Space!

TM & € 1990 Konami. GO SOLO AGAINST AWESOME ALIENS

As super commando "Scorpion," you've foiled attacks from outer space alien commander, has set up a breeding ground for mighty android war-

before (in Contra and Super C for the NES). But in Operation C, you must riors on a remote desert island. It is essential that you destroy this crea-

single-handedly conquer a homegrown alien invasion. Black Viper, an evil ture cancer before it can spread to a populated part of the Earth!

THE PROBLEM AS YOU SEE IT

• AREAS 1, 3 and 5 • AREAS 2 and 4

The viewpoint on the action in these three areas is from the side, with ver- These two areas are displayed in an overhead view. Since you cannot

tical and horizontal scrolling possible. The B Button fires your weapon jump, you'll have to use skillful movement to avoid enemies. The B Button

(hold it down for rapid fire). Most enemies can be avoided by ducking fires your gun, the A Button does nothing. (press Down) or jumping (press A).

The entrance to Black Viper's base is guarded by the mindless alien

drones that are common to the Contra series. They aren't very smart, but there are a lot of them and they attack from ahead and behind! i—©—

DUCK AND COVER

Hit the dirt! From a prone position T~ you can hit the enemy gun port, but it can't hit you! SNIPER SENTRIES SPREADER GUN

Watch out for android Here's your first chance to snipers. Take them get the Spreader. Shoot out a with well-timed down the capsule and col- BACK BITERS jump shot or a diag- lect the booster when the onal shot. You can coast is clear. Turn and take out your pursuers from a crouching posi- also stand directly tion, or leap at them from the top of the hill. below and fire up.

28 NINTENDO PLAYER'S GUIDE OPERATION C LOCK’N LOAD: YOUR ALIEN-BUSTING ARSENAL

On a solo commando mission like this one. your best • SPREADER GUN © (and only) friend is your weapon. Fortunately, you've The Spreader is the most common of the brought along the best one available. Not only does it power boosters. first booster you get will have unlimited ammunition, but periodically head- The split your gun's fire into three, and the second quarters will send you a power booster. If you shoot

will split it into five. down this capsule you will collect one of the following high-powered weapons.

• HUNTER GUN © • FIRE gun o

The Hunter Gun is possibly the best power- The most powerful weapon available, the Fire

booster. With it, your bullets act as homing Gun lays down a powerful, explosive blast that

missiles and fly unerringly towards the enemy. will incinerate any enemies in its area of

effect.

When you use rapid fire with the Spreader Gun there are so many bullets some may mis-

fire and disappear.

STEALTH SUBMARINE

If you have the Hunter, the sub's a fish in a

barrel. If not, use the same technique you

did on the Hovercrafts.

GAME BOY 29 ''GAMESOY

This Area is known as the Mutant Moun-

SUPER TANK tains because of the frequency of geneti- '* F5 cally altered androids in the vicinity. Watch Take out the gun ports of the Super Tank : your six and advance on the double! Hit the H one at a time, and be wary of the Flame dirt if you see a trap door ahead. Take out Gun in the center of the machine. any pursuers, then turn your attention to

the pop-up gun. It takes quick reflexes!

BATTIETRON TANK PART 2

N lower right of the screen and Stay on the

blast this tank's guns from the right side.

I li CONVEYOR BELT CANNONS

i Four cannons move parallel to the conveyor belts, which move against n you and slow down your forward progress. Try for the Hunter Gun as it makes this part easy! i

ARMORED ANDROID CARRIER

i Be careful of the grenade launcher in the center of this machine, and of the an-

droids attacking from the left.

BATTLETRON TANKS

The tanks fire three shots in a spreading i pattern. Find a safe spot between bullets

and return fire.

The defense doors of the alien base are open, and you have to storm them before they close. Although many of the androids here are armed with guns,

some don't even fire and those that do have limbed range and accuracy. 1/.1;1P 30 NINTENDO PLAYER'S GUIDE OPERATION C

SCOUT DRONE

At this point a Scout Drone will attack from above by shooting smaller attack bugs. Dodge and destroy enough of these bugs and the Drone will retreat. Stay on the right side of the screen and jump 'n shoot.

GAME BOY 31 GAMEBOY

EXPERIMENTAL SPIDERBOT

The Spiderbot fires a laser beam which bounces around its lair,

and it spits projectiles in a spraying pattern. There is no safe spot,

but the bullets don't have much velocity and can be destroyed. Avoid the laser and keep firing with the Hunter.

CEILING CANNONS

Keep your eyes peeled for the

ceiling guns. Handle them just as you would an android sniper

in the earlier levels.

ALIEN GATES

Timing is everything in getting past BREEDING CHAMBERS the Gates, especially when several Stay alert as you pass the glass Breeding come out at once. Chambers. The scorpions inside are old

enough to fight, and some will break out

of the jars and attack!

CRACK SOME EGGS

Fire at the throbbing eggs

until the spiders come out. then exterminate them!

The alien nursery is crawling with insectoids. Because they attack en

masse, your best weapon is the Fire Gun. When you get to the Area Leader, however, the Hunter will be more useful. You'll find the Hunter mum inside of one of the alien eggs! 32 NINTENDO PLAYER'S GUIDE OPERATION C

BREEDING CHAMBERS Black Viper's headquarters has more traps and alien defenders than ever. Try to keep Shoot upwards to destroy the the Hunter Gun or Fire Gun through the slime tubes on the ceiling. whole Area-you'll need the extra e

ALIEN & SOLDIER

Try to make your way through quickly and avoid

enemies if possible, but don't miss the Hunter Gun!

i

Watch your timing as you run this gauntlet of The final mastermind. Black Viper, doesn’t fight back. Waste this alien super computer to finish force fields. your mission! Good going, soldier!

GAME BOY 33 The brothers Lee. Billy and Jimmy, are out for blood again! Billy's girl Marian, who spends more time in captivity than out, must be rescued once again. This GAME LINK MODE time, however, a single Dragon must carry the burden of freeing fair Marian

and Billy Lee is just the one to do it! Jimmy Lee comes into play in Game Link Mode, where two players

CHARACTERS AND CRETINS BILLY LEE LOPAR Martial arts master. Billy Lee, Lopar rank Shadow Warriors often attack is never far from trouble and from both sides with heavy objects such

he's usually in the thick of it. as oil drums. His favorite punching bags,

the Shadow Warriors, are

behind it this time-what do

they have against Billy, any- way?

JIMMY LEE WILLIAMS The most common rank in the Jimmy Lee's fighting Shadow Warriors are Williams. skills are matched only These thugs usually attack with

by his brother's. a bat or other weapon.

3 4 NINTENDO PLA YER ’S GUIDE THE WAYS OF A WARRIOR WILD WEAPONS

Billy has a ton of martial arts moves to cut cute a special attack. These fancy moves can Some objects were made for brawlin'. Quickly loose with. Use the A Button to throw a punch be tricky to pull off constantly because they disarm any weapon-carrying foe. Then take and the B Button to kick. After you hit an require special sequences of buttons to per- their weapons and give 'em a taste of their enemy with three punches or one kick, your form. Practice makes perfect! own medicine. opponent will be stunned. You can then exe-

PUNCH HAIR PULL KICK

Billy's basic attack Is less Once an enemy is powerful than a kick, but stunned, press the direc- enemies have difficulty tional arrow towards him Button blocking it. and hit the B to pull off this move. UPPERCUT KICK After connecting with Billy's kicks will quickly three straight punches, double over an enemy, but the fourth will automati- sometimes the enemy can cally be an uppercut. block or dodge this attack. OVER SHOULDER THROW JUMP KICK After you've got a foe Press the A and B Button

stunned, get close, press simultaneously to do a

the A Button and the Jump Kick. This is useful opposite direction on the for jumping over gaps. Control Pad to throw him.

ELBOW PUNCH SPIN KICK When an enemy attacks from behind, pump the A Button quickly to execute an elbow punch.

LINDAS ABOBO Female Shadow Warriors are Abobos are mutant strong-

known as Lindas. They strike with a men. They are very tough

bull whip in teams. and use brute force to

WILLY Willy is armed and dangerous, using a

CHINTAI lachine gun and punches to over- Chintai are martial arts masters? lelm his foes. Apprehend with

They can block attacks and fight :reme caution!

with whirling kicks. GAME BOY 35 ^GAMEBOf

This rundown neighborhood of old warehouses mission is a warm-up and lets you practice your

is the stomping ground of the Shadow Warriors moves and fighting techniques. MISSION (as in they'll stomp you if you dare to visit). CITY SLUM Without any jumps or really difficult foes, this

NOW BATTING -BILLY LEE! LOB THE LINDAS DRUMMING UP TROUBLE

Jump kick the Wil- Two Lindas will

liams with the bat. come out of the

then pick it up and door here. Be ready

use it. It’ll last for them with the

through the next bat. and you'll be two Lindas. two outs closer to a

victory!

******************************************************1

This industrial wasteland provided safe haven of difficult jumps on conveyor belts add to the

for many a Shadow Warrior goon, that is until challenge of this mission. MISSION Billy the one-man army came to town. A couple INDUSTRIAL

KILLER CONVEYOR BELT

To make the treacherous leaps on these conveyor belts, press the A and B Buttons

simultaneously. If you hold the two but-

tons down, you'll jump a little farther.

36 NINTENDO PLAYER'S GUIDE DOUBLE DRAGON

Kicking is the most effective attack, so use it to take out enemies quickly. You

MISSION 1: get almost the same amount of points for hitting an enemy with a single kick as you do several punches. TACTICAL OVERVIEW

WICKED WAREHOUSE ABOBO A GO-GO

This warehouse is staffed by The powerful Abobo will beat you to a pulp you if you let him grab two Williams and two Lopars. you. Always approach an Abobo diagonally! When you get close,

Stay away from the hole in the punch or kick. center of the room as you

battle the bruisers. If you want Straight punches or to get creative, toss the bums kicks are best against an into the hole. Abobo. If you try to get

fancy, he will too!

T 'A' 'A A AAA AAA AA A A AAAAAA AAAAA A A AAA A A AAA A AAAAAAAAAAAA A- AAAAAA

As you fight your way into the heart of Shadow Warrior turf, you'll be MISSION 2: attacked by more multiple enemies. Don't rely on fancy moves like jump kicks when you're surrounded; just give them a good old knuckle sandwich! TACTICAL OVERVIEW

AVOID DAMAGE (HINTAI IN CHARGE

In the narrow passages of the indus- A group of enemies led by a Chintai is waiting for you at the top. The trial area, there isn't room to dodge Lindas are easy. As soon as you beat them, stand to the left of the diagonally. Punch and punch again to door and just start punching to get the Williams and Chintai against take out the enemies quickly. the wall. Don't stop until they are down for the count.

BANG-UP BULLY

When you step off the dumb waiter,

you’ll find a dummy waiting— Wil-

liams. Jump kick him to avoid his dynamite.

GAME BOY 37 GAMEBOY

The forest is thick and inhabited by a wide

variety of wild life, in the form of Shadow War- MISSION 0 rior toughs. This mission is longer than the first two and has more enemies. It's an endurance

DARK FOREST test to make it through!

LOPAR WILLIAMS

LINDA’S BRIDGE IS FALLING DOWN Be careful on the broken bridge. A Linda may fall in her- STONE RAIN self if you're lucky. As soon as you see the

stalactites falling, back

track a few steps. Advance when the

coast is clear.

ROLLING ROCKS

Jump over the first rock, then .©

hang out at the bottom of the cliff to avoid the second.

Perched on a hilltop overlooking the city is the

hideout of the Shadow Warriors. It's full of

guards, traps and tricky jumps. Hop to it. Billy!

THE HILLS ARE ALIVE HOUSE PARTY TIME As you make your way up the mountain to

the Shadow Warriors’ Hideout, you'll The hideout is a wild house! assaulted by Lindas and Again the Shadow Warriors foot

challenged by jumps. soldiers will throw themselves

into the fray, but it will be futile if

you fight fiercely.

3 8 NINTENDO PLA YER S GUIDE THE CAVERN IS COLLAPSING!

As you fight this Abobo, the ground will crumble from left to right. As soon

as you can, make your way to the right side of the screen. Hold off the

Abobo, and he'll fall into the lava.

r

I'LL TAKE DOOR NUMBER... BEWARE FALLING BLOCKS THE FINAL FIGHT

Chintai and Willy are waiting for you in Enemies will pour out of Watch the pattern of the falling blocks. A the heart of the hideout! Willy is like an the Skull Doors and try Once you know it, run through! straight to toss you onto the bed Abobo- don’t ever approach him of spikes. Take the whip on. Always use di- from the Linda and agonal movements spank the Lopars and or jumps and hit get close. Abobo with it. when you Beat him and Mar-

ian is yours! For Space Aces Only, a 2 3 4 5

Nemesis, the Game Boy version of Ultra's space action hit Gradius, has < 2 definitely got the right stuff. As the pilot of a futuristic space fighter, you'll RE3T 02 match wits with an army of aliens in five levels of blazing action. Power- HIJ TO O N Up your ship after blasting the enemy in preparation for the mega-match

at the end of every level. Nemesis includes a stage select as well as the option to choose the number of extra ship lives. Fantastic! dfe

Customize Your Ship accessory becomes available every time a capsule is captured. You can choose it then, or wait for some higher accessory. Speed, Double, and

One of the best elements of Nemesis is that you get to power up your Option are your best bets. Missiles and Force Fields are a great bonus. fighter. Both offensive and defensive accessories are available. A new

speed (s) DOUBLE (D)

Maneuvering quickly when under intense fire is Missiles fire at an angle toward the bottom of The Double Shot fires a second stream of cannon one of the most important abilities a ship should the screen, then hug the terrain until they bullets at an upward angle. Used in conjunction

possess. The Speed encounter a target and with Missiles, it provides

accessory allows you to blow it to plasma. There cover both above and

dodge incoming Missiles, are two levels of Missiles below your ship. It’s

Ships and other available. In levels where especially effective if weapons, then rocket guns and alien bases are you have the Option. into position to take out positioned on the ground, the enemy. Two levels of Missiles are a big help. Speed are available.

LASER (L) OPTION (0) FORCE HELD (F)

The Laser fires bursts of energy but, unlike other The Option is an awesome way to double your fire- The Force Field acts as a barrier to incoming

Gradius games, there is little advantage in using power. A ghost ship flies in formation with your ships and weapons. It can take three direct hits,

it because it doesn't fire fighter, blasting away with but then it is lost. When

any more rapidly than its Cannon to match your the action gets super hot,

the Cannon. If you have own shots. The only diffi- it’s nice to have the Force

maxed-out on your other culty is in crowded areas. Field. Just remember that

systems, the Laser won't It's easy to confuse the you won’t be able to hurt your capabilities. real ship and Option and charge through an area consequently you bump in safety. into things.

40 NINTENDO PLAYER'S GUIDE The enemies of Nemesis are fast, numerous and relentless. A Hostile 1 They try to stop you either by crashing into you or firing ‘"‘TTfffflMMI weapons. They always appear from the same places,

which gives you an edge if you remember the locations.

• WII • HAWK • PUNISHER

They fly in formations of four and Hawk appears in Areas 2, 3 and 4, Punishers fly in formations of three are predictable and easy to destroy. flipping and rolling # elusively. 9§ and attack in Areas 3, 4 and 5. • HULL • WEIRD • NUTS

In Areas 1 and 3, the Kull is a Appearing in Areas 1, 2, 3 and 5, These ships mount group raids in 58 swift, highly maneuverable attacker. M this ship attacks one at a time. €1 Areas 1, 2 and 5. • DUCKER 2 • DEE • HOPPER

This mechanized, hopping tank is a Dee Guns are found almost every- Watch out for attacks from behind * threat from below in Areas 1, 2 and 5. in where. Missiles are your best offense. U from these ships in Areas 1, 2 and 5. • BLITZ • BAT • PSYCHO

Blitz ships are in Areas 1 and 4. They Areas 2 and 5 both have Bat Ships. No, The Psycho Fighter, found in Area 5, is appear suddenly and strike hard. 8 Batman has nothing to do with them. m named for its demented pilot corps. • ROCK-IT • PARANOID • AMOEBA

Areas 4 and 5 are home to the Paranoid pilots in Area 4 form squad- This alien life-form in Area 2 attempts Rock-lt, a powerful base ship. $ rons of three ships for combat. ® to surround and devour your ship. • ROLLER • ZAG • REFLECTOR

More bad news in Areas 4 and 5; The Zag Ships won't be your Another walking tank, the Reflector, s the bobbing Rollers are hard to hit. @ biggest headache in Area 3. stalks you in Area 5. • NEXUS • FU • METEOR Dodge the shuttles, then defeat In Areas 4 and 5 the Nexus appears Don't waste your energy on these the Mothership in Areas 2 and 3. like a huge, explosive star mine. m © rocks, Just dodge them in Area 4.

FULL POWER-UP SPEED & FORCE FIELD

SUPER CODES The Konami code Up. Up, Down. Down. Left. To power up with the Force Field and max Special codes strengthen your ship or Right, Left, Right, B and A gives you all the Speed, push Pause, the B Button five times,

make the game more of a challenge. special weapons and defensive items. the A Button five times and resume.

Each of these Power Options can be

used once in the game, except for the Power Down, which can be used whenever you want. To use the codes,

always hit Pause (Start) at the begin- ning and end of the entry sequence,

ALL ENEMY CRUSH

This code destroys all enemies on the screen, If you want a real challenge, this code takes This code prevents you from powering up your except boss enemies. Push Up, Right, Down, away all your ship accessories. Push the A ship. Push Up, Select. Down. Select, Left,

Left, Up, Right, Down and Left. Button then Left and repeat the sequence four Select. Right and Select, then repeat twice more times. more.

• S •• —

»«• : • 0 ' “ - kL M».. GAMEBOY (TAG! f VOLCANIC VENGEANCE

POWER-UP IN SEQUENCE SHE BASE

Start out by getting the Speed acces- SHE bases are mounted above sory, then get the Option and the or below you. By the time you Double. After that. Force Fields and reach this base in Stage 1 you Missiles are your next choices, should have the Double. followed by Max Speed and Max Get essential Missiles. Lasers should be last. Power-Ups quickly.

UNFRIENDLY GREETING THE LOW ROAD Duck under the oncoming Fu Squeeze through this crowded area Shuttles then pop up and blast • by keeping a low profile. Stay close to the Fu Mothership in the center. - the bottom of the screen to avoid the Z Cancer enemy's shots and the many other foes.

MOUTHING OFF TRICK SHOOTING

Moais seem to be related to the Moais facing right are more of a mysterious statues from Easter problem. Use the Double against Island. They are vulnerable to shots them, firing up toward their when their mouths are open. Stay noses while still to the left of near the bottom at first and clear them. Fire the out a path. when Moai opens its mouth.

42 NINTENDO PLA YER 'S GUIDE Stage 1 is filled with mountains, volcanos and enemies. Concentrate on building up your ship accessories quickly. By the time you reach the volcanos you should be fully charged and advancing ahead. TO THE END

ACTIVE VOLCANOS SUPER BIG CORE Illllllllll

Hover off to the left at about the There's limited space in

height of the volcanos' peaks and which to maneuver, so head

fire continuously at the erupting down to the lower left corner

boulders until the action cools to avoid the giant ship's down. onslaught. Shoot it at this point!

You've entered the internal passages of a vast interstellar being whose antibodies will try to repel all . Enemy spacecraft are also swarming within the membrane walls. The narrow central area is particularly dangerous. TO THE END -W*- c ts %

BONUS STAGE CROWLER

Defeat the Cancer enemy with Double The huge jaws of the

and Option fire. Once it flattens out. fly up Crawler release powerful

to it to reach a Bonus Area! shots. Dodge them and fire

repeatedly into the open

mouth for victory.

No one knows how these artifacts from the South Pacific reached this forsaken planet, and the Moais themselves don't seem too happy about it. While concentrating on the heads, don't forget the other enemies.

TO THE END

ZAPPING THE ZAG STRIKER Illllllllllll

The Zag Ships join together then fly apart in a puzzling attack. The Striker has a weak

They are most vulnerable when separated, so that's when you spot just above the beak-

should concentrate your attack on individual ships, defeating like structure. As always,

them one by one. you'll have to dodge the

attacks of the enemy while Aim Just above lining up your shots. the beak.

GAME BOY 43 GAMEBOY

MINDLESS METEORS PARANOID ANDROIDS CLEAR ENEMIES

These Paranoid Android Ships hide in the From time to time one of these screen

and debris of Stage 4. When you clear capsules will appear. Touch it and The Meteors are close in. suddenly three of them will destroy all enemies. simply chunks of burst out and attack. space debris. They Look for this can't be destroyed, so They come in threat- Screen Clear try. don't Dodge them ening threes. Capsule. It often while concentrating your attack on the appears next to a Power-Up. swarming enemies such as the Blitz Ships

that attack from the rear. Later in the stage.

watch out for Once you've the Watch for Meteors between claimed the Screen Paranoids to towers. Clear, all enemies appear near that were on the the ledges in screen are now in the middle of limbo. the screen.

HIGH TECH TREACHERY

MEMORIZE ENEMY PATTERNS CODA CONDUCT Codas attack if left on their own, so it's The Punisher and Roller Ships at the beginning of Stage 5 always The Coda is a sort of best to hit them

appear in the same locations. The same is true of the Hoppers that mechanical mountain early and hard.

appear once you pass the Dee Guns. To help defeat this mass of that grows from the floor

armament, use the Option and Double for the extra fire power to get of Stage 5. Attack low to

the job done. the ground or with Mis- Missiles range down- ward and impact the siles, or both, to take it monstrous machine out. As soon as the Coda where it does the begins to grow, begin most good. Double your assault. The bigger Missiles will help.

the Coda, the more dan- Once the Coda is

gerous it is. destroyed there’s no time to celebrate. Several more are just ahead.

44 NINTENDO PLAYER'S GUIDE A litter of bones and prehistoric beasts will greet you in Stage 4. Some of the most difficult battles are here. Make sure you enter the stage with Force Fields, as your reception is bound to get nasty. Watch out for Meteors that can't be destroyed, especially in the narrow passages.

INTO THE BONUS STAGE TWIN ATTACKERS

•• Once you've made it this far, H8 There are several Bonus Stages in you don't want to

lose it all to the pair of brute Nemesis. One of them has an entrance at ships that try to keep the bottom of this narrow passage. you from reaching the end. Use the Option to double the shots you fire and spread out your 8" attack. The Re-Bone ship appears when you enter the narrow passage and head downward. Use RECKLESS lllllllllllllllllllll your Missiles and Can-

non to blow it away. For 1 0,000 points you'll want to destroy this Once the Re-Bone is

zapped, drop straight giant fortress, but it won't be easy. Carefully down and into the position your Option beneath the ship and Bonus Area. Shoot the use it to attack the Missiles that appear from wall in the Bonus Area the base of Reckless. Meanwhile, shoot the to find the spot where you can pass through. eye just beneath the top.

This high tech world is the most dangerous of them all. It is the home of all the fighter ships you've faced. The spaces are tight here, making maneuverability very important. Get Max Speed, Max Missiles, Double Options and the Double to help you conquer the innumerable dangers and reach the Mother Computer.

MOTHER COMPUTER DOUBLE MISSILES BLOCK SHIPS

With the Double and Maxed-out Missiles, Duck out of the way of these hurtling Block If you have Force Fields, you can ram the

you'll be able to deal with the Dee Guns Ships. Mother Computer until its diodes fizzle.

that line this area top and bottom.

Time your dash Dodge the compu- through the gaps ter’s chip shots.

carefully. If a Block Ship catches

you In a gap you’ll be squashed.

Dart into the gap

as soon as a Block Good work. You've Ship zips by. On freed the universe. the far side, get Now try It with Full out of the way Power Down for a fast. real challenge.

GAME BOY 45 CASTLEVANIA THE ADVENTURE

The Terror The name of the game may be the same, but the Castlevania adventure is all new. Simon Belmont, vampire hunter extraordinaire, returns to the Of The Night Transylvanian haunts of Count Dracula! Returns

TM a © 1989 KONAMI INDUSTRY CO., LTD.

THE UNDEAD NEVER DIE

Some vampires just refuse to die, like the Dracula of Konami's Castlevania series. This Game Boy

addition to the family has all the elements and excitement of the NES versions and a challenge all

its own. With whip in hand, you'll hunt vampires and ghouls in the time-honored fashion. Some of

the other items, however, are used differently in this version. As for the look and feel of the game,

it's Castlevania all the way.

As always, you’ll The jump attack is attack using your the most difficult

whip. You can stand because it requires and whip, crouch practice and and whip or even excellent timing. To jump and whip. whip at the high Timing is critical point of your jump, because the whip push the B Button

action is a bit slower immediately after than on the NES. you jump. EXTRA LIVES

In this first stage there is a Life Loop that allows you to add extra lives. At the beginning of Stage 1

leave the first candle and hit the 1 1th candle for a 1 -Up. Then, at the top of the fifth rope keep

climbing into the ceiling. Take the 1 -Up and other prizes there. Allow your character to lose a life

and repeat the process. Each time you do so you'll add one life to your total.

At the top of the rope you’ll climb into the wall and

discover a hidden room. The

1-Up is waiting.

The 11th candle is a 1-Up

if you've left the first candle.

Let your character

die off and start dangers and you'll need all the extra lives again. Each time you you can get. Use the Extra Life Loop to build do so you’ll net an up a dozen or more extra lives to see you

extra life. through to the end.

46 NINTENDO PLA YER 'S GUIDE castlevania: the adventure LURKING DANGERS

new batch of beasties is A on the prowl, guarding the grounds of Castle- encounter guardians at the end of each stage. Defense strength is the vania. Learn their strengths and weaknesses and the patterns of their number of hits needed to defeat a creature. Attack is the number of hits it movements before entering into battle. In addition to these foul folk you'll inflicts on Simon.

The Mudman drops from above like a splat and Quick reflexes will defeat the rolling Eye. Watch The Creeper shuffles along like an animal. If you

slowly takes on a human form. Hit him low when for them when you climb ropes. In some cases hit it with the whip, it jumps at you. So be pre-

he first lands on the ground. you can jump over them. pared to hit it twice.

EAGLE BAT

Eagles pass overhead, then dive and attack from Unpredictable flight patterns make the bats very The balls that Spitter fires at you will bounce behind. Always turn to face them and use the dangerous. Look for a Cross in the vicinity or around the chamber until you hit them. Dodge whip while standing firm. stand to one side. and run on by if you can.

NIGH TALKER WORM KNIGHT

The boomerangs follow two patterns. High to Whenever you encounter these creeping Worms In the hall where you meet the Knights, leave the low or low to high. To evade them, duck high make sure you finish them off. Use Fire Balls items and concentrate on not getting sand- throws and jump over low throws. and watch your step! wiched. Attack the rear Knight first.

GAME BOY 47 1 r^GAMEBOf STAGE-2 ^EEZHSQ^

You should be able to clear the dangers of Stage 1 using the tips below. Now with every OUTSMARTING THE ENEMY step the journey gets harder. Bats. Spitters and The Spitter is difficult to defeat. It has a the Nightstalker haunt this second stage, call- clear shot at you. and you can't move ing for new strategies. As you enter for the fast enough to avoid all of its attack. first time, go slowly, noting where the enemies Stand on the ledge to the left of the lurk in the shadows before charging ahead. Spitter and whip the shots. When it

Don't try to battle them all. Sometimes it's stops spitting at you. move in and better to skip ahead and save your energy. The attack the Spitter directly. Having the same is true for collecting items. If you've col- Morningstar will speed up the process lected extra lives in Stage 1 then you won't considerably. Watch the timing of the have to reach some of the dangerous candles Spitter’s shots to know when to here. attack.

HIGH AND AWAY

STAGE- Sometimes the are placed in candles posi-

tions that seem impossible to reach. In fact, Your quest begins outside the castle, then leads up the giant stairs. Even here, you can't reach all of the candles, but you far from the inner terrors, you will find little peace. Mudmen and Eagles drop can still knock them out and take the item. from the sky. Eyes tumble down on you as you climb, and Bats hover about Claim the candle shown here by using your your head. But you can gain great advantages here. too. Collect extra lives and Fire Balls while standing on top of the wall You’ll never be power up your whip so that you have both the Morningstar and Fire Balls. able to to the left, then jump down and retrieve the reach this candle, so Learn the attack movements of monsters, and how to outwit them. Then you item. use the Fire Balls. will be ready.

MASTER THE MUDMEN

Mudmen aren't much of a threat if Once they drip down from above and

grow into human form. Hit them when attack them, they will follow you and may sneak up from behind when you’re battling another enemy.

When the Mudman splats on the

ground it is no more dangerous

than a mudpie.

48 NINTENDO PLA YER ’S GUIDE castlevania: the adventure

SECRET ROOM

On the fifth ledge of this chimney you

will find four steps. Stand on the third

step down and attack the Eye when it

rolls toward you. If you defeat it, the

rope that was hidden here will take you

to the Secret Room.

GAME BOY 49 'GAMEBOK

Your journey into the upper reaches of Castlevania has just begun. Spikes, falling stones and a host of

enemies will beset you. The stage is longer than any before and the dangers are greater. You'll have to STAGE-4 race against the clock while taking care with each step.

Learning the attack pattern and safety zones in

this chamber is the key. Stand below the boss

Em when it is hovering in the air. Its attack will be

toward the opposite side of the room. When it comes down, move quickly across the room

and whip. Then it will fly up again. Repeat the

same strategy on this side of the room.

50 NINTENDO PLAYER’S GUIDE castlevania: the adventure

The final leg of the journey is at hand. Spikes, Knights, giants and a super secret room will STAGE-5 keep you guessing at every turn. The most difficult jumps in the game await you, so be pre- pared to lose a few lives. Whatever you do, don't despair. You're almost home!

THE GIANT LIVES!

You thought you had seen the last of this monster, but

now, almost at the end, he returns. Fortunately he

hasn’t become any wiser since your first meeting. Use

the same strategy- getting in

close, whipping, then dodging

backward-to defeat him this second time.

A LADDER OF SPIKES Use the spikes as a ladder *. DRACUbA . to reach the upper realm of Castlevania. When the spike

Finally you have reached the Prince of Darkness. is extended, jump to it, then

Your moment to attack comes when he is in the jump to the next spike as it

form of a bat. From the middle lower platform, wait shoots out. Timing is abso-

until the bat moves to the left, then attack. lutely critical.

SECRET ROOM

In this shaft there is a hidden floor and a

hidden rope that lead to the secret room.

Jump off the r| j rope onto the

invisible floor. |H The platform shown is your base of attack. When then search for II Drac is more himself (and less of a bat), use the left the hidden rope II and center platforms to evade him.

THE KNIGHT A FLOOR OF SPIKES

The Knight is a persistent fighter who Spikes in the ceiling and walls are not

appears at random in the hallway. enough to satisfy Dracula. Now there

Attack as soon as you spot him are floors of spikes! Jumping over

because there them takes r- will be skill and prac-

tice. One mis-

step will end second your journey.

GAME BOY 51 GMMLiNS 2. GREMLINS 2

Mogwai Mayhem When Gizmo, the curious Mogwai. gets wet he spawns armies of evil

creatures. And now that four of them are loose in the technological In A High-Tech wonder. Clamp Centre, he's got to find a way to put an end to their reign of Tower terror.

TM & ' 1990 Warner Bros. Inc. © 1990 Sunsott

GIZMO’S GREAT GADGETS

Gizmo's got to grab some weapons in order to PENCIL TOOL BOX stop the evil Gremlins and their cantankerous The sharp and sturdy Climb inside this armored cohorts. A super sharp Pencil is the most useful Pencil Is essential for your JR box and you’ll be able to item that he'll come across. Gremlin hunting mission. plow through five enemies Use it swiftly and take ? without being damaged. down the evil creatures Watch out for the Thorn, that have taken apart though, as one touch 9999 Ea Clamp Centre. destroys the Tool Box.

HEARTS

JBp- You II start with four ^ m Hearts full of energy. \ powerful music machine. . Collect a Small Heart to It’ll only work once every refill one of them and a Since Gizmo can't pick up lMthe Pencil when he has time you collect it, so Big Heart to refill them all. another Item, make sure that he grabs It first. J think before you use It. You've got to stay alive and keep fighting!

MASTER THE MANEUVERS OF THE MOGWAI

The only way to get around the four Gremlin- DEFEAT TO THE BEAT STAY IN ONE PLACE infested areas of Clamp Centre is to know how to tackle the numerous obstacles and traps set

by Gizmo’s offspring. There are five important

techniques which will help you jump and fight to i» victory. Keep them in mind as you're playing. ,.jr*i Conveyor Belts try to pull you to the left or right.

invincible for a fraction of a second. Know the Jump quickly and lightly and you’ll be able to

rhythm and hit it again when it’s vulnerable. offset their power. JUMP AND SWERVE TK “ GET CLEARANCE FALL AND MANEUVER EH T n )

There are some hard-to-reach areas in this torn up If gaps are covered by low blocks, you’ll have to You can control 6izmo’s movement in midair. If tower. If a platform is directly above a spring, for jump lightly in order to clear the area without there’s directly below, to the left or example, you’ll have to Jump up and curve around danger move hitting the blocks and dropping down. right of it in midair in order to get on top. and get out the way. 52 NINTENDO PLAYER’S GUIDE GREMLINS 2 A CURIOUS CAST OF CREATURES

The four Gremlins have spawned their own evil creatures. The following list explains where you'll find each enemy, how many hits they can take (HP) and what their powers are. "Body 1/

2", for example, means the enemy causes a half

Heart of damage with body contact.

GAME BOY 53 FVGAMEBOY

TOOL BOX SHIELD MAKE A RUN FOR IT! There’s Girl Gremlin Climb into the Tool Box and blaze a waiting below. When she starts walking to the left, jump off through the studio. You’ll be able to the platform to the right and keep running. absorb five hits with no damage!

A band of Gremlins led by the merciless Mohawk has taken over the programming on CATV. Gizmo's

got to brave the obstacles in the studio and clear

the airwaves.

ANOTHER USEFUL BOX TAKE THE LOW ROAD

Clear away the first few Gremlins from the Instead of climbing the stairs, avoid contact comfort of this Tool Box shield, but try to with some hard-to-beat foes and keep close

avoid as many enemies as you can so that it to the floor of the lab here. This place is crawling with odd creatures, the lasts longer. Avoid the well. strangest of which is the Bat Gremlin. Gizmo's got Thorn as If you

touch it, the Tool Box his work cut out for him as he tries to clean up the will be busted. lab and take down the bat.

A LONG LEAP THE PENCIL IS PRIMARY BEWARE OF THE BAT

You'll need some spring-loaded power to Climb to the second Spring up to the top get over this gap. Jump onto the right step from the top, of this narrow platform edge of the Spring, then blast off. then leap to the left and either knock off and collect the Pencil. the Bat at the top

Once you have the quickly or avoid It.

Pencil, you can move Energy is precious and and collect the you don’t want to Cassette Radio. EC waste it.

CONVEYOR BELTS THORNS 'fif' PASS-THROUGH BLOCKS 'll

In addition to dealing with all of the Gremlins, ii a If you're about to hit the roof “ “ ~ ~ you’ll have to keep a lookout for three kinds of on a long leap, press the Start

tricky traps. Don't be fooled by them and keep Go against the These spikes hurt Watch for these Button to pause, then resume

flow and don't fall and moving. they destroy blocks and jump play. Gizmo will stop his ascent.

54 NINTENDO PLAYER'S GUIDE JUMP AND SWERVE CATCH A RIDE CURVE AND COLLECT

Jump off the right edge of the spring and The moving platforms are tricky. You’ll have Here's another tricky jump. Spring off from left work your way around the block in midair. to time them out and then jump before you the side, then move to the right in the air Then move to the left and collect the Heart. actually see your targetl and collect a Small Heart.

STEP LIGHTLY TRASH THE THRASHERS SMOOCHER ALERT

The lines of Thorns are very low As soon as you see the Thrashers, double If you don't make the tricky leap to the platform above, you'll

here. Just tap the A Button and back to the left and lure them into the pit. have to deal with a Smoocher below. Watch it) make shallow jumps to avoid them.

GAME BOY 55 GAMEBOY

GO DOWN EASY TROUBLE AT THE TOP As soon as you climb into the Tool There's not much incentive Box, move to the right without to take the upper passages jumping and of this area. You'll avoid the encounter fewer hazards It should be no shock to Gizmo that the Electric Gremlin has Thorn. and you'll be able to move been buzzing around the Clamp Centre System Control. on more quickly if you stay He’s got to put a stop to it before everything goes haywire. on the floor.

i£m!i

GET AROUND KEEP MOVING TOUGH JUMP It's essential that you pick up the The big Gremlin in the center of If you don't leap lightly over Pencil at the beginning of the this area is unbeatable. Get by the Thorn pit, you'll hit the stage. Jump either side from of with the Tool platform above and fall in. the Spring and work your way Jump from the right edge of around to the top of the platform. the block and be extra careful.

SHARP ATTACK HAMMER TIME Leap over the Thorns in this series of hazards and There’s a Hammer-wielding

fall to the left to land on the Springs. Then jump Gremlin who hits Rocks in your direction here. Jump over them 155 The Gremlins have gathered in the lobby and they're and keep about to launch an attack on the city. Gizmo's got to running. ^ JBl defeat their leader before night falls and they're let loose.

JUMP AND SWERVE CONVEYOR CHAOS DON’T DROP

You've probably mastered this maneuver by The very narrow The center path is safe and sane. Jump to Conveyors now. Hit the Spring and curve around to the are it and avoid the trouble on the floor. surrounded by Thorns. fl Jump quickly and lightly on the belts to avoid getting pricked. B B igil i a."!

56 NINTENDO PLA YER S GUIDE GREMLINS 2

FOLLOW THE MOVING BLOCK FIREBALL FRENZY LAST CHANCE

A block travels in a criss-cross pattern here. Catch a ride and make Buried Gremlins shoot Fireballs in sets of Make sure that you grab sure that you leap over the single Thorns while riding, then duck under two. Leap over them in an open area, the Small Heart on this the double Thorns. then approach platform and attack) before you take on the Electric Gremlin.

GAME BOY 57 THEHUNTFOR RED OCTOBER

Soviet Submarine Captain Marko Ramius intends to defect to the United Defection Across States with the top secret Red October. All that stands in his way are the dangers of the Atlantic and the entire Soviet Fleet! The Atlantic

Publisher Hi Tech Expressions Design and Program © 1991 Beam Software TM & © 1991 Paramount Pictures

As the Red October attempts to clear eight sections of the Atlantic and dock in an

American port, the Soviet Fleet tries to thwart the mission by destroying the Sub.

In a two-player game, one player controls the Red October and the other player is

in charge of the Soviet Fleet. The twist makes the game unique.

There are several special items that the Red October can collect

and use in addition to its endless supply of Torpedoes. In a one-

player game, the Soviet Fleet will destroy these Pickups if they're

not collected quickly.

A Game Link Duel

These explosive devices are Earn more chances to pilot your While the one-player mission is thrilling, this game is at its very useful against quick Sub to victory by collecting best with a two-player Game Link. One player pilots the vessels. Hearts. Red October while the other one takes charge of the Soviet

Fleet. The match-up charges the room with excitement and always makes you want to go one more round.

J CHOOSE YOUR 1 PLAY Eft jj ii iLii.ii it m JiJUi n n li i; i! 1; i i

OCTOBERREID CONUOY COMMANDER

58 NINTENDO PLAYER’S GUIDE ana This relatively simple stage should serve as Run Silent, Run Deep . a good training ground for the levels to

I come. Watch for two very shallow pas- If you're piloting the Red October, you should activate the

I sages toward the end. Cavitation Drive in this open area to allude enemy radar and Missiles from the ship on the surface.

When you complete the first stage in a one-player

game, you'll come across this giant Mine. It can be Shallow Water damaged only in the four Cannons which point The Red October is forced to go to the surface diagonally. Avoid the Missiles which come from the in this area. If you control enemy forces, this is Bulbs and aim for the Cannons with Torpedoes. a good place to attack from the air.

The going gets tough off the east coast of Deep Water Sanctuary. Greenland. Huge icebergs in this area A sunken iceberg forces the Red October to take either a I make it difficult to navigate for all sailors J deep route or a surface route this in area. Go deep and who brave these waters. avoid the Aircraft Carrier above.

This computer controlled command center rivals

even the Red October in technological accomplish- Surface Fight ments. Cross the paths of the lasers when they are

temporarily switched off and wage war on the Another battle in shallow water pits the Red brain of this domed wonder. October against a Soviet Destroyer.

Now that you are south of Greenland, the Surface Tension terrain is much more open. If you control A huge reef forces the Red October near the surface and b the Red October, you should stay deep to Red October | makes it an easy target for enemy forces. The | avoid trouble brewing on the surface. will have to be quick and cautious here.

" ,l"‘ / ^ “2 Head-On With Heavy Artillery

This fortified compound is equipped with two them at all costs and aim for the Guns. Then Guns on top and four unbeatable Cannons on go low and seek out two panels on either side.

the sides. The Cannons can lay waste to the Once you destroy the panels, you'll take down Red October with one piercing shot. Avoid the whole shooting match.

GAME BOY 59 GAME BOY

Thg foygg j-ggl^ afg [jgfg {(),. m0|-g US{ j Close Quarters decoration as will be evident by the sunken m There's very little room to maneuver here. If you control H 1 ships on the ocean floor. Proceed with mm the Red October, you may be better off by passing up the 1 JP* Sj|| caution. Pickup in this area. —^^KZU

This huge machine is very much like the domed

Command Center at the end of Stage 2. This time, Safe Spot B though, there are two computer brains. Avoid the Make sure to duck into this -like area and ^ lasers on your way up and take out the computers collect a 1-Up while you're shielded from one at a time. enemy fire.

You may have stumbled upon the lost ruins Aircraft Alert

of Atlantis. The only way you'll ever stake Since the Red October is forced to be close to the surface

your claim, though, is by surviving this in this area, the nearby Aircraft Carrier should be a major

dangerous location. concern. Watch for fast Jets with powerful Guns.

The computer-controlled machine at the end of this

stage is like the Mine at the end of Stage 1 . Now. Missiles Away though, there are Alpha Subs equipped with Homing If you're in command of the Fleet, you should Missiles patrolling the area. Take them out if you use 'Copters and Jets here, but watch for the can. Then go for the diagonally aimed Cannons. Sub's Missiles.

Most of the passages of this deep sea sec- Home-In on the Hovercraft

tion are very narrow. Take your time in get- This surface battle pits the Red October against a Hover-

ting through them and collect the Pickups craft. Missiles should be the weapon of choice for either near the end. vessel.

This new variation on the compound at the end of Stage Three includes two extra Guns on top and

several circling Subs. As it was before, though, your main concern should be avoiding the shots from the

Cannons and taking out the Panels on either side.

60 NINTENDO PLAYER'S GLIDE THE HUNT FOR RED OCTOBER

This section of the South Atlantic is the Creep by the Carrier

underwater equivalent of the Grand The Red October is forced by the terrain to travel close to

Canyon. You should move along quickly in an Aircraft Carrier in this area. Use the Sub's Cavitation

these wide open spaces. Drive and try to pass undetected.

Several huge compartments with tons of Sub-lifting Buoys. Then aim for the Mines

troubling weapons await you here. Go low and you'll trigger open the compartment If you hit the Buoys, you’ll Take out the Mines and first and take out the Cannons that produce doors. float to the spiked roof. the doors will open.

Oil rigging off the Florida Coast serves as Route Through the Rigging

an obstacle in this stage. Carefully steer The dark oil rigging supports are far enough away that

through the tough spots and make your they will not hit your boat. Avoid the lighter poles, though,

way to the shore. or you'll be belly up in no time.

Cool-Off in the Cove

If you're playing a one-player game, you

should explore this cave, take a breather

from the enemy and collect the last two

Pickups before you approach the final

Showdown With the Enemy

It's all come to this. One more victory and freedom will be yours. This cular panels as Guns and Cannons fire away. Freedom does not come battle is super-tough. First you'll wind around narrow catacombs with easy for the crew of the Red October. deadly drops of Oil falling from above. Then you’ll have to take out four cir-

Shoot Out the Lights Deodly Drops Destroy the four circular light panels on the girder and Time the drops of oil and sail America will greet you with by when the area is clear. open arms. Congratulations!

Guns and Cannons

As a last ditch effort, the enemies

have amassed their remaining fire- power. Blast what you can and avoid

the rest.

GAME BOY 61 R-9 Rocks Heavily

The R-Type. an R-9 class space vehicle, is small

but powerful. Your mission is to pilot it through

the alien masses and stop them at the source. If you manage to avoid enemy fire and collect

Power-Ups, you'll be able to accumulate as many as two Plasma Forces and a versatile Power Pod.

Blast Away

You can press the B Button quickly and repeatedly to shoot "* rapid-fire Beams or hold the B * i Button until the strength of the

Beam grows, then let go for a Rapid-fire shots are super powerful shot. the best offense against small aliens OEH

" IL o „ vgE. . * •% **.» *

Send the Power Pod to the stomach of

this evil alien and let

it blast away as you seek safety from the The gateway to the alien base is guarded by a Gladiator's Bubble One of the small troop of low-level creatures and a few bursts. links ot this advanced aliens. You should be able to get mechanoid

through the stage and collect plenty of Power- chain is different from Ups in the process. Make sure that you get a the others. Power Pod before you reach the Gladiator and _ Destroy that the last battle of this stage will be a breeze. one and they'll

all stop firing. 6 2 NINTENDO PLA YER 'S GUIDE R-TYPE

emerge from the murk. Then, when you reach I Some creatures in this stage may surprise you STAGE by leaping out of the alien ooze. Build your Beam the Gomba, aim for its weak spot on top. | f\\\W to a super blast and let them have it as they

Hit the sections ot Aim for the top of Gomba's snake-like Gomba when the weak counterpart. spot is exposed. msmrm

Use the Fire Chain to Blast the guns at the knock out the guns rear of the Crusader. and engines under the Then, when the big Crusader. gun on the inside

stops firing for a The leader of Stage 3 is so huge that it alone is the stage. moment, get in front Hit the Shuttles near the mouth of the Crusader and Power of it and blast away. make sure that the R-Type is equipped with the Fire Chain before you begin your dangerous mission below the ship.

The maze-like machine works of the alien ship BALDO GARDENS packed with floating mechanoids. Instead of are 8“ trying to defeat them, just get out of their way ^s> T>P»J L® I 1 find a clear path. They are much too strong and "• "t,k "• l "“ Thare arc snneral to destroy in the short amount of time that you’ll 8. of ">• y creatures Ir, this are to their see them approaching. , enclosed space. sides.

STAGE

You’re getting very close to the heart of 6 the alien force. Move quickly and try to

take as few hits as possible. The last

stage is huge and very challenging to

complete. You’ll need as many chances

as possible to get through this final leg

of the journey.

GAME BOY 63 STAYING ALIVE IN A LASER STORM!

Know The Enemy's Pattern R Scoring Big Points For Extra Livos Zj LG U In most fast-action shooting games you u Every alien you hit in SolarStriker adds to have only a few split seconds to think L your total score, but what good is a high and act. In SolarStriker, the enemies score? For every 50,000 points tallied, ' w always appear in the same parts of the you’ll earn another 1 -Up, so points really 1 "if £ E (Al screen and follow set patterns of move- do matter. You should also look for high ^ JL 1 ment. Memorize those patterns and you’ll be able to wait in prime 2 scoring aliens. For instance, if you hit the Comets ten times, you’ll position, already blasting away when the scum pop onto the screen. vaporize them for 5,000 points.

STELLAR OZONE

Your great mission begins amidst the comets In the upper atmosphere of enemy-controlled Earth, you’ll fly smack into Batwing Fighters, and asteroids of outer space. Wave after wave Rotomechs and Pinchers. The action is fast of spinning, dive-bombing aliens sweep in. but Hit this P symbol for and furious, so you should try to earn the most can be destroyed just as they appear on the Double Shot. screen. Double or Triple Shots Hover near the right

if you don’t have them. side of the screen as

shown. You'll be in the Stay near the bottom of perfect position to the screen to gain extra incinerate the time. Reticulon menace.

Destructor is an enormous jet fighter Your first close Stay in the middle and Hit two more P that moves in circling, looping pat- encounter is an easy the aliens will fly into symbols for the terns Bubble 1 one. Just fire from the a blistering trap. Triple Shot and twice across the screen. Its Bombs are worth 00 Points each

spot shown. more for Turbo if you hit them, so go for it. Dodge the Bubble Bombs and stay near the

Missiles. bottom of the screen. When Destructor moves toward you, head to the EPIKAHN *Jf1. 00 w o The first major challenge is waiting at the end of the stage-a giant ship % called the Epikahn. Three lines of fire 00 shoot out at your spaceship as the * 2^ M_ Epikahn moves back and forth across

When Destructor is If Destructor comes Resume your attack the screen. Dodge the enemy fire and Hide out in the safety zone above you, fire away, after you, hide in the from beneath the shown above, but if the shoot for the middle to claim the especially toward the safe spot on the left. enemy when it moves enemy scrolls by, you'll have 5,000 victory points. Bubble Bombs. up the screen. to face it later.

64 NINTENDO PLAYER'S GUIDE — SOLAR STRIKER

CITY of the DEATH enemies are tough, but blast A whole new world of potential disasters waits for you once you enter VALLEY them all to boost Stage 3. Now you're flying over the surface of Earth, but it is controlled your point total. by the invaders. Enemy aircraft and ground-based weapon systems Flying over the

are tracking your every move. You'll have to keep an eye on the ground and canyons, SolarStriker runs _ , n .... The pods of the while dog-fighting with the alien aces in the air. It won't be easy, but into a posse of Reticuloman 0m „lquall „b |, you're the only hope for Earth. aerial armor. Maintain your mul- around the

tiple shots at all cost and pre- center, then The Tanks are s, ,hen orbit pare to meet the Omniquad, °p- slow, but they * which tough as most shoot dangerous is as oT v v stage-end bosses. Aim for the lasers. Timing is

m important. of first, pods the Omniquad then ^ zero in on the soft center. The aliens appear V ^ I . enemies swiftly counterstrike. predictable The Terra Cannon is particu- patterns. Be larly tough. Ten shots are The Nucleon prepared for them. required to knock one out. This mysterious mechanical moves about

monstrosity is surrounded by with its halo of ULTRA CRUSHER satellites. Fire invincible satellites that fire at The Ultra Crusher is a slow from below. you. The center of Nucleon is moving tank that the weak point, but you'll have The safety zone shoots with lasers as it to dodge continuously to finish it is to the right of rumbles forward and side- The lower left corner of the screen is off with enough shots. Defeat the Nucleon. ways from road to road. the safety zone. If you hide there, Ultra Nucleon for 10,000 points! Stay there to Attack from the bottom of the Crusher moves nd you clear the clear the stage.

screen. sta a e -

' OUTER BASE *0» BASE CORE 5, e heart of the The huge base of the Reticulonians is well pro- All forces have gathered to keep you away from the very

tected from Earthly retribution. You'll be flying alien empire. The Quasi Obliterator is a new fiend with a deadly one. into the center of their forces, which are led by twist- it separates into two sections that must be fought one by f" again. In the Xenocrypt. The Xenocrypt is really four Then your old pal, the Omniquad from stage 4, shows up A gathered here in robotic weapons that join together to form an fact, the middle bosses from all the other stages have

awesome laser force. Your best strategy is to defense of their leader. 1 9 st them when Y ";J Here in the they break apart and -1 final stage 1 .!. move separately. You A you'll revisit can earn up to the enemies Each of th you thought 1 2,000 points A sections fi you’d against this enemy. laser. destroyed

SUPER CANNON RETICULAE Prime position is The final challenge is the giant fly, Reticulae, who shoots a spread of The vast cannon complex the center of the bombs. Don't get too worked up, though. It is easier than most of the guarding the core of the base screen. Fire at the spread of shots and cannon's eye. other bosses. Just stay in position between the has a single weak point fire away. the electronic eye at the cen-

ter. You'll have to dodge The safety zone is A safety zone is bombs and laser attacks to shown here, but if between the get a shot. The large cannon you don't fight you shots to the shoots lasers while the won't earn mass right of the

smaller weapons fire bombs. points to earn center of the extra ships. screen.

GAME BOY 65 . , REVENGE OF THE ’GATOR

Pinball with a southern twist, as the ’Gator and friends leap into your Potent Pinball ‘ ^ Against j Game Boy, in their version of pinball! ^ F! ’Gator And Friends!

TM&© Hal Laboratory 1989

OR 2 PLAYERS! TIPS TO INCREASE YOUR SCORE

The 'Gator’s gang waits on many different SLOT MACHINE screens. Refer to the full screen map on the next page to get an overview of your foes! Play 'Gator slots and see what comes up . .

One Player ’Gator 1 If the ’Gator rewards you l&IArtar with three stars, one level is added Bonus The concept: It's you against the entire 'Gator to the Multiplier.

gang. How long can you keep the ball from them? 1 Three fish reward you with helpful side and center “ball Two-Player ’Gator saver" posts!

Think you're a skilled 'Gator tamer? Challenge Three eggplants will take away your ball-saver posts a pal-alternate playing and try for the best \vmv> and reduce the bonus score! multiplier back to 1000 X 1 (Sigh).

Arrive here from Bonus Stage 1 and Screen C, TWO-PLAYER MATCH PLAY and break through the blocks to reach Bonus Level 2 and Screen A.

Use the assortment of items to better your

own chances. Grab the good items for

yourself, leaving the others for your adver-

sary. The ball's direction determines whom

the item will affect.

The starting screen-play 'Gator Slots here and rack up the bonus points, then launch up ( + 100) Bonus Points to Screen B!

Makes ball Grab a friend and pick Match Play for a,§p the heavier

really intense, head-to-head pinball compe- Takes one flipper away tition! Shoot the ball into one of Center blocks appear Match Play the 'Gators' open mouths A Gravity increases ragp to warp to Bonus Level 1

Beginner's head-to-head Pinball Screen C. or back to Shoot- Returns things to normal er's Lane. Be careful— Match Play B Ball Savers appear don't let the ball fall off this screen! Reverses player's scores For advanced Match Players!

66 NINTENDO PLAYER'S GUIDE REVENGE OF THE ’GATOR ONE OR TWO PLAYER SCORING

Bonus Stage 3 Bonus Stage 2

Pop the ball into this warp hole for Hit the ball repeatedly into the entry into Bonus Stage 3. Once here, upper left area. Break out all the keep the ball rolling through the ring of blocks and spikes in the upper left 'gators, to take them out as they each to reach the warp tunnel into stick out their heads for lots of points! Bonus Stage 2, where you can

make 'Gator bonus points! Have

fun with all the baby 'Gators! Passage to Screen A Hmm ... the door of the tunnel to

Screen seems to be barred by blocks Go to Screen B! A and spikes. They're no problem Gently loft the ball into the three though— just keep flipping the ball up blocks on the left to make this into the corner until you're left with mysterious door open and reveal empty space and the door will snap open! the passageway to Screen B.

Good luck! Actually making it

through this narrow tunnel takes ’Gator Slots! perfect aim and a speedy ball! Roll the ball behind the wary Gator's back and start the slot machine roll-

ing -Where it will stop, only the 'Gator Bonus Stage 1 knows!

^rpbacktoShootersiane]

To reach Bonus Stage 1, simply

fire your ball into the open mouth

of the middle 'Gator on Screen D.

This 'Gator will throw the ball back up into Screen C, but

only if the right flipper isn't in the way. Hold it up!

I^GatoiJNarp^o^Screei^ GAME BOY 67 TETRIS

Put together a winning strategy with some basic moves and advanced tips -M The Lines * for everyone’s favorite blockbuster. Form Here

TM & © 1987 Elorg. © 1989 Bullet-Proof Software © 1989 Nintendo

EVERY BLOCK Seven Four-Block Patterns Form Tetris

There are seven different ways to arrange \ COUNTS four squares with sides touching. Those T-Block You’ll have to take every piece as it comes in this configurations make up the Tetrads that fall

puzzler and find just the rig ht place to put it to in Tetris. Each Tetrad can be useful for This Tetrad is to succeed. These three rules will keep you play- certain kinds of situations. Study them and good filling single ing. master their placements. use while block gaps and for plac- Keep ’Em LoW ing on stair-like patterns.

You can use it to com-

If the stack reaches the plete up to two lines. top. you’ll lose. Try to keep it down by placing ”1 4-Bar 4-Square blocks horizontally and

to the sides whenever you can. This Tetrad is the only The 4-Square is shaped

one that will complete a to fill spaces that are two

Tetris; four solid lines blocks deep. Try to work

formed with one move. it into a low position and Don’t Cap Gaps You can use it effectively keep it from adding to fill long, narrow holes. height to the stack.

Pack the blocks tightly and evenly across the I L-Block Z-Block width of the screen.

Given a choice, you Fill holes that are one This awkwardly shaped should try to keep gaps block deep and open to Tetrad can cause a lot of uncovered. the right or holes that are problems. Look for a M two-block wide and one- two blocks deep and

open to the left with this block deep space that

Tetrad. opens to the left. Keep Making Lines L-Block If you complete lines as Reverse soon as possible you

won’t score a lot of four- This Tetrad is a mirror The Z-Block Reverse is a line completions, but you image of the L-Block. mirror image of the Z-

will stay alive for a long Use them horizontally Block and it’s equally dif-

time. and you’ll be able to keep ficult to place. Try to the stack low. keep them under control.

68 NINTENDO PLAYER'S GUIDE AAA

ON THE NEXT TETRAD

A box in the lower-right corner of the screen EXAMPLE #2 EXAMPLE previews the next Tetrad to fall. Keep an eye on this box and make your decision on where to place the currently falling piece based on the one to follow.

EXAMPLE #1

You could place the While it's not good

falling Z-Block practice to cover up

Reverse in the open spaces, you can bene-

space to complete fit from doing so when two lines. Looking at you know that you'll be able to quickly the next block, ] though, you’ll see that complete a line and

The T-Block could if you wait to fill the open up the space

easily fit in either space with the L- again. Such is the

space at the bottom Block that's on its case in this example. of the screen, but way, you'll be able to The L-Block covers a

the next Tetrad can score three lines at space on the left, then

only fit in the space once for more points a T-Block drops to on the right. and a lower stack. complete the line.

PRACTICE MAKES PERFECT Celebrate! If you do well, you'll be rewarded with an on-screen celebration. In an A-Type game, WhiletheE^^les of Tetris are very simple, #3 your goal is to get a high score. In a B-Type there are a lot of useful moves that you can In some cases, it looks like game, you've got to complete 25 lines. develop to help keep the blocks under control you may be covering a and to build your score. Take a look at the follow- space when you are actually ing Tetrad-placement examples and keep them completing a line. Always in mind while you are playing the game. watch the width of the screen and determine how a Tetrad will affect the stack.

Some placements that may

look odd at first turn out to be good moves. This 4-Bar, Score 150,000 for example, looks like it's points and a larger covering a large gap. it rocket will soar really completes a line and skyward. makes the stack smaller.

ssss low can You can keep the stack by placing Tetrads horizon- Here's another example of a Ml 4 tally. In this example, the L- Tetrad placement that looks

Block Reverse fills a one- like it's creating a gap but OJ2S block space and makes the actually results in a line com- pletion. Keep your eyes open ra stack two blocks lower than

it would be if it were vertical. and place the Tetrads wisely. GAME BOY 69 rVGmEBOY OPEN THE GAPS

At times where will you have to temporarily Stay Away From Gaps Open Up The Spaces cover open spaces, it pays to know what to do. Reopen the gap as early as possible. If there are gaps in your stack, try to arrange When there are gaps, you should make moves to falling Tetrads so that they don't create an even open them up as soon as possible by completing

Pack The Blocks bigger stack of blocks on top of them. the lines that include the gap-covering blocks.

When covering a space, try to place the Tetrad

as low as possible and close to other blocks.

Position this T-Block Vertically so that it doesn't Complete the lines that include the gap-covering build on the gap. blocks and open the spaces. ET IT SAFE

While four-line completion^Tre great for your

point total, they may sometimes be risky to Know When To Stop

attempt. It's a good strategy to save a one block- When the stack of blocks has reached a certain

wide space for a 4-Bar, but you shouldn't let the point and you're still waiting for a 4-Bar to com-

stack grow too high or your game may end plete a Tetris, you'll have to shift your strategy abruptly. When the stack gets above the comfort and shorten the stack. The diagram below

zone, change your strategy and start completing should give you some guidelines.

lines.

Try to keep the stack at this maximum height

while going tor a Tetris.

Leave Room To Maneuver

If you're going for a Tetris, it's a good idea to let

the one block-wide gap open gradually to a two

block-wide gap. That way, you'll easily be able

to fit in Tetrads other that the 4-Bar and com-

plete lines when the stack gets too high. Also, the stack on the other side should be the same

height as the gap or a little higher.

70 NINTENDO PLAYER’S GUIDE TETRIS

TWIST AND SLIDE TO FILL SPACES

Look at the following three playing situa- tions and decide where you should place Even when/hen spaces are covered Twist ’Em Around on three sides, it the falling Tetrads. The solutions are below. still may be possible to fill them with the right If you know how the Tetrads turn and what

maneuvering. Study these two techniques. spaces they fill, you can perform some amazing

maneuvers at the last moment. Fit them in one Slide ’Em In way. then turn them as soon as they land.

Even after a Tetrad lands, you can slide it from one to five spaces, depending on the speed,

before it settles. That will allow you to eliminate some out-of-the-way gaps in the stack.

Work this T-Block into the space vertically.

Then twist it once counter-clockwise and

fill the space perfectly!

Slide a Tetrad as soon as it lands to fill a gap.

GAME LINK COMPETITION

During a Game Link match, you can send blocks to your opponent's side by making multiple line completions. It's a great way to lower your stack and raise their stack at the same time. Know Your Opponent

The goal of a Game Link match is to complete

30 lines before your opponent or to get his or her Keep An Open Space stack to the top of the screen. Study your oppo- The same one block-wide gap will show up in nent's strategy and act accordingly. every line that your opponent sends your way.

Open up the area above that space and you'll be able to complete the lines as quickly as they appear.

You’ll win if you can complete 30 lines before your Open the spaces that appear in the lines that your opponent. opponent sends and fill them in. GAME BOY 71 STOMPOUTTHE VIRUS VERMIN!

Clear the viruses near Vitamins, of either solid shades or Before you begin, select the the top first. When two tones, begin to drop slowly, speed, music you get down to the one by one, from the top of the and level that last few, you’ll have screen. As they fall, manipulate you want to start more time to position them so that they match the with. the vitamins. shades of the viruses or vitamins beneath them. Begin clearing Dr. Mario tosses out the first viruses from the screen by stack- vitamin. Let the ing three vitamins over viruses of game begin! Wipe out the last virus the same shade. At first it's easy, to clear the level, then but as the game progresses, the press Start to vitamins fall faster and faster. immediately begin the

When you place the wrong shade Match them up next level. Catchy isn’t and move them over a virus, you'll have to stack it? out. Keep an eye them four-high to clear them and on the doctor to try again. see what’s next.

FfiHT VIRUSES Will) SIX DIFFERENT VITAMINS 0 Three kinds of viruses threaten to escape from the 1 i bottle. You and Dr. Mario fight back with six kinds

of vitamins. You have three solid capsules, one white, one gray, one black, and three that are two- toned. By rotating them to fit your needs, you can e often use one vitamin to cover two viruses. Press T the A or B button to rotate the vitamin a quarter

turn and stand it on end, or flip it over by pressing twice. Press four times to make a complete circle. 03 1 fl B i 0 03

72 NINTENDO PLAYER'S GUIDE Dr*MARIO BASIC MOVES

TOUGH CHOICES

Often it's obvious where you Decisions, decisions. And you { Keep a step ahead of the game HJlJI should put the falling vitamin. just don't have time to get a by plotting your next move

Other times, you have to decide quickly second opinion! Should you stand the cap- before you set the vitamin down. It's espe- which of a couple placements would be bet- sule on end to clear out the white stack or go cially important when you have more than ter. In the photos below, for example, two for more points by setting up a more complex one possible placement because it some- places look like good prospects, and you move? As long as you aren't too near the top, times allows you to take advantage of this have very little time to make up your mind you can take a chance and hope that the vitamin to set up a high-scoring double or where to make your drop. right capsule combo comes up soon. triple with the next. It’s like having a sneak peak at the future!

. 1 7 y.y- 1 E Where do you want Cr Should you put this

the gray half to fall? -* • m If flip it solid you on end, white capsule £ • Keep in mind that the * you can add to the above the solid white B IF next capsule is a white on the left? J stack. You have one upper black and gray two- another possible move, Consider the vitamin [I iiM toner. iili though. to come. ;>J E * Place pi i? gray on gray. Put it beside instead I Tip It on end and drop l1 i Put the next vitamin to clear all four white tw mD S it on the white stack. on the right, and when halves and open the

It will clear the whites you match another two space for the black ? and set you up to use 3 grays, the white will and gray capsule. •1 | the next vitamin. & m fall onto white. Score a double! GAME BOY 73 GAMEBOY ADVANCED MOVES

74 NINTENDO PLAYER'S GUIDE Dr*MARIO VS. PLAY

For twice the fun, try the two-player mode. Although the goal remains the same, with 2 PLAYER GAME two players there is the added challenge of [VIRUS LEVEL) clearing the screen before your opponent 1

does. Strategies change, too. It's more impor- YCHJ tant than ever to make multiple matches CONj because they impede your opponent's pro- (SP EEB) gress, but you'd better not take too much YOU L OH HEB HI time setting them up. COM Chu SIC) FEUER CHILL OFF

FROM OUT OF NOWHERE WHAT IS YOUR OPPONENT UP TO? By clearing more than one virus at a time, you can make Each player sees the action from his own perspective, so you won't know how many play difficult for your opponent. When you clear two, a viruses your opponent has left until the game is over. If you take too much time setting up vitamin half drops onto your opponent's screen. The plays, you might find yourself on the losing end. more you clear at once, the more halves you send. Just remember that your opponent can repay the favor! AYER1 III PLAYER 2 III How many viruses In the beginning,

does your Player 2’s view is opponent have? much like that of You won’t know Player 1. That will

until it’s over. soon change. Try some bad medicine. Set yourself up to clear

multiple viruses in a single move and send unwanted vitamin halves to your opponent.

Depending on where they Smart play and Now he knows land, the vitamin halves quick thinking pay Player 1‘s status,

can help or hinder. If he's off) Go for the but it's too late! already in trouble, they best two out of Start planning a can spell the end for him. three. rematch. evening the odds Games are the most fun when players are evenly Just beginning? matched. In Dr. Mario, players of different ability players Select a lower levels can have competitive matches by presetting can set the game I level and give the game at levels and speeds appropriate for each. at the highest yourself a fighting By using the settings to handicap, players can keep level. chance. I things interesting

Okay, hot shot, get Is this the same to work. There are game? Once 84 viruses ready you’ve mastered to create an the basics, raise

the level.

GAME BOY 75 AMAZING TOMATO TO THE RESCUE

puzzle solvers. Get Acclaim has created a puzzler in this maze game featuring a hip tomato to clear, it's a challenge for even the most proficient with too-cool shades. With three play modes and dozens of baffling rooms ready to head 'em up and move 'em out.

Which Way Out? It’s the Pits! Tip the Turnstiles they Each room in the maze is filled with obstacles. The black spaces that you'll encounter in some The Turnstiles rotate 360 degrees, but

Kwirk must make his way to each room's exit, rooms are pits. You can’t cross them without won't budge if there is something obstructing direction you'll to which is no easy feat given the configuration filling them first with blocks of corresponding them. Figure out which need

of the obstacles. Some are blocks that you can shapes. That's not as easy as it sounds, push the Turnstile

push, others are turnstiles that flip certain though, because you'll have to find a way to to clear the way for

directions. You must move them to clear the maneuver the right block to the right space. your next move.

path. Begin by deciding which blocks will fit or fill Plan ahead to use

which pit. As you fill the pits, you get more them to your

room to move around. advantage.

Other Characters

Tomato Kwirk isn't the only vegetable in the

patch. Sometimes other characters are in the

room, too, and each will come in handy at

some point. Press

Select to activate

them one at a time. To clear the room,

all must reach the

exit.

THREE BASIC OBSTACLES

Like revolving doors, this Push blocks in the direc- Fill pits in with blocks of

one swings around in a tion you want them to go. -—- \ corresponding shapes.

complete circle if nothing Avoid moving them right HI They must fit perfectly to |

blocks its path. next to the walls. clear the way.

76 NINTENDO PLAYER S GUIDE In the Going Up game mode, Kwirk is attempting to climb to the top of the

GOING UP maze. He'll work his way through three levels, each containing 1 0 rooms. Your

progress stats will be displayed when you clear each room.

LEVEL 1 FLOOR 1 LEVEL 1 FLOOR 2 LEVEL 1 FLOOR 3

If you're careful, you can complete the first Three blocks stacked vertically block your path A large, square block rests in the center of the room with as few as four moves. This is your to the exit. Your only choice is to push them to third floor. If you begin by pushing it down, opportunity to learn how to use the Turnstile the side. If you begin with the wrong block, you'll find yourself trapped in the corner with obstacles. Start flipping them! you'll have to start over. no way out.

In the Heading Out mode, players can challenge themselves to finding their

HEADING OUT way through a designated number of rooms. Time is ticking away from the moment they enter each room, and so are bonus points!

LEVEL 1 LEVEL 2 LEVEL 3

In this room, which has a difficulty typical of In Level 2. the rooms are more challenging and You'll enter some mind-boggling rooms in this

Level 1, your obstacles are movable blocks. require more complex moves than they did in level! And yes. there really is a solution to

The room is small and has little space for Level 1 . When you have to rearrange blocks to each. Learn to look for clues to the correct se- maneuvering the blocks, so try to think fill the pits, try to match the shape of the block quence before you make your first move. You'll through your moves before you begin. with the shape of the pit. be racking up the bonus points in no time.

GAME BOY 77 ASPIRATIONS CLEARING LEVELS WITH DANA’S MAGIC

ana is a magician s appren- Walking, jumping, and ducking won't be enough-Dana's ability to cast magic spells is his key to

tice whose fondest desire is to !

earn the title of "Magician." To realize his dream. Dana must DANA’S BLOCK-MAGIC pass the hardest test of his life.

Undoubtedly Dana's most versatile talent- he can RITE OF PASSAGE create blocks in the spaces next to him at three ^ different heights, depending on whether he stands, jumps, or crouches. He can even edge out The challenge lying before to create blocks a space away. Dana can break Dana consists of 5 levels of blocks the same way. or jump up to smash 'em 10 rooms each-50 new and using his head! different rooms in all! Dana

must apply his magic skill expertly to reach

each key that opens the door to the next puzzl- ing room. He must master the arts of making and breaking blocks and playing with fire to be FIRE-MAGIC

successful. And, as if the rooms aren’t tough

enough. Dana also faces time limits, limited Each spell cast destroys one enemy. Dana can lives, and numerous monsters. Some monsters buy spells at shops and carry up to three at a can even break the blocks that Dana creates! time. But not everything he finds is bad-Dana will

meet friendly fairies and find many items that

will help him earn his title of "Magician!" ,n,inrrrai. hi

Magic Items can be found in shops or hidden Each Jar holds one Fire Ball-use It Fire Ball in various rooms. § wisely to destroy an enemy :=& A V Bell Allows Dana to call one fairy

Extinguishes one fiery Burn Gold coins $5,000 bonus Water Gun ® a Flame

Used to break one Mirror of o Silver coins $3,000 bonus Hammer \ m Camirror

Jewels $10,000 bonus Hourglass Adds more time dE. js to the timer & a Needed for admission to Wing Shoes Allows Dana to run faster aja hidden rooms «s

Lali Dana datlny blocks by *baail- . . . 1-Up Gives Dana one extra life Hat d m buttlne" ones Inatead ol twice. 78 NINTENDO PLAYER'S GUIDE | 3H ^SPECIAL TECHNIQUES DANA’S FOES

is "Rogues Gallery" of enemies that will need them Here a Here are a few examples of special rooms that these techniques, as Dana Dana will face during his arduous mission. require some tricky techniques and special throughout the game! What a fearsome gang! strategies to pass through them. Practice

LEVEL 1

The best way to deal with Sparkling

Balls is to create a small block box.

Then, wait until one enters, and seal it in!

LEVEL 2| Get through this room by creating blocks in the spots that don't have Ogre's Seals-leap from block to block to the key and door.

LEVEL3I

Use the unbreakable moving blocks as platforms to leap from one level to the next. Jump onto them as they move toward Dana.

LEVEL4TWTTE1

Burn Flames raise the degree of diffi- culty here— try shrinking them with magic, then quickly jump over to safety! ^HIDDEN ROOMS

Dana can find five hidden rooms LEVEL 1 in the game, one on each level. In each hidden room, he needs to find the hidden "Solomon's Seal".

Find all five Seals, then see what happens!

LEVEL 2 LEVEL 3 LEVEL 4 LEVELS

GAME BOY 79 A blockbuster punier from Ultra. Quarth requires a sharp eye and sharper Blockbusters ppj! reflexes. By firing at the shapes that fall from the top of the screen, eagle Lh Defend The eyed pilots prevent them from crashing into their ships. Quarthdome!

grj i i 'iikiasniKa»=!l -POWER BOOSTERS- |j ili" B gg 3 1} n 1 i i When you clear multiple shapes, you some- the shapes that drop from above from crashing To keep 1=1 3 times earn special Power Booster items. Each below, the player pilots a Block- 'tT nto the Quarthdome IPD can be used only once, even though you might luster ship and fires blocks at them as they fall. When actually pick up more than one. Use them shape form a square or rectangle, they the blocks and ^ni t wisely! disappear from the screen. The ten shapes fall faster and 1 P • 2P Firepower aster as the game progresses. [F3 'nl

” - • ~ li :?:>1 rgflllT -B1

Master the easy ones, like Don't get trigger happy and this L-shape, first. pile up unnecessary blocks.

[iSESSBSSSIsSSiiSSI If

You can clear the square

first and then the rectangle to clear the 2P Dirty Trick 2P Triple Boost screen.

Speed up the Send your rate of your opponent But for more points, fil opponent's triple-layered 1 mxn in the sides then the shapes. blacks. =*33333 center and clear the If l II combination.

Select Your Blockbuster

Which do you prefer? All have the same capabilities, but one might be your good luck ship. Square MK 4 Earnest Beetle Koubah Bahri Ding the 3rd Armament Pearl Fickle Savior

80 NINTENDO PLAYER'S GUIDE GAME BOY 81 K- GARGOYLE’S » V M KCT'

Enter The Ghoul Realm With moody music and gruesome graphics. Gargoyle's Quest transports you to the mystical Ghoul Realm. It combines elements of adventure and R

If YOU Dare! role playing games to create the ultimate Gama Boy challenge!

TM 4© 1990 Capcom USA

poweR^spells GIFTS FROM KINGS & PRINCES O BLOCK-BUSTER SPELL O Barone Jark

The Block-Buster Spell adds power to your fiery Barone Jark will give you the Fingernail Of The breath, enabling you to destroy certain blocks. You Spectre, but before he can help you any further,

will gain this magical you’ll have to find his Gremlin Stick. As a reward, As the gargoyle, Firebrand, it is up to you alone spell after defeating the he’ll grant you the Candle Of Poltergeists. to save the Ghoul Realm. Although there are Monster Tower and ac- many helpful items available, only your skill will quiring the Gremlin allow you to finish your quest. You'll find Magic Stick. OKing Darkoan Items scattered throughout the world, or you can King Darkoan is in danger! He has been beaten and earn them by finishing a level. The kings of the dazed by the Destroyers. Use the Poltergeist

Ghoul Realm will also award you with such Candle to awaken him and he will increase your Jump and Wing power by one point. items for deeds of daring. OCLAW SPELL You can use the Claw Spell to create a soft O Rushifell landing place amidst vanquish Rushifell, will give the the spikes that are so When you he you Eternal Candle and your secret power, Red Blaze, prevalent in the Ghoul Realm. will be awakenedl A final battle against Braeger, leader of the Destroyers awaits you at this point!

FABULOUS FREEBIES LIFE REPLENISHING ITEMS QUEST ITEMS O Armor Of The Dragon O Essence Of Soulstream O Gremlin Stick A monstrous ally will give you this mystical armor Use this potion during a combat You must retrieve the Gremlin Stick for Baron Jark.

to help you find the King. It will Increase your Life sequence to restore a unit of It has been sealed in the Big Monster Tower (Map

by 1 point. Life energy. 3).

V Candle Of The Poltergeist Armor Of Guile Dark Heart This gift from Baron Jark will allow you to awaken O O King Darkoan. Defeat a Gargoyle in Bymon Village to obtain this This heart will heal one unit of

defensive item. It too will increase your Life by 1 Life energy, and is found in the point. dungeons in hard-to-reach O Candle Of Darkness places. The Candle Of Darkness will be your reward for

completing the Sand Maze. It will be useful for getting clues from Bymon, and for finding the O Wing Of The Falcon O Vials Of Soulstream mysterious Majorita. You will find this item under a particularly large These vials are the currency of tree on your search for King Darkoan. The Wing the Ghoul Realm. You can use O Eternal Candle will increase the endurance of your flight and allow them to buy Talismans (1-Ups) Rushifell has the Eternal Candle. Once you defeat you to cross the Valley Of Flame. from Shops. him, you will obtain it, and with it, the secret of Red Blaze!

82 NINTENDO PLAYER’S GUIDE GARGOYLE’S QUEST

. B> Remnants of the W Destroyer's armies igaa are wandering the LVL 'S plains and swamps of the Ghoul Realm. This friendly Ghoul will give you direc- If you defeat these I Some encounters in the overworld will always * MM tions: Go east and stragglers, you will be in the same place. Some are enemies, but gain a reward of one YOU find the Destroyers, others are friends with clues and hints. Visit oirra tT"™ or two Vials. IE OF if you dare. them all.

This Ghoul will tell you

where the Palace Of At this point, a pair of T Darkoan is, but he Gorrilars will chal- won’t get out of your lenge your passage LVL way until you've across the Valley Of returned the Gremlin M Flame. Defeat them Stick to Jark. Then, «r* and use your new he'll not only move, Wings of the Falcon to

ABE YOU BOIHB TO but he'll give you the YOU cross this wide FDOUGH TO FIND THE K IMG? > Dragon Armor. chasm.

- -'VV* Once you've sum- Braeger has sent a moned Majorita and couple of Gorrilars to learned her secrets, make sure Firebrand you know too much. A doesn’t make it to duo of Skull Tanks will Majorita. Use the try to make sure you I CAN'T LET YOU Claw to beat them don't leave the cave NEXT MAJOBITA. . . > quickly!

The Destroyers are ravaging the Ghoul World, making it an even more ghastly place to live! As you travel from town to town, you'll often be ambushed by small units of the Destroyers army. You can't

just run -you'll have to fight to escape!

GLOOM EYE GHOUL KNIGHT

The touch of a Gloom Eye Is Some inhabitants of the Ghoul deadly, but they have a limited Realm have gone over to the side Especially traitorous Ghouls have range. Avoid them as they bounce of the Destroyers. Convince them been knighted by the Destroyers. toward you. They appear alone or to change their ways with a blast They carry indestructible shields with Man-Eating Plants. of Gargoyle Flame! and can only be hit from behind.

GORILLAR TWIN MARR MAN-EATING PLANTS

The brutish Gorillar attack in a Don’t let the name fool you-these weird way-by tossing their heads! Twin Marr dwell in the sands of plants won’t hesitate to add a They can take a lot of hits, so the Ghoul Realm and pop out to Gargoyle to their menu. Wilt them be patient and use hit and run attack desert travelers. Leap over with your Gargoyle breath before tactics. Ml their projectiles and return fire. they attack. SKULL TANK SAND IMP

These creatures are heavily These tenacious little beings also armored but easy to avoid. Take The hesitant method of a N inhabit the deserts of the Ghoul fighting w your time when them and attack shouldn't fool you-th Realm, and prefer to stay hidden get your hits in when their backs are relentless and deadly. Twelve beneath sand. Hit them when they are turned. hits are needed to destroy them. pop out.

GAME BOY 83 . ^GAMEBOY g25EEnES3 Barone Bymon's village has expensive Talismans-they The vast Ghoul Realm was harsh and forbidding evil monsters roaming everywhere. You must cost 32 Vials each! Another

before the Destroyers. Now it is intolerable, with restore order to the Realm! Ghoul shaman will grant you

a password if you talk to him, which makes

worthwhile visit. You should

The inhabitants of this village will threaten to eat You'll find the price of Talismans is inflated in this also be sure to talk with you. and those loyal to the Ghoul Realm have been remote village— they now cost 16 Vials. Other Barone Bymon

locked up. Although you can get a password here, than a temple, where you can get a password,

there are no Talismans for sale. there is not much of interest here.

Until you retrieve the Barone candle from the Sand Maze, he will not help you.

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The first Ghoul village you'll find is the The town of Gurion is your stepping-off Again. Talismans will cost you 32 Vials,

home of Barone Jark. You can buy Talis- point for adventure to the north. Stock up and a password can also be obtained. This

mans for 8 Vials and get a password from on Talismans for 8 Vials each, and get a is the final village you will visit before the the Ghoul shaman here. password before you leave. last leg of your quest!

84 NINTENDO PLAYER'S GUIDE GARGOYLE’S QUEST

The numbers on the map of the Ghoul Realm climb and fly over and around, as well as terrible correspond to the close-up maps that follow. It is enemies which you must defeat. Be sure to in these side-view scenes that Firebrand will stock up on Talismans before you take on any of encounter the greatest challenges to his quest to these areas. save the Ghoul Realm. Each Combat Scene includes awesome obstacles that you must

HIGH ROAD OR LOW ROAD? CAPTURE FLOATING ITEMS You'll have a choice of paths at this juncture. Try to collect as many items as you can get your Either way will lead you to the same place, claws on. Use your wing power (jump and press A although the lower route is a little easier. You again to hover) to catch the items in mid-air, and m might want to brave both to get the Vials. then head for a safe perch.

GAME BOY 85 GAMEBOY

THE EVIL EYES OF THE TOWER

BIG TOWER MONSTE At the top of the Monster Tower you II find its Evil Eyes. Use the moving pillar to your advantage to take

Not only is this tower full of monsters, it actually out the top two. As for the lower set, the missing block

is a monster! on the right side of the central platform is a safe spot.

INNER WORKINGS OF A MONSTER

Don’t fear the moving pillars you'll encoun-

ter near the middle of the Tower Monster. Use them to your advantage to cross the spikes. Remember, you can cling to almost anything, including the sides of these

pillars.

MURDEROUS MUSHROOMS

Shoot these poisonous mushrooms from a dis

tance. After you destroy them, they will shot

deadly spores at you. Be prepared to jump an

hover, if necessary, to avoid these projectiles.

Leap the slow- moving spores and advance!

TAKE A DUST BATH

Dive into the dust pit and "swim" down and to the

This short path is your passage to the north- right. When you reach the western part of the Ghoul Realm. right wall, go up and then out of the dust. You'll then be

ready to go to Gurion Village.

Don’t worry about suflo- Watch out (or the Bone

eating in the sand. Fish that live in the Gargoyles can hold their Dust. Zap them with Jump out of the sand breath for a long time. your fiery breath! and continue onwards!

86 NINTENDO PLAYER'S GUIDE GARGOYLE’S QUEST ^

LOW CLEARANCE F~ || I VALLEY OF FLAME make If you rest on the falling platforms under the spikes, Lg as small a jump as possible when you continue onwards. B The terrain makes this valley dangerous. Your “ All the platforms in this level will fall if you touch them. P flight skills will be challenged!

V Bjn26 IRON BALL TRAPS THE MALGOR APPROACHETH DARKOAN’S PALACE A trigger on the right wall will release a On the wind-whipped roof of the castle, the giant Iron Ball from on high. If you don’t Malgor will shriek to the attack. It can be You’ll find King Darkoan in the depths of his avoid the trigger, jump to difficult to move quickly ruined fortress. Wake him with the Candle Of the left wall to avoid the due to the winds, so be The Poltergeist. careful. Use the Buster l

for maximum firepower. | USE BUSTER ON THESE BLOCKS!

The Block-Bust-

er will let you break blocks

that look like they have bub-

bles in them.

GAME BOY 87 ^GAME BOY map£ DESERT OF DESTITUTION

Barone Bymon needs his Candle Of Darkness Majorita. keeper of the Red Blaze, lives in this

and it's hidden at the bottom of this desert pit. cave!

FREE FALLING FIREBRAND GHOUL KNIGHT GOONS

Study the map to plot Cling to the wall and breathe fire your fall down the pit. at the Ghoul Knights when their ; wing power spar-

ingly as there are few

safe spots.

THE SCORPION’S

Always try to stay on a

different level from this

monster to avoid its fire.

When it tries to follow

you. hit it.

CLEAR THE WAY

Each platform at the bottom of the pit is guard- ed by a flaming enemy. Drop down and defeat

the first one from the right side. Hover in mid-

air and defeat the second, then cling to the wall and vaporize the third. Once you reach

Majorita. you'll have to question her repeatedly

before you'll get what you want.

WING IT! FLAMING FOES RIVER OF FIRE Use your wing power carefully! Drop from Again your path will be contested by ene- the overhang and start flying as close to mies on every platform. If you cling to the Cross this broken bridge to reach the south ceiling as pos- lower side of the the eastern part of the Ghoul Realm. sible. Be careful on block, you can wait the falling plat- for an opening, then forms or you might fly up. hover and drop into the attack! flames!

8 8 NINTENDO PLA YER 'S GUIDE GARGOYLE’S QUEST

YOU GOTTA HAVE HEARTS

When you get close to this heart, a flying plant

will attack. Fly up and away until you get a fhe six skulls east of Rushifell's village lead to straight shot at the plant. Once the plant is wilt- passages like this one. Only the eastern most ed, go back and get the heart. one leads to Rushifell.

CLAW THROUGH THE PLANT PIT

Three flying plants inhabit this passage. Advance slowly so you only have to face

one at a time. It’s best to get right across from them and fire on them as they approach.

Hover next to the spikes and breath

fire with the Claw selected.

Grab the little

cloud that will protect you from the spikes.

GORRILARS GUARD A HEART RUSHIFELL’S KEEP

There's a heart in this diffi- IS FALLING DOWN

cult to reach room. You'll When the roof starts collapsing, keep in this Gorri- Rushifell has challenged you to catch him have to beat a pair of moving. If you don't hesitate, you'll

challenge yet! it, though. labyrinth. It's your toughest lars to capture make it unscathed.

You're almost to the DRILLER KILLERS end; don't lose it here! Devious drills come out of

the spikes in this vertical

corridor. Use the Claw to

create safe spots in the spikes. Watch the timing of

the drills and continue when

GAME BOY 89 COSMO V

c===> ' TANK

Five planetary colonies are under attack by alien forces. It’s up to you to Defend The blasting action, pilot the Tiger space tank through three types of alien Space Colonies destroy the Life Cores and free the colonies.

tm & © 1990 Ltd. Asuka Technologies Inc.

BOMB AND BLAST PICK UP SPECIAL ITEMS YOUR WAY TO VICTORY AND POWER-UP THE TIGER The Tiger is equipped at the beginning with Since the action is shown at two angles, the Defeat the alien forces on each world and you'll a single short Laser. items look different at the 2-D and 3-D views. earn items that will add to your strength. Power But. they still have the same powers. Capsules increase the strength of the Tiger

Tank's laser beam. Bombs give you the explosive power needed to break down barricades and SPECIAL ITEMS

defeat large groups of enemies with a single 2-D 2-D

blast. LIFE BOMB

M Replace a Collect one 3-D 3-D single unit Bomb with of energy. each item. Bombs are effective against massive alien K 2-0 2-D j forces. You can SUPER LIFE POWER carry as many -Q3) 1 as 10 at once. Refill the ' Collect 10 3-D tank's 76 for a Laser energy. upgrade. NAME YOUR GAME M \w THE QUEST BEGINS QUEST MODE

Take off for a planet ON THE PLANET DESA! saving mission and defeat Alien Life Cores in under- The game begins You'll touch down on Desa at the beginning of ground tunnels. with an overhead your journey with an overhead (2-D) view. When view of the forces are cMlillllJMl you enter the tunnels where the alien planet's surface. first-person per- You can practice your hidden, the view will switch to alien annihilating spective (3-D). Destroy the Life Core and you'll closed techniques in a take off in a fast-action shooting sequence for arena before you begin the planet of your choice. your mission. Once your The view switches training is complete, you'll to first-person earn a ranking based on perspective in the your performance. tunnels.

VS. MODE aam.'xm'xM-Am'u When you defeat Challenge a friend to a the Life Core, Game Link race to see you'll take off for who can beat the alien mm*.. a short shooting leader first. scene.

90 NINTENDO PLAYER'S GUIDE

GAME BOY

MESSAGE At this outpost, you'll learn where BLAST OFF! attachments for the Tiger are Once you've chosen your stored. Fly to Monoa to pick up

the Hover Unit, Aquel to get the next destination, the Tiger Pulse Unit and Gadam for the tank turns into an airship Shield Unit. and takes off for a quick-

scrolling space battle. If

you’re fast on the fire button,

you'll earn a lot of valuable Soar ,hrou h items by blasting alien ships 9

, , , , space to the before you touch down. col

ENERGY STATION

Blast through the wall with a bomb.

HOVER UNIT The Hover Unit allows

you to fly over

unstable surfaces. It

will be very useful when you get to the marshes of Aquel.

ENERGY STATION

This huge centipede-like creature leaps from the

ground and hits you with a surprise attack. Fire

away, then turn to avoid

its shots. ENERGY CORE ENERGY CORE

TUNNEL

9 2 NINTENDO PLA YER 'S GUIDE COSMO TANK miMwm ENERGY CORES AQUEL ENERGY STATION

PULSE UNIT

A huge insect with boomerang claws guards the Pulse

this powerful item.

TUNNEL

MESSAGE

You II learn here that an alien has taken over the Pulse Unit Factory

MESSAGE The citizens of Aquel need your help!

TUNNEL BOMBS AWAY

Destroy the Life Core by

shooting its thrusters, then destroy the main The rocket-powered Life part of the Core zaps in and out of the core. picture. GADAM Blast it! SISIBtB!

ENERGY STATION

TRAPS! If you steer into these holes, you'll spin out of control and the tank will go

MESSAGE

Defeat the guardians In front of MESSAGE the Life Core Chamber to enter. Learn about the Damage Zones and Traps at this outpost.

SHIELD UNIT

You'll need this device to pass through crucial areas. ENERGY STATION GAME BOY 93 ^GAMEBOY

94 NINTENDO PLAYER'S GUIDE COSMO TANK

ANOTHER PLANET! JOURNEY TO GIDORO When you have destroyed the Life Cores of Huge aliens guard the path to Desa, Monoa, Aquel, Gadam and DN-1. Gidoro. Hit them with your you'll be allowed access to the alien base. Lasers and continue your flight Gidoro where the Life Cores have been to this mysterious planet. restored.

THE LIFE CORES RETURN

GIDORO The Life Cores from the previous planets have been

revived in Gidoro. Meet them <*> L and beat them. -

Defeat the Life Core Avoid contact and you’ll gain access with the Mines. to Entrance C. They’re super explosive. ENERGY STATION

_ -

1 |

1 1 1 1

THE ALIEN LEADER AT LASTI FIGHT FOR FREEDOM OF ENERGY STATION THE THE COLONIES!

GAME BOY 95 Have you ever wanted to be an expert commando, with the training and The Challenge of ability to penetrate any defenses? Or a secret agent, with the mission of a Career for Expert destroying an enemy base? In One Player or Two Player Game Link mode, Commandos! your mission is to enter the Fortified Zone!

TM & © 1991 SECRET AGENT TEAM

In the dark of night, two black gliders float beginning a dangerous mission-to infiltrate an

gently to the earth. One is flown by a man, the enemy stronghold, and take it out! other by a woman. Both are highly trained spies

l l l?iim, ilHII!ll. .H!ll.'.lll:t:

Masato’s years in the army Also a highly trained soldier, have toughened him into an Mizuki stands alongside expert commando. He cannot Masato as an expert in her

jump, but his great strength and chosen field. She isn't as strong weapons expertise make him as Masato and can't use the

capable of facing off against special weapons, but she is

tough enemies. Masato is the extremely quick and agile, agent that can use weapons which makes her able to leap found along the way. over obstacles to safety.

Mizuki jumps safely over

dangers like poisonous marshes and spiked floors to retrieve useful items.

HELPFUL ITEMS m KEY

Explore thoroughly, and be sure to take out all enemies you encounter. Item Boxes can be found in many rooms, and ill defeated enemies sometimes leave behind helpful items like M unlock them, our Intrepid First-Aid Kits. Pick up everything you find -it'll all come in leruet must find and doleat handy later on.

1 FIRST-AID KIT 1 LIFE-UP 1 BOMBS

96 NINTENDO PLAYER'S GUIDE & FORTIFIED ZONE

STAGE I OGUN PLATFORM!! ©AUTO-JEEP!

Move warily through the outskirts of the ene- To defeat this giant platform of cannons, fire To send this automated jeep out for repairs,

my's fortified zone. Pick up everything, especially continuously at it while dodging the barrage of stand between the shots of its 3-Way Gun and

valuable First-Aid Kits. The quickest route to the bullets. Destroying the fire rapidly at its engine.

Field Guardian is from the upper left corner, platform rewards the team The engine will soon drop

where you pick up a Key, through the door on the with a Key! out, leaving another Key. right and into the middle section of the map. I-

CANNON INSTALLATION

The Field Guardian is an installation of

three large, very dangerous, heavy duty cannons.

The cannons can't shoot everywhere. Well train- ed agents will quickly find some safe spots.

Stand in these sale

spots and fire into the base of the cannons to safely take them out.

STAGE 2 J warn O SPIKE-DRONES G FLOOR spikes The Jungle looks and feels much the same as These automated annoyances are no match for These potentially painful obstacles are easily the Field. The enemies are tougher here though, our clever spies. Watch these mindless drones' crossed by an alert agent. Wait for the spikes to and they move more quickly. For a fast route pattern and move from drop back into the floor, through the Jungle, head up and left for a Key. safe spot to safe spot to then speedily run across then come back to START and move up and into painlessly pass this area. before they pop up again. the upper right area.

GAME BOY 97 tVGAMEBOY STAGE 3 CAVE

I F 1 O O R 1 | O DARKNESS... ©dead end?? The Cave offers new hazards as the team closes It’s dark in this area, and the agents have forgot- What's this? There's no other door out of this

in on the fortress. For a quick route through this ten their flashlights. To turn on the lights for bet- room, and the far wall is moving towards our

confusing area, head west, then north to Stair A ter cave visibility, locate the control panel on one team. Try using a little commando marksman-

and the 2nd floor. Once on Floor 1 again at Stair wall, walk over to it, and ship and shoot rapidly at the

B. work west to Stair C. After returning to Floor shoot it until the Hghts come approaching wall. It will

1 via Stair D, head north to face a most awe- back on. disappear to reveal the

some cave dweller. second door.

CAVE DRAGON

The exit of the Cave is guarded by a huge

fiery dragon, and he doesn’t like trespas-

sers! The big guy breathes a nifty three-

way jet of flame, and his only weak spot is

his head. Aim for his brain while nimbly dodging the flame!

As Old Firestarter moves towards you, shower his head with bullets.

I F L O O R 2 1 ©MECH MAYHEM!

Wander carefully in dark rooms here on the This cute little mechanical monster creates prob-

second floor. Unsuspecting agents can tumble lems in getting around. It reverses your motion.

down pits back to the first floor if they're not For example, if Mizuki heads north, she will

When he gets close, dodge the flames, then careful. After arriving on the second floor at Stair actually move south! Destroy it to return things move off to one side and continue countering A, head southeast, then north to Stair B. Then, to normal. his fire with a firepower assault of your own! after reaching Stair C. work south, then north-

west to Stair D.

© MOVING FLOORS Here's a challenge requiring an agile agent. The

floor moves underfoot, poisonous marshes grow

all over, and the door is locked! To unlock the

door, nimbly maneuver over to the control panel

on the left wall and shoot it to open the door.

98 NINTENDO PLAYER'S GUIDE STAGE u-m-mw

I~F l O O R II O ROBOT MISSILEER QMORE MECH MAYHEM! The Fortress meanders and twists all over the This well-armed automaton can do some heavy Here's another one of those mechanical mon-

place with tougher enemies every step of the damage to a reckless spy with its barrage of sters that likes to reverse your sense of direction.

way. The "quick" route is really intricate. Start missiles. To defeat it safely, try standing by its It sits at the far end of this narrow path, in its

by going northeast to Stair A, then head south side in one of the upper cor- own smug droid fashion,

from Stair B to Stair C for a short trip upstairs. ners. and fire as rapidly as and watches your disoriented

From Stair C. keep following the letters to reach your gun will allow. movements.

the final goal!

FORTRESS WARLORD!

To successfully complete their mission, our heroes must prevail against a mighty mechanical supertank!

Start by attacking its "gun-arms," then take every other gun out, one at a time.

Once all of its guns are destroyed, attack the glowing orb in the

center to finish it offl

Q KEY GRAB O leap of faith? The quick route for Floor Two begins at Stair A. These rooms are a short side trip off the main Whoops! This path just dead-ended at an omin-

Head east to Stair B. From Stair C, go south, get path, but be sure to check them out anyway— ous black pit. Where does our team go from

the Key. and return to C. From Stair D. work this missile toting mech also carries a Key. here? Well, it's not a dead end-flex your knees

northwest to the ominous black pit marked "E* which Masato and Mizuki and jump into the black

Leap in! From Stair F, head northwest to fight the will need to reach the final depths of the pit to reach the

War-Dozer, then go back down Stair F for the defender of the enemy next part of the fortress. final challenge. fortress.

WAR-DOZER

The second level is well guarded by a

mechanical behemoth that is solely intent on dozing you.

To pass this mecha-

nized automaton, first shoot away each arm

while evading its bullets.

Now stand at its side, shooting the War- Dozer's midsection.

Finally, stand in front,

blasting it midcenter

to finish it off! Large diamonds are SCROOGE GOES POGO! worth $10,000.

Bouncing is the name of the game in Duck Tales. Scrooge's super Small diamonds are pogo stick enables him to hop high and hop often during his quest. valued at $2,000. His bounce bops enemies, breaks blocks, and vaults him over

perilous pitfalls. The pogo does it all! It adds a cool million

to your bank roll.

Besides the fabulously valuable

artifacts Scrooge is in search of, Magic Coins grant he can pick up "pocket change" u Scrooge Invincibility. along the way. These items will ICE CREAM CONE

pad his money bin and his Ice Cream restores chances of success in his quest. 0 one unit ol health. CAKE

Cake replenishes your health. scrooge non.

These Items give you Amm A another life.

HOP TO IT, UNCA SCR DOGE! O 0 MCDUCK IS A DUFFER O TREASURE IT powerful Scrooge's pogo doubles as a Any treasure is good treasure! Use the pogo to cross thorns and golf club which he can use to drive 1 1 Don’t skip a single secret over wide make long jumps gaps. blocks. This can be useful to find con- room! For smaller hurdles, use the regular cealed items and to attack! jump.

_ ffl [33 0 PIECE OF CAKE

Leap from the vine and pogo 0 HIDDEN TREASURE HORDE off of an enemy to reach the Cake on this ledge. Scrooge will find some valuable

treasures in secret rooms. To reach

these, he'll have to climb over walls

and walk along the top of the screen.

It you reach a dead-end, try going over the wall.

1 00 NINTENDO PLA YER ’S GUIDE DISNEY’S DUCK TALES

O CHEAP construction 0 BURIED TREASURE

Dash across this bridge fast- it will Break down the walls with the pogo

collapse beneath your feet! and golf swing to reach the 1-Up!

©WANT A LIFT TO DUCKBURG?

If you accept Launchpad's offer to take you back to Duck-

burg. you'll return to the Level Select Screen. You can

choose the Amazon again or select a different location.

® PAY UP, DUCK!

The statue demands a $300,000 payment before it will let Scrooge continue upwards. Unlike the NES ver-

sion, you can't pogo

off an enemy to reach the vine. You must pay!

©SHODDY © HINT FROM WORKMANSHIP NEPHEW HUEY

This bridge also collapses Huey's hint is pretty lame.

under Scrooge. even for a duck!

GAME BOY 101 GAMEBOY

O HELPFUL HINT FROM HUEY

Nephew Huey's been The Warp Mirrors link various kidnapped but he isn't points in Magica DeSpell's man- difficult to rescue. He'll sion. These mirrors can be con- inform Scrooge about venient or confusing, so follow the the illusionary wall in map and chart carefully. the mansion.

© THE CEILING IS FALLING OMAKE HEADWAY 0 AVOID APPARITIONS

More bargain build-

ings! You'd think a Watch for low Take it slow to penny pincher like clearance when avoid the Ghosts Scrooge built this you're riding the when they swoop mansion! Coal Cars! down on you.

0 AN ESSENTIAL SECRET ROOM 0 FREE FALUN’ MAGICA DeSPELL FREEBIES Magica flies about her Don't pass up this secret room, even though it lair just in pogo range. is off the path to Magica. It contains an item As you fall through this Watch for her spells that will give you an extra unit for your health area, press Right or Left when she's in duck form on the Control Pad to and pogo her four times

reach the side ledges. to win!

This section of the ... but you can walk

it! wall looks solid . . . right through

1 0 2 NINTENDO PLA YER 'S GUIDE DISNEY’S DUCK TALES NDER GROUND

°!I BRING ON THE THE DUCK BEAGLE BOYS LAGOON

The door to the African To make it across this Mines is locked and the underground lake, you'll key is in Transylvania. have to pogo on the heads After you talk to Louie, go of the Creatures From The Go into the first Warp Stand on the edge to draw ! back to Transylvania, even You won’t have to explore Duck Lagoon. Timing is the whole thing. Mirror to find the key the Duck Creatures out, if you've finished it. j quicklyl critical! then jump!

© IT’S THE PITS ©HEALTH © IT’S A CAKE WALK The trick in this corridor is FOOD to get the ball into the The wall behind Mrs. Beaksly is Mrs. Beaksly is pit so you can jump over it. here to help. Grab an illusion. Go

her Ice Cream through to get a Cones to gain 1-Up and some stamina! Cake!

THAT’S NOT ALL, FOLKS! THERE’RE LEVELS OF FUN TO COME!

From the forbidding cold of

the Himalayas to the chal-

lenges of the Moon,

Scrooge won’t rest until he

has all five of the world's Jump to avoid the Terra-Fermie when greatest treasures. No one

he rolls into a can say this duck didn't ball. Pogo on earn his fortune! Fight snowballs

his head with pogo jumps In the UFO, use the Remote when he's in when you reach Control to call Gizmo Duck. He’ll 'Fermie form! the Abominable knock down the wall with his Snowman. robotic strength.

GAME BOY 103 aradise In The Sky P ; Since there are many challenging It has MnnMbeen said that the tower in the center of the World is connected to monsters that populate the worlds of Paradise. Many have challenged the secrets of the tower, but none have the tower, and since your adventurers come back to tell their tales. In the tradition of Final Fantasy for the NES, have a limited number of lives, you you play the role of a warrior who recruits three other brave fighters and should save your game often. If you sets out for a great adventure. The emphasis is on gathering clues and make a mistake and take a wrong building experience which makes this adventure the first of its kind for turn, you can go back to your previous Game Boy. Challenge the four Worlds of the tower and discover the position. secrets behind its four magic Spheres. orm A Party Of Fighters F Your first order of business will be to recruit a party of adventurers. Every However, if one of these is recruited from the Guild, their HP will be 20

character has his or her own strengths and weaknesses as shown in the less than shown here. The second column shows Monsters that can only

table below. The first column is comprised of Humans and Mutants that be your initial character and the third is comprised of Monsters that can

you can choose as your initial character or as a member of the party. only be members of the party. Humans And Mutants MONSTERS MONSTERS

CLIPPER LIZARD 1 MALE HUMAN

4 & HP 60 Strength 8 # HP 20 Strength & HP 40 Strength 5

Defense 1 Agility 4 Magic 0 Defense 9 Agility 7 Magic 6 Defense 7 Agility 4 Magic 2

FEMALE 1 HUMAN j| SKELETON G> HP 60 Strength 4 HP 60 Strength 8 HP 20 Strength 5

Defense 1 Agility 8 Magic 0 Defense 7 Agility 5 Magic 4 Defense 2 Agility 4 Magic 7

male mutant WERERAT ALBATROSS

HP 40 Strength 8 # HP 40 Strength 8 HP 20 Strength 6 & Defense 0 Agility 4 Magic 6 Defense 4 Agility 5 Magic 7 Defense 3 Agility 9 Magic 4

female GOBLIN 1 mutant |

HP 40 Strength 4 HP 60 Strength 9 HP 20 Strength 9 *

Defense 0 Agility 8 Magic 6 Defense 4 Agility 3 Magic 6 Defense 6 Agility 4 Magic 3

104 NINTENDO PLAYER'S GUIDE THE FINAL FANTASY LEGEND WORLD ONE sTOWERBASE

FIRST FLOOR • •

Solve the Mystery of the Statue

The statue in the Town of Hero once wore a suit of armor, a sword and a shield. Now those items are in the hands of three kings. Retrieve the trea- sures of the statue and you will earn a magic

Sphere which will give you access to the tower entrance. Follow the itinerary below and begin your journey to the top.

WORLD ONE ITINERARY

1. Base Town

2. Town of Hero

3. Castle of Shield

4. Castle of Armor Base Town South Village 5. South Village A girl in the village was to be married to I Go to the Adventurer's Guild first and the King of the Castle of Armor. Bandit, in the recruit a party of warriors. Then talk to the | cave to the west, though, has threatened to de- townspeople and gather clues about the tower. 6. Bandit’s Lair stroy the village unless the girl marries him. You’ll learn from a visitor at the Inn that an evil Defeat Bandit and the King will reward you with creature known as Gen-Bu locked the tower the armor that belongs to the Statue of Hero. entrance years ago and hid the Sphere which 7. Castle of Armor opens the door. If you find the Sphere, you'll be * able to enter the tower. Town Of Hero 8. Castle of Sword Once you have the armor shield and

1 Town Of Hero sword, return them to the Statue of Hero and

you'll be rewarded with the Sphere. Be prepared 9. Castle of Shield 2 When the statue of Hero donned it's for a battle, though, as Gen-Bu will appear and armor, sword and shield, explorers were able to attempt to stop you from * enter the tower freely. Now that these items are entering the tower. He's very in the hands of the three Kings of the Base 10. Town of Hero tough and very determined World, there is no access to the Sphere which that you will not make it to serves as the key to the tower. If you retrieve the the tower entrance with the statue's treasures, you will earn the Sphere. 11. The Tower Sphere. GAME BOY 105 ^GAMEBOY

HE OCEAN WORLD TWO THE BOTTOM OF THE SEA OCEAN FIFTH FLOOR

Explore The Seas And Seek Out The Elements UNDERWATER Of The Blue Sphere CAVES

By combining two magic Orbs, you'll be able to create the Blue Sphere which serves as the key to the upper floors of the tower. The villain Sei- SPECIAL TIPS FOR YOUR TRIP Ryu has one of the Orbs in his Sea Palace and Floating Island the other is hidden on an island to the east.

3 Explore the islands that are connected by caves and you’ll WORLD TWO ITINERARY find a very small island on which you can float across the Ocean. Use it to explore the islands in the east and you'll learn about the Airseed

which is in a palm tree to the south. Stand next to the tree and search 1 . Port Town £ for the Airseed. 2. Island Caves Whirlpool

1 Dive to the Bottom of the Sea with the Airseed in

3. Floating Island the Whirlpool. Then, in the Sea Palace, examine where two CAVE AT THE BOTTOM rows of Orbs intersect and search in t hat same spa ce in a OF THE SEA § room full of 4. East Island Village £ 5. South Island

6. Palm Tree Island South Island 10' The old man on the South Island will give you a 1 riddle. You'll be able to answer his riddle by purchasing 7. Whirlpool either a Battlesword, a Needle or a Rock (depending on the

riddle) and by having your lead character take it to him. s He'll reward you with the Blue Orb. 8. The Town At The Bottom Of The Sea # 9. Sea Palace £ 10. South Island

11. Tower

1 06 NINTENDO PLAYER ’S GLIDE THE JAIL

•- LL-.: ‘ 3

Search For A Castle In The Sky And The White Sphere

The evil Byak-Ko also seeks the White Sphere which will unlock the door to the next floor of the tower. You'll find him in a Floating Castle. Un- cover the secrets of the Sky World and battle

Byak-Ko for the White Sphere.

THE SKY ITINERARY

1. Sky Town SPECIAL TIPS FOR YOUR TRIP Sky Town Hidden Town

2. Floating Castle most of those I You’ll learn here that 3 Fly to the invisible town in the Sky and who resisted Byak-Ko have been defeated the Resistance Base for clues. The twin

and that he has gone to his elusive Floating daughters of the former Sky World

3. Hidden Town Castle. You'll also learn that there is a Hid- leader will, together, be able to let you in on the

den Town in the northeast. Get the Glider location of the White Sphere. from a character named Serg in the Pub

4. Resistance Base and fly to other areas of the Sky World.

5. Floating Castle

6. Jail 6 When Byak-Ko sends

you to Jail, search for 7. Floating Castle the Revenge Sword and another Glider.

8. Tower

J Floating Castle Fight to the top of the Floating Castle and retrieve the White

Key. Then meet Byak-Ko for a

final battle.

GAME BOY 107 vwGAMEBOY

HE RUINS World foui{

%msamtmm Mm— m is «5£ SIXTEENTH FLOOR

tfi # ft Explore The Ruins And Erase Su-Zaku ii i

Su-Zaku has the Red Sphere, which will unlock

the door to the final floors of the tower. You'll

need the Erase 99 in order to do away with him.

Avoid him first by travelling through under- ground tunnels to the Southwest Town. Then

take the Bike to the library to learn about the

hidden town. Akiba. In Akiba, you'll find the

ROM. Then travel to the Northeast Town to col-

lect the Board and return to the Southeast Town

to talk to So-Cho. He will lead you through a

Secret Tunnel where you’ll find Plutonium, the

final ingredient in Erase 99.

SPECIAL TIPS FOR YOUR TRIP

1. Underground Tunnels | I Skyscraper

—1 Su-Zaku waits for you in the subway of this maze-like building. Be prepared for his fiery attack and use Erase 99 to destroy his force field. This I 2. Southwest Town will leave him vulnerable to an attack of your own. When you are victorious, you'll 1 earn the valuable Red Sphere. r 3. Library | | Several Floors Remain Eighteenth Floor § r Your battle isn't over yet! Continue upward and fight an army of

I 4. Akiba 1 incredible foes, including the return of the four floor leaders. I Remember to save your game often and go back to your pre- viously saved position if you run into trouble. You’ll need a lot of 5. Northeast Town perseverance to get to the top and uncover the secrets of the 1 tower. 6. Southwest Town 1 Nineteenth Floor Twentieth Floor Twenty-First Floor 7. Secret Tunnel 1

I 8. Southwest Tunnel i 9. Skyscraper | |

1 08 NINTENDO PLA YER 'S GUIDE s

THE FINAL FANTASY LEGEND MONSTER MUTATION Eat The Meat S MONSTER TRANSFORMNATION TABLE m ENEMY A B C D E F nn u D3 rwn O P Q R S T U V Surprising Results P T X U E M Q D B N C R F Y V J K L 1 A G.

Q A K B N T X U G p M 1 Y D F L R J O C E Aflei some battles you have the X J P Y o F D A 1 R G Q B K C E M Q H u zz

X J P Y O F D A 1 R G Q B K C E M Q H u JJ

E K B A R G J 0 N Y T D c P 1 M X Q S F u

E K B A R G J 0 N v T D c P 1 M X Q S F U

M F 1 G D B L E R X T U J N 0 A P C V Y K

E K B A R G J o N Y T D c P 1 M X Q s F U

1 Mutation is particularly useful if your F N E R Y X ® K B A J M U P D H L 0 G T monster can turn into a stronger crea- P Y B F A D V J M Q X U R T G O 1 N E L K ture or if it is poisoned or hurt in some K U E R B D P C T N O Y F A J M H G 1 Q X way. A transformation will make it so D Q A F N R U M X O E K P 1 B G Y J H _Tj C

i that your monster becomes a comple- M F 1 G D B L E R X T U J N o A P C V Y K

l tely new creature with full energy and P Y B F A D V J M Q X U R T G 0 1 N E L K a new set of offensive maneuvers. P T X U E M Q D B N C R F Y V J K L 1 A G

Study the Transformation Table P T X U E M Q D B N C R F Y V J K L 1 A G you'll understand exactly below and D Q A F N R U M X O E K P 1 B G Y J H T C type of mutation your monsters what M F 1 G D B E E R X I U J N o A P C V Y K will undergo based on the kind of C M D L S Q K P Y V A O F T R J X E U 1 H meat that they eat. They are broken F 1 N E B Y X s K B A J M U P H L O G T up into the several different types of r 1 K U IT] R B| D c T N O Y] F A J M H G 1 Q X same ’ monsters that have the charac- u’ o A G J R s B E y V K ~P~ C X ;t N q1 F. D M ; [ ] teristics. ’ J i u 0 A G R s B E Y , V K P C X N Q F D M ] j ’

A I B _Uj 0 G J R s E _y| V K P c X N Q F ( D M i jj i Y B F A D V J M o! u R t] G O T1 N E ‘ L K ZJ | | ] J(j [ KEY TO TRANSFORMATION TYPES

. Snakes

W*®/ |T1 Hornet ') I Shark l Seeker W» l»J Tororo Anaconda —7 UKv—x V— ) v y “* Mosquito ^ Gunfish Watcher — Rubber w 0 Hydra Fly Cicada Barracuda Electric Eel Slime Pudding Snake K-Run Dragonfly Mantis Piranha Leviathan Jelly Hi-Slime Serpent Jorgander

Worms Wolves and Cats Crawler \m) Harpy y- Sabercat HI «nr Lava Worm Scylla Ten-Gu € Snowcat Worm Sand Worm Medusa Condor Garuda Blackcat P-Worm Giga Worm Siren Lamia Raven Nike Fenswolf

Skeletons ^ Werewolves v Crabs

’4 Gecko Garlic Dokuro 1 4L [Tl Catwoman ^ ') I (JPJ m ) (m) m ^ Dinosaur ^ Thorn --J Warrior Minotaur v Ice Crab Lizard Salamander Cactus F-Flower Skeleton Bone King Wererat Rakshasa Shrimp King Crab P-Frog Basilisk P-Flower Darkrose Red Bone Lich Werewolf Anubis Atom Crab Dagon

. Zombies . Gargoyles

\ a Amoeba Mou-Jya Stoneman \C3L3' J Demon jffJ p| ^ “* Ammonite Wight Ironman Demon Lord Octopus Squid Zombie Ghast Woodman Fireman Gargoyle Demon King Clam Kraken Ghoul Revnant dayman Mazin Imp Athtalot

Soaring Birds

Behemoth Dragon 3 Baku Dragon 4 Giant Red Bull Ganesha Dragon 1 Dragon 5 Titan Trceras Dragon 2 Tiamat Susano-O GAME BOY 109 GAMEBOY WEAPONS. ARMOR. ITEMS

The dozens of weapons and items that you can pick up or purchase in your journey have specific uses ARMOR and characteristics. The following tables describe each item, list their cost and explain their qualities. TYPE/ Take a look at the tables and decide whether or not the items in question are worth the investment. EFFECT COST

22 BRONZE You’ll be able to raise your defen- sive power by four points with this WEAPONS 80 The Gold plating of this armor 22 GOLD raises your defensive power by 125 eight points. TYPE/ This sword hits enemies twice as You’ll raise your defensive power EFFECT REVENGE 22 SILVER hard as they hit you. by 13 points when you equip COST 2,500

Male mutants and humans in your While the Saw is not very accu- The Dragon Armor is very effec- HAMMER SAW 22 DRAGON party start the journey with this rate, it’s deadly when it connects. tive against Fire, ice and Electric 25 125 8,500 attacks.

II your lead character is a male, he The sting of this leather weapon is The Suit is useful against all 'fc LONG WHIP 22 SUIT will begin with a powerful Long not particularly harmful. attacks. It raises your defensive 132 80 18,000 power by 25 points. The Axe is the most powerful This Whip has an electrical lash AXE E-WHIP 22 ARTHUR weapon that you can have in the that will cause a lot of damage. defensive power by 38 points. 412 Base World. 800 You’ll need to have this weapon In Direct this weapon on enemies Raise your defensive power by 70 BATTLE HYPER 22 POWER the Ocean World to answer the and they will know instant defeat. points and increase your strength 989 Old Man’s Riddle. 100,000 100,000 and agility. Masters of the martial arts use the The Bow is an inexpensive weap- Buy a Bronze Shield and your 'Ss KATANA BOW © BRONZE Katana. It’ll be useful In the Sky on that is useful against very weak ability to evade attacks will 2,060 World. 50 40 increase by 30 percent. The silver of this sword has magic This weapon is stronger and more Use a Gold Shield to increase 'it SILVER LONGBOW 0 GOLD powers that make it very strong. expensive than the standard bow. your attack evading skills by 40 10,712 8,000 400 percent.

Use the Coral Sword against The strongest of all Bows causes 'Ss CORAL GR. BOW 0 SILVER 250 to 300 points of damage on more capability with this useful 9,880 Fish and Octopl. 32,000 enemies. 4,000 This sword is particularly useful The concentrated Sa OGRE LASER light of this © FLAME The Flame Shield is very useful against humanoid monsters, weapon has incredible cutting against the Ice attack. 9,880 10,000 5,500

When your going against Dra- The Colt is the weakest and least Sa DRAGON COLT © ICE Your ability to evade attacks goes gons there’s nothing better to expensive gun that you can up 60 percent with the Ice Shield. 34,600 80 purchase. 6,000 Undead monsters, such as Zom- This weapon is old fashioned, but You’ll have protection against Poi- "Sa SUN MUSKET 0 DRAGON bies and Ghosts are effected by son, Electric, Ice and Fire attacks 67,980 800 8,000

With a shot from the Magnum, you Your ability to evade attack 'Sa FLAME MAGNUM © AEZIS powers of the sizzling Flame can inflict enemies with 250-370 increases by 100 percent with 24,000 8,000 points ol damage.

Cool down hot creatures with the While this weapon is very priml- Sa ICE ROCK BRONZE Strap on the Bronze Helmet to Ice Sword and freeze their fiery @ increase your defensive power by 23,880 100 40 three points. The charged effect of this sword When a group of enemies attack, Increase your defensive power 'Sa ELEC SMG by works well against water crea- a GOLD 24,700 400 the Sub Machine Gun. 175 When you swing the Defend The power of the Grenade effects The Silver Helmet Increases ‘Sa DEFEND GRENADE SILVER Sword you’ll hurt enemies and an entire group of enemies. a defensive capabilities by eight 48,000 deflect their shots. 800 600 Hit several enemies at one time By equipping yourself with an 'if RUNE magic spells BAZOOKA M ARMY of your enemies. with this powerful weapon. Army Helmet you’ll have 1 7 more 9,800 4,000 6,000 defensive points. This super-powerful sword can The Balkan is the strongestweap- The Band Helmet works against 'if XCLBR BALKAN a BAND inflict 200 to 300 points of dam- on^mat^can^.b^used against a most attacks and BLIND. age on your enemies. 8,000 GLASS You’ll use the Glass Sword in your MISSILE Drop a Missile and quiet all of the DRAGON This most expensive helmet final battle. It’s the strongest of all a raises your defensive power by 40,000 20,000 22 points. The Masmune is very much like This weapon, which can be used The least expensive Gauntlet MASMUNE N. BOMB ffl BRONZE the Katana. It’s a strong and use- gives you one additional defen- ful weapon. mies In the area. 12 sive point. RAPIER Female humans and mutants In COUNTER The Counter hits attacking ene- GOLD Increase your defensive power by mies back with double their E three points with the Gold Gaunt- 24 weapon. 5,100 strength. 150 SABER If your lead character is a female, PUNCH The power of the Punch increases B SILVER Equip yourself with the Silver she will begin the Journey with the every time that you use it. Gauntlet and you’ll gain four 2,060 Saber. 500 500 defensive points. This awesome weapon has a The Kick is more powerful than The Giant Gauntlet increase L-SABER KICK @3 GIANT laser-like with super cutting the Punch and it’s stronger with defense by six points and 10,480 1,100 5,000 strength by 10 points. While the Is strong, CATCRAW Catclaw it is HEADBUTT B NINJA Take this item for 15 defensive not the most accurate of mies three times with every use. points and 10 agility points. 23,200 weapons. 2,100 P-KNIFE The mutants in your party will be X-KICK Jump Kick enemies and send HERMES The Hermes Shoes increase able to handle this weapon. them to the floor with the powerful 3,800 4,100 X-Kick. 8,500 This is a stronger and P-SWORD more JUDO Every time that you purchase this =3 Increase defense by seven points expensive version of the P-Knife. martial GETA arts move, you can use it and strength by 1 0 points with the 32,000 8,100 22 times. 3,000 Geta Shoes.

Use the Vampic and take Hit Flatten enemies with 1 1 bone- When equipped with 'if VAMPIC KARATE <3 SHOES you're these Points from your enemies for your 10 defensive 10,000 shoes, add points 15,100 and 10 magic points.

1 1 0 NINTENDO PLA YER ’S GUIDE y y 1

THE FINAL FANTASY LEGEND

Humans And Mutants Make AND MAGIC SPELLS I Powerful Warriors ITEMS MAGIC SPELLS When you're forming your party, keep in mind TYPE/ TYPE/ that humans and mutants have different abili- EFFECT EFFECT COST COST ties. Strength in humans increases very quickly

hit mutants, agility and magic powers are POTION Regain 30 to 50 hit points by tak- S CURE Use the Cure to regain the while, in ing a sip of the powerful Potion. points of a party member. 50 1,000 the fastest building abilities. Moreover, males X-POTION With one sip of X-Potion, you can ROD The Rod, like the Cure Spell, are generally stronger while females are more regain 90-150 hit points. regains hit points. 200 1,000 agile. Equip each warrior with weapons that are

If your character has turned to You'll have the power to shoot tire- NEEDLE WAND to their skills. stone, you'll return him to normal appropriate 500 750 EYEDROP A blinded character will regain his STAFF Wave the Staff and you'll confuse sight if you use the powerful your enemies. 500 5,000 WEAPONS FOR STRONG CHARACTERS SYMBOL Take the curse off of a character BOOK Use the Book to deteat undead by using the Symbol. monsters, such as Zombies. SsRUNE 500 500 HAMMER SxOGRE effects of 6 atlaCk SsLONG ^DRAGON COLT ANTIDOTE You'll counter the poi- FIRE son by taking the antidote. S withThTp^erlul span" 100 500 AXE ‘S&SUN MUSKET BELL Wake up party members that have a ice Use the Ice Spell and freeze fiery ^BATTLE AFLAME MAGNUM been put to sleep with the Bell. creatures. 100 500 S* KATANA ^ICE ROCK PAN If a character has been confused elec Hit enemies with a blast of ^SILVER SsELEC by a spell, use the Pan. a thunder with this electrical storm. 100 500 SxCORAL ^DEFEND SHOCKER A character that has been para- a FOG Use the Fog Spell and you'll lyzed will return to normal with release a cloud of poisonous gas. 100 this item. 500 WEAPONS FOR AGILE CHARACTERS This powerful spell hits REVIVE It you're tar Irom a town you'll B FLARE super need Revive to bring a party mem- enemies with a nuclear blast. 1 5,000 ber back to life. 50,000 RAPIER CATCRAW GR. BOW Put enemy creatures under with a ELIXIR This strongest of alt potions a SLEEP SABER BOW LASER regains all of a character's hit useful Sleep Spell. 10,000 500 L-SABER LONG BOW HEART Buy a Heart and one of your char- a STONE Use the Stone Spell to encase acter will have an additional life. creatures with a layer of rock. 10,000 5,000 WEAPONS FOR MAGICIANS enemies ARCANE II an item is almost used up, use DEATH This powerful spell hits Arcane to bring the uses back to a with a big blast. 10,000 5,000 P-KNIFE P-SWORD VAMPIC DOOR Use the Door to teleport your TEMPTER Use the Tempter and you'll be party to a lower tloor of the tower. able to confuse enemies easily. 5,000 5,100 STRONG Use this item to increase the strength of a character in your 300 AGILITY By using the Agility item, you'll be able to evade attacks more 300

Get additional hit points by using HP 200 When the Title Screen shows, press Down on the Control 100 Pad and the Start and B Buttons at the same time. You'll HP 400 Increase your hit points even more with HP 400. be able to sample the game's music and sound effects. 1,000 HP 600 This item is the most powerful hit 5,000

KEY OF ITEMS

<§r SWORD (^GAUNTLET (c£?) SHOES (§r ARMOR (Q) HELMET (p|) SPELLS ^— >— (Sr SHIELD

GAME BOY 1 IN THE BEGINNING...

There was once a peaceful kingdom called The quest begins in the dark three magicians took the power- CAMU’MJOMAlhMREA 4 Riccar where a wise king ruled his people. Then forest where trees whisper ful Sword of Hope and hid it a dragon came, and through his evil the people advice and every turn away until a hero would come were turned into trees and the King became a reveals new secrets.

forth to claim it. Theo will tyrant. Now, only the prince of the land can undo search through five areas for the the wrongs, and only if he can find the Sword of Sword. Hope. Thus begins this Shadowgate-type adven- £ ture from Kemco-Seika. RPG action and many

mysteries lie ahead for those who dare to seek

justice.

SHABOWS DOMAIN AREA 3

Fearing for Riccar, the three magicians hid themselves as well as the Sword of Hope. King Hennesy has concealed Theo must find them and prove his castle underground, but The time has come for Theo to hear the true himself to them to that is Theo's ultimate goal. story of his heritage, and to leave his rustic home receive aid. in the forest. In the woods he finds a shop, a Shaman and three locked gates. Poisonous HIDDEN ROOM

moths attack him and the trees speak of dark secrets.

Look and Hit in many

places to find all the secrets of Riccar. In the shop, a secret room holds a powerful spell.

1 1 2 NINTENDO PLA YER ’S GUIDE 4 3

Use Key M that 1 See pg.l 1 1 Theo won from flip ? defeating Treant To talk to people to open the gate Shaman when or trees, use the into Martel's you need to fill up HP and MP. Look command.

GAME BOY 1 1 4 Y ^GAMEBO

1 1 NINTENDO PLA YER 'S GUIDE Shabow's Domain Red Or Blue? Fragment Signs LV:12 HP: 62 M»:«2 -V:13 HP: 63 HP:<«A THE CAVE choice of wmsrjs Chest to find a choosing a clue to the Theo must descend into the dark labyrinth to win the Red Pot, or a hidden Moon Fragment. One-way passages will make it difficult, THERE ARE OOME Blue Pot. Take -E TIERS CARVED ON Fragment. You and there are traps that will keep you guessing all the •V~ the Blue Pot way. to recover HP. away.

'I In the middle of the Theo would do well cavern Theo encounters to stay clear of J a merchant selling a suit Mimic. Just like in of Golden Armor, which is a good buy for Grappling With The Shadow the Well, he’ll surprise you from a 250 pieces of gold. Eventually you will find the Shadow in a Chest in the Chest. Defeating Mimic won’t be

lowest room of the Cave. If you defeat this enemy of easy, even with your most power-

darkness, you will receive the Moon Fragment as a ful attack spells.

reward before returning to visit Shabow.

Shabow’s Domain THE SWAMP

The key to continuing on your quest lies here in the

murky river of the Swamp. Look closely in every area

and be prepared for a fierce battle!

More Mysteries

Not all will be revealed during

Theo’s first trip into the Swamp. 6 ^GAMEBOY

1 1 NINTENDO PLA YER 'S GLIDE am

Camu’s Domain THE TOWER

Prince Theo must now climb to the top of the Tower where a great power will come to pass. Along the way, he'll finally come face-to-face with Camu. Use the Fragment atop the tower and

prepare to meet Treant again. After

this, you should see the Old Man and and a long fall!

Raise Your Levels

In order to survive the final stages. Theo needs to

build up his levels. Strong foes in this area add lots of

Experience Points. Here Theo will

collect valuable

hints and the

final Egg. He will learn how to

find Camu at long last, whose identity may come as some sur- Even lone enemies can be prise after the long search. dangerous.

GAME BOY 1 1 7 ^GAMEBOY

TO THE CASTLE Passing through the underground dungeons you will finally mm reach a gate (P), which leads to the Castle itself. Can it really be this simple?

1 1 8 NINTENDO PLA YER S GUIDE HE SWORD OF HOPE THREE DWARFS What are these three dwarfs

doing in the castle? Two of

them are trying to fool you, but

one will be of help, so open mind.

This underground castle is really a devious maze with rooms that mirror each other. Theo must keep every

detail in mind if he is to remember where he has been.

ii® I N i m mu mkmhh

h-iuum ii ilji ONE WAY f CASTLE GATE

r/\ TUC l/lljp The King, Prince Theo's father, who was corrupted so long ago, I TIE IU IXINU waits just ahead beyond the beds of roses. THE FINAL BATTLE?

Theo has travelled far and learned much. He ^ B has won and pur- B J chased strong armor and weapons. He has been tau b Powerful H? may be Theo’s dad. 9 « but any similarity magic spells. All of this

stops there. has been in preparation

for the battle with the

King, for the King is indeed strong. If you have

the Sword of Hope from the Old Man and full

magic, you'll stand a good chance of victory.

Once the King falls to the might of Prince Theo's arm the truth is revealed, for King

Hennesy has been just a puppet for the true evil in the kingdom. If Theo hopes to free the people who have been turned into trees, then he must battle the dragon

who is stronger than any enemy of earth, sea or sky. The Sword of Hope is the only hope for this troubled land.

GAME BOY 119 RECOVER THE EIGHT RUNES BELIEVE IT OR NOT

It is a bleak time in Britannia. The Black Knight has stolen the Eight Runes of Virtue from the Castle In a role-playing action epic such as this,

of Lord British, and now an ominous pall hangs over the country. The Runes lie hidden deep within you'll spend much of your time searching

the dank caverns that scar the hillsides, waiting for one brave enough to seek them out. Perhaps for information. Plenty of characters are you are that valiant voyager. willing to give you tips, but you can't trust

all of them. Some of them lie outright!

CAVERN OF DECEIT CAVERN OF SELFISHNESS

CAVERN OF INJUSTICE CAVERN OF COWARDICE Learn who to trust. Some CAVERN OF characters give HATRED GREAT you truthful CAVERN OF STYGIAN information. DISHONOR ABYSS

In the darkness of the caverns dwell crea- Others will deliberately try to mislead you with tures of the night, an odd assemblage of evil FEARFUL FOES faulty directions or information. incarnate.

SI TROLLS K" SKELETONS E* REAPERS

Like little soldiers, they march back They hurl knives from a distance. Jeepers creepers, these Reapers and forth. Avoid the axes they Stay out of the line of fire, then are mean creatures! Dart in and fire back. * sometimes throw. throw axes

< GHOSTS EH SNAKES WISPS Jr 0 These eerie apparitions float right Snakes slither after you. From a “*r Now they're here, now they're not. through the walls. It takes three & safe distance, strike them with You never know when they'll hits to stop them. axes three times. appear. Watch out! 0 GREMLINS 0 RATS 0 JAGGERS

The tiny trouble-makers dart about Rats! These pesky little vermin dart They're animated, but they're no quickly, stealing food and sapping around randomly. Try using cheese rolling stones. You can't beat them, Life Force. so go around.

£ SLIMES £ WIZARDS 0 CYCLOPS These globs of goo slowly ooze When you face a Wizard, expect a Don't think about sneaking safely after you. You can walk through fierce fight. They throw deadly stars past-these one-eyed wonders have them, but it's slow going. _ in all directions. 20/20 vision!

1 20 NINTENDO PLA YER 'S GUIDE One of your first destinations, the Cavern of Deceit is due north of the Castle. Begin your search for virtue there. Fiends await just inside the entrance; somewhere beyond

them lie treasures and the Rune of Honesty. The Route To The Magic Wand A»B»G»HHH»K |

You'll need the Magic Wand to sweep away the spider webs that block your ship's

passage to the west. These steps will lead you to its resting place.

Search for a secret Step on the floor passage near the plate to find the

Trolls. Magic Wand.

The most accessible of the eight Runes, Honesty is deep within the Cavern of Deceit.

Begin in the Swamp Chamber and follow this path to find it.

Just north of the Castle is your next stop, the Cavern of Hatred. If you can withstand the attacks of

bats, tigers, and killer trees, you’ll discover two valuable items: the Magic Axe and the Rune of HATRED Compassion.

The Route To The Rune Of Compassion

The path to the Rune of Compassion is perilous, and the two Reapers who guard it never sleep. Cross the Arena, dodging the statues' deadly spears.

GAME BOY 121 GAMEBOY

The opening to the cold, musty Cavern of Cowardice is on the eastern island. Explore it carefully to

find the Magic Rope and the Rune of Valor. Ignore the signs you come across -they're misleading!

The Route To The Magic Rope A^B^C^D^E^F^G

Thread your way from point A through point G, where you'll find the Magic Rope, a useful item that

will help you cross rivers, channels and streams.

JEW Z_» 7

This person guards a Use the Key to open Walk around the rock A door will appear JSW Key. Talk to him. this door. Flip the to pick the mushroom. where the mushroom switch. once was. * o ' 7 Rope^^

The pathways here are all blocked. Pluck the mushroom to clear a jew passage that leads out. Route To The Rune Of Valor F^HMH»>KK

The path to this Rune, which proves that you are indeed courageous, is long and trying. To ensure MW a successful journey, take extra provisions with you. /77 .777

Rune of Valor

Use the Rope to cross the The Ladders look inviting. But when you step on the

stream in Level F. They might lead you out. floor plates, they disappear!

These arrows are strictly one-way. Enter the warp disc on the right to The enemy in the center can be If you can survive the fire of the Instead of following them, push come out in the small area near the deadly! You must run down through enemy guards, you can pick up the

through the false wail above. upper warp disc. the passage without being hit by Rune of Valor in this room.

his attack. 1 2 2 NINTENDO PLA YER 'S GUIDE Use your Magic Rope to cross the northeastern island where the Cavern of Selfishness lies.

Jaggers and Eep Eeps block your path to the Magic Chalice and the Rune of Sacrifice. You will [selfishness] need both to continue your journey.

The Route To The Rune 0 Sc ri

This Rune proves that you have shown selfless dedication and uphold the ideals of law and order.

Now use the Lightning to beat the Black Knight. == r/~r7T7 Rune Magic Chalice of Sacrifice

The Route To The Magic Chalice A^B^C^D^E^P^Y^Z Follow the Eep Eep Take the Key, then

"" *" H» Magic Chalice Is a .stable Ken,. When ,.uT. lunging low. use II 1. recn.er lost Hearts. Every use costs Magic Stars, though. lift

Take the from You need a weapon Key Take the hidden Flip the switch and Slip through the Move rocks and Beat them all and the Chest above you. to break the Barrels, Hammer to break go down. secret passage. watch the cross fire! take the Chalice.

GAME BOY 1 23 GAMEBOY

South of the Cavern of Selfishness lies the Cavern of Injustice. It houses the Pan Pipes and the

Rune of Justice. As the sign warns, you must locate the Keys and hurry through the first

chambers. Beware of Ghosts and Slime!

The Route To The Pan Pipes

The Pan Pipes can be lifesavers. Use them to temporarily freeze your

enemies when you’re in a hind.

Find the Keys and go to Rush l0 ,he exit ln t) Avoid the slimes and C within 15 seconds. upper right area. go down the ladder.

L 1* Mm m

... .. Mbh’

Avoid arrows and ri Dodge dark areas and Pick up the Pipes from

to the door, right. exit at the bottom. the lower right.

Route To The Rune Of Justice AK>-F^EMHP-l>S^OP’QM^PP'O^N The | you prepared to seek it out? Swamps, Slime, Lava Flows and Fireballs stand between you and the Rune of Justice. Are

Exit talk! Enter Keep moving on. on This is fool's gold! Don't Scramble from the Slimes Don't stop to the right. take any coins. and move upward. the room on the left. ff m IS 1 ml m «» m«M from Break the Barrel with a Destroy the attacking This Ladder leads to S. Be sure to get the Hammer Take the Key Chest and get a Hammer. Go on down. before you leave. behind the Barrel. Hammer. Exit right.

W4 When you talk to him, a path suddenly appears.

Follow it to the Rune of Break the Barrels and go Hearts appear in the Justice and pick it up. stand on the X. nooks! Pick them up. and talk to the Eep Eep.

1 24 NINTENDO PLA YER ’S GUIDE In the south you'll discover the Cavern of Dishonor. Deep within are the Magic Whip and the Rune

of Honor, both of which are vital to your success. They aren't easy to obtain, but then, things of

value seldom are.

The Route To The Magic Whip

Many levels beneath the surface lies the Magic Whip. Its sting is mighty and its uses mai be sure to locate it and pick it up. Search carefully! W

Enter this room from Use the Magic Rope to Use the Rope again to B. Continue to the left. cross the stream. crossjlthe Swampy Hi Pick up the Mushroom Muddle through the then exit. Swamp and use the

lower exit.

Magic Whip f TWO MORE CAVERNS TO GO! Take the Star Key and Use the Magic Rope to Here you'll find the exit on the right. wade through the Magic Whip, area. We've introduced the first six. but you're on

your own in the final two Caverns. If you've The Route To The Rune Of Honor mastered the strategies that work in Levels 1 -

6. you're in good shape to begin the 7th. Be

prepared to face longer, more complicated Proof of honorable acts and valiant deeds, the Rune of Honor is hidden and well guarded by formidable foes. Be brave! sequences and tougher, more fearsome foes.

The fate of Britannia lies in your hands. Return

it to a brighter age!

You must return

to the south island to explore the Cavern of Pride. Use the Magic Rope to get the boat.

If you pass the brutal

monsters in this level, Avoid monsters and you truly deserve the

continue to the right. Rune of Honor.

GAME BOY 1 25 GOLF WHEN AND WHERE YOU WANT

Both the American Nintendo Golf is packed with special features, You can choose to save a game, then and Japanese including a battery that automatically saves your later you can courses are filled game so you can return later. You'll also have the continue, start the with challenges. choice of playing a Japanese or American course over, What makes Golf

course. In addition, you can enter your name and change courses, or such a great game even enter a new is that you always that of a friend if you're playing a match. PUSH STHRT name. have room for improvement.

THE VIEW FROM ABOVE

From the Shot Screen you can aim your shot, choose a club, check dis- HoIp You can study the hole, tance to the pin, weather conditions, shots taken on the hole thus far and scrolling down the fairway overall number of shots above or below par for the course. I Screen I With the controller on long holes to see all the bunkers and water hazards to

plan your strategy.

Bunker Green Wind Direction Strength Water Hazard

Ball Position

GrPPn Scrutinizing the lie of the ball once you reach the green is Club Selection I Screen | Vital. Dark arrows indicate Yardage steep slopes where the ball will be ruled by gravity. Cup Yardage Club Lighter arrows are shallow slopes. 1W 240yds 61 1 50yds 3W 225yds 71 135yds

4W 215yds 81 1 20yds

11 205yds 91 1 1 Oyds

31 190yds PW 90yds

41 1 80yds SW 70yds

51 165yds PT 30yds

1 26 NINTENDO PLA YER 'S GUIDE GOLF

The Japan Course offers a wide range of golfing difficult and can ruin a round. The first time out,

situations to master. Some of the shortcuts look just get a feel for the course and practice Super

JAPAN promising from the tee. but you should take care Tee Shots. Next, try to score Par. By this time COURSE when trying to cut strokes. It's usually slow and you'll see where you can shave some strokes.

468yds dS OUT+ ParT OUT 2 Par 4 OUT 3 Par 3 The 1st hole is pretty straight- This long Par 4 gives you a This short Par 3 Is a great

forward. Aim down the fair- choice from the beginning. place to get a Birdie. It's

way, adjusting slightly for the The left side is your best also easy to end up losing

wind with a strength of more bet, even if you hit a Super strokes by landing in the than 3. Go for the Super Shot Shot and end up in the water. Hit long rather than

by hitting a 1 Wood in the rough. Your second shot short. Unless the wind is black zones of the Swing should be straight toward strong and straight ahead, Meter. Your approach shot the pin. The green has a use the 5 Iron with a soft

should be close to the pin to ridge and two steep slopes. touch. The green is slightly

avoid long putts on the steep, Putting across this slope will sloped, and not too tough. central slope. test your patience. Go for greatness! OUT 4 ZT OUT s JR* OUT 6 ZT

This monster hole is a real If you're tempted to go for The 3 Wood is your best bet challenge with the possi- the patch of fairway beyond for teeing off on this short

bility to mess up miserably. the trees to the left, don’t hole. Drop it short if you

The safe course is to hit a 1 do it unless you just want to can, because the green runs Iron to the tip of the left practice. A Super Shot, and away from you and can fairway, then hit the 3 Wood well placed approach shot easily send a ball into the and pitch onto the green. should get you into Birdie water at the top of the

Thrill seekers will knock the range. The green is a three screen. The green can be

ball over the water with a sided bowl, which is terrific deceptive when putting

Super Shot to the patch of If the cup is at the bottom. uphill. Put a little extra

fairway. Good luck. muscle into it.

dS OUTPUT OUT 8 Par 4 OUT 9 HT

Only attempt to hit directly to Cutting the corner on this Another monster, number 9

the green over the water if you dogleg left is your ticket to seems to offer a shortcut to have a strong tailwind and a Birdie, just make sure you the patch of fairway straight

confidence in your Super stay In-bounds. When hitting in front of the tee. Don't

Shot. If you succeed, it’s Eagle over water hazards, it's take it unless you can hit a

time. Otherwise, hit 200 yards often a good idea to use miraculous second shot that up the fairway, then use a more club than you would clears more than 200 yards

medium iron to reach the normally. The green here on of out-of-bounds. The

green. The green is a mound 8 is a hill with one steep conservative route can also

and very tricky. Reading it side and one shallow side. yield a Birdie if you really takes practice. whack the ball.

ds 393yds OUT » p^ our#i::r OUT 12 Par 4

Try for a Super Shot to the Take just a little off the 6 The strategic player will do

corner of the dogleg left, or Iron to put your tee shot on well on this hole. Hit a short

hit just short of the left the green. The green Itself drive to the top of the first fair-

water hazard and send the is a mix of shallow slopes way. It's about 175 yards. second shot over the trees. and flat areas, which makes From there, a good Wood will The green slopes down from for fairly easy putting. This take you to the second fair-

a plateau, so hitting to the is a good hole for Birdies, way or the green. Watch out

flat Is best. From there you and there is little danger in for the trees on the narrow

can dribble a putt down to ending up with an over-par fairway. The green is highest the cup, depending on score. on the water side which helps placement. to stop pitches.

GAME BOY 1 27 'GAMEBOY OUT# £5“ OUT# 1ST OUT# PaT This short Par 4 tempts you A double dogleg, left then A Super Shot to the second to for a Birdie, or even right, number 13 is a fairway will set you up in go tremendous challenge. The excellent position, but it an Eagle. But it isn't easy, trees along the left side of takes a long shot about 260 especially if the wind is sits the hole as you tee off yards. Don’t try it if the against you. A tree prevent the easy Super Shot wind is against you. The smack in the line to the across the corner of the green has two slopes, hole, too. Play it smart and take the dogleg. A good first dogleg. Go the long neither terribly steep. Par is shot can still put way around and try for an easy on this hole, but second for a Birdie. excellent fairway shot. The Birdies are hard to come by. you in position green has two ridges.

484yds out# pa?r Par 5 out# will take Selecting the right club for This is one of the trickiest This diabolical hole your tee shot is the most holes. The distance to the no prisoners. An aggressive important decision on this right side of the river is player with a strong wind at hole. The 4 Wood is your intimidating, but a Super his back will aim for the best choice. The green has Shot can carry you the 250 second fairway about 260 a lot of slopes and can give yards. If the wind is with yards away. Smart money survivor who you trouble. Still, the 18th is you, go for it. The green is a goes to the good hole for Birdie hodgepodge of slopes that drives down the first fairway. a attempts. can drive you nuts. Get close Your second and third shots on your approach shot. are the most critical.

lifetime. There's always some new This course is a little bit tougher than the Japa- or even in a that alter your nese course, with water everywhere, trees angle to try or new conditions

planted smack in the way of shortcuts and diffi- play.

cult greens. Don’t expect to master it overnight.

' 5 OUT# 5T OUT# KS* OUT# Pa's hole is pretty easy If you drive straight toward The first hole is particularly This provided that you don't hit the green, make sure that deceptive, it looks easy, but you'll long. If you drive into the you hit a solid shot or it’s a killer. A Super Shot bunker you can kiss your end up in the drink. Your drive will probably take you goodbye. The second shot should take you close to the trees below the Birdie chances on the over the lake to the tip of green. Pitch over them, then 3 Iron will put you green if you have the wind the dogleg fairway. Reaching go for a shorter drive with Otherwise, use the green on the second the 3 Wood, and use the 3 at your back. miraculous the 1 Iron. The green has shot requires a Iron to drop your second difficult slopes, but fairway drive across the shot right on the green. two most of it is gentle. lake. Good luck! OUT 4 Sf out# r OUT 6 The left fairway is shorter The fairway isn’t always the A solid drive to the top of than the right, but it's best way. Here on the 4th the first fairway will leave narrow and crooked and hole you can hit over the you about a 1 Iron away doesn't offer an advantage. trees to the right of the tee. from the green. This is the a Super Shot up the Use a 3 Wood, which leaves best strategy. A good Go for right fairway and follow it you 180 to 190 yards from approach shot will set you with a 3 Wood toward the the pin. Your second shot up for a Birdie, but the green. The most critical shot will put you in Birdie range. green is a monster with the third. Get as close to Once on the green, a steep slopes heading in every is the pin as possible, because central slope requires strong direction. Concentrate on the green Is a roller coaster. putts. making par on this hole.

1 28 NINTENDO PLA YER 'S GUIDE V w GOLF

354yds 398yds 186yds OUT* Par 4 OUT s Par 4 OUT » Par 3 A short drive to 7 jy The left fairway looks as if the left with The first time you see this it will get you closer, but the 5 Iron will leave you hole you'll probably think ' ‘ ‘ the tree at the end blocks about 220 yards from the '•"« it’s a joke. Precision is the \ I 1 w most direct shots to the pin. green. An extraordinary 'J key. The 4 Iron should do j a J Drive to the right fairway second shot across the the job, but pay close

‘T> instead, then hit a long fi— waves using the 3 Wood \ffij attention to the wind and second shot to put you in should put you on the / Wl adjust your club choice or ^ the money. The green is green, but the danger of swing if wind strength is steep and difficult to read. & R A sinking one into the water is above 6. Vou should be able Birdies won't come easy. S great. Once on the green, to sink a Birdie on this one. / IsMm! putt lightly. OUT* £5* OUT* ST- OUT* sr A Super Shot to the left is The left side offers the best best on the 10th because chance of reaching the

chances are you II end up green in two. A Super Shot it r— on the fairway, which means w! onto the fairway will put you your second shot will be within the range of a 1 or 3 \ I longer. Hit your second shot ^ M Iron. The green on 12 is a precisely to avoid the bizarre collection of hills

bunkers. The green is a and valleys. Expect at least complex patchwork of steep a two-putt. and gentle slopes. £2 OUT* ;"?• OUT* £5* OUT* £f The green is surrounded by Only a mighty Super Shot Hit to the fairway on the bunkers, so your drive must will carry across the water right for a clear shot at the

be right on the money if you to the upper fairway. If the green. On the left, you'll want to beat par. Don't wind Isn’t against you, go have to hit a monster shot

expect to blast one for any for It! The real horrors begin to set yourself up. The

distance out of the sand. when you hit the green. The green is split in two with

Just stay out of It. The middle section is steep and rough running between the green is another cruel, the skirts are difficult to halves. Always check the

twisted thing that will scare read. Be happy to shoot par green before hitting to it to

the willies out of most on this hole. judge where the cup is located. OUT* £5“ OUT* r out* sr This hole is made dmicun Put your drive on the Try to place your drive just by the placement of the tree fairway straight ahead using below the bottom of the

in front of the tee. You'll the 3 Wood. The right first bunker. From there you have to hook your shot to fairway is then about ISO should have a long but the right around the tree to yards away; just don't place makeable shot to the green.

hit the green. It isn't easy. the ball too close to the Any other placement leaves

Use the 1 or 3 Wood, trees between the fairway you blocked by trees or too depending on wind strength and water hazard. Shoot for far from the green. Once and direction. The green, as the middle. The green has a you're on the green, you'll

usual, is steep and fast. tiny water hazard in the find several difficult troughs. middle and steep hills.

GAME BOY 1 29 F1-RACE ' ** * ; y r

F*1 Race is formula racing on 1 4 challenging international courses. Join !

the Grand Prix Circuit, or use the Four Player Adapter which comes with Rev Up For a Race the game, to compete with up to three other F-1 Racers. ’Round the World © 1990 Nintendo

Before you can claim victory as champion of Choose Your Machine the most incredible racing courses in the You've got to place Choose from two first on every course every curve and World, you'll have to know cars. Type A is to be victorious in straightaway. Practice in the Time Trials, then super-charged. the Grand Prix Type 8 is better in join the Grand Prix Circuit or go up against Circuit. 3Bt«fl6

Game Linkers in the Multi Game mode. "QHfS MULTI GAME COURSE GROUPS

Test your perfor- _ ja mance on the eight Corner With Caution Grand Prix courses If you’re weaving all with competing cars over the track in the

corners, you'll waste valuable seconds. Stay on the straight and &MULTI GAME narrow as much as

Game Link with as possible, then turn many as three other quickly and decisively. players in one of three challenging five-course tours. wm

You'll start in tenth position, but The last set of curves in this course are with a turbo boost, you can move ii the easiest to negotiate. Try to pass, then to seventh before the first curve. get ready for the home stretch.

The straight sections of this course are real Reduce your speed as you enter turbo-boost opportunities. Put the pedal to the corner. Then try to pass as you the metal and pass as many cars as you can. pull out.

Two quick corners approach one after the Stay near the center of the track

other. Take it easy through the curves. for the straightest course in the ess

Then hit turbo in the straightaway.

1 30 NINTENDO PLA YER ’S GUIDE F I RACE

The U.SA track, which we've shown in detail, is the third

track you'll encounter on the circuit The rest of the tracks

shown below are just as challenging ... if not more so.

‘ AUSTB«if ^ POBTU

The most U=Jstraight-forward course on the circuit The of this course deceiving. It's a Don't worry about passing in the curves of the map is

is the best for total turbo action. Slow it down standard oval until you get to the back, then it Portuguese course. Just keep your position,

in the curves on the back stretch, then blast digs in for a wild ride. Watch for treacherous then gun it on the straightaways and go for

90 and 180 degree turns. first place.

The Japanese course is one of the toughest. There are curves-a-plenty in this course. Pass The Soviet course appears to be more difficult

There's no need to get fancy. Just maintain a as many cars as you can at the beginning of than it actually is. While there are plenty of

consistent speed and try to avoid wiping out. the course. Then, on the second half, just curves to endure, you should do well in the You'll be number one in the long run. concentrate on survival. straightaways.

With the exception of some super difficult If you're an experienced racer, you should be

turns, the Egyptian course is one of the easiest able to do plenty of passing in the windy

to negotiate in the circuit. Run fast and corner Chinese course. Slow down in the turnarounds carefully. and keep racing.

This is a quick one for expert racers. You This island course tests your abilities to turn should be able to pass in the straightaways and use turbo at the same time. Try to stay

and most of the curves. Then take it easy in inside on the curves and pay attention to the the turnarounds. signs.

RACE THROUGH 14 INTERNATIONAL COURSES

7. U.S.S.R. 14. HOLLAR 10. CHINA 4. PORTUGAL — 12. HONG KONG This course is very straight forward in that 9. there are obvious all-out turbo areas and EGYPT equally obvious slow, curving areas. Take each 8. INDIA section as it comes.

GAME BOY 131 DAYTONA PRACTICE PITSTOPS

The entry to pit row is narrow. Don't crash into the

Daytona is the most famous track on the Nascar circuit, and concrete divider! The computer takes over once

it draws the biggest names in the racing world. You're up you enter, letting you concentrate on managing

against pros, and you have to drive aggressively to get an your pit crew. edge. You can rub the walls at Daytona, but each time you

bump them, you'll damage your car.

If your qualifying time is slow, you

have to handle heavy traffic.

TAKE IT EASY! Hit the brakes here to

prepare for the coming If your tires are worn, you should pit

corner. to change them. Practice changing tires before the race begins, and

shoot for a ten-second turn-around. RACE OUT & OUT

On a banked track, hold

a high line on the

straightaways, drop in

tight on the turns, and

head straight for the out-

side of the next stretch.

SCREAMIN’ ON THE STRETCH

Daytona has the longest straightaway of the circuit. If

you floor it. you can hit 207 mph. This is your opportunity

to either lengthen your lead or make up for lost time.

1 3 2 NINTENDO PLA YER S GUIDE DAMAGE CONTROL

Racing on the banked oval eats tires fast, and rubbing the wall or bumping other cars can cause flats. You can eliminate some competitors by forcing them into the wall, but keep in mind A short, classic oval course, Phoenix has that contact damages your car, too. Press Select lots of curves. Brief straightaways make it to check your car's damage level and the condi- hard to hit top speed, so you have to make tion of your tires. the corners count.

Curves at Atlanta are only slightly banked,

so it is hard to drop inside and slip by the

others. Acclerate quickly to eat track in the straightaways.

LJMUtaj;

Michigan's track is fast and relatively flat.

When the track curves slightly, save

ground by staying in the center and driving straight through.

The slightly banked curves at Miami give

you a chance to slingshot by opponents.

Although it has lots of curves, you can turn

in good lap times.

TAKE THE CORNERS LIKE A PRO

The degree of a track's banking determines how you handle the

curves. Flat tracks leave little room

for surprise moves, but on steep

corners you can shoot for the low

line.

FOUR-PLAYER FUN!

The action really heats up when

friends control some of the cars.

Use the Game Link cable for a two-player game, the Four Play- er Adapter for more. When you think about causing them to crash, remember that they can Enter your friends in the turn the tables and bump you! race. It’s more fun to play than watch!

GAME BOY 1 33 3

REV IT UP, IT’S RACE TIME

Control takes getting used to. As with real R.C.

cars, when they move away from you right is

right and left is left, but when they come back,

steering is just the opposite. Tight turns and

smooth handling are the keys to the winner's

circle.

Place third or better to move up one track.

FIND THE POWER-UP PARTS EARN A NEW RIDE

In addition to the power-up parts scat- Improve your car's performance by picking parts When the contest is tight, upgrades can make tered over the tracks, up off the track. Upgraded Tires. Batteries and the difference between qualifier and also-ran. Engines enhance handling and acceleration. you'll find letters. When you spell "Nin-

tendo" you'll earn a faster, more responsive

car. Begin with the radical little Racer and

move up to the Speed Demon with your

first upgrade, the Spiker with your second.

SPEED DEMON

Put the pedal to the metal and head for a

curve. This little roadster handles the corners) ' From Sponges to Spikes, At first you'll accelerate Hype up your horsepower V SPIKER Tires mean traction. Start slowly, but later you'll burn with new Engines. With

out skidding on Sponge 'em off the line with bigger their higher top-end

and upgrade to Rubber by Batteries. speeds, you'll scream Lugs, the Spiker is a Track Two. down the straightaways. mean machine.

1 4 NINTENDO PLA YER ’S GUIDE SUPER RX. PRO-AM

TRY Track One is a training ground. Get your bear- tough enough, odd obstacles will weed out the TRACKS ings there, then gear up for the challenges that wimps. Watch out for oil slicks, loose sand, and lie ahead. If the twisting, turning tracks aren't super Slow-Cones.

Get a feel for R.C. action on this easy oval Drive over Zippers for a sudden burst of It's time for some tighter turns. Oil slicks and upgrade your Engine in the process. speed, but be careful in the final curve- it’s a send cars crashing into walls, so pick up a Tougher tracks are coming. car cruncher. Roll Cage right away.

Hit hot high-end speeds on the stretches, but If you hit the Oil at the start, you'll have a You're becoming more skilled, but so are your power down to hold your line as you enter tough time recovering and catching up with opponents. Watch out -they'll try to nose the ess curves. the crowd. Use weapons. you out at the flag.

You'll find this an easy track to handle, as do Concentrate on clean cornering. If the others The curve in the center is a good place to your opponents. Make the most of the Zip- shake you in the early curves, you've seen pass. If you can't catch your opponents, take pers on the stretches. the last of them. them out with weapons.

Just before the finish line, the track narrows Avoid the Sand Patches. They're slow going! This course has one curve right after an- to one lane. Be careful-you don't want to hit Force other drivers into the sluggish stuff other. Hold the inside line and force the the wall head on! when you can. others to make wide corners.

GAME BOY 1 35 - ^GAMEBOY

These Cones won't budge! You'll come to a It's not as tough as it looks! With the ground Islands split the track into two lanes in

dead stop if you hit them, and they cause you'll gain in the curves, hold off challenges places, and the Sand Patch at the finish line

some serious traffic jams. on the stretch. can be a spoiler.

Between the countless curves and huge After grueling Track 1 6, you get a breather Oil slicks in the curves make them hard to

Slow Cones, you won't hit high speeds on on this one. Avoid the Oil and go flat out on handle at high speed, and Slow Cones block

this track. It's a tough one. the straightaways. lanes in several places.

I •]=,'

Curves won't cause problems on this track, Now you're looking at confounding corners There aren't any obstacles, but you’ll have to

but Cones do. The road narrows in places, and one lane stretches. Pick up the Tires accelerate faster and corner tighter to keep and items are hard to snag. you'll need them! up with the leaders. cours§22 K-

Dodge the Oil slicks and corner efficiently to With four laps, this is the longest course yet. Are you up for a rough ride? You'd better be!

gain an advantage on your speedier oppo- Consistency pays off in the long run. Be Dodge the Oil slicks in the corners and use

nents. Pick up Roll Cages! patient passing. weapons whenever possible.

1 36 NINTENDO PLA YER ’S GUIDE GAMEBOY DIRECTORY

CAME BOY 137 GAME

Fill In The Blanks The Web-Slinger BOY In A Wild Chase Fights Back

Run from wacky ene- The deadly foes of mies along the borders Spider-Man have of connecting rectan- somehow discovered gles in this fast game with his secret identity and dozens of levels. When all kidnapped Mary Jane. of the eggs around a rect- Now, predictably, he's angle are broken it will be got to take them on, one filled with a design and at a time, to free her. the enemies on the bor- Guide him to victory ders will be knocked out over classic foes like of the picture. Fill in all of Mysterio, the Green the shapes while avoiding Goblin and the Scorpion. enemy contact and you'll Spidey can punch, kick, move on to the next shoot webbing, swing room. Some rooms fea- from buildings and climb ture detailed drawings of walls. With all of those

the Penguin hero when all powers it will take some of the shapes have been time to master the con- filled. trols. J

I

A Lofty Chase Over The Caped Crusader A Fantasy Land Patrols Gotham

A girl sets out to find Fight through the her brother who has Gotham City under- floated away in a ground and fly over bushel of balloons. its unfriendly skies in a Carrying only two bal- four-stage thriller that loons of her own, she's follows the story line of got to brave a world of the Batman movie right balloon-popping bugs down to the acid bath and birds in order to save origin of the Joker. The him. Her adventure takes Batman character is her through a forest, over small on the Game Boy n sea, in the belly of a screen, but he's got a lot whale and beyond. The of "wonderful toys" that simple theme and play make him a very big o control make this a game crime-fighting force. In that is easy for beginners one stage, Batman to understand, although climbs into the Batwing it may be too basic for and fights the Joker's expert players. J forces in the air. J

1 38 NINTENDO PLA YER 'S GUIDE GAME

Heavy Machine A Super Robot Crunching Action Battles Alien Forces BOY

Battle Bull is short for Battle Unit Zeoth is a Battle Bulldozer. You futuristic five-stage are in control of a hi- battle over an alien tech earth mover in a Jty. You've got to keep maze-like arena. You can one finger on the fire take out your opponents I button and one finger on by crushing them with the Jet Pack throttle but- the bricks of the maze ton in order stay in the wall. If you're victorious, air and keep blasting en- you can spend your win- emy tanks and hover- nings on new equipment ships. Collect enough like turbo engines, super Power-Up items and shovels and grenades. you'll be able to fire as With Game Link play, many as four shots at

you can challenge a I once. The sound effects

friend to a mighty bull- i in this adventure are fan- dozer battle. Keep push- tastic and the alien lead-

ing and don't get cor- J ers are out of this world! nered! /

BOOMER’S ADVENTURE BUBBLE BOBBLE / f * IN ASMIK WORLD t

1990 Asmik Corp of America

2 Player (GL), Password

Climb A Suds And Fun Tower Of Puzzles With Kooky Creatures

Asmik's dinosaur Take on a world of mascot, Boomer, wacky enemies in this starts at the ground action/puzzler that floor of a puzzle-packed has, in the past, been big tower and works his way in the arcades and on 2 i § up floor by floor. It's a the NES. Clear away 'I theme that is used in a creatures by encasing lot of games, but a few them in a bubble, then ::: ij m 1 innovations make this push them out of the pic- r H one interesting. Boomer ture. It's an enjoyable can collect weapons to game along the lines of s toss at the many unusual the Pac-Man series. A enemies that chase him, password feature allows he can dig holes as traps you to save your place in to slow them down, and the game as you make ” lal he can collect a compass your way through that points to the buried dozens of stages. 1 ” » tower keys.

GAME BOY 1 39 You'll Get Blown Away That Wascally

With Bubble Trouble Wabbit Is On The Wun

Cute graphics and mu- Inside the , sic, and ever more diffi- Bugs Bunny picks up cult puzzles are the ba- carrots and boxing sis of Bubble Ghost. In gloves while being each room you must use chased up ladders and the ghost to blow a bub- through pipes by bad ble past a variety of inge- toons like Wil E. Coyote nious traps such as nee- and Sylvester the Cat. dles, candles and fans. If Each room is a maze with the bubble touches any- carrots on different lev-

thing, it pops and you'll els. Grab all the carrots to have to start over. As you clear the stage and punch progress from room to the bad guys who get in room, the bubble traps your way. The graphics become more ingenious are good and so is the and difficult to clear. sound. Passwords save Multiple players alternate- the game, so you don't

ly take turns and compare have to finish it in one sit- high scores. J ting. /

BUGS BUNNY'S CRAZY CASTLE H I * V * f * TM & © 1091 Wamar Brothers

Bugs Returns For A Deluxe Another Adventure Interstellar Blast!

Squeeze through Burai Fighter Deluxe is pipes and climb lad- based on an NES ders to help Bugs game of the same title. through 28 challenging The warrior.in his futuris- rooms of the next Crazy tic battle suit, flies about, Castle, making sure that zaps aliens and collects you find all eight keys in weapon enhancements every room. You can like lasers. The game use pickaxes to climb, control is very good (sim- hammers to smash, ar- ilar to the NES game) rows, bombs, invincible and each stage provides potions, and many other a challenge in either hori- items to help you on zontal or vertical scroll, •ACTION your way. Smooth ac- or both. Passwords are a tion and increasingly dif- big help, but fast reflexes ficult rooms make this and the ability to learn game a real treat for any enemy attack patterns Game Boy fan! are the real keys to the game.

1 40 NINTENDO PLA YER ’S GUIDE GAME

You Can Be Spiraling Your A Burger Meister Way To The Top BOY

You're the chef in a The Castelian is a dangerous fast food mouse-like creature restaurant where cus- who finds himself tomers are hungry for trapped in a castle. As he their burgers. By running ducks through doors and up and down ladders rides on elevators to (which causes buns and avoid enemies, the patties to land on the Castelian makes his way plates below) while avoid- up nine towers. The view ing evil hot dogs and oth- rotates around the tower er foods, you'll try to cre- as the Castelian dodges ate the perfect burger. through doorways and Your culinary skills re- appears on the far side i Hi quire you to progress o of the tower. At first, the ..s from level to level where view and control seem the task becomes more awkward, but once you complex and dangerous. have the basics down There is a Password and o . the game is fun and two-player mode. challenging. J

The Stakes Are Out Of My Face, High In Transylvania This Ain't No Race!

Veteran vampire When highway patrol hunters will be excited missions are radioed by this new Transylva- to your squad car, you nian adventure. The ac- shift into high gear in tion is very similar to the pursuit of escaping crim- three Castlevania games inals. Catching up to the for the NES—whipping bad guys, evading other enemies and torches cars and staying on the with a premium on jump- road at high speed is the ing skills and quickness. challenge. Unfortunately, The action is a bit slower the road doesn't change than it is on the NES, but much from one chase to in this game the difficulty the next. As the game level remains high. The progresses, the bad guys haunting graphics from have a greater lead, graveyards to dungeons which does make it are very good. There's no tougher. The dash layout password, but there is a has all the info you stage continue. J need—a big plus.

GAME BOY 141 CYRAID DEAD HEAT SCRAMBLE GAME

Make Your Way Through Bumper BOY] An Impossible Maze Bashing Buggies

This puzzle/action After choosing one of game pits you against three types of off-road maze-type problems cars, you'll find your- in which you must col- self at the starting line of lect energy capsules a race track waiting for while avoiding enemies. the light to turn gray. It When you first enter a doesn't quite make room, some capsules sense, but it's fun. The seem to be in impossible track is long and wind- positions. By using lad- ing, divided into seg- ders, blocks, switches ments that you must fin- and your wits, you'll puz- ish in a designated time zle your way through to period. Barrels, boulders, the next stage. You can oil slicks and competitors choose between two all can block the trough- characters or play with like track and make you both of them using the lose precious seconds. Game Link option. There is a Game Link op- tion, as well. J

DOUBLE DRAGON'S LAIR: DRAGON THE LEGEND TM & ? 1988 Technos Japan Corp. 1990 Bluth Group Ltd. Uic. exclusively to Tradewest Inc. CSG/Sony Imaqesoft 2 Player

Head-knocking Dirk The The Game Boy Way Daring Lives!

Fans of martial arts The Legend continues action will get a kick with the adventures of out of this classic bat- Dirk the Daring. tle of flying fists and Although the play is far feet. The graphics are re- removed from the clas- markably close to the sic coin-op game. original game, but the Dragon's Lair does have characters move slowly picturesque graphics. and most of the thugs As Dirk, you must ven- are fairly easy to defeat. ture alone (it's a two- The bosses, on the other player alternating game) hand, are incredibly to find 194 pieces of the tough—they really "Pak" Life Stone which are a punch—and make the scattered through 14 game worth a try. ..and worlds. Dirk's mission is another and another. challenging and requires precise timing of frog- like hops through dan- gerous obstacles. /

1 42 NINTENDO PLA YER ’S GUIDE GAME

A Video Game Introduc- Face Off For The tion To The Food Chain Biggest Brawl Of All BOY

Fish Dude's goal is to This game pits post- eat all the little fish so apocalyptic thugs and he can be the biggest against each fish in the pond. But martial arts there's always someone combat. You can select bigger, so it's eat or be from among 11 fighters, eaten! The concept is each with his own spe- unique, and the game cial moves. Battle each a isn't as easy as it sounds of the other characters to because there are varied become "King Of The habitats to master and Universe." A password the inhabitants are hun- saves your progress as gry! It can be tough to you move up in the maneuver through some standings. Although the of the crowded underwa- game doesn't have a lot ter passages. A pass- of variety, it is fun to word feature will let you play head-to-head in continue at higher diffi- Game Link mode. culty levels. J

GHOSTBUSTERS H

Who You Gonna Call? Tackles Horrific Castle! Ghostbusters!

This single-player Ghosts are terrorizing challenger has Kuros your city, haunting hopping and fighting buildings and creating his way past medieval slime. One player con- monsters, collecting h trols a pair of Ghost- gems and battling the ul- busters (choose from timate evil — Malkil! The IHfj Peter, Ray, Egon and emphasis is on fun and Winston) as one guy zaps challenging action with 'em, and the other guy clean, smooth graphics. traps 'em. Controlling two The Fortress has five lev- men at once makes for els, each with multiple some strange play control sections filled with fero- until you get used to it. cious creatures and hid- You have only three con- den rooms. You'll have tinues. Once you use them to start from scratch all up, you'll have to start each time you play since 17^ “1 over. There are three lev- there's no password or w | els with multiple floors to continue. / purge of poltergeists! /

GAME BOY 1 43 GAME

Help Go Go Tank Super Monster Godzilla's BOY Reach The Enemy Base New Role: Puzzle Solver!

In the one-player Instead of leveling game, you control a cities with his atomic plane while the tank breath, the Godzilla of chugs below you, trying Toho's Game Boy title to reach the enemy base. uses a boxing glove to You must airlift blocks to smash rocks and punch clear a path for the tank out foes. Rather than while bombing enemy making Earth safe for emplacements along the monsters, Godzilla's out way. In the Game Link to rescue his offspring mode, it's two planes from a maze of 64 puz- and two tanks trying to zling rooms (a password reach the same goal. feature saves your You can block your oppo- progress). Fans of nent's tank with bombs, Godzilla's city stomping but a blocked tank will antics may not be thrilled stop you, too. It's chal- with his new role, but you lenging no matter which should like the game if way you play! J you're into puzzlers. J

Gizmo's Back Dig And Dash And He's In Big Trouble! To Save Your Gty!

Gizmo returns to action Alien invaders are at- in an adventure game tempting to take over based on his second Japan! This time old movie. The Gremlins are Kyoto is set upon by on the loose again, and crawling creatures, and this four-stage action it's up to you to save the game follows the fun city armed with only a from a side view as shovel. In this action-puz- Gizmo leaps from one fix zle game, you dig pitfalls into another. He'll handle for the pursuing aliens Gremlins and other foes and bury them when they single-handedly with fall in. The 12 stages are spring-loaded boxing packed with fast and furi- gloves and other wacky ous action reminiscent of weapons. Bonus games other maze chase games between levels let you such as Pac-Man. You earn extra lives. The can Game Link with a graphics are great and the friend and work to bury soundtrack is catchy. / the aliens faster!

1 44 NINTENDO PLA YER ’S GUIDE An Undersea Puzzling Action Battle In The Atlantic On A Quest For Gold

Captain Marko Ramius Lode Runner is an in- of the Soviet naval triguing action-puzzle fleet intends to defect game in which you to the United States by control a character trying sailing across eight sec- to strike it rich. Your lim- tions of the Atlantic in ited control options are the top secret submarine. to destroy blocks to the Red October. This under- right, run left or right, or sea thriller is at its best in climb ladders. As soon the Game Link mode as a miner touches you, when Player 1 controls the game is over. Your the Red October and the strategy must be to fig- other is in charge of the ure out how to trap the Soviet fleet. The odds are miners and reach all the in the favor of the fleet, "lodes" of gold. It isn't but the Red October can easy. The game includes even it up by collecting a level select and edit Pickups to power the mode to create your own silent drive. challenging gold rush! J

i

Cops And Robbers

Irem's Kung Fu Lock 'N Chase is a clas- Master is a martial sic maze game. You arts battle game simi- have robbed a bank lar to Double Dragon. and now the cops are after The action is fast and fu- you. Each stage is a maze rious (much faster than with coins and bonus Double Dragon for Game items that appear random- Boy), complete with ly. Evade the police, grab punches, kicks and leap- the coins and bonus ing attacks. The enemy items, then move on to Kung Fu fighters have the next, larger stage. The their own styles of fight- control is good and the ing, and they leap out stages get progressively •ACTION from behind walls in sur- more difficult and larger. prise attacks. Good ani- You'll have to scroll mation and an ever- through some of the larg- changing fight make this er mazes. game fun and interest- ing. J

GAME BOY 1 45 TmRU’S MISSION ' ' " > V . . » - V * TM A #> 1 0Q1 (atom *

Maru Travels Through A Force Of Four Against The World To Save Cori The Might Of Many

This fea- You are putting to- tures Maru, a young gether a small party of man who must save warriors in an attempt his kidnapped girlfriend. to restore peace to the There are six stages, land. Five brave war- each taking place in a dif- wm riors have volunteered to ferent country. Several 3) go through six stages, are underwater stages. but you can take only In each area, you must four. Select the four battle past dangerous en- warriors you want and emies to face the bosses. begin your mission. You Eyeclop and Insector are -£U£i can choose from several only two of the fiends attack formations and you will face. You can designate different lead- collect several different ers. If you find yourself weapons as you travel, in a sticky situation, you and you'll use them all can even call upon a before you see your Spirit Warrior to help beloved Cori again. you out. J

Of Mice And Megs

Mickey Mouse comes to Game Boy in a fun action game similar to Disney's Rescue Rangers for the NES. Using either Mickey or Minnie Mouse as your character, you'll scamper through neigh- borhoods and malls, over roofs and into se- cret rooms while beset by an assortment of ene- mies. Mice heroes •ACTION The can pick up blocks and throw them for protec- tion. You can also col- lect Power-Up items, but you'll have to explore to find the best items.

1 46 NINTENDO PIA YER ’S GUIDE GAME

Brick Smashing Action Mr. Do Digs Action BOY

Mr. Chin must try to Dig up a load of get rid of the pesky buried cherries and creatures that have in- avoid contact with habited his land by crazy creatures in this transforming them into side view action game turnips. Jump and that is much like Dig smash bricks with your Dug. As Mr. Do, you can head to discover the burrow tunnels in order magical items you will to get to the cherries need to change the nas- and, at the same time, ties into a veritable feast. elude the enemies who Mr. Chin's Gourmet must travel along exist- Paradise is reminiscent ing tunnels. If you dig of the arcade classic, under a boulder, it will Mario Bros., but has new drop down and block the twists that keep you hun- path. There are three dif- gry enough to come ficulty levels, so you can back for more. step into a challenge from the word go.

i

Thwart The Space Adventure Terrorist Plot Through An Alien Fortress

A helicopter crew has You'll be busy with an been kidnapped by all-out attack on some terrorists and it's up of the most atrocious to you to save them. and vindictive aliens You must battle your ever known. There are way through five terror- five levels of non-stop ist-infested stages to foil action with bonus levels them. Early on, you are and hidden areas. armed with only your Power up your ship and pistol and limited ammu- take on wave after wave nition. Conserve your of foes. The automatic shots and work your way rapid fire will save your through the lair. Make thumb from tiring out sure that you search the too quickly. Don't ne- crates for extra bullets glect your shields. If you and more powerful do, you'll regret it dearly. weapons. Good Luck! [ 00U M7UQ voi 4

GAME BOY 1 47 A Kung-Fu Kid Will The Jumps Into Action Aliens Ever Learn?

Kick, punch and somer- Through five stages of sault through 32 stages fast moving action, it's of martial arts action in just you and your gun a Game Boy rendition of against invading aliens. Kung-Fu Heroes for the Just hold the B Button NES. This is not Double and you have turbo action Dragon. The hero and en- to fire your weapon. The emies are less realistic- play control is smooth looking and much more and the aliens get ex- like cartoon characters tremely tough. Practice than those of most mar- will stack the deck in your tial arts games. Weapons favor. Look for safe spots are more scarce in this and fire your gun from game, too. You have to different angles. rely mainly on hand-to- Although this is an action hand combat. In ad- game, use the strategy vanced stages, you learn that works best for you. new maneuvers and earn Dodge and destroy. Look special items. before you leap.

PAPERBOY 1 \ v

An Arcade Classic That Earn Big Bucks

Fits In Your Pocket Delivering Papers

Namco's Pac-Man It's early in the morn- brings the pellet-gob- ing and you mount bling fun of Pac-Man your bicycle and head to Game Boy. As every- out on your paper route. one knows, the idea is to The job is full of obsta- eat all the energy pellets cles, though. Skateboard- on a stage while trying ers, dogs, construction to avoid being eaten by workers, and a variety of enemies. The fun comes other challenges try to from the thrill of being prevent you from com- chased. The game itself pleting your rounds. is incredibly simple, but Steer your bike through that's part of the fun, your treacherous route m V','o too. All you do is guide and fling your papers to Pac-Man in the right di- your customers. Remem- rection. This version has ber, a happy customer is $ a two-player Game Link 4 a paying customer. You option so you can share get big points for mail- the fun. / box delivery. /

1 48 NINTENDO PIJi YER ’S GUIDE GAME

Toss Out Animal Run Fast And Adversaries Avoid Collisions BOY

While the name of the The course for this game gives credit only unique racing game is to the penguin, this square with four lanes one-on-one battle of re- four open areas flexes features five differ- where you can change ent animal characters; a lanes. Your opponent penguin, bat, , rat travels in the opposite di- and cow. Two animals rection, and your goal is stand at opposite ends of to collect all of the dots a table, each with five on the course while balls. They then toss avoiding a head-on colli- their balls to the other sion. Survival depends side of the table and on choosing the right avoid incoming balls. If lanes and speeding up or all of the balls end up on slowing down to change the other side or, if you into a lane that is not be- have the fewest balls on ing used. Advanced your side when the time stages feature special out, runs you win. items and obstacles. .

Clean Up Battle A Fleet Gangster-Ridden Streets Of Naval Forces

Marvel Comics' vigi- Radar Mission's two lante marksman, the naval battle exercises Punisher, is dead set require two types of on ridding the world of gaming skills. The first gun-toting villains. In this game is strategy oriented. first-person perspective Players lay out their shoot 'em up, you aim ships, subs and aircraft the sights of the carriers on two grids and Punisher's rifle on hood- fire shots back and forth lums, making sure to in an attempt to sink each miss innocent by- other's fleets. A near miss standers. When you're on option lets players know target, you'll earn tons of when they're close to Power-Up items. While making a hit. The second this game is reminiscent game is a periscope-view of Cabal, Operation: Wolf submarine battle in which and Freedom Force for players take aim on each the NES, it's the first of other's forces in a more its type for Game Boy. direct form of combat. / o M J

GAME BOY 149 REVENGE OF THE ‘GATOR

* " HaliLaboratory. Inc

A Flipper Frenzy With Goofy 'Gators

A Set the ball into mo- The future of law en- ^ tion and ready the flip- forcement, RoboCop, pillw per buttons for an ex- blazes through the citing game of pinball criminal-infested streets of New Detroit in this super play control. The ten-stage, straight-ahead bumpers and obstacles action game. If you're on this two-screen table very quick on the draw, are alligators who can hit and if you can maneuver the ball with their tails or fast enough to avoid get smacked on the grenade blasts and ma- snout with a direct hit. chine gun fire, law and Knock the ball into the order will prevail. Some open mouth of a 'gator stages break from the and you'll send it into left-to-right-scrolling one of several bonus view and show the ac- screens. Two players can tion from RoboCop's

alternate without using a , perspective. *55 Game Link. J

ROLAN’S CURSE f ' 1 990 American Sammy Corp

2 Player (GL), Password

A Cursed Kingdom Take On A Fleet Of Needs Your Help Earth-Threatening Aliens

Evil creatures have de- A group of alien ships scended upon a peace- representing the evil ful kingdom, and BYDO Empire are on a you've been called to collision course for the fight through a maze-like Blue Planet. Only you, land in search of their daring space explorer, sinister source. You'll can stop them. This six- come across a lot of dead stage shoot 'em up fea- ends in your journey tures fantastic graphics from castle to castle, and and great play control. you'll find many special The super detailed alien items. Use them to de- leaders are worth the feat creatures and break price of admission alone. •ACTION through obstacles in your If you've played the ar- path. Unlike some games cade version of this with similar stories, this thriller, you'll be amazed game focuses on simple at how well it fits into action over complicated the Compact Video puzzle-solving. / Game System. II NINTENDO PLA YER ’S GUIDE GAMEBW

Reptilian Romeos To The Rescue

Pilot a snake-like ma- At i 1 1 a and Genghis, chine in a closed are- two eccentric ser- na and try to box in pents, are in a race your opponent. By clos- against time to rescue ing in small areas, you'll their beloved Sonia from uncover special items the coils of the nefarious that will allow you to fire Nasty Nibbler. Wriggle Missiles and increase or your way across shark- decrease the length of infested waters, through your machine. The eight bubbling lava caves and levels of play offer com- over deadly spiked binations of different floors. Let your fingers play speeds, additional do the slithering as you enemies, and the ability guide our heroes to reverse your machine through 16 laborious lev- if it is boxed in. The play els with only the libera- control is difficult to un- tion of fair Sonia on their derstand initially but you minds.

will get used to it.

SNOOPY'S V MAGIC SHOW 1958. 1 §65. 1975 United Feature Syndicate, Inc, 1990 Kemco/SWka I

2 Player (GL), Password

An Epic Battle Blazing Of Tne Beagles Interstellar Action

Snoopy's cousin, The aliens are coming in Spike, has kidnapped force and you've been Woodstock and his sent out to stop fowl friends. Armed with them. .single-handedly! only your intellect and Nintendo's lightning fast, 5 reflexes, you must guide outer space shoot 'em up bgP Snoopy through more puts you at the controls of a than one hundred per- space fighter jet. The for- 1 i plexing rooms. Avoid ward scrolling action makes 3E3j8f _LL> the bouncing balls pur- quick reflexes essential. f * suing you and use any Pick up weapon pods to en- Power-Ups to your ad- hance your armaments vantage. The clock is while dodging incoming ticking and if time runs missiles and alien fighters.

out, it could be a canine If you have trouble with the calamity for Snoopy and stage boss, find the safe

his buddies. zone and let it scroll past. The control, graphics and J sound are all top notch.

GAME BOY 151 Pasta Time... Courageous Don't Run Outta' Time Heroism Reptile Style

Mario runs, jumps, The Kingdom of flies, and even uses a Moberry has fallen submarine in his new against the evil forces four-world adventure. of the Dragon Warlord, Traverse the desert, water, Basso Gila. Can you guide and the not-so-friendly Charly, the highland alli- skies in search of the love- gator through the war- ly Daisy who has been lord's fortress and defeat stolen away by Tatanga. evil Basso? Armed with Earn extra lives by collect- only a powerful tail and a ing 100 coins and by mas- love for Moberry, your tering the bonus round af- journey will be difficult as ter most stages. Earn a you explore each fortress continue every 100,000 room. A key to the next points to keep playing in room is always there, but the more difficult worlds. can you help Charly find Mario's many fans will ap- it? Every move counts preciate his new portable and the entire kingdom adventure. / hangs in the balance.

TASMAftlASTORY

i * r ‘ I t Ji, 1990 FCI Pofty Can^n, Inc.

—rrrrr»:r\ 1 Player

Down Under With The Hunt Is On!

t\ Munching Marsupials

S Tasmanian wolves are Elements of the terror- ^ hunting you down while ist group called the you try to clear the Global Armed Alliance Hi stage of cacti. Although (GAA) now control the the story line of FCI's fast- air and sea. They have BW8S8838 iiS paced action-puzzle is far- also captured port cities fetched, the challenge is around the world. Your very real. Using a trampo- assignment as comman- line to bounce up to the der of an advanced tacti- ... 3SK 3SK ... many ledges, you'll face cal battle submarine is to UasasaLI voracious marsupials at neutralize the GAA and every turn. The toughest restore peace to the challenge, however, is planet. With every air •ACTION iKi mastering the controls, and sea battle, you gain L m * which are extremely experience and a chance touchy. You'll have to be to improve your already M , very patient if you expect formidable battle-sub __ to survive down under in with stronger defenses this game. J and weapons. /

1 52 NINTENDO PLA YER ’S GUIDE GAME

A Totally Make Tracks Through Tubular Turtle Tale! Enemy Territory BOY

Experience mind-blow- The focus of this tank ing action as well as battle seems to be more brain-teasing games in on the comic side than the latest TMNT chapter. most military missions. April has once again fall- While the tank that you LE en into the clutches of control is very powerful Shredder, and it's up to and there are plenty of your favorite martial-arts Power-Ups for multi-direc- masters to save the day. tional shots and grenades,

Battle your way through it isn't as high tech looking five stages packed with as some of the massive hordes of ninjas and enemy tanks. Your mis- masses of marauding sion is to roll through ene- monsters. Get a potent my territory and take those pizza power boost on tanks down with your own your way to a showdown machine. You can Game at the Technodrome. April Link, to challenge up to

must be saved. No proble- three other players in a , mo, right compadres? J closed arena. J

ALLEYWAY BILL & TED'S EXCELLENT GAME BOY ADVENTURE

The Most Dudeful Dudes Are Time Warping

One of the first titles Heinous dude Nomo- produced for Game lous is messing with Boy, Alleyway fea- the future, so Bill & tures classic ping-pong- Ted have to travel back type action. By maneu- and forth through time T vering a Mario-manned 5V“ oK3!S E3 4^ collecting the time frag- spaceship back and forth ments he stole. Only along the bottom of the when all fragments are screen to return a bounc- restored will a safe fu- ing ball, players break ture be possible. Their the blocks above. It be- search begins in Austria, gins with easy stages circa 1805. Play solo, or and becomes more chal- „ decide who will be Bill lenging every round. 1 and who will be Ted in Although less sophisti- the two-player game. cated than some of the FT1 Play control is challeng- newer games available, ing, but it might be just it has good sound effects the game for BIG fans of and play control. J the duo. /

GAME BOY 153 BOXXLE CATRAP

GAME 1 989. 1 989 Thinking Rabbil _ © 1990 Asmik Corp. of America V "c#crP 1 Player. Password A Boxing Match Cool Cals BOY Of A Different Kind Rock 'em And Sock 'em

Boxes, boxes and more Cutie Cats break boxes. You must place blocks, move rocks and each box in its specific perform robot socks to 'me space, which is pos- clear rooms and advance sible only if you make the to the next round. All right moves in the right or- items are strategically der. Every room is a puzzle placed in the beginning. in itself, and the game's Your challenge is decid- passkey feature lets you ing which can be used to return to whichever you form platforms or to fill in

choose. And if the dozens gaps, enabling you to of progressively complex reach the rockin' robots rooms aren't challenge and knock them out. The enough, you can also se- password feature lets you lect the Create mode to de- return to any room, and sign your own room con- an unusual Edit function figurations. Puzzle game lets you retrace your last

fans won't be able to put it series of moves to try down. / something different. J

Picking Up The Pieces Test Your Tile-Turning Technique

Mythical mazes were How dexterous are no more puzzling than you? You must turn this game is! You be- over all of the tiles in gin Level One with four the room to end the puzzle pieces and an round, but harassing empty space. The object hatchlings insist on turn- is to arrange the pieces ing them back as quickly

so that they fill the entire as they can. You can tem- space. With each level, porarily trap them by flip- you gain a puzzle piece. ping a whole line at a

It takes time to work your time, but they can get way through the levels, back at you! Easy early so it's a good thing that stages allow you to get it accepts passwords. Of the hang of the game, but course, there isn't much they rapidly become more action in this game, but difficult as new hatchlings people who like brain and obstacles are added.

teasers should find it an If you're ambidextrous, entertaining challenge. this is the game for you! J

1 54 NINTENDO PLA YER ’S GUIDE DR. MARIO

CAME

What's Up, Doc? Keep Cool, Cube Crasher BOY

Feisty viruses, that's It's you against the what, and if they es- Cubes in this strategy cape, they'll spread game from Taito. Each like the plague. Dr. Mario is marked with one of tosses out vitamins, and four symbols, and they're when you place three stacked in various shapes. over a virus of the same You, the strategist, elimi-

shade, you'll wipe it out. nate blocks by throwing When all are gone, you your block at others with clear the screen and the same symbol. When progress to the next lev- you clear the screen, el. Like the popular NES move on to more chal- version, it has a two- lenging stages. Rack up player mode that is es- the points by clearing pecially fun. Players set more than one block at their own levels, so two once and by working with different experience quickly. You have to think levels can still have a several moves ahead in competitive contest. / this fast-paced puzzler.

THE CAME OF HARMONY

Enter A New Age The Mad Hatter Is Of Serene Software Working Overtime

A game that demands From crowns to cow- relaxation? Believe it. boy hats and bowlers You control the to beanies, the mad Seeker, a sphere con- hatter is dropping them taining a directional ar- all. You must stack them, 003600 row. Your goal is to caps on caps, top hats "synergize" the other on top hats. When you pulsating orbs on the pile up five of a kind, screen by pushing those they disappear, and with containing matching every match, you accu- c shapes together. These mulate points. See how Energy Spheres eventu- your skills stack up ally if 001550 - 0 explode not united against an opponent in with a like orb, but when the two-player mode. It they are, they dissipate moves quickly and gives harmoniously into the you a chance to make atmosphere. Good luck. your foe blow his stack. ©

GAME BOY 155 —

GAME

When The Waves Has This Hip BOY Hit, Go With The Flow Tomato Flipped Out?

The patterned Tiles Behind the shades is a come in waves, and tomato determined to your job is to keep a pick his way through cool head and stack them the maze of rooms ahead. with others of the same Each room is a puzzle, patterns. When you pile and many obstacles block them three-high, they your way. Only by flip- form a Klax and vanish, ping, pushing and turning clearing the spot for a them in the correct order new stack. Get your sea will you clear a path to legs in Level 1, then get the door. In Stage 1, fancy and form designs you'll figure out how each with the tumbling Tiles in obstacle moves in rooms later rounds. Some de- that are fairly easy to signs produce secret clear. Stages 2 and 3 are warps. Crisp sound and more complex, though. It solid play control make is a challenging game this game interesting and that has three play modes challenging. and dozens of rooms.

LOOPZ PIPE DREAM _ / / 1 ) J presented by Mmdscape

i . ^9B9Aud«tfenic Software Ud, 2 Player (GL)

Square It If The Flooz Leaks,

Up To Score Big It's A Nightmare

Mindscape's connect- Don't hire a plumber the-pieces puzzler will do it yourself, and find really throw you for a out why plumbers are loop. The object of the paid so well! Pick up the game is to complete a pipe wrench and start loop using the various connecting the pieces that shapes that randomly ap- appear on the screen. pear on the screen. Half- Hurry! When the Flooz loops, corners, lines and starts oozing, you have to zig zags show up one at a stay one step ahead of

I OOOl 1 loop 14ol time, and you have just a the flow. If it leaks out of few seconds to decide the end before you can where you're going to connect a piece of pipe, put each. The more com- you're sunk. Build up plicated the shape you points fast by crossing ex- complete, the more isting pipes. In the two- points you'll rack up, so player mode, players ac- the game is just as tough tually help, rather than as you want to make it. / hinder, one another.

1 56 NINTENDO PIA YER ’S GUIDE GAME

It's Time To Clean House Get Your Kicks Rounding Up The Qix BOY

Mouser is cleaning out When you begin, the the warehouse, but the Qix, a bouncing beam, mini-rodent can man- has the screen to itself. age to move only one box Your goal is to block its ac- at a time. When they're cess to 75% of the screen stacked, you have to fig- while avoiding the sparks ure out how to reach the that travel along the top boxes to push them perimeter. Press A and Up off. To clear them, place on the Control Pad to be- four boxes with the same gin closing off chunks of symbols in any side-by- free space, but don't let the side configuration. In the Qix bounce into you before two-player mode, you you complete your line. have to think fast and The real challenge is com- solve the puzzles before ing close to the 75%, then your opponent does. It's a marking off a huge section challenging game that of the remaining screen forces you to plan sequen- with your last move to tial steps in advance. J build big bonus points. /

Break Them Up Now You See It, With The Blockbuster Now You Don't

If the shapes that fall A magician with a - from above crash into ic wand that makes the Quarthdome at the blocks appear and dis- bottom, you're Quarthed appear moves through and the game is over! To various rooms as he fig- protect the dome, pilot ures out which paths lead your Blockbuster along the to their exits. Each room bottom of the screen and holds a key that he must fire blocks at the shapes. pick up in order to open When the blocks combine the exit door. He also col- with the shapes to form lects various treasures complete squares or rect- and coins while avoiding angles, you wipe them the fire of strategically out. The two-player mode placed enemies. The is especially fun because rooms range from quite you can surprise your op- simple to very complex, ponent by speeding the but the convenient built-in action up and hiding stage select lets you begin shapes on their screen. / at your own skill level. J

GAME BOY 157 — ALTERED SPACE

Line Up For A 3-D Adventure A Popular Puzzler On An Alien Spaceship

Tetris has taken Game Altered Space, much Boy players by storm. like the NES game It's simple to learn, yet Solstice, is an adven- there are dozens of strate- ture with a 3-D perspec- gies that can make you a tive and plenty of puz- more advanced player. zles. The action takes Seven four-block patterns place on an eight-stage fall into the screen and it alien craft. As Humph is your job to arrange rey, an astronaut, you've them so that they form got to find a way to horizontal lines. Complet- elude the enemies and ed lines disappear and escape while your oxy- help make the stack of gen supply holds up. blocks a more manage- You'll find items along able height. If you score the way that will help multiple-line completions you unlock important in a two-player game, hatches and pass the lines are transferred to many obstacles within your opponent's screen. the ship. J

DISNEY'S DUCK TALES

Take Off For Alien Uncle Scrooge

Blasting Action Fits The Bill

Insect-like aliens have Join Scrooge McDuck taken over the five and his nephews on a planetary colonies of journey to the exotic Earth, and as the com- underground of the mander of the Tiger space African Mines and the tank, you have to send jungles of the Amazon, them packing. You'll and blast off to the touch down on each plan- moon in search of trea- et, take on the surface sures galore. There are forces, then enter tunnels five lands in all, with hid- to destroy the alien Life den rooms and illusion- Cores. Surface battles are ary walls to walk and to 31ZZHd< shown in an overhead pogo through. In every view, and tunnel battles land except Transylva- take place in first-person nia, Launch Pad will of- perspective. Game Link to fer you passage back to race against another play- the land select option. er in a short version of Enjoy! the mission. J

1 58 NINTENDO PLA YER ’S GUIDE GARGOYLE’S QUEST

A Mission Firebrand: Guardian Behind Enemy Lines Of the Ghoul Realm

A two-person team of This sequel to the special military agents NES game Ghosts 'N is on a mission to Goblins combines blast its way through challenging elements of several maze-like enemy your favorite role-play- compounds and take ing games with plenty of down the compound action and adventure. leaders. In a one-player You must make your game, you can switch way through six towns, from one team member three castles and a to the next in mid-play, windy desert to gather and in the Game Link items and find the pow- game, you and your ers of a legendary partner can split up and Gargoyle warrior, Red search different rooms at Blaze, before evil King

the same time. It pays to Breager overruns the explore because there Ghoul Realm! are helpful items along the way.

GAUNTLET II -XX *,r *-..* V' -v >

V TM^lari Games < • \ Cojp. 1990^engeiv

2 Player (GL)

Survive The Dangers The Doctor Is In, Again Of A Giant Dungeon

Many of the features No matter how many that made Gauntlet n times Mega Man de- popular in arcades are feats Dr. Wily, this included in this Game Boy mad mechanical genius version. One or two will never learn his les- Players can choose to con- son. He's back with some trol a Warrior, Wizard, of his most sinister Valkyrie or Elf, and then robots for another round explore dozens of dun- in what serves as a geon rooms. It even in- "who's who" list of Mega cludes digitized voices that Man villains. In classic let you know when you Mega Man style, you can DVENTURE have collected a special choose to conquer the item or when your charac- first four worlds in any ter needs food. There is a order while accumulating lot of detail to the graph- the special powers of the ics, but sometimes it's downed villains. Next hard to distinguish items take on Dr. Wily in anoth- from enemies. er action-packed finale. /

GAME BOY 159 4

The Boy And Ferocious Fruits His Blob Are Back And Crazy Cooks?

Once you figure out As Spud the that each of your 1 Wanderer, you must Jelly Bean flavors make your way changes the Blob into a through the four levels different tool, you'll get of the Far Tower to res- through the locked doors cue your beloved and dead ends in no Princess Mato. Many time! Your Blob is lost? challenges await you, in- No problem, just throw a cluding puzzle rooms, in- Ketchup Jelly Bean and visible secret passages he'll "catch up"! A jump and even rooms with no too high? How about a lights! Link up with a Tangerine Trampoline or friend for added chal- a Licorice Ladder? You'll lenge in Vs. Mode or go need a backpack full of solo in Adventure Mode. Beans to pull off this res- It's a tasty mix of wacky cue. Collect 'em all! food characters and role playing.

WHO FRAMED ? The Walt Disney Co) Amtjji Entertainment Inc. fi Capcom, USA

1 Player, Password

r Rabbit's Trek Beyond French Through Toontown Fries And Quiche...

Armed with your Is your knowledge of spring-loaded Boxing French limited to Glove, help our harey words like champagne hero find the hidden nd brie? Like the pieces of the Will and InfoGenius Spanish- save Jessica from the English Language Trans- clutches of Judge Doom. lator, the French version Some of your obstacles is handy for travelers. include bomb-throwing Along with translating Garbage Cans and not- the language, it also con- so-friendly Policemen. verts metric units and Great graphics and currency, a feature that DVENTURE game play that is easy to is useful in day-to-day understand make this an communication. It has a exciting adventure. vocabulary of more than 12,000 words and con- tains simple phrases that can be helpful to travel- ers. /

1 60 NINTENDO PLA YER ’S GUIDE FROMMER’S TRAVEL GUIDE

3) 1991 Simon & Schuster Inc.’’

Feel Right At Get Your Act Together Home On The Road

Now you can learn al- If you've ever missed most anything you an appointment, for- want to know about gotten a special occa- any of the 15 most-trav- sion, or wished that you eled cities in the nation. had a vital phone num- When you arrive in a new ber with you, you'll be E city, find out what restau- interested in the RESTAURANTS rants are nearby, what InfoGenius Personal sports events are happen- Organizer program. It ing, or what sights there has many of the features are to see. As for hotels that you find in organizer and restaurants, you can books, but it's both elec- access listings by price, tronic and portable. A location, or both, and en- notepad, a calculator, an tries include descriptions address and telephone and reservation policies. book, and monthly cal- Also handy are the list- endars covering more C3 ings of toll-free numbers than one hundred years WASHINGTON I and travel agencies. J are all included. J «Mlj

The Perfect An Electronic Dictionary

\ Travel Companion At Your Fingertips

1 If you're traveling to a Game Boy proves that U1Z/ ^ Spanish-speaking coun- it is useful for more W try and haven't had than just playing time to learn the language, games. The Spell Checker, one of the SPflNISH-EMGLlSH Translator might be the InfoGenius line of j perfect pal to pack along. It Productivity Paks, makes kr.. quickly and easily trans- Game Boy a handy refer- lates words and phrases ence as well. It has a vo- conuersiohs from Spanish to English cabulary of more than and back again. Common 60,000 of the most com- activities such as asking monly misspelled words RODUCTIVITY for directions, ordering and an on-screen key- EN6LISH-SPANISH :j dinner, and checking into board that allows you to your hotel are all easier enter words and search when you have your Game for their correct spellings.

i]j NUMBERS Boy close at hand. The It also lists other words CONVERSIONS !:J currency converter is espe- J that are similar in sound 1 cially useful. / or spelling. 4 GAME BOY 161 And The Spin The Wheel

Correct Question Is... And Win Your Fortune

Fans of the long-run- Wheel of Fortune be- ning television program comes more than just a will enjoy challenging spectator's game in its themselves with Game Game Boy version. Play Boy Jeopardy. Play is against the computer, much like that of the origi- against a friend, or really nal game, with a variety of set the odds in your favor 7 1 1 " categories and answers T V.VlV by playing without an op- SPIN our SOLVE ranging in value from | ] ponent. You spin the $100 to $500 in regular wheel, select letters, and Jeopardy. If you're E GHIJUH DEL lucky, So POROTUVWXYZ END build up the cash to buy you might even come vowels. A mini Vanna- across a Daily Double or wanna-be turns the let- two. You can play solo ters, and when you solve against the computer, LLLLPLRYERSU.L^, the puzzle, you move on with one other person, or to a new category. 1" Game Link with more. I PE |is|3Core|last Chances are, if you like Good spellers will excel the TV show, you'll like CDCrOIII JKLH DEL playing this version. So the Game Boy game. /

The Tower To Search For Paradise Awaits The Mystical Magi

UIZ/ Legend says that a tall The second chapter of tower in the center of the Final Fantasy the world leads to par- Legend is even larger adise. You can find out if and more involved than the stories are true by re- the first. This time, there cruiting a party of adven- are nine worlds to ex- turers and climbing the plore and your mission £ tower, floor by floor. is to collect the 77 pieces There are four magic of a mystical statue. Spheres that you'll have Your recruits include to collect in four world- Robots, Slimes and RODUCTIVITY sized floors before you Imps. Once you have all can continue your as- of the pieces that have cent. Solve great myster- been hidden in a given ies and take on huge evil world, you'll be able to creatures in this role- move on to the next playing adventure for world through the Pillar Game Boy. of the Sky.

1 62 NINTENDO PLA YER’S GUIDE Journey Through Gvil War A Mysterious Maze In Ancient Japan

The Mysterium is a Play a role in history 10-floor maze, packed and try to make Oda with puzzles and Nobunaga's dream of crawling with creatures. Nationhood a reality. It’s your challenge to There are over one hun- wind your way through a dred historically based first person perspective characters to choose view and solve the mys- from. Japan is in abso- teries that lie in its deep- lute chaos at the game's est darkest passages. start. First, smooth over Pools of fire, water, acid domestic relations and and mercury can be build a strong base so used to transform the you can influence other items that you pick up Fiefs, then build an army into useful tools and and prepare for war. weapons. When you This game is not for be- come across enemies, ginners but truly a joy switch to Aim Mode and for the expert. blast them with magic. /

A Call To Destiny Recover The Missing Runes

As Prince Theo of In the Game Boy ad- Riccar, it is your des- venture of Lord British, tiny to free the king- the Black Knight has dom from an evil drag- stolen the eight Runes of on. To do so, you will Virtue. To find them, you have to fight the forces must search the eight of darkness, find clues, Caverns in which they're and retrieve the hidden hidden. Along the way, Sword of Hope. Here is you will find magical an exciting adventure items that will help you with the scope of an RPG battle the many enemies and game play similar to you'll encounter. The its NES hit, Shadowgate. eight levels are complex Excellent graphics and and varied, and above text bring the fantasy to will travel by ground you •RPG life, and the password land and by sea. Play makes it easy to contin- control is great, graphics ue your quest when ever are clear, and RPG fans you want. J are sure to like it.

GAME BOY 163 —

Baseball, The Batter Up! It's

Way It Oughta Be Time To Play Ball

Two different views of The Great American the game give this ti- Pastime comes to tle its special edge. Game Boy. You'll An inset screen of the have to make a lot of de- base paths helps you cisions in this game. keep a close watch on You can choose from runners' progress, and among three play modes the main screen puts and select your team, you right in the middle players, and the number of the action. Play in the of innings you want to USA or Japan. Play one play. While the screen or two players. However shows you the action up you play, you'll be in to- close, an inset screen tal control of your bat- keeps track of the base ters, pitchers, fielders runners. Pitchers and and runners. A handy batters can even be readout of stats keeps moved around for more you up on all the impor- realistic play. tant information.

DAYS OR\ THUNDER

t TM and ' 1990 Par^nouijLPictures*’

Play It Right And Net A Goal

Hockey has made it to In Game Boy's latest the Game Boy and it racing-game entry, sure is slick. The ac- you climb behind the tion is smooth but you leel of #46, rookie Cole can still rough it up and Trickle's Nascar thunder- incite a fight scene if hog. Race against an all- you're not careful. pro field or against up to Choose Practice, Exhibi- three friends. Select tion, or Tournament from among five real mode. When you feel Nascar tracks, or begin ready for the Tourna the season and tour ment, choose difficulty them all. Play control is levels ranging from challenging but the Junior, College, and Pro. game has lots of real-life Play team hockey and racing features that keep

maneuver your team to it interesting. get the highest percent- age shots if you want to succeed. J

1 64 NINTENDO PLA YER ’S GUIDE EXTRA BASES . /

GAME

Take Me Out To The Number The Ball Park One Formula For Fun BOY

The action is seen Race through 14 inter- from the batter's point national Formula-1 of view. Split screen courses in the first of the runners leading Game Boy game that al- off from their bases is lows for as many as four helpful. When the pitch- simultaneous Game & ers tire out and you can Linking players. When see perspiration rising, you're not challenging you know it's time to your friends, you can en- n i“ think about substituting ter the Grand Prix Circuit rfe a relief pitcher. Two as- and go against a field of pects of the play that computer-controlled rac- make it exciting are the ers. You'll have to be ability to jump and catch well-practiced, though, a screaming line drive because you'll be able to and the ability to throw move on to the next to a cutoff man. track only if you cross the finish line in first place.

Tee Time Was Body Slamming

Never So Much Fun Action Is Here

One of the best golf Enter the ring only if games for any system, you dare. Choose sin- Game Boy Golf from gle match action or go Nintendo, combines ex- crazy and play four-on- cellent graphics and play four elimination. With features with the conve- eight monsters of may- nience of a Battery Pak. hem to choose from, you Other useful features in- can make up an endless clude the ability to scroll variety of teams. This the screen to view an en- international wrestling tire hole or green and an lineup gives you all the indicator that shows how holds, moves and action many yards remain be- you'll ever want. It takes tween the ball and the a while to figure out pin. There are two cours- everybody's special es and a Game Link op- moves. ..but that's part of tion for more variation, the fun. Good luck and plus a scorecard on which play within the rules. to monitor your game.

GAME BOY 1 65 It's Slamma Jamma Time

Sooner or later you'll This is the game that have to stand toe-to- takes basketball to the toe, eyeball-to-eyeball streets. It's one-on- with the Champ. But one and two-on-two first you've got to slug schoolyard basketball at your way through a its toughest. Speed is bunch of really tough essential here. With lots opponents. Jabs. Up- of open court, the action percuts. Hooks. You'll is fast and frenzied. need them all in these Teamwork and man-to- 12-round battles. Two man skills are equally different screen angles important to master. keep you on your toes And don't forget to play and maybe off your tough, belly-to-belly "D." back. Fast finger action It can really pay off. If and anticipation should you slam dunk well, help you along. May the you'll be rewarded with best man win. two points and a replay.

Dude! It's Beach Mud And Mayhem Volleyball, Malibu-Style

Yo, Spike, crank it up If you liked Excitebike big time. It's an inter- for the NES, you'll national volleyball want to check out tournament that will Ultra's Motocross stretch your thumbs to Maniacs. The courses in- the max. Choose from clude jumps, mud, loop- three play options and the-loops and other chal- four international teams. lenges. Race against the Get ready to dig, spike, computer, a friend, or dive and set. Keeping the clock and practice, your eye on the because the controls can crosshair helps you to be tricky. Until you get know where to set up for the hang of leveling out your next shot. An up the bike as you make a and down screen scroll jump, you'll end up turn- keeps you focused on ing somersaults and los- the ball. Game Link ing time. Keep up your makes things even hot- speed to reach the high- ter. J er ramps.

1 66 NINTENDO PLA YER ’S GUIDE GAME

Mix It Up NBA Style Kick Off With The Real Pros BOY

With 27 NBA All-Stars This action-packed to choose from, this sports game features game is a delight for all of the NFL Teams. experts and beginners as The real teams. Choose well. Choose from One- from a wide range of of- on-One, Free Throws, fensive plays and defen- Horse, Accuracy Shoot sive formations. It's ei- Out, and Tournament ther you against the modes. You can select computer or you against not only your favorite a friend in the two-player all-star, but also your op- mode. A neat feature is ponent. Time limits may the overhead, blimp's- also be set. Get a friend eye-view of the playing to join in and play the field. Smart strategy dream challenge of any goes a long way in this NBA fan: Going one-on- game. Mix it up with one with the very best. equal levels of running and passing.

Get A Step Snap Your Chin

On The Competition Strap, The Action Is Hot

Select from 13 con- Four levels of skill. tries, each with its Eight teams. Four own capabilities. quarters. It all adds Super Shots are one of up to professional ac- the quickest ways to tion. Careful play selec- score, but you are al- tion on offense and lowed only five per half. shrewd selection of for- Once the Super Shots mations on defense are have been used, you where the game is won may still Power Kick. or lost. Once the action Pass the ball frequently starts, quick thumbs can and employ team play to help you into the end better ensure a high per- zone. Practice your centage attempt at the passing game and open goal. The password fea- field running. ..they pay ture allows you to con- off big time. There is lit- tinue play at advanced tle left to chance be- levels. cause this game heavily on strategy

GAME BOY 167 GAME H9BB9

Yo, Dude! More Thrashin' BOY Action For The Game Boy!

Chalk up your cue and It's bad, it's rad, it's choose 9 Ball or regu- just right for the lar Pool. Either way, Game Boy. Thrash you'll need a sharp eye your way through four and a good head for an- stages of side-view gles. A power meter, to- skateboard action. You ME tal directional control will encounter many ob- and a path preview fea- stacles in your tubular ture all combine to make travels. You must jump, this a very realistic pool duck, and skate past ev- game. Don't just blast erything in your way as away and hope for the you navigate several best. You must select types of treacherous ter- your shot carefully and rain. You can even jump pay close attention to and smash enemies with the power meter. your deck. It's a chal- lenging ride — skate tough or stay home!

SKATE OR DIE: , T TOUR DE THRASH J- Sponsored by Santa Cruz Skateboards f .--**199* Electronic Arls 2 Player (GL), Password

Radical Action Radio Controlled

On The Boards, Dude! Racing At Its Best

Electronic Arts has If you liked R.C. Pro- continued the legacy Am for the NES, you'll of Skate Or Die with love this super Game this amazing sequel. Boy version. Race solo Choose an adventure or Game Link to go with the Stale Fish Tour head-to-head in heated that begins in Los competition with up to Angeles or go to the three friends on the Retro-Rocket Ramp game's 24 twisting, turn- scene. Beginners and ing tracks. The graphics experts alike will enjoy are good, the sound the action and the han- great, the play control dling of the play control. excellent. The super- The Game Link brings in competitive multiple an added feature that player modes, made will consume your play- possible by the new Four ing time and competitive Player Adapter, are espe- spirit. cially fun.

1 68 NINTENDO PLA YER ’S GUIDE >' TENNIS ^' \ • * V' . l -S ^ v. GAME

An NES Success This Game Is Comes To Gome Boy Such A Racquet! BOY

When Tecmo Bowl This is a tennis game was translated to you can really love. Game Boy, the de- You'll get your choice signers must have said of four different skill lev- "Why change a good els and a complete arse- thing?" The Game Boy nal of strokes: forehands, e version of this great NES backhands, volleys and Football game is as close serves. One or two play- II 1 1 to the original as it can ers can play. Either way " possibly be. The teams you'll need good q are the and the 0 *4 same eye/hand coordination. passwords are complete- Moving your opponent ly compatible. The one around his side of the drawback is that the court and covering your 1988 player rosters may side are crucial elements seem out of date. Every in a winning game. And team has eight plays that guess who the umpire reflect the strengths of ...It's your favorite those rosters. / moustached plumber! /

His And Her Bowling Grapple With The Best

This two-player game Play Tournament captures bowling at mode and take on all its best. Bowl like the of the WWF Super- professionals and get a stars or Game Link with proper hook to maximize a friend for a strictly one- the chances of a strike on-one match that lets and minimize the feared you test each others will split. Watch the power to survive. Get up on meter and the control the ropes and show 'em meter very closely and who's boss — perform a find a combination that special move if you have works for you. The one. The Ultimate game covers six differ- Warrior seems to spe- ent countries, and when cialize in throwing other you bowl a strike, you wrestlers out of the ring. will see a character Choose your favorite unique to that country. wrestler and take your ability to the limit.

GAME BOY 169 —

" BATTLESHIP ; CAESARS^PALACk f *' m I • r |« f ^ TM & © Caesars Worllff * H * ^t^Millqri Bfladley W 1990 IfiTV tf)90 Arcadia/Virgin Qames PIWr - P“”"a 1 Player KB®^'^Sink A Fleet With Dice Up The Competition Special Weapons

Arrange a fleet of Cashier Suzy greets naval vessels and set you and pleasantly your sights on your supplies you with enemy's grid in this one-thousand dollars Game Boy version of the worth of chips to play classic board game, classic casino games. If Battleship. You can go you ever wanted to go to up against a computer Las Vegas and not lose controlled opponent or money, this game is a challenge a friend to a sure winner. Try your one-on-one match. In ad- luck at the roulette wheel dition to Missiles, you and the famous one- have a limited supply of armed bandits. Try play- special weapons that can ing Black Jack, and if the hit as many as five situation warrants a spaces at once or detect change of game, and a enemy vessels by radar. change of luck, feel free to try another game of chance. /

S

Check Mate Your Mate Match The Symbols With The Chessmaster Of The Ishido Stones

The Chessmaster is a The Asian board game, great Chess game for Ishido, is a test of people on the go. It matching skills. A set offers a challenge for the of 65 stones with assort- experienced player, as ed symbols are held in a well as hints and a pouch. The object is to demonstration mode for pull the stones from the •: the beginner. The pass- pouch and match their word feature is especial- symbols with the other ly convenient when you symbols on an 8 X 12 only have time to sneak board. The symbols can in a few moves. Play be matched by either the TRATEGY against the computer or primary shapes or by the hook up the Game Link backgrounds. You can for two-player fun. play a game of solitaire, play against a computer- controlled opponent or challenge a friend, with or without a Game Link.

1 70 NINTENDO PLA YER 'S GUIDE Power A Find Matches

Fleet To Victory For Tiles In A Pile

In this strategic battle Tiles with assorted game, you command characters are ar- a small group of sub- ranged in a pile in this marines, ships and popular Chinese game. planes in a mission to The object is to find eliminate an enemy fleet matching pairs for all of of the same size. With the tiles. Each matching every turn, you can pair is taken away so move any or all of the that you can get to the vehicles in your fleet into tiles that were previously position. The only vehi- covered. When all of the cles in your fleet that can tiles are gone, you win. travel over land are The Chinese characters

fighter planes. Play i the tiles can be against a computer-con- changed to letters and trolled opponent or chal- numbers that may be lenge a friend to a Game more familiar to a North Link battle. American player.

Test Your Word Knowledge Against The Game Boy

Spot is a challenging Featuring a 40,000- board game similar to word dictionary, this Othello. Your goal is Game Pak will chal- to control the board by lenge even the most capturing your oppo- brainy players. Your nent's pieces. You can goal is to earn lots of claim your opponent's points by creating markers by moving one words with high-value of your pieces next to letters. The computer his. Every time you can be set to five differ-

move, all of your rival's ent levels of play, and it pieces will become can take from one to five STRATEGY yours. Plan ahead, minutes to consider it's though. If you don't, you next move. Remember, could lose up to eight of your remaining tiles will your pieces in one fell score against you at the swoop. Spot flips and end of the game, so dances trying to cheer make every move count! you on to victory. /

GAME BOY 171 GAMEBOY GAME PAK INDEX

POWER METER RATING GAME TITI P PHMPAMV PI AY CA\/P PAf^P II 1 Lt OUlvlrMlNl rLMT OMVt q p q j CATEGORY

Alleyway Nintendo IP 3.3 3.9 3.3 3.2 Puzzle 153

Altered Space CSG/Sony Imagesoft IP 3.6 2.6 3.8 3.1 Adventure 158

Amazing Penguin Natsume IP PASS 3.0 3.5 2.8 2.8 Action 138

The Amazing Spider-Man LJN IP 3.8 3.4 3.6 3.8 Action 138

Balloon Kid Nintendo GL 3.3 3.5 2.5 2.8 Action 138

Baseball Nintendo GL 3.2 3.2 3.2 3.1 Sports 164

Bases Loaded Jaleco GL 3.6 3.2 3.2 3.1 Sports 164

Batman Sunsoft IP 4.2 3.5 4.1 4.1 Action 20,138

Battle Bull Seta GL PASS 3.1 2.7 3.0 3.1 Action 139

Battleship INTV GL PASS 3.4 3.6 3.1 3.1 Strategy 170

Battle Unit Zeoth Jaleco IP 4.0 3.7 3.2 3.2 Action 139

Bill And Ted's Excellent LJN 2P PASS 2.7 3.3 2.7 2.8 Puzzle 153 Game Boy Adventure

Blades Of Steel Ultra GL 3.7 3.3 3.4 3.7 Sports 164

Boomer’s Adventure Asmik GL PASS 3.6 2.8 3.3 3.4 Action 139 In Asmik World

Boxxle FCI IP PASS 2.9 3.6 3.3 3.6 Puzzle 154

Bubble Bobble Taito IP PASS 3.2 3.6 2.9 2.9 Action 139

1 72 NINTENDO PIA YERS GUIDE INDEX

POWER METER RATING GAME TITLE COMPANY PLAT SAVE PAGE Q p c T CATEGORY

Bubble Ghost FCI IP 3.2 3.6 3.3 3.7 Action 140

Bugs Bunny's Crazy Castle Kemco/Seika IP PASS 3.4 3.8 3.1 3.4 Action 140

Bugs Bunny's Crazy Castle II Kemco/Seika IP PASS 3.9 3.6 3.1 3.4 Action 140

Burai Fighter Deluxe Taxan GL PASS 3.7 3.6 3.4 3.4 Action 140

Burgertime Deluxe Data East GL PASS 3.2 3.4 2.6 2.9 Action 141

Caesars Palace Arcadia/Virgin Games IP 2.9 3.6 3.2 3.4 Strategy 170

Castelian Triffix IP 2.7 2.4 2.8 2.9 Action 141

Catrap Asmik IP PASS 3.3 3.5 3.4 3.4 Puzzle 154

Castlevania: The Adventure Konami IP 4.0 3.2 3.4 3.7 Action 46,141

Chase H.Q. Taito IP 3.2 3.1 2.9 3.1 Action 141

The Chessmaster Hi-Tech 2P PASS 3.7 3.5 3.3 3.5 Strategy 170

Cosmo Tank Asuka GL 3.8 3.4 3.9 3.8 Adventure 90,158

Cyraid Nexoft GL PASS 2.8 2.4 2.1 2.6 Action 142

Daedalian Opus VicTokai IP PASS 3.4 3.8 3.7 3.9 Puzzle 154

Days Of Thunder Mindscape GL** 3.2 3.3 3.5 3.7 Sports 132, 164

Dead Heat Scramble Electro Brain GL 2.3 2.8 2.2 2.4 Action 142

Dexterity SNK GL 3.0 3.2 2.7 2.8 Puzzle 154

Disney's Duck Tales Capcom IP 4.1 3.7 3.6 3.6 Adventure 100,158

Double Dragon Tradewest GL 4.3 3.9 3.7 3.9 Action 34,142

Dr. Mario Nintendo GL 3.7 3.3 4.1 4.1 Puzzle 72,155

Dragon's Lair: The Legend CSG/Sony Imagesoft 2P 3.9 2.8 3.2 3.3 Action 142

Extra Bases GL PASS 2.5 3.2 2.6 2.7 Sports 165

F-1 Race Nintendo GL** BAH 3.3 3.7 4.0 4.0 Sports 130,165

The Final Fantasy Legend Square IP BATT 4.3 3.0 3.6 3.8 RPG 104,162

Final Fantasy Legend H Square IP BATT 3.9 3.6 4.0 4.3 RPG 162

Fish Dude Sofel IP PASS 2.6 3.2 2.6 3.2 Action 143

Fist Of The North Star Electro Brain GL PASS 3.7 3.0 3.1 2.9 Action 143

Flipull Taito GL 2.7 2.6 3.1 3.2 Puzzle 155

Fortified Zone Jaleco GL PASS 3.8 3.7 3.5 3.7 Adventure 96,159

Fortress Of Fear: Wizards and Warriors X Acclaim IP 3.7 3.0 3.3 3.1 Action 143

GAME BOY 173 GAMEBOY

1 74 NINTENDO PIA YERS GUIDE INDEX

POWER METER RATING GAME TITLE COMPANY PLAY SAVE PAGE G P C T CATEGORY

Mousetrap Hotel Milton Bradley IP 3.2 2.6 2.6 2.8 Action 146

Mr. Chin’s Gourmet Paradise Romstar IP 3.3 2.8 2.6 2.7 Action 147

Mr. Do! Ocean IP 3.6 3.6 3.1 3.0 Action 147

Mysterium Asmik IP PASS 2.9 2.4 3.4 3.6 RPG 163

Navy Seals Ocean IP 3.9 3.8 3.2 3.1 Action 147

NBA All-Star Challenge UN GL 3.5 3.6 3.4 3.7 Sports 167

Nemesis Ultra IP 4.2 3.9 3.8 3.4 Action 40,147

NFL Football Konami GL 2.9 2.6 3.2 3.3 Sports 167

Ninja Boy Culture Brain IP 3.2 2.9 2.6 2.4 Action 148

Nintendo World Cup Nintendo GL PASS 2.9 3.2 2.9 3.2 Sports 167

Nobunaga's Ambition Koei GL BATT 2.8 2.4 2.6 3.1 RPG 163

Operation C Ultra IP 4.0 4.3 3.8 3.7 Action 28,148

Pac-Man Namco GL 2.9 4.0 2.9 3.2 Action 148

Paperboy Mindscape 2P 2.9 3.3 2.5 2.9 Action 148

Penguin Wars Nexoft GL 3.4 3.4 2.6 3.1 Action 149

Personal Organizer GameTek/InfoGenius IP BAH n/a n/a n/a n/a Productivity 161

Pipe Dream BPS GL PASS 3.2 3.4 3.2 3.5 Puzzle 156

Play-Action Football Nintendo GL 2.9 2.9 3.1 3.4 Sports 167

Power Mission NTVIC GL PASS 3.2 2.8 3.0 3.3 Strategy 171

Power Racer Tecmo GL 2.6 2.9 2.4 2.6 Action 149

The Punisher UN IP 3.3 3.6 2.7 2.7 Action 149

Q-Billion Seta GL 2.7 2.4 2.6 2.8 Puzzle 157

Qix Nintendo GL 2.8 3.4 3.6 3.6 Puzzle 157

Quarth Ultra GL 4.2 3.8 4.0 4.0 Puzzle 80,157

Radar Mission Nintendo GL 3.7 3.4 3.1 3.3 Action 149

The Rescue Of Princess Blobette Absolute IP 3.6 3.2 3.5 4.1 Adventure 160

Revenge Of The ‘Gator Hal 2P 4.1 4.0 3.8 4.1 Action 66,150

RoboCop Ocean IP 3.5 3.1 3.3 3.1 Action 150

Rolan's Curse American Sammy GL PASS 3.5 3.4 3.4 3.9 Action 150

R-Type IP 3.8 3.9 3.4 3.6 Action 62,150

GAME BOY 175 GAMEBOY

POWER METER RATING GAME TITLE COMPANY PLAY SAVE PAGE G P C T CATEGORY

Serpent Taxan GL 2.3 1.7 2.4 2.5 Action 151

Shanghai Hal IP 3.3 2.6 2.8 2.9 Strategy 171

Side Pocket Data East GL 3.2 3.2 2.8 2.9 Sports 168

Skate Or Die: Bad 'N Rad Konami IP 3.8 3.7 3.4 3.5 Sports 168

Skate Or Die: Tour De Thrash Electronic Arts GL PASS 3.2 3.4 3.0 3.3 Sports 168

Sneaky Snakes Tradewest GL 3.4 3.4 2.9 3.3 Action 151

Snoopy’s Magic Show Kemco/Seika GL PASS 3.3 3.4 2.4 2.7 Action 151

Solar Striker Nintendo IP 3.7 4.0 3.7 3.3 Action 64,151

Solomon's Club Tecmo IP PASS 3.3 3.4 3.7 3.7 Puzzle 78,157

Spanish Language Translator GameTek/InfoGenius IP n/a n/a n/a n/a Productivity 161

Spell Checker GameTek/InfoGenius IP n/a n/a n/a n/a Productivity 161

Spot Arcadia/Virgin Games IP 3.2 3.2 3.3 3.3 Strategy 171

Spud’s Adventure Asuka GL PASS 3.2 3.5 2.8 3.2 Adventure 160

Super Mario Land Nintendo IP 4.1 3.8 3.9 3.9 Action 4,152

Super R.C. Pro Am Nintendo GL** 3.5 3.8 3.3 3.5 Sports 134,168

Super Scrabble Milton Bradley GL 3.1 3.1 3.5 4.1 Strategy 171

Sword Of Hope Kemco/Seika IP PASS 3.8 3.6 3.8 4.0 RPG 112,163

Tail ’Gator Natsume IP PASS 3.1 3.8 2.9 3.1 Action 152

Tasmania Story FCI IP 2.1 1.8 1.6 1.6 Action 152

Tecmo Bowl Tecmo GL PASS 3.0 3.3 4.0 3.9 Sports 169

Tennis Nintendo GL 3.6 3.7 3.5 3.6 Sports 169

Tetris Nintendo GL 3.9 4.4 4.8 4.7 Puzzle 68,158

TMNT: Fall Of The Foot Clan Ultra IP 4.6 3.9 3.9 4.3 Action 12,153

Torpedo Range Romstar IP BAH 3.0 2.6 3.2 3.1 Action 152

Trax Hal GL** 3.0 3.5 3.5 3.0 Action 153

Ultima: The Runes Of Virtue FCI GL BAH 3.3 3.4 3.5 3.7 RPG 120,163

Wheel Of Fortune GameTek 2P 2.8 3.2 2.5 2.8 Quiz 162

Who Framed Roger Rabbit? Capcom IP PASS 4.3 3.8 3.0 3.6 Adventure 160

World Bowling Romstar 2P 3.1 3.2 2.8 3.0 Sports 169

WWF Superstars UN GL 2.4 2.4 2.6 2.9 Sports 169

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