WEBVTT - A Brief History of Cheating in Video Games

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<v Speaker 1>Welcome to tex Stuff, a production from I Heart Radio.

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<v Speaker 1>A there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>job and Strickland. I'm an executive producer with I Heart

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<v Speaker 1>Radio and I love all things tech. And for some

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<v Speaker 1>of you, the following sequence will have at least some

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<v Speaker 1>level of significance. Up, up, down, down, left, right, left right,

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<v Speaker 1>b A, and maybe start. For those of you who

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<v Speaker 1>have never heard of that, that is the famous Konami code,

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<v Speaker 1>which was first used in a Nintendo Entertainment system part

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<v Speaker 1>of the arcade game Gradius way back in n And

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<v Speaker 1>what did that code do? Well, actually could do a

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<v Speaker 1>few things. If you put it in during the title

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<v Speaker 1>screen of the game, you would start the game with

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<v Speaker 1>thirty lives during the game. If you paused it and

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<v Speaker 1>you put that code in, you would receive extra missiles

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<v Speaker 1>and a speed boost and some other goodies, but only

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<v Speaker 1>once per level. It's arguably the most famous cheap code

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<v Speaker 1>of all time, one that has appeared in multiple games,

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<v Speaker 1>dozens of games, and also on other platforms not just games.

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<v Speaker 1>And sometimes it's a cheap code, sometimes it's an easter egg.

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<v Speaker 1>It goes well beyond Konami games. But why would Konami

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<v Speaker 1>even include that code in the first place. Well, see kiddos.

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<v Speaker 1>When video games were young, they were also vicious, Like

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<v Speaker 1>early video games were mega difficult and unforgiving. There's been

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<v Speaker 1>a resurgence of those kind of games recently, largely because

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<v Speaker 1>the people who played them as kids are adults now

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<v Speaker 1>and that's the kind of games they like to play.

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<v Speaker 1>But some of those early titles lacks stuff like continues,

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<v Speaker 1>so once you round lives, that was it. In fact,

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<v Speaker 1>in the early consoles, there was no real way to

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<v Speaker 1>save your progress at all. Some games would sometimes include

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<v Speaker 1>a code at certain points of a game, and if

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<v Speaker 1>you were to write down that code and then enter

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<v Speaker 1>the code in a future play session, it would allow

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<v Speaker 1>you to start from your finishing point. So that was

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<v Speaker 1>sort of a workaround for the lack of a save function.

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<v Speaker 1>Before you had stuff like memory cards and other ways

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<v Speaker 1>of like onboard storage that you could use to to

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<v Speaker 1>save games. But my point is these games were wicked hard,

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<v Speaker 1>and they weren't just hard for consumers, you know, they

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<v Speaker 1>were also hard for game developers. And sometimes you just

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<v Speaker 1>need to test the game code to make sure everything's working.

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<v Speaker 1>You want to check the graphics and the gameplay. You

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<v Speaker 1>might need to see how transitions are working, and you

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<v Speaker 1>want to make you know sure that the stuff is

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<v Speaker 1>behaving the way you want it to. And this can

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<v Speaker 1>be really slow going if you know, it's a bullet

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<v Speaker 1>hell style arcade game and it's so hard you can't

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<v Speaker 1>even get very far to test things, even though you're

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<v Speaker 1>the one have made it. So this programmer named Kazuhisa

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<v Speaker 1>Hashimoto decided to include a code that would give him

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<v Speaker 1>some boosts so that he could continue to play this

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<v Speaker 1>game he was working on. He said the arcade version

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<v Speaker 1>was so difficult he could never play through it, and

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<v Speaker 1>he was in charge of creating the port, so it's

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<v Speaker 1>possible the code would have remained more or less unknown.

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<v Speaker 1>I mean, back in those days, the average person didn't

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<v Speaker 1>have access to the Internet, and there was no such

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<v Speaker 1>thing as the World Wide Web at that point. In fact,

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<v Speaker 1>most gamers would just get their information from hard print

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<v Speaker 1>magazines like Tips and Tricks or Nintendo Power. So while

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<v Speaker 1>some curious folks would likely have uncovered the code one

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<v Speaker 1>way or another, it was possible that word wouldn't have

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<v Speaker 1>really spread very much. But Konami also included the same

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<v Speaker 1>code in another game. This one called Contra. This was

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<v Speaker 1>in Contra was a big hit in America, but it

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<v Speaker 1>didn't take long for word to spread that the code

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<v Speaker 1>that first appeared in Gradius is also in contract. Soon

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<v Speaker 1>folks share the information in various ways, like word of

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<v Speaker 1>mouth or in one of those video game magazines. Will

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<v Speaker 1>come back to that in a second, and the Konami

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<v Speaker 1>code was well on its way to becoming one of

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<v Speaker 1>the pillars of gaming in its own way. So I

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<v Speaker 1>thought I would do an episode about cheats and video games,

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<v Speaker 1>and some of the examples I'll mention are things that

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<v Speaker 1>developers built into their own games, either as like an

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<v Speaker 1>easter egg or sometimes like Hashimoto, as a way for

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<v Speaker 1>allowing developers to test certain game aspects without having to

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<v Speaker 1>worry about, you know, a ghost gobbling them up, or

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<v Speaker 1>a space marine stomping their brains in or whatever. I

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<v Speaker 1>also want to touch on, you know, the black market

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<v Speaker 1>industry of game hacks. These are tools that give players

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<v Speaker 1>unfair advantages in games, mostly you know, multiplayer competitive games.

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<v Speaker 1>We're gonna focus on that more in the following episode

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<v Speaker 1>or Wednesday's episode. I should say, I'm sure any gamers

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<v Speaker 1>out there have encountered sort of thing at one point

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<v Speaker 1>or another. If they play multiplayer games, I'm sure you've

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<v Speaker 1>had an experience where you've encountered a cheater. I know

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<v Speaker 1>I have. I remember playing a game of pub G

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<v Speaker 1>where I was in a car going very fast and

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<v Speaker 1>got sniped with one bullet to the head by a player,

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<v Speaker 1>And when I watched the death cam, I saw that

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<v Speaker 1>they weren't even in line of sight with my car,

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<v Speaker 1>and I thought, huh, that seems suss And then considering that,

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<v Speaker 1>that player then went on to like headshot three other

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<v Speaker 1>you know, players in the same moment told me they

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<v Speaker 1>were cheating. But I hope none of you have actually

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<v Speaker 1>made use of those kinds of cheats, because, let's face it,

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<v Speaker 1>that kind of cheating is totally lame. If you're relying

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<v Speaker 1>on code to give you an edge on other players,

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<v Speaker 1>well it's not really you that's putting in the work,

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<v Speaker 1>is it. But again, we'll get to that in the

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<v Speaker 1>next episode. Really, honestly, the history of cheat codes predates

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<v Speaker 1>the famed Konami code. I figured I had to start

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<v Speaker 1>there because it's the best known cheat code of all time.

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<v Speaker 1>I think before codes were really that accessible. However, players

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<v Speaker 1>have to put a little more work into cheat in

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<v Speaker 1>a video game, a computer game specifically. Now keep in

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<v Speaker 1>mind when personal computers were relatively new, they were largely

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<v Speaker 1>the domain of hobbyists and hackers and amateur programmers. And remember,

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<v Speaker 1>the hacker in this sense is a more broad term

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<v Speaker 1>than how it typically is used by the media. Hollywood

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<v Speaker 1>version of a hacker is someone who specializes in infiltrating

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<v Speaker 1>secure systems and then messes around with stuff or steals

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<v Speaker 1>data or whatever. You know, someone who's hacking into the

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<v Speaker 1>Pentagon or something. But that's just one type of hacker.

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<v Speaker 1>The more broad definition of hacker is someone who is

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<v Speaker 1>interested in learning how systems work, typically computer systems, and

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<v Speaker 1>then finding interesting things that they can do within that

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<v Speaker 1>system that perhaps were never intended by the people who

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<v Speaker 1>built the system in the first place. Like you might

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<v Speaker 1>discover that if you were to look at the code

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<v Speaker 1>underlying a program and changed a few values, you can

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<v Speaker 1>make the program and do entirely different stuff, or you

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<v Speaker 1>might just break everything and have to go back to

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<v Speaker 1>the original code. While on the old days of computer games,

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<v Speaker 1>hackers would use the good old peak and poke method,

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<v Speaker 1>now peak refers to getting a look at computer code

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<v Speaker 1>stored in a computer's memory. Now, remember, back in the

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<v Speaker 1>early days, we're not talking about computers that had like

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<v Speaker 1>hard drives and stuff. They were typically reading media from

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<v Speaker 1>some form of storage, right, They were reading it from

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<v Speaker 1>a disk or a cassette or something like that, and

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<v Speaker 1>it would load information into the computer's memory and then

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<v Speaker 1>execute instructions upon the information. So if you were able

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<v Speaker 1>to look at the information that's in the computer's memory,

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<v Speaker 1>and if you're really able to look at it carefully,

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<v Speaker 1>you might be able to suss what is doing what.

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<v Speaker 1>You might be able to say, oh, when I shoot

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<v Speaker 1>my gun, this one value changes, so that value has

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<v Speaker 1>something to do with me shooting my gun in the game.

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<v Speaker 1>Poke refers to changing those values within the code in

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<v Speaker 1>the computer's memory before you load the game in, So

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<v Speaker 1>you're poking or prodding the code in order to see

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<v Speaker 1>what happens. So let's use a theoretical example. Let's say

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<v Speaker 1>you're playing an old computer role playing game, something that

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<v Speaker 1>clearly drew inspiration from Dungeons and Dragons and and other

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<v Speaker 1>pencil and paper RPGs. There were tons of these in

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<v Speaker 1>the early days, Like I remember games like Bard's Tail

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<v Speaker 1>and Wizardry and countless others. Part of these games revolve

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<v Speaker 1>around creating a character, and each character has ability points

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<v Speaker 1>or attributes that have a number that describes how their magnitude. Right,

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<v Speaker 1>So if you were doing classic Dungeons and Dragons, you

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<v Speaker 1>would have an ability like strength, and it could range

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<v Speaker 1>from three to eighteen because you would in the old days,

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<v Speaker 1>rolled three six sided dice, So the lowest you could

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<v Speaker 1>get would be three. The highest you can get with

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<v Speaker 1>you an eighteen, and the average human would be somewhere

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<v Speaker 1>in the ten to eleven range. So if your computer

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<v Speaker 1>generated character has a strength of six, because that's the

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<v Speaker 1>quote unquote random number that the computer generated for that score,

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<v Speaker 1>that would mean that that character would be a little

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<v Speaker 1>bit on the weak side, and that would affect what

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<v Speaker 1>kind of class you could play, or how much damage

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<v Speaker 1>you would do with a melee weapon, or how much

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<v Speaker 1>your character might carry that kind of thing. However, let's

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<v Speaker 1>say you peak at the code in computer memory and

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<v Speaker 1>you suss out which bit represents the ability scores, and

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<v Speaker 1>then you go in and change a few values, and

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<v Speaker 1>you reload the game, and now you see that your

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<v Speaker 1>previously feeble character has been buffed out to eighteen strength

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<v Speaker 1>or heck, you know, some games actually didn't have limitters

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<v Speaker 1>on them, like within the game you could only get

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<v Speaker 1>up to eighteen, but if you went in and set

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<v Speaker 1>the strength higher, then you would effectively have that as

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<v Speaker 1>your strength. So while you could not at it through

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<v Speaker 1>the regular character generation, by manipulating the code, you can

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<v Speaker 1>give your character like strength and suddenly they would be

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<v Speaker 1>way more powerful than any other, you know, regularly created character.

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<v Speaker 1>I mean you could, uh just you know, you create

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<v Speaker 1>an entire party of characters this way, and you can

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<v Speaker 1>max out all their stats if you wanted to and

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<v Speaker 1>just roll over anyone who's in your way. Now, that

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<v Speaker 1>could get old pretty quickly because there's very little challenge

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<v Speaker 1>in the game left. But on a meta level, you

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<v Speaker 1>would be learning more about how game designers were building

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<v Speaker 1>out their games and designating the variables that determine how

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<v Speaker 1>the game works. So there was another level going on

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<v Speaker 1>in here. But anyway, the peak and poke method wasn't

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<v Speaker 1>exactly super accessible. Most folks didn't own a computer back

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<v Speaker 1>in the early nineteen eighties, and the people who did

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<v Speaker 1>own a computer, a lot of them weren't necessarily savvy

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<v Speaker 1>enough to get their hands dirty with altering code in

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<v Speaker 1>computer memory. I certainly did. Like I that was a

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<v Speaker 1>step further than what I was comfortable doing when I

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<v Speaker 1>was a kid, And some computer systems made this a

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<v Speaker 1>bit more tricky to pull off than others. But you

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<v Speaker 1>could think of that as sort of the predecessors to

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<v Speaker 1>computer game hacks. But then we get into the mid

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<v Speaker 1>nineteen eighties and then Nintendo Entertainment System. Earlier consoles like

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<v Speaker 1>the at Ty had games that had exploits built into them,

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<v Speaker 1>or sometimes they were just errors that developers had made

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<v Speaker 1>and players found them and found they could exploit them.

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<v Speaker 1>But it was the Konami code that really established the

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<v Speaker 1>video game cheat. I would say it's not that it

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<v Speaker 1>was the first one, but it was the one that

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<v Speaker 1>kind of set the bar. And again, early on, this

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<v Speaker 1>was something that game developers would include so that they

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<v Speaker 1>could continue to test and build out a game without

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<v Speaker 1>having to worry about being pixel perfect with their jumps

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<v Speaker 1>and whatnot. The only reason they made it into the

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<v Speaker 1>final product is that by the time these developers were

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<v Speaker 1>done building a game, they just kind of wanted to

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<v Speaker 1>ship it. Sometimes they just had to hit a deadline,

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<v Speaker 1>and you don't want to take the time and trouble

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<v Speaker 1>to go in and remove code that you inserted to

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<v Speaker 1>make it easier to navigate through the game. For one thing,

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<v Speaker 1>you might break something just by removing that code, and

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<v Speaker 1>then you're, you know, back to square one. And I'm

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<v Speaker 1>sure a lot of developers thought, who the heck is

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<v Speaker 1>going to stumble across this seemingly random sequence anyway, No

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<v Speaker 1>one's gonna just randomly do be A B A, you

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<v Speaker 1>know whatever, whatever. Except there was one step in this

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<v Speaker 1>process of bringing a game to market for the Nintendo

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<v Speaker 1>Entertainment system that guaranteed people will learn about these tricks. See,

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<v Speaker 1>Nintendo decided to do something that Atari did not do

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<v Speaker 1>back in the pre video game crash days. So before,

0:12:46.040 --> 0:12:50.520
<v Speaker 1>n Atari tried to be the only source for games

0:12:50.679 --> 0:12:56.120
<v Speaker 1>for the Atari console, but disenchanted developers who wanted more credit,

0:12:56.720 --> 0:12:59.920
<v Speaker 1>not to mention a share of revenue generated by games,

0:13:00.600 --> 0:13:04.360
<v Speaker 1>they left Atari to found their own studios, Activision being

0:13:04.440 --> 0:13:08.200
<v Speaker 1>a famous one. You know. Back then, if you programmed

0:13:08.240 --> 0:13:11.360
<v Speaker 1>a game and it was a smash hit, you essentially

0:13:11.400 --> 0:13:13.760
<v Speaker 1>got paid pretty much the same as if the title

0:13:13.800 --> 0:13:16.160
<v Speaker 1>had turned out to be a dud. Atari didn't give

0:13:16.240 --> 0:13:20.440
<v Speaker 1>like royalties to people even if their game sold millions

0:13:20.440 --> 0:13:23.520
<v Speaker 1>of copies, or really, we should say tens of thousands

0:13:23.520 --> 0:13:26.160
<v Speaker 1>of copies. It wasn't quite in the millions range for

0:13:26.200 --> 0:13:28.960
<v Speaker 1>the most part, except with the exception of a few titles.

0:13:29.000 --> 0:13:33.040
<v Speaker 1>So influential developers at Atari decided they would leave and

0:13:33.080 --> 0:13:38.120
<v Speaker 1>create new programmer centric business model companies like Activision, at

0:13:38.160 --> 0:13:42.440
<v Speaker 1>least the original Activision anyway. Atari tried to fight that,

0:13:42.520 --> 0:13:45.640
<v Speaker 1>but they lost, and third party developers had the legal

0:13:45.760 --> 0:13:49.559
<v Speaker 1>right to create titles for Atari consoles. But this also

0:13:49.600 --> 0:13:52.560
<v Speaker 1>meant that a bunch of sketchy companies began churning out

0:13:52.679 --> 0:13:55.840
<v Speaker 1>junk titles for the Atari twenty s DRED and the

0:13:55.880 --> 0:13:59.960
<v Speaker 1>console's reputation suffered as a consequence. Now, whether those junk

0:14:00.120 --> 0:14:03.960
<v Speaker 1>titles actively contributed to the video game Crash of three

0:14:04.320 --> 0:14:07.680
<v Speaker 1>really depends upon whom you ask, but it definitely didn't

0:14:07.679 --> 0:14:12.439
<v Speaker 1>help Attari's reputation. When Nintendo entered the market with the NES,

0:14:12.480 --> 0:14:16.080
<v Speaker 1>one of the decisions the company made was to require developers,

0:14:16.240 --> 0:14:21.280
<v Speaker 1>including internal Nintendo developers, to submit games to a certification

0:14:21.360 --> 0:14:25.000
<v Speaker 1>process to make sure that the games, you know, worked.

0:14:25.760 --> 0:14:28.560
<v Speaker 1>They didn't have to be a masterpiece. I'm not saying

0:14:28.600 --> 0:14:30.720
<v Speaker 1>that every game that came out for the NES was

0:14:31.200 --> 0:14:34.040
<v Speaker 1>a show stopper. There were plenty of bad games on

0:14:34.080 --> 0:14:37.120
<v Speaker 1>the NES, but they had to at least work properly.

0:14:37.120 --> 0:14:41.160
<v Speaker 1>They had to pass, you know, at least a cursory inspection.

0:14:41.840 --> 0:14:44.920
<v Speaker 1>Part of that submission process meant the developers also had

0:14:44.960 --> 0:14:48.240
<v Speaker 1>to reveal any codes that they had built in that

0:14:48.240 --> 0:14:51.520
<v Speaker 1>would allow for different features in their game, even if

0:14:51.560 --> 0:14:53.920
<v Speaker 1>those codes were only put there for the purposes of

0:14:53.920 --> 0:14:56.240
<v Speaker 1>building out the game in the first place. So again,

0:14:56.600 --> 0:14:59.240
<v Speaker 1>let's say that you've created a game that has you

0:14:59.280 --> 0:15:02.200
<v Speaker 1>know when he levels in it, and for the purposes

0:15:02.200 --> 0:15:04.960
<v Speaker 1>of developing the game, you have a code that lets

0:15:05.000 --> 0:15:08.920
<v Speaker 1>you skip levels. Well, you would have to disclose the

0:15:08.920 --> 0:15:12.440
<v Speaker 1>information when you submitted the game to Nintendo certification process

0:15:12.680 --> 0:15:16.040
<v Speaker 1>to let them know this exists there. Now, it doesn't

0:15:16.080 --> 0:15:18.920
<v Speaker 1>matter that it existed there just for development. As long

0:15:18.960 --> 0:15:20.960
<v Speaker 1>as it's in the game, you had to disclose it.

0:15:21.640 --> 0:15:24.960
<v Speaker 1>And part of this process also meant that Nintendo Power

0:15:25.480 --> 0:15:30.040
<v Speaker 1>the magazine, would get access to that information. This was

0:15:30.080 --> 0:15:33.840
<v Speaker 1>partly to help reviewers get through particularly difficult sections of

0:15:33.880 --> 0:15:36.760
<v Speaker 1>games so that they could write a thorough review of

0:15:36.760 --> 0:15:39.440
<v Speaker 1>a game as a whole. Like the reviewer might only

0:15:39.480 --> 0:15:41.600
<v Speaker 1>have a few days with a game maybe just a

0:15:41.680 --> 0:15:43.960
<v Speaker 1>day or two, and they need to be able to

0:15:43.960 --> 0:15:47.280
<v Speaker 1>write a comprehensive review, but they might not have the

0:15:47.280 --> 0:15:49.320
<v Speaker 1>ability to play the game all the way through, so

0:15:49.560 --> 0:15:52.760
<v Speaker 1>they might make use of these codes. The only catch

0:15:52.840 --> 0:15:56.240
<v Speaker 1>was that the magazine was to hold off on publishing

0:15:56.480 --> 0:15:59.880
<v Speaker 1>those codes, at least for a few episode issues, rather

0:16:00.320 --> 0:16:03.480
<v Speaker 1>after reviewing the game, so they couldn't just say, Hey,

0:16:03.520 --> 0:16:05.440
<v Speaker 1>the game's great, and here's how you get god mode

0:16:05.440 --> 0:16:08.520
<v Speaker 1>on it. But then once a few issues had passed,

0:16:08.920 --> 0:16:11.560
<v Speaker 1>they could publish the cheap codes and they would make

0:16:11.600 --> 0:16:14.320
<v Speaker 1>the pages of the magazine, and gamers would learn about

0:16:14.320 --> 0:16:17.720
<v Speaker 1>the codes either by reading about them or as was

0:16:17.880 --> 0:16:21.920
<v Speaker 1>pretty common on playgrounds in the nineteen eighties, through scuttle.

0:16:22.040 --> 0:16:26.320
<v Speaker 1>But I'll explain more about cheat codes after we take

0:16:26.880 --> 0:16:38.840
<v Speaker 1>this quick break. Okay, So magazines like Nintendo Power start

0:16:38.920 --> 0:16:41.440
<v Speaker 1>to publish cheak codes, and once people learned about the

0:16:41.480 --> 0:16:43.800
<v Speaker 1>Konami code, it became a way for developers to kind

0:16:43.840 --> 0:16:48.040
<v Speaker 1>of play with gamers. So in some games like Castlevania,

0:16:48.360 --> 0:16:51.520
<v Speaker 1>the Konami code would unlock tons of extra lives. I

0:16:51.520 --> 0:16:54.720
<v Speaker 1>think you got fifty lives when you used it, which

0:16:54.760 --> 0:16:57.920
<v Speaker 1>was really useful because that was a very challenging platform

0:16:58.000 --> 0:17:01.600
<v Speaker 1>or otherwise. In other cases, like an early teenage Mustant

0:17:01.640 --> 0:17:04.040
<v Speaker 1>Ninja Turtles game, if you put in the Konami code,

0:17:04.040 --> 0:17:06.120
<v Speaker 1>it would unlock a feature in which the characters made

0:17:06.200 --> 0:17:10.760
<v Speaker 1>weird noises when they moved around. So it wasn't always advantageous.

0:17:10.760 --> 0:17:13.280
<v Speaker 1>Sometimes it was just a funny little joke. So the

0:17:13.359 --> 0:17:16.320
<v Speaker 1>Konami code wasn't just a developer tool now. It was

0:17:16.359 --> 0:17:19.040
<v Speaker 1>a fun surprise for gamers who took the trouble to

0:17:19.200 --> 0:17:21.720
<v Speaker 1>learn and use the code in the first place. It

0:17:21.760 --> 0:17:25.320
<v Speaker 1>would also go on to inspire future generations of game developers.

0:17:25.560 --> 0:17:28.480
<v Speaker 1>They're still games coming out today that pay tribute to

0:17:28.520 --> 0:17:31.399
<v Speaker 1>the Konami Code, though it's pretty rare for the code

0:17:31.520 --> 0:17:35.320
<v Speaker 1>or the equivalent of that code to actually unlock, you know,

0:17:35.520 --> 0:17:38.400
<v Speaker 1>game cheats. You're more likely to unlock an Easter Egg

0:17:38.520 --> 0:17:41.440
<v Speaker 1>or maybe even a reprimand sometimes putting in the cheat

0:17:41.480 --> 0:17:44.520
<v Speaker 1>code gets you a message from the game saying, uh,

0:17:45.119 --> 0:17:47.080
<v Speaker 1>but it's you know, it's a tougue in cheek, Hey,

0:17:47.119 --> 0:17:49.760
<v Speaker 1>I see what you're doing their kind of thing. For example,

0:17:50.400 --> 0:17:55.520
<v Speaker 1>in the recent and reportedly terrible remastered Grant Theft Auto

0:17:55.720 --> 0:18:00.159
<v Speaker 1>the Trilogy, the Definitive Edition, which is supposed to be

0:18:00.240 --> 0:18:03.480
<v Speaker 1>a remastered version of Grand Theft Auto Three, Grand Theft Auto,

0:18:03.560 --> 0:18:07.960
<v Speaker 1>Vice City, and Grand Theft Auto San Andreas, but has

0:18:07.960 --> 0:18:10.520
<v Speaker 1>turned out, at least according to most reviews I've read,

0:18:10.560 --> 0:18:14.520
<v Speaker 1>to be awful. Anyway, the Konami code on that one

0:18:14.560 --> 0:18:18.639
<v Speaker 1>apparently turns everyone's heads larger, so it activates big head mode,

0:18:19.040 --> 0:18:22.200
<v Speaker 1>something that was made famous in games like NBA Jam

0:18:22.240 --> 0:18:25.280
<v Speaker 1>and based on how some of the quote unquote remastered

0:18:25.359 --> 0:18:28.680
<v Speaker 1>characters look, that sounds like it could be pretty horrifying.

0:18:29.280 --> 0:18:31.119
<v Speaker 1>By the way. I do plan on doing a series

0:18:31.119 --> 0:18:34.040
<v Speaker 1>of episodes a little bit later on about the history

0:18:34.080 --> 0:18:36.680
<v Speaker 1>of the g t A series because it's really bummed

0:18:36.720 --> 0:18:38.680
<v Speaker 1>to see how the g t A Trilogy came out

0:18:39.240 --> 0:18:41.720
<v Speaker 1>because Vice City was one of my favorite games back

0:18:41.800 --> 0:18:44.480
<v Speaker 1>in the day, even though I also recognize it as

0:18:44.480 --> 0:18:49.600
<v Speaker 1>a very flawed game. Anyway, I mentioned earlier the peak

0:18:49.680 --> 0:18:52.880
<v Speaker 1>and poke method of cheating. That was something you could

0:18:52.920 --> 0:18:55.239
<v Speaker 1>do on computers, but it wasn't so simple to do

0:18:55.359 --> 0:18:59.080
<v Speaker 1>on consoles. See, this was the time of video game

0:18:59.240 --> 0:19:03.760
<v Speaker 1>cartridges and the games were physically programmed. They were hardwired

0:19:03.880 --> 0:19:08.639
<v Speaker 1>in read only memory format. That's wrong, which means you

0:19:08.680 --> 0:19:11.359
<v Speaker 1>can't make changes to it. You can only read information

0:19:11.440 --> 0:19:14.760
<v Speaker 1>from it. And they were hard coded onto circuit boards

0:19:14.840 --> 0:19:18.320
<v Speaker 1>that were housed inside plastic cartridges. So when you plugged

0:19:18.320 --> 0:19:22.040
<v Speaker 1>the cartridge into a console, the circuit board has little

0:19:22.080 --> 0:19:26.040
<v Speaker 1>contacts on it that would come into connection with elements

0:19:26.080 --> 0:19:29.240
<v Speaker 1>inside the console and it would complete a circuit. And

0:19:29.640 --> 0:19:34.240
<v Speaker 1>thus the the console could consult the video game cartridge

0:19:34.280 --> 0:19:38.000
<v Speaker 1>and pull the relevant information needed for any particular part

0:19:38.040 --> 0:19:40.240
<v Speaker 1>of the game, and you play your game as the

0:19:40.240 --> 0:19:43.480
<v Speaker 1>console would load stuff into the console's memory. But there

0:19:43.520 --> 0:19:46.439
<v Speaker 1>was no easy way to interact with that system beyond

0:19:46.560 --> 0:19:49.520
<v Speaker 1>just playing stuff in a straightforward way. One company that

0:19:49.520 --> 0:19:52.680
<v Speaker 1>tackled that problem early early on was a company called

0:19:53.080 --> 0:19:56.880
<v Speaker 1>Detail based in the UK. The company created a piece

0:19:56.920 --> 0:20:00.240
<v Speaker 1>of hardware called the Action Replay now the O General.

0:20:00.359 --> 0:20:04.840
<v Speaker 1>Action Replay Device worked on Commodore sixty four personal computers

0:20:04.840 --> 0:20:07.399
<v Speaker 1>and you would plug this into a serial port in

0:20:07.400 --> 0:20:09.720
<v Speaker 1>the Commodore sixty four and it would let you do

0:20:09.760 --> 0:20:13.520
<v Speaker 1>stuff like freeze a program, like say a game, as

0:20:13.560 --> 0:20:16.159
<v Speaker 1>it was running, and it would reveal the code that

0:20:16.280 --> 0:20:19.040
<v Speaker 1>was in the computer's memory. That gave you a chance

0:20:19.080 --> 0:20:22.720
<v Speaker 1>to peak and poke essentially, but it was pretty challenging

0:20:22.720 --> 0:20:25.120
<v Speaker 1>for the average user to do this, and it also

0:20:25.200 --> 0:20:27.560
<v Speaker 1>followed on the heels of older devices that would let

0:20:27.600 --> 0:20:31.080
<v Speaker 1>you do stuff like bypass copy protection or alter code,

0:20:31.480 --> 0:20:34.000
<v Speaker 1>again tools that were mostly useful for folks who had

0:20:34.000 --> 0:20:37.560
<v Speaker 1>a bit of programming knowledge already, but it would spawn

0:20:37.680 --> 0:20:41.040
<v Speaker 1>some heavy hitters in the years to come. Enter the

0:20:41.080 --> 0:20:44.760
<v Speaker 1>Game Genie. This was a device that acted as a

0:20:44.800 --> 0:20:49.200
<v Speaker 1>middleman between the game cartridge and the game console. So

0:20:49.400 --> 0:20:52.119
<v Speaker 1>you would plug a cartridge into one end of the

0:20:52.200 --> 0:20:55.080
<v Speaker 1>Genie and you would plug the Genie into a video

0:20:55.080 --> 0:20:58.000
<v Speaker 1>game console. So there were different versions of the Game

0:20:58.040 --> 0:21:01.200
<v Speaker 1>Genie for different consoles. So, for example, the Nintendo Entertainment

0:21:01.200 --> 0:21:04.800
<v Speaker 1>System had a Game Genie version, and this would mean

0:21:05.160 --> 0:21:07.720
<v Speaker 1>that if you've plugged this kind of thing into the

0:21:07.800 --> 0:21:11.600
<v Speaker 1>Nintendo Entertainment System, the little door on the NES wouldn't

0:21:11.600 --> 0:21:13.560
<v Speaker 1>be able to close, the cartridge would be sticking out.

0:21:13.600 --> 0:21:17.760
<v Speaker 1>But it totally worked. The Genie came with a book

0:21:17.760 --> 0:21:20.680
<v Speaker 1>of codes for various games, and the codes would allow

0:21:20.720 --> 0:21:23.280
<v Speaker 1>a player to set values for stuff, similar to the

0:21:23.359 --> 0:21:26.000
<v Speaker 1>poke approach with old computer games, but all the work

0:21:26.000 --> 0:21:29.160
<v Speaker 1>had already been done for you, so when the console

0:21:29.200 --> 0:21:34.080
<v Speaker 1>went looking for specific information. The Genie would intercept that

0:21:34.200 --> 0:21:39.080
<v Speaker 1>request and replace whatever the intended value would be like

0:21:39.119 --> 0:21:42.479
<v Speaker 1>if it actually came from the cartridge with a new value. So,

0:21:42.520 --> 0:21:45.439
<v Speaker 1>for example, let's say you were playing punch Out on

0:21:45.480 --> 0:21:48.880
<v Speaker 1>the NES and you really wanted to knock out Mr Sandman,

0:21:49.440 --> 0:21:52.360
<v Speaker 1>but you never could nail the timing. Well, you could

0:21:52.480 --> 0:21:55.200
<v Speaker 1>use game Genie to enter in certain codes that would

0:21:55.240 --> 0:21:58.160
<v Speaker 1>mean you would never lose stamina when you were hit,

0:21:58.840 --> 0:22:01.200
<v Speaker 1>or that you would take us damage when you were hit,

0:22:01.320 --> 0:22:03.800
<v Speaker 1>or that you could knock down your opponent if you

0:22:03.880 --> 0:22:07.879
<v Speaker 1>just land one punch. The game Genie would understand what

0:22:08.040 --> 0:22:12.040
<v Speaker 1>information to return to the console based on whichever code

0:22:12.080 --> 0:22:15.760
<v Speaker 1>you entered into the Game Genie, and the NES would say, oh,

0:22:15.840 --> 0:22:18.000
<v Speaker 1>here's what I'm supposed to do, because it would be

0:22:18.000 --> 0:22:21.880
<v Speaker 1>getting the information from the game Genie thinking that that

0:22:22.040 --> 0:22:25.000
<v Speaker 1>information was coming from the cartridge itself. So it was

0:22:25.040 --> 0:22:28.560
<v Speaker 1>a workaround. Now, how did the game Genie programmers even

0:22:28.600 --> 0:22:32.320
<v Speaker 1>do this, Well, they probably use something like a debug

0:22:32.440 --> 0:22:36.160
<v Speaker 1>kit and they ran cartridges through their debug kit. Deep

0:22:36.160 --> 0:22:39.880
<v Speaker 1>bug kits are essentially special versions of consoles, in this

0:22:39.920 --> 0:22:42.679
<v Speaker 1>case for video game consoles specifically, and they're meant for

0:22:42.760 --> 0:22:45.720
<v Speaker 1>developers to use so that they can look for problems.

0:22:45.760 --> 0:22:48.879
<v Speaker 1>Let's say that they're designing a game and something's not

0:22:48.960 --> 0:22:51.600
<v Speaker 1>working correctly. This is a way where they could run

0:22:51.600 --> 0:22:55.080
<v Speaker 1>it through a debug kit. They could create whatever the

0:22:55.160 --> 0:22:57.840
<v Speaker 1>scenario was and look for the code to find out

0:22:57.840 --> 0:23:01.120
<v Speaker 1>where the problem is. That's the purpose for a debug kit,

0:23:01.600 --> 0:23:05.080
<v Speaker 1>but it also means that if you were running a

0:23:05.119 --> 0:23:07.960
<v Speaker 1>game and you have a debug kit on, you could

0:23:08.040 --> 0:23:11.320
<v Speaker 1>watch those values and see which ones change whenever you

0:23:11.359 --> 0:23:14.720
<v Speaker 1>do something specific, like when you jump, and then you

0:23:14.800 --> 0:23:18.040
<v Speaker 1>might say, well, what happens if I change the variable there?

0:23:18.040 --> 0:23:21.400
<v Speaker 1>What if I change a number and see what that does?

0:23:21.640 --> 0:23:23.880
<v Speaker 1>And you find out, oh, this makes me jump much

0:23:23.960 --> 0:23:28.760
<v Speaker 1>higher or much lower, or much faster or whatever. It's

0:23:28.800 --> 0:23:30.760
<v Speaker 1>a bit of trial and error, but it's one way

0:23:30.800 --> 0:23:34.040
<v Speaker 1>to figure out how the game is working. It's essentially

0:23:34.040 --> 0:23:36.720
<v Speaker 1>the peak and poke approach, and once you know how

0:23:36.720 --> 0:23:39.800
<v Speaker 1>it works, you can create instructions that tell the console

0:23:39.920 --> 0:23:43.040
<v Speaker 1>to do something instead of what it was supposed to do,

0:23:43.440 --> 0:23:46.520
<v Speaker 1>like give you extra lines, or make your character stronger,

0:23:46.600 --> 0:23:49.600
<v Speaker 1>or whatever it may be. The game genie codes were

0:23:49.640 --> 0:23:52.960
<v Speaker 1>typically in the form of eight characters, you know, usually letters,

0:23:53.440 --> 0:23:56.240
<v Speaker 1>So if you wanted to be invulnerable and punch out,

0:23:56.640 --> 0:24:00.639
<v Speaker 1>then you would enter into the Game Genie code s

0:24:01.000 --> 0:24:04.639
<v Speaker 1>z v A L P A X, and then you

0:24:04.680 --> 0:24:08.719
<v Speaker 1>would never lose stamina. That code is effectively an instruction

0:24:08.760 --> 0:24:11.399
<v Speaker 1>to the Game Genie. It tells the Game Genie what

0:24:11.560 --> 0:24:14.640
<v Speaker 1>to look out for when the console requests certain information

0:24:14.720 --> 0:24:17.800
<v Speaker 1>from the game cartridge, and then what information it should

0:24:17.840 --> 0:24:23.080
<v Speaker 1>send back based on that request. Now, Action Replay also

0:24:23.160 --> 0:24:26.520
<v Speaker 1>had devices out for the NES and other consoles you know,

0:24:26.600 --> 0:24:30.760
<v Speaker 1>so Game Genie was not the only game out there.

0:24:31.600 --> 0:24:36.240
<v Speaker 1>But unlike Game Genie, the Action replay systems frequently incorporated

0:24:36.320 --> 0:24:40.000
<v Speaker 1>a code trainer in them, and the trainer, as the

0:24:40.080 --> 0:24:44.240
<v Speaker 1>name implies, would search for recurring codes that might represent

0:24:44.359 --> 0:24:47.880
<v Speaker 1>something important within the game, an important effect in the game,

0:24:47.960 --> 0:24:50.720
<v Speaker 1>such as what happens if you lose a life in

0:24:50.720 --> 0:24:54.600
<v Speaker 1>the game, and so. Theoretically, anyway a player could use

0:24:54.640 --> 0:24:58.520
<v Speaker 1>the trainer to figure out which lines of code we're

0:24:58.880 --> 0:25:02.600
<v Speaker 1>creating these effects and then substitute their own values in

0:25:02.680 --> 0:25:06.400
<v Speaker 1>that code. Means the player could actually change the way

0:25:06.400 --> 0:25:08.880
<v Speaker 1>the game works. The trainer meant that if you had

0:25:08.880 --> 0:25:12.679
<v Speaker 1>a bit of determination and patients, you could have practically

0:25:12.720 --> 0:25:16.240
<v Speaker 1>limitless abilities to change the way a game performed, rather

0:25:16.280 --> 0:25:19.200
<v Speaker 1>than relying upon a sequence of codes coming straight from

0:25:19.200 --> 0:25:24.439
<v Speaker 1>a company like Game Genie. Despite this technological advantage where

0:25:24.640 --> 0:25:27.560
<v Speaker 1>you know you're no longer just limited to whatever a

0:25:27.600 --> 0:25:31.600
<v Speaker 1>company publishes, you can do whatever based on the amount

0:25:31.600 --> 0:25:35.520
<v Speaker 1>of time you spend trying, the Game Genie ended up

0:25:35.560 --> 0:25:40.720
<v Speaker 1>really dominating the space. So while action replay had advantages,

0:25:41.200 --> 0:25:44.560
<v Speaker 1>it could not compete with Game Genie on the market.

0:25:45.240 --> 0:25:47.920
<v Speaker 1>This industry, by the way, was really tumultuous. For one thing,

0:25:48.000 --> 0:25:51.600
<v Speaker 1>Nintendo was none too pleased that companies were producing hardware

0:25:51.600 --> 0:25:56.520
<v Speaker 1>that's circumvented Nintendo programming, so the company would end up

0:25:56.560 --> 0:25:59.919
<v Speaker 1>suing Galobe. That was a toy company that had acquired

0:26:00.119 --> 0:26:03.560
<v Speaker 1>the distribution rights to the Game Genie, and at the

0:26:03.640 --> 0:26:08.520
<v Speaker 1>heart of the lawsuit was Nintendo claiming a copyright infringement

0:26:08.960 --> 0:26:13.200
<v Speaker 1>against its property. So Nintendo's argument was that the Game Genie,

0:26:13.359 --> 0:26:17.359
<v Speaker 1>by altering the code, or rather by substituting new code

0:26:17.440 --> 0:26:19.720
<v Speaker 1>for what was supposed to be fed to the game console,

0:26:20.359 --> 0:26:24.359
<v Speaker 1>was essentially creating a derivative work. That is, the game

0:26:24.440 --> 0:26:27.240
<v Speaker 1>that a Game Genie user was playing wasn't the quote

0:26:27.320 --> 0:26:31.880
<v Speaker 1>unquote original Nintendo title but rather a game based off

0:26:31.920 --> 0:26:35.719
<v Speaker 1>that title because the code had been altered. The courts, however,

0:26:36.240 --> 0:26:40.560
<v Speaker 1>didn't buy Nintendo's argument. Essentially, the court said these devices

0:26:40.600 --> 0:26:43.639
<v Speaker 1>don't create derivative works and therefore are not part of

0:26:43.640 --> 0:26:47.199
<v Speaker 1>a copyright infringement scheme. Now, this set of precedent that

0:26:47.280 --> 0:26:51.840
<v Speaker 1>allowed the game enhancement business, because that's what these devices

0:26:52.040 --> 0:26:56.240
<v Speaker 1>are largely referred to as as game enhancers. It allowed

0:26:56.240 --> 0:26:59.960
<v Speaker 1>that business to flourish without the fear of copyright infringement lawsuits,

0:27:00.440 --> 0:27:05.320
<v Speaker 1>particularly from Nintendo. Glube supported the game Genie Brandon products

0:27:05.359 --> 0:27:07.639
<v Speaker 1>for a few years, but by the mid nineties decided

0:27:07.680 --> 0:27:10.879
<v Speaker 1>to get out of that business. This gave day Tell,

0:27:11.040 --> 0:27:14.240
<v Speaker 1>the company behind the Action Replay hardware, a shot at

0:27:14.359 --> 0:27:17.879
<v Speaker 1>really establishing a presence in the North American market, because

0:27:17.920 --> 0:27:20.960
<v Speaker 1>while the Action replay was, you know, fairly popular in

0:27:21.000 --> 0:27:24.440
<v Speaker 1>the UK and in Europe, it never really took off

0:27:24.480 --> 0:27:28.680
<v Speaker 1>in America. So Detail would partner with a company called Interact,

0:27:29.119 --> 0:27:33.439
<v Speaker 1>which has its own interesting history, fairly brief but interesting history.

0:27:33.760 --> 0:27:36.919
<v Speaker 1>But the important bit for our story is that Interact

0:27:37.240 --> 0:27:40.879
<v Speaker 1>had established a reputation as a company that carried pretty

0:27:40.920 --> 0:27:44.720
<v Speaker 1>good quality third party peripherals for big video game systems,

0:27:44.760 --> 0:27:48.600
<v Speaker 1>so stuff like controllers that included features that you wouldn't

0:27:48.640 --> 0:27:51.960
<v Speaker 1>find on the bog standard version of the controller that

0:27:52.000 --> 0:27:55.240
<v Speaker 1>would come with a console. So day Tell had a

0:27:55.280 --> 0:28:00.280
<v Speaker 1>partner in North America that had established relationships with retailers,

0:28:00.320 --> 0:28:04.360
<v Speaker 1>and finally, Detel had an opportunity to get its hardware

0:28:04.440 --> 0:28:07.680
<v Speaker 1>a good chance in the North American market. The company

0:28:07.720 --> 0:28:11.760
<v Speaker 1>decided to introduce game enhancement hardware with a new brand,

0:28:12.119 --> 0:28:15.200
<v Speaker 1>So instead of using the brand Action Replay, the new

0:28:15.240 --> 0:28:20.240
<v Speaker 1>hardware had the name game Shark. The first two products

0:28:20.280 --> 0:28:23.640
<v Speaker 1>that Interact released were game Shark devices for the original

0:28:23.680 --> 0:28:27.520
<v Speaker 1>PlayStation as well as for the Sega Saturn. Now that's

0:28:27.560 --> 0:28:29.800
<v Speaker 1>interesting to me because by this time, most of the

0:28:29.840 --> 0:28:34.119
<v Speaker 1>game console world was migrating away from cartridges and heading

0:28:34.160 --> 0:28:38.120
<v Speaker 1>toward optical discs a a compact discs or c d s.

0:28:38.720 --> 0:28:41.280
<v Speaker 1>Nintendo would actually be an exception to this. They held

0:28:41.320 --> 0:28:45.040
<v Speaker 1>onto cartridges a while longer, largely because it's more challenging

0:28:45.080 --> 0:28:48.720
<v Speaker 1>to copy a cartridge than it is a CD. But

0:28:48.800 --> 0:28:51.240
<v Speaker 1>there are a few other benefits with cartridges as well,

0:28:51.280 --> 0:28:54.480
<v Speaker 1>like load times are typically much lower with cartridges, but

0:28:54.840 --> 0:28:57.840
<v Speaker 1>the capacity of a cartridge is much more limited than

0:28:57.840 --> 0:29:02.040
<v Speaker 1>on optical discs. Alright, so see d's gave developers more

0:29:02.120 --> 0:29:04.840
<v Speaker 1>room to build games. They didn't have the same limitations

0:29:04.880 --> 0:29:07.000
<v Speaker 1>as cartridges though, as I mentioned, you know, you had

0:29:07.040 --> 0:29:10.040
<v Speaker 1>to figure out stuff like copy protection to mitigate things

0:29:10.080 --> 0:29:13.560
<v Speaker 1>like piracy and emulation. That was a challenge with CD

0:29:13.720 --> 0:29:19.640
<v Speaker 1>based systems, especially as h C d rewrite capabilities hit

0:29:19.680 --> 0:29:24.040
<v Speaker 1>the market. These game Shark devices would plug into you know,

0:29:24.320 --> 0:29:28.000
<v Speaker 1>an expansion slot, serial port, or a memory card slot

0:29:28.080 --> 0:29:31.800
<v Speaker 1>on consoles like the Sega Saturn. Uh. There would be

0:29:31.920 --> 0:29:35.440
<v Speaker 1>other versions for game Shark that were for older cartridge

0:29:35.440 --> 0:29:38.600
<v Speaker 1>based systems as well, including the Game Boy handheld consoles.

0:29:39.120 --> 0:29:41.480
<v Speaker 1>And there were lots of different game Shark products, but

0:29:41.520 --> 0:29:44.240
<v Speaker 1>the ones I found most interesting had the game Shark

0:29:44.320 --> 0:29:48.440
<v Speaker 1>Pro designation. These not only could store thousands of codes

0:29:48.520 --> 0:29:53.120
<v Speaker 1>within the game sharks themselves, they also included memory space.

0:29:53.520 --> 0:29:55.760
<v Speaker 1>Back in the day, if you were to buy say

0:29:55.800 --> 0:29:59.280
<v Speaker 1>a Sony PlayStation memory card, you would have enough space

0:29:59.320 --> 0:30:02.640
<v Speaker 1>on there to store were a whole fifteen game saves

0:30:03.320 --> 0:30:07.239
<v Speaker 1>and that was it. You could save fifteen times, not

0:30:07.320 --> 0:30:09.520
<v Speaker 1>just in one game, I mean in all of your games.

0:30:09.880 --> 0:30:12.440
<v Speaker 1>You could have fifteen saves stored on that card and

0:30:12.440 --> 0:30:14.960
<v Speaker 1>that's it unless you were to delete a save. The

0:30:15.040 --> 0:30:18.440
<v Speaker 1>Game Shark Pro for PlayStation had enough memory to store

0:30:18.520 --> 0:30:22.400
<v Speaker 1>a hundred twenty saves, and you know, it was way

0:30:22.480 --> 0:30:25.560
<v Speaker 1>cheaper than buying the equivalent number of memory cards. So

0:30:25.640 --> 0:30:27.440
<v Speaker 1>even if you looked at this is just a beefed

0:30:27.480 --> 0:30:30.360
<v Speaker 1>up memory card, had a lot of value. The Sega

0:30:30.440 --> 0:30:34.320
<v Speaker 1>Saturn version of Game Shark Pro similarly allowed players to

0:30:34.360 --> 0:30:38.960
<v Speaker 1>have way more storage space than a standard Sega memory card. Now,

0:30:39.040 --> 0:30:42.720
<v Speaker 1>for the original PlayStation game Shark, that device plugged into

0:30:42.760 --> 0:30:47.360
<v Speaker 1>a port on the back of Sony's original PlayStation, not

0:30:47.440 --> 0:30:50.800
<v Speaker 1>the memory card slot, but like a serial card slot,

0:30:51.240 --> 0:30:55.160
<v Speaker 1>and eventually Sony decided to get rid of that port entirely,

0:30:55.360 --> 0:31:00.000
<v Speaker 1>possibly in response to the Game Shark's rise and popularity,

0:31:00.040 --> 0:31:03.160
<v Speaker 1>so later versions of the original PlayStation had no port

0:31:03.280 --> 0:31:06.160
<v Speaker 1>in the back of them. But never fear, Game Shark

0:31:06.240 --> 0:31:09.120
<v Speaker 1>released products that included a boot up CD that you

0:31:09.120 --> 0:31:12.239
<v Speaker 1>would insert before you would launch a game, plus a

0:31:12.240 --> 0:31:15.520
<v Speaker 1>device that plugged into the standard memory card slot on

0:31:15.600 --> 0:31:19.240
<v Speaker 1>the front of the PlayStation. The device would store codes

0:31:19.320 --> 0:31:22.520
<v Speaker 1>generated by either of the system itself or by the user.

0:31:23.040 --> 0:31:26.000
<v Speaker 1>More on that in the second Game Shark codes have

0:31:26.400 --> 0:31:29.240
<v Speaker 1>two parts to them. The first part of the code

0:31:29.680 --> 0:31:32.120
<v Speaker 1>was the memory address for the line of code that

0:31:32.160 --> 0:31:35.120
<v Speaker 1>you wanted to change, so it might be a line

0:31:35.120 --> 0:31:37.800
<v Speaker 1>of code that represents your number of lives or your

0:31:37.840 --> 0:31:40.760
<v Speaker 1>amount of health. The second part of the code represented

0:31:40.800 --> 0:31:44.480
<v Speaker 1>the value you wanted to substitute, which is pretty simple really,

0:31:44.520 --> 0:31:47.400
<v Speaker 1>so like if you found the line of code that

0:31:47.680 --> 0:31:50.040
<v Speaker 1>was for the number of lives and you saw it

0:31:50.080 --> 0:31:53.360
<v Speaker 1>started at three and you change that to boom, you've

0:31:53.400 --> 0:31:57.280
<v Speaker 1>got ninety nine lives. And like the action replay pro

0:31:57.400 --> 0:32:01.040
<v Speaker 1>models that came before it, the Game Shark. Game enhancement

0:32:01.080 --> 0:32:05.160
<v Speaker 1>systems had ways to train codes, giving users the ability

0:32:05.240 --> 0:32:07.520
<v Speaker 1>to make their own game cheat codes and not just

0:32:07.600 --> 0:32:10.840
<v Speaker 1>rely on ones that were previously published. The system would

0:32:10.840 --> 0:32:13.240
<v Speaker 1>look out for potential lines of code that might represent

0:32:13.360 --> 0:32:17.120
<v Speaker 1>something important and give users the chance to insert new values.

0:32:17.480 --> 0:32:20.800
<v Speaker 1>Sometimes it worked, sometimes it didn't. Sometimes it would take

0:32:20.840 --> 0:32:23.719
<v Speaker 1>multiple attempts to find just the right line of code.

0:32:24.160 --> 0:32:26.800
<v Speaker 1>But this provided a level of flexibility that you didn't

0:32:26.800 --> 0:32:30.040
<v Speaker 1>find in earlier products like the game Genie, and again

0:32:30.440 --> 0:32:33.160
<v Speaker 1>the Game Shark would inject this code to stand in

0:32:33.240 --> 0:32:37.040
<v Speaker 1>place for what was supposed to happen. You could also

0:32:37.160 --> 0:32:39.880
<v Speaker 1>do stuff like search for specific types of files in

0:32:39.960 --> 0:32:43.120
<v Speaker 1>game data, like music files or video files, which would

0:32:43.120 --> 0:32:45.680
<v Speaker 1>allow you to play those media files on demand. That

0:32:45.760 --> 0:32:48.280
<v Speaker 1>was pretty cool. So you could like turn it into

0:32:48.320 --> 0:32:51.160
<v Speaker 1>almost like a CD of music. You could pick which

0:32:51.200 --> 0:32:54.240
<v Speaker 1>tracks to play. Or let's say that there was a

0:32:54.240 --> 0:32:57.000
<v Speaker 1>an in game cinematic that you had never really seen,

0:32:57.080 --> 0:32:59.320
<v Speaker 1>you could find it in those files and play it

0:32:59.400 --> 0:33:03.360
<v Speaker 1>on demand. One Nintendo sixty four version of the game

0:33:03.400 --> 0:33:06.080
<v Speaker 1>Shark even included the ability to connect to a phone

0:33:06.120 --> 0:33:10.760
<v Speaker 1>line and access the Internet. This was a pretty amazing thing.

0:33:10.840 --> 0:33:14.200
<v Speaker 1>It gave you Internet access, limited Internet access. It was

0:33:14.280 --> 0:33:16.880
<v Speaker 1>kind of curated by game Shark, but you could do

0:33:16.920 --> 0:33:20.600
<v Speaker 1>it through in sixty four. Uh the The whole thing

0:33:20.640 --> 0:33:23.320
<v Speaker 1>came with a keyboard and the connectors that you needed

0:33:23.360 --> 0:33:26.600
<v Speaker 1>to tap into Game sharks online services, which included the

0:33:26.600 --> 0:33:30.240
<v Speaker 1>ability to upload and download saves two different games, as

0:33:30.280 --> 0:33:33.840
<v Speaker 1>well as cheat codes. There's a pretty phenomenal development for

0:33:33.880 --> 0:33:37.400
<v Speaker 1>the time, particularly for a game console that wasn't natively

0:33:37.600 --> 0:33:41.520
<v Speaker 1>Internet ready. Uh Nandanto would later release its own peripheral

0:33:41.600 --> 0:33:44.560
<v Speaker 1>called the sixty four d D that allowed players to

0:33:44.600 --> 0:33:47.479
<v Speaker 1>connect to an online service called rand Net, but that

0:33:47.520 --> 0:33:50.600
<v Speaker 1>peripheral wasn't available for very long, and I personally don't

0:33:50.640 --> 0:33:54.800
<v Speaker 1>know anyone who had one. Uh. While Game Shark made

0:33:54.800 --> 0:33:57.760
<v Speaker 1>a name for itself with gamer Circles, the parent company

0:33:57.840 --> 0:34:02.240
<v Speaker 1>of Interact, it's North America distributor, was in financial trouble.

0:34:02.280 --> 0:34:06.360
<v Speaker 1>In fact, its parent company was in financial trouble at

0:34:06.360 --> 0:34:08.960
<v Speaker 1>the end of two thousand to Detail would part ways

0:34:09.040 --> 0:34:13.240
<v Speaker 1>with Interact and lose that North American presence, and Interact

0:34:13.400 --> 0:34:17.319
<v Speaker 1>retained the game Shark i P. Interact would later sell

0:34:17.480 --> 0:34:23.120
<v Speaker 1>that I P to mad Cats, another third party peripheral company,

0:34:23.200 --> 0:34:26.040
<v Speaker 1>and they did that in two thousand three. Uh Katon

0:34:26.719 --> 0:34:29.399
<v Speaker 1>or recod Tan if you prefer, that was the parent

0:34:29.440 --> 0:34:32.120
<v Speaker 1>company of Interact. It actually went into bankruptcy not that

0:34:32.200 --> 0:34:35.560
<v Speaker 1>long after having sold off the game Shark I P.

0:34:36.200 --> 0:34:39.840
<v Speaker 1>Detail meanwhile formed another relationship with a company called Rocket

0:34:39.880 --> 0:34:43.400
<v Speaker 1>Game Products to market devices similar to the Game Shark

0:34:43.440 --> 0:34:45.719
<v Speaker 1>in North America, and it turned out that Rocket Game

0:34:45.719 --> 0:34:50.080
<v Speaker 1>Products was really a sister company to Daytail. Game Shark

0:34:50.560 --> 0:34:53.719
<v Speaker 1>would undergo a major transformation under Mad Cats. It it

0:34:53.840 --> 0:34:58.480
<v Speaker 1>shifted more towards downloaded save points to let layers skip

0:34:58.520 --> 0:35:02.279
<v Speaker 1>tricky parts of games rather and entering cheap codes. The

0:35:02.320 --> 0:35:05.080
<v Speaker 1>fact that products like game Genie and game Shark even

0:35:05.160 --> 0:35:07.960
<v Speaker 1>came around would mean that console manufacturers would look for

0:35:08.000 --> 0:35:11.000
<v Speaker 1>new ways to build in systems that would prevent such stuff.

0:35:11.440 --> 0:35:15.000
<v Speaker 1>Moving forward, when we come back, we'll look at the

0:35:15.040 --> 0:35:25.640
<v Speaker 1>next era of game cheats. Let's talk about another cheat

0:35:25.680 --> 0:35:28.720
<v Speaker 1>code that would hold a special place in video game history,

0:35:29.000 --> 0:35:31.000
<v Speaker 1>at least here in the United States. And this was

0:35:31.080 --> 0:35:33.960
<v Speaker 1>one that players could put on a certain game for

0:35:34.000 --> 0:35:38.239
<v Speaker 1>the Sega Genesis, that code was A B A C

0:35:38.600 --> 0:35:41.520
<v Speaker 1>A B B. I'm curious how many of you out

0:35:41.520 --> 0:35:45.319
<v Speaker 1>there already know what I'm talking about. The game was

0:35:45.600 --> 0:35:49.760
<v Speaker 1>Mortal Kombat, and the code was the so called Blood Code,

0:35:49.840 --> 0:35:52.960
<v Speaker 1>which would allow players to experience Mortal Kombat more or

0:35:53.040 --> 0:35:56.520
<v Speaker 1>less the way it was in the arcades, namely as

0:35:56.560 --> 0:36:01.239
<v Speaker 1>a gory, bloody fighting game. You see. Midway Games, the

0:36:01.320 --> 0:36:05.000
<v Speaker 1>creator of the Immortal Kombat franchise, had banked on shock

0:36:05.120 --> 0:36:07.880
<v Speaker 1>value being a big part of the Mortal Kombat game,

0:36:08.320 --> 0:36:10.440
<v Speaker 1>and it totally worked. It was a huge hit in

0:36:10.480 --> 0:36:13.640
<v Speaker 1>the arcades, but the home market was a different beast

0:36:13.800 --> 0:36:17.040
<v Speaker 1>from the arcades, and Midway wanted to tread lightly so

0:36:17.080 --> 0:36:20.719
<v Speaker 1>as not to invite regulatory oversight from the US government,

0:36:21.160 --> 0:36:24.320
<v Speaker 1>So for most of the homeport releases of Mortal Kombat,

0:36:24.440 --> 0:36:27.759
<v Speaker 1>the rule was that the gore and the blood would

0:36:27.800 --> 0:36:32.640
<v Speaker 1>get toned way way down. Heck, Nintendo's version of Mortal

0:36:32.719 --> 0:36:36.319
<v Speaker 1>Kombat replaced the blood with this grayish stuff that I

0:36:36.360 --> 0:36:39.600
<v Speaker 1>guess was supposed to be sweat. Those fighters sure do

0:36:39.760 --> 0:36:43.640
<v Speaker 1>sweat a lot when they get kicked in the face. Anyway,

0:36:43.680 --> 0:36:48.080
<v Speaker 1>the blood code on the Sega Genesis restored the bloody

0:36:48.160 --> 0:36:51.479
<v Speaker 1>nature of Mortal Kombat and became a big selling point.

0:36:51.560 --> 0:36:54.480
<v Speaker 1>In fact, it really played into Sega's slogan, which was

0:36:54.680 --> 0:36:59.839
<v Speaker 1>Sega does what nintend? Don't I stumble over that because

0:36:59.880 --> 0:37:01.920
<v Speaker 1>I just think it's clunky, but I get what they

0:37:01.920 --> 0:37:04.759
<v Speaker 1>were saying. It was cute, and that indicated that the

0:37:04.760 --> 0:37:09.120
<v Speaker 1>Genesis was a console that wouldn't sugarcoat game content. Predictably,

0:37:09.440 --> 0:37:14.720
<v Speaker 1>this marketing philosophy attracted not just gamers, but concerned politicians who,

0:37:14.840 --> 0:37:18.160
<v Speaker 1>if you're being generous, they were earnestly concerned about child

0:37:18.200 --> 0:37:21.279
<v Speaker 1>well welfare. But if you're more cynical, you might say

0:37:21.360 --> 0:37:24.000
<v Speaker 1>they just wanted to score some political points among older

0:37:24.080 --> 0:37:26.239
<v Speaker 1>voters who are far more likely to show up on

0:37:26.280 --> 0:37:30.520
<v Speaker 1>election day. Joe Lieberman led the charge back in those days,

0:37:30.800 --> 0:37:35.120
<v Speaker 1>condemning violent games as being harmful to children. Somebody please

0:37:35.480 --> 0:37:39.279
<v Speaker 1>think of the children. Sag of America's VP said, Hey,

0:37:39.320 --> 0:37:42.080
<v Speaker 1>old dude, games just you know, they're not just for kids.

0:37:42.080 --> 0:37:45.560
<v Speaker 1>In fact, most people buying our games are adults. I'm

0:37:45.600 --> 0:37:48.759
<v Speaker 1>paraphrasing here. That's not word for word what was said.

0:37:49.080 --> 0:37:51.239
<v Speaker 1>But this was an early example of the video game

0:37:51.280 --> 0:37:54.840
<v Speaker 1>industry trying to fight back against the stereotype that video

0:37:54.880 --> 0:37:58.520
<v Speaker 1>games were solely for children. It was also another example

0:37:58.560 --> 0:38:00.759
<v Speaker 1>of a younger industry having to with the fact that

0:38:01.280 --> 0:38:03.800
<v Speaker 1>the people we have put in charge of making laws,

0:38:03.920 --> 0:38:06.120
<v Speaker 1>at least here in the United States, tend to be,

0:38:07.200 --> 0:38:10.480
<v Speaker 1>you know, a little bit older, like sometimes around twenty

0:38:10.520 --> 0:38:15.760
<v Speaker 1>years older than their average constituents age yikes, and older

0:38:15.800 --> 0:38:22.239
<v Speaker 1>people may have antiquated ideas about technology and media. The

0:38:22.320 --> 0:38:25.239
<v Speaker 1>brew haha would lead to the emergence of the Entertainment

0:38:25.320 --> 0:38:28.759
<v Speaker 1>Software Ratings Board or e s r B, which is

0:38:28.800 --> 0:38:32.719
<v Speaker 1>made up of industry representatives who self monitor game content

0:38:33.160 --> 0:38:36.279
<v Speaker 1>and apply labels to alert consumers about the kind of

0:38:36.320 --> 0:38:40.239
<v Speaker 1>stuff that appears in video games, and also consequently would

0:38:40.320 --> 0:38:42.560
<v Speaker 1>lead to the founding of E three. But That's another

0:38:42.600 --> 0:38:45.400
<v Speaker 1>story that I've already covered on this podcast in the past.

0:38:46.000 --> 0:38:48.399
<v Speaker 1>But yeah, this is kind of like the mp A

0:38:48.400 --> 0:38:52.120
<v Speaker 1>A for movies. You know, it's that rating that tells you,

0:38:52.120 --> 0:38:54.799
<v Speaker 1>you know, who is this game suitable for, or rather,

0:38:55.360 --> 0:38:59.360
<v Speaker 1>who is this unsuitable for. If it's an imframature game,

0:38:59.760 --> 0:39:03.359
<v Speaker 1>you shouldn't be, you know, letting your eight year old

0:39:03.400 --> 0:39:08.000
<v Speaker 1>play it. Right around all that mess, It's Software released

0:39:08.000 --> 0:39:10.520
<v Speaker 1>a game that I'm pretty sure Lieberman would classify as

0:39:10.600 --> 0:39:14.480
<v Speaker 1>the equivalent of a nuclear bomb for children's health. That

0:39:14.560 --> 0:39:18.640
<v Speaker 1>game was Doom, which introduced a new approach that ties

0:39:18.680 --> 0:39:22.120
<v Speaker 1>into cheats because you you actually did have cheat codes

0:39:22.160 --> 0:39:25.319
<v Speaker 1>in Doom, like, for example, you could type in I

0:39:25.560 --> 0:39:28.600
<v Speaker 1>D D q D and that would make you invulnerable.

0:39:28.960 --> 0:39:31.520
<v Speaker 1>There was another code that would let you walk through walls,

0:39:31.719 --> 0:39:36.040
<v Speaker 1>the no clip code, and those were present in Doom.

0:39:36.080 --> 0:39:40.800
<v Speaker 1>But beyond that, it also introduced the WAD file extension

0:39:41.000 --> 0:39:43.920
<v Speaker 1>w a D. At least according to some sources, that

0:39:44.160 --> 0:39:48.359
<v Speaker 1>w A D stood for Where's All the Data. It

0:39:48.440 --> 0:39:52.200
<v Speaker 1>was a file type that held information data for a

0:39:52.360 --> 0:39:56.040
<v Speaker 1>Doom Engine based games, like a lot of the game's

0:39:56.080 --> 0:39:59.719
<v Speaker 1>resources would be stored in that file. The WAD included

0:39:59.719 --> 0:40:04.480
<v Speaker 1>rees sources like graphics and sound. It had a header

0:40:04.520 --> 0:40:07.120
<v Speaker 1>and a directory as well as all the different resources,

0:40:07.160 --> 0:40:10.359
<v Speaker 1>and when you paired it with a WAD editor like

0:40:10.760 --> 0:40:13.520
<v Speaker 1>there are tons of them that became available, and most

0:40:13.520 --> 0:40:16.040
<v Speaker 1>of them were free to use. Players would be able

0:40:16.080 --> 0:40:19.160
<v Speaker 1>to access the files, you know, the WAD files, open

0:40:19.200 --> 0:40:22.880
<v Speaker 1>them up, and change them. This took a huge step

0:40:22.920 --> 0:40:26.160
<v Speaker 1>beyond just making a character immune to damage or allowing

0:40:26.200 --> 0:40:29.120
<v Speaker 1>the player to walk through walls. Players can make changes

0:40:29.160 --> 0:40:33.040
<v Speaker 1>in Wade to create mods for Doom. This opened up

0:40:33.080 --> 0:40:37.240
<v Speaker 1>the ability for player generated maps and graphics. You needed

0:40:37.239 --> 0:40:40.000
<v Speaker 1>the Doom engine to run the mods, but this meant

0:40:40.040 --> 0:40:43.200
<v Speaker 1>that talented monitors could make their own levels and their

0:40:43.200 --> 0:40:46.760
<v Speaker 1>own monsters in Doom. They could challenge players to complete

0:40:46.760 --> 0:40:49.760
<v Speaker 1>those levels, or you know, sometimes they would just create

0:40:49.840 --> 0:40:52.160
<v Speaker 1>jokes that were meant to make folks laugh as they

0:40:52.200 --> 0:40:55.240
<v Speaker 1>blast you know, I don't know, smurfs instead of demons

0:40:55.360 --> 0:40:58.800
<v Speaker 1>or something. The WAD files allowed for a pretty generous

0:40:58.800 --> 0:41:01.520
<v Speaker 1>amount of of custom szation. Now, there was some stuff

0:41:01.840 --> 0:41:05.040
<v Speaker 1>that was still set in stone that you could not change.

0:41:05.160 --> 0:41:08.680
<v Speaker 1>There were certain gameplay elements that tied into other parts

0:41:08.840 --> 0:41:13.160
<v Speaker 1>of the game engine, so you couldn't change everything, but

0:41:13.719 --> 0:41:17.600
<v Speaker 1>you could make a lot of interesting mods. Uh. What

0:41:17.719 --> 0:41:21.240
<v Speaker 1>the Wade development really did was encouraged communities of modyrs,

0:41:21.680 --> 0:41:25.319
<v Speaker 1>which would be related to, but often distinct from, the

0:41:25.320 --> 0:41:29.600
<v Speaker 1>communities of hackers and gamers looking for exploits. By the

0:41:29.600 --> 0:41:32.880
<v Speaker 1>time we start creeping through the two thousand's, the landscape

0:41:33.000 --> 0:41:37.759
<v Speaker 1>was changing rapidly. For one thing, Microsoft introduced achievements and

0:41:37.840 --> 0:41:41.440
<v Speaker 1>Sony would follow suit with the trophy system. These systems

0:41:41.560 --> 0:41:45.080
<v Speaker 1>reward gamers who complete certain tasks, some of which are

0:41:45.160 --> 0:41:49.799
<v Speaker 1>notoriously difficult to pull off. The achievements or trophies are

0:41:49.840 --> 0:41:53.000
<v Speaker 1>badges of honor. They showing that the gamer has managed

0:41:53.000 --> 0:41:55.960
<v Speaker 1>to do something that was notable in some way. But

0:41:56.040 --> 0:41:59.279
<v Speaker 1>obviously the value of those badges it vanishes if it

0:41:59.320 --> 0:42:02.560
<v Speaker 1>turns out you can cheat your way to earning them. Uh.

0:42:02.719 --> 0:42:05.399
<v Speaker 1>There are lots of games that include these sort of things,

0:42:05.440 --> 0:42:08.520
<v Speaker 1>not just on consoles. You know, Steam games have these two.

0:42:08.920 --> 0:42:12.239
<v Speaker 1>So as such, Microsoft really clamped down on cheating in

0:42:12.280 --> 0:42:14.920
<v Speaker 1>two thousand eight, stating that if a player were caught

0:42:15.000 --> 0:42:18.080
<v Speaker 1>cheating in an effort to boost their gamers score, that

0:42:18.200 --> 0:42:21.160
<v Speaker 1>score would be nullified and the person would forever be

0:42:21.239 --> 0:42:24.319
<v Speaker 1>branded as a cheater. Now, I'm in favor of that,

0:42:24.920 --> 0:42:27.960
<v Speaker 1>in that an achievement really only means something if you've

0:42:27.960 --> 0:42:30.400
<v Speaker 1>earned it. I'm sure all of you have witnessed some

0:42:30.480 --> 0:42:34.279
<v Speaker 1>moment where someone received an award or something and you

0:42:34.360 --> 0:42:37.160
<v Speaker 1>felt deep down to that person or that company, or

0:42:37.200 --> 0:42:40.920
<v Speaker 1>that movie or whatever didn't really deserve that award. That

0:42:41.000 --> 0:42:44.680
<v Speaker 1>kind of thing tends to tarnish the awards themselves, and

0:42:44.680 --> 0:42:48.400
<v Speaker 1>it's a pretty hard thing to shake. And so Microsoft said, yeah,

0:42:48.440 --> 0:42:51.960
<v Speaker 1>if we catch you, your toast. Another thing that made

0:42:52.000 --> 0:42:55.320
<v Speaker 1>it important to scale back on cheating was the emergence

0:42:55.360 --> 0:42:58.360
<v Speaker 1>of online competitive play. So in the old days, games

0:42:58.360 --> 0:43:02.040
<v Speaker 1>are typically played on a single machine, so they were

0:43:02.320 --> 0:43:06.120
<v Speaker 1>often single player games. Sometimes they were multiplayer games, but

0:43:06.160 --> 0:43:09.040
<v Speaker 1>they were restricted to however many people could connect to

0:43:09.080 --> 0:43:12.319
<v Speaker 1>a single system at that one time, so for a

0:43:12.360 --> 0:43:15.160
<v Speaker 1>lot of consoles that maxed out at around four players,

0:43:15.640 --> 0:43:18.760
<v Speaker 1>Cheats were usually something that a player could use against

0:43:18.840 --> 0:43:22.760
<v Speaker 1>a system itself and give the player and edge against

0:43:22.800 --> 0:43:25.640
<v Speaker 1>computer controlled enemies and that kind of thing. But in

0:43:25.719 --> 0:43:28.600
<v Speaker 1>an era in which people could network computers together in

0:43:28.640 --> 0:43:33.040
<v Speaker 1>a local area network or land, or later on connect

0:43:33.200 --> 0:43:36.480
<v Speaker 1>via the Internet, there was this need to prevent cheating.

0:43:36.920 --> 0:43:39.680
<v Speaker 1>That became more evident now it was no longer a

0:43:39.680 --> 0:43:42.560
<v Speaker 1>tool that someone could use to experience a tough game

0:43:42.640 --> 0:43:45.760
<v Speaker 1>that they otherwise would be unable to play or unable

0:43:45.800 --> 0:43:48.719
<v Speaker 1>to finish. Now we're talking about tools that could be

0:43:48.800 --> 0:43:52.560
<v Speaker 1>used to give one player and edge over other players.

0:43:52.600 --> 0:43:55.200
<v Speaker 1>That's a different matter. Like I actually do think that

0:43:55.320 --> 0:43:58.319
<v Speaker 1>cheat codes have a place in games. I don't think

0:43:58.400 --> 0:44:02.080
<v Speaker 1>they are good for multiplayer games unless it's you know,

0:44:02.120 --> 0:44:05.120
<v Speaker 1>to do stuff like cosmetic things that are just jokey

0:44:05.239 --> 0:44:08.280
<v Speaker 1>kind of stuff. That's fine. Uh, And if it affects

0:44:08.320 --> 0:44:11.040
<v Speaker 1>everyone equally. I don't really have a problem with that either.

0:44:11.440 --> 0:44:13.880
<v Speaker 1>What I also don't have a problem with our single

0:44:13.880 --> 0:44:17.000
<v Speaker 1>player games where there's a cheat code that would let

0:44:17.000 --> 0:44:19.759
<v Speaker 1>someone experience a game that otherwise they might not be

0:44:19.800 --> 0:44:24.400
<v Speaker 1>able to finish. Like, folks, I'm old, I'm I know

0:44:24.520 --> 0:44:27.600
<v Speaker 1>that's not that old. I don't don't don't at me,

0:44:28.400 --> 0:44:30.520
<v Speaker 1>But what I'm saying is that my reflexes are not

0:44:30.560 --> 0:44:32.520
<v Speaker 1>what they used to be. And I was never a

0:44:32.600 --> 0:44:35.520
<v Speaker 1>elite gamer by any stretch of the imagination. So there

0:44:35.560 --> 0:44:38.439
<v Speaker 1>are a lot of those games that I probably never

0:44:38.440 --> 0:44:41.120
<v Speaker 1>would have seen the end of, unless either I watched

0:44:41.120 --> 0:44:44.040
<v Speaker 1>a video of someone else playing it, or I used

0:44:44.200 --> 0:44:46.480
<v Speaker 1>some sort of cheat in order to be able to

0:44:46.520 --> 0:44:48.680
<v Speaker 1>get through parts of the game that otherwise I just

0:44:48.680 --> 0:44:51.640
<v Speaker 1>couldn't make it through. In those cases, I think cheats

0:44:51.640 --> 0:44:54.759
<v Speaker 1>have a valid place, But when you're talking about multiplayer,

0:44:55.280 --> 0:44:58.200
<v Speaker 1>that's a different story. And that was just a preview

0:44:58.360 --> 0:45:00.560
<v Speaker 1>of the troubles we would see before the birth of

0:45:00.640 --> 0:45:03.000
<v Speaker 1>e sports. Now, once e sports came along, you know

0:45:03.040 --> 0:45:07.080
<v Speaker 1>the organized play of video games. We're talking about like

0:45:07.160 --> 0:45:10.640
<v Speaker 1>seasons and tournaments where you have professional video game players

0:45:10.680 --> 0:45:15.080
<v Speaker 1>pitting their skills against elite opponents, often for impressive prize money.

0:45:15.160 --> 0:45:18.120
<v Speaker 1>I mean, obviously, just like in any other kind of sport,

0:45:18.600 --> 0:45:22.080
<v Speaker 1>cheating would be a serious problem for that kind of competition.

0:45:22.600 --> 0:45:24.880
<v Speaker 1>If someone were relying on codes to give them an

0:45:24.960 --> 0:45:29.440
<v Speaker 1>edge over opponents, that could invalidate an entire tournament, and

0:45:29.520 --> 0:45:33.040
<v Speaker 1>that has happened more than a few times. In fact,

0:45:33.040 --> 0:45:35.400
<v Speaker 1>in our next episode, I will talk more about the

0:45:35.480 --> 0:45:38.799
<v Speaker 1>cheating tools that have popped up more recently. These are

0:45:38.840 --> 0:45:41.160
<v Speaker 1>the kind of things you'd likely to encounter if you

0:45:41.200 --> 0:45:45.120
<v Speaker 1>were playing an online competitive games, So we'll talk about

0:45:45.239 --> 0:45:47.799
<v Speaker 1>wall hacks and aim bots and that kind of thing

0:45:48.440 --> 0:45:51.720
<v Speaker 1>and how those tools have created huge headaches for various

0:45:51.719 --> 0:45:54.920
<v Speaker 1>studios and e sports organizations. Will also talk about some

0:45:55.040 --> 0:45:57.319
<v Speaker 1>of the systems that are in place that are meant

0:45:57.360 --> 0:46:01.120
<v Speaker 1>to detect that kind of cheating and then respond to it.

0:46:01.880 --> 0:46:05.919
<v Speaker 1>And we'll cover a few instances of notable cheaters as well,

0:46:06.440 --> 0:46:10.080
<v Speaker 1>including folks who try to cheat during massive et sports

0:46:10.120 --> 0:46:14.040
<v Speaker 1>events and got caught in the process. Because you know,

0:46:14.040 --> 0:46:16.319
<v Speaker 1>when you're talking about big prize money, it actually becomes

0:46:16.320 --> 0:46:18.799
<v Speaker 1>a big business. Not only that, but then you've got

0:46:18.800 --> 0:46:22.160
<v Speaker 1>the people who are developing some of these hacks who

0:46:22.320 --> 0:46:26.360
<v Speaker 1>might be selling them on you know, the black market essentially,

0:46:27.000 --> 0:46:29.080
<v Speaker 1>And there are gamers out there who will pay for

0:46:29.120 --> 0:46:33.400
<v Speaker 1>that because they want that experience of being elite gamer,

0:46:33.520 --> 0:46:36.440
<v Speaker 1>but they lack the skill and ability to actually do it.

0:46:36.800 --> 0:46:41.120
<v Speaker 1>Like if I if I compete in any online multiplaying game,

0:46:41.680 --> 0:46:45.280
<v Speaker 1>I guarantee it will be a miracle if I'm above

0:46:45.400 --> 0:46:49.080
<v Speaker 1>the bottom. I mean, I just know that because my

0:46:49.160 --> 0:46:52.319
<v Speaker 1>skills are limited. Uh, but I wouldn't want to cheat

0:46:52.400 --> 0:46:54.759
<v Speaker 1>to boost that because that's not really me anyway, right,

0:46:54.800 --> 0:46:59.360
<v Speaker 1>I Mean, it wouldn't be me being a higher scoring player.

0:46:59.640 --> 0:47:02.920
<v Speaker 1>It would be the code I was using there's no

0:47:02.960 --> 0:47:07.120
<v Speaker 1>accomplishment for me there, so I'm comfortable being the bullet sponge.

0:47:07.480 --> 0:47:10.040
<v Speaker 1>That's my most valuable asset to any team I'm on

0:47:10.560 --> 0:47:13.640
<v Speaker 1>that trust me. As long as I'm there, you don't

0:47:13.680 --> 0:47:15.640
<v Speaker 1>have to worry about getting shot. I'm gonna be attracting

0:47:15.640 --> 0:47:19.280
<v Speaker 1>every bullet in the game towards me, so you'll be okay.

0:47:19.320 --> 0:47:21.319
<v Speaker 1>But yeah, we're gonna talk about all that in the

0:47:21.360 --> 0:47:25.759
<v Speaker 1>next episode on Wednesday's episode, and uh, it's it's an

0:47:25.760 --> 0:47:28.480
<v Speaker 1>interesting thing to really look into. It's also interesting to

0:47:28.520 --> 0:47:30.719
<v Speaker 1>look into the ways that various companies have tried to

0:47:31.600 --> 0:47:36.479
<v Speaker 1>detect and counteract cheating two different levels of success. There's

0:47:36.560 --> 0:47:42.879
<v Speaker 1>some games that are notoriously rife with cheaters, and every

0:47:42.920 --> 0:47:45.839
<v Speaker 1>now and again you'll see a big perch and then

0:47:45.880 --> 0:47:48.400
<v Speaker 1>over time they build up again. So we'll talk about

0:47:48.400 --> 0:47:50.640
<v Speaker 1>those in the next episode as well. If you have

0:47:50.680 --> 0:47:53.160
<v Speaker 1>suggestions for topics I should cover in future episodes of

0:47:53.160 --> 0:47:55.080
<v Speaker 1>tech Stuff, reach out to me. The best way to

0:47:55.120 --> 0:47:57.680
<v Speaker 1>do that is on Twitter. The handle for the show

0:47:57.840 --> 0:48:01.400
<v Speaker 1>is text Stuff hs W and I'll talk to you

0:48:01.480 --> 0:48:10.760
<v Speaker 1>again really soon. Text Stuff is an I Heart Radio production.

0:48:11.000 --> 0:48:13.840
<v Speaker 1>For more podcasts from I Heart Radio, visit the i

0:48:13.920 --> 0:48:17.160
<v Speaker 1>heart radio, app, Apple podcasts, or wherever you listen to

0:48:17.200 --> 0:48:18.120
<v Speaker 1>your favorite shows.