Is there an issue? Send a MessageReason:
None
Changed line(s) 80 (click to see context) from:
* ''ScoobyDoo: ClassicCreepCapers'' used the various symbols seen in-game in various combinations. This is also in-universe as one code that Velma types in at the end of the first stage to get into the lab.
to:
* ''ScoobyDoo: ClassicCreepCapers'' ''VideoGame/ScoobyDooClassicCreepCapers'' used the various symbols seen in-game in various combinations. This is also in-universe as one code that Velma types in at the end of the first stage to get into the lab.
Is there an issue? Send a MessageReason:
Changed line(s) 122 (click to see context) from:
* ''TombsAndTreasure''. Finding out your password required the Ixmol Jewel.
to:
* ''TombsAndTreasure''.''VideoGame/TombsAndTreasure''. Finding out your password required the Ixmol Jewel.
Is there an issue? Send a MessageReason:
None
Changed line(s) 128 (click to see context) from:
* ''VideoGame/MetalGear'': The NES version of the original game has a twenty-five character alphanumeric password system that keeps track of Snake's rank and inventory, as well all the bosses that had been defeated and all the hostages that were saved (or killed for that matter), plus any special events the player may had triggered.
to:
* ''VideoGame/MetalGear'': The NES version of the original game has a twenty-five character alphanumeric password system that keeps track of Snake's rank and inventory, as well all the bosses that had been defeated and all the hostages that were saved (or killed for that matter), plus any special events the player may had triggered. And similar to ''Metroid'', there was at least one valid password with a PrecisionFStrike - which would take you to the final battle with no items. The password characters were changed in later releases (mainly the [=PAL=] region releases) to remove certain letters so that such profanities could not be recreated.
** ''VideoGame/SnakesRevenge'' expanded the password to 30 characters, with the same game-state functions. It also included a single-exclamation point symbol ''and'' a double-exclamation point symbol, which could potentially be confusing.
** ''VideoGame/SnakesRevenge'' expanded the password to 30 characters, with the same game-state functions. It also included a single-exclamation point symbol ''and'' a double-exclamation point symbol, which could potentially be confusing.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''VideoGame/Sonic3DBlast'' provides an interesting example; while the retail version of the game didn't use passwords, the version used for the Sega Channel, an online service that let subscribers download games, needed it. Since the game was too big to fit into a single download at the time, it was split into two parts. After completing the first half of Part 1 by clearing Diamond Dust Zone Act 3, players were provided with a password that needed to be entered into Part 2 to continue playing the game from Volcano Valley Zone Act 1.
Is there an issue? Send a MessageReason:
None
Changed line(s) 12,13 (click to see context) from:
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.
to:
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.
unusable. Thankfully, the advent of digital cameras (especially on cellphones) and screenshots has made it trivial to keep track of passwords.
Is there an issue? Send a MessageReason:
None
Changed line(s) 88 (click to see context) from:
* ''8 Eyes'' displays a 10-letter password at the top of the screen during each end-of-level cutscene.
to:
* ''8 Eyes'' ''VideoGame/EightEyes'' displays a 10-letter password at the top of the screen during each end-of-level cutscene.
Is there an issue? Send a MessageReason:
None
Changed line(s) 22,23 (click to see context) from:
Many of the more complicated password systems are case-sensitive and also use numbers and symbols. The reason is that 26 lowercase letters, 26 uppercase letters, 10 numerals, and 2 other symbols add up to 64 (two to the sixth power), which means that 6 bits of raw data can be encoded in each symbol. Without lowercase, 32-symbol alphabets (consonants, digits, and a couple symbols) provided 5 bits per symbol. Though this extra encoding can cause problems in and of itself - depending on the font used in the game, some characters could easily get mistaken for others (Like 'I' vs 'l' or '1' or 'O' vs '0' - some games avoided this by simply removing characters that can be mistaken for others from the keyboard to prevent confusion), and some players might simply not have good handwriting, resulting in an otherwise accurately recorded password being incorrectly typed when the game is started up again several days later due to a misreading.
to:
Many of the more complicated password systems are case-sensitive and also use numbers and symbols. The reason is that 26 lowercase letters, 26 uppercase letters, 10 numerals, and 2 other symbols add up to 64 (two to the sixth power), which means that 6 bits of raw data can be encoded in each symbol. Without lowercase, 32-symbol alphabets (consonants, digits, and a couple symbols) provided 5 bits per symbol. (Japanese games could also use the [[UsefulNotes/JapaneseWritingSystem hiragana and katakana syllabaries]], each of which provides 45 symbols.) Though this extra encoding can cause problems in and of itself - depending on the font used in the game, some characters could easily get mistaken for others (Like 'I' vs 'l' or '1' or 'O' vs '0' - some games avoided this by simply removing characters that can be mistaken for others from the keyboard to prevent confusion), and some players might simply not have good handwriting, resulting in an otherwise accurately recorded password being incorrectly typed when the game is started up again several days later due to a misreading.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* In the GameBoy port of 'VideoGame/MilonsSecretCastle'', The password feature was added.
Is there an issue? Send a MessageReason:
None
Changed line(s) 86 (click to see context) from:
* ''VideoGame/{{Nectaris}}'' makes level passwords easy by making them identical with the map names, each of which is six letters in length.
to:
* ''VideoGame/{{Nectaris}}'' makes level passwords easy by making them identical with the map names, each of which is six letters in length. The names/passwords for maps 17-32 were originally those of maps 1-16 spelled backwards, though the American UsefulNotes/TurboGrafx16 release gave these completely different names (a few of which are GratuitousJapanese, bizarrely enough).
Is there an issue? Send a MessageReason:
None
Changed line(s) 87 (click to see context) from:
* ''VideoGame/AstroMarineCorps'' was originally a double-load cassette-tape game, and therefore provided the player with a password to enter the second side after beating the eighth level. The ST/Amiga level generously expanded this, having a password for every other level. Most of these passwords are {{Shout Out}}s to ScienceFictionFilms.
to:
* ''VideoGame/AstroMarineCorps'' was originally a double-load cassette-tape game, and therefore provided the player with a password to enter the second side after beating the eighth level. The ST/Amiga level UsefulNotes/AtariST and UsefulNotes/{{Amiga}} versions generously expanded this, having a the password system to provide one for every other level. Most of these passwords are {{Shout Out}}s to famous ScienceFictionFilms.
Is there an issue? Send a MessageReason:
None
Changed line(s) 99 (click to see context) from:
** Mega Man based fan games, like {{Rosenkreuzstilette}} and VideoGame/RokkoChan, often use this as a nod to the older games.
to:
** Mega Man based fan games, like {{Rosenkreuzstilette}} VideoGame/{{Rosenkreuzstilette}} and VideoGame/RokkoChan, often use this as a nod to the older games.games. Interestingly, the fan translation group discovered that the password system was identical to Mega Man 4's, down to the exact code to get [[FairyCompanion Lili]] as the Beat equivalent. With a few extra slots not taken up by the code, the translators added completion of the intro stage. The sequel follows suit, to the point that RKS members in one game can be beaten in the other with the same password!
Changed line(s) 131,132 (click to see context) from:
* In ''VideoGame/TheAdventuresOfLomax'', after every level, you receive a code consisting of 8 symbols, which happen to be the classic Playstation symbols (and they're present ''even on PC''). These codes preserve information about the amount of lives and continues you have and which level you reached.
* ''VideoGame/{{Ys}} I&II'' uses battery-backed saves, but those can be converted into a password string to carry over to another system.
* ''VideoGame/{{Ys}} I&II'' uses battery-backed saves, but those can be converted into a password string to carry over to another system.
to:
* In ''VideoGame/TheAdventuresOfLomax'', after every level, you receive a code consisting of 8 symbols, which happen to be the classic Playstation symbols (and they're present ''even on PC''). These codes preserve information about the amount of lives and continues you have have, and which level you reached.
* ''VideoGame/{{Ys}} I&II''uses for the ''UsefulNotes/TurboGrafx16''uses battery-backed saves, but those can be converted into a password string to carry over to another system.system. The passwords were ridiculous, requiring sixty character strings of numbers, letters, and punctuation marks.
* ''VideoGame/{{Ys}} I&II''
Is there an issue? Send a MessageReason:
None
Changed line(s) 133 (click to see context) from:
* ''LivePowerfulProBaseball'' has a password save for a character's stat, which can be used in a sequel to transfer the data between games. This include player's originally created and in-game secret characters. Each set of password is notoriously long ([[UpToEleven 100+ characters]]), but it's proven robust enough it survives even in the most recent generation of gaming.
to:
* ''LivePowerfulProBaseball'' ''VideoGame/LivePowerfulProBaseball'' has a password save for a character's stat, which can be used in a sequel to transfer the data between games. This include player's originally created and in-game secret characters. Each set of password is notoriously long ([[UpToEleven 100+ characters]]), but it's proven robust enough it survives even in the most recent generation of gaming.
Is there an issue? Send a MessageReason:
None
Changed line(s) 68 (click to see context) from:
* ''FlightOfTheFalcon'', a ''Franchise/StarWars'' arcade game for the GameBoyAdvance. Without the password, you started in ''Film/ANewHope'' every time. With a password, you could start in either ''Film/TheEmpireStrikesBack'' or ''Film/ReturnOfTheJedi''.
to:
* ''FlightOfTheFalcon'', a ''Franchise/StarWars'' arcade game for the GameBoyAdvance.UsefulNotes/GameBoyAdvance. Without the password, you started in ''Film/ANewHope'' every time. With a password, you could start in either ''Film/TheEmpireStrikesBack'' or ''Film/ReturnOfTheJedi''.
Changed line(s) 82 (click to see context) from:
* Password Time! ''Franchise/MyLittlePony: Crystal Princess: The Runaway Rainbow'' for the GameBoyAdvance always reminds its target audience of young girls to write down its simple 9-character passwords on a piece of paper before the start of each new chapter.
to:
* Password Time! ''Franchise/MyLittlePony: Crystal Princess: The Runaway Rainbow'' for the GameBoyAdvance UsefulNotes/GameBoyAdvance always reminds its target audience of young girls to write down its simple 9-character passwords on a piece of paper before the start of each new chapter.
Changed line(s) 85 (click to see context) from:
* The GameBoy port of ''VideoGame/AdventureIsland III'' used passwords to keep track of how far you are in the game. Inputting a correct one would always result in starting with two of each item that can be held in inventory.
to:
* The GameBoy UsefulNotes/GameBoy port of ''VideoGame/AdventureIsland III'' used passwords to keep track of how far you are in the game. Inputting a correct one would always result in starting with two of each item that can be held in inventory.
Changed line(s) 94,95 (click to see context) from:
** Gameboy {{GaidenGame}}s 1 & 3 saved level progress only. As did the Game Gear one...
** Mega Man 2 & 3 and the 2nd Gameboy game saved the number of energy tanks as well as level progress. The tank number even served as a checksum in 2, while there were 5 different code sets in the 2nd Gameboy game, again based on energy tanks.
** Mega Man 2 & 3 and the 2nd Gameboy game saved the number of energy tanks as well as level progress. The tank number even served as a checksum in 2, while there were 5 different code sets in the 2nd Gameboy game, again based on energy tanks.
to:
** Gameboy Game Boy {{GaidenGame}}s 1 & 3 ''1'' and ''3'' saved level progress only. As did the Game Gear one...
**Mega ''Mega Man 2 & 3 2'' and ''3'' and the 2nd Gameboy second Game Boy game saved the number of energy tanks as well as level progress. The tank number even served as a checksum in 2, ''2'', while there were 5 different code sets in the 2nd Gameboy second Game Boy game, again based on energy tanks.
**
Changed line(s) 97 (click to see context) from:
** The last 2 Gameboy games, along with ''VideoGame/MegaMan7'' saved all sorts of tanks, the amount of [[GlobalCurrency P-chips/Bolts]] on hand, and, in the case of 7, Rush Adapters. But none of these saved the number of lives you had.
to:
** The last 2 Gameboy Game Boy games, along with ''VideoGame/MegaMan7'' saved all sorts of tanks, the amount of [[GlobalCurrency P-chips/Bolts]] on hand, and, in the case of 7, ''7'', Rush Adapters. But none of these saved the number of lives you had.
Changed line(s) 111 (click to see context) from:
* ''VideoGame/RiverCityRansom'' for the NES had 33-character passwords, mixing uppercase letters, lowercase letters and numbers to store stats, skills, money, inventory and bosses defeated. The GameBoyAdvance remake made passwords unnecessary, though a bug would create a new save file instead of overwriting the previous one, making the game unplayably slow if you didn't erase them often.
to:
* ''VideoGame/RiverCityRansom'' for the NES had 33-character passwords, mixing uppercase letters, lowercase letters and numbers to store stats, skills, money, inventory and bosses defeated. The GameBoyAdvance UsefulNotes/GameBoyAdvance remake made passwords unnecessary, though a bug would create a new save file instead of overwriting the previous one, making the game unplayably slow if you didn't erase them often.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** Specifically: World names consist of three sections of one to four letters each, such as "IMMOCON" (IMM + O + CON), KILLINING (KILL + IN + ING) and NIMLOPHOLE (NIM + LOP + HOLE). Once you know the pre, mid and suffixes involved in the generation of a "world name" you can start brute-force guessing combinations, potentially ending up on world numbers up to roughly World 5,000. Worlds beyond this number exist, still using the same pre-mid-suffix combinations, but the password entry screen won't skip to them, it just says "[Name] was not found"; the only way to play them is to earn your way up to them starting from the highest one the passwords allow skipping to, meaning that once the console is powered off they're inaccessible until earned again and can't be gone back to otherwise.
Is there an issue? Send a MessageReason:
None
Changed line(s) 115 (click to see context) from:
* ''VideoGame/TheGoonies II''
to:
* ''VideoGame/TheGoonies II''''VideoGame/TheGooniesII''
Changed line(s) 120 (click to see context) from:
* The home computer versions of the first ''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]]. However the password was generated based on the ''name'' you chose. If you didn't spell the name ''exactly'' the same it would not work!
to:
* The home computer versions of the first ''Film/{{Ghostbusters}}'' ''VideoGame/{{Ghostbusters|1984}}'' game had a password system that allowed [[NewGamePlus starting a new game with the money accumulated at the end of the previous one]]. However the password was generated based on the ''name'' you chose. If you didn't spell the name ''exactly'' the same it would not work!
Is there an issue? Send a MessageReason:
None
Changed line(s) 22,23 (click to see context) from:
Many of the more complicated password systems are case-sensitive and also use numbers and symbols. The reason is that 26 lowercase letters, 26 uppercase letters, 10 numerals, and 2 other symbols add up to 64 (two to the sixth power), which means that 6 bits of raw data can be encoded in each symbol. Without lowercase, 32-symbol alphabets (consonants, digits, and a couple symbols) provided 5 bits per symbol. Though this extra encoding can cause problems in and of itself - depending on the font used in the game, some characters could easily get mistaken for others (Like 'I' vs 'l' or 'O' vs '0'), and some players might simply not have good handwriting, resulting in an otherwise accurately recorded password being incorrectly typed when the game is started up again several days later due to a misreading.
to:
Many of the more complicated password systems are case-sensitive and also use numbers and symbols. The reason is that 26 lowercase letters, 26 uppercase letters, 10 numerals, and 2 other symbols add up to 64 (two to the sixth power), which means that 6 bits of raw data can be encoded in each symbol. Without lowercase, 32-symbol alphabets (consonants, digits, and a couple symbols) provided 5 bits per symbol. Though this extra encoding can cause problems in and of itself - depending on the font used in the game, some characters could easily get mistaken for others (Like 'I' vs 'l' or '1' or 'O' vs '0'), '0' - some games avoided this by simply removing characters that can be mistaken for others from the keyboard to prevent confusion), and some players might simply not have good handwriting, resulting in an otherwise accurately recorded password being incorrectly typed when the game is started up again several days later due to a misreading.
Is there an issue? Send a MessageReason:
None
Changed line(s) 40 (click to see context) from:
* And ''VideoGame/EccoTheDolphin'' had them on the Sega UsefulNotes/MegaDrive[=/=]UsefulNotes/SegaGenesis.
to:
* And ''VideoGame/EccoTheDolphin'' had them on the Sega UsefulNotes/MegaDrive[=/=]UsefulNotes/SegaGenesis.UsefulNotes/SegaGenesis.
Changed line(s) 45 (click to see context) from:
* The first ''{{Populous}}''.
to:
* The first ''{{Populous}}''.''VideoGame/{{Populous}}''.
Is there an issue? Send a MessageReason:
None
Changed line(s) 70 (click to see context) from:
** ''Buster Busts Loose'' for the SNES has a password system consisting of three spaces for pictures of faces of the characters from the show. Unfortunately, the only mode that uses these passwords is "Children".
to:
** ''Buster ''[[VideoGame/TinyToonAdventuresBusterBustsLoose Buster Busts Loose'' Loose]]'' for the SNES has a password system consisting of three spaces for pictures of faces of the characters from the show. Unfortunately, the only mode that uses these passwords is "Children".
Is there an issue? Send a MessageReason:
None
Changed line(s) 76 (click to see context) from:
* ''VideoGame/TotalCarnage'', another rare ArcadeGame example, had level passwords that were four letters long.
to:
* ''VideoGame/TotalCarnage'', another rare ArcadeGame UsefulNotes/ArcadeGame example, had level passwords that were four letters long.
Is there an issue? Send a MessageReason:
Added namespaces.
Changed line(s) 47,48 (click to see context) from:
* ''SolarJetman'', though it does store your score, extra lives, and a few other things.
* ''TheIncredibleMachine'', using a combination of password and optional score code.
* ''TheIncredibleMachine'', using a combination of password and optional score code.
to:
* ''SolarJetman'', ''VideoGame/SolarJetman'', though it does store your score, extra lives, and a few other things.
*''TheIncredibleMachine'', ''VideoGame/TheIncredibleMachine'', using a combination of password and optional score code.
*
Is there an issue? Send a MessageReason:
None
Changed line(s) 55 (click to see context) from:
* ''DrRobotniksMeanBeanMachine'' used the same coloured beans that are used in the game.
to:
* ''DrRobotniksMeanBeanMachine'' ''VideoGame/DrRobotniksMeanBeanMachine'' used the same coloured beans that are used in the game.
Is there an issue? Send a MessageReason:
None
Changed line(s) 22,23 (click to see context) from:
Many of the more complicated password systems are case-sensitive and also use numbers and symbols. The reason is that 26 lowercase letters, 26 uppercase letters, 10 numerals, and 2 other symbols add up to 64 (two to the sixth power), which means that 6 bits of raw data can be encoded in each symbol. Without lowercase, 32-symbol alphabets (consonants, digits, and a couple symbols) provided 5 bits per symbol.
to:
Many of the more complicated password systems are case-sensitive and also use numbers and symbols. The reason is that 26 lowercase letters, 26 uppercase letters, 10 numerals, and 2 other symbols add up to 64 (two to the sixth power), which means that 6 bits of raw data can be encoded in each symbol. Without lowercase, 32-symbol alphabets (consonants, digits, and a couple symbols) provided 5 bits per symbol.
symbol. Though this extra encoding can cause problems in and of itself - depending on the font used in the game, some characters could easily get mistaken for others (Like 'I' vs 'l' or 'O' vs '0'), and some players might simply not have good handwriting, resulting in an otherwise accurately recorded password being incorrectly typed when the game is started up again several days later due to a misreading.
Is there an issue? Send a MessageReason:
None
Changed line(s) 40 (click to see context) from:
* And ''VideoGame/EccoTheDolphin'' had them on the Sega MegaDrive[=/=]SegaGenesis.
to:
* And ''VideoGame/EccoTheDolphin'' had them on the Sega MegaDrive[=/=]SegaGenesis.UsefulNotes/MegaDrive[=/=]UsefulNotes/SegaGenesis.
Is there an issue? Send a MessageReason:
None
Changed line(s) 88 (click to see context) from:
to:
* Both versions of ''VideoGame/{{Ristar}}'' have password systems. The Genesis version had the passwords uncovered depending on how many [[BonusStageCollectibles treasures you recovered from the bonus stages]] when you beat the game. These passwords revealed various cheat codes that could be used in the game, depending on the region. The Game Gear version had a more straightforward password system, which took you back to whatever world you were on, revealed after you lost all your lives and/or continues in that world.
Is there an issue? Send a MessageReason:
None
Changed line(s) 87 (click to see context) from:
to:
* ''8 Eyes'' displays a 10-letter password at the top of the screen during each end-of-level cutscene.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''Literature/{{Animorphs}}'' for the Game Boy Color was a ShoddyKnockoffProduct of ''VideoGame/{{Pokemon}}'', with a password system in place of a save function. It works about as well as you might expect.
Is there an issue? Send a MessageReason:
None
Changed line(s) 85 (click to see context) from:
* ''VideoGame/{{Nectaris}}'' makes level passwords easy by making them identical with the map names.
to:
* ''VideoGame/{{Nectaris}}'' makes level passwords easy by making them identical with the map names.names, each of which is six letters in length.
Is there an issue? Send a MessageReason:
None
Changed line(s) 86 (click to see context) from:
to:
* ''VideoGame/AstroMarineCorps'' was originally a double-load cassette-tape game, and therefore provided the player with a password to enter the second side after beating the eighth level. The ST/Amiga level generously expanded this, having a password for every other level. Most of these passwords are {{Shout Out}}s to ScienceFictionFilms.
Is there an issue? Send a MessageReason:
None
Changed line(s) 85 (click to see context) from:
to:
* ''VideoGame/{{Nectaris}}'' makes level passwords easy by making them identical with the map names.
Is there an issue? Send a MessageReason:
None
Changed line(s) 128 (click to see context) from:
* ''LivePowerfulProBaseball'' has a password save for a character's stat, which can be used in a sequel to transfer the data between games. This include player's originally created and in-game secret characters. Each set of password is notoriously long (100+ characters), but it's proven robust enough it survives even in the most recent generation of gaming.
to:
* ''LivePowerfulProBaseball'' has a password save for a character's stat, which can be used in a sequel to transfer the data between games. This include player's originally created and in-game secret characters. Each set of password is notoriously long (100+ characters), ([[UpToEleven 100+ characters]]), but it's proven robust enough it survives even in the most recent generation of gaming.