Copy Protection: Difference between revisions

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** 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 "[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:
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* ''[[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.
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** 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.
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** ''[[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 [[PlayStation 3]])