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Vuvuzelas Blare On Pirated Copies of Music Game

An anonymous reader sends this quote from Wired: "A novel anti-piracy measure baked into the Nintendo DS version of Michael Jackson: The Experience makes copied versions of the game unplayable and taunts gamers with the blaring sound of vuvuzelas. Many games have installed switches that detect pirated copies and act accordingly, like ending the user's game after 20 minutes. Ubisoft has come under fire multiple times for what players have seen as highly restrictive anti-piracy measures that annoy legitimate users as much or more so than pirates. But some more-mischievous developers have used tricks similar to the vuvuzela fanfare to mess with pirates. Batman: Arkham Asylum lets unauthorized users play through the game as if it were a normal copy, with a single exception: Batman's cape-glide ability doesn't work, rendering the game impossible to finish — although you might bash your head against it trying to make what are now impossible jumps. If you pirate Command & Conquer: Red Alert 2, brace yourself for an explosion, as your entire base will detonate within 30 seconds of loading the game."

320 comments

  1. It needs copy protection? by plover · · Score: 5, Funny

    Seriously, people would copy a game playing Michael Jackson? Seems like the vuvuzelas are redundant.

    --
    John
    1. Re:It needs copy protection? by cashman73 · · Score: 4, Funny

      I would think that with such a game, the copy protection used would be that every time it's loaded, part of the game would disappear. Kind of like what happened to Michael's face every time he had plastic surgery. But then again, that may not be actual copy protection -- it seems to me that it would enhance the "Michael Jackson experience",. . .

    2. Re:It needs copy protection? by Anonymous Coward · · Score: 0

      well you sure wouldn't pay for it amirite

    3. Re:It needs copy protection? by Cryacin · · Score: 1

      "You been hit by... You been struck by... a smooth criminal!"

      --
      Science advances one funeral at a time- Max Planck
    4. Re:It needs copy protection? by danwiz · · Score: 1

      Won't someone please .... think of the children!

    5. Re:It needs copy protection? by DurendalMac · · Score: 2

      So you're a recording and performing artist who's trying to keep us all alive? Ever heard of the term "unwarranted self-importance"? And what big decision was this? Sorry, but I'm not finding anything recent that signs us into slavery for Monsanto, which admittedly is indeed made up of shitburgers.

    6. Re:It needs copy protection? by Pharmboy · · Score: 4, Insightful

      Whatever medication you are on, adjust the dose. More, less, just pick a direction and try it for a while.

      In between your struggles to "keep you and your future generations alive", I would try to get some bed rest. Oh, and yes, we know that Monsanto is a bunch of asshat tried to take over the food world by patenting everything and sue farmers who put back seeds, but in between anxiety attacks, we like to read about video games.

      And good luck with the music career.

      --
      Tequila: It's not just for breakfast anymore!
    7. Re:It needs copy protection? by Smauler · · Score: 3, Insightful

      I'm not OP, but I've always thought Michael Jackson was overated.

      I'm pondering whether or not to use my other account mod points to mod you funny, or just sit right here and bitch you out for being such an ignorant piece of shit musically

      Look, Michael Jackson did some decently catchy songs... but seriously, you've got to be deluded to claim he did anything revolutionary. I was but a kid when Thriller came out, and I already saw it was cliched and populist. Seriously, listen to a bit of Banarama... your mind will be expanded.

    8. Re:It needs copy protection? by _KiTA_ · · Score: 1

      Seriously, people would copy a game playing Michael Jackson? Seems like the vuvuzelas are redundant.

      They will now, just to see the Vuvuzela meme -- thus giving them a great piracy figure to justify even worse things down the line.

    9. Re:It needs copy protection? by trapnest · · Score: 0, Troll

      This from a furry who thinks Khy is pronounced the same way as Cy. I wouldn't worry about what he thinks too much.

    10. Re:It needs copy protection? by PhrostyMcByte · · Score: 2

      Michael Jackson's Moonwalker is one of my favorite old-school games. Dancing your enemies to death and transforming into a robot to save captured children from overtly sexual enemies. It's such a ridiculous game that it can be a lot of hilarious fun to play with friends.

    11. Re:It needs copy protection? by hairyfeet · · Score: 5, Informative

      More like you've been struck by...a total idiot. While this particular "trick" is obvious to anyone NOT what the real game is supposed to be like, one of the things that helped to kill the developers of Titan's Quest on the PC was their frankly insane copy protection. It would make a "pirated" game glitch, skip, and be all around unplayable for any length of time, but of course word quickly got out that "The game is a buggy POS" and people avoided it like the clap. It didn't help that the developers were so damned paranoid that ANYONE that complained of a bug was automatically labeled a pirate by them.

      It is a damned shame I didn't somehow save the chatboard because me and one of the developers got into a nasty argument over that, with me going so far as to show him a pic of the game box sitting on top of my local paper with the date visible and he STILL accused me of being a pirate, saying I must have photoshopped the thing in the under 15 minutes it took me to take the pic and upload. Needless to say the next pic I uploaded was one of me chunking the POS game in the garbage, along with a promise to slam the game wherever it was being sold online (which I did).

      So they really have to be careful with the anti-piracy crap, and they ought to give us something in return for putting up with their shit. Personally I think there ought to be a rule that after 2 years or the developer stops pushing patches, whichever comes first, a DRM removal patch should HAVE TO be released. That way those of us that buy our game fair and square don't end up having to hunt for cracks because their &^$%&^%$&$ DRM doesn't work on modern systems, or even worse have our new machine shit itself and die because their ring 0 crap is designed for x86 and we've moved on to X64.

      A FINAL WORD OF WARNING...ALWAYS be sure to back up your machine BEFORE installing any older game on X64!!! Because I have found out the hard way that there are certain version of Starforce, safedisc, and SecuROM that will happily install on X64 but WILL NOT UNINSTALL, even with their supposed removal tools, and will cause all kinds of hell on your system! We are talking inability to hibernate or shutdown properly, random glitches, screwed up burns on your drives, it is a mess and the ONLY way I've found to fix it is to either boot into a second OS and remove the files, followed by a safe mode reg cleaning, or a full wipe and reinstall. Frankly I don't see why those damned Ring 0 DRM creators can't be busted just like malware writers, because they sure as hell can cause just as big a mess. Oh and be careful if you have both Starforce and either Safedisc or SecuROM, because certain versions will NOT play nice with each other and cause system instability! It is sad that it has gotten to the point that I just get a pirate version of my older games rather than using the discs, simply because the pirate version is less likely to mess up my X64 install.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    12. Re:It needs copy protection? by Anonymous Coward · · Score: 0

      Titan's what?

    13. Re:It needs copy protection? by walshy007 · · Score: 1

      Just VM windows98 or some such on a linux machine for old games, easy as.

    14. Re:It needs copy protection? by 91degrees · · Score: 2

      Yeah. Some people like Michael Jackson.

      Curious thing - taste. Some people like some things that others really hate.

    15. Re:It needs copy protection? by pspahn · · Score: 1

      OMG! Mod this person hysterical. Bananarama? Seriously?

      Obligatory cue of Homer and Otto in the Simpon's attic

      Cooosmic......

      --
      Someone flopped a steamer in the gene pool.
    16. Re:It needs copy protection? by metrix007 · · Score: 2

      The guy revolutionized pop, and music videos. Overrated or not.

      --
      If you ignore ACs because they are anonymous - you're an idiot.
    17. Re:It needs copy protection? by Anonymous Coward · · Score: 0

      Hahahahaha

      Someone modded you as a troll for some reason but I'd throw mod points at Funny

    18. Re:It needs copy protection? by mwvdlee · · Score: 2

      A game where Michael Jackson saves captures children from overtly sexual enemies... doesn't this strike you as just a little bit ironic?

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    19. Re:It needs copy protection? by Opportunist · · Score: 2

      Seriously, listen to a bit of Banarama... your mind will be expanded.

      Well, technically correct. Actually, your head will explode, but technically...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    20. Re:It needs copy protection? by Anonymous Coward · · Score: 0

      Dude, it was the game of the movie. Which was exactly as absurd and hilarious and weirdly awesome with giggles.

      Pff, the youth of today...

    21. Re:It needs copy protection? by plover · · Score: 1

      Only musically ignorant pieces of shit would find a video game of a crazy dead pop star pointless? Therefore you're going to save the world from Monsanto from those of us who aren't murderers??

      Wait, what?

      Back away from the keyboard, and take a deep breath. Calm. Exhale. Calm.

      If you need someone, your friends from the internet are here for you, buddy. Take all the time you want.

      --
      John
    22. Re:It needs copy protection? by hairyfeet · · Score: 1

      So I should install an OS that NONE of my work software runs on, THEN deal with a VM that may/may not actually work or have hardware acceleration, just to play my older games? Talk about trying to push Linux were it don't belong!

      As I tell my customers the SIMPLE solution is a combination of system restore and image backups. Windows 7 has incredibly easy to use imaging software built in, 1TB backup drives are dirt cheap and one should have backups in case of hardware failure anyway, and system restore lets you go back if you find a problem during install.

      What is sad is the simplest solution of all is simply to pirate the games you own, because the pirate version doesn't have any DRM, and often works better than the original thanks to no Ring 0 crap slowing it down. So now I just keep the original discs in their boxes and use the pirate edition for actual playing. How sad is it that the pirate version has NO PROBLEMS with X64, whereas the legitimate copy can totally mess up the system? Just one more way that developers are making piracy the better choice.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    23. Re:It needs copy protection? by DarthVain · · Score: 1

      Seriously. I don't know much about it, but I thought that the MJ game was a "Dance" game, or that's what the commercials depict.

      How the heck do you play a "dance" game on a DS handheld?

      Even if that wasn't the case, it still doesn't deserve to be pirated.

      That's when you know you really created some useless crap. If people don't even want to copy it for free.

    24. Re:It needs copy protection? by arisvega · · Score: 1

      What is sad is the simplest solution of all is simply to pirate the games you own, because the pirate version doesn't have any DRM [..] whereas the legitimate copy can totally mess up the system?

      Fine line there, but I have to second.

      Speaking of malware, a fearful copy protection would be capturing a video of your expression while you realize mid-game that you've been had by EA, and uploading it to the internet for further humiliation- funny as hell, but I would SO not want it happening to me.

      Especially after having bought the originals to be a gentleman and downloaded the cracked ones for convenience.

      --
      The three laws of thermodynamics:(1) You can't win. (2) You can't break even. (3) You can't even quit.
    25. Re:It needs copy protection? by bami · · Score: 1

      I think something like this: http://www.youtube.com/watch?v=MvLCnKqYWzA&t=2m5s (4 screens with each different difficulty level, you obviously only play on 1 screen.)

      Also, protections that cripple a game aren't that new, I've had DOS games totally glitch out (intentionally) because it was cracked.
      Of course those protections were broken the minute it was known, and it bothered nobody, and with everything so easy piratable on the DS I guess the developers had to do something.

      This would be newsworthy if it gave vuvuzela's in legit copies, but this is just a non-story.

    26. Re:It needs copy protection? by Migraineman · · Score: 1

      I'm glad I'm not the only one who remembers Moonwalker.

    27. Re:It needs copy protection? by mcgrew · · Score: 1

      Jackson was a pop hack who did nothing revolutionary. The Beatles, Hendrix, Beethooven yeah, but Jackson was just a singer.

      And Monsanto is evil, but WTF does it have to do with the topic at hand, and why do you think you can affect it?

    28. Re:It needs copy protection? by uninformedLuddite · · Score: 1

      Those are some damned fine drugs you be taking

      --
      The new right fascists are bilingual. They speak English and Bullshit.
    29. Re:It needs copy protection? by Geminii · · Score: 1

      ALWAYS be sure to back up your machine BEFORE installing

      Any game. Always run each game in its own virtual machine. :)

  2. butbutbutbutbut by Dwebtron · · Score: 4, Insightful

    if they can tell it's pirated... why all the crazy piracy schemes in the first place? Why even LAUNCH the game? how can they tell?

    1. Re:butbutbutbutbut by BadAnalogyGuy · · Score: 5, Insightful

      It turns it into a demo, which could lead to an actual game purchase.

    2. Re:butbutbutbutbut by Anonymous Coward · · Score: 1

      Back in "the day", there were rumors that one company (Sierra) was distributing bugged versions of games on purpose. Who knows - maybe companies are doing the same on torrent sites now, too.

    3. Re:butbutbutbutbut by Gordonjcp · · Score: 2

      AutoCAD had a "bug" where the lines in drawings would become fainter and fainter with every save - *only* in cracked versions. Obviously the trick is to have a big obvious "NOP me out!" block of code that clearly deals with copy protection - and something sneaky tucked away out of sight.

    4. Re:butbutbutbutbut by iamhassi · · Score: 4, Informative

      Because if it doesn't work the pirates will continue to work at it until it does work. This way the pirates believe the game is working properly and they disrupt it.

      Believe it or not, most pirates don't sit there and play through the games they just cracked. The ones that do the pirating usually do it so they can disrupt it with their name attached saying "We're the first to hack XYZ". This is why Razor 1911 has a wiki page, because they're so damn famous.

      --
      my karma will be here long after I'm gone
    5. Re:butbutbutbutbut by badboy_tw2002 · · Score: 1

      Because it takes longer for the crackers to figure out if they're "done" or not. There have been things like purposeful crash bugs that lead to multiple releases and such of cracked titles. Anything that keeps an uncracked version out of pirates hands theoretically extends sales, as the sales aren't competing with a free version.

    6. Re:butbutbutbutbut by The+MAZZTer · · Score: 1, Flamebait

      Because the point of the crazy schemes is that they CAN'T tell, at least not until the copy the pirate THOUGHT was fully cracked has been widely disseminated. Users who download it will be fed up with the glitches and buy the full game to fix them, in theory.

    7. Re:butbutbutbutbut by moxsam · · Score: 2

      It's (slightly) harder to detect by crackers when there are multiple checks, one of them hidden deep inside the game play. The idea behind it is that the publisher bets on the crackers not playing the game long enough to notice the second copy protection.

    8. Re:butbutbutbutbut by Anonymous Coward · · Score: 0

      s/disrupt/distribute/g

    9. Re:butbutbutbutbut by stonedcat · · Score: 1

      TrueSpace used to have an intentional memory leak if you didn't have the parallel port dongle attached to your computer that came with it.
      So this meant you could only use the software as long as you have memory/swap space to spare then you'd have save an restart.
      Luckily I had 128mb of ram and a 20Gb hard drive at the time!

      --
      You can't take the sky from me.
    10. Re:butbutbutbutbut by MoonBuggy · · Score: 3, Interesting

      Google is failing me, and it was a while ago that I heard this one, but I kinda hope it's true; the story goes that a cable company, tired of hackers getting free service, started pushing out weekly updates that disabled the hackers' workarounds. This went on for some time, the hackers having to use increasingly convoluted measures to get around the latest updates, but always succeeding relatively quickly. After a while the boxes stop working altogether, and the company points out that they fully expected each week's update to be circumvented, but that they were designed in such a way that the cumulative workarounds disabled the box altogether.

      It certainly has a bit of an urban legend sound to it now that I come to retell it, though...

    11. Re:butbutbutbutbut by jackbird · · Score: 5, Interesting

      The Black Sunday hack. Apparently not an urban legend.

    12. Re:butbutbutbutbut by Anonymous Coward · · Score: 2, Informative

      It was covered on /. back in 2001: http://slashdot.org/articles/01/01/25/1343218.shtml

    13. Re:butbutbutbutbut by mysidia · · Score: 1

      Because the point of the crazy schemes is that they CAN'T tell, at least not until the copy the pirate THOUGHT was fully cracked has been widely disseminated.

      Sneaky anti-piracy triggers are a brilliant idea. The software could have a well-hidden "phone home" functions based on detecting itself cracked. as In-house debugging features that are impossible to activate without tampering with the software.

      If the device was something like an iPhone with a unique ID, send the IMEI or IP address to the developer, so they can use the information to contact law enforcement. Thousands of tricks are possible that would make running a cracked copy of the program an extremely bad idea.

      In addition, the "cracked" version could timebomb itself when the user say got to a certain level, delete its own executables, and plant a key in the registry designed to make the "cracked" software no longer start

    14. Re:butbutbutbutbut by petermgreen · · Score: 4, Insightful

      I see two problems with this kind of approach though

      1: the code may get triggered by accident leading to a legitimate user getting frustrated at the games apparent buginess/uncompletability.
      2: pirates may not realise that the problems they are experiencing are a result of antipiracy meausres.

      Either way you have users who think the game is buggy as hell telling their friends to avoid it.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    15. Re:butbutbutbutbut by Khyber · · Score: 1

      Real demos led to actual game purchases. That is how shareware worked back int he 90s.

      Now? Demos lead to consistent monthly rip-offs of money.

      And people wonder why the industry is said to be dying?

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    16. Re:butbutbutbutbut by Anonymous Coward · · Score: 0

      I remember that, I had a card writer and everything, H hard, Hu cards... fun stuff. After a while though It seemed like every week you needed to update your card, it got so annoying that everyone started switching to BEV satellite instead, since theirs was much easier to hack, and they didn't change the code every week.

    17. Re:butbutbutbutbut by Nursie · · Score: 4, Interesting

      For the lulz?

      About 15 years ago a friend of mine had a game called "Settlers 2". Pretty standard RTS in a medieval/fantasy setting IIRC, quite cute.

      The CD it came on had visible pattern burned into it that would screw up reading the disc very easily. Using various blind copiers I managed to get a decent iso image off it. Of course the burn patterns weren't just to stop you reading it....

      If the game code did not detect the burn patterns in the CD it was running from it was very clever. Tricksy.

      In the game you had an economy based on a few things, one of which was iron. Another was pork. You needed farms to get pigs, and an abattoir to turn that into ham. The ham was then used as food for the settlers. Specifically the miners. They ate ham then went mining for iron ore, and the foundry turned out iron which you could then turn into weapons and other soldier equipment.

      After about half an hour of playing I tried to figure out why I had no army. After a lot of squinting it turned out that the iron was coming out of the mines and being carried to the foundry, which was producing.... pigs.

      I just had to laugh and mentally congratulate the developers for that.

    18. Re:butbutbutbutbut by ToasterMonkey · · Score: 1

      if they can tell it's pirated... why all the crazy piracy schemes in the first place? Why even LAUNCH the game? how can they tell?

      Clever logic bombs are harder to circumvent.

    19. Re:butbutbutbutbut by A+Life+in+Hell · · Score: 2

      3d Studio 4 (not max!) from thee same company would randomly corrupt your meshes in most cracked versions, but only if you had more than 500 vertices. So it would pass initial cracker tests, but fail for actual use by 3d artists. It was quite clever.

      --
      Commodore 64, Loading up the dance floor!
    20. Re:butbutbutbutbut by publiclurker · · Score: 1

      I did something like this may years ago in a specialized PCB CAD program. In addition to the normal security check the program would apply a small scaling factor to the file when exported for board design. Everything appeared to work correctly, but anyone who tried to fab a board with a pirated copy would learn an expensive lesson.

    21. Re:butbutbutbutbut by LingNoi · · Score: 1

      Problem with this strategy is that it only works for so long before the pirates start giving your games bad reviews or tell everyone that they've tried the game and it doesn't work properly. Suddenly you've now lost more sales and the pirate still downloaded and played the game regardless of if they kept playing it afterwards and your company now has a reputation for producing poorly programmed games.

    22. Re:butbutbutbutbut by Anonymous Coward · · Score: 0

      Did you just type "disrupt" instead of "distribute"? Twice?

    23. Re:butbutbutbutbut by judeancodersfront · · Score: 1

      Not if you make the game extremely hard halfway through and then use a time delay to botch the game after the reviews are out. Regional releases would help out here as well.

    24. Re:butbutbutbutbut by hedwards · · Score: 1

      Or more likely conclude that the software is of poor quality and view the company as incompetent.

      What's worse is that the copy protection has a nasty way of making its way into legit copies.

    25. Re:butbutbutbutbut by Daz3d · · Score: 2

      Years ago I bought an Amiga 500+ with loads of games, one of which was Sim City. I thought it was tough going with my buildings being destroyed all the time by natural disasters. It soon improved when I found the code booklet, which was printed in dark red with maroon letters to stop it being photocopied. Other games like Microprose F1 GP would ask for a word to be typed from a random part of the manual.

      Monkey Island 2 and F/A-18 Interceptor had a code wheel, and annoyingly trying to play Another World on my GP2X handheld emulator soon had it asking for codes. It's not so handy having to print 20 pages of gibberish symbols out.

      http://royal.pingdom.com/2009/08/26/wacky-copy-protection-methods-from-the-good-old-days/
      http://www.abandonia.com/en/games/30/Another+World.html
      http://www.abandonia.com/files/extras/Code%20Wheel.zip

    26. Re:butbutbutbutbut by LingNoi · · Score: 1

      That's not going to help for some reasons:

      - I don't really see that delaying reviews. Most reviewers finish a game and most games aren't that long as the used to be.

      - Downloaders are normally the ones with the spare time (otherwise they'd save their time downloading and buying the game) so they can play through the game and comment on it in less then 48 hours in most cases.

      - The game offered for download sometimes comes out a week before the real game even hits the selves or is on steam, giving downloaders a chance to download it, play it and complain about it.

    27. Re:butbutbutbutbut by iSzabo · · Score: 1

      There's a really interesting article about that here http://www.gamasutra.com/view/feature/3030/keeping_the_pirates_at_bay.php. It's written by a developer of Spyro: Year of the Dragon. It is another really interesting take on how to implement copy protection.

    28. Re:butbutbutbutbut by Anonymous Coward · · Score: 0

      Because a pirate will crack a game, and rush to be first with the zero day warez, even for games they don't want to play like this.
      If you stop it from launching they will simply remove it and get the credit for being first.
      If you do this it is a blemish on their reputation and now they need to spend time repairing their failed crack.
      Time that could be spent cracking something meaningful.

    29. Re:butbutbutbutbut by eelke_klein · · Score: 1

      They need the anti piracy schemes to be able to tell if it has been pirated. Most anti piracy schemes have a weak point or two at which it is easiest to crack. One approach of detecting piracy is to check if the code at that points has been changed. Other method's often adjust certain memory locations from with the anti piracy code. So if the anti piracy code has been disabled these memory locations will not be filled with the right values and the rest of the game can check on this.

      There are two reasons to do this crippling instead of refusing to start up. It makes the game into a kind of demo and the crackers often don't notice they have missed something because the game starts normally and seems to run normally. If they put enough of those tricks into the game it will a certain that there is considerable time between the release of the game and the release of a full working crack.

    30. Re:butbutbutbutbut by Bert64 · · Score: 2

      Law enforcement is not really going to care about a user running a cracked game...
      Actually distributing cracked games, potentially for profit perhaps, but simply running one isn't worth their time.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    31. Re:butbutbutbutbut by xtracto · · Score: 4, Insightful

      There is a third option that I see here... and makes me personally affected.

      See, each DS game is a big piece of plastic. If I want to take my DS complete game collection with me in each trip, I would need to carry all of them in a big bag.

      By format-shifting said games I bought, I am able to take just ONE cart inside the DS and have access to all the games I and my wife like.

      So, for me, buying a game that is "uncrackable" is a no go, because it means to play that game I would need to take the piece of plastic with me wherever I go.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    32. Re:butbutbutbutbut by thegarbz · · Score: 1

      You'll find a name is only as good as its reputation and as a result the pirates are actually quite the customer oriented group. I have on several occasions seen re-releases of pirated games (with a different crack by the same group) with a changelog that says "fixed hang at first elevator" or "now works on xxx hardware". The crackers may not play the game all the way though, but word quickly gets back to them if you've made a buggy release.

    33. Re:butbutbutbutbut by 0111+1110 · · Score: 2

      I don't think such subtlety is very clever when used for copy protection. What exactly are they trying to achieve? They are getting a kind of revenge against people pirating their game, but it doesn't give them any more customers. When copy protection is obvious and remains uncracked for months that may encourage people to buy a game, but if the protection is subtle it will just make the pirates dislike the game and think the developers are incompetent. They won't be thinking, "Well, maybe I should have bought a legal copy to avoid this." I guess the whole point of the subtlety is to avoid people realizing that the problems are anti-piracy measures, but what is the point of that?

      --
      Quite an experience to live in fear, isn't it? That's what it is to be a slave.
    34. Re:butbutbutbutbut by Anonymous Coward · · Score: 0

      That word 'disrupt'. I don't think it means what you think it means. Perhaps you mean distribute?

    35. Re:butbutbutbutbut by Dunbal · · Score: 1

      This is where trust comes in - you only download from trusted uploaders...

      --
      Seven puppies were harmed during the making of this post.
    36. Re:butbutbutbutbut by Dunbal · · Score: 1

      Not to mention the fact that it tramples all over fair use, which means it breaks the law.

      --
      Seven puppies were harmed during the making of this post.
    37. Re:butbutbutbutbut by mwvdlee · · Score: 1

      And consequently, sales dropped due to the reports of significant issues with PCB printing. Nobody inside the company knows who reported the issues to the public, as the guy's name wasn't on any sales records, but still the news got spread. The issues were reported to be subtle, so whenever paying customers made human errors, they blamed it on the buggy software too.

      If only they had simply printed out a clear "Created using an illegal copy of XXX" overlaying the entire PCB...

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    38. Re:butbutbutbutbut by mcvos · · Score: 2

      That kind of measure seems clever, but if unpublicized and subtle, it will make the program appear buggy. They need to make it very clear you've got a playable demo on your hands, rather than a buggy full version. Playable demos sell games. Buggy full versions put people off.

    39. Re:butbutbutbutbut by Waccoon · · Score: 2

      pirates may not realise that the problems they are experiencing are a result of antipiracy meausres.

      They might as well. If a game dumped me to the desktop with no error message within the first 30 seconds, I automatically assumed the copy protection on my legally purchased game failed. First thing to do was get a NoCD crack and retry. Almost every time, that fixed the problem right away.

      If I get an error message, then I assume it's a hardware compatibility bug or some other kind of glitch.

    40. Re:butbutbutbutbut by Gordonjcp · · Score: 2

      And consequently, sales dropped due to the reports of significant issues with PCB printing

      Funny how that doesn't seem to happen. It certainly didn't happen with AutoCAD. Anyone reporting problems with faint drawing just got told to go and buy a real one.

    41. Re:butbutbutbutbut by surgen · · Score: 1

      This is where trust comes in - you only download from trusted uploaders...

      Oh come on, the piracy "scene" is a big enough circlejerk without having to check the reputation of the uploader on every single thing you're downloading.

    42. Re:butbutbutbutbut by tecnico.hitos · · Score: 1

      With vuvuzelas in the background? What a crappy demo would that be.

      --
      The good, the evil and the vacuum tubes.
    43. Re:butbutbutbutbut by kevinNCSU · · Score: 2

      Now? Demos lead to consistent monthly rip-offs of money.

      You're paying a monthly fee for demos? I think you're doing it wrong.

    44. Re:butbutbutbutbut by mysidia · · Score: 1

      Law enforcement is not really going to care about a user running a cracked game...

      Forget law enforcement then... if a cracked app collected their information, it could forward that information to the developer's RIAA-style lawyers for lawsuits involving mass numbers of individuals.

    45. Re:butbutbutbutbut by Anonymous Coward · · Score: 0

      Usually, though, they tend to have a group of people who play test the cracked game.

    46. Re:butbutbutbutbut by KDR_11k · · Score: 1

      If they make it too easy to see that some anti-piracy thing got triggered the ripper will make sure the game gets cracked before it is uploaded.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    47. Re:butbutbutbutbut by Kevin108 · · Score: 1

      How can they tell if it's pirated? Most people (outside Slashdot, of course) have no idea how to use a software firewall to control the programs they have installed on their machines. The pirated copy phones home and they're busted.

      --

      It's a perfect time for being wasted.
      A perfect time to watch the stars.
      - Burden Brothers, "Beautiful Night"
    48. Re:butbutbutbutbut by Anonymous Coward · · Score: 0

      If the game code did not detect the burn patterns in the CD it was running from it was very clever.

      Sooo, if the game code DID detect the burn patterns, it was kinda stupid???

    49. Re:butbutbutbutbut by TheHarvesteR · · Score: 1

      Exactly. If the game appears to be working, whoever cracked it will release it as is, unaware that the game will break down eventually. The pranks are just for the lols... It's better if pirate players see that you have enough sense of humor to not blankly block them from playing, and are instead messing with them... That may actually lead to a purchase, instead of a ragequit. Bohemia Interactive does the same with their ArmA series. If the game detects a bad copy, it progressively begins to degrade gameplay until unplayable. Things like aiming accuracy begin to become worse and worse, your character randomly passes out, stuff like that. -That's more likely to make you laugh at how much they owned you, instead of becoming angry at how they're deliberately calling you a criminal (*cough EA and Ubisoft cough*). Cheers

    50. Re:butbutbutbutbut by s73v3r · · Score: 1

      You could, but it really depends on what your end goals are. Do you really want to go after pirates, RIAA style, suing a bunch of children and grandmas? Or do you want to make an effort to convert that pirate into a sale? Even if you offer it at a discount, its still better than not getting any revenue from them.

    51. Re:butbutbutbutbut by Golddess · · Score: 1
      --
      "I'm not sure I like the fugnutish tone you used in your post!" -RogL (608926)-
    52. Re:butbutbutbutbut by Golddess · · Score: 1
      --
      "I'm not sure I like the fugnutish tone you used in your post!" -RogL (608926)-
    53. Re:butbutbutbutbut by Dog-Cow · · Score: 1

      Your stupidity knows no bounds. Since when is preventing "fair use" illegal?

    54. Re:butbutbutbutbut by mysidia · · Score: 1

      You could, but it really depends on what your end goals are. Do you really want to go after pirates, RIAA style, suing a bunch of children and grandmas? Or do you want to make an effort to convert that pirate into a sale?

      I don't, but a large software company with a monopoly might want to do so, if they can prove their case.

      The revenue from success in court can be higher than selling the product, since it's involuntary on the part of the prospect, and the 'damages' to collect are much higher than the price of the product

    55. Re:butbutbutbutbut by s73v3r · · Score: 1

      Remember, you also have to pay lawyers, court costs, etc. And not every pirate you sue will actually be able to pay. See Jamie Thomas.

    56. Re:butbutbutbutbut by Geminii · · Score: 1

      Not terribly likely, if the gameplay experience is deliberately downgraded to the point it doesn't accurately reflect the unbollixed version.

  3. That's Actually Pretty Cool by DarkKnightRadick · · Score: 0

    I wish I played those games (except the C&C, I play that every now and again), I'd buy multiple copies just to show my support. (:

    --
    "There is a way that seems right to a man, but its end is the way of death." Proverbs 16:25 (NKJV)
    1. Re:That's Actually Pretty Cool by icannotthinkofaname · · Score: 1, Insightful

      You could, y'know, just...do that....

      --
      Let q be a radix > 1. I am in ur base-q, killing 10 d00ds.
    2. Re:That's Actually Pretty Cool by DarkKnightRadick · · Score: 0

      Need $$$. I'm a student.

      --
      "There is a way that seems right to a man, but its end is the way of death." Proverbs 16:25 (NKJV)
  4. I've been misled! by Anachragnome · · Score: 4, Insightful

    "Batman: Arkham Asylum lets unauthorized users play through the game as if it were a normal copy, with a single exception: Batman's cape-glide ability doesn't work, rendering the game impossible to finish — although you might bash your head against it trying to make what are now impossible jumps. If you pirate Command & Conquer: Red Alert 2, brace yourself for an explosion, as your entire base will detonate within 30 seconds of loading the game..."

    So how is this different then the purchased, bug-ridden, unfinished versions that are pawned off on us with every release?

    1. Re:I've been misled! by BadAnalogyGuy · · Score: 0

      Intent

    2. Re:I've been misled! by billcopc · · Score: 4, Funny

      That's the joke

      In reality, the game is broken for everyone, they just now have a new scapegoat to blame the bugs on: piracy!

      --
      -Billco, Fnarg.com
    3. Re:I've been misled! by wizardforce · · Score: 1

      It's a potential new strategy for them to deal with bug reports. The "that isn't a bug; you're just a dirty pirate" defence.

      --
      Sigs are too short to say anything truly profound so read the above post instead.
    4. Re:I've been misled! by Anonymous Coward · · Score: 0

      This is really risky for them... a lot of word of mouth advertisement might end up being, "yeah, I played that... there was a lot of bugs, I couldn't even finish the game. Don't buy it."

    5. Re:I've been misled! by Ksevio · · Score: 0

      Well in Batman: Arkham Asylum, Batman's cape-glide ability will work, Command & Conquer: Red Alert 2 your base will refrain from blowing up, and in Michael Jackson: The Experience, there are no Vuvuzelas and the notes appear!

    6. Re:I've been misled! by shird · · Score: 1

      woooooooosh

      --
      I.O.U One Sig.
    7. Re:I've been misled! by Anonymous Coward · · Score: 0

      palmed off on us, not pawned....

    8. Re:I've been misled! by Anonymous Coward · · Score: 0

      I know you are, but what am I?

    9. Re:I've been misled! by Anonymous Coward · · Score: 0

      I would have replied, but I was too busy trying to stop Garrett from floating around in an ethereal manor in the game "Thief: Deadly Shadows" http://www.youtube.com/watch?v=RfYLJM_bsJw

      This is an example of the quality of mainstream games post 2002. Once the developers get your money, they don't care anymore and you're lucky to get one patch. Glaring physics bugs, and game-breaking glitches remain unfixed forever after.

    10. Re:I've been misled! by ToasterMonkey · · Score: 1

      "Batman: Arkham Asylum lets unauthorized users play through the game as if it were a normal copy, with a single exception: Batman's cape-glide ability doesn't work, rendering the game impossible to finish -- although you might bash your head against it trying to make what are now impossible jumps. If you pirate Command & Conquer: Red Alert 2, brace yourself for an explosion, as your entire base will detonate within 30 seconds of loading the game..."

      So how is this different then the purchased, bug-ridden, unfinished versions that are pawned off on us with every release?

      Maybe subtlety is exactly the point. They set the bar higher than most crackers would bother for, but low enough for dissatisfaction among users.

      If it went too far, they might get bad word of mouth from unscrupulous individuals, but people would eventually get it. More obvious problems like audio/video mismatch, cutscenes not working, wrong audio would be harder for crackers to patch and not mistaken for legitimate bugs by legitimate users. You know, the kind of way too glaring for this to be widespread issues. Yah, I know there are real bugs like THAT too :P but the developers react to them.

      Plus, think how much FUN the developers would have working in secret logic bombs like that!

    11. Re:I've been misled! by Anonymous Coward · · Score: 0

      Weird. My pirated copy had cape glide just fine and I quite happily beat Joker in the final fight. I'm assuming of course, that that's where the game ends.

      If there's a lot more to the game after the climactic joker fight on the rooftop... well... I had enough hours of entertainment from it anyway.

    12. Re:I've been misled! by Anonymous Coward · · Score: 0

      There have been a few that take this approach, e.g. Sonic Adventure (or was it SA2?) on the Dreamcast loaded the models SLIGHTLY smaller, thereby making some jumps just barely impossible ...

    13. Re:I've been misled! by Anonymous Coward · · Score: 0

      I pirated a copy of Red Alert 2, I had no such problem.

      How do the developers know how the hackers will pirate the game? If the hackers do it differently than the developers expected them to, does the game work fine anyway?

    14. Re:I've been misled! by Anonymous Coward · · Score: 0

      Except that there are fixes for that cape-glide disablement. Not that I would know, of course...

    15. Re:I've been misled! by adriansabah · · Score: 1

      Creatively though, rendering a game impossible to finish. I would bang my head against the wall. Then tell everyone not to buy the game cos it's broken. Still, there should be some piracy measures in place.

  5. Detection by adamdoyle · · Score: 1

    Anyone know how they detect pirated copies?

    1. Re:Detection by Anonymous Coward · · Score: 1

      random number generator!

    2. Re:Detection by drunkennewfiemidget · · Score: 1

      Yea, the pirates who inevitably beat it.

    3. Re:Detection by Enderandrew · · Score: 2

      I'm assuming they intentionally leaked the bugged game to torrent sites, etc.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    4. Re:Detection by adamdoyle · · Score: 2

      I'm assuming they intentionally leaked the bugged game to torrent sites, etc.

      But that wouldn't be "detection"... (then again it wouldn't exactly be a surprise for a slashdot summary to use a wrong word)

    5. Re:Detection by plover · · Score: 4, Informative

      The same way they always have for the last 30 years. Bury some code that's supposed to toggle some hardware effect in the cartridge or media, check for the side effect, then crap out if it fails.

      Another way is just using attributes of the cartridges against pirates. Copies are often made on read-write media, but legitimate cartridges are read-only. So you have legitimate executable code that says "DO_MUSIC: call PLAY_MUSIC", and you add a statement that says "write to address DO_MUSIC 'call PLAY_VUVUZELA'". A legitimate cartridge can't overwrite the ROM, so it fails, and the call to PLAY_MUSIC remains in place. But on a rewritable cartridge it does overwrite it and zzzzzzzzzzzzzz happens.

      --
      John
    6. Re:Detection by DynamoJoe · · Score: 1

      I don't think there's any detection going on. These are intentionally damaged copies and they released them anonymously. They just have to upload their damaged version to popular sites and watch them get spread far and wide before someone figures out it's b0rked. For example, if it takes someone all the way to the end of Arkham Asylum to figure out it's broken, that's easily a few days before someone raises the flag. The more the bad copy spreads, the faster it chokes out legitimately pirated versions (shut up, you know what I mean). Also, the developer has extracted a revenge that would otherwise be unlikely or even impossible: imagine a gamer who just can't beat that last damn level no matter what, and after a few hours googles the solution only to find the bitter truth. Served cold, indeed.
      Another consideration is that there are no lawsuits! The pirate's "punishment" is to have (been) played (by) the game! I can get behind this as an antipiracy strategy.

      --
      bah.
    7. Re:Detection by vux984 · · Score: 4, Informative

      Copy protection is generally a module that's linked into the system, gets called at start up, does some validation / checksumming / decryption etc. Crackers tend to attack the validation so that it returns 'all good' even when its not. Or they wait until the relevant bits are decrypted and then copy those in and bypass the validation/decryption entirely. ... its more complicated than that, but that's sort of the gist of it.

      Crackers attack the copy protection, and then once its defeated release the cracks/cracked copies.

      This piracy detection is essentially a separate redundant anti-piracy module, with the same sort of detection/validation stuff as the primary one. However it doesn't get activated at start up. It gets activated later, sometimes much later,and instead of throwing up a "not a valid copy" it instead modifies the game rules or parameters slightly.

      The idea is that the crackers won't find it. They are attacking the primary copy protection which inevitibaly falls... but often they are only interested in cracking the game, and being the releaser; they often aren't actually all that interested in playing the game itself. So once the protection appears defeated and they appear to be able to play the game they release.

      However the 2ndary copy protection is still intact, and messes with players who actually try to complete the game.

      Its not really any harder to defeat than the primary copy protection; if anything its usually easier. But since it gets missed its gets to mess with pirate copy players for a few months while it gets identified, defeated, and then new cracks are released. Meanwhile there are now bunches of people running the old cracks who might never figure it out... especially if the impact is subtle.

      The main problem with these copy protections is that like any copy protection, some times it doesn't work and legitmate customers are affected. This can be particularly troubling if the impact is subtle... so they come to think the game is just defective (which I guess it is).

    8. Re:Detection by iamhassi · · Score: 1

      Yes, they search through slashdot posts for people asking "how they detect pirated copies?"

      --
      my karma will be here long after I'm gone
    9. Re:Detection by Anonymous Coward · · Score: 0

      "write to address DO_MUSIC 'call PLAY_VUVUZELA'". A legitimate cartridge can't overwrite the ROM, so it fails

      and pirates will fix by chmod -w...

    10. Re:Detection by zippthorne · · Score: 2

      And it doesn't need to be. Of course, they can't prosecute anyone who "pirates" the freely disseminated version, but then.. maybe they don't want to prosecute people who obviously like their product and therefore might become customers with a small nudge, and if they displace real pirated copies, then they cut down on piracy either way, although the recipients might still think their copies are, in fact, pirated.

      --
      Can you be Even More Awesome?!
    11. Re:Detection by TapeCutter · · Score: 4, Informative

      "Anyone know how they detect pirated copies?"

      One very old scheme is to embed a checksum of the code segment inside the binary itself and then check it at runtime. It's not foolproof but it will identify most pirated copies with zero chance of false positives.

      --
      And did you exchange a walk on part in the war for a lead role in a cage? - Pink Floyd.
    12. Re:Detection by adamdoyle · · Score: 1

      "Anyone know how they detect pirated copies?"

      One very old scheme is to embed a checksum of the code segment inside the binary itself and then check it at runtime. It's not foolproof but it will identify most pirated copies with zero chance of false positives.

      That would prevent modification, but how does that prevent it from being duplicated?

    13. Re:Detection by mysidia · · Score: 1

      I'm assuming they intentionally leaked the bugged game to torrent sites, etc.

      If they intentionally released it to bittorrent, then (by definition) it is not pirated or illegal, but a buggy legal version of the software. Of course the developers of the software have the right to distribute it (even buggy versions) of it, so any version distributed by them is non-pirated, if downloaded from the BT location they uploaded to

    14. Re:Detection by drinkypoo · · Score: 2

      The cards emulate the game card and they don't permit writing from the console side. I have an Acekard for my DS so that I don't have to carry carts or my mp3 player while I am using the DS.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    15. Re:Detection by shawb · · Score: 1

      And then next time, the crackers are a bit slower out the gate on the release. Possibly by long enough to beat the game and so forth.

      Of course once the crackers get good at figuring out and bypassing this security, then developers will start using similar secondary DRM that doesn't activate until a couple days past the official release date.

      --
      I'll never make that mistake again, reading the experts' opinions. - Feynman
    16. Re:Detection by Hatta · · Score: 1

      The flash carts do allow writing to the SD card from the DS. There's homebrew that does it. That probably doesn't hold up for whatever memory space they're using to load the ROMs from though. In any case, this will be worked around with a ROM patch in no time.

      --
      Give me Classic Slashdot or give me death!
    17. Re:Detection by mysidia · · Score: 1

      Its not really any harder to defeat than the primary copy protection; if anything its usually easier. But since it gets missed its gets to mess with pirate copy players for a few months while it gets identified, defeated, and then new cracks are released. Meanwhile there are now bunches of people running the old cracks who might never figure it out... especially if the impact is subtle.

      Not harder, but more labor intensive,

      And developers are not technically limited to one secondary check, they could add hundreds or thousands in different places and of different natures. They could add enough secondary checks dispersed all over the place, that it would take a minimum of years to disable.

      For any particular cracker [adversary], there's going to be some number of secondary checks to be added, before the cracker gets bored, and gives up trying to defeat them. Meaning you have success.

      However, that takes the crack back to instead of trying to modify or defeat the validation process, or modify the result of validation process --- fool it in an undetectable way instead.

      For example, instead of trying to patch the serial number verification routine, find a valid serial number that works, and pre-link the application in an environment, or through an emulator that will prevent network access, or foil activation by creating fake registry keys to make software think it is already activated.

      For any particular hardware feature, there exists some method of emulation or some emulation environment, the software could be run inside, that would make the feature appear to software running in it.

      You know... the whole blue pill security problem...

    18. Re:Detection by Anachragnome · · Score: 1

      "Vuvuzelas Blare On Pirated Copies of Music Game..."

      Not anymore. Easy enough to make all the game files read-only (just leave the save files alone).

      Thanks, dude(ette).

    19. Re:Detection by publiclurker · · Score: 2

      Most pirated software of this nature has been modified to bypass serial number checks, etc. If you can detect any modification to the program, then they cannot do this bypassing without also finding the check-summing code and fixing it also.

    20. Re:Detection by adamdoyle · · Score: 1

      I was under the impression that the summary was talking about console games. (I think it mentioned the Nintendo DS)

    21. Re:Detection by hedwards · · Score: 1

      Back a decade ago, when Napster was still Napster and was "killing" the music industry. I remember some artists like the Barenaked Ladies would release tracks specifically to be leaked onto the net. The idea was to pollute the pool of songs.

      I doubt that lasted long as it tends not to take very long for the right ones to pop to the top of the popularity lists and stay there above the broken ones.

    22. Re:Detection by hedwards · · Score: 1

      Except when it backfires and the individual doesn't know that it's been bugged and assumes that the development house is incompetent. Given the number of development houses out there that are incompetent and have major bugs or make games unfairly hard as a way of increasing the play time, it's not an unreasonable reaction.

    23. Re:Detection by glwtta · · Score: 1

      But since it gets missed its gets to mess with pirate copy players for a few months while it gets identified, defeated, and then new cracks are released.

      That seems highly unlikely - days, maybe weeks, at best.

      --
      sic transit gloria mundi
    24. Re:Detection by plover · · Score: 1

      I wouldn't write my pirating code based on this just yet. Those are just some "possible" ways, I'm certainly not saying they're the only ways nor even the way this game was protected. They could base protection on any number of other attributes. They could even have a serial read-only chip hidden in their cartridge on a different line that returns a decryption key not ordinarily accessible by flash media addressing schemes.

      --
      John
    25. Re:Detection by IICV · · Score: 1

      Meanwhile there are now bunches of people running the old cracks who might never figure it out... especially if the impact is subtle.

      And if the impacts aren't subtle, then there's a now bunches of people running poorly working version of your game, and badmouthing it everywhere on the Internet and in real life - "It crashed after the first dungeon! The bosses are too hard! The game just sucks!"

      And if your piracy detection isn't absolutely perfect, there's now bunches of people who have legitimate versions of your game that just don't work, and they'll be rightly pissed off as well.

      Smooth move, guys.

    26. Re:Detection by geminidomino · · Score: 1

      I never quite understood how they did that. How do you embed the checksum of the binary into the binary before you know it? And after you know it, how does embedding the checksum not change the checksum?

      *Recurse until crash*

    27. Re:Detection by crossmr · · Score: 1

      I remember that. it would be the first 30 seconds, then nothing but static or a screeching sound for the rest of the song.

    28. Re:Detection by gnud · · Score: 2

      The checksum for the _code_ section is stored in the _data_ section of the binary. Does that help?

    29. Re:Detection by TapeCutter · · Score: 1

      "they cannot do this bypassing without also finding the check-summing code and fixing it also."

      You give the average pirate way too much technical cred, hint: you don't even need to know how the serial check works to jump over it. The checksum code doesn't need to be in the serial check routines, it can be scattered thru the code in multiple places simply by using using an inline function.

      --
      And did you exchange a walk on part in the war for a lead role in a cage? - Pink Floyd.
    30. Re:Detection by TapeCutter · · Score: 1

      From what I recall you checksum the code segment then store the result in the data segment but there may be better ways of doing this nowadays.

      --
      And did you exchange a walk on part in the war for a lead role in a cage? - Pink Floyd.
    31. Re:Detection by Anonymous Coward · · Score: 0

      You're not saying that they are successfully exploiting security by obscurity are you?

    32. Re:Detection by Anachragnome · · Score: 1

      I'm speaking from a PC gamer perspective.

      We have a lot more latitude in that regard.

    33. Re:Detection by vux984 · · Score: 1

      However, that takes the crack back to instead of trying to modify or defeat the validation process, or modify the result of validation process --- fool it in an undetectable way instead.

      Absolutely, but its virtually impossible to know whether you actually succeeded at fooling it if it doesn't obviously let on whether its been fooled.

    34. Re:Detection by vux984 · · Score: 2

      That seems highly unlikely - days, maybe weeks, at best.

      The chaos lasts for months, because once the torrents and cracks are out, there's no unreleasing them... so they are floating around out there.

    35. Re:Detection by geminidomino · · Score: 1

      Immensely. Thank you.

    36. Re:Detection by geggo98 · · Score: 1

      One very old scheme is to embed a checksum of the code segment inside the binary itself and then check it at runtime. It's not foolproof but it will identify most pirated copies with zero chance of false positives.

      Be carefull with your statement about false positives. Checking the code segment is not as easy as you think: There are shared libraries (e.g. DLLs) loaded in the code segment at runtime. You would have to check them too. Some of these libraries are always provided by the OS and are regularily updated.

      Then there are also some completely legit reasons to change the code opf the game: Some AV software embedds itself into programs by changing their bnary code. Some virtualization software changes the code in the VM at runtime. The OS might change some parts of the code to prevent security leaks.

      It is not easy to distinguish these actions from hacking the game. But if you don't, legit customers might get hit, after an update of their OS or their AV software.

    37. Re:Detection by theArtificial · · Score: 1

      I don't think there's any detection going on. These are intentionally damaged copies and they released them anonymously. They just have to upload their damaged version to popular sites and watch them get spread

      So the anonymously released copies that the pirates obtain have been made available and by the rights holders, the ones legitimately able to distribute? Wouldn't that make them authorized copies?

      --
      Man blir trött av att gå och göra ingenting.
    38. Re:Detection by daid303 · · Score: 1

      You could store it in the data section, or at the end of the code section and don't checksum the last few bytes containing the checksum. It's pretty trivial, and also trivial to defeat.

    39. Re:Detection by Anonymous Coward · · Score: 0

      Used by itself it will identify *no* pirated copies, because if you make an exact copy of the binary, it will have the exact same checksum.
      What is usually done is doing some check for the disk media. For some reason this usually involves installing a rootkit on the system, sometimes with dramatic consequences (like giving ordinary users the ability to run arbitrary applications in kernel mode). Needless to say, checking for signatures hidden in the disk media is prone to compatibility problems. When I bought a new DVD drive after my old one broke, I had to torrent my games because they wouldn't work anymore.
      Only in combination with such a scheme does adding a checksum make sense, since only in this case a modification of the game's binary may be necessary in the first place. Although some software used for playing copied games actually manages to fake the media signature. Which is why the torrented copies of my games did work: they contained no crack, but just required loading the disk image with special software that fakes the signature.
      Lately game developers have been shooting for the internet activation method. I think that in this case modifying the binary must be necessary, although I think that adding a checksum will not, relatively speaking, add much complexity to the already daunting task of defeating the activation mechanism.

    40. Re:Detection by mcvos · · Score: 1

      Doesn't that mean you can just change the checksum in the data section?

    41. Re:Detection by Johnno74 · · Score: 2

      Yes, once you've figured out how the checksum is generated. But once you have figured out where/how the checksum is generated you could also modify that code to always return "checksum validates" or somesuch...

    42. Re:Detection by teachknowlegy · · Score: 1

      You forgot to declare your variables.

    43. Re:Detection by DynamoJoe · · Score: 1

      That's why they're released anonymously. If the developer announced what they were doing, yes, they'd be authorized (and could be considered a demo). Either way, if the put their name to it it would cloud the issue should it ever go to court. So they do it anonymously.

      --
      bah.
    44. Re:Detection by Anonymous Coward · · Score: 0

      Then how do you save your in-game progress?

      Think about it; some games HAVE to be able to save to the card, and that means making a call to write to some area of storable memory (Flash RAM, etc.). A real cart knows exactly what it supports; it may have N bytes of storage, or maybe even zero bytes. If it can read and write to what it shouldn't have, then it knows its not on the proper hardware. Most likely, a pirate cart, or possibly an emulator.

    45. Re:Detection by 3.5+stripes · · Score: 1

      So, better than your average bare naked ladies song..

      --


      He tried to kill me with a forklift!
    46. Re:Detection by marcosdumay · · Score: 1

      There is no unreleasing, but there is releasing of "the one that works" torrents, labeled as such. Some people may even want the two versions.

      Cue to people sharing hints on how to beat the unbeateble copy protected version...

    47. Re:Detection by vux984 · · Score: 1

      There is no unreleasing, but there is releasing of "the one that works" torrents, labeled as such. Some people may even want the two versions.

      Yep, except, as often as not, it doesn't. So then there is the "the one that really works"...

      How many times do have you seen a torrent that says "title... the one that works" commented with "it still doesn't work"...

    48. Re:Detection by theArtificial · · Score: 1

      I see, thanks for the clarification.

      --
      Man blir trött av att gå och göra ingenting.
    49. Re:Detection by yuriks · · Score: 1

      because once the torrents and cracks are out, there's no unreleasing them...

      Technically there is, the scene has a convention of 'nuking' bad releases. Of course none of that reaches the downloaders on public torrent sites, usually.

  6. bullshit by Anonymous Coward · · Score: 1

    I have played a pirated copy of Command & Conquer: Red Alert 2 for years.

    1. Re:bullshit by BradleyUffner · · Score: 2

      I have played a pirated copy of Command & Conquer: Red Alert 2 for years.

      While true, you just suck at it so much you lose every game in under 30 seconds so you wouldn't have noticed the explosion. :)

    2. Re:bullshit by Anonymous Coward · · Score: 0

      Actually when I went to college I copied all my game CDs so that way I wouldn't risk damaging the legit ones in all the moves--this included Red Alert 2. Played it with cracks all the time and never had a problem. Now I bet if I tried to play the games online it would have done something, but single player or lan never had a problem.

    3. Re:bullshit by nmb3000 · · Score: 2

      I have played a pirated copy of Command & Conquer: Red Alert 2 for years.

      I can vouch for TFA's claim.

      I played RA2 quite the last year or two of high school with some friends in one of the computer labs. We ran into a problem though because the C: of the machines was re-imaged each night (via Deep Freeze). Ironically, the school wouldn't buy a full copy of Deep Freeze and relied on the trial version, which only let you Freeze one partition, and limited the size of that partition. Since the computers had extra room (as the D:\) we installed the game on there.

      Unfortunately, the game's data in the Windows registry (stored on the C:) was erased each night and the next day when we went to play we'd see this exact behavior. Game would start fine and exactly 30 seconds in everything went boom.

      I assumed the nightly wipe was part of it because it played fine until then. As a guess, I tried reinstalling the game and exported the entire RA2 registry key to a file. As long as we re-imported that file before playing each morning, the game would run fine.

      No idea what the real mechanism is, but there you go.

      --
      "What do you despise? By this are you truly known." --Princess Irulan, Manual of Muad'Dib
      /)
  7. What this means by Anonymous Coward · · Score: 1

    At the end of the day, game publishers have only upped the annoyance factor (vuvuzelas aside) with this type of tactic. Ultimately these things can still be patched/cracked in the same way they have always been

    1. Re:What this means by XiX36 · · Score: 1

      What is always fun is when you have a legitimate copy of a game but the copy protection screws up. . had that problem a few years back with Shogun: Total War. The disc was a bit scratched but all the important bits seemed to work fine except whatever proved to the game that it was an original disc. . ended up having to download the no-cd crack for it. I understand the need for developers to make it difficult for people to make copies of the game, but I wish they had ways to eliminate the annoyance to legitimate purchasers. I don't like having to dig out 'Disc 1' for a game, nor do I want my game turning into a lump of useless code in the future when the authorization servers are shut down--also, I dislike the idea that some games require an internet connection for single player play, that is just stupid. .

      --
      Insert witty sig here.
  8. worthless by Anonymous Coward · · Score: 0

    all this will do is just spur the warez scenes to create better cracks. and annoy everyone else who just applies a nocd patch to play the legit game.

  9. Red Alert 2 by GrumblyStuff · · Score: 4, Insightful

    Ah, yes, I remember that. It was always fun to uninstall and reinstall the whole fucking game because the DRM flipped a shit over nothing at all.

    1. Re:Red Alert 2 by stonewallred · · Score: 1

      I never have problems with my games. Just give it about 6 months or so and the copy you get will be bug free, patched and playable. Of course it will be free too boot, as the pirates are the ones who make most games playable. I figure if a company wants me to pay for their game, they will make it worth me paying for it. As long as their games are crappy, full of fail and AIDS and generally released and forgotten, fuck them. I will download a cracked, patched and working pirated version and play it.

    2. Re:Red Alert 2 by Spatial · · Score: 1

      Happened to me a few times as well. Genuine retail copy on my shelf, real disc in a real CD drive - base explodes. I got bitten by Operation Flashpoint's over-zealous FADE DRM as well.

    3. Re:Red Alert 2 by Anonymous Coward · · Score: 0

      C&C Generals does the same thing. I have the retail CD on my shelf. I've reinstalled several times. 30 seconds in base explodes. The game was playable for about 2 years and then nothing. I won't get bit by that again.

    4. Re:Red Alert 2 by theheadlessrabbit · · Score: 1

      Happened to me a few times as well. Genuine retail copy on my shelf, real disc in a real CD drive - base explodes. I got bitten by Operation Flashpoint's over-zealous FADE DRM as well.

      Legit copies crapping out? that is really lame; luckily I've never had that problem.

      "If you pirate Command & Conquer: Red Alert 2, brace yourself for an explosion, as your entire base will detonate within 30 seconds of loading the game"
      I know for a fact that this statement is false.
      I have this friend who had a pirated copy. I....oops, I mean "he"....played it all the time back in the day, and never once had his base explode on him.
      It worked fine, other than the music and videos were all missing.

      --
      -I only code in BASIC.-
    5. Re:Red Alert 2 by hitmark · · Score: 1

      then you have game reviews actually recommending the use of cracks, as they make games perform better. PC Gamer did so for Morrowind, iirc.

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    6. Re:Red Alert 2 by Cochonou · · Score: 2

      Your friend was just using a good crack that was circumventing this particular copy protection. I remember that back in the times, we used cracks for Red Alert 2 and C&C at LAN parties - that's quite a shame for such good games, but you couldn't really expect everybody to have genuine copies of the games, even if they came with 2 CDs.
      Well, the bottom line is that with many cracks, the exploding base phenomenon was real.

    7. Re:Red Alert 2 by RealGrouchy · · Score: 1

      C&C Generals does the same thing. I have the retail CD on my shelf. I've reinstalled several times. 30 seconds in base explodes. The game was playable for about 2 years and then nothing. I won't get bit by that again.

      This is why I don't plan to buy Civ V: I still have the 15-year-old disc for Civ III and it works fine. But 15 years from now, if Civ V's ping to the DRM servers doesn't respond, the game will not play.

      I should be able to pass on my computer games to my children like my parents did to me with their board games.

      - RG>

      --
      Hey pal, this isn't a pleasantforest, so don't waste my time with pleasantries!
  10. antipiracy by wizardforce · · Score: 0

    I wonder how many times these have burned legit users. The game thinks that it's pirated even though it isn't and cripples its self. It's bound to happen some time.

    --
    Sigs are too short to say anything truly profound so read the above post instead.
    1. Re:antipiracy by HiThere · · Score: 1

      Often enough that I stopped buying games with copy protection. I may try again with the new Civilization, though. I hear it can be played through wine, and that's an attraction. But I haven't yet researched how well it works, or whether it can be installed. And whether it's picky about just which versions of the OS it uses. (I'm still playing Alpha Centuari, but these days I need to play it in an emulator. It's not compatible with a modern Linux.)

      --

      I think we've pushed this "anyone can grow up to be president" thing too far.
    2. Re:antipiracy by lavacano201014 · · Score: 1

      I will say that of all the DRMs I've ever had to deal with, Steam has been least annoying. Sure, the client itself has a slight case of Downs, but once you have the game installed and a desktop or Start menu shortcut (or however Wine would translate that in your case), the most you'd see out of the actual client is "Preparing to Launch" and "Oh! There's an update!". Once you're [b]in[/b] the game, the game itself will work perfectly most of the time. And in cases where it doesn't (not often but it happens) it offers a few tools if it's the game itself, and mostly painless remedies for when it's Steam.

      --
      A wise man once said, "Where is my other quotation mark?
    3. Re:antipiracy by BillX · · Score: 1

      Don't know; Left 4 Dead 2 pretty well turned me off Steam. It requires a continuous Internet connection to play, even in SINGLE PLAYER MODE. So if your 'net connection goes Comcastic for a bit (as mine does from time to time, being...Comcast), you get kicked out of the game and lose any progress since the last save point. (I wonder if there is a crack available...)

      --
      Caveat Emptor is not a business model.
    4. Re:antipiracy by Anonymous Coward · · Score: 0

      I have Civ 5 (from a torrent of course). Runs ok but the game is crap, dumbed down. The interface is full of eye candy but complete shit. I played it twice.

    5. Re:antipiracy by Dunbal · · Score: 1

      "This game is currently unavailable"

      Obviously you've never run into this error. Google it - it's a bitch when it happens with games you legitimately purchased and want to play, but for some reason Steam doesn't feel like letting you play just then. No I don't use Steam. At least other places like GamersGate let you download the regular copy of the game.

      --
      Seven puppies were harmed during the making of this post.
    6. Re:antipiracy by Peteskiplayer · · Score: 1

      I've never seen this happen in the 25+ hours I've played Left 4 Dead 2, if it pops up saying you need to login again just shift-tab back to the game.
      Otherwise, set Steam to offline mode before starting L4D2, that could help (only single player and LAN play available). Good luck, great game and wouldn't want you to miss out!

    7. Re:antipiracy by imakemusic · · Score: 2

      You don't need a net connection if you put Steam into offline mode.

      A few months back I had a dodgy internet connection that would only work occasionally and even when it did the signal strength was pitiful (computer on 2nd floor, router on ground). I played Left 4 Dead 2 quite a bit while offline.

      The problem for me was when my computer got a connection for long enough to start downloading an update but not long enough finish downloading. I was then unable to play left 4 Dead until the download had completed - which took about a month as my connection was terrible. I don't see why it can't keep the game playable until the download has finished.

      --
      Brain surgery - it's not rocket science!
    8. Re:antipiracy by lavacano201014 · · Score: 1

      I've only run into it with one game. And that was because the game itself was broken - not Steam.

      --
      A wise man once said, "Where is my other quotation mark?
    9. Re:antipiracy by HiThere · · Score: 1

      That's a good enough reason to not buy a steam game. If I consider a game worthwhile I don't want to only play it for as long as someone else decides to support it.

      --

      I think we've pushed this "anyone can grow up to be president" thing too far.
    10. Re:antipiracy by Dunbal · · Score: 1

      Not only that, but Steam is always the last one to release a patch. Nah, I've learned my lesson.

      --
      Seven puppies were harmed during the making of this post.
  11. Detection = failure by billcopc · · Score: 1, Insightful

    If the game can detect that it was pirated, the circumvention isn't good enough. These little pranks will fool the 0-day groups, but within hours a "proper" fix will come along, and these childish stunts will have been in vain.

    The thing to remember about warez crackers, is they tend to be more skilled than the people who release the games. Trying to outsmart them is a fallacy.

    --
    -Billco, Fnarg.com
    1. Re:Detection = failure by Anonymous Coward · · Score: 0

      The point is that most pirate groups won't bother to play through the games they cracked. And because most video game sales level off after the initial few weeks anyway, if it fools the 0-day groups, that's usually enough to protect against the lost sales, real or imagined.

    2. Re:Detection = failure by Anonymous Coward · · Score: 1

      FYI: In the NDS scene, it's become more of the "standard" to release an unmodified dump of the ROM. --> If the group has a working patch, it'll be released separately. --> If another group comes up with a patch, they've got a clean ROM to work with. --> Some detections are bypassed by the flashcart firmware. --> Some detections can be disabled with simple ActionReplay codes.

    3. Re:Detection = failure by Anonymous Coward · · Score: 0

      thank --> you --> very --> much.

    4. Re:Detection = failure by Locke2005 · · Score: 5, Insightful

      The thing to remember about warez crackers, is they tend to be more skilled than the people who release the games. Trying to outsmart them is a fallacy.

      Then why don't they try, I dunno, maybe writing their own games instead of leeching off the work of others!

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    5. Re:Detection = failure by Anonymous Coward · · Score: 1

      Creating those AR codes or updating the firmware to bypass Copy Protection can take a while though. DS games tend to take a while to fix, especially if they have weird anti-piracy effects like the vuvuzelas, because those issues typically aren't noticed at release time. And by delaying the pirates, even just for a few days, game publishers sell a lot more copies.

      I gotta say though, the vuvuzela thing is really amusing... Much better than Ubisoft's method.

    6. Re:Detection = failure by Improv · · Score: 0

      More skilled? Hardly. They have a few, well-defined tweaks to make to an existing codebase. That's quite a ways apart from a finished work. Even the best art vandal who draws a genre-appropriate mustache on every bit of art they can get their hands on is hardly displaying skill compared to someone working from scratch.

      Mind you, this isn't to say that I support IP -- I don't, but don't go getting confused as to who has the coding skills.

      (also, look up the word "fallacy" - you're not using it correctly)

      --
      For every problem, there is at least one solution that is simple, neat, and wrong.
    7. Re:Detection = failure by gman003 · · Score: 4, Insightful

      The point of DRM, from the publisher's perspective, isn't to prevent piracy - it's to delay it. Most of the sales will happen within the first week, due to the advertising focus - look at all the huge launches like Halo or Call of Duty, that sell millions in a day. If a game can stay uncracked for a month, the DRM is considered to have done its job exceptionally. If you can make DRM that takes a full day to test, and which would take several attempts to circumvent fully, you can easily delay the piracy of the game long enough that potential pirates instead go out and buy the game.

    8. Re:Detection = failure by c6gunner · · Score: 1

      Trying to outsmart them is an often plausible argument using false or invalid inference?

    9. Re:Detection = failure by c6gunner · · Score: 1

      More skilled? Hardly. They have a few, well-defined tweaks to make to an existing codebase. That's quite a ways apart from a finished work. Even the best art vandal who draws a genre-appropriate mustache on every bit of art they can get their hands on is hardly displaying skill compared to someone working from scratch.

      I'm guessing you haven't seen any of their demos.

    10. Re:Detection = failure by tepples · · Score: 0

      The point of DRM, from the publisher's perspective, isn't to prevent piracy - it's to delay it. Most of the sales will happen within the first week

      Then why aren't video games released under a delayed-public-domain license such as CC's Founders' Copyright?

    11. Re:Detection = failure by six025 · · Score: 2, Insightful

      Apologies in advance for being a little confrontational about this topic ...

      The thing to remember about warez crackers, is they tend to be more skilled than the people who release the games. Trying to outsmart them is a fallacy.

      Sorry, but popular meme is utter bollocks. Crackers are (mostly) good at cracking software and while I agree that successful cracking is quite a technical task or challenge, and that not many people are capable of that skill there are at least two very obvious problems with what they do.

      There are plenty of examples of software available that has never been completely cracked - yes, the software works to a point but it's not 100% cracked. Virtual synth Zebra 2.5 by U-he is a great example. That's one point against the so called "genius crackers".

      The second point being that if the crackers were any good at software development they would have the vision, skill and patience to create new software that inspires people to play through the game / create beautiful works of art / solve new problems. It is quite obvious that they do not have these skills, and will instead take the glory from spending a few hours in front of a debugger and then claiming the work as their own.

      I know who gets my respect ... and who gets my money ...

      Peace,
      Andy.

    12. Re:Detection = failure by Jah-Wren+Ryel · · Score: 1

      Then why don't they try, I dunno, maybe writing their own games instead of leeching off the work of others!

      They aren't necessarily more skilled than game developers in general, they are just more skilled in the area of DRM.

      --
      When information is power, privacy is freedom.
    13. Re:Detection = failure by gman003 · · Score: 1

      Because, from the publisher's perspective, that's giving away money. While they will put up with piracy losses after a month or so, they still want to earn money from later sales. Several games continue to be good sellers well after launch - DooM is still making id some money, 20 years later, Psychonauts didn't break even until years after release, and Call of Duty 4 continues to be a high-seller. Remember, these companies don't see the public domain as "something to contribute to" - if anything, they see it as "something to steal from".

    14. Re:Detection = failure by Catskul · · Score: 1

      Trying to outsmart them is a fallacy.

      I don't think you know what that word means...

      --

      Im not here now... Im out KILLING pepperoni
    15. Re:Detection = failure by cpt+kangarooski · · Score: 1

      Even the best art vandal who draws a genre-appropriate mustache on every bit of art they can get their hands on is hardly displaying skill compared to someone working from scratch.

      Which is not to say that they're necessarily untalented, or even not displaying any skills, just that they're not displaying the same skills.

      --
      -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
    16. Re:Detection = failure by farble1670 · · Score: 1

      The thing to remember about warez crackers, is they tend to be more skilled than the people who release the games. Trying to outsmart them is a fallacy

      how did you come to that conclusion? do you think defeating the copy protection is more complex than writing the game itself?

    17. Re:Detection = failure by Anonymous Coward · · Score: 1

      Well, someone sounds sore.

      There are certainly crackers out there who can crack pretty much every scheme you could possibly throw at them - from a game-theory/informational-security perspective, the cracker always wins - DRM is a trusted-client problem, so conceptually, it is doomed to failure in this kind of scenario, where the client explicitly wants to subvert the system trust and has software and hardware access to do so.

      Most crackers don't necessarily want to crack anything on a plate however; certainly not necessarily obscure things like you quote. They're not your army, they won't rise to "challenges", they do what they like and don't necessarily want to spend hours of their time doing your bidding or answering your requests. (No, I certainly won't crack J. Random Softsynth you named because you mistakenly think it's some kind of challenge. I can assure you it almost certainly isn't a challenge, it's just too obscure and boring for anyone good to spend time doing.)

      And, furthermore, you're wrong: the skills required to create and destroy remarkable things in this field are, in point of fact, absolutely identical. Everyone who's ever designed a half-decent copy-protection technique has been a cracker - and everyone who hasn't been a cracker probably couldn't design a copy-protection technique worth two beans (because they won't know what kind of thing not to do). You'll see that general pattern throughout the information-security field, but never more so than here.

      As for wondering why if crackers are so good, they don't do software development or art: I'd like to point out the existence of the demoscene (and the thousands of programming tricks you probably take entirely for granted that sprung from it). Q.E.D.

    18. Re:Detection = failure by hedwards · · Score: 1

      Except that the folks doing the cracks aren't leeching off others. They're just providing a service in exchange for reputation. And I often wonder if upping the ante with the DRM isn't just making it worse in that respect. Rather than a relatively modest reward for a working crack, the reputation involved gets even more significant.

    19. Re:Detection = failure by hedwards · · Score: 1

      Except that games are often times cracked and released before the game goes on sale legitimately. Seems to me that perhaps the justification isn't particularly accurate. Or they're deluding themselves which is of course always possible.

    20. Re:Detection = failure by cheekyjohnson · · Score: 1

      and who gets my money

      Well, considering the crackers probably aren't paid by you (or anyone), that one is quite obvious.

      --
      Filthy, filthy copyrapists!
    21. Re:Detection = failure by cheekyjohnson · · Score: 1

      And because most video game sales level off after the initial few weeks anyway, if it fools the 0-day groups

      I don't know about this. Usually people who intend to pirate something wait until they have the ability to do so. There's certainly not very many pirates who would look at a game on its first release day and buy it simply because they can't pirate it quite yet.

      --
      Filthy, filthy copyrapists!
    22. Re:Detection = failure by gman003 · · Score: 1

      I think that happens less often with games than it does with music/movies. Cracking a DVD is simple - cracking a game is not. I'm just going off personal experience, though; feel free to correct me with statistics.

      In any case, the publishers won't think "obviously DRM is useless if they can crack it in the few days before release", they'll think "obviously we should have spent more on the DRM".

    23. Re:Detection = failure by drsmithy · · Score: 1

      Then why aren't video games released under a delayed-public-domain license such as CC's Founders' Copyright [creativecommons.org]?

      Wow, talk about a non-sequitur.

      "The point of the lock on luggage isn't to determined thieves, but idle passers-by."
      "Then why don't they just use a piece of string ?"

    24. Re:Detection = failure by Anonymous Coward · · Score: 0

      The thing to remember about warez crackers, is they tend to be more skilled than the people who release the games. Trying to outsmart them is a fallacy.

      Then why don't they try, I dunno, maybe writing their own games instead of leeching off the work of others!

      Everyone has a hobby. Oh, did you think that they cracked games from the company they work at?
      Heck, for all you know your mom actually is an elite cracker hidden under the clever disguise of a crackwhore!

    25. Re:Detection = failure by Anonymous Coward · · Score: 3, Insightful

      That's like asking why a safecracker doesn't manufacture safes.

    26. Re:Detection = failure by Bert64 · · Score: 1

      Many games are available for download before their official release date, this gives those who play the cracked copies plenty of time to identify, report, and have fixed any such bugs.
      I know several people who are unemployed and really have nothing better to do all day than play the latest cracked games (being unemployed theres no way they could afford to buy games), and due to the shear level of practice they get they are able to complete most games pretty quickly.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    27. Re:Detection = failure by Bert64 · · Score: 1

      The point of DRM is not even to delay piracy, the purpose of DRM is to stop "casual piracy", that is a kid in school making a quick copy for his friends.

      DRM does nothing to stop the organized piracy, where pre-release copies of games will often be leaked such that cracked pirate copies are actually available *BEFORE* non pirated ones. Similarly, many of the people who download pirated games simply wouldn't play the game at all if a cracked copy wasn't available.

      Instead, DRM concentrates on extracting maximum revenue from those who are willing to part with it

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    28. Re:Detection = failure by xtracto · · Score: 1

      Then why don't they try, I dunno, maybe writing their own games instead of leeching off the work of others!

      Duh! because they are not game developers, they are software reverse engineers.

      Seriously, I use to do cracking for fun in my university years, although mainly for personal satisfaction. I did several Winzip keygens back in the day (no, never released any).

      Once you understand, it is *really* cool to launch SoftIce and get into the "bowels" of the software by reading assembly and understanding how stuff works... it is like looking inside your car machinery... but just with bytes instead of spark-plugs.

      The point is, as someone said later, a lot of times people cracking the software are only interested in understanding the cracking mechanism and realizing how to bypass it. That is all!

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    29. Re:Detection = failure by Anonymous Coward · · Score: 0

      Mhm... don't know about you but during all the time I followed the cracking scene (mainly 90s) I saw some *really* clever cracking techniques.

      From adding actual functionality to a program (see for example this for an example tutorial; to reverse engineering the com protocol of a software that "called home" and creating a server that simulated the activation server.

      Oftentimes when some software isn't cracked is because crackers are not interested on them or because a good cracker hasn't looked at the software.

      To see the *real* capability of crackers, have a look at this forum.

      The second point being that if the crackers were any good at software development they would have the vision, skill and patience to create new software that inspires people to play through the game / create beautiful works of art / solve new problems

      I agree with that, reverse-engineers are as good at developing software as say most physicist; that does not mean that some physicists do not get my respect ;-)

    30. Re:Detection = failure by IBBoard · · Score: 1

      The point of DRM, from the publisher's perspective, isn't to prevent piracy - it's to delay it. Most of the sales will happen within the first week, due to the advertising focus...

      So why don't they release patches to remove the DRM later on? Relic are the only company that I know of that did it when they released one of their patches for Dawn of War (not that I'm a huge gamer or anything). IIRC it was around the time of the Winter Assault expansion pack.

      Not that their DRM was overly effective anyway...

    31. Re:Detection = failure by stonewallred · · Score: 2

      Bad example. A Mac program used by an exceedingly small group of folks, versus games which have a much larger user base.

    32. Re:Detection = failure by Dunbal · · Score: 1

      hese little pranks will fool the 0-day groups, but within hours a "proper" fix will come along, and these childish stunts will have been in vain.

            Especially because all the kiddies who are desperate enough to download the game the second it comes out, are desperate enough to download a second "working" copy a day or two later.

      --
      Seven puppies were harmed during the making of this post.
    33. Re:Detection = failure by Dunbal · · Score: 1

      Usually people who intend to pirate something wait until they have the ability to do so.

            And of course there's the whole matter of judging the wind, and bringing your ship alongside the other one without actually crashing into it. Ships are heavy and thus have a lot of momentum.

      --
      Seven puppies were harmed during the making of this post.
    34. Re:Detection = failure by Dunbal · · Score: 1

      Cracker groups aren't trying to claim they wrote the game. They are not selling games. So I don't see how they are "leeching" anything at all.

      What they ARE against, however, is the whole concept of DRM and copy protection. So here's a different thought: Maybe games that don't have copy protection wouldn't get cracked?

      There are companies (example Paradox Interactive) who release very good quality titles without any copy protection at all. And lo and behold, they actually have managed to grow their company and make money, despite the fact that you can download a fully functional torrent on day 1 of release.

      The notion that cracker groups have anything to "gain" from cracking games is ludicrous. How exactly are they making money from this again?

      --
      Seven puppies were harmed during the making of this post.
    35. Re:Detection = failure by mcvos · · Score: 1

      Then why don't they try, I dunno, maybe writing their own games instead of leeching off the work of others!

      Because they're having too much fun playing their "crack the DRM" game. They don't do it for profit, they do it for fun.

    36. Re:Detection = failure by Anonymous Coward · · Score: 0

      "they tend to be more skilled than the people who release the games."

      LOL

      thats why they sit in their basements masturbating over beating another group of spotty geeks to a 0-day crack.

      meanwhile game developers liek zynga, activision and valve rake in billions of dollars each year.

      Yup, those smart crackers are soooooooooooo coool, and WAY betetr coders, because they can code a crack!
      tip: It's much much easier to destroy than to create.

    37. Re:Detection = failure by Improv · · Score: 1

      Hardly his best work, to put it mildly.

      --
      For every problem, there is at least one solution that is simple, neat, and wrong.
    38. Re:Detection = failure by Anonymous Coward · · Score: 0

      It's ridiculous to call them more skilled. More skilled at what?
      That's like saying jewelry thieves are more skilled than the guys who made the jewelry.

      Making a protection scheme and then have groups of very good programmers reverse engineering it isn't easy. When you consider the fact that there are a lot of these groups with a lot of talented reverse engineers, being able to prevent them from cracking your game in days is a very impressive feat.

      Also, I don't think these kinds of copy protection schemes are childish. They're actually fairly clever and honestly amusing. Piracy isn't theft, but you're not in the morally right zone either. Complaining about schemes like this is pathetic.

    39. Re:Detection = failure by speroni · · Score: 1

      1) Who's leeching, does somebody pay the pirates?

      2) What does being skilled at cracking DRM have to do with being skilled at creating a fun, balanced, interesting, visually appealing game?

      --
      Eschew Obfuscation
    40. Re:Detection = failure by marcosdumay · · Score: 1

      They are not more skilled than the game developers. But they aren't trying to solve a mathematicaly impossible problem (DRM), and that is a huge advantaje.

    41. Re:Detection = failure by billcopc · · Score: 1

      You're going by the assumption that delayed piracy results in increased sales. Now I have quite a bit of, ahem, experience in the world of piracy, because I use it as a promotional tool for my own creations, and I can tell you that the folks who systematically snarf 0-day games have no intention of buying unless it's a top-3 title. Everything else - and I assure you, anything on the NDS - doesn't drive that "must have" mentality that will convert a pirate.

      The "try-before-you-buy" crowd will simply be turned off entirely, thinking the game is actually bugged. And contrary to propaganda, they make up a significant portion of the market. Hell, I tried SC2 before buying it - sure, I played one map and I was hooked, but I still tried it. That's the price developers pay for not releasing a proper demo - the cracked copy *becomes* the demo, so if the copy-protection breaks the demo, you lose the sale.

      Ultimately there is absolutely nothing game houses can do against copying. It is all futile and a waste of resources to even try. Even big MMOs get "pirated" in the form of private servers and modded clients. If game houses want to make money, they need to deliver value. Look at Valve and Stardock, they get it right! They have fanatic supporters who happily pay for great entertainment and support. EA, Activision, Sony and Nintendo, they don't get it.

      --
      -Billco, Fnarg.com
    42. Re:Detection = failure by Geminii · · Score: 1

      Because not everyone considers six-month deathmarches fun?

    43. Re:Detection = failure by Anonymous Coward · · Score: 0

      Because game design skill is more about design skill and not about good programming. There are some exceptions, like anything Carmack's written, but I don't think anyones ever praised iDsoft for their design. Even good reverse engineering programming isn't the same as good game programming. I'm no expert I can crack simple copy protection easily and have done so in the past. It's really just a matter of identifying the opcodes you don't want to run, and changing the opcodes before them to not trigger them.

      With that said, I could never write a game from scratch. Even something simple that wouldn't even sell in todays world. It's just an entirely different area of specialty, and few reverse engineering skills would carry over.

    44. Re:Detection = failure by Bobosan · · Score: 1

      Yes, Paradox Interactive doesn't use DRM. But they do release damn buggy games to get money, then correct the flaws with patches. Look at Hearts of Iron III for example, I don't know how pissed off I got over the game crashing every 20 minutes. Or the eventual slowdown from the memory leaks in their initial builds. Yes, with Semper Fi, it's a lot better than it used to be, but PI is way,way,way,way worse than Morrowwind or Oblivion was before their patches. So with other games that might have bugs due to cracks, you have game changing bugs that result from not enough time to debug and program effectively.

  12. Vuvuzela by holamundo · · Score: 2

    Congratulations on unlocking an easter egg that gives you much more challenging games.

  13. Earthbound has the best anti-piracy measurement by Anonymous Coward · · Score: 0

    ever.

    Ramping up difficulty, then freezing at the ENDGAME clearing the SRAM entirely.

    YAY!! TAKE THAT 99% OF MOTHER FANBASE who don't even own the games they love!

    1. Re:Earthbound has the best anti-piracy measurement by Anonymous Coward · · Score: 0

      Never heard of this. +1 to Earthbound. :)

      Sidenote - I *really* wish this game would come out on the Wii's Virtual console!!!

  14. Red Alert 2 cannot be pirated? by XiX36 · · Score: 1

    Well then, looks like I'll just have to torrent RA3, Tim Curry will protect my bases from anti-piracy explosions! Really though, why bother protecting the Michael Jackson game? I would think the latest Pokemon games would have a far higher rate of piracy. . . or perhaps because people really don't want to be caught actually purchasing the game they are much more likely to pirate it.

    --
    Insert witty sig here.
  15. You want to taunt them worse? by Chas · · Score: 0

    LET them play the game about a rich pedophile who ruined his face with plastic surgery.

    Horrific doesn't even begin to describe it.

    --


    Chas - The one, the only.
    THANK GOD!!!
  16. False premise by russotto · · Score: 5, Funny

    The vuvuzela noise isn't a copy-protection technique. It's just that the South African version of the game was the first to be cracked; it's in the legit .za copies as well.

    1. Re:False premise by mysidia · · Score: 1

      Perhaps players running into the vuvuzela problem could use a computer sound card attach to their console's audio out and some of the sound filtering techniques discussed on sixtysymbols to help cope reduce the noise and improve playability.

  17. So? by Platinum+Dragon · · Score: 1

    Am I the only person outside of South Africa who wasn't annoyed with the sound of vuvuzelas? CBC seemed capable of keeping them low, but audible, in the live mix.

    That said, disabling game functions strikes me as preferable to draconian DRM schemes that end up causing unnecessary frustration for paying players.

    --

    Someday, you're going to die. Get over it.
    1. Re:So? by Locke2005 · · Score: 1

      Am I the only person outside of South Africa who wasn't annoyed with the sound of vuvuzelas?

      Yes... yes you are!

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    2. Re:So? by Joolz50 · · Score: 1

      Nope. I liked it so much I made it my ringtone.

    3. Re:So? by penguinchris · · Score: 1

      I wasn't bothered by it, and found it amusing. Having never watched soccer/football before the world cup this year (I was in Thailand where it was very popular, and got sucked into it a bit), I'm pretty sure I'd think there was something missing from a non-vuvuzela broadcast. It just seemed so natural for it to be there!

    4. Re:So? by broude · · Score: 1

      Having been to a game, I was more annoyed by the realization that I was watching the worlds most expensive sportsmen play a vastly inferior game because they were all effectively deaf.

  18. DarkStar One by Anonymous Coward · · Score: 0

    The space shooter DarkStar One tad such a "feature".
    Improperly cracked games would shake the screen, making targeting pretty much impossible.

  19. Uh by jimmerz28 · · Score: 2

    Why someone would pirate, let alone pay for either of these mentioned games kind deserve far worse...Michael Jackson? Cmon... Hopefully they'll start putting porn into "pirated" copies of TV series so I can see some cute British guys doing it in between scenes of Merlin, Dr. Who and Skins.

  20. Titan Quest by Anonymous Coward · · Score: 0

    The original Titan Quest was like this, except even more nefarious. The pirated version would crash randomly, and not after a short period like 30 seconds, but sometimes as long as an hour. I completed the first quest in that game so many times trying to see if it was successfully cracked that the ending sound byte still resonates in my skull to this day; "You saved my horse!". At least, I THINK this was because the game was pirated, maybe it really just was a buggy piece of shit. Most people probably got to know the difference.

  21. GTA IV by bcmm · · Score: 3, Informative

    GTA IV had a copy-protection prank too: the pirated game plays fine until you get in to a car, which then accelerates uncontrolably while handling as if the character has been drinking.

    Pretty funny, but it did bite a lot of legit, paying customers, contributing to the general verdict that the game was much too buggy at release.

    --
    # cat /dev/mem | strings | grep -i llama
    Damn, my RAM is full of llamas.
    1. Re:GTA IV by Electricity+Likes+Me · · Score: 2

      Numerous people had this exact problem with the OP's example or RA2. My brother got hit with it. We owned the game legit, but what triggered the "everything explodes after 30 seconds" behavior is that the installer *did not* tell you if you mistyped the serial number. This was incredibly easy to do since it had an incredibly long serial number.

    2. Re:GTA IV by Anonymous Coward · · Score: 0

      Ah I see so thats what happened.

      I must confess that it wasted several minutes of my time. The frustration casued by being unable to drive was only compounded by the heavy swearing of the NPC. In the end it wasn't the bad driving that got me but the pain of listening to said NPC, I uninstalled only having barely gotten out of the docks.

    3. Re:GTA IV by Kjella · · Score: 1

      GTA IV had a copy-protection prank too: the pirated game plays fine until you get in to a car, which then accelerates uncontrolably while handling as if the character has been drinking. Pretty funny, but it did bite a lot of legit, paying customers, contributing to the general verdict that the game was much too buggy at release.

      Ah, so that's the reason it was acting all fucked up and I had to reinstall it (and yes, I have a legit DVD). Another reason to ban DRM has a customer-hostile piece of shit.

      --
      Live today, because you never know what tomorrow brings
    4. Re:GTA IV by imakemusic · · Score: 1

      I tried re-installing GTA:IV a couple of days ago. I couldn't get past the activation part despite having bought the game legitimately on Steam. Not a huge loss - I've got plenty of games made by people that want me to play them - I just played one of those instead.

      --
      Brain surgery - it's not rocket science!
    5. Re:GTA IV by SleazyRidr · · Score: 1

      But you still gave your hard earned money to people who won't even let you play a computer game in return.

    6. Re:GTA IV by imakemusic · · Score: 1

      True, although it was on sale when I bought it so the loss was minimal.

      Rockstar lose out over all anyway. I could have paid 8 times what I did for GTA:IV on their latest release, APB but I chose not to. I've been playing a 100% LEGITIMATE NOT PIRATED AT ALL HONESTLY copy of GTA:SA instead.

      --
      Brain surgery - it's not rocket science!
  22. praiseworthy by dudpixel · · Score: 3, Insightful

    Surely if it did some cool undocumented thing in the pirated copy you would be impressed enough to pay for the full version - kind of like a "tip" for a job well done.

    I dont think they should put annoying stuff in the pirated copies, but if it subtely made winning impossible, yet by the end of the game it becomes obvious, then I think credit where credit is due - the developers are really trying to win you over. and a job well done should be rewarded.

    Much better than the stupid "check the internet every time you load the game" piracy prevention techniques. Either its a pirate copy or it isn't. There's no point going after all illegal downloads etc. - just the ones where people were too lazy to go to the shop and pay. Getting the target market right in the first place is half the battle.

    --
    This seemed like a reasonable sig at the time.
    1. Re:praiseworthy by Dhalka226 · · Score: 1

      You have to be careful though. There was an article on Slashdot not too long ago that says players are finishing less and less games as a general rule. The further you let them get, the more risk you run that they won't necessarily care that they didn't technically beat it. There are few games where actually beating the game matters (something like Dragon Age, for example, since Dragon Age 2 will import your decisions from the first game and tailor the world around them), especially in the age of YouTube where there's a pretty damn good chance you can simply log in and find the ending cinematic if that's what's important to you. It's really only the people who want to beat it to say they've beat it that will care, and that is apparently a relatively small and shrinking number.

  23. Operation Flashpoint by Scrapz · · Score: 1

    I remember when Operation Flashpoint came out, people were complaining about degraded performance over time; like sloping crosshairs, shifting of the screen, etc - where it got to the point where it was unplayable. Turns out it was FADE technology that had detected a pirate copy. I don't know how it affected legitimate users though...

    1. Re:Operation Flashpoint by Anonymous Coward · · Score: 0

      This is funny IMO. I've pirated hundreds of games. But OFP was never one of them; I was amazed when seeing a friend play it, and I purchased 3 copies. I've never heard of this AI problem before, despite being a hardcore mp player for 6 whole years. Guess I joined the wrong servers and clans. CTI & coop tended to attract more of an adult audience.

    2. Re:Operation Flashpoint by Yer+Mom · · Score: 1

      I had a legit copy, but only got a few levels in before I was unable to hit anything.

      I was never sure whether I just needed to practice more, or whether FADE had kicked in and was subtly making the game impossible.

      Certainly put me off buying another game that had it.

      --
      Never mind Spamassassin. When's Spammerassassin coming out?
  24. EarthBound by Anonymous Coward · · Score: 3, Interesting

    The old school RPG EarthBound for the SNES had a similar, albeit HORRIFYING copy protection mechanic.

    If the anti-piracy measures flagged, it would jack up the encounter rate twentyfold--the game would literally be swarming with monsters.

    Worst part: if you make it all the way through to the final boss, after his first form the game will lock--the only way out is to reset it, only to find that every single one of your save files have been erased. Starmen.net has an entire page dedicated to this at http://starmen.net/mother2/gameinfo/antipiracy/ .

    1. Re:EarthBound by TheSpoom · · Score: 1

      Thankfully, either they quickly patched it out of the released ROM or emulators are accurate enough that the game doesn't flag itself as pirated. Earthbound ROMs today play fine on modern emulators.

      --
      It's better to vote for what you want and not get it than to vote for what you don't want and get it.
      - E. Debs
  25. Homebrew by tepples · · Score: 0, Troll

    Then why don't they try, I dunno, maybe writing their own games

    Because their own games won't run without a jailbreak, and the console makers have managed to successfully sue sources of jailbreak tools out of existence.

    1. Re:Homebrew by TheSpoom · · Score: 1

      Because their own games won't run without a jailbreak, and the console makers have managed to successfully sue sources of jailbreak tools out of existence.

      Why is this a troll? If I want to create a Nintendo DS game right now, I can either:

      a) Grab a DS, a flash loader, devkitPro / libnds, and code something up on my own time, for free.
      b) Be a well-known game developer already that Nintendo approves of, sign an NDA with them, and pay Nintendo upwards of $50,000 for an official devkit.

      If Nintendo (and other console manufacturers) were more open with development, they might not be seeing their platforms cracked so fully.

      --
      It's better to vote for what you want and not get it than to vote for what you don't want and get it.
      - E. Debs
  26. Did the Jackson family demand it, or did Sony? by tepples · · Score: 1

    Really though, why bother protecting the Michael Jackson game?

    Probably because either the Jackson family or Sony Music, each of which owns half of the copyright in the game's music, demanded it as a condition of licensing the music for use in the game.

  27. By the end of the game Tetris becomes hard too by tepples · · Score: 2

    but if it subtely made winning impossible, yet by the end of the game it becomes obvious, then I think credit where credit is due - the developers are really trying to win you over.

    But then how do you distinguish this from a game that's genuinely difficult, like Tetris The Grand Master 3 that gets ungodly fast starting around 3:00, and then turns off the lights around 5:00 and you have to beat the game by sense of feel?

    1. Re:By the end of the game Tetris becomes hard too by yukk · · Score: 1

      But then how do you distinguish this from a game that's genuinely difficult, like Tetris The Grand Master 3 that gets ungodly fast starting around 3:00, and then turns off the lights around 5:00 and you have to beat the game by sense of feel?

      Not by sense of smell ?

      --
      The trouble with the rat race is that even if you win, you're still a rat." Lily Tomlin
    2. Re:By the end of the game Tetris becomes hard too by ArsenneLupin · · Score: 1
      Impressive game, but...

      by sense of feel?

      ... to save others from having to lose 5 minutes finding out what this really is about: no, it doesn't have some strange haptic interface where you've got to "feel" the pieces. It still shows them, but only while they are "falling", and they become invisible as soon as they are settled.

      So, you've got to beat the game by memory, not by sense of feel

  28. Ubisoft? People still buy games from UBISOFT!? by Anonymous Coward · · Score: 0

    I purchased *ONE* game from these people back in 2006. Due to the unwanted software that was installed on my system and the almost unreadable CD-Key, it will never happen again. Dear Ubisoft: If you wanted to drive away a customer who was otherwise happy with the stealth game that he purchased -- mission accomplished.

    I will not even buy any of your games from gog.com.

  29. Great marketing? by TimTucker · · Score: 3, Insightful

    In other news, developers come up with a great way to drum up press for a game that otherwise no one would have paid any attention to.

    1. Re:Great marketing? by Superdarion · · Score: 4, Interesting

      I don't know, maybe it's just me, but right now, after reading your post (and many before, as well as the summary and, of course, the tittle) I just can't seem to remember the name of the game.

      The only thing in my head is "vuvuzela".

    2. Re:Great marketing? by Neil+Boekend · · Score: 1

      The only thing in my head is "vuvuzela".

      That happened to a lot of people last summer...

      --
      Well, I might have a way, but it only works on a semi spherical planet in a vacuum.
  30. Using a Flash Cart "Cheat" function... by Marurun · · Score: 3, Informative

    Generally will fix whatever anti-piracy gimmicks they impliment. The same thing was done to Chrono Trigger on the DS where when you made it to the first time warp it would repeat that scene infinitely. As soon as somebody found out the trigger for what makes it repeat that they released the cheat codes to put onto your cart and you could play the game just fine.

  31. Secrets and Traps - a cracker's bread and butter by Anonymous Coward · · Score: 2, Interesting

    Leaving aside the inevitable flamewar about piracy and sales and that endlessly retrodden path of discussion, to interject some technical details: to a cracker they're usually called a 'trap', 'flag' or, if you will, a 'logic bomb'.

    Some of them might be obvious, but of course if they're obvious they'll be found right away. The idea is that by making the traps subtle or to require you to actually play the game to some extent (and essentially playtest it) to uncover them, they'll be harder to track down because you'll have to complete the game 100% to be 100% sure you've de-fanged all the traps (or for a non-game piece of software, use every feature quite extensively - some pieces of software like AutoCAD infamously contain subtle traps as well which slowly corrupt your designs, which can be extremely unfortunate if the protection is not working as it ought to).

    A couple of decades ago, I even once saw a trap that released a bootsector virus if you tripped it (yes - really). Unfortunately, it appears the developers had inadvertently tripped it during development without realising, so the second disk of the pair had the virus already in the bootsector - in every copy of that game someone bought at retail, they could get a very unwelcome surprise if they ever booted off the 'Data Disc' by mistake...

    Very few houses develop their own copy protection these days, even fewer now than before. They tend to buy systems in wholesale like SecuROM, TAGES or StarForce - all of which work in basically the same way, which is to wrap the executable (like an executable packer, although they actually tend to expand it considerably) and turn parts of it into complicated puzzle-box style interpreted virtual machine code - hidden amongst which will be protection checks, and anti-debugger code (none of which actually works well on a modern, state-of-the-art debugger, especially since the development of hardware hypervisors - but that never stops them putting it in anyway) and the executable will have callbacks which rely on the results of those protection checks to determine whether the booby-traps trigger or not.

    Incidentally, those new-fangled online checks are almost always simply a more elaborate callback, where the code that returns the response lies on a remote server and would possibly have to be emulated or bypassed for a 100% crack. (This can be a lot easier than you think: Ubisoft have no excuses for their hubris, it's just not that effective.)

    Of course, frequently, these intentional logic bombs can trigger by accident on a legitimate copy, or when hardware (or software) that wasn't planned for or tested is present, or if you are running software that the copy protection vendor doesn't like - this has been true since the dawn of such systems in the 1980s (Rob Northen, etc). Some of these bugs are often confused for traps too, and a rare few of them don't appear if you crack the game.

    Naturally a properly-working crack (a "100%") will have had all of the traps systematically removed - with many schemes it's possible to do so in a frighteningly automated fashion, with enough work on the system, and since a software house tends to re-use the systems and only changes specific details of the callbacks, you can see one reason why they appear so quickly.

    That, in turn, leads to properly working 100% cracks also being very widely used by legitimate purchasers of the software - because the copy-protected version of the game doesn't work right: and the more complex, sensitive trigger-happy the protection, the more likely it is to fail incorrectly. (Ask anyone who ever bought a game with StarForce, or, say, Spore, what I'm talking about here.)

    Ideally, developers would stop putting logic bombs into their code deliberately. It's poor ethics, bad programming practice and can occasionally be incredibly dangerous (especially in non-gaming fields). There are probably enough bugs in your code to worry about without intentionally adding some - that's simply being re

  32. Maniac Mansion by Anonymous Coward · · Score: 1

    The best anti-piracy measures ever were in Maniac Mansion (1987). The game came with a book of door lock combinations, and if you entered the wrong combination, the house's nuclear reactor would explode, killing everyone within a three-mile radius.

    Interestingly enough, they tried to remove this copy protection measure from the NES version of Maniac Mansion, but they didn't completely succeed. Instead of reimplementing the entire game, they just implemented the game's scripting engine on the NES and use the same scripts than ran on the computer version. They made sure that the steel door was never locked, but instead of removing the keypad where you entered the lock code, they just reduced its size to 1 pixel and put it in a spot where nobody would click on it. Soon enough, some enterprising gamers found this "hidden keypad" that caused the house to explode, and it was considered an easter egg...

  33. Old school trick by Weaselmancer · · Score: 4, Interesting

    I found one of these when I was a teenager. Freaking subtle. Brilliant.

    Steve Jackson's OGRE, for the Commodore 64.

    I bought it. And did what any good geek would do. Made a backup and played that. And I could never beat it. But I did eventually screw up that disc - the old 5 1/4 discs did mess up fairly often. Especially in the 1541 drive.

    So I played the original. And beat it. Made another backup. Couldn't beat it. A light went off.

    I did a statistical analysis. All I did was fire at treads for several games. They're supposed to be hit 33% of the time regardless of weapon or circumstance. On the backup copy, it was close to 17%. On the original copy about 33%.

    They built a single column shift into the game if it detects its a copy.

    EVIL.

    Especially seeing as how - wait for it - I was a paying customer. Thanks guys.

    On the plus side, I did get really good at that game. You had to be playing at a column shift disadvantage.

    --
    Weaselmancer
    rediculous.
    1. Re:Old school trick by Anonymous Coward · · Score: 5, Interesting

      Steve Jackson here, posting as Anonymous Coward. Fnord.

      I had not heard that story, but it could be true. Origin was under no obligation to discuss copy protection stunts with me, so "I didn't know" /= "It didn't happen." Still, if this is the first I've heard of it in 20-odd years, it held up pretty well.

      A column shift on the whole CRT would have been trivially easy to detect, as attacks that should hit 1/6 of the time will now hit exactly never. A good player will wind up making some of those 1/6 chance (1 to 2) shots every game, unproductive though they are, just to use up odd bits of firepower. So perhaps, if this is really going on, it is a shift only on tread attacks, or only on attacks with odds of 1 to 1 or better?

    2. Re:Old school trick by Weaselmancer · · Score: 3, Interesting

      Steve! So good to hear from you! Been a fan for a long time now. Was just throwing some Illuminati around my table last weekend. The expansion with the artifacts positively rocks. Oh, and we've already got rules for the Zombie Dice drinking game. We have not found players suicidal enough to try it though. Yet.

      Anyways, as to the business at hand, I have no idea as to the rest of the chart. I tested treads only, and this was some 20 odd years ago. It's a fuzzy memory at this point. I do recall playing 3-4 games only firing at treads. Initially the idea was "I'm going to stop this damned thing no matter what." Then I added an illegal number of units. And still couldn't stop a Mark 3. That's when the light bulb kind of went off.

      Played 3 or 4 games (not a great sampling I know) firing only at treads. Counted them up on a piece of grid paper. Number of times fired, number of hits. And came up to about half what you'd expect. That's when I knew the thing was cheating.

      I'll tell you what though. I do have a project in the works. A disassembly of the original C64 Ogre. It's something I've always wanted to do. The copy protection was obvious - a bad sector read early in the boot. It was obvious. The "gronking" noise a 1541 disk drive makes when it hits something it dislikes is well known. My theory is that if it didn't find the magic bad sector - wham! Bad combat tables. A disassembly would prove this out.

      Perhaps someday I'll do this. It would be wonderfully old school.

      BTW the book included with Ogre where the programmers explain how they programmed the AI is one of the finest programming documents in the universe. It should be a must read for game designers. It really is brilliant. I still have mine, in my original box set. Only thing missing is the radiation badge.

      --
      Weaselmancer
      rediculous.
    3. Re:Old school trick by gameguy1957 · · Score: 1

      I've got it for the PC and it was still working the last time I tested it. I have been meaning to get it out and see if I can make a "backup copy" to the hard drive or something other than the 5.25 disk that it's on. I think it had a bad sector and would copy up to the point of hitting it. When it would get to it then the copy would fail. I may see if I can put something together and see if it still works, if I've got a drive that is still working. - gg

    4. Re:Old school trick by Trarman · · Score: 1

      That reminds me of one of my favourite old 8-bit games, Alternate Reality by Datasoft. Instead of the usual dungeon creatures you'd face, a backup copy would pit you against an FBI agent who attacked you with "The Long Arm of the Law". A lot less subtle, but fun to try and beat with your high level characters.

  34. Probably looked for modified or missing bytes by judeancodersfront · · Score: 1

    and likely added a time delay so pirates thought they cracked it without problems.

  35. Only Nintendo controls the hardware by judeancodersfront · · Score: 1

    The point of this is to annoy pirates who play the games, not the crackers.

    Trying to outsmart crackers is not a fallacy. PS3 piracy has been difficult for crackers due to how tightly the security is tied to games and PSN. If they had simply burned bare games onto Blu-rays the PS3 would have much higher piracy rates.

  36. It's been done before by NYC+Wanderer · · Score: 1

    I remember a game from the mid 80's call Starflight that used a code wheel to decipher the correct response every time you wanted to leave space dock. If you gave the wrong answer, in about 6 in-game days, a group of 6 or more heavily armed Interstel Police ships confront you for one last chance to give the correct response. If you fail, they open fire and shoot you down.

    1. Re:It's been done before by killmenow · · Score: 1

      I gotta admit, I liked the way they handled it. I thought it showed their sense of humor. They even printed the code wheel using hard-to-photocopy color schemes.

  37. M$ should add removeing the old DRM to malware rem by Joe+The+Dragon · · Score: 5, Interesting

    M$ should add removeing the old DRM systems that don't work in X64 to the MS malware remove windows update.

  38. Red Alert 2? by blind+biker · · Score: 1

    I am pretty sure that.. uh... my friend could play a torrented C&C: Red Alert 2 without any hassle.

    --
    "The agriculture ministry is not in charge of Gundam" - Japanese ministry official.
    1. Re:Red Alert 2? by wisnoskij · · Score: 1

      It is easy to torrent it, but the base does explode if something is done wrong.
      I think it was introduced to stop just copying the installed files of the game, as when I did that it caused the exploding to happen.

      --
      Troll is not a replacement for I disagree.
  39. Operation Flashpoint by Alistair+Hutton · · Score: 1

    Operation Flashpoint got a reputation for being incredibly hard because the anti-piracy measure was to increase the accuracy of the enemies to super human levels. You could always tell someone who had a cracked version as they complained about super accurate enemies shooting them from miles away. (Op:Flashpoint was a hard game with accurate enemies but not that hard and not that accurate).

    --
    Puzzle Daze is now my job
  40. Silent degradation is counterproductive by Anonymous Coward · · Score: 0

    This "novel" idea is a standard mechanism in everyone's favorite DRM, Starforce. Like the rest of Starforce, it's a feature that largely backfires. Here's your typical sometimes-pirates-sometimes-buys swing-consumer:

    "Hey, Game A looks neat. I'm gonna download it."
    "Hey, Game A IS neat. I'm gonna buy it."

    The next day...

    "Hey, Game B looks neat. I'm gonna download it."
    "Hey, Game B is broken. I'm not gonna pay for this shit."

    And that is what a real "lost sale" looks like. Meanwhile, in the game publisher's customer support department:

    "Dude, we are getting like 50 calls/day from pirates who don't realize that the game is broken because it's pirated. And they have the nerve to call tech support for a game they pirated. This is costing the company thousands of dollars per month."

    "Dude, if it wasn't for that, one of us wouldn't be here. We get paid $10/hr no matter what, so the only question is whether they need one of us or both of us. And we both know damn well that we both have torrent clients at home to download the games we can't afford to buy because we're here every day to help make the executives rich."

    "Oh yeah."

    1. Re:Silent degradation is counterproductive by killmenow · · Score: 1

      Fresh outta mod points or I'd tag your post +1 Insightful merely for the use of "Dude" by the help desk workers.

  41. Copy for private use by Neil+Boekend · · Score: 1

    There is a problem with every pirate detection. In the Netherlands (and a lot of other countries) you are allowed to make a copy for private use, so you won't damage the original. All games with so-called piracy protection will damage this right.
    We even pay a levy on each recording disk in order to pay artists/developers for this right (not that they actually get it. It stays in our version of the RIAA)

    --
    Well, I might have a way, but it only works on a semi spherical planet in a vacuum.
  42. Re:Secrets and Traps - a cracker's bread and butte by Neil+Boekend · · Score: 3, Insightful

    Ideally, developers would stop putting logic bombs into their code deliberately. It's poor ethics, bad programming practice and can occasionally be incredibly dangerous (especially in non-gaming fields).

    Ideally people would pay for the software they liked. Ideally the filesharing of copyrighted material would only be used as evaluation, followed by deleting the software (after an evaluation period of a week or so) or paying for it. Ideally the distribution of disks would be stupid, because it's cheaper to set a filesharing server to send it over the interwebs.
    The companies have reacted wrong, but the pirates incited the reaction.

    --
    Well, I might have a way, but it only works on a semi spherical planet in a vacuum.
  43. Playing games in Windows VMs on Linux by jc79 · · Score: 1

    Can you recommend a free linux VM player that does good (emulated if necessary) hardware 3D acceleration?

    1. Re:Playing games in Windows VMs on Linux by A12m0v · · Score: 1

      Not a VM but if it is a Win98 game it should run well on Wine.

      --
      GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
    2. Re:Playing games in Windows VMs on Linux by killmenow · · Score: 1

      For varying definitions of the word "good", VirtualBox does.

    3. Re:Playing games in Windows VMs on Linux by marcosdumay · · Score: 1

      Most old Windows games run well on Wine. Almost all old DOS games run well on DosBox.

      Now, if even then you need a VM, there is the kernel based one (I don't remember the name, it comes with any distro) that is fast, and qemu that is very compatible. But I've had more luck playing those games on Wine and DosBox than on any kind of VM.

    4. Re:Playing games in Windows VMs on Linux by Lucractius · · Score: 1

      For as long as oracle doesnt pull the plug on it.

      --
      XML - A clever joke would be here if /. didn't mangle tag brackets.
    5. Re:Playing games in Windows VMs on Linux by jc79 · · Score: 1

      Weird copy-protection schemes don't often play nicely with Wine. KVM/qemu often works well except for accelerated 3D graphics.

    6. Re:Playing games in Windows VMs on Linux by jc79 · · Score: 1

      Thanks, I'll give that a try.

  44. Remove drm? by Robadob · · Score: 1

    Everyone's talking about removing drm, but look at the leaked US cables. The use Government has been lobbying foreign countries to change their intellectual property laws. Slightly off topic, but it shows you how far the US government is willing to go.

  45. Re:M$ should add removeing the old DRM to malware by Anonymous Coward · · Score: 0

    sounds like a task for the application compatability doohickey

  46. Re:Secrets and Traps - a cracker's bread and butte by Dunbal · · Score: 1

    Or conversely, people wouldn't have to pay for software that they DIDN'T like. Sort of like when you go to a restaurant and they serve you crap. You are legally allowed to just get up and walk out. Of course the "restaurants" that make a business out of selling crap charge money up front...

    --
    Seven puppies were harmed during the making of this post.
  47. Code discs by jimbob666 · · Score: 1

    Ahhhh I remember the old 'code discs' on C64 and old PC games where you had to line up the discs to enter the numbers that appear to unlock the game for that play. As a child it felt like something out of James Bond :-)

    At least it wasn't DRM...

  48. Re:Secrets and Traps - a cracker's bread and butte by shutdown+-p+now · · Score: 1

    Sort of like when you go to a restaurant and they serve you crap. You are legally allowed to just get up and walk out.

    You can do it when they served you bad quality food, but not when you simply didn't like the taste. I'm curious as to how you propose to distinguish the two in case of games.

  49. Re:M$ should add removeing the old DRM to malware by Alex+Belits · · Score: 1

    What made you think that they know how to do that? Or that it's possible at all? The whole point of those schemes is to mess up the system in a weird, convoluted way that most likely goes terribly wrong if you don't have exactly the same architecture that developers expected.

    --
    Contrary to the popular belief, there indeed is no God.
  50. Batman by wisnoskij · · Score: 1

    "Batman: Arkham Asylum lets unauthorized users play through the game as if it were a normal copy, with a single exception: Batman's cape-glide ability doesn't work"

    That was not the only thing changed, for example multiple grapple points were disabled throughout the entire game.
    It was actually the most effective any piracy I have ever seen, they keep on having to recrack the game when they discovered more places that players could not get past.

    --
    Troll is not a replacement for I disagree.
  51. Red Alert 2 by Anonymous Coward · · Score: 0

    I have Red Alert 2.

    Actually, I have two copies of it. The pirated one was the first I got. And the non-pirated one, which I bought because I actually liked the game.

    Well, the legal version sits on the shelf. The disc's only been out of the case once, when I tried to install it. Installer crapped out on some copy protection routine.

    The pirated version, on the other hand, runs just fine if you just copy over the directory. No installer, maybe a REG file, I don't remember, no problems at all.

    But the paid version does look nice on the shelf :-)

  52. Is there evidence for this? by Anonymous Coward · · Score: 0

    Pretty funny, but it did bite a lot of legit, paying customers, contributing to the general verdict that the game was much too buggy at release.

    How does anyone know this? Are there anecdotes from one or two players (or even fifty) who this happened to?

    What makes you think those players AREN'T pirates? I ask because I'm a console game developer and we've seen piracy rates in the 90 to 95% range, measured through various measures (like how many times patches or updates are downloaded in the first few days of release, vs. the number of copies of the game actually sold by that time).

    Remember, pirates can whine on the Internet about the game being broken just as easily as paying customers. They can CLAIM to be paying customers as they scoff and rage.

    1. Re:Is there evidence for this? by bcmm · · Score: 1

      Are there anecdotes from one or two players (or even fifty) who this happened to?

      Seriously? Read the two comments directly above your own.

      What makes you think those players AREN'T pirates? I ask because I'm a console game developer and we've seen piracy rates in the 90 to 95% range, measured through various measures

      Clearly, every single person who plays your game is a pirate. Fuck with all of 'em all by making your games not work properly!

      --
      # cat /dev/mem | strings | grep -i llama
      Damn, my RAM is full of llamas.
  53. Nintendo has sued R4 makers and sellers by tepples · · Score: 1

    the console makers have managed to successfully sue sources of jailbreak tools out of existence.

    Grab a DS, a flash loader

    Then please allow me to rephrase more specifically: Nintendo has been managing to sue makers and sellers of DS flash cards out of business. Please see, for example, this BBC news article: Game copiers for Nintendo DS ruled illegal in UK.

    If Nintendo (and other console manufacturers) were more open with development, they might not be seeing their platforms cracked so fully.

    Apparently being open doesn't have noticeable benefits to a console maker's bottom line, or Sony wouldn't have shut down Other OS in PLAYSTATION 3 system software starting with version 3.21.

  54. Re:Secrets and Traps - a cracker's bread and butte by tehcyder · · Score: 1

    Or conversely, people wouldn't have to pay for software that they DIDN'T like. Sort of like when you go to a restaurant and they serve you crap. You are legally allowed to just get up and walk out. Of course the "restaurants" that make a business out of selling crap charge money up front...

    Not really a good comparison, as the food would have to be pretty much inedible before you'd be allowed just not to pay for it, not just "not very good" or "I thought it was crappy".

    --
    To have a right to do a thing is not at all the same as to be right in doing it
  55. Rareware was doing this back in the SNES era... by Anonymous Coward · · Score: 0

    Rareware was doing this back in the SNES era...

    http://www.reddit.com/r/gaming/comments/e2iho/

  56. Re:Secrets and Traps - a cracker's bread and butte by Capt.DrumkenBum · · Score: 1

    Try it some time. I have walked out on a restaurant bill several times, when I felt the food was bad. Just be sure that you leave most of the food on the table in case law enforcement are called.
    I have also walked out without paying for a haircut where my hair was butchered.

    The people in whatever establishment have no authority to hold you. They can try a citizens arrest, but you simply laugh and walk away. If they touch you, you can successfully sue for assault. 99 times out of 100 the cops won't even show up for a someone walking out on a meal bill.

    --
    If I were God, wouldn't I protect my churches from acts of me?
  57. Re:Secrets and Traps - a cracker's bread and butte by mcgrew · · Score: 1

    Ideally, software, music, and movie developers would be smart enough to figure out that someone without the monoy to buy it won't, and there are people who wouldn't buy it even if they had the money and no way of getting an illic copy.

    Ideally they'd realise that DRM costs sales, not piracy. Piracy has either a negligible or positive effect on sales, depending on what research you look at.

  58. Re:M$ should add removeing the old DRM to malware by Anonymous Coward · · Score: 0

    Dudes. Don't use the term "x64", it sucks the balls. "x86-64", "AMD64" or (hell) even "IA-32e" is more descriptive and unambiguous. I spent quite a bit trying to figure out who the fuck had released a new console named "X64".

  59. bad DRM causing problems on newer OS's; by lpq · · Score: 1

    Not to mention the ones that are detected by the OS's 'compatibility' check -- one driver that was needed for a game to function, was denied loading -- after much probing I found out that the driver wasn't needed for the game to function at all - but was a DRM system that an out-of-business company and designed and wasn't going to be creating an update for in Win7.

    The seller of the game 'CDV' software is still selling the game as compatible for Vista and XP, but claims win7 is too buggy to support the game -- when it's their DRM driver that kept crashing OS's, that wasn't able to be disabled until Win7.

    Another vendor, 'Got Game, Inc' puts out a whole bunch of games that are complete crap -- many won't even install -- there is no patch, and the link to their support site results in a DNS-not found error -- not transient, either. Yet they continue to sell their games to exhaust their stock and whatever sales they can get -- I found a copy of a game "WorldShift", at Fry's in a Bargain bin -- where it's double-no refunds (no refunds on sale software and no refunds on opened software) -- thus stuck w/it.

    Another company that puts out 'divinity II', also has Suck-U-Rom, when I had problems I talked about in the forum, I was told that my symptoms were things it did when I had DVD-emulation products instead of a real DVD -- except that my game was a download from Amazon! Same problems happen on downloads from the download-only game services. The only answer that anyone would give as to why securom was included in the download versions, was that it was required by the distributors. Unfortunately, these games that use these malware-DRM products, generate DRM-bugs that indistinguishable from actual bugs, and support personal can't tell the difference.

    Supposedly, the company that produced divinity, claims it will "eventually" remove the DRM in a download -- but whether this will be before or after[sic-not possible] they go out of business wasn't clear...

    Now, I never know when I see a game -- since they don't say on the outside, if they contain game-bug introducing code or not -- and whether or not any problems I run into, in the game are due to suc-u-rom or a real bug -- and the developers often won't tell you which it is (they've been directed not to say which by the publishers)....

    1. Re:bad DRM causing problems on newer OS's; by hairyfeet · · Score: 1

      Well since this is no longer front page I'll doubt you'll see this, but I would put your money where you mouth is as I have and just shop Good Old Games. They have tons of titles (including the Divinity series which I own and plays wonderful on X64) with more being added weekly and NO DRM AND FULL X64 SUPPORT!!!!

      So I've found the best way to show these butt monkeys with their ring 0 crap is to simply refuse to buy any game with it. If it isn't on GOG I'll check Steam and if they don't have it CLEAN, as in ONLY steam required? well screw them, I'll wait until it is in the $5 or less bin where I don't give a crap whether it works or not and drop it on the XP partition I keep for crappy code.

      But I would advise using system restore as well as a USB drive for weekly backups so if you do get bit in the ass by a game it is easy to fix. Otherwise I've had to do a wipe and reinstall on customer's PCs because they didn't have a backup and DRM malware made the machine too unstable to use. Despite what the ring 0 butt monkeys say many times their uninstaller DOES NOT WORK and will leave the machine even more unstable afterward. Assholes.

      --
      ACs don't waste your time replying, your posts are never seen by me.
  60. Re:M$ should add removeing the old DRM to malware by Anonymous Coward · · Score: 0

    Unfortunately MS is on the same team as the people with the DRM, so there's no chance in hell of that happening.

  61. why would M$ not want to drop DRM that does work a by Anonymous Coward · · Score: 0

    why would M$ not want to drop DRM that does work at all and just crash's the system?

  62. Remember demos? by Rexdude · · Score: 1

    Demos, or shareware if you like, were the way games actually got popular. Apogee (or was it Epic?) released a fully functional demo episode of Wolfenstein 3D, if you liked it you paid up and bought the full version with 6 episodes. Id Software made it a standard practice with Doom - I still remember the message on your DOS screen at the end:
    "Sure, don't order Doom. Sit back with your milk and cookies. Or, act like a man! Slap some shells into your shotgun and get ready to kick some demonic butt!'
    followed by ordering information - how quaint the 1-800 lines and BBS links sound now!

    The same was done for Quake, Duke Nukem 3D and all the others that came out in the mid to late 90s. You got a fully functional episode of the total game so you could see the gameplay, and if you liked it you got extra levels and maybe newer weapons/enemies in the full version. Valve took it even further by releasing the demo as a separate single player mission distinct from the full game (Halflife Uplink), essentially a free teaser.

    No one seems to make demo versions anymore - partly perhaps PC game installs have bloated to multiple gigabytes of high-res graphics that might take ages to download. Or maybe because of releasing the same game for consoles as well as PC - it's apparently not worth the trouble for game publishers to take the extra effort. Personally I'd much rather try out a demo to see if the full game's worth paying up for.

    --
    "..One hosts to look them up, one DNS to find them, and in the darkness BIND them."
  63. LONG: reply on DRM, Divinity2faults. ratings..taxs by lpq · · Score: 1

    Well, your response may not be on the front page, but for anyone paying attention to the thread and not writing anon, we get notifications.

    Thanx for the heads-up on G'o'G, -- already clicked and bookmarked -- will check them out -- but either gonna make Divinity work w/copy I got or return it first since I don't wanna keep throwing good money after bad for a game that has so many flaws apart from the bugs -- it's not like it's Oblivion or such (Divinity is so much more limited, the flight system is *lame*...like driving a bus from the rear seat -- and lots of 'magic' arbitrary restrictions that make no sense other than to limit player game play.

    _Some_ Divinity-II limitations (mostly dragon-form limitations):

    Even though you are able to turn into a dragon as a special power, the flight control system is the same as human running (always running unless you turn on caps lock, then it's a slow walk) walking+running. Right+left are for moving right & left (x-axis movement), not turning; as a dragon, it tilts you right or left, but doesn't actually 'bank' as though you were in a turn.

    Turning is with the mouse only -- but it's not a turn like with a steering wheel, it's "rotation" on the Z axis -- there is no banking or gradual turn to the right or left, it's like turning a bumper-car. But the visual feedback is BAD -- you have about a 120 FOV, but it's completely flat/uniform no shrink at the side, so it looks like panning of a 30-60. There is no tilt (rotation on Y (forward-backward axis).

    Even though you are above mountains @ distance, as you approach them, you are forced DOWN, so that even when you get to a pass, you can't fly through a pass, but instead have to go around, just as if you were walking -- the height away from mountains is such that you should be able to fly over all of the mountains in the central playing area (not at the edges where the mountains are higher), but as you approach any barrier, you are artificially forced down, so that you can't fly over any barrier, but must take the same path as though you were walking -- many places are like that, where you should be able to fly over things, but are artificially forced down -- would make sense if it was at the edge of a map where there was 'nothing' beyond, but it's done over all surface area except minor height objects like fences and low buildings.

    To turn into a dragon, you must have a clear space above you and a space around you the size of a baseball field, even though as soon as you transform, you are placed 10 feet above the ground (you can't land or touch water in dragon form, though if you are in a clear area in water, you can turn into a dragon). But the restrictions mean that turning into human form is often a one-way transformation -- there are lots of areas where you can exist (fly into) as a dragon, but when you want to CHANGE into a dragon, you are told there isn't enough room for a dragon.

    The space limitation causes a nasty game bug in one cave, fighting a demon, where the game forces you into dragon form to fight the demon, but if you change into human form to kill it (it's easier to kill as a human), you can't change back into a dragon, -- it says there is no room to take you dragon form, even though you just did it, when the game forced you to. It's completely clear overhead where you end up when you morph, but there's no baseball field of *level* space around you, so you can't change. Unfortunately, that leaves you trapped, since the entrance you come into the cave in is closed by a rock slide as soon as the demon dies. The only exit is by flying up to the top of the cavern, and approaching a path -- where you are then forced into human form and can walk out.

    Note -- that in other areas, where the game isn't putting artificial restrictions on you, you can fly into rather tight spaces, but again, if you morph to human, you can morph back. In several areas, the game artificially restricts your movement like on the mountain approach -- it forc