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Kage / Shadow of the Ninja / Blue Shadow (FC/NES) (1990)
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Kage Copyright 1990 Natsume
Shadow of the Ninja Copyright 1990 Natsume
Blue Shadow Copyright 1991 Natsume
This document is created by Faididi and Co. (faididi@yahoo.com)
Copying or distributing this, in whole or in part, for profit
without the explicit permission of the author is prohibited.
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[-] Document Version History
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Version 2009 (2009-07-19 Sunday)
- Initial release.
Version 2010 (2010-07-19 Monday)
- Corrections made.
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[0] Contents
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[1] Overview
[1.0] Game Version Differences
[1.1] Story
[1.2] Characters
[1.3] Controls
[1.4] Status Indicators
[1.5] Weapons and Items
[1.6] General Tips
[2] Strategies
[2.0] Prologue
[2.1] Stage 1: Port
[2.2] Stage 2: Underground Route
[2.3] Stage 3: Skyscraper Ruins
[2.4] Stage 4: Airship
[2.5] Stage 5: Fortress
[2.6] Epilogue and Staff Credits
[3] (reserved)
[4] Miscellaneous Information
[4.1] Debug Mode
[4.2] BGM Test
[4.3] Boss Strategies
[4.4] Patch Codes
[4.5] Game Genie Codes
[5] Reference
[5.1] Game Source Information
[5.2] Really Small Details
[5.3] Document Credits
[6] Contact Information
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[1] Overview
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Natsume's Kage (a.k.a. Shadow of the Ninja, a.k.a. Blue Shadow) is an
action platformer that features heroes who can swing and climb along
certain platforms.
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[1.0] Game Version Differences
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- The languages used are different.
- In the English versions, there is an additional Title Screen that leads
to the Prologue before leading to the Main Menu.
- In the English versions, some enemies have fewer Life Points or are
positioned at different locations.
- In the European version, the game speed is adjusted to compensate for the
region's original hardware speed issues. This results in timing differences
that affect certain enemy attacks and traps.
- The BGM Test is different.
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[1.1] Story
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In 2029, Emperor Garuda terrorizes the world with the seemingly invincible
might of his forces of darkness. However, the shadows also hide two ninja,
Hayate and Kaede, who are sent to destroy him and to end his tyranny.
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[1.2] Characters
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Hayate
A ninja of the Iga Clan. He wears a standard blue uniform.
Kaede
A lady ninja (kunoichi) of the Iga Clan. She wears protective red armor.
Emperor Garuda
A powerful and ruthless demon who commands a deadly array of military power.
Garuda's forces employ both magic and technology, augmenting his ninja with
robots, mutants, and other types of minions.
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[1.3] Controls
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Movement Pad (D-Pad) - Move. Press Left and Right to run.
Press Down to kneel. Also press Up and Down to climb ladders.
Attack Button (B) - Attack. The heroes will use any Shuriken or Bombs first.
To perform the Lightning Magic Attack, which costs 8 Life Points, hold the
Attack Button for 4 seconds without getting hit.
Jump Button (A) - Jump. The longer this is pressed, the higher the jump.
On rail platforms, press Up to swing up, and hold Down while pressing this
to swing down or to drop.
Cycle Button (Select) - Cycle between menu choices. (Player 1 only.)
Pause Button (Start) - Pause, and confirm menu choices. (Player 1 only.)
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[1.4] Status Indicators
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Hayate's Life Meter (blue)
Hayate's health. The health capacity is 16 Life Points. The heroes'
Life Meters will flash if they have 4 or less Life Points.
Hayate's Ammunition
Hayate's remaining amount of Shuriken or Bombs.
Kaede's Life Meter (red)
Kaede's health. Her suit, besides keeping her warm, can protect her
from a reasonable amount of harm.
Kaede's Ammunition
Kaede's remaining amount of Shuriken or Bombs.
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[1.5] Weapons and Items
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All items are contained inside boxes. Some boxes are invisible and can be
opened by being hit 3 times. (They will make a sound whenever they are hit.)
Boxes that are not opened yet will remain where they are, but items that are
exposed will disappear after 10 seconds if they are not taken.
Item: Katana
Level 1: standard attack (1 character length)
Level 2: energy wave (3 character lengths)
Level 3: longer energy wave (6 character lengths)
Notes:
Changes the hero's weapon to the Katana, or increases its Level if the
hero already has it. The Katana is faster, but it cannot be aimed upward.
At Level 3, the energy wave has a very great reach.
Item: Kusarigama
Level 1: standard attack (3 character lengths)
Level 2: faster attack
Level 3: energy wave (2 character lengths)
Notes:
Changes the hero's weapon to the Kusarigama, or increases its Level if the
hero already has it. The Kusarigama normally has a longer reach, and it can
be aimed upward (when standing) and diagonally upward (when standing or in
the air). However, it may have difficulty hitting targets that are directly
next to the heroes. At Level 3, the energy wave shoots only to the sides.
Item: Shuriken Pack
Level 1: ninja star
Level 2: faster kunai
Level 3: homing ninja star
Notes:
Adds 20 Shuriken, replacing any Bombs previously obtained. Shuriken normally
fly straight across the screen until hitting a target. Up to four of them
can be thrown onto the screen at a time. At Level 3, they can track enemies.
Their homing capability isn't perfect, however, and any Shuriken that remain
circling in the air will disappear after a while.
Item: Bomb Pack
Level 1: straight drop
Level 2: forward arc
Level 3: faster forward arc
Notes:
Adds 5 Bombs, replacing any Shuriken previously obtained. Bombs detonate
after 2 seconds or upon impact with a target, creating lingering explosions
that may continue to damage enemies for several moments. Up to four of them
can be thrown onto the screen at a time. At Level 2 and Level 3, Bombs are
thrown forward in an arc and can roll along the ground, and if they are
tossed while the heroes are hanging under a rail platform, they will go
onto that rail platform.
Item: Red Potion
Notes:
Restores health by 4 Life Points. The word on the bottle means "life."
Item: Blue Potion
Notes:
Restores health completely.
Item: Scroll
Notes:
Increases the Weapon Level to 3.
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[1.6] General Tips
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- The Lightning Magic Attack, which costs 8 Life Points, can deal up to
7 Points of damage to multiple enemies and other objects on the screen,
but it may miss if there are other structures located above those targets.
If the hero gets hit while charging it up, it will be canceled. Using it
has no effect on the current Weapon Level.
- The heroes' Weapon Levels decrease by 1 if they get hit four times since
obtaining the last upgrade or if they fall off the screen. Their Levels are
also reset if they change between the Katana and the Kusarigama. Obtaining
Potions has no effect on the current Weapon Level.
- Falling off the screen costs 4 Life Points.
- Shuriken and the energy waves of upgraded weapons can pass through walls.
- Invisible boxes, unlike normal ones, can be floating in the air.
- The heroes gain 8 Life Points at the end of a Stage. In 2-Player Mode,
this still applies to any wasted hero, who will reappear without any
cost to Credits.
- In 2-Player Mode, if the heroes get wasted but there is at least 1 Credit
in reserve, they can continue from where they have died, with the same
Weapon Levels and ammunition. However, if both heroes get wasted and then
continue together (when it's Game Over), they will use only a single Credit.
- If it's Game Over, the heroes' remaining ammunition is reduced by half
(rounded down), and they may continue by restarting from the beginning of
the Section. There are 6 Credits (including those used to begin the game)
shared between the heroes.
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[2] Strategies
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[2.0] Prologue
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[To view the Prologue, in the Japanese version, wait for 17 seconds on
the Main Menu, or in the English versions, wait for 8 seconds for the
Title Screen to fade.]
[A meteor flashes across the starry night skies over New York City.]
United States of America.
2029 A.D.
[The images of Garuda and his airship appear over the city, as lightning
flashes in the distance behind the Statue of Liberty.]
Due to the dictatorial
govermment of Emperor Garuda
a number of lives have been
lost.
[Hayate appears in a kneeling pose, holding his sword in his hands.
He is wearing a mask.]
In order to defeat the Emperor
Garuda
[Kaede appears in a standing pose, holding her sword in her left hand while
grasping a throwing knife in her right hand. She is also wearing a mask.]
two shadows appear.
[Both heroes appear together in the same respective poses.]
"Ninja"
they are called.
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[2.1] Stage 1: Port
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General Hints:
The first Stage is a good place to warm up. Most of the enemies are spaced
far apart from each other, and the traps are relatively few.
Walkthrough:
Section 1-1: ship
The starting point is the stern of a transport ship, at the city's harbor.
The sailor guards, upon seeing the heroes, will run up close and try to
perform elbow smashes, and they will jump whenever they reach a ledge.
Quickly hit them as they come.
There is a Shuriken Pack under the second rail platform, on the way to the
top of the bridge.
The floor drones travel back and forth on the floor, and they will dash
whenever the heroes line up with their level. With good timing, quickly
destroy them, or leap over them.
There is a Kusarigama on the very long rail platform, after dropping down
on the other side of the bridge.
There is a Katana (invisible) below the other end of that long rail platform.
There is a Red Potion on the high short rail platform, at the mast.
Miniboss: Palooka (sliding guard)
The sliding guard alternates between punching and very quickly sliding.
Hit him while ducking under his punches if necessary, and prepare to jump
over his sliding attacks after he punches four times (or five times in the
European version, due to timing differences). If he keeps running after a
slide, he will immediately perform another slide. Don't move too far away
from him to reduce the speed of his sliding attacks.
After defeating the sliding guard, the heroes will automatically leave
the ship.
Section 1-2: pier
The dashing ninja have no direct attack, but they can push the heroes into
other dangers. Leap over them to get more room if necessary, and kill them.
The kneeling ninja periodically stand up and swing out their curved swords.
Wait for them to kneel again before hitting them.
There is a Kusarigama at the side of the building, below the rail platforms
that lead upward.
The missile launchers drop rockets that will shoot forward when they line
up with the heroes' level. Hop up to trigger the missiles early, or simply
leap over them. The launchers themselves can be destroyed, but avoiding them
is easier. (If the heroes move above a launcher, its missiles will merely
drop straight down. Touching the missiles while they drop is not healthy.)
There is a Katana on the rail platform that is second from the top.
After reaching the top, watch out for a dashing ninja and a few more
kneeling ninja. Proceed into the open doorway.
Section 1-3: high loft
Use the revolving rail platforms that are attached to the large wheels to
cross the chasms.
There is a Katana after the first set of revolving rail platforms.
The rifle robots alternate between firing while standing and firing while
kneeling, and they will block when they aren't shooting. They can also
aim diagonally upward or downward while standing, depending on the heroes'
position. The heroes can duck the high shots, but they will have to jump
over the low shots.
There is a Bomb Pack (invisible) at the middle of the wheel above the first
rifle robot.
Kill the second rifle robot and quickly move past the high wheel at that
place, because a jumping monster will repeatedly appear from that wheel's
rail platform.
At the last chasm, after the third rifle robot, the two correct revolving
rail platforms that allow passage to the other side will line up only at
every other cycle. Wait for both rail platforms to appear before quickly
leaping and swinging up across them.
There is a Blue Potion before the fourth rifle robot, toward the doorway.
Section 1-4: broken room
The heroes will automatically drop into the room.
Boss: Missileman (artillery robot)
The artillery robot launches mortar shells whenever it lands after hovering
(and after making its first jump down into the room). As it descends while
hovering, it will sway side to side over the heroes, making itself more
difficult to avoid. After it lands, it will launch a barrage of shells in
two simultaneous arcs that will gradually curve toward one side, and then
it will hover again. Its weak point is its eye, which closes for a brief
moment after it lands but otherwise remains open.
Stand directly under it as it descends to reduce its swaying motions. Run
to the side at the last moment to avoid it, turn back, hit its eye as much
as possible, and prepare to move away again to dodge the falling shells.
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[2.2] Stage 2: Underground Route
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General Hints:
The second Stage has almost no bottomless pits, but the narrow tunnels and
corridors make evading dangers more difficult, and many more of the enemies
have projectile attacks.
Walkthrough:
Section 2-1: sewer
The starting point is the middle of some sewers.
The swimming ninja move through the water under the heroes, somersault
up through the air in an arc, throw three ninja stars when they land,
and then drop back down into the water, possibly jumping up again. The
heroes normally can't duck under their shots. Quickly cut them down as
they land but before they attack, or run from them.
There is a Katana shortly after the starting point, before the first ledge.
There is a Shuriken Pack further ahead, at the other side of the first
bunch of ledges.
Miniboss: Eyestalker (snake)
The snake emerges from one of the two holes on either side of the floor in
an alternating pattern, periodically shooting bullets aimed at the heroes.
Its weak point is its eye, and it switches sides whenever it is hit.
It begins at the left hole. Stay away from it, moving back and forth between
the two sides as necessary, and jump over or duck under the bullets. As it
takes damage, its speed increases. For an easier time, use Shuriken to hit
it from a distance.
Walkthrough Continued:
The vents periodically release two bursts of hot steam. Wait for them to
stop before quickly swinging up along the rail platforms. Watch out for
floor drones in the passageways between the vents.
There is a Kusarigama below the last vent at the top.
The next part consists of uneven terrain. Proceed carefully to avoid any
dangers lurking at the bottom of every drop.
The boomerang guards throw curved blades that will fly straight forward
and then return to them. The heroes can hit the boomerangs to make them
drop, but when they fall off the screen, their owners will throw more.
Any boomerangs remaining in the air will also fall when their owners are
destroyed. (Touching the boomerangs while they drop is not healthy.) Jump
over the boomerangs, or duck in the pits under them. The best time to hit
the boomerang guards is when they are about to throw again.
There is a Shuriken Pack immediately after the third boomerang guard.
The propeller drones initially fly straight toward the heroes, going through
any walls and platforms in the way. If their propellers are destroyed first,
their lower halves will drop to the ground and then rapidly walk toward the
heroes after a brief pause. If their lower halves are destroyed first, their
propellers will fly up and off the screen. Keep hitting the drones, wrecking
their lower halves before they come too close.
There is a Blue Potion on the upper floor, near a pair of vents. To reach
this, don't drop down to the bottom level.
There is a Katana toward the end. Watch out for more propeller drones and a
boomerang guard. The heroes can jump over this guard to reach the doorway.
Section 2-2: plant
The arm cannon robots initially remain stationary, periodically firing a
bullet. After taking enough damage, they will break apart into two halves.
Their lower halves will run back and forth on the floor, while their upper
halves will fly around in the air, periodically descending to shoot four
bullets. (The heroes can duck under these shots.) Keep hitting these robots
quickly, hopefully destroying both halves just as they separate.
There is a Kusarigama on the bottom level. Don't drop down to it to reach
the next item.
There is a Bomb Pack on a high platform. To reach this, don't drop down
to the bottom level.
Toward the end, the heroes will automatically ride a lift up a large shaft.
At the end of the ride, prepare to jump over an approaching sliding guard,
and watch out for two more guards after the next ledge. These sliding guards
are weaker versions of the one in the previous Stage, and the heroes can
try to avoid them if they wish.
There is a Katana on the floor after the ledge, before the doorway. The
heroes can easily kill the sliding guards who gather below the ledge by
dropping Bombs on them, if they have any. (The heroes can also save the
Bombs for the next scene.)
Section 2-3: large room
Boss: Killer-Tank
The tank drives in and out of the room from the right side of the screen.
It won't crush the heroes itself, but it uses several weapons. The plasma
cannon mounted on its underside charges up and then fires a bolt straight
to the left. The mortars at its top launch several shells that fall onto
the heroes' last position, creating lingering flame pillars. The spreadgun
concealed behind its sensor emerges whenever the sensor is hit to fire a
single spray of spreading shots. Its weak point is its sensor, which returns
after the spreadgun fires. Its driving speed also changes each time it
appears, but that isn't really related in any way to its attacks.
Destroy the plasma cannon first. Touching the cannon itself is not healthy,
but the cannon will break after a few hits. After the cannon is gone, the
heroes can safely hide under the front ledge to avoid the shells.
Now, the heroes can focus on the sensor. When the boss drives into the room,
climb up in front of the sensor, hit it once or twice while the shells are
being launched (as indicated by the booming noises), and then immediately
run away and drop back to the front ledge to avoid the spreadgun's shots
as well as the shells. The spreadgun doesn't attack until the sensor is hit.
If the heroes have any Bombs, they can also use them to quickly damage the
sensor first, before wrecking the plasma cannon. They should throw the Bombs
while standing on the front ledge below the sensor, letting the Bombs bounce
and roll up to the sensor without exposing themselves to the spreadgun.
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[2.3] Stage 3: Skyscraper Ruins
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General Hints:
The third Stage appears to consist entirely of a single, continuous Section,
but it is actually divided into three Sections (which become apparent if the
heroes continue after it's Game Over). Bottomless pits are a frequent danger
in the earlier parts, so perfectly timed jumps are more important than ever.
Walkthrough:
Section 3-1: ruins
The starting point is the top of a building.
There is a Katana shortly after the starting point, between the first two
arm cannon robots. Prepare to jump across the very large gap.
There is a Kusarigama above the first ladder, on the left end of the floor.
At the area with the many ladders, running guards will keep appearing from
the sides of the floors, until the heroes move high enough. Kill the ones
getting in the way, and continue up the ladders.
There is a Blue Potion on the floor that has an arm cannon robot, on the left
side. Watch out for running guards who will drop down from the next floor.
There is a Bomb Pack (invisible) to the left of the last ladder here,
under the left end of the floor.
Carefully jump across more pits to proceed through the next buildings.
The low ceilings will require the heroes to leap from the very edges.
Section 3-2: hanging ruins
There is a Shuriken Pack after the first boomerang guard. After that are
a few more ladders. The heroes can stay near the top of a ladder to hit
the floor drones without causing them to dash.
There is a Katana after another pit.
At the area with three rifle robots standing on many different broken
floors, the heroes can use the Kusarigama to hit them from below first,
if they have any. Again, the rifle robots can angle their guns diagonally
upward or downward while standing, but they only fire straight to the
sides while kneeling.
There is a Kusarigama at the top of the broken floors, near the third
rifle robot.
There is a Shuriken Pack within a depression near this same rifle robot.
(If the heroes have the Kusarigama, they may need to open it by hitting
it from the lower floor.)
There is a Katana at the top of the wide U-shaped area, on the rail platform
above the fourth rifle robot.
There is a Blue Potion (invisible) at the right side of the U-shaped area,
below the last rail platform before the fifth and last rifle robot.
After the U-shaped area, drop down the ledge, and jump across two more pits.
Section 3-3: open ruins
Boss: Golden Samurai
The samurai reassembles himself from his pieces, walks toward the heroes,
and then chops with his sword. When he takes enough damage, he will shatter
into pieces and then reassemble himself again at the heroes' last position.
The pieces will fly up rapidly from the bottom of the screen, stacking
together before he walks again. The heroes can temporarily destroy the
pieces after he shatters, but these pieces will keep returning until he
dies. (Touching any part of the boss is not healthy.) Also watch out for
the pits on either side of the platform.
Keep slashing him quickly to shatter him before he chops. Stay within two
character widths near him when he shatters to make his pieces fly away in
the other direction. (If the heroes are standing too far away from him, his
pieces will fly toward them.) Then, keep moving in one direction, and jump
away as soon as his pieces emerge from the bottom of the screen. When he has
16 or less Life Points remaining, he will almost immediately rise up after
his last piece falls off the screen.
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[2.4] Stage 4: Airship
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General Hints:
The fourth Stage is divided into two very different halves. The first half
has a lot of open space that is packed with enemies, while the second half
consists of narrow passageways that are filled with more environmental traps.
Walkthrough:
Section 4-1: exterior
The starting point is the roof of an old building. From here, the heroes can
reach the airship by climbing onto the radar array hanging from it.
The mortar guards run to a certain distance, kneel, and then launch several
shells that can fall through walls and platforms. Try to run up close to
them and kill them before they launch too many shells.
There is a Katana halfway up the radar array, behind a mortar guard.
There is a Bomb Pack (invisible) behind the middle of the third radar dish
from the bottom of this array, not far from the previous item.
At the top of the radar array, climb the ladder up to a passageway with
a single turret.
The turrets alternate between firing two high shots and firing two low
shots. Their weak points are the flashing sensors on their tops. (Touching
the sensors is not healthy.) Duck under the high shots, and jump over the
low shots. With the Katana, kneel on top of the turrets and slash to hit
the sensors. With the Kusarigama, stand in front of the turrets and strike.
There is a Shuriken Pack at the passageway with the first turret, toward the
left edge. After dealing with the turret, climb the ladder leading up to the
flight deck.
The somersaulting guards punch while standing on the ground, and they move
by jumping around the screen, stopping after the fourth leap or if they
come close enough to the heroes. They can also block while standing, but
they are vulnerable while they are punching or while they are somersaulting.
At the flight deck, somersaulting guards and mortar guards will appear
together. Move forward carefully and cut down the enemies one at a time.
If the heroes have any Shuriken, they can use them to hit the somersaulting
guards who are standing still at the right edge of the screen.
There is a Kusarigama at the end of the flight deck, on a slightly raised
platform. Watch out for a mortar guard waiting below past it.
After the flight deck, drop down into the turret corridor. Again, duck under
the high shots, and jump over the low shots. With the Katana, kneel on top
of the turrets and slash. With the Kusarigama, stand in front of the turrets
and strike.
There is a Bomb Pack in one of the depressions within the turret corridor.
There is a Red Potion in the next depression after the previous item.
Watch out for one more mortar guard after the last turret.
Section 4-2: interior
The gear saws revolve around central blocks, which in turn are located over
conveyor belts. Wait for the gear saws to move out of the way before hurrying
past them.
The tornado ninja can walk and slash, and they can perform a spinning attack
where they will move quickly across the floor. The first one stands on a
conveyor belt that can make hitting him difficult, so get him to approach
first and then kill him.
There is a Shuriken Pack on the high short rail platform after the first
tornado ninja.
Climb down past two more gear saws. At the bottom, watch out for another
tornado ninja. A pointing hand icon here aims to the right, so follow it
to the sixth and last gear saw, which lies over a bottomless pit. Wait for
the gear saw to move out of the way, and then leap onto its central block.
If the heroes have any Shuriken, they can kneel on this central block and
throw them at the tornado ninja ahead on the next platform.
There is a Katana in the last overhead maintenance space, above the last
gear saw, on the left side.
There is a Kusarigama in the same maintenance space, on the right side.
At the vertical shafts, every shaft has a rail platform lift that ascends or
descends through it in a loop. (If the heroes ride an ascending lift to the
top of the screen, they will safely fall back down to the lift as it rises
again from the bottom.) The reddish lifts move at different speeds for each
shaft. Look ahead, and time every jump carefully. Sometimes the heroes can
simply run forward off a ledge to land on a lift that is low enough.
The large square drones move through and between the vertical shafts in
predetermined patterns. They periodically open their side hatches to fire
lateral shots that can pass through walls. (Their attack rate is independent
of their motions.) Square drones drop Red Potions when they are destroyed,
but don't grab these items if the risk is too high. If the heroes have any
Shuriken, they can throw them through the walls to hit the square drones.
There is a Shuriken Pack about a third of the way through the vertical
shafts, on the upper level.
There is a Bomb Pack below the previous item, on the lower level.
There is a Kusarigama at the middle point of the vertical shafts, below a
tornado ninja.
At this middle point, a low ceiling will require the heroes to leap from
the very edge of the rail platform to reach the lift as it descends above
them, so they will have enough time and height remaining to leap onto the
higher passageway. A reliable tactic is to jump just as the middle of the
lift lines up with the low ceiling. (If the screen is scrolled far enough
to the right, a square drone ahead can fire through the walls, so also
watch out for that.)
At the second half of the vertical shafts, the blue lifts normally ascend,
but they will descend if the heroes stand on them. Jump up or kneel on them
to make them continue rising.
There is a Bomb Pack in the alcove to the left of the final two shafts,
which lie side by side.
Fight past two more tornado ninja on the last stretch of rail platforms.
Toward the end, the heroes will automatically ride a lift up a large shaft.
Unlike the one in the second Stage, no enemies are waiting at the top here.
Section 4-3: top deck
Boss: Captain Hawk
This battle consists of two phases.
During the first phase, the captain hops forward and punches or kicks.
His bird also periodically swoops down. Keep hitting him quickly. After
taking enough damage, he will merge with his bird into a single mutant.
During the second phase, the boss flies and uses two new attacks. One is to
dash down extremely rapidly toward the heroes' last position after a varying
period of time, making this attack difficult to predict. The other is to
shoot three spreading energy bolts when he appears motionless in the air.
Stay away from him whenever he makes his dashing attack, and hit him during
the brief moment before he flies back up into the air. To avoid the bolts,
jump or kneel between them, or stay below him, because he never aims the
bolts straight downward.
For an easier time, simply stand at the left or right edge of the screen, on
the side that is currently farther away from him. Due to certain limitations
in his angles of descent, doing so will usually cause his dashing attacks to
land short.
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[2.5] Stage 5: Fortress
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General Hints:
The fifth Stage contains many deadly traps that require careful timing
to bypass. The second half includes the only scene in the game where the
screen will automatically scroll upward, making it even more dangerous.
Walkthrough:
Section 5-1: security zone
The starting point is the top of a structure that connects to the fortress.
The spider drones activate themselves and open their armor when the heroes
approach. They launch arcing shells in between their jumps. Crouch next to
them while hitting them to duck any initial low shells, but prepare to move
away to dodge the other shells.
Carefully leap across the gap that leads to the trap corridors.
The proximity bomb traps are triggered when the heroes move near their
sides, flashing rapidly for a moment before detonating. Their blasts spread
upward as well as a bit to the sides. Carefully trigger the bomb traps,
and immediately back away from them. (Normally, the heroes won't have enough
time to jump over or race across the bomb traps, and they shouldn't duck in
the small pits below them. However, the heroes can safely run straight past
them in the European version, due to timing differences.)
The wave traps periodically fire massive energy waves. Wait for the waves to
pass before hurrying forward along the rail platforms to the next safe spot.
There is a Kusarigama in a safe spot between two of these wave traps.
There is a Shuriken Pack in another safe spot, below the end of the
first set of wave traps.
There is a Katana after the first set of wave traps, next to a spider drone.
Later, bomb traps and wave traps will appear together. Jump across the pits
that have bomb traps in them. (If the heroes fall into these pits, they
won't be able to climb back out in time.)
There is a Red Potion after the last wave trap.
There is a Shuriken Pack between some bomb traps, after the previous item.
The rocket fist robots periodically launch their fists, which will return
to them. If the heroes destroy the fists while they are separated, then the
robots' heads will fly toward the heroes, and they can be difficult to hit.
For an easier time, attack the robots when their fists are connected to them
in order to entirely destroy them.
After the first rocket fist robot, the heroes will need to jump across a
series of floating structures.
The energy ring guards fire a series of three rings that arc back toward
them in a loop. They alternate between firing high and firing low. If the
heroes stand close enough to them, they will perform a swinging attack
instead of shooting. (This swinging attack is shorter than the heroes'
slashing attacks.)
There is a Kusarigama on the ledge below the first energy ring guard.
There is a Bomb Pack on the ledge under the second rocket fist robot.
There is a Red Potion between two bomb traps on the last floating structure.
There is a Katana in front of the last energy ring guard, just before the
doorway. Again, to prevent the energy ring guard from shooting, run up close
to him.
Section 5-2: tower
The scimitar guards keep chopping to their front, but they will raise their
shields if they get hit. To make them stop blocking, do not attack them.
The javelin guards throw javelins toward the heroes, and they can aim
diagonally as well as straight downward and to the sides (i.e. in all
the cardinal directions except straight upward). The heroes can duck
under their javelins if they crouch on the same level as them.
For the first javelin guard, who is positioned on a high rail platform,
jump up beside him and hit him.
There is a Shuriken Pack on a high rail platform before the second scimitar
guard. Use the Shuriken to hit the second javelin guard from a distance.
When the heroes reach the bottom of the tower, the screen will begin to
automatically scroll upward. Deal with any enemies who get in the way as
necessary, but don't take the risk of trying to kill all of them. Also
don't rush too far ahead, because some enemies won't appear until the
screen scrolls further up.
There is a Katana at the bottom of the tower, on the left rail platform.
There is a Kusarigama at the bottom of the tower, on the right rail platform.
There is a Bomb Pack within the right half of the tower, shortly after the
screen begins scrolling.
Again, the heroes can duck the javelins if they kneel on the same level as
the throwers. To make the scimitar guards stop blocking, do not attack them.
The orb drones slowly travel back and forth on the floor. They take a lot of
damage to destroy, so try to avoid them.
At the last difficult jump, the low ceilings will require the heroes to leap
from the very edges of the rail platforms. Immediately above it, the path
branches into two. Each path has a scimitar guard and a different item.
There is a Scroll on the left path.
There is a Blue Potion on the right path.
A hero who is fast enough can grab both, charging past the scimitar guards
if necessary.
Boss: Emperor Garuda
Garuda has three attacks. He begins with a chopping attack and then a
jumping attack.
When he jumps across the screen, he throws three spreading bullets toward
the ground, creating flame pillars. The bullets can be difficult to avoid,
because of their speed and their angles of movement. He will always land
on the side platforms.
After his jumping attack, he immediately releases an energy wave that
travels straight across the screen. Jump over it while on the side
platforms, or duck under it while staying on the central floor.
After every other wave attack (and for his first attack), he runs toward
the heroes, stops in front of them, and then chops. They should back away
from him as soon as he stops. (The heroes can't duck under his chops, even
if they kneel on the central floor while he is on the side platforms.)
After his chop or his energy wave, he will jump again, repeating his
attacks. When the boss has 8 or less Life Points remaining (when his
life meter turns from green to red), he turns red and his speed increases
drastically. His attacks remain mostly the same, except he will sometimes
throw reduced bullets (due to memory limits).
For an easier time, at the beginning of the battle, stay to his left side,
and avoid his first chopping attack. Before he jumps left, stay on the
left ladder's top, leap over his wave after he lands, and hit him once
or twice. Before he jumps right, go over to the left ladder's right side
(or to the central floor's left side in the European version, due to
timing differences). Avoid his wave after he lands, wait for the flame
pillars to dissipate, run toward him while staying on the central floor,
hit him once or twice again, back off from his chopping attack, and hit
him another five or six times. Before he jumps to the left, hurry back
to the left ladder's top. Repeat the pattern.
During the final part, when he has 8 or less Life Points remaining, stay
at the left side of the screen, and focus on hitting him as much as possible
whenever he comes. Leap over his waves as usual, and try to avoid the flame
pillar bullets. If the heroes can risk doing so, they should suck up his
chopping attacks and keep hitting him to end the battle more quickly.
The two dragon statues at the sides spit fireballs at the heroes only
if they climb on the ladders or remain in the spaces below the top floor.
The statues don't do anything else, and they are automatically destroyed
when Garuda is defeated. (Returning to the spaces below the top floor
is pointless, and the heroes can still fall off the screen there.)
------------------------------------------------------------------------------
[2.6] Epilogue and Staff Credits
------------------------------------------------------------------------------
[Garuda, in his true form, stands and holds his sword in his left hand.]
[The heroes face him together, their swords drawn and held beside them.
Hayate is standing, and Kaede is kneeling. Both are no longer wearing
their masks.]
At the end of the life and
death struggle
[Garuda is in the same pose, except now there is a large gash across
his chest. A bright light radiates from it.]
Garuda was overthrown.
[Hayate and Kaede stand closer to each other as they look at Garuda,
who has fallen forward on the ground, with his sword still grasped
in his hand. Looks like he won't be getting back up any time soon.]
Two Ninjas vanish into
darkness
to prepare for the next battle.
[The heroes fade away into the shadowy background.]
Staff
Program
Kazuhiko Ishihara
Graphic
Shunichi Taniguchi
Sound
Iku Mizutani
Kouichi Yamanishi
Special Thanks
Toshiyasu Miyabe
Atushi Tanaka
Takashi Shinpo
Nituru
S.K
Tomihisa Fuzimoto
Syuuya Takaoka
Yukio Morimoto
Moriyuki Kanaya
Super Visor
Kasari
C1990 Natsume
==============================================================================
[3] (reserved)
==============================================================================
==============================================================================
[4] Miscellaneous Information
==============================================================================
------------------------------------------------------------------------------
[4.1] Debug Mode
------------------------------------------------------------------------------
To access Debug Mode in the Japanese and North American versions, on the
Main Menu, highlight the number of Players, and enter the Natsume Code by
pressing A, A, A, A, B, B, B, B, A, B, A, B, A, B, A, and B. (There should
be a sound.) Now, on Controller 1 and on Controller 2, hold the following
for various effects, while on Controller 1, press Start to enter the
Player Select Screen. On the Player Select Screen, choose the heroes
as usual. The Debug Mode effects are retained until the game returns
to the Main Menu.
+--------------+
Stage P1 P2
+--------------+
1-1 -- --
1-2 -- B-
1-3 -- -A
1-4 -- BA
2-1 B- --
2-2 B- B-
2-3 B- -A
3-1 B- BA
3-2 -A --
3-3 -A B-
4-1 -A -A
4-2 -A BA
4-3 BA --
5-1 BA B-
5-2 BA -A
BGM* BA BA
Inv.** -- Down
+--------------+
* BGM Test - After any heroes are chosen on the Player Select Screen,
the game will go to the BGM Test.
** Invulnerability - This may be combined with the other effects. This
prevents the decrease in Life Points and Weapon Levels from enemy attacks,
not from falling off the screen. The Lightning Magic Attack still costs
8 Life Points.
------------------------------------------------------------------------------
[4.2] BGM Test
------------------------------------------------------------------------------
Use Controller 1 to adjust the value. Press Left and Right to cycle through
the tunes or effects. Press A or B to play them.
Japanese Version:
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Name Time Tune or Effect Name Time Tune or Effect (16 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
BGM Off -:-- (stop tune) BGM 5 0:28 Stage 4
Opening 0:42 Prologue BGM 6 0:45 Stage 5
Start 0:04 Stage Intro BGM 7 0:45 Stage 5*
Start 0:04 Stage Intro* Boss 0:19 Miniboss, Boss
BGM 1 0:52 Stage 1 Boss2 0:19 Miniboss, Boss*
BGM 2 0:46 Stage 2 Clear 0:05 Stage Clear
BGM 3 0:50 Stage 3 Game Over 0:05 Game Over
BGM 4 0:50 Stage 3* Ending 2:50 Epilogue and Staff Credits**
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
English Version:
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Name Time Tune or Effect Name Time Tune or Effect (20 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
BGM Off -:-- (stop tune) Game Over 0:05 Game Over
Opening 0:42 Prologue Ending 2:50 Epilogue and Staff Credits**
Start 0:04 Stage Intro Garuda 0:19 Garuda Boss
BGM 1 0:52 Stage 1 Voice 1 Hayate attack
BGM 2 0:46 Stage 2 Voice 2 Hayate hit
BGM 3 0:50 Stage 3 Voice 3 Hayate die
BGM 4 0:28 Stage 4 Voice 4 Kaede attack
BGM 5 0:45 Stage 5 Voice 5 Kaede hit
Boss 0:19 Miniboss, Boss Voice 6 Kaede die
Clear 0:05 Stage Clear Voice 7 enemy howl (reaching Garuda)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
* These are alternate versions.
** The Epilogue itself has a length of 1:08.
------------------------------------------------------------------------------
[4.3] Boss Strategies
------------------------------------------------------------------------------
Name: Palooka (sliding guard)
Attack: punches, slides
Motion: slides
Weak Point: any part
Stage: 1, 2 (as standard enemies)
Notes:
Hit him while ducking under his punches if necessary, and prepare to jump
over his sliding attacks after he punches four times (or five times in the
European version, due to timing differences). If he keeps running after a
slide, he will immediately perform another slide. Don't move too far away
from him to reduce the speed of his sliding attacks.
Name: Missileman (artillery robot)
Attack: fires shells, rams while hovering
Motion: flies up, hovers downward while swaying side to side over the heroes
Weak Point: eye (when open)
Stage: 1
Notes:
Stand directly under it as it descends to reduce its swaying motions. Run
to the side at the last moment to avoid it, turn back, hit its eye as much
as possible, and prepare to move away again to dodge the falling shells.
Name: Eyestalker (snake)
Attack: fires bullets, rams
Motion: emerges from left and right holes in an alternating pattern
Weak Point: eye
Stage: 2
Notes:
It begins at the left hole. Stay away from it, moving back and forth between
the two sides as necessary, and jump over or duck under the bullets. As it
takes damage, its speed increases. For an easier time, use Shuriken to hit
it from a distance.
Name: Killer-Tank
Attack: fires bolts (plasma cannon), fires shells, fires spreading shots
Motion: drives forward and backward
Weak Point: sensor (when exposed)
Stage: 2
Notes:
Destroy the plasma cannon first. When the boss drives into the room, climb
up in front of the sensor, hit it once or twice while the shells are being
launched (as indicated by the booming noises), and then immediately run away
and drop back to the front ledge to avoid the spreadgun's shots as well as
the shells. The spreadgun doesn't attack until the sensor is hit. If the
heroes have any Bombs, they can also use them to quickly damage the sensor
first, before wrecking the plasma cannon.
Name: Golden Samurai
Attack: reassembles at the heroes' last position, chops with sword
Motion: reassembles at the heroes' last position, walks toward the heroes
Weak Point: any part (when assembled)
Stage: 3
Notes:
Keep slashing him quickly to shatter him before he chops. Stay within two
character widths near him when he shatters to make his pieces fly away in
the other direction. (If the heroes are standing too far away from him, his
pieces will fly toward them.) Then, keep moving in one direction, and jump
away as soon as his pieces emerge from the bottom of the screen. When he has
16 or less Life Points remaining, he will almost immediately rise up after
his last piece falls off the screen.
Name: Captain Hawk
Attack: punches and kicks (human), dives and fires energy bolts (mutant)
Motion: jumps (human), flies and dives (mutant)
Weak Point: any part
Stage: 4
Notes:
During the first phase, keep hitting him quickly. During the second phase,
stay away from him whenever he makes his dashing attack, and hit him during
the brief moment before he flies back up into the air. To avoid the bolts,
jump or kneel between them, or stay below him. For an easier time, simply
stand at the left or right edge of the screen, on the side that is currently
farther away from him. Doing so will usually cause his dashing attacks to
land short.
Name: Emperor Garuda
Attack: chops with sword, fires spreading bullets, fires energy waves
Motion: runs up to the heroes, jumps across the screen
Weak Point: any part
Stage: 5
Notes:
For an easier time, at the beginning of the battle, stay to his left side,
and avoid his first chopping attack. Before he jumps left, stay on the
left ladder's top, leap over his wave after he lands, and hit him once
or twice. Before he jumps right, go over to the left ladder's right side
(or to the central floor's left side in the European version, due to
timing differences). Avoid his wave after he lands, wait for the flame
pillars to dissipate, run toward him while staying on the central floor,
hit him once or twice again, back off from his chopping attack, and hit
him another five or six times. Before he jumps to the left, hurry back
to the left ladder's top. Repeat the pattern.
During the final part, when he has 8 or less Life Points remaining, stay
at the left side of the screen, and focus on hitting him as much as possible
whenever he comes. Leap over his waves as usual, and try to avoid the flame
pillar bullets. If the heroes can risk doing so, they should suck up his
chopping attacks and keep hitting him to end the battle more quickly.
------------------------------------------------------------------------------
[4.4] Patch Codes
------------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Address Value Range Game Value(s) Affected
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
0044 00 to 09 Credits
Setting this value to a number greater than 9 results in a graphics glitch
on the Game Over Menu.
0662 00 to 63 P1 Ammunition
0666 00 to 63 P2 Ammunition
Setting either of these values to a number greater than 63 (HEX) results in
a graphics glitch. If these values are set to a number greater than 0 when
the heroes do not have Shuriken or Bombs, they will gain the projectile type
that they have most recently used. (It is set to Shuriken by default.)
06F0 00 to 10 P1 Life Points
06F4 00 to 10 P2 Life Points
Setting either of these values to a number greater than 10 (HEX) results
in a graphics glitch.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
------------------------------------------------------------------------------
[4.5] Game Genie Codes
------------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Code Effect(s)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
GZVXSKSO Invulnerability against enemy attacks*
AAVPGIGA Invulnerability against falling off the screen*
SZSNIIVG Infinite Credits
PEEVZAIA Begin with 1 Credit in reserve
PEEVZAIE Begin with 9 Credits in reserve
APOEOGGA Every Red Potion restores health completely
PAOEOGGA Every Red Potion restores health by 1 Life Point
AZUAOGGO Every Shuriken Pack adds 40 Shuriken
GPKAVGIA Every Bomb Pack adds 20 Bombs
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
* These codes do not prevent the decrease in Weapon Levels.
==============================================================================
[5] Reference
==============================================================================
------------------------------------------------------------------------------
[5.1] Game Source Information
------------------------------------------------------------------------------
Name: Kage (Japanese)
Name: Shadow of the Ninja (North American)
Name: Blue Shadow (European)
Code: NES-JL-USA (North American)
Developer: Natsume
Producer: Natsume
Genre: action platformer
Players: 2
Save: none
Size: 256 KB
Publisher: Natsume (Japanese) (North American)
Publisher: Taito (European)
Release Date: 1990-08-10 (Japanese)
Release Date: 1991-01--- (North American)
Release Date: 1991------ (European)
Cartridge Color: black (Japanese)
Cover Art: (North American)
Alternate versions of Kaede and Hayate stand together on a barren, rocky
outcropping that overlooks the city and its harbor, where several ships are
docked. Kaede looks nothing like her in-game counterpart, having somewhat
wavy brown hair and wearing a generic red martial arts uniform. She grips
her katana with both hands in front of her, while she stares across the
water. Hayate looks a little more faithful to his in-game self. He has short
black hair and a red headband. He grips his sword in his right hand while
looking at the viewer with an intense glare. His left arm appears to be
entirely metallic, possibly being a cybernetic arm, and he is wearing metal
knee guards. A hand sickle is neatly tucked into the right side of his belt.
The word on the back of his shirt means "heaven." Not far behind the heroes,
the artillery robot stands on top of a short rock pillar, looking up at
them and launching a barrage of shells. Further behind it rises Garuda's
fortress, which resembles a high-tech ziggurat. The ground immediately
around it is a ruin of wrecked and crumbling buildings. Dark plumes of
gas rise from the red-and-white smokestacks of the factories near the
harbor. Skyscrapers can be seen in the distance. The airship flies forward
across the deep orange skies above the city.
------------------------------------------------------------------------------
[5.2] Really Small Details That Annoy Ninja Hiding in the Shadows
------------------------------------------------------------------------------
Bad English
The Prologue can use a bit more work in the English versions. The word
"government" is misspelled, and the word "have" should be "has" to match
the singular sense of the subject. If anything, the writing there actually
makes Garuda seem as though he isn't being ruthless and bloodthirsty enough.
Airship Fun
Why does the airship need to float so low to the ruined buildings that the
heroes can climb onto it, at the beginning of the fourth Stage? The airship
doesn't seem to be docked there to carry out important tasks like loading
supplies or making quick repairs.
Slight Boost
Whenever the heroes attack while moving forward in the air, they will lunge
forward slightly. This doesn't make a significant difference in the heroes'
jumps, maybe except for the large gap early in the third Stage.
More Airship Fun
How many planes can be seen on the flight deck in the fourth Stage?
The answer is eight.
Tossing Metal
The heroes can each throw up to four projectiles onto the screen at a time.
If they try to throw more, nothing will come out, but there will still be
a sound of them tossing something.
Even More Airship Fun
At the turret corridor, why are all the turrets turned toward the interior,
instead of facing outside the vessel? How about trying to shoot down
intruders before they get aboard the airship?
Free Life
If the heroes somehow get wasted after a boss dies (by touching a lingering
projectile), they may be lucky enough to become revived when they gain the
Life Points awarded at the end of a Stage, without any cost to Credits.
Yet More Airship Fun
The pointing hand icon appears at one point of the airship interior, but
it appears nowhere else. Getting lost is never a problem here, so why does
the game bother to have it?
Hidden Sound Test
In the BGM Test in the English versions, every time the tune or effect is
changed, the word "ST" flashes at the bottom left corner of the screen.
Too Much Airship Fun
As the fourth boss dies, he can still turn to face the heroes. Talk about
being dedicated. That, or it's the limitations of the game's coding.
No Processing Fee Required
Normally, items that are exposed will eventually vanish. However, if the
heroes break an item out from its box, move far away enough from it, and
then return to its location, that item will be magically resealed in its
box. Ninjutsu is so damn awesome, or perhaps it's merely the coding again.
Tower Fun Doesn't Beat Airship Fun
The tower scene is the only part of the game where the screen automatically
scrolls. Is there any reason behind this? Why do the heroes need to hurry
up the tower? Is it supposed to be sinking into the ground? Is there some
sort of trap that is moving up from its bottom?
Krezzy Comparisons
Playable lady characters are no strangers to action games developed by
Natsume. Just for fun, let's compare Kaede to Annie (from Wild Guns) and
the "Kunoichi" (from Ninja Warriors Again, created by Natsume under license
from Taito). We apologize for leaving out "Sigourney" (from Final Mission,
a.k.a. SCAT: Special Cybernetic Attack Team).
Name Kaede Annie Kunoichi
Is equal in ability to her partner or partners x x
Is her game's first playable character by default x
Carries a lot of metal x x x
Is herself made of metal x
Fights a mix of human and robot enemies x x x
Wields a variety of blades x x
Wields a variety of firearms x
Has climbing moves x
Has grappling attacks x
Has projectile attacks x x
Also has attacks that can paralyze enemies x
Fills herself with potions and medicines x
Fills herself with high explosives x
Keels over with one scratch x
Has rich dark hair x
Is blond, and proud of it x x
Wears bright red clothes even the blind can't miss x x x
Winner Tie
------------------------------------------------------------------------------
[5.3] Document Credits
------------------------------------------------------------------------------
Natsume (www.natsume.co.jp)
For creating Kage.
Code Masters
For providing the Game Genie codes. (See the Game Genie Programming Manual
and Codebook, page 125.)
Spherelanders
For playing through the game and figuring out the best tactics.
Extra thanks to Alex Round for actually authoring this document.
==============================================================================
[6] Contact Information
==============================================================================
mail: faididi@yahoo.com
==============================================================================
==============================================================================