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Tech Romancer FAQ - by Jeff "CJayC" Veasey |
Tech Romancer Mini Game Guide - by Clement Chan Zhi
Li |
Mini games: To get a mini game complete
the game with any character, after that go to an area where the secrets
are unlocked.
If you complete the game with Dixen two times you will get a second mini
game.
3rd mini Game: Complete the game using any characters besides these
three (Bolin&Polin, WiseDuck should be two of the three) or complete the
game using all the characters. Go back to the techno dome and the 3rd
mini game should be available.
Extra options: Beat the game in hero challenge mode with any character
and in the end you will receive a certain amount of G You now have to go
to Tatsumi's Techno Dome and move to the right You'll see several boxes
in yellow. The ones in yellow you can buy, but first you have to
withdraw G. You'll have several options such as more characters or
hidden movies with the amount of G that you collect.
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
2. 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
2. 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). |
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