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Nintendo Power Advance 004 2002 PDF

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0% found this document useful (0 votes)
473 views128 pages

Nintendo Power Advance 004 2002 PDF

Uploaded by

Jonathan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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STRATEGIES, MAPS AND MORE J^nce

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^NINTENDO POWER
ADVANCE CONTENTS NINTENDO POWER ADVANCE V.4

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


Nintendo Power Advance is your tour guide through the vast reaches of Dinosaur Land in

our detailed coverage of Super Mario World: Super Mario Advance 2. We've trekked through

every hill and valley, carefully mapping out all 74 areas for you. Inside you'll find every secret

revealed— the location of even the most elusive power-ups and 1-Ups, how to reach all 96 exits

and boss strategies for conquering Bowser and his seven Koopalings. There are some new

features since the Super NES days— you'll find all the exclusive info right here!
MARIO BROS. 11

SUPER MARIO WORLD SUPER POWER-UPS 12

HELPFUL ITEMS AND BLOCKS 13


THE MANY WAYS OF MARIO 14
CAPED CRUSADING 15
YOUR PAL YOSHI 16
DINOSAUR LAND MAP AND KEY 18
WORLD 1: YOSHI'S ISLAND
WORLD 2: DONUT PLAINS
WORLD 3: VANILLA DOME
WORLD 4: TWIN BRIDGES
WORLD 5: FOREST OF ILLUSION
WORLD 6: CHOCOLATE ISLAND
WORLD 7: VALLEY OF BOWSER
WORLD 8: STAR WORLD
WORLD 9: SPECIAL WORLD

ADVANCED KNOWLEDGE
BUYER'S GUIDE

ICON KEY-
13 O
POWER MOVE! MULTIPLAYER
O
? MARIO
WORLD:
SUPER MARIO
ADVANCE 2
©)

MARIO BROS. SUPERSTARS


The dynamic duo, Mario and Luigi, are back, starring in two of
their greatest hits— Super Mario World and Mario Bros. Some
new features for the GBA releases of the two favorites include
the ability to choose Mario or Luigi as a character, new secrets
and endings, fun multiplayer options and new opening scenes.

ADVENTURES IN DINOSAUR LAND BACK TO THE BASICS


Quite arguably the most popu- The original Mario 8ros. game
lar Mario title ever. Super Mario is back and better than ever, lis
World makes its return. Wilh Classic Mode is reminiscent of
96 different exits lo find, the the old arcade hit, and the Battle
option to play as either ol the Mode employs some fun new
Mario brothers and new open- twists. Both are multiplayer-
ing and ending sequences, it's ready and compatible with
sure to please fans of all ages. Super Mario Advance!

NINTENDO POWER ADVANCE nintendo.com


. '

LET THE BATTLE BEGIN


MARIO BROS. If you linkup with one to three
friends, you can play Classic
or Battle Mode together.
Classic a Multi-Pak Mode—
THE CLASSIC RETURNS
is
li^LXIi--LLi'.!-i- £3 1
aGame Pak is required in each
Game Boy Advance. Battle is a
Everyone's favorite plumber brolhers, Mario and Luigi, return
based on the arcade version from days gone
in their classic hit
ui»LiB»inw ,T?rr TWi
jctMBiiiia
wM
^ Single- or Multi-Pak Mode.
You can also link up with
Super Mario Advance.
by. With Classic and Battle Modes, experience the fun alone, or
wiL^mniL.
link up with one to three friends to relive the memories
Jul iliH'llilH llli I

MARIO BROS. CLASSIC


BUMP FROM BELOW COIN COLLECTING
As enemies come out of the Along with pesky pests, coins
pipes at the top ot the stage, will come out of the pipes at
stand below them aid press the top of the stage. Try your
the A Button to jump up and best to collect all the coins as
knock them over. In some ttiey spin around the plat-
.«•
cases, it will take two hits to forms. II you manage to get a
knock an enemy on its back. perfect score in the Bonus
Don't let Ihe baddies get too areas, you'll earn a 1-Up!
far!

jr-tj.wjrn- tim
rrrrrrrrrr

Your foes won'! remain on


theirbacks for long. It's up to
you to leap up and kick them
out of commission while
they're disabled. Don't let an
enemy get back up. or it'll

change color and move about


I in a faster frenzy of anger.

MARIO BROS. BATTLE


BUTTLE OF THE BROTHERS
In Battle Mode, you get down
and dirty in an all-out brotherly
brawl with one to three of your
friends. The rules for defeating
enemies are the same as in
Classic, but the Garbage Can
rrrrrrrrrrrj>rrr has been added. The first
Mario to get five coins wins!

GARBAGE CAN GOODIES BATTLE TACTICS


Using the Garbage Can is a It's every Mario for himself in

You can throw


great strategy. Battle Mode. Jump on your
other players in Ihe Garbage friend's head or bump him
Can to put them out of com- from below to stun him for a
mission for a few seconds. few seconds. Try to get to the
Useful power-up items that coins first, even if it means
could gtve you the edge may kicking off enemies someone
atso appear in the Garbage else has tipped over.
Can.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


.

SUPER MARIO WORLD

THE ADVENTURE BEGINS


As a golden sun smiles down on Dinosaur Land, Mario, Luigi and
Princess Toadstool float over Yoshi's Island in their hot-air bal-

loon. Exciting images of the fun they'll have on the vacation fill
their heads with anticipation. Unbeknownst to the trio, a more
sinister visitor has also arrived on the peaceful isle . .

WHERE IN THE WORLD IS PRINCESS TOADSTOOL?


As Mario, Luigi and Princess When they arrive on the empty
Toadstool embark on a fun- doorstep of Yoshi's House.
fiiled vacation on Yoshi's Mario and Luigi discover
Island, the princess disappears there's more to the princess's
mysteriously- A hero's work is disappearance than they origi-
never done. Suspecting nally suspected. Noticing a
Bowser as the culprii, the note from Yoshi. the Mario
Bros, set out on their new Bros, head off to tind Bowser.
journey.

SUPER POWER-UPS
Mario and Luigi are going to need some help if they're to suc-
ceed in freeing Princess Toadstool and Dinosaur Land from the
terrible tyrant. Bowser, and his Koopalings, Throughout their
journeys, the Mario Bros, will find magical items that grant them
new abilities to aid their crusade.

SUPER MUSHROOM MADNESS CAPE FEATHER CAPERS


Mystical Super Mushrooms grow all over Dinosaur Holding Cape Feathers in their
Land. Mario and Luigi find during their travels that eat hands, Mario and Luigi notice the
ing one of the tasty 'shrooms gives them super size appearance of magical Capes on
and new abilities. When they eat a Super Mushroom, their backs. With a Cape Feather,
they change into Super Mario and Luigi. the brothers become Gaped
Mario and Luigi, which grants
them access to new abilities and
free reign of the clouds high above
Dinosaur Land.

FIRE FLOWER POWER


When Mario or Luigi finds a Fire Flower
he instantly transforms into

Luigi. tap the


Fire

B Button
Mario and

to shoot
in Dinosaur Land,
Luigi. With the
red-hot powers ot the Fire Flower, ihe brothers can loss a
barrage of unlimited fireballs at their enemies. As Fire
Mario or fireballs.
t^
NINTENDO POWER ADVANCE nintendo.com
HELPFUL ITEMS AND BLOCKS STARMEN

A
Friendly astral creatures imbued with the
Scattered throughout Dinosaur Land are many useful items and power of the stars. Starmen grant Mario
types of blocks that will help you on your quest to defeat Bowser and Luigi temporary invincibility. Starmen
iind his Ki m pal hit's. Sonic items will i»ive Marii and Luigi special i
are often hidden in Prize Blocks or Roulette
Blocks and. when touched, will cause the
abilities, others will allow them access into secret areas, and
brothers to sparkle and 'lash with star
some rarer ones will award extra lives. power. Their invincibility is very useful!

COINS DRAGON COINS


Coins are up lor grabs in every corner ot Dragon Coins look similar to regular coins
Dinosaur Land. When you collect 100 coins, but have Yoshi's likeness imprinted upon
you are awarded an extra life. Some stages their shiny surtace. Most stages in Dinosaur
contain secret bonus areas with tons ot coins Land have five Dragon Coins— sometimes
just waiting to be found. You can collect 1- even more appear in bonus areas. When you
Ups in nearly every stage if you collect all the collect live Dragon Coins or more, you'll earn
coins in that stage. a 1 -Up tor each consecutive coin.

1-UP MUSHROOMS 3-UP MOONS

©
The little, green, spotted mushrooms are a The little 3-Up Moons, are a
lunar bodies,
rarity but worth seeking out. For each 1-Up rare sight in Dinosaur Land. If you are lucky

Mushroom you find, you get an extra lite. enough to tind a 3-Up Moon, you will be
Many ot the bonus areas and bonus games awarded three extra lives. The smiling moons
1-Up Mushrooms you get
yield multiple if are hidden well, so it will take a persistent
lucky. Sometimes the little 'shrooms are Mario or Luigi to unveil their hiding places.
unseen in a stage, so search everywhere! It's worth the reward, so seek them out.

TRAMPOLINES KEYS
Springy Trampolines allow Mario and Luigi to Little golden keys are hidden in many areas

©-
reach areas they could not jump to on their in Dinosaur Land. When you find a key. the
own. You can pick up Trampolines and move keyhole it fits into is often nearby. Keys and

them to where you need the extra boost, and keyholes open up paths to secret stages and
you can use them as many times as you worlds. You have to search high and low tor
wish. Sometimes the only way to reach an keys, as they are usually in a hard-to-reach or
item or exit is with a high jump.

P-SWITCHES POWER BALLOONS


Two colors ot P-Switches appear in Dinosaur Power Balloons, or P-Balloons. transform
Land. Blue P-Switches turn solid blocks into Mario and Luigi into Balloon Mario and Balloon
coins and coins into solid blocks for a limited Luigi. The magical balloons are always hidden
amount ot time. The rarer silver P-Switches in Prize Blocks and. once released, float lazily

transform enemies into valuable silver coins :


oft into the sky. You've got to be quick to grab
I i
I
until the timer runs out. You can carry the them. With a P-Balloon, Mario or Luigi can
switches. float for a limited amount of time.

GRAB BLOCKS MESSAGE BLOCKS


Purple Grab Blocks are a special type of block Even Mario and Luigi need a tip or two at
that you can pick up and throw. When you times. Located in areas where a new skill or
pick up a Grab Block, it will begin to flash. item needs to be used. Message Blocks will
Toss the flashing Grab Block up at enemies or give you a Tourist Tip to help you along your
run while carrying one to knock out an enemy way Jump up and hit the block as you would
in your way. You can also use Grab Blocks to with any other, and press the A Button to make
feed a young Yoshi and make him grow up. the informative message disappear.

ROULETTE BLOCKS BONUS BLOCKS


You can get one of four power-ups from Bonus blocks are rare and a puzzle in them-
Houlette Blocks Depending on when you hit selves. If you hit a Bonus Block without solv-
the block, you could get a Fire Flower. ing its puzzle, it will yield only a single coin. To
Starman, Cape Feather or Super Mushroom. unlock the secret behind the mystical blocks,
Watch the changing item in the box and time you must obtain at least 30 coins in the same
your hit to get the item you want. Items con- stage in which they appear. You will be reward-
tinue to change after they're released. ed a 1-Up Mushroom if you succeed.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


THE MANY WAYS OF MARIO
Mario and Luigi are both very versatile in their own unique
ways— they can take any sort of surrounding and adapt to it like x
a pro. The Mario Bros, retain all their old stunts and have ^ ^ \ ^
learned some new ones as well. Bowser and his minions don't
stand a chance against the skilled moves of the brothers.

SHARING SHELLS
'*m im m\ Koopa Troopa shells can
become an instant form of
Sometimes blocks or enemies
are too high for Mario and
armor or artillery for Mario Luigi to reach. Borrow a near-
and Luigi. Stomp a Koopa by Koopa Troopas shell and

1
once, then pick up its shell by carry it to where you need to

pressing the B Button. You can reach. Press the direction you
carry the shell by holding Ihe want the shell logo, then
B Button as you walk. release the B Butlon lo toss it.

Mario and Luigi can climb


vines with an item, which can
be useful for reaching some
secrets. Pick up the item you
wish to bring along, then toss
it up the vine. Climb up after

the item to catch and


it carry it

up to the top of the vine.

SUPER SWIMMING
staneaG To climb a fence, press the B Mario and Luigi take to the
Button and Up, then the direc- waters with ease. Press the
tion you wish to climb. To direction you wish to swim
knock Koopa Troopas oft the and tap the A Button to kick up
fences, either move down on some waves. Let go ot the A
top of them or punch them Button to float down. Press the
with the B Button when they're B Button while swimming to
on the other side of the fence. use your Cape or fireballs.

Sometimes you'll need to Mario and Luigi can slip up


break blocks to reach a pipe or and down various sloped sur-
ilem. Stand on the yellow faces, which can be a very
blocks as Super Mario or useful tactic for knocking out
Luigi. then press Ihe R Butlon lines of enemies headed your
to leap up and perform a Spin way. Press Right or Left and
Jump. The Spin Jump is also Down to start sliding, then
useful against some enemies. keep pressing Down to the
bottom.

NINTENDO POWER ADVANCE nintendo.com


CAPED CRUSADING
You can discover many treasures in Dinosaur Land— the great-
est ofwhich is the Cape Feather. When Mario or Luigi grabs one
of the magical feathers, a Cape will appear on his back. While
donning the Cape, the brothers can soar high into the clouds,
glide and perform a whole new set of special attacks.

CLEAR FOR TAKEOFF STAY ALOFT


i° **Uii Ityj os^ g&nus§| Before you can go soaring into »u **tiij mi g& sSftng After building up enough
the wild blue yonder, you'll momentum to fly, press the A
have to build up some speed Button to rise into the sky.
(or takeoff. Search for a flat Once in the sky, continue to

area that's clear of enemies hold the A and B Buttons and


and obstacles to use as your tap the opposite direction
runway. You may need to clear Mario or Luigi is flying as his
a path before taking flight. head begins to tip downward.

Once you find a clear spot fo


build up enough momentum
for takeoff, you can explore the
clouds above. Run in the
directionyou wish to go, then
press the B Button to acceler-
ate. When Mario or Luigi puts
his arms out. you'll be ready
for flight.
SAFE LANDING
X" ™ **us u/i &ss ri&jSS Mario and Luigi can glide while
wearing the Cape, which is very
00 useful for making precise land-
ings on small targets. Press the

1 B Button to jump then hold B


while using the Control Pad to
maneuver while gliding.

00
eB

FAST DIVE FROM THE SKIES


Nearly every enemy is vulnera- You can perform a thunderous
ble to fhe powerful Cape Spin will send everything
attack that
attack. Stand near one of below you flying in shock. To
Bowser's baddies while wear- perform the Fast Dive, hold the
ing theCape and press the R A and B Buttons so you con-
Button to let loose a whirlwind tinue flying, then press the
of caped fury, Try the Cape same direction you are flying
attack while running. to cause an earthquake below.

Use Mario or Luigi's iron belly


to pound enemies into the
ground from above. While in
go of the Control Pad
flight, let

to glidedown wiih the Cape


open. You can glide over and
smash one or several enemies
with the Press Crunch.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


YOUR PAL YOSHI
The playful natives of Dinosaur Land. Yoshis become fast friends
with the Mario Bros. Joining the quest to defeat Bowser, Yoshi is
a valuable ally with his various special abilities and lightning-
quick tongue. There are four different colors of Yoshis, each
with its own unique attributes.

HATCH A FRIEND NURTURE THE YOUNG


Bl '"
Yoshis are always hatched
from a Yoshis Egg. Sometimes
the eggs are hidden in

Blocks; other times they're in


Prize
'"".'"
*' J
r When you
Yoshi
will
in
discover a baby
the Star Worlds, he
be very weak. You must
teed the young dino to make
plain sight. Yoshi's Eggs yield him grow into an adult Yoshi.
a Yoshi of the same color that Five enemies or berries or a
is either full-grown or a baby, power-up item will make the
depending on the stage. baby Yoshi grow up.

As 1

YOUR LEAD STEED FASTEST TONGUE IN THE LAND


Ride in style through Dinosaur *" While atop Yoshi. press the B
Land atop your pal Yoshi. Button to make him slick out
When you encounter a full- his tongue. It you are near
grown Yoshi. hop on his back most enemies, he will slurp
for a ride. Press the R Button them up into his mouth. When
to dismount, but be careful— Yoshi swallows a Koopa. he
Yoshi is easily spooked and
will run off if hit by an enemy. v will hold the shell in his

mouth. Press B

vT^k-J
lo spit it out.

YELLOW SHELL STOMP


When Yoshi swallows a red Gulp up a yellow Koopa shell to
Koopa shell, he gains the abili- make Yoshi stomp the ground
ty to spit three fireballs at and cause an earthquake that
once. Press the B Button to will make the enemies in the

spit out a powerful fire attack area go flying. Press the A


that will clear any nearby ene- Button to jump and slam. If a
mies. If you're on a red Yoshi. yellow Yoshi swallows any
any color shell will produce color shell, he can stomp.
fire.

GREEN SHELL SHOOTERS


With a blue Koopa shell in his Swallowing a green Koopa
mouth, any color Yoshi will shell is a great way to mow
sprout wings and fly for a down enemies in your path.
short period of time. Fly by Yoshi will hold the shell in his

tapping the A Button, but find mouth until you press the B
a place to land if Yoshi starts Button to spit it out. Follow the
to swallow. you are riding a
If speeding shell to clear a path,
blue Yoshi, any color shell will but watch out for the rebound!
yield wings.

NINTENDO POWER ADVANCE nintendo.com


Growing among Ihe lush
shrubbery of Dinosaur Land
are three types of juicy berries,
which happen to be Yoshi's
favorite treat. Red Berries are
the most common and appear
all throughout Dinosaur Land.
When Yoshi gobbles up 10
Red Berries in the same stage,
an egg will appear and hatch a
Super Mushroom.

GREEN BERRIES
Pink Berries are mucn more Green Berries are extremely
rare than Red Berries— often rare. When Yoshi eats one ol
there are only two in a stage. the elusive fruits, it will add 20
When Yoshi eats two Pink seconds to the stage's timer.
Berries in the same stage, a
cloud will appear and drop
coins. Collect all the coins to
earn a 1-Up.

Just like a crafty little chip-


munk, Yoshi can hold an item
in hischeeks for later.
Swallowing items like a P-
Switch or Trampoline for later
use is a very useful tactic Yoshi's amazing, sticky tongue
when you need to carry the can grab items that Mario or
item a long distance. Luigi would have a hard time
reaching. Blocks, pipes and
other obstacles don't stand a
chance against Yoshi's tongue.
Some items and keys can be
reached only by Yoshi's
tongue.

Hidden in Prize Blocks


throughout Dinosaur Land are
rare Yoshi's Wings. If you're
riding Yoshi when you release
the wings, leap up into them to

j| be carried to a secret bonus


area in the clouds. Any color
HIDE-AND-SEEK YOSHI
Yoshi be able use the
will to
* ««nj i ] a§j § ,xcx Sometimes Yoshis are hidden
in secret areas of the stages. If

you don't look for Yoshi, you

& I
— could pass up the opportunity
to bring your dino pal
tor the fun. Always search
every nook and cranny ot
along

Dinosaur Land for him.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


WELCOME TO DINOSAUR LAND
Named for the playful dinosaurs. Yoshis. Dinosaur Land is a mysterious plate with lush rolling hills,

jagged peaks and an emerald forest set upon the backdrop of a deep blue sea. It's a perfect spot for

a vacation— or so the Mario Bros, and Princess Toadstool thought. Something is amiss in Dinosaur

Land, and all clues lead to a nefarious family of Koopas led by the one and only, Bowser.

MAP KEY

cama
<S> SUPER MUSHROOM

_ FIRE FLOWER

CAPE FEATHER

If STARMAH

<*> 1-UP MUSHROOM

a-IJP MOOH

«» P-SWITCH

iifil POWER RALLOOH

2 TRAMPOLINE

m ORAR BLOCK
O ROULETTE HLOCK

KEY

» > > RERRIES


©©©©'OSHI'SEI

EESiaESEia
t VINE

• I

V s GOALPOST

V I?

IMiWIJ.IIliU STAR WORLD


DOOR A
J
LEADS TO
POINT A
SPECIAL WORLD pg.s 9

. YOSHIS WINGS PICKUP


LEADS TO
SECRET AREA
^
NINTENDO POWER ADVANCE nintendo.corr SUPER MARIO WORLD: SUPER MARIO ADVANCE 2
YOSHI'S ISLAND
As Mario and l.uitji embark on their adventure to save Princess
Peach, they're joined by the helpful dinosaur, Yoshi. Bowser has
also captured Yoshi's friends, soit's off to the rescue together!

YOSHI'S ISLAND 1
I JUMP AND DUCK
Run up the sloped ledge
and jump to reach the
Dragon Coin. Quickly
duck to avoid Banzai Bill,
or jump on top of him to
knock him out.

?lrl-., '.TlfcfcJrJ liWtf i l» N-|-.T --hrf-m

3-UP MOON: Only Gaped


Some items are hidden in
Mario or Luigi can reach a rare
Flying Prize Blocks. When 3-ttp Moon. Alter finding a Cape
you jump up and hit the
winged blocks, the treas-
ure inside will tall into
your hands below.

J 9»8B»»90»»BB0M

fii.-V tr.ii i"1i:fc*f "it


I SPIN LIKE A TOP
Mario and Luigi can per-
form a Spin Jump by
pressing the R Button. Use
the Spin Jump to crash
through blocks and reach
hidden treasure and areas.

YOU'RE HALFWAY THERE


Midway Gates mark the
halfway point and where
you'll resume if you don't

fcfctfl "1lrl>r *lrl f '\rfStL make it through on your


first try. You'll get a power-
up when you pass one.

I TOSSIN' KOOPA SHELLS


You can hit some After hitting the block
unreachable blocks trom overhead with the shell,
below by tossing a shell quickly run past the cloud
up at them. Grab a nearby path. Duck the oncoming
shell with the B Button, Banzai Bill and jump to

aim and let go to throw it. Up Mushroom.

Hit the block and collect Run and bounce off


the Fire Flower to trans- Chargin' Chuck's head for
form into Fire Mario or an extra boost. The higher
Luigi. Blast your enemies you break the Goalpost
with bouncing fireballs by tape, the more Goal Stars
pressing the 8 Button. you'll earn.

NINTENDO POWER ADVANCE nintendo.com


YELLOW SWITCH PALACE After stomping on itie P-
Switch. quickly run and
THE MYSTERIOUS SWITCH PALACES collect as many coins as
you can before the timer
fr. runs out. For every 100
coins, you get a 1-Up.

YELLOW BLOCKS RELEASED


When you appear in the
After you complete Yoshi's Island 1 the Yellow
,
room with the large yellow
Switch Palace will appear. There are (our Switch switch, jump on it to acti-
Palaces spread out over Dinosaur Land. Each, when vate yellow blocks through-
activated, will make yellow, green, red or blue out the land. The blocks will
blocks appear where outlines ot blocks once were. aid you on your journey.

YOSHI'S ISLAND 2

Pickup the empty shell When Mario or Luigi hops


and toss it at the chain ot onto Yoshi's back, ene-
red Koopas. Quickly fol- mies beware! Press the B
low the speeding shell as Button to make Yoshi
it overturns the turtles to chomp Bowser's med-
earn a 1-Up reward. dling shelled minions.

I SECRET TREASURE CAVERN


The secret area beyond the Within the secret cavern
blue pipe is easy to reach are Flying Prize Blocks.
with Yoshi. The nearby Hit them either by throw-
Monty Mole has other ing the Grab Blocks up or
him from
plans, so prevent using Yoshi for height and
making Yoshi run off. lumping up off his back.

If you break the Goalpost


tape while riding Yoshi,

M\ 1/
not only will you get more
Goal Stars, but Yoshi will

accompany you to the


next area.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


YOSHI'S ISLAND 3
I SWINGING PLATFORMS

Carefully leap from solid ground onto the midair


swinging plattorms to reach the new area. As the
platform rotates, jump when you are closest to the
next patch of solid ground. Watch out below—
there's nothing to break your fall.

il UP YOSHI'S EGGS
ti^wia

Among the benefits of having Yoshi along for the


adventure are the added opportunities to grab 1-Ups.
II you already have Yoshi, each Yoshi's Egg you find
will become a 1-Up Mushroom. Hit the right Pri2e
Block, then quickly jump up to grab the treasure.

Ride the swinging plat-


form down to reach the
yellow pipe in the corner.
Press Down to enter the
pipe and go to the secret
area.

I THE OLD SWITCHEROD


Step on the P-Switch to
! STRETCHING PLATFORMS
Crossing the stretching
transform the coins tem- platforms takes some
porarily into blocks. Use the quick footwork. Stay on
btocks to cross the lava the block closest to the
safely and reach the Dragon center, then jump to the
Com on the other side. next set of shifting blocks.

The last Dragon Coin is just before the course's


Goalpost. Ride the three swinging platforms toward
the exit and position yourself for a giant leap
toward the Dragon Coin If you miss it on your first

you can return to the stage and try again.


try.

NINTENDO POWER ADVANCE nintendo.com


YOSHI'S ISLAND 4
ED To reach the hidden 1

Mushroom, have Yoshi


bounce high off one of
the flying fish, then Spin-
Jump off his back up to
the platform above.

ETfcn

l HOP, HOP, HOP 1 PIPE TO FREEDOM


The floating platforms Run right into the green
sink a little when you pipe to warp to the end of
jump on them. Make the stage. Jump high
guick jumps across the when cutting the Goalpost
three islands and grab the tape to earn as many Goal
Dragon Coin. Stars as possible.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


IGGY'S CASTLE

T1 IGGY'S FIERY FORTRESS 1 CLIMBING KOOPAS


Iggy's Castle is riddled Hit the climbing Koopas
with lence-climbing on the same side of the
Koopas. bubbling pits of fence from above, or
lava and pummeling press the B Button to
columns. Jump on the knock down ones on the
fence and climb on! opposife side.

Jump on the P-Switch to '^ . lyf fff t^?^]


.
. As you climb over the
reveal a valuable Fire pools of lava, watch out
Flower in the center Prize for the Lava Bubbles that
Block. Climb up and jump shoot up. You can't hurt
to collect the flower, but the fiery fiends, so time
watch out tor Koopas. your climbing carefully.

To switch sides of the After climbing all the


chain-link fence, press the fences, you'll be rewarded
B Button at one of the with a little rest. Cut the
revolving squares. You'll Midway Gate tape to
have to do so to reach power up and save your
some Dragon Coins. castle progress.

IM-ViH:|.j.1,'J -
Wait on the left side of
the firsf ceiling column as

it pounds down. When it


rises, run to the next col-
umn and duck in the pit

to avoid being squashed. fl


] POWER UP FOR VICTORY
Take advantage ot your The last Dragon Coin in

last chance to power up Iggy's Castle is a tricky


before facing Iggy. Jump one to As the final
get.
up to reveal a Fire column rises, run
ceiling
Flower— a useful tool and jump across fhe
against the Koopaling. stretching platform.

BOSS BATTLE

FREEDOM RETURNS TO YOSHI'S ISLAND


ONWARD TO DONUT PLAINS
. . « m^M Bowser's clutches, but A new path lo Donut Plains appear with the fall of Iggy's
will
you can't rest yet— the Fortress. Secrel areas, new items and more enemies await
princess and remaining
Yoshis need your help, Mario, Luigi and Yoshi as they continue their search for Bowser.

NINTENDO POWER ADVANCE nintendo.com


DONUT PLAINS
DONUT PLAINS 1

To avoid thetight forma-

Super Koopas,
tion ol
jump above ihem or duck
below as they tly by. At
'
useCHargin'
Chuck for an extra boost

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


DONUT PLAINS 1 HIDDEN AREAS
OQ PAGE 25 JUMP CAREFULLY
You must hit each row of
Prize Blocks in a certain
order to earn a 1-Up
Mushroom. If you
choose the correct Slock,
it will turn green and

have a circle on it.

If you successfully get


three green blocks in a
row. you will be awarded
with a 1-Up Mushroom.
If you guess right every
time, you could walkout
with five extra lives!

FROM Q PAGE 25

Mirri a

The second secret area in Donul Plains is full of


coins, coins and more coins! Grab the Cape Feather
at the entrance and run up the sloped block to get a
good running start. The area is a gold mine, hut it's FROM PAGE
very easy to lose track ot time in it.

There is a total of 600


coins in the bonus area
The coin counter atop the
firsi set of pipes will help
you keep track of how
many re

Coins frame the set of


pipes at the end of the
area. Using the sloped
I block, run up, across and
I down to gather them all.

NINTENDO POWER ADVANCE nintendo.com


DONUT PLAINS 2
1 BUZZY BEETLE AND SWOOPER ] BOUNCING BUZZY
Jump on lop of Buzzy As the platform rises, you
Beetle's shell and send willbe trapped between
him spinning into the two walls. If you jump on
nearby Swooper. Hit the Buzzy Beetle, leap out of
far-right Prize Block for; its way as it ricochets otf
needed Super Mushi the walls.

Quickly run past the moving platform below the


orange and green pipes and wait for the platform
on the right to lower. Jump on the flat platform,
avoiding the Swoopers. As it rises, leap up
second green pipe to enter a secret area.
into the
LrliiUUnb

Run along the bumpy cavern floor, avoiding ene-


mies and timing your sprints past the lowering
Hold a shell and Spin-
areas, Once you reach the last moving platform on
the right, take a running leap onto it. If you don't
Jump through the blocks.
Take it to the far-right
make the jump in time, you'll get squashed.
stair-step block and toss
it up to make a vine grow.
Follow the vine to the key.

GREEN SWITCH PALACE


SHEUTOSS
After having lun with the
Koopas below, follow the
upper path to the right to
find a green pipe. Enter
the pipe to reach the
Green Switch room.

Upon entering the Green Switch Palace, pick up the shell then jump Jump on the Green
on the P-Switch to your right to make the brown block turn into a Switch to release the
coin Drop down the opening and toss the shell to the left. Jump green blocks from the
back to the upper path and follow the shell to the right for a 1-Up! palace. Solid blocks will
appear everywhere there
had been a green outline.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


DONUT GHOST HOUSE

The Donul Ghos! House


door opens mysteriously,
and Boo can be heard
laughing inside. Grab the
coins as you run right,
but watch out for ghosts.

Five Dragon Coirs are


hidden throughout the
haunted house. Grab the
first coin as you dash

right to the tirst door.

Run up the stairs to enter


a doorway on the far
right. Watch out tor the

Boo Buddies following


you— they love spooking
adventurous visitors.

THE SILVER DOOR

Jump up and hit the block to the right of the stairs


tomake a P-Switch appear. While dodging Boo
Buddies, activate the switch and follow the arrow of
coins left to a silver door. When the timer runs out,
the door will fade away, so be fast on your feet!

L'-i *£ >££a| you can move tne tra j| j

coins you find by press-


ing any direction on the
Control Pad. The coins
will stop in their path it
Jump up and hit the block
they run into anything
to the right ot the stairs
to make a vine grow.
Climb the vine to find a
lone doorway that leads
to the goal. TOP SECRET AREA
UNLIMITED 1-UPS, POWER-UPS AND YOSHI
You must be Caped Mario Return to the Top Secret
or Luigi to access the hid- area as often as you'd like

den door leading to the to grab Yoshi and some


Top Secret Area. Grab the power-ups. If you have

four 1-UpS by hitting Ihe Yoshi. the center block will


blocks from left to right yield a 1-Up Mushroom.

NINTENDO POWER ADVANCE nintendo.com


DONUT PLAINS 3

Jump onto Ihe Triple Allow the Pully Lift to


Swing Lifts and ride them bring you around to the
until you're near the next moving Triple Swing Lift
area ot solid ground. with the Dragon Coin on
Unlike in previous stages. it. Jump to the right and
the platforms don't stop. grab the coin.

Drop down to the lower After climbing fhe vine up


ledges using either a Cape into the clouds, grab the
Feather or a Spin Jump to second Dragon Coin. Run
smash the blocks. Hit the right along the cloud path
far-right block to make a and drop straight down to
vine sprout. the solid ground below

Z3
] FOLLOW THE LIFT
Some Pully Lifts have One of the Pully Lifts has
ON/OFF switches. The lifts a track that's broken into
run along fheir tracks three segments. At the
normally until fhe switch end of each one, jump to
is turned to OFF, then the the platform to continue
track changes course. your ride to the end,

After exiting fhe 1-Up


Room, you will need to
backtrack to your left to

find the last Dragon Coin.


Jump onto the Triple
Swing Lift to pick if up.

Each time you collect 100 Goal Stars, you'll earn a trip to the Bonus Room. The
higher you break the Goalpost tape, the more stars you'll get.

THE BONUS ROOM


If you get lucky enough
^^^^H jumps so that you hit to have three of fhe same
|B8^H each block before it pas; symbols in a row. you'll
3s es you'll get the same gel a 1-Up Mushroom.
I picture to appear. You can get up to eight if
you lime things just right.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


DONUT PLAINS 4

As each pipe moves up


and down, you'll
jump right from pipe to
pipe to continue on.
Gliding with the Cape
makes landings
aJT-jUhn easier.

I SECRET CLOUD PATH


i
if •"^u'lm an

The Amazing Flying Hammer Brothers found Just after exiting the underground area, you'll see a
throughout the stage try to knock Mario and Luigi cloud path high overhead. To reach it, use a Cape
out with a barrage of hammers from above. Knock Feather or have Yoshi eat the shell of the blue Koopa.
the first one off his flying platform by jumping up Jump up under then to the right of the gray block at
from below, then hitch a ride. the end of the clouds for a 1-Up Mushroom.

The first appearance of a Roulette Block is in Donut Just before the Goal is a huge crevasse that Mario
Plains 4. The block spins four prizes: a Super and Luigi will need a little help getting past. Avoid
Mushroom, Fire Flower, Cape Feather and Starman. the raining Paragoombas and knock the Amazing
Jump up and hit the block to release your prize, Flying Hammer Brother off his floating platform.

which will keep changing until you grab it. Hop on the winged blocks and leap for the goal.

NINTENDO POWER ADVANCE nintendo.com


DONUT SECRET 1
DONUT SECRET 2

J GROWING COINS I REACH FOR THE STARMAH


When you hit the first Using the Trampoline,
block, a chain of coins bounce up and hit the block
move. You
will start to overhead to make a vine
can control the chain's grow. Shimmy up the vine
direction, but it will stop to find a block containing a
it hits something. very useful Starman.

With your Starman -powered invulnerability, Spike


Tops are no match tor you. Dash through as many
of the pointy-shelled beetles as you can before you
return to normal. If you can make it to the next
block to the right, you can get a second Starman.

hiLiHii |-rr.ii«jr J nMi -^i


The hungry plants found in the stage all want to
take a bite out of Mario and Luigi Time your steps
to avoid falling prey to the Jumping Piranha Plants
Grab the power-up item
and Munchers. Using a Spin Jump with the Cape
outside the pipe, then
and bringing Yoshi along are also great strategies.
enter and transform into
Galloon Mario or Luigi
lor some floating coin-
collecting fun.

I BOWLING FOR SPIKE TOPS ] HOP TIL THEY DROP


'ityW'HB Bounce atop the oncom-
ing Koopa to knock it out
m Jump on the topmost
Winged Koopa Troopa
of its shell. Kick the shell and keep hopping to earn
at the line of Spike Tops a 1-Up Press Right to
and run after it to earn a clear the gap below as the
1-Up. Strike! Koopas tall.

NINTENDO POWER ADVANCE nintendo.com


EH3Em2223--B
MORTON'S CASTLE

|EE|

The entrance to Morton's Castle is guarded by


pesky little Thwimps. Run past the bouncy little
blocks to the escalator. Move up toward the door,
ducking when needed to avoid being smashed by
the three huge Ball n' Chains along the way.

jr

Ttiree Thwomps guard


the next hallway. The
huge stone enemies come
crashing to the ground it
f*4M
they sense someone, so
pass as they're rising.

Activate the Midway Gate before moving on. The As the walls slide, dangerous spikes move across
next room's walls shift, so time your movements the floor.Jump from the right to the left, using the
carefully. As the first wall on the right slides out. green block as a resting point between bounds. As
you will have just enough time to slip beneath the you climb up to the door to Morion's room, grab
Prize Blocks to collect a power-up and some coins. the last Dragon Coin.

BOSS BATTLE

IZZ

I
SUPER MARIO WORLD: SUPER MARIO ADVANCE 2
VANILLA DOME
VANILLA DOME 1

As you enter Vanilla


Dome 1, run past the
approaching Spike Top
and chase down Ihe
Flying Prize Block (or a
helpful power-up.

Pick up one ol the empty


Koopa shells, then drop
down to the tloor. As a
Buzzy Beetle approaches,
kick the shell and run
after it to clear the way.

Jump up when you reach


the end of Ihe small block
maze. Send the Buzzy
Beetles flying as you
bump the blocks from

riij
i

Hit the Prize Block and grab the Siarman at the When you reach the end of the path, it will look like Chargin' Chuck is guarding the Goalpost and punt-
entrance to the next area. The main piece o! land is a dead end. Hit one of the blocks overhead to make ing footballs in your path as you draw near. Jump
sinking and won't wait for you. so make a run for it. it spin, then jump up on the solid block beside it. on Chargin' Chuck's head once to make him stop
Don't stop for anything but the Dragon Coin at Ihe Jump to the right to set foot on land again, close to throwing the footballs, then use his head as a boost
end or you'll sink into the lava below. the Goalpost. to reach the goal.

NINTENDO POWER ADVANCE nintendo.com


VANILLA DOME

After swimming as far as


you can, jump up and hit
the block above the water.
Climb up the vine to a
higher area ot land, then
continue right.

] P-SWITCH MAGIC
Carry the P-Switch to a I HELPFUL CHARGIN' CHUCK
block wall on your left.
Activate the switch, then
run left and dropdown
into the water past the
Dragon Coin for the key.

Past the Midway Gate is a wall of blocks. There are


two ways to clear the obstacle —
either use a Cape
Spin or allow the nearby Chargin' Chuck to crash
through the blocks and create a new path. Grab the
power-up in the Roulette Block to the right.

The door ot the secret underground area is very


slippery. As you move lorward, jump over the Buzzy
iTEAM CHARGIN CHUCK Beetles and watery gaps. Stop for the Prize Block
Two Chargin' Chucks are on the third area of land, but be careful not to slide
waiting to tag-team you right into the oncoming 8uzzy Beetles.
as you near the Goalpost.
Use their hard heads to
bounce over the last
remaining obstacles.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


RED SWITCH PALACE THANKS, KOOPA TROQPfl
The flashing Koopa shell
willknock over anything
KOOPA-CHAIN REACTION in its path as it follows
you. Run to the far-right
end of the room without
stopping to earn a I -Up.

When the timer runs out.


Koopa will
the crazy
become trapped between
To solve the Red Switch Palace puzzle, pick up Ihe P-Switch and
blocks, allowing you sate
drop I! nex! to the far-left block. Activate the switch, then jump onto
passage to the Red
the row of blocks lha! forms. Follow the flashing kamikaze Koopa
Switch room.
shell all the way to the right before time runs out.

VANILLA GHOST HOUSE


WATCH YOUR BACK
Boo Buddies are shy little
ghosts, but if you show

your back to them, you'll


find yourself surrounded
Each step, turn to face the
Boos to keep them at bay.

NINTENDO POWER ADVANCE nintendo.com


VANILLA DOME 3

] LAVA RIVER RAFTING


Blargg lives deep within Mario and Luigi will stick

Ihe molten lava of the to the skull rati like glue.


Vanilla Dome. When you There's no need to jump
see the fiery creature sur- unless the ride is coming
face, jump out of the way, to an end or you need to
or become a snack. dodge an obstacle.

Nestled in a little cove far Stomp on the Koopa that's


above tfie lava is a 3-Up kicking the shell, then jump
Moon. To reach it. pick up on the shell to stop it. Cut
a Cape Feather from the Midway Gate tape and
below, fly up and right toss the shell at the center
then run left. block to free Yoshi.

As the skull rati passes


beneath the platform, you
must jump above and fol-
lowit to the right. Dodge

the Piranha Plants or give


Yoshi a little snack.

The skull raft finally


comes to the end of its
track near the Goalpost.
As the raft reaches the
edge of the lava-fall, make
a mighty leap for it.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


VANILLA DOME 4
1 DODGING BULLET BILLS
Bullet Bills come shooting To reach the Super
out of nowhere at Mario I
Mushroom, dropdown
and Luigi in the land using the two spring plat-
beneath the stars. Duck
beneath or jump on top
the bullying bullets.
ot

L \ |
forms then bounce your
way back up. Watch for
speeding Bullet Bills'

I I I ji '. . . i
1 FANCY FOOTWORK
Jump In a counterclock- It jump
takes a well-timed
wise motion around the to reach theMidway Gate.
block to make a 1-Up Waitfor the Winged
Mushroom appear. Be Koopa Troopa to fly as
quick to grab Has it high as the gate, then
springs off to the right. double-jump oft its back.

3 A PATH BEST TRAVELED ALONE 1 0BSTACLE COURSE


The hidden coin room is As the skull raft tloats

Dest to visit alone, along, duck or jump the


because Yoshi can't make block obstacles that get in

some of the jumps. Don't your way. Grab as many


lose the skull raft, or coins along the way, but
you'll be stranded. don't get left behind I

II. i

3 JUMP FOR THE STARS


After exiting the lava-filled At the Goalpost, bounce
coin area, backtrack left on the tip of the spring
to the row of blocks. platform to catch the tape
Spring to the ledge below, at the very top. Try to
or glide with the Cape tor drop down and get all 50
a 1 Up and coins. Goal Stars!

NINTENDO POWER ADVANCE nintendo.com


VANILLA SECRET 1

You have only two chances to grab a power-up item The only way to go is up. Stand on the green pipe
in VanillaSecret 1 so don't miss out. Just after you
.
and hit the center yellow block to make the first
enter the stage, lump up and right—dodging the vine grow. Climb up the vine, then drop down onto
Winged Koopa Troopas that hover above. Leap to the left ledge. Hit the block above to sprout the sec-
the left and up to find three Prize Blocks. ond vine. Up you go!

One of the five Dragon Coins is a bit out of sight. Six Winged Koopa Troopas guard a narrow passage
After climbing the two vines, run left and drop you must get through to continue on. Bounce on
down into the pit with three spring platforms along opening— when the space
the spring just below the
the left wall. Grab the Dragon Coin at the bottom between the Koopas and the gap line up, quickly
and bounce your way back up. press Up and the B Button to fly through.

To reach the two Dragon


Coins that hang high over-
head, pick up the Trampoline
and toss it up to the ledge
below each coin. Bounce up
and grab the coins.
^ TAKE FLIGHT

Bounce up the left pas-


sage lined with spring
platforms, then enter the Reaching the pipe that leads to a secret goal takes
pipe on the right. Jockey some tricky caped maneuvering Build up speed by

past the Chargin' Chuck running along the flat platform below and to the
and leap for the goal. right of the pipe, then soar up and left as far as
you can go. Drop down and enter the pipe to reach
the Goalpost.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


TTl WHEHKDQ
VANILLA SECRET 2 Hordes of Flying Koopa
Troopas are oui lo put a
stop lo Mario and Luigi.
They're no match lor
Voshi's appetite or Fire
Flower power.

T7lP1NI)-STOft
Have Yoshi spit a shell at
P**W1 IH. Not only can Yoshi swal-
Ihe green block lo reveal low the Flying Koopa
a Cape Feather. Return to Troopas, but he can also
the beginning of the stage pound down on them—
lo get a running start and .** destroying them with one

J soar into the cloud path. mighty dino-stomp.

One of Yoshi 's favorite


snacks is Lakitu in a pipe.
Chomp Lakitu or slomp
him while avoiding the
diving Parabombs. Jump
up for a Cape Feather.

Carefully hit the second block from the left to reveal


a P-Switch Activate the switch to make the nearby
Spmys lurn into valuable silver coins. After collect-
ing six silver coins, you will earn an exponential
number of 1-Ups foreach addilional silver coin.

Enter the underground Tackle the Chargin' Chuck


coin room and slep on Irioby hitting the blocks
Ihe P-Switch. Run along below them then stomp-
the lower blocks and grab ing on their heads. While
as many coins as you can you're a! it. take out the
before lime runs out. Lakitu in the pipe. too.

NINTENDO POWER ADVANCE nintendo.com


VANILLA SECRET 3

1 FINNED FLYING
Leaping from the crystal- You can reach some plat-
blue waters are some forms only with the
helpful new —
friends the Dolphins' aid. The only
Dolphins. Mario and Luigi two available Prize Blocks
can hop on their backs are out of reach tor Mario
for a dry ride. and Luigi alone.

PI LONE STAB BLOCK

&
_^L ±Z
Poopuffer is a spikey biowfish with a bad attitude.
It fallows Mario and Luigi, trying to take a poke at
them. Leap past Porcupuffer on the backs of the
Dolphins. Spin-Jump it or knock it out of the water
with a Cape Spin. The Bonus Block will yield a 1-Up Mushroom it you have collected
at least 30 coins when you hit it. After you activate the block once,

GATE LIMBO
the 1-Up Mushroom will never appear again — it will just be a single
coin block.

The Midway Gate is inconveniently located high


above the water and out of reach. Mario and Luigi
need the aid of the Dolphins to reach the gate. Hop
on the back of one of your aquatic amigos and let it M*M1 -
carry you up to break the tape.

] A HELPING FIH 3 00 WITH THE FLOW

As the two Dolphins leap up and down from their watery home, use e the goal, the sky is tilled with arrows made of coins. II you
them as steps between the two platforms. Hop off the first platform remain on the back of the lead Dolphin, it'll carry you all the way to
onto the left Dolphin, grab the Dragon Coin then hop onto the right the goal safely. Try to grab the last Dragon Coin along the way. If
Dolphin. As the right Dolphin leaps up. jump onto the right platform. you need to jump off. keep an eye out for Porcupuffer.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


VANILLA FORTRESS

_EE 3

L-

BOSS BATTLE

NINTENDO POWER ADVANCE nintendo.com


LEMMY'S CASTLE

SWITCH TO SAFETY 3 LAVA BUBBLE LEAP


Carry the P-Switch to the The lava has gotten so
ledge right of the door. hot in Lemmy's Castle.
Clear a few of the coins Lava Bubbles shoot to the
irlF on the right, step on the llp- ceiling. Wait for the Lava
switch and enter the door
to find the Midway Gate.
t~ [J-.-f.fe..,.
Bubbles to fall, then jump
over them to pass.

] MOLTEN MANEUVERS ]GRAB 'EM WHILE THEY'RE HOT


Where some platforms All live of the Dragon
may look safe to stand Coins are scattered
on, they could soon drop throughout the last room.
into the lava. Press the L Some drop into the lava
Button to scroll ahead as the blocks shift, so
and time your moves. watch carefully for them.

BOSS BATTLE

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


TWIN BRIDGES

Climb onlo lite pulley rope to proceed to the end ot


the stage. As the rope passes right along Ihe track,
climb up or down to dodge Ihe buzzing Buzz Saws
and collect coins. It is helpful to press the L Sutton
so you can see ahead a short distance.

NINTENDO POWER ADVANCE nintendo.com


COOKIE MOUNTAIN

[rasUMO BROTHERS STOMP


TqaagHS When the Sumo Brothers Pick up the Koopa shell
^^^^PH stomp, lightning strikes and carry it to the top of
n MSB o g the ground below, igniting the ledge to the right. As
a tiery blaze. KO the giant the Monty Moles pop up.
Koopa by hitting the drop-kick the shell to the
£ZJ |i'i i',' i .«m7S, | blocks below him. right to send them flying.

Hit the third block from


the left to sprout a vine.
Climb the vine to find a
Dragon Coin to the right
and a 1-Up Mushroom on
the ledge to the left.

The bonus coin area is After exiling the bonus


patrolled by two prickly coin area, jump onto the
Porcupuffers. Use a Spin cloud path. Bun at full
Jump to get past the fish, speed along the clouds to
or bring Yoshi to hop reach a 1 -Up Mushroom
safely upon their backs. near the end.

mi h niiTrrnrmffri^^r
i

ns
n n > n !»
HnniiTimrnrn

1 BERRY DELICIOUS
When Yoshi eats two Pink Take out the lower Sumo
Berries, an egg will Brother first. If Yoshi gets
appear and hatch a little hit, catch him as he runs
cloud. The cloud follows by. Hop back up and take
you and tosses coins. Get out the second Sumo.
all the coins for a 1-Up

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


BUTTER BRIDGE 1

eh unn
E3

I—"^ T T f
-i-' l '] v-^ft.t;
When Mario or Luigi The tloating gray platforms
steps on any of the Piston between Piston Litis can
Lifts, the platforms begin sustain only a few steps
to sink. Jump continually before falling into obliv-
to keep trie lift from drop- ion. Keep moving or you'll
ping too low. fall with them.

TTlKOQPA BOOST
pviqnzrw Sometimes the only way 8ounce off the shells ot
to reach the next platform the line of Flying Koopa
is to get some help from Troopas. Not only will yoj

a nearfiy Flying Koopa £ clear the air of the med-


Troopa. Bounce off its dlesome turtles, but you'll
shell for a mighty boost. also receives 1 -Up.

M*MI

The screen slowly scrolls


up through the tour rows
of blocks. Quickly grab
the power-up the
DZEEEECEEEB in first

row and move up until


you reach the top.

Jump and bounce


back of a
Koopa Troopa
passing Flying
off the

to cross
m Use the group of flying
Koopa Troopas as midair
steps. Jump down and
the gaping chasm right across their shells to
between the last two reach the pipe leading to
Piston Lifts. the Goalpost.

NINTENDO POWER ADVANCE nintendo.com


BUTTER BRIDGE

m BORROW A CAPE
*vi \m*&& w i nKj^aaa When
i
yoj see a Super
Koopa with a Hashing
T71S0AR ABOVE THE CROWD
The Super Koopas
zip through the skies are
thai

cape, jump on it to make a real nuisance. To avoid


it drop a Cape Feather. most ot them, soar up to
Flying through the stage the cloud path then take
makes it a breeze. flight again trom there.

E3
iBtiMBwmwfrBW
.. .^i:: £2:
* ^T^>Z*^
1 HELPFUL SUPER KOOPA CT3 MAKE A RUN FOR IT!
The Dragon Coin floating
far above Mario and Luigi

is nearly out of reach.


Jump up and use a p
ing Super Koopa for a
needed boost.

A Koopa without its shell spells "headache" if you


aren't careful. When the Koopas kick their shells
down at Mario and Luigi. dash toward them to
avoid a shell to the noggin. Press the L Button to
scroll forward and make the Koopas attack earlier.

Hop on the backs of the


Super Koopas as you
approach the goal. It
takes precise timing, but
with their help, you can
collect more Goal Stars

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


SODA LAKE

Deep within Ihe waters of Prize Blocks and coins are


Soda Lake lies a formida- allsurrounded by rows of
ble foe— Torpedo Ted. Torpedo Teds and passing
When his hand drops out Cheep Cheeps. Grab the
of hiding, a fast torpedo power-up s quickly before
will follow, so watch out! you're detected!

[TS DIVE, DIVE


fijgj When you approach a Swim up to the left wall
group of Torpedo Teds, of Torpedo Ted's hideout.
wait until their first bar- When a torpedo is
rage of torpedoes passes, released, quickly drop
then dive and swim past | down and grab it before
to safer waters. the next missile comes.

Swimming safely past


three Torpedo Teds is a
tricky task. Swim against
the wall until a torpedo is

released, then quickly


drop down and swim by.

] SODA LAKE GAUNTLET


ins «bs^ stand on the far-left

Torpedo Ted until the


ones above release their
missiles, then swim for-
ward and speed through
the twoon the right

2 TORPEDO TANGO
Swim right against the Drop down to the ledge
wall with another Torpedo below the three Torpedo
Ted until a torpedo is Teds. Walk safely along
released. Drop down and the lake-bottom past the
quickly swim past before oncoming torpedoes, then
another missile follows. dash up to the exit pipe.

NINTENDO POWER ADVANCE nintendo.com


'

LUDWIG'S CASTLE
--BIIJif.M.'.l

The ceiling past the last The spike-lined ceiling will


two Ball n' Chains has a begin to fall as soon as
false block in
it. Leap up you enter the room. Jump
through the space and carefully over lava pits
follow the wall up and and Lava Bubbles or you'll
right to a secret area. be in for a challenge!

Dash to the ON/OFT


switch and hit it as the
spikes are just about to
touch you. As the spikes
rise, sprint left to the
door. Don't dawdle!

After escaping the horri- Climb up the maze of


ble hallway of spikes, take chain fences to reach the
a little jaunt right to find door to Ludwig's room.
the Midway Gate Power Keep an eye out for
up and save your Koopa Troopas and watch
progress while you can. for spikes below.

Si
IL

J
fulfil
I

DTD 3D' m ) BOSS BATTLE

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


FOREST OF ILLUSION
FOREST OF ILLUSION 1

Along the forest floor


creep harmless-looking
Wigglers. Oon't be toolei
If you jump on them.
'

they'll get boiling-mad


|
and chase you around.

1 YOSHI SMORGASBORD
The forest is full of
Wigglers, Koopas.
Goombas and juicy
berries for Yoshi to snack
on. Hop on Yoshi's back
ll
~*1 and chow down'
j|

:;«^<;^.^,
1 INTO THE WOODS
Hit the yellow block to Watch the spaces
release a 1-Up Mushroom, between the trees to
then leap up and hit the avoid wriggling Wigglers
Jump Blocks to make the headed your way. A
mushroom bounce up Dragon Coin is also hid-
and out. den within the trees.

Jump up and hit the Drop off the branch ledge


Roulette Prize Block to and hit the Prize Slock.
release the power-up. When the P-Balloon
When the item switches transform into
towhat you want, leap up Balloon Mario or Luigi
and grab your prize. and float left to find a key.

Knock the Amazing Flying


Hammer Brother off his

winged platform to get


past the huge wall block-
ing the Goalpost. Watch
out for the Wiggier below.

NINTENDO POWER ADVANCE nintendo.com


FOREST OF ILLUSION

1 CHEEP CHEEP CHA-CHA SSllMOM' URCHINS


Cheep Cheeps patrol ihe Urchins move lazily along
water in straight lines. a single path — either up
Swim up or duck when and down or left and

they approach, or use right. Knock them out


Yoshi or Ihe Cape Spin to
pass linny foes. "I i
with a Grab Block or
swim by carefully.

1 PATIENCE PAYS OFF


Hit the third invisible
block from the left to
make a 1-Up Mushroom
appear. Wait for the
mushroom to drop or
you'll be out of luck!
Urchins float slowly around the blocks or up and
down a passage as you carefully swim by. Press the
L Button and the direction you wish to see to watch
their patterns. Yoshi is also very useful in getting
past the spikey creatures.

1 SUNKEN SECRETS 3 FOLLOW THE LEADER


Swim left of the Prize You'll be awarded points
Block to a secret passage for each creature on-
that leads to a key and screen when you cut the
keyhole. Carry the key Goalpost fape. If you
into the keyhole to open score enough points,
the Blue Switch Palace. you'll start earning 1-Ups!

BLUE SWITCH PALACE


P-SWITCH DIFFERENCE
After using the blue P-
Switch, activate the silver
P-Switch to turn the
Spinys into silver coins.
Collect all the coins to
earn some 1-Ups.

Both P-Switches that appear as you enter the Blue Switch Palace Run right and enter the
have a purpose. The blue P-Switch turns blocks into coins, and pipe to find the Blue
coins into blocks. The silver P-Switch turns the Spinys into silver Switch Room. Activate the
coins. Clear a few of the golden coins before using either switch. Blue Switch to replace any
outlines of blue blocks
with solid blue blocks.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


FOREST OF ILLUSION 3

*gi
z=
#^0^*rt
i^i
• feJ}*t| '•^•^felr
l|
j

] BUBBLE TROUBLE
Carefree Goombasin
bubbles and Bubble Bob-
ombs Moat through ihe tB'iJi'-M'l
sylvan ait. Wben their
bubbles hit anything,
they'll burst, so look out!

^f^ ^^ <> l

1i T'
fl ''<
t> ii r i
l

All o) the Prize Blocks contain golden coin treasure Jump up aid hit Three burly Chargin' Chucks block your route to the Goalpost. When
the blocks you can reach while dodging the bubble-encased ene- they try to stampede you into a pulp, jump over their heads or toss
mies that float overhead. Grab nearby Goombas and toss them up to a Goomba in their laces. Use the yellow blocks above you lo jump
hit blocks that are out of reach. right to the Secret Exit and Goalpost.

NINTENDO POWER ADVANCE nintendo.com


FOREST GHOST HOUSE

Lining the cold, dark corridors of ihe Fores! Ghost


Bouse are Boo Buddies. Big Boos and Eeries. To
:p the shy Boos at bay, turn and face them. If a

boo is blocking your path, turn your back on i! until


ithas moved, then face it again and run pas!.

1 EERIE ENCOUNTERS iBOO BUDDY SWARM


High in Ihe rafters of the Hit the Flying Prize Block
haunted house, Eeries float when it dips low in the
along a set path, weaving air. The Boo Buddies

dangerously low. Grab the above you will dive down


power-ups and duck or when you jump up to col-
jump as they pass. lect the Fire Flower.

I! U .*i

The yellow block holds a 1 -Up Mushroom, but only regular Mario
and Luigi can squeeze into such a tight space. If you are Super
Mario or Luigi, jump up into the Boo Buddies, who will help you
shrink down to size.

Pick up the P-Switch and carry it all the way to the right corner of
the room. Watch out for Boo Buddies overhead as they try to dive-
bomb you. Activate the switch and enter the silver door to appear on
the roof ol the Forest Ghost House.

1lM OUT OF HERE!


Run left along the roof of Pass the tirst yellow door
the haunted house to the and run a little farther left
j:
first yellow door. Enter the to find a secret door.

door and cut the Goalpost Enter the door to find a 3-


tape to open the path to Up Moon and the exit to
Forest of Illusion 4. Forest of Illusion 1.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


FOREST OF ILLUSION 4

When you cut the


Goalpost tape, you'll cre-
ate a new shortcut path,
which will make traveling
through the Forest ol
Illusion e;

NINTENDO POWER ADVANCE nintendo.com


FOREST SECRET AREA

Take a ride on the Flying Platforms for a trip filled with coins, power- The Flying Platforms flit and flutter about at their own pace—some-
ups and Flying Koopa Troopas. Jump up to reach some of the limes right into a Flying Koopa Troopa Press the L Button to look
midair treasure, but watch your step! If you have a Blue Yoshi or a ahead, and duck or jump to avoid an unpleasant midair collision.
Cape Feather, you can fly through the area at your own pace.

1 A CHANGE OF SCENERY

Since there are two Flying Platforms at your dispos-


al,if you don't like the path one is taking, jump

onto the other. Switching Flying Platforms can be


tricky, but it's the best way to explore fhe area fully.

IP *.' I J M »=o*s •«iyj ;i>


"

k
GCfe

Grab the power-up from the Prize Block, then ride upon the same As the two Flying Platforms cross each other, hop onto the one that
Flying Platform to get a Dragon Coin. Keep a watchful eye out for is rising up to reach the Dragon Coin high above. Jump carefully

the Flying Koopa Troopa formations that hover in the air. it's a long way down!

m BLUE BLOCKADE
«." -& [U] M ™&1M The Prize Block above the
blue blocks contains a 1-
Up Mushroom. You've got
lA HAPPY ENDING
If you approach the

Goalpost with both Flying


Platforms and a few
a 000 to be quick to pick up the Koopason the screen,

QB shroom then hop back you'll earn a few 1-Ups


the Flying Platform. for your patience.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


FOREST FORTRESS

J AHEAD DF THE PACK


Jump quickly to Ihe left The ceiling columns and
as soon as you enter the Grinders threaten to
Forest Fortress to pick jp squash and mince Mario
the
you
will
first Dragon Coin. II
hesitate, the
pass you by.
chance
JluMimHl and Luigi. Stay as lar
right as you can, ducking
or jumping when needed

] SPRINT TO SAFETY
Sprint across the yellow, Rampant Grinders fly at
green and blue blocks, Mario and Luigi through-
avoiding the Grinders. out the fortress. Run past
Once you're past the blue or jump over the blades
blocks, you'll be safe Irom to the Midway Gate.
the tailing ceiling column.

Lava Bubbles fly up while


Grinders spin madly
across the floor. The
safest path through the

.mm.mm pppl .{
mayhem is across the

upper blocks

i,' --:::,« i,;-:-: : i


ESEEEED-

SS I

W \ BOSS BATTLE
Take the upper path past
the red door to Reznor's
room to find a secret area
With a Cape Feather, soar
across the lake of lava to
nine 1-Up Mushrooms.

NINTENDO POWER ADVANCE nintendo.com


ROY'S CASTLE
rr
EH ii ii ii ii i «
.11 ii ii ii ii ii ii

h
EET3 » » • » i <

The block platform you need to ride over a pit of


lava and hall of spikes really has a mind of its own. Flying Lava Bubbles shoot

As the blocks moye right, they wait for no one not — dangerously close to you
even Mario and Luigi. Stay near the front blocks as you ride the moving
and move with the chain Try to learn the pattern. blocks. Resist the urge to
jump— duck or move out
of the way.

PERILOUS PASSAGE

Remain on the moving blocks as you pass through


the corridor lined with spikes Spikes with shaded
edges will fall from the ceiling, so use the L Button
to scroll ahead. If a spike falls near you. run to the
other end of the moving blocks instead of jumping.

SHRINK AND GROW


Jump across the last lava
pit by hopping from one
Pick up the P-Switch and carry it past the Gray Bowser Statue rest- stretch block to the next.
ing on the blocks above. When you activate the P-Switcb. the statue, Dodge the Lava Bubbles
along with a 1-Up Mushroom, will drop down. Grab the mushroom and fireballs from the
quickly or it will scoot off into the lava on the right. Gray Bowser Statue.

BOSS BATTLE

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


CHOCOLATE ISLAND:
CHOCOLATE ISLAND
.^^ Island 1

JJ" ^w
£\ B: Chocolate
CHOCOLATE ISLAND 1 C:
D:
Chocolate
Chocolate
E: Chocolate

When you jump on the y F: Chocolate Fortress


G: Chocolate Island 4
tromping Dino Rhinos,
they turn into (ire-spewing
Mim-Dinos.
orSpin-Jump to knock
Jump twice isSsI M jlj
H:
1:
Chocolate Island 5
Wendy's Castle

them out tor good.

33. SPITFIRE DINOS


-
TT1 PIPE CANNON
1

-*M ) T^&a
Ife
Jump up and hit the Drop down into the yel-
Flying Prize Block, but low pipe to be shot out ot
watch out for the roaming the green pipe like a
Mirti-Dinos.
they'll
of flame
spew
in
It they stop.
a huge torch
any direction.
hJ§J[_ human
you land,
the
cannortball.
you'll
Midway Gate.
When
be near

Leap onto the P-Switch to transform the row of


coins above the Munchers into blocks. When the P-
Switch is activated, a Chargin' Chuck will drop
down and rush at you. Before time runs out, jump
on his head and dash right to the slanted platforms.

TTH RETURN OF THE DOLPHINS


TWmBM
"a*l "nsrrEcnn agp -mi l WTSMM I
rm SHOOT FOR THE GOAL
""-J*! IKJUI
Drop down the pipe to After exiting the bonus
enter a bonus coin area. coin area, Mario or Luigi
Patrolling the waters below will shoot out of the green
j\ are two Porcupuffers. Hop pipe toward the Goalpost.
on the Dolphins' backs for Use the Trampoline to
a lift. earn extra Goal Stars.

NINTENDO POWER ADVANCE nintendo.com


V

CHOCOLATE GHOST HOUSE

w
—\
1 TIP L^r— mil F-7T-1
The floors in Ghost House ate riddled
the Chocolate
change posilion quickly on iheir
with trap holes that
own. Press the L Burton and watch the pattern of
the moving gaps. Time your jumps, then dash right
before they come back to swallow you up!

1 EERIES ON PARADE E ANGLER APPARITION

Various formations ot Eeries swoop jr, i ; ".* t"m .g- re "ails of Jump in tlK uppsi pl.itfnrm to avoid ins firoups of Eeries mors easi-
the Chocolate Ghosf House. Well-timed leaps and ducks are needed ly, but watch your head. A Fishing Boo dangling a blue flame will dip
to get past the foes without falling into fhe sliding holes in the floor. and try to snag Mario or Luigi as he passes. Jump over the group of
You can also Spin-Jump over the Eeries fo bounce by safely. five Eeries thai flies by, but avoid taking the bait!

-M'HI

oHoS iMboHcBfl 5dSlc§i HofiflK


umR,

T HOUSE PIT STOP FET] SOUP GROUND

7flBJ| Hfljl
Llllpl
Dodging the Fishing Boo and Eeries, leap lo fhe ledge below the The doorway to the next area is tricky to enter, A hole in the floor
Prize Block to colled a very useful power-up and a Dragon Coin. slides back and forth beneath the door Jump as the gap passes,
There are only three chances to power up in the ghost house, so avoiding the pesky Fishing Boos, and enter the door when the floor
don't miss your chance at this one! becomes solid.

3 BOO BUDDY BLOCK PARTY 1 BENEFICIAL BOOS


Boo Buddy Blocks turn Guide the Boo Buddy
| intoghosts when your Blocks so that they are
back is turned but positioned below the exit
become blocks if you face them
door. Turn to face
them. Guide the Boos so they become blocks,
below the Dragon Coin. and climb on up.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


CHOCOLATE ISLAND 2 1 SHAPING THE FUTURE

V.\JM\ r,

Jump up below and lo the right of the Prize Block


to make an invisible block appear. Stand on the
block then jump and hit the Prize Block for tip to 10
coins. The next areas you enter are directly affected
by how many coins yoti get, so plan carefully.

kO
You will have only one As you dash over the
chance to recruit your slanted ledges, use the
dino-pal. Yoshi. so grab Flying Koopa Troopas for
him while you can. Voshi's | an extra boost. Watch
endless appetite is a huge your leaping—they may
help ahead. bite back!

Yoshi can effortlessly


flatten the meandering
Rexes with one mighty
stomp. After passing the
Rexes, jump left onto

M;l*»j: the Trampoline.

f-t=t-3

fcJjfc^A** i.*fih

Grab the Cape Feather,


then take to the skies. II

you want the Dragon


Coin, you'll need to pull
off a tricky Fast Dive on

M =<=*** r the center platform.

YOU'LL ENTER AREA 2C IF YOU COLLECT 21 COINS OR MORE IN At . .Ch


o
NINTENDO POWER ADVANCE nintendo.com
WJXWXVW BASEBALL BARRAGE
Chargin' Chucks are confused—
they toss baseballs but wear
football attire. If you've activated
allfour Switch Palaces, take the
upper path of colored blocks to
avoid the oddball enemies.

YOU'LL ENTER AREA 3A IF YOU COMPLETE


AREA 2 WITH 250 TO 300 ON THE TIMER.
You can save time by collecting no coins in Area 1.

D PINO RHINO HILLS

It's tempting to stomp down on the lumbering Dino Rhinos, but it is


also beneficial to leap overthem to avoid masses of Mini-Dinos. If
you can't resist, be sure to jump on the Dino Rhinos twice or use a
Spin Jump for crowd control. Grab the Dragon Coin while you're at it.

Wy.'J.M'.l- TT1 MUSHROOM BUBBLE MAYHEM

~ft*wr** vr^* *k5


Area 3C is right out of Mario and Luigi's dreams, to be sure. With
no enemies in sight and masses of Super Mushrooms floating in
bubbles, you can breeze on through to the Goalpost. The last
Dragon Coin is up for grabs, too.

Leap onto the Trampoline and press Right to land on the pyramid-
shaped hill crawling with Rexes. Jump up to the very top ledge and
stomp on the Rexes in your way before rushing right to the goal.

1P-SWITCHPASS

Jump on the P-Switch to turn therows of coins into a bridge over


the Chargin' Chucks and colored blocks below. Run along in elevat-
ed safety before the timer runs out to reach the Goalpost.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


CHOCOLATE SECRET

scting The Chargin' Chucks' onslaught of bouncing toot-


passerby to jump on the Trampoline. Watch for balls can be a real headache. Jump once on a Buzzy
Blargg's telltale eyes to pop up out of the lava, then Beetle, pick up the hard-shelled projectile and toss
time your jump onto the Trampoline so you don't it up at Chargin' Chuck to take him out ol the game.
get chomped by the molten menace.

The bonus area holds a lone Dragon Coin guarded The sloped cavern ledges are perfect tor sliding
by a Flying Hammer Brother. Leap right along the into the lines of creeping Buzzy Beetles. Either kick
railing platforms, '.'.'Mile dodging hammers from the first Buzzy Beetle and quickly follow its path of
above, to grab the Dragon Coin. Move quickly—the downward destruction for a 1-Up. or press Down
platforms will fall as soon as you step on them. and slide into the beetles yourself.

The only thing interrupt-


ing Mario and Luigi's slid-
ing tun is a small pit of
Munchers along the
fourth slopedown. Be
ready to jump over them.

NINTENDO POWER ADVANCE nintendo.com


Deep within the molten caverns ot Chocolate Secret
Spike Tops. As the heavily armored beetles
live

As soon as you jump crawl along every inch of terrain, jump over them to
onto the yellow platform. avoid a pointed confrontation. You can use Yoshi. a

.. IL
it'll begin to sink into the Spin Jump or a Cape Spin to dispose of them.

1
I
«* 1
mi ]|k9h lava.
right,
Quickly leap to the
but watch out tor
the wandering Spike Top.

Spike Tops stop for nothing and no one. As they carelessly climb The yellow platforms are connected beneath the molten surface.
theirway over the tloor and walls, cautiously jump over their pointy When you step on one. they'll all begin to sink perilously into the
shells and drop down to pick up a Dragon Coin. lava below — taking you with them if you aren't careful. From the
left, jump onto the second or third yellow platform to save time.

Just as you dive to safety from the pit of lava, a crew of Chargin'

Chucks will charge your way. While avoiding the Chargin' Chucks,

grab the helpful power-up and dash to the right. If you have the
Cape Feather, the Cape Spin will easily knock the jocks out.

1 DANGER IN ALL DIRECTIONS T THAT SINKING FEELING


The Chargin' Chucks rush Similar to the sinking land
at you from all directions |
you encountered earlier,

as you run up and down the slanted platforms


the cavern's hills. Quickly w -^ I

require Mario and Luigi to


jump to avoid their crazed dash and use small, quick
stampeding jumps to reach the goal.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


CHOCOLATE ISLAND 3

ETTI WHAT GOES AROUND .

The rotating platforms Jump onto each of the


swing in a set pattern rotating platforms, timing
from a stationary posi- your leaps to the next
tion. Jump onto the plat- one. If you have Yoshi, he
forms and let them circle can swallow a blue Koopa
jj around, then jump off. Troopa to sprout wings.

Jump from the lift to the


swinging platform. As the
platform rotates in a

swooping circle, move


around to collect coins.
Leap right to the exit pipe.

F'-t-M '

> U-Tl\ t

T
223 fi
!JL^ XL z j-^ i A
1

Fuzzies crawl around the


center blocks of some
rotating platforms. Super
Mario or Luigi will need

to duck as the platform


circles down below him.

t-l-Ui

'A» it a
it> .bi
7T3 HIGH-RISE HAZARDS

The only things between you and a dive into nothingness are rotating
platforms, so time your jumps well Throughout the area with the six
rotating platforms are Fuzzies and Koopa Troopas. Duck below the
Fuzzies and watch the pattern of the Flying Koopa Troopas.

NINTENDO POWER ADVANCE nintendo.com


CHOCOLATE FORTRESS

Needle-sharp spikes Stomp on the Dry Bones


move up and down in the patrolling the area below
hallway. Time your
first the Prize Block. Grab the
jumps over or between power-up before the bony
them to avoid being Koopa gathers itselt and
skewered. dodge the flying fireballs.

Dodge whizzing fireballs


and stomp on the Dry
Bones as you dash across
the blue blocks. Leap over
ii ii i \ i i ii il ll l£l| i|i i||
the spikes as they begin
353 to drop back down.

iTHWIMPS' THREAT
tg^ggy The smaller, bouncing Sfand to the left of the
Thwimps jump in a set Thwomp or jump toward
pattern along the floor it to make it crash down.
near theThwomps. Watch Quickly |ump past as the
how they move and duck Thwomp rises back up to
as they fly overhead. the ceiling.

If you managed to pick up the four Dragon Coins earlier in the

Chocolate Fortress, you won't want to skip the last one. Jump
toward the Thwomp to fake it out, then back down to the left. As the
Thwomp falls, quickly jump over it to snag the last Dragon Coin.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


CHOCOLATE ISLAND 4

The rigid slopes and peaks in Chocolate Island 4 make (or some If you don'l time your jumps carefully, you'll fall to a chocolate-

slippery fun. Slidedown Irom the entrance, then run up the peak covered demise. Ride the diagonal platforms until they stop, then
and leap onto the diagonal platform. Bottomless or bubbling pools jump to the next one. Hop from platform to platform until you've
of chocolate are below the diagonal platforms, so watch your step! crossed the bubbling pit of chocolate safely.

From the second diagonal platform that slants down and to the
right, jump onto the farthest diagonal platform on the right. When

the diagonal platform draws near to the falling gray lift, hop quickly
onto Ihe lift. Jump onto the slope to the right before the lift falls.

IP-SWITCH SECRETS
If you activated the Blue Hi! the third yellow block
Switch Palace, fhe blue down to find a P-Switch
blocks will give you a nice Activate the switch, then
platform to reach the go down the slopes on
three 1-Up Mushrooms the left to find a Dragon
and the Midway Gale. Coin and bonus area pipe.

NINTENDO POWER ADVANCE nintendo.com


Enter the bonus area with a Cape to reap the most rewards. Fall

down and hit the P-Switch. then quickly drop down against the lett

wall as tar as you can before the timer runs out. tt is possible to
make it all the way to the bottom if you're quick.

All pipes m ttie chasm lead to the same area, but don't enter quite
yet! With the Cape, fly up to the very first row of blocks from the
bottom. Run right to the pipe and gather the three 1-Up Mushrooms
just waiting to be found.

Use any of the rows of blocks as a runway and fly up through the
gap that was created earlier. Stop off at the fifth row of blocks from
the bottom to find a row of five 1-Up Mushrooms. Many of the other
passages before the pipes contain other goodies, so explore!

',
THERE'S MORE!

The last passage you'll want to visit is the one seventh from the bot-
tom. Using the same tactics to reach the area as before, enter the
passage before the pipe lo collect one last 1-Up Mushroom and a
Starman. Enter the pipe to the next area as Invincible Mario or Luigi.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


CHOCOLATE ISLAND 5

p right from the pipe


Paragoombas and Parabombs are launching an all-out air raid on
onto the first Stretch the unsuspecting Mario and Luigi. Grab the coins and Dragon Coin

Block— move quickly to as you pass through the two shallow pools of water, but look out lor

the center block. Time the parachute-clad visitors dropping from the skies.
your jumps across the
|
chasm to the right.

G
Iking of the pipe
11U a
Chargin' Chuck thinks he
owns the last pipe before
n.
3 CHARGIN' CHUCK BLOCKADE
ii
If you time things right,

you can jump on the


the Goalpost. Show the heads of the three
hardhead who's boss with Chargin' Chucks before
a good stomp for a boost the goal for a high boost
and a Dragon Coin. and more Goal Stars.

NINTENDO POWER ADVANCE nintendo.com


WENDY'S CASTLE

As the Grinders pass


along on their straight
track, duck in the lowered
area of the tloor. then
right to the opening
and jump out ol their way.

Scroll ahead with the L


Button to watch the pattern
of the spikes and Grinders.
As the spikes rise, dodge
the Grinders and run to a
space between the spikes.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


VALLEY OF BOWSER:
VALLEY OF BOWSER Mai

SUNKEN GHOST SHIP

llllllllll
IIINI1II!
Bl
Bills shoo! out of the cannons located on the underwater deck
t To earn some very easy 1-Ups. press Up and the A Button continu-
of the Sunken Ghost Ship. It you see one headed your way, quickly ally whileswimming against the crate to the right of the tallest can-
swim up to dodge the barreling bullet. Hit the yellow Prize Block non. As the Bullet Bills from the cannon on the left pass below, you

above the first Bullet Bill cannon for a power-up. will stomp on them, eventually earning 1-Ups from each.

tt^ attaa

The gathering ot Boo Buddies fades in and out of view as it moves


around the bottom of the ship. The Boos won't chase you, but they Once you swim right
could appear a little closer than you'd like. Swim along the top of through the passage in
the center of the room,
the room and stop when the Boos fade to plan your next move.
the cloud of Boo Buddies
you passed through will
fade away for good.

J RING AROUND THE BOO BUDDIES ]G0 WITH THE FLOW

Swim Boo Buddies and wait for the opening


right of the circling in Stand on the crates to the left of the second set of circling'Boo
them toward you. Enter the opening in the circling Boo
to rotate 8uddies and wait for the opening to rotate your way. Swim into the
Buddies, then swim up and out of the circle when the opening circle, then quickly drop down as the opening rotates counterclock-
rotates above you. Watch the two left wandering Boos Buddies wise. Drop down into the pipe below to enter the next area.

NINTENDO POWER ADVANCE nintendo.com


1 A FALLING STARMAN
-H'l j warn

As you shoot out ot the pipe, grab the (ailing Starman (or the long
drop ahead The huge, dark pit contains many Flying Koopa Troopas
and Floating Mines that you could fall on top of on your way down.
Become Invincible Mario or Luigi and zip on down unscathed.

G FOR DRAGON COINS

Press Right to shift your downward fall to the right. Fall down to the
tlrst Dragon Coin, not far from the entrance pipe, and continue
pressing Right until you see the Super Mushroom. Grab the mush-

room, then press Left to pick up two more Dragon Coins.

If you make it to the Prize Block in the center of the chamber before

your star power wears off, the block will yield another Starman.
There are more Flying Koopa Troopas and Floating Mines below, so
grab the Starman and drop down again for more free-falling fun.

Fall through the centered opening in the row of gray blocks toward
the bottom ot the chamber, Press Right to land on a small pyramid
of gray blocks with a green exit orb on top. It you fall into the water,
you'll have to deal with the Floating Mines that fell with you.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


VALLEY OF BOWSER 1

The ted blocks thai appeared when you activated the Red Switch Run to the barricade of Grab Blocks and quickly pick up some
Palace trap Mega Mole In place and act as a platform tor you to use. blocks by pressing the B Button to move right. As the Chargin'
Take a running jump on top ot ihe red blocks and leap over the Chuck runs closer, hold one of the Grab Blocks to knock him out.
Chargin' Chuck who comes barreling down the slope at you. Run right, avoiding the Mega Mole, to grab a Dragon Coin,

] MELLOW MEGA MOL E 1CLEARTHEWAY


Wt Mega Mole doesn't have Two Chargin' Chucks
the best eyesight and guard a tall wall of blocks
ie Mario or Luigi if on the lower path. Use
he jumps atop his head, the blitzing bullies to clear
n the mellow mole a path through (he blocks
for a free ride. to the other side.

The 3-Up Moon hidden high above everything is actually pretty sim- Drop down on the second path from the bottom to collect a Dragon
ple to reach.Jump on lop of Mega Mole's head and ride him safely Coin. If you try to |ump up through the gap above, you'll hit your
across the pit of Munchers locafed on the upper path. Leap right head on three invisible blocks. Backtrack lo the left, then jump up or
across the gap to find the 3-Up Moon in a little alcove by itself. down and continue working your way right.

gQI-UP PIT STOP 1 BEFORE YOU GO

W
Hiflhe yellow block to Don't miss out! Run up
make a vine grow up to and right, past the green
l the ceiling. Climb up the exit pipe Drop down to

H' i
4i vine and into the blue
pipe lo enter a secret 1-
Dragon Coin
find the last
and get a 1-Up for col-
Up Room, lecting all five.

NINTENDO POWER ADVANCE


VALLEY OF BOWSER 2

If you've activated the Blue and Red Switch Palaces,

the rows ot Munchers will be trapped below the


colored blocks that appeared. Hop on the heads ol
passing Mega Moles for a boost and run right to
the Goalpost.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


VALLEY GHOST HOUSE

Run right, avoiding Ihe Big Bubbles that float eerily


through the corridor. Either duck when ihe Big
Bubbles pass, or Spin-Jump over them to avoid
taking damage. Grab the coins and Dragon Coin
above the gaps between the platforms.

The small platform belore Knock the P-Swilch off


the yellow door is set the yellow block, then
down low. To reach the activate it. Jump up to
the door is on, get a catch the Starman and
running jump. Watch out quickly dash left before
tor passing Big Bubbles. lime is up.

HHi
k*M
Run left, leap up through the gap in

blocks and run along the high path to pick up a


the upper

!-H2U Q '""" ;

Dragon Coin. The blocks will turn back into coins


and drop you into thin air if you aren't quick. Dash
o B-i :
left to the ledge with the door on it --EGZ33

3 NOW FOR THE RIGHT SIDE


If you plan to reach the Return to theroom with
Secret Exit, don't activate the first P-Switch. After
the Control Block yet. activating the switch,
Grab the Dragon Coin to dash right. Grab Ihe
the left and exit back out Dragon Coin along the
through Ihe door.

SP IINT FO IT HE iECR ET
*jf i£j ra
To reach the Secret
you must reach the far-
right door before the
Exit,

mm
"'
"
c arrv the P-Switch from
'he left side of Ihe
to the Control Block.
room

timer runs out. Your Form steps with the

-jU speed will be rewarded


with a 1-Up Mushroom.
Control Block and climb
them to the Secret Exil.

NINTENDO POWER ADVANCE nintendo.com


VALLEY OF BOWSER 3

The number on the


Count-Lifts' side indicates

The difficult to pass without


how long the ride will last,
trio of Flying Koopa Troopas can be
and it ranges from one to
causing some sort ot midair collision. As the two that bounce higher
begin to drop down, take a running jump at them lo catch them at
four. When the timer runs

theirlowest point and bounce harmlessly off their shells.


out, quickly jump off!

EVERY SECOND COUNTS

The grouping of one-second Count-Lifts requires Mario or Luigi to


be very light on his feet. Ride one lift to the next and jump as soon
as you're close enough to the next Count-Lift. Grab the Dragon Coin
near the yellow pipe, then drop down the pipe to a 1-Up Room.
] TRAMPOLINE TRICKS
Use the Trampoline to
bounce up to the Midway
Gate and the Prize Block.
After the Midway Gale Tackle the Flying Koopa
taoe is up and
cut. pick Troopas on the V-shaped
move the Trampoline left. ramp with the help of a
Fire Flower if you have
one. The fireballs destroy
everything in their path.

The huge, flying Banzai Bill can actually be very helpful sometimes. As you near the Goalpost, leap oft the fo.. v u •<! a^-'t-Lift onto a
r

As the Count-Lift timer runs out, leap off and use Banzai Bill as a passing Banzai Bill, then to a one-second Count-Lift Leap from the
boost through the air to the next Count-Lift. Time your jumps care- Count-Lift to the small platform on the right to get a 1-Up Mushroom.
fullyor Banzai Bill could make you his next target. Take a running leap oft the platform to fhe Goalpost.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


VALLEY OF BOWSER 4

1 RGLLIN' STONES

The Chargin' Chucks that wield shovels toss a bar-


rage ot rocks wheo you get near them. Avoid the
rocks by jumping over them, or use a Cape Spin
attack to knock them out ot the way. One good Press the L Button to
stomp to Chargin' Chuck's head also stops him. scroll ahead. When the
Flying Koopa Troopa flies
to the jump over it
left,

onto the sinking platform,


then quickly to the right

YOSHI
Climb up the vine and hatch the Yoshi's Egg in the
Prize Block.Hop onto Yoshi and have him swallow Hit the yellow block to
the Trampoline. On Yoshi's back, tall down the nar- make a 1-Up Mushroom
row passage while pressing Right. Stand on the far appear Quickly drop
left side and have Yoshi spit out the Trampoline. down and leap right
Jump on the Trampoline up through the yellow across three sinking plat-

blocks and walk right. You will need Yoshi to reach forms to grab it as it falls.

the Secret Exit, so don't lose him!

3 LAVA LEVITATING
the Prize Block for a
pe feather. Run right
d glide over to the
agon Coin above the
'a. Use the sinking plat'

m to jump back.

1 SPRING ATTACK
Take a running leap off Jump on the Trampoline,
the left ledge, over the avoiding the rocks that
sinking platform and right Chargin' Chuck tosses
onto the head of the down. Spring up and right
Chargin' Chuck to avoid on top of his head three
his bouncing rocks. times to knock him out.

NINTENDO POWER ADVANCE nintendo.com


VALLEY FORTRESS

The spikes fall al a very fast rate and in groups Watch how ihey After picking up a valuable Cape Feather between the fwo sets of
move—as soon as they hit [he ground, make a run for it. The first falling spikes, dash right as the spikes rise back up to the ceiling.
set of spikes falls in threes. Sprint down past the spikes and take a When you reach the ledge, jump right and slowly glide over using
break at the green block tor a Cape Feather. the Cape lo avoid hitting the wall spikes on the way down.

Press the L Button to scroll ahead, tricking the shaded spikes above
tofall before you reach them. Duck when the Dry Bones tosses a

bony projectile at you. Get rid of the Dry Bones and Bony Beetle in
1 DANGER FROM ABOVE your path with Cape Spins or simply stomp on them.

RISING OF THE DRY BONES


Stomp on the Dry Bones
patrolling the platforms
as you cross the lava pit.
The piles of walking
As soon as the spikes begin to rise back up to the Koopa bones will get back
ceiling,make a quick jump past them to safety. up, so walch out!
Watch your step over the spikes below. Leap off the
far-right edge of fhe platform near the Dragon Coin
to grab it quickly as you run by.

The long gauntlet of spikes over the lava pit is the most treacherous
one yet. The spikes move very fast and require good timing to pass.
As soon as fhe spikes hit the ground, run past them. You will neer'
to stop and wait between the spikes in a few places along the run.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


LARRY'S CASTLE
1 MOVING BLOCK EXPRESS

As soon as you slep onto the row ot blocks, the blocks w


move along a track. You must ride the moving blocks across the
room of Ball 'n' Chains, lava pits and spikes. It is a little easier to
:r around the huge Ball n Chains as regular Mario or Luigi

1 WATCH YOUR HEAD


As the moving blocks pass
through a hazardous row
ot Ball 'n' Chains, duck or
jump to avoid getting hit.

Press the L Button to


scroll ahead and plan.

You can either remain on


the moving blocks or hop
off on the two stationary

blocks and let the chain


ot moving blocks weave
its way back to you.

There are two exit doors, and the bottom one has a crucial Midway
Gate, two Dragon Coins and a Super Mushroom. The second door is
easy tomiss. Ride the moving blocks down through the narrow pas-
sage you see an opening on the right, then |ump oft.
until

r^n AT
Magikoopas and Dry If you do not have the

Bones guard the hallway to Cape to spin through the


Larry's room. Jump
on Ihe blocks, use Magikoopas
Dry Bones and dodge the to make them disappear
Magikoopas' flying spells for you. As their spells
while ducking spikes. gJBjg whiz by, duck and c

NINTENDO POWER ADVANCE nintendo.com


BACK DOOR

li you defeated tne Reznor's Valley Fortress that was blocking the

way to the Back Door, your last path lo Bowser will be a short and
rewarding one. Mario or Luigi can bypass the traps and enemies
mat guard the Front Door and lind the remaining Midway Gate by
mmnzm--
taking the back route.

1 STEALTHY MINI-NINJAS

Hit the red Prize Block to turn on a sparkling disco ball of light that
will follow you to Bowser's Door. Bowser is completely unsuspect-
ing of Mario or Luigi as he creeps through the shadows ol his cas-
tle. Only a few Mechakoopas and Mini-Ninjas guard the Back Door.

The hopping Mini-Ninjas lurk in the shadows of the Back Door waiting for an
intruder to karate-chop. Watch how the litlle black belts jump, and stomp on
their heads when they land. The Mini-Ninjas tend to stand right on the edge of a
lava so watch your jumps!
pit,

'he Hired nano',v platforms trial stick up out of the bubbling lava are
tricky to land on. You need lo land on only one before you'll be able
to |ump right to safely. Jump right off the left ledge and try to aim
for the leftmost one, or glide across the pit completely with a Cape.

The Mini-Ninjas and Mechakoopas don't work together very well. II a


Mechakoopa walks into a Mini-Ninja. it'll become blocked— use their poor
teamwork to your advantage. Wait for the Mechakoopa to walk down to the
Mini-Ninja, then leap over both of Ihem at once.

Jump on the Mechakoopas and pick Ihem up using the B Button.


Carry ihe robotic Koopas lo fhe Mini-Ninjas and toss them, taking
out both enemies in one motion Run right to find the last Midway
Gate, then enter the red door to Bowser's Room.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


FRONT DOOR

The Front Door leads directly into the heart of Bowser's Castle
where eight challenging areas await Mario or Luigi. You need to
pass only two of the tricky areas to reach Bowser, and you'll choose
tirst from areas one through four then from five through ei

WUUIIBJ Three massive pillars fall from the ceiling as Lava Bubbles fly up
from molten pits. Stand on the first yellow block and let the first pil-

Near the third falling pil-


lar fall. When it rises, rush past it. dodging the Lava Bubbles. If you
lar, multiple Lava Bubbles
stay ahead of the second and third pillars, you'll be home free

shoot up from below at


once. Jump carefully and
dash right to the door
before the pillar falls.

13
iiiliSltliiiiBi Mill
^^™ mam
tiil 1


1 AREA 2: FANCY FENCE-WORK

Area 2 is the easiest and quickest to pass out of the first four areas. Initially, all the Koopa Troopas will be on the backside of the lence

Koopa Troopas climb on the backside of the chain-link fence while and won't be able to harm you unless you switch sides through a
Lava Bubbles fly diagonally across the fence's front surface. Either switch panel. On the front side, you'll need to dodge the flying Lava
dodge the Lava Bubbles or switch to the backside and stomp Koopas. Bubbles. The Koopa Troopas will switch sides if given the chance.

NINTENDO POWER ADVANCE nintendo.com


An armyof Mechakoopas awaits you in a maze of tapestries above a The tattered tapestries in the maze hide some valuable items that
pit. Use the holes in the tapestries to see oncoming
vast lava you can't see. In the upper-left corner of the maze, behind a tapes-
Mechakoopas and openings in the floors above or below. Stomp on try, is a hidden l-Up Mushroom. The farthest upper-right tapestry

theMechakoopas and carry them to knock out others. hides a useful Cape Feather.

?^L^j H *l Ens
-II n1 ^! niri ri
A-
T AREA 4: SHIFTING STONES 3HOPPIN' HOTHEADS AND LI'L SPARKIES

Large blocks of stone shift back and forth or up and down high in the :d well-timed jumps and Spin Jumps to cross to the exit
air, and. to make matters worse, the whole area is crawling with Li'l door safely. Drop down to the lower moving block and leap right
Sparkies and Hotheads! Jump down onto the first moving block and twice. When a Hothead or Li'l Sparky draws near. Spin-Jump on it
follow the Li'l Sparky counterclockwise to the next stationary block. to avoid damage. Run right to the exit door.

Every exit door in the first


four areas takes you to the
second hallway, which
houses areas five through
eight. It doesn't matter
which path you choose.

n
PAGE 83

QPAGE 83

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


........ .
f9999999 if

PAGE 83
"My
2 AREA 5: SPIKES AND THWOMPS
A straight hallway of nine
spikes ana eight Thwomps
blocks the exit
to make a nonstop
dash tor the door to make it.

S* s

I i

Onceyoii begin running


through the corridor,
don't stop! Wait for the
first spike to fall, then as
w^mi 3
soon as it begins to rise,

make a mad dash right.


I: |
! E 3
The underwater passage "
!
is filled with spike- covered
shifting walls. Dry Bones
Wear the Cape
make things a little

1 SWIFT SWIMMING '

The bevy of Ball 'n'


Chains takes some fancy
maneuvering to pass.
Swim up along the left
nn
t-
wall then right
and up
through the passage.

NINTENDO POWER ADVANCE nintendo.com


1 AREA 7: THE MANY FACES OF KING BOWSER S AN D SPRING ING STATUES

The vain King Bowser has constructed gray and gold statues in his Use the gray statues as platforms and jump over the gold statues
likeness. The gray statues spit fire but remain stationary, and you when they land near you. Hop right across the small lava pit and up
can jump on them without harm. The gold statues do not spit fire— the stairs past the lasf gold statue. The last statue will hop up as you
they jump after you and hurt if you touch them at all. —
run up the stairs to the exit wait lor to land. Ihen jump for it!
it

Team Chargin' Chuck is back one last time to try to thwart your Lcj[i --,. : : >>[jikt'>
'
.j mi i^yi fc.i the exit Ooor. A
progress toward Bowser's chamber. You can send the hardheaded huddle ot Chargm Chucks will be there waiting for you. Quickly leap
jocks back to the locker room for good by Spin-Jumping on their on their heads before fhey can jump up and tackle you. As the fum-
heads, using a Cape Aflack or pummeling them with fireballs. bling football players are stunned, run right for the door.

The last passage to King


Bowser's chamber is
through the Back Door.
You can reach the Back
Door through the Front
Door or Valley Fortress.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


BOSS BATTLE WITH BOWSER
BULLY KING BOWSER THE STAGE IS SET

Bowser, the tyrant King of


Dinosaur Land and father to the
maniacal Koopalings. hovers
above the castle in his clown ship.
Deep within his crazed airship,
Bowser keeps an army of
Mechakoopas and bowling balls to
rain down on Mario or Luigi as he
tries to free the princess. The journey has been a perilous one. but the Koopalings have finally
been overthrown and Dinosaur Land is almost free Only one task
remains— to defeat Bowser once and for all and save the princess
and ail the land. As lightning crashes above, the battle ensues.

PHASE 1
MECHAKOOPA STOMP A DOSE OF HIS OWN MEDICINE

When the mighty battle with Bowser begins, he will swoop up and Once you've put the wind-up Mechakoopas temporarily out of order,
down in two Mechakoopas
his clown ship, stopping only to toss quickly pickthem up using the B Button Toss the robot Koopas up
down at you.Stomp on the Mechakoopas and dodge the sharp pro- at King Bowser when he flies close to hit him on the head. Two hits
peller of Bowser's airship as it spins close above you. will send him flying off to regroup and dry his tears.

PHASE 2
RAINING FIRE AND MUSHROOMS PUT A SPIN ON IT

After the clown ship speeds off. a barrage of flames will rain down King Bowser's second attack consists ot two bowling balls then two
from the skies Stand on or just to the left of the third raised block Mechakoopas. As his clown ship tips upside-down, Spin-Jump over
from the left to dodge the flames. Once the flames fade, Princess the bowling balls Avoid Spin-Jumping into the clown ship by luring
Toadstool will pop up quickly to toss out a Super Mushroom. Bowser to one side. Toss two Mechakoopas at him as before.

PHASE 3
CRAZED CLOWN SHIP PRINCESS TOADSTOOL'S HERO

The clown ship becomes King Bowser's weapon of choice in his If you toss the last two Mechakoopas at Bowser's hard head suc-
third and final strike As the ship bounces wildly about the top of the cessfully, hell spin off into the stormy sky, never to be seen again.
castle. Bowser will toss out two Mechakoopas at a time. Run back Princess Toadstool and Dinosaur Land will finally be saved from the

and forth to avoid being squashed, and stomp the robots. reign of Koopas. The trio can celebrate and take their vacation!

NINTENDO POWER ADVANCE nintendo.com


STAR WORLD
A: Star Road 1
High above Dinosaur Land is the mystical Star World. Each Star B: Slat World 1
Road leads to a shortcut in Dinosaur Land and contains secrets ^,0
™?M C:
Di
Stat Road 2
Stat World 2
such as new Yoshis, who will aid Mario and
Luigi on their quest.
r Road 3
3D 1 F: Sta r World 3
^. 1 G: Sla r Road 4
STAR WORLD 1 J\
"WV, 1
H: Sla r World 4
1: Sta r Road 5
** 1 J: Sla 1 World 5
r Road 6

BLOCK-BUSTIN BANZAI

1 a
L
:

+ '-m SUi'
-i~ s

'IMll
i'trTTr
...............

Spin-Jump or Cape-Spin through tie firs: section of yello'.v blocks


to collect some coins and a Dragon Coin. If you are regular Mario or
Luigi. be sure to collect the Super Mushroom on the ledge above
the blocks before you make ttie dive down.

The only way to reach me next Star World >s ro -c re Secret Exits
I

m each preceding Star World To reach trie key and keyhole in Star
World 1. Spin-Jump or Cape-Spin down along the right wall after

me lirst section ot blocks

Spin-Jump or Cape-Spin
down and right in the
third section ot yellow
blocks until you see a
small opening with a 1-
Up Mushroom.

It's the Red Yoshi's first

appearance! Feed the


young Yoshi five enemies
or a power-up item to
make him grow into a
fire-spitting arj ult Yoshi.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


STAR WORLD 2

A mysterious blue-speckled egg ai the bottom of the sea hatches Once your Blue Yoshi pal is full-grown, hop on his back and gobble
inlo the very first Blue Yoshi. The little tyke needs to be nourished to up the schools of Rip Van Fish floating lazily in the wafer. While the
grow bigger, so teed him five of the nearby Cheep Cheeps or Rip Blue Yoshi is truly in his element in fhe skies, his appetite is still a
Van Fish or the Starman that tloats down when you enter. nidable force to reckon with underwater.
- M«m

JL_£-

rm WHAT LIES BEYOND

1 SUNKEN TREASURE
n '*IU I J m mS&m HBBSr-'WTFTW

When you reach the exit pipe, drop down below the land to a hidden
passage Follow fhe passage right and up to discover a secret grotto
thai holds a key and keyhole. You may have some pesky Rip Van
Fish on your tail, but if you're quick, you can lose them.
The normal Goalpost gives you only Goal Stars, but beyond the exit
pipe lies a hidden passage that leads to a key and keyhole. Using the

secret exit is fhe only way to proceed to Star Road 3 and Star World
3 Swim right beneath the pipe to find the sunken key and keyhole.

STAR WORLD 3

As soon as you enter Star


World 3, leap up on the
gray blocks on the left.

When Lakifu appears,


jump and stomp on his
head to steal his cloud.

Use Lakitu's cloudy ride


or a Cape Feather to
reach the twilight area
containing fhe hidden key
and keyhole. Hit fhe Prize
Block to reveal the key.

NINTENDO POWER ADVANCE nintendo.com


STAR WORLD 4

]U'L SPITFIRE YOSHI


Pick up Ihe young Red
Yoshi as soon as you
enter Ihe area. Help him With Red Yoshi all grown
grow up big and strong
up. he can swallow any
by feeding him five tasty colored Koopa Troopa
Koopa Troopas. shell and spit a trio of
fireballs back out at
oncoming enemies.

No matter what color the


Yoshi, if he eats a blue
Koopa Troopa shell, he
sprouts wings and can
take to Ihe skies for a set
amount of time.

To hit the Prize Block thai contains the key to Ihe secret exil, you If you have already collected the first four Dragon Coins, you may a:

will need fo carry down a Koopa Troopa shell from above or hit one well go grab the last one for a 1-UpT Go right past the secret exit
of the green blocks for a Cape Feather. If you did not activate the and over the Single and Triple Swing Lifts toward the Goalpost
Green and Red Switch Palaces, fly down with Yoshi. Jump onto (he last lilt to collect the Dragon Coin for your 1 -Up.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


STAR WORLD 5

gTI DROP JUMP


Use the falling lids to
I CONTROL YOUR PATH
your advantage. To reach Hit the Control Block and
the second Dragon Coin, let it run right tor a few

let the lift fall a little and seconds. Grab the P-


grab the coin as you leap Switch (mm the left and
Off. activate it. then dash right
before time runs out.

You have to be quick to reach the yellow block that contains


vine that will carry you to the secret exit. Follow the Control Block
path and hit the third block from the left to make the vine grow.
Climb up to the colored blocks high overhead and grab the key.

ft LITTLE GOLDEN STAR 1 DOUBLE DRAGON COINS


Use the falling platform to
the last two Dragon
Coins. Jump up for the
fourth coin, then drop
down and quickly jump
right for the fifth coin.

Pick up the young Yellow Yoshi and feed him five enemies to help
him grow big. Atop the Yellow Yoshi, you can chomp and stomp
with the best of them, When Yellow Yoshi holds a shell in his If Yoshi swallows a red
mouth, his power stomp sends anything in the area flying in shock. Koopa Troopa shell, he
can spit fire-^-and destroy
nearly any enemy in your
path. Follow the fireballs
to clear the way.

NINTENDO POWER ADVANCE nintendo.com


SPECIAL WORLD
The eight areas of Special World contain the most challenging
obstacle courses yet. The Special World areas are designed to
test your patience and require every skill you've learned so far.

GNARLY

Vines will grow up out of


the lour yellow blocks,
but the one you want to
climb up is on the far
right.Climb the vine up to
block with another vine.

Grab the P-Switch irom


the yellow block to the
left of the topmost vine.
Carry the P-Switch jp to
the center gray platform
using the Jump Blocks.

Drop the P-Switch on the


three gray blocks at the
top of the stage. Jump on
the switch to turn coins
into blocks and form
some new Prize Blocks.

If you timed things right in ihe first area and entered the midair Stomp on a blue P-Switch to create a temporary bridge across the
pipe, you will enter a secret lower area below the normal exit. Run huge chasm. Pick up the silver P-Switch and carry it with you while
left of the silver pipe to collect Ihe three Dragon Coins and right to avoiding the Amazing Flying Hammer Brother. Stomp on the silver
grab three 1-Up Mushrooms. switchwhen you see Lakitu to turn its Spiny Eggs into silver coins

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


TUBULAR

ca™ Tn SURPRISE
WWW FROM THE SKIES
^T"^tot
"irff BunVfcJiW

AS -
A
tL
Ctiargin'
JL nLfl.fi Hi
Chucks hop up and down, guarding the pipes. One wrong
jump could be harmful to your health, so time each move carefully.
If
rA ,R R
you want to collect the first Dragon Coin, you'll need a little help
from the not-so-friendly Ctiargin' Chuck on the pipe below. Time
Either leap over the troublesome trouncers after they land, or attack your jump so that you bounce on the fumbling foe's head as he is
them with fireballs or a Cape attack. jumping. He'll spring you up to the Dragon Coin and over to safety.

TTH bust out the balloon

Jump on the P-Switch that sits above the Prize Block to turn blocks The effects of a P-Balloon are limited, so you must grab another
into coins. Quickly drop down onto the Trampoline and spring up at before your floating abilities fade. Maneuver over and around the
the Prize Block to release a P-Balloon. Bounce up and grab the Ctiargin' Chucks who leap up and throw baseballs at you. Hit the
Power Balloon before it drifts away to float through the skies. Prize Block right of the Ctiargin' Chucks for another P-Balloon.

Float between ihe two Volcano Lotuses as the fireballs they spew Normally you can get only coins from a Coin Block, but as Balloon
begin to drop lo collect a Dragon Coin and slip safely by. Float right Mario or Luigi, you can get a 1-Up if you're quick. Float beneath the
over the yellow pipe, then drop down to the Prize Block and grab the Coin Block and press Up to release a stream of coins. You can also
last P-Balloon before your air supply runs out. grab the fifth Dragon Coin for a 1-Up.

NINTENDO POWER ADVANCE nintendo.com


WAY COOL

cct ° y [mj^H
~ CT
BkiOT Pt

P^J B 1 1 1 1
lxi^ IrBi 1 II N
THE KEY PATTERN
""«l J AS ^flSK

X.
3Y
in/
The maze of tracks and platforms has a very specific pattern you
need to follow. Skip the first two ON/OFF switches, then jump up
and hit the third one along the track so that it is OFF. Immediately
jump up again and set the next switch you pass under to OFF.

After exiting where you


found Yoshi, hit the Prize
Block for a set of Yoshi's
Wings. Soar up to a coin-
filled bonus area and an

alternate exit to the stage.

It you continue past the bonus area pipe, a maze of pulleys and All the Fuzzies seem to have gathered betore the Goalpost, and they
Fuzzies awaits you. Hop onto one ot the pulleys and climb up or circle on small tracks below the last pulley. Hop onto the pulley rope
down the rope to avoid Fuzzies. As the pulley jumps off its track, leap and ride it right toward the Goalpost, while quickly climbing up or

with it to the next pulley rope. You will have to hop to three pulleys. down to avoid the trenzied furballs.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


AWESOME

With your star-powered invincibility, plow through Koopas. flying The single blocks floating treacherously over gaping chasms near
fishand Banzai Bills. If you rake in enough points by knocking out the Goalpost are tricky to land on. let alone stay on. The blocks are
enemies, you'll begin earning -Ups. The more baddies you can fly
1 made of slippery crystal like the rest of the land in the course. As
through while you're invincible, the better! soon as you land on the blocks, keep going and leap to the next.

NINTENDO POWER ADVANCE nintendo.com


.

GROOVY

As you enter the course, stomp on the red Koopa Troopa that's wan- A lew steps past the diagonal plattorms parades a colorful collection
dering back and forth. Pick up the Koopa's shell and carry it right to of Koopa Troopas. Yoshi can eat and spit out the green, red. blue

the Prize Block on the ground. Kick the shell at the Prize Block to and yellow Koopas. or you can use them to transform Yoshi into a
release a Yoshi's Egg. Grab your pal Yoshi, who'll help out immensely. flying, stomping or fire-breathing superdino.

POKEY PIECES A TOASTY SNACK


J""" * ii
1

iwj ma

ljl \_
A Pokey slowly wriggles back and forth, sticking anyone in its path
with spiky thorns. Take the Pokey down in pieces with Yoshi or use
l?\4^^VJr>.
The two Volcano Lotuses can be tough to get by without being
scorched. Have Yoshi swallow up the lower Volcano Lotus while
ft"

a Koopa shell to knock it over. The Pokey is too big for Yoshi to eat dodging the fiery spores from the one hanging overhead Feed Yoshi
in one bite, hut he can eat it from the bottom up. Chomp! the Pokey to the right of the plants as it scoots close to you.

Hball-istic barrage
If Yoshi eats the two Pink
1383" <• M I@J fig - Chargin' Chucks. Volcano
Berries found along the Lotuses and Pokeys line

way, a cloud will hatch the path to the Goalpost.


from a Yoshi's Egg. Make a dash (or the exit
Collect all the coins the as you avoid the fiery
cloud drops for 1-Ups. spores and baseballs.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


MONDO

The tide rises and falls throughout the course, which makes the going
tricky at limes. In some spots, you'll want to wait until the tide is at its
Wait for the tide to be at its lowest point before dashing at the
lowest point, and in others, at its highest. Watch out tor the Blurps.
Amazing Flying Hammer Brother. When the timer reaches 255, the
Out ot water they're fairly harmless, but in water they're pesky.
water level will recede and you'll be able to run up under the flying
platform. The hammers are difficult to avoid while swimming.

Hit the yellow block


between the pipes when
the tide reaches its highest
point to grab a 1 -Up

Mushroom. In low tide, the


block will be out of reach.

Press Down and slide to


the bottom of the cloudy
slope, collecting coins
along the way. Grab the
Dragon Coin at the end
_a before you enter the pipe.

rm FISH OUT OF WATER


Wait for low tide, when Knock the Amazing Flying
the Blurps are rendered Hammer Brother off his
helpless With Yoshi, you platform while the tide is

can walk along the low, then ride the waves


Munchers safely and easi- up to the exit pipe as the
ly knock out the Blurps. tide rises.

NINTENDO POWER ADVANCE nintendo.com


OUTRAGEOUS

Wigglers and Fire Snakes inhabit the forest floor, making it tricky for Pick up the Trampoline and carry it with you to the tall orange pipe

Mario or Liiigi to get by without confrontation. Either jump over far to the right. You will need to maneuver past Wigglers, Fire
them or use the Cape and fly over them. You can Cape-Spin the Fire Snakes and Bullet Bills in your path cautiously— keep your
Snakes or use Yoshi to chomp them and the Wigglers. Trampoline on hand at all costs.

Drop the Trampoline you carried from earlier in the course next to To get over the tall yellow pipe, you will need to borrow the Amazing

the tall orange pipe. Wait lor the Bullet Bills to pass overhead, then Flying Hammer Brother's winged platform. Convincing him to share
spring up to the top ot the pipe. Once on top of the pipe, use the L probably the best option, so jump up and knock him off his
isn't

Button to scroll ahead and plan for a sate landing lofty roost. As the platform swoops near the pipe, quickly jump off.

Run past the Goombas, Blurps and jumping Fire Snakes until you An Amazing Flying Hammer Brother. Wigglers, Bullet Bills and more
reach a set of orange pipes. Watch your step as you grab Yoshi have all gathered near the and try to keep you from succeeding.
exit


from the Prize Block the Jumping Piranha Plants spit fire as they It takes some fast reflexes and good timing to make it in one piece!
shoot out ot the pipes. At the exit, board the winged platform and ride it to the Goalpost.

SUPER MARIO WORLD: SUPER MARIO ADVANCE 2


3 BASEBALL SEASON

Sumo Brothers stomp upon the blocks with shocking force, causing The rare Green Berries add 20 seconds to your timer when Yoshi Super Koopas dive low at Mario or Luigi as he passes the group of A lone Chargin' Chuck perched atop a ledge rapidly pitches base-
flames lo spark along the ground below them. As you enter the lasf gobbles one down. You begin the course with only 200 seconds on four Prize Blocks Use the L Sutton to scroll ahead and watch for the balls at you. Wait for Ihe Chargin' Chuck lo take a break then make a
Special stage, run quickly to the right before the Sumo Brother above the timer, so every extrabit helps. There are nine Green Berries to Super Koopas' telltale red capes. If you have a Fire Flower, blast the jump for it. There's usually an opening after he tosses four I

you has a chance to stomp down and block your path with flames. tind on bushes throughout the course— that's 180 seconds more! feisty flyers with a powerful fireball attack. in a row. Time your jump and stomp on his head.

Atop a row of Prize Blocks, a Sumo Brother inconveniently blocks A shower of lightning bolls and flames rains down from the Sumo Flitting high above the bridge of Grab Blocks is a Prize Block that What's worse than a Chargin' Chuck? Three of Ihe bothersome
your path. Wait for him to stomp once. As the flames start to fade, Brolhers. Hop up onto the row of Prize Blocks and bump the upper contains a 1-Up Mushroom Carefully pick up a Grab Block and toss brawlers! As you near the trio of baseball-tossing Chargin' Chucks,
quickly dash and jump up at the blocks beneath him. Knock the Sumo Brother off his roosl first. Then Spin-Jump through the yel- it up at the Prize Block as it flies overhead to release the mushroom. hop up to the top platform and over their heads. Dash right to out-
Sumo Brother out by bumping him oft the Prize Blocks. low blocks and take out the second Sumo Brother. There is nothing under the bridge, so watch which block you grab. run the oncoming barrage of baseballs.

AVERJJ

FiJMijWiBM
Two Chargin' Cnucks and a team of low-flying Super Koopas will try A Chargin' Chuck will try to block your way near the blue pipe. If A t'p.is jh r
;>m:. 'hat spells out "You are a super player!!" lines
.: Once you pass the Goalpost in Funky successfully, the supersecret
to tackle you. Dodge Koopas and the fastballs the
the caped you jump on him once, he won't move and the Super Koopas near- the way to the Goalpost— a fitting reward for completing the super- Star Road 7 will appear. Use Star Road 7 to warp directly to Yoshi's
Chargin' Chucks pitch Stomp on the Chargin' Chucks and any by will dive mercilessly at you. Jump up while pressing Right tough Special Worlds. Take the lime to collect as many coins as you House on Yoshi's Island If you find all 96 of Ihe Goalposts and
Super Koopas that get too close as you quickly dash to the right. against the pipe to stomp on his head continually until he's out cold. can before heading to the Goalpost. secret exits, you'll gain entry into a new form of Dinosaur Land.

NINTENDO POWER ADVANCE nintendo.com SUPER MARIO WORLD: SUPER MARIO ADVANCE 2
.

**&„ '»** **<" *


«ap
THE WHOLE GANG
Mario, Luigi. Princess
Toadstool, Yoshi and friends

^TrtftNltYouV all gather a! Yoshi's House


a full-scale victory celebration.
lor

After the final triumph over King Bowser, everyone gamers at King Bowser and his naughty
Koopaimgs have been defeat-
Yoshi's House for a big victory bash. Cheers for the brave heroes.
ed, and Dinosaur Land is free
Mario and Luigi, ring out from all over Dinosaur Land. once more. After their grand
adventure, the friends are
going on a well-deserved

KNOW YOUR FOES vacation to relax!

A list of the names of Bowser's minions will scroll by after you


defeat Bowser. Each enemy's name appears, so if you weren't
sure whom you encountered, you'll have a chance to find out.

sr| 1
PaIL JOf™ ^|
1 £j
wirara raitJ

cjc^Sl

5^ | & 1

At the end ot the enemy cast list is a


family portrait ol the nefarious
Koopa family— a tribute to its reign
and defeat. Take one last look at So Ihe Mario Bros, penned another entry into their
each of their mugs and remember legendary book of adventures. The plight of
your victorious battle against each
Dinosaur Land is no more, and the princess has
The Koopa family surely won't be
returning to Dinosaur Land anytime returned safely to her throne. Mario and Luigi take off
soon if the Mario Bros, have any- balloon for a much-needed vacation but
in their hot-air
thing to say!
know that their aid will be needed again someday . .

NINTENDO POWER ADVANCE nintendo.com


You've never seen a race this ffi&&& before!

One slick tiim and you'll be left in the mud!

Gun your motors and zoom full speed ahead against * 16 Phenomenally Swampy Race Tracks in 4 Outrageous Fairy Lands
Shrek and all his wild friends in a race for the Dragon's " Eight playable characters each in their own special freak-kart
treasure. Grab your bravest friends and speed through * Four bad bosses to defeat, unlock and play
fairylands you didn't even know existed. You've never
Multiplayer action allows for friends to race each other using the
seen your favorite ogre move this fast before!
Game Boy Advance Game Link* cables
Will you live happily ever after?
>&TDK
DreamWorks. ^Vfrfrf'ftvJOTyrag _____
mm tiNoo e !oot NiMiNDo www.shrekgame.coi
ADVANCED
n KNOWLEDGE
STRATEGY, TIPS, CODES AND TRICKS FOR THE OAME BOY ADVANCE
IN THIS ISSUE: > GRADIUS GALAXIES
• BACK TRACK • JURASSIC PARK III: PARK BUILDER
• BATMAN VENGEANCE • MADDEN NFL 2002
• BREATH OF FIRE • MEN IN BLACK: THE SERIES
• DEXTER'S LABORATORY: DEESASTER STRIKES! • MIDNIGHT CLUB STREET RACING
• DOOM • PREHISTORIK MAN
• DRIVEN • SPYRO: SEASON OF ICE

BACK TRACK MIDNIGHT CLUB STREET RACING


J. ui J
DARK SIDE OF THE MOON CHECKERED PAST
Swiss Army knives may do a lot of things, but no gun-toting Given the recent taxi game trend on Nintendo GameCube, your
cyborg has ever been defeated with a built-in corkscrew. A few first reaction may be to ditch your cab when you pick up

codes should prevent you from having to wield it again. During Midnight Club Street Racing. Here are a few quick codes that
game play, press Select to see the game menu. Press L, Right, B, will open up some of the early cars so you can leave the yellow-
L, R and Left. A new screen will pop up with two opt ions. Choose arid-black behind. To start as if you had won all races as Emilio,
the first option, "Password Required," to reach the password enter in "NIML" as your code. It will open up the Crusero line of
screen. (The other option will return you to the game.) On the vehicles. To start as if you'd finished Larry's races and unlock the
password screen, enter in the code "weap" to unlock all the Piranha cars, use "GTPB" as your code. Lastly, if you want to
weapons. To replenish your ammo stock, return to the same take the Jones cars for a spin, enter in "LGKG" as your code.
screen and enter in the code "ammo." Finally, if the relentless (The car unlocked by the last code normally opens when you
assault of Phase ghosts and Alien Dudes has proven too much to finish the race as Keiko.) All of the codes are cumulative, so if
bear, enter in the code "god" to become invincible. you back out to the main screen after entering the code and
enterin another of the codes,

both sets of cars will be


unlocked. Do it again for the
third set of cars. One thing to
note: When you use the codes,
the game will behave as if you

really had finished all the races


with that particular character,
so you can't go back and race _ . . ._ „
d the bizarre back story in the Fill up withall the keen weapons and ,.
° ... , Each
,.
line of cars has Us own charac-
manual to understand trie look of the ammo you can handle, then turn the earlier races with souped-up teristlcs For example, the Crusero
password screen. tables on the well-equipped enemies. vehicles. cars all have really high durability.

JURASSIC PARK III:


extra challenge, start a new park and name it "Zero-Park." You
PARK BUILDER will start without having any DNA, which will drive you to spend
more money on excavation. Plus, without any DNA, you'll have
DINOSAUR DOLLARS to wait before you can start adding dinosaurs to the park.
The beginning of this simulation game is arguably the most
When you first start your new park, you
part— you have limited funds to build an entire dinosaur-
difficult
will be given credit tor having a success-
theme park. Fortunately, you can kick olf your career with
filled ful park, despite the lack of dinosaurs,

plenty of spending money by entering in a handy code. By nam- restaurants or even roads.

ing your park "Bonus-Park," you will give yourself $100,000,000


to play with, which is, coincidentally, how much you need to
"win" the game. There is one small drawback, however— you
can't change the name of your park once you've begun. For an

NINTENDO POWER ADVANCE nintendo.com


SPYRO: SEASON OF ICE
DRAGONS ARE FOREVER
If all that fire breathing bums you up, chill out with a couple of
cool codes. To open all of the level portals without having to find
the requisite Ihe code Down, Down, Up,
number of fairies, enter in
Up, Left. Right, Up, Down and A at
the title screen (where it says
"Press Start ") You'll hear a chime indicating that you've entered
in the code correctly. When you begin your game, you will be able

to go wherever you please. If you prefer to play the game in order


but need a little extra help in the lives department, enter in the
code Left. Right, Right, Right, Down, Up, Right, Up and A on the
title screen. Again, you'll hear a chime telling you that you've

done it right. You'll start the game with 99 lives.

: ?r
Jump through any portal you desire. Fill up on lives before beginning the
including the challenging Stone Age game to give Spyro a clean bill ol

Speedway. Health throughout your quest.

GRADIUS GALAXIES DOOM


*!)] J 4.1.1 J
YOU DIDN'T THINK THEY'D FORGET IT, DID YOU? OLD DOG, NEW CODES
Konamis famous code returns in its enhanced remake of the The classic shooter still has a couple of tricks up its camouflaged

popular NES title. Traditionally, the code Up, Up, Down, Down, sleeve.To take advantage of the cheats, press Start to pause the
Left, Right, Left, Right, B, A and Start has unlocked various game, then hold L and R and input the code. There's no need to
cheats. That code still works in Gradius Galaxies ... for a while. rush— if you enter in the code too quickly, it won't work. Also, the
The code will equip your ship with all of the power-ups (except Radiation Suit, Invulnerability and Berserk codes will last only as
speed boost), but your ship will explode mysteriously about long as they would if you picked up the items that give you the
three seconds later, rendering all your gains pretty much use- same abilities. Further, while you will retain your weapons and
less. However, a small modification will ensure you a long life, ammo from one level to the next, you'll get the keys you need
provided you avoid the occasional asteroid and enemy laser only for the level you are in, so you'll have to input the code each
fire. Input the code Up, Up, Down, Down, L, R. L, R, B, A and Start time you start a new level.
to get all the power-ups as mentioned before, but without mak-
ing your ship spontaneously blow up. A final word: Enter in the
first code as many times as you want, but the good code can be
CODE CHEAT UNLOCKED
entered in only once per game.
A, A, B, A. A. A. A. A GOD MODE (LASTS ENTIRE LEVEL)

B, A, A, A, A, A, A, A COMPLETE MAP

B, B, A, A, A, A, A, A RADIATION SUIT

B, B. B, A, A, A, A, A INVULNERABILITY

B, A, B, A, A, A, A, A BERSERK MODE
Putting In the original code All the power-ups prove to be particu-
big gain, but a short trip. larly useful against bosses because of
A, B, B, A, A, A, A, A ALL WEAPONS, KEYS AND FULL AMMO
the amount of damage they can take.
A, B, A, A, B, B, B, A WARP TO THE NEXT LEVEL

ADVANCED KNOWLEDGE
BATMAN VENGEANCE
TRUE ROMANCE
THE JOKE'S ON HIM After Harley explains the trap she set for Batman on the bridge,
When you first fight the Joker, he'll be standing on a stack of the Joker will leave her to take care of you with her giant ham-
wooden crates, and every time you damage the crates, the mer. Slowly approach her posi-
"*
Joker will take damage as well. Jump and fire your Balarangs tion until she charges you, then
into the small gap in the scaffolding while dodging the barrels jump over her and attack from
that fall from above. When you behind while she swings the
run out of Balarangs, a barrel hammer. If instead of swinging
will yield five more, provided the hammer, she tumbles away.
the barrel doesn't fall on your do not pursue her immediately.
head. When you break one of Wait until she stops tumbling
the three boxes underneath the and then approach her again— ,,
\. .11 -it Harley will start running at you as
Joker, he will begin to feed tiny, otherwise, shell quickly turn y0 j approach her. so move slowly to
colored bombs onto the convey- around and attack before you allow plenty of time to react,

or belt. Avoid them and contin- have time to evade her.


The ape[lure jn , he scaff0 ding is |

ue to aim at the small hole. He pretty small, so you'll have to practice


will eventually run away to to find oul exactly when to throw the TERRIBLE DIRIGIBLE
fight again later. The final boss battle with the Joker's blimp takes both speed and
skill to win. Start shooting the blimp as soon as you can, avoiding
FREEZE! as many of the explosive balloons as possible. Since you have so
When you finally get lo Mr. Freeze, you won't exactly get a warm little time to take out the blimp, every shot that hits a balloon is

reception. From his catwalk, he drops green canisters that cause a a shot wasted. For the same reason, try to stay somewhat close
devastating amount of damage. The first instinct is to avoid the to the blimp so balloons don't i

canisters, but the way lo finish Mr. Freeze is to beat him al his own pass between it and you. If you
game. Catch the canisters and toss them back up onto his perch. do shoot one of the balloons, be
When you throw the explosives back up, they will go slightly for- sure to stay well out of range
ward, so make sure you are not because its blast radius is much
directly under the center of the larger than it Above
appears.
platform, or they will crash back all, never stop shooting. Even

down and hurt you. You can miss when you have figured out the I

catching only one of the vials, strategy, the time limit can still .

The Joker s t
which leaves you very little prevent you from defeating the age. so don't get distracted and start
room for error. About halfway Joker, so act fast. chasing after the balloons.

through the battle, Mr. Freeze


will bump up the difficulty by
Catch every canister that Mr Freeze . -M-U
launching missiles from two dif- drops, even it you don't wind up

ferent heights. Duck the higher throwing it at that very moment, TRY FOR YOURSELF
missiles and jump the lower The level codes for Batman Vengeance are all conveniently named
missiles. after items, places and characters in the game.

LEVEL PASSCODE
PICK YOUR POISON
Poison Ivy is one of the easier bosses to defeat you know how.
if
GOTHAM 12 CATWOMAN
Avoid the explosive seeds thai the giant plant shoots by jumping
forward as it lands at your feet. The cloud il causes will linger BATMAN 13 JAMES
briefly, so pause before taking refuge on Ihe left side of the
screen. Wait until the giant plant BARBARA 14 DRAKE
raises its eye above the tentacle-
like leaves, then hurl a Batarang m«M GRAYSON 15 HARVEY
at it. Poisdh Ivy will begin lo
ROBIN 16 SELINA
drop small plants that will
attack you from the ceiling, so
TIM 17 BATARANG
take care of them first before
throwing the next Batarang. It BATGIRL 18 BRUCE
doesn't take nearly as many _, ,
-. j- j SIa V t0 lne ,ar |efl l0 9 |ve yourself
attacks to destroy it as it did to ptenty Ijme t0 avoJ[) Ine pf0 ec ,j| es FRIES OUINZEL
, j 19
beat the Joker or Mr. Freeze, but the large plant spews.

it can be an awful nuisance. VICTOR 20 JACK

ALFRED 21 EDWARD

NINTENDO POWER ADVANCE nintendo.com


_

DEXTER'S LABORATORY:
DEESASTER STRIKES!
DRIVEN
»M.IJ

>j.i.h THE ROAD TO SUCCESS
To unlock all of the cars and tracks in Driven without having to
secret formula
complete all the races, select the Top Secret Cars option in the
Rarely do you find a game with as many codes that make it
main menu and input the code i

more difficult as codes that make it easier. Still, all of the codes
2-9-8-0-1. The credits will begin
are worth paying attention to if you fee! yourself breezing
to roll as if you had just finished
through this action game. Enter in the codes on the pause
the game. Press B to return to
screen during game play. A message will pop up telling you
the main menu. When you start
which code you've entered correctly.
a new race, all the cars, includ-
ing the Gamestop car and the I

CODE CHEATS UNLOCKED


Master car, will be available, as I

well as all of the tracks. The Master Car corners like it's on
LOW GRAVITY (DEXTER JUMPS HIGHER)
rails and pulls away from the pack
with incredible acceleration.

SLOW ENEMIES
MEN IN BLACK: THE SERIES
L, R, R, R, R. L, R, L. R. R. L,
1.M.IJ
~~
L, R, L, R, R ... BUT STILL NO ELVIS SIGHTINGS
To make J and K invulnerable to
L, R. R. R. R, L. L, L, R. L, l_ LESSDAMAGE (DEXTER TAKES LESS
the insect onslaught, enter in the
L, L, L, L. R DAMAGE WHEN KIT)
code LVFRVRDD on the pass-
L.L.R.L ONE MORE TRY (EXTRA LIFE.
code screen. The game will beep,
L, L, R, R, L, R, L,

L, R, R, L, L MAXIMUM 9) then the code will erase. Press


Start to begin a new game with-
L, R, R, R, L, L, R, R, L, L, L, GET DOUBLE AMMO (ADDS 10 AMMO) out risking any damage.
L, R, L, L, R

CONTROLS ARE REVERSED (SWAPS


L, R, R, R, R. R, R, L, R, L, L,
R, R, L, L, L DEXTER'S CONTROLS) MADDEN NFL 2002
4.1. IJ
L, L, R, R, R. R, L, R. R. R, L. STRONG ENEMIES (ENEMIES ARE MORE
EXCESSIVE CELEBRATION
L, L, L, L, L DIFFICULT TO BEAT)
Do you want to join in on the the touchdown celebrations in
L, R. R. R, R, R, L, L, L, l_ R, FAST ENEMIES Madden 2002? When your player scores a touchdown, press the B
Button to sound an air horn, press i

A to hear the referee whistle,


., L, R. R, R, L, R, R. R, L, L, SLIPPERY FLOOR (DEXTER SLIDES WHEN press the R Button to hear I

1, R, L, L, R HE WALKS) Madden yeirPowf and press L to


hear "Whoa!" You can keep press-
ing them for the duration of the I

endzone celebration.

BREATH OF FIRE
STREET MAGIC
To see a cameo appearance by Capcom celeb Chun-Li, head to
the town of Bleak. Visit the young magician who asks you to put
a hundred coins on the table so (

he can make them disappear.


Agree, then wait until he says, I

"Look behind you." Answer


"No" twice, then answer "Yes." :

Afterward, you'll be able to see


Chun-Li practicing her moves
in the background.

ADVANCED KNOWLEDGE
PREHISTORIK MAN
everywhere. Shown are the maps of the first, second and fourth
CHECKING THE CLUB SCENE levels of the deceptively challenging Tilus platformer. The tech-
Much of the difficulty of Prehistorik Man is not in beating the lev- niques used on the three levels should help you find the treasure
els themselves but in finding all of the treasure hidden within. for all of the future levels. The letters indicate where the differ-
Covered holes and hidden caves are commonplace, so explore ent cave entrances link.

LEVEL 1

Pound a hole in the ground to tall in Club another hole in the ground to
to a long underground cave, a tech- (all down a short well, then press Up
nique that will be repeated through- to enter another gem-filled cavern.
out the game.

To reach the treasures above the The shopkeeper has valuable infor- Pound the ground just before the Be sure to continue past tt

start, take a blind leap from the plat- mation about the locations of treas- second Rees-Tartah to drop down to cave entrance to pick up tt

form to the right. Be prepared to ure within each level, as well as the the lower level. Work your way left BONUS letter,

encounter two enemies as you land. ability to save your game. to find the second BONUS letter.

LEVEL 3

Swing at thin air above the cliff's The spiders on each side of the spiked Pound the ground to reveal a Don't worry about the gems as
edge to discover two blocks you can drop all the way to the
floor will room, then pound
treasure-tilled you cross the heads. You will
climb on. Go left to the shop or right ground, providing precarious trans- the ground inside the room to find pick them up on the way back
to the fourth BONUS letter. portation to the small treasures below. your way back out. with the aid of a turtle.

NINTENDO POWER ADVANCE nintendo.com


There's a name for heroes

c ^

DINOTOPIA
THE TIMESTONE PIRATES"
GAME BOY advance

\ / &TPK
F
NINTENDO POWER ADVANCE nintendo.com
TONY HAWK'S PRO THE POWERPUFF GIRLS:
SKATER 3 MOJO JOJO A-GO-GO
GET SICK WITH A SLICK GBA VERSION OF HELP THE POWERPUFF GIRLS SAVE YOUR GBA
THE HAWK'S LATEST SKATE JAM. FROM THE EVIL SCHEMES OF MOJO JOJO!

GAME LINK: MULTI-PAK


RELEASE: NOW AVAIL

Everyoi
GBA
Unlike the previous GBC Po IftHUUilHHW irfiltW.-iU?T
you to play as any of the sisters and even switch „_.
them on the fly. There's also a multiplayer mode, which
sends the girls off on a wild race through Tc
Career Mode challenges you to accomplish a series of high-
*

mmmmm
flying goals in each environment When you've met enough The plot is thin but familiar: Mojo Joio i-

Townsville and steal tl


'*" girls, you'll side-scroll through six different areas of
nsville while fighting off robot sentries, tricky bt

busy LA intersection and a Tokyo megaplex. and even the mighty Mojo Jojo himself. But the girls have a
few tricks of their own— including unlimited flight, pov
Free Skate Mode allows you to skate in any unlocked envi- energy beams and punches that can take out a brick i
jnt of time. Single Session
Mode puts the pressure on by adding a time limit. You can You can improve the girls' already impressive abilities by col-
learn the skate pro basics and some advanced moves in the lecting powerups. Some powerups will cause energy beams
15-lesson tutorial. to grow or turn into homing beams, while others make the
girls' fists fire in multiple directions at once. You can also grab

Muliplayer options give up to four players a chance to shi yday items such as trees and mailboxes and use them to
off their moves. If the players vary in skill levels, a handicap wallop baddies. And if the heat gets to be too much, just call
option evens thefield. Most multiplayer games require mul- upon all three girls at once for an incredibly powerful Super
" me Paks and GBA Game Link Cables. Attack that decimates everything in sight.
The multiplayer HORSE game lets players pass around a
single system and Pak after they take their turn. .me offers plenty of enemies to wallop, powerups to
id bosses to destroy, and fans of both the cartoon
and shoote" i M
»«* * c r.* a An. e r.=>i av B h™,iH „„„ it

BUYER'S GUIDE
'

RAZOR FREESTYLE E.T. THE EXTRA-


SCOOTER TERRESTRIAL
BECOME A TERROR ON TWO WHEELS IN A STOP TO SMELL THE FLOWERS WITH THE
TRICK-PACKED SCOOTER CHALLENGE. ALIEN BOTANIST AND HIS BUDDIES.

GENRE: ADVENTURE

WEBSITE: NEWKIDCO.COM
WEBSITE: CRAVEGA MES.COM

A peace-loving botani
but ends up learning
after he's accidentally stranded in a forest.
more about the planet's people

In the first two missions, you control E.T. Later missions allow
you to play as E.T.'s human pal Elliott instead, and
The single-player circuit challengesyou to meet a series of sions require you to switch between E.T. and Elliott.
goals in each environment. Goals include hitting high
scores, grinding lung distances, landing big point c begins with you controlling the squat, large-
ing wheels. You'll start <
he shuffles into the forest to collect
ige alien as

;—Scooter Park, Aircraft Car . zed flowers. Jumpy frogs and enormous bugs sap
; you accomplish your t gy, and the forest is a confusing maze of trees,
e areas. When you accomplish all of the goals in every rocks and other obstacles. Something goes horribly wrong
'lip Mode, where you justas E.T. completes his flower-gathering task, hi
and he's left marooned on Earth.

" >n requires GBA systems and Game Paks Somehow, government agents are aware that E.T. is

the forest, and they'll try to catch the


abandoned
',along with the appropriate numt
ne Link Cables. There are fc
— alone
alien as
in

you guide him through the dangerous forest to


Elliotts house.
„j. The Points Battle is a highs,
Spell Scooter game is a challenge to collect lette
-"«""" h h- —-.The
Grind OH 1 - voiding enemies and finding

allotted time. The It gai iriation of Tag. The play- of variety jns, you'll collect parts to

the game. build a communicatic ice for E.T., a


e forest and more.

NINTENDO POWER ADVANCE nintendo.com


PUYO POP NANCY DREW: MESSAGE
IN A HAUNTED MANSION

A BATTLE OF WILLS BOILED DOWN TO PRIS- CAN THE CLASSIC CHARACTER CRACK THE
MATIC PURITY, PUYO ARRIVES AT LAST. "OF THE CALIFORNIA CALAMITY?
HE: POINT-AND-CLICK ADVENTURE

WEBSITE: DREAMCATCHERGAMES.COM

Game Boy Advance debut in Nancy Drew: Message in a


. That title fused Haunted Mansion.
of color globs—
'

An old family friend. Rose Green, needs Nancy's h


Green has purchased an old Victorian mansion _.
Francisco, and strange accidents are plaguing her renova-

Mm wfm
'

tion attempts. Rose's business partner and pal, Abby, t' '

<am downward
that angry ghosts may be to blame, it's up t" No
you— to find out what's happening at the mar
.__ that drift are the same
shape every time: two globby Puyos stuck together, each of
which can be one of several colors. When four or more of You'll see the world through Nancy's eyes in this first-person

le color pile up. they all pop and vanish, which trig- pointandclick adventure. When a magnifying gla
jt9 «u avalanche of Puyos piled above them. Players who
think ahead while piling Puyos can use avalanches to their
ssive combos of popping Puyos.
appe
m
i opponents, play

iHiimMiii by completing a
o-popping strategies.
start to coalesce it

lot playing against human opponents, players c solve the case.


a quest mode tl "
The game is suitable for all ages, but a great deal of reading

T^ play Arle. who bumps


oddball Puyo players on a quest

il's
into other

seriously
wicked to otter you stale tea.
Fortunately, his game is lar

Puyo Pop reaches Insane levels

iPWrW
otters more options, hut you can
"is:::

have everyone play


Pak. as long as you
GBA Link (
oil

I
only one i:-n;,«:

9
M'S BLAST
THQ GIVES MOTOSPORTS FANS A REALIS- HAVE A BLAST WITH A SWEET MINIGAME-
TIC DOSE OF SAVVY CYCLING ACTION. PACKED BOARD BONANZA.

PUBLISHER: MAJESCO

yellow and green M&Ms get together


evvina al white-knuckle SDeeds near 170 miles per
Red, blue, for a

liiiliiii'vLrirriTi- \mm „
led rat-
„.d energy of moto*
big board game challenge
Pick a color, roll
Majesco's M&M's
the dice
in
and hop across one of four
Blast.
huge
_ r _. Is competition. Moto GP rolls out 12 licensed bikes from boards. Board game themes include the candy-filled Sweet
Honda, Suzuki, Yamaha and other companies. When you Dreams and the scary Haunted House. Up to four piet
take one of the authentic bikes for a spin, you'll be able to ride game, with any mix of player-controlled
participate in each
as an international Moto GP rider, such as Kenny Roberts Jr., and computer-controlled pieces.
Alex Barros or Loris CapirossL
When you land on a space, you might face one of several
*(i mode of play is in the 16-track Grand Prix V '

You could win Minis, lose Minis, jump ahead a


,

nleashes 12 cyclists on snaking tracks Japan, in number go back spaces or swap places with
of spaces,
"

.U..J, France, Italy, Spain, Malaysia, Portugal and other another piece. In some areas, you'll have a chanc
lopolitan pit stops. Whether it's rainy, foggy or clear out, around freely and collect Minis while you avoid a v
ive to negotiate countless hairpin turns and dangers.
wiping out to become the leader of the pack.
As you play the board game, you'll participate in a wi
In addition to its Grand Prix Mode, Moto GP tears up the variety of minigames. In the Candy Catch game, you must
with three other ways to ride. In Tournament Mode, move left and right to collect falling Minis. The Miniature
te in the games four race circuits. If you fail to Golfgame challenges you to putt the ball in the hole using
npetition. The ti '
fewer strokes than your opponent(s). The Candy Match
'

be available in i game is a symbol-matching variation on Concentration.


ou the whole road to yourself as
ne. In Quick Race, up to four play- At the end of every minigame, players are awarded Min
k up and compete in a round of Multi-Pak racing. ling to how they performed. Afte
me as part of a large b<
With four-player fun, tight handling, scenic graphics and e available as a separate m
'c, Moto GP is the sim-style <

that'll keep any motosports fan's engine runnint,

•»-^3Jw^.i

lEfWfwinnnnl
NINTENDO POWER ADVANCE
E FLINTSTONES: BIG
OUBLE IN BEDROCK
PROTECT GOTHAM CITY AS BATMAN AND HELP FRED SAVE BARNEY FROM A MODERN
OTHER DC COMICS SUPERHEROES. STONE-AGE TRAGEDY.
GENRE: PLATFORM

PUBLISHER: CONSPIRACY ENTERTAINMENT

t's quitting time at the quarry where Fred and Barne'

supervillains Harley Quinn. Mr. Free; ;, but Barney's nowru._

ivy. In a twisted pint loosely based on the story from have to walk far to find out that the evil Dr. Sinister has kic
Batman Vengeance tor the Nintendo GameCube, Ubi Soft's napped his little blond buddy. You must locate Dr. Sinister
""
GBA version sends you on a caped crusade across 2i levels hideout and rescue Barney— but it won't be r
i,K
of side-scrolling action, puzzle solving. Bat mobile racing once-friendly Bedrock streets are overrun
and Batplane piloting. ing lawn mowers, barbecue grills and mi

Between each level, gorgeous still images worthy


graphic novel illustrate the devious comicbook story.
Batman, Robin, Batgirl and Nightwing make heroic appear-
ances. You can play as all four superheroes. and they'll have
a utility belt full of crime-fighting tools to use. lean streets. In later levels. Fred i

As Batman, you can cruise in the Batmobile or explore side-


scrolling levelson foot. Thugs ranging from plant monsters
to rocket-launching soldiers lurk around every corner, and
the Dark Knight can battle them with punches, kicks,
Batarangs and smoke pellets. For head-scratching fun.
Robin's puzzle levels let you play as the Boy Wonder in k
es, where you must push bo:

rolled Batcrawler. As Batgirl or Nightwing. you


it

skies for shoot-' sic Hanna-Barbera tradition. The first three large levels are
cockpit of the Batplane. set in Bedrock, and there are three levels each in the Wild
West, Haunted House and Dr. Sinister Island areas as well.

There are three difficulty levels of Bedrockin' play: Easy,


I
Crusaders \\ li.'iinin.'ilcd sit

side-scrolling areas with the help


ol your Bat-Grapple. Eventually.

as finding Ihree hidden data disks.

BUYER'S GUIDE
'

AMERICAN BASS'* AN AMERICAN TAIL:


FIEVEL' S GOLD RUSH
CHALLENGE
FISH YOUR WAY TO THE TOP IN UBI SOFT'S EUREKA! THE CARTOON MOUSE IS BAC
TOURNAMENT-STYLE FISHFEST. AND HE'S GOING FOR THE GOLD.
GENRE: ACTION
PLAYERS: I

GAME LINK: SINGLE-PAK


PUBLISHER: CONSPIRACY
WEBSITE: CONSPIRACYGAV

Hk .i Practice and Qu ckfish M jdesl :tyc u dive into


! i
i; .

I he action without having t j worry abou ea ning gooc sequel, heheaded out west, and he's retracing the steps of
n les of a ournc me it. and you
ures or sta ying within the his cross-countryjourney in An American Tail: Fievels
Gold Rush. Moseying back to the Wild West, Fievel is on
Modi.' is much decoct— il will tciu'li ' '
ices of a treasure map leading to

dition starts in New York, and


the cheery platformer with coast-to-coast plat-
is filled

former thrills, including gaps to leap across, elevators to


ride and feline foes to defeat. Every colorful level contains
11)0 gold bars to find (if you pocket all of them in a level,

You'llbegin Tournament Mode as an amateur trying to you'll win an extra life), and much of the trea
ork your way up to the pros. You're given three lures, a in hard-to-reach places.

nple fish finder and the option of having a guide tag along
with you. The g n-spewing p
though you may want to believe the fish finder 0.„ . traps make the trip a hazardous one, and
guide at times. rats and cats will try to stop Fievel in hi

fight back, Fievel can toss his magical cowDoy i

can place in the top th works like a boomerang.

on to the pros. Your Mainly for younger gamers. An American Tail: Fievr r-
de it to the pros. The Gold Rush features kid-friendly, hop-and-bop game pi
„ase greatly as you that will challenge players who want to score 100".. in every
level. Since you don't have to I" '

lageable for begirni


e as good as gold for Fievel fans of a

NINTENDO POWER ADVANCE nintendo.com


;

DOKAPON TOCROSS MANIACS


ANCE
MONSTER COLLECTING MEETS DUNGEON YOUR MOTOR RUNNING WITH POWER-
CRAWLING IN AIA'S CLEVER NEW RPG. UPS AND NITRO BOOSTS AND ZOMBIES. . . .

THQ'sMoto Gl (see page 110 leans more toward


oile
1
1

Konamis Motocross Maniacs


the sim side of cycling,
Advance ahead toward the arcade side of
barrels full-speed
racing. Motocross Maniacs Advance is a sequel lo the Game
>. it is your mission to ean nd Game Boy Color side-scrolling cycling games, and
the Iricked-out update plays like a cross between the classic
around the island of Dokkano and locate hidden version of Excitebike and a kart racer.
all while capturing t

MMA features six Championship circuits, and the 12 courses


take you through crazy locales, such as the underwater
depths of Blue City, the tiny toy world of Pocket Circuit and
< -paper-scissors. Special attacks cau the techno landscape of the D.D.X. Remix track.

tmzmm
attack, defense and hit points.
; will give you
stats such as
Your bike has limited gas and nitro boosts, so you must catch
i to cruise through the strategically placed refills.

/nips, including rockets and m'


Ihe competition. If you ti
Players can also capture monsters and i can attempt to shatter your record in Attack Mode.
'
. you must sel a trap and then defeat Ihe
b™ „„., h^ :i ,..;n f„iL>, v
y (ni around and Not your typical racing game, MMA stands apart frc
pack with Action Mode, which boasts thr
s will reside at a monster ranch where minigames. In Zombie Attack, you must kr
lining. ghouls by boosting into them. H
'wheels on a conveyor belt to collect stars and dodge
iO differ ards, and Bomb Tag is both a frantic race and explosive
lndomizeddunge match of hot potato. One to four players can play Action Mode
the Single-Pak option, while the normal courses are
ible for up to four racers as a MultiPak option.

Itv-?-. ^*r^'Tv'r'v c ''i

wheels out Ihe w


the goofy power-ups
tagalong chasing after your bike.
r will change

playing as Australian Lexie. ;

kangaroo will tail you.


I

BUYER'S GUIDE
BROKEN SWORD: THE SALT LAKE
SHADOW OF THE
TEMPLARS 2002
UNRAVEL THE MYSTERY BEHIND AN UBI SOFT BRINGS THE THRILL OF WINTER
ANCIENT AND DEADLY SECRET. OLYMPICS COMPETITION TO THE GBA.

PUBLISHER: UBI SOF

ter sports events of Ubi Soft's Salt Lake 2002. You can
x selectable events,

ho hid a magnificent treasure before they


mmBKM were wiped out
! [ .IB
a field of competitors
.
|
from
i
'
„lf.W i

16 countries
il in any single
r take on a series of challenges that will raise the bar

and unlock a new level of difficulty. Up to four players can


the Inquisition. As George, you must travel the world. join in on the competition, with no additional GBA system:
ther clues and retrieve artifacts in your mission to discover or Game Paks required.
the chilling secret of he lemplars.I

The Ski Jumping competition tests your balance and timing.


similar to Shadow 14a te (M and Maniac You'll wail for the wind to blow in your favor, then fly off the
. jearch areas for items and clues, then use the ramp and stay centered as you come in for a landing.
• puzzles or glean information from a variety of
Many games Accuracy and timing come into play in the Curling competi-

mmmmmmm
lyer characters. in this genre force play-
tion. After you let go of the stone, you'll instruct your sweep-
ers to clear the ice and guide the object to the target.
Sword for PC and GBA—have d
both
it ion to the problem: Gamers can scan every interae- Two skiing competitions and a snow boarding competition
1 in sight by simply pressing the I. Button. Items send you down the slopes in a hurry. You can build up your
already in your possession are accessed with the R Mutton, power for a good start, then blast out of the gate and h ~ - J
while all other commands are initiated with he A Button. 1 for the goal. In slalom competitions, an arrow points yo
the next gate.

tetfflSS
HI
... a .i competition is a shuddering run Ihroi
J "
scenes that si- To shave seconds off your time "
alic! a moody 1 a balance indicator and [

NINTENDO POWER ADVANCE nintendo.com


poitomtjp!

M
AM
\ fDSTEB

DRAGON BALL Z - The Legacy of Goto. Experience the power of this exciting role-playing adventure!

^w~ M
LM« i.ii i

Embark on an incredible journey and protect the universe from evil. Use your powers to help Goku defeat his

enemies and fulfill his legacy as the greatest warrior ever known!

crnvrrruG ivtav
us. infog rames.com
eooe ,
-

SHEEP NBA JAM 2002


PUZZLE GAMING GETS WILD AND WOOLLY TAKE IT TO THE HOOP IN THE LATEST
IN CAPCOM'S BARNYARD BRAIN-BUSTER. UPDATE OF A WILD SPORTS CLASSIC.

PUBLISHER: ACCLAIM SPORTS


WEBSITE: WWW.ACCLAIMSP0RTS.COM

- --
ng-hot acrobatic action of NBA Jam 2002 will
1 :

J in a hoops frenzy as you guide NBA stars


. _i

through amazing hardwood heroics and impossible sti


The two-on-two play features six selectable pla>
every NBA team. You can play through a full season, jump
ou play as a sbeepherding dog who's in charge of into the play-offs or enter Head-toHead Mode, which allows
izelike pastures to lead you to go up against any computer-controlled team.
i into theback of a waiting truck. Along the way. you
"y guide the sheep away from roving combines, The high-flying moves include monster dunks, long-
shearing machines and other dangerous farm equipment. distance shots from way beyond the arc and a collection of
and turning moves that put a new twist on the I
Your fleecy friends come in four varieties, ranging fro basketball."
sheepish pushovers to woolly bullies that are a -..
Stubborn. A rare radio power-up can turn you into the Pied '
iinfourskillcategoriesandcarryan
Piper of sheep, but most of the time you'll have to rely on n substitute your players at the bt^,
t the wandering r to put some fresh legs into the mix.
sheep to the goal.
)de, the court shows hot spots and generates
i that add to your abilities. In HORSE Mode, you
it in a never-ending
platforms can jettison your flock o\ it the bottom of the
persuade the sheep to jump into hovi )ur player will
> an amazing move.
In Arrange r nts for your sheep-
herding sue*. iw faithful or feisty
''"
depending 01 " oriented puz-
. Sheep's stumpers will leave you scratch*
you're wearing an itchy wool cap.

The object is to direct the si

toward the truck. The sheep


r hang out whe
are. so you must figure ou
lo guide them to the truck

candy lo lure them to the goal.

woolly critters might shrink.


all),so you must guide them
toward springy platforms, which
can catapult them over streams

NINTENDO POWER ADVANCE


1
^Slassicjftrcgd^^
\ sPBM Action o nTtlTeEp 'l

W$!

IftaDcom femuDSDSQS
Eonque5tn^t5 MB

GAME BOY advance


CAPCOM
INSPECTOR GADGET: TOM CLANCY'S RAIN BOW \

ADVANCE MISSION SIX: ROGUE SPEAR

WOWSERS/ THE GOOFY GIZMO-OUTFITTED SNEAK BEHIND ENEMY LINES WITH ALL
AGENT GO-GOES ADVANCE. YOUR FRIENDS IN A PLANET-SAVING PAK.
TEEW
El »•>.
2002 «»!>;

WEBSITE: DREAMCATCHERGAMES.COM WEBSITE: UBI.COM/US

tealth is just as import


jobdone with assault rifles ana demolitions equipn
1

fights the v ,.._ Rainbow Six video game series, which first targeted

atched his '80s cartoon series, you'll know that the bionic Nintendo fans on the N64. Now the Rogue Spear sequel strikes
secret agent gets by with the help of his niece. Penny, and her
dog. Brain. True to the show, DreamCalchers glob Advance. Ready to take on gun-toting tangos again before
action came is lively and /.any. and you'll have to r_. -

to stop Dr. Claw, who's planted mind-c


1

irks, Inspector Gadget and crew


B^iiullvlf^'HTMTLfi^
spy jargon for a devastating nuclear weapon that's fallen into
t Pyramids of Egypt. At every tourist slop, you'll have to the wrong hands.
're using, since Gadget, Penny and
Brain have unique abilities. Rogue Spear's single-player mode puts you in charge of
assembling a team of four operatives, drawing upon
As Gadget, you'll have a trench coat full of wacky inventions Assault, Recon, Sniper and Demolitions members and their
/acking hammer that sprouts from unique skills.
skates that pop out of his shoes.
one, and she'll be able to short-circuit multiplayer Cooperative Mode, up to three players con-
-
j In

robots with her computer. She can also swim, while Brain can trol an operative during missions, so that one player might
double-jump or don a penguin disguise to sneak past enemies. throw a flash grenade into a room, while a second rushes in
with an assault rifle and a third snipes out a sniper who's
retching from above. And for sheer fragfest fun, multiplay-
p
jfSliMgi^i r Gadget: Advance yer
irial Mode drops missions in f

up to four players,
mayhem, the Raint
giuund running yet £
— ! ~

or Brain. Each character hi


rwmJ abilities, so you'll have to
figure out which do-gooder is righl
jU4
rra±
"fflfffflii'l'WII'

niji mil ill Hi

NINTENDO POWER ADVANCE nintendo.com


(cfegsfeGP3/ jVqv ntures.

Bi

&/..«-„

GAME60Y advance
MILD VIOLENCE
CAPCOM
JONNY MOSELEY DISNEY'S PETTER PAN: \
MAD TRIX RETURN TO NEVER l_AND\

HIT THE SLOPESFOR DOWNHILL DERRING- TAKE A FLIGHT OF FANCY WITH THE BOY
DO WITH WORLD-CLASS SKIERS. WHO REFUSES TO GROW UP.
GENRE: STUNT/RACING

2002 m "

turns to the big screen and makes his GBA


ing to the exti .— _ year with a new adventure. It all begins in
rpacked like a well-i on, where Peter convinces his old friend Wendy to let
mp's highflying, powder-pounding tricks. The freeski- him take her children, Jane and Danny, on an adventure to
Never Land. What begins as a fancy-free journey to the
2001 Winter X Games gold medalist Tanner Hall and a hand- world of magic and pixie dust turns into a dangerous fight to
ful of gnarly fictional characters. save Tinker Bel! and the Lost Boys from the grasp of
iHook.

icks. As you schuss down the slopes „..^ets to the forests of Never Land and
the moguls, you can perform wild stunts such ; the deck of the Jolly Roger, Peter jumps, flies and fights his
'Roll. way to the goal. As you guide Peter on his jou:
collect feathers to earn extra lives, pixie dust to add to your
(lying abilities, and life-replenishing hearts and apples.
.ace and go for a
high trick score on the slopes of Kilimanjaro. The Peruvian oss Captain Hook and his henchn
course at Machu Picchu features Incan pvramids. while an you canfight them off by stomping them or tossing of
You can also master the art of har
in their direction.
hand combat with a sharp knife.

~~
bag big points, you can trick off ramps, rails and trf By collecting
.. jcks. You can also boost your score by skiing into the c 1 the Return to Never Land movie. You can also

lectible coins and bonus multipliers that appear strategically unlock two bonus games when you discover hidden Pan
throughout each run. Pipes. There are three pipes in each location. After you
complete all of the levels in a location and collect all of
Even the music goes big in Mad Trix. Salivas "Click Click the pipes, you can enter either the flight g
Boom" and other r cannonball-f iring game for a chance to earn an t
to keep the action
THE FIST OF MARS

SIGN UP FOR A FUTURISTIC TOUR OF DUTY AS WAR RAGES ON THE COLONIES OF MARS.
ASSUME TACTICAL COMMAND OF AN ARMY OF MECHS. ENHANCE THEIR AGILITIES AND WEAPONS.
THEN GUIDE THEM INTO BATTLE. SAVING THE SPACE COLONY IS NOW IN YOUR HANDS...

ll li lM Hlifl
'

ttm
ECKS VS. SEVER BOMBERMAN MAX 2:
RED ADVANCE AND \
»
BLUE ADVANCE
THE MOVIE'S NOT OUT YET, BUT YOU CAN TWO GAMES, TWO HEROES AND A LOT OF
GUN FOR COSTAR STATUS RIGHT AWAY. TINY LITTLE BOMBS.

MULTI-PAK/SINGLS-PAK

PUBLISHER: MAJBSCO

ntunio Banderas ( f rom Snv Kids} and I

Charlie's Angels) are

mmmSmm Device at
into tiny
Bomberman HQ and shrinks the explosive pair
bombers. Bomberman and Max are so sm
tittle

that they're able to hitch a ride on their pet-sized comp;


Ecks vs. Severs plot follows two secret agents, both brilliant ions, the Charaboms.
s,as they attempt to eradicate each other— at least
The miniature Bomberman and Max must bomb their i

;,;
spiracy that threatens th past soft blocks, pacing enemies and other tr,-'*

n-style obstacles. Dr. Ein appears at tl


Players can select either Ecks or Sever, the ning of each level to set the objective. Along the way, you
1 each will pick up new Charaboms, which you can ride.

a, Ecks must escape s The major differences between the two games are the I

E lllMI llJiiil!^
i
'
rib blows. Sever plant characters and the available Charaboms. In Boml
during her Max 2: Blue Advance, you'll play as Bomberman, ai


i

nuch different r Charabom will be Pommy. In Bomberman Max 2: Red


first

Advance, you'll play as Max and your first Charabom will

an3gg |g|g|« be Dorako.

or a frag limit, offering eight battle arenas that range fr In addition to the large, traditional Bomberman game, there
city streets to military barracks. Bomb Kit pits [

race to be the first person to collect the scattered .tie Pak and the
bomb— and use them to blow up an enemy main! appropriate Game Link Cables, or, if you have two Game
e player in the shoes of an i Paks and Game Link Cables, you can merge or battle your
j trade areas,
or "Pitch" between Game Paks.

NINTENDO POWER ADVANCE nintendo.com


The Legendary Action Hit.

Now for the Game Bor


Advance System!
j* j_
The EJesl a( Ihe Efest arm jour squad
f wth A elte operate: Sniper. Demolitions,

Assart and Ream specialists armed with

the latest technology and weapons.

team up against -
A Muttipiayer Assault: terror

/ 2 player co-op mode or 4-pfciyer artwsarial

1 '

"#B

t
it V
Animated Blood

Violence
MIKE TYSON MONSTERS, INC J
BOXING
TAKE ON THE BEST IN THE WORLD WITH PICKING UP WHERE THE DISNEY MOVIE
UBI SOFT'S REALISTIC NEW BOXING SIM. LEFT OFF: BOO'S ON THE LOOSE AGAIN!
GENRE: ACTION
PLAYERS: 1

LEASE: SPRING 2002 PUBLISHER: THQ


ITE: 71

WEBSITE: UBI.COM/L

rain, strain and brawl your way to the top of the box- _ ...able blue lunk Sulley and his pea-gr™.
ing world in Ubi Soft's Mike Tyson Boxing. As a young tmm Mike, are called back into action when human tater
xer in one of three weight classes, you must challenge tot Boo crawls back into M
d defeat over 70 unique fighters for a chance at the cham- Randall, also returns to the scene of the crime, still bent on
pionship belt. You can also *- 1 [ Sulley and Mike's lives difficult, this time by
- -
breaking Boo's bedroom closet dr
:

: Link Cable and two c

ing them across the city. So while Mike babysits the



d tyke, Sulley must scour the city for broken
1

^^^^H^HBH
lightweight can fight a heavyweight i
ne of Monsters, inc. is started up from

through the ranks for a shot at the world championship. You


must come up with a training schedule, keep close watch on
the competition and practice at the gym before you throw a Door pieces aren't the only items that Sulley must keep an
single punch. Once you're in shape, you can challenge fight- -" "'* "se his attr" " "' ' 1

's in your weight class. You can either fight every match

yourself or turn on a Management option that lets you train


iiwlVJw Jiu!
the boxer while the computer fights for you.

The boxing mechanics are highly realistic. The game uses a Fortunately, he can escape to bonus sledding missions in
third-person viewpoint with the camera placed behind the Himalayas, during which he can scoop up plenty of
your fighter. As you move, the ring rotates to keep pace powerups on the slopes.
fancy footwork. You can throw 14 different kinds
; at an., lima K.il mil m,
uS t | earn which DUnCh JS With its cc

stills into the Game B . i.i.Hi » ii,u;(ttlj


'
lWi>M
simple fun during its r

Child Detection Agency, he's got


to stayon his toes or if™ — u: '

Roar Attack and Lauoh t

he's got to puzzle out how all the


pieces tit together. Once the
door's completely reassembled,
:y must fight one of the many
_ _
. bosses he faces during his
I

quest lo gel Boo back home.

NINTENDO POWER ADVANCE nintendo.com


Fishing.
Without the Stench.

HWl M STARFISH eZSIISZzasxsa


Ubi Soft
PLANET ZONE OF THE ENDERS:
MONSTERS THE FIST OF MARS
MASH MUTANTS AND CRUSH THE COMPE- TAKE ON AN ARMY OF ANTI-EARTH ENDERS
TITION IN A TWISTED WORLD OF MAZES. IN ATURN-BASED STRATEGY EPIC.
GENRE: ACTION/PUZZLE GENRE: TURN-BASED STRATEGY
'

RELEASE: SPRING 2002

WEBSITE: WWW.K0NAM1.COM

left the planet to colon


e building
of growing complexity. Its a race u Deiween tnose wno ten ana tnose who stayed. It is the 22nd
mile avoiding or elii and the hope of humankind rests in the hands of a
century,
in deadly pursuit. With a time clock counting down, tin small group of warriors.
pressures on in the fast-paced cat-and-mouse game.
Konami's Zone of the Enders: The Fist of Mars is a

Its walls are made of blocks, which you can kick loose. Once between Earthlir,
kicked, a block sails along until it falls off the edge of the the planet many >
tion on Mars. The story unfi
that follow batttles beh
advanced robotlike fighting v
A variety ot power-ups, such ings that allow
jumping over walls and eneir layers an edge
in battle. Weapons include free nbs and a time- either deliver medicine, escort al
stop clock. mies. As you carry out your goal _, _ _
force. Strategy is key as you instruct each of your units to
Battle progresses through 40 levels that span eight theme move, attack, repair or supply other units. When you
, each with a new group of mutants— and a boss that choose to attack an enemy vehicle, you must select your
bs multiple attacks before going down for the count. weapon, single out your target, then hit the target in a
shooting-gallery-style aii

jplayer modes. Single Level "° m y fires in your direction, you are put on the defensive,
ich other on one level, while ; out of the way of tl

When you destroy vehicles, you earn the ability to upgrade

NINTENDO POWER ADVANCE nintendo.com


STEP UP TO
THE MIKE.
CHESS MASTER GUILTY GEAR X:
ADVANCE EDITION
REST YOUR FINGERS AND WORK YOUR BATTLE FOR FREEDOM AGAINST B
MIND WITH UBI SOFT'S CHESS CLASSIC. CAL WEAPONS IN A FUTURISTIC FIC

PUBLISH
WEBSITE: SAMMY-Z0NE.COM

'orld. one of the most difficult to master— but


chess is

you'll have an edge over the competition with Ubi Soft's lat-
est title. Chessmaster. It is the —
attacks by one Gear, at the brink of disaster at the h
of another one of tf verick monsters.

Standard yon against one of 11 different players of vary-


pits
Handicap lets you remove pieces from either
ing skill levels. nent will go on to battle the Gear
'

side before a match begins and Board Setup I of the world. Guilty Gear X:
10m
pieces anywhere you choose. Finally. Multiplayer ., ammy challenges you to take up to
its you and a friend the ability to go head-to-head i through the tournament ranks and
le fighting skills.

In Arcade Mode, you will master the moves of a single fight-


and challenge a long line of opponents. In Tag Battle.
s. You can evi u'll be able to share the battle with another fighter. In 3-

puter for a hint or having it warn y 3 mode, you'll select a trio of fighters who will go up
imminent danger. The Chess Tutor can also teach you how against another three-fighter team. All battles are one-on-
to take five different kinds of notation (writing down one, but multicharacter modes allow you to switch from
;). rate your chess-playing skills and recreate o character to the next. Vs. Mode allows two linked play-
famous matches from years gone by. It's like having an
active chess encyclopedia right in the palm of your h£..._.
The more than a dozen characters include the sword-
since childhood or ; fighting Ky Kiske and the anchor-wielding May. Every
it the little horse character has a full slate of special moves and his or her
own fighting discipline. You can keep your opponent guess-
ing by changing moves in midattack.

Chessmaster contains 10 dillerent


I '"
tor you to play
'
\

dina a traditional wooden

set and the classic black-and-


white newspaper layout.
j

\r Sljjl M"*"

NINTENDO POWER ADVANCE nintendo.com


wmf ICE'flGE

Join Manny the Mammoth and Sid the Sloth in a quest to keep b;

Roshan sate from chiding dangers. Prepare lor bra in -freezing puzzles,

ice-cold enemies, and an avalanche ol tun in this supercool adventure!

Ubi Soft
few
HIGH HEAT \ BREATH OF
BASEBALL 2003 FIRE II

STEP UP TO THE PLATE WITH 3D0'S CAPCOM'S CLASSIC SUPER NES RPG IS
NEWEST BASEBALL TITLE. NOW A PORTABLE MASTERPIECE.

GAME LINK: MULTt-PAK


RELEASE: SPRING 2002

WEBSITE: WWW.3D0.C WEBSITE: CAPCOM.COM

I 3D0 follow up last > Return days when the Super NES ruled supreme
to the
with Capcom's classic RPG, Breath of Fire II.
Following in the footsteps of the recent GBA title Breath of
Fire. BOF II revolves around a young hero's quest to find his

Ifyou demand realism and flexibility. High Heat has you ig father and sister.
"
ered with complete MLB rosters, in
m logos and a whole host of game p Like the original Breath of Fire, BOF II sports a solid fighting
n practice hitting or pitching, play an t engine, multiple characters and villages, dc
.._u!l season and challenge Barry Bonds in the Home Run spells and hundreds of different typ«
Derby. You can also tweak details such as the length of a armor. Unlike its predecessor, BOF Un-
11 or nine innings), the length of called Shamans that can join with certain characters to
)and whetl
Shamans i jor aspect of the game.
id can battle it out on the Almost every

The High Heat series has always been known for its atten- quest to complete, which lends the game depth and replay
nute detail, and High leal 2ll(i;{ is no different. The
:
I value. Other fun features include a fishing minigame and
,
AHs well-tuned: Players will steal bases, tag up, the option to construct and then populate a town of your
y the bunt, shift defensive alignment
variety of other realistic strategies. A be.. _.
elded after every game, and there are enough pitching and
..ilting stats to please even the most diehard number
cruncher. The game will compile stats throughout an entire Super NES version's, Capcom has made ;

n and save them directly to the battery. Baseball


s who desire a portable pastime need look no further n any point in the game, the option to
than High Heat Baseball 2003. run instead of walk and some minor
in also use the Link Cable to swap items, weapons and

with a friend.

selecting your nilcti then choosing

vour pitcher nets tired, head lor

NINTENDO POWER ADVANCE nintendo.com


The king has just begun to fight


Scorpion King on a quest to

A:aa r
if
— :.»

'"5

ges yet. With

and Ceiling Grab, you'll I:

butt through six

side-scrolling action. So get ready.

SCORPIONKMG
SWORbnf 1SIKIS

universal GAME BOY advance


Violence
IwauF
Duel against
characters from the
animated TV show

Import cards from


the Official Card
Game to create more
powerful decks

Create a deck from


over 1 0,000
unique cards

Duel head-to-head
using the Game Boy
Game Link Cable

Trade cards to
complete your
collection
42©
% Game Scans ^

/
i i

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