My very first codes were simply modified Game Genie codes on an original NES, way back before the turn of the century. I discovered that "World -1" in the first Super Mario Bros. is actually world 45-1 (as the hex value for 45 produced a square of exactly the same color as the rest of the nearly-black level-intro screen). There is also a "World Crown-1", "World A-1, B-1, C-1," et cetera.
I also discovered a rather serendipitous effect caused by a custom Game Genie code originally meant for Super Mario Bros. 3 (for roughly 11,200 time units to complete each world). The code is TVLOVA, and it pauses each block for roughly 2 seconds before it begins its automatic descent. However, it does not work on levels lower than 9. I used it to rack up over 1,300 lines(!) on a few occasions. I've also maxed out the score counter at 999999 on numerous occasions with this code. Whenever I did that, I used to put "IAMGOD" as my name on the high-score list.
The first code I actually created entirely from scratch was with the N64's GameShark Pro, on the game Turok 2: Seeds of Evil. It enabled the velociraptor multiplayer character to wield the same weapons as the other multiplayer characters, and it caused a cool effect where it looked sort of like the raptor was firing missiles, bullets, plasma bolts, et cetera, from its eyes.
Much more recently, I've managed to create a bunch of codes on non-PSP games, using the PSP cheat device TempAR. This cheat device gave me nearly godlike power on games such as Pokemon Mystery Dungeon: Red Rescue Team (GBA game), Super Mario World (SNES game, of course), and even the homebrew classic SmashgPSP.
I've also used it to probe the depths of the CAW engine's capabilities on Smackdown vs. RAW 2011. It has enabled me to create nearly perfect (albeit tailless) replicas of such famous characters as Pokemon's Mewtwo, Toho's Gigan (I have him and his "dark half", Dark Gigan, on my game right now), Stuffy McStuffins from the Doc McStuffins cartoon series, Midna's imp form, and Dragon Ball Z's Frieza and Rage Shenron. Also, it has enabled me to hack their movesets to include counter-proof moves in their chain-grapple movesets.
I also discovered a rather serendipitous effect caused by a custom Game Genie code originally meant for Super Mario Bros. 3 (for roughly 11,200 time units to complete each world). The code is TVLOVA, and it pauses each block for roughly 2 seconds before it begins its automatic descent. However, it does not work on levels lower than 9. I used it to rack up over 1,300 lines(!) on a few occasions. I've also maxed out the score counter at 999999 on numerous occasions with this code. Whenever I did that, I used to put "IAMGOD" as my name on the high-score list.
The first code I actually created entirely from scratch was with the N64's GameShark Pro, on the game Turok 2: Seeds of Evil. It enabled the velociraptor multiplayer character to wield the same weapons as the other multiplayer characters, and it caused a cool effect where it looked sort of like the raptor was firing missiles, bullets, plasma bolts, et cetera, from its eyes.
Much more recently, I've managed to create a bunch of codes on non-PSP games, using the PSP cheat device TempAR. This cheat device gave me nearly godlike power on games such as Pokemon Mystery Dungeon: Red Rescue Team (GBA game), Super Mario World (SNES game, of course), and even the homebrew classic SmashgPSP.
I've also used it to probe the depths of the CAW engine's capabilities on Smackdown vs. RAW 2011. It has enabled me to create nearly perfect (albeit tailless) replicas of such famous characters as Pokemon's Mewtwo, Toho's Gigan (I have him and his "dark half", Dark Gigan, on my game right now), Stuffy McStuffins from the Doc McStuffins cartoon series, Midna's imp form, and Dragon Ball Z's Frieza and Rage Shenron. Also, it has enabled me to hack their movesets to include counter-proof moves in their chain-grapple movesets.
dood
Comment