EarthBound’s Copy Protection
earthboundcentral.com
earthboundcentral.com
[1] http://legendsoflocalization.com/
[3] http://en.wikipedia.org/wiki/Satellaview_games_from_The_Lege...
Reminds me of Game Dev Tycoon's developers releasing a cracked version of the game onto torrent sites where you'd always lose due to players pirating your game [0]. When I heard what they did I sort of thought it was stupid, but the chart at the end where they show that 90+% of the users of the game were playing the pirated version is somewhat chilling. Kind of makes me want to release a version of games I make to pirate sites (well, if I ever went indie... this would be a very hard sell anywhere I've ever worked), just to get similar usage information, although it's probably a mistake, as the information would only bother me.
[0]: http://www.greenheartgames.com/2013/04/29/what-happens-when-...
Statistics on pirate behaviour are sort of hard to come by anyway -- if you buy games at all, you're not really a pirate, you're someone who downloaded a game they didn't know if they'd like, or you didn't have money at that moment and wanted to check it out, or any other explanation. Over the years, me and my friends, have basically bought every game we've played. On the other hand, if you habitually pirate and never buy, game developers aren't interested in talking to you; in fact you're basically a criminal in their eyes, stealing their profits. I really wish to see some sort of study disentangling these two groups and finding a way to talk to and understand the latter group. Why they do what they do, what motivates them and so on. Once you know that, you can start addressing the issues that drive such behaviour.
Both that, and the Earthbound article, have been posted on HN before. Someone might have the links.
"Damn, that game sucks. Glad I didn't buy it. Better warn my friends"
IIRC when we made Gunship for the Commodore 64 it had something long these lines in that if the loader was tampered with the helicopter wouldn't get enough power to take off. Whether or not that was a win for anti-piracy I have no idea. I do know the game was completely pirated within 2 weeks of shipping though even though we had gotten some fancy copy protection. At least the copy protection added a fast loader so it was a plus for the user :p
An Earthbound fan translated an old Famitsu interview with him and another programmer about developing the game and some of the challenges involved.
https://yomuka.wordpress.com/2011/12/24/weekly-famitsu-septe...
I can't for the life of me remember completing Earthbound or when/why I stopped playing it. I just watched that Youtube clip of the end battle with Giygas and I vaguely remember it, but I have no recollection of some kind of ending. If anything I remember being kind of confused. I bet I ran into that last layer of protection where it randomly freezes and deletes the saved game, and that's why I don't recall an actual ending.
Learning about this now, I guess I feel a little better about not remembering ever beating Earthbound.
I remember I came extremely close to beating it in the mid 1990s, but never did. Then I revisited it in the early 2000s on an emulator, and was able to do so.
Also keep in mind this was 1994. If someone ran into this, it's not like they could go complain on Twitter or Reddit where millions of people would see it and it could potentially damage Nintendo's reputation because people think the game is buggy.
Plus, Super Nintendo piracy was a lot more difficult than modern PC piracy, and it was a lot less common. It's not like today where some people will download a game just to try it out and then buy it if they like it.
A: should I buy this game? B: I played it and it's just stupidly balanced. A: Ok I guess no then.
Notice how in no part of the exchange is anyone going to be communicated any pertinent information about the context, nor do they have incentive to do so.
I remember playing around with a SNES flash cart a few years ago when I stumbled into a working SNES for $20. Earthbound was one of my favorite games as a kid, and it was the first one I went for. The cart had features I straight-up didn't understand, but proved useful for this specific game--the ability to disable SRAM banks being the big one. "Why would you ever need to do tha--oh."
EDIT: Hurrah! Parent comment is positive again!
Goes to show how broken the system is.
If a player is enjoying your game, great! The hardest part of the battle is already won, you made a great game and got it in front of the customers. Now you just need to get them to spend some money.
Sure, back in these days is was probably harder to just ask a user for a credit card number, but punishing people that enjoy your game is crazy.