![]() "People significantly involved in the NES one were David, Richard, and Jim Darling, the Codemasters family. I did a really sweet 'Game Genie 2' for the SNES, but it never launched due to market conditions."Īplin then pointed us in the direction of colleagues. I arrived at Codies just after the NES version launched in the US, and did several other formats Game Boy, Game Gear, and so on. "I did several versions of Game Genie, but not the very first NES one. For good measure, we've also included quotes from Andrew Graham, creator of Codemasters' Micro Machines game.Īplin was easy to track down, given his detailed and fascinating 2009 interview on regarding Game Genie. To tell the full, amazing story of this unassuming device, we've also supplemented their answers with quotations from other sources, including input from the siblings who founded Codemasters, the company behind the Game Genie: brothers David and Richard, and father Jim Darling. To fully document the Game Genie saga, we interviewed four key people: Ted Carron, Graham Rigby, Jonathan Menzies, and Richard Aplin. So we thought, that's interesting, but we ignored it Generally, people weren't excited about it. There was this little Japanese company, Nintendo, which had this funny little console. Unlike Game Genie, however, none incurred the wrath of Nintendo, with a $15 million lawsuit ensuing. By the time Game Genie (initially) launched in 1990 the concept of cheat devices was already well established. Plus, there were other lesser-known plug-in devices. These allowed not just cheats but also backing up games. There were also the Multiface peripherals for various computers, by British company Romantic Robot. Game Genie was not the first Datel produced Action Replay cartridges for the C64 and other computers as early as 1985. Things get especially interesting when looking at the history of physical cheat devices that interface with game-playing hardware. Put simply: the altering of games has always existed, even if it's less prevalent today than it was during the '80s and '90s. Some developers also built-in cheats, codes, and passwords for players to use. ![]() Computer games also had 'trainers' made, some even being sold – Castle Wolfenstein from 1981 had one by Muse Software. These allowed unlimited lives, fixing of glitches, and more. ![]() In computer games, it was possible for players to 'POKE' data values and change things, with old magazines printing listings of them. Developers included cheats to aid development, from Manic Miner to Gradius. The history of which is so old and entwined it's difficult to find its origins. Much has been written about cheating in games.
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