[HN Gopher] Castlevania III Password Algorithm
       ___________________________________________________________________
        
       Castlevania III Password Algorithm
        
       Author : kiyanwang
       Score  : 124 points
       Date   : 2021-01-03 14:33 UTC (8 hours ago)
        
 (HTM) web link (meatfighter.com)
 (TXT) w3m dump (meatfighter.com)
        
       | tubbyjr wrote:
       | fing awesome
        
       | vsavsa wrote:
       | https://www-dev.medicine.uiowa.edu/sercc/sites/medicine.uiow...
        
       | vsavsa wrote:
       | safsaf https://www-
       | dev.medicine.uiowa.edu/sercc/sites/medicine.uiow...
        
       | vsavsa wrote:
       | gewg https://www-
       | dev.medicine.uiowa.edu/sercc/sites/medicine.uiow...
        
       | vsavsa wrote:
       | sawgfewqgew https://www-
       | dev.medicine.uiowa.edu/sercc/sites/medicine.uiow...
        
         | asdnoiad wrote:
         | @dang hope this gets to you, seems to be a scam site promoting
         | the games
        
       | vsavsa wrote:
       | wehgewhew
       | 
       | https://www-dev.medicine.uiowa.edu/sercc/sites/medicine.uiow...
        
       | city41 wrote:
       | Castlevania 4's password system looks identical from the player's
       | perspective. I wonder how similar the implementations are.
        
       | scott_s wrote:
       | As a kid, I was dumbfounded that passwords worked on NES games,
       | and Castlevania III was my first introduction to the concept. I
       | still remember staring at the screen not comprehending how
       | putting in this combination of icons would get me my game back. I
       | knew there's no way they could manually create a password for
       | every game state, but I also had no conception of discrete
       | states, algorithms and hashing, so I literally could not conceive
       | of _how_ this thing in front of me worked.
       | 
       | It is personally satisfying to finally get a complete
       | understanding (even though I long ago understood it
       | conceptually).
        
         | fullstop wrote:
         | Faxanadu passwords were the worst. Upper case, lower case,
         | numbers, and some punctuation.
         | 
         | It was, however, able to represent your inventory, location,
         | money, etc. Pretty much a full state in ~24 characters, which I
         | thought was very cool.. but 10-year old me didn't always write
         | down the mantra correctly.
         | 
         | You can read about this system here: http://www.the-
         | interweb.com/serendipity/index.php?/archives/...
        
           | tenebrisalietum wrote:
           | I still think nothing beats Legend of the Mystical Ninja on
           | Super NES. If you are playing a two player game and obtain a
           | password, it's a full 60 characters you'll have to enter. For
           | comparison, the Guardian Legend was 32 characters (like
           | Faxandu) and Metroid was 24. I never played Magic of
           | Scheherazade; looks like that weights in at 43 characters.
        
             | fernandotakai wrote:
             | another horrible game for passwords? international super
             | star soccer deluxe.
             | 
             | it was horrible[0] for really young me (and my
             | friends/family) to type all the characters.
             | 
             | [0] https://i.imgur.com/djWNEy3.png
        
             | ranaexmachina wrote:
             | The Golden Sun series had a password system to transfer
             | your progress from Golden Sun 1 to Golden Sun 2. If you
             | wanted to transfer everything it was _260_ characters. At
             | least you only had to do this once and there was an option
             | to use a link cable instead.
        
             | SilasX wrote:
             | Yes! Didn't think someone else would remember LotMN! What's
             | worse, a few of the characters were easy to mistake for
             | other ones, meaning we'd often enter the full thing (no
             | keyboard, of course) and find it didn't work, either
             | because we mistranscrobe it on "save" or misread what we
             | had written.
             | 
             | (For a while I thought each save _also_ used up memory and
             | they were getting deleted but that wouldn't make sense.)
             | 
             | Has anyone reverse engineered the encoding?
        
             | city41 wrote:
             | Always wished when passwords approached double digit
             | territory that the devs would have sprung for the battery
             | save.
             | 
             | I always liked how Turbo Grafx did this. For many games if
             | you had the Turbo Booster Plus or CD add on, you could save
             | your game to their memory, otherwise you could use a
             | password.
        
           | grawprog wrote:
           | Faxanadu passwords were pretty terrible for sure..but hands
           | down the the absolute worst has to be james pond 3 on the
           | genesis. There was like 4 different colours and a bunch of
           | symbols like pieces of cheese and rayguns and stuff. The
           | passwords were 32 characters long.
           | 
           | https://www.andrewnile.co.uk/blog/james-pond-3-fish-code/
           | 
           | Writing those things out was ridiculous. We had pages and
           | pages scattered around with James pond passwords.
        
           | [deleted]
        
           | batty_alex wrote:
           | Willow on the NES was also hilariously long and did a whole
           | lot with 18 character passwords. Underrated game, too
        
           | dole wrote:
           | River City Ransom passwords were terrible as well. Lower,
           | upper case, accents.
        
           | nicetryguy wrote:
           | Don't have negative thoughts. Remember your mantra!
        
         | moron4hire wrote:
         | There was this NES game called "The Magic of Scheherazade" that
         | had what at first looked like a very complex password system,
         | but even as a kid, I was able to figure out how to exploit it
         | to cheat at the game, giving me lots of money or start at
         | higher levels, as it wasn't actually hashed very well.
         | 
         | The game itself is kind of obscure and looks like it's a cheap
         | ripoff of Legend of Zelda (there are several scenes that are
         | actually blatant rips), but it's got a lot of depth and is a
         | lot of fun, even today. There's both over-world-action- and
         | turn-based combat, and a whole time travel component.
         | 
         | IIRC, the password system was so bad that you could create
         | game-puzzle-breaking states with it, to where you were in
         | certain levels without items that you needed to progress.
        
         | worstenbrood wrote:
         | I had the same experience with wonderboy 3: the dragons trap on
         | the sega master system. Especially because it was a platform
         | rpg where you could have different combinations of armor,
         | weapons and shields.
        
         | bentcorner wrote:
         | Mega Man 2 had a similar password concept, but has less state
         | to calculate: https://retromaggedon.com/index.php/mega-
         | man-2-nes-passwords...
         | 
         | I recall seeing codes in gaming magazines at the time, it was
         | pretty neat being able to "send" this state over the mail.
        
         | duxup wrote:
         | I have a box of old Nintendo power magazines, the box is
         | covered in Metroid codes.
        
       | wesleyk wrote:
       | Reminiscent of the Megaman / Megaman X games from my childhood.
       | Megaman 2's algorithm is available as an example here:
       | https://github.com/kpshek/mm2pwd
        
       | u801e wrote:
       | The original NES Metroid game also had a password, but just used
       | letters and numbers IIRC. I remember taking a password for one of
       | the games I was playing and incrementing it to find more valid
       | passwords.
       | 
       | Most of them took me back to the beginning of the game without
       | any upgrades, but some of them put me in significantly later
       | stages of the game without any upgrades.
        
       | TillE wrote:
       | The best story of NES passwords is of course JUSTIN BAILEY, which
       | just happens to function as a Metroid password with a valid
       | checksum, starting you out with a suitless Samus sprite and a
       | bunch of equipment.
        
       | j1elo wrote:
       | These old games password systems analysis are always so
       | entertaining and interesting to see... just like a glimpse onto
       | the limitations that were faced by 8-bit console gamedevs in the
       | early days, and the very clever solutions they came up with.
       | 
       | There's this Youtube creator called _Bisqwit_ who has a complete
       | series on cracking old videogame passwords:
       | 
       | * Season 1:
       | https://www.youtube.com/playlist?list=PLzLzYGEbdY5nEFQsxzFan...
       | 
       | * Season 2:
       | https://www.youtube.com/playlist?list=PLzLzYGEbdY5mmad-FKPIl...
        
         | [deleted]
        
       | _fs wrote:
       | Name         Description       HELP ME       Start and continue
       | with 10 lives.       AKAMA         Start in Hard Mode alone.
       | OKUDA         Start in Normal Mode with Alucard.
       | 
       | Ahh, back when games had cheat codes... nowadays, you'd have to
       | pay $1.99 to unlock the extra difficulties and lives.
        
         | Pfhreak wrote:
         | Now days it's more likely to be included in an accessibility
         | menu. Games like Celeste, for instance, have options that might
         | have historically been called "cheats".
        
         | bdz wrote:
         | >back when games had cheat codes
         | 
         | Quite a coincidence because of the only remaining secret of
         | Nier: Automata (2017) was discovered today, an intentional
         | cheat that lets you jump to the end of the game (the game needs
         | multiple playthroughs to see all endings and reach the real
         | one)
         | 
         | https://twitter.com/manfightdragon/status/134561558810678067...
         | 
         | And it was confirmed by Yoko Taro as well (he previously said
         | there is one thing left the players haven't uncovered yet)
         | https://mobile.twitter.com/yokotaro/status/13457144900677468...
        
       ___________________________________________________________________
       (page generated 2021-01-03 23:01 UTC)