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Finding Cheat Codes For A Living

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.

287 comments

  1. Doing this for money? by Violet+Null · · Score: 5, Funny

    Why don't they simply press up-down-up-down-left-right-A-B and get themselves infinite cash?

    1. Re:Doing this for money? by CmderTaco · · Score: 0, Redundant

      Because up-down-up-down-left-right-A-B is for infinite life. We all know that up-down-up-down-right-left-A-B is infinite cash.

      --
      - Marco
    2. Re:Doing this for money? by phorge · · Score: 0, Redundant

      the infinite code was up, down, up, down, left, right, left, right, A, B, A, B, select, start

    3. Re:Doing this for money? by Mike+Schiraldi · · Score: 3, Informative

      You're all idiots. It's UUDDLRLRBA. Also note that select and start are not part of the code. Once you press UUDDLRLRBA, you can do whatever you want -- press left again, press select six times, hold the B button, whatever.

    4. Re:Doing this for money? by kurokaze · · Score: 1

      I thought it was UUDD not UDUD..

    5. Re:Doing this for money? by Mike+Schiraldi · · Score: 1

      Who said UDUD?

    6. Re:Doing this for money? by M4d+D0nkie · · Score: 2, Informative

      its UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT B A!
      For anyone who actually plays those Konami games.

    7. Re:Doing this for money? by Wire+Tap · · Score: 1

      Thank God someone finally said it correctly.

      --

      Man is born free; and everywhere he is in chains.

    8. Re:Doing this for money? by Evro · · Score: 1

      I second that. I can't believe so many people said it wrong!!

      30 lives in Contra! woohoo!

      --
      rooooar
    9. Re:Doing this for money? by Wire+Tap · · Score: 1

      Also, I believe that for the Sonic games (as in the Hedgehog) the code was Up Up Down Down Left Right Left A B (C + Start). I could be wrong, though. But, when you did it correctly, it made a nice chime and the secret was unlocked. I forget what the secret is, though. hehe

      --

      Man is born free; and everywhere he is in chains.

    10. Re:Doing this for money? by frunch · · Score: 1

      The code for sonic was a simple UP-DOWN-LEFT-RIGHT, then A. You had to time it right, though, and do it right as sonic popped up

    11. Re:Doing this for money? by Anonymous Coward · · Score: 0

      actually, it is up up down down left right left right b a b a

    12. Re:Doing this for money? by $0+31337 · · Score: 0

      No.. This guy is in fact correct. This is the kunami code that worked in all of their games.

    13. Re:Doing this for money? by ericvids · · Score: 2, Informative

      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...

      --
      Pet peeve: Profane people propagating perfunctory pedantry.
    14. Re:Doing this for money? by Anonymous Coward · · Score: 0

      Because if you do that three times, it'll cause a major earthquake. Oh wait, thats FUNDS

    15. Re:Doing this for money? by Anonymous Coward · · Score: 0

      Actually it's UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT B A select start - for Nintendo at least.

    16. Re:Doing this for money? by PeeOnYou2 · · Score: 1

      Someone smoked a little something today... perhaps too much...

    17. Re:Doing this for money? by jerbucket · · Score: 1

      Nope, up up down down left right left right B A . As far as I remember, the start was required in Contra and other Konami games.

  2. man strings by ChazeFroy · · Score: 2, Flamebait

    What's the big deal with this? You can sometimes find stuff with strings or a hex program.

    1. Re:man strings by Anonymous Coward · · Score: 0

      You can sometimes find stuff with strings or a hex program.

      shit, there goes my job if the boss finds out... oh, wait... this is /., and you're a troll.

    2. Re:man strings by Syberghost · · Score: 4, Interesting

      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?

    3. Re:man strings by Anonymous Coward · · Score: 0

      Tuesday.

  3. I can't believe this by Anonymous Coward · · Score: 0
    That must be the worst "job" ever!

    Looking for cheat codes in games is just about as useful to the society as train spotting. In other words, these guys are slackers.

    1. Re:I can't believe this by Gzusfreak · · Score: 1

      Hey, if they can get someone to actually paythem for this, more power to them.

  4. Why? by Bilestoad · · Score: 5, Funny

    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.

    1. Re:Why? by Anonymous Coward · · Score: 0

      so true

    2. Re:Why? by DNS-and-BIND · · Score: 2, Funny
      Gamers are all about winning.

      The hole-in-one every time is gamer heaven. Boring, you say? Hah. You can win every time. And that, my friends, is what computer gaming is really all about.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    3. Re:Why? by Anonymous Coward · · Score: 0

      Enough of the Mastercard parodies! The ads weren't really that spectacular when MC first started them. Now they've become extremely dull, unimaginiative and repetitive. Can people please stop imitating these crappy and irritating commercials: it's now just as unimaginative and repetitive as the MC ones.

    4. Re:Why? by Anonymous Coward · · Score: 0

      No. But he's my he-he-he-heroe.

    5. Re:Why? by shag_and_scooby_too · · Score: 2, Funny

      Computer: $1000 Internet connection:$40 Slashdot: $free (and well worth it) Listening to whiners: Priceless

    6. Re:Why? by Aqualung · · Score: 2

      Please dear [deity] let this be a sarcastic post.

      --

      - Dave
    7. Re:Why? by Anonymous Coward · · Score: 0

      I don't suppose anyone remembers Amiga Power magazine. Because they thought using cheats in a game was a waste, and because they still had to have a cheats page, they would write put-downs to the readers.

    8. Re:Why? by Perdo · · Score: 2

      Bilestoad: top down one or two up game where everyone made a mad dash for the yin-yang floater disks so they could lop eachother's sheild arms off at high speed. Loved it. Played untill my last apple IIe died in 1997. One of the best emu apple games because best control is with the keyboard, instead of relying on prolematic emu joystick support. What were the cheats? I don't think I ever found any. Wait.. Wasn't enabling a robot -vs- robot fight a semi-hack? Nick cause you liked it or cause you wrote it?

      --

      If voting were effective, it would be illegal by now.

    9. Re:Why? by shogun · · Score: 2

      Do you play Counter-Strike by any chance?

    10. Re:Why? by Anonymous Coward · · Score: 0

      You will have a lawsuit on your hands when the Golf Channel finds out you know their dirty little secret.

    11. Re:Why? by armb · · Score: 2

      > I don't suppose anyone remembers Amiga Power magazine.

      http://amiga.emugaming.com/amigapower.html
      http://dspace.dial.pipex.com/ap2/
      http://freespace.virgin.net/adam.keyte/complete. ht m

      --
      rant
  5. People do this? by LewK2 · · Score: 5, Funny

    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...

    1. Re:People do this? by radja · · Score: 5, Funny

      indeed... very innocent..

      No way a geek gets laid that easy ;)

      //rdj

      --

      No one can understand the truth until he drinks of coffee's frothy goodness.
      --Sheikh Abd-Al-Kadir, 1587
    2. Re:People do this? by AndrewHowe · · Score: 5, Interesting

      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.

    3. Re:People do this? by Tet · · Score: 5, Interesting
      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 :-)

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
    4. Re:People do this? by ymgve · · Score: 1

      Well, I know how I did it on my old Commodore 64 - with the assistance of an Action Reply cartridge. This was how you did it:

      - start the game
      - note down number of lives left
      - freeze the game with the cartridge
      - enter number of lives in the cheat menu
      - unfreeze the game
      - loose a life
      - freeze game again
      - enter the cheat menu again, wait for some moments
      ...and voila! There was your 'infinite life' cheat code.

      (What it actually did was first to find all memory locations which had the selected value in them and at the same time had code pointing to it. The next time you froze the game, it checked all locations again to see if some had been decremented, and if it found one, the relevant address-modifying code was nulled out. Pretty clever, indeed.)

    5. Re:People do this? by Tazzy531 · · Score: 1

      Hey..I remember back in fifth grade playing Mega Man 4 until 5 in the morning and I saw the pattern in the save code. Mega Man used dots and grids to denote level and lives and stat about your player. If you move a certain dot to another location, you get more lives and stuff. A month later, I found the same hack in Nintendo Power. So, no, I did not sleep with the geeks..

      --


      _______________________________
      "I'm not Conceited...I'm just a realist..."
    6. Re:People do this? by AndrewHowe · · Score: 2

      Thinking about it, it was 'H' for 'hunt' not 'S' for save... S is from DOS DEBUG.EXE!

    7. Re:People do this? by Transient0 · · Score: 3, Funny

      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)

    8. Re:People do this? by Sobrique · · Score: 3, Informative

      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.

    9. Re:People do this? by AndrewHowe · · Score: 2

      That'd be 40 42 0F 00.

    10. Re:People do this? by Sethb · · Score: 2

      On my Sega Genesis, I found this code to work for Strider, after I saw a similar trick for another game in a magazine.

      1. Turn on your Genesis with Altered Beast in the catridge slot, when it got to the screen with the statues, pull the cartridge out with the power still on. (Don't blame me if you wreck something.)

      2. Put in your Strider cartridge, and push the rest key.

      3. There is no step 3. Just start playing, you now have infinite lives, though you're stuck playing at the hardest difficulty setting.

      I wish I could remember the first game I saw this trick for, and I never did see it published in a magazine, though I sent it in to a few...

      --
      When in danger or in doubt, run in circles, scream and shout. --Robert A. Heinlein
    11. Re:People do this? by Sobrique · · Score: 1

      Urgh, well I was close.
      Caffeine overdose :)
      If ya want safety and oodles of cash stick with FF FF FF FF (or 7F). (actually, almost any numbers in those 4 bytes, as long as you fill all 4 is enough that you will have so much that you are unlikely to lose.)

    12. Re:People do this? by Anonymous Coward · · Score: 0

      I am a game programmer by trade... guess that is why I have been 'sleeping' with myself for years!!!

      =)-

    13. Re:People do this? by morbid · · Score: 0

      Wuss. Built in hex dump? When I was 9 I had a ZX81 and I used to put in a hex dump program off the top of my head when I needed it. Nyeah. And I had mutli-tasking FORTH. Those were the days, boy!

      --
      I'm out of my tree just now but please feel free to leave a banana.
    14. Re:People do this? by byolinux · · Score: 1

      ESWAT wasn't it?

  6. DMCA by Anonymous Coward · · Score: 2, Insightful

    What they are doing is illegal...

    Sad, isn't it?

    1. Re:DMCA by Tom7 · · Score: 1


      How does this bypass mechanisms that control access to a copyrighted work??

      The game shark is NOT used to make copies of the games. That is what the DMCA protects against.

    2. Re:DMCA by Anonymous Coward · · Score: 0

      Yes but the GameShark is required for using certain PS2 mod chips. I know because I have looked into getting my PS2 chipped.

    3. Re:DMCA by liquidsin · · Score: 1

      and a PS2 is required for using the mod chips too...that doesn't make the PS2 illegal. Simply because you *could* use the gameshark to enable something else that's illegal, doesn't make the shark illegal...

      --
      do not read this line twice.
    4. Re:DMCA by nomadic · · Score: 2

      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.

    5. Re:DMCA by ZeroZen · · Score: 1

      Umm.. i think it's totally sony's fault for allowing cheating to be possible. Like diablo 2 and everquest where all the charicter information is handled by the servers and not the users.

      Allowing the user to have control over the charicter data is a huge mistake and attacking a peice of hardware because it took the fun from the game is misdirected.

  7. wonder if that's allowed in the EULA by K7001 · · Score: 4, Interesting

    you can prob find all sorts of stuff. remember that backdoor in Quake that lets you root other machines in online play......

    --
    perl -MIO::Socket -e 'IO::Socket::INET-new(PeerAddr="some.windoze.box:1
    1. Re:wonder if that's allowed in the EULA by Anonymous Coward · · Score: 0

      >you can prob find all sorts of stuff. remember >that backdoor in Quake that lets you root other >machines in online play......

      Well, remember that time I bitchslapped your ass really hard and you went back to mommy crying?

  8. Ah, memories... by InfinityWpi · · Score: 2

    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.

    1. Re:Ah, memories... by Glytch · · Score: 2

      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.

    2. Re:Ah, memories... by Anonymous Coward · · Score: 0

      It was always fun entering random game genie codes in. Sometimes it would fail miserably, but sometimes it would do neat things to the game.

    3. Re:Ah, memories... by DavidTC · · Score: 1

      That wasn't the game genie's doing. The spring machanism that held the games in place on old NESs was a piece of crap. I know tons of people who's NES screwed up and they didn't even have a game genie. They had to hold the games down with a tycho brick to get them to play. (Like a lego brick but twice as big.)

      --
      If corporations are people, aren't stockholders guilty of slavery?
    4. Re:Ah, memories... by Glytch · · Score: 2

      Oh, I thought it was my game genie that was screwing it up. My friends all had Sega Master systems, I was the only NES fan.

    5. Re:Ah, memories... by DavidTC · · Score: 1
      Note that, if you still have it around, you can usually get it to work if you get something, like the aforementioned tycho brick, to hold the game all the way down.

      Or, the easiest solution is to just use the game genie. ;)

      --
      If corporations are people, aren't stockholders guilty of slavery?
    6. Re:Ah, memories... by Glytch · · Score: 2

      Nah, got rid of it long ago and regretted it ever since. I swore never to repeat that mistake. People look at me funny when they see my SNES sitting next to my Dreamcast. :)

  9. How can they do this under the DMCA? by Tsar · · Score: 2, Flamebait

    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.

    1. Re:How can they do this under the DMCA? by Quizme2000 · · Score: 2

      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.

      --
      "Get them before they get....
    2. Re:How can they do this under the DMCA? by Peter+Simpson · · Score: 1

      They can't. And the DMCA doesn't care whether
      you're doing it to build a cheat device or to
      make illegal copies...bypassing the security
      mechanism is illegal. So, how come the FBI
      isn't breaking down their door?

      (And does the lack of response to an obvious
      violation help in any subsequent cases?)

    3. Re:How can they do this under the DMCA? by Anonymous Coward · · Score: 0

      The FBI isn't breaking down their door because the game makers (Nintendo, Sony, Microsoft) know that GameShark can actually mount a credible legal defense, unlike the tiny companies (e.g. Bleem!) that they've crushed in the past.

      Reverse-engineering a system for the purpose of designing compatible add-on products has been upheld as legal time and again by the courts; if the Powers That Be tried to stop GameShark, it's likely that the result would be a weakened DMCA and maybe even a nasty GameShark counter-suit with anti-monopoly overtones, not a weakened GameShark. The Powers That Be won't mess with GameShark until they come up with a less risky strategy.

    4. Re:How can they do this under the DMCA? by liquidsin · · Score: 1

      The game developers *won't* go after them, because it's not hurting sales. Nobody's going to not buy a game because it's possible to cheat in it. If anything, it may drive sales numbers UP. If a potential buyer sees that with a gameshark, they can do more cool stuff in the game, they may be more likely to buy it. It's a feature.

      --
      do not read this line twice.
    5. Re:How can they do this under the DMCA? by CtrlPhreak · · Score: 2

      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.

      --
      WikiAfterDark.com It's a sex wiki, go now!
    6. Re:How can they do this under the DMCA? by elizard2k · · Score: 1

      Isn't it ironic they make money off of reverse engineering and not get caught for it?

      Yet someone else that does the identical thing, only doesn't actually get "cheat codes" per se, and doesn't make money, (like hacking a dvd player so it'll play dvds with different region codes) is highly looked down on as being bad ...

      --
      - mescaline - its the only way to fly -
    7. Re:How can they do this under the DMCA? by Qrlx · · Score: 1

      The game developers *won't* go after them, because it's not hurting sales.

      That is not the issue! Did Napster hurt record sales? Probably not, many feel that it may have helped sales. The issue here is CONTROL. It's pretty evident that large publishers tend towards ever-increasing control of their copywritten works -- witness region-coding on DVDs, those new "un-rippable" audio CDs, and Microsoft Product Activation.

      Speaking of Microsoft, I'll give a little prediction of what to expect in the game console market. Within a year Nintendo, Sega, Sony, and Microsoft will file C&D letters with anyone who provides info on hardware mods or "unauthorized" devices for their consoles.

      I would expect them to come out with their own GameShark-esque device, which of course isn't quite as robust as what's currently available. Then they will sue the pants off of anyone who tries to bring a similar product to market. Yes, it may hurt their product's overall sales, but they will take the hit in order to have more control of the marketspace. It sucks, but that's just the way things are now.

  10. Cheat Codes Origin by toupsie · · Score: 5, Interesting

    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.

    --
    Strange women lying in ponds distributing swords is no basis for a system of government.
    1. Re:Cheat Codes Origin by medscaper · · Score: 3, Informative

      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.

      --
      Any sufficiently well-organized Government is indistinguishable from bullshit.
    2. Re:Cheat Codes Origin by Tazzy531 · · Score: 5, Informative
      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.
      --


      _______________________________
      "I'm not Conceited...I'm just a realist..."
    3. Re: Cheat Codes Origin by hyyx · · Score: 5, Interesting

      I would probably say that the Atari 2600 "Adventure Dot" 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, the fun is finding them.

    4. Re:Cheat Codes Origin by Mike+Schiraldi · · Score: 2

      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."

    5. Re:Cheat Codes Origin by DeeEm · · Score: 0, Redundant

      Probably for games testers to help them test everything effectively.

    6. Re:Cheat Codes Origin by jimmu · · Score: 2, Informative

      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.

      --

      ----
      One of us needs to stick ones' head in a bucket of ice water.
      - Hobbes
    7. Re:Cheat Codes Origin by grazzy · · Score: 1

      well, this isnt exactly cheat codes.

      cheat codes can be used for debugging purposes, ie, you want to be immortal to get to that nasty boss with the new special effect quick ..

      but, what this company is doing is hacks, their machine changes things in memory to achive it, so they doesnt really use cheatcodes.

      a cheatcode on a console would be a sequence punched in on the keypad. this kind of cheats require a machine that alters stuff in the memory of the console... thats how they can earn money of it..

    8. Re: Cheat Codes Origin by RazzleFrog · · Score: 1

      I was about to post about Adventure. I put Easter Eggs into two separate categories though. I love the idea that I've played the game and now I can go to the (not-so) secret cow level. Just like the name implies, it's like finding that chocolate easter egg under the fir tree in your front yard. It's a reward for playing the game.

      On the other hand, cheats are really about changing gameplay. In theory, they are there for testing purposes but they are really there to help sell the game through the cheat magazines. Think about it. If your game didn't have cheats it wouldn't be featured on the cover of the gamer magazines.

    9. Re:Cheat Codes Origin by kruczkowski · · Score: 1

      So when a developer invited a girl over to his place he could impress her...

      I wonder if it ever worked.

      --
      hmm... for fun I enjoy launching DDoS attacks against 127.87.42.5
    10. Re:Cheat Codes Origin by damiam · · Score: 1
      And if they leave them in, why don't they just tell you what they are?

      Blizzard does.

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
    11. Re:Cheat Codes Origin by Sobrique · · Score: 2, Interesting

      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 :)

    12. Re: Cheat Codes Origin by ch-chuck · · Score: 1

      According to this :

      1979. Programmer Warren Robinett inserts the first Easter Egg (a hidden feature embedded in the game code, in this case, his name) into Adventure. His subterfuge is motivated by Atari's policy of not crediting game designers

      --
      try { do() || do_not(); } catch (JediException err) { yoda(err); }
    13. Re:Cheat Codes Origin by Transient0 · · Score: 1

      As far as i know, the first documented Easter Egg type occurrence was in the text adventure ADVENT, with the magic word xyzzy.

      This magic word easter egg has been mimicked faithfully ever since.

      I recall the first game i ever wrote. i was twelve years old and programmed it with a friend in GW-BASIC. It was a text adventure and at one point you had to use a payphone and dial a telephone number which you had discovered earlier in the game. My friend and I made it so that if you instead entered either of our telephone numbers you would suddenly have all of the items in the game. The easter egg is a tradition which may have been born independently from many minds... it's part of the desire to always know more than everyone else, particularily about thing that YOU made.

    14. Re:Cheat Codes Origin by Marcus+Brody · · Score: 3, Interesting

      Because Easter Eggs Rulez!

      Seriously though, there is a beautiful ineffable quality in hiding something just below the surface . 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.

    15. Re:Cheat Codes Origin by Anonymous Coward · · Score: 0

      while(player1life != 0) player1life--;
      With this, the player would never die.


      Does the program:
      int main(void)
      {
      short int player1life = -1;

      while(player1life != 0) player1life--;
      return 0;
      }
      loop forever on your machine?

    16. Re:Cheat Codes Origin by Anonymous Coward · · Score: 0

      No. I think your machine is broken!

    17. Re:Cheat Codes Origin by DavidTC · · Score: 1

      xyzzx wans't an easter egg, it was a needed code to finish the game.

      --
      If corporations are people, aren't stockholders guilty of slavery?
    18. Re:Cheat Codes Origin by Sabalon · · Score: 2

      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.

    19. Re:Cheat Codes Origin by SethJohnson · · Score: 1


      I think Tazzy gives a pretty detailed answer to this. I just wanted to make the observation that perhaps the developers leave the 'testing' cheat codes in to add playability / replayability. This would be especially true for difficult games.

      The one odd thing I encountered with developer-provided cheat codes (as opposed to the reverse-engineered ones created by GameShark) was that Carmaggedon had some very interesting named codes to be typed into the Macintosh keyboard. Of these, the ultimate code (strength, time, life, etc) was "IBETYOUCANTPRINTCUNT". It seemed like they were putting forth an editorial challenge to the games magazines with this one... hmm.
    20. Re:Cheat Codes Origin by Killio · · Score: 1
      I don't know how much fun it is... but it's pretty damned easy. Just start the game with "+set sv_cheats 1", and type "/god" in the console.

      How about speaking of games you've played before :)

    21. Re:Cheat Codes Origin by Anonymous Coward · · Score: 0

      I remember another program that used that "magic word" It wasn't a game, per se, but the program happened to allow people to cheat with just about any other piece of software.. Games, Security programs, OSes, etc. etc.

      Anyone know what I'm talking about?
      :)

    22. Re:Cheat Codes Origin by FrenZon · · Score: 1

      As someone who used to be a reviewer for various australian gaming publications, I'll let you in on a secret - to accurately review a game, one must progress a decent way through it, however, like all gameplayers, sometimes you get plain dumb stuck.

      This is where you go crawling back to the developer, and sometimes they give you a nice list of cheatcodes/solutions.

      They also leave cheatcodes in for demoing purposes; it'd be a bit boring if every time you watched the game being demonstrated, the demoer had to start from the beginning.

      And if they leave them in, why don't they just tell you what they are?

      For longevity; games tend to suck once you find out what the cheat codes are (just knowing that you 'could' use them spoils the whole experience.

      However, gameshark cheat codes are somewhat different to 'normal' cheatcodes; gameshark modifies game data, 'normal' codes are put in by the developer.

      *burp*

  11. Good work? by coug_ · · Score: 5, Interesting

    "'...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.

    1. Re:Good work? by Alsee · · Score: 2

      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. (Instructions: click on the word HOME.)

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  12. Ummm by Halo- · · Score: 5, Insightful

    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."

    1. Re:Ummm by FortKnox · · Score: 1

      Maybe the great working is playing the games for a living...

      Depends, really. The guys that review games (like PC Gamer), yeah... they have a fun time playing different games all the time. But its hard to get into just one game, seeing that you play like 4 a week. Then there is the QA guys, that play the same game for like 2 years. That might be fun for the first week, but really boring the rest of the time.

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    2. Re:Ummm by rblancarte · · Score: 0

      I am not sure I agree with you on the playing games part. I beta tested during a Christmas rush for Origin one year (got my name on Wing Commander III PSX), and while I thought playing games and getting paid would be fun, there is nothing worse than playing a game all day that:
      1- you are tired of playing
      2- you don't like to play (or already beat on another system)
      3- you have to play the same section OVER AND OVER AND OVER again to make sure you can continually reproduce the error you just got

      Finding cheat codes in games sound very similar, but even more tedious, because you have to sit there and enter:
      00000000000, 00000000001, 00000000002, 00000000003...
      or look over:
      27ae7fbc 287aeef2 28fedd19 c1927efb
      Not much fun.
      And that didn't even take into account that whole DMCA angle.

      Ron Blancarte

      --
      It is human nature to take shortcuts in thinking.
    3. Re:Ummm by Glytch · · Score: 2

      True. And making games is even worse. I honestly don't how the game industry recruits developers, considering how dreadfully dull and tedious the work is.

      And I'd just like to take this moment to thank Capcom for redeeming themselves with Mega Man X6.

    4. Re:Ummm by feech · · Score: 1

      I think it sounds pretty rewarding. Comprehending something complex and foreign and manipulating it to do what you want is why I chose to write software for a living.

      I would imagine those guys still get a complete rush every time they implement a cool hack. I can just see that guy calling everyone in the office over to see Tiger make a hole-in-one every time.

      Personally, sitting down with pages of hex dumps sounds more fun to me than designing a GUI or implementing a design pattern.

    5. Re:Ummm by Anonymous Coward · · Score: 0

      > And making games is even worse. I honestly don't how the game industry recruits developers, considering how dreadfully dull and tedious the work is.

      Are you *sure* you have worked as a games programmer??

      Us game programmers have to be constantly learning how to best exploit the power the new hardware gives you (new algorithms and implementing ones that are now feasible in real-time.) At the same time, learning what optimizations you can apply, that won't effect the visual/gameplay quality.

      Cheers

    6. Re:Ummm by Glytch · · Score: 2

      Oh yes, quite sure. Not professionally, but as part of a 5-person development team in a 2 year college course on the whole software development process (design, documentation, implementation, etc). Maybe if half of my time wasn't spent arguing in meetings with the document and art guys and the other half spent arguing in meetings with the group's other programmer I might have enjoyed it more.

      Or maybe I'm just an antisocial freak, I dunno. Either way the whole experience left a bad taste in my mouth.

  13. whaaaa...?? by Hatechall · · Score: 1

    "As time went on, we became e-commerce guys," says John Hays, 37. "These codes are serious business and it's big, huge money. And it's fun for us.

    I am not exactly sure how they make "big" money on this...maybe there is a side of marketing that I am not thinking about but when is the last time you saw anybody pay for cheat codes?
    Personally, i use google.

    1. Re:whaaaa...?? by Christianfreak · · Score: 2
      • Game shark
      • Game Genie (still around?)
      • Cheat codes published in tons of gaming magizines ...
    2. Re:whaaaa...?? by LordKronos · · Score: 3, Insightful

      I am not exactly sure how they make "big" money on this...maybe there is a side of marketing that I am not thinking about but when is the last time you saw anybody pay for cheat codes?

      Well, the codes themselves aren't big money, as (as far as I know) nobody sells just the codes. However, the codes do enable them to sell the hardware (or you could say hardware sales subsidize the code finding efforts). And every code they develop and make available adds one more reason for someone to buy a Game Shark

      Looking at this another way, suppose you are play video games and are not opposed to the idea of a game shark. If the Game Shark didnt support any of the games you play, would you buy it? Probably no, but what about if it had codes for a handful of the games you play. Then you might buy it. If it supports every game you play, you are more likely to buy it. But what if it does support new games as they come out. That would make you less likely to buy it. In otherwords, to ensure sales of Game Shark, they need to support as many games as possible, and continue to support new games as they come out. This way they build a loyal following. Then, as new games systems come out every couple of year, they quickly come out with a new product for that system and have millions of instant repeat customers.

    3. Re:whaaaa...?? by Tazzy531 · · Score: 1
      So far this group of a half-dozen programmers has cranked out more than 23,000 codes that cover nearly every game on the market. As many as 2 million visitors a month log in to grab the latest codes from the company's Web site, www.gameshark.com.
      2 Million visitors a month to their website. If you take a look at their website, it is jam packed with advertisements. Granted some of them are for themselves, but each of those ads are revenue streams. They also sell accessories and other stuff. It seems like they have a 1-900 number. All these bring in money. Maybe not multi-billion dollars, but this is a niche market

      So in-effect, players are not paying for the cheat code but the cheat code attract people to their products and services.
      --


      _______________________________
      "I'm not Conceited...I'm just a realist..."
  14. +1, Funny by BlacKat · · Score: 1

    Too Funny :o)

  15. Silly Me by ackthpt · · Score: 5, Funny
    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...

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:Silly Me by Corgha · · Score: 5, Insightful
      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.
    2. Re:Silly Me by ackthpt · · Score: 2, Interesting
      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 ;)

      --

      A feeling of having made the same mistake before: Deja Foobar
    3. Re:Silly Me by Anonymous Coward · · Score: 0

      The correct saying is: "To each his own."

    4. Re:Silly Me by Evro · · Score: 2, Insightful

      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.

      --
      rooooar
    5. Re:Silly Me by Anonymous Coward · · Score: 0

      God, you are an unbelievable dickhead. Grow some priorities, asshole.

      I would have thought you would have figured out what the "real world" is all about by now...

    6. Re:Silly Me by Stavr0 · · Score: 2
      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

    7. Re:Silly Me by ackthpt · · Score: 2, Interesting
      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.

      --

      A feeling of having made the same mistake before: Deja Foobar
    8. Re:Silly Me by Skuld-Chan · · Score: 1

      And heaven knows that some games are really really impossible (at least for me). I pretty much bought the PS2 and the gameshark device (as well as the pelican code breaker) at the same time.

    9. Re:Silly Me by Erasmus+Darwin · · Score: 2
      "* 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.

    10. Re:Silly Me by _ph1ux_ · · Score: 1

      Does anyone remember the cheat in Ultima II (I think it was in II - or maybe V) for duplicating boats?

      I used to have thousands of boats that created bridges between all the islands - and across all the rivers... and it worked great for combat as you always had a cannon near by. But I cant remember how I did it, I had run across the bug randomly.

    11. Re:Silly Me by neafevoc · · Score: 1

      No way to strategy guides!

      Every time I buy a game from some store, they alawys offer if I want to buy the strategy.

      Most recently it was MGS2. Reading a guide during your first time through game takes all the fun away.

      Especially with RPGs...

      When it comes to stratguides and RPGs, might as well just buy the strat and not the game and just read through the whole thing ;)

      Oh, and if I ever do get stuck, gamefaqs normally has the answer :)

    12. Re:Silly Me by ackthpt · · Score: 1
      Countless forums and USENET newsgroups help much in this regard as well. Best to ask for just enough help, or hints, to get past one obstacle, rather than...

      "How do I activate Godmode? I just got this game last week and I can't beat it and am bored of it already."

      --

      A feeling of having made the same mistake before: Deja Foobar
  16. Thanks to the brave guys at Gameshark by darylp · · Score: 1, Flamebait

    For providing the means to absolutely RUIN on-line console games like Phantasy Star Online.

    You've provided a valuable service to the gaming community!

    1. Re:Thanks to the brave guys at Gameshark by Unknown+Bovine+Group · · Score: 2, Interesting
      According to the article:

      Interestingly, Phantasy Star Online, a popular space adventure in the online gaming circuit, is not one of Interacts's primary targets. John Hays says that's because of the "moral issues" involved with providing cheat codes for players in head-to-head online gaming.

      "We could do it, but we don't," Hays said.

      Are they lying? Or are Phantasy Star cheats found elsewhere?

      --
      m00.
    2. Re:Thanks to the brave guys at Gameshark by jazzyfox · · Score: 1

      They're found elsewhere. There's another group that creates codes for various games, and sadly seemed to focus on making life hell for those of us who just wanted to play the game in peace.

      The codes weren't only of the "harmless" variety like duping items, infinite money, etc. More like letting you kill others even though the game was not designed for that, enter passworded games, convert people's character into an NPC permantently. That sort of fun stuff.

    3. Re:Thanks to the brave guys at Gameshark by rdewalt · · Score: 1
      I got into a rather verbose 'discussion' on this in IRC one night. I don't as much blame the Gameshark people, as the programmers of PSO. They (PSO programmers) couldn't have been so naieve as to think that a Gameshark wouldn't be out there. How Naieve would you have to be to think that some kid would just -HAVE- to play the game with cheats. The fault as I see it comes from the PSO programmers trusting implicitly the client data.

      People using cheating devices on online games? Gasp! Never! (When was the last "Counterstrike" game that you never heard "WALLHACKING FAG!" Hell, how synonymous is "Wallhack" with "counterstrike") But then, that's a client side hack, not a whole ton can be done about them, there will always be someone out there who will insist on cheating.

      Wholly trusting client-side packets in a MMORPG (or any competitive client-server system) is Bad Programming. Sure, its a ton additional work on the server side, But what would you rather play? PSO where every kid with a gameshark is a Monty Haul character who can never die and has infinite power and broken skills, or a PSO game where you -know- the twink who curses more than plays can't ruin the fun? Sure, Gameshark made the tool, but in this case, they're not to blame as I see it.

    4. Re:Thanks to the brave guys at Gameshark by Zathrus · · Score: 2

      Wholly trusting client-side packets in a MMORPG (or any competitive client-server system) is Bad Programming

      The corallary to this is, don't send the client anything more than they REALLY need to know.

      Why? Because you have to assume that if you send the data, it will be displayed. Even if you don't build a display for it (e.g. - numeric data used to display some other message) or you have conditions for it being displayed (e.g. - invisible things). Someone _will_ crack your data stream and figure out a way to get the info either inside the game or outside of it.

      Witness ShowEQ for Everquest. There's not a great many hacks that have been done on the game (yes, a few memory editors... and to my knowledge using them results in your being banned sooner or later), but the ShowEQ author and later developers figured out the datastream and have broken every encryption since. Verant has become clued about these things slowly and is doing fewer stupid things. Instead of sending a monster's hit points, they now send a percentage (which is all that's displayed to the client anyway). Instead of sending a number indicating exactly how much you are liked or disliked by a group of monsters, they send a number indicating what level of faction you have (again, all that was displayed anyway).

      The downside of not being able to trust the client is that you require a lot more server bandwidth - particularly CPU wise. And you do run into client side issues when you start talking about limited disclosure (e.g. - invisible players/monsters/etc) because in order to do it Right, changing from visible/invisible means that you change what data you're sending. If you have collision between PCs and other moving objects then how do you handle someone trying to walk through an invisible object? You either have to tell them it's there all the time (but don't display), or you have to let them walk through it and get corrected back by a server update, which is very confusing for the player. Fun fun fun.

    5. Re:Thanks to the brave guys at Gameshark by Skuld-Chan · · Score: 1

      It was the guys at codebreakers who did that more then anything.

    6. Re:Thanks to the brave guys at Gameshark by nomadic · · Score: 2

      How would you stop it though? If I play the single-player version of PSO, and hack myself a +99 whatever, how would it detect the cheat when I brought it online? This isn't a rhetorical question, by the way, I'm actually curious as to the best way to prevent this.

    7. Re:Thanks to the brave guys at Gameshark by UnknownSoldier · · Score: 2

      > The corallary to this is, don't send the client anything more than they REALLY need to know.

      The name for this is called "selective disclosure."

      You're post is correct & informative -- selective disclosure doesn't magically make a game "hack proof" -- it just raises a lot of (other) thorny issues.

    8. Re:Thanks to the brave guys at Gameshark by dytin · · Score: 1

      Well, I've never actually played PSO, so ignore me if I'm completely wrong. The way Diablo II evades client side hacks is by actually storing the character information on the server, not the clients computer. You can also play single player Diablo II, but you can't bring this unsecure character onto the secure servers. This prevents people from simply editing the save, or hacking their character to level 99. The only downside to this is that it does require the servers to store a lot of information.

    9. Re:Thanks to the brave guys at Gameshark by nomadic · · Score: 1

      Sure, that'll work for characters that are saved on the server, but PSO character files are saved locally, so you can use your character in single-player mode. Not sure how you'd do it while still allowing single-player play.

    10. Re:Thanks to the brave guys at Gameshark by dytin · · Score: 1

      Well, you either could force the person to be connected to the internet to play single player, or you could split the game up, having a single player option that stores the saves locally and a multi-player option that stores the saves remotely. I think that this would be the best of both worlds.

    11. Re:Thanks to the brave guys at Gameshark by WNight · · Score: 2

      Return the game and demand a refund. Anyone who makes a multiplayer game that accepts those sorts of commands from a client is defective. Even a game that lets a player specify the ammount of money they have is broken.

      Go play a real game from a real company that attempts to patch these kind holes.

    12. Re:Thanks to the brave guys at Gameshark by WNight · · Score: 2

      Allow people to import a multi-player game for single-player play, but not to go the other way.

      If you store characters locally they CAN be hacked. This is a proven fact. Encryption can't help here.

      Even if no game-shark devices are available a moderately skilled embedded systems engineer can rig one from their job tools.

      Even if you implement checks on single-player characters (disallowing 99th level for example) the cheaters just have to use more subtle cheats.

      The problem with this is that the online service needs to store characters and then needs to bother with passwords to protect them. But there's no way around this. Any worthwhile online service either doesn't allow saved characters (Q3, Counterstrike) or stores them on the server.

      If you really want details on this, I don't mind going into it in email.

  17. Cheats are annoying by mknapp905 · · Score: 1

    I was kicking my roommate's ass in Project Gotham, so to make himself feel better he got cheats off the web so he could pretend to have completed more levels than me.

    --
    If you choose not to decide, you still have made a choice. RUSH
    1. Re:Cheats are annoying by WNight · · Score: 2

      You're both lame. Him for having to prove his dick size with a game and you for not just pointing and laughing.

      It's just a single-player game, using it as bragging rights is pathetic. Like bragging about how often you win at solitaire.

      There are many reasons for cheats, like simply wanting to play the game you bought in the manner you like. I don't show my high-scores to anyone, or bother looking at theirs, if I cheat in a game it's because this bit is boring and I want to move on.

  18. Tell me when they find a cheat for.. by Whistler's+Mother · · Score: 0

    Age of Conquerors (the Age of Kings Expansion)..that will let you cheat on www.zone.com in Death Match rooms. Yeah, I know people have come up with trainers, but they do not work on Multiplayer mode when you are playing on the zone, the damn game developers or Microsoft, I don't know which one, do some sort of a check on the size of your dat files which holds game data during game play, i.e. like 10000 gold, 20000 food, 10000 stone etc etc, and if your file size is greater, it is what is called a "Sync Error" ... and now with AOC it tells you who caused the SYNC ERROR..well if these dudes can actually write something that will give me infinite resources and not sync out...I will think they are doing there job, until then, they are worthless

    --


    1. Re:Tell me when they find a cheat for.. by UnknownSoldier · · Score: 2

      > the damn game developers [ensemblestudios.com] or Microsoft, I don't know which one

      Ensemble Studios are the game developers. Microsoft is the publisher

      > do some sort of a check on the size of your dat files which holds game data during game play, i.e. like 10000 gold, 20000 food, 10000 stone etc etc, and if your file size is greater, it is what is called a "Sync Error" ...

      Everyone has to be using the same networking code (i.e. game version)
      One person out of sync means the game is in unknown game state, which is bad for peer-2-peer gaming.

      One of the programmers who worked on Age of Kings wrote up this interesting article on hacking/cheating:

      How to Hurt the Hackers The Scoop on Internet Cheating and How You Can Combat It [07.24.00]

      Cheers

  19. I've never understood the point of... by Bonker · · Score: 5, Insightful

    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.

    --
    The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
    1. Re:I've never understood the point of... by DNS-and-BIND · · Score: 1
      Well, you touch on a larger issue, that computer games are inherently a waste of time. Reduced to essentials, games like Mario are simply moving values around on a spreadsheet. Your current level and items are nothing but data stored in memory locations - why not change their values at your own will? "Playing" the game simply does the same thing, only far more slowly and painfully than using a gameshark. As soon as one realizes this fact, computer gaming becomes rather pointless, and the ex-gamer goes on to other things in life.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:I've never understood the point of... by zeus_tfc · · Score: 5, Interesting

      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.

      --
      "...At the end of the day"..."when everyone goes home, you're stuck with yourself." RIP Layne Staley
    3. Re:I've never understood the point of... by GeorgieBoy · · Score: 1

      Interesting use of game alterations, though it's just that. What you're doing their really doesn't constitute cheating in any manner, it's really just a form of "mod" at that point.

      Cheats specifically make the game easier to play/finish, and unfortunately, in the online gaming world, can take the fun out of gaming completely

    4. Re:I've never understood the point of... by Anonymous Coward · · Score: 0
      I understand them. Back in my youth, I thought nothing of pissing away many hours trying to beat a game. It was second nature. Then some time around the time I started noticing girls, I spent a few hours beating some games, rampage comes to mind, where there simply wasn't any pay off. No saved the pricess story, no movie, no ending to the story, no nothing, just credits. Now once you've destroyed 9 or 10 cities in rampage, you've seen it, that's as good as it gets but you can keep playing, working your way around the world. Now that I think of it that might be a poor example becuase it only takes about an hour but you get the idea. I felt screwed. Not that I'd want to see the end before I earn it but knowing that there is an end makes it somehow better when you're wasting hours and hours on something. Throw in the saved allowence and lawn mowing factor and I started understanding good game play and realizing how important it is. There is value to endless repetition and mind numbing routines but I also liked somehow seeing the reward for all of that.


      Fast forward 10-15 years. Now I've got the means to buy games and game systems, at will. I own a PSX2 and about 20 games, I love it. I also have a job that requires a solid 50 hours a week, I've got some other hobbies, I like to work out, I've got a girlfriend and I've got a house to take care of. Not that playing games isn't fun but I can't throw 60 hours in to beating Dark Cloud or Zelda Cube. Don't get me wrong, a game that takes 50 minutes to beat sucks (Tekken tag comes to mind, I think I made it to the final character within a couple plays the day I got it, that's not unlocking all there is to see but you know the routine) but a game that take 80 hours to beat is worse because I simply can't throw that amount of time in to one. Gran Turismo 3, for example, is an entertaining simulator/arcade racer game, do you have any idea how long it takes to get the Aston Martin or the Pegani Zonda? Without some kind of guidance or cheat, you could spend hundreds of hours trying to win the right races and save up enough money to buy the right cars to win the right races to drive such a vehicle. If you're just looking for some simulatoresque entertainment that's unreasonable.


      So where to you draw the line? You can use the game shark and get infinte funds for GT3, or you can read guides on the web and figure out the quickest path by winning the right races. Which is more fun? That depends. I've used the gameshark on it and you can buy just about any car but you still have to race and win them and that's not real easy all the time. You can also shark it can auto win just about every race and that pretty much sucks. I look at tekken, to unlock everything you might have to beat it 9 or 10 times in a row! It doesn't change that much. After beating it once or twice I see no reason to not flip a few bits in memory and enable some of the other characters. It still consumes time and if it still entertains then I see nothing wrong with it. It's not like we play these games and then send the picture of the screen in to Nintendo power to prove that you've beat it, or anyone actually cares if you do; truth be told, I'll probably never beat another game that takes more than 5 to 15 hours to beat ever again and even games that short will have to be pretty special.

    5. Re:I've never understood the point of... by Skuld-Chan · · Score: 1

      I've found as I get older that I don't have as much patience for games as I used to. For instance MGS-1 - there were several times I got stuck - sure I could have spent the next few days repeating that section over and over again (and watching that "game over" animation pop up) - but I kinda wanted to finish the game because it was like a book to me - I just wanted to find out how the story ended more then anything.

      Then there's games that require you to unlock maps/vehicles. Ugh - after racing around the track about 9000 times in gt3 it got very reptitive...

    6. Re:I've never understood the point of... by Yosho · · Score: 1

      You're making a fairly astounding leap of logic, there. Yes, playing video games is pointless -- so? Does something *have* to have a point?

      I know that there's really no point in playing any kind of game. But nonetheless, they provide an amusing way to pass the time and relax, so I play them.

      By your same logic -- all you're doing by posting to Slashdot is moving around electrons in a computer and over cables. For that matter, everything on your hard drive is nothing by data stored in memory locations. What's the point of it?

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    7. Re:I've never understood the point of... by Erasmus+Darwin · · Score: 2
      "As soon as one realizes this fact, computer gaming becomes rather pointless, and the ex-gamer goes on to other things in life."

      What, you mean that manipulation of atoms in an effort to produce a partial duplicate of your genetic code and/or collect lots of important pieces of paper (either in physical or digital form)? As soon as one realizes this fact, life becomes rather pointless, and the ex-human goes on to the next level of spiritual existence.

      Admittedly, most people won't recognize this until nanotechnology matures to the point where it's the gameshark of the physical world.

    8. Re:I've never understood the point of... by PlaysWithMatches · · Score: 1

      I realized that any of the difficulty-altering codes took all the challenge out of the game.

      Possibly, depending on how you use the codes. But at any rate... One thing I loved the Game Genie for was the ability to make old games more interesting. I'd already whipped Mario 3 so many times that it wasn't fun anymore, but it was neat to experiment with the codes and just goof around.

      --

      Mozilla's a nice operating system, but it needs a better browser.
    9. Re:I've never understood the point of... by WNight · · Score: 2

      This is what I came to in RPGs.

      I still like reflex games because playing is the end in itself.

      But RPGs force you to do the same thing over and over, not for the quest, but simply to level up so you can go on the quest.

      Boring.

      In a well-designed game you are given a quest and on your way to it you gain enough experience to complete it, and on that quest, gain the experience to complete the second, etc. Those are fun, or rather, as fun as the writing is good.

      The ones that force you to wander around outside killing orcs for experience (or, like Zelda, pulling up bushes for gold coins) are the ones that suck.

      It basically comes down to the ammount of filler vs content. I hate filler and will edit my character up enough for the next adventure, etc.

      I'm quite into tactical combat though so I actually enjoyed old isomeric RPGs (like SSI's PoR and CotAB) when the battles were scripted. Yet another forest with orcs was dull.

      IMHO games should come with cheat codes. Both everything cheats (god mode) and cheats that allow you to skip what you don't like... Maybe "fast walk" and "1000 gold" for Zelda and "win battle" in many RPGs. This way you could skip over the crap they use to be able to say "100+ hours of gameplay" and still do the bits you find fun.

      A have friends who swear that cheating is wrong even in a single-player game. They're the nuts ones who admit they hate a part of the game, yet waste their weekend playing it, trying to get to the good stuff.

      Maybe an RPG only gives me 10+ hours of gameplay, but if those are good hours, it's still a better value than a movie. And, better than 100+ hours of gameplay I hate.

    10. Re:I've never understood the point of... by WNight · · Score: 2

      That's my take on it. I bought the game, I want to play the whole thing, on my schedule.

      I appreciate that games like driving with no inherent structure offer an OPTION to race a championship, if you feel the need for bragging material or something. But I don't want to be forced to play like that.

      And with MGS. I borrowed the PC version from a friend after I heard that it was the ultimate game ever, etc, etc. I played for about 45 minutes, died three times and had to restart from the exact same spot. Ugh. I decided that it wasn't worth it.

      I've easily replayed a section twenty times in Q2 and RTCW but that's because it's a section *I* liked and wanted to do better at. Those annoying sections with a few hidden snipers and you in the open... those I saved every few shots and made it through quickly, because it wasn't something I enjoyed enough to spend time at. I really resent having a developer force me to play in the same way they play.

      (If nothing else, do what Soldier of Fortune did. Have a "scoring" mode where your score is recorder and you have limited saves. Have another "fun" mode where the user is in charge, but it doesn't record a high score.)

  20. Oh my god, my eyes! by Xenopax · · Score: 2, Flamebait

    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

    1. Re:Oh my god, my eyes! by Miles · · Score: 1

      Exactly. Even reading somebody else's code is a pain--what about reading some compiler's machine code? Even if you disassemble it, you get assembly code; although that might be easier for those who _do_ write programs in assembly, which is another class of craziness, itself. Nevertheless, it looks like an ugly job.

    2. Re:Oh my god, my eyes! by mosschops · · Score: 1

      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.)

      But it's the challenge that's the fun part. You have the odds stacked against you, and the reward is more the satisfaction of having done it than the final pokes/codes you've found.

      I'm sure it's the same for most system/software crackers - it's proving that it can be done, and that you can do it. WWII code-breakers probably had the same fascination for what they were doing too, on top of it being their day job.

    3. Re:Oh my god, my eyes! by dagashi · · Score: 1

      Not that I would want to sit and write trainers for profit or anything but I _can_ see the attraction of reverse engineering.
      I can imagine a it's quite a thrilling experience not to mension the ego trip you'd get when you finally can fully control the game/program/whatever you're messing with. I can only relate to the feeling I got from when I "reverse engineered" someones "encrypted" TCL/ircbot and owned the his botnet. WOHOOO (I've matured alot since then of course :)
      Bottom line - reverse engineering is cool and attractive.

    4. Re:Oh my god, my eyes! by Anonymous Coward · · Score: 0

      I was wondering the same thing. Not to mention the fact that you're contributing absolutely zero to society, considering that the cheat codes are already known by the developers.

    5. Re:Oh my god, my eyes! by Anonymous Coward · · Score: 0

      Challenge? Maybe. But it's a job full of tediousness with a low payout. I guess you could pat yourself on the back for finding the needle in the hay stack, but its not the kind of challenge I like to accomplish. The problem is that its too repetitious using too little brainpower.

    6. Re:Oh my god, my eyes! by Anonymous Coward · · Score: 0

      What kind of superintelligent ape are you if you find yourself using too little brainpower when reverse engineering compiled programs? (Besides, I always say, if doing a job on a computer gets tedious, write a program to make the computer do it for you!)

  21. Cheat Codes by Mac+Nazgul · · Score: 2

    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.

  22. do it yourself by Transient0 · · Score: 2, Redundant

    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.

  23. Let He Who Is Without Sin... by Halloween+Jack · · Score: 1

    I was about to respond with the knee-jerk "cheat codes are for losers", when I remembered all the times that I resorted to god mode, walkthrus, saved-game modifiers, secret-room revealers, etc. just so that I could see if it were possible to get past a particular bottleneck in a game, and from there figure out how to do it without cheating. That's how I got to the end of Quake I and the insanely difficult Marathon mod Marathon RED. I can empathize with this guy's experience completely. Of course, if you always play by cheating, then what is the point, really?

    --
    I looked into the abyss, and the abyss looked into me--and we both winked.
    1. Re:Let He Who Is Without Sin... by Pfhreakaz0id · · Score: 2

      thanks for the pointer to red. I've been forced onto my old mac while awating a new mobo and been playing Marathon again. I'll have to check it out...

  24. Thoroughly enjoying by interiot · · Score: 5, Interesting

    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, 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.

  25. DCMA, Cheat Codes and MaMe by Stavr0 · · Score: 2
    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...

    1. Re:DCMA, Cheat Codes and MaMe by Zocalo · · Score: 3, Interesting

      Who needs GameShark? There are plenty of tools out there that let you find codes on your own like ArtMoney and GameWiz32. 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.

      --
      UNIX? They're not even circumcised! Savages!
    2. Re:DCMA, Cheat Codes and MaMe by Syberghost · · Score: 2

      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?

    3. Re:DCMA, Cheat Codes and MaMe by sconest · · Score: 1

      Artmoney is now here

      And there's also GameHack which, althoug not updated for a while, is rather good.

      --
      Guvf vf abg n EBG zrffntr
    4. Re:DCMA, Cheat Codes and MaMe by jtra · · Score: 1

      See mine windowscheater , it can find memory positions of lives, money and other integer numeric values in programs and change them. Works on windows 9x, newer versions not tested.

      Note that I have left windows platform (now I use linux), so I'm not interested futher development of this.

      --
      -- Wanna textmode user interface for ruby? http://freshmeat.net/projects/jttui/
  26. Check out the GSCCC, they do a much better job.... by Anonymous Coward · · Score: 2, Interesting

    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.

  27. Have you ever beta tested ? by da5idnetlimit.com · · Score: 2, Interesting

    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...)

    --
    It takes 40+ muscles to frown, but only four to extend your arm and bitchslap the motherfucker
    1. Re:Have you ever beta tested ? by jon+doh! · · Score: 1
      + Without cheat codes, I would !NEVER! have finished Doom2. I'm not even sure it's possible to finish it without cheating...

      my dad got so obsessed with doom/doom2...

      he was so good with it that when i played deathmatch with him we had a standing rule against him using rocket launchers..

      when he got bored with the game (and when he finished it), he went back and won the game by only using the pistol. (his trick was to enlarge the screen enough not to see his health, that way he never new how close he was to dying and always looked for health. i think he may have also played just with his fists, though i don't know how far he got doing that.

      eventually it got to the point where he was forced to use the slowed computer and he'd STILL kick my butt...

    2. Re:Have you ever beta tested ? by Anonymous Coward · · Score: 0

      i was able to play thru on nightmare using only my fist, until i got to the chainsaw, at which point i could play thru the rest of the game using only that weapon. i of course, had no life at the time :\

    3. Re:Have you ever beta tested ? by Steveftoth · · Score: 2

      The slowed computer thing didn't work that well for doom multiplayer cause the whole game played as fast as the slowest computer. So you were really shooting the fast computer player in the foot by doing that.

      However, quake and later games have no such limitation.......

  28. Want to see the levels but don't have the time by mupi · · Score: 0

    I think cheat codes are great. You know you get to a certain point in any game where you get bored or fustrated because it gets too hard. That's when you use the cheat codes. At least you get to see the rest of the game when otherwise you would have just put it away.

  29. Been going on for years in back bedrooms! by popeydotcom · · Score: 5, Interesting

    In the days of the Sinclair Spectrum or in the US, the Timex TS2048 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!

  30. Apologies to Dogbert by Mike+Schiraldi · · Score: 5, Funny

    So let me get this straight.. You're reading a book ... about using a device ... to automatically play ... a computer simulation ... of an activity that can't exactly be called a sport?

    That's about as close as you can get to being an inorganic life form.

    1. Re:Apologies to Dogbert by glitch_ · · Score: 2

      Actually, Dilbert's girlfriend said that to him. If my memory serves, they were sitting under a tree in a park, and Dilbert's response to that statement was "I'm reading the part about driving the little cart."

    2. Re:Apologies to Dogbert by lazarius · · Score: 1

      ... and in the book "Seven Years of Highly Defective People", Scott(?) Adams wrote (paraphrase): 'what about me? I drew a cartoon about reading a book [...]'

      MIKE

      --
      Beware the JabberOrk.
    3. Re:Apologies to Dogbert by glitch_ · · Score: 2

      That is one of his best books. I bought that as a gift for someone, liked it so much that I kept it and bought a different gift at the last minute for him.

      Isn't kinda sad that we know that word for word though =)

  31. not -1 by da5idnetlimit.com · · 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)

    --
    It takes 40+ muscles to frown, but only four to extend your arm and bitchslap the motherfucker
    1. Re:not -1 by Anonymous Coward · · Score: 0

      1. This depends on whether # of lives was coded as signed or unsigned. Thoughtful programmers might use unsigned (unless they're *really* thoughtful), lazy ones will use signed.
      2. EFFF is still negative, you want 7FFF. More likely it'll be FF 7F.
      3. signed FFFF=-32768. 7FFF = +32767. unsigned FFFF=65535.

    2. Re:not -1 by Anonymous Coward · · Score: 0

      UNSIGNED might be valuable if we're talking "hit points" instead of "lives". Observe:
      Life:=Life - Damage

      In this case, if damage > life, you're sub-zero. Signed numbers would start heading to LARGE positive ints, but negatives would keep track of your damage, as expected.

      Of course, assigning -1 to life at this point would kill off the character, so some other sort of cheat code has to be used, here.

  32. Innocent? by Alien54 · · Score: 2
    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.

    --
    "It is a greater offense to steal men's labor, than their clothes"
  33. Well, that's one way to do it... by Snowfox · · Score: 5, Interesting
    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.

  34. Cheats--CBM PET 2001 style by CatherineCornelius · · Score: 1

    Back in the 1970s I had a friend who would get her jollies by using the POKE command (if you don't know, you're too young to ask...) on some defenseless PACMAN clone (written in PET Basic in those far-off days) to make the ghosts do weird things like following the maze walls or reversing the normal chase-flee cycle. It was sometimes quite fun, in a watching-paint-dry kind of way. The thought of hacking a game so as to give the impression that one was playing and winning did occasionally occur to us, but it seemed so lame we didn't bother. We were both programmers, dammit (we both still are) and actually playing the game was for users. Plus ca change.

  35. Interesting point... by ackthpt · · Score: 3, Interesting
    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!"

    --

    A feeling of having made the same mistake before: Deja Foobar
  36. Good Work if you can get it? by reaper20 · · Score: 2

    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.

  37. I'm still creating codes for the Game Genie..... by Rahga · · Score: 5, Interesting

    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.

    I kept going too....

    How about coed Super Spike V'Ball? (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 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)

  38. Remember C64 POKEs? by adadun · · Score: 3, Interesting

    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!

    1. Re:Remember C64 POKEs? by Malc · · Score: 1

      Ahhh, I remember one of those cartidges for the C64. I think it was called "Freeze Machine", or something like that. Or perhaps that was its nickname. Or was that the cartridge for saving games to floppy disc so that they would load in 5 secs instead of 20 mins?

    2. Re:Remember C64 POKEs? by Anonymous Coward · · Score: 0

      Action Replay and Super Snapshot were 2 good carts that could do memory snapshots like this. There was another popular one with the word "ice" in it, if memory serves. Wonder if it survived to become the persent-day "SoftIce" debugger available for the PC?

  39. Re:not -1 - correction by Anonymous Coward · · Score: 0

    -65 465 should probably be more like -32768 (assuming consoles use 16 bit ints like computers)

  40. One question... by Tazzy531 · · Score: 1, Funny

    One question that I might ask is...when these guys go home, do they play more video games?

    --


    _______________________________
    "I'm not Conceited...I'm just a realist..."
  41. Those were the days... by darylp · · Score: 1

    I remember hand-coding a hex-displayer thingie in search for that elusive '35h' byte for Manic Miner. DEC (HL), the opcode was. Got it right first time as well.

    The cleverest loading trick, IMHO, was coded by David Jones for the game 'Spellbound'. (Released on Mastertronic Added Dimension for 3 quid!)

    Basically, he'd edited the internal representation of the basic loader so that it started the programme 3 bytes on from what the loader appeared to say when looking at the code. e.g. although it claimed to start executing from memory location 31000, it actually started at 31003.

    To all intents and purposes it looked just like a a standard "load the code from the tape and execute it" loader, except the 3 byte offset made all the difference. Those first three bytes contained a call to a separate bit of code which displayed a 3D starfield effect and the message "Hello Hacker! Fancy meeting you here!"

    A simple, effective trick that was easily bypassed, but fun to do so nevertheless.

    *sigh* Memories.

    1. Re:Those were the days... by cowbutt · · Score: 2
      The cleverest loading trick, IMHO, was coded by David Jones for the game 'Spellbound'. (Released on Mastertronic Added Dimension for 3 quid!)

      Basically, he'd edited the internal representation of the basic loader so that it started the programme 3 bytes on from what the loader appeared to say when looking at the code. e.g. although it claimed to start executing from memory location 31000, it actually started at 31003.

      Hmmm... I think I can figure this one out; Spectrum BASIC had two representations for a number - 5 bytes for arithmetic and as many numeric ASCII bytes as necessary for Us Dumb Humans. IIRC, there was no requirement for the ASCII representation to match the underlying arithmetic representation (though, of course, for any non-twiddled bit of BASIC, they would match...)

      --

    2. Re:Those were the days... by popeydotcom · · Score: 1

      Yes, YES! I remember that and thinking 'you cunning sly little fox you!'

      And on a related story...

      I was out last wednesday with two other members of the 'curry club' at the customer site where I am at the mo. We got onto the subject of Spectrums and one of them said 'I wrote some software for the speccy once'. I enquired further, having never been in the precense of such greatness. Finance Manager was the product, Elephant Software was his company. He explained that he was a mainframe coder at the time and made this finance package in his spare time at home. Thing was, becuase he was a mainframe person where screens are two-tone, and where you have to tab to fields and press 'enter'.. he coded the program in the same way. Apparently he sold 1500 copies, which just paid for the advert in Sinclair User. I suggested to him that it would probably be somewhere on the internet and he was doubtful.. "it didn't sell many copies..".

      So over the weekend I had a look around and stumbled across finance.zip, and sure enough, it's his program.
      It's quite funny to look at actually..

      Memories indeed..

    3. Re:Those were the days... by Ambient+Sheep · · Score: 1
      "Halls of the Things" was another clever one. First loaded a fiendishly clever custom loader that loaded the screenshot at the same time as the code (rather than the screenshot first, then the code). It took me longer to crack than any other Speccy game, and when you did, there was a message in ASCII giving some phone number and claiming to be that of a massage parlour.

      There were actually amusing ASCII messages for the hacker scattered throughout the whole code. I'll never forget laughing my arse off as I scrolled through the hex with my trusty copy of Devpac, saw the trademark Spectrum ASCII key decoder table (the mapping from key layout to ASCII), thought "aha!", and then on the very next page of hex, being told, in ASCII, "Yes cunt, a keyboard table!" And so on...

  42. New Gamesharks are bunk by jeek · · Score: 1

    I just got one of the new GBC Gamesharks, with the snapshot feature. Creating Snapshots is easy, but when you go to load them back into the game, your Gameshark's memory is wiped, and it ceases to work. You have to ship it to Interact *AND* give them $10 to fix it.

    For a product that lasted 10 minutes, Thanks, but no thanks. I returned two of them... might repurchase in the future if they get their act together.

    Don't just take my word for it, check their message boards.

    --
    If you want to be seen, stand up. If you want to be heard, speak up. If you want to be respected, sit down and shut up.
  43. On the PC... by Tom7 · · Score: 4, Informative


    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...

  44. Old Codes by Erasei · · Score: 1

    Do they consider:

    up up down down left right left right B A Start

    A cheat code?? Love those old NES games!

    --
    visit my free wallpaper collection, wp.erasei.com
  45. Cheats and mods by i387 · · Score: 5, Interesting

    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.

    1. Re:Cheats and mods by grammar+fascist · · Score: 2

      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.

      --
      I got my Linux laptop at System76.
  46. Re:Arrgh by M.C.+Hampster · · Score: 1

    I believe someone mentioned in another post, but they worked in a few Konami games on the NES. My only experience was with Contra.

    --
    Forget the whales - save the babies.
  47. Fake by Anonymous Coward · · Score: 0

    Is anyone seriously suggesting that designers don`t release the cheats systematically to extend a product`s life.

  48. DMCA and Cheat Codes by Ace905 · · Score: 1

    I wonder what these guys would say about the Digital Millenium Copyright Act and how it applies to their business.

    This is another example of the DMCA having the ability to stifle innovation simply by existing. If I were the guys at gameshark, I would be worried about potential lawsuits simply for going through game code.

    It's rediculous!

    --

    Ace
  49. This Cheat works on any game on any system! by TechnoLust · · Score: 1, Funny

    It's a little difficult though...
    First, move through the game without dying more than the amount of initial lives you have.
    Second, defeat the end boss.
    Victory!

    --
    "Da ist ein Technölüst in mein Unterpanten!"
  50. "Good work, if you can get it" by Beatlebum · · Score: 1, Insightful

    No. More like "Good work, if you're a freakin moron".

    I mean, is that would you guys *seriously* aspire to? - arsing around all day looking for video game cheat codes??? And you wonder why you're still virgins? LOL.

  51. CBM PET Urban Legend? by darylp · · Score: 2, Interesting

    Wasn't the PET the computer you could POKE a certain memory location with to get it to catch fire or something?

    1. Re:CBM PET Urban Legend? by AndrewHowe · · Score: 2

      As I remember it was 59521. Never saw the teacher move so fast. Trust me to be one of the only ones caught doing it... I even had my hand on the off switch... LOL

    2. Re:CBM PET Urban Legend? by kobotronic · · Score: 1
      The Pet 4000 series was the ones with the 'killer poke' lethally tweakable video system. Did they actually catch fire or just smoke prettily?

      Anyways fast forward ten years: You could burn the standard 13" color monitors on the IBM PS/2 model 30s with some malicious port calls to the MCGA video adapter. One of the tweaks destroyed vertical sync completely, collapsing the display to a single superbright horizontal scope line that would burn in noticably in just minutes.

    3. Re:CBM PET Urban Legend? by Ambient+Sheep · · Score: 1
      Yup. On the original "PET 2001" series (the one with the yucky square keyboard and integral tape deck), it disabled the logic that prevented the CPU and display refresh logic accessing memory at the same time, thus allowing faster screen refresh at the expense of "snow" on the screen.

      On the later "PET 3008/16/32" series (with decent keyboard and external tape deck) it collapsed the display to 4 lines and started some chips smoking (it put them in contention with each other). You could get away with it for a few seconds (I was another 15 year old kid with my finger on the off switch!) but no longer, apparently.

    4. Re:CBM PET Urban Legend? by CatherineCornelius · · Score: 1
      The Pet 4000 series was the ones with the 'killer poke' lethally tweakable video system.

      The cheat to end all cheats.

      GAME OVER

  52. I work for a living by Anonymous Coward · · Score: 1, Troll

    To all you folks without lives that are whining about how game codes destroy the value of games. Forget that noise. I work for a living and the last thing I want is to come home and become even MORE frustrated because the PS2 is designed for the reflexes of a 12 year old on crack.

    I think every game should ship with cheat codes. After a long frustrating day of work, if I'm going to spend $60 on a god-damn game, I want to be able (and as the customer, this is a feature I god-damn demand) to go right in and load up my character with every conceivable weapon and just whoop ass.

    It's either that, or bringing my AK-47 to work.

    1. Re:I work for a living by Anonymous Coward · · Score: 0

      Job, AK-47, hmmmm...looks like the makings of a good quake mod.

    2. Re:I work for a living by australopithecus · · Score: 1

      i never knew that william h. macy had juped off of the screen of "Happiness' and into the real world. i hope youre not a psychiatrist.

  53. Sleeping with? by Anonymous Coward · · Score: 1, Funny
    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 :-)
    What? Now you do sleep with despectacled geeks? ;P~~~
  54. It is NOT illegal under dmca by rebelcool · · Score: 4, Troll
    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

    --

    -

    1. Re:It is NOT illegal under dmca by Nate+Eldredge · · Score: 1
      I'm sorry, but did you actually read it yourself?


      It says you are not forbidden from circumventing access controls to identify and analyze pieces of the program that are necessary to achieve interoperability. That is by no means blanket permission to reverse engineer. Cheat codes are certainly not something that is necessary to achieve interoperability.


      By the way, you're using a different definition of "fairly short" with respect to the DMCA than I'm familiar with. It's over 26,000 words.

    2. Re:It is NOT illegal under dmca by spacefrog · · Score: 1

      "Ignorant" "fools" without a "shred of understanding"

      You sure about that? I mean this is Slashdot.

      Oh wait. Never mind.

  55. CheatZilla by FozzTexx · · Score: 2, Informative

    For anyone that cares, there's a huge archive of Game Shark codes at 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.

  56. The first easter egg by psxndc · · Score: 3, Interesting
    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/

    psxndc

    --

    The emacs religion: to be saved, control excess.

  57. Disassembly provisions by srichman · · Score: 2
    Simply because you *could* use the gameshark to enable something else that's illegal, doesn't make the shark illegal...
    Well, the EULA of most every major game and piece of software these days has terms that prohibit "reverse engineering, decompilation, and disassembly." It's pretty easy to prove that the act of producing cheat codes involves reverse engineering and disassembly. Therefore, GameShark is in violation of the license agreements of all the software they publish cheats for (unless they have a special licensing agreement with every game they hack, which they don't).
    1. Re:Disassembly provisions by liquidsin · · Score: 1

      yeah, but AFAIK, you won't get nailed on breaking a license agreement unless the company whose software you're tampering with brings charges against you. And as I stated in the first place, I doubt that a developer is going to sue somebody who's making them extra money on their games. Then again, I could be totally wrong...

      --
      do not read this line twice.
    2. Re:Disassembly provisions by WNight · · Score: 2

      That would be true, except that EULA's aren't binding.

      They'll claim the world, and if you buy it, they'll be willing to pretend it's legal. But it's not. Ignore EULAs and just follow actual laws like copyright and (ptui) the DMCA. (If you're unlucky enough to live in the USA.)

  58. Underpaid by srichman · · Score: 4, Interesting
    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"?
    1. Re:Underpaid by MisterBlister · · 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...

    2. Re:Underpaid by sean23007 · · Score: 1

      Doesn't 28k-60k seem a little low for employees with "remarkable programming skills"?

      Only if you grew up in America. At the company where I work there are several people from India with "remarkable programming skills," and they would have been more than happy with 10k. And they will never leave this company because the first offer was 24k. They're the happiest people in the whole company!

      --

      Lack of eloquence does not denote lack of intelligence, though they often coincide.
  59. another way to do it... by guidobot · · Score: 1

    I discovered this over the weekend playing Chronotrigger on the Snex9x emulator. There's a feature called "Search for new cheat codes" that lets you view the game memory at different addresses. Some of the things I tried would be to search for a chunk of memory with a value set to X, where X was the number of gold pieces I had. Then update it to 1000000, and bingo, my character was rich. Pretty neat stuff, although not quite as fun as just playing the game.

  60. You're all wimps! by hawk · · Score: 2, Funny
    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

  61. Hacking? by exceed · · Score: 3, Funny

    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?

    --

    void women (int money, time_t time);
    1. Re:Hacking? by __aafutm5472 · · Score: 1

      When will you use it correctly? Hacking refers to the act of making something do what it wasn't originally designed to do. For example, making a Coke machine powered by a computer that you can trigger to give out a Coke via a network is an exceptionally cool hack.

      Modifying a web page to say "i aM l33t!" is not a hack.

    2. Re:Hacking? by Legion303 · · Score: 1, Offtopic
      Psst: it was a joke.

      Edit: 20 seconds between hitting Reply and posting? Fuck you, Slashcode, I can't help it if I type fast. Bah.

      -Legion

    3. Re:Hacking? by exceed · · Score: 2

      I realize that breaking into systems is not 'hacking.' I suppose you misunderstood what I had previously stated: the way that the article uses the term 'hacking' in the context makes it seems like they are gaining unauthorized access into these gaming systems (considering this is what the media usually considers hacking to be).

      --

      void women (int money, time_t time);
  62. Re:Hacking? - don't feed the troll by Anonymous Coward · · Score: 0

    thanks for the clarifaction, but please nobody else feed the troll, and for the love of your deity of choice, please mod this down

  63. Also LifeForce by Anonymous Coward · · Score: 0

    Our favorite 8-bit NES side scroller! +30 lives!

  64. Good work, if you can get it... by pimpinmonk · · Score: 1

    ...and you can get it if you try!

    God I love Frank Sinatra. Was this an intended quote?

  65. i found a cheat once! by fatgraham · · Score: 1

    a previously unpublished one for james pond 2: robocod (mega drive version at least)

    it occurerd when trying to do another cheat, but hitting the buttons in the wrong order. i assume this is what these people do for a living.

    originally i assumed it came from playtesters who found bugs, but didnt report them, and then sold the rights to the cheat afterwards ;]

  66. My Daddy does the Dirty 'till they took it away by K0R$+h4x0r+ru1z · · Score: 0
    It's an unusual way to make a living -- the game guys at Interact earn $28,000 to $60,000 a year --
    This is peanuts. People cleaning the NYC subway make this much. New Orleans garbage men make this much. Both fine professions. But really, it's an amalgamation of the guy at Electronic Boutique and the high school kid scouring astalavista.box.sk.
    1. Re:My Daddy does the Dirty 'till they took it away by david+duncan+scott · · Score: 2
      Well, I live in Baltimore, and while $28k certainly isn't big money here it goes further than it would in NYC.

      The folks at HomeFair say that a Baltimore $28k is a Bronx $33k, a Brooklyn $35k, and a Manhattan $77k (!)

      Besides, hardly anybody in Hunt Valley gets eaten by CHUD.

      --

      This next song is very sad. Please clap along. -- Robin Zander

  67. Well, its easier for them... by Cheetah86 · · Score: 1

    I guess its easier for the game shark people to swim through the game code than the game genie people, who have to fly through it!

  68. It's in the PS2 Linux kit by yerricde · · Score: 1

    And when exactly did the Sony Playstation start shipping every unit with a copy of strings and a hex editor?

    When the GNU/Linux kit was released. On the PlayStation 2 Linux kit DVD-ROM, you find binaries and sources for many GNU packages. I'm not sure if strings is in there or not, but it would be straightforward to put it there.

    --
    Will I retire or break 10K?
    1. Re:It's in the PS2 Linux kit by Syberghost · · Score: 2

      You quoted the words "shipping every unit", but somehow you managed to miss reading them.

    2. Re:It's in the PS2 Linux kit by yerricde · · Score: 1

      You quoted the words "shipping every unit", but somehow you managed to miss reading them.

      Every unit of what? You didn't specify what constituted a "unit." I stated that every unit of the product called "PS2 Linux Kit" contains a copy of GNU tools such as strings. I recognize that my original wording was a bit misleading.

      --
      Will I retire or break 10K?
    3. Re:It's in the PS2 Linux kit by Syberghost · · Score: 2

      Every unit of what? You didn't specify what constituted a "unit."

      Yes, I did, quite clearly, in English. Go back and READ the post this time, before replying.

  69. Good job if you can get it? by ColdForged · · Score: 1
    I'll pass. One of my previous jobs was at a Macintosh anti-virus company (that got swallowed up by Network Associates, curse-those-greedy-bastards). One of the main things that the little group of malcontents I was part of would have to do was figure out what makes viruses tick. A large part of that is getting a disassembly of the code (normally with prodigious applications of MacsBug at crucial stages) and slog out a pseudo-code version of the thing that provides the logic of the payload/infection mechanisms. In other words, somewhat similar to what the GameShark guys have to do. Let me explain some things about how "fun" this is.

    Due to the unrelenting power of Murphy's Law, new viruses would almost invariably come popping in at around 5:00pm on Friday afternoons, meaning a good additional 10 or 12 hours until early Saturday doing -

    • Figure out what the hell the thing is trying to do (overwrite all image files? Remove system files? Poop on overthing in the system?)
    • Figure out how it reproduces.
    • Figure out how to identify it.
    • Figure out how to get rid of it.
    • Figure out how to repair the damage.
    • Code up a definition.
    • Test on every possible permutation
    In other words, loads of pain. What makes it bearable is the periods in between where you can actually do some software. But day in, day out of looking at dumps trying to figure out what makes them tick? I think I'd rather saw off my own appendages. Slowly.
    --

    -"I seem to be having tremendous difficulty with my lifestyle." - Arthur Dent

  70. GXNAGY makes getting to SMB's minus world easy by yerricde · · Score: 2

    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

    --
    Will I retire or break 10K?
  71. Finding them.. heck I write them. by mestreBimba · · Score: 1

    I work for a major console game company. The simple truth is cheats help make a product more interesting and so they are put in. Yes some are inplace for testing but they are intentionally left in and some are added just for fun factor. They are then anonymously leaked....

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    1. Re:Finding them.. heck I write them. by c4thy · · Score: 0

      i think you are probably in direct violatoin of the non-disclosure agreement. heres where i tell you that youre fired.

      --

      i am convinced that "/.ers" are homosexuals and imma make that my "sig"
    2. Re:Finding them.. heck I write them. by icebeing · · Score: 1

      why? All he's saying is his work adds cheats to the games they code. It's like adding debug code in a non-production SW binary. Happens everywhere, and not just in game dev either.

    3. Re:Finding them.. heck I write them. by c4thy · · Score: 0

      it was a joke. maybe you should reverse engineer my comment and hexedit the humor. also. i know what adding cheats is like you dont have to give me a sloppy analogy. it wasnt that which i was referring to.

      --

      i am convinced that "/.ers" are homosexuals and imma make that my "sig"
  72. Still not convinced? by rebelcool · · Score: 2
    Check out Nintendo vs. Galoob. Nintendo sued them over the Game Genie several years ago (and lost). This is the strongest legal argument in favor of these types of devices, and the main reason they're still around.

    Now though they do things a little differently they used to with respect to loading memory, it still doesnt matter. Unless game makers start ENCRYPTING all of their code (not just pieces as they do now for copy protection), the dmca simply doesnt apply.

    As many have mentioned earlier, these types of devices give replay power and could possibly even sell more games by giving people who suck at games a chance at beating them. Why would any game company be against that?

    Anyway, 26,000 words is tiny for a legal document.... I found the DMCA an easy read compared to many other copyright documents...

    --

    -

  73. And a third reason by dragonsister · · Score: 1

    Which someone else has mentioned: the 'mod' community. I'm exceedingly fond of Heroes of Might and Magic, which always ships with a map editor. I've made and released three maps for it myself, and played and reviewed a good many other amateur maps (and a good amateur map leaves the professional maps for dust!). And as a mapmaker, testing out maps, I use cheat-codes frequently. Gotta go see whether that new little corner works like it should, which means going here, doing this, and then going there. I could spend 2.5 hours playing the map to that point, or I could tap in a few cheatcodes and take a total of 8 minutes ...

    Of course one does full honest playtests as well. But the cheatcodes vastly accelerate much of the testing and polishing that needs to be done to produce a top-notch map.

    Heroes of Might and Magic 4 is probably going to come up next March. And I'll be buying it immediately - which is a new thing for me. I wouldn't be doing it if it weren't so practical to make maps in Heroes of Might and Magic 3 - I wouldn't be playing the game any more. I'd probably only realise HOMM4 was out there about a year after it was released.

    This is partly because most of the professional maps are suitable for multiplayer - and the AI is no match for a human. Nor is 'story' an important component of a multiplayer map - but it adds a lot to a singleplayer map!

    The second expansion of HOMM3 brings the total of professional maps to about 87 (I think). By contrast, www.astralwizard.com has more than 400 amateur maps, of which more than 50 have been rated at 8+ - better than professional! And www.archangelcastle.com had more than 700 maps last time I looked.

    And then there's the unofficial expansion 'In the Wake of Gods', which (to return to the topic of poring over numbers) was created by amateurs doing some reverse-engineering sort of stuff in their spare time. And as someone who's analysed game-play and mapmaking, I *can* tell that it's not a professional effort - but it's not *obviously* so ... except, of course, in that you download it from a website (http://celestialheavens.com/WoG/) rather than buying it from a store.

    Rachel

  74. Zsnes and the cheat menu by Dante'sPrayer · · Score: 1

    If you want to try right away what is to look for memory addresses and modify the behavior of the game, try zsnes. Its cheat menu allows to set a break on the game (pressing escape) and look for a value. It can also be set for looking values that increase or decrease or stay the same over the span of breaks. Cool stuff. It does convert the "realtime hex patch" to game genie or action replay codes, so it's a safe guess to say it's close to how it is done.

  75. Making cheat codes is EASY. by 3vi1 · · Score: 1

    Jeez, with all this talk about 'remarkable programming skill' and 'squinting over thousands of lines of numeric coding', it's obvious to me that none of these people have ever actually used the code-finding tools. If Interract has the same level of tools on todays platforms as they did on yesterday's (PS One and Saturn), then this is a piece of cake. Any 8 year old could make cheat codes with these tools and 30 minutes of instruction. I used to own one of the Datel parallel port boards. Basically, all you had to do was press a button on the connected computer to dump the contents of the console's RAM, then you get your guy killed in the game, then dump the memory again to determine which numbers changed. You keep doing that over and over a half dozen times to narrow it down and *voila* you've found the memory location that controls the number of lives. Just stick a 0xFF in that and you're done. The 'code' was simply a memory location and the value to poke (there were extended codes that would do the pokes conditionally too, but it was just as simple). Making codes wasn't hard, it was just hard to get the game home quick enough that you were the first one to post the code to Datel's and Interract's sites (Yeah, their in house codefinders didn't do it all - I found the first Crash Bandicoot codes for them!). I find it hard to believe that their tools make it anything but easier to find codes today.

  76. Ease of removal by kimihia · · Score: 1

    It isn't at all hard to remove debugging code like that.

    You just have to change a few defines and recompile.

    Let me demonstrate with this pseudocode / C hybrid. The way to allow cheats is like so:

    if ( !walk_through_walls_cheat_enabled ) {
    test_for_wall_clipping();
    }

    Now to remove the feature from the game entirely so that it cannot be used, you would use a fairly different idea ...

    #ifdef walk_through_walls
    test_for_wall_clipping();
    #endif

    If you wanted to test the clipping in only one part of the level you'd want to be able to toggle the clipping on and off, so instead you'd code it like so (and still have the ability to compile it out).

    #ifdef walk_through_walls
    if ( !walk_through_walls_cheat_enabled ) {
    #endif
    test_for_wall_clipping();
    #ifdef walk_through_walls
    }
    #endif

    Don't under estimate the power of cpp! (the C pre-processor).

    1. Re:Ease of removal by Mister+Gribbley · · Score: 1

      There's another downside to removing the codes though - I'd imagine besides testing there'd be bughunting advantages to including the cheat codes in the release version. As well as the general advisability of having the release version being the exact same one you've tested.

  77. RE: Don't hog the controllers! by fractaltiger · · Score: 1

    Waste the fucking day squinting over meaning less dribble so some zit faced punk can sit inside all day with 30 lives playing Contra

    The funniest part now is when I realized this "punk" was my brother!

    --
    "Wireless : LAN :: Laptop : Desktop"
  78. Whoever moderated this as "Informative"?! by ericvids · · Score: 1

    You have no sense of humor whatsoever, but thanks for the karma. ;)

    --
    Pet peeve: Profane people propagating perfunctory pedantry.
  79. Oh... the memories by gaspyy · · Score: 1

    I, with the aid of my father, managed to adapt a floppy disk driver to work with my Spectrum. It was a 5.25", 360Kb.

    And then I had fun for months working to hack the games that came on tape and rewrite the loader and copy them to disks...

  80. Good Work? by CCIEwannabe · · Score: 1

    I dont know about you out there, but spending my day infront of code aint my idea of a good job.
    I'd rather be a game tester.

  81. I remember when..... by Anonymous Coward · · Score: 0

    Ultima Underworld came out. My friend and I would play that game all day and all night. Than one day we found the cheat code on a BBS (something like typing "spam spam spam humbug" in the command line) for getting anything we wanted in the game - INCLUDING fireplace tiles, grass tiles....pretty much ANYTHING that had a picture in the game you could carry around with you! Many hours of fun were spent trying to see what all of the combination of numbers came up with......

  82. EFFF FFFE by Anonymous Coward · · Score: 0

    Sorry,

    When reading Hex, you usually have to code IN REVERSE to allow the stack to get the data in the proper order (sorry for bad english...)

    => if you use EFFF (read it that way) it means FFFE when in the stack, caus' the darn thing must be read from left to right, except for Numeric Values, that are read from right to left...

    And people keep asking what's so fun in coding 8))

  83. Linguistic issues by Anonymous Coward · · Score: 0

    >I realize that breaking into systems is
    >not 'hacking.' I suppose you misunderstood what
    >I had previously stated: the way that the
    >article uses the term 'hacking' in the context
    >makes it seems like they are gaining
    >unauthorized access into these gaming systems
    >(considering this is what the media usually
    >considers hacking to be).

    Ehhh... I bet your face got a little bit red with that original reply. I see what you're saying, though. "Hacking" + "into" + "a system" usually involves a machine "a system", which the hacker has gained more access to than was intended.
    e.g. Hacking into the Pentagon.
    "Hacking" + "a noun" usually means monkeying around with "a noun" until it does what one wants it to do, although it isn't supposed to.

  84. Only way to get credit by AlexxKay · · Score: 1

    Many of the early Atari Easter Eggs (such as the Adventure dot) were created by the programmers as ways of getting credit. Warren Robinette received no other credit for his work on Adventure besides what he himself put in as an Easter Egg.

    Similarly, in the world of film, the Mouse Mania short that Mike Jittlov did for Disney has a number of "Easter Eggs" in it, giving credit to the various people who helped him on the project (and whom Disney wouldn't officially credit).

  85. Released Codes by Adamb154 · · Score: 1

    Apparently there seems to be a conflict in this topic. The workers mentioned are people who work for Gameshark. A cheat code is purposely built by the game creators for use in the software. And also they will end up releasing the codes themselves either distributing them to websites themselves or through code books or strategy guides. What Gameshark does is create hacks for games, and pretty much reverse engineer the game itself.

    --
    Thank You, Adam Brown