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Shareware: Difference between revisions

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* '''Trialware:''' You can only play the game for a certain span of time (typically about a month,) a certain number of times, or something similar. After that, it can't be played any more until it's purchased. In the early days, this could often be circumvented by [[Good Bad Bugs|setting your system clock forward several years before installing it; on reverting to the normal time, you would be told that you are on day -3467 of your 30-day trial]].
 
[[Shareware]] is intended to get distribution by way of [[Exactly What It Says Onon the Tin|players sharing it with each other]] via whatever means they feel like. That almost always means the internet now, but [[Older Than the NES|in ancient times]], this took the form of telephone BBS networks, a prototype of today's [[Fora]], or more often that of people actually copying the games onto floppies or cassettes and physically handing them to their friends (a process jokingly referred to as 'Sneaker-net' by many computer users). Since shareware games are often quite compact compared to other games, another way they would sometimes see distribution (especially once CD-ROMs caught on) was in the form of physical media sold at stores or in computer magazines for a nominal fee, which included large numbers of shareware games in much the same manner as a digest or compilation.
 
Buying shareware is often referred to as “registration,” because all that's usually included with one's purchase is a code (consisting of one or more special strings of letters and numbers.) This allows sales to take place via postal mail, telephone conversation, or (even over a decade before the web) online communication. When typed into the program, this code “registers” the copy installed on your machine as belonging to you and removes whatever restrictions existed in its unregistered state. This is all the [[Copy Protection]]/[[DRM]] typical shareware games have, and—most shareware authors and customers feel—[[The Power of Trust|all that they need]].
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