Copy Protection: Difference between revisions

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** The third game of the trilogy, ''Thief Of Fate'', had dimension-hopping as a crucial plot point. In order to travel from the main world to one of the seven other dimensions, the player had to not only cast the correct spell (see above), but then input the correct number from a three-layer card stock disc included with the game, similar to the Disney example given in this trope's description.
* The ''[[Carmen Sandiego]]'' games each shipped with a large tome: a copy of that year's ''World Almanac and Book of Facts'', a history book or Fodor's guide, from which information could be requested. Several problems occurred with this: although it was intended to get kids interested in using an almanac, it wouldn't help if the book was lost at school, or if some schools used a ''newer'' edition of Fodor's (which meant that none of the hints corresponded to the correct pages, meaning going up in rank was impossible).
* ''Hired Guns'' for the Amiga. The programmer responsible summed it up best himself: "One week I came up with a cunning plan. I figured anyone who cracked the game would take out the manual protection, play the game a bit and leave it at that. [https://web.archive.org/web/20140321071630/http://www.angusm.demon.co.uk/AGDB/DBA1/BloodWy.html But I included a routine that detects if the game has been altered, it then does nothing until you make a certain amount of saves at which point it messes up your save files, just when you're getting into the game.]"
* [[Infocom]] tended to be among the cleverest in their integration of copy protection: for the most part, the game was simply unwinnable without the clues which the [[Feelies]] provided:
** In ''[[Leather Goddesses of Phobos]]'', the copy protection feelie was the ''map through the obligatory maze''. Considering that the maze was pretty much instantly deadly if you didn't do the right things in the right places, this was rather irritating when the map invariably got lost.