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Password (video games)

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A regular password-inserting screen (from Gods).
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A regular password-inserting screen (from Gods).

In many video games of the 8 and 16-bit eras, after a level was beaten and/or when all continues were wasted, the game would display a password, that when entered in the game would allow the player to return back to this part in the game. The password was used in cartridge based systems generally to lower costs, since the memory card was built in to the cartridge, often doubling the manufacturing cost. Passwords helped to keep production costs down on low volume titles by smaller third-party developers. With the advent of optical based media, even larger companies now could not store data directly to the game media, requiring the introduction of non-volatile memory to the console either in the form of internal memory or memory cards (both of which were introduced with the Sega CD) which stored game data once the system was powered off. Some modern video games still use passwords as a homage to the early days of gaming, or to conserve memory blocks due to the lack of data being saved, and the commodity status placed upon the small number of memory blocks on PlayStation one memory cards. Platform and puzzle games are famous for this, as often the only data required is the level achieved, thus not needing to waste 1/15th of a memory card.

Complexity of passwords

Stargate used hieroglyphs for passwords.
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Stargate used hieroglyphs for passwords.

The complexity of passwords depends mostly on the number of variables stored. In games that only require the stage variable to be stored, a single word, with or without meaning, is sufficient. More complex games often base their passwords on several characters combined by an algorithm. While it is possible to translate saves into passwords even from the most complex titles, the practical use of them is very questionable. In games such as RPGs, where dozens of stats have to be stored, passwords would be hundreds of characters long.

In other languages with more characters, passwords can be shorter. For example, Japanese has many characters:

Japanese passwords can have more variables. For example, the Japanese version of Dragon Quest used passwords with many variables, so its North American version used a battery backup.

Usually, the size and complexity of the password does not make "guessing" a valid password practical. However, particularly in the case of algorithmic passwords, a password can be found (such as the famous JUSTIN BAILEY code from Metroid).

Advantages and disadvantages

Example of a sport game password sheet.
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Example of a sport game password sheet.

Although passwords are seen as archaic by modern standards, they still carry a number of advantages over memory saving, including:

Super Hang-On had long passwords, and relied on colour difference to distinguish between the number 0 and the letter O.
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Super Hang-On had long passwords, and relied on colour difference to distinguish between the number 0 and the letter O.

To reduce this effect, games like Cosmic Spacehead scrapped ambiguous characters like "1", "0" or "5". Others, like the secret "Huge Tour" mode in Pete Sampras Tennis went further and only had a 20 character pool:
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To reduce this effect, games like Cosmic Spacehead scrapped ambiguous characters like "1", "0" or "5". Others, like the secret "Huge Tour" mode in Pete Sampras Tennis went further and only had a 20 character pool:150px

There are, however, several disadvantages:

In recent games, the use of passwords for saving progress has been replaced by saves, while passwords have taken on the slightly different role of adding in extra characters, vehicles, or weapons; in this context they are usually referred to as cheat codes. For example, in Animal Crossing, passwords are used for giving items to friends; players could trade in an item for a password, and their friend could enter in the password to receive that same item. A password was also used in ' and ', two Game Boy Color Zelda games created by Capcom at the same time, to pass a character from one game to the other. This was an alternative for someone who didn't have two Game Boys and a link cable. The PC-Engine version of Ys I & II contained a password feature in addition to the conventional game save to allow players to transfer their games between consoles, possibly the first game to do this.

External links

 


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