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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

SUPER CASTLEVANIA E 26 ULTRAMAN: Cover Design


Copy Coordinator
Griffes Advertising

Machiko Oehler
FINAL FIGHT 36 TOWARDS THE FUTURE 63 Director of Production - Tsutomu Otsuka

GRADIUS III 42 PAPERBOY 2 64 Producer Yoshio Tsuboike


Project Coordinators — Hiroyuki Kurano
SUPER R TYPE 48 HOME ALONE 65 W. David Mellen
Keiji Hamada
U.N. SQUADRON 54 HYPERZONE 66
Emi Toyama
LEGEND OF THE PIT FIGHTER 67 Yoshi Orimo

MYSTICAL NINJA 60 DARIUS TWIN 68


Art Director
Concept & Design — WORK HOUSE USA
Yukio Yamashita
Ichiro Koike
Leo Tsukamoto
69 — 9 Wendy Saivatori
WORK HOUSE CO..
ACTRAISER 70 WANDERERS FROM YS 84 LTD.
Seiji Sato
THE LEGEND OF ZELDA: LAGOON 90 Jumpin' Jack Yushi
A LINK TO THE PAST 78 Masao Iwamoto
Hiro Ogawa
RPG & SIMULATION 91 -118 A Noboru Umeoka
Kochan Yoshizu
Hiroshi Ohashi
FINAL FANTASY II 92 DRAKKHEN 116
Shuji Kurokawa
PILOTWINGS 100 THE CHESSMASTER 117 Tomohide Kinoshita
(OK 2)
SIMCITY IOC MIRACLE KEYBOARD 118
DEZAIRA
POPULOUS 112 Illustrators Makikazu Ohmori
Jackie Yoshida
Hiroshi Aizawa
Norikatu Endo
SPORTS 119-148 A ©ORION PRESS
©PPS
FZERO 120 SUPER BASEBALL SIM- ©SuperStock . Inc.

SUPER OFF-ROAD 126 ULATOR 1.000 144


SUPER TENNIS 130 EXTRA INNINGS 145
HAL'S HOLE-IN-ONE GOLF 134 JOHN MADDEN'S
TRUE GOLF CLASSICS: FOOTBALL 146
WAIALAE C. C. 138 BILL LAIMBEER'S COM-
NOLAN RYAN'S BASEBALL 142 BAT BASKETBALL 147
SUPER BASES LOADED 143 RPM RACING 148

FUTURE GAMES 149-157


D-FORCE/NOSFERATU 150 LEMMINGS/ULTIMA 154
THE ROCKETEER/SMART BALL 151 BULLS VS. LAKERS/FI -ROC 155
SUPER ADVENTURE ISLAND/
SDPER CONTRA DE 15Z
NCAA FINAL FOUR/PGA TOUR GOLF
SUPER PLAY ACTION FOOTBALL/
156
(Nintendo")
SDPER E.D.F./SPANKY'S OOEST 153 SUPER SOCCER CHAMP 157
Nintendo of America Inc.
P.O. Box 957
Redmond.'WA 98052.
INDEX 158
WIIH UK III® NES
With the coming of the Super NES, video way, from the detail of their graphics to the size
games and video game players may never be and complexity of their worlds. Sports games
the same again. This Player’s Guide introduces benefit, too. There are more options than ever
you to the first batch of Super NES games- in games like True Golf Classics. Play against
those currently on the market or about to be the computer or in a tournament, change your
released. It’s the first inside look at the rapidly view or track the flight of the ball to analyze
growing library of titles for the Super NES. your swing. The Super NES sizing and smooth
You’ll see what makes each game special and scrolling add a new sense of reality to sports
how the programmers make use of the techno- games, especially fast-paced racing and flying
logical advances offered by the system. You’ll games such as F-Zero and Pilotwings.
also find winning tips and strategies for each of For a deeper understanding of the technol-
the 39 games reviewed. ogy involved, read the chapter titled “Inside
Programmers around the world have flocked The Super NES”, which introduces you to the
to the Super NES because it allows them great Super NES hardware and explains how Mode 7
creativity and a broad game playing audience. and other features are utilized by the games.
The expanded memory and 16 bit processor Even if you don’t own a Super NES yet, the
make PC conversions possible, even where ad- Super NES Player’s Guide can be a valuable
vanced models require enormous calculating tool. People buy game systems for the games,
power and speed as in SimCity. Superior graph- not the hardware. With the Player’s Guide you
ics and smooth animation are essential when can make direct, insightful comparisons of
converting hit arcade games like Final Fight, games. Game types are broken down into
and here again the Super NES has the muscle chapters to make it easy, and each review cov-
to do the job and do it well. Sequels to favorite ers both the specialized Super NES features
NES games have also made the switch to the and hot tips to get you into the game like a pro.
Super NES, resulting in awe inspiring titles like The Super NES Player’s Guide covers all the
Super Mario World and Super CastlevaniaET. action, whether it’s on the screen or in the CPU.
These games have been improved in every Enough already, let’s get playin’!

LOOK FOR MORE NINTENDO PLAYER’S GUIDES


FOR COMPLETE GAME COVERAGE FROM THE PROS

SUPER NES
(Nintendo®)
PLAYER’S GUIDE
mil mu

super
ENTERTAINMENT
Himm SYSTEM

THE ULTIMATE GAME SYSTEM FOR THE ULTIMATE GAMES

You could say that the Super NES is the unsung hero of a state-of-the-art platform to support a new generation
this book. If it wasn’t for this remarkable machine, none of super-sophisticated video games. Mr. Uemura of Nin-
of the outstanding games reviewed in these pages would tendo Company Ltd. in 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

smooth and life-like.

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


games like F-Zero. When background objects swiftly but
smoothly grow larger, it feels as if you are actually racing
forward. In F-Zero, the sense of speed is so real that many
players find themselves actually leaning around corners!

SUPER MARIO WORLD SHOWCASE

Morton Koopa in Super Mario World


appears to fly toward you and away
from you while spinning. Both rotation
and scaling are used to achieve

Morton's dizzying act. The creative use


of Mode 7 functions can add both
flash and a sense of reality.

THE GROWTH FACTOR


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

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

4 NINTENDO PLAYER’S GUIDE


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

the underlying screen to produce Lemmy’s Castle when the Magikoopas fade
the transparent effect. in and out. Actually, the characters are just

being recolored so they match the back-


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

THERE ARE GIANTS


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

moving object is composed of 8 x 8 quick and realistic


characters. A character is an inde-
PALETTE PROS pendent piece of the overall moving
just like on arcade

systems.

The total color spectrum of the


Super NES is 32,768, which means
that it can display 32,768 individual SMW SHOWCASE
colors. That’s a lot for graphic
designers to choose from. One limi-
tation is that a screen can display
• NES • SUPER NES
only 256 colors at a time, but each
separate screen can have its own
palette of 256 colors. This feast of
INSIDE

hues makes possible the use of


highly detailed, digitized graphics.
Photographs are scanned, digitized
THE
and colorized with 256 colors from
Character blocks in NES games are limited
the total possible of 32,768. In Not only can the Super NES handle large to the use of four colors per character. On
games like The Rocketeer and Su- moving objects, it can also handle large the Super NES. characters can consist of
SUPER

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

fence, what you are really seeing is a front view of


games like ActRaiser you will hear full
the Koopa moving against four background
musical scores, and that’s just the tip
screens. When it is on the back side of the fence, of the iceberg, because sound effects
you are seeing the back and voices can now be sampled, digi-
view of the Koopa mov- tized and added to games. The one
ing between the second drawback is that digital sound infor-
and third background mation requires huge amounts of
screens.
memory and some programmers
would rather use their available
memory space for other purposes.

6 NINTENDO PLAYER'S GUIDE


6

FINAL FIGHT 36

•AN AWESOME APPETITE

The U.S. Navy's F- 1 4 Tomcat is a twin-engine,

two-seat fighter that can take off from the


dock of an aircraft carrier. Its unusual swept-
wing feature lets it extend its wings when
flying at low speeds and pull them in towards
SUPER MARIO WORLD 8 the fuselage to reduce wind friction when fly-
ing at high speeds. Top speed: Mach 2.4.

U.N. SQUADRON 54

ity more important

SUPER GHOULS N
GHOSTS 1

ral Jakob Roggeveen on Ear


Sunday in 1722.

GRADIUS 3H 42

• 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

Bros, series takes


off again,
time
NES
the
but this
the Super
gets to host
festivities. In
I M
TROUBLE IN DINOSAUR LAND POWER UP!
When Mario begins his adventure he MARIO All of the Power-Up items are encased in “?” Blocks.
will visit Yoshi’s house. He reads a Sometimes the Starman, Feather, Fire Flower and Mush-
note which tells him that Yoshi has room are kept in a Roulette Block and Mario can choose
gone to rescue his friends who were
captured by the evil Bowser. It’s time
for the Mario Bros, to leap into
action!

YOSHI
Hi
LUIGI
the item he wants

SUPER MARIO
if his timing is good.

MARIO FIRE MARIO

BOWSER

INVINCIBLE MARIO CAPED MARIO BALLOON MARIO


8 NINTENDO PLAYER'S GUIDE
TRICKY TECHNIQUES FOR MARIO’S NEW WORLD
Mario will come across new Power- • GETTING A YOSHI BOOST • SPIN JUMPING WITH YOSHI
Up items in Super Mario World, but VALUE-A DIFFICULTY-A VALUE-B DIFFICULTY-A
he will also learn some fancy new If Mario needs a boost to get up to a spot Mario can Spin Jump and break down through
moves and techniques for attack! where he normally could not jump, Yoshi can Blocks by himself, but can he do it when he's riding
We’ve come up with a rating system help him. To accomplish this feat, you will need Yoshi? Yup. Mario can break through Blocks while
for the effectiveness and ease of use to press the B Button riding Yoshi if Mario
of Mario’s new found techniques. to make Mario jump does a Spin Jump off of

An “A” in the Value category means with Yoshi. Then, at his back and then lands

that the technique is very useful in the peak of the jump, on Yoshi again. You’ll

many places throughout the game. press the A Button to have to control the

do a Spin Jump off of direction of Mario's


An “A” in the Difficulty category
Yoshi's back. jump, though.
means that the technique is rela-
tively easy to accomplish.

• FLYING HIGH • SETTING FLIGHT SPEED • CHANGING FLIGHT PLAN


VALUE-A DIFFICULTY-C VALUE-A DIFFICULTY-B VALUE-D DIFFICULTY-D

After grabbing a Feather, Mario can build up Learning to control Mario's flight speed allows Mario can be flying along at cruising speed and
speed, jump into the air, and then fly. With the him to either slow down to pick up some Coins altitude in one direction and then change
proper technique and if there's nothing in his or speed up to get away from pursuing course. If you see some coins that you want or

way, Mario can fly enemies. Release the Y an elusive 1-Up,


through a whole Level Button when cruising release the Y Button

of the game! Hold the altitude is reached and and move your thumb
Y Button and tap the float to the ground. to hold the B Button.

directional control in Tap the directional You can slowly float

the opposite direction control Left or Right down in either

of Mario's flight. to control the speed direction.

of your descent.

• NAVIGATING UNDER WATER • FLINGING FIRE • CLIMBING WITH BAGGAGE


VALUE-B DIFFICULTY-A VALUE-C DIFFICULTY-C VALUE-C DIFFICULTY-A
Mario learned to swim in the original Super If Mario wants to pick something up, he presses the Mario can climb Vines while he's packing baggage!
Mario Bros., but he's a full-fledged expert now! Y or X Button to hold it. However, Fiery Mario may First, pick the item up, then move to the Vine. Look

Push Up on the Control Pad and tap A or B to destroy the object before he picks it up because the up and release the Y or X Button to throw the item
send Mario quickly to Y and X Buttons will vertically. Start climb-

the water's surface. shoot a fireball. Face ing. Mario will catch

Press diagonally the opposite way, press the item as he climbs


Down to the Left or the Y or X Button, and the Vine. This is a good
Right and tap A or B THEN turn around to technique if you don't
to easily tread water. pick up the object. know what's coming
next!

THE AMAZING POWER OF Y


The Y Button is the Button to right thumb poised and at the
press and hold if you want to make ready over the Y Button. You’ll be
SUPER

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

It’s a good idea to always have your

SUPER A'ES 9
IT’S A WIDE, WACKY WORLD

Dinosaur Land is the widest, DINOSAUR LAND


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

YOSHI'S ISLAND VANILLA DOME FOREST OF ILLUSION

VALLEY OF BOWSER STAR WORLD SPECIAL WORLD

1 0 NINTENDO PL A YER 'S GUIDE


1

YOSHI'S ISLAND TWIN BRIDGES VALLEY OF BOWSER


O YOSHI'S HOUSE © CHEESE BRIDGE AREA © SUNKEN GHOST SHIP
© YOSHI'S ISLAND 1 © SODA LAKE © VALLEY OF BOWSER 1
© YELLOW SWITCH PALACE © STAR ROAD (3) ® VALLEY OF BOWSER 2
O YOSHI'S ISLAND 2 © COOKIE MOUNTAIN ® VALLEY GHOST HOUSE
0 YOSHI'S ISLAND 3 © BUTTER BRIDGE 1 ® VALLEY OF BOWSER 3
0 YOSHI'S ISLAND 4 © BUTTER BRIDGE 2 ® VALLEY OF BOWSER 4
O IGGY'S CASTLE © LUDWIG'S CASTLE ® STAR ROAD (5)
Mario can tame turtles, The Twin Bridges are ® LARRY'S CASTLE
but what does he do short, but challenging. © FRONT DOOR
with the eggs-ellent Heat it up with the ® VALLEY FORTRESS
egg he finds? He Sumo Bros, and cool © BACK DOOR
hatches it, of course! it off in Soda Lake. King Koopa awaits
Mario's return at the
end of the underwater
Valley of Bowser.

DONUT PLAINS FOREST OF ILLUSION STAR WORLD


0 DONUT PLAINS 1 © FOREST OF ILLUSION 1 © STAR ROAD (1)
0 DONUT PLAINS 2 © FOREST OF ILLUSION 2 © STAR WORLD 1

© GREEN SWITCH PALACE © BLUE SWITCH PALACE © STAR ROAD (2)


© DONUT GHOST HOUSE ® FOREST OF ILLUSION 3 ® STAR WORLD 2
© TOP SECRET AREA ® FOREST GHOST HOUSE © STAR ROAD (3)
© DONUT PLAINS 3 © FOREST OF ILLUSION 4 © STAR WORLD 3
© DONUT PLAINS 4 ® FOREST SECRET AREA © STAR ROAD (4)
© DONUT SECRET 1 © FOREST FORTRESS © STAR WORLD 4
© DONUT SECRET HOUSE © STAR ROAD (4) © STAR ROAD (5)
© STAR ROAD (1) © ROY'S CASTLE © STAR WORLD 5
© DONUT SECRET 2 There are many secret © STAR ROAD (6)
© MORTON'S CASTLE exits in the Forest of
Mario needs to find a
Illusion, but Mario's
Secret sites abound on key to unlock each
the Donut Plains. Mario's brain power will
secret exit in every Star
travels take him spe- ultimately prevail.
World. Can you help
lunking in caves and him find them all?

ker-plunking in waves.

VANILLA DOME CHOCOLATE ISLAND SPECIAL WORLD


© VANILLA DOME 1
© CHOCOLATE ISLAND 1 ® STAR ROAD (6)
© VANILLA DOME 2 ® CHOCO GHOST HOUSE © GNARLY
© RED SWITCH PALACE © CHOCOLATE ISLAND 2 ® TUBULAR
© VANILLA GHOST HOUSE © CHOCOLATE SECRET ® WAY COOL
© VANILLA DOME 3 ® CHOCOLATE ISLAND 3 © AWESOME
© VANILLA DOME 4 ® CHOCOLATE FORTRESS © GROOVY
© LEMMY'S CASTLE ® CHOCOLATE ISLAND 4 © MONDO
© VANILLA SECRET 1 © CHOCOLATE ISLAND 5 © OUTRAGEOUS
© STAR ROAD (2) ® WENDY'S CASTLE © FUNKY
© VANILLA SECRET 2
Chocolate Island is also
© STAR ROAD |7) SUPER

© VANILLA SECRET 3 a bust for goodies that The Special Worlds


© VANILLA FORTRESS Mario can munch on, are for experts only.

but who's got time to Mario will face eight

stop and eat? i i iA of the toughest levels

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

level features automatic scrolling. Go up the • VANILLA DOME 1 • FOREST OF ILLUSION 1


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

You must have Caped Mario to get to this secret

exit and Goal. Fly up and to the far left to find • VANILLA DOME 2 • FOREST OF ILLUSION 2
an opening. Run right to the door. Don't forget to
TO THE RED SWITCH PALACE 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

is pointing and then the bottom of the


jump down through the screen. Swim to the left

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


to the left and the out for Rip Van Fish!

keyhole is down at the

bottom of the screen.

1 2 NINTENDO PLAYER’S GUIDE


3

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

TO ROY'S CASTLE TO THE CHOCOLATE FORTRESS TO STAR ROAD (2)

The key to the secret exit which leads to Star


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

Castle!

• STAR WORLD 2

• TO STAR ROAD
FOREST GHOST HOUSE (3)

If you're looking for


TO FOREST OF ILLUSION 1
the secret exit, don't

When Mario activates the P-Switch and goes


• VALLEY OF BOWSER 2 take the green pipe-
through the Blue Door that appears, he will
TO THE VALLEY FORTRESS swim in the narrow
need to go to the left to reach the secret exit. passageway under the
After Mario enters and exits the second green
There are two Yellow Exit Doors. The door rock formation. You'll
pipe he will need to take the first possible
farthest to the left find the key and
opportunity to jump up and off of the screen.
will take Mario to keyhole at the end!
Mario will be out of sight, but if he runs to the
Forest of Illusion 1.
left, soon he will

D~
m
Before the Goal, he’ll

be able to grab a rare


come into view and -] • STAR WORLD 3
be able to grab
3-Up Moon!
will
TO STAR ROAD (4)
the key in this secret
Distance-wise, this is the shortest level in all of

5s Super Mario World. Toss a Block straight up at

and knock him out of his cloud. Hop


• FOREST OF ILLUSION 4 Lakitu into

the cloud and take a


TO THE FOREST SECRET AREA ride up the secret
Mario must get to this precarious purple pipe in
• VALLEY GHOST HOUSE area. The key is on
order to find this secret exit. Regular, Super or Fiery TO LARRY'S CASTLE the left and the
Mario won't be able to jump up to the pipe without keyhole is on the
Hit the “T Block near the end of the level and
help. Caped Mario can get here with ease. Take right.
manipulate the stream of Coins upwards and to
Yoshi along so Mario
the right. Stomp the P-Switch to turns the
can Double Jump up to P Coins into Blocks. The key and keyhole are in
the pipe. Watch out for Yja
the upper right corner of the room.
• STAR WORLD 4
Lakitu! The key and
TO STAR ROAD (5)
keyhole are waiting at |

It'll be no problem for Mario to reach the secret


the other end of the
j

exit if he's cleared the Green and Red Switch


pipe.
Palaces. The key is hidden in a T Block near
the keyhole. Take
• CHOCOLATE ISLAND 2 along the Koopa Shell

TO CHOCOLATE SECRET which is conveniently


located on the upper
The key and keyhole at the end of Chocolate Island stone Blocks to trip
2 are waiting if you complete the first two sections the T Block if you're
with at least 250 ticks remaining on the timer. No • VALLEY OF BOWSER 4 not Caped Mario.
need to waste time getting coins or stomping
TO STAR ROAD (5) AND THE FRONT
enemies-go straight for the pipes! If all Switch
Palaces are cleared, you can avoid the Chargin'
DOOR • STAR WORLD 5

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

with a Blue Yoshi. The Switch to change the


Blue Yoshi can gobble a Coins into Blocks. Run
Koopa and then sail along the Blocks and fly

over the dangerous up to the point where


WORLD
second half of Valley of the Yellow Blocks
Bowser 4. begin.

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

This one's easy to do!


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

obstacles. Jump to higher ground and let Fishin' get the whole vertical chain of Pokeys near the

Lakitu toss Spinys into the area where the shell end of the stage. There's not a whole lot of 1 -

1 4 NINTENDO PLA YER ’S GUIDE


5

MISCELLANEOUS MANEUVERS
Our hero Mario has several useful POWERHOUSE PAIR CAPE ATTACK FOR 1 -UPS
secrets in his options arsenal to
The combination of choice in Super Mario World is In the five-tiered 1-Up Chambers, Mario can
help him get out of various jams in to have Caped Mario and a Blue Yoshi working collect five 1 -Ups if he has the Cape. Use a
his journey through Dinosaur together. Combined, they have the most options for Spin Jump to hit the lower left corner of each
Land. Most of the special maneu- attack and maneuverability. (They look good, too!) Block. In each row, the first two Blocks will

vers deal with using the Start and Besides super-stomping, gobbling, gobbling while give up Coins, but the last will give up a 1
- -

Select Buttons. floating through the air and Yoshi-assisted Double Up. You can take your chances with using
Jumps, there is one very important option which the Regular Jumps for the

pair has use of . . . extended flight. If a Blue Yoshi Blocks in these


gobbles a Koopa Shell, the fearless combo has the Chambers, but for five

QUICK POWER-UPS ability to fly over a wide stretch of territory. Press 1 -Ups. go for the Spin

the B Button repeatedly to send the terrific two- Jump on the side of
Mario can go into areas which he has already
some sailing. There are many levels which a flying the Blocks!
cleared to pick up useful items, collect Coins, or
Blue Yoshi will come in handy. While flying, the pair
get 1 -Ups. He doesn't need to go through the
can stomp enemies in the air and on the ground.
entire stage to get out of it, though. Just pause
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

requires you to match numbers from the Stars


you earn by breaking the tape at the Goal to
• CHEESE BRIDGE AREA
the time remaining when you complete the
If you know that
stage. If the tens digit of the number of Stars
Mario isn't going to
you got matches both the tens and ones digits
make it to the next
of the time left on the ticker, you'll get a 1 -Up.
platform, you can

press Start and Select


to exit. Try again!

• FOREST OF ILLUSION 1

Break ,1
SPIN CYCLE ENEMIES ADD UP
.. . sS&i Gate, bi
Unlike a Regular Jump, the Spin Jump will allow At the end of many stages there will be
through
Mario to get past some tough enemies. If Mario multiple enemies chasing you. Wait just next to
Mari0 c
1 were to land on a Big Blue Boo or a Porcupuffer the Goal for the enemies to get to you, but just
U. often fo

_ 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

• CHOCOLATE ISLAND 5 of the exits to Chocolate

Island 2 is a perfect
This is a very
example for this tech-
convenient level. You
nique. A whole raft of
can always go in,
Rex's can be lured to
pick up Yoshi and a
the Goal. Wipe them all
Fire Flower, then
out!
leave. Simple!

GHOSTLY SAVES PRACTICE MAKES PERFECT


Any time Mario dusts off a Ghost House, the
If you try to enter a Castle or
game will give you the option to save your
Fortress which Mario has
u — —o-*r- ~T
progress. It's not a bad idea to replay a Ghost “l | SUPER

House if some tough areas are coming up. already flattened by pressing the r
kJ \ J 1 * 1

A, B, or YButtons, you won’t X >

be able to get in. However, by Y


pressing the L and R Buttons at /j MARIO

the same time, you can enter


with ease This special tip comes
!
|
L'iia n
inhandy if you want to get in Jr
some boss-bashing practice. ff WORLD

SUPER IVES 1
SUPER
GHOULS'N GHOSTS
Guinevere Has Been Kidnapped!
Capcom scores heavily with one of the best Super NES games so far.
The graphics, sound, play control, characters, and challenge are all
superior. This game is awesome!

to rescue her. The capabilities of the


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

Arthur has been traveling all over the


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

THE TALE UNFOLDS MASTER THE DOUBLE JUMP


Arthur bravely defeated Lucifer in The Double Jump is one of the most • REVERSE JUMP
Ghosts ’N Goblins, but the Ghoul important skills which Arthur pos- Arthur can leap in one direction and then change
Realm has mysteriously been revived. sesses. It enables him to jump extra direction in mid-air. This jump is especially helpful

No one is quite sure how the Ghoul distances and also to jump at different for getting to some out-of-the-way Money Bags.
Realm was able to revive itself, but we angles. Arthur is able to get to more
know that Sardius 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.

1 6 NINTENDO PLAYER ’S GUIDE


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

NO ARMOR STEEL ARMOR BRONZE ARMOR


MAGICIAN WEAPON MAGICIAN
WEAPON BRONZE ARMOR WEAPON
MAGICIAN WEAPON GOLDEN ARMOR
STEEL ARMOR TRAP WEAPON
MAGICIAN MAGICIAN GOLDEN ARMOR
STEEL ARMOR BRONZE ARMOR MAGICIAN
TRAP TRAP WEAPON
MAGICIAN WEAPON GOLDEN ARMOR
STEEL ARMOR MAGICIAN WEAPON
TRAP BRONZE ARMOR WEAPON

GOLDEN ARMOR MOON SHIELD SUN SHIELD


MAGICIAN MAGICIAN MAGICIAN
MOON SHIELD WEAPON WEAPON
WEAPON MAGICIAN MAGICIAN
MOON SHIELD SUN SHIELD WEAPON
WEAPON WEAPON WEAPON
MOON SHIELD MAGICIAN TRAP
WEAPON WEAPON MAGICIAN
MOON SHIELD SUN SHIELD WEAPON
WEAPON MAGICIAN MAGICIAN
MOON SHIELD WEAPON WEAPON

THE MAGICIAN’S MAGIC SPELL


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

WEARING NO ARMOR WEARING BRONZE ARMOR

SUPER

GHOULS

WEARING STEEL ARMOR WEARING GOLDEN ARMOR

’N

GHOSTS

SUPER NES 1 7
0 0

EXPLANATION OF WEAPONRY
Arthur has use of seven weapons. LANCE DAGGER
When Arthur Double Jumps and uses This is the weapon which Arthur will start off the An excellent choice for areas with little or no
a weapon at the top of his jump, he will game with. It has decent power, but because of flying enemies. The Dagger's size and weight
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.

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


POWER-UP SHOT = 1 0 POWER-UP SHOT = 1 POWER-UP SHOT = 6 POWER-UP SHOT = 1

CROSSBOW TORCH SCYTHE


This is the best overall weapon to pick up. There are Two Torches can instantly be lit and thrown at The Scythe is a powerful weapon, but its major
a lot of flying enemies in Super Ghouls 'N Ghosts. enemies. This weapon is not extremely useful, but drawback is that only one can be thrown at a

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

Crossbow will launch two extremely fast arrows enemies who are on the ground. With Bronze or weapon. When wearing Bronze or Golden Armor,
at two angles. If he is wearing Bronze or Golden Golden Armor, the Magic Torches can be thrown the Magic Scythe looks like a flaming magic

Armor, the Magic Crossbow will fire three a bit farther and they will create a blue wall of boomerang when thrown, but here again, only one
flaming arrows which seek their targets. To get flame which will totally annihilate most enemies. can be thrown at a time.
through the last level, Arthur will need the Crossbow. This is not a good weapon for flying enemies.

NORMAL SHOT = 3 NORMAL SHOT = 6 NORMAL SHOT = 7 NORMAL SHOT = 10 NORMAL SHOT = 6 NORMAL SHOT = 9
POWER-UP SHOT = 4 POWER-UP SHOT =9 POWER-UP SHOT = 8 POWER-UP SHOT = 10 POWER-UP SHOT = 9 POWER-UP SHOT = 1

AXE TRI-BLADE
The Axe is much like the Scythe. It can inflict a The Tri-Blade is a weapon of mysterious origin.
good amount of damage on an enemy, but only It's motion of flight is like no other known
one can be thrown at a time. The Axe spins in a weapon. A single Tri-Blade will travel in two
forward clock-wise motion and will travel all the different directions. It will be thrown out
way across the screen if necessary. Compared to horizontally, turn around and come back towards
other weapons, it's slow and it's not very useful. Arthur, but then it will turn and go straight up. It

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

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


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

1 8 NINTENDO PLA YER ’S GUIDE


9

USING ARTHUR’S MAGIC SPELLS


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

Spell appears in the Weapon Box.

SEEK SHIELD TORNADO


The crossbow, when used magically, will The Magic Torch will surround and protect Twin tornados twist out of the Magic Scythe to

unearth all treasure chests in the area. Arthur with three glowing orbs. demolish all enemies in Arthur's path.

MASSIVE LOOT AND POTTED THE GODDESS BRACELET


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

SUPER

Three statues can appear in


the pots which some of the ene-
mies carry. Defeat the enemy
and the pot will drop to the GHOULS’N

ground and break open. Pots


usually carry human or ar-
mored statues, but once in a
while you’ll
receive a 1-Up statue.
Bags appear
get

randomly
lucky
Money
and -
», A The Goddess Bracelet will appear in

Arthur opens after he finds the Sun Shield.


fairy. The Arm Band is
the next treasure chest
It first appears as a
ultra-powerful, but not very manageable.
GHOSTS

throughout the game.

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.

® JUMP TWICE FOR TREASURE ® ATTACK THE FLAMING SKULL


When the game starts. Arthur carries the Lance. Enter the cell quickly and take on the Flaming
If you want to immediately change that weapon, Skull before it gets the chance to shoot one of its

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

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

STAGE 1-2 The Forest of Fear has grown over


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

©INVINCIBLE ENEMIES © TAKE THE SAFE ROAD


The Flaming Skull Battering Rams can't be defeated. It's much easier to stay on the lower route here.
Arthur must jump them. Move far enough to cause the The Battering Ram on top can be a pain to get
ground to collapse and send the enemy charging down by. Use the Double Jump technique to easily clear
the hill, then jump over it. It will stay at the bottom. the gap over the water.

20 NINTENDO PLAYER'S GUIDE


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

<D FALUN' SKULLS ® DON'T CATCH THE WAVE


Wait for a break in the skull deluge before The tidal waves are coming in, but Arthur can't

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.

fall in constant intervals.

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

SUPER

GHOULS’N

Cockatrice will pause and shake


its head slightly before extending

its neck. It's more vulnerable


when the neck is stretched out.

Take this opportunity to get close


GHOSTS

and nail it in a rapid-fire fashion.

SUPER NES 21
i STAGE 2-1 ©JUMP OR SINK
GRAVEYARD OF SHIPS When Arthur gets on this platform it will start moving
down the length of the rope. There are two places to get
This spooky Ghost Ship may sink off. but he must jump to do it. Go all the way down to
at any moment, but Arthur must the ship's deck or Double Jump to reach the platform.

get across it—there’s no other way


to go. There are plenty of menacing
ghosts who will try to stop Arthur,
but one good shot from a weapon
will take care of them. The ghosts
are tough when they gang up.

©NO TURNING BACK! ©A HIDDEN TREASURE CHEST


Once Arthur jumps off of the dock and onto the There is a hidden treasure chest here which

ship's deck, he can't turn around and go back. You Arthur can raise by doing a Double Jump. Don't

can watch the dock sink into the ocean. Arthur get it unless you really need it. If Arthur does go
would never turn around, anyway . . . he's on a for it. a gang of ghosts are sure to appear.

mission to save Guinevere!

mSTAGE 2-2 are lying in wait for Arthur. Most


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

( START )
_!_ i

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


ettftstim

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


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

appear. Kneel down and start firing to have it opened


before he gets to it. The second is tougher to get to
because it won't appear until Arthur has passed over
it If possible, make sure that the raft is on the right

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

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


second treasure chest usually has armor inside.

22 NINTENDO PLAYER'S GUIDE


® STAY LOW THROUGH THIS SECTION
Don't use a Double Jump to get up to the same deck
level that the ghost chest is on. A regular running

jump will do the job quite adequately. If Arthur gets


more air than he should, he’ll have to deal with the
ghost in the upper chest. A whole bunch of regular

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


The ghost chest will rattle around for a while, then a
little pink blob will pop his head out of the chest.

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


difficult to destroy if he gets all way out of his
the
chest because he moves quickly. Jump off the end of

the Ghost Ship and onto the suspended platform.

GET YOUR ARMOR BACK!


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

(DUSE A SINGLE JUMP


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

SUPER

SHELL HEAD
Shell Head used to be a normal creature, but he’s been under-
water for 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

move under Arthur when he jumps to the side.

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

size, can inflict quite a bit of damage


to Arthur. Reaching far above the
lava pits are the Towers of Molten
Steel. Arthur must traverse their
precarious edges.

DRAGON LARVAE
This Boss is very easy if you know
the secret to beating it. Stand on
the far right edge of the last upper
platform. The Dragon Larvae will
circle around Arthur. Fire rapidly at
The Dragon Larvae should be no problem
its head. Do not move from your
if

Arthur finds the safe spot and stays put. The


position or you may take a hit! Any
chin area of its head is the only vulnerable
weapon will work just fine.
spot. Don't waste time firing unnecessary shots
at its body.

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


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

This a relatively short stage, but it


is Several well-placed hits should take care of them, However. Arthur knows when to get out of the way
but Arthur needs to watch out for the deadly because hear a hissing noise before the gas
will require fancy footwork to com- he'll

plete. You won’t believe your eyes as


green fireballs which the Skull Flowers fire at shoots out. A small mist of gas can also be seen
him. he's quick. Arthur will be able to destroy a before the burst. Arthur can jump up and over the gas
the Mode 7 graphics of the Super NES
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.

24 NINTENDO PLAYER’S GUIDE


DEFEAT THE FLYING KNIGHT AVALANCHE TERRITORY
STAGE 5 FROM BEHIND Arthur will encounter several huge waves of suf-

DEEP CHILL focating avalanches in his journey up the Ice Wall.


The Flying Knights are not too hard to defeat, If Arthur does not have a firm grasp on something
Arthur has an extraordinary resist- but Arthur can't do any damage to them from solid, the avalanche will take him away. When
ance to extreme changes in tem- the front. He must wait until they buzz by. then Arthur feels the ground shaking and hears
perature. The fires of Vermilion attack them from behind. Be careful of the rumblings of an oncoming disaster he must move
Horror and now the blizzard atmos- unpredictable Ice Worms! onto one of the ladders. They're safe!

phere of Deep Chill shall not put an


end to his quest. Many brave
Knights have attempted to tra-
verse the Deep Chill, but so far,
none have returned. Never fear,
Arthur is a driven Knight!

ICE WARLORD
Here again, the best offense (and
defense) against this Boss is to
keep it on the right side of the
screen. If the Ice Warlord hits
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

and leg. distance and shatter the Boss!

STAGE 6 RED REAMERS


The Red Reamers are probably the most difficult mid-sized enemy in
CASTLE OF THE EMPEROR the game. If Arthur is wearing Golden Armor, then use Magic. The
second best offense use the Crossbow, or better yet. the Magic
Arthur has made ittheto huge is to

Crossbow. The flaming arrows which come out of the Magic


Castle of the Emperor, but he still
Crossbow will seek out the Red Reamer and destroy him fairly easily.
has quite a few battles ahead of him.
His movements are extremely hard to follow. Jump, fire, wait for him
Onward and upward is the course of to come down, and then blast him.
action in the ominous Castle. If
Arthur thinks there may be an
enemy lurking just out of sight, he
may want to fire off a few shots just
to check it out. By the way there
. . .

usually IS something lurking just out


of sight. Maybe a Red Reamer!

RED EMPEROR SUPER

The Red Emperor has two


methods of attack. He is able to
shoot a chain of fireballs from his
mid-section and also fire a long GHOULS’N

laser blast from his head. Arthur


Stay out of range of the fire blasts and
should be wielding the Crossbow
jump to avoid the Red Emperor’s laser shots.
or Dagger at this point. They will
Sorry, the Red Emperor is not the last Boss.
be the easiest to use. Arthur must ultimately deal with Sardius to
GHOSTS
be able to rescue Guinevere.

SUPER NES 25
“’“CASTLEVANIA 17
Journey Into A night 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.

As you progress in the game, you’ll


notice the imaginative use of Mode 7
HAUNTINGLY REAL effects like the spinning corridor,
GRAPHICS AND SOUND and little touches like roving eyes in
statues.
• NES
The NES Castlevania
With the new capabilities of the games presented
Super NES, Super Castlevania IE superb side-view

evokes so much eeriness that it action and control with

a classic horror theme.


makes the earlier games in the series
seem like a picnic in the park. The • SUPER NES
graphics strike you first with their Castlevania EC
sense of depth, which results from improves on the
the expert use of multiple back- strengths of the
grounds. Great sound effects like the traditional game play Special effects like layered scrolling are possible

snap of the whip and the howling of with better control due to Mode 7 functions. Besides looking great,

wolves will send chills up your spine. and graphics. such effects add new dimensions to game play.

THE LEGEND OF CASTLEVANIA ...SO FAR


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

V"sWfPPp» '

:#i i I

Castlevania II roamed over the


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

26 NINTENDO PLAYER’S GUIDE


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

WHIP IT UP WHIP IT DOWN THE WHIP SWING


Whipping upwards is one of the best techniques Not all the vertical stages scroll upward. Some Throughout the game you'll find gaps in floors or

for safely destroying monsters above you. Many other spaces that are too wide to jump. Centered

stages in Castlevania ET are vertical and scroll over these spaces are golden rings. If you whip the
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.

SMALL HEART BIG HEART COINS AND POINTS


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

SMALL PORK CHOP LARGE PORK CHOP SILVER CROSS


The Small Pork Chop The Large Pork Chop

|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

to one quarter of your but it is rare in Cross appears, wait a


lost Life Meter when comparison to most moment to see what
you take it. other items. foes are near.

p|Mfe
\mSSuM
INVISIBILITY DAGGER WATCH
The Invisibility Potion This weapon can be Time stops once the
makes Simon invincible thrown straight ahead. Watch has been
because enemies cannot It is easy to use. but it activated. For a short

see him to attack him. is relatively weak. The period of time, and for
He flashes while the cost for each throw is a cost of five Hearts, all

potion has effect, but it one Heart. You can also foes except guardians
won’t last long. throw it while jumping. will freeze. Attack them
or pass them by.

AXE FIRE BOMB BOOMERANG


The Axe is a good The Fire Bombs have a The Boomerang is the
weapon to use against short range, but they strongest weapon and it

flying or jumping burst into flame when costs five Hearts. It

guardians because it they hit something. The crosses the entire


has a high arc. You can cost for using it is one screen, then returns to

also throw the Axe Heart, but it is not as Simon. The long range
through walls. The cost effective as in earlier makes it one of the

is one Heart per throw. games. most valuable weapons.

28 NINTENDO PLAYER'S GLIDE


FENCED OUT?
STAGE 1
Simon can walk on both sides of the
THE OUTER WALLS fence, and he’ll have to do so to
The journey begins at the gates of
avoid the bottomless pits on the
Dracula’s property, but you are still
outer path. Press up at the gates to
a long way from the castle itself. pass through the fence and explore Once you get inside the fence you might have
Pass quickly through the outer, each side thoroughly. to go back to the left to pick up items that
fenced yard while collecting items were not within reach previously.

and Hearts, and be sure to go on


both sides of the fence. Now cross ROWDAIN
the drawbridge and enter the small
fortress then head on to the stables Rowdain and his horse are the guardians of
where flying horse heads, nests of Stage One. Attack the horse first. When
snakes and a swarm of Medusa the Enemy Life Meter loses half its
heads all attack. At the end of the strength, the horse disappears. Now stay
stage you’ll meet a skeletal knight out of the way of Rowdain’s fierce jumps
on a skeletal horse who has a bone and whip him when he’s on the ground.
to pick with you.

STAGE 2 CHANGING CURRENTS


The river normally flows from left
OUTER GROUNDS
to right, but every so often it will
It’s time for a haunted jaunt
change direction, and Simon must
through a graveyard where hands
take care. Don’t jump over the
reach up from the underworld and
spikes in the streambed when the The spikes along the streambed and in the
invisible ghosts walk in the shad- ceiling are poisoned. The current is another
river flows right to left.
ows. Spiders and other creatures danger. Go with the flow, don't jump against it.

have an eye out (and sometimes a


claw too) for Simon, so don’t slow
down. Soon you will reach a cliff,
MEDUSA
then a second cemetery and finally Medusa’s Glance Spell can turn you to
a subterranean river. The guardian stone. Kneel to avoid it, but beware of the
in this stage is not at the end as you snakes that leap off her head. Some will
might expect, but in Stage 2-2— jump behind you so you must turn and
smack in the middle. Medusa waits whip them. Your basic attack is close to
for you with a headful of serpents Medusa, kneeling and whipping.
and a gaze that can turn you to
stone.

STAGE 3 A HIDDEN ROOM xsr

THE LAKE Look for the stacked rocks in the


wall to the left of the bone dragon |3jf-
The Lake spills over a cliff in a heads. Whip the rocks, but don’t
white cascade. At the base the get too close. The stones will
water seeps into the rock and crumble and reveal a room of treas- Whip the stones and enter the hidden room.
carves out deep caverns. Simon ures. Beware of the bat as you take the Hearts and
begins this stage in the cave where Large Pork Chop. Stop by each time you pass. SUPER

you can hear the echoes of your


fears. Falling stones and flapping ORPHIC VIPERS
bats keep your eyes raised. But
there is no sun, not even when you When the tower floor begins to flood,
emerge at the foot of the falls and leap onto the middle block and await the
coming of the two headed Orphic Vipers.
CASTLEVANIA

begin the long, dangerous climb.


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

SUPER NES 29
STAGE 4 The Outer Keep of Dracula’s Castle the walls spin and giant stones rise
SPINNING TALES has some 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.

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


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

30 NINTENDO PLAYER’S GUIDE


(D CORRIDOR HORROR (D A DEFENSIVE JUMP
Suddenly the walls begin spinning Again the Whip Guard technique PUWEYXIL
around you at dizzying speed. Skel- becomes an essential strategy for As the giant skull crashes
eton Knights leap out of the hatch- survival. When making dangerous about the chamber, bricks
ways and attack. One missed step jumps like the one shown below, from the wall rain down on
plunges you into an abyss. press the Y Button so Simon holds the unprotected Simon. Use
Although the walkway itself the handle of the Whip out in front the Axe from the relative
remains motionless, you must con- of him when he lands on the far safety of the left corner, then
centrate to maintain your balance, side. Enemies will attack immedi- switch to the Whip when
because the spinning motion of the ately, but they will be repulsed by Puweyxil is overhead.
walls plays tricks with your per- the Whip Guard. Another strategy
spective. Move forward slowly and is to wait before jumping to see

use the Whip Guard technique to what enemies appear. When they
protect yourself from Skeleton move close to the gap, whip them
Knights when making jumps. Be across the open space or use a Spe-
sure to whip the candles. You’ll find 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.

® THE TABLES TURN


This chamber begins to rotate as
soon as you enter it. If you stand on
the floor, you will be cast against
the spikes as the room tips. Use the
Whip to hang from the room’s cen-
tral ring and when the ledge is
below you, drop onto it. Flying
Medusa Heads now attack. Face
each one and lash out just as the
Head begins to move downward.

SUPER

CASTLEVANIA

12

SUPER NES 31
(D RISING TENSIONS
THE GRINDSTONES Run as fast as Simon can go toward the right side of the
Here you will find giant blocks rising continuously screen as the blocks move swiftly upward toward the
through a maze of stone. If Simon is caught between a spiked ceiling. If you hesitate, Simon will be lost. If you
solid 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.

® TWO ROADS TO FOLLOW


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

32 NINTENDO PLAYER’S GUIDE


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

® HUNT OF THE HARPIE ® FIGHT FIRST

Harpies swoop in carrying At the top of the first incline


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

SUPER

® BONE-APARTS ® THE CASTLE GATE


Skeleton Knights with Bats attack as you run up
swords and whips guard the the castle steps. Take as
final stretch to the great many of the items as you CASTLEVANIA

gates of the castle. Close in can by whipping the many


and whip them quickly, or candles, but keep an eye on
kneel down for extra safety. the timer. There is no guard-
Don’t take too much time. ian at the castle’s entrance. 12

SUPER HES 33
STAGE 6 NAIL THE COFFINS
The circle of coffins goes round and
THE HAUNTED HALL round and they’ll only stop if you
The tattered interior of Dracula’s destroy them. Stand to the left and
Keep holds a haunted procession of whip them away. Single coffins are
ghosts, 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.

STAGE 7 RUG RIPPLES


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

drop heavy orbs. If you do these right hand side. frenzy of whip strokes will end his ambitions.

things, perhaps you will reach Sir


Grakul.

STAGE 8 DON'T GET STUCK


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

34 NINTENDO PLAYER’S GUIDE


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

STAGE A THE CLOCK TOWER


Jumping from gears can be difficult
even with experience. It takes
The Clock Tower of the castle is super concentration. When Simon
filledwith gears and fears. Simon stands on a tooth that begins turn-
must move gingerly over the spin- ing down, he will fall. If you jump
ning works. The most dangerous early, a ceiling may foil the
jumps in the game are found here, attempt.
from spinning gears to moving
rings to which you must leap with THE MUMMY
your Whip Swing technique. Much
of your journey lies in the vertical When the Mummy appears on Mummy when he
dimension with evil lurking above the left ledge, kneel and attack appears on the left.

you. A shrewd vampire hunter with your Whip from the middle
might try attacking unseen ene- of the clock. But when he
mies from below. Finally you’ll appears in other locations, use When the Mummy
reach the Clock Face where the appears elsewhere, use
the left ledge for your attack.
Mummy bides his time. the left ledge yourself.

STAGE B THREE FIENDS


The Dinosaur Knight, the Gargoyle
and the Reaper must be dispatched
The upper reaches of the castle are
before you can move on to face
the domain of Dracula and his
Count Dracula. Each has a pattern Dodge the Knight's charges, attack the
closest allies. As you might expect, or movement you must learn and Gargoyle from below, and avoid the Reaper’s
the fiercest battles of all and the
some brutal attack to avoid. whirling sickle while attacking at an angle.
most cunning devices have been SUPER

kept for this final showdown.


Across a long bridge you must flee THE TIP OF A LIFETIME
ahead of the ravens, and when you
climb the wall where the stairs Do not battle the Count on an
disappear, you can’t afford one empty Life Meter. Here in the
missed step. Beware of a giant gear final stage you can leap onto an CASTLEVANIA

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

beat three fiends before challeng- receive a Triple Shot.


ing the Count. 12

SUPER IKES 35
FINAL FIGHT
Metro City Meeds A Few Good Crime Fighters
The manic Mad Gears have Metro City under siege. Only Mayor Mike
Haggar and his street fighting friend, Cody, can throw a wrench into the
Gears' plans. This means war!

screen. This size helps show their true


strength and create a big impact as
AN ARCADE SMASH they individually clean up the streets
HITS THE SUPER NES Metro

a
of City.

Final Fight was a hit at

The ultimate street fighting arcade the arcades with its

great graphics and


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

SAVE OUR CITY PUNCH FOR POWER-UPS


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

pipe. Smash!

SWORD
Sword wielding is a specialty of

Hagger and Cody. This long blade is

more powerful than the Pipe.

36 NINTENDO PL A YER ’S GUIDE mUSA.


Ccpcom 1989/1990 eCapcwr Inc. 1989/1991
I THESE GUYS MEAN BUSINESS
Our heroes have different street-
fighting styles. Since Haggar’s
The lightning fast fists This muscle bound
been on the streets for a long time,
of Cody serve him well mauler has the style of
he’s experienced. He also has a bouts with baddies.
in a professional wrestler.
wide variety of impressive fighting
maneuvers. The smaller Cody has
youth and speed on his side. • MID-AIR COLLISIONS I CLOSE-UP SHOTS

CODY The aerial Jump


keeps thugs at a safe
Kick Fighting
can give
up
his
close, Cody
enemies a
Cody’s moves are kicks and distance. One swipe will shot to the ribs with
punches that rely on speed. knock most villains the standard Knee Kick.

down.
this speedy scrap-
r It] per can rifle oil sev __i
By jumping and Possibly one of the most
eral punches per
|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.

Kick. This one always This is a good move to

catches hoods by break the ice in any con-


surprise. frontation.

BONE CRUSHERS • INSIDE MOVES


HAGGAR
The Jump Kick always
This massive muscle man uses his
connects for a
This thick-sculled
fighter is lethal with the
size to his advantage.
knockdown. Haggar Headbutt. Talk about a
puts his all into this full force bangaroo! This
sideways shocker. one's big!

Haggar barrels into


With his incredible

creeps and criminals strength. Haggar can

with head first flare


pick up just about any

when he uses the


street fighter and pull

Flying Body Attack. him up over his

shoulder. Since Haggar's


not as fast as some
Haggar's upside-down fighters, he's got to

crunching Pile Driver dazzle them with


would rival the moves strength and endurance.
of any professional This move really tires
wrestler. the other guy out.

Punch away from a


Drum or Crate, then

quickly turn and hit


If you’ve got fast fists, you can the container.

earn big points. Walk up to a


Drum or Crate and punch away You may find a
FINAL

from it for several swings. Then Diamond or stack of

turn and break the container. You Gold in the rubble of

may earn Diamonds or Gold. the broken container.


FIGHT

SUPER A ES 37
MEET THE MAD GEARS
The main strength of the Mad Gears who calls on other creeps to do his a crook who masquerades as one of
is 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.

SLOW MOVERS • BRED • DUG


While none of the creeps in Metro ATTACK C ATTACK C
City are pushovers, the slowest mov-
DEFENSE C DEFENSE B
ing villains are probably the easiest
SPEED B SPEED B
to plow through. You should be able
to make short order of these hoods This hood is one of the first villains you'll meet in Dug can't even spell, let alone fight. Dig into Dug
without much trouble. your fight to clean up the city. He's not only slow, with a couple of good pops and he won't know
he's weak, too! Hit him three times and he'll go what hit him. He'd counter with the old one-two,
down. It's too bad that all of the hoods in Metro but he never can figure out what follows "one".
City don't drop like Bred. Like Bred. Dug is a good villain to warm up with.

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

Without much effort, you can blast by the slow He's no brick wall, but Jake is a little more This fighter can actually fall three times before
movers of the Mad Gear gang and move on to durable than Bred and Dug. though you should he's out and it's a good thing, because he falls a

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

FAST FIGHTERS •J • TWO.P


The speedy but weak faction of the ATTACK C ATTACK C
Mad Gears is made up of two brothers DEFENSE C DEFENSE C
in crime. If you can lay a hand on SPEED A SPEED A
them, these guys will go down. The
problem that sometimes they’re
is
The single letter fighter will be history after you The only thing that sets Two P apart from J is
sneaky. They come
in with a group of
connect with him three times. Take care of him the color of his coat. The symbol on the coat
fighters their shots in when
and get
as soon and you see him and he won't be able to stands for radioactivity, but don't expect any
you’re busy fighting the other guys. sneak in a few licks while you're taking on a power out of this weakling. He may try to
Get them alone and in a corner, tougher fighter. You've got more important things impress you with a few swift punches, but as
though, and the fight will be over to do than to mess around with this loser. soon as you hit him, he'll be counting stars.
quickly.

HEAVY HITTERS • G.ORIBER • WONG WHO


The bulk of the heavy hitters rivals
ATTACK B ATTACK B
even Haggar’s muscle bound body. DEFENSE C DEFENSE C
These guys are human steam rollers.
SPEED C SPEED C
Watch out!
The massive mountain of a man, G. Oriber, is not There's not much difference between this big fighter

• BILL BULL the fastest fighter around but, he can do a pretty and G.Oriber. He hangs out in the basement in the

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!

38 NINTENDO PLAYER'S GUIDE


VICIOUS VILLAINS • AXL • SLASH
Axl and Slash aren’t who you think ATTACK A ATTACK A
they are. They’re just a couple of DEFENSE C DEFENSE C
madmen on the streets of Metro SPEED B SPEED B
City who can really cause some
trouble if you’ve got your guard This guy's no rock star. He's just another With a name like Slash, you'd expect this guy

down. Watch them closely and try to fighter on the streets of Metro City with a bad to have a knife, or at least a guitar. He’s empty
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.

WELL-ARMED WARRIORS • HOLLY WOOD • EL GADO


There are a couple fighters in ATTACK B ATTACK B
Metro City who have more up their DEFENSE C DEFENSE C
sleeves than fists. These guys come SPEED B SPEED B
armed to the teeth and ready for
war. Keep your distance from them In order to be true to his name. Holly Wood The acrobatic antics of this fighter are pretty

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.

SCRAPPERS • SID • BILLY


ATTACK B ATTACK B
While they may be fast and reaso-
nably strong, these two fighters DEFENSE B DEFENSE B
pay more attention to their hair SPEED A SPEED A
style and fashion sense than their
fighting techniques. Unless they’re Sid's big move is a flying somersault. It's more This guy's a little more powerful than Sid and

riled, you should be able to knock for show than for strength, though. While he's he concentrates a little more on his targets. Try

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.

BIG BRAWLERS • ANDORE JR. • U.ANDORE


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

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,

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

Andore's just smashing heads and waiting to FIGHT

collect.

SUPER NES 39
ROUND 1 HIT AND PIVOT Hit your enemy with
two quick punches.
SLUM Your third punch in a row usually He'll

lose energy but stay on


knocks enemies to the ground. If
Your battle begins on the bad side of his feet.
you’d rather keep them standing,
town. While the weakest of fighters
you can aim your third punch away
will attack first, the combat will soon
from them, then target them again
grow in scale and difficulty. After you Turn around to the
with two more quick jabs. This move fire

take on a group of baddies on the third punch while your


ensures that when your enemies
street, you’ll move down to the ware- foe is stunned, then
finally fall, they’ll never get back on
house hideout of G.Oriber and Wong come back with two
their feet.
Who. These big battlers will charge more jabs.

as soon as they see you. Move out of


their way and hit them when they
least expect it. Once you’ve cleaned STAGE LEADER: THRASHER Thrasher thinks he’s

up the basement, you’ll go back to pretty hot stuff. Hit him


This big bully has a gang of evil while he’s laughing and
ground level. Shake up the streets
doers under his wing. After you you’ll knock the hot air
with a fist and foot barrage and
send a few punches to Thrasher, out of him.
break Drums and Crates for Power-
he’ll take a breather and call for his
Ups. When he wants to take
underlings. Get rid of the weaker
a break, Thrasher
villains as quickly as possible and
whistles for help. You
try to make the most out of your
can make short order of
quality time with their leader.
his underlings.

ROUND 2 BACK AGAINST A WALL


SUBWAY When the enemies are coming in from
all angles, it’s easy to get caught off
The Mad Gears’ trail leads to the guard. Whenever possible, try to make
Metro City underground. Once you sure that the Mad Gears can only
survive a small battle on the train attack from one direction by standing If you position yourself in front of a wall, you'll
platform, you can board and start the in front of a wall or other obstacle. stand a better chance of fighting off the enemy
real fight. Your destination is the onslaught.

sight of Katana’s latest bout and you


are the challenger. Before you climb
into the ring though, you’re going to STAGE LEADER: KATANA
have to take care of the Mad Gear The leader of the subway sector
maniacs who are also on their way to likes toput on a good show. After
the fight. You’ll meet a member of
you knock him down, he’ll charge
the Andore Clan for the first time
with both swords flying. Try to
here. If you can catch him alone, you After you throw Katana down, move directly
move directly below him before he
stand a good chance of winning below him and avoid his charge. Then move up
charges and he may miss you.
without taking much damage. and deliver a few good jabs.

BONUS STAGE 1 Since Cody's fast and


strong, he can do the
BREAK THE CAR most damage with his

fists in the allotted


Bad Guys and Barrels aren’t the only
time.
things that you get to pummel in
Final Fight. As a reward for defeating
Katana and making public transpor- Haggar could easily total

tation safe again, you can bust up the the car with his bare

Mad Gears’ wheels for big bonus hands, but he might as


Earn a big bonus by busting up the wheels of one
well use the pipe for
points.
maximum damage.
of the Mad Gears.

40 NINTENDO PLAYER'S GUIDE


When the title screen is

ROUND 3 NINE LIVES showing, press and hold L


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

• ROUND 4 SLOW 'EM DOWN If a Barrel or


puochable object
some
is in
other
view,
While you may feel compelled to show
BATAREI only two hoods will

open a container as soon as you see up at once.


The docks of the Bay are crawling
it, you should wait until all of the
with creeps from all corners of the crooks in the area have been dealt Break the container and the
city. This stage will prove to be a real with. If a container is in view, they’ll enemies will attack you
test of endurance. It’s quite a hike to only come out two at a time.
three at a time.

the leader of the pack, Abigail, and


the boardwalk is lined with hoods
every step of the way. Abigail has a
strong force of fighters working for STAGE LEADER ABIGAIL
him and they’re all ready to fit you
for a pair of cement shoes. Try not to Abigail is a fast fighter with a lot

let them gang up on you and don’t of friends.Take care of the goons
take any long walks off short piers. quickly. Then toss Abigail and
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.

those fights compares to the battle


in the Bay.

BONUS STAGE 2
BREAK THE GLASS
Once you clear four of the five sec-
tions of the city, you can show off
your power in the glass factory.
Break as many panes as possible
for a big bonus.

ROUND 5
UPTOWN
FINAL

Uptown has been on a downhill slide


ever since the gang leaders claimed
it as their headquarters. Make your Watch for falling chandeliers, then pick up a You'll find special items behind every column in
FIGHT

way to the Mad Gear big wigs and Power-Up in the rubble. the foreground on the roof.
show them who’s boss.
SUPER NES 41
GRAMUS DI
The Space Action Classic Gets Even Classier
Konami's Granddaddy of space shoot 'em up gets a face-lift and a
galaxy 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.

POWER-UP YOUR VIPER


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

42 NINTENDO PLAYER'S GUIDE


I CHOOSE YOUR OWN POWER-UP WEAPONS
MISSILES
Choose the type of missiles that will • MISSILE
compliment your attack a particular The regular missile travels
i:

stage. Hawk Wind missiles a e good in and forward.


most stages, but you may find stages
that require a specialized missile, or if ® 2-WAY MISSILE
down
9 • HAWK WIND
This missile fires forward and
either up or

• 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

most stages. overhead.


aanm*

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.

don’t protect the entire ship at any


one time. Force fields are drained •ROLLING SHIELD • REDUCE
rapidly with impact, but they cover The two energy fields revolve Reduces ship size, making it harder

everything. around the ship. to hit.

The Exclamation Point indicates Reduce


•SPEED-DOWN

special Power-Up selections includ- con,r °l-


ingSpeed-Down, Option, Full Barrier
• ‘
your speed for better

addicd
ULL BAnHltH
Iffllp
• REMAIN
Fills

Formation.

• MEGA CRUSH
OPTION
out the remaining Option
K GRADIUS

and Mega Crush. These choices are


S3
l

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.

® POWER-UP! @THE SAND DRAGON


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

STAGE 2 Once again the stage begins in deep


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

( START )

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

44 NINTENDO PLAYER’S GUIDE


SUPER CODES
rf 29 EXTRA SHIPS
Start out on your voyage of conquest

with 29 extra ships by entering a simple

code at the title screen. Press and hold


Left on the Control Pad, then press the
A Button three times followed by the
Start Button.

Choose your weap-


ons, then start

the game. You'll see


a line of ships

across the top of


the screen.

FULL POWER
Use the following code once per stage to

GOLIATH get full power on your Viper. Press Start

to pause the game, press Up, Up, Down,


Goliath looks worse than he really is. Fire at his
Down. L Button, R Button. L Button. R
head when the pincers open wide, then dodge
Button, B. and A. When you unpause the
the fireball, which explodes. You'll also find
game, your ship
yourself under attack from the sand overhead
will be fully
and below, which will keep you dodging. Powered-Up.
Shields or a Force Field are useful at this point

as is a Double, but the main strength, whether


a cannon or laser, should be directed forward
with multiple Options.

® HARDENED BUBBLES ® THE HIDDEN HOLE


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

<D THE EASY WAY


There are so many bubbles through
BUBBLE EYE
this area that you won’t be able to
Bubble Eye can take a lot of punishment and it

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.

Look for the four 1-Ups hidden in this bonus


stage. You'll need them later.

STAGE 4 MOAIS MOUTHING OFF


THE BIG MOAI
MOAI Watch the Moais’ mouths! Shoot Watch out for the falling rocks as you
Moais in the open mouth to destroy shoot the giant Moais in their open
The Easter Island found
statues them and don’t let them swallow one mouths.
throughout this stage in various forms of your Options.
are called Moai. Unlike their earthly
cousins, these statues don’t just sit
around corroding. Watch out for shots
that emerge from their mouths. Some
Moais pivot,making them difficult
targets. At the same time you’ll have
to fight off other attackers. The
columns of Moais must be penetrated
before you reach the two guardian
Moais at the end of the stage.
ANOTHER HIDDEN WORLD
As you approach the entrance to the
hidden world, make sure you make use
of any Power-Ups. No Power-Up lights
can be showing if you want to enter.

If you survive the bonus stage, you might


find three 1 -Ups.

46 NINTENDO PLAYER'S GUIDE


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

If you reach the hidden bonus stage,


look for the five 1 -Ups inside.

STAGE 6 TENTACLE TRACTION PLANTOID


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

GRADIUS

m
SUPER NES 47
SUPER R-TYPE
Fly Your R-9 Fighter Into Battle
Super R-Type is a galactic warrior's dream come true! The people at
Irem continue their winning ways with R-Type for the Super NES. "R"
you ready for the challenge?

comes next. Super R-Type should


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

• ARCADE
The graphic detail in Super R-Type
IREM's Arcade version
is nothing short of fantastic! The
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

RETURN OF THE BYDO EMPIRE


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

B
ing process and is gaining power ultimate mission?

Enter the R-9's cockpit

as the elevator lift takes


you up to the launching
tube. It's time for battle!

The launching tube claw will bring you up to

speed as you exit the mothership.

48 NINTENDO PLAYER'S GUIDE


POWER-UP YOUR R-9
A fully powered-up R-9 Fighter is • REGULAR SHOT • SUPER SHOT
an awesome fighting machine. Use the Y or X Button to The most powerful shot. Hold the B Button until

the meter turns orange and flashes.


There are places in certain stages shoot regular shots. Hold

where you won’t even need to fire down for rapid fire.

any shots to defeat the enemies. • ENERGY SHOT


Hold B until the meter turns fully blue.

WEAPONS AND POWER-UPS


At certain places in each level, a
Power Armor will enter the playfield.
They contain the Power-up items,
• REFLECT
This
for flying
is a good
LASER
weapon
enemies and
69H • SPREAD LASER
Allows you to shoot an
arc of fireballs. Not ultra-
1

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 Force Unit. enemies.


can crash into your R-9 Fighter as
well, so get them as fast as possible.
• SKY ATTACK LASER
When a Power Armor is destroyed,
A great weapon for flying A short range weapon 1
an Item Pod will remain. Touch the enemies. It will allow you which drops to the
Item Pod to access the weapon or to easily cut a swath ground and damages
“Other” Power-up item. The Force through a wave of enemies around the area
|

Unit will enter from the left side of enemies. of impact.

the screen.
POWER ARMOR • GROUND ATTACK
These round helpers are
usually flying right to
they can also be hopping
left, but
LASER
Excellent in Stage 4.

shoot off to the top and


Beams in Speed
Homing
units,

Bombs and
MK-1
Missiles. Spread

Pits are other


1*

fix
j

around on the ground before bottom then run left to right


special items which help

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

on the more difficult stages. Y-SPREAD LASER


R-SHOTGUN BOMB
MISSILE
A-CHASING MISSILE R-TYPE

X— ANTI-GROUND MISSILE

SUPER NES 49
CIRCLING GUNSHIPS
STAGE 1 A perfectly timed, well-

placed Super Shot


GALACTIC SPACE
should be able to take

Stage 1 allows you to practice and out every gun in each

hone your space fighting skills and circle. This obstacle


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

him.

STAGE 2 Stage 2 starts off much the same as


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

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


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

— STAGE 3 Stage 3 gives a player a taste of the


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

CD CRAZY GOLDFISH ROCKETS ® WATERFALLS ©TWO ROUTES


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

50 NINTENDO PLAYER’S GUIDE


GALACTIC POWER! • POWER POD USE • ENERGY SHOT VS. SUPER SHOT
The firepower capabilities of the You can attach the Force Unit to the front or You can build up an Energy Shot in just a

R-9 Fighter are astounding. The rear of the R-9. Release the Force Unit by few seconds, but building up a Super Shot

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.

® GO FOR THE SUPER SHOT


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

3 DEFEAT THE CORE


If you blow up the
BOSS: ZABTOM
upper and lower This bad dude takes up the whole right half of the screenl Build
domed cores at the up a Super Shot and let it fly when the hatch in his mid-section

end of this segment, opens. Immediately after firing, move out of the way so your R-9
the enemies will stop doesn't get toasted. Watch out for his lasers!
coming out.

3 ) DIFFICULT SECTION
BOSS: INEXSIS SUPER
This area can be the
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.

® INVINCIBLE ENEMIES ® DESTROY THE HATCHES ® USE SUPER SHOTS


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

• STAGE 5 The Mining Field features walls


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

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


The chain of circular The walls will act as The small blue gunships
wall crawlers will break traps if you take the will obliterate you if

up, change color and wrong route. Stay to you're in front of their
spin out of control the top. gun. Build up a Super
when hit once. Keep Shot to take one or two
your distance. out.

THE BATTLE CONTINUES!


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

52 NINTENDO PLAYER'S GUIDE


BOSS: PRISONER
Three or four Super Shots to the

center should be enough to take


out the Prisoner. Avoid the
reflecting beams that emanate
from the Prisoner's center and
move to the upper left corner to
avoid the shrapnel fired from the
top side of its cannon.

® GET SPREAD BOMB d> DETACHING THRUSTERS


A Power Armor will The thrusters will shoot
appear and may leave a a blue flame which can
spread bomb in this destroy your R-9. They
location. It's an can’t be destroyed -just

outstanding item to avoid them.

have in this area.

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


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

fly right to left. They SUPER

will take a couple of


hits before being

destroyed. ally Fighter Ships are trapped by Woom.


Four
Use Super Shots to get to Woom's core, but R-TYPE

avoid the blue lasers which bounce around.

SUPER 1\ES 53
U.N.
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.

whenever your mission calls for its

ARCADE ACTION ON own special features. They range


from the heat-seeking Phoenix Mis-
THE SUPER NES siles to the enemy-clearing Mega
Crush. The incredible side scrolling
Capcom’s Super NES translation of action of U.N. Squadron is presented
the arcade hit, U.N. Squadron, puts with big, bold graphics and awesome
you in the pilot’s seat of a high tech sound.
fighting jet. Your mission is to de-
stroy an army of evil forces before
they converge on your home base. By The first military

blasting enemy vehicles, you can add mission for the Super
to your flight account and buy better NES features huge

jets and more spectacular weapons enemy hardware and


If you are victorious, you'll earn enough dough to
for the battlesahead. Once you have amazing visual effects.
buy better weapons and jets.
a jet in your fleet, you can use it

AREA 88 NEEDS YOUR HELP ENLIST A PILOT


For several months, a ruthless army You have $3,000 in your flight You must choose one of three brave
has occupied the kingdom of Aslon. account with which you can use to pilots to carry out the mission. They
Area 88, a base which houses some of purchase weapons, and an F8E each have strengths which help
the world’s finest pilots, is the only Crusader. Your first mission is to them survive enemy attacks, even
part of the country that has not yet destroy the front line base. Take care when the odds aren’t in their favor.
fallen into enemy hands. Now, the of it and you’ll be able to attack the
enemies are going after the base in a rest of the forces with your own
• SHIN KAZAMA
big way and you’ve got to stop them. agenda.
Shin is able to increase his
power level faster than any
other fighter on the base.

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

• GREG GATES

Greg demonstrates an ability


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

54 NINTENDO PLAYER’S GUIDE 1889/1991 61Capcom USA. Inc. 1989/1991


SPECIAL WEAPONS ARE ESSENTIAL
You’ll begin with the A Cannon and ©CLUSTER b PHOENIX MISSILE
$3,000. You can use the money to The Cluster fires These heat-seekers
buy special weapons systems and shots in all directions, are great to use when
save the really big weapons for your acting as a shield enemies are coming
confrontations with enemy leaders. around your plane. from all directions.

C FALCON MISSILE ©BULLUP ©SUPER SHELL


A specialty of A1 OA The five missile

Thunderbolt pilots. forward attack of the 1


Falcon Missiles fly Bullup is very useful

close to the ground. against air targets.

^THUNDER LASER ©BOMBS H NAPALM


The Thunder Laser Bombs can be carried By unloading Napalm,
emits a lightning-like by most jets and are you can take care of

charge for a high an effective way to several enemies on

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

0GUNPOD D SAILING MISSILE ©MEGA CRUSH


This gun fires up and Sailing Missiles fire This super powerful
out at a 45-degree straight up from your weapon showers the
angle and is perfect aircraft, three at a screen with laser-like

for low fliers. blasts.

COMPARE CRUISERS
TRUCK STOP
Jet speeds are rated from A to D, A
being the fastest. High fire power
means that a jet can
weapon strength.
acquire more
I— —
As a money making bonus,
:

you can choose to battle the


• F8E CRUSADER • F20 TIGER SHARK green trucks on the briefing
FIRE POWER FIRE POWER 5 room map and earn an additi-
SPEED CLASS SPEED CLASS B onal $20,000. Your jet enters a
FIRST JET $100,000 canyon where supply trucks
are trying to make their way
• F14D TOMCAT • A10A THUNDERBOLT 2 to enemy headquarters. You’ll
FIRE POWER FIRE POWER 3 have 40 seconds to destroy
SPEED CLASS SPEED CLASS D the vehicles before you run
$300,000 $350,000 out of fuel. If you’re success-
ful, the cash will be added to
• YF23 STEALTH • F200 EFREET your flight account so that you
FIRE POWER FIRE POWER 7 can buy more weapons.
SPEED CLASS SPEED CLASS B
$500,000 $1,000,000

WEAPON HOLDS
h
A B C D E F G H 1 J K n
F8E CRUSADER 3 50 1

F20 TIGER SHARK 20 20 10 50 1

FI4D TOMCAT 10 10 10 1

A10A THUNDERBOLT 2 30 50 10 1 Destroy the convoy and fly away with a


Nouavnos

YF23 STEALTH RAY 10 10 10 50 1 bonus to spend on weapons and jets.

F200 EFREET 10 30 30 20 20 20 50 20 20 50 2

SUPER NES 55
POWER-UP ON THE FLY a FLY FORTH TO VICTORY
By destroying orange enemy vehicles, you’ll make special You’ll encounter a total of ten enemy battalions in your
items appear which will aid you in your base defending fight for freedom. They are spread across four large areas
mission. Every item has different powers. which you will be able to access one by one. Three of the
enemy battalions are mobile and the others are station-
• ORANGE POWER-UP • BLUE POWER-UP ary. Every time that you play the game, you’ll go after the
This item helps increase Blue Power-Ups are front line base in your first mission. After that initial
the strength of your three times as effective battle, you can choose to fight any other forces within
Vulcan Cannon. as Orange Power-Ups.
range.The missions are presented in this review in a sug-
gested order. In the later missions, you’ll benefit from
• FUEL TANK • WEAPONS RACK having advanced jets and weapons which you can pur-
Tanks replace some This powerful item adds chase once your flight account increases.
fuel that has leaked strength to your special
from your fighter. weapons.

§5398
• YASHICHI • MECH siwnu!ss
EH r

Collect the Yashichi and One touch of the

your fuel tanks will fill floating Mech blasts all


. JSHBjttgpjjjj -."a

up completely. of the enemies in the


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

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

least the length of you come across more


with your initial $3,000 and try to
your fighter, then drop cannons, fly low and
save most of their power for your
and attack.
fight with the tank at the end.

SCRAP THE TANK


While the Tank seems to take damage
wherever you hit it, the blue beacon at the
top of its base is its weakest point. Stay
under the tanks cannon and avoid the shots,
then move up and target the beacon. Victory
will earn you $50,000.

56 NINTENDO PLAYER'S GUIDE


MISSION 2 ANCHORS AWAY
ENEMY AIR FORCE The huge jets that you'll encounter in the
middle of this stage send back durable weapons
Once you’ve destroyed the Front that bare a striking resemblance to anchors
Line Base, there will be at least four from a ship. Since these sharp items drop
enemy targets within your range. slightly before they barrel back, you can avoid
Since the enemy air force will be on contact with them by following the big jets very
a collision course for Area 88, it’s closely. Then fire rapidly to blast the jets.

a good idea to take on this high-fly-


ing battalion of jets before they
attack your base and you have no SILENCE THE STEALTH
choice but to fight. While you’re While you can't pick up the Stealth on
racing through the clouds, stay radar, there's no missing this giant machine
near the center of the screen and when it flies up behind your jet. Stay in the
try to take on every fighter as it upper right area of the screen and hit the

comes. If you destroy whole groups Stealth with a massive Bomb attack. Then
of orange enemies, you’ll earn valu- get behind it and finish it off with your
Vulcan Cannons while you avoid its missiles.
able Power-Ups.

MISSION 3 DOG FIGHT


If you're flying the F20 Tiger Shark, you'll find
WOLFPACK that Phoenix Missiles are useful against
unpredictable fighters of the Wolfpack. Use the
You’ll take on the members of the
missiles sparingly. You can only carry 20 of
Wolfpack in a dramatic setting of
these heat-seekers and you've still got to take
blue sky and clouds which scrolls
care of the Wolfpack leaders.
up and down, as well as right to left.
The Wolfpack is a band of renegade
fighters who have been hired by the
enemy to destroy Area 88. These
BITE BACK
pays have Phoenix Missiles and the
jets don’t seem to have a set flight It to

Mega Crush when you're going after the


pattern like the fighters in the
fast-flying leaders of the Wolfpack. Stay on
enemy air force. They just lock onto them with
the left side of the screen, pelt
your position and attack. If you can an immediate Mega Crush attack to weaken
afford a jet with Phoenix Missile them, then finish them off with Phoenix
capabilities, you should be pre- Missiles or your Vulcan Cannon.
pared for ambushes.

MISSION 4 AIRBORNE ATTACK


After the Seavet dives, air forces blast through
SEAVET -
the area. These jets should be your focus of
When you meet the Nuclear Sub attack. Stay on the left side of the screen and

known as Seavet, you should keep an open fire as soon as you see them. You should

eye open for dangerous air attacks. be able to take care of the jets before the

Seavet employs a battalion of fight- Seavet emerges again.

ers and also fires Missiles which


explode in the air and shower down
in pieces. It pays to have a fast jet
SINK THE SUB
here, so that you can avoid enemy
Bombs are a useful item against the sub, as U.N.
attacks quickly and efficiently.
is the Mega Crush and any other weapons
system that can blast enemies from above.
Don't fire at the Seavet Missiles as they're
surfaces just off the launching or you'll get tagged by the debris.
coast, go in for an Just avoid them and concentrate on hitting SQUADRON

the Seavet itself.

SUPER NES 57
MISSION 5 ® CRUSH THE 'COPTER
When you're facing off with the huge Helicopters that precede the
GROUND CARRIER Carrier in this area, be aware that they have Missile capabilities. If a
'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.

MISSION 6 ® DON'T GET BURNED @ CLOSE THE HATCH


A man-made volcano There's a huge device in this area which opens

spews forth giant up and fires Missiles in several directions. Hit it


FOREST FORTRESS
flames in this area. Try with a barrage of Missiles, Bombs and Vulcan
The ground blasting weapons systems to fly by the volcano Cannon shots to blast it out of existence or try to
of the A10A Thunderbolt will be a while its flames are low fly by quietly and watch the flight of the Missiles

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

your powered-up Vulcan distance from the


Bombs and you’ll ensure that the hid-
Cannon. You can do it! device.
den enemies don’t surprise you.

STAR

® CLEARCUT FOR POWER


You'll find ground forces hidden throughout this
mission in the thick foliage of the forest. Try to
blast away the trees whenever possible and you'll

smoke out these enemies before they can cause


harm. There's also a Unicorn in the woods, in the

area just ahead of the fortress. Uncover this


valuable item with ground blasting weapons, then FIRE ON THE FORTRESS
swoop down and collect it to create a shield
The Forest Fortress is armed with Missiles and
around your jet. While
Cannons. The only way to destroy this battery in
you're protected by this
the boondocks is by taking out its weapons
great defensive device,
systems. Avoid the airborne explosives as much as
you’ll be able to take
you can and fire on the fortress with everything
three direct hits without
you have.
losing energy.

58 NINTENDO PLAYER’S GUIDE


® RACK UP THE WEAPONS
CARRIER COLLISION
There's a Weapons Rack out in the middle of
nowhere in this stage which will surface if you The Ground Carrier rolls into the desert bent on
hit the right space with Vulcan Cannon shots. Fire destruction. It is armed with several Missile
rapidly in the area indicated on the map and the Launchers and a huge Cannon assembly which
Weapons Rack will appear. This valuable Power- pops out of the deck, firing shots in several

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

throw at it.

® MISSILE MALFUNCTION
MISSION 7
While it may not seem likely, the

huge Missile Launchers and Cannons BATTLESHIP MINKS


which precede the main fortress
If you’re flying the Tiger Shark, Stealth Ray or
mechanism can be destroyed. Fly low

and hit them with shots from your


Efreet, make sure that you purchase Phoenix Mis-
Vulcan Cannon or stay high and pelt siles for this battle overthe
them with Bombs and Missiles. If sea. These powerful weapons
you can take care of the armaments will be useful against the
on your approach, you won't have to Minks and the small battle-
worry about being hit from behind
ships before it.
while you're passing them. .

BLAST AWAY
Phoenix Missiles and the mighty
Mega Crush should be your weapons
of choice in this battle. Avoid the
Minks' Missiles and fire away!

UNICORN

YOU’RE CLOSING IN ON PROJECT 4!


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

Efreet, you’ll find that the abilities enemy attacks.

of the speedy F14D are very suit- • MISSION 9 CAVERN 1

able for the challenges ahead. At Maneuverability is

$300,000 this plane is quite a bar- tight in the first cavern.

Fly through with a fast


gain. Of course, if you can afford it, SQUADRON

so that you'll avoid challenge to stop the evil forces at


nothing can beat the power and jet Your last is

the walls in narrow their source; the Project 4 Fortress.


weapon capacity of the Efreet.
passages.

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.

TWICE THE FUN


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

clues that lead them to the source of for a wild ride.

the trouble.

TWO ANGLES HEROES HIT THE HOT SPOTS


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

they leave behind.


• FORTUNE TELLER
If the fortune teller You may recover your
sees good fortune in initial investment, but
your future, you'll your chances of
leave his hut and winning a large prize

collect a sizeable in the lottery are


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

• SIDESHOW
This one's just for A small prize can be
fun. Get a taste for yours if you
the local culture in demonstrate excellent
this high class dexterity in three
establishment. different types of

games.

• GAME SHOW • ARCADE


Answer several The most exerting

questions about the game in the arcade is

adventure correctly an exact duplicate the


Big battles occur in the standard two-dimensional, and you'll be crowned first stage of the
side-scrolling action view. quizmaster. Konami classic.

Gradius.

60 NINTENDO PLAYER'S GUIDE


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

WHAT RULES? PRIME-TIME WEAPONS


Rules are for wimps. The only rule It may seem like you’re all alone you’ll earn a shotgun, combat
in this futuristic, cutthroat game under those bright lights, but the boots, missiles or other useful
show is that you’ve got to survive to network programmers want to give enhancements, but it won’t last

collect your prizes. Studio merce- you a fighting chance, so they’ve long. Make use of it while you’ve got
naries swarm 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

looking for the big • ROLLING BALL


boys.
There is nothing to The powerful blast of

sphere but sphere itself. the shotgun loses

• GET ME OUTA HERE! That's because the strength over distance.

Rolling Ball crushes the Use it to get up close


You've got important
opposition all around you. and personal.
things to do, like
wasting the final dude,

if you can find him. WAY SHOT CUTTER


Better keep track of Sometimes you want to
You'll love the smell of
your route. roll up and hide from the
firebombs in the morning,
world. The closest you
especially when they

TWO AGAINST spread out into a


pattern of destruction.
triple
can get to that
the defensive Rolling
is with
SMASH
LEGEND

THE WORLD Cutter.

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

totally immune to open once you've beaten


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

the sets. Cover each other and work together. the air. doors.

SUPER NES 61
JOE & MAC
Just 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.

IT’S A JUNGLE THESE EGGS HAVE PRIZES INSIDE!

Before there was civilization there Be sure to whack all the dinosaur some nasty surprise, but
was Joe & Mac. With no cities, no eggs.They can have 1-Ups or weap- hey, you can’t evolve if you
pollution, no politics, and no taxes, ons inside. They might also hold
life should be a picnic, right? Wrong!

It’s a jungle out there! You can set


the game so that they help each • STONE AXE • FIRE ATTACK
other or compete for survival. The ultimate in high tech Joe gets to try out his latest

weapons systems, and prob- discovery. You can toast those

• JOE • MAC ably the best all around. The pesky Neanderthals with one
axe can be thrown up as well shot, but otherwise fire isn't
as sideways, making it the too strong and the range is

best weapon against ptero- short.

dactyls.

• BOOMERANG • STONE WHEELS


Another good weapon that What is this newfangled
can be thrown up as well as invention? The wheel can
sideways. You have to wait take out several enemies at
for it to return before you can once, but it's heavy and
Two cave dudes with the same abilities. Can they throw in a different direction, can't be thrown.
work together or are they doomed to extinction? so it can slow you down.

CATCH A RIDE! IT’S A DANGEROUS WORLD!


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

always attack on sight!

Three hits with any weapon


should teach them to act
civilized.

• PTERODACTYLS
These pesky critters attack
from the sky. but you can
ride them if you're nimble.

Some of them are friends


and will take you to He's the Boss of the first stage. He's big, but he’s
high you jump. For these you have to catch a
another area. a wimp. A good warm up fight.
ride.

62 NINTENDO PLAYER'S GUIDE


ULTRAMAN TOWARDS
FUTURE
Meet The Monsters Of Future Earth
THE
gtmnum
The ultimate hero, UltraMan, takes on gigantic, fearsome foes
with the future of the planet hanging in the balance in an exciting
one-on-one battle from Bandai.

BLAST OFF FOR BATTLE


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

SPECIAL WEAPONS

FINISH THEM OFF WITH BURNING PLASMA


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

vanish! signals you to put an end to the battle. never wreak havoc on Earth again.

A BATTLE OF NINE STAGES


UltraMan’s nine STAGE 3 STAGE 4
nastiest enemies DEGOLA BARRANGAS
are touching down
one by one. The ULTRAMAN:

fights get more


fierce as you
advance.

TOWARDS

STAGE 5 STAGE 6 STAGE 7 STAGE 8 STAGE 9


GUDIS H ZEBOKON MAJABA KODULAR KILAZEE

THE

FUTURE

SUPER NES 63
2
PAPERBOY
Tackle The Daily Paper Delivery Challenge
Only the best paperboys and papergirls will be able to conquer this
tough game by Mindscape. There are many difficult obstacles and lots
of hazards along each route.

HOW TO PLAY BEWARE OF NON-SUBSCRIBERS!


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

Runaway baby Can you believe this


PAPERBOY PAPERGIRL
carriages will knock you person? Cannons, a
over, but can be drawbridge and a
stopped with a tossed moat?!? Speed up or
paper. Earn a reward use your brakes to
for your valiant efforts. avoid the cannonballs.

Monstrous hands can Fire-breathing statues


reach out of sewer are tricky. Prepare to
drains and manhole fling a newspaper if you
The timing of your news- covers to try to make sense that a fireball

paper toss will depend on you crash. They are may be headed your
the speed of your bike relatively easy to avoid. way.
and your distance from
the mailbox.

• GAME OVER! BONUS STAGE

64 NINTENDO PLAYER’S GUIDE


!

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

chute to send the belongings down


to the basement. The number of
treasures required to be deposited The left icon shows the weapon you are
The number below the safe shows the
is different for each stage. A key
holding.

amount of items needed. The number below the


will appear by the basement door If Kevin takes three hits from the Wet Bandits
backpack tells you how many items you are
when enough belongings are col- he'll lose a life and you'll hear him scream.
carrying.
lected.

TWO SCENES FOR EACH STAGE


To every stage there are two sec-
tions: inside the house, and in the Don't get nailed by
basement. Inside the house you the Wet Bandits while

must collect enough family belong- collecting your

ings to meet the goal and also avoid family's belongings!

the shifty Wet Bandits. Down in


You can't use any
the basement Kevin must dodge weapons in the base-
and jump various bats and rats in ment. Run and jump Awright! Kevin comes through a winner! Now
order to get to the belongings over the rats and bats it's off to the next wing of the house.
which he has sent down the to reach the end.
laundry chute.

• FIND THE TREASURES QUICKLY • QUICK TIP


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

HOME

PAPERBOY

easy to get. but ALONE


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

TWENTIETH CENTURY I I CORPORATION SUPER NES 65


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

BLAST OFF! • MAKE YOUR WAY TO HYPERZONE


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

• AREA 1 • AREA 2
MATERIAL FACTORY BLAST FURNACE

The colorful tiles of the This land of molten


current capitol may dis- matter is bubbling
tract you from enemies. with danger. If your
Concentrate and try to ship wasn't heavily

blast the aliens before insulated, you'd never

they have you in their make it through alive.

sights. Get set for a hot one!

• AREA 3 • AREA 4
TRADE UP OLD CAPITAL GRASS LAND
Heavy pollution drove Biological nightmares

out the inhabitants of make your flight


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

BM 4 H Wing blasts. back the foliage here.

• AREA 5 • AREA 6
RIPPLE FIELD NEO MEGALOPOLIS
This strange stretch of The crowded city of

space is all that Neo Megalopolis is

remains from an alien crawling with evil

P-7 RW 91 colony which vanished. creatures who aim to

Try to make sure that take over the asteroid


the same thing doesn't belt. It's up to you to

happen to you. change their plans.

• AREA 7 • AREA 8
BIO PLANT HYPERZONE
Experiments in genetic Only the most advanced
X 003 BM 4 Reform technology in this ship and skilled pilot
area have created will be able to survive

unpredictable energy the incredible chal-


patterns and organic lenges of this highly
mutants. Watch for advanced stage. Good
weird creatures. I luck!

66 NINTENDO PLAYER'S GUIDE


PIT FIGHTER
The Arcade Game Comes To The Super NES
Pit Fighter uses the same scanned animation effects from the
arcade version. Realistic graphics together with difficult play
action make this a tough game to beat.

I FIGHTING TIME I LEARN THESE MOVES


Select the fighter who works best Five moves are shown here, but
for you. They each have their own there are a lot more available. Be Push A or R. The
abilities. All commands have differ- sure to try every combination of A, type of punch

ent results with different fighters. B, and X. A command will cause delivered will

different moves depending on the depend on the


distance from your
* BUZZ fighter being used and the situa-
opponent.
tion he’s in.

• KICK
.tv.

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

him this. It is best

when you want to

fight speed with


speed.

I CHALLENGERS l TWO-PLAYER MODE I

You’ll be up against fighters with You and a partner take on two


An agile ex-kickboxer, he likes the Spin Kick, their own special abilities, and opponents. If one of you loses, the
the Flying Kick, and the Roundhouse Kick. they’ll get tougher as you go! the guy still standing is on his own!

.
•*
V;
•r -r.

PIT

HYPERZONE

A highly ranked black belt who wrote the book Her name is Angel. She loves to stomp guys You won’t have a chance if you don't fight as FIGHTER

on speed. Try the Combo Punch, Flip Kick, and who think she can't hold her own. a team. Choose your enemies ahead of time.
Backhand.

SUPER NES 67
DARIUS TWIN
Mysterious Creatures Threaten The Galaxy
Forces from the planet Darius are mounting an attack in this two-player
simultaneous space battle. Choose your route and soar toward the
source for a final confrontation.

DEFEND ORGA PICK UP POWER CUBES


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

• FORCE FIELD • MAIN WEAPON

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

• PERIPHERAL • ANOBBSIUM BOMB


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

Green Power Cubes change the strength and Hit yellow Power Cubes to trigger an Anobbsium
configuration of your peripheral weapon. explosion, destroying all enemies on the screen.

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

68 NINTENDO PLAYER'S GUIDE


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

seems, were less than thrilled with their


destinations. Let’s hope that they moved
on after naming places such as Boring.
Oregon; Muddy Gap. Montana; Skull Val-
ley. Arizona; Stinkingwater Pass. Oregon,

and the thought-provoking Why. Arizona.

ACTRAISER 70

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

Smithsonian Institute,

ZELOA III 78
ACTRAISER
Return To The Beginning 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.

scrolling backgrounds and scaling to


achieve outstanding special effects,
A WIDE NEW WORLD such as a dizzying dive down to the
EMERGES ON THE SUPER NES planet from the Sky Palace. Crisp,
vivid sound adds to the game’s
depth, and its unusual mix of action
ActRaiser is part of a new generation sequences and simulation also sets it
ofgames that take advantage of the apart from the crowd.
sophisticated programming capabili- As the game begins, you, the Protec-
Super NES. It successfully
ties of the tor, are challenged to settle the
meshes sound and planet below and foster a
visuals to create a fully civilization there. Its only
dimensional adventure inhabitants are monsters
that takes you from a that make the environ- When they're not

Sky Palace hovering ment hostile to humans. singing the blues,

miles above the planet Before you can begin your the people of

to hidden rooms deep new Kasandora make


civilization, you
joyful music.
within its darkest must rid the region of the
caverns. It uses multiple malevolent beasts.

IT’S AN ACTION GAME WITH A TWIST


ActRaiser features fantastic action
scenes, but they’re just one part of
constructing their town. As Protec-
tor, you can also use lightning, rain,
r BLAZE YOUR
OWN PATH
Skip ahead! When you reach a
1

high enough level, you can move


the game. You also ride in the Sky even earthquakes as necessary dur-
Palace that moves above the planet,
to new areas to get offerings that
ing the simulation. Your level rises as
willhelp you survive earlier Acts.
and in one part you observe your the population increases, so you
For example, you begin in Fill-
growing civilization. Your challenge want to make the area as livable as
more, but you can move to
is to safely settle six areas. In each possible. Once the civilization is
Bloodpool if you’ve reached
area you begin with action, Act 1, underway, you return to the Sky
Level 2. There, take the powerful
then move to a simulation mode in Palace and enter a second action
Stardust Magic offering that will
which you protect the settlers from mode, Act 2.
help you complete Fillmore’s dif-
flying monsters and direct them in
ficult second Act.
ACT 1 SIMULATION ACT 2

The Stardust Magic


that you receive as an
offering in Bloodpool

showers your enemy


with deadly dust.

70 NINTENDO PL A YER 'S GUIDE


THE SIMULATION MODE PUTS YOU IN CONTROL
When civilization is the name of the TAKE OFFERINGS BUILD BIGGER HOUSES
game, you build power by increasing As your settlers venture into Learn to maximize the building space available.
population. In the simulation, your new areas, they uncover The first houses built in each area are relatively
goal is to create an environment con- items that they serve up to primitive and have space for only a couple of

ducive a thriving community.


to you as offerings. Some, like the people. Later, as the level of civilization rises,

Begin by clearing land for settlers Magic, you keep perma- the people build bigger houses with room for

and showing them how to seal the nently; others, like Bombs and more inhabitants. When you use all of the

lairs so monsters can’t continue to


Angel Arrows, you can use only space available without reaching maximum
once. You can carry only a limit- population, you can replace the early houses
attack.
ed number of offerings, so use with bigger ones by striking the smaller ones
them as needed and
CREATE NATURAL DISASTERS collect with lightning. It doesn't sound very sporting,
new things along the way. but. hey, you're in charge here. Think of it as
It's up to you to show the people where to
upgrading the people's houses.
build their community. First, direct them to build

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

burning trees and you Wheat. Take it

bushes with bolts of and travel to areas A


lightning. As your com- that have fields to

munity grows, your Hit plant. Offer the Wheat


Power increases and and tell them to plant

your level rises. it in their fields.


saa
PREPARE FOR BATTLE IN THE ACTION MODE
In the action modes, you’ll go up MAGIC GIVES YOU THE EDGE
against enemies with varying diffi- leave the Sky Palace for the battlefield, select the
The people give you Magic Spells as they
culty levels. Keep an eye on both them spell that works best against the major enemies
discover them. Use in the action
your energy level and your oppo- sequences. In all, you will learn four spells that in that Act. The number of times you can use a spell
nent’s. You can watch them both will be very useful if you save them to use is represented by the number of small flag icons in

drop as the fight continues, and hope against the most difficult enemies. Before you the upper right corner of the screen.

that the enemy’s level reaches zero


before yours does. Most of the major • MAGICAL FIRE • MAGICAL AURA
foes have weak spots—find them!
Shoot enemy-seeking The aura of the Protec-
balls of fire out on both tor flies out to attack in
SWING A MIGHTY SWORD sides to scorch several the form of mystic
enemies at once. luminous spheres.
Your sword connects with a resounding "Clang!”
as you battle through the action modes. Swing
• MAGICAL STARDUST • MAGICAL LIGHT
while standing up to bring the sword overhead
to strike from above, or kneel and slash shorter The most effective of The lethal light shatters

enemies from the side. the spells, it sends a the darkness, reaching
You can also strike sickening shower of out to blind foes on both
while jumping if you stellar stones. right and left.

swing the sword before


you reach the peak of

your jump. You can’t


swing it as you're
coming down.

Sf

ACTRAISER

SUPER A'ES 71
UNINHABITED LANDS AWAIT SETTLERS
FILLMORE BLOODPOOL
1 RAVEN 1 RAVEN
2 RAVEN 2 BLUE DRAGON
3 RAVEN 3 BLUE DRAGON
4 BLUE DRAGON 4 RED DEMON
5 SOURCE OF 5 SOURCE
MAGIC OF LIFE
6 MAGICAL FIRE

Civilization begins in Fillmore. Direct the people to build their community so Bloodpool is aptly named: the lake in its center is blood red. There are more
that they seal the monsters' lairs in the order listed above. Bum all of the monsters here, and a Red Demon is the worst of the bunch. Use the
bushes with lightning bolts, then be sure to blast the rock near the mysterious skull offering at its lair to purify the lake and seal the lair. To
mountains in the lower left corner to uncover a special offering. uncover a Source of Life, make it rain on the forest just west of the temple.

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

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

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

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

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

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

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

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

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

72 NINTENDO PLAYER’S GUIDE


DON'T LEAVE THE 1-UP IN
FILLMORE THE TREE
ACT 1 There is a 1 -Up in this Light Orb, but you can't

Before you begin settling Fillmore, reach it. Pass it up. then ride back on the limb

you have to land there and rid the escalator to pick it up.

area of monsters. Evil now reigns


supreme there. It seems that even
THE GUARDIAN: CENTAURUS
birds, beasts, flora and fauna have
been bewitched. Some trees attack, The Act 1 guardian. Centaurus, is huge and powerful. Half man. half
and patches of thorns stick with a horse, he first charges with a highly honed spear, then he pauses to

vengeance. Jump from limb to limb strike with lethal lightning. Kneel near the grass on the left to avoid

to retrieve valuable items from Light being jabbed, then swipe at him sideways when he charges. If you

Orbs. Use the ropes for transporta- kneel on the extreme left, his lightning can't reach you. Keep calm. You
can beat him without suffering much damage.
tion, and try riding the walking trees.
The Act 1 guardian, Centaurus, is
waiting.

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

ACT 2 platform to platform. If you stay in one place


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

WHOLE APPLE
WHOLE

BONUS POINTS

1000 BONUS
ACTRAISER

SUPER NES 73
THAT SINKING FEELING
BLOODPOOL Watch your step! When you walk across the
ACT 1 rickety log bridges or jump on floating logs, stop.

The logs fall into the poison slime below as you


When the curtain rises on Act 1 in step on them.

Bloodpool, you see crumbling plat-


forms that stretch over a toxic swamp
swarming with mutant monsters. You THE GUARDIAN:
have to stay high and dry in this area. MANTIC0RE
Any dip in the drink is deadly. Trolls
Manticore emerges suddenly and jumps
toss stones and lizards throw eerie
around spitting fireballs. Stay on the right side
boomerangs that belt you on the and jump to the top platform when it fires
rebound. Tread lightly when you cross below. When it hops to the top left, drop
the barrels—your weight is enough to down to the middle platform. Then, when it

break their tethers and send them hops on the top right, strike quickly.

plopping into the ooze below.

BLOODPOOL
ACT 2

Act 2 opens in the mysterious Castle


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

74 NINTENDO PLAYER'S GUIDE


KASANDORA PUT THE FIRE OUT "C
It's hot enough in the desert without adding furious fire! The flame
ACT 1 clouds will keep following you with sizzling droplets if you don’t douse
them once and for all. Either strike them when they dip within range
Kasandora’s Act 1 is set in a vast
or jump and slice as they hover above.
desert. The arid setting is hospit-

able to only gigantic insects, ter-


rible tentacles, and flaming clouds THE GUARDIAN: DAGOBA
that rain fire. Skeletal remains are
the only proof of the other life forms A mutant insect grown to an awesome size.

Dagoba slithers from the sand and sends his


that once lived here. As you shuffle
pincers prowling for prey. He also flings a
along, watch for the tentacles that
shoot suddenly from the shifting
steady stream of stones before he slinks rS \m
back into hiding. You have to inch your way
sand. Climb the towers of flying up close to strike him. but don't get so near
insects to find Light Orbs with that you touch his spiky spines.
Whole Apples and extra points.

KASANDORA WALK LIKE AN EGYPTIAN


ACT 2 The brutal Blue Warrior is seasoned at hand-to-

hand combat. If you approach, he'll pause then


attack. Approach him. then back up quickly to
For Act 2, venture into the puzzling make him lunge. As he returns from the lunge
pyramid that appears when you to his original position,
rain on a certain place in Kasan- he’s vulnerable. Attack

dora. Pyramids have long been a quickly!

source of wonder and curiosity, and


many legends tell of amazing
wealth amassed within them. As
you might expect, inside this pyra-
mid are creepy creatures like mum- THE GUARDIAN: PHAROA
mies and deadly vipers. Statues A great, golden Pharoa's mask is the
that come to life and lunging Blue guardian for Act 2. It appears overhead and
Warriors will surprise you, though. homes in on your position. When it drops, it

Wait until the statues have fired and crushes anything underneath. While
pass quickly to avoid damage. Riding grounded, it spits out an energy ball that

the golden platforms takes patience, attaches to the wall, forms a statue head,

too.Sometimes you have to wait for and fires an arrow. When Pharoa falls, jump
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.

dotted with stepping stones.

i AITOS LAVA LAKE FIND A SAFE PLACE


As you jump from Be patient as you pass
ACT 2
platform to platform, the fire-spitting statues.
For Act 2, you must throw yourself you must watch for Stand on top of the

into the fiery pit of the erupting vol- balls of lava to boil up. * * face across from the

cano. An odd assortment of mean- Strike them quickly Orb. Press Left on the
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

sweeps the room


from corner to corner.

76 NINTENDO PLA YER ’S GUIDE


MARAHNA MARAHNA
ACT 1 ACT 2

On the exotic island of Marahna, you I


Cruel Kalia, guardian of the Marahna
will find all of the creepy, crawly crit- Temple that is the setting for Act 2.

ters that you expect to thrive in the has bewitched the people of Marahna. HI
tropics— and some that you haven’t The only way to loosen his grasp on
imagined in your worst nightmares.
Water snakes drop from trees, carved enter the temple of terrors and find
images dance in the mist, testy ten- 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.

THE GUARDIAN: RAFFLASHER THE GUARDIAN: KALIA


Rafflasher sends his Kalia floats above

feelers out looking for shooting deadly light

foes. As the tentacle from his scepters.


comes near, jump it, Jump onto the plat-

then run and jump up form on his right,

to strike its head. strike when you're

Retreat to your safe close, then jump off

ledge before the before you hit the

returning tentacle can spiked ceiling. Don’t let

wrap around you. him crash down on you!

m NORTHWALL NORTHWALL
ACT 1 ACT 2

The Northwall region is a frozen’ Act 2 takes you into Northwall’s


wasteland waiting to be thawed by huge tree. In this frigid zone, even
your sunlight. Before you can begin the monsters seek shelter in its
the building process, though, you must trunk. These are the meanest enemies
venture down to the icy expanse and yet.Bloodshot eyeballs appear from

rid it of its arctic monsters. In the s< nowhere and disappear into thin air,
zero cave, hop a ride on a passing but not before diving in to damage you.
cube. Zip through the tunnels to the Transparent bubbles float up in
Act 1 guardian, the Merman Fly. The streams. Hop onto a green one, then
icy stare of this frosty cave-dweller will keep jumping up and down on it and it
you to the bone. will work like an elevator to take you
chill
the treetop.

THE GUARDIAN: MERMAN FLY THE GUARDIAN: ARCTIC WYVERN


It’s hard to move The Arctic Wyvern
quickly when you're heats things up. but

in waist-high water! the warmth isn't

The Merman Fly bombs welcome. The trip up

from above, then sud- the tree has sapped ^


denly darts down for a your strength. Stay in

one-on-one attack. the low. safe spot on

Stay in a dip. wait for it the right side, then


ACTRAISER

to descend, then slash attack when it nears

with your sword. the little knoll.

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

HERO’S AWAKENING: THE BEGINNING OF A LEGEND


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

78 NINTENDO PL A YER 'S GUIDE


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

swing your sword in a wide circle, striking enemies on all sides. Since

RUN LIKE THE WIND Link is a lefty, while he holds out the powered-up sword, his right side
will still be covered with his shield. Approach enemies with this in mind
The magic Pegasus Shoes enable
and unleash the power when you get close enough.
you to run faster than any mortal
man. They have been handed
down by one of the old families -jur i
TO y ^
- j i

of Hyrule and will be granted to


you when you have proven your
courage. Once you have these
$ | |
shoes, you can execute a
!
powerful Dash Attack against
enemies, walls, trees and other
objects (press and hold the A BOMBS AWAY!
Button). Although Hyrule seems to be at
a medieval technology level,

advances have been made in

A NEW HOBBY explosives with the invention of


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

RODS, STAVES AND MAGIC CANES


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

to create enchanted sticks which harnessed powerful magic forces. The


easiest of these elusive objects to find, the Ice Rod. will freeze most

STUN AND RUN! enemies


Hammer and you
into a solid block of ice.

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

Hyrule for centuries due to its

ability to stun certain enemies.


Once an enemy is stunned, you
can safely approach it and hit it

with your sword, or use another


weapon. This is a very useful
tactic to employ against fast

enemies or those that can attack


at a distance. The Boomerang MULTI-LEVEL ACTION
can also be used to collect items,
A Link To the Past uses multiple
such as Rupees and Hearts, at a !>THE
background screens to give each
distance.
rooni of a dungeon or section of
GRAPPLE ACROSS! the overworld more than one

hook level of depth. You can go from


The Hook Shot is a grappling LEGEND

and other level to level by climbing stairs


which allows you to cross pits
up and down, or jumping down
gaps. Throw the hook so it catches on a
from the edge if there's no
pot. chest or other object located on the
barrier. Look carefully at the OF
other side of the gap you want to cross.
different pits. If you can see the
You will automatically pull yourself to
floor below, it's safe to jump in,
the other side. The Hook Shot also
ZELDA
but if the pit is pitch black, there
works like the Boomerang in that it can
stun enemies and collect distant objects. is no bottom!

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:

• LIFT IT • BOMB YOUR WAY THROUGH

Try lifting all the bushes, for they may Some walls in the overworld can be
hide secret pits. The large and dark blown open with Bombs. Try Bombs
colored rocks are heavy and you cannot everywhere -cracks that indicate a wea-
lift them until later in your adventure. kened wall are not always obvious.

• DASH AND BASH • PUSH OR PULL


U «£»

Weakened walls and rock piles can be Some


m
*
objects,
pi*
« ««
such as tombstones, can
cleared using a Dash Attack. Once you be pushed to reveal what is beneath
get the Pegasus Shoes, you can try them. Be careful though; sometimes you
this before using Bombs. will disturb the ghost that sleeps below!

MAP KEY
O Fortune Teller 0 Sanctuary
0 Whirlpool (Water Warp A) © Whirlpool (Water Warp B)
©Thieves' Den © Magic Shop
© Sahasrahla's House © Waterfall Of Wishing
0 Shop © Zora's Falls
0 Inn ©Whirlpool (Water Warp C)
0 Smithy © Hyrule Castle
© House Of Books © Sahasrahla's Hiding Place
© House Of Quarrelling Brothers © Eastern Palace
0 Game Of Chance © 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)

80 NINTENDO PLAYER’S GUIDE


THE

LEGEND

OF

ZELDA
HYRULE CASTLE
Ancient Hyrule Castle has been the SECRET PASSAGES TAKE NO PRISONERS
seat of government and home of the Zelda's telepathic summons mentioned a secret If you are a veteran explorer of Hyrule you know
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.

home! Something very wrong must Also, the enemies

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.

SAVE THE PRINCESS (ALREADY?) FLEE THE CASTLE


Although you usually save the Princess at the end As a long time resident of Hyrule Castle, Zelda
of a Zelda game, in this adventure you'll first find knows many of its secrets. Follow her advice

her locked in a cell in the lowest level of the castle. about where to go next and you'll find another
You can defeat the secret exit which leads to the Sanctuary and
mace swinging freedom!
guard with hit and
run tactics using
the Boomerang, or
throw pots from the
cell at him. Trust
us, it's not over 'til

it's over.

KAKARIKO VILLAGE
The once bustling town of Kakariko THE INN THIEVES' DEN
seems empty, for many people have The two men in the Inn are of little help, but For a 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.

as a friend even though the wizard


has put a price on his head. Be sure
to talk to many people in the town to
learn valuable hints. Certain people
will call soldiers if you talk to them,
so don’t trust everyone!

THE SICK KID VILLAGE SECRETS MAKE A DOOR


The evil air from the mountain has made this There are many secret Sometimes, weakened walls are well hidden and
poor boy so sick he cannot go out and search for things to discover in there are no tell-tale cracks to indicate that they

insects for his collection. If you have a Bottle, he Hyrule. Many of these can be blown open with a Bomb. The house in

will loan you his bug-catching net Buy one from are not really helpful, the village without doors and windows is one
the man in the but are just fun. For such case. Use a Bomb to get inside.

village square example, enter the

before you visit house to the east of

here. the village square and


pull on the picture on
the wall. You will be
rewarded with 20
Rupees!

82 NINTENDO PLAYER'S GUIDE


.

THE EASTERN PALACE


The once opulent Eastern Palace of THE BIG KEY
Hyrule now lies in ruins, overrun by Each dungeon has a Big ARMOS KINGS
strange creatures. There are many Key that you will need Six giant animated statues guard the Pend-
valuables hidden inside, and the to find to explore it
ant Of Courage in this palace. Three arrow
maze-like cliffs surrounding the completely. The Big Key hits will defeat each one. but watch out for

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

THE LONG BOW


The first magical
treasure you will earn
is the long Bow. You
will definitely need this
powerful weapon to
conquer some of the

enemies you will meet.

DESERT PALACE
Desert-dwelling creatures guard THE BOOK OF MUDORA
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

locks. These puzzles are just the the Hylian people to


the surface of this final room. You can

start of the many brain-teasing open the main use the Bow and Arrows to fight the

Sand Worms, but it is easier to use the


challenges you will encounter dur- entrance and to do

ing your journeys. You will need Y that you will need the
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 . .

YOU’VE ONLY JUST BEGUN


Before you can claim the mighty THE TOWER OF HERA THE MASTER SWORD!
Master Sword, you must clear an- The third Pendant is inside of the tower on top Once you have all the Pendants, you can claim
other dastardly dungeon: the Tower of Death Mountain. You will have to think very the Master Sword in the Lost Woods. Then your
Of Hera atop Death Mountain. Even hard about how to reach this tower. One hint: adventure really begins!
after you have the Master Sword and you will need to travel through another world to
have defeated Agahnim the wizard, get to the top, using the Magic Mirror and the

there is still another entire world to Magic Transporter.

explore and conquer; the mysterious


Dark World! Another challenge is to
find every magic item and every
Heart Container. If you can find all
20 Hearts, then you can consider
yourself a true hero!

SUPER NES 83
WANDERERS FROM YS
Ease Into An Epic Adventure From American Sammy
\
American Sammy's adventure takes the Wanderers From Ys (pro- I
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

Wanderers from Ys opens with slick,


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

FOOTLOOSE FRIENDS RETURN TO FIND SOUND TES T


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

84 NINTENDO PLAYER’S GUIDE


SHOP AND SEARCH FOR A WANDERERS WEAPONS

SWORDS— ARMOR
• SHORT SWORD The Short Sword is for sale at • LEATHER ARMOR Leather Armor offers little

weapon protection, but it's better than


STRENGTH UP the shop. It's short, light
DEFENSE UP
and easy to wield, but it's the nothing. It's also inexpensive:

least powerful of the swords. Buy only 3,000 gold pieces. Buy it at

one as soon as you can. the weapons shop in Redmont.

• LONG SWORD The Long Sword is heavier and • CHAIN MAIL Created of iron mesh. Chain Mail

more powerful than the Short protects more effectively than


STRENGTH UP DEFENSE UP
Sword. It's hidden deep within Leather Armor does. It, too, can be
35
Tigray Quarry, and you must defeat purchased in Redmont. It's worth
the dastardly Dulan to earn it. the price, 3,000 gold pieces.

• BROAD SWORD Crafted of solid iron, the Broad • PLATE MAIL Plate Mail, with its solid plates

STRENGTH UP Sword bumps your strength up. DEFENSE UP of metal, covers much better

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

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

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

• BANDED SWORD Intrepid wanderers will find the • BANDED ARMOR You can buy the Banded Armor in

Redmont. expensive- 12,000


STRENGTH UP Banded Sword in Eldam Mountains. DEFENSE UP It's

It boosts your strength another gold pieces-but if you raise


notch and makes it possible to enough money building experience
acquire the Staff of Judgment. points, it’s worth the cost.

• FLAME SWORD With the Flame Sword, you're • BATTLE ARMOR The mightiest of all armor. Battle

wielding enormous strength.


DEFENSE UP Armor is your best defense
STRENGTH UP
need patience and plenty of against Garland and Galbalan.
110 You'll
55
power, though, to get it from its You must find and recover it from
hiding place in Ballacetine Castle. a chest in Ballacetine Castle.

SHIELDS- RINGS-
To increase 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

offers some protection in the amazing Power Ring, which you'll

early going. Buy it at the store in find hidden in a treasure chest

Redmont before you leave. somewhere in Tigray Quarry.

• SMALL may not be large, but at least The Shield Ring offers extra
SHIELD It

it's made of more resistent metal. protection and comes in handy


DEFENSE UP
Look for it in a Treasure Chest in when you're under attack. When
llvern Ruins. It raises defense by you give Grandma Aida Robert's
20 points. Pendant, she'll give you the ring.

• LARGE SHIELD Naturally, a larger shield is more When you wear the Time Ring,

DEFENSE UP protective. It is very expensive enemy attacks slow down. Like

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

against the fiercest of enemies. Ring deep within Ballacetine


DEFENSE UP It lies
FROM
can't be purchased, though; Castle. Power up and wear into
55 it it it

must be earned. It's hidden in a your final battles against Garland


chest in Ballacetine Castle. and Galbalan.
YS
SUPER IKES 85
HOUSE HUNT EQUIP YOUR WANDERER
REDMONT When you first enter Redmont, there are many people Press Select to see what swords, armor, rings
on the streets who will give you bits of information. and other items you've accumulated. You can
There are others who prefer to remain indoors, choose to equip them or not. You should always
Dogi’s hometown, Redmont, is the though. Be sure to search all of the houses in town, equip your wanderer with the strongest swords

beginning 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.

EARN EXPERIENCE POINTS


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

the game until you've raised your experience to a One of the evil influences in the quarry, Dulan
competitive level. That means you'll have to fight darts around erratically, throwing knives when
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.

86 NINTENDO PLAYER’S GUIDE


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

the first—if you can survive the best in the ruins, Gilan and Gyalva. When safe spot while she spews fire. When you
efforts of guardians Gilan and Gyalva. you're at the losing end of a battle and beat her, you'll get the Star Statue.

are equipped with the herb, you need only


press A to replenish your energy.

CRAWL THROUGH CRANNIES


TIGRAY QUARRY Adol is clever. In places, he must
crawl through small passages to
#2
the areas beyond. To find the
Treasure Chests that hold the
When you’ve cleared the ruins, return Mission's Tablet and the Plate Mail,

to Redmont and talk to Edgar. He will he must crawl under the boardwalk

give you the foe-slowing Time Ring to discover a hidden area.

and instruct you to return to the ware-


house in Tigray Quarry. This time, the THE SHINING CRYSTAL
door guardian will allow you to pass ISTARJIBAR
The Shining Crystal is precious indeed.
with the warning that danger lurks Although doesn't move. Istarjibar
Wanderers who possess the crystal can it is a
beyond. You will find Treasure Chests purchase Brocia’s Secret Medicine, one of the formidable foe. It attacks randomly with
that hold the Mission’s Tablet and the most valuable healing herbs in the game. deadly flying crystals. Protect yourself and
Plate Mail. Here, too, you will receive When you return with the crystal to the Item wait for the right moment to attack. Beating

the Shining Crystal, which will enable Shop, the vender will add the special it clears your way to the Flash Statue.

you to buy Brocia’s Secret Medicine in medicine to her list of wares. Use it to restore
WANDERERS

Redmont. When you meet the fierce power to whatever ring is equipped.

Istarjibar, which attacks with flying


crystals, be sure to protect yourself
with the Shield Ring. If you manage to
survive the onslaught, you will get the FROM

Flash Statue. Return with it to Red-


mont and talk to Edgar. He will then
YS
give you his letter.

SUPER NES 87
MELDAM MOUNTAINS A WELCOME HUT Inside the hut, Dogi and his wise teacher are almost as glad to
see you as you are to see them. When you enter, they give you
the Banded Sword, and they offer to replenish your energy
The mountains tower in the distance,
whenever you return to the hut. Given the ferocity of the enemy,
looking treacherous and forbidding.
you'll probably be a frequent visitor-at least until you learn the
Their looks aren’t deceiving: this is the ropes. At least you're not alone amidst the crags and peaks.
toughest area yet. The people refer to
them as the “Evil Mountains” for good
reason. Even minor enemies can cause THE TREK HEATS UP GILDAS
serious damage, and they seem to
spring from nowhere as you trudge The first big enemy you meet is Ligaety. Kin The fierce ice dragon. Gildas. spews ice

through the drifting snow. It is fortu- to the Harpy, she flies overhead showering balls and if you come too close, it attacks

nate, given the unfriendly climate, her foes with lightning bolts. Strike before with its huge tail. Don't freeze! Move in,

she then run for cover. Defeat her to when you


that you come upon a warming hut blasts, attack can, then retreat. You'll
get the Judgment Staff. find the Dark Statue when you fry Gildas.
near the beginning of your journey.
What a welcome sight it is! And inside
wait Dogi and a wise old man. You will
meet miserable monsters in the
mountains, including the dreaded
Ligaety and the grotesque Gildas. J
Mountain climbers should be well
equipped with medicine and weapons
before they dare scale the peaks.

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

visitors with frightening regularity. Add to them Ballacetine Castle is a wicked-looking ogre
Ballacetine Castle is at once elegant who swings a spiked mace-like weapon. To
and evil. One room blends smoothly avoid the swinging mace, crawl up to the

into the next until, suddenly, you find ogre until you're close enough to strike.

yourself lost in a maze. Intrepid wan-


derers will find treasure galore hidden
in the castle’s many rooms, but their
guardians won’t part with them easily.
You will meet feared fiends such as
Ishugest, Halveigar, Estallion, not to
mention the jaded Jilduros. If you
manage to best this group of brutes,
you’ll be rewarded with treasures such
as the Garnet Bracelet, the Blue Bra-
celet, the Protection Ring, and the
coveted Flame Sword. Thus equipped, FIRE FIEND
and with much experience behind you,
The last obstacle in Ballacetine Castle is a
you might just be ready for the voyage THE STATUE OF leaping lupine who has a bark that truly is
to Galbalan’s Island.
THE BLUE KNIGHT worse than
he spews a stream
his bite. When he opens his yap,

of fire. Use the Time


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

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


statue of the Blue Knight in the bubble will block
your path until you get the
Garnet Bracelet by
1 1 .
« i * mJ
defeating the boss. When
you show him the brace-
let, the Knight's bubble /
bursts, he floats away, t 1

and you can continue on


your way.

88 NINTENDO PL A YER ’S GUIDE


POWER-UP THE STATUE S IMAGE GARLAND
Although the Protection Ring and the
Flame Sword are very difficult to locate The Blue Knight is back, and this time he's Garland is a huge caped hulk who teleports

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.

firepower that you'll need when you come


face-to-face with Garland and Galbalan.

v£ «*-y

GABALAN’S GARLAND
ISLAND If you thought that you had seen the last of

Garland, you were sorely mistaken. He's here on


the island, planning to mount the same type of
Before you venture
Gabalan’s to
attack that he used in Ballacetine Castle. Strike
Island, return to Redmont once more. when he teleports near and protect yourself. When
When you talk to Edgar, he will give you've bested this fiend, you're ready for Gabalan.
you the Ogre’s Ball of Fire, which will
prove to be invaluable in the journey to
come. The island is dark and mysteri-
ous, so you must take light with you. GABALAN
This is it: the final fight. And what a
A DARK LABYRINTH fierce foe you face! He has various

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

them from his ruthless curse.

CLA SSIFIED CLUES


It takes patience, but you can tinue screen comes up, use Con-
become invincible. First, begin troller I to select Continue, and

your game, then press Reset. enter any area that you’ve been to
When the American Sammy logo before. Press Select to make the
appears, press Up, Down, Up, option screen appear, and from
WANDERERS

Down, Select then Start on Con- there go to the Status subscreen.


troller II. Timing is critical. You While the Status subscreen dis-
must wait until the logo fades plays, press Start on Controller II.
completely in, then enter the The word “Debug” will show up next FROM

whole code before it begins to fade to “Status.” When you continue


out again. When the Start/Con- play, you’ll be immune to damage.
YS

SUPER NES 89
.

LAGOON
Help Save Lakeland From The Doom Of Evil
This stunning action/adventure release from Kemco-Seika for the Super
NES offers a strong challenge that holds your attention for hours of fun
and excitement.

HERE’S HOW OUR STORY UNFOLDS..


You are Nasir, the Champion of the things are happening as a result. Although Nasir is

Light, raised in the marsh village of There are reported sightings of uni- young, his wisdom

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

YOUR JOURNEY IS DIVIDED INTO FOUR QUESTS


The best way to get started is to talk tasks. Do whatever they ask and you Overall, the clues

to all the people you come across. could receive great rewards. A young you pick up will

They’ll often have valuable clues hero should take advantage of every lead you to four

that will steer you in the right direc- opportunity to make friends! It could main bosses. Defeat
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.

GUIDING OUR HERO USING MAGIC


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

clobbered for sure!


cient if you use this technique. The
same applies when using the shield.

• USING THE SHIELD • JUMPING TECHNIQUES


It isn't often that Beware of all those
you find a game in gaps in the ground.
which the shield Get used to how far

can be used you are able to


effectively. Stand in jump, as this
the correct position technique is

and you'll be essential to the


protected from
Be wise when making magic. Strong Fire, Wind,
third area.
Water and Thunder spells will result.
enemy attack.

90 NINTENDO PLAYER'S GUIDE


s

take for a bird to

an distance to the
limb a Chocobo, but
ing real birds is the

FINAL FANTASY E 92

Carl Sagan believes that there are ten civiliza-


tions in our galaxy, but others estimate that there
might be as many as 1 00. If there are that many,
it doesn't seem farfetched to think that at least
one of them would like to trash Vegas, as they do
in SimCity. Of course, it has also been suggested

that there are NO intelligent beings now in our


covered 1 20 feet.
galaxy.
lowed that historic flight, they kept their plane, the
Flyer, aloft for 59 seconds and traveled 852 feet, but it
SIMCITY 106
flipped and crashed immediately after, destroying it

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

PILOTWINGS 100

POPULOUS 112
SUPER KES 91
.

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

made full use of the Super NES’s


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

ONCE UPON AN AIRSHIP. .

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

with Kain, who has also fallen from a mysterious package

the King’s favor. Thereupon begins to the village of Mist.

the quest for Cecil and his compa-


nions to solve the mystery of the Cecil meets many friends and ene-
crystals and save the world. Their mies, and some friends who turn out
twisting path leads through high to be enemies. Help may come when
mountain passes, castles under least expected and defeat might be
siege, a dwarf realm underground snatched from the hands of victory.
and eventually to the moon.

92 NINTENDO PLA YER ’S GUIDE


REAL-TIME REALISM
Inmost RPGs you have an unlimit-
Characters with high Powerful magic spells
ed amount of time to make your
Agility ratings take less take longer to cast than
battle decisions— whether to fight,
weak spells. Several
use magic, run away, etc . . —
time between being
.
given a command and turns may pass while a
which is great for some, but not executing it. wizard works a spell.

very realistic. Indecision will de-


the enemy's Agility
stroy you in FFII. The monsters If

rating is higher than


continue attacking while you
that of your party
choose your actions and magic members, the enemy
spells take time to cast. Reaction will make the first
time and knowledge are both attack.

important.

MASTER THE MAGIC


The world of Final Fantasy II is against attack or to recover from Magic is used to command mythical
with magic and magic users,
filled wounds. Black Magic can be cast to beasts to your aid. Most magic users
White Magic is used to defend damage enemies in battle. Call can use only one type of magic.

WHITE MAGIC BLACK MAGIC CALL MAGIC


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

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.

H SUPER TIP: STEALING MAGIC


There are a few creatines from item. Imps that use Call Magic
which you can actually steal Call are one enemy liable to give up
Magic spells. If you find yourself their spell. Since stealing it
in an area inhabited by a particu- takes time and the Call Magic FINAL

lar magic user, wander about in spells you steal are no better
that area, fighting the enemy than those you already have, this
whenever it appears. After sev- technique should be used only
eral battles you may win its for fun or when you are further FANTASY

magic spell, just as if it was an exploring the world.

H
SUPER NES 93
THE CAST OF CHARACTERS
Cecil is the only character who stays 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.

CECIL • DARK KNIGHT


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

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

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

TELLAH WHITE MAGIC


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

EDWARD • SING
The Sing command has
Prince Edward is neither a fighter many effects on enemies.
nor a great wizard. His strength lies
in love and music. He was the suitor
of Tellah’s daughter, Anna, but he is
more than just a talented minstrel. • HIDE
His singing can effect monsters, and Hide Edward away to pro-
he can hide from a fight. tect him during a battle.

94 NINTENDO PLAYER’S GUIDE


ROSA • WHITE MAGIC
2133
Rosa's White Magic does

Rosa is not simply the friend of more than heal wounds.


Cecil as she appears at the begin-
ning of the game. In fact, she is the
most powerful user of White Magic
in the game. She is also a target of
• AIM
the vengeance of Golbez and at
Strengthen a party mem-
times she must be rescued. ber's attack with Aim.

YANG • FIGHT
Yang should fight

Yang was the head of the King of against single enemies.

Fabul’s guards, but high upon Mt.


Hobs during a training mission, he
was beset by monsters. There he was
saved by Cecil and company, and he • KICK
joined them. His unique skill is the Against many foes, use
wide-ranging Kick Attack. the Kick Attack.

PALOM • BLACK MAGIC


Use Black Magic as a
Palom and Porom are twins from last resort.

the strange town of Mysidia. Palom


uses Black Magic with great skill for
one so young, but his real strength
is joining with his sister to cast
Twin spells. At first he mistrusts
Cecil.

POROM
Use the White Magic if

Porom specializes in White Magic you can't use Twin.


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

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

EDGE • DART
One of Edge's many FINAL

Edge is a ninja master who joins secret ninja arts.

the party only late in the game. His


home of Eblana in the upper world
has been destroyed, and now he FANTASY

seeks revenge in the fiery center of • SNEAK


the planet. His special attacks Steal from the enemy
include Dart and Sneak. using Edge's Sneak move. H
SUPER NES 95
OVERWORLD AND UNDERWORLD MAPS
The world of Final Fantasy II is vast. and visit the numbered areas in ter there on the following pages.
It pays to know where to go and how order. You’ll find area descriptions Approach these challenges cau-
to get there. Follow the maps below and the enemies that you’ll encoun- and be ready to fight.
tiously

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

Don't cover every inch. Some lands contain only


monsters. Unlike the first Final Fantasy, you won't have
to spend lots of time building up levels.

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

96 NINTENDO PLAYER’S GUIDE


DUNGEONS, TOWERS & LABYRINTHS
1 : CAVE OF MIST MIST DRAGON
Cecil and Kain's first trial is in the foggy There's no point trying to attack
Cave of Mist. The monsters here are not a mist, so when the dragon
strong, but neither are your characters at transforms into a foggy cloud,
this early stage. You'll have no choice but to don't waste your time attacking.

fight your way through until you reach the Kain's Jump is the best attack
Mist Dragon who blocks the far exit. against the dragon when it is in

dragon form.

2: THE WATERY PASS OCTOMAMM


The Watery Pass is far more complex than The fearsome octopus attacks
the Cave of Mist. Here you will encounter with its eight tentacles, that is

countless creatures of water who are weak until you start lopping them off.
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

lightning and Rydia's Chocobo.

3: ANT LION'S DEN ANT LION


The Antiion's den plunges deep into the The Antiion. according to Edward,
shadows and horrors of the earth, but if you was once a friend to man. Now
want to save Rosa you must go to the very his heart has been poisoned and
heart of it and defeat the huge Antiion. he attacks with ferocity. If you
Edward isn't a lot of help. Try using Sing to don't fight, the Antiion may spare
see its effect. Rydia's Call magic is handy, you some pain. Use Rydia's
but preserve her MP. magic alone to defeat the beast.

4: MT. HOBS MOM BOMB


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

5: MT. ORDEALS MILON


After a misbegotten journey by sea, Cecil appears on the bridge
Milon first
finds himself washed up on the beach near
at the peak of Mt. Hobs. His FINAL

Mysidia. In the village he gains the help of


initial form is as a wizard, and
the twins, Palom and Porom, and on the Cecil's sword is useless against
hike up the mountain Tellah reappears for the undead monsters. The second
the final assault on Milon, the Fiend of the Milon attacks from behind, so FANTASY

Earth.
switch your party around. Use
Fire spells.

H
SUPER A'ES 97
6: THE SECRET PATH
BAIGAN KAINAZZO
Take the Secret Path from Mysidia to Baron, then
use the old tunnel to creep into the castle. When Baigan can be The Fiend of Water is

you first reach Baron, Yang attacked in the arms easy to destroy using

raises a ruckus at the Inn. and body. Attack the strong Lightning

You'll have to fight him. front arm first, then spells. He takes two
Look for dark passages in the body, and finally forms during the

the tunnel and prepare to the back arm. battle.

meet Baigan.

7: CAVE MAGNES DARK ELF DRAGON ELF


The Black Chocobo flies you to the forested
entrance of Gave Magnes. Inside. Cecil's steel The Dark Elf is a Once Edward plays
weapons will prove useless. strong magic user. his music the Dark
Magic is your only offense, Among other Black Elf becomes the
but you can usually run Magic spells, he uses Dragon Elf. Now
from a fight, too. The Dark Porky and Weak. Cecil's sword works,
Elf keeps the Toroian You'll get two chances as does Tellah's Weak
Crystal at the lowest level. against him. spell.

8: TOWER OF ZOT THE MAGUS SISTERS VALVALIS


The Tower of Zot stands out as a very modern,
high-tech place, but most of the creatures inside Concentrate your Valvalis is the Fiend

are of the usual monster attack on the middle of the Air. She can be
variety. Finding the correct sister, because she defeated only by

route up the tower isn't too can restore her Kain's Jump attack

difficult, but defeating the siblings. Use Wall to and the use of Slow
Magus Sisters and Valvalis protect your party. magic.

is tough.

9: TOWER OF BAB-IL
DR. LUGAE ROBOT
Underground in the Dwarf Kingdom there is a

vast tower-the Tower of Bab-il. This stronghold Dr. Lugae is not strong, No particular attack

of Rubicant is under siege by but his robotic com- strategy will get you

the Dwarf Tanks, which pro- panions can withstand past the second robot.

vide cover for you to sneak in. most magic attacks Keep attacking and
On the highest levels you will with little damage. refilling the HP of

find Dr. Lugae and his robotic Bring lots of Cure. your party members.

creations.

10: ABOVE GROUND


In the Cave of Eblan, above Eblan Village,
RUBICANT
you'll find Prince Edge of Eblana, a great ninja When Rubicant is covered, he will be pro-
fighter with many special ninja attack tected from many attacks, but when he is

techniques. When you first meet him, he is uncovered use strong Ice spells. Try using Call
battling Rubicant by himself. After Edge joins magic and Rubicant may use Ice on himself.
your party, you must face this last of the four Edge's magic Flame attack may cause
fiends later in the tower of Bab-il above ground after Cid returns with the Rubicant to give magic to your party.
new airship.

1 1 : SEALED CAVE
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.

like the Demon's Wall.

98 NINTENDO PLAYER’S GUIDE


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

13: LAND OF
MONSTERS ASURA LEVIATHAN
you want Asura can heal Leviathan's Tidal
The callers won't help just anybody. If

the King and Queen of laa herself when attack is very

the Callers to help you. attacked. Use Wall strong, so go into t

you must defeat them magic as part of battle with full HP


your winning for your party
in the Town of

Monsters in the library. strategy. members.

14: MOON CAVE the Palace remains off-limits until


When you finally reach the moon, later. You’ll have to explore this

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

15: BECK AND CALL BAHAMUT


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

16: ROBOT THE ORBS


IT'S ELEMENTALS
Earlier in the game you battled robots in the

Tower of Bab-il. Now you will battle inside the Use the same Defeat the Healing

Giant of Bab-il. a robot techniques that Orb first, then the

that is as big as a you used earlier Large Orb and.

tower. Here you will to beat the four finally, the


elemental fiends. Attacking Orb.
find the elemental

fiends reunited and


aching for revenge.

17: CENTER OF THE MOON


FINAL

The final dungeon to explore on the devices, but Kain will return. Here
moon stretches far below the Moon 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

which is the key


tal, to your success for the Final battle, but you may
and the single hope of the world. well ask yourself, is this really the
FuSoYa leaves you to your own final fantasy? H
SUPER NES 99
PILOTWINGS
Soar With The Flight Club
The Pilotwings Flight Club offers you high-flying fun without leaving
your home. Join up and take off for four fantastic aerial events in a
variety of flying conditions.

ible detail. Since you have the free-


dom to fly anywhere in the vicinity of
A SUPER TEST OF the ground targets and you’re able to
THE SUPER NES see objects on all sides, it’s easy to
imagine the flight area as part of the
three-dimensional world. The result
Pilotwings is often considered to be a is that you get a real feeling of flight

perfect demonstration of the Super from playing the game.


NES’s graphic capabilities. Rotation
and scaling effects are prominent in
every event. While you’re in the air,
you can actually turn 360-degrees,
observing objects on the ground from
every angle. When you approach
your intended target, you’ll watch it
grow larger as it gets closer with
smooth, flowing action and incred-

• EARN YOUR PILOTWINGS


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

1 00 NINTENDO PLA YER ’S GUIDE


LEARN THE BASICS
LIGHT PLANE SKY DIVING
The biplane is built for a smooth and All Pilotwings parachute drops
steady flight. You’ll first learn how to begin at an altitude of 3,800
follow a set flight path and learn to feet. In the first lesson, you’ll

land the craft. More advanced les- have to direct yourself through
sons will cover taking off, flying three rings and land on a size-
through hoops, swooping able bull’s-eye near the runway.
down under low arches and As you become a more
landing on a slippery run- advanced sky diver, you’ll fall
way. You’ll find that the through rings which have been
most difficult light plane placed at greater distances
maneuvers are drastic alti- from each other and you’ll land
tude changes and smooth on smaller targets, surrounded
landings. by water.

ROCKETBELT HANG GLIDER


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

BONUS FLIGHTS
In addition to the basic flying
events, you can take off for two
exciting helicopter rescue missions
and three kinds of bonus flights.
You’ll be sent on helicopter mis-
sions after each set of four lessons,
but bonus flights will only occur if If you make 100 point landings in the sky

diving, hang gliding or rocketbelt events, you'll


you carry out difficult landings on
earn the chance to take off for bonus flights.
small floating platforms.
Helicopter rescue missions will occur after your

fourth and eighth lessons.

_ SOAR AHEAD AREA 2


AREA 3
985206
394391
AREA 4 520771
While you should try to succeed in every
AREA 5 400718
lesson on your own, you can test the air of
the advanced lessons and helicopter mis- AREA 6 773224
sions by using the license numbers here as AREA 7 165411
your password. Check out the expert AREA 8 760357
PILOTWINGS

levels, then return to the early lessons to HELICOPTER 1 108048


hone your skills. HELICOPTER 2 882943

SUPER NES 101


• AREA 1

LIGHT PLANE SKY DIVING


Your first light plane lesson will begin at a height of 300 The first sky diving event
feet with a straight shot to the landing strip. There’s no involves dropping through
need to move to the left or right. Just hit the 10 spheres three rings and landing on a
that make up the flight pattern beam and ease your plane bull’s-eye. You’ll make it

onto the runway. through the first two rings


effortlessly and the third
ring will only require slight
adjustments. When you
reach a height of 1,000 feet,
you’ll be given the signal to
open the chute. Steer
toward your goal and flare
your chute when you want to
slow your forward move-
ment.

• AREA 2

LIGHT PLANE SKY DIVING ROCKETBELT


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

1 02 NINTENDO PLAYER ’S GUIDE


• AREA 3

LIGHT PLANE HANG GLIDER


Your first light plane takeoff will occur in Hang gliding can be a tricky event
this third lesson. Once you’re in the air, your for beginners. The key to success is
task will be to fly through 15 rings at vary- catching the thermal currents.
ing altitudes, then land These warm winds which can lift
on a runway which inter- your glider are represented by wavy
sects with the one you vertical lines. In the first lesson,
took off from. It should your task is to use a thermal cur-

be a cinch. rent to lift your glider to a height of


500 feet, then land on a platform at
the edge of the island. Flare while
you land so that your feet hit the
ROCKETBELT ground.
The rocketbelt hoops have
been replaced by floating
sphere columns. The task
before you is to hit spheres
in the three columns, then
land on a small pad in the
water. If you land on the
moving platform, you’ll
enter a bonus stage.

• AREA 4
LIGHT PLANE SKY DIVING
Besides taking off and landing, there’s only one major There are eight rings to fly
task in this light plane lesson, but it’s a tough one. through in this advanced
There’s a low arch on the sky diving lesson. If you
field which you’ll see while miss a ring, remember
you’re taking off. Your task where it is so that you can
is to climb, turn around and try to hit it if you go up
fly under the arch. Then again. The central part of
catch some air, turn around the target is extremely
again and land. small. If you can’t hit it,

aim for one of the four bor-


dering squares.

ROCKETBELT HANG GLIDER


The three mid-air targets in this area are rings again. There’s a large ring hovering over the
The rings are moving very quickly in three different field at an altitude of 300 feet. Your
ways. It may take several passes per ring in order to fly task is to pass through the ring

through, but if you stick to it, you’ll be successful. twice, then land on the platform
under it. As soon as you pass through
the ring the first time,
catch a thermal current,
turn and make your second
approach. Then float out
for a short distance, turn,
flare and aim for the goal.
PILOTWINGS

SUPER NES 1 03
HELICOPTER MISSION 1

SAVE THE INSTRUCTORS


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

down at the heliport. landing.

AREA 5

LIGHT PLANE SKY DIVING


The fifth lesson takes You should be able to pass
place on the first field after through all three rings of
a big winter storm.
light plane task is to fly
through two very
The

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

careful! worth more points. r

AREA 6

LIGHT PLANE SKY DIVING ROCKETBELT


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

104 NINTENDO PLAYER’S GUIDE


AREA 7

LIGHT PLANE ROCKET BELT HANG GLIDER


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

AREA 8 HELICOPTER MISSION 2


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

NEW WAVS TO FLY


The most exclusive flight events in PENGUIN PLUNGE
the Pilotwings Flight Club are the If you can land on a moving platform in the
bonus flights. You can enter these sky diving event, you'll control a penguin on a
events by landing on small floating diving board leap, aiming for a big bull's-eye

platforms in the sky diving, hang below. The control is similar to that of a

gliding and rocketbelt events. freefall in sky diving.

These 100 point landings are very


difficult and take a lot of concen- BONUS BOUNCE
trated practice. By landing on the platform which floats

around the standard rocketbelt landing


platform, you'll have a chance to bounce on
several trampoline-like devices for big bonus

points. Aim carefully!

FLAP AND FLY


If you can touch down on a small stationary
platform in the water while hang gliding, PILOTWINGS

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


flap furiously out over the water. If you go
far. you'll gain a lot of points.

SUPER NES 1 05
SIMCITY
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.

nearby residential zones. The most


important additions to the Super
BIGGER AND BETTER NES version are the gifts. When cer-
THAN PC VERSIONS tain conditions are met during the
building of your city, you receive
valuable gifts such as libraries, train
The PC and Macintosh versions of
SimCity are considered computer stations and much more. Other new
features include the Inspection
game classics. Now, the Super NES
version moves into new territory Lens, which allows you to see the
level of development of your zones,
with features that add to the realism,
and to the fun. The programmers at and Dr. Wright, who can give you
Nintendo used the same models useful tips.The city disaster
created by Will Wright of Maxis Soft- scenarios are included along • THE WRIGHT STUFF
ware, so the old strategies with two bonus scenarios. You
still apply.
These models determine how the can also wreak havoc on your Dr. Wright pops onto the screen

and conditions of the


different zones
own city with monsters, with advice and news that will

earthquakes and other select- help you make the "Wright"


city influence each other, like the decisions. You can also access
relationship between pollution and ed unpleasantries.
Dr. W at any time.

THE MAYOR TAKES CHARGE


SimCity is the game of building a have to decide where everything The Voice screen is

“simulated” city or a city in minia- goes.Your main goal is to turn a bar- where you check on
ture.As the mayor of the city, you ren landform into a megalopolis of a your progress. People
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.

1 06 NINTENDO PL A YER ’S GUIDE


THE GIFTS OF GROWTH
Gifts are received after meeting a • YOUR HOUSE
particular condition. For $100 you This is your home.

can place the. gift anywhere in your * * When the population


reaches 2000 Town
city, but the benefits of that gift will r_* level, the city builds you
or

be felt only if you place it where it • * a house. Place it close


does the most good. Many gifts pro- to residential zones and
vide extra income, but some have EXTRA INCOME they will reach high
hidden costs.
$ O levels of development.

• BANK • AMUSEMENT PARK • CASINO


The SimCity Savings & You'll receive The conditions for

Loan appears if your Amusement Parks after receiving Casinos are

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

$2,000. You can take 500 kilometers of Amusement Parks. In

out a 20-year. $1 0,000 roads. They help fact, you must choose
loan, which you pay surrounding residential between them. The
EXTRA INCOME back $500 per year. EXTRA INCOME zones reach their top EXTRA INCOME negative effect of

$ 0 You can have only one $ 200 levels and earn $200 $300 Casinos is an increase

loan at a time. per year for the city. in the crime rate
nearby.
• ZOO • LANDFILL • POLICE HQ
The Zoo gift appears When your open land After building six, 1 2 and
after you build one or area is reduced to 1 50. 18 regular police sta-

three stadiums. Build it 100, 50 and 30 acres, tions. you will receive a

near Residential or you receive a zone-sized Police Headquarter build-

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

the greatest effect. The be built in the water. is one and a half times
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

to receive extra Fire

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

City Park. Build

near commercial zones.


600 and
acres of parkland,
a large
For

them

• TRAIN STATION • WINDMILL • EXPO


After building 50 and The Windmill is a monu- Once your city reaches

200 kilometers of mass ment from your Sister a population of 50,000


transit track you’ll receive City. It is awarded after and has an airport, you

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

$100 $100 per year. $ 100 developed.


$ 100 of development.

• FOUNTAIN • MARIO STATUE • VIEW


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

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

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

it in the commercial dis- reaches the Megalopolis Info Menu, the View
trict to encourage com- stage-a population of Model comes on screen,
mercial zones to reach 500,000. The Mario showing you an angled

EXTRA INCOME their highest potential EXTRA INCOME Statue is proof of your view of the city. It has
development. skills as a dynamic no benefits.
$ 100
levels of
$ 0
mayor.

SUPER A<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

most difficult landforms.

PRUDENT POWER LINE BALANCING ZONES FOR NO ONE WANTS TO LIVE


PLANNING BALANCED GROWTH WITH SMOG
Power lines connect The first thing to realize about SimCity is that Pollution is one of the main problems in our
power plants to zones, every action influences everything else in the
modern cities. It is also a chief problem in

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

money by building zones industrial zone: one


next to each other. To
further save space, but early in the
place power lines over game you'll need
H*. <j
roads or mass transit more industrial
tracks when connecting „...

separated zones. commercial zones. Tfll

That will change


later.

PLAN YOUR STREETS AND MASS TRANSIT IS THE CUNNING STRATEGIES TO


BE A ROAD SCHOLAR ANSWER TO THE FUTURE MAXIMIZE YOUR SPACE
SimCitizens like to get around. They like to drive Traffic has become
The following tips will help you reduce wasted
their SimMobiles to work, to do the shopping, and horrendous and pollution
space that could be better used for building new
to the ballgame or zoo. To avoid future problems, is choking the city.
zones. First, don’t build roads or tracks all around
take some time to plan your roads. Traffic is What ya gonna do?
a zone. If a road touches one side of a zone,
heaviest between developed residential and Ghostbusters won't
that's all you need. Second, build blocks of the
industrial zones. Roads that curve and help, but mass transit same type of zones so they can reach the Top
intersections tend to choke that traffic, making it will. Mass transit level. Since two zones are required to make a
even worse. Build straight roads between eliminates traffic and
Top. build blocks in multiples of two. Third, build
residential and industrial areas with commercial doesn't pollute. Replace roads and tracks over water wherever possible. It

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

fact, to reach the


highest populations, you
-’I A i
:
should replace all roads
with tracks. This
- 1 a S i~ strategy may not be
realistic, but it works.

1 08 NINTENDO PLA YER 'S GUIDE


MOVING UP AND AWAY EVEN MORE CUNNING KEEP YOUR CITY GREEN
WITH AIRPORTS & SEAPORTS MAXIMIZING STRATEGIES AND REAP THE BENEFITS
By the time you reach Capital level you should Although it may look funny away from the Green is beautiful. It is also practical in

think about building both a seaport and an water, you can build the seaport anywhere on SimCity. Parklands add to the land value of

airport. The seaport helps your industrial zones the landform. Another space-saving strategy is nearby zones and can help reduce pollution
max out, while the airport affects the growth of to wait until a residential zone develops three along crowded roads. In neighborhoods of
commercial zones. The seaport should be built single family houses along one side, then industrial zones where crime rates tend to soar,

close to your industrial zones, which adds to bulldoze the houses and quickly place a new added parks will increase the land value, which

the pollution. The airport pollutes heavily and residential zone over the cleared area. Similarly, in turn decreases the crime rate. By placing

causes airplane crashes at fairly regular if a fire destroys part of a public building, build parkland between industrial zones, you can
intervals. Place the airport near the water, on a a new zone over the destroyed area. create a peaceful, beautiful city.

peninsula or in a corner of the landform to


reduce the effects of crashes and pollution.

GIVE THE FANS THE THE GIFTS THAT KEEP CLEAN UP THE FIVE
STADIUM THEY DEMAND ON GIVING TOP SOURCES OF POLLUTION
The Stadium is an option, but when your Many gifts return a How do you clean up your town from the

population reaches 20,000 SimCitizens. the modest income to the stifling effects of pollution? First, identify the

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

surrounding roads, gift to a power source from a source, you


use mass transit for it to provide its can reduce
instead of roads benefits. Gifts don't industrial pollution

as a means of have to be along a by placing zones


connecting it to transportation route, along the edge of
the city. either, unlike regular the city.

zones that need power


and transportation links.

THE TRAGEDY OF TAX


INCREASES
SimCitizens are like other people— they hate
taxes-so
tax rates low.
it

tax rate, SimCitizens


is in

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

SAN FRANCISCO 1906


The big problem about to heat up San Francisco have survived, so just reconnect power lines to

is the great fire and earthquake that virtually zones that are off the grid. Where fires continue

wiped out the city at the beginning of the to burn, bulldoze all buildings, zones, parks, roads
century. Making matters worse, San Francisco's and other structures adjoining the fires and let

Fire Department is entirely inadequate to meet the them burn out. The crime problem is mainly in

disaster. The city has only two fire stations, and the eastern industrial areas. Build new police

both of those are in the heart of the city so that stations there and add parks in the open spaces.
outlying regions have no coverage at all. Crime is

also a major problem in the city before the big

quake hits. Your first job as mayor is to beef up


the Fire Department and to insure that power is

reconnected after the quake. The best strategy is

to build a Fire Station beside each power station.

After the quake, most of your power plants will

TOKYO 1961
The fictional disaster in Tokyo is a rampaging northwest corner. Both the airport and a string of
monster attracted by high levels of pollution. coal power plants add to the pollution. Replacing

Bowser, King of the Koopas, appears from the some of these plants will help reduce the
sea. stomps about on land, crushing buildings, pollution. Eliminate poorly developed industrial
cutting power lines and generally making a zones and reduce city spending by bulldozing
nuisance of itself. In the wake of the monster's redundant roads. Watch your crime levels, too. You
destruction many fires will start and huge areas have only five years to set things right.

of the city will lose power. Your first job is to

control the damage by bulldozing firebreaks and


reconnecting power lines. Once the fires are out,

the real job begins. Tokyo's industrial areas must


be restructured so that less pollution clouds the
city. Using nuclear power is one option, but it is

expensive. The worst location in the city is the

BERN 1965
Bern doesn't have the horrendous problems of links as possible while trying to cover as much
most of the other scenario cities. What Bern does territory with mass transit as time and dollars
have is a terrible traffic jam. The problem is allow. Combining zones into blocks is another way
magnified by the presence of useless roads that to reduce the inefficiencies of Bern, but it can be
lead nowhere but are expensive to maintain. If expensive. Take a moment to plan where you will

the traffic problem isn't fixed, the Bernese make your changes before using the bulldozer.
motorists will start taking matters into their own You have ten years to solve the traffic mess.
hands and the crime rate will increase. As you
might have guessed, this city needs mass transit
in a bad way. Use the maps to identify the worst
traffic areas, then replace those roads with rails.

The grid system of streets looks daunting, but

remember that a zone need only have one


transportation link. Eliminate as many redundant

1 1 0 NINTENDO PL A YER 'S GUIDE


1

DETROIT 1972
It's 1972. Gas prices shoot up and car sales can also eliminate roads that parallel mass
fall. Detroit is hit hard. People lose well-paying transit tracks. This reduces traffic and saves
industrial jobs and the crime rate is out of money. Move the stadium near a residential
control. Detroit becomes a nightmare and people area to help that area grow. Bulldoze

start to leave. As mayor of Motown, you must undeveloped zones in depressed areas and

bring the crime rate down and find a way to add parks. With only ten years to prove
attract industry to the city. yourself, you'd better get started.

The huge industrial area from the


southwestern part of the city up to the

northern area has virtually no police


protection. Start adding new police stations

and parks throughout the area. To make


matters worse, there's bound to be
shipwrecks along the Detroit riverfront. You

BOSTON 2010
The Boston Scenario takes place in the future deal with crime and other mundane
and presupposes a nuclear accident that leaves problems. If you play it straight, bulldoze

of the city contaminated with


a large section public buildings, roads and rails in the

radioactive fallout. You'll have to relocate


industries and power plants to safe parts of the use money. Build new industries in the

city and rebuild in just five years. Of course, north and west at the edge of the landform.

you can play it safe by eliminating the city's Work fast, but plan ahead.

three reactors before they blow up. As soon


as you leave the message that tells you
about the scenario, push the L Button and
Start. While holding the L Button, destroy
the three reactors, then let go of the button
and rebuild the plants. Although there won’t

be a nuclear meltdown, you'll still have to

RIO DE JANEIRO 2047


Rio de Janeiro falls prey to the effects of global redundant roads can give you some relief

warming in the year 2047 when monster from high city expenditures, but you may
floods ravage the city's waterfront areas. Most have to raise taxes or reduce funding levels.
susceptible to damage are areas that have little Unlike other disasters, the flooding can
development, or none. Look for fires caused by reoccur several times, so a mayor can't

the high waters. The best flood fix is to put the become complacent. You have ten years to

game on Pause and go crazy with the parks fix Rio. but this is one big mess.
icon, making your shoreline green. Even with
the rising waters held at bay. however, and
in spite of bad puns, Rio faces minor
flooding and other serious threats including
crime and pollution. You’ll also need to build

a new power plant due to chronic

brownouts, and that is expensive. Cutting

BONUS SCENARIOS
If you manage to stay in office LAS VEGAS FREELAND
during the six previous scenarios The Las Vegas scenario has a disaster from Freeland may look like a picture of Mario, but
you’ll be ready for the biggest out of this world. In fact, UFOs come it is entirely coincidental that the forest areas

test of all. The ultimate disaster screaming in to zap the Vegas Strip. After the have grown in the shape of the world's

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

against, the clean up lakes, this landform


city lets you maximize your
is pretty much the has the greatest
building in a land without rivers.
same as with the potential for creating SIMCITY

previous scenarios.

SUPER A ES 1 1
POPULOUS
Become The Master Of Worlds
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

Promote the growth of primitive civi-


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

BUILDING A CIVILIZATION
The world of Populous seems simple on the surface, but BOOK OF
the process of raising your population from neolithic
primitives 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.

CLOSE-UP MAP MANNA BAR


This is where the action takes place. The level of Manna determines
Monitor your Walkers, Knights and which miraculous actions you can
the movements of your foe. take such as causing a flood.

COMMAND ICONS 1 COMMAND ICONS 2


Using these icons you can directly Game options are controlled by these

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

1 1 2 NINTENDO PLA YER ’S GUIDE


3

TIPS ON MAKING A BETTER WORLD


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

refuse to come out no matter how much nice master has the ability to create floods, you don't
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.

VIEW THE OPTION


SETTINGS
Knowing what can happen in your world is the

MAKING THE MOST OF


CREATE EARTHQUAKES AND SWAMPS
STRONG KNIGHTS Earthquakes can damage a large area of the

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

Leader into a Knight if easy to repair, which is why you might consider
you have enough using one to stir up your own population.
Manna, but you can Swamps can be used as blockades or as traps.
make stronger Knights Your people can't readily tell the difference
lowering the land to just above sea level.
if you first make between swamp land and regular land, and they
stronger Leaders and walk straight in and get stuck. Try surrounding
Walkers. Use the Gather Then Settle command the enemy Leader or Knights with swamps, or
to strengthen your Walkers and Leaders before lower the land into the sea.
turning the Leaders into Knights. Look at the
Info Shield to check on the strength of a

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


then he will become a stronger Knight when
you use the Knight command. Gather Then
Settle also commands Walkers to combine with
Knights to further strengthen them.

r THE STAGE SELECT CODE


The following Stage Select Code
can give you access to any world
B, X,
of the
A and Select Buttons. Let go
R Button and go to the
tons to move through the pass-
words that activate the different
from the Conquest mode. When Armageddon icon. When you press worlds. As you move through the
you reach the playing screen, the A Button, the Armegeddon different codes, note the option
activate the Pause icon then icon will not turn red. Now go to the settings, which indicate the type
move the cursor over the map Game Options icon and press A. On of landscape for the world select-
area of the screen. Now press the the Game Options screen, move ed plus all of the game settings.
L Button and hold it as you press the cursor to Conquest and press A.
the A Button. Release those but- Now you can use the X and B But-
tons. Press
and hold the
R Button,
then, in turn,
press and POPULOUS

release the Y,

SUPER NES 1 1

AN ENCYCLOPEDIA OF WORLDS
The variations in terrain don’t just add visual interest. GRASSY PLAINS
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.

DESERT snow & ICE


I
• •
-4 D---4 M •

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

In the desert terrain your Walkers won't Like the Desert worlds, worlds of

survive long on their own. Use the Snow & Ice have a negative impact

Gather Then Settle command to on populations. In fact, the decrease

strengthen them and keep them rate is higher than the increase rate.

together. Careful placement of the The answer again is to keep people

Papal Magnate also will help. The from wandering and to build up the
Manna meter rises very slowly, so you'll strength of Walkers before sending
have to make do with fewer disasters. them out to settle new lands.

* 'V'
i

ROCK & LAVA BIT PLAINS


1-4 D • •
-3 M • •
6 |... 5 D ...
2 M 15

The Rock & Lava worlds are not as bad Besides the bizarre terrain where NES
as they look, at least not naturally. The Control Decks rise instead of castles,
Manna Bar increases so fast, however, the Bit Plains worlds have the most
that major interventions will rain down rapid Manna Bar rating. That means
upon you from the outset. For your part, disasters galore and a fast-paced, shoot

you can send disasters down on the ’em up type of game with easy terrain

enemy, or you may want to create lots for the Computer Bug Walkers who
of Knights. inhabit the world.

1 1 4 NINTENDO PL A YER 'S GUIDE


5

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

worlds with its medieval Japanese landscapes is easy on Walkers,

castles, but it is fairly easy even who can travel far afield. Increase

though the developmental rate is


and decrease rates won't cause you

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

wander. review the option settings.

CAKE LAND SILLY LAND


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

In this sweet world your Silly Land is a world of space


population consists of tiny mice stations and aliens with a high

and the icing on the cake is that Manna increase level. The
your increase rate is higher than difficult extraterrestrial terrain

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

makes for easy play so long as decrease, because Walkers

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

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.

NOW YOU CAN SEE 360° IN THREE DIMENSIONS


You can stand in one place and turn
• TIME PASSES
completely around, or walk toward or
away from objects on the horizon. You The game is played
have complete freedom of choice as to in real-time, which
where to go next. Wander where you means that you will

see daylight darken


wish, but do not stray too far from your
into evening, and
quest. You must recover the eight
the sun come up in
gems known as the tears of the Drak- the morning. Some
khen. Only then will the power of the places can be
four Dragon Kings be broken, allowing entered only at
peace to return to the universe. certain times of day.

A NEW BATTLE MODE m DIRECTION


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

DUNGEON ANAK

1 1 6 NINTENDO PL A YER 'S GUIDE


7

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.

THE COMMAND LIST m SKILLS VARY


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

• TEACHING MODE
A CHOICE OF VIEWS With the teaching mode on, the Chessmaster
will show you all the legal moves for any piece.

Software Toolworks has made good • FANTASY He can also advise you as to what your best
move any time. him build you
use of Super NES graphics to give
is at Let into a

powerful chess player.


the chessboard a new, user-friendly
look. There are four ways to view
the board, and you can switch them
during play. The classy Staunton
pieces give the game a rich look and
feel, and the new fantasy mode
adds variety. But when the game is
for keeps, you may find yourself
switching to the War Room mode.
If you want to try pieces that look like real Newcomer 1 is easiest. As the levels go up,
characters, try the fantasy mode. Chessmaster gets more time to think about his
moves. In Infinite mode, he will keep thinking

• 3-D BOARD «2-D BOARD • WAR ROOM until you tell him to move.

THE

DRAKKHEN

CHESSMASTER

The 3-D board offers the most realistic view of the game, but the 2-D board makes it a little easier

to keep track of your pieces. The War Room board is smaller, but there is more information on the
screen, including captured pieces, a list of prior moves, hints, and more.

SUPER NES 1 1
MIRACLE KEYBOARD
Make Music With Your Super NES!
Software Toolworks delivers a sophisticated learning tool and a quality
musical instrument in one package. Just add a Super NES and your
fingers. Learn to play the interactive way.

THIS IS THE MIRACLE PIANO TEACHING SYSTEM


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

I THE MIRACLE KEYBOARD TURNS YOUR LESSON INTO A GAME


Anybody can do it. The lessons are • TOOLWORKS ORCHESTRA ROBOMAN
fun and there are several modes and The Toolworks Orchestra allows you to play from The game that teaches rhythm. Can Roboman
games from which to choose. The a list of songs with full orchestral make it through the piano factory before he runs

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

fuel. If you get the


spots. Rhythm, notation, sightread-
rhythm right, he'll be
ing, pedaling, and proper fingering
able to grab the
become fun instead of work. The plugs.
musical repertoire includes 45 songs
complete with accompaniment. You
can play one or both hands, slow the
song down or add a metronome.
• SHOOTING GALLERY ORIPCH0RD
Start up the The fun way to learn musical notation. Remember A revolutionary way to learn chord structures. The
Miracle System Duck Hunt? This game uses the same concept to screen will show you the chord's root note, and
and select a
help you associate the keys on the keyboard with you must hit the correct tonic. If you get it right

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.

118 NINTENDO PLAYER’S GUIDE


— 9

SPORTS

SUPER OFF-JW A D 126-


ACES & DEUCES
No one knows for sure why tennis is
scored the way it is. but one theory is
that it was tied to the tolling of the clock

unwound the rubber mater


stretched it out straight it

TRUE GOLF CLASSICS 138 SUPER TENNIS 130

SUPER NES 1 1
F-ZERO
Race Into The 26th Century
Aliens and Earthlings fly over the 26th Century landscape in a high tech
blur when the racing machines of F-Zero take to the tracks. Ready your-
self for a thrilling ride.

EXPERIENCE SUPER
SPEED AND MOTION

Super NES rotation and scaling


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

THE FUTURE OF GRAND PRIX RACING


JOIN THE F-ZERO CIRCUIT RACE FOR THE RECORD
High above the cities and waste- Before you enter the crowded tracks ©GRAND PRIX
lands of 26th Century Earth hover for circuit competition, you should The three leagues of the Grand Prix Circuit each
the fastest, most dangerous ma- get to know your racing machine and feature five treacherous tracks. If you finish in the
chines known to man or mutant. take a few practice laps. The Prac- top three, you'll move on to the next course. The
Their pilots are steely nerved com- tice Mode and the Grand Prix Mode last courses in each league are the most

petitors, driven to finish first and both allow you to record your best challenging. If you finish them, you can try the
leagues again with a higher
make it to the top of the racing heap. times. difficulty setting.

You can join in on the action. Choose


EARLY ELIMINATION
a racing machine from four advanced • PRACTICE LAP 1 15 MACHINES QUALIFY
vehicles and take off for the 15 futur-
In the Practice Mode, you can test seven of the LAP 2 10 MACHINES QUALIFY
istic aerial courses of the F-Zero cir- most difficult courses, either in a solo race LAP 3 7 MACHINES QUALIFY
cuit. Finish in the top three and against the clock or against a rival of your choice.
LAP 4 5 MACHINES QUALIFY
you’ll move on to another exciting Your best racing times will be written up in the
LAP 5 3 MACHINES QUALIFY
race. record books. If you do
well in practice, you'll
be ready to challenge
The tricky tracks of the
the racers in the circuit
F-Zero racing circuit, are
and go for the Grand
built high above the
Prix title.
landscape of future
Earth.

120 NINTENDO PLAYER’S GUIDE


CHOOSE YOUR MACHINE
BLUE FALCON GOLDEN FOX
This all-around sturdy Dr. Stewart’s Golden Fox is

racer has a tough shell, made of light material


decent acceleration and a which affords his racer the
maximum speed of 457 km/ best acceleration in the
h. The machine’s driver, field. The good doctor
Captain Falcon, is a Fierce comes from a long line of
competitor and a native of racing pilots. His head-
the racing city of Port quarters are located in
Town. Mute City.

WILD GOOSE FIRE STINGRAY


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

KNOW THE TRACKS


LEARN EACH TURN • ROUGH • ICE
You'll slow down
While the game display does show noticeably if you spend When you're cornering

a map of each course, nothing beats to,o much time in the on the cold stuff, steer

steady and don't brake


the experience of actually negotiat- gravelly sections of the
suddenly.
ing each curve and obstacle. As you track.

get to know the courses by heart,


• MINES • DASH ZONE
you’ll discover new ways to shave You can speed into a
seconds off your racing time. There These explosive devices Dash Zone for a quick
are several course features that you send your machine boost and bolt past the
should know about. flying off course and competition in a close
cause major power loss. race.

A lack of course • JUMP PLATE • MAGNET


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

SONIC START
Since the Fire Stingray always
starts in the lead-off position,
you can use it to get a quick jump

over the competition. As soon as


the race begins, veer in front of Veer to the right with the Fire Stingray at the
the other machines. A square hit beginning of a race by pressing the R Button
from behind will send you sailing and your competition will give you a quick
F-ZERO

forward.

SUPER NES 121


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

i ROUGH CURVE ® SUPER JET 3 SLOW DOWN


Stay inside when you Engage your Super Jet Hit the Rough on the
take this turn. You'll on this Rough-lined inside of this curve to
cover less track and series of curves and stay on course without
avoid the machine- bee-line through the letting go of the
slowing Rough. whole mess. accelerator.

BIG BLUE
The view is stunning on this race ® DON'T SLIDE ( START )

over the water, but don’t let the spec-


Try to stay near the inside rail on this slippery
tacular scenery distract you from the corner and don’t turn too sharply. Then blast off
race. You’ll find some serious narrow with the Super Jet.
lanes to negotiate and a gigantic
patch of slippery ice.

® STAY INSIDE
If you're following the
outside rail on this wide
turn, you'll lose a lot of

time. Cut in and keep Time to Beat:


racing. 2:10.30

SAND OCEAN
Most of the curves on this seaside
course are sharp and narrow. Don’t
try anything fancy while you’re turn-
ing and concentrate your passing
efforts on the straightaways, where
there’s room to maneuver.

d SHOOT THROUGH
You don’t have to follow the rails in this short
series of S-Curves. If there aren't many machines
in the area competing
for space, you can stay
centered and race
through in a straight

and steady course.

122 NINTENDO PLAYER'S GUIDE


DEATH WIND I
Wind whips through this oval with
a fury. You’ll notice it when your
machine drifts to the left and right
in the straightaways. Try to steer
against the gale and aim for the
center of the track.

® SUPER JET
Blast off with the

Super Jet in this

straight stretch to

minimize the effect of


the rough spots.

SILENCE Time
START to Beat:
( )
The angular curves of this last
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

while you're racing through this


series of curves and try not to

bounce back and forth on the rails.

PIT ZONE EARN MORE MACHINES


When you hit obstacles, You’ll earn bonus points at the end of each lap
rails and other machines, and a larger bonus at the end of the race if you
you’ll lose precious energy. can keep up with the competition. You could, in
Duck into the Pit Zone fact, net as much as 6,100 points per race by
when you’re low and slow crossing the finish line in first place on all five
down for an energy refill. laps. A 1-Up will be awarded to you for every
10,000 points that you earn.

LAP BONUS

RIDE THE RAILS 1st Place 900 Pts.

2nd Place 600 Pts.


If you stay near the inside
rail, you’ll end up covering 3rd Place 400 Pts.

the shortest amount of 4th Place 200 Pts.

track and earn a better


time than you were
if to RACE BONUS
weave side to side. Your
1st Place 2,500 Pts.
machine can even touch
the rail slightly without 2nd Place 1,500 Pts.
Stay close to the rail to
being damaged. shave seconds off your 3rd Place 1,000 Pts. F-ZERO

time.

SUPER NES 1 23
QUEEN LEAGUE
MUTE CITY E
This second take on the Mute City ® CROWD SHY
course has the same basic layout as
The distance is the same on the
the first, only with more obstacles.
left and right sides of the loop.
The most obvious addition is a huge
Take the least crowded route.
loop that splits the track before the
Jump Plate on the back stretch. You <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:

ficult to pass on this ;46.65

course. The two tricky


jumps and the Magnets on
the backstretch may also
cause problems for the
inexperienced driver. Keep
up with the pack or you’ll
lose them for good.

RED CANYON I Time to Beat: 1 :48.58

Your race over the red


rocks will be very fast if you
® TRIPLE JUMP
Leap off the three Jump
study the course layout. Plates here to keep a straight
Stay centered on the curvy and steady course. Once you
sections and take advan- blast off. press Down on the
tage of the Jump Plates. Control Pad to counteract the
pull of the Magnets in the
track.

WHITE LAND I WHITE LAND H


This wintery course may be picturesque, but it’s also The second
packed with plenty of slippery traps. Watch for ice! slippery course
in the Queen
League Circuit
features one
tough turn after
another. You’ll
Time to Beat:
have to book on
2 20.22
:

the straighta-
ways if you slip
on the ice.

® SUPER JET
You'll have a better chance of making it

over the longest gap in the Queen


League by engaging the Super Jet before
you hit the Jump Plate.

124 NINTENDO PLAYER’S GUIDE


KING LEAGUE

MUTE CITY m
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.

DEATH WIND H Time to Beat: 1 :58.95

The windiest of cities fea- ©DON'T DASH


tures super sharp curves in
If you hit the Dash
this second go ’round. Use Zones on the back
your Super Jet boost to stretch you'll probably
blast through the bumpy lose control and barrel

sections that are just past into the rail. Avoid

the starting line. them!

port town n
The updated Port Town ©LEAN AND PULL
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

the right side of the track, and R Buttons to lean

you’ll do just fine. There’s a in the opposite

mean set of curves on the direction and avoid


the rails.
back end. Watch for them
and slow down.
Time to Beat: 2:27.50

Time to Beat: 2:18.83 (D LEFT IS BEST


Veer left when the track splits and you'll

CANYON H be able to take advantage of both a Pit


Zone and a Dash Zone.
You can be a real
daredevil in this
second the
visit to
red rocks and launch
for an incredible leap
that will put you way
ahead of the competi- Time to Beat:
tion. 3:31.97

5 FLY STRAIGHT FIRE FIELD w


Hit the Jump Plate to soar off the
Fire Field is the most challenging course in the
track and aim for the huge arrow-
circuit. Study the layout and drive intelligently. F-ZERO

shaped Plate. If you make it, the


boost will help you immensely.

SUPER NES 1 25
SUPER OFF-ROAD
Wild Truck Racing Action!
With the release of Super Off-Road, Tradewest unleashes a fantastic
game for the Super NES. The graphics and sound really take advantage
of the Super NES's capabilities.

Finally, the yellow truck is the slowest


of the bunch and will usually finish in
BASH YOUR WAY fourth place. Excluding Nitro, if you
AROUND THE TRACKS add an upgrade to your racer, you will
not lose it. It doesn’t make much sense
because your shocks and tires should
wear out over a period of time, but they
Super Off-Road for the NES pales in
don’t.
comparison to Super Off-Road for the
Super NES in graphics, sound and • NES
play control. Take a look at the com-
parison screen shots below. We defini-
tely think you’ll agree. Each race, Detailed graphics are very important
in presenting a believable 3-D image
whether you’re playing with 1 or 2
Players will always have four trucks on in depth and proportion. Super Off-

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!

DRIVING TECHNIQUES TAKE THE CHECKERED FLAG!


LEFT
RIGHT
LEFT TURN
RIGHT TURN
First place takes home $150,000. 1 PLAYER MODE
Second place nabs $100,000 and third
B BUTTON ACCELERATE place claims $50,000. Increase your You have to finish in at least third
Y BUTTON NITRO earnings by snagging money bags place to continue. If you finish fourth,
L BUTTON SLOW LEFT TURN along the way if you possibly can! the game will be over. It’ll be hard to
R BUTTON SLOW RIGHT TURN beat the quick gray truck, so concen-
LEFT+L BUTTON - • • QUICK LEFT TURN trate on staying in second place.
RIGHT+R BUTTON - QUICK RIGHT TURN
2 PLAYER MODE
The beauty of the 2 Player Mode is
that you can go head-to-head with a
enemy) AND you’ll always
friend (or
More prize money allows you to upgrade with be allowed to continue because one
better items and upgrade faster than your of you will at least come in third
competitors. The best driver will ultimately prevail. place.

1 26 NINTENDO PLAYER’S GUIDE C TRADEWEST INC.


UPGRADE YOUR RACER
It’syour decision to buy upgrades • TIRES
for your racer. If you prefer, you $40,000
can save your money for the next UP TO 6
round. This will allow you to buy
more expensive items.

This stuff is a blast! Use Nitro If improved traction is what you


when you need to pass another need, you’ll have to beef up your
truck or on straightaways when you tires to get it. They are not very cru-
need to stay out in front. Using the cial when your truck is slow, but
Y Button will cost you $10,000 a when your speed increases, you’ll
pop, but you can’t beat the results. definitely need the upgrade.

• SHOCKS • ACCELERATION • TOP SPEED


$60,000 $80,000
UP TO 6 UP TO 6

During the course of each race, your A very important upgrade indeed Want to stay out in front of the gray
truck can and will take a tremendous and money well spent! You’ll notice a truck? At $100,000 it’s costly, but
beating. By upgrading your shocks, vast improvement in your starting Top Speed is an essential ingredi-
the bumps 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

The time a canister of Nitro


first
appears on the track, it will add one
Nitro to the truck that picks it up.
The second yields two Nitros, and
so on.

SUPER

Picking up free Nitros is just like picking up


OFF-ROAD

Money Bags because you will spend your


money on them anyway! On-track items appear With a single $40,000 Money Bag. you'll be able

at random times, but in the same general area. to upgrade your tires once with some to spare.

SUPER NES 1 27
SIZE UP ALL 16 TRACKS
In the 1 Player Mode, the 16 tracks will come up in the
order in which they appear here. It will take you quite a
while to see all the tracks in the 2 Player Mode. Most of
the tracks will be repeated before a new track is intro-
duced into the lineup, but all of the tracks will appear
sooner or later. It’s almost impossible to beat the gray
truck every time because it’s loaded with plenty of Nitro.
Concentrate on improving your driving skills, building up
your items, and consistently staying in second place.
You’ll know when you’re ready to go after the gray truck!
Each track has difficult areas which will put your racing
skills to the test.

#1 FANDANGO #2 HUEVOS GRANDES


Use on the top and
Nitro

bottom straightaways and cut ,> '\ZZ ZZZZZZ


It is easy
speed on this
to max
track.
out your

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

track to sharpen your


also an excellent

skills. Money Bags


getting stuck in the middle

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

the upper water holes or slow


way through
~ ' 4
\
down and steer carefully. S ^ 1/ 7:. J

#3 SIDEWINDER #4 BIG DUKES


This layout features crater-like
mud pits which are
get through, especially
difficult to

your
# - - '
- > mm Use Nitro

be a crunch
if you think there
in the mid-section
may

racer is lacking in shocks and


if
” of this track.

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

nately, sometimes it's difficult


always gain ground on your u. to get turned around again.
opponents by out-cornering

z z Using the quick-turn technique
them so. master this technique comes in handy on those
*
early on. '
. occasions. 4

#5 REDOUBT-ABOUT #6 BLASTER
This is

courses and

over the top


one of the simplest
is

easiest to place high on. Cut


of
one

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 \-

inside line and to take each crossing trucks. Watch out! Be


corner as tight as possible. The
left side of the track has rough
conservative
Nitro here
in

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

order for this track. difficult because the inner

Crashes are common. The retaining walls are non-

narrow shortcut on the existent. You must go

left side of the track is around the circular corner

always the best route to markers. No cutting corn-

take. You can gain ground ers! You'll get the most

here because the other benefit out of staying

trucks will usually go up close to the outside

and around. retaining wall in the mid-

section of the track.

#9 WIPEOUT #10 RIO TRIO


Use Nitro on the / " | P
This is a relatively easy

straightaways and track, but it has a lot of

through the X crossing water to avoid. Initially

to get through the giant

water
upper
hole.

left
Take the
and lower
”' > j <B
you can't see why. but
it's best to stay close to

the inside retaining wall

right corners very at the top of the track.

sharply to avoid the You'll avoid the water

water holes. hole.

#1 1 LEAPIN' LIZARDS #12 VOLCANO VALLEY


Use a blast of Nitro on Launch your truck off the

the big ramps to avoid


right side ramp with a
going into the giant shot of Nitro to clear the

the bog in the lower right


water hole in

middle crossing section. corner. Use Nitro to

Take the upper left power your way over the


corner tight to stay out choppy whoop-de-doos
of the water. Notice the on the left straightaway.

narrow route around the Make sure your tires are

middle water hole. up to snuff!

#13 SHORTCUT #14 PIG BOG


It's your choice in Wondering which way to

deciding which route to go? Play follow-the-


take. The shortcut has leader for the first lap

rough terrain, but items then blast into the lead.

usually appear. Keep it The lack of retaining

tight if you decide to go walls makes the Pig Bog


for the inside route. Utilize tricky. You'll need plenty
the "island" in the bottom of Nitro on this track to

right to easily get through stay in contention for the

the water. checkered flag.

#15 BOULDER HILL #16 CUTOFF PASS


This is probably the It's usually best to take

toughest track and is very the outside route. Top


SUPER

difficult because of the Speed is helpful here and

huge columns of boulders you can use Nitro on

which will impede your every straightaway. Take

progress. Memorize a each corner as tight as

route that works for you you can. The reason to


OFF-ROAD

and stick with it. You take the inside route is to

must be lightning quick some extra


pick up

with your steering fing- Money Bags or Nitro.


ers.

SUPER NES 1 29
SUPER TENNIS
Grand Slam Action
The world of pro tennis is as close as your Super NES with Nintendo's
Super Tennis. You can challenge a friend or compete for the top spot in
an eight-city circuit.

for singles or doubles competition or • SUPER TENNIS


take on the computer controlled pros
RACKET-IN-HAND on the high stakes circuit. It’s the
The depth and versatility of Super Tennis bring
you one step closer to genuine professional tennis.
REALISM great features and realism that make Digitalized sound and detailed graphics also add a

this game a stroke above classic Ten- stunning sense of realism.

nis for the NES.


The incredible sound effects and • TENNIS
detailed graphics made possible by
The first Tennis game for the NES featured a one-
the Super NES make Super Tennis
player singles match or cooperative doubles play for
look and sound like real match play. two players. There are five types of computer con-
The additional buttons on the Super trolled opponents at varying skill levels.
NES controller also allow for four
powerful strokes right at your finger
tips. Before you hit the court, you can
choose to control one of 20 awesome
players, each with his or her own
unique abilities. Then enlist a friend

THREE WAYS TO PLAY THE WAY THE BALL BOUNCES


You can play with a friend in a singles or doubles match or There are three types of court surfaces in professional
compete with computer controlled
join the pro circuit and tennis. Each of these surfaces make the ball bounce at
opponents for top ranking. different speeds and heights.

• SINGLES • HARD COURT


One player challenges an opponent of his or her choice The ball bounces high and fast on a hard
in a singles match and two players go head-to-head. A surface. You'll have to be quick on your

match consists of one. three or five sets. feet to keep up with it.

• DOUBLES • LAWN COURT


In doubles play, a single player joins in a match with When the ball hits the soft lawn court it

three computer controlled players or two players play slows down and bounces low. You'll have
on the same or opposite sides of the net. to be close to hit it

• CIRCUIT • CLAY COURT


When you join the eight city circuit, you'll take on the After bouncing for a medium height and
most talented players in the world. Victories will net distance off the clay court, the ball travels
you circuit points which will improve your ranking. at a very manageable speed.

130 NINTENDO PLAYER'S GUIDE


SUPER TENNIS PROS HIT THE COURTS
When you’re setting up a match, you choose the players from a field • KEY F.STR= Forehand Strength
of the top 20 pros in the Super Tennis World. You can also control
LR.SPD = Left to Right Speed
any of these pros when you join the circuit. Ability ratings range FR.SPD = Front to Rear Speed
from 1 (lowest) to 9 and A to F (highest). B.STR= Backhand Strength

THE MEN THE WOMEN


The 10 men that you can choose from are all The one major strength that the women have in com-

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.

• BRIAN F.STR A • MEYER F.STR C


• KIM
LR.SPD D LR.SPD D
VOLLEY D VOLLEY 8
JUMP A JUMP 5
LOB D LOB D
FR.SPD F FR.SPD C
SERVE A SERVE 9
B.STR A B.STR C

• NANCY F.STR
LR.SPD
VOLLEY
JUMP
LOB
FR.SPD
SERVE
B.STR

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

• HIRO F.STR A • MARK F.STR 8 • COLETT F.STR 8


• BARB F.STR 6
LR.SPD F LR.SPD A LR.SPD 9 LR.SPD 7
VOLLEY 4 VOLLEY 8 VOLLEY 4 VOLLEY 3
JUMP 5 JUMP 4 JUMP 5 JUMP 4
LOB A LOB 8 LOB 7 LOB 5
FR.SPD B FR.SPD A FR.SPD 9 FR.SPD 7
SERVE 8 SERVE C SERVE 8 SERVE 7
B.STR C B.STR 8 B.STR 8 B.STR 6

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

Button in mid-match to call up each digit with the Control Pad


and increase them by tapping
SUPER

the score. Then, on Controller II,


press the Control Pad and but- the X Button. When all of the
tons in the following order: R, R, digits on the top row are F, your
Left, Down, B, A, L, L. You’ll player will be in top form.
hear applause. Press the A or B
TENNIS

SUPER NES 131


LEARN THE BASIC MOVES
There are four basic strokes that you the ball sailing to the baseline. When
should master before you join the pro you hit the X Button for some top-
circuit. With an A Button slice, you’ll spin, the ball will move fast and drop
place the ball close to the net. Use a sharply. A tap of the Y Button will
flat, B Button stroke, and you’ll send execute a high, arcing lob.

ACE THE SERVE Stay near the center of the


baseline, then toss the ball

The best place to hit the ball on your and hit the A Button while

serve is the outside corner of the ser- aiming your serve toward the

vice court, closest to the net. Stay outside line. The ball should
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!

RETURN WITH POWER


Your opponent can try to make a
weak serve just over the net or power
the ball to the far edge of the service
court. You’ll be able to guard against
both of those strategies by waiting
just outside of the service court and
readying yourself to move forward if
the ball comes in short. Run towards
the ball and hit it straight ahead
with topspin. Your opponent may not
If your opponent isn't looking for a ball hit with
have time to figure out where the ball
topspin. you'll probably be able to score this point
is going before it’s gone.
in the win column.

PLAY THE NET Hit the ball with a high Y


Button lob. You'll have
plenty of time to run in
Since it’s more difficult to set up a
and position yourself
shot while you’re running backward
close to the net before
than it is while you’re running for-
your opponent counters.
ward, it may seem risky to play close
to the net. If you’re a quick player As soon as you approach
and you mix up your shots though, the net, your opponent

you’llbe able to surprise your oppo-


nent with fast and unpredictable
returns from this position.
r"rJ i will probably also

to

weak
move
guard against the
dropper or close to
the net smash.
in

With your opponent's


backcourt open, you can Your opponent will backpedal off balance and

hit the ball flat

using the B Button and


hope that it
and hard

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.

132 NINTENDO PLAYER’S GUIDE


FIGHT OFF THE CHARGE Your opponent may try to

rush the net. Stay near the


If your opponent rushes the net,
center of the court and
you could quickly find yourself on you'll be ready for anything.
the defensive. The last thing that
you want to do is dish up some-
thing that could come smashing You can counter a weak,
back at you. If the ball drops near close to the net shot with a

the net, run up to it quickly and short slice or a topspin hit.

hit it with a slice. If the ball looks


like it’s heading for the baseline,
If a hard baseline shot
back up and counter with a lob. comes your way, you Your tactics will result in a score or. at least,

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.

WIN THE RALLY A good opponent will keep


If you and your opponent have you running all over the court.
similar skills you can expectsome Center yourself and you'll be

long rallies. Try to aim each shot ready for surprises.

away from your opponent but

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.

TEAMWORK PAYS OFF If your doubles partner is

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.

cooperating with your partner.


One player should play in the area
r~r The players near the net
near the net and the other player
should be assigned to the base-
line. That way, the two of you will
cover the entire court. If the ball
gets past the first player, the
Ern3 will see a lot of action.

for the sidelines to catch

your opponents off guard.


Aim

second player can chase it down r - If the player near the net

and make the return.


Tn misses, it's

near the rear to scoop


and go for
up to the player

the score.
it up
Hit the ball so that it lands
your opponents are covering and
away from where

celebrate another point with your partner.


you’ll

PLAY THE CIRCUIT


There are a total of eight tourna- to the winners. If your player your climb to the top of the
ments on the Super Tennis Cir- gets tired during circuit play, you ranks. If you win the men’s tour-
cuit. The big ones, like London can sit out a tournament and ney, you’ll face the incredible
and Paris, attract tougher com- rest up so that you can continue Don J.

petition and offer a bigger purse


TOURNEYS
BIG SMALL EVENTS
CHAMPION 100 CHAMPION 60
FINALS 80 FINALS 50
SUPER

SEMI-FINALS 50 SEMI-FINALS 30
QUARTER-FINALS 30 QUARTER-FINALS 20
FIRST ROUND 10 FIRST ROUND 10
TENNIS

SUPER NES 1 33
Hflts
HOLE IN ONE GOLF
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.

shouldn’t have to use them too often.


The computer lines your shot up for
SUPER GOLF you and there is no need to deviate
FOR THE SUPER NES! from that line unless a crosswind is
blowing. Most of the fairways and
greens have some kind of slope to
them and since the view is from over-
HAL’s Hole In One Golf showcases
head, it’s difficult to tell which way the
themany capabilities of the Super
landscape slopes.
NES. It features scaling and rotation
In these instances
and allows a player to see the layout
it’s a good idea to
of the hole from a variety of perspec-
use the Slope and
tives.Compared to other Super NES
Cut options to get
games, Hole In One’s graphics and
a feel for the
sound are not extremely complex,
slope’s direction.
but they are well done and provide a
player with all the necessary infor- • ZOOM •CUT You've never been this close to the action before!
mation to play the game. Even non-
Anything from a hole-in-one to a par putt will
golfers can easily understand what it give you a close-up view of your ball dropping
takes to “get that little ball into that into the cup. Even if you come very close to
little hole.” Graphically speaking, sinking a putt, you'll get a close-up of your ball
the Slope, Zoom, and Cut options are rolling around the edge of the cup-but
cool and sometimes helpful, but you unfortunately not dropping in.

SIX MODES OF PLAY


All modes of play (except Practice
Mode and Memory Shot) give you
fessional play. The course remains TWO MAJOR MODES
the same for all modes of play.
the choice of Amateur, Single or Pro- Stroke Play and Tournament Mode Match Play allows two players to go
fessional play. There is usually a lot allow up to four players to participate head-to-head for up to 18 holes. The
less wind in Amateur play than Pro- in the hackfest. The Memory Shot lowest score wins each hole. VS. HAL
Mode allows a player to replay any Mode pits you against the computer. If
Eagles or Holes In One by entering a you win, you’ll earn a great prize.
password which the computer will
give you after the miracle shot.
• MATCH PLAY «vs. HAL

134 NINTENDO PLAYER'S GUIDE


W

I THE PERFECT SHOT


There are many variables to take TEE SHOT FROM THE WOODS
into consideration when preparing Take into account the hazards, wind and It’s always best to stay out of the trees. If you
to shoot. The first things to look for distance when selecting your club. You won't are directly behind a tree and don't think you'll

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.

make contact with the ball. adjust your club selection.


of your ball. Pressing to the left or
right on your controller will change
the direction of your shot. Using /
rfP 1 hph
the R and L Buttons allows you to
fine tune the direction.

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.

Excellent! You’ve beaten the


• STARTER CLUBS
HAL computer golfer, but you
Your caddie will carry this set of clubs when you begin the game.
could probably do better if you
You'll have to hit a perfect shot for your ball to travel the distance
wind opposing
had his Metal Woods and Irons.
specified for each club-providing there's no you.
According to the chart, all of
YARD CLUB YARD the Metal Clubs will give you
CLUB YARD CLUB
more distance than the Starter
1 260Y 2W 250Y 3W 240Y Clubs. This upgrade will
4W 230Y 5W 220Y 11 21 OY improve your game dramati-
21 200Y 31 1 90Y 41 1 80Y cally!

51 1 70Y 61 1 60Y 71 1 50Y


81 140Y 91 1 30Y PW 1 10Y
SW 70Y PT 30Y

• 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

PS 1 10Y SW 80Y PT 30Y Metal Clubs.

SUPER NES 1 35
TEE IT UP!

OUT HOLES
The first nine holes are rela-
tively easy when compared to
the back nine, but don’t think
it’ll be a piece of cake! There are

some tricky areas to negotiate • DOGLEG LEFT


on certain holes. It’s very impor- Aim for the corner of the dogleg, but stay out
tant to learn the proper timing of the trees. This hole has a plateau green and
for your swing. These are the is an easy hole to Birdie.

perfect holes to practice on.

HOLE 2
351V
PRFi 4

• WATCH OUT FOR WATER


With Starter Clubs you may need to play up to

the pond then cross on your second shot. Metal


Clubs can clear the pond easily.

NO SURPRISES HERE
Hit it straight to avoid the two fairway bunkers.
The bunker at the right front of the green will

catch a lot of golf balls.

• HEAVILY BUNKERED » DON’T OVERSHOOT THE 2ND SHOT


'The Snake." You should be able to get through This is the easiest Par 5 on the course, but the
the fairway bunkers with an accurate drive. The green can be difficult because it has multiple
green is heavily bunkered. slopes.

• BIG HAZARDS: BUNKER AND LAKE • GO FOR THE HOLE IN ONE!


The three pothole bunkers come into play, This short hole is slightly uphill. Along with the
especially if you're trying to avoid the lake on other Par 3's. this hole is a good one to try for
the left. the hole-in-one!

136 NINTENDO PLAYER'S GUIDE


IN HOLES
Now for the real test. The back
nine will separate the cream
from the cheese, so to speak.
There are many more hazards to
be encountered and challenged. • LAKE COMES INTO PLAY
A good golfer will pay more
The bunker on the far side of the
attention to the wind and will
pond can give you trouble so make
also utilize a slice or hook with an
sure to avoidit. The left side of the
outside-in or inside-out swing.
green is elevated and has a fairly
Good luck!
steep slope to it.

HOLE 1 2
42 3V
pm 4

LARGE BUNKER BEHIND GREEN • CHECK THE WIND FIRST


This hole looks like a footprint. Most of the Both sides of this fairway slope downward.
green is elevated, but it's important not to Try to keep your ball right down the middle

overshoot the green because your ball can roll and avoid the lake. The green is flat for the

into the water or the bunker. most part.

BUNKERED GREEN
This hole is similar to Number 2. The large

bunker in front of the green can pose a


threat, but it can easily be avoided by staying
to the left.

HAL’S

HOLE

IN

• HAZARDS GALORE
ONE
The creek that runs through the fairway can
definitely cause problems-you might want to

lay up. The double-tiered green can be very


GOLF
tough. It’s a good finishing hole!

SUPER NES 1 37
lF
CLMS?C$
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.

advice when you’re trying to read the


greens. He’ll show you the hidden
A WORLD-RENOWNED contours and suggest a strategy for
COURSE IN 3-0 putting out. Even so, it’s a good idea
to practice before taking on the pros.

The expanded graphic capabilities of


the Super NES
allow it to paint this
exotic tropical golf course in 3-D,
which makes the play more realistic
| J
SB
and entertaining than ever. You’ll |

T & E's new game is designed to accurately


have to learn to read the rolling ter- depict the real Waialae golf course, from its lush
rain and cope with the changeable
trade winds in order to keep your
name high on the leader board. Of
course, you can ask your caddy for
SSj r tropical vegetation to the

that

real
can carry your

Hawaiian Open golf


menacing trade winds
ball far off the course.
Waialae Country Club hosts the prestigious
tournament that attracts the
The

top pros each year.

IT’S TEE TIME!


When it’s time to tee off at Waialae, select whichever hole you’d like to • A NEW VIEW
you’ll be able to select from among try. Stroke Play can involve up to four Waialae’s added altitudinal viewpoint gives you a
four play modes: Practice, Stroke players, and the game’s handicap- distinct advantage when you're setting up for a
Play, Match Play and Tournament ping system can even the odds for shot. You can view the ball from different
Play. In the Practice mode, you can less experienced players. Match Play altitudes, which gives you a complete picture of
location in relation to the rest of the hole.
lets two players go head-to- its

head, and Tournament Play


pits you against 48 tour pros.
You might recognize the ini-
tials of the pros in Tourna-
ment Play. They are those of
the real pros who competed in
teal
the 1990 Hawaiian Open at UB/iU

Waialae. You can also select a


personal caddy, just like the
pros do. Some have good tips;
others are less helpful. With
the number of decisions you’ll

When you reach the green, you'll be able to check out


the angles and set yourself up for a great putt.

138 NINTENDO PLAYER’S GUIDE


all
have to make for each shot,
you’ll appreciate good advice.

At WE
W

YOU CALL THE SHOTS


Before you step up to the tee, you’ll have to consider 5. CHOOSE YOUR CLUBS
eight factors that can affect your drive. As the real pros
As every golfer knows, it's important to select
know, learning to accurately read and compensate for the right club for the conditions. The distances
the course’s trademark trade winds is extremely listed below are for maximum range,- the dis-
important. You also have to consider how the lie of the tance you actually get depends on the power of
ball and the contour of the terrain will affect your shot, your stroke, where you strike the ball, your lie,

then determine which direc- and, of course, the wind.

tion gives you the best angle


for an approach, which club is CLUB DISTANCE CLUB DISTANCE !

best under the circum- 1 270 YARDS 61 1 60 YARDS


stances, how to adjust your 3W 230 YARDS 71 150 YARDS
stance, how much power to 4W 210 YARDS 81 140 YARDS
put into your stroke, and pre- 21 200 YARDS 91 1 20 YARDS
cisely where you want to 31 1 90 YARDS PW 110 YARDS
strike the ball.
41 1 80 YARDS sw 90 YARDS
51 170 YARDS PT_ 100 FEET
1. FACTOR IN THE WIND
The changeable tropical winds can be a blessing or a 6. SET YOUR STANCE
curse. Keep a close eye on the wind meter. If you're
The stance you choose during the shot set-up
driving with a strong wind at your back, you can
expect the
into the
ball to

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

draw your shot to the left, close your stance by

2. READ THE GREEN moving your front foot closer to the ball.

your stance by moving the front foot back


Open
to
As they do on the real course, the greens on the create a fade to the right. Try different stances
video Waialae course range from nearly level to the Practice Mode.
in It's fun to experiment
steeply pitched. Call up the Game Play Menu and with them, and you'll learn finesse, too.
ask for caddy advice if you'd like to see a 3-D
rendering of the area between you and the cup,

then compensate for the contours.


7. SWING FOR POWER
The Power Scale lets you determine what
3. CHANGE DIRECTION percentage of a club's carry you want to use.

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

scroll smoothly to get a new perspective on the on your approach.

ball and determine your best shot angle.


8. SMACK THE SWEET SPOT
Good golfers use spin savvy. To get the ball to roll when it lands, strike it

4. EXPECT LOTS OF LIES near the top. If you want it to bite and stop when it lands, strike the ball

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

Lee shot FMRUI1Y


L
ROUGH
L*
ROUGH
ca
ROUGH
1
* 1

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.

HOLE 1 HOLE 2 HOLE 3


MAMAO OOLEA II BROWN
"DISTANT"

6 "UNYIELD-
ING"

|
"MR. GOLF"

%
PAR 5
521 YARDS

Start your round on a


f
long, straight fairway that
PAR 4
348 YARDS

If you slice your drive on Hole


W 2. you'll land amid
PAR 4
397 YARDS

The third hole, which is named


1
for Frances li Brown
has O.B. on both sides. Drop your approach on a grove of kiawe trees. Good luck hitting out! The one of the founders of Waialae C.C., has a lake and
the right to avoid the bunker that skirts the front left side of the fairway can also be dangerous bunker running up the left side. Don’t overshoot the
of the green. A favorable wind helps on this hole. because it is bordered by a large lake. small green-just beyond is O.B.

HOLE 4 HOLE 5 HOLE 6


APIKI AUWAI LALAU "GO
"TRICKY" "TWO
DITCHES"
1 ASTRAY"

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.

HOLE 7 HOLE 8 HOLE 9


UPIKI HULUHULU ALOHA
"TRAPPED" "HAIRY" "GOODBYE"

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.

1 40 NINTENDO PLAYER'S GUIDE


If you're lucky, the trade winds won't be As its name implies, the twelfth, I Mua, has a

against you as you tee off. Try to hold to the Pacific Ocean from the eleventh tee distract long, straight fairway just made for heavy
left of the fairway, especially if it's windy, and you. The wind here usually sweeps from left to hitters. Stay to the left on the sweeping fairway
watch out for the tight O.B. that runs the right. Close your stance and draw your shot to to avoid the palms on the right. The green looks
length of the right side. The green is compensate. The green is level and safe from the front, but beware of the bunker
particularly challenging, with gaping bunkers on comparatively easy, but the wind can carry you and O.B. behind it. If you overshoot the green,
the right and a steep hill on the left. into the bunker on the right on your approach. you'll be in big trouble.

A long, right dog-leg, Hole 13 has a bunker on Off the tee, unless you have enough drive
the right at the bend and is wide open near the power to clear it, play to the right of this big. Waialae. With a tight O.B. on the left, trees on
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!

HOLE 16 HOLE 17 HOLE 18


WELO - ALAE KILOU LOA
"FLOAT IN MUD HEN" "A LONG
THE WIND"
% HOOK"

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.

SUPER AIES 141


San BASEBALL
The Living Legend Brings The Action Home!
Nolan Ryan, the living legend of baseball, brings America's favorite
pastime right into your living room for your family and friends to enjoy.

CATCH THE FUN • PLAY A WHOLE SEASON IN PENNANT MODE


Nolan Ryan’s Baseball lets you catch In Pennant Mode, you can play one of
• KEEP UP ON THE STATS
the major league baseball fun. six scheduled games per day against a
all
Put away that
Pick up some tips from the pros in computer-controlled team. By choos-
pencil and that
Assist mode, or taste the thrill of vic- ing the Pennant Setup option, you can
clipboard— Nolan
tory for yourself. No more arguing change the length of the season, trade Ryan is keeping

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.

cellent animated scenes of those


close catches and questionable tags.
Play ball!
• MAKE A TRADE
If you aren't
satisfied with your
starting lineup,

switch it around
with the Trade
option in the
Pennant Setup
mode.

STEP UP TO THE PLATE IN A SINGLE GAME


If you’re looking for a quick game • DISTRIBUTE ABILITIES
against the computer or against a
For best results,
friend to brush up on your ball-playing distribute your
then shoot for the Single Game.
skills,
strengths and
Give a pre-made team a try, or test weaknesses evenly.
your skills as a manager and create With some practice,

your very own team. Once you find you'll be unbeatable!

that top team, save it with a password.

• PICK A POWER LINEUP • PASSWORD FEATURE


Nolan Ryans Once you have taken
tomv'hwv
it# >> •> Baseball allows you some time and exper-

to create your own imented and found


players with the what players work
Power Setup option. best for you. save

your progress with


1
the password.

142 NINTENDO PLAYER'S GUIDE


SUPER BASES LOADED
The Super Sequel To Bases Loaded
Following in the footsteps of the all-star Bases Loaded games for
the NES and Game Boy, comes Super Bases Loaded, the crown
jewel of the series for the Super NES.

A NEW ADDITION TO THE BASEBALL TRADITION


Sharper graphics, clearer sound and • PITCHING VIEW • FIELDING VIEW
exciting game play have all come The trademark of all the Bases Loaded games is A new and interesting feature in this game is

together to put the “super” in Super the reversed television-like pitching view. Rather the fielding view made possible by the

Bases Loaded. Jaleco has added a than seeing the pitch come from the batter's increased capabilities of the Super NES. After

more realistic camera-like view, an vantage point, you the ball is hit. this view follows the ball from

edit mode and created larger fielders shoulder. Which almost a rooftop
side you see will perspective until it
that are easier to see and control.
even change is caught or disap-
You still want to beat the other team, 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

play the perfect game! left-handed. when playing.

IMPROVE RATINGS CONTROLLING YOUR PLAYERS


There’s a lot more at stake than Unlike most baseball games, each • BATTING
winning or losing! When playing a player has his own individual style
one-player game against the com- of playing in Super Bases Loaded.
puter, your game play is rated in 13 For example, some pitchers throw
separate categories. Points are overhand while others throw
deducted from your starting score sidearm. This attention to detail
of 100 every time you make an adds a more realistic feel to the
error, strike out, get caught stealing game.
a base etc. Likewise, you are able to • BUNTING
regain lost points by making an
extra good play. As you improve
your rating, you will move up to P'
more difficult categories where the Move to where you want to stand in the

competition is even tougher. batter's box. After that, timing is the key. Use
the Control Pad to hit high or low. SUPER NOLAN

When bunting, you are able to position the bat

high or low with the Control Pad.


• FIELDING
• PITCHING BASES RYAN’S

LOADED

As the fielder, place yourself in the ball's path BASEBALL

When pitching, you can choose where to stand


to catch it. If you aren't close enough, you can
where to throw and how fast you want the
also dive or leap for it
pitch to be.

SUPER NES 1 43
BASEBALL SIMULATOR 1.000
A Baseball Experience Like No Other
We were 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.

CHOOSE A TRADITIONAL GAME OR A UNIQUE SIMULATION


This game offers just about every- ment? What if you wanted to throw
thing the video sports enthusiast your opponent more than a curve
would need. It features realistic ball? Toss all preconceived notions
baseball action, non-stop competi- aside, because this game is far from
tion and hours of fun, but what if ordinary. Use
these special tricks to
you’re in the mood for something a your advantage, but remember— the You're in for hours of fun whether you choose a
little off the wall to add to the excite- other team may have a few of its own! simulated game or a traditional game.

ULTRA PITCHES YOU NEVER IMAGINED


The sweat beads on your forehead as SNAKE BALL MYSTERY BALL NINJA BALL SPARK BALL
you wait for the catcher’s signal.
What’s it going to be this time? The
usual fast ball or a slider? The Sonic
Ball! You nod and begin your wind
up, and the ball
screams toward
the plate like a
meteor. It sure is
nice having one of
20 trick pitches
to choose from!

ULTRA BATTING YOU THOUGHT IMPOSSIBLE


You grip the bat in anticipation as you HYPER HIT SPINNER HIT MAGNET HIT MISSILE HIT
wait for the pitch. It’s hard to tell
what’s coming, but one of your 15 dif-
ferent special batting techniques
would certainly come in handy at this
time. What should
it be? The Leaf
EXPLODING HIT METEOR HIT TREMOR HIT
Hit or the Spinner
Hit? How about
the Exploding Hit!
They’ll never
know what hit

144 NINTENDO PLAYER'S GUIDE


.

EXTRA
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!

CUTE LITTLE TRY YOUR HAND AT FIVE PLAY MODES


GUYS PLAY HARD
There are five different play modes
you can choose in Extra Innings
Don’t let their appearance fool you. Baseball. You can play a single
These players know what they’re game against a computer-con-
doing, and are certainly not going trolled team or challenge a friend.
to go easy on you. Step up to the In the Pennant Race, play the
plate and give them a run for their whole season through. In All-Star
money. mode, you can recruit top players
The graphics on the
Title Screen give you
a glimpse of what's
mums and use them on your own team. Sit
back and watch the action as the
Manager in All-Star mode.
Use the Control Pad
pleasure.
to pick your playing

to come.
mk as* ONE-PLAYER MODE ALL STAR MODE
mode Scout out and recruit the best play-
n Those fast balls are

going to fly by pretty


One-player puts you in the
spotlight. Practice against a friend, ers for your All-Star Team for the
quickly. Three strikes or try to beat the computer. Either ultimate in excitement. Arrange
and it's off to the way, it isn’t easy! your lineup wisely!
locker room.

Be sure to keep your


eye on the ball! You
don't want to miss

the chance for a solid


base hit.

Hit a Home Run and CHOOSE A DIFFERENT PARK EXTRA SUPER

you’ll be the hero of


the game! A little

crowd appreciation is Just like in real baseball, there are It is easy to hit long balls

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

manager for your team. wall is higher than the SIMULATOR

right

This park has a dirt center

field. A team with strong


batting is sure to do well
Too bad! Losing the game shows you who your 1.000

here.
fair-weather friends are.

SUPER NES 1 45
MADDEN'S
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.

GET READY FOR THE MOST REALISTIC FOOTBALL GAME YET!


How real is it? Well, the refs will call
• HUDDLE
you on five types of penalties, and
you’ve got a coach
you
who
for anything they miss. The game
will jump on
You have a long
of plays

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.

life. But look who’s here to help! No

matter how well you know football,


John Madden can show you some
You can also modify
the formations.

u~
^s
tricks.

GRIDIRON REALISM INSTANT REPLAY


Madden made sure that nothing was and signals, but you’ll usually do This is as good as having a VCR! You
left out to ensure that this is the real better if you take control yourself. can view instant replay on any play.
thing. At every point you can sit back You can do everything in this game Use your select button and the con-
and let the computer call the shots except get injured! trols will appear. You can fast for-
ward and rewind just like a regular
• KICK OFF • SPIN console, just follow the instructions

The computer can On running plays push in the control box.


kick, but you get a A to spin. This can

better kick if you do shake off tacklers. but

it yourself. Push A. B. be careful; it can

and Y for an onside increase your chances

kick. of fumbling.

• SNOW AND ICE • AUDIBLE


You can call an audible
if you're in formation. If

you've already called an


audible and you change
your mind, call a
timeout.

• OFFSIDE
All the rules apply. You
can be penalized for an
offsides, encroach-

ment, delay of game,


You can view the instant replay from more than
pass interference, and
Choose from three kinds of weather. The weather will one angle. Just use your directional controller to
more.
affect how you play, so pick your team with care. switch.

146 NINTENDO PLAYER’S GUIDE ELECTRONIC i


BILL LAIMBEER'S
COMBAT BASKETBALL
Full Contact Futuristic Sports Action
It’s the year 2030, and the peace once enjoyed has given way to

crime and violence. The only relief the people have from their
misery is the ruthless sport of Combat Basketball.

ALL RULES ARE TOSSED TO THE SIDELINES


It’s a free-for-all after the tip-off, so
you better stay on your toes and be
ready for some fast-paced action!
Keep your eyes on the active
player— he’s the one with the
arrows behind him. The active
player will change depending on
who is closest to the ball. Following
the traditional rules of fair play and
good sportsmanship is not an issue
in this game— you are free to bump,
crunch and tackle the members of
the opposing team. Do whatever This is no time to hold back! Go for a tackle on

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!

CALL THE SHOTS INVALUABLE ITEMS


Add a little more excitement to In addition to that tackling techni-
your game by choosing the League que, you also have an arsenal of
In addition to your win-
Menu Option. Off the court, you weapons and other helpful items at
nings. you can pick up
BILL
JOHN

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

standings, change player positions


and trade for new players. You can
get better players as you win money
g •POWER-UP
The Power-Up will give Watch out for these

your player a temporary Mines! They blow up


and collect the coins in the games.
power boost. While when a player touches

powered up. the other one, and he will


COMBAT

players better steer clear temporarily be knocked FOOTBALL

of this guy's mean tackle! out of commission.

I HOMING MISSILE
Although the activated Missiles will also knock

Saw Blade will knock your rival's active player

your rival team’s active out. but unlike the Saw BASKETBALL

player out, it travels in Blade, it travels straight

wide arcs and is a little for the target. It is quite

unpredictable.

SUPER NES 1 47
RPM RACING
Fast-Paced Competition Puts You Behind The Wheel!
Rev up your engine and make your way toward the starting line in Radi-
calPsycho Machine Racing for your Super NES! Are your driving skills
good enough to hold the competition off?

RADICAL RACE A COURSE FULL OF DANGERS!


You get to start out in the pole posi- The name of the game is danger, and It is best to start out

tion,but can you hold onto it? This is you’ll face plenty of chilling with a car built for

no ordinary 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

Surface to get used to


Paved
WATCH OUT!
the controls. • OIL SLICKS
Drive across an Oil Slick and

it's anybody's guess where


• DIRT you'll end up!
The Dirt Surface makes
the car more difficult to

control. Choose a car


with some power.

• ICE
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.

TRY MAKING YOUR OWN COURSE!


Once you’ve proven that you’re a Choose to test out

regular driving ace on the competi- your course against

hand at design-
tion circuit, try your the computer, or try

ing your very own course. You can taking on a friend.

save up to six custom tracks.

• NEED PARTS? • WHICH SURFACE?


Get some money together The next thing to do is

and buy some parts to pick the surface and the


put your car in the fast number of laps you'd like.

lane.

• ADD BUMPS? • LET’S RACE!


Why settle for a boring Choose up to eight other
flat course? Add some challengers, and you're
bumps and curves for

added challenge.

148 NINTENDO PLAYER’S GUIDE


The lineup of games for the SuperNES Is already hot. and the titles planned for the future
promise to keep pushing the new system's capabilities to the max. They run the gamut from
role-playing to adventure to action-packed sports. Our Future Games section gives you the
chance to take

SUPER NES 1 49
D-FORCE
Realistic combat action and evil
mutants meet in this overhead view
helicopter mission from Asmik. A
powerful dictator has waged war on
the world. He’s amassed a huge force
of the best military machines ever
made and created several huge
mutant creatures who, by themselves,
could stop an army. It’s up to you to
blast away this sinister villain’s force
in seven super challenging stages. You
command the Nuclear Apache Heli-
copter, D-Force. As you destroy enemy
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.

150 NINTENDO PLAYER S GUIDE


THE ROCKETEER
While the Super NES adaptation of
The Rocketeer from IGS is based on
the same story which inspired Ban-
dai’s The Rocketeer for the NES,
they are completely different games.
This new take off on The Rocketeer
features several different types of
game play and some incredible
detailed graphics. The game begins
with an airplane race in Cliff
Secord’s Gee Bee and follows him
through the discovery of his rocket-
pack to a daring rescue on an enemy
airship. There’s a shootout in Cliffs Rocketeer began as a comic, it’s only
airplane hangar, a side-view rocket- fitting that its Super NES adapta-
pack flight and a kicking and punch- tion should include illustrations of
ing battle against a muscle-bound the same caliber that you find in the
thug. Many of the scenes feature original telling of the story. While the
digitized graphics of actual objects game may lack in controllability and
and actors and they’re are all tied challenge, it is a fascinating demon-
together with brilliantly drawn stration of Super NES graphics.
comic book frames. Since The

SMART BALL
Prince Jerry wasn’t always a blob-like of the kingdom and pick up special
ball. He was transformed into his rub- items which help him in his quest.
bery state by the Bad Wizard of Kyli- Balls, bombs and seeds grow in flowers
ria. In Smart Ball from Sony Image- scattered throughout the kingdom.
soft, you lead Jerry through eight big Jerry can toss the balls and bombs at
stages of animated action in a quest to the Bad Wizard’s evil minions and
save the kingdom and bring Jerry back grow tall plants from the seeds in
to 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

and it finally ends with a big battle in


the castle. If you like comic action, you
should check out Smart Ball.
GAMES

SUPER NES 151


su
™ ADVENTURE ISLAND
Master Higgins makes his Super
NES debut in Super Adventure
Island from Hudson. A cloaked
figure has transformed our hero’s
tropical paradise into a disaster area.
Walking candles, flying squirrels,
charging penguins and a ton of other
crazy creatures send Higgins spin-
ning while he attempts to bring
things back to normal in five stages
of sweaty palm action with a calypso
beat. This installment of the series
has all of the elements that have
made the NES and Game Boy island’s surface and continues into
Adventure Island games a hit with the underground. Other settings in-
fans of light-hearted action. The big clude a slippery ice palace and the
change here is in graphics and belly of a whale. There are also five
sound. Higgins runs, jumps and fruit-filled bonus areas where you
skateboards through a lush, tropical can snag special items and power up.
setting that is so realistic you can If you’re up for a super challenge, you
almost feel the sand between your should take a trip to Super Adven-
toes. The adventure begins on the ture Island.

SUPER CONTRA IX
The ultimate two-player simultane- Since action games usually save the
ous thriller is on a collision course for best villains for the ends of stages,
the Super NES. Super Contra IE you may have grown to expect some
from Konami features six stages of pretty awesome level leaders. But
stunning graphics, incredible sur- some of the mid-stage creatures in
prises and heart-stopping action. this game put level leaders in other
Your mission is to track down and games to shame. You’ll stay on your
destroy a group of aliens who are toes the whole way through because
devastating the planet. They’re big, there’s really no telling when the
they’re mean and they’re plentiful. next awesome creatures like the
twin-terminators or the giant
mutant tortoise are going to be chal-
lenging your combat skills. Major
monsters aren’t the only innovation
here. You may be used to the stand-
ard Contra weapons like the Spread
Shot and the Laser but you’ve never
seen anything the likes of the too-
cool tank and the mighty motor-
cycles that you can control in this
latest, greatest alien-blasting adven-
ture.

152 NINTENDO PLAYER'S GUIDE


SUPER E.D.F.
The E.D.F. in Super E.D.F. from
Jaleco stands for Earth Defense
Force. As a member of this elite
squad, it’s your mission to fight off

alien hordes who have set their


sights on the Blue Sphere. This side-
scrolling space shooter pits your
single ship against armies of invad-
ers, all of which have a sleek, mecha-
noid design and hard outer shells.
The huge ships at the end of each
level can withstand massive attacks
and still send out their own powerful
blasts. Even when it looks as though ferent directions to the Atomic Shot
they’ve been destroyed, these behe- which explodes on contact. If you’re
moths can repair on the fly and con- just beginning your mission, Homing
tinue their attack. Your own ship is Missiles should be your weapon of
also very strong and equipped with choice.These smart bombs seek out
shields. As each stage begins, you enemy ships and blast them as they
can choose from several different approach. Keep your finger on the
weapons. They range from the Vul- firebutton and you’ll clear away the
can Cannon which fires in three dif- enemy forces quickly.

SMNKY'S QUEST
Dexterity and puzzle-solving both into a shower of basketballs and
play a part in Spanky’s Quest from knocks out all of the enemies within
Natsume. Spanky is a talented mon- reach. Bubbles can also be used to
key who can bounce bubbles on his break away walls and pick up items.
head and pop them to stun his ene- Spanky’s quest is to advance through
mies. The bubbles get bigger as they the stages of a fantasy world by
bounce and bigger bubbles are more unlocking doors of interconnecting
powerful when they pop. When the rooms. Keys are scattered through-
biggest bubble pops, it spreads out out each room and Spanky’s got to
use his monkey ingenuity in order to
collect them. Sometimes it’s as
simple as just picking up the keys out
in the open, sometimes Spanky’s got
to knock out the creatures that hold
keys and sometimes he can collect
them by letting them float in his
monkey-made bubbles. Action fans FUTURE

who are young and old will enjoy this


fun and amusing thriller with color-
ful graphics and great animation.
GAMES

SUPER I\ES 1 53
LEMMINGS SunSoft’s Lemmings is an exercise in
crowd control. Dozens of little crea-
tures flow out of a hatch in a danger-
filled area and you’ve got to lead
them to safety. You can teach some
of them special skills and they’ll pave
the way for their counterparts. Dig-
gers burrow through dirt and help
the other Lemmings get to a lower
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.

ULTIMA: THE FALSE PROPHET


The Ultima series of role-playing emphasis in this role-playing epic is
games, which has been very popular on story depth, character develop-
on personal computers and, more ment and intricate puzzles. The
recently on the NES and Game Boy, world of Britannia has been shaken
makes the jump to the Super NES by earthquakes and the coming of
with Ultima: The False Prophet from gargoyles from the underworld. You
FCI, an adaptation of the recent PC are the Avatar, but a disturbing twist
hit Ultima VI. While the graphics are in the tale, triggered by the presence
well drawn and easy to follow, the of evil creature, reveals that you may
actually be a false prophet with sinis-
ter intentions. Your quest is to dis-
prove these allegations and find out
what force of evil is behind this fien-
dish plot, or find out that they are
true. There are plenty of mysteries
to solve, battles to win and magic
items to uncover which require many
hours of game play. The Super NES
allows for depth, detail and high-
drama, and Ultima: The False Pro-
phet delivers.

154 NINTENDO PLAYER’S GUIDE


BULLS VS. LAKERS
AND THE NBA PLAYOFFS
The 1991 NBA Championship,
which ended with the Chicago Bulls
taking the trophy, is faithfully
recreated in Bulls Vs. Lakers and the
NBA Playoffs from Electronic Arts.
All 16 of the teams that participated
in the playoffs are represented with
their realistic strengths and weak-
nesses. You can attempt to change
history by taking charge of an under-
dog team and face off with the best
players in the NBA
or confirm the
power of the Bulls by taking them to
the top all over again. You can also shooter while Charles Barkley of the
join up with the Western or Eastern 76ers muscles inside and slams the
All-Stars. Every team includes its ball through. Of course, the game
fullplayer roster from the 1990-1991 about the stars. You have to
isn’t all
season with a complete set of stats letyour big players rest sometimes
for each player. Player reputations and give minutes to their backups.
also play a part. The video game ver- Play intelligently and you could go
sion of the Celtics’ Larry Bird, for allthe way to the World Champion-
instance, is an awesome outside ship.

F1-R0C
Fl-ROC from Seta is a race of cham- enter the next race and prove your
pions on a Formula 1 circuit of 16 mettle all over again. Super NES
courses. Your racing team competes scaling and rotation effects help
against seven other competitive make your view of each track realis-
camps to come up with the best car tic and exciting as they do so effec-
and the fastest time around the tively in F-Zero. Unlike its futuristic
track. If you finish the race in the fellow racer, Fl-ROC depicts a down
money, you can spend your winnings to earth race with present-day cars
on automotive improvements, then which require time-consuming pit
stops and regular maintenance. An-
other realistic feature is manual
shifting which adds to the complex-
ity of car control but takes the game
one lap closer to actual Formula 1
racing. If you’re well-practiced and
you keep your car trouble free, you
may earn the pole position in qualify- FUTURE

ing heats and give yourself the inside


track for big money victories and the
Formula 1 racing trophy.
GAMES

SUPER NES 1 55
NCAA FINAL FOUR The college basketball champion-
ships are always one of the most
talked about sports events of the
year. Hal America’s NCAA Final
Four brings all of the excitement of
this competition to the Super NES.
Five of the biggest NCAA confer-
ences are represented. You can con-
trol any team in the game and take
them through to the Final Four.
Since the actual stats and strategies
of each team are built into the game,
the teams in the game play like their
real-life counterparts. The St. John’s start the game, you’ll play every team
Redmen for example, run a man-to- in your conference twice, then receive
man defense and slow down the ball an invitation to the tournament if your
on offense while the Runnin’ Rebels record is good enough. Then, it’s single

of UNLV run the fast break and use a elimination up to the Final Four and
high pressure defense. If you know the NCAA Championship. In addition
the reputation of your opponents, to realistic stats, the emphasis of this
you’ll be able to play against their game is on detailed graphics and top-
strengths and weaknesses. When you notch play control.

PGA TOUR GOLF The scaling and rotation effects that flight from several different views as
are made possible by the Super NES realistically as 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.

156 NINTENDO PLAYER'S GUIDE


PLAY ACTION FOOTBALL
Imagine being in charge of your own
college football team. You choose the
schedule, you run the plays and you
climb the Top 20 Poll with every win
over other top-ranked teams. The
College Season, featuring 97 realistic
squads, is just part of the feature-
packed phenomenon, Super NES
Play Action Football from Nintendo.
Start the game with a by-the-book
high school team to learn the basics,
then work your way up to the more
complex professional ranks. Every
NFL team is represented by team with detailed graphics and smooth
logo and uniform in the Pro Season. animation while a radar view of the
You take control over your favorite entire field lets you know what’s hap-
squad and lead it through a season. If pening off screen. Games take place
you’ve memorized your plays and on grass fields and artificial surfaces,
you know your competition, you can in domed stadiums and out in the
power your team through the open where weather conditions and
playoffs and on to the Super Bowl. wind add a sense of realism to an
The action is presented in close up already realistic game.

SUPER SOCCER CHAMP


Taito’s Super Soccer Champ is a diving head shots are all part of the
physical game with a lot of acrobatic game. You can also master a super
moves and fast action plays. You can shot for an instant goal if you know
take charge of a tough soccer squad your stuff. If you’re a tough competi-
from Brazil, Germany, England, tor and you play a little too rough,
Argentina, Holland, Japan, Italy or you could get a red card and be
the United States and lead them to thrown out of the game. So, you’ll
the top of the heap. Sliding tackles, have to know when to be aggressive
bicycle kicks, shoulder charges and and when to back off. One or two
players can participate while two
players can join the same squad or
play on opposing teams. The action
is shown with realistic detail and
smooth animation from a view that
floats over the sideline following the
ball as itmoves quickly from goal to
goal. Pre-game preparations, goal FUTURE

celebrations and post-game festivi-


ties are all presented with life-like
digitized graphics that will make you
feel as though you’re really taking GAMES

part in the game.

SUPER NES 1 57
” GAME PAK INDEX
Rating Categories Action
Game Category

Sports

n
G=Graphics and Sound C=Challenge
Strategy
R=Play Control T=Theme S Fun
Quiz/Productivity

POWER METER RATING GAME


G P C T CATEGORY

Lagoon Kemco/Seika IP Batt 3.9 3.2 3.5 3.6 Adventure

POWER METER RATING GAME


TITLE COMPANY PLAY SAVE PAGE
G P C T CATEGORY

ActRaiser Enix IP Batt 4.5 3.2 4.1 4 Adventure 70

Bill Laimbeer's
Hudson 2 P-S Batt 3.1 2.9 3.2 3.3 Sports 147
Combat Basketball
Bulls vs. Lakers & The NBA
Electronic Arts 2P-S Batt N/A N/A N/A N/A Sports 155
Championships

Chessmaster, The Mindscape 2 P-S 2.8 3.7 3.4 3.3 Puzzle 117

D-Force Asmik IP 3.6 4 3.6 3.2 Action 150

Darius Twin Taito 2 P-S 3.6 4 3.4 3.3 Action 68


Drakkhen Kemco/Seika IP Batt 3.4 2.5 3 3.4 RPG 116

Extra Innings Sony Imagesoft 2 P-S 3.6 3.4 3.4 Sports 145

F-Zero Nintendo IP Batt 4.3 4.3 4.3 4 Sports 120

FI -ROC Seta IP N/A N/A N/A N/A Sports 155

Final Fantasy II Square IP Batt 4.5 !


3.2 4.1 4 Adventure 92

Final Fight Capcom IP 3.7 4.1 3.8 3.5 Action 36

Gradius IQ Konami IP 3.8 3.9 3.7 3.6 Action 42

158 NINTENDO PLAYER'S GUIDE


POWER METER RATING GAME
TITLE flflMPANY
G p c T CATEGORY

Hal's Hole in One Golf Hal America 2P-A Batt 3.8 3.7 3.9 3.8 Sports 134

Home Alone THQ IP 2.8 3.2 2.7 3.1 Action 65

Hyperzone Hal America IP 3.6 3.6 3.3 3 Action 66

Joe & Mac Data East 2 P-S 3.9 3.6 3.6 3.7 Action 62

John Madden's Football Electronic Arts 2 P-S 3.6 2.7 3.6 3.6 Sports 146

Lagoon Kemco/Seika IP Batt 3.9 3.2 3.5 3.6 Adventure 90

Legend Of The Mystical


Konami 2 P-S Pass 3.9 3.7 3.6 3.6 Action 60
Ninja

Lemmings SunSoft 2 P-S Pass N/A N/A N/A N/A Puzzle 154

Miracle Keyboard Software Toolworks IP 3.9 3.3 3.3 4.1 Piano Instructor 118

NCAA Final Four Hal America 2 P-S N/A N/A N/A N/A Sports 156

Nolan Ryan's Baseball Romstar 2 P-S 3.2 3.3 3 2.5 Sports 142

Nosferatu Seta IP Batt N/A N/A N/A N/A Action 150

Paperboy 2 Mindscape 2P-A 3.3 3.3 3.2 3.3 Action 64

PGA Tour Golf Electronic Arts 2P-A N/A N/A N/A N/A Sports 156

Pilotwings Nintendo IP Pass 3.9 3.9 3.6 3.8 Action 100

Pit Fighter THQ 2 P-S 2.8 2.3 2.4 2.3 Action 67

Populous Acclaim IP 3.7 3 3.9 4 Simulation 112

Rocketeer, The IGS IP N/A N/A N/A N/A Action 151

RPM Racing Interplay 2 P-S 3.1 2.9 3.2 3.3 Sports 148

SimCity Nintendo IP Batt 3.7 3.6 4.2 4.6 Simulation 106

Smart Ball Sony Imagesoft IP N/A N/A N/A N/A Action 151

SUPER NES 1 59
POWER METER RATING GAME
TITLE COMPANY
G p c T CATEGORY

Smash TV Acclaim 2 P-S N/A N/A N/A N/A Action 61

Spanky's Quest Natsume IP Pass N/A N/A N/A N/A Action 153

Super Adventure Island Hudson Soft IP N/A N/A N/A N/A Action 152

Super Baseball
Culture Brain 2 P-S Batt 2.9 2.9 3.3 3.5 Sports 144
Simulator 1.000

Super Bases Loaded Jaleco 2 P-S 2.9 2.8 3.1 3 Sports 143

Super Castlevania IV Konami IP Pass 4.3 3.7 4.1 4 Action 26

Super Cor.ira IV Konami 2 P-S N/A N/A N/A N/A Action 152

Super E.D.F. Jaleco IP 3.6 4 3.6 3.2 Action 153

Super Ghouls 'N Ghosts Capcom IP 4.6 3.7 3.9 4.1 Action 16

Super Mario World Nintendo 2P-A Ban 4.7 4.6 4.4 4.5 Action 8

Super Off-Road Tradewest 2 P-S 3.2 2.5 2.8 3.2 Sports 126

Super Play Action Football Nintendo 2 P-S Batt N/A N/A N/A N/A Sports 157

Super R-Type Irem IP 3.8 4.1 3.5 3.5 Action 48

Super Soccer Champ Taito 2 P-S N/A N/A N/A N/A Sports 157

Super Tennis Nintendo 2 P-S Pass 4.1 4.1 4 3.9 Sports 130

True Golf Classics-


T & E Soft 4P-A Batt 3.9 3.4 3.7 3.7 Sports 138
Waialae Country Club

U.N. Squadron Capcom IP 3.7 4 4 3.7 Action 54

Ultima: The False Prophet FCI/Pony Canyon IP Batt N/A N/A N/A N/A RPG 154

Ultraman: Towards
Bandai IP 3.7 2.9 3 2.9 Action 63
The Future

Wanderers From Ys American Sammy IP Batt 3.9 3.6 3.9 3.8 Adventure 84

The Legend of Zelda:


Nintendo IP Batt 4.7 4.2 5.0 5.0 Adventure 78
A Link to The Past

160 NINTENDO PLAYER'S GUIDE


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