These are codes designed by the developers and hidden in the game that will cause an uncommon effect that is not part of the usual game mechanics. Cheat codes are going extinct in modern games, because developers can't be bothered to add them, but they used to be common in nearly all video games up to about 2010ish.
This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Just Cause 2 for Xbox 360. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.
Use a sniper rifle. Scope in like normal, and while you are still scoped in, make a call to the black market dealer. Purchase a sniper rifle. When you leave the market, you will find yourself viewing the game through the scoped third-person perspective.
For this cheat to work, you must have the bubble-gun position in your gun tab. Then you should look around until you find a small weapon on the ground (a pistol or an SMG). Pick up the weapon, then drop it. Continue doing so repeatedly and your supply of ammo should increase until you have around 600 ammo. You can do this whenever you want, as long as the bubble-gun is in your gun tab.
While in stunt position on a land vehicle it is possible to control the direction that the vehicle goes in by moving the left stick in the direction you would like. This is not stated in any of the games manuals or tutorials, and is likely to not be found by most players. This doesn't work on air vehicles.
Method 1: Get a fast car or motorcycle and get on a highway or long road. Drive on the side of the highway you're supposed to be on, dodge traffic or stay in the middle of the lane and just speed and Stunt Points should come in really fast.
Method 2: Go to the Panau Int. Airport and get the sports car at the entrance and drive it to a runway. Once a plane appears, go into the stunt position and use the grappling hook to attach the car to the plane. Once this is done, enter the car. The plane takes off with car in tow. The points begin to rack up quickly. As long as you don't release the grapple from the plane your car will just fly along with the plane.
Hot air balloon
Coordinates: 7348 x 16140
Details: Marked as a ? on your pullout map. Disposable helicopter/plane recommended. Shoot off all the sand bags, then activate the burner a bunch of times to get it going. You have no real control over its direction and you cant do a base jump off of it.
Note: When you're in the hidden hot air balloon, you can actually control its direction by continuously running, dive rolling, or melee attacking in the direction you wish to move. It's terminal velocity isn't exactly fast, but you can still outrun those slow driving civilians!
When free falling there is no need to use the parachute. If you are trying to get that extra couple feet to hit a certain distance, just grapple the ground once you get within range. Regardless of the height you will safely touch down.
In the northwest corner of the map is an island separated from the mainland by a fair stretch of water. If you fly over this island in any plane you'll automatically crash. On the island you can find numerous references to Lost, including plane wreckage of Oceanic Flight 815, familiar settings like the stream. You'll hear sounds of the Smoke Monster as you explore too. There's even a hatch to be found!
Not everyone has time to actually play through an entire game or work through it. Wouldn't video games sell more if they provide an option for the casual gamer - aka unlock everything, so someone doesn't have to work their way through it?
Nowadays it's more conventional to treat these assists as accessibility settings, clearly listed in the game's menus, advertised in its promotional materials/website, and covered in accessibility reviews, rather than secret codes that need to be discovered.
That way, players who are interested in the game but don't have the time, physical, or mental capacity to play the entire game on its default settings can more easily learn if there's a way to play it that will work for them, before they buy, and without needing to get secret insider knowledge from other players.
Game studios do this not just out of the goodness of their hearts or because it's the right thing to do to make technology accessible (though those should be reasons enough). It also increases the size of the market they can sell to, because as you point out, if a player doesn't have confidence they'll be able to play and enjoy the game, they don't buy it.
But the common element is that you either cannot die, or it's at least vastly less common for that to happen (eg. way more health/damage reduction, or super-fast regen), and the penalties for death are reduced to practically nothing.
These modes or related settings may also power up your abilities so you can more easily defeat enemies, overcome obstacles, or have less need to manage limited resources like ammo/mana/money/super meters.
Some games go even further and include some amount of auto-playing feature so you can "give your sibling the controller" digitally and watch it play past a part that's giving you trouble or that you're just not enjoying. Nintendo in particular has been exploring this, starting with the Super Guide in New Super Mario Bros Wii and continuing into, Mario Kart 8 Deluxe, etc. This has the added improvement over watching YouTube walkthroughs where at any point you can take back control to play the parts that work and are enjoyable for you.
So, the tradition of god mode and infinite ammo codes didn't completely go away, it's just changed form into one intended to be more discoverable, to serve exactly the kind of player need you've identified.
God modes were originally more of a developer mode, which would, by some slip of the tongue or through enterprising gameplay, escape to the end player. (Think of the Konami code for a famous example.) They come with ups and downs, but the tradition still somewhat exists.
The biggest drawback is with multiplayer games, particularly (but not exclusively) in cases of Player vs. Player; great investments have gone into preventing God codes / cheat-codes in these, not because they might make it more fun (or sometimes less fun) for one player but because they can ruin the experience for someone else.
That said, offline games typically have a flag which will enable a developer console, if you need one; and this, in turn, allows for spawning in ammunition, items, or NPCs, toggling invulnerability, or toggling clipping. It's usually locked behind a launch option, which is typically fairly easy to find on the web.
The other common option is to have a separate program running with shared memory, which can enable cheats independently from the game. This is common with games like Metro Exodus. In this instance, it's usually possible to find such a tool available on the web, but I strong advise against running anything you aren't absolutely sure of the authenticity of. Again, it serves the purpose of making the game more readily testable, and easing things for players who just don't have the time to get really good at it. However, anti-cheat programs will identify such programs very quickly when online.
The last thing to consider is the onset of the age of modding, in which many developers have gotten increasingly open to user-generated content for their games. This often includes mods which make the game significantly easier, or even game-breakers; but if there's no online competition involved, that's usually a safe assumption.
When publishing games on console, all game content, modes and options have to be listed as part of the submission and are subjected to (what these days seems to be theoretical) testing by the console manufacturers prior to release.
If a developer has added some semi-hidden cheat option, the functionality that is offered still has to be tested. If a bug is found that only happens when the cheat is running, this can delay the launch of the game. Why risk delaying launch by leaving code that was really only written to aid development?
Most code is developed under environments where there are "build configurations" that allow certain routines only to be included and executed under development environments (for example writing text into a log file to help understand what might have happened when a rare bug occurs) but this code is not present in final submission builds. It makes sense to include "cheat modes" in this code for the reason stated above.
For reference, I included an "autoplay" cheat in a game I submitted to Sony which demonstrated that all the Trophies could be collected (some were pretty hard to get) thinking it would speed up submission as it would test the Trophy collection for them. They rejected the submission as the same cheat then violated one of their rules that Trophies must require effort from the player to earn. The cheat was intended to ease the submission process, but in reality it delayed it.
In the early days of game development, few knew how to make a balanced game, and of those that did, didn't always have time to meet their launch window and make it balanced; most games were in the category of Nintendo Hard (warning: TV Tropes). Programming was also time-consuming, so it was often easier to program a cheat code in for testing, and it didn't always get taken back out again. The same is often true for other kinds of assets as well; many times assets like sprites, animations, music, and code are left-over on the cartridge, disc, or inside the game files. These are left-over artifacts from not having enough time to do everything a developer wanted to do.
The first major blows to cheat codes were the introduction of difficulty options and improved developer tools. Developer tools allowed for faster build times, more advanced programming languages, etc. Cheat codes were less necessary, because developers could quickly change memory and code. Difficulty options basically split gamers into two groups. The hardcore gamers that thought the challenges were rewarding and there shouldn't be an easy mode, and the casual gamers that thought a game should be accessible to (almost) everyone.
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