Where I Read – Nintendo Power #19 (Guide #4)

Nintendo Power Guides - Multi-Tap V1 #4 (of 4) (1990_12) - Page 1We have now come to the final Nintendo Power strategy guide, published in December of 1990. It weighs in at a slim 77 pages, and is covering games that support multi-tap. Well, there’s not a lot of ground to cover, so we might as well get started. Though I have to admit, for the last guide issue, the cover art… isn’t very good. I’m not sure though what they could do to replace it.

Your Friend the Multi-Tap: We get a run down of the wireless NES Satellite and the wired Four Score, as well as some discussion of multi-tap ethics, and things that can be done to make things run smoothly, such as color coding the player inputs and the controllers (red controller is always P1, etc.) Very useful stuff instead of having to pause the game and having to follow the cable to the system, at least until the PS3 and X-Box 360, where they were kind enough to give you a visual aid on your controller. Anyway, this is really useful device, some of which is obvious enough to have occured to someone else, but not to me.

NES Play Action Football: As I’ve mentioned previously, I’ve played the crap out of this game as a kid. However, I never owned a multi-tap so I couldn’t play it 4 player. For that matter, I never played it 2-player either. We get a run-down of the various teams and their playbooks, as well as some notes on the various types of plays and advice for succeeding with each team. Read more

Where I Read – Nintendo Power #17 (Guide #3)

Magazine Nintendo Power Guides - Final Fantasy V1 #3 (of 6) (1990_10) - Page 1We’re now moving on to another Nintendo Power Guide, which is issue #17 overall, and their 3rd guide. – this one for one heck of an epic game – Final Fantasy, which, while all the later incarnations of the system will be (to varying values of fantasy) Fantasy games, this game will certainly not be the final game in the series.

This guide is organized incredibly well. Aside with the strategy guide organized by unofficial “acts” of the game, we also have an overworld map with notes indicating what chapters and page numbers in the guide are related to what areas. This is fantastic, and more RPG strategy guides need to organize themselves in this fashion. It’s a small thing to do, but it’s incredibly helpful. We also get some helpful “how to use this strategy guide notes” which are nice, since this is, basically the first RPG strategy guide. There is no GameFAQs, though in theory you could write a FAQ and put it up on a BBS, but considering the size of most FAQs for RPGs (which be a little more useful than a FAQ for Mario Brothers, since you didn’t have gifs and jpgs), it would take a long time to upload on your dialup modem. Read more

Where I Read – Nintendo Power #13 (Strategy Guide #1)

Magazine Nintendo Power Guides - Super Mario Bros 3 V1 #1 (of 6) - Page 2This week, as the next issue of Nintendo Power I’m covering is a strategy guide, I’m going to do a review of the guide and then a review for that game. Now, I’m not going to necessarily do full playthroughs of all these games, particularly since some of these are RPGs (and thus entail grinding), or are just really long. I’ll do what I can, though. Usually these games are classics as well, so the reviews will more be my impressions about the game and general remberances. Due to length issues, I probably won’t have YouTube videos for these reviews, as I suspect my coverage will be longer than YouTube’s 10 minute time limit. We’ll see.

Well, the guide itself is shorter than we normally consider strategy guides to be – only 85 pages long. However, considering the length of the game and the size of the levels, this isn’t too unreasonable. The guide starts off with techniques first, before moving on to the level maps. We get information on Mario’s various moves & power-ups. The guide poo-poos the over-world items of the Anchor (which makes the Koopa’s airship stand still) & Music Box (which makes the Hammer Brothers stand still) though, which I disagree with. I’d spent a few occasions desperately chasing down the Koopa airship after having beaten all the levels, unable to catch the bloody thing. Similarly, I’ve had a few occasions where I really didn’t want to fight the Hammer Brothers, and found the Music Box very useful at avoiding them (or getting them to hold still so I could catch them if I wanted to take them on.) Read more