History Main / CopyProtection

21st Aug '17 6:29:18 PM RAMChYLD
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* ''Cinavia'' on newer Blu-Ray discs. Playing movies directly from the Blu-Ray disc works fine, but ripping the same movie and then playing it off from the resulting file in a Cinavia-toting player will result in muted audio around the 20-minute mark, followed by a message stating that reproduction is not authorized for this device. It's said that Cinevia works by encoding a series of imperfections into the audio (ie by speeding and slowing down the audio inconspicuously at set intervals, altering the audio pitch slightly). Understandably, people who want to watch a movie legally are complaining of the [=DVDs=] and Blu-Ray discs having sound transfers that sounded like the audio source was a broken tape player, especially on high-end amps where these kinds of subtleties become much more apparent due to enhancements applied by said equipment. And because there are now Cinevia-enabled camcorders and digital cameras on the market, camming will not work. Unfortunately, this means that if you're using a Cinavia-enabled camcorder (and you'll never know if you have one because they're only ever mentioned in the "licensing" part of the manual where no one reads) and have a Cinavia-enabled Blu-Ray disc playing in background with the volume turned up, your camera will still stop recording randomly because it's the ''audio'' that triggers it. Cinavia '''is''' a severely broken copy protection method.

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* ''Cinavia'' on newer Blu-Ray discs. Playing movies directly from the Blu-Ray disc works fine, but ripping the same movie and then playing it off from the resulting file in a Cinavia-toting player will result in muted audio around the 20-minute mark, followed by a message stating that reproduction is not authorized for this device. It's said that Cinevia works by encoding a series of imperfections into the audio (ie by speeding and slowing down the audio inconspicuously at set intervals, altering the audio pitch slightly). Understandably, people who want to watch a movie legally are complaining of the [=DVDs=] and Blu-Ray discs having sound transfers that sounded like the audio source was a broken tape player, especially on high-end amps where these kinds of subtleties become much more apparent due to enhancements applied by said equipment. And because there are now Cinevia-enabled camcorders and digital cameras on the market, camming will not work. Unfortunately, this means that if you're using a Cinavia-enabled camcorder (and you'll never know if you have one because they're only ever mentioned in the "licensing" part of the manual where no one reads) and have a Cinavia-enabled Blu-Ray disc or DVD playing in background with the volume turned up, your camera will still stop recording randomly because it's the ''audio'' that triggers it. Cinavia '''is''' a severely broken copy protection method.
20th Aug '17 6:46:18 PM RAMChYLD
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* ''VideoGame/{{DJMAX}} Trilogy'' came with a USB dongle that must be plugged into your computer to run the game. It also contains your profile, which has your usernames, unlocks, etc., so a fortunate side effect is that you can carry your unlocks across multiple machines. On the downside, lose the dongle (or accidentally damage it) and you're screwed.

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* ''VideoGame/{{DJMAX}} Trilogy'' came with a USB dongle that must be plugged into your computer to run the game. It also contains your profile, which has your usernames, unlocks, etc., so a fortunate side effect is that you can carry your unlocks across multiple machines. On the downside, lose the dongle (or accidentally damage it) and you're screwed. The arcade version of the game, running on PC hardware, also has a security dongle to ensure the game can't be easily bootlegged.
7th Aug '17 5:48:37 PM Midna
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* Infogrames' original ''Franchise/AloneInTheDark'' series had this, and notably ratcheted it up in [[Videogame/AloneInTheDark2 the second game]]. [[Videogame/AloneInTheDark1992 The first]] required two objects from the game to be entered, which was already saying something given the large number of one-use clutter. [[Videogame/AloneInTheDark2 The second]], however, was a bit more complex. When you entered the first screen, it had a message something along the lines of "Protection Ace of Hearts over Three of Clubs First Hole". This could be disregarded, and if one tried to enter the hedge maze without inputting a code with the F keys, the game would say "YOU DIDN'T ANSWER THE QUESTION" and smite you. It turned out the manual told what the question is, and the game came with a number of hole-punched playing cards. Only by correctly laying the cards over each other and examining a hole could you figure out the required code to get on with it.
* The DOS game ''Al-Qadim: The Genie's Curse'' featured copy-protection in the form of a question whose answer you needed to look up on a page in the manual in order to start playing. Not only does it give you the page of the manual and what number word it is, it also gives you the heading of that section of the manual and the first letter of the word. Unfortunately, one of the copy-protection questions used an answer that was directly related to the heading and extremely easy to guess: "On page 19, under the heading Sound, enter the ninth word: (first letter is m)" (unsurprisingly, the answer is "music"). If you answered the question wrong, it would simply let you try again with a different question as many times as you wanted, so even if you lost the manual it was easy to just cycle through the questions until you got one you knew or could figure out the answer to (not to mention having the first letter of the words made brute force guesswork much easier).
** Interplay games also has this form of copy protection, albeit less forgiving (it only bluntly tells you to look at the manual page and word number, with no other hints, and you only get three tries before it drops you back to the DOS command prompt). Interplay's DOS port of VideoGame/TheLionKing and Disney/{{Aladdin}} are among the offenders.

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* Infogrames' original ''Franchise/AloneInTheDark'' series had has this, and notably ratcheted it up in [[Videogame/AloneInTheDark2 the second game]]. [[Videogame/AloneInTheDark1992 The first]] required requires two objects from the game to be entered, which was is already saying something given the large number of one-use clutter. [[Videogame/AloneInTheDark2 The second]], however, was is a bit more complex. When you entered enter the first screen, it had has a message something along the lines of "Protection Ace of Hearts over Three of Clubs First Hole". This could can be disregarded, and if one tried tries to enter the hedge maze without inputting a code with the F keys, the game would will say "YOU DIDN'T ANSWER THE QUESTION" and smite you. It turned turns out the manual told tells what the question is, and the game came with a number of hole-punched playing cards. Only by correctly laying the cards over each other and examining a hole could can you figure out the required code to get on with it.
* The DOS game ''Al-Qadim: The Genie's Curse'' featured features copy-protection in the form of a question whose answer you needed need to look up on a page in the manual in order to start playing. Not only does it give you the page of the manual and what number word it is, it also gives you the heading of that section of the manual and the first letter of the word. Unfortunately, one of the copy-protection questions used uses an answer that was ia directly related to the heading and extremely easy to guess: "On page 19, under the heading Sound, enter the ninth word: (first letter is m)" (unsurprisingly, the answer is "music"). If you answered answer the question wrong, it would will simply let you try again with a different question as many times as you wanted, want, so even if you lost the manual it was easy to just cycle through the questions until you got one you knew or could figure out the answer to (not to mention having the first letter of the words made brute force guesswork much easier).
** Interplay games also has have this form of copy protection, albeit less forgiving (it only bluntly tells you to look at the manual page and word number, with no other hints, and you only get three tries before it drops you back to the DOS command prompt). Interplay's DOS port of VideoGame/TheLionKing ''VideoGame/TheLionKing'' and Disney/{{Aladdin}} ''Disney/{{Aladdin}}'' are among the offenders.



** In the original game, the ''actual'' spells you cast used magic words that you had to type in, and were present only in the manual and never given in the game (you would see only the 'thematic' name of the spell in-game, not the magic word used to order your characters to cast it.) This made playing the game without the manual extremely difficult. Most ports of the games made the spells selectable by menu, eliminating this issue.
** Also in the original game, whenever you leveled up, the Review Board would ask you to name a street in the city. The map that came with the game had the streets ''misspelled'' - the Grand Plaza was labeled "GRAN PLAZ", and Hawk Scabard was labeled "HAWK SCABBARD". You had to use the map's spelling to pass; if you didn't have the map, you could never get past the first level.
** The third game of the trilogy, ''Thief Of Fate'', had dimension-hopping as a crucial plot point. In order to travel from the main world to one of the seven other dimensions, the player had to not only cast the correct spell (see above), but then input the correct number from a three-layer card stock disc included with the game, similar to the Disney example given in this trope's description.
* The {{TabletopGame/BattleTech}} PC game, ''The Crescent Hawks' Inception'', had two series of copy protection: one early on in the game, when you had to look up (or memorize) different Battlemech components to continue training at the Academy in your ersatz DoomedHometown, and one very near the end, where you had to look up some stuff on a star chart in order to get your father's ''Phoenix Hawk'' Land-Air Mech (AKA VF-1J Valkyrie, but that's another trope). Woe betide you if you lost the physical copy of the star chart.
* The ''CarmenSandiego'' games each shipped with a large tome: a copy of that year's ''World Almanac and Book of Facts'', a history book or Fodor's guide, from which information could be requested. Several problems occurred with this: although it was intended to get kids interested in using an almanac, it wouldn't help if the book was lost at school, or if some schools used a ''newer'' edition of Fodor's (which meant that none of the hints corresponded to the correct pages, meaning going up in rank was impossible).

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** In the original game, the ''actual'' spells you cast used use magic words that you had have to type in, and were are present only in the manual and never given in the game (you would will see only the 'thematic' name of the spell in-game, not the magic word used to order your characters to cast it.) This made makes playing the game without the manual extremely difficult. Most ports of the games made make the spells selectable by menu, eliminating this issue.
** Also in the original game, whenever you leveled level up, the Review Board would will ask you to name a street in the city. The map that came with the game had has the streets ''misspelled'' - the Grand Plaza was is labeled "GRAN PLAZ", and Hawk Scabard was is labeled "HAWK SCABBARD". You had have to use the map's spelling to pass; if you didn't don't have the map, you could can never get past the first level.
** The third game of the trilogy, ''Thief Of Fate'', had has dimension-hopping as a crucial plot point. In order to travel from the main world to one of the seven other dimensions, the player had has to not only cast the correct spell (see above), but then input the correct number from a three-layer card stock disc included with the game, similar to the Disney example given in this trope's description.
* The {{TabletopGame/BattleTech}} PC game, ''The Crescent Hawks' Inception'', had has two series of copy protection: one early on in the game, when you had have to look up (or memorize) different Battlemech components to continue training at the Academy in your ersatz DoomedHometown, and one very near the end, where you had have to look up some stuff on a star chart in order to get your father's ''Phoenix Hawk'' Land-Air Mech (AKA VF-1J Valkyrie, but that's another trope). Woe betide you if you lost the physical copy of the star chart.
* The ''CarmenSandiego'' ''VideoGame/CarmenSandiego'' games each shipped with a large tome: a copy of that year's ''World Almanac and Book of Facts'', a history book or Fodor's guide, from which information could can be requested. Several problems occurred with this: although it was intended to get kids interested in using an almanac, it wouldn't help if the book was lost at school, or if some schools used a ''newer'' edition of Fodor's (which meant that none of the hints corresponded to the correct pages, meaning going up in rank was impossible).



* In the first ''VideoGame/{{Civilization}}'' game, there would be two instances in the early parts of the game where you had to look up a [[TechTree civilization advance]] in the manual: you were shown a picture of a random one, then given a large set of multiple-choice answers of which two advances were its direct prerequisites. (The in-game justification was that "A usurper claims you are not the rightful king!") If you were wrong, you lost all the military units you had outside of your cities. Ironically, all the advances were also documented in the ''in-game'' "Civilopedia" (though it was, of course, inaccessible ''during'' the challenge), and even if you didn't read that, the answers could often be worked out logically anyway.
* ''VideoGame/DarkSun Shattered Lands'' has your party accosted at the end of the first dungeon (the AbsurdlySpaciousSewer) by the mental projection of a dragon, who wanted to know the words on on a page in the manual. Failing would crash you out of the game.
* ''VideoGame/DuneII''. You were asked for a piece of information (the in-game justification was that a spy is on the loose, and everyone are interrogated to prove their innocence) that you had to look up in the game's manual, such as "What type of structure is this? [picture of a Wind Trap]" (answer: it's a Power Plant).
* The old VideoGame/GoldBox ''TableTopGame/DungeonsAndDragons'' computer games by SSI requires the use of the included a thick manual not only to log into the game ("In the manual section on page 45, paragraph 2, line 10 - what is word 6?"), but also to understand the plot (you have to refer to the journal part). In the [[SarcasmMode brilliant move]] by the company for its Anniversary set, they included the spin wheels for some of the games' copy-protection, but forgot to put in the manuals for ''Gateway and Treasure of the Savage Frontieer'', rendering those two games unplayable.
* ''VideoGame/TheElderScrollsArena'', the first game of the series, requires you to answer questions about spells in the known Spellbook part of the manual before leaving the first dungeon. Recently, Bethesda allowed the game to be downloaded for free, and while they did not remove the copy protection, the official download includes all the required information in a text file.
* The Amiga game ''[[ElviraGames Elvira: Mistress of the Dark]]'' had you hunting for six keys hidden in the castle, and one was hidden in a dark passage, requiring you to have Elvira cook up "Glowing Pride" to find it. However, you couldn't find any recipes inside the game; all of them were in the manual. In other words, you could play most of the game on a pirate version, but to complete it you needed the original version. (At least, until Website/{{GameFAQs}} was invented.)
* In ''[[VideoGame/ElviraGames Elvira II: Jaws of Cerberus]]'' opening the main building door, and each of the studio doors, required a keypad code obtained via a code wheel. You needed to line up three symbols or words, and type in a code visible in the proper box. [[http://www.oldgames.sk/docs/codewheel/elvira2/ Here's an interactive online version of the codewheel]].
* ''F/A-18 Hornet'' had you answer a question from its rather large flight manual before starting a mission.
* ''F-19 Stealth Fighter'': if you failed to identify the plane (from the manual) that the game showed you, the game forced you to go on a "training mission" with preset equipment instead of allowing you to choose your mission, plane or ammunition.

to:

* In the first ''VideoGame/{{Civilization}}'' game, there would are be two instances in the early parts of the game where you had have to look up a [[TechTree civilization advance]] in the manual: you were are shown a picture of a random one, then given a large set of multiple-choice answers of which two advances were are its direct prerequisites. (The in-game justification was is that "A usurper claims you are not the rightful king!") If you were you're wrong, you lost lose all the military units you had outside of your cities. Ironically, all the advances were are also documented in the ''in-game'' "Civilopedia" (though it was, is, of course, inaccessible ''during'' the challenge), and even if you didn't don't read that, the answers could can often be worked out logically anyway.
* ''VideoGame/DarkSun Shattered Lands'' has your party accosted at the end of the first dungeon (the AbsurdlySpaciousSewer) by the mental projection of a dragon, who wanted wants to know the words on on a page in the manual. Failing would will crash you out of the game.
* ''VideoGame/DuneII''. You were are asked for a piece of information (the in-game justification was is that a spy is on the loose, and everyone are is being interrogated to prove their innocence) that you had have to look up in the game's manual, such as "What type of structure is this? [picture of a Wind Trap]" (answer: it's a Power Plant).
* The old VideoGame/GoldBox ''TableTopGame/DungeonsAndDragons'' computer games by SSI requires require the use of the included a thick manual not only to log into the game ("In the manual section on page 45, paragraph 2, line 10 - what is word 6?"), but also to understand the plot (you have to refer to the journal part). In the a [[SarcasmMode brilliant move]] by the company for its Anniversary set, they included the spin wheels for some of the games' copy-protection, but forgot to put in the manuals for ''Gateway ''Gateway'' and Treasure ''Treasure of the Savage Frontieer'', Frontier'', rendering those two games unplayable.
* ''VideoGame/TheElderScrollsArena'', the first game of the series, requires you to answer questions about spells in the known Spellbook part of the manual before leaving the first dungeon. Recently, Later on, Bethesda allowed the game to be downloaded for free, and while they did not remove the copy protection, the official download includes all the required information in a text file.
* The Amiga game ''[[ElviraGames ''[[VideoGame/ElviraGames Elvira: Mistress of the Dark]]'' had has you hunting for six keys hidden in the castle, and one was is hidden in a dark passage, requiring you to have Elvira cook up "Glowing Pride" to find it. However, you couldn't can't find any recipes inside the game; all of them were are in the manual. In other words, you could can play most of the game on a pirate version, but to complete it you needed need the original version. (At least, you did until Website/{{GameFAQs}} was invented.)
* In ''[[VideoGame/ElviraGames Elvira II: Jaws of Cerberus]]'' Cerberus]]'', opening the main building door, door and each of the studio doors, required doors requires a keypad code obtained via a code wheel. You needed need to line up three symbols or words, words and type in a code visible in the proper box. [[http://www.oldgames.sk/docs/codewheel/elvira2/ Here's an interactive online version of the codewheel]].
* ''F/A-18 Hornet'' had has you answer a question from its rather large flight manual before starting a mission.
* ''F-19 Stealth Fighter'': if If you failed to identify the plane (from the manual) that the game showed shows you, the game forced forces you to go on a "training mission" with preset equipment instead of allowing you to choose your mission, plane or ammunition.



* In the classic adventure game adaptation of ''Indiana Jones and the Last Crusade'', Marcus would ask Indy to translate some symbols for him, which would need to be looked up in the manual. Failing to do so would let the game continue as normal - until a crucial point where Indy, at Donovan's place, would fail to translate a tablet concerning the Holy Grail (Indy mistakenly translates it as "Holy Grain"), prompting Donovan to say "Seems you're just an illegitimate copy of the man I thought you were."
* In ''VideoGame/LeatherGoddessesOfPhobos'', the copy protection feelie was the ''map through the obligatory maze''. Considering that the maze was pretty much instantly deadly if you didn't do the right things in the right places, this was rather irritating when the map invariably got lost. Also, the comic book included unguessable clues (such as what actions you had to take while splashing through the maze, and the key to a cipher message).
* Several Level 9 games used a method called "Lenslok". Using a graphical pattern, a passphrase was rendered unreadable. A color filter provided with the game, similar to those in the Milton Bradley ''Series/{{Jeopardy}}'' games, could be placed against the screen to render the text legible, but this failed with exceptionally small or large monitors.
* The InteractiveFiction game ''VideoGame/TheLurkingHorror'' deserves special mention of its copy protection. Getting anywhere in the game required you to log into an in-game computer; the necessary information was included with the {{Feelies}}. However, while the password was clearly marked, the [[GuideDangIt login was not]] (and, to complicate matters, was not on the same page as the password).
* At first glance, the computer game ''Master of Orion'' used a simple "What spaceship is this?" manual copy protection. However, if the game executable was modified to remove the protection altogether, [[MagnificentBastard the game would detect the alteration of its code and become so difficult as to be virtually unplayable!]][[labelnote:*]]This is probably due to the copy protection itself actually setting some key variables that are initialized to such absurd values, not unlike the Slylandro Probe and Starbase [[GameBreakingBug thing]] that attempts to convince players to go to the Starbase first.[[/labelnote]]

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* In the classic adventure game adaptation of ''Indiana Jones and the Last Crusade'', Marcus would ask Indy to translate some symbols for him, which would need to be looked up in the manual. Failing to do so would let the game continue as normal - until a crucial point where Indy, at Donovan's place, would fail to translate a tablet concerning the Holy Grail (Indy mistakenly translates it as "Holy Grain"), prompting Donovan to say "Seems you're just an illegitimate copy of the man I thought you were."
* In ''VideoGame/LeatherGoddessesOfPhobos'', the copy protection feelie was is the ''map through the obligatory maze''. Considering that the maze was is pretty much instantly deadly if you didn't don't do the right things in the right places, this was got rather irritating when the map was invariably got lost. Also, the comic book included includes unguessable clues (such as what actions you had have to take while splashing through the maze, and the key to a cipher message).
* Several Level 9 games used a method called "Lenslok". Using a graphical pattern, a passphrase was is rendered unreadable. A color filter provided with the game, similar to those in the Milton Bradley ''Series/{{Jeopardy}}'' games, could can be placed against the screen to render the text legible, but this failed fails with exceptionally small or large monitors.
monitors (e.g. most monitors produced these days).
* The InteractiveFiction game ''VideoGame/TheLurkingHorror'' deserves special mention of its copy protection. Getting anywhere in the game required requires you to log into an in-game computer; the necessary information was is included with the {{Feelies}}. However, while the password was is clearly marked, the [[GuideDangIt login was is not]] (and, to complicate matters, was is not on the same page as the password).
* At first glance, the computer game ''Master of Orion'' used uses a simple "What spaceship is this?" manual copy protection. However, if the game executable was is modified to remove the protection altogether, [[MagnificentBastard the game would will detect the alteration of its code and become so difficult as to be virtually unplayable!]][[labelnote:*]]This unplayable! [[labelnote:*]]This is probably due to the copy protection itself actually setting some key variables that are initialized to such absurd values, not unlike the Slylandro Probe and Starbase [[GameBreakingBug thing]] that attempts to convince players to go to the Starbase first.[[/labelnote]]



** The NES ''[[VideoGame/MetalGear1 Metal Gear]]'' also had some rooms that couldn't be completed without the game manual, unless you used abug to skip parts of the game.
** ''VideoGame/MetalGear2'' used [[http://www.msxnet.org/gtinter/Operate2.htm# "P23 tap codes"]] at certain points in the game, and the Colonel would instruct you to look at the manual for information on how to interpret tap codes. This was a frequency you needed to continue, and while brute-forcing it was possible, it was far more annoying than brute-forcing Meryl's frequency in the sequel due to the MSX's criminal slowdown and Snake's insistence on starting every conversation with "THIS IS SOLID SNAKE. YOUR REPLY, PLEASE...". Even more annoyingly, the version included in ''VideoGame/MetalGearSolid3Subsistence'' (the first release of the game in English) did not come with tap codes in the manual. Konami eventually provided a downloadable online manual with the tap code chart in. The European version of the ''Subsistence'' manual also omits the tap code chart, but does tell you the frequency, albeit without any context as to when it's required.
** ''VideoGame/MetalGearSolid'' had a character, early in the game, who "forgot" a vital communication frequency and mention that "it's on the back of the CD case," referring to one of the images on the back of the game's plastic case. If you rented the game, moving beyond that point was impossible. Better yet, Snake has a CD case in his in-game inventory. Many, many gamers tried to figure out how they were supposed to look at the back of that case. When they couldn't figure out the solution to the "puzzle", they turned to Website/GameFAQs. However, this ends up being negated when the player can still receive the frequency by contacting Campbell enough times - even though he still ends up telling you to check the non-existent case, the frequency ends up added to the list either way. The remake ''The Twin Snakes'' eliminated this altogether by having the character say that the code is on the back of "the package", since there's no package item. The only other option for players was to try every radio frequency in sequential order until they reached the correct one.

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** The NES ''[[VideoGame/MetalGear1 Metal Gear]]'' also had has some rooms that couldn't can't be completed without the game manual, unless you used abug use a bug to skip parts of the game.
** ''VideoGame/MetalGear2'' used uses [[http://www.msxnet.org/gtinter/Operate2.htm# "P23 tap codes"]] at certain points in the game, and the Colonel would will instruct you to look at the manual for information on how to interpret tap codes. This was is a frequency you needed need to continue, and while brute-forcing it was is possible, it was it's far more annoying than brute-forcing Meryl's frequency in the sequel due to the MSX's criminal slowdown and Snake's insistence on starting every conversation with "THIS IS SOLID SNAKE. YOUR REPLY, PLEASE...". Even more annoyingly, the version included in ''VideoGame/MetalGearSolid3Subsistence'' (the first release of the game in English) did not doesn't come with tap codes in the manual. Konami eventually provided a downloadable online manual with the tap code chart in. The European version of the ''Subsistence'' manual also omits the tap code chart, but does tell you the frequency, albeit without any context as to when it's required.
** ''VideoGame/MetalGearSolid'' had has a character, early in the game, who "forgot" "forgets" a vital communication frequency and mention mentions that "it's on the back of the CD case," referring to one of the images on the back of the game's plastic case. If you rented the game, moving beyond that point was impossible. Better yet, Snake has a CD case in his in-game inventory. Many, many gamers tried to figure out how they were supposed to look at the back of that case. When they couldn't figure out the solution to the "puzzle", they turned to Website/GameFAQs. However, this ends up being negated when the player can still receive the frequency by contacting Campbell enough times - even though he still ends up telling you to check the non-existent case, the frequency ends up added to the list either way. The remake ''The Twin Snakes'' eliminated eliminates this altogether by having the character say that the code is on the back of "the package", since there's no package item. The only other option for players was is to try hail every radio frequency in sequential order until they reached reach the correct one.



* ''NiNoKuni'' comes with the spellbook the character uses in the game, which it makes you use to get through the challenges.

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* ''NiNoKuni'' ''VideoGame/NiNoKuni'' comes with the spellbook the character uses in the game, which it makes you use to get through the challenges.



* ''VideoGame/PathwaysIntoDarkness'' included some copy protection near the very end of the game. Your mission is to detonate a nuclear device at the bottom of an ancient temple that will bury an ElderGod in debris for a few thousand years. When you can finally arm the device, it asks for a launch code - which can only be found in the manual containing your briefing. Future distributions of the game left this part out.[[spoiler: But both versions left in your fellow squadmates changing part of the launch code because they thought you'd been compromised - if you don't ask them for the new code, you're still screwed!]] To start the game, at least in older versions, you also had to enter a code found on a randomly given page of the manual.
* ''Der Patrizier'' (''The Patrician'') had a beautiful hand-drawn map of the North Sea and Baltic Sea area surrounded by dozens of town names with corresponding arms. These were in fact the copy protection: You had to enter the name of the town to which the displayed city arms belong. The catch: Not only were color copying machines hard to come by and color facsimiles outrageously expensive back then, but the sheet was simply too big to be copied (larger than DIN A3). And no, you could not simply look the town or the arms up online because "online" pretty much didn't exist yet.
* A curious bit of copy protection was in Infocom's only romance game: ''VideoGame/PlunderedHearts''. The feelies in the game consist of facsimiles of the heroine's starting equipment, one of which is a banknote. The note shows the game's villain posing dramatically... but would you believe he's showing the solution to a puzzle? Grab his hat, try to grab the book he's carrying and press on the same part of the globe where he is and presto! Secret door!
* The original ''VideoGame/PrinceOfPersia'' had manual-based copy protection which set several apparent vials of poison over which hovered several different letters; a variant of the "Page/Line/Word" index. Drinking the wrong one three times in a row would result in death; drinking the right one caused the door to the next level to open. The second game had you select a symbol from a certain page of the manual between levels.
* ''VideoGame/ProfessorLaytonAndPandorasBox'' (or ''the Diabolical Box'' in some countries) came with a train ticket needed to find the location of where the last half of the game takes place. It required a code to be deciphered and the answer had to be inputted into the game. The ticket was also shown in the game when it got to that puzzle. The puzzle required folding it, so it was a bit of a pain to envision how it folded from just the picture and without the physical ticket, but by no means impossible.
** "A true gentleman" without the physical ticket would simply bring up the note drawing thing implemented in this game and carefully draw the top and bottom parts of the numbers in the ticket to figure out the answer, or just grab a piece of paper, copy the numbers, and fold it. Which, arguably, makes that puzzle even more of a puzzle.
* The original ''RailroadTycoon'' had you identify a railway engine (seen in the manual) at the start of the game. If you chose the wrong name, the game would confiscate all but two of your trains and make you unable to run more normally (though - perhaps due to a bug - clicking at the bottom of the train list actually allows you to view the lost train and buy it back by replacing its engine).
** Of course, railfans barely needed the handbook because they already knew at least some of the locomotives, and after playing the game for a while, they got to know the few they didn't. Those who happened to be in possession of Brian Hollingsworth and Arthur Cook's ''Great Book of Trains'' had a good chance of knowing ''all'' locomotives in the game because they were all picked from this book, livery and all.
* The 1988 Microprose game ''RedStormRising'' would give you the profile view of a ship and ask you to identify it; all the requisite information was in the manual. Of course, if you're as big enough of a naval geek... [[SomedayThisWillComeInHandy guns in back, smokestack, missile pack]], [[http://en.wikipedia.org/wiki/Krivak_class_frigate Krivak.]] Or you could just use Wikipedia nowadays.
* ''VideoGame/SimCity'' came with a four-page code sheet with codes to enter after starting or loading a city. If you didn't enter the correct code, the town would be destroyed by permanent disasters. The sheet was dark red paper with a darker red print; back in those days, it was near-impossible to duplicate it because drawing all the codes by hand was tedious as they were so many (although it didn't stop some people from trying anyway), and the old black-and-white facsimile machines failed at copying dark-red-on-dark-red. Mind you this was before easy access to scanners and color printers.
* ''VideoGame/SimEarth'' took the manual bit a step further: it contained an almanac of planetary facts that was larger than many game ''boxes'', and the player had to look a different one of these up when starting the game.[[labelnote:Example]]Density of Mars (water=1)[[/labelnote]] The number had to be entered ''exactly'' as listed, too, making it harder to look up from other sources. (Not to mention that [[ScienceMarchesOn some of these figures have changed]] since the game was published.)
* ''VideoGame/TheSpellcastingSeries'' used various methods of feelies throughout the trilogy, including inputting information from included registration forms, or maps that were required for navigation in certain areas. The most inspired method was in 201, which included a set of sheet music you needed to [[MagicMusic play the moodhorn]] properly.
* An early-90's ''Spider-Man'' computer game asked the player several trivia questions before starting. The answers were supposed to be looked up in the manual, but they were also available in any of the Spidey comics of the time.
* The original ''VideoGame/StarControl'' required players to answer questions with the help of a copy of ''Professor Zorg's Guide to Alien Etiquette''. The answers were located on a code wheel which shipped with the game. This code wheel required the alignment of three alien words, some of which became actual alien races in the [[VideoGame/StarControlII sequel]]. Subsequent software releases have disabled this copy protection, but only if played with the CD in the drive.
** ''Star Control II'' had the Starmap Trivia Quiz. The answers were located on a physical star map included with the game.

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* ''VideoGame/PathwaysIntoDarkness'' included includes some copy protection near the very end of the game. Your mission is to detonate a nuclear device at the bottom of an ancient temple that will bury an ElderGod in debris for a few thousand years. When you can finally arm the device, it asks for a launch code - which can only be found in the manual containing your briefing. Future distributions of the game left leave this part out.[[spoiler: But both versions left in have your fellow squadmates changing part of the launch code because they thought you'd been compromised - if you don't ask them for the new code, you're still screwed!]] To start the game, at least in older versions, you also had have to enter a code found on a randomly given page of the manual.
* ''Der Patrizier'' (''The Patrician'') had has a beautiful hand-drawn map of the North Sea and Baltic Sea area surrounded by dozens of town names with corresponding arms. These were are in fact the copy protection: You had have to enter the name of the town to which the displayed city arms belong. The catch: Not only were color copying machines hard to come by and color facsimiles outrageously expensive back then, but the sheet was simply too big to be copied (larger than DIN A3). And no, you could not simply look the town or the arms up online online, because "online" pretty much didn't exist yet.
* A curious bit of copy protection was is in Infocom's only romance game: ''VideoGame/PlunderedHearts''. The feelies in the game consist of facsimiles of the heroine's starting equipment, one of which is a banknote. The note shows the game's villain posing dramatically... but would you believe he's showing the solution to a puzzle? Grab his hat, try to grab the book he's carrying and press on the same part of the globe where he is and presto! Secret door!
* The original ''VideoGame/PrinceOfPersia'' had has manual-based copy protection which set several apparent vials of poison over which hovered hover several different letters; a variant of the "Page/Line/Word" index. Drinking the wrong one three times in a row would result results in death; drinking the right one caused causes the door to the next level to open. The second game had has you select a symbol from a certain page of the manual between levels.
* ''VideoGame/ProfessorLaytonAndPandorasBox'' (or ''the Diabolical Box'' in some countries) came comes with a train ticket needed to find the location of where the last half of the game takes place. It required requires a code to be deciphered and the answer had has to be inputted into the game. The ticket was is also shown in the game when it got to that puzzle. The puzzle required requires folding it, so it was it's a bit of a pain to envision how it folded folds from just the picture and without the physical ticket, but by no means impossible.
** "A true gentleman" without the physical ticket would simply bring brings up the note drawing thing implemented in this game and carefully draw draws the top and bottom parts of the numbers in the ticket to figure out the answer, or just grab grabs a piece of paper, copy copies the numbers, and fold folds it. Which, arguably, makes that puzzle even more of a puzzle.
* The original ''RailroadTycoon'' had ''VideoGame/RailroadTycoon'' has you identify a railway engine (seen in the manual) at the start of the game. If you chose choose the wrong name, the game would will confiscate all but two of your trains and make you unable to run more normally (though - perhaps due to a bug - clicking at the bottom of the train list actually allows you to view the lost train and buy it back by replacing its engine).
** Of course, railfans barely needed need the handbook because they already knew know at least some of the locomotives, and after playing the game for a while, they got they'll get to know the few they didn't. don't. Those who happened happen to be in possession of Brian Hollingsworth and Arthur Cook's ''Great Book of Trains'' had have a good chance of knowing ''all'' locomotives in the game because they were are all picked from this book, livery and all.
* The 1988 Microprose game ''RedStormRising'' would ''VideoGame/RedStormRising'' will give you the profile view of a ship and ask you to identify it; all the requisite information was is in the manual. Of course, if you're as big enough of a naval geek... [[SomedayThisWillComeInHandy guns in back, smokestack, missile pack]], [[http://en.wikipedia.org/wiki/Krivak_class_frigate Krivak.]] Or you could just use Wikipedia nowadays.
* ''VideoGame/SimCity'' came with a four-page code sheet with codes to enter after starting or loading a city. If you didn't don't enter the correct code, the town would will be destroyed by permanent disasters. The sheet was dark red paper with a darker red print; back in those days, it was near-impossible to duplicate it because drawing all the codes by hand was tedious as they were so many (although it didn't stop some people from trying anyway), and the old black-and-white facsimile machines failed at copying dark-red-on-dark-red. Mind you you, this was before easy access to scanners and color printers.
* ''VideoGame/SimEarth'' took the manual bit a step further: it contained contains an almanac of planetary facts that was is larger than many game ''boxes'', and the player had has to look a different one of these up when starting the game.[[labelnote:Example]]Density of Mars (water=1)[[/labelnote]] The number had has to be entered ''exactly'' as listed, too, making it harder to look up from other sources. (Not to mention that [[ScienceMarchesOn some of these figures have changed]] since the game was published.)
* ''VideoGame/TheSpellcastingSeries'' used uses various methods of feelies throughout the trilogy, including inputting information from included registration forms, or maps that were are required for navigation in certain areas. The most inspired method was is in 201, ''201'', which included includes a set of sheet music you needed need to [[MagicMusic play the moodhorn]] properly.
* An early-90's ''Spider-Man'' computer game asked asks the player several trivia questions before starting. The answers were supposed to be looked up in the manual, but they were also available in any of the Spidey comics of the time.
* The original ''VideoGame/StarControl'' required requires players to answer questions with the help of a copy of ''Professor Zorg's Guide to Alien Etiquette''. The answers were are located on a code wheel which shipped with the game. This code wheel required requires the alignment of three alien words, some of which became actual alien races in the [[VideoGame/StarControlII sequel]]. Subsequent software releases have disabled this copy protection, but only if played with the CD in the drive.
** ''Star Control II'' had has the Starmap Trivia Quiz. The answers were are located on a physical star map included with the game.



** The original Starflight had a code wheel.
** ''Starflight II'' asked you to look up a code on a code wheel every time you left the starbase. If you entered it wrong you could still play the game, but a few hours in, your starship would be pulled over by the Space Police. The accused you of software theft and gave you one more chance to enter the right code; failing caused them to blow up your ship. The game also had a fold out star map and a viewer to isolate 3 inch sections of the map. The game would then ask you the number of certain colored stars in the 3 in section once you placed the viewer at certain coordinates.
* ''Star Trek 5'' included a Klingon dictionary in its manual, which had to be used to advance past certain points.
* ''VideoGame/StarTropics'' included several feelies in the box, one of which happened to be important. About halfway through the game, you are asked a question about a letter which [[GuideDangIt is actually a physical prop included in the box with the game]]. You are asked to dip it in water in order to find a code to use in the game itself. Nonetheless, it is only a three-digit decimal code; the most bored of NES players could eventually brute-force it even if they didn't know how to look it up.
* The ''VideoGame/{{Ultima}}'' games were particularly prone to this, forcing players to look up the {{Feelies}} for information from "Beyond the Portal" before being granted the right to save, leave the starting town, and so on.
* Introversion Software's ''VideoGame/{{Uplink}}'' featured a code table printed in glossy black ink on black card, which could generally only be read where the light reflected off the ink. However, this was also turned on its head when the developers later admitted it was designed to be a nostalgic nod to old-school games, and it was admittedly useless as copy protection (seeing as the game was massively profitable anyway). They later posted a PDF containing the entire table [[http://www.introversion.co.uk/uplink/faq-general.html on their site]], saying it was not intended as a means of copy protection.
** In a bit of a twist, the "copy protection" was designed to protect something ''else'': on the game CD, there is a zip file that is ominously labeled and password protected. The readme provides a cryptic hint as to the password. As it turns out, entering the codes on the copy protection sheet as hexadecimal and then converting to normal provides the password to the zip file ([[Film/{{Sneakers}} TOOMANYSECRETS]]), which is the dev diary for the game.

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** The original Starflight had ''Starflight'' has a code wheel.
** ''Starflight II'' asked asks you to look up a code on a code wheel every time you left leave the starbase. If you entered enter it wrong you could can still play the game, but a few hours in, your starship would will be pulled over by the Space Police. The accused They accuse you of software theft and gave give you one more chance to enter the right code; failing caused causes them to blow up your ship. The game also had has a fold out star map and a viewer to isolate 3 inch three-inch sections of the map. The game would will then ask you the number of certain colored stars in the 3 in said section once you placed place the viewer at certain coordinates.
* ''Star Trek 5'' included a Klingon dictionary in its manual, which had has to be used to advance past certain points.
* ''VideoGame/StarTropics'' included includes several feelies in the box, one of which happened happens to be important. About halfway through the game, you are asked a question about a letter which [[GuideDangIt is actually a physical prop included in the box with the game]].game. You are asked to dip it in water in order to find a code to use in the game itself. Nonetheless, it is only a three-digit decimal code; the most bored of NES players could eventually brute-force it even if they didn't know how to look it up.
* The ''VideoGame/{{Ultima}}'' games were are particularly prone to this, forcing players to look up the {{Feelies}} for information from "Beyond the Portal" before being granted the right to save, leave the starting town, and so on.
* Introversion Software's ''VideoGame/{{Uplink}}'' featured a code table printed in glossy black ink on black card, which could can generally only be read where the light reflected reflects off the ink. However, this was also turned on its head when the developers later admitted it was designed to be a nostalgic nod to old-school games, and it was is admittedly useless as copy protection (seeing as the game was massively profitable anyway). They later posted a PDF containing the entire table [[http://www.introversion.co.uk/uplink/faq-general.html on their site]], saying it was not intended as a means of copy protection.
** In a bit of a twist, the "copy protection" was is designed to protect something ''else'': on the game CD, there is a zip file that is ominously labeled and password protected. The readme provides a cryptic hint as to the password. As it turns out, entering the codes on the copy protection sheet as hexadecimal and then converting to normal provides the password to the zip file ([[Film/{{Sneakers}} TOOMANYSECRETS]]), which is the dev diary for the game.



* ''War in Middle Earth'' would ask you to type in coordinates from the manual with the message: "The Valar seek to determine your fitness to continue this tale-weaving. Please enter the map coordinates of (location)".
* ''VideoGame/{{Wizardry}} II'' had a small booklet of "spells" composed of four-letter nonsense words. The player at times had to consult this booklet and enter the third word of a spell. Unfortunately, the booklet was black text on dark red paper, making it difficult even for those with proper eyesight to read.

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* ''War in Middle Earth'' would ask Middle-Earth'' asks you to type in coordinates from the manual with the message: "The Valar seek to determine your fitness to continue this tale-weaving. Please enter the map coordinates of (location)".
* ''VideoGame/{{Wizardry}} II'' had has a small booklet of "spells" composed of four-letter nonsense words. The player at times had has to consult this booklet and enter the third word of a spell. Unfortunately, the booklet was black text on dark red paper, making it difficult even for those with proper eyesight to read.



* The Parallel port/USB "key". Enterprise class specialist software tend to be the most common type of software to use this, although many arcade cabinets as well as certain home release of games do use it as well. The dongle typically holds the license, ensuring that the software only works on the computers which the key is attached.

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* The Parallel port/USB "key". Enterprise class specialist software tend tends to be the most common type of software to use this, although many arcade cabinets as well as certain home release of games do use it as well. The dongle typically holds the license, ensuring that the software only works on the computers tp which the key is attached.



** [[http://www.sabre-roads.org.uk/forum/viewtopic.php?f=1&t=23336&start=0 KeySIGN]], a traffic-management software that creates road signs, has a dongle attached to ensure the licence is installed on a particular machine. (AFAIK, this is based on info from the link).
** If you've worked in the IT department of a large manufacturing enterprise, chances are you'd have dealt with a type of key known as the ''[=HASP=]''. Many specialist applications ranging from chemical work to asset management uses one of these for DRM.
** Some arcade games also required "Licensing modules", which are a separate ROM board that holds only the decryption key of the game. Many newer games, since they're run on machines based on PC hardware, requires a USB dongle to run. And of course the USB dongle could hold an expiry date instead of the game, adding to the planned obsolescence method mentioned below.
* Pro Tools, an audio-editing suite currently used by the majority of the music industry, has gone back to the "piece of hardware" method. You can pirate the software all you like... But unless you have an "[=MBox=]" plugged into your computer, the program will start to load, put up an error window that says something on the order of "ha ha ha", and close again. Used versions of the [=MBox=] 1 go for something like $200 on the secondary market; [=MBox=] ''3''s are worse. Oh, and, let's not even ''start'' on the "[=iLok=]" dongle.
** Starting with Pro Tools 9, Digidesign/Avid allowed the usage of third-party audio interfaces (even one's own sound card, perhaps), so copy protection was shifted to the iLok. They'll still recommend their own equipment, of course...
* Likewise, certain CD, DVD and Blu-Ray burners ship with special, customized versions of Nero Burning ROM that is locked to hardware. If the drive was swapped out for whatever reason, then the software will cease working. And yes, this means even if the new drive also comes with Nero Burning ROM, you're still put through the effort of uninstalling the old bundled version and installing the new bundled (and possibly an older version) one.
* ''SteelBeasts Pro PE'' had protection in the form of a USB key. This key must be plugged in while running the simulation! (And it's not the only example...)
* [[http://thedailywtf.com/Articles/The-Biggest-BoonDongle-in-the-World.aspx The Biggest Boon-Dongle in the World]]: adding a dongle for software that already requires a huge expensive piece of hardware to begin with.

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** [[http://www.sabre-roads.org.uk/forum/viewtopic.php?f=1&t=23336&start=0 KeySIGN]], a traffic-management software that creates road signs, has a dongle attached to ensure the licence is installed on a particular machine. (AFAIK, this is based on info from the link).\n
** If you've worked in the IT department of a large manufacturing enterprise, chances are you'd you'll have dealt with a type of key known as the ''[=HASP=]''. Many specialist applications ranging from chemical work to asset management uses use one of these for DRM.
** Some arcade games also required "Licensing modules", which are a separate ROM board that holds only the decryption key of the game. Many newer games, since they're run on machines based on PC hardware, requires require a USB dongle to run. And of course course, the USB dongle could can hold an expiry date instead of the game, adding to the planned obsolescence method mentioned below.
* Pro Tools, an audio-editing suite currently used by the majority of the music industry, has gone back to the "piece of hardware" method. You can pirate the software all you like... But unless you have an "[=MBox=]" plugged into your computer, the program will start to load, put up an error window that says something on the order of "ha ha ha", and close again. Used versions of the [=MBox=] 1 go for something like $200 on the secondary market; [=MBox=] ''3''s are worse.higher. Oh, and, let's not even ''start'' on the "[=iLok=]" dongle.
** Starting with Pro Tools 9, Digidesign/Avid allowed allows the usage of third-party audio interfaces (even one's own sound card, perhaps), so copy protection was is shifted to the iLok. They'll still recommend their own equipment, of course...
* Likewise, certain CD, DVD and Blu-Ray burners ship with special, customized versions of Nero Burning ROM that is locked to hardware. If the drive was is swapped out for whatever reason, then the software will cease working. And yes, this means that even if the new drive also comes with Nero Burning ROM, you're still put through the effort of uninstalling the old bundled version and installing the new bundled (and possibly an older version) one.
* ''SteelBeasts Pro PE'' had has protection in the form of a USB key. This key must be plugged in while running the simulation! (And it's not the only example...)
* [[http://thedailywtf.com/Articles/The-Biggest-BoonDongle-in-the-World.aspx The Biggest Boon-Dongle in the World]]: adding a dongle for software that already requires a huge hugely expensive piece of hardware to begin with.



* [[http://en.wikipedia.org/wiki/Cactus_Data_Shield Cactus Data Shield]] uses slight quirks on the disk designed to disrupt some speakers or cause read errors. The result was that it hung on some CD players, or caused other players to repeatedly play a given track.
* The Commodore 64 had a truly nefarious form of protection instigated by several publishers. It involved placing a deliberate error on a game disk, which, being that it was an error, could not be reproduced by the copy software. However, this also caused the head of the system's disk drive to knock repeatedly against a stopper every time it tried to load the program. Over time, this would cause the head to become misaligned and be unable to read ''anything'' anymore until the drive was repaired. That's right, a copy protection scheme that caused legitimate customers (and legitimate customers only, as this required pirates to hack the software and eliminate the need to read the error -- hardly unlike today's cracks that remove pesky DRM) to experience actual ''hardware failure''. Yikes.
** And to top it all off, a number of software that used this proprietary protection is unusable without the prerequisite hardware installed (ie ''[[https://www.youtube.com/watch?v=3Rg7c7A3HJ0 software supplied with the Sequential Music Mate keyboard for the C64]]''), making the protection as redundant as the Pro Tools and ''Biggest Boon-Dongle in the World'' examples above.
* The Sega Dreamcast could use a proprietary disc format called GD-ROM, which was essentially a dual-layer (1.3 GB) version of the CD-ROM format (multiple-layer discs would not become common until DVD); the system could load games off [=CDs=], too, though, and many games could be fit on a standard CD or the game itself compressed to fit. Dreamcast piracy involved first ripping the GD-ROM using special hardware (often the Dreamcast itself via hardware plugged into the modem slot), then some tricky work involving a boot track and multiple burn sessions for the CD-R. Once created, though, that CD-R could be easily copied and used on any Dreamcast.

to:

* [[http://en.wikipedia.org/wiki/Cactus_Data_Shield Cactus Data Shield]] uses slight quirks on the disk designed to disrupt some speakers or cause read errors. The result was is that it hung hangs on some CD players, or caused other players to repeatedly play a given track.
* The Commodore 64 had a truly nefarious form of protection instigated by several publishers. It involved involves placing a deliberate error on a game disk, which, being that it was it's an error, could not cannot be reproduced by the copy software. However, this also caused the head of the system's disk drive to knock repeatedly against a stopper every time it tried to load the program. Over time, this would cause the head to become misaligned and be unable to read ''anything'' anymore until the drive was repaired. That's right, a copy protection scheme that caused legitimate customers (and legitimate customers only, as this required pirates to hack the software and eliminate the need to read the error -- hardly unlike today's cracks that remove pesky DRM) to experience actual ''hardware failure''. Yikes.
** And to top it all off, a number large amount of software that used this proprietary protection is unusable without the prerequisite hardware installed (ie ''[[https://www.youtube.com/watch?v=3Rg7c7A3HJ0 software supplied with the Sequential Music Mate keyboard for the C64]]''), making the protection as redundant as the Pro Tools and ''Biggest Boon-Dongle in the World'' examples above.
* The Sega Dreamcast could use used a proprietary disc format called GD-ROM, which was is essentially a dual-layer (1.3 GB) version of the CD-ROM format (multiple-layer discs would not become common until DVD); the system could load games off [=CDs=], too, though, and many games could be fit on a standard CD or the game itself compressed to fit. Dreamcast piracy involved first ripping the GD-ROM using special hardware (often the Dreamcast itself via hardware plugged into the modem slot), then some tricky work involving a boot track and multiple burn sessions for the CD-R. Once created, though, that CD-R could can be easily copied and used on any Dreamcast.



** Adding to the inanity, the copy protection that was pressed into the official [=CDs=] was on the ''outer'' edge of the discs. As in, the most heavily touched and, as a result, the most ''easily damaged'' part of any optical disc format. So even if you ''have'' a legitimate copy, if you play it a lot, you could damage it through no fault of your own and not be able to play it.

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** Adding to the inanity, the copy protection that was pressed into the official [=CDs=] was is on the ''outer'' edge of the discs. As in, the most heavily touched and, as a result, the most ''easily damaged'' part of any optical disc format. So even if you ''have'' a legitimate copy, if you play it a lot, you could damage it through no fault of your own and not be able to play it.



** The first [=PlayStation=] read a tracking pattern pressed onto the lead-in of official [=CDs=], which cannot be reproduced normally. The [=PlayStation=] 2 uses a similar system. They will both refuse to read any disc that doesn't have a valid pattern. This made it impossible to burn a disc that would pass the protection. However, there were points exposed where people could solder a chip in to override the attempt to read the signature and replace it with a valid one. People ''could'' press pirated discs once they figured out how the protection really worked, though, yielding the boot disc. Worse yet, it turned out that by using a single valid Playstation game and some quick swapping of the burned disc any reasonably dexterous person could play burned discs on a completely unmodded console. It takes some practice, but it's not that difficult. The final evolution of this "swap trick" was the production of kits containing stickers to hold down the "lid open" sensors (so the console would not try to perform the security test again when the lid was opened to swap the discs), and boot discs that would pass the copy protection check, then stop the disc from spinning and wait patiently until the start button was pressed (so the user could swap in another disc at their leisure). Contrary to popular belief, the black coating on original discs were more likely to be used for cosmetic reasons (e.g. to distinguish them from audio [=CDs=] and bootlegs and had little to do with copy protection; any consumer disc drive can and will read a [=PS1=] game disc perfectly as it would with any media.
** For the UsefulNotes/PlaystationPortable, Sony used a proprietary media called the UMD for storing games and movies, reasoning that people won't be able to just pop the disc into a PC and copy it, among other forms of protection present on the game. Unfortunately for them, pirates tackled the PSP like they did with the Dreamcast- by writing exploits that attacked the firmware and using homebrew software that copied the disc onto a Memory Stick instead of tackling the issue of the physical media, taking advantage of the fact that the PSP could also run games from the Memory Stick. This laid out the precedent of a long war between Sony, homebrewers and pirates.

to:

** The first [=PlayStation=] read reads a tracking pattern pressed onto the lead-in of official [=CDs=], which cannot be reproduced normally. The [=PlayStation=] 2 uses a similar system. They will both refuse to read any disc that doesn't have a valid pattern. This made makes it impossible to burn a disc that would will pass the protection. However, there were are points exposed where people could can solder a chip in to override the attempt to read the signature and replace it with a valid one. People ''could'' ''were'' able to press pirated discs once they figured out how the protection really worked, though, yielding the boot disc. Worse yet, it turned out that by using a single valid Playstation game and some quick swapping of the burned disc any reasonably dexterous person could can play burned discs on a completely unmodded console. It takes some practice, but it's not that difficult. The final evolution of this "swap trick" was the production of kits containing stickers to hold down the "lid open" sensors (so the console would not won't try to perform the security test again when the lid was is opened to swap the discs), and boot discs that would pass the copy protection check, then stop the disc from spinning and wait patiently until the start button was is pressed (so the user could can swap in another disc at their leisure). Contrary to popular belief, the black coating on original discs were is more likely to be used for cosmetic reasons (e.g. to distinguish them from audio [=CDs=] and bootlegs bootlegs) and had has little to do with copy protection; any consumer disc drive can and will read a [=PS1=] game disc perfectly as it would with any media.
** For the UsefulNotes/PlaystationPortable, Sony used a proprietary media called the UMD for storing games and movies, reasoning that people won't wouldn't be able to just pop the disc into a PC and copy it, among other forms of protection present on the game. Unfortunately for them, pirates tackled the PSP like they did with the Dreamcast- by Dreamcast--by writing exploits that attacked attack the firmware and using homebrew software that copied copies the disc onto a Memory Stick instead of tackling the issue of the physical media, taking advantage of the fact that the PSP could can also run games from the Memory Stick. This laid out the precedent of a long war between Sony, homebrewers and pirates.



* The CD-ROM itself. When it was introduced in the early-nineties, it was considered by the game industriy to be the be-all-end-all copy protection for one simple reason: It was nigh-impossible to copy. That is, the CD itself ''was'' impossible to copy. Furthermore, the installers on the [=CDs=] were either written without any "swap the floppy" mechanism (legitimately as they didn't run off of floppies in the first place), files were made larger than 1.44MB so that they couldn't fit onto floppies, and if that wasn't sufficient, and in case someone would use the old MS Backup trick, the game installer took up so much space on the CD that it would have taken dozens of floppies to copy it and ginormous hard drives to transfer it to [=CD-ROMs=] have a higher capacity than most hard drives available (let alone affordable) back then. In those days, games were simply blown out of proportion for copy protection, and no actual copy protection was deemed necessary because whatever hardware would have been able to duplicate a CD-ROM was too expensive to use it for game piracy.
** Needless to say that the game industry was caught off-guard when the [=CD-R=] was introduced because pirating games had never been easier. It's fair to mention that early [=CD-Rs=] were expensive and the drives costs well over a thousand dollars when they were introduced, but the media itself were still much cheaper than games- meaning that to some, the ability to copy countless games borrowed from friends or the local library/rental place justifies the drive's exorbitant price tag. Also, the prices of both the media and drives dropped over just a few years.
* ''VideoGame/{{Robopon}}'' had an unintentional example. Since emulators can't emulate the TV remote interface and IR signals, opening all of the game's treasure chests and saving Princess Darcy become impossible.
* This was cited as the main reason Nintendo chose to stick with cartridges until long after their rivals have switched to [=CDs=]. However, showing that pirates are not easily deterred, a company called ''Bong Enterprises'' came up with cart copiers and flash carts. And thus began the war between Nintendo and companies that support piracy, to the point where Nintendo actually tried to get injunctions to ban the devices in the US and took legal action against Bong Enterprises in several countries, only to have it blow up in the face when dozens of companies making similar devices sprung up in Bong's place upon Bong's defeat.

to:

* The CD-ROM itself. When it was introduced in the early-nineties, it was considered by the game industriy to be the be-all-end-all copy protection for one simple reason: It was nigh-impossible to copy. That is, the CD itself ''was'' impossible to copy. Furthermore, the installers on the [=CDs=] were either written without any "swap the floppy" mechanism (legitimately as they didn't run off of floppies in the first place), or files were made larger than 1.44MB so that they couldn't fit onto floppies, and floppies if that wasn't sufficient, and in sufficient. In case someone would use the old MS Backup trick, the game installer took up so much space on the CD that it would have taken dozens of floppies to copy it and ginormous hard drives to transfer it to [=CD-ROMs=] have a higher capacity than most hard drives available (let alone affordable) back then. In those days, games were simply blown out of proportion for copy protection, and no actual copy protection was deemed necessary because whatever hardware would have been able to duplicate a CD-ROM was too expensive to use it for game piracy.
** Needless to say that say, the game industry was caught off-guard when the [=CD-R=] was introduced introduced, because it meant pirating games had never been easier. It's fair to mention that early [=CD-Rs=] were expensive and the drives costs cost well over a thousand dollars when they were introduced, but the media itself were was still much cheaper than games- meaning games--meaning that to some, the ability to copy countless games borrowed from friends or the local library/rental place justifies justified the drive's exorbitant price tag. Also, the prices of both the media and drives dropped over just a few years.
* ''VideoGame/{{Robopon}}'' had has an unintentional example. Since emulators can't emulate the TV remote interface and IR signals, opening all of the game's treasure chests and saving Princess Darcy become impossible.
* This was is cited as the main reason Nintendo chose to stick with cartridges until long after their rivals have switched to [=CDs=]. [=CDs=] (and eventually [=*ahem*=] switched back with the UsefulNotes/NintendoSwitch). However, showing that pirates are not easily deterred, a company called ''Bong Enterprises'' Bong Enterprises came up with cart copiers and flash carts. And thus began the war between Nintendo and companies that support piracy, to the point where Nintendo actually tried to get injunctions to ban the devices in the US and took legal action against Bong Enterprises in several countries, only to have it blow countries. This blew up in the their face when dozens of companies making similar devices sprung up in Bong's place upon Bong's defeat.



* Sony fought a long-standing war against the Homebrew scene in the name of copy protection on the [[UsefulNotes/PlayStationPortable PSP]]. The Homebrew scene found an exploit to allow un-official software, Sony released yet another patch (that they made mandatory in order to play the newest games) to fix it, and the cycle continued for several years. One particular patch that was designed solely to fix an exploit required a user to load a specific game in order to "unlock" their PSP, succeeded in introducing an exploit that allowed users to unlock their [=PSPs=] without any game whatsoever. This got worse once the signing keys to the PSP were discovered, allowing homebrew developers to make their software look like it was officially licensed by Sony. This allowed homebrew applications to run on completely unmodified PSPs, and is impossible to patch without a new hardware revision that would be incompatible with all existing PSP games. Once this happened, Sony just gave up trying to stop homebrew.
* The UsefulNotes/XBox360 has a removable hard drive and a variety of memory cards available, meaning there is a potential problem of people copying (paid) downloaded games and giving them for free to their friends. To remedy this, Microsoft decided that to play something you purchased, you must be signed in online with the purchasing account, or be playing the content on the machine that downloaded it in the first place. The problem with the second option is that Xbox hardware failures are notoriously common, meaning the only way to play your downloaded games from any other console is to be signed online. If you ever lose internet access after owning a replacement console, you were completely screwed out of everything you bought online, although (several years down the line...) they made a website to transfer the licenses to your new console without having to be signed into your gamertag online.
** On the subject of the 360, the chief form of copy protection besides watermarking the disc code is the verification process afforded to Microsoft by Xbox Live's client/server model. Detection of circumvention perma-bans the offender from playing online on that console. This doesn't stop people from staying off Live and just skipping the standard disc check by modding.
* Some games on the original UsefulNotes/PlayStation, such as ''VideoGame/TheLegendOfDragoon'' and ''VideoGame/VandalHearts 2'', would detect if you had a mod-chip (which lets you play imported or copied games) in your system, and then the game would not play and a message to call a place to report the problem would come up on screen. What it boiled down to was that people who had mod chips and ''could'' pirate the games but ''didn't'' could not play the games they bought legitimately. It was probably an attempt to get people to abandon their mod chip consoles - guess what they abandoned instead?
* The 3.56 firmware update to the [[UsefulNotes/PlayStation3 PS3]] attempted to fix an embarrassingly large security hole discovered not 2 months before the patch's release. How did it fare? Well, on the first release of the patch, it only succeeded in curbing (briefly) Call of Duty Modern Warfare hacks. It got cracked in under 24 hours, and that's NOT the worst news. [[http://www.youtube.com/watch?v=G40zYK-DbgY It would not work on Slim [=PS3s=] that had an upgraded hard drive]], something that you are legally allowed to do. The second release of the patch only fixed the hard drive issue.
* The PC version of ''VideoGame/BatmanArkhamAsylum'' had one of these in the form of a deliberate glitch which disabled Batman's cape glide ability, rendering the game {{Unwinnable}}. A famous incident involved a user on Rocksteady's official message board complaining that he couldn't use the (pirated) game because of the aforementioned "game bug", to which the developers responded:

to:

* Sony fought a long-standing war against the Homebrew homebrew scene in the name of copy protection on the [[UsefulNotes/PlayStationPortable PSP]]. The Homebrew homebrew scene found an exploit to allow un-official unofficial software, Sony released yet another patch (that they made mandatory in order to play the newest games) to fix it, and the cycle continued for several years. One particular patch that was designed solely to fix an exploit required a user to load a specific game in order to "unlock" their PSP, but at the same time succeeded in introducing an exploit that allowed users to unlock their [=PSPs=] without any game whatsoever. This got worse once the signing keys to the PSP were discovered, allowing homebrew developers to make their software look like it was officially licensed by Sony. This allowed let homebrew applications to run on completely unmodified PSPs, PSPs and is impossible to patch without a new hardware revision that would be incompatible with all existing PSP games. Once this happened, Sony just gave up trying to stop homebrew.
* The UsefulNotes/XBox360 has a removable hard drive and a variety of memory cards available, meaning there is a potential problem of people copying (paid) downloaded downloadable games and giving them for free to their friends. To remedy this, Microsoft decided that to play something you purchased, you must be signed in online with the purchasing account, or be playing the content on the machine that downloaded it in the first place. The problem with the second option is that Xbox hardware failures are notoriously common, meaning the only way to play your downloaded games from any other console is to be signed online. in. If you ever lose internet access after owning a replacement console, you were you're completely screwed out of everything you bought online, although (several years down the line...) they made a website to transfer the licenses to your new console without having to be signed into your gamertag online.
** On the subject of the 360, the chief form of copy protection besides watermarking the disc code is the verification process afforded to Microsoft by Xbox Live's client/server model. Detection of circumvention perma-bans permabans the offender from playing online on that console. This doesn't stop people from staying off Live and just skipping the standard disc check by modding.
* Some games on the original UsefulNotes/PlayStation, such as ''VideoGame/TheLegendOfDragoon'' and ''VideoGame/VandalHearts 2'', would woll detect if you had have a mod-chip (which lets you play imported or copied games) in your system, and then the game would will not play and a message to call a place to report the problem would come up on screen. What it boiled boils down to was is that people who had mod chips and ''could'' pirate the games but ''didn't'' could not couldn't play the games they bought legitimately. It was probably an attempt to get people to abandon their mod chip consoles - guess what they abandoned instead?
* The 3.56 firmware update to the [[UsefulNotes/PlayStation3 PS3]] attempted to fix an embarrassingly large security hole discovered not 2 two months before the patch's release. How did it fare? Well, on the first release of the patch, it only succeeded in curbing (briefly) Call ''Call of Duty Modern Warfare Warfare'' hacks. It got cracked in under 24 hours, inside of a day, and that's NOT the worst news. [[http://www.youtube.com/watch?v=G40zYK-DbgY It would not wouldn't work on Slim [=PS3s=] that had an upgraded hard drive]], something that you are legally allowed to do. The second release of the patch only fixed the hard drive issue.
* The PC version of ''VideoGame/BatmanArkhamAsylum'' had has one of these in the form of a deliberate glitch which disabled disables Batman's cape glide ability, rendering the game {{Unwinnable}}. A famous incident involved a user on Rocksteady's official message board complaining that he couldn't use the (pirated) game because of the aforementioned "game bug", to which the developers responded:



* Beginning in late 2012, games by Konami with [=eAMUSEMENT=] compativility, such as ''Quiz Magical Academy'' and the ''Franchise/{{BEMANI}}'' franchise, require that the game be connected to Konami's eAMUSEMENT network or else the game will refuse to start, in order to allow only authorized arcades to play the game. This is part of Konami's eAMUSEMENT Participaton program, in which arcades register with Konami and then rent out their machines rather than outright purchasing them; Konami then takes 30% of each player's credit. Since the games are [[NoExportForYou released only in Eastern Asia and parts of Southeast Asia]], this poses a problem to foreign players who want to play. Some overseas fans made a workaround in the form of private servers, but those were soon [[FanworkBan C&D'd]].
** Also, it was found that Konami actually made versions of games that didn't need a connection to the eAMUSEMENT network that were meant to be sold only in Mainland China, probably because the country's ''Great Firewall'' is blocking access to Konami's eAM servers, and to fight off the ripoffs like ''Magic Cube'' and ''eMagic''. Needless to say, grey market sales sprung up around these machines ''instead'', never mind that this version is usually censored to meet the Chinese government's tastes. Also, the same idiocy caused [[ShoddyKnockoffProduct ripoffs]] to come out of virtually unknown companies in China and Taiwan, which are snapped up by arcades who're hoping that their patrons aren't the wiser.
* The launch of ''VideoGame/BioShock1'' was screwed up, plain and simple, when the single-player offline game shipped with [=SecuROM=] copy protection that allowed installation twice, ever, before the customer had to contact support. In its wake came crashing authentication servers, the customer support of the publisher and of its parent company each referring people to the other, said support demanding photos of the CD and the manual, people in smaller countries being asked to phone the same support (i.e. to make international calls in a foreign language), PR representatives assuaging the public by falsely stating that properly uninstalling the game would give the right to another installation, finding out that installing on another account or making what [=SecuROM=] deems to be a significant hardware change counts, the protection disrupting other programs if they looked like the sort that might be used for cracking and the demo coming with [=SecuROM=] - without activation - when it acknowledgedly has no reason to do so. It would've been nice to tell about the limit beforehand, too. All of this extra security didn't stop a pirated version of the game appearing three weeks after the game was released.

to:

* Beginning in late 2012, games by Konami with [=eAMUSEMENT=] compativility, compatibility, such as ''Quiz Magical Academy'' and the ''Franchise/{{BEMANI}}'' franchise, require that the game be connected to Konami's eAMUSEMENT network or else the game will refuse to start, in order to allow only authorized arcades to play the game. This is part of Konami's eAMUSEMENT Participaton program, in which arcades register with Konami and then rent out their machines rather than outright purchasing them; Konami then takes 30% of each player's credit. Since the games are [[NoExportForYou released only in Eastern Asia and parts of Southeast Asia]], this poses a problem to foreign players who want to play. Some overseas fans made a workaround in the form of private servers, but those were soon [[FanworkBan C&D'd]].
** Also, it was found that Konami actually made versions of these games that didn't need a connection to the eAMUSEMENT network that were meant to be sold only in Mainland China, probably because the country's ''Great Firewall'' Great Firewall is blocking access to Konami's eAM servers, and to fight off the ripoffs like ''Magic Cube'' and ''eMagic''. Needless to say, grey market sales sprung up around these machines ''instead'', never mind that this version is usually censored to meet the Chinese government's tastes. Also, the same idiocy caused [[ShoddyKnockoffProduct ripoffs]] to come out of virtually unknown companies in China and Taiwan, which are snapped up by arcades who're hoping that their patrons aren't the wiser.
* The launch of ''VideoGame/BioShock1'' was screwed up, plain and simple, when the single-player offline game shipped with [=SecuROM=] copy protection that allowed installation the customer to install the game twice, ever, before the customer they had to contact support. In its wake came crashing authentication servers, the customer support of the publisher and of its parent company each referring people to the other, said support demanding photos of the CD and the manual, people in smaller countries being asked to phone the same support (i.e. to make international calls in a foreign language), PR representatives assuaging the public by falsely stating that properly uninstalling the game would give the right to another installation, finding out that installing on another account or making what [=SecuROM=] deems to be a significant hardware change counts, the protection disrupting other programs if they looked look like the sort that might be used for cracking and the demo coming with [=SecuROM=] - without activation - when it acknowledgedly has no reason to do so. It would've been nice to tell head about the limit beforehand, too. All of this extra security didn't stop a pirated version of the game appearing three weeks after the game was released.



** In the latest turn of events, Blizzard has decided to play FollowTheLeader with Valve and EA, and released a Battle.Net desktop client- with integrated shop, game downloader ''and'' launcher. The client only supports ''six'' games (including the upcoming VideoGame/{{Overwatch}}), but its a start.
** Blizzard eventually admitted that ''VideoGame/DiabloIII'''s "always online" requirement was partially due to copy protection. While the game sold well, the game got a huge amount of negative publicity. Many people ''could not play the game when it came out'' due to server overload, leading to the infamous "error 37" MemeticMutation. It's been announced that the game's console ports will have some kind of offline play.
* ''Bonetown'', an HGame by western gamers, was noted for being "Uncrackable" despite using only SecuROM. The big problem? The SecuROM was rather archaic and was quietly removed once the retail Version was released (aka the physical copy) rather than the Direct Download version.
* A famous example from ''VideoGame/CaptainComic''. If you're playing a copied version of the second game, at one point (quite some time into the game) when you try teleporting to the next level you instead end up in an unescapable room where a native chides you with the following: "Captain, I'm afraid you have made a terrible mistake. You failed to obtain a certain object you should have had from the start of your adventure. Since this object is not very expensive, you should go and obtain it before you venture any further."
* The Starforce copy protection on ''VideoGame/ColdFear'' was so bad that it locked up a large percentage of legitimate copies, and Ubisoft ''had to distribute a scene no-cd crack'' for paying customers to be able to play the game. They released their own no-cd patch later, but it was essentially the same as the scene patch.
* ''VideoGame/CommanderKeen 6: Aliens Ate My Babysitter'' required you to identify a random enemy by name before you could play it. The enemies were never identified in-game, requiring you to have an instruction manual on-hand.

to:

** In the latest turn of events, Blizzard has later decided to play FollowTheLeader with Valve and EA, and released a Battle.Net desktop client- with integrated shop, game downloader ''and'' launcher. The client only supports ''six'' games (including the upcoming VideoGame/{{Overwatch}}), but its a start.
launcher.
** Blizzard eventually admitted that ''VideoGame/DiabloIII'''s "always online" requirement was partially due to copy protection. While the game sold well, the game it got a huge amount of negative publicity. Many people ''could not play the game when it came out'' due to server overload, leading to the infamous "error 37" MemeticMutation. It's been announced that the The game's console ports will have some kind of do havr offline play.
* ''Bonetown'', an HGame by western gamers, was noted for being "Uncrackable" "Incrackable" despite using only SecuROM. The big problem? The SecuROM was is rather archaic and was quietly removed once the retail Version was released (aka the physical copy) rather than the Direct Download version.
* A famous example from ''VideoGame/CaptainComic''. ''VideoGame/CaptainComic''/ If you're playing a copied version of the second game, at one point (quite some time into the game) when you try teleporting to the next level you instead end up in an unescapable room where a native chides you with the following: "Captain, I'm afraid you have made a terrible mistake. You failed to obtain a certain object you should have had from the start of your adventure. Since this object is not very expensive, you should go and obtain it before you venture any further."
* The Starforce copy protection on ''VideoGame/ColdFear'' was so bad that it locked up a large percentage of legitimate copies, and Ubisoft ''had to distribute a scene no-cd no-CD crack'' for paying customers to be able to play the game. They released their own no-cd no-CD patch later, but it was essentially the same as the scene patch.
* ''VideoGame/CommanderKeen 6: Aliens Ate My Babysitter'' required requires you to identify a random enemy by name before you could can play it. The enemies were are never identified in-game, requiring you to have an instruction manual on-hand.



* ''VideoGame/DarkstarOne'' featured an extra protection. In improperly cracked versions, the star map would "shiver" making it hard as hell to read or select anything. The price of items and upgrades would also be multiplied by 100. And reduce the sale price of everthing to 0, making it impossible to make money, and get the player stuck in the first system.
* ''Demoniak'' (which was reissued as a double with ''[[VideoGame/DarkSeed Dark Seed II]]'') had a spot early in the game when you were required to enter a specific word on a specific line on a specific page in the manual. While a copy of the manual's text was included on the disk, it was a .textfile transcript which lost all of the line format and pagination of the original manual. Trial and error was useless since the word changed everytime the game was re-started. This, in effect, made the game unplayable without either having or knowing someone with the original Demoniak release (unlikely if you weren't in the U.K) or some sort of hack.
** The original release was almost as bad, as the copy protection check was programmed based on an initial pre-layout draft of the manual. Don't know if a header counts as a line? Sometimes it does, sometimes it doesn't. Asked for the first word on a line that doesn't exist? It's the last word of the previous line from before the text was reflowed. Ugh.
* ''VideoGame/DeusEx'' had unintentional copy protection caused by a scene transition triggered by a certain audio clip. Pirated versions would often leave out much of the audio to save space, making the scene transition never take place, and making it impossible to continue the game. Additionally, there was also a batch of defective disks with corrupted audio files. Thanks, Ion Storm!

to:

* ''VideoGame/DarkstarOne'' featured features an extra protection. In improperly cracked versions, the star map would will "shiver" making it hard as hell to read or select anything. The price of items and upgrades would are also be multiplied by 100. And reduce 100 and the sale price of everthing everything is dropped to 0, making it impossible to make money, and get money. As a result, the player is effectively stuck in the first system.
system forever.
* ''Demoniak'' (which was reissued as a double with ''[[VideoGame/DarkSeed Dark Seed II]]'') had has a spot early in the game when you were are required to enter a specific word on a specific line on a specific page in the manual. While a copy of the manual's text was included on the disk, it was it's a .textfile transcript which lost loses all of the line format and pagination of the original manual. Trial and error was is useless since the word changed everytime changes every time the game was re-started. is restarted. This, in effect, made makes the game unplayable without either having or knowing someone with the original Demoniak ''Demoniak'' release (unlikely if you weren't in the U.K) or some sort of hack.
** The original release was is almost as bad, as the copy protection check was is programmed based on an initial pre-layout draft of the manual. Don't know if a header counts as a line? Sometimes it does, sometimes it doesn't. Asked for the first word on a line that doesn't exist? It's the last word of the previous line from before the text was reflowed. Ugh.
* ''VideoGame/DeusEx'' had has unintentional copy protection caused by a scene transition triggered by a certain audio clip. Pirated versions would often leave out much of the audio to save space, making the scene transition never take place, and making it impossible to continue the game. Additionally, there was also a batch of defective disks with corrupted audio files. Thanks, Ion Storm!



* The German game ''VideoGame/{{Drakensang}}'' (Das Schwarze Auge/ Black Eye) had at least three instances of copy protection and you were punished for then buying the original because you had to start anew, as the problems were saved in the savegames. First, you had to go to a NPC that doesn't spawn. This can be corrected by using an SQL editor. Then there is a vital door, that's just not clickable. And last but not least, there is supposed to be a door that usually leads to another vital part of the game, but in the case of a pirated version, it led into a cell with no exit.
* The ''VisualNovel/EfAFairyTaleOfTheTwo'' duology from Minori is one of the few visual novels with any sort of copy protection. The game uses a serial key encryption, but also begins extracting files to the user's computer while encrypting them at the same time. The copy protection was supposed to prevent people outside of Japan from being able to play either of the games. In addition to the above encryption and the fact that the computer clock must be set to Japanese Standard Time, a Japanese version of Windows XP or above was required to even get the game to run at all. When FanTranslation group No Name Losers was working on an English localization of both games, they decided to do a combined stand-alone release that was run using a modified version of the demo's exe.

to:

* The German game ''VideoGame/{{Drakensang}}'' (Das Schwarze Auge/ Black Eye) had has at least three instances of copy protection protection, and you were are punished for then buying the original because you had have to start anew, as the problems were are saved in the savegames. save games. First, you had have to go to a NPC that doesn't spawn. This can be corrected by using an SQL editor. Then there is a vital door, door that's just not clickable. And last but not least, there is supposed to be a door that usually leads to another vital part of the game, but in the case of a pirated version, it led leads into a cell with no exit.
* The ''VisualNovel/EfAFairyTaleOfTheTwo'' duology from Minori is one of the few visual novels with any sort of copy protection. The game uses a serial key encryption, but also begins extracting files to the user's computer while encrypting them at the same time. The copy protection was supposed to prevent people outside of Japan from being able to play either of the games. In addition to the above encryption and the fact that the computer clock must be set to Japanese Standard Time, a Japanese version of Windows XP or above was is required to even get the game to run at all. When the FanTranslation group No Name Losers was working on an English localization of both games, they decided to do a combined stand-alone release that was is run using a modified version of the demo's exe.



** Fallout 3 also uses Games For Windows Live as a secondary copy protection method (the key is checked against GFWL to ensure that it is being used with the account that is registered with the key). Games For Windows Live recently ceased operation. Guess what's going to happen next. Also, it has been found that installing GFWL on Windows 10 has very severe consequences, read: it wrecks the computer's networking stack and as a result the computer can no longer connect to the internet unless the user pulls off a system restore.
* If you played a copy of the NoExportForYou ''VideoGame/FinalFantasyVI'' on a UK machine via an adapter, it would work fine, but wouldn't show the ending. It's not known if this was deliberate or not. The only way around it back then was to get a US/Japanese console, or have your UK machine chipped to run at 60Hz instead of 50Hz.
* Starship sim sequel ''Frontier: Elite II'' had an interesting version of this. Periodically, the player would be challenged by the in-game Space Police, and asked to find (for example) the fifth letter in the third word in line 17 on page 158 of ''his spaceship's'' manual. Three wrong responses in a row and you're arrested by [[AuthorAvatar Chief Inspector Braben]][[labelnote:*]]David Braben was the game's lead programmer[[/labelnote]], who would give you a lecture on how stolen starships are a major disincentive for starship manufacturers to make new starships; your ship is confiscated, you're sent to prison and [[NonStandardGameOver "with luck, you'll get a job cleaning the toilets when you get out"]].
* ''[[http://www.galciv2.com/ Galactic Civilizations 2]]'' by Star''dock'' Systems featured "No CD copy protection"; once you installed the game, you never had to verify it again. They felt that ease of use was worth the increased risk. The trick is that Stardock provides lots of free patches and content updates; If they find out your copy is being pirated, you don't get those anymore. Star''Force'', mentioned above, was so impressed by this system that they posted a link to a webpage where one could download pirated versions of ''Galactic Civilizations 2''. The backlash from gamers was so intense that they quickly removed the link.
* The developers of ''VideoGame/GameDevTycoon'' purposely released a cracked version of their game via torrent in addition to a "legal" paid version. Both versions of the game were the same, except the cracked version has virtual pirates ruin the player's company financially after playing for a while. Cue those players asking how to prevent their company from going under and the developer noting the irony. You can read more about their findings [[http://www.greenheartgames.com/2013/04/29/what-happens-when-pirates-play-a-game-development-simulator-and-then-go-bankrupt-because-of-piracy/ here]].
* In the PC version of ''VideoGame/GhostbustersTheVideoGame'', the developers chose an interesting method of copy-protection, by making the Candleabra Crawler monsters, destroyable ghosts in the very first level, invincible. Since the Crawlers come at the player in swarms and will follow you relentlessly. If the player ''does'' defeat the Death Crawlers - which you have to be pretty pro to do and practically playing on Easy - the ''very last level'' glitches so that Ray stands there slimegunning a wall and refuses to follow you, rendering you unable to continue. That's right. It lets you play the whole game, except the ending. The game is UnWinnable if you have a pirate copy or a false-positive legit copy.

to:

** Fallout 3 ''Fallout 3'' also uses Games For Windows Live as a secondary copy protection method (the key is checked against GFWL to ensure that it is being used with the account that is registered with the key). Games For Windows Live recently has since ceased operation. Guess what's going to happen what happened next. Also, it has been found that installing GFWL on Windows 10 has very severe consequences, read: it wrecks the computer's networking stack and as a result the computer can no longer connect to the internet unless the user pulls off a system restore.
* If you played play a copy of the NoExportForYou ''VideoGame/FinalFantasyVI'' on a UK machine via an adapter, it would will work fine, but wouldn't won't show the ending. It's not known if this was is deliberate or not. The only way around it back then was to get a US/Japanese console, or have your UK machine chipped to run at 60Hz instead of 50Hz.
* Starship sim sequel ''Frontier: Elite II'' had has an interesting version of this. Periodically, the player would be is challenged by the in-game Space Police, and asked to find (for example) the fifth letter in the third word in line 17 on page 158 of ''his spaceship's'' manual. Three wrong responses in a row and you're arrested by [[AuthorAvatar Chief Inspector Braben]][[labelnote:*]]David Braben was the game's lead programmer[[/labelnote]], who would give gives you a lecture on how stolen starships are a major disincentive for starship manufacturers to make new starships; your ship is confiscated, you're sent to prison and [[NonStandardGameOver "with luck, you'll get a job cleaning the toilets when you get out"]].
* ''[[http://www.galciv2.com/ Galactic Civilizations 2]]'' by Star''dock'' Stardock Systems featured features "No CD copy protection"; once you installed install the game, you never had have to verify it again. They felt that ease of use was is worth the increased risk. The trick is that Stardock provides lots of free patches and content updates; If they find out your copy is being pirated, you don't get those anymore. Star''Force'', [=StarForce=], mentioned above, was so impressed by this system that they posted a link to a webpage where one could download pirated versions of ''Galactic Civilizations 2''. The backlash from gamers was so intense that they quickly removed the link.
* The developers of ''VideoGame/GameDevTycoon'' purposely released a cracked version of their game via torrent in addition to a "legal" paid version. Both versions of the game were are the same, except the cracked version has virtual pirates ruin the player's company financially after playing for a while. Cue those players asking how to prevent their company from going under and the developer noting the irony. You can read more about their findings [[http://www.greenheartgames.com/2013/04/29/what-happens-when-pirates-play-a-game-development-simulator-and-then-go-bankrupt-because-of-piracy/ here]].
* In the PC version of ''VideoGame/GhostbustersTheVideoGame'', the developers chose an interesting method of copy-protection, by making the Candleabra Crawler monsters, destroyable ghosts in the very first level, invincible. Since the The Crawlers come at the player in swarms and will follow you relentlessly. If the player ''does'' defeat the Death Crawlers - which you have to be pretty pro to do and practically playing on Easy - the ''very last level'' glitches so that Ray stands there slimegunning a wall and refuses to follow you, rendering you unable to continue. That's right. It lets you play the whole game, except the ending. The game is UnWinnable if you have a pirate copy or a false-positive legit copy.



* Most games with multiplayer, or at least some form of online component that use serial keys, like for instance ''Franchise/{{Halo}}'', ''VideoGame/NeedForSpeed'' games back in the mid to late 2000s, and ''VideoGame/TheSims3'', scan for the game's CD/DVD key whenever the player tries to access the game's online mode. The game would run in single player as with legitimate copies, but would not allow the player to connect at all if the serial was found to be illegally generated.

to:

* Most games with multiplayer, or at least some form of online component that use serial keys, like for instance ''Franchise/{{Halo}}'', ''VideoGame/NeedForSpeed'' games back in the mid to late 2000s, and ''VideoGame/TheSims3'', scan for the game's CD/DVD key whenever the player tries to access the game's online mode. The game would will run in single player as with legitimate copies, but would will not allow the player to connect at all if the serial was is found to be illegally generated.



* The first ''VisualNovel/{{Happiness}}'' VisualNovel (not the sequel ''Happiness! Re:Lucks'') used a variant of [=StarForce=] that required entering an encryption key. It was the only VisualNovel to use [=StarForce=] to date.

to:

* The first ''VisualNovel/{{Happiness}}'' VisualNovel (not the sequel ''Happiness! Re:Lucks'') used uses a variant of [=StarForce=] that required requires entering an encryption key. It was is the only VisualNovel to use [=StarForce=] to date.



* The Amiga game ''VideoGame/TheKillingGameShow''. This game was broken and copied early in its life, but the original protected disk would alter the system timing during bootup. The broken copy did not alter the timing, resulting in a game that became {{Unwinnable}} without removing the "timer". (It is not known if any cracked version ever fixed this.)
* One of Cyan's earliest games, ''Spelunx'', had a hidden section of the game where you can reshape the Spelunx caves in any way you like. But it requires a three-letter code consulted from a "paper key". And no, the pictures corresponding to the letters do not start with the letters you need. But lately, the game is pretty much abandonware, and this key is a just a text file that comes with it.
* ''La Abadía del Crimen'', a 1987 adventure game by Spanish publisher Opera Soft, based on Umberto Eco's ''Literature/TheNameOfTheRose'', required the player to assist the daily matins. In the original game, a recorded version of ''Ave María'' would play during these sequences. However, if the game detected a pirate copy was running, [[https://www.youtube.com/watch?v=gVH85XUqIeM the song would be replaced]] by an echoing, growling voice saying "[[WhatTheHellPlayer Pirata]], [[YouBastard Pirata]], [[NightmareFuel Pirata...]]" and locking up the computer.
* ''VideoGame/{{Lemmings}} 2'' had a sly example; when installed off non-original floppies, all would seem to proceed okay, but you wouldn't be able to advance past the first level for any of the tribes.
* ''Literature/LordOfTheRings: The Battle for Middle Earth'' contained a rather unique form of anti-piracy. About ten minutes in, if the game decided your copy was pirated, your entire army would self destruct, resulting in a game over. Caused some problems because bugs resulted in the game doing this to even legal copies sometimes.
* ''[[VideoGame/LovePlus Love Plus+]]'' made it impossible to get past the first part of the game IN ADDITION to making it impossible to gain hearts in the main part of the game, effectively making the game unplayable on flashcarts. Apparently, [[DoesThisRemindYouOfAnything if you're too cheap to pay for your virtual girlfriends,]] they will dump you.

to:

* The Amiga game ''VideoGame/TheKillingGameShow''. This game was broken and copied early in its life, but the original protected disk would alter alters the system timing during bootup. The broken copy did does not alter the timing, resulting in a game that became becomes {{Unwinnable}} without removing the "timer". (It is not known if any cracked version ever fixed this.)
"timer".
* One of Cyan's earliest games, ''Spelunx'', had has a hidden section of the game where you can reshape the Spelunx caves in any way you like. But it requires a three-letter code consulted from a "paper key". And no, the pictures corresponding to the letters do not start with the letters you need. But lately, the game is pretty much abandonware, and this key is a just a text file that comes with it.
* ''La Abadía del Crimen'', a 1987 adventure game by Spanish publisher Opera Soft, based on Umberto Eco's ''Literature/TheNameOfTheRose'', required requires the player to assist the daily matins. In the original game, a recorded version of ''Ave María'' would will play during these sequences. However, if the game detected detects a pirate copy was is running, [[https://www.youtube.com/watch?v=gVH85XUqIeM the song would be is replaced]] by an echoing, growling voice saying "[[WhatTheHellPlayer Pirata]], [[YouBastard Pirata]], [[NightmareFuel [[BrokenRecord Pirata...]]" and locking up the computer.
* ''VideoGame/{{Lemmings}} 2'' had has a sly example; when installed off non-original floppies, all would seem seems to proceed okay, but you wouldn't won't be able to advance past the first level for any of the tribes.
* ''Literature/LordOfTheRings: The Battle for Middle Earth'' contained contains a rather unique form of anti-piracy. About ten minutes in, if the game decided decides your copy was is pirated, your entire army would will self destruct, resulting in a game over. Caused This caused some problems because bugs resulted in the game doing this to even legal copies sometimes.
* ''[[VideoGame/LovePlus Love Plus+]]'' made makes it impossible to get past the first part of the game IN ADDITION to making it impossible to gain hearts in the main part of the game, effectively making the game unplayable on flashcarts. Apparently, [[DoesThisRemindYouOfAnything if you're too cheap to pay for your virtual girlfriends,]] they will dump you.
21st Jul '17 9:40:54 PM SquackSpencer
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Added DiffLines:

** "A true gentleman" without the physical ticket would simply bring up the note drawing thing implemented in this game and carefully draw the top and bottom parts of the numbers in the ticket to figure out the answer, or just grab a piece of paper, copy the numbers, and fold it. Which, arguably, makes that puzzle even more of a puzzle.
15th Jul '17 10:07:00 PM mogryo
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** Bonus irony: ''Game Dev Tycoon'' isn't even that original itself. It heavily borrows from the earlier iOS game ''Game Dev Story''.
15th Jul '17 7:38:14 PM BuddyBoy600alt
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* Most commercially released VHS tapes, and Betamax tapes (since 1983) have The Macrovision security code on the tape itself. Copying it to a blank VHS or blank Betamax would cause the tape to act like it's damaged. Transferring the commercially release VHS or Betamax to DVD will also not work ether. The VHS/DVD recorder will stop the tape and the error message will appear on the screen that reads "Recording Error!: This presentation is not allowed to be recorded! Recording Copyrighted content is prohibited!"

to:

* Most commercially released VHS tapes, and Betamax tapes (since 1983) have The Macrovision security code on are copy-protected by Macrovision. It prevents the tape itself.on making bootleg copies. Copying it to a blank VHS or blank Betamax would cause the tape to act like it's damaged. Transferring the commercially release VHS or Betamax to DVD will also not work ether. The VHS/DVD recorder or Betamax/DVD recorder will stop the tape and the error message will appear on the screen that reads "Recording Error!: This presentation is not allowed to be recorded! Recording Copyrighted content is prohibited!"
15th Jul '17 7:34:36 PM BuddyBoy600alt
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* Most commercially released VHS tapes (since 1983) have The Macrovision security code on the tape itself. Copying it to a blank VHS would cause the tape to act like it's damaged. Transferring it to DVD will also not work ether. The VHS/DVD recorder will stop the tape and the error message will appear on the screen that reads "Recording Error!: This presentation is not allowed to be copied! Copying Copyrighted Material is Prohibited!"
* Most commercially released DVD and BluRay discs are copy-protected by Macrovision. It prevents the disc on making bootleg copies.

to:

* Most commercially released VHS tapes, and Betamax tapes (since 1983) have The Macrovision security code on the tape itself. Copying it to a blank VHS or blank Betamax would cause the tape to act like it's damaged. Transferring it the commercially release VHS or Betamax to DVD will also not work ether. The VHS/DVD recorder will stop the tape and the error message will appear on the screen that reads "Recording Error!: This presentation is not allowed to be copied! Copying recorded! Recording Copyrighted Material content is Prohibited!"
prohibited!"
* Most commercially released Laserdisc, DVD and BluRay discs are copy-protected by Macrovision. It prevents the disc on making bootleg copies.
2nd Jul '17 1:43:55 PM Piterpicher
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* The Amiga game ''TheKillingGameShow''. This game was broken and copied early in its life, but the original protected disk would alter the system timing during bootup. The broken copy did not alter the timing, resulting in a game that became {{Unwinnable}} without removing the "timer". (It is not known if any cracked version ever fixed this.)

to:

* The Amiga game ''TheKillingGameShow''.''VideoGame/TheKillingGameShow''. This game was broken and copied early in its life, but the original protected disk would alter the system timing during bootup. The broken copy did not alter the timing, resulting in a game that became {{Unwinnable}} without removing the "timer". (It is not known if any cracked version ever fixed this.)
28th May '17 7:51:24 AM RAMChYLD
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* The dreaded Macrovision protection is also often present on analog Pay TV signals. Some Pay TV providers have been known to erroneously apply the signal to channels that are supposed to be in the clear as well. Complaints have fallen onto deaf ears (or the blame being shifted to the contractors for the Pay TV company, who pointed their finger back at the provider, both sides playing the blame game and nothing gets fixed). And to make things worse, it's ''illegal'' to circumvent thanks to the DMCA. This has carried on to the digital age via HDCP.



* The dreaded Macrovision protection on analog Pay TV signals and store-bought videocassettes. Some Pay TV providers have been known to erroneously apply the signal to channels that are supposed to be in the clear as well. Complaints have fallen onto deaf ears (or the blame being shifted to the contractors for the Pay TV company, who pointed their finger back at the provider, both sides playing the blame game and nothing gets fixed). And to make things worse, it's ''illegal'' to circumvent thanks to the DMCA. This has carried on to the digital age via HDCP.
20th May '17 10:18:44 AM nombretomado
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* The ''Franchise/{{Ultima}}'' games were particularly prone to this, forcing players to look up the {{Feelies}} for information from "Beyond the Portal" before being granted the right to save, leave the starting town, and so on.

to:

* The ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' games were particularly prone to this, forcing players to look up the {{Feelies}} for information from "Beyond the Portal" before being granted the right to save, leave the starting town, and so on.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.CopyProtection