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CAPTURED PERFECTLY Samurai Shodown has an ultra-cool intro sequence and it&apos;s been translated perfectly to the Super NES. It features Ha-oh Maru con- templating life, the universe and the like then promptly vandalising all the statues and trees for no reason at all! : fh ll roo (ee Vel Spr} Bt ee ene eae FINALLY... Like all fighting games nowa- days you can expect to find a boss character lurking at the end of the game. Samurai Shodown is no exception! NMS present the first pictures of the dreaded mas- ter of the elements, Yoshiro Tokisada Amakusa. mouthful! CLIFFHANGER You want more information? You require even more pictures and methods of mayhem? Luckily for you we have bucketloads of Samurai Shodown based material that&apos;s just begging to be printed and it&apos;s all in next months issue! Hurrah for NMS! STICKS AND STONES Beat your opponent then take the opportunity to taunt them afterwards. None of these are as effective as the ones Gary and &apos;George&apos; come up with in the games room though!
PUSH ME There are elements of strategy in Indiana Jones which involve some reassembling. Indy might have to move barrels, huge vases or crates to climb on to another level. Fortunately Indy is also good at attempting huge leaps and clinging to platforms by his finger nails so it is always worth trying something new and push- ing him to the limit.
41. Too hot to handle The lava is too hot to touch so try not to land in itt! Brave players will avoid this advice, of course, and collect the missiles that lay beneath the lava near the Green exit door. Sometimes craziness pays! back across the collapsing bridges before the lava rises. 46. A slight detour Once back in the bubble cham- ber go down and through the door that lies directly below the Green door on the right hand side. Drop down several plat- forms and enter the Red door. Jump across the platforms to reach the missiles. To cross the large pit you will require skillful timing to reach the Red door to the far right. Jump down on to the spikes on the far right of the pit. Use boosted jumps to jump off the spikes on to the ledge above. It can be done! Through the Red door lies the Wave beam attachment that further enhances the effectiveness of Samus&apos; 42. Bring on the reserves Soon Samus enters a large chamber covered in bubble-like formations. There are five doors and three secret passages located here. First take the Green door situated near the top left. Skillful execu- tion of the Wall Jump technique is the only way to reachiteinthis&apos;toom.more missiles await collection. The left-hand wall conceals another secret passage. Use a charged beam to bring the platform out of the lava. Here is found more missiles and the first Reserve tank. weapon. 47. In the pipe Return to the bubble chamber and save if necessary. The save chamber is the Blue door on the left hand side. There is a secret passage located at the bottom of the chamber between the two face statues. Bomb your way through until you reach two Blue doors. Go through the left door. Raliorn to the main bubble acne and pick up the missiles from a hidden area at the bottom right. Then use the Wall Jump technique again to reach the second Green door at the top right. 44. Run like the wind Dash to the right, across the disintegrating bride until you reach the Red door. Before you enter col- y the missiles that are hidden in the ceiling. | y 45. Found the Speed Booster ) Samus can now run at supersonic speeds, enabling her to smash through enemies and walls. The | Speed Booster must be used straight away to sprint 48. No overtaking! Jump across the gap and through the blue door on the left to enter a very thin and long passage. Use the Speed Booster straight away to smash through the walls and Beetom&apos;s that block the passageway. Pass through the save chamber into the main shaft below the lift. Jump up the shaft and go through the Green door. The Speed booster enables Samus to pass beneath the fast moving gates to reach the Blue door on the far side. 49. Time to cool off! Use the Tripper platforms to cross the lava pools but keep Samus jumping because they sink under her weight. Through the Blue door then zig zag up the platforms keeping an eye on the fireball spitting Namihe heads. Blast the floor in front of the Blue door at the top right and morph to enable Samus to roll into the small ledges to reach the passageway. Keep heading right until Samus reaches the Chozo statue holding the Ice beam attachment. 50. Up, up and away With the Ice beam secured it&apos;s time to return to. Brinstar to collect another vital piece of equipment. 51. Climbing the walls The Ice beam is a very handy item allowing Samus to freeze enemies in their tracks. This is essential because it enables Samus to freeze the Rippers that litter the shaft in Brinstar. Samus may then use the frozen creatures as steps to climb upwards. 52. | have the power Go to the top of the shaft and through the Blue door. Keep moving right, using short jumps to avoid hitting the spiky ceiling, and pass through a second Blue door. Shoot the floor and drop down to a Green door, freezing the amoeba-like Boyons and using them to cross the spiked floor to collect the Power Bomb. This weapon releases a massive explosion when detonated. It destroys enemies, walls and opens Yellow doors. Plant a Power Bomb right next to the Chozo statue to blow away the wall revealing a hidden chamber containing more
he chasm towards the missiles case and a ding to another Blue door. Take the lift Brinstar and retrace Samus&apos; steps to where ected the Power Bombs. Here she finds lift that takes her to Crateria and the rc surfaa. Freeze and o the annoying 4 61. Ship shape aa ae pling skills are required to cross the mee to reach the entrance into the Wreekec Ship. _ teas ede ary Oey, os VW 62. Power oni ee The Wrecked ship is the srdilist area in the game but conceals plenty of items and hidden areas to find. Before you can do anything though Samus needs to restore the ship&apos;s power. Dash her across the conveyor at the entrance then drop to the Green door at the bottom. Don&apos;t hang around or the ghostly Coverns appear right on top of her! A 63. Tight squeeze Beneath the Green door Samus bods right, towards a small passageway. Three Missiles or one Super Missile to the eye opens the door to the next room. Before Samus enters make sure she has plenty of power and weapons, because this is the lair of the Phantoon! Vv 64. Tiny Phantoons The ghostly Phantoon is diverting all of the ships power so blow it away! Sam can only damage it by shooting missiles directly into it&apos;s eye when it&apos;s open. Expert play is required to avoid the blue fireballs that the Phantoon spits out. Blast these when an eye appears on them to reveal power ups like missiles and energy. Like the Spore Spawn the creature moves faster as it takes more damage. A 65. Ship shape After defeating the Phantoon go back through the blue door in the roof and head for the Red door on the left. A batch of Super Missiles are found in this room. Opposite the entrance to this room is a hid- Stuck in a Nintendo game? Call the official hints and tips Hotline on 0703 652222 den passageway that leads to another room. Samus runs against the conveyor belts till she reaches the robot. A Power Bomb reveals another passageway to more Super Missiles. 66. Saved by the bell With the power restored you can now save Samus progress. Next lead her upwards through the ship to a Blue door at the top of the chamber. Before she enters charge up the beam weapon to blast the two Kihunters lurking on the other side of the door. 61 (WMS)
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