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1HEATING.TXT
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1995-05-07
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7KB
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141 lines
~To Cheat or not to Cheat
`The arguments for and against the use of 'Cheat Material'
`whilst game playing.
~` By Simon Burrows
~` ────────────────
`As Rik Rok once said: "Somehow DOOM wouldn't be the same for
`me if I was killed every couple of rooms!". And so say all of
`us! It's a plain fact that computer gamers from Northants to
`New Guinea practice the fine art of 'cheating' so they may
`progress through the complex levels of their favourite game in
`less than quick time.
`The degree to which one 'cheats' is a matter of preference.
`At its simplest level, special key combinations can be used to
`access secret cheat menus or to edit certain in-game
`statistics automatically, such as the number of lives, height
`of jump etc., in the player's favour. For those, a little
`more practical, lengthy solutions or detailed playing guides
`offer the chance for players to breeze through the more
`complex games such those from Sierra and LucasArts. For the
`more adventurous among us, memory-resident debuggers and
`complex hex-editors open the door to the possibility of
`hacking game code to give infinite lives, extra time or
`colossal sums of money.
`The satisfaction experienced from completing a tricky game is
`like nothing else a gamesplayer can experience. Upon reaching
`the final level with one life left, players can be turned to
`jelly with the thought that one move could be the difference
`between completing the game they had been battling against for
`months, or to be once again banished to the depths of level
`one to start the whole quest again! Those opposed to the use
`of 'cheat material' state that by resorting to these drastic
`lengths, to make easy that which is meant to be difficult,
`destroys this satisfaction, and makes the limited effort it
`takes to 'cheat' absolutely worthless.
`This argument is partially true, since completing large
`sections of a game solely with the use of a 'cheat' is
`somewhat unsatisfying. However, in most cases this is not
`what 'cheat material' is designed for. By using it to conquer
`small sections of a game, which, despite great investments of
`time and effort, have proved impassable, the player can
`advance to new locations and challenges. They may then
`continue through the game again, with, hopefully, no further
`need to 'cheat'.
`There has been much press attention recently towards the cost,
`to the consumer, of buying a new game. Much of the complaint
`has been directed at the gaming giants: Sega and Nintendo.
`However, just as much to blame are those who make games for
`systems such as the PC, who charge anything from £10 for old
`budget releases to £50 for so called 'fully-priced' releases
`which, although usually boasting proudly their great graphics
`and sound, often severely lack in any gameplay. Those who
`attack the use of 'cheat material' say that despite the large
`investment needed to buy a game, consumers are drastically
`reducing the value for money of their purchase by using
`'cheats' which turn a few months of gameplay into little more
`than a few hours - even less in some cases.
`However, if new games are to be successful when they are
`released, level designers and programmers alike will always
`need to spend time and money ensuring that levels are created
`of increasing difficulty, which will challenge the players as
`they progress through the game, and add incentive to reach the
`end. Therefore, there will always be a large majority of
`people who will never reach the end because the final stages
`of the game prove to be too difficult. This means that so long
`as the player is strong-willed enough to use 'cheat material'
`only in small sections of the game where they find it
`absolutely necessary, it will actually unlock sections of the
`game which will otherwise never be reached, and, thus,
`increase the value for money of their purchase.
`Another argument taken by those opposed to 'cheating' is that
`games aren't designed to be played in the state which 'cheats'
`leave them in, or completed as easily as 'cheats' make
`possible. They believe that the judgements of difficulty made
`by the programmers and designers of the games should be
`respected by leaving the game as it is. The fact remains,
`however, that it is the programmers who 'put' the 'cheats'
`into the games. It is obviously impossible to access a secret
`cheat menu which isn't there. In simple terms, the 'cheats'
`are built into the games in the primary stages so the testers
`may check those parts of the game even they cannot reach!
`However, the programmers don't have to leave the 'cheats' in
`- as they haven't in many games, such a 'Uridium II' - so
`if they are left in, users cannot be expected to not benefit
`from them if they wish to.
`What opponents to 'cheat material' often forget is that there
`can be two sides to 'cheats'. As well as making games
`ridiculously easy for beginners, some games support 'cheats'
`which will actually add an extra level of difficulty on for
`those experts who can complete the game in its hardest modes.
`An example is DOOM where certain 'hacks' can be administered
`to increase the speed and agility of enemies, make them more
`perceptive, or increase the power of their attacks. Taking
`these steps can rejuvenate a game for the expert gamesplayer
`and allow them once again to test their skills to the full.
`There is now a new generation of 'cheats' which, rather than
`reducing the gameplay which can be enjoyed by players, can
`enhance it by adding new options and, in some cases, even new
`levels. An example of this is 'Street Fighter II'. Ever since
`this, and other games in its genre, have been released, the
`all-important question "How can I play the bosses?" has been
`asked. The fact is that due to the restrictions of home
`systems, you cannot play the bosses. That is, until now. By
`using a 'cheat code' using the 'Action Replay' cartridge,
`players can unlock a crude mode where the bosses can be
`controlled. This is an astounding way to increase the
`expensive gameplay which computer owners around the world
`invest in.
`"Will you ever reach the end?". That's what Nintendo asked
`you to consider in their recent advertising campaign. This,
`as many things in life, is up to you. If you're one of those
`chosen few who can complete a game without a 'cheat', then its
`entirely in your hands to crack the latest challenges. Or, if
`you're in the great majority who never quite make it to the
`end, then, to cheat, or not to cheat - that is YOUR choice!
`And, as Rik Rok also once said, "If only life could be hacked
`so easily!".
` ═════════════
~` By: Simon Burrows
` ═════════════