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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.

26 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?

  2. 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.

  3. 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. 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
  5. 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 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..."
    2. 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.

  6. 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.

  7. 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."

  8. 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.
  9. 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
  10. 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.

  11. 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!

  12. 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.

  13. 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?

  14. 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.

  15. 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)

  16. 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...

  17. 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.

  18. 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

    --

    -

  19. 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"?