This article has multiple issues. Please help improve it or discuss these issues on the talk page . (Learn how and when to remove these messages)
|
Cheating in video games involves a video game player using various methods to create an advantage beyond normal gameplay, usually in order to make the game easier. Cheats may be activated from within the game itself (a cheat code implemented by the original game developers), or created by third-party software (a game trainer or debugger) or hardware (a cheat cartridge). They can also be realized by exploiting software bugs; this may or may not be considered cheating based on whether the bug is considered common knowledge.
The first cheat codes were put in place for play testing purposes. Playtesters had to rigorously test the mechanics of a game and introduced cheat codes to make this process easier. An early cheat code can be found in Manic Miner , where typing "6031769" (based on Matthew Smith's driving license) enables the cheat mode. [1] Within months of Wizardry: Proving Grounds of the Mad Overlord 's 1981 release, at least two commercial trainers appeared. [2] 1983 advertisements for "The Great Escape Utility" for Castle Wolfenstein (1981) promised that the $15 product "remodels every feature of the game. Stop startup delays, crashes and chest waiting. Get any item, in any quantity. Start in any room, at any rank. Handicap your aim. Even add items". [3]
In a computer game, all numerical values are stored "as is" in memory. Gamers could reprogram a small part of the game before launching it. In the context of games for many 8-bit computers, it was a usual practice to load games into memory and, before launching them, modify specific memory addresses in order to cheat, getting an unlimited number of lives, currency, immunity, invisibility, etc. Such modifications were performed through POKE statements. The Commodore 64, Amstrad CPC range and ZX Spectrum also allowed players with the proper cartridges or Multiface add-on to freeze the running program, enter POKEs, and resume. Some games tried to detect the Multiface and refused to load if it was present. The earliest models had no ability to "hide". Later revisions either included a switch, hid if the menu had been opened and closed before loading the game, or automatically hid.
For instance, with POKE 47196,201
in Knight Lore for the ZX Spectrum, immunity is achieved. Magazines such as Crash regularly featured lists of such POKE instructions for games. In order to find them a hacker had to interpret the machine code and locate the critical point where the number of lives is decreased, impacts detected, etc. Sometimes the term POKE was used with this specific meaning.
Cheating was exploited by technology-oriented players due to the difficulty of early cheats. However, a cheat industry emerged as gaming systems evolved, through the packaging and selling of cheating as a product. [4] Cheat-enablers such as cheat books, game guides, cheat cartridges helped form a cheat industry and cemented cheating as part of gaming culture. [5] However, cheating was not universally accepted in early gaming; gaming magazine Amiga Power condemned cheaters, taking the stance that cheating was not part of their philosophy of fairness. They also applied this in reverse; games should also not be allowed to cheat the player. Guides, walkthroughs, and tutorials are sometimes used to complete games but whether this is cheating is debated.
Later, cheating grew more popular with magazines, websites, and even a television show, Cheat! , dedicated to listing cheats and walkthroughs for consoles and computer systems. POKE cheats were replaced by trainers and cheat codes. Generally, the majority of cheat codes on modern day systems are implemented not by gamers, but by game developers. Some say that as many people do not have the time to complete a video game on their own, cheats are needed to make a game more accessible and appealing to a casual gamer. [6] In many cases, developers created cheats to facilitate testing, then left them in the game as they expanded the number of ways people could play it. [7] With the rise in popularity of gaming, cheating using external software and hardware raised a number of copyright legal issues related to modifying game code.
Many modern games have removed cheat codes entirely, except when used to unlock certain secret bonuses. The usage of real-time achievement tracking made it unfair for any one player to cheat. In online multiplayer games, cheating is frowned upon and disallowed, often leading to a ban. However, certain games may unlock single-player cheats if the player fulfills a certain condition. Yet other games, such as those using the Source engine, allow developer consoles to be used to activate a wide variety of cheats in single-player or by server administrators.[ citation needed ]
Many games which use in-game purchases consider cheating to be not only wrong but also illegal, seeing as cheats in such games would allow players to access content (like power-ups and extra coins) that would otherwise require payment to obtain. However, cheating in such games is nonetheless a legal grey area because there are no laws against modifying software which is already owned, as detailed in the Digital Millennium Copyright Act. [8]
The most basic type of cheat code is one created by the game designers and hidden within the video game itself, that will cause any type of uncommon effect that is not part of the usual game mechanics. [9]
Cheat codes are usually activated by typing secret passwords or pressing controller buttons in a certain sequence. [10] Less common activation methods include entering certain high score names, holding keys or buttons while dying, picking up items in a particular order and otherwise performing unintuitive actions. Some games may also offer a debug console that can be used to edit game parameters. Effects might include unlocking a character or improving a character's performance: for example providing a car with greater acceleration, [10] or just visual gags such as "big-head mode" in GoldenEye 007 . [11] Some games humorously penalise the player for using another game's cheat codes. For example, using cheat codes from Doom in Heretic gives the opposite of the desired effect, such as instant death instead of invulnerability or stripping weapons instead of providing them. [12]
Unlike other cheating methods, cheat codes are implemented by the game developers themselves, [9] often as a tool to playtest certain aspects of the game without difficulty. One of the earliest known examples of this type of cheat is the Konami Code, created in 1986 by Konami developer Kazuhisa Hashimoto as he worked on porting the 1985 arcade game Gradius for use on the Nintendo Entertainment System. Hashimoto is quoted as saying "The arcade version of Gradius is really difficult, right? I never played it that much, and there was no way I could finish the game, so I inserted the so-called Konami Code." [13]
A bot is a type of artificial intelligence (AI)–based expert system software that plays a video game in the place of a human, to perform actions (repetitive or not) that enable advantages to be achieved.
Cheating can easily be achieved by modifying the game's data while it is running. These methods of cheating are often less reliable than cheat codes included in a game by its creators. This is due to the fact that certain programming styles or quirks of internal game logic, different release versions of a game, or even using the same game at different times or on different hardware, may result in different memory usage and hence the trainer program might have no effect, or stop the game from running altogether. [14] Modifying game data usually constitutes a violation of a software license agreement that prohibits modifying the program at all.
Cheating via memory editing involves modifying the memory values where the game keeps its status information. The way to achieve this will vary depending on the environment in which the game is running.
A cheat cartridge is attached to an interface port on a home computer or console. It allows a user to modify the game code either before or during its execution. An early example is the Multiface for the ZX Spectrum, and almost every format since has had a cheat cartridge created for it; such as Datel's range of Action Replay devices. Another popular example of this is Game Genie for Genesis, NES, Super NES, Game Boy, and Game Gear game consoles. Modern disc-based cheat hardware includes GameShark and Code Breaker which modify the game code from a large database of cheats. In later generation consoles, cheat cartridges have come to be replaced by cheat discs, containing a simple loader program which loads a game disc and modifies the main executable before starting it.
The legality of this type of devices has been questioned, such as in the case of Lewis Galoob Toys, Inc. v. Nintendo of America, Inc. , in which Nintendo unsuccessfully sued Lewis Galoob Toys stating that its cheating device, the Game Genie, created derivative works of games and thus violated copyright law.
The most basic way of achieving this is by means of memory editor software, which allows the player to directly edit the numeric values in a certain memory address. This kind of software usually includes a feature that allows the player to perform memory searches to aid the user to locate the memory areas where known values (such as the number of lives, score or health level) are located. Provided a memory address, a memory editor may also be able to "freeze" it, preventing the game from altering the information stored at that memory address.
Game trainers are a special type of memory editor, in which the program comes with predefined functions to modify the run time memory of a specific computer game. [15] When distributed, trainers often have a single + and a number appended to their title, representing the number of modifications the trainer has available. [15]
In the 1980s and 1990s, trainers were generally integrated straight into the actual game by cracking groups. When the game was first started, the trainer would typically show a splash screen of its own, sometimes allowing modifications of options related to the trainer, and then proceed to the actual game. In the cracker group release lists and intros, trained games were marked with one or more plus signs after them, one for each option in the trainer, for example: "the Mega Krew presents: Ms. Astro Chicken++".
Many emulators have built-in functionality that allows players to modify data as the game is running, sometimes even emulating cheating hardware such as Game Genie. Some emulators take this method a step further and allow the player to export and import data edits. Edit templates of many games for a console are collected and redistributed as cheat packs.
Emulators also frequently offer the additional advantage of being able to save the state of the entire emulated machine at any point, effectively allowing saving at any point in a game even when save functionality is not provided by the game itself. Cheating hardware such as "Instant Replay" also allows such behavior for some consoles.
Somewhat more unusual than memory editing, code injection consists of the modification of the game's executable code while it is running, for example with the use of POKE commands. In the case of Jet Set Willy on the ZX Spectrum computer, a popular cheat involved replacing a Z80 instruction DEC (HL)
in the program (which was responsible for decrementing the number of lives by one) with a NOP
, effectively granting the player infinite lives. [16] On Microsoft Windows, a common type of video game hacking is through the use of DLLs. Users use a third party program to inject the DLL into their game of choice. [17]
Editing a saved game offers an indirect way to modify game data. By modifying a file in persistent storage, it is possible to effectively modify the runtime game data that will be restored when the game attempts to load the save game.
Hex editors were the most basic means of editing saved game files (e.g. to give the player a large sum of money in strategy games such as Dune II ). However, as happened with game editors, dedicated game-editing utilities soon became available, including functions to effortlessly edit saved data for specific games, rendering hex editing largely obsolete for this purpose.
If a saved game is stored in multiple files, it may also be possible to cheat simply by mixing and matching these files. For example, if one file represents the items in a treasure chest, while another represents the player's inventory, then the player can save the game before and after picking up an item from the chest, and continue play using the treasure chest file before the item was picked up, and the inventory file from afterward -- allowing the player to pick up the item repeatedly, gaining multiple instances of the item, if the program's logic does not prevent them from having more than one of the item.
An alternative method for cheating in online games involves modification of inbound or outbound network traffic between the client and server.
One early implementation of this concept was seen with lag switches. A lag switch refers to any hardware or software mechanism that temporarily limits network traffic. They grew popular as, unlike most cheats, they could be used on the Xbox One and PS4 consoles. In first-person shooters, a common use for lagswitches was the ability to understand enemy positions without any risk to the player. [18]
For example, if a player was unsure whether an enemy was present in a room, they could activate the lag switch to block network traffic momentarily. This would allow the player to enter the room and scout for enemies without their movements being transmitted to the game server. As a result, the player’s character technically remained in the safe position from the server’s (and enemy's) perspective. Once the player had gathered the necessary information about enemy locations, they could deactivate the lag switch and resume normal play. Many games have since implemented "anti-desync" measures to limit the effectiveness of lagswitches. This may include the client game preventing player movement if connection is lost.
More modern methods typically involve lower level packet editing or forgery in a "Man-in-the-middle attack" style. For example, symmetric encryption keys could be read from the game's memory, granting access to inbound packets. These packets could be edited to provide the client game with information that does not reflect the server's reality. I.e. if an enemy player uses an ability that should slow your movement, the packet detailing the slow factor could be modified to a lower value, manipulating the client game into applying the lower value. Techniques like this are not as common as simple memory manipulation and are typically only used in specific scenarios. [19]
In games having attainable achievements or high score records, or both, cheats by nature allow the player to attain achievements too easily or score point totals not attainable or extremely difficult to attain through legitimate means by a non-cheating player.[ citation needed ] Notable examples include the following:
Cheating exists in many multiplayer video games. While there have always been cheat codes and other ways to make single-player games easier, developers often attempt to prevent it in multiplayer games. With the release of the first popular internet multiplayer games, cheating took on new dimensions. Previously it was rather easy to see if the other players cheated, as most games were played on local networks or consoles. The Internet changed that by increasing the popularity of multiplayer games, giving the players relative anonymity, and giving people an avenue to communicate cheats.
Examples of cheats in first-person shooter games include the aimbot, which assists the player in aiming at the target, giving the user an unfair advantage, the wallhack, which allows a player to see through solid or opaque objects or manipulate or remove textures, meshing, which is the action of pushing an item/npc/player into the graphic boundary of another object/player/location in a manner not intended by the game developer, and ESP, with which the information of other players is displayed. There are also cheats that increase the size of the target's hitbox, allowing shots striking close to the target to register as hits.
In online trading card games, creating multiple accounts by jailbreaking a device to get more rewards can be considered as cheating because it is unfair to players who have only one account.
In online multiplayer games, a player may use macro scripts, which automatically find items or defeat enemies. The prevalence of massively multiplayer online games (MMORPGs) such as World of Warcraft, Anarchy Online, EverQuest, Guild Wars, and RuneScape has resulted in the trading of in-game currency for real-world currency. [24] This can lead to virtual economies. The rise of virtual economies has led to cheating where a gamer uses macros to gain large amounts of in-game money which the player will then trade for real cash. [25] The Terms of Service of most modern online games now specifically prohibit the transfer of accounts or the sale of in-game items for 'real-world' money. The enforcement of these terms varies however from one company to another, many turning a blind-eye to such trading as detection and prevention requires resources and banning players also results in losses of revenue.
Cheating in online games is common on public game servers. Some online games, such as Battlefield 1942 , include specific features to counter cheating exploits, by incorporating tools such as PunkBuster, nProtect GameGuard, or Valve Anti-Cheat. However, much like anti-virus companies, some anti-cheat tools are constantly and consistently bypassed until further updates force cheat creators to find new methods to bypass the protection.
In single-player games, there are a number of plug-ins available to developers to use to stop cheaters. An obfuscator will scramble code so it is unreadable by decompilers, rename events/properties/methods and even add fake code. An obscurer will encrypt variables in memory and mask out strings. Anti-cheat toolkits have a variety of tools such as: detecting speed hacks, encrypting player prefs, detecting time cheats, detecting wall hacks and more. These can be used in most multi-player games as well.
A video game console is an electronic device that outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles.
The Multiface is a hardware peripheral released by Romantic Robot for several 1980s home computers. The primary function of the device was to dump the computer's memory to external storage. Pressing a red button on the Multiface activated it. As most games of the era did not have a save game feature, the Multiface allowed players to save their position by saving a loadable snapshot of the game. Home computer software of the early 1980s was typically loaded into RAM in one go, with copy protection measures concentrating the loading phase or just after it. The snapshot feature could be used after copy protection routines had been executed, to create a backup that was effectively unprotected against unauthorised distribution. Later models of the Multiface mitigated this by requiring the device to be present when re-loading the dumps into memory, making the dumps useless to people without a Multiface. Software producers also reacted to the threat by using routines that would prevent execution of the product if it detected that a Multiface was present and by loading the software in multiple parts, thus requiring the presence of the original, copy-protected media.
Game Genie is a line of video game cheat cartridges originally designed by Codemasters, sold by Camerica and Galoob. The first device in the series was released in 1990 for the Nintendo Entertainment System, with subsequent devices released for the Super NES, Game Boy, Genesis, and Game Gear. All Game Genie devices temporarily modify game data, allowing the player to do things unintended by developers such as, depending on the game, cheating, manipulating various aspects of games, and accessing unused assets and functions. Five million units of the original Game Genie products were sold worldwide, and most video game console emulators for the platforms it was on feature Game Genie code support. Emulators that have Game Genie support also allow a near-unlimited number of codes to be entered whereas the actual products have an upper and lower limit, between three and six codes.
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system, on different computing systems via a local area network, or via a wide area network, most commonly the Internet. Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.
A software protection dongle is an electronic copy protection and content protection device. When connected to a computer or other electronics, they unlock software functionality or decode content. The hardware key is programmed with a product key or other cryptographic protection mechanism and functions via an electrical connector to an external bus of the computer or appliance.
A console game is a type of video game consisting of images and often sounds generated by a video game console, which are displayed on a television or similar audio-video system, and that can be manipulated by a player. This manipulation usually takes place using a handheld device connected to the console, called a controller. The controller generally contains several buttons and directional controls such as analogue joysticks, each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game.
The Super Game Boy is a peripheral that allows Game Boy cartridges to be played on a Super Nintendo Entertainment System console. Released in June 1994, it retailed for US$59.99 in the United States and £49.99 in the United Kingdom. In South Korea, it is called the Super Mini Comboy and was distributed by Hyundai Electronics. A revised model, the Super Game Boy 2, was released in Japan in January 1998.
Action Replay is the brand name of a cheating device created by Datel. The Action Replay is available for many gaming systems including the Nintendo DS, Nintendo DSi, Nintendo 3DS, PlayStation Portable, PlayStation 2, GameCube, Game Boy Advance, and the Xbox. The name is derived from the first devices’ signature ability to pause the execution of the software and save the computer's state to disk or tape for future “replay”. The ability to manipulate the contents of memory in this paused state permitted the cheat functions for which the brand is now better known.
On online games, cheating subverts the rules or mechanics of the games to gain an unfair advantage over other players, generally with the use of third-party software. What constitutes cheating is dependent on the game in question, its rules, and consensus opinion as to whether a particular activity is considered to be cheating.
ROM hacking is the process of modifying a ROM image or ROM file to alter the contents contained within, usually of a video game to alter the game's graphics, dialogue, levels, gameplay, and/or other elements. This is usually done by technically inclined video game fans to improve an old game of importance, as a creative outlet, or to essentially make new, unofficial games using the old game's engine.
Datel is a UK-based electronics and game console peripherals manufacturer. The company is best known for producing a wide range of hardware and peripherals for home computers in the 1980s, for example replacement keyboards for the ZX Spectrum, the PlusD disk interface and the Action Replay series of video game cheating devices.
A saved game is a piece of digitally stored information about the progress of a player in a video game.
Homebrew, when applied to video games, refers to software produced by hobbyists for proprietary video game consoles which are not intended to be user-programmable. The official documentation is often only available to licensed developers, and these systems may use storage formats that make distribution difficult, such as ROM cartridges or encrypted CD-ROMs. Many consoles have hardware restrictions to prevent unauthorized development.
A dedicated console is a video game console that is limited to one or more built-in video game or games, and is not equipped for additional games that are distributed via ROM cartridges, discs, downloads or other digital media. Dedicated consoles were popular in the first generation of video game consoles until they were gradually replaced by second-generation video game consoles that use ROM cartridges.
Import gamers are a subset of the video game player community that take part in the practice of playing video games from another region, usually from Japan where the majority of games for certain systems originate.
Game testing, also called quality assurance (QA) testing within the video game industry, is a software testing process for quality control of video games. The primary function of game testing is the discovery and documentation of software defects. Interactive entertainment software testing is a highly technical field requiring computing expertise, analytic competence, critical evaluation skills, and endurance. In recent years the field of game testing has come under fire for being extremely strenuous and unrewarding, both financially and emotionally.
A video game console emulator is a type of emulator that allows a computing device to emulate a video game console's hardware and play its games on the emulating platform. More often than not, emulators carry additional features that surpass limitations of the original hardware, such as broader controller compatibility, timescale control, easier access to memory modifications, and unlocking of gameplay features. Emulators are also a useful tool in the development process of homebrew demos and the creation of new games for older, discontinued, or rare consoles.
The hacking of consumer electronics is a common practice that users perform to customize and modify their devices beyond what is typically possible. This activity has a long history, dating from the days of early computer, programming, and electronics hobbyists.
Since the origin of video games in the early 1970s, the video game industry, the players, and surrounding culture have spawned a wide range of technical and slang terms.
Custom firmware, also known as aftermarket firmware, is an unofficial new or modified version of firmware created by third parties on devices such as video game consoles, mobile phones, and various embedded device types to provide new features or to unlock hidden functionality. In the video game console community, the term is often written as custom firmware or simply CFW, referring to an altered version of the original system software inside a video game console such as the PlayStation Portable, PlayStation 3, PlayStation Vita/PlayStation TV, PlayStation 4, Nintendo 3DS, Wii U and Nintendo Switch. Installing custom firmware on some devices requires bootloader unlocking.
{{cite journal}}
: Cite journal requires |journal=
(help){{cite journal}}
: Cite journal requires |journal=
(help)