FAQ - Guide for Tech Romancer

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				   /\/  \/\
			/\/\/\/\/\/        \/\/\/\/\/\
		       /                              \
		      <   T E C H    R O M A N C E R   >
		       \                              /
			\/\/\/\   FAQ   V1.5   /\/\/\/
			      <                >
			       \/\/\      /\/\/
     by  Julio A. Quicios           \    /          created on  4/11/98
             \  /           last update  1/1/99
				      \/            copyright  JAQ 1998


- 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



->              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


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



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.


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

So, it's a good thing to watch the yellow bar and to take a breathe when
things are too hot!


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.


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)


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.


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
  * 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

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!


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.


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.


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.


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

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.


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.


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)


For every character, you will find the following information:

-Regular Moves  : names, motions and special properties if any
-Special Moves  : names, motions and special propreties if any
-Final Attack   : visual description
-CounterStrikes : attacks performed with each variant (A or B)
-Specific items : inventory and properties of each item
-Hero Mode      : Additional powers gained during hero mode

On character selection screen, pull the joystick down to get information
on each mech profile.

NOTE: With the exception of a few ones, I'm not using the official names
for the moves in this list.

G KAISER : Massive attacking power


[A]                     Rocket Punches (hold A to home in on enemy)
<- A                    Rocket Punches (anti-air)
-> A                    G Kaiser Upper
<- -> A                 Kaiser Fury (5-hit autocombo)
-> <- A              U  Whirlwind Throw
air A                   Dive Kick

B                       Napalm Bomb
-> B                 S  G Kaiser Hurricane (advancing)
->> B                S  G Kaiser Hurricane (static)
air B                   Drop Napalm Bomb

A/B + J                 Flying Upper
A+B                     Heat Blazer (ground-ground)
<- A+B                  Heat Blazer (ground-air)
air A+B                 Heat Blazer (air-ground)
air -> A+B              Heat Blazer (air-air)


<- -> A+B               SPECIAL HEAT BLAZER
air <- -> A+B           KAISER ASSAULT

FINAL ATTACK: Violent Sword

G Kaiser draws his sword and delivers a powerful overhead slash,
followed by a series of sword swipes in an automatic combo.
(easy counterable if the first strike is blocked)


G+A                     Rocket Punches
G+B                     Shoulder Ram


Doomsday                A giant bomb that causes a huge blast and massive
			damage. Is aimed at the opponent's location.
Giant Rock              G Kaiser materializes a large rock and throws it
			at the enemy. It can be blasted into pieces.
Axe Blow                G Kaiser puts a pair of small devices on his arms
			Attack with A or <- A.


Enables G Kaiser to fly around freely.

DIXEN : A mega mix of weapons


up/down + G             switch gun
J, J                    double jump (steerable)

A (gun 1)               Rifle Shot (faster)
A (gun 2)               Missile (more damaging)
-> A                    Rising Slash
<- -> A                 Aiming Satellite
-> <- A                 Shielding Satellite (absorbs some forms of attack,
			returning the fire. Good timing needed) 
air A                   Air Slash

B                       Grenade (short range)
-> B                    Grenade (long range)
<- -> B                 Aiming Satellite (no difference with A version?)
air B                   Drop Grenade
air -> B                Toss Grenade

A/B+J                   Sword Upper
A+B                     Fixer Cannon (ground-ground)
<- A+B                  Fixer Cannon (ground-air)
air A+B                 Fixer Cannon (air-ground)
air -> A+B              Fixer Cannon (air-air)


<- -> A+B               HYPER FIXER CANNON
-> <- A+B               BERSERKER SWORD


Dixen throws the opponent upwards and fire the helpless mech with a mega
stream of fixer cannon.


G+A                     Rising Slash
G+B                     Short Range Grenade


Spark Gun               A short range weapon that stuns opponent.
Hellfire                A flamethrower with moderate reach. Stuns opponent.
Fist Blast              A powerful charging fist that hits many times at
			close range.


Enables Dixen to fly around freely.

A                       Homing laser

PULSION : Deadly combination attacks


<- <-                   Backflip
J, J                    Double Jump (steerable)

A                       Punch
-> A                    Pulsion Upper
<- A                W   Backhand
<- -> A, (A)            Plasma Saw, another saw
air A                   Dive Punch
air -> A                Flying Punch
air <- -> A             Plasma Saw

B                       Sliding Kick
-> B, (tap A/B)         Space Sommersault
<- B                    Pulse Weave
air B                   Air Kick

A/B+J (opp. down)       Pounce
A+B                     Beta Beam
A+B (after backflip)    Low Beta Beam
-> A+B                  Pulsion Screen


<- -> A+B               VOLTAGE SPHERE
-> <- A+B               ALIEN RUSH

FINAL ATTACK: Erradication

Pulsion lifts the opponent in his arms, activates boosters and propulse
away from Earth. Once in outer space, Pulsion throws the opponent away
and fires dozens of missiles that lock on on the poor mech, literally
erradicating him.


G+A                     Half Moon Beams
G+B                     Space Sommersault


P. Knife                Pulsion equippes a pair of knives, gaining extra
			reach. Damage increased.
P. Blade                Pulsion throws a rotary blade. The blade spins
			for a while, hitting multiple times.
P. Spear                Pulsion attacks the opponent with a horned spear.
			Paralyzes. It can be chained into Final Attack!


Pulsion goes berserk. He moves in crouched manner and his attacks become
With A button pounces on opponent.
With B button slide-kicks opponent, following with scratches and flipkick.

BOLON : Guts and skill will prevail


A                       Iron Ball
-> [A]                  Yo-Yo Iron Ball
<- [A]                  Yo-Yo Iron Ball (anti-air)
<- -> A                 Destroyer Drill
air [A]                 Rolling Dive
air down A              Rolling Fall

B                       Excavator
<- B                    Rocket upper
<- -> B              S  Burning Chimney
-> <- B                 Fireworks (looks like a taunt, but it hits)
air B                   Shovel blow

A+B                     Bolon Typhoon
-> A+B               W  Rolling Claw
air A+B                 Lariat


<- -> A+B               GIANT ROLLING IRON BALL
-> <- A+B               IRON BALL ECLYPSE
<- -> A+J            U  SELF DESTRUCT

FINAL ATTACK: The Little House

The curtain drops.
The curtain rises, we can see Bolon and his opponent inside a little nice
house, having tea or something similar. The opp seems to commit a foolish
act of descourtesy such as putting the feet over the table and then Bolon,
enraged, smashes the table into opponent's face, who flies away breaking
the roof and droping outside the house.


G+A                     Rolling Dive
G+B                     Excavator


Magic Pot               Bolon's hand transforms in a pot, from which soccer
			balls and other kinds of spherical objects come out
			Pretty useless.
S. Hammer               Bolon swings a HUGE hammer and smashes down on opp.
			As you can imagine, it stuns.
L. Express              A very curious one. Bolon throws one of his many
			body parts, a train. The convoy moves quickly
			around the opponent, running between his legs,
			hindering him and causing damage.


Bolon summons a hodgepodge of floating objects which join in any attacks.

RAFAGA : 3 different modes


* Robot mode:

down + G                transform to AT-ST mode (rapid fire)
up + G                  transform to fighter mode (flying ability)

A                       Plasma Rifle
-> A                    Gun Pod crush
<- -> A                 Float Seeker
air A                   Flipkick
air down A              3-way shot (air-ground)

B                       3 missiles (ground-ground)
<- -> B                 Side Winder
air B                   3 missiles (air-ground)
air -> B                3 missiles (air-air)

B+J                     Knee Upper
A+B                     Plasma Cannon

* AT-ST mode:

A                       Plasma shots
B                       3 missiles
J                       transform to fighter mode
A+B                     Transform attack
-> ->                   Rushing attack
-> -> B                 Rushing attack (returns to robot mode)

* Fighter mode:

A                       Dive
<- -> A                 Float Seeker
B                       3 missiles
A+B                     Dual Laser


<- -> A+B               PINPOINT BREAK PUNCH    (robot mode)
<- -> A+B               CHARGING BULL           (AT-ST mode)
<- -> A+B               BOMBARDMENT             (fighter mode)

FINAL ATTACK: Unleashed Fury

Rafaga throws the opponent upwards, jumping after him. Hits the opponent
a few times in mid-air and sends him again to ground, firing him in the
way down with multiple shots. Only for sadists!




S.S. Pod                Rafaga emits a stream of ring lasers.
			Moderate reach. Stuns.
T. Cannon               Once the weapon is equipped, pressing A+B
			obtains an enhanced form of plasma cannon.
			Very powerful!
Shell Gun               A large shell that travels slowly.
			Heavy damage. Breaks armor.


-> <- A/B               Colony crush. Helps out for added damage.

DIANA 17 : Fight in the sky

- Diana 17 can do two air attacks


<- <-                   Backflip
J, J                    Double Jump (steerable)

A                       Wedge Beam (ground-ground)
-> A                    Double Kick
<- -> A                 Crystal Edge
air A                   Dive Kick
air down A              Wedge Beam (air-ground)

B                       Soap Bubbles
-> <- B                 Butterfly Counter (if opp touches the butterfly
			Diana projects a ball that hits 7-8 times)
air B                   Soap Bubbles

A+J                     Jump and Dive
B+J                     Interceptor (if it connects, Diana engulfs opp
			in an energy ball and throws him a javeline)
[A+B]                S  Diana Javeline
air [A+B]            S  Diana Javeline (air-ground)
air down A+B            Attractive Shower


<- -> A+B               BEAUTY AVENGER
-> <- A+B               MESSENGER OF JUSTICE
air <- -> A+B           EMERALD TEAR

FINAL ATTACK: Messenger Of Love

There is few to see in this one. Diana touches the opponent and next
we see is a close view of hers, enveloped in a giant heart.


G+A                     Jump and Dive
G+B                     Leg Cutter


Angel Bow               Diana fires an arrow which explodes in a miriad
			of littles ones that converge into the opponent.
Angel Star              Diana throws a big shuriken.
Angel Saber             Diana strikes several times with a rapier, a la
			Gerelt from Star Gladiators.


Diana gets an Anti-Missile Barrier.

WISE DUCK : Big guns and strong armor

- Wise Duck can't jump


A                       Machine Gun
-> A                    Break Shaft
<- -> A                 Bull Breaker

B                       Proton Missiles
<- B                    Proton Missiles (anti-air)
-> B                 S  Net Missile

J                       Ground Mine
A+J                     Mad Robot (3-hit autocombo)
B+J                     Napalm Pod (short range)
-> B+J                  Napalm Pod (long range)
A+B                     Devastator (enveloping blast)
<- A+B                  Devastator (wide area)


<- -> A+B               PHOTON CANNON
-> <- A+B               ANTI-AIR PHOTON CANNON
<- -> A+J               INTO OBLIVION

FINAL ATTACK: Full Metal Hunter

Wise Duck grabs the opponent, tosses him into the air (this is shown from
various camera angles) and unleashes a barrage of ground-ground and air-
ground missiles.


G+A                     Bull Breaker
G+B                     Proton Missiles


M. Barrage              Little ICBM's go sky high and dive into enemy.
G.A. Cannon             Missiles that detonate over opponent, freeing
			parachute bombs.
F. Geyser               One of those flamethrowers you can purchase in
			your everyday arms shop.


All missile attacks lock on the enemy.

TWINZAM V : Transform with Change Cross Twinzam

- You can choose formation after selecting character.
- Change formation in mid-fight with -> <- A+B


* Fire Formation (red top, blue bottom)

A                       Punch
<- A                    Tomahawk Upper
-> A                    Fire Tomahawk
<- -> A                 Twinzam Rush
air A                   Cone Beam
air <- -> A             Twinzam Dive

B                       Twinzam Drill
<- B                    Twinzam Drill (anti-air)
<- -> B                 Shooting Star Blow
air B                   Twinzam Drill (air-ground)

[A+B]                   Exploding Quasar
<- [A+B]                Exploding Quasar (anti-air)

* Plasma Formation (blue top, red bottom)

-> A                    Plasma Hammer
<- -> A                 Twinzam Home Run
air A                   Hammer Blow
air down A              Spin Drop

B                       Missiles (ground-ground)
<- B                    Missiles (ground-air)
<- -> B                 Zero Gravity Hold
air B                   Missiles (air-ground)

A+B                     SteelWorm
-> A+B                  Drill Crusher
air A+B                 DiveDriller


<- -> A+B               TWIN FORMATION


Fire Formation: Victory!
Twinzam perform a combo on the opponent, ending with a dramatic V-slash.

Plasma Formation: Don't be cruel
Twinzam knocks down the opponent with a combo, activates his twin drills
and perforates him with fury.


Fire Formation
G+A                     Fire Tomahawk
G+B                     Missiles

Plasma Formation
G+A                     Drills
G+B                     Missiles


T.S. Beam               A kind of a triangular beam that tractors opp.
B. Cutter               Twinzam attacks with a huge chainsaw. Breaks armor.
S. Driver               Twinzam smashes the hammer on the ground, causing
			shock waves to travel along the screen.


Fire Formation: starts off a meteor shower.
Plasma Formation: spinning pillars of water around mech.


In a 1P game: they can only be used in Challenge mode (except Gourai?)
In a 2P game: players can't use the same character (except Gourai?)

GOURAI (boss)

Playable after 200 hours.


Playable after 600 hours.
Moves of normal Pulsion.
Gold colour.


Playable after 600 hours.
A Dixen prototype with enhanced weapon systems.


Playable after 600 hours.
A horned version of Wise Duck.
G+J or down G+J to turn dash.



A giant golem-like robot, piloted by an egiptyan. It is made of stone
blocks and it might be confused with a castle if it weren't by its human
shape. Mid-boss.

- Really damaging punches and slaps
- Laser sweeps
- Can send opponent to another dimension wrapped up in rings
- Teleport
- No Armor
- No jump
- SUPER 1: Invisibility. Lasts about 10 seconds, but wears off if Gamda
  is knocked down


A weird balloon-shaped enemy, with some flexible members and a ring of 
light over the head. Mid-boss.

- Dodges and hits with tentacles
- Mini-Drones of different colours and homing abilities
- Laser sweeps
- Stunning bubble charges
- Persistent laser pulses
- SPECIAL 1: a scout party of drones followed by a large ring of mini
  drones firing away after party connects
- SPECIAL 2: an invincible barrier which cancels all incoming damage for
  a short period


A kind of samurai warrior. Mid-boss.

- Wields saber and armor
- Controllable particle streams
- Spinning slashes
- SPECIAL 1: Vacuum Zone


The final boss. After defeat, he transforms in a deadlier form with two
brand new damage bars. AACK!
(Your bars aren't restored after beating the first form. So consider this
fight like an endurance match)

- Wields a huge Scimitar
- Earthquakes
- Homing Birds
- Stunning sword toss
- Teleport
- SPECIAL (form 2): Goldibus transforms in a flaming Phoenix. Easy to
  block but causes massive armor losses (up to 25%)


- Many TR characters are based or have amazing similarities with some
  actual robot series and other sources:

  * G Kaiser is based on the incredibly old Mazinger Z series.
  * Dixen is very similar to the mechs appearing in Gundam series.
  * Pulsion follows the argument and design of Evangelion.
  * Wise Duck resembles a Mech Warrior design.
  * Diana 17 is more than similar to Fei Yen from Virtual On.
  * Bolon resembles a funny robot called SJ1 (smoking Joe) appearing
    in an old comic book titled Sam Slade: Robo Hunter. SJ1 had a
    rounded body just like Bolon, with a chimney in the back, and his 
    power source was a boiler. When he got emotive and steam pressure 
    increased, he opened the chimney emitting a terrific sound just 
    like a locomotive! (I doubt Bolon is based on SJ1, though)

- Twinzam's Special can take off FULL damage bars (yes, 100%) !!
  I don't know the requirements, since I've seen this ocurr only once.
  A friend of mine was fighting against Goldibus. Won the first round,
  and opened the second with the Special. I hadn't time to look at what
  Goldibus was doing. The next thing I saw was the damage bar filling
  with red and Goldibus exploding.

- Goldibus is the only character that can receive a Final Attack twice.
  Once in each form.

- Goldibus is the most disrespectful mech towards Bolon during Final
  Attack: he actually puts his foot on the table and scratches his/her?
  back with the scimitar.

- As you can see above, I'm not too sure about Goldibus sex. The aspect
  and the name of this mech seem to point to a male character but then,
  in Bolon's ending, Goldibus turns out to be Pollin's Mother!


Well, thus end my Tech Romancer FAQ. I hope you find it worthy.

My English is not as good as I wish, so please forgive my possible grammar
errors, absurd terms, etc.

Corrections are welcomed. Additional info on stories, move names, secret
characters, etc are also welcomed. Flames are welcomed, provided you put
a bit of humor on them. I reserve the right to reply in the same terms.
Eulogies are most welcome :)

I'd wish to express my gratitude to the following persons:

Jesus Cabezas del Pozo  (JCP)           
Julian Lopez Fernandez  (JLF)           --

   for playing doubles with me and helping me out to collect info.

Donny Chan                              

   for being so nice to send me his TR faq and to let me make use of
   its contents, and for including me in the credits :)

Thomas Chong                            

   for his extensive info on warning moves, bosses patterns and hero
   mode effects. Also for his contributions to the curiosities section.

Florentino Pascual                      

   for some bits of info and especially for his words of support!

Kyosuke Kagami                          

   for sending me his contributions in spite of the removal of his
   TR machine from the arcade. Thanks anyway, boy!

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