@DJ Omnimaga wanted me to make this, so I am :P
I have an Everdrive N8 and an NES at home, and I love to play on it often. One thing that's sometimes fun to do, besides playing the games, is making up useful, funny, or just interesting Game Genie codes. I will post new codes I make for new games as I create them.
Also, yes, every code here is of my own creation. Almost.
Big Bird's Hide & Speak
ASETPAEY | You will select the right person, no matter who you select (game might softlock) |
ENKLTTEI | Everyone, no matter if they're the right person, nods their head after you choose them |
ESETPAEY | You will select the right person if you select anyone that's not him |
PEUTIAGA | You only need to select 1 person correctly to win the round |
YLXVUTYT | Big Bird NEVER speaks |
ZZEUTZTZ | As soon as the characters enter, they are all Ernie; game softlocks after round |
Blurred Lines 2048 (https://forums.nesdev.com/viewtopic.php?f=22&t=13045) (yes, that's a thing)
AAATAT | Only 4 tiles spawn |
EIIVTG | Mute the DPCM channel (no "Hey hey hey"s or "Everybody get up"s or similar will play) |
ZEYVAI | Alternate code to AAATAT |
Dr. Mario
EAAOUT | Pills appear at the beginning of each round instead of viruses |
ENLEUG | Pills float in the air, instead of falling |
IXPAGZ | The last music track to play will continue to play through each level |
GOALOK | Alternate code to TELAEI |
TELAEI | The game thinks it's being pirated (crashes when you place a pill) |
YUPAEY | Place viruses instead of pills |
Kirby's AdventureMario Bros
ENTSZZ | Earthquake when POW block is hit |
Pac-Man
AYATLA | Only need 1 dot to win |
Sesame Street Countdown
ASPLUL | Every number you choose within the level, no matter what, is counted as correct |
AYIZEL | The Count says that every number is correct, but it might not be |
POPZAA | No matter what number you choose, The Count will always say a glitch number called "ah ah ah" |
Summer Carnival '92 - Recca
AXUSYKGG+KSKIPGUI | Activates an interesting (unused) intro: the SEGA logo and jingle appear, then explode, and then the Nintendo logo drops down and plays the Game Boy startup sound effect |
Super Mario Bros[spoiler]
AATLKY | Gravity is not imposed on enemies and powerups |
AATLOG | Powerups don't come out of blocks |
AAZUZT | Mario can always shoot fireballs, regardless of his powerup |
AEGISS | Hold LEFT against any solid object to enter a subworld (where you go depends on where you are in the level) |
AEGLKG | Powerups don't move |
AETAIG | Most things that give you points give you 1-Ups |
AILALL | 2-player mode is disabled |
AIPVEZ | Each Toad looks like Peach |
AITELG | Press B at a Toad to go back to the title screen and unlock "hard mode", effectively beating the game |
ANYAAZ | A rather...umm...interesting way of starting on World 2 |
ANNEPIEY | Mario has the palette of Luigi |
ASALPA+TGYOPO | Walk around in the intro of 1-2 (can't escape) |
ASPOUL | Almost every hole in the ground is filled |
AYAPKL | Hidden 1-Up blocks are always active (as opposed to only being active after collecting a certain number of coins) |
AYOETGEY+YZVAEEZY+YZVASALI | Mario is always referred to as Luigi in-game |
AYPVEZ | You rescue Toad at the end of the game |
AYTELG | You continue on to 9-1 at the end of the game (seems to break Coin Heaven; game crashes at World A-1 if you fall down) |
AYZEPG | Peach will tell you the princess is in another castle at the end of the game |
AYZIPY | As Fire Mario, press B to kill all enemies on-screen |
AYZSVA | Instead of becoming Fire Mario when collecting a Fire Flower, you go to the next world after a few seconds |
AZPIOE | Mushrooms behave like 1-Up Mushrooms |
EIAGOP+YYAGEO | All enemies are Bowser |
ENAISA | Enemies are powerups and powerups are enemies |
ENZUUK | Mushrooms don't move |
ESIINK | Hitting a block gives you 200 points and may kill some enemies |
GAGLIT | Mario can't shoot fireballs underwater (because physics) |
GIZSVA | Instead of becoming Fire Mario when collecting a Fire Flower, you turn into Small Mario, but he can't hit blocks |
GTAOZP | The Starman music plays instead of the regular music |
GTLPXZ | Every brick is loaded as a cloud |
GVAPZG | The ground is rendered as clouds |
GVPLAP | You don't die by falling down pits, but you come down in a sublevel (for example, falling down the pits in 1-1 put you in the underground section) |
GVPOZG | Only one row of the ground is rendered |
LAAIKE | Powerups, in addition to their power, also give 1-Ups |
LALISP | Mario never dies when getting hit |
LYZSVA | Instead of becoming Fire Mario when collecting a Fire Flower, the sky changes to night |
LZZENK | Hidden 1-UP blocks are revealed! The blocks' location is revealed with a small exclamation point |
NGZEUK | Hidden coin blocks are revealed! The blocks' location is revealed with a small letter C in a circle |
NNILXI | Every mushroom/flower is replaced with a weird Koopa-shell powerup that acts like a Starman |
OOIING | Become Starman-invincible whenever you hit a block (WARNING: can crash emulators) |
OSIINK | Hitting a block gives you 400 points and may turn some enemies into Koopas |
PEZLEK | Fire Flowers move like Mushrooms |
PZAEUK+PZPENK | Starmen in bricks are revealed! The blocks' location is revealed with a small * icon |
PZPPAN | Every screen in the game scrolls (even the intro to undergroud/underwater stages, and the Warp Zones) |
SUYLUY | Anything that falls down the bottom will appear on the top, and vice versa (you can't escape Coin Heaven; buggy behavior with lifts) |
TEYIUT | Press DOWN on any solid surface to go to a subworld (where you go depends on where you are in the level) |
TGGITN | Fireballs can kill all enemies instantly, even "unkillable" ones (except Firebars) |
TITLPZ+VGLIVO | A Fire Flower gives you one extra hit |
TXZYGV | The death noise sounds like a pulse fading out...I dunno how to describe the sound |
TZAENK+TZZAUK | Coins in bricks are revealed! The blocks' location is revealed with a small coin icon |
VELLZN | The pipe that leads to the Minus World leads instead to World 8 (not completely tested) |
VGAAUK+VGPANK | Powerups in bricks are revealed! The blocks' location is revealed with a small Mushroom icon |
VKPAUK | Powerups in ? Blocks are revealed! The blocks' location is revealed with a small Mushroom icon |
VTAETU | Once you beat the game and can press B to select a world, you may select any world from 1 to 255 (world numbers appear as graphical garbage, and levels are loaded as garbage data; some may crash) |
VTLAPE | Immediately start in an inescapable water world (not the Minus World), but return to the title screen as normal once you die |
XTLGGK | Lakitu's Spiny Eggs do not fall straight down; they veer to the sides based on your position, speed, and random chance (not tested completely) |
XYTEIX | Press B at the title screen to change the world you start in |
- Combine ANNEPIEY, AYOETGEY, YZVAEEZY, and YZVASALI for full gameplay as Luigi, even in 1 player mode! (Requires 2 chained GG devices, or some method/apparatus for entering more than 3 codes.)
- Combine GTAOZP, GTLPXZ, GVAPZG, GVPLAP, and GVPOZG for a full Coin-Heaven-like experience! (For normal GG devices with only 3 codes, the middle 3 suffice.)
- Combine VTAETU and XYTEIX to access any world from 1 to 255 right from when you start the game!
[/spoiler]
Super Mario Bros 2 (USA)
AENEOGPP | Everyone can float by holding A |
AEOUETTP | The screen is always shaking as if you just threw a POW block; strange gravity with some objects |
AESOTAIA | Pull up a big vegetable to freeze time |
AEUEKKGL | Jump way higher than usual |
AIUENLEY | Press UP and DOWN to climb invisible vines (doors don't work; you must climb down in front of them) |
AYOENGEI | Jump in midair |
EEEAXXEK | No matter how many lives you lose, you never get a game over |
IENOTSLP | Snifits spit Snifits (and they spit Snifits who spit other Snifits, etc) |
KEOOXXSE | The Super Mario Bros 1 theme plays at the title screen |
OXXOKAEU+VOXOSAOO | Shells bounce off obstacles |
SXOUXVVK | Throw down a POW block, and kill every enemy in sight until you go through a door |
TONOTSLO | Snifits spit eggs |
ZAXPGGAL | Subspace looks normal (but with graphical glitches) |
Super Mario Bros 3
AATEVT | Pause is disabled |
ALUZZIYZ | Fire Mario now looks more like he did in SMB1 |
AOZULT | Immediately get forced into an unused level (possibly a rejected World 6 level) |
EIGXLT | If you duck on any platform for long enough, you will fall through to the background |
EYEZEZEI | Turn into Fire Mario when collecting a Fire Flower while small (instead of turning into Super Mario) |
EYUZXGEI | Turn into Raccoon Mario when collecting a Super Leaf while small (instead of turning into Super Mario) |
LPOGVPYX | Press Select to toggle invincibility |
GGUXSKXV+KZUXNKXV+OGUXVKXV | Activates Debug Mode on the menu if holding A+B on controller 2 |
NNXXKGAE | Always run as if your P-Meter was full |
PAIUUT | You fall through to the background on white blocks instantly |
ZPXXTSZX | Luigi is usually a slightly lighter green in-game than on the map screen; this code makes the color consistent |
Takeshi no Chousenjou
EGOYESOK | Press A at the title screen to warp to the final room |
GONNOGLE | Alternate code to EGOYESOK |
Tetris (Nintendo)
AYIAEP | Pieces go down faster when you hold DOWN |
ENTONA | The demo is desynced; you get the same pieces every time you play |
EYTZAG | Press START at the title screen to immediately skip the copyright notice |
PALEGZ | Shorter wait at the copyright notice (not too noticeable, though, to be honest) |
ZALAAP | Partly-functional 2 player mode! |
- Combine EYTZAG and PALEGZ to skip the copyright notice altogether!
Thanks for those codes. I haven't gotten any time to try them as I got sidetracked by many other things, online and offline. I'll take a further look later, though. I'm particularly interested by the SMB/SMB3/Tetris ones. Also wtf about the 2-player Tetris mode? Do you mean the game includes an unfinished one?
Yes, Nintendo's Tetris for NES originally was going to include a 2-player mode. It got cut, but most of the code was left in the game, and is functional (but it crashes if anyone tops out). That code enables it. It's most comparable to Battle Mode in later Tetris games, with each player even sending garbage lines to the other player upon clearing lines. It's a shame that it was cut, because it's actually a fun mode!
Funnily enough, there is another code in the official Game Genie manual for Tetris NES giving a 2 player mode (ENEALYNN), but it was that one player controlled the direction the piece moved, and one controlled the orientation.
COINAGE you get 1000 gold
QUERRY you get 1000 stones
I hope noone notices I have never even touched a NES >_>
It's not even querry
it's quarry
tsk
I decided to put my hacking skills to the test, and fix what I've always wanted to fix within Super Mario Bros: making it so Small Mario powers up to Fire Mario when collecting a Fire Flower (because, oddly enough, he doesn't :-\ ). This took 12 Game Genie codes, though, so instead of putting it in the Game Genie list, I'm attaching it here as an IPS patch.
Patch it to an original Super Mario Bros ROM with a utility such as Lunar IPS. This will fix the issue of powerups not powering you up enough.
Also,
@p2, neither of those codes are valid. Yet, oddly, enough,
GGENIE is. :P
@JWinslow23 they were cheats from Age of Empires 1 ;)
also good job on that patch :thumbsup:
Oh, OK then.
And, as it turns out, it's easier to "fix" the powerups in Super Mario Bros 3 (where the same "Small Mario won't power up to the actual powerup" quirk exists for the Super Leaf and the Fire Flower). There are unused flags to see if those powerups are coming out of Big ? Blocks (unused, as in, there are none of those powerups that come out of Big ? Blocks), and if a powerup has come out of one, it powers Mario up to that immediately, regardless of powerup status. "Fixing" that game's powerups, then, comes down to two codes. It's amazing how much unused stuff is in that game.
above my level, but doesn't ths call for a second patch, enabeling most of that unused code to give the game a new touch? ;)
A lot of patches to unlock hidden or unused features in SMB3 already exist. Here are some examples.
- The hidden debug mode can be accessed with the Game Genie code KKKZSPIU, or you can activate it the "intended" way with GGUXSKXV+KZUXNKXV+OGUXVKXV by holding A+B on the title screen with Player 2. (I say "intended" because there exists a check within the code to see if Player 2 is holding A+B at the title screen, and the area of the code that executes when the check is successful is NOP'ed out...but there is just enough space there to enable the debug mode.) A patch to accomplish the same, with a hacked-in menu to show the effects of the debug mode better, is downloadable here (http://bmf.rustedmagick.com/cr/files/smb3dbug.ips).
- There is an unused functionality coded in the game that would toggle Mario being invincible whenever the player presses Select. (A popular guess seems to be that this is a remnant of the debug mode, but I doubt it, since Select changes powerup status in debug mode.) The code is still there and fully functional, but the game unconditionally jumps past it. The Game Genie code LPOGVPYX will enable this functionality.
- There are 15 unused levels still in the game's code that seem to be early versions of final levels, or levels made for testing. In three of these levels, there are some new enemy types, the Green Parabeetle and the Gold Cheep Cheep. One of the levels, a World 6-like ice level, can be accessed with the Game Genie code AOZULT (which simply forces immediate entry in the level tile you're currently standing on), because the START tile contains a pointer to this level. An IPS patch that allows access to all of these levels through a hacked overworld map is downloadable right here (http://themushroomkingdom.net/stuff/smb3ll.ips).
- There are MANY bonus games that went unused, but remnants of their code still exist within the game. A good write-up on what exactly these are and what they're supposed to do (and what they do instead) is available at The Cutting Room Floor (https://tcrf.net/Super_Mario_Bros._3/Unfinished_bonus_games), and a patch to access these bonus games is downloadable right here (http://sonicepoch.com/sm3mix/smb3bonus.zip) (apply to the Japanese ROM).
I remember some of the unused worlds from that hacked world map. Aren't some super glitchy and impossible to finish, though?
Yes, some are incomplete or don't end properly. They are all playable, though.
Bump.
In Super Mario Bros, RAM address
$03F0 keeps track of the number of blocks hit, but no routine actually uses that value. So, I wanted to turn the coin counter into a counter of this variable. Once I realized it's not that simple for the display itself, I did a whole lot of workarounds that basically make hitting blocks the new equivalent of collecting coins, and collecting coins now do nothing. And yes, hitting 100 blocks gives you a 1-UP now.
Here are the Game Genie codes I used, along with what they actually accomplish separately.
SPASKT+SPYUVL | Coins do nothing |
AZTAKZ+ULTAVX+VYTASX | Hitting a block increments the coin counter |
IAZLUG+PLZLSK | Hitting any block gives 50 points (if these codes weren't here, they'd give 200 points) |
AAPLKT | Actually breaking a block doesn't count for an additional 50 points |
YGTETY | The coin icon is replaced with a brick icon (because clarity is important) |
Apply every one of these to implement the full functionality, or only do the ones you want.
As well, I've made a jump counter using some other Game Genie codes. See how many jumps
you average in Super Mario Bros!
SPASKT+SPYUVL | Coins do nothing |
AEZUPG+AXZLIG+EXZUAG+UUZLYK+VNZLTK | Jumping increments the coin counter |
ZATETN | The coin icon is replaced with the letter A (for "A button") |
Bump.
Added a lot of new Super Mario Bros codes! Most of these have to do with powerups.
AAZUZT | Mario can always shoot fireballs, regardless of his powerup |
AEGLKG | Powerups don't move |
AYAPKL | Hidden 1-Up blocks are always active (as opposed to only being active after collecting a certain number of coins) |
AYZIPY | As Fire Mario, press B to kill all enemies on-screen |
AYZSVA | Instead of becoming Fire Mario when collecting a Fire Flower, you go to the next world after a few seconds |
AZPIOE | Mushrooms behave like 1-Up Mushrooms |
ENAISA | Enemies are powerups and powerups are enemies |
ENZUUK | Mushrooms don't move |
GAGLIT | Mario can't shoot fireballs underwater (because physics) |
GIZSVA | Instead of becoming Fire Mario when collecting a Fire Flower, you turn into Small Mario, but he can't hit blocks |
LAAIKE | Powerups, in addition to their power, also give 1-Ups |
PEZLEK | Fire Flowers move like Mushrooms |
These codes are very fun to play around with, and
AAZUZT+AYZIPY makes you truly unstoppable!
Also, I made a bunch of codes that reveal some hidden items.
LZZENK | Hidden 1-UP blocks are revealed! The blocks' location is revealed with a small exclamation point |
NGZEUK | Hidden coin blocks are revealed! The blocks' location is revealed with a small letter C in a circle |
OZAANG+OZPEUG | Vines in bricks are revealed! The blocks' location is revealed with a small vine-like shape |
PZAEUK+PZPENK | Starmen in bricks are revealed! The blocks' location is revealed with a small * icon |
TZAENK+TZZAUK | Coins in bricks are revealed! The blocks' location is revealed with a small coin icon |
VGAAUK+VGPANK | Powerups in bricks are revealed! The blocks' location is revealed with a small Mushroom icon |
VKPAUK | Powerups in ? Blocks are revealed! The blocks' location is revealed with a small Mushroom icon |
All of those codes are really helpful, and you might even discover some hidden items you've never seen before!
Bump.
I was playing through Takeshi no Chousenjou recently, and I couldn't get far, but I wanted to see the ending. Apparently, according to an internet rumor, punching 30,720 times at the title screen warps you to the final room of the game, which sounds outlandish. However, looking through the code of the game, it's entirely true!
Therefore, I had to make a Game Genie code related to this. My results are EGOYESOK and GONNOGLE (both attempts at making "readable" codes), which do the same thing: punch once at the title screen to warp to the final room of the game.
The ending, of course, is underwhelming. :P
Hm, that's interesting. Sounds like something to TAS.