how to win cover

How to win at Nintendo
book review

08/15/22 

Rovin, Jeff. HOW TO WIN AT NINTENDO, revised edition. St. Martin’s Press/New York, 1988/1989. Print.

Review written by George Smrekar

Have you ever wondered what video game guides looked like before video game guides existed? What did gamers source before the internet? Would it surprise you if I were to say, books? Indeed, the same tried and true format that predates us all. One book in particular stood out for me as a youngling. HOW TO WIN AT NINTENDO by Jeff Rovin (1988/1989). Part of a series that includes HOW TO WIN AT NINTENDO GAMES II (Nov 1989) and HOW TO WIN AT NINTENDO GAMES III (1990), Rovin took it upon himself to combine a tips and tricks hook with a critical eye and walkthrough toolset, to create a compelling compendium of early Nintendo history.

HOW TO WIN AT NINTENDO is a 211 page time capsule that breaks down forty games into forty chapters, along with an additional five bonus games in the revised edition. The table of contents neatly organizes each game by chapter and includes heavy-hitters such as Super Mario Bros and Metal Gear along with others that perhaps haven’t aged as well. PRO Wrestling and Balloon Fight come to mind. Keep in mind that at the time of print (1988) these were all sixty dollar contemporaries that hadn’t ascended to legendary status yet. What’s retro in 2022 was still cutting edge in 1989.

All of these games are held to the same standard. As such, Rovin doesn’t play favorites, tackling each opus with both objective facts and subjective opinion. Do not assume that Zelda II: The Adventure of Link will have more pages dedicated to it than Life Force. Not all cheats are created equal. What is equal, are the twenty categories dissecting each game. These include type of game, layout, patterns and a final rating. The final rating is comprised of a letter grade given to three categories. Challenge, graphics and sound effects. Some may surprise you. See Zelda II’s score for graphics (p.147).

Does the title follow through on its promise though? Will you win by reading this book? That largely depends on the game you’re after. While Rovin offers up a walkthrough of the entire Wizards & Warriors campaign, with others he might only hold your hand for a few levels before sending you on your way. Thats’s not to say there isn’t compensation for this. On a game like Contra, you will find a much more practical cheat code to get you through (p. 35). None other than the infamous Konami code. Also present in Life Force (p. 168). You know the one. Up up down down etc. In 1988/1989 this was still a secret to some. Its inclusion is nothing short of game-changing. In other games such as Metal Gear, Rovin offers up a complete password for “every weapon and piece of equipment (p. 173).” There’s even a code to take you straight to Mike Tyson in Punch Out (p.109). In Spy Hunter, Rovin injects some humor into the proceedings by kindly telling the reader how to turn off the repetitive if not infernal theme song during gameplay (p. 131). Sometimes, a simple quality of life improvement can be as much of a win as any. Either way, don’t sleep on the stage select tricks for Rad Racer (p.116) and Karnov (p.75).

Rovin sometimes encourages the reader to make their own maps for games such as Commando (p.29), so don’t expect to have every point of interest dotted out for you. How are the walkthroughs then? They can appear thorough on the surface but a lot of it can be summed up as common sense. Castlevania will always have you going left to right, whipping whatever’s in your way. If you value one section over another (the beginner’s section might not appeal to veterans), they are notated so you can just skip ahead. The detail put into each section is to be commended. Write-ups are thorough, breaking down the hearts economy in Castlevania, changes to the timer, hidden items and the associated risk/reward (p.21-22). Descriptive phrases color the writing while some sarcastic humor “just what you were yearning for: more Fish Men (p.25)” flavors it with personality. The letter grades at the end offer a personal glimpse at Rovin’s own likes and dislikes, helping the reader determine whether a game might be worth picking up or not. Consider it an added bonus. Something you can see at a glance and instantly compare with other games. There are indeed a couple straight A’s to look out for. Not necessarily ones you might predict either.

This being a revised edition, you might be wondering if the book might be worth a repurchase should you already own it. Or if you should buy the ’89 version over the ’88. I would say, you’ll be fine with either. The extra tips are relegated to a mere page and a half and nothing is all that pertinent. The Bionic Commando advice (p.210) just comes across as confusing, and I don’t remember ever seeing a copy of Zanac out in the wild. Niche advice, even for a niche audience.

So now that you know what sticks the landing, what misses? Occasionally Rovin might get a bit…wordy. An example being: “most iniquitous, the giant blue goblin Ganon (p.145).” I didn’t know “iniquitous” back then and I still don’t now. These moments don’t detract from the overall experience though. You’re here for the tips and tricks. On that front, keep in mind that not everything will apply to everyone either. The Gradius tip of basically laying down the controller (p.60), is simply a way I’ll never play. The NES Advantage sections almost feel like a paid advert. No one I knew ever used one and you’ll sometimes even see Rovin dismissing its usefulness. For Excitebike, Rovin writes “To tell you the road-rippin’ truth, Advantage is a disadvantage in this game (p.47).” You might also know passwords that the book does not. The infamous Justin Bailey password from Metroid is surprisingly absent. It also skims through the 99 lives trick in Super Mario Bros (p.189) rather quickly. I’ve always found it required a bit more finesse than what’s implied.

Overall however, this is a detailed and informative book that you can tell was written with enthusiasm and know-how. HOW TO WIN AT NINTENDO is an entertaining stroll down memory lane with timeless advice for timeless games. Well edited, sprinkled with personality and not just spreadsheets. Minor gripes aside, I recommend it for both casual and/or retro readers as well as those looking for some practical advice. Not every chapter will resonate, but there is enough content here I guarantee you’ll walk away with at least something for your time. Final score: 

8/10

8/10

REFERENCES

Rovin, 1988/1989. HOW TO WIN AT NINTENDO, revised edition. St. Martin’s Press/New York.

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