Gaming's most fiendish anti-piracy tricks (2010)
gamesradar.com
gamesradar.com
The pirated copy had users unable to win or pass a certain point because their games started to get pirated (in the game).
They also released the cracked game themselves to torrents, thus bypassing the troubles other games had where legite players got hit by anti-piracy issues.
http://www.greenheartgames.com/2013/04/29/what-happens-when-...
I've bought probably 10-20x the games I've actually played as well. I stopped playing video games regularly in 1998, but kept buying for the next 2 decades. My rule about 10 years ago was the game had to have all DRM and be under $10.
I'll finish Baldur's Gate and Thief 1 & 2 eventually!
There's also the infamous scorpion trick they did in one of the Serious Sam games too. If it detected the game was pirated, it'd load an invincible monster that could kill you in seconds and would hunt you down through much of the game. Certainly made for a memorable experience, though it may also gave a bunch of people the amusing extra challenge of trying to avoid the thing for as long as possible.
Of course, pirates got a lot of mileage out of brute-force full-disk/bit copiers which would try to simply dupe every track on the disk, without regard for format or contents since this would successfully duplicate a handful of file-level tricks such as hidden or intentionally corrupted files that the game would look for. Anyways, the story goes ... if your bit-copying drive stepped out to that distant track ... whammo. <insert-expensive-mechanical-noise>
Or so the rumour goes. As brave teens, we doubted it and it never deterred anyone I knew. Interesting concept, though, if the topic is fiendish tricks.
That Jon Burton guy isn't a reliable source of information.
Copy //+ defeated this by letting you choose what game you were copying, and it had a list of sectors to avoid for each game. The good ol' days. This was back when calling stolen programs "warez" was still cool.
Bad sectors were expected by copiers like Locksmith or Copy//+. They were nothing special. The copiers tried to make sense of them by identifying the address and data markers, which were often altered (D5 AA 96, ...) but if they encountered an error, they would just signal it and move on.
The cracker then had to take over, e.g. analyze the raw content of the track or just start disassembling and find out how to read these malformed tracks (or sometimes, they contained specific bit patterns that didn't represent any data but were verified by the copy protection).
Source: I still crack Apple ][ games now and then for the fun of it.
I (re)bought most of them in the late 90s after chucking my games in the early 90s when I got tired of my Apple //e.
Still have my original Apple //e and a backup. Finally got that color monitor upgrade too!
I actually have the Ultima VII games on my desktop as we speak.
I remember spending hours on EA's helpline trying to get them to fix this, because now and then, my base would explode, despite the game's legitimacy.
From memory, it became a "won't fix" when we worked out it was only when I would connect to a match with someone with an illegitimate version of the game.
I can see how this may deter piracy, but to be honest constantly creating new accounts gets frustrating pretty quickly.
I'm trying to buy games, not open a bank account.
After several weeks of not being able to play my games unless I changed my password first, and receiving nothing like actual customer service from Valve, I've never given them another penny - or any other game dev/service using DRM. Once bitten.
For people who have the money to buy a game, using Steam is much easier (and free of perceived malware risks) than torrenting.
In theory offline mode is supposed to work, and does on Mac. But on Windows steam breaks itself eventually.
https://ia801505.us.archive.org/33/items/BurgerTime4amCrack/...
https://www.jwz.org/blog/2016/01/1982-burgertime-drm-was-har...
Luckily it seems like browsers are starting to retire that header soon anyway, so his annoying trick will break.
Secondly, you're absolutely correct, they're just stripping path information, not the domain.
Just open the link in incognito mode.
Also, the method described here, even though it didn't result in a financially successful game, was pretty clever (pirating the game meant your game company would be defeated by pirates):
http://www.cracked.com/article_20482_5-hilarious-ways-game-d...
http://www.cracked.com/article_22222_6-hilarious-ways-game-d...
This might be worth a page that comprehensively lists and summarizes various games' approaches. Developers of new games that glance at such a page might find old ones that would work for them or get ideas for better ones. Has anyone started on such a page?
Square Enix used to punish pirates for their multiplayer games by putting them all together on to the crappest servers they had and making the gameplay slightly crappy in every possible way.