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Knife Edge: Nose Gunner
Walkthrough
by faididi

==============================================================================
Knife Edge: Nose Gunner (N64)
==============================================================================

Knife Edge: Nose Gunner Copyright 1998 Kemco

 This strategy guide is written by Faididi (faididi@hotmail.com) and BlueSory.
 This document is for private use only. Copying or distributing this, in whole
 or in part, for profit without the permission of the authors is not allowed.


---------------
VERSION HISTORY
---------------

Version 3.0
Released: 2004-07-19 Monday
New Feature(s):
- Made slight changes to the guide's format.

Version 2.4
Released: 2004-01-01 Thursday
New Feature(s):
- Made some corrections.

Version 1.0
Released: 2003-07-19 Saturday


==============================================================================
[0] INDEX
==============================================================================

 [1] Background Info
  [1.1] Martian Mayhem
  [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] Stage Strategies
  [2.0] Prologue
  [2.1] Stage  1: Amethyst Ravine
  [2.2] Stage  2: Dead City (The Living Ruin)
  [2.3] Stage  3: Crimson Lake
  [2.4] Stage  4: Cold Vengeance (The Shrine Without the Master)
  [2.5] Stage  5: Creature
  [2.6] Stage  6: Space Station
  [2.7] Epilogue

 [3] Battle Mode
  [3.1] Playing Battle Mode
  [3.2] Special Score Screen

 [4] Extra Edges
  [4.1] Super Difficulty Setting
  [4.2] Stage Select Screen
  [4.3] Boss Strategies
  [4.4] Patch Codes

 [5] Reference
  [5.1] Game Information
  [5.2] Game Evaluation
  [5.3] Really Small Details
  [5.4] Guide Credits


==============================================================================
[1] BACKGROUND INFO - Get to know the Knife Edge.
==============================================================================

 Kemco's Knife Edge: Nose Gunner is a rail shooter. It has the distinction of
 featuring a cooperative 4-Player Team Mode, which plays like a MultiPlayer
 version of its standard single-Player Story Mode.


--------------------
[1.1] MARTIAN MAYHEM
--------------------

   A new age for mankind has dawned with Earth's colonization of Mars in
 the mid 22nd century. Establishing a small city within an environmental
 dome on the surface of the red planet, the colonists 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 report on 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 nearest Earth fleet
 months away, the only hope in stopping the assault lies with the
 experimental vessels being developed at Mars.

   Michael Samson is the nose gunner of one of these test craft, 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? And more importantly,
 will he survive?


----------------
[1.2] CHARACTERS
----------------

Knife Edge, Prototype Heavy Assault Fighter
 One of the two experimental assault craft that have been undergoing
 development within a space station orbiting Mars, as a part of a new
 military defense project. Armed with several Vulcan-class machinecannons,
 missile launchers, laser cannons, and ample loads of ammunition, it may
 just have what it takes to beat back the unknown enemy forces.

Second Lieutenant Michael Samson, Nose Gunner
 A young but highly skilled soldier assigned as the gunner for the Knife
 Edge. He has come to Mars and joined the new assault craft project for the
 excitement, but now it seems he is getting more than he has bargained for.
 (During certain Movies, the lines spoken by Michael are printed in white.)

Wing Commander Gregory MacKenzie, Commanding Officer
 Michael and Armstrong's boss. For a career officer, he's a pretty
 easy-going guy. He gets along well with those under his command.

Dr. Linx, Exo-Archeobiologist
 A specialist in ancient alien theoretical biology. She and her colleagues
 have been studying the strange ruins found at the north pole of Mars when
 the incident began. Her current whereabouts are unknown. (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 in to rescue survivors and to attack the enemy, but something
 very bad happens to him shortly into their mission.


--------------
[1.3] CONTROLS
--------------

 Although Michael is the Knife Edge's gunner, he relies on advanced targeting
 computers to help him do his dirty work. Each Player assumes the role of
 one of the ship's targeting computers, and every computer is identified
 by a different color. The computers and their colors are as follows:

 - Computer 1 (Player 1) - Green
 - Computer 2 (Player 2) - Red
 - Computer 3 (Player 3) - Yellow
 - Computer 4 (Player 4) - Purple

 Having trouble remembering this? Here's a simple mnemonic tip.
 Think of "GRYP," which is an acronym of the colors in their
 Player order. "Gryp" is kinda like "grip," only you switch
 the "i" with a "y." What the hell - this might actually help.

 In the single-Player Modes, there is only one targeting computer, but it
 gets to use two Vulcan Cannons. For 2-Player, 3-Player, and 4-Player games,
 each computer handles a single Vulcan Cannon. No matter how many Players
 there are, a targeting computer can use only one special weapon at a time.

 The different control schemes are displayed together here for your
 viewing convenience:

 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)

 Here is a summary of the default controls:

Movement Stick (Control Stick - Reverse Type) - Move the targeting reticle
 (default setting; may be reconfigured). The farther the Stick is pushed,
 the faster the reticle moves. ("Reverse" means the reticle moves up if
 the Stick is pressed Down, and it moves down if the Stick is pressed Up.)
 Press L, R, and Start together to recalibrate the Stick.

Vulcan Button (Z) - Fire the Vulcan Cannon (default setting; may be
 reconfigured). The Vulcan Cannon can be fired even while switching
 to another special weapon.

Special Bomb Button (B) - Detonate a Special Bomb (default setting; may be
 reconfigured). Hold the Cursor Center Button while pressing this to equip
 the next special weapon available.

Special Weapon Button (A) - Fire the equipped special weapon (default
 setting; may be reconfigured). First, hold this to charge up the special
 weapon or to lock on to targets with it. (The reticle should light up
 when it is ready.) Then, release this to fire the special weapon.

Dodge Up Button (C Up) - Dodge upwards by 15 degrees.

Dodge Down Button (C Down) - Dodge downwards by 15 degrees.

Dodge Left Button (C Left) - Dodge leftwards by 15 degrees.

Dodge Right Button (C Right) - Dodge rightwards by 15 degrees.

Cursor Center Button (R) - Center the targeting reticle (default setting;
 may be reconfigured). Hold this while pressing the Special Bomb Button to
 equip the next special weapon available.

Pause Button (Start) - Pause and access the Subscreen. On the Subscreen,
 different special weapons can be equipped. Various data, such as the
 kill rate and the accuracy rate, are also displayed there.

 Note: The game only reads for attached Controllers at the beginning.
 Reset the game to read any Controllers that are plugged in afterwards.


-------------
[1.4] OPTIONS
-------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.1] Controller Configuration Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 On the Controller Configuration Screen, press Left and Right to adjust
 the control scheme and Up and Down to adjust the reticle response speed.

TYPE - The control scheme. The default setting is A, but this may be
 changed to B, C, or D. (See the Controls section for more information.)

RESPONSE - How fast the targeting reticle moves (relative to the screen).
 The default setting is Normal, but this may be changed to Quick (for higher
 speed) or Slow (for lower speed). Remember how the analog Control Stick
 offers further control over the reticle's speed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.2] Sound Option Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~

 On the Sound Option Screen, various audio options may be adjusted.

MODE - Set audio output as monophonic or stereophonic. The default setting
 is Stereo, but this may be changed to Mono.

BGM Volume - The volume of the background music, on a scale of 8 bars.
 The default setting is 5 bars, but this may be changed from 0 to 8 bars.

SE Volume - The volume of the sound effects, on a scale of 8 bars. The
 default setting is 8 bars, but this may be changed from 0 to 8 bars.

~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.3] Mode Select Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~

 On the Mode Select Screen, the Mode and the Difficulty Setting may be chosen.

Story Mode (1 Player only)
 The single-Player Mode where Michael kicks ass and tries to save the colony.

Team Mode (2, 3, or 4 Players)
 The cooperative MultiPlayer Mode where Michael kicks ass and tries
 to save the colony. Each Player controls a different targeting computer.
 The more Players there are, the more defensive strength the bad guys have.
 This Mode is otherwise identical to Story Mode.

Battle Mode (2 or 4 Players)
 The 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 that scores more Special Points by the end of the Stage wins.
 (See the Battle Mode section for more information.)

Practice Mode (1 Player only)
 The single-Player Mode where Michael can train his gunnery skills.
 He can go through any of the first three Stages from Story Mode. The
 difficulty level is toned down, 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 tougher 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 Stages 1 through 4
 in Story Mode and Team Mode and for Stages 1 through 3 in Battle Mode. In
 Practice Mode, the Paths are determined during the course of the Stage,
 depending on whether or not Michael shoots the Path Arrows placed at
 certain locations.


-------------
[1.5] WEAPONS
-------------

 For gameplay purposes, the Knife Edge carries infinite ammo for all of its
 weapons, except Special Bombs. "Special weapons" are somewhat of a misnomer,
 seeing how they actually refer to the secondary weapons, which include the
 Homing Missile Launchers, the Plasma Torpedo Launcher, the Nuclear Missile
 Launcher, the Flak Discharger, and the Laser Cannons.

 Here is how the data shall be organized:

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
WEAPON  : [The weapon's name.]
LABEL   : [The label identifying this weapon on the Subscreen.]
GRAPHICS: [The weapon's icon.]
DAMAGE  : [The amount of damage each of this weapon's shots deals relative
 to that of other weapons. For the purposes of this guide, "low" is the
 damage done by a single Vulcan Cannon burst. These ratings are merely
 estimates.]
SPEED   : [The speed of this weapon's projectiles.]
RELOAD  : [How quickly this weapon reloads or recharges.]
AIM TYPE: [How this weapon is aimed: dumb-fire, homing, or manual.]
NOTES:
 [More descriptions and other details.]
TIPS:
 [Extra tips go here.]
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

WEAPON  : Vulcan Cannons
LABEL   : (none)
GRAPHICS: (none)
DAMAGE  : low
SPEED   : instantaneous
RELOAD  : fast
AIM TYPE: manual
NOTES:
 The reliable Vulcan Cannons are the Knife Edge's primary weapons. When all
 else fails, Michael can always fall back on these suckers. While their shots
 are not very powerful compared to those of almost every other weapon, the
 Vulcan Cannons can rapidly fire streams of lead (at four rounds per burst),
 quickly taking out minor bad guys and most incoming projectiles. The Vulcan
 Cannon also has the advantage of being upgradeable, across 6 Levels.
TIPS:
 Seeing how the Vulcan Cannons are the main weapons, they should be upgraded
 as soon as possible. The difference between Level 6 Vulcan Cannon fire and
 Level 1 Vulcan Cannon fire is quite significant.

WEAPON  : Homing Missile Launchers
LABEL   : HOMING MISSILE
GRAPHICS: a group of four missiles stacked on top of one another
DAMAGE  : moderate
SPEED   : moderate
RELOAD  : fast
AIM TYPE: homing
NOTES:
 The Homing Missile Launchers can fire up to four missiles per salvo, and
 they work well against swarms of small flying enemies. These Launchers have
 some serious flaws, however. Not only do they have to lock on to targets
 one by one, they also fail to lock on to many types of enemies. (The
 Launchers cannot fire if they haven't locked on to anything.) And even
 if Michael can get these to fire, chances are the Launchers' intended victims
 will have left the screen or are already blown away by the Vulcan Cannons by
 the time the missiles reach their targets, due to their unremarkable speed.
TIPS:
 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 can not lock on to the same enemy.

WEAPON  : Plasma Torpedo Launcher
LABEL   : PLASMA TORPEDO
GRAPHICS: an energy orb
DAMAGE  : moderate
SPEED   : fast
RELOAD  : moderate
AIM TYPE: homing
NOTES:
 The Plasma Torpedo Launcher can fire a single missile that tracks an enemy.
 Armed with a powerful plasma charge, the torpedo can deliver a nasty payload
 to its target. This weapon, as opposed to the Homing Missile Launchers, can
 only lock on to a single enemy at a time, and it requires slightly more time
 to achieve a lock-on, but it has the advantage of firing a projectile that
 travels faster. As with the Homing Missile Launchers, the Plasma Torpedo
 Launcher's main drawback is it cannot lock on to every type of enemy.
TIPS:
 Take advantage of the torpedoes' speed. If a flying drone is too fast for
 the homing missiles, try using torpedoes instead. In Team Mode, equip this
 weapon along with the Homing Missile Launchers for maximum enemy-tracking
 capability.

WEAPON  : Nuclear Missile Launcher
LABEL   : NUKE
GRAPHICS: a big fat bomb
DAMAGE  : high
SPEED   : slow
RELOAD  : very slow
AIM TYPE: dumb-fire
NOTES:
 Despite what its name implies, the Nuclear Missile Launcher is not the
 Knife Edge's best weapon. Firing rockets armed with low yield nuclear
 warheads that simply fly straight ahead until they hit something, this
 weapon seems to take forever to load. While it is no alternative to a
 Special Bomb, the Nuke Launcher still has its uses. Timed properly, it
 can wipe out large numbers of minor enemies, or against bosses, it can
 deal relatively huge amounts of pain. The damage the nukes deliver is
 comparable to that of the Laser Cannons' bolts, but the nukes obviously
 travel much slower.
TIPS:
 The Nuke Launcher is the most difficult weapon to aim, so it works best
 in narrow corridors or against large targets, where the nukes' chances
 of hitting something drastically increases. The Knife Edge is also
 shielded against its own nukes, so feel free to fire them into a nearby
 wall to take out any pesky enemies that are right next to the ship.

WEAPON  : Flak Discharger
LABEL   : FLAK
GRAPHICS: a cluster of small orbs
DAMAGE  : low
SPEED   : fast
RELOAD  : moderate
AIM TYPE: dumb-fire
NOTES:
 The Flak Discharger coats disc-like flechettes with a light layer of plasma
 before scattering them out in front of the Knife Edge. The flak is ejected
 straight forwards, more or less like the nukes, but this weapon's wide
 pattern of fire and faster reloading rate make it rather useful against
 packs of minor enemies.
TIPS:
 Think of the Flak Discharger as a shotgun that fires spreading pellets.
 The closer the targets are to the center of the screen, where the flak
 is its densest, the more effective it will be.

WEAPON  : Particle Beam Laser Cannons
LABEL   : LASER
GRAPHICS: two blue energy bolts
DAMAGE  : high
SPEED   : fast
RELOAD  : slow
AIM TYPE: manual
NOTES:
 Requiring a lengthy period of charging per blast, the Laser Cannons emit
 two bolts of highly concentrated energy. Like the Vulcan Cannons, the
 Laser Cannons are aimed with the targeting reticle.
TIPS:
 The Laser Cannons are precision weapons. They are best against larger,
 tougher bad guys, but they are too slow to be of much use against hordes
 of minor enemies.

WEAPON  : Special Bomb Launcher
LABEL   : (none)
GRAPHICS: a small green cylindrical capsule
DAMAGE  : high
SPEED   : instantaneous
RELOAD  : fast
AIM TYPE: N/A
NOTES:
 Special Bombs damage every enemy on the screen. The Knife Edge can carry
 up to 3 Special Bombs at a time, but first it has to create them. Every
 time Mike wastes a bad guy, the Special Bomb Meter builds up slightly.
 This Meter maxes out with 30 enemies killed. When the Special Bomb Meter
 maxes out, it resets to zero and adds a Special Bomb to the Knife Edge's
 stock. If the ship already has 3 Special Bombs when the Special Bomb Meter
 fills up, it will remain filled. Afterwards, if a Special Bomb is used,
 the next enemy Mike kills will max out the Special Bomb Meter as usual.
TIPS:
 Special Bombs can also destroy enemy projectiles. If there are too many
 shots coming towards the Knife Edge for the Vulcan Cannons to handle,
 detonate a Special Bomb to wipe them out.


-----------
[1.6] ITEMS
-----------

 Items appear at preset locations or are dropped by certain enemies.
 The tougher the Difficulty Setting, the fewer items there are.
 To obtain an item, simply shoot it.

 Here is a list of the Power-Ups:

ITEM    : Vulcan Cannon Upgrade
GRAPHICS: a red crystal with a V
NOTES:
 Increases the Vulcan Cannon's Level. (Notice how this only affects the
 Vulcan Cannon of whichever targeting computer has shot it in MultiPlayer
 Modes.) Beginning at Level 1, a Vulcan Cannon can be upgraded to a maximum
 of Level 6. The higher the Level, the more damage the Vulcan Cannon deals
 per shot. If a computer's Vulcan Cannon is at the maximum Level, each
 additional Vulcan Cannon Upgrade it obtains will add 10000 Points instead.

ITEM    : Shield Energy Module
GRAPHICS: a blue crystal with a S
NOTES:
 Restores 20% Shields. If the Knife Edge's Shields are at less than 30%,
 the warning light will flash and the system voice will start saying,
 "Warning!," periodically. The weaker the Shields, the more frequent
 these alarms will be. If the Knife Edge's Shields are full, each
 Shield Energy Module it obtains will add 10000 Points instead.

ITEM    : Special Weapon Module (Battle Mode only)
GRAPHICS: the icon of whatever special weapon it is
NOTES:
 Gives the Team that has shot this item access to the indicated special
 weapon, while denying the other Team access to the same weapon. Special
 Weapon Modules appear only in Battle Mode, where both Teams can wrestle
 special weapons away from each other.

ITEM    : Miss, a.k.a. Anti-Special Weapon Module (Battle Mode only)
GRAPHICS: a red X over a big fat bomb
NOTES:
 This removes all special weapons from the Team that has shot this item.
 The Miss appears only in Battle Mode. Any Teams hoping to win should
 take extra care not to screw themselves over by shooting this accidentally.

ITEM    : Path Arrow (Practice Mode only)
GRAPHICS: a green arrow
NOTES:
 Changes the Path the Knife Edge takes through the Stage. This item appears
 only in Practice Mode. (In Story Mode or Team Mode, the Path is mainly
 determined on the Path Select Screen.)


-----------------------
[1.7] HIGH SCORE SCREEN
-----------------------

 Michael's High Scores in Story Mode and Team Mode are displayed on
 the High Score Screen. A Name can consist of up to 11 characters.
 Press A to enter a character. Press B to move the Output Cursor backwards.
 Press the D-Pad or the Control Stick to move the Input Cursor around.

 There are several types of Scores. The regular Score consists of the usual
 Points Michael earns. The Enemy Defeat Score is the percentage of the bad
 guys he defeats. The Hit Score (not displayed here) is his accuracy. The
 Special Score (not displayed here) is used only to determine the winning
 Team in Battle Mode. (See the Battle Mode section for more information.)

 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]


------------------
[1.8] GENERAL TIPS
------------------

 Besides using common sense and general gaming experience, here
 are a few other tips that can be followed throughout the course
 of the game to increase Michael's chances of success and survival:

 - Prioritize the targets. Take out incoming projectiles and enemies that
 are about to hit the Knife Edge before dealing with any other threats.

 - The Knife Edge cannot dodge diagonally. It can only dodge upwards,
 downwards, leftwards, or rightwards. It also cannot lean towards another
 direction until it returns to its default position first.

 - Alternate Paths may contain nastier obstacles but sometimes offer more
 flying drones who drop items when destroyed. If Michael isn't sure, though,
 he should just stick with Path A in every Stage for a generally easier time.

 - Kill enemies. Not only do some bad guys drop items when they're dead, every
 30 enemies that die - including bosses - will fill up the Special Bomb Meter.
 (The system voice should say, "Stand by," whenever a Special Bomb is ready.)
 Due to this, earning Special Bombs on the tougher Difficulty Settings is
 actually easier, due to the increased number of enemy drones.

 - In addition to launching enemy-seeking rockets, homing weapons can help
 spot bad guys in the distance by highlighting them with the bright green
 reticles (which is very useful for directing the aim of Vulcan Cannons in
 Team Mode). But don't rely on homing weapons too much, because several types
 of bad guys cannot be locked on to. The homing weapons also have a minimum
 effective range, where they fail to lock on to any enemy who is too close
 to the Knife Edge.

 - The more targeting computers there are (i.e. the more Players there are),
 the more defensive strength the bad guys have. Therefore, the computers must
 attack the enemy forces in an organized manner in Team Mode. Some computers
 should focus on destroying incoming projectiles while the other computers
 should nail the bad guys. Against bosses, all computers should pool their
 firepower into the weak spots whenever possible to maximize the damage dealt.

 - In Team Mode, assign all evasive maneuvers to a single computer. This
 will prevent the occurrence of conflicting dodging commands coming from
 separate computers. Of course, the computer given this task should have
 some experience of the bad guys' patterns or, if that's not possible,
 good reflexes and intuition.

 - In Team Mode, each targeting computer should stick to one or two special
 weapons (especially when there are 4 Players). This way, each computer can
 specialize in a certain weapon, and any confusion regarding to who gets to
 use which special weapon will be eliminated.

 - In Team Mode, the computer designated with evasive duty should equip
 weapons like the Laser Cannons or the Nuke Launcher, so that computer
 has better control over those weapons' aim. The other special weapons,
 like the Homing Missile Launchers or the Flak Dischargers, can be used
 by the other computers without fear of having their aim thrown off as
 the ship dodges back and forth.

 - Get those Vulcan Cannon Upgrades. Level 6 Vulcan Cannons can shred
 bosses apart much faster than Level 1 Vulcan Cannons do. Of course,
 in Team Mode, be sure to ration Upgrades properly. Computers who already
 have Level 6 Vulcan Cannons should yield subsequent Upgrades they find
 to their lower-Level fellows.

 - The minibosses will run away if Michael fails to kill them within a
 certain amount of time, so don't fool around with them. Waste them as
 quickly as possible.

 - A miniboss or a boss' actual 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 blown apart while Michael waits for their Life Meters to appear.

 - There are no Lives, so feel free to use up Special Bombs before the
 Knife Edge augers in.

 - If Michael really isn't gonna make it, restart the Stage instead of
 Game Overing and then continuing. By restarting the Stage, the Knife
 Edge's Vulcan Cannon Upgrades and Special Bombs will be preserved.

 - If Michael Game Overs, his 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 or Team Mode). There are infinite Credits.


==============================================================================
[2] STAGE STRATEGIES - How to win through sheer firepower and smart dodging.
==============================================================================

 There are 6 Stages total. For each one, communications logs, general
 hints, and a walkthrough shall be provided. The bosses are covered under
 the Boss subsections. As for the communications logs, they are all taken
 from the game - errors are unedited. In case you care about spoilers,
 you might not want to read too far ahead.


--------------
[2.0] PROLOGUE
--------------

[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!


------------------------------
[2.1] STAGE 1: AMETHYST RAVINE
------------------------------


BACKGROUND:

 The ravine near the main colony has been cut into the Martian crust
 over many aeons by the mighty river that courses through it. Several
 enemy units are detected within this area, and Michael and Armstrong
 have 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 down. 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, after turning on the remote-pilot and weapon systems, 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. Most of the flying drones and turrets
 here can be locked on to.

 Depending on the Knife Edge's Path, Michael may fly down different parts
 of the canyon. From the beginning, going left lets him meet the miniboss
 early on, 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 lasers. When it comes up close, it will try to ram the ship. Dodge
 sideways to avoid its ramming attacks.

 After the encounter with the claw drone, continue blasting more flying
 drones and turrets. Grab any items lying near the cliff edges. The steep
 canyons mark the end of the Stage. Destroy the turrets on the cliffs.

 The C.O. will tell Michael that the big bad dude above him is the one who
 has wasted Armstrong. Go kill it.

                                * * *
[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 downwards 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 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. Dodge left or right to avoid the laser, and hit its
 emitter with enough firepower to shut off the laser sooner. (The boss' laser
 emitter cannot actually be destroyed; it can only be temporarily disabled.)

 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.!
                                * * *


------------------------------------------
[2.2] STAGE 2: DEAD CITY (THE LIVING RUIN)
------------------------------------------


BACKGROUND:

 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 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 below.

 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. As it drives around,
 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 around, but it will automatically
 roll back, exposing the sensor once again. Use Lasers 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 can 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 towards the lower, flooded sections
 of the colony. Depending on the Knife Edge'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 at or near the road.

 Over the water, blast the aquatic drones who swim around and then jump out,
 firing energy rings at the Knife Edge. These guys can be locked on to, and
 the energy rings can be shot down. Also kill the drones hanging under the
 ceilings, who 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
---------------------------


BACKGROUND:

 At Cydonia, there is a rock formation that resembles a face, with an
 active volcano beneath its right "eye." A small group of 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 find
 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 Knife Edge's Path, Michael may go through the mouth
 or the eye. The tunnel through the mouth is a 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. Be sure to kill the flying
 drones there, who may drop some items.

 Michael will eventually locate some colony vessels, but with no survivors.
 When he flies down towards 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 won't 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 Knife Edge'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 die, 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 bites it, 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 (THE SHRINE WITHOUT THE MASTER)
-------------------------------------------------------------


BACKGROUND:

 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 Knife Edge'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 Knife Edge's Path, pillar traps may appear, rising out from the
 ice. They mostly just block projectiles. Kill the flying drones here
 for items. Some of these guys can be locked on to.

 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 just appear one at a time. Michael must dodge the gigantic
 icicles they toss, or else he will be feeling lots of pain. The robots never
 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. For each set of traps, dodge in
 the following directions:

 #1 - left or right
 #2 - left or right
 #3 - down
 #4 - up
 #5 - 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 should miss) and missiles (which can be shot down or avoided
 with ease). But the boss' two main attacks are to raise the ground and
 to throw chunks of the wall towards Michael.

 Look at what the Knife Edge focuses on whenever the boss slams its paw
 to know what main attack to expect. If the Knife Edge faces downwards,
 immediately dodge to the left or right to avoid the rising ground. If the
 Knife Edge faces upwards, start shooting at the wall chunks that fly out.

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


BACKGROUND:

 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 looks like some cosmic horror drawn
 straight out from the Cthulu Mythos. Michael must race back towards 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's 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 towards the space
 station. He must dodge the meteoroids, but he can shoot down the drones.
 Some of these guys can be locked on to, and they might even drop items.


BOSS: transport ship

 The Knife Edge's transport ship has mutated into an evil 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 fly in, 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
----------------------------


BACKGROUND:

 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. The biggest threat lies
 in the grueling final battle, and items are very few here, so conserving
 Shields is absolutely vital to survival.

 Although there is no Path Select Screen for this Stage, there are still
 multiple routes. The ones Michael takes depend on specific things he does
 and on other factors (not all of which are clear).


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
 depends on the Knife Edge'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 afterwards. 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 have to deal
 with 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 surface of its mouth while
 it's open. The problem is, when the worm opens its mouth, it will also spit
 out boulders. Dodge sideways to avoid any boulders that will crash into
 the Knife Edge. The worm can use a double ram attack too, 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 Knife Edge'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 party time with 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. (Don't worry about the Commander; he can't be hurt.)
 The surrounding alien beings will only throw slop towards the Knife Edge.
 Dodge or use Special Bombs against them, because the slops 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 upwards.

 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
 upwards towards the ship, snap back into the default position temporarily
 in order to avoid the ring (the other yellow rings should miss), and then
 dodge upwards again (to avoid other future attacks). The left arm opens
 up while the boss is roaring, but Michael must not forget to avoid the
 energy rings while he fires away.

 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 shot
 down. It fires the energy rings in two volleys, between its groans.
 It'll 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 towards the ship, it will pull off a punch attack,
 and then it will always take flight and fire off red energy rings that
 can be shot down. As long as Michael dodges upwards, 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 forwards, 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. If Michael manages
 to kill the enemy leader and rescue his C.O., congratulations on
 finishing the game, and enjoy the Ending Movie.

                                * * *
[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 towards 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] BATTLE MODE - Have a friendly rail shooting competition.
==============================================================================

 While the game's primary MultiPlayer feature is the kick-ass Team Mode,
 Players can still compete against one another in the Battle Mode. Depending
 on how many Controllers are plugged in, the Battle Mode can offer either
 "P1 VS P2" or "P1&P3; VS P2&P4;" Matches. (The number of Players involved
 are determined by how many Controllers are plugged in when the power
 is turned on. There are no 3-Player Matches in Battle Mode.)


-------------------------
[3.1] PLAYING BATTLE MODE
-------------------------

 Battle Mode plays somewhat like Team Mode. The Stages flown through here
 are the same as the ones in Team Mode, complete with minibosses and bosses,
 and the Difficulty Setting and the Path can still be chosen. However, the
 Teams only fly through a single Stage, which can be any of the first three
 Stages (just like in the Practice Mode). There are a few other significant
 differences, too.

 First, the Players are divided into two Teams. (In "P1 VS P2" Matches, P1
 forms Team 1 while P2 forms Team 2. In "P1&P3; VS P2&P4;" Matches, P1 and P3
 form Team 1 while P2 and P4 form Team 2.) Each Team has its own half of the
 screen, with its own Shield Meter and Special Bomb Meter. Team 1 takes damage
 only from successful enemy attacks on the left side of the screen, while
 Team 2 takes damage only from successful enemy attacks on the right side
 of the screen. Each Team builds up and uses its own set of Special Bombs.

 Second, the Teams begin with no special weapons. Instead, they have to "earn"
 them by shooting their corresponding Modules, which are placed throughout the
 Stages. The easier the Difficulty Setting, the more Special Weapon Modules
 there are. Special Weapon Modules appear at the same places (according to
 each Difficulty Setting), but the Modules themselves that appear are random.

 If a Team Game Overs, its Score is reset to 0, and it loses any Vulcan
 Cannon Upgrades, Special Weapons, and Special Bombs it has. However,
 the Team may continue from within the Stage (with 50% Shields). 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 Special Scores the Teams earn. Special Scores
 are not the same as the regular Scores. See the Special Score Screen section
 for more information.


--------------------------
[3.2] SPECIAL SCORE SCREEN
--------------------------

 A Team's Special Points are derived from various factors, and they are
 tallied up at the end of the Stage.

 Here is a list of the different Scores:

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 has killed the miniboss,
 no Team receives this bonus.)

Weapon Points
 The Team's number of active special weapons multiplied by 30.

 The Team with the greater Special Score is the victor.


==============================================================================
[4] EXTRA EDGES - Miscellaneous data that may be helpful.
==============================================================================


------------------------------
[4.1] SUPER DIFFICULTY SETTING
------------------------------

 To access the Super Difficulty Setting, hold L, R, and C-Up together
 while pressing C-Right, C-Left, and then B on the Kemco Logo Screen.
 The copyright information should turn gold and the system voice should
 say, "All systems ready." On the Mode Select Screen, the Super Difficulty
 Setting should now be available.


-------------------------
[4.2] STAGE SELECT SCREEN
-------------------------

 To access the Stage Select Screen, hold R, C-Up, C-Down, C-Left, and C-Right
 together while pressing (on the D-Pad) Right, Up, Left, and then Down on
 the Path Select Screen. The "STAGE" label should turn gold and there should
 be an alien roar (it's the same roar from the final boss). Now press Left
 and Right to choose the Stage. Notice how this code only works on the
 Path Select Screen in Story Mode and Team Mode.


---------------------
[4.3] BOSS STRATEGIES
---------------------

 Here are condensed versions of the boss strategies. They are sorted by the
 Stage order of the bosses' appearances. (The names for the minibosses and
 bosses have been made up solely for the purposes of this guide.)

NAME      : claw drone
ATTACKS   : fires bullets, fires green lasers, rams
WEAK POINT: any body part
STAGE     : 1
STRATEGY:
 Dodge sideways to avoid this guy's bullets and green lasers. When it comes up
 close, it will try to ram the ship, so prepare to dodge sideways to avoid it.

NAME      : gunship
ATTACKS   : throws tail parts, fires energy orbs, fires laser, fires missiles
WEAK POINT: red sensor
STAGE     : 1
STRATEGY:
 Destroy the tail sections, working from the outermost one to the innermost
 one, or else they will be eventually thrown at the Knife Edge. After the
 tail sections are gone, the boss will fly around a bit and then start its
 energy orb and laser attacks. Hit the red sensor when it is exposed, and
 shoot down any energy orbs or missiles that the boss fires. Dodge the laser.

NAME      : tank
ATTACKS   : fires missiles, fires mines, releases soldiers
WEAK POINT: red sensor (on the forward turret)
STAGE     : 2
STRATEGY:
 Shoot the red sensor on the forward turret, waiting for it to roll back
 into view before blasting it again. Shoot down or dodge the missiles the
 tank fires. Waste the soldiers who come out from the rear hatch, using Nukes
 if desired. When the tank launches several floating mines, destroy the
 control drone that pops out from the forward turret to kill all the mines.

NAME      : satellite
ATTACKS   : fires energy orbs, fires missiles
WEAK POINT: red sensor
STAGE     : 2
STRATEGY:
 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
ATTACKS   : fires bullets, fires missiles
WEAK POINT: upper body
STAGE     : 3
STRATEGY:
 This guy 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.
 In mech form, it fires missiles out from its arms. Deal with its projectiles
 as necessary.

NAME      : floating fortress
ATTACKS   : fires bullets, fires energy orbs
WEAK POINT: twin blue crystals (second phase), yellow crystal (third phase)
STAGE     : 3
STRATEGY:
 During the first phase, destroy the turrets along the fortress walls,
 and kill the flying drones. During the second phase, kill the two blue
 crystals. Shoot down any energy orbs they fire. During the third phase,
 focus on the yellow crystal while dodging or shooting down more energy
 orbs. The blue crystals at this point will regenerate if they're destroyed.

NAME      : twin robots
ATTACKS   : fires missiles, fires icicles
WEAK POINT: any body part
STAGE     : 4
STRATEGY:
 Hit these dudes whenever they come into view. Shoot down their missiles,
 and dodge their gigantic icicles. The robots never launch their icicles
 if they are too close to the Knife Edge.

NAME      : sphinx
ATTACKS   : raises ground, magically throws wall chunks, fires missiles
WEAK POINT: face
STAGE     : 4
STRATEGY:
 This boss has a high defensive strength, so keep hitting its face. Look at
 what the Knife Edge focuses on whenever the boss slams its paw down to know
 what main attack to expect. If the Knife Edge faces downwards, immediately
 dodge to the left or right to avoid the rising ground. If the Knife Edge
 faces upwards, start shooting at the wall chunks that fly out.

NAME      : transport ship
ATTACKS   : spits energy rings, fires lasers
WEAK POINT: mutant arms sticking out from the ship
STAGE     : 5
STRATEGY:
 Destroy the four arms sticking out from the mutated transport vessel.
 The arms will spit out energy rings, but the rings can be shot down.
 The transport ship can also fire twin laser bolts, although most of
 them will miss.

NAME      : pit worm
ATTACKS   : spits boulders, rams
WEAK POINT: interior of the mouth (when open)
STAGE     : 6
STRATEGY:
 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 ram attack.

NAME      : final boss
ATTACKS   : throws slops, fires energy rings, punches
WEAK POINT: purple entity
STAGE     : 6
STRATEGY:
 During the first phase, hit the purple alien entity as much as possible.
 Dodge or use Special Bombs against the slops. During the second phase,
 keep dodging upwards. When the boss roars, prepare to return to the default
 position temporarily to avoid any yellow energy rings that are fired upwards
 (the other yellow rings should miss). When the boss groans and hides its
 face behind its big arm, prepare to shoot down red energy rings it fires.
 When the boss runs, continue dodging upwards to avoid its punch attack, and
 then prepare to shoot down the red energy rings it fires as it flies around
 a bit. Hit the purple entity when the left arm opens up, exposing it, but
 never forget to deal with the boss' attacks. Do not bother destroying the
 boss' large right arm, because it can regenerate.


-----------------
[4.4] PATCH CODES
-----------------

 The following are memory addresses associated with some important values
 in the game. The quantity ranges presented are only recommendations.
 (I won't want you to mess up your game now, will I?) Obviously, you'll
 need some way to implement these cheats. Get a device that supports
 this kind of memory-tampering. If you can, enjoy.

 Note: These are supposed to work with all versions of the game.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Address   Quantity Range                            Game Value(s) Affected
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 8011D467  ## (Set from 0000 to 0064 - Hexadecimal)  Team 1 Shields
 Freeze this value at 64 (hexadecimal) for invincibility. This can actually
 be set to a value greater than 64 (hexadecimal) to put the Shields at over
 100%, but doing so is not recommended.

 8011D46F  ## (Set from 0000 to 0003 - Hexadecimal)  Team 1 Special Bombs
 Freeze this value at 1 or greater to have infinite Special Bombs.
 Setting this to a value greater than 3 results in some glitches with
 the graphics.

 8011D497  ## (Set to 14 or 28 - Hexadecimal)        P1 Special Weapon Fire
 Freezing this at 14 (hexadecimal) or 28 (hexadecimal) can result in certain
 special weapons firing like crazy when they are equipped. Freeze this at 14
 for a rapid-firing Flak Discharger, and freeze this at 28 for a rapid-firing
 Nuke Launcher and rapid-firing Laser Cannons. To stop firing the affected
 special weapons, simply hold the Special Weapon Fire Button.

 801239B3  ## (Set from 0000 to 0005 - Hexadecimal)  P1 Vulcan Cannon Level
 Setting this value to a number greater than 5 (corresponding to Level 6)
 is possible, but doing so may freeze the game.

 8111D1C2  ## (Set from 0000 to 0003 - Hexadecimal)  Difficulty Setting
 The value 0 corresponds to Easy, 1 to Normal, 2 to Hard, and 3 to Super.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


==============================================================================
[5] REFERENCE - More potentially useful data.
==============================================================================


----------------------
[5.1] GAME INFORMATION
----------------------

Name: Knife Edge: Nose Gunner
Developer: Nest (???)
Japanese Producer: Kotobuki Systems
American Producer: Kemco
American Release Date: 1998
American GamePak Code: NUS-NKEE-USA

Type: rail shooter
Number of Players: 4
Save: none
Memory Size: 64.0 MB
RAM Expander Support: no
Controller Pak Support: no
Rumble Pak Support: yes

American Cover Art:
 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 also be seen on the side
 of the Knife Edge's fuselage.

American Box Details:

 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!


---------------------
[5.2] GAME EVALUATION
---------------------

 You've played Knife Edge, and hopefully you like it. But why?
 To get a better understanding of the game, we've gotta discuss
 its strong and weak points. (Unlike conventional reviews, this
 evaluation assumes you're already familiar with the game.)

Scoring:
 Poor - Below Average - Average - Above Average - Excellent

Story: Above Average
 Knife Edge's story is very reminiscent of the one in Crystal Dynamic's
 Solar Eclipse, with its mysterious enemy forces and its colonists getting
 screwed over. The Martian organisms themselves are also a lot like the
 parasitic enemies in Hori Electric's Run Saber. The text dialogue, including
 Dr. Linx's report in the Ending Movie, is generally written well. The only
 strange things here are the way Michael refers to his boss and Dr. Linx's
 disturbingly odd lines at the end of Stage 4. (Dinner? I saved the world
 and all I get is dinner?! What kind of bullshit is that?!)

Gameplay: Above Average
 The interesting weapon system, nifty dodging system, multiple Paths, and
 great MultiPlayer Modes (especially the Team Mode) make Knife Edge a rail
 shooter that honestly attempts to redefine the genre. Sure, the dodging
 system seems to be borrowed from Nintendo's Yoshi's Safari, and it doesn't
 quite match up to the dodging system in Namco's Time Crisis, but it's still
 a welcomed feature that too many rail shooters lack. The diverse level and
 enemy designs are also neat.

Replay Value: Above Average
 The fun MultiPlayer Modes, the varying Paths, and the 4 Difficulty Settings
 definitely give Knife Edge more replay value than the typical rail shooter.

Controls: Average
 Although aiming and firing are all easy to do, there are some nasty issues
 with the controls. The ship can't lean towards another direction until it
 returns to its default position, and it can't lean diagonally. The quick
 selection of special weapons should not require the pressing of two Buttons,
 which can be cumbersome. Dodging and swapping special weapons may also
 become a nightmare in the MultiPlayer Modes, when conflicting input from
 more than one Controller can occur.

Graphics: Average
 For a 1998 title, Knife Edge may look disappointing with its unspectacular
 textures and dark colors. Indeed, the game at first looks like it's
 originally meant to be run on the PS. Still, it has its share of nice
 special effects (such as the splashing from Vulcan Cannon rounds hitting
 water), and through smart level designs, pop-up is virtually nonexistent.
 The Movies also look good, especially the one where Michael finds Dr. Linx
 at the research group dormitories.

Sound Effects: Average
 The gunfire and explosions boom out, but a few enemy attacks are silent
 (like the first boss' laser), making some battles too quiet.

Vocal Effects: Average
 The simple phrases the system voice blurts out are okay.

Music: Average
 Knife Edge's music seems to have a certain 16-bit space shooter feel
 to it, and there are some inspired tunes among the mostly generic ones.
 The tune for the Path Select Screen puts you in an ass-kicking mood,
 but Stage 2's tune is particularly cool. Stage 5's tune, which is a
 remix of one of the boss tunes, is also a nice touch.

Overall: Above Average
 Knife Edge may have lackluster visual and audio effects, and it may have
 a few minor issues with its controls, but with lots of weapons, a neat
 evasion system, interesting level and enemy designs, and enjoyable
 MultiPlayer Modes, it's still a damn good rail shooter.

 Game on, and play sharp.


--------------------------------------------------------------------
[5.3] REALLY SMALL DETAILS YOU'D KNIFE ME UP THE ASS FOR BRINGING UP
--------------------------------------------------------------------

Early Differences
 Here are a few differences between the early versions and the final version
 of Knife Edge:

 - The name of Stage 2, "The Living Ruin," is changed to "Dead City."

 - The Microware Distributing Inc. office in Stage 2 is changed to a
 bowling alley.

 - The name of Stage 4, "The Shrine Without the Master," is changed to
 "Cold Vengeance."

 - The name of the last two Stages, "Creature," is removed. The final version
 does not display any names for Stages 5 and 6. (The names for those Stages
 have been included here solely for the purposes of this guide.)

 - There have originally been three playable nose gunners to choose from.

 - Michael is supposed to receive more radio transmissions from allied gunners
 and pilots, not just from Commander MacKenzie and Dr. Linx.

Staff Credits? What Staff Credits?
 The "THE END" after Dr. Linx's report doesn't reveal anything about the
 people who've contributed to this game's creation. Where are the guys
 who've made Knife Edge? Who are all its programmers, graphics artists,
 audio composers, project leaders, and marketing dudes? The way the
 creators haven't bothered putting their names into such a large piece
 of work seems rather odd, don't you think? (At least you can see some
 of the staff members' names on the High Score Screen.)

Go Team Kure
 The words "Team Kure" can be seen on the side of the Knife Edge's fuselage.
 Is this the group that has actually developed the game? Or is it some cryptic
 reference made by one of the staff members? If it is an actual group, then
 is it a part of Nest, whose name we see in the stadium in Stage 2?

How About "Commanding Officer?"
 Who the hell actually refers to his C.O. by calling him exactly that?
 Doing so would probably get your ass kicked in any real-life military.
 Damn videogames....

Bad Map
 The map on the Path Select Screen for Stage 2 looks awfully wrong.
 It shows how the entrance point and the exit point are at different
 places, even though we know Michael enters and leaves the colony from
 the same location - the tower the satellite boss sits on top of. How
 can this tower exist at two places at once?

Super Doctor
 Apparently, Dr. Linx is a very tough colonist. She doesn't get killed by
 the aliens like everyone else, and she even knows how to hack into military
 mainframes with her "handheld PC" (that must be one hell of a Palm...).
 Creepy, ain't it?

Martian Food
 I'm sure we all appreciate Dr. Linx's efforts to spread cultural knowledge,
 but ancient Martian cuisine? For all we know, that stuff can be poisonous
 to Earthiens. The good doctor should know better than that, seeing how
 those Martians are highly unlikely to resemble Earthiens in terms of
 physiology.

More Martian Food Fun
 Those who've finished Video System's Sonic Wings 2 (a.k.a. Aero Fighters 2)
 with Spanky (the dolphin with the goggles) should remember the bad Martian
 joke in that game. Dude, is Martian foodstuff that disgusting? At least
 Michael won't machinegun Dr. Linx like what Spanky does to his alien hosts.

Counting Guns
 Have you ever taken a close look at the different weapons mounted onto the
 Knife Edge? If you have, you should notice how there are only three Vulcan
 Cannons, with one under the nose and one under each of the two wings.
 But this doesn't explain why there are four Vulcan Cannons in the 4-Player
 Modes. Where does that fourth Vulcan Cannon come from? (Of course, in the
 single-Player Modes, only the two wing Vulcan Cannons, and not the one
 under the nose, are used, so this is all kinda pointless to begin with.)

Messy Terms
 That Intro Movie is all wrong, at least when it refers to the Knife Edge.
 First, the Intro Movie calls it an aircraft. Apparently, it happens to be
 an aircraft that can also fly through space. Second, the Intro Movie says
 it uses Proton Torpedoes, not Plasma Torpedoes. There's a big difference
 there, man. The Intro Movie also spoils the story a bit by mentioning
 those "dormant Martian organisms."


-------------------
[5.4] GUIDE CREDITS
-------------------

Kemco (www.kemco.com) and Kotobuki System
 For producing Knife Edge. The Kemco and Kotobuki guys can release some
 really interesting games. But really, Kemco should have hired professionals
 to come up with the ad for Knife Edge. The doodles I create with my pencil
 while I'm on the crapper look more exciting than those awful comic book-like
 images.

Nintendo (www.nintendo.com)
 For creating the N64 so we can experience Knife Edge.

Nintendo Power (www.nintendopower.com)
 Thanks go to this official publication for providing some details of
 Knife Edge. But no thanks go to many of the reviewers, who have obviously
 failed to understand the concept of rail shooters. (NP would still rain
 praises on and kiss the ass of Yoshi's Safari instead of Knife Edge long
 after hell freezes over. Even the IGN guys have given better reasons on why
 they think Knife Edge is a piece of crap.) Oddly enough, the NP editor who
 has written the mini-walkthrough of Knife Edge seems to enjoy the game a
 lot, despite the fact that he or she has been working with a beta version.
 (See Volume 112 - September 1998 Issue, featuring F-Zero X on the front
 cover, pages 74 to 81. A highly biased review of Knife Edge can be seen
 on page 105. Obviously, NP thinks games like Konami's Deadly Arts deserve
 better ratings. That's extremely rich.)

My fellow Spherelanders (SLG11)
 For helping me through the game and figuring out the best tactics.
 Extra thanks to Alexander Ng for actually writing this guide.
 Fdd still likes to see those nukes go BOOM!


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

 I hope you enjoy playing Knife Edge: Nose Gunner
 and reading this strategy guide. Got questions or comments?
 Wanna argue about something I've said that isn't quite true?
 Wanna guess what that Martian recipe will taste like? Wanna figure
 out why Michael addresses his boss in such a weird-ass way? Wanna
 know how the Knife Edge actually makes those Special Bombs without
 pulling them out from Michael's ass? Feel free to e-mail me at

 faididi@hotmail.com

 Also feel free to visit the staff's site.
 Get your extra gaming info, fun pictures, and illegal goods down at

 www.geocities.com/faididi/index.html

 Let us carry on the Golden Torch of Videogaming until the
 sun explodes and all life on Earth dies a horrible death.  :)

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



BERJAYA