Copy Protection: Difference between revisions

m
grammar
m (update links)
m (grammar)
 
(35 intermediate revisions by 8 users not shown)
Line 1:
{{tropeUseful Notes}}
[[File:copyprotection-stratego_3297stratego 3297.png|link=Stratego|frame|[[Feelies|Code wheel]]? F***, I downloaded the game!]]
 
Even from the early days, the ease of making a perfect copy of software was a concern for gamemakers. Nintendo's experience with the Disk System add-on for the [[Nintendo Entertainment System|Family Computer]] went so badly due to unlicensed copying (called "[[Pirate|Piracy]]") that the company shied away from discs even long after all the other consoles had abandoned cartridges. They did flirt with optical media starting with the GameCube all the way to the Wii U, but reverted to solid-state cartridges not necessarily out of piracy concerns, but due to optical media being too clunky and fragile for a portable console such as the Switch.
 
So from a fairly early time, gamemakersgame developers and hardware manufacturers employed a variety of mechanisms to prevent unlicensed copying. Many of these were poorly implemented, and tended to either be prone to locking a player out of playing a legal copy, being trivial to circumvent, or being so annoying that players either chose to play something else or pirate a cracked copy.
Even from the early days, the ease of making a perfect copy of software was a concern for gamemakers. Nintendo's experience with the Disk System add-on for the [[Nintendo Entertainment System|Family Computer]] went so badly due to unlicensed copying (called "[[Pirate|Piracy]]") that the company shied away from discs even long after all the other consoles had abandoned cartridges.
 
One early method, called "key disc" protection, required that the game access its original disc during loading -- metadataloading—metadata not normally preserved when a disk was duplicated was required to play the game. This was prone to failure, made games unplayable on newer machines (as this out-of-band data could not always be found by new hardware), and prevented the player from using a (perfectly legal) personal "backup" copy. Given that floppy disks had a typically short operational lifespan, this also had bad effects for long-term survival. Even a few CD-ROM based games used this method, intentionally introducing errors to the disk, then refusing to run if the error-correction mechanism did less work than expected.
So from a fairly early time, gamemakers employed a variety of mechanisms to prevent unlicensed copying. Many of these were poorly implemented, and tended to either be prone to locking a player out of playing a legal copy, being trivial to circumvent, or being so annoying that players chose to play something else.
 
One early method, called "key disc" protection, required that the game access its original disc during loading -- metadata not normally preserved when a disk was duplicated was required to play the game. This was prone to failure, made games unplayable on newer machines (as this out-of-band data could not always be found by new hardware), and prevented the player from using a (perfectly legal) personal "backup" copy. Given that floppy disks had a typically short operational lifespan, this also had bad effects for long-term survival. Even a few CD-ROM based games used this method, intentionally introducing errors to the disk, then refusing to run if the error-correction mechanism did less work than expected.
 
The most expensive early system was to require that a piece of specialized ''hardware'' be attached to the machine, but this was hardly ever used outside of server-grade software. Some modern productivity software (in the $500+ range) uses a USB dongle key with decoding information built-in.
Line 13 ⟶ 12:
A more reliable (but also more intrusive) method was to require some piece of information from the game's manual to play. This could require the player to look up a code (or look up "the third word on page seven of the manual"), or, much better, solve a puzzle using clues from the [[Feelies]]. Some very early games even used this to save disk space by putting most of the expository text in hardcopy, sort of like a ''Choose Your Own Adventure'' book (complete with "red herring" exposition to discourage you from peeking at parts you aren't supposed to read yet).
 
The simpler forms of this could be beaten with a photocopier. A few games tried to make this, too, infeasible. The ''[[Carmen Sandiego]]'' games, for instance, could request information from anywhere within the almanac-sized book that came with the game, which was often the current year's ''World Almanac and Book of Facts'', which was also sold separately. ''[[Sim CitySimCity]]'''s copy protection codes were untypeable symbols and printed in black on a dark red page to thwart photocopying. Games like ''Railroad Tycoon'' or ''Indianapolis 500: The Simulation'' required the player to identify a 2-8-0 Consolidation or Johnny Rutherford's 1976 winning McLaren Offenhauser, although this was trivial to a trainspotter or race fan (the ''very kind'' of person who'd want to buy such games). Old Disney games often came with a two-layer card stock disk, with the bottom layer having various words printed on it and the top layer having sections with cutouts; the game could then ask you to turn one section of the disk until you saw a certain word, and then read off the word displayed on another section, supplying at least the number of possible keys as your average combination lock.
 
With the rise of the CD-ROM and the fall of printed manuals, this sort of copy protection faded away. For the years until CD duplication became cheap, the medium itself was considered good enough copy protection.
Line 19 ⟶ 18:
The internet was probably the final nail in the coffin for most of these schemes, with all the secret codes now being accessible with just a few mouse clicks. Even in times when DOS (or Win 95 exclusive DOS mode, for that matter) didn't allow the player to switch and look at a solution in a plain text file, it still could be printed, or easily bypassed via DOS multitask extensions and programs like Game Wizard.
 
But now, things have come full circle again. Much software now uses internet-based copy protection, which players without a permanent connection might <s>find annoying</s> be [[Driven to Suicide]] over. For starters, you shouldn't even bother to buy such games if you don't already own a cable modem. Which then creates entirely new problems - you can only hook four computers up to most cable modems,<ref> There are ways to get around the four-computer limit, terms and conditions with your cable modem provider and/or willingness to spend on better/extra hardware permitting</ref>, so unless you live alone, you're taking up half the slots with just your computer and your console. Wi-Fi has made this concern all but obsolete. Then there's also the issue of access providers capping upload/download speeds at levels counter-productive to gaming.
 
On the other hand, companies love this option to pieces. Games with an on-line component can implement such a mechanism "for free" within their own authentication structure. Of course, in the event that the company goes under, no one will ever be able to play their games ever again. Or, even if they're still in business, there's the question of exactly how many people need to keep playing an older game before the economics of appeasing fans of old titles comes into play. But the companies don't care so much about that. In fact, some probably like the idea of simply turning off the activation server for ''Mega Quest'' and thereby forcing all their users to buy ''Mega Quest 2''.
 
Modern games simply fail to run if not authenticated. Earlier games tended to let you play a small part of the game, or play at a massive disadvantage, even if copy protection failed. In ''[[Sim CitySimCity]]'', failing the copy protection would cause a non-stop stream of disasters to strike your city, making the game all but unplayable. (This sort of thing may have been intended, though, as another protection against people breaking the copy protection, since there was a chance someone idly examining the game before distributing it illegally might not have realized it had copy protection at all.)
 
In theory, the only way to have fine-grained control over what end-users can or cannot do with software is to physically separate it from them via a client/server arrangement. In this setup, the client only serves as a front-end -- sendingend—sending player input to the server and outputting streaming audio and video from the server. With a competent IT staff, infringement all but ceases to exist, yet each player is at the mercy of the server's uptime and bandwidth requirements for streaming audio and video. [http://onlive.com OnLive] and Google Stadia, aboth now-defunct retail PC game streaming platformplatforms, inherently hashad this kind of copy-protection. With servers being overloaded and game companies bombing on a regular basis, this ends up being one of the least reliable systems in terms of gameplay and game longevity.
 
The only thing that cannot be defeated is charging a monthly fee, and that really only works for massively multiplayer online games and other stuff that runs off of a central server. And sometimes even that isn't immune, especially when a popular game has private player-run servers start popping up, often implemented through reverse engineering of packets transmitted and received by the game client. This has the side effect of preserving multiplayer-only games which were otherwise made unplayable whenever the central servers for them go defunct.
 
See also [[Digital Piracy Is Evil]], [[DRM]].
 
{{examples}}
 
== Feelies ==
* In the original ''[[The Bard's Tale Trilogy|Bard's Tales]]'' games, the ''actual'' spells you cast in the game used magic words that you had to type in to cast them, present only in the manual and never given in the game (you would see only the 'thematic' name of the spell in-game, not the magic word used to order your characters to cast it.) This made playing the game without the manual extremely difficult. Most ports of the games made the spells selectable by menu, eliminating this issue.
Line 38 ⟶ 36:
** 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.
** A curious bit of copy protection was in Infocom's only romance game: ''Plundered Hearts''. The feelies in the game consist of facsimiles of the heroine's starting equipment, one of which is a banknote. The note shows the game's villain posing dramatically... but would you believe he's showing the solution to a puzzle? Grab his hat, try to grab the book he's carrying and press on the same part of the globe where he is and presto! Secret door!
* Introversion Software's ''[[Uplink]]'' featured a code table printed in glossy black ink on black card, which could generally only be read where the light reflected off the ink. However, this was also turned on its head when the developers later admitted it was designed to be a nostalgic nod to old-school games, and it was admittedly useless as copy protection (seeing as the game was massively profitable anyway). They later posted a PDF containing the entire table [https://web.archive.org/web/20131103024840/http://www.introversion.co.uk/uplink/faq-general.html on their site], saying it was not intended as a means of copy protection.
* Several Level 9 games used a method called "Lenslok". Using a graphical pattern, a passphrase was rendered unreadable. A color filter provided with the game, similar to those in the Milton Bradley ''[[Jeopardy!]]'' games, could be placed against the screen to render the text legible, but this failed with exceptionally small or large monitors.
* The ''[[Metal Gear]]'' solid has always featured copy protection measures:
** The NES ''Metal Gear'' also had some rooms that couldn't be completed without the game manual. That is, unless you used a certain bug to skip parts of the game...
** ''[[Metal Gear]] 2'' used "[https://web.archive.org/web/20120222235157/http://www.msxnet.org/gtinter/Operate2.htm# P23 tap codes]" at certain points in the game, and the Colonel would instruct you to look at the manual for information on how to interpret tap codes. This was a frequency you needed to continue, and while brute-forcing it was possible, it was far more annoying than brute-forcing Meryl's frequency in the sequel due to the MSX's criminal slowdown and Snake's insistence on starting every conversation with "THIS IS SOLID SNAKE. YOUR REPLY, PLEASE...". Even more annoyingly, the version included in ''[[Metal Gear Solid]] 3: Subsistence'' (the first release of the game in English) did not come with tap codes in the manual. Konami eventually provided a downloadable online manual with the tap code chart in. The European version of the ''Subsistence'' manual also omits the tap code chart, but does tell you the frequency, albeit without any context as to when it's required.
** ''[[Metal Gear Solid]]'' had a character, early in the game, who "forgot" a vital communication frequency and mention that "it's on the back of the CD case," referring to one of the images on the back of the game's plastic case. If you rented the game, moving beyond that point was impossible. Better yet, Snake has a CD case in his in-game inventory. Many, many gamers tried to figure out how they were supposed to look at the back of that case. When they couldn't figure out the solution to the "puzzle", they turned to [[Game FAQsGameFAQs]]. The remake ''The Twin Snakes'' eliminated this particular problem by having the character say that the code is on the back of "the package", since there's no package item. The only other option for players was to try every radio frequency in sequential order until they reached the correct one.
*** Hilariously, the 2008 Essentials box set included all three [[PlayStation 2]] Compatible ''[[Metal Gear Solid]]'' games in DVD Cases, including the original with new artwork in the style of the original "longbox" Playstation cases. Brilliant, ..Except for the fact that there's no screenshots of the game on the back, even the one needed to progress in the game! It's not in the manual either!
* Almost all of [[Sierra]]'s point-and-click adventure games had copy protection in their manuals, meaning that those who used illegal copies of the game (or who just plain lost their manual) couldn't progress any further:
Line 83 ⟶ 81:
* ''Starflight II'' asked you to look up a code on a code wheel every time you left the starbase. If you entered it wrong you could still play the game, but a few hours in, your starship would be pulled over by the Space Police. The accused you of software theft and gave you one more chance to enter the right code; failing caused them to blow up your ship.
** The original Starflight had the code wheel. Starflight 2 had a fold out star map and a viewer to isolate 3 inch sections of the map. The game would then ask you the number of certain colored stars in the 3 in section once you placed the viewer at certain coordinates.
* Infogrames' original ''[[Alone in Thethe Dark]]'' series had this, and notably ratcheted it up in the second game. The first required two objects from the game to be entered, which was already saying something given the large number of one-use clutter. The second, however, was a bit more complex. When you entered the first screen, it had a message something along the lines of "Protection Ace of Hearts over Three of Clubs First Hole". This could be disregarded, and if one tried to enter the hedge maze without inputting a code with the F keys, the game would say "YOU DIDN'T ANSWER THE QUESTION" and smite you. It turned out the manual told what the question is, and the game came with a number of hole-punched playing cards. Only by correctly laying the cards over each other and examining a hole could you figure out the required code to get on with it.
* In ''Vette!'', you are a given a question whose answer is in the manual. If you incorrectly answer three times, the game allows you to play, but with severely crippled gameplay (ege.g. can't go above 80 &nbsp;mph), and after a certain time, it ends with the message "You are driving a stolen Vette".
* ''F/A-18 Hornet'' had you answer a question from its rather large flight manual before starting a mission.
* The Elder Scrolls: Arena, the first game of the series, requires you to answer questions about spells in the known Spellbook part of the manual before leaving the first dungeon. Recently, Bethesda allowed the game to be downloaded for free--andfree—and did not remove the [[Copy Protection]].
* Professor Layton and Pandora's Box (or the Diabolical Box in some countries) came with a train ticket needed to find the location of where the last half of the game takes place. It required a code to be deciphered and the answer had to be inputted into the game.
** More [[Feelies]] than this trope: the ticket was also shown in the game when it got to that puzzle. The puzzle required folding it, so it was a bit of a pain to envision how it folded from just the picture and without the physical ticket, but by no means impossible.
Line 95 ⟶ 93:
* Particularly before the advent of CDs and DVDs, console systems traditionally used media that could not be easily obtained or created - if at all - by the public:
* Eight-bit to 32-bit consoles including the Game Boy, Sega Mega Drive/Genesis, (Super) Nintendo Entertainment System and Nintendo 64 used proprietary cartridges that were relatively expensive. But by the time of the Game Boy Advance, third parties introduced compatible cartridges for playing homemade GBA games (which could also be used for pirated games, wink wink nudge nudge).
** That's not all. The North American NES made use of a "lock-outlockout chip" system called the NES10CIC, composed of a chip on the console that would reset the CPU if it did not detect a corresponding key chip on the game card. Nintendo patented the design of the key chip so that no one else could legally manufacture them. The ugly thing about this system is it reused pins that, on the Japanese Famicom, provided support for on-cartridge co-processors. While most imported games can bypass the lockout chip with an adapter containing the necessary key chip, the repurposed pins cause games equipped with these co-processors to not work at all.
** Depending on which sources you believe, the primary intent of the lock-out chip wasn't copy protection. Instead, the system was designed to allow Nintendo to keep tight control over who could release games for the platform and extract heavy licensing fees from third party developers. This was also the mechanism Nintendo used to enforce their infamous [[Censorship Bureau|censorship and quality control regime]], keeping out the [[Custer's Revenge|porn games]] and low quality software that [[The Great Video Game Crash of 1983|caused recurring PR nightmares for Atari.]] The copy protection was just a nice side effect...
** Some unlicensed games work around the lockout system either by using special cartridges that piggyback on another game (like ''a la'' [[Game Genie]], or through a charge pump designed to send a voltage spike which should knock the CIC offline; later revisions of the NES were no longer susceptible to said voltage spikes.) This led to companies such as American Video Entertainment to bundle their unlicensed games such as ''[[Wally Bear and the NO! Gang]]'' with instructions on how to modify their NES in case their console is of the newer revision.<ref>[http://www.thegameisafootarcade.com/wp-content/uploads/2017/03/Wally-Bear-and-the-NO-Gang-Game-Manual.pdf Wally Bear and the NO! Gang - Nintendo NES - Manual]</ref> Also, Atari's Tengen division got themselves into a lawsuit by using social engineering and reverse engineering to create a key chip workaround called the "Rabbit Chip". Years later, the Rabbit would serve as a key to successfully reverse-engineering the CIC for homebrew and reproductions of popular games due to the presence of debug/test headers in the chip.
** While the top-loading NES omitted the chips, a similar, albeit more sophisticated system was used on the Super NES and Nintendo 64. Bootleg games still thrived on the Super NES, though not as much as it was in the NES days (it also helps that the use of complex enhancement chips such as the Super FX meant that bootlegging the likes of ''[[Star Fox]]'' would be nigh impossible), and there were reportedly only a few bootleg cartridges for the N64 until recently when the CIC for it was reverse-engineered. There were however backup devices such as the Doctor V64 which used a legitimate N64 cartridge for authentication and loaded games off commodity CDs. While it was ostensibly marketed as an inexpensive development tool to test games on actual hardware, with a number of developers, notably [[Iguana Entertainment]], using Doctor V64s for developing their N64 games due to a shortage of official development kits from Nintendo, the V64 could easily be modified to run backups, and many resellers sold their V64s pre-modded. Unsurprisingly, Nintendo took umbrage and filed legal action to halt the sale of the V64.
** The same system was used in the Super NES and Nintendo 64. However, the top-loading NES II omitted the chips.
** The Game Boy is an interesting example, as it was designed more as a passive ''trademark protection'' scheme that relied more on their merry band of lawyers than actively shutting out any bootlegs, the theory being that bootleggers and developers of unlicensed games wouldn't dare display the '''Nintendo®''' logo lest be sued for trademark infringement, which was more easily enforceable in certain jurisdictions (This is also why some bootleg multicarts for the Game Boy simply have "GAME" embossed on the cart to dodge trademarks). If a copy of the logo was found on the cartridge ROM, the game loads, but using it as it is would make them an easy target for litigation. There is however a workaround taking advantage of a peculiarity on how the logo is checked and displayed: the Game Boy reads the boot logo twice--once to display it, and another to check if it matches the one on the boot ROM. Through this, unlicensed developers were able to subvert Nintendo's trademark protection by displaying their own logo on startup as a form of [[Plausible Deniability]], then load the Nintendo logo to pass the internal boot check.<ref>[http://fuji.drillspirits.net/?post=87 Neo Fuji: "go go logo"]</ref> Ironically enough, [[Argonaut Games]] demonstrated this to Nintendo, and rather than sue Argonaut for breaking their protection scheme, they invited them to develop 3D games. And the rest, as they say, [[Star Fox|is history]].
* The Sega Dreamcast could use a proprietary disc format called GD-ROM, which was essentially a dual-layer (1.3 GB) version of the CD-ROM format (multiple-layer discs would not become common until DVD); the system could load games off CDs, too, though, and many games could be fit on a standard CD or the game itself compressed to fit.
** In a similar vein to Nintendo, Sega used a similar trademark enforcement system on the [[Sega Genesis|Genesis]], aptly named "TradeMark Security System." The TMSS checks for the "SEGA" wordmark in various memory locations for a cartridge to boot, and if an unlicensed game has the necessary strings in the ROM, Sega can sue them for trademark infringement. This was however challenged in 1992 by Accolade when they were involved in a lawsuit concerning the use of Sega's trademarks on some of their games. The courts ruled in Accolade's favour, as the judges concluded that the required TMSS code took up 35 bytes while the rest of the game was wholly original content, and that Accolade's reverse-engineering to achieve compatibility with Sega hardware was a reasonable invocation of fair use.
** It wasn't ''meant'' to be able to load games off of CDs, they just screwed up royally while implementing the code for "multimedia enhanced CDs" in their music CD player firmware. The result: a no-mod-required method of playing copied discs.
** The [[Famicom Disk System]] also relied more on trademark enforcement than actual hardware or software-level protection. The disks, which were little more than a semi-custom variant of Mitsumi's Quick Disk, had '''NINTENDO''' molded at the bottom part of the disk, with the '''I''' and second '''N''' activating a switch which authenticated the game. [[Paper-Thin Disguise]]s ensued as with most pirated games, with the trademark being minced to "NINFENDO", "NINTEN", "NINJENDO", "INTEND" or even just "I N". Eventually, bootleggers simply just left indentations on the disk without the need to mold the Nintendo name or intentionally misspell it at all, making this scheme useless.
* The [[Sega Dreamcast]] could useused a proprietary disc format called GD-ROM, which washad essentiallythe apits dual-layerpacked (1.3more GB)closely versiontogether ofallowing theit CD-ROMto formathold (multiple-layera discsmaximum wouldof not1GB become commonof untilgame DVD)data; the system could load games off CDs, too, though, and many games could be fit on a standard CD or the game itself compressed to fit.
** It wasn't ''meant'' to be able to load games off of CDs, they just screwed up royally while implementing the code for "multimedia enhanced CDs" in their music CD player firmware. The result: a no-mod-required method of playing copied discs. Both the commercial emulator [[Bleem!|Bleemcast]] and the Utopia boot disk took advantage of this exploit.
*** Technically, Dreamcast piracy wasn't quite as simple as copying the GD-ROM, which regular PC drives could not read. Dreamcast piracy involved first ripping the GD-ROM using special hardware (often the Dreamcast itself via hardware plugged into the modem slot), then some tricky work involving a boot track and multiple burn sessions for the CD-R. Once created, though, that CD-R could be easily copied and used on any Dreamcast.
* The Sony PlayStation read a tracking pattern pressed onto the lead-in of official CDs, which cannot be reproduced normally. The PlayStation 2 uses a similar system. They will both refuse to read any disc that doesn't have a valid pattern.
** The playstationPlayStation mechanism was actually very clever, and made it completely impossible to burn a disc that would pass the protection ever. Unfortunately for Sony, there were points exposed where people could solder a chip in to override the attempt to read the signature and replace it with a valid one. People COULD press pirated discs once they figured out how the protection really worked, though, yielding the boot disc. There were anecdotal reports of so-called "Hong Kong silvers" which would boot on an unmodified PlayStation, but it is uncertain as to whether they exist or not. While the likes of Datel were able to press PlayStation-compatible discs without Sony's blessing, it is unknown if bootleggers have managed to do so as well; given that there's so many modified PlayStations out there, it is more likely that they didn't even bother trying to reproduce the needed wobble. Worse yet, it turns out that by using a single valid PlaystationPlayStation game and some quick swapping of the burned disc any reasonably dexterous person could play burned discs on a completely unmodded console. It takes some practice, but it's not that difficult.
*** The final evolution of this "swap trick" was the production of kits containing stickers to hold down the "lid open" sensors (so the console would not try to perform the security test again when the lid was opened to swap the discs), and boot discs that would pass the copy protection check, then stop the disc from spinning and wait patiently until the start button was pressed (so the user could swap in another disc at their leisure).
*** MoreContrary "Securityto Throughwhat Obscurity"Sony's marketing wanted people to believe, the black undersides of a genuine PS1 disc was more of a red herring (or maybe just Everything is Cooler in Black) than anything else. The black coating wasn't technically ''necessary''; a number of games were released on bog-standard silver CDs. However, the black undersides did make a lot of people (apparently including the previous commenter) think that the discs were more special than they actually were; if Sony's marketing were to be believed, it would've been nigh impossible for a commodity CD-ROM drive to read a PS1 disc.
** Sony also tried to combat piracy for the PS1 by making the discs' undersides black, causing them to be transparent only to the infrared laser used in CD drives, and more difficult to copy correctly since at the time of the console's release, consumers could not buy CD-Rs like this. Unfortunately for Sony, pretty soon blank discs with black undersides became available, and this part of their copy-protection scheme failed.
*** More "Security Through Obscurity" (or maybe just Everything is Cooler in Black) than anything else. The black coating wasn't technically ''necessary''; a number of games were released on bog-standard silver CDs. However, the black undersides did make a lot of people (apparently including the previous commenter) think that the discs were more special than they actually were.
*** Before the PS3s dropped backward compatibility altogether, this bit Sony on the ass - they had a hell of a time trying to read PS2 discs, to the point where most of the last-gen library was bugged out or failed entirely while playing on a [[PlayStation 3]].
*** And then Sony removed the OtherOS function from the PS3 back in April 2010, citing fears of ''security'' (or rather, ''though piracy''. Whenconcerns thewere consolecited isas bootedthe intoreason Linux,for itits could now be used to run copied versions of discs)removal. Generally, people weren't pleased and even brought on lawsuits. And to rub salt into the wound, the removal of OtherOS further motivated hackers to bust the PS3 wide open.<ref>[https://www.eurogamer.net/articles/digitalfoundry-ps3-security-in-tatters Hackers leave PS3 security in tatters]</ref>
* The Nintendo Gamecube[[GameCube]] uses a proprietary 8cm8&nbsp;cm DVD based on the miniDVD.
** Contrary to popular belief, discs for game consoles do not spin in reverse. But Gamecube and Wii discs do use a slight variant of the DVD sector-level encoding. Unfortunately for Nintendo, Wii pirates disregarded the physical aspects of the copy protection and instead decided to attack the console's firmware, which had quite a few holes. Not to mention that the Wii is backwards-compatible with the GameCube, and as such homebrew for the latter will work for the Wii to some extent, albeit not taking advantage of the Wii's enhanced features. In addition, third-party video game accessory manufacturer Datel somehow managed to press discs which boot on an unmodified GameCube or Wii by adding sectors that would at least nominally satisfy the challenge-response authentication the GameCube or Wii is looking for with authentic discs. Datel also used the title ID from ''NHL Hitz 20-02'' for their unlicensed software, which led to Nintendo banning it on subsequent hardware revisions, which consequently led to ''NHL Hitz 20-02'' being unplayable, though it's a small price to pay considering it's just a throwaway annual sports title.
* Sony has been fighting a long standing war against the Homebrew scene in the name of copy protection on the PSP. The Homebrew scene finds an exploit to allow un-officialunofficial software, Sony releases yet another patch (that they usually make mandatory in order to play the newest games) to fix it, and the cycle continues. One particular patch that was designed solely to fix an exploit that would require a user to load a specific game in order to "unlock" their PSP, succeeded in introducing an exploit that allowed users to unlock their [[PSP|PSPs]]s without any game whatsoever.
** The 3.56 firmware update to the [[PlayStation 3]] marks the start of Sony's attempt to do the same thing (in addition to fixing the embarrassingly large security hole discovered not 2 months before the patch's release). How did it fare? Well, on the first release of the patch, it only succeeded in curbing (briefly) Call of Duty Modern Warfare hacks. It got cracked in under 24 hours, and that's NOT the worst news. [http://www.youtube.com/watch?v=G40zYK-DbgY It would not work on Slim PS3s that had an upgraded hard drive], something that you are legally allowed to do. The second release of the patch only fixed the hard drive issue.
* ''[[EarthboundEarthBound]]'' memorably has a vast array of copy protection mechanisms of surprising intricacy and thoroughness. For its first layer, it has a checksum that could detect whether the game was running from a copied cartridge or being booted from a cartridge-copying device ;<ref>Emulating the game does not set it off unless you're using a ''really'' shitty emulator.</ref>; if the mechanism did not check out, the game threw up an antipiracy warning screen at the beginning and did not play any further. If the protection was cracked, a checksum mechanism would detect the change, and the game spawned [[Zerg Rush|many more enemies than usual]] - some even in places they didn't belong! - in an attempt to discourage further playing. If the player persevered through this or cracked this second layer, however, an even nastier surprise awaited: the game would freeze and severely glitch after the first part of the [[Final Boss]] fight against Giygas... and when you reset, you would find ''all your saves deleted!''.
** These copy protection schemes sometimes trigger on legit cartridges, likely due to wear and tear over time. Although unrelated to copy protection, the same wear and tear can cause the game to run entirely in black and white as well.
** The English NES prototype of its predecessor ''[[MOTHER]]'', [[Fan Nickname|dubbed]] ''EarthBound Zero'' by the fans, also had similar copy protection, but it's more mundane and far less cruel in its implementation. Instead of making the game impossible and scrubbing your save games at the end, it runs a checksum at certain points to test whether the game is pirated; if it is determined it is, it stops the game and throws up a screen saying that the game is an unauthorized copy and will not continue, and bricks the ROM/cart. This measure was part of a major headache in getting the ROM to work properly when it was first discovered and dumped in 1998, and owners of the actual physical prototypes are understandably concerned that the condition of the prototypes may set it off anyway. This protection wasn't in the Japanese version, nor does it exist in ''[[Compilation Rerelease|MOTHER 1+2]]'' which is built upon the prototype data.
Line 120:
** ''[[Mega Man Battle Network]]: Operate Shooting Star'', a remake of the first game, prevented you from editing your folder, and initiated a battle with three Mets, the weakest enemy in the game, with every single step you took while on the Internet.
** When the ROM boots up, ''[[Teenage Mutant Ninja Turtles|The Manhattan Project]]'' checks to see if the copyright text and/or icon has been modified (a common practice among pirates) - if it returns positive, the damage the players give out is reduced, the damage they ''take'' is increased, and a boss around 3/4 of the way through the game is modified to have infinite health, making the game [[Unwinnable]] for anyone masochistic enough to keep playing after the first few levels.
** Similarly, back in the SNES era if you played a copy of the [[No Export for You]] ''[[Final Fantasy VI]]'' on a UK machine via an adapter, it would work fine, but wouldn't show the ending. It's not known if this was deliberate or not. The only way around it back then was to get a US/Japanese console, or have your UK machine chipped to run at 60Hz60&nbsp;Hz instead of 50Hz50&nbsp;Hz.
* ''[[The Journeyman Project]]'', at three points in the game, asks you to enter a code from the "Temporal Protectorate Handbook" (aka manual). Unfortunately, if you got this game bundled with a new computer, it most likely didn't come with the manual, and unless you were clever and looked up the codes on the Internet, you would have to brute-force the code to continue.
** Fortunately, if you remember what type of code it is (a numeric sequence), it's actually pretty easy to brute-force it, since the game automatically stops you the moment you input an incorrect character, meaning you only have to go through around 90 sequences (tops) before getting at the correct code, as opposed to over a million.
Line 126:
*** Your glass-topped drive won't help unless you can ''also'' read fine print spinning at a minimum of 200 RPM.
* ''[[Steel Beasts]] Pro PE'' has hardware-based DRM in the form of a USB key. This key must be plugged in while running the simulation! (And it's not the only example...)
 
 
== Software ==
* Valve Software's [[Steam]] is its online download and updating system, used to distribute Valve's games, first-party mods and <s>some select</s> quite a few other titles they have contracted in. It's usually cited as "DRM done right" by those who believe such a thing is possible. However, at the time of its original release, late 2004, DRM was nowhere near as common as it is now, and many players, who purchased the retail boxed copy, were understandably annoyed that they would have to install a separate program that runs in the background in order to prove that they weren't thieves. In addition, initially they had to connect to the Internet every time they wished to play the single-player game. Valve eventually removed this, and by now retail sales of their games have been dwarfed by digital sales, meaning most of their players already have Steam anyway. It is worth noting, however, that Steam is one of a handful of DRM systems to deliberately prevent players from reselling or giving away their used games.
** To be fair, Steam also avoids a common issue with copy protection software -- thesoftware—the inability to install a single copy of a game on multiple computers. On a growing number of games, it even works cross-platform now.
*** Although the fact that Steam only allows one computer logged in to an account at one given time means that you can't have a game downloading on one PC while playing another game on another PC. It's quite common for gaming enthusiasts (or computer enthusiasts in general) to own two (or sometimes more) gaming rigs. <ref>Why not just download the game on the same system in background and transfer it over later, since Steam has excellent backup/restore functions? Steam boneheadedly suspends all downloads automatically when launching a game, and will keep downloads suspended until the game is closed. You can force Steam to resume downloading after launching the game, but some drivers (i.e. NVidia version 250 or higher drivers in certain SLI configurations) freezes up the system for a few seconds when task switching in and out of some full-screen games, making this a major annoyance for people with said configuration. And no, there is no known way to tell Steam to ''not'' suspend downloads when a game is launched at the moment</ref>.
*** And oh, apparently the client would refuse to go into offline mode unless you're already logged in (the offline mode button that appears when you're unable to connect to the server is apparently broken). This will surely ruin the vacations of people who're uninformed of this limitation and forgot to put Steam into offline mode on their laptop before leaving home for a destination where getting an internet connection is very difficult.
** Steam's DRM also provides a useful service to online gamers: Since every game is tied to its owner, once a user is banned from a server, they are banned for good unless they are willing to buy another whole copy of the game. And since most of Valve's games are multiplayer...
Line 140 ⟶ 139:
** Did we mention that, despite having a perfectly good copy protection system built in to Steam, most third party publishers keep their own, more intrusive systems in the version of their games that they sell on Steam anyway? At least the store warns you about this... ''most'' of the time.
*** However, there are now very easy ways to get a non-steam copy of all their games.
* Recently, copy protection has resulted in controversy because some gamers and journalists have complained that copy protection systems can make some games unplayable and can even make the computer unusable. For example, the copy protection software known as "StarForce" was boycotted by some gamers due to these issues. Some of StarForce's nastier side-effects included reduced system security due to the waylow-level manner the copy-protection driverprotection was implemented, causing CD-ROM drives to step down into a form of data access that caused undue wear and tear on the drive, and BSODs (and not of the [[Heroic BSOD|heroic]] kind either). It should be noted, however, that many of these issues are unlikely to be experienced by average gamers. For example, some copy-protection software works by checking the serial number of the computer's hardware, so that changing the hardware can confuse the copy-protection system into thinking you have just copied it to a different computer. While gaming journalists routinely swap out their hardware so they can test games on different computer configurations, most gamers are unlikely to be changing hardware enough for this to be a problem. Of course, this doesn't make these problems any less serious -- itserious—it just illustrates why companies can afford not to care.
** About routinely swapping out hardware - hardcore gamers do that as well. [[Rich Bitch|There are people who swap out video cards as soon as a newer card hit the market]].
** ''[http://www.galciv2.com/ Galactic Civilizations 2]'' by Star''dock'' Systems features "No CD copy protection"; once you install the game, you never have to verify it again. They felt that ease of use was worth the increased risk. The trick is that Stardock provides lots of free patches and content updates; If they find out your copy is being pirated, you don't get those anymore. Star''Force'', mentioned above, was so impressed by this system that they posted a link to a webpage where one could download pirated versions of ''Galactic Civilizations 2''. The backlash from gamers was so intense that they quickly removed the link.
** Speaking of Starforce, they've updated their copy protection nowdays--sonowdays—so if you buy a game with the old StarforceStarForce, like ''[[Second Sight]]'', you need to download a patch off the company's web site in order to play the game.
** The launch of ''[[BioshockBioShock (series)]]'' was screwed up, plain and simple, when the single-player offline game shipped with SecuROM [[Copy Protection]] that allowed installation twice, ever, before the customer had to contact support. In its wake came crashing authentication servers, the customer support of the publisher and of its parent company each referring people to the other, said support demanding photos of the CD and the manual, people in smaller countries being asked to phone the same support - i.e., to make international calls in a foreign language, PR representatives assuaging the public by falsely stating that properly uninstalling the game would give the right to another installation, finding out that installing on another account or making what SecuROM deems to be a significant hardware change counts, the protection disrupting other programs if they look like the sort that might be used for cracking, the demo coming with SecuROM - without activation - when it acknowledgedlyacknowledged it has no reason to do so, and [[Arson, Murder, and Jaywalking|halitosis]]. It would've been nice to tell about the limit beforehand, too. Others are cool with that and just dislike having unannounced, nonconsensualnon-consensual, unremovableun-removable data on their computers. Some parts of SecuROM don't like being told to leave.
*** All of this extra security didn't stop a pirated version of the game appearing three weeks after the game was released.
**** And ever better yet, ''[[Spore]]'', which also used SecuROM, was cracked a good 4-54–5 days '''before''' release.
** The Starforce copy protection on ''[[Cold Fear]]'' was so bad that it locked up a large percentage of legitimate copies, and Ubisoft ''had to distribute a scene no-cd crack'' for paying customers to be able to play the game. They released their own no-cd patch later, but it was essentially the same as the scene patch.
** Likewise, the Starforce copy protection on legitimate copies of ''[[Rogue Trooper]]'' is absurdly prone to false positives, but the publishers/developers never bothered to fix the problem because not enough people bought the game for them to care anyway.
* In similar vein to StarForce, Denuvo became the bane for PC gamers due to numerous allegations of it adding significant overhead to games it came protected with, like high CPU usage and excessive wear and tear on storage media especially SSDs. Denuvo of course denied such claims, though some evidence suggests that the protection was detrimental to performance.<ref>[https://www.extremetech.com/gaming/282924-denuvo-really-does-cripple-pc-gaming-performance Denuvo Really Does Cripple PC Gaming Performance]</ref> Other outlets dispute this however, as test results with a cracked copy of ''[[Assassin's Creed Origins]]'' that had its protection (painstakenly) gutted out weren't as dramatic as expected. On top of this and activation woes, Voksi, a Bulgarian hacker who released cracks for several Denuvo-protected games, was arrested following complaints by the company, and 3DM, a Chinese warez group, reportedly threw in the towel due to how initially hard it was to circumvent it.
* ''[[Mortal Kombat]]: Armageddon'' had copy protection which caused the game to boot up and then go into ''Cabela's Big Game Hunter''.
* Some games like ''[[Mechwarrior]]'', ''[[Warcraft]]'' and ''[[Marathon Trilogy|Marathon]]'' had special, network-client-only "spawn" installations that you could make many or an unlimited number of on other machines from just one copy and run without the disks (sometimes full versions and/or demos would automatically run in "spawn" mode when you don't pass the copy protection). These needed a full installation on another machine to act as a server, and would sometimes connect only to servers run by the full install from the same copy. Similarly, ''[[Diablo II]]'' allowed you to install a "multiplayer Version" with which you could play online, without the cd, but disabled the single-player segment of the game.
Line 176:
* Recently, controversy surrounding the copy protection of the PC version of ''[[Mass Effect]]'' sprang up. Here's the short version: You're only allowed three activations on a single computer until you have to buy another copy. You don't get back an activation and changing your hardware settings takes one up.
** There was also going to be a validation process that checked up on you every 10 days or the game would not run, but the immense backlash caused that to be abandoned and the developers will only implement the three-install limit. How thoughtful!
*** [[Mass Effect 2]] does not use this DRM at all, for those who want to buy this game. [https://web.archive.org/web/20110102205421/http://meforums.bioware.com/viewtopic.html?topic=710074&forum=144 It uses a disc check and doesn't require online authentication.]
* Starship sim sequel ''Frontier: Elite II'' had an interesting version of this. Periodically, the player would be challenged by the in-game Space Police, and asked to find (for example) the fifth letter in the third word in line 17 on page 158 of ''his spaceship's'' manual. Three wrong responses in a row and you're arrested by [[Author Avatar|Chief Inspector Braben]],<ref>David Braben was the game's lead programmer</ref>, who would give you a lecture on how stolen starships are a major disincentive for starship manufacturers to make new starships; your ship is confiscated, you're sent to prison and [[Nonstandard Game Over|"with luck, you'll get a job cleaning the toilets when you get out"]].
* In the classic adventure game ''[[Indiana Jones and the Last Crusade: The Graphic Adventure|Indiana Jones and The Last Crusade]]'' Marcus would ask Indy to translate some symbols for him, which would need to be looked up in the manual. Failing to do so would let the game continue as normal - until a crucial point where Indy, at Donovan's place, would fail to translate a tablet concerning the Holy Grail (Indy mistakenly translates it as "Holy Grain"), prompting Donovan to say "Seems you're just an illegitimate copy of the man I thought you were."
* ''[[Operation Flashpoint]]'' is notable for being the first game to use the FADE copyright system, which slowly degraded the quality of gameplay (for example, decreasing the accuracy of the player's weapons) if piracy was detected. The same applies for ''[[ARMA: Armed Assault|ARMA]] : Armed Assault'', its [[Spiritual Successor]]. The best copy protection for ''ARMA'' was of course the fact that [[They Just Didn't Care|it didn't run under Vista.]]
Line 192:
** Microprose were well known for this. ''[[Sid Meier's Pirates!]]'' (the original '80s version) allowed you to start the game even if you failed the manual-based question. However, winning the "intro duel" was extremely difficult. Still, even if you lost, you could still continue playing the game from a difficult starting point.
* ''Pirates! Gold'', meanwhile, would sometimes ask you to identify a famous pirate you encountered by his flag. Answer wrong and your ship loses all cannons. It was still possible to win the ensuing battle if you had enough crew to board the enemy ship, though. Also, since the copy-protection scheme only kicked in sometimes and other times the game would tell you the name rather than ask for it, with patience it was possible to reconstruct the list from scratch.
* The aforementioned [[Sim CitySimCity]] copy protection sheet actually ''could'' be copied, if you had a copy machine that could be adjusted properly.
** Or, you know, you could spend all afternoon at your friend's place doing it by hand. And once color photocopiers became prevalent, the scheme fell flat on its face.
* At first glance, the computer game ''Master of Orion'' used a simple "What spaceship is this?" manual copy protection. However, if the game executable was modified to remove the protection altogether, [[Magnificent Bastard|the game would detect the alteration of its code and become so difficult as to be virtually unplayable!]]<ref>This is probably due to the copy protection itself actually setting some key variables that are initialized to such absurd values, not unlike the Slylandro Probe and Starbase [[Game Breaking Bug|thing]] that attempts to convince players to go to the Starbase first.</ref>
Line 200:
** Many operators believe that the suicide batteries are actually used for another purpose: [[Self-Destruct Mechanism|planned obsolescence]]. The idea being that once the battery dies, the operator will be forced to buy the next version of the game (often, the deal is sweetened with a trade-in discount for the new version of the game), or pay through his nose for "repairs". Hence it's common to see this and [[Capcom Sequel Stagnation]] go hand in hand. In fact, these are now used in a different way: Given that many new arcade machines run off hard drives or GD-ROMs and sport real time clocks built-in (and many are based off PC hardware) and could be upgraded just like any other PCs, many of the games now contained a time bomb within themselves and will display an error telling the operator that its licensing module has expired, and to call the game company's local distributor for an upgrade. No doubt that the operator will be told that the game is no longer supported and will be pushed to buy a newer version of the game instead if he/she calls (if not charged a fortune for "repairs"). The fact that it can be used for copy protection is just a nice side effect. It is also a bad idea in itself that it didn't stop the more adventurous of the bunch from attempting to make a backup of the board while the battery is still alive and use the backup on the board once the battery has died through various methods, most with high levels of success.
** Some arcade games also required "Licensing modules", which are a separate ROM board that holds only the decryption key of the game. Many newer games, since they're run on machines based on PC hardware, requires a USB dongle to run. And of course the USB dongle could hold an expiry date instead of the game, adding to the planned obsolescence method mentioned above.
* The old [[Gold Box]] ''[[Dungeons and& Dragons]]'' computer games by SSI requires the use of the included a thick manual not only to log into the game ("In the manual section on page 45, paragraph 2, line 10 - what is word 6?"), but also to understand the plot (you have to refer to the journal part). In the [[Sarcasm Mode|brilliant move]] by the company for its Anniversary set, they included the spin wheels for some of the games' copy-protection, but forgot to put in the manuals for ''Gateway and Treasure of the Savage Frontieer'', rendering those two games unplayable.
* Unintentional example: ''[[Deus Ex]]'' had a scene transition triggered by a certain audio clip. Pirated versions would often leave out much of the audio to save space, making the scene transition never take place, and making it impossible to continue the game. Additionally, there was also a batch of defective disks with corrupted audio files. Thanks Ion Storm!
* The [[BattleTech]] PC game, ''The Crescent Hawks' Inception'', had two series of copy protection: one early on in the game, when you had to look up (or memorize) different Battlemech components to continue training at the Academy in your ersatz [[Doomed Hometown]], and one very near the end, where you had to look up some stuff on a star chart in order to get your father's ''Phoenix Hawk'' Land-Air Mech (AKA VF-1J Valkyrie, but that's another trope). Woe betide you if you lost the star chart.
Line 212:
*** Indeed. It would ask you things like "Which Advance requires knowledge of Steam Engine and Bridge Building?" Uh... geee... could it be railroad? Ya think?
* ''[[Halo]]'' for the PC seemed to have some sort of copy protection in place; if the game was obtained illegally, players could still play the game normally without problems, but if they tried to play the online multiplayer, they wouldn't be connected and got a message saying the CD key is invalid.
** Using CD Keys to prevent online play used to be quite common among PC Gaming, and it dates back as far as ''[[StarcraftStarCraft]]''.
*** And it seems to be coming back; several Games For Windows Live games do this. So does World in Conflict.
* ''[[Lemmings]] 2'' had a sly example; when installed off non-original floppies all would seem to proceed okay, but you wouldn't be able to advance past the first level for any of the tribes.
* ''[[Myst]] III: Exile'''s copy protection system required you to insert Disc One at least once per run (either when starting a new game, or loading an old one), then pressed an error right into the disc that made that disc uncopyable.
** That copy protection is called SafeDisc. EA loves it. Unfortunately, all the forcing of the drive to read a bad sector can't be good for the lens...
* ''[[Command and& Conquer]]: [[Command and& Conquer: Red Alert 3]]'' uses DRM and counts your game installations. Also, for the first time of the history of ''[[Command and& Conquer]]'', two players can't ''even'' play in LAN mode with the same license (while before, the game using two CDs allowed it). Curse you, EA!
** Actually, you can't play C&C 3: Tiberium Wars in LAN mode with the same serial key either.
* Some users complain that the 2008 ''[[Prince of Persia]]'' on the PC will ping an unknown server every 75 seconds. The most common guess is that [[Ubisoft]] is tracking your CD key and looking for duplicates.
Line 227:
* Famous line from ''[[Captain Comic]]'': "Captain, I'm afraid you have made a terrible mistake. You failed to obtain a certain object you should have had from the start of your adventure. Since this object is not very expensive, you should go and obtain it before you venture any further." It shows up quite some time into the game.
* The 1988 Microprose game ''[[Red Storm Rising]]'' would give you the profile view of a ship and ask you to identify it; all the requisite information was in the manual. Of course, if you're as big enough of a naval geek... [[Someday This Will Come in Handy|guns in back, smokestack, missile pack]], [[wikipedia:Krivak class frigate|Krivak]]. Or you could just use Wikipedia nowadays.
* [https://web.archive.org/web/20140825202414/http://www.gamerevolution.com/goodie/movies/dont_copy_that_floppy This video] (quoted in the page picture) gives a cheesy rap song about why people shouldn't use floppies to copy games, followed up by several developers that explain how games are made and how they won't make certain games anymore if more people copy their products instead of buying them since they feel less sales = people did not like product. The boy trying to copy doesn't see why the whole thing is a big deal, saying "everyone is doing it" and "one copy won't hurt them." The girl convinces the boy to change his ways by the video's end. Of course, things have not changed since then.
** [http://www.youtube.com/watch?v=hUCyvw4w_yk A sequel] recently came out, and while it's musically more advanced , the message is still not as clear as the creators intended. Case in point: [http://sati1984.tumblr.com/post/202537346/this-video-alone-is-going-to-increase-the-rate-of this YouTube comment] and [http://www.retrothing.com/2009/09/stunning-sequel-to-dont-copy-that-floppy.html this Retro Thing article], the latter providing an excellent analysis of the video.
* Maxis' ''[[The Sims]] 3'' has recently been leaked on line several weeks early, giving many players a sneak peek at the game's functionality. EA caught wind of this pretty quickly, saying that the leaked version was missing half the game's content and was glitched to hell, and instead of hunting down every single person who's downloaded the game and preventing them from accessing the game altogether, has settled on telling them they're running an unauthorized version and pleading them to buy the full version to get extra content. Which is surprisingly fair, considering this is ''EA'' we're talking about here.
Line 233:
** Also, thanks to the SecuROM situation, EA decided to scale back this games' copy protection to the traditional CD check and serial number that the earlier games used.
*** [[Ruined FOREVER|Unfortunately, the direct download version of the game still sports SecuROM copy protection, limiting users to 5 installations per copy.]]
* All these modern examples pale in comparison to a form of copy protection employed by several publishers during the Commodore 64 era. We'll spare you the boring and confusing details, but it involved placing a deliberate error on the disk, which, being that it was an error, could not be reproduced by the current copy software. However, this also caused the disk drive's head to knock repeatedly against a stopper every time it tried to load the program. Over time, this would cause the head to become misaligned and be unable to read ''anything'' anymore until the drive was repaired. That's right, a copy protection scheme that caused legitimate customers (and legitimate customers only, as this required pirates to hack the software and eliminate the need to read the error -- hardlyerror—hardly unlike today's cracks that remove pesky DRM) to experience actual ''hardware failure''. Yikes.
* ''The Island of Dr. Brain'' forced you to consult the manual, called the Encyclo-Almanac-Tionary-Ography, to input the coordinates necessary for finding his island. This counted as the first puzzle in the game, and you receive a gold plaque just for completing it.
* ''[[Spyro the Dragon|Spyro: Year of the Dragon]]'', if you are playing a cracked copy, has Zoe the Fairy appearing at the latter part of Sunrise Spring telling you that your copy is hacked and may be an illegal copy, which will lead you to experience "problems" you would not experience on a legal copy. [http://www.youtube.com/watch?v=ZinR10DC3-Q\]
** The game also features a "save file erasure" thing similar to ''[[EarthboundEarthBound]]'', although in a more subtle manner: instead of taking you back to an empty "select your save file" screen, it just stops the boss battle against the Sorceress and then a travel-between-worlds Saving-[[Loading Screen]] appears, and after it, you return back to the Sunrise Spring Home with your hot air balloon, with the only difference that your save file has been written with a new status - namely, a fat zero over everything you can collect. To sum it up, instead of erasing your save file, the game resets it back to the beginning. [http://www.youtube.com/watch?v=ZT9O62ZNQSU&feature=related You can see it here.]
* ''[[DJMAX]] Trilogy'' comes with a USB dongle that must be plugged into your computer to run the game. It also contains your profile, which has your usernames, unlocks, etc., so a fortunate side effect is that you can carry your unlocks across multiple machines. On the downside, lose the dongle and you're screwed.
** Inverted unintentionally in ''DJ MAX Portable Black Square'', in which songs will skip when played via UMD due to memory management issues, but won't when played via an ISO on a memory stick.
* ''[[Titan Quest]]'' has "mysterious" crashes on bootleg copies due to ''properly working'' sneaky [[Copy Protection]], which of course caused a lot of bad press and consequently dropped sales more surely than "pirates" could do on their own.
** The conclusion: any [[Copy Protection]] not working explicitly is self-defeating. Most people won't bother to investigate on their own why this or that software happened to be buggy or crappy, ever. So unless users can openly admit what they tried and compare, this buries the reputation of an original, not a bootleg copy -- theycopy—they haven't any separate reputations if no one mentions them.
* On the Amiga, there was a game ''[[The Killing Game Show]]''. This game was broken and copied early in its life, but the original protected disk would alter the system timing during bootup. The broken copy did not alter the timing, resulting in a game that became [[Unwinnable]] without removing the "timer". (It is not known if any cracked version ever fixed this.)
* The German game ''[[Drakensang]]'' (Das Schwarze Auge/ Black Eye) had at least three instances of copy protection and you were punished for then buying the original because you had to start anew, as the problems were saved in the savegames (there was supposed to be a patch for that, but it's unknown if it ever got made). First you have to go to a NPC that doesn't spawn. This can be corrected by using an SQL editor. Then there is a vital door, that's just not clickable. And last but not least there is supposed to be a door that usually leads to another vital part of the game, but in case of a pirates version leads into a cell with no exit. And no, nobody ever said anything about this beforehand, leading to a mass of "buy the game already" and almost as much "I already OWN it" :=)
Line 246:
* [[Origin]]'s ''[[Strike Commander]]'' came with instructions to copy the disks and put them in the cupboard in case something happened to your originals.
** Another Origin property, the [[Wing Commander (video game)|Wing Commander]] series, required for the first few games information included in the [[Feelies]] or manual to start playing the game. When they were reworked for the ''Kilrathi Saga'' collection, the check was eliminated.
* The Dreamcast game ''[[Ooga Booga]]'' had an interesting [[Copy Protection]] mechanism: If it detected that you were playing a burned copy, instead of starting the game it would show an in-game pirate character that would dance when you pressed any button on the controller. The group who released the pirated ISO left this in, but made it continue to the actual game when the player pressed Start.
* The PC version of ''[[Batman: Arkham Asylum]]'' has one of these in the form of a deliberate glitch which disables Batman's cape glide ability, rendering the game [[Unwinnable]]. The developers say this.
{{quote|"It's not a bug in the game's code, it's a bug in your moral code."}}
** Now that the (legit) PC version is out, however, [http://www.destructoid.com/blogs/Clarke/don-t-buy-batman-aa-for-pc-148791.phtml it quickly turned out that] the publishers have apparently forgot to take out these delibrate bugs for legit retail releases, and thus the PC port would very likely to go the way of ''[[Titan Quest]]''. Oops.
* ''[[StarcraftStarCraft]] II'' has no have localized multiplayer, in a effort to create "[[Blatant Lies|a more social gaming experience]]", or somesuch.
** Must be noted that local multiplayer is still possible, just that two people in the same room have to play each other through the official network.
* The ''[[Dragon Ball]]'' video game trilogy known as "Legacy of Goku" (And the spiritual sequel, ''GT: Transformation'') had its form of copy protection wherein a message popped up at a certain point saying "this game cannot be played on this hardware" and wouldn't go away, should it detect that it isn't a legit copy (Although there are rumours of some retail copies having this problem as well). Perhaps stupid is the fact that [[What an Idiot!|later versions of the emulator Visual Boy Advance decided to emulate this form of copy protection]], making playing the games on that emulator ''extremely'' difficult.
* The Amiga game ''[[Elvira Games|Elvira: Mistress of the Dark]]'' had you hunting for six keys hidden in the castle, and one was hidden in a dark passage, requiring you to have Elvira cook up "Glowing Pride" to find it. However, you couldn't find any recipes inside the game; all of them were in the manual. In other words, you could play most of the game on a pirate version, but to complete it you needed the original version. (At least, until [[Game FAQsGameFAQs]] was invented.)
* Not strictly [[Copy Protection]], but more like ''incredibly'' failtastic programming: Capcom's ''[[Mega Man Battle Network]] 4: [[One Game for the Price of Two|Blue Moon]]'' has issues the Red Sun version doesn't exhibit which make the game virtually unplayable on anything except the original Gameboy Advance hardware. One unavoidable section of the game causes the entire game to slow to a near halt (the music remains normal, however) if you open the menu or encounter enemies. The game will eventually bring itself back to normal speed, but this glitch turns what should easily be a 15 minute at most scenario into something that can take up to an entire day to complete.
** There was a Super NES game that ''accidentally'' implemented copy protection: the game program had a bug which, by sheer dumb luck, caused it to depend on extremely precise timing of the SNES cartridge - play it on a copier or emulator, and the slight timing change would crash the game.
*** Would that be a [[Good Bad Bug]]?
Line 273:
** ''[[Might and Magic]]'' fans have had a bit of a fun time, too, with the latest installment ''Might and Magic Heroes VI''. Ubisoft's copy protection came in the form of the Dynasty system, which rewards players with leveling items and buffs as they progress through the game. The kicker: Dynasty progress is stored in the online "Conflux". There's an offline mode, but games saved to the Conflux obviously can't be loaded offline. Players with a steady internet connection naturally figured they might as well take advantage of the Dynasty bonuses... and were treated to a series of Conflux outages during prime play-times (including a few weekends and ''the week after Christmas'') for a while after the game's release.
** All the backlash has led to ''[[Rayman Origins]]'' [[And the Fandom Rejoiced|not containing any DRM]]. Just to tell the infamy of the debacle, the game's Steam page explicitly mentions the '''lack''' of DRM.
* [[Electronic Arts]] tried the same thing as Ubisoft with ''[[Command and& Conquer]] 4: Tiberian Twilight''. While it didn't bring up as much bad press as it was in Ubisoft's case, there were some people complaining about nonetheless, ''[http://games.slashdot.org/story/10/03/26/0653202/EA-Editor-Criticizes-Command-amp-Conquer-4-DRM and that includes one of EA's own employees]''.
** It should be noted that several companies, including Ubisoft, have previously tried to convince Microsoft and Sony to let them release console games that would require the player to be connected to Xbox Live or the Playstation Network at all times, irrespective of whether the game has any online elements. And despite the fact that such a mechanism would probably be far easier to implement on a console than on Windows, both Microsoft and Sony have smacked down such requests each and every time, on the grounds that they don't want to be responsible for the fallout that would inevitably happen. Let's reiterate: Sony, who ''love'' locking up everything harder than Fort Knox, using proprietary solutions wherever they can, and who have in the years attracted a lot of hatred due to their [[wikipedia:Sony BMG CD copy protection scandal|boneheaded antipiracy measures]], [[Everyone Has Standards|have rejected Ubisoft's project]]. You'd think this would be an eye opener in and of itself for Ubisoft...
*** That certainly didn't stop [[Capcom]] of all things [http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/23158177/Why_does_Final_Fight_Double_Impact_require_me_to_be_in_PSN pulling off that dirty trick on the consoles]. At least the [http://www.giantbomb.com/news/bionic-commando-rearmed-2-psn-requires-an-internet-connection/2895/ Second time] they did it, they said it required a PSN login right on the description. (And it still only affects the [[PlayStationPlay Station 3]])
**** [https://web.archive.org/web/20110607032039/http://wii.ign.com/articles/117/1172319p2.html That type of copy protection actually is allowed by Microsoft and Sony], but only on download titles -- eventitles—even then, however, the game has to go through a more rigorous validation process than usual, which is why most game developers don't do it. However, Ubisoft (among others) have repeatedly demanded to be allowed to implement this type of protection on ''disc-based'' games, which is silly when you consider that a significant amount of people still go without internet connections on their consoles. Fortunately, both Microsoft and Sony both have more sense than the developers in question, and still refuse to allow them to do so.
** Ubisoft tried to guard against the first ''[[Assassin's Creed (video game)|Assassin's Creed I]]'' being leaked by deliberately introducing a performance-degrading bug into the code, to be removed only when the game was sent to be mass-produced. Unfortunately, they didn't actually tell anyone, so when the bugged version was inevitably leaked, it considerably hurt their sales because the pirates spread through word of mouth to potential legitimate buyers that the game had [[Porting Disaster|terrible performance even on high-end computers.]]
* ''SOCOM: U.S. Navy SEALs Fireteam Bravo 3'' forces you to pay 20$ to play online on pirated '''or''' second hand copies. And it didn't take long to crack it, which makes this PSP copy protection irritating as it was preceded a month before by...
* ...the initial Japanese release of ''[[Kingdom Hearts: Birth By Sleep]]''. Why? At the time of the game's release, no one fully cracked the 6.20 firmware, which the game requires. The game was released in early January; it took until early March for a major cracking progress. Yeah.
* ''[[The Lord of the Rings]]: The Battle For Middle Earth'' contained a rather unique form of anti-piracy. About ten minutes in, if the game decided our copy was pirated, your entire army would self destruct resulting in a game over. Caused some problems because bugs resulted in the game doing this to even legal copies sometimes.
* ''Bonetown'', an [[H-game]] by western gamers, has been noted for being "Uncrackable" despite using only Securom. The big problem? The Securom was rather archaic and was quietly subverted once the Retail Version was released (aka the physical copy) rather then the Direct Download version
* [[Spirit Tracks]] had this when you got on the train. The controls for it wouldn't show up so you would end up crashing into another train over and over again in the tutorial section. This was patched.
Line 288:
* Pro Tools, an audio-editing suite currently used by the majority of the music industry, has gone back to the "piece of hardware" method. You can pirate the software all you like... But unless you have an "MBox" plugged into your computer, the program will start to load, put up an error window that says something on the order of "ha ha ha", and close again. Used versions of the MBox 1 go for something like $200 on the secondary market; MBox ''3''s are worse. Oh, and, let's not even ''start'' on the "iLok" dongle.
** Though, if someone in the music industry is committing piracy, well, [[Hypocrite|they have alot to answer for.]]
*** What does [[Hyperbole and a Half|the poor alot]] have to answer for?? But no, most people ''in'' the music industry are probably good to go. It's the people trying to ''get into'' the music industry--Indieindustry—Indie labels, home-studio owners, [[Jonathan Coulton]]--who—who would be running into this problem.
* ''[[Worms]]'' came with a code sheet printed in glossy black ink on matte black paper.
* The ''[[Ef: A Fairy Tale of the Two.|Ef: a fairy tale of the two]]'' duology from minori is one of the few visual novels with any sort of copy protection. Strangely, the objective wasn't to stop pirates. Explanation below.
Line 296:
* Fictional example: In ''[[User Unfriendly]]'' by Vivian Vande Velde, the protagonists are playing a pirated copy of Virtual Reality RPG ''Rasmussem''. Unfortunately for them, [[Talking Is a Free Action|discussing the game]] in front of an NPC initiates an infinite loop in the relevant AI which can only be terminated by a customer service representative.
* The DOS game ''Al-Qadim: The Genie's Curse'' featured copy-protection in the form of a question whose answer you needed to look up on a page in the manual in order to start playing. Not only does it give you the page of the manual and what number word it is, it also gives you the heading of that section of the manual and the first letter of the word. Unfortunately, one of the copy-protection questions used an answer that was directly related to the heading and extremely easy to guess: "On page 19, under the heading Sound, enter the ninth word: (first letter is m)" [[What an Idiot!|(unsurprisingly, the answer is "music")]]. If you answered the question wrong it would simply let you try again with a different question as many times as you wanted, so even if you lost the manual it was easy to just cycle through the questions until you got one you knew or could figure out the answer to (not to mention having the first letter of the words made brute force guesswork much easier).
* ''X3: Reunion'' shipped with StarForce, [[Obvious Beta|along with a lot of bugs]]. The players and developers both hated it, and it was removed in a later patch (along with, if memory serves, instructions on how to completely eradicate StarForce from one's system. The standalone expansion ''X3: Terran Conflict'' shipped with a different DRM package, but it was also ditched in a patch. Egosoft's position is they hate [[Copy Protection]] but publishing contracts require them to use it.
* Similarly, both ''Supreme Commander'' and its expansion came with a disk-check but it was removed after a couple of patches.
** The copy protection was required by their publisher, THQ, during the short period in between the European and North American launches. Neither the developers nor the community liked the mere presence of the DRM, and it was promptly patched out; in the first patch for the expansion in fact.
* ''[[Oregon Trail]] II'' normally has to load the oregon.dat file from the CD drive, but this can be easily circumvented by copying the file to the hard drive and instructing the INI to load it from there.
** This is actually true for most if not all [[Edutainment Game|Edutainment Games]]s. Their reasoning being 1: the customer base (mostly schools and libraries, as well as parents, who're buying the game for students) needs a way to make a backup of the game, seeing that the media will be mostly handled by kids, and 2: their software are rarely attractive to pirates anyway.
*** Except there were indeed pirates who did release children's games, but that is mostly a niche subject compared to other genres.
* Most modern CD/DVD-ROM games require the original disc, not a copy, to be present in the drive for the game to run. Such as the aformentioned Safedisc system. Not surprisingly, most of these games have illegal no-CD cracks, although they can be flaky at times.
* ''Teenage Mutant Ninja Turtles III: The Manhattan Project'' would make enemies tougher and the bosses invincible if the copyright code was modified.
Line 312 ⟶ 313:
* [[wikipedia:Cactus Data Shield|Cactus Data Shield]] uses slight quirks on the disk designed to disrupt some speakers or cause read errors. The result was that it hung on some CD players, or caused other players to repeatedly play a given track.
* ''[[Sin]]'' encrypted the music files, to prevent them from being played outside of the game.
* The first ''[[Happiness! (visual novel)|Happiness!]]'' [[Visual Novel]] (not the sequel ''Happiness! Re:Lucks'') used a variant of StarForce that required entering an encryption key. It was the only [[Visual Novel]] to use StarForce to date.
* The ''[[Doctor Who]]'' adventure games are free via the BBC website to UK residents. Everybody else is required to pay. In order to prevent unauthorized users, they use two forms of "protection". First, the BBC website will check whether your IP is local before allowing you to download the game - and even if you manage to get around this via a proxy (or have someone else send you the game), it will "phone home" when you attempt to install it to check it again.
* The sheer contempt for DRM has even caused some companies to consider the lack of it a selling point.
Line 319 ⟶ 320:
== Non-software variations ==
* In the early days of [[Silent Films]], piracy ran rampant. Projectionists would often "lend" prints to pirates for duplication. The pirates would replace original title cards with their own title cards and claim copyright if they were caught. To combat this, studios painted stencils of the studio logo onto the scenery in every shot so they could verify that they were the legitimate copyright holders.
* It is a common practice among the publishers of paper maps to add "copyright traps" to their maps in order to identify competitors who steal their cartography instead of doing their own.
* Legend has it that paper map publishers came up with a unique solution to piracy after the introduction of commercial-grade xerographic copying:
** The most common of these are [[w:Trap street|"trap streets"]] -- a deliberate misrepresentation of a street, usually in such a way that does not impede navigation (like non-existent bends and curves, an incorrect name, or depicting the street as being a different size from reality. The number of these can be surprisingly large -- one publisher claimed in 2005 that their map of London had "about 100" trap streets on it.
** On city maps, they added a fictional street with a fictional name to every four square inches of their maps.
** Likewise, on state orOn nationallarger-scale maps, they added a[[w:Phantom settlement|fictional towntowns]] or land featurefeatures tocan everyserve fourthe squaresame inches of their mapspurpose.
*** When Gousha still made maps, the state map of Minnesota included a huge non-existent bay along the north shore of Lake Superior between Duluth and Grand Marais. (It was obviously fake. Highway 61 ran over the 10-mile opening of the bay rather than skirting around its fictional shoreline.) No matter how many people complained, they never corrected the error.
** Amusingly, United States courts have ruled that copyright traps are not, themselves, copyrightable, because to let them be so could a produce a [[Logic Bomb]] situation where an error in listing facts (which themselves are not copyrightable) might result in copying a "false fact" which itself would violate copyright.
* Similarly, dictionaries, encyclopedias and other reference works may include [[w:Fictitious entry|fictitious entries]] intended as copyright traps. For instance, in 2005 the ''The New Oxford American Dictionary'' included an entry for the non-existent word "esquivalience", defined as "the willful avoidance of one's official responsibilities", as an explicit copyright trap.
* [[VCR|Betamax and VHS]] used security services like [[w:Macrovision|Macrovision]] to prevent piracy for movies and shows. Copying a Betamax or VHS tape would make the copy unwatchable by scrambling the screen. In modern VCRs (since 1997) and all DVD recorders, they have a chip-in to detect that it's copy-protected and would stop the recording, And leaves you with an error screen that reads things like ''Recording Error!: This program is not allowed to be recorded!'' The first movie to have a copy-protected home video release was the crime drama ''[[w:The Cotton Club (film)|The Cotton Club]]''.
* Copy-Protection on [[Laserdisc]], [[DVD]], and [[Blu-Ray]] had been quite common for many movies and shows to prevent viewers from making bootleg copies.
 
{{reflist}}
Line 328 ⟶ 333:
[[Category:Videogame Culture]]
[[Category:Copy Protection]]
[[Category:Home Video Tropes]]