[HN Gopher] Uncovering the mechanics of The Games: Winter Challenge
       ___________________________________________________________________
        
       Uncovering the mechanics of The Games: Winter Challenge
        
       Author : abra0
       Score  : 247 points
       Date   : 2025-04-28 11:29 UTC (11 hours ago)
        
 (HTM) web link (mrwint.github.io)
 (TXT) w3m dump (mrwint.github.io)
        
       | cinntaile wrote:
       | I speedran through the whole article but this was a nice reverse
       | engineering deep dive!
        
       | dlachausse wrote:
       | My favorite copy protection scheme was where you needed to enter
       | some text from the printed manual that came with the game. The
       | disks were easy to copy but the manuals required significant
       | effort.
       | 
       | I also just really miss printed game manuals.
        
         | chuckadams wrote:
         | My least favorite was the protection typical on C-64 games that
         | caused constant resets of the floppy drive, banging the head
         | against the stop repeatedly. tick-tick-tick-tick-BRRRRRAAAAAAP.
         | I would crack games I owned (admittedly, most I did not own)
         | just to keep them from eventually knocking my drive out of
         | alignment. Loaded a lot faster too. Fast-Hack-Em FTW.
        
         | g4zj wrote:
         | Is this functionally different from a typical license key or
         | activation key?
        
           | Narew wrote:
           | for example "flashback" ask you a writen code in the manual
           | at the beginning of each level if my memory is good. So it's
           | was not a one time activation
        
             | Narew wrote:
             | here a example of it : (I only remember the first version) 
             | https://www.reddit.com/r/dosgaming/comments/86yxp4/question
             | _...
        
           | dlachausse wrote:
           | Yes because the license key was easy to write down on a
           | sticky note and provide it with the copied floppy disk. With
           | this mechanism you either needed to have a copy of the entire
           | manual, or at least all the answers to the questions it would
           | ask.
        
             | StanislavPetrov wrote:
             | I remember one of the later Wizardry games (I believe it
             | was Return of Werdna) came with a pamphlet full of codes
             | that was printed on very dark brown paper that made it very
             | difficult to make legible photocopies.
        
           | vladms wrote:
           | Besides not being a one time activation, it was not a "one
           | key". The game would ask you for "N-th word on the M-th
           | paragraph on P-th page", at each start for example. We are
           | talking about an age where you would not have scanners or
           | mobile phones with cameras.
        
             | Ayesh wrote:
             | To the adult me, this sounds tedious and not really worth.
             | But the teen myself, I'm sure I would totally do it even I
             | have to solve some riddle.
        
               | bigstrat2003 wrote:
               | Yeah, I did put the time in for X-Wing back in the day. A
               | friend made copies of his disks, and let me borrow the
               | manual so that I could copy the relevant bits down into a
               | notebook. Took a while, but I had lots of time so not a
               | big deal.
        
               | poincaredisk wrote:
               | >Not worth it
               | 
               | We live in a completely different world now. Imagine: you
               | just bought a game, that was probably not cheap, and you
               | won't play it because it requires opening a printed
               | booklet you got with installation media and already have
               | next to you? Sounds unlikely, especially since you
               | already went through the trouble of going/driving to a
               | physical store and installing the game (often from
               | multiple cds/floppies, and it often took a long time).
               | And it's not like you had a choice - another game was
               | another drive away, and there were no refunds.
               | 
               | And yeah, we were younger.
               | 
               | Today we live in a world of constant connectivity and
               | instant gratification. It's a better world, but a little
               | nostalgia won't hurt
        
             | derwiki wrote:
             | That jogs my memory, I think "The Island of Dr. Brain" had
             | something similar
        
           | jermaustin1 wrote:
           | It wasn't individual per install. Anyone with the game manual
           | could find the word or code in the book. Some games asked for
           | a random word from the manual on boot, so you couldn't just
           | share the code, you needed to share the entire manual (or
           | decompile or something to find all the words it is looking
           | for).
        
             | llm_nerd wrote:
             | And the manuals usually themselves had "copy protection".
             | Many were printed in variations of dark colours, such that
             | any easily accessible copier would just copy a black page.
        
               | fazeirony wrote:
               | this was the comment i was looking for! i remember those
               | red pages and found them annoying on even legitimately
               | purchased games (which is how copy protection has always
               | been IME - makes it so legitimate purchasers of a game
               | got annoyed and hence, got cracks for games to just not
               | be as annoyed!)
        
           | ClearAndPresent wrote:
           | One that comes to mind was the manuals and bits and pieces
           | that came with Infocom text-based adventure games. They were
           | nice bits of cruft to have alongside the actual game but in
           | certain instances puzzles within the game could only be
           | solved by referring to something on the card, or booklet,
           | supplied with the game. I can't recall if it was The
           | Hitchhiker's Guide, or Leather Goddess of Phobos, but the
           | requirement popped up quite deep into the game.
           | 
           | They weren't license keys, persey, as all the printed
           | material was the same, but a tacit test as to whether you had
           | bought the actual game, or just copied the disk.
        
             | mattkrause wrote:
             | Leisure Suit Larry had a twist on this where it "verified"
             | you were an adult by asking questions that older people
             | were much more likely to know: "During the 70s, Carroll
             | O'Connor portrayed a..."
             | 
             | They were multiple choice and some of them were very
             | tongue-in-cheek, like Richard Nixon was an "audio
             | technician or plumber's friend".
        
               | Clepsydra wrote:
               | I believe there was a shortcut to skip the questions on
               | the PC. I think it was ctrl+alt+x.
        
               | mattkrause wrote:
               | Gah! Where were you in 1994 when that knowledge would
               | have come in handy?!
        
           | pjc50 wrote:
           | It was effectively a "distributed" license key, broken into a
           | large number of parts and structured as a challenge-response,
           | so that it would be difficult to answer without a full
           | photocopy of the manual.
           | 
           | My favourite variant of this was F-19 Stealth Fighter asking
           | you to do aircraft identification, which you could get from
           | the manual .. or any library book on US warplanes.
           | 
           | Least favourite was some game (TMNT?) which printed the codes
           | in gloss black on matte black.
        
             | GuB-42 wrote:
             | Microprose games had awesome manuals. Typically more than a
             | hundred pages full of details going well beyond explaining
             | the game itself. For example, in a flight simulator it had
             | details on every plane in the game, the historical context
             | of the missions, dogfighting techniques, etc...
             | 
             | It wouldn't be out of place in a library.
        
               | rkomorn wrote:
               | The manual to Grand Prix 2 taught me more about car
               | racing than any other bit of reading, video, or whatever
               | media. It had so much about how to drive, how to use
               | telemetry, etc.
               | 
               | Not that I turned that knowledge into good results but
               | that's another topic.
               | 
               | What a delight that game and its manual were.
        
         | llm_nerd wrote:
         | SimCity had a hard to copy (at the time) red/black card with
         | city populations, and during the game it would ask you for the
         | population or name of cities based upon a graphical indicator
         | lookup. If you failed the check it would inflict an unending
         | series of disasters on your city.
         | 
         | There have been a couple of times even in modern games like Civ
         | 6 where everything goes so wrong I wonder if somehow it
         | erroneously flagged itself as pirated for some reason.
        
         | guappa wrote:
         | It was massively annoying even if you had bought the game
         | though.
         | 
         | Also later games that wanted the CD to be in the drive to be
         | played.
        
           | dlachausse wrote:
           | We just kept the manuals for our most frequently played games
           | on our computer desk. I don't remember it being particularly
           | burdensome, especially compared to the copy protection many
           | games employ today. Plus, several games were designed to rely
           | upon the manuals as part of their game play, like the Carmen
           | Sandiego series.
        
           | PaulHoule wrote:
           | Still a problem in the console age. It was annoying as hell
           | that I had _Halo Wars 2_ installed on my XBOX ONE but couldn
           | 't play it for the nine months that the disc was lost.
        
           | g-b-r wrote:
           | I personally didn't mind it, usually, for most games it was
           | better to have the manual in front in any case
        
         | lb1lf wrote:
         | I hated the one on F-15 Strike Eagle II on the C64; game itself
         | was great, but you needed to look up in the manual what colour
         | deck crew vest was displayed on the screen prior to the game
         | starting.
         | 
         | I played it on a B&W TV.
        
           | g-b-r wrote:
           | Hmm, I had bought a PC release of it at a newstand and it
           | didn't have that protection
        
         | int_19h wrote:
         | In practice there'd still be a limited number of possible
         | questions, so people would just compile the answers in a file
         | that was included in the pirated distribution. I remember
         | plenty of DOS games that came with something like that.
        
         | thijson wrote:
         | The ones I remember had a red tinted window that would reveal
         | the hidden word. If you tried to photocopy it using a black and
         | white photocopier the words wouldn't be visible anymore. Now in
         | hindsight, I guess you could have photocopied the whole wheel
         | with some red mylar on top of it.
         | 
         | I remember removing the copy protection from space quest. There
         | was a later check that checksumed the copy protection code.
         | That complicated the crack.
        
       | Mountain_Skies wrote:
       | Apparently 'The Terminator 2029' had such a trick in it. One of
       | my friends in college was obsessed with the game and was
       | frustrated about not being able to complete one of the levels due
       | to a target being inaccessible. Eventually someone told him it
       | was an intentional flaw introduced into copies that were pirated.
       | Not sure if he ever bought the game so he could finish it.
        
       | paulryanrogers wrote:
       | Amazing that GOG was so lazy that they didn't check to ensure
       | their DRM removal was complete, before offering it for sale.
       | Hopefully this will motivate them to do a proper fix.
        
         | g-b-r wrote:
         | A lot of people back then didn't realize that there were these
         | secondary checks, I wouldn't blast GOG.
        
           | paulryanrogers wrote:
           | A lot of people back then weren't accepting payment for a
           | faulty product, except the also clueless publishers of the
           | 1996 version.
        
         | brazzy wrote:
         | I would not blame GOG for that if even the official 1996 bundle
         | release made the same mistake. The description in the article
         | sounds like it was never officially confirmed knowledge that
         | the game would become unwinnable if cracked incompletely.
         | 
         | How would you check for something you don't know about? They
         | probably tried the game and when they couldn't win they
         | ascribed it to insufficient skill. Even if they searched for
         | information online, they probably (like OP) found discussions
         | where some people complained about the game being unwinnable
         | and got "you just suck!" replies.
         | 
         | Honestly, it was a dumb thing to do by the original developers.
        
           | paulryanrogers wrote:
           | QA should be playing these games to completion. At least one
           | of the events in the game was completely unwinnable.
           | 
           | Devs then and now use poison pills like this to discourage
           | dishonesty, and I don't fault them for it. It's hard to make
           | a living producing digital content that's easily replicated
           | at almost no cost.
        
             | brazzy wrote:
             | I very much doubt that GOG makes enough on such old titles
             | to justify thorough QA.
             | 
             | And I absolutely fault the developera for it, because it's
             | a stupid, counterproductive thing to do - if nobody knows
             | it happens because the game is pirated, it will just get a
             | reputation for being buggy and deter honest buyers just as
             | much as pirates. So why do it? To secretly "get back" at
             | the pirates?
        
       | Reason077 wrote:
       | _" The "Razor1911" crack (1991)
       | 
       | Finally, we get to the only crack that actually works properly.
       | Congratulations to Razor1911 for being the only ones not fooled
       | by the game's trickery."_
       | 
       | No surprise here! I was never all _that_ deep in the Warez scene,
       | but every nerdy kid in the early 1990s knew that Razor 1911 were
       | the most l33t game crackers around. It was kind of a mark of
       | quality on any game. If Razor 1911 released it you knew that not
       | only was it cracked competently, it was probably a good game too!
        
         | GuB-42 wrote:
         | And Razor1911 is still active! Both on the demoscene and on the
         | warez scene.
        
           | miek wrote:
           | Amazing. Their leader was busted a long time ago so I thought
           | they were toast. Razor, Class, Fairlight, and some others
           | hold a special place in my heart. (I know nothing of their
           | politics)
        
             | RIMR wrote:
             | To be fair, a lot of those groups aren't any of the same
             | people today.
             | 
             | Fairlight was pretty problematic back in the 90's
             | politically, they even did a fairly controversial nazi-
             | themed demo. Definitely not the vibe they give off today.
        
               | miek wrote:
               | Article for reference [0]. It's amazing how far people's
               | baggage will follow them (though the impact here is
               | probably minimal). Wild that a former Fairlight member
               | became San Diego Republican Party Chairman.
               | 
               | [0]: https://web.archive.org/web/20240406015231/https://w
               | ww.latim...
        
           | throwaway7894 wrote:
           | Sorry for the lazy question, but would you be able to share
           | some links or pointers to where these guys are active? I've
           | been out of the loop for a few decades but enjoyed the scene
           | when I was a teenager.
        
             | GuB-42 wrote:
             | On the demo part:
             | https://www.pouet.net/groups.php?which=158
             | 
             | One the crack side, I don't really follow much but you can
             | find the occasional release, for example Red Dead
             | Redemption.
        
               | crtasm wrote:
               | https://predb.me/?group=razor1911 more active than I
               | imagined, though it looks like most of them are basic
               | steam DRM so no cracking work needed
        
           | anal_reactor wrote:
           | Nowadays though it's just Empress and everyone else, because
           | Empress is the only one who cares enough to crack Denuvo, but
           | only for selected games, and nothing recently.
        
       | Ayesh wrote:
       | Not a DOS game, but one of the early Prince of Persia (circa
       | 2007) had an evil DRM trick: after a few hours into the game,
       | there is a pressure pad activated door that does not work on
       | cracked versions. So if you are in a cracked versions, and if the
       | crack is not good enough, you will spend a lot of time frustrated
       | unable to go past that door.
       | 
       | It is possible that the crack itself broke the game, but I want
       | to believe it's some genius evil idea someone from Ubisoft came
       | up with.
        
         | miek wrote:
         | Since you mentioned "early Prince of Persia" being 2007, I
         | thought I might blow your mind by pointing to the 1989 game :)
        
           | wyldfire wrote:
           | I had to re-read the post because I assumed it was referring
           | to that one up until I got to "Ubisoft". I was like, didn't
           | that one guy Jordan something do the whole thing himself?
           | (Including the rotoscoping of the character)
        
             | Ayesh wrote:
             | Jordan Mechner :) pretty nice explanation with his "motion
             | capture" footage. https://youtu.be/6ozxnrs0BP4
        
               | miek wrote:
               | Wow, I just want to call attention to this for anyone
               | scrolling through. If you loved the game, watch this
               | video!!
        
           | jhbadger wrote:
           | It's a bit like how most people think Wolfenstein started
           | with the 3D version in 1992 and have never heard of the 1981
           | original.
        
             | shkkmo wrote:
             | That isn't really the same situation. The 1981 "version" is
             | a stealth game that is pretty much completely unrelated to
             | the 1992 game except through name, inspiration and theme.
             | 
             | The 1992 game was able to use the wolfenstein name because
             | the trademark had lapsed the the original company had gone
             | backrupt. While the 1992 game was originally intented to
             | include stealth gameplay, none of those gameplay features
             | from the 1981 game really made it into the final version of
             | the 1992 game.
             | 
             | Key here is that M.U.S.E. sold no rights to id software,
             | did not bless the 1992 game in any way, and there were no
             | personel in common between the two games. They can't really
             | be considered as part of the same franchise
        
           | cevn wrote:
           | I loaded this up recently on Genesis and it actually blew my
           | mind how smooth the animations were for the 'parkour', to
           | find out it was all mo-capped and faithfully recreated into
           | pixels. I had no idea people were doing this in the 80's.
        
             | wildzzz wrote:
             | More like a rotoscoped bitmap animation than what we
             | consider 3D motion capture now.
        
             | ajkjk wrote:
             | This book [1], which is the creator's diaries from the time
             | annotated with lots of memoir-ish details, is really really
             | good and talks about how the motion capture came to be at
             | length. It's also just a very enjoyable book, not to
             | mention very physically beautiful.
             | 
             | https://www.google.com/books/edition/The_Making_of_Prince_o
             | f...
        
         | JeanMarcS wrote:
         | Well, in the 80's I had an Amstrad CPC, and there was a game
         | named "Le passager du temps" ("Passenger of time") [1]. It was
         | a text adventure game with some graphism in it. The goal was to
         | explore the house of your uncle and find out where he was.
         | 
         | After a while, you found a machine and when you finally
         | assemble everything and start it....the game stop working and
         | loop in a "we're tired of hacking" message ! Of course, with
         | the cracked version.
         | 
         | And it was clever, because
         | 
         | 1) you tried the game and enjoyed it. And now you're frustrated
         | and want to play it, so you might actually buy it
         | 
         | 2) the anticopy test was late in the game, so everyone who
         | copied it thought the copy was ok and spreaded it.
         | 
         | A sort of shareware.
         | 
         | [1] https://www.youtube.com/watch?v=AWqnM-yyfPQ
        
       | bitmasher9 wrote:
       | I have a core memory of playing a cracked copy of an elder
       | scrolls game that was unwinnable, and spending two hours playing
       | with console commands in the game to get past the broken section.
       | If I recall correctly, key dialogues were broken preventing story
       | advancement.
       | 
       | Sorry for stealing your game, I was young.
        
       | codesnik wrote:
       | I remember playing old french game "Metal Mutant", which on a
       | level three or four asked something in french (it was probably
       | asking for a code from manual) and if you answered wrong, it
       | wouldn't exit the game, but it'd just silently disable all
       | projectiles, making game unwinnable. I as a kid spent hours
       | wandering around, thinking that I missed some clue. And game
       | didn't have any saves, so after banging my head for a couple
       | hours, I'd exit game frustrated, and in a month or two I had to
       | start from scratch if I wanted to try to complete that level
       | again.
        
       | 2mlWQbCK wrote:
       | Chris Crawford wrote in his On Game Design about a trick like
       | this, that he implemented in Patton Strikes Back. Plus some other
       | tricks. He claims that he never found a cracked version that had
       | fixed the secondary checks. The result was a crash just before
       | winning the game.
       | 
       | This looks like an older version of the same text that he later
       | edited into a chapter of the book (does not have the claim about
       | only finding failed cracks):
       | 
       | https://www.erasmatazz.com/library/the-journal-of-computer/j...
        
         | PaulHoule wrote:
         | Apple ][ games like Ultima were famous for crashing 20 hours in
         | if you didn't crack the hidden checks.
        
       | fnord77 wrote:
       | I remember an old Apple ][ game that someone had copied from
       | somewhere and it got passed around by us jr high school students.
       | 
       | It was some sort of "Defender" style game. Apparently cracking
       | ("Cracked by the Nibbler") caused some obstacles to become
       | invisible. You could play the game for a bit but you pretty
       | quickly crashed into one of these.
       | 
       | Wish I could remember the name of the game. I would have liked to
       | played a legit copy
        
         | eej71 wrote:
         | You could be thinking of gorgon.
         | 
         | https://en.wikipedia.org/wiki/Gorgon_(video_game)
        
           | dole wrote:
           | I'd never heard of Gorgon but had to've run across Nasir's
           | name at least once during my gaming years... and wow, what a
           | pedigree.
           | 
           | https://en.wikipedia.org/wiki/Nasir_Gebelli
           | 
           | Had 3-D World Runner for the OG NES, played it again a few
           | weeks ago doing some handheld emu hacking and couldn't put it
           | down.
        
           | fnord77 wrote:
           | Now that I started looking for it, I think it was Repton
           | because I remember buildings.
           | 
           | I think the crack protection was pretty clever - it let you
           | play a couple seconds of the game to get a taste of it. If I
           | had the means I would have bought it, but I was a poor 14
           | year old
           | 
           | https://www.gamesdatabase.org/game/apple-ii/repton
           | 
           | https://en.wikipedia.org/wiki/Repton_(1983_video_game)
        
       | candl wrote:
       | Not DOS, but I remember playing a copy of Settlers III and was
       | surprised when iron smelters produced pigs instead of iron.
        
         | p0w3n3d wrote:
         | That one was quite famous. Also the CD came with some sub-
         | channel data, that only one program was able to copy. It had
         | sheep on it but forgot its name
        
           | junga wrote:
           | That must have been CloneCD then:
           | https://en.m.wikipedia.org/wiki/CloneCD
        
         | Delk wrote:
         | At least some games in the Arma series have also used a copy
         | protection that messes with gameplay if it judged the game to
         | be pirated. I don't know if it used tricks to trip crackers,
         | though -- Wikipedia mentions intentional errors on optical
         | media that didn't get passed on by disc copy software.
         | 
         | https://en.wikipedia.org/wiki/FADE
        
       | watusername wrote:
       | I always find official cracks* like this to be amusing and
       | worrying at the same time. Worrying because it could mean that
       | the current owners don't even have access to the source code
       | anymore, and it's sad to see the source of those games lost to
       | time.
       | 
       | Tangentially, this phenomenon isn't limited to retro DOS games:
       | Rockstar was caught shipping a pirated version of Midnight Club 2
       | [0], and Sinking Ship [1] is another example of this in the indie
       | scene.
       | 
       | [0]: https://news.ycombinator.com/item?id=37394665 [1]:
       | https://news.ycombinator.com/item?id=26311522
       | 
       | * Legally they aren't cracks because they are fully authorized
       | distributions of the games
        
         | mschuster91 wrote:
         | > Worrying because it could mean that the current owners don't
         | even have access to the source code anymore, and it's sad to
         | see the source of those games lost to time.
         | 
         | This is way too common. It even happens to the best and largest
         | games - the code for CnC Tiberian Sun and Red Alert 2 is
         | supposed to be lost to time [1].
         | 
         | Often times it's just IP rights that get passed on when a
         | studio collapses or gets bought out, and in other cases source
         | code for dependencies (e.g. music or video player SDKs) isn't
         | available any more.
         | 
         | [1] https://news.ycombinator.com/item?id=43197320
        
         | jerf wrote:
         | You can stop worrying, and move straight into... whatever it is
         | on the spectrum from hangwringing to panic it is you are
         | looking for, I offer no judgment here... because loss of source
         | code and all build artifacts is the norm, not the exception.
         | Completely normal. Unfortunate, but completely normal.
        
       | eej71 wrote:
       | If you enjoy stuff like this - do read up on 4am's incredible
       | efforts to preserve Apple ][ software. Just amazing.
       | 
       | https://paleotronic.com/2024/01/28/confessions-of-a-disk-cra...
        
       | mschuster91 wrote:
       | > As it turns out, "FAB" stands for Fabrice Bellard, who next to
       | being the original developer of widely used programs such as
       | FFmpeg and QEMU, is also the creator of an executable compression
       | utility called LZEXE, developed in 1990.
       | 
       | Is there anything where you _don 't_ find Fabrice Bellard along
       | the way if you just dig deep enough?
        
         | selcuka wrote:
         | Even the commercial product PKLite by PKWARE (of PKZIP fame)
         | was "inspired" by LZEXE [1]:
         | 
         | > If you look at the source code of the decompression engine of
         | PKLITE, you'll notice that it looks like the one of LZEXE.
         | 
         | [1] https://bellard.org/lzexe.html
        
       | ferguess_k wrote:
       | Kudos to the original author who took the time to dive into it. I
       | highly admire people who can dive into some technical topics and
       | have the patience to figure everything else. They are the kind of
       | people I look up to.
       | 
       | BTW whoever fascinated by the copy protection techniques of
       | legacy systems should also check out this book: "Tome of Copy
       | Protection", from ID (yeah the original Idea from the Deep).
        
       | flowrange wrote:
       | This article actually solves one of the great mysteries of my
       | life: how to beat that game.
       | 
       | I still remember, back in the mid 90s, playing it with my brother
       | and some friends. We spent so much time trying to beat the
       | default bobsleigh time, land a 100+ meter jump in the ski jumping
       | event, or survive that dreaded third lap in skating. But no
       | matter what, we just couldn't pull it off.
       | 
       | Years later, I even gave it another shot under Dosbox, thinking,
       | "Alright, I was just a clueless kid back then. Now it's my time
       | to shine." Nope. Still couldn't do it.
       | 
       | Turns out we obviously had a cracked copy. But honestly, trying
       | to actually buy a game when you're a 12yo in mid-90s France
       | (obviously without any Internet connection) wasn't exactly easy.
        
       | tgsovlerkhgsel wrote:
       | The downside of these systems is that the behavior of the cracked
       | game is often simply attributed to the game, contributing to the
       | perception that the game is buggy (or just bad/not fun).
       | 
       | While they are somewhat effective at making pirates miserable, I
       | have my doubts on whether they are actually good at driving
       | sales. Keeping pirates from enjoying the game isn't a victory for
       | the developer, generating sales is...
        
         | mlinhares wrote:
         | One of the reasons Sony won in most third world countries,
         | there was a lot of piracy for the multiple playstation devices
         | and it was easy to access it. As those generations of gamers
         | grew older and the country's economy improved, they didn't even
         | consider xboxes as all their friends had sony consoles, why
         | would you bother?
        
           | homarp wrote:
           | https://www.thetimes.com/travel/destinations/asia-
           | travel/chi...
           | 
           | Gates: how piracy worked for me in China - The Microsoft
           | chairman says that bootlegged software is creating a demand
           | for his legitimate products in the longer term
        
       | the_clarence wrote:
       | I couldn't play sim city because of that, the game would always
       | throw insane natural disasters at me until I lost, I thought that
       | was a very interesting way to mess with copies
        
       | hiccuphippo wrote:
       | For a modern example I had a bad time trying to play Celeste
       | using the family sharing feature in Steam. The game would slow
       | down the jumping making it impossible to advance. I don't know
       | why it would deem it as an illegal copy, I just deleted it and
       | never tried the game again.
        
         | barbazoo wrote:
         | That's a bummer because it's a great game with a beautiful
         | story around mental health.
        
         | jordigh wrote:
         | That sounds... odd. Was Maddy involved with that game?
         | 
         | ExOK is generally pretty tolerant of mods, re-distribution,
         | fangames, and even reverse-engineering their code. I'm really
         | surprised they would deliberately make the game awful to play
         | even for pirates.
         | 
         | Edit: Just asked Noel on Discord. Celeste shouldn't be doing
         | anything like that.
         | 
         | > The game doesn't have anything like that in it. The steam
         | version makes sure steam is running before the game starts, but
         | that's it. The itch version literally has nothing in it. [...]
         | Yeah, we don't do anything to go out of our way to stop piracy.
         | People have also decompiled and modded this game in pretty much
         | every way imaginable (which I think is awesome!) so if there
         | was anything like that it'd be very noticeable haha
        
         | caminanteblanco wrote:
         | Given that they sell the game on itch.io, I really doubt
         | they're going out of their way to enforce any crazy copy-
         | protection.
        
       | g-b-r wrote:
       | God I thought I was an idiot, that game seemed so hard!!! I'm so
       | glad to have read this xD
       | 
       | (back then I didn't even know what piracy was, it was just a game
       | that someone gave me)
        
       | skocznymroczny wrote:
       | Interesting, I remember the speed skating issue being a problem
       | in the copy I had back in the 1990s, but I don't remember the
       | issues in other games like downhill and such.
       | 
       | People usually find these gameplay based copy protections amusing
       | as in "hehe stupid pirates let them play a broken game", but I
       | have bad memories of them because I often had them trigger when
       | playing legit copies of the game. All it took was having CD
       | emulation software installed (not even running) and some games
       | would already flag you as a pirate.
        
         | abra0 wrote:
         | Tbh it still puzzles me why gameplay degradation specifically
         | was chosen as a way to try to discourage piracy. I imagine many
         | more people hit the degradations, thought the game was just
         | buggy and abandoned it, compared to people who were motivated
         | by bad gameplay to give the developers money.
         | 
         | The mindfuck angle is pretty effective though. This article
         | wouldn't have been written otherwise.
        
           | Ntrails wrote:
           | I have a vague memory of a "game-dev studio tycoon" sim game
           | which, if you played the pirated version, would have your
           | sales taper off super hard and you'd go bust because pirates.
           | There was, however, an explicit nod to this happening and it
           | was at least clear that the failure was making a _point_
        
             | detaro wrote:
             | it was indeed "Game Dev Tycoon":
             | https://arstechnica.com/gaming/2013/04/game-dev-tycoon-
             | devel...
        
           | saratogacx wrote:
           | A few reasons                 1. It is harder to see if your
           | crack was successfully completed, especially if the
           | degradation happens late in game.       2. If the game is fun
           | until it goes wonk and the person learns it is pirated, they
           | may decide to buy the real deal.       3. The potential
           | damage, if you didn't have a noticeable false-positive rate,
           | is limited and for those unwittingly hit and find out their
           | software is pirated, they're likely to not buy/get from the
           | downloaded source again.       4. From the standpoint of a
           | developer, it is creative fun.
        
       | fipar wrote:
       | Not mentioned in the article is Sid Meyer's Pirates! (the
       | exclamation mark was part of the name, though I do get excited
       | when talking about the game so I'd add it myself if it weren't).
       | 
       | This was one of the 2 (!) games I had as original at that
       | time(the other being Sub Battle Simulator), and it had a
       | beautiful map and book. The book would include some details that
       | were asked before the first fencing fight, like "When did ship X
       | leave port Y?" and if you got the answer wrong, as best as I
       | could try (and I did intentionally try to beat that part after
       | giving the wrong answer) you'd always lose it and not be able to
       | start your career.
        
       | p0w3n3d wrote:
       | Marvelous!
       | 
       |  _stands up and claps_
       | 
       | Excellent!
       | 
       |  _Applause_
        
       | brbcompiling wrote:
       | I wonder what kind of cool stuff you'd discover if you dug into
       | the code of other classic DOS games from the 90s? Anyone ever try
       | reverse engineering their childhood favorites?
        
       | _sys49152 wrote:
       | this explains why some of my games growing up just. didnt. work.
       | no matter what.
        
       | pimlottc wrote:
       | This is one of those instances where putting titles in quotes
       | helps comprehension:
       | 
       | > Uncovering the mechanics of "The Games: Winter Challenge"
        
       | balou23 wrote:
       | Ah, memories.
       | 
       | I broke the space key on my dads computer while trying to get a
       | new speed skating record.
        
       | cratermoon wrote:
       | I remember playing a similar track & field game on the Apple ][
       | my dad bought us and getting so frustrated. After reading this
       | article I had a vague recollection that when booted up it would
       | briefly display a "cracked by..." message, and now I figure the
       | game probably had a similar "copy protection" mechanism.
        
       | pronik wrote:
       | I remember both those games from when I was about 12 and I also
       | remember being endlessly frustrated with the mechanics. I
       | couldn't get controls in order, seemed to fail at almost every
       | sport (for some reason, I remember high jump vividly). Since
       | those games came with several dozen others on a very cheaply
       | bought CD (if you know what I mean) then I guess I can finally
       | have a redemption arc for my skills after three decades. Great
       | stuff!
        
       | pronik wrote:
       | I remember Pizza Tycoon having copy protection based on pizza
       | recipes (for which I didn't have the recipe booklet, for usual
       | reasons). In the early days of your pizzeria, people would only
       | want the classics and if you couldn't make them, you struggled
       | hard. Somehow, I've managed to power through (probably easy
       | difficulty or something) and as soon as you build up connections
       | to the mafia, people would gladly eat the most abhorrend pizzas
       | the world has ever seen (I vividly remember an all-plum pizza
       | I've created, it was beloved beyond any reason).
        
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