Nintendo Power

From A complete guide to Super Metroid speedrunning
Revision as of 12:56, 26 December 2018 by UNHchabo (talk | contribs) (Appearances in Nintendo Power magazine)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

This page documents the times that Super Metroid content was put in Nintendo Power magazine -- leaving out small mentions like the "Top 20".

There is a speedrun category called Nintendo Power%, which follows a route laid out in the Nintendo Player's Guide.

1994

Issue 58

In "Pak Watch", they look at a pre-release copy of the game, and marvel at innovations like the Grappling Beam, and doors that can connect rooms vertically.

Issue 59

A preview of the game based on the version shown at CES, with an overview of the new abilities, and maps of each area of the game, including some that change before release, such as adding the Ridley Tank Room to Norfair. The pirates' lasers look different compared with release as well.

Issue 60

Super Metroid is on the cover. The issue contains a map-based guide of the first portion of the game up through collecting the Grappling Beam, including hints such as using bomb jumps to reach the missiles in Green Hill Zone, that either missiles or bombs will kill Beetoms, and several of the hidden item locations. The "Now Playing" section stresses the fact that this is the first cartridge with 24 megabits of memory.

Issue 65

In the "Counselors' Corner" column, Paul Hawkins answers how to do a Crystal Flash, how to walljump up the Etecoon Room, and how to get the Grappling Beam.