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45496 69045 8 


FEBRUARY VOLUME 45 U.S. $3.50 / CANADA $4.50 


N/NTEND* 


P.0. Box 97043 
Redmond, WA 98073-9743 


FORWARD & ADDRESS CORRECTION 



mm 


mi rmaum 



Way more than a subscription! 

There 's nothing like Nintendo Power Super 
Power Club -we've taken all the best parts of 
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hardtoeam merit badges, just tons of cool stuff! 

Only one club gives you everything a Nintendo Player could want- 
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Membership includes your monthly 
Nintendo Power Magazine. Every 
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pros at Nintendo. 


SUKR POWER ISSUE 


POWER 

CUANING SERVICE 


POWER CERJIflCOES 


4 full year gets you $36 m exclusive 


Power 


the hottest game paks at reduced 


Coming in January, this members- 
only issue is a year-end look at 
Nintendo's best and it's packed 
with exclusive stuff that won 't be 
available in stores, h's the bestof- 
the best plus a look at what's next 
from the world of Nintendo. 


Gettfie most power out of your 
Nintendo system with a free 
cleaning at your participating 
official Nintendo World Class 
Service* Center. 


Evety month you'll get 6 Power 
Trading Cards— they feature stats 
and Challenges for your favorite 

You could score a free game 
pak every month, just by collecting 
the vanning sets. 


JOIN NOW! — CALL 1-800-255-3700 


(COM 10501 


W mMniqht Pxilic Sl.iml.itil ImietPSli Stml.i, 6. in 


lo ICIMl'lCIILltlW Will "Cell III sp 


f 


DO YOU KNOW 
WHERE YOUR GAME 
PAK HAS BEEN? 



Rex really wanted to play. It's too bad the first thing he found was your favorite Game 
Pak. He slobbered all over it! Sure, he could have gone for his plastic doggie bone, but 
noooooo... he just had to have the game. Don't worry. All is not lost. You have your 
NES Cleaning Kit. You'll want to clean off the contacts before using this game again. Be 
thankful you stopped him before he had a chance to really destroy it. Then you would 
have had to take it to a Nintendo World Class Service Center to have it repaired. You 
need to take care of your games. Looks like you need to play with your dog more, too! 



Take care of your games with Game Boy, 
NES, and Super NES Cleaning Kits. 


(Nintendo) 


Call 1-800-255-3700 

For more information on Nintendo Products and Services 


(Nintendo) 





SUPER NES 


CYBERNATOR 8 

HARLEY'S HUMONGOUS ADVENTURE 14 

WING COMMANDER 20 

JEOPARDY! 24 

THE ADDAMS FAMILY 
PUGSLEY'S SCAVENGER HUNT 28 


GAME BOY 


DARKWING DUCK 60 

SPOT: THE COOL ADVENTURE 64 

ALIEN 3 66 

THE REN & STIMPY SHOW 68 

RAMPART 70 

THE LITTLE MERMAID 72 


NES 


ZEN INTERGALACTIC NINJA 80 

BOMBERMAN H 86 

TINY TOON ADVENTURE 2 90 

EON MAN 94 


TIPS FROM THE PROSI^H 

PLAYER'S FORUM 



CLASSIFIED INFORMATION 44 

COUNSELORS' CORNER 74 

POWER PLAYER'S CHALLENGE 78 

PLAYER'S POLL CONTEST 98 


TOP 20 100 

THE INFO ZONE BHH 

UNSUNG HEROES OF THE NES 40 

NEXT ISSUE 114 


Hi VIDEO UPDATES 

NOW PLAYING 102 

PAK WATCH 108 


comics 






VOLUME 45 5 







I live in Miami. Florida and I have 
been a Nintendo fan for over four 
years. Last Christmas, I got a Super 
NFS and was very amused. I have 
eight games and my favorite game is 
Street Fighter II. Unfortunately, last 
month we were hit by hurricane 
Andrew and lost our house and 
almost all of our possessions. The 
night of the hurricane we stayed 
inside the car which was in the 
garage. When it was finally over I 
went inside the house and looked 
around for anything that was sal- 
vageable. After about an hour of 
looking I was hunting around the 
downstairs stereo and there was my 
Super NES tangled in a pile of 
wires. When I took it out of the 
wires and looked at it. all that hap- 
pened was a scratch on the con- 
troller. When I brought it to my 
cousin's house in Coral Springs it 
worked fine. I can sec why they call 
it a "Super" Nintendo. 

George Sanchez 
Miami, FL 


The Trading Cards are great! First of 
all. they're a lot of fun to collect. 
Secondly, most of the challenges on 
the hack of the cards are fun to try. 
Last, but certainly not least, they 
give you the opportunity to win 
great games. Hey, what could be 
better than free games? However, I 


do have a question about them. Can 
I use the cards that I have collected 
from previous issues in the coming 
months if they match the winning 
combination? 1 hope I can! 

Jeremy Daniels 
San Antonio, TX 

Very good question, Jeremy. Yes. 
you can use the Trading Cards that 
you've collected from your previous 
Nintendo Power issues. The only 
requirements for winning a free 
Game Pak are that you send in the 
correct combination of three 
Trading Cards and send them in 
before the deadline for that month's 
contest. Thanks for the letter and 
keep collecting those cards! 


I'm not sure if 1 agree with your rat- 
ing system in Now Playing. 
Especially for the Super NES 
games. I've seen a score of 4.9! 
Granted. A Link to the Past is great, 
but what happens when better games 
come out? Aren't you going to have 
to adjust your ratings of the games 
you’ve previously reviewed? And 
with the CD accessory on the hori- 
zon, I mean, come on! Today’s rat- 
ings won’t mean a thing. Let's see 
some realistic ratings! 

T.J. Sheldon 

Boston, MA 

Well, TJ„ it’s also very apparent to 
us that games will improve in the 
future. Our rating system is 
designed to let you know how good 
we think a game is based on today's 
standards. Each game is compared 


Are there any graphic designers out 

there? We’re contemplating designing a NINTENDO POWER 


new Nintendo Power T-shirt. Would you 
like to help? If you would, send us a 
sketch of what you’d like to have on 
your Nintendo Power T. Front & back. 
Just tljink: wouldn’t it be cool to see 
sbmeone walking around in a T-shirt 
you designed? Send 'em in! 


PLAYER’S PGLSE 
P.O. BOX 97033 
REDMOND, WA 
98073-9733 


to all other games being evaluated 
during the same lime period. 

I'm a Final Fantasy fanatic and I 
heard that Final Fantasy III isn't 
going to be coming to the U.S. 
WHY NOT??? They already have 
Final Fantasy V in Japan! I want 
more Final Fantasy! 

Peter Barnes 
Portland, OR 

Square Soft, the company responsi- 
ble for the Final Fantasy series, is 
considering bringing Final Fantasy 
III to the North American market. If 
they do produce it, it's likely to be 
based on the Japanese version of 
Final Fantasy V. Also, Square Soft 
has more Final Fantasy projects 
going on now. If you would like your 
opinions about the Final Fantasy 
series to be known, use your power 
of persuasion and send a letter to: 
Square Soft 
Westpark G- 1 
8351 154th Ave. NE 
Redmond, WA 98052 

We're quite sure that they would 
love to hear from you! 



6 NINTENDO POWER 









| CON TEST WINNER 

TT he crowd roared as 
the lights went out at 
the Civic Arena in 
Pittsburgh and our 
White Knuckle Scorin' 
with Trixter contest 
winner, Debbie Breit 
and her friend. Lori 
Bagley, were there. 

Trixter had hit the 
stage! The band was 
opening up for KISS 
and they put on a great 
show. Trixter’s newest 
record. Hear, had just 
been released a couple of days before and the band was obviously excited to let 
people hear it live! Debbie and Lori were already big Trixter fans having seen 
the band play before. However, getting the opportunity to spend some time 
with them is what they'll remember the most. The band members, their man- 
agement and crew are all great people to know! 


"The show's overt Break out the Game Boys!" The contest winners were 
having (un bangin' out backstage with the band after the show. Pictured 
left to right are: drummer Mark Scott, Debbie, singer Peter Loran (kneel- 
ing), guitarist Steve Brown, Lori, and bassist P.J. Farley. 


WHITE 


SCORIN' 



(Nintendo) IwN CellteR 


NINTENDO ROLLS 
ENTERTAINMENT 
TO CHILDREN'S BEDSIDES 

In May of 1992, Nintendo joined with the Starlight Foundation 
by donating funds to bring 161 Nintendo Fun Centers to 68 
pediatric hospitals nationwide. Nintendo Fun Centers are self- 
contained entertainment trolleys that bring a TV monitor, a 
Super NES, a library of games and a VCR to the bedside of a 
hospitalized child. "This donation will bring video game enter- 
tainment to more than 6,500 hospitalized children each 
month," said Emma Samms, actress and co-founder of the 
Starlight Foundation. Nintendo and the Starlight Foundation 
hope the Fun Centers will make it easier for children to cope 
with their stay in the hospital. 


PHONE DIRECTORY 


Nintendo Power Subscriptions 

1-800-521-0900 

Subscriptions and renewals only. 

24 hours a day, 7 days a week. 

Consumer Service 

1-800-255-3700 
(TDD 1-800-422-4281) 

Call for service, general assistance or to 
change your address between 4 a.m. and 
midnight Pacific time. Monday through 
Saturday or 6 a.m. and 7 p.m. Sunday. 
Spanish and French-speaking representa- 
tives are available. 

6ame Counseling 

1-206-885-7529 
(TDD 1-206-883-9714) 

Stumped by a game? Call our Game 
Counselors for help between 4 a.m. and mid- 
night Pacific Time, Monday through 
Saturday or 6 a.m. and 7 p.m. Sunday. It's 
long distance, so before you call, be sure to 
get permission from whomever pays the bill. 



VOLUME 45 7 




2IST 


The 95th Brigade of the Mechanized Marines is looking for a few good pilots. 

The mission is to crush the Axis forces in their strongholds in space and on i 
Earth. The means is the Cybernator G5-E, the most advanced mobile weap- 
ons system ever developed. You’ll take on the Axis forces in seven levels of 
non-stop action. Mission Control aboard the Marine vessel, Versis. keeps you 
updated, but you’re really on your own. Cybernator will challenge Power 
Players by the variety of game play and blazing reaction speed required. 

There is no password, so you’ll have to practice and perfect your techniques. 





CVSETOAlO? GS-e 


The! Cybernator stands five stories high and is armed with four independent 
weapon systems that equal the destructive force of an army. It can be both a 
tank and a spaceship as needed. The machine is also equipped with an Ionized 
Shield and a Propulsion Pak. 



The first battle begins as the Marine Assault Ship. 
Versis, smashes through the lunar base walls. 
The commander orders the deployment of the 
Cybernator Assault Suits. You'll be the third off 
the ship and come under immediate attack. When 
messages from the base appear, be sure you read them carefully. 





Only one out of ten recruits survives Cyberna- 
tor training, which makes you one of the elite 
forces for the Pacific States. You’ll have three 
chances to prove that you have the mettle to be 
a mechanized marine ... or a smoldering hulk 
of twisted titanium. 



It’s dangerous out there! Enhance your weap- 
ons by collecting Power-Ups. Nine P Capsules 
earn an increase of one power level out of four 
levels max. 




ENEMY 

OVERLOAD 

You'll find giant enemies matched 
against your Cybernator, and they 
pack almost as much power. 
Luckily, they predictably appear 
in the same places. 


In Mission Two, giant space-faring robots and 
mines litter the asteroid field. 


INCIDENTAL 

DAMAGE 

Look for great, realistic effects 
like damage to walls and ma- 
chines from random fire. 








AGE 1 


LUNAR 

MINING COLONY 


The Axis Lunar M ining Colony is just a 
front for an immense intergalactic bat- 
tleship with the power to destroy the 
Mechanized Marines. The defenses 
inside the ship consist of robots and 
plasma cannons? -Don’t -rush -blirtdly 
ahead. When entering a new area, make 
sure your Vulcan Automatic Annihila- 
tion Cannon is reloaded and use your 
Shield to block enemy fire. 


MISSION 

OBJECTIVE 

Your mission is to penetrate to the 
core of the hidden Axis battleship 
and destroy its power coupling unit 
before it can be activated. 







EI1D- 
*l AGE 1 


As the energy core rises up to be 
loaded into the battleship, it is 
protected by two plasma cannons. 
Stay parallel to the core, attacking 
the bottom section first, then the 
top as it ascends. After destroying 
the original cannons, new can- 
nons appear. Destroy them, as 
well. 


Continue following the core upward to attack it 


Once destroyed, the core smashes through the colony 





MISSION 

OBJECTIVE 

Your mission is to evade the 
Asteroid Defenses of the ore 
processing facility, find the Mis- 
sile Weapon Upgrade, and de- 
stroy the Mobile Artillery Unit 
at the end. 


The ore processing facilities are protected by asteroids and a defense force of 
robots. Automatic scroll propels you through the Zero G nightmare up to the 
midpoint. Control in the second half is awkward unless you hold down the Left 
Button to keep your Vulcan aimed straight ahead. 


Destroy enemies and earn Power-Ups. 


BOMBARDMENT 

Fire continuously straight ahead as you rocket through the field of asteroids. 
You can blast the smaHer rocks, but larger asteroids will destroy yourCyberna- 
tor with one hit. At the same time you must also dodge the attacks of defensive 
robots. 




ASTEROID 

npppugp i 


raj 



DON’T MISS 
THE MISSILES 

The Homing Missjles are your first 
weapon upgrade. Look for them in 
the second half of the stage on a large 
asteroid in the middle of the flight- 
path. Shoot the 
grey canister to 
reveal the Mis- 
sile Unit. 


Pick up the Missile Upgrade. 



An explosion of asteroids, a bar- 
rage of missiles and the Mobile 
Artillery Unit make a dangerous 
combination. Stay directly on the 
boss, firing the Vulcan and dodg- 
ing. You'll be able to pick up an 
H Power-Up to boost your Life 
Meter and you’ll avoid the aster- 
oid defense perimeter. 










\rAG?5 ATTACK ON 

JLUVE ARP NflUA 


In an attempt to open up the “Lunar Route,” the Mechanized Brigade must 
destroy the huge Axis Meteor Fortress known as Arc Nova. First, you must get 
inside the rock. Then, you’ll have to fight to its center. 



MISSION 

OBJECTIVE 

Your mission is to break into the 
Arc Nova and destroy its en- 
gines. You'll have to blow up 
tanks to reach the main hatch. 



Fire down al the grey panel and discs tram the left 


This stage has some Zero-G fighting. 



BLOW THE ARC 

Inside, you'll face the Laser Mini- 
boss and the Mechanical Claw. 
Your Vulcan should be at full 
power. Stand on the girder and 
jump to avoid the Claw. Fire con- 
tinuously, then go for the engines. 


A Super Weapon is ready to be 
launched against Earth. 


Look for the five main engines of Arc 


You have two minutes to destroy the 
Claw and engines. 


VAr? L ATMOSPHERE 
JLilWC - ENTRY 


MISSION 

OBJECTIVE 



The long descent to the surface of the planet is fraught with danger. Besides 
the fiery heat of re-entry. Axis Cybernators are there to stop you. The aerial 
battle continues until you reach Earth. 


Your mission is to take the battle 
to the leaders of the Axis on 
Earth. First, however, you must 
survive the plunge of the Versis 
below. 


HEADED DOWN DOWN AND OUT 


The Versis Battle craft plummets 
toward Earth, and so do you. Get 
extra Power-Ups every time you de- 
stroy an enemy. When the tempera- 
ture starts draining energy, plant 
your feet on the Versis. 


The Versis comes down in the moun- 
tains, but so does a persistent Axis 
Cybernator, Granbia, who engages 
you in battle. Even though you don't 
destroy him, you’ll end the stage. 
















THE SHUTTLE 

Even with mission failure, you 
can pass on to the next stage. 
Attack the engines of the shuttle 


Waves of Axis troops are being launched into the air by shuttles from a base in 
Madagascar as the Axis hopes to rebuild its strength in space. This stage again has 
multiple parts, both aerial and on the ground. 


AIRBORNE 

Combat airborne drones in this auto- 
scrolling segment. Watch for both 
and shots. 


GROUNDED 

Grab the Laser upgrade, because 
you’ll need it later. Keep hoofing it to 
the hangar. 


MISSION 

■OBJECTIVE 


Your mission is to destroy the 
shuttle in the hangar before it 
launches. Don’t miss the Laser 
weapon upgrade on the ground 
outside the hangar. 


SHUTTLE BASE 


Inside the hangar, look at the map if 
you take the lower route. There are 
holes where you can fall and lose 
a life. Stay at the top, or be extra care- 
ful. The giant Mech Mini-boss is in 
the middle of the hangar. Use the 
Laser against him for multiple hits. 


Zap this Mech with your Laser weapon. 


Stay to the upper right corner for safety. 


the missiles outside the hangar. 


noc 


The Axis has been weakened by your 
assaults, but it isn't beaten yet. Two 
more stages are left: the alpine 
approach to Axis HQ, and the ene- 
my’s capital city. 


\r AGc 5 twilight 

PURSUIT 








HARLEY HITS 

Most of Harley’s experiments are success- 
ful — his jammin’ Jetpack is a case in 
point. But when something goes wrong 
with his Shrink Machine, it goes wrong 
in a big way. Harley ends up small 
enough to live in a dollhouse, and the 
insects that were around when the acci- 
dent happened are mutated. Harley has 
to retrieve missing parts from the 
mutant insects and use them to rebuild 
the machine and reverse the shrink ray. 
This latest small-person-in-a-huge-world 


THE BIG TIME 

adventure is from Hi-Tech Expressions, 
and while the concept is nothing new, 
this one has solid play control and some 
twists that make it interesting to play. 



1 4 NINTENDO POWER 




45 SECONDS TO POWER-UP 

Harley’s Humongous Adventure begins with a 45-second romp 
through the lab, where you can pick up as many Power-Up items as 
you can find in the time allowed. There are no active enemies— 
except the burner flames— so try out all of Harley’s moves as you 
Power-Up and rack up bonus points. 




START 



•LOAD THE NAIL GUN 

In the early stages, a Nail 
Gun is Harley's primary 
weapon. In order to use it, 
you must find a supply of 
Nails. With the loaded gun, 
you can attack enemies 
overhead and those ap- 
proaching from the side. 

Stock up on extra nails for the gun. 



•FUEL THE JETPACK 


You’ll find your first fuel 
supply in the lab. With your 
Jetpack powered-up, you can 
Press X to fly up and inves- 
tigate areas that you can’t 
jump or climb to. Use it 
sparingly, though. You earn 
bonus points for unused 
fuel at the end of a stage. 



•GET SOME AIR 


Try to keep a supply of Air at 
the ready. It allows Harley to 
swim in liquids, including 
the bubbling beakers in the 
lab. Without the Air supply,, 
he sustains significant dam- 
age when he tries to take a 
dive. Find his first air in the 
lab. 



•HAVE A HEART 

Harley loses half a Heart for every hit he takes, 
so keep him healthy by finding Heart Icons, 
which add to his Life Meter. Some are in plain 
sight and are easy to get, but others are hidden in 
areas that you’ll find only by using the Jetpack. 





Find Heart Icons to refill Harley's Life Meter. 

•GATHER NUTS 

It’s going to take lots of Nuts and bolts to put the 
Shrink Machine back together. Each of the Nuts 
you find is worth bonus points at the end of the 
round. 


™ ' 

) 6 

2600 

1 w r 

• 

i; 

© 

3 

© 

© 


Gather Nuts for a big bonus at the end of the stage. 


VOLUME 45 15 






MAYBE YOU CAN 

Harley heads for the Kitchen in Stage 2. It’s a dangerous place for 
someone Harley’s size, especially since the mutant insects are trying to 
flatten him with canned goods. The Machine Part he’s looking for is on 
the lower left, but he can power-up between his starting point and the goal. 
Be sure to pick up insecticide on the way. 



•DON’T GET CANNED 


START 

•RING THE BELLS 

If Harley manages to ring the bells he comes across 
he'll be able to restart from there if his Life Meter 
expires later in the stage. You have to actually ring the 
bell— don’t just walk by and assume that simply touch- 
ing the bell is good enough. 



TAKE A TANK 


When you reach the ramp, watch out 
for steam-rolling cans. You can tell 
that they’re heavy— the whole screen 
rocks when the cans roll. Listen to 
hear when they’re near, then leap as 
they enter from the right. Watch 
overhead, though, you don’t want to 
leap into a flying mutant bug. 


GOAL 



TANKS A LOT 

In Stage 3, Harley takes to a Tank. Children’s toys 
that seem safe enough are dangerous to a tiny 
scientist. Watch out for bouncing balls, super sharp 
jacks, and stacks of Lego-like blocks. Pound them 
with ammo and jump to clear gaps. 




16 NINTENDO POWER 



INVINCIBLE INSECTICIDE 


Get even with those pesky mutant insects. Leap all 
the way over to the right and land on the shallow 
ledge. Pick up the Insecticide there to make Harley 
invincible. It surrounds him in a protective gas, and 
any insect he meets is instantly terminated. The 
effect is short lived, though, so make tracks while 
the invincibility lasts. 



keep rolling overhead, but you’ll be | 
sheltered as you pick up icons, in- 
cluding Jetpack Fuel. Conserve as | 

much fuel as possible for a bonus. Rn „ Ilnl „ nn| , l ,i n tsbvS»dmsJ«p.Dkf, 


PLAYROOM PRANKS 

Use the Tank’s cannon to blast away at the bouncing balls. 
Sometimes walls of blocks will block the way. You can jump 
low walls— blast higher ones out of there before the scrolling 
screen leaves you behind. 



START 




VOLUME 45 1 7 


n O-i O-i > O-i 





THE CLOSET 

Harley’s closet is a mess. It’s much bigger than the previous two stages, 
and you’ll have to explore many levels. Talk about dirty carpets— this one 
is crawling with mutant bugs. Ride block lifts and leap to even small 
blocks to find openings to new areas. Wind your way up, down and around 
to discover lots of Power-Up items. 



START 


• • 





-J -$ 

■ fu9 

*, di 




•SCALE THE WALLS 


Take a leap of faith off this ledge. It doesn’t look like there’s 
anything down there, but go explore to find Nuts and Power- 
Ups. To get back up, face the wall and press X. You’ll scale the 
wall as if you were wearing suction cups. 

•DON’T LOSE 
YOUR MARBLES 



What's down there? Take a leap to 
find out. 





You’ll find a new weapon in this stage: Marbles. Toss one 
out and watch it bounce along, clearing enemies in your 
path. You can also press Up to throw Marbles at flying 
enemies. Switch weapons by pressing L and R. 


The insects get weirder and weirder as you 
traipse through Harley 1 s closet. 


Squash approaching insects with a 


•RAID THE RUG RATS 


Here’s a carpet in need of a good cleaning. Creepy-crawlies are 
living in the shag, and they’re the most monstrously mutated 
enemies yet. They pop up almost unannounced, so have a Marble 
at the ready if you plan to continue on this level. 


1 8 NINTENDO POWER 


hir 





•PUT ON A PARACHUTE 


4 

* ' 


Now for a new mode of transportation. When ■ 
you reach the right side of the ledge, put on > 
the parachute and take a leap off the edge. 
Float from side to side and collect the Nuts 
for lots of bonus points, then continue down 
the ramp to the right. 



CLEAHING 
THE REST OF 
THE HOUSE 

To find the rest of the stolen Shrink Machine parts, 
Harley has to continue working his way through 
the house, searching remote areas and battling the 
mutant insects. It’s a humongous task. 




Harley finds an explosive new Firecracker The big bosses in the areas lo come are 
weapon when he searches through the boxes, big trouble. 


VOLUME 45 19 




As humanity spreads through the galaxy, it faces an implacable foe, the 
Empire of Kilrah. Can one rookie pilot make a difference in the war? 
Wing Commander from Mindscape lets yoii answer that question. 


■ THE ORIGINAL 
STAR FIGHTER 



Wing Commander has gained renown in the 
PC gaming community as one of the best 
3-D dogfighting simulators ever. But the 
popularity of this game is not based solely on 
the realistic space combat. There is an entire 
universe here, from crew mates to technol- 
ogy and friendly alien races. And there is the 
story of the Terran Confederation’s desper- 
ate struggle. The cinema scenes aboard the 
Tiger’s Claw are based on your actions in 
combat. Out in space, you can communicate 
with allies and enemies, giving commands or 
insults as you see fit. 



Dogfighting ladies require Animated scenes make you 
quickness and strategy. a character in the story. 


WHAT EVERY RO 


Wing Commander is as much a game of strategy as it is of skill. As it 
begins, you find yourself in the officer’s club aboard a starship. 
Information is the key to survival, so start listening to fellow crew 
members. 



You are a rookie fresh out of the 
academy and itching for a fight. 
You have never even seen the 
enemy, much less had to fly tac- 
tical combat missions. 


The Tiger’s Claw, an interstellar 
carrier ship of the Terran Con- 
federation, is on patrol in the 
Enyo System where there have 
been recent incidences with the 
Kilrathi. 


WHAT, WHY, AND HOW? 


Piloting a one-man fighter, 
you’ll be sent on scouting mis- 
sions, escort duty, and raids to 
harry the “hairball” Kilrathi. 
The enemy gives no quarter, and 
neither can you. 



20 NINTENDO POWER 













NAVIGATION POINT 


HOME BASE 


Navigation Points, or Nav. Points, are your 
destinations during a mission. Sometimes there 
is a goal at the Nav Point, like an ally 
freighter. At other times, the Nav. Point is 
simply part of a route. 


DANGER ZONE 


Asteroid belts disrupt missions in a number of 
ways. Autopilot won't work in a "belt.'' You 
have to dodge rapidly approaching rocks. And 
finally, you may have to take a longer route 
around the Asteroids. 


Although it is best to carry out your missions as spec- 
ified. you aren’t required to complete any or all of the 
elements. If you are in danger of losing your ship after 
a skirmish, return to the Tiger’s Claw. You can even 
eject and be rescued. 


The commander may question your 
performance after an aborted mission. 


Autopilot won't get you out of an 
Asleroid Belt 


The Tiger's Claw is your home base in deep space. If 
damaged in combat, return here to save your ship. 
Mission briefings, training, and ceremonies are held here. 
You'll also meet your fellow pilots aboard. 


DANGER ZONE 


invulnwable'fo ^ur'armaments^Sometim^s 
you can't avoid passing through such a belt. 
Make sure that your Shields are lully regen- 
erated before entering the gauntlet. 


When you are switched to the Map Display, you can 
select a target destination. Expect a slight delay 
before the change is noted by the game. Use 
Autopilot to reach the Nav. Point quickly and engage 
any Kilrathi present. 


VOLUME 45 21 




m COMBAT TACTICA 


SEARCH 
TO DESTROY: 

The Radar Display may be the 
most valuable instrument on 
board your fighter, but it isn’t 
always easy to use. You won’t be 
able to disengage from the Kil- 
rathi until either you destroy 
them all or eject to save yourself. 
So while a red dot remains on 
the radar, you have work to do. 
Think of the Radar Display [A] 
as a 3-D cone. The Center Ring 
is the narrow view forward of 
the nose of your ship and the 
Outer Ring is everything behind 
your nose. For instance, when a 
hollow red dot appears on the 
outer ring, upper left side, it 
means that a Kilrathi is nearby, 
slightly behind, above and to the 
left of you. If you swing up and 
to the left, the enemy will come 
into view. It sounds easy, but at 
high speeds, the Radar Display 
can become a flashing night- 
mare of targets. 

WATCH YOUR TAIL 

The Kilrathi always try to 
ambush Terran pilots if possible. 
The first situation [B] places you 
in a trap, with three “furballs” 
behind and one dead ahead. 
Your best move is to loop up and 
circle behind the enemy. Use the 
Afterburner to boost your speed 
as you climb through 180°. The 
second scenario has you pinned 
in on every side. Any way you 
turn, you'll run into an enemy. 
Vary your speed and turn in 
rapid, 90° arcs until you shake 
them. 

THE FIRST BATTLE 

As a new pilot, the most danger- 
ous situation is when you first 
engage a wing of Kilrathi fight- 
ers. If they come in a wedge for- 
mation, don’t face them down. 
Hit the Afterburner and dive, 
twist or climb. The enemy will 
break up into two-ship teams 
that are easier to target. Review 
the procedures [C] for the actual 
conflict. 


RADAR DISPLAY 


OUTER RING 


CENTER RING 


BLUE DOT 



MIDDLE 

QUADRANTS 


WHITE DIAMOND 


WHITE SQUARE 


□ I 


ENEMY RECOGNITION 




SIDE VIEW 









PREPPING FOR BATTLE 


Your wing man will recon all nearby 
enemy ships and send you updates. 


Visual contact occurs at a range of 
several thousand meters. 


The Auto Targeting display shows 
the enemy vessel's range and damage. 



22 


NINTENDO POWER 









¥ 


L BRIEFING 


WING COMMANDER 


FIGHT SMART 
BY PLANNING 
YOUR STRATEGY 

Practice in the officer’s club on the 
Training Simulator before applying 
these [D] and other strategies in 
combat. The Hard Brake maneuver 
may look simple, but it usually 
doesn’t work because you need the 
enemy ship to be close behind you. 
Your radar should indicate a large, 
hollow dot at the bottom of the 
outer ring. The real key, however, is 
to hit the Afterburners as soon as 
the enemy overshoots you. The Sit 
’N Spin technique is good for those 
times when you can’t get a lock on 
the enemy. Cut your engines and 
rotate 360° until you spot an enemy, 
then go for him with Afterburners 
and lasers blazing. 

THE SPECIAL 
SLIDE ATTACK 

Kilrathi ships can track you with 
extraordinary accuracy, but they do 
have weaknesses. The first problem 
they have is with changes in veloc- 
ity. Use short bursts of the After- 
burner and vary engine speeds to 
throw off their targeting com- 
puters. Use the second technique 
when approaching the enemy head 
on. The purpose of the Slide Attack 
[E] is to swing the back end of your 
fighter around so that you’ll end up 
with a clear side shot at the Kil- 
rathi. Turn 30° away from the 
direction you want to slide, then hit 
the Afterburner. At top speed, turn 
hard toward the enemy. This 
maneuver is effective, but difficult, 
and the Kilrathi can’t track it. 

ATTACKING 
LARGE TARGETS 

Although your crew mates say you 
can't destroy a large target like a 
Capital ship with guns alone, it is 
possible— it just takes repeated 
runs. The conventional method [F] 
involves attacking the rear of the 
ship. Fire missiles before you reach 
2000 meters and guns between 
1500 and 1000 meters. 



OFFENSIVE TACTICS 


HARD BRAKE 












1 


HI & HIS HAND 
OF " MERRY Mi:N " 
APPEAR IN 
"IVANHOF" 


If you think you’re pretty good at coming up 
with questions for the television program, this 
is your chance to become a Jeopardy contes- 
tant — in the privacy of your own home. In 
GameTek’s new Super NES version of the 
popular game show, host Alex Trebek wel- 
comes you and two other guests, either human 
or computer, to participate in this authentic 
adaptation. How tough are the answers? Come 
up with the questions for the answers shown in 
this review, then compare your responses with 
the correct ones on page 27. How do you rate? 


AND THE ANSWER IS . . . 


With 350 categories. Jeopardy for the 
Super NES has much greater depth 
than past video versions, and it’s 
more challenging than before. The 
graphics are crisp, and Alex Trebek’s 
voice has been digitized into the pro- 
gram. A game takes you through 
regular Jeopardy and Double Jeo- 
pardy to Final Jeopardy, just like the 
television show does. 




I III RF ARE OVI .lt 
f’. GOO KNOWN 

WHICH GIVI'S 
SPRINGS fc A 


" RIPI 
HI Ml VI 
NOT" w; 
DAUdll I I 


CLOTIH :s 
MADE OF 

IIIS 


i 



I ■ I 


THE DAILY DOUBLE 



One of the best ways to make your 
money multiply is to bet big— and 
come up with the right question— on 
a Daily Double. One is hidden in 
regular Jeopardy; two in Double 
Jeopardy. You may not actually take 
home the dough playing the video 
version, but then you don’t have to 
risk feeling foolish on national T.V. 
to have fun, either. 





500 POINTS 






600 POINTS 




1000 POINTS 1 


" i mi : i Alii s <>i 
DR. I. AO" I’l.US 

"i in: pages or 


I. ED A 

S HEI. I. , IT'S 
THE CASE 

iCES or CON PAINING THE 
*" GUNPOWDER & 

DUPLET 


FAIRY-TALE CAT 
COULD FILL 
J.R.'S SHOES 


SPEED SPELLING 


Spelling counts in video Jeopardy. If 
even one letter is incorrect, your 
question is counted as wrong. And 
you have to be quick, too. If the ques- 
tion is long, you’ll have to really 
move to enter the whole thing. To 
speed the cursor up considerably, 
press the R Button while holding the 
Control Pad in the direction you 
want the cursor to go. 



RAPID RINGING 


The game displays the question for a 
few moments, then allows ten 
seconds for players to ring in. If you 
know the question, start tapping the 
A Button even before the ring-in 
period starts. It will give you the 
advantage over your rapid-ringing 
opponents. 













. ; ) 


In regular Jeopardy, the answers 
range in value from $100 to $500, 
and their difficulty tends to increase 
as their value goes up. Before begin- 
ning the round, you have the option 
of selecting new categories. If you’ve 
already seen the categories selected, 
or if they aren't to your liking, you 
can select a completely new group. 


BORN TO HUMAN 


PARENTS, E.I3. 


all won 

AN ANT 
ARE TK 


LITTLE rs TIBS ARE : 
KIND OF ANIMAL 


ERS IN 
IOLONV 

; sex 




,111 


400 POINTS 



>11 



>11 


m 



m 


soy 

2! 


m 




31 


m 

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>u 

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IEDITERRANEAN with no wild 
ASTRV LAYERED CARDS IN USE, 
WITH FILO THE BEST HAND 

IOUOH, NUTS & YOU CAN GET IN 
HONEY POKER 


DOUBLE JEOPARDY 


There's a lot more at stake in Double 
Jeopardy, where the answers are 
worth from $200 to $1000. If the new 
categories are ones you know, you 
can make some fast cash, but the 
money disappears just as quickly if 
you’re wrong. You can select new 
categories before the Double Jeo- 
pardy round begins, just as you could 
before the previous round. 




800 POINTS 


AS PEKING IS 
TO THE 

PEOPLE'S REP. 
OF CHINA, THIS 
IS TO THE REP. 
OF CHINA 


THE MAN WITH 
THE 

"BUTTON-DOWN 
MIND" WHO 
PLAYED MAJOR 
MAJOR IN 
"CATCH— PR" 











f 


1 

r 

1 






FIN 

AL JEOPA 

LRDY! 


JEOPARDY! 


You’ll have to make a strategic bet when you 
reach Final Jeopardy. First, Alex tells you 
what the category is, then he asks you to place 
your bet. Take a look at your opponents’ total s 


and figure out how much you’ll have to put 
on the line in order to win the championship. 
You won’t learn what the answer is until 
you’ve made your wager. 



AND THE QUESTIONS ARE: 


1. Who was Robin Hood? (Score: $ 100 ) 

2. What was nothing? (Score: $200) 

3. What is a palm tree? (Score: $400) 

4. Who was Jack Palance? (Score: $ 1000 ) 

5. What is 10? (Score: $500) 

6. What is a cartridge? (Score: $600) 

7. Who is Puss in Boots? (Score: $1009) 

8. What is a mouse? (Score: $100) 

9. What is female? (Score: $ 200 ) 

1 0. What is baklava? (Score: $300) 

11. What is a royal flush? (Score: $400) 

1 2. What is New Orleans? (Score: $200) 

13. What is the Star Spangled Banner' (Score: $400) 

14. What is Tai Pei? (Score: $ 600 ) 

1 5. Who is Bob Newhart? (Score: $ 800 ) 


ARE YOU READY FOR THE REAL THING? 


$51 00-$6800 


Put the stamp on your entry card and drop it 
in the mail. Tell Alex that you’re on your way. 
Buy the plane ticket. Go ahead and plan the 
vacation you’ll take with some of your win- 
nings. Tell the local Chevy dealer what color 
you want that Corvette to be. You’re ready for 
Prime Time Jeopardy! 


$3400-$5099 


You didn't totally crash and burn, but you'd 
better put in some practice time before you 
think about showing your face on national 
television. Plug in your Jeopardy Game Pak 
and work your way to a video championship 
to prove that you have the mettle and the 
mind to take on two real contestants. 


$0- $3399 



Don’t do it! Don't mail that entry. Trying out 
for a televised Jeopardy spot would result in 
total humiliation. You aren’t ready for prime 
time Jeopardy. The other contestants would 
chew you up and spit you out. Perhaps Wheel 
of Fortune is more your speed. 


. 1 








PUOSLEY’S 

1CAWNOEB 


MAGICIAN'S GLOVES 
(poster) 


fc 


' *v _ . w i 


BBSS 

unm u it 




n 

28 NINTENDO POWER 



MANSION MAYHEM 


The creepiest family on the block is back with their 
second Super NES action game. The first game fea- 
tured Gomez in the starring role, but this time 
around, it’s Pugsley who gets the nod. Wednesday 
likes to have a little twisted fun with her husky little 
sibling, Pugsley. She sends him scurrying and spe- 
lunking about the family mansion trying to scrounge 
up ooky and obscure odds and ends. Wednesday 
won’t tell Pugsley where any of the items are located, 
but we will! Ocean has created a doozy of a game 
based on the animated cartoon series! With some 
creative searching, hidden items can be found in 
practically every level. Secret rooms abound in this 
game, too! The game has no time limit, so take the 
time to explore every nook and cranny in every area. 


MOLDY CHEESE 
(pgs. 32-34) 


DRAGON'S FIRE 
(poster) 


En garde is right! Pugs- 
ley’s Scavenger Hunt is 
not a game for novice 
players. It’s difficult. To 
the uninitiated, it can be 
downright discouraging at 
times. Don’t get us wrong. 
It’s a fantastic game with 
great graphics, but the 
extreme challenge factor is 
something to be reckoned 
with. Hard core action 
game fans will love it! 


OCTOPUS INK 
(pgs. 29-31) 


SPIDER VENOM 
(poster) 


f NORMAL UNDERWEAR 
(poster) 








PUGSLEY’S 
SCAVENGER HUNT 


OCTOPUS INK 


•t * Pugsley can choose to begin his scavenger hunt in one of four rooms. 

- - — ■ — "* We suggest starting with the second door on the second floor. The 
soapy surroundings of this bathroom provide a relatively easy level to begin with. Pugsley 
will have to avoid going into the water until he is forced to dive in Area 1-7. 


If Pugsley touches the 
Question Mark here, 
a payload of bucks will 
be released from the 
ceiling. Don’t ever 
stand on the Blocks. 
They’ll quickly crum- 
ble away. 


Pugsley has to hit these 
Blocks in a specific order 
to continue onward. A 
displeasing sound will be 
heard if you hit a Block in 
the wrong order. 


The Crabs can't be defeated. Pugsley will just have to 
avoid them by jumping over their pinchers. Red Crabs 
move faster than purple ones. 


It takes precise, accurate 
tapping on the B Button to 
make Pugsley jump the cor- 
rect height and distance. 
You can make him jump a 
bit farther by holding down 
the Y Button, as well. 


If you go left at the beginning 
of Area 1-2, you’ll find a hid- 
den room. This is the Ques- 
tion Mark you’ll need to gel in 
order to exit the room. 


Pugsley will have to jump up 
and hit this Switch Block to 
make an important step appear. 


AREA H 


BRING ON THE BUCKS! 


AREA 1-2 


JUMPING FOR DOLLARS I DON’T GET CRABBY ! 


A BLOCK FOR A BLOCK 












All 25 of these Blocks will in- 
stantly disappear if Pugsley 
jumps and hits the Switch 
Block just above them. Now 
go to the exit. 


The Question Mark above 
these Blocks will make them 
disappear if Pugsleyjumps up 
and gets it. Drop down and 
continue on. 


AREA 1-3 


AREA I -6 


AREA 1-4 


LET HIM THROUGH 


TRIPLE BLOCK WALL 


CRUMBLIN' AWAY 


Don't linger on this stack of Blocks. Go all 
the way to the last row and crumble away 
the Blocks to get to the Switch Block. 




TO 1-7 


To make these Blocks disappear, hit the 
Switch Block in the box of Blocks in the 
upper left corner of the map. 


TO 1-6 


Pugsley needs to find a 
Question Mark in order 
to make each column 
of Blocks disappear. 
Check the map and the 
photos to locate them. 


SCORE CASH 









PUGSLEY’S 
SCAVENGER HUNT 


Swim into this area and explore every nook. A hid- 
den switch will cause eight dollars to appear. This is 
a great example of why you should search every 


The first row of octagonal Blocks can be obliviat- 
ed by finding a hidden switch nearby. The second 
row will be 

cleared aw a> h\ 

treading water RjL * 

for a few sec- jfc^. 9 - 

onds between ^ 

spikes. 51 


to the fullest extent. 


As is the case with every 
mine in the video game 
world, it pays not to 
touch them! The under- 
water mines in this game 
don't explode, but they 
are extremely sharp. 


The mines guide Pugsley 
to this area’s exit. Keep 
your eyes peeled for mov- 
ing depth charges. They 
send shrapnel in all direc- 
tions when they explode. 


QUADRA PUS 


Swim in a clockwise direction around the Quad- 
rapus while avoiding his tentacles. You’ll have to 
land on his head a total of six times in order to 
defeat him. You can nail him twice on every lap. 


AREA I -7 


WHERE'S THE SWITCH? 


UNDERWATER TREASURE 


AREA I -9 


AREA (-8 


ONEWAY 
TO GO 



isiuagiraaffiffiaH 

a. 

This rock formation looks solid, 
but it’s not. Pugsley will have to 
swim up through it in order to 
reach the exit. 












MOLDY CHEESE 


The second area that Pugsley should tackle is Lurch’s Lair. Climb the 
rope in the hallway to reach it. Lurch must like explosives because 
there’s plenty of the stuff around! Cannons and gelatinous blobs will 
explode with their unstable payloads. 


To get this Question Mark, simply 
walk through the wall to the left of 
the Question Mark. Don’t jump 
all the way to the lop level. Walk 
through the wall from the ledge 
just below the upper level. 


Pugsley will really 
have to earn this 1-Up. 
It involves riding Hy- 
ing bombs, getting two 
Question Marks and 
jumping on a TNT 
plunger. The bombs 
will destroy Blocks. 


Bomb riding can be a headache for Pugsley. 
The path a bomb travels is changed when 
Pugsley rides on it. This is the key point to 
remember. Ride the bombs to cause them to 
crash into walls of Blocks. When they 
explode, they’ll take out the Blocks. 


Pugsley can leap up 
through an opening 
to the level where 
the TNT plunger lies. 
Jump on the plunger 
to remove the Blocks. 


In this small room, Pugs- 
ley will come across a 
stash of cash. Run to the 
right and left on each 
level to cause the dollar 
signs to appear. 


LOOKS DIFFICULT, BUT IT’S NOT 


AREA 2-1 


TRICKY TUP 


BOMB RIDING 


AREA 2-2 


AREA 2-4 


COLLECTION 

SERVICE 


UP THROUGH 
THE GAP | 

















lamsaaiBiga 


There are a few mines 

in this room that can 

cause serious problems. Be athletic! 

Jump over or duck and crawl under 

them. 


•ive to be ridden in this area for 
iss to vital Question Marks. Area 

be rather 

the map 
:ems and 


This Question Mark cata- 
pults Pugsley up through 
the stone wall just above it. 
Pugsley can now snag a 
couple more Question 
Marks to make his way out. 


Many missiles will come at Pugsley 
from out of nowhere! Try to stay low 
to avoid them. Pugsley can also ride 
the missiles. A truly daring move. 


PUGSLEY’S 
SCAVENGER HI 


HUNT 


MISSILE MADNESS 


AREA 2-6 


TAKE THIS EXIT 


AREA 2-? 


BLOCK WALL BOMBING 


TO 2-6 


AREA 2-8 


TO 2-9 


QUESTION MARK WARP 


There is another exit above it, but 
it will re-route Pugsley back 
through rooms he 
has already been to. 

This is definitely 
the door to lake. 
















SPIDER VENOM 


ARAK-MOID 



DRAGON’S FIRE 


T9A5T- 


>AREA^6l 


MORE 

ITEMS! 






SMM T® U®® 








Time Pugsley’s jump perfectly to make 
him land on a cannonball 

just n leaves (he can- 

nun Junii' oll'nix! before 

n hits (lie wall and blasts - 
the Blocks. 


Pugsley should be an expert cannonball rider by now. He'll have 
(o be to make 

'psfjm i t h ' • Hi;! h I a:- jSfc**: c. -Tl I 

I -n.-.: jT m 

■■ J spiked mines. fl y. ! akt?* K r Ti?* ?' -i : 


Catch a bomb coming 
the right to be able t 
through these Blocks. 


Ride a bomb to the Blocks or go 
to the tower right corner and 
get the Question Mark. 


Catch a bomb 
at the midway 
point and ride it, 
while hopping, 
to get the Ques- 
tion Mark. 


£|<?r CHEESE, 


On the platforms just ahead , 
ledge await three cheese-tossin' 
Wait for a break in 

i I k- tluv'C il.'hiLV 

and Imp up m the ft WV-..' 
pi. iilnrms in slump I 
them into oblivion. HHpE 


This mouse doesn’t want to give up 
his Moldy Cheese so easily. He’ll 
deploy small mice to enter from the 
sides of his hideout while tossing 
cheese wedges at Pugsley. Bounce 
off of a cheese wedge to get Pugsley 
into position for an appropriate 
attack to his head. 


ACCURACY COUNTS 


:annonball MADNESS 


BOMBIN' TIME AGAIN 


TO BOMB OR NOT TO BOMB? 


AREA 2- ( ( 


BOMB HOPPING 


AREA 2-12 













fObUC BLRST MAN J 

peuve? a puuch that 

WILL PLflTTfiN A M/^CK TRUCK 


VOLUME 45 35 




Koei has long been known for their long, drawn-out. The object is to connect major cities around the 
rice-buying role playing games like Nobunaga's globe with commercial flights. Like in the real 
Ambition. Aerobiz is different. It's really fun. it business world, there are many variables that 
doesn't take an eon to complete and there's not affect your company's performance. Can your air- 
a grain of rice to be found! Just lots of jet planes, line survive? 




Tokyo has been chosen as the home base for You may consult with board members on a 
this particular airline. regular basis to receive advice and tips.' 






The balance between opening new routes, 
investing capital, buying new planes and dealing 
with rival airlines will keep you busy throughout 
the entire game. Your 
company’s fate is truly 
in your hands. 


“ This is the Captain speaking. The 
flight crew would like to welcome 
you aboard POWERair. Our airline 
is the industry’s best. Please enjoy 
the ride. Meanwhile, adjust your 
seatbacks and in the pouch in front 
of you, you’ll find our top-rated in- 
flight magazine. " 






FIRST 

QUARTER 




Conned as many cities as you can with 
available planes and routes. 


A jet airliner takes off from the Tokyo 
base on a brand new route. 


What you accomplish in the first three 
months of operation are critical to your air- 
line’s survival. You may choose one of two 


scenarios and set the difficulty level for the 
game. Don’t be afraid to lay out large sums of 
cash for equipment. You’ll need many planes. 


“See if you can handle 
this scenario. ’ 

1983-2015 
1 -Player game 
Tokyo headquarters 
Beginner level 


Open routes to the cities that have available slots. Buy short 
to mid-range jets to cover the routes. 


OPEN ROUTES 


When buying planes, match the needs of your routes 
to the specifications of the planes. Consider passenger 
capacity, range, price and fuel efficiency when making 
purchase decisions. Buy as many Airbus A300's as 
you can. 



AIM HIGH 


You’ll have to spend money in order to 
make money. Don’t skimp with your 
Repair, Ad and ( 

Service budgets. 

Check them 
often and keep 
all three of 
them above the 
Average level. 



NEGOTIATE 


Your airline has hired three managers to handle the task of 
negotiations for routes to various locations around the 
globe. It’s a very good idea to keep them busy. Don’t over- 
buy slots on your routes. You may end up giving them 
back and wasting money. 


BUY STOCK 


If the battle heats up between rival airlines, a deciding 
factor in which airline will eventually come out on top is 
the amount of stock owned. Buy some cheap stock as an 
investment and monitor the growth of your investment 
throughout the game. Buy and sell as needed. 



Delhi has 14 slots available. You won't need or be able to use that 
many unless Delhi becomes one of your hub cities. 


Don't buy any AIREAST stock, go for something much cheaper and 
more stable like AIRWING. Buy 1 000-2000 shares to start. 












OPEN ROUTES 


The goal of suprema- 
cy in the airline busi- 
ness can’t be achieved if 
you don’t connect all avail- 
able cities. Over time, with shrewd negotia- 
tions and careful flight planning, your goal 
will be realized. 


Initially, you deployed the planes that 
were given to you. Now, the A300’s that 
you purchased in the First Quarter 
have been delivered. Replace the larger. 


less economical planes with A300’s. 
You’ll use the larger planes for longer 
routes when you open them up. The 
Second Quarter should end quickly. 


“This is the Captain again. We're en- 
countering a bit of turbulence. Not only 
here in the air, but in the industry as 
well. Buckle up for safety . ' 


Your negotiators are hard at work and more 
routes will be opening up for you to put planes 
on. You’ll want to construct hubs in a few 
major cities and branch out from there. 


THIRD QUARTER 


Los Angeles has 1 1 slots open. This First, you have to connect Los Of course you want to open the 

will be an excellent city for a hub. Angeles with a flight from Tokyo, route! Elevate the fare for a while. 



NEGOTIATE AND BUILD 


When you decide where to build a hub, you should 
begin construction immediately. Los Angeles, 
New York, London and Paris are all excellent 
choices. Set up one branch office at a time and 
then establish routes from each new hub. 


Don't negotiate with Mexico City until If you've got the cash, set up a new 
you have a hub in LA or New Ybric hub. London is an excellent location! 




role in the tourism ratings. Wars and 
harsh economic problems will also play a 
role in the ratings. Events in the game 
reflect real world events. 


$17.5 million is a 
small price to pay 
for the opportunity 
to expand. 


Good move! Now 
your airline will 
be able to fly out 
of London. 


BRANCH OUT 


When looking at sites for branch offices, 
consider each city’s population, economy 
and tourism ratings. World events like 
the Olympic games play an important 







FOURTH QUARTER 
AND BEYOND 



After every quarter, you’ll receive an update on the 
profitability of the airline business. Hopefully, your 
company will be leading the way. Watch what your 
competition does and then react to the changes. 
Remember, if your company falters, you can seek 
advice from your board members. 



Most excellent news! Your company leads the way in the airline 




SELL STOCKS FOR BUCKS 


“ Wheiv ! There sure is a 
lot of competition out 
there in the skies. I 
think I’ll just stick to 
flying the planes and 
let you deal with the 
business end of the 
operation. By the way 
we'll be in Hawaii 
soon!" 


The AIRWING stock that you 
purchased is performing very 
well and is on the rise. If you are 
in desperate need of funds, you 
can sell a portion of it or all of it 
to receive the profits. However, 
in this case it would be a wise 
decision not to sell any. In fact, if 
you have the funds, go ahead 
and buy more. 


FARE ADJUSTMENT 


When two or more airlines open up routes between 
the same cities, a fare war is likely to ensue. Always 
charge a lower fare than your competitors. 


A hub with no open slots isn't going 
to do your airline much good. Send a 
negotiator in to open some. 


To increase its lead. JAPANA should 
lower the fare for the flight between 
London and New York City. 


KEEP IN TOUCH 



Along with the quarterly profitability 
reports, you’ll also be kept abreast of im- 
portant world events and breakthroughs 
in aviation technology. Everything is 
based on real world events! 


Close any open routes to Tehran 
if war breaks out there. It's very 
likely to happen. Expect it. 


pushes ahead. Check 
re introduced 






UNSUNG 

HEROES 

of the 



Have you ever wondered if there was a game out there that you may have overlooked? A 
good game that just slipped right past you while you weren’t looking? We're willing to bet 
that it has happened to most of you. This article deals with NES games that didn’t sell nearly 
as well as we thought they would and the reasons they may not have reached their potentials. 


Influences 


What influences a person, namely, 
you, to purchase a video game? It’s 
probably a combination of things. 
First of all, there’s the advertising and 
marketing efforts. If the TV commer- 
cial looks hot, you may be tempted to 
purchase the game. Does the package 
appeal to you? Providing that you 
don’t know much about the game, 
how much can its outward appearance 
influence you to reach for it and your 
wallet? Seeing ads in video game 
magazines really hits home, as well, 
but, unfortunately, what you see is not 
always what you get. 

Mass people purchased the first 
Simpsons game, Bart vs. the Space 
Mutants. Many were disappointed 
with the odd play control and the 
overall format of the game. So why 


did it sell so many copies? Well, for 
starters, everyone loves the Simpsons. 
Does this mean that a video game is 
going to be as good as the TV show? 
Not necessarily. 

How much of your purchase deci- 
sion is affected by the licensee com- 
pany’s reputation? Are you more 
likely to purchase a new Capcom, 
Konami or Nintendo game because of 
their track records? It’s a good bet that 



the answer is “yes.” While this strate- 
gy may be fairly safe, sooner or later 
you'll pass over some great stuff. It 
takes a little more effort to seek out 
information regarding less talked 
about titles, but the results will be 
worth your while. 

There are other sources of informa- 
tion. Reviews in gaming magazines 
like Nintendo Power give players an 
opportunity to see what a game is 
about. Go for' a little word-of-mouth 
information from your friends, too. 
They won’t steer you wrong. Now, 
what about the influence of a familiar 
character? Everyone knows they can 
count on Mega Man and Mario, but 
how willing are you to take a chance 
on an unknown video game character? 
Every hero has to start somewhere! 


= Advertising, marketing and distribution factors= 


Large licensee companies can gen- 
erally afford bigger budgets to pro- 
mote new releases, but that doesn't 
necessarily mean that their games are 
the only games for you. There are 
many ways to effectively advertise a 
video game. Television advertising, 
far and away the most costly method, 
can reach a tremendous number of 
potential buyers and also offers an 
excellent medium for showing off the 
product. You’re probably used to 
seeing TV ads from companies such 


as Acclaim, Capcom. Konami and 
Nintendo for their games. It’s com- 
mon fare. How many times have you 
seen an ad on TV from a smaller 
licensee company like American 
Sammy, Seta or KoeP? Can you 
remember any? The cost of produc- 
ing a game alone is often enough to 
deplete a smaller licensee's funds for 
a project. For example, games like 
MetalStorm and Vice: Project Doom 
have no license and low visibility, 
but what they do have is play value. 


Another excellent medium for 
advertising video games is print. 
Namely, video game magazines. 
Remember Kemco's “Shift Happens” 
advertisement for their racing game. 
Top Gear? The game sold very well. 
Granted, it was a good racing game, 
but F- 1 ROC is on the same level as 
Top Gear, and it hasn’t sold nearly as 
well. According to our Power Meter 
ratings, it should have been a closer 
race. We certainly applaud Kemco 
for coming up with such a creative 


40 NINTENDO POWER 


and very effective advertisement. 
Bravo! 

Another extremely important factor 
in the marketing of a video game is 
distribution. You can't buy a product 
that you can’t find. Smaller licensee 
companies often have difficulty get- 
ting their products on the shelves of 
large retailers. It's likely that a game 
from a smaller licensee company will 

■ MetalStorm 

by I REM 

Released: September 1990 
Action 

Password feature 

MetalStorm could possibly take the 
award for the “Unsung Hero” of NES 
games if there were an award given 
out for that. Since there is no such 
award, you’ll have to trust us. A fac- 
tor that contributed to MetalStorm’s 
low profile is that it did not have 
good distribution. MetalStorm has 
great play control. It also has very 
inventive play control. A robot that 
can manipulate its gravitational ori- 

■ Vice: Project Doom i 

by American Sammy 
Released: November 1991 
Action 

Here’s another game that appeared on 
the cover of Nintendo Power and was 
given a 12-page review (Volume, 24). 
The 11 -stage sci-fi adventure game 
had lots of action to offer, but there 
weren't a lot of stores who offered it 
for sale. The distribution of this game 
was anything but great. 
Unfortunately, American Sammy 
doesn't have the ability to muscle 
their product onto the shelves of 
many major retailers. Another impor- 

■ River City Ransom 

by American Technos 
Released: January 1990 
Adventure 
Password feature 


Two major things contributed to the 
downfall of American Technos' 
River City Ransom. First of all, the 
distribution of the product wasn’t 
very good. Secondly, and possibly a 
more important factor, the game 
seemed to succumb to competition 
from other games, namely Double 


have to have a very strong pre- 
release demand to obtain a spot in the 
video game displays of retail giants 
like K-Mart and Wal-Mart. It may 
take a little detective work on your 
part to find some of these less talked 
about games, but in the end, it’ll be 
worth the effort. The games that 
we’ll be discussing here have all 
been on the market for well over a 


entation is the main character. The 
best marketing support this game 
received was when it was featured on 
the cover of Nintendo Power 
(Volume 22). The game was also 



The M-308 robot character in MetalStorm is very 
easy to control. It can change its gravitational orien- 
tation in mid-air. This makes for interesting play. 



The graphics in Vice: Project Doom aren't anything to 
write home about, but the play control is quite good. 


tant factor contributing to the game’s 
weak sales statistics is that the game 
was released several months after it 


Dragon. It’s ironic that Tradewest 
markets Double Dragon, but 
American Technos developed it. In 
essence, they ended up competing 
with themselves! Recently, they 
released a new NES title called Crash 
*N the Boys: Street Challenge and 
are busy working on Super NES pro- 
jects. American Technos did manage 
to put out a pretty good game when 
they released River City Ransom. 
Ryan and Alex, the main characters 
in the game, are out to clean up the 
city and the local high school. Good 


year. Some of them may be difficult 
to locate in stores. However, you can 
always call the licensee companies 
who produced them. They may be 
able to help. 

Let’s take a brief look at several 
games that may have suffered from a 
lack of marketing support and lack of 
good distribution. 



The bosses in MetalStorm are interesting and 
diverse. Various attack patterns will have to be exe- 
cuted in order to assail the mechanical obstacles. 


given a 12-page feature review in the 
very same issue. The game is chal- 
lenging, but not extremely difficult 
to play. The space/robot theme is a 
tried and true format, but you have to 
admit, it does lend itself very well to 
video games. 


received the magazine coverage. 
Volume 24 was the May 1991 issue. 
Oops! When the game was finally 
released, about half a year later, many 
people had forgotten about it. This is 
also approximately the time when the 
Super NES was being eagerly await- 
ed by many NES owners. Saving up 
cash for the Super NES was much 
higher on the priority list than giving 
a new NES game a try. Getting back 
into the game itself, the storyline is 
fantastic. The variety of the stages 
also makes for an enjoyable play. 
Next time you fire up your NES, keep 
this one in mind. 


graphics and great fight sequences 
are high points in this brawling 
action game. 



It looks like Alex is starting to clean up the trash out 
in front of Cross Town High School. 


VOLUME 45 41 






The competition. Timing is everything! 


Kickle Cubicle, Solar Jetman, 
Little Nemo the Dream Master and 
Maniac Mansion, all good games, 
were released in the month of 
October in 1990. During the same 
time period, Castlevania III and 
Dragon Warrior II were released. It 
was likely that most NES users 
would have been familiar with 
Dragon Warrior and the popular 
Castlevania series, so the follow-up 
games enjoyed strong sales while the 
others faltered a bit. 

■ Kickle Cubicle i 

by IREM 

Released: October 1990 
Puzzle/Action 
Password feature 

Here’s another really good game 
from Irem that rates fairly high as far 
as puzzle games go. It’s fun for all 
ages, although the main character, 
Kickle, has a definite “younger” 


It’s safe to assume that most people 
don’t go around buying every game 
they see. They may just get one and 
then wait until they master it before 
going back to the store to get another 
one. That’s perfectly fine, but by the 
time the person finally went back to 
the store to find another hot title, Dr. 
Mario, Mega Man III and TMNT II 
had all been released and the first 
four games we mentioned here were 
passed over. 

On a similar note, MetalStorm was 


appeal. The storyline is another one 
of those “rescue the princess and save 
the world” kind of things, but if you 
put those things aside, Kickle Cubicle 
really shines. The initial levels in the 
game are easy, but the difficulty level 
steadily increases throughout the 
game. New enemies are introduced as 
you progress, too. A password feature 
is included and, if your game ends. 


released in February of 1991. During 
the same month we saw the release 
of Adventure Island II, Double 
Dragon II and Bart vs. the Space 
Mutants. Unfortunately, Irem’s 
MetalStorm was also likely to be 
passed over in favor of the titles with 
more “name” recognition. For those 
of you who are currently searching 
high and low for an older NES title, 
try calling the licensee for some help 
with your search. 



Each stage brings a new icy layout for Kickle. 

Freeze enemies and build bridges to rescue the 
people trapped in red Dream Bags, 
you are allowed to Continue as many 
times as you like. 


■ Solar Jetman ■ 

by Tradewest 
Released: October 1990 
Action 

Password feature 

The play control is what differenti- 
ates Solar Jetman from other games 
in which you have to pilot a space- 
ship. It’s really cool, but if you hap- 
pen to get a bit overzealous with the 


boost button, you’re likely to get 
caught up in the gravitational pull of 
the planet and crash your spaceship. 
The play control is rather touchy, but 
once players 
get the hang of 
it, they’re 
cruising around 
the 13 planets 
with the best of 



■ Little Memo ■ 
The Dream Master 

by Capcom 

Released: October 1990 
Action 

Password feature 

To the visionaries who purchased 
this game when it was first released: 
Good call! Not many people know 

■ Maniac Mansion ■ 

by Jaleco 

Released: October 1990 
RP0 

Battery save feature 

The cover of Volume 16 was adorned 
with the characters and setting for 
this cool RPG. Final Fantasy may 
have garnered more attention from 


about Little Nemo, but more people 
should. This game is also in the run- 
ning for the “Unsung Hero” award 
and could possibly beat out 
MetalStorm. Seeing that it’s a 
Capcom game should prompt a 
potential purchaser to investigate a 
bit further. Check out the review in 
Volume 18 to see what the adventure 
is all about. At a glance. Nemo 


RPG fans, but the PC-ish Maniac 
Mansion, with its weird characters 
and wacky attitude, certainly 
deserves a look. 

Razor, Dave and 
Bernard are just three 
of the characters with 
which you can 
choose to search the 
maniacal mansion. 



'em! A six-page review in Volume 
18 was the extent of the Nintendo 
Power coverage given to the game. It 
may have been an oversight on 
Nintendo Power’s behalf not to give 
the game more space. The game 
doesn’t have much in the way of 
name recognition, but that fact 
shouldn't stop you from playing it! 


seems to appeal to a younger player, 
but the level of difficulty certainly is 
appropriate for more experienced 
players. It’s an excellent game. 


This big Gorilla is just 
one of the animal 
allies Nemo can use 
in his dream quest 




Uh-oh. Crazy Nurse Edna has caught Razor. Check 
out those high-top shoes she’s wearing. Weirdl 


42 NINTENDO POWER 






Many consumers have laid their 
trust on the strength of a game by 
what they can see on the outside of 
the package. Don’t judge a book by 
its cover and don’t trust box art. It 
can go either way. A poor game can 
have great box art and a great game 

Licensing 

OK, who would you choose? Little 
Kevin McCallister from Home 
Alone or some kid named Mike 
Jones? If you said “Mike Jones,” 
you’re pretty smart and a true 
Nintendo fan. Home Alone is a very 
strong seller despite the fact that it 

■ StarTropics ■ 

by Nintendo 
Released: January 1991 
Adventure 

Battery save feature 

A boy named Mike Jones is the hero 
of this adventure, but he didn’t 
receive what Nintendo would call a 
hero’s welcome. This game could 

■ Rockin’ Kats ■ 

by Atlus Software 
Released: September 1991 
Action 

Password feature 

More inventive play control is wait- 

■ Snake, Rattle & RoD ■ 

by Nintendo 
Released: July 1990 
Action 

This game lacks a certain degree of 
visibility. The snake character isn’t 
one that anyone recognizes or would 
automatically be interested in. The 
play control is tricky to learn, mostly 
because the snake moves diagonally, 
but in actuality, the control is very 
precise. People who love puzzle and 
action games should enjoy every 
level in this game. 


Packaging 


can have poor artwork on the pack- 
age. A good example of this is the 
first Mega Man game from Capcom. 
Compared to the packaging from 
recent Mega Man games, the first 
one was pretty lame. However, the 
game ruled. A lot of people now 


want the original Mega Man game. 
Capcom re-released the game largely 
because of consumer demand. Maybe 
it was initially passed over because 
consumers weren’t compelled to grab 
it off the shelf and take it to the cash 
register. 


and character recognition 


isn’t an outstanding game. The same 
can be said for the Simpsons’ NES 
games, too. Everyone tends to feel 
safe with what they know. It’s OK — 
it’s natural. However, a poor game 
with a fantastic license is still a poor 
game. When making a purchase 


decision, try to look “past” the 
license to get to the heart of the 
game and ask yourself, “Will I really 
enjoy playing it?” Here are some 
games that don’t feature a popular, 
licensed character, but nonetheless 
deserve a closer look. 


have been a blockbuster if it had a 
popular character in the starring role. 
Mike’s yo-yo is the only weapon he 
has to protect himself for most of the 
game. StarTropics aptly combines 
elements of action and role-playing 
in the adventure. The play control is 
a bit awkward, but it doesn't take 
much time to get over that and to get 
used to it. The action gets fierce for 



In this area, Mike confronts Zoda, the Prime Evil, for 
the first time. He'll face him again very soon. 

Mike in the final stages of the game. 
Give it a try! 


ing for you in Rockin’ Kats. The 
main cat, Willy, is a total no-name 
character. He’s certainly no Chester 
Cheetah or Tom from Tom & Jerry, 
but Willy is on the ball and does have 
some really cool moves at his dispos- 
al. His best ally and main weapon is a 

■ Blaster Master ■ 

by Sunsoft 

Released: November 1988 
Adventure 

Sunsoft should have stuck a licensed 
character in Blaster Master. In rela- 
tion to its release date, the graphics 
are great! The action switches 
between side-scrolling stages and 
stages that have a Zelda-ish view. If 
you look for Blaster Master in stores 
and can’t find it, you might want to 
give Blaster Master Boy a try on 
your Game Boy! 


gun loaded with a retractable boxing 
glove. The boxing glove also acts as a 
grappling hook and allows Willy to 
make some outstanding moves. 
Rockin’ Kats is another game that 
you may have to search high and low 
for at various retail locations. 

■ Shadowgate/D«jjd Vu ■ 

by Kemco-Seika 

These two role-playing games gener- 
ated a huge number of calls to the 
Nintendo Game Play Counselors. 
They have many puzzles to solve and 
you’ll often have to retrace your 
steps, so they’re difficult games. The 
graphics and sound are nothing to 
speak of, but the value of these games 
comes in the challenge factor. They 
can be frustrating for action game 
fans, but to everyone else, these two 
games should score high marks! 


You make the call! 


Don’t end up buying a game you 
won’t like. Take some time and seek 
out sources of information other than 
TV commercials, box art and pack- 
aging information to find out about a 


game before purchasing it. Check out 
Nintendo Power for reviews. Give 
the licensee a call. See if there’s an 
in-store display, etc. Also, speaking 
of stores, go to many. You’ll be able 


to see more of the games that are 
available and you’ll also be able to 
find the best prices. Taking these 
steps will help you to find a game 
that you’ll really enjoy. 


VOLUME 45 43 





# $«JF£R $ 

m a m tm 


■ From AqENT #001 

Mini Kart Racer 


When you are racing in the Mario Kart GP mode of this 
wild race game, you can shrink and slow down the 
opposing racers by using the Lightning Bolt. If you're 
looking for a real challenge, you can shrink your own 
character and race against a field of giant racers. This 
code can be entered only when you are racing on one of 
the Mario Kart GP circuits. At the beginning of the 
Mario Kart GP, on the Character Select screen, press 
and hold the Y Button then press the A Button. Your 
character will shrink in size to less than half of his or 
her normal size. The mini racer handles better than its 
normal counterpart but runs the risk of being squashed 
by the other giant racers. When you are squashed, you 
will automatically go back to last place and lose most 
of your coins. If you can win all of the circuits when 
you are small, you are quite the racer! 



On the character select screen before 
the Mario Kart GP. hold Y then press A. 



The mini racer handles a little better, 
but runs the risk of being squashed. 


Secret Class 

If you’re an accomplished Super Mario Kart driver, you 
can climb into a bigger-than-before racer by revealing 
the I50cc Class. After you win the Gold Cup in the 
three standard circuits (Mushroom Cup, Flower Cup. 
and Star Cup) in the lOOce Class, you will be able to 
join the race for the lOOcc Special Cup. Soar through 
this circuit and capture the Gold Cup. After the awards 
ceremony, you'll be able to challenge the other Super 
Mario Kart racers in the very competitive 150cc Class. 



Press and hold Select, then press Start. You can choose from three options. 


44 NINTENDO POWER 











pINAI pAtoS\ il 


■ From Accent #852 

Double Your Arsenal 

Money will no longer be a problem with this great trick. 
It allows you to make a duplicate of any weapon that 
you can equip! First make sure that the weapon you 
want to duplicate is equipped by one of your characters. 
When it is that character’s turn to fight in a battle, 
select the ITEM option. Select any blank spot on your 
Items list, press your A Button, then select the weapon 
in your hand and press the A Button again. The weapon 
should now he on the items list. Press your B Button to 
return to the battle, then run away. Next, go to the 
EQUIP option and equip the same weapon that you 
dropped before. It will split and you will have two of 
them in your hand! You can sell off the extra weapons 
for cash. 



In combat, select the ITEM option J Press B while pointing at an empty 
instead of fighting. space in your character's inventory. 



Press B while pointing at an item in a Go back to the battle screen and hold 
the same character's hand. the L and R Buttons to run away. 











Immediately choose the Equip option During the transfer from the Items list 
and place the same weapon in your to your fighter's hand, the weapon 
fighter's hand. will split in two! 


■ From AqENT #710 

Secret Ending 

This pirate action game contains many hidden areas and 
tricks, so you are going to have to explore everywhere. 
Our agents found a secret exit in Chapter I. Part I. 
From the beginning of the chapter, work your way to 
the right until you get to the end of the second set of 
green cliffs. Jump onto the rising platform and ride it 
up to the next platform. Ride the second platform all 
the way to the top of the cliff and jump to the left. 
Work you way left until you see a box down in a hole. 
When you pick up the box. you will enter the Secret 
Zone that will lead you to a second exit. 



Fantasy Zone 

After you have found the Secret Zone described above, 
you will be able to find a Fantasy Zone that is filled 
with emeralds. From the beginning of the Secret Zone 
work your way right until you find a barrel next to a 
danger sign. Stand next to the barrel and hold down the 
Y Button to pick it up and carry it. Work your way to 
the right holding the barrel and throw it at the first 
Black-Mask that you see. When you hit him you will be 
warped into the Fantasy Zone. 



In the Secret Zone, pick up the barrel Throw the barrel at the first Black- 
that is next to the Danger sign. Mask on the bridge. 


VOI.VMF.4S 45 








■ From AqENT #525 

Easy Time in Mario Land 

In this new Game Boy hit, we have found an easy mode 
that is great for beginners. Some of the areas in the game 
can be very tricky. If you are having trouble in a particu- 
lar area, go ahead and reset your game. When you enter 
the pipe room at the beginning of the game press the 
Select Button. The words "Easy Mode” will appear in 
the top right corner of your screen. Pick the pipe that 
your game is saved on and you will enter the same area 
you arc having trouble with. The only difference will be 
the number of enemies that will be chasing you. Once 
you have completed the difficult level, reset again to 
enter the normal mode of the game. When you restart 
your game you will begin on the next level. 


■s 1 ** MuIl® f ' 

<E2> 

■ C J . " ■- 


■ From AqENT #951 

Weird Warp 

This code will allow you to join our heroes Rocky and 
Bullwinkle in some of the later stages of their quest. As 
soon as you start the game, press the buttons on 
Controller TI in the following order: B, A. A. Start. A. 
B, B, A. Once you have entered this code, you will 
warp to another stage whenever you press the B Button 
on Controller II . You will be invincible when you start 
playing, but you won't be able to jump anymore. This 
code is good for previewing some of the stages, but if 
you want to finish the game, you are going to have to 
play without the code. 



■ From AqcNT #501 

Slow Time Down 

During Stage Three of this fast-paced action game, you 
must rewire one of the Terminators that you have cap- 
tured. You have about 50 seconds to finish each of the 
three circuit boards. To give yourself enough time to do 
the job right, hold down the Select Button while you are 
working on it. Your time will still run down but at only 
one tenth of the speed it did before. When you are fin- 
ished fixing each circuit board, release the Select 
Button to move on to the next one. 





Rewiring the circuitry of the 
Terminator is tricky, so work fast 


■ From AqENT #627 

Special Password 

Finishing this classic game for the NES can be very dif- 
ficult. Agent #627 has sent us her secret for finishing 
the game with ease. Before you start playing, enter the 
following password: PARING PARING PARING 
PARING. You will start in Stage 3-4 with the Sacred 
Bow. unlimited potions, 73 feathers, 999 hearts and all 
kinds of other nifty things. With all this great equip- 
ment, you should make short work of this game! Good 
work, Agent #627. 


46 NINTENDO POWER 







■ From AqENT #449 

Stage Select 

Although this game has been out for a long time, it has is 
a code that eluded our agents until now. Agent #449 was 
deep undercover when this code was discovered. The 
code will allow you to take Mickey to any of the later 
stages in the game. On the title screen hold the Select 
Button and one of the four directions on the Control Pad. 
Each direction will take you to a different stage. Keep 
holding these buttons and press the Start Button to begin 
the game. The list below shows where each direction on 
the Control Pad will take you. This is a fun way to skip 
around in the game and play the stages you want. 


UP 

RIGHT 


ICE HOCKEY 


■ From AqENT #921 

Frictionless Puck Code 

This code is a great way to breath new life in to one of 
your classic games. When you enter the code, the puck 
will not slow down until it hits one of the players or 
someone makes a goal. On the title screen, press the 
Start Button then select the teams that you want to play 
with. Make sure that you do not press the Start Button 
after you select the teams. Hold the A and B Buttons on 
both Controllers. While you arc holding these buttons, 
press the Start Button on Controller 11. When you start 
playing, the friction will be gone and the puck will go 
flying around the rink. Try this code out when you are 
playing against a friend or the computer. 



WANTED: SPECIAL AGENTS 


A popular activity among Nintendo game 
experts is developing tips and strategies. If 
you'd like to share your own special tips with 
us, send thfem in! Choose your own agent 
Number (3 digits) and be sure to include it with 
your tips. 


Our Address is: 

Nintendo Power 
Classified Information 
P.O. Box 97033 
Redmond, WA 
98073-9733 



VOLUME 45 47 










ON THE PLANET OF PAPETOON. 


ONLY ONE PIRATE 
COULP BE SO 

DESSSPERA TE. 
FOX 

/Y\CCLOUt> / 


WE ARE UNDER 
ATTACK.' I THOUGHT 
THISSS PLANET WAS 
UNPER OUR i 
i CONTROL. I 



VOLUME 45 49 





SLIM PICKINGS. SOME FUEL 
PACKETS , A CASE OF 
HYPER - TWINKIES, THREE 
GRAVITY PUMPS ANP AN 
ANPROIP PIG NAMEP 
HERBERT. 


EMPEROR ANPROSS WON'T 
BE ABLE TO IGNORE US NOW. 
THAT WAS HIS 
FAVORITE PIG. 


SLIPPY PE LIVER 
THOSE HYPER- TWINKIES 
TO THE VILLAGERS 

RIGHT AWAY. 


I'M 
ON IT 


BOSS 


50 NINTENDO POWER 



VOLUME 45 51 


lPJ 



MAKE THE GUY WITH THE GOLP PAY ' WE ARE LIKE 
ROBIN HOOP. FRIENDS OF THE POOR. HEROES 
OF POWNTROPPEN ALIENS. SNAPPY PRESSERS. 


WE ARE A SORT OF 

PEOPLE S 
APPROPRIATION 
COMMITTEE. THAT 
IS WHY WE 
RAID ONLY 
IMPERIAL SHIPS. 





AHEM. GREETINGS, 
FOX. IS THIS 
THING 


GENERAL 

PEPPER? HMM? 
X THOUGHT HE 
WAS ONLY A 

SERGEANT. 


IT'S FROM PIRECTOR 
GENERAL PEPPER OF 
CORNERIA'S 
PLANETARY PEFENSE 
COUNCIL. 


VOLUME 45 5 3 



YOU'RE ONE DIFFICULT GUY 
TO REACH. DID YOU KNOW 

THE COMMUNICATIONS 
CARTEL HAD YOU 
EXCOMMUNICATED 
FOR LACK OF 
PAYMENT? 


HERE'S THE 
DEAL, FOX. I 
NEED THE BEST 
PILOTS IN THE 
STAR SYSTEM, 
AND THAT MEANS 
YOU AND YOUR 
TEAM OF 
RUTHLESS 
MERCENARIES. 


YEAH, 

GO 

FIGURE. 





"ONLY A SQUADRON OF AR WING FIGHTERS 

CAN COMBAT THE GROWING MENACE OF 
THE EMPEROR'S TROOPS. " 



YOU'LL BE WELL REWARDED 
IF YOU ACCEPT MY OFFER 
AND COME TO CORNERIA. 


54 NINTENDO POWER 




I'LL BE 

WAITING. 


WE NEEP ALL THE HELP WE 
CAN GET, EVEN FROM MANGY 
OUTLAWS. 


THERE ISN'T MUCH TIME, McCLOUP. 
NOW IS THE TIME TO PROVE THAT 
YOU STANP FOR HONOR, PECENCY 
ANP FREEPOM OF SPECIES. 


WHO IS HE 
CALLING 

MANGY ? 


55 





STOWAWAYS? 


STOP 

GROUSING. 


WE MAY BE LEAVING 
WITHOUT A CENT, BUT 
ONE PAY WE'LL BE 

BACK ANP STINKING 
RICH. 


PEPPER SHOULP HAVE 
SENT STARLINER TICKETS 

FIRST CLASS. 




PAPETOON SPACEPORT 


56 NINTENDO TOWER 




r HEY.' 

WHERE'S SLIPPY? 


HIPING OUT IN THE 

CRYO-MUP BATHS. 


AmPHIBOlPS 
HAVE IT AAAPE. 


THIS IS IT/ 

HOOOLP 
^ ON/ 


GET SET FOR 

ACCELERATION 

SHOCK. 


WHAT I WOULP GIVE 
FOR A PAIR OF ANTI- 
GRAVITY UNPERWEAR 


VOLUME 45 57 








WE NEVER SHIPPEP OUT LIKE 
THIS BACK HOME. NO 

CHAMPAGNE. NO DANCING 
SQUIRRELS. HOW LOW THE MISHTV 



58 NINTENDO POWER 







ONLY A SQUAP, 
THOUGH. THIS SHOULP 

BE A PICNIC. J 


ARE you 
THINKING WHAT 
XVM THINKING? 


I'M THINKING IT IS OUR 

SACREP PUTY TO RELIEVE 

THESE LIZARPS OF THE 

BURPEN OF COMMANP. 


TO BE CONTINUED 


IMPERIAL 
LIZARPS ! 


ONLY A SQUAP, 
THOUGH. THIS SHOULP 

BE A PICNIC. J 



I AM THE TERROR 
THAT FLAPS 
IN THE NIGHT! 

Thanks to Capcom, the winged 
scourge that pecked at your NES 
has now resurfaced on 
TheS.H.U.S.H. Organ- 
good guys) is once 
again in need of the unflappable 
duck’s penchant for punishing 
criminal perpetrators. F.O.W.L., the 
Fiendish Organization for World 
Larceny (the bad guys), has begun 
looting various areas of the fair city, 
St. Canard. This could be an attempt 
to take over the entire city! 


SMALLER, BUT STILL DANGEROUS 



The transition of Disney’s Darkwing 
Duck from NES version to Game Boy 
was apparently an easy switch. I f you 
own the NES title, or have played it, 
you’ll already be familiar with this 
game. The two versions are very much 
the same. There are a few less enemies 
and obstacles in the Game Boy adven- 
ture, but the story is the same and the 
stages play almost identically. The 
NES game was very good, so it logi- 
cally follows that the Game Boy ver- 
sion is good as well. 


We featured the dangerous duck's NES adventure 
in Volume 36. We were all happy to see Disney's 
purple-caped hero make his video game debut. 
However, it's hard to imagine anyone wearing a 
hat that big! 


60 NINTENDO POWER 





1. THE NEW BRIDGE 

2. CITY CENTER 

3. THE UNDERPASS 

4 . THE TOWER 

5. THE WAREHOUSES 

6. THE WOODS 

7. F.O.WX. HEAD- 
QUARTERS 


TOP-BILLED W5S 


st/canard 


DUCK MANEUVERS 


Very agile. Darkwing can do almost 
anything ... except fly. Maybe he 
could fly if he took his cape off. Nah! 
He wouldn’t be a superhero without 
it. Darkwing is very easy to control; 
very intuitive. You’ll soon be hang- 
ing from girders and scaling build- 
ings with the greatest of ease! 



•ATTACK: D W. can and will •JUMP: Darkwing skinny •GUARD: When you press Up 

fire his mighty Gas Gun when the legs are deceptively powerful. on the Control Pad, Darkwing lifts 

8 Button is pressed. Super leaps are a specialty. his cape to guard himself. 


ALL GASSED UP 

In order to take full advantage of 
Darkwing Duck’s Gas Gun, you’ll 
need to collect various types of 
Power-Up Items as you make your 
way through the 
stages. Press the 
Select Button to 
view the status of 
your Gas Gun. 




• HEAVY GAS: Two blasts, 
one to the right- one to the left will 
explode from the Heavy Gas cloud 
when it drops to ground level. 


•THUNDER GAS: Two units 
of Gas will be consumed by firing a 
Thunder Gas shot Two lightning bolts 
will blast out at 45 degree angles. 


•ARROW GAS: The power- 
ful Arrows can be used to defeat ene- 
mies. but they can also serve as tem- 
porary steps. A nice feature! 


BILLED COLLECTOR 


Power-Up Items abound in 
game. The fearless duck will 
them . . . badly! He can only 
four hits before losing a life. 
First Aid Kits will be the 
important Items to find. 

•HEALTH & 1-UP: Finding Large 
and Small First Aid Kits restores D.W.'s 
health, but the 1-Ups are a real treat! 



• DIAMONDS & GOLD: D.W. 
will get 100 points for each Diamond and 
500 points for each stack of Gold Bars. 


BONUS STAGES 

“GO” signs will appear in certain out- i 
of-the-way areas. Grabbing these will 
take Darkwing to a Bonus Stage filled 



with valuable Bonus Items. 


VOLUME 45 61 








51 CANARD IN PENN! 




THE NEW BRIDGE 

Its construction recently completed, the I 
New Bridge is in danger of being overrun by I 
F.O.W.L. Darkwing can begin his assign- L 
ment on the New Bridge, at City Center, or* 
the Underpass. We recommend starting on the New 
Bridge. The terrain is not too terribly tricky. D.W. will 
have to grab on to some hooks to help himself along. 


Jump up and grab on lo this lever. It will cause 
a beam to fall. Now Darkwing can use it as a 
step to get up to the next level. 


CITY CENTER 


QUACKER JACK 


Quacker Jack will only be able to hurt D.W. if 
come in contact. The real danger when confronting 
Quacker Jack is his friend who rains banana peels 
down on Darkwing. Keep moving to avoid the 
and jump to Jack’s level to nail him with gas 


Wolfduck and his crazy cohorts are 
on a rampage through City Center. 
Darkwing’s second mission should 
lead him here. After briefing him on 
the circumstances, Launchpad will 
drop D.W. off to do some bad guy 
busting. When you see a Balloon, 


jump on the pump next to it 
a few times to inflate the air- 
borne transport. 


WOLFDUCK 


When the moon comes out from behind the clouds, the nor- 
mally scrawny Wolfduck mutates into a monstrous form. 

I Avoid or shoot the boxes he tosses 
at you. Blast the little Wolfduck with 
Gas when the moon is shrouded. 


THE UNDERPASS 


The Underpass is very sewer-like. 
Here, you’ll encounter strange 
beasts who thrive in the dark. Blob- 
bish, slimy creatures will be detected 
if Darkwing grabs on to one of the 
overhead light bars. The “GO” sign 


is in a strange location in The Under- 
pass. D.W. will have to drop down to 
a lower pipe to uncover its location. 



LIQUIDATOR 

The slimy goop on the floor in Liqui- 
dator’s lair won't harm the caped 
one, but Liquidator will cause several 
blasts to rise up from the slime 



62 NINTENDO POWER 












DARKWING 

DUCK 


THE TOWER 

The Tower is tail, bul Darkwing 
Duck’s elevated powers and powers 
of elevation will propel him straight 
to the top of the heap! Jump to the 
levers to lower a chain to help you. 


THE WAREHOUSES 


MOLIARTY 

Moliarty is running all 
over the place in his Tower 
laboratory. He’s building 
some sort of new machine, 
but he’s definitely up to no 
good. When D.W. shoots 
at the fiend, Moliarty will 
toss one of his wrenches. 

Be prepared to jump im- 
mediately after firing some 
Gas. 


The main enemies in The Warehouses 
are Genies. When they come out of 
their lamps, crouch down and blast 
away at the lamps to evict them. 
Hanging from light fixtures is routine. 


MEGAVOLT 

This charged-up boss is relatively easy to defeat. Don’t 
use any of your Special Gasses on him. Regular Gas 
Gun shots are just what Darkwing needs to unplug 
this hazard. 


THE WOODS 

The Woods was a peaceful place before F.O.W.L. turned 
things foul. Now the inhabitants of The Woods consist of 
some seriously fierce critters. We’re betting that Bushroot 
has something to do with the problem. Get him! 



BUSHROOT 

Possibly the skinniest boss in history, Bushroot doesn’t 
appear threatening, but don't let his appearance dupe 
you into believing he’s not to be taken seriously! Drop to 
the ground to avoid the plant’s shots. 



F.O.W.L. HEADQUARTERS 



After thoroughly trouncing 
Steelbeak’s denizens of doom 
and destruction. Darkwing will 
have the opportunity to go 
after the metal-lipped chicken 
himself. Steelbeak has stock- 
ed his ship with many 
well-trained baddies, so 
fasten your cape. Dark- 
wing! 



The final Bonus Area should 
not be missed. Fill up on a 
bevy of Bonus Items. 



VOLUME 45 63 




Spot, the famous 7-Up dot, jumps off the famil- 
l iar aluminum can and into Game Boy this a 
k month in The Cool Adventure by Virgin Az. 
A Games. How cool is it? Well, Spot is a / 

H fun character and he finds some / 

I interesting modes of transporta- I j 
■ tion, such as a Jet Pack and a Space- 1 
W ship in addition to various boats, lifts, ' 
clouds and moving platforms, but ene-y%| 
lies and attack techniques are standardX 3 


-ffZ£-OR~FHZkE? 1 


PLAY CONTROL 

Spot has a great Duck Jump that can 
send him soaring clear olT the screen, 
depending on where he jumps from. 
When it comes to leaping, he has to 
be spot-on, though— the control is 
pretty touchy. Use his quick duck to 
dodge flying enemies. 


CHALLENGE 

There are no mid-stage continues, so 
you must restart from the beginning 
of the stage when your Health Meter 
expires. The repetition becomes tedi- 
ous in short order, but it does make 
you master each stage before you 
move on to harder ones. 


PATH SELECTION 

Before you start, you can choose 
either the Easy or the Hard path. If 
you select the Easy one, you’ll start 
with extra Hearts in your Health 
Meter. On the Hard path, you must 
finish each stage within four min- 
utes or forfeit a Spot. 



64 NINTENDO POWER 


X MARKS THE SPOT 


SPOT: THE COOL 
ADVENTURE 


The object of the game is to finish all stages, but you and collecting Spots. Find extra Spots and Hearts to earn 

can’t do so without using Blocks, replenishing Hearts, extra lives; use Blocks to attack enemies. 


BLOCKS 

When he's standing next 
to or on top of the Blocks, 
Spot can earn points by 
picking them up. He can 
also throw them to take 
enemies out 

SPOTS 

Spot can score Cool Points 
by picking up the other 
Spots he sees. Each is 
worth 1 25 points, so it's 
worth the effort to grab 
them all. When you collect 
1 00 Spots, you'll earn an 
extra life. 



HEARTS 

For every hit Spot takes, he loses one Head from his 
Health Meter. Refill the meter by picking up the 
Hearts you find in various areas. 



HEART BONUS 

In the Bonus Stage, hop on the levers in the floor to 
open and close the gates and trap the little floating 
Heads at the top of the screen. For every Head 
trapped, you earn a Head for Spot's Health Meter. 







The UnCola Mountain region is also 
a three-stage area. You’ll be at the 
top of the world when you scale 
these peaks, and you'll use the Clouds 


for transportation. Learn to flip 
Switches that control the Conveyor 
Belts you come upon, and try throw- 
ing Platforms onto the belts. 




If the Conveyor Belts in the 
UnCola Mountains aren't going 
your way. flip the Switches to see 
what effect they have on the belts' 


Sometimes you'll have to leap over 
the gaps in a series of the moving 
Conveyor Belts. 


Carry Platforms along with you 
and throw them onto Conveyor 
Belts so you'll have a safe ride. 


The mini-Trampolines are one of 
the fun discoveries Spot makes in 
the first stage of the Carbonated 
Forest A good bounce sends him 
off the screen. 


These ledges are only temporary. 
You can land on them, but don't 
pause or they'll fall away. 


You won't be able to reach the log 
overhead with the normal jump. 
You have to use the Duck Jump. 


There are three stages in the area 
known as the Carbonated Forest, 
and you must clear each before you 
can move on to the UnCola Moun- 


tains and the regions beyond. This is 
the easy part, where you can meet 
your enemies, learn to leap and hone 
your throwing skills. 


VOLUME 45 65 






Alien 3 TM & © 1992 Twentieth Century Fox Film Corporation 
All Rights Reserved 


They're back, they're meaner, and there are more 
if them on this planet of acid doom! In this super 
tci-fi thriller from LJN. Ripley must survive and 
eliminate a whole planet of blood-thirsty Aliens, 
tut with very little help and even fewer weapons, 
ike'll have to think fast in order to destroy them 
before they destroy her. Will this third encounter 
be her final meeting with the Aliens? Can thpybe 


ACTION/RPG AND THEN SOME 



Complexity 

This prison was built for maximum 
security. Unfortunately, the long 
corridors, steel barriers, and coded 
locked doors only hamper Ripley’s 
efforts to eliminate the Aliens. Use 
the subscreen map to find your way 
around, but proceed cautiously. 


Mesa-Hit Movie 

Experiencing the horror in the 
theatre may have been bad enough, 
but now you can play alongside 
Ripley as she follows a similar plot to 
the mega-hit movie. Several new 
areas have been added to make 
Ripley’s task more difficult as well. 


One Perspective 

Because the planet Fiorina ‘■Fury” 
161 was intended to house a large 
population of criminals, the maze of 
corridors and buildings seem to go 
on forever. Will you be able to hunt 
all the Aliens down in this massive 
network of buildings? 







THE STORY BEGINS 


Stranded on an isolated and aban- 
doned maximum security planet, 
Ripley finds herself as the only sur- 
_ viving human 

r f A member of her 

- crashed starship. 

Alone and dazed, 
|i Ripley is sud- 

£ W denly shocked 

I back into reality 


when she finds out that she has landed on a planet full 
of Aliens. Now, not only is she trapped on this planet, but 
her own worst nightmare has returned! In order for her to sur- 
vive this infested planet of acidic 
doom, she must eliminate each and jfr 
every one of the Aliens. She's 
battled them successfully twice ■ 
before, can she defeat a whole plan- B r 

et of blood-thirsty Aliens a third 


Although you may not see these weapons used in the 
movie, Ripley definitely will need them to defeat these 
Aliens. Search for the Cattle Prod, Knife, or other help- 
ful weapons to help her in her battle. 

Flame Thrower Smart Gun 

The flame thrower is the Deadlier than the other 
best weapon to use in light weapons, the Smart Gun 
quarters. It’s also the only can blast enemies on the 
weapon that can be used to other side of the room, but 
destroy the Alien’s eggs, is much harder to use and 


Because this is a maximum security prison, you’ll have 
a tough time finding us'eful items to battle the Aliens. 
Find the Key Cards first, so that you can find ali the 
weapons necessary to defeat the Aliens. 


Key Cards 


There are three types of Because the base is quite 
Key Cards hidden inside large, use the map and 
passage ways and rooms, magnification feature to 
Find them so that you can help you locate areas that 
move freely from room to you may not have explored 


In order to insure your survival, you’ll need to elimi 
nate every one of these Aliens. Full grown Aliens cai 
kill you in an instant while infant Aliens will inflict seri 
ous damage. Will you be their next victim? 


Ventilation systems are used as passageways from one 
area of the base to another. Avoid disaster by switching 
off the fans, and be sure to explore all areas of the venti- 
lation system so that you locate every exit. 


To enter a locked room, 
locate the Card Key with 
the same number as the 
door and you’ll be allowed 
access to that room. 






t» 1 

EGGS 




FACE HUGGERS _ V- 


WARRIORS 


ALIENS 




QUEENS Jj 















© 1992 T-HO. Inc. 
TM&© 1992 Nickelodeon 




Welcome to the madcap adventures of a couple of space 
cadets, Captain Ren Hoek and Cadet Stimpy! Their 9,999- 
year mission is taking them to the outer extremes of the 
known and unknown universe. Who knows, maybe they'll 
find intelligent life. Maybe they'll find intelligence! Maybe 
not. T*HQ has brought Nickelodeon's twisted comical duo 


to the Game Boy screen. Always in character, Stimpy 
messes things up by cutting Ren's spacewalk short when 
he detaches his lifeline. So begins the adventure. Space 
Cadet Adventures is not a very difficult game, but the 
appeal of the characters, along with good play control, 
makes for a fun experience. 



Not only do you get true-lo-form graphics, you also 
will enjoy the wacky storyline that’s truly befitting of 
the Ren & Stimpy 
Show. Also enjoy- 
able are the char- 
acter’s voices. 
Stimpy will shout 
“Oh, joy!” and 
Ren occasionally 
utters “You 
eediot!” 



Cans of Powdered Toast will appear throughout each 
stage. You’ll come across Slices of Toast, too. Grab 
them! You’ll need 
to collect cans of 
Powdered Toast to 
be able to play 
Muddy Mudskip- 
per’s game of 
chance. Slices of 
Toast restore lost 
energy. 




68 NINTENDO POWER 




C2n/3 A\ IrfWkfkffa rate 



On day 675 of Ren and Stimpy’s vital mission. Captain 
Ren Hoek is undertaking a very important and danger- 
ous space walk. Actu- 
ally, he’s just outside 
the ship catching 
some cosmic rays to 
cook multi-cellular 
astro-nutrient dinners. 
Well, OK, they’re hot 
dogs. Meanwhile, Ca- 
det Stimpy is left at the 




controls of the ship. Not a good 
move! As Stimpy tries to re- 
trieve his companion, he bun- 
gles the job 


and erro- 
neously 
cuts Ren’s 
lifeline. Ren is now left stranded, 
helplessly floating through space. 
How long can he last out there? 
Stimpy ... do something! 




TO THE CARGO BAY 

Cadet Stimpy is not your ordinary 
cat. He’ll have to exhibit cat-like agil- 
ity as well as intelligence to make it 
to the back of the Space Rocket. 
Alone, he’d probably never make it. 
Nonetheless, with you as a guide, he 
has a chance. Keep checking the top 
of the screen for falling obstacles. 


w 

a 

> . i 

an, «■> a 



HACK A FURBALL 

By pressing the B 
Button, Stimpy will 
spew a furball that 
can destroy certain 
enemies. Gross, 

Stimpy! 

MUDDY MUDSKIPPER 

This fishy TV star will grant Ren or 
Stimpy temporary invincibility if you 
can correctly 
guess two out of 
three coin tosses. 

Three out of 
three is better! 





Mm 


ALIEN EXPEDITION 

Captain Hoek, set adrift by the wit- 
less Cadet Stimpy, finds himself 
sucked into the gravitational pull of a 
strange planet. On the planet’s sur- 
face, Ren will have to explore various 
craters and the guts of a giant alien 
creature to finally find safety. 



SLAP HAPPY 

Ren’s only meth- 
od of defense, 
besides avoiding 
enemies, is to slap 
them silly. Touch- 
ing the B Button 
will unleash 
powerful whack. | 

Not all enemies can be defeated with 
a slap. Some are invincible. Slap the 
five-eyed frog crea- 
tures only when 
they are jumping 
toward Ren. If Ren 
slaps one on the 
backside, he’ll lose 
a unit of Toast. 





Mm MFf 


Ren and Stimpy’s adventures will 
continue for two more silly stages. 
Stimpy returns in Stage 3 and you’ll 
guide Ren in Stage 4. 



VOLUME 45 69 








attacking fleets. In- 
stead, you are besieged 
by Knights and Assault 
Towers. Choose your 
level of difficulty to 
determine the ease of 
rebuilding your castle. 


The game of castle 
conquest from Jaleco 
has moved from the 
arcade to the J\ES, 
Super NES and now 
Game Boy. In this ver- 
sion, gone are the 


CASTLE IMPROVEMENTS 

• SPEEDSTERS • GUNS VS. BLOCKS • DUELING CANNONS 


At the higher difficulty levels, the 
enemies pick up speed and turn 
more frequently. Since you can’t 
anticipate their turns, fire all 
around them in a continuous bar- 
rage. Closer foes are easier to hit. 




-»EftSV 
(TIED I ura 

HARD 


You can choose to have either more 
cannons or simpler building 
blocks. Simpler blocks may be the 
better option, because you can 
always increase your number of 
cannons in subsequent turns. 

PA SELECT PLHYEB 


€>*- -•© 


e*- 



The two-player option pits your 
castle directly against that of your 
opponent in a traditional castle- 
bashing battle. This may be the 
most fun two people can have with 
heavy artillery. 


70 NINTENDO POWER 








All of the enemies move quickly 
and change direction without 
warning. Fire continuously in 
circles around your chosen tar- 
get for the most effective attack. 
Attack the enemies closest to the 
river to maximize your fire pow- 
er and the number of attacks you 
can have during one turn. 



The Siege Tower - s attack is weak. If 
it is near the river, destroy it before 
it deposits Grunts. 


The Black Knight leaves holes in 
your territory that block recon- 
struction. Destroy Black Knights first! 


The White Knight is weak, but his 
shots are aimed at screen edges and 
corners that are difficult to repair. 


THE BATTLEFIELD 


Choose your castle from several locations on one side of 
a river. The enemy forces are on the far bank. There are 
also two fields to choose from at the start of the game, 
and more later as you win campaigns. Choose a location 
that allows expansion into new territories. You might 
also choose a field due to the Crystals, with which you 
can earn extra points. 



A battlefield with more castles has 
more scoring opportunities. 


For easier reconstruction, choose the 
castle with the most surrounding space. 



TWO-PLAYER TACTICS 


You’ll have to develop a new set of tactics when playing the two-player 
game. The biggest change is that you are aiming at a motionless target. 
That may sound easy, but you can’t just aim at any part of the castle walls 
and hope to win. The tips below will help you be selective. 



• CASTLE CUNNING 


@ > „ . 
A . 

unoose a Home castle location with A’lk*””!!' 

location furthest from the edges of the jJgjjr ~ ^ 

screen and the river. Next try to enclose USB 

You'll get extra points and a fall back Q || j|^ 




BLAST THE CANNONS 

The best defense may be to destroy the 
enemy's offense. Cannons are tougher 
than ramparts, but once they are 
destroyed, they can't attack you. After 
breaching the walls strategically, as 
described above, aim for cannons, 
especially if they are grouped together. 


> CANNON RULES 


Place cannons in separate territory areas 
or widely dispersed within a castle's 
walls. If your enemy is targeting your 
cannons, it will take him longer to 
destroy widely separated cannons than 
those placed next to each other. 


BREACHING THE WALLS 

Tty to take out sections of the wall that 
are difficult to repair with complex 
pieces. Leave single section holes near 
river and screen edges. If your enemy 
doesn't get a single section piece, she 
won't be able to enclose her castle. 





• GROWTH 


1 

W- 




* 


> CLOSE-UPS 


JESL 


Nearby castles and territories should be 
your primary targets because you can 
fire more shots in the time allowed. After 
breaching nearby walls, concentrate on 
more distant castles and territories. It’s 
better to leave small holes than huge 
gaps. 



Look for an area needing only simple 
repairs and enclose it first so you have 
at least one base. Once you've placed a 
piece, immediately move the cursor, even 
before the piece appears. If a piece won't 
fill a nearby hole, dump it anywhere to 
get the next piece. 


Enclose new territory, including extra 
castles, as soon as possible. Not only 
will you earn Territory Points, and 
possibly Treasure Points, you'll also have 
areas to place cannons and an 
time rebuilding ramparts. 


along the edge of the screen or river. If 
possible, leave a single rampart section 


that it is easier to repair 
straight, single section walls than thick 
walls with right angles. 


i 


VOLUME 45 71 





by Capcom/Capoom U SA.. Inc. 1992 





I&S254I Ariel’s story. A beautiful 
and musical mermaid, she leaves the 
sea to seek love on land. She meets a 
handsome prince who falls in love 
with her, but happily-ever-after is 


sive rule. Her quest takes her 
through icy seas, shipwrecks and 
undersea volcanoes on her way to 
Ursula’s Castle and her encounter 


not to be— at least not for now. No 
sooner had Ariel departed than 
Sea Witch Ursula began to work her 
wicked ways. When Ariel learns that 
evil is spreading across the ocean 
floor, she vows to return to the sea to 
set things right and save her many 
finned friends from Ursula’s oppres- 


ith the Sea Witch. 


ij|p|Wben Ariel swats, bubbles ap- v* 
pear in the wake of her tail. When ene- ^ 
mies are within range, they’ll be trapped in 
a big bubble that she can pick up and throw at 
other enemies. At first, you have to swat once 
to stun them, twice to capture them, but it 
gets easier as Power and Range increase. 


&S Ursula has posted one of her >-» 
mean-spirited sea assistants in each of “ 
the areas Ariel must pass through. The first 
is a macho, mermaid-munching mako that 
Ariel must attack with bubble-fish. Other big 
baddies to beware of are the Electric Eels, the 
way-out Walrus and the small-fry Soldier Fish. 


TAKE THE 
PLUNGE 


Ariel bids her prince goodbye and dives back into a Sea of Ice. an Undersea Volcano and, finally, 
adventure, first in the Sea of Coral where she seeks Ursula’s Castle. And she can’t count on the fish as 
shells and tries to keep from becoming shark bait, friends— they’re under Ursula’s curse as well, and 
From there she swims on to explore a Sunken Ship, are dangerous to touch. 


/WEEP THE / Efl FLOOR 


/HEU/ & TRER/URE 


Ariel can either carry Sea Shells 
to protect herself from fish or throw 
them at the fish to clear the way. She can 
also throw shells at Treasure Chests to open 
them. The water-logged chests usually hold 
precious Pearls that Power-Up her fin attack. 

a c. 

Ariel can find treasure and fight Vi. 
off fish with her powerful flipper. Her 

Power and Range increase with every Pearl 
she finds. She can sweep the sands to find 
objects, and when her Power is up, she can 
fin-fiip boulders, barrels and Treasure 
Chests. 


w 

-1 i m 




• 

+ < 

+ 

4 ' 

+ 


1 ^^ 






FINAL FANTASY 

ft 

HOW DO 1 OPEN THE LOCKED 
DOORS IN THE ICE PYRAMID? 

jy 


T he door to the lee Pyramid is 
locked. Phoebe sees a switch 
in the blue statue with the 
glowing eyes that sits by the door. It's 
out of reach, but she suggests pushing 
it with something. If you use the Steel 
Sword, you’ll flip the switch and the 
front door will open. Use the same 
technique inside to open other doors. 




HOW DO I REACH FIREBURG? |?j 


A fter you get the River Coin, 
return to the Libra Temple. 
The path to the north that 
was closed before will now be open. 
Follow it to the Focus Tower, clear- 
ing out monster lairs as you go. 
When you enter the tower, you’ll be 
on the third floor. Go down to the 
second floor. Get the Venus Shield 
and Blizzard spell from the Treasure 


Chests, then shove the Statue down 
to the wall and left to the concrete 
block. Now go to die first floor, enter 
the Blue Door and walk back to the 
second floor. With the Statue in 
place, you can hop across, climb 
back up to the third floor and exit to 
a new area. From there, travel north 
then east to Fireburg. 



The old man on the second floor drops a hint 



74 NINTENDO POWER 





SOUL BLAZER 

| 

. f i 

WHERE IS THE ZANTETSU SWORD? 



T he Zantetsu Sword, which 
can slay metal monsters, is 
in Dr. Leo's Laboratory. 
Fight the foes in the basement 
until you release the Door. When 
the Door is free, go to the room 
above the entrance and open the 
chest to get the sword. Return 
with it to Dr. Leo's Painting and 
clear out the metal monsters to 
receive Tornado Magic. 



After you tree the great Door, climb up to the room 
on the second floor and open the Treasure Chest 
that is there now. Inside is the Zantetsu Sword. 



With the Zantetsu Sword in hand, return to the areas 
that had enemies you couldn't defeat earlier, such as 
the metal monsters in Dr. Leo's Painting. 


WHERE ARE THE EIGHT MASTER'S EMBLEMS? 



S ome of the Master's Emblems 
will be given to you after you 
perform certain favors; others 
you’ll simply pick up— if you can find 
their hiding places. If you can’t find 
them in the locations shown, you 
probably have to do something more 
to make them appear. When you have 
all of the emblems, return to 
GreenWood to get the Magic Bell 
that lets you use magic spells without 
using up Gems. 



After you clear the Light Shrine, return to the 
Exchanger Squirrel in GreenWood. The Squirrel in 
the upper right corner will give you the emblem. 



Use the Dream Rod on the sleeping Snail imprisoned 
in the Soul of the Mountain House to open a passage 
to an emblem in Underground Lake Lune. 


Climb the ivy in the lower right corner of Grass Valley 
Highlands after you clear Leo’s Painting. 



Eavesdrop on the Oolphin’s Dream to find the Secret 
Cave, then clear a lair there to make four chests 
appear. The emblem is in the upper left chest. 



Get the Door Key and open the locked Door on the 
first floor of Dr. Leo's Laboratory. Push the chest of 
drawers to the left to uncover Emblem G. 


Use the Soul of Reality in the second Basement sec- 
tion of Magridd Castle to uncover Emblem B. 



After you clear Underground Lake Lune. return to the 
Soul of the Mountain House, walk through the wall to 
the left of the torch and talk to the Snail. 



Clear the Corridor to the Dock, then return to the 
grassy area in front of Magridd Castle. Walk behind 
the three wooden pillars to find Emblem H. 


VOLUME 45 75 











WSk 

HOW CAN 1 CHANGE MY PARTY 
MEMBERS? 

■ 


9 

tn Rogers 1 


C hange your party members’ 
professions, classes and 
alignments by visiting the 
Guild at x 2, y 13 in Sorpigal. These 
attributes determine which weapons 
they can equip and use, as well as 
their abilities to fight and use magic. 
Consider carefully before changing— 
you forfeit the members’ experience 
and weapons when you change them. 



The Guild Master can give your members new char- 
acteristics that might be helpful to the party. 



Are you willing to forfeit experience and weapons? 
The sacrifice might be worth it in the long run. 


HOW DO I LEAVE THE TOWN OF SORPIGAL? f? 


T he Knight guarding the main 
gate at x!2, yO keeps you 
from exiting until you've 
attained at least Level 3. There is 
plenty to discover on the streets of 
Sorpigal and below, so don't be in a 



When you reach Level 3. this Knight will step aside 
and let you exit-if you think you're ready. 


rush to leave. Search out the many 
secrets here first. It’s a good idea to 
either have the Fly spell or be at 
Level 5 or above before you depart. 
Otherwise, you won’t be- up to the 
challenge of the more difficult ene- 



Before you venture out of Sorpigal, find the Fly spell 
and build your party's experience level. 


mies out there. Because of the bands 
of thieving thugs, traveling is dan- 
gerous. Visit the Leprechaun of 
Teleporting at x 1 1 . y3 and give him 
one Gem. He'll send you to the city 
of your choice. 



Try risk-free travel by paying the Leprechaun to send 
you to one of the other cities in Varn. 


WHAT CHESS MOVE SHOULD I MAKE IN AREA D-4? 


Y ou'll earn 25,000 experience 
points if you call the right 
move in this game of chess. 


When you're asked, "What piece?" 
enter “QUEEN." When asked where 
you want to move, answer 


“KINGS 1." Enter your response 
using capital letters and the numeral 
1 , and be sure to include the dash. 



In D-4, 0G gives you the chance to make your move. 
The right response earns experience points. 



Take the challenge. When 0G asks which chess 
piece you want to move, tell him to move the Queen. 



Where do you want to place the Queen? To the sec - 
ond question asked, respond by entering "KINGS1." 


76 NINTENDO POWER 











HOW CAN I ESCAPE FROM THE 
CASTLE IN CHAPTER 2? 



Y ou are the adventure-seeking 
Princess Alena, and your 
father, fearing for your safe- 
ty. won't let you leave the castle. 
Since you can't go out the front gate. 



Someone damaged the wall in one of the castle's 
rooms, but the royal carpenter is busy fixing it. 


you have to find another exit. In one 
of the castle’s rooms, a carpenter is 
repairing a hole in the wall. Go talk 
to everyone in the castle, then return 
to that room. If the carpenter is still 


there, you haven't talked to every- 
one. If he's gone, face the damaged 
wall and Search. You'll drop through 
the wall and be on your way to 
adventure. 



When you've talked to everybody in the castle, the 
carpenter will finish the repair and leave. 



Stand facing the repaired wall and use the Search 
command. You'll fall right through the wall. 


HOW CAN I BUILD THE TUNNEL TO BRANCA? 


A s Taloon the merchant in 
Chapter 3, you must raise 
60.000 gold pieces to build 
a tunnel to Branca. That's a lot of 
dough! You could buy equipment at 
other shops, mark it up and sell it at 



When you talk to the King, he'll place an order for 
Broad Swords and Half-Plate Armor, 


your store, but there's a faster way to 
make money. Talk to the King. He'll 
order seven Broad Swords and seven 
sets of Half-Plate Armor. Head east 
across the bridge and attack the ene- 
mies there. Pick up the swords and 



You don’t have to make the swords and armor. Take 
them from enemies after you defeat them. 


armor they leave behind, and when 
you have seven of each, return to the 
castle. Take your hardware to the 
two men in the upper right room on 
the first floor to gel 60.000 gold 
pieces. 



Your effort pays off royally The King's cashiers will 
give you the entire sum: 60,000 gold pieces. 


COUNT ON THE PROS FOR POWERFUL TIPS 



WRITE TO: 

Counselors' Corner 
P.O. Box 97033 
Redmond, WA 
98073-9733 

CALL: 

(206) 885-7529 
Nintendo Game Play 
Counselors are on call 
Mon. -Sat., 4:00 a.m. to 
midnight and Sun., 
8:00 a.m. to 5:00 p.m., 
Pacific time. 


VOLUME 45 77 







T he Power Player's Challenges continue this month 
with nine more games for you to play! Try your 
hand at these Challenges and send us word of your 
lop accomplishments. In the future we will be printing the 
best scores that we receive for each game on the opposite 
page, but for now we have included some of the Game 


Counselor's lop scores at these Challenges. Try to beat 
their scores and break their records. If you do. you know 
that you must have a great score! When you beat one of 
our Challenges, take a photo of your game screen and 
send it to us. Make sure that you include your system in 
the photograph. Good Luck and keep on playing! 



METROID 


CHALLENGE: Can you finish the game in 
under 45 minutes without getting defeat- 
ed? 

If you do. you will get the best ending. 


CHALLENGE: How fast can you finish the 
game in the Easy Mode? 

You will have to bowl through Shredder's 
men as fast as you cant 


CHALLENGE: How many lines can you 
get in the A game? 

Starting at level zero and try to get as many 
lines as you can. It's not as easy as it sounds. 





78 NINTENDO POWER 













Quickest Times to Finish. 


John Rogers 0:29:13 

Paul Rush 0:32:15 

Greg Richardson 0:35:45 

Barb Nesbit-Snyder 0:39:00 


F-ZERO 


Best Time on Mute City L 


Greg Larzelere 2:01 :56 

Todd Bergmann 2:03:14 

Mike Vetsch 2:06:32 

Shane Lewis 2:09:28 


SIMCITY 


Fastest to get the Mario Statue. 

Mike Jumper 25 years 

Lonny Jones 30 years 

John Harbottle 53 years 

Chris Dolan 62 years 


TETRIS 

Most Lines In Game A. 


Mark Anderson 

167 

Michelle Smith 

152 

Tom Davis 

141 

Rob Green 

139 


PAC-MAN 

Best High Scores. 


Steve Gaddis 

59320 

Kevin Hunter 

52150 

Richard Ham 

49220 

Kirk Starr 

49140 


WAVE RACE 


Fastest Time on the First Track. 


Robert Johnson 33:14 

Chris Paul 34:01 

David Overstreet 34:95 

Jay Shuit 35:52 


METROID 


Finished with Best Ending. 

Oliver Russell 

41 min 

John McCloud 

41 min 

Seamus Pelan 

43 min 

Linda Molinari 

45 min 


KICKLE KUBICLE 

Highest Score. 


Mark Wallenberg 

6354700 

Mike Caldwell 

6103200 

Tim Gleason 

5582700 

Greg Rothe 

5121700 


PRINCE OF PERSIA 


Most Time left at the end. 

Megan Faris 

11 min 

Ed Ridgeway 

9 min 

Denise Borovskis 

5 min 

Calvin Smith 

2 min 


OK, I’ve got a high 

If you beat one of our Challenges, send 
us your name and address with a photo of 
your accomplishment! To take a photo of 
a NES or Super NES game, use a 35mm 
camera without a flash. Turn out the 
lights in the room and shoot your best 
shot! To take a Game Boy photo, place 
your Game Boy onto a flat surface, then 
take your photo using natural light. 
Include your system in the photo. 

NINTENDO POWER PLAYER'S CHALLENGE 
P.0. Box 97033 
Redmond. Wa. 98073-9733 



score. How do I take the picture? 


VOLUME 45 79 













INTERGALACTIC NIN|A T 


gem. Contaminous' evil intent is evi- 
dent to the Gordons. Zen’s perilous 
mission on Earth is threefold: save 
Jeremy, secure the Geocrystal and de- 
stroy the filthy forces ofContaminous. 


! The Geocrystal, a gem with the power 
to save the world, has been discovered 
by a young boy named Jeremy. The 
loathsome Lord Contaminous and his 
.army of squalid submissives and fes- 


tering fiends will stop at nothing to 
obtain the Geocrystal. They have 
taken Jeremy captive and are employ- 
ing treacherous tactics to force him to 
divulge the location of the majestic 


1 5 1993 Zen Comics 

TM & I, 1993 Konami Co. Ltd 


Intergalactic ninja arts and superior forms of meditation were learned 
by Zen at a young age. He’s now the most sought after soldier of fortune 
in the cosmos. Hired by the Gordons, the environmental caretakers of 
the galaxy, Zen will use his mental and physical abilities, as well as his 
Photon Stick, to clean up the toxic situation on Earth. You can help Zen 
when you pop this Konami cartridge into your NES. 


TAKE OUT THE TRASH! 










GRIME SCENES 

Zen can begin his clean-up quest in one of four different 
stages. There is no pre-established order for completing 
the stages. Each stage is different. The action is mostly 
side-scrolling in the Slixxon Oil Rig and Acid Rain Forest 


BIGGS TOXIC 
FACTORY 

There's enough toxic material in 
this factory to wipe out an entire 
city. Defeat Smogger at the top of 
the building and escape before it 
blows! 


Sulfura, an acidic warrior, is wreaking havoc in the 
Rain Forest. Zen will have to revive the flowers while 
fending off attacks from acid rain clouds. Battle Sul- 
fura at the uppermost area in the stage to stop the rain. 



INTERGALACTIC NINJA ARTS 


Zen has mastery of a futuristic form 
of ninja. His Photon Stick plays a big 
role in his attack techniques. Zen 
won’t actually hit an enemy with his 
hands. All contact occurs with his 
Stick or his feet. Legs that are good 
for kicking are also good for jump- 
ing. Great leaping ability is a must 
for the warrior. 







BIGGS TOXIC FACTORY i 

The Biggs Toxic Factory isn't necessarily the easiest stage to complete, but 
since it's the initial location on the map, we'll tell you about it first. Zen’s 
jumping ability and his skills with the powerful Photon Stick will certainly be 
put to the test here in this 3-D diagonally-scrolling stage. Pay attention to 
Zen's shadow when he jumps. 


JUMPING & FIGHTING 

Moving platforms are often extremely difficult to land 
on. If Zen doesn’t land on one, he’s a goner! The key to 
an accurate leap is to watch where Zen’s shadow is locat- 
ed. If the shadow appears on a solid structure, Zen will 
land safely. You can continue to move Zen around while 
he is in the air. 


THE CLAW & CONVEYORS 

A giant, mechanical claw will drop down from the top of 
the screen to try to put the clamp on Zen. Zen can fake it 
out by moving constantly. If he ■ 
stays in one location, he’s bound I 
to get snagged. Keep moving on I 
the conveyor belts, too! 


HIDE IN THE GAP 

This is a strange test of skills! Zen will have to fight 
against an electrified fence with his Photon Stick. When 
the ceiling falls, Zen had better be ■ 
in the purple gap so he can avoid [ 
contact with the ceiling. If the I 
fence forces him out, he’ll be | 
squashed. 






SMOGGER 

Smogger poses a serious health threat. Zen, however, 
poses an even bigger threat to Smogger. The Jump 
Attack tends to work fairly well. Use it! You’ll need to 
avoid him when he transforms into a 
cloud of smoke. Jump over his fire blasts. 




RESCUE MISSION 

When Zen gets to this area, he'll have to use special 
jumping abilities to find Jeremy. Rebound off of the 
walls by pressing the directional control toward the 
wall and the A Button to jump. 


BONUS STAGE 

Recycle it, Zen! Receive powerful Bonus Items for hit- 
ting as much recyclable material into the Recyclotron 
as possible. Move under the spouts and hit the garbage 
with the Photon Stick as it drops down. 
















RUNAWAY RAILCAR 

Zen takes to the railways in a runaway railcar. Depending on how many 
switches he manages to hit along the way, Zen will encounter a wide variety of 
hazards. There’s no “safe” route. However, hitting every switch will yield the 
easiest route. Jumping skills will be used on the rails to avoid gaps in the 
tracks, fireballs and other nasty obstacles. 


SWITCH HITTER 

A warning message will flash on the 
screen to inform Zen that there is an 
upcoming switch. Hold Left on the 
Controller and press the B Button to 
hit the switch. 


TOO MANY TRAPS 

As previously mentioned, there are many obstacles in I 
this fast-moving stage. Zen will have to jump his railcar I 
over rock slides and gaps in the tracks. He’ll also have to I 
avoid or destroy falling boulders and metal barriers along ! 
the way. 


FLAME FIELD 

Depending upon the path Zen takes, 
he may come across this patch of 
lava. Move back and forth to avoid 
the flames that spew forth. 


GARBAGEMAN 

The Jump Attack works well on the Garbageman. 
Don’t get too close! Jump over his triple-shot attack and 
avoid the barrels of toxic waste that come rolling i 
while assailing the beast. 




THE CONTAMINATION CONTINUES 

After cleaning up the boss characters in the first four stages, Zen has four 
more interesting battles ahead of him. The first is a free-fall episode down the 
Cavern of Crud. There’s no time to waste here because the spiked ceiling is on 
its way down, too! Next, face off against Scrap Heap, a mechanical warrior 
made entirely of junk. A riveting battle with a clone is also in Zen’s near 
future. Ultimately, Lord Contaminous will be encountered. 


The final battle with Lord Contaminous takes place in 
space. You'll have to destroy the nuclear weapons 
before they make their way to Earth. 





The difficulty level steadily 
increases through each of the six 
stages. Each stage consists of eight 
levels. You'll get a password when 
your game ends. There are also 
unlimited Continues. 


blasts get bigger, the 
obstacles multiply and more 
enemies appear. 


f/ NINTENDO POWER 


1 


IfliP 


D 


0 


WARNING: IT S A BLAST! 


It seems like every hero, video game or otherwise, has an evil twin. 
Bomberman is no different. His evil twin has pulled off a bank heist and 
has twisted the facts around so the blame now rests on Bomberman. He’ll 
have to set the record straight, but it won’t be easy. First, he has to blast 
out of the prison that Hudson Soft has built! Loaded with an infinite sup- 
ply of bombs, Bomberman is ready to break out! 


KA-BOOM! 


By today’s video game standards, the graphics and sound of 
Bomberman II are primitive. However, this point is overshadowed by the fact that 
Bomberman II is really fun to play. The strategy, puzzle and action elements give it 
just what it needs: staying power. It’s fairly addictive and it’s not a quick play. A 2 and 
3-player option plus a password feature complement the game nicely. 







In each level, the exit is hidden under one of the obstacles. Its placement is 
random and can be anywhere on the playfield. If Bomberman annihilates 
all of the enemies in the room and reaches the exit before time runs out, 
he’ll be allowed to move on to the next level. Don’t place bombs near the 
exit once it has been exposed. If the blast from a bomb happens to touch the 
exit, several enemies will appear from the doorway to make Bomberman's 
job more difficult. Once again: No bombing near the exit! 


When enemies approach quickly, it’s easy to get ahead 
of yourself and walk right into the bomb blast, thus 
committing bombercide. Rule Number 1: Don’t bomb 
yourself! Get into the habit of turning a corner after 
you place a bomb. This tactic will take Bomberman out 


of harm’s way and will be especially helpful when the 
bomb blasts become more powerful and have greater 
range. Make sure that you go ALL the way around the 
corner, too. The sight of Bomberman exploding is not 
what you want to see, no matter how humorous it is. 




The bomb has been placed and it's about ready to 
explode. Get out of the way. Bomberman! Move to 
safe spot This looks to be a likely safe spot 


Suddenly. Bomberman realizes that this particular green Phffft! The blast from the bomb takes its toll and, sad 
enemy can move through the obstacles. Forgetting but true. Bomberman pays the ultimate price. He'll have 

about the bomb. Bomberman hesitates momentarily. to start this level all over again. 


ENEMY 
ELIMINATION 

Bomberman’s first goal is to eliminate all of 
the enemies. The next step is to blast ob- 
stacles and look for the exit. If Bomberman 
can accomplish both tasks simultaneously, more 
power to him! See how many enemies you can 
take out with a single blast! 


An example of good bomb placement! The blast took 
out an enemy and an obstacle. 


VOLUME 45 87 







BOMB CHAIN 


At the beginning of the game, Bomberman starts off being able to place only one 
bomb at a time. As he collects Bomb Bonus Items, he’ll be able to lay down 
several bombs at a time. Placing multiple bombs is great for clearing off many 
obstacles with a big blast. Hidden under obstacles are the Bonus Items. There is 
at least one Bonus Item in each level. 


Its a good thing Bomberman has turned 
a comer and is out of the way. This 
blast will be a big onel 


The first bomb goes off. The other bombs 
will explode instantly if they are touched 
by the blast 


Five obstacles have been cleared away. 
It's too bad there weren't any enemies in 
the path of the blast. 



11NTENDO 


INTERSECTION BLAST 


Try to clear off as many obstacles 
as you can as quickly as you can. 
You’ll benefit from placing bombs 
at intersection points. A four-way 
blast has a better chance of hitting 
something. Remember to get out 
of the way, though! 


This 3 -bomb blast will take 
It might even reveal the exit! 


BOMB REPELLENT 


If you’re being chased by particularly pesky enemies, drop bombs to 
get them off your back. Almost every enemy will change its direction 
if threatened with a bomb. Again, make sure that you have a safe 
spot to run to if you drop a bomb. You can also wait and stand on top 
of the bomb for a second to allow the enemy to pass. 


"Oh. great! I've got one of those nasty green "Ha. ha! I got him off my tail. I'm gonna hide here 

things on my tail. I'll just have to drop one of for a second. I hope he's stupid enough to head back 

my explosive devices and get out of the way." this way. That’ll be the last time he follows me!" 






The blue Bomberman 


wins this game! He 
trapped the orange Bom- 
berman in the corner and 
hit him with a blast before 
he could get out. 


3-PLAYER BLASTING 


VS* MODE 


Two Bombermen can face off in the vs. Mode. The same 
basic rule applies here: Don't blow yourself up. Blow the 
other Bomberman up instead. The first Bomberman to 
blow his opponent five times will win the match. It's con- 
sidered a draw if both combatants happen to get blown up 
by the same blast. There will be plenty of Bomb and Flame 
Face Bonus Items to be uncovered in this mode. The 
Flame Faces will increase the range of your bomb blasts. 


BOMBERMAN U 


r great feature in this game is the 3-Player 
Battle Mode. To actually play with three players, 
you’ll need to use the NES Satellite or NES Four 
Score. There aren’t many games that feature a 3- 
Player Mode. It’s a bit odd that the programmers 


® ranra DatsnrcBQa 

. DBEdDQDIP 


didn’t go for a 4-Player Mode. The Battle Mode is the 
only place where the Skull Item appears. If you pick 
up a Skull, unpleasant side effects are bound to occur. 
You’ll automatically drop bombs, speed up uncontrol- 
lably or slow way down. Stay away from them. 


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CREDIT CODE 


You'll have lo finish the game to find out 
the secret password! 




aafliiaaa musio 
> aiisas so 


When you finish the game, 
you’ll see the credits roll by. 
In the credits, a special pass- 
word is revealed that, when 
entered, will take you to the 
Sound Room. Here, you can 
sample all of the game’s 
sounds. 


VOLUME 45 89 



TROUBLE IN WACKYLAND 


Konami's latest Tiny Toon game stars Buster, 
Babs and the rest of the gang. It's a five-level, 
one-player game that is a quick play for ex- 
perienced players. The amusement park 
stages and character animation will 
probably appeal most to younger play- 
ers who are fans of the Tiny Toons. 


The game starts at the Ticket Booth. The Fun House 
admission is 50 Tickets, so you have to earn points for 
more tickets by mastering the other attractions first. At 
a cost of three Tickets, the Log Ride is a good place to 
start. 


WGN SPEEtj 
LOG PIOE I 




Humping fish 


LOO ROLLING 


r. 


FROM LIFT 
TO LOG 


Start by jumping onto the log. then get ready to jump 
over the logs that pop up out of the water 


Press Up to make the 
lift go as high as 
possible, then make a 
leap for the log on thi 
right. You won't make 
it from a lower level. 

V — ■ ■ 


’ A 


TINY TCjlON ADVENTURES characters, names, and all related indicia are 
trademarks nl Warner Bros. © 1993. © 1993 Konami Co.. Lid. 


I 


90 NINTENDO POWER 




1 . TICKET BOOTH 

2. HIGH SPEED LOG RIDE 

3. ROLLER COASTER 

4. BUMPER CARS 

5. TRAIN 

6. FUN HOUSE 


TROUBLE IN WAQKYLANO 


Buster and his buddies are back in a new Admirer, the Toonsters can’t wait to try all 
adventure that takes them to the new the new rides and attractions at Wacky- 
amusement park, Wackyland, just built land. But they don't know the identity of 
near Acme Acres. When Buster receives a the Secret Admirer— and they don’t know 
special invitation in the mail from a Secret that there is Trouble in Wackyland. 



It really hurts if you hit the Spikes. To avoid them, raise and 
lower your lift by pressing and releasing Up on the Control 
Pad. Oodge the flying enemies as you go. 


DON 


T GET SPIKED 


VOLUME 45 91 




ROLLER 
_ dRASTER 


While Furrball is busy riding logs, Babs takes her 
four tickets to the more challenging Roller Coast- 
er. Babs not only rides her roller coaster car, 
sometimes she hangs from underneath to dodge 
dangers overhead. 




Plucky Duck picks Bumper Cars and challenges two 
other drivers in three rounds behind the wheel. Hit 
the bumpers five or six times to make Power-Ups 
appear. They’ll help you push the other drivers out 
of the picture. 



1 "BUMPER 


ROUND 1 

ROUND 2 


ROUND 3 



Your goal is lo push the other drivers into the It's easy to get caught in the tight corners of This course may look simple, but it’s the 

hole before they do the same to you. Keep the second course. Keep an eye on the Timer toughest one of all. The hole is in the center of 

pressing the Brake (B Button) to hold them don't let it run out. If you get bumped into the the screen, and it s surrounded by bumpers. It's 

back and to keep them from bouncing you hole, you lose a Heart, but if time runs out. easy to knock yourself into the hole by hitting 

backward against the bumpers. your game is over. one of the bumpers. 


92 NINTENDO POWER 





THE TRAIN 


11 lakes 50 regular tickets, or 4 gold ones, to 
enter the Fun House. Inside, Buster contends 
with a maze ol flashing lights, contusing 
doors, and gravity gone crazy 


Hamton has to avoid attacks from above and below and has to be ready to 
leap to the next car before it disconnects and leaves him behind. Press B to do 
the belly-buster, and get ready to duck when entering tunnels. 


ARNOLD THE PIT BULL 

Arnold waits in one of the smoke 
stacks. When one of the stacks starts to 
rise, get ready to belly-bust the pit bull 
before he can box your ears. He has 
quite a long reach, so if you don’t hit 
him immediately, jump back and wait 
for his next appearance. Hit him four 
times to derail him. 


Arnold throws a mean punch. II you miss your 
opportunity to strike as he emerges, stand wat 
back and wait for your next chance to get the 
jump on him. 


AUTOMATION ATTACK 

The robots that attack in this area are difficult to dodge. The action is fast and 
furious. Avoid the spikes and flip up and down to dodge the robots. 


EXIT THE AREA 

As you circle around towards 
the exit in the upper right, 
more robots pursue and 
spikes and the sharp edges 
of triangles threaten to spear 
Babs. You must flip the carl 
very quickly to be in the 
right position to avoid 
damage. 


Hamton rides the rails and really 
throws his weight around. He. 
fends off the railroad rats and dive- 
bombing birds with a boisterous 
belly-buster attack. 


VOLUME 45 93 









IVER 


Earth, 60 years into the future. 
The world is virtually crime free 



thanks to the Clear System in- 
vented by Kane Nelson, scien- 
tist extraordinaire. That is, until 
a secret organization called 
Romedrux decides to chal- 
lenge the system by unleash- 
ing a plague of crime. In order 
for them to succeed, they’ll 
need to prevent the Clear Sys- 
tem from ever being invented, 
and that means eliminating 
Kane or his ancestors. 

Los Angeles, 1993. Dan Nel- 
son thought he was an ordinary 
student living in L.A. until the 
day he found himself under 
attack by Romedrux warriors. 
During the attack, Dan learns 
about his future son, Kane, and 
vows to protect his family past, 
present, and future. It’s a race 
through time in this new sci-fi 
thriller from Taito! 




EON Man is well prepared for Ihe 
obstacles that lie ahead of him. 
Using advanced techniques and 
his incredible athletic abilities. 
Dan can get up or over verticil 
obstacles with ease. When you 
come to a place that you can’t 
reach with a normal jump, try a 
series of quick back and forth kick 
jumps off platforms or walls for 
an easy vertical climb. This tech- 
nique is also handy lor getting 
past stubborn enemies, because 
you can either use alternative 
routes or pass them by jump kick- 
ing through platforms. 








mr mui mjEf 1 _ „ T 

B 0 



OTough Place To Pass 


With lasers firing at you from all directions 
and a guard waiting below, you may want to 
leap over this danger pit. 


©More Power 


Use the train to reach the platform and attack 
these four enemies from behind. Once defeat- 
ed, each holds a special Power-Up. 


One-Ups are scarce so don't pass up the 
chance to grab this one! Defeat the first 
enemy and blast the second for this 1-Up. 


LjnonsauiHii 


i 'mu 


OH 




h:o>h</> 



©Wagon Wheel 


Use the chuck wagon to reach the 
upper platforms but stay away from 
the spinning blade or you’ll end up 
as chuck roast! 


©Quick Change 


The climb to the top will be tough, 
but if you're quick enough, you can 
kick jump off the disappearing 
blocks until you reach safety. 


f*k> /APtJt 6TA<&3 

ue A rtEto/ 


Grandpa Nelson was a rugged character full of spit and fire until he was 
kidnapped by these time bandits. Now held in a cave deep under the town 
shack. Dan must rush to save Grandpa Nelson from the clutches of the 
cyborg rock man who is holding him hostage. Can he travel back to this 
western frontier to save his grandfather before he is wiped out of history as 




-]jaaaaaaa_iaaaB_ia@[g]HBBiij_L 



98 NINTENDO POWER 





Will mi ffifi PMZU ft 

Va5U^ STRATOCASTER - 

^A^a^AMP ^OO'U HOI 

a H A VIDEO CAMERA WOVIHV* 
I # A PAIR OF DRUMSTICKS 
jjjl ...A REALLY NICE COUCH NH' 


A REALLY NICE COUCH 

SUPER NES GAME PAK 
~ FROM T*HQ 


**«» W**”' *.?>» 

tek. 




OFFICIAL CONTEST RULES 

To enter, either fill out the Player's Poll 
response card or print your name, address, 
telephone number. Vol. 45 and the answer 
to the trivia question on a plain 3 1/2" x 5" 
card. Mail your entry to this address: 

NINTENDO POWER 
PLAYER'S POLL VOL. 45 
P O. BOX 97062 
Redmond, WA 98073-9762 

One entry per person, please. All entries 
must be postmarked no later than March 1. 
1 993. We are not responsible for lost, stolen 
or misdirected mail. 

On or about March 15, 1993, winners will 
be randomly drawn from among all 


eligible entries. By accepting their prizes, winners consent to the use 
of their names, photographs, or other likenesses for the purpose of 
advertisements or promotions on behalf of ‘Nintendo Power ' 
magazine or Nintendo of America Inc. without further compensation. 
Prizes are limited to one per household. Chances of winning are 
determined by the total number of entries received. The ratio of 
prizes to entry cards distributed is 61:1,000,000. No substitution of 
prizes is permitted. All prizes will be awarded. To receive a list of 
winners , which will be available after March 31.1993, send your 
request to the address above 

GRAND PRIZE: The Grand Prize winner will receive a Fender 
Stratocaster guitar, a Fender amplifier, a video camera, the make 
and model to be determined by Nintendo of America, a pair of 
drumsticks, and a well-used couch. Estimated value of the grand 
prize is $3000. Some restrictions apply. 

This contest is not open to employees of Nintendo of America Inc., 
their affiliates, agencies, or immediate families. Void where 
prohibited by law. This contest is subject to all federal, state, and 
local laws and regulations. 


VOLUME 45 99 


BESBBBQBBBBfeiJIISEBBISBIHBflBBBBBflClBISBl 



This month, Tecmo Super Bowl has taken over the top spot on the NES chart. Mario grabs number one 
and number two on the Game Boy chart with Super Mario Land 2 — 6 Golden Coins and the original 
Super Mario Land. NCAA Basketball premieres on the chart in the number five spot. What a jump! 


STREET FIGHTER H: 





■■■ 


THE WORLD 
WARRIOR 

The players love it, the 
^ dealers love it and the pros 
' love it! This game is still a 
chart buster! 

MLEGENDOFZELDA :® 0 

Link’s adventure has kept 
him on the charts. The 
action in this game make it 
one of the hottest paks of 
all time! 

SUPER MARIO KART 

This race thriller is zoom- 
ing up the charts. The fast 
go kart action puts players 
in the winner's circle. 


6 SUPER MARIO WORLD 

7 pS?s SUPER STAR WARS 
f 8 pint’s F-ZERO 
l ingT i FINAL FANTASY II 
10 SiMCITY 


f ll POINTS THE SIMPSONS: BART'S NIGHTMARE 

12 M; TAINT EZ: TURTLES IN TIME 
1 13 && I SOUL BLAZER 

14^ SUPER CASTLEVANIA EZ 

313™] OUT OF THIS WORLD 

fiossr i equinox 

UTS JOHN MADDEN'S FOOTBALL 


NCAA BASKETBALL :T8pSt o s road runner's » 


NCAA has made a big 
jump into the top five. 
The graphics are 
incredible! 


1 9 POINTS j FINAL FANTASY MYSTIC QUEST 

20 pSSTI THE MAGICAL QUEST WING MICKEY MOUSE 


TOO NINTENDO POWER 







GAME BOY 



SUPER MARIO LAND 2: 

,X1 


SII 

GOLDEN COINS 

The waiting is 
over! Mario’s second 
Game Boy adventure has 
made it to the top. 


Here i 


SUPER MARIO LAND 


Mario’s original Game 
Boy adventure could only 
be beat by his second 
adventure. 


METROID II:"" 


Samus holds onto the num- 
ber three spot for the sec- 
ond month in a row. It's a 
tough fight for number 
one. Can she do it? 



KIRBY'S DREAM LAND 

f j 


Kirby is dreaming of 


7,899 

POINTS 

recapturing a top three 
spot. 

4,575 

points] 


TETRIS 


This all-time classic is 
back on the charts 
because of strong play- 
er and pro support. 


.£ 20 


6 AS FACEBALL 2000 

7 , i$h DR. MARIO 

( 8 k3ints THE SIMPSONS: ismimcmuw 
IJO& FINAL FANTASV ADVENTURE 
1 0 Ints I TMNT: FMLOFMIMICUI 
[11 pSSre ) BATTLETOADS 
[ 12 Ai&l TECM 0 BOWL 

13 poAA FINAL FANTASV LEGEND 

14 point', I MEGA MAN ia di. mrs ieveiice 

15 MB FINAL FANTASY LEGEND § 
[16 ATnts 1 BATMAN: retuhn iftie joker 
[17 F I RACE 

18 AS I TMNT II: SACK from the sewers 

19 AS VOSHI 

20 A?ms ] CASTLEVANIA II: Bomoim devence 





TECMO SUPER BOWL m 


2 

9,878 

POINTS 

40 months] 



6,081 

POINTS 


MEGA MAN QZ 

Mega Man has made a 
great showing this 
month. He has four 
games on the chart! 


FINAL FANTASY 

This classic role play- 
r zczl ing game rounds out 

POINT? Ihe ,0P f ' Ve NES 
® games this month. 


. THE MANHATTAN PROIECT 


Tecmo’s football classic 
has taken the top spot. The 
dealer’s picks have pushed 
this excellent game above 
the competition. 

SUPER MARIO BROS. 3 

We just can't get enough 
IS of Mario. This classic 
| game has stepped down 


Link’s first adventure has 
been on the NES chart for 
over four years! This game 
is an all time favorite. 


7 ATnts I 


8 ffl 1 MEGA MANS 
9 BATTLETOADS 


ICiVclSVl SUPER MARIO BROS. 2 

11 A, 'AVI TETRIS 

12 Af“s MANIAC MANSION 

13 ftStMTS ) MEGA MAN n 

14 


V MONOPOLY 
Is DR. MARIO 


16 SUPER OFF-ROAD 


_ toms 

ri 8«&1 MEGA MAN I 
19 15 V METROID 


VOLUME 45 101 






PLAY I IMG 


LOOK FOR THESE RELEASES SOON 


HUNT FOR RED OCTOBER 


Company HiTech 

Suggested Retail Price Between $49 95- $59 95 

Release Date February 1993 

Memory Size 8 Megabits 

Game Type Side-scrotling submarine oction with nine missions 

Captain Ramius is back on the dodge, trying to sneak 
away from the former Soviet navy with a super-secret new 
sub. The Super NES version joins the Game Boy and NES 
versions. In some ways, this is the best. You have better 
control of the Red October and more weapons at your dis- 
posal. On the other hand, there are more baddies than 
before, and many of them are fast. If you have the Super 
Scope accessory, you can plug in for some target practice 
in the periscope mode. After the first mission, you’ll be 
able to undertake other missions in the Caribbean, North 
Pacific and Mediterranean Sea. 


D With lots of enemy vessels surrounding you at every turn, the 
challenge is great. The Super Scope option gives the game an extra 
dimension. 


H The two-player interactivity and fun of the Game Boy version of 
Hunt is sadly missing from this game. It is really a simple shooter that 
doesn't take advantage of the super story line of the movie and book. 


f AEROBIZ 


Company 

Koei 

Suggested Retail Price 

$69.95 


Release Date February 1993 

Memory Size 8 Megabits 

Game Type Airline simulation 

Here’s your chance to run an airline to the top of the 
industry or straight into the ground. From negotiating 
landing rights to advertising specials to purchasing and 
maintaining a fleet of airliners, Aerobiz puts you in the 
pilot’s seat. Get up to speed in this month’s review. 



D Almost every aspect of managing a major airline is included in 
this simulation, making it seem very realistic. High challenge and 
interest 


B Information is often packed onto the screen, making it difficult to 
see the important figures. It isn't always clear what the relationship 
is between the actions you take and the results in your business. 


DRAGON’S LAIR 

Company 

Data East 

Suggested Retail Price 

$49 95 

Release Date 

February 1993 

Memory Size 

......4 Megabits 


Game Type Medieval cartoon hack and slash oction 


Don’t expect the laser disc Dragon’s Lair from this Super 
NES newcomer. Although the graphics and animation are 
very good in this game of the same name, it is very much 
an action challenge in the tradition of Wizards & 
Warriors. Dirk the Daring is your hero through multiple 




102 NINTENDO POWER 






stages of being attacked by dragons and other crusading 
critters. Your job is to collect as many crystals as possible 
and save... yes, a princess. 



Q The colorful graphics are a definite plus. The option screen has 
four levels of difficulty and button control selection. 


B Control of Dirk is slightly stiff and slow, making precise movement 
difficult and frustrating. Collision detection with the weapons is also 
imprecise. Although it may seem that you are hitting an object, it 
won't register as a hit. Dirk is also limited in the use of his sword. He 
can't swing and jump at the same time. 


HARLEY’S HUMONGOUS 
ADVENTURE 


Company HiTech 

Suggested Retail Price Between $49.95-$59.95 

Release Date January 1993 

Memory Size 4 Megabits 

Game Type One or two-player side-scrolling platform game. 


Tiny Harley is up to his neck, and above, in trouble. He’s 
home alone and the dangers of not-so ordinary household 
bugaboos are humongous. It seems that Harley, a cool but 
careless basement scientist, blew up his shrinking 
machine in the process of shrinking himself. Now he must 
collect the fragments of the machine to restore himself. 
The only problem is that a bunch of mutated bugs have 
ripped-off the missing parts. Items Harley can use include 
rubber bands, parachutes, tacks, screws and marbles. 
Other surprises are in store for Harley, like the toy tank he 
can drive in the playroom to plough through enemies or 
invincibility bug spray. The action is fast, but the play 
control is responsive, no matter if Harley is parachuting, 
jumping, swimming or shooting. 



□ Secret areas add an extra dimension to the game. Some stages 
have auto-scrolling so you must keep up the pace. The theme is fun, 
and so is the play. 


B The animation could have been more involving, especially since 
Harlev is supposed to be a cool dude. He seems more like a stick of 
wood than a character. There are places where Harley jumps off 
screen or so far above a platform that you can't see where you are 
jumping...most annoying! 


WING COMMANDER 


Company 

Suggested Retail Pnce 
e Date 


Mindscape 

$69.95 

February 1993 

8 Megabits 

Multi-mission space combat with passwords 


As a rookie star fighter pilot, you’ll take on the Kilrathi — 
humanity's most violent foe — in deep space. The mother- 
ship. TIGER’S CLAW, has all the comforts of home, plus 
hardened vets who know all the tricks of the Kilrathi. This 
month's review should put you in the battle of your life. 

B There's lots of advice from vets on how to waste the enemy, 
which comes in handy. Great ship graphics give a real feeling of 
being in space. 

B Getting a bead on the Kilrathi fighters can be nearly impossible 
and the radar unit can be difficult to use because the enemies move 
on and off the screen so fast. 


! JEOPARDY! 

ComDanv 


Gametek 

Suaaested Retail Pnce 

$59.95 

Release Date . 


February 1993 

Memory Size 


4 Megabits 

Game Type 


TV game show 


Alex Trebek is featured in this Super NES version of the 
popular TV game show where you answer with questions. 
You can test your trivia knowledge in this month’s 
review. 

B There are more categories than the NES version, and they don't 
repeat nearly as often. 

B Some of the questions are so long that you don't have time to 
answer. Also, entering in long answers can be difficult, because you 
don’t have enough time. Alex's digitized voice can grate after a short 
time. 


CYBERNATOR 


Company Konami 

Suggested Retail Price Between $49.00-$59.00 

Release Date February 1993 

Memory Size 8 Megabits 

Game Type ....Futuristic combat action with a cyber-suited hero. 

The action heats up when you strap on your Assault Suit 
to do battle with the enemies of the Pacific States in space 
and on Earth. Survival training is covered in this issue’s 
review. 

B Great graphics, excellent control, non-stop action, what more is 
there? Hidden Power-Up items are well spread out in the game. 

B It isn't always clear if an enemy is taking damage, which means 
you can waste a lot of time trying to waste invincible objects. The 
Power Punch attack puts your Cybernator in an awkward and hard- 
to-defend position. 


THE ADDAMS FAMILY 

PUGSLEY’S SCAVENGER 
HUNT 


Company 

Ocean 

Suggested Retail Price 

$59.95 

Release Date 

February 1993 

Memory Size 

8 Megabits 


Gome Type Cartoon action game starring the Addoms family 

Pugslcy is the star of this challenging Super NES title 
from Ocean. Check out the scenes and all the maps in 
Power's cover review for February. 

B Lots of variety and lots of fun. Some of the graphic effects are 


Memory Size 
Game Type 


VOLUME 45 103 







DARKWING DUCK 


excellent, particularly the parallax scrolling of backgrounds and color 
layering of see-through objects like crystal balls and soap bubbles. 

B You use only Pugsley in the action role. 


ROBIN HOOD: 
PRINCE OF THIEVES 


Company Virgin Games 

Suggested Retail Price $29.99 

Release Date February 1993 

Memory Size 1 Megabit 

Game Type ... Vertical, horizontal and overhead scrolling action 
adventure. 

After Robin escapes from the Arab Dungeon in Jerusalem | 
with Azeem. he returns to England to find Prince John ter- 
rorizing the countryside. The Game Boy version is virtual- | 
ly identical to the NES game of the same name. The E 
variety of the action is impressive, from RPG-like searches 
to straight-out fencing duels. As different people join | 
Robin, you can make use of their talents. You can also talk 
to lots of people and collect a wide assortment of items. 



D Great variety of game play and a great story are enough to keep 
interest high. 

B Play control is awkward at the best of times. The graphics are 
often incomprehensible and suffer from background blurring, which 
can make finding items frustrating. 



RACE DRIVIN’ 


Comconv 


T’HO GAMFS 

Suggested Retail Price Between $29 99-S39 99 

Release Date Fehrunrv 1993 

Memory Size .. 


1 Megabit 


Gome Type 3-D orcode road and stunt driving 

Believe it or not, this Game Boy version of Race Drivin' ,| 
is better than the Super NES version. Why? The speed is 
much more real-to-life in the handheld game. There are 
four choices of cars, including both Automatic and 
Manual shift, three choices of track: Stunt, Autocross, and 
Super Stunt. The thrills of jumping, looping and dodging 
roadside obstacles are all included. Success is really a 
matter of practice and experimentation. 



D The 3-D graphics are very good for a Game Boy game. A wide 
variety of stunts keeps the challenge high. 

B There is no way to determine correct speed for jumps and loops 
other than trial and error, which leads to lots of crashing. 

104 NINTENDO POWER 


Company 

Capcom 

Suggested Retail Pnce 

Not Available 

Releose Date 

February 1993 

Memory Size 

,...1 Megabit 

Game Type 

Cartoon action starring Darkwing Duck. 


St. Canard won’t rest easy until F.O.W.L. is plucked by 
the dynamic Darkwing Duck. Expect seven stages of great 
Disney action. 


D You can select any of the first three stages in whatever order you 
prefer. Play control is excellent and there is always some new type 
of obstacle, to keep your interest high. 

B If you've already played the NES version of this game, you won't 
find much difference except the lack of color. 


THE LITTLE MERMAID 


Company Capcom 

Suggested Retail Price Not Available 

Release Date February 1993 

Memory Size 1 Megabit 

Game Type Cartoon action starring the Little Mermaid. 

Ariel, Disney’s Little Mermaid, makes her Game Boy 
debut with this long awaited title from Capcom. Learn 
what it takes to pul an end to Ursula’s evil spell in this 
month's review. 

□ Good play control highlights this game. Ariel’s abilities include 
using sea shells and digging with her tail. There are lots of hidden 
Power-Ups to find. 


B The mermaid theme may turn off some players and the storyline 
from the movie isn’t represented in the play. As with Darkwing Duck, 
Capcom seems to have lifted this one straight from the NES. 


, RAMPART 

Company 

Jaleco 

Suggested Retail Price 

Not Available 

Release Date 

. . January 1993 

Memory Size 

1 Megabit 


Game Type Strategic castle battles for one or two players 

Expect a few twists from this Game Boy version of 
Rampart. For instance, ships are no longer the enemy in 
the one-player game. Check out two-player strategies and 
more in this month’s review. 

□ This is a great action strategy game for players of all ages and for 
Game Linking action. You get to select your level of difficulty. 

B During the battle, your view is of the enemy, not of your castle, so 
it can be difficult to tell how you are doing and which enemy to 
attack. Some of the enemy characters are so fast and change direc- 
tion so quickly that you might not be able to get in a hit. 


THE REN AND STIMPY 
SHOW 


Company r HQ GAMES 

Suggested Retail Price Between $29.99-$39 99 

Release Date January 1993 

Memory Size 1 Megabit 

Game Type Cartoon action starring Ren & Sftmpy. 


Ren is lost in space as Stimpy stumbles about inside a 
spaceship trying to rescue his pal. Ren’s only hope may 
be the tips you get in the review this issue. 












□ The humor and graphic look of the hit Nickelodeon cartoon are 
preserved in this game. 

B Many players will find the game play to be repetitive and unimag- 
inative. 


ALIEN ‘ 

Company 


Suggested Retail Price 

$27 95 

Release Date 


Memory Size 

1 Megabit 


ivii?i mui y we i Megaoii i 

Game Type Sci-fi action adventure with overhead view. 


There’s no end to the horror for Ripley. The aliens are 
back in force in this month’s adventurous review. 

□ The search for weapons aspect of the game follows the theme of 
the movie and provides much of the challenge. The cinema scenes 
are very effective. The overhead view gives freedom of movement 


your strengths and weaknesses — very realistic! By choosing topic 
headings, you can hold a conversation with characters. Expect a 
huge world with hundreds of characters and a good tale. 

B Control functions are not intuitive, which leads to frustrating 
delays in the game. For instance, to talk to someone requires three 
separate operations, which is two too many. 


TINY TOON ADVENTURE 2: 
TROUBLE IN WACKYLAND 


Company Konami 

Suggested Retail Price Between $39-$49 

Release Date February /March 1993 

| Memory Size 2 Megabits 

Game Type One-player, cartoon-action game starring 
Toons characters 


B The play control is slow to respond and particularly difficult in 
battle situations. The hit detection also seems to be sporadic. 


SPOT: THE COOL ADVENTURE 


Buster and his buddies are invited to the Wackyland Fun 
Park by a mysterious secret admirer. Actually, the park is 
full of troublesome traps. You get to play with many of 
the Tiny Toon characters in this game. Check out all the 
rides in this month’s review. 


Company Virgin Games 

Suggested Retail Price $29.99 

Release Date January 

Memory Size 1 Megabit 


Game Type Side-scrolling platform action game with 7-Up 
character. 

Spot hits the road this month in his own action game and 
Power review. It seems that everyone he meets has a taste 
for something cool and refreshing. 

□ Play control in a platform game such as this is critical, and Spot 
stands up to the test. In each area you have a choice of two paths — 
one easy and one difficult. 


□ Each of the five stages requires different skills and uses a differ- 
ent character. The stages have inventive play, such as Babs' ability 
to spin around in 360° on the roller coaster. 

B The graphics, especially the backgrounds and enemies, are a bit 
disappointing. As for the game play, it is not very forgiving. Three hits 
and you're out. Then you must start over at the beginning of the 
stage, which takes a long time. 


ZEN: 

INTERGALACTIC NINJA 


B There are few hidden items or Easter Eggs and the challenge is } 
not very high. Screens don't scroll vertically when Spot jumps very 
high, so he disappears off screen, making his reentry a chancy thing. 


ULTIMA: 

WARRIORS OF DESTINY 


Company 

Suggested Retoil Price 

Release Date 

Memory Size 

Game Type 


— FO 

$59.99 

Jonuary 1993 

2 Megabits + 64K 

Third in the lord British RPG series 


Lord British has vanished in the underworld and the shad- 


owlords have been corrupting the land. This Battery Pak 
involves you in the struggle to regain Brittania along with 
your trusted allies. Real-time battles and exploration in a 
vast world will keep most gamers involved for up to 80 
hours. 


Company 

Konami 





Game Type Vertical ond horizontal scrolling ninja oction for one 
player. 


The world can’t long survive the menace of Lord 
Contaminous and his acid reign of terror. Nintendo Power 
shows you how to clean up in this issue. 




□ Character selection includes answering questions to determine 


□ Each stage has a different look and feel and requires new moves 
and strategies. You can choose any of the four main stages from a 
map, plus the option screen lets you choose difficulty level and num- 
ber of lives up to four. 


B Some of the stages are quite repetitious. The Forest stage, for 
example, requires that you continually go back and forth between 
the boss and the forest as you try to save the flowers from acid rain. 
Poor hit detection can be frustrating when you whack a baddie and it 
doesn't count 


VOLUME 45 105 









EON MAN 


BOMBERMAN 2 


Company Taito 

Suggested Retail Pnce Not Available 

Release Date February 1993 

Memory Size 1 Megabit 

Game Type Side-scrolling action tor one player 


Eon Man is from 60 years in the future, a Time Diver who 
has come back to protect a young man who will change 
the future for the better. In this game, the play is ihe thing, 
not the theme. See this month's tip-filled review for more. 

□ The action is reminiscent of Ninja Gaiden and quite challenging. 
Plentiful Power-Ups keep you going. The Ninja Arts Super Attack is 
great. Play control is sharp. 

□ The unoriginal theme falls flat for having been done better by T2. 
Why does a time traveller have Ninja Arts? 


Com pony 

Hudson Soft 





Game Type 

Action puzzle 


Bomberman must blast blocks and baddies to clear each 
maze stage. Although it sounds explosive, it's really a 
strategy game with a Pac Man 4iek Take a closer look in 
the Powerceview. 

D Bomberman 2 is easy to understand but still captivating. 

B The look of the stages is so similar that you might wonder if 
you've progressed. 


ADDAMS FAMILY: PUGSLEY'S SCAVENGER HUNT 

OCEAN 

ip 

4.0 

3.3 

3.4 

3.4 

CARTOON ACTION 

AEROBIZ 

KOEI 

4P-ABATT 

3.3 

2.8 

3.4 

3.8 

SIMULATION 

CYBERNATOR 

KONAMI 

IP 

4.1 

3.5 

3.9 

3.7 

FUTURE ACTION 

DRAGON'S LAIR 

DATA EAST 

1P-A PASS 

3.6 

3.3 

3.4 

3.4 

HERO ACTION 

GODS 

MINDSCAPE 

IP-PASS 

3.8 

2.9 

3.5 

3.4 

HERO ACTION 

HARLEY'S HUM0NG0US ADVENTURE 

HI TECH 

2P-A 

3.5 

3.6 

3.5 

3.5 

HERO ACTION 

JEOPARDY! 

GAMETEK 

3P-S 

3.3 

3.6 

3.7 

3.6 

GAME SHOW 

WING COMMANDER 

MINDSCAPE 

IP PASS 

3.7 

2.7 

3.7 

3.8 

SPACE COMBAT 


GAME BOY TITLE 

COMPANY 

PLAY INFO 

POWER METER RATINGS 

G P C T 

GAME TYPE 

ALIEN > 

ACCLAIM 

ip 

3.4 

2.7 

3.2 

3.4 

ACTION/ADVENTURE 

DARKWING DUCK 

CAPCOM 

ip 

3.6 

3.8 

3.4 

3.4 

COMIC ACTION 

THE LITTLE MERMAID 

CAPCOM 

ip 

3.4 

3.4 

3.2 

3.4 

COMIC ACTION 

RACE DRIVIN' 

T*HQ GAMES 

ip 

3.0 

3.0 

3.2 

3.3 

STUNT RACING 

RAMPART 

JALECO 

2P-S 

3.1 

3.3 

3.7 

3.8 

ARCADE STRATEGY 

THE REN & STIMPY SHOW 

T*HQ GAMES 

IP 

3.6 

2.9 

2.9 

3.3 

CARTOON ACTION 

ROBIN HOOD: PRINCE OF THIEVES 

VIRGIN GAMES 

IP 

3.3 

2.6 

3.4 

3.2 

ACTION/ADVENTURE 

SPOT'S COOL ADVENTURE 

VIRGIN GAMES 

IP 

3.3 

3.4 

3.2 

3.2 

COMIC ACTION 


NES TITLE 

COMPANY 

PLAY INFO 

POWER METER RATINGS 

G P C T 

GAME TYPE 

BOMBERMAN 2 

HUDSON SOFT 

3P-S 

2.9 

3.5 

3.3 

3.4 

MAZE ACTION 

EON MAN 

TAITO 

IP 

3.2 

3.4 

3.3 

3.1 

HERO ACTION 

TINY TOON ADVENTURE 2 

KONAMi 

IP 

3.3 

3.3 

3.2 

3.3 

CARTOON ACTION 

ULTIMA: WARRIORS OF DESTINY 

FCI 

1P-BATT 

2.8 

2.0 

3.3 

3.3 

RPG 

ZEN: INTERGALACTIC NINJA 

KONAMI 

IP 

3.4 

3.1 

3.4 

3.4 

HERO ACTION 


%mm w 

You can get the most out of your 
game chart by understanding 
the categories. Title, Company 
and game type are self 
explanatory. Use this Key to 
understand Play info and the 
valuable Power Meter ratings. 


PLAY INFO 

Games are made to be played with as many i 
as eight players. Some also employ a battery 
or password to save game play data. 

#P= NUMBER OF PLAYERS 
S = SIMULTANEOUS 
A = ALTERNATING 
BATT = BATTERY 
PASS = PASSWORD 


POWER METER 

The Pros at Nintendo HQ rate 
each new game. Ratings are 
from 1 (poor) to 5 (excellent) in 
four different categories. 

G = GRAPHICS AND SOUND 
P = PLAY CONTROL 
C = CHALLENGE 
T= THEME AND FUN 


106 NINTENDO POWER 







POWER PUZZLERS 

Test your skills and knowledge at Nintendo Games by completing the puzzles on this 
page. If they get too tough, the answers to puzzles 1 and 3 are at the bottom of the page. 


1 . Match the Character in the column to their weapon and the enemy they fight. 


Rubicant 
King Dedede 
Wizzrobe 
Mother Brain 
flock Man 
Katana 
Dracula 
Reznor 


2. Now find all of the Names and Weapons hidden in this Puzzle 



Unscramble the words below, and use them to fill in the blanks in the right column. After you have 
unscrambled all of the words, the letters in the parentheses can be unscrambled to answer the question. 
Hint: All of the words can be found in Zelda — A Link to the Past. 


3. Question: What is the most difficult item for Link to find? 


1) NGNAO 

2) ALEKLAHIY 

3) TMSARE RSWOD 

4) RAKD CALPAE 

5) LZDEA 

6) LETTURCORK 

7) REISAFE 

8) RONGOBMEA 


___( )_ 

( )_ 

_( )___ 

HI I"-"' 


Answer: 


Hold this up to a mirror to read the answers. 


B6|U»U| MP® - D'Ocnitr HsMei ybe Ktuuuir rk* W 
HOW H'JU H9UO cBm Bexuoi' KM* H°"|P • K'"® D« 


Samus 
Mega Mai 
Marii 
Kirby 



Simon Belmont 
Haggar 
Link 
Cecil* 


VOLUME 45 107 



A LOOK INTO 
THE GAMES OF 
THE FUTURE 


MECH WARRIOR 


ACTIVISION 


In the future of FASA's Mech 
Warrior, battles are fought by enor- 
mous walking/flying machines called 
Mechs. A human pilot in the cockpit 
has awesome destructive power at 
his fingertips, but so do his oppo- 
nents. Activision has taken these ele- 
ments from the popular board and 
computer games to make its Super 
NES version. First off, there's the 
fighting. There are 16 missions on 




isaamftffl i 



different planets, each with its own 
goals and strategies. As a mercenary 
Mech pilot, you will make a contract 
before each mission, and receive 
payment only if you succeed. Use 
that money to upgrade your Mech or 
buy a new one from eight basic Mech 
models. There’s a story here. too. As 
in Wing Commander, you can get 
advice from people at the home base. 
That information can be used to track 



down the Dark Wing Lance who 
murdered your father. This Pak 
Watcher was impressed by how 
closely the action matched that of the 
Battle Tech center in Chicago, only 
with far greater variety and ease of 
play. The smooth scrolling and scal- 
ing effects and CAD drawn Mechs 
make all the difference. Mech 
Warrior should hit the stores by 
April. 



108 NINTENDO POWER 













NINTENDO 


mm STAR FOX 


Freeing planets from hostile tyranny 
is serious business, but in Star Fox 
from Nintendo you’ll see that it also 
can be fun. Fox McCloud and his 
band of mercenaries from the planet. 
Corneria. take on the massed forces 
of the Empire in their one-seat star 
fighters. It will be interesting to see 


how these characters develop in the 
serialized comics, and if Nintendo 
makes further use of them in upcom- 
ing games. As for Star Fox game 
play, it is a showcase of the Super 
FX chip, which is what allows the 
fast scrolling and scaling effects of 
complex polygons on the screen. The 


first-person view, shooter action 
takes place in space and near the 
ground. It features a unique, multi- 
play path in which one path is for 
beginning players and the others are 
for advanced pilots. To truly appreci- 
ate the 3-D effects of this game, you 
have to see it in person. 



HHH SHADOWRUN dataeast 


Not all future adventures take place 
off-world. In Shadowrun from Data 
East, the place to be is Seattle where 
technology and magic come together 
in a nightmare vision of corporate 
greed and ancient powers. FASA’s 
popular role playing game takes form 
on the Super NES as a strategy 



adventure. You are Jake, a man who 
has been left for dead in the morgue. 
As you explore and gather clues, 
you’ll discover what happened to 
you, and what you have to do about 
it. The overhead, three quarter view 
may remind you of Equinox, but pre- 
cision control is less of a factor in 




WAYNE'S WORLD 


First, make a movie, then sell the 
rights for someone to make a video 
game. Now. take a digitized image of 
your face and stick it on a video 
character body. Cool. Finally, add 
great sound, lots of digitized speech, 
Elvis impersonators and six lough 
stages of action and you've done it! 
The levels and bosses game play is 
nothing new, but it is sure to strike a 
chord with Wayne's Top Ten Video 
Game Fans, and more. 



this game. More important is the dis- 
covery of weapons and information 
which you can gain from the ene- 
mies. The mix of RPG and adven- 
ture. plus a huge game world and an 
inventive story make Shadowrun an 
exciting title. Look for it this Spring. 



VOLUME 45 109 












HHil ACE HARDING: LOST IN LAS VEGAS kemco 


When we last left Ace Harding, he 
was in Chicago having just solved 
the mystery of who killed Joey 
Siegel in the detective RPG. Deja 
Vu. Now Ace is in Vegas, in a bath- 
room (where else?) but he doesn’t 
know how he got there, and you can 


bet he is up to his neck in it once 
again. Kemco went all out in this lat- 
est mystery to capture the feel of a 
gritty, Sam Spade yarn. Both the text 
and graphics add to the atmosphere, 
especially the text, which was rewrit- 
ten here in the U.S. There's also a lot 


of humor, and more interaction with 
more characters. Fans of Deja Vu 
and Shadowgate will feel at home 
with the point-and-click interface as 
they search for clues. If you like a 
good whodunit, this game may be out 
by summer. 



Acclaim has put the final touches on 
Alien 1 for the NES. In this version, 
unlike the Game Boy title. Ripley is 
viewed in side-scrolling action. She 


/H.IENT 

# 


must search through huge mazes to 
find weapons capable of destroying 
the alien threat. Good play control, 
lots of attacking aliens, and some 



very complex stages make this game 
interesting even though it doesn't 
quite capture the desparate feeling of 
the movie. 



ICE CHALLENGE 


AMERICAN TECHNOS 


Crash and the Boys from Street 
Challenge and River City Ransom 
are back for another sporting event, 
this time on the ice. The result is a 
simplified NES hockey game that is 


easy to master, but not very challeng- 
ing. Although you can pick and posi- 
tion players. Ice Challenge doesn’t 
have the inventiveness of Street 
Challenge that this Pak Watcher 


hoped to find. It might have been 
more fun if the Boys had been able to 
challenge Russian. Czech, or 
Canadian teams. Your best bet is to 
play this as a two-player game. 



110 NINTENDO POWER 










m iim 


HU KID DRACULA 


KONAMI 


Kid Dracula from Konami isn’t 
exactly the shadowy game of crypts, 
bats and pale Transylavians that you 
might expect. The fact is, it is a light- 
hearted action game with big, comic 
style graphics. For instance, you earn 


six special powers as you progress 
through the eight stages. If you earn 
the Bat, you’ll be able to fly. which 
is particularly useful in later stages. 
Other abilities include the power to 
walk on ceilings and the use of a 


boomerang-type weapon. After hop- 
ping and shooting your way through 
a castle, a forest, a volcano and other 
stages, you'll face the evil Garamoth. 
This one-player game should be 
available this Spring. 



ADVENTURE ISLAND 2 HUDSON SOFT 


Master Higgins has almost as many 
titles under his bell, or loin cloth, as 
Mario. In this second Game Boy 
action game, you’ll find him running, 
jumping and collecting items from 
eggs, just as before. Although there 


is nothing dramatically new in AI2. 
Hudson Soft has hit the mark again 
thanks to good play control and a 
simple but effective idea — make it 
easy and fun. For a greater challenge. 
Hudson is also working on Milon’s 


Secret Castle for Game Boy, which 
is said to be even tougher than the 
NES game. We’ll let you know as 
soon as we scam a demo. For the 
Super NES. Hudson is promising 
Battle Grand Prix-a racing game. 



GREAT GREED 


NAMCO 


You could say that Great Greed from 
Namco is the first environmentally 
conscious RPG, and you’d be right, 
but you’d also miss the point. This 
massive 2 megabit Pak (as big as 


Metroid II) has all the elements of a 
Final Fantasy or Dragon Warrior 
game — exploration, combat, tons of 
items, parties of multiple characters, 
and earned experience. 


The text gets a bit toxic, but if you 
can get beyond that, there's enough 
game play here to keep an RPG 
fanatic happy for many hours of 
environmentally responsible fun. 



VOLUME 45 111 










-PAK WATCH UPDATE- 


Over the past month, the Pak Watch desk has been getting 
crowded with sample games for all three Nintendo sys- 
tems, so it's time for a little pre-Spring cleaning, starting 
with the Super NES. 

Activision is working on Aliens V'.v. Predator for the 
Super NES. The early version pictured here features big 
characters and some great weapons, including the 
Predator's invisibility device and razor disk. The storyline 
of the game is original and not borrowed from the Dark 
Horse comics series of the same name. The game should 
be available by this Summer. Hi Tech has put together a 
sharp 16-bit version of Where In Time Is Carmen 
Sandiego. The interface is similar to the NES title, but the 
world of clues looks much better in Super NES graphics. 
Also getting up to speed is Rock & Roll Racing from 
Interplay. Your Pak Watchers took a sneak preview of an 
early version of this overhead, futuristic racer. Although it 
started out looking like RC Pro-Am. the later stages had a 
wide variety of courses (some in outer space) with outra- 
geously cool vehicles. The music on this Pak is being pro- 
grammed by Software Creations, the developers of 
Acclaim's Spider-Man and the X-Men In Arcade’s 
Revenge. Chiymates, a multi-character scrolling game 
featuring claymation graphics and speedy play, should 
appear this Spring and will be followed up by a second 
claymation title that Interplay says is “completely unlike 
Claymates,” whatever that means. Interplay is also work- 
ing on a Lord Of The Rings game that includes digitized 
film from the I970’s Ralph Bakshi movie that used the 
rotoscope animation method. Sources at Interplay told Pak 
Watch that, unlike the movie, the game will follow hob- 
bit-hero Frodo Baggins all the way to Mordor and the 
Crack of Doom. Speaking of doom. Doomsday Warrior is 
the first planned release from Renovation to be followed 
closely with a sci-fi adventure. Dream Probe. Doomsday 



Warrior features seven characters in street-fighting type 
action, but with a plot and cinema scenes. In Dream 
Probe, a six-level action game, you must enter the mind of 
a girl who is trapped in a nightmare. There is also an ele- 
ment of adventure to the game because you must find spe- 
cial weapons to succeed. Outlander from Mindscape puts 
you in the driver’s seat of a post-holocaust nightmare. 
This racing action game also has a story, but the real 
action is behind the wheel. The Lost Mission from Vic 
Tokai is said to be nearing completion at its British devel- 
opment house. It is an RPG with a time-travel theme. 
T*HQ is hard at work in the here-and-now with its Super 
NES Ren <£ Stimpy title. Oh, happy happy! Joy joy! 

While some licensees are developing sci-fi and fantasy, 
others are firmly planted in reality. Hudson Soft revealed 
that two as of yet untitled sports games were in their 
future: a volleyball game and an FI racing game. They 
also have Super Bomberman. which features a four-player 
adapter — the first for the Super NES. Jaleco, famous for 




112 NINTENDO POWER 







its Bases Loaded series, is turning to the ice with Pro 
Sport Hockey for both Super NES and NES. Super Strike 
Eagle from Microprose puts players at the controls of an 
F-15E combat fighter. This Pak Watcher was amazed by 
the realism of the dogfighting, but a little let down by the 
awkward bombing missions. There’s more street-fighting 
action due in Ultimate Fighter from Culture Brain and 
Jaleco's Brawl Bros. 
Namco's Battle Cars is a 
racing action game in 
which players stock up on 
weapons to batter each 
other on the course. The 
long awaited Tecmo NBA 
Basketball is also on the 
way. It shares many of 
the features of the NES 
title reviewed previously in Nintendo Power, but with 
greatly improved graphics and sound. 

On the 8-bit video game front, look for Duck Tales II 
from Capcom to be just as solid as the original. FCI has 
two new offerings due this Spring, Hillsfar, which is an 
interesting blend of RPG 
and action, and Break 
Time, a pool game. Ocean 
continues to develop 
Hollywood licenses for 
the NES and Super NES. 

The next releases should 
be in early Spring with 
Lethal Weapon and Cool 
World. For Game Boy, 
one of the biggest licenses of them all has been grabbed 
by Ubi Soft. Both Indiana Jones and the Last Crusade and 
Indiana Jones and the Temple of Doom are in develop- 
ment for release later this Summer. Ubi Soft may also pro- 
duce NES versions of both games. In other Game Boy 
news. Legend of Zod from Vic Tokai promises to be a 
huge RPG while Top Rank Tennis from Nintendo is also 
planned to be released in the Spring. Finally, after going 
through a complete game play and graphics change. The 
Incredible Crash Test Dummies from Acclaim should be 
appearing soon for the NES. 





FUTURE GAMES 

FOR THE 


SUPER NES 

Name 

Approximate Release 

Alien 1 

Winter '93 

Aliens Vs. Predator 

Spring '93 

American Gladiators 

Winter '93 

Batman Returns 

Spring '93 

Bubsy 

Spring '93 

Family Dog 

Spring 93 

King Arthur's World 

Winter '93 

Lord of the Rings 

Summer '93 

The Lost Vikings 

Spring ‘93 

Mech Warrior 

Spring '93 

Railroad Tycoon 

Spring '93 

Rock & Roll Racing 

Spring ‘93 

Rocky & Bullwinkle 

Spring ‘93 

Shadowrun 

Spring '93 

SimAnt 

Summer '93 

SimEarth 

Winter '93 

Star Fox 

Winter '93 

Star Trek: Next Generation 

Summer '93 

Super Conflict 

Spring '93 

Super High Impact 

Spring '93 

Superman 

Spring '93 

Tiny Toon Adventures: Buster 


Busts Loose 

Spring '93 

T2: Judgment Day 

Spring ‘93 

Taz-mania 

Spring ‘93 

Ultrabots 

Summer ‘93 

Utopia 

Winter '93 

Wayne's World 

Spring '93 





NES 

Ace Harding: Lost In Las Vegas 

Summer '93 

Break Time 

Spring ‘93 

Cool World 

Spring '93 

Crash Dummies 

Winter '93 

Duck Tales n 

Spring ‘93 

Goal 2 

Winter ‘93 

Fire 'N Ice 

Spring '93 

Hillsfar 

Spring '93 

Kirby's Adventure 

Spring 93 

Lethal Weapon 

Spring '93 

Mickey's Safari In Letterland 

Spring '93 

Yoshi's Cookie 

Spring ‘93 







NEXT ISSUE 

COMING NEXT MONTH IN VOLUME 46 



STAR FOX 

In Volume 46, we’ll give you a preview of Nintendo's first game 
to use the capabilities of the Super FX chip. It’s on the cutting 
edge of 3-D graphics manipulation. You won’t want to miss it! 


TINY TOON ADVENTURES 


What a cool game! Buster Bunny is in control, but this Super NES 
action game features the entire Toon gang. The various types of 
game play and fantastic graphics make it a winner! 





ADVENTURE ISLAND H 

Out of the Abyss comes Master Higgins for his second daring 
Game Boy venture. Hudson Soft’s pot-bellied island warrior will 
leap into action and onto the pages of Power next month. 


DRAGON WARRIOR GZ 


Yet another installment in Enix's extremely popular series will be 
coming your way next month. More quests, more enemies, more 
allies, more challenges. To sum it up: more everything! Stay tuned. 


BACK ISSUES 


These Nintendo Power back issues are available indi- 
vidually. Add them to your collection! niey contain these 
exciting reviews: 

Volume 35 (Apr. ‘92): Captain America & The 
Avengers, T&C 2: Thrilla’s Surfari, Yoshl. 

Volume 36 (May '92): Darkwing Duck, Wacky 
Races, RoboCop 3, Work Boy, Super Adventure 
Island, Contra 01, Xardion, Super Soccer. 

Volume 37 (June ‘92): Lemmings (NES), 
Dragonstrike, Stanley: Search for Dr. Livingston, 
Arcana, Krusty's Fun House, Top Gear, FI ROC. 
Volume 38 (July ‘92): Panic Restaurant, Gold 
Medal Challenge, Might & Magic, Toxic 
Crusaders, Street Fighter 0, NCAA Basketball. 
Volume 39 (August ‘92): Gargoyles' Quest 0, 
Casino Kid 2, Contra Force, Kirby’s Dream Land, 
TMNT IE, Wings 2, Mario Paint. 

Volume 40 (Sept. ‘92): Little Samson, Prince of 
Persia, Felix The Cat, Dino City, Soul Blazer. 
Monopoly, Super Bowling. 

Volume 4 1 (Oct. - 92): Adventure Island 3, Power 
Blade 2, Super Mario Kart, The Simpson's: Bart's 
Nightmare, Out Of This World, Super Play 
Action Football. 

Volume 42 (Nov. ‘92): Mega Man, Joe & Mac. 
Crash 'N The Boys, Space Megaforce, Axetay, 
Super Star Wars, Final Fantasy Mystic Quest, 
Faceball 2000, Super Mario Land 2-6 Golden 
Coins, Flintstones. 

Volume 43 (Dec. ‘92): Road Runner's Death 
Valley Rally, Spider-Man & the X-Men in Arcade's 
Revenge, Push-Over, Desert Strike, Batman 
Returns (NES), James Bond Jr., Tecmo NBA 
Basketball, Super Mario Land 2 - 6 Golden Coins, 
Bonk's Adventure, Looney Tunes. 

Volume 44 (Jan. '93): Magical Quest-Starring 
Mickey Mouse, Sonic Blast Man. Mega Man 2, 
Equinox, R.C. Pro-Am, The Jetsons, Incredible 
Crash Test Dummies, Mega Man HI (Game Boy). 
Use the Back Issue/Tip Book Order Form in this issue to 
order back issues, or call our Consumer Service depart- 
ment at 1-800-255-3700 to order them by phone with VISA 
or MasterCard. 


SPECIAL OFFERS 


Issues from our first two years are available 
only in special collector's sets. You won't find 
these extremely helpful issues at newsstands! 
Super Mario Bros. 2 
Ninja Gaiden 
Castlevonio B- 
Simon's Quest 
Zelda B-Tbe 
Adventure of Link 
TMNT 

Volumes I through 6 featuring classic games are 
included in the First Year Set. 

Mega Mon fl 
Super Mario Bros. 3 


Six of the most popular NES games of all time 
are featured in Volumes 7 through 1 2. 




Super Mario Bros. 3 
Rescue Rangers 
Ninja Gaiden D 
Maniac Mansion 

Dr. Mario 
4-Ployer Extra 

The Third Year Set (Vols. 13-19) carries on the 
Nintendo Power tradition of reviewing the very 
best games. It also includes our four popular 
Strategy Guide issues! 

TIP BOOKS: 

The Legend of Zelda: Tips and Tactics 
How to Win at Super Mario Bros. 

Use the Back Issue/Tip Book Order Form in this issue 
to order Tip Books and Strategy Guides, or call our 
Consumer Service department at 1 -800-255-3700 to 
order them by phone with VISA or MasterCard. 



1 1 4 NINTENDO POWER 











U2 




sf 


I. Game ID Stickers 



2. Game Boy Watch* 



3. Rebate Offer 



4. Strategy Maps 



5. Up to $15 Back 



6. Nintendo Posters* 



7. Tetris Game Watch* 


(Nintendo*) 


Is Playing 
With Power 

Directions 

All of these cereals are making great 

Nintendo offers. See if you can match them up. 
Hint; In each set of clues, the first sentence refers 
to the cereal, the second to the offer 


Clues 

Here’s something to crow about. 

You’ll never be late again. 

Reverse the two words in its 
name and it’s something else. 

Now it’s nobody else’s game but yours. 

One side has something the other doesn’t. 
You can look Jefferson and Lincoln in the eyes. 

Think red and shiny. 

Then get the winning edge. 

Part of it rhymes with fun. 

Your room could use a lot of that. 



It’s twice as noisy. 

You can play wherever you go. 

How’s this from your favorite “bran” 
of cereal? 

(2 X S X 14) / 4 = The bucks you can save. 


Need More Help? 

Turn this ad upside down. Or check out 
specially marked boxes in the store 

to get the answers and complete details. 


DC ‘VZ '39 ak ‘DS ‘Ql 3Z :SU3MSNV 



o. Gameboy and tons arc Registered Trademarks o< Nintendo ot Amore 




It's the difference between looking at a picture and being there. It's our 
exdusive Super FX™ chip, and it takes the Super NES™ beyond anything 
you ever imagined. To new realism. To new dimensions. And Super FX 
technology is easy to get into, because it's built-in. No accessories, no 
upgrades. Star Fox™ will be your first look at this amazing step forward 
in technology, value and fun. It's just the beginning. 




4. ETRoAtoT S, 6/*V c 

‘■""v i ;■ 9 A 


Our goal is to try and preserve classic videogame magazines 
from years gone by before they are lost forever. 

Thanks goes out to all the people who make this possible. 
From the original editors and writers, 
to everyone involved in acquiring and digitizing these magazines. 


People interested in helping us out, in whatever way possible. 

Either by donating classic magazines, scanning, editing or distributing them, 
visit us at https://www.retromags.com 


We are only interested in preserving classic magazines 
that are at least 5 yeans out of print. 

We have no desire or intention to profit from these in any way. 

So please, if you come across people trying to sell these releases, don't support them! 


Thank You and ENJOY!