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Nintendo Players Guide SNES
Nintendo Players Guide SNES
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SUPER NES CONTENTS
STAFF
Publisher
Producer in Chief
Editor in Chief
Senior Editor
M. Arakawa
Hiroyuki Kato
Gail Tiiden
Pam Sather
Scott Peiiand
George Sinfield
Leslie Swan
INSIDE THE SUPER NES 3 Jeff Bafus
Jane Hacker
Scott Stinson
7—68 Editorial Consultants - Howard Lincoln
Peter Main
Phil Rogers
SUPER MARIO WORLD 8 SMASH TV 61
Juana Tingdale
SUPER GHOULS N GHOSTS 16 JOE &MAC 62 Tony Harman
Machiko Oehler
FINAL FIGHT 36 TOWARDS THE FUTURE 63 Director of Production - Tsutomu Otsuka
SUPER NES
(Nintendo®)
PLAYER’S GUIDE
mil mu
super
ENTERTAINMENT
Himm SYSTEM
You could say that the Super NES is the unsung hero of a state-of-the-art platform to support a new generation
this book. If it wasn’t for this remarkable machine, none of super-sophisticated video games. Mr. Uemura of Nin-
of the outstanding games reviewed in these pages would tendo Company Ltd. in Japan directed the design of the
have been created. For this reason, an introduction to Super Famicom hardware, which is identical to the Super
the hardware and its capabilities is appropriate to game NES, while Lance Barr at Nintendo of America designed
players. the housing for the Super NES along with modifications
The Super NES and the Super Famicom (the Japanese in the Controllers and Game Paks. Their joint efforts
version) were created out of Nintendo's desire to provide resulted in the Super NES as we know it today.
SUPER NES FACTS AND FUNCTIONS
It wasn’t so long ago that people THE SUPER PERSPECTIVE -
thought Pong looked pretty cool. Now, Some of the most impressive Super wings. The Super NES also creates
the stunning graphic effects of the NES graphics are the result of rotating dizzying spin effects by rotating back-
Super NES seem to make game char- backgrounds and scaling. Scaling grounds. Just as scaling seems to
acters and scenes leap to on the
life creates the effect of zooming in and bring objects forward and back, rotat-
screen. With the Super NES and its out by graduating the background in ing backgrounds make it seem like
unique Mode 7 effects, you can sit in smooth steps, so it looks like objects foreground objects are spinning. For
the cockpit of a plane and look out at a are approaching or receding the way example, when Morton Koopa spins
simulated world moving by! Mode 7 real moving objects would. It results in in Super Mario World, it’s because
functions set the Super NES apart realism that makes your eye see depth he is the rotating background. The
from other 16-bit game systems. The in the two-dimensional screen. To see lava, barrels and blackness are drawn
functions are handled by a special part scaling in action, watch the objects on in the foreground. That background
of the processor that manipulates the ground race towards you in Pilot- also scales, making it look like Morton
numbers at high speed— mainly multi- approaching
plying and dividing the parameters of and disappear-
characters or backgrounds on the ing.
screen. The resulting effect, whether it
is rotation, scrolling or scaling, is
his cape to see how realistic making the screen look like it's fading to black.
video animation can be.
the underlying screen to produce Lemmy’s Castle when the Magikoopas fade
the transparent effect. in and out. Actually, the characters are just
systems.
per Battletank, in which the game numbers of them, like a Ghost House full 1 6 colors. As a result, characters and the
graphics were taken from actual of Boo Buddies. In all, there can be 1 28 larger moving objects that they compose
photos, the results add a sense of moving objects on the screen at one time. are far more detailed on the new system.
NES
reality that brings the games to life.
SUPER NES 5
EXPLORING NEW DEPTHS SYMPHONY OF SOUND
Perhaps the most dramatic effect on same perspective effect that occurs All too often excellent graphics are
the Super NES is the 3-D depth when you’re driving along the freeway: equated with the overall excellence of
achieved through the use of multiple signs close by seem to zip past you a game. Sound effects (in the past, at
scrolling backgrounds. In traditional while a building in the distance seems least) were rarely a consideration. But
sideview games like Super Mario to move slowly and a mountain many the Super NES may change all that
Bros., Mario moves against a single miles away hardly seems to move at with the ability to produce eight
background that scrolls along with all.Castlevania IV uses this effect sounds simultaneously using its 8-bit
him. With the Super NES, program- superbly in many of the stages. Of audio processor. In Zelda: A Link To
mers can use up to four backgrounds course, backgrounds can also be used The Past you can hear wind, rain,
that move at different speeds. The in the foreground, but no matter where splashing footsteps and background
result is a feeling of true depth. It’s the the moving object appears, the suc- music all at once. Subtle audio clues
cess of the 3-D also become important, adding to the
effect rests on the depth of game play.
fact that the speed
and direction of the
moving object un-
der your control (for
instance, Simon
Belmont in Super
Castlevania IV) dic- STEREO MOTION
tates the rate of
Stereo sound adds even more depth to
scroll for each back-
Super NES games because it approxi-
ground. The syn-
mates live sounds and can produce a
chronization is
sense of motion. Each sound can be
made possible by
the advanced capa-
programmed on a scale of separation
with values from 1 to 256, where one is
While multiple scrolling backgrounds produce an eerie, 3-D effect in Super bilities of the Super
entirely in the Left channel and 256 is
Castlevania ET, the artistry of the backgrounds is just as important. NES.
entirely in the right channel. If the
value for a sound shifts over time, you
MOTION IN THE BACKFIELD will hear that sound moving from left
Since backgrounds can be placed in fences or trees for a very realistic 3-D to right orfrom right to left. On some
the foreground in Super NES games, effect. Such techniques can also add games you can actually follow the on-
it means that moving characters can to the game play, because moving out screen action by listening to the move-
appear between the backgrounds. of view may necessitate new strate- ments!
This allows moving objects to pass gies of searching or attacking.
behind foreground objects like
SMW SHOWCASE
SAMPLE REALITY
BACKGROUND
In Morton Koopa’s Castle. Mario finds himself BACKGROUND SCREEN 4 The separate digital processor of the
having to crawl around on a wire fence with a Super NES can handle digital signals
troop of Koopas. This is a great example of how in the same way that a CD converts
multiple backgrounds can add to a game. Using
This means
digital signals into sound.
the pivoting doors in the fence, Mario can pass to
that if you can digitize a sound, you
the back side of the fence to avoid or attack the
can play it back on the Super NES. In
Koopas. When a Koopa is on the near side of the
FINAL FIGHT 36
U.N. SQUADRON 54
SUPER GHOULS N
GHOSTS 1
GRADIUS 3H 42
• DRACULAPALES IN
COMPARISON TO THE
ORIGINAL
SUPER CASTLEVANIA 26
SUPER R-TYPE 48
SUPER NES 7
SUPER MARIO WORLD
Bowser Beware!!!
Join Mario, Luigi and their new pal, Yoshi, in the most thrilling Mario
Bros, adventure yet! Super Mario World showcases the incredible capa-
bilities of the Super NES.
Super Mario World, Mario can pick Mario and have the ability to fly.
up Mushrooms which will turn him Find a Balloon trapped in a Block
MARIO:MAN OF into Super Mario. Fire Flowers and Mario can float along like a
MANY MOODS enable him to throw fireballs. The blimp. Mario rules!
power of Starman will make him
invincible for a short period of time. • SUPER MARIO WORLD
Mario has been able to get these
Like everyone else, Mario has
Power-Up items before, but now he
changed in appearance over the
has more Power-Ups! If Mario grabs
years. His adventures have been
a Feather, he will change into Caped
nothing short of
legendary. The • SUPER MARIO BROS. • SUPER MARIO BROS. 2 • SUPER MARIO BROS. 3
Super Mario j
YOSHI
Hi
LUIGI
the item he wants
SUPER MARIO
if his timing is good.
BOWSER
An “A” in the Value category means with Yoshi. Then, at his back and then lands
that the technique is very useful in the peak of the jump, on Yoshi again. You’ll
many places throughout the game. press the A Button to have to control the
After grabbing a Feather, Mario can build up Learning to control Mario's flight speed allows Mario can be flying along at cruising speed and
speed, jump into the air, and then fly. With the him to either slow down to pick up some Coins altitude in one direction and then change
proper technique and if there's nothing in his or speed up to get away from pursuing course. If you see some coins that you want or
of the game! Hold the altitude is reached and and move your thumb
Y Button and tap the float to the ground. to hold the B Button.
of your descent.
Push Up on the Control Pad and tap A or B to destroy the object before he picks it up because the up and release the Y or X Button to throw the item
send Mario quickly to Y and X Buttons will vertically. Start climb-
the water's surface. shoot a fireball. Face ing. Mario will catch
Mario run rather than walk. using it quite often. Caped Mario
However, the Y Button allows can jump twice as far as normal
Mario and Yoshi to accomplish with or without Yoshi if you press MARIO
many feats which were never before and hold the Y Button until Mario
imaginable! The Y Button allows lands safe and sound. If Mario is
Mario to hold onto many items and falling, the Y Button can save him
to also throw those items at will. from an untimely demise. WORLD
SUPER A'ES 9
IT’S A WIDE, WACKY WORLD
ker-plunking in waves.
ever!
MARIO
WORLD
SUPER l\ES 1
FIND THE SECRET KEYHOLES AND SPECIAL GOALS
Each level in Super Mario World has • DONUT SECRET 1 • VANILLA SECRET 1
at least one exit. The levels which are TO THE DONUT SECRET HOUSE TO STAR ROAD (2)
marked with a red dot have a regular The keyhole in the underwater Donut Secret 1 is There are two green pipes
exit and a secret exit. Mario must in plain sight, but where's the key? Activate the which extend out of the
use his incredible talent and special P-Switch and then hit the Block to find the left wall. The entrance to
techniques to find most of the secret key. the secret area and secret
exits. Most of the secret exits will be Goal is through the bot-
marked with a key which Mario must tom pipe. Caped Mario
fit into a nearby keyhole, but some can get to the pipe fairly
easily.
have a regular Goal. Let’s take a look
at some of the secret exits which
Mario must locate. • CHEESE BRIDGE AREA
TO SODA LAKE
• DONUT PLAINS 1 • DONUT SECRET HOUSE This one's tough! Expert Mario pilots can sail
TO DONUT SECRET 1
TO STAR ROAD Mario under the first goal and back up to reach a
(1)
second Goal which leads to Soda Lake. Mario can
If Mario has completed the Green Switch Palace, Carry the P-Switch to the left of where the Yellow
also glide under the first Goal while riding Yoshi.
finding this secret exit will be no problem. There Blocks and Yellow Door are. Activate the switch.
then Spin Jump off his back to save himself and
is a column of Green Blocks near the end of Hit the Block above the Door and then climb the
Donut Plains 1. Hold the Y Button and run right Vine that appears. The Blue Door will take you to
up the Blocks to find Big Boo's room. Avoid the Boo Buddies and hit
the key and keyhole. If Big Boo three times with a Block to defeat him.
the Green Switch
Palace has not been
tripped. Mario must
have the Cape to fly up
to the secret exit.
• DONUT PLAINS 2
TO THE GREEN SWITCH PALACE
Mario heads underground for Donut Plains 2. This
exit and Goal. Fly up and to the far left to find • VANILLA DOME 2 • FOREST OF ILLUSION 2
an opening. Run right to the door. Don't forget to
TO THE RED SWITCH PALACE TO THE BLUE SWITCH PALACE
get the four 1-Ups!
Grab the P-Switch which is on top of the large The key to the secret exit that leads to the Blue
pack of Brown Blocks and take it to the left. Switch Palace is in a secret chamber on the other
Activate the switch to get through the 20 Blocks side of a seemingly solid wall. There is a Yellow
"!"
on the left. Jump over the gap where the arrow Block next to the wall. The secret area is at
Castle!
• STAR WORLD 2
• TO STAR ROAD
FOREST GHOST HOUSE (3)
D~
m
Before the Goal, he’ll
Chucks by taking the high road on the colored Only with Yoshi’s help can Mario get the key to
TO STAR ROAD (6)
SUPER
Blocks near the end of the level. unlock the gate which leads to Star Road 5. If All Switch Palaces must be cleared for Caped Mario
you're having a hard time getting Yoshi to the key, to reach the secret exit in Star World 5. Activate the
make sure you've crossed the Midway Gate, leave T Block to send the stream of Coins up and to the
the course and return right. Stomp the P-
MARIO
SUPER NES 1
FIND THE HIDDEN 1-UP CACHES
There are numerous opportunities to • VANILLA DOME 4 • CHOCOLATE ISLAND 5
Mario to earn 1-Ups in Dinosaur MAX-40 DIFFICULTY-B MAX-99 DIFFICULTY-B
Land. Some locations will yield 1-
Bullet Bills will continually come out in this area. Grab the P-Switch at the beginning of the stage.
Ups only once, but several areas will If Mario takes a shell with him he can score Don’t stomp it— use it to help Mario swim. Kick a
grant Mario a 1-Up feast every time plenty of 1 -Ups by heaving the shell up at the Koopa shell into the water area which is located
he visits! The maximum number of lower Block when Bullet Bill comes out. Bullet just before the Midway Gate. While swimming,
1-Ups Mario can get in each area will Bill will bite it and start stomp the Koopa shell
be specified and the ease of getting giving you 1-Ups after repeatedly for an
those 1-Ups will be given a grade in a few direct hits. This unlimited bonanza of 1-
each area. A grade of “A” means that trick may take a little Ups.
practice to perfect.
the 1-Ups are easy to get.
• YOSHI’S ISLAND 2
MAX-99 DIFFICULTY-C • VANILLA SECRET 2 • SUNKEN GHOST SHIP
Use Mario's Cape Attack to send the Koopa Shell MAX-54 DIFFICULTY-A MAX-99 DIFFICULTY-A
flying. When the shell ricochets off the step, use
Grab the P-Swtich that's hidden in a Block just Swim up against the bottom of the overhanging
the Cape Attack to send it back towards the step.
above the Spinys. Run left and drop the Switch crate in this area as Super. Fiery or Caped Mario
Repeat this process for unlimited 1 -Ups!
just to the left of the Midway Gate. Stomp it and and his feet will hit the oncoming Bullet Bills.
race to the left collecting coins to earn 1 -Ups. They'll go down quickly for an increasing number
of points and eventually.
1-Ups.
• DONUT SECRET 1
MAX-99 DIFFICULTY-C
• FOREST OF ILLUSION 1 • STAR WORLD 2
In the chamber where Mario becomes Balloon Mario, MAX- 18 DIFFICULTY-A MAX-15 DIFFICULTY-B
you can get an empty shell. Take the shell down the Take Starman from the Roulette Block near the Hold the Mini-Yoshi to help Mario swim. Grab the
pipe and drop it in the gap where the Dragon Coin is. Midway Gate. Run to the right hitting every Star. Run into the fish, but don’t let the young
Stomp it repeatedly for unlimited 1-Ups! enemy until the invincibility power wears off. Yoshi eat any of them. A second Star can be had
Rack up massive points and then tons of 1 -Ups. if Mario gets to the “T Block fast enough.
• MORTON’S CASTLE
MAX-40 DIFFICULTY-A • FOREST OF ILLUSION 4 • GROOVY
Stomp the Dry Bones and then climb the Vine.
MAX-99 DIFFICULTY-B MAX-8 DIFFICULTY-A
Position Mario so he will automatically stomp him
again when the old bag of bones revives himself. There are three areas in Forest of Illusion 4 Nab Starman from the Roulette Block just after
obstacles. Jump to higher ground and let Fishin' get the whole vertical chain of Pokeys near the
Lakitu toss Spinys into the area where the shell end of the stage. There's not a whole lot of 1 -
MISCELLANEOUS MANEUVERS
Our hero Mario has several useful POWERHOUSE PAIR CAPE ATTACK FOR 1 -UPS
secrets in his options arsenal to
The combination of choice in Super Mario World is In the five-tiered 1-Up Chambers, Mario can
help him get out of various jams in to have Caped Mario and a Blue Yoshi working collect five 1 -Ups if he has the Cape. Use a
his journey through Dinosaur together. Combined, they have the most options for Spin Jump to hit the lower left corner of each
Land. Most of the special maneu- attack and maneuverability. (They look good, too!) Block. In each row, the first two Blocks will
vers deal with using the Start and Besides super-stomping, gobbling, gobbling while give up Coins, but the last will give up a 1
- -
Select Buttons. floating through the air and Yoshi-assisted Double Up. You can take your chances with using
Jumps, there is one very important option which the Regular Jumps for the
QUICK POWER-UPS ability to fly over a wide stretch of territory. Press 1 -Ups. go for the Spin
the B Button repeatedly to send the terrific two- Jump on the side of
Mario can go into areas which he has already
some sailing. There are many levels which a flying the Blocks!
cleared to pick up useful items, collect Coins, or
Blue Yoshi will come in handy. While flying, the pair
get 1 -Ups. He doesn't need to go through the
can stomp enemies in the air and on the ground.
entire stage to get out of it, though. Just pause
the game by pressing Start, then press the
Star World 4 is an great place to utilize this power-
THE MAGIC NUMBER
Select Button. Mario will reappear outside.
This trick is very difficult to accomplish. It
• FOREST OF ILLUSION 1
Break ,1
SPIN CYCLE ENEMIES ADD UP
.. . sS&i Gate, bi
Unlike a Regular Jump, the Spin Jump will allow At the end of many stages there will be
through
Mario to get past some tough enemies. If Mario multiple enemies chasing you. Wait just next to
Mari0 c
1 were to land on a Big Blue Boo or a Porcupuffer the Goal for the enemies to get to you, but just
U. often fo
_ 1 -Up fe
after
or a
doing a Regular Jump, he would lose power
life. However, the Spin Jump protects him
before they do, cross the Goal.
will be so many enemies on
Sometimes there
the screen that
from taking any damage. you will earn a load of points and 1 -Ups. One
Island 2 is a perfect
This is a very
example for this tech-
convenient level. You
nique. A whole raft of
can always go in,
Rex's can be lured to
pick up Yoshi and a
the Goal. Wipe them all
Fire Flower, then
out!
leave. Simple!
House if some tough areas are coming up. already flattened by pressing the r
kJ \ J 1 * 1
SUPER IVES 1
SUPER
GHOULS'N GHOSTS
Guinevere Has Been Kidnapped!
Capcom scores heavily with one of the best Super NES games so far.
The graphics, sound, play control, characters, and challenge are all
superior. This game is awesome!
No one is quite sure how the Ghoul distances and also to jump at different for getting to some out-of-the-way Money Bags.
Realm was able to revive itself, but we angles. Arthur is able to get to more
know that Sardius now controlling
is enemies, Money Bags and platforms
the Creatures of the Undead and they than he has ever been able to get to be-
are inhabiting the lands. It’s up to you fore. Some enemies will attack quickly
to guide Arthur on his quest to restore and it’s very important to be able to
peace to the those lands and to rescue use the Double Jump to avoid them.
the fair Guinevere.
• RECORD-BREAKING DISTANCE! • HARRIER JUMP
All levels contain extra wide gaps and obstacles You can make Arthur jump straight up twice, but
which Arthur must cross. A regular jump just he can get a little extra height by jumping out to
won't cut it here. Press the Jump Button once and the side and then jumping straight up or jumping
then press it again in the air. straight up then out to the side.
SUPER
GHOULS
’N
GHOSTS
SUPER NES 1 7
0 0
EXPLANATION OF WEAPONRY
Arthur has use of seven weapons. LANCE DAGGER
When Arthur Double Jumps and uses This is the weapon which Arthur will start off the An excellent choice for areas with little or no
a weapon at the top of his jump, he will game with. It has decent power, but because of flying enemies. The Dagger's size and weight
roll and the damage which the weapon its size and weight, it does not travel rapidly and makes it easy to be thrown. Arthur can fire three
can inflict will be increased. The power Arthur can only throw two in succession. There Daggers in succession. What's more, it's the
of the weapon is increased when he is can only be two Lances on the screen at the fastest hand-thrown weapon. Arthur can fire off a
wearing Bronze or Golden Armor. same time. As soon as the first Lance leaves the few Daggers in one direction and then quickly
screen, Arthur can then hurl another. Get the turn around to fire some more. With Bronze or
Flaming Lance with Bronze or Golden Armor. Golden Armor Arthur will have a Magic Dagger.
If Arthur is wearing Silver or no Armor, the it does do a good job of taking out a group of time. In most instances, it's not that good of a
Crossbow will launch two extremely fast arrows enemies who are on the ground. With Bronze or weapon. When wearing Bronze or Golden Armor,
at two angles. If he is wearing Bronze or Golden Golden Armor, the Magic Torches can be thrown the Magic Scythe looks like a flaming magic
Armor, the Magic Crossbow will fire three a bit farther and they will create a blue wall of boomerang when thrown, but here again, only one
flaming arrows which seek their targets. To get flame which will totally annihilate most enemies. can be thrown at a time.
through the last level, Arthur will need the Crossbow. This is not a good weapon for flying enemies.
NORMAL SHOT = 3 NORMAL SHOT = 6 NORMAL SHOT = 7 NORMAL SHOT = 10 NORMAL SHOT = 6 NORMAL SHOT = 9
POWER-UP SHOT = 4 POWER-UP SHOT =9 POWER-UP SHOT = 8 POWER-UP SHOT = 10 POWER-UP SHOT = 9 POWER-UP SHOT = 1
AXE TRI-BLADE
The Axe is much like the Scythe. It can inflict a The Tri-Blade is a weapon of mysterious origin.
good amount of damage on an enemy, but only It's motion of flight is like no other known
one can be thrown at a time. The Axe spins in a weapon. A single Tri-Blade will travel in two
forward clock-wise motion and will travel all the different directions. It will be thrown out
way across the screen if necessary. Compared to horizontally, turn around and come back towards
other weapons, it's slow and it's not very useful. Arthur, but then it will turn and go straight up. It
Arthur gets the Hefty Axe when wearing Bronze comes back to Arthur to be used again. The
or Golden Armor. Shuriken appears with Bronze and Golden Armor.
unearth all treasure chests in the area. Arthur with three glowing orbs. demolish all enemies in Arthur's path.
SUPER
randomly
lucky
Money
and -
», A The Goddess Bracelet will appear in
SUPER NES 1
This land is cursed by the Dead. tions which appear throughout the
STAGE 1-1 Caskets will rise from their graves, stage. There are quite a few Money
spilling forth lecherous zombies who Bags in the Graveyard, so make sure
HAUNTED GRAVEYARD
will stalk Arthur’s every move. The to pick up all of them. This level is
zombies are slow but will cause dam- strictly left to right and is fairly sim-
age if touched. Arthur will quickly ple— especially when compared to
learn how to accurately use the the other seven levels! However, the
Double Jump when he is forced to Graveyard is the perfect place for
leap over zombies and rock forma- Arthur to refresh his fighting skills.
move to the left of the screen and Double Jump. A deadly fireballs. If you take the lower route, you'll
treasure chest containing a new weapon will appear. have to enter the cell.
proceeding. Arthur can't destroy the skulls surf. Make sure that he is standing on the rock
because they have been petrified, but the skulls formations or he will be swept away.
COCKATRICE
This bad bird’s got an abnormally long neck, but the
beak is its weak spot. With most bosses, it’s usually
best to keep them on the far right of the screen.
That way, Arthur will be more prepared for any
attacks which might come his way. Cockatrice will
spit eggs out at Arthur. The eggs will hatch little
chicks called MiniWings, but Arthur can fry them
with ease. A run, jump and shoot technique works
well against Cockatrice.
SUPER
GHOULS’N
SUPER NES 21
i STAGE 2-1 ©JUMP OR SINK
GRAVEYARD OF SHIPS When Arthur gets on this platform it will start moving
down the length of the rope. There are two places to get
This spooky Ghost Ship may sink off. but he must jump to do it. Go all the way down to
at any moment, but Arthur must the ship's deck or Double Jump to reach the platform.
ship's deck, he can't turn around and go back. You Arthur can raise by doing a Double Jump. Don't
can watch the dock sink into the ocean. Arthur get it unless you really need it. If Arthur does go
would never turn around, anyway . . . he's on a for it. a gang of ghosts are sure to appear.
( START )
_!_ i
SUPER
SHELL HEAD
Shell Head used to be a normal creature, but he’s been under-
water for crustaceans have taken over his
too long and evil
GHOULS’N
head! Arthur will arrive at Shell Head’s lair when the timer
reaches the 2:00 mark. The best tactic for defeating him is to
keep him over on the right side of the screen. He will shoot
pointed crustaceans at you, but you’ll know when they’re
coming because you can hear them. Remember, the raft will
GHOSTS
SUPER NES 23
BEWARE THE FIRE KILLER WATCH THY ROYAL HEAD!
• STAGE 3
The Fire Killers are pesky little critters. They may Within the walls of the Towers of Molten Steel
VERMILION HORROR be small, but they can do as much damage to hide the Small Goblins. They will seem to come
Arthur as any other enemy! The best time to get out of nowhere. Move slowly and watch for the
Arthur has gone under the Earth’s them is when they first emerge from the lava pits Small Goblins to fall. Destroy them before they
surface to battle foes of the under- because they move slowly at first. Some of the land or more will come out to get Arthur. The
world. The fiery glow of the lava Fire Killers carry Pots containing weapons or crossbow works well in this level except for bats
treasure. coming up and from behind.
hides Fire Killers who, despite their in
DRAGON LARVAE
This Boss is very easy if you know
the secret to beating it. Stand on
the far right edge of the last upper
platform. The Dragon Larvae will
circle around Arthur. Fire rapidly at
The Dragon Larvae should be no problem
its head. Do not move from your
if
Skull Flower before it gets the chance to attack. spouts if he has the space.
kick in. Arthur must jump onto small
platforms to avoid the spikes which
appear on the floor. When he does, the
platform forms a cage around him and
the whole screen spins. It’ll make you
dizzy! The floor becomes the ceiling
and vice versa. It’s wild!
HYDRA
It’s if Arthur has a rapid-fire
best
weapon to use on Hydra. When Ar-
thur appears, move to the right and
cut loose on the Fire Button. Each of
the three heads must be defeated for
Hydra will move to the other side of the screen
him to be utterly destroyed. Hydra when he goes through the mutation process.
has the ability to mutate during the Don't waste time trying to shoot him during
battle. He will not take any damage this time because he will take no damage. Just
in his mutated form. avoid him.
ICE WARLORD
Here again, the best offense (and
defense) against this Boss is to
keep it on the right side of the
screen. If the Ice Warlord hits
Arthur with a Freeze Crystal, he Watch out for the Freeze Crystals and Snow
will freeze. Fire rapidly to de- Boomerangs which the Ice Warlord will
thaw Arthur. The Ice Warlord’s throw at Arthur. Aim carefully for the weak
weak spot is between the arm spot between his arm and leg. Keep your
SUPER NES 25
“’“CASTLEVANIA 17
Journey Into A night Of FearAnd Challenge
Simon Belmont is back to whip Transylvania into shape and send
Dracula packing. It's Konami's feast of graphics and game play that will
haunt you until the moment of victory.
snap of the whip and the howling of with better control due to Mode 7 functions. Besides looking great,
wolves will send chills up your spine. and graphics. such effects add new dimensions to game play.
V"sWfPPp» '
:#i i I
for safely destroying monsters above you. Many other spaces that are too wide to jump. Centered
stages in Castlevania ET are vertical and scroll over these spaces are golden rings. If you whip the
upward. If you see a monster on a ledge above, ring, the Whip will wrap around it and you can
strike straight up to destroy it. You can also technique will take care of these foes. Jump up. swing across the open space. By pressing down on
whip upward at 45 degree angles to destroy the Control Pad you can lengthen the Whip, and by
flying creatures or enemies that cling to ceilings by pressing the B Button. The Whip snaps past pressing left or right on the Control Pad you can
in front of you. the ledge below you to strike the enemy. increase your swing.
SUPER
CASTLEVANIA
DZ
SUPER NES 27
\
SPECIAL WEAPONS & ITEMS
Special Weapons can be picked up close to an area where it will be useful. Most items are found by
throughout the game and require Simon’s new Whip techniques, how- whipping candles, although
Hearts if they are to be used. Gener- ever, will get you past most foes some items are found in
blocks. Whip everywhere to
ally a Special Weapon can be found without the need for Special Weapons.
find hidden items.
|P
is If you take the Silver
can be found by also found by whipping Cross, all enemies on
whipping candles and candles or walls. It the screen except stage-
sometimes by whipping restores up to one half ending guardians will
walls. It will restore up of your lost Life Meter, be destroyed. When the
p|Mfe
\mSSuM
INVISIBILITY DAGGER WATCH
The Invisibility Potion This weapon can be Time stops once the
makes Simon invincible thrown straight ahead. Watch has been
because enemies cannot It is easy to use. but it activated. For a short
see him to attack him. is relatively weak. The period of time, and for
He flashes while the cost for each throw is a cost of five Hearts, all
potion has effect, but it one Heart. You can also foes except guardians
won’t last long. throw it while jumping. will freeze. Attack them
or pass them by.
also throw the Axe Heart, but it is not as Simon. The long range
through walls. The cost effective as in earlier makes it one of the
SUPER NES 29
STAGE 4 The Outer Keep of Dracula’s Castle the walls spin and giant stones rise
SPINNING TALES has some of the most ingenious traps with crushing force. Even the floor
imagined by the mind of man. Here might betray you and cast you down.
use the Whip Guard technique to what enemies appear. When they
protect yourself from Skeleton move close to the gap, whip them
Knights when making jumps. Be across the open space or use a Spe-
sure to whip the candles. You’ll find cialWeapon like the Dagger. Once
a Pork Chop in the middle of the the threat has been removed, you
stage and a Silver Cross to banish can make your jump in safety and
foes. move on.
SUPER
CASTLEVANIA
12
SUPER NES 31
(D RISING TENSIONS
THE GRINDSTONES Run as fast as Simon can go toward the right side of the
Here you will find giant blocks rising continuously screen as the blocks move swiftly upward toward the
through a maze of stone. If Simon is caught between a spiked ceiling. If you hesitate, Simon will be lost. If you
solid stoneand one that rises, he will not survive. In race ahead, you will have to make a final jump to the
some places you must use the Kneeling Walk. This is safety of the ledge on the right just before the rising
an endless stage if you try to reach the top. Instead, blocks crash into the ceiling.
make your way to the right side, and when you have a
chance to drop down from a ledge to a gap in the right
wall, take it. That is the only exit.
SUPER
SUPER HES 33
STAGE 6 NAIL THE COFFINS
The circle of coffins goes round and
THE HAUNTED HALL round and they’ll only stop if you
The tattered interior of Dracula’s destroy them. Stand to the left and
Keep holds a haunted procession of whip them away. Single coffins are
ghosts, evilhounds and knights, and also dangerous. Jump past them,
that’s the easy part. As you climb to then turn quickly and attack.
the rafters, prepare to swing on giant
chandeliers. Further on you will find
SHALL WE DANCE
ectoplasmic gases and finely attired
vampires who circle around Simon Paula Abghoul and Fred Askare
before going for the jugular. In this haunt the final ballroom of Stage
area, look for a hidden room in the Six. Their eerie dance has no
floor. ahead lie living coffins,
Still repeating pattern, so you must
angry tables and waltzing pairs of react to every move. When they
poltergeistswho are not about to let rush at you with their swords
you cut in. The last tango
in Transyl- drawn, jump up or down to safety.
vania takes place at the end.
drop heavy orbs. If you do these right hand side. frenzy of whip strokes will end his ambitions.
you. A shrewd vampire hunter with your Whip from the middle
might try attacking unseen ene- of the clock. But when he
mies from below. Finally you’ll appears in other locations, use When the Mummy
reach the Clock Face where the appears elsewhere, use
the left ledge for your attack.
Mummy bides his time. the left ledge yourself.
that springs up when you least invisible bridge. At the left edge
expect it. Then prepare to meet and you’ll fill all your levels and
SUPER IKES 35
FINAL FIGHT
Metro City Meeds A Few Good Crime Fighters
The manic Mad Gears have Metro City under siege. Only Mayor Mike
Haggar and his street fighting friend, Cody, can throw a wrench into the
Gears' plans. This means war!
a
of City.
pipe. Smash!
SWORD
Sword wielding is a specialty of
down.
this speedy scrap-
r It] per can rifle oil sev __i
By jumping and Possibly one of the most
eral punches per
|H BJSJ |
impressive maneuvers in
spinning, Cody can
IH
Siyl'v'TlI
Hll iV^RK
~
cprnnri anri SPnil
hie fnpe
~ •
execute the Spiral Kick
and clear away enemies
Cody's repertoire
boffo Back Toss. Once the
is the
|
crooks are shaken up
u"
with a few quick
punches. Cody can grab
Cody's most unique them by the neck, turn
move is a Flying Knee and send them flying.
SUPER A ES 37
MEET THE MAD GEARS
The main strength of the Mad Gears who calls on other creeps to do his a crook who masquerades as one of
is Every hood on the streets
their size. dirty work. The Subway leader is Metro City’s finest. The forces in the
is part of this maniac gang. Their Katana, a professional fighter. After Bay Area are led by a goon by the
forces include fighters of all sizes and you take a ride on the train, you’ll name of Abigail. The leader of the
abilities. Gang leaders hang out in climb into the ring with this martial Uptown territory is currently in hid-
every section of the The king of
city. arts master. Your battle on the West ing. Keep fighting and you’ll smoke
the Slums is a bully named Thrasher Side will end with a run-in with Edi.E, out this mysterious madman.
• JAKE • SIMONS
ATTACK C ATTACK C
DEFENSE B DEFENSE B
SPEED B SPEED B
Without much effort, you can blast by the slow He's no brick wall, but Jake is a little more This fighter can actually fall three times before
movers of the Mad Gear gang and move on to durable than Bred and Dug. though you should he's out and it's a good thing, because he falls a
• BILL BULL the fastest fighter around but, he can do a pretty and G.Oriber. He hangs out in the basement in the
good speeding train impression. When G. Oriber slums and charges with the same powerful heads
ATTACK B
down move. them charge same time or
charges, the best thing for you to do is get out of Don't let at the
DEFENSE C the way. Once he passes, you can run up to him you'll be caught in a hero sandwich. The best way to
SPEED C and knock him around pretty easily with some
well-placed punches. by executing Cody's Spiral Kick or Haggar's Windmill
Punch.
He may be slow, but this guy can pack a pretty
good wallop. Watch it!
down. Watch them closely and try to fighter on the streets of Metro City with a bad to have a knife, or at least a guitar. He’s empty
you
hit them before they can hit you. attitude and few good fighting techniques. Take handed though, and really not that hot if
him down before he can give you a can move in with a few quick socks before he
demonstration. tries anything.
if you’re busy taking on other fight- tends to be quite a showman. His flaming amazing. He can fly into view upside down and
attack with knives in both hands. you can
ers and try to confront them when torches have a lot of flare. Watch the act from If
a good distance and let Holly walk into his own stop him mid-routine, he'll never get to the real
you’ve got plenty of room to move.
flames. The show will be over in a flash. dangerous stuff.
riled, you should be able to knock for show than for strength, though. While he's he concentrates a little more on his targets. Try
air, you can take him down with a single knock him out of the picture quickly and
some sense into them without in the to
punch, then finish him off with a few more don’t get cornered by him when he’s in the
much effort.
midst of a fist-flying frenzy.
quick moves.
heir to the Andore Family fortune. All of those Andore an incredible fighter. He's the
to get hit while you’re down. is still
years of performing apparently helped the clan best scrapper that you'll meet in the West Side,
collect.
SUPER NES 39
ROUND 1 HIT AND PIVOT Hit your enemy with
two quick punches.
SLUM Your third punch in a row usually He'll
tation safe again, you can bust up the the car with his bare
let them gang up on you and don’t of friends.Take care of the goons
take any long walks off short piers. quickly. Then toss Abigail and
You’ve survived three other criminal- get out of the way as he is reco- Throw Abigail into a corner and run to the
infested areas of the city, but none of vering from the fall. opposite corner while he is getting up.
BONUS STAGE 2
BREAK THE GLASS
Once you clear four of the five sec-
tions of the city, you can show off
your power in the glass factory.
Break as many panes as possible
for a big bonus.
ROUND 5
UPTOWN
FINAL
way to the Mad Gear big wigs and Power-Up in the rubble. the foreground on the roof.
show them who’s boss.
SUPER NES 41
GRAMUS DI
The Space Action Classic Gets Even Classier
Konami's Granddaddy of space shoot 'em up gets a face-lift and a
galaxy ofnew options. Select your own weapon Power-Ups, pick a skill
level, and get set to jet!
Giant monsters and great detail add whether to have Auto Shot and Auto
to the immediacy of the game, but Power-Up.
COMBINING THE BEST OF the options are what really make this
THE OLD AND NEW Super NES version shine. Now it’s
up to you to choose from two dozen
weapons and defensive systems for
Ifyou liked Gradius and its sequel, the Viper space ship. You also choose
Lifeforce,both hits for the NES, Gra- your own skill level, which button
dius III will launch you into a new activates the weapon systems, and
orbit of space action. The tried and
true game play remains the same. • NES • SUPER NES
You pilot a ship through automati-
cally scrolling stages filled with ali-
ens. Collect Power-Ups and you can
add to your ship’s arsenal of super
weapons. What has changed are the
graphics and a payload of options.
• 2-WAY BACK
down.
t*«rrTTF>,
you have a Double Cannon, you may Attack up or down like the Hawk Target foes to the rear both above
Wind. rresTW5
not need 2 Way missiles. and below you.
• PHOTON TORPEDO
These guys drop down and take
out multiple targets.
• SPREAD BOMB
These bombs are launched down
and forward.
• SMALL SPREAD
Two
straight
small spread
down.
bombs fall
n
DOUBLE
Two cannons can fire simultane-
ously—one forward and the other
up, backwards or at an angle. The
regular Double—shooting upward
• DOUBLE
This
Cannon.
is
• VERTICAL
the most versatile Double
m • TAIL GUN
Don't let the
from behind.
• BACK DOUBLE
enemy catch you
jjH|
at a 45 degree angle— is best for This cannon fires straight
LASERS
eral patterns.
• LASER
Destroys everything
line ahead of you.
in a straight
M • CYCLONE
A
LASER
powerful, long range laser.
SIB
• TWIN LASER
Double your forward laser power.
• RIPPLE
Expanding circular laser blasts for
a wide attack.
B • ENERGY
Fires
time.
LASER
one powerful energy ball at a
0
OPTIONS
that have the
c option
Options are small companion drones The regular Option follows the
same fire power as the ship's movements.
Viper. One Option will double your
EH
• SNAKE
The Options
OPTION
tail after the ship in a
H
fire power, two will triple it and so on. •FORMATION OPTION
Options move in various patterns The Options remain in position
around the Viper. above or below. HI
• ROLLING
The Options
OPTION
rotate around the ship.
s
•'
•SHIELD • FORCE FIELD
The Question Mark denotes defen- Two forward mounted, star-shaped Protects the entire ship for several
sive systems. Shields are strong but energy fields. hits.
addicd
ULL BAnHltH
Iffllp
• REMAIN
Fills
Formation.
• MEGA CRUSH
OPTION
out the remaining Option
K GRADIUS
used one at a time. Replenishes your weakened shield enemies on the screen
or force field.
.ww. Destroys all
except guardians. HI
SUPER NES 43
The early parts of this stage are in sule. Further on you’ll reach the desert
STAGE 1 deep space where an assortment of where giant sand dragons loop up to
THE DESERT alien ships dodge and dart as they attack you while mech-walkers, ships
attack your Viper. Wipe out every and other alien forces converge. At the
ship in a formation to receive a red end of the desert Goliath, a giant ant,
Power-Up, or a blue Mega Crush cap- tries to eat the Viper for lunch.
( START )
® SPREAD IT AROUND
The Spread Bombs can be a big help
in the Bubble World, especially if you
have multiple Options to increase
the number of bombs. The wide blast
of the Spread Bombs can eliminate
many small bubbles at once, clearing
a path for the Viper. They also take
out aliens on the ground.
FULL POWER
Use the following code once per stage to
burst them all. Shooting bubbles matches your strength. For instance, if you have
only makes them divide and fill up Powered-Up weapons, the Bubble Eye will have a
the space with smaller bubbles. stronger attack than if you have a single cannon.
Clear out a path in front of you using Watch out for the bubbles that attack you and fire GRADIUS
a straight firing laser or cannon. straight into the left side of Bubble Eye where a
breach appears.
IE
SUPER I\ES 45
STAGE 3 BLAST THE LAVA
The lava boulders can be blasted
BIG CORE
THE VOLCANO WORLD
1
into dust, but you’ll probably have to Stay in the middle of the diamond pattern
The outer reaches of the Volcano dodge alien ships as well as the rocks to avoid the Big Core's reflect laser.
Stage look Earthlike in many ways, at the same time. Luckily, the vol-
but this is a hostile world. Beware of canos soon stop erupting.
platforms lined with enemies that
suddenly appear. Most of the ene-
mies are ground-based, so missiles
are useful. The Volcanos fire giant
boulders, but you can blast the rocks
and move ahead. A wide angle weapon
like the Ripple Laser is excellent for
cutting through the mud stage before
reaching the Big Core at the end.
AN EXTRA STAGE
By the time you reach the area shown
below, you must have destroyed all the
land targets in Stage 3 if you want to
enter the bonus stage.
GRADIUS
m
SUPER NES 47
SUPER R-TYPE
Fly Your R-9 Fighter Into Battle
Super R-Type is a galactic warrior's dream come true! The people at
Irem continue their winning ways with R-Type for the Super NES. "R"
you ready for the challenge?
• ARCADE
The graphic detail in Super R-Type
IREM's Arcade version
is nothing short of fantastic! The
of Super R-Type was
backgrounds are extremely unique
distributed by Nintendo
and complex. The enemies are and was a huge hit at
intense and well defined. The defini- gaming galleries.
tion comes from the Super NES’s
high resolution, immense color • GAME BOY
palette, and its ability to display a The ultimate hand-held
multitude of colors on the screen at challenge. Super R-Type The Super NES version features four different
the same time. This side-scrolling features some of the difficulty levels: Novice. Easy. Normal, and Hard.
shooter is so appealing that you will best Game Boy graphics Don't be fooled by the Novice and Easy levels,
ever. they are very challenging.
want to keep playing just to see what
B
ing process and is gaining power ultimate mission?
where you won’t even need to fire down for rapid fire.
1
,
but you must first shoot them to get enemies on the ground. powerful, but it is very
good with small
their helpful cargo. A Power Armor Three lasers shoot out of flying
the screen.
POWER ARMOR • GROUND ATTACK
These round helpers are
usually flying right to
they can also be hopping
left, but
LASER
Excellent in Stage 4.
Bombs and
MK-1
Missiles. Spread
fix
j
they take off. while destroying enemies. you along the way.
HIDDEN COMMANDS m
A true R-Type master will be STAGE SELECT FULL POWER-UP
able to complete every stage in
At the title screen, press the R Button once, Press Down. R, Right, Down, Right twice,
all levels. However, Super R- then press Up 9 times. At this point you Down, Right, Down twice, and Start. Pause
Type can get very complicated will hear a sound. Start the game. Press the game then press R, Right, Down, Y,
and intense in the latter stages, Start to pause the game. Press the R, A and Down, Right, Down, Left, Right, Down, Right
so we are including some helpful Select Buttons at the same time. A number twice, then R, A and Start at the same time.
powered-up
tips for getting fully will appear in the lower left corner of the
LASER
weapons and a stage select code screen. Press Up or Down to choose a
stage.
A-SKY ATTACK LASER
to easily access higher levels. B-GROUND ATTACK LASER
Use these to sharpen your skills X-REFLECT LASER SUPER
X— ANTI-GROUND MISSILE
SUPER NES 49
CIRCLING GUNSHIPS
STAGE 1 A perfectly timed, well-
him.
R-9 Fighter are astounding. The rear of the R-9. Release the Force Unit by few seconds, but building up a Super Shot
Force Unit is one of the first pressing the R or A Button. Simply reattach will take twice as long. You'll have to make
the Force Unit by running into it again. You the decision whether you should blast an
Power-Up items you will encoun-
will usually attach the Force Unit to the enemy with a couple of Energy Shots or
ter and it is the essential build-
front, but it can serve you better in the back take the extra time to go for a Super Shot
ing block for the R-9’s upgraded at times. while dodging the enemies.
weaponry. The Bydo Empire
realizes that the R-9 is a formid-
able foe, so they will dispatch
many of their Fighters to stop
your progress.
end of this segment, opens. Immediately after firing, move out of the way so your R-9
the enemies will stop doesn't get toasted. Watch out for his lasers!
coming out.
3 ) DIFFICULT SECTION
BOSS: INEXSIS SUPER
This area can be the
most difficult section This Boss is relatively weak, but will chase you. His weak spots
of the stage. Keep are small, so home in on them. It may require several Super
your finger down on Shots to finish him off. Make sure you are recharging the Super
the fire button at all Shot as soon as you fire off the first round. R-TYPE
times!
SUPER A<ES 51
You’ve come across a gigantic Bydo There are a lot of small enemies to
• STAGE 4 Empire mothership and it’s heavily deal with in this stage. Gun turrets
BATTLESHIP MK 1
armed! The object of this stage is to are everywhere and you’ll have to
make it to the front of the ship and dodge their fire. Bombs will come in
then get inside of it to face the Boss. very handy.
up, change color and wrong route. Stay to you're in front of their
spin out of control the top. gun. Build up a Super
when hit once. Keep Shot to take one or two
your distance. out.
SUPER 1\ES 53
U.N.
Soar To Victory Over Evil Forces
SQUADRON
Take off for an adventure in aerial combat! Your home base is surround-
ed by enemy forces and only you can save the day with good planning
and superior fighting skills.
blasting enemy vehicles, you can add mission for the Super
to your flight account and buy better NES features huge
• MICKEY SCYMON
This San Francisco native
can handle any weapon with
speed and accuracy.
• GREG GATES
COMPARE CRUISERS
TRUCK STOP
Jet speeds are rated from A to D, A
being the fastest. High fire power
means that a jet can
weapon strength.
acquire more
I— —
As a money making bonus,
:
WEAPON HOLDS
h
A B C D E F G H 1 J K n
F8E CRUSADER 3 50 1
FI4D TOMCAT 10 10 10 1
F200 EFREET 10 30 30 20 20 20 50 20 20 50 2
SUPER NES 55
POWER-UP ON THE FLY a FLY FORTH TO VICTORY
By destroying orange enemy vehicles, you’ll make special You’ll encounter a total of ten enemy battalions in your
items appear which will aid you in your base defending fight for freedom. They are spread across four large areas
mission. Every item has different powers. which you will be able to access one by one. Three of the
enemy battalions are mobile and the others are station-
• ORANGE POWER-UP • BLUE POWER-UP ary. Every time that you play the game, you’ll go after the
This item helps increase Blue Power-Ups are front line base in your first mission. After that initial
the strength of your three times as effective battle, you can choose to fight any other forces within
Vulcan Cannon. as Orange Power-Ups.
range.The missions are presented in this review in a sug-
gested order. In the later missions, you’ll benefit from
• FUEL TANK • WEAPONS RACK having advanced jets and weapons which you can pur-
Tanks replace some This powerful item adds chase once your flight account increases.
fuel that has leaked strength to your special
from your fighter. weapons.
§5398
• YASHICHI • MECH siwnu!ss
EH r
MISSION 1
FRONT LINE BASE
® GROUND THE ENEMY ® MECH DOES THE TRICK
The enemies on the ground will cause the most There are cannons on the ground in this area that
This first mission will ready you for trouble in this mission. Swoop down when you are capable of firing 12 shots at once, two at a
the battles to come, as there are have a chance and take care of them with your time. Wait until they're on the screen, then grab
plenty of Power-Ups and opportuni- Vulcan Cannon. When tanks come in from the left the Mech and you'll take care of every enemy in
ties to add more money to your flight side, let them move the immediate area
into the scene with move.
account. Buy the Cluster or Bombs at a single If
comes. If you destroy whole groups Stealth with a massive Bomb attack. Then
of orange enemies, you’ll earn valu- get behind it and finish it off with your
Vulcan Cannons while you avoid its missiles.
able Power-Ups.
known as Seavet, you should keep an open fire as soon as you see them. You should
eye open for dangerous air attacks. be able to take care of the jets before the
SUPER NES 57
MISSION 5 ® CRUSH THE 'COPTER
When you're facing off with the huge Helicopters that precede the
GROUND CARRIER Carrier in this area, be aware that they have Missile capabilities. If a
'copter launches these powerful explosives, concentrate your fire on
An enemy Aircraft Carrier has some-
the Missiles or take evasive action. Then hit the 'copter before
how been transported to the middle
it fires off another Missile.
of the desert where it has been sur-
rounded by a strong complement of
ground forces. If you can afford the ® BLAST 'EM ALL
A10A Thunderbolt at this point, You can make a Mech appear in the shadows of
you’ll find that the jet’s Falcon Mis- a large rock in this area by hitting enemy under
siles and Napalm are very useful the rock with Vulcan Cannon shots. Once the Mech
appears, wait for a large number of enemies
against the tanks and guns in the
to show up, then hit the Mech and blast 'em!
area.
definite asset when you try to uncover or target the base of carefully. You should be
,
hidden enemy hardware in this heavily the volcano and blast it able to avoid Missile
into smithereens with contact you keep your
forested area. Hit the trees with if I
STAR
Up affords additional power to the weapons directions. This weapon is the Carrier's weak
systems that you've point. Hover over the
purchased for your deck and. as soon as
aircraft. Collect it and use the Cannon emerges,
the additional special hit it with Bombs,
weapons power to go Napalm and anything
after the Ground Carrier. else that you can
throw at it.
® MISSILE MALFUNCTION
MISSION 7
While it may not seem likely, the
BLAST AWAY
Phoenix Missiles and the mighty
Mega Crush should be your weapons
of choice in this battle. Avoid the
Minks' Missiles and fire away!
UNICORN
SUPER NES 59
ST MYSTICAL NINJA
Humor And Heroics In The Far East
Join the heroic team of Kid Ying and Dr. Yang as they unravel a story on
the lighter side of mystical adventure in the towns and temples of
Ancient Japan from Konami.
the trouble.
• SIDESHOW
This one's just for A small prize can be
fun. Get a taste for yours if you
the local culture in demonstrate excellent
this high class dexterity in three
establishment. different types of
games.
Gradius.
collect your prizes. Studio merce- you a fighting chance, so they’ve long. Make use of it while you’ve got
naries swarm you and your
after planted Power-Ups throughout the it, then look for the next Power-Up.
partner in every room. Blast ’em game. When you grab a Power-Up,
and look for the exit.
Become an invincible
• COMBAT BOOTS
super star for a short
Stomp the visigoths back
• NUKE THE NETWORK STARS time with the Barrier.
I into the dark ages (the
Enemy clubs and poor
Smash TV isn't for ages before total network
ratings will bounce
the squeamish. Pound
you like rubber.
off
I deregulation) with these
the screaming super speedy Boots.
maniacs then start
TV
Long ranging and highly
OF
When the endless stream
of Smash TV extras start explosive, the Missiles
THE
getting you down, try scream across the room
cutting them all down at and annihilate everything
once with the Crush. that gets in their way.
MYSTICAL
Even the biggest star isn’t Not all the doors will
the sets. Cover each other and work together. the air. doors.
SUPER NES 61
JOE & MAC
Just Another Busy Day For Early Man!
It's mesozoic madness as our paleolithic pals battle dangerous
dinosaurs, terrible pterodactyls, and nerdy neanderthal neighbors.
Incredible graphics and nonstop action.
Before there was civilization there Be sure to whack all the dinosaur some nasty surprise, but
was Joe & Mac. With no cities, no eggs.They can have 1-Ups or weap- hey, you can’t evolve if you
pollution, no politics, and no taxes, ons inside. They might also hold
life should be a picnic, right? Wrong!
• JOE • MAC ably the best all around. The pesky Neanderthals with one
axe can be thrown up as well shot, but otherwise fire isn't
as sideways, making it the too strong and the range is
dactyls.
• PTERODACTYLS
These pesky critters attack
from the sky. but you can
ride them if you're nimble.
SPECIAL WEAPONS
vanish! signals you to put an end to the battle. never wreak havoc on Earth again.
TOWARDS
THE
FUTURE
SUPER NES 63
2
PAPERBOY
Tackle The Daily Paper Delivery Challenge
Only the best paperboys and papergirls will be able to conquer this
tough game by Mindscape. There are many difficult obstacles and lots
of hazards along each route.
paper toss will depend on you crash. They are may be headed your
the speed of your bike relatively easy to avoid. way.
and your distance from
the mailbox.
HOME ALONE
Go Get 'em, Kevin!
LittleKevin McAllister is home alone. That's OK, he can handle HOMEttAJjQNe
himself! Help Kevin protect his family's belongings and rid the
house of the Wet Bandits.
HOW TO PLAY
Kevin can hold up to six items in his
backpack. When the backpack is
full, he must stop by the laundry
HOME
PAPERBOY
• AREA 1 • AREA 2
MATERIAL FACTORY BLAST FURNACE
• AREA 3 • AREA 4
TRADE UP OLD CAPITAL GRASS LAND
Heavy pollution drove Biological nightmares
• AREA 5 • AREA 6
RIPPLE FIELD NEO MEGALOPOLIS
This strange stretch of The crowded city of
• AREA 7 • AREA 8
BIO PLANT HYPERZONE
Experiments in genetic Only the most advanced
X 003 BM 4 Reform technology in this ship and skilled pilot
area have created will be able to survive
ent results with different fighters. B, and X. A command will cause delivered will
• KICK
.tv.
BUZZ
I lie uiyytM diiu MiunyeM. ma apeuamea aic
the head butt, the body slam and the pile driver.
Kato's black belt
training taught
.
•*
V;
•r -r.
PIT
HYPERZONE
A highly ranked black belt who wrote the book Her name is Angel. She loves to stomp guys You won’t have a chance if you don't fight as FIGHTER
on speed. Try the Combo Punch, Flip Kick, and who think she can't hold her own. a team. Choose your enemies ahead of time.
Backhand.
SUPER NES 67
DARIUS TWIN
Mysterious Creatures Threaten The Galaxy
Forces from the planet Darius are mounting an attack in this two-player
simultaneous space battle. Choose your route and soar toward the
source for a final confrontation.
Once you're victorious in the initial stage, you'll be Collect blue Power Cubes for a shot absorbing The strength of your main cannon will increase
able to choose your own battle plan over the evil protective field and blaze through enemy forces. with the collection of every red Power Cube.
forces.
Green Power Cubes change the strength and Hit yellow Power Cubes to trigger an Anobbsium
configuration of your peripheral weapon. explosion, destroying all enemies on the screen.
All of the planet's leading machines resemble This Power Cube converts your peripheral weapon
huge undersea creatures. This may give you some from one configuration to another. Pick it up if A powered-up Silver Hawk will have a better
indication of conditions on Darius. you need a change. chance against the forces of Darius.
ACTRAISER 70
Gemstones have long been valued for their beauty and mystique. One of
Smithsonian Institute,
ZELOA III 78
ACTRAISER
Return To The Beginning Of Civilization
Thefirst Super NES release from Enix, ActRaiser lets you create your
own harmonious world. As Protector, you must fend off enemies and
direct the growth of your society.
miles above the planet Before you can begin your the people of
Begin by clearing land for settlers Magic, you keep perma- the people build bigger houses with room for
and showing them how to seal the nently; others, like Bombs and more inhabitants. When you use all of the
which them
CULTIVATE THE LAND
over the monsters' lairs, will seal
permanently. Once the lairs are sealed and open A well-fed community grows more quickly than
space is settled, create more area for houses by one wanting food. In Bloodpool, the people offer
drop as the fight continues, and hope against the most difficult enemies. Before you the upper right corner of the screen.
enemies from the side. the spells, it sends a the darkness, reaching
You can also strike sickening shower of out to blind foes on both
while jumping if you stellar stones. right and left.
Sf
ACTRAISER
SUPER A'ES 71
UNINHABITED LANDS AWAIT SETTLERS
FILLMORE BLOODPOOL
1 RAVEN 1 RAVEN
2 RAVEN 2 BLUE DRAGON
3 RAVEN 3 BLUE DRAGON
4 BLUE DRAGON 4 RED DEMON
5 SOURCE OF 5 SOURCE
MAGIC OF LIFE
6 MAGICAL FIRE
Civilization begins in Fillmore. Direct the people to build their community so Bloodpool is aptly named: the lake in its center is blood red. There are more
that they seal the monsters' lairs in the order listed above. Bum all of the monsters here, and a Red Demon is the worst of the bunch. Use the
bushes with lightning bolts, then be sure to blast the rock near the mysterious skull offering at its lair to purify the lake and seal the lair. To
mountains in the lower left corner to uncover a special offering. uncover a Source of Life, make it rain on the forest just west of the temple.
KASANDORA AITOS
1 RED DEMON 1 SKULL HEAD
2 BLUE DRAGON 2 BLUE DRAGON
3 RED DEMON 3 BLUE DRAGON
4 RAVEN 4 BLUE DRAGON
5 SOURCE OF 5 SOURCE OF
MAGIC MAGIC
6 PYRAMID
Kasandora is a desert, seemingly barren of anything but monsters. Before you Rocky ground isn't good for crops, so you'll have to clear the area of stones
can ask people to build you must make rain so that crops can grow. Some of before the people can cultivate the land. Fend off the monsters until the
the lair entrances won't appear until rain washes the sand away. Investigate people can seal the lairs. Trouble brews in Aitos in the form of a volcano,
the pyramid, as the people ask, and cause an earthquake to shake things up. and you'll be asked to enter the molten mountain to stem the evil it spews.
MARAHNA NORTHWALL
1 BLUE DRAGON SKULL HEAD
2 RED DEMON RED DEMON
3 BLUE DRAGON BLUE DRAGON
4 RAVEN SKULL HEAD
5 MAGICAL MAGICAL LIGHT
AURA
Marahna is a tropical isle teeming with exotic enemies. Explore the main It’s no wonder that Northwall is uninhabited. With the climate of a freezer, it
island while guarding the settlers, then investigate a temple. There is an lets nothing grow, and only monsters will venture out into the frigid air. Use
uninhabited island nearby. How do you get there? Many mysteries surround Sunlight to melt away the ice and snow, then direct your people to build. To
the puzzling place, and you'll have to put the pieces together to solve them. please your settlers, you'll journey deep into frosty caverns.
Before you begin settling Fillmore, reach it. Pass it up. then ride back on the limb
you have to land there and rid the escalator to pick it up.
vengeance. Jump from limb to limb strike with lethal lightning. Kneel near the grass on the left to avoid
to retrieve valuable items from Light being jabbed, then swipe at him sideways when he charges. If you
Orbs. Use the ropes for transporta- kneel on the extreme left, his lightning can't reach you. Keep calm. You
can beat him without suffering much damage.
tion, and try riding the walking trees.
The Act 1 guardian, Centaurus, is
waiting.
SPITFIRES!
FILLMORE The heat is on! Don't pause as you leap from
WHOLE APPLE
WHOLE
BONUS POINTS
1000 BONUS
ACTRAISER
SUPER NES 73
THAT SINKING FEELING
BLOODPOOL Watch your step! When you walk across the
ACT 1 rickety log bridges or jump on floating logs, stop.
break their tethers and send them hops on the top right, strike quickly.
BLOODPOOL
ACT 2
Wait until the statues have fired and crushes anything underneath. While
pass quickly to avoid damage. Riding grounded, it spits out an energy ball that
the golden platforms takes patience, attaches to the wall, forms a statue head,
too.Sometimes you have to wait for and fires an arrow. When Pharoa falls, jump
the energy ball, strike the mask, and keep
a ride to appear; other times, you
an eye out for flying arrows.
have to wait for their position to
change so you can reach them.
ACTRAISER
SUPER NES 75
SOAR THROUGH THE STORMY SKIES
AITOS Fly first class when two snowy eagles appear
ACT 1 with your personal chariot The skies aren't very
friendly, though. Black eagles try to attack,
Act 1 in Aitos takes you through a fireballs bubble from below, and other airborne
flaming sky and into cool caverns nuisances pull sneak attacks. Don't be distracted
where you’ll come upon some water- by the stunning scrolling backgrounds!
falls. Itlooks like you’ll be flying in
style when two white eagles arrive
with an airborne carriage to take you THE GUARDIAN: AQUATIC DRAGON
to the cavern’s gaping mouth, but the
crags at the entrance are anything Pick up Crush, a Whole Apple and the Sword
Projectile from Light Orbs in the first
but friendly. Stony hands emerge
waterfall, then continue to the next room,
from the ground and roll granite
which is the den of the Aquatic Dragon.
bowling balls downhill, aimed straight
Vulnerable on the head only, the slimy water
for you. Avoid the fireballs that pop up viper slithers quickly in from various directions
from the molten mass below, and fall to strike as it streaks by. Stand on the center
into the opening, staying far to the left ledge and use the Sword Projectile to damage
to pickup the Light Orb at the bottom. from a distance. Stand slightly to one side of
The next doorway leads to a waterfall the ledge to keep from touching the dragon.
into the fiery pit of the erupting vol- balls of lava to boil up. * * face across from the
cano. An odd assortment of mean- Strike them quickly Orb. Press Left on the
before they explode in Control Pad to stop the
spirited monsters dwell there, rang-
bits of flying flame. ... .. fire, then strike the orb
ing from eyeball clusters to trouble-
and grab the apple.
some trolls to dark, devilish knights.
Looks can be deceiving in this infer-
nal den. The ledges that lead over
the lava look safe but beware—the THE GUARDIAN: FIRE WHEEL
lower ledges will dip you into the
The Flame Wheel is a high -and fast-roller.
fiery mass. And the bridge you find
It follows a pattern, though, so if you can
looks like it’s solid, but parts of it manage to avoid damage while you figure it
disappear when lava balls bubble up out, you can methodically wear its power
from below. Pick up the first Light down. When it's in the upper right, wait
Orb you find to receive an extra Ori- below for to move to the center, and watch
it
gin of Magic, and the second one for out for the bombs throws from there. When
it
a Whole Apple. The second one is it rolls down to the lower right, move out to
tricky to retrieve, as you will find. strike it, then jump up onto the ledge to make
Before you reach it you will have to it move up again.
pass a gauntlet of
flame-throwing
faces. The final
ORIGIN OF MAGIC
guardian for this
area, the Flame
Wheel, is like no
other foe you’ve
met. An animated
ball of fire, it
ters that you expect to thrive in the has bewitched the people of Marahna. HI
tropics— and some that you haven’t The only way to loosen his grasp on
imagined in your worst nightmares.
Water snakes drop from trees, carved enter the temple of terrors and find
images dance in the mist, testy ten- j
his hidden chamber. Kalia is no fool—
tacles slither from the water, and his room is well guarded, and the cor- j,
headless natives attack with spears.
Don’t expect fun in the sun here— it’s muddling maze. Keep track of where MR
no paradise. you’ve been so you don’t get lost.
m NORTHWALL NORTHWALL
ACT 1 ACT 2
SUPER NES 77
THE LEGEND A LINK TO
OF
Return To Hyrule
ZELDA THE PAST
Prepare to enter the ultimate land of fantasy in The Legend Of Zelda: A
Link To The Past. Solve more puzzles, battle more devious dungeon-
dwellers and explore a more detailed world than ever!
action having a unique noise; Foot- familiar with the previous Zelda
steps on the stairs, the roar of a games will be pleased with the
EVERY BIT THE EPIC waterfall, or the patter of rainfall. variety of new options, but the num-
ADVENTURE The multiple buttons of the Super ber of actions possible will not deter
NES controllers make it possible to newcomers to the series.
add many new moves without mak-
The technical capabilities of the ing the play complicated. Players
Super Nintendo Entertainment Sys-
tem are fully utilized in A Link To
The Past to create super graphics,
awesome sounds and great game
play. Examples of attention to detail
in the graphics are visible on a small
and large scale; from arrows which
quiver as they stick into walls to
gigantic, animated monsters which
are the masters of the dungeons.
Sounds run the gamut with every
swing your sword in a wide circle, striking enemies on all sides. Since
RUN LIKE THE WIND Link is a lefty, while he holds out the powered-up sword, his right side
will still be covered with his shield. Approach enemies with this in mind
The magic Pegasus Shoes enable
and unleash the power when you get close enough.
you to run faster than any mortal
man. They have been handed
down by one of the old families -jur i
TO y ^
- j i
will most
Smash
likely get
these frozen enemies with the
a decanter of Magic Power. Other
The Boomerang is a useful
magical sticks have more mysterious and powerful functions.
weapon and it has been used in
SUPER NES 79
THE LAND OF HYRULE
Hyrule is a vast land with many kinds of terrain, from forests
to swampsto deserts to open plains. Hidden caves can be
found in all areas, but are not shown on the map. The Lost
Woods, Death Mountain and the high waterfall where Zora
lives have not been fully mapped by explorers—yet!
HIDDEN ENTRANCES
The earth of Hyrule is riddled with caves, both naturally
formed and constructed by the mythical Hylian people. The
actions you can take to reveal them are shown below:
Try lifting all the bushes, for they may Some walls in the overworld can be
hide secret pits. The large and dark blown open with Bombs. Try Bombs
colored rocks are heavy and you cannot everywhere -cracks that indicate a wea-
lift them until later in your adventure. kened wall are not always obvious.
MAP KEY
O Fortune Teller 0 Sanctuary
0 Whirlpool (Water Warp A) © Whirlpool (Water Warp B)
©Thieves' Den © Magic Shop
© Sahasrahla's House © Waterfall Of Wishing
0 Shop © Zora's Falls
0 Inn ©Whirlpool (Water Warp C)
0 Smithy © Hyrule Castle
© House Of Books © Sahasrahla's Hiding Place
© House Of Quarrelling Brothers © Eastern Palace
0 Game Of Chance © House Link's
0 Haunted Grove © Spring Faerie's
© Desert Palace © Spring Faerie's
© Desert Cave © Whirlpool (Water Warp B)
© Spring
Faerie's © Swamp Ruines
© Woodsman's Hut © Fortune Teller
© Death Mountain Entrance © Shop
© Tunnell To Kakariko Village © Cave Ice
© Spectacle Rock © Fountain Of Happiness
© Tower Of Hera © Whirlpool (Water Warp C)
© Mountain Cave ©Whirlpool (Water Warp A)
LEGEND
OF
ZELDA
HYRULE CASTLE
Ancient Hyrule Castle has been the SECRET PASSAGES TAKE NO PRISONERS
seat of government and home of the Zelda's telepathic summons mentioned a secret If you are a veteran explorer of Hyrule you know
Hylian royal family for generations. passage leading from outside the castle to inside the that you must defeat every enemy in each room.
Therefore, it is very unusual that walls. Before you look for it. talk to the soldiers Sometimes it is the final enemy in a room that
Princess Zelda should be held pris- stationed around the castle for a few hints. Then, holds the key you
oner in the dungeon of her own search the grounds to f nd the passage! need to advance.
often carry
be happening and as the hero, you
Rupees. Hearts or
must find out what it is! Inside the
Magic Decanters,
castle, you will find many zombie-
which can come
like soldiers that will attack if they
in handy.
spot you.
her locked in a cell in the lowest level of the castle. about where to go next and you'll find another
You can defeat the secret exit which leads to the Sanctuary and
mace swinging freedom!
guard with hit and
run tactics using
the Boomerang, or
throw pots from the
cell at him. Trust
us, it's not over 'til
it's over.
KAKARIKO VILLAGE
The once bustling town of Kakariko THE INN THIEVES' DEN
seems empty, for many people have The two men in the Inn are of little help, but For a thief, the man you'll find here isn't very
fledAgahnim’s tyranny. Those who there is a valuable item in the Inn's storeroom to secretive or protective of his treasure. Check the
remain are wary and cautious. the rear of the place. It has a separate entrance. walls for secret doors that you can only open
Nevertheless, many will greet Link with a Bomb to reveal his stash.
insects for his collection. If you have a Bottle, he Hyrule. Many of these can be blown open with a Bomb. The house in
will loan you his bug-catching net Buy one from are not really helpful, the village without doors and windows is one
the man in the but are just fun. For such case. Use a Bomb to get inside.
place do make an excellent hide- for the Eastern Palace the final one; it moves fast and crazy!
is in the large room on
out for fugitives. Search these
the west side.
thoroughly before entering the
DESERT PALACE
Desert-dwelling creatures guard THE BOOK OF MUDORA
the ruined Desert Palace, but it is You'll need to read
SAND WORMS
also defended by a pair of tricky the ancient writing of
Three giant Sand Worms live beneath
start of the many brain-teasing open the main use the Bow and Arrows to fight the
ing your journeys. You will need Y that you will need the
Book Of Mudora.
Button-controlled magic items to I
FIRE LOCK
As for the lock deep
within the palace,
remember that the
grey square things are
torches that you can
light with the
Lantern . .
SUPER NES 83
WANDERERS FROM YS
Ease Into An Epic Adventure From American Sammy
\
American Sammy's adventure takes the Wanderers From Ys (pro- I
V M
ty.NNlM T:j IV, P.1.1
^
nounced "ease") on a quest that begins in the troubled town of Redmont
and ends in a distant, mysterious castle.
GO WANDERING WITH
SUPER STEREO SOUND
SWORDS— ARMOR
• SHORT SWORD The Short Sword is for sale at • LEATHER ARMOR Leather Armor offers little
least powerful of the swords. Buy only 3,000 gold pieces. Buy it at
• LONG SWORD The Long Sword is heavier and • CHAIN MAIL Created of iron mesh. Chain Mail
• BROAD SWORD Crafted of solid iron, the Broad • PLATE MAIL Plate Mail, with its solid plates
STRENGTH UP Sword bumps your strength up. DEFENSE UP of metal, covers much better
• BANDED SWORD Intrepid wanderers will find the • BANDED ARMOR You can buy the Banded Armor in
• FLAME SWORD With the Flame Sword, you're • BATTLE ARMOR The mightiest of all armor. Battle
SHIELDS- RINGS-
To increase the power
• WOODEN SHIELD Wood is the weakest of the of your
inexpensive and attack, equip yourself with the
DEFENSE UP shields, but it is
• SMALL may not be large, but at least The Shield Ring offers extra
SHIELD It
• LARGE SHIELD Naturally, a larger shield is more When you wear the Time Ring,
but well worth the cash outlay all of the rings, it is effective
when you learn to use it wisely. only when it’s powered up. Edgar
Buy it as soon as possible. will give it to you in Redmont.
• BANDED SHIELD Give your defense another boost The Mealing Ring can be a lifesaver.
by buying the Banded Sword at When your energy runs low equip
DEFENSE UP
the weapon shop. It's expensive, yourself with it to restore your life
WANDERERS
but gives you just enough more meter. You'll come across it some-
protection to make a difference. where in Redmont.
• BATTLE SHIELD The mighty Battle Sword protects » PROTECTION RING Like many valuables, the Protection
beginning of the wanderers’ quest. Pla- and return to them every time you come back to town. and armor you have, but don't equip him with a
gued by an ancient curse, it is no long- You never know who might be inside! When you ring until he needs it. The power of any ring
return from battle with treasures, the people some- begins to drain
er the sleepy, content village that Dogi
times give you useful items.
remembered from his youth. It is there
that Adol first learns that the evil
seems to be emanating from nearby
Tigray Quarry. He will return to Red-
mont many times to buy provisions
and talk to the townspeople before he
finally gets to the root of the curse.
Begin by talking to everyone and pur-
chasing from the shops there whatever
weapons and herbs you can afford.
the game until you've raised your experience to a One of the evil influences in the quarry, Dulan
competitive level. That means you'll have to fight darts around erratically, throwing knives when
In town, you learned that lots of lesser enemies to earn experience points. he appears. you've reached Level 7, you
Edgar is If
somewhere in Tigray Quarry, and he is There are several places where you can stand in should be able to beat him. When you do, he will
one place and fight off hordes of enemies to build relinquish the Long Sword.
in some kind of trouble. The towns-
experience and gather gold. Go outside, renew
people have long relied on the valuable
your energy, then go back and fight some more.
crystalline ore, La Perle, that is mined
there, but now they suspect that a
cursed gallery in the depths of the
mine has poisoned it. You have to
search through the dark, dank twist-
ing tunnels to find him. Along the way
you will discover Treasure Chests that
hold the Power Ring and Robert’s Pen-
dant, and you will meet mutant, slimy
monsters that seem to become more
evil the further you descend into the ROBERT'S PENDANT SNATCH THE STATUE
mine. The bat-like Cayrons and spid- Grandma Aida is worried about her grandson,
Return Robert's Pendant to Aida and get the
eresque Glumouses are just the begin- Robert. When you find his Pendant in Tigray
Shield Ring before you take on Elfeir, who
ning! You will also come upon a Ware- Quarry, take it to Aida. She will be grateful to
strikes with lightning bolts from her perch
see some sign of Robert, who has been missing
house Key and a mysterious locked on the wall. Be patient. When you finally
for some time, and will reward you with the
door. Does the key fit? defeat her, take the Sun Statue.
Shield Ring.
the first—if you can survive the best in the ruins, Gilan and Gyalva. When safe spot while she spews fire. When you
efforts of guardians Gilan and Gyalva. you're at the losing end of a battle and beat her, you'll get the Star Statue.
to Redmont and talk to Edgar. He will he must crawl under the boardwalk
the Shining Crystal, which will enable Shop, the vender will add the special it clears your way to the Flash Statue.
you to buy Brocia’s Secret Medicine in medicine to her list of wares. Use it to restore
WANDERERS
Redmont. When you meet the fierce power to whatever ring is equipped.
SUPER NES 87
MELDAM MOUNTAINS A WELCOME HUT Inside the hut, Dogi and his wise teacher are almost as glad to
see you as you are to see them. When you enter, they give you
the Banded Sword, and they offer to replenish your energy
The mountains tower in the distance,
whenever you return to the hut. Given the ferocity of the enemy,
looking treacherous and forbidding.
you'll probably be a frequent visitor-at least until you learn the
Their looks aren’t deceiving: this is the ropes. At least you're not alone amidst the crags and peaks.
toughest area yet. The people refer to
them as the “Evil Mountains” for good
reason. Even minor enemies can cause THE TREK HEATS UP GILDAS
serious damage, and they seem to
spring from nowhere as you trudge The first big enemy you meet is Ligaety. Kin The fierce ice dragon. Gildas. spews ice
through the drifting snow. It is fortu- to the Harpy, she flies overhead showering balls and if you come too close, it attacks
nate, given the unfriendly climate, her foes with lightning bolts. Strike before with its huge tail. Don't freeze! Move in,
IT'S A TRAP!
BALLACETINE MIND THE MACE
CASTLE The suits of armor in the castle are anything but
inanimate. They drop their spears on unsuspecting The first ghoulish guardian you meet in
visitors with frightening regularity. Add to them Ballacetine Castle is a wicked-looking ogre
Ballacetine Castle is at once elegant who swings a spiked mace-like weapon. To
and evil. One room blends smoothly avoid the swinging mace, crawl up to the
into the next until, suddenly, you find ogre until you're close enough to strike.
and retrieve, it's worth it to spend the no statue. He shuffles along swinging a around to attack from all directions. To
time looking for them. They are hidden in mighty axe. When you finally defeat him by withstand his pounding, use the Protection
chests somewhere in the castle, and they sneaking in to strike, you will receive the Ring. When you defeat him. Lord McGaya will
will provide the extra protection and Prison Key. Use it to talk to a prisoner. appear to bestow the powerful Evil Night.
v£ «*-y
GABALAN’S GARLAND
ISLAND If you thought that you had seen the last of
The island is shrouded in darkness. Use the attacks, all of them, unfortunately,
Ogre's Ball of Fire to light your way. Ride down effective. He first fires from his arms,
on a moving platform until it stops. Wait. It will then he drops his arms and sends
start again and go down further. When it stops armies of pursuers that attempt to hunt
the second time, exit to the right. Walk off the down and destroy you. As if those attacks
ledge and hold Left to land in another passage. weren't enough, he then tries dropping
himself from above to crush you. Can you
destroy him before he destroys you? The
people of Redmont depend on you to free
your game, then press Reset. enter any area that you’ve been to
When the American Sammy logo before. Press Select to make the
appears, press Up, Down, Up, option screen appear, and from
WANDERERS
SUPER NES 89
.
LAGOON
Help Save Lakeland From The Doom Of Evil
This stunning action/adventure release from Kemco-Seika for the Super
NES offers a strong challenge that holds your attention for hours of fun
and excitement.
Light, raised in the marsh village of There are reported sightings of uni- young, his wisdom
Atland by the sage Mathias. Under his dentified entities, and the once clear- and capability reach
far beyond his 14
watchful eye and skilled training, flowing waters have turned brown and
years. Now, the real
you’ve developed into quite the young muddy. It’s your duty to save your
test will decide the
swordsman. Now, the hold of evil has homeland from destruction. fate of his village.
grasped Lakeland, and many strange
to all the people you come across. could receive great rewards. A young you pick up will
They’ll often have valuable clues hero should take advantage of every lead you to four
that will steer you in the right direc- opportunity to make friends! It could main bosses. Defeat
each
tion. They may also ask for your pay off in the long run.
of these tough
fiends to ensure the
assistance in completing various
safety of the land.
an distance to the
limb a Chocobo, but
ing real birds is the
FINAL FANTASY E 92
PILOTWINGS 100
POPULOUS 112
SUPER KES 91
.
FINAL FANTASY D
Role Playing Magic
Square opens up new realms of adventure with exquisite graphics,
sound and story-telling. Real-time battle control and a host of charac-
ters make this game unbeatable.
The story begins with an act of impe- Baigan, the King's The story revolves around the magi-
rialarrogance. The King of Baron close advisor, cal crystals that are being stolen by a
has ordered his faithful commander suggests that Cecil
great wizard named Golbez. Already,
of the airships to steal the magical can no longer be
it seems, Golbez has the King of
trusted with the
crystal from a town called Mysidia. Baron in his pocket. The search for
command of the Red
Cecil, the Red Wing commander, the remaining crystals takes Cecil
Wings.
does his bidding, but he begins to The King of Baron across the world, and beyond it.
doubt the justice of the act. Betrayed strips Cecil of his
by the King’s advisor, Cecil is demot- command and orders
ed and sent on a strange mission him and Kain to take
important.
of a character's lost Hit Meteo. which stands for Meteor, is the most The Chocobo is good in most situations. Bahamut's
Cure4 restores all
Points, but it costs 40 Magic Points. powerful magic available, but the cost is 99 Megaflare is more of a specialty attack.
MP.
lar magic user, wander about in spells you steal are no better
that area, fighting the enemy than those you already have, this
whenever it appears. After sev- technique should be used only
eral battles you may win its for fun or when you are further FANTASY
H
SUPER NES 93
THE CAST OF CHARACTERS
Cecil is the only character who stays lifein many ways. Some join with When one of these characters joins
with you throughout the game. In him, but only to further their own Cecil, you are in control of him or her.
effect,you are Cecil. You can change goals. Others seem to be helping In battle, you can use their special
his name, and the names of other him, but may really serve another strengths. Each character has a spe-
characters in special places. The master. There are even those who cial skill, of which you should learn to
other characters come into Cecil’s join Cecil out of true friendship. make good use.
KAIN
Once a member of the Royal Dra-
goons— the select palace guard of
Baron— Kain sides with his old friend
Cecil and heads off on a quest. Soon,
however, he disappears, and later he
seems to have joined the forces of
evil. Where do his true loyalties lie?
RYDIA
Rydia seems only a child, but her
mother was one of the beast callers
of Mist, and the girl has inherited
the skill. Protect her in the early
going, but later she will grow and
become a powerful magic user in her
own right.
EDWARD • SING
The Sing command has
Prince Edward is neither a fighter many effects on enemies.
nor a great wizard. His strength lies
in love and music. He was the suitor
of Tellah’s daughter, Anna, but he is
more than just a talented minstrel. • HIDE
His singing can effect monsters, and Hide Edward away to pro-
he can hide from a fight. tect him during a battle.
YANG • FIGHT
Yang should fight
POROM
Use the White Magic if
CID
Cid appears only after you return to
Baron secretly from Mysidia. He is
the master engineer of the airships,
and as such he can give Cecil back
his wings with the airship Enter-
prise. His special skill is seeing the
weakness of an enemy.
EDGE • DART
One of Edge's many FINAL
THE OVERWORLD
Most of the game takes place in the vast
Overworld. Here you must pass through
deserts, climb mountains, sail the seas
and all the while fight off the monsters
that have been taking over the countryside
since the loss of the magic crystals. Here
too you will find towns and castles where
people live. Many people will help you, but
others may stand in your way. Be wary of
strangers, but be thorough. Look every-
where for clues to your quest. When travel-
ing by land, take a Yellow Chocobo. While
riding this bird you won’t be attacked.
THE UNDERWORLD
leA^ElEN.T.R'ANiei The Underworld is much smaller than the
Overworld, but it is just as important. Here
Cecil and his companions must hunt for
the Dark Crystals of the dwarfs. The air-
ship won’t do you any good down here, so
you’ll have to hoof it. You might expect to
visit caves, but there is also a great tower
that must be conquered. The Tower of
Bab-il extends all the way from the under-
world to the mountains of Eblan. Beyond
this world is one even more distant, for
before the game is over, Cecil must journey
to the moon.
ID.WA'REITOWER
The Dwarfs need your help to fend off disaster, for the
Red Wings and Golbez are waging war in the depths of
the world in hopes of winning the Dark Crystals.
fight your way through until you reach the Kain's Jump is the best attack
Mist Dragon who blocks the far exit. against the dragon when it is in
dragon form.
countless creatures of water who are weak until you start lopping them off.
against lightning attacks. Fortunately, you'll Each time you attack. Octomamm
meet Tellah, who has the Black Magic
will lose a tentacle and some of
lightning spells at his disposal. Protect Rydia his strength. Use Tellah’s
Earth.
switch your party around. Use
Fire spells.
H
SUPER A'ES 97
6: THE SECRET PATH
BAIGAN KAINAZZO
Take the Secret Path from Mysidia to Baron, then
use the old tunnel to creep into the castle. When Baigan can be The Fiend of Water is
you first reach Baron, Yang attacked in the arms easy to destroy using
raises a ruckus at the Inn. and body. Attack the strong Lightning
You'll have to fight him. front arm first, then spells. He takes two
Look for dark passages in the body, and finally forms during the
meet Baigan.
are of the usual monster attack on the middle of the Air. She can be
variety. Finding the correct sister, because she defeated only by
route up the tower isn't too can restore her Kain's Jump attack
difficult, but defeating the siblings. Use Wall to and the use of Slow
Magus Sisters and Valvalis protect your party. magic.
is tough.
9: TOWER OF BAB-IL
DR. LUGAE ROBOT
Underground in the Dwarf Kingdom there is a
vast tower-the Tower of Bab-il. This stronghold Dr. Lugae is not strong, No particular attack
of Rubicant is under siege by but his robotic com- strategy will get you
the Dwarf Tanks, which pro- panions can withstand past the second robot.
vide cover for you to sneak in. most magic attacks Keep attacking and
On the highest levels you will with little damage. refilling the HP of
find Dr. Lugae and his robotic Bring lots of Cure. your party members.
creations.
techniques. When you first meet him, he is uncovered use strong Ice spells. Try using Call
battling Rubicant by himself. After Edge joins magic and Rubicant may use Ice on himself.
your party, you must face this last of the four Edge's magic Flame attack may cause
fiends later in the tower of Bab-il above ground after Cid returns with the Rubicant to give magic to your party.
new airship.
1 1 : SEALED CAVE
It may not be easy to reach, but this cavern
DEMON'S WALL
holds a secret and valuable prize. Inside is the Use a total team attack against the
second Dark Crystal. Once Asura and Demon's Wall. Rosa should use Slow to
Leviathan have been defeated, you may enter. reduce the hits it inflicts on you and Fast
If you are having trouble with monsters, on the party members to increase their
run away by pressing both the Left and Right hits on the wall. Kain uses Jump while
Buttons simultaneously, but there are some creatures that won't let you run, Rydia uses Virus and Cecil and Edge fight.
13: LAND OF
MONSTERS ASURA LEVIATHAN
you want Asura can heal Leviathan's Tidal
The callers won't help just anybody. If
you’ll find that the game is not over. area on your own without a map,
Many caves and the Moon Palace but look for your final companion,
are yet to be explored. There are FuSoYa, who is a mighty wizard
new dangers to be faced and the able to use virtually all White and
ultimate evil. The first dungeon Black Magic spells. You’ll need his
leads to the Moon Palace. Much of help while exploring the moon.
Tower of Bab-il. Now you will battle inside the Use the same Defeat the Healing
The final dungeon to explore on the devices, but Kain will return. Here
moon stretches far below the Moon alsoyou will win the Crystal Sword
Palace. This labyrinth is vast, but and Armor. Golbez and an even
somewhere within is the final crys- worse evil wait on the bottom level FANTASY
land the craft. More advanced les- have to direct yourself through
sons will cover taking off, flying three rings and land on a size-
through hoops, swooping able bull’s-eye near the runway.
down under low arches and As you become a more
landing on a slippery run- advanced sky diver, you’ll fall
way. You’ll find that the through rings which have been
most difficult light plane placed at greater distances
maneuvers are drastic alti- from each other and you’ll land
tude changes and smooth on smaller targets, surrounded
landings. by water.
BONUS FLIGHTS
In addition to the basic flying
events, you can take off for two
exciting helicopter rescue missions
and three kinds of bonus flights.
You’ll be sent on helicopter mis-
sions after each set of four lessons,
but bonus flights will only occur if If you make 100 point landings in the sky
• AREA 2
• AREA 4
LIGHT PLANE SKY DIVING
Besides taking off and landing, there’s only one major There are eight rings to fly
task in this light plane lesson, but it’s a tough one. through in this advanced
There’s a low arch on the sky diving lesson. If you
field which you’ll see while miss a ring, remember
you’re taking off. Your task where it is so that you can
is to climb, turn around and try to hit it if you go up
fly under the arch. Then again. The central part of
catch some air, turn around the target is extremely
again and land. small. If you can’t hit it,
through, but if you stick to it, you’ll be successful. twice, then land on the platform
under it. As soon as you pass through
the ring the first time,
catch a thermal current,
turn and make your second
approach. Then float out
for a short distance, turn,
flare and aim for the goal.
PILOTWINGS
SUPER NES 1 03
HELICOPTER MISSION 1
AREA 5
small
this test with no problem.
The most
of the lesson
challenging part
is landing on
'
si
UH
rings in strong winds and
land on an icy runway. Be
one of the two small
gets. The smaller target
tar-
is
* 1
AREA 6
platforms in the sky diving, hang below. The control is similar to that of a
SUPER NES 1 05
SIMCITY
A
Build Megalopolis With Your Super NES
SimCity from Nintendo gives you all the tools to create a thriving city
with hundreds of thousands of residents, towering skyscrapers and
thriving industrial complexes.
“simulated” city or a city in minia- goes.Your main goal is to turn a bar- where you check on
ture.As the mayor of the city, you ren landform into a megalopolis of a your progress. People
may leave your city if
half million Sim-
you ignore Public
Citizens. Along the
Opinion.
way you’ll have to
deal with all sorts
of problems, which
may include heavy
traffic, high crime
rates and citizens
who think their
taxes are too high.
Sound familiar? It
should. SimCity
models our urban
world, putting you
in control. Not only will Dr. Wright give you good advice about
solving problems in your city, he also warns you when
a situation starts getting out of hand.
cash falls below building 300, 400 and the same as for
out a 20-year. $1 0,000 roads. They help fact, you must choose
loan, which you pay surrounding residential between them. The
EXTRA INCOME back $500 per year. EXTRA INCOME zones reach their top EXTRA INCOME negative effect of
$ 0 You can have only one $ 200 levels and earn $200 $300 Casinos is an increase
loan at a time. per year for the city. in the crime rate
nearby.
• ZOO • LANDFILL • POLICE HQ
The Zoo gift appears When your open land After building six, 1 2 and
after you build one or area is reduced to 1 50. 18 regular police sta-
three stadiums. Build it 100, 50 and 30 acres, tions. you will receive a
Commercial Zones for piece of land that can ing. Its radius of coverage
the greatest effect. The be built in the water. is one and a half times
earns $1 00 each EXTRA INCOME Use the Total Screen to larger than a regular
EXTRA INCOME city
EXTRA INCOME
year from a Zoo. check on open area. station.
$100 $ 0 $ 0
n
• FIRE HQ • LIBRARY • CITY PARK
6. 12 and 18 regular When your city has The large City Park is
EXTRA INCOME
$ 0
fire stations
Department Headquar-
ters.
Fire
The coverage
HQ is
must be
one and
times that of a regular fire
station.
built
of a
a half
m
EXTRA INCOME
$ 100
three, six,
a Library. Schools
and nine
schools, you will receive
a Library. Residential
zones benefit most from
develop automatically on
residential zones.
EXTRA INCOME
$ 0
your reward for building
lots of parkland.
every 300.
900
you'll receive
them
a Train Station. Commer- you have developed 150 will get the Expo. Place
cial zones nearby will total zones. Check the it near your industrial
reach high levels of devel- Total screen to see how zones to help them
EXTRA INCOME opment, plus you'll earn EXTRA INCOME many of your zones are EXTRA INCOME reach the highest levels
ment to 50 years of memorates the historic becoming a capital of 50,000 people. When you
growth in your city. Place moment when your city access it through the
it in the commercial dis- reaches the Megalopolis Info Menu, the View
trict to encourage com- stage-a population of Model comes on screen,
mercial zones to reach 500,000. The Mario showing you an angled
EXTRA INCOME their highest potential EXTRA INCOME Statue is proof of your view of the city. It has
development. skills as a dynamic no benefits.
$ 100
levels of
$ 0
mayor.
SUPER A<ES 1 07
MAX OUT AT MEGALOPOLIS
Your main goal is to reach Megalo- PICK A LANDFORM WITH SHOULD YOU USE
may take centuries of
polis level. It
“sim time” and dozens of major reno-
GROWTH POTENTIAL NUCLEAR OR COAL POWER
Picking the right landform is the first step in The debate between using nuclear and coal power
vations. Dedication and experimen- building a megalopolis. The rule here is that less is familiar to everyone. The benefit of clean
tation are the keys to success.
water is better, because you can't build on water nuclear power is offset by the potential disaster
and you need space to pack in those half million of a nuclear accident. Coal power pollutes heavily,
SimCitizens. Look for landforms with a single, but it is cheap. So what is the best choice? In
narrow river without branches or forks. Zones on SimCity, the answer is clear. Use nuclear power.
one side of a river cannot influence the growth of Meltdowns are infrequent and you'll build fewer
other zones on the far side of a river, so multiple nuclear plants, which saves valuable space.
forks tend to limit overall growth. Islands are the
providing the electricity game. you build an industrial zone, SimCity. The major sources of pollution are
If it affects
those zones require if your commercial and residential zones in a
industrial zones, coal power plants, airports,
development is to occur number of ways. The number of jobs increases, seaports and traffic. Pollution greatly affects the
on them. Since zones which increases population and the demand for
growth of residential zones, because no one
that touch do not residential zones, and in turn the demand for
wants to live where they can't breathe-even
require power lines, you commercial zones also increases. The best balance SimCitizens. Reducing pollution sources near
can save space and ratio is 2:1 :1 (two residential zones: one residential zones is therefore vital to the health of
zones in between. Building extra lanes and the busiest roads with costs more, but saves valuable land.
alternate roads won't help. mass transit tracks. In
think about building both a seaport and an water, you can build the seaport anywhere on SimCity. Parklands add to the land value of
airport. The seaport helps your industrial zones the landform. Another space-saving strategy is nearby zones and can help reduce pollution
max out, while the airport affects the growth of to wait until a residential zone develops three along crowded roads. In neighborhoods of
commercial zones. The seaport should be built single family houses along one side, then industrial zones where crime rates tend to soar,
close to your industrial zones, which adds to bulldoze the houses and quickly place a new added parks will increase the land value, which
the pollution. The airport pollutes heavily and residential zone over the cleared area. Similarly, in turn decreases the crime rate. By placing
causes airplane crashes at fairly regular if a fire destroys part of a public building, build parkland between industrial zones, you can
intervals. Place the airport near the water, on a a new zone over the destroyed area. create a peaceful, beautiful city.
GIVE THE FANS THE THE GIFTS THAT KEEP CLEAN UP THE FIVE
STADIUM THEY DEMAND ON GIVING TOP SOURCES OF POLLUTION
The Stadium is an option, but when your Many gifts return a How do you clean up your town from the
population reaches 20,000 SimCitizens. the modest income to the stifling effects of pollution? First, identify the
people begin to demand a Stadium. It is best to city every year, but they largest sources of pollution. Coal power plants,
give them what they want, but you can also also help develop zones airports, seaports, roads, and industrial zones
benefit your city by locating the Stadium wisely. that might otherwise might all be to blame. Replace coal with
First off, the Stadium helps raise residential remain at low levels. nuclear power and roads with mass transit.
zones to their highest levels, so you should Gifts are special in Make sure you have only one seaport and one
build in a residential neighborhood. Second, other ways, too. You airport. Locate industries near the edge of the
since the Stadium causes traffic problems on don't have to connect a landform. Since pollution radiates evenly out
If
your best interest to keep the
you need
may
money and
start to leave town,
raise the
r If
FOR THE MAYOR WHO WANTS EVERYTHING
you’re one of those
who wants to have it all, try this
trick. Spend all your money and
mayors funding levels to 100% while con-
tinuing to hold the L Button.
You should now have $999,999! If
which decreases the amount of taxes you can wait until December. When the your city is already in progress,
collect. The tax rate is set automatically at Tax Screen pops up, press the L achieve a negative cash flow by
seven percent, but five or six percent is even Button, hold it, and leave the reducing the tax rate before fol-
better. If you need more money than your tax screen. Immediately return to lowing the steps above.
collecting provides, use the SimCity Savings & the Tax Screen and raise all the
Loan. You might also consider leaving the game
running overnight,
but make sure to
destroy your
airport so that
planes won't
crash and destroy
SIMCITY
your city.
SUPER l\ES 1 09
THE SCENARIO GAME
In the Scenario game, you become six scenarios in the game, plus two
the mayor of a major city, which is bonus scenarios, which appear if you
about to undergo some disaster. beat the first six. In addition to the
have only a limited time to pre-
You’ll primary disaster, each city is
pare for the disaster and to correct plagued by other persistent prob-
the city’s many problems. Your cash lems that must be corrected if you
is also limited, so you must make are to win the scenario and escape
fast, economical decisions to get impeachment.
your city back on its feet. There are
is the great fire and earthquake that virtually zones that are off the grid. Where fires continue
wiped out the city at the beginning of the to burn, bulldoze all buildings, zones, parks, roads
century. Making matters worse, San Francisco's and other structures adjoining the fires and let
Fire Department is entirely inadequate to meet the them burn out. The crime problem is mainly in
disaster. The city has only two fire stations, and the eastern industrial areas. Build new police
both of those are in the heart of the city so that stations there and add parks in the open spaces.
outlying regions have no coverage at all. Crime is
TOKYO 1961
The fictional disaster in Tokyo is a rampaging northwest corner. Both the airport and a string of
monster attracted by high levels of pollution. coal power plants add to the pollution. Replacing
Bowser, King of the Koopas, appears from the some of these plants will help reduce the
sea. stomps about on land, crushing buildings, pollution. Eliminate poorly developed industrial
cutting power lines and generally making a zones and reduce city spending by bulldozing
nuisance of itself. In the wake of the monster's redundant roads. Watch your crime levels, too. You
destruction many fires will start and huge areas have only five years to set things right.
BERN 1965
Bern doesn't have the horrendous problems of links as possible while trying to cover as much
most of the other scenario cities. What Bern does territory with mass transit as time and dollars
have is a terrible traffic jam. The problem is allow. Combining zones into blocks is another way
magnified by the presence of useless roads that to reduce the inefficiencies of Bern, but it can be
lead nowhere but are expensive to maintain. If expensive. Take a moment to plan where you will
the traffic problem isn't fixed, the Bernese make your changes before using the bulldozer.
motorists will start taking matters into their own You have ten years to solve the traffic mess.
hands and the crime rate will increase. As you
might have guessed, this city needs mass transit
in a bad way. Use the maps to identify the worst
traffic areas, then replace those roads with rails.
DETROIT 1972
It's 1972. Gas prices shoot up and car sales can also eliminate roads that parallel mass
fall. Detroit is hit hard. People lose well-paying transit tracks. This reduces traffic and saves
industrial jobs and the crime rate is out of money. Move the stadium near a residential
control. Detroit becomes a nightmare and people area to help that area grow. Bulldoze
start to leave. As mayor of Motown, you must undeveloped zones in depressed areas and
bring the crime rate down and find a way to add parks. With only ten years to prove
attract industry to the city. yourself, you'd better get started.
BOSTON 2010
The Boston Scenario takes place in the future deal with crime and other mundane
and presupposes a nuclear accident that leaves problems. If you play it straight, bulldoze
city and rebuild in just five years. Of course, north and west at the edge of the landform.
you can play it safe by eliminating the city's Work fast, but plan ahead.
warming in the year 2047 when monster from high city expenditures, but you may
floods ravage the city's waterfront areas. Most have to raise taxes or reduce funding levels.
susceptible to damage are areas that have little Unlike other disasters, the flooding can
development, or none. Look for fires caused by reoccur several times, so a mayor can't
the high waters. The best flood fix is to put the become complacent. You have ten years to
game on Pause and go crazy with the parks fix Rio. but this is one big mess.
icon, making your shoreline green. Even with
the rising waters held at bay. however, and
in spite of bad puns, Rio faces minor
flooding and other serious threats including
crime and pollution. You’ll also need to build
BONUS SCENARIOS
If you manage to stay in office LAS VEGAS FREELAND
during the six previous scenarios The Las Vegas scenario has a disaster from Freeland may look like a picture of Mario, but
you’ll be ready for the biggest out of this world. In fact, UFOs come it is entirely coincidental that the forest areas
test of all. The ultimate disaster screaming in to zap the Vegas Strip. After the have grown in the shape of the world's
is waiting for you in Las Vegas. If initial attack, which greatest plumber.
1
you handle that, the final bonus you can't defend Without rivers or
previous scenarios.
SUPER A ES 1 1
POPULOUS
Become The Master Of Worlds
may never be the same again. In fact, it may never be at all
Civilization
unless you raise your people and destroy the evil Walkers who want to
destroy you.
play screen with its icon controls but the stereo sound effects are
SUPER NES POPULOUS
and scrolling map hasn’t changed super chilling. There are 989 worlds
from the sophisticated PC version, to civilize.
HAS NEW LOOKS
BUILDING A CIVILIZATION
The world of Populous seems simple on the surface, but BOOK OF
the process of raising your population from neolithic
primitives to medieval castle builders is full of challenges.
CLOSE-UP
The idea is to create flat land for agriculture. If large agri-
cultural areas are created, large dwellings can be built and
you can support more people. In turn, those people can COMMAND ICONS
settle new land. The conflict arises from the evil popula-
tion inhabiting the far side of the world. When the two BOOK OF WORLDS INFO SHIELD
populations meet, there will be war. The Book of Worlds shows the world Check the status of the good and
of the current game. You can see evil populations and the Shield
both good and evil populations. Bearer at a glance.
large flat areas, which spur Natural obstacles and disasters like floods command your population to move, icons. You can access menus or
rapid development. can be as dangerous as enemy Knights. fight and settle new lands. cause havoc with disasters.
refuse to come out no matter how much nice master has the ability to create floods, you don't
land you create. You may have to give them want to build large flat areas at sea level
LEARN THE flat
where your population can be wiped out.
some inducement to leave and go settle distant
QUICK COMMANDS areas.One method to get the people on their Instead, flatten the highest areas and build
Events can occur rapidly in Populous, especially feet is to destroy their homes. You could use an upwards to create high plateaus. Your
after the game has progressed beyond the early earthquake, but that is rather drastic. Instead, will be safe, at least from the threat
struggle. To keep up with the pace, use the try lowering or raising the land adjacent to their
quick controller commands rather than the houses, then use the Settle Command.
slower cursor and command icon method. The
game manual lists all the quick controls.
You can turn your enemy's flatland. but the damage is relatively
Leader into a Knight if easy to repair, which is why you might consider
you have enough using one to stir up your own population.
Manna, but you can Swamps can be used as blockades or as traps.
make stronger Knights Your people can't readily tell the difference
lowering the land to just above sea level.
if you first make between swamp land and regular land, and they
stronger Leaders and walk straight in and get stuck. Try surrounding
Walkers. Use the Gather Then Settle command the enemy Leader or Knights with swamps, or
to strengthen your Walkers and Leaders before lower the land into the sea.
turning the Leaders into Knights. Look at the
Info Shield to check on the strength of a
release the Y,
SUPER NES 1 1
•
AN ENCYCLOPEDIA OF WORLDS
The variations in terrain don’t just add visual interest. GRASSY PLAINS
Each type of terrain has its own advantages and perils for I -2 D--1 M -4
your population. Some are gentle landscapes that are
The Grasslands are the easiest
easy to settle and where populations increase rapidly.
worlds for populations. Movement is
Other worlds are severe where Manna increases slowly hindered only by water, swamps and
and your population decreases rapidly when forced to tra- volcanic ridges, which you can
vel. Indicated beside each world is its: I— Rate of Increase, eliminate by raising and lowering
D— Rate of Decrease, or M— Speed of Manna Bar land. Populations increase rapidly,
Increase. Build strong Walkers for the harshest worlds. too, for both you and the enemy.
You'll have to make quick decisions.
In the desert terrain your Walkers won't Like the Desert worlds, worlds of
survive long on their own. Use the Snow & Ice have a negative impact
strengthen them and keep them rate is higher than the increase rate.
Papal Magnate also will help. The from wandering and to build up the
Manna meter rises very slowly, so you'll strength of Walkers before sending
have to make do with fewer disasters. them out to settle new lands.
* 'V'
i
The Rock & Lava worlds are not as bad Besides the bizarre terrain where NES
as they look, at least not naturally. The Control Decks rise instead of castles,
Manna Bar increases so fast, however, the Bit Plains worlds have the most
that major interventions will rain down rapid Manna Bar rating. That means
upon you from the outset. For your part, disasters galore and a fast-paced, shoot
you can send disasters down on the ’em up type of game with easy terrain
enemy, or you may want to create lots for the Computer Bug Walkers who
of Knights. inhabit the world.
JAPANESQUE FRANCAISE
1-2 D---3 M • •
-3 1-3 D- •
-3 M -I
This is one of the sharpest looking This world of castles and gentle
castles, but it is fairly easy even who can travel far afield. Increase
low and the decrease rate is higher any trouble so, as in the
than the increase rate. Pay close Japanesque worlds, the enemy
rather than the terrain will deter-
attention to the abilities of your
enemy and let your population mine your strategy. Don't forget to
and the icing on the cake is that Manna increase level. The
your increase rate is higher than difficult extraterrestrial terrain
the enemy doesn't have the quickly tire and expire if they are
strongest powers like volcano sent wandering. This may be the
building. hardest of all terrains.
g8 :fx
w ^5 life
PIGGY LAND
I
•
• 3 D -5 M -4
MONSTERS
Piglet Worlds look soft, green
and inviting, but your population From time to time you’ll see creatures like worms,
of porkers has a high rate of ladybugs and snails appearing seemingly out of
decrease, and that makes this nowhere. These monsters are triggered by the
landscape a real "hamful." Be number of times a Walker waves his hand. After a
conservative and build up your
Walker waves one thousand times, one of the
Walkers as much as possible
monsters will appear. They travel in straight lines
before choosing Fight and Settle.
and leave swampland in
their wakes. Depending
on the conditions of
swamps in that particu-
lar game, the presence
of monsters can be very
annoying and danger- POPULOUS
ous.
SUPER NES 1 1
DRAKKHEN
This RPG Is A Real-Time World Of Fantasy
Enter the Drakkonian universe, where The League of the Ninth Tear
battles the Alliance of Fire for control over the forces of Fire, Water, Air,
and Earth.
DUNGEON ANAK
THE
Game
CHESSMASTER
Comes NES To The Super
The Of Kings
Software Toolworks has improved the chess algorithm and added
great graphic effects to make the popular Chessmaster an even
more formidable opponent.
• TEACHING MODE
A CHOICE OF VIEWS With the teaching mode on, the Chessmaster
will show you all the legal moves for any piece.
Software Toolworks has made good • FANTASY He can also advise you as to what your best
move any time. him build you
use of Super NES graphics to give
is at Let into a
• 3-D BOARD «2-D BOARD • WAR ROOM until you tell him to move.
THE
DRAKKHEN
CHESSMASTER
The 3-D board offers the most realistic view of the game, but the 2-D board makes it a little easier
to keep track of your pieces. The War Room board is smaller, but there is more information on the
screen, including captured pieces, a list of prior moves, hints, and more.
SUPER NES 1 1
MIRACLE KEYBOARD
Make Music With Your Super NES!
Software Toolworks delivers a sophisticated learning tool and a quality
musical instrument in one package. Just add a Super NES and your
fingers. Learn to play the interactive way.
exercisesit gives you are specifically accompaniment. Included are several classical out of fuel? The power plugs hanging from the
designed to strengthen your weak pieces as well as rock ceiling will refill his
mode. Start with the notes on the staff. the parachute opens.
]
the chalkboard When you start to get If you don't ... my.
and go to a new good you get fewer the ground is coming
lesson, or go to up mighty fast!
shots. Interactivity
the Practice Room makes learning more
to work on fun.
previous lessons.
SPORTS
SUPER NES 1 1
F-ZERO
Race Into The 26th Century
Aliens and Earthlings fly over the 26th Century landscape in a high tech
blur when the racing machines of F-Zero take to the tracks. Ready your-
self for a thrilling ride.
EXPERIENCE SUPER
SPEED AND MOTION
petitors, driven to finish first and both allow you to record your best challenging. If you finish them, you can try the
leagues again with a higher
make it to the top of the racing heap. times. difficulty setting.
a map of each course, nothing beats to,o much time in the on the cold stuff, steer
SONIC START
Since the Fire Stingray always
starts in the lead-off position,
you can use it to get a quick jump
forward.
BIG BLUE
The view is stunning on this race ® DON'T SLIDE ( START )
® STAY INSIDE
If you're following the
outside rail on this wide
turn, you'll lose a lot of
SAND OCEAN
Most of the curves on this seaside
course are sharp and narrow. Don’t
try anything fancy while you’re turn-
ing and concentrate your passing
efforts on the straightaways, where
there’s room to maneuver.
d SHOOT THROUGH
You don’t have to follow the rails in this short
series of S-Curves. If there aren't many machines
in the area competing
for space, you can stay
centered and race
through in a straight
® SUPER JET
Blast off with the
straight stretch to
SILENCE Time
START to Beat:
( )
The angular curves of this last
course in the Knight League can
1:57.89 © MINE FIELD
This curve's short
be mighty dangerous, route is littered with
easy and try to railside Mines. Aim
make up the lost for the center or take
time by speeding the long way.
through the
straightaways.
® GET CENTERED
Stay near the center of the track
LAP BONUS
time.
SUPER NES 1 23
QUEEN LEAGUE
MUTE CITY E
This second take on the Mute City ® CROWD SHY
course has the same basic layout as
The distance is the same on the
the first, only with more obstacles.
left and right sides of the loop.
The most obvious addition is a huge
Take the least crowded route.
loop that splits the track before the
Jump Plate on the back stretch. You <D SUPER JET
should have no trouble finishing in
Ignore two Jump Plates in this
( START ) *
the top three after a few tries.
section and hit the Super Jet to Time to Beat:
blaze through the Rough. 2:04.34
PORT TOWN i
Narrow curves make it dif- Time to Beat:
the straighta-
ways if you slip
on the ice.
® SUPER JET
You'll have a better chance of making it
MUTE CITY m
This narrow course is proof i
JAGGED EDGE # Time to Beat: 1 :59.91
positive that the King
Center your machine and race between
League is strictly for expe-
the rails of this narrow straight.
rienced drivers. You’ll have
to display superior skills in
order to end up as one of 2 MINE MANIA
the top three racers in Hit the Super Jet and stay in the
Mute City this time Rough to avoid Mines here.
around.
port town n
The updated Port Town ©LEAN AND PULL
course features the same Magnets pull left and
dual jump arrangement as right in this curved
the original. If you stay on passage. Press the L
SUPER NES 1 25
SUPER OFF-ROAD
Wild Truck Racing Action!
With the release of Super Off-Road, Tradewest unleashes a fantastic
game for the Super NES. The graphics and sound really take advantage
of the Super NES's capabilities.
the track. Player 1 is always the red Road’s graphics are excellent in that
truck and Player 2 is always the blue respect.
truck. The gray truck is driven by
Mickey Thompson, a champion off-
road racer. He has a very fast truck
and excellent driving skills when the
race begins, so you’ll have to gain expe-
rience quickly or get left in the dust!
During the course of each race, your A very important upgrade indeed Want to stay out in front of the gray
truck can and will take a tremendous and money well spent! You’ll notice a truck? At $100,000 it’s costly, but
beating. By upgrading your shocks, vast improvement in your starting Top Speed is an essential ingredi-
the bumps and jumps will be no prob- line performance when this upgrade ent for successfully taking the
lem. Being able to take corners faster is maxed out. It really helps coming checkered flag in off-road truck
is an added bonus. out of tight corners, too! racing.
ON-TRACK ITEMS
• MONEY BAGS
Each of the 16 tracks of Super Off-
The value of each successive Money
Road will yield free on-track items.
Bag will increase by $10,000. It’s pos-
Canisters of Nitro and Money Bags
sible to place second and have more
will appear out of nowhere. Run
total prize money than first place if
over them to pick them up.
you pick up enough Money Bags.
• NITRO
SUPER
at random times, but in the same general area. to upgrade your tires once with some to spare.
SUPER NES 1 27
SIZE UP ALL 16 TRACKS
In the 1 Player Mode, the 16 tracks will come up in the
order in which they appear here. It will take you quite a
while to see all the tracks in the 2 Player Mode. Most of
the tracks will be repeated before a new track is intro-
duced into the lineup, but all of the tracks will appear
sooner or later. It’s almost impossible to beat the gray
truck every time because it’s loaded with plenty of Nitro.
Concentrate on improving your driving skills, building up
your items, and consistently staying in second place.
You’ll know when you’re ready to go after the gray truck!
Each track has difficult areas which will put your racing
skills to the test.
Use
rr
the corners sharp. This
of the easier tracks to
is
win
one defensive driving on the
straightaways and try to avoid
V
on and
cornering
is
water
drink, use
hole. If you do go
a Nitro to get out
in the
/•'.
; iv-
and Nitro usually appear
the corners of this track.
in
y— -» -» — i quickly. Blast your
your
# - - '
- > mm Use Nitro
be a crunch
if you think there
in the mid-section
may
knocked
It's easy to get
course and head
4 4 4 ”l off off
tires. Practice your quick turns S ( the wrong direction. Unfortu-
on the inside corner. You can
— w in
#5 REDOUBT-ABOUT #6 BLASTER
This is
courses and
the
of
hill
the
to get the
This
priate
is a track with an appro-
name! The double
crossing sections provide
opportunities to get blasted by
r Jjfr \-
because
the use of your
easy to
" -y
it's
- -fT-1
terrain so it may be wise to use get bumped and go off in the
Nitro here
charging trucks.
if pressured by wrong
total control.
direction if you aren't in sss
128 NINTENDO PLAYER'S GUIDE
#7 HURRICANE GULCH #8 CLIFF HANGER
Close quarter racing is in This course is deceptively
take. You can gain ground ers! You'll get the most
water
upper
hole.
left
Take the
and lower
”' > j <B
you can't see why. but
it's best to stay close to
SUPER NES 1 29
SUPER TENNIS
Grand Slam Action
The world of pro tennis is as close as your Super NES with Nintendo's
Super Tennis. You can challenge a friend or compete for the top spot in
an eight-city circuit.
match consists of one. three or five sets. feet to keep up with it.
three computer controlled players or two players play slows down and bounces low. You'll have
on the same or opposite sides of the net. to be close to hit it
well rounded tennis players who generally mon is that they can all hit the ball very easily. If
emphasize speed and strength. Brian and Phil you're just starting to play the game, you may want to
seem to have the strongest stats. choose a woman for hitting ease.
• NANCY F.STR
LR.SPD
VOLLEY
JUMP
LOB
FR.SPD
SERVE
B.STR
F.STR
• DEBBIE F.STR 8
LR.SPD LR.SPD 9
VOLLEY VOLLEY
JUMP JUMP
LOB LOB 6
FR.SPD FR.SPD 7
SERVE SERVE 7
B.STR B.STR 8
• MATT F.STR
• AMY B
• ERIN F.STR 8
LR.SPD C LR.SPD 9
VOLLEY 8 VOLLEY 6
JUMP JUMP 6
LOB LOB 8
FR.SPD FR.SPD FR.SPD
SERVE SERVE A SERVE
B.STR B.STR 9 B.STR
F Any
PICK THE PERFECT PLAYER
player can become the
test pro around when you key in
a special code. Press the Select
hot- Button on
several letters
Controller
and numbers
appear on the screen. Single out
I and
will
The best place to hit the ball on your and hit the A Button while
serve is the outside corner of the ser- aiming your serve toward the
vice court, closest to the net. Stay outside line. The ball should
drop over the net and bounce
near the center mark of the baseline,
away from the court.
then toss the ball in the air and press
the A Button along with the outside
direction on the Control Pad to make
the serve. Once the ball bounces near
the sideline, it will fly off to the side,
ensuring your opponent will be off
If you serve the ball with the right finesse, it'll hit
balance even if the serve is returned. the outside corner and bounce well out of your
opponent's reach. Ace!
to
weak
move
guard against the
dropper or close to
the net smash.
in
stops short
M <
attempt to catch up with the
is
ball. Even
returned, you’ll be set up for an overhead B
Button smash and chalk up another point.
if the ball
of the baseline.
You’ll either score or scare your should counter with a long, a less aggressive playing stance from your
opponent from the net. cross-court lob. opponent.
W
"•
make sure to watch the bounda- r a
ries of the court and refrain from llftl v
choosing a shot that is going to
send the ball out of bounds. If
you’re close to the net, an X, or Y
A Button shot has a good chance Mix up the shots to When your opponent
keep your opponent is far from the net, a Aim the ball away from your opponent. If you
of traveling beyond the baseline.
guessing and always weak return may be keep plugging away, one of your shots will
Go for the weak B Button shot your best choice. eventually slip by.
hit 'em inbounds.
instead.
The
games
only way that you’ll win
in a doubles match is by
2" near the
you'll
net,
be able to guard
against the long
stay back and
ball.
second player can chase it down r - If the player near the net
the score.
it up
Hit the ball so that it lands
your opponents are covering and
away from where
SEMI-FINALS 50 SEMI-FINALS 30
QUARTER-FINALS 30 QUARTER-FINALS 20
FIRST ROUND 10 FIRST ROUND 10
TENNIS
SUPER NES 1 33
Hflts
HOLE IN ONE GOLF
Hit The Links ForA Great Golf Challenge MAI S , N
HOLE ONE
Break out the sticks! HAL America delivers a super golf game for the
Super NES. Hole In One's realistic graphics and options for play are
what makes this game a winner.
are hazards such as water and always want to tee off with the 1 Wood on Par be able to shoot straight over it, aim to the left
bunkers. Then decide on how the 4 and Par 5 holes. Use the A or B Button to or right and use a good amount of hook or
start your backswing. end your backswing. and The trees are always in the rough so
wind direction will effect the flight slice.
WIND FACTOR
\y.
BUNKER SHOT
\l nn WATER HAZARD
The wind can play havoc with your shots, Avoid the beach! In bunkers around greens, you You'll be penalized one shot if your ball lands in
especially lofted shots with short irons. To will always want to use the Sand Wedge. In the drink, so make sure to avoid all water
compensate for the wind, make a wise club fairway bunkers, you can use any iron unless hazards. If you do go in, your ball will
selection and adjust the direction of your shot. your ball is imbedded near the edge of a automatically be retrieved and placed at the
You may also choose to play your shot with a bunker. In this case, you can only rely on the nearest point of entry to the hazard— usually the
hook or a slice. Sand Wedge or Pitching Wedge to blast it out. rough. This will change your club selection.
• METAL
The metal
CLUBS
set of clubs will allow you to hit your shots farther.
extra distance will give you an added advantage over your competitors.
The
rr
^aBDV
7
^aigv
HAL’S
HOLE
CLUB YARD 1
CLUB YARD CLUB YARD
IN
1W 280Y 3W 260Y 4W 250Y
21 OY 31 200Y 41 1 90Y
21 Each player can enter METAL PLAY for ONE
1 80Y 61 1 70Y 71 1 60Y their name to get the Metal Clubs. Talk
51
about distance! How about 280+ yards?
81 1 50Y 91 140Y PW 1 20Y You can really thump the ball with the GOLF
SUPER NES 1 35
TEE IT UP!
OUT HOLES
The first nine holes are rela-
tively easy when compared to
the back nine, but don’t think
it’ll be a piece of cake! There are
HOLE 2
351V
PRFi 4
NO SURPRISES HERE
Hit it straight to avoid the two fairway bunkers.
The bunker at the right front of the green will
HOLE 1 2
42 3V
pm 4
overshoot the green because your ball can roll and avoid the lake. The green is flat for the
BUNKERED GREEN
This hole is similar to Number 2. The large
HAL’S
HOLE
IN
• HAZARDS GALORE
ONE
The creek that runs through the fairway can
definitely cause problems-you might want to
SUPER NES 1 37
lF
CLMS?C$
Get The Aloha" Spirit At Waialae C.C.
WAIALAE C.C.
T & E gives you a free guest pass-with full membership privileges-to
one of the most famous country clubs in the world: Waialae C.C. on
Hawaii's Oahu island.
that
real
can carry your
At WE
W
wind is
carry far down the fairway. Hitting
another story, though, and you might
c
±8nph
process can have a dramatic impact on the
flight of
square
the ball.
to the ball, at
Although
times
you’ll usually
you'll want
stand
to open
want to consider using a club that produces less loft
or close your stance to fine-tune your shot. To
2. READ THE GREEN moving your front foot closer to the ball.
The direction option makes it possible for you to Come as close to 1 00% as possible for
circle 360 degrees to view your lie from all maximum range, but don't go over or you'll
score a misshit. Don't use max power all of
angles. Press and hold the control pad in the
direction you'd like to move, then release. You'll the time. You don't want to overshoot the green
4. EXPECT LOTS OF LIES near the top. If you want it to bite and stop when it lands, strike the ball
The lie of the ball displays in the upper right corner of the game data near the bottom. Hitting on the right side of the ball will make it hook
box. There are ten different lies in the game, including varying degrees of left; striking the left side makes it slice right.
rough areas and different kinds of hazards as well as fairway, green and
tee. You'll definitely have to put all of your clubs to good use! TOP SPIN BACK SPIN WAIALAE
Av • rv COUNTRY
SLICE HOOK
_
ROOD
nBUNKER
FT
BUNKER
1
BUNKER GREEN r
f
X
CLUB
SUPER A ES 1 39
TOUR THE TROPICAL WAIALAE COURSE
Waialae Country Club, founded in “Aloha” spirit. Dress on the course is boasts a diverse membership that is
1927, is widely known for its beauti- casual and traditional golfing man- especially proud to host the prestigi-
ful setting and its uniquely Hawaiian ners are relaxed here. The club ous Hawaiian Open every year.
6 "UNYIELD-
ING"
|
"MR. GOLF"
%
PAR 5
521 YARDS
j!
PAR 3
178 YARDS f PAR 4
401 YARDS
§
PAR 4
430 YARDS
Apiki's narrow, 55-yard-long green dips in the Two water hazards split the fairway, making the The strong winds can certainly be a factor on thi
center and is lined on both sides with huge tee shot tough. Stay to the left, out of the trees, hole, making it easy indeed to "go astray." Stay
bunkers. It is one of the most popular holes on and expect a mean green that's more than 100 to the left of the fairway to avoid blowing into
the sprawling course. feet long from back to front. the O.B. on the right side.
1 1
PAR 3
1 65 YARDS % PAR 4
395 YARDS
# PAR 5
487 YARDS
f
Don't get trapped in the huge bunkers fronting Try to drive over the water hazard that divides At this hole, "Aloha" means goodbye. You can say
the green. Watch the wind and aim for dead the fairway. Otherwise, you might end up taking "goodbye" to par if the wind carries your ball out
center of the wide, shallow green. Be sure to a penalty shot. The water continues up the left of bounds. The O.B. lines are tight, so play it safe
check its contours because they are hard to read. side, so be careful not to hook your shots. and stay on the fairway.
against you as you tee off. Try to hold to the Pacific Ocean from the eleventh tee distract long, straight fairway just made for heavy
left of the fairway, especially if it's windy, and you. The wind here usually sweeps from left to hitters. Stay to the left on the sweeping fairway
watch out for the tight O.B. that runs the right. Close your stance and draw your shot to to avoid the palms on the right. The green looks
length of the right side. The green is compensate. The green is level and safe from the front, but beware of the bunker
particularly challenging, with gaping bunkers on comparatively easy, but the wind can carry you and O.B. behind it. If you overshoot the green,
the right and a steep hill on the left. into the bunker on the right on your approach. you'll be in big trouble.
A long, right dog-leg, Hole 13 has a bunker on Off the tee, unless you have enough drive
the right at the bend and is wide open near the power to clear it, play to the right of this big. Waialae. With a tight O.B. on the left, trees on
green. If the wind is blowing, stay to the left. left dog-leg to avoid the bunker at the corner. the right, and a changeable wind blowing.
The green breaks gently, making putting a snap. The green is steep, running up from front to Pilikia makes it tricky to hit a safe drive. Then,
One of the easier holes on the course, it hasn't back. The placement of the pin varies. It’s when you manage to reach the green you'll find
been changed since the course was designed in difficult to control the downhill putt, so it's that it is steep and tough to read. Good luck
1 925. You just might be able to birdie here. better to land short of the pin than long. making par on this one!
4b
n //©
PAR 4 V & PAR 5
L
w PAR 3 WAIALAE
w/ 'lr
396 YARDS 1 78 YARDS 533 YARDS
Popular with the pros. Welo has a fairway that Bordered by the Pacific Ocean, 1 7 has a big, What a way to end the round! For your last
COUNTRY
is great for big hitters. Start by driving to the tough-to-read green that has bunkers left and hole at beautiful Waialae, step up to the tee
right to avoid the kiawe trees on the left, then right. To play it safe land short instead of long, and take a look at a long par 5. The Kona
approach the green carefully. It slopes away, but remember that you have to clear the water winds can carry your drive into disastrous
making it very difficult to hold, and it has that fronts the green. Mud Hen may seem like territory, but try to hook your drive to follow the
bunkers on both sides that you'll experience if an unusual name, but the bird is revered by dog-leg, and land by the bunker if you have the CLUB
you miss on your approach. islanders whose legends say the bird brought distance. The green is long and deep.
them fire.
with the umpire— you can’t miss any players and receive a password. track of all the
part of the action with the close-up Choose the Watch Progress option to season's stats for
multi-view replays that feature ex- skip right to the day’s results. you to review.
switch it around
with the Trade
option in the
Pennant Setup
mode.
together to put the “super” in Super the reversed television-like pitching view. Rather the fielding view made possible by the
Bases Loaded. Jaleco has added a than seeing the pitch come from the batter's increased capabilities of the Super NES. After
more realistic camera-like view, an vantage point, you the ball is hit. this view follows the ball from
edit mode and created larger fielders shoulder. Which almost a rooftop
side you see will perspective until it
that are easier to see and control.
even change is caught or disap-
You still want to beat the other team, pears into the
depending on
but they’ve thrown in another chal- whether the pitcher crowd. This adds a
lenge— to beat the game, you must is right-handed or very realistic feel
competition is even tougher. batter's box. After that, timing is the key. Use
the Control Pad to hit high or low. SUPER NOLAN
LOADED
SUPER NES 1 43
BASEBALL SIMULATOR 1.000
A Baseball Experience Like No Other
We were introduced to this crazy baseball concept with Baseball
first
Simulator 1 .000 for the NES. Now you can take it to the limit in this great
sequel for your Super NES.
EXTRA
A
INNINGS
Fun But Serious Baseball Challenge
You can't always judge a book by its cover. This game proves that
you can have some fun and still enjoy the thrill of a challenging
competition!
to come.
mk as* ONE-PLAYER MODE ALL STAR MODE
mode Scout out and recruit the best play-
n Those fast balls are
crowd appreciation is Just like in real baseball, there are It is easy to hit long balls
always nice . .
going to be different kinds of in the Domed Stadium. Be INNINGS
BASEBALL
sure to use your better
venues to play in. Extra Innings of-
fielders in here.
fers three parks for you to choose
from. Each one has its own unique
This park has a deep,
characteristics that you must take grassy center field. Also
into account as a player and a keep in mind that the left
right
here.
fair-weather friends are.
SUPER NES 1 45
MADDEN'S
Now You Have Total Control On The Field
FOOTBALL
A lot of athletes names to sports games. John Madden sat
lend their
down with Electronic Arts and designed this one HIS way. The result?
Real football.
call for
you can
offense or
list
£jl K , ,
* ™
will be won by the team that makes defense, or push B
the fewest mistakes, just like in real for Madden's choice.
u~
^s
tricks.
kick. of fumbling.
• OFFSIDE
All the rules apply. You
can be penalized for an
offsides, encroach-
crime and violence. The only relief the people have from their
misery is the ruthless sport of Combat Basketball.
He shoots ... he scores! Try making a shot an unsuspecting opponent. Unlike regular
you need to do to get into the other
from outside the arc for a three pointer. basketball, all is fair in Combat Basketball!
team’s half and score a basket!
can put yourself in the manager’s your disposal that you can collect
coins to earn extra
shoes and test your coaching abil- during the course of the game. Try money. The more money
ity. This mode will allow you view them out— maybe you’ll discover a you have, the better the
the season’s statistics and team trick to demolish the competition! players you can trade for. LAIMBEER’S
MADDEN’S
I HOMING MISSILE
Although the activated Missiles will also knock
your rival team’s active out. but unlike the Saw BASKETBALL
unpredictable.
SUPER NES 1 47
RPM RACING
Fast-Paced Competition Puts You Behind The Wheel!
Rev up your engine and make your way toward the starting line in Radi-
calPsycho Machine Racing for your Super NES! Are your driving skills
good enough to hold the competition off?
tion,but can you hold onto it? This is you’ll face plenty of chilling with a car built for
no ordinary racing game. It’s a tough obstacles throughout your course. endurance. Once you
win some money, you
fight to the finish as your competi-
tors try to force you off the road. A VARIETY OF SURFACES can add other
features.
With all the tricky bumps and jumps, • PAVED
you must learn that speed alone
won’t get you the checkered flag.
Start out with the
• ICE
rrTTrrr
The Ice Surface is going
to be by far your greatest
driving challenge. Who • MINES
knows where the car Although they are expensive, the Mines explode
will
go!
on contact and are quite effective.
hand at design-
tion circuit, try your the computer, or try
lane.
added challenge.
SUPER NES 1 49
D-FORCE
Realistic combat action and evil
mutants meet in this overhead view
helicopter mission from Asmik. A
powerful dictator has waged war on
the world. He’s amassed a huge force
of the best military machines ever
made and created several huge
mutant creatures who, by themselves,
could stop an army. It’s up to you to
blast away this sinister villain’s force
in seven super challenging stages. You
command the Nuclear Apache Heli-
copter, D-Force. As you destroy enemy
Power-Ups
aircraft, you’ll find floating enhanced graphic capabilities of the
which add strength to your already Super NES to present huge, detailed
impressive onboard cannons. Pick enemies and tons of moving objects,
them up whenever possible and con- making it more challenging than NES
tinue your mission to save the world. games which are similar in style. Sev-
While there have been a number of eral different game modes and diffi-
overhead view military missions for culty levels add variety and excite-
the NES, this game is the first of its ment to this already exhilarating
kind for the Super NES. It uses the game.
NOSFERATU Nosferatu from Seta adds a new inspired the tales of Dracula and
twist to the classic legend of the Nosferatu. As Kyle, one of the lost
vampire in a story that’s like a cross students, it’s your mission to save
between Maniac Mansion and Cast- your friends and flee the castle. This
levania. In this contemporary tale, a side view adventure features life-like
trio of American college students animation in a dark and mysterious
find themselves trapped in a setting. As you explore the five-story
Romanian castle while touring castle, you’ll come across secret pas-
Europe. The castle is the ancient sages, hidden items and special
home of Vlad the Impaler who weapons like a sharp knife and a
strong mace. They aren’t just for
decoration, either. The castle houses
a creepy cast of creatures and you’ll
have to fight your way through some
pretty tough jams in order to come to
the rescue of your friends. The crea-
tures include a menacing mummy, a
blood-thirsty wolfman and the vam-
pire himself. Get ready for a big
battle with awesome action and
graphics.
SMART BALL
Prince Jerry wasn’t always a blob-like of the kingdom and pick up special
ball. He was transformed into his rub- items which help him in his quest.
bery state by the Bad Wizard of Kyli- Balls, bombs and seeds grow in flowers
ria. In Smart Ball from Sony Image- scattered throughout the kingdom.
soft, you lead Jerry through eight big Jerry can toss the balls and bombs at
stages of animated action in a quest to the Bad Wizard’s evil minions and
save the kingdom and bring Jerry back grow tall plants from the seeds in
to hishuman form. Jerry’s Smart Ball order to reach high places. The game
shape allows him to slither and makes the best of Super NES graphics
squeeze through the narrow passages and sound, creating the atmosphere of
a Saturday morning cartoon. Each
stage features colorful creatures and
detailed backgrounds. The adventure
begins in a field overrun with menac-
ing mice and continues through a
deserted town, a pipe maze, the Moon,
the ocean, the Arctic, the mountains FUTURE
SUPER CONTRA IX
The ultimate two-player simultane- Since action games usually save the
ous thriller is on a collision course for best villains for the ends of stages,
the Super NES. Super Contra IE you may have grown to expect some
from Konami features six stages of pretty awesome level leaders. But
stunning graphics, incredible sur- some of the mid-stage creatures in
prises and heart-stopping action. this game put level leaders in other
Your mission is to track down and games to shame. You’ll stay on your
destroy a group of aliens who are toes the whole way through because
devastating the planet. They’re big, there’s really no telling when the
they’re mean and they’re plentiful. next awesome creatures like the
twin-terminators or the giant
mutant tortoise are going to be chal-
lenging your combat skills. Major
monsters aren’t the only innovation
here. You may be used to the stand-
ard Contra weapons like the Spread
Shot and the Laser but you’ve never
seen anything the likes of the too-
cool tank and the mighty motor-
cycles that you can control in this
latest, greatest alien-blasting adven-
ture.
SMNKY'S QUEST
Dexterity and puzzle-solving both into a shower of basketballs and
play a part in Spanky’s Quest from knocks out all of the enemies within
Natsume. Spanky is a talented mon- reach. Bubbles can also be used to
key who can bounce bubbles on his break away walls and pick up items.
head and pop them to stun his ene- Spanky’s quest is to advance through
mies. The bubbles get bigger as they the stages of a fantasy world by
bounce and bigger bubbles are more unlocking doors of interconnecting
powerful when they pop. When the rooms. Keys are scattered through-
biggest bubble pops, it spreads out out each room and Spanky’s got to
use his monkey ingenuity in order to
collect them. Sometimes it’s as
simple as just picking up the keys out
in the open, sometimes Spanky’s got
to knock out the creatures that hold
keys and sometimes he can collect
them by letting them float in his
monkey-made bubbles. Action fans FUTURE
SUPER I\ES 1 53
LEMMINGS SunSoft’s Lemmings is an exercise in
crowd control. Dozens of little crea-
tures flow out of a hatch in a danger-
filled area and you’ve got to lead
them to safety. You can teach some
of them special skills and they’ll pave
the way for their counterparts. Dig-
gers burrow through dirt and help
the other Lemmings get to a lower
Floaters pull out umbrellas and
level.
drop softly off dangerous cliffs. Block-
ers keep their fellow Lemmings from
walking into dangerous predicaments.
Miners break through rocks. Climbers something is in their way. At the
scale walls. Bashers break barriers. beginning of every stage, you’ll find
make ramps over gaps. And
Builders out how many Lemmings will flow
Bombers self-destruct in order to from the hatch and how many you
blastaway otherwise unbreakable have to rescue. The proccessing power
obstacles. The Lemmings that are not of the Super NES allows for dozens of
assigned special tasks walk wherever Lemmings to walk the course at once
there aren’t obstacles. They could making the game challenging, exciting
mindlessly walk into danger unless and fun.
F1-R0C
Fl-ROC from Seta is a race of cham- enter the next race and prove your
pions on a Formula 1 circuit of 16 mettle all over again. Super NES
courses. Your racing team competes scaling and rotation effects help
against seven other competitive make your view of each track realis-
camps to come up with the best car tic and exciting as they do so effec-
and the fastest time around the tively in F-Zero. Unlike its futuristic
track. If you finish the race in the fellow racer, Fl-ROC depicts a down
money, you can spend your winnings to earth race with present-day cars
on automotive improvements, then which require time-consuming pit
stops and regular maintenance. An-
other realistic feature is manual
shifting which adds to the complex-
ity of car control but takes the game
one lap closer to actual Formula 1
racing. If you’re well-practiced and
you keep your car trouble free, you
may earn the pole position in qualify- FUTURE
SUPER NES 1 55
NCAA FINAL FOUR The college basketball champion-
ships are always one of the most
talked about sports events of the
year. Hal America’s NCAA Final
Four brings all of the excitement of
this competition to the Super NES.
Five of the biggest NCAA confer-
ences are represented. You can con-
trol any team in the game and take
them through to the Final Four.
Since the actual stats and strategies
of each team are built into the game,
the teams in the game play like their
real-life counterparts. The St. John’s start the game, you’ll play every team
Redmen for example, run a man-to- in your conference twice, then receive
man defense and slow down the ball an invitation to the tournament if your
on offense while the Runnin’ Rebels record is good enough. Then, it’s single
of UNLV run the fast break and use a elimination up to the Final Four and
high pressure defense. If you know the NCAA Championship. In addition
the reputation of your opponents, to realistic stats, the emphasis of this
you’ll be able to play against their game is on detailed graphics and top-
strengths and weaknesses. When you notch play control.
PGA TOUR GOLF The scaling and rotation effects that flight from several different views as
are made possible by the Super NES realistically as aTV telecast covers
get a real workout in PGA Tour Golf the action. When you join the tour,
from Electronic Arts. This tour of you’ll play against 60 of the PGA’s
four challenging courses is brought best pros in the Player’s Champion-
to life with fly-by-aerial views, a zoom ship at Sawgrass, the PGA West
window for close-ups and the Elec- Tournament at the PGA West Sta-
tronic Arts Sports Network (EASN) dium Course, the Kemper Open at
Ball Cam, which follows the ball in Avenel and the Honda Classic at
Eagle Trace. If you’re not sure how to
approach a hole, you can consult
with one of the Tours biggest stars
for special advice. Then size up the
hole with an overhead view, check
the wind and fire off your best shot. If
you make a shot that’s too good to be
true, you can take another look at the
instant replay, then save your best
shot of the round on the Game Pak’s
battery backup. The battery also
saves stats and standings.
SUPER NES 1 57
” GAME PAK INDEX
Rating Categories Action
Game Category
Sports
n
G=Graphics and Sound C=Challenge
Strategy
R=Play Control T=Theme S Fun
Quiz/Productivity
Bill Laimbeer's
Hudson 2 P-S Batt 3.1 2.9 3.2 3.3 Sports 147
Combat Basketball
Bulls vs. Lakers & The NBA
Electronic Arts 2P-S Batt N/A N/A N/A N/A Sports 155
Championships
Chessmaster, The Mindscape 2 P-S 2.8 3.7 3.4 3.3 Puzzle 117
—
Drakkhen Kemco/Seika IP Batt 3.4 2.5 3 3.4 RPG 116
Extra Innings Sony Imagesoft 2 P-S 3.6 3.4 3.4 Sports 145
Hal's Hole in One Golf Hal America 2P-A Batt 3.8 3.7 3.9 3.8 Sports 134
Joe & Mac Data East 2 P-S 3.9 3.6 3.6 3.7 Action 62
John Madden's Football Electronic Arts 2 P-S 3.6 2.7 3.6 3.6 Sports 146
Lemmings SunSoft 2 P-S Pass N/A N/A N/A N/A Puzzle 154
Miracle Keyboard Software Toolworks IP 3.9 3.3 3.3 4.1 Piano Instructor 118
NCAA Final Four Hal America 2 P-S N/A N/A N/A N/A Sports 156
Nolan Ryan's Baseball Romstar 2 P-S 3.2 3.3 3 2.5 Sports 142
PGA Tour Golf Electronic Arts 2P-A N/A N/A N/A N/A Sports 156
RPM Racing Interplay 2 P-S 3.1 2.9 3.2 3.3 Sports 148
Smart Ball Sony Imagesoft IP N/A N/A N/A N/A Action 151
SUPER NES 1 59
POWER METER RATING GAME
TITLE COMPANY
G p c T CATEGORY
Spanky's Quest Natsume IP Pass N/A N/A N/A N/A Action 153
Super Adventure Island Hudson Soft IP N/A N/A N/A N/A Action 152
Super Baseball
Culture Brain 2 P-S Batt 2.9 2.9 3.3 3.5 Sports 144
Simulator 1.000
Super Bases Loaded Jaleco 2 P-S 2.9 2.8 3.1 3 Sports 143
Super Cor.ira IV Konami 2 P-S N/A N/A N/A N/A Action 152
Super Ghouls 'N Ghosts Capcom IP 4.6 3.7 3.9 4.1 Action 16
Super Mario World Nintendo 2P-A Ban 4.7 4.6 4.4 4.5 Action 8
Super Off-Road Tradewest 2 P-S 3.2 2.5 2.8 3.2 Sports 126
Super Play Action Football Nintendo 2 P-S Batt N/A N/A N/A N/A Sports 157
Super Soccer Champ Taito 2 P-S N/A N/A N/A N/A Sports 157
Super Tennis Nintendo 2 P-S Pass 4.1 4.1 4 3.9 Sports 130
Ultima: The False Prophet FCI/Pony Canyon IP Batt N/A N/A N/A N/A RPG 154
Ultraman: Towards
Bandai IP 3.7 2.9 3 2.9 Action 63
The Future
Wanderers From Ys American Sammy IP Batt 3.9 3.6 3.9 3.8 Adventure 84
selling classic games! 180 pages of must-have info for the serious
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Game Boy!
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