There are still plenty of cheats for the GameCube and older consoles.
Although the Xbox and PlayStation 2 have the most cheats currently ( [Hack #73] and [Hack #74] ), there’s plenty of metagaming goodness to go around. There are cheat devices for other consoles, both brand new and classic, as well as cool cheats and hacks you can do on them.
One of the best sources for older game hacks is GSCentral (http://www.gscentral.com/). The site has a prodigious amount of codes, not just for the GameShark (from which the page takes its name), but also for the N64 and SNES formats commercial web sites no longer cover. It also features invaluable, otherwise lost tips on cheat code hacking and conversion for older console systems (http://www.gscentral.com/menu.pl?Hacking). If you want to convert eight-letter SNES Game Genie codes to six-letter versions, GSCentral is the place to go.
Overall, the GameCube is fairly fertile ground for code hacking, even though there are fewer games available for it than other systems and only one main code-hacking device. Datel’s Action Replay device again dominates the GameCube scene. This time, it’s the only major device, so you don’t have much choice. You may have heard that Datel’s Freeloader CD allows you to play games from other regions ( [Hack #49] ), but the Action Replay includes this technology, as well as the standard, encrypted Datel multidigit code formats for entering cheats. You’re supposed to log on to CodeJunkies.com to find officially approved and created codes. These have encryption built in, so you can’t just make them yourself, in stark contrast with the earlier days when cheat hardware manufacturers encouraged customer creativity.
Of course, thanks to some cheeky souls hacking the hackers, you can create your own codes. However, you can’t use the PlayStation 2 trick of copying data onto your PC to analyze which values to change, because the GameCube uses a custom miniature disc that won’t read on a PC. How do you know which values to tweak?
The secret is an exploit discovered using the
GameCube broadband adapter and a copy
of Phantasy Star Online. The GCDev web site
(http://www.gcdev.com/index.shtml) has a
Windows, Mac, and even Linux utility that fakes the IP address of a
Phantasy Star Online update server and allows the player to execute
homebrew code. See the full README file and FAQ
within the ZIP download.
It’s also possible to load a program called
GCNRd and its
README file (available from the GSCentral
download page, http://www.gscentral.com/menu.pl?Download),
which allows you to access the GameCube via Ethernet while other
games are running. You can see and alter variables while the game is
running, which makes hacking much less of a trial-and-error
proposition.
There’s an excellent FAQ about GCNRd hacking on the Action Replay Central site (http://arcentral.net/FAQs/GCNrdGUI_Tutorial.html). It explains the whole setup process and the code search functions.
However, the FAQ takes you only halfway, because you’ll end up with an unencrypted code that won’t work properly on an Action Replay. Fortunately, GCNCrypt (http://www.gscentral.com/lib/downloads/GCNcrypt-v1_41.zip) allows the willing hacker to encrypt and decrypt Action Replay codes at will. That’s both barriers down; nice going!
What kinds of hacks have enterprising hackers excavated? The following sections describe some of my favorites.
GSCentral’s Wind Waker site (http://www.gscentral.com/codes.pl?dev=ar&sys=gcus&game=zeldaww) hosts several of the most impressive cheats for any game. There are codes that allow you to teleport to beta, test, unfinished, and otherwise unreachable locations in the game, including crazy custom levels with numbered textures. Planet GameCube links to some good screenshots of these test levels at http://www.planetgamecube.com/news.cfm?action=item&id=4244.
Would you like your mind blown? How about cheats for the NES games contained within the amazingly addictive Animal Crossing? GSCentral has a special page (http://www.gscentral.com/codes.pl?dev=ar&sys=gcus&game=acrossing&sub=nesgames) that shows you how to disable overheating in Excitebike, which you can find and play as a virtual NES cartridge in the game itself. Of course, you can enter hacks to add the carts themselves to your inventory (http://www.gscentral.com/codes.pl?dev=ar&sys=gcus&game=acrossing&sub=qdigitsnesgames). That’s pretty nefarious all the way ‘round.
With the proper codes, you can enter Super Smash Bros Melee’s debug menu:
| http://www.gscentral.com/codes.pl?dev=ar&sys=gcus&game=ssbmv11&sub=debugmenu |
For more information on the super-complex developer tool, see the SSBM Debug Menu site (http://www.geocities.com/gcnhacker87/main.html). You can set arenas, players, and AI levels, and even reduce the always doubled-up Ice Climber characters to one.
The Nintendo 64 was fertile ground for codes, particularly because it used a cartridge system, so it was easy to make a cheating hardware adapter that fit in between the cartridge and the console. The GameShark is the leading code creator, but a host of Asian third-party adapters also use the same codes. They’re all pretty much interchangeable.
One third-party adapter, the GB Booster/Hunter, also has a terrible Game Boy emulator—really a software emulator, without sound, that runs on the N64. It’s worth looking at for its novelty value.
One particularly cool hack for the N64 is the ability to spawn multiple Marios in Mario 64. GSCentral has a wonderful screenshot gallery (http://www.gscentral.com/cia.pl?id=spawnmarios), as well as the code itself. For posterity’s sake, it’s:
D033AFA1 0020 8033B248 0001
Even neater, after you press the L button to spawn a new Mario and then run away, he will stay put and otherwise replicate your animations exactly. You can have 10 Marios on screen all facing the same way and making the same motions, as if there were some kind of music video dancer synchronization going on.
Other than that, some of the best N64 code-hacking work these days comes from the Rare Witch Project (http://www.rarewitchproject.com/). Its creators have done amazing things with GoldenEye, finding a completely unknown level and the original James Bond actors’ portraits for multiplayer (a feature removed from the game before it shipped, though the actual graphics are still present.) Check out the many, many codes at http://www.gscentral.com/codes.pl?dev=gs&sys=n64&game=007.
Nintendo’s cartridge-based GameBoy family is also well-suited for codes using the pass-through connector method. Your options are the GameShark, Action Replay, and Code Breaker flavors, though, of course, the GameShark and Action Replay have very similar internals in recent versions. Remember that the GameShark name disappeared into bankruptcy. Mad Catz bought it, before licensing the Action Replay technology. Earlier versions of the GameShark have different internals.
Obviously, the whole Action Replay and Game Genie duel was prevalent back in the time of the NES, Genesis, and SNES. There are still many workable codes floating around. Back in those simpler, more innocent times, codes were shorter. GSCentral is still a great place to find codes for a lot of these relatively ancient code systems along with some important conversion tools.