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* ''The Addams Family'' implements a 5 character password. Due to a game bug, it doesn't accept passwords if either digit in the lives counter is '9'. It is also an example where someone simply entering a default password of "11111" can start the game with 100 lives.
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* ''RiverCityRansom'' had one of the longest password systems ever. Rectified in the GameBoyAdvance remake...save for the bug that created a new save file instead of overwriting the previous one, making the game unplayably slow if you didn't erase them often.

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* ''RiverCityRansom'' for the NES had one of the longest password systems ever. Rectified in the 33-character passwords, mixing uppercase letters, lowercase letters and numbers. The GameBoyAdvance remake...save for the remake made passwords unnecessary, though a bug that created would create a new save file instead of overwriting the previous one, making the game unplayably slow if you didn't erase them often.



* ''TheGuardianLegend''

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* ''TheGuardianLegend''''TheGuardianLegend'' had 32-character passwords, again mixing uppercase letters, lowercase letters and numbers.
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* AppleII game ''Diamond Mine''. A couple of others did so as well, but I've lost my documentation.

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* AppleII game ''Diamond Mine''. A couple of others did so as well, but I've lost my documentation.
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* ''BubbleBobble''. Considering how little the passwords changed from level to level, it is thought that the 5-letter combination is just the level number times some constant converted to text.

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* ''WesternAnimation/RockosModernLife'' had a licensed game that used level passwords.


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* The long (20-char) passwords in TheLegendOfZeldaOracleGames are of two kinds: One encodes (at least) the player and baby's names, the other encodes the RingOfPower collection.
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* ''The Return of Ishtar'', one of the few games to have these.

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* ''The Return of Ishtar'', one of the few arcade games to have these.

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* In the original ''{{Metroid}}'', the "Justin Bailey" password became famous for the amount of [[WildMassGuessing speculation]] over its supposed meaning. In the [[GettingCrapPastTheRadar earlier versions,]] you could also use [[spoiler: ENGAGE RIDLEY MOTHER FUCKER]] to great effect.
** Also, the original Japanese version of ''Metroid'' had on-disk saving, being a Famicom Disk System game.

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* In ''{{Metroid}}'' for the original ''{{Metroid}}'', NES, the "Justin Bailey" password became famous for the amount of [[WildMassGuessing speculation]] over its supposed meaning. In the [[GettingCrapPastTheRadar earlier versions,]] you could also use [[spoiler: ENGAGE RIDLEY MOTHER FUCKER]] to great effect.
** Also, the
effect. The original Japanese version of ''Metroid'' had on-disk saving, being a Famicom Disk System game.game. ''KidIcarus'', also originally a Famicom Disk System game, used the same password system.


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* ''War of the Dead'' on the PCEngine had passwords that were 54 characters long and mixed hiragana, katakana and romaji to get 7 bits out of each character. The developers apologized for this.
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* ''DrRobotniksMeanBeanMachine'' used the same coloured beans that are used in the game.
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The length of the password will depend on how much information is being "saved", so a "game state" password that saves a lot of things will require a longer password. Part of the password is used to make sure the player didn't just make up a password. This is called the "checksum", and the longer it is, the harder it is to fake a password, and the more work it takes to enter it in each time.
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* ''[[{{ptitle5ibgyz9m}} Castlevania II: Simon's Quest]]''. Insidiously, one has about a one in one trillion chance of guessing a password with random input.

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* ''[[{{ptitle5ibgyz9m}} Castlevania II: Simon's Quest]]''.''VideoGame/CastlevaniaIISimonsQuest''. Insidiously, one has about a one in one trillion chance of guessing a password with random input.
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** There's three types of passwords to use, depending on how much data you want to import into the game. Bronze passwords only import character levels, Djinn collected, and items that grant new moves like the Orb of Force. Silver passwords imports the above plus the actual character stats. Gold passwords import everything, including coins and items held, but the password is a whopping 260 characters long and the risk of making an error is quite high. If you have a second GBA and a link cable, then data transfer is easy.

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* Since multiplayer games in ''WarcraftIII'' can't be saved with any degree of reliability, custom map makers often include passcodes, usually generated on demand, to save relevant parts of the map's {{macrogame}} between games. The length and complexity of the codes vary depending on the thoroughness of what's being saved, as simple as eight case-insensitive letters or as complicated as thirty-six-plus characters that include upper- and lower-case letters, numbers, and symbols.

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* Since multiplayer games in ''WarcraftIII'' can't be saved with any degree of reliability, custom map makers often include passcodes, usually generated on demand, to save relevant parts of the map's {{macrogame}} between games. The length and complexity of the codes vary depending on the thoroughness of what's being saved, as simple as eight case-insensitive letters or as complicated as thirty-six-plus characters that include upper- and lower-case letters, numbers, and symbols.symbols
** Except that when a Map is "updated", previous version codes doesn't work at all, and most of the time, it doesn't work anyways.

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* The first ''PrinceOfPersia''.

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* The first ''PrinceOfPersia''.''PrinceOfPersia'', on platforms without disk saves.




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* ''The Return of Ishtar'', one of the few games to have these.



* TheAngryVideoGameNerd makes a point of complaining every time he gets landed with an overly long or convoluted password.



* ''Game/TheGoonies II''

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* ''Game/TheGoonies ''VideoGame/TheGoonies II''
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* ''[=1943=]'' was another example, with its five-letter passwords such as "IGPOD".

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* ''[=1943=]'' ''[[NineteenFortyTwo 1943]]'' was another example, with its five-letter passwords such as "IGPOD".




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* ''VideoGame/AladdinCapcom'' had level passwords which used neither letters nor numbers but pictures of Aladdin, Abu, Jafar, Jasmine and the Genie and Sultan.
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*Rayman GBC had passwords that specified which level you were on, and the number of cages destroyed in each level.
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* ''TombsAndTreasure''. Finding out your password requirde the Ixmol Jewel.
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* ''TheBattleOfOlympus''

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* ''TheBattleOfOlympus''''TheBattleOfOlympus''. Zeus's "words of wisdom" were very long and confusing.
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* The first ''CrashBandicoot'' had two levels of password: As well as eight-character passwords which just got you to a level with the minimum completion, 24-character passwords recorded items you'd collected. What's interesting is that the game actually hid the existence of the second type of passwords by only showing 8 character spaces and giving out 8-character passwords until you collected your first gem.

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* The first ''CrashBandicoot'' had two ''both'' types of passwords: Just beating the levels of password: As well as eight-character passwords which just got without collecting the gems earned you to a 8-character level with the minimum completion, passwords, but collecting a gem expands that to a 24-character passwords recorded items you'd collected. What's interesting is that ''Super'' password, which also keeps track of gems and keys, and which the game actually hid the existence of the second type of passwords initially hides by only showing the first 8 character spaces and giving out 8-character passwords until you collected your first gem.before inputting a Super password. Unfortunately, these don't record lives, which can make later stages a pain.
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* In the original ''{{Metroid}}'', the "Justin Bailey" password became famous for the amount of [[WildMassGuessing speculation]] over its supposed meaning.

to:

* In the original ''{{Metroid}}'', the "Justin Bailey" password became famous for the amount of [[WildMassGuessing speculation]] over its supposed meaning. In the [[GettingCrapPastTheRadar earlier versions,]] you could also use [[spoiler: ENGAGE RIDLEY MOTHER FUCKER]] to great effect.
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* The home computer versions of the first ''{{Ghostbusters}}'' game had a password system that allowed [[NewGamePlus starting a new game with the money accumulated at the end of the previous one]].
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** Mega Man 2 and 3 also saved the state of the game in the form of how many E-tanks you collected. Mega Man 2 for the GameBoy did the same thing.
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* ''WonderBoy III''
* ''[[GranTurismo GT Advance]]''

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* ''WonderBoy III''
III: The Dragon's Trap''
* ''[[GranTurismo GT GT]] [[SuperTitle64Advance Advance]]''

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Faxandu is already mentioned above.


* ''{{Faxanadu}}''


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* Since multiplayer games in ''WarcraftIII'' can't be saved with any degree of reliability, custom map makers often include passcodes, usually generated on demand, to save relevant parts of the map's {{macrogame}} between games. The length and complexity of the codes vary depending on the thoroughness of what's being saved, as simple as eight case-insensitive letters or as complicated as thirty-six-plus characters that include upper- and lower-case letters, numbers, and symbols.
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** Notably, the password saved all your equipment, spells, and key items, but did not save your experience or money. Instead, you would get a "title" based on your experience points, and when you died or loaded from the password, you would be given a specific amount of money based on your title, and your experience points would reset to the minimum for the title as well. Titles had no other benefits, but you could abuse the system to buy something very expensive, get the password, reset and get quite a bit of money back.
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* ''TheSmurfs''

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* ''TheSmurfs''''TheSmurfs'' (though using them was usually a bad idea because playing from the start allowed to collect more ExtraLives for the very difficult endgame)
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*''GoofTroop'' for the SNES had this in form of fruit.

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  • few more, examples getting a bit esoteric, should we mention Putt&Putter mini golf?


* "Level" passwords: The password records what level you're on, but that's about it. Little to no secondary information (score, lives, stats or items) is saved with the password whatsoever. In other words, passwords double as a "level select". Obviously, this is limited mostly to games with linear level progression, where collecting secondary items isn't necessary for advancement.

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* "Level" passwords: The password records what level you're on, but that's about it. Little to no secondary information (score, lives, stats or items) is saved with the password whatsoever. In other words, passwords double as a "level select". Obviously, this is limited mostly to puzzle games, and games with linear level progression, where collecting secondary items isn't necessary for advancement.





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\n* ''TheIncredibleMachine''
* ''Pac-Attack''


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* ''TheBattleOfOlympus''

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  • a bunch of sms and nes



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* The first ''{{Populous}}''.
* The first ''PrinceOfPersia''.
* ''SolarJetman'', though it does store your score, extra lives, and a few other things.



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* ''[[{{ptitle5ibgyz9m}} Castlevania II: Simon's Quest]]''. Insidiously, one has about a one in one trillion chance of guessing a password with random input.
* ''{{Faxanadu}}''
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* The first ''CrashBandicoot'' had two levels of password: As well as eight-character passwords which just got you to a level with the minimum completion, 24-character passwords recorded items you'd collected.

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* The first ''CrashBandicoot'' had two levels of password: As well as eight-character passwords which just got you to a level with the minimum completion, 24-character passwords recorded items you'd collected. What's interesting is that the game actually hid the existence of the second type of passwords by only showing 8 character spaces and giving out 8-character passwords until you collected your first gem.

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* ''LegacyOfTheWizard''



** Also, the original Japanese version of ''Metroid'' had on-cart saving.

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** Also, the original Japanese version of ''Metroid'' had on-cart saving.on-disk saving, being a Famicom Disk System game.

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