

- Metal gear rising revengeance pc cheats infinite health code#
- Metal gear rising revengeance pc cheats infinite health password#
Metal gear rising revengeance pc cheats infinite health password#

Battle / VR-Time (time always at 00:00.10) - Option 5.1: Max Battle Stats - Option 5. BZ (Energy Bar) (will not decrease) - Option 4: Inf. As a result, all apparently significant phrases (with the exception of the debug code) are coincidences. Health - Option 2: One-Hit-Kill - Option 3: Inf.
Metal gear rising revengeance pc cheats infinite health code#
It should be noted the system used is a passcode system rather than a password system: rather than specific words being used to achieve specific programmed results, the game parses the text entered on the Password Screen as actual program code and generates a game state from it if it is valid. Because a certain passcode features foul language, the PAL version of the game was modified to remove all vowels from the passcode system. There are multiple codes in the game, with the ones listed below being special versions that have players start in special areas with varying items or other interesting results. As such, it acted as the only way to "save". After they used the code, they restart at the place they died with everything they possessed at that point. When the player died in the game, they were given a code to use. Because it could not support a save system unlike the MSX2 version, the Famicom and NES versions used a passcode system for restarting the game. I vaguely recall people proposing the same RTSS workaround for TW101 before the unofficial fix was released but it didn't last forever.The original Metal Gear for the NES alongside Snake's Revenge were the only games to feature passcodes (not counting uses of the Konami Code). "While the community has figured out the workarounds, they aren’t permanent and thus aren’t optimal" per the linked TW101 blog post can presumably also apply to MGR, because this is the same exact issue running on similar versions of the engine. If NieR (their most recent PC release that isn't a port of an older game, running on the then-latest version of their engine) doesn't have this issue then ideally it means that future PG titles on PC won't suffer from this either.

Bayonetta may or may not if it does it's more low-key and doesn't manifest immediately like the others, but I could be wrong. If memory serves NieR:Automata doesn't have this problem. The frame rate limiter initially locks to 59, but the longer the game is running the less stable it gets and will jump further up and down before it decides to more or less break. It's worth mentioning that this is a chronic problem with numerous PlatinumGames titles on PC, including MGR, Transformers: Devastation and The Wonderful 101 Remastered.
