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Suzuki Alstare Extreme Racing

 


GSX-R600 Racing bike

Successfully complete Session 1.



Hidden artwork

Place the game disc in a PC compatible CD-ROM drive to find more images from the game .



Bonus motorcycles

Successfully complete GP mode with each ranking to unlock the Anorak, Skitz, Roger Rocket, and Hoverbike.



Full pause screen

Press Start to pause game play, then press X + Y.



GSX-R Supersport bike

Successfully complete Session 3.


The Clockwork Man 2: The Hidden World
Colors
KinderGarten
Picture Math for Windows
Bounty Arms Demo

 

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Space Channel 5 Part 2
s B(2), Up, Left, A, Left, A, Left, A. Note: Do not select a menu item when pressing Up. A sound will confirm correct code entry. Press Start to resume and game will continue by itself under CPU control. Repeat this code to return to normal.

Blue Stinger
eceive all weapons including the ray gun, which is not available in any shop or vending-machine. The ray gun fires four heat-seeking lasers. Homing ray Successfully complete the game in between five to seven hours and save the game. Then, start a new game from the saved game file to receive the homing ray weapon. 200 Hassy Drinks Successfully complete the game and the following requirements, and save the game: 1. Save the shuttle worker by stopping the shuttle from falling down A-Shaft. 2. Save Devlin by bringing him the Docksin heart medication within the allotted time. 3. Give Sandy the Big Gaily stuffed animal. 4. Talk to the female work (Aisha) in the Medical Room of the Kimra Xenobiological Laboratory. Then, start a new game from the saved game file to have 200 Hassy Drinks (100 small and 100 large) in the inventory. This should allow the game to be played with near-invincibility, and the additional bonus of not having to buy any other health items. Additionally, any money left from the last game will also be available in the new game. Mad mode Successfully complete the game three times or more, and on the third time or higher through the game, complete the four requirements for the "200 Hassy Drinks" code, and save the game. Then, start a new game from the saved game file. The phrase "Mad Mode" will appear next to the health bar. In this mode, 200 Hassy Drinks, infinite ammunition, all weapons (including the ray gun) will be available and automatically reload and rapid fire. Swimmer mode Successfully complete the game three times or more, and on the third time or higher through the game, complete zero to three of the four requirements for the "200 Hassy Drinks" code. Have Eliot drink at least five cups of the "Free Water" that is found in the Shower Operation Room of the Kimra Xenobiological Laboratory, then complete and save the game. In this mode, the characters normal clothes will be replaced by swimsuits and holding B will cause Eliot to swim. Big eyes mode (North American version) Successfully complete the game on the "Hard" difficulty setting. In this mode, the characters will have big eyes and a big lip, and the weapon they are carrying will be visible. Lab card passcode Obtain the Lab card from Rat's Place, then return to Janean. Eliot will give Janean the Lab card and she will ask for the passcode, enter "0513" as the passcode. Bank card passcodes Go to the Bank Of Kimra (across the street from Rat's Place) and enter the passcode for one of the following bank cards to access that account with the corresponding amount of money: Bank card Passcode Amount Eliot's 3532 $20 Kimra 1008 $4000 Yucatan 1861 $5700 Bermud 1394 $6000

D no Shokutaku 2
the game's logo.

Tech Romancer
chno Dome. Second VMU Game Beat the Story Mode with both of Dixen's pilots to unlock another VMU game, also available at the Techno Dome. Third VMU Game Beat the Story Mode with all of the character to unlock a third mini-game. This, too, will be available at the Techno Dome. FAQ v1.5 by Julio A. Quicios (b910350@zipi.fi.upm.es) copyright JAQ 1998 WHAT'S NEW: - Notation : some new conventions - Features : warning moves - Movelist : some corrections and new moves hero mode effects added time release characters added - Bosses : info on patterns - New section! : curiosities and misc. info I. NOTATION AND COMMON MOVES: LEGEND: -> Forward ->> Hold forward <- Back <<- Hold back A Attack button A B Attack button B J Jump button G Guard button + Push buttons simultaneously , Push buttons sequentially / Different options (eg. A/B A or B button) [button] You can delay/extend the move by holding button (button) Perform additional moves by pressing button air The move must be done in the air S The move stuns opponent U The move is unblockable W The move is a "warning" move COMMON MOVES: down Move into foreground up Move into background <- <<- Backup -> ->> Dash A/B while dashing Dash attack A (close) Close combat attack A,A,A (close) 3-4 hit easy combo II. FEATURES: DAMAGE GAUGE: The vertical bar in both sides of the screen. It is initially empty. Fill the opponent's Damage Gauge by attacking. When your Damage Gauge is full, you lose the round. A game is two out of three rounds, though the Damage Gauge of the winner is carried over to the next round, so rounds can be really short !! The time counter is not restored to max, either. It is added a small amount of time after every round, so sometimes the loser of the first round must be very offensive to win the second one. RECOVERABLE LIFE: Most attacks cause two kinds of damage: a clean damage, displayed as a red bar in your damage gauge, and a repairable damage, displayed as a yellow bar in the same gauge. You can do nothing about the clean damage, but if you manage to stay a few seconds without being attacked, the yellow bar will drop slowly to zero. However, if you get hit again and again to the point your red and yellow bars fill the gauge, your repairable damage will become permanent damage (yellow bar will torn red) losing the round. This may cause the feeling of taking huge damage from the last hit. Don't get confused by this! So, it's a good thing to watch the yellow bar and to take a breathe when things are too hot! ARMOR: Next to your damage gauge, there's a yellow circle containing a human figure and a percentage. This is your current armor status. Blocking too much will cause this gauge to decrease quickly. When it drops to zero, your armor is destroyed and your mech will fly away because of the impact, being this last thing a possible advantage depending on the situation (you may avoid further damage) Armor reduces the effect of enemy fire taking less damage from attacks. I'm not sure if some mechs have better armors than others. The game seems to mean that, as in certain characters profile appear things like "strong armor" and "ultra defensive armor". In my experience, heavy mechs armor seems to last longer, but this also may be due to my highly offensive style using these characters. SPECIAL ATTACK: Your typical super move. You can store up to three units, starting the battle with one in stock. Special attacks do clean damage (no recoverable life) OBSTACLES: Yes, all these little houses, factories and other constructions are not there only for ornament. They are active part of the game! Depending on the stage, you can find a variable number of obstacles scattered in the surroundings. All the obstacles are destroyable, the little ones by stepping on them and the larger ones by firing a few shots. Move behind a large obstacle for a short cover. ITEMS: Move across the stage and step on the various obstacles. Some of them release items of different kinds when destroyed. Large obstacles release more powerful items. Also, hitting hard your opponents usually cause them to drop some of their items, all of which you can recover. You collect an item simply by walking over it, being possible to store up to five units. Your items are shown on top of the damage gauge. To change the selected item, press START. To activate the selected item, press A+B+J There are 3 types of items: RECOVERING TYPE: usually released by large obstacles. So far, I have identified * Armor recover : restores your armor gauge to 100% * Life recover : you regain some life, or to be exact, your damage gauge decreases a certain quantity. * Special charge: adds one level to your Special gauge. ABILITY TYPE: they give your character special powers, such as * Offense up : increase the damage of your attacks * Defense up : you take less damage from enemy attacks * Speed up : you move and perform attacks faster * Hero mode : weapon systems enhanced WEAPON TYPE: this will give you a weapon specific to your character (it varies from one mech to other). Every character has his own inventory of 3 different weapon items. When a mech drops a weapon item and it is recovered by the facing mech, the weapon is reconverted to this last's inventory. Ability items are unaffected. Once you have activated an item, a short bar is displayed over your item inventory. This is a time meter. When the bar drops to zero, the item has been consumed and you can no longer use it, unless you activate another one! WARNING MOVES: During the execution of certain moves, a "warning" message appears pointing to your character. These moves are exceptionally slow, yet forceful enough to cause a blocking opponent to stagger momentarily even when blocking. A quick attack launched during the stagger will connect successfully. You will find these moves labeled with a 'W' in the movelist. POWER BREAKER: This move will crush your opponent's guard, leaving him vulnerable for a short time. Great for turtlers. When near opponent, press simultaneously A+B+G. GRAPPLE ATTACK: A feature already used in other games, such as Soul Edge and Samurai Showdown, but unusual in a Capcom game. Basically, is the same concept: When two attacks collide, the Grapple Attack begins. Both mechs push against each other trying to win the assault. Mash those buttons! The loser gets stunned, though it's possible the draw. In that case, both mechs are pushed back. COUNTERSTRIKE: A very useful move if you know how to play with it, since it allows you to avoid enemy fire and at the same time to attack an opponent in vulnerable position. Every mech has two counterstrikes, activated by pressing either G+A or G+B. Your character will sidestep/round the enemy, performing the attack corresponding to each variant. STEEL DASH: An easy but risky way to close the distance and strike by surprise! Hold G button, then ->-> Your character will dash forward enveloped in an energy aura. Enemy fire cannot stop you, but you still take damage. FINAL ATTACK: The Ultimate Destruction Attack !! You can't escape !! When "FINAL ATTACK" appears on the screen press simultaneously A+B+J+G If it connects, it takes the entire Damage Gauge and the round. Only once per match ! (Blockable)