Exploring 80s Anti-Piracy DRM Copy Protection | feat. the dreaded Lenslok
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- čas přidán 18. 05. 2024
- Today, join me whilst I explore and try out three different types of 1980s anti-piracy copy protection methods (similar to DRM), including the infamous Lenslok. The games I will be looking at, are: Teenage Mutant Hero Turtles on the Amstrad CPC, and Jet Set Willy, plus TT Racer on the Sinclair ZX Spectrum.
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Most memorable for me was The Secret of Monkey Island on the Amiga, a rotating code wheel from what I remember.
I had a copy, the copy worked
Starflight had a code wheel as well. A few of the Infocom text games had some clues in various extras in the boxes.
F/A-18 Interceptor was like that as well.
@@YesiPleb that was the first and only game i ever 'cracked' using a hex editor.. i just searched for the codes in the .exe (can't even remember what the executables were called on the amiga..i don't even think there was an extension?!) and changed them all to zeros.. i was really surprised it worked haha
Oh, yes I remember that :)
1980's coder here (Sinclair ZX81, ZX Speccy, Beeb Model B & Straddy CPC6128)... The cracking scene was also a pretty big deal at the time (Still is, to be fair!). Software houses thought they were safe because they'd sell their compiled games written in Assembly code, but there were plenty of disassemblers available for most platforms, which enabled people to reverse engineer game code and insert functions to override, circumvent or obliterate copy protection routines.
Of course, I had nothing to do with any of this, because I'm a good boy.
Reverse engineering got me into coding for CRL !!
Processors of that era were so simple one could memorize the entire instruction set. (I had the Moto 6809 memorized)
After 30+ years of playing Sid Meyer’s Railroad tycoon, I’ve NEARLY memorised all of the train images you need to identify on copy protection! 😊
I was just about to comment about Railroad Tycoon! My brother and I still take the piss out of each other for knowing how to distinguish a 4-4-0 Hamilton from a 4-6-2 Gresley! SImple copy protection broken by a random book on trains received as a Christmas present 😂😂
i STILL play that game
I had memorized all the questions for the original civilization back in the day. Willing to bet I have forgotten them in the last few decades though.
Same!
I remember cracking the colour code sheet for Jet Set Willy on the Spectrum whilst in college long after the game was released. I was teaching myself Z80 assembler at the time.
You search memory for the text ‘Invalid code entered’ or whatever it was when wrong colour code entered and make a note of the memory location for the first letter.
You then looked for the instruction that referenced that memory location and the preceding logic. e.g. the logic might be jump if result is zero, you then flipped the logic to jump if not zero by poking that revised instruction into the memory location. When you then ran the code with RANDOMIZE USR it would accept any colour code as valid.
...EXCEPT the correct one!
@@JCCyC - Good point ;-)
I taught myself assembler in 1984 and I’ve tried many times (and succeeded quite a few times) to crack the copy protection. It was a matter of going through the code step by step until you found the subroutine that handled it, or you found some data block with a bunch of hardcoded codes. Very time consuming, but great fun.
Same here. I found rude messages left by programmers aimed at work mate etc in the code of some games
Just casually has a photocopier lying around for the first copy protection method. Love it 😂
Its a multi function printer. Most people have them if they work from home.
These days, who doesn't? (I've thrown several away!)
@@jfbeam You threw away laser printers?
What made you think she wouldn't have an all in one printer?
Jet Set Willy! Yay! My favourite pre-2000 game. I have an unopened copy of it on ZX Spectrum which I'm very proud of. 🙂
It's worth a nice penny as well.
POKE 34499,201 still remember the code bypass poke.
I definitely recall having to look up things like "page 9, line 23, word 4" in the instruction manuals of old pc games. There were also some games that had a piece of transparent red film that you would have to hold up to a red garbled page in the manual so that you could see the codes. They got pretty creative back in ye olden days.
"The Legend of Kyrandia" for example. If I remeber correctly :)
Sierra games used to reference the manual pages. Imagine kids today getting a paper copy of a manual with a game. Or having to use a code wheel or whatever that lens thing was she was using. 😂 100% chance my son would be forced into a new hobby.
I still remember “Leaderboard Golf” on the ATARI 800 XL.
There was a dongle included that had to be plugged into the joystick port 2.
We then “cracked” the “security dongle” within seconds.
A simple BASIC command helped:
PRINT STICK (1)
And then the value of the dongle was displayed.
Then we noted the value and dismantled an old joystick.
Thanks to the sometimes poor quality of the Quickshot joysticks, there were quite a few of them lying around.
A short BASIC program:
10 PRINT STICK (1)
20 GOTO 10
Then we connected the cable from the defective joystick. GND and the cables for left/right/up and down combined until we got the numerical value that we had previously read out of the dongle.
The matching bare wire ends simply twisted together, the cable in joystick port 2, the “game joystick” in port 1.
Leaderboard Golf loaded and played happily without a dongle.
Maybe we even made a copy of the disk for everyone...
Oh no. That was forbidden. Of course we didn't do that!😂
Not copy protection but when I was 18 or 19 I found an old copy of Leisure Suit Larry, which is an 18+ rated game. It had a series of questions to prove you're an adult. Many of which were about "recent" history and politics. The thing is, since I was an adult in the 90s, not the 80s, I didn't know the answers. I had to look them up in the encyclopedia.
A classic!
And after all that research, it was a disappointment wasn't it 😂
Couldn't you skip the questions by pressing ctrl-x or something like that?
@@ro63rto I had fun with it but unfortunately I only had disk 1 of the game so once he leaves the bar at the beginning the game ended for me.
@@WhateverNullPointer if so it would have been easier but I don't remember seeing anything about that. I didn't have the box or manual, just a 5.25 floppy.
Love your channel. At first I was like, cool to see that someone young is interested in this stuff.
Then I thought, hey the content is actually pretty good. I want more of this.
And now it came to my mind that if CZcams had existed in the 80s this is how a gaming channel would have been like.
Keep it up.
The coolest copy protection from the 80s that I remember used a laser to burn a hole through the disk at a certain track and sector. When the game started up, it tried to read that track and sector. If it succeeded, then it knew the disk was a copy, and the game didn't load. If it failed, then it knew it was the original disk, and the game loaded.
that actually sounds pretty good
This was a popular method of copy protection in the 80s in Australia, not only did they use lasers to burn holes in the floppy disk they could also intentionally write bad sectors to the disk that would have a similar effect. It was a challenge to defeat the protection back in the day.
@@AussieShedCreations > I actually learned how to mark floppy disk sectors/track as "defective", in order to bypass those things. In France, we had a book called "la bible PC" that explained a LOT of low-level shenanigans, and that was actually really useful in the DOS era.
Another sneaky one is the floating “half written” sector check. One where theres sorta half flux so that you wont consistently get either a 1 or a 0. The game would check that sector a few times and if it gets a too consistent a 1 or 0 it breaks the game.
Intentionally bad sectors, different numbers of sectors per track, 1/4 & 1/2 tracks, self modifying code, copy checks over an hour unti the game... ahh, fond memories.
Appreciate the dedication of putting what must be a reasonably heavy photocopier onto your desk just for all of us to see. Another great video. Thanks Kari :)
Also, not 80's, but Star Control for MS-DOS (1991) requested a special pass phrase that players found by using a three-ply code wheel, called "Professor Zorq's Instant Etiquette Analyzer". Was a really cool idea for copy protection.
I remember lenslock on the sinclair 48k. As a 7 year old I had hell getting those damn things to work.
Watching Kari fuss with lenslock made me thankful I never had to deal with it!
I had it on a music program. I think it may have been called "Music Studio" or "Music Creator Deluxe" from... Electronic Arts, possibly? I never got it right at first attempt, and often had to suffer the reload-routine due to too many wrong attempts. Utterly infuriating and thankfully I never encountered that system anywhere else.
@@teebodk3917 yes! I had this music program and elite mentioned by Kari. Both lenslocks were so bad I ended up rarely using them which was sad as both game and application were so good!
The color grid is interesting. I don’t recall seeing that in the U.S.
I’m fairly colorblind so that would have been a show stopper for me.
That was the first thing I thought of when seeing this: "what about colourblind people?"
Also, the some of these protections will have been difficult to understand or operate for some people. The Jet Set Willy one for example.
Me and my dad were masters at copying those 'protection' methods. I typed or coloured everything in by hand, including Jet Set Willy and Monkey Island's wheel. My dad made a mould of the lenslok and cast his own with epoxy resin so we could use The Artist.
The most amazing thing that happened to me in the 80s was loading a game called Freddy Hardest from the wrong tape and needing a 4-digit code to get to the second part of the game. My friend hit some random keys and... they were the code. We were both in shock.
Wow Oo рfff) without malice)
I remember doing that with Half-Life, wanted to play Counter-Strike with a friend, only had one copy, got to the key screen, punched in a completely random series of letters and... it accepted it.
Bought another later on but that was our introduction to one of the best multiplayer franchises of all time.
While this sounds mindblowing for sure, keep in mind my fellow gamers that for most games there were cracked Versions around which allowed to enter any combination to get around the protection :D
I'm so glad you covered this. In Australia we got a bit of code-wheel action with Jack Nicklaus Golf and Monkey Island, but never saw this extravagant Lens Lock stuff! I'm especially amazed you're covering this since you look like all of this came out decades before you were even born! You're educating someone like me, who was old enough to have been around when it was relevant.
That Lenslok is a bit like a CAPTCHA challenge where you have to figure out the characters 😬
I've got a game with one myself. It soon died a death, 8-10 games I think. My game with it on is The Price of Magik by Level 9.
Oh no !!
You are so wrong !!
The difference is, that the lenslok always worked prop. 😂
Please choose the tiles with the cross walks.
Being a fan of vintage games, I've seen a lot of copy protection methods over the years. The lens lock thing is definitely new to me.
Thanks for a trip down memory lane. I have fond memories of all the crazy anti-piracy methods from the 80's and 90's.
Love the Critters shirt. That movie is such a fun, silly watch.
Yeah, still don't know where she finds this shirts all the time?😂
Lenslok, what a palaver. As someone whose eyes don't focus in stereo, getting past the protection was almost like completing the game itself.
Really like the topics you bring up... 🎉
One of the best copy protections I know of is in Starflight. It is a space exploration game where when you leave the stardock for the first time, it asks you to look on the map and use a tool to count how many stars are in that sector. The interesting part is that if you got it wrong, it wouldnt say so, and continue to let you play the game. But as soon as you ventured too far, the "space police" would arrive, and blow your ship into scrap with a message about not pirating!
1:00 great i finally now have the code's for my pirated copy of hero turtles lol 😃 Another great video, being in my 40's i never knew these were a thing as i never encountered them, i even owned a spectrum and my friends had other computers.
This channel is going to be huge. Keep going. You're smashing it.
Another great video. Really highlights the hoops we had to just through just to run a game back in the 80s and 90s.
My brother sat and by hand copied the entire full sized code sheet for Jet Set Willy. We even had the April Showers add on room that was published in one of the mags (maybe bits and bytes) back in the day, where you could code in a whole new room. We also had Elite with the lens lock and NEVER got it to work on the 26 inch TV. I think that was back when we used to rent games for a week at a time.
"Zak McKracken and the Alien Mindbenders" had a similar approach to the Turtles game (i.e. looking up a code on a sheet). The main difference is that you could start the game without a code, but you'd be prompted when you bought a plane ticket, i.e. you'd be stuck in one location without the code sheet.
Unrelated, I'm impressed by your collection of 80s themed T-shirts!
After my cousin loaned the game to me, I copied it and figured out how to poke the visa code onto the screen when it asked for it--with symbols displayed as letters. So in the end I still needed a cheat sheet!
And there was also a funny cut-scene when you failed the copy protection. Maniac Mansion also had this in some versions with a steel security door that would trigger the nuclear explosion when the code was entered incorrectly.
I loved those titles where they gamified it.
As a kid, it was a fun (although part of copyright we didn’t think of that) and became part of the game.
Remember one I had where you got different coloured filters (like a red transparent film) you had to put over different coloured code papers.
And it was a challenge solving the puzzle to get in to the game.
That Critters T-shirt is awesome! I'm getting flashbacks of watching that at sleep overs as a kid.
Love the shirt, i fiund your videos last week and these are real cool. Its crazy they attempted to send that lil key thing with the disk. 😂
Back in the old fun days I, had a similar problem, simple fix, I did a scan on the flatbed scanner and adjusted the color settings, lower or remove the offending color. It worked perfect.
As soon as I saw the episode title, I thought of the turtles for amstrad and low and behold, you have it!!!
I had that exact game!
That brown TMHT copy protection book brings back some annoying memories. Annoying because of the hard to read copy protection and annoying because of the game itself! The NES version is infamous due it its difficulty, but it had nothing on the C64 version.
I remember Worms on the Amiga had a similar copy protection book too. Speaking of the Amiga, there was a game called Life & Death where you were a surgeon and it had an interesting copy protection method. The game box contained a phone book (plus rubber gloves & surgical mask!), and partway through the game you were told phone someone, so you had to look up their number in the phone book - the game wouldn't progress without this.
Love your selection of t-shirts! Haven’t seen critters for years 😂
The most memorable copy protection for me was in a "BattleTech: The Crescent Hawk's Inception". I absolutely loved this game and played it a lot, right through to the end. And, at the end, was where there was copy protection. Your team ended up in (from memory) some kind of hall where you had to select a certain set of planets from a set in order to open a door. Of course, the set of planets to select was highlighted in the instruction manual on like the back page or something. I'd never paid much attention to it and, for whatever reason, had no idea that this was how you were meant to proceed. It was some obscure copy protection right at the end of the game. So I remember getting incredibly frustrated and giving up. Years later I discovered an abandonwear copy of the game that explained how this final puzzle worked.
Great video, Kari. Another but similar topic is age verification used in some early games, particularly on Leisure Suit Larry. I had that on my Atari ST (or might have been PC) and the questions were all about American sport and culture, so it usually took a few goes for me as a British teenager to actually get in to it.
A great video , very informative and entertaining! 👍
I remember those red paper blue ink "copy" protections. They greatly underestimated the tenacity of a teenager with a ream of tracing paper and too much time.
This is a great topic...I remember many of these methods, especially the ones you couldn't get around easily. Rocket Ranger and Star Trek 25th Anniversary come to mind as some of the most memorable.
OMG! That clear phone ya have hanging on the wall is same one I had! Thanks for one of the few good memories I have! Rock on my Dear!!!🫂🙏🐍🇺🇸
The first Monkey Island game on the Amiga was protected by a wheel type deal with little holes in, worked pretty well from what I recall. Monkey Island - an absolute belter of a game. Shout out to the Critters shirt, very underated movies
I like this video, I was around 3 in 1990 when I started using a CPC 464.
Now in a career in tech, but old tech is just so much more eccentric with such interesting nuances between systems.
Shout out to one of the best games (Without silly DRM). Head over Heels!
Love the video... and the Critters tee!
I had a b&w photocopy of the JSW codes, even created a pencil key to know which colours were which. There was only a few I couldn't work out. It's also how I found out some colours couldn't photocopy, can't remember which one came out white, probably cyan. And lenslok, jesus, I'm glad you're showing people what we had to do.
In the US, some of the copyright protection tricks had pretty nifty props. The Monkey Island games from Lucasfilm had the spinning discs where you had to match up the pirate heads or voodoo ingredients. The Sierra games had pamphlets of airport ticket codes, police mugshots, Larry's little black book phone numbers, and so forth. Gold Rush came with an entire book, chronicling the history of the gold rush and you were forced to learn each time you started up the game. Some games had little funny scenes when you got the copyright protection wrong. Zak McKracken and the Alien Mindbenders sent you to piracy jail. Gold Rush hanged you.
Back in the day when my friends and I bought Wing Commander for the PC it came with a booklet like the one for TMNT that you showed. My friends and I each took a 4th of the book and hand copied the codes to share the game with each other.
Just found your channel, like the content and delivery :) .. we had an art package "the artist" with lenselock and it generaly worked quite well...
I vaguely remember a lot of books and such with codes but the one I really remember is from StarTropics for the NES. it came with a letter that you had to dip in water to reveal a code that you needed in the game.
Great video. Made me think of how these copy protection methods eventually lead to the Warez scene. In NZ I used to buy tonnes of cracked pirated games mail order for the Amiga and PC. May be a good topic for a video!
So glad you covered JSW. I made a copy by hand which took ages to make but worked from what I can remember. I was 11 I think. My kids think I made it all up lol. Happy days.
On diskette, some copy protection was done in the boot sector, and copy protection tricked the drive into writing bad boot sector code on a copy and the copy would never run. Great video - never heard of the last method. I did see the first when SimCity first came out. I photographed it in color and inverted the image. This changed the contrast making it somewhat easier to read. It wasn't perfect, but it was better. Later, after I learned assembly language, I loaded the code and NOP the part where the query for the right response was so it fell through to start the game.
I remember for Jet Set Willy, there were bugs in it so they printed "pokes" in magazines of the time to fix the issues which required them to explain how to bypass the DRM. Also for Lens Lock there was a way, again via a poke to reset the timer as the loading started so it always picked only one of two codes. Since you had 3 attempts you always got in.... Fun days and we learned a lot
The game Buzzard Bait for my Dragon 32 came with a dongle which had to be plugged into one of the joystick ports when the game was started.
If memeory is rihht it had a resistor and a diode in it that would short two pins out but same could be done if you kept joystick held in the up position.
I vaguely remember some games on the Amiga had a hardware plug in dongle thingy for copy protection. That LensLock looks insane! Fascinating trivia as ever. Thank you and keep up the top quality retro content 😊
Robocop 3 had a dongle that plugged into the mouse port, that you plugged the mouse into.
@@PixelProfessor Which didn't fit the Amiga 600 :D
I know there are some kinds of really expensive modern software that still uses a hardware USB key to access.
lol. Never stopped us. Your shirt is awesome.. I was just talking about Critters... luz. 80s horror fan growing up.
Kari you teach me more about 80’s computers than I ever knew was possible….and I was a teenage computer nerd back then! 🤓
Growing up my Dad would occasionally take me into the local computer game store, and they'd have loads of games on racks, and the cheap ones would be on the metal wire spinners. I remember going into pickup a new game with him, and I'd spend my pocket money on the cheapest games from the wire spinning racks. I was a huge fan of turtles at the time, so I was super surprised and happy to come out of the store with my cheap ass games, and only to be presented with the boxed copy of turtles as well. I remember being taken back by the size of the box, it was smaller than most of the other boxes we had at the time for games, it just felt like it was made for me.
Turns out my dyslexic brain was fooled by the copy protection. For some reason I couldn't do the row and column look up while trying to see the numbers. My dad (bless him) ended up spending gosh knows how long re-writing it on 4 sheets of paper, hand drawn and stuck together in a big poster like sheet so I could easily read the copy protection numbers, but at that point I was already so mad at the game just for that that, I had fallen out of love with Turtles because of it. Not just the game either, I begrudgingly watched the tv show.
Even with the new movies of recent years, I still have a bitter taste in my mouth from that game's copy protection. *raises fist*
I remember having code wheels for the first version of Need for Speed on the PC. You would also get a prompt in game to find a word on a certain page in the manuel. I got involved in the Early BBS days and remember sharing programs over a 2400 Bps Modem.
I remember a C64 game called Beach Head. It was somehow copy protected on the cassette itself. If you listened to the cassette in audio there was a short section of code, then a pause, then the main long code. If you copied the entire cassette then the copy wouldn't load. For some reason I decided to try copying just the main long code, leaving off the short section at the beginning, and that worked fine.
Quite a lot of business software on 5.25" floppies had copy protection. The hole in the disk was common, but after many uses of the disk, the oxide layer would produce a 'trail' at the hole and cause problems. Many disks had tracks that were out of normal range or a weird format and e.g. diskcopy would not make a valid copy. We had commercial software (Zerodisk, Copyright) that would copy these out of spec disks and make working copies. At home on my C64 I remember spending much of a week working out how the copy protection worked on the Superscript word-processor! It was quite clever and needed a reset button wired up to halt the load at a critical time so the memory could be examined. Happy days...
Critters! I loved that movie when I was a kid. It was so cheesy and funny.
I remember the Sim City red sheet that me and my friend could not copy. So we went downtown to a printing company that had color laser printers and they actually sold us a color copy. It was printed on a glossy paper that resembled a comic book cover.
you did another great vid , defintly love you.
We had the copy protection bypassed nearly day one on just about every piece of software out there. A programmable drive and a little snooping and you could make it think it always had the right code. Yes, I'm even older than that.
Thank god the average experience in the 2000s (EA notwithstanding) was just typing in a CD key. As a general rule, copy protection should never be less convenient to the consumer than it is to the pirate.
Times ago,some releases were with hand writed codes doc.
Nice to discover such unknown method!
Never heard or seen a lenslok. Very interesting. Also nice shirt. Loved the movie as a kid.
Some photocopiers back then could definitely copy those dark red pages. I remember having readable photocopies of these. There was very dark gray noise all over the image but the text was readable enough.
As someone who was there at the time, I can confirm that we did indeed hand copy the Jet Set Willy code chart, and I still have it!
Dungeons and Dragons: Pool of Radiance for the Commodore 64 had those terrible code wheels. Three of them if I remember. Had that game as a teenager in the '80's and boy were those wheels annoying. I had the original game and disassembled the code wheels in order to make photocopies and create duplicates. Those were the days!
Love the game play. Jet Set Willy. A game I never could complete, and I couldn't complete Manic Miner either without unlimited lives. That goddam power generator screen where the yellow beam took your air ... it was just too hard😠😠🤣🤣
JSW was actually bugged and could not be completed without a cheat, so don't feel bad. I still have great memories of MM though. I know exactly the level you're talking about - it was a complete PITA. The level that I remember more than any other though (apart from the first level because I saw it SO often), was Eugene's Lair. The timer once once you got the last crystal before Eugene descended to block off the exit was very stressfull...
@@jipster2020 JSW was one of people's most favourite games, even though it was unwinnable in it's original state. Also didn't really matter that you had so many lives, if you ended up in a falling loop.
Laser Basic and Laser Compiler for the ZX Spectrum had manuals with green and blue pages respectively. I found the green one very difficult to read, because it was so dark, so I experimented with various settings on the photocopier. The first copy had an annoying grey background, but the copy of the copy resulted in almost perfect black on white. I was so annoyed at having to to jump though hoops to be able to use a product that I had paid for that I gave the first (grey) copy to a colleague and he paid for my photocopying costs. A good example of copy-protection backfiring on the publisher.
I didn’t have a ZX Spectrum when I was at school, but I recall someone making a copy of the Jet Set Willy colour codes by writing out the colours as the respective digits. The resulting sheet was easily photocopied. I suspect the multi page version for the Amstrad would have similarly been overcome by a group of school boys who would rather spend an hour copying a page each, than forgo several week’s pocket money for a legitimate copy.
The Attic bug and some unreachable items meant you couldn't complete it. The Attic bug was where the arrow in the room was moved in memory but went a bit too far, overwriting some code.
I remember back in the 90's the game Indiana Jones 3 had a red paper with codes on it and you needed a red transparent paper to "decode" it :)
I remember a game called Targis on the Amiga. You needed to save the box. (So if you buy it used make sure it has the box). It would as questions about the image on it but after a couple of fails I think it finally asked "Do you like Targis?" A simple yes got it started.
The most memorable one for me was Dungeon Master. It had multiple checks embedded throughout the game. Those checks relied on “fuzzy” bits stored on the floppy disk. Those are bits that hover between a zero and a one. Sometimes, reading the bit will show a zero, and sometimes, it will show a one.
I love your Critters Shirt, by the way ❤
I don't think I experienced the lens lock but definitely remember looking up codes in the manuals on my spectrum +2.
I do vaguely remember you could load either a cracked version of the games or preload a crack before loading the game! Good memories!
Brilliant topic. I had a block-by-block copier that worked perfectly usually.
I once tried to copy Beach Head II for a mate who rarely used his C64 and never tried better, more fun games.
I decided to test the copy and was stunned to experience the OG blue-screen-of-death, but instead of being told my C64 was a useless piece of junk that crapped its self, I was politely made aware of the fact that the piece of crap was me all along... Fun times.
I love you just because you have a jellyfish phone on the wall lol
I miss some of that plastic tech from late 80s and early 90s.
I lived in the 80's....and I had no idea there were games on cassettes and records. Never even heard of them until now lol. I was 12 in 1987 so you'd think I would've heard of it.
I have no recollection of the Jet Set Willy CP, played it loads though. Thankfully, I never encountered lens lok, my god that would have been binned in my childhood 😂 I'm sure it's incorrect recall, but I've got memories of certain games that just copying the tape meant the copies always failed to load.
Love the videos!
The ninja turtles one was used again on the Worms original game released on PC. My mate spent a weekend manually copying out all the codes. They were discovered that if you held down a key for something like 20 characters it would overflow and bypass the copy protection
Did Worms for PC come out on Floppy and CD-Rom, because I'm sure I had the CD-Rom version, and didn't need to use any copy protection. Also got Reinforcements later on, which required copying MOST of the Worms CD to Hard Drive.
@@lmcgregoruk I honestly can't remember, I just remember this black book with gloss letter on a matt background. That and sneaking it onto one of the schools computers for lunchtime educational purposes
Code wheels were another one. Common with the Gold Box D&D games.
I bypassed most of these by making a fresh copy of the game with a Romantic Robot Multiface snapshot taken just after the check. It even worked for most multiloaders, just replace the first bit with the snapshot! I could backup my games to a Opus Discovery 3.5" disk, and have them load up super fast into the bargain. My dad must've spent a fortune on the Multiface and Opus! :)
We had the same for the TNMT on Tandy PC i think it may have a red clear piece of plastic to see better. Maniac Mansion from LucasArt had you go to a certain page in the manual to find the code which was related to the game the number of croutons on the device and i think something else. LucasArt had a few games with various piracy protection i think both Loom and Monkey Island had something. Early Sierra games had privacy protections like King's Quest, Space Quest, an Leisure Suit Larry as well as others that require the first disk to be insert at start even with full game load on system that at first was 5 and a half floppy then later 3 and a quarter.
I remember go to certain word on a specific sentence in a paragraph on a certain page in the manual. Also, the manual had the back story for the game, faqs, tech specs, and whoever worked on the game.
ahh, the good old days. Problem is, we had far too much time on our hands back then. I remember copying the entire Jet Set Willy colour sheet back in the day.
I've never seen any of these used, very interesting!
awesome video as always :)
Great video. Subscribed!
Code books like that only worked until someone took the time to type them on plain paper. But even then, photocopiers were rare, expensive business devices. (and there was no Fedex/Kinko's to have it copied.) We'd sneak in and use the school's systems. Later, the library had copiers available to the public. Code _wheels_ presented some additional challenges, but took way less effort to clone. I never ran into color codes, or those blasted Lenslok's.
Of course every game eventually had a "no-cd" patch. Tape loading games tended to be way easier to patch. (and thus began the arms race.)
The most common protection I remember was when the game asked you to find a word in the game manual by giving you the page number, line number and position in line.
Obvious problem was photocopies of manuals.
I do remember copying a game on the BBC micro. The game loaded into a non standard memory location and then loader code would shift it around to the correct location.
You just had to copy the game from memory when it had finished moving to the correct memory location.
Oh man, I had turtles on my 128 way back when. I can't remember if i had it on tape or disk but wow, that takes me back.
One of the things that the Apple 2 would do is the publisher would modify the format of the disk so that you could not copy it with a normal utility. What we found was that the normal DOS RWTS routines (Read Write Track Sector) would be modified and loaded into the top of system memory and the game would use that to read the modified format. So once the game was loaded into memory, we would break into the monitor and load the copy utility Muffin into memory at $1000. Then we would locate the protected RWTS in RAM and update the hooks for reading in Muffin to point to that RWTS and muffin had a copy of the normal RWTS built in so once the hooks pointed to the game's version or RWTS we could tell Muffin to just copy and it would read the protected format using the game's RWTS and then write it in normal disk format stripping out any oddball format data they used for a protection scheme. Easy :)
In the U.S. we just had to look up Page x, paragraph y, word z from the manual and type it in. I did not realize how good we had it, manuals were easy to copy at the school library.
LOL. We we had a double cassette deck that was used to duplicate cassettes, which was used a lot in the Vic-20 days. It seems that the copy protection in the UK was much more serious than that found in US and Canada. I had never seen the Lenslok before. That is certainly interesting. Of course we tended to use diskettes over tape, so they had different methods for copy protection.
I had a flashback when I saw that red TNMHT password book. My neighbour owned a legal copy (most of our games were pirates back then) of that game for C64 with the same copy protection.
My first encounter of anti piracy was the colour codes on the inlay of Jet Set Willy - and you are correct in that colour photocopiers were fairly hard to come by back then.
Something that bypassed all types of anti piracy on the ZX Spectrum was the Multiface One peripheral by Romantic Robot that showed up a few years down the line. At the touch of a little red button the Multiface would allow a person to save the current memory state to a blank cassette and it was from that point the game would begin the next time it was loaded from that cassette. Anyone wishing to duplicate an original merely had to press the little red button at the main screen and the pirate copies thereafter would all start from that point after lenslok or colour code chart or whatever as soon as the game finished loading.
I had the Multiface II on the Amstrad CPC and it allowed dumping the memory to my blank floppy disks for quick loading too! Nice bit of kit.
Laura Bow: The Colonel's Bequest had a really neat themed copy protection. When you started the game, you were prompted with a fingerprint from one of the game's suspects.You had to use a red gel filter in the shape of a magnifying glass to find a matching fingerprint on a chart in the manual. 🔎