New Super Mario Bros. Wii To Include Official "Cheat"
phlack writes "Yahoo Games has an article describing a new mode in Nintendo's upcoming New Super Mario Bros. Wii that will allow the player to activate a 'demo' mode to get out of a hard situation. Nintendo plans on incorporating this into future games. Is this a good idea (to help relieve frustrations) or just sanctioned cheating?"
They actually patented this system as well.
Winning by cheating just isn't the same as winning 'for real'.
I may catch on with the casual gamers, though.
Getting rid of the stupid moments and rushing towards the fun ones. Hope they include a 'unlock-all-so-i-dont-have-to-just-to-play-the-whole-game' cheat as well.
Way to many games assume that i want to grind 25 hours to get that tiny little game mode which just happens to be the most fun part of it all.
I did my grind through Super Mario Brothers. I dropped a missile or twenty on mother brain. I actually beat Tyson after a couple of months. I flipped through contra, shooting my red, oversized, round bullets the entire way. Kid icarus was my bitch. It was all hard as balls, and I didn't have any built in cheats (Justin Bailey doesn't count and you know it.)
It makes my elitist heart warm knowing that now I can add one more example into my video game "get off of my lawn" play-book.
Good marketing is giving people what they want and Nintendo has done well in understanding just that. Unfortunately, most people would rather get something without any effort than they would to actually practice, learn, then succeed.
Perhaps they can ACTIVATE a 'demo' mode, too?
I want my games to be not very challenging but spectacular looking and amusing interactive movies, little more. Really hard intricate challenges is what work is for (well I'm lucky enough to have one of those).
If other gamers want to derive a sense of achievement from really hard-to-master games, good for them - but with this, Nintendo is reaching another market, namely people like myself, who couldn't care less about whether it's 'cheating' or not because 'winning' is not the reason why they play games at all.
Is this a good idea (to help relieve frustrations) or just sanctioned cheating?"
Yes and yes. It does help who just want to see the next level and it does let people bypass the essential struggle of the game, thereby 'diminishing' the meaning of playing it.
But, hey, you paid for the game, I say you should be able to access all of its content, regardless of your playing skill. I would never use the cheat option, but I'm not going to fret myself into a furor that elsewhere in the privacy of their own homes people are enjoying the game differently.
(I will however mercilessly mock any of my friends who are less uber than me. :p )
When things get complex, multiply by the complex conjugate.
So a button that would allow Nintendo players to enter a "learn this move for next time" mode.
Why didn't I think of that?
How about one that switches into a particular portion of a previously recorded ghost? (send my portion of the royalties to the Pakistani refugees)
This is a good idea for the Wii. This platform is not supposed to be for hardcore gamers and the focus is more on the general public. Take myself as an example: I play the Wii but unlike my kids I don't have time to repeat a game sequence hundreds of times until I get it right. If I get stuck somewhere in a game I don't waste my time and I move on (read I drop this particlar game). I'm looking forward to be able to skip a frustrating part and get on with the rest of the game. I am not playing to get frustrated
In Soviet Nintendo, game plays you!
... and laughs all the way to the bank.
THE HONOUR OF THE KNIGHTS - CC Licensed Sci-Fi Novel
It does make a good point, http://www.vgcats.com/comics/?strip_id=282
THE HONOUR OF THE KNIGHTS - CC Licensed Sci-Fi Novel
By the way, my youngest have no problems with Super Mario Sunshine - it is a much easier game for kids. Maybe it's the controller?
For the hard-core gamer I'm sure that this is considered the height of EVIL and is something of a hell-worthy trespass for them.
However for the casual gamer (say someone who doesn't have the time required to develop the "Mad Skillz" needed to play these games) this is a godsend.
There are games out there with very in-depth stories and as the game progresses and gets harder, many find that a particular section is flat-out beyond them and the only way they'll ever get to see the end of the story is to look up cheats, walkthroughs...or now this new system.
There are times when I've asked someone to get me through one little annoying section that I've tried for hours to defeat...at times even WITH the walkthrough. Being told how to do something is not the same as being able to do it with some of the "twitch" games out there where the solution involves precise timing that many hard-core and/or avid gamers develop. I get help with that "one" spot and I'll beat the rest of the game on my own in my own time.
This is a good thing and it gives an option and a choice for the players. They can choose to beat the game on their own, or they can choose to get a little help. Let the game give these options and let the players decide. It's the best way.
-- Wiccan Army, 13th Airborne Division "We will not fly silently into the night"
So I'm almost finished reading the article summary, already thinking up my response and about to post, when as I get to the end of the summary I read
Just like that. With a link. FROM THE EDITOR.
Just an offhand reference to something they happen to remember, right? WRONG because it belies the fact that THE EDITOR TOOK IT UPON THEMSELVES TO DIG AROUND BEFORE POSTING AND SERIOUSLY LINK TO PERTINENT EARLIER COVERAGE!! Where am I, engadget? What is happening? Who did this? It must be Taco, right, he's the only one who takes Slashdot for journalism. Nope: the editor is "soulskill". W...T...F
I have to go for a walk, air out my mind a little. This is some serious shit going on right here.
This is slashdot. Good grammar has no place here.
:)
Well, it never has, so why should it now?
... especially for casual gamers and kids. I have a young daughter who loves the original SMB that I downloaded through the VC, but her frustration level can get to the point where she doesn't want to play it anymore. Something like this would be nice for her and casual gamers if implemented properly. But I also think they should also insert some sort of bonus ending or perk for players who don't need to cheat to win.
Is it fair to give her an advantage when I didn't have one myself at her age? I think so. At least maybe she won't start throwing nintendo controllers across the goddamn room like I used to.
I have to admit I like the way the Lego Indiana Jones series does it. You die, but, you immediately respawn fairly close to where you died.
This is my sig.
When I'm competing against other humans, "cheating" is an appropriate term.
In a single-player game, that I paid for, the interaction is between me and something owned by me. Its purpose is my entertainment. Challenge is part of that, but if I want to use an easy way, what could anyone possibly have against it? Seriously, that's like saying your favourite poet can only be read in candle light on a stormy night, because doing it any other way would ruin the atmosphere.
No, "cheating" does not describe this at all. There's no party that is being cheated on, after all.
Assorted stuff I do sometimes: Lemuria.org
instead of writing articles yahoo could push all seeing eye again.
Is this really a completely new idea, or just an extension of what Valve games have done for ages?
In all the HL2 series (and maybe before that) you've been able to change the general difficulty between the three levels mid-game. I normally do fairly well on "normal" settings in games, but I did once find this feature useful (in HL2, the prison complex, I forget exactly where on the level) for getting past a frustrating point so I could stop banging my head against it and get on with enjoying the rest of the game. I imagine that people looking for a more-casual-but-not-always-set-to-too-easy experience would use the feature quite a bit.
What Nintendo are talking about here seems to me to just be going one step beyond this, changing the available levels from Hard/Normal/Easy to Hard/Normal/Easy/Autopilot. Nothing revolutionary.
I think this could be used a lot differently than people are imagining. In just about any game with an "easy" mode it's already absurdly easy to play. The big problem as I see it though is there are probably a lot of people who can play on normal/hard who don't even bother. Past history has taught them that if they play on harder difficulties they'll eventually run into some nasty spot that was poorly designed and is so frustrating that they just want to quit. Thus a lot of people might choose more difficulty instead of less with this feature. Sure there will be people who just coast through the game with it but they were already doing that with easy mode anyways.
I'm not a fan of puzzle games yet most games have puzzle aspects to them. One of the first ones to annoy me was Myst. I wanted to see the graphics but the constant puzzles quickly became annoying so never got far in the game. I got a little skill game for my iPod touch which technically wasn't a puzzle game but you had to accomplish certain things to access new areas. The problem with it was it wasn't all that clear what you had to accomplish and even after I had collected everything there was nothing indicating that I had finished the game. Poor instructions and puzzles in shooter games really can ruin an otherwise enjoyable game.
Maybe they could implement a demo mode where the article is written for them.
Nintendo why have you betrayed us, now really guys its just super mario there is no need for any cheats unless you "REALLY" suck.
Its not my fault, someone put a wall in my way.
If this means game companies can stop worrying about frustrated casual gamers and start making their game harder and longer then I say "go for it".
I'm sick and tired of both the debilitating trend and shortening trend in the video game industry. I've got a friend which enjoys video game but isn't good at it and even him was disappointed that he finished Star Wars Force Unleashed in only 7 hours. I thought it couldn't be worse, but I've been proved wrong with a test I saw on the latest Terminator video game : apparently, you can finish it in 4 hours (and I'm not even talking about the price/hours ratio). Sure theses two games use well-known licenses, but this trend is occuring for almost every video game serie.
On the other hand, I'm currently playing Ninja Gaiden Black, which is reputed for its difficulty. I'm at the 2/3 point, it took me 30h to get there, and I've enjoyed every minute of it.
But for the rest of us, temptation to try again and again (read:perfect the game) will feel crippled.
I doubt all those "pause, up, down, left, x, down, right" cheats were exactly programming bugs.. All they're dropping is the pretense.
I never beat most of the NES games I owned. The exception was the Super Mario games where you could skip most of the game by warping. Did this bother me? No. Did this frustrate me? Not much. I didn't have to beat them, I enjoyed just playing them. Sometimes I made it to a new area and I'd feel the adrenalin start flowing.
I don't get people playing through a computer game with an invincibility code - and doing it over and over. I'm no hardcore gamer (I'm on a Mac Mini dammit!), but I grew up with hard games and enjoyed the challenge. I also believe many of today's games are too easy with their infinite lives and checkpoints/respawn points once every minute. I don't get the same adrenaline kicks anymore since I don't need to be afraid of dying.
I should disclose now that I'm not a very avid gamer. I play games pretty infrequently, but when I do, I like a challenge that gets me thinking. At least for me, games stimulate this by presenting difficult situations that requires strategy, thought and patience to get out of.
Thus, on one hand, incorporating this system will promote more "thoughtless" solutions in areas where the game is actually supposed to aid in developing the mental capacity of the gamer. However, it's not like this doesn't exist already, since game developers already incorporate various shortcuts to avert these scenarios. On the other hand, "fun" games aren't supposed to really stimulate too much thought on the gamer and are really supposed to just deliver a steady stream of "action."
In short, I really don't see this being a bad thing, especially considering that cheating is prevalent now.
In single-player people can 'access' whatever content they please, online they will have to play by the rules of whatever server they are on or suffer the consequences.
Aren't you forgetting a third way: neither single-player nor online?
The reds aren't "getting closer"; they're already here. Tetris, the greatest Commie plot ever to hit the video game industry, has been on Nintendo platforms for two decades.
I don't want to come across as an old codger, but cheat codes and the like have ruined gaming. Easter eggs and hidden levels are fun and add some dimension to the games. Cheat codes, continues and even the prospect of getting unlimited extra lives have taken game skill levels to a new low. If you have to cheat you obviously aren't good enough to win. Most of us who played years ago, beat the super hard levels, by A) having great skill at the game or B) got really lucky. Either one is fine with me, but entering in a cheat proves that you don't have either. I say remove the cheats, keep the Easter eggs and hidden stuff, increase the gameplay and quit making games disposable. It's cheaper to rent the game for 2 weeks from the video store, solve it and give it back than buying it. You're going to find the sales figures plummet for marginal games. There needs to be a change in the industry.
Separate endings for those that cheat and those that don't? So if a cheat is entered, a standard ending sequence is shown, but if you make it to the end without cheating a super fantastic ending sequence is granted.
As someone who takes gaming pretty seriously I'd say NO on a massive scale because hours of frustration and then finally achieving your goal is what I play for!! Unfortunately there are too many "easy" games out there - as soon as the PS2 came out Tomb Raider went downhill in favour of graphics. No also because games aren't entirely a waste of time, they develop hand eye co-ordination and logic skills (at least this is how I justify hours and hours of button bashing), taking challenges away will MAKE it a waste of time (just my view). Yes ONLY for small children and maybe people with learning disabilities - this kind of function could help them to develop by doing the easy things first and then introducing harder parts of the game in later..... Just my two pence.
I argue because it's the internet....and I can.
No way this can stand up, it's actually in other games all ready. You can play a whole game of Blitz II: The League and never call a play yourself, never snap that ball, etc. and the computer will take care of everything for you, but you still have the ability to jump in and actually take control over a guy at anytime. In Madden all you have to do is call plays and snap the ball, and the game plays itself. Space Channel 5 has the same thing, as does I'm guessing a host of other games. And then there's the whole issue of what it means for the computer to play a game. If I create a gang in San Andreas I could then just march over to another gangs real estate and my CPU controlled gangbangers will take care of the fighting and I can sit around, so while my CJ doesn't do anything all of the CPU controlled gang members will fight so that's an example of a game playing itself. To me Nintendo should lose the ability to patent this based ona prior art argument. This is like when microsoft patented the page up and page down buttons, even though there's verifiable proof that other companies had this tech b4 micrsoft.
It isn't gameplay (or otherwise useful to the gameplay). Thus I'm not interested in paying for it.
Developers should remember that their audience is game buyers. I don't know about you, but I buy games to PLAY them.
Cheats should just be a proper menu item anyway. And sections of games should be openly accessible, so stuck players can just skip to them.
who cares? If you don't want to use it then don't. It's not like the fact that some 10 year old kid next door or 3000 miles away uses "demo mode" actually impacts you in any way.
* Lives
* Power Pills
* Health Points
* Stealth Suits
* Respawn Points
* Save Games
* Freeze / Rewind Time
All of these give an edge to the poor slob on the couch who only has reflexes in tens of milliseconds. I cannot see how making an actual explicit mode is dissimilar to any of these.
[% slash_sig_val.text %]
I like PC games that release an SDK since that allows you modify the game heavily to your liking. They should really get something going with the console games to do this. It makes games way more enjoyable for a longer time. The "demo mod" is like a patch on this issue. People could easily do the same kind of thing with an SDK.
and poorly. Braid lets you rewind time, and correct your mistakes. Sometimes you have to think about what you're doing to actually utilize this (for example, some things don't rewind). There's a level of thought put into it; I think this is correct, giving an easy way around if you can solve a small problem that requires some insight. Like sequence breaking in Metroid.
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Nethack has an eXplore mode for less experienced players to see what is available in the game.
It does have downsides, giving an easy god-mode. You miss out on essential experiences that give you the knowledge and skill required to win at a game.
Because of the eXplore mode, it took me a long time to figure out just how essential a ring of free action was for ascending in Nethack. It also took a long time before I found out how useful the Oracle was in the game.
When we first got the NES SMB was the only game we played for it for a while. So with all the frustration of playing the damned game we did eventually beat it. And that was that. The we got a Game Genie and played it again but we kicked the games ass. In a game where getting touched once or twice by any enemy kills you It felt good to get a permanent invincibility and plow through the game. That's how I uses cheating now days, beat the game at least once, then cheat. I extends the life of the game IMHO.
Hi all...
I don't know if it's ok or not...but I think if it's needed then a game is not well balanced (against CPU I mean, not the game itself).
For example, if you play in the easiest mode at SF4 the final boss is able to destroy you anyway, while in all the other enounters the opponents are really...easy.
Now, I think that SF4 is a great game, well balanced etc etc. Really I stopped WoW to play SF4 PvP.
But as a single player game the fact the last boss is very hard even in easiest mode is a bit depressing, considering the quality of the game itself.
But to be 100% honest there could be a reason for that...in order to unlock all the characters you have to defeat the final boss some times straight without losing a game...so CAPCOM knew that everyone would play the game at easiest mode just to unlock all 25 characters...so basically this could be seen as a possible motivation to implement this hard boss as the fact everyone will face him at easiest mode...but still I don't like this.
I'm against demo mode but in favour of balanced games.
Cheers,
The first Jazz Jackrabbit had cheat codes, but, if you use them and complete the game, the game displayed picture of the main character playing poker with some of his enemies, one of them saying "I see yer cheatin!" or something like that... Kinda a cool when I saw it
They patented the Konami Code ?
Just go watch a movie. It's in "demo" mode, all the time.
Cripes, people; read the patent before going all WHARRGARBL.
You cannot save progress that the game makes for you. It's right there in the patent, explicitly specified in no uncertain terms. When you turn off the demo mode, you're dropped back where you left off, not where the computer did. The computer can show you a path, but you still have to take it yourself. Except in puzzle games, knowing the path and walking the path are two very different things, and if knowing what to do makes it easy then something is wrong with the game design.
One of my friends from college was a game tester for Sega back in the day (still in the biz). I remember the conversation about the oddest stuff he saw during his tenure and his response was "Barney (for the Megadrive / Genesis) would self play" if there was no input from the user after a minute or so.
I wonder if that prior art is listed?
III.IIVIVIXIIVIVIIIVVIIIIXVIIIXIIIIIIIIVIIIIVVIII
Is this a good idea? I think the real answer is "it depends". But whatever you do, don't pull me out of the game! A cheat mode? This takes us out of the immersion. Find a way to achieve the same thing in the spirit of the particular game.
As a game designer, you should make decisions on what makes the game most enjoyable. If it's difficulty that makes the game fun, and accomplishment that makes it rewarding, then no. Don't do this.
If the levels themselves are fun and by making something too hard, you are denying access and making your game boring, then sure.
However, even when this IS warranted, I would be willing to bet that there is something less lame than a blatent "cheat" mode. I mean, skin it as something that's actually a part of the game.
If you are a commando fighting insurgents? Maybe you can activate "special forces" that come and help you. You get to play the game you otherwise might have missed out on, but you simply don't get that "bravery" badge.
We call it cheating? How about making it a feature that becomes some part of the game?
As much as cheats are useful, wouldn't that take away from the point of the game? It's to challenge people, not let them find an easy way out. I remember when I would play (and...still do, on occasion) Super Mario Deluxe on Gameboy and there are some levels that were IMPOSSIBLE but I didn't look up cheats for them, I just kept trying until I got it right.
Demo mode is certainly superior to a game which makes you grind through an overly difficult section over and over again. But using demo mode feels like cheating and is not a satisfying way to win.
I think it would be much better to have some mechanic within the game which makes a section easier when you die there repeatedly. If you fall in a pit three times in a row, or get beat up by a bad guy three times, a little angel could come along and add some platforms to make the jump easier, or start dropping powerups.
However, there would be a cost for this help - you would get a lower score, or you wouldn't unlock a new hat for your character, etc. The hardcore gamers would practice so that they became good enough to win without help. Those who just want to play the whole game wouldn't have to give up because of one little section which gave them problems.
Dexterity requirements kill me. My reflexes suck. I've got a drawer full of games that, while otherwise enjoyable, decided to throw in a dexterity puzzle that stopped me in my tracks. Boom Blox was great until I hit the shooter parts. I can't complete them so I'm stalled. Zelda was great until I had to pull-turn-run-jump-turn-jump-jump-run. After a week of trying I quit. The list goes on and on.
Why are computer and console games so dependent on dexterity challenges? Even games that purport to be puzzlers throw in dexterity challenges - it seems to be some unwritten rule to require the reflexes of a young man at least once in every game. Guess what - not everyone can juggle, whistle Dixie and shoot ten enemies at the same time.
I'm no cripple but I am on the low side of the bell curve when it comes to reflexes. Ninety percent of the games that I'd like to play are unavailable to me because of these stupid dexterity challenges. This leaves me reluctant to buy any games, fearing it will become another in the collection of "unfinishables".
I have a 19 year-old son with a disability. He has always enjoyed video games but quite simply, lacks the eye-hand fine motor skills to play a lot of them. I've often thought while watching him struggle with this that it would be great if games could be "adjusted" to be "doable" by others than those with the time, skill and inclination to invest incredibly long hours in a game. Don't worry "gamers", I don't think he'll ever try to claim your title or take you on in a game. He's just a kid who has had way more than his share of (real) challenges in life and wants to have just a tiny bit of the same kind of fun that the "T-D's" (typically developing) have. CTFO.
I am all for this if it means that they'll make the game actually difficult now. Recently Nintendo games have become way too easy, presumably because they don't want to frustrate casual players. With this demo feature, they can make the games provide more of a challenge without risking alienating casuals.
This is very similar to what I've been seeing out of Blizzard, but the opposite approach (and I think Blizzard has this right). Instead of pushing the "Easy Button", how about making all the content easy and making hard modes that you can do for mad props/cool cut scenes/phat loot/self gratification.
Your sig(k) has been stolen. There is a puff of smoke!
As long as the score for that game doesn't go into the leader board, or goes in with an asterisk for every time the "cheat" is activated, then I would say it is ok. It is difficult to design a game that works for all skill levels, and many poorly designed games have some levels that are just impossible/impassable for small children, which limits their enjoyment. I get really annoyed when my daughter calls me in to "do this level for me, it's too hard!" Some games (particularly online games) are designed so that you can never fail, you just need to keep grinding long enough. But that makes for a shitty game. On the flip side, if a reasonably experienced player needs to use a "cheat" to complete all the levels, then the game is poorly designed. I still think they should put these cheats in, but I also think most players will get more enjoyment out of the game if they manage to avoid the temptation to use the cheat. And as mentioned above, using it should have some effect on you final score.
I've abandoned my search for truth; now I'm just looking for some useful delusions.
This isn't new at all. TOONNNNS of video games have had cheats. Hell with a Nintendo owned gamegenie or a gameshark you could cheat on the earliest Mario games. So don't get uppity just cause you are older. It didn't seem to ruin everything back then. There just came a whole generation of people that refused to use cheats. Sure if you are bored and beaten it before then play around in invincibility mode and it is content added. But really cheat codes are no different than difficulty settings.
Next the one thing I would like to see is the inability to rank or w/e while you are cheating. I remember in Warcraft1 and 2 if you cheated when you beat the level you'd be labeled as a cheater. I think with that there could be no complaints.
I've been playing Neverwinter Nights 2 lately (yes, yes, I know--old hat, not a hot game right now) and got stuck in an area. I spoke to the NPC that should have ended the scenario and taken me into the next cut scene, but nothing happened. As it turns out, another NPC that was alive at the end of my battle with that scene's boss subsequently died of recurring damage (e.g., poison or acid). Instead of going back through from my last save point, I was able to open a debugger console and instruct the game to re-spawn the secondary NPC.
Now, for games that score and have leader boards, I'd agree that barring entries (or at least flagging entries) that used the "demo" mode would be fair. I just don't think it's big news that such a mode will be advertised as a feature of the game. A lot of casual gamers just want to get to the end of the game. They're not as concerned about the purity of doing it without help. I once was in that camp myself, though now I prefer to get through without cheats and walkthroughs whenever possible.
I miss the days of the old Atari 2600 games like Laser Blast and Demon Attack. I cleared both of those games. Laser Blast gave the satisfaction of a screen filled with large explanation points and question marks to denote the victory (I had recorded my final few rounds on a VHS tape in the day). Demon Attack (not by Atari, but a game for the 2600) topped out at a certain score (1 mil?). I think it just went to a blank screen or rolled credits. Those were glory days in my mind.
I use irony whenever I can, but my shirts are still wrinkled...
But, hey, you paid for the game, I say you should be able to access all of its content, regardless of your playing skill.
If you think of content as just the graphics, or the levels, then I suppose this lets you access all the content. But if you think of content as the gameplay, then rather than letting you access it, this is taking it away from you (if you let it of course).
I certainly understand the sentiment though. I've seen enough games with ridiculous difficulty spikes (usually when a boss appears) where I used cheats as well - or simply gave up.
Give me goooooold!
--
olderphart
All we need is IDDQD in every game. Simple.
When you play a console game, do you finish it on easy mode and then go up through the difficulties or just go to the hardest? I always think you get more time for your money if you start at the bottom. Anyone else's views?
People round here have some short memories.
Back in the day, we had this thing called GameShark and it was just about the only way some people could win Contra or, more to the point, Bayou Billy. No one but Rain Man could beat Bayou Billy without a cheat. GameShark was a product gamers paid good money for.
Problem is, it is a hack, and Nintendo is using the Wii as an online distribution system, among other things, and hacks are right out. They just got their butts handed to them in a sling over flash carts on the DS, and that means they can't abide any third party products designed to hack the system.
So all they're doing is providing the product themselves so they can keep control of the platform. They're satisfying an historically proven market demand. They're finding a way to deliver more difficult games, knowing full well that some of the original Nintendo games were sometimes more fun with cheats enabled.
Now does someone want to tell me that only casual gamers bought GameSharks? Or are we looking at the past, with all the cheat codes we used to pass around when games got too tough, with peril-sensitive stone black colored sunglasses?
Yikes.
--
Toro
I think this is a good idea, and would work great on the PS3 and XBOX consoles. If you are afraid of pissing off hardcore people *wahh casual people can still see the ending even though they didn't "earn" it* then make a 250GP achievement for beating the game without cheats on the hardest difficulty. Most casual people don't give a shit about achievements, whereas a lot of hardcore people do.
How the heck can you cheat with the Wiimote? While there are Up, Down, Left, Right, B and A buttons, here's no select, nor start button!
No cheat code, but you could save; change the difficulty level mid-game; and load. It forces you to admit failure, as opposed to sleaze your way through; but you can save face by choosing a lesser handicap. Setting it to Kindergarten difficulty basically is cheating; going down to Normal is more acceptable.
"They were pure niggers." – Noam Chomsky
But for the rest of us, temptation to try again and again (read:perfect the game) will feel crippled.
If you're the kind of person who enjoys the challenge of perfecting a difficult game without any kind of cheat, then I don't see how the existence of a cheat mode will stop you.
I mean, Nethack has a "Wizard" mode that you can enter at any time that makes you essentially omnipotent (like the admins on an MUD), yet I still slogged through losing character after character, having to start over each time, to eventually ascend without ever cheating (or even reading any spoilers except what I considered "player's handbook" stuff like what the basic weapon and armor types stats were).
If you're really sorely tempted to cheat even though you want to "perfect the game", maybe that's a sign that you aren't actually having any fun.
The enemies of Democracy are
Oh I always rather liked having a little hidden cheat code that you had to look up to activate. It was kind of charming in its own way. But is this just going to be straight up in the menu? "Start Demo Mode New Game"? That would seem a bit hokey.
Cheats are lame. I find that when I enable them in games (StarCraft / Warcraft 3 for example) I quickly become bored with the game and quit playing. There's no point in continuing. There's no challenge. It's no longer a game. It's a decided event from the moment you "god mode" and you are just blitzing the enemies.
But there are children who are being raised with life's "cheat mode" on now where they don't have to work at anything to make it to adult life because their parents make it too easy on them and give them anything they want. And they suck at being adults. And the rest of us have to put up with them. Sorry - had to throw that in.
Cheat modes are lame.
No sig for you. YOU GET NO SIG!
I see many people arguing that cheats allow casual players to have fun playing a game. I disagree; having difficulty levels is better. Cheats simply let you skip the content altogether, while difficulty levels will allow you to lower the difficulty just enough to enjoy it. 4 is a good number - 1 for the complete novices, 1 for the casual players, 1 for the hardcore players, and 1 extremely hard difficulty just for fun (think Nightmare mode in Doom 2).
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Now for that i will buy the Wii
Way I see it, I bought it, I should be able to do whatever I want with it. "Cheat" only applies when competing on uneven term, e.g. online play. Also a "Cheat" can just as easily be a quick fix to bypass a poorly play-tested or unbalanced portion of a game. Games are designed by people, not infallible game-creating Gods.
I remember years ago a game that if you died more than a certain number of times in a level it would offer to let you skip that level.
Coder's Stone: The programming language quick ref for iPad
Perhaps there will be some element to this that if the feature is used within a save game profile, the game itself "marks" you as something less than perfect, like prevent you from ever reaching 100% completion. You'll still be able to see the ending, etc... but you'll be forever denied the bragging rights of being a perfect player.
8==8 Bones 8==8
i activated 'demo mode' to not have to rtfa, yet i still commented. did i cheat?
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up, up, down, down, left, right, left, right, a, b, select, start.
Growing up playing everything on hard mode, never ever cheating (and I mean ever), I have developed a very particular set of skills that I am extremely fond of. These skills include (but are not limited to) perserverence, patience, the ability to stay resolute in an atmosphere of extreme pessimism (thanks GLaDOS), self-confidence, and I suppose a bit of dexterity. In my opinion, nurture trumps nature in all of these cases as I had to LEARN to stick with it even after my palm started bleeding from Mario Party 2 or my throat hurt screaming due to attempting the final boss from "I Wanna Be the Guy". I had to learn to calm myself down after a half hour went to waste because a single security guard saw my barcode-ridden head peeking through a keyhole after 45 minutes of being extremely precise in my black suit and red tie. In fact, I remember crying when I was 6 or so because the large bumble bee boss on Donkey Kong Country 1 was just way too hard for my current skill. But I persisted, and overcame that darn bee.
My point here is, I developed as a person due to having many many traumatic experiences, and overcoming said experiences.
On a side note, why can't they just have difficulty levels?