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
Nintendo Power Magazine, and Super-charged
them to give you more playing power than ever
before! Just look at everything you get!
No silly hats, no super-secret handshakes, no
hardtoeam merit badges, just tons of cool stuff!
Only one club gives you everything a Nintendo Player could want-
automatical ly! Just sign-up for 12 issues of Nintendo Power
Magazine for only $15, and you'll get Super Power Club
benefits all year long!
MORE THAN EVER BEFORE — STILL JUST $15!
Membership includes your monthly
Nintendo Power Magazine. Every
month you'll get tips, strategies, full-
color maps and reviews for all three
Nintendo systems, straight from the
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
■a
■m
>u
;I!U
>u
m
>u
an
'sa
iujjjj
m
an
an
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.
IP
@EH.E©¥ Ga®¥©G 0
4 4J44J
£3 a itSU ilSMiU J
S2? a nail iia*a>j
a JJ4U iiir/aa
a .J;j rraj
® wnra KMnr®Ga
[SEffi® 1 ??
»4 sa xi
<©) <b IsiSi
a qd ©
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!