Overview
Write it down. Password systems encoded player progress—level reached, items collected, stats gained—into strings of letters and numbers. No battery backup needed, but players managed notebooks full of codes. Some systems were elegant (Metroid’s 24-character grid), others tedious (long alphanumeric sequences). All served the same purpose: save without hardware cost.
Fast facts
- Purpose: Save progress without battery RAM.
- Method: Encode state as string.
- Cost benefit: Cheaper than battery backup.
- Player burden: Must record passwords.
How passwords encode data
| Data type | Encoding |
|---|
| Level number | Character positions |
| Items collected | Bit flags |
| Stats | Numeric encoding |
| Checksum | Validation |
Famous password systems
| Game | Format |
|---|
| Metroid | 24-character grid |
| Mega Man | Grid-based |
| Kid Icarus | 24-character |
| Castlevania II | Alphanumeric |
Password length factors
| Factor | Effect on length |
|---|
| More data | Longer password |
| Error checking | Additional characters |
| Character set | Larger set = shorter |
Metroid passwords
| Code | Effect |
|---|
| JUSTIN BAILEY | Suitless Samus |
| NARPAS SWORD | Debug mode |
| Regular saves | 24 characters |
Design considerations
| Challenge | Solution |
|---|
| Transcription errors | Checksums |
| Exploits | Validation |
| User-friendliness | Readable characters |
| Length | Balance data vs convenience |
Character set choices
| Approach | Trade-off |
|---|
| Alphanumeric only | Longer, clearer |
| Case-sensitive | Shorter, error-prone |
| Exclude confusables | O/0, I/1 removed |
vs Battery backup
| Aspect | Password | Battery |
|---|
| Cost | Free | Expensive |
| Convenience | Manual | Automatic |
| Reliability | Always works | Battery dies |
| Shareability | Can share codes | Cannot |
Player experience
| Pro | Con |
|---|
| No battery failure | Must write down |
| Shareable progress | Long sequences |
| Cheat codes possible | Transcription errors |
See also