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* ''VideoGame/TheSmurfs1994'': Level passwords are provided after each boss (every 4 levels) in all versions of the game, though in the Super NES and Mega Drive versions it takes the form of matching the correctly displayed Smurf characters. Using them was usually a bad idea, though, because playing from the start allowed to collect more ExtraLives for the very difficult endgame)
* ''VideoGame/BlueSphere'': In addition to the password system letting you save your progress through the "full" version of the game, beating the stage given by a non-''VideoGame/Sonic1'' or ''VideoGame/SonicClassics3In1''
* ''[[VideoGame/Frenzy1998 Frenzy!]]'' awards a password after completing each stage, where in future playthroughs you can skip straight to the following stage by typing the password on the start screen.
* ''VideoGame/TintinInTibet'' by the same studio, was even stingier on passwords: It was still several levels between passwords, with the first one only appearing after level 5.
* ''VideoGame/CommandAndConquerTiberianDawn'' for the Playstation had passwords for the start of each mission (and didn't allow saving mid-mission)
* ''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=].
* ''Block Dude'' and ''Puzzle Frenzy'' on the TI-84 calculator both use this system — a three-character code will get you to a given level.



* UsefulNotes/AppleII game ''Diamond Mine'' gives a password for every five staged, but not if you lost too many diamonds.

to:

* UsefulNotes/AppleII game ''Diamond Mine'' gives ''Block Dude'' and ''Puzzle Frenzy'' on the TI-84 calculator both use this system — a password for every five staged, but not if three-character code will get you lost too many diamonds.to a given level.



* ''VideoGame/ChipsChallenge'' gave you a four-character password every level.
* ''VideoGame/PipeDream'' had passwords every few levels.
* ''VideoGame/MicroMachines V3'' for the Game Boy Color had that.



* And ''VideoGame/EccoTheDolphin'' had them on the UsefulNotes/SegaGenesis.
** The cursor in ''Ecco'' started on the letter N. Just hitting the key repeatedly, entering a password of all N's, sent you straight to the last non-boss level in the game.



* ''VideoGame/ZombiesAteMyNeighbors'': You received a password every four levels, which allowed you to start over from that level with that number of surviving neighbors — passwords didn't include your weapons/ammo, so late-game passwords could make the game even ''harder''.
* After every level in the SNES game ''The Adventures of Batman and Robin'', the "password" was a 4×4 array of icons and blank spaces.
* The first ''VideoGame/{{Populous}}''.
** 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.
* The N64 port of ''VideoGame/ThePowerpuffGirlsChemicalXTraction'' is a rare console port example of this; unlike the Playstation 1 port, this port uses a six-slot picture password to save progress in Story Mode, due to cartridge limitations.
* The first ''VideoGame/PrinceOfPersia'', on platforms without disk saves.
* ''VideoGame/SolarJetman'', though it does store your score, extra lives, and a few other things.
* ''VideoGame/TheIncredibleMachine'', using a combination of password and optional score code.
* ''VideoGame/PacAttack''



* ''VideoGame/DrRobotniksMeanBeanMachine'' used the same coloured beans that are used in the game.
* ''WesternAnimation/RockosModernLife'' had a licensed game that used level passwords.
* ''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.
* ''[[VideoGame/{{Worms}} Worms 2]]'' implemented level passwords, which form a short story if you list all of them together.
* ''VideoGame/{{Puggsy}}'' showed a 27-digit password after beating each level.
* ''VideoGame/NinjaGaiden Trilogy'' had level passwords, though the NES versions had no save feature.



* After every level in the SNES game ''VideoGame/TheAdventuresOfBatmanAndRobin'', the "password" was a 4×4 array of icons and blank spaces.
* UsefulNotes/AppleII game ''Diamond Mine'' gives a password for every five staged, but not if you lost too many diamonds.
* ''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 UsefulNotes/AtariST and UsefulNotes/{{Amiga}} versions generously expanded the password system to provide one for every other level. Most of these passwords are {{Shout Out}}s to famous ScienceFictionFilms.
* ''VideoGame/BlueSphere'': In addition to the password system letting you save your progress through the "full" version of the game, beating the stage given by a non-''VideoGame/Sonic1'' or ''VideoGame/SonicClassics3In1''
* ''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.
* The Taxan games ''VideoGame/BuraiFighter'', ''Burai Fighter Deluxe'' and ''VideoGame/LowGMan'' all had four-letter passwords. The level codes in ''Burai Fighter'' (except in the European version) are ordinary words; those in ''Low G Man'' seem to be names of beta testers.
* ''VideoGame/ChipsChallenge'' gave you a four-character password every level.
* ''VideoGame/CommandAndConquerTiberianDawn'' for the Playstation had passwords for the start of each mission (and didn't allow saving mid-mission)



* ''VideoGame/DrRobotniksMeanBeanMachine'' used the same coloured beans that are used in the game.
* And ''VideoGame/EccoTheDolphin'' had them on the UsefulNotes/SegaGenesis.
** The cursor in ''Ecco'' started on the letter N. Just hitting the key repeatedly, entering a password of all N's, sent you straight to the last non-boss level in the game.
* ''VideoGame/EightEyes'' displays a 10-letter password at the top of the screen during each end-of-level cutscene.
* ''[[VideoGame/Frenzy1998 Frenzy!]]'' awards a password after completing each stage, where in future playthroughs you can skip straight to the following stage by typing the password on the start screen.
* The 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.
* In ''VideoGame/HelterSkelter'', a password is displayed for every tenth level completed.
* ''VideoGame/TheIncredibleMachine'', using a combination of password and optional score code.
* ''VideoGame/{{Kolibri}}'' has level passwords, each consisting of eight consonants.
* ''VideoGame/{{Lemmings}}''



* ''FlightOfTheFalcon'', a ''Franchise/StarWars'' arcade game for the 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''.
* ''[[WesternAnimation/TinyToonAdventures Tiny Toon Adventures]]'' games:
** ''[[VideoGame/TinyToonAdventuresBustersHiddenTreasure Buster's Hidden Treasure]]'' for the Sega Genesis/Mega Drive has a 20-letter password system, divided by five four-letter sections. However, the furthest the game can take you when you enter a password is the first act of the final world, so if you want to skip to the last level, you're gonna have to play through the first three acts of the last world first.
** ''[[VideoGame/TinyToonAdventuresBusterBustsLoose 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".
** ''Wacky Sports Challenge'', also for the SNES, uses a similar password system, represented by Furrball, Shirley, and Fifi dressed as cheerleaders holding up signs.
** ''[[VideoGame/TinyToonAdventuresBustersBadDream Scary Dreams/Buster's Bad Dream]]'' for the Game Boy Advance uses an example similar to the two SNES games, but unlike ''Buster Busts Loose'', the passwords work for all three modes of the game; "Easy", "Medium", and "Hard".
* ''VideoGame/{{Lemmings}}''
* ''VideoGame/{{Repton}}'' and ''Repton 3''. Their absence on ''Repton 2'' is the main reason ''2'' is considered the hardest game of the series: you can only complete it in one sitting.
* In ''VideoGame/HelterSkelter'', a password is displayed for every tenth level completed.
* ''VideoGame/TotalCarnage'', another rare UsefulNotes/ArcadeGame example, had level passwords that were four letters long.
* ''VideoGame/{{Splatterhouse}}'' didn't have a save feature in the original game; ''Wanpaku Graffiti'' gave four-digit level passwords; ''Splatterhouse 2'' had level passwords made of four cryptic three-letter words; and ''Splatterhouse 3'' had six-letter passwords.
* The Taxan games ''VideoGame/BuraiFighter'', ''Burai Fighter Deluxe'' and ''VideoGame/LowGMan'' all had four-letter passwords. The level codes in ''Burai Fighter'' (except in the European version) are ordinary words; those in ''Low G Man'' seem to be names of beta testers.
* ''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.
* ''VideoGame/PajamaSam's Lost and Found'' uses various simple words for each level, and some do other things, like skip to the ending cutscene, and even mess up the background.

to:

* ''FlightOfTheFalcon'', a ''Franchise/StarWars'' arcade game for the 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''.
* ''[[WesternAnimation/TinyToonAdventures Tiny Toon Adventures]]'' games:
** ''[[VideoGame/TinyToonAdventuresBustersHiddenTreasure Buster's Hidden Treasure]]'' for the Sega Genesis/Mega Drive has a 20-letter password system, divided by five four-letter sections. However, the furthest the game can take you when you enter a password is the first act of the final world, so if you want to skip to the last level, you're gonna have to play through the first three acts of the last world first.
** ''[[VideoGame/TinyToonAdventuresBusterBustsLoose 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".
** ''Wacky Sports Challenge'', also for the SNES, uses a similar password system, represented by Furrball, Shirley, and Fifi dressed as cheerleaders holding up signs.
** ''[[VideoGame/TinyToonAdventuresBustersBadDream Scary Dreams/Buster's Bad Dream]]'' for the Game Boy Advance uses an example similar to the two SNES games, but unlike ''Buster Busts Loose'', the passwords work for all three modes of the game; "Easy", "Medium", and "Hard".
* ''VideoGame/{{Lemmings}}''
* ''VideoGame/{{Repton}}'' and ''Repton 3''. Their absence on ''Repton 2'' is the main reason ''2'' is considered the hardest game of the series: you can only complete it in one sitting.
* In ''VideoGame/HelterSkelter'', a password is displayed for every tenth level completed.
* ''VideoGame/TotalCarnage'', another rare UsefulNotes/ArcadeGame example,
''VideoGame/TheLostVikings'' had level passwords that were four letters long.
* ''VideoGame/{{Splatterhouse}}'' didn't have a save feature in the original game; ''Wanpaku Graffiti'' gave four-digit level passwords; ''Splatterhouse 2'' had level passwords made of four cryptic three-letter words; and ''Splatterhouse 3'' had six-letter passwords.
* The Taxan games ''VideoGame/BuraiFighter'', ''Burai Fighter Deluxe'' and ''VideoGame/LowGMan'' all had four-letter passwords. The level codes in ''Burai Fighter'' (except in the European version) are ordinary words; those in ''Low G Man'' seem
actual words, with [[Letters2Numbers numbers replacing vowels they resembled]]. This meant you could plausibly skip ahead by guessing words that were likely to be names of beta testers.
* ''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.
* ''VideoGame/PajamaSam's Lost and Found'' uses various simple words for each level, and some do other things,
used, like skip to [=H0M3=], or [=H4RD=].
* ''VideoGame/MicroMachines V3'' for
the ending cutscene, and even mess up the background.Game Boy Color had that.



* ''VideoGame/{{Kolibri}}'' has level passwords, each consisting of eight consonants.
* ''VideoGame/RollingThunder'' - Each console game in the series has its own password system. The Famicom/NES version of the original game uses seven digit passcodes for each stage, while ''Rolling Thunder 2'' for the Genesis/Mega Drive uses words that formed sentences (e.g. "A ROLLING PROGRAM SMASHED THE GENIUS"). ''Rolling Thunder 3'' has randomized five-character passwords that keeps track of not only the player's last stage and difficulty setting, but also of which weapons he had had used.
* The 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.



* ''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 UsefulNotes/AtariST and UsefulNotes/{{Amiga}} versions generously expanded the password system to provide one for every other level. Most of these passwords are {{Shout Out}}s to famous ScienceFictionFilms.
* ''VideoGame/EightEyes'' displays a 10-letter password at the top of the screen during each end-of-level cutscene.

to:

* ''VideoGame/AstroMarineCorps'' ''VideoGame/NinjaGaiden Trilogy'' had level passwords, though the NES versions had no save feature.
* ''VideoGame/PacAttack''
* ''VideoGame/PajamaSam's Lost and Found'' uses various simple words for each level, and some do other things, like skip to the ending cutscene, and even mess up the background.
* ''VideoGame/PipeDream'' had passwords every few levels.
* The first ''VideoGame/{{Populous}}''.
** 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 originally a double-load cassette-tape game, 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 therefore provided can't be gone back to otherwise.
* The N64 port of ''VideoGame/ThePowerpuffGirlsChemicalXTraction'' is a rare console port example of this; unlike
the player with Playstation 1 port, this port uses a six-slot picture password to enter the second side save progress in Story Mode, due to cartridge limitations.
* The first ''VideoGame/PrinceOfPersia'', on platforms without disk saves.
* ''VideoGame/{{Puggsy}}'' showed a 27-digit password
after beating each level.
* ''VideoGame/{{Repton}}'' and ''Repton 3''. Their absence on ''Repton 2'' is
the eighth level. The UsefulNotes/AtariST and UsefulNotes/{{Amiga}} versions generously expanded main reason ''2'' is considered the password system to provide one for every other level. Most of these passwords are {{Shout Out}}s to famous ScienceFictionFilms.
* ''VideoGame/EightEyes'' displays a 10-letter password at the top
hardest game of the screen during each end-of-level cutscene.series: you can only complete it in one sitting.



* Both the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and [[UsefulNotes/SegaGenesis Genesis]] versions of ''[[VideoGame/RocketKnightAdventures Sparkster]]'' have these, but they're very different. The SNES version has twelve boxes, and the Genesis version has eight. In the SNES version, the password is shown on the continue screen, and in order to input the password, [[PlayableMenu you play as Sparkster]] and hit the boxes with his sword. In the Genesis version, the password isn't shown on the continue screen until you choose not to continue the game, and in order to input the password, you have to select the correct cards and colors.
* ''[[VideoGame/{{Submachine}} Submachine 3: the Loop]]'' uses these as the only means of saving progress, in keeping with its overall minimalist design compared to other installments in the series.

to:

* Both ''WesternAnimation/RockosModernLife'' had a licensed game that used level passwords.
* ''VideoGame/RollingThunder'' - Each console game in
the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] series has its own password system. The Famicom/NES version of the original game uses seven digit passcodes for each stage, while ''Rolling Thunder 2'' for the Genesis/Mega Drive uses words that formed sentences (e.g. "A ROLLING PROGRAM SMASHED THE GENIUS"). ''Rolling Thunder 3'' has randomized five-character passwords that keeps track of not only the player's last stage and [[UsefulNotes/SegaGenesis Genesis]] difficulty setting, but also of which weapons he had had used.
* ''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.
* ''VideoGame/TheSmurfs1994'': Level passwords are provided after each boss (every 4 levels) in all
versions of ''[[VideoGame/RocketKnightAdventures Sparkster]]'' have these, but they're very different. The SNES version has twelve boxes, and the Genesis version has eight. In the SNES version, the password is shown on the continue screen, and in order to input the password, [[PlayableMenu you play as Sparkster]] and hit the boxes with his sword. In the Genesis version, the password isn't shown on the continue screen until you choose not to continue the game, and in order to input the password, you have to select the correct cards and colors.
* ''[[VideoGame/{{Submachine}} Submachine 3: the Loop]]'' uses these as the only means of saving progress, in keeping with its overall minimalist design compared to other installments
though in the series.Super NES and Mega Drive versions it takes the form of matching the correctly displayed Smurf characters. Using them was usually a bad idea, though, because playing from the start allowed to collect more ExtraLives for the very difficult endgame)
* ''VideoGame/SolarJetman'', though it does store your score, extra lives, and a few other things.
* The [[NoExportForYou Japan-only]] SNES game ''Comicbook/SpiderMan: Lethal Foes'' used for passwords the surname of the boss defeated in the previous level, starting with JENKINS (Beetle) and ending with OCTAVIUS (Doctor Octopus). The exception was Alistair Smythe, who leads to his codename (Spider-)SLAYER.
* ''VideoGame/{{Splatterhouse}}'' didn't have a save feature in the original game; ''Wanpaku Graffiti'' gave four-digit level passwords; ''Splatterhouse 2'' had level passwords made of four cryptic three-letter words; and ''Splatterhouse 3'' had six-letter passwords.



* ''FlightOfTheFalcon'', a ''Franchise/StarWars'' arcade game for the 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''.
* ''[[VideoGame/{{Submachine}} Submachine 3: the Loop]]'' uses these as the only means of saving progress, in keeping with its overall minimalist design compared to other installments in the series.



* The [[NoExportForYou Japan-only]] SNES game ''Comicbook/SpiderMan: Lethal Foes'' used for passwords the surname of the boss defeated in the previous level, starting with JENKINS (Beetle) and ending with OCTAVIUS (Doctor Octopus). The exception was Alistair Smythe, who leads to his codename (Spider-)SLAYER.

to:

* Both the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and [[UsefulNotes/SegaGenesis Genesis]] versions of ''[[VideoGame/RocketKnightAdventures Sparkster]]'' have these, but they're very different. The [[NoExportForYou Japan-only]] SNES game ''Comicbook/SpiderMan: Lethal Foes'' used for passwords version has twelve boxes, and the surname of Genesis version has eight. In the boss defeated in SNES version, the previous level, starting password is shown on the continue screen, and in order to input the password, [[PlayableMenu you play as Sparkster]] and hit the boxes with JENKINS (Beetle) his sword. In the Genesis version, the password isn't shown on the continue screen until you choose not to continue the game, and ending with OCTAVIUS (Doctor Octopus). The exception was Alistair Smythe, who leads in order to his codename (Spider-)SLAYER.input the password, you have to select the correct cards and colors.




to:

* ''VideoGame/TintinInTibet'' by the same studio, was even stingier on passwords: It was still several levels between passwords, with the first one only appearing after level 5.
* ''[[WesternAnimation/TinyToonAdventures Tiny Toon Adventures]]'' games:
** ''[[VideoGame/TinyToonAdventuresBustersHiddenTreasure Buster's Hidden Treasure]]'' for the Sega Genesis/Mega Drive has a 20-letter password system, divided by five four-letter sections. However, the furthest the game can take you when you enter a password is the first act of the final world, so if you want to skip to the last level, you're gonna have to play through the first three acts of the last world first.
** ''[[VideoGame/TinyToonAdventuresBusterBustsLoose 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".
** ''Wacky Sports Challenge'', also for the SNES, uses a similar password system, represented by Furrball, Shirley, and Fifi dressed as cheerleaders holding up signs.
** ''[[VideoGame/TinyToonAdventuresBustersBadDream Scary Dreams/Buster's Bad Dream]]'' for the Game Boy Advance uses an example similar to the two SNES games, but unlike ''Buster Busts Loose'', the passwords work for all three modes of the game; "Easy", "Medium", and "Hard".
* ''VideoGame/TotalCarnage'', another rare UsefulNotes/ArcadeGame example, had level passwords that were four letters long.
* ''[[VideoGame/{{Worms}} Worms 2]]'' implemented level passwords, which form a short story if you list all of them together.
* ''VideoGame/ZombiesAteMyNeighbors'': You received a password every four levels, which allowed you to start over from that level with that number of surviving neighbors — passwords didn't include your weapons/ammo, so late-game passwords could make the game even ''harder''.



* The NES ''Toxic Crusaders'' game.
* ''War of the Dead'' on the UsefulNotes/PCEngine had passwords that were 54 characters long and mixed [[UsefulNotes/JapaneseWritingSystem hiragana, katakana and romaji]] to get 7 bits out of each character. The developers apologized for this cumbersome password system.
* ''VideoGame/TheAddamsFamily'' (Ocean Software's LicensedGame for 16-bit consoles and computers) implements a 5 character password (letters, numbers & symbols). Due to a game bug, it doesn't accept passwords if either digit in the lives counter is '9'. The SNES version also allows someone simply entering a default password of "11111" to start the game with 100 lives.
* ''VideoGame/AdventureIsland IV''
* In ''VideoGame/TheAdventuresOfLomax'', after every level, you receive a code consisting of 8 symbols, which happen to be the classic UsefulNotes/PlayStation symbols (and, since the publisher was previously acquired by Sony, 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/TheBattleOfOlympus''. Zeus's "words of wisdom" were very long and confusing.
* ''VideoGame/BlasterMaster: Enemy Below''
* ''VideoGame/CastlevaniaIISimonsQuest'' (outside of Japan; the Japanese version was on Famicom Disk System, and saved on the disk). Insidiously, one has about a one in one trillion chance of guessing a password with random input.
* The first ''Videogame/CrashBandicoot1996'' has ''both'' types of passwords: Just beating the levels without collecting the gems earns you 8-character level passwords, but collecting a gem expands that to a 24-character ''Super'' password, which also keeps track of gems and keys, and which the game initially hides by only showing the first 8 character spaces before inputting a Super password. Unfortunately, these don't record lives, which can make later stages a pain.
* ''[[Creator/ElectronicArts FIFA International Soccer]]'' for the SNES
* ''VideoGame/{{Faxanadu}}'' for the NES had a "Mantra" that you learned at a [[SavePoint local temple]]. 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.
* In the UsefulNotes/GameBoy port of ''VideoGame/MilonsSecretCastle'', The password feature was added.
* ''[[VideoGame/GanbareGoemon Legend of the Mystical Ninja]]'' for the UsefulNotes/SuperNES had a short password for levels, and a long password for returning to a current game with all your items (sorta like a save state).
* The home computer versions of the first ''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!
* ''[[VideoGame/GIJoe G.I. Joe: The Atlantis Factor]]'' had 14-character passwords, but with each character positioned on its own 3-by-3 grid.
* ''VideoGame/GoldenSun'', for OldSaveBonus in the second game.
** 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. Thankfully, the Bronze password is the only one needed to complete the Djinn collection and enter the BonusDungeon; everything else is for OneHundredPercentCompletion.
* ''VideoGame/TheGoonies II''
* ''[[VideoGame/GranTurismo GT]] [[SuperTitle64Advance Advance]]''
* ''VideoGame/TheGuardianLegend'' had 32-character passwords, again mixing uppercase letters, lowercase letters and numbers.
* ''VideoGame/JamesPond 3: Operation Starfish'' had a system where you had to input a 16-symbol password, made up of about 30 different types of symbol which could be in any of four colours. You spent almost as much time writing down "Red Fish, Blue Diamond, Blue Plane, ..." as actually playing the game.
* ''VideoGame/LegacyOfTheWizard'' had 32-character passwords that were alphanumeric in the English and hiragana in the Japanese version.
* The long (20-char) passwords in ''VideoGame/TheLegendOfZeldaOracleGames'' are of two kinds: One encodes (at least) the player and baby's names, the other encodes the RingOfPower collection.
* ''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 (100+ characters), but it's proven robust enough it survives even in the most recent generation of gaming.
* ''VideoGame/{{Lizard}}'': The game uses passwords to save where you where, and what lizard you were wearing when you quit the game.



* ''The Addams Family'' (Ocean Software's LicensedGame for 16-bit consoles and computers) implements a 5 character password (letters, numbers & symbols). Due to a game bug, it doesn't accept passwords if either digit in the lives counter is '9'. The SNES version also allows someone simply entering a default password of "11111" to start the game with 100 lives.

to:

* ''The Addams Family'' (Ocean Software's LicensedGame for 16-bit consoles and computers) implements ''VideoGame/MetalGear'': The NES version of the original game has a 5 twenty-five character alphanumeric password (letters, 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 European/Australian 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.
* In ''VideoGame/{{Metroid}}'' for the NES, the "Justin Bailey" password became famous for the amount of [[WildMassGuessing speculation]] over its supposed meaning. In the earlier versions, you could also use [[https://youtu.be/x3UyVylP7AI ENGAGE RIDLEY MOTHER FUCKER]], which crashes the game in newer ports. The original Japanese version of ''Metroid'' had on-disk saving, being a Famicom Disk System game. It also had one example of the other kind of password in NARPAS SWORD, which enters a type of debug mode (all items, invincibility, unlimited ammo) yet when decrypted in a [[https://www.truepeacein.space/ password generator]] just gives piddling random item pickups. ''VideoGame/KidIcarus'', also originally a Famicom Disk System game, used the same password system.
* The NES adaptation of ''[[VideoGame/NineteenFortyTwo 1943]]'' uses a password that contains the stage you've reached as well as the stats of your plane. The passwords are rather compact by the standards of this trope, using only five alphanumeric characters; this is achieved by having two stats tied to each of the three middle characters (your plane has six different parameters with six levels each), the starting level is used for the first, and the last character serves as a checksum that ''also'' [[NoFairCheating prevents you from entering an early level with absurdly high parameters]].
* ''VideoGame/Rayman'' GBC had passwords that specified which level you were on, and the number of cages destroyed in each level. The Playstation version allowed choosing between memory card or passwords.
* ''VideoGame/RiverCityRansom'' for the NES had 33-character passwords, mixing uppercase letters, lowercase letters and
numbers & symbols). Due to store stats, skills, money, inventory and bosses defeated. The UsefulNotes/GameBoyAdvance remake made passwords unnecessary, though a bug would create a new save file instead of overwriting the previous one, making the game bug, unplayably slow if you didn't erase them often.
* ''VideoGame/RoadRash'' for the Sega Genesis saved your racing placements and your cash.
* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/TailsAdventure'' uses a 4x4 grid password save system using letters and numbers.
** ''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.
* ''VideoGame/SpiritualWarfare'' also had a long password system.
* ''VideoGame/SuperTennis'' uses 52-character (!) base-32 passwords.
* ''VideoGame/TombsAndTreasure''. Finding out your password required the Ixmol Jewel.
* ''VideoGame/UltimateFlashSonic'' saves things you've unlocked on 15-number passwords.
* Since multiplayer games in ''VideoGame/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
** Except that when a Map is "updated", previous version codes doesn't work at all, and most of the time,
it doesn't accept passwords if either digit in the lives counter is '9'. The SNES version also allows someone simply entering a default password of "11111" to start the game with 100 lives.work anyways.



* ''[[VideoGame/GranTurismo GT]] [[SuperTitle64Advance Advance]]''
* ''VideoGame/GoldenSun'', for OldSaveBonus in the second game.
** 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. Thankfully, the Bronze password is the only one needed to complete the Djinn collection and enter the BonusDungeon; everything else is for OneHundredPercentCompletion.
* ''[[Creator/ElectronicArts FIFA International Soccer]]'' for the SNES
* In ''VideoGame/{{Metroid}}'' for the NES, the "Justin Bailey" password became famous for the amount of [[WildMassGuessing speculation]] over its supposed meaning. In the earlier versions, you could also use [[https://www.youtube.com/watch?v=x3UyVylP7AI ENGAGE RIDLEY MOTHER FUCKER]], which crashes the game in newer ports. The original Japanese version of ''Metroid'' had on-disk saving, being a Famicom Disk System game. It also had one example of the other kind of password in NARPAS SWORD, which enters a type of debug mode (all items, invincibility, unlimited ammo) yet when decrypted in a [[https://www.truepeacein.space/ password generator]] just gives piddling random item pickups. ''VideoGame/KidIcarus'', also originally a Famicom Disk System game, used the same password system.
* The first ''Videogame/CrashBandicoot1996'' has ''both'' types of passwords: Just beating the levels without collecting the gems earns you 8-character level passwords, but collecting a gem expands that to a 24-character ''Super'' password, which also keeps track of gems and keys, and which the game initially hides by only showing the first 8 character spaces before inputting a Super password. Unfortunately, these don't record lives, which can make later stages a pain.
* ''VideoGame/JamesPond 3: Operation Starfish'' had a system where you had to input a 16-symbol password, made up of about 30 different types of symbol which could be in any of four colours. You spent almost as much time writing down "Red Fish, Blue Diamond, Blue Plane, ..." as actually playing the game.
* ''VideoGame/{{Faxanadu}}'' for the NES had a "Mantra" that you learned at a [[SavePoint local temple]]. 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.
* ''[[VideoGame/GanbareGoemon Legend of the Mystical Ninja]]'' for the UsefulNotes/SuperNES had a short password for levels, and a long password for returning to a current game with all your items (sorta like a save state).
* ''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 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.
* ''VideoGame/SpiritualWarfare'' also had a long password system.
* ''VideoGame/TheGuardianLegend'' had 32-character passwords, again mixing uppercase letters, lowercase letters and numbers.
* The NES ''Toxic Crusaders'' game.
* ''VideoGame/AdventureIsland IV''
* ''VideoGame/TheGoonies II''
* ''VideoGame/CastlevaniaIISimonsQuest'' (outside of Japan; the Japanese version was on Famicom Disk System, and saved on the disk). Insidiously, one has about a one in one trillion chance of guessing a password with random input.
* ''VideoGame/TheBattleOfOlympus''. Zeus's "words of wisdom" were very long and confusing.
* Since multiplayer games in ''VideoGame/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
** 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.
* The home computer versions of the first ''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!
* ''VideoGame/TombsAndTreasure''. Finding out your password required the Ixmol Jewel.
* Rayman GBC had passwords that specified which level you were on, and the number of cages destroyed in each level. The Playstation version allowed choosing between memory card or passwords.
* ''War of the Dead'' on the UsefulNotes/PCEngine had passwords that were 54 characters long and mixed [[UsefulNotes/JapaneseWritingSystem hiragana, katakana and romaji]] to get 7 bits out of each character. The developers apologized for this cumbersome password system.
* The long (20-char) passwords in ''VideoGame/TheLegendOfZeldaOracleGames'' are of two kinds: One encodes (at least) the player and baby's names, the other encodes the RingOfPower collection.
* ''VideoGame/BlasterMaster: Enemy Below''
* ''VideoGame/LegacyOfTheWizard'' had 32-character passwords that were alphanumeric in the English and hiragana in the Japanese version.
* ''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 European/Australian 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/RoadRash'' for the Sega Genesis saved your racing placements and your cash.
* ''G.I. Joe: The Atlantis Factor'' had 14-character passwords, but with each character positioned on its own 3-by-3 grid.
* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/TailsAdventure'' uses a 4x4 grid password save system using letters and numbers.
** ''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.
* In ''VideoGame/TheAdventuresOfLomax'', after every level, you receive a code consisting of 8 symbols, which happen to be the classic UsefulNotes/PlayStation symbols (and, since the publisher was previously acquired by Sony, 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/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.
* ''VideoGame/{{Lizard}}'': The game uses passwords to save where you where, and what lizard you were wearing when you quit the game.
* In the UsefulNotes/GameBoy port of ''VideoGame/MilonsSecretCastle'', The password feature was added.
* ''VideoGame/SuperTennis'' uses 52-character (!) base-32 passwords.
* The NES adaptation of ''[[VideoGame/NineteenFortyTwo 1943]]'' uses a password that contains the stage you've reached as well as the stats of your plane. The passwords are rather compact by the standards of this trope, using only five alphanumeric characters; this is achieved by having two stats tied to each of the three middle characters (your plane has six different parameters with six levels each), the starting level is used for the first, and the last character serves as a checksum that ''also'' [[NoFairCheating prevents you from entering an early level with absurdly high parameters]].
* ''VideoGame/UltimateFlashSonic'' saves things you've unlocked on 15-number passwords.
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* ''VideoGame/TheSmurfs1994'': Level passwords are provided after each boss (every 4 levels) in all versions of the game, though in the Super NES and Mega Drive versions it takes the form of matching the correctly displayed Smurf characters. Using them was usually a bad idea, though, because playing from the start allowed to collect more ExtraLives for the [[DifficultySpike very difficult endgame]])

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* ''VideoGame/TheSmurfs1994'': Level passwords are provided after each boss (every 4 levels) in all versions of the game, though in the Super NES and Mega Drive versions it takes the form of matching the correctly displayed Smurf characters. Using them was usually a bad idea, though, because playing from the start allowed to collect more ExtraLives for the [[DifficultySpike very difficult endgame]])endgame)
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None


* ''VideoGame/BlueSphere'': In addition to the password system letting you save your progress through the "full" version of the game, beating the stage given by a non-''VideoGame/Sonic1'' or ''VideoGame/SonicClassics3In1'' cartridge earns you the password for that stage.
* ''VideoGame/{{Frenzy}}'' awards a password after completing each stage, where in future playthroughs you can skip straight to the following stage by typing the password on the start screen.

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* ''VideoGame/BlueSphere'': In addition to the password system letting you save your progress through the "full" version of the game, beating the stage given by a non-''VideoGame/Sonic1'' or ''VideoGame/SonicClassics3In1'' cartridge earns you the password for that stage.
''VideoGame/SonicClassics3In1''
* ''VideoGame/{{Frenzy}}'' ''[[VideoGame/Frenzy1998 Frenzy!]]'' awards a password after completing each stage, where in future playthroughs you can skip straight to the following stage by typing the password on the start screen.
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None

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* ''VideoGame/{{Frenzy}}'' awards a password after completing each stage, where in future playthroughs you can skip straight to the following stage by typing the password on the start screen.
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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 player write it down on a nearby piece of paper. This was typically done because older games on consoles like the NES required batteries to save that kind of data on a cartridge, and including a battery would increase the cost of production.

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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 player write it down on a nearby piece of paper. This was typically done because older games on consoles like the NES [[UsefulNotes/NintendoEntertainmentSystem NES]] did not have internal storage and only saved data on individual game cartridges, but doing so required batteries to save that kind of data on a cartridge, and including a battery backups that would increase the cost of production.

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None


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.

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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 player write it down on a nearby piece of paper.
paper. This was typically done because older games on consoles like the NES required batteries to save that kind of data on a cartridge, and including a battery would increase the cost of production.


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Improvements to technology as of the early 2000s have made the use of passwords completely unnecessary. Consoles had fully transitioned to memory cards for universal storage by that point and would later switch to internal hard drives, while most UsefulNotes/GameBoyAdvance games had the capacity to save game data without battery backups. If a modern game provides you with a password, [[{{Retraux}} it's almost certainly done as a throwback to a bygone era]].
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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 capital i 'I' vs lowercase L 'l' or the digit '1' or uppercase o 'O' vs the digit '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. As games went on it actually became mandatory to remove vowels to prevent kids from entering in vulgarities, as some of these vulgarities ''were valid passwords'' that would get shared around the schoolyard, like ''VideoGame/MetalGear's'' infamous, hilariously on-the-nose, and hand-to-God genuinely coincidental FUCKME code that started you at the final boss of ''VideoGame/MetalGear'' with no weapons or items. [[https://i.imgur.com/KFb2w4Z.png Compare the US and Japanese versions (left) and European versions (right) of Metal Gear's title screen.]]

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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 capital i 'I' vs lowercase L 'l' or the digit '1' or uppercase o 'O' vs the digit '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. As games went on it actually became mandatory to remove vowels to prevent kids from entering in vulgarities, as some of these vulgarities ''were valid passwords'' that would get shared around the schoolyard, like ''VideoGame/MetalGear's'' infamous, hilariously on-the-nose, and hand-to-God genuinely coincidental FUCKME code that started you at the final boss of ''VideoGame/MetalGear'' with no weapons or items. [[https://i.imgur.com/KFb2w4Z.png Compare the US American and Japanese versions (left) and European versions (right) of Metal Gear's title screen.]]



* The Taxan games ''VideoGame/BuraiFighter'', ''Burai Fighter Deluxe'' and ''VideoGame/LowGMan'' all had four-letter passwords. The level codes in ''Burai Fighter'' (except in the PAL version) are ordinary words; those in ''Low G Man'' seem to be names of beta testers.

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* The Taxan games ''VideoGame/BuraiFighter'', ''Burai Fighter Deluxe'' and ''VideoGame/LowGMan'' all had four-letter passwords. The level codes in ''Burai Fighter'' (except in the PAL European version) are ordinary words; those in ''Low G Man'' seem to be names of beta testers.



* ''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.

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* ''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 European/Australian releases) to remove certain letters so that such profanities could not be recreated.
Is there an issue? Send a MessageReason:
Up To Eleven is a defunct trope


* ''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.

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* ''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]]), (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:
Added Pac-Attack.


* ''Pac-Attack''

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* ''Pac-Attack''''VideoGame/PacAttack''
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* The first ''Videogame/CrashBandicoot1996'' had ''both'' types of passwords: Just beating the levels without collecting the gems earned you 8-character level passwords, but collecting a gem expands that to a 24-character ''Super'' password, which also keeps track of gems and keys, and which the game initially hides by only showing the first 8 character spaces before inputting a Super password. Unfortunately, these don't record lives, which can make later stages a pain.

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* The first ''Videogame/CrashBandicoot1996'' had has ''both'' types of passwords: Just beating the levels without collecting the gems earned earns you 8-character level passwords, but collecting a gem expands that to a 24-character ''Super'' password, which also keeps track of gems and keys, and which the game initially hides by only showing the first 8 character spaces before inputting a Super password. Unfortunately, these don't record lives, which can make later stages a pain.
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None

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* The N64 port of ''VideoGame/ThePowerpuffGirlsChemicalXTraction'' is a rare console port example of this; unlike the Playstation 1 port, this port uses a six-slot picture password to save progress in Story Mode, due to cartridge limitations.


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* Multiple ''WesternAnimation/SpongeBobSquarePants'' games for Game Boy Color and Game Boy Advance use a password system consisting of letters and/or numbers, or pictures, which are revealed after completing a level and the player must write it down should they wish to continue.
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** ''[[http://tinyurl.com/235xujq Moon Sweeper]]'': to a specific moon. All are related to science or science fiction ([[spoiler:Plasma, Photon, Xenomorph, etc.]]).

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** ''[[http://tinyurl.com/235xujq Moon Sweeper]]'': to a specific moon. All are related to science or science fiction ([[spoiler:Plasma, fiction: [[spoiler:Plasma, Photon, Xenomorph, etc.]]).]]
Is there an issue? Send a MessageReason:
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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 capital i 'I' vs lowercase L 'l' or the digit '1' or uppercase o 'O' vs the digit '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. As games went on it actually became mandatory to remove vowels to prevent kids from entering in vulgarities, as some of these vulgarities ''were valid passwords'' that would get shared around the schoolyard, like ''VideoGame/MetalGear's'' infamous, hilariously on-the-nose, and hand-to-God genuinely coincidental FUCKME code that started you at the final boss of ''VideoGame/MetalGear'' with no weapons or items. [[https://i.imgur.com/KFb2w4Z.png Compare the US and Japanese versions (left) and European versions (right) of Metal Gear's title screen]].

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 capital i 'I' vs lowercase L 'l' or the digit '1' or uppercase o 'O' vs the digit '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. As games went on it actually became mandatory to remove vowels to prevent kids from entering in vulgarities, as some of these vulgarities ''were valid passwords'' that would get shared around the schoolyard, like ''VideoGame/MetalGear's'' infamous, hilariously on-the-nose, and hand-to-God genuinely coincidental FUCKME code that started you at the final boss of ''VideoGame/MetalGear'' with no weapons or items. [[https://i.imgur.com/KFb2w4Z.png Compare the US and Japanese versions (left) and European versions (right) of Metal Gear's title screen]].
screen.]]
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* "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, or at least some [[BroadStrokes decent approximation]]. 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. Not that this stopped ''anyone'' from cracking them, and just about every popular game from that era (''VideoGame/{{Metroid}}'', ''VideoGame/MetalGear (NES)'', every ''VideoGame/MegaManClassic'', etc) has had its password formula cracked: this even led to "impossible" passwords that you wouldn't be able to get in the game proper, like starting with all weapons or abilities but no game progress, starting with much more health or ammo than would ever be possible, or even game-specific things like starting ''VideoGame/MegaMan7'' with access to all 8 robot masters[[note]]Try it right now! The code's 8735-2587-4486-8362[[/note]].\\

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* "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, or at least some [[BroadStrokes decent approximation]]. 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. Not that this stopped ''anyone'' from cracking them, and just about every popular game from that era (''VideoGame/{{Metroid}}'', ''VideoGame/MetalGear (NES)'', every ''VideoGame/MegaManClassic'', etc) has had its password formula cracked: this even led to "impossible" passwords that you wouldn't be able to get in the game proper, like starting with all weapons or abilities but no game progress, starting with much more health or ammo than would ever be possible, or even game-specific things like starting ''VideoGame/MegaMan7'' with access to all 8 robot masters[[note]]Try masters.[[note]]Try it right now! The code's 8735-2587-4486-8362[[/note]].\\8735-2587-4486-8362.[[/note]]\\
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* UsefulNotes/AppleII game ''Diamond Mine''.

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* UsefulNotes/AppleII game ''Diamond Mine''.Mine'' gives a password for every five staged, but not if you lost too many diamonds.
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* ''VideoGame/SydneyHunterAndTheCavernsOfDeath'': Each level has a password that you can enter to access it from the start of the game. The passwords are revealed at the intro screen of its corresponding level.



* ''VideoGame/SydneyHunterAndTheCavernsOfDeath'': Each level has a password that you can enter to access it from the start of the game. The passwords are revealed at the intro screen of its corresponding level.
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* ''VideoGame/{{Lizard}}'': The game uses passwords to save where you where, and what lizard you were wearing when you quit the game.
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* ''[[VideoGame/{{Submachine}} Submachine 3: the Loop]]'' uses these as the only means of saving progress, in keeping with its overall minimalist design compared to other installments in the series.
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* The [[NoExportForYou Japan-only]] SNES game ''Comicbook/SpiderMan: Lethal Foes'' used for passwords the surname of the boss defeated in the previous level, starting with JENKINS (Beetle) and ending with OCTAVIUS (Doctor Octopus). The exception was Alistair Smythe, who leads to his codename (Spider-)SLAYER.
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* ''VideoGame/BlueSphere: In addition to the password system letting you save your progress through the "full" version of the game, beating the stage given by a non-''VideoGame/Sonic1'' or ''VideoGame/SonicClassics3In1'' cartridge earns you the password for that stage.

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* ''VideoGame/BlueSphere: ''VideoGame/BlueSphere'': In addition to the password system letting you save your progress through the "full" version of the game, beating the stage given by a non-''VideoGame/Sonic1'' or ''VideoGame/SonicClassics3In1'' cartridge earns you the password for that stage.
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* ''VideoGame/BlueSphere: In addition to the password system letting you save your progress through the "full" version of the game, beating the stage given by a non-''VideoGame/Sonic1'' or ''VideoGame/SonicClassics3In1'' cartridge earns you the password for that stage.
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** In the European version, you have to push balls with the correct letters in the correct holes one by one to form the password. Needless to say, it is long, tedious and it is possible to block a letter into a corner (making it {{Unwinnable|ByMistake}}) or even ''[[EpicFail die]]''.

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** In the European version, you have to push balls with the correct letters in the correct holes one by one to form the password. Needless to say, it is long, tedious and it is possible to block a letter into a corner (making it {{Unwinnable|ByMistake}}) UnintentionallyUnwinnable) or even ''[[EpicFail die]]''.

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* ''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.



* ''VideoGame/{{Ys}} I&II'' for the ''UsefulNotes/TurboGrafx16''uses battery-backed saves, but those can be converted into a password string to carry over to another system. The passwords were ridiculous, requiring sixty character strings of numbers, letters, and punctuation marks.



* ''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.


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* ''[[VideoGame/YsIAncientYsVanishedOmen Ys I]] & [[VideoGame/YsIIAncientYsVanishedTheFinalChapter II]]'' for the ''UsefulNotes/TurboGrafx16''uses battery-backed saves, but those can be converted into a password string to carry over to another system. The passwords were ridiculous, requiring sixty character strings of numbers, letters, and punctuation marks.

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* ''VideoGame/CommandAndConquerTiberianDawn'' for the Playstation

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* ''VideoGame/TintinInTibet'' by the same studio, was even stingier on passwords: It was still several levels between passwords, with the first one only appearing after level 5.
* ''VideoGame/CommandAndConquerTiberianDawn'' for the PlaystationPlaystation had passwords for the start of each mission (and didn't allow saving mid-mission)
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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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* Rayman GBC had passwords that specified which level you were on, and the number of cages destroyed in each level. The Playstation version allowed choosing between memory card or passwords.
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** ''VideoGame/TailsAdventures'' uses a 4x4 letter grid password save system.

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** ''VideoGame/TailsAdventures'' ''VideoGame/TailsAdventure'' uses a 4x4 letter grid password save system.system using letters and numbers.

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* ''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.

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* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/TailsAdventures'' uses a 4x4 letter grid password save system.
**
''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.

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