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Contents

  • Playing with Power
    • Foreword
    • Introduction
    • The Inside Story of the NES
    • The Launch of the Nintendo Entertainment System
    • First-Party NES Titles: Launch Day
    • The Early Period (1986)
    • An Inside Look at Game Paks
    • The Middle Period (1987-1989)
    • Classified Information
    • Behind the Scenes with Shigeru Miyamoto
    • The Late Period (1990-1994)
    • Counselors’ Corner
    • NES Peripherals
  • Excitebike
    • Summary
    • How To
    • Tracks
  • Ice Climber
    • Summary
    • How to Play
    • Characters and Objects
    • Terrain
    • Scoring
    • Tips and Tricks
  • Super Mario Bros.
    • Summary
    • Levels
      • World 7
      • World 3
      • World 5
      • World 4
      • World 6
      • World 8
      • World 1
      • World 2
  • Balloon Fight
    • Summary
    • How-To
  • Donkey Kong
    • Summary
    • Playing Donkey Kong
    • Characters and Collectibles
  • Donkey Kong Jr.
    • Summary
    • How to Play
    • Cast & Items
    • Scoring
    • Recommended Tactics
  • Mario Bros.
    • Summary
    • How to Play
    • Characters and Items
    • Tips and Tricks
  • Kid Icarus
    • The Tale of Kid Icarus
    • Getting Started
    • How to Play
    • Exploring Angel Land
    • Powering Up
    • Items
    • Enemies
    • Completing Kid Icarus
    • Stages
      • Underworld
      • Overworld
      • Skyworld
      • Palace in the Sky
  • Metroid
    • The Metroid Story
    • Summary
    • Getting Started
    • How to Play
    • Power Items
    • Enemies
    • Completing Metroid
  • The Legend of Zelda
    • Summary
    • The Legend of Hyrule
    • Hero Training
    • Items
    • Characters
    • The Overworld
    • The Underworld
      • Labyrinth 1: Eagle
      • Labyrinth 2: Moon
      • Labyrinth 3: Manji
      • Labyrinth 4: Snake
      • Labyrinth 5: Lizard
      • Labyrinth 6: Dragon
      • Labyrinth 7: Demon
      • Labyrinth 8: Lion
      • Labyrinth 9: Death Mountain
    • The Second Quest
      • The Second Quest
      • Story
      • Conquering the Underworld
  • Punch-Out!!
    • Summary
    • Story
    • Roadwork
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • The Dream Fight
  • Super Mario Bros. 2
    • Story
    • Characters
    • Welcome to Subcon
    • Know Your Enemies
    • Worlds
      • World 1
      • World 2
      • World 3
      • World 4
      • World 5
      • World 6
      • World 7
  • Zelda II: The Adventure of Link
    • Summary
    • The Story of the Adventure of Link
    • Hyrule
  • Super Mario Bros. 3
    • A Message From Mario
    • Story
    • Being Mario
    • Worlds
      • World 1: Grass Land
      • World 2: Desert Land
      • World 3: Water Land
      • World 4: Giant Land
      • World 5: Sky Land
      • World 6: Ice Land
      • World 7: Pipe Land
      • World 8: Castle of Koopa
  • StarTropics
    • Summary
    • A Letter From Uncle Steve
    • Chapters
      • Chapter 1: Prelude
      • Chapter 2: Dolphins
      • Chapter 3: Storm and Calm
      • Chapter 4: Confession
      • Chapter 5: Captain Bell
      • Chapter 6: Reunion
  • Dr. Mario
    • Summary
    • Dr. Mario’s Diagnosis
    • Dr. Mario’s Med School
  • Kirby’s Adventure
    • Summary
    • A Crisis in Dream Land!
    • Copy Abilities
    • Levels
      • Level 1: Vegetable Valley
      • Level 2: Ice Cream Island
      • Level 3: Butter Building
      • Level 4: Grape Garden
      • Level 5: Yogurt Yard
      • Level 6: Orange Ocean
      • Level 7: Rainbow Resort
      • Level 8: Fountain of Dreams

Nintendo Playing with Power Guide › Dr. Mario

Dr. Mario’s Diagnosis

Mario tosses capsules into the bottle in an attempt to stomp out the viruses that have taken over. It’s up to you to control the capsules so that their colors line up with the colors of the germs. A vertical column or horizontal row of four same-colored capsules and/or germs disappear—problem solved. When the bottle is clear of germs, you move on to the next emergency. If the capsules pile up to the top of the bottle, though, the patient’s a goner.

Capsule Control Capsules

Capsules move just like pieces in other puzzle games. Slide them left, right, and down using the Control Pad, and rotate them with the A and B Buttons.

Look at the Big Picture

When four capsule colors and viruses line up in a row, they disappear and make room for other colors to fill the space. Examine how placement of each capsule affects the colors around it, so that when you make matches, you drop the right colors in the most advantageous spaces. Some placements result in multiple matches.

This drop results in a lineup of three yellow capsules and viruses.

Make a two-color match in one move with this placement.

Three at a Time

With some practice and patience, you can set up the capsules so that three lines disappear in a single move.

A triple play comes in handy in a two-player game.

Plan Ahead

Dr. Mario always keeps one step ahead of the game by holding up the next capsule he plans to toss. Consult with him while you’re playing to better plan where to place each capsule.

Finish It Off

When you’re down to just one germ, don’t worry about how your moves affect the rest of the bottle. Concentrate on making a match to eliminate the bug.

Work from the Top Down

Since the capsules drop from the top, it’s a good idea to clear away the highest viruses first. That way, you open up maneuvering space and give yourself room to work into the lower areas. If the viruses are very high, consider making horizontal matches.

Clear away the highest viruses first to make room for maneuvering.

Think Before You Stack

If you can’t find a perfect match for a falling capsule, place it to the side so that you have space in the middle to manipulate other falling capsules. Wherever you stack, always look for both horizontal and vertical matching opportunities.

Don’t let the capsules stack up in the middle.

This virus is difficult to reach.

After some completions, the field is clear.

Fill the Space

Since the capsule control in this game is very much like the control in other vertical puzzle games, some techniques work here like they do in other games. One such maneuver is sliding pieces to the left or right into open spaces. That way, you fill spaces sideways that are surrounded on three sides. This is important to remember when the stacks have grown so high that you can no longer places capsules on top.

Rotate the capsule and slide it in with a quick move to the right.
Work it in and match the colors.
An expert eye can catch inventive ways to make matches.
Work it in and match the colors.

Two Can Play This Game; Doctors Duel over Dexterity

The best way to play is with two players in an all-out, split-screen, simultaneous battle! Race against another budding doctor to get your name in the medical journals. With the right moves, you can upset your opponent’s research and move on to critical acclaim.

Double Trouble

Line up your capsules so that you make two matches with one move, and your opponent receives two capsule-halves.

Make a double to bury the other player in unexpected pieces.
You can keep playing, while the other player has to wait for the two yellow halves to fall.

Try for a Triple

If you arrange three matches with one move, three colors drop down into the other player’s bottle. That could mess up anyone’s plans!

Make the Match Even

If one player is more experienced that the other, you can make the match fair by individually choosing Virus Level and Speed.

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