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* ''TheLostVikings'' had passwords that were actual words, with [[Letters2Numbers numbers replacing vowels they resembled]]. This meant you could plausibly skip ahead by guessing words that were likely to be used, like [=H0M3=], or [=H4RD=].
to:
* ''TheLostVikings'' ''VideoGame/TheLostVikings'' had passwords that were actual words, with [[Letters2Numbers numbers replacing vowels they resembled]]. This meant you could plausibly skip ahead by guessing words that were likely to be used, like [=H0M3=], or [=H4RD=].
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Changed line(s) 24 (click to see context) from:
* ''TheLostVikings'' had passwords that were actual words, with numbers replacing vowels they resembled. This meant you could plausibly skip ahead by guessing words that were likely to be used, like [=H0M3=], or [=H4RD=].
to:
* ''TheLostVikings'' had passwords that were actual words, with [[Letters2Numbers numbers replacing vowels they resembled.resembled]]. This meant you could plausibly skip ahead by guessing words that were likely to be used, like [=H0M3=], or [=H4RD=].
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* ''VideoGame/GoofTroop'' had this in form of fruit and gems.
* ''VideoGame/AladdinCapcom'' had level passwords which used neither letters nor numbers but pictures of Aladdin, Abu, Jafar, Jasmine and the Genie and Sultan.
* ''VideoGame/AladdinCapcom'' had level passwords which used neither letters nor numbers but pictures of Aladdin, Abu, Jafar, Jasmine and the Genie and Sultan.
to:
* Various Creator/{{Capcom}} {{Licensed Game}}s for the SNES had level passwords made up of more interesting things than letters and numbers:
** ''VideoGame/GoofTroop''had this in form of used fruit and gems.
*diamonds.
** ''VideoGame/AladdinCapcom''had level passwords which used neither letters nor numbers but pictures of Aladdin, Abu, Jafar, Jasmine and the Genie and Sultan.Sultan.
** ''X-Men: Mutant Apocalypse'' used portraits of the X-Men.
** ''VideoGame/GoofTroop''
*
** ''VideoGame/AladdinCapcom''
** ''X-Men: Mutant Apocalypse'' used portraits of the X-Men.
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* ''X-Men: Mutant Apocalypse'', another SNES LicensedGame by {{Capcom}}, has level passwords consisting of eight portraits of X-Men.
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* The first ''PrinceOfPersia'', on platforms without disk saves.
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* The first ''PrinceOfPersia'', ''VideoGame/PrinceOfPersia'', on platforms without disk saves.
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* ''GoofTroop'' for the SNES had this in form of fruit and gems.
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* ''GoofTroop'' for the SNES ''VideoGame/GoofTroop'' had this in form of fruit and gems.
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the namespace thing.&
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** There's a few middle cases, however. Passwords also stored a limited amount of information besides which Robot Masters you defeated. ''VideoGame/MegaManX'', for example, stored how many [[HeartContainer Heart Tanks]]/[[EmergencyEnergyTank Sub Tanks]] and which armor pieces you'd collected; ''VideoGame/MegaMan 5'' recorded which BEAT pieces you had.
to:
** There's a few middle cases, however. Passwords also stored a limited amount of information besides which Robot Masters you defeated. ''VideoGame/MegaManX'', for example, stored how many [[HeartContainer Heart Tanks]]/[[EmergencyEnergyTank Tanks]] / [[EmergencyEnergyTank Sub Tanks]] and which armor pieces you'd collected; ''VideoGame/MegaMan 5'' ''VideoGame/MegaMan5'' recorded which BEAT pieces you had.
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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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* The home computer versions of the first ''{{Ghostbusters}}'' ''Film/{{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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* ''GoofTroop'' for the SNES had this in form of fruit.
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* ''GoofTroop'' for the SNES had this in form of fruit.fruit and gems.
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* ''AdventureIsland IV''
to:
* ''AdventureIsland ''VideoGame/AdventureIsland IV''
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* ''VideoGame/LittleSamson'' had level passwords that didn't save anything else.
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the Namespace stuff Fixing
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* "Level" passwords: The password records what level you're on, but that's about it -- don't expect information such as your [[ScoringPoints score]], [[VideoGameLives lives]], stats or items to be stored. In other words, the password basically doubles 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. They are usually human-legible words or phrases, and may contain inside jokes from the developers.
to:
* "Level" passwords: The password records what level you're on, but that's about it -- don't expect information such as your [[ScoringPoints score]], [[VideoGameLives lives]], stats or items to be stored. In other words, the password basically doubles 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. They are usually human-legible words or phrases, and may contain inside jokes from the developers.
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* ''[[ChipsChallenge Chip's Challenge]]'' gave you a four-character password every level.
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* ''[[ChipsChallenge Chip's Challenge]]'' ''ChipsChallenge'' gave you a four-character password every level.
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* ''TheIncredibleMachine'', using a combination of password and optional score code.
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* ''TheIncredibleMachine'', using a combination of password and optional score code.
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* ''[[{{VideoGame/Worms}} Worms 2]]'' implemented level passwords, which form a short story if you list all of them together.
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* ''[[{{VideoGame/Worms}} ''[[VideoGame/{{Worms}} Worms 2]]'' implemented level passwords, which form a short story if you list all of them together.
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* The level passwords of ''{{Ugh}}!'', a cute, humorous game about cavemen, are song titles of the deathrock band Christian Death.
to:
* The level passwords of ''{{Ugh}}!'', a cute, humorous game about cavemen, are song titles of the deathrock band Christian Death.
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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.
to:
* ''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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* ''{{Lemmings}}''
to:
* ''{{Lemmings}}''''VideoGame/{{Lemmings}}''
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* ''VideoGame/{{Puggsy}}''
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* ''VideoGame/{{Puggsy}}''''VideoGame/{{Puggsy}}'' showed a 27-digit password after beating each level.
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* ''{{Puggsy}}''
to:
* ''{{Puggsy}}''''VideoGame/{{Puggsy}}''
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* ''DragonsLair'' on Super NES had password that had to be entered through a minigame. ''Where it's possible to die.''
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* ''DragonsLair'' on Super NES had password that had to be entered through a difficult minigame. ''Where Where it's possible to die.''block a letter into a corner (making it {{Unwinnable|ByMistake}}) or even ''die''.
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* ''GoldenSun'', for OldSaveBonus in the second game.
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* ''GoldenSun'', ''VideoGame/GoldenSun'', for OldSaveBonus in the second game.
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* ''DragonsLair'' on Super NES had password that had to be entered through a minigame. ''Where it's possible to die.''
-->[[JoueurDuGrenier I just died in the password screen! Is that a joke?]]
-->[[JoueurDuGrenier I just died in the password screen! Is that a joke?]]
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----
to:
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I guess that was a typo
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A classic of oldie video games, this is the method of saving your progress in a game without being required to actually ''store'' it on the console or game cartridge: Encode it as a string of letters, numbers, or other symbols and have the playerf write it down on a nearby piece of paper.
to:
A classic of oldie video games, this is the method of saving your progress in a game without being required to actually ''store'' it on the console or game cartridge: Encode it as a string of letters, numbers, or other symbols and have the playerf player write it down on a nearby piece of paper.
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None
Changed line(s) 5,6 (click to see context) from:
A classic of oldie video games, this is the method of saving your progress in a game without being required to actually ''store'' it on the console or game cartridge: Encode it as a string of letters, numbers, or other symbols and have the player write it down on a nearby piece of paper.
to:
A classic of oldie video games, this is the method of saving your progress in a game without being required to actually ''store'' it on the console or game cartridge: Encode it as a string of letters, numbers, or other symbols and have the player playerf write it down on a nearby piece of paper.
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* ''WonderBoy III: The Dragon's Trap''
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* ''WonderBoy III: The Dragon's Trap''''VideoGame/WonderBoyIIITheDragonsTrap''
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* "Level" passwords: The password records what level you're on, but that's about it -- don't expect information such as your [[ScoringPoints score]], [[VideoGameLives lives]], stats or items to be stored. In other words, the password basically doubles 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.
* "Game state" passwords: A lot more complicated than level passwords, these record essentially all the information that a SavePoint would: What items you've acquired, your character stats, key event flags, and so on. Enter the password and you can pick up from (almost ''literally'') the exact moment you left off.
The length of the password will depend on how much information is being "saved", so a "game state" password that records a lot of things will require a longer password. Also, to discourage players from attempting to cheat the system by inventing their own passwords, the password may incorporate a "checksum", a small combination of symbols whose only function is to verify that the rest of the password is (or at least ''looks'') legitimate.
* "Game state" passwords: A lot more complicated than level passwords, these record essentially all the information that a SavePoint would: What items you've acquired, your character stats, key event flags, and so on. Enter the password and you can pick up from (almost ''literally'') the exact moment you left off.
The length of the password will depend on how much information is being "saved", so a "game state" password that records a lot of things will require a longer password. Also, to discourage players from attempting to cheat the system by inventing their own passwords, the password may incorporate a "checksum", a small combination of symbols whose only function is to verify that the rest of the password is (or at least ''looks'') legitimate.
to:
* "Level" passwords: The password records what level you're on, but that's about it -- don't expect information such as your [[ScoringPoints score]], [[VideoGameLives lives]], stats or items to be stored. In other words, the password basically doubles 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.
advancement. They are usually human-legible words or phrases, and may contain inside jokes from the developers.
* "Game state" passwords: A lot more complicated than level passwords, these record essentially all the information that a SavePoint would: What items you've acquired, your character stats, key event flags, and so on. Enter the password and you can pick up from (almost ''literally'') the exact moment you leftoff.
off. The length of the password will depend on how much information is being "saved", so a "game state" password that records a lot of things will require a longer password. Also, to discourage players from attempting to cheat the system by inventing their own passwords, the password may incorporate a "checksum", a small combination of symbols whose only function is to verify that the rest of the password is (or at least ''looks'') legitimate.
* "Game state" passwords: A lot more complicated than level passwords, these record essentially all the information that a SavePoint would: What items you've acquired, your character stats, key event flags, and so on. Enter the password and you can pick up from (almost ''literally'') the exact moment you left
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* The level passwords of ''{{Ugh}}!'', a cute, humorous game about cavemen, are song titles of the deathrock band Christian Death.
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Changed line(s) 51 (click to see context) from:
* ''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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* ''BubbleBobble''.''VideoGame/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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Redundant
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Note that 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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* ''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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* ''TheSmurfs'' (though using them was usually a bad idea idea, because playing from the start allowed to collect more ExtraLives for the very difficult endgame)
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Apparently I couldn\'t remember that exact password.
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000000 000000
to:
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-->--A ''Game/{{Metroid}}'' password responsible for a ''lot'' of WildMassGuessing
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-->--A ''Game/{{Metroid}}'' ''VideoGame/{{Metroid}}'' password responsible for a ''lot'' of WildMassGuessing
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Changed line(s) 1,4 (click to see context) from:
A classic of oldie video games, this is the method of saving your progress in a game without actually saving it in the console/cartridge/etc: Just display an unintelligible password with a simple check, and have the player note it on a nearby piece of paper.
Also present on some newer console games where the datum to be saved was too small (like just a level number) to justify the cost of a saving chip or a file in the memory card.
Also present on some newer console games where the datum to be saved was too small (like just a level number) to justify the cost of a saving chip or a file in the memory card.
to:
-->JUSTIN BAILEY \\
000000 000000
-->--A ''Game/{{Metroid}}'' password responsible for a ''lot'' of WildMassGuessing
A classic of oldie video games, this is the method of saving your progress in a game without being required to actuallysaving ''store'' it in on the console/cartridge/etc: Just display an unintelligible password with console or game cartridge: Encode it as a simple check, string of letters, numbers, or other symbols and have the player note write it down on a nearby piece of paper.
These have an advantage of being portable compared to traditional save files -- you can take that slip of paper pretty much anywhere (like a friend's house), and input the password to resume the game more or less right where you left off. On the other hand, you have to make ''absolutely'' sure you wrote down the password ''correctly'', because messing up a letter here or number there will probably render the entire thing (and whatever game progress it represents) unusable.
Also present on some newer console games where thedatum data to be saved was too small (like just a level number) to justify the cost of a battery-backed saving chip or a an extra file block in the memory card.
000000 000000
-->--A ''Game/{{Metroid}}'' password responsible for a ''lot'' of WildMassGuessing
A classic of oldie video games, this is the method of saving your progress in a game without being required to actually
These have an advantage of being portable compared to traditional save files -- you can take that slip of paper pretty much anywhere (like a friend's house), and input the password to resume the game more or less right where you left off. On the other hand, you have to make ''absolutely'' sure you wrote down the password ''correctly'', because messing up a letter here or number there will probably render the entire thing (and whatever game progress it represents) unusable.
Also present on some newer console games where the
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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.
* "Game state" passwords: This records things like what items you've acquired, your character stats and any key event flags within the plot. Enter the password and you can pick up from (almost ''literally'') the exact moment you left off.
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.
* "Game state" passwords: This records things like what items you've acquired, your character stats and any key event flags within the plot. Enter the password and you can pick up from (almost ''literally'') the exact moment you left off.
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.
to:
* "Level" passwords: The password records what level you're on, but that's about it. Little to no secondary it -- don't expect information (score, lives, such as your [[ScoringPoints score]], [[VideoGameLives lives]], stats or items) is saved with the password whatsoever. items to be stored. In other words, passwords double the password basically doubles as a "level select". 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.
* "Game state" passwords:This records things like what A lot more complicated than level passwords, these record essentially all the information that a SavePoint would: What items you've acquired, your character stats and any stats, key event flags within the plot. flags, and so on. Enter the password and you can pick up from (almost ''literally'') the exact moment you left off.
The length of the password will depend on how much information is being "saved", so a "game state" password thatsaves records a lot of things will require a longer password. Part password. Also, to discourage players from attempting to cheat the system by inventing their own passwords, the password may incorporate a "checksum", a small combination of symbols whose only function is to verify that the rest of the password is (or at least ''looks'') legitimate.
Note that 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.
* "Game state" passwords:
The length of the password will depend on how much information is being "saved", so a "game state" password that
Note that 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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Changed line(s) 48 (click to see context) from:
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* ''{{Puggsy}}''
* ''VideoGame/NinjaGaiden Trilogy'' had level passwords, though the NES versions had no save feature.
* ''VideoGame/NinjaGaiden Trilogy'' had level passwords, though the NES versions had no save feature.
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* ''Game/MegaMan'' games 2 thru 6 used a simple password system of dots on a grid; all SNES ''Mega Man'' games (''Mega Man 7'', and ''MegaManX 1'' thru ''3'') used a 4×4 grid of numbers.
** 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.
** There's a few middle cases, however. Mega Man passwords also stored a limited amount of information besides which Robot Masters you defeated. ''MegaManX'', for example, stored how many [[HeartContainer Heart Tanks]] / Sub Tanks and which armor pieces you'd collected; ''Game/MegaMan 5'' recorded which BEAT pieces you had.
** 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.
** There's a few middle cases, however. Mega Man passwords also stored a limited amount of information besides which Robot Masters you defeated. ''MegaManX'', for example, stored how many [[HeartContainer Heart Tanks]] / Sub Tanks and which armor pieces you'd collected; ''Game/MegaMan 5'' recorded which BEAT pieces you had.
to:
* ''Game/MegaMan'' games 2 thru 6 ''VideoGame/MegaMan2'' up to ''6'' used a simple password system of dots on a grid; all SNES ''Mega Man'' games (''Mega Man 7'', (''7'', and ''MegaManX ''VideoGame/MegaManX 1'' thru ''3'') ''X3'') used a 4×4 grid of numbers.
**Mega Man 2 ''2'' and 3 ''VideoGame/MegaMan3'' also saved the state of the game in the form of how many E-tanks you collected. Mega Man 2 ''II'' for the GameBoy did the same thing.
** There's a few middle cases, however.Mega Man passwords Passwords also stored a limited amount of information besides which Robot Masters you defeated. ''MegaManX'', ''VideoGame/MegaManX'', for example, stored how many [[HeartContainer Heart Tanks]]/[[EmergencyEnergyTank Sub Tanks]] / Sub Tanks and which armor pieces you'd collected; ''Game/MegaMan ''VideoGame/MegaMan 5'' recorded which BEAT pieces you had.
**
** There's a few middle cases, however.
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Changed line(s) 47 (click to see context) from:
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* ''X-Men: Mutant Apocalypse'', another SNES LicensedGame by {{Capcom}}, has level passwords consisting of eight portraits of X-Men.
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Added DiffLines:
** Mega Man based fan games, like {{Rosenkreuzstilette}} and RokkoChan, often use this as a nod to the older games.
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* ''TheIncredibleMachine''
to:
* ''TheIncredibleMachine''''TheIncredibleMachine'', using a combination of password and optional score code.
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Changed line(s) 45 (click to see context) from:
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* ''[[{{VideoGame/Worms}} Worms 2]]'' implemented level passwords, which form a short story if you list all of them together.