
Welcome! Gamers Helpline is an
archive
of knowledge, information and utilities to assist all gamers. I'm
sure everyone has, at one point or another, looked up some information
about a game online. I'm also sure everyone has found information
that is flat out incorrect and a waste of time. Occurrences such
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It contains secrets, tricks, codes and information on games as they are
encountered. The goal here isn't to replicate information found
on
other sites but to provide correct information in instances where many
other sources all seem to say something different. Everything
here
has been actually utilized and is known to work as described; they're
not
just tips copied from some random site. Additionally we provide
some
very handy file archives and documentation, creating a clean place to
gain
these files as tested archives. Updates may be slow but again,
anything
you find here is something that is both useful and used.
Last Updated 04/25/2021
Information /
Strategy:
Dreamcast - Shenmue
Yamagishi and the Double Blow -
Without a doubt the move "double blow" is the most useful special
attack
in the game. In addition to being a powerful attack it can also
often
get Ryo out of a tough situation by knocking a path through a group of
enemies. Unfortunately it must be learned early on and can easily
be missed. As Ryo asks around about residents of Chinese descent,
he will eventually be directed to speak with Tao at the Ajiichi Chinese
Restaurant. Here Ryo learns about the "Three Blades" and gains a
few new leads. However before pursuing them, stay in Dobuita and
head to Suzume Park. There Ryo will meet Shigeo Yamagishi, who is
enjoying a somber drink in remembrance of Iwao Hazuki. He will
then
offer to teach Ryo the double blow move. In addition to learning
an incredibly useful move, the dialogue between Yamagishi and Ryo is my
favorite part of the entire game. If the Shenmue story is ever
finished,
I hope it ends on Ryo and Yamagishi sharing a drink together.
MJQ Jazz Bar and the Pool Trick Shot
- After speaking with Liu's father about the "Three Blades," Ryo
will
be directed to investigate sailors that may be involved with a Chinese
cartel operating out of New Yokosuka Harbor. Tom will inform Ryo
that sailors tend to hang out in bars, one of which is the MJQ Jazz
Bar.
Once inside, a pair of sailors will offer to give information to Ryo
only
if he can complete a pool trick shot with a 1,000 yen bet riding on
it.
To sink the ball, tap RIGHT on the control pad 17 times and
shoot.
Although these particular sailors don't end up revealing any relevant
information,
Ryo can return to the MJQ Jazz Bar in subsequent nights for different
trick
shot challenges, four in all.
The Endless Days of Work at New
Yokosuka
Harbor - This can be both useful and annoying. As far as the
game is concerned there are only five days of actual work to be done as
a forklift operator. However if Ryo never triggers a character
story
encounter during a day, then that day will repeat onto the next.
For instance Ryo may be instructed to investigate a warehouse after
work
but if he fails to do so then the day will repeat until the task is
complete.
I tend to trigger this exploit on Ryo's fourth day of work as a
forklift
operator, as the game expects Ryo to talk with Mark at a couple points
during the day. If Ryo avoids Mark as much as possible and
doesn't
converse with him at lunch or after work at the end of the day, the
next
day of work will be the same. This will continue until Ryo talks
with Mark at lunch and then again after being paid at the end of the
day.
Without this contact Mark never drops a key piece of information, that
the Long Zha might be happening in a couple of days, and there by the
Long
Zha continues to be delayed. This extra time allows Ryo to
continue
working, earning more forklift prizes, buying more capsule toys with
the
extra money earned, and trying to win more raffle prizes. If
you're
going to transfer your save over to Shenmue II (via the USA - UK save
file
patch application) then you know the key to the easy life at the start
of Shenmue II is selling capsule toys to pawn shops in Hong Kong.
File Archives:
PC Engine CD / TurboGrafx-16 CD
System
Card Archival Set (click
here to
download)
After many years of searching, I have
complied this set of PC Engine / TurboGrafx-16 CD system cards.
If
you would like to distribute this archive, please download it and
upload
it to the host of your choosing. This .zip file includes
confirmed
working and clean archives of the following PC Engine / TurboGrafx-16
system
cards, used for CD emulation:
Games Express CD Card (JPN)
PC Engine CD Super System Card (v3.0)
(JPN)
PC Engine CD System Card (v1.0) (JPN)
PC Engine CD System Card (v2.0) (JPN)
PC Engine CD System Card (v2.10) (JPN)
TurboGrafx CD Super System Card (v3.0)
(USA)
TurboGrafx CD System Card (V2.0) (USA)
Tomy Tutor / Tomy Pyuuta Cartridge
Archival Set (click here to download)
- Release 6, updated 04/25/2021
This is an archive of all the currently
known clean images of Tomy Tutor and Tomy Pyuuta cartridges, including
the Tomy Tutor and Pyuuta BIOS, for use in MESS. Please consult
the documentation included in the
archive
for full information as well as instructions on how to contribute to
the
archival effort.
As of Release 6, every commercially
released
Tutor / Pyuuta cartridge has been archived and is included in the
archival
set.
Ultimarc I-PAC and J-PAC, Manual
Input Programming (click here
to view documentation)
Simplified from instructions on the
Ultimarc
website, this is an instruction and command sheet explaining how to
manually
program Ultimarc arcade keyboard encoders via a standard text
editor.
I created this file after coming across an Ultimarc I-PAC that would
not
respond properly to the Ultimarc programming utility. Although
Ultimarc
provides this documentation, it is extremely difficult to understand
due
to how it is presented on the Ultimarc website.
Think there's something here that
shouldn't
be? Then please
contact
me directly and I will attempt to make any and all concessions.

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