this post was submitted on 16 Sep 2026
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Most of the games I played back in the day had some way of resuming your progress at a later date, whether that was an actual save system, a password system, or even a hidden warp zone. What were you supposed to do for longer games that had no way at all of resuming your progress after switching the console off? Get good enough at the start of it that you could play the game faster and eventually complete it in one go, or just leave the console on overnight and continue the next day?

(and yes, my Mega Drive is currently sitting powered on because I couldn't think of a better way to keep my progress)

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[โ€“] captain_aggravated@sh.itjust.works 18 points 2 days ago (3 children)

There were some games you were supposed to complete in one shot. The one from my childhood that comes to mind was Super Double Dragon on the SNES. It was built like an arcade game, you got so many lives at the start, and you had to beat it in that many lives. Your health on your current life would be recharged on each new level. The game had seven levels.

Others had password systems. They weren't really passwords; what they were was basically a hash or encrypted string that represented the game's state. Depending on the game, at the end of a level, or at any point during gameplay in the pause menu or something, it would display a password which you then wrote down on a piece of paper with a pen like a Mesopotamian. Restarting the game, you could find a password entry screen that would launch the game with those parameters. Metroid on the NES worked this way, and it was early enough and popular enough to become kind of infamous for it, Metroid included the entire alphabet, number and some symbols, so you could spell entire words, some of which produced interesting results. ENGAGE RIDLEY MOTHER FUCKER is technically invalid but it generates interesting results, as does MOTHER BRAIN? FUCKIN TOASST. A young man named Justin Bailey found that his name works surprisingly well, and NARPAS SWORD0 000000 000000 must have been hard-coded. These passwords got passed around and even printed in the gaming press, so later games omitted vowels from their password system to prevent them from spelling coherent words.

Still others hid secrets that allowed skilled or knowledgeable players to skip levels. The poster child here is of course Super Mario Bros; they figured newer players would play the first few levels to the point they gained proficiency, and then would discover the warp zones that let them warp ahead, thus skipping the parts of the game they've played already.

[โ€“] thermal_shock@lemmy.world 5 points 2 days ago (1 children)

Like a Mesopotamian ๐Ÿคฃ๐Ÿคฃ๐Ÿคฃ๐Ÿคฃ๐Ÿคฃ๐Ÿคฃ

[โ€“] statler_waldorf@sopuli.xyz 3 points 1 day ago (1 children)

I got an NES shortly after it came out and only found out in the last few years that you can hold A when pressing start on the Continue screen to start over at either the level or stage you died on (forget which).

We only had Super Mario, Duck Hunt, and The Legend of Zelda for years. You just had to get good. I had hand drawn maps, diagrams, and notes for everything.

The Legend of Zelda was, as far as I'm aware, the first ROM cartridge-based game with a built-in save feature.

[โ€“] christian@lemmy.ml 2 points 2 days ago (2 children)

I think Castlevania 3 had a 5x5 (?) grid for its password system and you would choose symbols like flames and axes to fill out the grid.

Yeah, those avoided the language problem entirely, and then presented the "oh fuck how do I write THIS down?" problem.

[โ€“] edgemaster72@lemmy.world 3 points 2 days ago* (last edited 1 day ago)

Can't confirm for 3, but I know Castlevania Bloodlines on Sega Genesis had that password system (as well)