7 ms·
Faxanadu passwords were the worst. Upper case, lower case, numbers, and some punctuation. It was, however, able to represent your inventory, location, money,
by fullstop 6y ago
Faxanadu passwords were the worst. Upper case, lower case, numbers, and some punctuation.
It was, however, able to represent your inventory, location, money, etc. Pretty much a full state in ~24 characters, which I thought was very cool.. but 10-year old me didn't always write down the mantra correctly.
You can read about this system here: http://www.the-interweb.com/serendipity/index.php?/archives/5-Faxanadu-mantras-Part-I.html http://www.the-interweb.com/serendipity/index.php?/archives/...
- deleted 6y ago[deleted]
- dole 6y agoRiver City Ransom passwords were terrible as well. Lower, upper case, accents.
- fullstop 6y agoAt least those were in a grid. The Faxanadu ones were just one line without spaces.
- elihu 6y ago41 year old me doesn't always write down the mantra correctly.
- fullstop 6y ago42 year old me can take a screenshot or a photo!
- tenebrisalietum 6y agoI still think nothing beats Legend of the Mystical Ninja on Super NES. If you are playing a two player game and obtain a password, it's a full 60 characters you'll have to enter. For comparison, the Guardian Legend was 32 characters (like Faxandu) and Metroid was 24. I never played Magic of Scheherazade; looks like that weights in at 43 characters.
- ranaexmachina 6y agoThe Golden Sun series had a password system to transfer your progress from Golden Sun 1 to Golden Sun 2. If you wanted to transfer everything it was 260 characters. At least you only had to do this once and there was an option to use a link cable instead.
- Kalium 6y agoIf memory serves, the Golden Sun games gave you a choice of three different levels of detail of data transfer via password.
- greenknight 6y agoCorrect, back in those days digital photos on a phone were also non-existant, which would have made the many pages to transfer everything so much more convienent. Golden Sun also had a feature where you could put your GS1 game into sleep (at a specific data transfer point), take out the cartridge, and replace it with GS2, and unsleep, to transfer the data. My 11yr old brain was blown by this!
- Dylan16807 6y agoYep! Specifically, it can transfer all the important things in 16 characters. The medium option about four times as big to send exact stats rather than just levels; that seems like a lot of work for little benefit. The big one transfers every single item in your inventory.
- city41 6y agoAlways wished when passwords approached double digit territory that the devs would have sprung for the battery save. I always liked how Turbo Grafx did this. For many games if you had the Turbo Booster Plus or CD add on, you could save your game to their memory, otherwise you could use a password.
- SilasX 6y agoYes! Didn’t think someone else would remember LotMN! What’s worse, a few of the characters were easy to mistake for other ones, meaning we’d often enter the full thing (no keyboard, of course) and find it didn’t work, either because we mistranscrobe it on “save” or misread what we had written. (For a while I thought each save also used up memory and they were getting deleted but that wouldn’t make sense.) Has anyone reverse engineered the encoding?
- batty_alex 6y agoWillow on the NES was also hilariously long and did a whole lot with 18 character passwords. Underrated game, too
- nicetryguy 6y agoDon't have negative thoughts. Remember your mantra!
- grawprog 6y agoFaxanadu passwords were pretty terrible for sure..but hands down the the absolute worst has to be james pond 3 on the genesis. There was like 4 different colours and a bunch of symbols like pieces of cheese and rayguns and stuff. The passwords were 32 characters long. https://www.andrewnile.co.uk/blog/james-pond-3-fish-code/ https://www.andrewnile.co.uk/blog/james-pond-3-fish-code/ Writing those things out was ridiculous. We had pages and pages scattered around with James pond passwords.