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Knife Edge: Nose Gunner (N64) (1998)
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Knife Edge: Nose Gunner Copyright 1998 Kemco
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 2003 (2003-07-19 Saturday)
- Initial release.
Version 2004 (2004-07-19 Monday)
- Corrections made.
Version 2005 (2005-07-19 Tuesday)
- Document streamlined.
Version 2006 (2006-07-19 Wednesday)
- Document streamlined.
Version 2008 (2008-07-19 Saturday)
- Corrections made.
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] Options
[1.4.1] Controller Configuration Screen
[1.4.2] Sound Option Screen
[1.4.3] Mode Select Screen
[1.5] Weapons
[1.6] Items
[1.7] High Score Screen
[1.8] General Tips
[2] Strategies - Story Mode and Team Mode
[2.0] Prologue
[2.1] Stage 1: Amethyst Ravine
[2.2] Stage 2: Dead City
[2.3] Stage 3: Crimson Lake
[2.4] Stage 4: Cold Vengeance
[2.5] Stage 5: Creature
[2.6] Stage 6: Space Station
[2.7] Epilogue
[3] Strategies - Battle Mode
[3.1] Playing Battle Mode
[3.2] Battle Score Screen
[4] Miscellaneous Information
[4.1] Super Difficulty Setting
[4.2] Stage Select Screen
[4.3] Boss Strategies
[4.4] Patch 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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Kemco's Knife Edge: Nose Gunner is a rail shooter that features a hero
who can use many special weapons and who can manually move his ship
to avoid enemy attacks. It also features a Team Mode that plays like
a cooperative 4-Player version of its Story Mode.
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[1.0] Game Version Differences
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- The languages used are different. Some of the wording is also different.
For example, the Japanese version uses the terms "Course" and "To Play,"
while the English version uses "Path" and "Resume."
- The Japanese version has a message about and a confirmation prompt for
choosing a Course. It also has additional instructions (including an image)
about the Dodge Buttons.
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[1.1] Story
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A new age for mankind has dawned with Earth's colonization of Mars by
the 22nd century. Establishing a small city within an environmental dome
on the surface of the red planet, the colonists of the Mars Frontier Project
have begun to mine the crust for minerals and tap into the nearby volcano
for thermal energy. Further exploration has also revealed fascinating ruins
at the north pole, and teams of scientists are sent there to investigate.
Then they came. Without warning, unknown forces appear from nowhere
and attack the colonists, severing communications so rapidly that Earth
Command cannot even obtain a clear description of the aggressors. What
it does know, however, is the enemy is relentless and merciless, seemingly
intent on destroying every trace of the colonists. With the Earth fleet
too distant to respond in time, the only hope in stopping the attack
lies with the experimental assault craft undergoing testing at Mars.
Michael Samson is the nose gunner of one of these ships, code named
Knife Edge. His mission is to rescue any survivors and to neutralize the
onslaught. Due to the shortage of pilots, however, he is forced to leave
his ship on autopilot while he focuses on destroying the countless hostile
units assailing the colonies. Will Michael succeed in his mission? Will
he discover the origins of the mysterious enemy forces? More importantly,
will he survive?
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[1.2] Characters
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Knife Edge, Prototype Heavy Assault Fighter
One of the two experimental assault craft being developed at a space
station orbiting Mars, as a part of a new military defense project.
Second Lieutenant Michael Samson, Nose Gunner
A young soldier assigned as the gunner for the Knife Edge. He has come to
Mars for the excitement, but now it looks like he is getting much more than
he has asked for. (During certain Movies, the lines spoken by Michael are
printed in white.)
Wing Commander Gregory MacKenzie, Commanding Officer
Samson and Armstrong's boss. For a career officer, he seems to be a
pretty easy-going guy who gets along well with those under his command.
Dr. Linx, Exoarchaeobiologist
A specialist in ancient alien theoretical biology. She and her colleagues
are studying the ruins at the north. (During certain Movies, the lines
spoken by Dr. Linx are printed in yellow.)
Armstrong, Nose Gunner
The gunner for the other experimental assault craft. Both he and Michael
are sent out to rescue survivors and to attack the enemy, but something
very bad happens to him shortly into their mission.
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[1.3] Controls
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Although Michael is the Knife Edge's gunner, he relies on advanced targeting
computers to help him do his job. Every Player assumes the role of one of the
ship's targeting computers, and each one is identified by a different color:
- Computer 1 (Player 1) - Green
- Computer 2 (Player 2) - Red
- Computer 3 (Player 3) - Yellow
- Computer 4 (Player 4) - Purple
A computer may equip only one special weapon at a time, regardless of
how many Players there are.
Type A Type B Type C Type D
D-Pad: (Not Used) D-Pad: (Not Used) D-Pad: Reverse D-Pad: (Direct)
Stick: Reverse Stick: (Direct) Stick: (Not Used) Stick: (Not Used)
A: Special Weapon A: Special Weapon A: Vulcan A: Vulcan
B: Special Bomb B: Special Bomb B: Special Weapon B: Special Weapon
C: Dodge C: Dodge C: Dodge C: Dodge
L: (Not Used) L: (Not Used) L: Cursor Center L: Cursor Center
R: Cursor Center R: Cursor Center R: Special Bomb R: Special Bomb
Z: Vulcan Z: Vulcan Z: (Not Used) Z: (Not Used)
Aiming Stick (Control Stick) - Move the targeting reticle. The farther this
is pressed, the faster the movement. ("Reverse" means the reticle moves up
if the Stick is pressed Down, and it moves down if the Stick is pressed Up.)
To recalibrate the Stick, press L, R, and Start together.
Vulcan Button (Z) - Fire the Vulcan Cannon. The Vulcan Cannon can be fired
even while switching special weapons.
Special Weapon Button (A) - Use the equipped special weapon. Hold this
to charge up the special weapon or to lock on to targets with it, and
then release this to fire it. (The reticle should light up when the
special weapon is ready.)
Special Bomb Button (B) - Detonate a Special Bomb. Hold the Cursor Center
Button while pressing this to equip the next available special weapon.
Dodge Up Button (C-Up) - Dodge upward by 15 degrees.
Dodge Down Button (C-Down) - Dodge downward by 15 degrees.
Dodge Left Button (C-Left) - Dodge leftward by 15 degrees.
Dodge Right Button (C-Right) - Dodge rightward by 15 degrees.
Cursor Center Button (R) - Center the targeting reticle. Hold this while
pressing the Special Bomb Button to equip the next available special weapon.
Pause Button (Start) - Pause, and access the Subscreen.
Note: The game reads for attached Controllers only at the beginning.
Reset the game to read any Controllers that are plugged in afterward.
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[1.4] Options
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.1] Controller Configuration Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Press Left and Right to adjust the control type.
Press Up and Down to adjust the reticle response.
Type - Adjust the controls. The default setting is A, but this may be
changed to B, C, or D.
Response - Adjust the targeting reticle's speed (relative to the screen).
The default setting is Normal, but this may be changed to Quick or Slow.
The Aiming Stick offers further control over the reticle's speed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.2] Sound Option Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mode - Adjust the audio output. The default setting is Stereo,
but this may be changed to Mono.
BGM Volume - Adjust the volume of the background music. The default setting
is 5 units, but this may be changed from 0 to 8 units.
SE Volume - Adjust the volume of the sound effects. The default setting
is 8 units, but this may be changed from 0 to 8 units.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.3] Mode Select Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Story Mode (1 Player)
The main feature of the game, 1-Player version.
Team Mode (2, 3, or 4 Players)
The main feature of the game, MultiPlayer version. The more Players there
are, the more defensive strength the bad guys have. Team Mode is otherwise
identical to Story Mode.
Battle Mode (2 or 4 Players)
A competitive MultiPlayer Mode where the Players are divided into two
teams. They can go through any of the first three Stages from Story Mode.
The team with the higher Battle Score by the end of the Stage wins.
Practice Mode (1 Player)
A training run where Michael can go through any of the first three Stages
from Story Mode. The difficulty level is very low, and there are no
minibosses or bosses.
The Difficulty Setting may be adjusted in Story Mode, Team Mode,
and Battle Mode, but not in Practice Mode. The higher the Setting,
the more bad guys there are, the more aggressive the enemies' attacks
are, and the less items there are.
The path may be adjusted on the Path Select Screen for the first four
Stages in Story Mode or Team Mode and for any of the three Stages in
Battle Mode. In Practice Mode, the paths are determined in the middle
of the Stage, depending on which Path Arrows Michael shoots.
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[1.5] Weapons
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The Knife Edge has infinite ammunition for all its weapons except the
Special Bomb Launcher.
"Speed" refers to how fast the weapon's projectiles travel.
"Reload" refers to how quickly the weapon reloads or recharges.
Weapon: Vulcan Cannons
Damage: low
Speed: instantaneous
Reload: fast
Aim: manual
Notes:
The Vulcan Cannons are the Knife Edge's primary weapons. They rapidly fire
streams of lead (at four rounds per burst), which can quickly take out most
bad guys and enemy projectiles.
The Vulcan Cannons are the only weapons that can be upgraded, from
Level 1 to Level 6. The higher the Level, the more damage each shot deals.
Weapon: Homing Missile Launchers
Damage: moderate
Speed: moderate
Reload: fast
Aim: homing
Notes:
The Homing Missile Launchers can fire up to four missiles per salvo, and
they work well against swarms of small flying enemies. However, they cannot
lock on to many types of enemies, and when they can, they have to lock on to
targets one by one. (They cannot fire if they lock on to nothing.) Even if
they do fire, chances are the intended victims will already have left the
screen by the time the missiles reach their targets, due to the missiles'
unremarkable speed.
When the Homing Missile Launchers are equipped, each of the four arrows
of the targeting reticle corresponds to one missile lock-on. The more arrows
that are highlighted, the more lock-ons that are acquired. Multiple missiles
cannot lock on to the same enemy.
Weapon: Plasma Torpedo Launcher
Damage: moderate
Speed: fast
Reload: moderate
Aim: homing
Notes:
The Plasma Torpedo Launcher fires powerful charges of plasma that can track
enemies. In contrast to the Homing Missile Launchers, this weapon can lock
on to only one enemy at a time, and it takes slightly longer to achieve a
lock-on, but its torpedoes travel faster. This weapon also cannot lock on
to every type of enemy.
Take advantage of the Plasma Torpedo Launcher's higher projectile speed.
If a target is too fast for the homing missiles, try using torpedoes.
Weapon: Nuclear Missile Launcher (Nuke Launcher)
Damage: high
Speed: slow
Reload: very slow
Aim: dumb-fire
Notes:
The Nuclear Missile Launcher fires rockets armed with small, very low-yield
nuclear warheads that simply fly straight ahead until they hit something.
This weapon takes an extremely long time to reload, but timed properly,
it can kill large numbers of regular enemies or deal lots of pain to bosses.
The Nuke Launcher works best in narrow corridors or against large targets,
where the nukes' chances of hitting something is much higher. The ship is
shielded against its own nukes, so feel free to fire them into nearby walls
to take out any bad guys who are close to the ship.
Weapon: Flak Discharger
Damage: low
Speed: fast
Reload: moderate
Aim: dumb-fire
Notes:
The Flak Discharger coats disc-like flechettes with a light layer of energy
and then scatters them out in front of the ship. Its wide pattern of fire
and fair reloading rate make it useful against packs of regular enemies.
The Flak Discharger functions like a shotgun that fires spreading pellets.
The closer the targets are to the center of the screen, where the flak is
denser, the more effective it will be.
Weapon: Laser Cannons
Damage: high
Speed: fast
Reload: slow
Aim: manual
Notes:
The Laser Cannons fire two bolts of highly concentrated energy. Like the
Vulcan Cannons, the Laser Cannons are aimed with the targeting reticle,
but they take a long time to recharge in between shots.
The Laser Cannons are best against larger, tougher bad guys, but they
are too slow to be of much use against smaller, quicker enemies.
Weapon: Special Bomb Launcher
Damage: high
Speed: instantaneous
Reload: fast
Aim: N/A
Notes:
The Special Bomb Launcher damages every bad guy and destroys most enemy
projectiles on the screen. The ship can carry up to 3 Special Bombs. The
Special Bomb Meter fills up with every 30 enemies (including bosses) who
are defeated, upon which a Special Bomb is added and the Meter is reset.
(The system voice should say, "Stand by.") If the ship has a full load
of Special Bombs when the Meter fills up, it will remain filled. When a
Special Bomb is used afterward, the next enemy killed will finish filling
the Meter as usual.
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[1.6] Items
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Items appear at preset locations or are dropped by certain enemies.
The higher the Difficulty Setting, the fewer items there are.
To obtain an item, simply shoot it.
Item: Vulcan Cannon Upgrade (red crystal)
Notes:
Increases the Level of the Vulcan Cannon that has obtained it. A Vulcan
Cannon can be upgraded from Level 1 to Level 6. The higher the Level,
the more damage each shot deals. If a Vulcan Cannon's Level is at maximum,
any Vulcan Cannon Upgrade it obtains will add 10000 Points.
Item: Shield Energy Module (blue crystal)
Notes:
Restores 20% Shield Energy. If the Knife Edge's Shield Energy is at
less than 30%, the warning light will flash and the system voice will
periodically say, "Warning!" The less the Shield Energy is, the more
frequent the alarms are. If the Knife Edge's Shield Energy is at maximum,
any Shield Energy Module it obtains will add 10000 Points.
Item: Special Weapon Module (icon of a special weapon)
Notes:
Gives the team that obtains this item access to the indicated special
weapon, while denying the other team access to the same weapon.
This appears only in Battle Mode, where the teams can wrestle
special weapons away from each other.
Item: Miss (red X over a bomb)
Notes:
Removes all special weapons from the team that obtains this item.
This appears only in Battle Mode, where the teams can also screw
themselves over by shooting this accidentally.
Item: Path Arrow (green arrow)
Notes:
Changes the path taken through the Stage. This appears only in Practice Mode.
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[1.7] High Score Screen
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The High Score Screen displays High Scores in Story Mode and Team Mode.
A Name Entry can consist of up to 11 characters. Press the D-Pad or the
Control Stick to move the Input Cursor. Press A to enter a character.
Press B to move the Output Cursor backward.
There are several types of Scores. The regular Score consists of the standard
Points earned. The Enemy Defeat Score is the percentage of the bad guys
destroyed. The Hit Score (not recorded) is the shooting accuracy. The Battle
Score (not recorded) is used to determine the winning team in Battle Mode.
Here are the default High Scores:
Score Ranking Enemy Defeat Ranking
1 Shindo 600000 1 Shindo 70% [ 700/1000]
2 Yoshino 500000 2 Yoshino 60% [ 600/1000]
3 Goto 400000 3 Goto 50% [ 500/1000]
4 Kashiwabara 300000 4 Kashiwabara 40% [ 400/1000]
5 Shimoda 200000 5 Shimoda 30% [ 300/1000]
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[1.8] General Tips
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- The Knife Edge cannot dodge diagonally, and it cannot lean toward another
direction until it returns to its default position first.
- Alternate paths may contain more challenging obstacles, but they also
sometimes contain more flying drones who drop items when they are destroyed.
For a generally easier time, stick with Path A in every Stage.
- Earning Special Bombs on the higher Difficulty Settings is actually
easier, due to the increased number of enemies.
- In addition to launching enemy-seeking projectiles, the homing weapons
can mark bad guys in the distance by highlighting them with the bright
green lock-on reticles. Don't rely on homing weapons too much, though,
because they cannot lock on to several types of enemies. The homing weapons
also have a minimum range. They will not lock on to any enemies who are
too close to the ship.
- In Team Mode, the more targeting computers (Players) there are, the more
defensive strength the bad guys have. While some should focus on hitting
the bad guys, others should focus on destroying enemy projectiles. Against
the bosses, all should combine their firepower against the weak points
whenever possible to maximize the amount of damage being dealt.
- In Team Mode, assign all evasive maneuvers to one targeting computer
(Player) to help minimize the occurrence of conflicting dodging commands.
Whoever that is should also equip a weapon like the Nuke Launcher or the
Laser Cannons, because the other special weapons, like the Homing Missile
Launchers and the Flak Discharger, can be used by the others without fear
of having their aim thrown off as the ship dodges back and forth.
- The minibosses will retreat if they are not defeated within a certain
amount of time.
- A miniboss or a boss' life cannot be reduced until its Life Meter
is displayed near the top of the screen. (The system voice should say,
"Systems accessed.") Still, there are often other parts of the bosses
that can be destroyed while their Life Meters have yet to appear.
- There are no Lives, so feel free to use up Special Bombs before the
Knife Edge digs Michael's ass into the cold, hard ground.
- If Michael really isn't going to make it, restart the Stage instead
of getting wasted and then continuing. By restarting the Stage,
the Vulcan Cannon Upgrades and the Special Bombs will be preserved.
- If it's Game Over, Michael's Score is reset to 0, he loses any
Vulcan Cannon Upgrades and Special Bombs he has, and he may continue
by restarting from the beginning of the Stage (in Story Mode or
Team Mode). There are infinite Credits.
==============================================================================
[2] Strategies - Story Mode and Team Mode
==============================================================================
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[2.0] Prologue
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[We see a transport vessel leave the space station, enter the atmosphere of
Mars, and then release the Knife Edge, which proceeds to fly down a ravine.]
By the end of 21st Century, Earth
had established research and
terraforming colonies on Mars. Exhaustive
efforts by an international coalition
transformed Mars from a harsh,
desolate environment into a lush
ecosystem capable of sustaining human
life. Atmospheric and water resources
were generated through the melting of
the polar ice caps, resulting in a
temperate, stable climate.
The active colonization of Mars was in
full progress, and Earth was reveling
in its unbounded success.
This period of growth was suddenly
cut short.
Earth received an ominous message
from Mars-mysterious force were
devestating the Martian colonies!
Did the changes to the planetary
environment inadvertently reanimate
the dormant Martian organisms?
As the Weapons Systems Commander of
the Knife Edge experimental
assault aircraft,
your mission is to seek and destroy
the enemy with an arsenal of awesome
firepower at your sole control.
The Knife Edge utilizes a remote
control flight system which pilots
the aircraft through the twisting
canyons and uncharted
caverns of Mars.
Your job is to control the
Weapons Systems,
which include Vulcan Cannons,
Homing Missiles,
Proton Torpedoes and other devices
of mass destruction.
The Martian colonists are
depending on you!
Good shooting!
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[2.1] Stage 1: Amethyst Ravine
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Story:
The ravine near the main colony has been cut into the Martian crust over
many aeons by the mighty river that coursed through it. Several enemy units
are detected within this area, and Michael has to wipe them out before they
can reach the colony.
General Hints:
The first Stage is pretty easy. The wide, open spaces of the ravine let
Michael see approaching enemies far away, giving him plenty of time to
shoot the bad guys. This Stage is also a great opportunity for Michael
to stock up on Special Bombs and Vulcan Cannon Upgrades.
Path Map:
|
/ \
\ /
|
/|\
/ | \
| | |
| | |
\ | /
\|/
|
/|\
/ | \
/\ | /\
\/ | \/
\ | /
\|/
|
^
Walkthrough:
* * *
[Communications Log 01.01]
Samson:
Knife Edge to Command.
Approaching target zone
Zulu 310.
Now transmitting geographic
data.
MacKenzie:
Roger, Knife Edge.
Geo data transfer complete.
You are now in hostile
territory.
Initiate full battle status.
Samson:
Affirmative, C.O.
I have multiple bogeys dead
ahead.
Should I use manual flight
controls?
MacKenzie:
Negative, Knife Edge.
Remote auto-pilot mode active.
You let us fly this tin can,
Samson, and you concentrate on
shooting down bogeys!
Use your on-screen heads up
display cursor to target enemies
and fire at will!
Samson:
Remote system on-line!
Weapons systems activated!
We're going in!
* * *
Michael will fly straight down the ravine. Armstrong will charge on ahead,
but don't worry about him. Blow away the small flying drones, and pick up
the items lying around the ravine, if there are any. The homing weapons
can lock on to most of the flying drones and turrets here.
Depending on the ship's path, Michael may fly down different parts of the
canyon. From the beginning, going left lets him meet the miniboss earlier,
while going right lets him briefly see the boss. The center route is just
filled with turrets and flying drones.
Miniboss: claw drone
Keep shooting this guy, and dodge sideways to avoid its bullets and thick
green laser bolts. When it comes up close, it will try to ram the ship.
Dodge sideways to avoid its ramming attacks.
Continue blasting more flying drones and turrets. Grab any items lying near
the cliff edges. The steep canyons mark the end. Destroy the turrets on the
cliffs.
* * *
[Communications Log 01.02]
MacKenzie:
I have hostiles on scanner...
It's the alien ship that took
out Armstrong!
This could get ugly,
Knife Edge...
Samson:
Roger, C.O.
This one's for Armstrong!
MacKenzie:
The remote system is at optimum
performance.
Remember to use your thrusters
to evade in-coming fire,
Knife Edge.
Samson:
Roger!
MacKenzie:
Knife Edge, he's directly above
you!
* * *
Boss: gunship
Blast the thick tail sections while dodging downward to duck below the boss'
bullets. Michael has to kill all the tail sections (only the outermost one
is vulnerable at any time), or else they will be thrown at him eventually.
After the tail sections are gone, the boss will fly around the place a bit
before bringing the battle to the second phase. Use the time to destroy the
four missile launchers on the top and bottom surfaces of the boss' left and
right sides.
The boss' weak point is the red sensor that is revealed when the shell
opens up while the boss charges up two blue energy orbs. Hit the red sensor,
preferably with concentrated Laser and Vulcan Cannon fire, and then shoot
down the blue orbs. When the boss closes its shell, covering the sensor,
it will fire a red laser beam. Dodge left or right to avoid the beam,
and hit the emitter with enough firepower to shut off the beam sooner.
(The emitter can be disabled only temporarily.)
Once the sensor is destroyed, the boss will explode and disintegrate into
the atmosphere, and Michael will be free to proceed to the main colony.
* * *
[Communications Log 01.03]
MacKenzie:
Well done, Knife Edge.
We've received some valuable
tactical data based on analysis
of this firefight.
Samson:
What do we know now, C.O.?
MacKenzie:
All we know is that the enemy is
definitely inhuman and
relentless.
We're receiving a signal beacon
emanating from an underground
source at coordinate Zulu 552.
Scout that new position,
Knife Edge.
Samson:
Roger, C.O.!
* * *
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[2.2] Stage 2: Dead City
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Story:
The main colony is located within a large crater. Its bustling fervor has
been replaced with an eerie silence after the enemy assault, and the lower
areas of the city are flooded as a result of the downed power and water
systems. Michael must be wary here during his search for any surviving
colonists. Although the streets are abandoned, they are far from deserted.
General Hints:
The artificial urban landscape of the colony is a radical change from the
canyons of the previous Stage. Enemies tend to appear up close now, and
the Knife Edge will be turning more rapidly to deal with new bad guys
who pour in from almost every direction.
Path Map:
_ __
____/ \__/__\__
|__ \_/ \___/ \
| |
__| /|\
__| | | |
| | |/
|__ \|
| |
^
Walkthrough:
* * *
[Communications Log 02.01]
MacKenzie:
Can you locate the colony
entrance?
Samson:
Roger.
There's a hole in a crater
ahead.
MacKenzie:
Scanners have picked up a faint
signal beacon emanating from
within the colony.
There may be survivors, but
you're still in hostile
territory.
Remain in full battle alert
status.
Samson:
Roger, C.O.
I'm going in to full
battle mode!
MacKenzie:
Are systems active,
Knife Edge?
Samson:
Roger!
* * *
Michael will drop down past a tower with an odd-looking structure at its
top before reaching the residential districts. Kill the robots who rush
out onto the streets. Many of them dart out from behind pillars or building
corners. The Flak and the Nuke are very effective here, but against the
larger yellow robots, use the Laser. The big yellow bots also tend to drop
Vulcan Cannon Upgrades. At the bowling alley, there may be a few items
floating above the roof on the easier Difficulty Settings. Be sure to
kill the robot soldiers sitting near them, too.
Miniboss: tank
The tank will roll over a few cars (which Michael can also blast apart
for fun) and then drop into the middle of a stadium ("Nest?"). As it drives
around the place, it will launch missiles which can be easily shot down or
dodged. Use Nukes against the robot soldiers who are occasionally released
from the tank's rear hatch. The weak point is the small red sensor on the
forward turret. Blasting it causes the turret to spin away, but it will
automatically roll back, exposing the sensor again. Use the Laser against
the sensor for the best results. When the tank launches several floating
mines, destroy the control drone that pops out from the forward turret
to detonate all the mines before they crash into the Knife Edge.
* * *
[Communications Log 02.02]
Samson:
I've got the beacon on signal
lock at 5 clicks dead ahead.
What's the source of the signal?
MacKenzie:
It's transmitting from the
archeological research group
dormitories.
Samson:
I'm receiving signs of human
life! I'm going in for evac!
* * *
After the stadium, Michael will move toward the flooded lower sections of
the colony. Depending on the ship's path, he may follow the freeway or he
may fly out to the sides. Either way, blast any soldiers or drones who are
waiting on or near the road.
Over the water, blast the aquatic drones who swim around and then leap up,
firing energy rings at the Knife Edge. The homing weapons can lock on to
these guys, and the energy rings can be shot down. Also kill the drones
hanging under the ceilings. They may drop some items. When Michael
approaches the research building, he will help evacuate a scientist.
* * *
[Communications Log 02.03]
MacKenzie:
The signal is from the
structure ahead.
Samson:
Roger!
[Communications Log 02.04]
Linx:
Somebody please help me!
I hear the sound of aircraft!
I'm here. Here! Help me!!
Samson:
Hang on! I'm here to help.
Are you hurt?
Linx:
I'm a little shaken up,
but okay.
Samson:
I'll break the window to
get you out.
Linx:
What should I do?
Samson:
Step back!
Jump on board now!
Linx:
It's too high! I can't do it!
Samson:
I'll move closer, just do it!!
[Communications Log 02.05]
Linx:
I'm saved! Thank you!
Samson:
This is Knife Edge. Reporting a
successful evacuation of one
survivor.
MacKenzie:
Excellent! You've got enemies
right on you.
Pull out immediately!
Samson:
Roger, C.O.
* * *
Before the scientist can be brought to safety, Michael will need to fight
past a few more bad guys. Destroy the remaining aquatic drones. When Michael
flies up the tower, the odd structure he has seen earlier during his descent
into the city will come to life and intercept him, cutting off his escape.
Boss: satellite
During the first phase, the boss will fly around a bit. Whenever its arms
detach, each arm will fire a blue energy orb at Michael, in a random order.
Shoot down the orbs, and then use the rest of the time to hit the arms.
During the second phase, after all the arms are gone, the boss' main unit
will attack. Hit the red sensor at the central core as it rotates into view.
The satellite will keep launching missiles and firing energy orbs, all of
which can be destroyed or dodged. The Nukes can damage the sensor as long
as they hit the central core, because their blasts can penetrate the core.
Once the sensor is destroyed, the boss will explode and fall apart, and
the colony exit will be cleared for the Knife Edge.
* * *
[Communications Log 02.06]
Samson:
I rescued a survivor, an
archaeologist named Dr. Linx.
She's weak, but she'll be all
right.
MacKenzie:
Good job, Knife Edge. A medivac
unit will arrive soon.
Transfer Linx to them and head
to the next position.
* * *
------------------------------------------------------------------------------
[2.3] Stage 3: Crimson Lake
------------------------------------------------------------------------------
Story:
At Cydonia, there is a rock formation that resembles a face, with an
active volcano beneath its right "eye." Some colonists have been sent
there to establish an outpost, but they too have failed to respond when
the enemy assault began. Michael's objectives are to see if they are
still alive... and to kill anything that gets in his way.
General Hints:
Most of the fighting in this Stage takes place inside narrow tunnels
and underground caverns. Depending on the ship's path, it may weave
through plenty of tight corridors packed with traps. Dodging becomes
even more important than ever here.
Path Map:
|
/ \
|_ \
|_| |
|___/
|___
| |
|___|
___|
/_/ |
|__ |
|__| |
|____|
|
^
Walkthrough:
* * *
[Communications Log 03.01]
Samson:
I'm getting some strange Geo
data readings, C.O.
MacKenzie:
Transmit Geo data ASAP,
Knife Edge.
A pioneer colony was established
in this zone, and there may be
survivors!
Samson:
Do I have authorization for
battle mode?
MacKenzie:
Geo data downloaded and remote
system on-line.
Rock'n'roll, Knife Edge!
Samson:
Remote system on-line!
Weapons systems activated!
* * *
As Michael flies over the gigantic rock face, missiles will fly out from
the face's left eye (the one without the volcano). Shoot down the missiles.
Use homing weapons to kill the enemies hidden inside the eye.
Depending on the ship's path, Michael may go through the mouth or the left
eye. The tunnel through the mouth is the longer but slightly easier route.
As Michael works through the ancient corridors, missile launchers will pop
out from the floors and ceilings. Kill them along with the flying drones
in the way, and dodge any missiles that can't be shot down in time. The
tunnel through the left eye is a shortcut. Kill the flying drones there,
some of whom may drop items.
Michael will eventually locate some colony vessels, but there are no
survivors. When he flies down toward the lava-flooded caverns, he should
prepare for a lengthy fight.
* * *
[Communications Log 03.02]
Samson:
This is Knife Edge.
Detected debris of a Harrier
Zulu class craft, but no life
signs.
MacKenzie:
Roger, Knife Edge.
Keep scanning for survivors.
Detecting extreme temps about
8 clicks ahead of your present
position.
Scanners indicate temperature
levels exceed safety limits.
Keep your hull clear, Fly Boy!
Do you copy?
Samson:
Loud and clear, C.O.
* * *
Miniboss: transformer
This transforming bot is an evil version of the colonists' Harrier Zulu
craft. This dude has a high defensive strength, so keep shooting its upper
body. In turret form, it fires bullets, most of which will miss the Knife
Edge. Dodge the bullets if necessary. In mech form, it fires missiles out
from its arms. Keep hitting this guy as it hovers over the lava. The Knife
Edge will not collide into any stalagmites here, but the rock protrusions
can block projectiles.
To leave the lava lake, Michael will either fly through a ravine or over
the lavafall, depending on the ship's path. If he goes through the ravine,
he should kill the flying drones for items and watch out for turrets along
the cavern bottom. If he goes over the lavafall, he can also kill some
flying drones for items.
* * *
[Communications Log 03.03]
MacKenzie:
Good shooting, nose gunner!
You should be approaching the
colony soon.
Visual contact yet?
Samson:
Affirmative, C.O.
The colony looks like it was
transformed into some kind of
fortress!
No sign of human life, but
the structure is swarming
with bogeys!
I'm gonna need battle mode
authorization, pronto!
MacKenzie:
You have authorization,
Knife Edge!
Execute with extreme prejudice!
Samson:
With pleasure, C.O.!
* * *
Boss: floating fortress
The colony outpost has been converted into a fortress of death. Destroy the
turrets along the fortress' walls, and deal with the flying drones swarming
the place. A well-timed Special Bomb can take out several turrets at once.
When the fortress' sides eventually collapse, two blue crystals will emerge.
These crystals shoot energy orbs that travel very fast but can be shot down.
After the two crystals are destroyed, the top of the fortress blows cleanly
off, revealing even more crystals.
The yellow crystal is the main one, but it is surrounded by blue ones that
regenerate after they are destroyed. All the crystals fire those fast energy
orbs, with the yellow orbs being particularly nasty. Shoot down or dodge
the orbs, and focus the Knife Edge's firepower against the yellow crystal
as much as possible.
Once the yellow crystal is eliminated, the entire fortress will explode,
and Michael will fly back outside via a rear tunnel.
* * *
[Communications Log 03.04]
Samson:
Caught some fire, C.O.,
but the ship will hold up.
Continuing with recon.
MacKenzie:
I read you, Knife Edge.
Proceed to the ruins in the
northern polar region.
A recon craft disappeared there
after reporting severe magnetic
anomalies.
Samson:
Roger, C.O.
Will proceed at full thrusters.
* * *
------------------------------------------------------------------------------
[2.4] Stage 4: Cold Vengeance
------------------------------------------------------------------------------
Story:
Michael's next stop is the ruins near the northern polar cap, where strange
activity has been detected. While the frozen wastelands are fraught with
peril, due to the numerous hostile drones patrolling the area, the ruins
may just shed some light onto the origins of the enemy forces.
General Hints:
This Stage contains tough enemies and few Power-Ups. Destroying bad guys
quickly is essential to avoiding lots of damage here, and don't forget
to dodge the pillar traps in the last section before the boss.
Path Map:
|
/|
|_|
_|
| |
\|
|
/
|
\
__/
/
\
|
|\
/| \
/ | |
| | |
\ | /
\|/
|
^
Walkthrough:
* * *
[Communications Log 04.01]
MacKenzie:
You should be near the northern
pole of Mars soon, Knife Edge.
Are systems activated?
Samson:
Roger!
MacKenzie:
We're getting massive energy
readings in your proximity!
Watch out! Remote system is
now on-line!
Samson:
I'll kick his ugly alien butt!
MacKenzie:
Don't get cocky, Knife Edge.
Be careful!
Samson:
Roger, C.O.!
* * *
Blast the flying drones before they can shoot back. Some of them drop
proximity mines that detonate if they get close enough to the Knife
Edge. Be sure to destroy them before they can do any damage. The pillars
sticking out can fire bullets, so prepare to do a little dodging, too.
Depending on the ship's path, Michael can fly straight past the bullet-firing
pillars, to the left beside the ribs of some long-dead animal, or to the
right of the pillars. The left route is free of pillars.
Eventually, Michael will fly down into a glacial rift. Depending on the
ship's path, pillar traps may appear, rising out from the ice. They mostly
just block projectiles. Kill the flying drones here for items. The homing
weapons can lock on to some of these guys.
Miniboss: twin robots
Hit these two ape-like robots whenever they come into view, and shoot down
any missiles they launch. Both of these dudes can appear simultaneously,
but usually they will appear one at a time. Michael must dodge the gigantic
icicles they toss, or else he will be feeling lots of pain. The robots
won't launch their icicles if they are too close to the Knife Edge.
After leaving the glacial rift, Michael will approach some pyramid-like
ruins. Kill the flying drones here for Shield Energy Modules.
Inside the large temple, prepare to avoid the pillar traps that will jut out
across the narrow corridor. Dodge the sets of traps in the following order:
left or right, left or right, down, up, left or right.
* * *
[Communications Log 04.02]
Samson:
Visual contact with an unknown
object...
It must be a Boss Bogey!
MacKenzie:
Readings indicate this bogey is
highly dangerous!
Take all precautions,
Knife Edge.
Samson:
Roger!
* * *
Boss: sphinx
This boss can suck up an incredible amount of punishment, so keep hitting
its face as much as possible. Its shoulder cannons fire bullets (most of
which will miss) and missiles (which can be shot down or avoided with ease).
However, the boss' two main attacks are to raise the ground and to throw
chunks of the wall toward Michael.
Look at whether the Knife Edge angles up or angles down whenever the boss
slams its paw to know which of its main attacks to expect. If the Knife Edge
faces downward, immediately dodge to the left or right to avoid the rising
ground. If the Knife Edge faces upward, shoot the wall chunks that emerge.
Once the sphinx is gone, the Knife Edge will leave the ruins and head back
to its transport vessel.
* * *
[Communications Log 04.03]
MacKenzie:
Good job! Redevelopment of this
planet will begin again soon.
You've completed your mission.
Now return to Earth; you've
earned your vacation pass.
Samson:
Woohoo!
Linx:
Thank you indeed.
Let me make you a special dinner
when we get back to Earth.
Samson:
With pleasure!
MacKenzie:
Do you mind if I join you, too?
Linx:
I'll prepare some delicacies
from ancient Martian cook books.
MacKenzie:
What?!
Samson:
Well, I'll head over on the next
available shuttle.
MacKenzie:
Roger!
* * *
------------------------------------------------------------------------------
[2.5] Stage 5: Creature
------------------------------------------------------------------------------
Story:
A totally unexpected attack on the space station requires Michael to put
Dr. Linx's dinner party on hold. Mutated beyond belief in such a short
period of time, the space station now resembles a cosmic horror. Michael
must race back toward it to save his friends and to eradicate the enemy.
General Hints:
The trip back to the space station is a short one, but it is not free of
danger. Michael will need to deal with meteoroids and enemy drones before
reaching the station.
There is no Path Select Screen for this Stage. There is only one route
for the Knife Edge to take.
Walkthrough:
* * *
[Communications Log 05.01]
Linx:
Can you hear me?
Samson:
Yes, what happened?
Linx:
Something terrible.
This station is invaded!
Samson:
What? Invaded?!
Linx:
Yes, it happened so fast.
The Commander has disappeared,
and the bridge controls aren't
functioning.
Samson:
Oh no! Is the remote flight
system intact?
Linx:
I think I can operate it with
my handheld PC.
Samson:
You can do it, I trust you.
I'll be there soon.
Linx:
There are alien creatures
everywhere!
Please be careful!
Samson:
Don't worry,
I'm ready to take them on!
* * *
After evading some fire from an enemy drone, the transport vessel releases
the Knife Edge, and Michael will immediately proceed toward the space
station. He must dodge the meteoroids, but he can shoot down the drones.
The homing weapons can lock on to some of these guys. Grab any items
they drop.
Boss: transport ship
The Knife Edge's transport ship has mutated into a twisted creature that
now seeks to destroy the assault fighter it has once carried.
To kill the transport vessel, blast the four arms sticking out from it.
Each of the arms can spit energy rings, but the rings can be shot down.
The transport ship can also fire twin laser bolts, although most of them
will miss the Knife Edge. Look out for other drones who will appear, too.
* * *
[Communications Log 05.02]
Samson:
I'm at the station.
Linx:
I hear strange sounds. Please!
Hurry up!
Samson:
I'll be right there!
* * *
------------------------------------------------------------------------------
[2.6] Stage 6: Space Station
------------------------------------------------------------------------------
Story:
The transport vessel is gone, and the rest of the station seems to be dead,
but at least Michael can rely on Dr. Linx to guide the Knife Edge. Too bad
there are still tons of killer drones packed within the station corridors.
Michael will need to fight his way into the core, where the enemy leader
lies waiting.
General Hints:
The last Stage is the longest and the toughest. There are very few items
here, so conserving Shield Energy is extremely important.
Although there is no Path Select Screen for this Stage, there are still
multiple routes. The one Michael takes depends on the specific things
he does and on other factors.
Walkthrough:
Michael begins inside a network of narrow corridors. Use Flak against the
groups of flying drones here. Also destroy any gates or other pieces of
machinery that will get in the way. (The exact obstacles Michael faces
depend on the ship's path.) Dodge whatever can't be blown away.
Michael will eventually need to shoot through some very large double doors
to enter a bay, where several huge robots are located. These big bots suck
up lots of damage, but they tend to drop items, too. They fire fast purple
bolts from their upper arms and missiles from their lower arms, but both
types of shots can be destroyed. Focus on their upper arms to kill the
purple bolts first (preferably with Vulcan and Laser fire), because the
missiles are easier to deal with afterward. For the first of the huge
robots, don't kill it immediately to take an alternate route around it,
via a side tunnel.
After the last of the huge robots inside the bay, Michael will fight
a few more flying drones before entering a dark room with a large pit.
Miniboss: pit worm
This gigantic worm's weak point is the interior of its mouth, but when
the worm opens its mouth, it will spit out boulders. Dodge sideways as
needed to avoid the boulders. The worm also has a double ramming attack,
but Michael can easily avoid that by dodging to the sides.
On the other side of the pit is a long corridor, which leads into a tall,
narrow maintenance area. Use Flak to kill the many flying drones here. The
next section is the large open core of the station, where there are even
more flying drones. There may be a few large robots seen at the bottom
of the core, depending on the ship's path. If there are any, quickly kill
them for Shield Energy Modules. These are the last items available before
the boss. When the area darkens, it's time to kill the enemy leader.
* * *
[Communications Log 06.01]
Samson:
It's some kind of alien entity!
Linx:
Destroy its core.
If you shoot the exterior,
it will regenerate easily.
Samson:
Roger!
* * *
Boss: final boss
Michael should see a purple alien entity, with Commander MacKenzie suspended
within it. Blast this entity, pumping Vulcan and Laser fire into it as
quickly as possible. (The Commander won't die, so don't worry about him.)
The surrounding alien beings will throw globs of crap at the Knife Edge.
Dodge or use Special Bombs against them, because the globs are otherwise
indestructible. The beings can be killed, but they will regenerate quickly.
After taking enough damage, the purple entity will flee into the darkness,
and Michael will pursue it.
* * *
[Communications Log 06.02]
Linx:
It's still alive!
Samson:
Yes,
it's merging with the Commander.
Linx:
It's horrible!
Samson:
I'll blast him!
Linx:
It uses the host's brain as
a part of its nervous system,
so the Commander is still alive.
You can save him!
Samson:
I'll try!
* * *
The weak point of the gigantic alien being is still the purple entity,
but now the entity is vulnerable only when the left arm opens up, exposing
it. The boss has three main attack combos, and the left arm opens up briefly
while it performs those combos. To avoid almost all of the boss' attacks,
Michael should dodge upward.
When the boss lets out a loud roar on the ground, it is about to spit
out three yellow energy rings that can't be destroyed. If a ring is coming
upward toward the ship, snap back into the default position temporarily to
avoid the ring (the other yellow rings should miss), and then dodge upward
again (to avoid future attacks). The left arm opens up while the boss is
roaring, but don't forget to avoid the energy rings while firing away at
the purple entity.
When the boss stands on the ground, groaning and hiding its face behind
its big right arm, it will release red energy rings that can be destroyed.
It fires the energy rings in two volleys, between its groans. It will also
periodically open its left arm in an attempt to lure away Vulcan Cannon
fire that can be used to stop the rings, so don't fall for it.
When the boss runs toward the ship, it will pull off a punching attack, and
then it will take flight and shoot red energy rings that can be destroyed.
As long as Michael dodges upward, he will avoid the punch. As for the red
energy rings, he can simply shoot them out of the air. The left arm opens
while the boss is running forward, but don't forget about the energy rings.
As for the boss' big right arm, there is no point in blowing it off, because
it will regenerate quickly. Just focus on avoiding the boss' attacks, and
use whatever chance there is to chip slowly away at the purple entity. For
an easier time at stopping the red energy rings, aim the Vulcan Cannons at
the boss' nose or mouth.
* * *
[Communications Log 06.03]
Linx:
Thank you for your bravery.
The invasion is over.
The Commander is still
unconscious, but he'll recover.
Samson:
Thanks to you.
By the way, we have no way back
to Earth now.
Please send a rescue shuttle.
Linx:
Already dispatched.
Well, do you still remember
our deal for dinner?
Samson:
Of course.
But I have one condition.
Linx:
What's that?
Samson:
You must join me for some
serious sun tanning in
New Miami!
Linx:
Yes, sir!
* * *
------------------------------------------------------------------------------
[2.7] Epilogue
------------------------------------------------------------------------------
[We see the Knife Edge flying over Mars toward a large space vessel, docking
with it via its lower bay.]
Humankind's exploration of the infinite
reaches of the galaxy is merely in
its infancy.
The hostile encounters with the alien
entities on Mars has completely shattered
our traditional concepts of life.
Dr.Linx, the noted Earth
exo-archeobiologist rescued
during the recent
Martian operation, reported the following:
"Our research group discovered trace
samplings of a very unique nature in
ancient ruins situated in the northern
polar regions of the planet.
Upon interpretation of the
crypto-mathematical runes that the original
Martian inhabitants used as a written language,
we decided that the samplings were
pseudo-lifeforms used to power the machines
and processors of this ancient culture.
Utilizing an experimental cloning
process, we were able to replicate
the substance, in order to exploit
it for our own purposes...
"We soon learned that the "substance"
was not a pseudo-lifeform, but actually
a living, self-duplicating organism that
could completely fuse with and control
both organic and inorganic matter in
short, this was the ultimate adaptive,
evolutionary being that could master
any environment it inhabited!
We soon learned that we could not enslave
this organism for our own selfish desires,
as it was indeed cognizant, and through
genetic memory passed on from eons past,
remembered the indignities forced upon it
by its previous Martian masters.
It revolted and seized control of
everything it came in contact with.
You have witnessed
the results of our folly...
"We accept that we as humans are
only beginning to explore the
vastness of space, but in our
supreme arrogance, we think we have
mastered technology and science.
Countless souls paid the price for
out blind faith and overconfidence
in science when we tried to play
god and enslave another race just
because it did not conform to our
limited definition of life...
"However, we must not abandon our quest
for knowledge, for science has enabled
us to reach beyond our grasp and extend
the boundaries of our humanity."
The End
==============================================================================
[3] Strategies - Battle Mode
==============================================================================
Battle Mode can offer either "P1 VS P2" or "P1&P3 VS P2&P4" matches.
The number of Players involved is determined by how many Controllers
are plugged in when the power is turned on.
------------------------------------------------------------------------------
[3.1] Playing Battle Mode
------------------------------------------------------------------------------
In Battle Mode, the teams fly through any of the first three Stages.
Unlike in Practice Mode, however, there are still minibosses and bosses,
and the Difficulty Setting and the path can be adjusted.
Each team has its own half of the screen, with its own Shield Energy Meter
and Special Bomb Meter. Team 1 takes damage only from enemy attacks on the
left half of the screen, while Team 2 takes damage only from enemy attacks
on the right half of the screen. Each team builds up and uses its own set of
Special Bombs. The teams also begin with no special weapons. To earn special
weapons, shoot their corresponding Modules, which are placed throughout the
Stages. The easier the Difficulty Setting, the more Special Weapon Modules
there are. The locations of the Modules are the same (according to each
Difficulty Setting), but the Modules themselves that appear are randomized.
If a team gets wasted, its Score is reset to 0, and it loses any Vulcan
Cannon Upgrades, Special Weapons, and Special Bombs it has. The team
may continue from within the Stage, with 50% Shield Energy. There are
still infinite Credits, but continuing comes with the penalty of adding
10000 Points to the other team's Score.
Victory is determined by the Battle Scores the teams earn. Battle Scores
are not the same as the regular Scores.
------------------------------------------------------------------------------
[3.2] Battle Score Screen
------------------------------------------------------------------------------
Score Points
The team's regular Score divided by 1000, rounded down.
Enemy Points
The number of enemies the team has shot down.
Boss Points
The bonus 100 Points the team receives if it is the one that has delivered
the killing blow to the boss.
Middle Boss Points
The bonus 50 Points the team receives if it is the one that has delivered
the killing blow to the miniboss. (If neither team kills the miniboss,
no team receives this bonus.)
Weapon Points
The team's number of active special weapons multiplied by 30.
==============================================================================
[4] Miscellaneous Information
==============================================================================
------------------------------------------------------------------------------
[4.1] Super Difficulty Setting
------------------------------------------------------------------------------
To access the Super Difficulty Setting, on the Kemco Logo Screen,
hold L, R, and C-Up while pressing C-Right, C-Left, and B. (The
copyright information should turn gold, and the system voice should
say, "All systems ready.")
------------------------------------------------------------------------------
[4.2] Stage Select Screen
------------------------------------------------------------------------------
To access the Stage Select Screen in Story Mode and Team Mode, on the
Path Select Screen, hold R, C-Up, C-Down, C-Left, and C-Right while
pressing (with the D-Pad) Right, Up, Left, and Down. (The word "STAGE"
should turn gold, and there should be an alien roar heard from the
final boss.) Press Left and Right to cycle through the Stages.
------------------------------------------------------------------------------
[4.3] Boss Strategies
------------------------------------------------------------------------------
Name: claw drone
Attack: fires bullets, fires laser bolts, rams
Weak Point: any part
Stage: 1
Notes:
Dodge sideways to avoid this guy's bullets and green laser bolts. When it
comes up close, it will try to ram, so dodge sideways to avoid it.
Name: gunship
Attack: throws tail parts, fires energy orbs, fires laser beam, fires missiles
Weak Point: red sensor
Stage: 1
Notes:
Destroy the tail sections, working from the outermost one to the innermost
one, or else they will be eventually thrown outward. After the tail sections
are gone, the boss will fly around a bit and then start its energy orb and
laser beam attacks. Hit the red sensor when it is exposed, and shoot down
any energy orbs or missiles that the boss fires. Dodge the laser beams.
Name: tank
Attack: fires missiles, fires mines, releases soldiers
Weak Point: red sensor (on the forward turret)
Stage: 2
Notes:
Shoot the red sensor on the forward turret, waiting for it to roll back into
view before hitting it again. Shoot or dodge the missiles. Kill the soldiers
who come out from the rear hatch. When the tank launches several floating
mines, destroy the control drone that pops out from the forward turret to
eliminate all the mines.
Name: satellite
Attack: fires energy orbs, fires missiles
Weak Point: red sensor
Stage: 2
Notes:
During the first phase, shoot the arms. When the arms detach, each one
will fire a blue energy orb, but these orbs can be shot down. During
the second phase, after all the arms are gone, hit the red sensor at
the central core as it rotates into view. Destroy or avoid the missiles
and energy orbs.
Name: transformer
Attack: fires bullets, fires missiles
Weak Point: upper body
Stage: 3
Notes:
This guy has a high defensive strength, so keep shooting its upper body.
In turret form, it fires bullets, most of which will miss. In mech form,
its arms launch missiles, which can be easily shot down.
Name: floating fortress
Attack: fires bullets, fires energy orbs
Weak Point: twin blue crystals (second phase), yellow crystal (third phase)
Stage: 3
Notes:
During the first phase, destroy the turrets along the fortress walls,
and kill the flying drones. During the second phase, destroy the two
blue crystals, and shoot down the energy orbs they fire. During the
third phase, focus on hitting the yellow crystal while dodging or
shooting down the energy orbs. The blue crystals at this point will
regenerate if they are destroyed.
Name: twin robots
Attack: fires missiles, fires icicles
Weak Point: any part
Stage: 4
Notes:
Hit these robots whenever they come into view. Shoot down their missiles,
and dodge their gigantic icicles. The robots will not launch their icicles
if they are too close to the Knife Edge.
Name: sphinx
Attack: raises ground, magically throws wall chunks, fires missiles
Weak Point: face
Stage: 4
Notes:
This boss has a high defensive strength, so keep hitting its face. Look at
whether the Knife Edge angles up or angles down whenever the boss slams its
paw to know which of its main attacks to expect. If the Knife Edge faces
downward, immediately dodge to the left or right to avoid the rising ground.
If the Knife Edge faces upward, shoot the wall chunks that emerge.
Name: transport ship
Attack: spits energy rings, fires laser bolts
Weak Point: mutant arms sticking out from the ship
Stage: 5
Notes:
Destroy the four arms sticking out from the vessel, and shoot down the
energy rings that the arms release. The transport ship can also fire
twin laser bolts, but most of them will miss.
Name: pit worm
Attack: spits boulders, rams
Weak Point: interior of the mouth (when open)
Stage: 6
Notes:
Shoot the interior of the mouth whenever it is open. Dodge sideways to avoid
the boulders. Also dodge sideways to avoid the worm's double ramming attack.
Name: final boss
Attack: throws globs, fires energy rings, punches
Weak Point: purple entity
Stage: 6
Notes:
During the first phase, hit the purple alien entity as much as possible.
Dodge or use Special Bombs against the globs. During the second phase,
keep dodging upward. When the boss roars, prepare to return to the default
position only long enough to avoid any yellow energy rings that are fired
upward. (The other yellow rings should miss.) When the boss groans and hides
its face behind its big arm, prepare to destroy the red energy rings it
will fire. When the boss runs, continue dodging upward to avoid its punching
attack, and then prepare to destroy the red energy rings it shoots as it
flies around in the air. Hit the purple entity whenever the left arm opens
up and exposes it, but never forget to deal with the boss' attacks. For
an easier time at stopping the red energy rings, aim the Vulcan Cannons
at the boss' nose or mouth. Don't bother destroying the boss' large right
arm, because it can regenerate.
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[4.4] Patch Codes
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Address Value Range Game Value(s) Affected
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
8011D467 0000 to 0064 Team 1 Shield Energy
8011D46F 0000 to 0003 Team 1 Special Bombs
Setting this value to a number greater than 3 results in a graphics glitch.
8011D497 0014 or 0028 P1 Special Weapon Fire
For a rapid-firing Flak Discharger, freeze this value at 14 (HEX).
For a rapid-firing Nuke Launcher and rapid-firing Laser Cannons,
freeze this value at 28 (HEX). To stop firing the affected special
weapons, simply hold the Special Weapon Button.
801239B3 0000 to 0005 P1 Vulcan Cannon Level
To find the appropriate number to which this value should be set, subtract
1 from the desired Level. For example, to have a Level 6 Vulcan Cannon, set
this value to 5.
8111D1C2 0000 to 0003 Difficulty Setting
The value 0 corresponds to Easy, 1 to Normal, 2 to Hard, and 3 to Super.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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[5] Reference
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[5.1] Game Source Information
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Name: Knife Edge: Nose Gunner: Dramatic Space Shooting Game (Japanese)
Name: Knife Edge: Nose Gunner (North American)
Code: NUS-NKEJ-JPN (Japanese)
Code: NUS-NKEE-USA (North American)
Producer: Kemco
Genre: rail shooter
Players: 4
Save: none
Controller Pak: no
Rumble Pak: yes
Expansion Pak: no
Size: 64 MB
Publisher: Kemco
Release Date: 1998-11-27 (Japanese)
Release Date: 1998-11-10 (North American)
JAN: 4906571717339 (Japanese)
UPC: 741648005032 (North American)
Cover Art: (Japanese) (North American)
The Knife Edge flies over the amethyst ravine at nighttime, firing the
Vulcan Cannon under its nose at some unseen target. Stars are visible
in the dark skies. The words "Team Kure" can be seen on the side of
the Knife Edge's fuselage.
Case Details: (North American)
Okay, hotshot, choose your weapons for the ultimate sci-fi firefight.
"Command to Nose Gunner. Command to Nose Gunner. Radar's readin' an
army of armored androids that are harshin' our Martian colonies. We're
looking at boo-coo ground emplacements. Sulfur skies swarming with
enemy gunships. F-f-f-four explosive game play modes for 1 to 4 players.
And six super-vast battle stages, with almost infinite paths to mutually
assured destruction. It's a 3D shooter for N64 that makes the Big Bang
look like a burp. So gimme full automatic cannons. Lock and load all
Special Weapons. Set Autopilot for maximum warp. And try not to chuck
your chimichangas. 'Cuz... we... are... goin'... in...."
- Annihilate armored androids!
- 3D stages with multiple paths!
- Big bad bugged out bosses!
- MultiPlayer Martian mayhem!
Poster Image: (North American)
Okay Hotshot,
Choose Your Weapons
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[5.2] Really Small Details For Which You Want to Knife Us Up the Ass
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Early Differences
There are some differences between the early versions and the final
version of this game. For the second Stage, its name, "The Living Ruin,"
is changed to "Dead City," and the Microware Distributing Inc. office
building is changed to a bowling alley. For the fourth Stage, its name,
"The Shrine Without the Master," is changed to "Cold Vengeance." There
originally have been three playable characters and more messages from
the allied gunners and pilots.
Staff Credits?
Who are the people responsible for the creation of this game? Who are all
its programmers, graphics artists, audio composers, and project leaders?
Why the creators have not bothered to put in Staff Credits seems odd.
(However, parts of their names can still be seen on the High Score Screen.)
"Sir" Will Be Just Fine
Who the hell actually refers to his C.O. casually by calling him exactly
that? Doing so would probably get your ass kicked in real life. (Every
instance of "C.O." in Michael's lines should be replaced with "Sir.")
Messy Terms
The Prologue can use a bit more work. First, it calls the Knife Edge an
aircraft. Apparently, the Knife Edge happens to be an aircraft that can
fly through space. Second, it says the Knife Edge uses Proton Torpedoes,
not Plasma Torpedoes. It also ruins some of the mystery by mentioning those
"dormant Martian organisms." The word "devastating" is misspelled, too.
Bad Map
For the second Stage, the Path Select Screen looks awfully wrong. It shows
the entrance point and the exit point lying at two different places, yet
Michael enters and leaves the colony from the same point. How can that point
exist at two locations at once?
Super Doctor
Dr. Linx is one very tough colonist. She doesn't get killed like almost
everyone else, and she can even hack into military systems using her
mighty "handheld PC."
Martian Food
We appreciate Dr. Linx's efforts to spread cultural knowledge, but
ancient Martian cuisine? For all we know, that stuff can be poisonous
to the people of Earth. In any case, though, it probably still beats
going for "some serious sun tanning."
Counting Guns
There are only three Vulcan Cannons visible on the Knife Edge, with
one under the nose and with one under each of the wings. However, that
doesn't explain why there can be up to four Vulcan Cannons in Team Mode,
or why the third Vulcan Cannon can't be used in Story Mode.
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[5.3] Document Credits
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Kemco (www.kemco.co.jp)
For producing Knife Edge.
Nintendo Power (www.nintendopower.com)
For providing some information about Knife Edge. (See Volume 112,
September 1998 Issue, pages 74 to 81.)
Spherelanders
For playing through the game and figuring out the best tactics.
Extra thanks to Alex Round for actually authoring this document.
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[6] Contact Information
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mail: faididi@yahoo.com
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