"Old days" isn't an exact term because the method still exists as a revival in a (just released) German adventure called "The Whispered World".
The game package includes real 3 dices with runes on em. You have to get 3 matches to the dice position depicted on screen to get in the game.
While it is rather annoying to enter those runes each start, this "copy protection" also has a nice additional use: Those dices can also be used for a package-included tabletop-game called "Droggle"
I still have my UFO: Enemy Unknown Bible with all the codes which were needed when starting a new game.
It used to annoy the shit out of me but at the same time, it encouraged me to read book - probably the biggest gaming manual that doesn't go by the name "strategy guide".
Civilizations copy protection was cool too. At first I didn't even realize that it was copy protection. I just assumed it was a way of teaching me part of the game. I learnt all the different combinations that were needed to be a god king and not get my units taken away.
I replayed Monkey Island recently using a downloaded copy from an abandonware site (I own it legit, but my copy is in another town). Instead of cracking the copy protection, I reimplemented the code-wheel using Flash.. good times :D
I remember playing Lemmings on an ANCIENT PC that belongs to my dad (pre-Windows) - we had a codebook, and it would ask you which code corresponded to the one printed on screen.
I sorta wish my copies of Monkey Island had their codewheels - alas, for the CD version (combination of 1 and 2) they seem to have simply bypassed all that. I feel like I've missed out.
Anyone remember the prism you had to hold in front of your tv to decipher the code in Elite on the ZX Spectrum. I thought that was some kind of witchcraft at the time.
I think every Amiga game I had had some sorta wheel or red glasses or a codebook that was black text on dark brown paper...
those were the days..............
"holding up a piece of colored film to your screen to read off a secret code, Transformers tech-specs style"
Bloody hell, THAT takes me back. We never had a game capable PC when I was a kid and the stuff I played on our Amstrad CPC464 rarely required code wheels and manual word look-ups (though I was certainly aware of them). Transformers tech-specs, on the other hand: now you're talking.
I always thought early copy-protection devices were entertainingly futile. Even in the days before the rise of the internet I remember thinking "If I were to copy this game, couldn't I just copy this codebook too? There's photocopiers down at the library...."
They really accomplished nothing, and many games that went to CD-ROM did away with them. But some of them, like the pirate wheel, were funny.
@jcb231: I'm sure that, even then, developers realised that they would never deter the hardcore pirates. Their intention was simply to deter everyone else. Given that most people didn't have access to the "internet" (BBS's primarily) back then, it was much more difficult for a pirate to globally distribute a cracked version.
Personally I feel that on-line validation systems such as Steam are a perfect match for modern PC gaming. If you sugar coat the pill enough (with features like automated game patching, cheap digital purchasing and community services) then most PC gamers seem willing to put up with it. If the only other option is a continued de-emphasis on PC gaming, it's surely an inconvenience worth suffering.
Has anyone else noted how the PC version of a multi-plat is always delayed? It can be partially justified by throwing a few extra features in (PhysX support, etc) but the simple truth is that the developers want to make their money on the consoles before they open the door to mass piracy on the PC. Who can blame them?
Actually, I loved the Monkey Island code-wheel. It sort of brought the game out into the world for me... a combination of pirate art and cryptography!
And since the code wheel was about as good at preventing piracy as StarForce et al., why don't we just go back to those? It's not the "green" option but it would be kind of cool... d^_^b
well if cartridges were still around and cds/dvds never existed, i dont think we would have a pirated gaming problem, since i dont see how one could copy a cartridge base game.
For my money, the absolute hands-down best copy protection mechanism was the Grail diary from Indiana Jones and the Last Crusade. I remember reading that thing cover to cover just for the illustrations and the lore. It added so much to an already great game that I hardly ever thought about what it was intended to be. It's a shame that you never find stuff like that anymore... maybe you can't. I don't know what the "right" answer is to modern-day digital rights protection, but when somebody goes the extra mile like that, I have absolutely no problem paying.
Chris Kohler at Wired has a good article about this: [www.wired.com]
09/13/09
"Old days" isn't an exact term because the method still exists as a revival in a (just released) German adventure called "The Whispered World".
The game package includes real 3 dices with runes on em. You have to get 3 matches to the dice position depicted on screen to get in the game.
While it is rather annoying to enter those runes each start, this "copy protection" also has a nice additional use: Those dices can also be used for a package-included tabletop-game called "Droggle"
09/13/09
It used to annoy the shit out of me but at the same time, it encouraged me to read book - probably the biggest gaming manual that doesn't go by the name "strategy guide".
Civilizations copy protection was cool too. At first I didn't even realize that it was copy protection. I just assumed it was a way of teaching me part of the game. I learnt all the different combinations that were needed to be a god king and not get my units taken away.
09/13/09
09/13/09
09/13/09
09/13/09
Says it all.
09/13/09
I sorta wish my copies of Monkey Island had their codewheels - alas, for the CD version (combination of 1 and 2) they seem to have simply bypassed all that. I feel like I've missed out.
09/13/09
09/13/09
those were the days..............
pricks...
09/13/09
Bloody hell, THAT takes me back. We never had a game capable PC when I was a kid and the stuff I played on our Amstrad CPC464 rarely required code wheels and manual word look-ups (though I was certainly aware of them). Transformers tech-specs, on the other hand: now you're talking.
09/12/09
They really accomplished nothing, and many games that went to CD-ROM did away with them. But some of them, like the pirate wheel, were funny.
09/13/09
Personally I feel that on-line validation systems such as Steam are a perfect match for modern PC gaming. If you sugar coat the pill enough (with features like automated game patching, cheap digital purchasing and community services) then most PC gamers seem willing to put up with it. If the only other option is a continued de-emphasis on PC gaming, it's surely an inconvenience worth suffering.
Has anyone else noted how the PC version of a multi-plat is always delayed? It can be partially justified by throwing a few extra features in (PhysX support, etc) but the simple truth is that the developers want to make their money on the consoles before they open the door to mass piracy on the PC. Who can blame them?
09/12/09
09/12/09
And since the code wheel was about as good at preventing piracy as StarForce et al., why don't we just go back to those? It's not the "green" option but it would be kind of cool... d^_^b
09/12/09
09/12/09
09/12/09
09/12/09
Chris Kohler at Wired has a good article about this: [www.wired.com]