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Nintendo

Official

(Nintendo)
\Seal of Quality^

THE COMPLETE GUIDE TO THE COLORFUL SIDE OF GAME BOY


WARNING!

1 The Super Game Boy is made of delicate electrical


.
3. Don't clean the player with benzene, paint thinner, alco-
parts. Be careful not to drop, hit, or otherwise abuse the hol, or any other solvent.
Super Game Boy. Don't expose the Super Game Boy to 4. Always store the Super Game Boy in its protective cover

extreme hot or cold. when not in use.

2. Don't store your Super Game Boy in a humid place, on 5. Before inserting the Game Pak connector into the Super

the floor, or in any place where it could collect dirt, dust, Game Boy, always check for foreign material.

or lint.

Thanks for selecting the Super Game Boy! Your new system is fully compatible with the Super Nintendo Entertainment System.
We hope that this guide helps you to get the most out of your Super Game Boy. Look it over before you begin using the player,
and keep it handy to help you answer questions in the future.

Please carefully read the consumer information and precautions booklet included with this product before using your Nintendo

hardware system, Game Pak, or accessories.

This official seal is your assurance that


Nintendo has reviewed this product and

determined that it has met our standards for


Official
excellence in workmanship, reliability, and
(Nintendo) entertainment value. Always look for this

\Seal of Quality. seal when buying games and accessories to

ensure complete compatibility with your


Nintendo product.

© Nintendo Co. Ltd. 1994


CONTENTS
Connection and Usage 2

Options 4

Custom Colors 6

Changing Borders 7

Customizing Colors 8

Super Game Boy Games 14

Super Mario Land 16

Super Mario Land 2: <6 Golden ora] ....20 Tennis 60

Super Mario Land 3: «Ma m 26 World Cup 62

Donkey Kong 32 Alleyway 64

Metroid II: Return of Samus 38 Dr. Mario 66

The Legend of Zelda: (link's Awakening) 44 Yoshi 68

Kirby's Dream Land 52 Tetris 70

Kirby's Pinball Land 58

SUPER GAME BOY 1


The combination of Super NES and Super Game Boy
presents a number of possibilities —provided that the

he installation GAME BOY GAME PAK

TOF THE SUPER


GAME BOY
Inserting the Game Pak Insert the Game Pak so that the
label is facing the front. The
Game Pak should be inserted the
same as it is in the Game Boy.
The first step to new entertainment
with the Super Game Boy is correct-
ly inserting the Game Boy Game

Pak into the Super Game Boy with


the label facing the front.

INSERTING THE SUPER


GAME BOY
The next step is inserting the Super
Game Boy into the Super Nintendo
Entertainment System. Make sure
that the Super NES power is off
before you insert the Super Game
Boy into the opening of the Super
NES Control Deck.

2 SUPER GAME BOY


JURN IT ON

After you've inserted the Super


Game Boy into the Super NES, turn
the Control Deck on. If everything is

connected correctly, the Super Game


Boy logo will appear on the screen.
If something is not connected proper-
ly, an "X" mark will appear on the
screen.

ONTROLLER OR
C MOUSE?
Insert a Super NES controller into

Port 1 . You can either use Port 1 to

play your games, or have it plugged


in so that you can use the other Controller 2
Super Game Boy options. The Super
Game Boy will only work if a con-
troller is in Port 1 or in Port 1 and
Port 2. You can insert the Super NES
Mouse into Port 2 if you want to
enhance the control of the Super
Game Boy.

- Mouse

THE USE OF THE LEFT


AND RIGHT BUTTONS
Press the Left and Right buttons simultaneously to RIGHT/LEFT CLICK
open the Super Game Boy System Window. Click the right and left buttons of the Super NES
Mouse simultaneously to open the Super Game Boy
System Window.

X BUTTON J L
The X button will switch back and forth between the
game's default color palette and your own.

SUPER GAME BOY 3


he main
T menu
To open the System Window, press
the Left and Right buttons at the same
time. If you're using the Mouse, click
the Left and Right mouse buttons at
the same time. The Control Pad (or
Mouse) will now control the cursor
and allow you to choose one of the
many options.

A WORLD OF color palette icon GRAFFITI ICON

H The Super Game Boy allows you to The Graffiti icon lets you create your

The Super
POSSIBILITIES!
Game
Boy gives you so
many choices, it's like playing a

possibilities to choose from when


Ml
choose from one of the 32 stored
color combinations consisting of four
colors each.
that
Choose a combination
enhances the graphics and adds m thinpen, you can draw a field of
mushrooms for Mario or a stellar
2. You can even
design for Metroid

the System Window is opened.


CUSTOM COLOR ICON CONTROLLER SET-UP ICON
Each choice is represented by a If none of the color combinations You can set up your controller with

seem to fit the game, Super Game two different button configurations.
small picture, or icon, on the Boy let's you create your own cus- Decide which functions each of your
tomized color palettes. buttons will control. Try each set-up
to see which works best for you.

choice!

4 SUPER GAME BOY


SE OF CONTROLLER (IFFERENT OPTIONS

U OR MOUSE
B BUTTON LEFT BUTTON (CLICK)

With the B button you can change the color By clicking the Left button, you can activate a
palettes or select other tools in the System selected icon, use a selected tool, or change a
Window of the Super Game Boy.

CONTROL PAD A BUTTON RIGHT BUTTON (CLICK)


You can use the Control Pad to move the cur- With the A button you can activate a selected By clicking the right button, you can
sor over the screen in any direction. icon, use a selected tool, or change a palette. change a palette.

utton
B settings
Would you like different button
settings than the given ones? Then
select the Button Setting Icon from
the System Window, and press the
A button to activate it. In the
Button Setting Window, you can
choose from two button settings for
your Controllers.

SETTING ICON DIAGRAM

SUPER GAME BOY 5


To change the color of your Super Window will appear. You can now
OLOR Game Boy screen, select the Color choose from up to 32 different color

C SWAP Palette Icon. The Custom Color palettes that have been preset.

COLOR PALETTE ICON

SGB ENHANCED
COLOR ICON

COLOR PALETTE
GROUP SWITCH ICON

CUSTOM COLOR ICON


Choose your color palettes wisely to make sure the ...what a difference combinations can make,
color enhances the graphics. Here are two examples
of stored color combinations. You can see...

RESET COLOR
P COMBINATIONS
Many recent Game Boy games have
suggested color schemes pro-
grammed into them to take advan-

tage of the Super Game Boy. These


color schemes are carefully chosen
by the programmers to enhance the
contrast on the screen so that the
action looks sharp and realistic. For
older games, you'll have to choose a
preset combination of colors or cre-
ate your own. To the right, you'll see
four examples of existing games
using colors that match the game's
theme. On the following pages of
this guide, you will see more combi-
nations like them.

6 SUPER GAME BOY


HOOSING A
C BORDER
The Super Game Boy automatically
gives each game the basic SGB bor-
der. If you want to choose another
border that better fits the game, you
can change the border in the System
Options Window. Move the cursor to
the Border Icon and press the A You can choose from nine different borders stored in A well-chosen border can help a game feel flashy and
Button to open the Border Window. the Super Game Boy's memory. Try each of them and fast-paced or dark and mysterious. It's all up to you.

look for their animated sequences!

ine borders to
N CHOOSE FROM
The Super Game Boy has nine differ-
ent borders already designed and in

the system. Use the cursor to select a


border, then press the A Button. You
can see how each of the different
borders look with your game. Once
you've found one you like, press the
Left and Right Buttons at the same
time to close the System Window. Do
you movie theater or the idyl-
like the

lic landscape better? How about that


weird geometric pattern? But remem-
ber, if you decide to change the bor-
der of a game while you're playing
it, be sure to pause the game first!

SUPER GAME BOY 7


@> OOO0OO

"9 Jv

Si© ®®®@@<t

M
PICTURES
ake your
own COLOR
Password

If you have an idea of how the color Shading Bar


patterns of the games should look, 035 Clear Button
then click on the Custom Color Icon
and use the creation view to design
Still Button

your own scheme for the game.


color Recover Icon
With four colors to mix and match, it
may take some experimentation
before you find the best combo.
Paintbox Paintbox Colors Custom
Color Palette Color Icon

By choosing a lighter shade of a color, you can bright-


en the screen while still keeping the look you like.

8 SUPER GAME BOY


^OME COLOR SUGGESTIONS

SOME COLOR SUGGESTIONS

CLEAR BUTTON STORING IDEAS

To try out different colors, press the Still button. If you're not absolutely happy with your color selec- Once you're satisfied with your choices, click on the
Now, you can change colors over and over, until you tion, you can wipe the slate clean by clicking on the Store icon to save your personalized color set-up
one that you like the best.
find the Clear button. with a secret password.

PASSWORD
Once you've found the ideal colors
for your game, take note of the pass-
word at the top of the screen. When
you want to use those same colors
later, all you have to do is enter the

password. To change your colors


during a game, pause the action and
open the Custom Color Window.
Then, select a different color combo
by changing the password numbers
with theA and B Buttons. Try using
different color combos in each world.
Move the cursor to the password and change the If you enier the rightpassword correctly, the exact
As the game changes, Super Game number with the A and B Buttons. color combination you saved will once again
Boy can change along with it! appear.

SUPER GAME BOY 9



^UPER GAME BOY

why you
he best way to As you customize your game,
are a couple of things to think about
there see
and
should select carefully
The can
Tgo if

The
you want
game
to get the best results.

should not only look great,


cautiously.
help you break your personal best on
your favorite game. But the wrong
right colors

but also play great. Check out the colors can make even the easiest lev-
examples on the next few pages to els of a game frustrating.

FROM LIGHT TO DARK


Remember this golden rule: "Left,

light, right, dark." Use light shades


for the left side of characters and
other graphic elements and darker
shades on the right. Why, you ask?
The reason is simple: the people who
create the games design the screens
using this concept. It helps the
game's contrast--the difference
between
ments.
rule,
If
light and dark screen
you break
you might accidentally hide cer-
this important
ele-

— ‘

Stick to the "Left, light, right, dark" rule to see


1

This example breaks the "Left, light, right, dark"


tain elements, making the game dif- every detail. rule. And the effect? You can hardly see a thing!

ficult to play!

VARYING CONTRASTS
The game's contrast is very important.
If you have high contrast, dark things
are very dark, and light things are
very light. If you have low contrast,
dark and light objects aren't easy to
distinguishand everything becomes
muddled. It can be hard to tell the
good guys from the bad! To make
sure you're always shooting at the
right characters, don't select similar
colors for the screen. Four shades of
green, for instance, will make a game
In this example, the colors are different enough to
screen look like so much pea soup. give the screen high contrast.

COLORING A SITUATION
The colors you choose should not only
match the game you're playing, but
the section of the game you're on, too.
What's perfect for one level can create
some real trouble in the next. It's a
good idea to try several color combi-
nations when you begin a game.
Write down the passwords of the color
combinations you like. Then, at the
beginning of each new level, you can
quickly choose a color that's best suit-
With this eerie color choice, Mario's castle seems But what looks cool in the castle creates problems
dark and dangerous. later in the game.
ed for that level.

1 0 SUPER GAME BOY


^OME COLOR SUGGESTIONS
A new color scheme can put the even the most basic levels. For famil-
inding new challenge back into those older iar games, the enhancements of the

F CHALLENGES Game
mastered.
Boy games you've already
An "impossible" color
Super
look —a
Game Boy will offer a fresh
change of scenery. It may
choice that muddles up the screen even be more fun than when you first
will give lots of new challenges to played the game.

IGNORING A COLOR
What would happen if one of the col-

ors on the screen just disappeared?


Take Tetris, for example. Think you're
pretty good? Then try this Super
Game Boy challenge. Arrange the
colors so that one of them can't be
seen on the screen. Then, any Tetrad
pieces of the color you eliminate will
become nearly
invisible. How's
that for a chal- Even though you can't see it, there's a Tetrad already Once the next block has landed, you'll see where the
on the bottom line. Tetrad was.
lenge?

INVISIBLE HEROES
Once you've truly mastered Super
Mario Land, try changing the colors
so only a shadow of the Super
Plumber can be seen. If you think
fighting enemies is tough,
invisible

trymaking it through a stage when


you can't see yourself!

Not only is Mario nearly invisible... ...but the platforms and enemies are tough to make
out, too. This option is for pros only!

IDENTICAL COLORS
Here's an even stranger idea. If you exactly what you
can beat Dr. Mario after selecting normally shouldn't
this color combination, consider do. Make the three
yourself a master. What would hap- lighter colors of the

pen if some of Dr. Mario's vitamins palette black and the


became completely colorless? You darker colors white.
still know how many viruses are left With this color com-
in the bottle, but how do you know bination, you'll need
which color will defeat them? Only a lot of luck to sur-
through trial and error will you get vive!
anywhere. Actually, it's completely
up to the luck of the good doctor. To
try this color
challenge, fol-

low the example


below, and do

SUPER GAME BOY 1 7


^UPER GAME BOY

ERSONALIZING
P BORDERS
Although there are nine fun borders
stored in the Super Game Boy, you
can create original, custom borders
Border
to personalize your game, to give it
Game
more character, or to increase the Window
challenge! To create a customized
border, move the arrow to the
Graffiti Icon and push the A Button.
The border design
before your very eyes.
station appears
m E imrrrr
Paint Colors

Recover
Pens

Eraser
Area
Setting
T Graffiti

Clear Button Icon


Button Icon

CLEAR BUTTON COLORS RECOVER BUTTON


With a 2 colors, you can E Did something go wrong with the

m
The thin pen is especially good for selection of 1

create a masterpiece. Make it exactly D last change you made? Then erase

B_L what you want. Your imagination is


your only limitation.
|
it with the Recover button.

PENS AREA SETTING ICONS


Draw your own personalized

"b liL/o JJV 13


border by hand.

Not just the border —you can

SB also paint in the playing field.

GRAFFITI ICON

m ini 1 1 1 III lUm a ircmnfij


The
and
Graffiti Icon takes

out of the custom paint


you in

The thin pen is especially good for detailed work. You can cover larger areas with the thick pen.

ERASER ICON

MAHIu MAH to
1
e'xis Oxais 3EXOO TS«i

BBjjfiSli
Tel m a agECSI
When you want to erase something, click on the Move the cursor "finger" to the section that you Then, click on the Bomb Icon and watch your mis-
Eraser Icon that looks like a hand. would like to erase. take disappear.

1 2 SUPER GAME BOY


^OME COLOR SUGGESTIONS
The option not only allows you you can just erase anything that
ven more new
graffiti all,

to create your own borders, but it doesn't meet up to your expectations.

E CHALLENGES also gives you the opportunity to cre-


ate new challenges for yourself. Here
The Super
creative
Game
skills
Boy challenges your
and your game playing
are just a few examples. And best of skills all at the same time.

COVERING PART OF THE PLAYING FIELD

You should only do this if you're to draw in the playing field. Next, mysterious magician's hand over the
extremely familiar with the game. select one of the pens. Use the thick top of the screen — incredibly tricky!

Otherwise, you may miss crucial parts pen if you want to cov er a lot, or the

of a level and wind up in a no-win sit- thin one if you're con-


uation. To cover part of the playing cerned about detail.

field, click on the Area Setting Icon in To see how your


the Graffiti Window. That allows you change might look,
check out the examples
of Super Mario Land
and Tetris. Mario, who
normally has nothing
against stars, which
make him invincible,
now finds himself hid-
den behind a massive
one. In Tetris, draw a
ililUBEll
This star sure doesn't make Mario ir The hand covers the section that shows the coming blocks.

quite the opposite, actually!

FOR TRUE ARTISTS TAKE NOTES


Kirby's dreamlike border may not be worth it. The Super Game Boy does-
Sometimes it's impossible to remem-
easy to create, but the extra effort is n't have a special Kirby border.
ber every detail of a game, especial-
ly in adventures like The Legend of

Zelda: Link's Awakening. Try using


the Graffiti Option as your own per-
sonal notebook. Simply write notes
in the border about what's in the sur-
rounding area. You can scribble
down clues or sketch maps to help
you wind your way through a dun-
geon level.

Make note of the next area where you want to go.


Custom borders aren't saved in the Super Game Boy so you may want to video tape your artwork.

SUPER CAME BOY 13


4

NCLUDING A FULL
I 13 COLORS
Of course, you can play any of the
special Super Game Boy games on
regular Game Boy with no problem,
but it will appear in black and white.
But on the Super Game Boy, Donkey
Kong looks as good as many NES or
Super NES games. If a game has
special features on the
Super Game Boy, you'll
know by the SGB sym-
bol that appears on the
game screen.

nique game
U BORDERS
Many Super Game Boy games have
their own special borders. Game
programmers try to create the opti-
mum game border to set the perfect

mood for game play. For instance, in


the arcade classic, Donkey Kong,
you're able to select a border that
looks like the original arcade game.
Of course, if you're not crazy about
this particular border, you can still

select from the preset borders or cre-


ate your own.

1 SUPER GAME BOY


presents:

Color Gomes
With the Super Game Boy, every Game Boy game can with different color combinations. You'll also find game

become a colorful work of ort. On the following pages, tips to help get you through some of the tougher stages
we'll show some of the classics and some new games of each game.

Note: The colored photos you see may not exactly match what you see on your TV screen since each television is different.

SUPER GAME BOY 15


he daring
T rescue
Princess Daisy lived happily in her
dream castle, spending her days
working in her rose garden. Things
were quiet and she was content.
Then one day, that terrible tyrant,
Tatanga, burst into the princess'
happy garden and took her away to
dark and dreary kingdom.
live in his

When Mario heard of this heinous


act, he set off to rescue his longtime
love. Now, he must survive the min-
ions of Tatanga's evil army to save his

beloved from a rose-less life of


despair. Of course, this is no easy
mission. Tatanga rules four vast king-
doms. Mario will have to search them
all, for no one knows exactly where

Daisy is being held!

M
I
ARIO-CLASSIC
AND MORE
n order to cover all that territory
while looking for Daisy, Mario must
SKY POP
In World 4-3, Mario
style in

Sky Pop.
his own
gets to travel in
personal airplane,
MARINE POP
In

in
World 2-3, Mario takes the plunge

Batten
a small but spunky mini-sub.
down the hatches!

become a master pilot and first-rate

sailor if he hopes to succeed. He'll

use an airplane and a mini-sub at


game.
different points of the
Because it can be so difficult to

maneuver these vehicles, each is


equipped with high-powered can-
nons!

1 6 SUPER CAME BOY © 1 990 Nintendo Co., Ltd.


^UPER MARIO LAND

W
KINGDOM
ORLD 1: THE
BIRABUTO
believe

Sand, sand, and more
it!

sand as far as the eye could see.


"Ah," thought Mario to himself, "it
must be a great desert." As Mario
began to explore, he also found
FIGHTING TOTOMESU
If

ney,
Mario wants
he's

with fireballs.
got
to

to
continue his jour-
shower Totomesu
He can also hop over
When Mario first came to the vast palm trees and pyramids. Now he his arch rival and flip the lever,
was certain that he was ina land which will send Totomesu sinking.
Birabuto Kingdom, he couldn't
similar to Egypt. But there were the
oddest creatures waiting for him,
such as the bizarre Bunbun flies

armed with spears!

In the picture above you can


see how a few simple color
changes to the Super Mario
Land pyramids can make the
game more exciting.
At the entrance to the pyramid, Mario can
find a hidden lift if he hits an invisible block
from below.

W world, Mario found him- him is a horde of sea creatures the


ORLD 2: THE In

self
the first

completely surrounded by hot likes of which he's never seen in his

we
MUDA desert sand. But in

nothing but water, water, and more


World '2, it's heroic video
all know, Mario
game
is
life. But, as

always up for a
KINGDOM water! Mario has to be ready for new challenge.

some strange encounters. Awaiting

HIDDEN FLOORS DRAGON ZAMASU


In the lower passage, a small Mario This dragon must have had some
will find a huge cache of coins. To hot peppers for lunch! He won't
collect them, Mario has to use a stop spitting fireballs at poor Mario.

special maneuver. Take a leap of Mario will be safest at the very bot-

faith and fall to the invisible floor tom of the screen. From there, he
then run right to gather the coins. can fire back.

Like any good underwater


adventure scene, the briny
depths should be colored sea-
blue. Use the password you
see above to get just the right

shade.

SUPER CAME BOY 17


^UPER GAME BOY

WKINGDOM
ORLD 3: THE
EASTON
On
TWO HIDDEN
his way

hidden blocks,
hidden lifts. Though
AREAS!
through the mysterious
Super Mario Land, Mario can find
invisible floors,
it will take a
and
lot
The dark and depressing Easton
of luck to find them all, here are a
Kingdom is filled with underwater
couple of hints to help you out.
tombs and rocks. One look at the
inhabitants of this peculiar world will
bring back memories of Easter
Island. Mario has his work cut out.

RIDING ON GANCHAN
Mario can use the Ganchans to ride right side of the screen. But be care-
over obstacles. Jump onto the ful! Always keep your eyes open
Ganchan's back and ride over to the and be ready to jump!

These disgusting spiders are


especially menacing when
their web thread is colored as
you see in the picture above.
Ifyou like its spooky look, use You can make an invisible block appear just before By bumping into this hidden lift block, Mario can
you get to the spider. Get up there! reach the Coin Room and grab some extra coins.
this password.

THE RAGING HIYOHOI


A frightening combination of furious
rage and evil cunning, the stone
monster Hiyohoi will annihilate all

intruders with a spray of rocks.


Mario has to watch out so he doesn't
get pounded on the head with these
stones. Hiyohoi can't be defeated,
but Mario can use the rocks as step-
ping stones to jump over Hiyohoi
and reach the end of the stage.

1 8 SUPER GAME BOY


9

^UPER GAME BOY

W
KINGDOM
ORLD
CHAI
4: THE MONEY! MONEY! WARNING: HIGH CLOUDS

In the Chai Kingdom, Mario goes up


against the curious flower, PomPom,
the man-eating plant, Pakkun, Nyolin I 11 In
the snake, Biokinton the cloud, and
other creepy creatures. Luckily, Mario
finds his special jet-fighter in World
4-3, which makes things a little easi-
You can't miss this in World 4-2. leads to a valuable Mario always thought clouds were soft, puffy, helpless
er. But even with his plane, Mario It

hidden coin room. Every hundred coins Mario col- things, until he met Biokinton! Avoid his shots and fire
willhave a tough time with the head lects gives him an extra life. a few in return to make your day a little brighter.

honcho, Tatanga. Naturally, he


doesn't want to give up the kid-
napped Princess Daisy. But Mario
won't take no for an answer!

Mario streaks through the


blue sky with his bright scarlet
Sky Pop —a scene which is

possible only on the Super


Game Boy. Use the password
above to achieve this color.

SECRET TIP: IT'S LEVEL SELECT

A NOT OVER
Here's a small tip for all
YET!
those players
who can get through Super Mario
Land in their sleep. When you've fin-
ished the game, keep going and
you'll reach the levels a second time.
The difference is, they're much hard-
er this time around! If you make it

through the second adventure, you


can continue play on any level you Super Mario Land is even harder and more danger- After making it through the second adventure, you c<

choose. ous the second time through! then choose which level you want to play.

SUPER GAME BOY 1


One day, Mario returns to his castle,
only to find that he can't get in.
Someone's changed the locks! Wario,
his old enemy! Now Mario must find
the six magical gold coins if he ever
hopes to regain control of the castle.

w
CASTLE.
ARIO'S WAIT-
ING IN THE

It won't be easy for Mario to get his


castle back. First, he must search for
the golden coins through six different
zones: Tree Zone, Turtle Zone, Mario
Zone, Pumpkin Zone, Space Zone,
Macro Zone, and Mario's Castle.
Each zone is an exciting chapter to
this epic adventure. Once Mario has
conquered all the zones and found
the six golden coins, he can take
back his castle and challenge Wario
to a duel. If Mario is brave enough,
strong enough, and quick enough, he
can win the and reclaim
final battle

his castle.

W
CAPABILITIES!
OW! MARIO'S
GOT NEW
BUNNY MARIO
Other rabbits might make fun of
Bunny Mario, but he can hop
through the air with those bic
SPACE MARIO
Mario
naut
drifts
is

in

along
transformed into an astro-
the
in
Space Zone where he
zero gravity.

Although Mario has always been a


quick-change artist, in Super Mario <»«>€>
Land 2 he's got brand new
two
'

weapons in his arsenal! If he finds a ;


|5^r Os

Carrot, he'll become Bunny Mario


and fly through the air! In the Space
Zone, he finds a space-suit and floats
through the cold, empty void of outer
space.

20 SUPER CAME BOY © 1 992 Nintendo


1

^UPER MARIO LAND 2

In his first adventure for the Game will find other new things— like the
xtra special Boy, Mario's talents shone through. whirlwind jump, which you may rec-

E EXTRAS FOR Now, in Super Mario Land 2, he's got


a load of new tricks. Between Bonus
ognize from Super Mario World
the Super NES.
for

Rounds and Mid-Point Bells, Mario


MARIO

©MID-POINT BELL

In every stage of Super Mario Land


2, you can find a Mid-Point Bell. If

Mario rings the bell, the game ©SLOT MACHINES: SUPER MARIO GETS RICH!
records his position. If he loses his
In Super Mario Land 2, Mario can
life after this point, he'll start at the
collect up to 999 coins. With these
mid-point rather than starting way
little treasures, he can try out his luck
back at the beginning of the stage.
in the casino. Decide how much
money you want to risk in the slots.

The more you bet, the more you can


win. This is a great way to win some
extra lives!

90 90
aa CIO
ao aoo
ao a ao
©WHIRLWIND JUMP
The whirlwind jump technique is
new to the Super Mario Land series.
To make this move, push the Control
Pad down while Mario is jumping
and he'll begin to spin. He can then
©RING THE BONUS BELL
break blocks underneath him.
At the end of each level, there's a Be sure and get to the Bell after the
bonus bell to reach. Once Mario Hippo Stage. It takes you right to the
rings it, he is sent to a bonus area. Space Zone!

Use the whirlwind jump to knock out the block and


reach the Heart below.

SUPER GAME BOY 2


^UPER GAME BOY

ree zone: an ©IN THE TREES ©HONEYBEES


TADVENTURE IN
Good
are
area.
timing
critical

It's
and well-placed jumps
when Mario gets into this
especially scary, though, if
When Mario makes his way into the
honeycomb, he should be careful to
avoid the big bees that fall down
THE FOREST he slips and falls because there is from the ceiling onto Mario. With a
An adventure the size of a Sequoia is
trouble lurking below. little patience, Mario can get around
waiting for Mario in the Tree Zone.
this annoying problem.
Huge insects are set on making his
life difficult.

©INVINCIBILITY! ©THE EXIT


Super Mario can make it across this When Mario wants to ring the bell at

coin bridge, but he must hurry! the end of this stage, he'll run into a
minor problem-the bell is hanging too
high to reach. Mario must nibble on
a Carrot and get the Bunny Ears, then
he can fly through the air by hitting the
A Button repeatedly to reach the far-
off bell. After all this, a well-deserved
bonus round will be waiting.

©FINAL BOSS: THE BIG BIRD


At the end of the Tree Zone, lurking best method for defeating this foe. As
high in the branches, the Big Bird is a reward, you'll get one of the six
perched, waiting for Mario. This rab- golden coins.
ble-rousing winged
creature sits atop
stolen chicken eggs
where it loves to

pluck chicks. ..and


Mario! When the
Big Bird takes
flight, Mario
should hurry to a
corner. When it

A little color will make any flies directly over-


Super Game Boy player hap- head, make a well-
pier! Use the Password listed timed jump on its

to get this color combo. head. This is the

22 SUPER CAME BOY


^UPER MARIO LAND 2

ACRO ZONE: @ FIERY MARIO— SPECIAL AGENT


Mi k MARIO As Fiery Mario, you're on a special
mission with a special power. The lit-
can throw two
after the other.
fireballs, one

SHRINKS HIMSELF!
When Mario lands in the Macro
Zone, you might think that he's in the
wrong game. Who ever heard of
ant-monsters chasing Mario?

©ENDLESS HEARTS
Normally, our super hero is the only
one collecting hearts. But in some
situations, Mario can get a few
hearts from another collector. Good
©THE ANT MONSTERS luck chasing this little guy — he's

quick!
You'll find many breeds of ants in the
Macro Zone. There are ants with
stingers, ants without stingers, ants

that shoot, and ants that throw mush-


rooms. A disturbing bit of diversity!

In the example above, only


the water gets color. In this

level, too many colors can


actually complicate things.
Sometimes, simple is better.

Note the password above.

©FINAL BOSS: ONE MIGHTY MOUSE!


Throughout his distinguished
Mario has never had the olea
©IN THE SYRUP SEA meeting such a
"Where am I?" Mario asks himself rodent — until

after landing in this murky river. The rambunctious


Getting out of here isn't easy! mouse runs back
forth, trying to

Mario. Mario isn't

given one moment


peace. The best
tic is to wait on
side. At the
moment, jump o
mouse. After a
pie of tries,

cheese ball will

squeaking.

SUPER GAME BOY 23


^UPER GAME BOY

M
MARIO!
ario zone:
GIGANTO
©MARIO

Mario will
THE CIRCUS STAR!
Without a keen sense of balance,
have a
He has to grab the ball, jump on top
lot of trouble here.
rides across the spikes.
of courage for Mario.
find out just how
This
Now,
"super" he really
is a test

he'll

is.

In Mario Zone, Mario gets his fill


the of it, and carefully balance as he
of technical wonders as he tries to
avoid bits, bytes and nibbles coming
from the cutting-edge technology.

©BEWARE: JAGGED SPIKES


Mario's legendary jumping abilities down on the spikes. Mario can also
are tested here. Having just the right use the Mario Zone crane — the only

touch is the key. Ifyou jump a little way to assure a safe trip. It carries
©FIERY BLOCKS too short or a little too far, Mario falls Mario on to new challenges.

Shoot these fiery blocks to make

©FINAL BOSSES: THREE MEAN PIGS!


Waiting for Mario at the end of the mean. With fireballs and some quick

Mario Zone are three not-so-little jump moves, you can make all three
pigs. Each of these pigs has lived his squeal,
entire life waiting for
a huffing and puff-
ing wolf, so they're
a little paranoid.
Now, they think that
Mario is out to take
their home. So what

do they do? Go
after Mario! The
As you can see in this sample, first piggy is rela-
you can set up the colors in
tively tame, but the
this techno-world to give it a second has danger-
heavy metal feeling. The pass- ous teeth. The third
word for this setting is above. one is just plain

24 SUPER GAME BOY


^UPER MARIO LAND 2

If Mario ever hopes to defeat the the castle door will open and he can
hree more Wario, he must get through these
evil

last take on Wario. Quite a reward for

T ZONES WITH HID- three levels


Once he
and find the other coins.
has collected all six coins.
all that hard
the end!
work —a final battle to

DEN COINS!

TURTLE ZONE PUMPKIN ZONE SPACE ZONE


In Mario explores a
the Turtle Zone, The Pumpkin Zone introduces Mario Mario will be star-struck by this area.

lake,a submarine, and the inner to a creepy collection of spooky ene- In the Space Zone, he dons a space
chambers of a whale. He must mies.The best thing here is to buck suit and drifts through dead air.
make it through all this wetness with- up and get through it. If you're You'll find that it's tough to move

out the help of his Frog Suit. good, you'll get through quickly. around without gravity.

tit
£ m
& (£• £
&
s
&
1MT^!

he has to find Wario.


N MARIO'S CASTLE: life. But first,

The coward has hidden himself some-


THINGS
I SETTLING where deep in the fortress! Once
Mario finds him, the fun really begins.
WITH WARIO! Wario transforms himself into three
Shortly after Mario collects the sixth different forms and Mario must defeat
coin, the heavy castle door will open each of these three Warios before he
and Mario will fight the battle of his can reclaim his castle.

You can add to the ghostly

atmosphere of the castle by


using shadowy colors. You
can see that an excellent
game can be made even bet-

ter with the Super Game Boy.

SUPER GAME BOY 25


Wario is back, and once again he's look-
ing for a new place to live. This time he
has his sights set on building a new dream
house...and he'll do whatever it takes to

make his dream come true!

© ooo-
©
gs OOOOOO

W
In
ARIO THE REAL
ESTATE AGENT?
Super Mario Land 2, Wario took
over Mario's castle only to be humili-
ated and kicked out in the end. Now,
he has returned and he's even more
evil than before. This time, Wario is

after the golden statuette of Princess


Toadstool. The statue was stolen by
pirates and buried somewhere on
Kitchen Island many years, ago.
Wario hopes to get the statue and
some added treasures from the
pirates so he can blackmail Mario
and Princess Toadstool for their safe
return. In exchange for the priceless
treasures, he wants a fat reward, all

in order to build his own dream


home. Wario Land: Super Mario
Land 3 picks up where its predeces-
sor left —with
off nonstop, floor-to-
ceiling jumping action. But now the
tables have turned. You control a By using the map of the

supercharged Wario with a new bag Overworld, Wario can


of tricks to throw at Mario. see which levels on
Kitchen Island hold the
pirate's hidden treasure.
Once he gets his grimy
mitts on some treasure,
he can find the Genie,
who will trade valuable
coins for the booty.
Wario can use these
coins tobuy a house, so
the more money he gets,
the more plush his
abode will be.
26 SUPER GAME BOY © 1 993 Nintendo Co., Ltd.
^^^ARIO LAND

Wario was hardly during his and also stole a few more from
UPER WARIO idle skills

absence. After weeks of practice Mario. He is now prepared for his

S ACTION and study, he learned a pair of new mission on Kitchen Island.

THE BODY SLAM HAPPY FLIGHT! SUPER JUMP


The first new move is theBody Slam. Some of Wario's enemies can be Wario has also learned a high jump
It's a crushing attack! Wario gets a defeated easily by bouncing on since we last saw him. If you push
running start and then simply tram- them. He has two other options, as the jump button and Up on the
ples his opponent. This attack will well. Wario can either turn foes into Control Pad at the same time, Wario
bring down even the strongest dust with a body slam, or pick them willmake a super hop. This helps
pirate. Wood and stone bricks are up and toss them through the air. him reach platforms and clear wide
also crushed to dust. chasms previously beyond his reach.

HAMELEON SMALL WARIO BULL WARIO


C WARIO
As Wario goes on his treasure
hunt, he can find hidden items that
will transform him into three differ-
ent beings: Jet Wario, Bull Wario,
and Dragon Wario. Each transfor-
mation gives Wario special pow-
ers. Jet Wario can fly, Bull Wario

is especially strong, and Dragon


Wario can burn things up. Wario, Wario has two new He can
When Wario is this tiny, he can't do the Body Slam. As Bull gifts.

Find a power-up to get back to full strength. crumble bricks with a single blow and, with the help
of his horns, he can stick to the ceiling!

It pays to look around! In these blocks, Wario can Dragon Wario will really burn up his enemies liter- — With help from the Jet Hat, Wario can make short

find the power-ups that will change him into the ally!With this Dragon Hat, he can get rid of ene- flights in the air. Here, his high flying saves him from
three Power-Warios. mies with a fiery blast. a swim in the salty sea!

SUPER GAME BOY 27


^UPER GAME BOY

FF TO HUNT BONUS GAMES TREASURES AND OTHER HELP


O TREASURE!
At the end of each level, Wario will
Once Wario completes a
gets to play
In
one of two bonus games.
one game, he has the chance to
level, he Besides coins, there are other helpful
items for Wario to find. Keys let him
open Skeleton Doors that block his
find a statue with a coin slot in its

head. If you toss a coin in the slot, a double his treasures while the sec- way.

secret door will open. Wario should ond game could give him extra 1-
Ups and Hearts. In the Coin Game, KEY SKELETON DOOR
try this at each statue he meets. Some
new adven- he must select between two buck-
statues will open doors to
tures while others let Wario begin ets —
one will hold money, the second
from the statue after he is killed.
dead weight.

guarding the treasure. The few


rea i: rice first

A BEACH
enemies that Wario comes up against
aren't much
Rice Beach
a threat. But further up
of
where the tough guys
is

(LEVELS 1-7) hang out, and they'll give Wario plen-


Wario begins his adventure on Rice ty of trouble. In the first level, Wario

Beach. There are quite a few trea- comes across an interesting hole.
sures here that the pirates have hidden When it's low tide, Wario can slip
along the beach. Of course, that also down the hole. In other levels, there
means quite a few of these pirates will are alternate exits that can only be
be waiting for Mario since they're found once the level floods.

BOSS #1: SPIKED KOOPA!


The Main Dude of
Rice Beach is a
Spiked Koopa.
He's big and
incredibly fast. The
only way to get rid
of this guy is to
keep pounding
him! Hit him from
There's nothing like a day at
below when the
the beach. With this color
Koopa floats up
combo, you'll feel like you're
and jump on him
really there.
when he is in his
regular form.

28 SUPER CAME BOY


ARIO LAND

Wario has fought his way through the


rea 2:

A MOUNT TEAPOT
beach and defeated the menacing
Spiked Koopa.
lies ahead
The next challenge
—Mount Teapot!
(LEVELS 7-13)

THE MYSTERIOUS LITTLE TEAPOT


Mount Teapot is aptly named. The
mountain, which looks likea tea ket-
tle, is divided into six sections.
Wario needs to explore each one.
The head honcho at the end of the
level sits on a throne and gets a bit
The mountain is calling
miffed when foreigners invade his
Wario... and it's telling him it

empire. The pirates in this mountain


wants rich browns and ver-
have all been warned about Wario,
dant greens for the vegetation.
so they're better prepared than their
buddies on Rice Beach. Keep an eye When Jet Wario jumps on this platform, a secret exit
will appear that takes him right to Level 1 4.
out for the secret exit
that goes directly to
the next level,
Exit to
»
Sherbet Island. Level 14
START

Exit to
Level 19

six levels. You


Sherbet Island also has
AREA 3: MYSTERIES OF THE DUNGEON

M SHERBET ISLAND
can earn a load of extra coins here,
butWario must watch out for those
slippery ice chunks that flow through
enormous Sherbet area. Once
A riddle waits for
of Sherbet Island.
Wario in Level 15
Over a floor plas-
tered with thorns, he'll find a door
(LEVELS 14-19) the
Wario advances to the end of the that seems unreachable. After trip-

level, he'll find a pesky Penguin that ping a secret switch, a block will

will cause him some grief. The appear, allowing him to reach the
reward for defeating him makes it door. Once Wario activates the
worth the effort! block, he wonders what will happen
next. The answer is waiting in the
room with the thorny floor!

ojpi
ooo
(

Sherbet Island is the isle that


looks best frozen. With the
color combination shown «-•» a
above, it really looks shroud-
ed in ice. Better bundle up or
This is the perfect place for Jet Wario. His acrobat-
you'll catch cold.
ic leaps let you coast over the top of these annoying
ice critters without a scratch.

SUPER GAME BOY 29


^UPER GAME BOY

Things begin to heat up in the next


rea 4: stove
A CANYON four

your
levels,

through the Stove Canyon.


step. The
which

entire
take

area is
Wario
Watch
full of

(LEVELS 20-25) boiling lava, burning fireballs and


steamy hot springs. Crazy Demon
Bats don't make this place any easi-
er to take. Even the final guardian
is a bit hot-headed!

NAVIGATING LEVEL 20
The first level of Stove Canyon,
Level 20, is tough, but here's a
quick way to get through. Take the
middle path you reach a path
until

that branches upwards. Run


Hot, hot, hot! With these col- quickly along this road to keep
ors, you'll get that sticky, ahead of the lava. At the next
sweaty feeling you only get in opening, drop back down to col-
Stove Canyon. Watch out, or lect some coins and to destroy a
the controller might melt! few bothersome bricks. Wario
will soon make it safely to the exit.

The S.S. Teacup, a proud old pirate A BLOCK FOR WEALTH


rea 5:
A { S.S. TEACUP
ship, has decided
the south coast of the island.
board, there's a bevy of pirates
to drop anchor on

who
On
In Level 26, destroy all

get to the platform above.


for Wario are riches
the blocks to
Waiting
beyond his
(LEVELS 26-30) won't be happy to see Wario. In the
wildest dreams!
water, alligators lurk with razor-
sharp teeth, waiting for a juicy meal.
In the air, dive-bombing birds try to

keep Wario from enjoying his island

"vacation." Maybe Wario should


stick to adventures on land! One
important tip is that a Dragon Hat is

hidden at the beginning of the level.

The ship is lined with wooden


To the
planks. With this password to
Treasure Room
give them an authentic look,
you can almost smell the damp
planks and hear them creaking
with the waves.

To the
Beginning

30 SUPER GAME BOY


1

^^^ARIO LAND

Parsley Woods is a huge forest that


rea 6:

A PARSLEY WOODS
l
hides the pirates' secret underground
mining operation. There are hidden
passages to find, but all of them are
7D32-0E13-9709
(LEVELS 31-36} closely guarded. ,
.
§
2
r -

ALL ABOARD THE MINING EXPRESS!

You'll see the lush greens of


the forest and rich browns of
the soil using the color com-
bination listed above.

There are many rules in the dark tunnels down The enemies riding the train are tough, but the Jet

below. First and foremost, don't let these creeps Hat makes things a little easier.

spook you. Stand tall, and let them have it!

rea 7:

A SYRUP i CASTLE
(LEVELS 37-40)
The Pirates' Castle looks anything but
inviting from the outside and Wario
doesn't feel any more welcome once
he gets inside. Nevertheless, his
greedy drive for coins and treasure
pushes him on. Be careful, though.
This is the toughest level yet with the
meanest enemies. Soon, however,
Wario will have a home of his own.

Wario has succeeded! He triumphed over the pirates and stands in front of the Genie. He is now going to get

his reward, but what will it be?

BIRDHOUSE OR
ROYAL CASTLE?
Through their many travels After Wario overcomes the last obsta-

have cle that stands before him, his final


and raids, the pirates
stolen enough gold to line
reward is granted —a new house. If

he's found a lot of treasure, he can


their castle with golden walls!
This color code can bring begin moving into his new castle on

these incredible riches to life.


Monday. But if he hasn't found much
to give the Genie, he may have to

squeeze himself into a birdhouse! 3


SUPER CAME BOY
00 LEVELS
1 OF RAINBOW
ACTION!
Donkey Kong is celebrating his
comeback. After three action
packed adventures on the NES,
Donkey Kong has come out of retire-
ment to a vibrant new world on the
Super Game Boy. Even with the
awesome graphics, his age doesn't
show. Apparently, his vacation from
the video screens has been good to

him! He's up to his old tricks, of


still

course. He's kidnapped Pauline


again and Mario is hot on his trail.
This may be Mario's greatest chal-
lenge yet. One hundred levels lie
before him...

PUZZLE LEVELS DUEL LEVELS


ours of
H CHALLENGING Mario has
exit door
to find the key to
in most levels.
open
It's
the
not
Duel with
Donkey Kong!
the big ape himself,

PLAY!
In this latest chapter of Donkey Kong,

Mario has to make his way through


each level and find the hidden exit.
The locks on most of the exits don't
make this any easier. Mario must
find the keys to his freedom before he
can finish each level. To top it all off,
Mario must also make it through Duel
Levels and many Bonus Rounds.
What a workout!
1994 Nintendo Co., Ltd.
32 SUPER GAME BOY
^^ONKEY KONG

a good idea to collect as many and by completing levels. It's a


objects,
hree chances It's

extra lives as possible. You can get good idea to collect as many extra
T FOR l-UPS extra
You can
lives

find
in three different ways.
them hidden in the var-
lives as possible so that you can con-
tinue from your current plosition..
ious levels, by collecting special

IN THE LEVELS COLLECTING ENDING THE LEVELS


In many stages, Mario can find hid- When Pauline was kidnapped, she Every time Mario finishes four levels

den Hearts to give him an extra life. lost a few things from her purse. For (three Puzzle Levels plus a Duel
It's usually not too hard to get to them every three objects that Mario finds, Level,) our noble plumber gets an
and be glad you did once you
you'll he goes to a bonus round where he extra life for every 100 points col-

reach the perilous stages to come. can earn extra lives. lected.

Sg\ "£${

evel o:
L , IT'S ONLY
THE BEGINNING
The early levels will be familiar to
fans of the arcade game and NES
games. The action is fairly simple,
giving you a chance to get used to
the mechanics of the game. If you
cruise through these four stages, pre-
pare to meet a stiffer challenge in the
In the classic Donkey Kong levels, shatter the barrels This is the famous elevator level. Mario must jump
96 levels that still await you.
with Mario’s hammers. from platform to platform to make it to the top.

STAGE 0-2 STAGE 0-4

Every time Mario finishes a level, the stack of Mario must jump over the objects moving across the On the NES, this was the last level. On the Gome
Donkey Kong clones grows higher. belts to make it through this stage and "convey" his Boy, you're just getting started!

love to Pauline.

SUPER GAME BOY 33



^UPER GAME BOY

evel i:

L . IN THE
BIG CITY
The first area that Mario must cross is many skills during Donkey Kong's
the Big City. Just like King Kong, absence. He can climb his enemy,
Mario must climb to the top of a sky- jump off, and become a powerful
scraper to get to his beloved. The missile as he plummets back towards
ravenous gorilla awaits in the fourth the giant ape!
level of this area. Mario has learned

STAGE 1-2
©MARI-0 RETTON?
Mario must gracefully swing from
the horizontal bar to make it to the

next platform.

Press Up on the Control Pad and the jump button


while swinging on the horizontal bar to catapult
Mario to the top.

STAGE 1-6 STAGE 1-8


The key and the door in this stage Mario can easily manage the Big City for Mario. But just when victory seems
are next to each other in the top right up until Stage 1 -8. He can now see the certain, Donkey Kong and Pauline dis-

corner, but getting to them is tricky. It lovely Pauline in the distance, but she's appear!
won't take Mario long to notice that not alone. Donkey Kong is standing
there isn't any ladder leading up to guard close by. Mario can't let her
the door! He can build a ladder by beauty distract him.
using special items he'll find on the He's got to bring
level. After you hit the arrow blocks, down that monkey!

you can place the ladder anywhere Donkey Kong makes


you need it. thiseven harder by
dropping barrels from
a high platform
aimed right at Mario's

head! Strangely
enough, Mario's suc-
cess depends on
using the barrels that
could destroy him.
Just three barrel hits

lead to victory over


the King of the Jungle
The ladders only work for a short while, so
climb quickly.

34 SUPER CAME BOY


IONKEY KONG

evel 2: STAGE 2-2 STAGE 2-4


L . INTO THE You'll

correctly
need to trip all of the switches
or the elevators and the
This level
Donkey Kong
is very similar to a
Jr. for the
level in

NES. Here,
GREAT OUTDOORS doorways won't work. If they don't you'll spend more time hanging
work, you're trapped! around. Be sure to keep away from
Behind every tree lies a new enemy
the snapping little alligators. Aren't
waiting to nab Mario. In this level,
they cute?
Mario has 1 2 tough stages through
which to fight.

Flip the switch to set the elevators in motion. Don t get too c ie to those s

STAGE 2-7
©DOUBLE SWITCH!
In this stage, Mario must deal with two ladybugs. Take
care of them by flipping the switch. Flip the switch again
to get to the one waiting at the top.

(2) DROP AND GO! STAGE 2-11


To move the key in this
Here's another
stage, you have to drop it
tough key to get.
onto the conveyor belt
The key is again in
below. Run like the wind,
the upper left corner
or it will disappear.
and the door is
Once you've got the key
below. You have to
again, door the is an
make several short
easy springboard leap
jumps from platform
away. As soon as you throw the key, sprint

down to the bottom to reclaim it. to platform to get to

the door.

SUPER GAME BOY 35


^UPER GAME BOY

tough obstacles to get past. Biting


evel 3: fish,snapping crabs, and iron-

L.THE SHIP OF masked monsters await him at every


turn. Donkey Kong is the least of
DANGER Mario's worries in this doomed ship!

Make no mistake, this won't be a


pleasure cruise for our brave
plumber. Only the most vile pirate
could love this ship. Mario has some

STAGE 3-2
© PERILOUS LEAPS!
Mario's path through this

dangerous level takes him


across moving platforms.
You must time your jumps
perfectly to make wit
through.

©HIGH JUMPS
Try as he might, Mario just can't jump high enough to

get to the next platform, and there's no way to go but


up. Stuck? Not our hero! Do a handstand, then make
a super jump to the top.

the only way to go! can jump higher than ever.

STAGE 3-3 STAGE 3-4 STAGE 3-6

Mario lets his enemies help him through a tight To master this difficult level, Mario must flip the Mario has to lure the monsters onto the spiked plat-

squeeze. The iron-masked monsters squash him and switches in the upper left corner and in the middle of form in the upper right so they don't block his path.

push him through the narrow passage. the screen.

36 SUPER GAME BOY


IONKEY KONG

evel 4: STAGE 4-4 STAGE 4-6

L . JUNGLE OF With help from


get even stronger.
Junior, Donkey Kong
That means no
Build a ladder with
to the platform
the blocks to get
above. Cool, huh?

THE APES picnic for Mario!

Donkey Kong and son feel quite at


home in this level. The jungle is their
natural habitat, after all. Our
Brooklyn-born plumber, however, is a
bit out of his element. On their home
turf, Donkey Kong and Junior will

make Mario's life tough.

evel 5: STAGE 5-2 STAGE 5-12


The Super Hammer destroys even the With his last ounce of strength,
L HOT . TIME IN thickest of walls. A good item to Mario heaves three desert monsters
have those dead-ends! at Donkey Kong to defeat him again.
THE DESERT in

That ape has really got Mario


steamed now! Donkey Kong has stuck
Mario in a vast desert. Mario's never
been so hot! He can find the Super
Hammer in this sandy wasteland,
proving once again that the best
things often come from the worst situ-
ations.

evel 6:
L , THE SKY'S
THE LIMIT!
The skeleton of an airplane cruises
through the clouds. Donkey
stealthily

Kong hides somewhere within. If

onlythis were the end! Three levels


remain...

SUPER GAME BOY 37


Samus Aran is back! This time, our fearless heroine
finds herself on planet SR388 in the Game Boy star

system. And waiting for her is the most dangerous


adventure of her life!

PACE BUGS
S ARE BACK!
Samus Aran did herself proud bat-
tlingand defeating space pirate
Mother Brain. Single-handedly, she
stopped an intergalactic Metroid
invasion. But there's no time to cele-
brate. There are still more Space
Parasites living on planet SR388, and
they're rapidly multiplying. It's only a
matter of time before some evil mas-
termind decides to lead the Metroids
in a revolt. The Intergalactic
Federation has called on Samus to

once and for all completely annihi-


late all Metroids.

GET 'EM ALL! EXTRA WEAPONS


LANET
P SR388
Once Samus Aran lands on the outer
surface of SR388, she quickly
descends into a complex labyrinth.
She's brought with her a few things to
help her defeat the Metroids: a spe-
cial protective suit, an arm cannon, a
morphing ball and 30 missiles. In the
underground areas, she'll find even
more items. Samus' Metroid Meter will show the exact number of As she progresses, Samus can find more useful

Metroids in any given area. Remember that every items, including the Varia Suit, the Ice Beam, the

last Metroid must be wiped out! Plasma Beam, Bombs, and much more.

38 SUPER GAME BOY 1 992 Nintendo


pumped out before Samus can enter. missiles and fires
M ETROID

on the parasite. As
II

11388- On the left side of the deep labyrinth, soon as Samus destroys the parasite,

S PHASE ONE
A large section of the SR388
Samus will

Metroid, which
run into her
lies fast
first

asleep
Alpha
in his
the nearby hole begins to shake,
the deadly liquid seeps into lower
and

cocoon. As soon as Samus stirs the areas. Her mission-seeking and


Labyrinth is overflowing with a poi-
sonous liquid, which must be

It doesn't have to look like a


mass of lava. You can make
the planet's surface look like
anything you want it to. It's

all a matter of taste.

The dangerous acid leaks into the destroy many enemies. It can also
R388- underground caverns as Samus open up secret passages by blowing

S PHASE TWO moves on to the inner depths of


SR388. Along the way, she finds
up sections of walls, floors and ceil-
ings. And with the Spider Ball,

vital items after destroying Alpha Samus can roll along the walls and
Metroids. Once she finds the Bomb ceilings. Using the Spider Ball, she'll

Generator, she can morph into a ball find networks of hidden spaces too
and drop as many Bombs as she tight for her to get through when
wants. One Bomb's explosion can she's at her normal size.

Here's the ideal color combi-


nation for a true Metroid
mood. With this password,
you'll get black dungeons,
maroon rocks, and a truly

parasitic feeling.

SUPER GAME BOY 39


^UPER GAME BOY

R388- THE HIGH JUMP BOOTS

S PHASE THREE In the lower area of the third phase,


find the High Jump Boots.
you'll

Samus remembers that these boots


were very handy on the Planet
Zebes. Until now, she got along fine
AND SO IT GOES
without this formidable
Samus has some difficulty making footwear, but in the
her way through the depths of the next phase she would
planet. One look at her Metroid
have big problems
Meter tells her that she has her work without them.
cut out for her. As she moves deep-
er into the vault, her opponents
become more and more difficult.
THE SPRING BALL
Samus realizes that, unless she gets Before, if Samus wanted to reach a

heavier artillery, she'll never defeat tightpassageway while morphed in


the tougher Metroids. Her search a she had to use Bombs or the
ball,

will be rewarded. Spider Ball. Now, the Spring Ball lets

Besides Energy her bounce to high places!


Containers, she will

also find the Varia


Suit, Spring Ball and
High Jump Boots!

GAMMA METROIDS
Because of Gamma radiation on Gamma Metroids. They're a whole
PlanetSR388, some Metroids have new, gruesome breed. In the third

been horribly mutated. Samus has phase, she meets two mutated
already seen the Alpha Metroids, but Metroids--and they won't be the last

they didn't prepare her for the ones she'll see.

With these colors, Metroid II

takes on new dimensions. The


bright surfaces give the game
an entirely new atmosphere.

40 SUPER GAME BOY


1

ETROID II

R388- JUMPING TECHNIQUES


S PHASE FOUR In addition to a mess of horrid oppo-
nents, there are other difficulties in
Phase Four that Samus must over-
come. She'll run into steep cavern
tunnels with only small platforms to
A MUTANT MOB Only by finding the Space
cling to.
In Phase Four, eight Gamma Jump will she be able to reach the
Metroids and two Alpha Metroids lie high points in this region.
in wait for Samus. Luckily, there are
also two Energy Tanks, three Missiles
and the Space Jump to make the bat-
tle worthwhile.

THE SPAZER BEAM THE SPACE JUMP

Thisbeam weapon lets Samus fire These anti-gravity boots give Samus
threedeadly beams in one shot. an extra boost in mid-jump. While
Combined with the wearing the boots,
Wave Beam and the she'll be able to leap

Ice Beam, the Spazer over a wide gap or to


gives Samus an arse- a high ledge in a sin-
nal that can defeat gle bound.

This password gives your


game the feel of the original
Metroid game. With this color
scheme, the cavern walls will

feel almost metallic. Samus


will feel right at home.

SUPER GAME BOY 4


^UPER GAME BOY

R388-PHASES FAST PHASES

S FIVE & SIX The next two areas are


and they contain only two
relatively small,

Gamma
Metroids and one Alpha Metroid.
There isn't any new equipment to find
here, either.

When the different Metroid


mutations are colored pale
yellow, they look all the more
noxious. You might find them
easier to destroy.

R388-PHASES THE SCREW ATTACK

S SEVEN & EIGHT The


SR388
last item for
is the
Samus to discover in

Screw Attack, which


allows her to use her weapons as she
spins through the air. Now she's real-
ly loaded!

ZETA AND OMEGA METROIDS


The deeper that Samus goes into the and Omega Metroids! They're
labyrinth, the more dangerous it extremely quick. Samus will use
gets. Deep within the planet, there nearly a full supply of missiles to
live still more mutated Metroids: Zeta destroy them.

Here's the color code for an


eerie dungeon, complete with
glowing lava. This choice
give you reddish lava, blueish
water, and green acid. 'b (•‘r-a ft frn* 4s 11
-

42 SUPER GAME BOY


ETROID II

R388-THE THE QUEEN METROID

S GRAND FINALE The most odious mutation of


the Queen Metroid. Samus should
al

go up against her only if she has a


fully-packed arse-
THE OLD ONE-TWO nal. To destroy this

queen of parasites,
Phase Nine is home to both the
you'll need about
Queen Metroid and her heinous
200 missiles, and
henchmen. These Metroids are easy
you'll need to fire all
to destroy, though. Have Samus hit
of them right into
them with the Ice Beam first, then fire
the Queen's muzzle.
five missiles into each one.
Between attacks, the
Queen will shoot
fireballs. Use the
Space Jump and
Screw Attack to
avoid them.

BEHIND THE ARMOR


At the very end of the game, you'll

be able to see for yourself that


Samus is a real person and not a
robot. The you make it through
faster
the game, the better the ending will
be.
A •

"S

1(
For
a
this

special
area, you should select
color combo. The
time-: oa: is n
fight with the Queen Metroid is

the most important part of the


game, and it deserves special
colors.

SUPER GAME BOY 43


With a full four megs of

THE LEGEND OF® action-packed adventure.


The Legend of Zelda: Link's

Awakening is one of the


most complex Game Boy
games ever made.

LINK'S AWAKENING™

he ballad of
TTHE WINDFISH
After many risky adventures in his

homeland of Hyrule (found in the


NES & Super NES games), the young
Link has taken to his sailboat to find
adventure in new and exotic lands.
As Link sails the high seas, a storm
brews, and the churning ocean toss-

es his ship onto a distant shore, leav-


ing Link unconscious. He is soon
caught up in a bizarre dream in

which he is rescued by friendly


islanders who advise him to escape.
For Link, the biggest adventure of his
life has just begun.

JINK'S MISSION

In order to escape his dream, Link


must wake the Wind Fish with a
secret melody: The Ballad of the
Wind Fish. This song's power comes
from the instruments used to play it:

the eight musical instruments of the


Sirens. Link has to find the instru-
ments, and a few other things, if he
ever hopes to regain consciousness.

44 SUPER CAME BOY 1 993 Nintendo Co., Ltd.


^ELDA-LINK'S AWAKENING

MTAIL
usical tones
FROM THE
CAVE
ROCS
Link finds
FEATHER
the magic feather
allows him to jump long distances.
that
THE FULL-MOON CELLO
First, Link must search the
find the Full-Moon Cello.
Tail Cave to

Near the Toronbo Shores, you'll find


the Tail Cave, which hides the first

musical instrument. A talking owl tells

Link that the key to


this cave can be
found in the
Mysterious Forest.
After a long
search, Link winds
up in a confusing
and dangerous
labyrinth. But with
his shield, his

sword and a small


sack of magic
powder, Link is

well-armed for the The color code for the art


many monsters lover: wall ornaments of the
finest walnut wood and
that await him.
floor tiles of ivory marble.

error in gopon- THE POWER BRACELET THE CONCH HORN

T ga SWAMP?
With this, Link can lift vases,
and other weighty items.
rocks, The Conch Horn harmonizes well
with the other instruments.

WHAT ELSE?!
Collecting his treasures, Link leaves of
the Tail Cave and heads back to
Mabe Village to show Marin the Full-
Moon Cello. Along the way, he
meets two lads who
tell him a curious
tale about Madame
MeowMeow's lost

dog. Link loses no


time. He immedi-
ately sets out for the
Moblin Cave at Tal

Tal Heights. It helps


Link to know that
BowWow's favorite
food is the swamp

flower that grows


With this color combination,
in front of the Bottle the riddle of the Pols Voice
Grotto in Goponga and the Stalfos Knight
Swamp. becomes easier.

SUPER GAME BOY • 45


^UPER GAME BOY

After successfully defeating the and only Richard knows where the
,000 MYSTERIES Genie, Link leaves the Bottle Grotto key is. Link must give Richard five

1 IN THE KEY to
which
search out the third instrument,
is in the Key Cavern.
golden leaves before he'll reveal the
whereabouts of the key.
CAVERN Unfortunately, the cavern is locked,

THE PEGASUS BOOTS THE RIDDLE OF THE HUNGRY SNAKES


Link's feeling lucky, and it's time to These salivatin' snakes are part of these snakes, the door will open.
get him a new pair of shoes! To find the magic apparatus that opens the Feed the slithery pair a few delicious
the new footwear, search the first door to theroom with the Pegasus bombs. Before long, they'll get their
floor of the Key Cavern. There you'll Boots. As soon as Link destroys fill and wander off.

find the Pegasus Boots. Not only are


they chic, but the Pegasus Boots also
make Link run extra fast. And if Link

uses the boots with the Roc's Feather,


he can jump over
almost any obstacle.
The high-flying move
will help him get the
main key in the Key
Cavern.

46 SUPER GAME BOY


^ELDA-LINK'S AWAKENING

Before Link can get into the Angler's the Ocarina. The songs that come
he watery Cave and find the fourth instrument, from this mystical item are vital, for

T WORLD OF THE he first must find the Angler's Key,


which is hidden in the Yarna Desert
Link
after
can only get to the

Marin warbles a song


Yarna Desert
to the

ANGLER'S CAVE near the Animal Village. But first, he Walrus!


must go to the Dream Shrine to get

GLITTERY TILES FLIPPERS


A complex, mysterious mechanism In order to defeat the guardians of the Angler's Cave, Linl
makes the treasure tough to get to. must obtain the Flippers. With these, he can not only swim
Link must step on the flashing floor under water, but also make deep dives. Without the
tiles in the correct order to get out of Flippers, it's impossible for Link to get the fourth instrument,

this room. the Surf Harp.

This color combination will

help Link see the flashing floor


tiles better. It doesn't make the
puzzle any easier, though!

SUPER GAME BOY 47


^UPER GAME BOY

With the Flippers, Link can visit ment, the Marimba. There another
iving for and confusing riddle and the Slime Eel

D coral IN
Manbo,
Mambo.
can dive
the Latin Fish,
Shortly
into
afterwards,
learn the

Martha's Bay to find


Link wait for him. Before meeting the big
eel, Link had better search out the

CATFISH'S MAW the Catfish's Maw and the fifth instru- Hookshot. He'll need it!

THE HOOKSHOT THE FOUR STALFOS MASTERS


Some wide ravines can't Some people call him the Grim avoid Stalfos, but it won't work. He'll

be crossed using the Flautist. Others know him as Stalfos. find him in four different rooms, and
Pegasus Boots and Roc's But those who know him best know he'llhave to defeat him four times
Feather. That'swhen the that he plays mind games before before he fades away. Next, he'll go
Hookshot comes in attacking his victims. Link tries to up against the Twin Gohmas!
handy.

THE WAY TO THE MARIMBA


When the Slime Eel's head
emerges from one of the four
corners, Link can attack with
the Hookshot and his sword.
He'll have to connect a cou-

ple of times.

You can create lovely under-


ground rivers with this color-
ing. It looks like a boiling lava
bed, but Link can safely swim
in it.

48 SUPER CAME BOY


^ELDA-LINK'S AWAKENING

The statue inside the southern shrine small island with the two Armos
holds the Face Key, which opens the Statues. Inside the mysterious Shrine,

Face Shrine. Link can easily defeat he'll find the sixth instrument of the
Live statues, the statue with a bow and arrow. Sirens, the Coral Triangle, but he'll

TWIN SHRINES Look for the hidden entrance on the have to earn it.

THE SECOND POWER BRACELET


Link discovers that the second Power open. Yet another riddle lies in the

Bracelet gives him super strength. eyes of the Face Shrine, which are
Wearing it, he can give even ele- invisible on the map. Link can find

phants the old heave-ho! And, coin- valuable treasure and passages-as
cidentally, in the Face Shrine he finds well as trouble-here.

something similar to elephants ele- —


phant statues. When Link throws these

statues at certain doors, they will

This classic color combination


turns the Face Shrine into an
architectural masterpiece
that's great fun to wander
through.

STRIKING SMASHER THE FACADE


Bowling isn't really one of Link's The easiest enemy in the entire game
favorite sports, but when the is the Facade of the Face Shrine.
Smasher shows up, what else can Stand front and center between his
Link do? The best strategy is to throw eyes and toss Bombs. That's all it
the Bowling Ball back at the Smasher takes to do it in.

and hope that it does some damage.

SUPER GAME BOY 49


^UPER GAME BOY

On the way to the Eagle's Tower, Link Mabe Village. After he revives the
he four notices that without the Flying Rooster, Link will have to negotiate

T PILLARS OF THE Rooster, he won't get


Link
much
can discover the secret of the
further. the confusing
leads to the Tower.
maze of caves that

EAGLE'S TOWER Rooster under the weather vane in

GRIM CREEPER THE MIRROR SHIELD Z777M5J5-fi2 ltf


Link will meet the Grim Creeper and This refelective shield
an army of bats that rush to attack all willbe helpful to Link
unwelcome guests. Link must get rid when he reaches Turtle
of all of the bats to get the Grim Rock.
Creeper to flee.

Check this password out. It's a


noble combination of colors
that turns the drab dungeon
surfaces into regal marble tile.

VANDALISM FLYING LESSONS FROM THE EVIL EAGLE


In order to get the seventh instrument The two items that Link needs
you must make the second floor of to finish off the Evil Eagle are
the fortress collapse. What luck that the Hookshot and the Mirror
Link finds an iron ball that he can use Shield. Protect yourself with
to destroy the four supports! the Shield and hit the Eagle
with the Hookshot!

50 SUPER GAME BOY


^ELDA-LINK'S AWAKENING

In this last dungeon, Turtle Rock, you'll also walk on massive ice
eturn to you'll find the eighth musical instru- blocks that Link must melt down. To

R TURTLE ROCK ment, as well as the Magic flame-


throwing Rod. Link needs both items
Link's pleasant surprise, a pair of old
acquaintances
him here.
will be waiting for

to finish his quest. Inside Turtle Rock,

THE MAGIC ROD HOT HEAD


Guarding Turtle Rock It's not only perfect
is the devilish Hot for torching evil ene-
Head. He's no prob- mies, but it can servej
lem if you've got the as a torch and light

Magic Rod. the way for Link.

The showdown between Link's


worst nightmare and the
Wind Fish is inevitable. It's

high time to change color,

don't you think?

M
Link has
instruments
USIC
THING
finally
IS THE

collected
and learned
all eight
the Ballad of
THE
Link meets
SHADOWS OF PAST NIGHTMARES
up with his

mare, a combination of all the ene-


mies he's encountered in this adven-
worst night- Feather, sword,
& arrow... Link is

biggest challenge of his


magic powder, bow
well-stocked for the
life. Only by
ture. The shadow of each advances defeating them all will he escape
the Wind Fish. In the Village Library,

Link can learn how to get into the

Wind Fish's Egg and find the secret to

the dream. What will he lose by


going in? Only the love of Marin,
who is also part of his dream. Once
Link leaves the dream, Marin will dis-

appear forever —a high price to pay.


But Link is certain that she will always
live on in his heart.

SUPER GAME BOY 51


Kirby, the newest star in the Game Boy heavens, is

a quick-change artist. No other character finds him-


self in so many different roles. You'll soon find out
that his transformations make for non-stop fun. And
thanks to the Super Game Boy, your fun can come
in a rainbow of colors. See for yourself!

he search for KIRBY, THE GLITTERING STAR

TSPARKLING STARS!
In a far-off corner of our vast universe,
Kirby didn't waste any time
he heard about the
when
disastrous
young warrior, could
Sparkling Stars, and rescue them he
rescue the

attack of King Dedede and his sol- would.


a small star-shaped planet lies tucked
diers. Immediately, he left Dream
away. There, you'll find the delightful
Land for King Dedede's territory.
Dream Land, where all happy dreams
What he saw there nearly broke his
originate. The inhabitants are a
heart. All of the stolen Sparkling
friendly lot, but one day, they met with
Stars! In effect, the evil enemies had
a terrible disaster. King Dedede and
taken all the groceries from Dream
his wild band escaped from the under-
Land, leaving the Dreamlanders to
world and stole all of the Sparkling
starve. And besides, what were the
Stars. This is a real catastrophe, since
Dreamlanders supposed to use for
the Sparkling Stars are used to gather
entertainment? Only Kirby, the
food. Kirby, the young Dreamlander, Kirby has quite a task ahead of him. He must find and

has taken upon himself to recover


it
rescue all of the Sparkling Stars.

the Sparkling Stars and save his plan-


et.

Ifafe STAGE 3
jFLO<T2 ISLANDS

—m
II (1

Before the game begins, Kirby shows you the chal-


lenges that lie before him.

52 SUPER GAME BOY © 1992 HAL Laboratories Inc./Nintendo


|^IRBY'S DREAM LAND

Kirby's powerful gulping is his special


IRBY'S BITING He can inhale anything and
KIRBY FLIES!

K OFF MORE THAN


strength.
everything. He can also exhale huge
blasts of air that send his enemies
Kirby's
him
overblown cheeks
float safely through many
huge gulps
will help
areas.

HE CAN CHEW! reeling. Kirby can take


which will
in

send him flying like


of
a
air,

hot-

air balloon, and he can still swallow


TAKE A DEEP BREATH, KIRBY! enemies while he's in flight. This tech-

No one knows exactly nique works on most flying pests.

the residents of Dream Land


developed their swallowing
skills. Whenever the
Dreamlanders come up
against an evil foe, they
chomp 'em up and spit 'em
out. It's a considerable tal-

ent that serves Kirby well.

he items SPICY FOOD CANDY


T FOR KIRBY'S After enjoying a plate of this
hot grub, Kirby can spit fire

ADVENTURE until he touches water.


Kirby's abilities to fly high and swal-
low hard aren't the only skills he'll
need on his journey. As he proceeds,
he'll find many other helpful items.
Each will either give him new talents
or refill his energy tanks. We'll
explain what these different things
will do.

ENERGY FOOD MICROPHONE MINT LEAVES


If Kirby wants to remain big and If Kirby sings into the micro-
strong, he has to eat-and drink right! phone, King Dedede's peo-
ple laugh themselves silly.
Drinking Pep Brew
refills two of the
Vitality Blocks on
Kirby's energy meter.
The Magic Food Bag
is chock-full of good-
ies meant to strength-

en Kirby.

SUPER CAME BOY 53


^UPER GAME BOY

The clean, fresh air of the Green


TAGE 1:
Greens gives Kirby the chance to

S GREEN GREENS hone his skills and test out all of


powers. At the end of the
his
first level,

Kirby will go up against grumpy old


Larkspur Liar, a downright evil guy.

START

® POPPY BROS. SR. FLYING TECHNIQUES


Old man Poppy throws bombs at our In some stages, it's best for Kirby to pretend he's

hero, but Kirby's no dummy. He Superman and go up, up, and away!
sucks down the bombs and spits
them right back!

Take
opponent and then spit him out. his enemy's reach.

®IN THE WISPY WOODS


At the very end of this level, a new them at Larkspur Liar to drop him.
type of boss is wait-
ing, the Larkspur
Liar. From deep
within his trunk,
he'll spew oak
chunks and chest-
nuts. On top of that,
the other trees in the
woods will try to

crush Kirby with


You can see in the photo
their fruit. But the
above that the Super Game
Larkspur isn't a very
Boy can make Game Boy
tough boss. Kirby
games look like NES games.
simply has to catch
Try the password written
a few of the fallen
above.
apples and throw

54 SUPER GAME BOY


|^IRBY'S DREAM LAND

As soon as he enters Castle Lololo,


TAGE 2: CASTLE he knows that many puzzling mys-

S LOLOLO teries are waiting for him. But that


won't stop him! This is the first time
that he won't be able to simply swal-

low his opponents, so he'll have to

be careful and avoid them. And


WHICH DOOR? there's still the problem of the coujt-
Doors and more doors but which — less doors. Where do they all lead?
is the right one? Kirby will be asking

himself this question to the very end


of this area. LOLOLO AND LALALA
When Kirby first meets
these twins — Lololo and
Lalala —they start chucking
boxes at him. "Why are
they doing that?!" Kirby
asks himself. "Do they think
I'm some kind of mover?"
But before he can get an
answer to this question, the

boxes start coming at him


again! Kirby has to swal-
low the boxes and spit them
back out while flying from
floor to floor.

TAGE 3: The Floating Islands were once a JACKPOT!

S FLOATING delightful tropical paradise, but since

King Dedede's tribe took them over,


there aren't many tourists.
As you see below,
of extras just
there are all kinds
waiting for Kirby to dis-

ISLANDS cover.

KABOOLA
The final foe, Kaboola, is unlike any- Eventually, Kirby will blast Kaboola
thing Kirby has ever seen. On top, off the screen,

he's a Blimp; on bottom, he's armed


with a Cannon.
Never fear, though.
Even he has a
weakness: Mint
Leaf! Once Kirby
has swallowed one,
he'll spout air bub-
bles Kaboola
at
non-stop. But be
careful! When
Kaboola gets really
mad, he starts spin-

ning. Kirby should


take cover either on
top of the screen or
down below.

SUPER GAME BOY 55


^UPER GAME BOY

The Bubbly Clouds have become a of King Dedede. The sky is definitely
TAGE 4: secret hiding place for the followers not a fun place for Kirby to hang out.

S BUBBLY CLOUDS

WATCH IT!

This difficult stage hides two 1-Ups


that will come in handy. In later

areas, Kracko Jr.and Kracko Sr. will


do anything to make Kirby's life dif- There's only one way to get rid of Jr.:

ficult. Luckily, Kirby is getting good Spit everything right back at him!
training along the way.

©HELPFUL ITEMS
Kirby's learned quite a bit during his

adventure, namely, that loads of


important objects can be found while
he's searching for the Sparkling
Stars. The 1 -Ups are especially use-
ful. Kirby can find them in secret cav-
erns in the Bubbly Cloud stages.

KRACKO SENIOR
Kracko Sr. is even nastier than his son.

Big and fast, he


his money,
father like son. With
this guy, it's also
important to keep
catching and spit-

ting back everything


that he sends your
way, but once
Kracko one
Sr. starts
Is there anything that Kirby
of his swooping
would like to see more than a
attacks, Kirby has to
blue sky with cotton-candy pink
concentrate on hop-
ciouds? That's not a problem
ping over him. And
with the Super Game Boy. The
that's easier said
password is printed above.
than done!

56 SUPER GAME BOY


|^IRBY'S DREAM LAND

The first time Kirby saw Mount cheer. Soon, you succeed, the
TAGE 5: MOUNT Dedede, he thought he was having a Dreamlanders will
if

have their beloved

S DEDEDE nightmare! All four of the guardians


sent their twins to guard the moun-
Sparkling Stars back. Kirby gets to
select the order in which he defeats
tain. Once again, it's a matter of these guys. Before each main oppo-
fight, fight, fight! But be of good nent, Kirby has to go through a mini-
staqe, then it's on to the head hon-

cho!

A bold color combination


might help inspire Kirby to
victory in his battles. Give it a
shot with the Super Game
Boy. Try the password above.

KABOOLA THE SECOND KING DEDEDE


"Oh no, " Kirby Your lightning fast

thinks to himself, reflexes and nimble


"here's that bloated fingers will surely

air balloon again!" help when you're

The only way to get up against the big


rid of thisguy is to guy himself. It's

stay on the left side lucky that King


of the screen and Dedede is easily

fire constantly. Try recognizable with


to dodge Kaboola's the Super Game
shots. Boy!

adventure. A second trick gives Kirby B. You can then select the number of
or an extra an added boost. Press the Control lives Kirby gets, and a few other
Pad Down while holding Select and Good
F CHALLENGE options. luck!

Those of you who have played


Kirby's Dream Land and would like to
try an added twist can try the follow-

ing suggestion. Wait until the title


screen appears, then push Up, Select
and A on the Control Pad. The Bonus
Round that comes up will pit you
against even more opponents and
obstacles than you faced in your first

SUPER GAME BOY 57


UR LITTLE DUMPLING
O TAKES A TRIP TO
PINBALL COUNTRY
Wispy, Poppy, and Kracko —these are the names of
the worlds that our brave hero finds himself in this
time. He's already been through two adventures —one
through Dream Land and one spent hunting for the
Star Rod. Now, he's off to Pinball Land. A lot of obsta-
cles are waiting for him in each stage that Kirby must
overcome before he can face King Dedede. Each of
the three levels have even more sub levels where you
can find extra treasure in bonus rounds.

he warp stars In the game, there are a few repeat-


ing situations that you should learn
T AND THE STAR how to handle. For example, do you
know what to do when the ball drops
PLATFORM between the flippers?

RESCUE KIRBY NEW WORLD

Kirby should have a color


selection that will make it eas-
ier for him to recognize all of
the details in the game.
Here's our suggestion.

Oh no! Kirby has fallen into the Star Platform. Hit the
A Button several times to make Kirby bounce back.

58 SUPER GAME BOY © 1 993 HAL Laboratories Inc./Nintendo


^IRBY'S PINBALL LAND

Pinball Land is made up of three you play the three games is entirely
he three worlds: Wispy, Kracko, and Poppy. up to you. There's a lot of territory to

T DIFFERENT In each, Kirby has to


ferent obstacles before
overcome dif-
he can fight
cover, but don't worry.
function lets
The Save
you move at your own
PINBALL WORLDS the final enemy. The order in which pace without losing any ground.

WISPY WOODS

o
&

When Kirby is at the Slot Machine, he can win a prize Tired of knocking around balls? No problem. Kirby

if all three pictures match. has to play with mushrooms here!

An overview of the Wispy Woods: flippers, slot

machines, and bowling! You need it all-around talent

here.

THE POPPY BROTHERS KRACKO

the final duel with the Poppy Brothers, Kirby has to Kracko, one of the toughest bosses, has got his spikes
Kirby has to knock each egg four times to get the In

chicks to hatch. Get them before the Poppy Brothers. guard himself against their bombs. out. Watch it, Kirby!

SUPER GAME BOY 59


Now there's finally a little color in this game!
Whether on day, grass, or hard court, Nintendo's
Tennis now brings you full-color fun —even when the
weather's gray outside.

you can always have an exciting


ew ball,
N PLEASE...BUT
match with Game Boy Tennis. But be
forewarned
other than Mario,
—the referee
and it
is none
goes without
THIS TIME, MAKE IT saying that not even the smallest fault

gets past him. From now on, all ten-


A COLORED ONE! nis matches will be twice as fun! This
With the Super Game Boy, you can Game Boy game not only lets you
choose the color of your tennis balls slam forehands, smack backhands,
yourself, and that's just the begin- loft lobs,and attack the net, but it
ning. You can also pick the color of also shows you funny shots. One Even the scoreboard reflects your color choices. This
where all your wins will be registered.
the court. Grass court pros should thing to keep in mind, though is that
is

pick green, clay court fans should go the two-player mode doesn't work
with red, and hard court fanatics with the Super Game Boy. Real ten-
CHALLENGE x 4
should choose blue. You don't have nis freaks won't let that deter them
to worry about bad weather, because from showing off their stuff! Once you've decided to challenge
the computer to a match, you'll have
the option of four different levels,
each more difficult than the one
before. In the first level, the ball goes
over the net slowly, but by the fourth,
it's flying! The players get faster, as
well. Tennis amateurs should work
their way through each level in order.

Pros can start right in with Level 4.

60 SUPER CAME BOY 1 989 Nintendo


1

ENNIS

he colorful CONTROL THE BALL!

T ROAD TO SUCCESS
Just as in real tennis, Game Boy
The basic goal
nis is to hit
in ten-

the ball

over the net more times


Tennis gives you a variety of shots to
than your opponent
choose from, depending on the situa-
does. That means that
tion. The old motto holds true here,
you shouldn't be con-
too: practice makes perfect. The best
centrating too much on
thing to do is to try out all the differ-
fancy plays that will
ent shots so you'll feel comfortable
risk mis-hitting the ball.
using them in games. Then you can
Instead, just keep hit-
start working on your tactics. Slice
ting the ball back and
the ball down the line to make your
let your opponent
opponent dive. Hit a well-placed lob
make the mistakes.
when your opponent is playing the
net. Drop the ball short with some
back spin when your opponent is at
the baseline. Tennis with the Super
FOREHAND AND BACKHAND
Game Boy gives you the opportunity
to realize all of your winning strate-
A widespread technique with pros
that play on clay courts is to combine
gies.
a forehand topspin with a backhand-
ed slice. But keep in mind that the ball
goes over the net much slower when
you slice it. If you want to play offen-

sively, start with a backhand slice,

since it takes longer to get to your


opponent. Once they return the shot,
attack them with your topspin.

You don't want to play on a


grass court any more? No
problem. Just enter the pass-
word above to play on clay.

RETURN, LOB, AND SMASH


Always try to guess where your the more time you'll have to set up
opponent is going to place their next your return. This is especially impor- The forehand topspin is a relatively difficult shot, but

good for baseline play.


shot. The sooner you figure it out, tant when it comes to overhead hits.

your opponent playing close to the net, lob one The backhand slice is the perfect stroke in this situa-
Your opponent hit an overhead lob and you saw it If is

a over and watch them try to run for tion. The ball will go further than if you used topspin.
coming. Hustle back and counter it with quick, short it.

forehand.
SUPER GAME BOY 6
rass stains IS THAT A REGULATION BALL?

G REQUIRED
Soccer is one of the most widely
With the help of the Super Game
Boy, Nintendo World Cup Soccer
plays like a pro. All of your favorite
increased size of your view screen.
Even if you stick to the default color
palette and frame, the Super Game
played sports in the world, so it's moves are easier to do thanks to the Boy makes this game look great!
only natural that you would want to
play a quick game of it on your
Game Boy. What do you do when
you get home? If you add a little
color and size with your Super
Game Boy, Nintendo World Cup
Soccer seems like an entirely differ-
ent game!

FRAMED!
While you can use only four colors
on the action screen when you play
Nintendo World Cup, you can cre-
ate the illusion of more colors by
choosing an appropriate frame for
the rest of the screen. Try it out for
yourself.

You can enhance the game with the help of a


good frame!

™ &® Nintendo of America, Inc. © 1990 Nintendo of


62 SUPER GAME BOY America, Inc. *© 1990 TECHNOS JAPAN CORP.
HE WORLD'S MOST INTERNATIONAL CHALLENGERS

TPOPUIAR SPORT
To keep the game interesting, you
Like any
tional-style
game,
good

Nintendo
interna-
soccer

can adjust many of the elements of


World Cup lets you
the play. You have thirteen different
choose from among
teams to choose from, with eight
many different teams.
different players on each team and
Each country's team
dozens of special shots to use on
has its own skill levels.
the other team. After you have
Use a highly skilled
picked your favorite team, you
team like Germany,
need to set up your team roster with
Italy or Brazil if you
the best players. The default lineups
are a beginner. Select
are fairly strong, but you may have
Cameroon or the
some great players sitting on the U.S.A. if you're a great
bench.
player who wants a
challenge.

INSIDE ADVANTAGE POWER KICKS TEAM PLAYERS


When you play World Cup with the Each team has a different set of tricks If you set your Team Options correctly,

Super Game Boy, you'll find it easier you can use to throw your opponent you can beat even the best teams. Have
to aim at the inside corners of your off guard. If you time your kick right, your teammates pass against fast teams
opponent's goal. Rack up that score! you can blast a shot past the goal. and dribble against slower teams.

You can build your own custom


he creative frame and create an entirely new

T EDGE
It takes a good player to win the
look for your classic soccer game. If
you take the time, you can even
make it look like the playing field

World Cup, but good artists can extends off the game screen.
draw their own cups if they want to.

Don't settle for dull and


drab uniforms. Use this
password to get brightly
colored uniforms that will
stand out against the
background!
The colors are nice but something's still missing. Make a custom frame to improve the playing field!

master. Of course, each level is more paddle. Other times, the ball might
asy to learn difficult to get through then the last. travel twice as fast. Although Alleyway

E TOUGH TO STOP With each new


challenge to
level

overcome.
there's a new
Sometimes,
is incredibly simpl,
the all-time video
it still

game
ranks
classics.
among
And
PLAYING! you
1.
may have to play with a shortened Mario's
2. here too... as a pilot!

The main object of Alleyway is easy to

explain. The player has to hit the ball-

continuously with the paddle on the


bottom of the screen. Each time the
ball bounces upwards, it knocks out
some of the blocks hanging above. 3. 4.
Once all of the blocks have been
destroyed, you proceed to the next
level. Alleyway gives you 32 levels to

NORMAL BLOCK SCREEN SCROLLING BLOCK SCREEN


he various
T PLAYING FIELDS
In each of the 32 stages of the game,
There aren't any
special tricks

you're playing
when
in
In

of
blocks
the second kind
screen,
will
the
shift

the normal block from left to right,


you'll run into one of the four situa- screen. You can then right to left,

tions shown below. The game concentrate entirely and so on. Here,
on maneuvering too, try to get the
includes 24 levels and 8 bonus
the ball and ball between the
stages. Once you've cleared all 32 destroying blocks. ceiling and the top

levels, a fanfare plays for you and Try to get the ball above the corridor at the top. It'll row of bricks. It's tough, though, when there aren't

wipe out a couple of rows very quickly. many blocks left.


you get to see the end screen.
Naturally, the key to success with this
ADVANCING BLOCK SCREEN BONUS STAGES
game is a lot of practice and even
more patience. In this game, masters As you bounce the In the bonus
ball into the bricks, stages, the blocks
are made, not born. Pay close atten-
the rows will move need to be knocked
tion to the direction of the ball so you down closer to out in a certain

can control it better. And remember your paddle. Keep amount of time. If
knocking out the you miss the ball,
the ultimate law of physics: what goes the stage over.
blocks as quickly is

up must come down! as possible since But if you succeed


the rows disappear in clearing all of
when they meet the paddle. The lower the rows come, the blocks, you'll collect a bonus.
the less time you'll have to get to the ball.

64 SUPER GAME BOY © 1 989 Nintendo


LLEYWAY

The first three stages are perfect for


learning the basic principles of the
game. Sure, it looks easy, but that's
just for the first few screens. They
allow you to get the feel of controlling

the ball and maneuvering your pad-


dle. First and foremost, don't move

your paddle around abruptly. If you


do, you'll lose control and the ball
will go right by you. Instead, try to

anticipate the path of the ball so that


your paddle will be waiting for it.

Mario honors us with his pres-


ence in this bonus round.
With the code above, you can
give his clothes the colors he
likes best: red and blue.

then send the ball on through to blast


JTAGES 4-6 THER

The following stages are a bit more


away
ready
bricks in the
for the ball

comes down. It will be moving fast


upper
when

and it's tough to figure out which way


walls.
it
Be
finally
O STAGES
As you progress in the game, you'll
difficult to complete. You'll have to see even more shapes that you'll rec-
it will be going. ognize from the Nintendo world.
deal with movable blocks. Try to
knock a small hole in the wall, and

If you enter the code listed

above, you'll run into a hap-


pierKoopa Troopa that looks
much healthier than usual. A
colored turtle? Why not?

SUPER GAME BOY 65


There are many, many multi-colored vita-
mins in this game and you don't need an
M.D. to prescribe them for you. If you're
not lightning-quick, not even an ambu-
lence will save you.

IRUS
V
Evil
REMEDY
viruses have made themselves at
home in Dr. Mario's lab and now
they're threatening to spread. But
don't worry, because the vitamin
tablets from Doc Mario allow you to

fight back. Three of the same colored


capsules have to be lined up to wipe
out a virus. Be careful. The number
of viruses varies from level to level. If

you don't play your tablets right, they


could keep getting higher.

LEVEL 2 LEVEL 18
TARTING AN
S EPIDEMIC
Before starting the game, you can
In this

the
area, your choices won't affect
game much. In Level
patient merely has the sniffles...
2, the
In Level
more grim.
order!
1
8, the prognosis looks even
First Aid is definitely in

select how many viruses you'd like in


the beginning level. You're also
given the choice of speed, from slow
to fast.

66 SUPER GAME BOY 1 990 Nintendo


|R. MARIO

to see the second


ITAMINS MAKE if

V
COLORFUL!
LIFE MORE
half of a used tablet
will fall

below.
onto a match

important part of
That's an
set-

Viruses don't like vitamins, but they ting up a future play.

really hate the ones from Dr. Mario.


To successfully combat a "virus epi-
demic," stay cool and composed
from start to finish. Concentrate on
one virus and try not to think about
the rest of the bugs. It's also impor-
tant to keep from building your vita-

min stacks too high, otherwise you'll


paint yourself into a corner. Watch

DOUBLE DOSING
If you're nimble enough, you can and cancel out. In this case, two rows one, two black viruses are in for it.

stack up several matching vitamin of capsules will be completed with You won't run across this situation

rows to fall on viruses. In the exam- one tablet. Be sure to push the pill often, since it's hard to wait for three

ple below, the green tablets will quickly, since there's only a second all-black tablets.

match up, making the white ones fall before the next capsule comes. In this

ILL YOU BE

AN MD?
This what some of the later stages
is it, you'll be ready to open your own
look that you must master in
like practice. Considering all the diseases

order to be welcomed into the elite you've cured, you've certainly

class of doctors. Once you've done earned your degree.

This is just one possibility for

colors in Dr. Mario. Give a lot

of consideration to your
choice, because you've got to
recognize the different cap-
sules in an instant.

SUPER GAME BOY 67


on Mario trays,

color.

witch, mix,
S AND MATCH
Mario has taken a part time job in his
favorite pizzeria. He's got some pretty
bizarre livestock balanced on his trays,

though — Boo Buddies, Goombas,


Bloobers, and more. You'll even find
some egg If Mario can maneuver
shells!

a top shell half to land on a stack with a


bottom Yoshi will pop out of the
shell half,

shell to help. And if there are critters


between the tow halves, Yoshi will swal-
low them. Two ways to play doubles
your fun. In Type A, you try to clear the
highest level you can. In Type B, you'll

want to clear your trays off completely.

As the levels advance, you'll have to halves as possible. The more crea-
ew-fangled
N DINOSAUR: figure
Play
points
it
out your playing strategy.

right and you'll watch your


grow and grow. Try to have
tures Yoshi swallows, the bigger
gets.
points!
A bigger Yoshi means more
he

YOSHI! as many opponents between the egg

68 SUPER GAME BOY 1992 Nintendo Co., Ltd.


M ARIO & YOSHI

ons of yoshis ONLY ALLOW STACKS WITH EGGSHELLS TO PILE UP

T MEANS TONS OF Don't


or Mario
let your trays stack up too high
will have to quit his job alto-
down at the bottom. That way,
the top half of the shell falls,
when
Yoshi will

A high tower is only benefi- pop out and gobble the other critters.
POINTS gether!

when cial if you've positioned an eggshell


As you know, you get points
matching creatures that land atop
one another, but a hatched Yoshi will
give you even more points. This goes
for both the A Game and the B
Game, although the goals in these
variations are different. In Game A,
you just want to advance through the
levels, but in Game B, you must try to

clear off the trays.

BE READY FOR ANYTHING DIVIDE AND CONQUER


Mario with the items falling at a If only "unmatched" items are
Always keep an eye on the top of the
steady rate, plan ahead on which falling, the best plan is to divide them
frame. That's where you'll spot the
way move the trays. up. That way, no matter which crea-
next creature to fall first. Since you you'll

much time to reposition ture falls next, you'll have the perfect
don't have
match!

0501 - 9279 - 99/0

Thanks to the Super Game


Boy, the red Yoshi from Super
Mario World can visit the
Game Boy. If you want to
check it out, try the password
above.

SUPER CAME BOY 69


is MANY LIVES
\ AS POSSIBLE
The object of the game can be
described in only a few words.

Different shaped blocks (or Tetrads)


fall down. You will want to stack
them into as many solid horizontal
lines as possible. Each time a line is

completely filled, it is eliminated.

Of course, natural that everyone doesn't always work out. You not
very block tries to
it's

get as many "Tetrises" as pos- always get blocks that make a perfect
will

E counts sible,

amount
because they earn you a huge
of points. However, this plan
fit.

may be
Before you
too high.
know it, your structure

KEEP IT LOW DON'T MAKE A GAP


You won't always be able to succeed Be careful to eliminate gaps in your
with the Tetris strategy. From time to structure. In the example here, it is

time, you will only be able to elimi- better not to use the block to eliminate
nate one or two rows at a time. It is the bottom row. Instead, build up
important that you do not build tall your structure.
blocks too high.

This puzzle game is ideally suit-


ed for one color. Add color and
it becomes clearer, more obvi-
ous and more interesting.

70 SUPER GAME BOY & © 987


1 Elorg. © 1 989 Bullet-Proof Software © 1 989 Nintendo
In the bottom right corner of the help you decide where to place the
lways watch screen, you'll see a small window. block that is currently falling. In

AJHE COMING
It

shows you which kind of block will Tetris, planning ahead is the name
fall next. Always watch this area out of the game.
BLOCKS of the corner of your eye since it will

EXAMPLE 1 EXAMPLE 2 EXAMPLE 3


The T-Blocks give you a lot more This T-Block gives you a few options, In this example, the L-Block doesn't

options than most Tetrads. Watching but the upcoming L-Block will only fit fit anywhere. Place the block as flat
for the blocks to come will help you one specific way. Keep that space as possible, and work towards filling

reserved!

SUPER CAME BOY 71


TROUBLESHOOTING

Problem: Solution:

No picture or sound. Is the Super Game Boy correctly inserted into the Super NES Control
Deck?

Is your Game Boy Game Pak inserted into the Super Game Boy?

Is the Super NES correctly connected to the TV set? (Read your


Super NES instruction manual on how to connect the Super NES
The controller does not respond. to your TV set.)

Is the Super NES controller correctly plugged into the Super NES
controller Port #1 ?

Is the Super NES Mouse correctly connected to the Super NES


controller Port #2?

Are you using the same controller type displayed in the Service
Icon Window?

If you still can't get your Super Game Boy to function properly,

please call the Nintendo Consumer Service Hotline at 1 -800-255-


3700.

72 SUPER GAME BOY


(Nintendo)
Nintendo of America Inc.
P.O. BOX 957
Redmond, WA 98052 o 4
4.
*""v
ETRoAtoT S,9 i ;
6/*V!\c

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