1 00:00:04,400 --> 00:00:07,800 Speaker 1: Welcome to tex Stuff, a production from I Heart Radio. 2 00:00:12,080 --> 00:00:14,840 Speaker 1: A there, and welcome to tech Stuff. I'm your host, 3 00:00:14,920 --> 00:00:17,239 Speaker 1: job and Strickland. I'm an executive producer with I Heart 4 00:00:17,360 --> 00:00:20,720 Speaker 1: Radio and I love all things tech. And for some 5 00:00:20,840 --> 00:00:24,159 Speaker 1: of you, the following sequence will have at least some 6 00:00:24,400 --> 00:00:30,040 Speaker 1: level of significance. Up, up, down, down, left, right, left right, 7 00:00:30,240 --> 00:00:34,319 Speaker 1: b A, and maybe start. For those of you who 8 00:00:34,320 --> 00:00:38,600 Speaker 1: have never heard of that, that is the famous Konami code, 9 00:00:38,960 --> 00:00:42,160 Speaker 1: which was first used in a Nintendo Entertainment system part 10 00:00:42,520 --> 00:00:47,960 Speaker 1: of the arcade game Gradius way back in n And 11 00:00:48,000 --> 00:00:50,440 Speaker 1: what did that code do? Well, actually could do a 12 00:00:50,479 --> 00:00:53,640 Speaker 1: few things. If you put it in during the title 13 00:00:53,760 --> 00:00:56,360 Speaker 1: screen of the game, you would start the game with 14 00:00:56,440 --> 00:01:00,120 Speaker 1: thirty lives during the game. If you paused it and 15 00:01:00,160 --> 00:01:03,520 Speaker 1: you put that code in, you would receive extra missiles 16 00:01:03,600 --> 00:01:06,199 Speaker 1: and a speed boost and some other goodies, but only 17 00:01:06,240 --> 00:01:10,080 Speaker 1: once per level. It's arguably the most famous cheap code 18 00:01:10,160 --> 00:01:14,200 Speaker 1: of all time, one that has appeared in multiple games, 19 00:01:14,319 --> 00:01:18,720 Speaker 1: dozens of games, and also on other platforms not just games. 20 00:01:19,360 --> 00:01:22,800 Speaker 1: And sometimes it's a cheap code, sometimes it's an easter egg. 21 00:01:23,080 --> 00:01:26,880 Speaker 1: It goes well beyond Konami games. But why would Konami 22 00:01:27,240 --> 00:01:32,320 Speaker 1: even include that code in the first place. Well, see kiddos. 23 00:01:32,360 --> 00:01:35,960 Speaker 1: When video games were young, they were also vicious, Like 24 00:01:36,800 --> 00:01:41,160 Speaker 1: early video games were mega difficult and unforgiving. There's been 25 00:01:41,160 --> 00:01:44,520 Speaker 1: a resurgence of those kind of games recently, largely because 26 00:01:44,760 --> 00:01:46,840 Speaker 1: the people who played them as kids are adults now 27 00:01:47,000 --> 00:01:49,920 Speaker 1: and that's the kind of games they like to play. 28 00:01:50,200 --> 00:01:53,640 Speaker 1: But some of those early titles lacks stuff like continues, 29 00:01:53,920 --> 00:01:56,840 Speaker 1: so once you round lives, that was it. In fact, 30 00:01:56,840 --> 00:01:59,360 Speaker 1: in the early consoles, there was no real way to 31 00:01:59,400 --> 00:02:03,160 Speaker 1: save your progress at all. Some games would sometimes include 32 00:02:03,200 --> 00:02:06,200 Speaker 1: a code at certain points of a game, and if 33 00:02:06,200 --> 00:02:08,480 Speaker 1: you were to write down that code and then enter 34 00:02:08,560 --> 00:02:10,920 Speaker 1: the code in a future play session, it would allow 35 00:02:10,960 --> 00:02:14,720 Speaker 1: you to start from your finishing point. So that was 36 00:02:14,760 --> 00:02:18,000 Speaker 1: sort of a workaround for the lack of a save function. 37 00:02:18,200 --> 00:02:21,079 Speaker 1: Before you had stuff like memory cards and other ways 38 00:02:21,120 --> 00:02:25,079 Speaker 1: of like onboard storage that you could use to to 39 00:02:25,200 --> 00:02:29,320 Speaker 1: save games. But my point is these games were wicked hard, 40 00:02:29,600 --> 00:02:33,799 Speaker 1: and they weren't just hard for consumers, you know, they 41 00:02:33,800 --> 00:02:37,160 Speaker 1: were also hard for game developers. And sometimes you just 42 00:02:37,400 --> 00:02:40,480 Speaker 1: need to test the game code to make sure everything's working. 43 00:02:40,880 --> 00:02:43,480 Speaker 1: You want to check the graphics and the gameplay. You 44 00:02:43,560 --> 00:02:47,000 Speaker 1: might need to see how transitions are working, and you 45 00:02:47,040 --> 00:02:49,000 Speaker 1: want to make you know sure that the stuff is 46 00:02:49,040 --> 00:02:51,919 Speaker 1: behaving the way you want it to. And this can 47 00:02:51,960 --> 00:02:54,360 Speaker 1: be really slow going if you know, it's a bullet 48 00:02:54,440 --> 00:02:57,680 Speaker 1: hell style arcade game and it's so hard you can't 49 00:02:57,720 --> 00:02:59,760 Speaker 1: even get very far to test things, even though you're 50 00:02:59,800 --> 00:03:03,480 Speaker 1: the one have made it. So this programmer named Kazuhisa 51 00:03:03,720 --> 00:03:07,600 Speaker 1: Hashimoto decided to include a code that would give him 52 00:03:07,639 --> 00:03:10,280 Speaker 1: some boosts so that he could continue to play this 53 00:03:10,320 --> 00:03:13,200 Speaker 1: game he was working on. He said the arcade version 54 00:03:13,560 --> 00:03:15,440 Speaker 1: was so difficult he could never play through it, and 55 00:03:15,480 --> 00:03:17,919 Speaker 1: he was in charge of creating the port, so it's 56 00:03:17,960 --> 00:03:21,280 Speaker 1: possible the code would have remained more or less unknown. 57 00:03:21,800 --> 00:03:23,840 Speaker 1: I mean, back in those days, the average person didn't 58 00:03:23,880 --> 00:03:26,600 Speaker 1: have access to the Internet, and there was no such 59 00:03:26,600 --> 00:03:29,040 Speaker 1: thing as the World Wide Web at that point. In fact, 60 00:03:29,080 --> 00:03:32,120 Speaker 1: most gamers would just get their information from hard print 61 00:03:32,200 --> 00:03:36,640 Speaker 1: magazines like Tips and Tricks or Nintendo Power. So while 62 00:03:36,760 --> 00:03:39,840 Speaker 1: some curious folks would likely have uncovered the code one 63 00:03:39,840 --> 00:03:43,280 Speaker 1: way or another, it was possible that word wouldn't have 64 00:03:43,320 --> 00:03:46,840 Speaker 1: really spread very much. But Konami also included the same 65 00:03:46,880 --> 00:03:50,480 Speaker 1: code in another game. This one called Contra. This was 66 00:03:50,520 --> 00:03:54,960 Speaker 1: in Contra was a big hit in America, but it 67 00:03:55,000 --> 00:03:57,480 Speaker 1: didn't take long for word to spread that the code 68 00:03:57,640 --> 00:04:02,200 Speaker 1: that first appeared in Gradius is also in contract. Soon 69 00:04:02,320 --> 00:04:05,320 Speaker 1: folks share the information in various ways, like word of 70 00:04:05,360 --> 00:04:07,720 Speaker 1: mouth or in one of those video game magazines. Will 71 00:04:07,720 --> 00:04:10,480 Speaker 1: come back to that in a second, and the Konami 72 00:04:10,520 --> 00:04:13,400 Speaker 1: code was well on its way to becoming one of 73 00:04:13,400 --> 00:04:17,080 Speaker 1: the pillars of gaming in its own way. So I 74 00:04:17,160 --> 00:04:20,640 Speaker 1: thought I would do an episode about cheats and video games, 75 00:04:21,040 --> 00:04:23,159 Speaker 1: and some of the examples I'll mention are things that 76 00:04:23,279 --> 00:04:26,680 Speaker 1: developers built into their own games, either as like an 77 00:04:26,720 --> 00:04:29,680 Speaker 1: easter egg or sometimes like Hashimoto, as a way for 78 00:04:29,760 --> 00:04:33,960 Speaker 1: allowing developers to test certain game aspects without having to 79 00:04:34,000 --> 00:04:36,560 Speaker 1: worry about, you know, a ghost gobbling them up, or 80 00:04:36,600 --> 00:04:39,480 Speaker 1: a space marine stomping their brains in or whatever. I 81 00:04:39,520 --> 00:04:42,599 Speaker 1: also want to touch on, you know, the black market 82 00:04:42,680 --> 00:04:46,320 Speaker 1: industry of game hacks. These are tools that give players 83 00:04:46,400 --> 00:04:51,200 Speaker 1: unfair advantages in games, mostly you know, multiplayer competitive games. 84 00:04:51,240 --> 00:04:54,479 Speaker 1: We're gonna focus on that more in the following episode 85 00:04:54,720 --> 00:04:58,440 Speaker 1: or Wednesday's episode. I should say, I'm sure any gamers 86 00:04:58,440 --> 00:05:01,479 Speaker 1: out there have encountered sort of thing at one point 87 00:05:01,640 --> 00:05:04,240 Speaker 1: or another. If they play multiplayer games, I'm sure you've 88 00:05:04,240 --> 00:05:07,359 Speaker 1: had an experience where you've encountered a cheater. I know 89 00:05:07,480 --> 00:05:10,000 Speaker 1: I have. I remember playing a game of pub G 90 00:05:10,480 --> 00:05:13,960 Speaker 1: where I was in a car going very fast and 91 00:05:14,480 --> 00:05:18,520 Speaker 1: got sniped with one bullet to the head by a player, 92 00:05:18,600 --> 00:05:20,479 Speaker 1: And when I watched the death cam, I saw that 93 00:05:20,640 --> 00:05:23,200 Speaker 1: they weren't even in line of sight with my car, 94 00:05:23,279 --> 00:05:27,400 Speaker 1: and I thought, huh, that seems suss And then considering that, 95 00:05:27,400 --> 00:05:29,840 Speaker 1: that player then went on to like headshot three other 96 00:05:30,480 --> 00:05:33,840 Speaker 1: you know, players in the same moment told me they 97 00:05:33,839 --> 00:05:36,279 Speaker 1: were cheating. But I hope none of you have actually 98 00:05:36,279 --> 00:05:38,360 Speaker 1: made use of those kinds of cheats, because, let's face it, 99 00:05:38,440 --> 00:05:41,040 Speaker 1: that kind of cheating is totally lame. If you're relying 100 00:05:41,040 --> 00:05:42,840 Speaker 1: on code to give you an edge on other players, 101 00:05:43,040 --> 00:05:44,800 Speaker 1: well it's not really you that's putting in the work, 102 00:05:44,880 --> 00:05:47,000 Speaker 1: is it. But again, we'll get to that in the 103 00:05:47,120 --> 00:05:51,680 Speaker 1: next episode. Really, honestly, the history of cheat codes predates 104 00:05:51,960 --> 00:05:54,560 Speaker 1: the famed Konami code. I figured I had to start 105 00:05:54,600 --> 00:05:58,440 Speaker 1: there because it's the best known cheat code of all time. 106 00:05:58,480 --> 00:06:02,960 Speaker 1: I think before codes were really that accessible. However, players 107 00:06:03,000 --> 00:06:05,520 Speaker 1: have to put a little more work into cheat in 108 00:06:05,600 --> 00:06:09,279 Speaker 1: a video game, a computer game specifically. Now keep in 109 00:06:09,360 --> 00:06:13,400 Speaker 1: mind when personal computers were relatively new, they were largely 110 00:06:13,440 --> 00:06:18,719 Speaker 1: the domain of hobbyists and hackers and amateur programmers. And remember, 111 00:06:18,760 --> 00:06:22,120 Speaker 1: the hacker in this sense is a more broad term 112 00:06:22,200 --> 00:06:26,360 Speaker 1: than how it typically is used by the media. Hollywood 113 00:06:26,440 --> 00:06:29,440 Speaker 1: version of a hacker is someone who specializes in infiltrating 114 00:06:29,480 --> 00:06:32,919 Speaker 1: secure systems and then messes around with stuff or steals 115 00:06:33,000 --> 00:06:35,800 Speaker 1: data or whatever. You know, someone who's hacking into the 116 00:06:35,839 --> 00:06:39,159 Speaker 1: Pentagon or something. But that's just one type of hacker. 117 00:06:39,440 --> 00:06:42,560 Speaker 1: The more broad definition of hacker is someone who is 118 00:06:42,640 --> 00:06:47,000 Speaker 1: interested in learning how systems work, typically computer systems, and 119 00:06:47,040 --> 00:06:49,680 Speaker 1: then finding interesting things that they can do within that 120 00:06:49,760 --> 00:06:53,280 Speaker 1: system that perhaps were never intended by the people who 121 00:06:53,360 --> 00:06:55,719 Speaker 1: built the system in the first place. Like you might 122 00:06:55,720 --> 00:06:58,400 Speaker 1: discover that if you were to look at the code 123 00:06:58,560 --> 00:07:01,760 Speaker 1: underlying a program and changed a few values, you can 124 00:07:01,839 --> 00:07:05,599 Speaker 1: make the program and do entirely different stuff, or you 125 00:07:05,680 --> 00:07:07,719 Speaker 1: might just break everything and have to go back to 126 00:07:07,760 --> 00:07:11,120 Speaker 1: the original code. While on the old days of computer games, 127 00:07:11,440 --> 00:07:14,720 Speaker 1: hackers would use the good old peak and poke method, 128 00:07:15,280 --> 00:07:19,040 Speaker 1: now peak refers to getting a look at computer code 129 00:07:19,160 --> 00:07:22,120 Speaker 1: stored in a computer's memory. Now, remember, back in the 130 00:07:22,160 --> 00:07:25,560 Speaker 1: early days, we're not talking about computers that had like 131 00:07:25,600 --> 00:07:29,400 Speaker 1: hard drives and stuff. They were typically reading media from 132 00:07:29,560 --> 00:07:32,400 Speaker 1: some form of storage, right, They were reading it from 133 00:07:32,440 --> 00:07:35,600 Speaker 1: a disk or a cassette or something like that, and 134 00:07:35,640 --> 00:07:38,640 Speaker 1: it would load information into the computer's memory and then 135 00:07:38,680 --> 00:07:42,040 Speaker 1: execute instructions upon the information. So if you were able 136 00:07:42,080 --> 00:07:45,320 Speaker 1: to look at the information that's in the computer's memory, 137 00:07:45,720 --> 00:07:47,760 Speaker 1: and if you're really able to look at it carefully, 138 00:07:47,840 --> 00:07:51,080 Speaker 1: you might be able to suss what is doing what. 139 00:07:51,280 --> 00:07:54,840 Speaker 1: You might be able to say, oh, when I shoot 140 00:07:54,920 --> 00:07:58,960 Speaker 1: my gun, this one value changes, so that value has 141 00:07:59,000 --> 00:08:01,480 Speaker 1: something to do with me shooting my gun in the game. 142 00:08:01,960 --> 00:08:06,720 Speaker 1: Poke refers to changing those values within the code in 143 00:08:06,840 --> 00:08:10,680 Speaker 1: the computer's memory before you load the game in, So 144 00:08:10,920 --> 00:08:14,360 Speaker 1: you're poking or prodding the code in order to see 145 00:08:14,400 --> 00:08:17,920 Speaker 1: what happens. So let's use a theoretical example. Let's say 146 00:08:17,920 --> 00:08:21,240 Speaker 1: you're playing an old computer role playing game, something that 147 00:08:21,280 --> 00:08:24,960 Speaker 1: clearly drew inspiration from Dungeons and Dragons and and other 148 00:08:25,160 --> 00:08:28,520 Speaker 1: pencil and paper RPGs. There were tons of these in 149 00:08:28,560 --> 00:08:31,200 Speaker 1: the early days, Like I remember games like Bard's Tail 150 00:08:31,480 --> 00:08:35,559 Speaker 1: and Wizardry and countless others. Part of these games revolve 151 00:08:35,600 --> 00:08:40,360 Speaker 1: around creating a character, and each character has ability points 152 00:08:40,480 --> 00:08:45,559 Speaker 1: or attributes that have a number that describes how their magnitude. Right, 153 00:08:45,920 --> 00:08:49,680 Speaker 1: So if you were doing classic Dungeons and Dragons, you 154 00:08:49,679 --> 00:08:53,480 Speaker 1: would have an ability like strength, and it could range 155 00:08:53,679 --> 00:08:56,839 Speaker 1: from three to eighteen because you would in the old days, 156 00:08:56,920 --> 00:08:59,600 Speaker 1: rolled three six sided dice, So the lowest you could 157 00:08:59,600 --> 00:09:01,280 Speaker 1: get would be three. The highest you can get with 158 00:09:01,360 --> 00:09:04,800 Speaker 1: you an eighteen, and the average human would be somewhere 159 00:09:04,840 --> 00:09:08,080 Speaker 1: in the ten to eleven range. So if your computer 160 00:09:08,200 --> 00:09:11,680 Speaker 1: generated character has a strength of six, because that's the 161 00:09:12,240 --> 00:09:15,840 Speaker 1: quote unquote random number that the computer generated for that score, 162 00:09:16,480 --> 00:09:18,520 Speaker 1: that would mean that that character would be a little 163 00:09:18,520 --> 00:09:21,240 Speaker 1: bit on the weak side, and that would affect what 164 00:09:21,320 --> 00:09:24,120 Speaker 1: kind of class you could play, or how much damage 165 00:09:24,120 --> 00:09:26,719 Speaker 1: you would do with a melee weapon, or how much 166 00:09:26,760 --> 00:09:29,480 Speaker 1: your character might carry that kind of thing. However, let's 167 00:09:29,480 --> 00:09:32,480 Speaker 1: say you peak at the code in computer memory and 168 00:09:32,559 --> 00:09:36,000 Speaker 1: you suss out which bit represents the ability scores, and 169 00:09:36,000 --> 00:09:38,320 Speaker 1: then you go in and change a few values, and 170 00:09:38,360 --> 00:09:40,760 Speaker 1: you reload the game, and now you see that your 171 00:09:40,800 --> 00:09:44,559 Speaker 1: previously feeble character has been buffed out to eighteen strength 172 00:09:45,080 --> 00:09:47,920 Speaker 1: or heck, you know, some games actually didn't have limitters 173 00:09:47,920 --> 00:09:50,719 Speaker 1: on them, like within the game you could only get 174 00:09:50,800 --> 00:09:53,960 Speaker 1: up to eighteen, but if you went in and set 175 00:09:54,000 --> 00:09:58,280 Speaker 1: the strength higher, then you would effectively have that as 176 00:09:58,320 --> 00:10:00,439 Speaker 1: your strength. So while you could not at it through 177 00:10:00,480 --> 00:10:04,400 Speaker 1: the regular character generation, by manipulating the code, you can 178 00:10:04,480 --> 00:10:07,800 Speaker 1: give your character like strength and suddenly they would be 179 00:10:07,880 --> 00:10:13,720 Speaker 1: way more powerful than any other, you know, regularly created character. 180 00:10:14,160 --> 00:10:17,120 Speaker 1: I mean you could, uh just you know, you create 181 00:10:17,160 --> 00:10:19,199 Speaker 1: an entire party of characters this way, and you can 182 00:10:19,240 --> 00:10:21,840 Speaker 1: max out all their stats if you wanted to and 183 00:10:21,920 --> 00:10:24,560 Speaker 1: just roll over anyone who's in your way. Now, that 184 00:10:24,600 --> 00:10:27,960 Speaker 1: could get old pretty quickly because there's very little challenge 185 00:10:28,080 --> 00:10:30,520 Speaker 1: in the game left. But on a meta level, you 186 00:10:30,559 --> 00:10:33,480 Speaker 1: would be learning more about how game designers were building 187 00:10:33,480 --> 00:10:37,240 Speaker 1: out their games and designating the variables that determine how 188 00:10:37,360 --> 00:10:40,959 Speaker 1: the game works. So there was another level going on 189 00:10:41,040 --> 00:10:44,280 Speaker 1: in here. But anyway, the peak and poke method wasn't 190 00:10:44,320 --> 00:10:48,600 Speaker 1: exactly super accessible. Most folks didn't own a computer back 191 00:10:48,600 --> 00:10:51,000 Speaker 1: in the early nineteen eighties, and the people who did 192 00:10:51,000 --> 00:10:54,200 Speaker 1: own a computer, a lot of them weren't necessarily savvy 193 00:10:54,360 --> 00:10:57,560 Speaker 1: enough to get their hands dirty with altering code in 194 00:10:57,640 --> 00:11:01,360 Speaker 1: computer memory. I certainly did. Like I that was a 195 00:11:01,400 --> 00:11:03,720 Speaker 1: step further than what I was comfortable doing when I 196 00:11:03,760 --> 00:11:06,520 Speaker 1: was a kid, And some computer systems made this a 197 00:11:06,520 --> 00:11:08,960 Speaker 1: bit more tricky to pull off than others. But you 198 00:11:08,960 --> 00:11:11,599 Speaker 1: could think of that as sort of the predecessors to 199 00:11:11,800 --> 00:11:15,000 Speaker 1: computer game hacks. But then we get into the mid 200 00:11:15,080 --> 00:11:19,480 Speaker 1: nineteen eighties and then Nintendo Entertainment System. Earlier consoles like 201 00:11:19,520 --> 00:11:24,040 Speaker 1: the at Ty had games that had exploits built into them, 202 00:11:24,160 --> 00:11:27,360 Speaker 1: or sometimes they were just errors that developers had made 203 00:11:27,360 --> 00:11:30,559 Speaker 1: and players found them and found they could exploit them. 204 00:11:30,600 --> 00:11:33,719 Speaker 1: But it was the Konami code that really established the 205 00:11:33,800 --> 00:11:36,200 Speaker 1: video game cheat. I would say it's not that it 206 00:11:36,240 --> 00:11:38,360 Speaker 1: was the first one, but it was the one that 207 00:11:38,480 --> 00:11:41,959 Speaker 1: kind of set the bar. And again, early on, this 208 00:11:42,040 --> 00:11:44,360 Speaker 1: was something that game developers would include so that they 209 00:11:44,360 --> 00:11:47,480 Speaker 1: could continue to test and build out a game without 210 00:11:47,480 --> 00:11:50,840 Speaker 1: having to worry about being pixel perfect with their jumps 211 00:11:50,880 --> 00:11:54,000 Speaker 1: and whatnot. The only reason they made it into the 212 00:11:54,000 --> 00:11:57,160 Speaker 1: final product is that by the time these developers were 213 00:11:57,160 --> 00:11:59,720 Speaker 1: done building a game, they just kind of wanted to 214 00:11:59,720 --> 00:12:03,000 Speaker 1: ship it. Sometimes they just had to hit a deadline, 215 00:12:03,320 --> 00:12:05,600 Speaker 1: and you don't want to take the time and trouble 216 00:12:05,679 --> 00:12:08,280 Speaker 1: to go in and remove code that you inserted to 217 00:12:08,320 --> 00:12:11,280 Speaker 1: make it easier to navigate through the game. For one thing, 218 00:12:11,600 --> 00:12:14,040 Speaker 1: you might break something just by removing that code, and 219 00:12:14,040 --> 00:12:16,960 Speaker 1: then you're, you know, back to square one. And I'm 220 00:12:16,960 --> 00:12:18,800 Speaker 1: sure a lot of developers thought, who the heck is 221 00:12:18,800 --> 00:12:22,320 Speaker 1: going to stumble across this seemingly random sequence anyway, No 222 00:12:22,360 --> 00:12:25,760 Speaker 1: one's gonna just randomly do be A B A, you 223 00:12:25,760 --> 00:12:29,640 Speaker 1: know whatever, whatever. Except there was one step in this 224 00:12:29,720 --> 00:12:33,079 Speaker 1: process of bringing a game to market for the Nintendo 225 00:12:33,200 --> 00:12:38,280 Speaker 1: Entertainment system that guaranteed people will learn about these tricks. See, 226 00:12:38,840 --> 00:12:42,120 Speaker 1: Nintendo decided to do something that Atari did not do 227 00:12:42,760 --> 00:12:45,960 Speaker 1: back in the pre video game crash days. So before, 228 00:12:46,040 --> 00:12:50,520 Speaker 1: n Atari tried to be the only source for games 229 00:12:50,679 --> 00:12:56,120 Speaker 1: for the Atari console, but disenchanted developers who wanted more credit, 230 00:12:56,720 --> 00:12:59,920 Speaker 1: not to mention a share of revenue generated by games, 231 00:13:00,600 --> 00:13:04,360 Speaker 1: they left Atari to found their own studios, Activision being 232 00:13:04,440 --> 00:13:08,200 Speaker 1: a famous one. You know. Back then, if you programmed 233 00:13:08,240 --> 00:13:11,360 Speaker 1: a game and it was a smash hit, you essentially 234 00:13:11,400 --> 00:13:13,760 Speaker 1: got paid pretty much the same as if the title 235 00:13:13,800 --> 00:13:16,160 Speaker 1: had turned out to be a dud. Atari didn't give 236 00:13:16,240 --> 00:13:20,440 Speaker 1: like royalties to people even if their game sold millions 237 00:13:20,440 --> 00:13:23,520 Speaker 1: of copies, or really, we should say tens of thousands 238 00:13:23,520 --> 00:13:26,160 Speaker 1: of copies. It wasn't quite in the millions range for 239 00:13:26,200 --> 00:13:28,960 Speaker 1: the most part, except with the exception of a few titles. 240 00:13:29,000 --> 00:13:33,040 Speaker 1: So influential developers at Atari decided they would leave and 241 00:13:33,080 --> 00:13:38,120 Speaker 1: create new programmer centric business model companies like Activision, at 242 00:13:38,160 --> 00:13:42,440 Speaker 1: least the original Activision anyway. Atari tried to fight that, 243 00:13:42,520 --> 00:13:45,640 Speaker 1: but they lost, and third party developers had the legal 244 00:13:45,760 --> 00:13:49,559 Speaker 1: right to create titles for Atari consoles. But this also 245 00:13:49,600 --> 00:13:52,560 Speaker 1: meant that a bunch of sketchy companies began churning out 246 00:13:52,679 --> 00:13:55,840 Speaker 1: junk titles for the Atari twenty s DRED and the 247 00:13:55,880 --> 00:13:59,960 Speaker 1: console's reputation suffered as a consequence. Now, whether those junk 248 00:14:00,120 --> 00:14:03,960 Speaker 1: titles actively contributed to the video game Crash of three 249 00:14:04,320 --> 00:14:07,680 Speaker 1: really depends upon whom you ask, but it definitely didn't 250 00:14:07,679 --> 00:14:12,439 Speaker 1: help Attari's reputation. When Nintendo entered the market with the NES, 251 00:14:12,480 --> 00:14:16,080 Speaker 1: one of the decisions the company made was to require developers, 252 00:14:16,240 --> 00:14:21,280 Speaker 1: including internal Nintendo developers, to submit games to a certification 253 00:14:21,360 --> 00:14:25,000 Speaker 1: process to make sure that the games, you know, worked. 254 00:14:25,760 --> 00:14:28,560 Speaker 1: They didn't have to be a masterpiece. I'm not saying 255 00:14:28,600 --> 00:14:30,720 Speaker 1: that every game that came out for the NES was 256 00:14:31,200 --> 00:14:34,040 Speaker 1: a show stopper. There were plenty of bad games on 257 00:14:34,080 --> 00:14:37,120 Speaker 1: the NES, but they had to at least work properly. 258 00:14:37,120 --> 00:14:41,160 Speaker 1: They had to pass, you know, at least a cursory inspection. 259 00:14:41,840 --> 00:14:44,920 Speaker 1: Part of that submission process meant the developers also had 260 00:14:44,960 --> 00:14:48,240 Speaker 1: to reveal any codes that they had built in that 261 00:14:48,240 --> 00:14:51,520 Speaker 1: would allow for different features in their game, even if 262 00:14:51,560 --> 00:14:53,920 Speaker 1: those codes were only put there for the purposes of 263 00:14:53,920 --> 00:14:56,240 Speaker 1: building out the game in the first place. So again, 264 00:14:56,600 --> 00:14:59,240 Speaker 1: let's say that you've created a game that has you 265 00:14:59,280 --> 00:15:02,200 Speaker 1: know when he levels in it, and for the purposes 266 00:15:02,200 --> 00:15:04,960 Speaker 1: of developing the game, you have a code that lets 267 00:15:05,000 --> 00:15:08,920 Speaker 1: you skip levels. Well, you would have to disclose the 268 00:15:08,920 --> 00:15:12,440 Speaker 1: information when you submitted the game to Nintendo certification process 269 00:15:12,680 --> 00:15:16,040 Speaker 1: to let them know this exists there. Now, it doesn't 270 00:15:16,080 --> 00:15:18,920 Speaker 1: matter that it existed there just for development. As long 271 00:15:18,960 --> 00:15:20,960 Speaker 1: as it's in the game, you had to disclose it. 272 00:15:21,640 --> 00:15:24,960 Speaker 1: And part of this process also meant that Nintendo Power 273 00:15:25,480 --> 00:15:30,040 Speaker 1: the magazine, would get access to that information. This was 274 00:15:30,080 --> 00:15:33,840 Speaker 1: partly to help reviewers get through particularly difficult sections of 275 00:15:33,880 --> 00:15:36,760 Speaker 1: games so that they could write a thorough review of 276 00:15:36,760 --> 00:15:39,440 Speaker 1: a game as a whole. Like the reviewer might only 277 00:15:39,480 --> 00:15:41,600 Speaker 1: have a few days with a game maybe just a 278 00:15:41,680 --> 00:15:43,960 Speaker 1: day or two, and they need to be able to 279 00:15:43,960 --> 00:15:47,280 Speaker 1: write a comprehensive review, but they might not have the 280 00:15:47,280 --> 00:15:49,320 Speaker 1: ability to play the game all the way through, so 281 00:15:49,560 --> 00:15:52,760 Speaker 1: they might make use of these codes. The only catch 282 00:15:52,840 --> 00:15:56,240 Speaker 1: was that the magazine was to hold off on publishing 283 00:15:56,480 --> 00:15:59,880 Speaker 1: those codes, at least for a few episode issues, rather 284 00:16:00,320 --> 00:16:03,480 Speaker 1: after reviewing the game, so they couldn't just say, Hey, 285 00:16:03,520 --> 00:16:05,440 Speaker 1: the game's great, and here's how you get god mode 286 00:16:05,440 --> 00:16:08,520 Speaker 1: on it. But then once a few issues had passed, 287 00:16:08,920 --> 00:16:11,560 Speaker 1: they could publish the cheap codes and they would make 288 00:16:11,600 --> 00:16:14,320 Speaker 1: the pages of the magazine, and gamers would learn about 289 00:16:14,320 --> 00:16:17,720 Speaker 1: the codes either by reading about them or as was 290 00:16:17,880 --> 00:16:21,920 Speaker 1: pretty common on playgrounds in the nineteen eighties, through scuttle. 291 00:16:22,040 --> 00:16:26,320 Speaker 1: But I'll explain more about cheat codes after we take 292 00:16:26,880 --> 00:16:38,840 Speaker 1: this quick break. Okay, So magazines like Nintendo Power start 293 00:16:38,920 --> 00:16:41,440 Speaker 1: to publish cheak codes, and once people learned about the 294 00:16:41,480 --> 00:16:43,800 Speaker 1: Konami code, it became a way for developers to kind 295 00:16:43,840 --> 00:16:48,040 Speaker 1: of play with gamers. So in some games like Castlevania, 296 00:16:48,360 --> 00:16:51,520 Speaker 1: the Konami code would unlock tons of extra lives. I 297 00:16:51,520 --> 00:16:54,720 Speaker 1: think you got fifty lives when you used it, which 298 00:16:54,760 --> 00:16:57,920 Speaker 1: was really useful because that was a very challenging platform 299 00:16:58,000 --> 00:17:01,600 Speaker 1: or otherwise. In other cases, like an early teenage Mustant 300 00:17:01,640 --> 00:17:04,040 Speaker 1: Ninja Turtles game, if you put in the Konami code, 301 00:17:04,040 --> 00:17:06,120 Speaker 1: it would unlock a feature in which the characters made 302 00:17:06,200 --> 00:17:10,760 Speaker 1: weird noises when they moved around. So it wasn't always advantageous. 303 00:17:10,760 --> 00:17:13,280 Speaker 1: Sometimes it was just a funny little joke. So the 304 00:17:13,359 --> 00:17:16,320 Speaker 1: Konami code wasn't just a developer tool now. It was 305 00:17:16,359 --> 00:17:19,040 Speaker 1: a fun surprise for gamers who took the trouble to 306 00:17:19,200 --> 00:17:21,720 Speaker 1: learn and use the code in the first place. It 307 00:17:21,760 --> 00:17:25,320 Speaker 1: would also go on to inspire future generations of game developers. 308 00:17:25,560 --> 00:17:28,480 Speaker 1: They're still games coming out today that pay tribute to 309 00:17:28,520 --> 00:17:31,399 Speaker 1: the Konami Code, though it's pretty rare for the code 310 00:17:31,520 --> 00:17:35,320 Speaker 1: or the equivalent of that code to actually unlock, you know, 311 00:17:35,520 --> 00:17:38,400 Speaker 1: game cheats. You're more likely to unlock an Easter Egg 312 00:17:38,520 --> 00:17:41,440 Speaker 1: or maybe even a reprimand sometimes putting in the cheat 313 00:17:41,480 --> 00:17:44,520 Speaker 1: code gets you a message from the game saying, uh, 314 00:17:45,119 --> 00:17:47,080 Speaker 1: but it's you know, it's a tougue in cheek, Hey, 315 00:17:47,119 --> 00:17:49,760 Speaker 1: I see what you're doing their kind of thing. For example, 316 00:17:50,400 --> 00:17:55,520 Speaker 1: in the recent and reportedly terrible remastered Grant Theft Auto 317 00:17:55,720 --> 00:18:00,159 Speaker 1: the Trilogy, the Definitive Edition, which is supposed to be 318 00:18:00,240 --> 00:18:03,480 Speaker 1: a remastered version of Grand Theft Auto Three, Grand Theft Auto, 319 00:18:03,560 --> 00:18:07,960 Speaker 1: Vice City, and Grand Theft Auto San Andreas, but has 320 00:18:07,960 --> 00:18:10,520 Speaker 1: turned out, at least according to most reviews I've read, 321 00:18:10,560 --> 00:18:14,520 Speaker 1: to be awful. Anyway, the Konami code on that one 322 00:18:14,560 --> 00:18:18,639 Speaker 1: apparently turns everyone's heads larger, so it activates big head mode, 323 00:18:19,040 --> 00:18:22,200 Speaker 1: something that was made famous in games like NBA Jam 324 00:18:22,240 --> 00:18:25,280 Speaker 1: and based on how some of the quote unquote remastered 325 00:18:25,359 --> 00:18:28,680 Speaker 1: characters look, that sounds like it could be pretty horrifying. 326 00:18:29,280 --> 00:18:31,119 Speaker 1: By the way. I do plan on doing a series 327 00:18:31,119 --> 00:18:34,040 Speaker 1: of episodes a little bit later on about the history 328 00:18:34,080 --> 00:18:36,680 Speaker 1: of the g t A series because it's really bummed 329 00:18:36,720 --> 00:18:38,680 Speaker 1: to see how the g t A Trilogy came out 330 00:18:39,240 --> 00:18:41,720 Speaker 1: because Vice City was one of my favorite games back 331 00:18:41,800 --> 00:18:44,480 Speaker 1: in the day, even though I also recognize it as 332 00:18:44,480 --> 00:18:49,600 Speaker 1: a very flawed game. Anyway, I mentioned earlier the peak 333 00:18:49,680 --> 00:18:52,880 Speaker 1: and poke method of cheating. That was something you could 334 00:18:52,920 --> 00:18:55,239 Speaker 1: do on computers, but it wasn't so simple to do 335 00:18:55,359 --> 00:18:59,080 Speaker 1: on consoles. See, this was the time of video game 336 00:18:59,240 --> 00:19:03,760 Speaker 1: cartridges and the games were physically programmed. They were hardwired 337 00:19:03,880 --> 00:19:08,639 Speaker 1: in read only memory format. That's wrong, which means you 338 00:19:08,680 --> 00:19:11,359 Speaker 1: can't make changes to it. You can only read information 339 00:19:11,440 --> 00:19:14,760 Speaker 1: from it. And they were hard coded onto circuit boards 340 00:19:14,840 --> 00:19:18,320 Speaker 1: that were housed inside plastic cartridges. So when you plugged 341 00:19:18,320 --> 00:19:22,040 Speaker 1: the cartridge into a console, the circuit board has little 342 00:19:22,080 --> 00:19:26,040 Speaker 1: contacts on it that would come into connection with elements 343 00:19:26,080 --> 00:19:29,240 Speaker 1: inside the console and it would complete a circuit. And 344 00:19:29,640 --> 00:19:34,240 Speaker 1: thus the the console could consult the video game cartridge 345 00:19:34,280 --> 00:19:38,000 Speaker 1: and pull the relevant information needed for any particular part 346 00:19:38,040 --> 00:19:40,240 Speaker 1: of the game, and you play your game as the 347 00:19:40,240 --> 00:19:43,480 Speaker 1: console would load stuff into the console's memory. But there 348 00:19:43,520 --> 00:19:46,439 Speaker 1: was no easy way to interact with that system beyond 349 00:19:46,560 --> 00:19:49,520 Speaker 1: just playing stuff in a straightforward way. One company that 350 00:19:49,520 --> 00:19:52,680 Speaker 1: tackled that problem early early on was a company called 351 00:19:53,080 --> 00:19:56,880 Speaker 1: Detail based in the UK. The company created a piece 352 00:19:56,920 --> 00:20:00,240 Speaker 1: of hardware called the Action Replay now the O General. 353 00:20:00,359 --> 00:20:04,840 Speaker 1: Action Replay Device worked on Commodore sixty four personal computers 354 00:20:04,840 --> 00:20:07,399 Speaker 1: and you would plug this into a serial port in 355 00:20:07,400 --> 00:20:09,720 Speaker 1: the Commodore sixty four and it would let you do 356 00:20:09,760 --> 00:20:13,520 Speaker 1: stuff like freeze a program, like say a game, as 357 00:20:13,560 --> 00:20:16,159 Speaker 1: it was running, and it would reveal the code that 358 00:20:16,280 --> 00:20:19,040 Speaker 1: was in the computer's memory. That gave you a chance 359 00:20:19,080 --> 00:20:22,720 Speaker 1: to peak and poke essentially, but it was pretty challenging 360 00:20:22,720 --> 00:20:25,120 Speaker 1: for the average user to do this, and it also 361 00:20:25,200 --> 00:20:27,560 Speaker 1: followed on the heels of older devices that would let 362 00:20:27,600 --> 00:20:31,080 Speaker 1: you do stuff like bypass copy protection or alter code, 363 00:20:31,480 --> 00:20:34,000 Speaker 1: again tools that were mostly useful for folks who had 364 00:20:34,000 --> 00:20:37,560 Speaker 1: a bit of programming knowledge already, but it would spawn 365 00:20:37,680 --> 00:20:41,040 Speaker 1: some heavy hitters in the years to come. Enter the 366 00:20:41,080 --> 00:20:44,760 Speaker 1: Game Genie. This was a device that acted as a 367 00:20:44,800 --> 00:20:49,200 Speaker 1: middleman between the game cartridge and the game console. So 368 00:20:49,400 --> 00:20:52,119 Speaker 1: you would plug a cartridge into one end of the 369 00:20:52,200 --> 00:20:55,080 Speaker 1: Genie and you would plug the Genie into a video 370 00:20:55,080 --> 00:20:58,000 Speaker 1: game console. So there were different versions of the Game 371 00:20:58,040 --> 00:21:01,200 Speaker 1: Genie for different consoles. So, for example, the Nintendo Entertainment 372 00:21:01,200 --> 00:21:04,800 Speaker 1: System had a Game Genie version, and this would mean 373 00:21:05,160 --> 00:21:07,720 Speaker 1: that if you've plugged this kind of thing into the 374 00:21:07,800 --> 00:21:11,600 Speaker 1: Nintendo Entertainment System, the little door on the NES wouldn't 375 00:21:11,600 --> 00:21:13,560 Speaker 1: be able to close, the cartridge would be sticking out. 376 00:21:13,600 --> 00:21:17,760 Speaker 1: But it totally worked. The Genie came with a book 377 00:21:17,760 --> 00:21:20,680 Speaker 1: of codes for various games, and the codes would allow 378 00:21:20,720 --> 00:21:23,280 Speaker 1: a player to set values for stuff, similar to the 379 00:21:23,359 --> 00:21:26,000 Speaker 1: poke approach with old computer games, but all the work 380 00:21:26,000 --> 00:21:29,160 Speaker 1: had already been done for you, so when the console 381 00:21:29,200 --> 00:21:34,080 Speaker 1: went looking for specific information. The Genie would intercept that 382 00:21:34,200 --> 00:21:39,080 Speaker 1: request and replace whatever the intended value would be like 383 00:21:39,119 --> 00:21:42,479 Speaker 1: if it actually came from the cartridge with a new value. So, 384 00:21:42,520 --> 00:21:45,439 Speaker 1: for example, let's say you were playing punch Out on 385 00:21:45,480 --> 00:21:48,880 Speaker 1: the NES and you really wanted to knock out Mr Sandman, 386 00:21:49,440 --> 00:21:52,360 Speaker 1: but you never could nail the timing. Well, you could 387 00:21:52,480 --> 00:21:55,200 Speaker 1: use game Genie to enter in certain codes that would 388 00:21:55,240 --> 00:21:58,160 Speaker 1: mean you would never lose stamina when you were hit, 389 00:21:58,840 --> 00:22:01,200 Speaker 1: or that you would take us damage when you were hit, 390 00:22:01,320 --> 00:22:03,800 Speaker 1: or that you could knock down your opponent if you 391 00:22:03,880 --> 00:22:07,879 Speaker 1: just land one punch. The game Genie would understand what 392 00:22:08,040 --> 00:22:12,040 Speaker 1: information to return to the console based on whichever code 393 00:22:12,080 --> 00:22:15,760 Speaker 1: you entered into the Game Genie, and the NES would say, oh, 394 00:22:15,840 --> 00:22:18,000 Speaker 1: here's what I'm supposed to do, because it would be 395 00:22:18,000 --> 00:22:21,880 Speaker 1: getting the information from the game Genie thinking that that 396 00:22:22,040 --> 00:22:25,000 Speaker 1: information was coming from the cartridge itself. So it was 397 00:22:25,040 --> 00:22:28,560 Speaker 1: a workaround. Now, how did the game Genie programmers even 398 00:22:28,600 --> 00:22:32,320 Speaker 1: do this, Well, they probably use something like a debug 399 00:22:32,440 --> 00:22:36,160 Speaker 1: kit and they ran cartridges through their debug kit. Deep 400 00:22:36,160 --> 00:22:39,880 Speaker 1: bug kits are essentially special versions of consoles, in this 401 00:22:39,920 --> 00:22:42,679 Speaker 1: case for video game consoles specifically, and they're meant for 402 00:22:42,760 --> 00:22:45,720 Speaker 1: developers to use so that they can look for problems. 403 00:22:45,760 --> 00:22:48,879 Speaker 1: Let's say that they're designing a game and something's not 404 00:22:48,960 --> 00:22:51,600 Speaker 1: working correctly. This is a way where they could run 405 00:22:51,600 --> 00:22:55,080 Speaker 1: it through a debug kit. They could create whatever the 406 00:22:55,160 --> 00:22:57,840 Speaker 1: scenario was and look for the code to find out 407 00:22:57,840 --> 00:23:01,120 Speaker 1: where the problem is. That's the purpose for a debug kit, 408 00:23:01,600 --> 00:23:05,080 Speaker 1: but it also means that if you were running a 409 00:23:05,119 --> 00:23:07,960 Speaker 1: game and you have a debug kit on, you could 410 00:23:08,040 --> 00:23:11,320 Speaker 1: watch those values and see which ones change whenever you 411 00:23:11,359 --> 00:23:14,720 Speaker 1: do something specific, like when you jump, and then you 412 00:23:14,800 --> 00:23:18,040 Speaker 1: might say, well, what happens if I change the variable there? 413 00:23:18,040 --> 00:23:21,400 Speaker 1: What if I change a number and see what that does? 414 00:23:21,640 --> 00:23:23,880 Speaker 1: And you find out, oh, this makes me jump much 415 00:23:23,960 --> 00:23:28,760 Speaker 1: higher or much lower, or much faster or whatever. It's 416 00:23:28,800 --> 00:23:30,760 Speaker 1: a bit of trial and error, but it's one way 417 00:23:30,800 --> 00:23:34,040 Speaker 1: to figure out how the game is working. It's essentially 418 00:23:34,040 --> 00:23:36,720 Speaker 1: the peak and poke approach, and once you know how 419 00:23:36,720 --> 00:23:39,800 Speaker 1: it works, you can create instructions that tell the console 420 00:23:39,920 --> 00:23:43,040 Speaker 1: to do something instead of what it was supposed to do, 421 00:23:43,440 --> 00:23:46,520 Speaker 1: like give you extra lines, or make your character stronger, 422 00:23:46,600 --> 00:23:49,600 Speaker 1: or whatever it may be. The game genie codes were 423 00:23:49,640 --> 00:23:52,960 Speaker 1: typically in the form of eight characters, you know, usually letters, 424 00:23:53,440 --> 00:23:56,240 Speaker 1: So if you wanted to be invulnerable and punch out, 425 00:23:56,640 --> 00:24:00,639 Speaker 1: then you would enter into the Game Genie code s 426 00:24:01,000 --> 00:24:04,639 Speaker 1: z v A L P A X, and then you 427 00:24:04,680 --> 00:24:08,719 Speaker 1: would never lose stamina. That code is effectively an instruction 428 00:24:08,760 --> 00:24:11,399 Speaker 1: to the Game Genie. It tells the Game Genie what 429 00:24:11,560 --> 00:24:14,640 Speaker 1: to look out for when the console requests certain information 430 00:24:14,720 --> 00:24:17,800 Speaker 1: from the game cartridge, and then what information it should 431 00:24:17,840 --> 00:24:23,080 Speaker 1: send back based on that request. Now, Action Replay also 432 00:24:23,160 --> 00:24:26,520 Speaker 1: had devices out for the NES and other consoles you know, 433 00:24:26,600 --> 00:24:30,760 Speaker 1: so Game Genie was not the only game out there. 434 00:24:31,600 --> 00:24:36,240 Speaker 1: But unlike Game Genie, the Action replay systems frequently incorporated 435 00:24:36,320 --> 00:24:40,000 Speaker 1: a code trainer in them, and the trainer, as the 436 00:24:40,080 --> 00:24:44,240 Speaker 1: name implies, would search for recurring codes that might represent 437 00:24:44,359 --> 00:24:47,880 Speaker 1: something important within the game, an important effect in the game, 438 00:24:47,960 --> 00:24:50,720 Speaker 1: such as what happens if you lose a life in 439 00:24:50,720 --> 00:24:54,600 Speaker 1: the game, and so. Theoretically, anyway a player could use 440 00:24:54,640 --> 00:24:58,520 Speaker 1: the trainer to figure out which lines of code we're 441 00:24:58,880 --> 00:25:02,600 Speaker 1: creating these effects and then substitute their own values in 442 00:25:02,680 --> 00:25:06,400 Speaker 1: that code. Means the player could actually change the way 443 00:25:06,400 --> 00:25:08,880 Speaker 1: the game works. The trainer meant that if you had 444 00:25:08,880 --> 00:25:12,679 Speaker 1: a bit of determination and patients, you could have practically 445 00:25:12,720 --> 00:25:16,240 Speaker 1: limitless abilities to change the way a game performed, rather 446 00:25:16,280 --> 00:25:19,200 Speaker 1: than relying upon a sequence of codes coming straight from 447 00:25:19,200 --> 00:25:24,439 Speaker 1: a company like Game Genie. Despite this technological advantage where 448 00:25:24,640 --> 00:25:27,560 Speaker 1: you know you're no longer just limited to whatever a 449 00:25:27,600 --> 00:25:31,600 Speaker 1: company publishes, you can do whatever based on the amount 450 00:25:31,600 --> 00:25:35,520 Speaker 1: of time you spend trying, the Game Genie ended up 451 00:25:35,560 --> 00:25:40,720 Speaker 1: really dominating the space. So while action replay had advantages, 452 00:25:41,200 --> 00:25:44,560 Speaker 1: it could not compete with Game Genie on the market. 453 00:25:45,240 --> 00:25:47,920 Speaker 1: This industry, by the way, was really tumultuous. For one thing, 454 00:25:48,000 --> 00:25:51,600 Speaker 1: Nintendo was none too pleased that companies were producing hardware 455 00:25:51,600 --> 00:25:56,520 Speaker 1: that's circumvented Nintendo programming, so the company would end up 456 00:25:56,560 --> 00:25:59,919 Speaker 1: suing Galobe. That was a toy company that had acquired 457 00:26:00,119 --> 00:26:03,560 Speaker 1: the distribution rights to the Game Genie, and at the 458 00:26:03,640 --> 00:26:08,520 Speaker 1: heart of the lawsuit was Nintendo claiming a copyright infringement 459 00:26:08,960 --> 00:26:13,200 Speaker 1: against its property. So Nintendo's argument was that the Game Genie, 460 00:26:13,359 --> 00:26:17,359 Speaker 1: by altering the code, or rather by substituting new code 461 00:26:17,440 --> 00:26:19,720 Speaker 1: for what was supposed to be fed to the game console, 462 00:26:20,359 --> 00:26:24,359 Speaker 1: was essentially creating a derivative work. That is, the game 463 00:26:24,440 --> 00:26:27,240 Speaker 1: that a Game Genie user was playing wasn't the quote 464 00:26:27,320 --> 00:26:31,880 Speaker 1: unquote original Nintendo title but rather a game based off 465 00:26:31,920 --> 00:26:35,719 Speaker 1: that title because the code had been altered. The courts, however, 466 00:26:36,240 --> 00:26:40,560 Speaker 1: didn't buy Nintendo's argument. Essentially, the court said these devices 467 00:26:40,600 --> 00:26:43,639 Speaker 1: don't create derivative works and therefore are not part of 468 00:26:43,640 --> 00:26:47,199 Speaker 1: a copyright infringement scheme. Now, this set of precedent that 469 00:26:47,280 --> 00:26:51,840 Speaker 1: allowed the game enhancement business, because that's what these devices 470 00:26:52,040 --> 00:26:56,240 Speaker 1: are largely referred to as as game enhancers. It allowed 471 00:26:56,240 --> 00:26:59,960 Speaker 1: that business to flourish without the fear of copyright infringement lawsuits, 472 00:27:00,440 --> 00:27:05,320 Speaker 1: particularly from Nintendo. Glube supported the game Genie Brandon products 473 00:27:05,359 --> 00:27:07,639 Speaker 1: for a few years, but by the mid nineties decided 474 00:27:07,680 --> 00:27:10,879 Speaker 1: to get out of that business. This gave day Tell, 475 00:27:11,040 --> 00:27:14,240 Speaker 1: the company behind the Action Replay hardware, a shot at 476 00:27:14,359 --> 00:27:17,879 Speaker 1: really establishing a presence in the North American market, because 477 00:27:17,920 --> 00:27:20,960 Speaker 1: while the Action replay was, you know, fairly popular in 478 00:27:21,000 --> 00:27:24,440 Speaker 1: the UK and in Europe, it never really took off 479 00:27:24,480 --> 00:27:28,680 Speaker 1: in America. So Detail would partner with a company called Interact, 480 00:27:29,119 --> 00:27:33,439 Speaker 1: which has its own interesting history, fairly brief but interesting history. 481 00:27:33,760 --> 00:27:36,919 Speaker 1: But the important bit for our story is that Interact 482 00:27:37,240 --> 00:27:40,879 Speaker 1: had established a reputation as a company that carried pretty 483 00:27:40,920 --> 00:27:44,720 Speaker 1: good quality third party peripherals for big video game systems, 484 00:27:44,760 --> 00:27:48,600 Speaker 1: so stuff like controllers that included features that you wouldn't 485 00:27:48,640 --> 00:27:51,960 Speaker 1: find on the bog standard version of the controller that 486 00:27:52,000 --> 00:27:55,240 Speaker 1: would come with a console. So day Tell had a 487 00:27:55,280 --> 00:28:00,280 Speaker 1: partner in North America that had established relationships with retailers, 488 00:28:00,320 --> 00:28:04,360 Speaker 1: and finally, Detel had an opportunity to get its hardware 489 00:28:04,440 --> 00:28:07,680 Speaker 1: a good chance in the North American market. The company 490 00:28:07,720 --> 00:28:11,760 Speaker 1: decided to introduce game enhancement hardware with a new brand, 491 00:28:12,119 --> 00:28:15,200 Speaker 1: So instead of using the brand Action Replay, the new 492 00:28:15,240 --> 00:28:20,240 Speaker 1: hardware had the name game Shark. The first two products 493 00:28:20,280 --> 00:28:23,640 Speaker 1: that Interact released were game Shark devices for the original 494 00:28:23,680 --> 00:28:27,520 Speaker 1: PlayStation as well as for the Sega Saturn. Now that's 495 00:28:27,560 --> 00:28:29,800 Speaker 1: interesting to me because by this time, most of the 496 00:28:29,840 --> 00:28:34,119 Speaker 1: game console world was migrating away from cartridges and heading 497 00:28:34,160 --> 00:28:38,120 Speaker 1: toward optical discs a a compact discs or c d s. 498 00:28:38,720 --> 00:28:41,280 Speaker 1: Nintendo would actually be an exception to this. They held 499 00:28:41,320 --> 00:28:45,040 Speaker 1: onto cartridges a while longer, largely because it's more challenging 500 00:28:45,080 --> 00:28:48,720 Speaker 1: to copy a cartridge than it is a CD. But 501 00:28:48,800 --> 00:28:51,240 Speaker 1: there are a few other benefits with cartridges as well, 502 00:28:51,280 --> 00:28:54,480 Speaker 1: like load times are typically much lower with cartridges, but 503 00:28:54,840 --> 00:28:57,840 Speaker 1: the capacity of a cartridge is much more limited than 504 00:28:57,840 --> 00:29:02,040 Speaker 1: on optical discs. Alright, so see d's gave developers more 505 00:29:02,120 --> 00:29:04,840 Speaker 1: room to build games. They didn't have the same limitations 506 00:29:04,880 --> 00:29:07,000 Speaker 1: as cartridges though, as I mentioned, you know, you had 507 00:29:07,040 --> 00:29:10,040 Speaker 1: to figure out stuff like copy protection to mitigate things 508 00:29:10,080 --> 00:29:13,560 Speaker 1: like piracy and emulation. That was a challenge with CD 509 00:29:13,720 --> 00:29:19,640 Speaker 1: based systems, especially as h C d rewrite capabilities hit 510 00:29:19,680 --> 00:29:24,040 Speaker 1: the market. These game Shark devices would plug into you know, 511 00:29:24,320 --> 00:29:28,000 Speaker 1: an expansion slot, serial port, or a memory card slot 512 00:29:28,080 --> 00:29:31,800 Speaker 1: on consoles like the Sega Saturn. Uh. There would be 513 00:29:31,920 --> 00:29:35,440 Speaker 1: other versions for game Shark that were for older cartridge 514 00:29:35,440 --> 00:29:38,600 Speaker 1: based systems as well, including the Game Boy handheld consoles. 515 00:29:39,120 --> 00:29:41,480 Speaker 1: And there were lots of different game Shark products, but 516 00:29:41,520 --> 00:29:44,240 Speaker 1: the ones I found most interesting had the game Shark 517 00:29:44,320 --> 00:29:48,440 Speaker 1: Pro designation. These not only could store thousands of codes 518 00:29:48,520 --> 00:29:53,120 Speaker 1: within the game sharks themselves, they also included memory space. 519 00:29:53,520 --> 00:29:55,760 Speaker 1: Back in the day, if you were to buy say 520 00:29:55,800 --> 00:29:59,280 Speaker 1: a Sony PlayStation memory card, you would have enough space 521 00:29:59,320 --> 00:30:02,640 Speaker 1: on there to store were a whole fifteen game saves 522 00:30:03,320 --> 00:30:07,239 Speaker 1: and that was it. You could save fifteen times, not 523 00:30:07,320 --> 00:30:09,520 Speaker 1: just in one game, I mean in all of your games. 524 00:30:09,880 --> 00:30:12,440 Speaker 1: You could have fifteen saves stored on that card and 525 00:30:12,440 --> 00:30:14,960 Speaker 1: that's it unless you were to delete a save. The 526 00:30:15,040 --> 00:30:18,440 Speaker 1: Game Shark Pro for PlayStation had enough memory to store 527 00:30:18,520 --> 00:30:22,400 Speaker 1: a hundred twenty saves, and you know, it was way 528 00:30:22,480 --> 00:30:25,560 Speaker 1: cheaper than buying the equivalent number of memory cards. So 529 00:30:25,640 --> 00:30:27,440 Speaker 1: even if you looked at this is just a beefed 530 00:30:27,480 --> 00:30:30,360 Speaker 1: up memory card, had a lot of value. The Sega 531 00:30:30,440 --> 00:30:34,320 Speaker 1: Saturn version of Game Shark Pro similarly allowed players to 532 00:30:34,360 --> 00:30:38,960 Speaker 1: have way more storage space than a standard Sega memory card. Now, 533 00:30:39,040 --> 00:30:42,720 Speaker 1: for the original PlayStation game Shark, that device plugged into 534 00:30:42,760 --> 00:30:47,360 Speaker 1: a port on the back of Sony's original PlayStation, not 535 00:30:47,440 --> 00:30:50,800 Speaker 1: the memory card slot, but like a serial card slot, 536 00:30:51,240 --> 00:30:55,160 Speaker 1: and eventually Sony decided to get rid of that port entirely, 537 00:30:55,360 --> 00:31:00,000 Speaker 1: possibly in response to the Game Shark's rise and popularity, 538 00:31:00,040 --> 00:31:03,160 Speaker 1: so later versions of the original PlayStation had no port 539 00:31:03,280 --> 00:31:06,160 Speaker 1: in the back of them. But never fear, Game Shark 540 00:31:06,240 --> 00:31:09,120 Speaker 1: released products that included a boot up CD that you 541 00:31:09,120 --> 00:31:12,239 Speaker 1: would insert before you would launch a game, plus a 542 00:31:12,240 --> 00:31:15,520 Speaker 1: device that plugged into the standard memory card slot on 543 00:31:15,600 --> 00:31:19,240 Speaker 1: the front of the PlayStation. The device would store codes 544 00:31:19,320 --> 00:31:22,520 Speaker 1: generated by either of the system itself or by the user. 545 00:31:23,040 --> 00:31:26,000 Speaker 1: More on that in the second Game Shark codes have 546 00:31:26,400 --> 00:31:29,240 Speaker 1: two parts to them. The first part of the code 547 00:31:29,680 --> 00:31:32,120 Speaker 1: was the memory address for the line of code that 548 00:31:32,160 --> 00:31:35,120 Speaker 1: you wanted to change, so it might be a line 549 00:31:35,120 --> 00:31:37,800 Speaker 1: of code that represents your number of lives or your 550 00:31:37,840 --> 00:31:40,760 Speaker 1: amount of health. The second part of the code represented 551 00:31:40,800 --> 00:31:44,480 Speaker 1: the value you wanted to substitute, which is pretty simple really, 552 00:31:44,520 --> 00:31:47,400 Speaker 1: so like if you found the line of code that 553 00:31:47,680 --> 00:31:50,040 Speaker 1: was for the number of lives and you saw it 554 00:31:50,080 --> 00:31:53,360 Speaker 1: started at three and you change that to boom, you've 555 00:31:53,400 --> 00:31:57,280 Speaker 1: got ninety nine lives. And like the action replay pro 556 00:31:57,400 --> 00:32:01,040 Speaker 1: models that came before it, the Game Shark. Game enhancement 557 00:32:01,080 --> 00:32:05,160 Speaker 1: systems had ways to train codes, giving users the ability 558 00:32:05,240 --> 00:32:07,520 Speaker 1: to make their own game cheat codes and not just 559 00:32:07,600 --> 00:32:10,840 Speaker 1: rely on ones that were previously published. The system would 560 00:32:10,840 --> 00:32:13,240 Speaker 1: look out for potential lines of code that might represent 561 00:32:13,360 --> 00:32:17,120 Speaker 1: something important and give users the chance to insert new values. 562 00:32:17,480 --> 00:32:20,800 Speaker 1: Sometimes it worked, sometimes it didn't. Sometimes it would take 563 00:32:20,840 --> 00:32:23,719 Speaker 1: multiple attempts to find just the right line of code. 564 00:32:24,160 --> 00:32:26,800 Speaker 1: But this provided a level of flexibility that you didn't 565 00:32:26,800 --> 00:32:30,040 Speaker 1: find in earlier products like the game Genie, and again 566 00:32:30,440 --> 00:32:33,160 Speaker 1: the Game Shark would inject this code to stand in 567 00:32:33,240 --> 00:32:37,040 Speaker 1: place for what was supposed to happen. You could also 568 00:32:37,160 --> 00:32:39,880 Speaker 1: do stuff like search for specific types of files in 569 00:32:39,960 --> 00:32:43,120 Speaker 1: game data, like music files or video files, which would 570 00:32:43,120 --> 00:32:45,680 Speaker 1: allow you to play those media files on demand. That 571 00:32:45,760 --> 00:32:48,280 Speaker 1: was pretty cool. So you could like turn it into 572 00:32:48,320 --> 00:32:51,160 Speaker 1: almost like a CD of music. You could pick which 573 00:32:51,200 --> 00:32:54,240 Speaker 1: tracks to play. Or let's say that there was a 574 00:32:54,240 --> 00:32:57,000 Speaker 1: an in game cinematic that you had never really seen, 575 00:32:57,080 --> 00:32:59,320 Speaker 1: you could find it in those files and play it 576 00:32:59,400 --> 00:33:03,360 Speaker 1: on demand. One Nintendo sixty four version of the game 577 00:33:03,400 --> 00:33:06,080 Speaker 1: Shark even included the ability to connect to a phone 578 00:33:06,120 --> 00:33:10,760 Speaker 1: line and access the Internet. This was a pretty amazing thing. 579 00:33:10,840 --> 00:33:14,200 Speaker 1: It gave you Internet access, limited Internet access. It was 580 00:33:14,280 --> 00:33:16,880 Speaker 1: kind of curated by game Shark, but you could do 581 00:33:16,920 --> 00:33:20,600 Speaker 1: it through in sixty four. Uh the The whole thing 582 00:33:20,640 --> 00:33:23,320 Speaker 1: came with a keyboard and the connectors that you needed 583 00:33:23,360 --> 00:33:26,600 Speaker 1: to tap into Game sharks online services, which included the 584 00:33:26,600 --> 00:33:30,240 Speaker 1: ability to upload and download saves two different games, as 585 00:33:30,280 --> 00:33:33,840 Speaker 1: well as cheat codes. There's a pretty phenomenal development for 586 00:33:33,880 --> 00:33:37,400 Speaker 1: the time, particularly for a game console that wasn't natively 587 00:33:37,600 --> 00:33:41,520 Speaker 1: Internet ready. Uh Nandanto would later release its own peripheral 588 00:33:41,600 --> 00:33:44,560 Speaker 1: called the sixty four d D that allowed players to 589 00:33:44,600 --> 00:33:47,479 Speaker 1: connect to an online service called rand Net, but that 590 00:33:47,520 --> 00:33:50,600 Speaker 1: peripheral wasn't available for very long, and I personally don't 591 00:33:50,640 --> 00:33:54,800 Speaker 1: know anyone who had one. Uh. While Game Shark made 592 00:33:54,800 --> 00:33:57,760 Speaker 1: a name for itself with gamer Circles, the parent company 593 00:33:57,840 --> 00:34:02,240 Speaker 1: of Interact, it's North America distributor, was in financial trouble. 594 00:34:02,280 --> 00:34:06,360 Speaker 1: In fact, its parent company was in financial trouble at 595 00:34:06,360 --> 00:34:08,960 Speaker 1: the end of two thousand to Detail would part ways 596 00:34:09,040 --> 00:34:13,240 Speaker 1: with Interact and lose that North American presence, and Interact 597 00:34:13,400 --> 00:34:17,319 Speaker 1: retained the game Shark i P. Interact would later sell 598 00:34:17,480 --> 00:34:23,120 Speaker 1: that I P to mad Cats, another third party peripheral company, 599 00:34:23,200 --> 00:34:26,040 Speaker 1: and they did that in two thousand three. Uh Katon 600 00:34:26,719 --> 00:34:29,399 Speaker 1: or recod Tan if you prefer, that was the parent 601 00:34:29,440 --> 00:34:32,120 Speaker 1: company of Interact. It actually went into bankruptcy not that 602 00:34:32,200 --> 00:34:35,560 Speaker 1: long after having sold off the game Shark I P. 603 00:34:36,200 --> 00:34:39,840 Speaker 1: Detail meanwhile formed another relationship with a company called Rocket 604 00:34:39,880 --> 00:34:43,400 Speaker 1: Game Products to market devices similar to the Game Shark 605 00:34:43,440 --> 00:34:45,719 Speaker 1: in North America, and it turned out that Rocket Game 606 00:34:45,719 --> 00:34:50,080 Speaker 1: Products was really a sister company to Daytail. Game Shark 607 00:34:50,560 --> 00:34:53,719 Speaker 1: would undergo a major transformation under Mad Cats. It it 608 00:34:53,840 --> 00:34:58,480 Speaker 1: shifted more towards downloaded save points to let layers skip 609 00:34:58,520 --> 00:35:02,279 Speaker 1: tricky parts of games rather and entering cheap codes. The 610 00:35:02,320 --> 00:35:05,080 Speaker 1: fact that products like game Genie and game Shark even 611 00:35:05,160 --> 00:35:07,960 Speaker 1: came around would mean that console manufacturers would look for 612 00:35:08,000 --> 00:35:11,000 Speaker 1: new ways to build in systems that would prevent such stuff. 613 00:35:11,440 --> 00:35:15,000 Speaker 1: Moving forward, when we come back, we'll look at the 614 00:35:15,040 --> 00:35:25,640 Speaker 1: next era of game cheats. Let's talk about another cheat 615 00:35:25,680 --> 00:35:28,720 Speaker 1: code that would hold a special place in video game history, 616 00:35:29,000 --> 00:35:31,000 Speaker 1: at least here in the United States. And this was 617 00:35:31,080 --> 00:35:33,960 Speaker 1: one that players could put on a certain game for 618 00:35:34,000 --> 00:35:38,239 Speaker 1: the Sega Genesis, that code was A B A C 619 00:35:38,600 --> 00:35:41,520 Speaker 1: A B B. I'm curious how many of you out 620 00:35:41,520 --> 00:35:45,319 Speaker 1: there already know what I'm talking about. The game was 621 00:35:45,600 --> 00:35:49,760 Speaker 1: Mortal Kombat, and the code was the so called Blood Code, 622 00:35:49,840 --> 00:35:52,960 Speaker 1: which would allow players to experience Mortal Kombat more or 623 00:35:53,040 --> 00:35:56,520 Speaker 1: less the way it was in the arcades, namely as 624 00:35:56,560 --> 00:36:01,239 Speaker 1: a gory, bloody fighting game. You see. Midway Games, the 625 00:36:01,320 --> 00:36:05,000 Speaker 1: creator of the Immortal Kombat franchise, had banked on shock 626 00:36:05,120 --> 00:36:07,880 Speaker 1: value being a big part of the Mortal Kombat game, 627 00:36:08,320 --> 00:36:10,440 Speaker 1: and it totally worked. It was a huge hit in 628 00:36:10,480 --> 00:36:13,640 Speaker 1: the arcades, but the home market was a different beast 629 00:36:13,800 --> 00:36:17,040 Speaker 1: from the arcades, and Midway wanted to tread lightly so 630 00:36:17,080 --> 00:36:20,719 Speaker 1: as not to invite regulatory oversight from the US government, 631 00:36:21,160 --> 00:36:24,320 Speaker 1: So for most of the homeport releases of Mortal Kombat, 632 00:36:24,440 --> 00:36:27,759 Speaker 1: the rule was that the gore and the blood would 633 00:36:27,800 --> 00:36:32,640 Speaker 1: get toned way way down. Heck, Nintendo's version of Mortal 634 00:36:32,719 --> 00:36:36,319 Speaker 1: Kombat replaced the blood with this grayish stuff that I 635 00:36:36,360 --> 00:36:39,600 Speaker 1: guess was supposed to be sweat. Those fighters sure do 636 00:36:39,760 --> 00:36:43,640 Speaker 1: sweat a lot when they get kicked in the face. Anyway, 637 00:36:43,680 --> 00:36:48,080 Speaker 1: the blood code on the Sega Genesis restored the bloody 638 00:36:48,160 --> 00:36:51,479 Speaker 1: nature of Mortal Kombat and became a big selling point. 639 00:36:51,560 --> 00:36:54,480 Speaker 1: In fact, it really played into Sega's slogan, which was 640 00:36:54,680 --> 00:36:59,839 Speaker 1: Sega does what nintend? Don't I stumble over that because 641 00:36:59,880 --> 00:37:01,920 Speaker 1: I just think it's clunky, but I get what they 642 00:37:01,920 --> 00:37:04,759 Speaker 1: were saying. It was cute, and that indicated that the 643 00:37:04,760 --> 00:37:09,120 Speaker 1: Genesis was a console that wouldn't sugarcoat game content. Predictably, 644 00:37:09,440 --> 00:37:14,720 Speaker 1: this marketing philosophy attracted not just gamers, but concerned politicians who, 645 00:37:14,840 --> 00:37:18,160 Speaker 1: if you're being generous, they were earnestly concerned about child 646 00:37:18,200 --> 00:37:21,279 Speaker 1: well welfare. But if you're more cynical, you might say 647 00:37:21,360 --> 00:37:24,000 Speaker 1: they just wanted to score some political points among older 648 00:37:24,080 --> 00:37:26,239 Speaker 1: voters who are far more likely to show up on 649 00:37:26,280 --> 00:37:30,520 Speaker 1: election day. Joe Lieberman led the charge back in those days, 650 00:37:30,800 --> 00:37:35,120 Speaker 1: condemning violent games as being harmful to children. Somebody please 651 00:37:35,480 --> 00:37:39,279 Speaker 1: think of the children. Sag of America's VP said, Hey, 652 00:37:39,320 --> 00:37:42,080 Speaker 1: old dude, games just you know, they're not just for kids. 653 00:37:42,080 --> 00:37:45,560 Speaker 1: In fact, most people buying our games are adults. I'm 654 00:37:45,600 --> 00:37:48,759 Speaker 1: paraphrasing here. That's not word for word what was said. 655 00:37:49,080 --> 00:37:51,239 Speaker 1: But this was an early example of the video game 656 00:37:51,280 --> 00:37:54,840 Speaker 1: industry trying to fight back against the stereotype that video 657 00:37:54,880 --> 00:37:58,520 Speaker 1: games were solely for children. It was also another example 658 00:37:58,560 --> 00:38:00,759 Speaker 1: of a younger industry having to with the fact that 659 00:38:01,280 --> 00:38:03,800 Speaker 1: the people we have put in charge of making laws, 660 00:38:03,920 --> 00:38:06,120 Speaker 1: at least here in the United States, tend to be, 661 00:38:07,200 --> 00:38:10,480 Speaker 1: you know, a little bit older, like sometimes around twenty 662 00:38:10,520 --> 00:38:15,760 Speaker 1: years older than their average constituents age yikes, and older 663 00:38:15,800 --> 00:38:22,239 Speaker 1: people may have antiquated ideas about technology and media. The 664 00:38:22,320 --> 00:38:25,239 Speaker 1: brew haha would lead to the emergence of the Entertainment 665 00:38:25,320 --> 00:38:28,759 Speaker 1: Software Ratings Board or e s r B, which is 666 00:38:28,800 --> 00:38:32,719 Speaker 1: made up of industry representatives who self monitor game content 667 00:38:33,160 --> 00:38:36,279 Speaker 1: and apply labels to alert consumers about the kind of 668 00:38:36,320 --> 00:38:40,239 Speaker 1: stuff that appears in video games, and also consequently would 669 00:38:40,320 --> 00:38:42,560 Speaker 1: lead to the founding of E three. But That's another 670 00:38:42,600 --> 00:38:45,400 Speaker 1: story that I've already covered on this podcast in the past. 671 00:38:46,000 --> 00:38:48,399 Speaker 1: But yeah, this is kind of like the mp A 672 00:38:48,400 --> 00:38:52,120 Speaker 1: A for movies. You know, it's that rating that tells you, 673 00:38:52,120 --> 00:38:54,799 Speaker 1: you know, who is this game suitable for, or rather, 674 00:38:55,360 --> 00:38:59,360 Speaker 1: who is this unsuitable for. If it's an imframature game, 675 00:38:59,760 --> 00:39:03,359 Speaker 1: you shouldn't be, you know, letting your eight year old 676 00:39:03,400 --> 00:39:08,000 Speaker 1: play it. Right around all that mess, It's Software released 677 00:39:08,000 --> 00:39:10,520 Speaker 1: a game that I'm pretty sure Lieberman would classify as 678 00:39:10,600 --> 00:39:14,480 Speaker 1: the equivalent of a nuclear bomb for children's health. That 679 00:39:14,560 --> 00:39:18,640 Speaker 1: game was Doom, which introduced a new approach that ties 680 00:39:18,680 --> 00:39:22,120 Speaker 1: into cheats because you you actually did have cheat codes 681 00:39:22,160 --> 00:39:25,319 Speaker 1: in Doom, like, for example, you could type in I 682 00:39:25,560 --> 00:39:28,600 Speaker 1: D D q D and that would make you invulnerable. 683 00:39:28,960 --> 00:39:31,520 Speaker 1: There was another code that would let you walk through walls, 684 00:39:31,719 --> 00:39:36,040 Speaker 1: the no clip code, and those were present in Doom. 685 00:39:36,080 --> 00:39:40,800 Speaker 1: But beyond that, it also introduced the WAD file extension 686 00:39:41,000 --> 00:39:43,920 Speaker 1: w a D. At least according to some sources, that 687 00:39:44,160 --> 00:39:48,359 Speaker 1: w A D stood for Where's All the Data. It 688 00:39:48,440 --> 00:39:52,200 Speaker 1: was a file type that held information data for a 689 00:39:52,360 --> 00:39:56,040 Speaker 1: Doom Engine based games, like a lot of the game's 690 00:39:56,080 --> 00:39:59,719 Speaker 1: resources would be stored in that file. The WAD included 691 00:39:59,719 --> 00:40:04,480 Speaker 1: rees sources like graphics and sound. It had a header 692 00:40:04,520 --> 00:40:07,120 Speaker 1: and a directory as well as all the different resources, 693 00:40:07,160 --> 00:40:10,359 Speaker 1: and when you paired it with a WAD editor like 694 00:40:10,760 --> 00:40:13,520 Speaker 1: there are tons of them that became available, and most 695 00:40:13,520 --> 00:40:16,040 Speaker 1: of them were free to use. Players would be able 696 00:40:16,080 --> 00:40:19,160 Speaker 1: to access the files, you know, the WAD files, open 697 00:40:19,200 --> 00:40:22,880 Speaker 1: them up, and change them. This took a huge step 698 00:40:22,920 --> 00:40:26,160 Speaker 1: beyond just making a character immune to damage or allowing 699 00:40:26,200 --> 00:40:29,120 Speaker 1: the player to walk through walls. Players can make changes 700 00:40:29,160 --> 00:40:33,040 Speaker 1: in Wade to create mods for Doom. This opened up 701 00:40:33,080 --> 00:40:37,240 Speaker 1: the ability for player generated maps and graphics. You needed 702 00:40:37,239 --> 00:40:40,000 Speaker 1: the Doom engine to run the mods, but this meant 703 00:40:40,040 --> 00:40:43,200 Speaker 1: that talented monitors could make their own levels and their 704 00:40:43,200 --> 00:40:46,760 Speaker 1: own monsters in Doom. They could challenge players to complete 705 00:40:46,760 --> 00:40:49,760 Speaker 1: those levels, or you know, sometimes they would just create 706 00:40:49,840 --> 00:40:52,160 Speaker 1: jokes that were meant to make folks laugh as they 707 00:40:52,200 --> 00:40:55,240 Speaker 1: blast you know, I don't know, smurfs instead of demons 708 00:40:55,360 --> 00:40:58,800 Speaker 1: or something. The WAD files allowed for a pretty generous 709 00:40:58,800 --> 00:41:01,520 Speaker 1: amount of of custom szation. Now, there was some stuff 710 00:41:01,840 --> 00:41:05,040 Speaker 1: that was still set in stone that you could not change. 711 00:41:05,160 --> 00:41:08,680 Speaker 1: There were certain gameplay elements that tied into other parts 712 00:41:08,840 --> 00:41:13,160 Speaker 1: of the game engine, so you couldn't change everything, but 713 00:41:13,719 --> 00:41:17,600 Speaker 1: you could make a lot of interesting mods. Uh. What 714 00:41:17,719 --> 00:41:21,240 Speaker 1: the Wade development really did was encouraged communities of modyrs, 715 00:41:21,680 --> 00:41:25,319 Speaker 1: which would be related to, but often distinct from, the 716 00:41:25,320 --> 00:41:29,600 Speaker 1: communities of hackers and gamers looking for exploits. By the 717 00:41:29,600 --> 00:41:32,880 Speaker 1: time we start creeping through the two thousand's, the landscape 718 00:41:33,000 --> 00:41:37,759 Speaker 1: was changing rapidly. For one thing, Microsoft introduced achievements and 719 00:41:37,840 --> 00:41:41,440 Speaker 1: Sony would follow suit with the trophy system. These systems 720 00:41:41,560 --> 00:41:45,080 Speaker 1: reward gamers who complete certain tasks, some of which are 721 00:41:45,160 --> 00:41:49,799 Speaker 1: notoriously difficult to pull off. The achievements or trophies are 722 00:41:49,840 --> 00:41:53,000 Speaker 1: badges of honor. They showing that the gamer has managed 723 00:41:53,000 --> 00:41:55,960 Speaker 1: to do something that was notable in some way. But 724 00:41:56,040 --> 00:41:59,279 Speaker 1: obviously the value of those badges it vanishes if it 725 00:41:59,320 --> 00:42:02,560 Speaker 1: turns out you can cheat your way to earning them. Uh. 726 00:42:02,719 --> 00:42:05,399 Speaker 1: There are lots of games that include these sort of things, 727 00:42:05,440 --> 00:42:08,520 Speaker 1: not just on consoles. You know, Steam games have these two. 728 00:42:08,920 --> 00:42:12,239 Speaker 1: So as such, Microsoft really clamped down on cheating in 729 00:42:12,280 --> 00:42:14,920 Speaker 1: two thousand eight, stating that if a player were caught 730 00:42:15,000 --> 00:42:18,080 Speaker 1: cheating in an effort to boost their gamers score, that 731 00:42:18,200 --> 00:42:21,160 Speaker 1: score would be nullified and the person would forever be 732 00:42:21,239 --> 00:42:24,319 Speaker 1: branded as a cheater. Now, I'm in favor of that, 733 00:42:24,920 --> 00:42:27,960 Speaker 1: in that an achievement really only means something if you've 734 00:42:27,960 --> 00:42:30,400 Speaker 1: earned it. I'm sure all of you have witnessed some 735 00:42:30,480 --> 00:42:34,279 Speaker 1: moment where someone received an award or something and you 736 00:42:34,360 --> 00:42:37,160 Speaker 1: felt deep down to that person or that company, or 737 00:42:37,200 --> 00:42:40,920 Speaker 1: that movie or whatever didn't really deserve that award. That 738 00:42:41,000 --> 00:42:44,680 Speaker 1: kind of thing tends to tarnish the awards themselves, and 739 00:42:44,680 --> 00:42:48,400 Speaker 1: it's a pretty hard thing to shake. And so Microsoft said, yeah, 740 00:42:48,440 --> 00:42:51,960 Speaker 1: if we catch you, your toast. Another thing that made 741 00:42:52,000 --> 00:42:55,320 Speaker 1: it important to scale back on cheating was the emergence 742 00:42:55,360 --> 00:42:58,360 Speaker 1: of online competitive play. So in the old days, games 743 00:42:58,360 --> 00:43:02,040 Speaker 1: are typically played on a single machine, so they were 744 00:43:02,320 --> 00:43:06,120 Speaker 1: often single player games. Sometimes they were multiplayer games, but 745 00:43:06,160 --> 00:43:09,040 Speaker 1: they were restricted to however many people could connect to 746 00:43:09,080 --> 00:43:12,319 Speaker 1: a single system at that one time, so for a 747 00:43:12,360 --> 00:43:15,160 Speaker 1: lot of consoles that maxed out at around four players, 748 00:43:15,640 --> 00:43:18,760 Speaker 1: Cheats were usually something that a player could use against 749 00:43:18,840 --> 00:43:22,760 Speaker 1: a system itself and give the player and edge against 750 00:43:22,800 --> 00:43:25,640 Speaker 1: computer controlled enemies and that kind of thing. But in 751 00:43:25,719 --> 00:43:28,600 Speaker 1: an era in which people could network computers together in 752 00:43:28,640 --> 00:43:33,040 Speaker 1: a local area network or land, or later on connect 753 00:43:33,200 --> 00:43:36,480 Speaker 1: via the Internet, there was this need to prevent cheating. 754 00:43:36,920 --> 00:43:39,680 Speaker 1: That became more evident now it was no longer a 755 00:43:39,680 --> 00:43:42,560 Speaker 1: tool that someone could use to experience a tough game 756 00:43:42,640 --> 00:43:45,760 Speaker 1: that they otherwise would be unable to play or unable 757 00:43:45,800 --> 00:43:48,719 Speaker 1: to finish. Now we're talking about tools that could be 758 00:43:48,800 --> 00:43:52,560 Speaker 1: used to give one player and edge over other players. 759 00:43:52,600 --> 00:43:55,200 Speaker 1: That's a different matter. Like I actually do think that 760 00:43:55,320 --> 00:43:58,319 Speaker 1: cheat codes have a place in games. I don't think 761 00:43:58,400 --> 00:44:02,080 Speaker 1: they are good for multiplayer games unless it's you know, 762 00:44:02,120 --> 00:44:05,120 Speaker 1: to do stuff like cosmetic things that are just jokey 763 00:44:05,239 --> 00:44:08,280 Speaker 1: kind of stuff. That's fine. Uh, And if it affects 764 00:44:08,320 --> 00:44:11,040 Speaker 1: everyone equally. I don't really have a problem with that either. 765 00:44:11,440 --> 00:44:13,880 Speaker 1: What I also don't have a problem with our single 766 00:44:13,880 --> 00:44:17,000 Speaker 1: player games where there's a cheat code that would let 767 00:44:17,000 --> 00:44:19,759 Speaker 1: someone experience a game that otherwise they might not be 768 00:44:19,800 --> 00:44:24,400 Speaker 1: able to finish. Like, folks, I'm old, I'm I know 769 00:44:24,520 --> 00:44:27,600 Speaker 1: that's not that old. I don't don't don't at me, 770 00:44:28,400 --> 00:44:30,520 Speaker 1: But what I'm saying is that my reflexes are not 771 00:44:30,560 --> 00:44:32,520 Speaker 1: what they used to be. And I was never a 772 00:44:32,600 --> 00:44:35,520 Speaker 1: elite gamer by any stretch of the imagination. So there 773 00:44:35,560 --> 00:44:38,439 Speaker 1: are a lot of those games that I probably never 774 00:44:38,440 --> 00:44:41,120 Speaker 1: would have seen the end of, unless either I watched 775 00:44:41,120 --> 00:44:44,040 Speaker 1: a video of someone else playing it, or I used 776 00:44:44,200 --> 00:44:46,480 Speaker 1: some sort of cheat in order to be able to 777 00:44:46,520 --> 00:44:48,680 Speaker 1: get through parts of the game that otherwise I just 778 00:44:48,680 --> 00:44:51,640 Speaker 1: couldn't make it through. In those cases, I think cheats 779 00:44:51,640 --> 00:44:54,759 Speaker 1: have a valid place, But when you're talking about multiplayer, 780 00:44:55,280 --> 00:44:58,200 Speaker 1: that's a different story. And that was just a preview 781 00:44:58,360 --> 00:45:00,560 Speaker 1: of the troubles we would see before the birth of 782 00:45:00,640 --> 00:45:03,000 Speaker 1: e sports. Now, once e sports came along, you know 783 00:45:03,040 --> 00:45:07,080 Speaker 1: the organized play of video games. We're talking about like 784 00:45:07,160 --> 00:45:10,640 Speaker 1: seasons and tournaments where you have professional video game players 785 00:45:10,680 --> 00:45:15,080 Speaker 1: pitting their skills against elite opponents, often for impressive prize money. 786 00:45:15,160 --> 00:45:18,120 Speaker 1: I mean, obviously, just like in any other kind of sport, 787 00:45:18,600 --> 00:45:22,080 Speaker 1: cheating would be a serious problem for that kind of competition. 788 00:45:22,600 --> 00:45:24,880 Speaker 1: If someone were relying on codes to give them an 789 00:45:24,960 --> 00:45:29,440 Speaker 1: edge over opponents, that could invalidate an entire tournament, and 790 00:45:29,520 --> 00:45:33,040 Speaker 1: that has happened more than a few times. In fact, 791 00:45:33,040 --> 00:45:35,400 Speaker 1: in our next episode, I will talk more about the 792 00:45:35,480 --> 00:45:38,799 Speaker 1: cheating tools that have popped up more recently. These are 793 00:45:38,840 --> 00:45:41,160 Speaker 1: the kind of things you'd likely to encounter if you 794 00:45:41,200 --> 00:45:45,120 Speaker 1: were playing an online competitive games, So we'll talk about 795 00:45:45,239 --> 00:45:47,799 Speaker 1: wall hacks and aim bots and that kind of thing 796 00:45:48,440 --> 00:45:51,720 Speaker 1: and how those tools have created huge headaches for various 797 00:45:51,719 --> 00:45:54,920 Speaker 1: studios and e sports organizations. Will also talk about some 798 00:45:55,040 --> 00:45:57,319 Speaker 1: of the systems that are in place that are meant 799 00:45:57,360 --> 00:46:01,120 Speaker 1: to detect that kind of cheating and then respond to it. 800 00:46:01,880 --> 00:46:05,919 Speaker 1: And we'll cover a few instances of notable cheaters as well, 801 00:46:06,440 --> 00:46:10,080 Speaker 1: including folks who try to cheat during massive et sports 802 00:46:10,120 --> 00:46:14,040 Speaker 1: events and got caught in the process. Because you know, 803 00:46:14,040 --> 00:46:16,319 Speaker 1: when you're talking about big prize money, it actually becomes 804 00:46:16,320 --> 00:46:18,799 Speaker 1: a big business. Not only that, but then you've got 805 00:46:18,800 --> 00:46:22,160 Speaker 1: the people who are developing some of these hacks who 806 00:46:22,320 --> 00:46:26,360 Speaker 1: might be selling them on you know, the black market essentially, 807 00:46:27,000 --> 00:46:29,080 Speaker 1: And there are gamers out there who will pay for 808 00:46:29,120 --> 00:46:33,400 Speaker 1: that because they want that experience of being elite gamer, 809 00:46:33,520 --> 00:46:36,440 Speaker 1: but they lack the skill and ability to actually do it. 810 00:46:36,800 --> 00:46:41,120 Speaker 1: Like if I if I compete in any online multiplaying game, 811 00:46:41,680 --> 00:46:45,280 Speaker 1: I guarantee it will be a miracle if I'm above 812 00:46:45,400 --> 00:46:49,080 Speaker 1: the bottom. I mean, I just know that because my 813 00:46:49,160 --> 00:46:52,319 Speaker 1: skills are limited. Uh, but I wouldn't want to cheat 814 00:46:52,400 --> 00:46:54,759 Speaker 1: to boost that because that's not really me anyway, right, 815 00:46:54,800 --> 00:46:59,360 Speaker 1: I Mean, it wouldn't be me being a higher scoring player. 816 00:46:59,640 --> 00:47:02,920 Speaker 1: It would be the code I was using there's no 817 00:47:02,960 --> 00:47:07,120 Speaker 1: accomplishment for me there, so I'm comfortable being the bullet sponge. 818 00:47:07,480 --> 00:47:10,040 Speaker 1: That's my most valuable asset to any team I'm on 819 00:47:10,560 --> 00:47:13,640 Speaker 1: that trust me. As long as I'm there, you don't 820 00:47:13,680 --> 00:47:15,640 Speaker 1: have to worry about getting shot. I'm gonna be attracting 821 00:47:15,640 --> 00:47:19,280 Speaker 1: every bullet in the game towards me, so you'll be okay. 822 00:47:19,320 --> 00:47:21,319 Speaker 1: But yeah, we're gonna talk about all that in the 823 00:47:21,360 --> 00:47:25,759 Speaker 1: next episode on Wednesday's episode, and uh, it's it's an 824 00:47:25,760 --> 00:47:28,480 Speaker 1: interesting thing to really look into. It's also interesting to 825 00:47:28,520 --> 00:47:30,719 Speaker 1: look into the ways that various companies have tried to 826 00:47:31,600 --> 00:47:36,479 Speaker 1: detect and counteract cheating two different levels of success. There's 827 00:47:36,560 --> 00:47:42,879 Speaker 1: some games that are notoriously rife with cheaters, and every 828 00:47:42,920 --> 00:47:45,839 Speaker 1: now and again you'll see a big perch and then 829 00:47:45,880 --> 00:47:48,400 Speaker 1: over time they build up again. So we'll talk about 830 00:47:48,400 --> 00:47:50,640 Speaker 1: those in the next episode as well. If you have 831 00:47:50,680 --> 00:47:53,160 Speaker 1: suggestions for topics I should cover in future episodes of 832 00:47:53,160 --> 00:47:55,080 Speaker 1: tech Stuff, reach out to me. The best way to 833 00:47:55,120 --> 00:47:57,680 Speaker 1: do that is on Twitter. The handle for the show 834 00:47:57,840 --> 00:48:01,400 Speaker 1: is text Stuff hs W and I'll talk to you 835 00:48:01,480 --> 00:48:10,760 Speaker 1: again really soon. Text Stuff is an I Heart Radio production. 836 00:48:11,000 --> 00:48:13,840 Speaker 1: For more podcasts from I Heart Radio, visit the i 837 00:48:13,920 --> 00:48:17,160 Speaker 1: heart radio, app, Apple podcasts, or wherever you listen to 838 00:48:17,200 --> 00:48:18,120 Speaker 1: your favorite shows.