Game Genie
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Game Genie

The Game Genie was a line of video game accessories that allowed players to alter code transmitted between game cartridges and a video game console, known informally as a cheat cartridge. Developed by Codemasters and distributed by Galoob in the U.S. and Camerica in Canada, it debuted in 1990 for the Nintendo Entertainment System (NES), with later versions for the Super NES, Game Boy, Sega Genesis, and Game Gear.

The device was central to the 1992 landmark case Lewis Galoob Toys, Inc. v. Nintendo of America, Inc., where the court ruled that Game Genie did not infringe on Nintendo’s copyrights, as it did not create a permanent derivative work or impact game sales. The decision helped establish reverse engineering as fair use in the United States.

Despite selling five million units worldwide, plans for a "Game Genie 2" never materialized, and no versions were made for later consoles. Similar devices, such as Action Replay, Code Breaker and GameShark, later filled its role.

The Family Computer (Famicom) was first released in Japan in 1983, followed by its North American debut as the Nintendo Entertainment System (NES) in 1985. By the early 1990s, the console had become so popular that the market for Nintendo cartridges was larger than that for all home computer software. The console had over 500 games created by more than 60 companies, each with a legal license to produce compatible game cartridges. By design, these cartridges were difficult for unauthorized third-parties to alter or reverse engineer. Each cartridge was manufactured with read-only memory hardware, including a 10NES chip that prevented unauthorized games from booting on the Nintendo console. This was designed to discourage counterfeit games.

In the late 1980s, U.K. developer Codemasters became interested in producing games for the NES. At a Consumer Electronics Show in Las Vegas, Codemasters founder David Darling tried to approach Nintendo's representatives, but they would not engage without an official appointment. Darling interpreted this as a "cold shoulder", and the company became determined to create an unauthorized development kit for the NES, starting by reverse engineering the console and cracking Nintendo's security measures. This allowed Codemasters to port their game Treasure Island Dizzy (1989) to the NES, and also allowed them to engineer a knob on the cartridge that could adjust the number of lives for the player character.

These discoveries led them to develop the Game Genie, a device that attached to NES game cartridges to modify each game. The device functioned by intercepting data from a Nintendo game cartridge, and replacing it with new data based on player input, before projecting the final result onto a TV screen. In most cases, players could use the device to make an NES game easier to win. For example, players could give themselves unlimited lives, make themselves invincible, or start at a later level, but the device also allowed more creative modifications, such as changing the player character into another sprite, or even accessing unused or unfinished parts of the game.

After securing distribution in Canada through Camerica, Codemasters also presented the Game Genie to Galoob, an American toy manufacturer. When Lewis Galoob's son first encountered the device, he became fascinated by the Game Genie's ability to make Mario jump higher. Galoob agreed to distribute the Game Genie in North America, and Codemasters acquired every NES game available, so that they could discover and document the various "codes" that would alter the game's output. The Game Genie was announced in May 1990, and was set to launch in July.

The original Game Genie systems were pass-through devices that attached between a cartridge and the console. Upon starting the console, the player is presented with a menu to enter a series of characters, referred to as a "code", that reference addresses in the ROM of the cartridge. Each code contains an integer value that is read by the system in place of the data actually present on the cartridge.

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