Most modern emulators have similar but much more fleshed out features. They're nice not only for finding cheat codes but for reverse engineering games for the purposes of making romhacks or tool assisted speedruns and things like that.
Incidentally, Game genie and Gameshark were the first time I realized I was committing piracy (or any crime), when I was asked to leave a store for writing down a code that was in one of those 10,000 Game Codes books. It's been a long sordid tale of hidden algebra notecards and microscopic formula sheets ever since.
This life of crime chose me.
It can do more than that of course, but it's cool to see that the gameshark I had as a little kid worked in a similar fashion.
Even though I had an interest in programming from a young age, before learning how to use those plug-ins, it hadn't really dawned on me that everything in the game, like your health, location, stats, and even your characters current action, were all states stored in memory somehow.
Using those plugins (or similar), you can narrow down and manipulate all sorts of values. Infinite ammo? Just lock the value to something greater than 0. Even just locking the height value of your position opened up interesting avenues because you could circumvent gravity in a way that was relatively easy to find.
Tangentially, if this sort of thing entertains you as it does me, the magic system in the Magic 2.0 book series by Scott Meyer effectively works like a cheat engine.
> The code is GOSSIP (amazing coincidence that it happens to also be an English word). This works in Capcom's Ghosts 'n Goblins to start your player with a really funky weapon.
Oh, the potential for easter eggs if you anticipated the use of a Game Genie by players, this was meta-gaming at its earliest in strictly offline mode. You could even hide codes in-story for later replays and whatnot. What's not to love about such a hacky mode of expression, a hacking-friendly barebones paradigm.