![]() ![]() They eventually beat the Genie by making games that didn't require endless codes to actually win, but Galoob was there when gamers needed them the most, and for that we're forever thankful. ![]() They ultimately failed, as the judge decided that using the Genie did not "create a derivative work," ergo Mario and company just had to eat it and smile. Some companies hated that, such as Nintendo, who tried to sue Galoob over the Genie. Either way, the game was now yours to mess with. Alternately, some codes let you make the game harder, by giving you less energy, fewer lives, or making the enemies stronger. You could have infinite lives, infinite continues, infinite energy, unlimited ammo, super strength, or just jump to any level you desired. You would then input codes that basically hacked the game and gave you all sorts of goodies. Released by the company Galoob for the NES, SNES, Genesis, Gameboy, and Game Gear, the Game Genie was a device you attached to whatever game you were playing, and then inserted into the console. Most games, however, just gave you a foggy world and assumed you'd like that more than the alternative. ![]() Likewise, Superman 64 explained its green fog as " Kryptonite Fog" designed by Lex Luthor to screw with Superman. There, you had to rely not on sight, but rather sound to find the monsters before they found you. Silent Hill, for example, made the fog part of an alternate reality you step in, aptly called the Fog World. Some games made fog part of their narrative, rather than just expecting you to accept it. As you advanced, the fog around you would magically disappear, but you could no longer see where you once were, and the places you still had yet to visit were as obscured as ever. Many games chose the latter, blanketing themselves in thick layers of fog to disguise how, past the point of action, there wasn't anything to see. So they had two choices: ugly, clippy backgrounds, or no backgrounds at all. Specs that actually affected hardware and memory became more important and the PlayStation 2, Gamecube, and Xbox sporting 128 bits was about as important as the presets on the new car you want to buy.ĭuring 3D gaming's awkward adolescent phase, consoles didn't have the horsepower to handle detailed backgrounds. Eventually, however, focus moved away from bits, as they were mostly an indicator of how many colors a screen could display at once. That might've worked, except the Jaguar was basically terrible–proof that bits still needed good games backing their hype up. Some companies tried to do things out of order, like when Atari unveiled the 64-bit Jaguar while Nintendo and Sega were still largely in 16-bit land. Nintendo wouldn't have called their 64-bit system the Nintendo 64 if they didn't think that gigantic number would draw huge bucks, after all. Each generation of systems had more bits than the last, and it was a major selling point for your system to have more bits than the competition. Nintendo soon followed suit with their own 16-bit system, and begun the Bit Wars had. ![]() That console was 16 bits–twice as many bits!–and gamers' jaws dropped. When the original Nintendo Entertainment System came out, it was an 8-bit system, much like the Atari 26 were. ![]()
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