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Narrative
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![]() "It has SecuROM protection and it limits you to three installations, so enjoy your $55 rental. If it even works."
Even from the early days, the ease of making a perfect copy of software was a concern for gamemakers. Nintendo's experience with the Japanese disc-based 8-bit system went so badly due to unlicensed copying (called "Piracy" to make it sound extra special evil) that the company shied away from discs even long after all the other consoles had abandoned cartridges.
So from a fairly early time, gamemakers employed a variety of mechanisms to prevent unlicensed copying. These tended to either be prone to locking a player out of playing a legal copy (which the software makers didn't care so much about), being trivial to circumvent (which they did), or being so annoying that players chose to play something else.
One early method, called "key disc" protection, required that the game access its original disc during loading — metadata not normally preserved when a disk was duplicated was required to play the game. This was prone to failure, made games unplayable on newer machines (as this out-of-band data could not always be found by new hardware), and prevented the player from using a (perfectly legal) personal "backup" copy. Given that floppy disks had a typically short operational lifespan, this also had bad effects for long-term survival. Even a few CD-ROM based games used this method, intentionally introducing errors to the disk, then refusing to run if the error-correction mechanism did less work than expected.
The most expensive early system was to require that a piece of specialized hardware be attached to the machine, but this was hardly ever used outside of server-grade software. Some modern productivity software (in the $500+ range) uses a USB dongle key with decoding information built-in.
A more reliable (but also more intrusive) method was to require some piece of information from the game's manual to play. This could (intrusively) require the player to look up a code (or look up "the third word on page seven of the manual"), or, much better, solve a puzzle using clues from the Feelies. Some very early games even used this to save disk space by putting most of the expository text in hardcopy, sort of like a Choose Your Own Adventure book (complete with "red herring" exposition to discourage you from peeking at parts you aren't supposed to read yet).
The simpler forms of this could be beaten with a photocopier. A few games tried to make this, too, infeasible. The Carmen Sandiego games, for instance, could request information from anywhere within the almanac-sized book that came with the game. SimCity's copy protection codes were untypeable symbols and printed in black on a dark red page to thwart photocopying. Games like Railroad Tycoon or Indianapolis 500 require the player to identify a 2-8-0 Consolidation or Johnny Rutherford's 1976 winning McLaren Offenhauser, although this is trivial to a trainspotter or someone with an eye for detail. Old Disney games often came with a two-layer card stock disk, with the bottom layer having various words printed on it and the top layer having sections with cutouts; the game could then ask you to turn one section of the disk until you saw a certain word, and then read off the word displayed on another section, supplying at least the number of possible keys as your average combination lock. —"The Chronicles Of Riddick: Assault On Dark Athena in 5 seconds" by The Spoony One
With the rise of the CD-ROM and the fall of printed manuals, this sort of copy protection faded away. For the years until CD duplication became cheap, the medium itself was considered good enough copy protection. The internet was probably the final nail in the coffin for most of these schemes, with all the secret codes now being accessible with just a few mouse clicks. Even in times when DOS (or Win 95 exclusive DOS mode, for that matter) didn't allow the player to switch and look at a solution in a plain text file, it still could be printed, or easily bypassed via DOS multitask extensions Examples
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