Mes Top 5 Ouvrages
Termes les plus recherchés
of America inc.
A Signal Research Publication
Copyright© 1990, Signal Research, Inc.
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Double Dragon II - page 24.
The Three Stooges - page 29.
Desert Commander - page 96.
A Boy and His Blob 6
More moving than Lassie, more protective than Gentle Ben.
Dragon Warrior Mazes Revealed! 14
Save time and health points while exploring the caves.
This policeman won 't let anyone — or anything — keep him from his duties.
Double Dragon II: The Revenge 24
Watch out! Billy and Jimmy are back to take on the Shadow Warriors.
The Three Stooges 29
Woo, woo, woo and nyuck, nyuck, nyuck! This trio is soitanly fun.
Teenage Mutant Ninja Turtles 33
Fresh from the sewers, our boys are full of pizza and ready for action.
Dr. Chaos 43
This house is no place for wimps. Use our handy map to get around.
Zelda II: The Adventure of Link 48
All the hints, tips, and secrets to one of the greatest Nintendo games ever.
Super Mario Bros 58
The classic game of Mario, Luigi, koopas, and all those warp zones.
The Adventures of Bayou Billy 71
Bionic Commando ..81
Castlevania II: Simon's Quest 86
Clash at Demonhead 91
Desert Commander 96
Double Dragon 101
Friday the 13th Ill
Guerrilla War 121
Hudson's Adventure Island 126
IronSword: Wizards & Warriors II 131
The Magic of Scheherazade 136
Metal Gear 141
Milon's Secret Castle 151
Mega Man 2 156
Ninja Gaiden 161
Rescue: The Embassy Mission 171
Robo Warrior 176
Super Mario Bros. 2 186
Wizards & Warriors 191
The Adventures of Lolo 196
Air Fortress 198
All-Pro Basketball 200
Back to the Future 202
Bad Dudes 204
Bandai Golf: Challenge Pebble Beach 206
Baseball Simulation 1 .000 208
Blades of Steel 210
Blaster Master 212
Defender of the Crown 214
Demon Sword 216
Fester's Quest 218
Fist of the North Star 220
The Guardian Legend 224
John Elway's Quarterback 230
Knight Rider 232
Marble Madness 236
Nobunaga's Ambition 238
Rocket Ranger 244
Skate or Die 246
Spy vs. Spy 248
Super Dodgebail 252
Super Sprint 254
Top Gun — The Second Mission 258
Track and Field II 260
Twin Cobra 262
Who Framed Roger Rabbit 266
Mega Mart 2 - page 156.
All-Pro Basketball - page 200.
lobert — or Blob, os he prefers to be called — is a friendly alien who has come to
Earth seeking help. Blab wants you to help him overthrow an evil king who has imposed
a marshmaliow-and-chocolate diet on the people of his home planet, Bloboionia.
A Boy and His Blob takes you on an exciting journey, first through the mazelike
caverns beneath a city on Earth, and then through the alien landscapes of Bloboionia.
Two main weapons will help you battle the minions of the evil Biobolonian king; the
vitamins you acquire on Earth, and Blob's unique ability to change into various objects
when fed certain jellybeans. Eventually, it you're successful, you'll bring good nutrition
back to Bloboionia.
This could be the begin-
ning of a great friendship,
While there may be some
doubt in your mind about
the horrors of a marshmal-
men, you agree to help
Blob restore a well-bal-
anced diet to Blobolonia.
O TR-£C « S
TC LICOnXCE JCLLVICHHS
That manhole looks like a
good place to start your
adventure, but It isn't. Al-
though It eventually figures
into your plans, look for
another path to take.
Although Blob Is usually
right behind you, make
sure he's always nearby,
because you're lost with-
out him. It's a good idea to
give him a whistle prior to
venturing Into any un-
After some experimenting,
you find that the punch
jellybeans turn Blob Into a
hole that's perfect for tak-
ing shortcuts between
Hole placement becomes
more critical later on, but
for now, just about any-
where is OK.
When you whistle for Blob
to revert to his normal form,
be sure to get out of the
way. If you're standing di-
rectly beneath the hole
when it drops, it will remain
a hole, and you'll fall
through to the next level —
which could be fatal.
Even though you can't kill
the serpent, you can out-
maneuver It, Time your
move so you can run un-
der the serpent when It's
at the top of its arc. Don't
forget to grobthetreosure
while you're at It,
Must be your lucky day —
you've found a second
treasure. And to think that
before this, you'd never
even found a dime on the
sidewalk. Getting by that
subway serpent could be
a problem, though.
Normally you wouldn't be
caught dead In the sub-
way at night. You do.
however, have a hunch
that somewhere down
here you'll find something
that will help you later.
After munching on a lico-
rice jellybean, Blob
thoughtfully provides the
ladder you need to reach
the treasure, (Isn't it funny
how no one noticed this
loot in the subway before?)
Be careful when gauging
your jumps, Ajump like this
will do you no harm, but if
you try to leap more than
a screen and a half, you'll
lose a life. If you're not sure
what awaits you, tossing a
jellybean will allow you to
see a short distance
■ 7 :
WRHXLLn - UHBREI.I.R
The umbrella was a big help on that long drop, but it
probably won't be much use against that rather impos-
ing spider web. A better soiution might invoive a rise in
the locai temperature,
STRRNBERRV - BRI06E
A strawberry jellybean and good timing will allow you
to pass safely by this serpent and on to the treasure , The
caverns below the subway have numerous passages
where an enterprising lad can pick up a little pocket
Using the umbrella is a good way to get past these
falling rocks, A word of warning, though — don't walk
through the shower too fast, or you may run into rocks
that have already passed the edge of the umbrella.
: 8 ;
There are two choices
here, and both lead to
treasure. If you take the
path to the next cliff, you'll
find yourself at a dead end ,
but It won't be a problem
to double back.
One of those cola jelly-
beans would really hit the
spot right about now. If
you're standing next to
Blob you'll be engulfed by
the bubble, so you can
ride gently downward to
your next destination,
Once In the bubble, your
best bet Is to steer left and
pass under the opposite
cliff, The bubble tends to
drift, so be careful not to
touch anything sharp, or
your descent will be a bit
faster than you antici-
Since diamonds are
formed by tremendous
heat and pressure, you're
not quite sure how these
jewels developed in this
watery vault. Don't pon-
der long — just grab them
and get out as soon as
This treasure looks quite
tempting, but unless you
have a rock-steady hand,
you should probably pass
it by. Maneuvering the
bubble through the stalag-
mites to get a few more
dollars isn't worth the lives
you'll probably lose.
Once you're through the
channel, park the bubble
against the edge of the
cave wall. You should end
up on dry land, with Blob
beside you. If you whistle
while still in the bubble,
you'll be gulping water.
When you think you've
gone down as far as you
can go, it's time to start
heading back up to the
surface. You won't be
going back the way you
came, so there should be
more goodies to find.
The subway serpents still
manage to make a nui-
sance of themselves. You
have to position Blob just
right to place him near
enough to the chasm with-
out getting yourself killed
by the serpent.
Positioning is important
here so you won't bounce
into a solid rock ceiling, A
little experimentation will
help you find the right spot
with a minimum number
Timing is critical at this point if you don't want to suffer
major lumps on your head. The direction you go depends
on where you place the trampoline. Since you're closerto
the left ledge, go left for now, then try using a ketchup
jellybean. Blob won't eat them, but for some reason
known only to him, they do make him come running (or
bouncing) in a hurry.
STRRHBERRV - BRIDGE
There's nothing for you to find to the left, so go ahead
and make another bridge to the other side, Remem-
ber, not all passageways lead to treasure, but you
should try as many passages as possible.
LICORICE “ LROOER
Back in the subway, be sure to check all the tunnels
again for any treasures you may have missed, You
definitely won't want to pass by this bag, since it
contains some newand different jellybeans thatyou're
sure to need on Blobolonia,
TRH6ERIME » TRRNPOLIME
There are still a few more treasures to pick up on your
way back to the surface. Whenever you come to a
vertical passage, use the trampoline to do some explor-
ing, After all, in this game, diamonds are a Blob's best
An apple jellybean fed to Blob in just the right place
should provide you with a way out of the subway. Just
look for a break in the ceiling.
If you've found the right
spot, Blob should be able
to turn that manhole cover
into a flying disc, Once the
disc has taken flight (it
should be good for a few
UFO sightingsl), it's time for
another licorice jellybean.
Space, the final
frontier. ..somehow, you
thought it would be differ-
ent, Aside from the fact
that you have no space-
suit, though, your trip
through the cosmos is fun
and thankfully uneventful.
It's not even autumn, but
already things are falling
from the trees. While your
first reaction might be to
turn Blob into a vitamin
blaster, it's better to save
yourammoand just dodge
When you're back on the
surface, take a left and
run a couple of blocks to
the neighborhood all-
night health food store.
You couldn't get in before,
but now they'll welcome
you with open arms (and
Depending on how much
loot you found on your
subterranean jaunt, the
store will sell you one of its
many vitamin assortments.
If you don't have enough
vitamin C, you'll have to
go back for more treas-
Satisfied that you are now
nutritionally sound, you use
your only root beer jelly-
bean to transform Blob into
a rocket for the ride to
When you finally enter the
atmosphere of Blobolonia,
watch forfloating pepper-
mints and try to remember
their locations. Otherwise,
just enjoy the scenery.
Gee,Toto, Blobolonia looks
a lot like Kansas. So far,
everything seems normal
— but if you see just one
witch or munchkin, you're
out of there.
Do you remember where
those stratospheric pep-
permints are located? If
you counted the number
of frames between the
mints and your landing, it
should be just a matter of
placing the trampoline.
The sweets fall in chang-
ing patterns. Good timing '
is all you need to get
through this barrage, but
be forewarned that more
dangerous perils await ‘
Now is the time to trans-
form Blob into the vitamin
blaster and start plugging
away. Trust us — yau don 't
want these cherries to hit
the ground. The vitamin C
capsules have the best
trajectory for this stage.
With only a quick glance
to see if Orville Reden-
bacher is running things
around here, you run
through the popcorn with
the same technique used
for evading the marshmal-
lows. You may find the
kernels a bit more creative
in their patterns, though.
Finallyyou'rethroughthe corn. Abuilding looms ahead,
which is a bit more familiar to a city boy iike yourself. All
that open country was giving you claustrophobia,
ViH t^XTRMXH C
'7iM VXTRHXM C
The machinery looks pretty impressive, but you're not
here to be impressed, so ignore it. Just make sure you
have your vitamin blaster cocked and ready.
eMG VXTAHXM C
There's no way to stop the conveyor belt, and the
passage through this factory is blocked until you de-
stroy enough marshmallows. This must be where the
king makes all the sweets for his reign of terror.
SHX VXTRHXH C
Once out of the factory, it's time for another cross-
country run. When you're in a hurry, or need to place
Blob precisely, it's usually betterto leave him in the form
of something you can carry, such as the blo\A/torch or
Somewhere above the
entrance of this cave lurks
a few more mints. If you
find your life count getting
low, you may want to take
advantage of the rejuve-
nation powers of pepper-
mint. Collect five, and you
get an extra life,
These choppers look pretty
solid for a civilization that's
being force-fed sweets.
While thinking about the
astronomical cost of
braces for these molars,
you should time your pas-
sage by observing the
Are you missing a few coat hangers from your closet? It
appears that many of them have migrated to Blobolonia.
Keep shooting at them until they ' re all destroyed , then use
a strawberry jellybean to bridge the chasm. The tension in
the air tells you that you're not far from your destiny, (isn't
that the theme from Mission: Impossibie playing in the
Inside these caverns are a
number of places where a
guy can pick up a pepper-
mint or two. You never
know when an extra life
will come in handy.
Sure, you've been dying
to try out those coconut
Jellybeans, but this is not
the time or place. While
it's logical to assume that
the gingerbread men
might try to stop you, they
won't, so ignore them.
Aren't you glad you saved
that lime Jellybean? With-
out it, you couldn't have
turned Blob into the key
The king appears to be a
pretty hefty fellow, which is
what you'd expect, con-
sidering his eating habits. If
you thinkthatfeeding Blob
a cola jellybean is a good
idea, you're wrong.
The jack should topple the
platform holding the jar of
vitamins. Once the king
receives his recom-
mended daily allowance,
he'll start to see the world
In a whole new light.
What you really want to
do, after you've picked
yourself up off the floor, is
toss Blob an apple jelly-
bean, Don't worry about
getting him into position —
he'll go to the right place
once he swallows the
The Blobolonian media
flash the news of your
triumph and hail the return
of a balanced diet to the
Blobolonian people. Once
again, they're free to eat
spinach and liver, (You
risked your life for this? Why
didn't they call Popeye
A grand ceremony cele-
once evil but now good
and healthy king. All of
Blobolonia turns outto see
you off. Now, just clickyour
"There's no place like
home, there's no place like
j ^ Dragon Warrior is a good example of the new generation of Nintendo quest adventures.
The thumb-numbing, constant-combat format of earlier games has been replaced by a
V greater emphasis on strategy, cunning, and deductive thinking.
As the game begins, the evil Dragon Lord has stolen the magic balls of light that have guarded
the peace and prosperity of Alefgard for generations. Many adventurers have sought to recover the light-
balls from Charlock, the Dragon Lord's sinister castle, but none have returned.
Now it's up to you, the last descendant of the legendary warrior Erdrick, to save the kingdom. You must
wander far, collecting wisdom, experience, and magic. You'll fight many monsters, but not in the traditional —
and very physical — Nintendo way. Instead, the computer matches your resources against the enemy's and
referees the battle, then displays the results.
Dragon Warrior is a big-scale
game that gives you an entire
continent to explore. Once you've
gained some experience, armor,
weaponry, and magic spells, you
can make good progress. One
aspect of the game, however, re-
tains both a traditional appearance
and traditional level of difficulty:
On these two pages, our game
players have diagrammed the
mazes found inside the cave to the
northeast of the castle, the cave
east of the castle (the one sur-
rounded by rocks and poison
marshes), and the cave found in-
side the poison swamp. We hope
the maps will save you time and
health points. Good luck!
CAVE LEFT OF CASTLE
Surrounded by Rocks
and Poison Marsh
CAVE UP AND
LEFT OF CASTLE
START POISON SWAMP
(Use Sleep Spell)
Version reviewed: i!
Nintendo. Also U
available for the |]
' Commodore 64; ^
IBM, Tandy, and PC- 1^
puters. Data East, -
470 Needles Drive,
San Jose, CA 95 11 2. *
r., \ /'U
he future of law enforcement has
come to Nintendo. The setting is
Oid Detroit, the once-proud Mo-
tor City, home of Motown. But this
Detroit has become so crime-in-
fested, so thoroughiy corrupt,
that the police can no ionger controi it. Oid
Detroit is a war zone, and the cops are Just
Enter O.C.P., a private corporation speciai-
izing in security. They've accepted a contract
to enforce the iaw in Old Detroit, and they
envision a force of robot patroimen, ruthiess
and invincibie, that wili stamp out the criminai
eiement. Heading up this robotic army wiii be a ^
cyborg, a poiiceman who's part machine, part,-.;;:
man. Under the leadership of O.C.P. executive
Dick Jones, the corporation begins work on the
robocop. But first they need a man, a trained
poiice officer. And he must be dead.
So begins Robocop. As the newiy created
cyborg, you must battie the bad guys who
haunt the innocent citizens of Oid Detroit. Your
mission soon ieads you to drug lord Clarence
Boddicker, and eventually back to O.C.P.'s
Dick Jones — a man who is concealing a
terrible secret about your past.
As Robocop, you are a
Your primary directives
are clear — with the
exception of Directive
You begin the game armed with the Auto-9, a
special-issue handgun. It's usually all you'll
need, but not always.
Your first mission.
Criminals have a
U THPr ih
As criminals approach, the Foe
Detector begins blinking. With
your superhuman strength,
you'll easily defeat most ene-
nasty habit of attack-
ing when your back
is turned. As you pro-
ceed through the
game, watch the
passed. Be ready to
turn and punch.
Detroit are out to get
you. Keep an eye on
them — they really
Look for jars of power food and battery
rechargers. The food increases your power
gauge, while the rechargers replenish the
energy you burn throughout the game.
Be careful: Alfhough you're
sfrong, you can be damaged if
attacked. The power gauge
shows how many more hits you
can take before you're de-
When this biker comes at you,
kneel and get ready. If you
punch him just as he begins his
jump, you'll send him flying.
When you enter the
doorway at the end
of Second Street,
you'll run into this rusty
O.C.P, reject. Get
down and pummel
him in the midsec-
Whenever you enter
an area where
there's going to be
some tough fighting,
cally draws his gun.
Get under the heli-
copter and shoot
straight up. A few
shots from fhe Auto-
9 isallittakes fobring
fhis guy to the
As you approach City
Hall, you'll be at-
tacked by thugs with
rifles and flamethrow-
ers. To get the sniper,
stand Just out of range
and shoot diagonally.
Then duck under the
flames between blasts
and shoot upward.
Don't worry about
this guy's shield. Just
avoid his grenades
and fire away. His
shield is of little use
against your fire-
Once inside City Hall,
search these rooms
for a secret passage
straight to the
mayor's office. With
your infrared vision,
you'll see the wall
hiding the passage
begin to flash. Punch
Don't try to
fight this roll-
ing wall of
spikes. The en-
trance to the
fice is flashing
at the right.
If you're running low
on energy, you can
find a recharger just
down the hall from
Not him againi Show
him what superior
robotics can do.
The spineless kidnap-
per is using his hos-
tage as a shield.
Don't shoot yet —
you could hit the
Watch the mayor's
knees. They'll start
shaking, and he' II fall
to the floor. Now's
After you shoot the kidnapper, he'll release the
mayor. Shoot again when he stands to fire, and
you've got him.
The mayor '
thanks you, I
as do the ^
citizens of .
Dead or alive, you're
coming with me.
The factory is huge, with plenty
of hiding places. You'll be at-
tacked from every side.
ing cyborgs need
plenty of power
food. And what's
that shiny thing up-
stairs? You can't
afford to pass up
Go up, past the floor
above to the next
one. Remain still until
the elevator comes
to a complete stop.
On this flooryou'llfind the cobra
gun. You'll need it to destroy
the enemies you'll soon face.
Now move right. At the top of
these stairs you'll find a re-
charger, and more of these ill-
tempered little fellows.
I fVP I rRTDBS
t ND J CRTDBt
After you' ve taken care of the crisis at City Hall,
you'll enter a bonus stage. If you hit enough
targets, you can earn an extra life.
Once you ve picked up the gun.
go left and wait for the elevator.
■■ Prayer won t get you
- through this wall. Go
; left and down the
stairs to the floor be-
These three pests are
tiny, but they're
Your shots will fly right over their
heads if you don 't stoop to their
level. So kneel and keep squeez-
ing the trigger.
Once you get the recharger, take the next You've got to go
stairs to the right. Go down a floor, right again,
and then up. At the end of the hall, take the
elevator down as far as you can.
• NnicRTnBS utTRpnrg FutvcTinNf?
through the door
below to get Bod-
dicker. Be ready to
kneel and shoot
down to the floor.
If you shoot your Auto-9 a few
times, you'll scare him off.
; Although he got
^ away, you saw Bod-
I dicker long enough
j to recognize him as
. the man who mur-
j dered you. And Bod-
I dicker says he works
r for Dick Jones!
mean. You vegotto
finish them quickly , or
Mission 4: O.C.P.
The O.C.P. building is
guarded by some so-
ogy — like these red
security drones. Stay
low and shoot them
all. The last one will
leave a recharger.
Two guards with
shields try to stop you
at the elevator.
When you finish them
and a recharger.
When you get off the
elevator, you'll be
attacked by thugs
ahd laser cahnons
that drop down from
the ceiling. Keep
moving forward until
them. They can't hit
The blast from the
cobra gun takes
three or four power
points off your
gauge. And watch
out for the overhead
crane. If that girder
falls on you, it's all
After you go through
the doorway, this
massive cannon rises
from the floor. To
beat it, watch the
pattern of its shots.
Move closer or fur-
ther away from it,
shooting as it does. It
requires several hits.
Don't risk being hit by
the iast cannon. Just
keep going toward
the door, because
you'll need all your
power for the next
This is ED-209— Jones's personal security guard.
Concentrate your fire on its underside and
move as it does.
ED-209, but you
can't touch Jones,
Directive 4 prevents
you from arresting an
Jones sends Bod-
dicker to finish you.
Mission 5 takes you to
an abandoned steel
mill, where Boddicker
awaits. Watch for
Boddicker steps out
of hiding, firing a blast
from the cobra gun.
You duck and shoot
back, but he slips
Quickly shoot down
this helicopter, but
be careful not to take
any hits. There's more
To beat these aerial drones, just duck and let them pass. The
energy cannon really saps your energy, so get under it and blast
it with the cobra gun.
Mission 6: Stop Dick
The moving sidewalk
leads to the O.C.P.
building In Delta City.
Shoot the barreis so
you can proceed.
stay with him.
To beat Boddicker,
keep shooting him.
As long as you keep
scoring hits, he won't
be able to fire back.
The O.C.P. boardroom where Jones is addressing the board of directors
is guarded by all the machines you 've seen so far. Beat them as you did
before, being especially careful not to loose power.
This doorman protests
that only authorized
personnel may enter,
but you quickly shut
As you burst through
the door to the
takes the company
president at gun-
point. "You can't
touch me!" Jones
The new and improved ED-209. The end is near! Watch his
pattern, forward and back. Use your cobra gun.
Jones finally gets what's
conning to him. But is that
the end? Well, for now,
Ltlhi I'r IT ''' ""
V ^ «iaw| ' " " " h i tir r ■
PREVIEWS THE HOT SEQUEL
Double Dragon II: The Revenge features all the action
that fans loved in the first Double Dragon adventure —
and more! There are new enemies to face, new martial
arts moves to master, and — best of all — a new fighting
mode. While Double Dragon was a one-player game only,
in Double Dragon II two players can fight the Shadow
Warriors at the same time. You can also choose whether
you want Billy to fight with Jimmy, or whether you want
brother to be able to fight against brother.
Things have certainly changed since the first Double
Dragon. In that adventure, Billy Lee set out to rescue his
girlfriend, Marion, from the clutches of the Shadow
Warriors. He saved Marion, all right, but he had to fight
his brother Jimmy, who turned out to be the leader of the
Now nuclear war has devastated Billy's city, and
Marion has evidently been killed by the Shadow Warri-
ors. But in Double Dragon II, Billy and Jimmy band
together to take on the Warriors. The brothers are twice
as tough, twice as angry — and they're out for revenge.
There are three difficulty levels in Double Dragon II.
Newcomers to the game might want to start in the
practice mode and work on the different maneuvers.
The practice mode lasts for the first three missions, and
then you advance to warrior level. In this mode the
Shadow Warriors get tougher, but you should be
stronger. At the end of the eighth mission, you'll meet
the strange Double Illusion, where you'll battle your
After you've conquered the Double Illusion, you'll
advance to Supreme Master — a level not even found in
the arcade version of Double Dragon II. Only Supreme
Masters can enter Mission 9 and confront the leader of
the Shadow Warriors.
So be prepared to fight! There are lots of new moves
to master, but unlike the first game, you don't have to
earn new maneuvers. Instead, you can launch a hyper
uppercut right from Mission 1 . Once you've learned the
noggin knocker, the elbow drop, the spinning cyclone,
and the high jump kick, you'll be able to show those
Shadow Warriors that they should've picked on some-
one else's girlfriend.
Into the Tmf
Don't let this gang
abilities scare you. Get
next to him and start
punching. All of the
Shadow Warriors you
meet early will be easy
When you catch ene-
mies climbing down
a ladder, step right
next to them and kick
them before they can
reach theground. You
won't kill them, but
they'll be injured.
Grenade Launching — You can
grab the grenades an enemy
throws and toss them back at
him. Just be careful that they don't
explode in your hand.
swing it, press the attack button in
the direction you're facing. Re-
member, now you can only kick in
the opposite direction.
Detonating Dynamite — That TNT is
powerful stuff. Make sure it's aimed at
your enemies and not yourself.
Iding a Knife — Try to dis-
these garig members and
' their knives. Once you're
2d, throwing a punch will
the enemy, or you can throw
knife itself by pressing the
:k button in the direction
Noggin Knocking — Here's a
great move! Grab the enemy's hair,
then tap on the attack button in
the same direction as the one
you're facing. Your knee will re-
ally do damage to his head.
Hurling the Enemy — Grab
the enemy's hair by punch-
ing him, then pressing the
control pad in his direction.
Throw him over your head
by pressing the attack but-
ton in the direction oppo-
site the one you're facing.
Spinning Cyclone — You can spin as
you kick by jumping, then pushing
both attack buttons. Push either the A
or B button to choose the direction of
Helmethead has another nasty trick.
He can disappear! Stay close when he
vanishes because he'll reappear again
in a couple of seconds. Defeat him
again and he'll disappear for good.
These acrobats from Mission 2 are re-
Hoving Trouble Getting
If you're running into problems
in the first few missions, use this
secret continue mode to jump
right back into the thick of
things. When "gome over"
appears on the screen, enter
this formula: up, right, down,
left. A, and B. You'll then be
able to continue playing from
the last mission you were in,
But this code only works for
the first three missions,
Many enemies will try to show off their
gymnastic skills. These first villains aren' t
difficult to defeat at all. You can even
punch or kick them in the middle of their
Don't get too close to this Hel-
methead, or he'll grab you by the
collar and start pummeling your
stomach. Knock him down, then
back off a little.
ally tough, especially if you're play-
ing alone. One will slide in from each
side of the screen and begin jumping
and flipping. Stand right on top of
them to prevent them from becoming
This muscleman has really
been working out. It seems
as if he can block all your
punches with his shoulders,
so try using the high jump
kick maneuver. He's easier
to defeat if you can get him
onto ground level, too.
It wouldn't be that hard to defeat these guys if
you could disarm them, but neither gang mem-
ber will give up his staff. Try to avoid their blows
while using some fancy maneuvers of your own.
Mission 2: At file Heliport
Scroll very slowly to the
right to see if some of these
enemies will show up be-
fore you've jumped the first
gap in the floor. If you can
catch them with the gap
behind them instead of you,
you can push them into the
The best way to beat these acro-
batic killers is to never set eyes on
them. If you're in a two-player
game, each of you should stake
out an edge of the screen. Then
you can punch the acrobats to
keep them from entering the pic-
ture. You'll hear your punches
If you're having trouble avoiding the
helicopter's gunfire, try climbing to the top
of the ladder, but don't get off. Then climb
back down. You then will have avoided the
gunfire (but not the enemies inside).
Batde in the Chopper
All of Mission 3 takes place in the
hold of the helicopter. Try to knock
your enemies in front of the green
cargo door. It will periodically open
and your foes will be sucked out.
Enjoy the sunset over the water while you can
— soon all you'll see will be the pipes of an un-
If you're in a two-player game,
get into position so that one
brother is on either end of the
chute. Then you can attack the
enemies as they fall.
Getting from one door to the
other is tricky. The parallel con-
veyor belts run in opposite di-
rections. Don't get pulled off the
Mansion of Terror
Getting across this stream is
harder than it looks. Drop in the
water and you'll sink like a stone.
The easiest crossing is at the back,
where you only have to make
The treads of this train aren't your prob-
lem — but the blasts of steam from its
engine are! Avoid the engine as you
climb to the top of the train. But hop
back to the ground once the enemies
The flame from these torches can
knock you onto the spikes be-
You're about to find out how
powerful you are as you fight
your exact duplicate. Your twin
may be double in muscle, but
you have to prove that you can
think up better battle strategy
than he can.
You'll have to jump from plat-
form to platform to reach the
door, but the platforms keep
disappearing. So before you
jump, wait until the platform
you're on starts to disappear.
Inside the dungeon you'll have to maneuver
through several levels of tricky jumps. Here
you not only have to keep the huge cog wheels
from crushing you, but you also have to watch
out for spikes that spring up from the floor.
Who knows what evil will occur in this
battle against the leader of the Shadow
Warriors. Are you up to the fight?
S toogeville isn't too happy these days. Mr. Fleecem, the no-good banker, is threatening to evict Ma
and her three daughters from the orphanage they run. They have only 30 days to pay off the note to
Fleecem. Enter our heroes, Larry, Curly, and Moe. They have big hearts — if empty heads — and
volunteer to raise the money.
In typical Stooge fashion, things don't always proceed as planned. The trio takes a series of odd jobs,
but something always seems to go wrong. If Curly tries to win a contest by spooning crackers out of a bowl
of stew, you can bet that the oysters in the bottom of the bowl want the crackers back.
When they take a catering job, it turns into a giant pie-throwing competition. They become hospital
interns, but turn the corridors into a midget race-car track. And Curly might never recover from a boxing
match unless Larry finds something that plays "Pop Goes the Weasel."
This fun-filled Nintendo game captures moments from some of the Stooges' finest shows, including
Dutiful But Dumb, Hoi Polloi, Men in Black, and Punch Drunk. But even if the majority of Nintendo players
are too young to be Stooge fans, they'll still have fun with the game. Lotsa nyucks, woo woo woos, and eye
poking for the silly at heart.
/ijl If you raise enough money to save the orphanage, Ma will probably have a nice reward for you.
The Three Stooges is set up like a board game. The squares across the screen are the possible subgames
to enter. Try to land on the square farthest to the right — you'll get to the end of the street faster.
„ The slapping game is extremely important to master, since it controls how fast the hand darts from
^ square to square on the game board. Moe needs to poke, prod, and punch the others to slow the hand
When the Stooges sign up as waiters, they have to
serve cream pies to their guests as fast as possible.
Naturally, this means throwing the pies. You get $10
for each pie you throw, regardless of where it lands.
However, the Stooges can be hit only five times or the
game ends. Maneuver the directional pad on your
controller until you can get each Stooge to duck in
turn. The key to the game is to throw, then duck until
another pie appears on the table. It's very tricky.
The surgical team subgame is one of the easiest.
You need to lead the Stooges in their racing cars
down the hospital corridor, avoiding the crippled
patients, and picking up the little red crosses
when you can. The crosses represent lost surgical
items. But the real money is made by getting to the
operating room as soon as possible. So don't lose
speed by going out of your way to pick up crosses .
Instead, just stay behind the doctor pushing the
gurney. You'll catch some crosses that bounce off
the walls, and avoid most of the patients.
O AHVOHE IIIIO CAH
KHOCK DOIIH THE
Killer Killduff is one tough competitor, but
the Stooges think they have this match won.
You see, when Curly hears "Pop Goes the
Weasel," he turns into a maniac. There's only
one problem. Larry has broken their violin.
It's a race against the bell to pick up a radio
before the six boxing rounds have ended.
Maneuver Larry through the streets littered
with dogs, hydrants, newspapers, and lamp-
posts. If you have trouble moving Larry be-
tween the objects, race him right down the
middle of the sidewalk, and keep jumping to
miss everything that faOs in his path. You'll
get $500 for returning to the boxing ring, and
an additional $100 for every round Curly
doesn't have to suffer through.
Curly encounters some unexpected trouble when he
enters the oyster and cracker-eating contest. There
are two oysters in each bowl that grab the crackers as
fast as Curly. Just dip your spoon in the bowl and pull
it straight out. The first bowl has about ten crackers in
it, but each additional bowl has only two or three.
Keep spooning out the crackers and hoping that the
oysters don't squirt Curly in the eye.
When you land on the trivia square,
you'll have a chance to answer three
questions about the Stooges, Re-
member your answers — the same
questions will pop up again before
CARH CHOUGH tIOHEV
Well, Mr. Fleecem isn't going to
call in the loan on the orphanage
this time, but you've lost a whole
day when you could've been mak-
Though there are four main subgames, the Stooges have a lot of other
chances to pick up money. Just remember that every square you land
on represents one day. You may have 30 moves before the game ends,
but it can end prematurely if you get grabbed by too many mousetrap
squares, or if you land on the banker square and he decides to call in
the loan early.
Easy ways to make some cash
are to land on the ?, $, or Safe
squares. The Stooges will find a
bag of money (though sometimes
Fleecem shows up under the ?),
or the trio will receive a reward
for returning a sum they've
found. You can't guarantee the
amount you'll earn, but it's a
good substitute for a subgame
you haven't mastered yet.
Oops! Y ou've saved the orphanage from Fleecem's clutches,
but Ma can't afford to make any magnanimous gestures if
she can't even afford repairs. Maybe you should try again.
TE EN AG E HilTANT N I NJH
Michelangelo fights with
nunchucks. His weapons
cover the most screen
area, even though he's
one of the weaker turtles.
ferred weapon is the
bo staff. He has the
longest reach, the
and the slowest
Leonardo specializes in
the katana blades. Use
him when you need to
conserve energy for your
with the sai —
They're mean! They're green! They're everywhere!
About four years ago, two young comic book fans named Kevin Eastman and Peter Laird wrote
and inked the first adventure of the Teenage Mutant Ninja Turtles. Their concept was wacky, even for
comic books: four genetically altered turtles who become humanoid, adopt the names of Italian
Renaissance painters, and acquire black-belt expertise in the martial arts. They also develop a
passion for pizza (with extra sauce) and a healthy appetite for partying.
The turtles made their debut in a crude black-and-white comic book with very limited
circulation. Maybe it was the sheer nuttiness of the title, but for some reason the comic book caught
on and quickly sold out — as did reprints and subsequent issues. A host of imitations soon followed,
with titles such as Armor-Plated Adolescent Aardvarks. The imitators soon faded from sight, but the
original turtles became a genuine phenomenon.
Now the turtles are an established part of American pop culture. They are stars of their own
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