Nintendo Power Issue 020 January 1991 [20 ed.]

Citation preview

VOLUME

20

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Tired of tech-heads throwing around- terms that are totally

foreign? Read the special feature on

you, so get set for Mega-powerful

page 28 to learn how game

been a subscriber since the early days of Power, you

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fun!

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the great

and strategies you’ll find in every issue— and now you'll gel them every month! New subscribers, you can look forward to getting in on the inside information you’ve been missing. With Nintendo Power by your side, you’ll see

how

easy

it

is

to

make

sense of the mind-boggling, super-

complex games out there! So settle in and buckle up— this issue

packed with surprises!

is

works,

really

the

leaks Japan’s

and

its

memory

straight-forward,

in

The

terms.

report

on Nintendo of

latest

16-bit

details about

technology,

with

Famicom

the Super

incredible graphics.

•Featured this month: Mega Man’s back in the eagerly awaited Mega Man III. This time, he’s joined by a canine cohort capable of amazing contortions.

• Curious by nature? Unravel the clues and discover secrets to solve

many myster-

the

• Get

new

a

per-

game The Im-

spective on

play with

mortal.

Its

out-

animation adds a w hole new dimension to

standing

role playing!

• So what else is new? The NES

New

Kids,

course.

Be sure to months

of

read this celebrity

profile:

The New Kids on the Block talk

game all

play and

tell

about the game

they’ll star in.

•Talk about miracles! Now anyone

• Get

can learn to play the piano using the Miracle Piano Teaching System. It’s an absolutely awesome new package

before you know

that includes a special

Game

Pak

and an electronic musical keyboard.

Check

it

out! See the feature that

begins on page 74.

4

NINTENDO POWER

started

now on

these and the

other great articles in this issueissue will be here!

it,

next month’s

CONTENTS VOLUME 20 JANUARY

1991

FEATURED AMERICAS FAVORITE ACTION MAN!

MEGA MAN

m

8

GAME BOY- 63 DRAGON’S LAIR Game

Dirk dares again

in

Boy

the

64

version of the arcade classic.

GREAT

graphics!

MERCENARY FORCE

66

When

too-tough enemies defy the law, you and your team must teach them some respect. Vanquish the vermin!

BURAI FIGHTER DELUXE

67

Intergalactic adventure that’s out of this world!

F-1 Slip

RACE

IN

Dust

THE IMMORTAL-32 this

One

action. Tac

it

it

up!

It’s

up-but watch the

fantastic

red line!

SUPER SCRABBLE

ADVENTURE

Graphic detail adds to the mystery of

68

your gloves on, buckle your belt down, and rev

four-player Formula

A NEW DIMENSION

medieval action-

off the dictionary for Milton-Bradley’s

the greatest brain-teasers of

all

69 Game Boy version of one of

time.

I^H PLAYER’S PULSE

MMB

NES ACHIEVERS

86 88

PLAYER’S

TOP

FORUM

6

30 TIPS

FROM

THE PROS

Hi 40 72 78

CLASSIFIED INFORMATION

HOWARD & NESTER

CAN ACE CRACK THE CASE?

DeJa

44

VU

Detective Ace Harding uncovers clues and puts the pieces one tough cop!

together. He’s

FRESH

FROM THE MOVIE ....

GREMLINS 2

COUNSELORS’ CORNER SPECIAL REPORTS Why Game

51 THE MIRACLE PIANO his

TEACHING SYSTEM

A

The

curtain’s up on these class acts.

perfectly painless approach to piano. Plug

at

our future

file.

it in

74 and play away!

THE INFO ZONE

PLAYER’S POLL CELEBRITY PROFILE

BULLETIN BOARD Sneak a peak

28

Paks never forget: You’ll discover everything you need to

know about ROMs, RAM, MMCs and more.

Gremlins gone wrong are bad news! Only Gizmo and gadgets can set them straight.

VIDEO UPDATES

i^HK

TODAY’S TECHNOLOGY

NEXT

ISSUE

82 91

98 99 VOLUME

20

5

Game Boy gets

MAILBOX

VOLGA BOATMAN

SKY HIGH SCORES update you on a

his is to

T

couple of

Boy

my

recent

Tetris scores.

Game

On

July

8th achieved a score of 404,599 with 200 lines while flying at mach I

2 and 53,000 feet in the Concorde between London and New York. This was my first score in excess of 400,000. In one sense, it will always be one of the "higher" Tetris scores ever— 53,000 feet high!

around!

September’s Mailbox put out the call for letters from globe-trotting game players, and we got them from far and wide. It’s obvious that portable power is an international hit! Everybody likes cruisin’ with Came Boy.

f

I

sia.

A PORTABLE USO

you want to hear about a fan-

tastic trip with

Game Boy, listen

summer went to Ruswent on a cruise down the

up. Last I

Volga

River.

I

We

Mos-

started in

W

hen

my husband went

to Saudi Arabia

tember as

in

Sep-

part of Oper-

ation Desert Shield, he took

son's

Game Boy

my

and three games

cow and went to a bunch of places

with him.

between there and Cazahov. had my birthday while was

My son's Game Boy got the workout of its life! The troops spent a lot

I

I

my parents couldn't find anything for a gift. Then they met a couple on the boat who had two Game Boys, one for themselves and one for their 23-year-old son. My parents bought one from them and gave it to me for my birthday. Tetris was the only game we had, but Russian kids and adults alike loved it! My mom also grabs it every chance she gets. am the best in my neighborhood. can get 1 29 lines and thousands of points. speak for Soviets and there, but

of time in the desert just waiting

around. They said that playing

Game Boy was a great way to pass the time.

Patty

Monroe

Shalimar, FL

I

I

I

him. Seeing

is

believing!

Americans both:

Game Boy

The Monroe Family: John,

Patty, Brent,

Jason and Ryan

is

\

great! Thanks!

Nick Haigh

My

first

score

excess

in

Plano,

of

I

lines.

Photographs of both scores

are enclosed. I

I

will

My

"lines" record

is

P.0. Box

CA

Redmond,

202.

about high scores! Ingenious Apple-man and Video Ace, "The Woz, " alias Mr. T, topped November's NES Achievers list with his Talk

amazing 6

Tetris total.

NINTENDO POWER

the

only

portable

Nintendo Power Player’s Pulse

Steve “Mr. T” Wozniak

P.S.

isn’t

power around. Snap some shots of and Nintendo Power at a monumental point. Atop the Space Needle? The Empire State Building? Mt. Everest? The sky’s the limit! Send us the best!

write again

score 600,000.

Los Gatos,

Game Boy yourself

500,000 was 507,110 on July 26th, even though had only 1 67

when

TX

Robbie, Nick and Jim Haigh pose in front of Basil's Cathedral in

Moscow.

St.

WA

97033 98073-9733

THE SUPER THETA CHI BROS.

I

P.S. Since Luigi doesn't get much making him an honorary Theta Chi. As you can

recognition, we're

am 20 years old and a member of Theta Chi Fraternity at Eastern Michigan University

see, he's very happy!

We're seriously worried about you

and I'm writing to tell you about one of our spring breaks. In March two of my fraternity brothers and decided to drive to South Padre Island, which is in the Gulf of Mexico off the southern tip of

guys.

Game Boy

also

works OUT-

SIDE.

I

It took us a little over 20 hours to get there driving straight through. The Game Boy came in

Texas.

really

the

handy in passing the time on there and back, but that's

way

only the beginning. 1

members were

already

We ended up spending about half of our time playing Game Boy in our hotel room! Tetris and Super Mario Land were the big hits that drained our vacation

there.

in

this

is

that even

though the weather was nice and the girls were gorgeous, we still spent a

When we arrived, about 4 of our fraternity

The Wild Boys of Theta Chi

The humor

lot

of our vacation playing

Game Boy. It just goes to show that you don't have to take a vacation to have a great time. Next time, just pull out the old Game Boy and save some money! Mark Preston Ypsilanti,

Ml

time.

am

president of a club that

goes by N.E.S.A. Our motto

I

'That was members and together,

we

easy."

is

The other

are 17, and all have finished more I

Some

of the

games

I've

finished

are Dragon Warrior, Final Fantasy, Shadowgate, Snake's Revenge, Ninja Gaiden, The Guardian Legend, and Ultima.

spending mega-hours completing again. also taped the cinema scenes and exciting con-

them

I

clusion to

make my own

"Ninja

Gaiden— The Movie."

50 games. Members Jason and Daniel have Game Boys that we play through

my NES, but it doesn't take over my life. My first love is beating percussion, and I've

big speakers during lunch— the teachers love that! I've gone as far as hooking Game Boy up to a gui-

jazz festivals.

than

1

sounded pretty obnoxious, but after a few adjustments, it sounded awesome. Sometimes we get together at a member's house and hook the NES up to a stereo.

tar amplifier. At first

I

love

even

playing

won some

soloist

awards

at

A tip for Final Fantasy: Some wea-

it

Members Nielsen,

(left to right) T.C.

Adam

Talbot,

Christensen, Matthew

Dan DeSpain, Jason Nielsen.

I've videotaped most of my game endings so can see them and show them to my friends without I

pons and armor have magical powers; be sure to take advantage of them.

Agent 2112 Midway, Utah

T.C. Christensen,

VOLUME

20

7

With a blast of blue energy and bundle of new gadgets, the mighty mechanical hero, Mega Man, has burst onto the scene once again. Diabolical Dr. Wily appears to have joined forces with Mega Man’s He has proposed to build, of all things, a giant peace-keeping robot! Elements from eight worlds are needed to complete the invention and it’s Mega Man’s job to see that those worlds are conquered. creator, Dr. Light.

GAME

PAK

DATA BOX

MEGA MAN HI MFG CAPCOM

MEMORY

MM C3

Ploy Control

Challenge

&

Lasting Int

Rush the Robodog To The Rescue To get out of impossible jams, Mega Man can call on his new Ultimately, Rush, can assume 3 different forms.

pal.

Rush.

RUSH Solar Panel Micro-Electric Brain

Power Generator

Arm Cannon

Magna-Joint Hydraulic

Suspension Pressure

NINTENDO POWER

IMPING

This mechanical

wonder

keep up with any robot

As Mega Man conquers the eight mining planets and makes them

Shadow

safe for exploration, he will learn

Blade

the abilities of the planets' Robot Masters. All of these powers will be useful later in

Mega Man's journey.

DoJIt By The Numbers Some Robot leaders should be

JSpark Shock

toppled before others. Here's a suggested order of completion.

Scattered throughout the Mining Planets are items that will refill

Energy Pellet

Mega Man's Reserve Energy and ready him for the challenges ahead. Some Power-Up items also appear after enemies are defeated. Collect them when reserves are low and blast enemies when you can to uncover even more items.

o

Power

Pellet

Power-up items can

[I] Energy Tank sections of the

Surprise Box

ITTENTm Here are a couple of things to keep in mind while you're planet hopping:

Practice

Up

Since this

is

Mega Man's

Pick third

adventure, it'll help to practice with the first two.

Up The Password

When

you complete stages, take down the Passwords and keep

them

for future reference.

VOLUME

20

9

MAGNET MAN

Cl rt'a

The underground cavern of Magnet

Magnet Fly Mania The Magnet

Man upward

Files pull

Mega

with a powerful

magnetic force and carry him away. Move him to

break

left

free, but

and

H

right

make sure

that he's over solid ground.

There are a

lot

of bottomless

A Mysterious Encounter

Fight through the rocky

Hard Man Stage with as much power as you can muster.

There’s

heavy machinery

H~Scroll

Away The Enemy

I

some there.

PTsiide Or Be Eaten

is is is^SJC0sisJj^pis'

10

MSTEMO POWER

Man

is littered

with

mechanical creatures that have special attractions. Keep an eye on them and work against their polarity to avoid being pulled off balance. Keep hopping and watch your step!

~

Magnet Man has two forms of attack.

Work

against his awe-

some

magnetic by firing when he relaxes pull

its strength. Then slide under him and as he jumps and keep running from the Magnet

Missiles.

Step Lightly

rir=tT=Tr=rr=rt=?^ra?

Blocks appear and disappear

In

set pattern. Study the pattern closely.

Then jump from one

bio

17=831

Double Trouble

harWKian hn Uorft ni ml/ The Hard 1^ Knuckles come two at a time and bounce off the walls in your battle

with

~ “* ~

the

big man. Hit him with Magnet Missiles before he fires. Then jump over the Knuckles. When he leaps, run in the opposite direction and get ready for the ground to shake.

VOLUME

20

1

Tough enemies and tricky jumps are abundant\ Top Man Stage. In this world, think out every section. This is one world Robot Master is more challeng-

in the dizzying

and

the road to the

ing than the fight

itself.

START

VGetThe

Right Angle

The Top Dispenser at the top of the stairs

you

fall

to the

will

have the advantage

if

bottom of the screen. Before you drop, hang onto the

last rung of the ladder

and

fire

from there. You'll be angled just right

to hit him.

initial drop, the Shadow Man stage features a long horizontal passage with relatively weak enemies. Try to conserve your energy for the final fight with the

After the

I

Keep The Lights

I

On

Holograms make the

Robot Master.

rest of

Face the last Hologram with a spray from your Cannon.

Don’t Panic

And You Won’t

Fall

The Spinning Tops are not as tricky as they look.

Mega Man

will

spin out to the edge while he’s

standing on them, but he won't over-correct. Take

Top

when

it's

it

I

pelt the

You should be able or three sprays

Balls.

Jump

to clear the

way

Man atta^f with a simple pattern. First, he throws three Tops into the air which stop and converge where Mega Man is standing. Then he spins and charges. Send out the Hard Knuckle and avoid the Tops. Then, leap over the fiend as he approaches. You'll topple Top Man in no time. Top

fire.

after

Mega

toMKan

over

Bobcat with Cannon

next

to the end!

Bobcat Bounce

them and

unless you to the

even with, or lower than,

Man. You're almost

The Bobcat releases two

fall

easy and jump

two

from the Cannon.

W NAN

SHAD Avoid Surprise Attacks Parachutes drop from above could cause trouble

if

In this area.

you're caught

They

The best way to qui^ Shadow Man is to hit him with Top Spin. If you don't have it, you'll have a hard time with his power and speed. Switch to Top Spin and as Shad-

ow Man

slides, spin

'til

he's history.

in mid-air.

Wait on the edge of each platform and defeat the Parachutes before you jump the gaps.

You'll

knock

BH them out of the sky before they can

return the

WOMB favor.

When you Top Spin

take on

hits will

Shadow Man, use Top beat him.

Spin. Four direct

I

|

SPARK MAN With the exception of the electrically charged traps which are unique to the Spark

Man

Stage, this world fea-

enemies that you have seen the Take 'em one at a

tures

likes of before.

\time.

,

Wait For

A Recharge

ol After ir letting loose a surge of

i

rent, the moving electric shockers current,

take a

moment

to recharge.

m

Don’t Think, Just Jump!

Make

your move as the shockers slide

toward you.

Over And Under Three-Fireball attacks are the specialty of

the Big Snake. Start on the far

left

and Jump to the right up and over the first

the

The eccentric Snake Man has lined the underground areas of his stage with green scales and fireball mechanical snake heads.

I

Come Out

Shooting

As soon as you enter the area, the snakes start firing.

Jump in and spray them with Arm Cannon. Two hits will you fire rapidly, you may be

shots from the get them.

If

able to knock out two snakes with one barrage.

spitting,

two

Fireballs

Arm Cannon.

as you're unloading You'll

come down as

the third shot Just clears your head.

Move

to the left again and repeat.

MEGA MAN HI P^Watch

for Falling Blocks

Seven shots from the Shadow Blade will knock the power out of Spark Man. Keep your distance as he sends out the small sparks and hit him as he gears up.

Take A Flying Leap

SNAE Snake Man's mostlnreatening attack direct contact.

Jump

side

of

the

Then hit him with a shot from the Arm Cannon. screen.

is

Bomb

Flyers are indestructible, but

they do

over or slide under

him as he approaches and other

try to get to the |.

rr

give

fly

them

more predictably

a shot from the

if

Arm

you

The barrage of enemy fire on the slippery surface of the glacial Gemini Man Stage is only the tip of the iceberg when compared to what waits under the surface. The battle won't be any easier when you finally make it to the leader, either.

f/w

START inllfintmw

//

* rmJTTFI

A11W

ffm

IMHMMIflMWMMHNMIMlaBte

HfL mr

[1

itL

jUjj

:Vi

Fire

From Above

The swooping Nitrons dive toward the surface and explosive fire bursts. Wait for

and

Thaw ’em Out and Shoot ’em Down When you thaw not to thaw out at once.

will

swarm. Try

B

V*

for

for a

o

them as they

dive.

let

go of

Then jump

they get close to the ground.

Get

Them

At The Source

Bomber Penguins. Jump over the they

more than you can handle

Then blast them

Leave and come back

when

The Penguin Makers produce a steady flow of

out the Fish Eggs with

your Are, fire, the Torpedo Fish

fire

come

out and,

when

little

guys as

you're at the peak of

your jump, aim for the Penguin Maker's crank.

bonuses.

Four rapid

bonus build-up

fire

showers from the Arm Cannon

should send the Penguin Makers to the scrap heap.

\ B Don’t

With

some

the exception of very challenging

spike traps, the kingdom of Needle Man should be fairly

simple to get through.

Take it easy and beat each it comes.

enemy as

1

6

NINTENDO POWER

Fire Until

MEGA MANi A Change The behavior of Break

of Heart

Man is getting When he meets

curiouser and curiouser.

with you in this stage, he won't put up a fight at

all.

He'll

simply open the way

to

the

underground and disappear. Break Man may not

mean any harm

at all.

Gemini

Man

circles the fire

splits in half

and

room. He won't

unless you

fire first.

Hop

and shoot.

If

you haven't earned the Rush Marine, or

out of energy, you'll

still

waterway. Use the Rush

be able Coil to

platform, then get hopping.

Torpedoes

hit

if it's

to traverse the

get to the

Jump

first

before the

and take out Dragon

Flies

when

they

ver the Gemini

get to your level. a

Men

as they

circle.

Then

clean shot.

® Watch For Spikes! The Spike Traps always

emerge from the surface the

same

the

first

rate.

Wait

at

until

one goes down

and make a run for should be able

them unharmed.

it.

You

to clear

needW man Try to stay as far fi^m Needle Man as you possibly can and avoid the shower

Needles with quick jumps. Slide under him as he bounds towards you and hit him with the Gemini Laser. Four shots should do it. of

Having conquered the first eight stages, Mega Man will be charged with the powers of the Robot Masters. And just in time, as a new challenge begins. In each of four new stages, Mega Man will encounter two of the Robot Masters from his

last

in the form of the devious Doc good indication that Dr. Wily’s allewas purely a set-up. Now Wily is trying

adventure

Robot. This should be a

giance to

Dr. Light

keep Mega Man busy so that he can build the PeaceKeeping Robot and use it for his own diabolical schemes. to

Break The Giant Spring Missiles.

Aim

for the Spring first,

then try to track

down

the Missiles

and get them before they get you.

The incentive to stay on the Rollers is

even stronger here.

the spikes will blast instantly

you

If

fall,

Mega Man

The center Roller spins

counter-clockwise and the outer Rollers spin clockwise.

When

get to the center Roller, ride

you it

from

the right edge to the left edge and

jump.

If

you time

it

right, you'll

be

able to jump far enough to land on the

Knock The Bug

Off

The Ladder

Scroll

left Roller

Away The Sparks

Spark Man’s shocking zap traps are back. As soon as you see them appear on the right side of the screen, back up

When you much

return, the traps will

better alternative to taking

until

they disappear off the edge.

be gone. Scrolling away enemies

them on

directly.

By doing so.

able to conserve your energy for the challenges ahead.

SHOOT!

18

NINTENDO POW ER

is

often a

you'll

be

9

MEGA MAN 1 rffipiAN Stay on the2 left sid£ side of the screen s< as you take on Doc Robot in his Metal Man guise. Leap to avoid the stream of blades and hit him with the Magnet Missiles. If you run out of Missiles, try the slower Hard Knuckle and time it so Doc Robot is on the ground when the Knuckle slides over.

I

Spike Alert!

The shaft spikes.

Is

lined with deadly

Memorize the map and

correct your

fall

so

between the spikes

you'll stay

at all times.

If

you so much as graze the spikes,

Mega Man

will burst instantly.

you're not ready to align you'll

I

never

make

it

in

If

mid-air,

to the bottom.

Jump The

Blocks

When you last saw the dropping Spark Man Stage, you were able

square blocks, to blast

in

them and

the original slide to the next

side unharmed. That's impossible this time, because two of the

block stacks border bottomless

pits.

To get to the other side

without getting stomped, you should wait for the

first

block to

fall.

Then hop onto that block and hop again quickly before the next one

comes down. You won’t be you

will

escape with your

able to earn bonuses this time, though life.

QUldJTMAN One of the most awesome enemies from Mega Man II is the incredible Quick Man. When Doc Robot takes on the abilities of this menace who lives up to his name, he'll hit Mega Man with a fast and furious attack. Make sure that Mega Man has plenty of energy and try to take Doc Robot out with the Search Snake or Gemini Laser.

VOLUME

20

1

SHADOW NAN REVISITED Dr. Wily

has

really

made

things difficult for

Mega Man now. Even without enemies, this stage would be a challenge with all of its tricky obstacles. One mistake means disaster.

!

Look Out Below

Fall straight

down

in

the

first

*

the spikes at the bottom. that the

Arm Cannon

is

When

you drop,

hesitate for even a fraction of a second,

way and move

never

make

ground

on.

it.

first,

to platform

I

Let ’em Drop in a hole-riddled are:

Wait on the edges of the platforms Parachutes

fall

and pick them

until

the

off before

you

attempt to jump the gaps. The Parachutes

one

or

fall

two to a platform.

hopping

is

HEiflPtaAN Heat

JUMP*

SHOOT-

Man

starts

by tossing three

exploding bursts. Run from them, then hit Heat Man with a Shadow Blade. He'll

turn into a ball of fire and blaze to

the other side of the screen.

Jump

and repeat the maneuver

times.

six

it

nL mmbhiim—.. Mega Man when

The bombs are aimed directly thrown. Get

Man

away when

with the

works well

if

will

If

drop

you

to

Practice on the platforms that hover over solid

then try to traverse the gap. Of course, an alternative the sleek

though, or you'll plummet.

The Parachutes drop again

I

for very long.

Mega Man

sure doom. As soon as you land, jump to the next platform or you'll

make sun

blazing. Defeat enemies on

the right quickly, to clear the

Step Quickly And Lightly

The trap door platforms won't hold Mega Man

two spike-lined drops

here. In the third drop, favor the right side to avoid

for

they're

they're in the air and hit Heat

Shadow Blade on

the run. The Top Spin also

you can get close enough.

Rush

Jet.

Watch the power gauge,

Password Power The Mega Man Password system keeps track of the stages that you've conquered and the number of Energy Tanks that you've saved. When you start the with a saved Password always begin with two

game you'll

Mega

Men

in reserve at the Stage Select screen. Passwords for Dr. Wily's hideout always let you

at

start

the

Nothing

beginning of the

in

penetrate

hideout.

Megawlan's arsenal can

Wood Man's Leaf Shield.

Avoid the falling Leaves and jump over the Leaf Shield as it flies towards you. Then counter with the Needle Cannon before Wood Man can form another Shield. He's tough!

And Avoid

Slide

When Hammer Joe your Are

until

the

It

in

air.

he

is

winding up to toss his weapon, he's invincible. Hold

lets go.

Then

fire

and

slide

under the

Hammer when Hammer

you're approaching him from above, wait for the

by before you drop.

it's

to fly

Mega Man has been on the trail of Dr. Wily for more than two years now. It may be hard to believe but Dr. Wily and Dr. Light were once good friends. Here's what has happened so far.

PW -

1

The original Mega adventure pitted

r

Man

Mega Man

against Dr. Wily, the victim of a mind-altering accident. Wily stole i

==

W8I®Iag '»

)

»»

i

I

Dr.

Ught’s Robots and reprogrammed

them

to

work

for the forces of evil.

short of World Domination In his sights. Fortunately, Dr. Ught's unstoppable blue

VOLUME

20

21

3EMINI

The frozen tundra of the Gemini Man Stage is even more littered with hazards in this second run through. When you come across Energy Pellets for special weapons, be sure to power up Rush’s three forms. The Rush Marine will come in especially handy in this stage. Gemini Man is replaced by Flash Man and Bubble Man, two of the weakest Robot Masters from Mega Man E. Getting to them will be the real challenge.

MAN

REVISITED

SHE Blaze Across The Surface Magnetic Gemini

creatures

power,

Flies again

Man it

in

the area.

Use Special

cause trouble on the surface of the

stage. This time, there are even If

Weapons Wisely

more

you have enough Magnet Missile

might serve you well to use

it

Since you have all of the Special during these adstages, you should remember that you can use them for much more than taking out Robot Masters. When you come across Energy Pellets be sure

here. You won't

have to take time to aim since the Magnet Missile seeks out enemies with

its

Weapons

special magnetic powers.

vanced

to

FLAW W'MAM

There's no o guaraing against a< Flash

Man's

blast because he freezes Mega Man before he fires. Try to guard against direct contact and use the Needle Cannon or Gemini Laser to knock out his energy. He won't be able to withstand more than seven hits from either

weapon.

m

mmmmm.

power

up.

r

MEGA MAN I

>ower Up Completely

Just like before, the frozen Fish Eggs present Power-Up possibilities.

them with the Arm Cannon and You can

fish.

Pellets.

eam

Thaw

I Step Right Up

blast the

a ton of Energy

Besides providing Power-Ups, the Fish

Then leave the area and return.

The Fish Eggs

will

thaw

you take the time, you

again.

If

Eggs can be used as platforms to get

be back and ready to

to higher areas.

can be completely energized before you

in this

Thaw

example, and

the top row, as

you'll

be able

to

use the bottom row as a place to jum|

leave.

to

and move up over the

ice.

If

you

blast the bottom row, you'll have to call

on Rush to get

to the

other side.

I

Beware Of

The holes blocks

in the

Falling

corners of the Ice

may go unnoticed

until

Bugs

dropping from them and try to

start

de-energize

Mega Man. When you

a hole in a block, proceed

cautiously and blast the

Bugs as they

fall

through.

Even small enemies should be treated seriously. Every bit of

energy that you can

save by beating them

Bugs

BUBBK man Beware of the spike-lined soike-lined celling cOTina in the watery waterv depths depi of Bubble Man's chamber. Mega Man can jump very high in water and you've got to make sure that he avoids contact with the top of the room. Bubble Man tosses bouncing bubbles that move slowly enough that you may be able to avoid them with quick maneuvering. Use the Spark Shock or Shadow Blade and you'll beat him with just seven hits. i

NEEDLE NAN REVISITED The shortest of the four returning stages, and probably the easiest to conquer, features fights with Air Man

and

Crash Man. Save your energy for the battles with these Robot Masters and blaze through the rest of the stage. You're practiced enough

now that you'll be able

^ on these challenges with minimal

to take

damage.

/

Keep An Eye On Energy

flNail Needle Harry With The Cannon The porcupine-like Needle Harry sends his Needles

flying for defense. Blast

him and If

Needles with rapid

his

fire

from the Arm

Cannon and jump when he rolls toward you. Make sure that you finish him off so that

he can't get you from behind.

If

Harry

above you, clear the way so that he has

is

room

to land

when he

falls.

you're low on Rush Jet

Energy, you

I Run And Slide!

collect the

last one, though,

insure that

it

in order allowing

might snag you

if

you to run right through. The

your timing

doesn't get you, run past the

first

is

just a

little

off.

To

three spikes and then

slide past the last one.

may

not

want

to

1-Up and Energy will

be

very crucial to have the

lift

Tank

The Spikes come out

in this area.

of the

Rush Jet

stage.

If

It

later in this

you only want to

spare only enough power to

The

indestructible Air Tornadoes of Air Man make your meeting with this fiend a real challenge. Try to get between the Tornadoes and Air Man. You may be able to slide under them. Then pelt him with Magnet Missiles or Spark Shocks.

A

Giant Hard Hat!

At last, the leader of the Hard Hats appears. This one gigantic!

for the cross

on the Helmet and blast

it

produce

while

smaller creatures. Ignore them and keep fighting. Use

Man's Fan, and or

fire

Magnet Missiles

Spark Shocks. Seven

either of these

24

Aim

Get to the other side of the Air Tornados, fighting the gusts of Air

weapons

hits will

NINTENDO POWER

from deflate him.

it's

Rush Jet

rising. In the air, the

if

you can.

Hard Hat

will

is

m

CRA^IAN Run from one side of the screen

Another Mysterious Meeting

to the next

Crash Man when you get to the edge. Crash Man's Crash Bombs are very powerful. Avoid them at all costs and try to counter with the Hard Knuckle. The Knuckle is slow, but it has to connect only four times in order to obliterate Crash Man.

and

Avoid contact with Crash If

After you complete the

fire at

not, try the

Man and use

the Hard Knuckle

if

Doc

Robot Stages, Break Man will appear for another strange He may be trying to tell you something. Find out as the story unfolds. confrontation.

you can.

Arm Cannon.

The Hard Hats

try to surprise

Mega Man

with a propeller supported attack from

above

in this area.

Wait for them to get

close to the ground, then let

them have

it.

NOT SO

FAST, WILY!

1IH—

ipound

1st in

Stage

ine lowest level ot ine dkuii

pound,

Mega Man

com-

will fall into a

pool with a terrible Turtle-produC’ing machine. This stage will be a

breeze,

considering

what

is

to

come.

2nd Stage

1

Not only has the Skull Compound been rebuilt but so has one of Mega Man's most durable enemies. Watch for the return of the

Rock Monster from Mega Man's first advenno Elec Man Beam to save you

ture! There's this time!

Mega WwPbe able to find him' before is complete? What part, if does Break Man play in the final

the Robot any,

confrontation? There’s only one way to

Is

This Wily's Last Stand?

r* w

~

VOLUME

I 20

27

KIRV

VQJR GAME PARS NEJERTORGET BEGAN WITH NKOMS IT ALL

Let s start at the beginning. Computers like the NES Control Deck are impressive machines. You can do everything with them from designing spacecraft to rescuing Princess Toadstool from the evil clutches of King Koopa. But even the most powerful super computers are useless without programs to run on them. Game Paks, of

max memory size on silicon chips has doubled every SMB was considered big.

For several years in a row, the

Back

In 1

in '85.

985, the

peared

memory

NES games apNROM. ROM,

64

today's standards, the

Of course, small is a relative term. 256 K means 256,000 bits of information. Actually, one K equals

two micro-

1

K.

024

bits,

than

erything.

The Program ROM's maximum

Down To

consist of stored bits of data, or

memory,

in

the form of numbers.

games use ponents.

different types of

Why

all

a

bit larger

isn't ev-

PRG

Address

Data

is

ak

1

Data

Address

the differences?

Because the NES was designed so that the latest technology could be

1

Video

each new generation of Game Paks. It's like an RC car. When a faster motor comes out, you buy one and slap it in your old used

3 1

CHR

com-

256K

Basics

NROM Game

What you might not know is how that memory is stored in your Game Paks, or that different

so

256,000 bits. But size

chips— one for the program and one for characters— were rather small.

Deck can run. As probably know, programs

you also

was 256 K and the ROM's max memory was

size

Character

course, are really just programs that your Control

year,

the 256 K x 64 K of

first

using the

which stands for Read Only Memory, is like a book with words that can't be changed or added to. By

RAM

Work

RAM

1

in

racer. That's

how games can

1

CPU

NES

get



Data

Control

>

1

PPU

Deck

bigger and better while your Con•

28

trol

Deck stays the same.

NINTENDO POWER

The diagram shows how

NROM memory

is

used. The

PRG contains game rules, like how high Mario jumps, like. Work RAM stores game data, like your score.

while the CHR has information about what Mario looks

I

STEPPING UP

WHY VOJH GAME PARS

WITH THE

FORGET

LiElJER

RAM Works

The

UNROM Game

Pak

UNROfyi It

Data

wasn't long before Nintendo

started looking for

Address

ways to expand

the capabilities of the NES. The

UNROM was one UNROM Game Pak ROM and a RAM

result.

has a chip.

The

PRG

RAM

NES

means Random Access Memory. It's

Deck

Control

a place to store information

until

it*

s needed, like a filing cabi-

Background and moving object characters for the current area of the game are stored in RAM, which is a net.

To understand Bank Switching, picture a game program as one page in a storybook. The first thing you'll notice is that you can only write so much on a single page. A one page story might be okay, but if you want to expand the story, you'll need to add more pages. It's the same with games. Program size is limited, but you can add programs to the chip. Bank Switching allows you to have several programs in one chip. When a

new area

of the

game

reached, you'll automatically switch to the appropriate program, which is useful in big

games

is

with

(or Pro

of

number

opened up vast new worlds of NES and challenge. Most new games today use MMCs, and newer

Gates, which took up a lot of space. are

fun

more compact,

and

MMCs

Some

of the

opponents required

by the game.

cheaper,

and they also allow larger program and character memory

size.

used

Wrestling

because

used off-the-shelf Logic

MMCS: CUSTOM CRAFTED FUN

UNROM was

The

more versatile method than storing everything in a ROM. The UNROM allows greater memory size and a process called Bank Switching, which is described below.

of the other benefits

clude being able to scroll

MMCs

better

opment page

all

are under devel-

the time.

you'll find

On

the next

an encyclopedia of

MMCs currently in use and some of

in-

their special features.

in different

directions and the use of battery

RAM that can save your progress from one play ses-

backed up

game

sion to the next.

When

wave of games with

the

first

MMCs hit, they

made quite a splash. The Legend of Zelda,

Metroid

and

Kid

It's

Games such as

Icarus

Kid Icarus and Zelda

became

possible with the introduction of specialized

Only

MMCs.

Logical

Logic Gates C

D

MMCs

many

variations or worlds.

An even along

in

bigger revolution came the form of Memory

Management Controllers, or MMCs. An MMC is a custom designed set of

circuits in a chip

that allow specialized functions.

Some of the circuits, which are also called Logic Gates, increase the speed or efficiency of computations.

Others direct the program in memory, open if you The UNROM

to specific locations

sort of like doors that

have the

right key.

Logic Gates are like takes up space and

;

i:

buffet dinner.

Your choices are

wasted. With

MMCs

great, but

if

you only want dessert, everything else just

you jump straight to the dessert

table.

VOLUME

20

29

MMC ENCYCLOPEDIA MMC1

MMC3

MMC2

MMC chip to be used for

The

first

the

NES is still the most popular Many of the classic games

date, only one game has been designed for use with the MMC2,

To

game is one of the biggest

but that

today.

The Legend of Zelda and Metroid became possible only after the MMC1 was developed. In Metroid, for instance, much of the challenge and excitement comes from the ability of the game to scroll both horizontally and vertically. That kind of change of pace keeps a game fresh and exciting all the way to the end. Extra memory can also translate into more worlds and enemies. like

of

hits

Punch-Out! is several ways. First, the

unique

all

in

time.

I

opponents are big characters. You can actually see expressions on their faces or subtle

their feet or hands,

movements of

which are often

signals to throw a punch. Second,

game program has

the

number

of

requires extra

a great

variations,

which

memory.

the picture

advances, including an improved battery back up system, better color definition

and

scroll,

split

game contiMemory size for the MMC5

scrolling action of the

nues.

shoots up to 8 Megs. With a single

Meg

1,048,576 bits, that's a lot of memory. As for saving games, with the MMC5 you won't have to push RESET on your

frees up the Control Deck's CPU from some repetitive functions such as running an internal clock.

also allows a vertical

which means you can have

a side bar of information while the

partial

made possible

by the MMC5. Some of these improvements are due to a customized mathematics module that

It

equalling

Control Deck while pushing POWER when you want to quit.

screen

Vertical Split

Screen

Scrolling

that

how

color definition is improved

games had one

in

games

like Castlevania

MMC5

Color Area with four possible colors, the

NINTENDO POWER

of

specially built into the

MMC3

is

currently a hit with

players alike.

SMB3

is

in

NES

is

Play

programmers and

the biggest

NES

hit ever.

HI, study die Color Area illustration above. Each Color

the Color Area

MMC5

is smaller. In

In the early days of NROMs, if you wanted to finish a game you had to do it during one play session. That limited the complexity of games, because no matter how good a

game

is,

players are only

the

same space where

allows four Color Areas with 16 possible colors.

older

human

and have to stop and eat or sleep every so often.

In

a

RAM

chip,

where game information is stored, memory takes the form of switches that are either turned on or off. If a switch is on it represents the digit one, and if if s off, it represents zero. Together, the ones and zeroes make up numbers, which is how computer information is stored. Without the power turned on, all the switches are deactivated and the information is lost. By putting a batin

the Game Pak,

game data can

battery— about five years.

Regular Color Area To see

3.

second

Scrolling at an angle

be stored as long as the

Color Area

Area can have up to four different colors, but with the

was

MMC3.

also possible, as seen Action Football.

tery

MMC 5

30

actually a

BATTERY PAKS

latest

screen scrolling are

is

Mario sprints from left to right. If s made possible by a timer function

of

MMC5 The

screen

split

screen, which stays put even as

game

in

the

like

Super Mario Bros. The scoreboard at the bottom scrolling in

The

kept them

MMC3 allows some great

the innovations

size,

some classic MMC1 games has the Top 30 for years.

The complexity

memory

Along with additional

life

of the

I

KIRY

YOUR GAME PARS NEWER FORGET

COMPRESSION

You Can Be

Compression is a programming technique that allows a program-

You can see that the first example takes up more space than the

mer to pack as much information as

second, even though they both con-

memory

space. Imagine that the Tetris blocks

reason

same programs. This is one why memory size alone

shown below

doesn't

tell

possible

into

a

limited

are each a program.

tain the

the whole story.

A

Know-It-All What's in the new Power Data Box? The first number is program memory size, the second shows character

memory

size.

The

M

stands for Megabits. The type of used and the size of the

MMC

Work

RAM

are also shown.

1M x 1M MMC1 64K |

ALL TOGETHER

PUTTING IT BEHIND THE MASK One

most common miscon-

ROM

ceptions about NES games is that you can record and erase them like

grated microcircuit. Using a photographic process, the circuit is reproduced on thin silicon wafers,

tape

so the

of the

cassettes.

Erasable/Pro-

grammable and Programmable do exist (EPROMs and PROMs), but they are very expen-

ROMs

and are chiefly used for NES research and development. To reduce costs, NES Game Paks use what is called a Mask ROM. The process begins by converting the game program into an actual intesive

stored

game in

information

the chip,

it's

isn't just

part of the

chip. Then the wafers are sandwiched together and attached to connector pins. Below are the two most common configurations of Mask ROM chips. The major difference is that the Flatpack Chip is smaller and more compact so it can fit inside Game Boy Paks.

THE BOTTOM LINE As you've all

seen,

Game Paks are not

created equal. Some have spebuilt-in features that allow

cial

greater variety in

game design. But game is

the measure of any great not

memory

size

or

uses a

MMC1

test

whether or not

is

or

whether

MMC5. The it's

it

real

fun to

Mario, a 256 K x 256 K game, requires less memory than play. Dr.

many you

other

new games. But once

start playing,

possible to stop.

the stuff that that counts.

it's

almost im-

Remember,

memory

is

it's

made

VOLUME

20

of

31

Dungeon Dwelling Danger Awaits Long have you trained in the mystic arts under the mighty Mordamir of the Crimson Keep. So when your teacher mysteriously disappears, you loyally take up the task of locating him. From Mordamir's notebook, The Codex Of The Serpent you learn of his earlier explorations in the Labyrinth of Eternity, a dun-

geon located beneath the dragon-devastated city ofErinoch. You decide that he must have made another venture to that mad subterranean maze, and set off to find him, armed with you( trusty sword and magic staff. Prepare yourself for a dungeon adventure like no other. Your surroundings are portrayed in detailed three-dimensional graphics, with some of the best character animation ever seen on the NES. An epic tale of daring

danger and deceit

32

NINTENDO POWER

will

unfold before you in The Immortal.

GAME

PAK



DATA BOX

THE IMMORTAL MFG ELECTRONIC ARTS

MEMORY Graphics

i

MMC3

& Sound

&

Theme & Fun

'

4.3

3.7

Play Control

Challenge

Lasting

Int.

4.2 4.3

Gain The Items You Need As you venture through the rooms and passages of the dungeon, you'll find many of the items you'll need lying arounddiscarded or dropped by their previous owners. Search every corner of the dungeon for these objects, and pick up everything!

Even though some items can be

dangerous, they will only harm you if used improperly. Not everyone in the dungeon is an enemy. Some Dwarven merchants ply their trade in the depths of the dungeon, and will sell or even give you articles you need. Be sure to try to talk to everyone!

had free

of

charge.

Dwarves often produces bargains.

Dungeon Denizens

The Face Of Battle When

you

meet

hostile

beings, you'll switch to a close-up combat screen. A rhythmic sweeping motion with your sword will quickly cut short the career of any foe. If the enemy starts pounding you, duck out of the way for a breather. Once you start combat, the battle

is

yours or

to

the

• Monstrous Menaces* You will find at first that all the monstrous inhabitants of the dungeon are hostile to humans. However, some are intelligent and may be reasoned with. Even brainless, non-human creatures can be

tamed

in

certain situations.

death—

his.

Unliving Obstacles • Hazards And Traps* Throughout the Labyrinth of Eternity you will encounter inanimate pitfalls, puzzles and perils. These can block your progress or end your journey altogether, but with skill and patience, they can be avoided. Cannons will weaken you with magical fireballs. Fire Traps in thp floor mean instant incineration. Hidden Pit Traps can be escaped, but it takes skill. Floor Spikes skewer you if they are trig-

VOLUME

20

33

Level

What

Unto Eternity

The Codex Of The Serpent documents the entrance

to the

labyrinth in great detail.

each

in

dungeon

to find clues that will

is

level

of the

help you delve further into the dark depths. The maps give you a look at the floor plan of each level.

The

locations of

items are marked on but they may be difficult find, so search carefully. In the first level, your most difficult task will be to locate and open the passage to the second level. Along the way you'll find several items that will help you here and later in your quest.

H

The

The tallflUlliinm

Find Tkr Exil!

Your goal

the maps, still

to

As you

raid

the

dungeon

in

search of your lost mentor, you encounter many traps. To avoid making this your last crusade, try not to step on the traps' triggers. Follow the pattern drawn on the map below to escape the onslaught of the Arrow Traps. If you make a misstep and set off the trap you can still escape if you run straight for the door. Whatever you do, don't hesitate or take any side trips in will

here, or you'll be lost! In the next room, stick to the walls to avoid

the

pit

traps

in

You'll Find

And Where To Use

CHEST KEY-LEVEL 1 DUNRIC S RING-LEVEL 6 GOLD-LEVEL 2 BAIT (DANGEROUS)— LEVEL 5 SPORE (DANGEROUS)— LEVEL 2 DOOR KEY-LEVEL 1 BOTTLE OF WATER-LEVEL 2 AMULET (DANGEROUS)— LEVEL

(iallrry (If

It:

1

Shadow

Light the torch in this

room with a

so you can see the Shades. Do your best to avoid if you must fight, swing your sword from side to side. Although you can't see these creatures of darkness, you can damage them. fireball

contact, but

Avoid the hidden traps in this

by sticking

pit

room

to the

central area. Don’t

miss the Amulet!

TkMyOflpl

the central area of

the chamber.

beam

of light

onto the

gem the Hold the Amulet up to the light,

but just say no to

reading the runes.

34

NINTENDO POWER

Level 2:

A CWtogtog You'll

Goblin

Lindli

devised the

('ham Thr Will

Puzzle...

have to search out the King and defeat him

(using an onorthodox method) in

O' Tltr

Cast Mordamir's

tame these

Wisps

Charm

flitting

What

order to discover the secret

To Use

It:

nl»rkin$f Lirnllis Puzzle

Although they are difficult to see you will find 1 2 gem-size indentations

in

the

final

each point and

in

room (one at the center of If you place

the three triangles).

Gems in the corimpressions (remember the Goblin King's last words) the secret doorway to the levels below will open. rect

as the deadly flesh-eating Slime. ornery Dwarven gem-cutter

An

must also be convinced

And Where

the three Red

as well

to

You'll Find

I

Spell to

fire-beings as

soon as they approach.

behind the exit from this level. Along the way, you'll encounter combat,

more Goblins

mJFT.

The Lock Of Lindli

In times ancient, the Dwarven locksmith most secure fastenings ever known.

to part

with his wares. Soften him up with the Dust Of Complaisance. Transform Uranile Slime

The corrosive acid of the Slime turns stones into gems. Use the Slime Protection Potion for safety as the Slime transforms the rock. The three Red Gems are Use the Spores

to

defeat the Goblin King.

the key to the exit lock.

VOLUME

20

35

Level 3:

An Alliance Of Convenience

It shouldn't come as a surprise to you that the Goblins and war with each other. Both races are battling for access to the life-giving spring in the depths of the dungeon. Of the two tribes, the Goblins seem more likely to befriend a human wizard, but so far you have met no Goblin allies.

What

You’ll Find

And Where To Use

It:

Trolls are at

Troll Territory

AWIzard In

In The Immortal, you'll have to accomplish tasks and find and use items in the correct order, or be unable to continue. There are sometimes alternate

Wear

you'll

ways

of

plishing things. 3,

Pick

(>obllns (Inlhlii^

the Protean Ring to slip

past the Goblin Guard and loot his treasure. Don't in

wear the

ring

the presence of royalty.

A

Fi^kl

When

you see the pair of Troll guards, toss the Ritual Knife at them. They will each think the other threw it and start fighting, allowing you to sneak past them.

accomcertain In

Level

you can use

the Protean Ring

Guard and get his treasure. Or, you can battle him for it. Using cunning to

to get past the Goblin

get past obstacles, rather than fighting through them, will save

valuable points.

lifei

Making

friends of your

enemies

can

also be useful.

36

NINTENDO POWER

PifrriB^ Peril

To avoid being skewered in this dangerous chamber, follow the pattern

drawn below.

Arliiale

Trigger

The Teleporter the Tele-

porter by standing in

the flame

when

appears green and dropping the it

Red Gem.

Level 4:

Magic Carpet

As you progress through the

levels of The Labyrinth Of you will learn much about the practice of magic you will be required to master the most difficult magical vehicle created— the Magic Carpet!

What

You’ll Find

And Where

To Use

It:

Eternity, In

Level 4,

1

Thi IFmirsIrp Is Safe

Soar High Abvie

TbeUmlnM Flying the

you tread upon the floor of this room, you risk death from the beneath its surface. If

Floiir

Magic Carpet

is

one of

the most difficult skills to master

Worms

in

has Rim!

A

dangerous side-trip will take you to Ana's Ring. Return this ring to Ana and she'll reward you with a hint on exiting the level.

The Immortal, but you must use this

magical item to get across the If

The Carpet can up speed, and in conrooms with Fire Traps on the

floor in this level.

don’t

need

to talk to

Ana

or give her the ring. But if

can be deadly. Take

you already know how

to exit the level, you

rapidly pick

fined

floor, this

you don’t,

you'll

get a

different ending.

it

slow and tap the controller in the direction you want to go. Press in the opposite direction to stop.

Although your carpet has a limited duration, fly at

don't

a reckless

speed, and try not to bounce off the walls.

Hatrb For lliddm Hazards

Your view of the Fire Traps can be obscured, because of the view of the adventure. Steer clear of these areas.

perspective

Exit Thr Lnrl

The rings in Ana's hint have nothing to do with jewelry. To exit the level,

run three

rings around the! triangle design.

VOLUME

20

37

Level 5:

The Goblin’s Scheme

Word has spread through the Goblin tribe that you are their Two Goblin leaders will fill you in on their plan to gain

What

You'll Find

And Where To Use

It:

ally.

access to the Fountain Of Youth, which is being guarded by a creature called the Norlac. The Norlac also blocks your way to the lowest level, where you hope to find Mordamir, so you must help them!

A Living Minr

Field

lull)

Prepare to encounter the most

dangerous room in the Labyrinth Of Eternity—the Red Room of

Worm Doom.

If

you thought the

A

Mm

Train A Lizard Halrhlintf

Hole

Use the Potion from the mer-

The Dwarven merchant who sold

chant to make your

you the Shrinking Potion gave you the clue you need to exit this level. Drop the Bait on the door trigger, and the freshly hatched

the hole Avoid

the

potion

wears

the

I

off,

then defeat

p

until

them. Open the chest and

Carpet

Flying

was

mits^ssg§^^^sgss&&^

wait

Sensor.

It

will

to solve anotherj

mystic lock riddle! to reach the final |

dungeon

level.

NINTENDO POW ER

£ I

to

until

tacked by a worm.

38

item

you try the emit a beep which will increase in pitch as you walk towards a Worm. If it pings rapidly, you're about to get atmaster,

Worm

immediately drink the bottle

tough

a

magic

way through

the wall.

in

Trolls

You'll

have

Flying Lizard will hold it down while you climb down the ladder. This is the one i

Red Room Of

Use the

Worm

Worm

Ifonnt

Sensor or follow

the pattern to the door.

place where you [

can safely drop

|

the Bait.

Once you escape Level 5, the Goblin Chief's plan will begin. You may not live to regret your agreeing to help the Goblins!

.

Level 6:

The Norlac’s Lair

Here you will finally find Dunric, but you're too late to save him from death at the hands of a Troll. Before he expires, Dunric gives you two important spells. You are now close to the Norlac's watery lair, and this is the most challenging part of your adventure. As you float through the twisting passages, avoid hitting the walls, because it will slow you down. Once the Norlac gives chase, don’t hesitate or will drag you to a watery grave.

its

slimy tentacles

If

Listen to the

music:

7:

you were veering

away from the Norlac when it saw you, you

will

when

the

should have enough of a

head

SfpSJ'Sr your

Level

it

cha "se

start to get

Will

you sacrifice

yourself to destroy

the Norlac? That

be the only way

may .

.

liftf!

The Dragon And The Wizard

Although you almost died trying to get the Norlac into the whirlpool, a kind Goblin rescues and revives you, only to face the final challenge. Waiting in the deepest depths of the dungeon is the dragon that began all the trouble, but there's still no sign of Mordamir. Unbelievably, all the evidence seems to show that he is working with the evil Trolls to take over the Fountain Of Youth!

of this

You

room,

will

let

yourself

fall.

drop to a face-to-fang

encounter with the dragon

itself!

VOLUME

20

39

Start the biggest and

Count with

1

0

most challenging quest for the

characters

in reserve.

Register your

name

as "HELP ME" and the game will begin with bonus Belmonts! Use "HELP ME" as your name whenever you enter your password and you'll begin each time with the extended number of fighters.

In the first castle you visit in this epic adventure, Coneria, there's an invisible character that you can

simple clue. You'll find him north of chamber on the other side of a brick party to the area pictured below and talk. A message will come

talk to for a very

the Queen's wall.

Move your

A Button to even though there will appear to be press the

down,

no one close by. This is message from the invisible man. Save the princess and the mes-

a

sage

will

change.

SHREDDY’ Fbom AqtNT #4?S

|

From AqENT #222

Snowboard with

extra confidence and finesse knowing that you have 99 players from the very beginning of the game. When the Title Screen comes up, press and hold the A and B Buttons and Left on the Control Pad.

and tackle the slopes!

Then press the

Start Button

Begin your adventure with some spending money by using a simple maneuver. Watch the game's opening story before you begin and press the A Button twice on Controller II when the picture of the village (as shown) appears in the lower-left corner. Then press Start on ControlI and begin with 1 00

ler

Gold Coins!

Press A on Controller

I

40

NINTENDO POWER

when game

twice

this village appears in the

story sequence.

From AqewT #645

Sound

find

Stage Select

Stage Selee

Two connected codes for this thriller will allow you to listen to the sounds of the game and select levels. Insert the

Game

Pak and turn on the power. Then,

with Controller n, press and hold the A and B Buttons and Up on the Control Pad. Then press Reset on the Control

Deck and the message "Sound Test 00"

On

will

I, Press Left and Right to change the number and press the A Button to start

appear.

Controller

Here's your chance to go anywhere instantly in the Asylum with a special Stage Select code. When you see the Title Screen, press and hold Up Alien

Left on the Control Pad. Then press the A, B and Select Buttons simultaneously. The stage number will appear on the screen. Press Up on the Control Pad to increase the number and Down to decrease

and

the selected sound.

Then press the Start Button and you'll begin on the selected

game

stage.

When you aren't listening to sounds, you can select stages. On Controller n, press B, Up, Up, B, Down, Down, and B again. Another number will appear under the sound selection. Press Left and R ight on the Controller II Control Pad to change it and press Start on Controller I to begin play on that selected stage.

K

the number.

You'll

the Asylum

in

conquer

no time!

Select your stage of choice and skip

ahead

|

in

the Alien Asylum.

From AqtNT #652

Stage Select Listen to the music with one half of the code.

second

Then play on any

level with the

half!

20-Up you prefer to start from the beginning, you can load first battle, whether you win or lose, the Title Screen will appear again. At that time, press and hold the A and B Buttons on Controller II and press Start on Controller I. When If

up with 20 Dragons. After the

adventure begins, you'll have 20 Dragons in

Blaze through the challenging stages of one of the latest space age shoot 'em ups for the NES with a quick two Controller code. On Controllers I and II, press and hold the A and B Buttons. Then press the Start Button on Controller I. The message "Start Stage 1" will appear. Press the Select Button on Controller

I

to

change the number and press the

Start Button to begin!

the

I

reserve!

J

THE PALEOZOIC

REST 20 After the initial battle, enter a

code

and start 20 Dragons strong!

VOLUME

20

41

(ijssmiwmimi

^ vm * Warp

From A^ent #415

One of the greatest features of this wild

skateboarding sequel is the two-screen Ramp. This is where the Our Agents have found that you can perform tricks for the full 3 minutes without ever running out of Boards by using a simple preliminary move. While your Skater is waiting to begin at the top of the Ramp, move him all of the way to the back. Then, when he scratches his head, press the Start Button twice and the Select Button once. If the unlimited Board code has gone into effect, you'll hear a siren-like sound. If you don't hear the sound, try again. Then get moving. No matter how many times you take a spill, you'll always have 3 Boards left. real action begins.

to the

advanced

levels of the

Skate or

Die 2 adventure from any action screen. On Controller n press the Start, A, Select and B Buttons, one at a time, to trigger the Level Select. Then press Right on the Control Pad to warp to the Mall, Left to warp to the Beach, and Up to warp to the Plant. You will want to have some supplies, like a good Board, in the advanced stages. So be sure to skate on the street for a while at the beginning and buy better stuff.

Jump

to the Mall,

In the

Beach or Plant from anywhere

Second

in the adventure.

Level of the Adventure, you'll have a

The subscreen will indicate where you should make your next delivery. If you change the delivery schedule, though, so that the odd numbered deliveries are made to the places shown on the table below, you'll earn a ton of great bonuses. Then make even-numbered deliveries as delivery job at the Mall.

scheduled.

st Delivery



3rd Delivery



5th Delivery 7th Delivery 9th Delivery

— Wumpus World

1

1 1

th Delivery

— —

Joe's Formal Wear Rhinestone Jewelers Kafka's Candies

Outpost Pathos Fashions Stiller' s

There's a ton of tricks that you can perform on the

Ramp.

you accomplish 9 of them, CJ will show up and double your points while she's out. Perform a Rocket Air on the back of the Ramp and you'll earn a Star or Cherry worth 4,000 points. If

Make

a

change

to your appointed

rounds and you’ll earn big bonuses.

Make even-numbered

deliveries as the

shopkeepers indicate. Pull

down

Air at the

42

a

bonus with the Rocket

back

of the

Ramp.

NINTENDO POWER

Perform 9 tricks and CJ

will

double

your trick points.

f

V *‘

yfiSents From Accent

#644

flj

much

quicker to build abilities early in this journey than in advanced stages. When the Game Level rises, the number of experience points needed to It's

new strengths also rises. Our Agents have devised a plan to build powers with ease and speed. Individual Passwords are given for your characters and the Game Level. Our Agents recommend that you play until you reach the fifth Game Level and take down the Passwords for your characters. Then regain

From AqENT #264

Set up your game the way you'd like with an option packed mode. While the game is going through the demonstration. Press and hold Up and Left on the Control Pad, and press the Reset Button on the Control Deck. The screen will be blank. Press the A, B and Select Buttons at the same time and the Configuration Mode screen will appear, giving you the option to select the level

and

difficulty of

the game.

enter the characters' Passwords and a Password for

the

first

Game

Level.

abilities will increase

When

with the

you resume play, the same speed that they

when you began the game instead of at the slower rate of advanced Game Levels. Repeat this as often as you'd like. did

move

Follow a simple procedure to blast into the Thunderbirds Configuration Mode. Enter the

first half,

Choose Level

Four,

and

when

the screen goes blank, enter the second half.

and your entire

fleet of Thunderbird ships will

be

invincible.

Wanted: Special Agents A popular activity among N intendo game experts is developing tips and strategies. If you'd like to share your own special tips with us, send them in! Choose your own Agent Number (3 digits) and be sure to include it with your tips.

Our address

is:

Nintendo Power Classified Information

Box 97022 Redmond, WA 98073-9733 P.O.

VOLUME

20

43

Maybe worse

things

had

happened to me, but remember them.

couldn't couldn't

who

I

remember

I

I

anything,

was, what was doing in Joe's Bar, who I

"“"”1

the dead guy in

a

was

the secret office

upstairs.

It

didn't

help that had the murder weapon on me and blood on my hands. To the I

cops

I'd look about as innocent as a fat fox in a chicken coop. Time was running out.

have to start finding some answers quick. I'd

Murder

GAME

DeJa

PAK

is

a dirty

Kemco-Seika

DATA BOX

Graphics

I

£&

64K

owgate

& Sound

mys

ryth

&ja

^ m^

Vu, that:

eri

„ you

but you con’.

&

3.8 Lasting

Int.

Theme & Fun

NINTENDO POWER

«*

ste p.b y not be ^.. r a puzzle , P together to piece d

will cate

I

Play Control

Challenge

44

s

VU

MFG KEMCO-SEIKA MEMORY MMC3

challenge

is

4.3 4.5

©

1985, 1990

ICOM

SIMULATIONS, INC.

YOUR m»o. dejAvu

in EXAM:

Choose the EXAM command to examine objects that you discover in the game, to read notes and look into things. Examine objects before taking them, because

some

of the

items are a waste of space.

SPEAK: some

Although

PJ.s tend to shoot

and ask

first

questions later, in most cases it is better to speak with people rather than shoot them.

HIT: The natural tendency of an ex-boxer Harding

is

to punch things that get

Sometimes

it’s

the time

will just give

it

his way.

most

useful to do this, but

you a pain

Ace

like

in

of

your

in

fist.

CLOSE: When

you've finished with a drawer, book or

other item that opens, you can close

with this

command.

notebook faster

it

again

You'll flip through the

you close things.

if

OPEN: Be thorough when searching

a

sure you open desks, books and other objects. You'll also

need

open doors throughout the

to

game, sometimes

requiring keys or

mote

forceful

to room by choosing the MOVE command, then point to where you want to move.

Move from room

methods.

TAKE: Many

of the items you’ll encounter are useful to

you or

will

be

later in

Once you

do,

will

it

now

the game. Before you

can use one of these items, it

you'll

appear

in

have to TAKE

Each time you make

your notebook.

discovery or enter a

LEAVE: After a while you'll discover that certain items just take up

LEAVE

space

command

is

in

USE: of an object or item,

choose the

USE command, then point the cursor you want

to use.

want to use

it

When

the

Making Sense Of

will

It

This review is divided into three basic sections. The Diary presents the various questions

in

All

the

game

that are likely to occur to you, along

with vague hints to nudge you in the right direction. The Case History pages answer many of those questions specifically. On the back of the poster is a complete map of Deja Vu locations and passages!

the

movement

shown on

at the item

game asks what you where you

on, point to

area

|

should save your progress in a file

you

you don't need.

To make use

a major

new

game,

of the

your notebook. The

used to drop items that

options in a particular

the small

Move Map

squares. Each blue square hole or

use

some

is

room

ai

|

option.

mar

Diary Of A Gumshoe

The questions are pounding

When

name if

is

trail

when by j

of clues leads

future looks about as promis-

answered

|..v

ing as a

condemned ware-

house, turn to the answers

cleared of

the

you don't want

the answers

the

you down a dead end and the

help, just read the questions

later, turn to

History

Turn to the Case History

in

and

Diary to point you in the right direction. i

The Case

;

You won't get any

e until they’re

your

much

to

p you're completely stumped P new developments.

your skull like an all-night con-

suspicion,

A battery allows you

other passage to another location.

At every turn new questions will occur to you, like how do you get cab fare?

struction job.

I

SAVE

with the

with the blue

a door, window,

|

in

the

hints in the If

you need

Case

History.

in

Case History descriptions.

The number

of the

ber of the question to find the

answer corresponds in

one answer

to the

num-

the Diary pages, so its easy that will get

you going again.

VOLUME

20

45

'

Y

'

r

%/^V -/V’v-^

r:

>

Diary Of A Gumshoe saw the stiff on the desk knew my neck was on the block. But didn't feel like a murfigured I'd better keep track of the evidence my name." "As soon as

I

I

I

derer.

I

I

found to help clear

*

GOING

’S

0 Wine Cellar

ronm

¥

Another Way Out? •to

»>*

There was so much dust

1

RE?

in

could have planted a flag

the wine cellar

in

it

the moon. Another dead end,

dear What was so

bottle

and

I

1

and called

It

1

it

thought But

knew someone had been here

special about that bottle?

recently.

hadn’t been opened and

it

was

a

lousy year. Strange.

n Washroom

O Casino

Who’s That In The Mirror? was

I

I

a toilet stall with a head

in

full of

Can I Win Some Cash Here? Whoever owned

mis-

had been looking

this place

fj

ery and an overcoat on a peg.

found a gun behind

n a piece might come shock when

I

looked

in

in

the minor and

handy.

saw

I

took the coat,

I

and took

it

the

left

a face

that, too.

stall

You

1

to get rich quick: roulette, craps, slot

9

chines.

d out? There didn't seem

and got a

didn’t recognize.

I

Who

machine on the

right

once, I'd get lucky.

••

'!

I

was

Was

why

that

I

ma-

the guy upstairs had

be any clues here.

to

turned on and

Still,

the slot

had some coins. Maybe,

for

could use a break.

m

•-

,

H Sewer Where Does This Lead?

||

j

Then

ing in a place like that that

I

know

didn’t

same face as

in

if

I

was

guy or not Upstairs

a nice

the minor!

My

I

head started swimming.

saw

remembered

I

didn’t

It

way

a photo-the

out to the street and

low tunnels

add up.

there.

I

I

my

The thought of slopping through the sewers of Chicago had about as much appeal as a holiday at a pig farm, but 1 had to find a options were few.

heard a loud splash behind me.

wondered

if

I’d

I

As

I

stumbled through the

turned, but nothing

was

ever get out

H Murder Most Foul? Anyway you duck. bill,

lound a key too,

and

I

in his

It

in

spelled

looked

either. Talk

pocket and another

wondered what was

it,

like

it,

this

I

guy was a dead

he hadn’t paid his phone

about your disconnections.

the desk. There

in

but

didn’t

have the

was right

I

ER?

a wail safe,

combination

to crack it

H Weird Room

The Mercedes

Who Got

I

Grilled Here? It

was

a weird

room

i

all

right like something

flick. All

those vials of drugs,

:

out of a horror

lessons.

d put 'em

t

46

I'd

in

have to find out

NINTENDO POWER

I

my

checked the wastebasket

too, found

some

pocket Maybe they were evidence, maybe

What Can I Find Here? It

was a

nice set of wheels. The key

I'd

und on the dead guy opened the door.

and the straps on the chairs sure weren't ig

d and thought about taking

it

in,

for a spin.

leam something?

I

smelled the fine leather upholstery

But

first

I

searched the glove box

and found a map, a snapshot and an adrkess. Maybe I'd

if

I

went

for a drive

I

H Ace Harding's Office

B On The Street Who Are

If81

These People? thought a

I

little

Iferiii in

mind. There were muggers and bums, and a

ne a

i

;

Am

Bp f

Getting Anywhere?

he card

was

in

my

looking

I

a cab took me

UM

was an

side

wallet

for,

to the

address

fit

and

I

found

I’d

the Mercedes, a posh place on

,

West

in

End. In-

elevator with a slot for a key

rode up to Siegers pad.

the photo? the magazine?

Was any

didn't

I

of

it

I

I

Harding. After

could knit a set of handcuffs

iFr:: ml i''

yam you



p'|

do me some

fresh air might

good, but the locals had something else

know

I

ed and a butler answered.

they set

me

The frosted glass window

just be-

hind the door, however, didn't look like

move an

Ace

What

inch.

IB Sternwood’s Mansion

l'd come a long way and learned a lot by the time reached the old estate. Somehow felt my destiny was bed up in this place. knockWhen he refused to let me in, showed him my I

I

I

I

of knuckles! Upstairs

fistful

the door read:

in

Ace Harding, Private Eye. The shadow

Harding? The figure didn’t

K credenbals-a

going to

K

wasn’t

all,

Who’s That Behind The Door?

I

found two people asleep.

Had

up?

NoWay In?

IB The Police Station

IB Peoria Street

This Game Blackmail?

Is

Back at Siegel’s

office

I

tried

combinabons

safe with the

I’d

opening the

IP*

fy

j^gPjj

I’d

gathered a pretty convincing case,

thought. But

found at the

I

j

was

it

air-tight?

Before heading

tothecopslreviewedalltheevidence.lt

was fall.

IB

By

|

the

bme

I

did

I

been framed, set up

know

the cops

like a two-bit

would see

it

chump

my way? How

to take the

could

I

be

Offke

got into the office,

bad way. Dizzy spells spun

,

like

meant nothing to me, but could get into the

Brody's

how

What Are

H

H

Dr.

pretty clear I'd

But

I

a sbck

in

a whirlpool.

my

I

was

I

thought,

I

in

a

head around

The medicine

sensed that one of them was the cure.

filing cabinet,

If

vials

only

I

might find which medicine to

take.

VOLUME

20

47

'

''

Y

/r!

/

TheCaseHistory "Once

I'd

a glass

solved the case,

full

of water.

many

as

all seemed as clear as down a full account for

it

wrote

I

the cops and the D.A.,

filling in

my diary, which had

holes as a sieve."

0

CD Men’s Washroom

Take The Coat And Gun The coat was a valuable

West End apartment

some quarters

for

Joe’s

Bar

Gather Clues

the pocket

find. In

was

a key to Siegel’s office, a card that operated the elevator in the

building and

cab fare or gambling. The gun

The photo gave me a clue tity.

Then,

found a

man

in

bill

to

some

Street address

thugs.

ideni

The Sher-

was one place

have to check out. The key

had only three bullets.

my

the secretary's office,

for

in

I'd

my

pocket unlocked the inner office door. That photo

When

I

looked

washroom

in that

I

Hollywood version

saw

remember. At

0

of

But

of heaven.

this point

many

gets that

know how

in

to

trouble

wake

I

was.

It

like

I

bungalow, but

0 Weird Room Dangerous Drugs

escape,

i

vital later

one

I

first

It

to

I

wanted

away from

to get

when

looked

was

rack

wine

looked at

I

is

on the

in

a hurry.

was

all

On

NINTENDO POWER

to

be

it

It

I

The

your

thor-

it,

“Socko" and the

entire rack slid

ing a passage.

stepped through into a secret

I

a hole

in

away, reveal-

the floor and a door

in

first

I

came up

I

I

put a

the slot machine on the right.

few times

the jackpot.

enough

the

in

dues. Sure

when

decided to take a chance.

I

quarter

of

wouldn't

hit

empty

first

the right hand side of the

a clean bottle. Interesting.

across the way.

48

When

the bottles.

you learn hwv

line

budge. Even more interesting. So

room with

cellar didn't have any

looked things over, but to hide something;

see anything unusual about the stash

vino, but

ough

that chair

The Casino beyond the hidden door

good place

like a

dark, dusty and as inviting as a crypt. At

didn’t

neck

in

GO Casino

A Quick Score

Cellar

I

sap who'd been drugged

pretty likely that the poor

I

the scene of the

A Secret Door It

seemed

was me.

found a combination to the safe

crime and think.

ElWine

any

was

up.

place. Siegel

his pocket-this

the Mercedes out front. Later at the

feel

needed another drink

wouldn't

I

fire

was

Stemwood

in

I

a kick in the head.

desk open-

the

in

of the bar so

got to the

had another key

to a wine cellar.

Another door led

it

and not by

have to crawl around on the took a pencil, too, which

downed

the bar I'd

in

make me

didn't

door was locked and no amount

guy was down

this

choice. Turns out the key

was

down didn't

I

a real kick in the

an ex-boxer without a memory.

it

them from

holes in

for the count, the Big Sleep,

ed the front door

was

front

pounding would open

Murder

Definitely

when

know hrm deep

didn't

I

m

know my

didn't

I

the hallway, and even then

in

didn't

I

from which

sharpening pencils. No,

The

better.

Siegel’s Office

Nobody

was

the hallway

in I

Maybe punch drunk? Back the seltzer, but

I

had

the photo of Ace Haiding

just a nightmare

So

pants.

mirror and

didn’t recognize myself.

thought that maybe

died and gone to a seedy,

to

My

I

struck out Then

hit

I

winnings were only

buy a newspaper or take a few

rides in a cab.

was

As

to take quite

it

turned out,

a few cab

I

rides,

and the cabbies weren’t too hot

about breaking big

back

later

coins

left

when

I

bills.

I

came

had only a few

and got lucky again.

0 Sewer

GO The Mercedes

Another Way Into The Bar There were times when street.

I

had

I

More Leads

to get off the

would look

figured no one

for

|

underground, so

opened up a manhole and

I

found on Siegel to get into

th

The glove box had a map with directions

fc

Stemwood

bi

used the key

I

|

me

car.

me

I’d

to follow and a note about Mrs.

i

climbed down into the plumbing

the

of

city.

I I

way

found another

I

Joe's Bar from the sewer. It

went up

deep pool

evidence,

attitude!

in

the head.

in

it

GO On The

b