Editing Shadowrun (Sega Genesis)/Cheats
From StrategyWiki, the video game walkthrough and strategy guide wiki
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 31: | Line 31: | ||
For those who live off Matrix runs and selling info, this should help out a little bit. Many people like to take a Matrix job that requires uploading or downloading a file, then after the job is done, stuff their deck full of as many datafiles as they can to make some extra cash on top of what they are being paid for the run. These people will be pleased to hear that, in the cases where they are required to bring Mr. Johnson back a specific file, they can safely delete the file in question without penalty, thereby freeing up an extra spot to store one more datafile in. It's the action of downloading the file from the DS, not of bringing it back, that fulfills the goal of the run (at least in the Genesis' logic). So, if you want to free up some room, delete the file that's for the run. When you return to the Johnson, the transaction will be completed as usual, just as though you still had the file. | For those who live off Matrix runs and selling info, this should help out a little bit. Many people like to take a Matrix job that requires uploading or downloading a file, then after the job is done, stuff their deck full of as many datafiles as they can to make some extra cash on top of what they are being paid for the run. These people will be pleased to hear that, in the cases where they are required to bring Mr. Johnson back a specific file, they can safely delete the file in question without penalty, thereby freeing up an extra spot to store one more datafile in. It's the action of downloading the file from the DS, not of bringing it back, that fulfills the goal of the run (at least in the Genesis' logic). So, if you want to free up some room, delete the file that's for the run. When you return to the Johnson, the transaction will be completed as usual, just as though you still had the file. | ||
===Leave a Corp | ===Leave a Corp ASAP=== | ||
On the other hand, for those who live off Corp runs, particularly against Renraku, this one can help a little bit. Those who use Caleb Brightmore know that he often hands down contracts for runs against Renraku. If you've been on some runs there, you should know that a.)Security is everywhere, especially in the very first room on the ground floor; and b.)The first floor has no computer terminal, so if you trip the alarm, you just have to wait it out. These two factors can combine to create some really big headaches for parties that need to leave the building after a run, but keep running into security guards and tripping the alarms. Waiting out an alarm is hard enough, so there's a way to make it at least a tiny bit easier, provided you're not working alone. If an alarm is going off and you need to leave as soon as it stops without risking setting it off again, choose one of your party members to wait by the entrance while the other(s) hide out of the way somewhere. Take control of the person who will stay and wait and move them up against the exit. Then tap up on the D- pad briefly, and the character will turn around, but move into the exit a little bit. Tap down and they will straighten up, but will have taken another step toward the end of the exit. Repeat this process until you have worked the character all the way to the bottom end of the exit. Now take your other party member(s) and head off to a quiet room somewhere to wait out the alarm. Notice that the person in the doorway will not be able to follow you. When the alarm stops, quickly switch to the character that was waiting and you'll instantly exit the building without having to risk the front room again. It may not seem like much, but once you've been pinned on the first floor of Renraku a few times, you'll appreciate the work and time it saves you. | On the other hand, for those who live off Corp runs, particularly against Renraku, this one can help a little bit. Those who use Caleb Brightmore know that he often hands down contracts for runs against Renraku. If you've been on some runs there, you should know that a.)Security is everywhere, especially in the very first room on the ground floor; and b.)The first floor has no computer terminal, so if you trip the alarm, you just have to wait it out. These two factors can combine to create some really big headaches for parties that need to leave the building after a run, but keep running into security guards and tripping the alarms. Waiting out an alarm is hard enough, so there's a way to make it at least a tiny bit easier, provided you're not working alone. If an alarm is going off and you need to leave as soon as it stops without risking setting it off again, choose one of your party members to wait by the entrance while the other(s) hide out of the way somewhere. Take control of the person who will stay and wait and move them up against the exit. Then tap up on the D- pad briefly, and the character will turn around, but move into the exit a little bit. Tap down and they will straighten up, but will have taken another step toward the end of the exit. Repeat this process until you have worked the character all the way to the bottom end of the exit. Now take your other party member(s) and head off to a quiet room somewhere to wait out the alarm. Notice that the person in the doorway will not be able to follow you. When the alarm stops, quickly switch to the character that was waiting and you'll instantly exit the building without having to risk the front room again. It may not seem like much, but once you've been pinned on the first floor of Renraku a few times, you'll appreciate the work and time it saves you. | ||