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Games Entertainment

Finding Cheat Codes For A Living 287

selan writes: "The Baltimore Sun has an article about the guys from GameShark who spend their time digging up cheat codes. 'For hours on end, hackers here squint over thousands of lines of numeric coding that translate to great feats of accomplishment on a video game.'" Good work, if you can get it.
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Finding Cheat Codes For A Living

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  • by Violet Null ( 452694 ) on Monday December 17, 2001 @11:11AM (#2714719)
    Why don't they simply press up-down-up-down-left-right-A-B and get themselves infinite cash?
    • its UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT B A!
      For anyone who actually plays those Konami games.
    • Actually, that cheat would only get you 10 times of what you put in, e.g. in Contra you get 3 * 10 lives. So if they planned to waste 2 weeks on cracking any particular game, they'd end up spending 20 weeks on it if they used that code.

      They're smart enough to avoid that scheduling pitfall, unlike some web designers I know...
  • man strings (Score:2, Flamebait)

    by ChazeFroy ( 51595 )
    What's the big deal with this? You can sometimes find stuff with strings or a hex program.
    • do it yourself (Score:2, Redundant)

      by Transient0 ( 175617 )
      When i was a child, i dreamed of growing up to be a video game designer(didn't everyone in my generation?). When i got a little older, it was the cheat codes that fascinated me. I was never too fond of using them myself(except for the ones that corrected OBVIOUS errors in the game[that damn heat guage in excitebike... bye bye with the gamegenie]), i always preferred the original degree of challenge of the game. But still... there was a certain allure to hacking into somebody elses code, figuring out how it works, and sticking in your own little "improvements". The heart of a reverse engineer.

      In reality, many slashdotters are able to(and perhaps already have) done this sort of thing for themselves in their spare time. The thing that amazed(and still amazes) me was that someone would actually be willing to pay people to do this. capitalism is a CRAZY thing i guess.

      anyway, i really enjoyed this article.
      Nice work if you can get it.
    • Re:man strings (Score:4, Interesting)

      by Syberghost ( 10557 ) <syberghost@@@syberghost...com> on Monday December 17, 2001 @11:42AM (#2714885)
      What's the big deal with this? You can sometimes find stuff with strings or a hex program.

      And when exactly did the Sony Playstation start shipping every unit with a copy of strings and a hex editor?
  • Why? (Score:5, Funny)

    by Bilestoad ( 60385 ) on Monday December 17, 2001 @11:13AM (#2714732)
    when you play Tiger Woods Golf, you get a hole in one every time

    Tiger Woods game: $40

    Gameshark: $60

    Realizing that you spent $100 to watch a golf game play itself: Priceless.
  • by LewK2 ( 528439 ) <{lewis.kirkaldie} {at} {gmail.com}> on Monday December 17, 2001 @11:13AM (#2714735)
    I remember, as a young lad, wondering how anyone ever came up with the cheats that were published monthly in my favorite ZX Spectrum (and later Commodore Amiga) magazine. I just assumed that somewhere, someone would get the infomation out of the programmers by sleeping with the despectacled geeks. Oh, how innocent I was when I was younger...
    • by radja ( 58949 ) on Monday December 17, 2001 @11:18AM (#2714763) Homepage
      indeed... very innocent..

      No way a geek gets laid that easy ;)

      //rdj
    • Re:People do this? (Score:5, Interesting)

      by AndrewHowe ( 60826 ) on Monday December 17, 2001 @11:31AM (#2714819)
      Dunno about the Spectrum. I had a Commodore Plus-4, and the standard infinite lives procedure was something like this:-
      (1) Find the lives display on the screen
      (2) Moisten a bit of paper and stick it over the place found in step (1) [because step (2) requires two fingers]
      (3) Run/Stop-Reset into the built-in TEDMON (oh I loved it)
      (4) Clear the screen, place cursor under bit of paper placed in (2), whack down an '@' character (PETSCII $00)
      (5) S C00 FE7 0 (finds the '@')
      (6) S 0 FFFF for the address found in (5)
      (7) You should now be able to find the routine that updates the lives display... The rest depends on how it works... You are usually pretty close though.
      • Thinking about it, it was 'H' for 'hunt' not 'S' for save... S is from DOS DEBUG.EXE!
      • interesting. i had a NES and the standard infinite lives procedure was very similar:

        (1) Find the lives display on the screen
        (2) Draw the infinity symbol on a piece of paper
        (3) Moisten the bit of paper and stick it over the place found in step (1)
      • Re:People do this? (Score:3, Informative)

        by Sobrique ( 543255 )
        Never did the infinite lives thing, but savegame hacking I have done. Basically note down your 'cash' (gold, energy, credits, whatever). Save the game, and quit. Load the save file up in your favourite hex editor. Look for the 'cash' as a hex value. Usually the bytes will be reversed (something to do with the processor architecture IIRC - x86 are 'little endian' meaning the byte order is reversed). Replace these numbers with FF FF - 65535 of 'cash'. (If it shows up as -1 then you need to change the first F to a 7 because they're using a 'signed' number) Even better if you have a leading 00 00 you can replace these too - the game designers anticipated you earning more than 65535 of cash. replace with FFs or for a nice round number 00 40 42 0F will be a million (sad I remember that). It worked nicely on Sim City 2000, and Command and Conquer as I recall. May not work _quite_ so well on others.
      • by hawk ( 1151 )
        extra hardware, debuggers, programs, etc.


        In the only game that matters, it's easy. Just type "X", and you're in explore mode and can go on forever (but can't get a high score or ascend).


        hawk

    • He recalls proudly how he and a buddy figured out a way to get free credits on the Dragon's Lair laserdisc arcade game that day; they skated through an adjacent roller rink and, after getting up a full head of steam, slammed their bodies into the 6-foot-tall metal arcade cabinet. It jostled the laser mechanism inside and gave them a free game for every body slam.

      I would not say that some methods were all that innocent. Although this might not be all that good for the brain cell count.

    • Re:People do this? (Score:5, Interesting)

      by Tet ( 2721 ) <slashdot AT astradyne DOT co DOT uk> on Monday December 17, 2001 @11:49AM (#2714914) Homepage Journal
      how anyone ever came up with the cheats that were published monthly in my favorite ZX Spectrum (and later Commodore Amiga) magazine. I just assumed that somewhere, someone would get the infomation out of the programmers by sleeping with the despectacled geeks.

      We used to do it on the Beeb by poring over hex dumps, looking for the magic sequences of 6502 assembler (the novelty quickly wore off, and we wrote a program to do the search for us shortly afterwards :-) Ahhhh, wonderful memories. The BBC Micro was an amazing hackers machine. Much more so than the Spectrum or C64, by virtue of the fact that it had in inbuilt assembler/disassembler and hex dump. As for sleeping with despectacled geeks, I sadly conformed to the stereotypes, and wasn't much interested in that sort of thing at the time. Of course, things have changed somewhat since then :-)

  • DMCA (Score:2, Insightful)

    by Anonymous Coward
    What they are doing is illegal...

    Sad, isn't it?
    • I'm not sure of the legality of it, but if it was I'm not sure I'd be on game shark's side over this. I don't really care about people hacking single-player games (don't really see the POINT myself), but the game shark pretty much ruined Phantasy Star Online. I probably would have bought the sequel if the rampant cheating hadn't forced me off, and I'm sure I'm not alone. It represents money that Sega could have gotten if the game shark people had left the game alone.
  • by K7001 ( 472671 ) on Monday December 17, 2001 @11:15AM (#2714744) Homepage
    you can prob find all sorts of stuff. remember that backdoor in Quake that lets you root other machines in online play......
    • Interesting point... (Score:3, Interesting)

      by ackthpt ( 218170 )
      I (may be in error here, but) recall the guides which came out for Infocom text adventures, years and years ago. After a few games where a hit book (which wasn't free) was pretty much essential to solve the puzzles, leading me to suspect they were becoming intentionally bizzare to sell hint books. IIRC someone other than Infocom/Activision tried to sell hint books, too and was awarded C & D letters for their business acumen.

      Cheat codes are usually put in by coders for debugging purposes and sloppy Q&A practices or, perhaps more sneaky, left in intentionally to drum up additional interest in the game. Winning the game becomes less the point, knowing how to cheat and where to find specials is the paradigm.

      "Dude, I just came up with the greatest keyboard sequence to reveal a cheat code!"
      "Yeah? Alright! Let's design a game around it!"

  • I remember the original Game Genie for the Nintendo Entertainment System. Much fun was had having infinite lives and all the money you could want in RPGs and fun things like that.

    Of course, when you can beat the game without even trying, the fun goes away.
    • My NES game genie wrecked my system. Eventually the system would only play games if I had the game genie in it.

      The PSX game shark (the *real* one that fits on the back), on the other hand, is a beautiful piece of work. The massive built-in memory is nice, and the serial port on the back of the game shark itself makes it handy for backing up codes and saved games to PC. I rarely even use cheat codes, I got the thing to work as a big dex drive/multiple memory card gadget. Being able to get all those hidden goodies not normally available in various games is just a bonus.
  • Looks like they'd be handing themselves out to dry every time they bypass a copyrighted game's system for acquiring health, weapons, points, etc.

    Remember, if we use cheat codes to make our games easier, then the terrorists win.
    • I was just thinking about that too, reverse engineering for profit. It sounds like a game developer could/maybe have some case but....I don't think that they would sue, if it doesn't impact their sales directly it wouldn't be worth, unless its to get publicity. Hell, I never would have been able to beat Serious Sam2 on the "serious" setting, without the bullet time cheat.
    • The DMCA like all laws has to be enforced. It's enforced by other companies bringing charges or suits against the other company. If they don't want to do this (public relations fiasco) then they aren't really doing anything wrong.
  • Cheat Codes Origin (Score:5, Interesting)

    by toupsie ( 88295 ) on Monday December 17, 2001 @11:16AM (#2714749) Homepage
    Who came up with the idea of cheat codes (Easter eggs) in Video Games? I have always wondered why a company/programmer would leave the inserted cheat codes in their game when its released. I can understand for testing purposes that they are helpful but why for the consumer? And if they leave them in, why don't they just tell you what they are? Obviously they are not making any money selling the cheat codes to Game Shark.
    • The majority are for QA purposes, and lots of them are so embedded it's hard (or useless) to rip them out before the code is released.

      Also, don't forget - how much fun would it be to get a game like RTCW and push a button for God mode right out of the box? Booooorinnnng.
    • by Tazzy531 ( 456079 ) on Monday December 17, 2001 @11:27AM (#2714809) Homepage
      There's two different answers to this one:
      1) Companies insert cheat codes because like you said, they use it to test the games. The Second reason is that it is always a thrill by the player to find out about these cheat codes, either through a purposely well placed 'leak' by the company or by themselves. Thirdly, companies do make money on cheats. Some companies sell "player guides" that are filled with help and cheats on games. If there weren't any cheats, there would be no market for these player guides.

      2) Game Shark (according to the article) does not use the cheats made by the companies, although, I suspect that if they are reverse engineering it, they could view the cheats. But what they do is write/edit the RAM (memory) at given moments to enhance a feature. Let's say that in memory location 255, the game Mortal Kombat stores the maximum health of player 1. What the GameShark does is, instead of letting the game store 100% there, it writes in 500% (let's say) which gives you more health. Or another way would be to store -1 or something that the program doesn't expect.

      Here's why that would work: Let's say that the program says:
      while(player1life != 0) player1life--;
      With this, the player would never die.
      • not -1 (Score:3, Interesting)

        "another way would be to store -1 or something"

        Congrats. You just described the "Sudden Death" Issue.

        Look, this is life points you speak about. -1 means you are dead for a few seconds.
        I know. I tested for quite a long time and -1 in life is almost always fatal.
        Just as the old trick of having "EF FF" in life is better than having "FF FF".
        "FF FF" usually ends up with your player @ -65 465 in life , instead of +65...8|
        Shocking to see the effect on vampire weapons 8) (Diablo 1 Players welcome 8)
      • Remember C64 POKEs? (Score:3, Interesting)

        by adadun ( 267785 )
        2) Game Shark (according to the article) does not use the cheats made by the companies, although, I suspect that if they are reverse engineering it, they could view the cheats. But what they do is write/edit the RAM (memory) at given moments to enhance a feature. Let's say that in memory location 255, the game Mortal Kombat stores the maximum health of player 1. What the GameShark does is, instead of letting the game store 100% there, it writes in 500% (let's say) which gives you more health. Or another way would be to store -1 or something that the program doesn't expect.

        Does anyone remember the good old C64 games, where you cheated by resetting the machine, issuing a few POKE commands and restart the game using a SYS command? That utilized the exact same tecnique - POKE stored a value in RAM and SYS started executing the game.

        Usually, however, these POKEs didn't rewrite RAM locations where the number of lives were stored. Instead, it replaced the actual machine code that decremented the life counter. So instead of doing:

        dec $5463

        The game now did:

        nop
        nop
        nop

        Which uses the same number of bytes of RAM.

        There even existed hardware devices (called cartridges) that enabled you to automatically scan the memory for the locations of life counters and such. Once the life counter was found, the game code was patched in the way outlined above.

        Ahhh, those were the days!
      • by Sobrique ( 543255 )
        Also, don't forget, cheat codes are 'free advertising'. Someone discoverers a really neat cheat code, sends it to a load of game magasines, and the game gets a bit more free coverage. Ok, it's not much, but the 'cheat codes' are going to be there for testing anyway so... Of course, some game programmers strip them out/don't ever add them (westwood for example). I reckon they do detract from the gaming experience. Paranoid tension is what makes things like half life, system shock 2 and doom _really_ good games. I have cheated, and I have used a walkthru. The final (ish) mission of Starcraft wasn't nearly as much fun, but I reckon having a look at the walkthrough for Planescape Torment, after completing it to find some of the 'fun' stuff was justified :)
    • Without a cheat code, how do you get to Diablo under 5 minutes ?
      How do you beat Diablo with a Level 1 Paladin and a big and nice 4hits points dagger ... ?

      How can you test that the green monster will follow you, that the AI is good ... ?

      Without the codes, all the testers would have to make that 85 hours playgame in order to get to that last scene they have to test, then be killed within 5" because that monster is Really a boss...8)

      + Without cheat codes, I would !NEVER! have finished Doom2.
      I'm not even sure it's possible to finish it without cheating...

      So, here's the answer : cheat codes are mostly for testing the game.

      In the old time, you screened the Hex and looked for change (everytime you got hit, a handle changed,...) and, after "much" Try and Crash, you got what you wanted (EF FF in strengh and Stamina...)
    • by hyyx ( 447405 ) <cky@nOSPam.snpp.com> on Monday December 17, 2001 @11:34AM (#2714842) Homepage
      I would probably say that the Atari 2600 "Adventure Dot [atarihq.com]" was one of the first documented eggs. It was created by Warren Robinett. I think that eggs and cheat codes are for the hacker types who like to understand and take apart what they are working with. What fun would it be finding codes if they "just tell you what they are?" That is why you buy a game in the first place. Eggs and codes can show up in the most interesting places [chipworks.com], the fun is finding them.
    • They have the cheat codes for testing purposes.

      They leave them in because once the game is fully tested, they don't want to do anything that might foul things up. Plus even changing a single bit could cost a ton of money if IC presses have been made.

      They don't tell the consumer because they don't want their game being solved in one day. Why buy your own copy of a game when you can just borrow your friend's (your friend doesn't need it anymore because he used cheat codes to find all the secrets in less than a week) and beat it in a week?

      Gameshark doesn't have anything to do with these cheat codes. They reverse-engineer the game's machine code and figure out that, "By changing byte 0x4C2B0DF1 to 0xC2, we can disable the code that makes your energy go down when you get hit."
    • by jimmu ( 227057 )
      Easter eggs and the cheat codes that Gameshark uses are two different things.
      Easter eggs are intentionally put into a game by a developer. The cheat codes used by game shark are simply a way of finding out which adresses in the RAM hold what particular values, and changing them, for example the address that keeps track of how much gold I have, and changing it to a maxed out value.
    • Because Easter Eggs Rulez!

      Seriously though, there is a beautiful ineffable quality in hiding something just below the surface . [eeggs.com] There is something fun about hiding thing's in your own creation, that perhaps the occasional observant individual ot jammy git will discover. There is also something fun in discovering them - that feeling of conspiracy between you and the author, that you share a secret that few others know about.

      Anyway.... about cool game hacks. I have seen (or not seen, as the case may be) in Quake II, an "invisible" player:

      "WTF? Why is the wall shooting me?"

      Also, I see this guy who was running around at about 200mph.... like his game character was caffiened up to the eyeballs.

      It's actually quite amusing at first, and a rather cool hack. Yes, it can be annoying. However, the really decent players have a tendency to hunt down and specifically annihilate/embarrass any cheats.

      I could have my facts wrong here (help me out...), but I believe this used to be called "smurfing". There is also some unrelated cracking technique called smurfing I think. I remember hearing a story about one of the very first networked academic computers. They had this old vector-based dog-fighting game. One day, a few people were playing. Suddenly, the Enterprise appears from nowhere, and instantly destroys all the players with a photon torpedo. To this day, nobody knows who it was, or how it was achieved.
    • The first easter egg (Score:3, Interesting)

      by psxndc ( 105904 )
      I read in an EGM article (I think that's where I read it) a couple months ago that the first documented easter egg was in "Adventure" way back when. The creator had the hero pick up a pixel (big back then) that was the same color of the wall it was embedded in. By carrying it around to some far part of the board, you could get into a room that had the game creator's name in it.

      http://www.warrenrobinett.com/adventure/ [warrenrobinett.com]

      psxndc

    • If the game works with the unknown cheat codes in there for testing, why yank them out on the off chance that it breaks code and causes a nightmare.

      That would be a good reason to leave them in there.
  • Good work? (Score:5, Interesting)

    by coug_ ( 63333 ) on Monday December 17, 2001 @11:16AM (#2714750) Homepage
    "'...For hours on end, hackers here squint over thousands of lines of numeric coding that translate to great feats of accomplishment on a video game.'" Good work, if you can get it.

    I'm not sure I agree with that one. Personally, squinting over thousands of lines of hex code for hours at a time does *not* sound like good work.
    • Personally, squinting over thousands of lines of hex code for hours at a time does *not* sound like good work.

      You seem to have gotten lost and stumbled onto the wrong message board. Let me help you with a link home [aol.com]. (Instructions: click on the word HOME.)

      -
  • Ummm (Score:5, Insightful)

    by Halo- ( 175936 ) on Monday December 17, 2001 @11:18AM (#2714761)
    Maybe the great working is playing the games for a living... looking at bare hex/assembly all day sounds a bit too much like debugging other people's code to me. (Which is only fun if they are around to make fun of...) And god help these guys if the DMCA nazis get a hold of them... "We liscenced you the game, we didn't say you could look at it."
  • Silly Me (Score:5, Funny)

    by ackthpt ( 218170 ) on Monday December 17, 2001 @11:21AM (#2714777) Homepage Journal
    I used to buy games to play and have fun.

    Now you:

    Buy the game

    Buy the strategy guide

    Get all the cheat codes

    Get bored because it's no fun anymore

    Repeat cycle

    To each their own...

    • Re:Silly Me (Score:5, Insightful)

      by Corgha ( 60478 ) on Monday December 17, 2001 @12:04PM (#2714972)
      I used to buy games to play and have fun.
      ...


      What about this cycle:
      • Buy the game
      • Play the game
      • Beat the game repeatedly
      • Get bored because it's no fun anymore
      • Get cheat codes
      • Find new ways to have fun in the game and sometimes come to a better understanding of how the game's engine works
      • See strategy guide in computer store while looking for a new game and chuckle at the silly hints, but then remember that some people might need them
      • Repeat cycle

      Is that so despicable?

      After I beat Baldur's Gate for the nth time, I amused myself for a while by experimenting with the various cheat codes, toying with the save file format with a hex editor, and otherwise trying to push the boundaries of what the game would let me do, which in itself was made for interesting challenges. Isn't that perfectly natural for someone with a hacker mentality?

      In the process, I learned a little bit about how the game worked. It was fun for a while. Of course, silly me, that's why I buy games -- for the fun, not so I can prove how cool I am or look down on others for the way they choose to have fun with the games.

      The kids who said "no, this is how you're supposed to do it!" were always the most annoying ones.
      • Re:Silly Me (Score:2, Interesting)

        by ackthpt ( 218170 )
        Is that so despicable?

        Good for you. In my personal experience, the game is fun for about 1% more time, after finding cheats, etc. It's pretty much trivia at that point. A good game design (and this is a real area for discussion) keeps the game interesting for a very long time, wheras I'm under the impression that "cheat codes" and other specials are part of the product now, and expected.

        Imagine your friends dismay, while playing a board game, such as Monopoly, revealing you found a remarkable cheat code for the game, which, if you wiggle your ears and stand your playing piece upside-down, you get Boardwalk and Park Place. It'll actually become an entirely different game. Interesting, perhaps in ways yet to be uncovered (as in finding your friends are as good at finding hidden cheat codes as you or showing you the door), but is the new game really fun, or is it the Discovery that's really the fun and interesting part?

        NetHack, arguably one of the most engrossing first person games ever, was a blast while learning how it worked. Less so when I found the massive cheat code list on the internet. Wish I hadn't, there's a lesson there somewhere.

        FWIW, I've been working on the old Scorch game lately and toying with putting out my own version, with considerable changes in gameplay, designed for a very long overall game. We'll see how it goes with coding among other holiday activities over the next few weeks. Don't expect any cheat codes ;)

        • FWIW, I've been working on the old Scorch game lately and toying with putting out my own version, with considerable changes in gameplay, designed for a very long overall game. We'll see how it goes with coding among other holiday activities over the next few weeks. Don't expect any cheat codes ;)

          Sorry to break it to ya, but it's been done: Worms [team17.com]

      • "* Get cheat codes
        * Find new ways to have fun in the game
        "

        Yes! I spent countless hours just messing around with the "spam, spam, spam, humbug" cheat back in Ultima 6. I would create long chains of powder kegs, and then set them off, killing a random villager at the end. Completely pointless, but it amused the hell out of me.

        Overall, I think that cheat codes are a great way for the player to engage in undirected gameplay (technical term: "screwing around"). Game designers are also getting better at including it as an actual feature (for example, being able to fly around the landscape in Mario64 or being able to drive around the cities in Midnight Club Street Racing), especially as we move toward more explorable 3D worlds.

    • Re:Silly Me (Score:2, Insightful)

      by Evro ( 18923 )
      This reminds me of my girlfriend's nephew. Recently I have been playing Return to Castle Wolfenstein a lot. I finally finished the game and the kid (I think he's 16) was over so I let him play. He's rarely ever played a game without cheat codes, in fact he went through Legend of Zelda: Ocarina of Time completely following the strategy guide he bought page for page.

      Anyway, I come home from work and he whines to me that this level is too hard. For anyone who's played the game, it's the one where you have to get the snooper rifle and not let any of the guards see you. So I sit down and tell him, yeah, this level was pretty tough, I had to play it about 5 or 6 times because I kept trying to kill the tower guard. I start playing and I notice he already has the snooper scope, which is odd since getting the gun is part of the mission and he's a long way from where the gun is stashed. Then I notice he also has 996 ammo. For those who haven't played, the snooper scope is an awesome sniper rifle, but you usually only get like 10 ammo with it to cover 4 maps, so you use it sparingly. Having 999 ammo, you don't need to do this.

      So I made it about halfway through the level and I climb up a tower and accidentally fall out, and surprise! I take no damage. He also had god mode enabled.

      At that point I was pretty disgusted with him. The joke was on him however, as since he already HAD the snooper scope, he couldn't pick up the one laying on the ground, which was part of the mission, and so he couldn't end the level even though all the enemies were dead.

      I encourage more game makers to make games that actually require some level of skill, so that even if you have all the cheat codes you can't be a lamer like this kid. The only part of the game that can't be won by simply being invincible and this kid was completely unable to do anything. And I know I sound like an old man saying this, but this is just another symptom of how lazy kids today are. Or maybe just him, who knows. He's getting xbox for xmas and I bet he'll waste several dead trees printing out cheat codes for halo.

      How anyone can consider this fun, I don't know.
      • Re:Silly Me (Score:2, Interesting)

        by ackthpt ( 218170 )
        Anyway, I come home from work and he whines to me that this level is too hard.

        Hence the term: Spoiled.

        Life, like games, without challenges, ceases to be interesting.

        While playing Wolfenstein 3D I got to a floor where there was a maze with guards stationed at certain intersections. It was possible to walk through the maze without being seen, but I usually went for the direct approach, going to a hidden weapons, ammo, and medical stash and just duking it out. With considerable number of guards coming running at the sound of gunfire it took a few tries to find a way to survive the gun battle, but I did and that was more rewarding than slipping quietly through the maze.

  • by Bonker ( 243350 ) on Monday December 17, 2001 @11:23AM (#2714789)
    Game Genie/Game Shark codes...

    Trainers either, for that matter.

    When I was about 15, I mowed lawns all summer in order to afford to buy NES cartridges. One of the 'cartridges' I bought was a Game Genie adapter.

    Once I had done all the 'special effects' on the games I owned, I realized that any of the difficulty-altering codes took all the challenge out of the game.

    Sure, it was fun to always have the elusive Hammer suit in SMB3, but at the same time, if you don't have to work hard and stay alive all the way through World 6 or 7, then you don't really appreciate it as much and don't play so carefully in order to keep it.

    Now days, even the graphics altering abilities of such devices or programs aren't that impressive. There's very little you can do graphics-wise to a 3D, immersive game that doesn't break the game play. One of the few legitimate uses I've seen for this is to allow the player to play as characters that he wouldn't usually get to... such as Bowser in Super Mario 64. Even then, the animation and clipping is broken, hurting the play experience.

    Some trainers do have positive uses. Here, I'm thinking about the trainers that exist for games like Roller Coaster Tycoon that allow the player to more or less play in the 'Free Form Building' mode that everyone agrees is missing from the game.

    The conclusion that I've drawn from these observation is that trainers usually detract from gaming... at least for people who are interested in playing. If a game needs a trainer in order to be enjoyable, such as RCT... then there's something wrong with the game.
    • by zeus_tfc ( 222250 ) on Monday December 17, 2001 @11:48AM (#2714909) Homepage Journal
      When I was about 15, I mowed lawns all summer in order to afford to buy NES cartridges. One of the 'cartridges' I bought was a Game Genie adapter.

      Once I had done all the 'special effects' on the games I owned, I realized that any of the difficulty-altering codes took all the challenge out of the game.


      I always (well almost) used the game genie to make the game harder. Did you ever play smb1 with moon gravity? I had already beaten the game several times over, but moon gravity made the game a whole new experience. Sure you could jump higher once you figured it out, but your control was wigged out. Many times I would take a flying leap right into a pit. (WHEEeeeeeeoooooossshhii).

      How about Tetris? I find a perverse pleasure in playing the "B" game with a high number of blocks already on the screen then trying to work them down to the bottom. The only problem is you only get 10 lines to do it in. With the game genie you could change it to 40!
      I wasn't trying to cheat as such, just change the mechanics of the game, for better or worse, and make a different playing experience. It should be noted that I didn't have a game genie, I just borrowed one on occasion.
  • by Xenopax ( 238094 )
    Good work, if you can get it.

    How is "squinting" over thousands of lines of code good work? Basically the job we are looking at here is looking at code for hours and hours so you can find that one number that make a character immortal or whatever. Now I don't know about everyone else, but I prefer to writing my own stuff rather than spending hours reading over someone else's work (which has to be reverse engineered to read, so goodbye comments, formatting, etc.)

    Like I said, this may just be me. But personally I can't see the attraction of a job that involves reading code when you can get one writing it.

    -Xenopax
  • I always saw cheat codes as a way to further the experiences of a game and I think they work great as a reward for finishing the game. I always find it fun to go back to a board using cheat codes that took forever to complete and wreak havoc.
    I think the optimum setup is when they are intergrated into the gameplay, so you don't have to go through hoops in order to get them to work.
    I've often wondered why more developers don't utilize them as a feature of the gameplay.
  • Thoroughly enjoying (Score:5, Interesting)

    by interiot ( 50685 ) on Monday December 17, 2001 @11:32AM (#2714823) Homepage
    Last christmas I got my little brother a GameShark for his N64. I ended up monopolizing it the entire christmas break to hack on Mario Kart 64. While I only came up with 3 codes [68k.org], and have many programming challenges at my job, it was the most enjoyable hacking experience I've had in a long time. There's just something about trying to get inside the heads of the game programmers, finding clues to indicate how they coded a particular feature, persevering by spending a couple hours looking over numbers, and finally finding a result that impresses even your non-geek friends.
  • I don't think it's actually necessary to reverse-engineer the games to find out genie codes, so it's probably not a DCMA offense. e.g in the MAME emulator, the cheat engine has a memory tracker where you can study the behavior of RAM for certain effects:
    Increase/Decrease for power bars
    Add/Sub for number of lives
    Flag toggles

    So the MAME and Genie cheats force certain RAM bytes to a desirable value...

    • Who needs GameShark? There are plenty of tools out there that let you find codes on your own like ArtMoney [radiant.ru] and GameWiz32 [gw32.de]. Like most games these are for Windows, but both work very well. There are lots of others if you are prepared to look, but I found ArtMoney to do all I needed, which was actually circumventing a forgotten password lock rather than a lives cheat, but what the hell.
    • I don't think it's actually necessary to reverse-engineer the games to find out genie codes, so it's probably not a DCMA offense. e.g in the MAME emulator, the cheat engine has a memory tracker where you can study the behavior of RAM for certain effects:

      You think you can get a jury to understand why that isn't a DMCA offense?

      Especially when the opposing counsel is going to challenge any potential juror who is a computer programmer?
  • by Anonymous Coward
    The guys at Game Shark are a bunch of morons and slackers. The Guys at the Game System Code Creator's Club (cmgsccc.com) were the real brains behind Game Shark's codes. Once Code Master (Creator of the GSCCC) left Game Shark, they have been slacking.
  • by popeydotcom ( 114724 ) on Monday December 17, 2001 @11:39AM (#2714861) Homepage
    In the days of the Sinclair [nvg.ntnu.no] Spectrum [nvg.ntnu.no] or in the US, the Timex TS2048 [nvg.ntnu.no] the programs came on tape. Initially (especially for games by Ultimate-Play The Game [now RareWare]) the tape would contain a small BASIC loader, which then loaded the binary game code and executed it.

    One of the skills was to load the BASIC program, break it (stop it running) and find out where the binary game code loaded. Then you'd possibly manually load the binary and start looking around at the code. Using your trusty Z80 opcode-list you'd look for places where counters were decreased (lives reduced?). You'd also look for places where initial values were set (number of lives/amount of energy). These were pretty easy to do at the start.
    Once you knew the location, you could create a modified BASIC loader containing POKE statements. These would modify the contents of memory after the binary had loaded, but before it was executed. That way you could change the number of lives, or amount of energey or whatever..

    Then things got a bit tricker. The developers would embed some machine code into the first line of the BASIC program. This special code would load the binary code, but using a different (non-standard) speed. This was the advent of the 'turbo-loader', the bane of most spectrum owners. With higher speed loading came the delicate balancing of the volume and tone controls on the tape desk. Get the controls wrong and the game would refuse to load.. or worse, the game would load all the way to the end, but crash either dumping you to the '(c) 1982 Sinclair Research' initial screen, or show flashing coloured blobs (sorta the equivalent of BSOD).

    The other problem with turbo loaders was that you couldn't just load the binary on its own, you needed a special loader. Each game developer had their own set of routines for storing the binary data on tape. Some had cool things like counters, music or animated loading screens whilst you wait for the game to load.

    People would 'decrypt' the developers loader and create their own programs to load the turbo-loader games and then hack them....

    Anyway, I'm rambling..

    ..suffice to say, this isn't new. More complex, harder, maybe? More fun... hmmm. There's a big difference between doing this for a job, and doing it to get a namecheck in a crappy Sinclair Magazine!
  • by Snowfox ( 34467 ) <snowfox@[ ]wfox.net ['sno' in gap]> on Monday December 17, 2001 @11:44AM (#2714893) Homepage
    I'm a game developer, and I'm glad these guys are doing their thing, however I wish they would contact game developers as well.

    A bit of social engineering could really up the value of the Gameshark and similar. I know I've often put some queer things into my own games and removed them at compile time, or in the last minute rush, left them resident without adding a way to activate them because I never got them past management/legal. If someone had been nagging me just after shipping, while I still had my map file handy, I'd have been more than happy to share the location of one nifty thing or another. I'd wager many other developers are just like me.

    Get a hold of the publishers and they may see implementing leakable codes as a way to get a second bump in the sales chart.

    Do a little digging and get a hold of the programmers themselves, and they may share things they put in for their own joy and benefit. A little push or some free gear, and they may even put bonus flashy extras in there as a side project.

  • I don't know about that. Can you imagine replaying levels over and over again, in some sort of hellish attempt to try something else. Over and over again, that must get old, no matter how much 'fun' it is. That must really suck after a while...

    Sort of like recompiling a new kernel with every minor relea... oops, never mind.
  • by Rahga ( 13479 ) on Monday December 17, 2001 @12:00PM (#2714953) Journal
    There's still plenty of gamers like me who still like playing classic NES games even today... I'm one of those fascinated at the Americanization of many of the games first released on the Famicom. For instance, in Japan, Contra had (in comparison to the US version) double the size of both of its ROMs and a non-Nintendo memory mapper that allowed the game to include extra cut scenese and special effect like trees rustling in the wind on the background of level one.....

    A while back, I discovered the joy of making Game Genie codes when decided to make my four-score famicom compatible (e-mail me for info)... I lost (and still need to replace (if you are from Japan and can help me out, email me!)) my copy of Nekketsu Kakutou Densetsu, and needed something to test my converted adapter on. Knowing that the Famicom version of Super Dodge Ball had 4 player mode, but that it was removed from the NES version because of incompatibility, I simply spent some time to make a game genie code that would allow a four player beanball game on the NES.... "GEUOLZZA"
    Click here for a screenshot of it. [rahga.com]

    I kept going too....

    How about coed Super Spike V'Ball? [rahga.com] (it uses unfinished/prototype characters that were not completely removed before production.)

    That's "AEXGXYGE", or "AAKGNTGE" if on the same cart as NES World Cup....

    I've even made a code that unlocks 3 player games in Stinger.

    Any, I find this stuff loads of fun. All of it will be up on my site [rahga.com] some day, when I get a little more time and a digital camera to show off the construction of my modified four score.....

    So, to all those trolls whining about cheating and gamesharks being no fun, nyaaaaah to you. There's no way I'd ever play as Wolverine on THPS3 if I didn't make my PSX memory card reader ;)

    -rah
    (ahgaray atyay ahgaray otday omcay)
  • On the PC... (Score:4, Informative)

    by Tom7 ( 102298 ) on Monday December 17, 2001 @12:11PM (#2715020) Homepage Journal

    Back in the DOS days, there was a program called "Gametools" that worked like a Game Shark for PC games. It was a whole lot more useful, though, because you could easily come up with codes yourself by searching through memory for interesting values as you played the game.

    (You could also use it to write cracks for your software. Some day, this kind of software will probably end up being illegal.)

    These days there are SoftICE and GDB, but programs are getting a whole lot bigger and more complicated. It's just not as fun...
  • Cheats and mods (Score:5, Interesting)

    by i387 ( 314459 ) on Monday December 17, 2001 @12:17PM (#2715041) Homepage
    I cannot believe that the mod community hasn't been brought up. There are some games (namely id-based games) that have extremely long lives because of the mod community.

    People make new maps, player models, enemies, etc. to create new experiences within the game. Without cheat codes, level creation would be near impossible.

    Game developers use cheat codes to debug and test the gameplay. If they took the cheats out before release, there would be no mods for the game and the lifespan would be much shorter.
    • Game developers use cheat codes to debug and test the gameplay. If they took the cheats out before release, there would be no mods for the game and the lifespan would be much shorter.

      Amen! A Quake 3 mod developer's best friends are "god" and "give". (Trust me. I know.) A mapper's best friends are probably "noclip", "r_showtris", "r_speeds", and so on. (There are tons of others, too.) If those were left out, map and mod making would really, really suck. It would be impossible to line textures up properly all the time, examine your geometry close up, or find out how the BSP compiler split up your brushes. Testing new bot code is significantly easier if you're indestructible and have every weapon.

      Heck, I've even added cheat codes from time to time to check out my stuff.

      Incidentally, there's a fun side-effect to the "noclip" cheat. If you have the gauntlet selected before you go into "noclip" mode, you can still attack players with it, and with no reload time! I believe there was a buffer overrun exploit in version 1.16n that let you get into "noclip" mode with an evil chat or something...people used to use it on MPlayer servers all the time.
  • by rebelcool ( 247749 ) on Monday December 17, 2001 @01:15PM (#2715364)
    Christ im tired of reading the ignorant messages about 'this is illegal under dmca', more proof that the DMCA is simply a word flung about by the fools here without a shred of understanding...

    The DMCA covers copy protection. It has NOTHING to do with this. In fact, here's a subsection of DMCA *maintaining* the right to reverse engineer in this way:

    `(f) REVERSE ENGINEERING- (1) Notwithstanding the provisions of subsection (a)(1)(A), a person who has lawfully obtained the right to use a copy of a computer program may circumvent a technological measure that effectively controls access to a particular portion of that program for the sole purpose of identifying and analyzing those elements of the program that are necessary to achieve interoperability of an independently created computer program with other programs, and that have not previously been readily available to the person engaging in the circumvention, to the extent any such acts of identification and analysis do not constitute infringement under this title.

    Please, for the love of god, read the text of the DMCA before ever mentioning it again. It's fairly short and to the point.

    Text of DMCA [eff.org]

  • CheatZilla (Score:2, Informative)

    by FozzTexx ( 186554 )
    For anyone that cares, there's a huge archive of Game Shark codes at CheatZilla.com [cheatzilla.com]. That site has been around for years, and (at least for SNES and Genesis codes) can convert between various code formats for you.
  • Underpaid (Score:4, Interesting)

    by srichman ( 231122 ) on Monday December 17, 2001 @02:18PM (#2715671)
    the game guys at Interact earn $28,000 to $60,000 a year -- but this is a dream job for young gamers with remarkable programming skills
    Doesn't 28k-60k seem a little low for employees with "remarkable programming skills"?
    • Re:Underpaid (Score:2, Insightful)

      Not to mention its not particularly fun work (if you ask me)?

      One would assume those with "remarkable programming skills" would be making $50,000 and up while actually programming games, rather than trying to reverse engineer infinite health cheats in games other people created...

  • Hacking? (Score:3, Funny)

    by exceed ( 518714 ) on Monday December 17, 2001 @03:02PM (#2715892)
    I find it kind of amusing that this articles constantly mentions the programmers "hacking into the game system" as if they are gaining unauthorized access to some machine on the Internet. When will the press use this term correctly?
  • I've discovered a cheat code myself. While poring over the Super Mario Bros. hex code, I found the sequence "04 03 02 00 24 05 24 00 08 07 06". My previous experiments had confirmed "24" to be the game's code for a space character, and that world -1 was actually world (SPACE)-1, that is, 36-1. I realized that these codes matched the codes for the game's warp zones. After changing the 02 to 24, I was able to make the pipe at the top right of World 1-2 that normally takes the player to 2-1 to take the player to -1. The code is (in BASIC) POKE $87F4, $24 or (in Game Genie) GXNAGY.

    Details on how I accomplished the hack [everything2.com]

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