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Kage / Shadow of the Ninja / Blue Shadow (FC/NES) (1990)
==============================================================================

 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
------------------------------------------------------------------------------

Version 2009 (2009-07-19 Sunday)
 - Initial release.

Version 2010 (2010-07-19 Monday)
 - Corrections made.


==============================================================================
[0] Contents
==============================================================================

[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


==============================================================================
[1] Overview
==============================================================================

 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.


==============================================================================
[2] Strategies
==============================================================================


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[2.0] Prologue
------------------------------------------------------------------------------

 [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
------------------------------------------------------------------------------


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
------------------------------------------------------------------------------


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
------------------------------------------------------------------------------


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.


------------------------------------------------------------------------------
[2.5] Stage 5: Fortress
------------------------------------------------------------------------------


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


==============================================================================
==============================================================================