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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.

111 of 287 comments (clear)

  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 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.

    2. 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.

    3. 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.
  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 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. 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 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!
    2. 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

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

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

      --

      - Dave
    4. 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.

    5. Re:Why? by shogun · · Score: 2

      Do you play Counter-Strike by any chance?

    6. 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
  4. 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 AndrewHowe · · Score: 2

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

    5. 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)

    6. 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.

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

      That'd be 40 42 0F 00.

    8. 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
  5. DMCA by Anonymous Coward · · Score: 2, Insightful

    What they are doing is illegal...

    Sad, isn't it?

    1. 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.

  6. 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
  7. 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 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.

    3. 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. :)

  8. 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 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!
  9. 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 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
    6. 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 :)

    7. 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.

    8. 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.

  10. 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.
  11. 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 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.

    2. 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.

  12. 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 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
    4. 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

    5. 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
    6. 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.

  13. 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 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
    2. 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.

    3. 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.

    4. 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.)

  14. 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

  15. 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.

  16. 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.

  17. Re:whaaaa...?? by Christianfreak · · Score: 2
    • Game shark
    • Game Genie (still around?)
    • Cheat codes published in tons of gaming magizines ...
  18. 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.

  19. 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?

  20. 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.

  21. 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.

  22. 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 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.......

  23. 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!

  24. 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 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 =)

  25. 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
  26. 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.
  27. 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"
  28. 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.

  29. 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
  30. 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.

  31. 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)

  32. 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!

  33. 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...

  34. 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.
  35. 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...)

    --

  36. 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...

  37. 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

  38. 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

    --

    -

  39. 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.

  40. 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.

  41. 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.

  42. 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 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.)

  43. 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...

  44. 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

  45. 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 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);
  46. 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.

  47. 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.

  48. 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

  49. 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

  50. 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?
  51. 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.

  52. 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...

    --

    -

  53. 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.

  54. 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.

  55. 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.

  56. 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.