NES Game Genie codes

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by on (#14958)
The only Game Genie code I know is the one I made myself:

NES::Super Mario Bros. (PRG 1)
GXNAGY: Easy access to World 36 (the "minus world") in 1-2 warp zone

by on (#14959)
Try 'NUTANT' for SMB1 and SMB3.

In SMB1, it's primary use is to remove the title screen(sloppily).
In SMB3, it turns the game into stage-blind mode.

by on (#14960)
I wish this site was still around, most of it is on archive.org though.
http://web.archive.org/web/20020204144525/www.angelfire.com/mb2/ggco/ccodes.html

I used to have a lot of fun trying random 6-letter codes on all kinds of games. Some of them are on the site above.

About the only one I can remember was SSSSSS on Friday the 13th, makes the player invincible when walking. Can't remember if it was 6 or 8 S's, but 8 S's was pretty fun on Zelda 2 also.
re
by on (#14961)
"TOLALL" SMB2 Strange new soundtrack I made myself About a year and a half ago. And in Sm3 "KLOTOE" Adjust pitch off music with controll pad (on map screen use controll pad in game pitch is usually high). Smb1 "ASTETE" Night Mode.

by on (#14962)
Any 8-letter NES game genie code with all the same letters is fake. 6 letter codes with all the same letters aren't neccesarily.
re
by on (#14963)
that's seems true that shorter codes have a more likelyness of being more effective of being a goood code rather than 8 letter ones. Just look a galoob book you'll the diffrence and it's getting better all time. I'll stop the world and
melt with... most codes are programed maybe because of space limitations.

by on (#14964)
Quote:
that's seems true that shorter codes have a more likelyness of being more effective of being a goood code rather than 8 letter ones.


That's because 8-letter codes are conditional, requiring that the changed byte first match a specified value. It means that a random 8-letter code will have around a 1% chance of even modifying anything.

by on (#14965)
6-letter codes are best for finding effects, because they're unconditional. 8-letter codes are best for refining the effect to not adversely affect the game, because it won't randomly modify other coding in the process. I modified a 6-letter battles-instantly-end code for Final Fantasy into an 8-letter code, so that it would stop crashing the game in the room with the vampire. The code being several years old(almost to the point of the author's name being lost), it was no surprise it hadn't been fixed before.

by on (#14967)
ugetab wrote:
Any 8-letter NES game genie code with all the same letters is fake. 6 letter codes with all the same letters aren't neccesarily.


Yeah, you're right. The Zelda 2 code was 6 letters, I remembered wrong.

by on (#14969)
Memblers wrote:
I wish this site was still around, most of it is on archive.org though.
http://web.archive.org/web/20020204144525/www.angelfire.com/mb2/ggco/ccodes.html

I used to have a lot of fun trying random 6-letter codes on all kinds of games. Some of them are on the site above.

About the only one I can remember was SSSSSS on Friday the 13th, makes the player invincible when walking. Can't remember if it was 6 or 8 S's, but 8 S's was pretty fun on Zelda 2 also.


Ha! This site has a submission from you for things like this. I'm not sure if you submitted it to this site, or a previous incarnation, or a whole different site, but I find it really funny because I just saw this page there today. What a coinky-dink :P I did notice that the same /ggco/ directory was in there though.

hmmm... now that I checked out a few of the codes, I wonder if the site I posted just now ganked those codes, or if they were given to the webmaster. I just gave that guy some material, so I hope that nothing on that site has been ripped off :?
re
by on (#14977)
Kirby's Adventure "AAAATT" The way the soundtrack should have been. Be careful it freezes at certain places like when you warp with a star.

by on (#14980)
Roth wrote:
hmmm... now that I checked out a few of the codes, I wonder if the site I posted just now ganked those codes, or if they were given to the webmaster. I just gave that guy some material, so I hope that nothing on that site has been ripped off :?


Yeah, looks like it has all the codes from the older version of GGCO, where I submitted some originally. So they've missed a lot of stuff. I can't remember who ran the site, cracked8ball maybe.
http://web.archive.org/web/20011013120730/www.angelfire.com/mb2/ggco/classicggco/index.html
That site said the GGCO section was later moved to NESChedda.com, which is gone now.

by on (#15264)
Memblers wrote:
I wish this site was still around, most of it is on archive.org though.
http://web.archive.org/web/20020204144525/www.angelfire.com/mb2/ggco/ccodes.html

I used to have a lot of fun trying random 6-letter codes on all kinds of games. Some of them are on the site above.

About the only one I can remember was SSSSSS on Friday the 13th, makes the player invincible when walking. Can't remember if it was 6 or 8 S's, but 8 S's was pretty fun on Zelda 2 also.



It was six S's on Friday the 13th and remember it only works when you are moving if you stand still you can still die. I remember playing that game a shitload and not being able to beat it then putting in that code and realizing it made you "almost" invincible. Now that someone has brought this topic up i'll have to dig up my old notebook with all the codes we made up over 1000 years ago, If I remember correctly there were some pretty good ones. Not to mention it was always fun to try and spell words like piss, ass, satan etc.. and see what it would do to the game if anything.
re
by on (#15274)
Most codes AAAAAA or AAAAEE freeze the game or don't start up the game.

by on (#15281)
AAAAA would make sense, since you're changing $8000 to #$00. That would put in a BRK opcode where many games have their code startup, or music routines.
re
by on (#15283)
I'm trying to find alternate Kirby's adventure code for AAAATT because the game sometimes freezes and I like the music.

by on (#15284)
AAEATTLP
re
by on (#15285)
How did you find that!?! :o

by on (#15288)
Experience. Knowing about the things I work on, to some mild degree. It's easy. Just spend half the time you're awake learning to make codes with FCEUXDSP for 2 months.
Re: re
by on (#15306)
nensondubois wrote:
Most codes AAAAAA or AAAAEE freeze the game or don't start up the game.


Some games don't freeze with AAAAAA, but they will occasionally have really odd side effects. Try using it with Castlevania 2. You'll have to leave town, before you notice anything different.

Also I remember the no battle code for Final Fantasy. It was OOTPVP. I used to get past the stairs leading to Lich's chamber using a save state. ( and reloading it with no code active. Though you can't do this on a real nes) Some of the stairs in the final dungeon also have this problem.

A funny side effect with that code is each time you get into a fight, and go back, if you look at the stat screen, you'll notice it makes the characters level go up by one. (Though it has no effect on their stats.) If you keep getting into battles, you'll eventually surpass level 50, and after 99 it'll start using letters with numbers. (A1)

In the game monsters run away from you depending on your level. When your level becomes B1, the monsters think you're so powerful that every single one of them in the entire game will run away from you. Even the bosses. Seeing Chaos run away, and then disintigrate is pretty amusing.
re
by on (#15313)
every time I use D. Mario with my game genie graphics mess up and getts really annoying so I never play it with game genie. I had a notebook with smb2 codes I made that I lost about two years ago along with other games on it. I had codes like see the credits after you select your character and other stuff like that. It still vexes me to this day maybe I threw it out.

by on (#15320)
The Final Fantasy OOTPVP code was something I fixed a while ago. Who else fixed it, if anyone, I don't know.
OOVPVOEZ
re
by on (#15337)
mario 2 AGGAAG Remix music.