If you flip to the back of your average game manual, you might find a window into the past, hinting at simpler, more infuriating times. If you're lucky, your instruction manual might have a section of blank pages labeled "notes." If you purchased your game used from Gamestop (and were lucky enough to actually get an instruction manual), you might find hand-drawn pictures of ejaculating penises and stick figure copulation.
This is not the intended use of notes pages, of course. Long ago, back before hard drives and autosaves, games relied upon passwords to allow players to retrieve their progress at a later time. Long strings of letters, numbers, and even pictures filled the lines, becoming messes of pencil marks and eraser shavings. A lost or improperly copied password sometimes meant hours of lost progress.
But not all was amiss in the land of passwords. They allowed us to access the wonders of games, giving us abilities far beyond what we had ever dreamed. God modes, flight, and ammunition immeasurable were just a few button presses away, spawning a new category of password forever known as the cheat code. For every pound of password pain, there was a morsel of password pleasure.
The age of the password was short, lasting only until games like
The Legend of Zelda adopted an integrated save system. This is a tribute to that age, in all of its splendor and horror.
Passwords seem innocent enough; In this digital age of identity theft and pornographic pay sites, we all have to manage dozens of passwords. They're often stupid, akin to using "password" as your password. Which I definitely don't do for Destructoid. Of course not.
The case used to be fairly similar for videogame passwords. The above password for
Kid Icarus, ICARUS ANDTHE ARROWS FLYING, is a real password in the game. It's kind of poetic in a "what the fuck is this shit" kind of way. But it falls into a category that many early videogame passwords did: the lets-make-our-passwords-say-stupid-shit category. Not quite the simplicity of the four-digit passwords of
Adventure Island II or the completely unrelated idiocy of President Skroob's luggage combination, but it's a stark contrast to many of the passwords in other games.
You know, like
Metroid. The original NES entry into the series was actually very similar to the system used by
Kid Icarus. Thanks to the huge number of different states that the game can be started in (based on location, possessed power ups, etc.), the game required a nice 24-character password full of alphabet vomit. Most passwords were just random strings of nonsense.
However,
Metroid became famous for some of the unusual passwords that were discovered purely on accident thanks to the game's use of algorithmic passwords. For instance, there's "some-1 set-up us-the B0MB11," which is sort of kind of close to that one funny thing from that one videogame that everyone knows about. Then there's the famous JUSTIN BAILEY code, which started Samus without a suit. There's actually a
T-shirt with this code on it. That's the only female to ever wear that shirt, by the way. Verified fact.
Despite the joy of algorithmic password discovery, you can imagine what a chore it would be to keep track of 24-character strings multiple times over the span of a typical playthrough. The passwords were huge and annoying, and there wasn't a damn thing you could do about it except for dig your pencil into your thigh as you struggled to figure out if those were Os or 0s.
The only thing more huge and annoying (besides my penis, which likes to put on a top hat and sing Slipknot songs whenever I'm around old people) were the passwords for
GT Advance Championship Racing. The game was originally developed in Japan for the Game Boy Advance, using a battery to save the game's state. However, presumably to cut costs, the battery was left out for the NTSC version, replaced with 16-character abominations like 0i$rf+r4YHf4e++.
I don't know about you, but when I play a portable game, I'm not really interested in carrying around a notebook that's larger than the god damn videogame console that I'm playing simply so that I can access my sweet new tires. And as one IGN reviewer put it back in 2001 (Jesus, passwords were still used in 2001?), if you put in a t and a +, and your handwriting isn't the stuff of the gods, then you'll likely stumble around trying to get the password right, and finally succeed right as your bus ride ends.
OK, so when it comes to length, there actually is something that's even more horrifying than Mr. Growly Fred Astaire Wannabe up there: the RPG.
Swords and Serpents, released in 1990, was a dungeon crawler that put you in charge of a party of four, slaying and slaying your way through 16 levels and, eventually, the titular serpent. However, before all of the stabbing, you started with a lovely 12-character password.
12-characters, you say? I eat pieces of shit like 12-character passwords for breakfast!
Well, sir, I hope you have the stomach of
Crazy Legs Conti, because another 12-character password follows right behind the first.
And another.
And another.
And another.
Indeed, a total of five passwords were needed for a four-character party in
Swords and Serpents, four representing the stats of each of your characters and one for the overall game progress. In total, sixty characters had to be entered to continue your game. I imagine you'd spend more time inputting passwords than actually playing the game. You could alternatively fill up a piñata with Alpha-Bits and go to town, and you'd get a similar experience, only without the hemorrhoids.
Yet some developers weren't content with using those stupid Latin characters that all of the other developers were using, so they came up with their own brilliant ideas. See Exhibit A below.
Of course, you'll recognize this as one of the password screens from the Mega Man series. It's not so bad. Rather than letters and numbers, this series opted to put its balls on the screen in strategic locations. Really, it's nothing more than a glorified letter and number system, only it makes you
think, sort of like multiplication, only with more balls. Yeah, pretty much just like multiplication.
As a side note, I used to actually draw out the grids. I'd get out my paper, make up the grid, and copy the balls into it. For every god damn boss. Why? You'd have to ask 7-year-old me. It might have been all of the gin.
Lastly is perhaps the oddest of the password systems. Because balls are just so passé, the Genesis game
Stargate decided to be extra classy and use hieroglyphics.
Yeah, so that's really necessary. If anything, it gave you a good chance to channel your inner Ancient Egyptian, copying down the symbols in exquisite detail. Or, you know, you could just write a word for what you thought each picture looked like. "Triangle with nipple, archway with vagina, triangle with nipple, Egyptian goatse, seagull three-way, triangle with nipple, archway with vagina." Your parents might find your notes and wonder if you've been sniffing glue again, but it's better than learning what that shit means. Remember, kids, no cheating by using that silly Internet thing! That's where the child molesters live.
I'm sure there are plenty more password systems that were just as ridiculous as those here. But I'd wager that the horror of the password nonsense found here is enough to make you praise your memory cards--even the ones that magically erased themselves or got eaten by your epileptic dog Sporky.
Not all uses of passwords have been quite as evil as these, however. The happier side of passwords and their evolution, however, will have to wait until another day. I have a piñata shaped like three mating seagulls and filled with sweet marshmallow password fodder to bash. I think I'll tie three NES controllers together and use it like a flail. Until next time.