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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 › Playing with Power

Counselors’ Corner

Sometimes, as gamers, we find ourselves at the ends of our abilities to complete a game. It’s okay, it happens to all of us. That’s where the Counselors come in. Masters of all things gaming, the Counselors have compiled a list of tips and tricks for getting through some of the trickiest sections of your favorite NES games.

Metroid

How do I defeat Ridley and Kraid?

There are several ways to defeat Ridley and Kraid. A few strategies we’ve found can be very effective. The Wave Beam is the strongest beam, and it has a wide area of fire. Stand where the shots from Kraid or Ridley don’t hit you, and use the Wave Beam. You may be able to shoot from below, but don’t stand in the lava for a long time. Another good method is to use the Freeze Beam to stop enemy fire and then shoot your opponent as his shots thaw. Use the beam or the missiles for this. However, the missiles aren’t effective unless used at close range. You can also use Bombs while you’re very close, but it requires a lot of energy. Choose your method by using whatever weapons you have in your possession.

Super Mario Bros. 3

Where are the Warp Whistles?

We got a lot of questions about the Warp Whistles, so we cover them here.

The first Whistle is in World 1-3. Make your way to the first white background block and defeat Koopa. Then, while standing on the block, crouch down for five clicks of the in-game timer. This causes you to fall through the block and land behind the scenery.

Run quickly to the end of the stage. Make it to Toad’s House, and he gives you the Whistle.

Find the second Whistle in the World 1 Fortress. This one requires a Raccoon Tail. As soon as you reach the first door in the Fortress, double back and fly through the opening in the ceiling. Find a ledge above the screen, to the right. Run to the right as far as you can and press Up when you reach the end. This causes you to fall into a chamber with a chest that holds the Whistle.

The third and last Whistle is on the Map Screen of World 2. Get the Hammer from a Hammer Bro. and use it on the upper-right rock. This opens a path that eventually leads to the Whistle.

Use a Hammer on the upper-right rock in World 2 to find the path to the Whistle!

Use the Whistles like you use any item on the Map Screen. Press the B Button to open the inventory box, select a Whistle, and press the A Button to activate it. A Whirlwind takes you to the Warp Zone. Using a Whistle in World 1 enables you to warp to World 2, 3, or 4. Use a Whistle in World 2, 3, 4, 5, or 6 to warp to World 5, 6, or 7. Use a Whistle in World 7 or 8, or in the Warp Zone itself, to end up in World 8.

StarTropics

How do I get through the Ghost Village?

One of the most challenging sections of this epic adventure is the battle through the tunnel in the Ghost Village of Chapter 3. Here are a few pointers:

Power Up

Fight your way to the first long room in the tunnel and go through the gate to the north to reach a room with Double Small Hearts. Collect the Hearts and climb the stairs to exit the tunnel, then return to the tunnel and collect the Hearts again. Continue to loop around in this manner until you fill all your Hearts. Now you’re ready to take on the challenges ahead.

Collect the Double Small Hearts in a room near the entrance, then leave, come back, and collect the Hearts again.
Whack-A-Jelly

After you make your way through the tunnel for a while, you may encounter a dead end. Chances are you’ve been to a room with a stairway in the northeast corner and a Jelly just south of the stairway, next to the wall. The stairway leads to a tunnel exit, but a secret passage behind the Jelly leads to the rest of the tunnel. Defeat the Jelly and walk through the passage.

Maxie Battle

The giant ghost in this tunnel is all that stands between you and the mechanism that drains the Ghost Village lake. Use a Rod of Sight to make it visible and vulnerable, then pelt it with shots from the Bola. Aim for Maxie and avoid the Minies and fireballs. You should be able to knock it out with some practice.

Hit Maxie with shots from the Bola.

How do I enter the tunnel in Captain Bell’s Memorial?

Captain Bell was a crafty character. He made sure only those who were in on the secret of his Memorial had access to the Channel Tunnel. When you enter the Memorial, flames block the entrance to the tunnel. These flames can be extinguished, though, if you play the right tune on the gigantic pipe organ in the Memorial. One resident of the island knows the tune.

After talking to the people of the village and Chief Bellcola, you learn that Pete the Parrot is a direct descendant of Captain Bell’s parrot. Pete helps you with the puzzle of the Memorial if you give him a gift, and there’s nothing Pete likes more than a fresh Worm. Journey to the eastern side of the island and get a Worm from Bait, the young fisherman, then return to Pete with the Worm. He relays to you some words from Captain Bell. They are “Do Me So Far, Do Me.” At first, this seems like a nonsense sentence. Notice, though, that every word relates to a musical note. The Pipe Organ in the Memorial has seven Keys corresponding to the scale “Do, Re, Mi, Fa, So, La, and Ti.” The clue is telling you to hit the Keys corresponding to “Do, Mi, So, Fa, Do, and Mi,” in that order. Play this tune, and the fires vanish!

Pete’s hint: Hit the Keys in this order: 1, 3, 5, 4, 1, 3.

How do I reach the geyser in the Hermit’s mountain?

Po knows how to reach the Hermit—in the Hermit’s mountain, that is. You find a clue in his poem that talks about raindrops. At the heart of the mountain is a room with a pool, but no door leads into the room. You guessed it, there’s a secret door! In the room to the right of the geyser is a Looper. Defeat the Looper and walk through the left wall of the room. Once you reach the hidden pool room, jump onto the white water, and it becomes a geyser that jets you upward to the top of the mountain. In a cave above the clouds resides the Hermit with his Scroll containing the magic chant.

Walk through the wall, even though you don’t see a shadow.
Jump onto the patch of white water. The geyser gushes, carrying you upward!

The Legend of Zelda

How do I rig the money-making game?

You’ll walk away with a bundle to purchase valuable items if you can outsmart the proprietor of the money-making game. Obtain a Bomb and at least 10 Rupees. Walk on-screen left of the starting point and Bomb the wall to reach the hidden cave. Pause the game by pressing the Start Button on Controller 1; then, on Controller 2, press the A Button and Up on the Control Pad. This Quick End maneuver allows you the option to Save, Continue, or Retry. Save the game and start again, then enter the cave, play the money-making game, and use the Quick End maneuver once more. If you win the money-making game, save your progress. If you lose, retry and use the same 10 Rupees for another chant to win. Earn up to 255 Rupees!

Zelda II: The Adventure of Link

Where is the hidden town of Kasuto? How do I find the Magic Key?

“The Wizard got all of the people of Old Kasuto together. He said, ‘There are too many ghosts here. Go east.’ They went east past the three rocks, looked over their shoulders, and saw the ghosts following them. The townspeople were smart. They knew that some ghosts couldn’t go through caves. They went north to a cave, and when they went through, they found a sandy beach and a clump of trees. They built a new town amongst the trees to hide from other ghosts that might happen by, and have lived there ever since.”

Follow the path of the townspeople of Kasuto, and use the Hammer to chop down trees and reveal the location of the hidden town.

Use the Hammer to clear this area in search of the hidden town.

Once you find the hidden town of Kasuto, you discover within the town the last Magic Container, a new spell, and the Magic Key. If you have seven Magic Containers, you find someone here who gives you an eighth Container. Once you reach this level of magical expertise, you meet someone else who teaches you a spell. The spell, when used somewhere in the town, is the key to finding an item that helps you traverse the remaining palaces.

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