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The Rise and Fall of the Cheat Code

An anonymous reader writes A new feature published this week takes a deep-dive look at the history of the cheat code and its various manifestations over the years, from manual 'pokes' on cassettes to pass phrases with their own dedicated menus — as well as their rise from simple debug tool in the early days of bedroom development to a marketing tactic when game magazines dominated in the 1990s, followed by dedicated strategy guides. Today's era of online play has all but done away with them, but the need for a level playing field isn't the only reason for their decline: as one veteran coder points out, why give away cheats for free when you can charge for them as in-app purchases? "Bigger publishers have now realized you can actually sell these things to players as DLC. Want that special gun? Think you can unlock it with a cheat code? Nope! You've got to give us some money first!"

178 comments

  1. First by NoNonAlphaCharsHere · · Score: 4, Funny

    First up, up, up, left, left, down, right, down, right, up, up.

    1. Re:First by halivar · · Score: 1

      Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start. So Select. I never needed it. (*sob*)

    2. Re:First by Anonymous Coward · · Score: 0, Funny

      ... Hey, macarena!

    3. Re: First by Teranolist · · Score: 1

      For this one you need iddqd (and idkfa could be helpful too, depends on the local population there)

    4. Re:First by Anubis+IV · · Score: 1

      At least with Contra, you pressed Select before Start if you wanted local multiplayer (I say "local" as if there was a viable alternative back then...).

    5. Re:First by Megane · · Score: 1

      I have actually implemented a slight variation of the Konami Code (no A B or Start, so I used other buttons) as a secret unlock code in an actual product. It's just hard enough to do with a rubber keypad that it often takes more than one try. I can't be the only one, anyone else out there done this?

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    6. Re:First by X0563511 · · Score: 1

      ... are you suggesting he's a cambion?

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    7. Re:First by Anonymous Coward · · Score: 0

      I have actually implemented a slight variation of the Konami Code (no A B or Start, so I used other buttons) as a secret unlock code in an actual product. It's just hard enough to do with a rubber keypad that it often takes more than one try. I can't be the only one, anyone else out there done this?

      ...it wouldn't happen to be the "Up, Up, Down, Down, Left, Right, Left, Right, Up, Up, Up, Up" that is used to deactivate my TV as a netflix device, would it?

    8. Re: First by SuricouRaven · · Score: 2

      If you enter those in Hexen, the game insults you for cheating and inverts the code's effect: idkfa takes all your guns away and iddqd is instant death.

    9. Re:First by Anonymous Coward · · Score: 0

      up down up down shoot shoot shoot

    10. Re:First by Quirkz · · Score: 1

      Kingdom of Loathing has a text-based puzzle where you have to select this sequence to pass through a gate.

    11. Re:First by Anonymous Coward · · Score: 0

      up down up down chu chu chu

      It's a shame Space Channel 5 didn't get more popular, that game is a treat to play.

    12. Re:First by r3zurector · · Score: 0

      A,B,A,C,A,B,B Get Over Here!

    13. Re: First by LoRdTAW · · Score: 1

      I prefer idfa as getting the keys with the ammo/weapons made the game pointless.

    14. Re:First by Anonymous Coward · · Score: 0

      As much as people like to think the Konami code was universal, it did vary from game to game. I memorized it with A-B-Start because that was NES TMNT3 which used that variation as opposed to the apparently more common B-A-(Select)-Start.

    15. Re:First by Anonymous Coward · · Score: 0

      Bioshock Infinite used it to unlock "1999 mode".

    16. Re: First by Anonymous Coward · · Score: 0

      Plugh? xyzzy?

  2. IDKFA by Anonymous Coward · · Score: 1

    ...for old time's sake

    1. Re:IDKFA by JazzLad · · Score: 2

      It makes me sad that I still remember IDSPISPOPD ...

      --
      "If you have nothing to hide, you have nothing to fear." - Every fascist, ever
    2. Re:IDKFA by X0563511 · · Score: 2

      I never did figure out how that's so easy to remember... you wouldn't think it would be, but there it is 10+ years later.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    3. Re:IDKFA by Anonymous Coward · · Score: 0

      I never did figure out how that's so easy to remember...

      If you're like me, you didn't memorize the individual letters, you memorized chunks as sounds.

      IE, instead of memorizing I D S P I S P O P D, you memorized ID SPIS POP D.

    4. Re:IDKFA by BobNET · · Score: 1

      I remember it by its full form: Smashing Pumpkins Into Small Piles Of Putrid Debris

    5. Re:IDKFA by damien_kane · · Score: 1

      I never did figure out how that's so easy to remember...

      If you're like me, you didn't memorize the individual letters, you memorized chunks as sounds. IE, instead of memorizing I D S P I S P O P D, you memorized ID SPIS POP D.

      Alternatively, ID "Smashing Pumpkins Into Small Piles Of Putrid Debris" (a not-so-famous-as-doom shareware product available at around the same time)

    6. Re:IDKFA by Totenglocke · · Score: 1

      IDKFA wasn't nearly as useful as IDDQD. I don't remember the no-clipping code...I guess 20 years will do that to you.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    7. Re:IDKFA by newcastlejon · · Score: 1

      I still remember my CD key for Q3.

      --
      If God forks the Universe every time you roll a die, he'd better have a damned good memory.
    8. Re:IDKFA by X0563511 · · Score: 1

      Me too! aaaaaaaaaa until the box was full :P

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    9. Re:IDKFA by Anonymous Coward · · Score: 0

      Thats so funny. me too. I use portions of it for my password

  3. DLC? by smittyoneeach · · Score: 2

    Don't leave children
    Dangling like crickets,
    Dark legs chained.

    --
    Get thee glass eyes, and, like a scurvy politician, seem to see things thou dost not.--King Lear
    1. Re:DLC? by tbuddy · · Score: 2

      downloadable content. Day one downloadable content is the real cancer where you don't get the whole game unless you pay extra.

    2. Re:DLC? by Anonymous Coward · · Score: 0

      If you leave the last syllable off each line, does that make it a haik?

    3. Re:DLC? by NoNonAlphaCharsHere · · Score: 4, Funny

      If you leave off the last letter, does that make it a wor?

    4. Re:DLC? by ArmoredDragon · · Score: 1

      For me in the type of games described in the last sentence, it was DownLoadable Crack.

    5. Re:DLC? by ihtoit · · Score: 1

      pisses me off when they do that. It's why I don't buy games-on-disc anymore, you don't get what you already paid for. If it's not a standalone like KSP or a free persistent MMO like Battlestar Galactica, fucking keep it.

      --
      Political debates have me rolling my eyes so much I think I got optical whiplash. I should sue. - Foamy The Squirrel
    6. Re:DLC? by Thanshin · · Score: 2

      Ye.

    7. Re:DLC? by tlhIngan · · Score: 5, Informative

      pisses me off when they do that. It's why I don't buy games-on-disc anymore, you don't get what you already paid for. If it's not a standalone like KSP or a free persistent MMO like Battlestar Galactica, fucking keep it.

      Well, then you don't know the gaming industry. Basically people work on a game and then get laid off.

      This was fine back in the days where once you release, you can't patch (which was really helped because consoles of yore were a lot simpler to test for - nowadays you have to check out your 3D models and for glitching that could let players walk through walls because a/b/c/d/e was just right). Then there's the gameplay breaking bugs where if you save at the wrong moment, you can't restore.

      Problem is, you can't patch the game if the developers aren't there anymore, and there's about a 2 month leadtime between submission of a game and when it appears on the shelf - pressing discs can easily be a month (your disc is just another one in the big press queue), and distribution another month (from disc factory to factory to distributiors and then to retail warehouses, etc).

      So you have a team of devs sitting idle for two months. Well, you could put them on fixing some of the more egregious bugs found (leading to day 1 patches) because they have an extra 2 months to fix it, and the other devs (and artists, etc) can work on making extras (day 1 DLC). Because the moment the game is released, gamers might find a bug and you need to get people fixing it.

      Developers can't sit around idle, and if a game's done, either you reallocate them to a new project, or lay them off. Either option doesn't work if you need to fix bugs. That's why you have day 1 patches (extra 2 months to fix bugs), day 1 DLC (2 months to generate content), and day 1 gamebreaking bugs.

      And once someone is reassigned to another project, it's damn near impossible to get them to go back and fix issues with the existing code (just getting them back up to speed and building the code can be challenge all in itself).

      Very few games get patched after the first month as that gets treated as the official close of the project. Unless there's a business case to keep DLC going in which case you'll have a small team for that. But that's it, and most games on the shelves are dead after the first month.

    8. Re:DLC? by TangoMargarine · · Score: 1

      It was 4-6-3 to begin with so I'm not sure how 3-5-2 would make it any closer to a haiku...

      (counting dangling as 3 syllables since dangle is 2)

      --
      Unity? Screw that: XFCE. Slashdot Beta? Screw that: SoylentNews. Australis? Screw that: Pale Moon. UX developers DIAF
    9. Re:DLC? by Jane+Q.+Public · · Score: 3, Insightful

      Well, then you don't know the gaming industry. Basically people work on a game and then get laid off.

      And all this has just about zero to do with the comment you replied to. Which I agree with, by the way.

      THIS is the reason I don't buy many competitive games anymore. When you can buy your way through them, then who gives a shit at getting good at the game?

      I don't give the slightest damn about the gaming industry's internal problems. I didn't create them. I'm a customer, and I don't like their product.

      Period. It's that simple. Make a product I want to buy, or I won't buy it.

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

      Actually, I think Squad is planning on adding paid DLC for Kerbal Space program in future. Not that they aren't an awesome company, but take it for what you will.

    11. Re:DLC? by dj245 · · Score: 1

      pisses me off when they do that. It's why I don't buy games-on-disc anymore, you don't get what you already paid for. If it's not a standalone like KSP or a free persistent MMO like Battlestar Galactica, fucking keep it.

      Well, then you don't know the gaming industry. Basically people work on a game and then get laid off.

      This was fine back in the days where once you release, you can't patch (which was really helped because consoles of yore were a lot simpler to test for - nowadays you have to check out your 3D models and for glitching that could let players walk through walls because a/b/c/d/e was just right). Then there's the gameplay breaking bugs where if you save at the wrong moment, you can't restore.

      Problem is, you can't patch the game if the developers aren't there anymore, and there's about a 2 month leadtime between submission of a game and when it appears on the shelf - pressing discs can easily be a month (your disc is just another one in the big press queue), and distribution another month (from disc factory to factory to distributiors and then to retail warehouses, etc).

      So you have a team of devs sitting idle for two months. Well, you could put them on fixing some of the more egregious bugs found (leading to day 1 patches) because they have an extra 2 months to fix it, and the other devs (and artists, etc) can work on making extras (day 1 DLC). Because the moment the game is released, gamers might find a bug and you need to get people fixing it.

      Developers can't sit around idle, and if a game's done, either you reallocate them to a new project, or lay them off. Either option doesn't work if you need to fix bugs. That's why you have day 1 patches (extra 2 months to fix bugs), day 1 DLC (2 months to generate content), and day 1 gamebreaking bugs.

      And once someone is reassigned to another project, it's damn near impossible to get them to go back and fix issues with the existing code (just getting them back up to speed and building the code can be challenge all in itself).

      Very few games get patched after the first month as that gets treated as the official close of the project. Unless there's a business case to keep DLC going in which case you'll have a small team for that. But that's it, and most games on the shelves are dead after the first month.

      Day 1 DLC is still idiotic. It raises the cost of entry for the gamer and doesn't do anything to foster goodwill. Have the devs make DLC during the lull time if you must, but delay that DLC until 3-5 months after release.

      --
      Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
    12. Re:DLC? by Hussman32 · · Score: 1

      Heh, me too. My first read on that potential haiku made me think he was a jazz drummer.

      --
      "Who are you?" "No one of consequence." "I must know." "Get used to disappointment."
    13. Re:DLC? by Anonymous Coward · · Score: 0

      "Robots don't say 'ye'! ... Quit thinking you're a robot!"

      "I'll show ye..."

    14. Re:DLC? by ihtoit · · Score: 1

      most of the DLC for KSP is community-driven. From parts to physics mods, I know of several people who play the game but not a single one who plays it with no mods. It's not unplayable with no mods, in fact everything you can do with mod parts you can do with stock parts (it's just more difficult), which is how it should be even for a game like KSP. For me mods add dimension to the game which in its essence is an electronic Lego.

      Anywho, back to my classic Doctor Who with a still-in-shortpants Martin Clunes (omfg, I even remember the story!)

      --
      Political debates have me rolling my eyes so much I think I got optical whiplash. I should sue. - Foamy The Squirrel
    15. Re:DLC? by WiPEOUT · · Score: 1

      So you have a team of devs sitting idle for two months. Well, you could put them on fixing some of the more egregious bugs found (leading to day 1 patches) because they have an extra 2 months to fix it, and the other devs (and artists, etc) can work on making extras (day 1 DLC). Because the moment the game is released, gamers might find a bug and you need to get people fixing it.

      Developers can't sit around idle, and if a game's done, either you reallocate them to a new project, or lay them off. Either option doesn't work if you need to fix bugs. That's why you have day 1 patches (extra 2 months to fix bugs), day 1 DLC (2 months to generate content), and day 1 gamebreaking bugs.

      Sounds like the answer is staring the gaming industry in the face: when preparing the game's business case, incorporate the outputs of those two months into a free patch/expansion patch, and set the price accordingly (or define the initial feature set accordingly, if price needs to be X). Of course, it's easier to be greedy and generate an additional revenue stream (paid DLC).

    16. Re:DLC? by Anonymous Coward · · Score: 0

      Except how the fuck do you explain day 1 DLC that is ON THE FUCKING DISC?

    17. Re:DLC? by jafac · · Score: 1

      Yes.

      At it's root, the problem is that the product manager is not familiar with real engineering practices, and does not have the ability to plan a project lifecycle beyond; 1. code features, and 2. get paid. Too bad it's the industry standard.

      --

      These are my friends, See how they glisten. See this one shine, how he smiles in the light.
    18. Re:DLC? by Zynder · · Score: 1

      Don't leave children
      Dangling like crickets,
      Dark legs chained.

      ...Burma Shave

    19. Re:DLC? by Punko · · Score: 1

      I play stock only. I imagine it is harder, but then the purpose of the game isn't to win, its to achieve. When I assembled my 1050t, 900 part mothership in orbit (13 launches) around Kerbin then flew it to Jool to explore all the moons at the same time using dedicated explorer ships, was it hard and rather tedious to do it without using a single mod or manipulating craft files? Damn right it was, especially when the part count got higher and the framerate dropped. Manual orbital maneuvers and docking can be a bitch at times.

      Only ever considered the cosmetic mods, but never downloaded them when I saw the performance hit they all impart.

      I just don't see the benefit of adding mods to take away the hard work, when the whole point is the effort. And yes, I only play minecraft on hardcore.

      --
      If only we could fall into a woman's arms without falling into her hands
    20. Re:DLC? by Punko · · Score: 1

      Yes, I know that some mods add realism (reentry heating, for example), that was one I seriously considered.

      --
      If only we could fall into a woman's arms without falling into her hands
  4. plugh by i.r.id10t · · Score: 1

    It may be a bit dark, but I don't think I'm likely to be eaten by a grue

    --
    Don't blame me, I voted for Kodos
  5. Mark of times by qbast · · Score: 5, Funny

    So cheat codes are alive and well - they just now start with $ sign.

    1. Re:Mark of times by i+kan+reed · · Score: 2

      Only they've worked a little harder on inventing games that are totally unfun without cheats.

      Intentionally including busywork in games so you can pay to avoid it.
      Slowing your rate of activity down to fewer decisions/hour than playing chess against your granddad. So you can pay to speed it up.

    2. Re:Mark of times by Anonymous Coward · · Score: 0

      Imagine how fast you could have beaten FF7 if you could have paid to unlock sephorith's masamune after the first reactor.

      Today's devshops are GENIUS

    3. Re:Mark of times by qbast · · Score: 1

      Not all that much faster I think. It has been a while since I played FF7, but I don't remember spending much time 'grinding' - just following the story at its pace.

    4. Re:Mark of times by qbast · · Score: 2

      Isn't it great? First you pay for that irritating slow grind, then you pay again to avoid it. Now we just need to way for marketing geniuses to figure out how to make you pay for the third time.

    5. Re:Mark of times by i+kan+reed · · Score: 3, Funny

      Pay to stop playing, of course.

    6. Re:Mark of times by Anonymous Coward · · Score: 2, Insightful

      I guess you never bothered with the Chocobo nonsense to get Knights of the Round.

    7. Re:Mark of times by Thanshin · · Score: 1

      Season Pass
      Complete Edition
      Legendary Edition
      GOTY* Edition
      HD Remastered Edition
      Ultimate Pack

      If you enter the Steam store right now you have an example of several of those in the very front page.

      *:game of the year

    8. Re:Mark of times by Anonymous Coward · · Score: 0

      1. Incorporate malware plausibly disguised as an ARG

      2. Hide the installer.

      3. Make the ARG pay-to-win.

    9. Re:Mark of times by mister_playboy · · Score: 1

      Eh? The Masamune in that game (won in the Golden Saucer) is a useless trophy with zero use.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    10. Re:Mark of times by jellomizer · · Score: 0

      For the most part these paid bonuses are not as much cheats but shortcuts from hours of grinding.
      The cheat codes of old, had things like God Mode where you just won't dye, so you can go on and fight the bad guy boss bare handed if you want to. Or just automatically give you the ultimate weapon, or boost your stats to the max.

      Now the paid stuff is usually gust giving you extra game cash to buy equipment where otherwise you will need to play the game for days to earn it.

      Now also in the old days, most "free" games were shareware. Often you had a few levels then you needed to buy the game. Today you get the full game however you either are asked the pay for game upgrades, or sift threw adds. You are still paying for the game one way or another. Unless you were happy with just playing the first few levels.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    11. Re:Mark of times by Anonymous Coward · · Score: 0

      Well, it passes spell checker. I'm just picturing an in-game character that's all pink trying to throw boxes with logos on them....

    12. Re:Mark of times by Quirkz · · Score: 1

      The almighty $ has always been life's primary cheat code.

    13. Re:Mark of times by Anonymous Coward · · Score: 0

      It looks like he's using (poor) speech-recognition software.

    14. Re:Mark of times by fuzzyfuzzyfungus · · Score: 1

      What is really annoying is when the 'Complete Edition' or whatever ends up being released before the last of the DLC, and then remains on the shelf as 'complete' despite not being so(and, when discounted bundlings of the actually-complete version do come along, you either take the bundle and pay for the initial 'complete edition' again, or you pay full release-day price for the DLC because you aren't buying the bundle).

      Europa Universalis III did that particularly egregiously (a pity, I found it otherwise engrossing): "Europa Universalis III Complete edition" is the base game and two expansion packs. Oh, you wanted all four expansion packs(and we are talking some pretty substantial changes and additions here)? Try "Europa Universalis III Chronicles", because that makes some kind of sense. Oh, and then there is a bunch of petty DLC that doesn't fit anywhere in there...

      If they can refrain from screwing around like that, 'GOTY' and friends are actually inoffensive(except 'season pass', which is the same 'money up front for you don't know what; but totally 20% off!' scam as pre-order). Games, like movies, books, and basically anything else that has a low per-unit cost of reproduction but a relatively high cost of production, tend to be sold in a way that attempts price discrimination: Rabid fan? Buy it on release day for $69.99, buy each DLC as it comes out at full price. As time goes on, and sales at that price dry up, you lower the price and/or bundle all the DLC to lower the total acquisition cost(and, in the case of any DLC that includes plot additions or graphics overhauls, give the player a more coherent experience). As time goes on further, you drop the price further, until you eventually hit the cost of distribution, concerns about 'devaluation perceptions', worries about competition with newer titles, or desire to preserve the value of eventual nostalgia-bundles.

      The grandiosity of the names for "Yeah, all the stuff related to GameX" is kind of annoying; but it otherwise seems about the least offensive part of the DLC business (and is actually older than it: back when 'expansion pack' was something you bought in a separate box, on a disk, eventually the 'Gold Edition' 'GOTY' 'Battle Chest', etc. would come out, sometimes remastered onto fewer disks and a streamlined installer, sometimes just all the disks shoved in one box for the price of one box.)

    15. Re:Mark of times by hairyfeet · · Score: 1

      Nothing wrong with GOTY as it usually just means it is all the expansion packs prerolled into the game and GOTY sounds better than "For all that passed on it here is the game and all the expansions at one low price!" when it comes to marketing. The same goes for HD remasters when they are REALLY a remastering of an old game NOT when its just last year's game with a few new textures.

      As far as the others? I honestly can't tell by the title WTF they are and I would say THAT is the problem, if somebody who has been playing PC games since the early 90s can't tell WTF it is you are selling? Then you should work on your labeling.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    16. Re:Mark of times by Rakarra · · Score: 1

      I guess you never bothered with the Chocobo nonsense to get Knights of the Round.

      I thought that was one of the more fun mini-games in a game a game which had many poorly-designed minigames.

      But you didn't need Knights of the Round to beat the game either. KotR, maxed Master Materia, etc, made the last boss a one-shottable joke.
      Final Fantasy is the series that lets you train, should you wish to, your power levels far far beyond that needed to break the game. At least they super-hard optional bosses that can't be defeated unless you do that sort of thing.

    17. Re:Mark of times by madhatter256 · · Score: 1

      True, but you needed KoTR and be level 99 to have a chance in beating Ruby or Emerald.

      --
      Previewing comments are for sissies!
    18. Re:Mark of times by operagost · · Score: 1

      Yes, the final boss was easier than two of the side-quest bosses, which was the real problem. I handled Sephiroth quite well with just my sub-level-99 party and Bahumat Zero.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    19. Re:Mark of times by DocSavage64109 · · Score: 1

      Maybe you should leave us and go hang out on a grammar board until you can learn to type on-topic posts.

    20. Re:Mark of times by Anonymous Coward · · Score: 0

      "It looks like he's using ( pour ) speech-recognition software.)

      FTFY ;)

    21. Re:Mark of times by Anonymous Coward · · Score: 0

      Now we just need to way for marketing geniuses to figure out how to make you pay for the third time.

      That's easy, just make the cheats use the "subscription" model.

    22. Re:Mark of times by mjwx · · Score: 1

      So cheat codes are alive and well - they just now start with $ sign.

      And this is why I steadfastly remain a PC gamer.

      Bypassing the $ sign for DLC is a quick and painless process.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  6. *B A start by Anonymous Coward · · Score: 0

    pretty sure the konami code is B A start not A B start

    1. Re:*B A start by tepples · · Score: 1

      It's B A in most games, but A B in Teenage Mutant Ninja Turtles: The Manhattan Project for NES. And in a lot of Super NES games, it's L R L R instead of Left Right Left Right.

  7. Platform standards by happydan · · Score: 1

    One of the reasons we don't get many cheat codes any more is that the platforms don't like undeclared code running in games they approved for publishing.

    1. Re:Platform standards by Anonymous Coward · · Score: 0

      And all the $$ add-ons go through the same rigorous approval as the app????

    2. Re:Platform standards by Anonymous Coward · · Score: 1

      You're forgiven for the conflation of cheat code and hack, because it's in the summary as well. Cheat codes are not "undeclared code". Cheat code is functionality without an obvious user interface, but they are part of the original program nevertheless. Pokes on the other hand are hacks. They're not part of the original program. Pokes changed memory content (counters, branch instructions) without any help from the program.

    3. Re:Platform standards by tysonedwards · · Score: 1

      They do, actually.

      --
      Thirty four characters live here.
    4. Re:Platform standards by fisted · · Score: 1

      Cheats are useful both for developers and testers. You're thinking easter-eggs

  8. online play stopped cheats? by Anonymous Coward · · Score: 0

    I thought it made cheats go commercial. It there a first-person shooter for the PC that doesn't have wallhackers and botters?

  9. Cheat codes are stronger than ever! by Anonymous Coward · · Score: 0

    cheat engine 4 life.

    1. Re:Cheat codes are stronger than ever! by neghvar1 · · Score: 1

      agree. Find those values, alter them, then freeze them

  10. Deep dive by John+Jorsett · · Score: 1

    Yesterday I got several Google results with "deep dive" in them. Today I turn to a Salon story and there it is in paragraph 1. Now Slashdot. Looks like a new catchphrase has hit critical mass.

    1. Re:Deep dive by Anonymous Coward · · Score: 0

      "new catchphrase"?

      I've been hearing that "deep dive" for years now... It's not that new, at least not in Software Development at the company I work for...

    2. Re:Deep dive by Anonymous Coward · · Score: 0

      What's that supposed to mean anyway? A claustrophobic experience in the total dark where any wrong move will create a sediment cloud and reduce visibility to zero?

    3. Re:Deep dive by psm321 · · Score: 1
    4. Re:Deep dive by fuzzyfuzzyfungus · · Score: 1

      You forgot the numbing cold and crushing pressure...

    5. Re:Deep dive by kaatochacha · · Score: 1

      Oh good lord, I've been wondering about this crap myself.
      My assumption has been, since most software folks are primarily sedentary, "deep dive" makes them feel like they're out in the Bahamas, snorkeling.

  11. Cheating as a tactical element! by Anonymous Coward · · Score: 0

    I remember playing Warcraft2 - you could allow cheats or not.
    It was great - turning invincibility off so you could attack, then turning it back on again - it was basically who could type the cheats fastest would win!
    We didn't play many games like that, but the occasional one off was entertaining!

    Talk to Iolo, spam, spam, spam, humbug.

  12. Why get for free what we can make you pay for by Anonymous Coward · · Score: 0

    Why give people for free what we can make them pay for.

    up-up-down-down-left-right-left-right-B-A-select-start is now: 2541 4562 3664 4562

  13. Or, on the PC by Sycraft-fu · · Score: 2

    We get to have cheat codes whenever we want and you can go shove your DLC up your ass. Just fire up a memory editor/debugger, CheatEngine being a free purpose designed one, and you are good to go.

    The whole "selling cheat codes" thing is just so scummy. Particularly since I think it can lead to the "pay2win" mentality of "Maybe we should make this harder, so people need to give us money for cheats!"

    1. Re:Or, on the PC by Anonymous Coward · · Score: 0

      I used to believe memory editors were complicated as hell to use. And then I discovered it's basically just scan for value, change it, go ingame and see if it's correct.

      Changing money or resources is the easiest: Memorize the amount you have, scan, and then scan again and display values that have decreased by X amount.

      Unfortunately, it's not as fun or as simple as typing in a quick word combo and having a car appear at your location.

  14. This the future of slashdot? by Anonymous Coward · · Score: 0

    Ever more cleverly not-so-disguised slashvertised advertorials?

  15. DLC's sold as cheat? by Ailure · · Score: 1

    Honestly, this is not really commonplace, at least not on the PC platform (no idea about console). There is only a handful of games I seen that sold cheatey DLC's (and with cheatey, I'm thinking of godmode esque cheats). Where does the idea that it's common came from, rose tinted nostalgia glasses?

    Cheat codes are a bit less common sure, at least game specfic ones. Some games still got a dev console you can use, but it's usually engine rather than game-specfic cheats.

    1. Re:DLC's sold as cheat? by Hussman32 · · Score: 1
      One where I see it is 'Hay Day' on the iPad. I downloaded it to play with my nieces and nephews (the Daughter loves it too at five years of age). It's a farm resource management game, and they have inventories that can only be upgraded when you randomly receive objects. However, if you pay for diamonds and money, you get the upgrades. Only once did I pay to get my daughter something, and I realized that this would be a never-ending money pit.

      It is a pretty fun game if you're into that genre though.

      --
      "Who are you?" "No one of consequence." "I must know." "Get used to disappointment."
  16. How I define cheating. by neghvar1 · · Score: 1

    I see cheating as gaining an unfair advantage over another player. I do mean player and not bots or the computer (no moral dilemma) I remember in Age of Empires 2, you could enable cheats for all players and those games got crazy. (despite using cheat codes, I did not see this as cheating because no one was at a disadvantage) My general rule was play it through the first time with out cheating, then cheat to your heart's delight. The two worst cases of cheating in multiplayer games was Diablo 1 and Counter Strike 1. In Diablo 1, multiplayer toons were saved on the local computer instead of online along with that there was an app (bobafett) that aloud various cheats including killing all players on the same level you were on and then claiming their gold and gear that dropped. Counter Strike 1's infamous cheat was OGC. x-ray walls, auto target lock, auto fire. It got so bad that the more skilled players were being accused of cheating if their scores were significantly above the others. (this happen to me on numerous occasions) . I can't think of any other multiplayer cheat epidemics

    1. Re:How I define cheating. by Anonymous Coward · · Score: 0

      I separate cheating from cheat codes. Very similar name, but typing in IDDQD on a single player mission is not going to do anyone harm, unless the high score is stuck on some gamer network.

      The best I've seen so far were games that allowed whatever you want in single player mode, and in multiplayer, you could enable cheat codes, but was off by default.

      However, games just are so humdrum these days... why even bother playing yet another FPS or another Madden variant, much less goofing around with it. The days of having cool cheats/mods and custom levels are long past us, it seems. I still have a ton of mods for some older C&C games.

      C&C was interesting. No real cheating, but if you wanted to, you used a utility like BigPOP and made your own insanely powerful units.

    2. Re:How I define cheating. by Anonymous Coward · · Score: 0

      Cheating is fine for single-player mode; not fine for multi-player.

  17. And this ... by gstoddart · · Score: 4, Insightful

    Bigger publishers have now realized you can actually sell these things to players as DLC. Want that special gun? Think you can unlock it with a cheat code? Nope! You've got to give us some money first!

    And this is why my XBox isn't connected to the interwebs.

    I'm not interested in your damned in-game economy, and I have no interest in getting my ass kicked by a 12 year old playing on-line.

    I'll stick with my off-line gaming, thank you very much.

    --
    Lost at C:>. Found at C.
    1. Re:And this ... by Dins · · Score: 1

      I'm with ya, brother...

    2. Re:And this ... by Anonymous Coward · · Score: 1

      I'm with ya, brother...

      Not really, he's offline...

    3. Re:And this ... by ArsonSmith · · Score: 1

      I'm with ya, brother...

      separately and not connected of course.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    4. Re:And this ... by Dins · · Score: 1

      Of course! I'm with him in spirit, as I play my single player games blocked from net connectivity via firewall. :)

    5. Re:And this ... by Anonymous Coward · · Score: 0

      Holy shit, I thought I was the only person in the world who refuses to connect xbox to interweb.

      We should play sometime!

    6. Re:And this ... by DiEx-15 · · Score: 1

      Bigger publishers have now realized you can actually sell these things to players as DLC. Want that special gun? Think you can unlock it with a cheat code? Nope! You've got to give us some money first!

      And this is why my XBox isn't connected to the interwebs.

      I'm not interested in your damned in-game economy, and I have no interest in getting my ass kicked by a 12 year old playing on-line.

      I'll stick with my off-line gaming, thank you very much.

      I couldn't agree more!

  18. Fuck DLC and multiplayer online in particular. by nimbius · · Score: 5, Insightful

    this may just be my opinion as a greybeard, but back in my day of commander keen and blake stone: aliens of gold, Cheat codes existed but players rarely used them. part of the games replayability was its challenge; its where nintendo users patented the phrase 'nintendo hard.' Sure, you always knew the kid down the block with the Game Genie, but there was a certain pride and honor to beating Duck Tales without using it.

    my question is when will DLC stop? I already bought the game, and back in my day that meant half or a quarter of the content. some can argue shareware was analagous to DLC but thats a stretch. Shareware originally came on BBS systems and was a form of advertising. it convinced you to mail in a check for $25 and get that sweet copy of Duke Nukem 1. DLC just serves to segregate players by monetary class, effectively voiding any reason to care about prowess in gameplay. Some trustfund kid in hawaii will always be able to kill you with his microtransaction-approved skill enhancement that doesnt get flagged on multiplayer servers as cheating. Turning my playing field into an ayn rand capitalist paradise will certainly make me reconosider your games.

    tethering me to a multiplayer universe serves only two purposes I can think, perhaps 3. Its a way to ensure you rent me a product instead of me buying it, and it prevents me from using your game without you knowing exactly how and when i decide to play it. Sometimes im not here to collaborate and that should be OK. i should be allowed to selfishly play a game by myself, i shouldnt have to 'authenticate' with your servers and i should be allowed to avoid entirely your rich tapestry of trash-talking 13 year olds and perhaps multitask with a bit of quake in one window, and code in the other.

    --
    Good people go to bed earlier.
    1. Re:Fuck DLC and multiplayer online in particular. by Anonymous Coward · · Score: 1

      When you think about it, being able to beat the trustfund kid in Hawaii without paying extra is today's Nintendo hard. They're doing you a favour. :-P

    2. Re:Fuck DLC and multiplayer online in particular. by Anonymous Coward · · Score: 0

      DLC is actually more like expansion packs a la Duke 3D Plutonium PAK or map packs for Doom where you got a little more content for your registered shareware game. I honestly have no problem with this. If I like the game and I want more of it, this is a good compromise where you don't have to wait as long for a sequel (that they might seriously screw up! [Looking at you Duke3D!])

      I have a huge problem with microtransactions, which are the work of the Devil. See, rather than sell you a playable game, you are sold or given an unplayable game. Then they will sell you digital upgrades to fix a broken game. This is especially how mobile games work. I'd rather just pay full price and be able to use the game. It's like Pacman with one life and no power pills, but you can buy powerpills (99 cents each) and extra lives (life pack is 3 for $5).

    3. Re:Fuck DLC and multiplayer online in particular. by Anonymous Coward · · Score: 0

      DLC looks like it isn't going anywhere anytime soon.

      Before Apple put IAP in, you would pay a couple bucks for a game, such as a tower defense app or something like that. After IAP, games went from decently playable to just not fun to play unless you wanted to toss up to a C-note for stuff that the previous, non-IAP version of the game gave you when you started.

      Levels, I understand. However, most IAP isn't for expansions, it is to make the game winnable in some shape or form, or just to make someone pay a bunch of cash.

      Even MMOs are affected. Try an iOS or Android MMO, and if you want to try raiding or PvP... you have to buy that expensive "epic" set of items from the store, or your character will remain "Thub the Club" forever.

      In general, this is probably the worst time for gaming in general since the video game crash of 1983. No new IP, no interesting, open-ended games like NWN, just more FPS games. It is sad that the only real items to look forward to would be EQ: Next, and maybe WoW's tossing in of The Sims into one's level grind in the next expansion.

      Heck, even an old school single-player Ultima (perhaps a rewrite of Ultima 7-9, especially 9, so they actually make some sense) written with no DLC, just focus on gameplay and decent graphics, would be something to look forward to. Same with a single player Wing Commander game.

    4. Re:Fuck DLC and multiplayer online in particular. by Dins · · Score: 1

      While we might be able to remember the 90s and say no, we aren't the bulk of their market share. 5,000 thirty+-somethings mumbling "get off my lawn" is negligible in comparison to 5,000,000 elementary/high-school students more than willing to shell out Christmas money for some digital "thing" they'll forget about next week. Yes it's silly, yes it's actually morally questionable (the same way converting real money for WoW gold coins is), but there's not numbers enough of people who actually notice and care to stop it.

      Sadly, this is spot on. It sucks, but us old gamers aren't anywhere near enough to change things on our own. The only way we have could any leverage is if enough of us get our kids on our side. I've gotten my 16 year old son thoroughly indoctrinated in what I think is good and bad about the gaming industry today. He's my little disciple. :)

    5. Re:Fuck DLC and multiplayer online in particular. by Anonymous Coward · · Score: 0

      but there was a certain pride and honor to beating Duck Tales without using it.

      Honor at beating Duck Tales? I do not think that word means what you think it means.

    6. Re:Fuck DLC and multiplayer online in particular. by Anonymous Coward · · Score: 0

      Except only 1/3 of gamers are kids, and you don't have to go back to the 90s to remember when there was no DLC of the modern garbage type.

    7. Re:Fuck DLC and multiplayer online in particular. by Anonymous Coward · · Score: 0

      Hell yeah Blake Stone represent! Kids these days.. I would like to note, though, that good old CS 1.6 is still fun and micro-transaction free, if you can handle the occasional cheats, lag-fests and bizarre server-side mods :-)

    8. Re:Fuck DLC and multiplayer online in particular. by Anonymous Coward · · Score: 0

      my question is when will DLC stop ... Some trustfund kid in hawaii will always be able to kill you with his microtransaction-approved skill enhancement that doesnt get flagged on multiplayer servers as cheating

      Then don't play multiplayer, and buy the DLC for single player for games you support. I've bought DLC for a handful of single player games (Elder Scrolls, Fallout, Mass Effect come to mind offhand) that I've been VERY happy with as its added many hours of additional enjoyment to games I love. If you want to comment about the state of multiplayer being dependent on DLC, THAT is a different discussion altogether. However, if you THAT unhappy with multiplayer, just pull the plug. I can promise you there are more single player games that rate 85 or better on Metacritic than you will EVER have the time to play through.

  19. They can't sell cheats anymore by timrod · · Score: 4, Insightful

    I think the reason they don't have cheats anymore is not because they can sell them as DLC, but because they CAN'T sell them anymore. If you look at it, cheats were first invented as a method of copy-protection, rather than a testing device.

    It's most evident in a lot of older NES games (usually ones that were made before battery-backed saves) where the most commonly used "cheats" were so-called continue codes - button inputs that could be used to continue after a game over. These things were all over the place, and were usually listed in the way back of the game's manual. This was mostly a tactic to stop rentals and re-sale, since there was no easy way to look up the codes and unless you had the manual or knew someone who did, you'd be out of luck. Even the Konami Code is an example of this: unless you are very highly skilled at Contra, which was one of the first games to feature the code, you are probably not going to finish Contra without the extra lives granted by the code.

    1. Re:They can't sell cheats anymore by AnOnyxMouseCoward · · Score: 1

      I'm not sure if that's copy-protection or just lazy coding/porting from arcades to consoles. On the arcade, it makes sense to make a game hard enough that the player has to insert a few quarters to keep going, which is the whole business model. Since you don't put quarters into your console and paid $70 for your game, it also makes sense that you get continues for free, and that way no one has to change the gameplay.

      I did face copy-protection in the form of passwords, but that was mostly just to continue playing, not to make the game easier (ex: Lands of Lore).

    2. Re:They can't sell cheats anymore by timrod · · Score: 1

      It's definitely copy-protection. There are a bunch of instances of games that were actually made harder in the United States to discourage rentals - compare, for instance, the Japanese version of Battletoads to the United States version. The Japanese version is MUCH, MUCH easier. Battletoads doesn't have a continue code, but it does have the "Mega Warps" that I believe are mentioned in the manual but are very well hidden from the average player.

    3. Re:They can't sell cheats anymore by Megane · · Score: 2

      Pretty sure that was more so the developers could test their code without having to play through an hour of all the other levels. And for the testers, too.

      There has been a lot of evolution of cheat codes.
      At first the game companies probably just left them in because it was easier than removing them. (conditional compilation and debug/release targets? what's that?)
      Then they left them in because they became cool.
      Then they made games with hundreds of them so they could monetize them in various ways like "official" strategy guides (this was in the days before web ads)
      Then they didn't care.
      Then it's possible that the console manufacturers cracked down on "hidden" stuff because they got so paranoid about ways to break into their system. (never mind that hacked save files on memory cards have been one of the best ways to break into a system)

      No idea how cheat codes can be any form of copy protection, whether console or PC. In the '80s, computer games often had code sheets to run the game, but those weren't cheats, they just let you in.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    4. Re:They can't sell cheats anymore by SuricouRaven · · Score: 1

      Sometimes they stopped trying to hide it and just resorted to 'enter the fifth character of the ninth line on page eighteen.'

      I got Transartica as a (legal) three-game bundle set, all one one CD. I had endless trouble with that - it kept asking, but never accepted my answers, because I didn't have the original manual. The combined manual I had (Transartica, Fairy Godmother and... some game I forget) used different page numbering. I didn't discover the solution until some years after purchase. The front label of the CD case was actually folded in two: If removed from the CD case and opened up, tucked away inside it was a page/line/word list chart. The publisher had included it, but not made it easy to find.

    5. Re:They can't sell cheats anymore by Nyder · · Score: 1

      I think the reason they don't have cheats anymore is not because they can sell them as DLC, but because they CAN'T sell them anymore. If you look at it, cheats were first invented as a method of copy-protection, rather than a testing device.

      It's most evident in a lot of older NES games (usually ones that were made before battery-backed saves) where the most commonly used "cheats" were so-called continue codes - button inputs that could be used to continue after a game over. These things were all over the place, and were usually listed in the way back of the game's manual. This was mostly a tactic to stop rentals and re-sale, since there was no easy way to look up the codes and unless you had the manual or knew someone who did, you'd be out of luck. Even the Konami Code is an example of this: unless you are very highly skilled at Contra, which was one of the first games to feature the code, you are probably not going to finish Contra without the extra lives granted by the code.

      From the wiki: The Konami Code was created by Kazuhisa Hashimoto, who was developing the home port of the 1985 arcade game Gradius, a scrolling shooter released on the Famicom and NES in 1986. Finding the game too difficult to play through during testing, he created a cheat code to give the player a full set of power-ups (normally attained gradually throughout the game)

      https://en.wikipedia.org/wiki/...

      The code was no copy protection, that is the lamest claim I've heard yet. Not to mention when Gradius came out, resales of games wasn't the big business it became later. No Gamestop to buy games, and what was to be come EB (then later Gamestop) didn't buy used games back then. Granted there was small shops that did it, but it wasn't a big problem at all back then. Now back then computer games used code wheels and other lame tools as copy protection, but I think even by then that practice was dying out.

      Cheat codes were put into games for 1 purpose. To cheat. Usually for developers that wasn't very good at the game, so they could debug different parts of it they'd normally have trouble getting to. Much like Easter Eggs, it became something some developers like to do.

      --
      Be seeing you...
    6. Re:They can't sell cheats anymore by CastrTroy · · Score: 1

      I think a lot of the problem has come with game ratings. The old Mortal Kombat blood code is a good example. The SNES version had no blood, and no cheat to obtain it, mostly likely because Nintendo demanded it. The Sega Genesis version on the other hand had a cheat code to enable blood. Having hidden content that you have to type in a secret code to get to probably makes it difficult to give ratings to games, even if the cheats only reveal things like infinite lives. The existence of cheat codes would probably leave them questioning what else what hidden in the game.

      Also, in terms of copy protection, I don't know why saved games are even exportable on current consoles. Really they should just be backed up to the internet so that people don't have to worry about backing them up. They should also sign the files with some kind of key, similar to how the executables are signed already to restrict what can be run. Perhaps they should just use whole disk encryption on the hard disk because now the game is stored on the disk, and any file can be tampered with, leading to vulnerabilities.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    7. Re:They can't sell cheats anymore by Anonymous Coward · · Score: 0

      Your entire post is so full of top-of-your-head conjecture, you're 'not even wrong'. Please stop talking now.

    8. Re:They can't sell cheats anymore by ganjadude · · Score: 1

      buzz aldrins race into space was like this, after Xa amount of "days" you had to open the 200 page book and go to a page and enter something from the page This was for DOS but yeah, same idea

      --
      have you seen my sig? there are many others like it but none that are the same
    9. Re:They can't sell cheats anymore by Anonymous Coward · · Score: 0

      Every video game I ever rented from the video store came with the printed manual, so your point is entirely moot.

      How does it discourage rentals, if the rentals come with the book with the continue codes that are supposed to discourage rentals?

    10. Re:They can't sell cheats anymore by Darinbob · · Score: 1

      Some things feel backwards too. Finished playing Tomb Raider Anniversary, where it has cheats, but you must first finish the game before being able to use them. Making the cheats sort of pointless (if you can finish they game you don't need cheats, and if you do need the cheats you can't get to them).

    11. Re:They can't sell cheats anymore by mattack2 · · Score: 1

      But if you "get continues for free", one will just keep hitting continue over and over, finish the game, and likely have less enjoyment than having to try over and over to eventually finish the game.. That less enjoyment would IMHO make them less likely in the long run to buy the company's other products.

      Continues for free essentially means infinite lives.. Is a game fun with infinite lives? (Unless it was designed that way -- i.e. you don't die -- usually no..)

    12. Re:They can't sell cheats anymore by Anonymous Coward · · Score: 0

      " If you look at it, cheats were first invented as a method of copy-protection, rather than a testing device."

      This is such nonsense it makes my pony cry...

      Cheats, in all guises described by the article, were fully established before games started being rented out,...

  20. Not everything that gives advantage = cheat by Anonymous Coward · · Score: 0

    First, I think cheating only applies in multiplayer. A cheat in single player is just a mod the devs hardcoded in themselves.

    In multiplayer, I would define cheating as an advantage that is limited to some, but it wasn't intended to be limited.

    Under my definition, DLC and P2W aren't cheats, as it isn't intended that other players can't get them. The devs totally want everybody to pay and get that advantage.

    I'm not saying the ideas of DLC and P2W are good, but just that they're not "cheats".

    1. Re:Not everything that gives advantage = cheat by tepples · · Score: 1

      Perhaps part of the lamenting is for the loss of multiplayer mod functionality that affects all players equally and used to be accessed through cheat codes but is now accessed through DLC or P2W, such as "radar always on for all players" or "radar always off for all players".

  21. Zyzzy by Anonymous Coward · · Score: 1

    My favorite is still "xyzzy" from the old Adventure game: http://en.wikipedia.org/wiki/Xyzzy

    1. Re:Zyzzy by Anonymous Coward · · Score: 0

      That's wasn't a cheat code. It was a magic word that was part of the game, along with plugh, plover, etc.

  22. Game bugs easier cheat around than fix them by Anonymous Coward · · Score: 0

    Ive seen buggy levels, poor porting and such crappy games that didnt have cheat codes go into the trash (or if heard about before buying never were bought)

    Its a good way (for solo games without the achievement rubbish that is just a forced online requirement coersion to shove ads down players throats) for the company to have a game with bugs not require so much patching (cheat around it instead of have to fix)

    Many games have a few really poorly designed (or ported) spots that just dont work worth a damn for many players and if the company is stupid enough to have that spot in the block further content access (without a simple way around it) then they deserve the bad reviews (if you can find an honest non-aasslicking reviewer) and loss of sales for their incompetance.

  23. military poisoning language by Anonymous Coward · · Score: 1

    "Deep Dive" means that you take a powerpoint slide to the boss's boss and try to explain technical details to a PHB for an hour (20 minutes over schedule), after which he uses his misperceptions to benevolently damage your program.

  24. Armored Patrol by CohibaVancouver · · Score: 1

    Not a cheat code per se, but when you play Armored Patrol on your TRS-80 Model 1, there is a 'trick' that allows you unlimited energy.

    If you back your tank up to the edge of 'the universe' and then point your barrel back into the arena at bad guys you can just keep shooting and shooting and get an unlimited score - You'll never run out of energy and no tank or robot can kill you.

    I remember leaving for school in 1982 with the space bar taped down, and then coming home to a zillion points.

    https://www.youtube.com/watch?...

  25. Who pays for porntipsguzzardo? by Anonymous Coward · · Score: 0

    Who pays for porntipsguzzardo now that we have the Internet?

  26. Oh the memories by Anonymous Coward · · Score: 0

    This brings back memories... I worked on an xbox game around 10 years ago and we added in a bunch of cheat codes. The one that never got published was one that added names of the developers and our families to all of the bad guys. The fat enemy was our boss. Haha.

    Fun times!

  27. XYZZY by Peter+Simpson · · Score: 1

    It may be a bit dark, but I don't think I'm likely to be eaten by a grue

    "Nothing happens here."

    1. Re:XYZZY by STRICQ · · Score: 1

      A hollow voice says, "Cretin."

    2. Re:XYZZY by crashumbc · · Score: 1

      Still love that game.

  28. Old games were more difficult by MtHuurne · · Score: 1

    Another reason cheat codes existed is that without them, a lot of players couldn't finish the game. I think there are several reasons for this: the arcade roots, a larger percentage of hardcore gamers, the need to prevent the player from finishing an expensive game quickly after buying or renting it and game design being a much younger discipline.

    Don't get me wrong, I actually prefer today's easier games, but it does mean that you don't really need a cheat code anymore to finish most games. Instead of having the difficulty increase a lot as the levels progress, games now have selectable difficulty from the start and achievements to add challenge for more talented and/or experienced players.

    1. Re:Old games were more difficult by Anonymous Coward · · Score: 0

      I'm not sure I prefer today's easier games. The amount of handholding is frankly insulting sometimes. Look at Earthworm Jim HD and the original game. The original game had no need for arrows as if to say "over here stupid." Some things were a little obscure like killing the first boss, the Sega CD had a simple message that said "use the crate." The HD version has a fucking 4 page tutorial for fighting the boss. Part of the challenge of old games was learning strategies to find your own path to victory. Not being told how to win and then testing to see how well you can follow directions. Well I gotta go, there are some damned kids on my lawn.

    2. Re: Old games were more difficult by Bender+Unit+22 · · Score: 1

      I bought the latest tomb raider. It was dumbed down so much it wasn't even fun to play.

    3. Re:Old games were more difficult by DocSavage64109 · · Score: 1

      I remember some of the old games being so difficult to solve that you had to buy the game's cheat book just to finish it. Like you would have a hole in your inventory and you should just know to put that hole on a fence. Really?

  29. More of a backronym meditation by Anonymous Coward · · Score: 0

    Clearly wasn't going for haiku.

  30. The article gets the most famous cheat code wrong? by chad.koehler · · Score: 4, Informative

    Isn't it B -> A? The article's title has it as A -> B. I find this quite distracting.

  31. Pinball machines also had it by Bender+Unit+22 · · Score: 2

    Some pinball machines easter eggs and some even gives you extra points.
    http://hem.bredband.net/b25718...

  32. Fuck DLC and multiplayer online in particular. by Anonymous Coward · · Score: 0

    Valid arguments and certainly righteous, but games are actually games--that is, people playing them aren't pondering the economic and philosophical reprecussions of monetarily-attained in-game advantages. They're blowing time with entertainment, thinking about it as little as possible. Game developers and distributors can take advantage of this by charging for whatever they want, however they want, with whatever frequency they want. While we might be able to remember the 90s and say no, we aren't the bulk of their market share. 5,000 thirty+-somethings mumbling "get off my lawn" is negligible in comparison to 5,000,000 elementary/high-school students more than willing to shell out Christmas money for some digital "thing" they'll forget about next week. Yes it's silly, yes it's actually morally questionable (the same way converting real money for WoW gold coins is), but there's not numbers enough of people who actually notice and care to stop it.

  33. Monkey Island 2 by j2.718ff · · Score: 1

    I believe the code was Ctrl-Alt-W, which allowed you to instantly win the game. It was awesome because of how pointless it was. It brought you to the final scenes of the game. In one of them, a character's dialog was replaced with something like "I wonder why I'm standing here", because if you cheated you way to the end, you wouldn't know the story.

  34. DLC Shit by Anonymous Coward · · Score: 1

    I first heard this acronym about a month ago from my 12 year old son. What? Someone asked in this thread, when will DLC go away? It will probably never go away and here is why, in my opinion: Kids are playing games on line and the spoiled kids whose parents give them anything they ask for buy all of the DLC shit and go ahead in the game. I am awesome! I beat the boss and leveled up! The kids who don't get to buy the DLC shit and get left behind in the game, either nag their parents - please can I buy weapon pack XYZ!!! - please! - or, if they can, beat the system by being really good at the game which is detrimental in its own way as it means spending too much time - wasting too much time playing stupid games. It is pitting the asshole parents against the parents who actually want to instill some sense of values in their kids. I think my kid will learn in the future that his DLC loving chums are in fact loser douchebags, but it will take time to learn that. Right now he has this neck breathing brain dead friend who he looks up to a lot (the kid blows his nose in his t-shirt - disgusting child, idiot parents). I can't tell him - your 'friend' is a fucking retard - he needs to learn that himself and find better friends, but this is what one is up against and this is part of what the game company pimps are exploiting. The vulnerability and insecurity of youth. Keeping up with your 'friends'. Staying popular. Simple as that.

    1. Re:DLC Shit by Anonymous Coward · · Score: 0

      Wow calm down buddy; I hope you don't get so pissed off over something so trivial in front of your son. Games are supposed to be fun, remember?

    2. Re:DLC Shit by Anonymous Coward · · Score: 0

      someone needs to tell that to the game publishers

  35. Razzle Dazzle Root Beer by dottrap · · Score: 1

    Suck Blue Frog (Quest for Glory 2)
    Command parsers were fun.

  36. Easy / Difficult modes by j2.718ff · · Score: 1

    When I was a kid, I didn't have the hand-eye coordination to beat the tough video games. Cheat codes (and I include things like warp zones in this category) allowed me to beat the game and feel cool. When I was older, and decided to dust some of these games off, playing the whole way through without cheating provided a new level of fun. I suspect that cheat codes helped make games appealing to players of different abilities.

    1. Re:Easy / Difficult modes by Jason+Levine · · Score: 3, Interesting

      That's why I used them. I'd play the original SimCity, Civilization, and Warcraft (before "World of") and I quite honestly stunk at them. Complex resource management in a game just felt like work to me. So I'd cheat. I'd build a city in SimCity, give myself a ton of cash, toss a few disasters through my city, and then rebuild. For Civilization, I'd give myself unlimited money and buy everything up. (At the time, I called it the "Bill Gates Strategy.") I'd use diplomats to buy other civilizations' cities and troops until only their home city was left. Then, I'd either crush them or keep them around so the game wouldn't end. In Warcraft, I'd make it a "good day to die" and send one peon wood-cutting orc against an army of humans. The humans would be blasting him like crazy, but he's just slowly work his way through them until they were all dead. Did I ruin the point of the games? Sure. Still, it turned them from past times that would have frustrated me until I tossed them aside to games I kept playing over and over.

      --
      My sci-fi novel, Ghost Thief, is now available from Amazon.com.
  37. Examples by interkin3tic · · Score: 2

    I've heard this accusation before, but I'm not seeing much evidence of a trend.

    Goggling "pay DLC cheat codes" brings up a few examples that I then looked into with gamefaqs. Dead rising 2 has some cheats you can pay for, but there were no cheats in dead rising one. Saints row 3 appears to have other cheats for free that are roughly the same thing. Sleeping dogs cheat DLCs appear to simply be shortcuts, like buying in-game money.

    It seems to me like more games are simply cutting out cheats altogether, for free or paid. I suspect it's more about wanting to make sure cheats don't ruin the mandatory online multiplayer portion that all games seem to have to have, or ruin the achievement/trophy systems. GTA had always been good for cheats, but GTA V, the cheats are severely limited. Invincibility only for 5 minutes, and cheats can't be used in missions. It's annoying: replaying games with cheat codes gives more replay value: several months after beating a game fairly, I might want to play it again, but don't want to spend as much time getting the hang of it again.

    1. Re:Examples by Anonymous Coward · · Score: 0

      It's usually not a "DLC", but "in-game purchase".

      Why would I just unlock infinite lives for you, when I can sell you "+90 lives for your next play through!" and "slow timer down for 30 minutes!" many times?

      And to make you want those lives and slow downs, I'll give you 1 life, no save points and level 3 and onwards going so fast you need to be Miyamoto Musashi to beat it.

    2. Re:Examples by jxander · · Score: 1

      They code part has given way to monetary transactions.

      Instead of typing idkfa to get all the weapons, you can buy those guns for a dollar each as DLC.
      Instead of typing the Konami code to get extra lives, you have to buy them with micro-transactions.

      The "code" is now your credit card number. Type that in, and get extra power.

      --
      This signature is false.
  38. And this ... by Anonymous Coward · · Score: 0

    If you intend to keep it offline, why not JTAG or RGH it which would enable game modding, game trainers as well as homebrew and emulators.

  39. Why I stopped playing games by JohnFen · · Score: 1

    The advent of all games involving a "social" context, requiring access to the internet, and the use of DLC and micropayments, is what made me give quit gaming entirely. The cheat code business is a side-effect of this. This is one of the items on my short list of things that the internet has made worse.

  40. They can't sell cheats anymore by Anonymous Coward · · Score: 0

    > cheats were first invented as a method of copy-protection
    Huh? This doesn't make any sense.

    > These things were all over the place, and were usually listed in the way back of the game's manual.
    No, they weren't. The Contra code you mention was never in the manual.

    > unless you are very highly skilled at Contra, which was one of the first games to feature the code, you are probably not going to finish Contra without the extra lives granted by the code.
    Perhaps your reflexes are decaying. It's not terribly difficult, I was able to complete it in my teen years.

  41. Re:solution for ya by tepples · · Score: 1

    And if all video games in the desired genre with the desired production values on the desired platform have become "those kinds of games", tough.

  42. Re:The article gets the most famous cheat code wro by Anonymous Coward · · Score: 0

    Isn't it B -> A? The article's title has it as A -> B. I find this quite distracting.

    YES! Oh my god what the FUCK?! I literally want to strangle the dumbass who made the article specifically about cheat codes and managed to fuck up the FIRST image of the most recognizable cheat code of all time. That's like having a huge image of M=EC^2 at the top of an article about Einstein.

  43. Consoles work without Internet by tepples · · Score: 1

    I don't know why saved games are even exportable on current consoles. Really they should just be backed up to the internet

    Because console makers want to attract users who buy consoles because they work without an Internet connection. This includes people living outside the range of cable and DSL as well as privacy-paranoid gamers, who are possibly overrepresented on Slashdot. Notice how much goodwill Xbox One lost when Microsoft announced that the console would have to phone home every 24 hours to renew the cached receipts for disc games. (For comparison, Steam can stay offline for a couple weeks.) Microsoft had to backpedal hard on that, letting Adam Orth go after the "#dealwithit" incident.

    1. Re:Consoles work without Internet by CastrTroy · · Score: 1

      Well, obviously the saved game would be stored locally on the machine, so you could still play without an internet connection if you wanted. The reason for connecting to the cloud is for backing up in case the hardware dies.This is added functionality, and not really necessary to play the game. It also wouldn't have to sync every 24 hours. You could sync your saved games once a week or once a month and not lose that much play time if you aren't a heavy gamer. Allowing the user to copy the saved games to an SD card as the Wii did definitely caused some problems with piracy. Had they just eliminated the ability to transfer saved games to/from removable media, they would have cut out a lot of piracy.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    2. Re:Consoles work without Internet by tepples · · Score: 1

      It's also for bringing your accomplishments with you if you travel to someone else's house and play local multiplayer. Plenty of games for PlayStation, Nintendo 64, PlayStation 2, and GameCube took advantage of two or more memory card slots, as player 2 could plug in his memory card and use the character that he created in his own campaign on his own copy of the game.

  44. PC multiplayer games still have cheats by chispito · · Score: 1

    PC multiplayer games still have cheats. They just have to be set from the console, by an administrator.

    --
    The Daddy casts sleep on the Baby. The Baby resists!
  45. And this is why by Anonymous Coward · · Score: 0

    we need warez. I don't see why anyone would consume any media not originating from the scene, be it legally paid or not.

  46. Re:solution for ya by jeIlomizer · · Score: 0

    Brilliant solution. No one ever considered that!

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
  47. To return to a simpler time... by istartedi · · Score: 1

    To return to a simpler time, just say "XYZZY".

    --
    For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
  48. Hey! by EETech1 · · Score: 1

    Dangit... You just made me jump to my bootloader...

  49. I'll always remember... by Anonymous Coward · · Score: 0

    ...how much fun I had with the soapy tit wanks

    *Electro-bastard ray in Carmageddon, lest you think I'm being a deviate without due cause...

  50. Selective history... by Anonymous Coward · · Score: 0

    The article is pretty selective.
    It spreads out this whole development over a 20 year period that spanned the 80's and 90's.
    In reality all subjects it touches upon were already firmly established in the 80's.
    Seriously, i had magazines with pokes, built in developer codes, cheats for player use AND cheat cartridges (well, sort of). And the best thing is it was on just one system, the MSX.

  51. Earliest I know of... by VAXcat · · Score: 1

    Inthe 70s, Zork on PDP11s had GDT (game debugging tool). It allowed you to manipulate the arrays of objects, locations, etc. It had a password prompt, that demanded your name, cat and zip code. I recall that the name was supnik, the cat was barney, and I've forgotten the zip code. Bob Supnik was the DEC engineer that translated ZORK frm MDL to Fortran.

    --
    There is no God, and Dirac is his prophet.
  52. Re:The article gets the most famous cheat code wro by Anonymous Coward · · Score: 0

    there were a few different variations on it. Learned that the hard way....

    http://en.wikipedia.org/wiki/L...

  53. Hacks and mods are the new cheat code by Karmashock · · Score: 1

    Most DLC is in the game already... its just hidden... right or wrong you can unlock it really easily either by modifying some of the files yourself or downloading a hack.

    And then you have all sorts of game mods that change the game works indifferent to content. Maybe you don't like a boss at the end of the game... you freeze his AI so he just stands there if you want... or whatever.

    That is the new cheat code.

    Not DLC.

    --
    I've decided to stop wasting my time responding to AC trolls/sockpuppets... so if you want a response from me... login.