Also important to remember is that often times the older consoles and cartridges no longer function well, the condition of the physical hardware starts to deteriorate and unfortunately things can wear out.
Also important to remember is that often times the older consoles and cartridges no longer function well, the condition of the physical hardware starts to deteriorate and unfortunately things can wear out.
Anyway, once we had the rights, we of course asked for a copy of the game. Well, naturally, they didn't have one. And several of these old systems had some form of copy protection. Well, fortunately, the 1980s demo scene had led to cracked copies of these games being easily downloaded (bonus fun fact: I may be the only person in history who clicked 'agree' on a 'you must have written permission from the publisher to download this ROM' and meant it). But of course the crackers had included crack intros which we certainly couldn't use. So we ended up including the cracked version, with the cracks, and just initializing the games to a memory state just after the crack intro played.
Without those crackers cracking the game, we might never have found a copy that we could have published.
Not likely, but possible.
I'm not sure if this was protection related, but once I rented a C64 game and it wouldn't work. The store wanted me to pay for it until we booted it on their system and saw it work. Years later, I read in a magazine that that particular game wouldn't work with my particular printer. :( Weird.
Can a crack and/or cracktro be considered protected under copyright law?
I know you skipped over it, but technically it was still included without permission, I assume.
Nintendo is just absurdly bad at anything to do with "online".
And even then, the (licenses for) the old games that you're buying from Nintendo's service are actually licenses to the particular port that runs on whatever the console generation you buy them on. If you buy the Wii Virtual Console port of Mario 64, that doesn't entitle you to download+run the Wii U Virtual Console port of Mario 64. You either accumulate an ever-expanding pile of hardware dongles that will themselves break one day, or you keep buying and re-buying ports of your favourite old games for each new console generation, never knowing whether they'll actually bother to port any given game to any given console, whether they did it for a previous generation or not.
This doesn't quite match the meaning of "convenient" in the sense that Steam is convenient: with Steam, when you buy a game, you're buying a license to play that game on anything—if the game starts out only on Windows, but then is ported to run on Mac and Linux, you don't have to pay again. You just own "the game", and are granted the ability to download+run whatever ports of it exist on Steam.
This is a rather limited point of view - the draw to emulation is much more than convenience.
There are thriving communities based around homebrew, preservation, ROM hacking, translations, prototype collecting, debugging, tool-assisted speedrunning, enhancements, music, artwork and reverse engineering.
From what I can see, it's kind of gutted the old PC/DOS abandonware sites, at least compared to the state of things 10-15 years ago.