This version is ok but I prefer the original which is easy enough to run via dos-box, emulators of similar ilk or even online in a few places:
https://archive.org/details/msdos_Scorched_Earth_1991
https://dos.zone/scorched-earth/
https://www.playdosgames.com/play/scorched-earth
I loved turning the explosion to the max and launching Nukes or Death Head MIRVs and watching the whole screen be annihilated. Despite many clones I've never found one that really captured the feel and fun of the original. I'd love to see a faithful remake that had a larger playing area though.
The "hack": -start a game with a normal tank VS ultra computer player as p2. -save the game (as a file). -open the game file. -read the ASCII text and just flip which player has which text.
Now, I had my ultra tank.
There used to be program called Gamehack or something like that. Essentially you would start the game and point this application at said game in RAM, then take note of something like the score being "187" or whatever. Jump into 'Gamehack' and it would search for everything in memory with that value. You would then play for a little bit longer and once the score had changed, you could then jump into game hack and find which of those memory addresses had changed to the new score. Usually you would only have one, you could then change this number to what ever you wanted.
It was such a simple concept but it worked so well. Wouldn't be able to do something like that anymore due to all manner of sandboxing in action. Lost a tool, gained security.
Only other hack was messing with the vehicle stats in Vice City. Ended up with the firetruck that could jump the entire map. Good fun.
Next step was trying to get the boot screen to display a MS-branded Borg cube but instead bricking the machine. Parents were not thrilled about that.
Man we had some good fun with that! It always ended with us boosting our cars so much they flew out of the map
I had been teaching myself programming for a few of years and had recently gotten my hands on Turbo Pascal. I had just started dabbling in assembly as well. So I launched the game through the debugger and by stepping through functions, in assembly obviously since I didn't have source, I finally got to the place where it waited for me to input the game results.
It encoded the game result in a single register, and compared the value in that register to a value in another register which it had loaded the correct value into.
Using the surrounding code, I located the byte in the executable and replaced that one comparison instruction with one which compared one of the registers with itself, which of course was the same all day err day. Wrote a small program to apply the one-byte patch.
Took a lot of time, especially tracing to find the right place since I wasn't very good at using the debugger nor that proficient with assembly. But very satisfying when my buddy could just enter whatever result he wanted and enjoy the game.
After that I dropped cracking games and focused on save-game cheats which I did for a while until games added sanity checks or just had very dynamic save-game formats.
Hitscan weapons for the win.
But to be honest I started before then, on the ZX Spectrum. First of all it was patching games to get infinite lives, or time. But later it became necessary to patch the loaders before you could even access the game-code - speedlock, bleeplock, etc.
That feeling of being the leetest of leet haxors just from editing some ini settings was pretty glorious.
Then there were the Duke Nukem 3D CON files...
wackplayer
If you know, you know.DOOM having stairs and up/down movement, and vertical elements to the level design was really revolutionary at the time.
years later i defeated the high score of Stephen Meek and realized with horror Oregon Trail was intended to teach patience not just dysentery damn you MECC!!
https://archive.org/details/TankWars_274
More unhinged fun IMO
Rollers! Lava! It’s like the author started with a simple tank war game and then just threw in every weird little effect they could code as a creative weapon.
There were all kinds of neat hacks.
Last time I tried this game, I think I had managed to get a hold of the original executable or something: the rate of turn for the turret was tied to CPU cycles. Paying it on a computer about a decade younger than the game made it quite impossible to aim, as the turret would spin several laps if you so much as looked at the arrow key
https://web.archive.org/web/20140210122645/http://www.scorch...
This made my whole day. Thank you.
Scorched Earth: The Mother of All Games
Most games of the era where 320x240 8 bit 256 colors, I had a 286 with 800x600 SVGA monitor and that game could actually use it although it was only 4 bit 16 color, don't think I ever played the 256 color in the last version.