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Space Channel 5 Part 2

 


Bonus costumes

Play Rez and save the game . Use the same VMU with Space Channel 5 Part 2 to unlock costume 12.



Play Space Channel 5 and save the game . Use the same VMU with Space Channel 5 Part 2 to unlock costume 28 and costume 29.



CPU control

Press Start to pause game play, then hold L + R and press 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.


Mighty Mini Golf
MotoGP: Ultimate Racing Technology 3
Sims3 - Bob the builder
Draw Fire
Sims3 - Mermaid Top EF

 

Also see ...

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)

Nightmare Creatures 2
X, Left, B, X, A, X to display a cheat menu. -From: KKoRnN17@ev1.net and mmajca@classifiedventures.com Full health While playing a game, hold B + X + Y. View Kalisto introduction Place the game disc in a PC compatible CD-ROM drive to view the Kalisto introduction to the game with your movie player. Hidden artwork and sounds Place the game disc in a PC compatible CD-ROM drive to find wallpaper images from the game. Full pause screen Pause the game and press X + Y. Screensaver Allow the game to idle for a short time and a screensaver will appear.

Tomb Raider: The Last Revelation
asily. Unlimited Lasersight ammunition: Have the crossbow or revolver combined with the Laser-sight. Zoom in, hold L then press Start. While still holding L, select the pistols and press A. While still holding L, exit the pause screen. The sound of the pistols being drawn will be heard. Note: This can be repeated as needed. Hints: Lighting flares: Press L + R when Lara does not have any weapons in her hands to light a flare. Turning on all the switches in the Star Room in the Lost Library: First, start at the switch across from the reset pad. Face the reset pad and number each switch starting with the one you are at as "1" and then going left, 2, 3, 4, up to 7. Then, activate the switches in the following order: 1, 3, 2, 7, 5, 4, 6. Save health packs: You can save health packs by going to a different level, then coming back for health because the levels are so numerous and close together. Save explosive ammunition: Save explosive ammunition (grenade launcher, Cross Bolt, etc.) for tougher opponents when fighting the skeletons by using the shot gun against them. Get the skeleton between you and a ledge and blast it. The skeleton will fall off the ledge and cease the exist. Since shot gun ammo is more prevalent in the game than the explosive ammunition, this will allow you to save it times when there are no ledges to help. Hint: Level 1 golden skulls: At the beginning, take a left up the small ledge. In the room where you make your first jump, drop down into the water and go in the middle of the water. In the room with the where you have to make two more jumps, fall down at the beginning. Run to the far end and turn to the right. In the next room where you have to swim -- swim down to the bottom in the center of the room where the floor goes down slightly. Note: There is also a small and large medipack in a back room which is also under water. In the area with the two boars, go around to the back and find the exit. Do not go in. Instead, turn right and go forward. In the room where the skeleton has been impaled with the spikes, take a right when you enter. In the crawl space, go to the left when you enter it. When you get to the area just past the place where you have to "dive though the gap", go to the right and past the railing. Note: When Lara gets all eight golden skulls she will chose a different, harder path when Von Croy asks her where she wants to go. Killing the red ninjas: Shoot at them. When they start spinning their blades, put up your gun, bring it out, and start shooting. When your gun is put up, the ninja will begin to stop spinning his blade and will not start spinning for a few moments. This gives you enough time to blast him. Killing knights: To kill the knights found in The Lost Library, shoot the blue gem in their chest. Do not attack from the back, as it is just a waste of ammunitions. Six or seven direct hits with the shotgun or the crossbow will kill them. No damage from Horus: Step into the blue light Horus was standing in before you put the armor on him. He can keep attacking, but it will not get through the light. Do not get behind it. If you do, his weapons will still hurt you. You must be inside the blue light. This works best when the "All weapons" code is enabled. Underneath the Sphinx: Getting out: You can sneak past the bulls without waking them or worrying about locking them in their cages. First, make Lara face north and enable the "Unlimited items" code: Open the inventory screen and you should have all four keys you are supposed to collect in the level. Go to the far right and walk slowly past the cage and the pillar. Then, sidestep to the right until you are almost in the right corridor. Then, go behind the bulls and enter the stone tablets: right, left, middle. Sneak to the left and go to the gate you opened. From there, cross the two pits and place the keys in their correct locations. Go through the gate you opened and head across the monkey swing. Grab the scriptures and exit the level by the monkey swing. Remember to walk across the empty room after the scripture room, as there are spike traps located there. Chambers Of Tulun: Avoiding damage: In big room in the Chambers Of Tulun where the man that makes shockwaves chases you, wait for a gold beetle to appear then start running around. The beetle will grab you and you will hover around. If you move too much, hit a wall, or get hit by that man, the beetle will let go, slice up your neck, and you will take damage.